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np: NU Stage 10 - Blackbird

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I love Lapras but it has a lot of flaws. The defensive set has no recovery, few resistances, and is easily worn down by hazards. While the Dragon Dance set can set up pretty easily, it needs a few boosts before it has enough power and speed to sweep through a team. The Curse set can still be hit quite hard before it gets a few boosts in and is susceptible to Electric and Grass-type attacks. In addition to that, Lapras faces a lot of competition with other Water-types in the tier.

I think an offensive tank set of like Hydro Pump / Ice Beam / Thunderbolt / Rest @ Chesto Berry might be the best bet for Lapras. It's still worn down pretty easily, but at least it will do some decent damage before it goes down. Note that this Lapras isn't going to be taking down any defensive teams because it's not strong enough.

edit: smh lapras doesnt learn twave fck me
 
Lapras doesn't get Thunder Wave, silly noob dtc.
Oh I used to use a cool Lapras set with Hydration and Rest and Rain Dance with Hydro Pump and Ice Beam/Thunder. It was pretty cool if you can set it up on the right time such as against Alomomola or forcing out Regirock. Seismitoad cant touch it either which is neat which is why you should opt for Ice Beam more times than not.
 
Substitute works really well there as well! I liked it a lot more way back when Emboar was here, but Lapras has great coverage , and if it gets a sub up against an offensive team things are going to hurt. Stealth Rock weakness is really bad though, and Lapras is really mediocre right now :(. Free Scald Lapras imo
 
Gets Body Slam though. That moveset seems way too similiar to what Regice can pull off, so I'd try to stick a support move that Lapras gets to differentiate itself. Lapras is cool in that it checks Samurott very well, and is one of the reasons why I use Grass Knot on Rott (others being a OHKO on SDef Toad after Rocks and Samurott).
 
Lapras maybe is better in OU with Hydratation + Rest than in NU or at least more interesting to make a team around him. Lapras has a lot of flaws, weak Atk and SpA, can boost the first of them with Dragon Dance or Curse but also just is limited on the physical side movepool with super weak attacks while the special attack side has a bit better movepool but cant boost them. Lapras poorly has a bad type which has worst weakness than resistances, no reliable recovery and finally a SR weakness which is very hard to fit Lapras in one of my teams and just found better options.
 
Okay, so I was building a team with the intent of taking good movesets from other Pokemon and applying them to Pokemon that don't normally do that. So I translated the brain of the most American of eagles into the punchiest of martial artists. I don't think we have a thread for wacky movesets, so I'll just leave this here. It probably worked the best of all the brain transplants.

Sawk@Leftovers
Ability: Mold Breaker
Impish Nature
252 HP/4Atk/252 Def (Might be worthwhile to add 20 speed to outrun 56 Spe Mandibuzz? I'll do some more math on it.)
-Substitute
-Pain Split
-Bulk Up
-Close Combat/Brick Break

Basically, you set up a substitute or a Bulk Up on a predicted switch, which are fairly easy to come by because of Sawk's reputation for wreckage. One Bulk Up brings him up to acceptable defenses, two makes him pretty scary. Any amount of attack boosts off of even an uninvested base 125 attack is going to hurt. Pain Split is not reliable recovery, but Sawk is fast enough even without investment to use it against quite a few high-hp walls such as Alomomola. Sawk has naturally low HP, so it works out swimmingly. As for the choice between Close Combat and Brick Break, it can go either way. Close Combat will reduce the bulk you've built up, but you keep the attack boosts so it can be spammable anyway from behind a sub. Brick Break, on the other hand, keeps all of that sweet physical defense. Notably, Alomomola cannot break the substitutes of this Sawk, even before boosts. Also, this Sawk can take a CB Close Combat from an opposing Sawk without needing Sturdy. At +2 Def, it takes a 3HKO. Wacky stuff!

This set is mostly walled by ghosts unless you can Pain Split them repeatedly while they take hazards damage from a teammate's TSpikes or toxic/will-o-wisp/what-have-you.

EDIT: I wasn't sure whether Rocky Balboa or John Kreese would have been a more suitable American martial artist to call this set. Apollo Creed had America shorts, so there's also that.
 
