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Guys, stop making Magician work. It's too unreliable; You're basically screwed if you catch something like CB or Black Sludge. Also note that there are enough 'mons that don't hate losing their items.
TBH, the reason i wanted to do that is because it is a neat ability which has utility, and I would hardly say that many mons don't hate losing their item - it is one of the most important parts of competitive battling simply cause of the fact that it can prove so useful. It is the reason why Talonflame can't feasably run Acrobatics dispite it cutting down on the recoil its taking: it doesn't pack any punch without it. This is the reason that the buff to Knock Off was so game changing: it knocked off items, cripling almost anything that it hits (unless they really don't need that Choice item anymore, but that is uncommon as it is). Hell, the only time I think it would help (aside from the uncommon occurence of what is in the previous bracketed section) is if they were a pokemon with Justified. Imagine that, but on any attack and you GAINING an item from it. That is why I feel that we need to find a way to capitalise on this amazing ability. Hell, if that means running a tank set so be it but, if we find a way to enable it, Magician may become one of those dominating foces which is near impossible to prepare against - just like Knock Off.
ive been using this lately and it rarely lets me down. it can easily tank any special hit like its nothing, and the ev spread allows it to take some physical hits. the sash just in case it gets ohkod. it also has plenty of natural speed so it outspeeds quite a bit without any speed investment
Sleep Powder
Quiver Dance
Giga Drain
HP Rock/Ice/Fighting
The only reason why I put Rock is because Delphox can resist +2 Giga Drain and hit hard with Fire Blast. Otherwise, i'm getting good results even without Sun to double the speed (probably a good thing not having Sun).
TBH, the reason i wanted to do that is because it is a neat ability which has utility, and I would hardly say that many mons don't hate losing their item - it is one of the most important parts of competitive battling simply cause of the fact that it can prove so useful. It is the reason why Talonflame can't feasably run Acrobatics dispite it cutting down on the recoil its taking: it doesn't pack any punch without it. This is the reason that the buff to Knock Off was so game changing: it knocked off items, cripling almost anything that it hits (unless they really don't need that Choice item anymore, but that is uncommon as it is). Hell, the only time I think it would help (aside from the uncommon occurence of what is in the previous bracketed section) is if they were a pokemon with Justified. Imagine that, but on any attack and you GAINING an item from it. That is why I feel that we need to find a way to capitalise on this amazing ability. Hell, if that means running a tank set so be it but, if we find a way to enable it, Magician may become one of those dominating foces which is near impossible to prepare against - just like Knock Off.
If only Life Orb didn't exist and it had a nonexistent SpD stat...
If only something had Knock Off, Trick, AND Magician, lol.
Anyways, he's right, it's not an AWFUL ability, I mean, if you know something has a Choice Band, why would you take it? While there are things that make it difficult to use, it's definitely not awful.
The only reason why you would want to use Own Tempo is Petal Dance, and it's a terrible move to be locked into. You want the ability to put a check to sleep to set up Quiver Dance before hitting them with a Giga Drain, which has the plus benefit of healing Life Orb recoil.
The only reason why you would want to use Own Tempo is Petal Dance, and it's a terrible move to be locked into. You want the ability to put a check to sleep to set up Quiver Dance before hitting them with a Giga Drain, which has the plus benefit of healing Life Orb recoil.
The only reason why you would want to use Own Tempo is Petal Dance, and it's a terrible move to be locked into. You want the ability to put a check to sleep to set up Quiver Dance before hitting them with a Giga Drain, which has the plus benefit of healing Life Orb recoil.
The ability really doesn't matter on Lilligant tbh. Two of its abilities are only effective under sun and Own Tempo isn't that useful with Swagger banned. Own Tempo at least gives you somewhat of a benefit against Confuse Ray, Hurricane, Water Pulse, etc.
TBH, the reason i wanted to do that is because it is a neat ability which has utility, and I would hardly say that many mons don't hate losing their item - it is one of the most important parts of competitive battling simply cause of the fact that it can prove so useful. It is the reason why Talonflame can't feasably run Acrobatics dispite it cutting down on the recoil its taking: it doesn't pack any punch without it. This is the reason that the buff to Knock Off was so game changing: it knocked off items, cripling almost anything that it hits (unless they really don't need that Choice item anymore, but that is uncommon as it is). Hell, the only time I think it would help (aside from the uncommon occurence of what is in the previous bracketed section) is if they were a pokemon with Justified. Imagine that, but on any attack and you GAINING an item from it. That is why I feel that we need to find a way to capitalise on this amazing ability. Hell, if that means running a tank set so be it but, if we find a way to enable it, Magician may become one of those dominating foces which is near impossible to prepare against - just like Knock Off.
