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Thread: Competitive Single Rates - READ FIRST POST

  1. #3441
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    Mew@Leftovers
    252 HP 252 Speed
    Timid/Jolly
    Synchronize
    -Aura Sphere/ Ice Punch
    -Shadow Ball/ ThunderPunch
    -Nasty Plot/ Swords Dance
    -Baton Pass

    A Mew Baton Pass set. Use the first bracket for Special, and the second one for physical, take your pick. Aura Sphere and Shadow ball get the famous FocusBall combo with 100% neutral coverage, and Ice Punch and ThunderPunch get the deadly BoltBeam combo which I think is only resisted completely by Rotom Ice, Rotom Fire, and Magnezone (correct me if I'm wrong), but both allow you to do a decent amount of damage. Nasty Plot and Swords Dance raise your Sp. Attack and Attack to very dangerous levels respectively, and Baton Pass, well, you know what it does.
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  2. #3442
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    If I were to pick between the two I would pick special Mew.

    So I really like Kingler but since you cannot obtain a salac berry in Gen V endure-flail is no longer available. This is what I was thinking:


    Kingler @ Leftovers
    Nature: Impish
    EVs: +252 Defense +252 HP +4 Speed
    Ability: Shell Armor

    Amnesia
    Dive
    Dig
    Swagger

    This set is a physical wall that plays Swagger nicely. While I'm out of sight recovering with leftovers my opponent is hopefully doleing out massive damage to himself. And even if the attack boosted Poke comes through with an attack Kingler's massive defense takes it like a beast. The Shell Armor ability is also nice becuase my opponents cannot critical hit. This set would prove useful countering a predicted switch into a special sweeper. Amnesia gives it a necessary Sp Def boost and helps it somewhat resist grass and electric attacks. I think most people will expect an offensive Kingler and switch giving me a setup turn or turn to switch.
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  3. #3443
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    Quote Originally Posted by Xenevix View Post
    So I really like Kingler but since you cannot obtain a salac berry in Gen V endure-flail is no longer available. This is what I was thinking:


    Kingler @ Leftovers
    Nature: Impish
    EVs: +252 Defense +252 HP +4 Speed
    Ability: Shell Armor

    Amnesia
    Dive
    Dig
    Swagger

    This set is a physical wall that plays Swagger nicely. While I'm out of sight recovering with leftovers my opponent is hopefully doleing out massive damage to himself. And even if the attack boosted Poke comes through with an attack Kingler's massive defense takes it like a beast. The Shell Armor ability is also nice becuase my opponents cannot critical hit. This set would prove useful countering a predicted switch into a special sweeper. Amnesia gives it a necessary Sp Def boost and helps it somewhat resist grass and electric attacks. I think most people will expect an offensive Kingler and switch giving me a setup turn or turn to switch.
    This seems like the best way to implement this idea, and the idea seems valid enough to me, but you'd have to test it to see how it really works. Obviously it is a non-standard gimmicky set, but that's kind of the whole point; I don't see any obvious flaws if we start from that premise. Nice work.

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  4. #3444
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    Quote Originally Posted by Xenevix View Post
    I think your Dusclops is really quite clever to be honest. I never thought of something like that. If I had o pick from the two though I would definitely pick Rhydon. Does Alomomola have Rain Dance cause Aqua Tail would be quite the move with a boost.

    If you were to do something similar to your Dusclops set maybe you should consider Dusknoir with Leftovers. He has more reliable recovery that way and better attack power. A little bit more health as well which is nice.

    I don't know if this is practical but what about a special attack Emboar or Pignite (with Eviolite)? You could give it Scald and when it becomes a water type it loses a lot of weaknesses and Scald has STAB. I've come across an Emboar like that once and it took me a few hits to kill it because of its high HP.
    I use Rhydon with Politoed and Aqua Tail hits really hard, honestly I didn't think of Dusknoir, the leftovers might help quite a bit, and I am really liking the Emboar idea, it never even crossed my mind, thanks for the help.

