Monday, August 18, 2014

Worlds Article: Why I should Use Trick Room

What's up Team Shuckle, I thought it would be cool if I wrote about the battles I had at Worlds. Better yet, the battles I had during the Last Chance Qualifier (LCQ). 

Unfortunately, I only got one battle done. We will go into how that battle went, but here is the team I used: 
Quaxo (Politoed) @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 252 HP / 76 Def / 148 SpA / 12 SpD / 20 Spe
Modest Nature
- Protect
- Encore
- Scald
- Ice Beam

Surge (Raichu) @ Life Orb
Ability: Lightningrod
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fake Out
- Thunder
- Focus Blast
- Hidden Power [Ice]

Ropapa (Ludicolo) @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 76 HP / 148 Def / 252 SpA / 4 SpD / 28 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Sazandora (Hydreigon) @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 12 HP / 60 Def / 252 SpA / 12 SpD / 172 Spe
Timid Nature
- Protect
- Dragon Pulse
- Dark Pulse
- Flamethrower

Mistigrix (Meowstic) @ Mental Herb
Ability: Prankster
Level: 50
EVs: 244 HP / 140 Def / 124 SpD
Calm Nature
- Safeguard
- Quick Guard
- Rain Dance
- Helping Hand

Mystibule (Mawile) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Atk / 4 Def / 180 SpD / 20 Spe
Careful Nature
- Protect
- Play Rough
- Iron Head
- Sucker Punch

Pretty much a standard rain team, which is why I didn't do so well. I don't know what came over me, but I should have used Trick Room. It's clearly my best style haha. Maybe it was the hype from Nationals, where everyone seemed to be scared of rain. Maybe I brought rain because it was power and I thought I'd need power to get though. Oh well. I still had a grand old time.

My first, and last, battle was against Yuichi Sasaki. No idea who that is, but that's who I battled. Unfortunately for me, he brought Sun. His team was: Zapdos/Charizard/Gardevoir/Mawile/Garchomp/Aerodactyl.

Looking at his team, I thought a lead of Raichu and Ludicolo would be beneficial. Double Fake Out support and the option to switch into Politoed to clear Mega Charizard was my thought process and strategy. He started out with Zapdos and Garchomp, leaving me very happy. I decided to use Hidden Power Ice versus his Garchomp while using Fake Out from Raichu on the Zapdos. My opponent then decided to switch Garchomp out for Charizard, to take the HP Ice. It actually did a decent amount of damage, so I was somewhat please with that round. Here, however, is where I lost the game. I made a massive error thinking that Charizard's mega evolution would happen before I switched in my Politoed. My plan was to switch in Politoed, get the Rain up and then KO the Charizard with Thunder. Unfortunately, that isn't how it works and I ended up losing from there. I don't remember every play, but it ended with a 3-0, my opponent's favor.

In the second battle, I knew he would want to start with Charizard for the sun, since it does hamper my team quite a bit. Seeing this, I decided to start with Meowstic and Hydreigon. I made the mistake of not taking notes for this battle, however, I'll recollect as best as I can. If I remember correctly, he started with Charizard and Garchomp. Now, my Hydreigon is EV trained to survived a Dragon Claw from Garchomp. Charizard decided to opt out of Mega Evolving and went for a Protect. Garchomp, on the other hand, decided to use Dragon Claw on my Hydreigon. I expected this, though, and stayed in for Dragon Pulse. To my surprise, Garchomp OHKOs my Hydreigon, immediately telling me he was holding Choice Band. I believe with that in mind, I brought in Mawile to deal with it. Unfortunately, I foolishly thought the Charizard still wouldn't Mega Evolve, so I went for Safeguard. SAFEGUARD! Nothing on my opponent's side carried status, with the exception of potential Will-o-Wisp in Charizard. He ended up Mega Evolving and OHKOing my Mawile and doing enough damage with Chomp to KO my Meowstic. Left with only a Ludicolo, I lost that very quickly.

All in all, I believe I played completely crappily. I made some rookie mistakes. On the bright side, I had a lot of fun and now have more than enough reasons to qualify for worlds next year!

~Ryan

Sunday, July 27, 2014

Gloomy Go Round - A WIP Round Team

A while ago, I was introduced to the concept of a specially attacking Sharpedo. While I loved the idea, I never really found anywhere to fit it. It lacked a certain power that Greninja, it's fellow Water/Dark type, had. Until recently. On showdown, I went up against a Sharpedo/Sylveon lead that I didn't really know what to do against. Until it hit me. Coming straight into the faces of my unaware Pokemon were massive Rounds. I realized how big of a potential this strategy had. I set out to make it my own.

Before we delve into the full team, you guys need to understand Round. Round is a 60 base power, normal-typed move. If used twice in a turn, the second instance of Round will now have a base power of 120 and will automatically be used instantly after the first instance. I'd also like to point out there are only four members of this team and it is a work in progress (WIP). I have a few concerns about it, but I'll get to that later down.

