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

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before. http://www.smogon.com/dp/articles/damage_formula indicates that they are both calculated as part of the "[sp]atk" portion of the formula (section 3). the formula for [sp]atk is stat * sm * am * im, where sm is the stat multiplier (i.e. swords dance) and am is the ability modifier (i.e. pure power). this doesn't matter in the majority of cases, but the numbers are rounded down after each multiplication (from left to right) so a mixup could conceivably change a calc by a little.
 
Is Secret Power viable as a Body Slam replacement when one's unable to get Body Slam (like in a Jirachi when it's already in DPP)? Or should the move be something else entirely? 15% seems like a small margin, specially on sets that have Body Slam for paralysis and not for damage.
 
@ Starwizard. I would say so, mainly because body slam is there for the paralysis not the damage. However I'm not an expert so you might want someone else's opinion.
 
Is Secret Power viable as a Body Slam replacement when one's unable to get Body Slam (like in a Jirachi when it's already in DPP)? Or should the move be something else entirely? 15% seems like a small margin, specially on sets that have Body Slam for paralysis and not for damage.

Unless ground types are giving you particular trouble and/or you're willing to risk the 40% chance of failure so that you can do simultaneous damage, TWave is a better option. Otherwise, to answer your question, it is a viable alternative if you can't use Body Slam.
 
Yeah, if you don't like thunder wave you can use secret power as you're not going to score any important 1-2hkos with body slam anyway.
 
Hp is relevant if you need:

- substitute numbers (Hp - 1 divisible by 4 to sub 4 times and live, or Hp divisible by exactly 4 to trigger a berry on the 4th sub)
- to make 101 subs for Seismic Toss (404 hp)
- to survive more Seismic Tosses (301+, 401+ Hp)
- to get maximum Life Orb effectiveness (XX9 Hp)
- to get maximum leftovers recovery (Hp divisible by 16)
- survive one extra Stealth Rock (odd Hp)

So, it's quite relevant. Probably not in this Dusknoir case, but more relevant than defenses.
I stand corrected. Although I think it's very rare that such numbers will need a 31 IV and 252 EVs to hit, meaning the lost IV can be offset by 4 extra EVs.
 
Yeah I've read about it, but I don't have any of those games, do high-level pickup pokes get them too?
And another quick question, about the "high-level" pokemon with pickup can be 100 right?
Thanks
 
They may do for SB2. At the moment SB1 is not the priority. On Wifi it is practically unenforcable.
 
okay, i was looking in on shuckle strategies, and i noticed that alot of the natures were impish/careful/adamant, etc

BUT, since shuckle is the slowest pokemon in the game, wouldn't it make more sence to use a speed hindering nature?
 
Why? Unless you plan on using Gyro Ball (can Shuckle even learn it?), you don't need to reduce your Speed. You will never use Special Attack on a Shuckle set, at least, not at the same time as Attack, but you might end up needing to win a speed tie with an opposing Shuckle to win a match. In shuckle's case, Spa is useless, but Speed can be of help, even if it isn't very often.
 
okay, i was looking in on shuckle strategies, and i noticed that alot of the natures were impish/careful/adamant, etc

BUT, since shuckle is the slowest pokemon in the game, wouldn't it make more sence to use a speed hindering nature?

Theres no point. If you don't have an attack, there's no point whatsoever to run a nature other than one that lowers an attack stat. You know for a fact that you will never need those points, whereas you might need the speed at some point to outspeed other shuckle.
 
shuckle can learn gyro ball, (but i dont know why anyone would teach it...)
and i guess it makes sence that i wouldn't want to lose a 'speed' tie with other shuckle, but if I use shuckle in OU, am i going to run into another shuckle?
and what it i had a mudslap/knock off/toxic/rest movepool going on?

thank you

on a side note, it would be interesting to see a brave, 252 atack EVd shuckle use gyro ball on a fast pokemon such as Weavile...but i don't think shuckle would do any damage, despite the HUGE speed difference.
 
shuckle can learn gyro ball, (but i dont know why anyone would teach it...)
and i guess it makes sence that i wouldn't want to lose a 'speed' tie with other shuckle, but if I use shuckle in OU, am i going to run into another shuckle?
and what it i had a mudslap/knock off/toxic/rest movepool going on?

thank you

on a side note, it would be interesting to see a brave, 252 atack EVd shuckle use gyro ball on a fast pokemon such as Weavile...but i don't think shuckle would do any damage, despite the HUGE speed difference.

58.4% - 68.7%

Not too bad.
 
if I use shuckle in OU, am i going to run into another shuckle?
and what it i had a mudslap/knock off/toxic/rest movepool going on?.

Shuckle is used on approximately 1.08% of OU teams.
That moveset is not designed to do Attack/SpAttack damage at all. Those two moves that are supposed to do Atk/SpA damage are used 99% for their side-effects. Don't worry about how much damage you're doing. Go for an Impish nature with 252 HP/252 Def/4 SDef spread, assuming you've got sandstorm support.
 
Does a Jolly Mudkip have any competitive use?

I got my hands on a Shiny Mudkip, but it's Jolly. :( I have dreams of training it as a Stealth Rock lead with Earthquake/Ice Beam/Protect but Jolly fucks over its SpAtk which isn't that good to begin with. Should I still use this or is the Shiny Mudkip for show only?
 
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