Resource ORAS OU Simple Questions, Simple Answers (Read the OP First!)

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Why does Cloyster need more than ~72 EV in Speed (with neutral nature)?

I'm kind of a noob, but here's my thinking. This gives a Speed stat of 194 at Lev. 100. My assumption is that either you got the shell smash off or you're probably slower, so why try to be faster without the smash? With 72 ev and the shell smash +2 Cloyster's speed becomes 388. This out speeds the meta as, for example, 252 Jolly Talonflame has 386 speed. (am I correct that +2 doubles the stat?)

From the Cloyster analysis: "Maximum Speed investment allows Cloyster to outspeed Choice Scarf Latios with Hidden Power Fire and the occasional Modest Venusaur in the sun, among other things."

You are correct that +2 doubles the stat, but maximum speed investment helps it beat scarfers to avoid getting revenged easily. The majority of priority is physical, meaning that Cloyster can weather them with 50/180 physical defense.
 
When breeding, If I have a pokemon with 4IVs and a ditto with the missing other 2IVs, do I give the destiny knot to the ditto and the everstone to the parent?
 
When breeding, If I have a pokemon with 4IVs and a ditto with the missing other 2IVs, do I give the destiny knot to the ditto and the everstone to the parent?
Which parent holds the Destiny Knot does not matter, but the one with the Everstone will pass down the nature.
 
Do brave ageislash usually run 0 speed iv? and if so is it worth having my AV conkledurrs speed iv 16 or lower so I always go last and OHKO with knock off/Earthquake if it attacks?
 
Do brave ageislash usually run 0 speed iv? and if so is it worth having my AV conkledurrs speed iv 16 or lower so I always go last and OHKO with knock off/Earthquake if it attacks?
Not Always. If they go for a mixed sweeper, they generally want to have 5 IVs and whatever in Speed, since it's more difficult to have 5 IVs and 0 Spe. WIth that said, in Showdown, they're Always with 0 IV.
 
0 Atk. Rapid Spin isn't intended to do damage, it's just the side-effect you want.
 
I hate how spammable knock off is. Makes conk really unfun to play against.

edit: oh wow wrong thread sorry guys @_@
 
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treating it like a question.. most fairies can switch into conk no problem and threaten it out/2HKO while giving no shits at all about what it does, and most of them don't desperately NEED their items imo.
 
Lately in my teambuilding endeavors I have asked myself this question many times but have never been able to answer it in a satisfactory manner.

Let us start off with the weaknesses: they are actually very similar, both pokemon sharing weaknesses in dark, electric grass and ghost. Jellicent takes the lead in type coverage though, resisting poison and bug whilst being immune to fighting and normal. Something noteworthy is that Slowbro is actually weak to bug, something that could prove to be problematic, especially when u-turn is found on a pokemon Slowbro is supposed to wall comfortably.

252+ Atk Life Orb Infernape U-turn vs. 252 HP / 252+ Def Slowbro: 127-151 (32.2 - 38.3%)

Alright, that's not too bad - regenerator can deal with that.

252+ Atk Choice Band Scizor U-turn vs. 252 HP / 252+ Def Slowbro: 254-302 (64.4 - 76.6%)

Now that's a bit harsher, a problem Jellicent doesn't have.

The moveset of Jellicent needs to have recover due to lacking regenerator, meaning you cannot run assault vest like Slowbro can - this makes Slowbro far tankier at the cost of having less resistances/immunities. Slowbro misses out on a bug and poison resistance and three immunities {normal, fighting, water}. At first glance this may not be too problematic, but a Mega-Lucario with a swords dance under his belt (lacking crunch of course) may still hit extremely hard through close combat and the same goes for a Manaphy.

+3 252+ SpA Manaphy Surf vs. 252 HP / 0 SpD Assault Vest Slowbro: 135-159 (34.2 - 40.3%) -- guaranteed 3HKO after Stealth Rock
+6 252+ SpA Manaphy Surf vs. 252 HP / 0 SpD Assault Vest Slowbro: 216-254 (54.8 - 64.4%) -- guaranteed 2HKO after Stealth Rock
+2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Slowbro: 192-226 (48.7 - 57.3%) -- 94.1% chance to 2HKO

Not very tempting to switch into.

Aside from the obvious fact that Slowbro is tankier on the physical side of things I find it very hard to choose between these two and I cannot seem to distinguish between the feedback I get from testing both of them out, they feel about the same (with the exception that sometimes I'll get overrun by a Lucario, Scizor or Manaphy when running Slowbro, while things such as Tyranitar and Mandibuzz are far more problematic for Jellicent).

