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Just all around good vibes and solid gameplay by yours truly. I had many prior attempts recording this so this was a cake walk in comparison. I must have my head screwed on gay, right? Is that how the saying goes?... Anyways... Here's the current team:) Pawmot & Hands Suicide Pinc. E. Terrain BO V.11 Sumo Smoker (Iron Hands) @ Electric Seed Ability: Quark Drive Tera Type: Water EVs: 56 HP / 112 Atk / 252 SpD / 88 Spe Adamant Nature Drain Punch Ice Punch Supercell Slam Swords Dance Iron Junk (Iron Jugulis) @ Choice Specs Ability: Quark Drive Tera Type: Ground EVs: 252 SpA / 12 SpD / 244 Spe Timid Nature IVs: 0 Atk Dark Pulse Earth Power Hurricane Hydro Pump Iron Trunk (Iron Treads) @ Air Balloon Ability: Quark Drive Tera Type: Ghost EVs: 252 Atk / 4 SpD / 252 Spe Jolly Nature Earthquake Ice Spinner Rapid Spin Stealth Rock So ein Mist! (Kingambit) @ Leftovers Ability: Supreme Overlord Tera Type: Ghost EVs: 172 HP / 252 Atk / 84 Spe Adamant Nature Iron Head Sucker Punch Swords Dance Throat Chop Peak-Chu (Pawmot) @ Leppa Berry Ability: Iron Fist Tera Type: Stellar EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature Double Shock Ice Punch Mach Punch Revival Blessing Sew What? (Pincurchin) @ Terrain Extender Ability: Electric Surge Tera Type: Grass EVs: 248 HP / 216 Def / 44 Spe Bold Nature IVs: 0 Atk Memento Scald Spikes Thunder Wave The only real difference from the last team here is the inclusion of Iron Junk over Iron Valiant AKA "Girl Reaper". The need for a ground resist/immunity on the team exceeds the levels of speed and utility you gain. Furthermore, Jug is a potent threat in its own right. You keep a Dark resistance and while it's not a 4x resist, you are noticeably bulkier than Val. Choice Specs boosts Jug's SpA to an ample amount. Iron "Junk" here can OHKO a max HP Zamazenta from full with Hurricane and or Tera-Ground Earth Power if they Terastallize to either type that resists the incoming Hurricane. A non-specs Hurricane (or specs boosted Air Slash even) cannot achieve this surprisingly, therefore you have to go big or go home. Dark Pulse is great stab that is free to click into most things neutral although it is primarily for hitting Corviknight, Iron Crown, Slowking-Galar, Zapdos, and other such bulky Psychic Types or resists to our Flying/Ground coverage. Earth Power compliments Hurricane perfectly by hitting the Electric, Rock, and Steel types for super-effective damage, notably Garganacl, Glimmora, Iron Treads, Kingambit, Raging Bolt and Tyranitar. Tera-Ground boosts Earth Power to absurd levels, as well as flipping Jug's Rock and Electric weaknesses into a resist an immunity respectively. This is very useful in the Raging Bolt and Tyranitar matchups. With 12 SpDef evs you have only a 6.3% chance of being OHKO'd by +1 Raging Bolt Dragon Pulse while maintaining a Spe boost from Quark Drive and max SpA. In an instance where Bolt has a Calm Mind boost but no Protosynthesis boost, Tera-Ground Earth Power fails to OHKO from full so living a Pulse and 2HKOing can be crucial. Here's a calc demonstrating Iron Jug's power and with practical use:) 252 SpA Choice Specs Tera Ground Iron Jugulis Earth Power vs. 252 HP / 240+ SpD Tyranitar in Sand: 204-242 (50.4 - 59.9%) -- guaranteed 2HKO Excadrill under sand could be a menace if you're not careful, so having a quick way to eliminate the Sand Stream user and avoid the Sandstorm chip damage could be effective. Lastly we have Hydro Pump. I tested lots of moves in this 4th slot, none of the others came close to how often I click Hydro. Pump is Jug's strongest move into bulky Ground types like Unaware Clodsire, Gliscor, Ting-Lu. These are necessary targets to hit for this team as we are running Electric Terrain with three Electric types. Clodsire is the least important to hit as it's weak to Earth Power too but if you cannot Terrastallize Jugulis, Hydro Pump is a clean 2HKO after Leftovers recovery. Gliscor also gets hit hard by another move in our arsenal, in that it gets 2HKO'd by Hurricane after Protect + Poison Heal recovery, but I wouldn't risk that. Hydro deals considerably more damage and is more accurate, giving that extra 10% over two or three turns ensures that even if you miss one, they can't heal back what they lost. Ting-Lu looks like something you could fire off Hurricanes versus, but in practice it's not wise. Hurricane does a pitiful (31.1 - 36.9%) meaning they need to get the 30% confusion chance and hurt themselves in confusion to even be 3HKO'd. Pump is a guaranteed 3HKO dealing (41.6 - 49.4%) to max-max Lu after leftovers recovery; now even Rest/Talk Lu has a chance to be 1v1'd! Besides that, Hydro Pump is a great way to remove Great Tusk, Landorus-T, and Ursaluna in one turn, a more reliable 80% of the time, unlike the ~70% Hurricane, which cannot even 2HKO the latter two...Anyways