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Thread: Know Your Pokemon

  1. #31
    Rational Optimist Lorshinator's Avatar
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    Re: Know Your Pokemon


    604 Eelektross
    Type: Electric
    Ability: Levitate
    Base stats: 85/115/80/105/80/50
    Difficulty: Advanced
    Eelektross is a very unique Pokemon. It is pure electric, and has the ability levitate, thus giving it no weaknesses, aside from mold breaker users or smack down. Nonetheless, it is backed up by a very good spread of stats, and is rather bulky for an electric type, and boasts high attack stats. It has a very large movepool, and as a result, can be very intimidating when it is set on the field, because it can be either offensive physical, defensive special, offensive special, defensive in general, phaser, or mixed. Despite this, like many Pokemon, it's movepool seems to prefer special attack; his special attack is lower but has more of a spread, and the physical stat is higher, but has a weaker movepool. Furthermore, Eelektross's lack of resistances despite it's bulk makes it easily deteriorated from constant attacks, and it's speed, while promising in trick room teams, hinder's it's effectiveness offensively. At first glance, Eelektross appears quite promising, but it can only be a saving grace if you have the team and the skill to pull it off. Sit back and relax, this will be rather long.
    Eelektross is versatile, and as a result, it can do quite a variety of things. Upon first looking at his statistics, and seeing the move coil, it is likely that he could be a physical attacker. Having wild charge as his signature physical move, it can pull off quite the damage whenever it hits. Some other notable moves include Brick Break, which although has low power, can destroy reflect and light screen, and is a viable fighting move against steels and darks. It also has rock silde, but it is not preferable, since Wild Charge will deal more damage all around. Crunch can hit ghosts and poisons, particularly Golurk who would otherwise be a counter to the eel. It hits hard, but the recoil may be unappealing to some, and for certain, the lack of moves to back up it's physical movepool are disheartening. As a result, there are some that might want to go mixed. If using a coil set, the advantage of using the usually inaccurate Zap Cannon could be fixed with a turn or two of coil. Zap Cannon catches most foes off guard, especially on mixed sets. While there is an inaccuracy problem even after one boost, after two it is safe to say it will be accurate. Using this move will grant instant paralysis on the foe, which can be a saving grace. It also hits very hard, and if you predict well, could seriously destroy any foe. Besides, even if you hit another electric type or a swift grass type, it will still deal damage, and throw in a free paralysis. For those who worry about the accuracy, there is Thunder as well. Otherwise, those moves are unreliable by themselves. Some people may want to go the special route, and despite it's lower special attack, it has a wider movepool in that area, and has seen more use because of it. Likeable moves such as Flamethrower, Grass Knot, Thunderbolt, Hidden Power, Volt Change and Acid spray are just a few, and completely walling Eelektross can be a bit of a pain, at least in terms of super effective and ineffective damage. Eelektross, however, cannot raise his special attack, except through charge beam, which is unreliable. With Flamethrower, Grass Knot, and Thunderbolt, he will put a dent in most foes, especially if he carries a life orb. Eelektross can be a useful phaser as well, and boasts both dragon tail and roar, and with stealth rocks, can continually use these moves, and OHKOing Eelektross is not easy either, due to his impressive durability for an electric type. If you are using a more supportive variant, have a wish user ready, because rest is not very useful for this 6' 11" Eel.
    Despite it's perks, it's weighed down by it's flaws, and as a result, is in the NU tier. Eelektross is very versatile, but it's safe to say it doesn't do everything it can do all that well. While it is strong, it has problems with ground, grass and dragon types in particular, and the latter is usually filled with rather powerful creatures. Grass types should be weary of flamethrower, but otherwise can resist most other moves. Special tanks should be weary of acid spray, and although steel types have a complete immunity, it can weaken other walls rather easily, and cause them to switch. To deal with Eelektross, it ultimately depends on the variant that is being used, and as a result, there is no sure fire counter to any set. For physical sets, physical walls do very well. Hippowdon comes to mind, as it is immune to his STAB, and can use slack off to restore any damage, and roar if it gets greedy with coils. If mixed, Rhyperior should beware of grass knot, but otherwise should have no worries, even with brick break. Swampert is also useful, but should beware of grass knot. Flygon is neutral to grass knot and likely will not take to damage from it, and can deal some damage with outrage or draco meteor. However, beware of hidden power ice. For Garchomp, it is the same case scenario, as Garchomp is bulkier and more powerful, but hidden power ice is a threat. Cryogonal can deal damage through toxic on special variants, and can spam recover to restore health after each hit, but be cautious of acid spray, and using this pokemon on a physical set is suicide. Snorlax can handle special variants, although should steer clear of physical variants. Tangrowth can handle physical variants, but should be cautious of special variants, especially with flamethrower. Ferrothorn can handle physical variants, but again, should steer clear of flamethrower. Leafeon can handle physical sets and resist with Leaf Blade and the like, but special variants ensure her demise. Burning physical variants destroy it, and Toxic can quickly dampen it's health. To counter Eelektross, simply find out what variant it is, and deal with it respectively.
    Notable moves: Wild Charge, Brick Break, Crunch, Acid Spray, Thunder, Thunderbolt, Zap Cannon, Flamethrower, Volt Change, Coil, Discharge, Roar, Dragon Tail, Acrobatics, Thunder Wave, Grass Knot, U-turn, Gastro Acid, Hidden Power Ice
    Useful Items: Leftovers, Quick Claw, Lum Berry, Electric Gem, Flying Gem, Life Orb
    Counters: Flygon, Raikou, Hippowdon, Snorlax, Lanturn, Cryogonal, Steelix, Tangrowth, Golurk, Garchomp

