Project SV OU - Lure That Threat Week 39 - Gliscor - Voting!

:sv/chesnaught:
Chesnaught @ Rocky Helmet
Ability: Bulletproof
Tera Type: Ground
EVs: 252 HP / 40 Atk / 216 Def
Impish Nature
- Drain Punch
- Spikes
- Synthesis
- Earthquake

As a fire type, Cinderace naturally threatens grass types like Chesnaught. However, Chesnaught has bulletproof which means it isn't affected by pyro ball. Ches also has excellent defence so it can tank u-turns for days. With spikes, ches forces cindy to come in and court change, lest its entire team take 25% on switch in. Ches can eat sucker punches and rocky helmet chips cindy if it u-turns. Synthesis keeps ches healthy and Earthquake ohko's cinderace after tera. Chesnaught can also be useful in other situations such as a 1v1 with kingambit because it can drain punch kingambit to kill it. Unless kingambit has tb, it gets stifled by chesnaught. Chesnaught's spikes support and ability to dominate cinderace can be helpful when paired with gholdengo hazard stack teams.

40 Atk Tera Ground Chesnaught Earthquake vs. 0 HP / 0 Def Cinderace: 302-356 (100.3 - 118.2%) -- guaranteed OHKO
40 Atk Chesnaught Earthquake vs. 0 HP / 0 Def Cinderace: 202-238 (67.1 - 79%) -- guaranteed 2HKO
40 Atk Chesnaught Drain Punch vs. 0 HP / 0 Def Cinderace: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
Cinderace Pyro Ball vs. Bulletproof Chesnaught: 0-0 (0 - 0%) -- possibly the worst move ever
252 Atk Libero Cinderace U-turn vs. 252 HP / 252+ Def Chesnaught: 67-79 (17.6 - 20.7%) -- possible 5HKO*
252 Atk Libero Cinderace Sucker Punch vs. 252 HP / 252+ Def Chesnaught: 33-39 (8.6 - 10.2%) -- possibly the worst move ever*
252 Atk Libero Cinderace Sucker Punch vs. 252 HP / 252+ Def Tera Ground Chesnaught: 67-79 (17.6 - 20.7%) -- possible 5HKO*
*All these calcs are done with libero.
 
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Meowscarada @ Heavy-Duty Boots
Ability: Protean
EVs: 4 Def/252 SpA/252 Spe
Timid Nature
Tera-Type: Water
- Energy Ball
- Dark Pulse
- Power Gem
- Nasty Plot

Meowscarada is almost exclusively ran as a physical revenge killer. You would too if you had a higher Attack stat than Special Attack. And you had STAB Knock Off. And your signature move that always critted everything was physical. Play Rough, Sucker Punch and U-Turn are the cherries on top that round off the standard Scarada sets. Unfortunately, literally all of those (save for the Dark attacks) are resisted by Cinderace. And although Scarada outspeeds and is strong enough to 2HKO it with either of its Tera Dark attacks (or Knock on its own unless it low-rolls both times), Cindy OHKOes first, as you can see below.

252 Atk Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Cinderace: 178-211 (59.1 - 70%) -- guaranteed 2HKO
252 Atk Meowscarada Knock Off vs. 0 HP / 0 Def Cinderace: 120-142 (39.8 - 47.1%) -- guaranteed 3HKO
252 Atk Tera Dark Meowscarada Knock Off (97.5 BP) vs. 0 HP / 0 Def Cinderace: 238-282 (79 - 93.6%) -- guaranteed 2HKO
252 Atk Tera Dark Meowscarada Knock Off vs. 0 HP / 0 Def Cinderace: 160-190 (53.1 - 63.1%) -- guaranteed 2HKO
252 Atk Tera Dark Meowscarada Sucker Punch vs. 0 HP / 0 Def Cinderace: 172-204 (57.1 - 67.7%) -- guaranteed 2HKO
252 Atk Cinderace Pyro Ball vs. 0 HP / 0 Def Meowscarada: 486-572 (165.8 - 195.2%) -- guaranteed OHKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 0 Def Meowscarada: 568-672 (193.8 - 229.3%) -- guaranteed OHKO

And for the record, Cindy isn't the type of mon that would switch directly into anything... well, not anything that actually does damage anyway.

