Well, i just found out belly drum and curse (for ghosts) based z-moves recover full hp before cutting it in half so maybe for singles and vgc (with the right team) he could go:
defensive EVs and nature based on the team needs
Ghost Z-stone
Spirit Shackle
Curse
Roost
Low Sweep
Turn 1 Spirit shackle to keep your target stuck (doesn't really matter who, as long as its not immune). You will possibly get hit and should tank with more than 50% (if in doubles, your partner will probably have some way of mitigating damage or redirecting to him), or even better, you force a switch and get a free trap.
Turn 2 you should be able to tank another hit and use your Z-Curse to get all your hp back and cut it in half again.
Turn 3 roost your life away if the oposing team is really giving you a hard time or switch (you'll still get 50% of the cursed mon life off anyway)
Low sweep is to lower other mons speed if needed or to get an ice/dark/normal switch in predicted.
This should work for you to kill at least one threat on the opposite team and if played right and you get to kill the heavy hitter, you can probably pull it off later without the Z-boost to curse.
But this can maybe work with sitrus berry also, but would need to test it when we get the chance.
Same Here.Glad to have been a Popplio supporter since the beginning. It payed off! Personally, it's the best out of the three both design-wise, stat-wise, and movepool-wise. Hyped as hell to use it.
Yeah, Shackles is fantastic when it works, we have to think more about the average useage of it. Thats why I am mainly focusing him as a defensive mon, because the shackles still prevents opponents from doubling out which is nice because it narrows down their options.People are seriously overselling Spirit Shackle.
Your opponent can still switch out before getting hit by it. There's nothing stopping them from sending out a counter (Scizor in particular is a nuisance that can U-turn out) the turn you use it and cause you to trap that instead of what you wanted. It's cool for preventing double switches but that's all it's consistently good for.
Also you haven't been able to BP trapping effects since Gen V unless they changed that.
Of course, we can't assume this will be the opening move for every vgc battle or with any mon. But Not that many threats get volturn and in vgc i haven't encountered that many volturn.I like the idea, dont get me wrong with my next statement: it really depends on decidueye being capable of taking more than a 2HKO for it to work out. If it does, the shenanigans sounds awesome
People are seriously overselling Spirit Shackle.
Your opponent can still switch out before getting hit by it. There's nothing stopping them from sending out a counter (Scizor in particular is a nuisance that can U-turn out) the turn you use it and cause you to trap that instead of what you wanted. It's cool for preventing double switches but that's all it's consistently good for.
Also you haven't been able to BP trapping effects since Gen V unless they changed that.
And lets be honest, how many people use pursuit over other moves these days?No, your point is actually what makes it a great move. You get a free hit on something while being able to dictate momentum in the match by U-turning or switching. They are stuck that turn while you switch out and put the pressure on them to keep up. It's like the opposite of U-turn: Instead of doing damage while you switch, you do it before you switch. Yes, you're vulnerable to Pursuit and whatnot, but U-turn helps alleviate this to some degree if you're slower.
Very few. There's Watchog, and now Ariados. Also Gliscor, but that means using Sand Tomb to trap...There is still a problem in that it can choose which Pokemon it will Baton Pass in front of.
It's not Baton Passing a Perish Trap like long ago, but it can give a +6 boost to Attack or Special Attack without even trying. And if you wish, you can add Feather Dance to ensure the opponent cannot even hit your receiver hard.
(How many Pokemon can learn a +2 offensive boosting move, a trapping move and Baton Pass, by the way?)
Sorry but what is the good thing of being a spinblocker and getting defog? If you switch in on a rapid spin, there must be hazards on the opponents side of field, if you then defog, those hazards go away. The combi is never good to use because the whole point of being a spinblocker is that the hazards stay at the opponents field xdLets not forget that not only is it a Spinblocker, its a spinblocker that has hazard removal. And with a Z move thats the strongest Ghost attack discovered thus far, SOMEONE is going to die.
