Plus/Minus(Ability)

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Plus and Minus, while being completely worthless in single battles, has quite a good use in the double/Triple battle metagame.

Minus:If another pokemon has Plus or Minus in the battle currently, Special attack increases by 1.5x

Plus: If another pokemon in the battle has Plus or Minus also, The user'd Special attack increases 1.5x

Users of:
PLUS:
Plusle
Klink
Klang
Klinklang
Mareep
Flaafy
Ampharos
MINUS:
Minun
Klink
Klang
Klinklang
Electrike
Manectric

As you can see, there are some decent pokemon that can benefit greatly from Plus and Minus, most notably Manectric, and Ampharos who, in combination with a boost to their already impressive Special attacking stats(105 and 115, respectively) can tear quite a few holes into teams. Plusle and Minun, the pioneers of the ability also gain some use as well, being able to improve their below average 75 and 85 special attack stats. Klinklang however, benefits less, as it has the worst Sp.Attack of the group, a measely 70.This doesn't mean it can't be used, however in most cases it is outclassed thanks to it's far better attack stat.

COMBONATIONS

Manectric
Life Orb/Choice Scarf/Choice Specs
Timid
252 Sp.A/252 Spe/4 HP
Flamethrower/Flame Burst
Thunderbolt
Hidden Power Ice
Protect/Switcheroo

Ampharos
Choice Specs/Life Orb
Modest
252 Sp.A/252 HP/4 Spe
Power Gem/Protect
Thunderbolt/Protect
Signal Beam/Focus Blast/Protect
Hidden Power Grass/Protect

This takes advantage of plus/Minus's top attackers, boosting their impressive Special attack even higher. On Manectric, Flamethrower is the move of more power, while Flame burst hits both your opponents pokemon(while it usually only does a little, it does break sashes/Sturdy) Thunderbolt is for STAB, while hidden power ice is simply the common coverage move. The last Spot relies on Manectrics Item. If carrying a life orb, Protect is the best option, while if carrying a choice item, Switcheroo is the better option, being able to trap an opponent into a move.

On Ampharos, everything again relies on item, if using a life orb, feel free to replace any moveslot with protect, being vastly useful in doubles. if using Choice Specs, however it would be best going with 4 attacking moves. Thunderbolt is again STAB, while Power Gem gives you coverage over Ice and Bug Types. Focus Blast also covers Ice, as well as Rock, and Dark, the superior choice over signal beam, however Signal beam offers better accuracy, and Hidden Power also covers Rock types as well. HP Grass is used for various Ground/Non-Rock Types that would otherwise completely wall both pokemon, except from hidden power. mainly important is using on pokemon such as swampert or gastrodon, who are immune to Thunderbolt, and also easily shake off any damage done to it by hidden power Ice. HP Grass offers a nice counter to them.

Unfortunately, Should you feel you would prefer to not use Manectric, so if needed, can be replaced as such:

Plusle/Minun
Focus Sash/Life Orb/wide Lens
Timid
252Spe/252Sp.A/4 HP
Nasty Plot/Fake Tears
Sing/Protect
Thunderbolt
Helping Hand

Plusle and Minun have their uses after all it seems. however with 40/50 base defense, they aren't going to take many hits, So You can survive with Focuss Sash, use Nasty PLot to boost up, or Fake tears to weaken your opponent, then use Helping hand for super boosted attacks/spam thunderbolt until you die/spam sing/protect to survive as long as possible. Sing is used to try in an attempt to put a foe to sleep, keeping you slightly safer for the next few turns. Prtotect simply keeps you alive so your partner can abuse the Plus/Minus boost.

All in all, Plus/Minus are very underestimated abilities that, if unprepared for it, which many teams aren't, you can easily take out several members of a team with ease.

OTHER STRATEGIES:

-Plusle and Minun both learn entrainment, so

Plusle/Minun
Focus Sash
Timid
252 Spe/252Sp.A-or-HP/4 HP-or-Sp.A
Entrainment
Protect
Thunder Wave
Thunderbolt

Entrainment a special sweeping pokemon, increasing it's special attack, and taking a hit, leading it to use it's sash, then try and support with T-Wave and Stall with Protect, in order to survive as long as possible to have your partner keep the boost. posible partners include Zapdos, Latias, Salamence, or any other Special sweeper really. can also partner with pokemon such as Regigigas, Who has a dominant attack, and decent special attack that can be brought to special sweeping potential with Plus/Minus boost, leading to a potential mixed sweeper.
 
"Anything used Earthquake! It's Super Effective! Ampharos and Manextric Fainted!"

Unfortunately, all users of this ability are weak to ground, which is really bad due to earthquake being so common.
 
