Atleast it dosen't hold the 4x weakness to fighting and ground like aggron and bastiodon.
Vicctini's ability Victory Star increases the accuracy of all moves for itself and its allies.JacobeTheElf said:^^Why would speed matter if his ability makes non-attacking moves get priority? It actually just depends on the set you're using. If you have attack moves included (i.e. U-Turn), then go with Careful. If not, (like the set I use) go with a Speed decreasing nature.
It really depends on which Pokemon it is and what item it is holding. Chansey for instance benefits far greater with a spread of 252 Def / 252 SpDef / 4 HP. If it holds leftovers, the best thing to do is first give it just enough where it gets the one extra point of recovery. After doing so, adjust your Defense and Special Defense EVs to take hits optimally. I often use a damage calculator and make sure it can guarantee survival from a certain combination. While it means you have to do it more specific to a team instead of just a standard spread, using individual spreads based on the team is better. My ultimate Ubers team everything is my own specific spreads.Bippa201 said:usually standard practice to max out HP on any defensive Pokemon, including Jellicent.
WujiKyurem said:Jumpluff @ Wide Lens
Trait: Chlorophyll
EVs: 104 HP / 152 Atk / 252 Spd
Jolly Nature (+Spd, -SAtk)
- Sleep Powder
- Stun Spore
- U-turn
- Encore
This thing. Just wrecks so much. In the sun, (assuming you run Chlorophyll) Jumpluff reaches 700 Speed, which is certainly nothing to scoff at. No other Swift Swim/Sand Rush/Chlorophyll users outspeed it without a boost, which means it can stop Excadrill and Kingdra dead in their tracks. In addition, very few scarfers, even ones with Speed-beneficial natures can outspeed it, so to be honest, the only threat to this guy is Ice Shard or Speed boosting sweepers like Metagross, Cloyster or Gorebyss. (The most dangerous of the speed boosting sweepers is Rock Polish Genesect. Although it is very rare, it is a very significant threat. This thing even works in Ubers, I've tried it. What it does is comes in on something and if it is a threat to Jumpluff, put it to sleep. If Jumpluff can survive a hit, (that's what the HP EVs are for) paralyze it, especially if it's scarfed or something ridiculously fast, like Ninjask, Deoxys-S and Jolteon. If you paralyze it, use Encore to lock its move, then U-turn out into something that can take it out, and boom, you get a free kill. It's a very useful support unit and anyone who decides to use a sun team, even in Ubers, should consider Jumpluff.