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My brother was able to get his hands on a pokemon black and white jap version during his trip and i found out meloetta and keldeo were released. What would be the best set and nature and hp for them? I know their unreleased but being analyzed here on smogon, but im just curious.
 
My brother was able to get his hands on a pokemon black and white jap version during his trip and i found out meloetta and keldeo were released. What would be the best set and nature and hp for them? I know their unreleased but being analyzed here on smogon, but im just curious.

Keldeo has already been confirmed as released. Personally, I prefer the Choice Specs set:

Keldeo @ Choice Specs
Justified
Timid 0/0/4/252/0/252
- Hydro Pump
- Secret Sword
- Hidden Power Electric / Surf
- Icy Wind

It's very powerful when used in rain, and can 2HKO even Pokemon resistant to Hydro Pump with rain and Stealth Rock. It's a hit-and-run attacker, which I feel is better suited for the metagame.

But a Calm Mind set is also viable. It can be very difficult to wall, but is easily revenge killed by Tornadus-T and the like, and unlike Specs Keldeo, functions well outside of rain.

Keldeo @ Leftovers / Lum Berry / Life Orb
Justified
Timid 0/0/4/252/0/252
- Surf / Hydro Pump
- Secret Sword
- Hidden Power Ghost / Substitute
- Calm Mind

As for Meloetta, it functions best as a stallbreaker, toggling between its two formes to force switches and rack up hazard damage. It's most effective against stall teams.

Meloetta @ Life Orb / Expert Belt
Serene Grace
Naive 0/0/60/0/252/0/196
- Relic Song
- Close Combat
- Thunderbolt / Thunder
- Hidden Power Ice / Psychic

The Speed EVs allow you to outpace Tornadus-T when in Pirouette Forme. The idea with this set is to throw down Stealth Rock and Spikes, then play mindgames with your opponent. Blissey about to switch in on Meloetta-A? Use Relic Song and transform into Meloetta-P and force Blissey out due to the threat of Close Combat. Since it's likely that they go to something like Gliscor, you can use Relic Song again to transform back and threaten Gliscor with a stronger Hidden Power Ice, etc. This Meloetta can demolish stall teams when played correctly and with the right support. Thunder is highly recommended with rain support, as with Serene Grace it has a 60% chance of inflicting paralysis. A more physically orientated EV spread is also a possibility, with Return for a Normal-type STAB. (You'd still need Relic Song though).
 
Sand teams usually want a solid way to switch into Water, Grass, and Fire hits. This will allow Sand to match evenly against opposing Rain / Sun teams. Latias and Latios are great options for this purpose. Their Fighting-type resistance can help against Keldeo and Virizion that tends to beat Sand teams. Celebi is great for taking Water and Grass hits; Heatran is great for taking Grass and Fire hits.

You may want to add Sand Abusers into your team, but having a Sweeper heavily dependent on the Sand condition may be inflexible to use, especially if you happen to lose the weather war. Stoutland, Sandslash, Landorus, and Sub & Acrobatics Gliscor are a few examples of such Sand Sweepers. Scarf Landorus is arguably the most flexible one, since it can function well outside of Sand. You may want a Pokemon that can remove or exploit the counters to these Sweepers to facilitate their offense. SubAcrobatics Gliscor would appreciate Magnezone support to remove Skarmory, for instance.

Sun teams:
1) want to win the weather war, since they are more often not heavily dependent on their weather to succeed. Offensive Chlorophyll Sweepers are great to take out Politoed / Tyranitar / Hippowdon. Dugtrio can trap and take out TTar and weakened Politoed.
2) Since Sun team's primary offense are Grass and Fire, you will struggle with Dragon-types, especially Latios, so you want something that can absorb Dragon hits - most Sun players opt for Heatran for this.
3) Speaking of Heatran, it is a major problem to Sun teams. You'd want to find a way to dispatch Heatran ASAP. This can be done by trapping it with Dugtrio or lure-and-killing it with EQ / Nature Power Chlorophyll mons or Dragon-types.
4) Rapid Spin / Magic Bounce mons are often included to keep away SR on your side, since Ninetales and Sun Abusers are susceptible to entry hazard damage. You also want to make sure
5) Terrakion and Landorus are also major issues, since they can hit most Sun teams very hard. Donphan, Sand Force Hippowdon, Cresselia, Scizor, and some Slowbro are some answers to these threats.
 
