C'est la dernière créature en date que je souhaite avoirs aux bons ivs. Mon pokémon préférer par ailleurs. dans cet aprèm je fessait donc des oeufs quand je toruve :31/31/26/22/31/4 ce qui est excellent je commence a le up a coup de super bonbon pour faire les evs facilement et la je voulais lui mettre un surnom :edge/SGoT et la en l'observant de plus près je vis une chose qui s'appel lumiattirance ....
pour le coup j'ai rien trouvé mais je continue vous aurez le droit au C/C quand je l'aurais :D
Oh putain de sa grand mère enfin :D
29/26/31/29/31/31 calme avec absorb volt, bon je vais faire le copier coller habituel sauf que cette fois j'exposerais ma propre théorie mais d'abord faut que je l'entraine donc pour l'instent juste le C/C de smogon car bip n'ont pas de fiche sur lanturn *tue les bipiens :p*
Name Item Ability Nature Special Sponge Leftovers Volt Absorb Calm Moveset EVs ~ Surf ~ Thunderbolt ~ Ice Beam ~ Thunder Wave / Toxic 40 HP / 136 SpA / 252 SpD / 80 Spe
While most of his base stats aren't that impressive, Lanturn will be walling special attacks left and right, thanks in no small part to handy resists to Fire Blast, Ice Beam, Surf and immunity to Thunderbolt, some of the most common special attacks. Ice Beam punishes Grass-types and Dragons, like Altaria. Finally, you can have Lanturn provide status support. Thunder Wave cripples fast sweepers, but you may find Toxic more effective as it hinders Hypno, Grumpig, Gastrodon, and Quagsire, who all switch into Lanturn often. Name Item Ability Nature "ParaFusion" Leftovers Volt Absorb Calm Moveset EVs ~ Discharge / Thunder ~ Surf ~ Confuse Ray ~ Thunder Wave / Ice Beam 40 HP / 136 SpA / 252 SpD / 80 Spe
The same idea as above, except Thunderbolt and Thunder Wave been merged into either Discharge or Thunder. Whether you want to take the gamble with Thunder's shaky accuracy or are satisfied with the lower power is up to you. An enemy that's confused and paralyzed will not attack five out of eight times on average, so if you're feeling lucky feel free to try and force your opponent to tear his or her hair out. Thunder Wave gives you a more reliable way to paralyze enemies, while Ice Beam helps to wear down Grass-types. Name Item Ability Nature Sleep Talker Leftovers Volt Absorb Calm Moveset EVs ~ Discharge / Thunderbolt ~ Surf ~ Rest ~ Sleep Talk 40 HP / 136 SpA / 252 SpD / 80 Spe
The most tankish form of Lanturn. Attack until your health gets low, start snoozing, rinse and repeat. Rest helps to get rid of problematic status conditions, like Toxic when switching into Blastoise, or Will-O-Wisp from a Torkoal. Grass-types with Sleep Powder make sleep absorbing somewhat risky, but Lanturn is a safe bet for absorbing Hypnosis from Noctowl. However, the likes of a Substitute/Calm Mind Jynx or can turn his peaceful slumber into a true nightmare. Name Item Ability Nature Choice Specs Choice Specs Volt Absorb Modest Moveset EVs ~ Thunderbolt ~ Surf ~ Ice Beam ~ Hidden Power Grass / Brine 40 HP / 252 SpA / 136 SpD / 80 Spe
Lanturn's attempt at bringing some offense to the table. Unlike many other Choice item users, Lanturn has a way to restore lost health: Volt Absorb. His offensive movepool is limited, barely enough to finish the set, but the variety is high enough. Probably serves you better in UU matches where you won't be met by fat pink blobs and such all the time. Brine gets 130 base power if your opponent's health is less than half. If you're not able to get Hidden Power Grass and aren't willing to use Hydro Pump, Thunder, Blizzard or Hyper Beam, it is kind of your only "decent" option. Other Options
Protect can be used with Toxic, or alone to scout your enemy and regain Leftovers recovery. Attract can work in tandem with Confuse Ray and Thunder Wave for "paraconfatuation" if you will, but it will hurt your versatility too much. On its own, Attract is gender dependent and therefore a lot less reliable than Confuse Ray, but then again it doesn't wear off over time. Hydro Pump is a more powerful and less reliable alternative to Surf. Hidden Power Grass is great in UU matches to catch Quagsire and other Lanturn off-guard, and in standard you'll get to 2HKO Swampert with it. He can make Substitutes of 101 HP or more that survive one Seismic Toss or Night Shade, but the only common users of that are Blissey, who Lanturn isn't beating in a thousand years, and Noctowl who will usually flee from Lanturn anyway. Agility fixes up that terrible Speed stat, but the chances of sweeping with are low, as even with a Life Orb Lanturn can only manage to hit 358 Special Attack. EVs
As you might have noticed that the EVs suggested for most sets are the same. They simply suit Lanturn well: the little Speed helps outrun Nidoqueen and Claydol. Lanturn's HP is so high he gets more mileage from pouring EVs into his defenses, so you'll just want to go for a Leftovers threshold in 401 and put the rest into his Special Defense, with some small investment in Special Attack. His defense is poor and his Earthquake weakness will never let him function as anything close to a physical punching bag. You wouldn't want a cute, happy fish like this to take physical hits, would you?
If you're using Lanturn in OU battles, you may want to use a slightly different EV spread. 40 HP / 36 Spe / 192 SpA / 240 SpD, Calm helps outspeed base 70 Pokemon like Skarmory, and the Special Attack is enough to OHKO most Salamence with Ice Beam. Opinion
Lanturn is one of these Pokémon that can function pretty well in both standard and underused matches. He is one of the best Starmie counters in the game as Grass Knot has only 40 base power on him (since he's so light...no pun intended) and he resists Surf, Ice Beam and Thunderbolt. Volt Absorb has been improved this generation, so he is now immune to Thunder Wave. In all kinds of play he will take on most Waters without Earthquake with no problems, and he Thunder Waves fast sweepers like Salamence for you if they dare to switch in.
However, it is in the UU tier where Lanturn really shines. Handy resists to Surf, Ice Beam, Flamethrower and an immunity to Thunderbolt makes Lanturn a great option for absorbing hits from many of the most powerful special attackers there, such as Manectric, Omastar and assorted other Electric and Water-types.
Lanturn brings some of that coolness and color into your team that helps you break free from the same old standards over and over again, but he is also worth his weight in gold. Nothing summarizes his abilities better than the good old catchphrase "real men use Lanturn". Counters
This is where the good news stops coming and the bad news begins: Lanturn is countered by a few of the most threatening and common Pokémon in the standard metagame. Garchomp has been noted before and is certainly nothing to shrug off: if you don't hit him twice with Ice Beam, he will take Thunder Waves and Thunderbolts without feeling a thing and Earthquake you into oblivion. Flygon does the same, except he is less threatening overall and you'll encounter him much less. Swampert will get into Lanturn's way: his immunity to electricity and STAB Earthquake gives him the win every single time.
