Jiggy37 said:-If your Pokemon has over 300 Speed at level 100, it's often a good candidate for one of the attack-boosting items: Choice Band, Choice Specs, Life Orb, Wise Glasses, or Muscle Band. At that speed level, there are only two situations you tend to end up in: 1) The opponent has a counter that you'll have to end up running from. This is usually the early or middle part of a match, and it's where Choice Band and Choice Specs shine brightest. If you're going to be switching out regardless, being locked into the same attack is no loss, but doing 1.5x damage is a big gain. 2) The opponent doesn't have a counter, so you can stay in and keep firing away. If that happens really early in the match, the non-Choice items are best; they may not have a counter, but they could at least find a resistance and force you to switch at one point if they realized you were stuck with the same move. Later in the match, Choice Band/Specs shine again; once you know there's nothing left that resists Ice, that Choice Band Ice Punch Weavile will go in and slaughter stuff no problem.
Jiggy37 said:-Until you get really awesome with either prediction or just plain knowledge (of what things can learn what moves, of what things hit how hard, etc.), Protect and Substitute can be nice to keep you alive through the learning process. They're not usually going to win you anything most of the time, but you might find that learning one more possible move that someone has can help you in all future matches.
Jiggy37 said:-Focus Sash is great, but putting it on anything except your first Pokemon is slightly asking for trouble. I wouldn't recommend it unless you 1) have a Rapid Spinner to get rid of Spikes/Stealth Rock to make sure Focus Sash will be able to work on a switch-in, or 2) at least a third of your team counters Tyranitar and Hippowdon. That way, even if sandstorm conditions are up to ruin your Focus Sash fun, you'll take the Tyranitar/Hippowdon down with you. It's still possible to work with multiples of that item without these other considerations, but you wind up having to hope that the opponent doesn't have any of those moves/abilities.
Jiggy37 said:-Your starter (not the starters, but the Pokemon you use to start a battle with) should have a wide variety of attacks to choose from, to cover a wide variety of possible opponents instead of risking putting yourself at a disadvantage from the beginning. By attacks, I don't just mean direct damage (although that's one option); having a status effect or an unexpected move can be awesome if it ends up being that your starter can force a switch. For example, a starter Starmie (base 100 Special Attack, 115 Speed) would force a starter Salamence to run away, but the switch-in would probably be something like Blissey (base 255 HP, 135 Special Defense) or Snorlax (160 HP, 110 Special Defense), who laugh in the face of every direct attack Starmie's got, or something like Weavile (120 Attack, 125 Speed) who can survive one attack and then take Starmie down.
So, rather than using all attacks, you could consider setting aside a moveslot for something more general purpose such as Thunder Wave, Reflect, or Light Screen. Look at the possible outcomes: Thunder Wave would mean that even if Salamence stays in, its good speed is ruined. Weavile's awesome speed would be ruined. Blissey would be put in a slight dilemma, having to either switch or use Heal Bell/Aromatherapy to eliminate the paralysis, or ignore the paralysis and attempt to go after you regardless. Reflect causes trouble for a physical attacker Salamence, prevents Snorlax from doing much damage, prevents Weavile from taking out Starmie, and helps protect your team from all things physical for the next four turns. Light Screen causes trouble for special attacker Salamence and allows many things to safely come in against a Blissey who doesn't have Seismic Toss or Thunder Wave.
Starmie's just one example, of course, and not even a particularly good one when we're talking about starters. But I'm only trying to get across the point that having one general purpose move that hurts all possible counters is often a good idea. Not always necessary, though, but something to think about.
Jiggy37 said:-Why not use a defensive Pokemon as the starter? Wouldn't it be a surprise if everyone's expecting something fast? Well, yeah, it would, but the problem with being defensive from the outset is that while they still have a full team of six, they probably have something that can take out your wall--and usually walls don't have the offense to do much back to them in return. They tend to have to boost up with Calm Mind or Curse or even just wait out some status damage from Toxic/Will-O-Wisp to do anything too significant, so it's good to save them for a time when you've already gotten rid of everything on the enemy team that could do significant damage to your wall. If they already know what your wall is, they'll play more carefully to keep the things alive that can beat it.
Jiggy37 said:-Sacrifices are necessary on occasion--sometimes you just have to eat an attack and lose a team member so that you can safely get another Pokemon in without it taking damage on the switch in. Sacrifices are especially worthy of consideration when a Pokemon has done the main job that it's good at. For example, a Skarmory that laid down three Spikes and Stealth Rock is much more expendable than before it set up its moves. Sticking with the same team example... If the enemy has no Rapid Spinner to erase all your spikes in one hit, the Mismagius, Gengar, Dusknoir, Froslass, Spiritomb, Drifblim, or any other Ghost you might have on your team for its immunity to RS loses part of its strategic value, and is more expendable than if they did have an RSer.
Let's take other examples. If you have a team loaded up on four special attackers and they have a Blissey, the single most valuable thing you've got is your physical attacker, who has to be kept alive at all costs. But if Blissey is their only Pokemon who can soak up special hits, and you successfully get rid of her, the physical attacker has done its job and isn't as necessary anymore.
Or let's say that for some unusual reason your team is Tyranitar (Rock/Dark), Claydol (Ground/Psychic), Slowbro (Water/Psychic), Starmie (Water/Psychic), Crobat (Poison/Flying), and Heatran (Fire/Steel). I could say a number of things about recurring weaknesses that happened to accidentally appear in this lineup, but the only main goal I had in mind was to produce a lineup where the first four Pokemon are weak against Grass and against Bug. That means that Crobat and Heatran, both 4x resistant to Grass and to Bug, are the most valuable team members, and the ones who should be last on the sacrifice list... ...at least until you get rid of any enemies who might have those types of attacks. After that point, Crobat and Heatran are more expendable.
