That's true, I was just mentioning an option that stops WoW Gar while giving Houndoom a boost as well.Early Bird is better on Houndoom because it helps it wake up from Gengar's Hypnosis.
Houndoom is already immune to WoW, though.That's true, I was just mentioning an option that stops WoW Gar while giving Houndoom a boost as well.
Houndoom is already immune to WoW, though.
This literally sums up what I was thinking perfectly. o_O, also it depends on what bulky water your opponent has, since Swamp doesn't really like HP Grass.Im pretty sure hes trying to say that while his fire typing gives him a burn immunity, having flashfire would punish any gar trying to burn another pokemon in your team such as tar. Just having the opponent know you have flash fire would cause mind games and can possibly keep them from using WoW at all in fear of giving houndoom a boost since a boosted FB can wreck teams if they already lost their bulky water. However, thats easier said than done since the opponent would want to conserve their bulky waters if they see a houndoom since a boost FB can only 3hko them and like bkc already said, its a better idea to have early bird to resist any status gengar has up its sleeves. Its pretty much a 50-50 shot of what status gar is carrying since I dont think they run both because it loves the coverage it gets from 3 attacks.
I wouldn't say this is entirely true, cb mence is more of a wall breaker while dd mence is a late game cleaner, They perform different roles, and therefore I don't think they should be compared in this way. While cb mence is easily the more dangerous set, it's not going to be sweeping all that often, it's a hit and run poke. dd mence on the other hand has the ability to clean up the rest of a weakened team. I'll admit dd mence is a poke i've always found rather underwhelming, but it does have its uses.Ok, time to put up something a bit more controversial.
ADV
Don't use this:
Salamence @ Leftovers
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Hidden Power Flying
- Earthquake
- Fire Blast
Why it's bad:
By no means is this a bad set. Its a great set however I feel as if its not the best offensive set salamence can run. I mean it just requires 1 turn to set up and sweep, but thats just it. Salamence will not always have the opportunity to set up. The issue is that the standard bulky waters can tank a +1 mence pretty well and can counter with an ice beam. So pretty much, Salamence is forced out unless the opponent's physical walls are weakened significantly. However by that point, its band set can beat them without the need to set up. The only real benefit DDmence is getting is the speed boost to hit pokemon like gengar and raikou.
Instead, use this:
Salamence @ Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hidden Power Flying
- Rock Slide
- Earthquake
- Brick Break
This set just has so much raw power that it can break right through its normal walls with some support. The immediate power is appreciated since salamence will not always get a chance to use dragon dance. Its able to "hit and run" much more effectively than it DD set. Not quite as fast as a jolly mence but its wall breaking capability when its adamant is so good since even the bulky waters are scared to switch in sometimes in fear of getting 2-3hko'd (even though it does get outsped by a couple things when its adamant). A naughty nature works too if you want to use something like fire blast to break fortress and skarmory. Anyway, with the sheer power this set provides, something is bound to get ko'd by it whether its a bulky water switch in or a pokemon getting sacked.
Like I said, both sets are great and work in different ways but I think that overall, band salamence is able to do more for the team due to its immediate power. Most teams are prepared for DDmence so setting up can sometimes end up being a wasted turn.
I'll wait before putting this in the op to see if I'm right about this one or not.
I don't really agree with this because they are very different sets, however I agree that CB is more consistent overall. However, I certainly agree with:Ok, time to put up something a bit more controversial.
ADV
Don't use this:
Salamence @ Leftovers
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Dragon Dance
- Hidden Power Flying
- Earthquake
- Fire Blast
Why it's bad:
By no means is this a bad set. Its a great set however I feel as if its not the best offensive set salamence can run. I mean it just requires 1 turn to set up and sweep, but thats just it. Salamence will not always have the opportunity to set up. The issue is that the standard bulky waters can tank a +1 mence pretty well and can counter with an ice beam. So pretty much, Salamence is forced out unless the opponent's physical walls are weakened significantly. However by that point, its band set can beat them without the need to set up. The only real benefit DDmence is getting is the speed boost to hit pokemon like gengar and raikou.
Instead, use this:
Salamence @ Choice Band
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Hidden Power Flying
- Rock Slide
- Earthquake
- Brick Break
This set just has so much raw power that it can break right through its normal walls with some support. The immediate power is appreciated since salamence will not always get a chance to use dragon dance. Its able to "hit and run" much more effectively than it DD set. Not quite as fast as a jolly mence but its wall breaking capability when its adamant is so good since even the bulky waters are scared to switch in sometimes in fear of getting 2-3hko'd (even though it does get outsped by a couple things when its adamant). A naughty nature works too if you want to use something like fire blast to break fortress and skarmory. Anyway, with the sheer power this set provides, something is bound to get ko'd by it whether its a bulky water switch in or a pokemon getting sacked.
Like I said, both sets are great and work in different ways but I think that overall, band salamence is able to do more for the team due to its immediate power. Most teams are prepared for DDmence so setting up can sometimes end up being a wasted turn.
I'll wait before putting this in the op to see if I'm right about this one or not.