UU Fire types


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/Earthquake
- Rock Slide
- U-turn

With very strong physical attack, speed and a shit Zen Mode, Darmanitan proves Buddism is a waste of time and it's better to just strap on a choice item and go berserk. Darmanitan has awful defenses so it's very important to go first and kill whatever's in your way. Unfortunately, Flare Blitz is the only physical fire attack worth using and it will cause damage as you go. Superpower will lower your attack but with choice band can do heavy damage without damage recoil and rock covers everything else that's important.


90/110/80/100/90/95

Offense
Arcanine @ Life Orb
Ability: Intimidate/Flash Fire
EVs: 252 Atk / 252 Spd / 4 SDef
Jolly Nature
- Flare Blitz
- Extreme Speed
- Close Combat
- Wild Charge/Morning Sun

Defense
Arcanine @ Leftovers
Ability: Intimidate
EVs: 16 SDef / 252 Def / 240 HP
Impish Nature
- Morning Sun
- Will-O-Wisp
- Fire Attack
- ExtremeSpeed

Arcanine is a descendant of a legendary pokemon giving him all around good stats. While he can be used for special attack, his physical attack is better and offers better coverage. With Intimidate and burns he can be used as a physical defense tank drawing health from the sun itself. Aside from that, he has a good offense pool. Flare Blitz and Wild Charge cause recoil but having both gives Arcanine a leg up on less bulky water types while keeping coverage. Arcanine can also attack faster than anything with +2 priority Extreme Speed, never get hit by Hitmontop's last effort to do damage ever again.


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)

Arcanine may be called the legendary pokemon, but Entei taught him everything he knows. His roar makes volcanos erupt, he shares a signature attack with Ho oh, he's pals with Suicune and Raikou and jogs around Johto with them. More health, more attack, more speed, only serious problem would be his special stats are lower and doesn't have a great defensive set. A few attacks are unique to an event version so if you want Flare Blitz+Extreme Speed, it has to be adamant. However, Sacred Fire is arguably equal to Flare Blitz and with a good Bulldoze you can be the faster attacker even without Extreme Speed or a speed supportive nature.


100/100/100/100/100/100 (all 100)

Physical
Victini @ Choice Band/Choice Scarf
Ability: Victory Star
EVs: 252 Spd / 252 Atk / 4 SDef
Jolly/Adamant Nature
- V-create
- U-turn
- Bolt Strike
- Zen Headbutt

Special
Victini @ Life Orb
Ability: Victory Star
EVs: 252 Spd / 4 SDef / 252 SAtk
Timid Nature
- Blue Flare
- Psychic
- Focus Blast
- Grass Knot

Generation 5's 600 stat pixie with the power to bring good luck. With all stats at usable levels Victini can choose between physical attack or special attack. Psychic stab is useful for both sets, U turn or Focus Blast depending on which stat is better and Victini also gets signature moves from the B&W legendary tao dragons. In the physical set, Victini gets Zekrom's Bolt Strike, 130 electric damage, and his signature V-Create, a 180 base damage fire stab that lowers Victini's speed and defense stats afterwards. In the special set, Victini gets an over blown Fire Blast from Reshiram's Blue Flare for a stab.


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 @ Houndoominite
Ability: Flash Fire
EVs: 4 Def / 252 SAtk / 252 Spd
Timid Nature
- Nasty Plot
- Fire Blast
- Dark Pulse
- Flame Charge/Destiny Bond

Houndoom on his own isn't bad. His defense is awful but it makes nature easier to choose without sacrificing either attack stats helping to dual attack. Sucker punch will always go first if the enemy attacks, Crunch cuts the trickery and straight up attacks, and Pursuit is to trap dying foes who want to switch or trap any ghosts/psychics who didn't fall from Knock Off buff. Nasty plot is also an option to extend special attack but with such low health it's risky.
When in his mega form, Houndooom acts the same but has more special attack and speed. His ability is good in sun but acts like a life orb so stalls could damage Houndoom with protect and waste his attack boost. In any case, the better stats are defiantly worth the item slot even if the evs and attacks are left the same as base Houndoom.


