Fully defensive. Swalot isn't an offensive threat at all but it can take a couple of hits and spread status.bump
Fully defensive. Swalot isn't an offensive threat at all but it can take a couple of hits and spread status.bump
So 252 defense, 252 hp, and 4 atk?Fully defensive. Swalot isn't an offensive threat at all but it can take a couple of hits and spread status.
The 5th gen strategydex suggests 252HP/252Def/4SpD for Swalot. Sounds about right to me, though it runs a Bold nature rather than Bashful.So 252 defense, 252 hp, and 4 atk?
Thanks for the information, I'll definitely change the 4 atk to 4 spdef. I don't plan it to be a offensive powerhouse, rather a temporary wall for my opponents to go through. With high defense acid spray should be deadly on this thing too.The 5th gen strategydex suggests 252HP/252Def/4SpD for Swalot. Sounds about right to me, though it runs a Bold nature rather than Bashful.
Swalot's Attack and Special Attack are pretty bad.
HA eevees evolve into HA -eons, yes.If I have an Eevee with its hidden ability, that means its evolutions are guaranteed to have their hidden abilities too, correct? How about its children, if I breed it? It's male if that makes any difference.
How so? I haven't been able to figure out how to calc them. I tried using import/export to dump the raw stats but it didn't work. What do I need to do?You can just use the teambuilder in the simulator.
The only way to figure it out is to use the raw equation for stats to figure out a range of base stats.How so? I haven't been able to figure out how to calc them. I tried using import/export to dump the raw stats but it didn't work. What do I need to do?
Solve the equation for BaseStat and then put in the stat values you get, setting IV first to 0 and then to 31.Calculation
This is how the stats are calculated;
Hit Points:
( (IV + 2 * BaseStat + (EV/4) ) * Level/100 ) + 10 + Level = Stat
Attack, Defense, Speed, Sp. Attack, Sp. Defense:
(((IV + 2 * BaseStat + (EV/4) ) * Level/100 ) + 5) * Nature Value = Stat
Thanks, Arctic. I'm gonna calc the ranges now.The only way to figure it out is to use the raw equation for stats to figure out a range of base stats.
Solve the equation for BaseStat and then put in the stat values you get, setting IV first to 0 and then to 31.
move 1: Foul PlayWell, this is my first question in this thread, I believe it's simple enough. What would be the best Nature/EV Spread for a Mandibuzz? I want to use one as a Defogger for my team as I don't have another way of removing hazards, as I'm tired of getting SpinBlocked by Aegislash/Gengar/Spooky Plants but it cuts down my team's Longevity tremendously not having a way of removing them, so any advice on what Nature/EV Spread for a Mandibuzz would be appreciated.
Anyone think Rock Tomb would be a good alternative to Scald on Quagsire? Especially to threaten the likes of Mega Pinsir, or to inconvenience any switchins?
Bulky offense I would say imo. It was kinda decent back in 5th gen as well but in this gen I find it to be more viable than ever. With Sticky Web helping bulky offensive pokemon like Conkeldurr, Tyranitar, Mega-Mawile, Aegislash, Clawitzer, Azumarill, Pangoro to outspeed things, Temporary weather which eliminates the defensive capabilities of a lot of bulky Pokes, moves getting boosts like Knock Off which helps Bulky Offensive Pokes deal a lot easier with really bulky walls, Special moves being kinda nerfed, Asault Vest and much more! I don't really enjoy playing like this but I have to admit that it works.What is the preferred playstle this gen? It seems like it's ethier stall or Bulky offensive
Bulky offense I would say imo. It was kinda decent back in 5th gen as well but in this gen I find it to be more viable than ever. With Sticky Web helping bulky offensive pokemon like Conkeldurr, Tyranitar, Mega-Mawile, Aegislash, Clawitzer, Azumarill, Pangoro to outspeed things, Temporary weather which eliminates the defensive capabilities of a lot of bulky Pokes, moves getting boosts like Knock Off which helps Bulky Offensive Pokes deal a lot easier with really bulky walls, Special moves being kinda nerfed, Asault Vest and much more! I don't really enjoy playing like this but I have to admit that it works.
Which damage calculator is most popular/easiest to use?
I regularly see damage calculations copied into posts that are in a uniform format, leading me to believe there is an app/website that is used to generate these.
Apologies if this is stupid as well as simple...
Well I suppose in general, Scald is better overall. I was just thinking about Rock Tomb to put on a team with other Scalders, and to use as support for sweepers. Thanks for the input though, I realize it's more situational.Rock Tomb would certainly wreck Talonflame and Mega Pinsir, but I think Scald tends to be favorable because Quagsire is beefy enough to keep swinging for the (fairly decent) burn chance, which is crippling to things that don't really care about Rock Tomb. Unaware and Recover lets it sit there and derpface at even boosted physical attackers until it rolls a burn, at which point that physical attacker is more or less out of the game.
The speed drop for Rock Tomb, even though guaranteed, isn't really good enough to outweigh the burn chance on Scald. Scald also hits harder despite Quagsire's awful special attack, and is in fact a 2HKO on Talonflame just like Rock Tomb.
Scald is just better for walls. Burn is too good to pass up.