Resource Simple Questions, Simple Answers Thread

What beats conk. I legit can't stop this monster and now that it has knock off I am extra terrified.
Conk is prediction reliant and slow- every time you manage to mitigate the effect of an attack with a switch or just clicking protect, conk burns a little closer to death and possibly into range of being killed in one hit by a faster mon (as long as mach punch doesnt kill it of course). Sometimes you can switch in something that hits conk supereffectively so long as you read what button he's pressing and force him out thanks to his low speed.

Or, dont let them deploy conk in the first place. It doesnt have too many switch ins cuz its slow as fuck. It is pretty reliant on slow volt/turn, sacking, doubles, going in on a passive mons, or going into attacks it resists.
 
I really want to utilize corvinknight on an offensive oriented team. What is a good ev spread and moveset for it? What speed tier should it attempt to outspeed on an offensive build.
 

Astra

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Some people run Choice Band, which is something like this:

Melmetal @ Choice Band
Ability: Iron Fist
EVs: 228 HP / 252 Atk / 28 Spe
Adamant Nature
- Double Iron Bash
- Superpower
- Thunder Punch
- Earthquake / Rock Slide
Just curious, what’s does the 28 EVs in Speed allow Melmetal to outspeed? It’s already pretty slow.
 
Is there a thread going on with the discussion about the new (old) egg moves in SwSh thanks to Pokemon Home? / Can I get a link?
 
Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Play Rough
- Volt Switch
- ???

what 4th move are you guys running and why? I was thinking grass knot but I’m not really sold on it’s usefulness tbh.
 

TPP

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Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Play Rough
- Volt Switch
- ???

what 4th move are you guys running and why? I was thinking grass knot but I’m not really sold on it’s usefulness tbh.
I've seen Grass Knot, Knock Off, Close Combat, Bulk Up (with Close Combat over Volt Switch) used in the 4th slot. Grass Knot hits Ground-types like Gastrodon, Seismitoad and Hippowdon, Knock Off is generally a very good move and removes items from bulkier switch-ins like Rotom-Wash and Rotom-Heat, Close Combat hits Steel-types like Excadrill and Ice-types like Kyurem-Black, and Bulk Up can help Zeraora achieve some 1HKO's and make it far harder to safely switch into. Fire Punch could hit Grass too, but for now, I don't think there's too many that are common aside from Ferrothorn.
 
Zeraora @ Expert Belt
Ability: Volt Absorb
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- Plasma Fists
- Play Rough
- Volt Switch
- ???

what 4th move are you guys running and why? I was thinking grass knot but I’m not really sold on it’s usefulness tbh.
I’ve been using this:

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 252 Atk / 4 Spa / 252 Spe
Naive Nature
-Plasma Fists
-Close Combat
-Knock Off
-Grass Knot

Plasma Fists and Close Combat are obvious. Knock Off OHKOs Dragapult and is nice for punishing switchins. Grass Knot OHKOs Seismitoad and heavily damages Hippowdon and Gastrodon. Volt Switch is usable over Grass Knot but it’s probably better off running Expert Belt in that case.

Fire Punch really isn’t necessary since CC hits hard enough, and I really don’t know what Play Rough accomplishes unless you’re really scared of Conkeldurr and want to hit it as hard as possible. Plasma Fists already 2HKOs it.

I also saw a guy on the ladder running what I assume to be either a fully special Zeraora or a specially biased mixed set. Didn’t see the full moveset so I’ll speculate.

Zeraora @ Life Orb
Ability: Volt Absorb
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
-Thunderbolt
-Focus Blast
-Volt Switch
-Grass Knot

Personally I prefer the physical set, but this set is cool for being able to surprise physically defensive mons who think they can handle Zeraora. Melmetal, for example, gets smashed by LO Focus Blast. The special attack investment improves the matchup against Gastrodon and Hippowdon too.

TPP Do you have specific examples of what OHKOs Zeraora gets by using Bulk Up? I’m curious.
 