Grassers are a nuisance as well, especially Celebi who just Recovers off everything you throw at it, practically yawns every time you status it, sets up against you and Psychics, or even worse, Energy Balls Lanturn into a watery grave. They never got along very well. Other Grassers worthy of mention thanks to their high Special Defense are Ludicolo and Venusaur, but they're less common. Tangrowth's Special Defense isn't worthwhile enough to make him a counter, you can Ice Beam him. Torterra is actually immune to Lanturn's voltage assaults and gets STAB on Earthquake, but that is only a trade-off for his 4x Ice weakness and lack of Water resistance, both of which Lanturn can exploit. And yes, Lanturn is a special attacker. That means Blissey and Snorlax wall it all day long, neither of which caring about the little damage output or paralysis. Regice can wall Lanturn, but will engage into a stallwar because his main forms of attacking are resisted by Lanturn. Electivire can use Lanturn's shocks to get his Motor Drive going, which is bad news for the rest of the team. Come to think of it, Electivire is pretty bad news on its own as it packs a really powerful Earthquake which Lanturn does not enjoy. Raikou is untouched by Lanturn if it has a Substitute up, but it takes him ages to kill a Resting Lanturn if he has Hidden Power Ice or Water instead of Shadow Ball or Hidden Power Grass.
Dugtrio can trap and kill Lanturn if he can get in without eating Surf. He will survive Ice Beam at full health most of the time unless Lanturn is running more than 247 Special Attack (which is close to his maximum without a Modest nature).
Hypno will Wish or Rest off hits, and Grumpig can set up on Lanturn in a Raikou-esque manner. Both Pokemon are capable of setting up Light Screen, further hindering Lanturn's offensive capabilities. Besides the aforementioned Grassers you'll have Quagsire, Whiscash and Gastrodon to deal with. Quagsire is an even bigger block for Lanturn than Swampert is because of Water Absorb. A Lanturn vs Lanturn fight comes down to who has Hidden Power Grass and who hasn't. Meganium takes little damage from Ice Beam, has Aromatherapy to cure status and saps Lanturn's HP with Leech Seed, or can simply attack with Energy Ball.
Besides all this, if you have half-decent Attack and Earthquake on your side, Lanturn usually doesn't want to fight you.
le post sur mon avis arriveras bientôt :D
he is level 100 alors comme promis un petit arcticle made of portugal (moi moi moi et encore moi ^^)
@restes -clonage -surf/laser glace -tonerre -cage eclair calme pour les evs tout dépend de l'iv en pv car il faut atteindre 404 ou + moi je lui ais mis 404 pvs donc avec 29 ivs en pvs il fallait 60 evs en pvs, après le reste a vous de voir je vais pas vous filez tous mon lanturn aussi :p donc on se place sur leuphorie (qui est dans une team sur 2) ou un autre staller qui ne puisse rien contre lanturn :p (y'en a pas mal :D) et on se tape le clone donc leuphorie avec sa frappe atlas il se fait fuck :D après on peut placer les thunder wave pour ralentir les ennemies :p après smogon disent il se fait contrer par laggron, libegon etc .... bon pour laggron je suis d'accord mais libegon si on a le clone de taper avec laser glace il auras beau niker le clone au premier tour il va manger sa maman sur laser glace bon smogon n'a pas mis clonage mais bon moi je le met donc enjoy play lantur in OU ,petite précision si vous avez pc plante n'hésiter pas sa fait toujours plaisir pour kill laggron . Sinon celui qui trouve son surnom a le droit a un bonbon
Moyen d'obtention : biss ball (en un tour), hasard
Version du jeu : diamant
Nombre d'heures de recherche : indéfini
Récit de capture : je fesais une chaine pour les evs en vitesse de mon crefadet et a la fin des evs la chaine étais a 2" je continu j'arrive a 27 je vais sur la 28ème case tout a fait normal et la un shiny :D pour moi c'est un shiny hasard
Name Item Nature Stealth Rock Focus Sash Naive Moveset IVs ~ Stealth Rock ~ Psychic ~ Explosion ~ Fire Blast / Taunt 28 SpD EVs 4 Atk / 252 SpA / 252 Spe
This set uses Azelf's Speed and Focus Sash to help win out against many common leads. It OHKOs Gengar (outspeeding non Choice Scarf variants and surviving Choice Scarf variant's attacks with Focus Sash) with Psychic, OHKOs non bulky Gyarados with Explosion (and always gets a Stealth Rock off), and 2HKOs Bronzong with Fire Blast. It also has the ability to OHKO Roserade and Infernape with Psychic (though beware that both often run Focus Sash when leading), and Ninjask with Fire Blast.
Fire Blast is preferred for its chance to OHKO Weavile and Yanmega, but Taunt can be used to ensure that slower leads, such as Bronzong, Hippowdon, and Swampert, never set up Stealth Rock. All 252 Special Attack EVs aren't necessary, and can be transferred to Attack to allow Explosion to do as much as possible. However, going below 321 Special Attack is not recommended, as this is the minimum amount required to 2HKO the typical 338 HP / 330 SpD Bronzong with Leftovers 75% of the time. Name Item Nature Plot Sweeper Life Orb / Expert Belt / Leftovers Timid Moveset EVs ~ Nasty Plot ~ Psychic ~ Flamethrower ~ Grass Knot / Hidden Power Fighting 36 HP / 252 SpA / 220 Spe
After a Nasty Plot boost, there will be few things campable of stopping its rampage through an opposing team. With Life Orb, Azelf can even threaten to 3HKO Blissey and 2HKO Snorlax with a boosted Psychic. Flamethrower tears through Steel-types which resist its STAB attacks, as well as OHKOing a Weavile switching in. Grass Knot helps cover Tyranitar and Water or Ground-types and will OHKO after a boost, while Hidden Power Fighting is an excellent choice for dealing with all Dark-types as well as Heatran. Leftovers can aid in taking assaults such as Swampert's Waterfall, Infernape's Close Combat, and Dusknoir's Shadow Sneak better, although at the same time you lose some power and won't OHKO a Weavile switch-in. Name Item Nature Choice Choice Specs / Choice Scarf Naive / Rash Moveset EVs ~ U-turn / Explosion ~ Psychic ~ Flamethrower ~ Grass Knot 36 Atk / 252 SpA / 220 Spe
Choice Specs helps to take down some of its potential counters, as they may be unable to take repeated punishment from its boosted attacks. Explosion is what makes this an even bigger threat and works very well on a team loaded with special attackers, to lure in Blissey and explode right in her face. U-turn is also very useful, allowing Azelf to scout for its counters and get in a light hit. As an added bonus, it's super effective on Tyranitar and Weavile and can help to wear them down. Choice Scarf ensures Azelf will outrun everything—most notably Weavile—and is worth considering over Choice Specs. Rash is an acceptable nature if one elects to use it. Name Item Nature Life Orb Life Orb Naive Moveset EVs ~ Explosion ~ Psychic ~ Flamethrower ~ Grass Knot / U-turn 36 Atk / 252 SpA / 220 Spe
This is a slight variation of the previous set. Unlike the previous set, you are not restricted to a single attack. U-turn wears down switch-ins, but Grass Knot is a more powerful option for taking down Tyranitar. Other Options
Thunderbolt is generally a good move, but doesn't offer better type coverage over Azelf's other attacks. However, Thunderbolt does let you hurt Gyarados and Togekiss. Shadow Ball hits its fellow Psychics. Hidden Power Ice is relatively weak, but easily OHKOs Garchomp and Salamence provided it has at least a 10% boost. Focus Sash is a good alternative on the Life Orb set. It can ensure Azelf's survival against the likes of Weavile and helps it to survive to Explode on a foe. Given Focus Sash is unreliable if Stealth Rock is in play, this strategy would be best used if Azelf is leading your team. Taunt or Safeguard can work on the Nasty Plot set, completely ruining the opponent's attempt at statusing you, but you have to give up Grass Knot / Hidden Power Fighting and thus get walled by Tyranitar. Taunt is generally superior since it also stops things like Celebi from Baton Passing and setting up, and prevents Calm Mind Blissey from setting up on you and ruining your chances of sweeping. Safeguard, however, lasts longer than Taunt and gives team support. EVs
Timid is the preferred nature for the Nasty Plot set. A minimum of 352 Speed (220 EVs if Azelf is using Hidden Power Fighting, 216 otherwise) is needed to outrun Timid Gengar. Max Special Attack, with the remaining EVs in HP. By happy coincidence, 36 HP EVs guarantees Azelf will survive a Choice Band Pursuit from Jolly Weavile, assuming it doesn't switch out, of course. You can also always sacrifice one Special Attack point and put it in HP. This will put its HP at 301, which lets it survive three Blissey Seismic Tosses as long as Stealth Rock or Sandstorm aren't in play. Obviously, don't use it with Life Orb.
