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NU Discussion Thread (Mark II)

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Meganium can also run Leech Seed to make it more deadly and force tons of switches. It trades Jumpluff's speedy Subs for the ability to sit there and tank, and also gets both screens for added support.

Where can I find usage stats for NU? Thanks.

The CaP subforum. However, stats are taken infrequently, so you might have to rely more on personal experience.
 
I'm testing a much more high-tempo, aggressive variant of that team.

Scarf Typhlosion/EBMortar/SpecsZard/Skuntank (LO + Taunt)/Gligar/Lapras (DD) or Wailord.
 
True. However, it's not a fast enough Specs Eruption really. I'll test though.

Yeah. Typhlosion has to go first, since if it takes damage, it just becomes a worse Charizard. Besides, Scarf Eruption 2HKOs everything that doesn't Resist anyways. (and a lot of stuff that does resist)

Lack of a spinner seems odd on that team. I hardly ever use my Spinner, but it does come in handy every once in a while.

EDIT: I've been testing Rapidash on the Fire core team, but really, the Flash Fire boost is useless. I have 3 resists already, and Magmortar does a better job of beating Slowking, and its hits harder overall. Megahorn isn't even garunteed to KO.
 
Meganium can also run Leech Seed to make it more deadly and force tons of switches. It trades Jumpluff's speedy Subs for the ability to sit there and tank, and also gets both screens for added support.



The CaP subforum. However, stats are taken infrequently, so you might have to rely more on personal experience.

Meganium's Role Play is useful for saving it from Fire attacks since so many Fire-types have the Flash Fire ability.
 
Jumpluff? LOLWUT

Jumpluff.png


Hi -

I noticed this set for Jumpluff wasn't in the strategy pokedex. I was looking for some reasons/advice on why this set isn't viable. Or perhaps maybe it was just was never looked at.

[Lead]Jumpluff @ Focus Sash
Nature: Jolly
Ability: Doesn't matter
EVs: 252 Attack / 252 Speed / 4 HP
Moveset:
-Sleep Powder
-Swords Dance
-Seed Bomb
-Aerial Ace

Jumpluff, a physical attacker? WUT? Let alone a physical LEAD.

Jumpluff's access to gnarly 351 Speed and Sleep Powder, allows it to easily set itself up.

Focus sash allows for AT LEAST 1, if not more, sword's dances, even if S. Powder misses the first time `round.

Now, while this threat can be easily dealt with (Priority moves, status, etc...), it can pose a threat early in the game which can catch your opponent off guard.

I have tested this set a few times, and it hasn't let me down much.

Jumpluff's mere 209 attack is boosted to a respectable 418 after ONE sword's dance. That, along with 2 STAB moves that aren't resisted by many members of the NU tier, can pose a serious threat.

Please let me know what you think. That is what I posted here for after-all; YOUR opinions.

Thanks~


(I apologize if this is in the wrong place. If it is, can a moderator please move it to the correct section? Thanks)
 
That Jumpluff set doesn't look too bad. However, I'm not sure how effective it would be given the upswing in Choice Scarf Primeape recently. It is often seen as a lead, or can switch in easily as it is immune to Sleep. Then, it threatens with a faster Ice Punch.
 
Jumpluff? LOLWUT

Jumpluff.png


Hi -

I noticed this set for Jumpluff wasn't in the strategy pokedex. I was looking for some reasons/advice on why this set isn't viable. Or perhaps maybe it was just was never looked at.

[Lead]Jumpluff @ Focus Sash
Nature: Jolly
Ability: Doesn't matter
EVs: 252 Attack / 252 Speed / 4 HP
Moveset:
-Sleep Powder
-Swords Dance
-Seed Bomb
-Aerial Ace

Jumpluff, a physical attacker? WUT? Let alone a physical LEAD.

Jumpluff's access to gnarly 351 Speed and Sleep Powder, allows it to easily set itself up.

Focus sash allows for AT LEAST 1, if not more, sword's dances, even if S. Powder misses the first time `round.

Now, while this threat can be easily dealt with (Priority moves, status, etc...), it can pose a threat early in the game which can catch your opponent off guard.

I have tested this set a few times, and it hasn't let me down much.

Jumpluff's mere 209 attack is boosted to a respectable 418 after ONE sword's dance. That, along with 2 STAB moves that aren't resisted by many members of the NU tier, can pose a serious threat.

Please let me know what you think. That is what I posted here for after-all; YOUR opinions.

Thanks~


(I apologize if this is in the wrong place. If it is, can a moderator please move it to the correct section? Thanks)

wow...that's the exact Jumpluff that I use except I choose Wide Lens over Focus Sash for the shaky Sleep Powder accuracy.
 
I ran a version of the fire overload team that is more in the heavy offense style. You really don't need skuntank for slowking: thunderbolt, thunderpunch (ddzard), energy ball (ninetales) and hp-grass take care of him. It might take several team members, but that's okay if you can take the rest of their team. I used ninetales and entei instead of an earthquake resist/surf resist/rapid spinner. When are they going to set up stealth rock? And if they do, it probably won't do them that much good, especially since ddzard is usually first out of the gate. If a earthquake or surf is unavoidable, sack your most useless member and then come back with something faster. Persian lead with sunny day helps: it stops sr leads, can priority scarfers and sets up sunny day.
 
Speaking of Meganium, has anyone tried a Swords Dance set? I'm not talking about the Flail set in the analysis, I'm talking about a straight-forward Swords Dance/Seed Bomb/Earthquake/Synthesis set like Venusaur (or Return over Earthquake maybe?) It seems like it could do decently as a bulky Swords Dancer, but being constantly forced out by Fire-types would suck. Though it could surprise Fire-types on the switch with Earthquake (Charizard excluded).