The Team:


Sharpedo @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Dark Pulse
- Round

Sharpedo is an interesting character. It only has base 95 SpAtk, so it isn't the strongest Pokemon out there, especially when you compare it to its massive base 140 Atk. However, what makes this still a strong set is its ability, Speed Boost. It doesn't need to run Timid because at the end of every turn, its speed raises a stage. This is primarily the reason why he is my go to Round initiate. After a boost, or two, he is the fastest Pokemon and will allow my Round abusers to basically dominate the field. He isn't the strongest Pokemon on my team, but he still hits pretty hard.

252+ SpA Sharpedo Dark Pulse vs. 252 HP / 0 SpD Aegislash-Shield: 86-104 (51.4 - 62.2%) -- guaranteed 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Talonflame: 224-266 (145.4 - 172.7%) -- guaranteed OHKO
252+ SpA Sharpedo Hydro Pump vs. 0 HP / 4 SpD Mega Kangaskhan: 84-99 (46.6 - 55%) -- 64.8% chance to 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Gardevoir: 75-88 (52 - 61.1%) -- guaranteed 2HKO

Sharpedo relies on STAB and super effective damage to inflict damage. However, it has immense utility with Round, as you will see.

File:282Gardevoir-Mega.png
Gardevoir @ Gardevoirite
Ability: Trace ----> Pixilate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Round
- Psychic
- Focus Blast

This is how I changed the Sharpedo/Sylveon combo. I thought Gardevoir would be a bit better since it it faster than Sylveon and has a bit of a better movepool. This thing hits like a truck with Round. Without someone using Round before Gardevoir does, it becomes a 120 power attack. This factors in the original base 60, plus the 33% that pixilate adds and another 50% on top of that for STAB. When you use Round for the second time in a turn and it becomes base 120, you are now hitting with a 239 power move. This is so incredibly insane. I run Psychic and Focus Blast for coverage against those who resist Fairy. Let's get into the calculations. First I will demonstrate Round at 60 BP:

252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Gardevoir: 120-142 (83.3 - 98.6%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Scrafty: 472-564 (337.1 - 402.8%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Hydreigon: 580-688 (347.3 - 411.9%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 162-192 (80.1 - 95%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Tyranitar in Sand: 180-212 (86.9 - 102.4%) -- 12.5% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Mega Tyranitar in Sand: 152-182 (73.4 - 87.9%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 135-159 (68.1 - 80.3%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 4+ SpD Assault Vest Conkeldurr: 230-272 (108.4 - 128.3%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 133-157 (73.8 - 87.2%) -- guaranteed 2HKO

Now for Round at a base of 120 power:
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 178-210 (98.8 - 116.6%) -- 93.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 178-211 (89.8 - 106.5%) -- 43.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Tyranitar in Sand: 204-242 (115.9 - 137.5%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 216-254 (106.9 - 125.7%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Gardevoir: 139-165 (96.5 - 114.5%) -- 81.3% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0+ SpD Rotom-W: 154-183 (98 - 116.5%) -- 87.5% chance to OHKO

Against anything that resists Gardevoir's Round, it doesn't do a whole lot of damage. I'd also like to note, specifically on the Mega Kangaskhan and Dragonite, you can attack them with the first Round to do enough damage to KO them that turn.


File:658Greninja.png
Greninja @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Hydro Pump
- Hidden Power [Electric] / Ice Beam

- Round

Greninja is very simple. It's fast and hits hard. However, I have a small issue. I have SERIOUS four move slot syndrome. Without Hidden Power Electric, I sort of lose to Gyarados, if I don't play right with Gardevoir/Sharpedo. Without a Grass move, Rotom-Wash is fairly difficult to handle. Without an Ice Move, if I lose Gardevoir, Dragons run rampant. If I'd have to choose, I'd much rather "lose" to Gyarados than Garchomp. Gyarados is honestly a bit more manageable and not as plentiful. As for Rotom, Hidden Power Grass and Grass Knot don't do enough damage to OHKO.  

File:668Pyroar.png
Pyroar (M) @ Life Orb
Ability: Unnerve
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Overheat
- Round
- Dark Pulse

A lot of thought and testing went into this slot. I had originally started off with a Refrigerate Aurorus, but I honestly felt it wasn't the best fit. While it had a just as powerful Ice move as Gardevoir has with Fairy, it was just too slow to function without Round. So I decided, with the weaknesses my team had, I'd run Pyroar. I thought it was a good idea since not only did it have STAB on Round, but it also provided a Fire nuke for things like Aegislash, Ferrothorn and Venusaur. It's been really useful so far.

