Resource Simple Questions, Simple Answers Thread (read the op before posting a thread)

Is there a reason that Telepathy is technically a better pre-MEvo ability than Pure Power for Medicham? I remember an analysis stating something about a Ditto switching in and copying Telepathy instead of Pure Power or something?? Does this ring any bells for anyone?
 
Is there a reason that Telepathy is technically a better pre-MEvo ability than Pure Power for Medicham? I remember an analysis stating something about a Ditto switching in and copying Telepathy instead of Pure Power or something?? Does this ring any bells for anyone?
It's a way to mess with Dittos if there is ever a Lead Medicham into Lead Ditto scenario (or even just an U-turn / Volt switch kill into Medicham switch-in), it makes sure Trace users can't abuse the free SD (not that any can, but you never know), and also deals with the extremely rare Skill Swap shenanigans.

Basically, it's mostly for these very minor benefits since you'll be mega-evolving asap (same reason to why Mega Scizor prefers Light Metal as base ability, or Mega Blastoise and Rain Dish for example).
 
I'm not sure where to ask this (it's about competitive play in general, not just OU), but is it necessary (if one is to do well) to have hazards on every team? If so, why? Otherwise, in what case(s) are they not necessary? I never did question it, but stealth rock has been such a big part of competitive play that I just assumed it to be necessary.
 
I'm not sure where to ask this (it's about competitive play in general, not just OU), but is it necessary (if one is to do well) to have hazards on every team? If so, why? Otherwise, in what case(s) are they not necessary? I never did question it, but stealth rock has been such a big part of competitive play that I just assumed it to be necessary.
To put it simply, chip damage. In this game, every point/percentage of health matters. Stealth Rock, while not needed on all teams, is a top priority because that 12% makes a number of 3HKOs into 2HKOs and a number of 2HKOs into OHKOs. All teams generally appreciate hazards, and there’s a rare case where adding more hazards is a detriment to team success. This also applies to generations before Stealth Rock, just with Spikes and Toxic (and in gen 3, Sand).
 
When Im using 4 attacks life orb Keldeo do I have to run Jolly in order to out speed Base 100s and pokemon slightly above it or is it fine to run modest? I lose out on outsoeeding alot of things but the extra power is really nice.
 
When Im using 4 attacks life orb Keldeo do I have to run Jolly in order to out speed Base 100s and pokemon slightly above it or is it fine to run modest? I lose out on outsoeeding alot of things but the extra power is really nice.
I have my doubts about that set but yes, it is generally recommended to run max speed on Keldeo (which should be Timid, not Jolly).
 
I'm not sure where to ask this (it's about competitive play in general, not just OU), but is it necessary (if one is to do well) to have hazards on every team? If so, why? Otherwise, in what case(s) are they not necessary? I never did question it, but stealth rock has been such a big part of competitive play that I just assumed it to be necessary.
Hazards (and in particular stealth rock) are not so much about chip or breaking sashes/sturdy, but rather about being able to pressure and add cost to your opponent's actions. That rocks do type scaling damage is of special importance -- you are effectively limiting opposing counterplay (in a predictable manner) by restricting the switching of certain checks. E.g. my opponent needs Moltres to stop my Scizor. I can rotate my pokes to force moltres in or otherwise get my wincon. Without hazards, the game would just be endless regenrator + unaware battles.

Stealth rocks themselves are not necessary -- they are just the best hazard because they always have *some* effect and do OP damage to particular type combos. You can leverage the same pressure on grounded pokemon with spikes or stally stuff with Tspikes.
 
Is there any applications for Bisharp besides webs HO? I've always wanted to build some hazard stacking BO around it but i don't even know if that'd be possible let alone be decent enough to ladder with.
 
Is there any applications for Bisharp besides webs HO? I've always wanted to build some hazard stacking BO around it but i don't even know if that'd be possible let alone be decent enough to ladder with.
I guess you could use an AV, since the two most popular defoggers (I think) are Tornadus and Rotom, the latter of which could hit pretty hard with hydro pump. You could use lum berry instead; I've seen a lot of Rotoms with wil-o-wisp. If you use lum berry, you can even use stealth rock, so your opponent can't defog (without being punished) until you switch. If you switch Bisharp in as they defog (like spikes from a teammate), you can set up rocks if they have a solid switch in (like Mega Gyarados or Quagsire on stall).

