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Competitive Battling Quick Questions Thread


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Author Topic: Competitive Battling Quick Questions Thread  (Read 833 times)
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« Reply #60 on: February 18, 2014, 07:47:41 pm »

So, what is a good setup for a Garchomp?
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« Reply #61 on: February 18, 2014, 08:52:35 pm »

So, what is a good setup for a Garchomp?
I assume you mean gen 6, but I'm still tooling with it given the mega.

Though a good for gen V would be Outrage, Fire Fang, Aqua Tail, Earthquake.
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« Reply #62 on: February 18, 2014, 09:04:50 pm »

I assume you mean gen 6, but I'm still tooling with it given the mega.

Though a good for gen V would be Outrage, Fire Fang, Aqua Tail, Earthquake.

Someone recommended this for a Gen 6:

Garchomp @Garchompite
192 HP/152 Atk/164 Speed
Ability: Rough skin
Hasty/Naive nature
- Substitute
- Dragon Claw/Outrage
- Earthquake
- Fire Blast/Stone Edge/Poison Jab
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« Reply #63 on: February 19, 2014, 04:34:04 am »

Someone recommended this for a Gen 6:

Garchomp @Garchompite
192 HP/152 Atk/164 Speed
Ability: Rough skin
Hasty/Naive nature
- Substitute
- Dragon Claw/Outrage
- Earthquake
- Fire Blast/Stone Edge/Poison Jab
Unless you're running a bulky chomp then it's mega sucks imo. Some other sets:

Choice Scarf
Garchomp @Choice Scarf
4HP/252Atk/252Spe
Ability: Rough Skin
Jolly Nature
- Dragon Claw
- Earthquake
- Stone Edge
- Fire Blast

Choice Band
Garchomp @Choice Band
4HP/252Atk/252Spe
Ability: Rough Skin
Jolly Nature
- Dragon Claw/Outrage
- Earthquake
- Stone Edge
- Fire Fang

Support
Garchomp @Leftovers/Rocky Helmet
252HP/196Def/60Spe
Ability: Rough Skin
Jolly Nature
- Stealth Rock
- Dragon Claw/Dragon Tail
- Earthquake
- Fire Blast/Aqua Tail (Aqua Tail in the rain, although it is much less effective this gen than last)

Swords Dance
Garchomp @Lum Berry/Yache Berry/Leftovers
4HP/252Atk/252Spe
Ability: Rough Skin
Jolly Nature
- Dragon Claw/Outrage
- Earthquake
- Stone Edge/Substitute
- Swords Dance

For the SD set you could probably make it a bit bulkier if you wanted, but then it's mega might be more useful. It is better though if you want to dodge status with a Lum Berry or retain the speed needed to sweep.

You may also want to use Sand Veil if you are running a Tyranitar or Hippowdon on the same team as the free turns can be very useful at times, especially to set up SD's and Subs.

Edit: You may also want to consider Iron Head or Poison Jab with all of these fairies running amuck.
« Last Edit: February 20, 2014, 04:19:57 am by JK » Report Spam   Logged

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« Reply #64 on: February 22, 2014, 10:12:23 pm »

Okay, so another question. I have a Shiny 5iv Gale Wing Fletchling. What moves/evs should I go for.
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« Reply #65 on: February 22, 2014, 10:15:07 pm »

Okay, so another question. I have a Shiny 5iv Gale Wing Fletchling. What moves/evs should I go for.
Brave Bird is a Must have. The Priority High Power Punch is incomparable.

I'd also say Roost and Flare Blitz (I think they get that one)

Round that out with some other Physical Move.
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« Reply #66 on: February 23, 2014, 05:17:36 am »

Okay, so another question. I have a Shiny 5iv Gale Wing Fletchling. What moves/evs should I go for.
For moves go for...

