Monday, January 30, 2012

Pokemon of the Week 1/30/12 Lilligant


Graceful and subtle, this Special Sweeper strikes consecutively. It’s gorgeous blooming flower is the symbol of a Veteran Trainer’s skill. Don’t let your guard down due to its sweet smelling aura, because this Pokemon packs a prime plant pounding.

Ability: Own Tempo or Chlorophyll
Type: Grass
Nature: Modest
Weakness: Flying/ Poison/ Bug/ Fire/ Ice
Item: Heat Rock
Classification: Special Sweeper

Base Stats:
Hp-70
Atk-60
Def-75
Sp.Atk-110
Sp.Def-75
Spd-90

Ev Spread:
Hp-14
Atk-0
Def-0
Sp.Atk-248
Sp.Def-0
Spd-248

Moveset Suggestion:
-Petal Dance
-Grasswhistle
-Dream Eater
-Round
Additional Valuable Moves: Synthesis/ Solarbeam/ Quiver Dance

Moveset Side-Notes:
Lilligant has large Special Attack Stats. Sadly, despite possessing prime power, it lacks a versatile move pool to surprise foes. Regardless, there are two main methods of mastering a Lilligant. Dependent on ability, you’ll choose from main mascaraing moves like “Petal Dance” or “Solarbeam.” “Own Tempo” offers a shield from the frustrating confusion status, while “Chlorophyll” assists your Pokemon’s speed during sunny matches. The “Petal Dance” set is more independent and requires less ground work to get your Lilligant going. Smashing with a shocking 120 Base power, “Petal Dance” puts opponents in their place. Normally this move is short lived due to confusion inflicting your Pokemon after several strikes. “Own Tempo” owns those not prepared to face grandiose grass types.

Activating “Sunny Day” with a previous team member, before Lilligant takes the stage, is a sound idea. Harboring average Hp, this Poke can be pwned easily with one well aimed Fire raid. Considering this factor makes Synthesis sensible, since its healing ability increases during times of high sun. In order to preserve your insta-solarbeam ability, I recommend attaching a “Heat Rock” to Lilligant before your match. This handy hot rock keeps “Sunny Day” active for eight turns as opposed to five. Whilst the sun shines high, “Solarbeam” doesn’t require charge time to compile its power. Without “Sunny Day,” “Solarbeam” might as well be a backwards “Hyper Beam,” leaving you vulnerable immediately.

Aside from these two massive mugging maneuvers, Lilligant lacks much more than some throw away supporting moves. The combination of “Grasswhistle” and “Dream Eater” works, but limitedly. With a low accuracy of 55, “Grasswhistle” becomes “Gamble-whistle” as you desperately attempt to send foes into slumber. Round is a reasonable move to have, especially when other members of your team possess it as well. It upgrades the base power of 60 when used by multiple Pokemon on your team. The best defense for Lilligant is ginormous offense. That’s why “Quiver Dance” is highly recommendable, increasing Special Attack, Special Defense, and Speed. In combination with “Chlorophyll,” Lilligant can become a great galloping special sweeper.

Conclusion:
Through abilities, Lilligant boasts terrifying tactics. Depending on your style, you may opt to have the more readily attacking Poke, and choose the “Own Tempo” set to assure victory regardless of sunshine conditions. Planners and strategists may lean towards the stat boosting “Sunny Day” to sear victory into opponent’s minds. Working around Lilligant’s limited move selections is a matter of switching when it proves sensible. Plan ahead and build your team to complement each other’s strengths and weaknesses. Flareon offers “Flash Absorb,” which aids your team when struck with a Fire move, as well as provides Lilligant with “Sunny Day” options for strong solar shock-waves. Becoming the best always hinges on balance.

Tuesday, January 24, 2012

Pokemon of the Week 1/23/12 Ferrothorn



The blog is back and today we train a defensive behemoth. Ferrothorn the ferocious will not only Wall foes with impressive blockade might; but provide extra offense, in a pinch. With a whirl of its spiked metal/ grass feeler, it can crumble competitor’s cover. Grab the "Lucky Egg" and let's train a Ferrothorn!

Ability: Iron Barbs
Type: Steel/ Grass
Nature: Adamant
Weakness: Fight/ Fire
Item: Leftovers
Classification: Offensive Wall

Base Stats:
Hp-74
Atk-94
Def-131
Sp.Atk-54
Sp.Def-116
Spd-20

Ev Spread: (510)
Hp-14
Atk-124
Def-124
Sp.Atk-0
Sp.Def-248
Spd-0

Moveset Suggestions:
-Ingrain
-Power Whip
-Iron Head
-Shadow Claw
Additional Valuable Moves: Bulldoze/ Poison Jab/ Hone Claws/ Curse/ Rock Climb/ Aerial Ace/ Gyro Ball

Moveset Side-Notes:
Ferrothorn gives foes something to fear. Primarily a Wall, this Pokemon wards away unwanted team penetrators by lending extra damage against physical attackers with its ability "Iron Barbs." Supporting moves offer two main modes of combat with this tank. Including "Hone Claws," will provide attack and accuracy increase, resulting in a super charged "Power Whip" (Base Pow 120). "Curse" will give your Wall an extra attack and defense boost during long bouts with physically offensive players. Remember, defense and special defense are two completely separate attributes; "Curse" will only assist against physical attackers. While both supporting moves up attack, "Power Whip" benefits greatly from the increased accuracy (Accu 85). Thankfully both options remain supported by its natural defensive capabilities, giving it staying power on the fiercest of battlefields.

"Ingrain" combined with "Leftovers" is a devious tactic in topping off Ferrothorn's Hp. Opponents will find it endlessly frustrating, witnessing your health slowly rising, while theirs falls with every physically offensive blow. "Iron Head" hits hard being your second STAB (Same.Type.Attack.Boost) move aside from the afore mentioned "Power Whip." Although empowering you with two STAB moves, Ferrothorn's type combination leaves it vulnerable to hyper power heated Fire moves. Consider arming your Wall with the right resilience via "Bulldoze." As the only ground move it can learn, I recommend charging its power (Base 60) to assure success against flaming foes.

"Shadow Claw" and "Poison Jab" should be selected only if your team lacks an effective striker for Ghost or Poison. "Rock Climb" is the second strongest physical move Ferrothorn can posses (Base 90). After "Ingrain" is enabled players can stick right to striking or upgrading further skills through supporting moves. My preferred style would be to first use "Ingrain" for constant health replenishment during my match. Next, max out attack and defense through "Curse." Once these preliminary steps are completed I would then focus on finishing my opponent with super charged strikes. The biggest hole in this strategy would be a special attacking Fire Pokemon, which are not uncommon.

Conclusion:
Ferrothorn makes a powerful defensive fighting friend. When faced with its ultimate weakness of four times effective Fire types with special attack sets, see how their first strike affects. Keep in mind the Evs invested in special defense, and observe how significant the damage is. Switching is strongly recommended in these situations, to preserve Ferrothorn's fearsome walling capabilities. What a waste you'd find it, if your Poke was pwned early on, only to find the remainder of your foe's team is physically offensive. Switching surprises opponents and changes the dynamics of battle immediately. Enhanced with supporting moves, or not, Ferrothorn is a favorable Wall for players lacking defensive capacity.