  5. #3445
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    I use Rhydon with Politoed and Aqua Tail hits really hard, honestly I didn't think of Dusknoir, the leftovers might help quite a bit, and I am really liking the Emboar idea, it never even crossed my mind, thanks for the help.
    Emboar is kind of bulky, but not bulky enough usually. One of the two you listed or dusknoir would probably be better.

  6. #3446
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    Quote Originally Posted by Swagga09 View Post
    Oh yea, did he use jolly nature? (facepalm)


    Use modest or timid "pokemom"
    That wasn't my Dragon..I had to do a manual Quote as some kind of glitch wouldn;t give me a standard one...

    THIS is MY dragon:

    Dragonite (Mild or Hasty) @ Expert Belt or Wise Glasses
    Ability: Inner Focus (don't have a scale dragon, yet)
    EVs: 64 Atk / 192 Spd / 252 SAtk or 4 Atk / 252 Spd / 252 SAtk (mild) 56 Atk / 200 Spd / 252 SAtk (hasty)
    - Thunderbolt (hits most other dragons)
    - Ice Beam (hits dragons, grounds, grass, et al)
    - Flamethrower (steels and ices)
    - Earthquake (to get around special walls) or Focus Blast (TTar and those obnoxious Moonlighting Umbreon)

    *Very non-standard Dragon. Surprise Special Specialist with FB or Mixed wall with EQ. Elemental moves all have the chance at status effect, again, setting up for Rotom-2 Hex. Set is largely firm assuming it makes the final team; EQ set carried me through Single Subway without breaking a sweat and has royally PWND local leagues though it got slaughtered by the Moonlight Umbreon in Super Singles. Alt EV: 252SA/252SD/4Spe (252SA/____SD/____Spe) **Play-testing FB against those Subway Umbreon...need help in finalizing EV spread, please!


    Still developing it for VGC Spring 2012, but it's coming along nicely IMO
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  7. #3447
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    Quote Originally Posted by Pokemom View Post
    That wasn't my Dragon..I had to do a manual Quote as some kind of glitch wouldn;t give me a standard one...

    THIS is MY dragon:

    Dragonite (Mild or Hasty) @ Expert Belt or Wise Glasses
    Ability: Inner Focus (don't have a scale dragon, yet)
    EVs: 64 Atk / 192 Spd / 252 SAtk or 4 Atk / 252 Spd / 252 SAtk (mild) 56 Atk / 200 Spd / 252 SAtk (hasty)
    - Thunderbolt (hits most other dragons)
    - Ice Beam (hits dragons, grounds, grass, et al)
    - Flamethrower (steels and ices)
    - Earthquake (to get around special walls) or Focus Blast (TTar and those obnoxious Moonlighting Umbreon)

    *Very non-standard Dragon. Surprise Special Specialist with FB or Mixed wall with EQ. Elemental moves all have the chance at status effect, again, setting up for Rotom-2 Hex. Set is largely firm assuming it makes the final team; EQ set carried me through Single Subway without breaking a sweat and has royally PWND local leagues though it got slaughtered by the Moonlight Umbreon in Super Singles. Alt EV: 252SA/252SD/4Spe (252SA/____SD/____Spe) **Play-testing FB against those Subway Umbreon...need help in finalizing EV spread, please!


    Still developing it for VGC Spring 2012, but it's coming along nicely IMO
    Just use sheer force nidoking is is Waaaaaaaaaaaaaaaaaaaaaay better using this set combination and he is faster and doesn't have a double weakness to nothing and have more power than dragonite

  8. #3448

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    Didn't do the ability breakdown for the past two days because I got super lazy. However, I got lucky in scoring another day off from work so that I can crowd your CSR Thread with sets nobody looks at. :P

    Blaze

    The signature ability of Fire starters since Gen 3 (the older gen starters didn't have abilities but Gamefreak decided to start this tradition). It powers up your Fire attacks by an additional x1.5 STAB, making your Fire types more lethal when on their last legs. However, it suffers as the hardest to use of the three abilities (Swarm is worse since plenty of pokemon who get it are x4 weaker to SR, but in certain cases that's a blessing) because of common weaknesses to Ground and Rock and a weakness to priority Aqua Jets. Although you resist Ice Shard and Sucker Punch (For the half Fighting type starters), Blaze is still harder to use considering Stealth Rock.

