Ask a simple question, get a simple answer - mark 20 (READ THE OP)

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I made a tread: "What is your favorite tier"
And now, I received no infraction, but it's gone!
Why?

Your thread wasn't strictly allowed according to the rules, I believe, as it has little to do with competitive Pokemon. Thus, a moderator deleted it, and was feeling merciful so let you off with a warning.

I'd reread the rules if I were you, and leave it at that.
 
So I was trying to make a doubles 2 v 2 Gimmick team. I've already made a skill-swap team, a pure electric/fire/water team (which abuses water/fire/electric absorb abilities and surf/discharge/laval plume), I've made rain dance teams and sunny day teams, trick room, hail etc. basically everything conventional.

But I haven't made an "assist" team. You know? The ability that randomly selects a move. I was trying to design a team around it, especially since Persian has technician and is a normal type (meaning, he could get 120 base power 100% accuracy smellingsalt, bug bite, magnet bomb... he could also assist a swords dance or agility or even Explosion). The idea has failed pretty hard though, because at first I thought the ability picked a random one from your partner (so my first team had pokemon with only 1-2 moves on it except for Persian). This move is so weird – it picks a move from even fainted party members...

Does anyone know of a team which has made a little gimmick out of Assist? A team that uses it and works even marginally well? If not, does anyone have a suggestion they could offer for another kind of doubles team I haven't done?
 
Just use a standard spread listed in the analysis. It'll work just fine for a three from flawless Milotic. It's not rocket science.
 
There's no "standard spread" for a calm nature!

Unless, you recommend the vague variation mentioned under the the Sleep Talk set...
Would 252 Evs in Hp/240 in Defense/ 16 Evs in Special Defense work?

Or could I just use 152 for 386 HP, 252 Defense, and 106 in Special defense?
With a moveset of Surf/Toxic/Rest/Sleep Talk
 
There's no "standard spread" for a calm nature!

Unless, you recommend the vague variation mentioned under the the Sleep Talk set...
Would 252 Evs in Hp/240 in Defense/ 16 Evs in Special Defense work?

Or could I just use 152 for 386 HP, 252 Defense, and 106 in Special defense?
With a moveset of Surf/Toxic/Rest/Sleep Talk

For maximum overall defenses, you'll always want to go 252 HP first.

With your Milotic's IVs, 252 HP / 240 Def / 16 SDef would give it the best overall defenses, assuming Marvel Scale.
 
Can someone please go to this article and calculate the percent chance of catching a sleeping Heatran at 1 HP in a Luxury Ball? I'm getting a number that's way way off, it may just be the formula though.
 
Can someone please go to this article and calculate the percent chance of catching a sleeping Heatran at 1 HP in a Luxury Ball? I'm getting a number that's way way off, it may just be the formula though.
I'm getting a 11.328125% chance--assuming a 31 HP IV, of course.

((1+(229*3 - 1*2)*3*1*10)/(229*3))/256
((1+(687-2)*30)/687)/256
((1+685*30)/687)/256
((1+20550)/687)/256
(20551/687)/256
29/256

There's the math.
 
K how the hell does Zappy counter Gyara and Infernape?

I couldnt find a place where you fix analysis so I just posted here.

On an offensive team, Infernape functions best as an early game wall breaker with either Swords Dance or Nasty Plot. In this case you should consider that it pairs well with Gyarados, as they are countered by many of the same things (bulky Water-types and Zapdos) and can be used to weaken the opponent’s counters to enable a later sweep.

Zapdos cannot stop either threats. Also bulky waters lose to Infernape most of the time
 
K how the hell does Zappy counter Gyara and Infernape?

I couldnt find a place where you fix analysis so I just posted here.

Zapdos cannot stop either threats. Also bulky waters lose to Infernape most of the time


Wrong on both counts. Zapdos walls Infernape competently, and the monkey's paper-thin defenses mean he will not survive more than two hits, while Zappy can roost off the Ape's damage. Gyarados is in the same boat, with the additional problem of being OHKO'd by Thunderbolt. Gyara's Stone Edge can be a problem, but a max attack Stone Edge from Gyara never OHKO's the standard physically defensive Zappy (62.31-73.52%), and none of his other attacks come even close. The only way Gyara beats Zapdos is if it DDs on the switch in.

