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

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Psychic is a poor offensive type, and is rarely worth taking without STAB unless you need very specific coverage, and Volcarona has much more pressing issues to address with its moveset than fighting and poison (which barely gets any representation in OU as it is) types. Volcarona definitely shouldn't be running it.
 
You could also run Quiver Dance, Bug Buzz, Fiery Dance, Psychic with what I believe to be Max Special Attack Max Speed Modest.
What does Psychic hit exactly? The only thing I can think of that it hits is Mega Venusaur and Keldeo, but Venusaur is 2HKOed by Fire Blast and Keldeo can be dealt with by Giga Drain, or even set up a Quiver Dance in its face, Specs Hydro can't even OHKO you without the +1 SpD.

Edit: Oh yeah, the calc has Passho Berry. Well that's good too I guess person who asked the question.
 
What does Psychic hit exactly? The only thing I can think of that it hits is Mega Venusaur and Keldeo, but Venusaur is 2HKOed by Fire Blast and Keldeo can be dealt with by Giga Drain, or even set up a Quiver Dance in its face, Specs Hydro can't even OHKO you without the +1 SpD.

Edit: Oh yeah, the calc has Passho Berry. Well that's good too I guess person who asked the question.

It hits things that wall the other moves, such as Infernape, Tentacruel, etc.
 
Infernape can't really touch Volcarona back, and Volc can just Quiver on the switch into Ape. And Tenta is 2HKOed by +1 HP Ground.

Acrobatics and Stone Edge are available to Infernape. Might want to reconsider that.

Also +1 252+ SpA Volcarona Psychic vs. 240 HP / 0 SpD Tentacruel: 284-336 (78.6 - 93%) -- guaranteed 2HKO after Black Sludge recovery.
Which is better than a not positive 2HKO.
 
In fact, not only does HP ground beat both Infernape and Tentacruel, it also is absolutely vital for beating the much more common and much more important Heatran. With the exception of Dragalge, there's nothing that Psychic deals with that the rest of Volcarona's moveset doesn't already deal with to an appreciable level.

Additionally, stone edge and acrobatics are fairly rare moves for Infernape, since he typically has more important things to do with his time. Even then, only scarfed jolly variants (waste of a pokemon, IMO) could reliably switch in on Volcarona, who otherwise can obliterate him with a +1 HP Ground.
 
Acrobatics and Stone Edge are available to Infernape. Might want to reconsider that.

Also +1 252+ SpA Volcarona Psychic vs. 240 HP / 0 SpD Tentacruel: 284-336 (78.6 - 93%) -- guaranteed 2HKO after Black Sludge recovery.
Which is better than a not positive 2HKO.
... HP Ground still 2HKOes.
+1 252+ SpA Volcarona Hidden Power Ground vs. 224 HP / 0 SpD Tentacruel: 190-224 (53.2 - 62.7%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
What do you mean by "a not positive 2HKO"? Your terminology and logic in this thread is incredibly confusing.
Infernape isn't relevant in OU and it's best sets regardless are Mixed and Lead. It doesn't have any room for Acrobatics or Stone Edge.
I mean... fuck, even then
+1 252+ SpA Volcarona Hidden Power Ground vs. 0 HP / 0 SpD Infernape: 294-346 (100.3 - 118%) -- guaranteed OHKO
I'll take not being walled to hell by Heatran over beating some weird defensive Infernape any day, honestly.
 
Acrobatics and Stone Edge are available to Infernape. Might want to reconsider that.

Also +1 252+ SpA Volcarona Psychic vs. 240 HP / 0 SpD Tentacruel: 284-336 (78.6 - 93%) -- guaranteed 2HKO after Black Sludge recovery.
Which is better than a not positive 2HKO.
I love Infernape to death, I would have its babies, and I can say that Acrobatics and Stone Edge suck dick on it.

Let's just end this argument, it isn't gonna go anywhere and that is not what this thread is for.
 
Probably a stupid question, but I'm sure lots are found here: Why does the endless battle clause exist? If I understand it right the entire thing is about endlessly healing the opponent's struggle damage, but if it gets to that point the opponent has lost and can forfeit.
 
Probably a stupid question, but I'm sure lots are found here: Why does the endless battle clause exist? If I understand it right the entire thing is about endlessly healing the opponent's struggle damage, but if it gets to that point the opponent has lost and can forfeit.
Because it's a horrible way to win. You're just testing your opponent's patience at that point without making any progress towards a win or a loss. Stall at least wears out the opposing Pokemon which, while slow, is a gradual progression towards the ultimate goal of a battle: beating your opponent's 6 mons.
 
What is Raikou good at that caused it to rise to OU?
It checks a number of threats such as Talonflame, Mega Pinsir, Mega Charizard Y, Keldeo, and is relatively versatile in that it can use a Choice Specs, Assault Vest, or even Leftovers with a Calm Mind set.
Raikou has bolt-beam coverage between its STAB moves and Hidden Power Ice, and also has two pretty solid coverage moves in Extrasensory and Shadow Ball.
 
