Fire Gem is a poor idea, since Tales' survivability is key so Lefties works better. In any case, her Fire attacks aren't the ones that need the boost, everything else is. so using it isn't a good idea.
I don't see any reason for this as Energy Ball is better.As a rather gimmicky idea, one can run Power Herb + Nasty Plot + Solarbeam. It's incredibly risky (you have to predict the switch to their weather starter in order to Nasty Plot). But the surprise attack of Solarbeam might scare them off. Jollytales always OHKOs 252/0 Politoed with this strategy. Only SpD Hippodown would stand a chance of surviving. Tyranitar causes the most problems though; completely uninvested, it takes only 88% max under Sandstorm (Modest has a chance to OHKO with SR, however). Eek! Just a thought if you guys are looking for something new.
This is so damn interesting.So what will be the standard amount of speed EVs used for Ninetales now that Excadrill is banned?
Anyways, I've been experimenting with this Ninetales set to mess with choiced Tyranitar/Politoed
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Ninetales (F) @ Leftovers
Trait: Drought
EVs: 200 HP / 52 Def / 216 SDef / 40 Spd
Calm nature (+SDef, -Atk)
- Fire Spin
- Will-O-Wisp/Toxic
- Substitute
- Disable/Protect
1) Burn/Toxic Tyranitar/Politoed, switch out
2) Hit it with Fire Spin on the switch
3) Sub up to Toxic/WoW/Fire Spin stall
4. Use Potect/Disable
•WoW is to limit the damage Tyranitar does should you need to take a hit while Toxic speeds up the stalling process againt Politoed (although they afflict the same damage for the first 3 turns)
•Protect makes it easier to then stall out for more Wow/Fire Spin damage
•Disable allows you to Disable the attacks of choice users while you watch them struggle >:D
•Wide Lens is an option to boost the accuracy of Fire Spin + your status of choice
When using WoW + Fire Spin vs trapped opponent...
2 trapped turns (min) = (37.5%)
3 trapped turns = (56.25%)
4 trapped turns = (75%)
5 trapped turns (max) = (93.75%)
When using Toxic + Fire Spin vs trapped opponent...
2 trapped turns (min) = (31.5%)
3 trapped turns = (56.25%)
4 trapped turns = (87.5%)
5 trapped turns (max) = (125%)
To lazy to post calcs with Lefties factored in, but you get the idea. I still have no idea which status is best for this little gimmick .-.
Edit: also interested in Dream Eater on Tales to keep it healthy since sun teams tend to carry 1-2 sleep inducers.
I don't see any reason for this as Energy Ball is better.
Don't forget the fact that SolarBeam has only half of its power during any weather other than Sun so Energy ball is clearly superior without even the need to waste an itemslot.
Uhh... no?
Solarbeam only takes up more turns, it doesn't decrease in power. So it is still a 120 Base attack coming off a +2 SpA, which is considerably better than Energy Ball. Still not optimal, but hey, it has the potential to work.
Your link said:SolarBeam will not need a turn to charge if used during the effects of the move Sunny Day, and will only deal half of its normal damage if used during the effect of the move Rain Dance or Sandstorm.
I'm using a sun team currently and my Ninetales is the standard defensive type. As it previously ran enough speed evs (164) to outspeed Excadrill, which is banned, I'm currently trying to find out what the ev spread should be.
So what will be the standard amount of speed EVs used for Ninetales now that Excadrill is banned?
Anyways, I've been experimenting with this Ninetales set to mess with choiced Tyranitar/Politoed
![]()
Ninetales (F) @ Leftovers
Trait: Drought
EVs: 200 HP / 52 Def / 216 SDef / 40 Spd
Calm nature (+SDef, -Atk)
- Fire Spin
- Will-O-Wisp/Toxic
- Substitute
- Disable/Protect
1) Burn/Toxic Tyranitar/Politoed, switch out
2) Hit it with Fire Spin on the switch
3) Sub up to Toxic/WoW/Fire Spin stall
4. Use Potect/Disable
•WoW is to limit the damage Tyranitar does should you need to take a hit while Toxic speeds up the stalling process againt Politoed (although they afflict the same damage for the first 3 turns)
•Protect makes it easier to then stall out for more Wow/Fire Spin damage
•Disable allows you to Disable the attacks of choice users while you watch them struggle >:D
•Wide Lens is an option to boost the accuracy of Fire Spin + your status of choice
When using WoW + Fire Spin vs trapped opponent...
2 trapped turns (min) = (37.5%)
3 trapped turns = (56.25%)
4 trapped turns = (75%)
5 trapped turns (max) = (93.75%)
When using Toxic + Fire Spin vs trapped opponent...
2 trapped turns (min) = (31.5%)
3 trapped turns = (56.25%)
4 trapped turns = (87.5%)
5 trapped turns (max) = (125%)
To lazy to post calcs with Lefties factored in, but you get the idea. I still have no idea which status is best for this little gimmick .-.
Edit: also interested in Dream Eater on Tales to keep it healthy since sun teams tend to carry 1-2 sleep inducers.
108 w/ neutral nature allows Tales to outspeed maxspe Politoed and Breloom, and that's all it really needs IMO.
alternatively,
16 w/ neutral to outrun non +spe-natured Toed and Breloom /
64 w/ neutral to outrun the nonexistent Jolly Scizor (also beats everyone who's trying to beat maxspe Ttar) /
196 w/ neutral to outrun maxspe Mamoswine (and Dragonite, I guess)