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

Run impish because TankChomp is pretty reliant on its speed tier to function and, as demonstrated above, doesn't lose out on much by going impish>relaxed. If ur using tankchomp as your sole steel killer you're prolly doing something wrong anyway, so the power drop isn't that big a deal.
 
Run impish because TankChomp is pretty reliant on its speed tier to function and, as demonstrated above, doesn't lose out on much by going impish>relaxed. If ur using tankchomp as your sole steel killer you're prolly doing something wrong anyway, so the power drop isn't that big a deal.

I'm also planning on using an Entei so it's not my only Steel roaster. I figured Fire Fang would be trash anyway.
 
What is a 'jump point' with respect to EVs? I'm assuming it's the point where a move no longer 2 or 3HKOs but I'm wondering if there's actually a jump in damage taken, if there's anything more to this term than what I've listed, etc.
 
What is a 'jump point' with respect to EVs? I'm assuming it's the point where a move no longer 2 or 3HKOs but I'm wondering if there's actually a jump in damage taken, if there's anything more to this term than what I've listed, etc.
A jump point is when a certain amount of EV's increase the total stat by 2 points rather than 1.
 
What is a 'jump point' with respect to EVs? I'm assuming it's the point where a move no longer 2 or 3HKOs but I'm wondering if there's actually a jump in damage taken, if there's anything more to this term than what I've listed, etc.
On any Pokémon, investing in a stat with a positive nature means that hitting certain EVs will result in the 1.1x multiplier not being rounded down due to The multiplied value being a non-decimal stat. This results in a 2-point increase when adding 4 EVs as opposed to the usual 1.
 
Is CM Mega Latias (w/ BoltBeam) currently considered viable or suboptimal?

It's the most splashable set as it's really good glue for teams that's hard to set up on. Mega lati + fairy walls a good portion of the meta so there's that.

As for best set it's debatable but the other tend to be more team restrictive
 
Is there any place for me to view the recent OU usage stats? Sorry if it's a dumb question but I can not find a recent month's usage stats for the life of me.
 
I've been wanting to make a team with CB Talonflame on it, but I'm not sure if I'm on the right track.

http://pastebin.com/w3DEScY5

It's the only OU team I currently have, so I want to know if there's any way to improve it (Minus the flame body Talonflame. That's already fixed). it works well... until I get to the 1400's, then I jut hit a brick wall. Any ways to improve it?
 
This might sound weird as hell, finally got my arse around soft resetting a zygarde with impish nature 31 31 29 31 31 31 and I'd love to test ride this guy in the lv 50s free metagame, I'm interested in the parashufler set so let's say I want to hit 209(As I believe that's the closest lefties odd number it can achieve that isn't broken by seismic toss) while out speeding positive base 70s, how would you optimize this defensively?

204 hp/244 Def/60 speed sound decent enough, I know foul play has a 12% chance of breaking the sub here.

Or how would you take this snake out for a spin? I'm curious.
 
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what happens if player A has a mega sabeleye use a status move like wil-o-wisp or taunt and player B switches in a mega sabeleye?
 
The status would be bounced back to Sableye A. Having Magic Bounce doesn't stop other Pokémons' Magic Bounce from bouncing back status moves at you.
 
So I've been toying around with a Sand team to try out Volcanion. Nothing I'm looking to ladder with, just something to kinda pop onto the ladder or into my college tournies once in a while.

Didn't wanna post a RMT since I don't play the most often with this team to warrant the post there in the rules, and I'm mostly looking for a bit of passing advice more than to really hammer out a top tier team.

Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Steam Eruption
- Fire Blast
- Sludge Bomb
- Earth Power

Excadrill @ Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- Swords Dance

Tyranitar @ Chople Berry
Ability: Sand Stream
EVs: 248 HP / 80 Def / 180 SpD
Impish Nature
- Stealth Rock
- Pursuit
- Stone Edge
- Toxic

Breloom @ Toxic Orb
Ability: Poison Heal
EVs: 12 HP / 244 Atk / 252 Spe
Jolly Nature
- Swords Dance
- Drain Punch
- Seed Bomb
- Facade

Scizor @ Scizorite
Ability: Light Metal
EVs: 248 HP / 60 Def / 200 SpD
Impish Nature
- Defog
- Roost
- Bullet Punch
- U-turn

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
- Stealth Rock
- Moonblast
- Thunder Wave
- Soft-Boiled

Pretty self-explanatory for the first few members. I figured Volcanion would play well with Sand thanks to his strong match up against the majority of Water, Ice, and Grass types, while also being able to soft check Zard-Y in case Ttar is overloaded. Breloom serves as an offensive Soft Check to Ground types and secondary to Sand problems, but I figure he could go if I can find a better option for that that doesn't give turns to Zards or Flying types since Volcanion covers some common Sand Problems already. Scizor is a way to help against Ground, Dragon, and Fighting types thanks to its bulk and at least neutral typing while providing Pivoting for my Weather setter and for Volcanion as my Wallbreaker. Clefable is the most haphazard member since I needed a Fighting check but had no idea what set for it would gel well. My instinct was the Stealth Rock set to maintain hazards with Scizor Defogging alongside Tyranitar, and Thunder Wave to provide speed control for Volcanion and cripple checks to Drill in case I start the sweep early, but I fully expect to change this set amongst the others.

So the two weak links I'm expecting to change the most are Breloom and Clefable, as well as potentially a different set for Scizor. I notice I have a severe weakness to Ground type attackers, I'm undergeared for Fighting types, and I probably need more to help maintain momentum or Speed control.
 
Why doesn't psyshock paralyze? :P
If you look at its animation, you will be able to see that the user picks up physical objects with their psychic powers and uses them to attack their foes. There is no electricity involved despite tne name Psyshock or サイコショック (Saiko Shokku, Psycho Shock), and as such the lack of paralysis rate is justified.
 
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