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Which would be an explanation as to why Non scarfed Jellicents run safeguard. Pokemafia, to answer your question, you must look at the one true rule of the universe:
PeopleIngeneralAre idiots
 
Which would be an explanation as to why Non scarfed Jellicents run safeguard. Pokemafia, to answer your question, you must look at the one true rule of the driving:
PeopleIngeneralAre idiots

Fixed that.

I have no idea why you'd run Safeguard on Scarf Jellicent, but I can see it having merit on a support set to block Spore.
 
I'm thinking of using Eelektross as a genie counter. Here's the moveset I have planned:

-Thunderbolt
-Hidden Power Ice
-Thunder Wave
-Protect
@ Sitrus Berry/Electric Gem

If I put him on a Tailwind team, should I invest enough Speed so that I outspeed Tornadus/Thundurus with Tailwind up, or not bother with it since I can't count on having it up at the time (they might also have it too)? I could also go one of 2 ways: I could invest enough SpA to OHKO Tornadus with Thunderbolt (and 2HKO Thundurus), or just use the Electric Gem to net the respective OHKO and 2HKO. All other EVs would go into defenses.

I think a special set like I have would be better than a physical set for my team since 3 of my other 5 Pokémon are purely physical. I also can't use Acrobatics + Flying Gem because I already have Flying Gem on another Pokémon.

Opinions? If you have a suggestion for a better genie counter, please let me know as well. I know Scarf Archeops is a good one, but I don't think he'd fit well on my team, as I already have 2 Pokémon with Rock Slide (and as I mentioned earlier, it would give me 4 purely physical Pokémon).
New page... anyone?
 
(noob-ish question if you put it that way) OK, so I saw some people run a Snatch Reuniclus on a non-TR team. My question is that what IS Snatch Reuniclus' purpose?
 
Snatch in general is to steal the opponent's set up, the first turn having you gain there boost (like tailwind) which forces them to have to waste another turn if they want to set it up again. Though IDK about Renuniclus, remember people, just because someone does something original, it doesn't mean it's good. (Like Focus Punch Blissey, only bad)
 
Snatch in general is to steal the opponent's set up, the first turn having you gain there boost (like tailwind) which forces them to have to waste another turn if they want to set it up again. Though IDK about Renuniclus, remember people, just because someone does something original, it doesn't mean it's good. (Like Focus Punch Blissey, only bad)
Snatch is not a bad move, it just takes a lot of practice and prediction to use. Or maybe I'm just weird.
 
Cosmic, how is an hour and 5 minutes ninjaing?

It's called me having the page open for that long and not seeing your post until after I posted.

Snatch is not a bad move, it just takes a lot of practice and prediction to use. Or maybe I'm just weird.

Snatch really isn't very good because it relies on prediction so much to work at all. If you mispredict, you'll get hit with an attack and be at a huge disadvantage. I wouldn't rely on it.
 
When I calculate Archeops's and Thundurus's speeds, I get 178.2 and 178.75 respectively (that's with beneficial nature, 31 speed IV, 252 EVs). Would it be wrong of me to assume that almost every single legal Thundurus will not have a 31 in speed with a beneficial nature, since it roams, and the odds of catching one with both those things is 1 in 800?
 
When I calculate Archeops's and Thundurus's speeds, I get 178.2 and 178.75 respectively (that's with beneficial nature, 31 speed IV, 252 EVs). Would it be wrong of me to assume that almost every single legal Thundurus will not have a 31 in speed with a beneficial nature, since it roams, and the odds of catching one with both those things is 1 in 800?

With many RNG'd versions around, many people (well at least from smogon) would have flawless speed.
 
Every single decent opponent will be running a maxed out Thundurus and they're the ones it'll matter against, so yeah it's always good to play as if every Thundurus does have max speed.
 
Is Thundurus generally considered a better genie counter for a Tailwind team than Eelektross?

Thundurus doesn't prevent Tailwind from going up unless it wins a Speed tie with Tornadus. Also, with Tailwind up, a lot of things will be outspeeding Thundurus. So generally, no it is not considered a better counter than Eelektross since you wouldn't be outspeeding much anyway.
 
Eh-hem, I would like to trade for (something in the evolution line of) Conkeldurr with Drain Punch and Mach Punch. I have tried breeding a good Timburr but due to the proclivity of Timburrs to be male, it has become very, very difficult. Excellent IVs and a brave nature would be fantastic. Contact me if you'd be willing to help out a VGC player.
 
When I calculate Archeops's and Thundurus's speeds, I get 178.2 and 178.75 respectively (that's with beneficial nature, 31 speed IV, 252 EVs). Would it be wrong of me to assume that almost every single legal Thundurus will not have a 31 in speed with a beneficial nature, since it roams, and the odds of catching one with both those things is 1 in 800?

First of all, your calcs aren't right.

Archeops = ((110 Base * 2) + 31 + (252/4)) * (50/100) + 5 = 162
Jolly Archeops = 162 * 1.1 = floor(178.2) = 178

Thundurus = ((111 Base * 2) + 31 + (252/4)) * (50/100) + 5 = 163
Timid Thundurus = 163 * 1.1 = floor(179.3) = 179

Secondly, the odds of catching one you described, even without RNG abuse, is 1 in 200 not 1 in 800, since there are 4 potential speed boosting natures (though Jolly would kind of suck).

Third, like everyone has said, you need to expect that the opponent's who matter are going to have at the very least a flawless speed IV, since that's the one stat that matters the most because it's all or nothing.

====

Now my question: Will having pokemon that were trained with a default pokerus strain raise any eyebrows on the hack check? I know technically there are only 15 different strains and it could be legit, especially if you infect all your pokemon with the same strain, but I'm concerned about it looking suspicious.
 
Does the item King's Rock increase the flinch rate of moves that already cause flinching, and is it available in B/W?

It is available, but it only increases the flinch rate for certain moves; for instance, it doesn't work with Rock Slide, but it does with Iron Head. See here and check the King's Rock column to see if the move gets the added effect:
http://bulbapedia.bulbagarden.net/wiki/List_of_moves_that_cause_flinching

Note that for flinching moves, King's Rock adds a different flinch chance than it does to normal moves.
 
Thundurus doesn't prevent Tailwind from going up unless it wins a Speed tie with Tornadus. Also, with Tailwind up, a lot of things will be outspeeding Thundurus. So generally, no it is not considered a better counter than Eelektross since you wouldn't be outspeeding much anyway.
I was actually referring to putting Thundurus/Eelektross on my Tailwind team as a counter to opposing genies. I was thinking of using Eelektross for this purpose, but I've been hearing from some people on Skarmbliss that Thundurus would be better for me, and would like a few more opinions if possible.
 
No, quick guard only blocks against priority damaging attacks.
Bulbapedia said:
Quick Guard protects all Pokémon on the user's side of the field from enemy attacks that have increased priority except Feint, such as Quick Attack or Aqua Jet, but does not block moves that have been given priority through Prankster.
 
So I'm kinda late on this but what are common threats in this metagame?

I can imagine the genie's being popular and Terrakion/Conkeldurr, but anyone mind dropping a list of just common threats?

Edit:

Is there a thread on the VGC meta, I'm having trouble finding it.
 
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