Where can I find usage stats for NU? Thanks.
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.
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.
Jumpluff? LOLWUT
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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)
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 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.
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?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...