If you read the Growlithe build I posted last week, you'll recall I promised to post with it a good partner for Doubles. Here it is, the build for a Luxray!
Volt Switch
Helping Hand
Snarl
Thunder Wave
Ability: Intimidate
Nature: Modest
IVs: 31 HP, 31 Defense, 31 Sp. Defense (if Gen VI, add in Sp. Attack and Speed)
EVs: 252 HP, 128 Defense, 128 Sp. Defense
Look familiar? Yes, it is essentially the same as the Arcanine, just modified for Luxray. But that's what makes it such a great partner for him. You can double up the stat drops with this duo. At the start of battle: both enemy Pokemon have their Attack dropped 2 stages just from the Intimidate. Snarl hits both targets, so if you have Luxray and Arcanine use it, both opposing Pokemon have their Sp. Attack dropped two stages. Is a Pokemon too fast? Paralyze it with Thunder Wave. Volt Switch is a great way to switch out, dealing decent damage and getting to use another Intimidate at the same time (if there was a Fire-type switch out move I'd have said that for Arcanine). If you're not feeling Thunder Wave or Helping Hand, perhaps Swagger would be a good choice for you, Confuse them and give them back their original power. As for items, I have Arcanine hold the Sitrus Berry and Luxray hold the Leftovers, since two Pokemon cannot hold the same item in the Battle Subway/Maison.
You might think "what about Pokemon immune to stat drops, that have the ability Hyper Cutter, Clear Body, or White Smoke?" Well, if you look them up, you'll see the vast majority of them are weak to either Fire or Electric type attacks. In fact, only Gliscor, Torkoal, and Regirock are not weak to either type attack (and Carbink in Gen VI, but he's more defensive anyhow, no need to lower his offensive stats). Use whichever move is appropriate, have the other Helping Hand it, and it shouldn't be much more of a problem for you. And even still, the stat decrease from Burn will still apply. And the bulk of all Pokemon with these Abilities are slow so you wouldn't have to really choose between Burn or Paralyze, Burn is typically the better option (I'd say Paralyze Tentacruel, he's the only one with real Speed). Gliscor is the only one that poses a real threat given his Attack, Speed, and immunity to Thunder Wave, but he has low Sp. Defense and takes normal damage from Flame Burst. Helping Hand the Flame Burst and the problem should go down pretty quick. Contrary is another ability that poses a problem, but again, the only ones that the duo can't take out are really Malamar & DW Shuckle, and that can be dealt with through a nice Burn.
You have to breed for Helping Hand, but if your Arcanine is male, you can use that as your father and breed quite easily. A father-son duo to best the rest!
Just like the Arcanine, the Luxray is easily adapted to Single Battles, just replace Helping Hand with another move, maybe Swagger or Toxic (and if you go for Toxic, maybe swap Thunder Wave for Protect to stall out the enemy, up to you). Switch between Arcanine and Luxray to rack up those Intimidate stat drops.
This Luxray works really well with the Arcanine build, and can make even Arceus himself into a sickly old man!
Brock out.
A blog dedicated to teaching its readers the art that is Pokemon Breeding, delivered by famous Kanto breeder, Brock!
Thursday, June 12, 2014
Thursday, June 5, 2014
Growlithe, the Puppy Pokemon: Redux
I know I already did Growlithe, but he's so versatile, I had to make another one. This is far more defensive than my other Growlithe build, which you can find here.
Flame Burst
Helping Hand
Snarl
Will-o-Wisp/Morning Sun
Ability: Intimidate
Nature: Modest (-Attack, + Sp. Attack)
IVs: 31 HP, 31 Defense, 31 Sp. Defense (if in Gen VI, add in Sp. Attack and Speed).
EVs: 252 HP, 128 Defense, 128 Sp. Defense
This was a build designed for Double Battles, aiming to support whichever partner Pokemon you choose (I'll be posting a good partner for it in the next few days). With Intimidate, both of the opponent's Pokemon have their Attack lowered by one stage. Snarl can be used to deal moderate damage to both opposing Pokemon, and lower their Sp. Attack by one stage each. Helping Hand is obviously to boost your partner's attack, whatever it may be. Flame Burst is for a decent STAB that will also cause the nontargeted opponent to take a small amount of damage as well (1/8 to be exact, great for those times when the opponent has a Pokemon that Focus Sashed the last turn). The extra damage of Flame Burst is typeless as well, so you can use it on anything, even if it has Flash Fire. Will-o-Wisp is for Burning physical attackers to cut their attack in half, while Morning Sun would be for healing yourself, whichever you prefer. I personally use Will-o-Wisp, since that would help defend my team as a whole, while Morning Sun only helps Arcanine.
No breeding for moves is necessary with this guy, unless you want to evolve him at level 1 with a Fire Stone, in which case you'd have to breed two Growlithes that both know Flame Burst & Helping Hand (Snarl & Will-o-Wisp are TMs). For Morning Sun, just use the same method from the other Arcanine build I posted.
This build can also be modified to Single Battles, just replace Flame Burst with a stronger Fire attack, and Helping Hand with Morning Sun or Fire Spin. Switch out and back in to continue activating Intimidate, if necessary.
As always, sorry for my inactivity. On the plus side, I've recorded some videos of some of the Pokemon I've shared on this blog, so I can put them up soon, probably under a separate label.
Brock out.
Flame Burst
Helping Hand
Snarl
Will-o-Wisp/Morning Sun
Ability: Intimidate
Nature: Modest (-Attack, + Sp. Attack)
IVs: 31 HP, 31 Defense, 31 Sp. Defense (if in Gen VI, add in Sp. Attack and Speed).
EVs: 252 HP, 128 Defense, 128 Sp. Defense
This was a build designed for Double Battles, aiming to support whichever partner Pokemon you choose (I'll be posting a good partner for it in the next few days). With Intimidate, both of the opponent's Pokemon have their Attack lowered by one stage. Snarl can be used to deal moderate damage to both opposing Pokemon, and lower their Sp. Attack by one stage each. Helping Hand is obviously to boost your partner's attack, whatever it may be. Flame Burst is for a decent STAB that will also cause the nontargeted opponent to take a small amount of damage as well (1/8 to be exact, great for those times when the opponent has a Pokemon that Focus Sashed the last turn). The extra damage of Flame Burst is typeless as well, so you can use it on anything, even if it has Flash Fire. Will-o-Wisp is for Burning physical attackers to cut their attack in half, while Morning Sun would be for healing yourself, whichever you prefer. I personally use Will-o-Wisp, since that would help defend my team as a whole, while Morning Sun only helps Arcanine.
No breeding for moves is necessary with this guy, unless you want to evolve him at level 1 with a Fire Stone, in which case you'd have to breed two Growlithes that both know Flame Burst & Helping Hand (Snarl & Will-o-Wisp are TMs). For Morning Sun, just use the same method from the other Arcanine build I posted.
This build can also be modified to Single Battles, just replace Flame Burst with a stronger Fire attack, and Helping Hand with Morning Sun or Fire Spin. Switch out and back in to continue activating Intimidate, if necessary.
As always, sorry for my inactivity. On the plus side, I've recorded some videos of some of the Pokemon I've shared on this blog, so I can put them up soon, probably under a separate label.
Brock out.
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