  2. #32
    Rational Optimist Lorshinator's Avatar
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    Re: Know Your Pokemon

    Mandibuzz
    Spoiler


    630 Mandibuzz
    Type: Dark/Flying
    Ability: Big Pecks / Overcoat / Weak Armour
    Base stats: 110/65/105/55/95/80
    Difficulty: Hard
    Hey look, a vulture! My dreams have been answered! When one looks at both Braviary and Mandibuzz, one would think the former is better. A weakness to stealth rock is not all that great for a defensive Pokemon, and there are other options. However, Mandibuzz actually sees much more use, for the upcoming reasons.
    Take a gander at Mandibuzz's stats. Look at that bulk! With access to the coveted roost and a plethora of moves such as taunt, whirlwind, substitute, knock off, and even great offensive moves such as brave bird and foul play! Despite it's bad base attack, it's powerful stab attack will still leave a dent in some more fragile foes, particularly sweepers. It can roost off the recoil, and it shouldn't deal enough damage to seriously cripple Mandibuzz's position. It's typing is perfect for special defence support, making it very effective to use when countering pokemon such as Sceptile, Lilligant, and perhaps Alakazam, as the latter's stab is entirely ineffective and focus blast will not do all that much damage with special defence emphasis. If things are getting hairy, you can easily whirlwind an opponent outta there to remove their boosts! Mandibuzz can also stallbreak to an extent: Toxic in conjunction with taunt or substitute means it can poison a number of other walls as well without being poisoned or taunted back. It's got a low attack stat, but this can be somewhat mitigated by Foul Play, a move which uses the foes attack. This can be handy for sweepers who are attempting to set up. Of course, if you don't want that either, you can also just use Whirlwind.The goodiness doesn't stop there, though! It's ability, overcoat, is especially useful on Hail and Sand teams, as it will resist the residual damage, making it a good consideration when making a team of one of the two elements. Eat that, Skarmory! Knock off is good for getting rid of some pesky eviolite Pokemon such as Porygon-2. Substitute is strongly recommended as it prevents poison, and Mandibuzz can roost off any prior HP loss. Mandibuzz also, for some reason, has access to Nasty Plot, and can use moves like Dark Pulse, Snarl, Heat Wave, and Air Slash. However due to a measly 55 base special attack it's hardly worth considering.
    Well, Mandibuzz isn't OU, and there's reasons for that. Despite being a (theoretically) canyon/desert oriented Pokemon, it is a shame it cannot learn many ground or rock type moves such as Spikes and Stealth Rock, which would make quite a bit of sense. For one, it's typing, while good, does not grant as many resistances as one would like. It is weak to common Ice, Electric, and Rock type moves, all of which are incredibly common attack moves. Furthermore, it's walled entirely by Steel type Pokemon and Rock Type Pokemon. The former can ignore poison, while the latter are better as they can deal some serious damage. Putting the two together in this case actually grants Mandibuzz's demise. Aggron is ideal, as the only thing it could fear is an odd hidden power fighting, but since special sets aren't worth it, it should laugh at anything Mandibuzz throws at it. Gliscor's poison heal ignores residual damage, and has great physical durability. However, it may have some issue striking back with it's base 95 attack. Steelix is one the same page, but it does not have Rock Stab and still has a low attack stat. Mandibuzz will probably waste time hiding behind substitutes, wasting it's HP and so on. Fast electric Pokemon such as Jolteon and Raikou resist Brave Bird and can hit very hard with their STABS. Taunt shuts down Mandibuzz almost entirely, and it will resort to either running away or using one of it's stabs. However, a specially defensive Mandibuzz is still likely to survive these hits. Bulky poisons can cause some trouble, such as Muk, for their immunity to toxic and ability to inflict it with stabs. It's a thought. Ultimately, though, bring out a steel type, like Magnezone. There is virtually nothing mandibuzz can do to such a Pokemon. However, if you're playing by tiers, Steelix, Gigalith, Escavalier, Aggron... It could go on. If you're in need of a bulky taunt supporter, wall, Mandibuzz may lend you some of it's stored bones for extra defence.
    Notable Moves: Roost, Brave Bird, Substitute, Toxic, Whirlwind, Bone Rush, Nasty Plot, Taunt, Torment, Knock Off, Payback, Snarl, Foul Play, Rest, Sleep Talk
    Useful Items: Leftovers, Sitrus Berry
    Counters: Ferrothorn, Steelix, Escavalier, Aggron, Bastiodon, Gigalith, Zapdos, Empoleon, Raikou, Jolteon, Gliscor (any steel/rock type)

