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| Elliot Gale |
Oct 05, 07 at 9:54pm ^
Pokemon Studies Compedium and Index
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Log in to remove this sponsored message I felt it necessary to make a new start on this and revive that spark everyone has for the game. So here's how this is going to work: This thread is for full pokemon analyses. If you're going to post anything at all, then it should be suggestions to fix up someone else's analysis, a new analysis altogether, inquiries about someone else's analysis, or a request for an analysis. For anyone who wishes to contribute, note that you'll need to show extensive research and explanations in your work. The format I'm looking for is as follows: quoteAnd, obviously, good grammar is expected, as these should look professional. I've learned, though, that I can't let just anyone do these. Lately, I feel as though I've had to do too much editing work, so at this point, only those that are part of the analysis team may make analytical posts here. The team's current members are: Wiselugia DrunkenSniper Jyarra Scipex Illegit Purestealth ShinyCharizard ShinyMilotic For those on the team, if you intend to post an analysis at some point, but can't find the time right away, make a post along the lines of "Gliscor [Res]" so everyone knows to back off. However, you can only do this for ONE POKEMON AT A TIME. You cannot do it for multiple pokemon, and you cannot reserve another until you finish or drop the current one. This message was edited by WiseLugia on Oct 12 2007. | |
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| Elliot Gale |
Oct 05, 07 at 9:55pm ^
re: Pokemon Analysis Compedium and Index
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Analysis List Abomasnow Absol Aerodactyl Aggron Alakazam Altaria Ambipom Ampharos Arbok Arcanine Arceus Ariados Armaldo Articuno Azelf Azumarill Banette Bastiodon Beautifly Beedrill Bellossom Bibarel Blastoise Blaziken (Res) Blissey Breloom Bronzong Butterfree Cacturne Camerupt Carnivine Castform Celebi Charizard Chatot Cherrim Chimecho Clamperl Claydol Clefable Cloyster Corsola Cradily Crawdaunt Cresselia Crobat Darkrai Delcatty Delibird Deoxys (Attack) Deoxys (Defense) Deoxys (Normal) Deoxys (Speed) Dewgong Dialga Ditto Dodrio Donphan Dragonite (Res) Drapion Drifblim Dugtrio Dunsparce Dusknoir Dustox Electivire Electrode Empoleon Entei Espeon Exeggutor Exploud Farfetch'd Fearow Feraligatr Flareon Floatzel Flygon Froslass Forretress Furret Gallade (Res) Garchomp (Res) Gardevoir Gastrodon Gengar Girafarig Giratina Glaceon Glalie Gliscor Golduck Golem Gorebyss Granbull Groudon Grumpig Gyarados Hariyama Heatran Heracross Hitmonchan Hitmonlee Hitmontop Hippowdon Ho-oh Honchkrow Houndoom Huntail Hypno Illumise Infernape Jirachi Jolteon (Res) Jumpluff Jynx Kabutops Kangaskhan Kecleon Kingdra Kingler Kricketune Kyogre Lanturn (Res) Lapras Latias Latios Ledian Leafeon Lickilicky Linoone Lopunny Lucario Ludicolo Lugia Lumineon Lunatone Luvdisc Luxray Machamp Magcargo Magmortar Magnezone Mamoswine Manaphy Manectric Mantine Marowak Masquerain Mawile Medicham Meganium Mesprit Metagross (Res) Mew Mewtwo Mightyena Milotic Miltank Minun Mismagius Moltres Mothim Mr. Mime Muk Nidoking Nidoqueen Ninetales Ninjask Noctowl Octillery Omastar Pachirisu Palkia Parasect Persian Pelipper Pidgeot Pikachu Pinsir Plusle Politoed Poliwrath Primeape Probopass Porygon2 Porygon-Z Purugly Quagsire Qwilfish Raichu Raikou Rampardos Rapidash Raticate Rayquaza Regice Regirock Registeel Relicanth Regigigas Rhyperior Roserade Rotom Sableye Salamence Sandslash Sceptile Scizor Scyther Seaking Seviper Sharpedo Shaymin Shedinja Shiftry Shuckle Skarmory Skuntank Slaking Slowbro Slowking Smeargle Snorlax Solrock Spinda Spiritomb Stantler Staraptor Starmie Steelix Sudowoodo Suicune Sunflora Swalot Swampert Swellow Tangrowth Tauros Tentacruel Togekiss Torkoal Torterra Toxicroak Trapinch Tropius Typhlosion (Res) Tyranitar Umbreon Unown Ursaring Uxie Vaporeon Venomoth Venusaur Vespiquen Victreebel Vileplume Volbeat Wailord Walrein Weavile Weezing Whiscash Wigglytuff Wobbuffet Wormadam (Grass) Wormadam (Ground) Wormadam (Steel) Xatu Yanmega Zangoose Zapdos This message was edited by WiseLugia on Oct 19 2007. This message was edited by WiseLugia on Nov 12 2007. | |
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| Jyarra |
Oct 05, 07 at 11:15pm ^
re: Pokemon Analysis Compedium and Index
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![]() Introduction: Porygon-Z was only just introduced in D/P. Previously, things had only come close to Alakazam for raw Special Attack, but then some guys had the urge to try to modify Porygon2. And thus, Porygon-Z appeared. The main differences between him and 'Kazam are key. Although Porygon-Z is slower than 'Kazam, it has the luxury of a much wider special movepool than 'Kazam, who was hit hard when he lost his prized Elemental Punches. Base stats: 85 HP 80 Attack 70 Defense 135 Special Attack 75 Special Defense 90 Speed Movesets: Agility Sweep Porygon-Z @ Leftovers/Life Orb Download/Adaptabillity Modest: 252 HP, 252 Sp Att, 4 Speed Agility Thunderbolt Tri Attack Dark Pulse/Ice Beam The last slot is sometimes exchanged for one of the other moves that P-Z can learn, depending on individual teams. Basically, this thing is striving to come in, Download Special Attack, and then use Agility. It has slightly less power than it's Nasty Plot brethren, but has the ability to outrun everything that is not: *Named Ninjask or Deoxys RS/FR/E *Already raised their Speed *Is using a Choice Scarf Download is probably the preferred ability here, and Leftovers makes it so that it can maybe take another hit. This thing has survived Garchomp Outrage for me, so don't underestimate it (No Swords Dance). Nasty Plot Sweep Porygon-Z @Life Orb Timid: 252 Sp Att, 252 Speed, 4 HP Adaptability/Download Nasty Plot Thunderbolt Tri Attack Dark Pulse/Ice Beam This is basically the Agility one with more emphasis on Special Attack. Just remember, this is much more frail and is unable to outrun some key threats (Weavile, Aerodactyl, etc.) This time, the ability choice is reversed, since this thing will not have as many chances as being able to come in and set up. Choice Set (Scarf/Specs) Porygon-Z @ Choice Scarf/Choice Specs Modest/Timid: 252 Special Attack, 252 Speed Adaptability/Download Tri Attack Thunderbolt Ice Beam Dark Pulse Porygon-Z with Scarf. Adaptability is much more preferable, since Choice Pokemon need to switch often. Choice Specs would be a similar set, although Timid would be much more beneficial than Modest in that situation. Other Options: Besides the Special Attacks already listed, there are some others Porygon-Z can use. The above seem to be the most useful in general, but if you're trying to go after a specific thing, then these attacks could help. Hidden Power is often a good thing for Porygon-Z. It has two ways it can use it, depending on what you're team can't seem to cover for it: Ground (For Non-levitating Steels) or Fighting (For Levitating Steel-types). Hyper Beam works well in tandem with Adaptability, especially because it has the power to destroy