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

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Does Heal Bell wake you up if the move is selected through Sleep Talk ? I ask because Granbull has access to the move and it's only available recovery is RestTalk.
 
Does Heal Bell wake you up if the move is selected through Sleep Talk ? I ask because Granbull has access to the move and it's only available recovery is RestTalk.

Yes, if Heal Bell is chosen via sleep talk while the user is asleep, it will cure the status, at least according to Pokemon Showdown.
 
So I am guessing someone has already thought of this question, or asked it, but for solely special attackers (such as Alakazam or Rotom-W), wouldn't it be best for them to have 0 attack IV's? I may not fully understand all of the mechanisms, but wouldn't this be best for reducing damage taken from Foul Play from Mandibuzz and others? In addition, it would reduce damage taken from confusion, as minimal of a benefit as this is. In addition, with the change in Hidden Power, this wouldn't change BP for this move any more (though I might be misremembering the mechanics of this). The only real downside I can think of having 0 attack IV's in a Pokemon with no physical attacks is a weaker Struggle (though I imagine if you have to rely on increased Struggle damage from your special attacker, you probably deserve to lose).
 
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for a late game sweeper i'm currently running a max speed jolly megalucario with swords dance but sometimes somethings still outspeeding me so I was thinking to replace the sd for agility, what do you guys think ?
 
Use ExtremeSpeed or Bullet Punch on your mega luke. Most things that do outspeed you are frail and shouls die easily to either one of the moves especially if theh recieved a bit of prior damage. Agility over SD isn't really preferred since SD Luke can literally nuke everything with CC.
 
Since I don't have access to Superpower on Scizor, what would be a suitable replacement for that slot on the banded set?
Still looking for help with this!

Is the Stall Build for Mega Venusaur good on teams not built for stall, or would I be better off running it as a Tank?
 
Still looking for help with this!

Is the Stall Build for Mega Venusaur good on teams not built for stall, or would I be better off running it as a Tank?

The logical answer would be Brick Break, but there may be better options.

As for Megasaur, yes, the beauty of it is that it can work on any kind of team. :] although pairing it with a status (burn) absorber would be best (cough conkelderp cough)
 
Fashion is a hot topic in people's modern life.To pursue fashion and beauty,more and more people spend much time in their daily dress and hair style.To make changeable hairstyle some people choose to wear various types of hair wigs including curly short wigs,straight wigs and wavy wigs and so on.
 
Is it better for Charizard X to be running Fire Punch or Flare Blitz as a sweeper? I often find that after setting up a DD, the opponent sends in a bulky Mon or just a Mon with high HP that resists D-Claw, forcing me to Flare Blitz leading to massive recoil damage. After that, a priority mon is sent in to revenge kill Char X.

This also leads me to my second question. Should Charizard X's role mainly be wall breaking or sweeping? Flare Blitz gives you the ability to break through walls but leaves you vulnerable to priority but an alternative without recoil (Fire Punch) is a little too weak.
 
Is it better for Charizard X to be running Fire Punch or Flare Blitz as a sweeper? I often find that after setting up a DD, the opponent sends in a bulky Mon or just a Mon with high HP that resists D-Claw, forcing me to Flare Blitz leading to massive recoil damage. After that, a priority mon is sent in to revenge kill Char X.

This also leads me to my second question. Should Charizard X's role mainly be wall breaking or sweeping? Flare Blitz gives you the ability to break through walls but leaves you vulnerable to priority but an alternative without recoil (Fire Punch) is a little too weak.

Imo CharX is a wallbreaker and should go for all the power it could get. So, Flare Blitz and Outrage are the best options, really. With Earthquake to take care of Heatran.
 
How in the world do I deal with Mega Heracross? Talonflame can scare it out but does something always have to die or is there anything even resembling a counter?
 
How in the world do I deal with Mega Heracross? Talonflame can scare it out but does something always have to die or is there anything even resembling a counter?
Try and predict it using Arm Thrust or Bullet Seed and switch in Talonlame or Mega-Pinsir. Gliscor can wall it somewhat.
 
How in the world do I deal with Mega Heracross? Talonflame can scare it out but does something always have to die or is there anything even resembling a counter?

Skarmory hard counters it.

Failing that, try switching Ferrothorn into Arm Thrust (if Heracross has that) to shave off 62.5% of its HP instantly. Ferrothorn can also switch into Rock Blast, and unless Heracross has Close Combat, can stall it out with Leech Seed.

Latios can switch into Bullet Seed or Arm Thrust or Close Combat and can nuke something with a Draco Meteor.

Talonflame and Charizard can switch into anything but Rock Blast and threaten with an immediate OHKO.

Heatran can switch into anything but Earthquake or Close Combat or Arm Thrust.

Aegislash can switch into anything but Earthquake, and can completely and utterly wall any Mega Heracross lacking the move.
 
With Stealth Rock and Endeavor being unobtainable ingame for Infernape, what would be a good 4th move for an Anti-lead set? I'm thinking Mach Punch to give it another priority aside from the one-time use Fake Out, but are there better options?
 
With Stealth Rock and Endeavor being unobtainable ingame for Infernape, what would be a good 4th move for an Anti-lead set? I'm thinking Mach Punch to give it another priority aside from the one-time use Fake Out, but are there better options?

Anti-Leads make no sense since deicated leads outside of Deo-S pretty much died with Team preview. So if you want to want to prevent Hazards you should use something with Prankster Taunt since thats the only thing that can potentially stop it.
 
Anti-Leads make no sense since deicated leads outside of Deo-S pretty much died with Team preview. So if you want to want to prevent Hazards you should use something with Prankster Taunt since thats the only thing that can potentially stop it.
While I appreciate the advice, I still prefer to run it anyway regardless. If you could help me decide on a 4th move on it, I would be very grateful.
 
With Stealth Rock and Endeavor being unobtainable ingame for Infernape, what would be a good 4th move for an Anti-lead set? I'm thinking Mach Punch to give it another priority aside from the one-time use Fake Out, but are there better options?

I'm assuming you're looking at something along the lines of Fake Out/Close Combat/Taunt for the first three moves, so I'd suggest U-Turn and Fire Punch/Flare Blitz as possible fourth moves.
 
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