Super-Effectivemons

Martin

A monoid in the category of endofunctors
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On SD Blade Sacred Fire would be better because it takes advantage of the extra coverage. On defensive Doublade Inferno would be better because there is twice as much utility in guaranteeing a burn and because it avoids helmet/rough skin.

Edit: nvm sacred avoids rough skin too but either way the utility point still stands
 
Some notable eeveelution moves:
Vaporeon: Cotton Guard, Energy Ball, Giga Drain, Spore, Nuzzle, Thunderbolt, Focus Blast, Secret Sword, and Vacuum Wave
Jolteon: Earth Power, Spikes, Focus Blast. Secret Sword, and Vacuum Wave
Flareon: Aqua Jet, Crabhammer, Diamond Storm, Rock Polish, Stealth Rock, Precipice Blades, Spikes, Bulk Up, Close Combat, HJK, and Mach Punch
Espeon: Bug Buzz, Quiver Dance, Sticky Web, Tail Glow, Destiny Bond, Dark Pulse, Dark Void, Parting Shot, Switcheroo, Taunt, Topsy-Turvy
Umbreon: Defend Order, Heal Order, Infestation, Sticky Web, U-Turn, Counter?, Mach Punch, Vacuum Wave, and Moonlight
Leafeon: Sacred Fire, V-Create, Will-O-Wisp, Attack Order, Sticky Web, U-Turn, Coil, Gunk Shot, Toxic Spikes, Haze, Ice Shard, Icicle Crash, Dragon Accent, Defog, Tailwind, Close Combat, HJK, and Mach Punch
Glaceon: Blue Flare, Eruption, Magma Storm, Will-O-Wisp, Stealth Rock, Focus Blast, Secret Sword, Vacuum Wave, Doom Desire, Flash Cannon, and King's Shield
Sylveon: Acid Spray, Sludge Wave, Toxic Spikes, Doom Desire, Flash Cannon, King's Shield, Focus Blast, Secret Sword, and Vacuum Wave

Some Replays with myself :P
http://replay.pokemonshowdown.com/customgame-340611562
 
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In this metagame, like many people have said before, usual common threats become as good as threats to Ubers. Shift Gear Kyurem-B and Spore Greninja will be spammed an every team. Any protean type pokemon does great with the amount of coverage now given by this metagame.

Not sure how things will pan out, but I am excited for this to grow.

-TenucSkenuck
 
A set I thought of the other day:


Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Return
- High Jump Kick
- Baton Pass / Substitute

Bulk Up lets Mega Lopunny hit a lot harder - at +1 it 2HKOes defensive Mega Venuaur damn nearly every time, while High Jump Kick always 2HKOes Skarmory. Return and High Jump Kick are the STABs (Close Combat has bad synergy with Bulk Up), and thanks to Scrappy have perfect neutral coverage. Baton Pass lets you pass the boosts out if you find yourself walled, while Subsitute can let you use weak walls as set up fodder.
 
A set I thought of the other day:


Lopunny @ Lopunnite
Ability: Limber
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Bulk Up
- Return
- High Jump Kick
- Baton Pass / Substitute

Bulk Up lets Mega Lopunny hit a lot harder - at +1 it 2HKOes defensive Mega Venuaur damn nearly every time, while High Jump Kick always 2HKOes Skarmory. Return and High Jump Kick are the STABs (Close Combat has bad synergy with Bulk Up), and thanks to Scrappy have perfect neutral coverage. Baton Pass lets you pass the boosts out if you find yourself walled, while Subsitute can let you use weak walls as set up fodder.
It gets power-up punch in standard...
 
I've found it difficult to figure out which Pokemon get certain moves at a glance -- for STABmons, you just look at a list of a type. For weaknesses, its a bit trickier. So here's this! (As always, expect a few errors -- I do this by hand)

Attacks: Bug Buzz, Megahorn, Attack Order, U-turn
Utility: Quiver Dance, Defend Order, Heal Order, Sticky Web, Tail Glow

Attacks: Night Daze, Sucker Punch, Knock Off, Pursuit, Foul Play
Utility: Dark Void, Switcheroo, Parting Shot, Nasty Plot, Taunt, Hone Claws

Attacks: Spacial Rend
Utility: Dragon Dance

Attacks: Bolt Strike, Volt Tackle, Discharge, Fusion Bolt, Thunderbolt, Thunder, Volt Switch, Nuzzle
Utility: Thunder Wave

Attacks: Play Rough, Moonblat, Draining Kiss
Utility: Fairy Lock, Geomancy, Moonlight

Attacks: Close Combat, Aura Sphere, Focus Blast, Secret Sword, High Jump Kick, Mach Punch, Vacuum Wave, Drain Punch, Seismic Toss
Utility: Bulk Up

Attacks: Flare Blitz, Sacred Fire, Fiery Dance, Eruption, Blue Flare, Fusion Flare, V-create, Fire Spin
Utility: Will o' Wisp

Attacks: Brave Bird, Aeroblast, Oblivion Wing, Acrobatics, Hurricane, Dragon Ascent, Chatter
Utility: Tailwind, Defog, Roost, Feather Dance

Attacks: Shadow Force, Shadow Ball, Hex, Night Shade, Shadow Sneak
Utility: Curse, Destiny Bond
 
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Forgive the double post I ran out of space

Attacks: Power Whip, Horn Leech, Seed Flare, Leaf Storm
Utility: Spore, Stun Spore, Synthesis, Aromatherapy, Spiky Shield