So after all of those, the last two slots on my team are currently filled by Kangaskhan and Meowstic. However, for right now, they fulfill quite a different role on this team. In fact, neither one of them are EVER used. They simply sit there because I have had no idea what to do for the last two Pokemon and going into a battle with only four Pokemon is a terrible decision. I think it is a bad idea because a smart player can easily see the Round team. But once they see the Kangaskhan, they immediatly think that's the Mega and completely forget Round. It's the old Bait and Switch. I'm baiting them to think I'll use Kangaskhan, and then I obliterate their plans with Round.

However, I feel like I shouldn't run two dead-weights, especially if the match could be best 2/3. So I need sugestions. I do have a few ideas that maybe you guys can help me with. But first, let me exemplify the flaws in this team.

1. Trick Room: My strategy requires speed, especially from the Pokemon I use Round on first, setting up Pyroar and Gardevoir. If I can't get rid of the Trick Room setter, I usually lose. And more often than not, the setter has a partner that can immobilize one of my Pokemon, destroying the ultra powerful Round combo.

2. Gardevoir going down: If Gardevoir goes down too quickly, this strategy can fall pretty easily. Gardevoir is the MVP of the team and deals the most damage.

3. Aegislash: Aegislash is a huge threat to this team, more so than most teams. I have three moves on this team to hit it, but unfortunately, only Pyroar's Overheat can OHKO Aegislash, even in shield form. And that is terrifying, especially since they can run Weakness Policy.

4. Priority: So far, the entire team is weak to some form of priority. Mach Punch and Bullet Punch can rip this team apart.

That's honestly, the only weaknesses I've found so far. At the time of me typing this up, I have a 1354 rating on the VGC ladder and a 1247 rating on the Battle Spot Doubles ladder. It's a lot less on the Battle Spot ladder since I decided to make this a VGC team and haven't moved on. I'm not done playing with it though, so the score can change. Here is a link, and I'll try to only use this team to keep it accurate: http://pokemonshowdown.com/users/rhuntern

And here are some ideas I had to sort of work around some of the problems:

1. Aurorus: Aurorus was originally dropped because it was too slow to function without another Round user. But, I do have a Trick Room weakness, and Aurorus is rather slow. It doesn't have the best moveset to work with either: Round, Frost Breath, Ancient Power, Dark Pulse and Thunderbolt. It does have slighty less power than Gardevoir, but still rocks a 236 power Ice move, making it not the worst if Gardevoir goes down.

2. Heliolisk: Heliolisk has the same SpAtk and Speed as Pyroar, also having access to Normal STAB and an Electric STAB. However, it doesn't really solve any problems other than the Greninja moveset issue.

3. Exploud: Exploud touts the Normal type STAB and a highly diverse movepool. Something useful it also brings is a very slow speed and a reliable Boomburst just in case!

That's all I can honestly think of that can run Round without losing a crucial moveslot. But all in all, that's the concept and I would love to have some input from you guys!

~Ryan

Saturday, July 19, 2014

The Lucky Brigade - A Commentary on Luck-Based Strategies

Hey guys, what's up? Today I'm bringing you a more opinion based article, that I went out to back up with credibility. I was caught up in a debate talking about whether the use of Evasion moves was skillful. In my opinion, I said no. I argued that by making the result of a battle up to a percentage, you basically rob both sides of any skillful plays. Luck based strategies, mainly those that force a luck element into the game, honestly add nothing. The two strategies that I really focus on are Swagger/Confuse Ray and Evasion moves (Double Team and Minimize). Now, I won't lie and say these strategies are completely broken. They have a variety of counters. The problem that arises is that most of these counters still need to go through the Confusion/Evasion check. There aren't many sure-fire ways to prevent these moves. So to begin with, I'll explain various ways you can help your team overcome these strategies.

Swagger/Confusion:
First and foremost, Confusion is ended upon switching out. This may not put you in the best position, but it does work. Secondly, Confusion can be nullified by the move Safeguard, while bounce back to the user with Magic Coat. The abilities Magic Bounce and Own Tempo prevent confusion from working. In addition, Confusion won't work if you are behind a Substitute.

Evasion Moves (Double Team and Minimize):
Both moves have their own set of moves and abilities that counter. For starters, the ability Keen Eye ignores the Evasion stat. Also, the moves Haze and Clear Smog have no accuracy check and clear all stat changes. In the same vein as those two, Roar and Whirlwind are also viable options that send the targeted Pokemon out of battle. However, if your opponent is on his/her last Pokemon this won't work. Another move that helps is Gravity. It decreases Evasion by two stages for the entire field. If your opponent has more than two stages of Evasion, then you can still miss. Finally, moves like Aerial AceAura SphereDisarming VoiceFeint AttackMagical LeafMagnet BombShadow PunchShock WaveSwift, and Vital Throw, have no accuracy check, so they will always hit. 

Specifically speaking, there are a few moves that counter Minimize only. StompSteamrollerBody SlamDragon RushFlying Press, and Phantom Force will never miss and their base power is doubled when used against the Minimize user.

