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BurningToTheLast

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About BurningToTheLast

  • Birthday 05/01/2001

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  • Alias
    The Pancake Maker
  • Gender
    Male
  • Location
    Your Mom's House
  • Interests
    Eat, Sleep, Play, Repeat

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    NerdKing @ #9991

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  1. Happy Birthday 😄, i hope that you will have a fun day 😉🍰

  2. Forum name: GoldenVeggie Showdown alt(s): ShiningFriday Discord: NerdKing#9991 Availability*: I'm available most of the time, but the safest would be 1-4 CST Favourite type(s): Fire, Dark, Ground Least favourite type(s): Rock
  3. That's a fair question. It was the hardest choice for me when making this team, At one point I was even tempted to throw away U-Turn, but I gave Into Ice beam because of Tangrowth/Dragonite/Haxorus that this team can't handle as well. This team has answers to things like Toxapex and Ferrothorn (somewhat less for ferrothorn, but eh), which Is why I used Ice beam over it. Yes, Alakazam exists, but I like to keep its sash intact through most of the match, if possible. And the squad can handle MagmaTran decently well with AshNinja, Dragonite, and Alakazam if played well. (Alakazam after some chip damage.) So ye-
  4. It's been a while. I've been so into Monotype that I've completely neglected OU. No worries though, I always come through with a team or two to get me back into the mix after a bit of prior research. The process of making this team was somewhat long, so bear with me. I decided to Start off with arguably the most solid Pokemon in OU, being Mega Venusaur. This thing walls so many threats that it's not even funny; Keldeo, Mega Diancie, Clefable, Tapu Fini, Tapu Koko, Tapu Bulu, and oh so much more. So yeah, this was definitely a top candidate to start Building around. Although Mega Venusaur is quite bulky and has a good typing, it does have some very exploitable weaknesses. Pokemon Like Latios, Latias, Tapu Lele, etc. come in and either set up on it, K.O. it, or force it out; it can't beat them. That's why I added Jirachi in order to alleviate those weaknesses. They have decent synergy as Mega Venusaur takes care of the ground types that annoy Jirachi, and Jirachi takes care of the psychic and flying mons that annoy Mega Venusaur. FIre types are still an issue for this core, as Thick fat helps, but strong fire type moves still break it. However, Jirachi also alleviates that common fire type weaknesses between the two with Stealth Rock support, and the ability to cripple and potentially ParaFlinch said foes to death if it comes down to it. Greninja. Greninja helps to also alleviate the common Fire-Ground weakness between the two, as the core is still susceptible to strong fire type Pokemon like Mega Charizard X, Alolan Marowak, Volcarona, etc, and Once it gets into its Ash-Greninja form, It's quite the good cleaner with Water Shuriken, being one of the most powerful priority moves in the entire game, only being rivaled by a Mega Scizor's Bullet Punch, while also keeping momentum going with U-Turn. With the right predictions, this mon by itself can tear chunks out of opponent's teams to let it's teammates come in and finish the job. We're missing something. Two tanks, and a wallbreaker....We need a setup mon. Dragonite's vast movepool, massive attack, and good enough speed to get some kills going after a Dragon Dance, backed up by its stellar bulk that's even more back up by Multiscale, enabling it to let it set up on almost anything makes dragonite an amazing candidate. Dragonite also Alleviates the Ground/Fire instability between the Jirachi and Mega Venusaur core, and has many resistances it has to offer, letting it wall mons such as Victini (given it doesn't have Glaciate, then that's a fat L), Volcarona, Hawlucha, Heatran, Scolipede, etc. Overall, it's just a great setup mon and goes really well with the current three mons that we have. Now that we have the offensive/defensive parts down, we need to move on to things like hazard support. hazard support is CRITICAL in OU. For example, in a worst case scenario, you have an OU team