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Format Discussion Pokemon Sword & Shield Random Battle Sets

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Remove clear smog from gastrodon pls, is not enought bulk to make it work, 100% is better the toxic damage
Gastrodon already gets Toxic quite often and Clear Smog can be very useful in certain situations.

I get what you're trying to say. Sometimes if you do not roll Toxic on your gastrodon it will be extremely difficult to break through certain Pokemon. However unlike Quagsire Gastrodon does not have unaware, which leaves it open to setup opportunities from your opponent.

Since the addition of Dynamax setup has been very popular because even a single Nasty Plot/Swords Dance/ Dragon Dance/ QD... can be very threatening if its followed up by powerful dynamax attacks.

To avoid falling victim to these scenarios Clear Smog is an essential attack on Gastrodon. Not to mention the Sp.att boost you can get from Max Ooze helps out in certain situations as well.
 
Gastrodon already gets Toxic quite often and Clear Smog can be very useful in certain situations.

I get what you're trying to say. Sometimes if you do not roll Toxic on your gastrodon it will be extremely difficult to break through certain Pokemon. However unlike Quagsire Gastrodon does not have unaware, which leaves it open to setup opportunities from your opponent.

Since the addition of Dynamax setup has been very popular because even a single Nasty Plot/Swords Dance/ Dragon Dance/ QD... can be very threatening if its followed up by powerful dynamax attacks.

To avoid falling victim to these scenarios Clear Smog is an essential attack on Gastrodon. Not to mention the Sp.att boost you can get from Max Ooze helps out in certain situations as well.
Problem of this is that seems so situational and even getting the boost it won't be enought for a sweep, but to be honest is a fair answer, oh well thxs for the response!!
 
A suggestion for barraskewda, add flip turn to it. Barreskewda is often put in the really awkward situation of unable to ko the mon in front of them, yet is too frail to tank a hit. Flip turn perfectly complements barreaskewda's hit and run nature. I cant count the number of situations where i just felt like flip turn would have been so much better. Its not like much coverage is dropped anyway, water + fighting is perfect coverage and the choice of drill run/poison jab/psychic fangs is all just to hit certain targets. Flip turn/cc/liquidation/filler should be the set barraskewda defaults to, as there is no reason to not run flip turn.
 
After rolling douse a couple times, one quesion always boggles my mind: why in the world does douse-drive genesect exist? It is questionable at best definitively neiche. The ability to hit fire types literally doesn't matter when it cant even ohko most somewhat defensive fire types, which makes it inferior to specs/band/lo gensect in most situations. Without the boost from LO genesect douse and av for that matter is laughbably weak. Look at this damage:
+1 Lvl 74 84 SpA Genesect-Douse Techno Blast vs. Lvl 82 84 HP / 84 SpD Arcanine: 238-280 (84.3 - 99.2%) -- guaranteed 2HKO
+1 Lvl 74 84 SpA Genesect-Douse Techno Blast vs. Lvl 84 84 HP / 84 SpD Centiskorch: 212-250 (69.5 - 81.9%) -- guaranteed 2HKO
With the entire point of douse to be able to hit fire types, it doesnt even do that well. The only nieche to running douse i can see is to run shift gear with it to become a powerful dmaxer - which it doesn't even get. At best douse removes one turn from hitting the opponent fire type, like 3hkos into 2hkos but THIS ONLY APPLIES ON FIRE TYPES. In most of the other situation, specs would do much better. This doesnt even cover my main point, band genesect is better than douse in every imaginable way. Yes, band genesect cant (really) hit fire types, but IT DOESNT NEED TO! +1 band/lo uturn chips fire types hard, giving you momentum to switch in something that can hit it, and +1 band extreme speed can 2hko some firetypes. While specs/lo can fire of powerful moves to deal quite heavy chip. +1 specs tbolt can 2hko most fire types, which lo has the freedon to switch moves. Even if douse was added to prevent the generation of 2 speatk shift gear, 2 speatk shift gear is often better than douse lol. Genesect was never meant to come in and 6-0 the enemy, its meant to slowly chip away to clean up later. And if you wanted douse to sweep, add shift gear, +1 speatk and +1 atk with the water coverage can make it a devestating dmax sweeper, douse drive gensect is just not worth it, base genesect is just superior.
 
