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Thread: Community POTW #49

  1. #26
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    choice strika
    Choice Band/Choice Scarf
    Adamanet/Jolly
    Motor Driver/Sap Sipper
    Evs 252Atk 252 Spe 4hp
    Flame Charge
    Wild Charge
    Pursuit
    Return/Take Down/Double Edge

    this pokemon sucks haha
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  2. #27
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    "Pere-strika"
    Any Ability
    Sp.Atk boosting Nature (except Quiet or Modest), max Speed EVs, split Attack and Sp.Atk EVs
    -Facade
    -Spark/Wild Charge
    -Me First/Toxic
    -Overheat
    > Expert Belt/White Herb/Focus Sash

    Perestroika is Russian for "restructuring" and is also a part of their history. This set "restructures" Zeb's ability to sweep into an ability to attack and annoy. Facade works quite well if you slam headfirst into Synchronize, Flame Body, or some other Status-Effect-related Ability that'll work against you. Spark/Wild Charge is purely preference-based. Overheat is for Ferrothorn. Me First is to allow you to table-turn certain EQ and Earth Power users. Toxic is there to wear down Ground Types for your replacement to handle.

    "If you hear hoofbeats..."
    Sap Sipper/Motor Drive
    Adamant/Jolly, Physical Sweeper EV array
    -Spark
    -Flame Charge
    -Double Kick
    -Stomp
    > King's Rock/Razor Fang/Choice Band/Choice Scarf/Muscle Band/Life Orb

    This set combines Speed buffs, Choice Item potential, Para-Flinch hax, and anti-Substitute tactics. You'll be solidly walled by Jellicent if your Spark is somehow disabled, however, so be careful.

  3. #28
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    I have this conspiracy theory that Game Freak is basically reusing old pokemon. This is a prime example. Aesthetically, Zebstrika and Rapidash look very similar. Stat wise, it's even more similar. With movesets, however, Rapidash is superior. But whatever. Zebstrika has nice stats and a pitiful move-pool. It's abilities basically make it faster or stronger if you switch into an electric attack.

    Lightningrod:Raises Sp. Atk when hit by an Electric type move.
    Motor Drive: Raises Speed when hit by an Electric type move.
    Sap Sipper (DW): Raises Attack when hit by a grass type move.

    The Only Usable Set
    - Wild Charge
    - Return
    - Thrash
    - Flame Charge
    Item: Choice Band/Life Orb
    Ability: Motor Drive
    EVs and Nature: Adamant (+Atk, -Sp. Atk)
    252 Atk/252 Spd
    Unfortunately, this is basically Zebstrika's only usable moveset. Wild Charge is STAB, Return is filler, Thrash is just a strong Attack, and Flame Charge boosts speed, and is also kind of filler.

    Other Options
    I guess you could run a Lightningrod set in a Double or Triple battle and teach it Thunderbolt.
    Pursuit also works

    Double and Triple Options
    Lightningrod can only successfully work with another pokemon using Discharge on your team, but overall this guy is for singles or not at all

    Partners
    Take out Ground types with other Water types.

    Countering Zebstrika
    Earthquake is one of the most common attacks in the game. That destroys Zebstrika. Besides that, Golem and Rhyperior wall this guy to death, and easily destroy him


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  4. #29
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    Okay, I just read a couple of the last post. I'd like to make a couple comments, but I'm too lazy to quote.

    First, Cell battery does not work if it has the ability Lightning Rod or Motor Drive, only if the ability is Sap Sipper.

    Secondly, Thrash is a bad idea. It has double edge, which has just as much power, but allows it to go back and forth between attacks and swap out. It won't care about the recoil with it's terrible defenses anyway. Even on a choice set, it'll stop you from swapping out.
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  5. #30
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    Default Zebstrika in-depth

    Hey, cooljolteon here.

    I've been visiting the forums more often again, and I'd like to have a part in the POTW.

    (I spent nigh on an hour putting these together...)