just about anything that doesn't resist it. Make sure that you're opponent doesn't know about it or that you've taken out anything that could resist it before using it. Counters Porygon-Z's weakness is it's initial slow Speed. In this way, basically anything faster than it that can hit it hard will be efficient in it's destruction. Things with priority moves can normally give it some trouble, as well. Specific examples include, but are not limited to: Metagross, Blissey, Regice. Metagross takes neutral damage at worst to all moves that Porygon-Z may pack, with the exception of HP Ground. It thus makes it a reliably safe switch in, and will then be able to use Bullet Punch to great effect versus it. However, the HP-oriented ones may be able to counter-strike with their own neutral attack. Blissey/Regice will normally be able to take damage from the Z, and respond with a Thunder Wave, instantly crippling it's power to sweep. However, variants using HP Fighting must be taken into consideration. In the ways of being Revenge Killed, the options are limited to Pokemon that have a way of striking first. Choice Scarf Pokemon that are able to outrun it's initial base 90 Speed (Considering Modest) should be able to come in and take it out with their most powerful attack. As already stated, Metagross has the power to use Bullet Punch. In all practicality, when facing Porygon-Z, you must be aware of the moves that it is carrying. Then, you must either cripple it with Thunder Wave or make the first strike. However, the Agility/Choice Scarf sets may not always allow for the second option. Opinion: While Alakazam is a lot more predictable, the ability of Porygon-Z to switch between different Special Attacks and take slightly more hits makes it something more than a "variation" of Alakazam. This thing is definatley capable of turning the game around, if you're opponent allows you to do so. This is easily comparable to Medicham; although it has immense power, it's contrasted by a generally modest speed. Plus, its artwork looks like it wants a hug. Aww.... This message was edited by Jyarra on Oct 05 2007. | |
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| Jyarra |
Oct 05, 07 at 11:20pm ^
re: Pokemon Analysis Compedium and Index
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![]() Introduction Hitmontop has been around since G/S/C, however, he's never really seen much use. Even in this new generation, Hitmontop is not something particularly powerful. However, he has some unique move set choices, and is quite capable of being used. Base Stats: 50 HP 95 Attack 95 Defense 35 Special Attack 115 Special Defense 70 Speed Movesets Utility Wall Hitmontop @ Leftovers Technician Sassy: 252 HP, 252 Sp Def, 4 Def Rapid Spin Triple Kick Gyro Ball Bulk Up At first, you might think that it's problem is that it's got some decent Attack to build off-of, but doesn't pack the Speed to use it. And that's where you'd be wrong. Utilizing Sassy and 0 Speed IV (If possible), Hitmontop can actually transform his Speed into a benefit, in the form of Gyro Ball. Coupled with a resistance to Stealth Rock, he makes a viable choice as a Rapid Spinner. Then, his strategy consists of using Bulk Up to raise his attack and defense to satisfactory levels, and using one of his two attacks. Triple Kick is his main attacking move, and for good reason. STAB combined with Technician combined with multi-hit, this is an excellent move that can be used to destroy opposing substitute users, and even hit them after breaking the substitute, as well. This is also his second strongest attack, after Close Combat. Gyro Ball offers an alternate attack, and coupled with the low Speed, will normally guarantee a high base-power. However, the low HP will really hurt him, as it will not be able to live for very long. It is best to have Wish support if you plan on using this for extensive periods of time. Trick Room Sweeper Hitmontop @ Leftovers Intimidate Brave: 252 HP, 252 Att, 4 Def Bulk Up Gyro Ball Stone Edge Close Combat This is the other thing it can do. Combined with the lowest Speed possible (0 Speed IV), Trick Room will allow this little guy to get going. Unfortuanetly, he'd have to use a turn of his Trick Room to use Bulk Up, but it may be worth it, in the end. Otherwise, he would be unable to attack with any sort of force. His actual attacking move pool is really quite limited, and doesn't have much more variety than this. Agility Sweeper Hitmontop @ Muscle Band/Leftovers Intimidate Adamant: 252 Att, 252 Speed, 4 HP Agility Close Combat Stone Edge Endeavor This is basically the same as the Trick Room Sweeper, just doesn't require Trick Room. He gets 478 Speed after the Agility, so he out speeds a lot of things. Muscle Band can be used to give you that extra boost of attack that may be needed, since his Attack is only Base 95. It was chosen over Life Orb because he lacks the HP to use it and Endeavor at the same time. Other Options It learns a variety of moves that can take advantage of Technician: Mach Punch, Bullet Punch, Rock Smash, and Aerial Ace. Rock Smash was mentioned because of the chance to lower Defense. It has the ability to learn Earthquake, however, Levitating ghost-types will be able to take advantage of two of your attacks (Assuming your using some STAB attack) if you use it. Counters Hitmontop suffers from a low Base HP of 50, and therefore, can not take too much before being knocked out. Also, it's modest Attack also gives you the option of deciding to Wall it completely. Gliscor has the ability to take a maximum of neutral damage from any attack and resists it's STAB move, and can simply shrug off any residual damage with Roost. However, Rapid Spin does not allow it to take advantage of it to set up Stealth Rock. Hitmontop is also very heavily reliant on it's item. Leftovers gives it health restoration, and it normally can not spare any health, so using Knock Off can quickly make it's chances of survivability much lower. In addition, afflicting it with Burn nullifies it's Attack and will adversely cancel it's Leftovers restoration, as well. Toxic is also a decent option, however, paralyzing should be held off, as it can power up it's Gyro Ball. Other Pokemon that can cut away at it's health with Super-effective attacks should also be suitable to the task. If it has used Bulk Up too much for comfort, then Skarmory can take the hits as well as Roaring it away. Opinion Personally, I think that Hitmontop is given too little credit as a Pokemon. Many sets I see try to influence it's use as a Sweeper. However, I personally believe Hitmontop's greatest potential lies in a Utility/Walling set. Attacking is merely an after-thought when you consider it's impressive 115 Special Defense, which is on par with some standard Pokemon. Giving the ability to use Bulk Up to boost both its decent Attack and Defense, it's only real weakness lies in it's HP. Obviously, having Wish on your team to support Hitmontop makes it's power much more. This message was edited by Jyarra on Oct 05 2007. | |
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| Elliot Gale |
Oct 06, 07 at 12:23am ^
re: Pokemon Studies Compedium and Index