Because it's a horrible way to win. You're just testing your opponent's patience at that point without making any progress towards a win or a loss. Stall at least wears out the opposing Pokemon which, while slow, is a gradual progression towards the ultimate goal of a battle: beating your opponent's 6 mons.

How is it testing patience? If it gets to the point where they are healing your struggles you won't win. Even if you're willing to go on for it indefinitely hoping the person gets bored before you do they can end it whenever they want by not healing you.
 
Hi,

Can someone please point me to a reliable source where I could find detailed information about everything that happens in one turn?

I'm looking for details like at which point are the speeds/moves order are set.
When does Mega Evolution event, leftovers, life orb recoil, weather recoil, healing wish, etc. happen.

Thanks
 
How is it testing patience? If it gets to the point where they are healing your struggles you won't win. Even if you're willing to go on for it indefinitely hoping the person gets bored before you do they can end it whenever they want by not healing you.
Because there's no reason for them to stop doing it. They're the one in control, you can't do a thing back. It's essentially the Pokémon battle equivalent of trolling.
 
Hi,

Can someone please point me to a reliable source where I could find detailed information about everything that happens in one turn?

I'm looking for details like at which point are the speeds/moves order are set.
When does Mega Evolution event, leftovers, life orb recoil, weather recoil, healing wish, etc. happen.

Thanks

From what I know, It's something like Switch, Mega Evolution, Protect/Protect variants, Pursuit, Normal Attacks, Life Orb, Weather Damage, Leftovers, Status damage.

Don't know where Healing Wish goes.
 
How is it testing patience? If it gets to the point where they are healing your struggles you won't win. Even if you're willing to go on for it indefinitely hoping the person gets bored before you do they can end it whenever they want by not healing you.
But in this situation NEITHER player is winning. So long as you continue the loop, you can't win either because a winner is determined by whoever knocks out their opponent's mons first, and the instigator is making zero progress towards this goal. Further, if the player continuing the loop decides to stop, this doesn't even guarantee that the player will come out of it with an advantage over the opponent. This tactic does not change the state of the game and focuses solely on wearing out the opponent's patience, not his team, which makes this an uncompetitive tactic. Hence, measures are taken to ensure that this tactic can't be used.
 
Because there's no reason for them to stop doing it. They're the one in control, you can't do a thing back. It's essentially the Pokémon battle equivalent of trolling.

Yes but it doesn't change the outcome of the game. If there was some difference between forfeiting and losing I could understand but as it is right now, I feel a Bright Powder clause would make more sense, because at least it could change the outcome of battles. Maybe it's just because I play chess, where resigning lost games is common courtesy.

Edit:

But in this situation NEITHER player is winning. So long as you continue the loop, you can't win either because a winner is determined by whoever knocks out their opponent's mons first, and the instigator is making zero progress towards this goal. Further, if the player continuing the loop decides to stop, this doesn't even guarantee that the player will come out of it with an advantage over the opponent. This tactic does not change the state of the game and focuses solely on wearing out the opponent's patience, not his team, which makes this an uncompetitive tactic. Hence, measures are taken to ensure that this tactic can't be used.

Are you suggesting that this was done when people had other pokemon with PP left and people had to stay in to avoid giving the opponent a free turn by switching out instead of fainting?
 
Yes but it doesn't change the outcome of the game. If there was some difference between forfeiting and losing I could understand but as it is right now, I feel a Bright Powder clause would make more sense, because at least it could change the outcome of battles. Maybe it's just because I play chess, where resigning lost games is common courtesy.
In Showdown whoever forfeits is regarded as the one who loses and hence their ranking goes down.
Regardless, it's a very cheap thing to abuse and hence this is the best way to discourage it.
 
From what I know, It's something like Switch, Mega Evolution, Protect/Protect variants, Pursuit, Normal Attacks, Life Orb, Weather Damage, Leftovers, Status damage.

Don't know where Healing Wish goes.

Thanks,

I'm almost sure that Healing Wish goes before entry hazards, but not for 100% sure.

And doesn't Pursuit have more priority than switching?, only if the opponent is switching of course, otherwise it would have normal priority.
 
Thanks,

I'm almost sure that Healing Wish goes before entry hazards, but not for 100% sure.

And doesn't Pursuit have more priority than switching?, only if the opponent is switching of course, otherwise it would have normal priority.
Yeah, Pursuit happens before everything else on a turn when the target is switching. The message will come up and say the target is switching, then Pursuit happens, then the thing is switched out. ... or knocked out.
 
Thanks,

I'm almost sure that Healing Wish goes before entry hazards, but not for 100% sure.

And doesn't Pursuit have more priority than switching?, only if the opponent is switching of course, otherwise it would have normal priority.

Well whenever I see switch and then Pursuit, it says, "____, come back!" and then "______ used Pursuit"


Ninjas. :P
 
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