Thanks I will edit when not on mobile!
Wouldn't it make more sense to put this in theI have a 3-Way core to share c:
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Krookodile @ Leftovers
Ability: Intimidate
EVs: 248 HP / 120 Atk / 48 Def / 92 Spe
Adamant Nature
- Bulk Up
- Knock Off
- Earthquake
- Taunt
Used this Krook during Research Week, turned it into a standard taunt set for my 3.0 team. Beats all other krooks (cause of bulk up). 2kos M-Blastoise after +1. Shuts down Forretress/wishstall (non-fairy), beats band Victini/Darmanitan 1vs1 after -1 Intimidate. Speed creeps 243, which creeps 242'ers creeping Honchkrow. Still happens. Partners exceptionally well with:
Crobat @ Black Sludge
Ability: Infiltrator
EVs: 120 HP / 212 Atk / 176 Spe
Jolly Nature
- Brave Bird
- U-turn
- Roost
- Taunt
AND
- Survives Scarfgon Draco-Meteor and Roosts. Beats it 1vs1 (scout first though :3)
Vaporeon @ Leftovers
Ability: Water Absorb
EVs: 252HP / 180 Def / 76 SpD OR 220HP / 192 Def / 96 SpD
Calm Nature
IVs: 0 Atk
- Scald
- Baton Pass
- Wish
- Protect
This results in a pass-turn pivot core that allows you to shutdown most set-up sweepers, namely crocune.
- Difference between the EVs has to do with Raikou. Option two is better, is it better helps against Scarf Thunderbolt. Option 1 is better against the rest of the metagame, though the difference is minimal (~1% damage).
I've been having a hard time facing that cune. The Speed evs always come off as a surprise. Dudeman130498, do you run the same ev spread?My version of Sub Cm Suicune. Basically I wanted enough speed to outspeed most forms of defensive jirachi. max hp for 101 subs so they can't be broken by 1 Seismic Toss. Sets up on pokemon such as Jirachi, Alomomola, Florges, Gligar and Blissey. I've found that it works well with Toxic Spikes support as you can beat blissey quicker that way without relying on a burn. Scald is still a nice option regardless because of the burn chance. Ice beam to hit pokemon like Hydreigon and Grass types in general. Solid mon.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 196 SpA / 60 Spe
Timid Nature
- Calm Mind
- Scald
- Ice Beam
- Substitute
I actually used Earthquake for asshats like chandy, at one point :PI'd like to try that set though maybe a priority move over taunt or cc.
My version of Sub Cm Suicune. Basically I wanted enough speed to outspeed most forms of defensive jirachi. max hp for 101 subs so they can't be broken by 1 Seismic Toss. Sets up on pokemon such as Jirachi, Alomomola, Florges, Gligar and Blissey. I've found that it works well with Toxic Spikes support as you can beat blissey quicker that way without relying on a burn. Scald is still a nice option regardless because of the burn chance. Ice beam to hit pokemon like Hydreigon and Grass types in general. Solid mon.
Suicune @ Leftovers
Ability: Pressure
EVs: 252 HP / 196 SpA / 60 Spe
Timid Nature
- Calm Mind
- Scald
- Ice Beam
- Substitute
My EV spread is 108 HP / 252 SpA / 148 Spe with a Modest nature which actually hits the exact same speed as aim's spread. It's useful for setting up against defensive Jirachi, like he said, but also outspeeds Adamant Honchkrow and can set up a sub on Tentacruel. This spread sacrifices the ability to set up on Blissey for power, most notably the ability to 2HKO offensive Mega Ampharos and offensive Shaymin/Celebi. Can confirm that T-Spikes support is great for this mon as makes it way easier to get past Blissey and Vaporeon.I've been having a hard time facing that cune. The Speed evs always come off as a surprise. Dudeman130498, do you run the same ev spread?
