Wouldnt it be the other way around? I mean if you have an answer for mega sable you can run scald to spread status on the other team? Well thats my logic but im not entirely sure, maybe hydro pump get important 1hko or 2hko im not aware of.I'll be honest; I don't really recommend using Blastoise as your Sableye answer at all as it's really shaky. I've found Toise pairs really well with Unaware Clefable and SD Talonflame so those are what you should really use. And if you have those; Hydro > Scald/Pulse
Eh, I honestly feel Hydro's the best option 9 times out of 10 because I always feel Toise prefers to tank stuff and wreck while forcing switches for spin. Scald's still a decent option tho.Wouldnt it be the other way around? I mean if you have an answer for mega sable you can run scald to spread status on the other team? Well thats my logic but im not entirely sure, maybe hydro pump get important 1hko or 2hko im not aware of.
You're pretty much completely correct; but there's other advantages Azumarill has you should mention such as a fantastic secondary STAB, existing bulk complemented by a brilliant defensive typing - which, to add, gives it much more set-up opportunities - and it's moveset versatility is much better than it's made out to be. Priority/Fairy/Water|Dark coverage is really good. Plus Priority means it isn't fucked over by scarfers. In addition, mention Slurpuff literally has nothing over Azumarill aside from increased speed and sort of recovery which doesn't mean much when they're countered easily.Belly Drummers:
Don't use this:
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly/Adamant Nature
- Return/Aromatherapy
- Play Rough
- Belly Drum
- Drain Punch
Why it's worse:
1136 attack can OHKO most pokemon in OU metagame, but this Tier is steel Tier; Scizor and Mega-Metagross resist Drain Punch easily...if Bullet Punch don't kill it.Also, a Whirlwind from Skarmory leaves Slurpuff without its boost attack being completely useless piece of pink poo (hehe i said poo)
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 4 HP / 0 Def Slurpuff: 482-570 (157.5 - 186.2%) -- guaranteed OHKO
252 Atk Tough Claws Mega Metagross Bullet Punch vs. 4 HP / 0 Def Slurpuff: 216-254 (70.5 - 83%) -- guaranteed 2HKO
4 Atk Technician Mega Scizor Bullet Punch vs. 4 HP / 0 Def Slurpuff: 210-248 (68.6 - 81%) -- guaranteed 2HKO
+6 252+ Atk Slurpuff Drain Punch vs. 252 HP / 252+ Def Skarmory: 147-174 (44 - 52%) -- guaranteed 3HKO after Leftovers recovery
Remember the maximum HP Slurpuff can have is 75%
Oh, and if you will try to use it on next gen's reset, to counter Kangaskhan, don't even try it. Aegislash will rekt it.
Instead use this:
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough/SuperPower
- Waterfall/Knock Off?
Why is better?:
Better moveset, priority, it's more cute, but it has two major advantages: Water resist Steel (yeah bitch) so fuck Metagross, scizor and Doublade (I think it's viable). And the most important thing, Azumarill unboosted does stuff. Can revenge kill, learns knock off, then rival can thing it's AV or CB so you may be able to outsmart,etc... Slurpuff it's not bad but Azumarill does the same and better.
Well, except for one thing. Slurpuff can learn Aromatherapy
(...)
P.D: If you see Linoone Belly Drum in low ladder (lel) tell me to post it here.
You're pretty much completely correct; but there's other advantages Azumarill has you should mention such as a fantastic secondary STAB, existing bulk complemented by a brilliant defensive typing - which, to add, gives it much more set-up opportunities - and it's moveset versatility is much better than it's made out to be. Priority/Fairy/Water|Dark coverage is really good. Plus Priority means it isn't fucked over by scarfers. In addition, mention Slurpuff literally has nothing over Azumarill aside from increased speed and sort of recovery which doesn't mean much when they're countered easily.
Don't mention next gen because we have no idea what it'll be like. nice verlis joke tho lol
Also mention Slurpuff has a lot of trouble with scarfers, priority, trying to find opportunities to set up, etc. Perhaps also make a mention that it's been hyped up due to ORAS tutors but doesn't live up to said hype.