I'm not even going to discuss bulky waters, since Swampert is the only one that flat-out loses to Infernape provided that the player using the Water-type isn't an idiot. And Vaporeon flat-out wins, being too light for Grass Knot to hurt much.
 
Wat would be the best nature on Rampardos, wich I'm going to use in this strategy (in the BT):

I open with Ninjask, spam a few subs and swords dances. Then I pass the speed and attack to Drifblim, sets up a new sub if necessary, spams stockpiles. Then I pass either again to Ninjask, if I wasn't able to pull of enough speed boosts, and after that to Rampardos, or either directly to Rampardos.

Should it need jolly, to have even more speed (assuming I managed to pull of at least 3 speed boosts) or should it get adamant, to become a real monster (assuming I pulled of at least one SD)?
 
@ Rayne Sylvan



A counter is something that can switch into a certain pokemon with little to no problem and KO that certain pokemon or force it out.

K A +2 NPed Fire Blast will OHKO Standard Zappy, I doubt how much it will do to the Specially Defensive version, but come on.

And Zapdos counter Gyara? What a joke

+1 Stone Edge will OHKO Zapdos no matter how defensive it is unless it is running rock resist berry.

Now onto the bulky waters.


+2 SD Infernape OHKOes Vaporeon as well as SDNapes Stone Edge OHKOing Zappy.


Think before you post


Thank you


EDIT: Fine. Zappy can counter Stone Edgeless Gyara, though SE is second behind from Waterfall.

It also beats MixApe if it switches in on a CC
 
but a max attack Stone Edge from Gyara never OHKO's the standard physically defensive Zappy (62.31-73.52%), and none of his other attacks come even close. The only way Gyara beats Zapdos is if it DDs on the switch in.

Umm...So you are saying that Gyarados WON'T DD on the switch, which is pretty much what he DOES as a sweeper, not a "Oh well there's gonna be a switch, so seeing as how I am clever, I'ma leave the DD for later and go straight to the attack."

A bulky ScarfDos could counter Gyara. Which is a little impractical seeing as how Zappy is weak to SR and therefore won't want to be switching too much.

And (iirc) A Rest-Talk Milotic can counter Gyara, but let me check that.
 
How do people calculate if they survive certain attacks or outspeed other pokemon? Like if I put a certain amount of Evs into Def, I would be able to survive any earthquake directed at my Empoleon.
 
calculating damage is done a lot but has questionable utility in some cases. if you were running a lead empoleon without a sash or shuca and wanted it to always be able to set up stealth rocks without being OHKOed by common lead earthquakes, calculating how much defense you needed would be a great idea. when it comes to attacks that would usually come in the middle of the game, it can be useful and it can be completely worthless depending on your playstyle and field effects. in general though it's usually better safe than sorry, and if the difference between guaranteed survival of a calculated attack that you think you'll run into and a chance to faint is a few EVs, there's not much of a reason not to be safe.

outspeeding pokemon generally has more consistent rewards because standard sets of pokemon usually run the same speed (or same two speeds) plus or minus a point or two. this means if you want your salamence to outspeed sd lucario, you can either give it 280 speed to beat adamant versions or 308 speed to beat jolly variants. or if you want your azumarill (in UU) to beat out other base 50 speed pokemon like donphan and the regis, you can give it 12 or 16 speed evs since those walls commonly don't run much speed.
 
Wat would be the best nature on Rampardos, wich I'm going to use in this strategy (in the BT):

I open with Ninjask, spam a few subs and swords dances. Then I pass the speed and attack to Drifblim, sets up a new sub if necessary, spams stockpiles. Then I pass either again to Ninjask, if I wasn't able to pull of enough speed boosts, and after that to Rampardos, or either directly to Rampardos.

Should it need jolly, to have even more speed (assuming I managed to pull of at least 3 speed boosts) or should it get adamant, to become a real monster (assuming I pulled of at least one SD)?
Actually, is there a better receiver (atk only) than Rampardos? I've been thinking about Lucario, but it needs HP Ice. Or would that still work, without it gaining any SpA boosts?

Thanks.
 
Metagross loves any kind of Baton Pass boosts. Clear Body gives it protection against Intimidate and other stat lowering moves/abilities. It's not weak to any priority move, and has a great movepool.
 
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