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![]() Introduction Heracross, the mighty Hercules Beetle, was introduced in GSC. Ever since, it has been a standard in competitive play, and for good cause. A muscular 125 base attack with the almighty 120 power Megahorn. Its movepool was pretty dismal at first, being limited to Endure-Reversal and Megahorn, but since then the options have gained more breadth. 80 hp / 125 atk / 75 def / 40 sp atk / 95 sp def / 85 spd Movesets Speedycross Heracross @ Choice Scarf Guts Adamant: 252 atk, 252 spd, 6 hp Megahorn Close Combat Stone Edge Pursuit/Aerial Ace/Night Slash/Earthquake This is possibly the most popular Heracross in the game for now. This setup puts it at 403 speed, which many who boost speed aim to outrun; it's that much of a threat. Switch it into something it resists, Poison Spikes/Toxic, or send it in after something of yours has fainted, then pick wisely. If you predict your opponent correctly, you can deliver a potentially fatal blow. Aerial Ace is an alternate option for its ability to handle other Heracross. Earthquake provides nice general coverage and supereffective on Elec, which is handy for Raikou. Night Slash gives you more muscle against Dusknoir, Gengar, and Mismagius. CBcross Heracross @ Choice Band Guts Adamant: 252 atk, 104 hp, 152 speed Megahorn Close Combat Stone Edge Pursuit/Aerial Ace/Night Slash/Earthquake This set trades speed for power, and a lot of it. Nothing can switch into it without a resistance, and that's provided they make a good switch. SDcross Heracross @ Wide Lens Guts Jolly: 252 atk, 252 spd, 6 hp Megahorn Close Combat Swords Dance Stone Edge The reason to use Jolly is so Heracross outruns base 90 pokemon, like Lucario, that aren't running a +speed nature themselves. Anyway, this is quite straightforward. Once its counters are cleared out of the way, switch it in and sweep away. Really likes switching into Toxic Spikes. Reversal/Focus Punch Heracross @ Salac Berry Swarm Adamant: 252 atk, 252 spd, 6 hp Substitute/Endure Reversal Megahorn/Night Slash Swords Dance/Focus Punch Make sure to carry a weather inducer to negate Sandstorms if you intend to use this, and leave it benched until the very end of the battle. Ironically, the Reversal set was the only one Hera really had when he debuted, and now it's near worthless other than for surprise. Restalker Heracross @ Leftovers/Life Orb Guts Adamant: 204 hp, 152 atk, 152 spd Megahorn Stone Edge Sleep Talk Rest A more durable Heracross meant to absorb status. While asleep, Guts is activated, giving it the ability to dole out harsh hits even with its eyes closed. As with all restalkers, it doesn't have access to the full type coverage the rest of its sets have, but it works well anyway. Other Options Sleep Talk can actually be inserted into any set in almost any place and work well. Note that Sleep Talk will only work once if you use it on a Choice set. Facade combos well with Guts and helps it against the likes of Weezing. Expert Belt is useable if you don't feel like being restricted or feeling kickback. Shed Shell is also an option if you don't want to risk Dugtrio trapping and killing you with Aerial Ace. Counters Gliscor is the best around. It can come in on any move Hera has, then simply laugh as it Roosts off damage and kills with Aerial Ace or sets up to BP into something else. Weezing can easily come in on anything Hera has as well. So long as it doesn't accidentally burn the buff bug, it'll kill you off with Flamethrower or Fire Blast after some Pain Splits. Dusknoir can take down Heracross if it carries Fire Punch. Once again, you can scare it if it burns you. Gyarados and Salamence, while they may die to Stone Edge, have intimidate and resist both primary attacks. Cresselia and Jirachi, with proper investment, can take a hit and retaliate with Psychic and Zen Headbutt respectively. Dugtrio traps and kills with Aerial Ace. Some Weavile carry Aerial Ace for Heracross. Heracross can take out other Heracross with Aerial Ace. Lucario can switch in on Megahorn or Stone Edge and score a kill with Blaze Kick, provided it's faster. Opinion Massive attack, great moves, excellent typing. All of these details make Heracross a significant threat to almost any team. He may not look it, but Hera has badass written all over it. My favorite since ADV, and that likely will not change. | |
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| Jyarra |
Oct 06, 07 at 12:37am ^
re: Pokemon Studies Compedium and Index
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![]() Introduction Miltank used to be a prominent force in the Metalic Generations, and is still quite a powerful Pokemon today. Now, Miltank has to deal with constant over-shadowing from Blissey, who, although a different kind of wall, often operates in the same ways as Miltank. Movesets Cleric Miltank @ Leftovers Thick Fat/Scrappy Impish: 252 HP, 252 Def, 4 Speed Body Slam Heal Bell Milk Drink Zen Headbutt/Earthquake First of all, about the Ability. If you want Thick Fat for the added walling power, then you will not be able to cover Steel-types. However, if you tribute Fire/Ice resistance for the chance to hit the Ghosts with Body Slam, then you'll be able to use Earthquake. Obviously, Levitating-Steels and such will still be a problem. Body Slam was chosen over the slightly more powerful Return because of the chance to paralyze. A 35% chance of paralyzing the opponent is worth it, especially if you're thinking of letting something else handle it. Heal Bell and Milk Drink are self-explanatory. The Darn Tootin'st Mouth in the Whole Wide West (Cursing Miltank) Miltank @Leftovers Thick Fat/Scrappy Impish: 252 HP, 136 Def, 120 Sp Def Body Slam Milk Drink Curse Zen Headbutt/Earthquake Miltank with Curse is easily surpassed by Snorlax, especially because Snorlax has the Special Defense already set up. However, the cow is capable of doing it, as well. Again, Ability choice is up to you, and should determine how the last attack is used. Other Options Miltank has quite the amount of repertoire for other usable moves. Fire Punch can be used as it's more reliable Steel counter, but is obtained from Emerald, so Scrappy + Fire Punch is illegal. Ice Punch can work to subdue any oncoming Dragons, but again, Scrappy is illegal. It can use Thunder Wave, but Body Slam is listed above because it can do some damage while paralyzing. It can get Seismic Toss from the Mankey line, but then you really would be turning into a rehashed Blissey. Counters Miltank doesn't really have as much attacking power as other physical tanks (Donphan, Scizor). Also, things that can resist Normal are commonplace on most teams, and should not be difficult to conjure up. If you can figure out what limited coverage Miltank has, then you can figure out an appropriate counter. Normally, it will come down to Normal+Ground or Normal+Psychic. Even with Scrappy, Ghost types are often quite capable of taking her out, although Gengar should watch out for the use of Zen Headbutt. In addition, Steel-types and Rock-types are capable of coming in and resisting her attacks. In addition, status effects can also help bring Miltank down, especially because her only way of removing them, Heal Bell, can be whittled away with enough determination. Opinion Miltank may seem to be an uncanny user of most of Blissey's repertoire, however, she offers a good number of differences. Her main Defensive stat is switched, and her Special Defense is not quite as frail as Blissey's Defense. In Addition, her HP and Attack are well rounded. Although Miltank may not look-it, she also features an impressive amount of Speed, which allows her to out speed many things that she can come in and do her Cleric duties on. This message was edited by Jyarra on Oct 09 2007. | |