    Archeops
    Spoiler


    #567 Archeops
    Type: Rock/Flying
    Ability: Defeatist
    Base stats: 75/140/65/112/65/110
    Difficulty: Advanced
    Fun facts from Lorsh: This Pokemon's base stat total of 567 equals it's pokedex number, and Gamefreak lowered the accuracy of this Pokemon as it seldom hits with Stone Edge. Well, the latter is not really true, but it feels like it. Well, Archeops is weird, because it's got almost unnecessarily high stats for it's appearance (it's as strong as Rhyperior), and has an absurdly varied movepool as well. It's one of those Pokemon Arceus created during fossil times, and once it realized that it made Archeops too powerful, it cursed it with a terrible ability, and that's why Archeops went extinct. This ability halves it's attack stats, dropping that impressive 140 base attack into something lower than 90.
    If you're looking for a somewhat gimmicky powerhouse similar to the likes of Slaking and Rampardos, look no further than Archeops. Archeops has offensive stats that make Gengar cry in shame. Seriously, I don't need to dwell on it's stats. It hits hard, it hits fast, and has great coverage. Yes, it's got excellent coverage, with moves like Stone Edge, Acrobatics, Earthquake, Crunch, Outrage, Dragon Claw, Head Smash, Earth Power, Focus Blast, Heat Wave, Aqua Tail, Dragon Pulse, Stealth Rock, U-Turn Roost, Knock Off... Well, enough that you need, and enough to choose from. Archeops is interesting in that, for some reason, it has very high special attack for being a raptor, and for some reason knows how to discipline itself and use mental blasts of energy with Focus Blast, and can shoot waves of fire with Heat Wave (but I digress, a lot of birds can learn this move). It's STABs are usually only together on flying gem sets, where it is arguably the best non-legendary gem abuser, particularly of Acrobatics, as it will dish out unrelenting hurt. That measly attack power of 55 will skyrocket to a beastly 247 on the turn it is used, and afterwards it will be a very reliable power of 165. It also has Stone Edge to cover up for anything that resists flying, like electric. It knows Earthquake and aqua tail to cover some pesky grounds, rocks and other things. When given a scarf, it's speed will become a great 525 with jolly or another nature, but since it is already quite fast, you may as well give it a choice band. Choice band sets probably see quite a bit of use, since it is reliable and hits incredibly hard, whereas the Gem sets focus around one move. With choice band, it's attack will become 624 with an Adamant Nature, so it'll hit hard, don't worry. With B2/W2, you could attempt a subroost set, although I haven't tried this myself. You could play around with Head Smash, which would kill a lot of things incredibly easily, especially with choice band, but you'd lose health quicker than Rampardos would, and would activate Defeatist instantly. To demonstrate, Head Smash from Archeops with Adamant nature max attack deals 67% of damage to Alomomola with Max HP/Def, Impish nature! For those unacquainted, Alomomola is ridiculously durable physically.This is quite staggering, but life Orb Rampardos does equivalent damage, despite missing a lot of attack power. While Archeops is scared of bulky waters and steels, ample team support and Earthquake/Earth Power should give it an easier time. Archeops is simple to use in theory, due to it's unnecessary stats and movepool.