I don't know about that Sawk set Infernis, the only thing it can set up on that normally walls it is Alomomola; Musharna and Misdreavus can just attack you, and you don't have anywhere near reliable enough recovery to stall them out. The ability to set up on a lot of its usual counters is the real draw to SubBU Braviary.

In other news, now that I've got my 100 battles, there's one set I've been using that needs more love:

Exeggutor @ Lum Berry
Trait: Harvest
EVs: 152 HP / 96 Def / 176 SAtk / 84 Spd
Modest Nature
IVs: 0 Atk
- Rest
- Sleep Powder
- Giga Drain
- Psychic

Not the most creative set, but the results are inarguable. It can switch in on practically every defensive mon without a SE move and ignore their futile attempts to stall it out with status. In particular, it's very nice for wearing down the many things without reliable recovery, such as Metang; even though you can't do much to it, it can't do much back, and you have the ability to fully heal in one turn. Has anyone else been using this set? How do you think it compares to the more popular SubSeed and Choice Specs sets?
 
Just saying, but you should have 68 EVs in SpDef (along with the already 152 hp evs) on Eggy which allows you to live a Samurott Life Orb Ice Beam (helps against Modest Ludicolo ice beam too) which is really important because you can always Rest later (full EV spread: 152 hp / 40 def / 152 spa / 68 spdef / 96 spe <- speed creep on mola) . LumRest Eggy is my go-to Eggy set that i have been using for a whole year just because it grants so many free switch-ins and it is an excellent status absorber for any team. Dual stabs are great with eggy and sleep powdering any mon on the opposition gives this eggy a lot of utility. imo its the best eggy set because it fully counters alomomola because the other ones are weak to toxic and full recovery is amazing on any mon, sepecially one such as eggy that has so many switch-ins throughout a match. This set can give you momentum really well too just because of how can completely nullify the effect of a move with lum + harvest. It's also a great check to opposing eggys too because it can fully recover, resists its stabs, doesnt care about sleep powder, and it wins in the long run. Overall, this set deserves a lot more usage because i use it on like every single team lol.
 
I always used to tell myself that I was going to try out Bulk Up Sawk or Sub Pain Split Sawk, but whenever I tried to build around it, I just ended up replacing it with Choice Band. The main benefit of using Sawk is its immense immediate power, and I feel like giving that up for another set, such as one that tries to set up and sweep, is ultimately just not worthwhile when you could hit incredibly hard right off the bat. On top of that, its main STAB, Close Combat, makes Bulk Up ultimately undesirable, as the Defense boosts you might have gained slowly slip away every time you click a move.

Your set in particular is (obviously) manhandled by Ghost-types. This wouldn't be that big of a deal if Golurk wasn't the no. 1 used Pokemon for the past few months and if Misdreavus wasn't really common as well. As a setup sweeper, I pretty much see no reason as to why you wouldn't use something more reliable and effective—Sub Bulk Up Braviary, Gurdurr, Throh, etc. Long story short: Choice Band Sawk is plenty good enough to be using on its own, and I really don't feel like anything outside of its main sets are worth the time.
 
Hi guys. :) I wanted to talk about Ghost-types in NU right now, because I feel like all of the most dominant ones are actually really good right now for a few reasons that I'll go over shortly!

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Obviously the main Ghost-type Pokemon in NU are Golurk, Misdreavus, Haunter, and Drifblim. I really feel like all of them shine right now in NU, mainly for totally different reasons, but there are a few reasons that all of them can take advantage of.

Probably the coolest thing about the NU Ghost-type Pokemon is their awesome immunities. All of them have three; Golurk to Normal-, Fighting-, and Electric-type moves and the other three to Normal-, Fighting-, and Ground-type moves. This alone is really cool, especially for Misdreavus and Golurk, as both of them are pretty bulky. Golurk also has a cool resistance to Stealth Rock and Rock-type attacks. But despite their frailty, Haunter and Drifblim also really appreciate three immunities, as it gives them switch-in opportunities that they'd miss out on without them.

