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SweeTforU

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Posts posted by SweeTforU

  1. so basically i got some points, listen if you'd like to:

    1. whenever i make a HO team with a suicide lead i carry a ghost type, for spin blocking. if not, the suicide rocker kinda pointless cuz the whole meaning of it is to keep rocks up.

    2, its not mandatory, but on a team with more than 1 stealth rock weak mon and with volcarona being one of your mons, you NEED to have a spinner/defog (but spinner is better). you having a suicide taunt lead doesnt necessarily mean you are going to keep rocks off on ur side and you really dont want volc to lose half its hp for nothing. this is why most of the HO teams you see on top ladder have a starmie. id suggest you maybe replace rotom-w with starmie.

    3. aside from the overwhelming offense a HO team has to offer, you also need to carry surprises. if not, a good stall player will probably have you beaten unless you pull some 15 predicts in a row or something. what i mean by it is that the sets your mons are running are more important than the mons themselves. take dragonite for example, on your team it has the ordinary DD set with lefties, nothing too special. on HO it would be good to maybe run haban berry/dragon gem/normal gem or more cool ideas you have. 

    4. last but not least, one of the biggest rules i have when i build HO is that you HAVE to carry a ground type. if not, scarf electrics gonna volt on you non stop and you will never have the momentum, which is the entire point of playing HO. you must be able to stop them volt switches, and it doesnt mean having a fat ground type that can take some other hits if you mispredict, but the whole purpose of carrying a ground is to scare your opponent from clicking electric moves. at the end of the day, its all mind games.

     

    those were my 2 cents for now, might add some later hope it helped

     

  2. 13 minutes ago, hectuko said:

    i dont know if im wrong with this, but when you check the damage scyther should do with ACROBATICS and the flying gem and +2 damage (1 sword dance) against cofa or mandibuzz, some times or mostly they do not faint. But if you check the damage on the pokemon damage calculator https://calc.pokemonshowdown.com/ you will see that the amount of damage goes to 102% to 120% but this doesnt happens in pokemmo. SO i wanted to know.. is scyther nerfed in pokemmo? or are mandibuzz and cofagrigus boosted? or is this an error with acrobatic or something?

    thanks for your time and commenst.

    scyther.png

    There's a bug when calcing with gems, for acro+gem calc use aerial ace and boost it's base damage to 165, for acro without gem use aerial with 110 dmg, both calcs u need to do with no items held

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