50/65/107/105/107/86
Rotom-Heat @ Choice Scarf/Leftovers
Ability: Levitate
Shiny: Yes
EVs: 4 SDef / 252 Spd / 252 SAtk
Timid/Modest Nature
- Overheat
- Volt Switch
- HP Grass/Thunderbolt (or Discharge)
- Trick/Pain Split

Rotom have always been an odd pokemon. It's one of the few electric types to be immune to ground weakness but it's second type always brings new weaknesses. Also, they all only learn one new attack depending on what appliance they posses. For Rotom-Heat the Easy Bake Oven, it's Overheat, a one use fire attack that cuts special attack in half. Rotom-H is well known for choice items and having Volt Turn and thunderbolt/discharge if it chooses to stay in. It can choose to trick this item onto certain pokemon with support moves. Leftovers is also an option combined with Pain Split to take advantage of it's low health and high defense.


60/55/90/145/90/80
Chandelure @ Choice Scarf/Leftovers
Ability: Flash Fire/Infiltrator
EVs: 252 SAtk / 252 Spd / 4 HP
Modest/Timid Nature
- Fire Blast
- Shadow Ball
- Energy Ball/Pain Split
- Trick/Substitute

Chandelure is a very dangerous ghost type with heavy attack power, Energy Ball for grass coverage and a tenancy to use choice scarf to fix his average speed. The real danger is when it turns out Chandelure instead has substitute and will be allowed a free attack without worry of damage.


78/84/78/109/85/100
Charizard @ Focus Sash
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Overheat
- Air Slash
- Flamethrower
- Roost

God damn OU hording Charizard just because he got 2 really good mega stones. Ban the stones, not the pokemon.

78/84/78/109/85/100
Typhlosion @ Choice Specs/Choice Scarf
Ability: Blaze
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Eruption
- Focus Blast
- Flamethrower
- Hidden Power Grass/Rock

While Typhlosion doesn't have the fancy megas Charizard got, he does have less Stealth Rock weakness w/o Flying type and the same stats. Eruption combined with a choice item can do a lot of damage especially if Typhlosion doesn't get damaged after attacking. It's a good idea to have a more reliable fire attack not based on health incase you're able to leave with 26% health. Focus Blast is helpful for rocks and others who resist fire but is still likely to miss.


90/100/90/125/85/90
Moltres @ Life Orb
Ability: Pressure
EVs: 252 Spd / 252 SAtk / 4 HP
Timid Nature
- Fire Blast/Flamethrower
- Hurricane
- Substitute
- Roost

With cousin Zapdos in OU as a defogger, Moltres can feel safer and focus on being a special attacker. Source of the Olympic torch and just as strong in sun as it is in rain, Moltres just needs someone else to clear Stealth Rocks to cover for the x4 weakness. Hurricane is a powerful flying attack with the accuracy of Focus Blast and can cause confusion. If Moltres can come in when it's raining this attack will always hit and in sun it gain resistance to water attacks and a boost to it's fire attack.
 
Last edited:

Mew2

Sex is overrated
is a Tiering Contributor Alumnus
Darmanitan also gets fire punch which gets a sheer force boost, usable if you don't like recoil damage.
 
I would suggest putting specs and/or subsplit chandy in the op as both of the sets have the potential to do quite well with their own support.

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SAtk / 252 Spd / 4 Def
Modest/Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick/Overheat

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Substitute
- Pain Split

I slash modest over timid on the specs set to guarantee the 2hko umbreon and florges with stealth rocks up but timid is usable to try to mitigate chandy's disappointing though i believe 2hkoing these mons who cant do much back speaks to the testament of how great specs chandy is as a nuke. Trick further cripples physical attackers and walls though overheat also packs astonishing power on the set.

subsplit plays a different game. Normally you come it and try to bluff a scarf or force out something like aggron to get a sub up and pain split to cripple things when you are getting too worn down. Basically the same thing as its set from 5th gen and plays the same, straightforward and effective.

EDIT: and tbh dont even slash zen mode darmanitan it sucks and its not worth mentioning
 
I would suggest putting specs and/or subsplit chandy in the op as both of the sets have the potential to do quite well with their own support.