I do agree. Drain Punch would be such a nice move, allowing Ape to hit things that wall his Fire/Ground coverage such as Hydreigon, Bulky Waters, and so on. inb4 Gen 7 tutors give Ape the Drain Punch. :)I've been using a set recently and it actually has been doing not to terrible.
Infernape @ Leftovers
Ability: Iron Fist
EVs: 248 HP / 148 SpD / 112 Spe
Careful Nature
- Fire Punch
- Earthquake
- Bulk Up
- Slack Off
The EV's are to outspeed adamant/modest 252 EV'd Lucario and proceed to set up on it. What this set truely needs is for infernape to learn drain punch. With this, it would be able to get somewhat reliable recovery and be possible for Ape to run drain punch over slack off to not be checked by as many things. These EV's also allow it to set up on Hydreigon 1 v 1. If LO and Scarf Hydra draco's on the first turn and you slack off, can proceed to slack off and boost up. Spec's Hydreigon has a 18.8% chance to OHKO ape at full health. The amount of walls that this can set up on is unreal. Take for example Swampert, If you can come in on something that can be scared out by the possibility of the standard MixApe set, bulk up on the switch, and bulk up as he Earthquakes or Scalds, neither will be able to 2HKO. The only problem i see with this set is the lack of power, you need to boost high to do much damage back to anything.
Calcs:
252 SpA Hydreigon Draco Meteor vs. 248 HP / 148+ SpD Infernape: 207-244 (58.3 - 68.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Life Orb Hydreigon Draco Meteor vs. 248 HP / 148+ SpD Infernape: 269-317 (75.7 - 89.2%) -- guaranteed 2HKO after Leftovers recovery
16 Atk Swampert Earthquake vs. +2 248 HP / 0 Def Infernape: 158-188 (44.5 - 52.9%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Swampert Scald vs. 248 HP / 148+ SpD Infernape: 152-180 (42.8 - 50.7%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Florges Moonblast vs. 248 HP / 148+ SpD Infernape: 112-133 (31.5 - 37.4%) -- 0% chance to 3HKO after Leftovers recovery
I know namehtmas used a similar set on his Zygarde team, instead opting for HP Fire to take out some Steel-types. You also might want to increase the speed for max speed timid Rotom-H, although I don't know how common that is.
Roserade @ Black Sludge
Ability: Natural Cure
EVs: 80 HP / 252 SpA / 176 Spe
Timid Nature
- Toxic Spikes / Spikes
- Leaf Storm
- Sludge Bomb
- Sleep Powder
This roserade was used specially on my Zygarde team to take out major threats and setup a layer of toxic spikes. The speed lets you outspeed things like nidoking and sleep them. Leaf storm is used to finish off bulky waters that have been worn down by toxic spikes just a bit.
252 SpA Roserade Leaf Storm vs. 252 HP / 0 SpD Vaporeon: 432-510 (93.1 - 109.9%) -- 56.3% chance to OHKO
252 SpA Roserade Leaf Storm vs. 252 HP / 0 SpD Suicune: 368-434 (91 - 107.4%) -- 43.8% chance to OHKO
Just an example to show that It will for sure kill at around 70-80% range. Shoutouts to DMT 's RMT featuring roserade for furthering my choice of roserade for a partner. (I won't post his zygarde set, but its simply amazing and I've been using that with this set, heres a link to the RMT. Link)
Yeah I just wanted to post it here is all, I don't claim to have created the set myself. You could go to outspeed rotom-h but you might as well run no hp investment at that point. ( I don't know how much investment it actually is) The bulk it has now is so that it can swap into bulky waters even if they ice beam and get off at least one layer of toxic spikes. Or kill them outright with Leaf storm.I know namehtmas used a similar set on his Zygarde team, instead opting for HP Fire to take out some Steel-types. You also might want to increase the speed for max speed timid Rotom-H, although I don't know how common that is.
