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randomspot555

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Everything posted by randomspot555

  1. Just as a forewarning, I'm hearing talk in SPP's Wi-Fi Battle/Trade chat that there are already "pre-release" events being traded. I've yet to actually see any evidence that pre-release events even exist, so they're probably hacked. Keep an eye out.
  2. Can I still hit that with Adamant, just with more speed EV investment? Because without Adamant's extra power, then it's role is greatly reduced. It can currently knock around Pokemon with a good chunk of health remaining. Losing Adamant means it's stuck finishing off sashed Pokes. I didn't know what the EV spread would be to outrun what's arguably the fastest Choice Scarf Poke around (Besides Timid gengar, of course). However, I rarely see Scarf Gengar, of any variety, on Wi-Fi. I'll keep it in mind if I need to modify my team if/when I do start seeing it, but until then, I don't see a point in aiming for it as a speed taget. It's basically there to one-shot Scizor. But realistically, it's less useful than EQ, and isn't needed now that I have Heatran. Now bronzong really does need his bulk But try out this set I'll probably start running something like this. But can Scarf Heatran OHKO this Bronzong with Fire Blast? It isn't there as a special wall (Suicune, and to a lesser extent, Tyrantar, fill that role), but as a spinner. Even though nothing I have is weak to SR, repeated switch ins can take it's tole. And an immunity to Toxic Spikes is handy, since my team isn't 100% status proof. Calm Mind is there more to up it's sp atk than it's Sp Defense. Tyranitar would be welcome to come in, since it'll still let me get Rapid Spin out of it's system. I'll look into it's move sets further to see if other support options are viable. The only other viable sand storm spinner is Donphan, who takes damage from Spikes and gets poisoned. And I'd rather have my spinner be able to stay alive. That's why switching was invented :creep:. In times that I can force a switch and burn the inevitable physical EQ user that comes in, it's a great assistance. And really, it's just there. Heatran, outside of HP [whatever] (which, as I've said in other threads, isn't common in the Wi-Fi environment) doesn't have much else. So having it there as sort of a thing I do when I force a switch, or a last ditch effort, I see it as fine. If it ever did come down to Lax, Tyranitar, or Suicune, vs Heatran, it's game over, no matter what. However, Flash Cannon might work out. Hmmm. But I was thinking of a more bulky, defensive sets. Got any up your sleeves? I like the extra power, and I wouldn't stay in on someone who has access to STAB Close Combat AND Earthquake anyway. What I really need are thoughts on Heatran and Suicune, and anything you all would change about it. EDIT: Though now reading my wording on Claydol, I certainly do see how you can think it is a special wall. I'll modify it to avoid further confusion.
  3. All art is from random google search and hosted via free image hosting. Most of it is chosen for the creep factor. But credit is given when I know who to give it to. Starting out is: Bugman the Flygon w/ Choice Scarf Adamant Levitate 82 HP/252 atk/176 speed - Earthquake/Fire Punch - Outrage - U-Turn - Thunder Punch My beautiful lead. I originally had many more EVs dumped into HP so I could outrun Lead Aerodactyl, but then I figured that I wanted this guy around to be my all around revenge killer. Even though Earthquake gets STAB, I started out using Fire Punch to revenge kill Scizor. And my thought process is Heatran is never going to stay in on EQ anyway. But I've found it to be more than useful in a few Wi-Fi matches and Battle Tower runs. I almost always U-Turn right out, since Flygon usually can't score a KO. Then I switch to an appropriate counter. It hits 420 speed, so it really doesn't have anything else to outrun as a lead, besides the occasional Scarf Gengar. Usually, I u-Turn out to this d00d: Weird the Bronzong w/ Light Clay or Leftovers Careful Levitate 88 HP/252 atk/110 Defense/60 Special Defense - Reflect - Stealth Rock/Light Screen - Explosion - Hypnosis Comes in on Flygon, sets up Stealth Rock. Maybe fire off a Hypnosis and sets up a Screen. I've been contemplating Leftovers, since fire moves are running rampant, and what's the point in having a screen or two if you can't survive to set it up. 252 atk is just for a powerful explosion, though I'm considering making it less to get some more bulk out of it. Hypnosis is chosen because Bronzong can