Giratina Distorts the Game!

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  • Опубліковано 5 жов 2024
  • Today I'm bringing Calm Mind Giratina-Origin to the Reg G ranked ladder. With its Griseous Core held item boosting STAB Ghost and Dragon moves by 20% and Calm Mind increasing, its Special Attack stat, Giratina is sure to pack a punch. But offense isn't all Giratina is capable of. With its monstrous base 150 HP stat and base 100 in each defense stat, Giratina will be able to withstand hits, making it hard to remove from the field.
    Joining Giratina today on the team is Clefairy, Rillaboom, Incineroar, Urshifu and Tornadus.
    Clefairy serves as a great defensive pillar for the team. With Friend Guard, the amount of damage the team takes is reduced by a 25% and Follow Me allows Clefairy to redirect attacks away from any member trying to set up. Since Giratina doesn't have a means of recovery, Clefairy's Life Dew is critical to sustaining Giratina after it gets its Calm Mind boost. In a sense Life Dew might even be more important than Follow Me. Especially since Life Dew can't be redirected.
    Incineroar further builds on the team's defensive backbone thanks to Intimidate and Parting Shot. Non-Clear Amulet physical attacks effective lose half their attack if Incineroar gets to stack Parting Shot on top of Intimidate and Parting Shot can pivot Incineroar into Clefairy to gain Friend Guard support. Fake Out can also buy Giratina a little time to set up Calm Mind or Incineroar can opt for straight damage with Flare Blitz and Knock Off. Knock Off is also great for punishing opposing Ghost types.
    Urshifu is primarily here to handle Normal, Dark and Steel types that otherwise handle Giratina's STAB options of Dragon Pulse and Shadow Ball. Close Combat inflicts major damage to each of those types and Surging Strikes inflicts great damage thanks to its critical hits. If a situation becomes hairy for Urshifu, it can pivot out with U-Turn. Giratina and Incineroar can handle opposing Rillaboom, while Giratina also resists Electric moves.
    Tornadus provides speed control for the team with Tailwind. This time Tornadus has Taunt to shut down opposing status moves especially opposing Tailwind or Trick Room. As fair as damage goes, Tornadus as Air Slash instead of Bleakeind Storm to get around Wide Guard.
    Finally there's Rillaboom. But this isn't your standard Rillaboom. Instead of running Fake Out and holding an Assault Vest, this Rillaboom has Swords Dance to increase its Attack. With a +2 boost into its Attack, Grassy Glide turns Rillaboom into a missile, landing heavy damage with its +1 priority and bonus damage on Grassy Terrain. If Grassy Glide isn't enough, then Wood Hammer will certainly sort out any problems Rillaboom might still have. Rillaboom is also holding a Grassy Seed to give it a little extra physical bulk and with Drain Punch as its final move, it can restore some HP while also hitting the Steel types that would wall its two Grass type moves.
    So that's the team in a nutshell! If you like it, be sure to let me know what you think in the comments below.
    Also if you want to use the team for yourself, there is a rental code as well:
    23VM75

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