Thankfully, Scarada has three more tools that it can flip the script with:

1.) A workable Special Attack stat. True, 81's nothing to write home about, but Chomp only has 80 and that never stopped it from running the occasional Fire Blast for those pesky Skarms back in the day.

2.) Nasty Plot; to make it even more useful

3.) Power Gem. Y'know, the thing that actually kills Cindy

So yeah. Nasty Plot up, then just stick with the STABs until Cindy actually comes in thinking it can take one and you have nothing else. Simple. You don't even need the Protean boost on Power Gem specifically, as +2 still kills it.

+2 252 SpA Meowscarada Power Gem vs. 0 HP / 4 SpD Cinderace: 320-378 (106.3 - 125.5%) -- guaranteed OHKO

Tera-Water is there in case Cindy tries to get wise and run a Scarf instead. Rock might look interesting ordinarily, but Protean clashes with the Terastallization into any typing that isn't the user's original one(s), and Water is infinitely better as a defensive typing. On top of that, Dark still leaves you with a weakness to U-Turn, which Cindy always has the potential to kill with (not to mention that you otherwise still take a lot from Pyro Ball).

252 Atk Cinderace Pyro Ball vs. 0 HP / 4 Def Tera Water Meowscarada: 120-142 (40.9 - 48.4%) -- guaranteed 3HKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 4 Def Tera Water Meowscarada: 141-166 (48.1 - 56.6%) -- 87.5% chance to 2HKO
252 Atk Cinderace Pyro Ball vs. 0 HP / 4 Def Tera Dark Meowscarada: 241-285 (82.2 - 97.2%) -- guaranteed 2HKO
252 Atk Libero Cinderace U-turn vs. 0 HP / 4 Def Tera Dark Meowscarada: 282-332 (96.2 - 113.3%) -- 75% chance to OHKO
 
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Weirdhamster

Banned deucer.
Psychic :hatterene:
Hatterene @ Leftovers
Ability: Magic Bounce
Tera Type: Water
EVs: 252 HP / 204 Def / 52 Spe
Bold Nature
- Psychic
- Calm Mind
- Draining Kiss
- Nuzzle

Calm mind hatterene is one of cinderaces prime targets. Resisting draining kiss and having enough bulk to be able to take psyshock, it is a prime check for most calm mind hatterene sets. But if you’d replace psyshock on hatterene for psychic, the turns suddenly table. With standard hatt EVs it is guaranteed to live 2 pyro balls from an offensive cinderace after leftovers recovery.
252 Atk Cinderace Pyro Ball vs. 252 HP / 204+ Def Hatterene: 141-166 (44.3 - 52.2%) -- guaranteed 3HKO after Leftovers recovery
This means that by changing psyshock to psychic you will easily be able to 2hko offensive cinderaces who lack hp investment, even if you don’t invest in spa.
0 SpA Hatterene Psychic vs. 0 HP / 4 SpD Cinderace: 160-189 (53.1 - 62.7%) -- guaranteed 2HKO
The rest of hatterene is standard mostly. You can use your tera water on hatterene in case you got chipped down before the battle or if cinderace decides to get aggressive and use tera fire to try and 2hko it, but in a normal 1v1 scenario, it isn’t necessary.
 
Garchomp @ Rocky Helmet
Ability: Rough Skin
Tera Type: Ground
EVs: 252 HP / 4 SpD / 252 Spe
Jolly Nature
- Spikes
- Earthquake
- Stealth Rock
- Dragon Tail
Cinderace wants to remove the hazards from Chomp and since it's faster it can come in, court change, and take an eq with enough health left to U-turn out, but not when chomp is tera ground. Tera ground eq puts cinderace at to low an hp to U-turn, forcing it to either switch out without U-turn meaning chomp sets up the rocks it tried to remove for free. With chomp not getting chipped it's bulk and speed would likely allow it to get up 1 or 2 layers of spikes after conderace switches out, with the opponent being stuck with rocks. This set would work especially well on a team that isn't worried about hazards so any hazards received from court change aren't that worrisome to you.