If only Life Orb didn't exist and it had a nonexistent SpD stat. Then it could run Sash a little better.
Why run Chlorophyll without Sunny Day? Own Tempo would fit the bill a little better for the set.
Is there anything that commonly uses Knock Off that can't OHKO Delphox though? You have to remember that it's weak to Dark, and even the weaker users of the move can still threaten Delphox (Knock Off / EQ Gligar comes to mind).
Is there anything that commonly uses Knock Off that can't OHKO Delphox though? You have to remember that it's weak to Dark, and even the weaker users of the move can still threaten Delphox (Knock Off / EQ Gligar comes to mind).
Honestly, I don't think really is, unless it's used in a Mixed Set (Swoobat?) and even then it cripples Delphox as it gets rid of Specs, or easily breaks Subs. It's not like Swoobat will be using Knock Off too often.
Honestly, I don't think really is, unless it's used in a Mixed Set (Swoobat?) and even then it cripples Delphox as it gets rid of Specs, or easily breaks Subs. It's not like Swoobat will be using Knock Off too often.
Need a wallbreaker? Perhaps one that can 2HKO the entire meta with one move?!
If that's you, look no further than Tyrantrum! This beast equipped with a choice band can head smash his way through the entire RU meta. And, if you provide good hazard support can OHKO just about everything! The obvious downside is recoil, but he can break 2-3 walls before going down.
(2HKO rule barring phys def Hitmontop, Registeel, rhydon, rhyperior, and steelix)
Think I'm all hot air? See for yourself with this impressive list of calcs! Think up the bulkiest mon you can legal in RU, find it's name, and see how it is destroyed by the mighty tyrannosaur.
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Gligar: 178-211 (53.2 - 63.1%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Reuniclus: 331-391 (78 - 92.2%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Granbull: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Cofagrigus: 211-250 (65.9 - 78.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 248 HP / 252+ Def Eviolite Dusclops: 153-181 (54 - 63.9%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Tangrowth: 237-279 (58.6 - 69%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Emboar: 544-642 (128.3 - 151.4%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Escavalier: 367-433 (106.6 - 125.8%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Gastrodon: 263-309 (61.7 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gastrodon: 175-207 (41 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
The only one I could find capable of avoiding the 2HKO but max def is uncommon anyway
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gourgeist-Super: 240-283 (64.1 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Jellicent: 346-408 (85.6 - 100.9%) -- 6.3% chance to OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Milotic: 322-379 (81.7 - 96.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Alomomola: 319-376 (59.7 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. +6 252 HP / 0 Def Yanmega: 436-520 (115.9 - 138.2%) -- guaranteed OHKO
Lol :P dem defense boosts
Well, there you have it! If anyone has any thoughts or suggestions of defensive mons that they think can take a hit I'll add a calc to the list.
Killing ONE will make sure hes almost dead, let alone priority/toxic/Wall attacking/hazards
Its sadly stuck as one of the not as uncommon as you think mons than serve as a one shot "Get it in on the right situation and they have to sac something"...but miss that shot or kill it, now you lose a mon too.
And Meganette is a better guaranteed double down anyway
Need a wallbreaker? Perhaps one that can 2HKO the entire meta with one move?!
If that's you, look no further than Tyrantrum! This beast equipped with a choice band can head smash his way through the entire RU meta. And, if you provide good hazard support can OHKO just about everything! The obvious downside is recoil, but he can break 2-3 walls before going down.
Think I'm all hot air? See for yourself with this impressive list of calcs! Think up the bulkiest mon you can legal in RU, find it's name, and see how it is destroyed by the mighty tyrannosaur.
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Gligar: 178-211 (53.2 - 63.1%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Reuniclus: 331-391 (78 - 92.2%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Granbull: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Cofagrigus: 211-250 (65.9 - 78.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 248 HP / 252+ Def Eviolite Dusclops: 153-181 (54 - 63.9%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Emboar: 544-642 (128.3 - 151.4%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Escavalier: 367-433 (106.6 - 125.8%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Gastrodon: 263-309 (61.7 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gastrodon: 175-207 (41 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
The only one I could find capable of avoiding the 2HKO but max def is uncommon anyway
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gourgeist-Super: 240-283 (64.1 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Jellicent: 346-408 (85.6 - 100.9%) -- 6.3% chance to OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Milotic: 322-379 (81.7 - 96.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Alomomola: 319-376 (59.7 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. +6 252 HP / 0 Def Yanmega: 436-520 (115.9 - 138.2%) -- guaranteed OHKO
Lol :P dem defense boosts
Well, there you have it! If anyone has any thoughts or suggestions of defensive mons that they think can take a hit I'll add a calc to the list.
When ("if" is probably more accurate..) Rock Head is released I'll definitely try this out as a crazy wallbreaker.