    Physical Sweeper
    Zebstrika @ Life Orb/Choice Band
    Adamant [+Atk/-SpAtk]
    EVs: 252Atk / 252Spd / 4HP
    Sap Sipper/Motor Drive
    -Wild Charge/Spark
    -Flame Charge
    -Pursuit/Return
    -Rock Smash/Double Kick/Screech

    1. Wild Charge for power, Spark for lack of recoil
    2. Pursuit or Return, depending on preference
    3. Double Kick for hitting Subbers; Rock Smash for damage and lowering Def., or Screech for only lowering Def., but more severely


    Special Sweeper
    Zebstrika @ White Herb/Choice Specs
    Modest [+SpAtk/-Atk]
    EVs: 252SpAtk / 252Spd / 4HP
    Lightningrod
    -Thunderbolt/Discharge
    -Overheat
    -Charge/Hidden Power (Grass/Water/Ice)
    -Charge/Charge Beam

    1. Thunderbolt for power, Discharge for Paralyzing
    2. Charge for raising Tb/Dc/CB; HP GWI for countering Ground-Types; Charge Beam as the only means with which to raise SpAtk


    Mixed Sweeper
    Zebstrika @ Life Orb/White Herb
    Rash [+SpAtk/-SpDef] (I think...)
    EVs: 252Atk / 252SpAtk / 4Spd
    Motor Drive
    -Charge
    -Wild Charge
    -Overheat
    -Return/Double Kick/Rock Smash

    1. Return for power; DK for Subbers; RS for lowering Def


    Support
    Zebstrika @ Leftovers
    Bold [+Def/-Atk] or Impish [+Def/-SpAtk]
    EVs: 252Def / 252SpDef / 4HP
    Motor Drive
    -Thunder Wave/Toxic/Light Screen/Swagger/Rest/Protect/Substitute
    -Thunder Wave/Toxic/Light Screen/Swagger/Rest/Protect/Substitute
    -Thunder Wave/Toxic/Light Screen/Swagger/Rest/Protect/Substitute
    -Thunderbolt/Discharge/Volt Switch/Wild Charge

    1. TW/Tx/etc.... depends on preferences
    2. Thunder Wave + Swagger = ParaFusion
    3. Tb/Dc depends on preferences of power over Paralyze
    4. Do not use TW + Discharge
    5. Volt Switch if you want to be a scout
    6. Wild Charge if you would rather get physical
    7. Nature depends on Attack choice


    Other options:
    Rain Dance + Wet Rock
    Thunder


    Holy crap, that took forever!
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  6. #31
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    Zebstrika is just one of those overwhelmingly underwhelming pokemon. Defences lower than Infernape. Decent attack scarred by a barren movepool. It's speed is very good. It's faster than Starmie but it can't really do anything about it.
    Abilities
    Lightningrod: Gives you +1 Spatk whenever you get hit by an Electric move. Cool, since every usable set is mixed(go on, find four good physical moves, i dare you) this is good.
    Motor Drive: Same as Lightningrod but it gives you +1 Speed instead. It's not as useful as Zebby has more than enough speed.
    Sap Sipper: Same as before but you get +1 ttack if you get hit by a Grass move. It's unreleased now but it's prett useful for it's dominant attacking stat is raised.

    Mixed
    Zebstrika@Life Orb
    Lighningrod/Sap Sipper
    Naive
    252 Speed/200 Atk/ 56 Spatk
    -Wild Charge/Thunderbolt
    -Double Edge
    -Overheat
    -Hidden Power[Ice/Grass]

    Wild Charge is your main STAB. You won't survive long so recoil doesn't matter. If you want you can choose T-bolt so you won't die after three rounds of attacking. Max Speed means we outspeed Starmie, lati@s base 108s etc. and we tie with other Zebbstrika and Serperior(if you ever play Drem World). Switch around the offensive EVs if your using T-bolt.
    Double Edge is a strong move with good coverage. Overheat hits Grass types like Ferrothorn hard. Hidden Power Ice makes BoltBeam but Hidden Power[Grass] hits Water Grounds and T-tar harder. Take your pick.