Issues:
So while each of these strategies have counters, some issues will arise. First of all, you would have to run these moves and abilities in order to counter them. While most of these options aren't terrible, and you would find them on teams already, some are highly specialized. You will very rarely see Whirlwind or Roar in Doubles since it is a very fast paced format and not many people are setting up. The same thing goes with Haze and Clear Smog. In addition, Gravity really works when the team is made around it. Also, there are no Pokemon in existence that would rather run Keen Eye over another one of their abilities. Please correct me if you think I'm wrong here.

The problem with the list of moves that can not miss is that they tend to have lower base power, making them not useful in a normal situation. There are ways around it, such as Technician, but not many.

But this isn't my argument against these strategies. Quite the contrary. There is enough moves, abilities, and combinations, to counter these two strategies. My main concern, and arguement, is that these strategies require absolutely no skill to pull off. And once you get to higher levels, these strategies become less and less viable. All in all, these strategies add literally nothing to the game. What I want to try and do is convince as many people that they should drop these moves for strategies that will bring you far and will demonstrate skill.

The "Scientific" Study:
In order to have factual proof to back up my claims, I had to create a team that embodied this strategy. The team's goal was to win through sheer luck and a tiny bit of attacking power. I went through a few different Pokemon rotations, but finally settled for what was below. The few I switched out, I felt that they required too much strategy to actually pull off, thus disproving my theory. But, without further ado, the team I used:

Sableye @ Mental Herb
Ability: Prankster
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Swagger
- Detect
- Recover
- Double Team

Liepard @ Focus Band
Ability: Prankster
EVs: 252 HP / 252 Spe
Timid Nature
- Sand Attack
- Swagger
- Thunder Wave
- Protect

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 4 Atk / 252 Spe
Jolly Nature
- Dark Void
- Double Team
- Sand Attack
- Baton Pass

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Soft-Boiled
- Cosmic Power
- Minimize
- Dazzling Gleam

Murkrow @ Eviolite
Ability: Prankster
EVs: 252 HP / 164 Def / 92 SpD
Bold Nature
- Roost
- Double Team
- Swagger
- Snarl

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Swagger
- Substitute
- Double Team
- Dazzling Gleam

This team brought me a 9/6 win/loss record. It isn't impressive, until you realize I forfeited some games because they were complete stall wars. In addition, the first loss was due to what I believe was a glitch. My opponent hit three Sheer Colds in a row while his target was at effectively +1 Evasion. Either he was incredibly lucky, or there was some glitch. 

The purpose of this team was to avoid damage with Evasion and make the opponent KO themselves with Confusion. I had some moves in there for stall breaking, but overall it was mindless clicking. I tried to use spread moves to make it even more mindless. 

And when I say mindless, I truly mean mindless. As you can see in the battles below, I basically just spammed Double Team and Swagger, with the occasional other move. I didn't have to think twice on any move. And this is the exact reason why this strategy takes no skill. I could have been clicking Double Team for the entire game and still could have won. My opponent would either get frustrated or run out of PP and use Struggle. The reason I could do that, is because there's a chance my opponent will miss. So I bank on that miss. If you watch the battles, misses happen a lot!

Here are the battles. I would have gone much longer, more than 15, but my soul was drained after doing this. I was barely playing the game and it bored me. I also started feeling incredibly guilty against those who had nothing for me.

http://replay.pokemonshowdown.com/xybattlespotdoubles-142994981
http://replay.pokemonshowdown.com/xybattlespotdoubles-142996178
http://replay.pokemonshowdown.com/xybattlespotdoubles-142996609
http://replay.pokemonshowdown.com/xybattlespotdoubles-143000557
http://replay.pokemonshowdown.com/xybattlespotdoubles-143001783
http://replay.pokemonshowdown.com/xybattlespotdoubles-143007142
http://replay.pokemonshowdown.com/xybattlespotdoubles-143012481
http://replay.pokemonshowdown.com/xybattlespotdoubles-143014475
http://replay.pokemonshowdown.com/xybattlespotdoubles-143017373
http://replay.pokemonshowdown.com/xybattlespotdoubles-143019625
http://replay.pokemonshowdown.com/xybattlespotdoubles-143022714
http://replay.pokemonshowdown.com/xybattlespotdoubles-143041289
http://replay.pokemonshowdown.com/xybattlespotdoubles-143043525

http://replay.pokemonshowdown.com/xybattlespotdoubles-143048777

So thanks for joining me in a very long, fairly opinionated article. I hope I used enough evidence to back my claims. I also hope you guys know I took no pleasure from this!

~Ryan

Friday, July 18, 2014

Spotlight: Shuckle

Shuckle is a durable little monster. With 20/10/230/10/230/5 for its base stats, its role on your team is pretty obvious. It makes up for its bad HP with its phenomenal defenses.