The Choice Specs and Life Orb sets should have the same spread as the Nasty Plot set, but with a Naive nature and the remaining EVs in Attack to boost Explosion/U-turn.
Choice Scarf doesn't require much in the way of Speed. 76 EVs will hit 285 Speed to outrun Choice Scarf Medicham and almost everything else. 168 EVs hits 308, allowing Azelf to outrun Jolly Ninjask. Use a Rash nature, and max Special Attack with any remaining EVs in Attack. Opinion
Azelf's excellent Speed, massive Special Attack and ability to boost with Nasty Plot make it one of the best special sweepers in the game. If that wasn't enough, it even has a very powerful Explosion to take out Blissey and Cresselia. It is very fragile though, which isn't helped by its weakness to Pursuit. Because of this, its opportunities to safely switch in can be limited, although it is immune to the ever popular Earthquake. Azelf is such a massive threat that it must always be considered when constructing a team. Ignore this harmless looking pixie at your peril. Counters
Blissey and Cresselia both shrug off Azelf's hits well and can cripple it with Thunder Wave. Uxie, Mesprit, Gardevoir, and Togekiss are also capable of taking one boosted hit and paralyzing it. Snorlax can soak up hits reasonably well and has access to Body Slam, Crunch, Pursuit, and Yawn to kill or incapacitate Azelf.
Houndoom resists Grass and is immune to Fire and Psychic, making him an excellent counter to most sets that do not pack Hidden Power Fighting. He threatens Azelf with Dark Pulse and Pursuit. Heatran takes its attacks incredibly well and has the added advantage of resisting Explosion. His powerful Fire attacks make short work of Azelf.
Spiritomb's STAB Sucker Punch and Pursuit make it a huge threat to Azelf. Explosion immunity is helpful too. Dusknoir can 2HKO with Shadow Sneak, given around 280 Attack (46–54% against a 301 HP Azelf).
Although he fears predicted Flamethrowers, Weavile is very useful against Azelf. He outspeeds Azelf and can OHKO with CB Pursuit or Night Slash. However, it should be noted that Azelf will survive Choice Band Pursuit from a Jolly Weavile if the Azelf has 16 HP EVs.
celons bip :
Azelf est le légendaire offensif de Diamant et Perle. Et en ce qui concerne l'offensive, on peut dire qu'il fait très bien son travail : attaque et attaque spéciale monstrueuses, 361 de vitesse, accès à un move-pool offensif excellent (la plupart des bonnes attaques spéciales, Explosion, Demi-Tour...), et également à Piège de Roc ce qui, en plus d'être un excellent sweeper, en fait un excellent starter.
Starter / Spiker offensif Créfadet @Ceint. Force -Explosion -Psyko / Lance-Flamme / Tonnerre / PC sol -Piège de Roc -Demi-Tour / Provoc
Nature Naïf (+ vitesse / - déf spéc) ; 42 EV attaque ; 252 EV atq spéc ; 216 EV vitesse
=> Créfadet, grâce à son excellente vitesse et à ses stats offensives monstrueuses, fait un starter de choix. Il permet de faire peur à des starters courants comme Léviator, Simiabraz ou Ectoplasma, et il peut switcher sur un contre approprié au starter adverse grâce à Demi-Tour. Lance-Flamme se charge des Aciers comme Métalosse qui voudraient essayer de le bloquer. Puissance Cachée sol est là pour Heatran. Le but premier de ce set est de placer Piège de Roc au premier tour, afin de gêner les switchs adverses. Provoc est là pour empêcher les starters adverses de poser leur propres Piège de Roc, ainsi que de bloquer les relayeurs comme Queulorior, si vous choisissez de vous passer de Demi-Tour.
Lorsque le travail de Créfadet est terminé, Explosion permet d'emmener un Pokémon adverse avec lui.
Contres : Tyranocif choice bander starter lancera Poursuite et lui fera très mal. La tempête de sable neutralisera la Ceinture Force d'entrée de jeu, et Poursuite est la plus grande peur de Créfadet. Après, difficile de parler de contres au sens premier du terme, sachant qu'il pourra placer Piège de Roc sur votre switch et que son travail sera terminé ; si vous amenez un Rapid Spinner, celui-ci à de fortes chances d'y laisser sa peau, face à l'arsenal offensif de la bestiole bleue. Par exemple, Heatran Scarfer n'a rien à craindre si Créfadet n'a pas PC sol, mais ça ne l'empêchera pas de placer Piège de Roc sur son switch, d'encaisser votre attaque grâce à Ceinture Force, puis de lancer Demi-Tour afin d'envoyer Triopikeur Scarfer... Si la tempête de sable n'est pas en place, n'oubliez pas qu'il peut Exploser à tout moment sans crainte d'être éliminé avant grâce à Ceinture Force, ce qui en fait une vraie bombe à retardement.
Nasty Plotter Créfadet @Orbe Vie / Restes -Machination -Psyko -Lance-Flammes -Explosion / Noeud Herbe / PC sol
Nature Naïf (+ vitesse / - déf spéc) ; 42 EV attaque ; 252 EV atq spéc ; 216 EV vitesse avec Explosion Nature Timide (+ vitesse / - attaque) ; 6 EV défense ; 252 EV atq spéc ; 252 EV vitesse Nature Modeste (+ atq spéc / - attaque) ; 6 EV défense ; 252 EV atq spéc ; 252 EV vitesse 29 IV PV avec Orbe Vie
=> Peu de Pokémon peuvent se vanter de pouvoir encaisser en sécurité une attaque de Créfadet après une Machination. Leuphorie fait partie de ces Pokémon là. Vous pouvez choisir d'Exploser et de l'emmener dans la tombe (attention aux switchs sur un Spectre ou Foretress / Airmure si l'adversaire anticipe Explosion). Ou alors vous avez dans votre équipe une ou plusieurs solutions pour neutraliser Leuphorie, auquel cas vous pouvez le jouer avec une troisième attaque spéciale.
Noeud Herbe est une attaque de choix, faisant mal à des menaces comme Tyranocif ou Laggron. Puissance Cachée sol se chargera de son contre le plus courant, Heatran.
Les 29 IV en PV permettent de perdre 1 PV de moins avec Orbe Vie.
