Is there a Flame Orb Rotom-H set?
Why on earth would you run flame orb?Is there a Flame Orb Rotom-H set?
It was a good set back in 5th gen when things like Snorlax walled most, if not all Rotom-H sets. Tricking a flame orb can ruin special walls such as Blissey, Umbreon, and Florges, while beating things such as Swampert and and Gastrodon. In addition, it feigns a choiced set which creates a false sense of security for the opposing player. *shrugs*Why on earth would you run flame orb?
I know the premises of Trick Flame Orb, but Trick Scarf cripples all those walls much more, as well as having added utility for Rotom in the early game when it can outspeed stuff like LO Shao and Nape and nab some volt-switches to gain early momentum before they bring in they're wall and you trick it. I might have sounded a little more against trick Flame Orb than I actually am, I just think Trick Scarf overall provides more for a team.It was a good set back in 5th gen when things like Snorlax walled most, if not all Rotom-H sets. Tricking a flame orb can ruin special walls such as Blissey, Umbreon, and Florges, while beating things such as Swampert and and Gastrodon. In addition, it feigns a choiced set which creates a false sense of security for the opposing player. *shrugs*
The reason why a choiced set doesn't actually work as well as the flame orb set in most situation is because if you're choiced in volt switch/overheat, there is a greater need to predict. With flame orb, if you click volt switch and a gastro comes in, you can simply click HP grass.I know the premises of Trick Flame Orb, but Trick Scarf cripples all those walls much more, as well as having added utility for Rotom in the early game when it can outspeed stuff like LO Shao and Nape and nab some volt-switches to gain early momentum before they bring in they're wall and you trick it. I might have sounded a little more against trick Flame Orb than I actually am, I just think Trick Scarf overall provides more for a team.
I think both sets have viable reasons to be used, and each will be better than other in specific situations. The bluff of Flame Orb is nice, but when your faced with a faster offensive threat in your face, your gonna wish you had the scarf. No point in arguing over these two anymore imo, both of us got our points out.but to each his own
Not a huge fan of this set, I'd have to say. Double dance removes far too much coverage, which is a necessity in UU considering the popularity of FWG cores and relatively bulky Pokemon. Switching in a Donphan, Forretress or Swampert is too easy on a Double Dancing Haxorus.I'm bored atm so here's another entry:
Haxorus @ Lum Berry
Ability: Mold Breaker
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Dragon Dance
- Swords Dance
- Outrage / Dragon Claw
- Earthquake
Role: Physical Sweeper, Wallbreaker
What it does: Haxorus is like your typical Dragon; with this set, it can sweep and wallbreak very well with its bone-crushing strength, which can be amplified with either Swords Dance or Dragon Dance. It has pretty good coverage within Outrage and Earthquake alone, enough to basically decimate a team after it sets up. Haxorus will never be able to use both SD and DD in a match, but having both gives you always gives you an advantage; against stall, SD will allow Haxorus to quickly gain power, enough to basically crush stall teams with its immense power. Meanwhile, against offense, Haxorus can boost both its power and Speed, giving it enough speed to sweep and be able to take out an offensive team with Outrage or Dragon Claw. You just need power and speed to excel. Poison Jab could be used if Florges, Aromatisse, and Slurpuff are a problem but other than that it's kinda useless.
Good Teammates: Like any sweeper or wallbreaker, Haxorus appreciates entry hazard support. Things like Froslass and Mega Aggron are great for this; the latter also takes on Fairies well, which is useful. Haxorus can also pair up well with other wallbreakers or cleaners like Hydreigon or Victini; the latter also takes on Florges and Aromatisse (and Slurpuff) well, while the former forms a double Dragon core that can break down each other's counters. A slow U-turn or Volt Switch user, like Forretress, can be useful to get Haxorus in safely since it's rather frail and does not have an easy time switching in.
What counters it: Not much really counters it, but there are good checks. Revenge killers like Azelf, Scarf Jirachi, and Scarf Mienshao can revenge kill it. Florges and Aromatisse can handle Haxorus if it hasn't boosted too much, and blow it away with Moonblast. Slurpuff could work too, and set up and sweep. Forretress can also work, and wear at it with Gyro Ball.
Any additional Info: A solo dancing set with only Dragon Dance or only Swords Dance is workable, as are Choice sets; this isn't Haxorus's only set. This Pokemon also happens to have the word "hax" in its name, lol.
I have to disagree, as Haxorus unboosted still has fucking 147 attack. There's always a niche for that kinda pokemon. Hax's double dance while individually weaker than SD 3 attacks and DD 3 attacks, has the versatility and is able to shine vs stall and offense. Sure scarfers revenge it but most scarfers are scared to switch in because of taking a dragon claw to the face.Not a huge fan of this set, I'd have to say. Double dance removes far too much coverage, which is a necessity in UU considering the popularity of FWG cores and relatively bulky Pokemon. Switching in a Donphan, Forretress or Swampert is too easy on a Double Dancing Haxorus.
Hate to say it but I think Haxorus as a whole has lost a lot of sway in UU. He has the potential to be bulky enough to get a dance up, but it'd almost have to always be Dragon Dance to outspeed things that could easily revenge it. The unfortunate part of this, of course, it losing the massive attack. There's too much else in the tier that can take his place and be better at it I think, shame considering he's one of my favorite Pokemon.
Thanks for the feedback Rowdog, but I didn't write the Haxorus analysis. ScraftyistheBest did. Good idea though.Sage of the 6 I'd recommend also slashing Dual Chop with Dragon Claw and Outrage. Although you miss out a bit on accuracy it is quite for it to be able to break through Substitutes and sashes, most importantly SashZam no longer stops your sweep.
