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Resource ORAS OU Simple Questions, Simple Answers MKII (Read the OP First!) (Now with 100% more Rules!!!)

Are there checks/counters to M-Sceptile that fit at offensive VoltTurn? a fairy would be nice but i think they dont fit really well in VoltTurn.
 
Are there checks/counters to M-Sceptile that fit at offensive VoltTurn? a fairy would be nice but i think they dont fit really well in VoltTurn.
Klefki, M-Gardevoir, Sylveon, TFlame, Whimsicott, AV Raikou (They don't run EQ a lot like before) Torn-T, are some
 
Klefki, M-Gardevoir, Sylveon, TFlame, Whimsicott, AV Raikou (They don't run EQ a lot like before) Torn-T, are some
Between AV Raikou and Torn-T wich would fit better?

This is what im testing now:
Beedrill- Ft. Drill Run
Magnezone- Scarfed
Keldeo- Win Codition
Lando- Physical Tank and Rock setter
Latios- Defog
Bisharp- Supports Keldeo

Got swept at the late game by Sceptile.
 
Between AV Raikou and Torn-T wich would fit better?

This is what im testing now:
Beedrill- Ft. Drill Run
Magnezone- Scarfed
Keldeo- Win Codition
Lando- Physical Tank and Rock setter
Latios- Defog
Bisharp- Supports Keldeo

Got swept at the late game by Sceptile.
Uh barring the weakness to a good amount of relevant stuff such as SD TFlame and conventional sand builds I suppose Torn-T. Team has a lot of problems breaking down defensive cores, tanks, and some set up sweepers click one move and win the game against it. Think you should try to get in spikes and spinner on this personally, that's just me though.
 
Uh barring the weakness to a good amount of relevant stuff such as SD TFlame and conventional sand builds I suppose Torn-T. Team has a lot of problems breaking down defensive cores, tanks, and some set up sweepers click one move and win the game against it. Think you should try to get in spikes and spinner on this personally, that's just me though.

yeah this is still testing and really has trouble with defesive cores, i'll see what i do, but T-Flame is not that troublesome, Lando Stops it well.
hmm, Excadrill checks T-Flame under sand and has Rapid Spin, maybe i'll try it

Edit: lol this has a lot of flaws, i will start building again
 
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Can anyone tell me the hidden power ice IV spread that gives the highest attack and special attack and the lowest speed?

Google just returns high-speed spreads.

E: found it by trial and error. First time lucky - 31/31/31/31/31/0 is ice lol

E @ below: beat you to it by seconds ;) thanks anyway though!
 
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I saw in chimpact's video of hiye vs. teso24 in OLT that you can lower Clefable's speed IV on its physically defensive set to 22 so that Ferrothorn's Gyro Ball will never 2HKO.

Are there any cases in which Clefable needs the speed (on its 252 HP / 172 Def / 84+ SpDef spread or its 252 HP / 252+ Def / 4 SpDef spread)? If not, does that mean that running 0 speed IVs is always better than 31 IVs for the Gyro Ball?
 
what 'role compression' means?
How many different things a Pokemon can do for your team on one set! So as an example... Bulky Garchomp can check physical attackers (role 1), can set hazards (role 2), and looks really cool (role 3). CM Clefable can check Dragons, lure Steel types, be a win condition and tank hits/pass wishes/set rocks/spread paralysis/whatever. A lot of lesser used Pokemon (or never used Pokemon) may end up being sub-par because they can't do very much, or can only do one specific thing (e.g. sweep when all their counters are gone).

Conversely, some Pokemon, like Donphan, can compress a lot of roles...
...set hazards, rapid spin, check Electrics, provide priority...
...but isn't very good because it's not really especially good at any of those.
 
I saw in chimpact's video of hiye vs. teso24 in OLT that you can lower Clefable's speed IV on its physically defensive set to 22 so that Ferrothorn's Gyro Ball will never 2HKO.

Are there any cases in which Clefable needs the speed (on its 252 HP / 172 Def / 84+ SpDef spread or its 252 HP / 252+ Def / 4 SpDef spread)? If not, does that mean that running 0 speed IVs is always better than 31 IVs for the Gyro Ball?
You could use the 22 IV spread, although that doesn't guarantee with Stealth Rock on the field if you are Unaware. This is avoided with 12 IVs.