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| ShinyCharizard |
Oct 06, 07 at 1:15am ^
re: Pokemon Studies Compedium and Index
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![]() Infernape was introduced in the 4th generation and immediately recognized as one of the best starters ever to be introduced. Outshining in more aspects, it is usually compared to its counterpart brother, Blaziken, the fighting monkey has been used to great success with the help of its strong moves and its high attack and special attack. Stats: HP: 76 Atk: 104 Def: 71 Spd: 108 Sp.Atk: 104 Sp.Def: 71 Standard Movesets Swords Dancer Infernape@Expert Belt/Life Orb Jolly: 252 Atk, 252 Spd, 6 HP Swords Dance Flare Blitz Close Combat Thunderpunch/Stone Edge Obvious. Last move is up to whether or not you want to OHKO Gyarados or not and how much you're afraid of Salamence walling you. Your main attacks will be Flare Blitz and Close Combat. Life Orb should be used in consideration due to the recoil added on from Flare Blitz and Expert Belt is the better option due to being able to still OHKO Salamence and Gyarados with Stone Edge with one Swords Dance and after Intimidate. Note that neutral Flare Blitz or Close Combat will be stronger than a super effective Thunderpunch (though not a doubly super effective one). Nasty Plot Mixed Attacker Infernape@Life Orb Naïve: 252 Spd, 136 Atk, 120 Sp. Atk Nasty Plot Fire Blast/Flamethrower Close Combat Grass Knot/HP Ice This thing will absolutely reck walls. The given EV will guarantee a OHKO of 100% Blissey with Close Combat. Fire Blast or Flamethrower will be your main attacking move and Grass Knot will destroy bulky waters who dare to switch in. The main problem with this set is Salamence, Dragonite, and most dragons who do not take too much. HP Ice is a suggestion over Grass Knot to be capable of taking on Dragons but loses the ability to take on bulky waters. If BulkyGyara switches in on Stealth Rock but without prior damage, it will not be OHKOed by Nasty Plot Grass Knot. Choice Bander Infernape@Choice Band Jolly: 252 Atk, 252 Spd, 6 HP Flare Blitz Close Combat U-turn Thunderpunch/Stone Edge Two strong base STAB 120 physical attacks in Flare Blitz and Close Combat while U-turn can get Infernape out while dealing damage. Stone Edge or Thunderpunch will be used in prediction of Gyarados or Salamence. Sub-Blaze Infernape@Petaya Berry Timid: 252 Atk, 252 Spd, 6 Def 30 HP IV Substitute Flamethrower/Fire Blast Focus Blast Grass Knot/HP Ice More or less like the Nasty Plot sweeper with Focus Blast instead of Close Combat and Sub in place of Nasty Plot. The EVs given will allow Infernape to Substitute three times into Blaze and Petaya range. Fire Blast or Flamethrower is up to personal preference of accuracy vs power. Grass Knot or HP Ice is also up to preference of killing dragons or bulky waters. Focus Blast is a strong fighting attack that will help against Blissey and bulky waters. Mixed Choice Scarfer Infernape@Choice Scarf Lonely: 252 Spd, 120 Atk, 132 Sp.Atk Fire Blast Close Combat HP Ice U-turn Fast U-turn to get out of there. OHKOs things like Metagross, Skarmory, min Sp.Def Bronzong, Tyranitar and Weavile. Outspeeds threats like Gengar and OHKOs if they have taken some prior damage. Outspeeds once DDed Salamence and OHKOs with HP Ice provided Stealth Rock is in play. Does about 75% average to Blissey. Revenge kills and finishes off most things that have been weakened. Other Options Infernape can also take advantage of Fake Out and another attack to kill something that it could not usually kill. It also has options in Calm Mind and Bulk Up to help raise its Atttack/Special Attack along with its Defense/Special Defense but it still will not be taking much hits. Focus Blast is a nice fighting special attack but its accuracy make it less than preferable over the 100% accurate Close Combat. Encore could be interesting to use on something trying to set up Stealth Rock and use the opportunity to Swords Dance or Nasty Plot up. Counters Infernape does not like to take hits due to its low defenses and HP. Salamence laughs at the sets without HP Ice or Stone Edge while Gyarados takes little to nothing from attacks not called Thunderpunch or Stone Edge. Defense orientated Togekiss also scares Infernape off while threatening with Air Slash and gives it a free Nasty Plot. Choice Scarf Garchomp cannot be OHKOed by HP Ice on the Choice Scarf set and will retaliate in return with Earthquake or Outrage. Tentacruel is a problem without Thunderpunch and can kill easily with Surf. Bulky waters such as Swampert, Vaporeon, Suicune and Milotic are a problem to Infernape without Nasty Plot and Grass Knot and threaten it with Surf and in Swampert's case, Earthquake. Opinion The fire monkey was a great improvement from the fire chicken and has a wide movepool and its great attacks and speed make it a huge threat. While Blaziken still has the advantage in Baton Pass, Infernape wins in all aspects of sweeping. This thing has the two attacks Jolteon and Aerodactyl wish they had and puts them to good use. This is one of my favourite pokemon and will likely not change in the next generations. Fixed some odd grammar in the opening. Clarified the last sentence in the set one description. This message was edited by WiseLugia(moderator) on Oct 05 2007. This message was edited by ShinyCharizard on Oct 05 2007. | |
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| PureStealth |
Oct 06, 07 at 2:52am ^
re: Pokemon Studies Compedium and Index