    Other options
    Sreech lowers Defence and forces switches.
    It could use Thunder Wave and Light Screen among other moves for an utterly awful support set.
    You could use Rain Dance + Thunder to mess with weather.
    Volt Switch could be used on a Choice set.
    Pursuit could be used for frail Ghosts and Psychics.

    Counters
    Ground types can come in on it's electric moves for free and threaten with STAB Earthquake. Chansey has enough physical bulk to wall it. Overheat will hurt a bit, but Hippowdon works great. Scarf Flygon outspeeds and kills.
    Dugtrio gets a special mention thanks to trapping, outspeeding and KOing with EQ. If your brave you can switch-in to it's electric attacks as well.
    Strong pririty such as Conkledurr's Mach Punch is certain to 2KO. Even CBScizor's Bullet Punch will do about 45%. Zebstrika isn't all that threatening. It's frail, it's weak it has godawful coverage. Call me next Sunday for a better POTW.
    Quote Originally Posted by Huspoel View Post
    You're saying some really smart stuff there.

  7. #32
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    Lets not kid ourselves, the zebra just isn't that good

    Mixed Zebra
    Zebstrika @Life Orb
    Motor Drive
    Naughty/Lonely
    252 Attack, 252 Speed, 6 Sp. Att
    - Wild Charge
    - Overheat
    - Pursuit
    - Volt Switch/Hidden Power (Grass/Water)

    Bring it in on an electric attack, go to town. It's not going to take any hits well at all so nature doesn't really matter. Volt Switch is for escaping which the zebra is going to need to do a few times if it wants to survive very long, but if you have no other way of dealing with ground types (in which case I'm sorry for you) go with either Hidden Power Grass or Water
    Last edited by xsedr; 4th December 2011 at 10:10 PM.
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  8. #33
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    Mixstrika

    Nature: Naughty, Lonely
    Ability: Sap Sipper, Lightningrod
    EV's: 100 HP/252 Atk/100 Sp. Atk/56 Spd
    Item: Persim Berry

    Moves:
    Flame Charge
    Thrash
    Thunder/Thunderbolt
    Pursuit

    Boost and sweep. Flame Charge to boost your speed. Thrash for power and confused status, which is healed by the Persim Berry. Thunder for power, Thunderbolt for accuracy. Pursuit for those who tries to switch.

    Double and Triple Battle options:
    Never use Zebstrika in doubles if it has Thrash. Zebstrika isn't too good in doubles and triples.

    Partners:
    Drizzle Politoad is needed if you have Thunder (100% accuracy Thunder? Yes please!).
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  9. #34
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    ^Don't use thrash, I've already said why. Double Edge is much better.

    Not meant for doubles(Or triples, or rotation, or singles), but it can run the Discharge+Lightingrod/MoterDrive/VoltAbsorb combo, as either the receiver or the user.

    It's always best to run a +speed nature. I know 116 is a lot, but it'll still be out sped a lot without one. A pokemon would need about base 130 base speed to outrun Jolly base 108 pokemon with a neutral speed nature, though it couldn't outrun base 110, IIRC.
    Last edited by Zachmac; 4th December 2011 at 11:30 PM.
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  10. #35
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    My favourite 5th gen Pokemon by far. It's battle-usability may not be overwhelming but what does that matter when it has a great name, an awesome cry and it's an electric zebra. It's practically inspired.

    Here's the one I have:

    Awesome Electric Zebra
    Item: Life Orb/Focus Sash
    Naive Nature; 252 Atk, 6 SpAtk, 252 Spd
    Ability: Lightningrod
    Wild Charge
    Me First
    Volt Switch/Double Kick
    Thunder Wave

    Item choice depends on whether I feel like destroying things or guaranteeing a Thunder Wave.

    Naive gives a Speed boost without sacrificing either attack stat (for Me First's benefit). It's not like the lost defences matter.

    Any of its abilities are usable. Do note that in doubles/triples, Lightningrod will absorb your allies' Thunderbolts etc..

    Wild Charge is basic STAB. It's sort of Zebstrika's signature move as well.

