Monday, 21 December 2015

Messing around with Dialga

Hey Fools! This'll be a short instalment wherein I have a look at a few Dialga spreads and movesets that I theorymonned.

File:Dialga M10 manga.png

I think the Sinnoh cover legendaries are the some of the best looking Pokémon in the game. Dialga being the best looking of the lot, naturally. Apart from its aesthetic awesomeness, Dialga also has some great stats:


The 150 base Special Attack is so awesome, one would naturally think that dumping 252 EVs into SpA would be the most mindless and best option for it. While it is not a bad idea to do so, there are also other worthwhile options available. For example, Dialga along with Palkia are both able to learn Trick Room, and are two of three previously banned legendaries that can learn Trick Room in the VGC format, the other being Mewtwo. So perhaps a TR (Trick Room) set focused less on full frontal assault and more on speed control assistance should be considered.

Due to its unique, fantastic type combination, Dialga has a plethora of resistances, the important ones being: Normal, Water, Grass, Rock; an immunity to Poison; and only two weaknesses being Fighting and Ground. Now in order to make Dialga a worthwhile addition to a team there are some important attacks we need to survive.

A very obvious candidate whose attacks need to be survived, is Primal Groudon.
252+ SpA Primal Groudon Earth Power vs. 220 HP / 108 SpD Dialga: 168-200 (82.7 - 98.5%) -- guaranteed 2HKO

252+ Atk Primal Groudon Precipice Blades vs. 220 HP / 124 Def Dialga: 168-198 (82.7 - 97.5%) -- guaranteed 2HKO

Another attack that needs to be survived is Mega Kangaskhan's Low Kick. Using this great attack survival calculator -> http://pokeasc.appspot.com/, I calculated that 220 HP / 124 Def would need to be used to always survive the attack from Adamant Mega Kangaskhan.

And finally Mega Rayquaza, that damage output monster:

252+ Atk Choice Band Mega Rayquaza Outrage vs. 220 HP / 124 Def Dialga: 166-196 (81.7 - 96.5%) -- guaranteed 2HKO

Xerneas is also a threat since its Fairy Aura boosted attacks dish out tonnes of damage.

+2 252+ SpA Fairy Aura Xerneas Dazzling Gleam vs. 220 HP / 108 SpD Dialga: 135-160 (66.5 - 78.8%) -- guaranteed 2HKO

So, as it stands our spread looks as such: 220 HP / 124 Def / 108 SpD. That leaves us with 56 EVs spend. And we still haven't chosen a nature yet! Quiet synergises really well with Trick Room, but Modest can be used for better functionality in and out of Trick Room. Let me explain why. Both Primal Groudon and Primal Kyogre are base 90, the same as base speed as Dialga. Quiet/Brave, 0 IV Primals are not uncommon in this early stage of the format. So out of Trick Room, a Modest Dialga would obviously out speed. This information is important for the best of three format we play (sometimes, and sadly not always Bo3). 

Since we're feeling excessively Foolish today, dump 52 EVs into SpA and the remaining 4 into Speed (with 1 Speed IV and 4 EVs this puts Dialga at one point faster than minimum speed Primals. It should be noted that Draco Meteor from Dialga will OHKO Mega Rayquaza with the greatest of ease:

20 SpA Dialga Draco Meteor vs. 252 HP / 0 SpD Mega Rayquaza: 212-252 (100 - 118.8%) -- guaranteed OHKO
Spr 6x 483 s.png
Dialga @ Adamant Orb / Mental Herb / Sitrus Berry /
Quiet nature - 1 Speed IV
220 HP / 124 Def/ 52 SpA / 108 SpD / 4 Speed
Pressure - ability
- Draco Meteor
- Flash Cannon
- Trick Room
- Protect

Other notable moves: Aura Sphere. Iron Head, Earth Power, Ancient Power, Gravity, Dragon Claw, Outrage. 

Physical Dialga, whilst not the most obvious or common choice, is also viable.

116+ Atk Choice Band Dialga Iron Head vs. 0 HP / 0 Def Xerneas: OHKO 

So as we can see the "surprise butt sex" version of Dialga is super cheesy, but can catch people off guard. With some speed control support, this celestial behemoth can really do some damage.

For any One Piece fans out there Tenryubito is the best nickname I could come up for Dialga.
Here's a quick battle to show off how unexpected Iron Head Dialga is -> http://replay.pokemonshowdown.com/vgc2016-308072447

Hope you enjoyed this short piece!

- Jayhonas

Thursday, 17 December 2015

First VGC 16 team

Hey Fools!