Unfortunately, the vast majority of Pokemon with this ability are really substandard, so the only duo that's probably going to be of any use is Manectric and Ampharos thanks to Manectric's good Speed (and this case is really just the pick of a bad lot). While this makes both of them quite powerful, as previously stated, Earthquake destroys them, and neither Manectric nor Ampharos have good enough bulk or Speed to make the duo really worth using. While the ability itself can be useful, its distribution is simply too poor to make good use of it.
 
Guys. Plusle and Minun get Entrainment. So you can distribute this ability to anything you want, like Zapdos, or Salamence, or maybe Regigigas.
 
Well, like any strategy that involves changing abilities, you have to keep both Pokemon alive for it to be actually useful. And that also means you have to use Plusle or Minun and keep them alive long enough to use Entrainment and have its partner be able to take advantage of the effects of Plus or Minus, which is highly unlikely given the pair's atrocious bulk and only middling Speed.
 
You can keep Ampharos, Manectric or Klinklang around to send in after Plusle/Minun faints. I think it's a better idea in triples than doubles, actually, since then it's easier to keep two pokemon with the ability on the field.
 
Ironically, the only non Electric-tyoe to receive the ability is also weak to ground. This seems like more hssle than it's worth, tbh.
 
A potentially viable way of using this might be:

Klang @ Eviolite
- Trick Room / Etc.

Ampharos
- Protect / Attacks

At least Eviolite Klang's fairly bulky and it's just one turn of set up instead of multiple turns using Entrainment/Role Play (multiple turns, because remember, when you Entrainment or Role Play, you'd just end up getting 2 Pluses or 2 Minuses which is no good, so you'd need another turn to switch out).

EDIT: Blah, woops, actually Klang doesn't learn TR. Only KlinkKlang does... So that might have to do... but with 90 base speed instead of 50 and less bulk.
 
A potentially viable way of using this might be:

Klang @ Eviolite
- Trick Room / Etc.

Ampharos
- Protect / Attacks

At least Eviolite Klang's fairly bulky and it's just one turn of set up instead of multiple turns using Entrainment/Role Play (multiple turns, because remember, when you Entrainment or Role Play, you'd just end up getting 2 Pluses or 2 Minuses which is no good, so you'd need another turn to switch out).

Klang, unlike its evolution, doesn't get Trick Room. =/
 
It doesn't, but I noticed while checking this that Role Play does, which is interesting...

Meloetta!! You found your plac....wait, she hasn't been released ._. OH! And she won't be allowed in GBU! D'oh! >_<

If there was a viable/levitating Role Play-er, it would be a viable startegy...

We'll have to stick to Plusle/Minun for the time being.
 
A potentially viable way of using this might be:

Klang @ Eviolite
- Trick Room / Etc.

Ampharos
- Protect / Attacks

At least Eviolite Klang's fairly bulky and it's just one turn of set up instead of multiple turns using Entrainment/Role Play (multiple turns, because remember, when you Entrainment or Role Play, you'd just end up getting 2 Pluses or 2 Minuses which is no good, so you'd need another turn to switch out).

EDIT: Blah, woops, actually Klang doesn't learn TR. Only KlinkKlang does... So that might have to do... but with 90 base speed instead of 50 and less bulk.

Plus and Minus were changed in Gen V. You now get the boost if a teammate has either ability. So it does only take one turn to set it up with Entrainment or Role Play.
 
Ooo, sorry, was not aware of the change until just now. In that case, maybe:

Ampharos
- Protect / Attacks

Slowbro/king (something slower than Ampharos that learns Trick Room and Role Play)
- Trick Room / Role Play (from Gen IV tutor) / Attacks

I just thought Trick room was the way to go because the EVs invested in defenses may make it easier to set up and survive (since as stated, in order for the boosts to be present, both pokemon must be alive).

Turn 1: Ampharos Protect. Slowbro Trick Room.
Turn 2: Slowbro (now faster) Role Play boosting Ampharos Special Attack. Ampharos Attacks.

Slowbro's probably good because of its speed and physical bulk for taking earthquakes. (Ampharos's bulk can take one unboosted STAB Earthquake from most users as well I believe - like Jolly Garchomp Earthquake does 95% max to 252 HP / 4 Def Ampharos).
 
suppose you can be crazy and run scarf Minun with Entrainment? screw up the opponent's ability if you are still alive, and Minun has a workable 95 speed...(also applies to Plusle)
 
Entrainment a special sweeping pokemon, increasing it's special attack, and taking a hit, leading it to use it's sash, then try and support with T-Wave and Stall with Protect, in order to survive as long as possible to have your partner keep the boost. posible partners include Zapdos, Latias, Salamence, or any other Special sweeper really. can also partner with pokemon such as Slaking and Regigigas, however, they don't take advantage of the Sp.Attack boost

Entrainment doesn't work on Slaking. And I mentioned Regigigas because it might actually be a decent mixed attacker with 160 base Attack and Plus/Minus boosting its Special Attack. If you're not going to use special moves, you're better off pairing it with another Entrainment user, like Audino, Lilligant or Durant.
 
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