I found a normal gem. I dont know why a flying gem wouldnt be in the game too. Anyone find a flying gem yet?Flying Gem is still unreleased, unless I'm missing something...
I found a normal gem. I dont know why a flying gem wouldnt be in the game too. Anyone find a flying gem yet?Flying Gem is still unreleased, unless I'm missing something...
I actually use Weakness Policy on Aggron for Rated Singles with fantastic results, I would rate it as at the very least Borderline between UU and RU, but best case it's upper UU.This is basically a less effective version of UltiMario's set posted in the Aegislash thread, so credit to him, but this set works better:
Aegislash @ Leftovers
Rash Nature
252 SpA / 140 Atk / 116 Spe
-Autotomize
-Shadow Ball
-Sacred Sword
-HP Ice
Because Aegislash is immune to two common priority moves, this set doesn't require switching back to Shield Forme. Aegislash should already be set up and faster than the opponent; King's Shield is foregone for the coverage of HP Ice. I'd like to use this set in the future as it lures physicial walls and hopefully will continue to.
Rock Polish > Autotomize and always use Heavy Slam over Iron Head.I actually use Weakness Policy on Aggron for Rated Singles with fantastic results, I would rate it as at the very least Borderline between UU and RU, but best case it's upper UU.
Aggron @ Weakness Policy
Sturdy Ability
Jolly Nature
252 Atk / 6 SpD / 252 Spe
-Autotomize
-Iron Head/Heavy Slam
-Earthquake
-Head Smash
I use Aggron as a Suicide leader where I open up with 1 Autotomize, anymore isn't really necessary because at that point pokemon like Crobat or Noivern would be about the only ones to outspeed it.
It's really easy to activate weakness policy because many people would expect either Rock Head + Life Orb or Mega Aggron tanky open, so they just let loose on the SE moves. If you can't OHKO after the Weakness Policy kicks in (most likely from a fatal SE move that left you at 1 HP) you go for the Head Smash if Heavy Slam won't do as much damage.
This lead insanely counters people with Hyper-offensive openers, NEVER lead with this Aggron against Stealth Rock openers like Ferrothorn or Bronzong or Forretress that's basically a free setup for them because you can't do anything to that.
On top of that, the biggest counter I've seen so far is either Thunder Wave + Sticky Web Galvantula (which I also use myself as an alternative leader) or basically anything with Will-o-Wisp. A Fake-out + Low Kick Scouter will also completely destroy this so watch out for Ambipoms and such.
I'd use Bulletproof as it's ability. It's far superior especially for a set like Leech Seed + Spiky Shield. Being immune to stuff like Shadow Ball, Sludge Bomb, and Aura Sphere(!) is too good to pass up.Hello! I'm new here to Smogon, and recently I posted a rather irrelevant thread to the Smog Articles thread. Now, I've bought my copy of the game and have been testing out my set against foes on WiFi from my 3DS, so these actually have been tested.
Quilladin Evo-Stall:
Quilladin @ Eviolite
Trait: Overgrow
EVS: Invested in HP, Defense, and only a bit of Special Defense
Impish/Relaxed Nature
- Leech Seed
- Protect
- Needle Arm/Seed Bomb/Smack Down
- Bulk Up
Quilladin can outmatch Chestnaught's defenses with an Eviolite easily. (I've done out the math, and Quilladin has more defense than Chestnaught by about 10-20 stat... units?) Quilladin can be sent in as a lead, but is more valuable to bring it in when a physical attacker is detected. First, use Leech Seed to begin your stall with steady HP recovery. From here, you can a) Use Protect every other turn, with Needle Arm every other. This can be very effective due to Needle Arm's flinching chance. b) use Bulk Up (provided you've taken out all resistors of Grass types already) to strengthen your Defense even more (with an additional Attack up-this strategy is not to rely on Quilladin's attacking.) The choice between Needle Arm/Seed Bomb/Smack Down is for these reasons: Needle Arm is a bit less powerful than Seed Bomb, but the 30% flinch rate is a godsend for a stalling set. Also, I haven't tested Smack Down yet in a battle, but it takes care of all but one of a Grass-type's weaknesses (Ice, Fire, Flying, Bug, but not Poison.) which can be quite useful against, as long as those opponents are using physical moves and don't OHKO Quilladin. Bulk Up is helpful, but shouldn't be mistaken for an attempt to sweep. Maybe if you've used it 6 times and your Attack and Defense are completely maxed out it can start up your sweep, but it's more to keep Quilladin alive longer and to do something productive with your turns in between Protects.
Pros:
Great physical bulk
Decent special bulk
Leech Seed + Protect, however classic, is used very well by Quilladin
And when used in addition to Needle Arm, you have 3 pure regaining turns in a row (if Needle Arm flinches.)
