Honestly, hp fire is good, but not a 100% needed on every set.Got a perfect IV hasty froak, but its HP is steel. Is Grass Knot doable over HP Fire?
Honestly, hp fire is good, but not a 100% needed on every set.Got a perfect IV hasty froak, but its HP is steel. Is Grass Knot doable over HP Fire?
Honestly, hp fire is good, but not a 100% needed on every set.
2x SE Hidden Power hits stronger than STAB Hydro Pump, actually.Yes, HP Fire deals more damage to Skarm and Klefki than Surf does.
I'm on my phone now as well so I'm not going to go through the hassle of doing those calcs, but I did them earlier, and HP Fire did more.
Not really, they hit completelly differant targets.
It's really mediocre. On an all-physical set it could be used, but Greninja's Special sets are much better and there is no room for Water ShurikenWould water shuriken be good or is it just not really viable compared to Greninja's other moves?
Not really, they hit completelly differant targets.
2x SE Hidden Power hits stronger than STAB Hydro Pump, actually.
possibly forcing a double switch once they realize you aren't SpA-based
Is there a reason why people seem to be so obsessed with running toxic spikes on greninja? Am I just missing something?
Greninja is arguably the best TS user in the game. With Protean it becomes a poison-type, turning four (Bug, Fairy, Fighting and Grass) of its weaknesses into resistances.
This metagame is not very kind to Toxic Spikes though, since steel types, M-Gengar and Defog are everywhere.
Still, Toxic Spikes can be build around, while spikes is just a damaging entry hazard.This is the exact reason why normal Spikes is the better option, as only flying types and levitators are immune to them, while the same are immune to T. Spikes along with Steel types, as well as getting removed every time a poison type switches in. Not to mention there are things like Heal Bell and aromatherapy that while not being to common, can make Toxic Spikes virtually useless.
There are only two ways to remove Spikes, while there are three ways to remove Toxic Spikes, as well as the various ways to to simply heal the poison. All this being said, to me it seems like the only reason to use T Spikes on Greninja are for the resistances, which are a waste of a moveslot if you ask me.
whaddup with different spreads for essentially the same set, except one has an alternate slash?Why the physical set? It's completely outclassed by mixed and special sets.
Greninja @ Life Orb
Ability: Protean
EVs: 88 Atk / 168 SAtk / 252 Spd
Hasty Nature
- U-turn
- Ice Beam
- Hydro Pump
- Hidden Power Fire
Greninja @ Life Orb
Ability: Protean
EVs: 4 HP or 4 Atk / 252 SAtk / 252 spd
Hasty/Timid Nature
- U-turn/Dark Pulse
- Ice Beam
- Surf
- Hidden Power Fire
whaddup with different spreads for essentially the same set, except one has an alternate slash?
just call both the mixed set [because the special one isn't purely special] and axe the inferior one stat-wise.
I think this set could benefit with having U-Turn in the 4th slot. It makes the set all physical and allows you to get out safely and inflict damage when something dangerous to Greninja is coming.And Spikes. Guy I follow on Youtube, goes by the name of Rykard, makes a lot of interesting sets.
Greninja @ Leftovers
Ability: Protean
EVs: 252 HP / 128 Def / 128 SDef
Bold Nature
- Spikes
- Toxic Spikes
- Shadow Sneak
- Scald/Hidden Power Steel
Pretty much the whole point of this one is set up as many hazards as possible and switch type to predicted moves as possible.