with no hazard support, and you meet a hazard stack team (A team that focuses on getting up stealth rocks and spikes, and then shuffling your mons out with roar and whirlwind to the point where they can finish you off quite easily.) having stealth rocks and three layers of spikes can take off from huge chunks of health, from 25% - 75%, depending on how weak you are to stealth rocks. That's why we have Tapu Koko. Yes, I'm using Tapu Koko as an offensive Defogger. Tapu Koko gets rid of most flying types, so that's good for Mega venusaur, provides momentum, so that's good for Jirachi and Greninja, and clears hazards with Defog. One of the most substantial things Tapu Koko does is it 1v1's Smeargle, due to it's electric terrain negating sleep, and trust me, webs messes this team up really badly, so its important to keep webs off the field at all costs, making Tapu Koko fit the best on this team. And last but not least, who to we have to finish the squad of doom off with? some amazing S-Tier mon? nah, we're wrapping this up with Alakazam. Why Alakazam? Magic Guard + Focus Sash. This team doesn't do too well against other setup mons, including stuff like dragonite, haxorus, Landorus, etc. Focus Sash + a well timed Counter cancels this out. But you have to play the counter right or they'll play mind games, and if you lose that, It's a descent into hell from there. Alakazam also has some good coverage, enabling it to threaten walls like Toxapex/Amoonguss with Psychic/Psyshock, Tyranitar, Kyurem-Black, etc, with Focus Blast, and Alolan Marowak and Mimikyu (given that it's disguise is broken), and so on. So all in all, this team is looking extremely solid. It has its weaknesses though. Celesteela remains forever annoying, as always, Mega Medicham hurts a lot, especially with rocks up, and Z-Celebrate victini does a number as well. These weaknesses can be alleviated by good predictions and plays, but the opponent isn't a sitting duck either. Truly the internal struggle of a battle. CopyPasta: Tell me what you guys think and if you have any suggestions or constructive criticism you got to say. Later.
  5. Current Main E17 Team: Well, I've made it to the end of E17, I found Titania and Amaria to be very formidable opponents, but eventually overcame them, and...well, im finished for now. I just feel like one member of my team may need to get replaced, and that's Hariyama. early game, Hariyama was a beast, but now, even with its colossal HP stat, its defenses are paper-thin, and it ends up getting knocked out before it can deal significant damage. I was considering replacing it with Heracross since i have the Mega-Z Ring and Heracronite is now available, but im not so sure if it would be the same. What do you guys think? Are there any powerful fighting types worth considering?
  6. Equip Glalie with the stone and then check the Controls for the Mega Evolve Button, as there is a certain button to trigger it, iirc.
  7. Well, the hardest for me would probably be Aya, because she had such a diverse arsenal that it was hard to beat her even with a swoobat and a Swampert on deck. Gengar would shut swoobat down hella quickly, and venusaur would literally tear swampert to pieces, i had to get my timing down, and with some luck, i finally beat her. Easiest gym battle(s)(?) was probably Kiki or samson because Swoobat + Simple + Calm Mind + Psychic/Air Slash + Fast as hell = win.
  8. You have quite a solid point, that's scary. Id say straight up changing the terrain is your best shot at beating her. Blizzard/Glaciate transforms the field into an icy terrain, which CAN be a double edged sword since Amaria is packing Lapras which has a terrain boosted ice beam, and all ice moves have a double chance to freeze, but its better than being hit with a base 885 power attack, lmao. Depending on your team, that could be a pretty solid solution.
  9. Well, its the transformation mechanic. Greninja can't transform unless you let it knock out a Pokemon on your team, hence why it isn't broken because as long as you don't let it knock out something, you're just left with a.....regular specs Greninja, which is pretty underwhelming, to be honest. Besides that, there are still switchins such as AV Magearna, AV Tangrowth, Toxapex, and Chansey.