Contres : Heatran si Créfadet n'a pas PC sol. Les Pokémon avec beaucoup de défense spéciale comme Cresselia ou Leuphorie pourront le stopper, cependant il faudra faire attention à Explosion. Et les Pokémon avec Poursuite s'ils se placent, Tyranocif et Dimoret en tête, n'en feront qu'une bouchée.
Choice Scarf Créfadet @Mouch. Choix -Psyko -Lance-Flammes -Demi-Tour / Tonnerre / PC glace / sol -Demi-Tour / Explosion
Nature Foufou (+ atq spéc / - déf spéc) ; 18 EV attaque ; 252 EV atq spéc ; 240 EV vitesse
=> Encore un bon starter. Grâce au Mouchoir Choix, Azelf pointe à 489 de vitesse, ce qui permet de dépasser la plupart des Scarfers comme Carchacrok Rigide et Ectoplasma Modeste, et également la plupart des Léviator Dragon Dancer à 244 après 2 Danse Draco. Son move-pool offensif très fourni est une fois de plus mis à contribution. PC glace est ici pour frapper les Dragons comme Carchacrok. Demi-Tour permet de switcher pour un contre approprié, Explosion emportera un ennemi avec lui...
Contres : Idem qu'au set précédent... Tyranocif et Dimoret feront d'excellents Revenge Killers avec Poursuite, pour peu qu'il survivent à l'attaque sur laquelle Créfadet est bloqué.
Nature Foufou (+ atq spéc / - déf spéc) ; 42 EV attaque ; 252 EV atq spéc ; 216 EV vitesse Nature Naïf (+ vitesse / - déf spéc) ; 42 EV attaque ; 252 EV atq spéc ; 216 EV vitesse
=> Lunet. Choix permet à Créfadet de faire plus mal sans boost, et de l'aider à affaiblir certains de ses contres habituels sur leur switch, avec un peu d'anticipation. Demi-Tour permet de switcher sur un contre apprprié si vous n'êtes pas sûr du Pokémon que l'adversaire va envoyer, et Explosion est toujours une grande menace.
Contres : Idem qu'au set précédent, avec la même remarque pour les Pokémon avec Poursuite. Dimoret sera plus rapide que Créfadet cette fois-ci, il n'aura donc pas besoin que Créfadet soit bloqué sur une attaque à laquelle il survit pour l'éliminer.
Autres options : • Tonnerre n'est généralement pas un bon choix par rapport aux types couverts par Psyko / Lance-Flamme / N½ud Herbe, à part sur le Scarfer où la puissance supplémentaire contre Léviator est décisive.
• Ball'Ombre permet de frapper plus fort les autres Psys.
• Rune Protect immunise votre équipe contre les statuts durant 5 tours, ce qui peut-être très utile pour bloquer une Cage-Éclair de Leuphorie par exemple.
Bilan : Créfadet est une énorme menace pour l'adversaire. Il frappe très fort sur le spécial, il peut Exploser à tout moment, il peut poser Piège de Roc, il peut casser la stratégie adverse grâce à Provoc... À coté de ça, il a des défenses très faibles, et est vulnérable à Poursuite, ce qui signifie qu'il ne pourra pas venir sur le terrain aussi souvent que vous le souhaiteriez. Demi-Tour et Lévitation lui permettent de se placer et de switcher avec davantage de facilités, bien sûr. Créfadet n'est donc pas un Pokémon à prendre à la légère, il est très dangereux, et il devrait par conséquent être pris en compte lors de vos constructions d'équipe.
ses ivs : 2/29/12/29/25/25 Quoi il n'est pas parfait ou mais suffisant il atteint la vitesse de 355 ce qui est suffisant pour dépasser quasiment tout les starter sauf les autres azelf plus rapide mais leur but est semblables au début du match donc osef :p
bah comme d'hab les moves celon smogon et bip et après les ivs :D je vous dirais pas c'est lequel :p Name Item Nature CB Gross Choice Band Adamant Moveset EVs ~ Meteor Mash ~ Earthquake ~ Explosion ~ ThunderPunch / Pursuit / Bullet Punch 252 HP / 244 Atk / 12 Def
As with other sets that use Choice items, prediction is key. Meteor Mash usually does tons of damage, resisted or not. Earthquake works well on many Pokémon that resist Meteor Mash, like Fire-types and other grounded Steel-types. Explosion is capable of defeating all but the toughest Pokémon in one blow; even Skarmory loses around 85% of its HP.
The fourth attack in the set is up to preference. ThunderPunch will down Pokémon like Milotic and Skarmory in two hits and will be a quick kill upon foes like Gyarados and Starmie, but will leave you in a very bad position if your opponent sends out a Dugtrio, Garchomp, or Electivire. In the case of Dugtrio, your Metagross is trapped and stuck using an attack that the opponent is immune to. In other words, the Metagross is dead. Pursuit works well against many Pokémon that will try to switch out against Metagross. Alakazam, Gengar, and other weak enemies will go down in one hit. Bullet Punch can work here as an answer to speedy Pokémon like Aerodactyl, Azelf, Weavile, or Gengar. Aerodactyl and Weavile will go down in one blow without being able to touch Metagross.
If you want two attacks from the choices in the last slot, then Explosion can be dropped, but it is difficult to give up the incredible power it has when backed with Choice Band. Ice Punch is also an option if you want Metagross to be able to reliably revenge kill a Garchomp that is stuck on Outrage. In addition to that, Ice Punch also smacks around Zapdos and Gliscor.
For Uber battles, Pursuit is a must so Metagross can hammer the many Psychics you will find there, especially Deoxys-A, Latias, and Latios. Ice Punch is also handy for killing Outrage Rayquaza. Earthquake has fewer targets in Ubers (Dialga, Heatran, other Metagross), so you can afford to drop it in favor of another attack. However, in addition to offering coverage against the aforementioned enemies, a Choice Band Earthquake does plenty of damage to both Palkia and Kyogre, so it remains a good option. Name Item Nature Agiligross Life Orb / Shuca Berry / Leftovers Adamant Moveset EVs ~ Meteor Mash ~ Earthquake ~ Agility ~ ThunderPunch / Explosion 152 HP / 252 Atk / 104 Spe
The basic idea of this strategy is to use Agility to make Metagross faster than just about everything, then beat things into submission. Choice Scarf is a major obstacle to this strategy. A Pokémon like Garchomp holding a Choice Scarf will outrun Metagross even after one Agility and hits hard with Earthquake. Metagross's last attack should either be ThunderPunch or Explosion. ThunderPunch allows Metagross to combat Water-types and Skarmory. Meteor Mash, ThunderPunch, and Earthquake can nail all Pokémon for at least neutral damage except Rotom and Shedinja. Explosion can be used instead of ThunderPunch as a last resort. This Metagross will usually be faster than its opponent so you can get Explosion off exactly when you want to. Ice Punch is also an option for Gliscor and Garchomp, but ThunderPunch and Explosion are generally more useful.
Life Orb exchanges survivability for power, Shuca Berry allows Metagross to survive an Earthquake, and Leftovers is always a usable option.