Calcs after Court change
0 Atk Garchomp Earthquake vs. 0 HP / 0 Def Cinderace: 171-202 (56.8 - 67.1%) -- guaranteed 2HKO
0 Atk Tera Ground Garchomp Earthquake vs. 0 HP / 0 Def Cinderace: 228-270 (75.7 - 89.7%) -- guaranteed 2HKO
 
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Gholdengo @ Air Balloon
Ability: Good as Gold
Tera Type: Rock
EVs: 252 HP / 252 Def / 4 Spe
Modest Nature
IVs: 0 Atk
- Make It Rain
- Shadow Ball
- Recover
- Power Gem

This is a pretty standard defensive gholdengo, only with Power Gem slotted in over Nasty Plot. Cinderace can generally OHKO offensive Gholdengo, which incentivises it to come in. However, even without Tera, this Gholdengo can beat Ace in a 1v1. Tera Rock just secures the KO in case Gholdengo has taken some chip damage already. Speed investment is to help against enemy uninvested Gholdengo.

Defensive calcs:

252 Atk Cinderace Pyro Ball vs. 252 HP / 252 Def Gholdengo: 296-350 (78.3 - 92.5%) -- guaranteed 2HKO
252 Atk Cinderace Pyro Ball vs. 252 HP / 252 Def Tera Rock Gholdengo: 74-87 (19.5 - 23%) -- possible 5HKO
252 Atk Libero Cinderace U-turn vs. 252 HP / 252 Def Tera Rock Gholdengo: 87-103 (23 - 27.2%) -- 57.8% chance to 4HKO

Offensive calcs:

0+ SpA Gholdengo Power Gem vs. 0 HP / 4 SpD Cinderace: 204-242 (67.7 - 80.3%) -- guaranteed 2HKO
0+ SpA Tera Rock Gholdengo Power Gem vs. 0 HP / 4 SpD Cinderace: 306-362 (101.6 - 120.2%) -- guaranteed OHKO


This set can also help beat threats such as Iron Moth, Ceruledge, Dragonite and Torkoal, all of whom matchup well against a regular Gholdengo.
 
I do not think that luring it by killing it straight up would be a viable option truthfully.
A potential 'lure' that destroys it on stay in could easily failed if it went for u-turn instead.
So, my approach was instead to remove its boots so that it can be more prone to hazards.
Enter Pickpocket :ss/tinkaton:
Tinkaton (F) @ Air Balloon
Ability: Pickpocket
Tera Type: Dark
EVs: 252 HP / 84 Def / 172 SpD
Careful Nature
- Stealth Rock
- Gigaton Hammer
- Knock Off
- Encore
The idea is fairly simple.
You want to position in a situation where cinderace would use u-turn. this way when it u-turn on your tinkaton, the boots would be stolen by pickpocket and a cinderace without boots will easily crumple to hazards like stealth rock that your team can fit. This was especially notable due to cinderace's court change not being as effective as a toolkit without boots, allow hazards to have a easier time functioning. Air ballon really was just a filler so when cinderace u-turns pickpocket always works, hey at least an air ballon is better than itemless. Rest are standard moves but you can easily change it.
Also, tink were naturally threatened by cinderace, so you can try to bait him using u-turn predicting a switch too. Not as recommended but can work this way as well.