    To use Blaze is to turn your pokemon into a flaming warrior of damnation. Under the right circumstances, very little lives from Blaze boosted Fire attacks, and it just so happens a majority of the Fire starters have boosting moves, making them hit harder. You need to commit to getting the most out of Blaze, since certain Pokemon can end your Blazing sweep.



    Blaziken@Life Orb/Shell Bell/Passho Berry
    Rash/Naughty - 200 Sp.Atk/200 Atk/108 Speed
    -Flame Charge
    -Fire Blast/Flamethrower/Blaze Kick/Flare Blitz
    -Hi Jump Kick/Sky Uppercut
    -Stone Edge/Rock Slide/ThunderPunch

    Blaziken has the most Sp.Atk of the Blaze users (he'd also have the most Atk to if it weren't for Emboar), so his suggested Fire attacks are special primarily. Flame Charge is your physical Fire move since Blaziken is the second slowest of the Blaze users (Again, Emboar takes that spot) so not a lot of Speed was invested for this. Fire Blast/Flamethrower is your strongest Fire STAB but you can opt for an all out physical set in Flare Blitz/Blaze Kick. Hi Jump Kick/Sky Uppercut is your other Fighting STAB. Stone Edge/Rock Slide completes your moveset unresisted, but ThunderPunch can be for Waters that can take your Fire moves and Gyarados, who resists all your other attacks.

    Life Orb + Flare Blitz is ideal for dwindling down to Blaze, but you'll sometimes only use it twice because of the recoil. Absolutely no HP investments gives him positive Life Orb damage, you'll still reach Blaze activation after 7 uses if you don't use Flare Blitz. It's best to revenge kill a slower opponent with Flame Charge so that you can start your mixed sweeping. The Passho Berry is to weaken Aqua Jet.



    Infernape@Shell Bell
    Naive - 252 Spe/200 Atk/56 Sp.Atk
    -Encore
    -Flare Blitz/Fire Blast/Flamethrower
    -U Turn/Vacuum Wave/Substitute
    -Close Combat/Submission

    Infernape takes the spot for the fastest user of Blaze, and by the grace of Arceus, he got Encore. Encore opens up a wide variety of Infernape's movepool as he can either set up, scout, or switch out with U turn. Flare Blitz is your physical STAB, but since you're less defensive than Blaziken, Life Orb was omitted as you're gonna kill yourself quicker. U turn can scout the switch in to replace the Encored while Vacuum Wave gives you a priority move just in case. Substitute, however, can give you a back up to use since you're not very defensive and can easily dwindle you to Blaze. Close Combat is your strongest Fighting STAB and the Substitute can keep you from being revenge killed by your defense drops, while Submission is another recoil move that can dwindle you to Blaze activation.

    If you opt for Substitute, 112 HP gives you 4 Subs to use. Disregard the HP Evs, however, if you plan on using recoil moves.



    Charizard@Life Orb/Power Herb
    Timid - 252 Spe/248 Sp.Atk/8 HP
    -Flamethrower/Fire Blast
    -Dragon Pulse/Focus Blast
    -Air Slash/Blast Burn
    -Hidden Power Electric/SolarBeam

    Poor Charizard. Ever since Stealth Rock hit the metagame his practicality has dwindled. He loses half of his HP upon switching into Stealth Rock which will have ether severely weakned him or KO him. Even if it helped bring him down to Blaze activation, a weakness to Aqua Jet and vulnerability to all but Mach Punch and Vacuum Wave will bring him down before he can use it.

