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Posted: Wed Aug 25, 2010 12:20 am
I like the way I train my pokemon, but sometimes I like getting an outside opinion. So I'm going to ask others opinion in this thread. This time I'm looking for help w/ a Nidoking. Timid nature likes to run, but I don't know what to have it learn. The move's it's going to have for sure are earth power, rock climb, but the other two moves elude me. Any help?
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Posted: Wed Aug 25, 2010 9:34 am
Well depends if you want to use Nidoking competitively or just for beating the game. The reason I'm asking this is because Rock Climb isn't a very good move to use for any Pokemon.
Since you want Earth Power on Nidoking then the other 3 moves should be Thunderbolt, Ice Beam, and Superpower/Hidden Power Grass.
Nidoking has decent stats on everything making him a decent Pokemon. He has somewhat good type coverage and with Thunderbolt he can deal with the water types that would normally use a super-effective water move on him. Ice Beam gives him an attack to deal with Grass, Flying, Ground and Dragon Pokemon. Earth Power is a powerful stab move that is supported by Nidoking's average base 85 Special Attack. Earth Power will allow you to deal with Steel, Ice, Fire, and Rock types. Now you have the option of either Superpower or Hidden Power Grass. Now a decision like this also depends on what your other Pokemon are and what their move-sets are. Hidden Power Grass will allow Nidoking to cover the Water-Ground types that would normally nullify Thunderbolt and make Ice Beam less effective. Hidden Power Grass would give you a 4x super-effective attack against Water-Ground types such as Swampart or Quagsire. Superpower will let you deal with Normal, Dark, Steel and since it has massive attack power it will still do a vast amount of damage even if it's not super-effective.
If you are just wanting Nidoking to beat the game the moves you choose don't matter.
I hope this helped your decision smile
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Posted: Wed Aug 25, 2010 10:10 am
Yeah, he's for competitive play. This has been very helpful. But how do you find what hidden power it is? (Other than trial and error)
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Posted: Wed Aug 25, 2010 10:35 am
I'm pretty sure there's a guy in Celadon city that tells you what it is
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Posted: Wed Aug 25, 2010 10:42 am
Celadon huh. Well if hidden power turns out to be a different type, should I teach it grass knot? What other hidden power type would be good?
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Posted: Wed Aug 25, 2010 10:46 am
what type of hidden power you need depends on the moves your pokemon can learn.
Since Nidoking is pretty versatile, you want it to have a HP that is an element that it can't learn, but would help it cover other types.
Hidden Power is determined by the IV's of your pokemon, so to find the one you want, well...you're gonna have to breed quite a bit of Nidoran(Male)
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Posted: Wed Aug 25, 2010 10:59 am
So the hidden power type is linked to a pokemon iv does that mean pokemon w/ the same iv have the same type. Does some one have a list or a chart showing what iv is linked to what type?
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Posted: Thu Aug 26, 2010 12:59 pm
I don't quite understand the calculation process but maybe you might. While browsing Bulbapedia I came across their Hidden Power Calculation formula. I found it confusing even after reading through it five times. So I hope you have better luck understanding it then me.
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Posted: Fri Aug 27, 2010 1:24 pm
Ok I got the formula, just need to do the math and I can compose a list.
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Posted: Fri Aug 27, 2010 6:57 pm
Timid nature Nidoking. Let's see what I can work out here.
Special Offense 252 Speed/252 Sp attack/4 HP Earth Power Ice Beam/Sludge Bomb Thunderbolt/Hidden Power (Grass) Flamethrower/Surf/Focus Blast
Rock Climb is a terrible choice for any pokemon. Much less one that has a nature that hinders physical attack. But I'm sure you were relying on the chance of confusion. If you even needed such a move, Swagger is a good choice. Anyway, offensively, Nidoking's special attack isn't terrible.. but it isn't high either. But with such wonderful coverage and a pretty unpredictable movepool he should deal some damage. They already explained what covers what. But I'll just do it again anyway.
Earth Power - Main STAB. Covers Rock, Steel, Fire, Electric and Poison
Ice Beam - Covers Grass, Flying, Dragon and Ground
Sludge Bomb is a nice alternative to Ice Beam, dealing neutral damage to most types while still getting super effective hits on grass, a chance of poisoning the foe, and STAB.
Thunderbolt - Takes care of water type switch ins, and flying types if you were to opt for Sludge Bomb over Ice Beam.
Hidden Power (Grass) - This handles those dual type Ground/Water Pokemon. But Sludge Bomb can deal some decent damage on them too. If you don't have this.
Flamethrower - Covers Bug, Steel types that levitate, Scizor O_O, and Grass types.
Surf - This can take care of other Ground types.. and has plenty of neutral damage.
Focus Blast - I think this will be of better use than Super Power. Less Accuracy but you'll deal more damage because of your nature and EV spread. Covers Dark, Rock, Normal, Steel and Ice
Support 252 speed/208 HP/48 Sp Attack Earth Power Toxic Spikes/Stealth Rock Super Fang/Toxic Roar/Taunt
Here I decided to mention a different idea with Nidoking. His defenses aren't the best for this.. Nidoqueen does a better job, but it's something to consider. Lead with Toxic Spikes or Stealth Rock (Or taunt if you choose that move). Once you've set up, it all depends on the situation. Toxic or Super Fang Walls. Earth Power if it's weak to Ground, or Roar to get a good look at the team.
Weather Support Rain Dance/Sandstorm/Sunny Day Thunder/Surf/Flamethrower/Fire Blast/Ice Beam Toxic Spikes/Stealth Rock/Taunt/Super Fang Earth Power/Sludge Bomb
Here is just another option.. He could be incorporated nicely into a Sandstorm, Rain Dance, or Sunny Day Team. Rain Dance, Thunder, and Surf go hand and hand. Sunny Day and Flamethrower or Fire Blast. You could have Entry hazards, Status, or Super Fang as a third move for more support. Then Earth Power or Sludge Bomb as STAB.
