Ask a simple question, get a simple answer - mark 22 (READ THE OP)

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... For double battles, attacking multiple pokemon at once? There is a decrease, and iirc, it is to 75% of power in 1 v 1.

Otherwise, no decrease, but for multiple targets, yes, there is.
 
Is it worth it to have a rotom trick a choice scarf onto a scizor in order to ruin it's damage boost?

Most Scizor are Choice Banded so if you Trick your Choice Scarf onto them, you will basically have a dead Rotom. All you'll be able to do is give them their Choice Band back and eat a 60 Base Power Pursuit boosted by Choice Band or switch out and eat an 80 Base Power Pursuit. You should just hit them with Overheat if you have it or Thunderbolt if you don't.

Edit: Aura Guardian is correct.

http://bulbapedia.bulbagarden.net/wiki/Double_battle
Moves that hit multiple Pokémon have their power reduced to 75% of their normal base power unless all other Pokémon have fainted at that point.
 
... For double battles, attacking multiple pokemon at once? There is a decrease, and iirc, it is to 75% of power in 1 v 1.

Otherwise, no decrease, but for multiple targets, yes, there is.
I mean, as in, in a doubles match, I use Surf and it hits multiple targets, so there would be a decrease to a 75% level of the original 100% of the power, correct?
 
It depends on if the two Pokemon that swap skills have Intimidate or not. If both of them have Intimidate, nothing happens. If one has Intimidate, then it activates.

In example: I have Xatu and Gyarados. Gyarados is sent out, intimidate activates.

The first turn, Xatu uses Skill Swap, then Intimidate activates again?
 
Most Scizor are Choice Banded so if you Trick your Choice Scarf onto them, you will basically have a dead Rotom. All you'll be able to do is give them their Choice Band back and eat a 60 Base Power Pursuit boosted by Choice Band or switch out and eat an 80 Base Power Pursuit. You should just hit them with Overheat if you have it or Thunderbolt if you don't.

In the battle this question originates from, the scizor switched out immediately, then I was able to lure it back in and KO it with rotom's T-bolt as they suspected trick again. I ran rotom-F and the scizor wasn't able to trouble me up until the time I KO'd it. Would trick be worth it like it was in that case on most scizors?
 
In the battle this question originates from, the scizor switched out immediately, then I was able to lure it back in and KO it with rotom's T-bolt as they suspected trick again. I ran rotom-F and the scizor wasn't able to trouble me up until the time I KO'd it. Would trick be worth it like it was in that case on most scizors?

If you'd rather sacrifice your Rotom-F in order to cripple Scizor the whole match, then its worth it. In the Rotom-F vs Scizor matchup, Scizor will always get the KO with Pursuit. The best you can do is Thunderbolt it (51.9% - 61.2% assuming standard CB Scizor and CS Rotom) or Trick it Choice scarf like you did. It really depends when during the match this occurs; if its early game, more than likely you'd want to Trick. Late game, Thunderbolt could kill a weakened Scizor before it gets a chance to Pursuit you.
 
Most Scizor are Choice Banded so if you Trick your Choice Scarf onto them, you will basically have a dead Rotom. All you'll be able to do is give them their Choice Band back and eat a 60 Base Power Pursuit boosted by Choice Band or switch out and eat an 80 Base Power Pursuit. You should just hit them with Overheat if you have it or Thunderbolt if you don't.

Or you could just run Discharge and have a good chance of paralyzing it. You have a chance to get 2 hits in and then rest if you get paralysis. This is something like a 45% chance to paralyze it in either of those two hits. (2 hits is based off the bulky rest-talk set) 8/10 times, the Scizor is paralyzed, and its better to stay in on these situations, because if you switch out the pursuit will OHKO, most likely. I always run Discharge >> T-bolt on Rotom, because paralysis is very useful for setting up, and slowing down the offense.
 
If Gardevoir is limited to two attacking moves, which one wshould be used with Psychic-Shadow Ball, Thunderbolt, or Focus Blast? Focus Blast kills Darks and Steels but is shaky, Shadow Ball doesn't but makes Gardevoir a very good check to opposing Psychic-types...
 
Does anyone here have an optimal EV spread for a careful tyrogue? This means any of the three hitmon evolutions are acceptable, except probably not Hitmonlee for obvious reasons. It has Rapid Spin, Mach, and Bullet Punch.
 
If Gardevoir is limited to two attacking moves, which one wshould be used with Psychic-Shadow Ball, Thunderbolt, or Focus Blast? Focus Blast kills Darks and Steels but is shaky, Shadow Ball doesn't but makes Gardevoir a very good check to opposing Psychic-types...

It all depends on what you need to hit. If your team is weak to Water-types, go with Thunderbolt. If you don't need to cover them, use a different attack. Intsead of continually asking these questions, you should just go test them yourself.
 
I was currious if it would be possible to do this calc in the SDC. I cannot figure out how to put the rollout damage to equal a fifth turn rollout, and how to double the damage because of defense curl.
 
Helping Hand, Critical Hit, and Metronome are under Attacker's Options (You don't need to set 2v2 for Helping hand to work). Set the Attacker's item to Metronome also. Choose Rollout in Edit Move and the hit number and defense curl is at the bottom. Change the Attack base stat to 230 and the nature to Adamant (or anything else that boosts attack). Set the Attacker's Boosts to +6 attack. Set the Attacker's Ability to Pure Power.
 
Does anyone here have an optimal EV spread for a careful tyrogue? This means any of the three hitmon evolutions are acceptable, except probably not Hitmonlee for obvious reasons. It has Rapid Spin, Mach, and Bullet Punch.
I think a more defensive bulk up hitmontop might work. Something like crocune in UU.
 
In doubles, when an attack is used that attacks all other users or all opposing users (Water Spout or Surf, for example), what is the decrease in power for the attack?

If there is actually a decrease, is it worthwhile to put Life Orb on the user to get some of that power back?
Since no one has answered the bottom question: Life Orb on Surf in double battles will give it 97.5% of its base power (92.625, but since Pokemon takes the integer value, it's just 92). IMO it's not worth it since you're losing health per turn and still not getting that same power back.
 
Code:
Coin Case
Coupon 1
Coupon 2
Coupon 3
Explorer Kit
Fashion Case
Galactic Key
Good Rod
HM01
HM02
HM03
HM04
HM05
HM06
HM07
HM08
Journal
Loot Sack (I assume)
Lunar Wing
Member Card
Oak's Letter
Old Charm
Old Rod
Pal Pad
Parcel
Poffin Case
Point Card
Poke Radar
Safari Ball (I don't know how you would get it on your Pokemon except by hacking.)
Seal Bag
Seal Case
SecretPotion
Sprayduck
Storage Key
Suite Key
Super Rod
Town Map
VS Seeker
Works Key

These are the Key Items, HM's, and Safarari Ball. I think all of the other items can be held.
 
Being beaten by Magnezone (conditionally), Scizor, Lucario etc does not stop him from being an effective Mence counter. This is why you have team mates. Theres nothing that guarantees that a person using Mence will also be using Magnezone. Most people think Mence can take Registeel anyways, and Mence loses. Most teams try to guarantee more than one way to deal with one pokemon as well, if one pokemon is your only answer to something there is going to be problems no matter what you do because the opposition may have more than one way of dealing with said answer to that pokemon.

If one pokemon is your only answer to something there is going to be problems no matter what you do because the opposition may have more than one way of dealing with said answer to that pokemon.

lol. This is why you have teammates.
 
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