A suggestion for barraskewda, add flip turn to it. Barreskewda is often put in the really awkward situation of unable to ko the mon in front of them, yet is too frail to tank a hit. Flip turn perfectly complements barreaskewda's hit and run nature. I cant count the number of situations where i just felt like flip turn would have been so much better. Its not like much coverage is dropped anyway, water + fighting is perfect coverage and the choice of drill run/poison jab/psychic fangs is all just to hit certain targets. Flip turn/cc/liquidation/filler should be the set barraskewda defaults to, as there is no reason to not run flip turn.
I support but the addition of flip turn will make CC less common
 
I don't like too much chansey getting teleport :/ instead of toxic, i feel like with toxic u can punish bad switches but with teleport u just hmm change ur mon without any negative effect, maybe make srocks don't appear if chansey gets teleport
It's Blissey, not Chansey. I agree that it really should have toxic and also not get rocks + teleport, though. We'll see what happens. Thanks for bringing this to our attention.
 
please remove facade on stoutland, it almost never gets any use and is just weak af
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facade still seems better than strenght which is the only one I'd ever consider out of these. (take down is 90bp 85% accuracy with recoil which isjust bad)
 
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facade still seems better than strenght which is the only one I'd ever consider out of these. (take down is 90bp 85% accuracy with recoil which isjust bad)
Without Return Stoutland sadly does not have a good Physical normal STAB. Even though it's only 70 BP (essentially 105BP) it is still a decent move and pretty much the only possible option for stoutland.

However if you actually suffer from a status condition this 105 BP will turn into a powerful 210 BP. Needless to say you also have a choice item (either band or scarf) which makes up for stoutlands average Att./Speed. stat.
 
Hmm, I feel like dragon dance pult should be a set to be considered. Even though its coverage is only darts + phantom force and some other niche options like sub/iron wing, ghost + dragon is often good enough to pull off a sweep later on. Ghost dragon coverage is perfect coverage after all, and i feel like this set def does have its merits, specs pult just feels too weak imo.
 
The problem with sitrus berry in singles is that it is too unreliable on a bulky Pokemon like snorlax, it is essentially a one time use unless you dynamax; go for the normal type move (which ghosts are immune to) and get the 50% to get your berry back. Leftovers is often a better item because you can consistent recovery throughout the turns.

A gluttony snorlax with figy berry wouldn't be that nice either because it would have to give up Thick Fat, which is a very nice ability.

In addition Belly Drum is not a good option on a slow Pokemon like snorlax, which does not have access to trick room. Giving up 50% of your HP (even if you recover 25% from sitrus) leaves you open to revenge kills by so many Pokemon, which just simply outspeed snorlax. If we look at the other Pokemon that get Belly Drum, all of them are quite fast ( Darmanitan-G, Eiscue ...)
Agreed. It works in doubles (especially if you have trick room), but in singles, curse is a far better option, allowing it to get physically bulky on top of its already amazing special bulk... It's unfortunate Snorlax doesn't learn Extremespeed. :mad:
It's Blissey, not Chansey. I agree that it really should have toxic and also not get rocks + teleport, though. We'll see what happens. Thanks for bringing this to our attention.
On the subject of Blissey (and maybe Chansey)... I feel like Wish + Teleport should be a thing. I know this only leaves two other moveslots (and it doesn't mean softboiled sets should not exist), but that's basically a repeatable healing wish (well, minus the status heal) because of teleport's negative priority.
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facade still seems better than strenght which is the only one I'd ever consider out of these. (take down is 90bp 85% accuracy with recoil which isjust bad)
I like Facade overall. Status spreading is very common, and Stoutland acts as a great status absorber that can hit ghosts with facade if it rolls scrappy. The only other option I think would make sense is Retaliate, similarly to what some choice braviary sets get.
Hmm, I feel like dragon dance pult should be a set to be considered. Even though its coverage is only darts + phantom force and some other niche options like sub/iron wing, ghost + dragon is often good enough to pull off a sweep later on. Ghost dragon coverage is perfect coverage after all, and i feel like this set def does have its merits, specs pult just feels too weak imo.
DD Pult was the first set it was given upon its introduction in randbats, IIRC. Quite frankly, I didn't mind it. I also think that the combination of its level + its low base special attack makes it pretty weak on the special side even with specs. It has a lot of trouble getting KO's. However, thanks to its speed, it remains an amazing revenge killer.

