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Resource ORAS OU Simple Questions, Simple Answers (Read the OP First!)

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Defog Scizor Seems Redudent for a HO team , zapdos on the other hand...does 252+ SpA 252 HP evs work on it? (I can't run any bulkier because of the HO theme)

Also does anyone run stone edge on megpinsir to stop zapdos/some damage to skarm?

Most Mega Pinsir's don't run Stone Edge in favor of Earthquake so Zapdos can safely wall it. However if you don't have enough defense investment Mega Pinsir might 2 hit KO after rocks. 252 special attack and hp seems good however but maybe get some specific EV spread to avoid a 2 hit ko from Mega Pinsir's Return ( his strongest attack against Zapdos ). I am not sure what the specific EV spread is but you can just use a damage calculator for that.
 
Latios and Starmie are completely wrecked by pursuit , there are 4 pokes i can think of which are completely viable in the metagame and carry pursuit

I know about Excadrill , But it's low bulk/speed is a problem , Aren't there any other choices?

It's not used as much in OU, but Hitmontop has the niche of using Foresight on spin blocker switch-ins and then spinning. In OU's case, Foresight into High Jump Kick/Close Combat probably hurts Aegislash quite a bit, but then it can King's Shield against the former move.
Aside from that move combination, pure Fighting typing lets it resists the utility moves of Pursuit, Stealth Rock, U-Turn, Knock Off. Intimidate helps improve its physical bulk, but you can also run Technician to abuse priority attacks and maybe things like Rock Tomb.
 
It's not used as much in OU, but Hitmontop has the niche of using Foresight on spin blocker switch-ins and then spinning. In OU's case, Foresight into High Jump Kick/Close Combat probably hurts Aegislash quite a bit, but then it can King's Shield against the former move.
Aside from that move combination, pure Fighting typing lets it resists the utility moves of Pursuit, Stealth Rock, U-Turn, Knock Off. Intimidate helps improve its physical bulk, but you can also run Technician to abuse priority attacks and maybe things like Rock Tomb.

Hitmontop is pretty mediocre in OU ( it isn't even on the viability ranking ) and Foresight + Rapid Spin slows down hyper offensive teams which can lead to some losses. It also has a iffy base 95 which isn't awful but it isn't as good as something like Latios's or Zapdos base 130 and 125 special attack stats respectively. Also High Jump Kick is an instant death if you miss which a wall can't afford and Close Combat drops your defenses which is also counterproductive for a wall. If anything Hitmontop would probably be one of the worst choices for an offensive team or even standard team because it just has too many problems to consider it.
 
I am trying to input a Tentacruel with Haze / Sludge bomb / Rapid Spin / Scald, but it is saying Haze is illegal with another move. I can't figure out what it is though, and it seems like all the moves should be legal with Tentacruel.

I figured it out.
 
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Is Bulky DD Zard or Offensive DD Zard X better?
I'd say fully offensive (max speed and S.Atk) because XZard really loves being able to outspeed as much stuff as possible at +1. (and at +0, if it has to.) If you want to go bulky I'd look into the WoW set.

EDIT: Here you go, something like this: (from the Zard thread)

Charizard@CharizarditeX
Nature: Jolly
Ability: Tough Claws
EVs: 252 Speed/136 HP/120 Atk

Will-O-Wisp
Roost
Flare Blitz
Dragon Claw
 
I'd say fully offensive (max speed and S.Atk) because XZard really loves being able to outspeed as much stuff as possible at +1. (and at +0, if it has to.) If you want to go bulky I'd look into the WoW set.

EDIT: Here you go, something like this: (from the Zard thread)
Jolly or Adamant on offensive

Also you mean Atk, not SAtk right?
 
Jolly or Adamant on offensive

Also you mean Atk, not SAtk right?
Oops, yeah Atk not SAtk. Sorry lol.

A LOT of people run Adamant on fully offensive but I tend to prefer Jolly because his speed is right there on that base 100 midline and it really helps in case you don't have time to get a DD up right away. An unresisted Tough Claws Flare Blitz (even neutral) is really devastating one way or the other. I'm sure there are some very defensive things though that Adamant makes a difference on, maybe someone else knows of some examples.
 
May not be the best place to post this, and I'm sorry if that's the case, but I've looked around everywhere and can't find this info.

Where can I find a list of X/Y movesets that are banned from OU? For example; in reading Weavile's X/Y topic, I learned that the use of Low Kick/Icicle crash on the same move-set is banned. Being somewhat of a novice still, I'm trying to find the reasoning behind this and a few other move/move combo bans, but can't find a list of them anywhere.

Thanks for the direction, it is appreciated.
 
May not be the best place to post this, and I'm sorry if that's the case, but I've looked around everywhere and can't find this info.

Where can I find a list of X/Y movesets that are banned from OU? For example, in reading Weavile's X/Y topic, I learned that the use of Low Kick/Icicle crash on the same move-set is banned. Being somewhat of a novice still, I'm trying to find the reasoning behind this and a few other move/move combo bans, but can't find a list of them anywhere.