    Me First is a great move. I must be missing something as I can't fathom why only one person has mentioned it for Zebstrika so far. You can come in after something falls to Outrage and throw it right back at them at 1.5x power (if they're slower, e.g. Choice Band Haxorus/Salamence). You can try chucking EQ back at grounded Steels or Rocks. Zebstrika is easily fast enough to use it reliably, and its offensive stats aren't too bad.

    Volt Switch is just fun and lets you get out so long as the opponent isn't immune to it.

    Thunder Wave is what it is. Just in case something tries to DD against you or something. With 3 electric moves ground types and certain abilities wall you, but why would you stay out against them anyway? (Dugtrio = instant doom regardless of what you have)

    Double Kick is decent for coverage but its damage is dire, so I stopped using it.

    Overheat is also a pretty good move on it. I'm not sure why I haven't tried it yet actually...

    Problems with Zebstrika: suffers Electric-type movepool complex. Jolteon and Electrode outpace it; Luxray and Electivire have more moves and better Atk. There are better sweepers and annoyers available from other types.

    Team of my favourites:

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  11. #36
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    Zebstrika@Life orb / Choise band / Choice scarf
    Ability: Motor drive / Sap Sipper
    Nature: Adamant / Jolly
    Evs: 252 ATT / 252 SPD / 4 HP
    Moves:
    -Spark / Wild charge
    -Quick attack / Pursuit
    -Flame charge
    -Tail whip / Screech / Return / Thrash / Double edge
    ok. Bad physical movepool but it's enough! Spark can paralyze and recoil free while wild charge is stronger with recoil but who cares about recoil on zebstrika? Quick attack is always usefull while pursuit can punish switchers. Flame charge boosts speed wich is neat. For the last slot you have multiple options: Double edge is if you have raised your zebstrika from an egg if not or you don't want the recoil go with return. You can Thrash on your opponent if you don't mind the 2 to 3 turns doing the same thing and then being confused. You can go with a more gimmicky set with Tail whip or screech to lower you opponent defense to force it to switch and then pursuit them. Also handy if your opponent decides not to switch you will do more damage.

    Zebstrika@choice specs / Life orb
    Ability: Lightningrod
    Nature: Modest / Mild / Rash
    Evs: 252 Sp ATT / 252 SPD / 4 HP or ATT
    Moves:
    -Thunder / Thunderbolt / Discharge / Charge beam
    -Volt switch
    -Overheat / Flame charge
    -Hidden power ice / Return / Endure
    The nature here really determine wich variant to use. Modest will cut your attack but retains your defenses so you can go with special sweeper set. while the other two will cut one of the defensive side so it's better to go with a mixed set.
    Thunder if you have rain support, thunderbolt if you don't. Discharge if you don't have rain and you want more paralysis. Charge beam raises your special attack further more. Volt switch helps you to scout and does damage. Overheat if you are going special or flame charge if you are going mixed. Hidden power ice rounds up the coverage but return if you don't have ice as a hidden power. You can also endure a hit that would kill you to use volt switch or any other move that would KO the opponent.

  12. #37
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    I'd like to note that screech is completely a gimmick. Sure, it makes enemies easier to take down, but sacrificing a turn is like sacrificing Zebstrika itself with those defenses. It also has a 15% chance to miss, and can be cured just by swapping out.

    Charge is also a gimmick. It's better just to attack, and it won't care for the sp.defense boost much, it's frail anyway.
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  13. #38
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    One of its biggest problems is what I like to call Klink-typed. Just as Klink is a pure steel with a steel/electric movepool, zebstrika is a pure electric with a fire/electric move pool. It would be far more viable if it were double typed, but That isn't going to happen.
    It is vastly outclassed, Physical electric? Electravire

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  14. #39
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    Quote Originally Posted by chuckeroo777 View Post
    One of its biggest problems is what I like to call Klink-typed. Just as Klink is a pure steel with a steel/electric movepool, zebstrika is a pure electric with a fire/electric move pool. It would be far more viable if it were double typed, but That isn't going to happen.
    It is vastly outclassed, Physical electric? Electravire
    It's only fire moves are flame charge and overheat.....

