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Ask a simple question, get a simple answer - mark 16

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"Generic Sunny Day Starter"
Cherrim
Rapidash
"Tank benefitting from Sun"

Okay, can someone help me fill in these gaps for the official Nintendo tournament? I was thinking Latias or Cresselia, but that makes me Heraweak... Please?

Why do you think Crobat is a poor Sunny Day-er for your team? It's fast and is an excellent Heracross counter. To be honest, I don't know too much about competitive double battles, but it seems to me like it would be most useful.
 
Why do you think Crobat is a poor Sunny Day-er for your team? It's fast and is an excellent Heracross counter. To be honest, I don't know too much about competitive double battles, but it seems to me like it would be most useful.

It adds an unnecessary weakness to both rock and ice... There are only four troopers on this team, so need all the type-trumping defenses I can get.
 
What happens when Latias Psycho Shifts her status to a steel pokemon? Like, if Heatran toxics my Latias, can I still get rid of it through Psycho Shift?
 
Neither Electrode nor Crobat works well with what I have, and Cherrim itself is too frail to do it...

Any suggestions?
I didn't look too hard, but I was just looking at the pokemon that can learn Sunny Day, do not share common weaknesses with your other pokemon (preferably resisting some of those weaknesses), and fairly speedy but bulky enough to take a hit or two...

The one I found that kind of fit all those criteria was Thick Fat Miltank, which resists fire and ice which Cherrim is weak to. 100 Base Speed isn't amazing, but pretty much anything faster than that can't take too much of a hit. She has access to Helping Hand, Milk Drink, Heal Bell and Seismic Toss, so for support she is ok. With Chople Berry and very little HP EVs, no Close Combat (or Aura Sphere) OHKOs her, so the only worry (of not being able to set up sun) would be sleep. That said, she doesn't really benefit from Sun at all.

Alternatively, Intimidate Arcanine can be pretty useful (Intimidate in general is awesome in double). Somewhat fast, has some bulk, has Extreme Speed, can take advantage of sun, resists most of Cherrim's weaknesses, but of course the bad part is that it shares the same weaknesses with Rapidash. Intimidate helps with the Rock and Ground weakness a bit as most of those moves (Earthquake, Rockslide, Stone Edge) are physical.
 
Two questions:
I'm going to SR for a Mewtwo, what nature should I go for?

I've not participated in an event for ages, but I assume they're all wondercard ones now. Can the wondercards be shared: at all, over WiFi, or local wireless?
 
Two questions:
I'm going to SR for a Mewtwo, what nature should I go for?

Timid, hasty, naive are the best natures.

I've not participated in an event for ages, but I assume they're all wondercard ones now. Can the wondercards be shared: at all, over WiFi, or local wireless?

Most of them can not be shared
 
I've not participated in an event for ages, but I assume they're all wondercard ones now. Can the wondercards be shared: at all, over WiFi, or local wireless?
The only one that can be shared is the Rotom Key thing and it's only for pokemon platinum.
~Star Fox
 
I didn't look too hard, but I was just looking at the pokemon that can learn Sunny Day, do not share common weaknesses with your other pokemon (preferably resisting some of those weaknesses), and fairly speedy but bulky enough to take a hit or two...

The one I found that kind of fit all those criteria was Thick Fat Miltank, which resists fire and ice which Cherrim is weak to. 100 Base Speed isn't amazing, but pretty much anything faster than that can't take too much of a hit. She has access to Helping Hand, Milk Drink, Heal Bell and Seismic Toss, so for support she is ok. With Chople Berry and very little HP EVs, no Close Combat (or Aura Sphere) OHKOs her, so the only worry (of not being able to set up sun) would be sleep. That said, she doesn't really benefit from Sun at all.

Alternatively, Intimidate Arcanine can be pretty useful (Intimidate in general is awesome in double). Somewhat fast, has some bulk, has Extreme Speed, can take advantage of sun, resists most of Cherrim's weaknesses, but of course the bad part is that it shares the same weaknesses with Rapidash. Intimidate helps with the Rock and Ground weakness a bit as most of those moves (Earthquake, Rockslide, Stone Edge) are physical.

Thanks a lot... I came up with a moveset, but I need a nature an ev spread...

Miltank
=/Fire Punch
=/Earthquake
=/Milk Drink
=/Sunny Day

I send this out with Cherrim, who will boost Miltank up with Flower Gift, which makes Fire Punch and Earthquake deadly... Cherrim supports with Helping Hand on Fire Punch or Protect if Milky uses earthquake.