Chandelure @ Choice Specs
Ability: Flash Fire
EVs: 252 SAtk / 252 Spd / 4 Def
Modest/Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Energy Ball
- Trick/Overheat

Chandelure @ Life Orb
Ability: Flash Fire
EVs: 252 Spd / 252 SAtk / 4 SDef
Timid Nature
IVs: 0 Atk
- Fire Blast
- Shadow Ball
- Substitute
- Pain Split

I slash modest over timid on the specs set to guarantee the 2hko umbreon and florges with stealth rocks up but timid is usable to try to mitigate chandy's disappointing though i believe 2hkoing these mons who cant do much back speaks to the testament of how great specs chandy is as a nuke. Trick further cripples physical attackers and walls though overheat also packs astonishing power on the set.

subsplit plays a different game. Normally you come it and try to bluff a scarf or force out something like aggron to get a sub up and pain split to cripple things when you are getting too worn down. Basically the same thing as its set from 5th gen and plays the same, straightforward and effective.

EDIT: and tbh dont even slash zen mode darmanitan it sucks and its not worth mentioning
I only said Zen to say it was shitty
 
I think it's important to know the fire types of the tier what the role of each fire type is and how their stats typing and movepool help them to accomplish this. Firstly, the big 3 fire nukes, Darmanitan Victini and Chandelure. It may seem that their role is quite simply to blow shit up with fire stab but there are differences that would help the standard player decide either one they want. Darmanitan hits the hardest of the 3, has good coverage to hit rock types(superpower) and opposing fire types(rock slide) with sheer force boosting rock slide to a good BP and Flare Blitz to monstrous levels.It is also able to gain momentum with u turn and scout potential switch ins. However, it is arguably the frailest of the 3 and it's main Stab gives it recoil which might limit Darms ability to come in and nuke again which limits it as well as a subpar base 95 speed which falls short of the 600bst legendaries and flygon which is fairly problematic. It also lacks an option against bulky waters and some dragon types.
Victini is easily the bulkiest of the 3 and by far the most versatile. You can go physical or special scarf, band, fully special with life orb, mixed with life orb or even trick Room and weakness policy if you so wish. Of course it has it's nuke in V Create, coverage in bolt strike, Thunder and energy Ball to smash bulky waters, brick break and focus Blast for rock and dark types(energy Ball overlaps) and glaciate for Dragon with Victory Star to remedy the poor accuracy of some of the moves. Victini also hits a better speed their than Chandy or Darm as well as having a secondary stab unlike Darm in the form of psychic or Zen Headbutt. However, it has a typing that gives it 5 weaknesses and is weak to Sucker Punch and pursuit, two common moves in UU. Secondly, its best stab in V-Create lowers it's defenses and speed, making it relatively easy to outspeed after a kill and KO. It also doesn't really have much to hit Fire Types all though Bolt Strike and Zen Headbutt do a number to most.
Finally, Chandelure. Among the two it's the only special attacking fire type and has the highest attacking stat meaning that it's coverage moves will generally be hitting harder than either Darm or Vic. Secondly, it has arguably the best secondary stab which gives it great power outside of fire blast in terms of Shadow Ball. It's ghost typing also gives it added utility as an offensive spinblocker and a fair few more switch in opportunities to powerful normal and fighting attacks. It also has many nasty moves up its candles like trick and pain split harass walls that would otherwise be able to tank Chandys hits. It has good coverage in energy Ball for water and rock types can use hidden Power to make up for a lack of fighting and Ice coverage. It has two great abilities to choose from, one being flash fire that gives it yet another immunity and more switch ins. The other ability Infiltrator let's it bypass subs and screens, making it a nasty surprise for a sub or screen hiding sweepHowever, Chandelure is arguably the hardest to use out of the 3. It is the slowest, hitting only base 80 speed, falling short of the very crowded base 85 speed tier which includes many prominent threats. Also the UU metagame is very prepared for special threats with Florges, Snorlax and Umbreon giving Chandelure a hard time without Pain Split. It's typing is also bad defensively. While not as bad as Victinis it suffers the same pursuit and sucker punch weakness. It is also slightly weaker than the other 3 due to its main fire stab having less BP. Will talk more about the others later.
 