Shuckle @ Binding Band
Ability: Contrary
Level: 50
EVs: 252 HP / 228 Def / 28 SpD
Calm Nature
IVs: 0 Spe
- Rest
- Shell Smash
- Toxic

- Infestation

The Shell Smash and Contrary combination is one for the record books. Each time you use it, Shuckle's defenses rise by one stage. That is a crazy amount of potential. 252 Hp investment is recommended because of the shoddy Hp stat. The other EVs should go into defenses, but the combination is all dependent on your team. If you run Sand, I recommend most go into Defese as Sand will boost your Special Defense. Remember the base stats? Its offenses are complete garbage. This set completely rectifies this. Infestation will always deal 1/6th damage at the end of each turn while holding the Binding Band. It lasts for 4-5 turns, so it will fall a bit short of knocking out the opponent. But remember, Infestation also traps the opponent, so this is a killer move. Judging by the smallest amount of turns for Infestation to last, with solely Infestation, your opponent will lose 68% (rounded up) of their HP. This means you only need enough damage to get rid of 32%. This is Toxic's job.

Turn 1:
Infestation: 17%

Opponent: 83% Hp left

Turn 2:
Infestation: 17%
Toxic: 6%

Opponent: 60% Hp left

Turn 3:
Infestation: 17%
Toxic: 12%

Opponent: 31% Hp left

Turn 4:
Infestation: 17%
Toxic: 19%

Opponent: -5% Hp left

As you can see, if all goes well, the opponent will be dead by the end of the 4th turn. Now obviously, there are some pitfalls to this set. Poison and Steel types can not be poisoned. In addition, while Infestation deals 20bp damage, with Shuckle's attack, you won't be able to break subs. Neither Infestation, the 1/6th effect, nor Toxic, goes through Substitute.

So with the offensive portion done, how would you guys like defensive calculations?
252+ SpA Mega Blastoise Hydro Pump vs. 252 HP / 28+ SpD Shuckle: 92-110 (72.4 - 86.6%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 228 Def Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO
252 Atk Life Orb Rampardos Head Smash vs. 252 HP / 228 Def Shuckle: 174-205 (137 - 161.4%) -- guaranteed OHKO
0 SpA Stone Plate Arceus-Rock Judgment vs. 252 HP / 28+ SpD Shuckle: 68-84 (53.5 - 66.1%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Flash Cannon vs. 252 HP / 28+ SpD Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO
252+ Atk Aegislash-Blade Iron Head vs. 252 HP / 228 Def Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO

These calculations factor in the strongest possible attacks that Shuckle is weak to. All of them, minus Rampardos, is a 2HKO without any boosts. It is crucial to know that while Shuckle is pretty sturdy, it can fall fast to its weaknesses. With that in mind, either bring it out early and get the boosts as quickly as you can, or save Shuckle for clean up when its weaknesses are gone. 

Shuckle can be very devastating when played right. Be wary of hard hitting Water, Steel, and Rock types and you should do well!

~Ryan



Monday, July 14, 2014

Spotlight: Talonflame

So this is the first installment of "Spotlight", a series of articles where I highlight some cool sets for specific Pokemon I've run. For the most part, these spotlights will be for VGC and Doubles formats. I'll go into as much detail as I can while I write these articles.

So for our first article, I decided to cover Talonflame. Talonflame is a very used Pokemon in pretty much all formats. I'll be covering two different sets; one that I created myself and one that is a pretty well known set. To start off with:



Talonflame @ Choice Band / Life Orb
Ability: Gale Wings
EVs: 4 Hp / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-Turn
- Steel Wing / Me First / Will-o-Wisp

Talonflame does not possess a lot of power, but it does possess a lot of speed. This set attempts to correct that lack of power with either Choice Band or Life Orb. You're item choice is completely personal, however, if you were to use a support move in your 4th slot, Choice Band isn't the way to go. Speaking of the 4th slot, Talonflame doesn't get much to pick from. The only useful physical move that Talonflame had left was Steel Wing. Talonflame may get access to a few Normal typed moves, but I believe the Steel type had a bit more utility, considering Talonflame's weakness to Rock. Me First is an interesting choice that when used correctly, can grant you some suprise KOs, especially against Pokemon using a move they themselves are weak to.

Here are a few calculations to show you Talonflame's power:
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Aegislash-Shield: 176-210 (105.3 - 125.7%) -- guaranteed OHKO
252+ Atk Life Orb Talonflame Flare Blitz vs. 252 HP / 0 Def Aegislash-Shield: 151-182 (90.4 - 108.9%) -- 43.8% chance to OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Venusaur: 288-342 (154 - 182.8%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Venusaur: 288-342 (154 - 182.8%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Mega Venusaur: 206-246 (110.1 - 131.5%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Thick Fat Mega Venusaur: 104-126 (55.6 - 67.3%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 252+ Def Ferrothorn: 300-352 (165.7 - 194.4%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Mawile-Mega: 204-242 (129.9 - 154.1%
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Avalugg: 146-174 (72.2 - 86.1%)

As you can see, it does pack a punch. The fact that really strikes me, is that OHKO against the bulkiest possible Ferrothorn. Although, with all the recoil, I can't say you would survive! Also, be wary of attacks. This Talonflame can't take much and a super effective hit will spell your end.


Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Roost / Protect
- Will-O-Wisp / Tailwind
- Brave Bird
- Overheat

This set attempts to alleviate Talonflame's poor defenses while acting as a sort of wall breaker/support option. As I'll demonstrate below, the EV spread does add some surprising bulk that lets you survive hits people wouldn't dream of. The moveset is also pretty straight forward, but also quite odd. This Talonflame does three jobs: support, priority, and surprise power. Roost allows it to survive and take hits much better. Protect is plausible for scouting, but Roost is really helpful. The choice between Will-o-Wisp and Tailwind depends on your team. I run this on a Trick Room team, so Tailwind wasn't the best idea. Brave Bird is simply priority STAB while Overheat is basically a "nuke" option.

Here are a few calculations to demonstrate this monster:
0- SpA Talonflame Overheat vs. 252 HP / 0 SpD Ferrothorn: 184-220 (101.6 - 121.5%) -- guaranteed OHKO
4 SpA Rotom-W Hydro Pump vs. 248 HP / 184+ SpD Talonflame: 128-152 (69.5 - 82.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Rotom-H Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 132-156 (71.7 - 84.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Rotom-H Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 66-78 (35.8 - 42.3%) -- 89.1% chance to 3HKO after Leftovers recovery (After a Roost)
252 Atk burned Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 132-156 (71.7 - 84.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252 Atk burned Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 66-78 (35.8 - 42.3%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery (After a Roost)
252 SpA Mega Manectric Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 156-186 (84.7 - 101%) -- 6.3% chance to OHKO
252 SpA Mega Manectric Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 78-93 (42.3 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Zapdos Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 120-144 (65.2 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 99-117 (53.8 - 63.5%) -- guaranteed 2HKO after Leftovers recovery (After a Roost)
0 SpA Stone Plate Arceus-Rock Judgment vs. 248 HP / 184+ SpD Talonflame: 156-186 (84.7 - 101%) -- 6.3% chance to OHKO (After a Roost)
252 Atk Mega Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 152-180 (82.6 - 97.8%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery (After a Roost)
252+ SpA Mega Launcher Mega Blastoise Water Pulse vs. 248 HP / 184+ SpD Talonflame: 170-204 (92.3 - 110.8%) -- 56.3% chance to OHKO
252 Atk Garchomp Rock Slide vs. 248 HP / 0 Def Talonflame: 172-204 (93.4 - 110.8%) -- 62.5% chance to OHKO

As you can see, this Talonflame can take hits very well. The only downside is that it can't really do damage. That's why it's primary role is to provide support. This set functions in this role very well. Most people won't double target a Talonflame, because one move is normally enough. This will leave you alive allowing you to get a move off. It's attacks do enough damage to turn your other Pokemon's attacks from 2HKOs to OHKOs. In addition, its speed allows it to get Will-o-Wisp off before their physical attacker can attack. Be warned though: YOU DO NOT OUTSPEED GARCHOMP! So be wary of those Rock Slides. You can survive them, but there is a flinch chance.

So that's the first installment of "Spotlight". I hope you like these sets and find use for them!

~Ryan

Saturday, July 12, 2014

Trick Room in Doubles

Introduction to Trick Room:


Trick Room is a 5 PP move that essentially reverses the speed tiers. The slower the Pokemon is outside of Trick Room, the faster it will be in Trick Room. Trick Move does have -7 priority, so it will always be the last move used in a turn. Finally, not only does Trick Room last only 5 turns, if you, or your opponent, were to use Trick Room while the first instance is still active, it would be cancelled out.


Style:
There is no definitive style, or approach, to Trick Room. Some say it is imperative to have a faster Pokemon that can perform outside of Trick Room. Others say you don’t need that fast Pokemon. I personally lean more towards not needing that faster Pokemon, but the beauty of Trick Room is that it doesn't matter. Trick Room is simply a method of Speed Control, much like the moves Quash, Thunder wave, and Tailwind. It really falls onto your own personal style and what you want to achieve with Trick Room.

Pointers:
1. Be wary of Taunt. No matter how fast you are, Trick Room will always go last. Some Trick Room setters can avoid Taunt, and the use of the item Mental Herb can be very useful.


2. Don’t create your team thinking Trick Room will be up constantly. You can’t rely on it, as you can’t rely on a single move in any other strategy. Your Pokemon should excel inside and outside of Trick Room.


3. Try to avoid frail Trick Room setters. There isn't a whole lot wrong with a frail setter, however, since the move goes last, it will be difficult to survive hits long enough to get Trick Room started. Do not get me wrong though. If you can effectively set up Trick Room with a frailer Pokemon, by all means, do it!