Right, must have seen your post underneath and got muddled up. I'll edit it, oops.Thanks for the feedback Rowdog, but I didn't write the Haxorus analysis. ScraftyistheBest did. Good idea though.
This analysis focuses on OU pokemon, this is UU teambuilding. Change the descriptions to match the UU meta.This is my first mon, hope you like it!
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam
Role: Hazard Remover
What it does: The choice between Scald, Water Pulse, and Hydro Pump as a Water STAB move is mainly down to personal preference. Scald allows Blastoise to punish physical attackers that try to switch into it with a potential burn. With a boost from Mega Launcher, Water Pulse is a 90 Base Power move with a nifty 20% chance of confusing the opponent. Hydro Pump is another option as it hits harder than both Scald and Water Pulse, but is less reliable due to its lower accuracy. Dark Pulse is mandatory, as it removes unwanted Ghost-types that block Rapid Spin. The last moveslot is dedicated to specific threats and should be chosen based on your team's specific troubles. Aura Sphere, which is boosted by Mega Launcher, hits Tyranitar and Ferrothorn harder than any other move. Another option is Ice Beam, which hits Dragon-types such as Dragonite while still being able to hit Grass-types, such as Tangrowth and Breloom, hard.
Good teammates: Teammates that can handle annoying Electric- and Grass-types are appreciated. Dragon-types such as Latios have nice synergy with Blastoise, as they resist both Electric- and Grass-type moves. In return, Blastoise can tank Ice Beams and remove Stealth Rock for them. Grass-types such as Venusaur can easily take multiple hits from the annoying Rotom-W, other Electric-types, and Grass-types. Tornadus-T is a valuable partner as it can beat Mega Venusaur. It can also beat Toxicroak with a Flying-type move, while Blastoise can remove Stealth Rock for Tornadus-T in return. Another excellent partner is Talonflame. Talonflame resists the Grass-type moves that Blastoise hates and can easily dispose of Mega Venusaur. In return, Blastoise can switch into Heatran, a common switch-in for Talonflame, as well as removing Stealth Rock. Ground-types such as Gastrodon do a pretty good job against Electric-types due to their immunity.
Counters: One word: Sableye. Sableye resist Dark Pulse, makes Rapid Spin & Aura Sphere useless, &, having access to Prankster, can take Blastoise's STAB attacks, along with Ice Beam & Recover right in its face. Therefore, when Sableye takes the field, it's best to switch into a Fairy type like Florges in order to counter.
Isn't Blastoise UU?
This is a page to help people in the UU community build teams for UU matches. Ferrothorn and Tyranitar can't be used in UU, so it isn't exactly helpful.Well, Blastoise is used in tiers above UU, so no argument on your side.
Blastoise @ Blastoisinite
Ability: Rain Dish
EVs: 236 HP / 252 SpA / 20 Spe
Modest Nature
- Rapid Spin
- Scald / Hydro Pump / Water Pulse
- Dark Pulse
- Aura Sphere / Ice Beam
Role: Hazard Remover
What it does: The choice between Scald, Water Pulse, and Hydro Pump as a Water STAB move is mainly down to personal preference. Scald allows Blastoise to punish physical attackers that try to switch into it with a potential burn. With a boost from Mega Launcher, Water Pulse is a 90 Base Power move with a nifty 20% chance of confusing the opponent. Hydro Pump is another option as it hits harder than both Scald and Water Pulse, but is less reliable due to its lower accuracy. Dark Pulse is mandatory, as it removes unwanted Ghost-types that block Rapid Spin. The last moveslot is dedicated to specific threats and should be chosen based on your team's specific troubles. Aura Sphere, which is boosted by Mega Launcher, hits Tyranitar and Ferrothorn harder than any other move. Another option is Ice Beam, which hits Dragon-types such as Dragonite while still being able to hit Grass-types, such as Tangrowth and Breloom, hard.
Good teammates: Teammates that can handle annoying Electric- and Grass-types are appreciated. Dragon-types such as Latios have nice synergy with Blastoise, as they resist both Electric- and Grass-type moves. In return, Blastoise can tank Ice Beams and remove Stealth Rock for them. Grass-types such as Venusaur can easily take multiple hits from the annoying Rotom-W, other Electric-types, and Grass-types. Tornadus-T is a valuable partner as it can beat Mega Venusaur. It can also beat Toxicroak with a Flying-type move, while Blastoise can remove Stealth Rock for Tornadus-T in return. Another excellent partner is Talonflame. Talonflame resists the Grass-type moves that Blastoise hates and can easily dispose of Mega Venusaur. In return, Blastoise can switch into Heatran, a common switch-in for Talonflame, as well as removing Stealth Rock. Ground-types such as Gastrodon do a pretty good job against Electric-types due to their immunity.
Counters: One word: Sableye. Sableye resist Dark Pulse, makes Rapid Spin & Aura Sphere useless, &, having access to Prankster, can take Blastoise's STAB attacks, along with Ice Beam & Recover right in its face. Therefore, when Sableye takes the field, it's best to switch into a Fairy type like Florges in order to counter.
Well, Blastoise is used in tiers above UU, so no argument on your side.
But this thread isn't meant to be about tiers above UU. Read some other sets and adapt your Blastoise with pokemon that reside in the UU tier and it should be fine.Well, Blastoise is used in tiers above UU, so no argument on your side.