Post by Shinku no Yami on Feb 6, 2012 20:45:21 GMT -5
I'm back with another Pokemon set. And this time I'm going to be doing one of one of my personal favorite Pokemon.
Mew, outclassed only by Mewtwo in my top 10 faves, has 100 base stats all around and an extremely wide movepool, which means that Mew can do more than just one thing, and I have at least 6 sets already made. For this thread though, I'll just go with one set. Let's look at it now.
<ParaFusion With A Twist>
Lv100 - Synchronize
Impish / Relaxed
@ Leftovers
EVs: 240 HP / 136 Def / 132 SpD
----
HP: 401
Atk: 236
Def: 297
SpA: 212 / 236
SpD: 269
Spe: 236 / 212
----
~Hone Claws
~Dynamicpunch
~Zap Cannon
~Flame Charge / Ice Punch / Waterfall / Roost
Mew got a few cool new options in the 5th generation of Pokemon. One of them is in the form of Hone Claws. With it, it allows Mew to boost its Atk and its accuracy. After one use, Mew's Atk will go from 236 to 354, increasing by 118 each time, up to a maximum of 944 if you can pull it off. This is great because this Mew will mostly be a physical attacker. Hone Claws will also boost Zap Cannon, increasing its accuracy, while it boost both the power AND accuracy of Dynamicpunch.
The way a move's chance to hit works works like this. The formula is:
Hit Chance = Accuracy of Move x (Attacker's Accuracy ÷ Defender's Evasion)
Normal accuracy and evasion is set to 1, so the formula for a normal Dynamicpunch would be:
Hit Chance = 50 x (1 ÷ 1) = 50 x 1 = 50
However, after Hone Claws, your Pokemon's accuracy becomes 2, so the formula would change to:
Hit Chance = 50 x (2 ÷ 1) = 50 x 2 = 100
What makes this so great is that, after one Hone Claws boost, both Dynamicpunch and Zap Cannon will have an accuracy of 100%, meaning they will not miss so that you can always paralyze or confuse the opponent while dealing damage, and with the Atk boost, you'll deal even more damage with Dynamicpunch. This will create a combo known as ParaFusion, where the opponent is both paralyzed and confused. With paralysis, the opponent has a 1/4 chance to do nothing each turn. With confusion, the opponent has a 1/2 chance to do nothing each turn AND hurt itself. When you stack those odds on top of each other, the opponent's chances to hit you become terribly low.
The last move depends on how you want to play Mew. It's not particularly fast, because this is meant to be a defensive Mew. Plus, Zap Cannon will paralyze the opponent and divide its Speed by 4, so Mew will always be faster than a paralyzed Pokemon who is below 944 Speed. If you want to turn Mew into a potential fast sweeper/status inflicter, you could give it Flame Charge to boost Mew's Speed every time it hits the opponent with it. Mew's Speed will boost at the same rate that its Atk will, since both are the same number.
For better coverage, however, Mew can use Ice Punch or Waterfall. Ice Punch is better for taking out Flying/Ground Pokemon, which resist both Dynamicpunch and Zap Cannon, and hit them for 4x damage. Waterfall is good against Ground types in general, and has slightly greater power. Also, with Waterfall's 1/5 chance to flinch the opponent, Mew's chances of preventing a paralyzed and confused opponent from attacking become even higher, while the opponent's chance to attack Mew almost disappear completely. Either is a good move for Mew to utilize.
For a last option, Mew could go with Roost to heal its HP. Being a defensive Pokemon who will have the opponent confused and paralyzed most of the time, Mew will have many chances to heal its HP back to full. However, this will mean that Golurk will completely wall Mew, being immune to both Dynamicpunch and Zap Cannon. But it is just one Pokemon out of over 600.
The EVs are simple. Mew's HP will reach 401, which is perfectly divisible by 16, +1. Since Leftovers recovers 1/16 of a Pokemon's max health, it's always good to aim for a number that's divisible by 16, +1. This is so they can recover efficiently, and because moves like Seismic Toss or Nightmare won't 4HKO Mew, since it'd still have 1 HP left, and other effects that take away a % of HP, like Burn or Poison, or Stanstorm or Hail, won't do exactly as much as they are supposed to, because Mew has that +1. With Leftovers, Mew will recover 25 HP a turn.
As for Defense and Special Defense, you can actually go however you want. You can use an Impish nature to boost its Defense and lower its Special Attack, and then give it 252 EVs into Special Defense or into Defense, and the rest into the other defensive stat. Or you can give it a Careful nature to boost its Special Defense and lower its Special Attack, and then 252 EVs into either Def or Special Defense, and the rest into the other defensive stat, or anything in between. I went with 136 Def and 132 Special Defense to balance the EVs out, and because the 136th EV in Defense boosts the stat up by 2 instead of 1, due to the 10% boost from its Impish nature. It's best to go with Defense over Special Defense in general, because powerful physical attackers are more common than special attackers.
If you don't go with Flame Charge, a Sassy or Relaxed nature may be used, to lower Speed and increase Special Defense or Defense, respectively, since 212 Speed is still more than enough to outspeed anything that's paralyzed, or most Pokemon who can't be paralyzed by Zap Cannon, like Golurk or Hippowdon.
