Donphan

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  1. -Drifblim-
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    dpiconani232Donphan dpiconani232




    Link utili:
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    232-m

    Vigore

    Vigore ora funziona come un Focalnastro, non facendo andare KO il Pokémon ma facendolo rimanere ad 1 PS se colpito quando aveva tutti i PS. Questa abilitŕ puň essere riattivata se i PS vengono riportati al valore massimo.

    Sabbiavelo
    Mondo dei Sogni

    L'elusione del Pokčmon aumenta del 20% quando Terrempesta č attiva.
    Un Pokčmon con Sabbiavelo non riceve danni da terrempesta, anche se non č di tipo Acciaio, Roccia o Terra. Se un Pokemon con Sabbiavelo č al primo posto in squadra, la probabilitŕ di incontrare Pokemon selvatici č ridotta del 50%



    Tipo

    Tier

    :terra:

    UU


    StatMin-MinMaxMax+
    PS
    90
    -321384-
    Att
    120
    248276339372
    Dif
    120
    248276339372
    Att.Sp
    60
    140156219240
    Dif. Sp
    60
    140156219240
    Vel
    50
    122136199218




    Nome MovesetStrumentoAbilitŕNatura
    RapigiroAvanziVigoreScaltra


    MosseEVs
    ~ Rapigiro
    ~ Terremoto
    ~ Garanzia
    ~ Pietrataglio / Levitoroccia / Geloscheggia
    252 PS / 252 Att / 4 Vel

    Donphan is one of the few viable Spinners in UU, with several key traits that make using it advantageous over using Hitmontop and Claydol, such as the monstrous base 120 Attack and Defense stats and the ability to hurt Ghost-types with either Earthquake or Assurance. Donphan, being so physically defensive, also acts as a counter to some of the major physical threats in the metagame, such as Swords Dance Drapion, Swords Dance Toxicroak, and Swords Dance Scyther (assuming you are running either Ice Shard or Stone Edge in the fourth moveslot).

    This set revolves around Rapid Spin, which removes any entry hazards your opponent might have laid down during the match, in particular Spikes and Stealth Rock. Earthquake is the main STAB move of choice, as even incoming Spiritomb (a common switch-in to this set) is heftily damaged by it, possibly being 2HKOed after Stealth Rock damage. Assurance prevents Levitating Ghost-types, namely Rotom and Mismagius, from coming in freely, as even the most defensive of Rotom and Mismagius will lose at least 75% of their health from a 100 Base Power Assurance, with Stealth Rock factored in. Finally, the last moveslot is up to preference. Stealth Rock is a useful support option on Donphan, as it gets many opportunities to switch in and cause further trouble for the opponent. Ice Shard allows Donphan to hit Flying-types for a decent amount of damage and allows you to pick off weakened Dragon Dance Altaria and Rock Polish Torterra. Despite Stone Edge's higher Base Power, its mediocre accuracy makes it slightly inferior to Ice Shard.


    Nome MovesetStrumentoAbilitŕNatura
    BendasceltaBendasceltaVigoreDecisa


    MosseEVs
    ~ Terremoto
    ~ Garanzia
    ~ Gelosceggia / Pietrataglio
    ~ Geloscheggia / Rapigiro
    252 PS / 252 Att / 4 Vel

    Although Donphan is normally seen as a defensive tank that focuses on taking hits, this set instead focuses on Donphan's base 120 Attack stat and its great STAB move in Earthquake. Choice Band provides Donphan with an Attack stat of 558, which is simply overwhelming against some of the previous set's counters. For example, Spiritomb is always outsped and 2HKOed by Earthquake, while Rotom and Mismagius are always OHKOed by a 100 Base Power Assurance after Stealth Rock damage. Simply put, coupled with an already great physical Defense and an even higher Attack (with Choice Band equipped), Donphan is capable of putting large holes in the opponent's team with little effort.