There are a number of other ways to decide what can be sacrificed and what can't. You could invert the Blissey example and think about which things on your team have the best special defense and try to protect them. You could look at the issue by considering speed; if their only things left are Snorlax, Bronzong, and Swampert, your Pokemon who run fast and hit hard are really reduced to Pokemon who hit hard, since speed will end up in your favor anyway. And so on.
Jiggy37 said:-Remember to do the minor math instead of relying on the terms "super-effective" and "not very effective." A Heracross' Megahorn, which is 120 base power and 180 with STAB, ends up having 90 power against (for example) Staraptor--but that's still more power than, say, Night Slash, which stays at its neutral 70. Likewise, super-effective Night Slash might have 140 power against Jynx, but neutral Close Combat from that same Heracross hits 180.
Jiggy37 said:-If one of your strategies involves getting a stat boost from Dragon Dance, Agility, Swords Dance, etc. and then destroying things, there tend to be only two items you should consider: Leftovers and Lum Berry. Either will help protect you in that vital turn where you're boosting.
You have to use the same move again even if your attack hit a protect or substitute.Firestorm said:I have a question, how does Protect against choice items work? Can they choose another move after hitting the protect? How about substitute?
Firestorm said:Yeah Crazymoogle, you're against FootNinja next.
I have a question, how does Protect against choice items work? Can they choose another move after hitting the protect? How about substitute?
Crazymoogle said:?
If you protect vs. a choice move, it's the same as always, no effect if protect worked, hits if protect failed.
If you have a choice item and use protect...you're locked into protect until you switch out or lose the item. Yes, that means your odds are going to go in the toilet. Protect genre moves have their own sort of shitty odds factor to encourage you not to use it repeatedly.
Sub has no effect on the odds of protect working.
edit: and what usea said...
usea said:You have to use the same move again even if your attack hit a protect or substitute.
Forgot Expert Belt, but yeah, that's excellent also. For physical attackers, it's probably better in almost all cases since the type coverage with physical attackers is usually fantastic, far above special attackers.EBCubs03 said:I should probably mention expert belt. I'm not a huge fan of Muscle Band and stuff like Electivire uses them well. There are a lot of pokemon with terrible speed but bulky defenses who make great choice band/specs users. Snorlax is a pretty nice choice band user who gets Self-Destruct if you really wanna do some damage. Heatran is another cool choice who can either go Choice Specs or Choice Scard - depending on what you want to do.
Let's see, several points here... Substitute is great, yes; an underrated move, particularly by newer players. You've already explained it, no need for me to elaborate.I think protect and substitute provide much more than just a chance to get used to your pokemon. I always - always - always use substitute on Gengar because it gives me Pursuit protection. Will-o-Wisp helps prevents a lot of them from coming in, but Heracross doesn't mind eating a burn and can bite you in the ass when it happens. I prefer subbing on the switch, then either getting out, trying to burn, or attacking if I can 2HKO or OHKO.
Protect is great on leads who want to scout moves, like Breloom and Swampert. It helps bone over choice leads and takes the pressure off predicting just what move he's going to use. Protect can provide double leftovers recovery which can get annoying for the other player as well.
I should have clarified that I was talking about mostly fast sweepers, which Gyarados isn't. Actually, come to think of it, I was going to say something about never using Dragon Dance, Swords Dance, etc. early in the game while the opponent still has loads of things to take care of it, but I guess I forgot.I don't think leading with a defensive pokemon like Donphan or Snorlax is such a bad idea - as long as they're not going to be taking over half of their HP from a pursuit. I dislike leading with my sweepers because then the opponent knows one of my pokemon they need to take out for their walls to stay alive. I try not to use Gyarados at all until very late in the game or unless I really need intimidate support.
Reminds me of a recent Smogon post pointing out how much people underestimate the defenses of seemingly weak Pokemon... Azelf can survive a CB Weavile Pursuit if it stays in with (I believe it was) 40 HP EVs, and likewise Weavile can survive (unboosted) Azelf Flamethrower with, I think, 36.I encourage everyone to use damage calcs. They really help out even when you think you've got an easy 2HKO or OHKO. Sometimes you're wrong and a damage check always helps you assess the risk of your decisions. Pay attention to how hard they are hitting, what on your team they have outsped, etc.. this way you can estimate how many sp. atk, atk, or speed EVs they have so you can eliminate the possibility that they are running max HP/max Def.
This is true, types should be accounted for. Garchomp's immune to Thunder Wave, and things like Armaldo and Scizor are slow enough that Thunder Wave's not really a threat. It's mainly stuff like DD Salamence and non-defensive Metagross that have to worry about both types of status.It's useful to hold other berries that only cure one status condition, instead of all of them like lum berry does. Swords Dancing Infernape doesn't fear will-o-wisp since he is immune to it, so something like Cheri Berry that heals Paralysis I think would be more useful. It depends on whether or not you have aromatherapy support, I guess.
FootNinja said:rdy when u r mr moogle man
To be honest, at that point in the match I was pretty tense and I completely forgot it would outspeed. I was pleasantly surprised when it happened.yeb said:usea won our battle.
Great game, closest match I've ever had. Your late game surprises caught me. Based on the damage it did, I should've expected for that one pokemon to outspeed me![]()
Adumaha said:I won the battle against Death_born.
Hehe, good game. That was a good battle.
Firestorm said:Ok. Done eating. PM me if you wanna play Moogle =)
Firestorm said:clear your PMs moogle =O
Crazymoogle said:Are you trying to pretend I'm not eliminated? ;_;