Brave Bird/Acrobatics
Flare Blitz
Swords Dance/Bulk Up/U-turn (depending on what you need it for)
Roost

Brave Bird/Flare Blitz are the obvious STABs and priority, but I have seen some sets use Acrobatics. Personally I prefer Brave Bird as it allows Talonflame to hold an item. Some people prefer Aerobatics due to having no recoil, but to do any significant damage you cannot have any held item such as Leftovers or Life Orb. Leftovers actually helps to increase Talonflame's survivability, making Brave Bird more viable. Roost obviously is used for additional healing and lets Talonflame heal up Stealth Rock damage. Swords Dance and Bulk Up are completely up to you, Swords Dance has more immediate power but Bulk Up makes Talonflame harder to kill. U-turn is for Choice Band sets that will not set up because it gives you momentum and eases prediction.

For EVs definitely use 252Atk since it doesn't have the greatest base attack, but the HP and speed can be variable. Personally I use 88HP/168Spe in order to outspeed base 100 pokes (putting Talonflame at 330 Speed) so you don't have to rely on priority against them. The rest goes into HP to increase it's already short life. I know other sets use more HP and less speed due to the Gale Wings priority, but I like having the option to hit base 100s with Flare Blitz as well as Brave Bird reliably.
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« Reply #67 on: February 23, 2014, 01:41:52 pm »

See, I have a question about the evs. I use the Super Training to EV train my pokemon, and there's no way to tell if I reached a certain number in the stat. So how would I know if I reached 168 Speed?
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« Reply #68 on: February 23, 2014, 01:43:15 pm »

See, I have a question about the evs. I use the Super Training to EV train my pokemon, and there's no way to tell if I reached a certain number in the stat. So how would I know if I reached 168 Speed?
Check the Pokemon. The EVs started being applied immediatly in gen 4 or 5. So you can just check the stat on the Pokemon itself
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« Reply #69 on: February 23, 2014, 01:50:05 pm »

Check the Pokemon. The EVs started being applied immediatly in gen 4 or 5. So you can just check the stat on the Pokemon itself

So on the top screen where it shows the Stats and the numbers those are actually the evs?
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« Reply #70 on: February 23, 2014, 02:30:45 pm »

So on the top screen where it shows the Stats and the numbers those are actually the evs?
No, Those are the stats after the EV aplication. And only the ones on the Pokemon's status screen is what I'm talking about.

The points of stats shown when Super Training are actually EVs.
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« Reply #71 on: February 24, 2014, 01:05:20 am »

See, I have a question about the evs. I use the Super Training to EV train my pokemon, and there's no way to tell if I reached a certain number in the stat. So how would I know if I reached 168 Speed?
Get a counter, or see if theres one online, and just add 1 every time you add an EV.

This is why EV training was so easy in D/P/Pt, the bottom screen had a counter app to easily keep track of your progress.
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« Reply #72 on: February 24, 2014, 07:30:14 am »

Get a counter, or see if theres one online, and just add 1 every time you add an EV.

This is why EV training was so easy in D/P/Pt, the bottom screen had a counter app to easily keep track of your progress.
That's really not necessary. Super Train shows how many EVs your getting, and you can always look at your Pokemon's actual stats and the EVs will already have been applied, it's a moot point.
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« Reply #73 on: February 24, 2014, 10:06:19 am »

See, I have a question about the evs. I use the Super Training to EV train my pokemon, and there's no way to tell if I reached a certain number in the stat. So how would I know if I reached 168 Speed?
Best way to do it is to do the 252atk first, because it will stop you adding more when you reach that amount. Then buy 8 HP ups and use them to get 80 HP EVs, then do the next 8 via super training. After this just keep doing speed until it stops you, then you know you have the correct amount.
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« Reply #74 on: February 24, 2014, 11:31:42 am »

That's really not necessary. Super Train shows how many EVs your getting, and you can always look at your Pokemon's actual stats and the EVs will already have been applied, it's a moot point.
super train? ._.
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