On top of their resistances and immunities, these Ghost-types are really cool offensively, hitting popular Pokemon, such as Jynx, Musharna, Scolipede, and Ludicolo, among others, for super effective damage with their STAB moves. Offensively, I think Drifblim is the coolest. AcroBlimp hits really hard and disrupts the hell out of the opponent's team with a fast Will-O-Wisp and Destiny Bond. Haunter is also really cool with SubDisable and Choice Scarf with Trick and Destiny Bond as its best offensive sets in my opinion. Golurk is easily the scariest on average to opposing teams; there are incredibly few Pokemon that don't mind taking an Iron Fist-boosted Drain Punch, Ice Punch, or Shadow Punch as well as STAB Earthquake. Misdreavus can even run an offensive Nasty Plot set to decent effect, though it's easily the least threatening offensively of the four.

I mainly just love how these Ghost-types have good matchups against so many popular Pokemon right now. A lot of the top Pokemon are handled easily with these Pokemon. Scolipede doesn't want to take a hit from Golurk or Drifblim and can hardly scratch either with its STAB Megahorn. Misdreavus doesn't care about anything Scolipede has for it. Jynx is still super threatening to all of them, though Choice Scarf Haunter beats LO Jynx and speed-ties with Choice Scarf Jynx. All four of them can also disrupt Musharna, though I've set up with Calm Mind Musharna against Haunter before huehuehue.

Anyways, Ghost-types rule right now in my opinion, and Drifblim and Haunter don't get enough love even though they are great Pokemon that can help handle the opponent with their mix of utility and offensive presence. These Pokemon just handle so many things in the current metagame. The only one that's probably a bit overrated is Golurk, but even it rules right now. What do you guys think about our Ghosts?
 
I think Drifblim is really cool this meta and I've used it in a double flying core of Swellow+Drifblim that really works to great effect.

Drifblim does a great job of luring out whatever flying resist the other team has and then taking out with Destiny Bond so that Swellow can steamroll over their team. Drifblim also has somewhat decent bulk with that huge HP stat and with the immunities you listed above, it gets a lot of switch-in opportunities to start spamming Acrobatics. It can even evade any hopes to revenge via Sucker Punch through the use of Substitute.

Golurk is friggin' awesome. It hits so crazy hard with its Band set and not a whole lot of anything outside of Alomomola wants to switch in on any of its moves. If need be, it is also fantastic for getting rocks up and if you choose to go for the No Guard set, you can even keep rocks off your side of the field with the right coinflip.

My favorite Haunter set would have to be LO Destiny Bond because the SubDisable set is just too weak for me and it's really cool to dent whatever you can with its 2 STAB moves and then go kamikaze with Destiny Bond. It can really wear down the opposing team and open holes for other speedy mons to come in and clean up. I feel the scarf set to be very underwhelming because it really just doesn't hit hard enough with Haunter's low-power STABs and only speed-ties with opposing scarf Jynx. If it had enough speed to outspeed Jynx, it might be worth a second look, but as it is now I definitely prefer LO.
 
subdisable haunter is wickedly good if you can find pokemon that you can completely shut down and set a sub on (like gurdurr and musharna), but has some trouble doing much damage if it fails to find these pokemon. it also has to go through a prediction war with most of them, including the two examples i gave. gurdurr can always mach punch after breaking the sub to get that disabled and musharna can always thunder wave or baton pass after breaking the sub to either cripple or take advantage of haunter (although psychic will always be disabled because of musharna's lower speed). life orb haunter with destiny bond seems like a very good idea because haunter likes all of the extra damage it can get considering it will die if it gets hit. this set seems like a particularly annoying threat because of how well it can dismantle cores by either doing good damage or pseudo-suiciding with destiny bond. i remember enjoying destiny bond haunter a while back, so i'll have to give it a try soon. destiny bond in general is an insanely fun move that makes decision making much more difficult for the opponent.
 