104 Speed EVs allows Metagross to outrun Pokémon with 269 Speed or less that hold a Choice Scarf, Heracross being the most obvious example. If you want more Speed, you can aim for a initial stat of 228 (208 EVs). After an Agility, this makes Metagross faster than Choice Scarf Adamant Garchomp. Name Item Nature Rest / Sleep Talk Leftovers / Life Orb / Shed Shell Adamant Moveset EVs ~ Meteor Mash ~ Earthquake ~ Rest ~ Sleep Talk 252 HP / 176 Atk / 40 Def / 40 SpD
This takes advantage of Metagross's excellent defensive abilities moreso than the previous sets. Meteor Mash and Earthquake provide the best type coverage available to Metagross with just two attacks.
Leftovers is the obvious choice when your primary purpose is tanking, but Life Orb is a great alternative as Rest makes up for losing 10% of Metagross's HP with each attack. Shed Shell is also viable so Metagross won't be trapped by Dugtrio or Magnezone. Name Item Nature Mixed Attacker Expert Belt Naughty Moveset EVs ~ Meteor Mash ~ Earthquake ~ Grass Knot / Shadow Ball ~ Hidden Power Fire / Shadow Ball 252 Atk / 124 SpA / 132 Spe
Metagross, while normally a physical attacker, can suprise many of its counters by running a mixed attacking set with Hidden Power Fire and Grass Knot. With these two attacks, Metagross can 2HKO unsuspecting Skarmory, Hippowdon, Donphan, and Rhyperior and OHKO Forretress and Swampert. Basically, bulky Ground, Rock, Water, and Steel-types will have trouble switching in. With Shadow Ball, bulky Ghosts, like the appliance formes of Rotom, will also have a hard time switching into Metagross. Without Shadow Ball, they can easily come in on resisted Meteor Mashes, evade Earthquakes with Levitate, and low BP special attacks, and subsequently burn Metagross or set up a Reflect.
Earthquake is primarily for Magnezone and Heatran, though you'll have to catch the latter on the switch-in, as most Heatran will outspeed you. It provides good type coverage with Meteor Mash, hitting Electric-types and Empoleon for super-effective damage.
Naughty with 252 Attack EVs is to maximize Metagross's Attack to allow it to hit hard, and 124 SpA EVs provides enough Special Attack to OHKO or 2HKO common counters to Metagross, listed in the initial paragraph. With 132 Speed EVs, Metagross hits a Speed stat of 208, allowing it outspeed most Magnezones as they usually only run up to 207 Speed. This allows you to OHKO them with Earthquake before they can Magnet Rise. Name Item Nature Support Occa Berry / Leftovers / Lum Berry Adamant Moveset EVs ~ Stealth Rock ~ Reflect / Bullet Punch ~ Meteor Mash / Ice Punch ~ Earthquake / ThunderPunch 208 HP / 76 Atk / 224 SpD
This set's purpose is to assist the team with a few basic support options. Its first priority is to set up what is arguably the most useful utility option in the game, Stealth Rock. Because many common switches into Metagross are slower Ground-type Pokémon such as Swampert and Hippowdon, the next priority is usually to set up Reflect for the team and make it easier to switch to the proper counter.
The EVs take Reflect and the Occa Berry into account. If Metagross can set up a Reflect before Garchomp is switched in, the EVs allow it to never be 2HKOed by a non boosted Garchomp Earthquake. The Special Defense EVs allow Metagross to always survive a Timid Choice Specs Heatran's Overheat, but more importantly, they also allow Metagross to never be 2HKOed by a Timid Life Orb Gengar's Shadow Ball. The Attack EVs always allow Metagross to OHKO the standard 252 HP / 0 Def Heatran, and allow Metagross to OHKO both Infernape and Gengar with a high probability. This means, of course, that this Metagross is a great check against the ever so common threat of Gengar, provided Gengar has already successfully used Hypnosis on another member of the team.
Meteor Mash and Earthquake are chosen as the two attacking moves because of the coverage they give to Metagross, and because they allow it to take on various threats that would otherwise pose immediate harm to it, like Infernape and Gengar. Explosion is a possiblity over Earthquake, simply because setting up Reflect and Exploding on something like, say Garchomp, would greatly benefit the team.
Occa Berry is important on this set to allow it to beat the Infernape and Heatran that will inevitably switch in, either for the revenge kill or by simply taking a chance. However, since the EVs allow this Metagross to beat other common threats anyway, if Infernape and Heatran aren't issues for the team, running Leftovers on this Metagross is just as viable. Another possibility for this support set is for Metagross to hold Lum Berry and run Bullet Punch instead of Reflect. This makes an extremely efficient lead Pokémon, as Metagross will KO Gengar / Roserade / Azelf with Meteor Mash + Bullet Punch, and be immune to any status effects. If leading, ThunderPunch is also a possibility over Earthquake in order to deal with lead Gyarados better. Name Item Nature Trapper Lum Berry Adamant Moveset EVs ~ Pursuit ~ Bullet Punch / Earthquake ~ Meteor Mash ~ Ice Punch / Explosion 240 HP / 80 Atk / 188 SpD
This set is an effective check against Gengar, as it is one of the few sets that can stand a fair chance against the Life Orb, Choice Scarf, and Substitute sets that Gengar runs. It also does well against non Reflect Deoxys-S and Zapdos. Metagross will switch in on Gengar and KO the fleeing Gengar with Pursuit. If the Gengar stays in, the second Pursuit will KO it. Lum Berry allows Metagross to absorb one Hypnosis and hit Gengar with Pursuit. Explosion is a possibility over Ice Punch if dealing massive damage once Metagross has taken care of Gengar is your preferable style of play.
The EVs allow Metagross to never be 2HKOed by a Life Orb Timid Gengar's Shadow Ball (even with Stealth Rock, the 2HKO still occurs less than 24% of the time). The high investment into HP and Special Defense also allows Metagross to decently check Zapdos. If Zapdos is a serious issue, Bullet Punch can be dropped for Earthquake, to allow Ice Punch plus an Earthquake on a Roost to more efficiently beat Zapdos. The 358 Attack allows Metagross to always OHKO a fleeing 4 HP / 0 Def Gengar with Pursuit. Other Options
Rock Slide covers Charizard, Gyarados, Moltres, Zapdos, and Ho-oh in one move. Zen Headbutt is a STAB move that can also do a decent amount of damage to several switch-ins, such as Gyarados, Swampert, Zapdos and others, primarily assorted Water-types and Fire-types, but you'll almost always find your other moves can do more damage. STAB Zen Headbutt is only slightly more power than neutral Earthquake when you account for Zen Headbutt's accuracy. Icy Wind may sound stupid, but works surprisingly well against Dragon-type Pokémon and Gliscor. Gyro Ball may seem tempting, but Meteor Mash is more reliable, particularly as many of Metagross' common switch-ins are very slow.
Hammer Arm may seem redundant when Earthquake and Meteor Mash are on offer, but it has its uses. It hits Magnet Rise Magnezone, and is Metagross' best physical attack against Bronzong. It also helps to wear down Skarmory. The Speed drop is helpful in two ways. Firstly, Metagross will be slower than Skarmory after one use, meaning if Skarmory tries to Roost, it gets hit for super effective damage. The Speed drop also increases the power of Gyro Ball, which could be useful on a long-lasting Rest + Sleep Talk set.
Psych Up can be used to copy power ups, like Curse from Snorlax or Regirock. Magnet Rise can be used to dodge Earthquakes, although it is rarely worth giving up type coverage for.