It's at the very least possible, not sure if it is decent enough to ladder with. The stealth rock set is good against stall, as your opponent will be forced to go Quagsire/Pyukumuku or something else that can check +2 Bisharp if you get a defiant boost (and rocks really screw up stall teams if they are up too long).
 
Is there any applications for Bisharp besides webs HO? I've always wanted to build some hazard stacking BO around it but i don't even know if that'd be possible let alone be decent enough to ladder with.
Hi, the following is still a HO bisharp team for OU, but uses hazard stacking without webs: https://pokepast.es/7e7d1f3ab623ed64

The builder is Ske , and here's his description from his team-dump page:

"
Team #27 "Talk Shit"

Here's a Hazard Stack HO team with Double Hazards Lead, Bisharp is a underrated mon imo, Dread Plate and Darkinium-Z can both be dangerous vs more common builds, Thunderous is a very nice pick on HO as it checks mons such as Scizor, Kartana and Toxapex, Fairium-Z Magearna or SG Magearna is a staple on Hyper Offense teams and greatly appreicates the spike support from Greninja.
"

I feel like Bish is a poor steel option for a BO team, since it has to worry about Lele complicating sucker punch, it's a steel type that doesn't have a neutrality/immunity to fire/ground/fighting, it's bulk/speed stats are kinda meh in today's OU, and it can't really use recovery or protect for extra lefties. However, it can be an interesting wallbreaker that's not mega-maw or tran, while also threatening any psychics that depend on tspikes support.
 
Is Banettite banned from OU or is it a showdown glitch?

I use the item Banettite on Banette but it repeatedly doesn't display the option to mega evolve during battle. Thinking I had messed something up, I used the same team in "Anything Goes" and it gave me the option to mega evolve there.
 

Floss

formerly Thundaaaaa
When building OU, I've come across a trend of Stall/Hyper Offense. Is there any other options to use?
 
Thundaaaaa, yes you can still viably run Bulky Offense, Balance and everything in between.

Some examples for Bulky Offense (short BO) include the following:
Tyranitar @ Assault Vest
Ability: Sand Stream
EVs: 224 HP / 32 Atk / 252 SpD
Careful Nature
- Rock Slide
- Crunch
- Earthquake
- Pursuit

Mawile-Mega @ Mawilite
Ability: Intimidate
EVs: 180 HP / 160 Atk / 168 Spe
Adamant Nature
- Play Rough
- Swords Dance
- Knock Off
- Sucker Punch

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 80 HP / 148 Atk / 84 Def / 196 Spe
Jolly Nature
- Toxic
- Earthquake
- Stone Edge
- U-turn

Heatran @ Firium Z
Ability: Flash Fire
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Taunt
- Stealth Rock
- Earth Power

Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

Amoonguss @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 44 Def / 216 SpD
Calm Nature
IVs: 0 Atk
- Giga Drain
- Spore
- Hidden Power [Fire]
- Stun Spore

Medicham-Mega @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Ice Punch
- Zen Headbutt

Tangrowth @ Assault Vest
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Power Whip
- Knock Off
- Hidden Power [Ice]
- Earthquake

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 252 HP / 200 Def / 56 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Pain Split
- Will-O-Wisp

Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 248 HP / 8 Def / 252 Spe
Timid Nature
- Hurricane
- Knock Off
- U-turn
- Defog

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 232 Atk / 68 Def / 208 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Explosion

Magearna @ Fairium Z
Ability: Soul-Heart
EVs: 248 HP / 28 Def / 224 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Calm Mind
- Pain Split
- Fleur Cannon
- Thunderbolt


And some sample Balances can be seen here:

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 248 HP / 104 Def / 132 SpD / 24 Spe
Bold Nature
IVs: 0 Atk
- Toxic
- Scald
- Recover
- Haze

Celesteela @ Leftovers
Ability: Beast Boost
EVs: 248 HP / 88 Def / 168 SpD / 4 Spe
Sassy Nature
- Heavy Slam
- Leech Seed
- Protect
- Flamethrower

Greninja-Ash @ Choice Specs
Ability: Battle Bond
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Dark Pulse
- Spikes
- Water Shuriken

Garchomp @ Rockium Z
Ability: Rough Skin
Shiny: Yes
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Stealth Rock
- Swords Dance
- Earthquake
- Stone Edge