    Also, I saw a set earlier where Rock Smash was an option. If you want a fighting move that badly, Double Kick is always better, getting 60 power when the kicks are combined, while rock smash just has 40. I wouldn't suggest either, though.
    move set:
    Wild charge
    Flame charge
    Double edge (egg move, can replace with giga impact)
    Thrash

    this set works very well in double battles, but its weak type coverage and somewhat lackluster defences make it hard to use in a single battle environment
    Sorry to break it to you, but this set is terrible. Double Edge and Thrash on the same set? In doubles, you can't choose what enemy you hit using thrash, so Double Edge is superior in all cases. Giga Impact sucks. It leaves you vulnerable to anything, and also keeps you from swapping out. Hitting with it once then not hitting at all means 150 power. Hitting with double edge on the first turn then again on the second would be 240 power.

    It's also weak to earthquake, while not resisting either surf or the rare heat wave.
    Last edited by Zachmac; 5th December 2011 at 12:46 AM.
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  15. #40
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    Zebstrika is a cool Pokemon, not totally useless. It has a decent movepool, decent Attack and Speed, and a somewhat work-able Sp. Attack. The only thing is that it can't take a hit from anything. It has extremely low Defence, Sp. Defense, and Hp. If you do choose to use Zebstrika, hopefully you kill your opponent before they land a single hit on you.

    Abilities

    Lightningrod:Usefull to switch into an electric attack. You get a free Sp. Attack boost, although, Zebstrika's Sp. Attack really isn't anything special unless you have it spec'd.
    Motor Drive:Really, not the best ability. It might be good to get no damage from an electric attack, but it Zebstrika doesn't need the extra speed boost.
    Sap Sipper:Does exactly the same thing as Lightningrod in singles, but raises Attack instead. This is probably the best ability for Zebstrika, due to the fact that he has no other Attack raising moves, and that he'd probably die trying to use one anyways.

    Movesets

    Physical Zebra
    - Wild Charge/Volt Switch
    - Thrash
    - Flame Charge
    - Pursuit/Double Kick/Stomp
    Item: Life Orb/Fire Gem/Electric Gem/Persim Berry
    Ability: Sap Sipper/Motor Drive
    EVs and Nature: 252 Atk/252 Speed/4 Hp
    Adamant Nature (+ Atk, -Sp. Atk)

    A basic attacking set. Until Sap Sipper is released, I would just go for Motor Drive instead. Wild Charge is one of your most powerful attacks, at the cost of some Hp. Volt Switch does a little less, but lets you switch out. Thrash is like a normal type Outrage. Powerful, but makes you confused after a couple turns. Flame Charge is there to take out any Steel types that could try to wall, plus adding a useless speed boost, due that it can outspeed most Pokemon who will oppose it. The last move slot is really a filler. Pursuit could be good for Psychic types, or anyone who tries to switch. Double Kick, even though weak, can also whittle away at Steel types if needed. Stomp is... well, just a filler.

    The choice for an item depends on preference. Life Orb will give all of your moves a small boost, at a small cost of Hp. Fire Gem and Electric Gem will boost your Electric or Fire attack, depending on which you use. Lastly, the Persim Berry will get you out of confusion after Thrash, so you can go rampaging again.

    Special Zebra
    -Discharge/Thunderbolt/Thunder
    -Overheat
    -Hidden Power (Water)
    -Shock Wave/Agility/Volt Switch
    Item: Life Orb/White Herb
    Ability: Lightningrod
    EVs and Natures: 252 Sp. Atk/252 Speed/4 Atk
    Modest Nature (+ Sp. Atk, - Atk)/ Mild Nature (+ Sp. Atk, - Def)

    Ok, if you REALLY want to use a Special Zebstrika, you don't have too bad of moves to work with. The Electric attack depends on what you want. Discharge a little less powerful, but is reliable and has a higher chance of Paralysis. Thunderbolt is reliable with a less chance of Paralysis, while Thunder is all power, but only 70% accurate. Overheat, takes out Steel types and anything else fire is good against, with a stat deduction. Hidden Power (Water) will take out Zebstrika's worst enemy: Ground types. In the last slot, Shock Wave never misses, point blank. Agility will let you outspeed anything that could be faster than you, not that there is a lot of Pokmon who do. Volt Switch will let you switch out after harmful stat deductions.

