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Pawmot & Hands Suicide Pinc.Terrain HO V.6 https://pokepast.es/cac50e2b881e1bb8 Pawmot allows E-Terrain to function by generating momentum through Mach Punch picking off low hp/fighting weak targets thus forcing switches potentially getting a revival blessing off for Pinc. Ice Punch is perfect into types that resist Double Shock and picks up surprise K.O.’s on unsuspecting Gliscors, Lando-T’s, Dnites etc. Last but not least Double Shock is your Meteor Beam in which you can only use it once w/o tera. Tera Stellar as you want the option to keep clicking Double Shock while maintaining the Fighting type to resist Kowtow and boost Mach Punch. It also provides a 1 time boost to Ice punch. 224 Spe w/ a Jolly nature ensures we outspeed crucial weaknesses like Lando-T, Kyurem, the rare Thunderus-T. Pinc. can take it easy and do what matters most like getting up a spike, paralyzing something faster than Treads/Val, and or sacrificing itself with Memento for an easy entry point with any one of your threats. This really simplifies things. 248 HP so that we don’t get revived at an even 50% which would leave us vulnerable to hazards. 180 Spe EVs to outspeed Adamant CB Tyranitar after paralyzing it with Thunder Wave as you life a Knock Off from full even after sandstorm damage. The rest is put into Def to minimize damage taken from physical Ground Type attacks as Earth Power from most special attackers won’t take you down in one. Iron Treads is super fast and consistent at applying pressure while keeping hazards off the field. Rocks and 1 spike will put lots of things in range of Specs Val for an easy clean. Air Balloon is essential as the team has no ground immune/resist. Ice Spinner isn't ideal when you want to keep terrain up but hitting Gliscor, Lando, Dragons is more important. Tera Ghost for spin blocking, as well as fast fighting types like Zama, Val, Tusk etc. Kingambit is the 3rd ingredient in the Electric Terrain team. Sacrificing teammates powers up Kingambit and is a great choice to revive itself. Brick Break is for opposing Kingambit and breaking Screens, at 4 Fallen, Brick Break does 100% minimum to 252 HP 4 Def Trick Room Gambits. Iron Head is crucial SE damage vs Iron Val which is problematic for my team. We’re running 252+ Jolly nature to be as fast as possible. Leftovers is for breaking stalemates and overall longevity. Tera Ghost for Fighting types/coverage as well as Dnite Extreme Speed. Specs Val is super fast, hits really hard, and has wide coverage for most situations. This is ironvaluable. They’re the only good SpA source on the team, which is by design. By overwhelming the opponent with strong physical attackers for the rest of the team, it makes for an easy cleanup with Val in the late game. Moonblast is a given, strongest and best STAB, spammable vs anything not 4x resisted. Shadow Ball is for Glowking, Iron Crown, Ceruledge and other Fairy/Fighting resists while also providing a solid neutral coverage for Moonblast vs most of the tier. Thunderbolt is great coverage boosted by the terrain that deals with Moltres, Corviknight, AV Primarina and Alomomola notably OHKOing the Birds and 2HKOing the bulky waters. Vacuum Wave comes in handy more often than not and Specs Val shouldn’t leave home without it. Tera Ghost is to boost the damage of Shadow Ball which can be good to take down AV Glowking in two, or Specs Crown, Ceruledge, Bulky Gholdengo in one. It also has the added benefit of being immune to Extreme Speed from Dnite and Body Press from Za. Iron Hands under E. Terrain with +1 Def is very tanky and punches holes through your opponents. Drain Punch is essential for recovery, staying healthy and refusing to faint. It’s more than enough damage into Fighting weak targets like Ting-Lu, Kingambit, Tyranitar, notably 2HKOing specially defensive Ting-Lu after leftovers recovery. Ice Punch is necessary for Landorus-T and Gliscor as they resist drain punch, while also being your strongest move versus Dragonite. Supercell Slam is the electric move of choice as it’s incredibly strong under terrain, OHKOing many common neutral targets w/o even needing to Swords Dance. The given EV spread is to maximize special bulk while still having enough attack to get boosted even after Electric Seed activates. 84 Spe EVs ensure you outpace uninvested Clefable, Weezing, and Bulky Calm Mind Prim. 248 SpDef is the max, 252 doesn’t seem to change any calcs. 112+ Atk adamant hits 378—same as the defense with the seed boost but Atk comes before Def in determining what stat gets boosted so Atk gets boosted while not taking away any defense IV’s. The rest is put into HP to further enhance its hit takings capabilities. Tera Fire is key because Burn and Fairy weakness are Iron Hands kryptonite. Being paralysis immune is fantastic already so having a way to avoid will-o-wisps and scald burns from Pult, Cind, Alo etc. and continue sweeping is more appealing than Tera Flying to avoid damage persay.