usually afford to take some hits, so it can afford to miss once. *credit to Arkeis*ICANFLY! the Claydol w/ Leftovers Bold Levitate 252 HP/252 DEF/6 Sp Atk - Calm Mind - Ice Beam - Earth Power - Rapid Spin While none of my team is weak to SR, it still piles up damage. And it's nice to get rid of spikes. This d00der comes in on Skarmory, takes no damage from spikes and resists SR, spins away, and after a few Calm Minds, can take special hits pretty well. I am considering some EVs in Sp Def, so any recommendations are welcome. The attacks are the best I could do. Ice Beam prevents dragons (sans Kingdra) from coming in unharmed, while Earth Power is there so Heatran won't get the last laugh. The star of the team: *Credit to Deviant Art, to give the "talented" artists a place to be restricted to. Wizard the Tyranitar w/ Leftovers Careful Sand Stream 74 HP/252 atk/8 Def/176 Sp Def - Curse - Sub - Brick Break/Fire Punch - Crunch I originally had Fire Punch, but then it wasn't doing me much. With Brick Break, I can hit Scizor for neutral damage, and Heatran for SE. Crunch for STAB and it has more PP than Payback. And I chose Brick Break over Superpower because of the defense/atk drop, and to break down screens. This guy is so awesome. Screw the DD set. Curse is where it's at. All it really needs is other Pokes to come in and take care of status. I am considering lowering the attack to sink more either into defense or HP. I'm already covered on special defense due to Claydol, and my 6th member. The key to playing Tyranitar is to not come in too early. Too early, and it could get hit with status, or someone has a great counter. Both of these make it harder to get 2-3 Curses in. Also, because two attacks don't allow a lot for coverage. Heatran w/ Choice Scarf Modest Flash Fire 252 sp atk/252 speed/6 HP - Fire Blast - Dark Pulse - Earth Power - Will O Wisp/Overheat/Heat Wave/ Standard set. It's also a revenge killer, but it's mainly here to take poison and fire hits, because my origianl team had a massive fire (And bug) weakness. I'm probably going to end up going for a more defensive set, perhaps a RestTalker. Suggestions are welcome. Heatran's move pool kind of sucks. The 4th slot here is basically filler. Overheat can burn at 30%, Will O Wisp if I think I'm forcing a switch, Heat Wave because why not? *Credit to DEviant Art for creepy picture* Suicune w/ Leftovers Bold Pressure 252 HP/252 Def (no others, from a trade from eons ago) - Calm Mind - Protect - Ice Beam - Surf Not only was my old team heavily fire weak, but it was bug weak too. Which meant Scizor could rip through it. So here is my check on Scizor. Since it already needs 2 calm minds to do any worthwhile damage to non SE hits, I'm thinking of turning it into a complete support set. Or maybe digging through my boxes and see if I have any other options so I can EV train a new one to run Calm Mind. Mybe this 252/252 spread could run a nice Mirror Coat, Swagger, Roar, Toxic set? It might get replaced by Marvel Scale Rest Talk Milotic. Maybe. Overall, I got the following things covered with my team: Status: No one can really absorb sleep or paralysis, unless I change Suicune or Heatran to RestTalk. But Suicune won't mind the paralysis, and T-Tar's sub prevents status altgoether. Heatran absorbs fire, and all steels absorb toxic. Other weaknesses: Bronzong and Flygon cover ground weakness, Heatran covers fire and can take a variety of other hits, Suicune doesn't resist much but is incredibly bulky. Flygon revenge kills like nothing matters. Tyranitar will stay out of danger so it can keep changing weather patterns in my favor. My original team included the following: Skarmory w/ Leftovers Impish Keen Eye 252 HP/252 DEF/6 sp DEF - Roost/Counter - Stealth Rock - Spikes - Roar I quickly ditched Counter because I wasn't taking much damage from physical attacks. It served it's purpose well, but it mostly just sat there. It could still be viable on this team, but I'm not sure how beneficial it would be. This is why Bronzong now carries SR. Though if I continue to fail to set up screens and explode, this guy might make his way back. Torterra w/ Leftovers Impish Overgrow 212 HP/252 DEF/44 Speed - Leech Seed - Protect - Earthquake - Wood Hammer Standard set from Smogon. 44 Speed didn't help at all in outrunning Swampert. I guess most are running more speed nowadays. Otherwise it just added another fire and bug AND Ice weak Poke. I got Leech Seed off quite a few times, but I'm not sure how worth it it was. It could force switches because of Leech Seed, but other Pokes can do that too. So, go on, rate the team.