Choice Scarf can work in place of the Choice Band, but you'll have to add a lot more Speed EVs. Occa Berry can also be used as a hold item if Fire-type attacks are a problem. Lum Berry is a great choice on a leading Metagross to absorb Hypnosis, Sleep Powder, and Spore. EVs
Emphasize Metagross's HP and Attack. You may want to add a bit into its defenses. 152 HP EVs will allow guaranteed survival against an Adamant Garchomp or Mamoswine's Earthquake if they are not using any items to strengthen the Attack. 252 HP and 12 Defense EVs will allow guaranteed survival against Earthquake from an Adamant Dugtrio holding a Choice Band.
On the Choice Band set, you might want to invest a few (4-16) EVs in Speed. This will let you come out on top against enemy Metagross, and also let you ThunderPunch Skarmory before it can Roost. If you are slower than Skarmory, you'll have to predict Roosts with Earthquake, a nearly impossible task on a Choice Bander.
You want at least 202 Speed for the Agility set as it will allow Metagross to have 404 Speed allowing it to outrun 269 Speed Choice Scarf users like Heracross. 222 Speed (184 EVs) will outrun Adamant Tyranitar, and 228 Speed (208 EVs) outruns most Gliscor (both of these are before you use Agility). 228 Speed also guarantees Metagross will be faster than Adamant Choice Scarf Garchomp after an Agility. If you want to be faster than Jolly Choice Scarf Garchomp, you will need to get to 250 Speed, which requires a massive investment of 208 EVs with a Jolly nature. Opinion
Metagross is a solid attacking force. Its Steel / Psychic-type combo leaves few weaknesses to hit upon, and its Clear Body ability prevents Pokémon like Gyarados and Salamence from slashing its attack power with Intimidate. It can withstand attacks from many Pokémon and hit back hard with its amazing 135 base Attack stat. Such durability allows it to easily switch in against a number of Pokémon. Even though there are a lot of new hard hitting Earthquake users, like Garchomp, Mamoswine, and Rhyperior, Metagross can usually survive their attacks and answer accordingly. Metagross is probably not going to be sweeping entire teams, but with things like Bullet Punch, Pursuit, and Explosion, it is almost guaranteed to take out one or two opponents before it goes down. Counters
Skarmory can come in on most of Metagross's attacks with ease. Choice Band ThunderPunch hurts, as will Hidden Power Fire. But usually Skarmory will get in safely, set up Spikes, and Whirlwind Metagross away. Bronzong handles most attacks with ease, and unlike Skarmory it can hurt Metagross directly with Earthquake. Forretress also does well if it has Earthquake, but out of the this group, it has the most to fear from Hidden Power Fire. It won't enjoy repeatedly switching into Choice Band Earthquakes, either.
Sturdy Ground-types such as Donphan, Gliscor, and Hippowdon can handle Metagross's attacks, but beware of Attack boosts when switching into Meteor Mash, particularly from the Choice Band set. Swampert is less at risk from this as it resists Steel. For Donphan, Hippowdon, and especially Swampert, beware of Grass Knot. Gliscor should be careful not to get hit with Ice Punch. Although it is primarily an offensive Pokémon, Garchomp can scare off Metagross, and survives any attack, barring Ice Punch. Garchomp's Earthquake, if backed up with a Choice Band or Life Orb, will OHKO Metagross. Choice Scarf versions will outrun most Metagross, including some of the slower Agility variants.
Magnezone terrorizes any kind of Metagross that cannot Earthquake it before it uses Magnet Rise. Magnet Pull prevents Metagross from running, so if Magnezone is faster and Metagross is low enough on HP to be OHKOed, Metagross is a goner. Should Metagross be locked into any attack besides Earthquake or Hammer Arm, Magnezone will also come out on top. Dugtrio can also trap and kill, but can't switch in directly on attack that isn't ThunderPunch.
For the most part, keep it away from Fire-type Pokémon. The vast majority will die to a well predicted Earthquake, although Charizard's and Moltres's immunity to Ground attacks means they can usually get in safely and force Metagross out. Beware of ThunderPunch and the rare Rock Slide, and switching in when Stealth Rock is on the field will also be problematic.
In Uber battles, Groudon, Kyogre and Palkia are fine counters. Ho-oh works in much the same way as Moltres and Charizard.
Nature Rigide (+ attaque / - atq spéc) ; 54 EV PV ; 252 EV attaque ; 204 EV vitesse Nature Jovial (+ vitesse / - atq spéc) ; 82 EV PV ; 252 EV attaque ; 176 EV vitesse
=> Sa nature et sa répartition d'EV dépend de ce que vous souhaitez contrer : la version Rigide atteindra les 340 de vitesse et dépassera les Pokémon à 339 de vitesse tels que Triopikeur, Jungko ou Alakazam, tandis que la version Jovial atteint les 363 de vitesse et dépasse les Pokémon à 359 de vitesse tels que Ptéra ou Voltali, ainsi que Créfadet Timide à 361 et tous les Pokémon qui veulent les dépasser avec 362 de vitesse.
Contres : les switchs sur des immunités / résistances ; les Bulky eau comme Laggron ou Ludicolo.
Nature Rigide (+ attaque / - atq spéc) ; 236 EV PV ; 252 EV attaque ; 22 EV vitesse Nature Rigide (+ attaque / - atq spéc) ; 154 EV PV ; 252 EV attaque ; 104 EV vitesse
=> Noeud Herbe est ici pour dire "surprise Laggron!"... Le choix entre Poing-Éclair et Explosion en dernier slot dépend de vos préférences et des besoins de votre équipe. Les 22 EV en vitesse lui permettent de dépasser Ptéra et les autres 359 en vitesse, ainsi que Créfadet Timide à 361 après une Hâte / Poliroche. La seconde répartition quant à elle arrive à 404 et permet de dépasser Ptéra Jovial et les autres à 394 de vitesse, ainsi que Scarhino choice scarfer Rigide à 403 de vitesse.
bon j'essaye de up mon score a 99 999 999 , mais n'oublions pas les mini jeu dans ce jeu xD dont voici mes record : -danger, bob-omb! Danger!: 4190 -paniers lakitu : 20 -slalom boule de neige : 15:05 -course en ballon : 12:13 -tape-taupe : 76 -avis de recherche : 25 -cache-cache boo : 11 -chute de piece : 22 -puzzle : 16 -guide mario vers l'étoile : 16 -tri explosif : 181 -saute et frappe : 84 -trampoline ephemere : 33 -les bob-ombs attaquent : 44800
Bouldeneu un pokémon que je trouve dans le même style que lucario , enfin du côté versatilité, des qu'ill arrive en jeu viens le doute, stress , etc... le mien c'est un ..... lol vous serez pas xD façon de le jouer celons smogon : Name Knock it Off, Mojonbo Rules Here Leftovers Impish Moveset EVs ~ Sleep Powder ~ Power Whip ~ Knock Off ~ Leech Seed 252 HP / 228 Def / 28 Spe
This set shows you right off the bat why you would use Tangrowth and not Celebi: Sleep Powder, Knock Off and Power Whip. Sleep Powder is nothing new for our tangled fellow: use it if you predict your opponent switching into something Tangrowth or your team can't handle and three times out of four it will be put out of commission until they use Heal Bell or Aromatherapy (if they have it).
