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Say I have no pluses when a Sandstorm comes out on my team, and I have Ninjask on it. I have Focus Sash as item, and X-Scissor, Swords Dance, and Baton Pass as three moves.

Should the 4th move be a weather-changer like Sunny Day, as none of my team benefits, or a damaging move, like Night Slash?
 
Let's say I bred a kabuto with near-perfect speed (30. All the 31's sucked in everything else), and when it becomes kabutops I plan to use him as a lead pokemon, with Rain Dance. Is there a set magic speed number I should reach when his speed doubles? He's adamant, and I'd like to know this 'magic number,' this way I can pour some superfluous speed EVs into defenses instead.
 
Say I have no pluses when a Sandstorm comes out on my team, and I have Ninjask on it. I have Focus Sash as item, and X-Scissor, Swords Dance, and Baton Pass as three moves.

Should the 4th move be a weather-changer like Sunny Day, as none of my team benefits, or a damaging move, like Night Slash?
it should have substitute, and preferably HP that is divisible by 4.

Pyfe: I'd aim for 203, which takes you to 406 to beat the pokemon that run 270->405 with scarf or dragon dance, etc. With a 30 IV, that takes 32 EVs for kabutops.
 
it should have substitute, and preferably HP that is divisible by 4.

Pyfe: I'd aim for 203, which takes you to 406 to beat the pokemon that run 270->405 with scarf or dragon dance, etc. With a 30 IV, that takes 32 EVs for kabutops.

But that takes away the purpose of Focus Sash...
 
Thanks, Sciz. I read the analysis thread on him, but was wondering if anything should be altered for a lead kabutops. This helps a lot!
 
But that takes away the purpose of Focus Sash...
oh yeah, I forgot to mention. Give it a pinch berry or something. The sandstorm automatically ruins the focus sash, so you might as well sub down to 1/4 HP and then get another boost (preferably liechi berry for the attack boost), to pass with the speed.
 
Ok, here's a hypothetical situation. Say I switched in my Honchkrow against an Espeon and Espeon is using Psychic. Would Sucker Punch still work even though Honchkrow won't take any damage from the attack, or does Sucker Punch work as long as the opponents attack is one that would normally do damage?
 
I used Ganlon Berrys. But if you can get Micle Berrys, they will work better.

I used Ganlon Berries but they're raising Smart a lot more than beauty. Smart was like closer to max than Beauty after a few Poffins. I'll see if I can find Micle Berries then.
 
I just realized that Micle Berries are unobtainable. I can trade you one though if you want. I got it off the GTS with a trade though, Im no hacker.
 
Wow.. Ariados sucks.

Unfortunately, I'm stuck using it for a theme team. Help me decide what set to use; It's for a 3vs3 team (Battle Tower, PBR), and it's partners will be a Mixmence and a Swords Dance Drapion.

Ariados @ Brightpowder
252 HP/252 Def/6 SpDef
Impish Nature (+Def, -SpAtk)
- Toxic
- Double Team
- Protect
- Night Shade

Yeah.. Poison the foe and pray they don't hit you. Night Shade for the finishing damage.


Ariados @ Choice Band
252 Atk/252 Spd/6 HP
Adamant Nature (+Atk, -SpAtk)
- Poison Jab
- Bug Bite
- Sucker Punch
- Dig (lol)

Your average Choice Bander, except it's much slower with rather meh Attack. A Choice Band could boost it to a respectable 459, though.


Ariados @ Focus Sash
252 Atk/252 Spd/6 HP
Jolly Nature (+Spd, -SpAtk)
- Baton Pass
- Agility
- Spider Web
- Poison Jab

It seems ok at first, but I just can't see this one helping the team much. Agility first turn, Spider Web next turn if they didn't attack when you used Agility. Toxicstaller and Choice Ariados seem better then this.

From two pages ago. Surely somebody must know a way to make Ariados at least somewhat useful?
 
Familiar Trainer, use the CB'er, its by far the best. If you can, get Double Edge on it over Dig, but if you cant, what you have is fine. Maybe Return over Dig, but I dont really have much Ariados experience.

EDIT:

I was looking, and maybe a Novelty Ariados could work.

