i like the FLCL set too
Here I present my Sunny Day Rapidash set:
Rapidash (M) @ Life OrbTrait: Flash FireEVs: 252 Spd / 252 Atk / 4 HPJolly Nature- Flare Blitz- Drill Run- Wild Charge- Morning SunRapidash has a great attack stat and equally good speed. It even has a good movepool. This set takes full advantage of it, which I use in my Sun team. With unresisted coverage(and when I say unresisted I mean unresisted), Rapidash can dent a lot of walls and outright KO other Pokemon, 2HKOing a large portion of the tier. Sun Boosted Flare Blitz tears through anything that takes even neutral damage. When up against a Pokemon that can't do much back, Rapidash can easily recover from the insane amounts of recoil using Morning Sun, which heals 66% during Sunny Day. The sun gives Rapidash some much needed resistance against water types, and with Wild Charge, it can take out common threats like Samurott, which ,unless it has a Life Orb, will get KO'd by Rapidash and fail to KO back. While a few physical walls can tank Rapidash moderately well, the team's synergy prevents them from getting away without being torn apart by Solar Power 'Zard. The only flaws in this set are the fact that if it doesn't get to use Morning sun, it dies really quickly.
All in all, Rapidash is a great mon which I don't see much. I see even less of it using its full potential. Have some damage calcs:
252 Atk Life Orb Rapidash Flare Blitz vs. 252 HP / 252+ Def Garbodor in sun: 263-309 (72.25 - 84.89%) -- guaranteed 2HKO
252 Atk Life Orb Rapidash Flare Blitz vs. 248 HP / 8 Def Mandibuzz in sun: 304-359 (71.86 - 84.86%) -- guaranteed 2HKO
252 Atk Life Orb Rapidash Flare Blitz vs. 248 HP / 164+ Def Eviolite Golbat in sun: 212-251 (60.05 - 71.1%) -- guaranteed 2HKO
252 Atk Life Orb Rapidash Wild Charge vs. 0 HP / 4 Def Samurott: 244-289 (73.71 - 87.31%) -- guaranteed 2HKO
On another note, Rapidash's basic appearence and stats are almost identical to Zebstrika. The difference is that Rapidash actually has something that can be considered a movepool.
Just because it doesn't have Sunny Day(Which you can easily sacrifice Wild Charge or Drill Run for, a Sunny Day STAB Flare Blitz does more than an SE Wild Charge/Drill Run) doesn't mean it's bad. I edited my set to include Sunny Day as an option. for more self-reliance.But since your set doesn't include Sunny Day, it basically relies on being on a Sun team. It is also basically the standard Life Orb set, so it kind of kills the point of posting it here. The set on its own likes Sunny Day support of course, but requiring teammates doesn't make Rapidash that self-sufficient.
This set is pretty darn good and I like it a lot. A specially offensive sun Rapidash is something I had never thought of, and I just used it and it works just fine.Infernis said:Well, if we're comparing Rapidash and Zebstrika, I guess we'll have to compare the 100/80 attacking stats and the movepool power differences and make a special attacking Rapidash!
Rapidash @ Life OrbTrait: Flash FireEVs: 4 HP / 252 SpA /252 SpeModest Nature- Overheat/Fire Blast- Solarbeam- HP Ice/Sunny Day- Morning Sun
Protect stalling kills everybodys hopes and dreams. With the sun on our sides, Rapidash is apparently a true NU powerhouse. As I mentioned in my first thread, the physical set can put aside several physical walls and even major offensive threats that think Rapidash is an easy kill.Well, that was sort of the point. It beats a lot of physical walls that physical Rapidash generally can't. With the prevalence of physical Rapidash, a lot of people would try to use a physical wall to cover it until you tip your hand. Just like Zebstrika, it simply will not break a special wall.
Well, I take that back. It can beat a few of them if it can bring the sun along. (Though Protect stalling will rapidly kill that hope.)
Just because it doesn't have Sunny Day(Which you can easily sacrifice Wild Charge or Drill Run for, a Sunny Day STAB Flare Blitz does more than an SE Wild Charge/Drill Run) doesn't mean it's bad. I edited my set to include Sunny Day as an option. for more self-reliance.
Why run two Fire-type attacks when you could easily run;
Rapidash@Life Orb
Trait: Flash Fire
EVs: 252 Atk/224 SpA/28 Spd
Nature: Hasty
- Flare Blitz
- Wild Charge
- Drill Run
- Fire Blast
Usually, Rapidash is walled by high defense mons and cannot beat mons like Tangela(who it fails to OHKO while Tangela 2HKOes post SR, meaning Rapidash will die after LO recoil and Flare Blitz recoil).
The EV spread is in order to 2HKO Alomomola post SR(guaranteed)
With Fire Blast, that changes. Fire Blast gives Rapidash a way to get past high def walls without all that recoil. With Sun support, Fire Blast becomes a deadly tool vs mons like Alomomola(actually doing more than Wild Charge in sun):
224 SpA Life Orb Rapidash Fire Blast vs. 252 HP / 4 SpD Alomomola in sun: 250-295 (46.81 - 55.24%) -- guaranteed 2HKO after Stealth Rock
Fire Blast allows Rapidash to beat out it's physical counters by means of special attacks(although the set needs sun support to perform well).
Apologies, I completely forgot about Solarbeam!
All of which do more to Alomomola in sun without being unnecessarily mixed. I mean sure it makes sense to bring up Fire Blast versus Tangela (although Tangela can't actually switch into it so that's not really a major issue and Rapidash dies quickly without recovery anyway) but versus Alomomola it makes little sense when you have access to SolarBeam in the sun, and if you want your set to actually get any votes you should make a more convincing argument than what you have (since really, SolarBeam.)