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Theorymon Sessions

zeb is a loser


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Why is Shell Smash even mentioned alongside Overheat on Contrary Torkoal? Shell Smash neutralizes Overheat's boosts.
 
Shell Smash is with White Herb for a simple reason: to give Torkoal enough bulk to take hits,then to Overheat and roll.
White Herb ensures it doesn't.
 
Still, I'd think I'd rather give Torkoal a Life Orb or Choice item and start hitting things from the start. Torkoal has pretty decent defenses anyway, it's its speed that holds it back.

Here's a question:

What if Camerupt got Simple?

This can't be too hard to imagine, since Camerupt looks pretty goofy, plus Numel gets it and somehow changes ability upon evolution.

What sets can it now run effectively? Camerupt now has a better chance of sweeping with Flame Charge, as it now doubles its speed. Camerupt can also to tanking mode by using Curse to act as a SD + Iron Defense boost and be near impossible to tackle on the physical side. If you're feeling wacky you could even make Camerupt the ultimate wall with Stockpile, doubling each of Camerupt's defenses and making Camerupt tough to take down without a crit or water move. I can imagine a set of Rest/Sleep Talk/Lava Plume/Stockpile working similarly to Numel in LC.

Would Simple increase Numel's viability as a sweeper, tank or wall?
 
Simple Camerupt​
Camerupt is easily one of my favorite Pokemon in the entire game period, and giving it Simple will definitely increase its viability, and here's why:

Simple has a really low distribution rate, but it is a really good ability for boosting sweepers: making Pokemon such as Swoobat and Bibarel (lol) a bit more viable and worthy of a team slot.

Rock Polish Camerupt is something we may see more often now, and a possibility of having Camerupt's Speed to +4 enables it to outspeed a bunch of Choice Scarf Pokemon. Heck, it can even just carry HP and Special Attack EVs because it outspeeds a lot of Pokemon at +4 already. We may see more Howl + RP Sets that acts as a double dancing set for Cammy, though it isn't easy to pull of a Howl as a lot of Pokemon outspeed it and Cammy is quite frail, even with some HP investments. Stockpile is pretty gimmicky, but it could work to some extent. Flame Charge is also an interesting option, as it boosts Speed while still dishing off damage.

For the current metagame I really believe that RP sets will prove to be the most used and threatening set available. Camerupt has a Base 105 Special Attack which most people tend to forget, and it also has a usable Attack stat of 100. With the more offensive turn in the metagame, offensive Fire types are getting a lot more solid with the rise of Scolipede and Jynx: making Cammy a top contender in the tier if it does get the ability.
 
Camerupt isn't really viable though.... The thing is Camerupt will have a hard time setting up with the numerous water-types like Gorebyss, Samurott, etc.
However, under Trick Room it would be a different ball game. It could use Eruption to hit hard with almost priority thanks to Trick Room.
 
Simple Camerupt

With Camerupt having access to an assortment of setup moves like Rock Polish, Curse, Flame Charge, Howl and even Stockpile and Amnesia (lol), Simple would be a great ability for it, making it way more versatile and threatening than before. A set I've seen before and expanded on consists of Flame Charge/Roar/Rest/Sleep Talk, with Flame Charge increasing Camel's speed (keep in mind he now has Simple as well) and RestTalk neutralizing Roar's negative priority and turning Camerupt into an incredibly speedy phazer second only to Riolu. Likewise, there are also a ton of other options as listed above for Simple Camerupt, turning it into a powerful and unpredictable 'mon in NU.
 
What if Yamna got tail glow?

Yamna is a forgotten Pokemon because it is band from little cup and doesn't have high enough sp attack for nu and it has a stealth rock weakness, but if it got tail glow it would be very good with speed boost and focus sash. It also has a move pool consisting of bug buzz, air slash, giga drain, psychic, shadow ball, aincient power and hidden power. It would be usable in NU as long as it has spin support. Also, it has a tail which looks like it can glow, so why shouldn't it? You could use compound eyes +hypnosis if it wants a free tail glow but that makes you vulnerable to scarfers. After one boost it gets to 814 with modest and with a couple speed boosts it becomes deadly but it is still very vulnerable to priority but still it would be a threat.
 
