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Resource ORAS OU Simple Questions, Simple Answers MKII (Read the OP First!) (Now with 100% more Rules!!!)

Yes, I know all that stuff. But you're only talking generally.

If you're looking at the Garchomp example, you know that this can't be the case. It has to be some kind of "I will survive this and that", or I don't know. I don't see the point in running 240HP/176Def+ instead of 252HP/164Def+. Or why not even 164HP/252Def+, if you don't need the extra special bulk (through HP)? All of these spreads aren't SR Numbers. All of these spreads survive LO Bisharp's Attacks at +2. So, why is everyone running exactly this one spread, aka 240HP/176Def+?

I know, people are lazy. Some guy had this spread. It survives Bisharp, it outspeeds 70 Speedbase Mons with positive nature, cool cool. It works, I take this set and it's done. Maybe that's the reason. But if that's so, can please someone with supergigantic big Pokémon knawledge verify this for me? Or if that's not the case and I'm wrong - Maybe you need exactly this one particular spread to survive something else as I stated above - Please. Correct me.

Edit:
& If that one person with superduper enormous Pokémon knowledge comes to this thread, can you answer my Empoleon question, too? Can I assume that a spread of 236HP/20 Def or SpA/252 SpD is fully understandable and viable? Or asking differently: Did I understand that thing about Leftovers and SR Numbers correctly? I stated all my calculations above, feel free to read it. :)
 
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Yes, I know all that stuff. But you're only talking generally.

If you're looking at the Garchomp example, you know that this can't be the case. It has to be some kind of "I will survive this and that", or I don't know. I don't see the point in running 240HP/176Def+ instead of 252HP/164Def+. Or why not even 164HP/252Def+, if you don't need the extra special bulk (through HP)? All of these spreads aren't SR Numbers. All of these spreads survive LO Bisharp's Attacks at +2. So, why is everyone running exactly this one spread, aka 240HP/176Def+?

I know, people are lazy. Some guy had this spread. It survives Bisharp, it outspeeds 70 Speedbase Mons with positive nature, cool cool. It works, I take this set and it's done. Maybe that's the reason. But if that's so, can please someone with supergigantic big Pokémon knawledge verify this for me? Or if that's not the case and I'm wrong - Maybe you need exactly this one particular spread to survive something else as I stated above - Please. Correct me.

Edit:
& If that one person with superduper enormous Pokémon knowledge comes to this thread, can you answer my Empoleon question, too? Can I assume that a spread of 236HP/20 Def or SpA/252 SpD is fully understandable and viable? Or asking differently: Did I understand that thing about Leftovers and SR Numbers correctly? I stated all my calculations above, feel free to read it. :)
About the Garchomp spread, it's the most efficient set that avoid the OHKO from LO Bish while still outspeeding it in terms of EVs. You can also use a set of 76 spdef to avoid OHKO from diancie moonblast while still outspeeding neutral natured base 70s.
 
Yes, I know all that stuff. But you're only talking generally.

If you're looking at the Garchomp example, you know that this can't be the case. It has to be some kind of "I will survive this and that", or I don't know. I don't see the point in running 240HP/176Def+ instead of 252HP/164Def+. Or why not even 164HP/252Def+, if you don't need the extra special bulk (through HP)? All of these spreads aren't SR Numbers. All of these spreads survive LO Bisharp's Attacks at +2. So, why is everyone running exactly this one spread, aka 240HP/176Def+?

I know, people are lazy. Some guy had this spread. It survives Bisharp, it outspeeds 70 Speedbase Mons with positive nature, cool cool. It works, I take this set and it's done. Maybe that's the reason. But if that's so, can please someone with supergigantic big Pokémon knawledge verify this for me? Or if that's not the case and I'm wrong - Maybe you need exactly this one particular spread to survive something else as I stated above - Please. Correct me.
It's the most efficient spread, mathematically speaking. The standard spread's total bulk, adding up both Defense and HP stats, ends up with 714 points. Your second spread adds up to 713 points. There's literally one point differential between the two, but one of them is more efficient and as such should be the standard (even if it is such a small difference).
 