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![]() Introduction Lopunny is a 4th generation Pokemon, which is easily recognized by its pure sexiness and strange ability. It lacks the raw power to perform well in battle, but it makes up for it by making sure your opponent has no idea what is going on. One of the strangest things about Lopunny is that (despite how it looks) it's male to female ratio is 1:1. Base Stats: HP 65 Atk 76 Def 84 SpAtk 54 SpDef 96 Speed 105 Total 480 Movesets: Moveset 1: Lopunny (F) @ Flame Orb Trait: Klutz EVs: 252 HP / 80 Def / 176 Spd Bold Nature (+Def, -Atk) - Switcheroo - Encore - Rest - Swagger OK, this first set relies on the Klutz ability, and the move Switcheroo. The trick here is to switch items with the opponent, giving them a perma-burn (even if they use aromatherapy, it just comes back) and lowering their attack. Then use of Swagger (which is fine when combined with flame orb) Encore and Rest, to keep the opponent at bay while the burn orb gets to work. When you think you have done enough, just swap the orb back again, and switch out to something that can finish it off. Not the best strategy in the world, as it has a few counters, but this thing is more to confound the opponent than anything else Moveset 2: Lopunny (F) @ Iron Orb Trait: Klutz EVs: 252 HP / 80 Def / 176 Spd Impish Nature (+Def, -Sp.Atk) - Switcheroo - Thunder Wave - Rest - Fling This guy basically has the ability to make any opponent's speed fall by about 90%. Switching Iron orb also means that the opponent's Pokemon are weak to ground attacks and spikes, great if you don't have a Pokemon which is able to use gravity. Fling is more there as a novelty than anything else, as it would be rather funny to use up the opponent's item, and the switch your own one back... still, it needs some form of attack, so why not? Moveset 3: Lopunny (F) @ Leftovers Trait: Cute Charm EVs: 252 HP / 252 Spd / 4 Def Timid Nature (+Spd, -Atk) - Baton Pass - Agility - Heal Wish / Charge Beam - Substitute Plays rather like Jolteon as a BPer, and does it rather well with it's high speed. It can pass on speed and subs to the teammates, and has the advantage of being able to cute charm most things which try to hit it. As an added bonus, it gets Heal Wish which is able to heal the next Pokemon sent out if it happens to faint, and Charge beam which has a 70% chance of raising Sp.Atk (not for you to use, but for the Pokemon you are passing to) Other Options There are a few more things Lopunny can do (like Mirror Coat and Magical Coat) which don't really work without a decent healing move. They would be rather surprising if they were able to work though, and would catch quite a few Pokemon off guard. There is also things like toxic and attract (not really needed if you are using Cute Charm though) which work on any kind of staler, and don't forget that this thing is really fast too. Counters Apart from the obvious choice of all things stronger than it, anything with burn immunity will counter the first set pretty easily. The second will actually help any Pokemon using trick room (Bronzong anyone?) and is not able to do too much against things with electric immunity either. The third set is stopped by the usual BP killers, mostly things with roar or whirlwind. Something else with an item switching move would be annoying to play against as well, though keep in mind that you will always have immunity to the item you are carrying (positive and negative effects) Opinion Lopunny won't be winning tons of battles for you, and is definitely a support Pokemon. Though having said that, there is always the chance that its sexiness will reduce the opponent to a drooling vegetable, and you may just win a few battles by default! This message was edited by PureStealth on Oct 05 2007. | |
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| predator2991 |
Oct 06, 07 at 3:58am ^
re: Pokemon Studies Compedium and Index
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![]() Introduction Breloom, the mushroom pokemon, is a great sub-puncher that debuted RSE, and now pretty common as a physical attacker. One of the best tactics to use on it is the Poison Orb/Poison Heal combination which also protects it from other status effects that might screw this decent pokemon up. Hp 60/ Attack 130/Defense 80/ Special Attack 60/ Special Defense 60/ Speed 70 Movesets Spore Puncher Breloom @ Toxic Orb Poison Heal Adamant: 44 Hp/ 252 Atk/ 212 Speed -Spore -Focus Punch -Seed Bomb -Stone Edge/Rock Slide The last slot is for fire and flying types that are fatal to Breloom. Stone Edge is for a little more power but has less Accuracy. On the other had, Rock Slide offers more Accuracy but less attack, so that's up to personal preference. Each one is decent for its main weaknesses. Now the best ability for Breloom is Poison Heal which was upgraded from the somewhat useless Effect Spore. With the Toxic Orb at hand, Breloom gets saved from status condition because it activates Poison Heal from the poison that it gets inflicted with. This moveset is pretty common, as a Breloom without Spore sucks most of the time, with the exception of the Sub-Punch set. Anti Starter Breloom @ Toxic Orb Poison Heal Adamant: 236 Hp/ 252 Atk/ 20 Speed -Spore -Mach Punch -Seed Bomb -Protect Protect looks out for those starters that use the Choice items. Mach Punch 1HKO's Weavile starters and almost 2HKO's Tyranitar. Seed Bomb provides STAB and kills the likes of Slowbro who try and take the Mach Punch. Spore, well one of the best sleep inducing moves, so go figure. Sub-Puncher Breloom @ Toxic Orb Poison Heal Jolly: 252 Atk/ 252 Speed/ 6 Hp -Substitute -Focus Punch -Seed Bomb -Spore/Stone Edge This moveset is pretty common for most slow/heavy-hitting pokemon out there. The last slot is if you want to sleep the opponent or destroy its major weaknesses. Sub-Seed Breloom @ Toxic Orb Poison Heal Adamant: 44 Hp/ 252 Atk/ 212 Speed -Substitute -Leech Seed -Focus Punch -Spore/Stone Edge/Seed Bomb This is also a good combination of moves provided for Breloom. Use Leech Seed first, then just Substitute and you can start to Focus Punch right away. The last slot is if you want to take advantage of its STAB'd Seed Bomb, or if you want more coverage of its weaknesses, use Stone Edge, or Spore if you want it to be more of a pain. Other Options Sky uppercut can be a good alternative to any moveset as it is a pretty decent move. Thunderpunch can also be good but you have to migrate from Emerald and gets the somewhat useless ability, Effect Spore. Counters Gyarados, Weavile, and most pokemon that have ice, fire, psychic, poison, and flying types can kill Breloom easily but then again with Stone Edge, it can take care of fire, flying, and ice types. Opinion Breloom is a fair alternative to Heracross, lying in BL, and does pretty well in OU. Breloom is one of my favorite pokemon, so I would use it in my team any day. | |
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| Origin |
Oct 06, 07 at 4:04am ^
re: Pokemon Studies Compedium and Index
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[RES] Dragonite
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ShinyMilotic
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Oct 06, 07 at 10:36am ^
re: Pokemon Studies Compedium and Index (Update regarding reservations)