All that said, Mew is still more defensive than Mewtwo, with a higher base stat in both Defense and Special Defense, which says something since Mewtwo can take hits pretty well.
Mew
Mew, outclassed only by Mewtwo in my top 10 faves, has 100 base stats all around and an extremely wide movepool, which means that Mew can do more than just one thing, and I have at least 6 sets already made. For this thread though, I'll just go with one set. Let's look at it now.
<ParaFusion With A Twist>
Lv100 - Synchronize
Impish / Relaxed
@ Leftovers
EVs: 240 HP / 136 Def / 132 SpD
----
HP: 401
Atk: 236
Def: 297
SpA: 212 / 236
SpD: 269
Spe: 236 / 212
----
~Hone Claws
~Dynamicpunch
~Zap Cannon
~Flame Charge / Ice Punch / Waterfall / Roost
Mew got a few cool new options in the 5th generation of Pokemon. One of them is in the form of Hone Claws. With it, it allows Mew to boost its Atk and its accuracy. After one use, Mew's Atk will go from 236 to 354, increasing by 118 each time, up to a maximum of 944 if you can pull it off. This is great because this Mew will mostly be a physical attacker. Hone Claws will also boost Zap Cannon, increasing its accuracy, while it boost both the power AND accuracy of Dynamicpunch.
The way a move's chance to hit works works like this. The formula is:
Hit Chance = Accuracy of Move x (Attacker's Accuracy ÷ Defender's Evasion)
Normal accuracy and evasion is set to 1, so the formula for a normal Dynamicpunch would be:
Hit Chance = 50 x (1 ÷ 1) = 50 x 1 = 50
However, after Hone Claws, your Pokemon's accuracy becomes 2, so the formula would change to:
Hit Chance = 50 x (2 ÷ 1) = 50 x 2 = 100
What makes this so great is that, after one Hone Claws boost, both Dynamicpunch and Zap Cannon will have an accuracy of 100%, meaning they will not miss so that you can always paralyze or confuse the opponent while dealing damage, and with the Atk boost, you'll deal even more damage with Dynamicpunch. This will create a combo known as ParaFusion, where the opponent is both paralyzed and confused. With paralysis, the opponent has a 1/4 chance to do nothing each turn. With confusion, the opponent has a 1/2 chance to do nothing each turn AND hurt itself. When you stack those odds on top of each other, the opponent's chances to hit you become terribly low.
The last move depends on how you want to play Mew. It's not particularly fast, because this is meant to be a defensive Mew. Plus, Zap Cannon will paralyze the opponent and divide its Speed by 4, so Mew will always be faster than a paralyzed Pokemon who is below 944 Speed. If you want to turn Mew into a potential fast sweeper/status inflicter, you could give it Flame Charge to boost Mew's Speed every time it hits the opponent with it. Mew's Speed will boost at the same rate that its Atk will, since both are the same number.
For better coverage, however, Mew can use Ice Punch or Waterfall. Ice Punch is better for taking out Flying/Ground Pokemon, which resist both Dynamicpunch and Zap Cannon, and hit them for 4x damage. Waterfall is good against Ground types in general, and has slightly greater power. Also, with Waterfall's 1/5 chance to flinch the opponent, Mew's chances of preventing a paralyzed and confused opponent from attacking become even higher, while the opponent's chance to attack Mew almost disappear completely. Either is a good move for Mew to utilize.
For a last option, Mew could go with Roost to heal its HP. Being a defensive Pokemon who will have the opponent confused and paralyzed most of the time, Mew will have many chances to heal its HP back to full. However, this will mean that Golurk will completely wall Mew, being immune to both Dynamicpunch and Zap Cannon. But it is just one Pokemon out of over 600.
The EVs are simple. Mew's HP will reach 401, which is perfectly divisible by 16, +1. Since Leftovers recovers 1/16 of a Pokemon's max health, it's always good to aim for a number that's divisible by 16, +1. This is so they can recover efficiently, and because moves like Seismic Toss or Nightmare won't 4HKO Mew, since it'd still have 1 HP left, and other effects that take away a % of HP, like Burn or Poison, or Stanstorm or Hail, won't do exactly as much as they are supposed to, because Mew has that +1. With Leftovers, Mew will recover 25 HP a turn.
As for Defense and Special Defense, you can actually go however you want. You can use an Impish nature to boost its Defense and lower its Special Attack, and then give it 252 EVs into Special Defense or into Defense, and the rest into the other defensive stat. Or you can give it a Careful nature to boost its Special Defense and lower its Special Attack, and then 252 EVs into either Def or Special Defense, and the rest into the other defensive stat, or anything in between. I went with 136 Def and 132 Special Defense to balance the EVs out, and because the 136th EV in Defense boosts the stat up by 2 instead of 1, due to the 10% boost from its Impish nature. It's best to go with Defense over Special Defense in general, because powerful physical attackers are more common than special attackers.
If you don't go with Flame Charge, a Sassy or Relaxed nature may be used, to lower Speed and increase Special Defense or Defense, respectively, since 212 Speed is still more than enough to outspeed anything that's paralyzed, or most Pokemon who can't be paralyzed by Zap Cannon, like Golurk or Hippowdon.
All that said, Mew is still more defensive than Mewtwo, with a higher base stat in both Defense and Special Defense, which says something since Mewtwo can take hits pretty well.