I guess I'm to used to OU but yeah maybe you're right, it seems all the faster fire threats in UU are actually OHKO'd by Stone Edge so theres little reason for Bulldoze.
Someone tried to make a full thread and kokokoto shut it down so I didn't bother. If you want a psychic fire who can use special attacks Victini's probably the better choice of the two any way.What about Delphox and Combusken? Delphox can CM unlike any one else here.
What about Delphox and Combusken? Delphox can CM unlike any one else here and Combusken now has Baton Pass and can use Knock Off.
Aren't most Entei CB?Basically. Stuff like Victini, Darmanitan, and Rotom-H are all badly crippled by Stone Edge, and a follow-up Extreme Speed should finish them off.
Darm doesn't learn Drain Punch.If you ran a life orb darmanitan with drain punch to heal the flare blitz recoil how would it go?
Raikou doesnt learn grass knot... but hp grass is nice for hitting swampert and rhyperior. Tbh i am finding physically offensive celebii + willowisp Darm. Weird? i know, but they create a uturn combo and willo on darm is great at smacking hippo on the switch. You do lose a coverage move witch is annoying, but it is worth it and good for a supriseWhich pokemon would be best used to take out possible checks and counters? Popular matchups against these fire-types usually include Vaporeon, Milotic(?) and Hippowdon for dem physically defensive guys. (mostly I'm looking at Darm) What teammates would best serve in order to take out the possible checks? I usually like to include Raikou w/ Grass Knot to take out both water types and ground types, but I'm not sure what others to use. It'd be good to have an offensive synergy core with a strong attacker, such as darm, chandelure, or victini.
Oh God, lolI don't know why you're running 4 Defense EVs when your nature drops your Defense, instead of getting just that little bit of extra Attack muscle.
252 SpA Life Orb Victini Solar Beam vs. 252 HP / 4 SpD Blastoise: 273-322 (75.4 - 88.9%) -- guaranteed 2HKO after Leftovers recoveryHow much does that Victini's Solar Beam do to Blastoise?
Most likely he's asking damage calcs for Mega-Blastoise. ~(-u-)~252 SpA Life Orb Victini Solar Beam vs. 252 HP / 4 SpD Blastoise: 273-322 (75.4 - 88.9%) -- guaranteed 2HKO after Leftovers recovery
http://pokemonshowdown.com/damagecalc/
252 SpA Life Orb Victini Solar Beam vs. 252 HP / 4 SpD Mega Blastoise: 250-296 (69 - 81.7%) -- guaranteed 2HKOHow much does that Victini's Solar Beam do to Blastoise?
Some Japanese guy used it against me though I looked it up and it doesn't seem to be able to learn it. Maybe it was hacked?Darm doesn't learn Drain Punch.
Or maybe Pokemon Z is already out ;)Some Japanese guy used it against me though I looked it up and it doesn't seem to be able to learn it. Maybe it was hacked?
105/140/55/30/55/95
Darmanitan @ Choice Scarf/Choice Band/Life Orb
Ability: Sheer Force/Sheer Force
EVs: 252 Atk / 252 Spd / 4 SDef
Adamant Nature
- Flare Blitz/Fire Punch
- Superpower
- Rock Slide
- U-turn/Earthquake
Arcanine @ LeftoversDefense
Arcanine @ Leftovers
Ability: Intimidate
EVs: 16 SDef / 252 Def / 240 HP
Impish Nature
- Morning Sun
- Will-O-Wisp
- Fire Attack
- ExtremeSpeed
115/115/85/90/75/100
Entei @ Leftovers/Choice Band/Assault Vest
Ability: Pressure
EVs: 252 Atk / 252 Spd / 4 HP
Adamant(event)/Jolly Nature
- Sacred Fire/Flare Blitz(event)
- Iron Head
- Stone Edge/Bulldoze
- Bulldoze/ExtremeSpeed(event)
Remove any mention of normal Houndoom, it's terrible. As for the Mega-Houndoom set, it should look something like this:Pre Mega:75/90/50/110/80/95
PostMega:75/90/90/140/90/115
Base
Houndoom @ Life Orb
Ability: Flash Fire/Unnerve
EVs: 252 Spd / 4 SAtk / 252 Atk
Hasty Nature
- Sucker Punch
- Pursuit
- Fire Blast
- Crunch/HP Grass
(Nasty Plot + special attacks is also an option)
Mega
Houndoom @ Houndoomite
Ability: Solar Power (Warning: Do not leave in Sun for extended periods of time)
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
- Dark Pulse/Substitute
- Nasty Plot/Sunny Day
- Flamethrower/Fire Blast
- Sludge Bomb/HPGrass/Solarbeam
Sunny day has the advantage of being able to use Solar Beam but that's about it I guess.And for the rest of the mons:
Add a Mixtini to the Victini sets:
Victini @ Life Orb
Ability: Victory Star
EVs: 4 Atk / 252 SAtk / 252 Spd
Naive Nature
- V-create
- Thunder/Psychic
- Grass Knot
- Focus Blast
Remove any mention of normal Houndoom, it's terrible. As for the Mega-Houndoom set, it should look something like this:
Houndoom @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge/Destiny Bond
I think Nasty Plot is superior to the Sunny Day set because it gives you a much larger boost and you don't lose HP every turn, but if you can show me a replay where a Sunny Day Houndoom does a lot more work than a normal one wouldve done, please surprise me.
Chandelure sets should be split into two Scarf/Specs set and the subsplit set, and I would either get rid of Typhlosion and Moltres, or change Moltres his set to something like defensive subroost.
I guess it could still be a set, but perhaps a sunny day set AND a single nasty plot set should be up then.Sunny day has the advantage of being able to use Solar Beam but that's about it I guess.