I can't decide between 200, 203 or 221 speed for my DDtar. Any opinions on the matter? It's currently at 203 speed, then I realized something.
It's for Adamant Garchomp.
Without Scarf.
Who the frack uses Adamant non-scarf Chomp these days?
No one. Jolly with maxed speed is the standard IIRC.
DDtar will usually be DDing more than once, so I'd go with 203. 406 speed > everything that matters.
Would Umbreon be more effective if you just max out either Sp. Defense or Defense rather than try to split them evenly? I am going to put 252 Evs in Hp but should I put like 132 in Defense and 120 in Sp. Defense. Or should I just do 252 HP and then either 252 Defense or 252 Sp. Defense?
Okay...I get it now.All combined.
i.e., a Max Speed Garchomp has 333 speed.
If I were to use Fire Spin every 2 turns (before it wears out) will the opponent ever be able to switch out?
I caught a female Gible that 'likes to thrash about', but it has a Mild nature...:(
If I bred this Gible with a Male one, will there be a chance that the Attack IVs from the female be passed?
I want to use Swampert as my lead. I also want my Swampert lead to set up Stealth Rock. What should his moveset look like? Or is setting up Stealth Rock with a Swampert lead a bad idea in the first place? Please explain your answer.
Not to the nearest whole number, it just rounds down. 445.9 would become 445.This is a quick question.
If your stat has a decimal because of things like Choice items, does it round down to the nearest whole number?
What do the power items do exactly? Lets say I battle a Zubat that gives out 1 Speed Ev. With the Power Item that promotes speed would I get 5 Evs or 4?
He makes a fine lead and can threaten a Gyarados lead with Stone Edge.
He has to watch out for Grass leads such as Roserade or Breloom which aren't too common.
Here's a link to his Analysis page for more information: http://www.smogon.com/forums/showthread.php?t=20761
When distributing EVs, what's the best way to maximize defensive capability? For example, if I want a pokemon to excel in taking special hits, what is the right balance between raising HP and raising Sp Def to attain the optimal tanking ability?
Should I try to make the HP and Sp Def stats as close as possible, or is there another proportion I should know of? (Like HP being 1.5x the Sp Def or something)
Well, it is hard to tell that since metagame hasn't really evolved yet. But taking example from Advance, Physical Swampert (with Curse) was more of a Curselax counter in addition to countering Tyranitar/Metagross. It could also threaten teams lategame. While Mixed Swampert was more of a "hit everything" type. So assuming the situation doesn't change much in D/P you can expect it to be the same albeit the Curselax part.