PikaAbuser May want to look at those Suicune EVs again, what you posted isn't possible.
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.
There is a physical version of Frost Breath - Storm Throw. Unfortunately, it has a terrible distribution (Pinsir, Throh, Pangoro)...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.
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.
PikaAbuser May want to look at those Suicune EVs again, what you posted isn't possible.
Your Suicune EVs still add up to 558. Something's wrong.Thanks, fix'd. I am just reading it off the bar so unless it's maxed, it's just an approximate.
Hello agian! This time I could use pointers from the doubles experts. Now I want to make a team that utilizes these behemoth:
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Blastoise @ Blastoisetite
Ability: Rain Dish/Torrent
Nature: Modest
EVS: 110 HP / 252 Sp. Att /148 Speed
Water Spout
Aura Sphere
Ice Beam / Dark Pulse
Protect
The star player here. With his Special Attack stat, those Water Spout's are gonna hurt when he's at full. And with Tailwind support he should be striking first most of the time. The speed EVs help him get a lot out of Tailwind while the HP investment improves his survivability. Aura Sphere gives good all around coverage, particular against steels and it never misses, making it a good answer to evasion hax. Getting the Mega Launcher boost is also a boon. Ice Beam helps with Grass and Dragon types. Dark Pulse is an option though for flinches and picking off Psychic and Ghost types before they try their shenanigans. And Protect rounds things out by helping me scout for danger.
The question then comes, who would best support him? I figure Blastoise needs 4 things provided to ensure success:
- Speed Control/Safety Ensurence: Due to Water Spouts mechanics, Blastoise needs to hit first so a Pokemon to give him the initiative or safety to attack.
- Electric type answer: Electric is one of his 2 weaknesses
- Dragon and Water typer answer: They resist Water Spout with Water even resisting Ice Beam too
- Grass type answer: Worst of the above 2. Resist Water Spout AND deals Blastoise super effective damage.
Here some mons that came to mind to fill the roles:
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Talonflame @ Flyinium Z
Ability: Gale Wings
Nature: Jolly
EVS: 4 HP / 252 Att / 252 Speed
Tailwind
Brave Bird
Flare Blitz / Overheat
Protect
Talonflame is a shell of its former glory but that turn 1 priority can still come in handy. Thanks to Gale Wings, it gets +1 priority on Tailwind when the game starts, making it a good lead for setting up Blastoise. And with Flyinium Z, he can get a turn 1 nuke should something need to be taken out promptly that's more important than getting up Tailwind. Flare Blitz helps Steels and certain Grass types and Protect aids in scouting and stalling. His type synergy is also pretty good with Blastoise. He takes out Grass types while Blastoise manhandles Ground, Rock, and Fire types. Since Gale Wings no longer works at any health, Jolly is used to ensure Talonflame acts first most of the time, even after taking recoil or damage.
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Pelliper @ Focus Sash
Ability: Drizzle
Nature: Modest
EVS: 4 HP / 252 Sp. Att / 252 Speed
Tailwind
Hurricane
Scald
Protect
What Pelliper lacks in Talonflame's blazing speed, it compensates for with its marvelous Drizzle ability. Focus Sash usually ensures a Tailwind setup. And like Talonflame, Pelliper brings Flying power in the form of its Hurricane that doesn't miss and can confuse in rain. Scald is an accurate move that doesn't harm Blastoise like Surf and Protect scouts Fake Out, Taunt, and double targeting.
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Whimsicott @ Focus Sash
Ability: Prankster
Nature: Timid
EVS: 252 HP / 4 Def / 252 Speed
Tailwind
Taunt
Encore
Helping Hand / Moonblast
Whimsicott is the final Tailwind setter of consideration. It doesn't have the offensive presence of either Talonflame or Pelliper but its Prankster and movepool make it a better supporter. Taunt shuts down opposing taunters and setup mons and walls. Encore can lock a Pokemon into a bad move, give Blastoise or a teammate free pummeling turns. Helping Hand can give Blastoise or any team a 50% power boost while Moonblast is a desperation option. Whimsicott would mean a weaker offensive link but its support would be more consistent. Looking at other records, this is the one
Those would be the Tailwind setters of choice. Along with them, I would need 2 mons to help Blastoise get out of sticky situations or pick up the slack. Here's what came to mind:
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Kartana @ Assault Vest
Ability: Beast Boost
Nature: Jolly
EVS: 100 HP/ 200 Att / 52 Def / 158 Speed
Leaf Blade
Protect
Smart Strike
X-Scissor
The nature is largely because it's the Kartana I have with the best IV spread. (Everything is perfect or darn near perfect aside from awful HP IV. Might Hyper Train it.) From looking at several streaks, it's clear that Kartana is a great Water supporter. It's typing lets it handle opposing Water, Grass, and Electric types. Following Magicxgame's advice, it'll have Protect over Sacred Sword as Blastoise (and possibly Talonflame) will handle Steel types well enough. And in Tailwind, Kartana often gets to strike first. Beast Boost accentuates this as it'll often come in to pick up kills its teammates didn't and get all the stronger for it.
Alternatively I could have Kartana run Assault Vest.