    Charizard can still be threatening, though. Don't let his x4 weakness to Rock underestimate him. Charizard still possesses a ferocious movepool and Blaze, which if you're not careful, it will end you. Flamethrower/Fire Blast is his main STAB which hurts under Blaze. Dragon Pulse lets him hit Dragons that resist your other attacks, and most of them don't carry Rock attacks often (Some carry Water attacks, though...). Focus Blast is for Tyranitar, who indubitably counters you without it. Air Slash is an alternate STAB for Fighting types, but Blast Burn is slash for another reason, which will be explained later. HP Electric is for Waters who resist your Fire attacks but Solar Beam plus Power Herb quickly dispatches them.

    Blast Burn is slashed specifically for Life Orb. 8 HP gives you negative Life Orb damage, meaning you have nine attacks to use before fainting instead of 10. This is to avoid the opponent setting up on you after delivering an unlivable Blaze boosted Blast Burn, so that the recoil KOs you and you can send in the next pokemon afterwards. The other Fire types can pull off a similar set like this, but Charizard is specifically a special attacker so it was mentioned here first. It's always an option.



    Typhlosion@Petaya Berry/Charcoal
    Timid/Naive - 252 Spe/252 Sp.Atk/4 Def (or 200 Sp.Atk/56 Atk)
    -Eruption
    -Overheat
    -Focus Blast/Earthquake/HP Ground/Water
    -Extrasensory/Quick Attack

    For a special attacker, Typhlosion lacks a movepool to make use of his Sp.Atk stat. His saving grace comes in Eruption, the most powerful Fire Attack in the game. Since Eruption cannot be combined with Blaze, Overheat is the next best thing, as under Blaze, Overheat murders. Focus Blast is your option against Rock Types, but Earthquake can nail Fire types opposing you. HP Ground is a better option against both types, but HP Water can hit Heatran holding an Air Balloon. Extrasensory is your other Special attack to widen your coverage, but Quick Attack is a neat priority move to finish off survivors of Eruption or Overheat.

    An alternate Fire Attack can be used over Overheat if you don't like the Sp.Atk drop, but you miss out on a lot of power before you get offed.



    Emboar@Shell Bell/Passho Berry
    Jolly/Brave - 252 Atk/252 Spe (Or HP)/4 Def
    -Flame Charge/Wild Charge
    -Flare Blitz
    -Brick Break/Hammer Arm
    -Head Smash/Stone Edge

    Dear Arceus, is Emboar a beast. He has the strongest Atk of all the Blaze user and can hold the strongest Flare Blitz in the game. Too bad he's so slow, though, but Trick Room/Flame Charge remedy this. Wild Charge is for Trick Room Emboar so that he can nail Water types. Flare Blitz is OW. Brick Break is your average STAB as you don't want to use SuperPower, but Hammer Arm is preferred for Trick Room Emboars. Head Smash is the definition of pain, but Stone Edge is an option over it if you don't like having more than two recoil moves.

    Emboar is the physical powerhouse your Trick Room team needs. If you need a Fire type beast that isn't named Darmanitan, look no further.



    Simisear@Grass Gem/Fire Gem
    Timid - 252 Spe/252 Sp.Atk/4 HP
    -Yawn
    -Nasty Plot/Recycle
    -Overheat/Flamethrower
    -Grass Knot

    Infernape outclasses Simisear as a fire monkey in a lot of ways. Only Simisear gets Yawn, though, and is much faster than Emboar is at using it. Yawn an opponent and then Nasty Plot or attack the switch in. Grass Gem lets him one shot certain opponents while not much will live his Fire Gem boosted Overheat. His pathetic defenses while not help him live certain hits but if you're lucky, you can get down to Blaze activation and incinerate opponents with Overheat (or Flamethrower if you don't like having to use Nasty Plot again). Recycle is for when you have time to recollect your item against a sleeping foe, as it lets you oneshot more opponents.


    The LC pokemon lose out a bit with Blaze since they are solely Fire types. However, each of them have a unique set that may have already been covered here. Charmander gets Dragon Dance and Chimchar makes for an effective suicide lead with Blaze. Others are not as different from their evolved counterparts, so they were excluded here.


    But can it be better?

