give him roost and if you train him properly, one fire blast will deal something like 604 damage
idk i calculated it a while back but i can't remember exactly and in sun it's even more because it's a fire move and it's a STAB move
and sure he is frail but give him roost it works great and cuts his weaknesses
I just like him. I use fly on him. I LOVE two turn moves like that. Dive is my favourite, they're so tricky!
I've never used a Charizard. Venusaur FTW!
If I did use a Charizard, I'd focus on getting a powerful move in before the opponent KO's it. Fly is too risky because of Thunder, so I'd either use Solar Beam with that item that makes two-turn moves only take one turn, or Fire Blast.
Isn't this the best sig ever?
WAAAAAAAAAIIIIIIIIIIIIIT!!!!) Thuder hits flying Pokemon? So it's like earthquake? Next thing you'll be telling me is that surf hits diving Pokemon!!!! XD
I think it does, actually
Isn't this the best sig ever?
Hey anyone wanna battle on PS in like 15min?
EDIT: anyone wanna battle on PS now?
Last edited by Miror; 16th April 2013 at 10:06 PM. Reason: Double post
Credit: Shade
Yeah, but 604 against what? A Scizor or something? Charizard only has base 109 SpAtk, which is decent but not great.
But you should run it on a sun team. It's the only way to make it the slightest bit decent, and still isn't even that great.
Does anyone wanna battle NU on PS?
Credit: Shade
109 Base SpA = 317 neutral, boosting is + 31.7 round down to 31 so that 31+317=348, Life Orb/Solar Power is +30%, 30% of 348 is 110, 348+110=458. STAB Fire/Flying move is + 1.5 damage, so that 150% of 348 is 348+174=512 and with previous calculations, 512+110=624 SpA if and only if the STAB move's base power stays the same, i.e. Fire Blast has 120 base power because we calculated the STAB into the SpA stat.
So 604 is close, but not quite.
Clauncher, Vivillon, Chespin... Here it comes!
To figure out a stat from a base stat, for all but HP, you start with the knowledge that base 100 is 205-299. For every 1 added, it adds 2 to each number, and for every one subtracted it takes away 2, so that 101 is 207-301. For boosting nature, you take the numbers and move the decimal place on place to the left, so that 205-299 is 20.5-29.9 added to the number in question, rounding down. So boosting nature 100 base is 225-328. 135 is 100 plus 35×2 which is 70, so neutral is 275-369 and boosting nature is 275+27 and 369+36, so that 302-405 is the boundary.
Hindering nature is different. It is like 205-299 being 20.5-29.9 subtracted from the number, but you round UP instead of down, so that 205-21 and 299-30 is 184-269.
HP is 310-404 at base 100 and is unaffected by natures and is thus easier to calculate with. 110 is 330-424 because it is greater than 100 by 10, which we double to 20 and add to both numbers. Base 70 HP is 250-344 because it is lower than 100 so that we subtract 60, which is 30×2. The sole exception to this calculation is Shedinja, because theoretically base 1 HP should be 112-206, but is actually 1-1.
I discovered these calculations myself some day, and I hope that this was enlightening. If you need clarifications, do not hesitate to ask.
Clauncher, Vivillon, Chespin... Here it comes!
I like flying arceus.
You know that tournament I was talking about earlier? I entered today.
Username: GenosectAceus
PO name: n/a
Friend Code: 4299-2381-9424
Desired Division: Sky Division
Favourite Pokemon: Drifblim
Referrer: none, just found this Guild myself and found it was more interesting than most others out there.
Grovyle
Sorry, I misread and thought it said into your sig.
>facepalm<
Last edited by GenosectArceus; 17th April 2013 at 10:42 PM.
Grovyle
Here's my application to The Hoenn Triangle:
Username: GenosectArceus
PO name: n/a
Friend Code: 4299-2381-9424
Desired Division: Sky Division
Favourite Pokemon: Drifblim
Referrer: I have to give credit to Yveltal96 for helping me out with this