    Earthquake is Donphan's primary attacking option, and it puts a serious hurt on anything that doesn't resist or is not immune to it. Assurance is needed to hit Levitating Ghost-types like Rotom and Mismagius, both of whom enjoy switching into Donphan to block any attempts to Rapid Spin and setting up themselves. The third moveslot gives Donphan an option to hit Flying-types who are immune to Earthquake. Stone Edge has a much higher Base Power that Ice Shard, making it the preferred option, despite the shaky accuracy; nevertheless, Ice Shard is a useful option for its 100% accuracy and ability to prevent Torterra from walling you with ease. For the last moveslot, Rapid Spin is quite a useful option for eliminating the opponent's entry hazards, which is capitalized by this set's ability to beat any Ghost-type one-on-one. If your team does not have much of an issue with entry hazards, then Ice Shard can be used over Rapid Spin as well.
    Team Options & Additional Comments >>>

    The EVs maximize Donphan's offensive capabilities. Max Attack is obvious, while the rest of the EVs are dumped into HP since Donphan doesn't need to outrun anything with the mediocre base 50 Speed. The given 4 Speed EVs allow Donphan to outspeed base 50's, such as Chansey and Registeel, that do not have any investment in Speed. However, you can instead run 20 Speed EVs, which can be taken from HP, to outspeed variants of Azumarill that run 16 Speed EVs, which include the Choice Band and Substitute + Focus Punch sets.

    This set's teammates should handle Flying-types, Torterra, and Milotic, all of which can switch into Donphan's Earthquake with impunity. Registeel counters most of the Flying-types of UU and can set up Stealth Rock to cripple the ones it doesn't. It also provides support with Thunder Wave to allow Donphan to outspeed and 2HKO Pokemon it normally couldn't, though Earthquake will no longer 2HKO Milotic with Marvel Scale activated. Venusaur is a good teammate for countering Milotic if your team does not have paralysis support, as it can switch into Milotic's Water-type attacks with ease and threaten it with a STAB Leaf Storm or Power Whip or set up a Swords Dance as Milotic deals minimal damage. Spikes, in particular, is a very useful strategy since Donphan is great at forcing switches, and can be set up easily by Froslass or Omastar. Torterra is a bit trickier to handle, as not many Pokémon can switch into Torterra without the risk of getting outsped after a Rock Polish; however, having a Pokémon who can bypass Torterra's Speed with priority, such as Hitmontop, or simply having a revenge killer, such as Choice Scarf Rotom with Hidden Power Ice, is often the best response to Torterra. Defensive versions are easier to handle since you don't have to worry about taking too much damage from either Earthquake / Wood Hammer and getting outsped, but it's often best if you can just force Torterra to switch out by switching in a Pokémon likely to carry an Ice-type move. Moltres is an overall good counter to Torterra, provided it doesn't carry a Rock-type move, and can even benefit from Donphan's ability to Spin away Stealth Rock.

    Offensively, many of the Pokémon who paired well with the previous set still pair well with the Choice Band set. Moltres is one of the best partners to this set, as it can usually sweep through a team that has been weakened by Donphan's Earthquakes and hopeful entry hazard support. As mentioned many times before, Donphan even has the ability to Spin away Stealth Rock, meaning Moltres has little reason to worry about taking any damage as it switches in. Mismagius carrying Taunt is also an interesting option for an offensive partner, as with Calm Mind, it also gets multiple opportunities to benefit from the holes in the opponent's team made by Donphan and sweep. For example, Milotic, normally a counter to Mismagius, will often be weakened enough by Donphan's Earthquake to where it can no longer switch in and Haze away Mismagius's (possible) stat boosts.


    Nome MovesetStrumentoAbilitŕNatura
    OU Rapid Spin SupportAvanziVigoreDecisa


    MosseEVs
    ~ Terremoto
    ~ Garanzia
    ~ Levitoroccia / Geloscheggia / Boato
    ~ Rapigiro
    252 PS / 188 Att / 68 Dif


    Donphan has a great support movepool, including Rapid Spin, which is vital for removing entry hazards that damage your teammates. Donphan's resistance to Stealth Rock means it will take a pitiful 6.25% damage upon switching in. Its great HP and Defense stats allow Donphan to take physical hits reasonably well, while its huge Attack stat allows it to dish out powerful hits simultaneously. Opponents such as Tyranitar, Metagross, and Scizor are unable to do large amounts of damage to Donphan, making it a fine choice to remove entry hazards from the field.

