No I'm saying without good Spatk investment it's not 2HKO on Scizor with hp fire, and if that's the case why even bother. Pokemon doesn't have that great an offensive stat to begin with let alone if you try and run it mixed.
In game? any will do.So considering we won't be getting the HA version of Decidueye for a while, what would the best nature for one be if we are planning to start with Rowlet?
Having a hard time with this myself. It's tough because it depends on what you want to try and counter, as trapping mons is kind of Decidueye's bag.So considering we won't be getting the HA version of Decidueye for a while, what would the best nature for one be if we are planning to start with Rowlet?
Brave nature will probably be the best.So considering we won't be getting the HA version of Decidueye for a while, what would the best nature for one be if we are planning to start with Rowlet?
Why not Toxic as well if you want to become that annoying? :PI am not sure if anyone has noticed this, but this guy gets Curse and a Very great healing ability AND a trapping move... I smell Shenanigans...
Curse
Spirit Shackle
Roost
Leaf Blade
That is extra evil, but probably not too needed. I thought having a way to do damage to normal types, since otherwise they just switch out of curse.Why not Toxic as well if you want to become that annoying? :P
Yeah, it's not like this have been said in other 3 or more comments already.I am not sure if anyone has noticed this, but this guy gets Curse and a Very great healing ability AND a trapping move... I smell Shenanigans...
Curse
Spirit Shackle
Roost
Leaf Blade
Can see it having both. enough speed investment to outspeed specific threats and the rest to hp or oneof the defsI prefer the idea of Decidueye as a scout/pivot, myself. Spirit Shackle + Long Reach U-Turn is godly and I want to abuse it.
The only question is whether Speed or HP investment would be better for it, but I guess that depends on how the meta shapes up.
Sorry, I didn't look though all 6 pages and it only just came to me. I'll go look and see what has been said.Yeah, it's not like this have been said in other 3 or more comments already.
Seriously, not trying to be a dick but this is a discussion thread, you should probably read it before posting to avoid saying what has already been said. A discussion should move forward, not in loops.
I like where you are going with this, it can be called the mine field or something trap related.I think people are underating the Decidueye + Dugtrio/Magnezone combo. Pairing him with a mon with a trapping ability seems pretty deadly to me, it capitalizes on how he prevents double switching.
Decidueye comes out, they switch to their Decidueye counter, you trap it as it comes in with spirit shackle and switch to Dugtrio or Magnezone and there's nothing they can do about it. Obviously if it's something Dugtrio or Magnezone don't fair well against either it won't be good but I think in general they will fair well against most things people might use to counter Decidueye.
It gives frailer mons a safe switch in. Decidueye tanks the hit then switches out so the other mon, say a fast but fragile attacker, doesn't have to worry about getting hit on the switch in.I'm sorry I had to register to ask this.
I keep seeing people discussing the workability of Decidueye and Incineroar and everyone keeps listing slow U-turn as a pro. How is using U-turn/Volt Switch after the opponent's attack a positive? I've always relied, and found preference, in faster U-turners, why are slower U-turners a pro?
A slow U-Turner/Volt Switcher allows the more bulky pokemon to take the hit, then switch out after making sure the opponent's pokemon WILL stay in, therefore, you can bring in your best counter/response to the pokemon, for example: Decidueye uses U-turn against an opposing Heatran, they use lava plume, and decidueye is able to take the hit, it u-turns out and you can bring in dugtrio, which prevents it from escaping and you can kill it.I'm sorry I had to register to ask this.
I keep seeing people discussing the workability of Decidueye and Incineroar and everyone keeps listing slow U-turn as a pro. How is using U-turn/Volt Switch after the opponent's attack a positive? I've always relied, and found preference, in faster U-turners, why are slower U-turners a pro?
Both, considering we can use bottlecaps to alter IVs for competitive later on.In game? any will do.
Competitive? depends on your aproach, really