Then they promptly switch out after you. Doesn't really achieve much unless you have a trapper to switch into.But with infestation, you can switch in whoever you want almost for free I believe.
Then they promptly switch out after you. Doesn't really achieve much unless you have a trapper to switch into.But with infestation, you can switch in whoever you want almost for free I believe.
Seconding this. About 80% of the Goodras I've encountered have been HydraRest variants, and they've failed consistently to pose any kind of threat. I don't think I've lost a Pokemon to a Stalldra yet.Nah, only works once with Bullet Seed. If if multi-boosted Goodra and other Sap Sippers might actually be broken.
But I must admit: Goodra's very presence makes Grass moves less viable. You don't even have to use the ability, the mind-game itself makes Smeargle leads less viable. And things that are 4x Grass weak more viable, as a side-effect. Quagsire, for instance. Unaware + bulky water + ground STAB is a blessing vs boosters and Aegislash, and I'm currently trying to work on it's viability in my OU team.
I don't see the HydraRest set suceeding in execution. No variant of rest/stall Goodra has done squat against my team in all the matches I've played.
Then they promptly switch out after you. Doesn't really achieve much unless you have a trapper to switch into.
Goodra @ Assault Vest
252 HP / 252 SpA
- Dragon Tail
- Earthquake
- Draco Meteor
- Fire Blast
finally picked up gen VI tonight and was in the top 100 an hour or so later, thanks in large part to this set.
Takes pittance from special attackers, Thundurus-T did about 20% with HP Ice and Gengar was doing even less with Shadow Ball. Decent physical defense has allowed him to function as an emergency check to a host of physical attackers too.
Draco Meteor hurts like hell off of 350 SpA (that's more than Latios to the joker above me who claims it 'hits for fuck all') and Fire Blast rounds off the coverage nicely. Dragon Tail is the ace in the hole, granting you a phazing move that doesn't conflict with Assault Vest and ensuring that you're not set-up fodder whilst at -2; absolutely crucial if, like me, you're using him as glue on an offensive team.
Earthquake because Heatran was annoyingly common in the games I played and my team had a slight weakness to him - that slot is really for utility countering. If you're weak to Azumarill feel free to run Thunderbolt.
Hmmm, why Modest if you have EQ and Dragon Tail? Wouldn't maybe a -speed nature work better?Sap Sipper and Modest.
Sap Sipper is marginally more useful than Gooey for absorbing Sleep Powder/Spore and blocking Leech Seed users. Modest because 150 SpD is plenty already and you want to hit shit as hard as possible.
Goodra thread in c&c said:Goodra @ Assault Vest
Ability: Gooey
EV's: 252 HP / 4 Atk / 252 SpA
Nature: Sassy / Calm
Moveset:
- Draco Meteor / Dragon Pulse
- Fire Blast / Flamethrower
- Dragon Tail / Power Whip
- Thunderbolt / Sludge Wave
The Sassy nature is used to avoid the 2HKO from Greninja's Ice Beam after SR and OHKO back with either Draco Meteor or Fire Blast, both of which OHKO after two rounds of LO. Draco Meteor and Dragon Pulse are classic STAB moves, choose power or reliability depending on how you like to play. Same goes with Fire Blast and Flamethrower. Dragon Tail slowly wears down Tyranitar switch-ins (Dragon Tail + SR damage build up very fast, especially on Tyranitar sets that lack Lefties, which is most of them) and phazes special sweepers that Goodra walls, such as QD Volcarona. Power Whip is an alternative to deal more immediate damage to Tyranitar, doing 39.1 - 46.53% to 252 HP Tyranitar (30.47% chance to 2HKO after Stealth Rock) an otherwise perfect counter to Goodra which could harass Goodra with sandstorm damage + Pursuit. It also covers some other Water-types such as Starmie and Vaporeon, making it easier for Goodra to use Sludge Wave over Thunderbolt to deal with some Fairy-types. On the last slot, Thunderbolt is the first slash to cover Pokemon such as Azumarill, Togekiss, Tentacruel, and Mega Charizard Y (Goodra is one of the best switch-ins to this beast), but Sludge Wave is a perfectly viable option if you have trouble with Sylveon and Florges.
Earthquake is not worth it atm as Heatran is not available.
I ran the numbers awhile ago and a goodra with max EVs in HP and Def. It can do well against other wallish-things, but it simply doesn't have the bulk to counter something like Terrakion or mamoswine or any of the other major dragons. It's a pity - being able to run it as a mixed defender would be great, but it doesn't have the right combination of attack and defence.
However, I have noticed that it's -very- difficult to switch in on, as nearly anything that can OHKO it can get OHKO'd right back if you predict right. Salamance and Garchomp both go down to blizzard after stealth rock, and it has the potential to have great coverage both physical and special. If you come in on something that can't touch it specially, it's a big risk to send in anything but Blissey, really, which gets 3HKO'd by Outrage if you run it.
But with infestation, you can switch in whoever you want almost for free I believe.
I want to give Goodra a try, but I'm not sure how to justify its team slot. What are some good partners to, say, an assault vest Goodra with infestation?
Woah, slow down there; this thing is an incredible wall. Only physical dragons can take it. In two battles with a garchomp I concluded that it take a outrage from a attacking garchomp to be 1hko'd. A defensive garchomp can't, ant it gets 1hko'd right back. Also, this thing is mixed, so not even blissey is safe. Mine does solely physical damage so that blissey wouldn't go once
Goodra @ Assault Vest
252 HP / 252 SpA
- Dragon Tail
- Earthquake
- Draco Meteor
- Fire Blast
finally picked up gen VI tonight and was in the top 100 an hour or so later, thanks in large part to this set.
Takes pittance from special attackers, Thundurus-T did about 20% with HP Ice and Gengar was doing even less with Shadow Ball. Decent physical defense has allowed him to function as an emergency check to a host of physical attackers too.
Draco Meteor hurts like hell off of 350 SpA (that's only slightly less than Latios to the joker above me who claims it 'hits for fuck all') and Fire Blast rounds off the coverage nicely. Dragon Tail is the ace in the hole, granting you a phazing move that doesn't conflict with Assault Vest and ensuring that you're not set-up fodder whilst at -2; absolutely crucial if, like me, you're using him as glue on an offensive team.
Earthquake because Heatran was annoyingly common in the games I played and my team had a slight weakness to him - that slot is really for utility countering. If you're weak to Azumarill feel free to run Thunderbolt.
Would like to bring this up again if there's anyone that ran the numbers already. I'm big on accuracy but I get the feeling Fire Blast is necessary to score kills.Does Flamethrower do enough damage to OHKO and 2HKO the same pokes as Fire Blast?
I used the damage calc using similar base sp attack on skar, sciz, venasaur, etc. It seems like Fireblast doesnt OHKO any of them except sciz. The rest are all 2HKO with fireblast AND flamethrower. Venasaur is about 3HKO. So according to this a raw flamethrower is the better choice unless you're dealing with a SR/Spikes/healer/leftovers/leech seed etc. That's when the calcs can start to get skewed especially if you miss a fireblast. I am going to stick with flamethrower for now then switch back and see which comes in more handy.Would like to bring this up again if there's anyone that ran the numbers already. I'm big on accuracy but I get the feeling Fire Blast is necessary to score kills.