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Posted: Fri Sep 03, 2010 10:17 pm
Ok now here are some other inquries: A Dragonite with adamant nature-moves are Extreme Speed, aqua tail, fly and dragon rush. What do ya think?
Next Dusknoir w/ lonely nature-moves nightshade, will-o-wisp, Ice punch, and imprison. Critique.
Third Medicham w/serious nature-moves psycho cut, hi jump kick, recover, light screen. Disscuss.
Quatro Metagross w/ lonely nature-moves Zen headbutt, Hammer arm (might change to ice punch), iron head, and agility (may change to magnet rise).
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Posted: Sat Sep 04, 2010 9:11 pm
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Posted: Sat Sep 04, 2010 9:36 pm
Lets start with one at a time, shall we? Ok, up first is Metagross. Its attack is way up there, but in expense of the nature, it will be slower. So heres the move set:
Bullet Punch: good for pokemon to beat other pokemon who want first dibs. This one works good on rock, ice, and the ocasional darkrai? yes indeed. By all means, this may be a better choice than Meteor mash. Well speed is important too.
Hammer Arm: now THIS is what wil make you slower, but you have bullet punch and low speed. So no big loss there. This one works with normals, steel, ice, and rock.
Swords Dance: great for the other two listed above.
Protect: used for protecting you from OHKO moves or from moves preventing you to use swords dance, or status move. etc. This covers more than Magnet Rise.
EV's Attack: this is vital for metagross's move set.
Def and S. Def: equally important but they are both so high.
speed: not too important in this case. I use EV reducing berries to get rid of unwanted/misplaced EV stats. Just dont lose too much.
S. attack: this plays no role here. try what i typed above.this is marked unwanted.
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Posted: Tue Sep 07, 2010 9:15 pm
Ok. Anyone have any opinions for the other three? (Btw imprison is gone on dusknoir, so looking for a forth move for him.)
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Posted: Tue Sep 07, 2010 11:05 pm
A Dragonite with adamant nature-moves are Extreme Speed, aqua tail, fly and dragon rush.
Here's a set I'd prefer: Dragon Rush/Dragon Claw Fire Punch/Stone Edge/Rock Slide Roost/Earthquake Extremespeed
Fire or Rock covers Ice. Earthquake is amazing neutral coverage and hits steel types if you go with a Rock move. Though Roost is good for healing.
Dusknoir w/ lonely nature-moves nightshade, will-o-wisp, Ice punch, and imprison. Critique.
Not bad.. Dusknoir has several uses. If this is for straight up Single matches I suppose I'd go with..
Will-o-Wisp/Protect Toxic Pain Split Shadow Sneak/Torment/Skill Swap/Night Shade
Dude's made to stall. Lead with Toxic unless it's a Steel Type or Poison type.. or Immunity Pokemon. In which case use Will-o-Wisp. Then depends on what you chose for the other slots. Shadow Sneak lets it be sort of a revenge killer. Torment will force them to be unable to spam your weakness. Skill Swap will screw over Flash fire-ers and water absorbers, Night Shade is good for 100 Damage each turn. Protect is just to PP stall and rack up Toxic damage.
Medicham w/serious nature-moves psycho cut, hi jump kick, recover, light screen.
I'm not diggin the nature. But that's a personal choice. Medicham is all about physical offense. I like to see Medicham scarfed. It's insanely fast and hits super hard because of it's ability.
252 Attack/252 Speed/4 HP Item: Choice Scarf Zen Headbutt/Psycho Cut Hi Jump Kick/Brick Break/Force Palm/Drain Punch Ice Punch/Fire Punch/Thunder Punch/Rock Slide Ice Punch/Fire Punch/Thunder Punch/Rock Slide
With the scarf you'll most likely outspeed anything, so Zen Headbutt is slightly better than psycho cut. Flinch hax plus 80 power over Psycho Cut's 70. High Jump Kick is easily it's strongest attack, but if you miss you'll be taking major damage PLUS damage from your opponent. So if that scares you, he has plenty of other fighting moves that each have their own pluses and minuses. Drain Punch heals but has 60 power. Force Palm may cause paralysis, but is slightly weaker than Brick Break. Which also ids the foe of their Reflect or Light Screen. The last two moves depends on what your team needs. Each elemental punch covers different things. I added Rock Slide just to have more flinch hax lol.
252 Attack/86 HP/172 Speed Item: No Choice Zen Headbutt/Psycho Cut High Jump Kick Mind Reader Fake Out/Bullet Punch
If you decide being locked into a move sucks, try this set. If you go with Fake Out, lead with this. Then depending on the situation, either use your psychic attack or Mind Reader and follow up with High Jump Kick so you don't end up hurting yourself. Bullet Punch is mainly to ensure you Ko the pokemon if they survive, or revenge kills.
86 Defense or Speed/252 Special Defense/172 HP Support Bulk up High Jump Kick/Calm Mind/Substitute/Light Screen Recover Baton Pass
His REAL purpose is to pass the stat boost to another Pokemon. But he could just use it himself. Bulk Up a few turns. Recover any damage. Then Baton Pass the boost. He COULD set up a Light Screen too for extra defensive capabilities. But I recommend having at least one slot open for offense. In case he's your last pokemon.
Quatro Metagross w/ lonely nature-moves Zen headbutt, Hammer arm (might change to ice punch), iron head, and agility (may change to magnet rise).
I'll finish the other one tomorrow.
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