Is it necessary to have a rapid spinner/defogger on a team? I have a team of: Lando-T/Garchomp/M-Scizor/Latias/Heatran/Rotom-W.

Latias currently has Draco/Psyshock/Defog/Roost but I noticed my team doesn't have much for water types, the only effective move on the team is Heatran's power herb Solar Beam but that's one time only. I was thinking of replacing defog with Thunderbolt to deal with stuff like Starmie, Gyarados, Crawdaunt, slowbro and Politoed without resorting to Draco meteor which sometimes leaves Latias as pursuit bait.

The problem is I often find myself carelessly let the opponent set up hazards when I don't have Rapid spin/Defog and the hazards wear everything down, I don't have a Magic Bounce or Defiant user to deter the opponent setting up hazards/removing my own either.

Should I replace defog with Thunderbolt or should I play it safe and keep defog?
 
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Guess I should get good and stop any hazards getting on my side. Thanks for the answer though.
You might be looking at it the wrong way.

Littlelucario mentioned that you didn't need Defog. The reason for this is that your team, without a single weakness to SR, doesn't mind if your opponent gets up hazards.

Be aware that you don't always have to lead Latias ready to DROP A DRACO on any rock-setting scum you see. It's ok if you and your opponent set up Stealth Rocks on the same turn, because in the end, you'll probably be the one who gets the better deal.
 
Yep, honestly for your team healing wish or thunder wave would slay with latias, Defog isn't mandatory.

And as stated before, both dropping rocks benefits you more than your opponent.
 
Hi, my first quetion here.

I was thinking about hidden powers. I'm currently reseting Victiny and I want an HP ice since I can't have a Glaciate one. But I got a Grass Hp Victini wich i was was pretty good coz it can get rid off his weakness. But in OU there's a lot of dragon types... So what do I should chose An HP ice Victini or something else? Because I REALLY want to play Victini.
 
If you want a HP go for HP Ice; or even potentially HP Ground to smack Heatran; although the first definitely has more use. There's no point running HP Grass as Victini learns the much stronger Energy Ball as a TM
 
It's the most efficient spread, mathematically speaking. The standard spread's total bulk, adding up both Defense and HP stats, ends up with 714 points. Your second spread adds up to 713 points. There's literally one point differential between the two, but one of them is more efficient and as such should be the standard (even if it is such a small difference).

Thanks for your answer! I didn't think that way.

But the third spread I posted. 164HP/252Def+/92Spe, adding up would be 715 Points, one more than the standard spread. Still surviving Adamant LO Bisharp Knock Off at +2, still outspeeding due to 92 Speed EV, still not a SR Number or something like that.

I just want to understand this standard spread, you know. Everyone is running this set, not knowing why it's the best spread for defensive Tank Chomp. Or maybe it isn't? Maybe for example 164/252/92 is better, both for tanking physical hits and mathematically. And people are just to lazy to calc a little bit.

Or like I said since the beginning. Maybe you want to survive another attack 100%. But I just don't know which attack.
 
Thanks for your answer! I didn't think that way.

But the third spread I posted. 164HP/252Def+/92Spe, adding up would be 715 Points, one more than the standard spread. Still surviving Adamant LO Bisharp Knock Off at +2, still outspeeding due to 92 Speed EV, still not a SR Number or something like that.

I just want to understand this standard spread, you know. Everyone is running this set, not knowing why it's the best spread for defensive Tank Chomp. Or maybe it isn't? Maybe for example 164/252/92 is better, both for tanking physical hits and mathematically. And people are just to lazy to calc a little bit.

Or like I said since the beginning. Maybe you want to survive another attack 100%. But I just don't know which attack.

Dude people are using 240 EVs on HP because it is general bulk is increased the 92 EVs in Speed are used because as you mentioned yourself it outspeeds Jolly Bisharp. The rest of the EVs are dumped into Defense to have more reliable way of dealing with physical attackers. I hope you will understand.
 
