Jump to content

Redwall

Member
  • Posts

    1,105
  • Joined

  • Last visited

Posts posted by Redwall

  1. The Calculations page mentions that might is tripled for effective-damage weapons in the JP version, which applies for the player and the enemy but probably benefits the enemy more.

  2. You seem to be presupposing a lot of things that aren't true. Who said we were talking about earlygame? Mega Lucario is rarely brought in earlygame.

    Finding an opening to bring it in earlygame is important against faster teams both because faster teams tend to be prone to taking heavy chip damage from an unboosted STAB / coverage move, and also because Lucario may not otherwise find an opportunity to Mega-evolve against fast teams. Mega Lucario's lack of Life Orb recoil compared to regular Lucario allows it to use unboosted attacks much more freely, and Adaptability is essentially a free Life Orb for STABs, so Mega Lucario is not relegated to being solely a lategame sweeper.

  3. I'm considering making a Specially Defensive Mandibuzz.

    What are most important Special Attackers in the current metagame and what would be a good spread to take special attacks without compromising too much physical bulk?

    Specially defensive Mandibuzz isn't as good as physically defensive Mandibuzz in OU. A lot of the most dangerous special threats (Manaphy, Thundurus-I, Raikou, NP Mega Lucario) still hit specially defensive Mandibuzz for big damage. The special attack that Mandibuzz will be switching into most often is Aegislash's Shadow Ball, which you resist anyway. Investing in physical defense lets you use Foul Play on better targets. You may want enough Speed EVs to outspeed 0 Spd Rotom-W, since it can be useful to Taunt it to prevent Will-O-Wisp/Rest/Pain Split.

    That's really risky. Not ideal at all.

    It's not clear what you are claiming to be risky: MLucario firing off an unboosted Crunch or MLucario's opponent switching in an Aegislash expecting a Swords Dance. The latter is not unreasonable (the former isn't either) if an opposing Mega Lucario manages to find an opening and there are no hard counters available. Because an unboosted Crunch is a 3HKO on Aegislash, Aegislash can threaten to KO Mega Lucario with Shadow Ball and Shadow Sneak, or take a large chunk out of a switch-in if Mega Lucario switches.

    I don't think Mega Venusaur's S-rank since losing Leftovers hurts in this Volt/turn-heavy metagame, and since it runs out of Synthesis PP really quickly. I think the other guys are S-rank, though.

  4. Speaking of which is there really any general opinion about accuracy versus additional power? From my stand point, if you cannot guarantee something to work it is not a very reliable strategy. Especially since in the cases of say Gengar where it would OHKO Tyranitar if Focus Blast hits, but dies by OHKO should the move miss. In general, I would prefer the flamethrower over fire blast mentality. BUt, everything in pokemon since the phy/spe attack split seems to be super focused on high power. A stall team is pretty rare to find these days.

    It depends on your team. If I'm playing Gen 4 pre-Salamence ban and find yourself myself weak to Salamence, then Fire Blast is preferred over Flamethrower on Rash-natured Scarf Heatran since Fire Blast is a 2HKO after SR; on the other hand, if I've already got Salamence well-covered, then Flamethrower is better to hit Scizor and friends more reliably. To extend Espinosa's example, Thunderbolt would be preferred over Thunder on Zapdos if my team had more problems with Growth Vaporeon than with Snorlax.

    I dunno. The hyper offensive metagame of gen V seems to have toned down a bit this gen.

    Stalling is more common now, although perhaps not everywhere.

    If we assume Smogon banlists for Gens 5 and 6, I feel this gen is more hostile to stall teams, at least so far. The Steel nerf allows Bisharp (who gets a free Attack boost off Defog) and mixed Aegislash to be very threatening. Among usable stall Pokemon, Unaware Quagsire is your best switch-in to a +2 Bisharp, except Quagsire isn't very good outside of checking set-up sweepers. And while people like to use Mandibuzz as an Aegislash counter, Mandibuzz gets worn down by double switches if SR is up. Amoonguss with Foul Play and an Assault Vest is the best Aegislash counter imo since Regenerator lets it come in on SR easily, but its low firepower and Ice weakness (compared to Mega Venusaur) are bothersome.

  5. By the way, Ice Punch > Crunch on Lucario. Ice Punch allows him to kill more things, plus Crunch is not really good for Aegislash due to King's Shield.

    The idea is to hit Aegislash with an unboosted Crunch as it switches in (dealing 41.3% minimum to 252 HP / 0 Def Aegislash). King's Shield only means you can't use SD as recklessly. Given that so many teams are weak to mixed Aegislash, it is preferable to have Pokemon capable of covering it when you can.