Bulk Up can expand Quilladin's longevity and increase the HP drained from opponents
Smack Down can leave Quilladin almost without a weakness, and the one left seems to lack presence in competitive battling
Cons:
Leech Seed + Protect is quite predictable to an experienced battler (although Needle Arm's flinch and Bulk Up's defense may surprise them)
Although there aren't many types that Quilladin can't effectively stall against or damage with Smack Down, many Pokémon can resist Needle Arm or Smack Down, which can allow the opponent more time to KO you
Is contested heavily by Chesnaught with Spiky Shield
And, speaking of Chesnaught's Spiky Shield:
Chestnaught (Wanna-be) Sweep
Chestnaught @ Leftovers
Trait: Overgrow
EVS: Invested in HP and Attack, and minimally in Special Defense
Adamant Nature
- Leech Seed
- Spiky Shield
- Power-Up Punch/Bulk Up
- Seed-Bomb/Wood Hammer
I apologize that these two sets are based around the same concept, but there are enough changes in strategy, I think, to list them separately. While Quilladin before it has insufficient Attack to pull of a sweep without tons of building up, Chestnaught lives up to its namesake as a juggernaut-its defenses will not be broken down without a HUGE struggle, and its attack power is absurdly high. However, Leech Seed and Spiky Shield are just too good of a combination not to use, and it really helps the stall, regardless. The stall starts the same way as if you were using Quilladin, with Leech Seed to regain HP throughout the set-up. (or the opponent's lifespan.) However, Spiky Shield is much better than Protect in that whenever it is used, the attacker will be damaged.
Power-Up Punch deals a bit of damage while raising only the Attack stat, but Bulk Up raises Attack and Defense with no damage. It's a tough choice, but I, personally, prefer using Power-Up Punch. I just like the feeling of hurting my opponent while helping myself at the same time, hence my love for the Leech Seed stall. However, if you decide to use this set up, you may find that Bulk Up is a better choice for you. Seed Bomb and Wood Hammer are both spectacular, but Wood Hammer can be rather unreliable. For example, against a Pokémon like Blissey, the recoil damage alone can destroy you. Also, in a pinch, if your Pokémon is left with only a few HP, Wood Hammer should not be used. I'd recommend Seed Bomb over Wood Hammer.
I'm sorry if these sets aren't creative or underrated enough (although I'd admit I haven't seen an opponent using a defensive Quilladin or a Chestnaught that doesn't wield a Choice Band/Scarf or just all attacking moves.) I'd like to redeem myself for my idiocy on the Smog Article, and I hope this time I've come prepared enough to have my post respected and acknowledged positively.
~~Smiddie~~
I was once thinking of a mixed Sweeper set that can utilize Aegislash's base 150 SpA and HP Ice and Autotomize, but the one I had in mind carried Weakness Policy. Tank an SE move as you go for Autotomize and then start wrecking at +2, I think it's definitely worth considering using that as a possibility over Leftovers for that exact set.
Also for sets, I "wanna be that guy" who came up with something weird, and I think this may be worth a nice lol:
Klefki @ Air Balloon
Trait: Prankster
EVS: 252 HP / 252 Def / 4 SpD
Bold Nature
- Draining Kiss
- Foul Play/Thunder Wave/Toxic
- Spikes
- Recycle
Gimmicky as it may seem, this actually means Klefki literally has only one weakness, that being Fire. With Prankster, Recycle, and Air Balloon, even if you come in on a resisted hit from say a choice-locked attacker, you can still Recycle the Balloon back to regain your immunity. While this set lacks recovery, is highly vulnerable to Taunt, and no longer serves as effectively in the lead position, you pretty much gain the ability to check Choice-locked Dragons a huge majority of the time. Or rather, you get to check any Dragon-type not running a Fire move and basically get free turns to set up Spikes. I can't guarantee you how many Dragons won't have a Fire move (Some may end up forgoing it for a coverage move against Fairies), but the times you do see it, you will be able to annoy the foe by setting up and then harassing his Pokemon further with Toxic/Draining Kiss/Foul Play. Definitely worth trying? y/n
I've actually been using this set myself, it's been working wonders. Maybe I have to test it ingame itself just to make sure, but it definitely works on the simulatorI may be misremembering, but I believe that Recycle doesn't work with Air Balloon. At the least, I remember that somebody tried it with Garbodor in 5th gen NU and it turned out that it didn't work then- it might have been changed in this generation, but it certainly merits testing.
Sets like these are over-reliant on Toxic, and considering Fairies have increased the popularity of Poison- and Steel-types this Cradily can easily get walled hard, discounting the number of Grass-resistant Substitute Pokemon that easily turn the tables on this set (lucky you, having not facing SubCM Latias or ChestoRest Volcarona). Amnesia also doesn't protect Cradily from ubiquitous Fighting moves and Scizor. I'm sorry, Cradily was barely decent in Gen V (and even then your set is iffy), but in Gen VI the Sand nerf doomed Cradily to sheer mediocrity (not that it was terrific to begin with). There is no 'balance' here. Weakness Policy also isn't great on a Pokemon with no investment and poor coverage.I haven't gotten to test this out yet, but I'm hoping it balances with sandstorm getting nerfed.