The problem with DD, I feel, is, as you seem to imply, phantom force being a weak charging move that can easily be countered. It's a shame it doesn't learn shadow claw, considering it learns dragon claw lol. Or poltergeist, but I feel like that wouldn't fit its lore (not like some pokémon's moves do not respect their lore... but I digress!)

That said, I would all be for exploring new possible movesets for Dragapult. I think a screens set could work (ideally rolling drake + u-turn with the screens) thanks to its amazing speed tier (i know i've voiced my wish to have screen sets on regieleki for the same reason lol). Hex sets (as suggested for OU) would also work for the same reasons.
I support but the addition of flip turn will make CC less common
Yeah, I would love flip turn too, but am worried about CC being less common too. We all know the most OP dynamax combination is being able to boost your offensive stats while being able to boost your speed (flying/fighting, flying/poison, etc.), which Barraskewda can do amazingly well with max knuckle and max geyser (which also even furthers boost its STAB). And in those cases, if you're gonna be locked in a move after dynamaxing, ideally you want to have coverage to not be forced out immediately. I'm torn, really.
 
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On the subject of Blissey (and maybe Chansey)... I feel like Wish + Teleport should be a thing. I know this only leaves two other moveslots (and it doesn't mean softboiled sets should not exist), but that's basically a repeatable healing wish (well, minus the status heal) because of teleport's negative priority.
not a legal move combination
 
Some mons like shedinja can spawn with alternate items if removal is present. Why not allow dragonite to spawn with weakness policy if removal is present? Dragonite has some pretty abusable weaknesses to common types and multiscale basically negates all the 2x ones and turns ice from 4x into 2x. This use of multiscale+ wp could potentionally be a devestating combanation and should be looked into imo.
 
Some mons like shedinja can spawn with alternate items if removal is present. Why not allow dragonite to spawn with weakness policy if removal is present? Dragonite has some pretty abusable weaknesses to common types and multiscale basically negates all the 2x ones and turns ice from 4x into 2x. This use of multiscale+ wp could potentionally be a devestating combanation and should be looked into imo.
Let me just clear this idea up. Shedinja gets Sash if there was removal rolled before because that is what it would roll if Heavy-Duty Boots was not present as an item. This goes for almost all other mons like Mandibuzz rolling Leftovers or Calyrex-Ice gaining Life Orb (if Trick Room). Right now, Dragonite would roll Lum Berry in place of Heavy-Duty Boots in this case.

With that said, this would need some additional coding. Something like If Multiscale + Speed Setup then Weakness Policy. This is basically a hardcode because it affects one mon though.

We will see, though. I'll bring the idea up.
 
Double STAB Centiskorch as alternate set would be interesting. Both Fire Blast and Burn Up would be interesting options.

Centiskorch is 115 atk and 90 spatk, so quite able to use mixed set. It is decently bulky but fails vs many physically defensive mons (mainly bulky Steels) because Fire Lash at only 80bp is usually not enough for KO. Both Fire Blast and Burn Up have their pros and cons. Fire Blast can be used more than once and doesn't remove STAB from Fire Lash, but has lower BP, can miss and doesn't win vs some rock types.

Aggron
Lvl 84 84 Atk Flash Fire Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Aggron: 75-88 (29.4 - 34.5%) -- 5.2% chance to 3HKO
Lvl 84 84 Atk Flash Fire Centiskorch Fire Lash vs. -1 Lvl 84 84 HP / 84 Def Aggron: 111-132 (43.5 - 51.7%) -- 9.8% chance to 2HKO
Lvl 84 84 SpA Flash Fire Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Aggron: 234-276 (91.7 - 108.2%) -- 50% chance to OHKO
Lvl 84 84 SpA Flash Fire Centiskorch Fire Blast vs. Lvl 84 84 HP / 84 SpD Aggron: 198-234 (77.6 - 91.7%) -- guaranteed 2HKO

Aggron is normally able to be a switch in to Flash Fire Centiskorch with Fire Lash, tank a second hit, RP and then use Head Smash. It is no longer able to do that.

Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Aggron: 51-60 (20 - 23.5%) -- guaranteed 5HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Aggron: 156-184 (61.1 - 72.1%) -- guaranteed 2HKO

Without Flash Fire,it fails to KO Groudon but it will deal some significant damage in return and able to KO if there is 1 layer of spikes

Avalugg
Lvl 84 84 Atk Centiskorch Fire Lash vs. +1 Lvl 86 84 HP / 84 Def Avalugg: 66-78 (21.7 - 25.6%) -- 0.1% chance to 4HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 86 84 HP / 84 Def Avalugg: 96-114 (31.5 - 37.5%) -- 78.6% chance to 3HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 86 84 HP / 84 SpD Avalugg: 362-428 (119 - 140.7%) -- guaranteed OHKO
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 86 84 HP / 84 SpD Avalugg: 306-362 (100.6 - 119%) -- guaranteed OHKO

If Avalugg is at +2 or at +1 and Centiskorch is poisoned/toxic, then Avalugg is able to win. Burn Up/Fire Blast wins right away.

Buzzwole
Lvl 78 84 Atk Buzzwole Max Airstream vs. Lvl 84 84 HP / 84 Def Centiskorch: 246-290 (80.6 - 95%) -- guaranteed 2HKO

Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 78 84 HP / 84 SpD Dynamax Buzzwole: 362-428 (61.3 - 72.5%) -- guaranteed 2HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 78 84 HP / 84 Def Buzzwole: 134-158 (45.4 - 53.5%) -- 34.4% chance to 2HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. -1 Lvl 78 84 HP / 84 Def Dynamax Buzzwole: 200-236 (33.8 - 40%) -- guaranteed 3HKO

At 100% Buzzwole can actually switch in a Fire Lash, use Dmax to survive second one and Max Airstream for +1, and use Max Knuckle to go to +2 atk and +1 speed to sweep. Not anymore.

Cloyster
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 80 84 HP / 84 Def Cloyster: 52-63 (24.6 - 29.8%) -- 100% chance to 4HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 80 84 HP / 84 SpD Cloyster: 196-232 (92.8 - 109.9%) -- 62.5% chance to OHKO, guaranteed OHKO after 1 layer of Spikes
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 80 84 HP / 84 SpD Cloyster: 166-196 (78.6 - 92.8%) -- guaranteed OHKO after Stealth Rock

Cloyster can use its powerful physical defense to setup Shell Smash. It is not a guaranteed KO but a decent chance for it, as well as guaranteed after entry hazard, and nearly guaranteed after 1 turn of sandstorm.

Hippowdon
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 80 84 HP / 84 SpD Hippowdon: 144-171 (47.3 - 56.2%) -- 24.2% chance to 2HKO after Leftovers recovery
Lvl 84 84 Atk Centiskorch Power Whip vs. Lvl 80 84 HP / 84 Def Hippowdon: 148-176 (48.6 - 57.8%) -- 52.3% chance to 2HKO after Leftovers recovery
Lvl 80 84 Atk Hippowdon Stone Edge vs. Lvl 84 84 HP / 84 Def Centiskorch through Reflect: 168-198 (55 - 64.9%) -- guaranteed 2HKO after sandstorm damage

Hippowdon can normally OHKO with Stone Edge, which forces Centiskorch out in 1v1. Burn Up allows Centiskorch to survive and KO back with Power Whip.

Skarmory
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 80 84 HP / 84 Def Skarmory: 128-152 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 80 84 HP / 84 SpD Skarmory: 248-294 (105.5 - 125.1%) -- guaranteed OHKO
Lvl 80 84 Atk Skarmory Brave Bird vs. Lvl 84 84 HP / 84 Def Centiskorch: 234-276 (76.7 - 90.4%) -- guaranteed 2HKO

Skarmory wins in regular 1v1 because it is 158 speed and Centiskorch is 157, so it can BB twice.