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Dude people are using 248 EVs on HP because it is general bulk is increased the 92 EVs in Speed are used because as you mentioned yourself it outspeeds Jolly Bisharp. The rest of the EVs are dumped into Defense to have more reliable way of dealing with physical attackers. I hope you will understand.

The standard spread is 240/176/92.
 
IDK if this means anything or makes any difference, but if you drag the bar across from Def-->SpD on this tool the last spread before it starts adding SpD investment is 240 HP / 176+ Def. Beyond that though idk what 240 HP is for 'cause 232 hits a burn and Spikes number and 248 hits a Spikes and Rocky Helmet number both while retaining the Bisharp calc--suggesting that they are both better spreads.
 
Any suggestions to improve this team
Tyranitar @ Leftovers
Ability: Sand Stream
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Pursuit
- Stealth Rock
- Earthquake
- Stone Edge

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 SpA / 56 SpD
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Iron Head
- Rapid Spin
- Earthquake
- Rock Slide

Pinsir-Mega @ Pinsirite
Ability: Moxie
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Return
- Quick Attack
- Knock Off

Keldeo-Resolute @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Scald
- Secret Sword
- Hydro Pump
- Icy Wind
Talonflame @ Leftovers
Ability: Gale Wings
EVs: 108 HP / 200 Atk / 200 Spe
Adamant Nature
- Will-O-Wisp
- Brave Bird
- Roost
- Flare Blitz
 
The only relevant targets of Zen Headbutt on Mega Medicham are Mega Venusaur, Mega Heracross and Bold Clefable and you should only use over BPunch or TPunch if your team is very weak to them, right? Because i never seen much necessity on using Zen but it doesn't seem as bad because on higher ladder/smogon competitions i think everybody freely stays in with Hera or Venusaur against Medi and i don't know if Zen helps with more pokes than the ones i listed because i very rarely get into situations where i'd desperately need Zen. But on that set should you still use Adamant or just go Jolly? I don't know how much def Bold Clefable usually uses but assuming max phys def, it isn't guaranteed to 2hko so i'd appreciate if someone told me the exact spread they use on physically defensive Clefable.

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery

And do you know more notable damage differences from Adamant to Jolly on Medicham outside of 2HKO on Clefable?
 
The only relevant targets of Zen Headbutt on Mega Medicham are Mega Venusaur, Mega Heracross and Bold Clefable and you should only use over BPunch or TPunch if your team is very weak to them, right? Because i never seen much necessity on using Zen but it doesn't seem as bad because on higher ladder/smogon competitions i think everybody freely stays in with Hera or Venusaur against Medi and i don't know if Zen helps with more pokes than the ones i listed because i very rarely get into situations where i'd desperately need Zen. But on that set should you still use Adamant or just go Jolly? I don't know how much def Bold Clefable usually uses but assuming max phys def, it isn't guaranteed to 2hko so i'd appreciate if someone told me the exact spread they use on physically defensive Clefable.

252 Atk Pure Power Mega Medicham Zen Headbutt vs. 252 HP / 252+ Def Clefable: 192-226 (48.7 - 57.3%) -- 47.7% chance to 2HKO after Leftovers recovery

And do you know more notable damage differences from Adamant to Jolly on Medicham outside of 2HKO on Clefable?
252 hp/216 def/40 spdef bold is what I use, not sure if it's the most optimal tho
 
Why isn't the Teambuilding Guide stickied? I think every new player should read it, and if it doesn't get stickied, I don't think that will happen.
 
Why isn't the Teambuilding Guide stickied? I think every new player should read it, and if it doesn't get stickied, I don't think that will happen.
It's not stickied, but it's linked in this thread: http://www.smogon.com/forums/threads/ou-forum-guide-and-announcements.3489308/

It's not the same as being openly visible from the top of the forum, but it's listed alongside other threads that also very good reads for new players, so it's at least reasonably accessible to newer players
 
adamant pinsir is terrible and the only reason to use it is to ohko hippowdon at +2 but you miss out on hitting tons of important speed benchmarks doing it

teambuilding guide was locked for reasons stated in the last post in that thread and i assume unstickied for similar reasons
 
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