4. I’d recommend using at least 2-3 Trick Room setters on your team. This way you aren't relying on a single Pokemon who might not have a good match-up against your opponent.

Users of Trick Room:
In this section I'll give a brief description of each Pokemon that has access to Trick Room and is allowed in a standard Nintendo VGC tournament. We won't be going by VGC 2014 rules, but rather just what Pokemon Nintendo would allow if they allowed most of the Pokedex. This bars event and cover legendaries. I'll also avoid giving move sets as that is completely dependent on your team and there is no definitive move set for each Pokemon.


Slowbro is one of the more popular Trick Room setters, having access to loads of support moves and also being fairly bulky. One of the better reasons to use Slowbro is its access to Oblivious, making it immune to Taunt. It also has quite a diverse movepool, allowing a lot of flexibility for your team.


Gengar is fast and has very little bulk. However, it does have a few things Alakazam doesn't. For starters, it’s Mega is a little bit more suited for support. With Shadow Tag, Gengar has the ability to trap Pokemon. It also has a wide array of support moves, such as; Disable and Will-o-Wisp.


Hypno marks the return to slower users of Trick Room. However, Hypno is basically a slower, bulkier Alakazam. Its attacking stats aren't the greatest, but it does have access to a few boosting moves, such as; Nasty Plot, Power Up Punch and Meditate. It also has access to a lot of support moves, such as; Light Screen, Reflect, Disable, Switcheroo and Hypnosis.


Exeggutor is a slower Trick Room setter that has a decently good offensive typing. However, its defenses aren't the greatest and it has too many weakness to effectively wall. However, Harvest and Sitrus Berry does give it a bit more survivability.

Starmie is in the same boat as Gengar, however it doesn’t have as much support options as they do. 60/85/85 Defenses aren’t terrible and it does have access to Cosmic Power. With Analytic and its already good Special Attack stat, it has potential.

Mr. Mime is a fairly good Trick Room user. It has a wide array of support moves, such as: Wide Guard, Quick Guard, Encore, Safeguard and Misty Terrain, to name a few. It also has access to Filter, an ability that reduces super effective damage by 25%. Mr. Mime has the potential to be fairly bulky.and Toxic.

Xatu has the ability Magic Bounce, which is very useful in getting Trick Room up and avoiding status moves. It also has access to good support moves such as: Confide, Feather Dance, Haze, Wish and Simple Beam.

Much like Xatu, Espeon also has Magic Bounce. Espeon is also about on par with Xatu in terms of defenses. In terms of support moves, Espeon has access to: Helping Hand, Charm and Wish.

Slowking is very similar to Slowbro. They both have basically the same movepool and access to Oblivious. The distinct difference is that Slowking has superb Special Defense, compared to Slowbro's defense.

With Eviolite attached, Porygon 2 can be devastatingly bulky. It also has access to Magic Coat, working a Magic Bounce-like move. Porygon 2 also has a wide array of special moves and can easily fit on most teams.
File:282Gardevoir-Mega.png
Gardevoir is fairly fast for a Trick Room team, but it does have quite a lot of options. All of its abilities (Trace, Sychronize and Telepathy) have use. It also has an incredibly diverse movepool with attacks and support. On top of that it has good bulk and Special Attack. Finally, it has the ability to Mega Evolve, further increasing its bulk and power.

Claydol has great bulk and below average offensive capabilities. It has access to Safeguard, Reflect, Light Screen and Heal Block, to name a few. It has the potential to be very supportive of a team.
Kecleon
Kecleon is an interesting Pokemon. With its two abilities, Color Change and Protean, it can change its typing. This makes Kecleon the most unique Trick Room user. In addition, it has great Special Defense and average attack.
Banette
Banette and Mega Banette do not have the best of stats. However, their abilities makes them very useful. Banette has Frisk and Cursed Body while Mega Banette has Prankster. Finally, they also have monstrous attack stats.

