nameless90's SubSalac Thundurus-Therian
This is Hoopa-Unbound's Trick Room set linked here http://www.smogon.com/dex/xy/pokemon/hoopa-alt/ but with special moves instead of being physical; I think this is a good way to think "out of the box" to discover new options because Psyshock hits on the physical side when needed (Chansey) but I want to ask a question: Does the power difference between Hyperspace Fury and Dark Pulse prevent Hoopa from 2HKO/OHKO some pokemons? Can you post some calcs?Trick Room Hoopa-U
Is there a reason of cm over np? Do the spdef boosts really matter for stallbreaking?SubCalm Mind Hoopa-U
Hoopa-Unbound @ Leftovers
Ability: Magician
EVs: 252 HP / 4 SpA / 252 Spe
IVs: 0 Atk
Timid Nature
- Dark Pulse
- Psyshock
- Calm Mind
- Substitute
General idea: Hoopa-U has the ability to tank some hits on the special side of the spectrum thanks to the base HP and SpD combined and with some EVs investment in the former stat. The idea is to set a Substitute (which can help us to avoid status) and begin set-up 1-2 Calm Minds and then proceed to sweep Stall teams. The dual STABs hit both sides of the spectrum while being both special attacks not affected by burn. Leftovers is for longevity.
EVs: customizable (I'm trying to find a good spread). Max speed plus an enhancing nature is recommended to set-up the Sub to avoid status or the first Calm Mind to boost the SpA and SpD to tank hits better.
N.B. Defensive Mega Venusaur can't break the Sub after a +1 boost in SpD whereas Offensive Mega Venu can do this sometimes with Sludge Bomb.
Teammates: Fighting coverage is recommended such as Reflect/Will o' Wisp support.
Sub + 3 Attacks is the first set listed on the analysis.Hoopa-Unbound @ Life Orb
Ability: Magician
Hasty
152 Atk, 104 Sp. Atk, 252 Speed/ 80 Atk, 176 Sp. Atk, 252 Speed
-Substitute
-Knock Off/Hyperspace Fury
-Drain Punch/Fire Punch
-Psychic/Hp Ice
Substitute allows Hoopa to get more than one KO if it can find the opportunity to set up which isn't hard given it's mixed offensive pressure. With a life orb it hits as hard as possible while being able to switch moves and gets recovery from drain punch. I like using the standard dark/fighting/psychic coverage but you can use fire punch or hp ice for specific KO's on ferro/scizor and garchomp/lando. Use knock off it's usually superior to hyperspace fury. The first ev spread is what I normally use to hit hard on the physical side but still get the 2HKO on clefable, garchomp, and lando with Psychic. The 2nd spread gets the KO on chomp and lando with hp ice. This is easily Hoopa's best set as it maintains the offensive pressure that it applies to defensive teams while punishing a misprediction from offensive teams with Substitute.
In my opinion, yes because you can use Substitute to avoid status such as Toxic/Thunder Wave/even Burn which ruin Hoopa-U) and to have better special bulk while boosting our attack prowess. You lose the immediate power boost of Nasty Plot but, in theory, I think this is a way to make the Subs unbreakable from some weaker special attacks.Is there a reason of cm over np? Do the spdef boosts really matter for stallbreaking?
It allows you to set up on Scarf Keldeo's scald for one thing. Idk if it's worth it, but it can be helpful at times.Is there a reason of cm over np? Do the spdef boosts really matter for stallbreaking?