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![]() Milotic came around in Ruby and Sapphire, along with its Magikarp like pre evolution Feebas. Although Milotic has a lot more weaknesses in Diamond and Pearl then from Advanced, like Metagross with it's now physical thunder punch, (which Milotic used to counter easily) It still has a good ability to be a tank and make use of its wide range of support moves. Base Stats: 95HP / 60Atk / 79 Def / 100 Sp.Atk / 125 Sp.Def / 81 Spd Movesets: BulkyMilo Milotic @ Leftovers Trait: Marvel Scale Bold: 148 HP / 240 Def / 120 Sp.Atk -Surf -Ice Beam -Recover -Hypnosis Milotic's nice defences and ability to heal itself is a great combo. Surf and Ice Beam provide acceptable type coverage. Hypnosis forces a swap and makes 1/6 of the opponents team useless for the time being, and then as long as you have eliminated weaknesses, you can attempt a slow and painful (for the opponent) sweep. S-Talker Milotic @ Leftovers Trait: Marvel Scale Bold: 252 HP / 136 Def / 120 SpAtk -Surf -Ice Beam -Rest -Sleep Talk Milotic pulls this off very well, when rest is used marvel scale is activated, and you should easily be able to take most physical hits. So the concept is similar to the first set except you are taking advantage of marvel scale but loosing the advantage of hypnosis. Other Options Milotic has a large range of Support moves to make up for its lacking in special moves, many of these can be used effectively. Mirror coat can surprise the opponent and give some good damage. Toxic could be used at the risk of losing type coverage. You could purposely get statused and use safeguard, to protect your other Pokemon. Haze is useful only in rare occasions. Counters Of course electric types can ware Milotic down with their super effective stab, but Mirror Coat can be useful against the Thunderbolts. Bulky waters like Swampert will cause some trouble and you could be forced to swap to stop them from setting up (If you have already used hypnosis). Starmie can resist your Surf and Ice Beam and hit back with Thunderbolt or Grass Knot. Opinion Milotic has great support moves, and using Surf + Ice beam is all you need to accompany these. It's ability to tank and sweep is very good, in fact it has swept a whole team for me. If you use it right you could give your opponents a bit of a shock. I mean, who prepares for a Milotic? This message was edited by ShinyMilotic on Oct 07 2007. | |
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| ShinyCharizard |
Oct 06, 07 at 11:21am ^
re: Pokemon Studies Compedium and Index (Update regarding reservations)
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![]() Ahh...Good Ol Charizard. It has been here since the start of pokemon time and has stayed a decent pokemon. Although the new introduction of Stealth Rock to the game has severely hampered his abilities, his new toys in the form of physical Fire Punch have added to his usefulness. HP: 78 Atk: 84 Def: 78 Spd: 100 Sp.Atk: 109 Sp.Def: 85 Movesets BellyZard Charizard@Salac Berry Adamant: 252 Atk, 252 Spd, 6 Def 30 HP IV Substitute Belly Drum Fire Punch Earthquake The Bellyzard of the fourth generation. The point of the set is to send Charizard against something that would run away, eg. Forretress, Scizor, Substitute and then Belly Drum thus activating Salac Berry and Blaze. Fire Punch is the main move and hase a base power of 168.75 due to STAB and Blaze. Salac raises your speed and allows you to sweep with Maxed out attack. Dragon Claw seems enticing for type coverage but a Not Very Effective Fire Punch does more than neutral Dragon Claw. Earthquake is for Bulky Waters and Rock types that resist Fire Punch. Be sure to set up Stealth Rock on your opponents side and clear Stealth Rock on your side of the field before sending in Charizard. Has trouble against Gyarados and Salamence due to NVE attacks and Intimidate. SunnyBeam Charizard@Petaya Berry Modest/Timid: 252 Sp.Atk, 252 Spd, 6 HP Sunny Day Fire Blast/Flamethrower Solarbeam HP Ice/HP Elec/Substitute This set is scary once everything is activated. Sunny Day+Blaze+Petaya Berry makes Fire Blast an extremely strong attack which can OHKO most Salamence. Sunny Day also helps Charizard defensively, making BulkyGyara's waterfall a 2HKO and bulky waters Surf occassionally a 3HKO. This also allows Charizard to get two Solarbeams in if the first does not kill. Even Blissey has a few problems with this set with Sunny Day, Blaze and Petaya Flamethrower doing 58% to 68% an easy 2HKO. HP Ice is to help against Salamence and HP Elec is for Gyara which will OHKO with the help of Stealth Rock. Substitute will help reach Blaze and Petaya range. SpecsZard Charizard@Choice Specs Modest: 252 Atk, 252 Spd, 6 HP Flamethrower/Overheat Air Slash Dragon Pulse/HP Grass/HP Elec Focus Blast/Flamethrower/Fire Blast Overheat is a good strong attack to start off with. Flamethrower in the first slot if you want to use it for continuous sweeping. Air slash is for reliable STAB. Dragon pulse will hit the dragons for good damage while HP Grass will hit Swampert, Suicune and other bulky waters whlie HP Elec is for Gyarados. Focus Blast is to hurt Blissey but it has less than 50% chance to hit twice in a row which fails a 2HKO anyways, You can stick Flamethrower or Fire Blast in the last slot although without Focus Blast your doing nothing to Tyranitar. Swords Dancer/Dragon Dancer Charizard@Expert Belt/Life Orb Adamant: 252 Atk, 252 Spd, 6 HP Swords Dance/Dragon Dance Flare Blitz/Fire Punch Earthquake Rock Slide Flare Blitz or Fire Punch is up to preference. Flare Blitz with the Life Orb adds up recoil fast and will not last very long. Fire Punch lacks neccesary power to OHKO many things. Earthquake is for bulky waters and rock types. Rock slide is for Gyarados, Salamence and friends. Not as effective as the Belly Drummer and can't activate Blaze. Other Options Charizard has great supporting moves on the physical side and quite a large movepool to match. It has many options such as Focus Punch and a wide array of moves. It can use a CB set consisting of Flare Blitz, EQ, Rock Slide, Focus Punch. Will-o-wisp is an interesting move to block physical attackers. Counters Bulky waters in general are good counters to all variants of Charizard. Suicune takes a 2HKO from Bellyzard's EQ while HP Grass is occassionally a 2HKO while Roaring away Bellyzard's attack boost or OHKOing with Surf. Swampert is good but should also beware HP Grass being a OHKO and Bellydrum Earthquake coming close to a OHKO. Vaporeon can take a Bellydrum EQ and kill with Surf. Heatran can absorb the Choice Specs Fire moves and gain power due to Flash Fire. Blissey is not 2HKO by Specs Focus Blast and can send out status and Softboil damage away. Thick Fat Hariyama can take on all Charizard without Flying attacks survive its attack and give the knockout. Thick Fat Snorlax can do the same thing. Priority moves will kill off Bellydrummed Charizard and Sandstorm and Hail will also hamper its ability to survive. Opinion Charizard is the best Belly Drummer in the game and can sweep entire teams if played right. Due to its poor typing, it cannot switch in and out too often and will die from Stealth Rock. It is best paired with a Rapid Spinner to clear Stealth Rock. It has good Sp. Atk stat to use and a wide movepool as well. Charizard is also one of my favourite Pokemon and one of my favourite types (although the typing sucks). This message was edited by ShinyCharizard on Oct 06 2007. | |
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| DrunkenSniper |
Oct 06, 07 at 11:41am ^
re: Pokemon Studies Compedium and Index