Thanks for the direction, it is appreciated.
These aren't banned because they are overpowered, they are banned because they are not possible to obtain in-game. I'm not sure where you can find a full list of these, but most of them involve past-gen only moves like Knock Off, Stealth Rock, and Defog.
 
These aren't banned because they are overpowered, they are banned because they are not possible to obtain in-game. I'm not sure where you can find a full list of these, but most of them involve past-gen only moves like Knock Off, Stealth Rock, and Defog.

Aah, I see. I suppose that I've gotten too used to the new egg move mechanics. Thanks for the clarification!
 
Aah, I see. I suppose that I've gotten too used to the new egg move mechanics. Thanks for the clarification!

Basically, if you need a new gen 6 egg move (or an egg move combination that you can only get in gen 6, such as belly drum + aqua jet on azumarill) and a gen 5 tutor move (such as ice punch) on the same set, it's illegal.

Other illegal sets are ones that require gen 3-4 tutors/TMs/HMs/events but need gen 5 hidden abilities (so whirlpool + sap sipper azumarill is illegal, for example)

There's also a couple other weird illegal sets like a sylveon with a set consisting entirely of egg moves and at least one tutor move, since only pokemon born in kalos can relearn egg moves from the move relearner, and you need one fairy move to evolve eevee into a sylveon.
 
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May not be the best place to post this, and I'm sorry if that's the case, but I've looked around everywhere and can't find this info.

Where can I find a list of X/Y movesets that are banned from OU? For example; in reading Weavile's X/Y topic, I learned that the use of Low Kick/Icicle crash on the same move-set is banned. Being somewhat of a novice still, I'm trying to find the reasoning behind this and a few other move/move combo bans, but can't find a list of them anywhere.

Thanks for the direction, it is appreciated.

That move combo is banned because it is illegal. (Icicle Crash is an egg move for Weavile in gen 6 only and Low Kick is a move tutor move for Weavile in gen 5 only. So to get Low Kick you have to transfer from Pokebank, but then it's impossible to give it Icicle Crash.) There are far too many illegal move combos for it to be worth listing them all.

The only banned moves in OU that are otherwise legal are Swagger, OHKO moves (Fissure, etc.), and Evasion-increasing moves (Minimize and Double Team).
 
On the Showdown! servers, do Pokemon ever evade 100 accuracy attacks without any evasion or accuracy stat changes like they do in the games? I've never seen this happen. If they don't, then why don't they since in the games it's possible?
 
On the Showdown! servers, do Pokemon ever evade 100 accuracy attacks without any evasion or accuracy stat changes like they do in the games? I've never seen this happen. If they don't, then why don't they since in the games it's possible?
It isn't possible in game?
 
On the Showdown! servers, do Pokemon ever evade 100 accuracy attacks without any evasion or accuracy stat changes like they do in the games? I've never seen this happen. If they don't, then why don't they since in the games it's possible?
They do in RBY (it's a 1/256 chance iirc, both in the games and on the simulator), but not in any other generation. However, the cause of the misses in-game that you've seen is likely one of the following items or Abilities:

Brightpowder
Snow Cloak
Sand Veil
Hustle
Possibly something else I'm forgetting
 
Given that all hidden powers have a power of 60 now, doesn't this mean that certain hidden powers can be achieved with better IV spreads? In particular, is there a post on-site (or elsewhere) that has the new "ideal IV spreads" for each hidden power type?
 
Given that all hidden powers have a power of 60 now, doesn't this mean that certain hidden powers can be achieved with better IV spreads? In particular, is there a post on-site (or elsewhere) that has the new "ideal IV spreads" for each hidden power type?

I'm not sure if someone has it in a nice, neat place. But you can just use the old ones, here's why and how.

(1) The move type of HP is determined by a formula that concatenates the least significant bit of the IV into a 5-bit long string. What that means in layman's terms is that only the *parity* of the IVs matter in determining move type. (Parity of an integer is whether it is even or odd.)
(2) In previous gens, the power of HP would then be determined by the specific IV values.

So you can just use any chart that shows the best possible IV spread for gen 5 HP. All you have to do is keep the parity of the IV the same to preserve the move-type. For instance, in gen 5, the best possible IV spread for a max power Fire-type HP is

31 HP
30 Atk
31 Def
30 Spd
30 SAtk
31 SDef

This remains the best possible IV spread for Fire-type HP in gen 6. However, if the pokemon is special attacker, you may not want a 30 Attack IV since it does not minimize confusion and Foul Play damage. Or maybe you want to make a Trick Room pokemon, so it needs to have the lowest possible Speed. In that case, you can choose any other IV as long as it has the same parity (even or odd) as the "optimal" IV. So in this case, a 0 Attack IV would still give a Fire-type HP, as would a 0 Speed IV (or both). That's because 30 and 0 are both even integers. Similarly, a Defense IV of 1 would also give Fire-type since both 31 and 1 are odd.

