Only the effect(s) that activate after attacking will be negated therefore, if a Pokémon with Sheer Force holding a Life Orb uses a move boosted by Sheer Force, it will gain the passive damage boost (because it is not activated after the attack) but the Pokémon will not be damaged by the Life Orb. This includes the effects of Eject Button, Shell Bell, and Red Card, as well as the Abilities Color Change, Pickpocket, Wimp Out, Emergency Exit, and Berserk. If (and only if) a move is boosted by the effect of Sheer Force, that move will no longer trigger item or Ability effects that activate after attacking. Effects of Fling caused by holding specific items are not considered additional effects for the purposes of Sheer Force. For example, Flare Blitz inflicts recoil damage to the user, but also has an additional effect to burn if the user has Sheer Force, Flare Blitz's damage will be boosted by 30% and the user will take recoil damage, but it cannot burn the target. Moves that have one of these properties in addition to an additional effect will be powered up and only the additional effect will be negated. Properties of moves-such as having a high critical-hit ratio, being unable to miss, having variable power or powering up, or having a charging turn, among others-are not considered additional effects. Sheer Force does not consider recoil or decreasing the user's own stats to be additional effects. Reducing the target's stats, increasing the user's stats, inflicting a status condition or confusion to the target, and causing the target to flinch are all considered additional effects, so moves with these effects will have their power increased and their additional effect ignored. Sheer Force raises the base power of all damaging moves that have any additional effects by 30%, but their additional effects are ignored. Reason: Does it affect Thousand Waves, Sparkling Aria, and Core Enforcer?įull list of items and Abilities which are negated by it 0 HP / 0 SpD Excadrill: 199-234 (55.1 - 64.This move effect may be in need of research. 252 HP / 188+ SpD Heatran: 178-211 (46.1 - 54.6%) - 98% chance to 2HKO after Stealth Rock and Leftovers recoveryĢ52+ SpA Choice Specs Analytic Magnezone Flash Cannon vs. 252 HP / 8 SpD Landorus-T: 333-393 (87.1 - 102.8%) - 93.8% chance to OHKO after Stealth RockĢ52+ SpA Choice Specs Analytic Magnezone Volt Switch vs. A lot of people won't even bother trying to switch their Steels out, assuming that Magnezone has Magnet Pull, so you can still bluff-trap Steels while firing off powerful Analytic-boosted Volt Switches and hitting switchins super hard in general :Ģ52+ SpA Choice Specs Analytic Magnezone Flash Cannon vs. This set basically capitalises on surprise effect. Reserving magnet rise+air balloon wait nvm this is on the analysis fsr, I'll take specs analytic then Sorry if this explanation is really shitty lol, its 3 am here xD Overall this is a p fun set to use when ur fucking around if u wanna break through fatter teams without having to deal with predicting with specs. HP Fire should really only be used if your team is super weak to like ferro since tbolt hits like every other steel type hard enough. However, you proceed to charge beam behind the sub and can boost your special attack to terrifying levels and fire off attacks vs the opposing team and overcome them. For example, you can bring in mag vs a lati twin (thats either at -2 or you've confirmed doesnt have hp fire/eq) and set up a sub on the switch to a steel resist to take on mag's presumed specs flash cannon. The basic premise of subbeam magnezone is to make a mag set that can work vs fat teams while capitalizing on switches that its steel typing forces.
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