Camerupt isn't really viable though.... The thing is Camerupt will have a hard time setting up with the numerous water-types like Gorebyss, Samurott, etc.
However, under Trick Room it would be a different ball game. It could use Eruption to hit hard with almost priority thanks to Trick Room.

But Simple does not help that at all.

Here is my input to the question:

Of course running Simple would prompt people to start using stat boosting moves to abuse it. I believe Stockpile, Flame Charge, Rock Polish, and Howl have all been mentioned, but Camerupt has one more tool in its arsenal to abuse Simple with--the most overlooked of them all--yep you guessed it--it's Amnesia!

Amnesia will boost Camerupt's fairly low special defense stat by 4 stages in one turn, letting it tank moves from its most noticeable weakness, water-type moves, shaking off Scalds and Surfs and the like with some HP investment. How about this set?

Camerupt (M) @ Leftovers/Chesto Berry
Trait: Simple
EVs: 252 HP/252 Def/4 SpA
Nature: Calm/Bold
-Amnesia
-Lava Plume
-Earth Power
-Toxic/Rest

With some burns for luck, Camerupt could easily become a top wall in NU, sponging attacks from both sides with ease. Amnesia and Lava Plume help to do this, while Earth Power is a nice, strong STAB. Toxic can be used to help stall (Charizard is immune to burns and Earth Power, and usually carries only special moves). Alternatively, Rest makes up for the lack of reliable recovery, and here Chesto Berry should be used instead of Leftovers.

The best solution to stop this Camerupt would be to either KO it before it sets up or to Taunt it upon predicting Amnesia. Samurott would rise in usage, being able to outspeed and OHKO Camerupt, especially with Solid Rock now gone.

In the case of Toxic being used over Rest, Alomomola would be a welcome partner to pass huge Wishes and help stall against the few opponents that Camerupt could not handle.
 
I think Toxic and Stockpile would be pretty cool for Simple Camerupt. It would be a really neat mon. o:

Thanks to the limit of Stockpile being 3 uses, you could use it to get +6 in both defenses. ChestoRest would probably be the best option for this, with its last move likely being Lava Plume to burn those it cannot Toxic and to hit Steel-types for solid damage.

Also, on Tail Glow Yanma, I think the issue with this would be finding a time to set up. Yeah, it could be pretty cool, but due to it being so frail, you would be hard-pressed to set up without a Sash. Running a spinner would be pretty important because of the Sash, and the quality of NU spinners is relatively low. If you try to avoid running a spinner and you run it as a lead instead, you are still prone to getting destroyed by leads with Rock Blast or Golem who has Sucker Punch in addition to Sturdy (though this wouldn't really matter anyways since most Golem run Rock Blast). It seems it would be more of a liability than a benefit.
 
I propose the following core to back up Yanma well in terms of both synergy and team support.

Yanma (F) @ Focus Sash
Trait: Speed Boost
EVs: 4 HP/252 SpA/252 Spe
Nature: Modest
-Tail Glow
-Bug Buzz
-Air Slash
-Hidden Power Rock

These are the best coverage moves Yanma could have if one spot is reserved for Tail Glow. However, this need not be the lead.

Torkoal (M) @ Leftovers
Trait: White Smoke
EVs: 252 HP/252 Def/4 SpD
Nature: Bold
-Rapid Spin
-Lava Plume
-Iron Defense
-Toxic

Torkoal spins (Wartortle is terrible in all regards, and this has better synergy than the otherwise-decent Armaldo), inflicts two types of status, and stalls pretty much every physical threat that doesn't KO it very quickly. Iron Defense helps with this, making Torkoal's physical defense absolutely incredible after one use.