  4. This is not the cheat help forum. Read the Save Editing and RAm Editing forums for your answer.
  5. Hippowdon isn't as great of a Chomp partner as one thinks. It limits Garchomp's best option, his combination of STAB ground and dragon. Your new Chomp set is this: Garchomp w/ Choice Band Jolly Sand Veil 252 atk/252 speed/6 HP - Earthquake - Outrage/Dragon Claw/Dragon Rush - Fire Fang - Filler-kind of Because Chomp gets the powerful STAB Dragon+Ground Combo, any partner of his has to be either part Flying, or have the Levitate ability. And currently, none of your team does that. For Chomp's set: Choice Band is the best option. If you want a good Choice Scarf user, Flygon gets the job done better than Chomp. Same typing, with Levitate, and can U-Turn out. Other Chomp sets, like the SD set with Yache/Life Orb, may vary as far as move pool goes, but I believe they're inferior because of the set-up time. Chomp is one of those Pokes that doesn't need to set up, so just slap on a Choice Band and get to attacking. However, if you DO choose a non-Band set, consider slapping on Lum Berry. It can cure sleep, or cure you from confusion after Outrage. Fire Fang is the recommended use. If you choose Flamethrower/Fire Blast to hit some of the bulky steels that usually invest in defense rather than special defense, choose a nature that doesn't hinder special attack. The fourth slot is VERY important, and can be used, and can be seen as rather gimmicky, but can save you in some situations. Chomp's movepool is rather limited, so it's move for it's 4th slot can be seen as not traditional, but it doesn't have a lot to work with anyway. One option is to have both Outrage AND Dragon Claw/Rush. This allows you to use STAB Dragon without being locked into Outrage, or target a specific Poke. You see this utilized often on Specs Dragonite or Specs Mence, who might use both Draco Meteor AND Dragon Pulse. Crunch is just another move to use. It won't do much more damage than STAB Dragon or STAB Ground, but might be useful for the 20% defense drop chance. Stone Edge has a high crit rate. Rock Slide has the flinch rate, useful due to Chomp's speed, and because it hits both targets. Those are the more traditional options. Non-traditional include the following (and please note, these are not recommended outside of the official tournaments. But these tournaments, as far as I've seen from the videos, are incredibly luck based, so you can afford to take a chance on these moves. These are obviously not recommended in the standard competitive environment): Aerial Ace: Flying type gets pretty crap coverage, but might be useful for the rare double team abuser. Body Slam: 30% chance to paralyze. There's no other reason to use this. Iron Head: Steel gets pretty poor coverage, but this has a 30% flinch rate. Protect: If used in conjunction with an Exploder. But this'll force a switch due to Choice Band, and there are better partners to use with an exploder. Poison Jab: Again, like Iron Head and Body Slam, poor coverage, but a chance to poison. Rock Climb: 20% chance to confuse. Rock Tomb: Lowers speed by one stage. Sleep Talk: If you can predict a sleep, use this. Toxic: If you're up against a bulky water who doesn't have Ice Beam, or you're about to die anyway, this'll help inflict some long lasting damage. Yes, there are other sets you can run, but in the tournament environment, it's very quick based. And I don't personally think that Chomp can spare the time to set up Swords Dance or Sub or whatever. Maybe the other Poke can, but not Chomp. Just Band it and let it attack. So what does this all mean? You need to re-do some of your team. You need at LEAST one partner for Chomp that levitates or is part flying. The other option is to not use Chomp at all. Assuming you need a levitate/flying suggestions, here are some suggestions. No specific sets posted, but I will if you end up using them: Flygon: Immune to Earthquake, can U-Turn out to someone else. Thunder Punch and Fire Punch can help cover some weaknesses, and can offer limited team support with Screech and Attract. Can also Toxic-Stall with