  6. Ladder players, snatching defeat from the jaws of victory:

    http://replay.pokemonshowdown.com/ou-75760425

    I hadn't seen a Deoxys offense team in a while; Deoxys-S and -D are both UU for some reason. I really hate these Deoxys/Bisharp teams, enough to speed creep my Heatran and Venusaur to outspeed max-invested Adamant Bisharp. I probably would have been forced to sacrifice a Pokemon to Bisharp if my opponent hadn't misplayed by sending in Bisharp early. I obviously shouldn't have used Air Slash on turn 2, but I wasn't able to hit the cancel button in time, lol.

  7. Why not Ice Punch? The only issues with running Crunch are basically Aegislash and Jellicent, who, combined, are used less often than Landorus-T and Gliscor. http://www.smogon.com/forums/threads/official-smogon-university-simulator-statistics-—-december-2013.3496623/

    The Ice Punch thing is partly personal preference, but Aegislash is harder to switch into than Landorus-T and Gliscor are. Mega Lucario with Crunch can get around Landorus-T and Gliscor by partnering with Garchomp; because Mega Lucario (Crunch) and Garchomp have the these counters in common, one of them can sacrifice themselves and weaken the opposing team's counter enough to let the other sweep. A Mega Lucario with Ice Punch can pair with a Terrakion carrying Earthquake to deal with Aegislash in a similar manner, but the problem with this pairing is that both Mega Lucario and Terrakion have Fighting and Ground weaknesses in common.

    Why aren't Dragonite and Salamence counters to Lucario? Dragonite has Multiscale and Roost. Salamence has Intimidate. Salamence can OHKO Lucario with Earthquake and Lucario can't do much back. Adamant Lucario is countered by Garchomp. Landorus-T and Gliscor are perfect counters for Crunch Lucario.

    Intimidate on a 4 HP / 0 Def Salamence is not enough; after a Swords Dance and Intimidate, Mega Lucario outspeeds and deals a minimum of 77% with Close Combat.

    Going by this particular definition, taken from Smogon, of a counter, Dragonite can't be considered a counter to Mega Lucario:

    -To be considered a counter, a Pokemon must be able to switch into any of the opponent's moves under normal battle conditions*, including taking damage from Stealth Rock, and reliably KO the opponent before the counter is KOed itself. (props to Woodchuck)

    -To be considered a check, a Pokemon must be able to switch into at least one but not all of the opponent's moves under normal battle conditions, including taking damage from Stealth Rock, and reliably KO the opponent before the counter is KOed itself

    I adopt a less stringent definition for what constitutes a check, but that's not relevant here. I also would not consider Garchomp a counter to a Lucario of any nature, transformed or not, since a lot of people simply fire off unboosted attacks to chip away at counters and checks.

    Isn't Mega Venusaur pretty much a near catch all check to Lucario?

    It doesn't check the NP set since Mega Venusaur's EQ 2HKOs. The SD set only gets checked if Mega Lucario has a prior Defense drop. If Mega Venusaur switches into a Mega Lucario who uses SD and has no prior Defense drops, it will get beaten by Crunch and Close Combat run in that order, which deals 90% minimum to 252 HP / 252+ Def Mega Venusaur (I don't think people actually use this many Def EVs).

    Then Lucario had two free turns in this case, there's no reason for that - and Luke is a OHKO in return.

    I'm assuming SR is up. Well-constructed teams with Mega Lucario are pretty good at keeping up their hazards.

  8. There's a billion ways to deal with Mega Lucario. Since if suffers from moveslot syndrome, if you give it Ice Punch, it can't deal with Jellicent and Gyarados; if you give it Crunch, it can't deal with Salamence, Dragonite and Gyarados; if you give it Stone Edge, it can't deal with Jellicent and Cresselia.

    Since no one should ever use Stone Edge or Ice Punch, I'll give you defensive Gyarados (offensive variants get OHKOed by a +1 Close Combat if SR is up) as a counter, and TWave Cresselia as a check, though Cresselia's otherwise a liability in the current OU metagame. Even defensive Gyarados is a bit shaky; since teams with defensive Gyarados (or Zapdos) seldom have much offense, the Mega Lucario player has little to risk by double-switching and forcing Gyarados to take SR damage for nothing.

    The other guys can be beaten by the Nasty Plot set, which commonly runs Flash Cannon, Aura Sphere, and either Dark Pulse or Vacuum Wave.

    Talonflame is a pretty perfect check to it now that Extremespeed has been nerfed. Keldeo is pretty good too.

    I'm not aware of any nerf to Extremespeed; it still has +2 priority and 80 BP to my knowledge. Talonflame is out-prioritized and 2HKOed by Extremespeed (OHKO obviously after SR) assuming Mega Lucario has a Swords Dance.

  9. Except I actually have other ways to deal with mega Luke.

    Okay dude, this whole discussion started from a post you made about Mega Banette being capable of checking broken stuff. Not Hippowdon, Scarf Terrakion, or Celebi--Mega Banette. If you wanted to play Calvinball, you should've said so from the start.