Still, what you've said is generally correct; just a little bare bones. Good first analysis here.
i swear to god if i see one more ninjask
(PLEASE) Don't use:
Ninjask @ Focus Sash
Trait: Speed Boost
EVs: 252 HP / 224 Def / 32 Spe
IVs: 0 Atk
Timid Nature
- Swords Dance / Harden
- Protect
- Baton Pass
- Substitute
Use this instead:
Scolipede @ Leftovers
Trait: Speed Boost
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Swords Dance / Iron Defense
- Substitute
- Baton Pass
- Protect / Megahorn
There is simply no reason to use Ninjask when you have Scolipede. With its higher bulk and the threat of +2 Megahorn, as well as being able to do its job twice in a game, Ninjask can just go home. Iron Defense is also waaaaay better than Harden, if you try to baton pass defense boosts to a CM+Stored Power Espeon.
92 | Goodra | 1.119%
What the actual fuck guys
Alright DONT USE THIS:
Why it's bad:
Goodra's pseudo legend BST sounds really appealing at first and it's massive 150 SDef, good pure Dragon typing and decent HP makes it seem like the ideal answer to stuff like Manectric, Rotom-W, and Zard-Y right? Well for as many positive traits Goodra has it also has quite a few bad ones. It's rather low base 70 Def and lack of resistances to relevant physical attacks make it a liability on most teams and it's also not very fast at base 80 Spe. It has outstanding special bulk but doesnt have reliable recovery to back it up, and is vulnerable to every entry hazard. It has an impressive offensive movepool rivaling that of Dragonite but it doesnt quite have the offensive stats to properly use them, lacks boosting moves, and it can't use any offensive boosting items like Life Orb effectively either. It's abilities also range from situational to useless. This basically pidgeonholes Goodra into being a bad AV user that hits kind of hard but other than that all it can do is get worn down.
On top of all this it is simply outclassed at the things it can actually do, like be a bulky check bulky Waters and Electrics, and is kind of a momentum killer with it's eh speed and only okay firepower.
Use these instead:
Lati@s does everything Goodra can do in OU and then some, actually having some utility in Defog and getting access to Roost to keep healthy while having far superior offensive presence and Speed and a better set of resistances to offer to the team (particularly to Ground and Fighting) while still having great natural special bulk to take hits with. The Lati twins, whichever one you choose, will both serve you much better than Goodra.
But wait the Lati twins are usually strictly special attackers right? What if I want a mixed attacking Dragon? Can I use Goodra then?
NO
Use this instead:
The trade off for a worse defensive typing and a weakness to Stealth Rock is a mixed Dragon type powerhouse that Goodra only wishes it could be. Still checks Waters and Electrics while still having a significant 15 more base Speed than Goodra and a good amount of statistical bulk (125 base HP like damn), Kyurem-B is one of stall's banes with literally legendary stats and a decent if situational ability in Teravolt (Mold Breaker) and a colorful offensive movepool to compliment it. Kyurem-B is another bulky Dragon that provides much more utility on an OU team than Goodra.
Belly Drummers:
Don't use this:
Slurpuff @ Sitrus Berry
Ability: Unburden
EVs: 4 HP / 252 Atk / 252 Spe
Jolly/Adamant Nature
- Return/Aromatherapy
- Play Rough
- Belly Drum
- Drain Punch
Why it's worse:
1136 attack can OHKO most pokemon in OU metagame and boosted Unburden speed can reach to 534/486 dealing with many scarfers like Land-T, but OU Tier is steel Tier; Scizor and Mega-Metagross resist Drain Punch easily...if Bullet Punch don't kill it. Talonflame revenge-kills easily. Also, a Whirlwind from Skarmory leaves Slurpuff without its boost attack being completely useless piece of pink poo (hehe i said poo)
252 Atk Tough Claws Mega Metagross Meteor Mash vs. 4 HP / 0 Def Slurpuff: 482-570 (157.5 - 186.2%) -- guaranteed OHKO
252 Atk Tough Claws Mega Metagross Bullet Punch vs. 4 HP / 0 Def Slurpuff: 216-254 (70.5 - 83%) -- guaranteed 2HKO
4 Atk Technician Mega Scizor Bullet Punch vs. 4 HP / 0 Def Slurpuff: 210-248 (68.6 - 81%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Brave Bird vs. 4 HP / 0 Def Slurpuff: 267-315 (87.2 - 102.9%) -- 18.8% chance to OHKO
+6 252+ Atk Slurpuff Drain Punch vs. 252 HP / 252+ Def Skarmory: 147-174 (44 - 52%) -- guaranteed 3HKO after Leftovers recovery
Remember the maximum HP Slurpuff can have is 75%
Oh, and if you will try to use it on next gen's reset, to counter Kangaskhan, don't even try it. Aegislash will rekt it.