Can someone help me make an ev spread?
 
Thanks a lot... I came up with a moveset, but I need a nature an ev spread...

Miltank
=/Fire Punch
=/Earthquake
=/Milk Drink
=/Sunny Day

I send this out with Cherrim, who will boost Miltank up with Flower Gift, which makes Fire Punch and Earthquake deadly... Cherrim supports with Helping Hand on Fire Punch or Protect if Milky uses earthquake.

Can someone help me make an ev spread?
 
Hey guys, I was using a Baton Pass team against someone and I had used Ingrain when they brought in their Skarmory. They tried Whirlwinding twice, once on Smeargle and once when I BPed to Vaporeon. Both times failed. Then after I BPed to Scizor, they Whirlwinded again and it WORKED!

I was so surprised. I thought Ingrain was permanent. I tried Ingrain and when they attempted another Whirlwind several turns later, it failed. But I don't know why Whirlwind even worked to begin with.
 
The only reason that I can think of is that you just switched, not using BP. Otherwise it may be a glitch.
 
Since you BPed, it was probably a glitch. Ingrain is permanent until you switch out, not BP.

But it's really nice to hear that there is still people who use BP teams!
 
@Cipher Admin Lovrina: The reason why I said Miltank can't really take advantage of the sun is that she really does not attack very hard at all. A neutral Fire Punch (under sun) is still significantly weaker than a neutral STAB Return (Fire Punch = 75 * 1.5 = 112.5 Base Power vs Return = 102 * 1.5 = 152), but even Return will not be scoring many 2HKOs even when boosted by Flower Gift.
 
Then who/what is sturdy or fast enough to setup the sun in Doubles?

And for Rapidash, I was going to use
Flare Blitz/ SolarBeam/MegaHorn/ HP Ice, but I probably won't be able to breed that in time, so what should I use?

Original Spread: 252 Sp.atk/ 252 Speed @ Life Orb and Flower Gift boost from Cherrim

If I replace HP Ice with Hypnosis, then which nature/ evs should I use, and Flare Blitz or Fire Blast?
 
Like I said, Miltank has no (big) problem setting up the sun. She just can't take advantage of it. Generally the pokemon that CAN take advantage of the sun are Grass or Fire types, which only add to your team's common weaknesses. The thing is that the pokemon setting up sun SHOULD be fairly defensive, because being able to set up sun is important (pretty much essential). So, that typically means it won't attack very hard (and there is no problem with that).

Pretty much all non-grass/fire types that are sturdy enough to set up sun won't be attacking very hard and/or won't be taking advantage of sun much. If you're ok with doubled up weaknesses, I'd use Intimidate Arcanine. Ninetales isn't bad either as she is slightly faster than Arcanine and can take surfs ok with her above normal sp def.
 
If I was to compile a list of the top 50 nUU Pokemon from January and write out how to counter them, would anyone be interested?
 
How do you get Magic Guard and Double Edge on Clefable?
Teach a Clefairy Double Edge from the move tutor for it either in FR/LG (in Victory Road) or Emerald (in the Sootopolis Pokecenter). Then, trade the Clefairy over to D/P and evolve it with a Moon Stone and there's a chance that it's ability will switch to Magic Guard.

Of course, there's no guarantee of that working, so the easiest thing to do would be to make a clone of the Clefairy in Emerald using the cloning trick, then send the clone over to D/P and evolve it there; if the clone has Magic Guard, then teach the real Clefairy in Emerald Magic Double Edge and trade it over. If not, then get a new Clefairy and start the process over again until you get one that does have Magic Guard.
 
Teach a Clefairy Double Edge from the move tutor for it either in FR/LG (in Victory Road) or Emerald (in the Sootopolis Pokecenter). Then, trade the Clefairy over to D/P and evolve it with a Moon Stone and there's a chance that it's ability will switch to Magic Guard.

Of course, there's no guarantee of that working, so the easiest thing to do would be to make a clone of the Clefairy in Emerald using the cloning trick, then send the clone over to D/P and evolve it there; if the clone has Magic Guard, then teach the real Clefairy in Emerald Magic Double Edge and trade it over. If not, then get a new Clefairy and start the process over again until you get one that does have Magic Guard.

If you make multiple clones of the same Clefairy, is there a better chance of getting Magic Guard? Or is the ability set in stone for each individual?
 
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