    (btw Hippowdon, Choice Scarf Terrakion, and Celebi with HP Fire say hi, and Specs Latias for outspeeding turn 1).

    None of these are reliable checks to Mega Lucario. Specially defensive Hippowdon takes a minimum of 77.6% from a +2 Flash Cannon, and physically defensive Hippowdon gets OHKOed; Choice Scarf Terrakion gets OHKOed by a +2 Vacuum Wave; non-Scarf Celebi's HP Fire gets outpaced for the KO by a +2 Mega Lucario regardless of the EV spread (even if you're running Assault Vest and you're EVed to be 3HKOed by Mega Lucario, you'll also only 3HKO Mega Lucario with HP Fire); Specs Latias gets outsped, assuming that, like you, your opponent also has a brain and won't transform in front of a Latias, and OHKOed by +2 Flash Cannon.

    While it is certainly true that these Pokemon generally exert enough offensive pressure to prevent Mega Lucario from setting up in front of them, they do not reliably stop a Mega Lucario that has already set up. Without a solid check, unless all your Pokemon exert this kind of pressure, it is not particularly difficult for a Mega Lucario to find these opportunities.

    If the person switches out, that'll be some damage or paralysis

    I've already mentioned why it generally won't matter. Your opponent knows that if you're not going for Destiny Bond, you're likely going for a status move, Knock Off, or Shadow Sneak. A lot of Pokemon have little trouble switching into any of these.

  10. Etrian Odyssey IV for the 3DS is really good. It's hard enough to keep you on your toes, but not hard enough to make you throw your 3DS at the wall. While you can buy Etrian Odyssey III at a lower price, EOIII is a bit more grindy, and brisk-paced runs aren't as feasible on the first playthrough thanks to the timing mechanics in the overworld.

  11. You are just rehashing your previous post. I'm aware that Mega Banette can use Knock Off on a predicted switch. The issue is that the reward for predicting correctly (making your opponent lose an item) is generally not worth the risk of getting swept. If Mega Banette is your best answer to Mega Lucario, then you'll have to continue sacrificing Pokemon to safely get it in, since even a 252 HP / 252+ SDef Mega Banette takes a minimum of 45.1% max HP from a Timid Mega Lucario's Flash Cannon. Even if you do get it in and cripple the opponent's switch, the opponent will often be glad to sacrifice his switch-in to a Destiny Bond if it opens the way for a sweep by Mega Lucario or some other Pokemon.

  12. But you can also switch out, predicting their switch. Or use Knock off.

    "But you can also predict" is not sound when a risk-reward analysis of the predictions and outcomes thereof heavily favors the Mega Lucario player over the Mega Banette player.

    If the Mega Lucario stays in and you incorrectly predict, you'll either get swept if you try to use Knock Off, or lose another Pokemon if you switch out Mega Banette. In contrast, if the Mega Lucario switches out and you correctly predict this, the gains are very small for the Mega Banette: at best you Knock Off the opponent's item or gain a tempo with a double-switch, with the threat of a Mega Lucario assault still looming. Even getting in Mega Banette against Mega Lucario requires the loss of another Pokemon or a risky prediction (+0 Flash Cannon 2HKOs most Mega Banette who switch in expecting a Nasty Plot).

  13. Draco Meteor, Roost, Defog, coverage move with Life Orb and max Spd investment, or at least enough to outspeed Jolly Mega Pinsir. If using Thunderbolt as your coverage move, you want at least 152 SAtk EVs to 2HKO a 104 HP / 0 SDef Bisharp.

  14. I use Mega Banette to kill all the annoying stuff.

    I don't think Mega Banette is a good check. Prankster DBond is predictable and gives the opponent a penalty-free switch. Shadow Sneak is also not very strong, even coming off base 165 Atk.

  15. even better than "stall is cheap":

    john zoidberg: you tried a bit too hard with that parting shot
    Interphalangeal: such talonflame
    Interphalangeal: very skill
    Interphalangeal: oh yes. youre too good
    john zoidberg: you had a talonflame counter that could have won you the game
    john zoidberg: instead you switched it into a cb brave bird
    john zoidberg: putting it range of a kill
    Interphalangeal: I didnt know it was banded your greatness
    john zoidberg: your fault for not knowing damage calcs
    john zoidberg: you could have determined my item by monitoring the u-turn damage
    john zoidberg: if you wish to see talonflame gone from ou, take it up with the smogon tiering council
    john zoidberg: i'm sure they'll have a good laugh
    Interphalangeal: LOL
    Interphalangeal: as if I care enough to do calcs
    Interphalangeal: sorry, ive got better things in life to do. i just wanted to piss you off ANd get a reactiob
    john zoidberg: i'm not pissed off
    john zoidberg: i did win, after all
    Interphalangeal: good for you :) you must just be a really nice person to elaborately explain that to me then
    Interphalangeal: I know talonflame isnt an uber. its just that youre a bit of an unoriginal if you use it
    Interphalangeal: thats it
  16. I appreciate your opinion, and I'm now leaning toward Close combat now, but I'm kinda set in my want for bullet punch, as it can hit ghost types if I need to priority finish them

    (say I use crunch on gengar, now he's lowish next turn I use a priority that can hit him, like a steel type move, matching the criteria of bullet punch.)

