In ADV OU, if im running sd heracross with 3 attacks, is it viable to run jolly? Ive seen there are lots of pokemon that try to speed creep adamant heracross, and thus would get outsped by jolly.
Yes, absolutely. It's great for DD Mence that doesnt max speed, Modest Moltres, and Zaps, Rachis and Celes that sometimes sit in the 270s. The power loss also doesn't feel that significant.In ADV OU, if im running sd heracross with 3 attacks, is it viable to run jolly? Ive seen there are lots of pokemon that try to speed creep adamant heracross, and thus would get outsped by jolly.
Absolutely viable. Heracross could run both natures depending on what you're looking for and your team. If you run a sub/dry pass pokémon or you have para support (i.e. T-Wave Gyara) maybe an adamant nature is prefered over jolly but as Triangles and BKC said jolly Heracross is totally ok.In ADV OU, if im running sd heracross with 3 attacks, is it viable to run jolly? Ive seen there are lots of pokemon that try to speed creep adamant heracross, and thus would get outsped by jolly.
Yeah. It’s probably just outside the top 10 mons. Primarily used as a scarfer due to its great speed tier and great typing. Other sets are usable too though, probably most often Lum or Haban Berry (dragon attacks muuuuch more common than ice ones in ubers) or SubSalac. It can use Stealth Rock effectively too.Also, is Garchomp any good in DPP Ubers? Was interested in trying it out while getting more into Gen 4 tiers
Yes it is banned, it is PUIs Murk banned from DPP ZU? Thought it'd have a niche as immune to tangela sleep powder + pursuit for gastly
try noctowl, best tangela answer in the tier imo :)Is Murk banned from DPP ZU? Thought it'd have a niche as immune to tangela sleep powder + pursuit for gastly
I admit that it's been a while since I've played ADV and I may have forgotten some of the nuances, but I can't seem to wrap my head around what's happening here. I've always played under the assumption that Leftovers and poison/burn damage happens at the beginning of a turn. For example, if a faster mon explodes, the slower mon doesn't move because the turn is over. Leftovers only happens once the next mon is sent in, at the beginning of the next turn. (As an aside, why does PS show Leftovers happening at the end of the turn in GSC/ADV?)Turn 7
Breloom used Spore!
The opposing Weezing fell asleep!
The opposing Weezing is fast asleep.
The opposing Weezing restored a little HP using its Leftovers!
Breloom was hurt by poison!
Breloom fainted!
Go! Slaking!
Turn 8
Slaking is tightening its focus!
KajiKon withdrew Weezing!
KajiKon sent out Registeel!
[Slaking's Truant]
Slaking is loafing around!
Turn 9
Slaking used Earthquake!
It's super effective!
(The opposing Registeel lost 78% of its health!)
The opposing Registeel used Hidden Power!
A critical hit!
(Slaking lost 34% of its health!)
The opposing Registeel restored a little HP using its Leftovers!
Steelix dies, Slaking is sent in to replace it, and Slaking attacks on its first turn out. In this scenario, Slaking is sent out before Articuno gets Leftovers recovery. Previously, Slaking was sent out after Weezing's Leftovers. This seems to indicate that the game sees Slaking as entering the field on a different turn vs. Weezing compared to vs. Articuno. The only way I'm able to make sense of this is if a) a new mon replaces a fainted mon at the very end of a turn in ADV and Leftovers is the first thing that happens on the next turn, and b) Slaking's Truant is active on the first turn it comes into play. Both of these assumptions are counter to my initial beliefs, but I'm open to the possibility that I'm wrong and also an idiot. LolTurn 22
The opposing Articuno used Ice Beam!
A critical hit!
(Steelix lost 85% of its health!)
Steelix fainted!
Go! Slaking!
The opposing Articuno restored a little HP using its Leftovers!
Turn 23
Slaking used Frustration!
(The opposing Articuno lost 57% of its health!)
The opposing Articuno fainted!
KajiKon sent out Chansey!
See this post for a full explanation. This is the correct behavior, though it is strange.So I have an ADV mechanics question concerning the start/end of turns. Relevant turns from this game https://replay.pokemonshowdown.com/gen3uubl-970068776 are shown below.
I admit that it's been a while since I've played ADV and I may have forgotten some of the nuances, but I can't seem to wrap my head around what's happening here. I've always played under the assumption that Leftovers and poison/burn damage happens at the beginning of a turn. For example, if a faster mon explodes, the slower mon doesn't move because the turn is over. Leftovers only happens once the next mon is sent in, at the beginning of the next turn. (As an aside, why does PS show Leftovers happening at the end of the turn in GSC/ADV?)