While this is true, the spinblocking still allows you to remove hazards on your terms instead of your enemy's. You don't need to defog right away.Sorry but what is the good thing of being a spinblocker and getting defog? If you switch in on a rapid spin, there must be hazards on the opponents side of field, if you then defog, those hazards go away. The combi is never good to use because the whole point of being a spinblocker is that the hazards stay at the opponents field xd
If you want a Grass/Ghost spinblocker that removes entry hazards with Rapid Spin instead of Defog, Dhelmise got you covered. The only disadvantage is Dhelmise has no recovery move.Sorry but what is the good thing of being a spinblocker and getting defog? If you switch in on a rapid spin, there must be hazards on the opponents side of field, if you then defog, those hazards go away. The combi is never good to use because the whole point of being a spinblocker is that the hazards stay at the opponents field xd
Sorry but what is the good thing of being a spinblocker and getting defog? If you switch in on a rapid spin, there must be hazards on the opponents side of field, if you then defog, those hazards go away. The combi is never good to use because the whole point of being a spinblocker is that the hazards stay at the opponents field xd
I really like this idea. Scare a Water or Ground type away with Decidueye and if they switch in a defensive Grass type, trap it with Spirit Shackle and destroy it with Brave Bird.Decidueye @ Life orb
Ability: Long Reach
EVs: 252 Atk / 252 Spe
Adamant Nature
- Leaf Blade
- Spirit shackle
- Brave Bird
- U-turn/Sucker Punch
Decidueye is an interesting mon, has some cool options but people don't want to see that because it's base stats aren't broken.
This thing has potential, I thought of how it would fit in ORAS OU and these sets came out. Ofcourse nobody knows how S/M OU will be but I don't think these mons I checked on will fall.
Decidueye @ Life orb
Ability: Long Reach
EVs: 252 Atk / 252 Spe
Adamant Nature
- Leaf Blade
- Spirit shackle
- Brave Bird
- U-turn/Sucker Punch
Not gonna lie, the moment I saw brave bird I was triggered so I had to find a way to abuse it...
And that way is killing bulky grass mons for the team. If an opponent thinks his venusaur/tangrowth/amoonguss was going to wall you he was mistaken.
First victim, Mega Venusaur. I was suprised that he could take him reliably.
252+ Atk Life Orb Decidueye Spirit Shackle vs. 248 HP / 96+ Def Mega Venusaur: 114-136 (31.4 - 37.4%) -- 85.8% chance to 3HKO
252+ Atk Life Orb Decidueye Brave Bird vs. 248 HP / 96+ Def Mega Venusaur: 231-273 (63.6 - 75.2%) -- guaranteed 2HKO
0 SpA Mega Venusaur Sludge Bomb vs. 0 HP / 0 SpD Trevenant: 115-136 (38.7 - 45.7%) -- guaranteed 3HKO
Amoonguss. This mon just gets destroyed.
252+ Atk Life Orb Decidueye Spirit Shackle vs. 248 HP / 168+ Def Amoonguss: 161-191 (37.3 - 44.3%) -- guaranteed 3HKO after Black Sludge recovery
252+ Atk Life Orb Decidueye Brave Bird vs. 248 HP / 168+ Def Amoonguss: 322-382 (74.7 - 88.6%) -- guaranteed 2HKO after Black Sludge recovery
0 SpA Amoonguss Hidden Power Fire vs. 0 HP / 0 SpD Decidueye: 76-90 (25.5 - 30.3%) -- guaranteed 4HKO
Tangrowth. Now this one is a bit tougher, SR will be needed to help Decidueye get the job done and even then it's not 100%... What makes up for this though is that you can always U-Turn out if you don't want to risk it.
252+ Atk Life Orb Decidueye Spirit Shackle vs. 244 HP / 216+ Def Tangrowth: 103-122 (25.6 - 30.3%) -- 0.6% chance to 4HKO after Leftovers recovery
252+ Atk Life Orb Decidueye Brave Bird vs. 244 HP / 216+ Def Tangrowth: 205-244 (50.9 - 60.6%) -- 89.8% chance to 2HKO after Leftovers recovery
0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Decidueye: 178-210 (59.9 - 70.7%) -- guaranteed 2HKO
Now to the other set I thought of... Well the idea was to trap with Spirit Shackle and then suprise with a special atk move but this mon his special movepool is totall ass and it's not strong enough so scratch that lol.
Although this is true, you can still Switch Out into a Trapper; for example: Magnezone or Dugtrio. Speaking of which, I could definitely see this becoming a "Niche Core" with Decidueye, working as a trapping tactic. Baton Pass would somewhat be the better option over U-Turn with this niche concept as you wouldn't get Pursuit damaged. (As long as Baton Pass doesn't get changed)People are seriously overselling Spirit Shackle.
Your opponent can still switch out before getting hit by it. There's nothing stopping them from sending out a counter (Scizor in particular is a nuisance that can U-turn out) the turn you use it and cause you to trap that instead of what you wanted. It's cool for preventing double switches but that's all it's consistently good for.
Also you haven't been able to BP trapping effects since Gen V unless they changed that.
1 - investing only enough speed to outspeed the mons you aim to kill that would have no investment on speed themselves