    Blaze is okay the way it is. As all of the users get Flame Charge and Blast Burn to threaten teams, Blaze remains a great ability to use on the Fire starters. What makes it seem like a lesser ability is the pokemon's access to better abilities like Solar Power Charizard or Speed Boost Blaziken. Blaziken is banned, however, because of Speed Boost so it can only use Blaze in Wifi now. It's still the best mixed attacker of Blaze and a majority of the Blaze users can pummel Flash Fire switchins.

    Because Aqua Jet can finish off Fire types before activation, a lot of them utilize Substitute to counter their checks. Water types will always remain the enemies of Fire types, however, as they have little to use against them when they want to abuse Blaze.


    That covers it. Later, I'm doing Chlorophyll (oh noes :U).

  9. #3449
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    ^ how could you forget bellyzard?!?!?!?!? The premium blaze abuser?? (If it ever got the chance to set up...)



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  10. #3450
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    you could aslo put substitue on typhlosion so it activates the berry

  11. #3451
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    Salamence @ Choice Scarf/Life Orb
    Ability: Moxie
    EVs: 4 HP, 252 Atk, 252 Spe
    Nature: Jolly
    - Outrage
    - Earthquake
    - Protect
    - Dragon Claw

    I've designed this to work in singles and doubles. In singles, I will use a Choice Scarf and mostly use Outrage, though Earthquake may be useful. In doubles, I'll use a Life Orb, with Dragon Claw and Earthquake as the main attacks. Protect is almost always good to have in doubles.



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  12. #3452
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    Outrage and Moxie is an illegal combination. Outrage was a gen 4 move tutor move.

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  13. #3453
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    Bagon gets Outrage as a Dream World move, so it isn't illegal.



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  14. #3454

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    Ninetales (M) @ Choice Specs
    Trait: Drought
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest Nature (+SAtk, -Atk)
    - Overheat
    - Energy Ball
    - Psyshock
    - Hidden Power [Fighting]

    Standard Sun Team lead. Overheat is Ninetales strongest STAB attack but dropped his SAtk I may change it for Fire Blast. I'm not sure with HP Fighting..
    Booyah


  15. #3455
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    Quote Originally Posted by TheSuperZekrom View Post
    Ninetales (M) @ Choice Specs
    Trait: Drought
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest Nature (+SAtk, -Atk)
    - Overheat
    - Energy Ball
    - Psyshock
    - Hidden Power [Fighting]

    Standard Sun Team lead. Overheat is Ninetales strongest STAB attack but dropped his SAtk I may change it for Fire Blast. I'm not sure with HP Fighting..
    Maybe solar beam over Energy Ball? Drought means it doesn't have to charge.

    HP fighting can hit a t-tar swap in for good damage I think, but there is the problem in it's sp.def boost. I guess the specs make up for that...It might 2HKO, I'll do a calc later.

    Psyshock doesn't provide any coverage, so I'd probably use Fire Blast or Flamethrower over that, so you don't always have to rely on Overheat for STAB.
    Salamence @ Choice Scarf/Life Orb
    Ability: Moxie
    EVs: 4 HP, 252 Atk, 252 Spe
    Nature: Jolly
    - Outrage
    - Earthquake
    - Protect
    - Dragon Claw

    I've designed this to work in singles and doubles. In singles, I will use a Choice Scarf and mostly use Outrage, though Earthquake may be useful. In doubles, I'll use a Life Orb, with Dragon Claw and Earthquake as the main attacks. Protect is almost always good to have in doubles.
    Protect will be useless in singles, though, so maybe Stone Edge or Fire Fang. Since TMs can be used multiple times this gen, you can go back and fourth between Protect and Stone Edge.
    Last edited by Zachmac; 19th November 2011 at 11:31 AM.