Needs Sticky Web support since it's quite brittle and has 71 or 74 speed (can't remember exactly).
I feel bad for Tyrantrum since it barely makes use of its Dragon typing, but if Rock Head doesn't end up like Shadow Tag Chandelure, this seems like a fun thing to try out.
I'm really tired at the moment, so I'll just post a little short thing. One really cool Pokemon I've been testing is Froslass with Switcheroo / Ice Beam / Shadow Ball / Thunderbolt, but I'm considering changing it to Switcheroo / Ice Beam / Spikes / Destiny Bond because it just seems cool, ya know. Switcheroo is cool because after switching to Choice Specs then Cursed Body is really fucking cool, forcing a switch. Will write up more about this and another little lady I've been loving ;].
In order to kill 2-3 mons you would rely on switching in. For example taking a trick room team: cofagrigus getting taken out by head smash (320 HP) will recoil 106.3 damage (30% recoil rate). 0 HP Tyrantrum has 306 HP so he's down to 200. Later, get a reuniclus (424 HP) takes less than 200 and Tyrantrum is left with health to kill something else. Now, this is specialized situation and bets on switching in to avoid hits and statuses and stuff. But, keep in mind that these are walls getting 2HKO'd, all other things are smitten in one shot (max HP emboar calc for example.)
Tyrantrum greatly appreciates cleric + wish support, and also slow pivots like volt switch Forretress (who is banned, but I'm not sure if there is something comparable in RU someone help me out here).
Oh and Holy Dom it's 71 speed, which isn't awful but sticky web is great support!
Tyrantrum greatly appreciates cleric + wish support, and also slow pivots like volt switch Forretress (who is banned, but I'm not sure if there is something comparable in RU someone help me out here).
I'm really tired at the moment, so I'll just post a little short thing. One really cool Pokemon I've been testing is Froslass with Switcheroo / Ice Beam / Shadow Ball / Thunderbolt, but I'm considering changing it to Switcheroo / Ice Beam / Spikes / Destiny Bond because it just seems cool, ya know. Switcheroo is cool because after switching to Choice Specs then Cursed Body is really fucking cool, forcing a switch. Will write up more about this and another little lady I've been loving ;].
Tyrantrum greatly appreciates cleric + wish support, and also slow pivots like volt switch Forretress (who is banned, but I'm not sure if there is something comparable in RU someone help me out here).
Hm, if you're looking for slow pivots, there's "super slow", "pretty slow", and "somewhat slow". Eelektross is a super slow pivot with base 50 Speed. Mesprit is pretty slow with base 80 Speed (if you don't invest in it) while Uxie is somewhat slow at uninvested base 95. However, with Uxie, you're probably a bit safer with using Dual Screens + Memento to guarantee a switch-in.
As for Tyrantrum as a whole, it's really a Pokemon I'm wanting to try. Looking at RU right now, there's a serious lack in Dragon-types. Druddigon is obviously the best one, but I think a Dragon Dance Tyrantrum might have some potential. It has reliable physical bulk, a decent enough movepool thanks to Strong Jaw, and decent-ish base 71 Speed. It could possibly run a Choice Scarf a well and act more like Emboar from BW. Kinda wanting to try it out for myself now.
Sadly, most Calm Mind users in RU aren't taking much from Frost Breath to begin with (think Cresselia, Delphox, Slowking, Reuniclus, etc.) I guess it's nice to drill Sigilyph with, but that's about the only SpDef booster I can think of that is fucked up by Frost Breath always getting a crit.
Need a wallbreaker? Perhaps one that can 2HKO the entire meta with one move?!
If that's you, look no further than Tyrantrum! This beast equipped with a choice band can head smash his way through the entire RU meta. And, if you provide good hazard support can OHKO just about everything! The obvious downside is recoil, but he can break 2-3 walls before going down.
Think I'm all hot air? See for yourself with this impressive list of calcs! Think up the bulkiest mon you can legal in RU, find it's name, and see how it is destroyed by the mighty tyrannosaur.
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Gligar: 178-211 (53.2 - 63.1%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Reuniclus: 331-391 (78 - 92.2%) -- guaranteed 2HKO
-1 252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Granbull: 222-262 (57.8 - 68.2%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Cofagrigus: 211-250 (65.9 - 78.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 248 HP / 252+ Def Eviolite Dusclops: 153-181 (54 - 63.9%) -- guaranteed 2HKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Emboar: 544-642 (128.3 - 151.4%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Escavalier: 367-433 (106.6 - 125.8%) -- guaranteed OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 0 Def Gastrodon: 263-309 (61.7 - 72.5%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gastrodon: 175-207 (41 - 48.5%) -- guaranteed 3HKO after Leftovers recovery
The only one I could find capable of avoiding the 2HKO but max def is uncommon anyway
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Gourgeist-Super: 240-283 (64.1 - 75.6%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Jellicent: 346-408 (85.6 - 100.9%) -- 6.3% chance to OHKO
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Milotic: 322-379 (81.7 - 96.1%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Alomomola: 319-376 (59.7 - 70.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Head Smash vs. +6 252 HP / 0 Def Yanmega: 436-520 (115.9 - 138.2%) -- guaranteed OHKO
Lol :P dem defense boosts
Well, there you have it! If anyone has any thoughts or suggestions of defensive mons that they think can take a hit I'll add a calc to the list.