Therr are offensive fire types that offer different types of offensive capability too.
Firstly, there is Houndoom and it's mega, so,strong they were considered too strong for UU a few weeks ago. Unlike the other flat out nuking offensive fire types. Mega Houndoom is a set up sweeper with great boosting abilities in nasty plot and sunny day to abuse solar power. It's typing is really great, in which at base form it is straight up immune to the other Fire types powerful stabs while also being immune or resisting Victini and Chandelures other stab. This gives it quite a few set up opportunities despite its bad bulk and subpar speed at base form. When it goes mega however, it gets a serious upgrade, with its speed skyrocketing to a great 115 outspeeding stuff like Meinshao and Cobalion and speed typing Starmie which the other Fire types can't do without a choice scarf. After a boost it 2HKOES much of the special walls of UU and kills everything else. However, it's bad bulk, and slightly middling power at times ensure that a team must be weakened in order for Houndoom to effectively sweep. Furthermore, the fighting types of the tier happen to be some of the top scarf users. Scarf Meinshao and Heracross revenge kill without much hassle and Heracross in particular can turn Mega-Hound into set up bait for a moxie sweep.
 
For Rotom-H, you should add a Flame Orb trick set to feign a choice set. It beats a lot of its counters, such as Umbreon, Florges, and Snorlax (over time that is). It got popular towards the end of BW2 UU.

In addition, I still think Victini's mixed set is the best, with U-Turn, V-Create, Energy Ball, and whatever the last move you wanna hit (glaciate for Gligar, Thunderbolt for 4x Weaks). It helps you beat a lot of Victini's Counters, such as Rhyperior, Swampert, and potentially Suicine before it sets up.
 
Normal Charizard would have been pretty shit in UU anyway lol since Moltres just shits in his face every day.

Rotom-H can also run a defensive set similar to Rotom-W in OU, but it's not as effective since SR weakness and all, so you'll have to Pain Split more often. Still, it's not a bad choice as he wins most Steel types easily.
 
No mention of my boy Emboar!? With Sucker Punch this Gen, Emboar has finally somewhat patching its poor speed stat with a powerful priority. Its Fire/Fighting typing is actually unique to the fully evolved members of UU/RU, providing it a key resistance to Dark and a neutrality to Rock to distinguish itself from other Fire types. While its Flare Blitz is nowhere as destructive as Tini's V-create-a-new-asshole or Darm's Sheer Force LO Flare Blitz, it has good mixed attacking stats and movepool. Flare Blitz and Fire Blast/Overheat are powerful and mandatory Fire STABs, Grass Knot and Wild Charge make Water types hesitant to switch in, Sucker Punch kills Psychic and Ghost types who dares to attack, STAB Superpower to kill Umbreon and other Dark types, Scald used for surprising opposing Fire types as well as spreading burns to most other types, while CB Head Smash is extremely powerful but suicidal. It might not be the best thing around but it does have the qualities to give other fire type a run for their money
 
tbh, DBond, Sub, or Sludge Bomb should be mentioned on Megadoom. Destiny Bond lets it take down threats that can tank even a +2 Dark Pulse or Fire Blast and can take it out back (Megastoise), Sub is great because Megadoom forces a lot of switches and lets it get a free NP up (shouldn't really use Sub with Sunny Day unless you want your dog dead) and potentially lets it clean late game. Sludge Bomb might sound stupid, but it's great to hit Florges, since it can tank even a +2 Fire Blast (although i wouldn't suggest it if your team has other/better ways of dealing with Florges).
 