  10. Man, its....been a while. For the past few months i haven't been playing Pokemon as much as i normally have, but recently, ive dived back into the OU Metagame, stronger than ever! OU is a very complex and intricate tier, bearing no forgiveness towards weaknesses for even the strongest of teams, and the Meta is never stable, constantly changing. It's far too late for me to assimilate back into the current Metagame with Ultra Sun and Ultra Moon coming out already, but let me share one last team that has gotten me far in the S/M OU meta. This team is a more balanced team, built to take on stall and hyper offense, but admittedly struggles with opposing balance teams and "VoltTurn" teams, due to a large portion of my team being weak to bug type moves, like the aforementioned U-Turn. Showcase: Bugatti (Latias-Mega) @ Latiasite Ability: Levitate EVs: 252 HP / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Ice Beam - Thunderbolt - Roost - Defog Overview: Lets start off with our Mega, Mega Latias. Mega Latias is incredibly bulky with a 80/120/150 bulk and access to reliable recovery and sports a vast offensive moveset, along with Levitate, granting it an immunity to ground moves, and a pressurizing type combination. Set Details: Running Max HP with max speed and a speed optimal nature and helps mega latias to outspeed threats and defog hazards away before anything slower than it can respond, while still tanking hits. Roost is for reliable recovery, and BoltBeam is for optimal coverage, hitting the entire tier (barring magnezone) for neutral damage at worst, and ohkoing top tier threats at its peak, making it good for discouraging the setup of hazards. Ice Beam vs defensive Landorus-Therian; (the most used Pokemon in OU): 0 SpA Latias-Mega Ice Beam vs. 252 HP / 24 SpD Landorus-Therian: 408-480 (106.8 - 125.6%) -- guaranteed OHKO Thunderbolt vs Toxapex: 0 SpA Latias-Mega Thunderbolt vs. 252 HP / 64 SpD Toxapex: 124-146 (40.7 - 48%) -- guaranteed 3HKO (Forces a switch) Thunderbolt vs Skarmory: Physically Defensive: 0 SpA Latias-Mega Thunderbolt vs. 248 HP / 8 SpD Skarmory: 230-272 (69 - 81.6%) -- guaranteed 2HKO Specially Defensive: 0 SpA Latias-Mega Thunderbolt vs. 248 HP / 252+ SpD Skarmory: 158-186 (47.4 - 55.8%) -- 75% chance to 2HKO (still forces a switch and discourages setup) Usage Tips: Mega Latias is practically immovable as long as it's kept away from its checks and counters, such as Ash Greninja, Hoopa-U, etc, and keeping it away from stall breakers like Heatran which can trap and beat Mega Latias due to its inability to hit Heatran for significant damage. Try to send out latias first in battle to Mega Evolve it as soon as possible for the significant buffs in defense and also to pressure suicide leads or just regular hazard setters who like to try and get up hazards from the get-go. One of the hardest hitters in OU: Kakashi (Greninja) (M) @ Choice Specs Ability: Battle Bond EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Surf - Ice Beam - U-turn - Water Shuriken Overview Ash Greninja is one of the most savage threats in OU with a wall-shattering 153 Special Attack, followed by a 145 physical attack, letting it literally OHKO at least 90% of the tier depending on the set. Dont believe me? here are some of OU finest walls: Ferrothorn: 252 SpA Choice Specs Greninja-Ash Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 340-400 (96.5 - 113.6%) -- 81.3% chance to OHKO Clefable: 152 Atk Life Orb Greninja-Ash Gunk Shot vs. 252 HP / 252+ Def Clefable: 304-359 (77.1 - 91.1%) -- guaranteed 2HKO after Leftovers recovery (Chance to OHKO after rocks or prior damage) Tapu Fini (a supposed check to Ash Greninja): 152 Atk Life Orb Greninja-Ash Gunk Shot vs. 248 HP / 8 Def Tapu Fini: 304-359 (88.6 - 104.6%) -- 31.3% chance to OHKO Toxapex: 252 SpA Life Orb Greninja-Ash Extrasensory vs. 252 HP / 64 SpD Toxapex: 182-216 (59.8 - 71%) -- guaranteed 2HKO Set Details: I suppose I've made my point. Max Speed and Max Special Attack makes Ash Greninja practically a Nuke Button. Surf is used over Hydro Pump due to my personal paranoia of moves lower than 85% accuracy. Surf still OHKOes Tapu Koko, and many other threats, but Hydro Pump should always be used over Surf for an optimal damage output (unless you have that same paranoia like me.) Ice Beam shits on Dragons and Grass types, and gives Greninja Almost perfect Coverage alongside HydroPump/Surf. Water Shuriken is a priority move which becomes a guaranteed base 60 power move after transforming into Ash Greninja (20 x 3 hits = 60) which allows Ash Greninja to pick off faster opponents, very notably, Sand Rush Excadrill, which gets OHKOed by a specs Water Shuriken. U-Turn isn't very powerful, but provides momentum while OHKOing Hoopa-U. Usage Tips: Ash Greninja is very powerful, but it isn't an almighty "click=dent something." There are many checks to specs AshNinja. Try to work around your opponent with U-Turn unless you are absolutely sure you can severely dent something with Hydro Pump or Ice Beam so that you can scout your opponents set while keeping your true set hidden. NEVER lock yourself into Water Shuriken unless absolutely necessary, as it leaves AshNinja wide open to be revenge killed, and forces a switch. If you go for an OHKO, make SURE the move you chooses OHKOes the foe, as Ash Greninja is very frail and is quite easy to knock out. Eating hits with clockwork, we got: Determination (Magearna) @ Assault Vest Ability: Soul-Heart EVs: 200 HP / 56 SpA / 252 SpD Calm Nature - Fleur Cannon - Flash Cannon - Hidden Power [Fire] - Volt Switch Overview: Magearna quite literally has the best type combination in the game. That, along with its 80/115/115 bulk makes it a phenomenal Assault Vester. Magearna is able to comfortably switch into threats such as Ash-Greninja, Latios/Latias, Tapu Fini, Bulu, and Lele, (Koko if it isn't Physical), and much more. Soul Heart also lets it snowball damage, turning it into a devastating sweeper if not dealt with. Lets not mention its massive type coverage, along with its powerful Dual STABs in Flash Cannon and Fleur Cannon. Set Details: 56 EVs in Special Attack lets Magearna cleanly 2HKO Ferrothorn and Mega Scizor reliably with HP Fire, leaving the 252 in Special defense to be maximized by its Assault Vest, and 200 to optimize its overall bulk, physically and specially. Fleur Cannon and Flash Cannon are its Dual STABs, both hitting like 18-wheelers without much investment. The aforementioned HP Fire is there for Mega Scizor and Ferrothorn, which would normally use Magearna for setup fodder. Volt Switch is to create momentum; and its good at doing it, due to its low speed stat. Here are some calcs showing off Mag's bulk and power. Bulk: 252 SpA Choice Specs Greninja-Ash Hydro Pump vs. 200 HP / 252+ SpD Assault Vest Magearna: 133-157 (37.8 - 44.7%) -- guaranteed 3HKO 252 SpA Choice Specs Tapu Lele Hidden Power Fire vs. 200 HP / 252+ SpD Assault Vest Magearna: 88-104 (25 - 29.6%) -- guaranteed 4HKO 252 SpA Choice Specs Gengar Shadow Ball vs. 200 HP / 252+ SpD Assault Vest Magearna: 85-102 (24.2 - 29%) -- 99.3% chance to 4HKO 252 SpA Choice Specs Tapu Koko Thunderbolt vs. 200 HP / 