I've been thinking about this for some time but haven't gotten around to actually using it: What do people think about Hidden Power Ground over Hidden Power Fire on Roserade? You're still able to hit almost every steel type for the same amount of damage: Lucario, Jirachi, Metagross, Aggron (is OHKOd before Mega). Hidden Power Ground also lets you OHKO Nidoking, almost OHKO Nidoqueen, and 2HKO Tentacruel (who is considered one of Roserade's best switchins). Not only that, but you also get to OHKO Entei (Sludge Bomb doesn't quite manage to do so after rocks) and Chandelure, who would normally be able to switch into any attack. If you're colossal you can even deal upwards of 90% to Crobat on the Roost :]. Another small but definitely helpful benefit is keeping all 31 IVs in speed (you have to lower your speed to use HP Fire, but not HP Ground) meaning you can outspeed HP Fire Roserade and at least tie with other Roserade and Porygon-Z (assuming you run max speed).I know namehtmas used a similar set on his Zygarde team, instead opting for HP Fire to take out some Steel-types.
I think you pretty much nailed everything, although Chesnaught is another big perk of HP Fire.I've been thinking about this for some time but haven't gotten around to actually using it: What do people think about Hidden Power Ground over Hidden Power Fire on Roserade? You're still able to hit almost every steel type for the same amount of damage: Lucario, Jirachi, Metagross, Aggron (is OHKOd before Mega). Hidden Power Ground also lets you OHKO Nidoking, almost OHKO Nidoqueen, and 2HKO Tentacruel (who is considered one of Roserade's best switchins). Not only that, but you also get to OHKO Entei (Sludge Bomb doesn't quite manage to do so after rocks) and Chandelure, who would normally be able to switch into any attack. If you're colossal you can even deal upwards of 90% to Crobat on the Roost :]. Another small but definitely helpful benefit is keeping all 31 IVs in speed (you have to lower your speed to use HP Fire, but not HP Ground) meaning you can outspeed HP Fire Roserade and at least tie with other Roserade and Porygon-Z (assuming you run max speed).
The only advantage of Hidden Power Fire that comes to mind is being able to OHKO Forretress, but even that's cleanly 2HKO'd by HP Ground. This might be a bigger deal than I'm making it out to be because if you don't catch it on the switch, it has a turn to hazard/spin your spikes. But I'd certainly be willing to sacrifice this/forced to predict, in exchange for all of the benefits listed above. I could very well be missing something though so please let me know if I am [:
Is that using Technician or something? I've never seen these damage outputs anywhere.I've been thinking about this for some time but haven't gotten around to actually using it: What do people think about Hidden Power Ground over Hidden Power Fire on Roserade? You're still able to hit almost every steel type for the same amount of damage: Lucario, Jirachi, Metagross, Aggron (is OHKOd before Mega). Hidden Power Ground also lets you OHKO Nidoking, almost OHKO Nidoqueen, and 2HKO Tentacruel (who is considered one of Roserade's best switchins). Not only that, but you also get to OHKO Entei (Sludge Bomb doesn't quite manage to do so after rocks) and Chandelure, who would normally be able to switch into any attack. If you're colossal you can even deal upwards of 90% to Crobat on the Roost :]. Another small but definitely helpful benefit is keeping all 31 IVs in speed (you have to lower your speed to use HP Fire, but not HP Ground) meaning you can outspeed HP Fire Roserade and at least tie with other Roserade and Porygon-Z (assuming you run max speed).
The only advantage of Hidden Power Fire that comes to mind is being able to OHKO Forretress, but even that's cleanly 2HKO'd by HP Ground. This might be a bigger deal than I'm making it out to be because if you don't catch it on the switch, it has a turn to hazard/spin your spikes. But I'd certainly be willing to sacrifice this/forced to predict, in exchange for all of the benefits listed above. I could very well be missing something though so please let me know if I am [:
I mean if you're running Hidden Power on Roserade you're probably and should be running technican rade.Is that using Technician or something? I've never seen these damage outputs anywhere.