For comparison, Meganium has the exact same Attack and Speed stats as Venusaur (82/80). Defensively, Meganium has the same HP and SpD (80/100), but significantly more Defense (100 vs. 83). I understand the loss of Power Whip, Sleep Powder, and even Sludge Bomb is a big deal, but the stats comparison is interesting.
 
Speaking of Meganium, has anyone tried a Swords Dance set? I'm not talking about the Flail set in the analysis, I'm talking about a straight-forward Swords Dance/Seed Bomb/Earthquake/Synthesis set like Venusaur (or Return over Earthquake maybe?) It seems like it could do decently as a bulky Swords Dancer, but being constantly forced out by Fire-types would suck. Though it could surprise Fire-types on the switch with Earthquake (Charizard excluded).

For comparison, Meganium has the exact same Attack and Speed stats as Venusaur (82/80). Defensively, Meganium has the same HP and SpD (80/100), but significantly more Defense (100 vs. 83). I understand the loss of Power Whip, Sleep Powder, and even Sludge Bomb is a big deal, but the stats comparison is interesting.

I've tried that with Outrage instead of Synthesis. It's ok...I find Giga Drain/Leech Seed/Ancient Power/Role Play more successful.
 
I've tried that with Outrage instead of Synthesis. It's ok...I find Giga Drain/Leech Seed/Ancient Power/Role Play more successful.

-_-

Yeah umbarsc, ive tried that set before, and while it does get forced out ALOT it can work with a lure such as exeggutor to hit the fire and flying tyes that switch in with impunity. It also helps that alot of its checks and counters are weak to stealth rock.
 
I ran a version of the fire overload team that is more in the heavy offense style. You really don't need skuntank for slowking: thunderbolt, thunderpunch (ddzard), energy ball (ninetales) and hp-grass take care of him. It might take several team members, but that's okay if you can take the rest of their team. I used ninetales and entei instead of an earthquake resist/surf resist/rapid spinner. When are they going to set up stealth rock? And if they do, it probably won't do them that much good, especially since ddzard is usually first out of the gate. If a earthquake or surf is unavoidable, sack your most useless member and then come back with something faster. Persian lead with sunny day helps: it stops sr leads, can priority scarfers and sets up sunny day.

The problem is, whenever I've played a team like that in the past, I get taken to pieces by smart players. They switch around, preserve their counters and eventually I end up having to sack my entire team. Therefore I'd much rather play a team that can actually check dangerous threats.

Meganium is a decent Swords Dancer, but it's walled by Miltank (and set-up bait for Curse), which is a pretty serious problem.
 
After testing, I use Scarflosion, Subroost Charizard (don't laugh, it works), LOmortar, Mixed Rapidash, PursuitspinningHitmonchan, and Physically defensive Lapras.

Did you know that with max HP, Lapras doesn't even need SpD EVs or a boosting nature to survive a Scarf Eruption? Neither did I.
 
Switch in on something that thinks they are countered, set up a Sub, see what they switch in. Probubly a Quagsire or Gastrodon, but you never know. I've seen some CRAZY switchins to Zard.

(Although I'm gonna replace it with Subdrum when I battle next)
 
Yeah, but you really don't get good enough coverage with just two moves, and you don't really have the power either. I'd prefer LO Roost + 3, to be honest, or Specs.
 
Someone mentioned role play for Meganium, although I don't think it would work well on Meganium, could role play have some use on certain Pokemon?
 
I'll be honest and say there are very few abilities worth sacrificing the move slot for. I think the biggest use of the move would be to Role Play Medicham's Pure Power to make anything a potentially awesome sweeper. Though you'd have to catch Medicham on the switch, Kecleon might be a good user of Role Play for this purpose, packing all sorts of good priority, auto-heal, and naturally decent attack (though with access to Shadow Sneak, one might wonder why switch Medicham into it). Slowking could copy Skuntank's Aftermath to make it think twice about Pursuiting it to death. Quagsire and Lapras can beware of things that resist Normal when Water Absorb is copied. P2 learns it, but it's a total waste since it has Trace.

All in all, the pool of Pokemon that learn it are sparse, and it's too situational to use effectively. However, the point about Meganium potentially copying a Flash Fire from something is appealing, but Flash Fire Pokemon are rare to begin with.
 
I use Meganium in OU so RolePlay helps scaring away Heatran. In NU, RolePlay works well against Rapidash, Ninetales, Flareon, and (in UU) Houndoom and the few people who use Arcanine but are too lazy to raise one with Intimidate or somehow prefer FlashFire.
RolePlay is usually more valuable in Double Battles where you'll take your partner's Water Absorb, Volt Absorb, Levitate...
 
I use Meganium in OU so RolePlay helps scaring away Heatran. In NU, RolePlay works well against Rapidash, Ninetales, Flareon, and (in UU) Houndoom and the few people who use Arcanine but are too lazy to raise one with Intimidate or somehow prefer FlashFire.
RolePlay is usually more valuable in Double Battles where you'll take your partner's Water Absorb, Volt Absorb, Levitate...
It might just be me, but I dont see how meganium can scare a heatran, or any of the other pokes you listed, would you mind explaining?

EDIT-lol nevermind, I completely forgot that meganium could learn RolePlay, and what it does, forget what i said 8^]
 
It's an exaggeration. Flash Fire gives it Fire-immunity which takes away the Fire Pokemon's best way of taking out Meganium. It would have to use weaker attacks that Meganium can withstand so Meganium can easily set up Leech Seed.
 
Subroost zard doesn't work, everyone knows not to let charizard get a sub up in case of belly drum, which is why specs charizard works so well (I run Flamethrower/Air Slash/Dragon Pulse/Overheat) because you rarely need to predict a switch, since no one switches out of zard
 
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