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![]() Introduction: Gligar was created in the GSC Era, but with rather mediocre stats, he only kicked ass in UU. Which he did so well in the third Gen, that people started packing Hidden Power Ice just to counter the little git. Then, in the 4th Gen, Game Freak decided to push him into the OU tier with a slightly less cool, but just as awesome evo: Gliscor. Gliscor's forté is defense, but his mediocre HP and 4x Ice Weak makes him not someone to rely on as a main Physical wall. His speed is notably good, too. HP: 75/Atk: 95/Def: 125/SpA: 45/Sp.D: 75/Spd: 95 BST: 510 Standard Movesets: Physical Staller/Support Gliscor @ Leftovers Sand Veil Impish, 252 HP, 6 Atk, 252 Def ~ Earthquake ~ Aerial Ace / Stone Edge / Ice Fang ~ Knock Off / Taunt / Stealth Rock ~ Roost A sweet Heracross counter, and a fantastic support choice. Sandstorm makes this set even more fun due to that occasional dodging of enemy attacks, but by no means should you stay in on Ice Beam, though. ...or Surf, actually. Knock Off is great because it's an uncommon and very annoying attack, wheras Taunt stops you from being set up on and comes from a nimble 95 Base Speed (GG Lucario). Stealth Rock needs no introduction, but Gliscor has so many moves to choose from. Baton Passer Gliscor @ Leftovers Hyper Cutter Jolly, 252 Spd, 252 HP, 6 Def OR 252 Speed, 252 Atk, 6 HP ~ Agility / Swords Dance ~ Baton Pass ~ Roost / Taunt / Agility / Swords Dance ~ Earthquake / Taunt / Agility / Swords Dance Ability: Hyper Cutter The last slot is more of preference. Agility is interchangeable with Rock Polish, but it isn't a rare TM, so it's preferable. Earthquake if you want to make use of your boosts, and to be useable at the end of the battle. I'd like to point out that Baton Passing 2 different stat ups means sacrificing one of Gliscor's plus points; STAB Earthquake and Roost. Taunt is worth even more mentioning here, due to a fear of PHazing and status. Swords Dance Sweeper Gliscor @ Leftovers/Life Orb/Salac Berry Hyper Cutter/Sand Veil Jolly, 252 HP, 68 Atk, 188 Spd ~ Swords Dance ~ Earthquake ~ Ice Fang / Stone Edge / Aerial Ace ~ Roost This version allows Gliscor to do something Garchomp can't, in that it can take Ice Beam and (sometimes) Surf after a roost, but I personally find that max Atk/Speed and no Roost works just as well. Ice Fang lets you go toe-to-toe against Dragons, whereas Stone Edge has more raw power and hits Gyarados (though Ice Fang will be destructive anyway). Aerial Ace covers grass/fighting types and has STAB, and makes light work of Hera and Breloom, who Gliscor is supposed to counter. Choice Bander Gliscor @ Choice Band Hyper Cutter/Sand Veil Jolly, 252 Atk, 68 HP, 188 Spd - Earthquake - Stone Edge / Thunder Fang - Ice Fang - Aerial Ace / U-Turn This moveset may seem strange, and is more novelty than other sets, but Gliscor packs a strong moveset. 188 Speed ensures that Adamant Salamence is being outsped, along with quite a few threats. 24 more speed EVs ensures the outrunning of +Speed Nature Lucario, Porygon-Z, Roserade, Pikachu, Moltres and Adamant Garchomp. That's a lot more coverage. Aerial Ace is for Breloom, Roserade and Heracross, U-Turn hits a couple of things and means you can switch to a counter whilst causing some damage. Other Options Fire Fang hits Scizor, Bronzong, Skarm (a little) and Forretress, but Stone Edge beats it at just about everything else. Stone Edge is enough to 2HKO Skarm after Swords anyway, and covers far more types in general. Thunder Fang hits Gyarados, one of Gliscor's counters, but apart from that, STAB Earthquake does more damage to every other water. U-Turn is for switching to a counter unscathed for the support set. Counter is also cool on the support set, but has fairly little practicality aside from Hippowdon's Ice Fang and un-STABbed Avalanches. Counters: Gyarados ruins any Gliscor without Hyper Cutter and Stone Edge thanks to Intimidate, Water/Flying typing and the Presence of Ice Fang. Skarmory only takes damage from a Swords Dance'd Stone Edge and PHazes Gliscor with ease, unless it packs Taunt. Knock off can prove fun, mind. Similarly, Cresslia's too sturdy and hits back with Ice Beam, unless Baton Pass is present in one of the stat-upping sets. Though really, Gliscor's biggest fears are Ice Beam and STABbed Surf (I.E. All water types). Ice fang and punch to a lesser extent, but apart from Hippowdon (which is only a 2HKO) and Gyarados (who's already been explained), offensive Gliscor can make light work of that use them. Opinions So, Gliscor seems much like a Scizor with less atk, more Def/Speed and a bigger offensive movepool. Immunity to Ground and Electric make him a sweet Electivire counter, as long as it didn't activate Motor Drive. On top of that, Roost buys him some love in the form of Rock Resist, and his two abilities are both appreciated, especiall Sand Veil. He's also an excellent baton passer due to taunt, and Knock Off hurts a multitude of Walls that otherwise counter him. This message was edited by DrunkenSniper on Oct 24 2007. | |
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| DrunkenSniper |
Oct 06, 07 at 1:21pm ^
re: Pokemon Studies Compedium and Index
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![]() Introduction Relicanth - That fish you spent hours under Sootopolis in an attempt to catch so you could get the Regis. Pretty useless in the third gen. Lucky for us, Gamefreak breathed life into the 100,000,000 year old "Longevity" pokemon. 100 HP/90 Atk/130 Def/45 Sp.A/65 Sp.D/55 Spd BST: 480 Movesets Sets should be set up like so, and there should be more than one (unless it's one of those really terrible pokemon that can only do one thing). In other words, explore all feasible options. Rampardos has nothing on me Relicanth @ Choice Band Rock Head Adamant, 252 HP, 252 Atk, 4 Spd ~ Head Smash ~ Earthquake ~ Waterfall / Aqua Tail ~ Double Edge 150 * 1.5 * 1.5 = 225 * 1.5 = 327.5 BP This also comes off a very good attacking type: Rock. On top of this, Head Smash is better than a Super Effective Earthquake, which only hits at 300 BP, and only just behind Super effective Waterfall at 360 BP. Reli 2HKOs Blissey 100% of the time even with Leftovers and Softboiled factored in, and OHKOs BulkyGyara and Salamence without breaking a sweat. Double edge hits Breloom, and that's about it. Aqua Tail is for those who feel that Relicanth is already bulky and inaccurate enough to ignore the accuracy loss. 4 Speed is solely for outspeeding the fat lump that is Blissey, although Relicanth has great fun in the Trick Room scene. Rock Polish Relicanth @ Life Orb/Expert Belt Rock Head Adamant, 252 Atk, 228 Speed, 30 HP ~ Rock Polish ~ Head Smash ~ Earthquake ~ Aqua Tail / Waterfall This nets you 203 Speed, meaning that not only do you outrun Scarfcross, but anyone mean enough enough to go one point higher than that beast. This set sacrifices power and durability for choice and speed. SleepyCanth Relicanth @ Leftovers/Chesto Berry Rock Head Impish, 252 HP, 156 Def, 100 Atk ~ Head Smash ~ Waterfall / Aqua Tail ~ Rest ~ Sleep Talk / Yawn To be used in conjunction with Stealth Rock. OHKOs Mence after intimidate, and can be sent in after they send in Bulkygyara. OHKOs 100% of the time with Stealth Rock and 1 leftovers factored in. Certainly not a standard, but it's a moveset that I feel could work with stealth Rock and Sandstorm support. Other Options CB Relicanth can ditch the Choice band, Double Edge and either Waterfall or Earthquake (I suggest Quake), and go for Swagger/Psych up for a novelty. Then he can OHKO Blissey and TTar, and probably a load of others. Counters Tangrowth is Class A Relicanth countering material with insane physical defences and STAB Grass Attacks. Status also hurts Relicanth pretty badly. Swampert resists Head Smash, bulky enough to take waterfall from that low Atk (Bear in mind flinchax, though). He only works well against Rock Polish sets, however. Any special grass attack can make light work of the slower variants on a revenge kill, except perhaps Grass Knot against the last set. Opinion That fish had more use than the Regis after all. Game Freak did the right thing for once, giving him the rock head+head smash niche. There are three things that stop Relicanth from being OU or even BL, and that's the lack of a movepool, horrible typing and poor Special Defence. But Relicanth is far, far better than he was in the third Gen. This message was edited by DrunkenSniper on Oct 24 2007. | |