    GameFreak is probably trying to find the best non-legendary, double edged sword Pokemon which isn't too hard to use but if used incorrectly it will be almost a waste. Archeops isn't quite there yet, but it is close. Archeops is like Slaking and Rampardos in the sense that it has insane offensive prowess but carries a handicap which is almost too severe. Archeop's handicap is that when it loses half of it's health it's attack stats drop in half. This is incredibly easy to do considering it's low defences and terrible defensive typing. Anything with priority can easily cripple it. Seriously. Anything with Aqua Jet, Sucker Punch or Mach Punch or Ice Shard will destroy this thing. You remember that mighty attack stat of 625? Well, that went to 312 in one turn, and that's with a choice band. It may as well have 35/30/30 defenses, because it's practically gone at that point. Anything faster than Archeops will also scare it away, and sometimes this easy to tell, and sometimes... not so much. Pokemon like Registeel, however, are bound to survive a hit, and can hit back with STAB steel moves such as Iron Head to seriously weaken it. To make matters worse, it's weak to common attack types, like rock, which means stealth rock already gives it small amounts of time to stay in. If, for any reason, you lack a Pokemon with priority, do not fret. You may still survive. Bulky waters are everywhere, and will be your saving grace. Slowbro mainly fears crunch, but can still hit back with... Well anything, but Scald will remove it from play. Keep in mind that if you take down half of it's health, it's nigh useless. Stone Edge and Head Smash will hurt, but not nearly as much for choice sets. Swampert is also highly effective and is probably the most recommended counter as it resists it's Rock Stab and can easily OHKO it any stab water move. Ground types such as Steelix, while frightened by Earthquake, Heat Wave, Focus Blast, or Earth Power, have sturdy and can resist it's Rock stab. Donphan will easily wall it as well, and can hit back with just about any super effective move. Ferrothorn needs to be weary of Heat Wave, but can survive pretty much all else. Alomomola will take severe damage from Head Smash and Stone Edge, but can easily cripple it with waterfall, dealing 72% of damage. Registeel is weary of super effective moves, but otherwise can easily take it out. Skarmory only has to worry about a few moves, and can poison it or switch it out with whirlwind, and roost off the damage. Most importantly though, is speed. If you can outrun this monstrously weird powerhouse, you can make it pummel to the ground before it even has the chance to leap. However, if you're looking for raw power and have the team to back it up, Archeops will gladly work in synchronization and will work to take down the target, be it prey or predator.
    Useful Moves: Stone Edge, Head Smash, Acrobatics, Earthquake, Crunch, U-Turn, Focus Blast, Dragon Claw, Heat Wave, Stealth Rock, Roost
    Useful items: Choice Band, Choice Scarf, Flying Gem, Sitrus Berry
    Counters: Swampert, Gastrodon, Slowbro, Skarmory, Alomomola, Registeel, Ferrothorn, Steelix, Bronzong, Gliscor, Donphan, Weavile, Starmie, Jolteon, Raikou, Hitmontop
    Last edited by Lorshinator; Feb 26th, 2013 at 04:37 PM.
    "Everyone is a genius. But if you judge a fish on it's ability to climb a tree, it will live it's whole life believing that it is stupid." - Albert Einstein.

    I have a deviantArt Page, but my works have yet to appear. Stay tuned if you're interested!


