• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Past Generations C&C Discussion Thread

Proposition for the gen 3 (ou) builder: Give suicune, blissey, and skarmory 31 attack ivs no matter what.

Skarmory for a long time has been using 31 attack ivs on no attack sets to defeat taunt gyrados in sand, it's also why the standard skarmory setup runs careful nature. meanwhile for the special attackers, the pokemon blissey and suicune can often end up in pp stall wars vs eachother and other pokemon as a endgame. Suicune deals a extra 20% damage with it's struggles with this (free) added tech, and blissey deals double damage with it's struggles with 31 attack ivs.

Confusion since the swagger ban has only been relevant in the case of dynamic punch jirachi, and the confusion self damage on blissey goes from 1% to 1.9% while on suicune it goes to 5% from 4% (unless bold suicune which is 2.7% to 3.4%). It's up to debate if this % on self hit is important for suicune or blissey, but it is at least a topic to discuss and I'm sure many players would enjoy at least a toggle to freely help their suicune in cm wars.

Regardless of feelings on suicune and blissey, skarmory should absolutely be given max attack iv's every single time. The ability to help stop gyrados from taunting freely in sand is important and means it can't run taunt ghost or jolly fly (also beats double edge sometimes). As well as this, it is important to sometimes hit taunt gengar getting cheeky thinking they forced you out, crucially doing enough damage to it to stop the "from full" calcs gengar relies on if it runs any bulk from working, which the defgar and utility gar (if corrected to timid on utility spread) rely on for ddmence, aero slide, and pursuit tyranitar. Skarmory also appricates stronger struggles in endgames too, beyond the obvious of taunt. When you stay to struggle vs a taunt pokemon you mean it, and it's why skarm has careful in ou already.

Please consider this as it helps anyone who plays adv (not just ou) generally if at the very least these 3 pokemon gain this property, as the risk of confusion doesn't outweigh the potential of a stronger struggle.


Additional proposition to consider under similar vein: Automatically give 31 attack ivs to every pokemon who is:
- Healing in sand from Leftovers
- Has healing move (leech seed recover softboiled rest etc)

These can all end up in similar struggle situations but its more dicey as those aren't as regular as mixrachi dynamic punch, meaning there's a argument confusion is more impactful to their viability than struggle damage is.
 
Gen 3 OU Dragonite Standard Dragon Dance:
"Thunderbolt and Ice Beam are options, but they don't pack the punch that Thunder does. In fact, with the listed EVs[SpA 68 EVs, 30 IVs], Dragonite's Thunder does around 80% to Skarmory, 40-50% to Milotic, and a ton to Suicune."

A max SpD Skarm will never take 80% from a non-crit Thunder from max SpA Dragonite.
252+ SpA Dragonite Thunder vs. 252 HP / 252+ SpD Skarmory: 217-256 (64.9 - 76.6%) -- guaranteed 2HKO after Leftovers recovery

68 SpA 30 IVs Dragonite Thunder vs. 252 HP / 252+ SpD Skarmory: 166-196 (49.7 - 58.6%) -- 74.2% chance to 2HKO after Leftovers recovery
68 SpA 30 IVs Dragonite Thunder vs. 252 HP / 0 SpD Milotic: 153-180 (38.8 - 45.6%) -- guaranteed 3HKO after Leftovers recovery
68 SpA 30 IVs Dragonite Thunder vs. 240 HP / 0 SpD Suicune: 164-194 (40.8 - 48.3%) -- guaranteed 3HKO after Leftovers recovery


Gen 3 OU Offensive Dragon Dance:
"The EVs listed are most effective, but if you want to variate, just make sure Dragonite can survive a non-STAB Ice Beam off around 263 Special Attack."
EVs: 4 HP / 252 Atk / 180 SpD / 72 Spe
- Hidden Power Flying
;
IVs: 30 SpA / 30 SpD / 30 Spe
Stats: 324 HP / 403 Atk / 226 Def / 211 SpA / 280 SpD / 213 Spe

213*1.5 = 319 = Speed tie neutral Spe Gengar
(263 SpA) Ice Beam vs. 0 HP / 180 SpD 30 IVs Dragonite: 258-304 (79.8 - 94.1%) -- guaranteed 2HKO
(263 SpA) Ice Beam vs. 4 HP / 180 SpD 30 IVs Dragonite: 258-304 (79.6 - 93.8%) -- guaranteed 2HKO

The 4 HP EVs could beat neutral Spe Gengar if put into Spe at the cost of .2% damage taken.
 