Steelix
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Steelix: 92-110 (34.9 - 41.8%) -- 78.2% chance to 3HKO after Leftovers recovery
Lvl 84 84 Atk Centiskorch Fire Lash vs. -1 Lvl 84 84 HP / 84 Def Steelix: 134-162 (50.9 - 61.5%) -- 92.6% chance to 2HKO after Leftovers recovery
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Steelix: 296-350 (112.5 - 133%) -- guaranteed OHKO
Lvl 84 84 Atk Steelix Head Smash vs. Lvl 84 84 HP / 84 Def Centiskorch: 436-516 (142.9 - 169.1%) -- guaranteed OHKO

Steelix can either switch in vs Centiskorch and defeat it with Head Smash ; or it prevents Centiskorch from being a switch-in as it DD on switch, DD again, and now outspeed and OHKO Centiskorch. Special move wins vs Steelix.
 
Double STAB Centiskorch as alternate set would be interesting. Both Fire Blast and Burn Up would be interesting options.

Centiskorch is 115 atk and 90 spatk, so quite able to use mixed set. It is decently bulky but fails vs many physically defensive mons (mainly bulky Steels) because Fire Lash at only 80bp is usually not enough for KO. Both Fire Blast and Burn Up have their pros and cons. Fire Blast can be used more than once and doesn't remove STAB from Fire Lash, but has lower BP, can miss and doesn't win vs some rock types.

Aggron
Lvl 84 84 Atk Flash Fire Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Aggron: 75-88 (29.4 - 34.5%) -- 5.2% chance to 3HKO
Lvl 84 84 Atk Flash Fire Centiskorch Fire Lash vs. -1 Lvl 84 84 HP / 84 Def Aggron: 111-132 (43.5 - 51.7%) -- 9.8% chance to 2HKO
Lvl 84 84 SpA Flash Fire Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Aggron: 234-276 (91.7 - 108.2%) -- 50% chance to OHKO
Lvl 84 84 SpA Flash Fire Centiskorch Fire Blast vs. Lvl 84 84 HP / 84 SpD Aggron: 198-234 (77.6 - 91.7%) -- guaranteed 2HKO

Aggron is normally able to be a switch in to Flash Fire Centiskorch with Fire Lash, tank a second hit, RP and then use Head Smash. It is no longer able to do that.

Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Aggron: 51-60 (20 - 23.5%) -- guaranteed 5HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Aggron: 156-184 (61.1 - 72.1%) -- guaranteed 2HKO

Without Flash Fire,it fails to KO Groudon but it will deal some significant damage in return and able to KO if there is 1 layer of spikes

Avalugg
Lvl 84 84 Atk Centiskorch Fire Lash vs. +1 Lvl 86 84 HP / 84 Def Avalugg: 66-78 (21.7 - 25.6%) -- 0.1% chance to 4HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 86 84 HP / 84 Def Avalugg: 96-114 (31.5 - 37.5%) -- 78.6% chance to 3HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 86 84 HP / 84 SpD Avalugg: 362-428 (119 - 140.7%) -- guaranteed OHKO
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 86 84 HP / 84 SpD Avalugg: 306-362 (100.6 - 119%) -- guaranteed OHKO

If Avalugg is at +2 or at +1 and Centiskorch is poisoned/toxic, then Avalugg is able to win. Burn Up/Fire Blast wins right away.

Buzzwole
Lvl 78 84 Atk Buzzwole Max Airstream vs. Lvl 84 84 HP / 84 Def Centiskorch: 246-290 (80.6 - 95%) -- guaranteed 2HKO

Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 78 84 HP / 84 SpD Dynamax Buzzwole: 362-428 (61.3 - 72.5%) -- guaranteed 2HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 78 84 HP / 84 Def Buzzwole: 134-158 (45.4 - 53.5%) -- 34.4% chance to 2HKO
Lvl 84 84 Atk Centiskorch Fire Lash vs. -1 Lvl 78 84 HP / 84 Def Dynamax Buzzwole: 200-236 (33.8 - 40%) -- guaranteed 3HKO

At 100% Buzzwole can actually switch in a Fire Lash, use Dmax to survive second one and Max Airstream for +1, and use Max Knuckle to go to +2 atk and +1 speed to sweep. Not anymore.