252+ SpD Assault Vest Magearna in Electric Terrain: 118-139 (33.6 - 39.6%) -- guaranteed 3HKO 252 SpA Diancie-Mega Earth Power vs. 200 HP / 252+ SpD Assault Vest Magearna: 102-120 (29 - 34.1%) -- 1.6% chance to 3HKO 252 SpA Volcarona Inferno Overdrive (185 BP) vs. 200 HP / 252+ SpD Assault Vest Magearna: 270-320 (76.9 - 91.1%) -- guaranteed 2HKO (Jesus Christ) Power: 56 SpA Magearna Fleur Cannon vs. 160 HP / 28 SpD Zygarde: 372-440 (93.7 - 110.8%) -- 62.5% chance to OHKO (beats it 1v1) 56 SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Tapu Koko: 232-274 (82.5 - 97.5%) -- guaranteed 2HKO (beats it 1v1) 56 SpA Magearna Flash Cannon vs. 0 HP / 4 SpD Tapu Lele: 204-240 (72.5 - 85.4%) -- guaranteed 2HKO (beats it 1v1) 56 SpA Magearna Fleur Cannon vs. 0 HP / 4 SpD Bisharp: 246-289 (90.7 - 106.6%) -- 43.8% chance to OHKO (gone) Usage Tips: Magearna is a very valuable mon on this team, but it does have its weaknesses, within its great type combinations lie two prominent weaknesses. Ground and Fire. with Pokemon like landorus and heatran running around, its hard for Magearna to stay safe. Mag is also prone to being worn down via VoltTurn. Whenever you switch Magearna safely into a threat it can handle, click Volt Switch immediately (unless there is a ground type active), as the opponent will most likely swap out to avoid getting smacked by a Fleur Cannon. Know your wincons. If there is a threat like Ash Greninja or a Tapu Lele who hit hard on the special side on the opposing team, try to keep Magearna alive for as long as possible. "I am neither Goku or Vegeta, I am Gogeta! Its over Janemba, Ive come for YOU!!!" ~Gogeta, 1995 Gogeta (Tapu Koko) @ Electrium Z Ability: Electric Surge EVs: 252 Atk / 4 SpA / 252 Spe Naive Nature - U-turn - Wild Charge - Hidden Power [Ice] - Taunt Overview: Tapu Koko sports a blistering 130 speed stat, outpacing most of the tier. its Ability not only summons Electric terrain, which powers up its already powerful electric moves, but grants it an immunity to sleep, making it an effective counter to Smeargle. Koko also has a very solid 115/95 offenses, making it nothing to laugh at. Set Details: Max Speed and Max Attack make it as an effective physical sweeper as possible, while a Naive Nature is run to give HP Ice maximum damage output against x4 sensitive mons such as Garchomp and Zygarde. U-Turn is used for Momentum and the ability to hit Hoopa and Latios for lots of damage. Taunt prevents tanks like Ferrothorn from setting up hazards, and the Icing on the Cake: Z-Wild Charge. Gigavolt Havoc is quite literally a nuke, OHKOing or shaving large chunks of HP off of foes: 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 248 HP / 0 Def Heatran in Electric Terrain: 375-442 (97.4 - 114.8%) -- 81.3% chance to OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 252+ Def Clefable in Electric Terrain: 345-406 (87.5 - 103%) -- 18.8% chance to OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 192+ Def Toxapex in Electric Terrain: 438-516 (144 - 169.7%) -- guaranteed OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 132+ Def Celesteela in Electric Terrain: 618-728 (155.2 - 182.9%) -- guaranteed OHKO 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 240 HP / 156 Def Mew in Electric Terrain: 337-397 (84 - 99%) -- guaranteed 2HKO after Leftovers recovery 252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 248 HP / 240+ Def Zapdos in Electric Terrain: 318-375 (83 - 97.9%) -- guaranteed 2HKO after Leftovers recovery So as you can see, Gigavolt Havoc from Tapu Koko is quite literally the wrecker of