    Jolly Mega Lucario (base 112 Speed) outspeeds and OHKOs Scarf-less Gengar (base 110 Speed) with Crunch:

    252 Atk Mega Lucario Crunch vs. 4 HP / 0 Def Gengar: 286-338 (109.1 - 129%) -- guaranteed OHKO

    Gengar needs 104 HP EVs in order to survive even an unboosted Crunch, but people seldom run that much bulk on Gengar. Crunch is sufficient to deal with most Gengar.

    Finally...I'm probably gonna stay adamant due to the fact that I like it, I already have it, and it seems more tactical:

    Jolly Mega Lucario hits the premiere physical tanks just fine:

    +2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Skarmory: 322-380 (96.4 - 113.7%) -- 81.3% chance to OHKO

    +2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 252+ Def Mandibuzz: 396-466 (93.3 - 109.9%) -- 62.5% chance to OHKO

    +2 252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 0+ Def Hippowdon: 448-528 (106.6 - 125.7%) -- guaranteed OHKO

    The important kills that Adamant Mega Lucario fails to secure include, but are not limited to:

    +2 252 Atk Mega Lucario Crunch vs. 252 HP / 0 Def Latias: 414-488 (113.7 - 134%) -- guaranteed OHKO

    +2 252 Atk Mega Lucario Crunch vs. 4 HP / 0 Def Latios: 454-536 (150.3 - 177.4%) -- guaranteed OHKO

    252 Atk Mega Lucario Crunch vs. 4 HP / 0 Def Gengar: 286-338 (109.1 - 129%) -- guaranteed OHKO

    I obviously can't force you to go one way or the other, but Jolly is more likely to pay off.

    Same principal as aegislash.

    Enemy hits me

    closecombat (dropsdefense and sp defense, becomes glass cannon)

    bullet punch finish

    boosted stab from mega lucario gives him more powa, added to his adamant nature, and... yeah.

    Mega Lucario's Adaptability-boosted Bullet Punch has effectively 80 BP, the same as Extremespeed. Extremespeed deals more damage against Thundurus-I and Talonflame, both of whom can stop Mega Lucario if it's running Bullet Punch over ES:

    +2 252+ Atk Adaptability Mega Lucario Bullet Punch vs. 0 HP / 0 Def Talonflame: 138-163 (46.4 - 54.8%) -- 64.5% chance to 2HKO
    +2 252+ Atk Adaptability Mega Lucario Bullet Punch vs. 4 HP / 0 Def Thundurus: 140-165 (46.6 - 55%) -- 66.4% chance to 2HKO
    +2 252+ Atk Mega Lucario Extreme Speed vs. 0 HP / 0 Def Talonflame: 275-324 (92.5 - 109%) -- 56.3% chance to OHKO
    +2 252+ Atk Mega Lucario Extreme Speed vs. 4 HP / 0 Def Thundurus: 278-328 (92.6 - 109.3%) -- 56.3% chance to OHKO

    The defense drops can often be played around given Mega Lucario's high speed and ES. You also don't have to use CC right away against bulkier opponents; for example, against 252 HP / 72+ Def Mega Venusaur, using Crunch followed by CC secures the kill without letting Mega Venusaur take advantage of the defense drop.

    edit: while these calculations assume Lv. 100 Pokemon, the results do not change qualitatively at Lv. 50

  17. Using +Mag -Str on my Lunatic run. It seemed like a good idea at the time, I never really used swords on my Avatar in my other playthrough so I thought it would be good to lower that and raise Magic. Anyone think I made the wrong decision?

    +Mag/-Str is fine.

  18. SD Mega Lucario should always be Jolly to outspeed Gengar and the Latis (using STABs, you still deal more damage with Jolly Mega Lucario than with Adamant LO Lucario). SD / Close Combat / Extremespeed are standard on the Swords Dance set, and Crunch and Ice Punch are the best options for the fourth slot. Extremespeed (+2 priority) is preferred over Bullet Punch to beat weakened Talonflame and Thundurus-I, who both have +1 priority at most.

    HJK's lower accuracy and recoil effect aren't worth it on Lucario.

    A popular alternative is to run Nasty Plot / Aura Sphere / Flash Cannon / either Vacuum Wave or Dark Pulse with a Timid nature.

×
×
  • Create New...