• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

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

Status
Not open for further replies.
Whats a good EV spread for Belly Drum Azumarril, w/ Belly Drum, Aqua Jet, Knock Off and Play Rough? Also, is knock off better than superpower?
EVs: 76 HP / 252 Atk / 180 Spe (gives you an even number of HP for belly drum and outspeeds defensive pokemon such as clefable)
Knock Off is always better because it does crazy things like kill ferrothorn / amoonguss / mega venusaur after a Belly Drum and Stealth Rock damage, and all targets of waterfall are hit harder by aqua jet or play rough.
 
Regarding the Garchomp thing, I was asking because, while I get that it can fulfill some various roles, it doesn't seem to really excel at any of them. I hardly ever see analyses recommending to watch out for it or consider it as a teammate, and overall it seems kinda outclassed by stuff like Landorus.
Also, is Togekiss' Serene Grace abuse still in vogue?
That might just be mere coincidence that it doesn't get too many mentions on analysis. Its most efficient set to most people as of right now is Dragon Claw / Outrage, Earthquake, Swords Dance, Stealth Rock with Lum Berry as its item. It also has other good sets such as Sub Swords Dance and Life Orb Attacker with Swords Dance as well. Serene Grace is usually utilized through Air Slash so technically yes. If you have mean para-flinch then no people don't really use this at higher levels of play because its Nasty Plot attacker set that aragorn put above your post a couple posts up is more consistent.
 
What's some of the better nonmega defensive rapid spinners/defoggers in OU?
In addition to what bolts said, Latias can run large amounts of HP investment. May be helpful if you need a Keldeo check. The standard bulky set runs 72 HP / 184 SpA / 252 Spe with a Timid nature, however some run even more than that. The bulkiest one in the strat dex is 152 HP / 104 SpA / 252 Spe with a Timid nature.
 
Hey guys this is my first post(unless you count the redirct post I got)on Smogon and I am just getting into competitive pokemon. I am debating what my EVs and Moveset should be for Volcarona.


Gender: female


IVs: 5(all maxed)
-HP
-Attack
-Sp. Defense
-Speed
-Defense


Nature: Modest


Ability: Flamebody
 
Question: disregarding the opponent's defenses for a moment, how many ways are there for a special attacker to be crippled offensively? When I think physical, burn immediately comes to mind. And king's shield (and spiky shield)...but unless I'm having a massive brain-fart I can't think of any ways to reliably lower a special attackers stats. And again, there are multiple punishments for contact moves that special attacks simply do not have to worry about (I'm looking at you gooey; and your friend rocky helmet).

So, keeping that in mind (again, I'm assuming I'm not missing anything big here), are there generally less risks to attacking on the special side, and therefore more reason to have a given team more specially Inclined? Of course, you'd still need some physical attackers to handle special walls. I'm open to any comments/ideas (well of course I am, that's way I'm posting here XD)

Oh, assuming this point is actually valid, I realize the logic of "well, if everyone uses this to their advantage, then all teams would become more sp. defensively inclined, also." Heh...maybe I shall keep this a secret, then... MWAHAHAHA
 
Last edited:
Question: disregarding the opponent's defenses for a moment, how many ways are there for a special attacker to be crippled offensively? When I think physical, burn immediately comes to mind. And king's shield (and spiky shield)...but unless I'm having a massive brain-fart I can't think of any ways to reliably lower a special attackers stats. And again, there are multiple punishments for contact moves that special attacks simply do not have to worry about (I'm looking at you gooey; and your friend rocky helmet).

So, keeping that in mind (again, I'm assuming I'm not missing anything big here), are there generally less risks to attacking on the special side, and therefore more reason to have a given team more specially Inclined? Of course, you'd still need some physical attackers to handle special walls. I'm open to any comments/ideas (well of course I am, that's way I'm posting here XD)
I think they purposely made it less "dangerous" to be a special attacker, because of things like chansey and blissey completely c*ckblocking them from getting any action, whereas in the pre-mslowbro days there weren't really any pokemon that made physical attackers completely redundant. I guess it balances out.
 
I think they purposely made it less "dangerous" to be a special attacker, because of things like chansey and blissey completely c*ckblocking them from getting any action, whereas in the pre-mslowbro days there weren't really any pokemon that made physical attackers completely redundant. I guess it balances out.
Hmm...I suppose...but my point still stands, as there are still physical walls that, well, c*ckblock attackers on the physical side(mega steelix, anyone?), as well as the dangers mentioned previously. But, thanks for the input!
 