I tried Tyrantrum out a while ago, and it was terrible. I used a set of Dragon Dance / Stone Edge / Earthquake / Crunch, since Dragon STAB sucks in this meta, doesn't hit anything except Druddigon. Earthquake and Crunch both provide useful coverage used for hitting Steels, Psychics, Ghosts etc. I also used Lum Berry to stop annoying status and shit.
Just some of the problems with Tyrantrum:
It's hard to set up, as loads of shit has STAB or coverage that hits it super effectively, and its vulnerable to all hazards, making it difficult to switch in
It's really slow. Even at +1 it's outsped by a lot of shit, and this just contributes to the point above - it doesn't stay alive long enough, and can't take advantage of the time it does have because everything outspeeds it.
It NEEDS all three coverage moves. If it doesn't have Crunch, things like Bronzong wall it. If it doesn't have Earthquake, things like Steelix and Rhyperior wall it.
It's attack is actually disappointingly insufficient when not using Choice Band or Head Smash or both (Band is bad until it gets Rock Head). So often you will find yourself missing out on KOs that you need to get, simply because of Tyrantrum's lackluster Attack.
I can see a Scarf set being vaguely viable as a decently effective revenge killer, though the speed and attack problems still remain. It can afford to use Head Smash since its more of a suicide bomber and wouldn't be expected to stay alive long anyway. However, I haven't actually tried this set out so I won't comment on it in any further detail.
252+ Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Solid Rock Rhyperior: 153-181 (35.2 - 41.7%) -- 81% chance to 3HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Steelix: 148-176 (41.8 - 49.7%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Choice Band Tyrantrum Earthquake vs. 252 HP / 252+ Def Eviolite Rhydon: 146-172 (35.2 - 41.5%) -- guaranteed 3HKO
Those are never 2HKOed and can easily OHKO back with hazards or switch to a Flying type. If Tyrantrum uses Head Smash they take next to no damage
(252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Steelix: 41-49 (11.5 - 13.8%) -- possibly the worst move ever
252+ Atk Choice Band Tyrantrum Head Smash vs. 252 HP / 252+ Def Eviolite Rhydon: 81-96 (19.5 - 23.1%) -- possible 5HKO)
Anyway i hate meaningless calcs and i'll suggest a set.
Hitmonlee is the best offensive spinner right now and it can run a really cool wallbreaker set (sorry if somebody has already brought this up).
Hitmonlee (M) @ Life Orb
Ability: Reckless
EVs: 252 Spd / 252 Atk / 4 HP
Adamant / Jolly Nature
- High Jump Kick
- Knock Off
- Rapid Spin
- Mach Punch / Sucker Punch
If you played Mienshao just a bit in UU you should know the raw power of Reckless High Jump Kick. This move eases prediction a lot as even bulky pokemons like Amonguss face the possibility of a 2HKO with entry hazards! Knock Off is a new tool Hitmonlee got with XY and it is really good as it cripples the switch ins that could take a HJK namely Cofagrigus, Physically Defensive Slowking and Gligar that are also forced to lose their items. Rapid Spin is there to support the the team and is best used on predicted switches, before going down and against weak special attackers as Hitmonlee is quite specially bulky even univested (always takes Raikou's +1 Thunderbolt after rocks +1 252 SpA Raikou Thunderbolt vs. 4 HP / 0 SpD Hitmonlee: 186-220 (76.8 - 90.9%)). Last slot is for priority against faster pokemons. Mach Punch is generally better with Azelf gone as it OHKOes Cincinno after Stealth Rock or a round of LO recoil most of the time (guaranteed if adamant) but Sucker Punch is stronger against neutral targets. Poison Jab could be an option but non Physically Defensive Aromatisse is 2HKOed by Adamant High Jump Kick after Stealth Rock and a bit of Damage if you are careful about Protect shenanigans.
Adamant is the preferred nature to get these important OHKOes and 2HKOes and to have stronger moves in general but Jolly can be useful to outspeed max speed neutral base 100s such as Shaymin (from which you can take a Modest Leftovers Seed Flare at full).