CoolStoryBrobat

The hero Smogon needs, but not the one it deserves
is a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
I kinda feel Superpower on Darmanitan is the move you have the most freedom to negotiate with on its slot...It really doesn't assist with hitting much else aside from Thick Fat Snorlax, in terms of coverage. Most other Pokemon weak to Superpower can be covered decently by Earthquake or Flare Blitz. U-turn is extremely important considering how well Darm can force switches and obtain momentum. In a similar light, Stone Edge is moot on Darmanitan even as just an option, when Sheer Force Rock Slide is significantly more reliable at the cost of just a little extra damage. Your ideal set would look more like:

Darm @ Scarf/LO/CB
- Flare Blitz
- U-turn
- Earthquake/Rock Slide
- Rock Slide/Earthquake/Fire Punch

I personally haven't tried regular Houndoom in this meta, but I feel its primary niche as a pursuit trapper/mindgames enforcer w/Sucker Punch is kind of overshadowed mainly by Honchkrow this gen, since the only mons it was meant to check/counter were bulky ghosts relying on Will-O-Wisp, Chandelure and Victini locked into a fire move, all of whom nowadays have more checks in general than before. Base 95 Speed, 90 Atk and 110 SpA are cool, and it does mean Base Houndoom has the speed and stats to pull off an LO Nasty Plot set, but the only benefits it really offers you that you can't get if you run Houndoominite are the fact it doesn't take up your mega slot, and Flash Fire (which actually lets Houndoom be a fairly decent check..to itself). Maybe with Sticky Webs or something, but overall you kinda got no solid reason to use regular Houndoom in UU. In my opinion at least.

For Rotom-H though, one of my favorite Fire-types in general, I strongly recommend you getting a Choice Specs set up there. With decent stats aside from HP, it's able to run a bulky Specs set that both offers great offensive power and defensive capability thanks to the fact it has the most resists in the game for any non-Steel Pokemon.

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 136 Spd / 252 SAtk / 120 HP
Modest Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

The EVs are specifically to outrun Honchkrow while maintaining decent bulk and maximizing your power output w/Modest. Outspeeding Honchkrow is useful since you're able to dodge Sucker Punch by going for Trick to pretty much cripple it and lock it into that one move, giving yourself free turns. I'd probably also recommend this spread for the Flame Orb/Trick set that UU ALL DAY mentioned for similar reasons.

Also, Modest Specs/LO SubSplit Chandelure definitely needs to be put up there, considering that it not only has the highest SpA out of all the Fire-types on this list (but also one of the highest SpA stats in the game), but that it's able to stand up to Umbreon and Florges. The SubSplit set especially, with Life Orb, Fire Blast has a high chance to 2HKO Umbreon after Stealth Rock. And even after being worn down by Foul Play damage/Life Orb recoil, Pain Split allows you to keep going and eventually win one-on-one since you constantly keep stealing Umbreon's HP after forcing it to Wish. For identical reasons and the fact Fire resists Fairy, it also ruins Florges, though you have a significantly lower chance of 2HKOing fully SpD Florges after SR. Still potent, though, and it outright destroys physically defensive variants.

252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 252+ SpD Umbreon: 168-199 (42.6 - 50.5%) -- 36.3% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 252+ SpD Florges: 148-175 (41.1 - 48.6%) -- 13.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 96+ SpD Florges: 164-192 (45.5 - 53.3%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery


Oh yeah, and Choice Specs 2HKOes both of them outright after SR. Pretty important to note.

252+ SpA Choice Specs Chandelure Fire Blast vs. 252 HP / 252+ SpD Florges: 169-201 (46.9 - 55.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Chandelure Fire Blast vs. 252 HP / 252+ SpD Umbreon: 193-228 (48.9 - 57.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
 
I kinda feel Superpower on Darmanitan is the move you have the most freedom to negotiate with on its slot...It really doesn't assist with hitting much else aside from Thick Fat Snorlax, in terms of coverage. Most other Pokemon weak to Superpower can be covered decently by Earthquake or Flare Blitz. U-turn is extremely important considering how well Darm can force switches and obtain momentum. In a similar light, Stone Edge is moot on Darmanitan even as just an option, when Sheer Force Rock Slide is significantly more reliable at the cost of just a little extra damage. Your ideal set would look more like:

Darm @ Scarf/LO/CB
- Flare Blitz
- U-turn
- Earthquake/Rock Slide
- Rock Slide/Earthquake/Fire Punch