Anyway, in the match in question, at the end of turn 7 (or is it the beginning of turn 8?) Weezing gets Leftovers and Breloom dies to poison. Slaking is then sent out to replace the fainted Breloom. And then on turn 8 (presumably Slaking's first turn on the field), Slaking is loafing around. Where did Slaking's active turn go? It seems like it magically disappeared into some no man's land limbo between turn 7 and 8.
Later in the game, we have this turn:
Steelix dies, Slaking is sent in to replace it, and Slaking attacks on its first turn out. In this scenario, Slaking is sent out before Articuno gets Leftovers recovery. Previously, Slaking was sent out after Weezing's Leftovers. This seems to indicate that the game sees Slaking as entering the field on a different turn vs. Weezing compared to vs. Articuno. The only way I'm able to make sense of this is if a) a new mon replaces a fainted mon at the very end of a turn in ADV and Leftovers is the first thing that happens on the next turn, and b) Slaking's Truant is active on the first turn it comes into play. Both of these assumptions are counter to my initial beliefs, but I'm open to the possibility that I'm wrong and also an idiot. Lol
Is this a glitch or am I just too stupid to comprehend what's going on? It's entirely possible I just answered my own question. But I'd like to hear from someone else.
I believe this is just not set-up right on PS. If your opponent set's up to +6 and you transform into it, it is impossible for you to boost... and you do not get the affects of the boosts you transformed into. as...I got an interesting RBY conundrum. Unfortunately I didn't save the replay, but here's a series of events that happened and I'm not sure why:
1. Opponent sends out Mew
2. I send out my own (paralyzed)
3. During the turns opponent spends maximizing out attack, I paralyze his and set up Reflect
4. Use Transform to see his set and copy his stats
5. I can barely hit him, as if I have no boosts. So, here are the damage calcs for a +6 Mew Hyper Beam on an opposing mew with no buffs: 361-425 (89.5 - 105.4%) -- 35.9% chance to OHKO
The actual amount of damage I was doing was around 27%, which is like having no attack boosts:
Mew Hyper Beam vs. Mew: 108-128 (26.7 - 31.7%) -- guaranteed 4HKO
How does that happen?
I'm fairly sure that just like every other generation the probability of waking up is constant each turn. Considering sleep lasts between 0 and 6 turns in RBY, the probability of waking up is 1/7 or 14.3% each turn.Trying to find RBY probabilities for pokemon waking on each turn. (e.g. 20% chance first turn, 25% 2nd turn)
Can anyone help me?
It's virtually never to one's advantage to run a neutral nature, as you will get more raw stats out of plussing a higher value and negging a lower value. Since you know what matchups you're targetting, you'll get more advantage from hitting the specific attack/speed breakpoints to improve those matchups while the lowered defense often will not matter.Since it is a set listed in the analysis on the site, maybe someone can help me out with this. Why did JAA Mewtwo (ADV) run Mild/Lonely rather than Hasty? Is it because it's naturally very fast and can survive an attack from the few things that can outspeed it when it runs a neutral nature (then it just Selfdestructs)?
Oops, by "neutral" I meant neutral to Speed (Mild), not neutral as in Bashful/Docile/Hardy/Quirky/Serious. I know the latter are not competitively viable.It's virtually never to one's advantage to run a neutral nature, as you will get more raw stats out of plussing a higher value and negging a lower value. Since you know what matchups you're targetting, you'll get more advantage from hitting the specific attack/speed breakpoints to improve those matchups while the lowered defense often will not matter.
Also, while it's not applicable in this case, -SpD is also usually preferred over -Def because most priority moves are physical.
It's because gen 2 Pokémon can only be transferred over to gen 7 from the Virtual Console, on which you can't get the event Pokémon because the event happened in 2000.Hey I was wondering why certain gsc event moves dont carry over to gen 7 like lovely kiss Snorlax
For starters, if you’re not banded it will be pretty obvious due to the damage. So you won’t really be able to bluff that against anyone who’s paying attention. And Lum on Metagross isn’t a great item choice imo, since it’s already immune to Toxic (the most common status in ADV) and being para’d isn’t the worst thing ever. The longevity provided by Leftovers is much more useful over the course of a game. It's an interesting idea but in practice I think you'll find yourself wishing that you had used a different set.In RSE, is it viable to have a choice band set on Metagross but use a Lum berry instead of the choice band? I like being able to explode on Suicunes that think I'm locked into meteor mash.