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rhydonphilip

Pumpkaboo-L project

Oct 19th, 2015
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  1. Strategies
  2.  
  3. Formats: LC
  4. Overview
  5.  
  6. Pumpkaboo-Lardge is the second Bulkiest form of Pumpkaboo's. It's main niche over Pumpkaboo-Super and Pumpkaboo-Small is acces to strong 17 attack and the still usefull 14 speed. While still keeping the needed amout of defences to take hit's from Rapid Spin users. It has the same movepool as all the other forms however is able to put it mutch more use in the physical attacking part getting KO's Pumpkaboo-Small did normaly miss out on.
  7.  
  8. Export
  9. Offencive Spin Blocker.
  10.  
  11. Move 1
  12. Bullet Seed
  13. Move 2
  14. Shadow Sneak
  15. Move 3
  16. Will-O-WispRock Slide
  17. Move 4
  18. SynthesisRock SlideDestiny Bond
  19. Item
  20. EvioliteLife Orb
  21. Ability
  22. Frisk
  23. Nature
  24. Adamant
  25. EVs
  26. EVs: 4 HP / 232 Atk / 36 Def / 228 Spe
  27. Moves
  28.  
  29.  
  30. Bullet Seed is Pumpkaboo's primary STAB move, as it's super effective against all common Rapid Spin users. With 17 Attack and Life Orb it is able to 2HKO the vast majority of Ballenced pokes (sutch as Bulky Mienfoo and Timburr)with 3 Hit's and barely missing out on 2HKO's for the defencively oriented Pokemons. Rockside is to 1-2HKO any Bulky fire type. Will-O-Wisp is used to deal with physical switchins sutch as Pawniard. Destiny Bond can be used to punish Sucker Punch or get the needed kill on a treath.
  31. Set Details
  32.  
  33. The EVs are designed to maximize damage out put in order to break trough walls more easily, Frisk is the preferred ability over Insomnia and Pickup because Pumpkaboo is already immune to most sleep-inducing moves and should be avoiding Knock Off and Thief anyway. Frisk lets you learn what item the foe is holding, which is particularly useful in cases where it may not be certain, such as facing Staryu and Mienfoo. Eviolite with Synthesis and will-O-Wisp can be run as a fast/stronger form of pumpkaboo-Super while still surviving the most important opponants this did be very usefull on the long run and against spinners. On an odd note it survives 93,7% of the times an acrobatic from fletchling at full HP.
  34.  
  35. Usage Tips
  36.  
  37. Pumpkaboo should be switching into potential Rapid Spins to keep entry hazards on the opposing side. The most common Rapid Spinners are only able to 2HKO Pumpkaboo with special coverage like Shadow Claw Drilburr and Ice Beam Staryu. Keep Pumpkaboo alive for as long as the opponent has a Rapid Spinner to ensure that your entry hazards stay on the opposing side of the field. Try to offencively pressure the opponant to break trough ballenced aswell as defencive teams more easly. It's roll can be very effective in Sticky web teams where it's damage out put outmatches that of Pumpkaboo-Small while still having all positives of Speed drop.
  38.  
  39. Team Options
  40.  
  41. Entry hazard setters such as any Onix, Omanyte, Tirtouga, Pawniard and Surskit appreciate Pumpkaboo's ability to prevent opposing Rapid Spins. Pawniard discourages the use of Defog and makes it very difficult for opposing Pokemon to remove entry hazards when used with Pumpkaboo. Because of Pumpkaboo-L's average speed stat Speed-Controll in form of Thunder Wave and Sticky Webs are very helpfull. Any poke that can reliably deal with Fire types is a good ally mostnotably fire types and water types sutch as Chinchou/Ponyta have great type synergy with Pumpkaboo because of its resistances to Fire, Flying, and Ice, while Pumpkaboo finishes up a dual core or triple core of Fire / Water / Grass. Status absorbers like timburr and Aromatherapy/Heal Bell support are always welcome to keep Pumpkaboo Paralysis and Burn free.