Instead use this:
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Aqua Jet
- Belly Drum
- Play Rough/SuperPower
- Waterfall/Knock Off
Why is better?:
Better moveset, that can handle pokes who resist and kills Slurpuff like Amoonguss (Azumarill needs Knock Off to beat physically defensive Amoongus. If it's 248 Hp / 252 SpD Amoongus, Slurpuff OHKOes with Return. ) , priority STAB to deal with scarfers things (Slurpuff has Unburden so it doesn't need priority that much unless you're dealing with priority users in which case Azu is also outsped ), Dark type resist so can live a Sucker Punch (both of them resists Sucker Punch so I don't see the point in mentioning this. Further, the relevant Sucker Punch user is Bisharp which Slurpuff outspeed, OHKO with Drain Punch and regain health from) ,great defensive type with better bulky stats than him, it's more cute, but the great advantages of Azumarill are: Steel resist (yeah bitch) so fuck Metagross, scizor, Doublade, etc (This should be the main reason of using Belly Drum Azumarill. ) . And the most important thing, Slurpuff +0 does nothing. Azumarill unboosted does stuff. Can revenge kill, learns knock off, then rival can thing it's AV or CB so you may be able to outsmart,etc... Slurpuff it's not bad but Azumarill does the same and better.
Well, except for one thing. Slurpuff can learn Aromatherapy
(...)
P.D: If you see Linoone Belly Drum in low ladder (lel) tell me to post it here.
FOR GOD'S SAKE, DO NOT FUCKING USE:
Electivire @ Life Orb
Trait: Motor Drive
EVs: 56 Atk / 200 SpA / 252 Spe or 140 Atk / 116 SpA / 252 Spe
Naive Nature
- Thunderbolt / Wild Charge
- Flamethrower
- Cross Chop
- Ice Punch
Instead use this:
Kyurem-B @ Life Orb
Trait: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Mild Nature
- Outrage
- Fusion Bolt
- Ice Beam
- Earth Power
If you use SmashPass and want to troll the low- and mid-ladder, have fun using Electivire. But on a serious team, do not use it, like, ever. It has excellent coverage and good attacking power at first glance, until you realize that its poor 95 speed and atrocious defense stats completely prevent it from doing its job. It's also completely outclassed by Kyurem-B as a mixed attacker and by many Electric-types as a Thunderbolt/Wild Charge spammer, like Mega Manectric, Raikou, Thundurus (-T), Zapdos, you name it. On the unweighted stats, 1.21% of all teams still use Electivire. This isn't gen 4, folks.
FOR NON-SAND TEAMS
Don't use:
Garchomp @ Garchompite
Trait: Rough Skin ---> Sand Force
EVs: 16 Atk / 240 SpA / 252 Spe
Naughty Nature
- Draco Meteor
- Fire Blast
- Earthquake
- Stone Edge
Instead use:
Kyurem-B @ Life Orb
Trait: Teravolt
EVs: 56 Atk / 252 SpA / 200 Spe
Naive Nature
- Ice Beam
- Earth Power
- Outrage / Dragon Claw
- HP Fire / Fusion Bolt
240 SpA Life Orb Garchomp Draco Meteor vs. 252 HP / 104+ SpD Mew: 164-192 (40.5 - 47.5%) -- guaranteed 3HKO after Leftovers recovery
240 SpA Mega Garchomp Draco Meteor vs. 252 HP / 104+ SpD Mew: 163-193 (40.3 - 47.7%) -- guaranteed 3HKO after Leftovers recovery
16+ Atk Mega Garchomp Earthquake vs. 252 HP / 0 Def Mew: 190-225 (47 - 55.6%) -- 19.9% chance to 2HKO after Leftovers recovery
16+ Atk Life Orb Garchomp Earthquake vs. 252 HP / 0 Def Mew: 196-231 (48.5 - 57.1%) -- 44.1% chance to 2HKO after Leftovers recovery
just saying
Outside of these calcs, I honestly see no reason to use wallbreaker chomp if you're not playing sand. Cube doesn't take up the mega slot and can use a Life Orb, greatly enhancing its power. Ice Beam gets actually good coverage and doesn't reduce its SpA, while Outrage hits hard as hell even with only 56 Atk EVs. Kyurem can even use HP Fire to serve as an alternative to Chomp's Fire Blast.