The rules for VGC 16 were relatively recently announced. Some frown and throw tantrums because of the new rules, whereas others have learnt to welcome it. To be honest the former group doesn't matter at all in my opinion. They're the same group of people that cry foul whenever they see a Smeargle, and are the same bunch that sourly retort "But you used legendaries," whenever they lose against a team that isn't next-level dog shit. The latter group however are those of us that are adapting and have learnt to enjoy VGC 16, despite its flaws, for what it is: a super aggro, centralised but not limited, fast paced meta. I do understand that obtaining competitively viable legendaries is a mission. And I feel like that's a downside since most of us would have already caught Rayquaza, Groudon, and Kyogre in our playthroughs without caring much for their IVs and natures. This would leave us up the creek with no canoe, as we would either have to start a new game and soft reset for legendaries, otrturn to the internet for trades and such. The second option might leave us feeling a little dirty since we don't always know 'where' these Pokémon come from, so to speak. Whatever your views on the matter are, I certainly won't tell you what or how to feel...

Anyways, I'd like to share the team I've been using lately. By no means is it ground breakingly special. Nor is it the most consistent team, it is certainly lacking in some fields. It is, however, a nice team to use as a starting point for me. It is fairly simple to use and has several 'game plan' options available. I will try to explain why certain choices have been made too.



Xerneas @ Power Herb
Ability: Fairy Aura
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
- Protect
- Moonblast
- Dazzling Gleam
- Geomancy

Xerneas is a powerhouse. Once it's used Geomancy, it can clean out entire teams. I have opted not to use a Hidde Power Fire/Ground version, because when teamed up with Primal-Groudon those moves become superfluous. Both attacks benefit from the amazing Fairy Aura boost. A Timid nature is preferred because of the potential speed tie with other Xerneas. Getting Geomancy off first, and subsequently firing off a Moonblast first are a big deal for me in these early stages of the format.



Kangaskhan (F) @ Kangaskhanite
Ability: Inner Focus
EVs: 4 HP / 252 Atk / 4 Def / 4 SpD / 244 Spe
Adamant Nature
- Fake Out
- Double-Edge
- Sucker Punch
- Low Kick

Not much has changed with Mega Kang, but one  noticeable feature is the ability has changed from the regular Scrappy to Inner Focus. This allows Kangaskhan to deal with stuff like Geomancy Xerneas, and Smeargle better, as these two are usually accompanied by a Fake Out user and not flinching helps throw a wrench in their works. I did not opt for Jolly, as this is a Tailwind-Trick Room team, and I feel that Adamant allows for better versatility in either speed control form. The Speed EVs outspeed 140 Smeargle.



Cresselia (F) @ Mental Herb
Ability: Levitate
EVs: 252 HP / 100 Def / 156 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Trick Room
- Grass Knot/Psychic
-
- Helping Hand

Cress is an interesting choice, since it has the bulk to take a few hits from these Primal monstrosities which is much more important now in VGC 16 than ever before. I'm not sure I'm altogether convinced of Grass Knot's utility, but it does alright against both Primals, but obviously extremely poorly against Mega Rayquaza. Psychic is probably a better option for it.



Groudon @ Red Orb
Ability: Drought
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Spe
- Protect
- Earth Power
- Eruption
- Overheat/Ancient Power

Many claim that this is the best Pokémon in the format. While I'm inclined to agree, I do feel that this has led people to blindly choose P-Don over P-Kyogre (myself included). But, looking at it from an observer's perspective and not a player, it can't be argued against that P-Don has the superior ability of the two. I opted for a Special Attack Groudon, since I feel like Precipice Blades has much too shoddy accuracy to merit use. Remember, I'm in the accounting profession and we tend to be risk averse people. (At least that's how I view us). Earth Power is also superior over PrecBlades, since Wide Guard doesn't block it. Eruption and Overheat are just there to abuse Desolate Land and STAB.


Liepard @ Focus Sash
Ability: Prankster
EVs: 228 HP / 28 Def / 252 Spe
Jolly Nature
- Fake Out
- Fake Tears
- Foul Play
- Encore

Liepard is a really great Xerneas partner, and more often that not is pivotal in setting up Geomancy. Fake Tears synergises really well with both legendaries, and Foul Play allows Liepard to deal with Primal Groudon, as opposed to just being complete dead weight.

0 Atk Liepard Foul Play vs. 0 HP / +252 Atk Primal Groudon: 76-91 (43.4 - 52%)



Crobat @ Lum Berry
Ability: Inner Focus
EVs: 252 HP / 4 Def / 252 Spe
Jolly Nature
- Quick Guard
- Super Fang
- Taunt
- Tailwind

With Inner Focus, Lum Berry, Taunt and Quick Guard - Crobat manages to handle a lot of common threats: Smeargle, Kangaskhan and Fake Out in general, Trick Room, Geomancy, to name a few. I think Crobat plays its roles well, and helps contribute to the team's performance. I did consider using Cross Poison for Xerneas, but Super Fang does more damage initially.

0 Atk Crobat Cross Poison vs. 0 HP / 0 Def Xerneas: 78-92 (38.8 - 45.7%) -- guaranteed 3HKO



----

Well folks, that's the team. I hope this has at least helped you understand the threats running amok in our brand new format. Since it's still early days, I wouldn't take my statements as the 'be all and end all'. Heck, we haven't even had a VGC 16 tournament yet.

-Jayhonas