Dusclops is our second Eviolite user and probably the bulkiest. It carries 40/130/130 defenses without Eviolite. Being a Ghost type, it doesn't have many weaknesses and a large support movepool.
Bronzong
Bronzong is a very bulky Pokemon. In addition to its wide movepool, two of its abilities (Levitate and Heatproof) basically negate one of its four weaknesses.
Gallade
Gallade provides good physical prowess and some great special bulk. Much like Gardevoir, he has many support moves.
Dusknoir
Dusknoir is not as defensive as Eviolite Dusclops, but doesn't require Eviolite to function completely. Not only does Dusknoir have 45/135/135 (5 more per stat than Dusclops), but Dusknoir also has a potent 100 base attack. It has a fantastic movepool with various support moves and attacks.
Cresselia
Cresselia is the first legendary on the list and is quite the defensive monster. Cresselia rocks 120/120/130 defenses and has a large support movepool. There is a reason it was used extensively in the VGC '13 format.
Musharna
Musharna is also another bulky Pokemon, just like Cresselia. It has 115/85/95 defenses, which may not be as great as Cresselia, but it is still pretty good. On top of that, Musharna does have base 107 SpAtk, so it isn't just a supporting Pokemon
Audino
Audino takes the role of Trick Room supporter. It has access to Healer for its ability and a vast array of supportive moves. It is also fairly defensive with 103/86/86 defenses.
Whimsicott
Whimsicott has a lot of options in the support area. However, it isn't the bulkiest Pokemon and it is fairly fast. That doesn't mean Whimsicott is useless in Trick Room. It can support your team with Prankster.
Sigilyph
Sigilyph is another fast user of Trick Room. The interesting part about Sigilyph is its abilities Wonder Skin and Magic Guard, as well as it's access to Psycho Shift and Cosmic Power. Sigilyph has the potential to be quite the Trick Room tank.
Cofagrigus
Cofagrigus is another Trick Room tank. It has good defenses (58/145/105) and average SpAtk (95). What Cofagrigus brings is some useful support moves (Will-o-Wisp, Night Shade, etc) and its unique ability, Mummy.
Gothitelle
Gothetelle does what Mega Gengar does, but better. It has better overall defenses and it definitely more suited to the supportive role. However, that isn't all. Gothetelle also gains the ability Competitive, which can be very useful in an Intimidate infested format.
Reuniclus
Reuniclus is another Trick Room tank, but has a variety of options. All of its abilities (Magic Guard, Overcoat and Regenerator) are useful. It has solid defenses and very good SpAtk. It has access to many support moves as well.
Male Jellicent
Jellicent is a fantastic Trick Room user. It has great defensive typing, good defenses and overall a wide movepool to choose from. In addition, its abilities (Cursed Body and Water Absorb) are very useful.
Klinklang
Klinklang is an oddity on this list, being the only pure steel type. However, it does have great resistances and defense. It doesn't get a whole lot more, but it is does give a good chance for Trick Room to be set up.
Beheeyem
Beheeyem doesn't have the greatest defenses, but it has some useful support options. In addition to that, its SpAtk is fairly high. It also has access to three useful abilities.
Chandelure
Chandelure is an offensive powerhouse. Its bulk isn't the best, but it does bring a wide array of support moves. It has three very useful abilities as well.
Delphox
Delphox is the first starter on this list. It has viable defenses and good SpAtk. Delphox also has a lot of good choices for support moves.

Meowstic comes two ways: Male or Female. For the purpose of setting up Trick Room, Male Meowstic is your best bet. It has access to a large amount of support moves and with Prankster, it really gets good usage of them.
Aromatisse
Aromatisse comes with its own, unique ability: Aroma Veil. This makes Aromatisse an excellent supporter, alongside its fantastic defenses and great movepool.
Malamar
Malmar isn't as bulky or powerful as many Pokemon on this list, but it does have its place. A combination of Contrary and Superpower means that this Pokemon has staying power. However, it does have many weaknesses and isn't all that bulky.
Carbink
Carbink is an oddity. It had good defenses (50/150/150) but terrible attacking stats (50/50). It does have good support moves, as well as good resistances.
Trevenant
Trevenant isn't the bulkiest Pokemon on this list, but with Harvest and Sitrus Berry, it can provide some pseudo-bulk. Add that to its good attack stat, Trevenant is a good Trick Room user.
Gourgeist
Gourgeist-Super may have the exact same typing as Trevenant, but they play completely different roles. Gourgeist-Super (the form that should be run) has fantastic defenses and support moves. It also boasts good attack.

That is the end of the Trick Room User list. There are a few more Pokemon that get Trick Room, but unfortantely they are mostly gimmicks. You would be hard pressed to actually be able to set up Trick Room with them.

Abusers of Trick Room:

Since this section has the potential to be incredibly long, I'm not going to list out the Pokemon. Just use this list and sort  by speed: Pokemon by Base Stat. There are literally hundreds of options. Don't be afraid of gimmicks too. There are many Pokemon on that list that might surprise you.

And that's what I got for you guys for this article. Hope you learned something. As I continue to journey through my own Trick Room experiences, I'll report back here with more information!

~Ryan


Introduction to my Blog

Hey guys! I'm rhuntern, also known as Ryan. I have a Youtube Channel that primarily focuses on competitive Pokemon battles. I want to use this blog as a way to keep people up to date on my movesets, concepts and overall strategies that I will feature on my channel. I'd rather not take an upload to go over these theories, as I can certainly ramble. So instead, I'll post my in depth analysis here. Feel free to request Pokemon, movesets, strategies or any Pokemon related guide! I'll do my best.

Also, feel free to message me on Twitter or Youtube if you have something you want to add to this blog. I'm open to all ideas! I hope you enjoy this read. I already have a few ideas and articles I'm writing up now!

~Ryan