A legal hack is a Pokemon obtained via an external device but with legit stats\moves\abilities. So yeah, as long as your Pokemon fits these criterias it's a legal hack.
 
For keldeo, what hidden power is best? And which set is more viable? Specs or cm?

And for meloetta, is she better as mixed, physical, or special? And for mixed, is hasty or naive more viable? And which hidden power is also best for meloetta? I know there are counters for these two, but just which one is more commonly used or better used. :)
 
To what extend are multi-hit moves (specifically Bullet Seed) counted as seperate moves?

If Breloom hits Dragonite, will the first hit break Multiscale or will it only break after the full attack?
And against a Volcarona with Flame Body, will each hit have a chance burn? And if so, will burn weaken subsequent hits in that attack or only the next attacks?
And against Ferrothorn, will each hit hurt Breloom by Iron Barbs?

Thanks in advance!
 
To what extend are multi-hit moves (specifically Bullet Seed) counted as seperate moves?

If Breloom hits Dragonite, will the first hit break Multiscale or will it only break after the full attack?
And against a Volcarona with Flame Body, will each hit have a chance burn? And if so, will burn weaken subsequent hits in that attack or only the next attacks?
And against Ferrothorn, will each hit hurt Breloom by Iron Barbs?

Thanks in advance!
It'll break Multiscale, but there is no burn chance or Iron Barbs damage because it's not a contact move. However, if it were a contact move, you would get the burn chance and damage on each hit.
 
Ok, for my sandstorm team, should I either use Jellicent or Tentacruel

One can spin block and recover easily(Jellicent)
One has Rapid Spin(Tentacruel)

So which one should I use, and what set?
 
Oops. Sorry. I think i asked it incorrectly. I meant to say, would using hasty over naive on meloetta give it a disadvantage? And for keldeo, which hidden power us better? Ghost or electric? Each set has a different power, but im curious to know which of the two works better if i used either set. Like if keldeo were the last pokemon left, which hidden power would allow her to hold her ground or secure having a good movepool typing?
 
Ok, for my sandstorm team, should I either use Jellicent or Tentacruel

One can spin block and recover easily(Jellicent)
One has Rapid Spin(Tentacruel)

So which one should I use, and what set?

Tentacruel is great for spinning, absorbing T.Spikes and laying them, Jellicent can work as a Terrakion check.. It's up to you, both Pokemon have its uses, and depend on what team you use.
 
Ok, for my sandstorm team, should I either use Jellicent or Tentacruel

One can spin block and recover easily(Jellicent)
One has Rapid Spin(Tentacruel)

So which one should I use, and what set?

It depends on how defensive your team is. If your team is pretty offensive, you won't get a lot of mileage out of rapid spinning and absorbing Toxic Spikes, and you'd be better off with Jellicent, who is less setup-fodder. If your team is defensive, the afformentioned two selling points of Tentacruel are a lot more useful.

As for sets, I recommend using the first set listed on the Smogon pages, these are usually the most effective on balanced teams.
 
Can someone explain to me what the theory behind the 'leftovers hp number' is. The number is 'hp divisible by 16 + 1', but why? I was under the impression that pokemon rounded down everything, so an hp stat divisible by 16 should get the same healing as one divisible by 16 + 1. For example, pokemon with 320 and 321 hp should recover 20 and 20.0625 respectively. What is it I'm missing here?
 
We do x16 + 1 to maximize leftovers (by staying close to multiples of 16), while theoretically giving our Pokemon 1 extra turn to live when it takes passive damage from neutral entry hazard damage, burn damage, leech seed damage, or poison damage, which all scrape 1/8th of the Pokemon's health.
 
Ideally ice, for dragons or rock, for Mence\Dnite\Volcarona and at least neutral damage on Heatran. Actually even ground could be considered if you have troubles with Heatran.
 
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