Essentially, in this example, Fire-type HP is determined by

HP=Odd
Atk=Even
Def=Odd
Spd=Even
SAtk=Even
SDef=Odd

Now there *are* other parity combinations that also give Fire-type. But this is the parity combination that gives the highest IV total. There well could be a parity combination that allows you to have, say, 0 Atk IV and 31 SAtk IV (in this example, we have to settle with 30 SAtk IV). But if you're not a mathy person, then it's not really worth figuring it out whether it's possible to get that extra IV point.

I would just stick with the general rule of matching the parity of the old optimal IV combinations.
 
On the Showdown! servers, do Pokemon ever evade 100 accuracy attacks without any evasion or accuracy stat changes like they do in the games? I've never seen this happen. If they don't, then why don't they since in the games it's possible?
If you mean the things that happen because of Amie affection, those can only happen in the main game, not in WiFi or Maison or whatever battles.
 
I'm not sure if someone has it in a nice, neat place. But you can just use the old ones, here's why and how.

(1) The move type of HP is determined by a formula that concatenates the least significant bit of the IV into a 5-bit long string. What that means in layman's terms is that only the *parity* of the IVs matter in determining move type. (Parity of an integer is whether it is even or odd.)
(2) In previous gens, the power of HP would then be determined by the specific IV values.

So you can just use any chart that shows the best possible IV spread for gen 5 HP. All you have to do is keep the parity of the IV the same to preserve the move-type. For instance, in gen 5, the best possible IV spread for a max power Fire-type HP is

31 HP
30 Atk
31 Def
30 Spd
30 SAtk
31 SDef

This remains the best possible IV spread for Fire-type HP in gen 6. However, if the pokemon is special attacker, you may not want a 30 Attack IV since it does not minimize confusion and Foul Play damage. Or maybe you want to make a Trick Room pokemon, so it needs to have the lowest possible Speed. In that case, you can choose any other IV as long as it has the same parity (even or odd) as the "optimal" IV. So in this case, a 0 Attack IV would still give a Fire-type HP, as would a 0 Speed IV (or both). That's because 30 and 0 are both even integers. Similarly, a Defense IV of 1 would also give Fire-type since both 31 and 1 are odd.

Essentially, in this example, Fire-type HP is determined by

HP=Odd
Atk=Even
Def=Odd
Spd=Even
SAtk=Even
SDef=Odd

Now there *are* other parity combinations that also give Fire-type. But this is the parity combination that gives the highest IV total. There well could be a parity combination that allows you to have, say, 0 Atk IV and 31 SAtk IV (in this example, we have to settle with 30 SAtk IV). But if you're not a mathy person, then it's not really worth figuring it out whether it's possible to get that extra IV point.

I would just stick with the general rule of matching the parity of the old optimal IV combinations.

Ok thanks for the advice!
 
I had an interesting Triples idea.

According to Serebii: This move increases in power when used by different Pokémon on your side in a single turn. When Round is used by multiple Pokémon, the Pokémon will immediately use it, regardless of Speed or Priority. Each consecutive use of this move has the power doubled up until it hits the maximum of 240.

The described move is Round. If after the first Pokémon uses it the other Pokes on your team immediately use it.

Was wondering if using these 3 on a triples team would be good on wifi:

Scarf Porygon-Z
Specs/Pixie Plate Pixilate Sylveon
Specs/Nevermelt Ice Refrigirate Aurorus.

Basically use Porygon's stronger Round w/ STAB First and then get what I believe is a 120 then 240 powered Round further boosted by nature/item/ability and priority on the following 2 w/o relying on their slow speeds they likely will go first.

Never used this and don't know if I currently have the TM to test. Can anyone confirm if this will work?

EDIT: Am trying it in Doubles. Really fun w/ Round Deoxys S, Round Scrappy Exploud, Round Protean Greninja. Everyone is holding specs too xD
 
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Why
EDIT: Am trying it in Doubles. Really fun w/ Round Deoxys S, Round Scrappy Exploud, Round Protean Greninja. Everyone is holding specs too xD

Why Greninja and Exploud? I figured you were on the right track with Sylveon and Aurorus, though Aurorus's typing is crappy enough that I'd almost say to go with MGard for the second Round user.

I haven't tried this at all so I don't feel qualified to make a judgment on viability, but I will say your best bets will be either the -Ate users, which can abuse their abilities to get power-boosted STAB Round, or slow bulky high-Spatk Pokemon, like Mega Ampharos (dat 165 special attack/45 speed) or Magnezone.

Hmm.

Always wanted to try goofing aRound with a team like that.
 
Why


Why Greninja and Exploud? I figured you were on the right track with Sylveon and Aurorus, though Aurorus's typing is crappy enough that I'd almost say to go with MGard for the second Round user.

I haven't tried this at all so I don't feel qualified to make a judgment on viability, but I will say your best bets will be either the -Ate users, which can abuse their abilities to get power-boosted STAB Round, or slow bulky high-Spatk Pokemon, like Mega Ampharos (dat 165 special attack/45 speed) or Magnezone.

Hmm.

Always wanted to try goofing aRound with a team like that.

Yeah I honestly need a Mold Breaker Round instead over Exploud. I lost w/ the team only twice yesterday. 1 of the times was b/c I found a soundproof Mr Mime.

Actually now am giving Mega Pinsir a try.
 
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