Hmm...I suppose...but my point still stands, as there are still physical walls that, well, c*ckblock attackers on the physical side(mega steelix, anyone?), as well as the dangers mentioned previously. But, thanks for the input!
Other than Confide, Eerie Impulse, Mirror Coat and Noble Roar, there aren't any moves that do anything considerable to special attackers specifically.
In terms of items, there is the Rowap Berry, which is pretty much as close as you can get.
 
Other than Confide, Eerie Impulse, Mirror Coat and Noble Roar, there aren't any moves that do anything considerable to special attackers specifically.
In terms of items, there is the Rowap Berry, which is pretty much as close as you can get.
Ah! Thank you for naming basically the only special attack stat reducing moves. So, aside from that, there's...nothing else? Geez, I hardly see any of these anyway. If that's so, then my original point seems as valid as ever, don't you think? Hmm...this is a sign...nah, JK. But still, this makes me want to legitimately consider what I said before. Uh...not that I didn't in the first place, but...I just thought my brain let loose a big one in terms of remembering certain moves.
 
Question: disregarding the opponent's defenses for a moment, how many ways are there for a special attacker to be crippled offensively? When I think physical, burn immediately comes to mind. And king's shield (and spiky shield)...but unless I'm having a massive brain-fart I can't think of any ways to reliably lower a special attackers stats. And again, there are multiple punishments for contact moves that special attacks simply do not have to worry about (I'm looking at you gooey; and your friend rocky helmet).

So, keeping that in mind (again, I'm assuming I'm not missing anything big here), are there generally less risks to attacking on the special side, and therefore more reason to have a given team more specially Inclined? Of course, you'd still need some physical attackers to handle special walls. I'm open to any comments/ideas (well of course I am, that's way I'm posting here XD)

Oh, assuming this point is actually valid, I realize the logic of "well, if everyone uses this to their advantage, then all teams would become more sp. defensively inclined, also." Heh...maybe I shall keep this a secret, then... MWAHAHAHA

While it is true that physical attackers are far easier crippled, there is more to the special vs. physical balance than just this.

Special attackers usually don't get crippled in there offensive capabilities or punished for attacking, but they generally don't get rewarded as much for attacking as physicals.
Most special moves pack less of a punch than their physical counterparts: BoltBeam only hits for 90 BP, HP, the ultimate coverage move, while very useful, only sits at 60 BP.
Physical 100 Accuracy moves generally hit a tad harder, Earthquake and Return come to mind.
Also there are no special counterparts to moves like Close Combat or Flare Blitz, which don't neuter your own offensive capabilities after one use.

Also While physical walls are quite sturdy, there is no physical counterpart for the likes of Blissey/Chansey, which will laugh off any special hits, even if they're SE.

Next up are stat boosts:
While Quiver Dance and Tailglow are extremely strong moves, their distribution is poor at best. Nasty Plot also isn't that common and there is no other SpA/Spe boosting move.
Physical Attackers meanwhile get Swords Dance, Dragon Dance and Belly Drum, which are generally more accessible.

Last but not least is priority: Bullet Punch, Sucker Punch, Aqua Jet etc. all physical, while there is only Infernape's and Lucario's Vacuum Wave on the special side.

Edit: Also Assault Vest is a thing (totally forgot about that one)
 
Last edited:
I want to use Cosplay Pikachu on my Red Team (along with Venusaur/CharY/Blastoise/Lapras/Snorlax)

What's the best form and set for one with the following IVs:

Timid Nature - 31/30/28/5/31/31 (HP Ice)
 
I want to use Cosplay Pikachu on my Red Team (along with Venusaur/CharY/Blastoise/Lapras/Snorlax)

What's the best form and set for one with the following IVs:

Timid Nature - 31/30/28/5/31/31 (HP Ice)
Not quite sure what to recommend for that one since it's Sp Attack is so low, and the sets still generally want to go Special or Mixed.
 
Is it still better to run Whirlwind over Roar on mons like Hippowdon and Skarmory since it has the benefit of not being walled by Soundproof with no drawbacks or did that change with Gen VI?
 
Other than Confide, Eerie Impulse, Mirror Coat and Noble Roar, there aren't any moves that do anything considerable to special attackers specifically.
In terms of items, there is the Rowap Berry, which is pretty much as close as you can get.

There's also Snarl (though it isn't used much in singles) and Moonblast's 30% chance to lower SpA. As well as Parting Shot and some other low BP moves that you shouldn't use (mystical fire, struggle bug, mist ball, venom drench)
 
What's the best mixed set for Cosplay Pikachu? It has more attack than special attack.
Here, the thing is, you don't want to use Pikachu. There are so, SO many Pokémon that do its job better. Even on a Red team, you will not beat teams with a Pikachu.

