massive post coming through
Also, the 41% flinch chance basically means a 41% chance to hit for 2x damage. A Life Orb means a 100% chance to hit for 1.3x damage.
I'll calculate the average damage for each.
With a King's Rock,
0.41 (41% chance) * 2 (twice as much damage) + 0.59 (59% chance to hit with...) * 1 (normal damage) = 1.41 the base power of that move without the boosting item.
With the Life Orb,
1.00 (100% chance) * 1.3 (the LO boost) = 1.3 (lol) which is actually less than the average damage potential with King's Rock (1.41).
So King's Rock WILL hit harder on average, not even taking into account the possibility of flinching more than once. However, Life Orb is often the preferred item simply because you can rely on it to get the kills 100% of the time. (or rather as often as the move will hit :X)
/math
Still it's good and probably would like paralysis support. (yes I know paralysis won't help with Starmie >.>). Also, I believe everyone can appreciate a 100% accuracy coverage move.
was going to post a set but I decided it was too meh so all you get from me is comments :)
I like this idea and I might try it out, but Taunt + WoW Mew already pretty much destroys teams already.The idea of Eccentric Ditto got me to thinking how Transform could be used in today’s metagame. I originally started out with a Scarfed Mew, but quickly realized that the pokemon I wanted to Trick a Scarf onto were be much different than the pokemon I wanted to Transform into. From there, I got to thinking of how Transform replaces all of the user’s stat bonuses with those of its opponent, and tried to use that to my advantage. Thus, White Herb Mew was born.
Mew @ White Herb
Synchronize | Hasty (+Spd, -Def)
EVs: 252 HP / 4 Def / 252 Spd
IVs: 30 Atk / 30 SAtk / 30 Spd (HP Fire)
- Transform
- Overheat
- Superpower
- Trick
Part of the reason why I chose Overheat and Superpower, beyond the fact that both provide a use for the White Herb, is that each is super-effective against one of the types that Mew would normally be susceptible to. Working this set into a Sun team means Overheat hits even stronger than an SE Psychic, and Superpower hits just as hard as Psyshock while providing similar coverage. More importantly, since the two attacks work off opposite sides of the spectrum, I can use up to three insanely powerful attacks without any drawbacks (White Herb the first attack’s stat drop, then use each one once) before Tricking and Transforming to completely steal my opponent’s identity.
HP Fire IVs mean I lose the speed tie with other max speed base 100s, but that’s a moot point once I Transform – I keep my own IVs, but Transform simply copies the opponent’s raw stats, so my own IVs aren’t taken into account. My IVs are taken into account when calculating my HP type, and since I’m expecting the Sun to be out as much as possible, Fire is the safest choice.
On an unrelated note, there is no better feeling in the world than Transforming into a Heatran in time to receive a Flash Fire boost.
Meh, I like to see creative sets that have something really creative, rather than "slap on a different item and call it a day".Cloyster @ King's Rock
SKILL LINK
4 HP/252 Atk/252 Spe
- Shell Smash
- Icicle Spear
- Rock Blast
- Razor Shell
With King's Rock, Icicle Spear has a 41% flinch chance.
Also, the 41% flinch chance basically means a 41% chance to hit for 2x damage. A Life Orb means a 100% chance to hit for 1.3x damage.
I'll calculate the average damage for each.
With a King's Rock,
0.41 (41% chance) * 2 (twice as much damage) + 0.59 (59% chance to hit with...) * 1 (normal damage) = 1.41 the base power of that move without the boosting item.
With the Life Orb,
1.00 (100% chance) * 1.3 (the LO boost) = 1.3 (lol) which is actually less than the average damage potential with King's Rock (1.41).
So King's Rock WILL hit harder on average, not even taking into account the possibility of flinching more than once. However, Life Orb is often the preferred item simply because you can rely on it to get the kills 100% of the time. (or rather as often as the move will hit :X)
/math
Cool set, but spore is extremely necessary to actually get off a Swords Dance. Also, I get the feeling most people would wait to run a similar set until Techniloom is released.Breloom @ toxic orb
252atk/252HP Adamant
Trait: poison heal
-Sword dance
-Drain punch
-bullet seed /seed bomb
-Facade
This breloom is pretty nice , first because everyone expect the spore/subpunch , and it can actually get paste gliscor , the only problem remain in it's speed , this is why i use him on my Trick room team and he did well ..
bullet seed is a nice choice , it get past sub and if it hits 3 times it has more power than seed bomb ..
you can try the bulk up version or replace drain punch with mach punch .. it's your choice :D
anyways this is a good set that i had a lot of fun playing with ..
I'd like to try this, but too often Mienshao gets owned by faster pokemon anyways (Tornadus, Starmie, Latios, etc etc)Swords Dance Mienshao! But with a twist!
Mienshao @ Flying Gem
Ability: Regenerator
EVs: 4 HP / 252 Atk / 252 Spe
Naive Nature (+Spe, -SpD)
- Swords Dance
- Hi Jump Kick
- Acrobatics
- HP Ice
One of the main problems with Fighting types is that their coverage moves don't hit hard enough on neutral targets, which is especially true when you're using moves like Stone Edge with significant drawbacks. Flying Gem gives you a one-time, 165 BP neutral attack with 100% accuracy and gives you a 110 BP attack every time afterwards. This is significantly better than Stone Edge against neutral targets, and Fighting / Flying coverage only misses out on Zapdos and Thundurus IIRC. Gliscor is nailed by HP Ice as always. The set fares signficiantly better against Ghost, Psychic and Poison types than the standard Stone Edge, but fares worse against Flying types.
Still it's good and probably would like paralysis support. (yes I know paralysis won't help with Starmie >.>). Also, I believe everyone can appreciate a 100% accuracy coverage move.
was going to post a set but I decided it was too meh so all you get from me is comments :)