golurk wrecks. bulk to take like any attack (including jynx scarf ice beam) is crazy good on a slow attacker like golurk (and its not even that slow because it can outspeed walls such as piloswine and alomomola with enough investment). cb is amazingly good, so many teams dont have proper switchins to this mon as well as golurk checking a lot of threats such as scolipede, musharna, and rotom-s. its sr set is good too if you need a fighting immunity and impish sr with toxic is actually not that bad because its a good check to stuff as well as getting up rocks with more ease.

missy is decent, im not a great fan of it but a lot of the time it can get the job done especially with a wish passer to make up for lame recovery. wisp is also a great status in general and makes missies job a lot easier. offensive sets such as taunt np, or subnp, or np 3 attacks are ok but not amazing due to the low special attack and only averagish speed.

im not too big of a fan of haunter nowadays although i used to use him all the time. my favorite set is most likely life orb dbond just because it likes the power and the ability to take out a mon such as skunk along with it (pairs well with scarf jynx). subdisable is meh because if you disable stuff like cb sawk, struggle can ko haunter, and it just isnt that good in general this meta. scarf is better than that altho its a really weak scarfer (needs higher base stabs =/) but it does provide a lot of utility like scarf jynx with trick and dbond. another one of my favorite sets with haunter is eviolite haunter. it helps check stuff like sawsbuck better and its basically a more offensive haunter (set is usually max spa / max speed with wisp / shadow ball / sludge bomb / destiny bond). altho it may seem weird i would definitely try it out because its a nice addition on offensive teams with its immunities and speed.

drifblim is ok, acro is cool if you pair it up with the right mon, and it almost guarantees at least one mon gone or severely crippled. the cm sets (such as restochesto or subcm ghost gem) should see more usage because they're pretty good and can surprise teams too.

Do you guys think other lesser-used Ghost-types are good in this meta such as Frillish or Banette? I know Frillish is decent on stall and has an excellent typing and that Banette is generally considered shit, but more opinions would be nice.
 
Actually if I'm not mistaken, Golurk is OHKOed by Jynx's Ice Beam a huge majority of the time, since they are running so much speed (for Golems presumably) that they don't have enough HP to take the hit. Mandibuzz brought along a good nerf for Golurk however, because it is so universally useful as an offensive spinblocker or wallbreaker with good coverage that it sat its ass in #1 for a good while. Interested to see how Golurk fares with what seems to be its perfect nemesis setting foot in NU.

Missy is best defensive spinblocker end discussion. Eviolited bulk makes it remarkably hard to KO, it has Levitate to avoid all hazards but SR, and its okay speed allows it to combat threats or use its good support movepool in Will-o-Wisp, Taunt, Heal Bell, Perish Song and whatnot effectively. Misdreavus also has boosting moves in Calm Mind and Nasty Plot so it can surprise foes.

Haunter boasts Jynx-esque stats in terms of offensive stats, sharing the same speed and power (and physical fragility). That alone means one shouldn't underestimate Haunter, especially when it can disrupt with SubDisable or Destiny Bond while threatening to strike hard with its dual STAB with the free turns it often buys itself.

Drifblim is that 'go the distance' sort of pokemon. Once you get going, you generally want to keep on trucking until you drop dead, though Destiny Bond can make it so that you won't be alone. Unburden turns Drifblim into a speed demon when its item is used up, therefore many strategies involving Gems and Berries are the focus of Drifblim's sets. The downside is that the boost is lost if Blimp switches out, thus encouraging you to keep it in as if Shadow Tag got a hold of you. Blimp has 2 effective sets that both use Unburden: physical sets use only 1 attack (because that's all they have) which is powerful, and use its other 3 moves to disrupt as much as possible; special sets are not as strong initially but do have Calm Mind, and can make use of their special movepool to strike down resisters.

Frillish has a very useful typing that allows it to combat a variety of threats. To top it off it has Recover, which is fantastic recovery compared to Pain Split. It may be weaker than Missy but Night Shade can cover for it and Scald can either be used over or alongside Will-o-Wisp for spreading burns. So what holds it back? Its poor speed. But why, when has speed mattered on a wall? Part of what makes Missy great is that it is fast enough to Taunt opposing walls to stop them from doing much, while still having the luxury to wall prominent threats. Frillish however is outsped by almost everything and can do nothing about the likes of status, nor can it Recover quickly enough to be able to alternate between healing and retaliating very often, and it is weak to hazards. Who knew that Frillish needed more speed as opposed to bulk to even come close to achieve the same success as Missy?