I personally haven't tried regular Houndoom in this meta, but I feel its primary niche as a pursuit trapper/mindgames enforcer w/Sucker Punch is kind of overshadowed mainly by Honchkrow this gen, since the only mons it was meant to check/counter were bulky ghosts relying on Will-O-Wisp, Chandelure and Victini locked into a fire move, all of whom nowadays have more checks in general than before. Base 95 Speed, 90 Atk and 110 SpA are cool, and it does mean Base Houndoom has the speed and stats to pull off an LO Nasty Plot set, but the only benefits it really offers you that you can't get if you run Houndoominite are the fact it doesn't take up your mega slot, and Flash Fire (which actually lets Houndoom be a fairly decent check..to itself). Maybe with Sticky Webs or something, but overall you kinda got no solid reason to use regular Houndoom in UU. In my opinion at least.

For Rotom-H though, one of my favorite Fire-types in general, I strongly recommend you getting a Choice Specs set up there. With decent stats aside from HP, it's able to run a bulky Specs set that both offers great offensive power and defensive capability thanks to the fact it has the most resists in the game for any non-Steel Pokemon.

Rotom-Heat @ Choice Specs
Ability: Levitate
EVs: 136 Spd / 252 SAtk / 120 HP
Modest Nature
- Overheat
- Volt Switch
- Hidden Power [Grass]
- Trick

The EVs are specifically to outrun Honchkrow while maintaining decent bulk and maximizing your power output w/Modest. Outspeeding Honchkrow is useful since you're able to dodge Sucker Punch by going for Trick to pretty much cripple it and lock it into that one move, giving yourself free turns. I'd probably also recommend this spread for the Flame Orb/Trick set that UU ALL DAY mentioned for similar reasons.

Also, Modest Specs/LO SubSplit Chandelure definitely needs to be put up there, considering that it not only has the highest SpA out of all the Fire-types on this list (but also one of the highest SpA stats in the game), but that it's able to stand up to Umbreon and Florges. The SubSplit set especially, with Life Orb, Fire Blast has a high chance to 2HKO Umbreon after Stealth Rock. And even after being worn down by Foul Play damage/Life Orb recoil, Pain Split allows you to keep going and eventually win one-on-one since you constantly keep stealing Umbreon's HP after forcing it to Wish. For identical reasons and the fact Fire resists Fairy, it also ruins Florges, though you have a significantly lower chance of 2HKOing fully SpD Florges after SR. Still potent, though, and it outright destroys physically defensive variants.

252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 252+ SpD Umbreon: 168-199 (42.6 - 50.5%) -- 36.3% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 252+ SpD Florges: 148-175 (41.1 - 48.6%) -- 13.3% chance to 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Life Orb Chandelure Fire Blast vs. 252 HP / 96+ SpD Florges: 164-192 (45.5 - 53.3%) -- 94.1% chance to 2HKO after Stealth Rock and Leftovers recovery

Oh yeah, and Choice Specs 2HKOes both of them outright after SR. Pretty important to note.

252+ SpA Choice Specs Chandelure Fire Blast vs. 252 HP / 252+ SpD Florges: 169-201 (46.9 - 55.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252+ SpA Choice Specs Chandelure Fire Blast vs. 252 HP / 252+ SpD Umbreon: 193-228 (48.9 - 57.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
I didnt post calcs because i was on my phone but yeah specs and subsplit are scary sets and arguably more threatening than scarf.
 
In a similar light, Stone Edge is moot on Darmanitan even as just an option, when Sheer Force Rock Slide is significantly more reliable at the cost of just a little extra damage.
There is literally no reason to run Stone Edge on Darmanitan as Stone Edge has 100 BP, while a Sheer Force boosted Rock Slide has 95x1.3=123.5 BP, all the while having higher accuracy and more PP. You don't sacrifice any damage output by using Rock Slide > Stone Edge on any mon with Sheer Force but rather the contrariwise Running Stone Edge is only when you are mixed Zen Mode
 
There is literally no reason to run Stone Edge on Darmanitan as Stone Edge has 100 BP, while a Sheer Force boosted Rock Slide has 95x1.3=123.5 BP, all the while having higher accuracy and more PP. You don't sacrifice any damage output by using Rock Slide > Stone Edge on any mon with Sheer Force but rather the contrariwise Running Stone Edge is only when you are mixed Zen Mode
Rock Slide is 75 BP not 95. That makes it 97.5 after the Sheer Force boost so Stone Edge is still slightly stronger, but less reliable.
 