  16. #3456
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    Quote Originally Posted by TheSuperZekrom View Post
    Ninetales (M) @ Choice Specs
    Trait: Drought
    EVs: 4 HP / 252 SAtk / 252 Spd
    Modest Nature (+SAtk, -Atk)
    - Overheat
    - Energy Ball
    - Psyshock
    - Hidden Power [Fighting]

    Standard Sun Team lead. Overheat is Ninetales strongest STAB attack but dropped his SAtk I may change it for Fire Blast. I'm not sure with HP Fighting..
    I'd keep Overheat. Ninetails is pretty much going to be coming in, setting up Sun, maybe throwing around an attack or two, and then switching out anyways. Also, keep Energy Ball. Solarbeam has a major disadvantage in weather wars. If Tyranitar or Politoed switches in and changes the weather, they'll pretty much kill you while you're stuck charging Solarbeam.
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  17. #3457
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    Torterra@leftovers
    Impish/Careful
    252df/252hp/16atk
    ~Earthquake
    ~Stone edge
    ~Wood Hammer
    ~Leech Seed

    Leftovers+Leech seed pretty much halves the recoil from wood hammer, earthquake and wood hammer for immense STAB's, and stone deg for coverage. This is pretty much stay in as long as possible, and take as much down with you as you can.

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  18. #3458
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    Leafeon@chesto berry
    Leaf Guard
    jolly
    252spd/252spatk/4def
    moves:

    rest
    sunny day
    solarbeam
    baton pass/synthesis
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  19. #3459
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    Alright, so before I introduce the Pokemon, I'm going to explain the context.

    I've become very entranced with VGC-style battling, which means Double Battling as well as a lot of weather to counter. Mainly drizzle. But the point of this Pokemon isn't to counter weather, but to function in and out of TR.

    Anyways, here's the Pokemon.

    Mamoswine@Iron Ball
    Snow Cloak (once I can get Thick Fat I'll do it)
    Brave Nature
    252 HP/252 Att/4 SpDef
    - Ice Shard
    - Icicle Crash
    - Earthquake
    - Rock Slide/Curse

    Brave to get his base speed down to 70, Iron Ball turns that into 45. TR doesn't require speed (quite the opposite actually), so I can invest in making Mamoswine bulkier since his defenses aren't exactly beautiful (although he has some nice HP).

    Ice Shard so that if TR is down, Mamoswine can still get a first hit. Also, priority makes some nice Revenge Killing. Icicle Crash just in case I actually have to hit something hard. Those two plus STAB plus 130 attack should be good, right? Earthquake for spread move as well as STAB. And now I'm not sure what I'd prefer.

    Rock Slide is more coverage, while Curse adds to my bulk and power (Don't need a Choice Band or Life Orb now), and at the same time lowersboosts my Speed in TR. So I'm not quite sure.

    Anyways, do you think this is viable? Mamoswine's base Speed is 80, which isn't beautiful but is still viable, and with Iron Ball, he's even slower. So... Thoughts?

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  20. #3460
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    ^For a Trick Room team, that actually looks very viable. Normally I'd say that it needs CB or at least LO in order to deal enough damage with its Ice Shard (and even its other attacks sometimes), but you've got Curse to cover that, which again works perfectly with your TR team. The only change I'd suggest is to consider Rock Slide over Icicle Crash, as you've already got a STAB Ice move from Ice Shard; other than that it looks solid.

    * * *

    I've got a set.

    Rotom-C @ Choice Specs
    Nature: Modest
    Ability: Levitate
    EVs: 108 HP / 252 SAtk / 148 Spd
    -Leaf Storm
    -Thunderbolt
    -Hidden Power [Ice]
    -Trick / Thunder

    This set is battle-tested and I like it a lot. He's the perfect, ubiquitous counter to all variety of bulky Water types, as well as Gliscor and some Dragons. The Speed EVs puts him exactly one point faster than max Speed Jolly TTar and company, and the rest goes into bulk. I think the set is pretty straightforward from that point. However, I'm considering changing his last move.

    Rain is the most common weather effect in play right now, so I frequently find myself using him to counter rain teams. I don't find myself using his Trick attack too often, and Thunder would be a more reliable way of countering the plethora of rain teams I run into. Thoughts? Trick or Thunder?

    And don't say Volt Switch over Thunderbolt; that doesn't work the same way on choice sets as on LO/Leftovers set.

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