  42.  
  43.  
  44. Other Options
  45. Explosion can be used over Destiny Bond to kill off the opponant while not allowing any set up opportunity's however it does alter the ability to punish Sucker Punch. Flame Charge can be used as a self boosting alternative to the Sticky Webs ideal while also giving Fire stab sadly the Fire stab lacks Rough Power for example not 2HKO'ing Pawniard and missing out on the 1HKO against ferroseed allowing it to Thunder Wave. Substitute can be used to take a hit more easly after forcing a switch sadly it takes away 25% and combined with the already unfortunat Life Orb recoil can easly wear yourself down. Fire Blast can be used as another form of Fire coverage however this did make it outclassed by Pumpkaboo-Small.
  46.  
  47.  
  48. Checks and Counters:
  49.  
  50. Fire-types: fire types like Ponyta/Houndour are able to check Pumpkaboo-L ,Houndour also threatens with flash fire and Dark STAB's trapping and Prioritizing Pumpkaboo-L while underwebs.
  51.  
  52. Flying-types: Any flying types is able to threaten and check Pumpkaboo with Flying STAB.
  53.  
  54. Dark-types: Although most Dark-types don't want to be burned, they all threaten Pumpkaboo with a super effective move such as Knock Off or Acrobatics. Shed Skin Scraggy as well as Taillow and Houndour can be particularly troublesome.
  55. Knock off in general forms a big problem.
  56.  
  57. Poison-types: Mutch like Pumpkaboo-Small it's limitations in coverage can make it rater hard to KO resistant types, Poison-types like Trubbish, Stunky and Croagunk can set up entry hazards, Trap you or stat boosts respectively.
  58.  
  59. Grass-Types: Grass types just like Poison types Counter or outdamage Pumpkaboo-L for example other Pumpkaboo's can burn Pumpkaboo-L and outstall it, Chespin/Ferroseed can set Spikes up on it while receaving little damage back from it and Snivy can set up on it while wearing it down.
  60.  
  61.  
  62.  
  63.  
  64.  
  65.  
  66. Overview
  67. ########
  68. Pumpkaboo-Lardge is the second Bulkiest form of Pumpkaboo's. It's main niche over Pumpkaboo-Super and Pumpkaboo-Small is acces to strong 17 attack and the still usefull 14 speed. While still keeping the needed amout of defences to take hit's from Rapid Spin users. It has the same movepool as all the other forms however is able to put it mutch more use in the physical attacking part getting KO's Pumpkaboo-Small did normaly miss out on. It's niche is small compaired to Pumpkaboo-Super however it's still effective.
  69.  
  70. Offencive Wall Breaker
  71. ########
  72. name: Offencive Spin Blocker
  73. move 1: Bullet Seed
  74. move 2: Shadow Sneak
  75. move 3: Will-O-Wisp / Rock Slide
  76. move 4: Fire Blast / Rock Slide / Destiny Bond
  77. ability: Frisk
  78. item: Eviolite / Life Orb
  79. evs: 4 HP / 232 Atk / 36 Def / 228 Spe
  80. nature: Adamant
  81.  
  82. Moves
  83. ========
  84. Bullet Seed is Pumpkaboo's primary STAB move, as it's super effective against all common Rapid Spin users. With 17 Attack and Life Orb it is able to 2HKO the vast majority of Ballenced pokes (sutch as Bulky Mienfoo and Timburr)with 3 Hit's and barely missing out on 2HKO's for the defencively oriented Pokemons. Rockside is to 1-2HKO any Bulky fire type. Will-O-Wisp is used to deal with physical switchins sutch as Pawniard. Destiny Bond can be used to punish Sucker Punch or get the needed kill on a treath.
  85.  