Ariados@ Nothing
Jolly
252 Speed, 252 Atk, 6 HP

Thief
Bug Bite
Agility
Poison Jab

Basically Agility on the switch, Thief and hope for a CB, and sweep. I guess?
 
Familiar Trainer, use the CB'er, its by far the best. If you can, get Double Edge on it over Dig, but if you cant, what you have is fine. Maybe Return over Dig, but I dont really have much Ariados experience.

Normally I would use Double Edge over Dig, but wouldn't that leave it easily countered by steel types?
 
Yes, that would leave you open to Steels, but we're talking about Ariados. Anything counters Ariados. Ariados needs power much more than type coverage imo, and besides, 2 Double Edges = same power as Dig, on steels. Really, your not losing anything. Dig hits for 120 power every 2 turns, Double Edge hits 60 power every turn.

EDIT:

Wait!!!!! More genius from ihcati

Ariados @ Liechi Berry
Jolly
252 Speed, 252 Attack, 4 Def
Swarm

Substitute
Agility
Bug Bite
Poison Jab/ Return

Agility on switch, sub to activate Liechi and Swarm, sweep with Bug Bite. This is the set I'd use. NEEDS HP IV OF 30***
 
Yes, that would leave you open to Steels, but we're talking about Ariados. Anything counters Ariados. Ariados needs power much more than type coverage imo, and besides, 2 Double Edges = same power as Dig, on steels. Really, your not losing anything. Dig hits for 120 power every 2 turns, Double Edge hits 60 power every turn.

EDIT:

Wait!!!!! More genius from ihcati

Ariados @ Liechi Berry
Jolly
252 Speed, 252 Attack, 4 Def
Swarm

Substitute
Agility
Bug Bite
Poison Jab/ Return

Agility on switch, sub to activate Liechi and Swarm, sweep with Bug Bite. This is the set I'd use. NEEDS HP IV OF 30***

I'mma go with Double Edge then.

It's just kind of hard seeing any sweeping being done with Bug Bite, even with Swarm and Liechi Berry activated. I might do some calculations on that set, though. Ariados may have about the same attack as a Salamence after Liechi activation, but Bug Bite has what, 120 Power?
 
Basically 1 base stat = 2 actual stat points (with neutral nature). And 255 EVs add a total of 63 extra stat points to a stat. Nature multiplies by 1.1, or .9, depending on positive or negative

So heres a chart. Im starting at 5, only Shedinja has a lower base stat, and his doesnt count. Tells base stat on left, actual stat with 255 EVs on right

5- 109
10- 119
15- 129
.
.
.
50- 199
100- 299
120- 339
130- 359
134- 367
135- 369
140- 379

I think you get the idea. And this chart won't work for HP. HP is calculated differently.

You see, you're basically contradicting yourself.
You said 1 Base Stat point = 2 actual stat points lvl 100, but (going back to TTar example):
(369-63)/2 = 152
And 152 != 134


I'd also like the formula of how HP is calculated.

Thanks in advance!
 
One base stat does equal 2 actual stat points, but between base stats 1 aand 5, theres a huge gap, so that formula wont work the way you want it to. Shedinja has a max of 1 HP, and 1 Hp base stat. Munchlax has a 5 base stat for speed, and 109 for actual speed stat. So Base stats between 1 and 5 are all fucked up, and throws everything off. Besides, why do you need a formuola. Stats are what they are, you can already perdict them, what good is a formula?
 
What natures are good for Kyogre (besides Modest)?

And what IVs should I aim for on one?

Is this Bold Kyogre any good?

HP: 20 - 22
Att: 12 - 15
Def: 23 - 24
SpA: 20 - 22
SpD: 29 - 31
Speed: 29 - 31
 
Shedinja doesn't really have a base HP of 1. It is actually just set to always be 1, so don't even include that.
Stat calc:
((2xBase + EVs/4 + IV) x Lvl / 100 + 5) x nature

HP:
((2xBase + EVs/4 + IV + 100) x Lvl / 100 + 10)

Davy: Timid is also pretty good if you aren't scarfing it.
Go for 31 speed and fairly high SAtk, and decent defenses and HP.
 
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