    Life Orb will power up your moves for some Hp every turn, while the White Herb will take away any stat deductions from Overheat.

    SUICIDESTRIKA
    -Wild Charge
    -Volt Switch
    -Flame Charge
    -Double Edge/Thrash
    Item: Life Orb/Choice Band
    Ability: Sap Sipper/Motor Drive
    EVs and Natures: 252 Atk/252 Speed/4 Hp
    Adamant Nature (+Atk, - Sp. Atk)

    My favorite, suicuide time. Wild Charge is your main electric move, with little recoil. I hate suggesting two moves of the same type, but Zebstrika doesn't have that great of a physical movepool. Volt Switch is to get out of the battle, just in case you need to. If you have any better suggestions for a physical move, feel welcome to substitute. Flame Charge takes out Steels. It's your only move without any backfire... Double Edge is powerful, but it gives a lot of recoil damage. Thrash gives off the same amount of damage, but confuses you after a few turns. It's basically an alternative if you don't want any recoil damage...

    Life Orb, as always, powers up all your moves. Choice Band keeps you restricted to one move, but multiplies your attack stat by 1.5.

    Partners:
    I wouldn't if I were you. Zebstrika has some of the lowest defenses, it would die quite quickly from Earthquake in Double and Triple battles. The only upside is that it gets Lightningrod, preventing any electric attack from hitting your team. If you were to use it, though, I'd pick a Water or Flyng type to go with it.

    Countering:
    *someone in the back screams "GROUND TYPE!"*

    Any Ground type you choose will probably be able to take down Zebstrika, as long as it is the speedy Dugtrio or another Gound type that has good defenses. I would watch out for a HP Ice, but other than that... Really, as long as you have a defender that can stand at least one of Zebstrika's attacks, you should be able to take it down pretty easily.
    Last edited by jon199; 5th December 2011 at 4:05 AM.


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  16. #41
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    ^Don't use thrash, I've already said why. Double Edge is better.

    Anyway, Return is a better option then take down.
    Choice Band keeps you restricted to one move, but doubles your attack.
    It actually multiplies by 1.5. Base 100 attack would turn into 150.
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  17. #42
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    In all honesty, Zebstrika's not that good. If you think it's cool and want to use it because of that, more power to you, but otherwise it's pretty underwhelming. However, it does have at least one niche, even if it isn't released yet: reversing the typical dynamic of Grass Types countering Electric Types. Once Sap Sipper comes out, Zebstrika will have an immunity to their attacks, and the ability to smash them with Overheat.

    Anyway, I didn't invent this set, but it's the best one I've seen even if Zebstrika can't technically use it yet:
    Zebstrika @Life orb / Expert belt
    Ability: Sap Sipper
    Nature: Naive (+Spe, -SpD)
    EVs: 72 Att / 188 SpA / 248 Spe
    ~Wild Charge
    ~Overheat
    ~Hidden Power Ice
    ~Double Kick

    Since the only things you could potentially speed tie with are other Zebstrika (who you'll probably never see) and Whimsicott (who is both not going to be bothering with speed since it has Prankster to abuse and isn't going to be doing much since you're immune to grass moves), you can run four ev's less than max speed since that's all you need to outspeed base 115's like Starmie. 188 Special Attack insures a Overheat is a OHKO on Ferrothorn with Life Orb, and the rest goes into attack since investing in Zebstrika's bulk is a fool's errand. Wild Charge and Overheat are obvious as Zebstrika's strongest Stab and biggest Niche. Hidden Power ice hits things like Gliscor and Dragons that resist the rest of your set. Double Kick hits things like Heatran and Darks like Tyranitar and Hydreigon that try to tank Overheats.