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Garchomp @ Groundium Z / Life Orb
Nature: Adamant
Ability: Rough Skin
EVS: 252 Att / 4 Def 252 Speed
Dragon Claw
Earthquake
Poison Jab
Protect
Everyone's favorite broken Land Shark is here! With Tailwind, I feel Adamant can be run for extra juice. Groundium Z gives me an accurate Ground type nuke for any Electric types that frighten Blastoise. But if I opt for Talonflame, Life Orb is the item of choice for versatility. Poison Jab helps take out Fairy types while Dragon Claw deals with Dragon types. Protect is for customary scouting.
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Arcanine @ Sitrus / Aguav
Nature: Calm
Ability: Intimidate
EVS: 244 HP / 188 Def / 76 Sp Def
Flamethrower/Burn Up
Snarl
Morning Sun / Helping Hand
Protect
And then you got Arcanine who's a good option for a non-Talonflame build. Intimidate and Snarl soften the other teams blows. Flamethrower is a reliable STAB while Burn Up is a good nuke that can reduce damage from moves like Earthquake. Morning Sun improves longevity while Helping Hand boosts an ally's power. Protect is good for scouting.
There's probably more but those are what first came to my mind.
I personally think Talonflame / Blastoise / Kartana / Garchomp and Pelliper / Blastoise/ Arcanine / Kartana or Garchomp make good combos. Advice on sets and team composition is vastly appreciated. I'd like to have a good doubles team planned in advance before I start my new Super Singles streak.
There's some more things I want to say while I still can. I like battling in Battle Facilities, but am I good at it? I don't know. Wish I could say yes, but I'm not completely sure. I have been battling in Battle Facilities on and off since the Battle Frontier in Emerald, and while it has mostly been fun, I'm not quite sure if I have ever been good at battling in them. But maybe it doesn't really matter. One thing I really like about the Facilities is how you can set your own goals regarding them. Are you satisfied with just getting the Stamps (or other things like symbols/prints/trophies/TC upgrades in previous generations), beating 200 in a row to get the berries, or do you need to be number #1 on the leaderboards? Plus many other different challenges and ideas I have seen here, such as Cheesedick using only non-legendary Alola Pokemon and forms to win 50 in a row in each format, or PikaAbuser winning 50 battles in a row with as many different Megas as possible. Those are great ideas! I am also always very impressed by Smuckem and all of his various ideas and teams. Everyone has their own goals and that's a good thing. Maybe this would have been better to post here instead, I don't know. Just wanted to say this somewhere and I figured I should do it here.
I've never actually considered Low Kick. High Jump Kick was what I used on my ORAS M-Lopunny so I just ran with it this time as well. I don't like using it unless I have to because of the accuracy and recoil so Low Kick might be a better option. I'd at least feel a lot safer using it.In similar fashion to previous M-Lopunny mentions, have you considered swapping HJK for Low Kick? Low Kick hits nearly everything that you'd want to not use normal stab on for comparable damage of HJK, without the accuracy issue, and your other pokes more or less all have answers to the odd light steel/rock types and dark types.
My current Lopunny already has Ice Punch, Encore and Fake Out as her current egg moves (plus Switcheroo) so I just need a parent with Low Kick and I'm all set. I have a 4IV Scraggy with Low Kick I can use.If you are planning in breeding a new Lopunny, consider making sure it will have also Encore and Fake Out (resulting in Ice Punch, Encore, Low Kick, Fake Out egg moves), which are both also significant options to try out as "4th move".
If you have the luxury to breed in gen 6, it's significantly easier as you can get Low Kick and Ice Punch tutored before breeding, only resulting in picking Encore and Fake Out (unfortunately, there's no Pokemon that gets both and is breedable with Buneary so you'll need 2 steps for those).
Thanks :) M-Lopunny is one of my fave Megas along with Salamence and Audino so I really enjoy using it. Hearing that Low Kick is that useful makes me even more keen to switch from HJK. If I know a Pokemon can carry Protect I make sure to never target it with HJK. I hate being risky and HJK missing did cost me a few times in the Maison.Shura Prinny - Stylish team you've got there, always happy to see more Mega Lopunny action on the thread! Have to agree with Worldie here though, switching to Low Kick will remove the risk factor of HJK entirely, with the danger of the AI protecting on top of that chance to miss outright. LK I've found to be very consistent in what you need to hit with it - OHKO'ing any Tyranitar (even the Chople one), Drampa, Spiritomb etc. without fear of missing or having half your health stripped away due to Protect is much appreciated. Having just reached 500 wins using a M-Lopunny team myself, it's a move I'd certainly vouch for.
And since you mentioned Ice Punch hasn't seen much use...have you considered Encore? IP is acceptable for smacking 4x-weak things like Salamence, Landorus etc. if your team really needs it but in a lot of cases M-Lopunny will require your chip damage from elsewhere to actually achieve the KO; low Base Power from those coverage options combined with the Jolly nature (and when you think about it, base 136 Attack without being able to run a boosting item isn't amazing either) equates to the bunny often requiring an ally to double into said threat, if it needs to be eliminated ASAP.
Encore is actually really nice on a Mega as frail as Lopunny is - it lets you capitalize on the many non-attacking moves the Tree might throw at you, extending Lopunny's lifespan (keep attacking while rendering that slot useless for a couple turns, switch out to have a second Fake Out for later) and simultaneously relieving pressure on your teammates. This move has been key in squeezing the most mileage out of her for me personally, so I'd also wholeheartedly recommend it!