Dig or Fly. Downside is it offers the same two weaknesses chomp has: Ice and Dragon. Bronzong: Levitates, sets up screens, is bulky. It's attack stats are decent enough that it usually doesn't need to invest EVs into either,but can Calm Mind up if it does. And due to it's bulk, it's one of the few users of Hypnosis that can still use it because it can afford to miss. But it's usually used as an Explode poke, so that won't be the best option available unless you KNOW Chomp is going to die anyway. Oh, it can also Trick and make your opponent hold some useless item like the Macho Brace. Zapdos: Earthquake immune, recovers from Roost. Discharge hits both opponents and might raise it's special attack. Can U-Turn out. Limited team support with Thunder Wave, Toxic, Light Screen. Has an ice weakness, but it doesn't cripple it like it does with Chomp. Skarmory: Immune to earthquake, can Roost away damage. Team support includes stealth rock, spikes, toxic, whirlwind/roar. Can set up sandstorm and is immune to it. However, it's attack stat is only average and won't do too much damage unless it carries swords dance. And Stealth Rock/Spikes isn't as useful in doubles because switching isn't too common. Not recommended. Gengar: Gengar is awesome. Levitate so it's immune to Earthquake. Specs it and let it sweep with Chomp. Leftovers (with some HP EVs) can let it sub up and fire off Will O Wisp, Hypnosis, Confuse Ray or Toxic and utilize Focus Punch. It can carry out the deadly Focus Sash-Counter-Destiny Bond strategy. It can also explode, but who cares? It can also carry Trick, usually using a Choice Scarf, but other options are available. Shedinja: DON'T START OFF WITH SHEDINJA. Otherwise, your opponent will use all their power to keep their Shedinja counters alive. But it's a good late game partner for Chomp. Immune to Earthquake, limited team support with access to Toxic, Will O Wisp, and Confuse Ray. Kind of sucks at attacking, but can Swords Dance. Can use Trick, but not the safest bet with Shedinja. Togekiss: Immune to EQ. Huge on team support with some good base defensive stats. Access to both screens, Wish, Toxic, and so much more. Chomp's Rock Slide + Toge's Air Slash or Thunder Wave can be used for ridiculous flinch rates. However, Togekiss is quite slow. You'll either need to Thunder Wave first to speed up, or Scarf it and just Air Slash away. Salamence: Carries the same weaknesses as Chomp does + Rock, but gives you team support with Intimidate. Not recommended to start with. Gyarados: Largely fills the same role as Salamence, with less of a move pool. But it also gets Taunt. Dragonite: Dragonite gives you elemental punches, Superpower, and support in the form of Light Screen, Thunder Wave, Toxic, Safeguard, and Attract. But carries the same disadvantages as Salamence. Not recommended when the battle first starts. Hippowdon: Starts up sand storm, but isn't immune to Earthquake. You can start with him if you're 100% certain you won't be using EQ as Chomp's attack. Any Poke who resists Earthquake can also be considered, but Chomp's EQ is so powerful that I don't recommend it. This doesn't mean your entire team has to be immune to Earthquake, but at LEAST one Earthquake immunity should be used each time you select 4 Pokemon to battle with. And for some general advice for the official tournaments: The big strategies in the video game tournaments involve mass sleeping (Dark Void Choice Scarf Smeargle), Exploding (one explodes, other uses protect or his a ghost type), and Chomp+whatever (usually Zapdos, uses Discharge, while Chomp uses EQ). Also, Trick Room is quite common. Switching isn't nearly as common. So unless you are forcing a switch with Roar/Whirlwind, Spikes and Stealth Rock aren't nearly as useful. So you now have a decision. Either re-vamp your team so Chomp can play, but not damage others (and to counter the above mentioned strategies). Or take Chomp off and replace it. Alternatively, you can use Chomp as a support Poke rather than a lead, and Scarf it so it can revenge kill. But you should still have at least one levitator so Chomp won't hurt everyone.