Tapu Bulu @ Choice Band
Ability: Grassy Surge
EVs: 112 HP / 252 Atk / 144 Spe
Adamant Nature
- Wood Hammer
- Superpower
- Stone Edge
- Horn Leech

Tornadus-Therian @ Rocky Helmet
Ability: Regenerator
EVs: 224 HP / 80 Def / 204 Spe
Timid Nature
- Hurricane
- Knock Off
- Defog
- U-turn

Tyranitar @ Choice Band
Ability: Sand Stream
EVs: 40 HP / 252 Atk / 48 SpD / 168 Spe
Adamant Nature
- Stone Edge
- Crunch
- Pursuit
- Superpower

Latias-Mega @ Latiasite
Ability: Levitate
EVs: 252 HP / 4 Def / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Recover
- Stored Power
- Ice Beam

Heatran @ Grassium Z
Ability: Flash Fire
EVs: 88 HP / 168 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
- Magma Storm
- Earth Power
- Solar Beam
- Stealth Rock

Landorus-Therian @ Choice Scarf
Ability: Intimidate
EVs: 52 HP / 144 Atk / 104 Def / 208 Spe
Jolly Nature
- Earthquake
- U-turn
- Stone Edge
- Defog

Toxapex @ Black Sludge
Ability: Regenerator
EVs: 252 HP / 124 Def / 132 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Haze
- Recover
- Toxic Spikes

Tapu Bulu @ Leftovers
Ability: Grassy Surge
EVs: 248 HP / 204 SpD / 56 Spe
Careful Nature
- Swords Dance
- Horn Leech
- Superpower
- Protect


Besides those two there's still many other playstyles to choose such as rain, trick room and semi-stall.
The Reason for the popularity of stall and HO on the ladder is mostly since these 2 playstyles are especially good at cheesing many quick ladder wins, a quality many players are willing to abuse.
 
When building OU, I've come across a trend of Stall/Hyper Offense. Is there any other options to use?
Though I'm personally more of a HO player, I know there are many balance and BulkyOffense (BO) teams out there, like Ceros showed.

Here are a couple more BO teams:

RMT feat. CharY by BlueLobster:
https://www.smogon.com/forums/threads/staring-at-the-sun-zard-y-tini-peak-13-2061.3653571/#post-8215230

A BO team I got from someone else forever ago, apparently originally made by a player called CharmFlash:
https://pokepast.es/c60495ef260f0dd7
 
This tweet from @smogonu shows a Swanna in ZU that can use both Z-Rain Dance and Hydro Vortex (Surf).

Are there any mons in OU with common sets that have two potential Z-moves they can use in one set?

EDIT: Just a couple of obvious examples are all I'm asking, nothing exhaustive.
Manaphy has a very similar set with the choice between Rain Dance and Surf.
 
This tweet from @smogonu shows a Swanna in ZU that can use both Z-Rain Dance and Hydro Vortex (Surf).

Are there any mons in OU with common sets that have two potential Z-moves they can use in one set?

EDIT: Just a couple of obvious examples are all I'm asking, nothing exhaustive.
I’ve heard of Z-Snatch Hoopa-Unbound that can use the Z move for Hyperspace Fury or Dark Pulse if speed isn’t needed in the matchup.
 
Anyone can explain why certain pokemons when i know they have less speed than my pokemons they still can outspeed me???
Comes down to many reasons. The most likely one is that the Pokemon you were facing was holding a Choice Scarf. Factors such as abilities also may contribute to that.
Also it's worth making sure you have given your team the desired evs, ivs, and nature, and also checking if either your mons have had speed drops (most commonly from sticky web) and that the opposing mon hasn't boosted their speed (normally by using moves like agility, dragon dance, shift gear, etc.). If this is all fine, then their mon is probably scarfed.

Scratching around a bit, if none of these are the case it is rare but it is possible their mon is actually Zoroark and so illusion is up. But this would be a super niche answer (and you should find this out pretty quickly if you attack it).
 
Anyone can explain why certain pokemons when i know they have less speed than my pokemons they still can outspeed me???
Some attacks have increased priority, like fake out, quick attack, sucker punch, ice shard, and aqua jet, for examples.
Even if the opponent is slower than you, they will move first before your regular priority attacks, which are most regular attacks.

Some moves have decreased priority, like roar, whirlwind, dragon tail, counter, mirror coat, and trick room.
Even if you are faster than the opponent, you will move last if you use these moves while the opp is using regular attacks.
 

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