    Earthquake is Donphan's most powerful STAB move, which allows it to hit Lucario and Metagross super effectively. Assurance is listed in the third slot as it allows Donphan to hit Ghost-types, particularly Rotom-A, for super effective damage. Stealth Rock breaks any Focus Sash the opponent holds and also weakens your opponent's team upon switching in. Ice Shard hits weakened Dragon-types such as Dragonite and Flygon, both having a 4x weakness to the move. Roar is helpful to shuffle your opponent's team.
    Team Options & Additional Comments >>>

    The EVs give Donphan the maximum defensive capability while keeping its offensive power. 252 HP EVs gives it a number that is divisible by 16, which is a perfect Leftovers recovery number. 188 Attack EVs will allow Donphan to OHKO standard Choice Scarf Rotom-A with Assurance after taking Stealth Rock damage, while being able to 2HKO most standard defensive versions. The remaining EVs are placed into Defense to give Donphan greater tanking ability. Using 44 Speed EVs is an option if you would like to outspeed Relaxed Swampert before it can use Ice Beam, or Calm Blissey before she has a chance to use Wish.

    Donphan has a hard time dealing with bulky Water- and Grass-types who carry special-based moves, such as Suicune and Celebi, respectively. For these reasons, Blissey makes an excellent partner for this set as she can switch in on almost every special-based move in the game with little trouble. She has the added bonus of learning Thunder Wave, which can help compensate for Donphan's pitiful Speed stat.

    Heatran is useful as a partner as Rotom Appliances are common. They are able to switch in on Donphan's attempts to Rapid Spin or Earthquake while threatening it with Will-O-Wisp or Tricking it a Choice item. Heatran takes advantage of both of these conditions, netting a Flash Fire boost from Will-O-Wisp and having no fear of Choice items as it usually carries its own. Unable to do great amounts of damage to Heatran, Rotom Appliances are forced to switch out, or face a boosted Fire Blast.


    Nome MovesetStrumentoAbilitŕNatura
    OU Choice BandBendasceltaVigoreDecisa


    MosseEVs
    ~ Terremoto
    ~ Pietrataglio / Geloscheggia
    ~ Garanzia
    ~ Rapigiro / Semebomba
    172 PS / 252 Att / 84 Dif


    Unlike the set above, this takes advantage of Donphan's base 120 Attack stat and high powered STAB move. Even without any investment into the Defense stat, Donphan is still difficult to take down. When played offensively, Donphan is able to damage some of OU's most dangerous threats such as Tyranitar, Swampert, and Metagross. This set provides the best possible type coverage, as only Breloom resists the combination of Earthquake, Stone Edge and Assurance.

    Earthquake is Donphan's most powerful move. With 100 Base Power and a STAB boost, it will be putting a huge dent into anyone who doesn't resist it. The second move, Stone Edge, hits Flying-types who are immune to Earthquake. Stone Edge will always 2HKO the standard bulky Gyarados even without taking damage from Stealth Rock. Ice Shard allows Donphan to hit Dragonite and Flygon for super effective damage, both having a 4x weakness to it. Assurance allows Donphan to hit Ghost-types who expect you to be using Rapid Spin. Rapid Spin is helpful to rid the field of entry hazards, while Seed Bomb allows Donphan to OHKO the most defensive Swampert.
    Team Options & Additional Comments >>>

    Max Attack EVs are a must for any offensive Pokemon, and this is no different in Donphan's case. 84 Speed EVs allow Donphan to outrun all neutral natured base 60 Pokemon with no Speed investment, notable ones being Swampert and Blissey. The remaining EVs are placed into HP for Donphan to retain its natural bulk. An alternate EV spread for Donphan is 68 HP / 252 Atk / 188 Spe, which allows it to outspeed all Choice Band Tyranitar that run 96 Speed EVs and OHKO them with Earthquake.

    Due to its offensive nature, this set will encounter problems with Pokemon who resist Earthquake and have high Defense stats; Bronzong and Skarmory are some of the most difficult to handle. Both of these threats can be handled by Heatran, as its STAB Fire-type moves make short work of both. Heatran also has the added bonus of being able to switch into Ice- and Grass-type moves aimed at Donphan.

    The Rotom Appliances may cause this set problems, although Assurance hits them for super effective damage. However, the fear of being burned by Will-O-Wisp will make Donphan think twice about staying in. Heatran deserves another mention here as it is able to switch into Will-O-Wisp, even Trick with little to no fear, and doesn't take significant damage from Rotom-A's attacks.