  6. You should use items.
  7. Moved the first two posts to Questions thread. Closed/ended.
  8. This is not an AR help forum. That's RAM Editing you're looking for. The simplest method for the ID# for the AR Code Center is to update your Action Replay. Yes, everything on your AR will be deleted. That's why you have a "My Codes List" feature to save the list before updating.
  9. Legally, no one can at all, at the moment. But there's no reason why people wouldn't want to use it. This particular Arcues won't be competitively viable, though, because EVs can't be applied.
  10. Since fan sites aren't officially licensed methods to distribute copyrighted works.
  11. It doesn't even have anything to do with how "powerful" the legendary Pokemon is. Phione is pretty crap, Jirachi and Celebi are allowed in standard play in most metagames; the banned Pokes in the Battle Tower/Frontier are more due to how available they are then any perceived power they may have. The legendary Pokes that are allowed are all Pokes from legendary trios, which are available in multiple games or are part of the current gen + Cress. The banned Pokes are either exclusive to one region or set of games, are ticket island Pokemon, or event exclusive, or a combination of the 3.
  12. I edited out any paragraph of Illinati's post that contained insults. Which didn't leave much. So let's just stop discussing it and move on.
  13. Mirror Coat and Hypnosis are illegal on Feebas.
  14. My main "problem" (used with the loosest meaning of the word, due to a lack of a better word for it) with Shoddy is that I don't think enough people recognize that there is a difference between the Wi-Fi environment and a battle simulator. **Before someone comes in and says "lol Pokesav it", this is based on the assumption that players are using legitimate, in-game methods for obtaining Pokemon*** Legendary usage, especially ones that have (not yet) appeared in subsequent core games, is much lower. Some are restricted by events, either direct distribution or via ticket items. Jirachi doesn't even have an in-game location. Mew is in Emerald, but the item was only released in Japan. Celebi won't have an in-game location until G/S re-makes are out, and hasn't had a 4th gen event yet. Add in that the Johto Beasts in FR/LG were designed to have crap IVs, and there's a reason why these Pokes allowed in standard play on Shoddy, aren't as common in Wi-Fi battles. Breeding for Hidden Power is a bitch. Getting a good Hidden Power type, then getting it at a decent power (70!), AND getting good IVs and the nature you want, and god forbid if it's on a Pokemon with one useful ability and one useless ability (like Starmie). This also goes back to legendary usage, where Zapdos needs something like HP Ice or HP Grass to round out it's attacks. Maybe the RNG exploit makes this easier, I've yet to read up on it. I've also read statements from Wi-Fi players on Serebii's and Smogon's forums that Uber battling is pretty rare, and I imagine it's because of how hard to get something viable via soft re-set, since the only Ubers that can currently be bred/hatched are Garchomp and Wobbuffet. Yeah, there are many OU Pokes that are viable in Uber like Scizor and Tyranitar, but it's still a challenge to get a full uber team with great IVs, nature, blah blah blah. Move tutors and TM availability, or rather the lack of. Did you breed an awesome Blissey in D/P/Plat? Cool! Want Seismic Toss on it? Tough. It's only in Emerald/FR/LG. There's really no reason that, at the very least, all TMs can be purchased between D/P/Plat in an unlimited fashion, or earned in some daily event, or something like that. It's certainly gotten better, but there's still some that aren't very available.
  15. A Pokemon can't be expected to work against every single set a Pokemon may run. That's why they're designed with the standard set in mind. Sure, Salamence MIGHT be running 252 speed EVs with a +speed nature, but considering that none of the standard sets do that, it isn't something one should prepare for. But saying that base 90 with a + nature are outrun by base 100 w/ a neutral nature is just wrong.
  16. Considering that you have a huge ground and fighting weakness, you need Gliscor, who is immune to ground and resists fighting.