Last edited:
Gen 3 OU CB Golem has 30 Atk / 30 Def / 30 SpD Hidden Power Bug IVs, no reason not to use 30 SpD / 30 Spe, the Atk EVs were just the remainder, move 4 of them to Spe & gain a point of Def
 
Proposition for the gen 3 (ou) builder: Give suicune, blissey, and skarmory 31 attack ivs no matter what.

Skarmory for a long time has been using 31 attack ivs on no attack sets to defeat taunt gyrados in sand, it's also why the standard skarmory setup runs careful nature. meanwhile for the special attackers, the pokemon blissey and suicune can often end up in pp stall wars vs eachother and other pokemon as a endgame. Suicune deals a extra 20% damage with it's struggles with this (free) added tech, and blissey deals double damage with it's struggles with 31 attack ivs.

Confusion since the swagger ban has only been relevant in the case of dynamic punch jirachi, and the confusion self damage on blissey goes from 1% to 1.9% while on suicune it goes to 5% from 4% (unless bold suicune which is 2.7% to 3.4%). It's up to debate if this % on self hit is important for suicune or blissey, but it is at least a topic to discuss and I'm sure many players would enjoy at least a toggle to freely help their suicune in cm wars.

Regardless of feelings on suicune and blissey, skarmory should absolutely be given max attack iv's every single time. The ability to help stop gyrados from taunting freely in sand is important and means it can't run taunt ghost or jolly fly (also beats double edge sometimes). As well as this, it is important to sometimes hit taunt gengar getting cheeky thinking they forced you out, crucially doing enough damage to it to stop the "from full" calcs gengar relies on if it runs any bulk from working, which the defgar and utility gar (if corrected to timid on utility spread) rely on for ddmence, aero slide, and pursuit tyranitar. Skarmory also appricates stronger struggles in endgames too, beyond the obvious of taunt. When you stay to struggle vs a taunt pokemon you mean it, and it's why skarm has careful in ou already.

Please consider this as it helps anyone who plays adv (not just ou) generally if at the very least these 3 pokemon gain this property, as the risk of confusion doesn't outweigh the potential of a stronger struggle.


Additional proposition to consider under similar vein: Automatically give 31 attack ivs to every pokemon who is:
- Healing in sand from Leftovers
- Has healing move (leech seed recover softboiled rest etc)

These can all end up in similar struggle situations but its more dicey as those aren't as regular as mixrachi dynamic punch, meaning there's a argument confusion is more impactful to their viability than struggle damage is.
not sure about Blissey, but I did so for Skarmory and Suicune.
 
For the Dunsparce DP dex entry:

The EVs look complicated at first, but in reality, they're actually fairly simple. An Adamant Nature and 252 Attack EVs allow for maximum power, while the remaining EVs are placed into Dunsparce's defenses to make him bulkier. Investing in Speed is generally unnecessary, as Dunsparce should ideally be used with paralysis support. However, you can use a simple 252 Atk / 4 Def / 252 Spe spread if you want Dunsparce to outspeed some Pokemon without paralyzing them first, though this sacrifices bulk.

I feel like this isn't enough detail explaing why Dunsparce is given the

144 HP / 252 Atk / 36 Def / 76 SpD

investment. Like why is it those specific numbers? What exact theats does this address? Instead the description says it is to make Dunsparce bulkier, but the numbers are too specific to just write that.

Make sense?
 
Last edited:
Seems like it is just meant to balance both defences and give optimal bulk since it makes both defences equal. Though it seems to me that maximising HP and putting the remaining 4 EVs in SpD would be more optimal on average assuming you get as much as a beating from the physical side as from the special side. Long ago I made a small script to calculate optimal defences and it says use 252 HP and 4 SpD, but I never checked whether that script is accurate. If it is then the Smogon set may be suboptimal.
 
Seems like it is just meant to balance both defences and give optimal bulk since it makes both defences equal. Though it seems to me that maximising HP and putting the remaining 4 EVs in SpD would be more optimal on average assuming you get as much as a beating from the physical side as from the special side. Long ago I made a small script to calculate optimal defences and it says use 252 HP and 4 SpD, but I never checked whether that script is accurate. If it is then the Smogon set may be suboptimal.
That does make sense. Perhaps putting that line into the dex could clarify it more. For example:

The EVs look complicated at first, but in reality, they're actually fairly simple. An Adamant Nature and 252 Attack EVs allow for maximum power, while the remaining EVs are placed into Dunsparce's defenses to make him bulkier. In this case the given investment balances Dunsparce's defenses exactly. Investing in Speed is generally unnecessary, as Dunsparce should ideally be used with paralysis support. However, you can use a simple 252 Atk / 4 Def / 252 Spe spread if you want Dunsparce to outspeed some Pokemon without paralyzing them first, though this sacrifices bulk.
 
Back
Top