    Donphan can use the effects of Gravity to its advantage, as Earthquake will hit Flying-types and Pokemon with the Levitate ability like Gengar and Rotom-A, while only being resisted by Heracross, Celebi, and Breloom. Jirachi and Bronzong are great choices as they are able to switch into commonly used Ice-type moves as well as the less common Grass-type moves fired at Donphan.


    Opzioni Team
    If you're using Donphan defensively, pairing it with a Poison-type is an excellent choice, to stop Donphan from being hindered by Toxic Spikes. Even though Donphan's primary objective is to Rapid Spin, Toxic Spikes will quickly take their toll, and will potentially ruin future chances to Rapid Spin away Stealth Rock and/or Spikes. Alternatively, one can use Donphan with a cleric in the form of an Aromatherapist or a user of Heal Bell, allowing Donphan to spin away the Toxic Spikes, and then proceed to be healed by the cleric. However, if Donphan's attempt to Rapid Spin is stopped, this will leave your team in a position where Toxic Spikes are much more likely to have a bad effect.

    Predominantly, Rapid Spin Donphan has problems with Levitating Ghost-types; Gengar, Rotom-H, Mismagius, and even Shedinja. Drifblim, Mismagius, and Gengar are slightly less of a worry as all three have the ability to be 2HKOed by Stone Edge, but a bulky Tyranitar can cause all these Pokémon problems with either Pursuit or Crunch, and will cause Shedinja to automatically faint courtesy of Sand Stream. Heracross causes the same problems to these Pokémon, threatening with high powered Choice Banded hits. Dusknoir and Spiritomb are two other common Rapid Spin blockers, but both of these are hit relatively hard by Donphan's Earthquake, provided it avoids Will-O-Wisp. Tyranitar can again power through these Pokémon with Choice Banded Crunches and Stone Edges respectively, but again, must be wary of Will-O-Wisp. The typing of Donphan's team mate (in conjunction with Donphan), is slightly less of an issue than for the Choice Band set, as the aim of this Donphan is to Rapid Spin, and the only Pokémon threatening that are Ghost-types. However, it is still advised to pack a Water- and Grass-type resist to support Donphan. For this reason Celebi is particularly useful, as it is able to beat Swampert, Milotic, Vaporeon, and to an extent, Suicune.

    For the Choice Band set, typing is much more important. Few Pokémon will enjoy taking Donphan's Choice Band Earthquake, so it is vital that your team will be able to deal with these threats. As previously mentioned, bulky Water-types will cause problems with their STAB Surfs, as will Grass-types and Flying-types, the latter of which avoid Earthquake altogether. Unfortunately for Donphan, there is not a single Pokémon which resists Water-, Grass-, and Ice-type attacks. However, there are quite a few Pokémon that resist two of the three aforementioned typed moves. Lanturn resists both Water- and Ice-type moves, while being able to use a STAB Thunderbolt to hit back at any opposing Water-types. Magnezone resists both Ice- and Grass-type moves, while threatening bulky Water-types with a powerful STAB super effective Thunderbolt. Magnezone has the excellent addition of Magnet Pull, which will trap Shed Shell-less Skarmory, making it much easier for Donphan to use Earthquake with ease. However, both of these Pokémon are left hopeless against Swampert, so Hidden Power Grass Zapdos may well be more favorable for you, at the cost of an Ice-type weakness. Zapdos has the advantage of being able to use Heat Wave, allowing it to do high damage to defensive Grass-type Pokémon. As mentioned earlier in the analysis, Ludicolo can take on bulky Water-types relatively well with a resistance to Water-type moves, and good Special Defense, on top of a choice of STAB Grass-type moves. However, Brave Bird Skarmory may well cause Ludicolo problems. Heracross can again be used if wanted, as it can deal with Cresselia and certain Ghost-types, which may want to cause Donphan issues.

    While you may carry a strong Electric- or Grass-type Pokémon to deal with bulky Water-types, it is likely the opponent will carry a resistance of their own to these types. Blissey with Toxic will cause these Pokémon problems, but obviously risks facing Donphan, a matchup of which the latter would win. Gliscor can shrug off Electric-type moves, and Donphan's Earthquakes, so it may be worth firing off an Ice Shard relatively early in the game, so Gliscor will be fearful of switching into Donphan. Other common team mates of bulky Water-types are Tyranitar and Salamence, both of which won't like taking hits from Donphan. Swampert is also popular, but can be 2HKOed by Donphan's Earthquake, while being outsped due to the Speed EVs.