Lampent has an interesting typing that can hit a good amount of pokemon for SE damage, and even has Energy Ball for the likes of Seismitoad. It is too slow to sweep off the bat, but it does have Trick Room, which can threaten the majority of offensive teams as even their Choice Scarf users aren't safe. That said, 95 base Special Attack isn't that spectacular (though still usable), but really it's its terrible defensive typing and bad bulk that holds it back, since it can't find many chances to set up Trick Room against the offensive teams that it can mess up, whereas the defensive teams that may not immediately KO Lampent do not mind Trick Room since they can take Lampent's blows. Lampent does have SubSplit, which harasses defensive teams but as a result falters against offense.

Banette < Golurk, Duskull < Missy lol
 
what advantages does subsplit haunter have over sub disable haunter? it seems like sub disable haunter can check more threats.
 
I'm really liking SubDisable AcroBlimp. It screws up the opponent's means of hurting Drifblim thanks to its awesome typing and blazing speed. This means that it can easily set up a sub and disable the opponent's moves, forcing a switch and wearing down foes to the point where it or its teammates can get an easy sweep.

Golurk is an amazing Pokemon as it can check Primeape and Sawk really well, provide rocks, a Volt Switch immunity and spinblock. Many times I've turned to Golurk when I need a last mon to fulfil all those roles. Tbh I've never liked Choice Band since it leaves you really open to setup after a kill or wrong prediction, but the Stealth Rock set beats many common leads very easily and provides so much for the team.

Missy is an amazing Pokemon as well. It checks so many common threats including Sawk, Primeape and Scolipede. It has a plethora of support options including Taunt, Heal Bell, Pain Split, Magic Coat and Perish Song for the defensive set, and is pretty speedy for a wall which lets it make use of those support moves really well (especially Taunt to screw up opposing walls). Honestly I don't really like the nasty plot set much because it is outsped by many other offensive threats who can come in to revenge kill, but when it did work, it worked like a charm.

Not tried Haunter much recently, but the DBond one sounds interesting
 
Drifblim is a bird in disguise and I love it. Its Flying Gem STAB Acrobatics hits like a truck carrying truck parts even on neutral targets and it has that sexy ghost movepool where you can keep the opponent second guessing you. I like WoW/Sub/Destiny Bond but I've had success using Sub/Disable and even a sneaky Memento to psyche out Skuntank and pave the way for a Linoone sweep.
 
what advantages does subsplit haunter have over sub disable haunter? it seems like sub disable haunter can check more threats.

the main advantage of subsplit haunter is the ability to hit a lot harder with a life orb and recover off damage when it forces switches into say lickilicky or audino allowing it to recover a lot of its hp with pain split. its main advantage over life orb dbond is the ability to have substitute which is good for an offensive frail mon like haunter.
 
Speaking of Ghost types, having a Ghost type is probably one of the most solid responses to an underrated threat in my opinion -- Regigigas.
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KING BRAZIL

I was browsing through the viability rankings and saw Regigigas in the E ranking, though I really do believe that it is better than that for a few reasons. Back in 4th gen NU, Regigigas was a beast with the lack of Golurk and other common steel types such as Eviolite Metang, Klang, just to name a few. Now, there are obviously many more threats to watch out for as Regigigas often relies on Substitute, Thunder Wave, and Confuse Ray to get itself going, but I want to place significant emphasis on Thunder Wave and Confuse Ray. Parafusion is one of the most legit strategies in crippling opponents in NU as it makes so many slower threats that much easier to sweep with, making Regigigas a great support pokemon when it is not a finisher.

