Help me decide...Taunt VS Substitute

I plan on breeding DDtars for D/P in the next few days, but I'm torn between 2 moves. Taunt and Substitute.

In advanced I've used substitute more often, but I honestly am not sure which to go with in DP. :(

What I like about substitute is that after I set it up,(after scaring something away) I can use w/e attack I want on the pokemon switching in. If I can outrun it after I DD and KO it, then I drag dance. If I cant, I just attack it while it breaks my sub and then switch out. Also, dugtrio can't kill me if I have my sub. when it switches in. With taunt, I can't do that because I dont have anything to hide behind and hit my opponent. So that's a plus for sub.

The thing about taunt tho...It keeps me from getting statused for a few turns AND I don't have to lose 25% of my HP like I do in substitute. I normally run 204 speed on my DDtars.(203 is enough to outrun adamant Gabby and I ran 204 to beat other ttars who run 203.) Anyway, with taunt, if someone predicts me using taunt or DD, they can switch in Dugtrio and kill me.

So basically, sub gives me a free turn to attack and status protection at the cost of 25% of my health at the beggining of my turn.

Taunt gives me more turns of status protection, with no cost of health, but I don't get a free turn to set up DD or to attack my opponent.

Please give me your opinions on this.
 
Simply put, not only did Taunt stop your opponent from sleeping\Will-O-Wisping\Leech Seeding\T-Waving you, but it kept them from blowing you out with Roar\Whirlwind or using Haze.
 
Taunt.

Another advantage of taunt is that it blocks perish song as well.

Trust me, I run Perish Song often, and it lols at subs(and protect). Taunt however, stops it.
 
The only thing I could see this question being needed for would be for Mewtwo. It can go three ways between Recover, Sub, and Taunt. Since CM actually raises your Sp Def, it gives Substitute a purpose since it is less likely to be broken by your average special attack.

Substiute: block CHs/hax status (this can screw you over alot in Ubers with Thunder around) and to recover more HP while CMing. Doesn't prevent being hazed/phazed. Not as much HP recovery as Recover.

Recover: provides you with a way to quickly regain HP but doesn't block CHs, hax status, status, or stop being hazed/phazed.

Taunt: stops status, hazing, and phazing. Has the least amount of HP recovery but is weak to CHs and hax status.

I prefer to go with Taunt in Ubers just to stop Lugia and Blissey. I don't think that this will change in D/P either.
 
Don't forget option three - Crunch. It'll help a lot against Dusknoir, Swampert, Flygon, Garchomp, Torterra, Claydol...you get the idea.
 
Yeah, I was stuck inbetween crunch and stone edge too..that could work, although there's a chance id have to eat a status or get phazed. I might do that lol.
 
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