Knock Off is very useful when it comes to Pokemon switching into Tangrowth. Salamence wishes to come in with its quadruple Grass resistance? Knocking Off Salamence's item not only cripples it, but also reveals whether it's a SpecsMence, a Choice Bander, a bulky variant, or perhaps the mixed or Dragon Dance sets (with Life Orb). Skarmory, another potent threat, hates Knock Off because its items are valuable to it. Without Shed Shell, Skarmory becomes more susceptible to Magnezone thanks to Magnet Pull, and without Leftovers, you have a better chance to KO it any other turn. Leech Seed is also an excellent choice for Pokemon that switch into Tangrowth, as sapping HP from the opponent will help Tangrowth survive longer than usual.
The EVs help optimize Tangrowth's ability to take physical hits. Gyarados, even with a Life Orb attached, won't 2HKO Tangrowth until Gyarados uses Dragon Dance while Tangrowth can respond with Power Whip, thus doing around 50% to Gyarados, without Intimidate. Name Double Powder Leftovers Bold / Impish Moveset EVs ~ Grass Knot / Power Whip ~ Sleep Powder ~ Stun Spore ~ Hidden Power Fire / Earthquake 252 HP / 228 Def / 28 Spe
Another good reason to use Tangrowth over Celebi is Double Powder. Put one Pokemon to sleep while paralyzing their secondary counter with Stun Spore. Grass Knot uses Tangrowth's higher attack stat and deals massive damage to heavy Pokemon such as Gyarados, Milotic, and Rhyperior. On the other hand, Power Whip does more to Tyranitar, Blissey, and Vaporeon, preying on their weaker defense. Hidden Power Fire is mainly for Steel-types that resist Grass. Pokemon that are common switch-ins to Tangrowth's STAB Grass moves are Skarmory, Magnezone, Bronzong, and especially Scizor. Earthquake can handle paralyzed Fire-types such as Heatran and it usually does more damage to Jirachi than Hidden Power Fire. Stick with Grass Knot and Hidden Power Fire or Power Whip and Earthquake. Mixing these moves together will weaken Tangrowth's damage output or force Tangrowth to use a –Speed nature to accommodate the situation.
When you look at Tangrowth's counters, one must realize that the vast majority of them are weak to Stealth Rock. Most of Tangrowth's counters are Fire, Bug, and Flying-types, all which take 25% off their health thanks to Stealth Rock. Another teammate setting up Stealth Rock is recommended for the reasons stated above. Name Mixed Mojonbo Life Orb Chlorophyll Naive Moveset IVs ~ Power Whip ~ Earthquake ~ Hidden Power Fire ~ AncientPower / Sleep Powder 29 HP EVs 200 Atk / 80 SpA / 228 Spe
Tangrowth is an excellent candidate for Sunny Day teams. Tangrowth not only has Chlorophyll backing up his poor Speed under the sun, but also has base stats of 100 Attack and 110 Special Attack. Sunlight support is recommended as Tangrowth is a menace in the sun with the given moveset, boosting its Speed to 422, enough to outpace even Timid Choice Scarf Heatran. Tangrowth should not use Sunny Day as it sacrifices coverage for a move that is better suited to another Pokemon, such as Bronzong.
While Grass Knot may sound appealing due to its perfect accuracy and stronger attack stat, Power Whip hits more key Pokemon such as Vaporeon, Blissey, and Suicune harder than Grass Knot. Power Whip still 2HKOes Gyarados, provided Intimidate is not factored in the calculation, as well as OHKOing Tyranitar. Earthquake gives decent coverage alongside Power Whip and shuts down Heatran, Electivire, Infernape, and Raikou in a single shot. Hidden Power Fire in the sun 2HKOes most Celebi while OHKOing Skarmory with Stealth Rock down. AncientPower is for hitting Pokemon such as Salamence and Moltres, who otherwise wall this set. AncientPower's 10% chance of boosting Tangrowth's stats, though rare, is also a benefit for it. Sleep Powder, on the other hand, can eliminate other counters by temporarily putting them to sleep.
SolarBeam initially seems appealing due to the fact that sunlight allows SolarBeam to fire without the charge turn; however it is not recommended on this set as Tyranitar, Hippowdon, and Abomasnow can switch in to eliminate the sunlight and, in turn, place Tangrowth in a bad situation, threatening with free Dragon Dances or STAB Blizzard. What's even worse is when Sandstorm or Hail is activated, SolarBeam's attack power is cut in half, making it a quite unreliable choice. Grass Knot is recommended over SolarBeam, while Power Whip is recommended over both Grass Knot and SolarBeam. Name Choice Specs Choice Specs Modest Moveset EVs ~ Leaf Storm ~ Focus Blast ~ Hidden Power Fire ~ Ancientpower 20 HP / 252 Def / 236 SpA
Choice Specs Tangrowth is meant to be used as a bulky sweeper, similar in fashion to that of Suicune. Leaf Storm is the move of choice here, OHKOing Suicune and most Bulky Gyarados 92.31% of the time with Stealth Rock support. Leaf Storm 2HKOes most Bulky Gyarados after the Special Attack drop 100% of the time, while it will only ever 4HKO Tangrowth in return with Ice Fang, assuming it rolls maximum damage every turn. Tyranitar is OHKOed easily by Focus Blast, while Tyranitar can only threaten a 3HKO with Crunch. Metagross, Celebi, Bronzong are all defeated 1-on-1 easily. AncientPower is mainly filler, but it does easily 2HKO Salamence and Dragonite. Running 92 Spe EVs outspeeds minimum Speed Tyranitar, which can be handy. The extra bulkiness is preferred on the set however. Name Swords Dancer Life Orb / Leftovers Chlorophyll Adamant / Jolly Moveset EVs ~ Swords Dance ~ Power Whip ~ Earthquake ~ Stun Spore / Return / Rock Slide 252 Atk / 4 Def / 252 Spe
Sceptile may have an advantage over Tangrowth in its higher Speed; however, Tangrowth has a higher Attack stat, Power Whip, Stun Spore, and Chlorophyll. Stun Spore helps shut down opponents faster than Tangrowth, thus giving Tangrowth free turns to set up. After using Swords Dance, fire off Power Whips against everything in your way, while using Earthquake for Steel-types that block Tangrowth's way.
Chlorophyll is another reason to use Tangrowth over Sceptile. Under sunlight and with a Jolly nature, Tangrowth can surpass Timid Choice Scarf Heatran. When opting for this set-up, Return is a better option than Stun Spore, as you don't need to paralyze your opponents to outspeed them anymore. Return deals decent damage against Salamence and Celebi, who otherwise wall this set. Rock Slide hits Flying-types best, whom otherwise resist both Power Whip and Earthquake.
The EVs suggested above are for use with Chlorophyll. If you're using Stun Spore to fix your Speed issue, use 240 HP / 232 Atk / 36 Spe and use Leftovers as an item. This allows Tangrowth to absorb some physical hits from opponents before paralyzing them/ Other Options
As a reference, Tangrowth should be used to differentiate from Celebi and Tangrowth's fellow Grass-types. Block is an interesting move that could be utilized with Sleep Powder and Leech Seed. With Block you can create an “annoyer” out of Tangrowth. The problem is Tangrowth is left with only one move, which is why it's not heavily recommended. Substitute can be used with Leech Seed, as Tangrowth can produce 101 HP Substitutes; however, you'll quickly realize that most Blissey carry Flamethrower or Ice Beam, which will easily break the Substitute. On top of that, Celebi has better defenses overall to use the strategy, while Sceptile has superior Speed. Toxic works in conjunction with either the Knock Off set or an option over Stun Spore on the Double Powder set. Reflect is an excellent support move for Tangrowth and its pals; it's just a pity that Tangrowth doesn't get Light Screen to help out with its mediocre Special Defensive stat. Due to Synthesis being available through a move tutor, it is legal to use with Leech Seed. Synthesis works best with sunlight support, but Tyranitar, Hippowdon, and Abomasnow are the three main reasons why Synthesis is still a shaky option. With Sandstream or Snow Warning, Synthesis's recovery rate becomes 33%.
