Thanks again!I'd go with 124 speed, as I'm pretty sure that outspeeds uninvested clefable which is probably the best benchmark to hit.
Thanks again!I'd go with 124 speed, as I'm pretty sure that outspeeds uninvested clefable which is probably the best benchmark to hit.
Assuming fully invested Pikachu in both stats with a neutral nature eachThey should be announced before the 20th.
Btw, what's the effective attack stat of Pikachu with light ball?
Mew does a decent job of checking Thundurus, and so does Mega Sableye. Maybe some others, but that's all I could think of off the top of my head.Are there any stallbreakers that can also check Thundurus?
Psychic hits harder and has more PP, so I see no real reason to run them. Not every signature move necessarily has to be particularly good (see Kyurem's Glaciate and Kyurem-B's Freeze Shock).Are Luster Purge and Mist Ball as obviously bad as they seem, or is there some actual use for them I'm not aware of?
Actually, Glaciate is pretty good on lure VictiniPsychic hits harder and has more PP, so I see no real reason to run them. Not every signature move necessarily has to be particularly good (see Kyurem's Glaciate and Kyurem-B's Freeze Shock).
Usually people can't decide between ban or no ban and vote "Abstain" to avoid a delay of the suspect test. To keep a suspect test longer than needed, will just slow down the metagame from evolting.Besides not having enough experience with a suspect, why would one choose to vote "Abstain" in a suspect test?
Origin Pulse has 5% more accuracy, 100% more PP and hits all adjacent enemies.So...is there any difference between Origin Pulse and Hydro Pump aside from higher PP? Cuz if not that's lame as fuck
Thanks. I'm thinking about using Cosplaychu with Tailwind and Quick Guard support in VGC. 180 effective speed and 160 effective attack hits like a truck and outspeeds everything.Assuming fully invested Pikachu in both stats with a neutral nature each
Its attack equivalent to an un-item boosted base stat of 160, regular stat of 419 (at lvl. 100), sp.atk equivalent to un item-boosted base stat of 149, 397 at lvl. 100.
Its attack equivalent to a life orb boosted stat is a base stat of 111, regular stat of 321, sp. atk equivalent to life orbed base stat of 103, regular of 305.
Its attack equivalent to a choice banded boosted stat is a base stat of 90, regular stat of 279, sp. atk equivalent to choice specced base stat of 83, regular of 265
Method (in case this is where I screwed up):
I punched in Hyper Beam and Giga Impact on the Calc (actually the one at gamut-was-taken.github.io, my parents block Showdown) using 252 Atk/252 SpA Pikachu holding a life orb against a 0/0 Manaphy not holding any item. I saw that 252 Atk Light Ball Giga Impact did a min of 191 damage (in raw HP) and that 252 SpA Light Ball Hyper Beam did a min of 181 damage. Thus, I kept modifying the base stats of Pikachu changing the items as necessary.
I would try to get a perfect IV one. Even though it's Naive, it can still live a very few select hits on the special side. Greninja needs all the IVs it can get.I got a couple of 5 IV Naive Froakies, and I'm wondering if the lack of a perfect IV for Sp. Def will really be noticeable in battle. Should I start EV training the thing, or keep trying to get a 6 IV?
Another question. What's a good move set for a Choice Scarf Diggersby since he's got access to the elemental punches and Knock Off?
I'd personally slash Wild Charge first so you can nail Skarmory, who otherwise walls you, as well as OHKO Gengar after rocks. Knock Off offers nice utility, but Wild Charge is definitely the superior coverage option.I would try to get a perfect IV one. Even though it's Naive, it can still live a very few select hits on the special side. Greninja needs all the IVs it can get.
Also, for Diggersby:
Diggersby @ Choice Scarf
Ability: Huge Power
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Return
- Earthquake
- Knock Off / Wild Charge
- U-turn
If I'm not mistaken, that's the set you're going to want to run.
Someone feel free to correct me if I'm wrong however.
The only spread moves that have reduced power are the ones that hit enemies, but for moves like rock slide I don't think there would be a power reduction.In double battles, if I use a spread move, like Earthquake, and my teammate has Levitate, one of my opponents uses Protect, and I only hit one foe, will it still be reduced by 25%?
Rockslide is reduced too. It's all spread moves regardless... Also i suggest asking doubles forum jsThe only spread moves that have reduced power are the ones that hit enemies, but for moves like rock slide I don't think there would be a power reduction.
In double battles, if I use a spread move, like Earthquake, and my teammate has Levitate, one of my opponents uses Protect, and I only hit one foe, will it still be reduced by 25%?
The only spread moves that have reduced power are the ones that hit enemies, but for moves like rock slide I don't think there would be a power reduction.
As it was said, every spread move has the power reduced to 75%, doesn't matter who it hits. It's the same for Rock Slide, E-Quake, Surf, Discharge, etc.Rockslide is reduced too. It's all spread moves regardless... Also i suggest asking doubles forum js
There isn't exactly a new standard spread, but with the decrease in belly drum azumarill Rotom no longer needs 44 speed. Some people, including myself, have been using 100-124 special defense evs to handle Greninja better, and specifically avoid the 2hko from dark pulse after rocks.Is there a new Rotom-W standard ev spread or something? Last i heard it ran just enough speed to outspeed Azumarill, and put the rest in physical bulk. Now I'm seeing diffrent ev spreads.
is there a new standard or are people just changing the evs to fit their team better?
You lack a defogger/spinner on your team and hazards (dunno if you want them). I suggest taking a Life Orb Latios set with Defog since it'll provide a strong special attacker, an Earthquake absorber (besides your Rotom-W), and a Defogger all in one. You'll also need Hidden Power Fire to hit mons that are 4x weak to it. Mega Swampert wrecks your team if Rotom-W can't burn him. I'd suggest taking a Grass type to cover that spot. Focus Sash Breloom is an option.Long time lurker, new poster. I've been struggling to find two more Pokemon to add to my team that would work well with my Bisharp/Gallade core. I've been thinking about adding some sort of rapid spinner/defogger and/or a hazard setter, but I'm not entirely sure who to decide on. So far, this is what I've come up with:
Gallade @ Galladite
Ability: Justified
EV's: 4 HP/ 252 atk / 252 spe
Nature: Adamant
- Close Combat
- Knock Off
- Swords Dance
- Zen Headbutt
Bisharp @ Life orb
Ability: Defiant
EV's: 4 HP/ 252 Atk/ 252 Spe
Nature: Adamant
- Knock Off
- Iron head
- Pursuit
- Sucker Punch
Rotom-W @ Leftovers
Ability: Levitate
EV's: 252 HP/ 252 Def/ 4 Spd
Nature: Bold
- Will-o-Wisp
- Hydro Pump
- Volt Switch
- Pain Split
Sylveon @ Leftovers
Ability: Pixilate
EV's: 252 HP/ 252 Def/ 4 Spd
Nature: Calm
- Heal Bell
- Wish
- Hyper Voice
- Calm Mind
I am open to any suggestions to changes to my core as well.