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Jellicent

Does it work for all attacks or just super effective ones?

Just tested that and Cursed Body affected Aerial Ace, so all attacks.

Also, it wears off after the affect Pokémon switches out. I guess that's a given but... yeah. Later I'll see if it can affect more than one move at once.
 
Just tested that and Cursed Body affected Aerial Ace, so all attacks.

Its offical. This pokemon is awesome. It can switch in on any SE attack that doesnt 1hko, force out the opponent, and recover off the damage. This pokemon has so much potential.

This is a 100% counter to any choiced pokemon that doesn't 1hko

THINK about that
 
Remember it doesn't activate every time. For now I'm leaning on a 1/3 activation rate, but that's also on my To-Test-Extensively List.
 
Remember it doesn't activate every time. For now I'm leaning on a 1/3 activation rate, but that's also on my To-Test-Extensively List.

Oh, I never heard it wasn't a 100% activation rate. That puts a damper on things. Still, a great pokemon, but i was looking foreard to my 100% choice counter. oh well. Now I'm thinking water absorb is the best ability.

EDIT Does the ability activate if your opponent hits a substitute? if it does, then you could potentially try some sort of sub set and try to stall out for the cursed body activation. Still kinda gimmicky though.
 
i think cursed body must have a 30% maybe more chance to permanently desiable the oponent move until it switches out this means if you switch on a choice item you can disable his move and get a free turn since they wont strugle you much lol so maybe cursed body is better than water absorb we need to know % of disable moves many attackers who can 2ko him mayjust be destroyed when they get disable after the 1 atack xD

like starmie thunder bolts you and losses thunder blot xD
and did you guys realize this guy gets energy ball to hit water pokemons? if it has water absorb can switch agains almost all water pokemons and energy ball them in the face
 
I don't believe it's been mentioned, so I'll ask: how heavy is this thing? I can't imagine it would weight too much, being a ghost and all, so is it safe to assume Grass Knot's damage will be laughable?
 
Actually I would think that Cursed Body is awesome when it activates, but too unreliable/situational. If you're switching in on a NVE choiced move, the opponent is going to GTFO anyway, whether his move gets disabled or not. If you're coming in on a SE or a powerful STAB move, you're banking on a ~67% chance to force him out. If it worked on a more consistent basis it would be a great tool against monoattackers and stuff but as it is, I would rather stick with Water Absorb. Just my opinion.
 
since we know know that in every battle we can see oponents team switching ability to cursed body is less expected since your oponent wont like giving 25% health and wont use water attack until this ghost is dead so until you disable something maybe your oponent wont use water plus this guy has some serius hp/spdef and resists water meaning water attacks wont do that mutch
 
If it is any attack mode, then you definitely have a good option against a lot of attacks that would otherwise be too strong for you to survive against of just recovering over and over again until you get the disable.

I assume the move has to be a Contact move, I am not sure if you have tested that or not.

Have a nice day.
 
If it is any attack mode, then you definitely have a good option against a lot of attacks that would otherwise be too strong for you to survive against of just recovering over and over again until you get the disable.

I assume the move has to be a Contact move, I am not sure if you have tested that or not.

Have a nice day.

a user on page one tested it an works against special atacks as well
 
Yes, I've been using Burunkeru a lot, and Cursed Body activates on any move. I really have no idea about the chance of activation yet, though, but it seems to be pretty random- sometimes it activates immediately, other times it takes up to 4 turns of Recover-stall. 1/3 or 1/4 would be good guesses.

Also, the duration seems to vary between 3~6 turns.
 
The first Water-Ghost, leaving only Fire that Water hasn't paired with yet! I feel a little frustrated with his stat distribution, though I'm hoping that switch-ins hoping to exploit his weak defence will be deterred by the prospect of Boiling Water. He can tank the special hits well enough, and Recover is a godsend for something that wants to absorb hits but doesn't have exactly mammoth defences.
Is it fair to say this guy is facing considerable competition from the new-and-improved Slowbro? Bro has less special bulk, but can Calm Mind, also has reliable recovery, a similar set of resistances, access to Boiling Water to deter physical switch-ins, and possibly a more useful ability in Regeneration.
Re: ability, I'm loath to accept Water Absorb, because he does already resist it, but unless Cursed Body is revealed to be a bit more reliable, I'm not sure I could justify its gimickiness...
Thanks to everyone who posted results of Cursed Body testing, too!
 
Can Cursed Body possibly disable two moves at the same time? Like, anything uses Bite --> Disabled. Then the same uses Take Down --> lucky. Disabled.

Obviously, the scenario is not likely to happen(anyone would switch after one disabled move), but it still interests me.
 
I don't believe it's been mentioned, so I'll ask: how heavy is this thing? I can't imagine it would weight too much, being a ghost and all, so is it safe to assume Grass Knot's damage will be laughable?
135kg, making Grass Knot a 100 BP move without SE or STAB accounted for.
 
Shit a ghost is more than twice as heavy as me hahahaha. But anyway nobody ever had issues with Water Absorb Vaporeon or Volt Absorb Jolteon even though both already resisted the two respective attack types. IDK but Water Absorb should have more utility, activating 100% of the time and healing is good for it.
 
leaving only Fire that Water hasn't paired with yet!

Here's hoping for a Gen 6 Fire/Water (I would totally use it).

Anyway, I think I agree that Water Absorb is a good pick here. Nothing wrong with being Immune to a strong attack type + getting healing from it.
 