As far as I'm aware, there are no benefits to running 31 IVs other than tying with opposing Clefable, so you should be safe dropping it.
 
I have a question about fire red. I have a gyarados and it needs ice fang, but I used a rare candy and it skipped learning moves at the level they were suppose to learn, will I still be able to learn those moves later on? I was able to learn twister at a later level after the candy but I'm not sure about other moves because it's been a couple levels and I still haven't learned ice fang which comes after twister.
 
I have a question about fire red. I have a gyarados and it needs ice fang, but I used a rare candy and it skipped learning moves at the level they were suppose to learn, will I still be able to learn those moves later on? I was able to learn twister at a later level after the candy but I'm not sure about other moves because it's been a couple levels and I still haven't learned ice fang which comes after twister.
im pretty shit at ingame but im pretty sure ice fang is a gen 4 move
 
I have a question about fire red. I have a gyarados and it needs ice fang, but I used a rare candy and it skipped learning moves at the level they were suppose to learn, will I still be able to learn those moves later on? I was able to learn twister at a later level after the candy but I'm not sure about other moves because it's been a couple levels and I still haven't learned ice fang which comes after twister.
According to Bulbapedia Ice Fang isnt something that Gyrados can learn in Gen 3.
 
Do you guys prefer Adamant or Jolly LO Loom atm? Why? I'm leaning towards Adamant Loom at the moment because it gets the guarenteed OHKO vs Lopunny atm (a huge threat vs offense) as well as hitting really hard in general.
 
Do you guys prefer Adamant or Jolly LO Loom atm? Why? I'm leaning towards Adamant Loom at the moment because it gets the guarenteed OHKO vs Lopunny atm (a huge threat vs offense) as well as hitting really hard in general.
It is mostly your choice, Adamant gives you raw power backed by that base 130 Atk, but Jolly lets you outspeed base 115 (Starmie,Raikou,etc.) after lowering their Spe with Rock Tomb.

252+ Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Mega Lopunny: 296-351 (109.2 - 129.5%) -- guaranteed OHKO

252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Mega Lopunny: 268-320 (98.8 - 118%) -- 93.8% chance to OHKO

252 Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 174-205 (49.4 - 58.2%) -- 60.9% chance to 2HKO after Leftovers recovery

252+ Atk Life Orb Technician Breloom Mach Punch vs. 252 HP / 88+ Def Ferrothorn: 190-226 (53.9 - 64.2%) -- guaranteed 2HKO after Leftovers recovery

252+ Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Raikou: 327-390 (101.8 - 121.4%) -- guaranteed OHKO

252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 0 HP / 0 Def Raikou: 297-354 (92.5 - 110.2%) -- approx. 68.8% chance to OHKO

252 Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 164+ Def Garchomp: 198-234 (47.1 - 55.7%) -- approx. 76.2% chance to 2HKO

252+ Atk Life Orb Technician Breloom Bullet Seed (3 hits) vs. 252 HP / 164+ Def Garchomp: 210-249 (50 - 59.2%) -- guaranteed 2HKO

I personally prefer Jolly because after Rock Tomb is a lot easier to grab KOs with Bullet Seed, but, there's not a great difference.
 
I thought Specs didn't boost Future Sight?
This set has a hit-and-run nature, as it is mainly used to fire off a Choice Specs Future Sight and then switch out to a teammate. It does boost power. Also, I have added Lopunny to this to make a core, standard lop with Ice Punch
 
How does weather, in particular sand, affect the moves Hurricane and Thunder in Gen VI?

If I remember correctly from Gen V, rain made Thunder and Hurricane >100% accuracy (unable to miss), and sand made Thunder only 50% accurate. Does this still work in Gen VI? And what about Hurricane - does sand reduce its accuracy?

Asking because Tornadus-T seems useful in sand. Thanks in advance.
 
How does weather, in particular sand, affect the moves Hurricane and Thunder in Gen VI?

If I remember correctly from Gen V, rain made Thunder and Hurricane >100% accuracy (unable to miss), and sand made Thunder only 50% accurate. Does this still work in Gen VI? And what about Hurricane - does sand reduce its accuracy?

Asking because Tornadus-T seems useful in sand. Thanks in advance.
Sandstorm leaves Thunder and Hurricane at 75% accuracy. Only sun and rain affect them. It was the same in gen 5 iirc.
 
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