Torterra (M) @ Leftovers
Trait: Overgrow
EVs: 252 HP/4 Atk/252 SpD
Nature: Careful
-Stealth Rock
-Leech Seed
-Wood Hammer
-Amnesia

Torterra is used here for a few reasons: one, it handles every Water-type in the tier very well, except for when they outspeed and OHKO with Ice Beam. Two, it resists EdgeQuake, and three, it is likely the best Golem counter in the tier. Stealth Rock can help Yanmega get key KOs, alongside a possible backup sweeper or to compound the potency of a Spikes user such as Scolipede. Leech Seed helps wear down opponents such as Alomomola, Garbodor, etc. Wood Hammer is the one attacking move, and even with very little investment, does major damage to unresisting targets. Lastly, Amnesia boosts Torterra's Special Defense fairly close to Torkoal's Defense after Iron Defense. Note that this set struggles against pretty much every other grass type except Cradily to an extent, which Torkoal handles very nicely.
 
EDIT: Putting comments on other subjects, since I haven't really been doing that :x
Simple Camerupt
Rock Polish would probably become a threatening pokemon, as long as it can find the time to set up, thanks to its good offenses. I would like to say a double dance set of Howl and Rock Polish would be viable, but I doubt Camerupt will find time to set up both. However, it could still pack a punch. Stockpile can be used I guess, but that's asking to be critted (plus, it doesn't have a lot of room for moves. Stockpile, ChestoResto, and Lava Plum takes up all the space).

Tail Glow Yanma
To be quite honest, I doubt Yanma will find time to set-up a Tail Glow, thanks to it's fragility and typing. It can't switch in-and-out due to the 4x SR weakness. Treeko pretty summed up my thoughts on Yanma; It could be decent, I guess, but I doubt it'll find time to set-up and sweep. However, I will say that it is pretty powerful after a Tail Glow, so if it does get time to set-up, it might be difficult to stop.

And for a suggestion:
What if Haunter got Prankster from the Dream World?

Prankster makes perfect sense on Haunter flavor-wise. Prankster would be bitter sweet for our ghosty friend. On one hand, Haunter can now abuse SubDisable much better than it could before. It can also serve as a way to stop Choice Scarf pokemon from sweeping you, since you can just Disable their attack. Haunter can also learn Sunny Day and Rain Dance, which makes for a pretty neat weather summoner. Finally, Destiny Bond can be used to kill almost everything that isn't careful thanks to it's low bulk. However, it loses it's immunity to Ground-type attacks; in fact, it's weak to Ground-type attacks. This weakness dampens the SubDisable set (although Prankster greatly offsets this nerf imo) because it is now immune to less things. So what do you guys think? Is Prankster Haunter a potentially strong threat, or is it better of with Levitate.
 
Prankster Haunter

This would be downright amazing, and I approve. It would fit very well with the Haunter shown near the beginning of the anime especially.

Competitively speaking, Prankster would be an incredible boon to Haunter. It would become the only Pokemon with access to both Destiny Bond and Prankster, which is a neat niche. Considering Haunter's frailty, that's actually incredibly powerful. That weakness to ground moves is just a way Haunter could take Earthquake-users out via sacrifice.
 
What if Haunter received Prankster from the Dream World?

Prankster Haunter would be an amazing mon in the NU metagame. Haunter's fraility and great Special Attack make it so you already see Substitute often in its sets. But now, with Prankster, I think SubDisable will become much more common, allowing Haunter to stuff opponents and force Choice users to Struggle or switch, and set up its games with Sub and Shadow Ball. This also marks Haunter as the only mon in the game to get Prankster + Destiny Bond, making it an effective suicide lead against hazard leads, allowing it to use the ever awesome Prankster Taunt, followed by a Destiny Bond to ensure Stealth Rock stays off the field. Truly, Haunter with Prankster will be a great contender in the metagame, but it would not be without its flaws. Like many fast, frail mons, Haunter can almost never take a hit, so one wrong move and you're game plan with Haunter is down the tubes. But, that does not stop his effectiveness, nor does it hinder how deliciously trollish Prankster Destiny Bond has the potential to be.
 
