well now im a little butthurt that ive never been slandered for being innovative on a verlis level
guess im back to using iron ball gardevoir until someone notices me
guess im back to using iron ball gardevoir until someone notices me
fuk ur setswell now im a little butthurt that ive never been slandered for being innovative on a verlis level
guess im back to using iron ball gardevoir until someone notices me
well now im a little butthurt that ive never been slandered for being innovative on a verlis level
guess im back to using iron ball gardevoir until someone notices me
Now I feel like I should feel insulted that I haven't made fun of for using a team that had a Non-Mega Salamence and a Mega Blaziken that was Mega just for Speed Boost...well now im a little butthurt that ive never been slandered for being innovative on a verlis level
guess im back to using iron ball gardevoir until someone notices me
IBG is not a toy. I haven't used Volcarona much but I liked the idea at the timeDone, I've actually convinced someone on the Discord channel to keep that in their back pocket as a future TR idea once they've developed their roster.
The idea of Power Weight Volcarona has also been batted around, and of course you can't forget about Power Bracer Landorus-T.
non mega mence? how about moxie hone claws/iron tail/stone edge/dragon rush non mega mence (0 speed power item no less lol)Now I feel like I should feel insulted that I haven't made fun of for using a team that had a Non-Mega Salamence
changed it. youre right definitely dont want that thing using overheat. 228 makes it able to outspeed literally everything except aerodactyl1 if im correctAre you sure that 224 speed on Durant is accurate? Normally it runs 228--224 is no different than 220, and causes it to speed-tie (ugh) with scarf Manectric, which you really don't want to lose a tie against.
The lead Pokemon is whoever is led, and the back can be one of the other two Pokemon that the trainer has. And you can scout as many trainers as you want, but only one of each trainer name. So, for example, you can only have one Cynthia at a time. Scouting another Cynthia overwrites the original one.So I got Super Singles on my 7th try or so, finally caved and went with the tried and true Mega-Salamence/Aegislash/Chansey team. Thanks to those who came up with this, it's a ridiculously good Battle Tree team. On the way there only had a couple of mildly scary games between 46 and 50, whereas my last run of 46 with Pelipper/Mega-Swampert/Koko was much more fraught. Now, on to the mountain that is Multis!
Thinking about Multis, is anyone able to clarify some things on scouting for me? Regards scouting, there is a limit of 6 trainers you can scout for, is that right? If you scout new trainers, does it replace an existing one? There is the option to scout trainers in Super Singles, how does that work? Usually in doubles you get whatever they led, I think, so for Singles you wouldn't necessarily know what the other mon is that you're getting? Asking because obviously I'll be able to scout better trainers at 50+ in Super Singles Vs starting another doubles run.
The lead Pokemon is whoever is led, and the back can be one of the other two Pokemon that the trainer has. And you can scout as many trainers as you want, but only one of each trainer name. So, for example, you can only have one Cynthia at a time. Scouting another Cynthia overwrites the original one.
Go to Festival Plaza, and go to the first PC in the castle, you should be able to download the video with the code.Cool team, looks really solid. Banette seems to do a very good job. But you use some unaccurate attacks - especially the use of Stone Edge makes me shiver, although it may be superuseful if it hits.
(Aside from this team one question: How can i watch videos that have a code like this: YXZW-WWWW-WWW8-GD9Z ?)
Hey. I am about to EV Train a Moody Smeargle I bred to use for the Traunt-Ant strategy. I intend to use the spreads GG Unit already came up with for Smeargle and Mimikyu as I don't think I could make them more optimal if I tried. That just leaves my Jolly Smeargle. I thinking of the following potential set:
Smeargle
Ability: Moody
Item: Leftovers
Nature: Jolly
EVs: 4 HP/ 252 Att / 252 Speed or 252 HP / 4 Att / 252 Speed
Power Trip
Protect
Substitute
Spore/Taunt
There's two key areas where I have to make a choice: the 4th move and the EVs.
The first EV spread makes Smeargle as strong as possible while the second makes his substitutes less of a joke before he gets boosted up. (I am personally gravitating towards the first as I feel Smeargle needs to hit as hard as possible).
Then there's the 4th move. Spore can let me incapacitate mons for extra safety. On the other hand, Smeargle will usually be acting on loafing turns and he's potentially susceptible to Roar on the turns the foe can act if he isn't able to K.O. Taunt could make those turns safer. But then again, Mimikyu is there to ensure that I ideally only set up on something safe. Heck it may be ideal to split the Attack and HP IVs more evenly. Suggestions on which spread would serve me better? Much appreciated.
Spiky Shield is 100% better than Protect on something that can learn both moves.
The only Roar/Whirlwind user of note is Skarmory, which you can just deal with by sacrificing Durant and Mimikyu to entry hazard damage.
Maxing Smeargle's HP EVs would allow it to take hits 25% better while maxing Attack allows it to hit 80% harder. I wouldn't pass up what is almost a Huge Power boost just so Smeargle's Sub could possibly stand up to some weak hit once it got to +4 rather than +5 in the appropriate defense. From my time using Smeargle pre-bank, it's better to automatically assume that the only way its Sub will be intact after the opponent attacks is if evasion works in your favor and then work from there.
Spore would probably be the safest option for the 4th move, but any good stat-boosting move (Shift Gear, Shell Smash, Coil, Quiver Dance) could pump up Smeargle's damage output extremely quickly. A Moody Smeargle alternating Coil and Spiky Shield would be gaining a net +5 to its stats every two turns, aka boosting Power Trip by 100 BP (in the early going at least; the returns will diminish once stats start getting maxed out).
So as a rough estimate, a Smeargle that switches in on turn 2 of the battle and sets up a Sub and 3 Coils while using Spiky Shield on the attacking turns would be able to attack with something like a +4 340 BP Power Trip by turn 10. That would already do 39.1-46.3% to Mega Tyranitar (for comparison's sake, a 252+ Mega Gyarados would do 36.2 - 42.9% with Crunch after 3 DDs), and that difference in damage output would only multiply over more turns since Power Trip's BP will continue to increase as Smeargle boosts its Attack. And then of course Smeargle would have the ability to set up in Hail/Sandstorm, nullify the effects of evasion items with accuracy boosts, break Sturdy/Sash with Spiky Shield against contact moves, and and use Moody stalling + Leftovers to pick up more boosts in the event the lead KOs itself or switches out early.
edit for more calcs:
+6 252+ Mega Gyarados Crunch vs. Cobalion-3: 82.5%-97.5%
+3 252 Smeargle Power Trip (600 BP) vs. Cobalion-3: 81.9%-96.3%
+4 252 Smeargle Power Trip (500 BP) vs. Cobalion-3: 81.9%-96.3%
+5 252 Smeargle Power Trip (440 BP) vs. Cobalion-3: 83.7%-98.7%
+6 252 Smeargle Power Trip (380 BP) vs. Cobalion-3: 83.1%-97.5%
These BPs look absurd at first glance, but 380 BP is pretty much the minimum of where Power Trip would be after 3 Shell Smashes, for example.
I wonder, wouldn't Frost Breath or another 100% crit option (wasnt there a phisical move too? Can't remind) be a better option for that 4th slot, just to deal with the odds of an enemy setupper? As good as Power Trip can get, there's the issue of running into opposer setuppers, and Moody won't necessarly always be helping with the correct stats to fuel power trip.
Plus, crits iirc ignore -stats so it would also allow you to break through enemy setuppers even without Moody bad RNG.