    Quote Originally Posted by Zachmac View Post
    .It actually multiplies by 1.5. Base 100 attack would turn into 150.
    While you're right about what the multiplier is, it's actually applied to stats not base stats. Something with 100 atk would have 150 atk, but something with base 100 attack maxed out with a +atk nature (328) would have the equivalent of maxed out base 170-something attack (492).

  18. #43
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    While you're right about what the multiplier is, it's actually applied to stats not base stats. Something with 100 atk would have 150 atk, but something with base 100 attack maxed out with a +atk nature (328) would have the equivalent of maxed out base 170-something attack (492).
    That's actually what I meant. Base is used for both what a pokemon's stat is, and what number fills in the variable in a pokemon's stat calculation.

    If it boosted the base stats you thought I was talking about, it would be broken.
    Last edited by Zachmac; 5th December 2011 at 3:32 AM.
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  19. #44
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    To me, Zebstrika is the Electric version of Darmanitan!

    Now as for Blitzle, In the LC department, It runs best as a Choice Bander as most defenses of the LC Pokemon are underdeveloped, which is a crack wide open for Blitzle to attack.
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  20. #45
    Join Date
    Nov 2011
    Location
    Cerulean City
    Posts
    49

    Default

    Quote Originally Posted by Zachmac View Post
    ^Don't use thrash, I've already said why. Double Edge is better.

    Anyway, Return is a better option then take down.It actually multiplies by 1.5. Base 100 attack would turn into 150.
    Sorry, I meant by 1.5, not doubled.

    Also, you make a good point about the Double Edge and Thrash. Double Edge is much better. They both have the same base power, in which I didn't notice before.

    I guess my thinking was that Thrash is if you don't want to do damage to yourself, and Double Edge is.


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  21. #46
    Join Date
    Nov 2010
    Location
    Why do you need to know
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    1,924

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    Quote Originally Posted by Nyter09 View Post
    To me, Zebstrika is the Electric version of Darmanitan!

    Now as for Blitzle, In the LC department, It runs best as a Choice Bander as most defenses of the LC Pokemon are underdeveloped, which is a crack wide open for Blitzle to attack.
    :/ Blitzle's STAB is walled so badly in LC. Joltik, Snover, Deino, Hippopotas, Lileep, etc. Much of the LC metagame resists Electric.


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  22. #47
    Join Date
    Nov 2011
    Posts
    8

    Default Killer Zebra

    I love this guy. I always pictured a zebra pokemon being dark type not electric but whatevs I still like it. I like taking advantage of it's speed and attack so I tend to use the following set:

    Adamant
    Motor Drive
    focus sash

    -Wild Charge (strong STAB and the recoil wont be the worst thing hitting you in battle)
    -thrash (a very strong move than hits like a wild er zebra?)
    -thunder wave (with his speed, this guy can cripple some opponent strategies before getting killed)
    -flame charge (a bonus speed boost is always handy if you manage to survive using focus sash previously).
    Last edited by anotherbluejay; 5th December 2011 at 6:00 AM.

  23. #48
    Join Date
    Feb 2011
    Location
    california
    Posts
    204

    Default

    outclassed by manectric

  24. #49
    Join Date
    Oct 2011
    Location
    Perth, Australia
    Posts
    278

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    Quote Originally Posted by Cometk View Post
    outclassed by manectric

    We know that it is outclassed. However POTW is not about picking something else. It's about the chosen pokemon and how it fares. If you don't have any valid movesets or anything, then stop posting crap like that that we already know about.
    I have claimed the deadly snake Seviper, as of December 2 2011

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  25. #50
    Join Date
    Sep 2010
    Location
    The Old West
    Posts
    1,386

    Default

    Quote Originally Posted by Cometk View Post
    outclassed by manectric
    However, this is not Manetric discussion.

    It does have a couple advantages, to. First, the speed to outrun Starmie without a scarf. Zebstrika has the ability to go mixed, while Manetric has to rely on completely special moves.

    I'm I saying Zebstrika is better? No, I'm just pointing out it's advantages.
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