Hate to break it to you, but pretty much ANY Psychic type resists Fighting/Psychic. Besides Gallade. And Medicham
If you don't want to get walled by Psychics, use Dazzling Gleam, but like I said, you'll be walled by Steels
Deoxys-d has taunt, and usually has speed investment, so no setting up there. Deoxys-s has the same attacking stats as Kingdra, yet that was banned to ubers indefinitely during gen 5.deoxys-d is setup bait, deoxys-s has subpar attacking stats (knock off is threatening though) and is still kinda setup bait. i forgot about the latis. opposing espeons are usually dual screens i think? they'll stop my sweep but they can't actually hurt me. and i mentioned gardevoir. that covers OU, doesn't it? i suppose alakazam could be a problem too.
but i think the only other real option is psychic/fire, which is objectively worse. HP fighting it is. thanks everyone.
what is kingra?Deoxys-s has the same attacking stats as Kingra, yet that was banned to ubers indefinitely during gen 5.
Deoxys-d has taunt, and usually has speed investment, so no setting up there. Deoxys-s has the same attacking stats as Kingdra, yet that was banned to ubers indefinitely during gen 5.
Deoxys-d has taunt and usually has speed investment, so no setting up there.
Deoxys-s has the same attacking stats as Kingdra, yet that was banned to ubers indefinitely during gen 5.
I guess banned was the wrong word. Ik it wasnt banned to ubers, what i meant was it was viable in Ubers (with rain obv).
Kingdra was not banned any more than Kabutops was. Having swift swim + drizzle on one team was because the weather that boosted the pokemon's speed also boosted their STAB moves. It was like a free permanent shift gear for every swift swimmer.kingdra was banned because permarain made it faster than a lot of things with no investment, it had great typing and enough bulk to take a hit, it could easily go physical, special, or mixed, and one of its STABs was boosted by rain and the other was a great attacking type with two great attacks (outrage and draco meteor).
Kingdra was not banned any more than Kabutops was. Having swift swim + drizzle on one team was because the weather that boosted the pokemon's speed also boosted their STAB moves. It was like a free permanent shift gear for every swift swimmer.
Getting back to your original question, definitely go HP Fighting if you can as it allows you to OHKO Bisharp who could otherwise trap you with Pursuit. Few people in my experience predict something like Espeon to go on the offensive against it, instead expecting Espeon to do something like Reflect or BP out to avoid Pursuit, so they tend to either set up or go for the safe knock off. That gives you the opportunity to nail it with HP Fighting, which OHKOs 252/0 Bisharp.
T-tar can also trap you, but HP Fighting hardly does anything to it so I wouldn't expect it to help you much there:
252 SpA Espeon Hidden Power Fighting vs. 252 HP / 0 SpD Tyranitar in Sand: 180-212 (44.5 - 52.4%)
The other option is HP Fire to hit things like Scizor who might otherwise like to come in and set up on you.
If you can't/don't want to breed for hidden power (which I know is a pain in the butt), Espeon is probably best off just going with three support moves + Psychic. Failing that, its coverage options are dazzling gleam, grass knot, shadow ball, and signal beam, though the latter requires BW2.
No. Iron Ball will now take into account secondary typings as well (e.g. Iron Ball Skarmory takes 2x from Ground-type moves. Iron Ball Staraptor takes neutral damage. Iron Ball Vivillon takes .5x damage.Does Iron Ball still cause a Flying-type holder to take neutral damage from Ground?
Yes, it includes that.When Cloud Nine/Air Lock cancels weather's effects, does that include Solarbeam's "auto-charge" in the sun or power drop in the rain?
It is neither before nor after. Multiplication (including damage multipliers) has something called the commutative property, in which a * b = b * a. In other words, it doesn't matter what the order is, you get the same answer in the end.At what point does the 30% boost from Life Orb take place? Is it before or after STAB or Super effective multiplyers? Or is it the last boosting effect to take place during Damage Calculation?
Does Iron ball disable the Flying Typing, or just its resistances/immunities? Like, how would Iron Ball Staraptor react to a Fighting move or Electric move?No. Iron Ball will now take into account secondary typings as well (e.g. Iron Ball Skarmory takes 2x from Ground-type moves. Iron Ball Staraptor takes neutral damage. Iron Ball Vivillon takes .5x damage.
Iron Ball makes Flying-types susceptible to Ground moves. All other type matchups remain the same. A Fighting move on an Iron Ball Staraptor is still neutral and an Electric move is still SE.Does Iron ball disable the Flying Typing, or just its resistances/immunities? Like, how would Iron Ball Staraptor react to a Fighting move or Electric move?
That normally works, however, the pokemon damage formula rounds to a certain decimal place at various points, so that doesn't work. 9.5*2.5*3.5=3.5*2.5*9.5, but 9.5*3.5 (round to nearest tenth)*2.5=/=2.5*3.5 (round to the nearest tenth)*9.5It is neither before nor after. Multiplication (including damage multipliers) has something called the commutative property, in which a * b = b * a. In other words, it doesn't matter what the order is, you get the same answer in the end.
Damage is calculated exactly, and at the final step the result is rounded down to the nearest integer. There are no intermediate roundings.That normally works, however, the pokemon damage formula rounds to a certain decimal place at various points, so that doesn't work. 9.5*2.5*3.5=3.5*2.5*9.5, but 9.5*3.5 (round to nearest tenth)*2.5=/=2.5*3.5 (round to the nearest tenth)*9.5
Actually, assuming the damage formula is unchanged from Generation V, the figure is rounded 4 times intermediately (one for every time a modifier is applied). You can find the complete damage formula here.Damage is calculated exactly, and at the final step the result is rounded down to the nearest integer. There are no intermediate roundings.
True, but I was assuming that the rounding was inconsequential. It's all rounded down to fractions of 4096, which tends to be pretty close to the actual values (Life Orb, for example, is exactly 5324/4096, approximately a 1.2998x boost).That normally works, however, the pokemon damage formula rounds to a certain decimal place at various points, so that doesn't work. 9.5*2.5*3.5=3.5*2.5*9.5, but 9.5*3.5 (round to nearest tenth)*2.5=/=2.5*3.5 (round to the nearest tenth)*9.5