I do not think I would be a fan of pranster haunter. First, you will be losing out on a very good ability in levitate, which even though it doesn't do much for such a frail poke, it can come in handy at times. But with prankster, would haunter invest in speed? It would have to in order to fulfill its ability in being a quick attacker, so prankster seems a little for naught. I can see a sub disable set which ensures that choiced pokes, even scarfed, cannot do anything. It would be an annoyance like liepard, but not generally difficult to defeat. A fast destiny bond would be nice, but it generally cannot take many hits to begin with to utilize destiny bond all that well. It can be a last attempt to get a kill you really need, but once destiny bond becomes a staple on haunter sets, it will somewhat easy to play around. I would probably use a shadow ball/ sludge bomb/ thunderbolt/ destiny bond set with life orb could do very well, but it already is a superb destiny bond user without prankster. So I think that prankster would be ok, but the ability to avoid earthquake and other ground moves would be annoying, and with haunter's already fast speed, I don't believe prankster haunter would make any difference.
 
I do not think I would be a fan of pranster haunter. First, you will be losing out on a very good ability in levitate, which even though it doesn't do much for such a frail poke, it can come in handy at times. But with prankster, would haunter invest in speed? It would have to in order to fulfill its ability in being a quick attacker, so prankster seems a little for naught. I can see a sub disable set which ensures that choiced pokes, even scarfed, cannot do anything. It would be an annoyance like liepard, but not generally difficult to defeat. A fast destiny bond would be nice, but it generally cannot take many hits to begin with to utilize destiny bond all that well. It can be a last attempt to get a kill you really need, but once destiny bond becomes a staple on haunter sets, it will somewhat easy to play around. I would probably use a shadow ball/ sludge bomb/ thunderbolt/ destiny bond set with life orb could do very well, but it already is a superb destiny bond user without prankster. So I think that prankster would be ok, but the ability to avoid earthquake and other ground moves would be annoying, and with haunter's already fast speed, I don't believe prankster haunter would make any difference.

Continuing to what you've stated yourself in the fact that not only is Haunter generally too frail to make the most out of its use of it, but it also doesn't really have much business dealing with or setting up on most Ground-types anyways unless you're facing Golurk or if they're at KO range within one of its STAB moves since they all carry some sort of secondary move to hit it for significant damage anyways. Everything else is rather irrelevant within the context of that, seeing as most Pokemon that uses Earthquake as a coverage move are either Choiced, faster, or can utilize Scrappy to hit you anyways (such as Kangaskhan or Miltank).

From my standing point here, I think that Prankster Haunter would definitely be a solid buff that comes into play within situations that it would only dream of as it tends to utilize a lot of cool options such Substitute, Disable, and Destiny Bond. This is the part in which you have to think a bit more realistically within the context of relevant situations. If your opponent happens to be faster, Prankster gives you the option to either gain setup opportunities on them via the SubDisable set or pick them off with Destiny Bond to score a really beneficial KO that you otherwise would not have. This also applies into situations in which you're trying to take something out with it that tries to be safe and use their priority move to finish Haunter off, such as Carracosta or Piloswine, or even an emergency answer to a dangerous setup sweeper that Haunter otherwise cannot bypass under normal circumstances (not to mention that it goes through Substitute as well). These are two extremely relevant factors that can often mean the difference between a win or a loss in various circumstances and would definitely cause it to pose more of an offensive team player.
 
Prankster Haunter

Prankster Haunter would be absolutely ridiculous. Literally one of the only ways to beat Haunter is to outspeed it/hit it with a priority move, and that's practically impossible with Prankster SubDisable, forcing Choice users into near obscurity. Not to mention the thing is basically guaranteed a kill with Prankster Destiny Bond, unless you're using one of two freakin' mons in the entire meta: Basculin or Floatzel. Otherwise, you're not stopping this thing from wreaking complete havoc on your entire team, no matter what he's using.
 
