06-05-2017, 08:46 PM
(This post was last modified: 06-05-2017, 08:46 PM by Dragonstrike.)
(06-05-2017, 07:46 PM)shademonkey Wrote: You said it, Neopunk is a bit of a one trick poney. Also, you might want to slash Trick on the Choiced set. Woops, it's already there.
I would consider a sub berry set. Something like :
Neopunk
Minus
Timid Nature, 252 Special Attack, 252 Speed, 4 HP
Salac Berry
-Substitute
-Nasty Plot
-Thunderbolt/Psychic
-Energy Ball / Dazzling Gleam / Focus Blast / HP Fighting-Ground
Max speed investment is required to set up a sub before the opponent moves. 252 Ev in special attack to hit as hard as possible. 4 EV in HP will make you have an even number of HP, thus triggering Salac Berry after the third sub. (Another option is to not put these four Ev into HP, then you'd reach an odd number, you'd be able to set up a fourth sub and theoretically have more opportunities to set up a Nasty Plot; but I'd advise against it, as Salac berry would have to activate after the fourth sub, when you're down to 1 HP, and Hail and Sandstorm would mess with that.) Substitute is only here to help safely activating the berry, and nothing else considering the punk's poor bulk.
Psychic and Electric is an awkward offensive combo. I'd personally go with either Thunderbolt or Psychic + a coverage move that complements it. Thunderbolt + Energy Ball is resisted by Dragon types. Psychic + Fairy loses against Steel types. Psychic + Focus Blast can't touch other Psychic types (Dramsama).
The offensive combo has to be thought out considering the other pokemon in your team, as whichever pair of moves you pick you'll never find perfect coverage. This set is meant to be a late game sweeper, and appreciates dedicated walls and counters being removed beforehand.
If UU ever comes to exist for Uranium, I'd actually like to try the underdog twin brother :
Praseopunk
Plus
Impish Nature, 252 HP, 252 Special Attack, 4 Special Defense
Leftovers
-Calm Mind
-Substitute/Protect
-Instant Crush
-Focus Blast / Discharge / Toxic
Max HP, an Impish nature and Calm mind to maximize its overall bulk while not being completely useless on the offensive side with 252 ev in Special Attack. Instant Crush is stab'd priority. Focus Blast complements it rather well, while Discharge is a reliable stab with a neat paralysis chance. Thunderbolt is also viable if you want a little more power, but spreading paralysis with Discharge could be just the kind of support you'd want to help some of your sweepers with middling speed (Navighast, Winotinger, Krilvolver...).
Substitute protects you from statuses and gives you an easier time setting up Calm Minds while Protect is there to regain some HP thanks to Leftovers.
A Trick Room set could also be fun to try out, since Praseopunk, unlike Neopunk, can actually take a hit.
Psychic/Electric might be an awkward offensive combo, but keep in mind that only six pokemon resist the type combination in Uranium, two of which are the punks themselves. And while 3 of the other 4 are rather awesome pokemon, and the 4th is completely immune to that combo, bringing checks and counters for them helps mitigate the issue somewhat. You won't hit a great deal super effectively, but not much will be able to resist your attacks either, which is great on a boosting set. So basically, it's the same deal as the coverage options you listed.
As for Trick Room, I just looked at the speed tiers to see how viable that might be. Here's the pokemon that can strike it with a STAB super effective move and outslow it in trick room: Cocancer without a Shell Smash, Lanthan, Anderind, Seikamater, Beliaddon, Chainite, Umbreon, Tubareel, Sableye, non-mega Drilgann without a Sandstorm, Escartress, and Herolune. Unless you're facing a Trick Room team, you probably don't have to worry about any of them too much (they're all 60+ base speed bar Sableye, Herolune and Cocancer being the slowest), but 80 speed is a lot for a trick room user. Plus, Praseopunk might have okay bulk, but it's not spectacular sitting at 85/85/70. Setting up a trick room might be more difficult than it's worth, and you'll probably only pull it off twice at maximum in ideal conditions.
But, as you said, Trick Room could be fun. It doesn't have to be a super serious set all the time, right?
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