(No calcs involved due to being unnecessary)
 

Finally in week 19, we bring u Ting lu

:sv/Ting-lu:

Ting-Lu @ Leftovers
Ability: Vessel of Ruin
EVs: 252 HP / 4 Def / 252 SpD
Tera Type: Poison
Careful Nature
- Stealth Rock
- Spikes
- Whirlwind
- Earthquake

Ting-lu is a mon that just doesnt die. It is an incredible entry hazard setter for bulky offense and balance teams alike thanks to its combination of gargantuan defensive stats, good utility movepool, and an amazing defensive ability in Vessel of Ruin. It also has a great typing that lets it answer threats such as gholdengo, Choice Specs dragapult, iron moth etc. While whirlwind is incredibly useful for thwarting setup pokemon like roaring moon and volcarona. How will u bait and delete this defense freak.

submissions end on 24th May

AND
I would like to introduce a freshman to the scene, from here on out, Greentea570 will be assisting me with the hosting process! (edited)
C/p this





 
Roaring Moon @ Booster Energy
Ability: Protosynthesis
Tera Type: Flying
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Jaw Lock
- Dragon Dance
- Taunt
- Acrobatics

Typically, Ting-Lu matches up well against the standard Roaring Moon, only taking 69% max from +1 Protosynthesis Tera Flying Acrobatics that it can just Whirlwind away. However, this set aims to punish Ting-Lu that would lay hazards while the Roaring Moon dances and then WW it away by using Jaw Lock on that turn instead, then Taunt to block Whirlwind. Then you Tera Flying, dance 'till you're at +6, and sweep. Booster Energy's main purpose is to bluff the standard Dragon Dance set, but if you opt to go for Roost over Acrobatics ,also hits the important benchmark of being able to OHKO Kingambit with Crunch. Acrobatics is for strong STAB to hit Tusk with after setup is over (+6 Proto Crunch doesn't KO), as well as being generally good if you don't run into this matchup and just want to use it as regular DD Moon.

edit: after actually trying it in-game, many Ting-Lu will try and whirlwind first turn, and switch out once they're taunted expecting Tera Flying, so it doesn't really work as well as I thought it would. Don't vote this.
 
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1LDK

Vengeance
is a Top Team Rater
reserving hydreigon

:sv/hydreigon:
Hydreigon @ Leftovers
Ability: Levitate
Tera Type: Dark
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Taunt
- Fire Spin
- Nasty Plot
- Earth Power

Ting Lu needs to stay in on Hydreigon to whirlwind him away to keep it at bay, and 1 nasty plot is not threatening
+2 252 SpA Hydreigon Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 119-141 (23.1 - 27.4%) -- possible 5HKO after Leftovers recovery
So lets just trap ting lu instead

step 1) You come in on the hazards or eq

Step 2) you fire spin him or taunt him first if you predict hazards or whirlwind

step 4) set up 1000000000 nasty plots

step 5) +6 252 SpA Hydreigon Earth Power vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 238-280 (46.3 - 54.4%) -- 6.6% chance to 2HKO after Leftovers recovery (combined with the fire spin chip, it should be fine)
 
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Weirdhamster

Banned deucer.
Let me present to you, uno reverse card volcarona.
:Volcarona:
Volcarona @ Heavy-Duty Boots
Ability: Flame Body
Tera Type: Fairy
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Whirlwind
- Bug Buzz
- Fiery Dance
Ting lu loves coming in against volcarona, being able to whirlwind it out or use it as hazard fodder, it usually isn’t scared of volcarona. Bug buzz variants might be quite scary, but it can still handle them well. Here’s where whirlwind comes in. With whirlwind and faster speed, you can basically out-whirlwind ting lus whirlwind. You can use this to try and bait out another pokémon such as ghold or valiant for a setup fodder, or try to wear down ting lu with hazards. If ting lu does not die to hazards, you don’t need to worry. Carrying stab bug buzz will make the ting lu matchup a piece of cake as long as you are able to boost yourself a bit.
 


Iron Treads is tired of you all talking shit about him and chooses the way of the VIOLENCE.