Let's also factor into account Slow Start, which halves attack and speed for five turns...and does nothing about Regigigas' phenomenal 110/110/110 defenses, which is a beast to handle even without defensive investment. However, running max HP is obviously advised due to the nature of Substitute -- but the point is that Slow Start doesn't really cripple Regigigas' ability to tank hits like a champ and is one of the most reliable parafusion spreaders out there. I believe in Fuzznip's analysis of Regigigas in C&C, he mentioned something about the parafusion strategy where it's about a ~60% chance of the opponent not to attack, giving you free turns to move. Compare this to Jirachi's Iron Head in OU or Togekiss's Air Slash in UU. If I could find a real parallel to that kind of luck in NU, this would be it -- except you can set up a sub or do whatever you want while your opponent is immobilized. On the downside, it takes longer to set up this parafusion strategy. But hey, if you're busy wasting turns, that's a good thing for Regigigas because of Slow Start.

Normal STAB is very efficient in NU, and it's proven by threatening sweepers like Zangoose and Tauros, whose sheer power (or sheer force in tauros' case!!) forces many players to run Rock / Steel types to tank a boosted Facade or Rock Climb. Ghosts and Steels are pretty common on most any NU team -- and any NU team that is not running one or the other is completely insane in my books. Being limited to STAB Return is probably a gift for Regigigas simply because Normal STAB is just that good, and Ghosts and Steels can be handled with other various pokemon you can use alongside Regigigas. It's obviously not the pokemon that you slap onto a team just because, and it actually takes some thought to use Regigigas. But given the right support, the benefits you reap for Regigigas often outweigh the amount of support you need alongside it. There are three things Regigigas needs: Toxic Spikes absorption, a Ghost killer, and Steel killer. And each of those three things are very viable for any legit NU team, regardless of Regigigas or not.

I'll name a few Ghost killers off the top of my head: Mandibuzz, Skuntank, Zweilous, Alomomola (for Golurk), Shiftry. Obviously these pokemon have their flaws in killing off ghosts, but the point I am trying to make is that there are many options for a team to use in order to kill off ghosts, as there are pokemon that I haven't mentioned that can kill off a specific ghost or set that it will run depending on the Regigigas team you are trying to make.

..And the same for Steel killers. Charizard, Seismitoad, Sawk, Throh, Primeape, Camerupt. These are all pokemon that can fill other niches other than being a Steel killer (which is a respectable niche in its own right) such as utility, revenge killer, tank, primary sweeper, etc. Making a team around Regigigas is not hard at all, and can be customized in many different ways: you can go offensively with Spikestacking Scolipede for example, or you can go the extremely slow route with pokemon like Muk. Whatever playstyle you choose to run, you cannot deny that Parafusion will help you greatly whether you want to go defensive or offensive.

Back when I wasn't swarmed with work and didn't forfeit all my pokemon, Regigigas was the crux of many of my teams in NU conquest. And when I ladder, I will be using Regigigas, and I have used it with great success. To all of you NUers out there, I urge you to try making a Regigigas team if you haven't already, because that shit is freaking awesome. =)
 
I'm not gonna say much here, but Regigigas is fucking awesome. It's been owning in Conquest for me, as scorpdestroyer will tell you. Parafusion is so fun to abuse (unless you're using Liepard then you're a whore). Basically this thing fucking owns, is bulky as hell so can take a shitton of hits, and once Slow Start is gone (which happens surprisingly quickly when your opponent is raging about hax), you can hit everything really hard and easily sweep a whole team.

Also Regigigas is actually D Rank now Plus, but can still be used in Conquest cos fuck yeah
 
Regigigas' phenomenal 110/110/110 defenses


I agree. I was saying this about Regigigas before, but everybody just said Lickilicky outclasses it... I do feel its defenses are overlooked, people keep focusing on its ability and trying to make it last 5 turns so it can sweep. Which I think is the wrong way to go about using it, getting it to stay in 5 consecutive turns can be a chore. If it happens, then fantastic! But I don't think it should be the primary focus when using Regigigas.

People should treat it as a Pokemon with 110/110/110 defenses with poor attack and speed, rather than a Pokemon that has really high attack and speed after 5 turns. It's a Pokemon that could go around absorbing hits, and paralyzing + confusing multiple members of the opposing team effortlessly, but it's had a bad reputation since people are instead trying to survive 5 turns, which it isn't so good at. And also, I think Thunderbolt might be a better choice for an attacking move than Return in some situations. Even Earth Power since people might switch in rock/steel types. It's attack is lower than its special attack unless you happen to be able to keep it in battle for 5 turns, so I think special attacks should be taken into consideration.
 