  17. Here's the Tyranitar I've been having fun with lately. Tyranitar w/ Leftovers/Lum Berry Careful (SpD, -SpAtk) Sand Stream 176 Sp Defense/8 Defense/252 Atk/74 HP - Curse - Subsitute - Payback - Filler Tyranitar has amazing stats in everything except speed. Seriously, it's slower than CHARMANDER. So lets just drop that stat instead of hopelessly boosting it with dragon dance while the opponent switches in Scarf Cross. Anyway, the EVs: 176 SpD+SpD sand storm boost means Scarf Heatran, at best, gets a 3hko. 8 EVs in Defense present standard Metagross from OHKO with Meteor Mash The other EVs are adjustable to suit your playing style. The moves: Curse- Duh Sub: Barrier so you can Curse-up. Also, prevents status. Payback is recommended over Crunch due to the higher base power of going last. Filler depending on what your team needs. Focus Punch can be viable behind a sub, or an elemental punch. If you play CurseCroaTar too early, you might want to give it Lum Berry to absorb status once it does get hit with some. Otherwise, leftovers all the way. And with 2 moves taking up space, with 2 attacks, don't leave yourself vulnerable. If Tyranitar is getting walled by...well, whatever it can't attack, switch out and live to Curse another day. But seriously, T-Tar, almost any set, benefits with defensive EVs in any of those 3 stats. DD doesn't need 252 speed. You need to figure out what you want to outrun with no DD, with one, with two, then use THOSE EVS, and dump the rest into HP/Def/SpDef EDIT: To the above conversation, at least with Flygon, most run Band/Scarf. As long as Lucario doesn't come in on Fire Punch or Earthquake, it'll be fine.
  18. Done. I'll get to a second rate probably in the AM.
  19. Regardless of what is and isn't posted, the thread is still relevant to discuss Smogon and all things related to it, because Smogon is relevant to a large part of the competitive game and the rules/tiers of battling that this (sub)forum follows. And even after we establish clauses and tiers from our own testing, Smogon basically making the metagame is going to have an affect on most battlers, even if it's subtle. As to what is posted, yeah, there's a limited amount of information already posted, but that doesn't invalidate the thread. Common rules of battling is just stating what is and isn't standard and common other clauses, the site follows the same clauses Smogon follows and uses their tiers.* We do have the Pokemon ranking thread, and while the work on it is great and should encourage others to do similar work, it's the result of a few people rather than a community, and isn't even enforced. There's a Singles Rate thread, but it's not exactly filled to the brim, and the RMT guide has only just been started. We're still a long way to go from making the claim that this place has all the sources it needs. *Of course, to change this, we need more original content. And I hope to put something together real soon to encourage this. Keep your eye on Competitive Battling for an Announcement (those appear at the very top, above the sticky threads). To end what seems to be carrying this on: No, this won't be stickied, yes the thread is relevant for many reasons and will remain open for discussion. Everyone can now chill out. It should be obvious to everyone why it won't be stickied, and after the first "No it won't be stickied", the discussion should've stopped.
  20. No time to do a rate, but you should edit your new team into your first post. That way, latecomers to the thread will be aware of the changes.
  21. I'll just copy/paste what I posted about this episode from another forum: Previously in Pokemon: A BATTLE TO THE DEATH (not really) between two big time legendary Pokemon, which are almost never featured in the anime. AND the Darkrai movie gets a continuity reference with Dawn mentioning that item she has. Oh, and Darkrai appearing (though not the same as in the movie). AND an evolution happened. That episode sucked. NOW pretty much a filler episode. No real big battle. No evolution. TR don't even "blast off." So why was this episode, featuring a Pokemon more annoying than scary or useful, was so much better? It was hilarious. This episode was full of scenes that need to be screen capped and turned into GIFs. If nothing big is going to happen. at least make it entertaining. And that's what this episode was.
  22. That's true, to an extent, for the US legal system. It's because jury trials have jurors from the public, and they're supposed to not be biased. I have no idea how the Portugese legal system works, and this may very well be not a trial at all, but just calling witnesses to see if something can be worked out.
  23. Popularity doesn't really translate into quality. Johto (and Kanto, too, as many like to forget) had tons of filler episodes, regional Pokemon weren't used that much, and they had to plot-device out the Kanto starters because Ash wouldn't use the Johto starters otherwise. There's generally 3 seasons/years for each main region+1 season for a "filler" arc (Orange Islands, Battle Frontier in Kanto, and the speculated Battle Frontier in Johto). Kanto was in "one" american season, but it encompassed like 80 episodes. That has nothing to do with "butchered American dubs" , that's simply how the US does television, in seasons. Either way, it's semantics. Just because the Japanese have them as 3 different shows, they are 3 different shows that feature many of the main and supporting characters and share the same continuity. It's really the same show.