Rock Slide is 75 BP not 95. That makes it 97.5 after the Sheer Force boost so Stone Edge is still slightly stronger, but less reliable.
Ahh I am a derp. Never mind what I said about the power difference but still not getting the LO recoil plus having higher accuracy and more PP while mantaining similar power makes Rock Slide surperior
 

115/115/85/90/75/100
Entei @ Leftovers/Choice Band
Ability: Pressure
EVs: 252 Atk / 252 Spd / 4 HP
Jolly Nature
- Sacred Fire/Flare Blitz
- Stone Edge
- Iron Head
- ExtremeSpeed

Arcanine may be called the legendary pokemon, but Entei taught him everything he knows. His roar makes volcanos erupt, he shares a signature attack with Ho oh, he's pals with Suicune and Raikou and jogs around Johto with them. More health, more attack, more speed, only serious problem would be his special stats are lower and doesn't have a great defensive set.
you do know that Entei can only have Extreme Speed so long as it's Adamant.
 
Okay, I have to be nitpicky here. Extreme Speed on Entei is an event move from Gen 4 (as is Flare Blitz). As part of that event, it has to run an Adamant nature and be shiny (this isn't mentioned in the OP). This hurts its speed a bit, meaning it gets outrun by Jolly Arcanine and Darmanitan, among other things. Of course, speed is rather moot when you have +2 priority, plus Sacred Fire's 50% burn chance is always nice to have. Still, IDK if PS still catches that, so we just gotta remember it.

Edit: ninja'd
 
"Darmanitan proves Buddism is a waste of time"
Thats not offensive
Well maybe going Zen should be more productive. He needs to drop to 50% HP, loses all his speed and his physical attack is no longer useful. It's better to just use sheer force.
edit: Sorry if you are Buddhist and are still offended by that joke.
 
Well maybe going Zen should be more productive. He needs to drop to 50% HP, loses all his speed and his physical attack is no longer useful. It's better to just use sheer force.
lol was joking man, I actually agree. Ive tried so hard to make it work but it just wont at all.
 
Thanks to Sacred Fire, Arcanine is severely outclassed by Entei now. Heck, chuck ES and Adamant, even without it Entei is much better.
And Iron Head could be slashed with Bulldoze?
 
? How does Entei severely outclass Arcanine. Entei doesn't have Intimidate, Flash Fire, recovery or the different coverage options that Arcanine has. Sacred Fire is a thing, but to say that Entei severely outclasses Arcanine would be a gross underestimation of Arcanine's abilities.
 
Entei certainly does not outclass Arcanine now, it is just a lot less suicidal due to it using Sacred Fire > Flare Blitz. Even then, Arcanine has Morning Sun to help it with residual damage. Anyway, Arcanine has more useful abilities, extra coverage options and better mixed attacking stats to separate itself from Entei

I think you should mention that Entei can run a nice AssaultVest set that makes him pretty specially bulky. You have only Choice Band and Leftovers slashed when AV is an extremely viable option. Sacred Fire helps spread burns which helps on the physical side of things as well as doing a shitload of damage.
 
I feel AV on a SR weak Mon who lacks Regenerator/Drain Punch/Etc. is a bad idea

I also question slashing Iron Head alone and bulldoze with stone edge as a SE Iron Head hits only slightly harder than stab sacred fire which does more in case of burn. Steel also doesn't have the greatest coverage whereas Bulldoze is nice for nailing faster threats on the switch.
 
Bulldoze's biggest niche was hitting Heatran without Air Balloon. There's nothing in UU that really needs the Ground hit while Iron Head hits Fairies hard (while preserving Sacred Fire PP) and hits the Rock types in the tier (uncommon though they may be) for Super Effective damage.
 

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