Sandy Coral
Special Wall Craidly: Storm Drain
@ Weakness Policy
Calm (+SpDef -Atk)
EVs: 252 HP / 252 SpDef / 4 SpAt
1. Amnesia
2. Recover
3. Energy ball / Giga Drain
4. Toxic
I used this set (with a pecha berry instead of weakness policy) on a 5th gen OU sandstorm stall team to great success. Cradily laughs at 90% of special attackers provided sand is up, and especially if it gets the opportunity to use Amnesia even once. From there, toxic and hit to death, bleeds Lati@s dry.
Weakness policy is exciting though, as often times people attempt to go for an Ice Beam on Cradily expecting it to do more than it will, or, because they were trying to hit Hippowdon and you switch in Cradily. +2 Energy Ball / Giga Drain from the weakness policy will help Cradily take down threats faster than usual, preventing crit-fishing which is usually the only reason Cradily ever bows to a special attacker.
Sand getting dropped to 5 turns seriously hinders the viability here, as in 5th gen Cradily usually took a number of turns to set up. Excited to try it out, but I'm nervous that the lack of perma sand will strip Cradily from managing to pull it off.
Yeah, I checked, and it definitely did not work in-game in 5th gen.I've actually been using this set myself, it's been working wonders. Maybe I have to test it ingame itself just to make sure, but it definitely works on the simulator
Damn, yeah I think you're right about Poison/Steel getting bumped up and thereby eliminating toxics usefulness puts a huge hole in this.Sets like these are over-reliant on Toxic, and considering Fairies have increased the popularity of Poison- and Steel-types this Cradily can easily get walled hard, discounting the number of Grass-resistant Substitute Pokemon that easily turn the tables on this set (lucky you, having not facing SubCM Latias or ChestoRest Volcarona). Amnesia also doesn't protect Cradily from ubiquitous Fighting moves and Scizor. I'm sorry, Cradily was barely decent in Gen V (and even then your set is iffy), but in Gen VI the Sand nerf doomed Cradily to sheer mediocrity (not that it was terrific to begin with). There is no 'balance' here. Weakness Policy also isn't great on a Pokemon with no investment and poor coverage.
I believe you have to rock smash farm for flying gems, so ive been toldFlying Gem is still unreleased, unless I'm missing something...
Why Rock Polish > Autotomize? Don't they both do the same thing?Rock Polish > Autotomize and always use Heavy Slam over Iron Head.
Great set, I might use it sometime.
Autotomize decreases the user's weight in addition to boosting Speed. Mega-Aggron is so huge that it makes pretty good use of Heavy Slam, which would make the weight-lowering effect counterproductive. The choice of Autotomize + Iron Head vs Rock Polish + Heavy Slam is a question of reliability (Iron Head combo) vs the chance for more power (Heavy Slam combo).Why Rock Polish > Autotomize? Don't they both do the same thing?
Just like Darth Missingno said, Autotomize decreases the user's weight, and Mega Aggron will mostly be always a lot heavier than what it hits, so Heavy Slam is usually always going to be stronger than Iron Head.Why Rock Polish > Autotomize? Don't they both do the same thing?
Just like Darth Missingno said, Autotomize decreases the user's weight, and Mega Aggron will mostly be always a lot heavier than what it hits, so Heavy Slam is usually always going to be stronger than Iron Head.
It may be useful to know that tyrunt learns stealth rock and is in the monster and dragon egg groups. A lot of pokemon, including aron, can get stealth rocks this way.
Also, for Mega aggron and iron head vs. heavy slam:
For heavy slam to be weaker than iron head, and have a power of 60 or 40 (assuming it works the same as gen V), a pokemon needs to weigh more than a third of 395kg, which is about 131.6kg.
Excluding other megas and gen VI pokemon, here are the pokemon that would take more damage from iron head than heavy slam:
arcanine
golem
cloyster
onix
gyrados
lapras
snorlax
dragonite
steelix
mantine
kingdra
raikou
entei
suicune
pupitar
tyranitar
lugia
ho-oh
hariyama
aggron
wailord
camerupt
lunatone
solrock
milotic
glalie
walrein
metang
metagross
regirock
regice
registeel
kyogre
groudon
rayquaza
torterra
bastiodon
bronzong
hippowdon
abomasnow
magnezone
lickilicky
rhyperior
electivire
mamoswine
probopass
dialga
palkia
heatran
regigigas
giratina
arceus
emboar
gigalith
scolipede
crustle
jellicent
beartic
cryogonal
druddigon
golurk
hydreigon
cobalion
terrakion
virizion
reshiram
zekrom
kyurem