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Ask a simple question, get a simple answer - mark 22 (READ THE OP)

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I got my hands on a Shiny Mudkip, but it's Jolly. :( I have dreams of training it as a Stealth Rock lead with Earthquake/Ice Beam/Protect but Jolly fucks over its SpAtk which isn't that good to begin with. Should I still use this or is the Shiny Mudkip for show only?

If you're using this for Wi-Fi battles with your friends, and your friends don't really know/care about IV/EV/Natures, then by all means, go ahead. Otherwise... Use your judgment is all I can say.
 
If a Pokemon is locked in by a choice item, and embargo is used upon him, does the move-lock wear off?

For example, if I'm using a Garchomp locked into Earthquake and I embargo him with my Alakazam, would I be able to select a different move next turn? And if so, would I be able to make a different choice one the choice item re-activates?

I'll admit it'd make for interesting combos... I'm asking this here, but I think I'll research this myself.
 
If you're using this for Wi-Fi battles with your friends, and your friends don't really know/care about IV/EV/Natures, then by all means, go ahead. Otherwise... Use your judgment is all I can say.

Definitely using this for OU battling. Anyways, I'm scrapping Swampert from my would-be team anyways, so it's no big deal. Thanks, though.
 
I got my hands on a Shiny Mudkip, but it's Jolly. :( I have dreams of training it as a Stealth Rock lead with Earthquake/Ice Beam/Protect but Jolly fucks over its SpAtk which isn't that good to begin with. Should I still use this or is the Shiny Mudkip for show only?
Why not try the Choice Band set? You'll have less power than Adamant, but more speed.

Or, come up with a physical Scarf set. Unorthodox and perhaps a bit gimmicky, but the surprise value might net you a KO, say on something normally faster that would use a grass attack.
 
If a Pokemon is locked in by a choice item, and embargo is used upon him, does the move-lock wear off?

For example, if I'm using a Garchomp locked into Earthquake and I embargo him with my Alakazam, would I be able to select a different move next turn? And if so, would I be able to make a different choice one the choice item re-activates?

I'll admit it'd make for interesting combos... I'm asking this here, but I think I'll research this myself.

It would prevent all of CB's effects, including the attack boost, so i don't see how it would be a very interesting combo.
 
According to Bulbapedia, the maximum critical hit rate is 50% Level 5, assuming you start at 6.25% Level 1
However if you have a Farfetch'd with Stick (+2 Crit to Level 3)
Then Focus Energy or Dire Hit (+2 Crit to Level 5)
Then use Slash (+1 Crit to Level 6????)
Wouldn't this be higher than 50%?
Also in a completely hypothetical situation, if you Pokesav'd or hacked Super Luck onto Farfetch'd with the above setup, would it be at Level 7?
Or is it capped at 50, or will it not work at all
 
I wanted to breed a chingling with Recover, but when put a male Slugma with Recover and a female Chingling into Daycare, I won´t receive an egg. SO how can I teach him Recover?
 
I wanted to breed a chingling with Recover, but when put a male Slugma with Recover and a female Chingling into Daycare, I won´t receive an egg. SO how can I teach him Recover?

Chingling is a baby pokémon, like Riolu, Pichu, etc. It can't breed. You have to evolve the parent to Chimecho first.
 
To add on to what StarWizard said, you have to evolve the parent, and then when breeding the parent, you have to give the female Chimecho a Pure Incense so that the baby will be a Chingling.
 
I'm not sure if anyone will be able to answer this question but here goes: What are the IVs of ingame trainers like? Do people like the gym leaders use full 31s or is it just completely random?
 
It is set in the data, so it's always the same, even between cartridges or upon a game reset.

I did hear that all Cynthia's Pokemon have flawless IVs, but other than that I don't know.
 
There is no specific "counter" as such, but any reasonably bulky pokemon that can survive an attack will help. You simply need to waste the TR turns; protect and repeated switching are great ways to do this. Priority also helps. Ideally you can prevent the setup of TR in the first place

Edit: beaten
 
Say I have a sleeping Dusknoir, and the following moveset:

Sleep Talk
Focus Punch
Thunder Punch
Fire Punch

On the page for the move 'Sleep Talk', it says that Focus Punch can not be chosen. Does this mean (like I think it does) that it will select only Thunder Punch or Fire Punch, or does Focus Punch just 'fail' if it is selected?
 
Say I have a sleeping Dusknoir, and the following moveset:

Sleep Talk
Focus Punch
Thunder Punch
Fire Punch

On the page for the move 'Sleep Talk', it says that Focus Punch can not be chosen. Does this mean (like I think it does) that it will select only Thunder Punch or Fire Punch, or does Focus Punch just 'fail' if it is selected?

I'm almost certain it can't select it and it will basically have a 50% chance to choose Thunder Punch or Fire Punch each.
 
What would be a good nature and EV Spread for this electivire:

Electivire@Expert Belt

~Thunder
~Ice Punch
~EQ
~Cross Chop/ Low Kick

A Physically Mixed Electivire meant to be used on a rain dance team for stall breaking.
 
What would be a good nature and EV Spread for this electivire:

Electivire@Expert Belt

~Thunder
~Ice Punch
~EQ
~Cross Chop/ Low Kick

A Physically Mixed Electivire meant to be used on a rain dance team for stall breaking.

Hasty or Naive nature, probably Naive... Max speed and attack, with the 4 in Sp.A, as the physical wall you'll be facing will likely be Skarmory.
 
Hasty or Naive nature, probably Naive... Max speed and attack, with the 4 in Sp.A, as the physical wall you'll be facing will likely be Skarmory.

He'll probably be able to switch 'vire on an electric attack to get Motor Drive, so I think Lonely/Naughty. Plus, to break walls, Electivire doesn't need to be that fast, and will probably be fast enough even without a MD boost.
 
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