Ask a simple question, get a simple answer mark 3.

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Thanks a ton, CasMat. If I knew how to answer your Swampert question, I definately would to help you out, unfortunately, I think you're much more knowledgeable than I, so I doubt I have much to contribute.

But my guess would be that a Mixpert would make a better lead than a pure physical one, because it would be able to hit a wider spectrum of pokemon and also because it requires no setup (unlike a Cursepert). Beyond that, I really don't have any indepth analysis to give.
Also, for whether or not Stone Edge is needed on a Swampert Lead, well.. doesn't that simply depend on how many Gyarados leads you see? Nothing else comes to mind immediately for what Stone Edge would be needed for, so this would be up to your personal preference/experience. In my case, I probably wouldn't use Stone Edge because I see mostly Gengar, Weavile and Heracross leads.. pretty much nothing else.

Sorry if my "advice" is totally useless and obvious, just trying to help out. ;;>_>

Very useful in fact... Especially the insight on Stone Edge. (Of course I'll have to see if it is true for my area too)

I should tell you that checking the analysis on that pokemon is also useful for choosing EVs, because while what I typed is "generally" accurate, a good few pokemon have better spreads tailored to the individual.
 
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)
I bolded the correct statement. Seeing as damage 'defended' is pretty much HP x the defence stat, whatever has the bigger number will work better against that specific stat.

As a general rule, unless one of your stats is retarded like Shuckle/Wobuffet, then if you want to defend against a specific stat (special or physical), raise that defence first, and if you want to protect against both physical and special, go for HP.
 
How do moves get overwritten in the Daycare Center? Do new moves always replace the lowest level/earliest Level Up move on the moveset? Do Egg Moves or TM moves get overwritten?
 
How do moves get overwritten in the Daycare Center? Do new moves always replace the lowest level/earliest Level Up move on the moveset? Do Egg Moves or TM moves get overwritten?

They will overwrite the move at the top of the list, and bump each move up a place. (Move 1 goes to become the new move in slot 4, move 3 goes to move 2, etc.)

TM moves and Egg moves will be overwritten. However if they are overwritten they will still be passed on to the baby, until the Pokemon is taken out of the daycare center.
 
0mastar said:
They will overwrite the move at the top of the list, and bump each move up a place. (Move 1 goes to become the new move in slot 4, move 3 goes to move 2, etc.)
So...
Move 1 -> Move 2
Move 2 -> Move 3
Move 3 -> Move 4
Move 4 -> (Move that overwrite Move 1?)

Also, what happens if you attack second and the opponent flinches?
 
Well, I would put this in the "Breeding" topic, but it looks like not much get's answered there. SO!


Good news is that after at LEAST a week of breeding, I got an Adamant Female Larvatar.

...Hmm, so I should get a decent IV'd Male to breed with, aye? They all have SE and/or EQ, so egg moves don't matter. CBTar 4tw! I tried reading through the breeding guide and got all confuzzled. :\
 
Hence why flinching is usually coupled with paralysis, more for the lower speed than the chance of being fully paralyzed.

Or Choice Scarf something with Air Slash and Serene Grace *cough Togekiss* for shits and giggles. Works wonders in the Battle Tower, lolz! My record is flinching Tar 5 times in a row then killing it, muha!
 
This is starting to confuse the living crap out of me; I've seen in several places people saying how much Adaptability boosts an attack. I've seen some people say the boost turns from x1.5 to x2, others into x2.25, and one into a ridiculously high x2.8. Now, obviously, some of these have to be wrong. Would anyone mind letting me know the EXACT number?

It's becoming exceedingly difficult to try and calculate damage (I tend to prepare a lot before a battle) when I don't know the exact boost it gives.

EDIT: Oh goody, I've confused myself further. Searching through endless amounts of posts on this board, I see everyone stating that the multiplier is x2.25--but in the Sticky dealing with answering questions, it says that the boost is x2. Which is it?
 
Vash and Tangerine - See? What'd I tell ya? The more people who answer my question, the more the answer varies. I've narrowed it down to either x2 or x2.25. based on the majority of what I've seen.

Anyhow, thanks for the help.
 
Boa1891 did plenty of testing on Adaptability and pretty much concluded that it is changes the STAB boost from x1.5 to x2.0. So I think you can assume that is the case.
 
Hm. Can you someone explain this? I recently did it, but I don't know why it happened.

Weezing used Destiny Bond (E4's Hippowdon)

*lots of stalling and getting hit here*

The foe's Hippowdon used Stone Edge!

Weezing fainted!

*screen to choose new Pokemon here*
 
Ah, alright. That answer seems much more reliable, as opposed to others I've seen (Basically, "From what I hear, 2.xx is the resulting STAB~"). Thanks for the help, guys.
 
Because Destiny Bond only works for that turn and the turn after, otherwise you could just get a free kill with a Mean Look+Destiny Bond Gengar (which is really not a good idea.)
 
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