A lure for Ting Lu, to be optimal, not only has to atract Ting Lu, but preferably kill it and not have any hazards on your side after that. Iron Treads is generally a weak Mon. He puts Hazards and can spin them away, he can even Knock Off Ting-Lu and get his Rocks done while preventing Ting-Lu from doing the same. However, in the end, Iron Treads generally will die vs Ting-Lu and the Ruinous Mon will have enough health left to set his hazards later in the match. Not anymore:

Set 1 (the one I submit):

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Bug
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Earthquake
- Iron Head
- Knock Off
- Megahorn

252 Atk Choice Band Tera Bug Iron Treads Megahorn vs. 252 HP / 4 Def Ting-Lu: 434-512 (84.4 - 99.6%) -- guaranteed 2HKO after Leftovers recovery < Its not a OHKO, but Ting-Lu won,t be able to switch into this and set hazards anymore. With Adamant this can be a OHKO, though it misses some Mons like Chomp, who now outspeeds.

Even without Tera, the damage is quite solid:
252 Atk Choice Band Iron Treads Megahorn vs. 252 HP / 4 Def Ting-Lu: 290-342 (56.4 - 66.5%) -- guaranteed 2HKO after Leftovers recovery


Ting Lu has been HORNED.

Set 2:

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Ice
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature / Adamant Nature
- Earthquake
- Iron Head
- Knock Off
- Ice Spinner

252 Atk Choice Band Tera Ice Iron Treads Ice Spinner vs. 252 HP / 4 Def Ting-Lu: 290-344 (56.4 - 66.9%) -- guaranteed 2HKO after Leftovers recovery

Ting-Lu will be able to set a hazard vs this one if it Tera's, but no more than that. The additional benefits of this variation is murdering Chomp and doing lots of damage to Great Tusk.

Set 3:

Iron Treads @ Choice Band
Ability: Quark Drive
Tera Type: Ground
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Iron Head
- Knock Off
- Ice Spinner / Megahorn / Stone Edge / Rapid Spin

Yes, it can also 2HKO with Tera Ground Band EQ:

252 Atk Choice Band Tera Ground Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 242-286 (47 - 55.6%) -- 18.4% chance to 2HKO after Leftovers recovery < Incoming Ting-Lu will be able to set a layer of hazards, but no more than that.

Set 4:

Iron Treads @ Leftovers
Ability: Quark Drive
Tera Type: Fighting / any other viable Tera type.
EVs: 248 HP / 252 Def / 8 SpD
Impish Nature
- Body Press
- Rapid Spin
- Earthquake
- Iron Defense / Stealth Rock / Knock Off

Tera Fight is only needed if Iron Treads doesn,t run Iron Defense . Otherwise, it uses Iron Defense and calcs become like this:
+2 252+ Def Iron Treads Body Press vs. 252 HP / 4 Def Ting-Lu: 298-352 (57.9 - 68.4%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Ting-Lu Earthquake vs. +2 252 HP / 252+ Def Iron Treads: 74-90 (19.2 - 23.4%) -- possible 5HKO

Ting Lu won,t be able to make any progress against this set and will have to resort to the partner Gholdengo.

Tera 5:

Mecha Dumbo (Iron Treads) @ Leftovers
Ability: Quark Drive
Tera Type: Flying
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Knock Off
- Rapid Spin
- Earthquake
- Stealth Rock

Slowly but steadily, Tera Flying Iron Treads makes Ting Lu totally useless.

Set 6.

Mecha Dumbo (Iron Treads) @ Weakness Policy
Ability: Quark Drive
Tera Type: Ground / Steel
EVs: 252 Atk / 252 Spe / 4 SpD
Adamant Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Knock Off / Steel Roller

So, this one is a more dedicated and niche set. On switch-in, Iron Treads uses Electric Terrain, boosting attack with Quark Drive this way. Then it uses Earthquake, doing respectable damage:
252+ Atk Quark Drive Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 174-205 (33.8 - 39.8%) -- 27.9% chance to 3HKO after Leftovers recovery

If Ting Lu uses a hazard, Treads spins it away. Eventually, Ting-Lu will attack and since Ting Lu is weak as fuck, Iron Treads will survive the hit:
0 Atk Ting-Lu Earthquake vs. 0 HP / 0 Def Iron Treads: 200-236 (62.3 - 73.5%) -- guaranteed 2HKO

This will activate the second part of the plan, Weakness Policy. With it, Iron Treads can Tera Ground:
+2 252+ Atk Quark Drive Tera Ground Iron Treads Earthquake vs. 252 HP / 4 Def Ting-Lu: 462-544 (89.8 - 105.8%) -- 37.5% chance to OHKO < The previous EQ means the OHKO is guaranted. Even if instead of EQ we used Rapid Spin, there are some odds to KO Lord Buckethead.