your shit. If you aren't a ground or grass type, you are at the VERY LEAST taking 50% from Gigavolt Havoc. (252 Atk Tapu Koko Gigavolt Havoc (175 BP) vs. 252 HP / 252+ Def Avalugg in Electric Terrain: 183-216 (46.4 - 54.8%) -- 9.8% chance to 2HKO after Leftovers recovery) Usage Tips: Koko is on the threshold of frail and bulky, but don't overestimate or underestimate its bulk. Obviously, keep it out of the line of fire and only drop the Gigavolt Havoc when you're sure something it getting dumped on (NEVER USE IT WHEN A GROUND OR GRASS TYPE IS ACTIVE) if Koko is of no use in the situation, just spam U-Turn to wear down your opponent for another teammate to clean up/wall, at the same time, try to keep Electric terrain active, as many teammates carry electric type moves (Magearna with Volt Switch, and Mega Latias with Thunderbolt), having terrain up with these Pokemon in play can drastically turn a situation around. Also, don't forget that Electric Terrain up grants a sleep status immunity. "Switchins? never heard of em." Armageddon (Hoopa-Unbound) @ Life Orb Ability: Magician EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Hyperspace Fury - Gunk Shot - Drain Punch - Fire Punch Overview Yeah see, Hoopa-U=death. No switchins, just death. point blank. NOTHING in OU can switch into it, Ferrothorn gets OHKOed, Clefable Gets OHKOed, Chansey takes a Fat L as well. 252 Atk Life Orb Hoopa-Unbound Gunk Shot vs. 252 HP / 252+ Def Clefable: 351-413 (89 - 104.8%) -- 31.3% chance to OHKO 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 252 HP / 88+ Def Ferrothorn: 333-395 (94.6 - 112.2%) -- 68.8% chance to OHKO 252 Atk Life Orb Hoopa-Unbound Drain Punch vs. 248 HP / 252+ Def Eviolite Chansey: 330-390 (46.9 - 55.4%) -- 74.2% chance to 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 248 HP / 8 Def Sableye-Mega: 204-242 (67.3 - 79.8%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 248 HP / 252+ Def Sableye-Mega: 153-181 (50.4 - 59.7%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Hyperspace Fury vs. 252 HP / 132+ Def Celesteela: 195-230 (48.9 - 57.7%) -- 54.3% chance to 2HKO after Leftovers recovery 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 248 HP / 244+ Def Scizor-Mega: 286-338 (83.3 - 98.5%) -- guaranteed 2HKO 252 Atk Life Orb Hoopa-Unbound Fire Punch vs. 248 HP / 252+ Def Skarmory: 143-169 (42.9 - 50.7%) -- 2.7% chance to 2HKO All of OU's finest walls, reduced to dust before Hoopa's sheer power. Although Hoopa's power is immense with a wide movepool and multiple viable movesets, it is made less threatening due to its subpar speed and its terrible physical defense. Set Details: Max Speed and Max Attack EVs lets Hoopa wallbreak as effectively as possible. Hyperspace Fury is Hoopa-U Signature Move, and hits for colossal damage vs basically everything. Fire Punch hits steel/grass/bug types Super Effectively. Drain Punch beats Chansey reliably, Utilizing Hoopa's damage output to regain lost HP from its Life Orb. Gunk Shot allows Hoopa to nuke fairies, such as the mentioned and destroyed Clefable, and grass types such as Tangrowth who can switch into a Fire Punch. Usage Tips: When vsing Stall or Balance teams, KEEP THIS MON ALIVE. Hoopa is invaluable, especially in breaking stall. Keep Hoopa out of the path of U-Turns of any kind, because: 252+ Atk Choice Band Zubat U-turn vs. 0 HP / 4 Def Hoopa-Unbound: 400-472 (132.8 - 156.8%) -- guaranteed OHKO Yeah, self explanatory. Make sure to bring Hoopa in safely. Denting Hoopa in any way cuts into its longevity. Thicc as Frick: Becky (Tangrowth) (F) @ Assault Vest Ability: Regenerator Shiny: Yes EVs: 252 HP / 4 Def / 252 SpD Sassy Nature - Giga Drain - Earthquake - Hidden Power [Fire] - Knock Off Overview: Tangrowth is extremely bulky, boasting a 100/125 physical bulk. Only problem is, it's Special Defense is severely lacking. If only there were an Item that could fix that..... *Insert Assault Vest* Tangrowth is extremely bulky, boasting a 100/125 physical bulk, and essentially a 100/100 special bulk with the Assault Vest. Its Typing lets it counter landorus, Latios/Latias, Tapu Koko, Tapu Bulu, Tapu Fini, Kartana, even Heatran! What sets Tangrowth aside from other AV users is its Ability. Regenerator allows Tangrowth to switch and regain 1/3 of its health, which can be crucial in many situations. Set Details: Max HP and Max Special Defense makes Tangrowth as bulky as possible, due to its already high physical defense. Tangrowth is able to act somewhat as a sponge due to its ability by switching Tangrowth in, tanking a hit, judging the item/set from the damage output, then acting accordingly. HP Fire is to dent Mega Scizor, opposing Tangrowth, and Ferrothorn. Giga Drain provides latent recovery in tandem with Regenerator, Knock off provides utility in removing Items, and EQ is mainly for Heatran, but hits other threats like Tapu Koko, Bisharp, and Magnezone. HP Fire: 0 SpA Tangrowth Hidden Power Fire vs. 252 HP / 168 SpD Ferrothorn: 144-172 (40.9 - 48.8%) -- guaranteed 3HKO after Leftovers recovery 0 SpA Tangrowth Hidden Power Fire vs. 248 HP / 0 SpD Scizor-Mega: 188-224 (54.8 - 65.3%) -- guaranteed 2HKO Earthquake: 0 Atk Tangrowth Earthquake vs. 140 HP / 0 Def Magnezone: 256-304 (81 - 96.2%) -- guaranteed 2HKO 0 Atk Tangrowth Earthquake vs. 248 HP / 0 Def Heatran: 272-324 (70.6 - 84.1%) -- guaranteed 2HKO after Leftovers recovery (bulky heatran can't 2hko back) 0 Atk Tangrowth Earthquake vs. 0 HP / 0 Def Tapu Koko: 166-196 (59 - 69.7%) -- guaranteed 2HKO Knock Off: 0 Atk Tangrowth Knock Off (97.5 BP) vs. 0 HP / 0 Def Latios: 170-200 (56.4 - 66.4%) -- guaranteed 2HKO Usage Tips: As aforementioned, use Tangrowth as a sponge, but don't overestimate its bulk, it can still be overwhelmed by things like Specs Tapu Lele, or even Banded Tapu Bulu, so be wary. Make sure to avoid Knock off users who might take Tangrowth's vest. Use Tangrowth to remove things such as Magearna's Assault Vest or Chansey's Eviolite so wallbreakers such as AshNinja and Hoopa-U can power through teams more easily. CopyPasta Team: Conclusion And that....is my final SM OU Team. If you have any constructive criticism, please feel free to say so. I will continue to add more data to the Overviews and Usage Tips as time goes on, so yeah. ChefBoy, over and out.
  11. This stall team obviously had some thought put into it, but kyurem-Black sort of manhandles that stall team.
  12. happy b-day

    1. BurningToTheLast

      BurningToTheLast

      oh wow, thank you (sorry for this being so late, my computer was getting fixed)

  13. Hmmm, i definitely take your opinion into consideration, but when i meant by "left in the dust" was that well.... every type has its "Star." Fire has Mega Charizard X, Grass has Mega Venusaur, etc. With the loss of Mega Metagross and Tapu Lele, Psychic fell back a bit, and there was no new viable Psychic types this gen. Psychic is still very viable, just not as viable as it could have been. Also, what would you suggest for Alakazam is Substitute is counteractive?
  14. Nice team, man. It's very sturdy and can hold its own against almost every matchup. 10/10
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