Attacks: Earthquake, Earth Power, Precipice Blades
Utility: Spikes

Attacks: Glaciate, Ice Beam, Blizzard, Ice Shard, Icicle Crash
Utility: Haze

Attacks: Gunk Shot, Sludge Wave, Acid Spray, Clear Smog, Poison Jab
Utility: Gastro Acid, Coil, Toxic Spikes

Attacks: Psystrike, Hyperspace Hole, Zen Headbutt, Psycho Boost
Utility: Calm Mind, Cosmic Power, Reflect, Light Screen, Lunar Dance, Trick Room, Psycho Shift, Trick

Attacks: Head Smash, Diamond Storm, Power Gem
Utility: Rock Polish, Stealth Rock

Attacks: Iron Head, Flash Cannon, Gear Grind, Bullet Punch, Gyro Ball, Meteor Mash
Utility: Shift Gear, Metal Burst, King's Shield

Attacks: Aqua Jet, Steam Eruption, Crabhammer, Water Spout, Hydro Pump, Scald, Whirlpool
Utility: Aqua Ring
 
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Hopefully correctly implemented on rom!
Usual formats.js stuff; here's scripts.js:
Code:
'use strict';

exports.BattleScripts = {
	init: function () {
		let moves = {};
		for (let type in this.data.TypeChart) moves[type] = [];
		for (let move in this.data.Movedex) moves[this.data.Movedex[move].type].push(move);
		delete moves.Normal;
		for (let i in this.data.Learnsets) {
			let pokemon = this.data.Pokedex[i];
			if (pokemon.num > 0) {
				let learnset = this.modData('Learnsets', i).learnset;
				for (let type in moves) {
					if (this.getImmunity(type, pokemon) && this.getEffectiveness(type, pokemon) > 0) {
						for (let move of moves[type]) {
							if (!learnset[move]) learnset[move] = [];
							let set = new Set(learnset[move]);
							for (let gen = pokemon.num >= 650 ? 6 : pokemon.num >= 494 ? 5 : pokemon.num >= 387 ? 4 : 3; gen <= this.gen; gen++) {
								if (!set.has(gen + 'L') && !set.has(gen + 'M') && !set.has(gen + 'T')) learnset[move].push(gen + 'T');
							}
						}
					}
				}
			}
		}
	},
};
 
Dark, Fighting, and Dragon now get geomancy. Well, Im using this:

Zoroark @ Power Herb
Ability: Illusion
EVs: 252 HP / 92 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
- Geomancy
- Dark Pulse
- Focus Blast Secret Sword
- Moonblast / Flamethrower / Taunt / Grass Knot

The best teammate for Zoroark is Crobat, Crobat resist everything Zoroark is weak to, so it works well in the back of the team (also as a side note, Crobat gains Ice Shard, Psystrike for Nasty Bat, and Stealth Rocks) You have to set up Geomancy as soon as possible, it will give you away, but they already hit you with a Psychic, Rock, Ice, or Electric move and revealed you. Dark Pulse has STAB, and a 20% Flinch chance. Focus Mis- I mean Focus Blast is a powerful move, Secret Sword is better, as it has more accuracy, and hits special walls and with only those two moves, you get almost perfect coverage, with the only thing that resist both types being fairy. Moonblast can hit fairy types, and hits fighting types super effectively, which are threats to this. Flamethrower hits fairy types, and has a small chance to burn, Grass Knot (I'll add why to use this in later), and Taunt stops other set up, thunderwave, and toxic and is more reliable than Focus Blast for hitting steel types. Give me MORE of your feed back! (Thanks to user ChrystalFalchion for giving me some ideas that work better)
 
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You'd be better off with Quiver Dance, as with Quiver Dance and Life Orb Zoroark will still hit hard enough and you can set up more than once per game. Also, Secret Sword / Aura Sphere > Focus Blast as not only will they not miss, Secret Sword also lets you 2HKO Chansey at +1. Moonblast also provides redundant coverage, as most opposing Dark types are hit harder by Secret Sword or Aura Sphere anyway. Quiver Dance, Dark Pulse, Secret Sword, Flamethrower / Grass Knot / Taunt.

And Nasty Plot Crobat sucks.
 
You'd be better off with Quiver Dance, as with Quiver Dance and Life Orb Zoroark will still hit hard enough and you can set up more than once per game. Also, Secret Sword / Aura Sphere > Focus Blast as not only will they not miss, Secret Sword also lets you 2HKO Chansey at +1. Moonblast also provides redundant coverage, as most opposing Dark types are hit harder by Secret Sword or Aura Sphere anyway. Quiver Dance, Dark Pulse, Secret Sword, Flamethrower / Grass Knot / Taunt.

And Nasty Plot Crobat sucks.
Nasty Bat works better than most people think it does, but thanks for the feed back!
 
I think this meta will be vastly improved when SuMo comes along. All Ghost types bar Sableye and Spiritomb will (probably) get Moongeist Beam, a nice upgrade over Shadow Ball, while all Dragon types will get Core Enforcer and Dragon Hammer. The latter will be very nice for physical Dragon types, as it means they won't have to lock themselves into Outrage.
 
Has anyone considered this:

Jirachi @ Leftovers
Ability: Serene Grace
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Iron Head
- Thunder Wave
- Sacred Fire
- Confuse Ray

Being able to burn, paralyze, confuse and flinch with a single mon sounds pretty ridiculous, and it could prevent the opponent from moving almost entirely.
 
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