  3. #33
    Rational Optimist Lorshinator's Avatar
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    Re: Know Your Pokemon


    332 Cacturne
    Type: Grass/Dark
    Ability: Sand Veil / Water Absorb
    Base stats: 70/115/60/115/60/55
    Difficulty: Advanced
    Seeing Cacturne would be petrifying. They follow you close in a mob through the night and wait for you to no longer move. What do they do afterwards? It's a mystery. However I do find it odd they move in mobs, considering that it's previous dex entry where it waits night to fall does make it confusing. It made me think it moves alone... But whatever. Cacturne is definitely one of the more ghoulish dark types, if not the most ghoulish and ghost-like. It's got sand for blood!
    That aside, is Cacturne really that terrifying? Potentially. Grass/Dark typing is decent offensively, giving it some much-appreciated moves that regenerate health, like Giga Drain, Leech Seed and the like, as well as some really potent dark type moves such as Dark Pulse and Sucker Punch. It's attack stats are nothing short of scary, both clocking at 115 each, making this monster capable of going one or the other, or mixed. Some moves are quite handy, like Sucker Punch, which offsets it's poor speed, and it's one of the more potent users of the move. It also has access to Giga Drain, a rather helpful and not necessarily weak move. If using Sub-Sets, this move is recommended. He also has access to Seed-Bomb, a more reliable physical attack STAB. But that's not all - it's got quite good coverage, as well as an assortment of power boosting attacks in the shape of Swords Dance, Growth, and Nasty Plot. So, all of these options allow it to go one or the other, making it a tad unpredictable. It has coverage moves in the likes of Drain Punch, Focus Blast, Super-power, thunderpunch (kinda useless, but nifty nonetheless), Payback, and Hidden Power. While it's coverage is not universal, it's most certainly impressive, and deadly. It also has access to spikes, which in Gen 3 was one of the main reasons it was used in lower tiers.
    So what gives? This guy is down in NU/RU tiers. Well, first and foremost, it's typing is terrible defensively. 4x Weak to bug, weak to fighting, weak to ice, fire, flying, the works. It's resistances are not bad, but another issue is it's terrible defences. Gen 3 had a thing for slow moving, rather frail Pokemon (looks at Banette). Cacturne relies on it's formidable ability, Sand Veil, to really shine. If you pop it in a Sand Team and give it brightpowder (which mind you is a comibation that is banned, both the ability and the item), it'll avoid a lot of attacks, and I had a horrific experience with double team... Not pretty. As a result Cacturne needs a lot of support to pull off well - if it goes out in the open it's dead-meat. Luckily, Smogon is kinda stupid, and really hates Sand Veil, so they banned it. Now, Cacturne is forbidden on Sand Teams, which could serve as a testament to how dangerous it is (although methinks it largely is thanks to Garchomp). But Game Freak was friendly, and decided to give it Water Absorb. This is a rather good ability, no doubt. Having an immunity to water, and being able to heal itself. The concern does arise though that many water types carry ice type moves, so it cannot stay in for very long. In fact, that's sort of how Cacturne plays - it needs to be under the cover of something to shine, be it an asleep enemy, paralyzed enemy, or substitute, or bolstered defences.
    Team support is essential for Cacturne. Ninjask, though atrociously predictable, can support it by boosting it's speed and attack, and pass on a substitute. Venemoth may work better, as a quiver dance pass can make it bulkier, slightly faster and just more dangerous.
    If you use Cacturne as something thrown onto a team with no real purpose, you'd probably be wasting a precious team slot. Better choices in standard-play are Sceptile, Lilligant, Whimsicott... Even Venusaur. But, if you want to use it in a sandstorm team, or a team that needs spikes in weather, Cacturne will happily oblige. Just know that Cacturne is very luck-based. Sand Veil can easily be useless, and Water Absorb could set you up. To use properly, team support is needed, and proper care is necessary.
    To counter it, Heracross would probably scare it away. Any bulky fighting type would destroy it, and any Bird with Aerial Ace (if you were bored) would destroy it. Yanmega could also take it down very easily. Bug types in general will utterly destroy Cacturne. Fire types such as Arcanine can Intimidate Cacturne, and easily take it out. Having weather to counter Sand is also recommended, if you encounter it online. Any super-effective attack will easily destroy it, but be careful of substitute + sandstorm + double team combos, those are dreadful. (And banned in competitive play).
    Notable moves: Seed Bomb, Giga Drain, Drain Punch, Low Sweep, Focus Blast, Dark Pulse, Payback, Spikes, Swords Dance, Growth, Nasty Plot, Leech Seed, Substitute ,Focus Punch, Encore, Hidden Power (for coverage)
    Useful Items: Leftovers, Brightpowder, Focus Sash, Lum Berry
    "Everyone is a genius. But if you judge a fish on it's ability to climb a tree, it will live it's whole life believing that it is stupid." - Albert Einstein.

    I have a deviantArt Page, but my works have yet to appear. Stay tuned if you're interested!


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