Post by Corporal Levi on Nov 28, 2013 21:42:02 GMT -5
Erwin is really the Ape Titan
Auruo (Banette) @ Banettite
Ability: Insomnia
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Taunt
- Destiny Bond
- Sucker Punch
- Shadow Sneak
Mega Banette is an interesting concept of a Pokemon, and can be quite effective in most battles when utilized properly. Once mega-evolved, both forms of priority deal moderate amounts of damage, possibly allowing a late-game sweep. I use Prankster Taunt if I predict they will use a non-damaging move, Sucker Punch if I predict an attacking move, or Shadow Sneak if I'm not sure. Sucker Punch and Shadow Sneak do provide somewhat redundant coverage, but Banette doesn't really have a whole lot of options; Will-o-Wisp does not go well with my Foul Play and Thunder Wave users, and I feel as if I have too many Thunder Wave users to justify yet another. Priority Destiny Bond is the main draw of Mega Banette, and allows me to take down one offensive electric or ground type down with me that the rest of my team would otherwise have a great deal of trouble against.
Connie (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 248 Def / 8 Spd
Bold Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Foul Play
This is the standard Parafusion Klefki set. The basic premise is to confuse and paralyze the opponent, making it difficult for them to attack you, and set up a substitute to safely Foul Play against the opponent's boosted Attack stat. Despite Klefki's rather mediocre base stats, its stellar defensive typing somewhat makes up for it. I picked Klefki as one of my Parafusion abusers because it is much tankier than most other options.
Erd (Liepard) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Foul Play
This is the standard Parafusion Liepard set. The basic premise is to confuse and paralyze the opponent, making it difficult for them to attack you, and set up a substitute to safely Foul Play against the opponent's boosted Attack stat. Liepard is also naturally quite fast, allowing it to fire off a quick foul play after using Swagger on a slower opponent to net certain KOs more reliably than relying on confusion. I picked Liepard as one of my Parafusion abusers because it has STAB on Foul Play.
Gunter (Meowstic) (M) @ Choice Scarf
Ability: Prankster
EVs: 252 HP / 248 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Thunder Wave
- Swagger
- Trick
This is the standard Parafusion Meowstic-M set. The basic premise is to confuse and paralyze the opponent before setting up substitutes as they kill themselves. Trick + Choice Scarf allows Meowstic to put walls, such as Hippowdon, Skarmory, and Ferrothorn, that would otherwise be quite troublesome, more or less out of commission. Once I have successfully stopped a wall this way, I usually use Meowstic-M as cannon fodder due to its lack of access to Foul Play.
Petra (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Swagger
- Foul Play
Normally Prankster Sableye is used as a Status spreader, but I have several of those on my team already. Sableye is one of the most effective Prankster abusers in the game because of its decent defensive typing, access to reliable recovery, and a solid movepool to abuse Prankster. Taunt shuts down hazard setters looking to set up on Sableye or walls trying to recovery any damage they may have sustained, and Foul Play against an enemy that has been hit by Swagger can deal an enormous amount of damage to certain Pokemon, especially because Sableye has STAB on Foul Play.
Sasha (Volbeat) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 32 Def / 216 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Encore
Unfortunately, not very many viable Prankster users have been released as of yet, leaving me with Volbeat. The basic premise is to confuse and paralyze the opponent before setting up substitutes as they kill themselves. Encore is a filler move to allow Volbeat to be more of a nuisance against Pokemon trying to set up on it; it is also useful at times for PP stalling opponents out of key moves.
Auruo (Banette) @ Banettite
Ability: Insomnia
EVs: 248 HP / 252 Atk / 8 Spd
Adamant Nature
- Taunt
- Destiny Bond
- Sucker Punch
- Shadow Sneak
Mega Banette is an interesting concept of a Pokemon, and can be quite effective in most battles when utilized properly. Once mega-evolved, both forms of priority deal moderate amounts of damage, possibly allowing a late-game sweep. I use Prankster Taunt if I predict they will use a non-damaging move, Sucker Punch if I predict an attacking move, or Shadow Sneak if I'm not sure. Sucker Punch and Shadow Sneak do provide somewhat redundant coverage, but Banette doesn't really have a whole lot of options; Will-o-Wisp does not go well with my Foul Play and Thunder Wave users, and I feel as if I have too many Thunder Wave users to justify yet another. Priority Destiny Bond is the main draw of Mega Banette, and allows me to take down one offensive electric or ground type down with me that the rest of my team would otherwise have a great deal of trouble against.
Connie (Klefki) @ Leftovers
Ability: Prankster
EVs: 252 HP / 248 Def / 8 Spd
Bold Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Foul Play
This is the standard Parafusion Klefki set. The basic premise is to confuse and paralyze the opponent, making it difficult for them to attack you, and set up a substitute to safely Foul Play against the opponent's boosted Attack stat. Despite Klefki's rather mediocre base stats, its stellar defensive typing somewhat makes up for it. I picked Klefki as one of my Parafusion abusers because it is much tankier than most other options.
Erd (Liepard) @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 SDef / 252 Spd
Timid Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Foul Play
This is the standard Parafusion Liepard set. The basic premise is to confuse and paralyze the opponent, making it difficult for them to attack you, and set up a substitute to safely Foul Play against the opponent's boosted Attack stat. Liepard is also naturally quite fast, allowing it to fire off a quick foul play after using Swagger on a slower opponent to net certain KOs more reliably than relying on confusion. I picked Liepard as one of my Parafusion abusers because it has STAB on Foul Play.
Gunter (Meowstic) (M) @ Choice Scarf
Ability: Prankster
EVs: 252 HP / 248 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Thunder Wave
- Swagger
- Trick
This is the standard Parafusion Meowstic-M set. The basic premise is to confuse and paralyze the opponent before setting up substitutes as they kill themselves. Trick + Choice Scarf allows Meowstic to put walls, such as Hippowdon, Skarmory, and Ferrothorn, that would otherwise be quite troublesome, more or less out of commission. Once I have successfully stopped a wall this way, I usually use Meowstic-M as cannon fodder due to its lack of access to Foul Play.
Petra (Sableye) @ Leftovers
Ability: Prankster
EVs: 252 HP / 252 Def / 4 Spd
Bold Nature
IVs: 0 Atk
- Recover
- Taunt
- Swagger
- Foul Play
Normally Prankster Sableye is used as a Status spreader, but I have several of those on my team already. Sableye is one of the most effective Prankster abusers in the game because of its decent defensive typing, access to reliable recovery, and a solid movepool to abuse Prankster. Taunt shuts down hazard setters looking to set up on Sableye or walls trying to recovery any damage they may have sustained, and Foul Play against an enemy that has been hit by Swagger can deal an enormous amount of damage to certain Pokemon, especially because Sableye has STAB on Foul Play.
Sasha (Volbeat) (M) @ Leftovers
Ability: Prankster
EVs: 252 HP / 32 Def / 216 SDef / 8 Spd
Calm Nature
IVs: 0 Atk
- Substitute
- Swagger
- Thunder Wave
- Encore
Unfortunately, not very many viable Prankster users have been released as of yet, leaving me with Volbeat. The basic premise is to confuse and paralyze the opponent before setting up substitutes as they kill themselves. Encore is a filler move to allow Volbeat to be more of a nuisance against Pokemon trying to set up on it; it is also useful at times for PP stalling opponents out of key moves.