Any thoughts? I'd love to hear some input on this matter.
 
Can someone explain to me the restrictions on Egg Moves? Why do egg moves only work from some parents?

For example:

I'm trying to teach my garchomp Stealth Rocks. He and Tyrantrum are in the same egg group, and Tyrantrum can learn stealth rocks regularly. Then why can't that be passed on as an egg move? Or is it because Garchomp can ONLY learn Stealth Rocks as a TM and it's just not an option to be bred into him?
 
Can someone explain to me the restrictions on Egg Moves? Why do egg moves only work from some parents?

For example:

I'm trying to teach my garchomp Stealth Rocks. He and Tyrantrum are in the same egg group, and Tyrantrum can learn stealth rocks regularly. Then why can't that be passed on as an egg move? Or is it because Garchomp can ONLY learn Stealth Rocks as a TM and it's just not an option to be bred into him?
Garchomp can only learn stealth rock from the BW2 move tutor. It is not an egg move. It cannot be bred unto him in any way as move tutor moves cannot be passed via breeding.
 
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If I have two fire types on my bulky offense team, is it worth running sun from Ninetales?
Depends on what the bulky offense is coming from. Do they have any kind of bonus ability associated with sun? Do you have any other pokemon that like sun, or a significant fire weakness that would bite you in the keister if you set up sun?

More importantly, if you run Ninetales plus two other sun users, you're more or less forced to run a rapid spinner or defogger in a fourth slot because your Fire types will get chewed to bits by rocks.

Something like Darmanitan likes Sun, because it's a bit of a one-trick pony but that one trick is a Flare Blitz that hits like a small tactical nuclear strike. Something like Talonflame is a bit indifferent to sun, because Talonflame's primary attacking type is Flying and Flare Blitz is a less fun thing to throw around.
 
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Depends on what the bulky offense is coming from. Do they have any kind of bonus ability associated with sun? Do you have any other pokemon that like sun, or a significant fire weakness that would bite you in the keister if you set up sun?

More importantly, if you run Ninetales plus two other sun users, you're more or less forced to run a rapid spinner or defogger in a fourth slot because your Fire types will get chewed to bits by rocks.

Something like Darmanitan likes Sun, because it's a bit of a one-trick pony but that one trick is a Flare Blitz that hits like a small tactical nuclear strike. Something like Talonflame is a bit indifferent to sun, because Talonflame's primary attacking type is Flying and Flare Blitz is a less fun thing to throw around.

So no, nothing on my team has an ability that helps with sun. I already have a defogger, but I also have a Steel type and a Grass-type on my team. The Grass type does have synthesis, so it is somewhat helped by the sun, but other than that, only my fire types, AV Entei and Mixed Charizard X, find use from sun.

So based on that, I'm guessing that running sun really isn't worth it?
 
If I level a Shroomish up to 45 so it learns spore and then evolve it to a Breloom and replace Spore with another move, will a Heart Scale allow me to teach the Breloom Spore again?
 
So no, nothing on my team has an ability that helps with sun. I already have a defogger, but I also have a Steel type and a Grass-type on my team. The Grass type does have synthesis, so it is somewhat helped by the sun, but other than that, only my fire types, AV Entei and Mixed Charizard X, find use from sun.
So based on that, I'm guessing that running sun really isn't worth it?

Probably not. Because your team will have a very limited count of pokemon who actually want to use the sun, it means that you're very predictable when using the Ninetales; you're likely to want to switch out and preserve it, and there would only be 2-3 potential Pokemon to switch out to.

This means that someone can, say, throw out Stone Edge and be reasonably assured of utterly creaming something even if you switch. You would also really, really want something that can sponge both Rock attacks (which Steel are you using?) and Water attacks (is that a defensive or offensive Grass type you're using?) because something throwing around either one of those will blow bloody chunks in your team and many really good offensive Sun users still don't want to take even a Sun-nerfed water attack.

On the upside, if you did run such a fire-heavy team, if you managed to take out primary threats (bulky Fighting types who run stone edge, bulky Water types, Heatran) you'd probably have a pretty clear sweep ahead of you. Easier said than done, sadly.


If I level a Shroomish up to 45 so it learns spore and then evolve it to a Breloom and replace Spore with another move, will a Heart Scale allow me to teach the Breloom Spore again?

No. If a pokemon forgets a move learned only by a previous evolution they can't relearn it.
 
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