Thing is though, this is flawed. If you could just recover stall anyway, why is the opponent staying in and not switching to a counter?
If you cant recover stall it out, then you are relying on cursed bodies random acitvation chance. No thanks. I'll sitck with the consistant free recovery of water abosorb.
 
I do agree that Water Absorb is more reliable, but Cursed Body has provided me with some really great possibilities during some random wi-fi matches and the Battle Subway- for instance, switching in a Vaporeon's Ice Beam, disabling it (sure I was lucky that it activated immediately, but my point remains) and then having a safe switch to Jarooda.

And that's just one situation. I can remember quite a few others, too- I've stalled a Buffaron until it ran out of Stone Edge PPs, then Cursed Body disabled its Earthquake and I switched to Abagoora and forced a switch, allowing me to set up a few Curses and sweep.

Of course, it sometimes just refuses to activate. But it's not like I'm relying on it- when it happens, it helps a lot. When it doesn't, no big deal, since Burunkeru is still doing his job of walling special moves, recovering itself and burning stuff.
 
I do agree that Water Absorb is more reliable, but Cursed Body has provided me with some really great possibilities during some random wi-fi matches and the Battle Subway- for instance, switching in a Vaporeon's Ice Beam, disabling it (sure I was lucky that it activated immediately, but my point remains) and then having a safe switch to Jarooda.

And that's just one situation. I can remember quite a few others, too- I've stalled a Buffaron until it ran out of Stone Edge PPs, then Cursed Body disabled its Earthquake and I switched to Abagoora and forced a switch, allowing me to set up a few Curses and sweep.

Of course, it sometimes just refuses to activate. But it's not like I'm relying on it- when it happens, it helps a lot. When it doesn't, no big deal, since Burunkeru is still doing his job of walling special moves, recovering itself and burning stuff.


Hello!

Will something like this work?

DoubleTrouble
Burunkeru @ Shed Shell / Leftovers
Ability: Cursed Body
Nature: Bold* (+Def, -Atk)
EVs: ??? HP / ??? Def / ??? SpDef (Sorry! But Any suggestions?) ^_^!
- Will-O-Wisp / Boiling Water
- Night Shade
- Toxic / Surf / Water Spout
- Recover

*Alternative is Calm.

This set helps Burunkeru do what its design to do best (stats wise) and that is support. The two abilities could work with either a Bold or a Calm nature. Depending on the use you're going to implement Buru in with the rest of its team. W-O-W is (to me anyway) better in it's effectiveness to cripple a troublesome challenge than Boiling Water, even though the damage on an opponent is always favored, but the 30% burn rate isn't. Night Shade is an excellent option against many Pokémon (excluding Blissey) as it damages them regardless of type (except Normal). Toxic is a nice side dish for those fire types if you aren't relaying on Water STAB and choosing to keep the fourth slot for Recover to wash and rinse the process all over again.

The item I picked up was Shed Shell, you need something to escape Magnezone & CO.

Be gentle, I'm new!

*Blushes away*
 
Hello!

Will something like this work?

DoubleTrouble
Burunkeru @ Shed Shell
Ability: Cursed Body
Nature: Bold (+Def, -Atk)
EVs: 252 HP / 252 Def / 4 SpD (Sorry! I'm not sure about the distribution so I'll keep the ones in the first page.)
- Will-O-Wisp / Boiling Water
- Night Shade
- Toxic / Surf / Water Spout
- Recover

This set helps Burunkeru do what its design to do best (stats wise) and that is support. The two abilities could work with either a Bold or a Calm nature. Depending on the use you're going to implement Buru in with the rest of its team. W-O-W is (to me anyway) better in it's effectiveness to cripple a troublesome challenge than Boiling Water, even though the damage on an opponent is always favored, but the 30% burn rate isn't. Night Shade is an excellent option against many Pokémon (excluding Blissey) as it damages them regardless of type (except Normal). Toxic is a nice side dish for those fire types if you aren't relaying on Water STAB and choosing to keep the fourth slot for Recover to wash and rinse the process all over again.

The item I picked up was Shed Shell, you need something to escape Magnezone & CO.

Be gentle, I'm new!

*Blushes away*

Tbh I think Night Shade would be amazing on a pure defensive set, it's like Blissey's Seismic Toss on crack. Even with 0 EVs in Spatk you'll be hitting for a solid 100 every time.

Edit- You have too many EVs in def and not enough in Spdef, this guy isn't a Spdef monster like Blissey, should probably even those out a little bit more.

Also, shed shell is useless :P Leftovers.
 
The item I picked up was Shed Shell, you need something to escape Magnezone & CO.

Magnezone cant trap you since Burunkeru is not a steel type. The only mons that can trap him are Dugtrio, Shanderaa and Gochiruzeru. The 1st 2 are weak to his Water stab attacks while Gochiruzeru is weak to his Ghost type stab moves. Unless you are afraid of screwups, you can forgoe Shed Shell.

Your set looks ok. I think you can easily out stall Blissey if she lacks Heal Bell/Aromatherapy, (forgot wich one she has :P) and force her to switch cause of Toxic.
 
Thanks, I forgot what Shed Shell did!

My logic with this item is based on some Pokemon that no one can predict their usage yet, the Fire/Ghost one and such. Yes, our guy here is Water compared to his Fire brethren but remember with that set I'm losing all attacking stab for the support ones. An issue that could be avoid with the other options I provided, I guess.

Yep, Leftovers will be very helpful too. ^^

Sorry but I need help with better EVs. Still thinking about them in my head.
 
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