I guess if you really want to use it, here you go. (This is for the Pikachu with Flying Press. the name thing works with the one for Icicle Crash.)
Pikachu-Cosplay (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Flying Press
- Hidden Power [Ice]
- Wild Charge
- Knock Off

That should be it. Fixed Volt Tackle.
 
Last edited:
I guess if you really want to use it, here you go. (This is for the Pikachu with Flying Press. the name thing works with the one for Icicle Crash.)
Pikachu-Cosplay (F) @ Light Ball
Ability: Lightning Rod
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Flying Press
- Hidden Power [Ice]
- Volt Tackle
- Knock Off
That should be it.

Actually, Cosplay Pikachu can't learn Volt Tackle because it's an egg move and there is no way you can breed a Cosplay Pikachu. Let alone one knowing Volt Tackle.
 
Is it still better to run Whirlwind over Roar on mons like Hippowdon and Skarmory since it has the benefit of not being walled by Soundproof with no drawbacks or did that change with Gen VI?
Few 'mons run Soundproof but if you want to go for the optimal route then yes, take Whirlwind. It's like Recover vs Defog on the Latis. I read somewhere that the only reason Roost is taken is because you are less likely to have someone use Imprison on you and block your recovery. It'll likely never happen but it's better than nothing.
 
What would you suggest as a 4th move on a choice scarfed Keldeo?

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Ice]
- Hydro Pump

The thing is that hydro pump should be called hydro miss and cost me battles lately, some sets give icy wind, and replacing hp ice by hp electric, but I think hp electric is too much situational... thanks
 
What would you suggest as a 4th move on a choice scarfed Keldeo?

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Ice]
- Hydro Pump

The thing is that hydro pump should be called hydro miss and cost me battles lately, some sets give icy wind, and replacing hp ice by hp electric, but I think hp electric is too much situational... thanks
Well first of all, Icy Wind is generally better than HP Ice. It may be a few points weaker, but it lowers Speed as well as allowing you to use another Hidden Power.
Other than that, it really depends on what your team needs. HP Flying can be used for Mega Venusaur, but HP Electric is probably the way to go, since Azu and Gyara are much more common.
Keldeo's movepool isn't too fantastic either, so those are the only options you really have
 
Well first of all, Icy Wind is generally better than HP Ice. It may be a few points weaker, but it lowers Speed as well as allowing you to use another Hidden Power.
Other than that, it really depends on what your team needs. HP Flying can be used for Mega Venusaur, but HP Electric is probably the way to go, since Azu and Gyara are much more common.
Keldeo's movepool isn't too fantastic either, so those are the only options you really have


Maybe I should think about changing Keldeo for Raikou? (I saw some people here on Smogon advising a core M Lopunny + Raikou)
My team really struggles against M Venusaur / M Slowbro, usually I can get rid of Venusaur with SR on the field + Bisharp, but Slowbro... I can't see it coming, so Raikou would be a nice replacement. And yeah, Keldeo's movepool sucks.
 
Maybe I should think about changing Keldeo for Raikou? (I saw some people here on Smogon advising a core M Lopunny + Raikou)
My team really struggles against M Venusaur / M Slowbro, usually I can get rid of Venusaur with SR on the field + Bisharp, but Slowbro... I can't see it coming, so Raikou would be a nice replacement. And yeah, Keldeo's movepool sucks.
Raikou is not a good replacement for Keldeo because while both are fantastic, they do completely different tasks. Perhaps it would help if you gave an overview of your team?
 
Raikou is not a good replacement for Keldeo because while both are fantastic, they do completely different tasks. Perhaps it would help if you gave an overview of your team?


Sure thing, with this team I just reached 1400 on SD.

Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Return
- Fake Out
- Ice Punch

Bisharp @ Life Orb
Ability: Defiant
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Knock Off
- Sucker Punch
- Iron Head
- Swords Dance

Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 252 HP / 88 Def / 168 SpD
- Stealth Rock
- Leech Seed
- Power Whip
- Spikes

teleGOD (Clefable) @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
- Moonblast
- Flamethrower
- Calm Mind
- Heal Bell

Keldeo @ Choice Scarf
Ability: Justified
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Scald
- Secret Sword
- Hidden Power [Ice]
- Hydro Pump

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 216 Def / 44 Spe
Bold Nature
- Volt Switch
- Hydro Pump
- Will-O-Wisp
- Pain Split
 
Status
Not open for further replies.
Back
Top