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TPP

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Head TD
TPP Do you have specific examples of what OHKOs Zeraora gets by using Bulk Up? I’m curious.
It was more so the ability for Zeraora to go from dealing around 50%-60% or 70%-85% to 75% or 95% and higher, which can come into play mid-late game where most things may be chipped and have less than 90%. At that point they can be 1HKO's. My bad for not clarifying earlier. I'll leave some calcs I can think of below:

252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Conkeldurr: 200-238 (56.9 - 67.8%) -- guaranteed 2HKO after burn damage
252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 0 Def Clefable: 250-294 (63.4 - 74.6%) -- guaranteed 2HKO after Leftovers recovery
252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 252+ Def Rotom-Wash: 133-156 (43.7 - 51.3%) -- guaranteed 3HKO after Leftovers recovery
252 Atk Life Orb Zeraora Close Combat vs. 56 HP / 0 Def Kyurem: 335-395 (82.7 - 97.5%) -- guaranteed 2HKO
252 Atk Life Orb Zeraora Close Combat vs. 0 HP / 0 Def Kyurem-Black: 307-361 (78.5 - 92.3%) -- guaranteed 2HKO
252 Atk Life Orb Zeraora Close Combat vs. 248 HP / 0 Def Melmetal: 226-268 (47.7 - 56.6%) -- 85.9% chance to 2HKO


+1 252 Atk Life Orb Zeraora Plasma Fists vs. 0 HP / 0 Def Conkeldurr: 298-352 (84.9 - 100.2%) -- 6.3% chance to OHKO after burn damage
+1 252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 0 Def Clefable: 372-438 (94.4 - 111.1%) -- 68.8% chance to OHKO after Leftovers recovery
+1 252 Atk Life Orb Zeraora Plasma Fists vs. 252 HP / 252+ Def Rotom-Wash: 199-234 (65.4 - 76.9%) -- guaranteed 2HKO
+1 252 Atk Life Orb Zeraora Close Combat vs. 56 HP / 0 Def Kyurem: 499-590 (123.2 - 145.6%) -- guaranteed OHKO
+1 252 Atk Life Orb Zeraora Close Combat vs. 0 HP / 0 Def Kyurem-Black: 458-541 (117.1 - 138.3%) -- guaranteed OHKO
+1 252 Atk Life Orb Zeraora Close Combat vs. 248 HP / 0 Def Melmetal: 338-398 (71.4 - 84.1%) -- guaranteed 2HKO
 
It's banned in OU singles and below. It is allowed in other formats like random battles, doubles and cartridge formats however.
I'm sorry if I'm extending this more than I should, but why in Doubles? I thought it was banned from OU overall, and its pretty broken there as well.
 
What are you guys using as your fillers on Venusaur sun teams? I would assume they would be rather different than the ones used on zard sun teams.

I’ve played vs sun a few times but i havent notices a filler that stood out to me to the same degree as something like Ferro in rain.
 
What are you guys using as your fillers on Venusaur sun teams? I would assume they would be rather different than the ones used on zard sun teams.

I’ve played vs sun a few times but i havent notices a filler that stood out to me to the same degree as something like Ferro in rain.
Ice STAB is pretty nice on sun, so Mamoswine sometimes gets a spot. Dugtrio always gets a spot due to trapping so many of sun's obstacles. Mandibuzz is my go-to defogger, also Corviknight sucks in sun. Banded Darmanitan 2hko's everything in the meta bar Pelipper (drizzle) and Scarf Darmanitan provides nice speed control while still hitting pretty hard.
also ferro doesn't stand out in rain ;-;
 
Ice STAB is pretty nice on sun, so Mamoswine sometimes gets a spot. Dugtrio always gets a spot due to trapping so many of sun's obstacles. Mandibuzz is my go-to defogger, also Corviknight sucks in sun. Banded Darmanitan 2hko's everything in the meta bar Pelipper (drizzle) and Scarf Darmanitan provides nice speed control while still hitting pretty hard.
also ferro doesn't stand out in rain ;-;
Thanks. I dont consider duggy filler, hes mandatory lol.
 

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