  24. No, the Orange Islands are only in the anime and the Electric Tales of Pikachu manga. But for all essential purposes, they're basically the Battle Frontier before there was one. I agree with the consensus that the anime will probably go to the Battle Frontier in Johto, which I believe has been mentioned before as having one. But I wouldn't expect many Kanto/Johto callbacks. There were very few Kanto references while traveling in season 9. And the Johto season kind of sucked anyway, so I'd prefer that it'd be referenced as little as possible.
  25. Before I rate, I'm going to be a mod: Please edit into your post strategy, both for each Pokemon and as a whole team. Read SS guide on how to make a RMT to do some other stuff that, while not necessary to comply with the rules, is highly recommended. If you're going to use Tyranitar/Hippowdon/Abomoasnow, you either need a sand storm/hail team, or someone to change the weather. The other option is your forced to keep T-tar until it's your very last, which isn't good for a Pokemon who relies on set up. Aero is fine. The EVs on Jolteon are screwed up. A bunch in HP and special defense, and +max speed, but none in special attack, on a specs set? HP EVs should really only be used if Jolteon is running a Sub-pass set. Otherwise, the standard spread is fine. Jolteon w/ Specs Timid Volt Absorb 252 sp atk/252 speed/6 HP - Thunderbolt - Hidden Power Ice/Fire/Fight/Ground/Grass - Shadow Ball - Baton Pass/Toxic/Signal Beam/Thunder Wave/Hyper Beam Thunderbolt for STAB. HP is whatever your team calls for, but HP Ice gives you the best coverage. The others cover Scizor, Tyranitar, Heatran, and Swampert respectively. Shadow Ball because there's not much else left. The fourth slot can be used to either be strategic, or gimmicky, because Jolteon's move pool sucks. Specs/Scarf Baton Pass is known as a "dry" Baton Pass. Jolteon is pretty fast, and this allows it to escape Pursuit users, or you get in a counter to whatever attack is coming. Toxic/Thunder Wave is for one last hit before Jolteon goes down, but at least you gave your opponent some status to worry about. If you are...I don't know, Ludicolo weak, Signal Beam is okay. Hyper Beam is probably the worst bet, but similar to Toxic/T-Wave, use it before you die and only before you die. Tyranitar needs to go, or you need a new team. But on the set, I never use 252/252/6 on T-tar, because then it isn't utilizing it's bulk. Vaporeon's set seems good, but your opponent will quickly realize the strategy and do one of three things. Taunt, set up itself, or use Gyarados who can do both. But Vaporeon's EV spread is okay. It just needs to narrow down it's team support role, which is Wish Passing, with this move pool. -Surf -Wish -Protect - Ice Beam/HP Electric/Toxic/Yawn If you want to give Wish to Vaporeon, Protect. If to someone else, switch. The 4th slot is simply what you want to hit. Ice Beam for dragons, HP Electric for Gyarados. Toxic and Yawn can help against other bulky waters, or force a switch. Latias isn't something I'm used, but I think the set is a bit all over the place. With one attack, it's just a huge sign saying SCIZOR PLEASE COME IN AND KNOCK ME AROUND. Less so for Metagross and other steels, and Pokes with naturally high special defense (Tyranitar, Blissey). I just can't see it doing much besides setting up Reflect, then switching out. EDIT: Besides Jolteon and Jirachi for their respective electric/poison immunities, you have no way of reliably absorbing status. Paralysis can screw up any DD or Calm Mind user, Will O Wisp with your physical attackers, etc... Tyranitar and Latias would operate well with a Lum Berry. I don't see common weaknesses being too much of a problem, but I only thought about it for like 5 seconds. And if you do want to make a sand storm team, you already have a half-way decent one going. Vaporeon can stay, you just need to get rid of Latias and Jolteon.
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