    In addition, Swords Dance Infernape can work well on a team with Donphan. Infernape will lure in Pokémon which are common switch-ins to Donphan; Vaporeon, Swampert, and Gyarados. After a Swords Dance, Life Orb Infernape can OHKO Vaporeon and Gyarados after Stealth Rock with Close Combat and Stone Edge respectively, while being able to do huge amounts of damage to Swampert. Paralysis support is also highly advised when used with Donphan, to make up for the severe lack of Speed.

    Altre Opzioni
    Body Slam can provide paralysis but doesn't offer much in the way of type coverage. Thunder Fang is only of use for Gyarados, but Stone Edge does plenty of damage already. Counter works fairly well with Donphan's high Defense and can grab a surprise KO when facing something like a Heracross Megahorn. Assurance works with Stealth Rock and hits such threats as Starmie and Dusknoir hard. Poison Jab is his most powerful weapon against most Grass-types, but the poor coverage it offers otherwise make it a lesser option. Seed Bomb allows for an easy 2HKO with no investment on even the most defensive of Swampert, but has poor synergy with Earthquake and is one of its lesser options. Rock Polish, Endeavor, and Flail are all on offer, but are rather gimmicky options for Donphan.

    Evs
    The Rapid Spin set should have max HP and Defense with an Impish nature to soak up physical hits.

    Choice Bander should have Adamant and max Attack, the remainder can go in HP. Some investment can be made in Speed to outrun and possibly 2HKO Swampert. 20 Speed EVs hits 141, outrunning Relaxed Swampert. 84 Speed EVs will outrun Impish versions. This assumes no Speed EVs on Swampert. Although it requires max Speed, you can aim for 199 to beat minimum Speed Milotic, who will be always 2HKOed by an Earthquake.


    Opinione
    Donphan got some very good boosts to his previously barren movepool. Knock Off and Stealth Rock are excellent moves and bulky Donphan has no problem using them effectively. Ice Shard helps make him a decent counter for most physical oriented Dragon-types too. As was mentioned in the Rapid Spin set, Rapid Spin is one of Donphan's most useful moves. With the list of Rapid Spinners being relatively short, and those that can use it effectively shorter still, Donphan should be one of the first Pokémon you consider if you are in need of spin support. Donphan's main flaw as a spinner is that a battler must send him in before or during the turn the opponent is setting up Toxic Spikes. If you fail to do so, Donphan will be poisoned and without a reliable recovery move, he will not be able to Rapid Spin for you much longer. The sturdy elephant is not the most spectacular Pokémon around, but he is a solid and reliable supporter who can also hit hard when the need arises.


    Counter
    Most Water-types can take him down with ease. Swampert, Suicune, and Milotic are good examples although they won't enjoy Choice Banded Earthquakes. Ludicolo's Ground-type resistance makes him an even better choice. Grass-types in general make great counters, particularly the more defensive minded ones, like Tangrowth and Celebi.

    Bronzong only fears a Choice Band Fire Fang and can bring down Donphan with Grass Knot. Skarmory is technically a counter, since Donphan can't really hurt him much while it takes repeated Brave Birds or Drill Pecks. However, since Skarmory's primary purpose is laying down Spikes and/or Stealth Rock, one could argue that Donphan is actually "countering" Skarmory by spinning away his set up. However, Donphan will not enjoy Skarmory's Toxic.

    Cresselia makes an excellent counter thanks to her high HP and Defense and Earthquake immunity. Ice Beam, Energy Ball, and Grass Knot finish Donphan. In order of how much damage Donphan does to them, Uxie, Mesprit, and Azelf will also work in a similar fashion. Azelf is the defensively weakest of the group, so watch out of Choice Banded Stone Edges, which won't OHKO but take a big chunk of his HP. It's fine against the standard Donphan with Ice Shard, though.

    Any decently powered special attack that isn't a Thunderbolt should at least 2HKO. Donphan's Special Defense is terrible, so prey on that and he should fall easily.

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    Edited by † Paul † - 9/11/2011, 20:10
     
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  2. ¬Hitomoshi
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1 replies since 20/1/2011, 11:20   598 views
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