I'm really glad people are starting to actually see the impressive merit in Regigigas. It is by absolutely no means an underrated Pokemon and every single team must have one of the three methods to dealing with it: toxic spikes, Ghost-types, or defensive Rock- and Steel-types. If not, it's very easy for Regigigas to walk into non-Fighting-type Pokemon, and because of that phenomenal bulk, it's so freaking easy to do. It can literally begin setting up on almost anything.

The biggest thing is, though, is that players who are using Regigigas are typically running teammates that focus solely on getting it to work. This makes the aforementioned methods to dealing with him difficult to execute, because not only do you have to worry about giving Regigigas an opening, but you also have to dispose of its clerics, Rapid Spin users, Toxic Spikes absorbers, and many other things. You essentially have to dispose of Regigigas's teammates before you have the ability to dispose of it itself.

SHUCKLE MAN said:
People should treat it as a Pokemon with 110/110/110 defenses with poor attack and speed, rather than a Pokemon that has really high attack and speed after 5 turns. It's a Pokemon that could go around absorbing hits, and paralyzing + confusing multiple members of the opposing team effortlessly, but it's had a bad reputation since people are instead trying to survive 5 turns, which it isn't so good at. And also, I think Thunderbolt might be a better choice for an attacking move than Return in some situations. Even Earth Power since people might switch in rock/steel types. It's attack is lower than its special attack unless you happen to be able to keep it in battle for 5 turns, so I think special attacks should be taken into consideration

No no no no... It's not worth using Regigigas as a defensive pivot. There are way better options for that. Regigigas has a very shallow movepool and many of its supporting moves, such as Thunder Wave, Toxic, Icy Wind, and Knock Off, are pretty underwhelming. Miltank, Audino, and Licklicky are far better at being reliable pivots, since they each have recovery and better supporting moves to choose from. Also, saying that it's not good at surviving for 5 turns is not true at all. Regigigas is one of the few Pokemon that abuse parafusion + Substitute to such an impressive extent that Regigigas will typically be behind a Substitute with Slow Start off. Furthermore, the parafusion combo with Leftovers allows Regigigas to have the chance to even recover off all the damage it took from getting those Substitutes up and opposing attacks when it was exposed. If you even think about suggesting using special attacks again I may have to kill you. Come on, man. Don't be silly.

Don't treat this thing as a primarily defensive Pokemon. Don't treat this thing as having piss-poor Attack. Don't even laugh at your opponent when you see Regigigas in team preview, which dozens and dozens of people have been doing every time I ladder. "lolwut ur using regigigaisasfss? did u knowd dat his ability makes him suk man? lol ur such a nob at this game gl man lol ur gonna need it" and then I proceed to obliterate him as he screams in agony, doing anything he can to make this nightmare of a Pokemon to stop sexually abusing him.

God I love this Pokemon...
 
I'm going to backtrack and discuss the Ghost-types that Treecko brought up, in particular, Drifblim aka best bird :)

The Acrobatics set is still ridiculously good, I love using it on a team stacked with Water-types because of how well they synergize. On a typical team, the only thing stopping Drifblim from sweeping cleanly is Eelektross and Rock-types. Rock-types are obviously demolished by Waters, so Drifblim + Samurott work amazingly well together. Handling Eel is a little harder, because it doesn't have many counters at all, and has the bulk to not be killed by much ever. It is such an amazing cleaner for me I find myself using blimp on most of my teams now, it's also cute and eerie :)

Another set that i like is CM Ghost Gem. It hits way harder than the acro set after a boost, and wrecks a lot of teams that think that Regirock = counter. By having a completely different set of counter I am able to easily lure in threats and defeat them because they assume I have the acrobatics set! Ghost Gem because Rest is weak, and hitting super hard once can often get past a check that you wouldn't otherwise :)
 
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