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| DrunkenSniper |
Oct 06, 07 at 4:25pm ^
re: Pokemon Studies Compedium and Index
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![]() Introduction The card says it all. Sand damage. You can't pick Tyranitar without considering the conscequences of sandstorm. Mind you, you should be doing that anyway. So, aside from sand, what does TTar have to offer? One of the best offensive movesets ever, fantastic stat distrobution, the single most powerful ability in the game ('cept maybe Pure Power) and typing that goes perfectly with it. Oh, and shiny TTar is one I actually like. HP: 100 Atk: 134 Def: 110 Sp.A: 95 Sp.D: 100 Spd: 61 BST: 600 (More than the trio legends!) Movesets Choice Band Tyranitar @ Choice Band Sandstream Adamant, 60 HP, 252 Atk, 196 Spd ~ Crunch ~ Stone Edge ~ Earthquake / Focus Punch ~ Pursuit The speed EVs put TTar on par with Suicune, and beats out Milo, no-speed Gyara, and anything base 84 or less without speed. Crunch and Stone Edge need no introduction, and Focus Punch dents Swampert and other rock resists quite massively. Pursuit is a must, since it makes light work of those who would flee on sight. And we're talking about STAB and 134 Base Attack here. Max HP/Defense Suicune takes 45 - 53% from Stone Edge, 36 - 43% from Crunch. Max HP/Defense Skarmory takes 47 - 56% from Stone Edge. Max HP/Defense Swampert takes 42 - 50% from Crunch, 53 - 62% from Focus Punch Max HP/Defense Bronzong takes 43 - 50% from Crunch, 53 - 62% from Focus Punch. DDTar Tyranitar @ Leftovers/Life Orb/Blackglasses* Sandstream Jolly, 6 HP, 252 Atk, 252 Spd ~ Dragon Dance ~ Crunch / Stone Edge ~ Earthquake ~ Taunt / Stone Edge / Ice Beam Bronzong dead? Fighting types nowhere to be seen? Perfect, then. Let's start rocking! With one turn, DDtar rocks. With two, DDTar puts your opponent between a rock and a hard place. With three, he brings the house down. In other words, give some planning to eliminate DDTar's threats, and you'll give Rocky Balboa a run for his money. The plan is simple: Come out against something that'll scarper posthaste, and do a little dance. If they send in Skarmory, Weezing or any other Status/PHazer, Taunt 'em. Then they're fodder for you to set up on. The only thing stoping this rocky fella from rolling everything over is the lack of moveslot room. It's a case of using taunt to make things easier, or packing in more type coverage. Your choice, really. If you're wondering why Blackglasses are up there, it makes Crunch 2HKO Swampy after 1 DD, just as Payback does on Cursetar. You can also try Rock Polishing on this set, but you lose a lot of attack power. Works well with Baton Pass, mind. TyraniBOAH Tyranitar @ Leftovers Sandstream Quiet, 252 HP, 68 Spd, 188 Sp.A ~ Substitute ~ Focus Punch ~ Ice Beam / Thunderbolt ~ Dark Pulse This set is a real knockout. Ice beam their silly dragon/ground type (ohi Gliscor) for the OHKO thanks to sandstorm (nubby Focus Sash mences This guy really is a Rocky Balboa. I wonder if that's where the name came from? >_> SpecsTar Tyranitar @ Choice Specs Sandstream Modest/Rash, 60 HP, 196 Spd, 252 Sp.A ~ Dark Pulse ~ Ice Beam ~ Flamethrower / Thunderbolt ~ Focus Punch This works best when you know your opponent. Dark Pulse and Ice Beam tear apart Ground Types, whereas the fire comes in handy if your opponent is a Heracross Fanatic or happens yo use Skarm/Bronzong/Lucario/Forretress a lot. Thunderbolt blasts Milo, Skarm (again), Gyara and Suicune, which is very useful. Focus Punch is for when they (think they) have figured you out, and send in Blissey or Lax. Conclusion: Never send Blissey in on Tyranitar. EVER. Life Orb Tyranitar @ Life Orb Lonely, 216 Atk, 196 Spd, 96 Sp.A ~ Crunch ~ Stone Edge / Earthquake ~ Fire Blast ~ Ice Beam Pfft, walls. Pray you have a revenge killer if you see this beast. It's much like Infernape when it comes to knocking walls down, and does a damn good job at it. Cresslia and Dusknoir eat, or rather, get eaten by Crunch, Stone Edge hits Gyara and has the most raw power, Earthquake eats fellow Tars, Fire Blast makes light work of Skarm, Forretress, Bronzong, and so on. Works best with a little speed passed on. Cursetar Tyranitar @ Leftovers/Chesto Berry Sandstream Adamant, 196 HP, 154 Atk, 160 Sp.D Curse Stone Edge Payback/Earthquake/Rest Payback/Earthquake/Rest I should have seen this earlier, but Adamant is more efficient, bagging me 9 more attack in the long run. (lol) This set walls like a champ on the special side. Cresslia will be cacking its pants as it futilely tries to cease this beast. Anyway, Cursetar works best with the main physical threats taken out, or Mean Look Pass'd a special attacker that won't be removing Tar any time soon. Just one curse allows Tar to 2HKO even the finest of Skarmories and Swamperts (Payback FTW). Not as reliable as DDtar, but easier to switch in and can take a few hits if you pick the right target. Other Options Aerial Ace for those annoying grass/bug fighters, Apollo Creed and Thunderlips (Hera and Breloom btw), and Ice Fang or Avalance can be fun. Stealth Rock is best left for Defensive pokes, and Thunderwave for something with less Ground Counters. Rock Slide is worth a shot on DDtar; Flinchax FTW. Counters Swampert, Gliscor, Hippowdon, Donphan, Steelix... I think you get the point. Ground resists rock and is neutral to everything else, and STAB earthquake is not something TTar enjoys. Hariyama and Machamp are leagues above Rocky Balboa, since they take his STAB like nothing and throw him Hella Far. Mmm, Rocky Balboa vs Mr. T... TTar should also look out for German Shephards (Lucario) and spinning tops (hitmontop), it seems. Mach Punch hurts. Just don't send 'cario on an Earthquake, for pete's sake. Opinion Has one of the coolest dex entries, worked his own one-mile-(focus)punch to make a mockery of Bruce Lee (which Sandstream already did btw), and generally can ruin everything with his awesome moveset variety. Like Salamence or Lucario, don't be too eager to send in a counter until you know what it is. Tyranitar really shines with his ability, though. Anyone who's seen a Spikes+Sandstorm+Toxic team will know what I mean. Just note that Hippowdon can do the one thing TTar can't - Wall physically - and still pack sandstream. Edit: Feb 27, 08 | |
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