Sorry for not posting, you know: school, homework, etc. But in - TopicsExpress



          

Sorry for not posting, you know: school, homework, etc. But in France, holidays had started 4 days ago, so IM FREE TO POST: HOW TO USE GRANBULL IN UU! Granbull @ Leftovers Ability: Intimidate EVs: 252 HP / 252 Atk / 4 Def Adamant Nature - Play Rough - Earthquake - Thunder Wave - Heal Bell With Play Rough, not only Granbull has STAB, but allows it to neutralize every Fighting, Dark and Dragon pokémons, such as Mienshao, Scrafty and Hydreigon. It has 10% to lower the targets Attack: good to stall against Physical attacker but the chance of lowering Attack is low, and the accuracy is 90%; which Granbull can miss it sometimes. Earthquake provides great coverage with Play Rough because it hits Poison, Steel types(Granbulls weaknesses) but also Fire and Rock types. Thunder Wave allows Granbull to cripple any pokémons who trying to switch in, as well as crippling faster pokémons. Finally, Heal Bell is to cure itself and its teammates of status. 252 HP for maximise Granbulls bulk with Intimidate, and 252 ATK to KO anything it is trying to beat. Adamant nature to raise Attack, and Leftovers is used to increase its longevity. Its role is to switch into anything it can resist it such as Fighting, Dark and Dragon type. If you predict correctly, if the opponent wants to switch out, use Thuder Wave to cripple the incoming pokémon, or Heal Bell to heal your teamates. Granbull has a terrible Sp.Def so any special attackers can 2HKO or OHKO the Fairy Pokémon. It doesnt have a reliable recovery, so it cant always switch in. Blissey (F) @ Leftovers Ability: Natural Cure EVs: 252 HP / 252 Def / 4SpD Bold Nature - Seismic Toss - Wish - Heal Bell - Thunder Wave Blissey is crippled by Taunt, so Seismic Toss is a mandatory move on the set, as it allows Blissey to deal damage without being completly shut down by it. Thunder Wave is to cripple any pokémons trying to switch out. Wish is to support the team, as Blisseys wishes are so big that a Pokemon, will regain all of its HP back. And finally,Heal Bell removes all status conditions for the teammates. Put Maximum HP to allow Blissey passing enormous wishes, and Defense to balance Blisseys defenses. Natural Cure is the best ability for Blissey, as it cures status without using Heal Bell by simply switching out. Leftovers is best use to increase its survivability. Blissey counters every special attacks bar Psyschock, so it makes a good core with Granbull, while Blissey stalls all special attacks, Granbull resists against any sort of physical pokémons (except SE) and Fighting Type pokémons. Gastrodon @ Leftovers Ability: Storm Drain EVs: 216 HP / 252 Def / 40 SpD Bold Nature - Scald - Earth Power - Clear Smog - Recover Scald is Gastrodons a reliable STAB move, as it can cripple a lot of physical attackers, patching up Gastrodons lackluster physical defense to make it more difficult to KO as an overall mixed wall. Earth Power is Gastrodons most reliable STAB move, as it can be taken advantage of with the Storm Drain boost and can hit quite hard at +1, even without investment. But you can replace it with Earthquake, to hit specially defensive pokémons such as Tentacruel and Raikou. Clear Smog allows Gastrodon to check many setup sweepers in the tier such as Suicune, Zygarde and Cloyster. Recover is necessary, as without it, Gastrodon will not last as long. The EVs, along with Bold nature, are to maximize Gastrodons physical bulk, which makes Gastrodon a great mixed wall thanks to its high HP stat and good Special Defense stat. A Relaxed nature should be used if running Earthquake, as Gastrodon can afford to run both physical and special attacks due to its horrific Speed. The HP EVs are to maximize Gastrodons Leftovers recovery. Leftovers gives Gastrodon residual recovery each turn and can make it a pain to deal with, especially when coupled with Recover. Gastrodon checks Fire physical attackers such as Darmanitan and Entei and Poison pokémons such as Nidoking and Toxicroak. Plus, it completly counters the Crocunes set. Gastrodon, alongside with Blissey and Granbull, forms a great core, as Granbull takes care of physical attackers, Blissey for special attackers and Gastrodon to stall out Fire and Poison types pokémons. Jirachi @ Choice Scarf Ability: Serene Grace EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature - Iron Head - Fire Punch - U-turn - Trick Iron Head is Jirachis main STAB move, as it is reliable and decently powerful, and if Jirachi is faster than the foe, it has a 60% chance to flinch the opponent thanks to Serene Grace. It is also the most powerful move on this set, making it the best option if you attempt to clean late-game with Jirachi. U-turn deals damage to the foe and allows Jirachi to switch into a counter to the opposing Pokemon, giving you momentum. Fire Punch is recommended to hit Steel types, which otherwise wall Jirachi, but Ice Punch can be used to hit certain Dragon-types, such as Flygon and Noivern, super effectively. Trick allows Jirachi to cripple a wall or slow Pokemon by giving it its Choice Scarf, making it difficult for the foe to successfully fulfill its role. Zen Headbutt can be used because it makes repeatedly flinching Pokemon that resist Iron Head easier, but due to its imperfect accuracy, and only a 40% chance to flinch, its hard to use this move.The chosen EVs allow Jirachi to hit as hard and fast as possible. A Jolly nature is chosen over an Adamant nature to let Jirachi outspeed other common Choice Scarf users, such as Hydreigon. It also allows Jirachi to Speed tie with other base 100 Choice Scarf users, such as Victini. Choice Scarf is the chosen item as it lets Jirachi outspeed the entire unboosted metagame, making revenge killing and crippling walls with Trick easy. Serene Grace makes annoying the opponent easy and helps in flinching opposing Pokemon to death with Iron Head. Jirachi has one role: revenge-killing. With its great stats, wide movepool and SRs resistance, it can switch anytime it wants. Bad matchup? Use U-turn to gain to switch in your counter to the opponent switch-in and get momentum. Any stallers you want to ride of? Trick is your best move to completly shut down its role. Tangrowth @ Assault Vest Ability: Regenerator EVs: 248 HP / 252 SpA / 8 SpD Quiet Nature - Giga Drain - Knock Off - Hidden Power [Fire] - Earthquake Giga Drain is the primary STAB move, as it provides reliable healing and deals with the likes of Quagsire, Rhyperior and Cloyster. Knock Off is able to remove items and possibly ruin strategies, making it a very good move to use early on. Hidden Power Fire catches Steel- and Grass-types for reliable damage. And Earthquake is the primary option in the final slot to nail incoming Fire and Poison pokémons. The EV spread maximizes Tangrowths Special Attack and HP while rounding down passive damage. Assault Vest is used to bolster Tangrowths Special Defense to respectable levels while a Quiet nature is recommended so Tangrowths physical attacks dont be lowered. With AV, it becames a mixed tank, so it can resist even resisted special attacks, but dont switch in against SE moves, especially special attacks. Avoid Knock Off because if it loses the item, it loses the SpDs boost as well. Aerodactyl-Mega @ Aerodactylite Ability: Pressure EVs: 252 Atk / 108 Def / 220 Spe Adamant Nature - Taunt - Aerial Ace - Fire Fang - Roost Taunt is the main focus of this set and allows Aerodactyl to shut down many defensive threats, such as Blissey, that rely on status moves; it also prevents these threats from recovering health, and prevents any hazards. Taunt also allows Mega Aerodactyl to beat threats it normally cant, such as Forretress, Mew and Hippowdown, lacking SE moves. Aerial Ace hits Machamp, Toxicroak, Scrafty and Mienshao. Running Aerial Ace ensures that Mega Aerodactyl can beat Grass-types that would otherwise wall it, such as Amoonguss, and Chesnaught. Fire Fang is to damage Forretress.Aqua Tail could be used to hit Ground types such as Hippowdon and Nidoking and other types. Roost is Mega Aerodactyls form of recovery, mitigating hazard damage and allowing it to stay healthy throughout the match. 108 Defense EVs are very important because they enable Mega Aerodactyl to avoid the 2HKO from Choice Band Sacred Fire Entei. Max Attack EVs allow Mega Aerodactyl to OHKO Fighting- and Grass- types. The rest of EVs goes to Speed to outspeed Alakazam. Its role is to cripple stall pokémons with Taunt, and to finish them up with Aerial Ace or Fire Fang/Aqua Tail. ~Hélio-Sun
Posted on: Thu, 25 Dec 2014 00:52:39 +0000

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