Liepard can stop Prankster Haunter, though bolstering the feline's use is probably not something you all want to see, eh? We don't want NU to turn into a Prankster war zone (seriously, much of this meta is Riolu-weak as it is).
 
What if all mons with Pickup instead of the current effect could use two items instead of one?
This would be REALLY cool. Linoone could run two Sitrus Berries and effectively get a free Belly Drum, then proceeding to kill the tier with free Extremespeed and Shadow Claw for coverage?
Another option could be running two eviolites on Munchlax, making it a monster wall.
Pachirisu could run two Choice Bands and spam Spark... Pelipper just died out of fright :)
 
Taunt works through Substitute, so you can block its havoc after one turn and phaze it out or attack it. Otherwise Haunter would be a great annoyer with Prankster, the new Murkrow (that's not necessarily better).
 
@vyomov

In that situation Linoone would not be able to utilize two Sitrus Berries at once because they only active at 50% health or less. In other words, the first Sitrus puts Linoone out of range for it to receive the second.

Not too sure exactly how the mechanic on Eviolite or Choice Band work-if they're a 1.5x multiplier to the raw stat or a technical +1 boost-but either way it would stack up it would make Munchlax a hella good Jynx counter. (although it still gets worn down pretty easily since it has to rely on RestTalk) Pachirisu is another story though, even with 2 Choice Bands, Pachi has no notable physical attacks to use. At the very least 2 Choice Specs would be the superior choice to take advantage of Pachirisu's superior special movepool that contains Thunderbolt and Grass Knot. Either way I wouldn't see it as a good Pokemon anyways as double Specs Pachi has the same damage output as Specs Zebstrika without all that speed.
 
Choice band compounds boosts, it doesn't add on to them. For example a primpape using Close combat at +6 will be even more powerful with a Choice band equipped, as opposed to capping at +5 with a Choice Band. I'm pretty sure the same applies to eviolite.
 
What if you could use one Full Restore per match?
The impact would be gigantic. Sweepers like Swellow would be broken because you could wait until they have REALLY low HP and then Full Restore(setting the toxic counter to the start once again.)
Clerics would drop in usage because Full restore would remove the need for one. Stall teams would also do VERY well because full restores just make the game much longer.
 
Have we all run out of ability/move theorymons?? :( Anyway, Full Restore would be kind of dangerous. I agree that Swellow, Ursaring (kinda) Zangoose, even Kangashkan could benefit from it (former with Guts) and Kanga with Double Edge + LO for most sets instead of Silk Scarf as an option. Even stuff like Camerupt with Eruption could become dangerous versus something slow (though not overly). Wailord could also benefit from it, too, although I don't think they'd increase too much in usage. Not too sure if it'll all become too broken though given that Swellow has things that could stop it (like rock/steels etc, so they'd likely increase).

Oh, Scarf Charizard could also make use of it when it knows an opponent is switching out, giving it two extra switch ins (when EVed to live at 1%). So basically, offensive would increase a lot and benefit greatly from it, as will counters to these mons. I don't think it'd benefit stall as much as offensive though, but I can see how it'd positively affect it.
 
Absol.

so it's like Wonder Launcher, so to speak?

I haven't played Black and White, so I can't say but to put it simply it's like how we can use these items in in-game battles(vs Elite 4, etc).
Well, Starships, it would be run on every team given that there's no reason NOT to use it(although if one could use items like in-game, Max Revive would also be a good idea and we'd have to ban Sacred Ash LOL)

Well, I have something outrageous: What if Absol dropped to NU?
The impact would be immense. Mons like Golurk would greatly decrease in popularity because of the Dark Type Weakness while Scolipede would be only more popular(Might even become #1). Psychic mons would be completely unused(unless with cores along with Primeape). Simply to counter Absol and take a hit, Throh would be as popular if not more than Sawk.
 
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