Can someone link me the usage stats? New computer, all my bookmarks are gone
http://www.smogon.com/stats/Can someone link me the usage stats? New computer, all my bookmarks are gone
this was what i could find.Can somebody direct me to the old OU greninja analyses? If not can somebody post what sort of spread, nature, item and moveset greninja used when it was last OU?
Thanks a bunch.
Thanks.this was what i could find.
http://www.smogon.com/forums/threads/greninja.3495555/
if what you really want is a special wall the best one there is is chansey. If youre using a more offensive team that cant afford the momentum black hole chansey adds to your team you can go for something like clefable which blanket checks a ton of special attackers with its decent bulk + cm. There are other options ofc but these are probably the biggest two.What's a good special wall in the OU tier? I always find myself lacking coverage on the special side
Ah...it actually depends on the playstyle you want. For checking all the special attackers obviously there is chansey but if you are using an offensive or even semi-offensive team chansey is just a big fat momentum drain. So its much better to look into what threatens your team most, for eg. if you are threatened by char-y the most, you can use latis as they do excellently against it 1v1. But again if you are weak to mega gard or diancie, latis won't be able to help you, but then you'll need someone like spdef jirachi or bulky mega zor.What's a good special wall in the OU tier? I always find myself lacking coverage on the special side
Tbh I don't think thundurus-t has any viability over normal thundy, though his special attack stat is powerful but still due to having to rely on hidden powers though it is supposed to be a "wallbreaker" kind of diminishes its utility. Plus volt absorb is no where near as good an ability like prankster, thats the biggest plus for normal thundy, that its able to force out stuff like latias which should be able to wall it using a prankster t-wave. Though ironically it kind of beats normal thundy as t-bolt koes after life orb damage.Just a simple quest. Thundurus-Therian has any viability in Over Used? If so, How should use it Properly and what teammates i can choose to make his potential reach the Maximum.
As someone with a fair amount of experience with using it, I can say that Thundy-T is kinda iffy. That said it works if you need the role compression courtesy of Volt Absorb and slightly higher firepower on it's double dance/NP sets. If you want to use it a good starting point is this set:Just a simple quest. Thundurus-Therian has any viability in Over Used? If so, How should use it Properly and what teammates i can choose to make his potential reach the Maximum.
Contrary to what Martin suggested above Thundy-T should almost always be Agility + 3 attacks. It's notable because it gets some KOes that LO Thundy-I misses, and the higher SpA works better with Agility.Just a simple quest. Thundurus-Therian has any viability in Over Used? If so, How should use it Properly and what teammates i can choose to make his potential reach the Maximum.
One thing to consider would be to run Bounce>Sub on Gyarados with a small amount of bulk investment. Delaying mega evolution doesn't really have many drawbacks, and being able to switch in on non-HP Elec Keld depending on prior damage (252 SpA Choice Specs Keldeo Focus Blast vs. 0 HP / 0 SpD Gyarados: 146-172 (44.1 - 51.9%) -- 14.1% chance to 2HKO) while also beating Amoonguss, Tangrowth and MVenu is nice just as a general practice. It's not a completely reliable answer 'cause Scald but it's better than having no switch-in at all.Looking for team advice
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Crunch
- Waterfall
- Substitute
Garchomp @ Rocky Helmet
Ability: Rough Skin
EVs: 240 HP / 176 Def / 92 Spe
Impish Nature
- Stealth Rock
- Toxic
- Earthquake
- Dragon Tail
Talonflame
Ability: Gale Wings
EVs: 248 HP / 8 Atk / 252 SpD
Careful Nature
- Acrobatics
- Roost
- Will-O-Wisp
- Bulk Up
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Play Rough
- Knock Off
- Waterfall
Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost
Magnezone @ Choice Specs
Ability: Magnet Pull
EVs: 168 HP / 252 SpA / 88 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 Spe
- Thunderbolt
- Hidden Power [Fire]
- Volt Switch
- Flash Cannon
This team has been working pretty well for me, but I want some suggestions on how I can better handle Keldeo. Right now my strategy for it is to lure it out with Garchomp and hit it with EQ, which should get it in +1 Crunch range, but I realized that won't work in most games because Keldeo will have other teammates that can handle Garchomp better. I'm also looking at fixing the Electric-type weakness - possibly swapping out chomp for another ground? Tangrowth is a problem too but no team is perfect. Chomp and talon are the only members I'd be willing to swap out. Any help would be appreciated!
You don't need a dedicated lead unless you're playing Hyper Offence (still not necessary) which you are not so don't concern yourself with that. The opponent can see if you are holding an air balloon, however Klefki really likes leftovers and it can run Magnet Rise which is a great alternative.I am building a team I want to try (first attempt at teambuilding and I did quite a bit of studying) but I don't want to do anything dumb with EVs since I've put a lot of time into breeding these Pokemon. So for context, my team is based on a Charizard X and CB Azumarill core with LO & hex gengar as the special attack/stallbreak support. I am thinking the other three will be Klefki @ air balloon?, Spin/def Starmie, and SR Clefable @ leftovers.
I won't get into the specifics for my entire team, but basically I want Klefki to be a prankster headache and my clefable to be a hazard-setting tank. (Both of these should spread status and make my gengar's hex wreck walls). So, I would lead with either klefki (who has air balloon and can lay spikes, spread status) or clefable (who has rocks and can take a couple hits, especially as lead)
I am wondering who fits as a lead best considering the rest of my team. I like the idea of ice beam on clefable to OHKO opposing garchomp and landorus T hopefully. Klefki would presumably be safe from these with air balloon (or i could use magnet rise, but I would rather take toxic for all the ground leads). So basically I am wondering which makes the better lead and what their respective sets should be in either case. Also, if you see any glaring weaknesses in my team, I appreciate all advice! I am not asking you to review my entire team, though. Thanks in advance!
Also, quick question: Can opponent tell if pokemon is holding air balloon? Would it be better to use the berry protecting from ground type attacks if they can? Thanks