miércoles, 9 de diciembre de 2015

Pokemon Set analysis: Luxray

                                                     Type: Electric
Image result for Luxray  Resistance: Electric, Flying, Steel
  Weakness: Ground
  Tier: PU
  Abilities: Guts, Intimidate, Rivalry



Stats:
HP: 80 (Average)
Attack: 120 (Great)
Defense: 79 (Average)
SP. Attack: 95 (Good)
SP. Defense: 79 (Average)
Speed: 70 (Low)


Overview:
Luxray fits best on offensive and balanced teams as a wallbreaker and an offensive pivot due to its ability Intimidate, which allows Luxray to perform this role decently well. Intimidate is useful to lighten damage taken from physical attackers, and Guts could allow Luxray to absorb Will-O-Wisp or another non-volatile status. Its good physical movepool plus Volt Switch give it an important niche in the PU tier, despite the fact that its modest Speed is insufficient to outspeed many foes and without an Adamant nature the power loss is substantial. Even though Luxray is powerful, it's often outclassed by other offensive Electric-types such as Raichu and Zebstrika due to its lower Speed.


Set:

Move 1: Wild Charge
Move 2: Ice Fang
Move 3: Superpower
Move 4: Volt Switch

Item: Choice Band

Ability: Intimidate

Nature: Adamant

EVs: 252 Atk, 252 Spe, 4 Def.

Move overview:
Despite its recoil damage, Wild Charge basically hits everything that isn't immune to it hard; it's mainly useful against Pokemon such as Pelipper and Poliwrath. Ice Fang provides excellent coverage with Wild Charge, hitting common Grass-types and bulky Ground-types such as Torterra. Superpower hits Normal- and Steel-types and Pokemon such as Piloswine, which resists BoltBeam coverage. Because Wild Charge, Ice Fang, and Superpower provide good coverage, Luxray can easily afford to run Volt Switch as its last move. Volt Switch lets Luxray scout for switches against disadvantageous foes, giving you momentum, so it's really useful in tandem with Intimidate, as it makes Luxray a viable pivot.

Set details:
The EV spread, Adamant nature, and Choice Band maximize Luxray's Attack. Speed investment brings Luxray's Speed to a decent level. An Adamant nature is essential to KO Carracosta. Intimidate is useful to soften up damage from physical attackers; it can be used to weaken and force out physical attackers, easing the job of revenge killers. Intimidate can also somewhat muzzle threats such as Shell Smash Carracosta, Swords Dance Leafeon, and Swords Dance Jumpluff; while Luxray by no means counters these Pokemon, it can use Intimidate to weaken them and make them a lot less scary. This is invaluable to a lot of teams that don't run Poliwrath. Finally, Volt Switch is just too important to Luxray's role as a bulky pivot to give up and is nice for pivoting out of Pokemon such as Tangela.

How to use it?

Luxray, especially when running Intimidate, should be brought in on weak attackers and other Pokemon to force them out, therefore gaining momentum. It's better to use Volt Switch against bulkier teams to wear down foes and gain momentum, but be careful when pivoting in against Defiant users, as giving them a free Attack boost is dangerous. Luxray should be used to break down walls with its powerful attacks, but don't expect it to sweep with its mediocre Speed.

Luxray must be used in a slow VoltTurn team, as this will allow it to safely switch into strong attackers, especially specially based ones. Even if Luxray could revenge kill many Pokemon such as Haunter, Raichu, and Rotom-F, it can't switch in safely against them.

Other options:
An Assault Vest set is playable because it can defeat all relevant Defog users in the tier and take advantage of potential Scald burns to gain an Attack boost, if you use Guts. Despite the fact that there are better switch-ins for Water-type Defoggers, Luxray takes special attacks, such as Swanna and Pelipper's Scald, better when equipped with an Assault Vest. Crunch hits Gourgeist-XL significantly harder than Ice Fang and has a chance to cleanly 2HKO after Stealth Rock, but it's usually not worth using over Luxray's other moves. Quick Attack can be used as a form of priority to finish off weak foes such as a Ninetales at around 30% of total HP, as well as Jumpluff and Ursaring. A Guts set with Toxic Orb and Facade is also playable. However, a Choice Band set is preferred because it gives Luxray better power right off the bat and does not require Luxray take residual damage from poison or burn. Regarding natures, a Jolly nature allows Luxray to outspeed Barbaracle, neutral-natured Poliwrath, Drifblim, and Kricketune, but it has less power. A Choice Scarf set can be used, but the Speed boost isn't too substantial, and without Choice Band, Luxray's attacking capacity is too weak.

Pokemon TCG Deck analysis: Bunnelby/Ninjask

Hello everyone! today we will talk about a deck which is not only very simple to build, cost effective and fun, but also can compete against popular decks in the format right now! its Bunnelby/Ninjask.
           
It focuses on Decking out your opponent using Bunnelby, and doing a bunch of discarding to deck out your opponent. Bunnelby has the Omega Barrage trait, which lets it attack Twice per turn!

Lets us get to the deck list:

Pokemon:
4 x Bunnelby (PRC-121)
3 x Nincada (ROS-09)
3 x Ninjask (ROS-10)
2 x Exeggcute (PLF-04)

Trainer/Supporter/Stadium:
4 x Trick Shovel
4 x Crushing Hammer
4 x Enhanced Hammer
4 x VS Seeker
4 x Switch
3 x Robo Substitute
2 x Battle Compressor
4 x Team Flare Grunt
2 x Professor Sycamore
2 x N
2 x Colress
2 x Lysandre
1 x Hugh
1 x Life Dew - ACESPEC
2 x Head Ringer

Energy:
7 x Grass Energy

Exggecutes Propagation ability lets you take it from the discard pile and put it on your hand, making it a great discard father. With Exeggcute in discard (With effects of Sycamore, Battle Compressor, knock out, or Ninjask itself), Ninjask can use Wing Buzz to mill 1 card for zero cost. As Ninjask has free retreat, having two Ninjasks in both active and bench means one can mill for 2 cards per turn if they rotate. Afterimage Assault can also be used to search out additional Ninjasks to populate the bench.

Bunnelby can easily discard 2 cards each turn for 1 colorless energy, along with Ninjasks ability, and all of the card discard trainers, we have alot of ways to deck out our opponent with ease, and with Bunnelbys 2nd attack, we can get get cards back from the discard pile and not make us deck out either.

Energy disruption (hammers & grunt) as well as Head Ringers are there to slow down the opponent as much as possible. Robo Sub is very useful to stall and for Ninjasks to safely retreat to, and Life Dew extends the match even longer (and can be recycled with Bunnelby if needed).

The biggest weakness of this deck are Bats variants, this set will not stand a chance with them constantly dropping damage counters or with bench sniping from Manectric-EX and Landorus-EX, and is especially bad against item locks. The deck also struggles against energy acceleration as they move simply too fast for disruptions to work properly (Maybe a Silent Lab would work?).

While not the best deck competitive wise, its a fun, easy to play and cheap deck to play with, we will see later for another deck analysis!

-Plants10000

Welcome to the Pokemon Cove!

Hi, Im Plants10000, and this is The Pokemon Cove.

We will cover pokemon Videogame sets and TCG stuff!

I also have another blog, its a blog dedicated to the fan recreation game: FusionFall Legacy.

Link: http://fusionfallegacyblog.blogspot.mx/

Stay tuned for lots of things!

-Plants10000