Alternatively, we can opt to use Tera Steel + Steel Roller, this guarantees KO without previous chip needed:
+2 252+ Atk Quark Drive Tera Steel Iron Treads Steel Roller vs. 252 HP / 4 Def Ting-Lu: 600-706 (116.7 - 137.3%) -- guaranteed OHKO

There is also the option to not going Tera at all, but for it to work, we also need Steel Roller:
+2 252+ Atk Quark Drive Iron Treads Steel Roller vs. 252 HP / 4 Def Ting-Lu: 450-529 (87.5 - 102.9%) -- 18.8% chance to OHKO < Previous EQ hit guarantees this KO.

Set 7.

Mecha Dumbo (Iron Treads) @ Terrain Extender
Ability: Quark Drive
Tera Type: Bug
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Electric Terrain
- Rapid Spin
- Earthquake
- Megahorn

A mix of set 1 and set 6. This Iron Treads will put the Terrain and then will smash Ting-Lu with Megahorn, while also preventing Hazards with Rapid Spin. After Ting Lu is dead, we will still have some turns of Electric Terrain left to use our Specs Iron Valiant, which now will outspeed everything in Terrain.


Send unviable Ting Lu to UU already, Iron Treads is clearly the better Ground Mon.
 
Reserving iron moth
Iron Moth @ Booster Energy
Ability: Quark Drive
Tera Type: Grass
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Psychic
- Energy Ball
- Fiery Dance
The strategy for this set is to muscle through ting or at least cripple it enough that it can't handle it the second time. Tera grass a lows you to live eq easily, as well as make energy ball a 2hko, and psychic allows you to hit it after tera.
252+ SpA Quark Drive Tera Grass Iron Moth Energy Ball vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 278-330 (54 - 64.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Quark Drive Tera Grass Iron Moth Psychic vs. 252 HP / 252+ SpD Vessel of Ruin Tera Poison Ting-Lu: 186-220 (36.1 - 42.8%) -- 95.7% chance to 3HKO after Leftovers recovery
 
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Gengar @ Air Balloon
Ability: Cursed Body
EVs: 252 HP/4 SpD/252 Spe
Timid Nature
Tera-Type: Ghost
- Toxic Spikes
- Perish Song
- Mean Look
- Taunt

Gengar can't touch Ting-Lu under normal circumstances. Even with Choice Specs Focus Blast, the odds are against it to secure the 2HKO...

252 SpA Choice Specs Gengar Focus Blast vs. 252 HP / 252+ SpD Vessel of Ruin Ting-Lu: 246-290 (47.8 - 56.4%) -- 30.5% chance to 2HKO after Leftovers recovery

...and that's assuming it even hits twice. After all, people often call it Focus Miss instead for a reason :/

Meanwhile, Gengar itself instantly falls over to a STAB EQ.

0 Atk Ting-Lu Earthquake vs. 0 HP / 0 Def Gengar: 354-416 (135.6 - 159.3%) -- guaranteed OHKO

...

But there's still one thing Gengar can do; the infamous Perish Trap. Mean Look stops Ting-Lu from escaping, Taunt stops it from phazing Gengar out with Whirlwind, and Air Balloon makes it immediately regret not running Ruination to pop it.

I could've run Shadow Ball to still give Gengar an actual attack, but I figured I'd give it Toxic Spikes instead, as it makes the most of the two turns Gengar has to stay in for the Perish Trap to actually work. And I shifted the Special Attack investment into HP because Special Attack is useless if you're not running any damaging moves. True, that makes it vulnerable to fast Taunters, but this is meant to remove walls that can't hurt it. Like Blissey. And Clodsire. And the aforementioned Ting-Lu.
 

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