Cloyster
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 80 84 HP / 84 Def Cloyster: 52-63 (24.6 - 29.8%) -- 100% chance to 4HKO
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 80 84 HP / 84 SpD Cloyster: 196-232 (92.8 - 109.9%) -- 62.5% chance to OHKO, guaranteed OHKO after 1 layer of Spikes
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 80 84 HP / 84 SpD Cloyster: 166-196 (78.6 - 92.8%) -- guaranteed OHKO after Stealth Rock

Cloyster can use its powerful physical defense to setup Shell Smash. It is not a guaranteed KO but a decent chance for it, as well as guaranteed after entry hazard, and nearly guaranteed after 1 turn of sandstorm.

Hippowdon
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 80 84 HP / 84 SpD Hippowdon: 144-171 (47.3 - 56.2%) -- 24.2% chance to 2HKO after Leftovers recovery
Lvl 84 84 Atk Centiskorch Power Whip vs. Lvl 80 84 HP / 84 Def Hippowdon: 148-176 (48.6 - 57.8%) -- 52.3% chance to 2HKO after Leftovers recovery
Lvl 80 84 Atk Hippowdon Stone Edge vs. Lvl 84 84 HP / 84 Def Centiskorch through Reflect: 168-198 (55 - 64.9%) -- guaranteed 2HKO after sandstorm damage

Hippowdon can normally OHKO with Stone Edge, which forces Centiskorch out in 1v1. Burn Up allows Centiskorch to survive and KO back with Power Whip.

Skarmory
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 80 84 HP / 84 Def Skarmory: 128-152 (54.4 - 64.6%) -- guaranteed 2HKO after Leftovers recovery
Lvl 84 84 SpA Centiskorch Fire Blast vs. Lvl 80 84 HP / 84 SpD Skarmory: 248-294 (105.5 - 125.1%) -- guaranteed OHKO
Lvl 80 84 Atk Skarmory Brave Bird vs. Lvl 84 84 HP / 84 Def Centiskorch: 234-276 (76.7 - 90.4%) -- guaranteed 2HKO

Skarmory wins in regular 1v1 because it is 158 speed and Centiskorch is 157, so it can BB twice.

Steelix
Lvl 84 84 Atk Centiskorch Fire Lash vs. Lvl 84 84 HP / 84 Def Steelix: 92-110 (34.9 - 41.8%) -- 78.2% chance to 3HKO after Leftovers recovery
Lvl 84 84 Atk Centiskorch Fire Lash vs. -1 Lvl 84 84 HP / 84 Def Steelix: 134-162 (50.9 - 61.5%) -- 92.6% chance to 2HKO after Leftovers recovery
Lvl 84 84 SpA Centiskorch Burn Up vs. Lvl 84 84 HP / 84 SpD Steelix: 296-350 (112.5 - 133%) -- guaranteed OHKO
Lvl 84 84 Atk Steelix Head Smash vs. Lvl 84 84 HP / 84 Def Centiskorch: 436-516 (142.9 - 169.1%) -- guaranteed OHKO

Steelix can either switch in vs Centiskorch and defeat it with Head Smash ; or it prevents Centiskorch from being a switch-in as it DD on switch, DD again, and now outspeed and OHKO Centiskorch. Special move wins vs Steelix.
cant do that without freeing non-fire lash, unless some code shenaniganry is done. I dont feel that would be worth the trouble.
 
Well it could opt to run both. If its running a mixed set, it could probably just end up dropping coil. Im just not sure if thats worth it though.
I don't think I've made myself clear—random battles operates on procedural generation, and the *only* thing it looks for is to force a fire move. It does not specifically force fire lash. It does not force both. It just forces a fire move. If another fire move is added, fire lashless sets will exist, just because it will procedurally generate as such with only the other fire move.
 
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