  86. Set Details
  87. ========
  88. The EVs and Nature are designed to maximize damage out put in order to break trough walls more easily, Frisk is the preferred ability over Insomnia and Pickup because Pumpkaboo is already immune to most sleep-inducing moves and should be avoiding Knock Off and Thief anyway. Frisk lets you learn what item the foe is holding, which is particularly useful in cases where it may not be certain, such as facing Staryu and Mienfoo. Eviolite with Synthesis and will-O-Wisp can be run as a fast/stronger form of pumpkaboo-Super while still surviving the most important opponants this did be very usefull on the long run and against spinners. On an odd note it survives 93,7% of the times an acrobatic from fletchling at full HP.
  89.  
  90. Usage Tips
  91. ========
  92. Pumpkaboo should be switching into potential Rapid Spins to keep entry hazards on the opposing side. The most common Rapid Spinners are only able to 2HKO Pumpkaboo with special coverage like Shadow Claw Drilburr and Ice Beam Staryu. Keep Pumpkaboo alive for as long as the opponent has a Rapid Spinner to ensure that your entry hazards stay on the opposing side of the field. Try to offencively pressure the opponant to break trough ballenced aswell as defencive teams more easly. It's roll can be very effective in Sticky web teams where it's damage out put outmatches that of Pumpkaboo-Small while still having all positives of Speed drop.
  93.  
  94. Team Options
  95. ========
  96. Entry hazard setters such as Onix, Omanyte, Tirtouga, Pawniard and Surskit appreciate Pumpkaboo's ability to prevent opposing Rapid Spins. Pawniard discourages the use of Defog and makes it very difficult for opposing Pokemon to remove entry hazards when used with Pumpkaboo. Because of Pumpkaboo-L's average speed stat Speed-Controll in form of Thunder Wave and Sticky Webs are very helpfull. Any poke that can reliably deal with Fire types is a good ally most notably fire types and water types sutch as Chinchou/Ponyta have great type synergy with Pumpkaboo because of its resistances to Fire, Flying, and Ice, while Pumpkaboo finishes up a dual core or triple core of Fire / Water / Grass. Status absorbers like Timburr and Aromatherapy/Heal Bell support are always welcome to keep Pumpkaboo Paralysis and Burn free.
  97.  
  98. Other Options
  99. ########
  100.  
  101. Explosion can be used over Destiny Bond to kill off the opponant while not allowing any set up opportunity's however it does alter the ability to punish Sucker Punch. Flame Charge can be used as a self boosting alternative to the Sticky Webs ideal while also giving Fire stab sadly the Fire stab lacks Rough Power for example not 2HKO'ing Pawniard and missing out on the 1HKO against Ferroseed allowing it to Thunder Wave. Substitute can be used to take a hit more easly after forcing a switch sadly it takes away 25% and combined with the already unfortunat Life Orb recoil can easly wear yourself down.
  102.  
  103.  
  104. Checks & Counters
  105. ########
  106.  
  107. **Fire-types**: Fire types like Ponyta/Houndour are able to check Pumpkaboo-L ,Houndour also threatens with flash fire and Dark STAB's trapping and Sucker Punching Pumpkaboo-L. Other forms of Fire types like larvesta should be wary of Rock Slide.
  108.  
  109. **Flying-types**: Any flying types is able to threaten and check Pumpkaboo with Flying STAB. They however are almost all weak against Burns from Will-O-Wisp, with the only real exception being Taillow.
  110.  
  111. **Dark-types**: Although most Dark-types don't want to be burned, they all threaten Pumpkaboo with a super effective move such as Knock Off or Pursuit. Shed Skin Scraggy as well as Houndour can be particularly troublesome.
  112. Knock off in general forms a big problem.
  113.  
  114. **Poison-types**: Mutch like Pumpkaboo-Small it's limitations in coverage can make it rater hard to KO resistant types, Poison-types like Trubbish, Stunky and Croagunk can set up entry hazards, Trap you or stat boosts respectively.
  115.  
  116. **Grass-Types**: Grass types just like Poison types Counter or outdamage Pumpkaboo-L for example other Pumpkaboo's can burn Pumpkaboo-L and outstall it, Chespin/Ferroseed can set Spikes up on it while receaving little damage back from it and Snivy can set up on it while wearing it down.
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