Physical moves include Brick Break and Poison Jab. Brick Break does the same damage to Skarmory as Rock Slide would (and with better accuracy), and it still does respectable damage against Heatran. Nothing resists the combination of Grass / Fighting / Rock achieved by using Power Whip, Brick Break, and Rock Slide on the Swords Dancer. Poison Jab gives mediocre coverage, but it damages Celebi and other Grass-types more than any of Tangrowth's other physical moves. Sludge Bomb follows the same logic as Poison Jab; however, it works off of Tangrowth's Special Attack stat instead (and with a higher base power to boot). EVs
Tangrowth is generally a defensive Pokémon and should be EVed as such. Max out his HP before you work on his Defense. A little Speed (not much more than 28 EVs), as shown in the movesets, is welcome, as it helps him outspeed Relaxed Swampert. Offensively oriented sets should emphasize on the attacking stat they're using. If you're using Chlorophyll with Sunny Day, use 228 Speed EVs with a Jolly, Timid, or Naive nature at the very least. This allows Tangrowth to outpace Timid Choice Scarf Heatran in sunlight. Without Sunny Day, 92 Speed EVs can help outrun minimun Speed Tyranitar. Opinion
Tangrowth definitely got cool points when it evolved from Tangela. Tangrowth has high HP, Defense, and useful attack stats on both spectrums. On top of that, Tangrowth is the only competitive Pokemon, barring Carnivine, who gets STAB Power Whip. And unlike Celebi, Tangrowth has Sleep Powder, Stun Spore, Knock Off, and a great physical and special movepool to boot.
The competitive metagame has changed, and not for the better as far as Tangrowth is concerned. Zapdos's Heat Wave makes it harder for Tangrowth to function well. There's also the high usage of Heatran, perhaps Tangrowth's most feared enemy. STAB Fire moves are something Tangrowth hates in general, especially on Tangrowth's weaker defensive side. Gyarados commonly carries Life Orb, and Ice Fang isn't exactly a rarity either. Tangrowth still works well against Gyarados, though not as greatly as a Tangrowth user would hope. Rhyperior and Electivire aren't as common as would necessitate the use of Tangrowth, and threats such as Lucario and Scizor carry moves, even physical ones, that Tangrowth usually don't want to mess with, such as Close Combat and X-Scissor.
Don't let these make you feel that Tangrowth is a horrible Pokemon, though. Tangrowth can still function as a bulky Grass-type and be an excellent annoyance to the opponent thanks to Knock Off, Stun Spore, and Sleep Powder. The Pokemon listed above hate having these moves used against them, as crippling is something that is unaffordable nowadays. Stealth Rock support makes Tangrowth even better on the field, as many of Tangrowth's counters hating 25% of their HP chipped off. Tangrowth can spank a lot of butts with Power Whip and his support move alone. Unlike Celebi, Tangrowth doesn't roll over and die from strong Pursuit. Tangrowth deserves a lot of love. His sprite just begs “bring it”. Counters
With Grass's total of seven resistances offensively, it seems rather easy to switch into Tangrowth. However, Tangrowth has reasons why not to switch into it. Knock Off, Stun Spore, Sleep Powder, and Leech Seed effectively cripple most common switch-ins to Tangrowth. With Stealth Rock down, most of the Ice, Flying, Bug, and Fire counters become easier to deal with. In other words, don't underestimate Tangrowth's ability to “neuter” the opponent's Pokemon with Tangrowth's useful support movepool.
Salamence has been mentioned over and over again, and rightfully so. Sporting Intimidate and a x4 resistance to Grass, Salamence can easily switch into Tangrowth and threaten it off with Salamence's large special movepool. Barring Hidden Power Ice, AncientPower, or its powder attacks, Tangrowth is not threatening Salamence very much. Skarmory is another threat to Tangrowth, as Power Whips barely faze the metal bird while Skarmory retaliates with STAB Brave Bird. Skarmory must fear two things from Tangrowth: Hidden Power Fire boosted by sunlight or Knock Off. The former is usually seen on the attacking variants and can nearly OHKO Skarmory. Knock Off, on the other hand, can be a big problem for Skarmory as Shed Shell is Skarmory's most coveted item, and without it Skarmory worries more about Magnezone and its Magnet Pull ability. Heatran is contender #3 with its STAB Fire attacks easily crisping Tangrowth. Unfortunately, Knock Off and Stun Spore can become major problems as Choice Scarf is Heatran's commonly used item. By crippling Heatran, it is more susceptible to assaults from Lucario and Scizor. Heatran also has to worry about taking an Earthquake on the switch-in. Zapdos climbs as a popular threat to Tangrowth, sporting both Heat Wave and Hidden Power Ice to easily dispatch Tangrowth. The Rotom formes don't enjoy status nor Leech Seed, but Rotom-H can eliminate Tangrowth with Overheat and Rotom-S can take Tangrowth out with Air Slash.
Some threats aren't very common in the OU metagame; however, they're good counters to Tangrowth most of the time. Moltres's x4 resistance to Tangrowth's Grass-type moves as well as having Roost to recover the damage makes Moltres a great counter. Arcanine has Intimidate on top of still resisting most of Tangrowth's attacks as well. Weezing, although uncommon, still has an excellent Defense stat, a resistance to Grass, Levitate, Will-O-Wisp to cripple Tangrowth, and finally Flamethrower (or Fire Blast) to eliminate Tangrowth. Barring Weezing, notice that Stealth Rock takes a number off these Pokemon and usually is the reason why they're a rarity in OU.
Finally, Tangrowth's fellow Grass-types can wear it down. Celebi has STAB Psychic while Sceptile has Hidden Power Ice or Grass. Roserade x4 resists Power Whip and carries STAB Sludge Bomb commonly enough for it to be a threat. Ludicolo doesn't resist Grass, but it makes a good counter thanks to Ice Beam.
Vous voulez la traduction hein .... bah vous l'aurez pas, ceux qui connaisent pas le metagame en US , il peuvent demendé des truk via com's je reediterais ensuite en conséquence
Nature Malin (+ défense / - atq spéc) ; 236 EV PV ; 22 EV attaque ; 252 EV défense
=> Ce set vide à exploiter au maximum les excellentes capacités défensives de Bouldeneu, lui permettant d'être d'une grande aide au reste de l'équipe. Il encaisse très bien les coups, ôte les objets tenus adverses (ce qui fera hésiter l'adversaire au moment de switcher), draine les PV ennemis (ce qui permet de placer plus facilement certains de vos sweepers), et peut endormir un Pokémon qui bloque votre stratégie en anticipant son arrivée.
En plus de son excellente défense, son type plante lui procure de très utiles résistances à l'eau et au sol, ce qui lui permet d'être un bon contre à Léviator. Avec ces EV, même Crocs Givre (sans dd) est incapable de 3HKO Bouldeneu ! Attention aux gels et aux trouilles causés par Crocs Givre, bien sûr...