Post by KillingEdge on Apr 20, 2009 12:26:00 GMT -5
Name: Knucknoll
Classification: Terrace Pokemon
Type: Ground/Fighting
Ability: Guts/Iron Fist
Base Stats: 80/115/80/65/85/100
Evolves from Armound at Lv27
Appearance: Knucknoll is kinda like a more muscular Gabite, minus the arm blades. Its body is mainly different hues of brown with blotches of red around its joints. Its hands are a bit large in proportion to its arm size, with the knuckles being grooved and black-tipped. It also has several spikes angled downward coming off the back of its head.
Height: 5’11’’
Weight: 237.6 lbs
Dex Entry
- KNUCKNOLL’s knucklebones are incredibly solid. It can throw volleys of punches with the force of a rockslide.
Notes: Knucknoll previously had Technician, but I removed it because I didn't want it to completely overshadow Lucario as an SD cleaner. I didn't know what else to put there, so I just went ahead and gave it Iron Fist. I don't think Hitmonchan will mind, seeing as nobody uses him anyway.
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SDKnuck
Knucknoll @ Life Orb
Ability: Guts/Iron Fist
EVs: 6 HP / 252 Atk / Spe
Jolly nature (+Spe / -Sp.Atk)
- Close Combat
- Earthquake
- Mach Punch/Ice Shard/Stone Edge/Fire Punch/Thunderpunch
- Swords Dance
Although Knucknoll's Mach Punch doesn't pack as much power as Lucario's ExtremeSpeed, it's still a powerful priority move and shouldn't be underestimated. If you don't feel the priority attack is needed, you can use Stone Edge or the appropriate elemental punch for your team's needs. There's also Ice Shard if you want to be able to maim stuff 4x weak to Ice, but it doesn't have too many uses outside of that.
Guts is a good ability if you think you can get Knucknoll statused, while Iron Fist provides a guaranteed boost, albeit a small one, to its punching moves. Just be wary of paralysis from anything using Body Slam.
Knuckles
Knucknoll @ Choice Band
Ability: Iron Fist
EVs: 6 HP / 252 Atk / 252 Spe
Adamant nature (+Atk / -Sp.Atk)
- Mach Punch
- Close Combat
- Earthquake
- Ice Shard/U-Turn
Iron Fist Mach Punch, AKA Knucknoll imitating Scizor. 72 base power isn't quite the same as 90, and Knucknoll's base 115 Attack isn't the same as Scizor's base 130, but Knucknoll has his own quirks that let him run the set his way.
The big difference comes into play with the other available moves. Knucknoll's Close Combat far and away outdamages Scizor's Superpower, and Earthquake is always a powerful move to have STAB on. The last slot offers more flexibility. Ice Shard lets Knucknoll revenge-kill things that are 4x Ice Weak, mainly Dragon/Flying-types who resist your other moves. By virute of its being a lethe fighter, Knucknoll can also learn U-Turn, good for scouting and dealing some damage on the way out.
Guts can also be used as an ability here if, again, you think you can get a non-paralysis status on it. And a Jolly nature can be used if you want Knucknoll to get the jump on more things when not using Mach Punch, but the boost to MP provided by Iron Fist may be more preferable if that's your main intent.
Guts
Knucknoll @ Toxic/Flame Orb
Ability: Guts
EVs: 6 HP / 252 Atk / 252 Spe
Jolly nature (+Spe / -Sp.A)
- Close Combat/Mach Punch
- Ice Shard/Earthquake/Facade
- U-Turn
- Protect/Swords Dance
Swellow arguably does this better with higher Speed and STABed Facade, but it's here nonetheless. Guts-boosted Close Combat will surely deal massive damage to anything it strikes, while Mach Punch is still on offer if you like the priority. Earthquake is the typical secondary STAB, but Ice Shard is probably a better option for the slightly more useful coverage it provides. Facade is also a good neutral option that can hit a wide range of targets hard thanks to its 140 base power.
If you're confident in your prediction abilities and/or don't think you need the extra scouting, you can cut Protect for a fourth attack, or possibly Swords Dance, if you wish.
----------
If anyone's wondering how Knucknoll would go about acquiring Ice Shard, it would get it as an egg move from either the Phanpy or Swinub family.
Classification: Terrace Pokemon
Type: Ground/Fighting
Ability: Guts/Iron Fist
Base Stats: 80/115/80/65/85/100
Evolves from Armound at Lv27
Appearance: Knucknoll is kinda like a more muscular Gabite, minus the arm blades. Its body is mainly different hues of brown with blotches of red around its joints. Its hands are a bit large in proportion to its arm size, with the knuckles being grooved and black-tipped. It also has several spikes angled downward coming off the back of its head.
Height: 5’11’’
Weight: 237.6 lbs
Dex Entry
- KNUCKNOLL’s knucklebones are incredibly solid. It can throw volleys of punches with the force of a rockslide.
Notes: Knucknoll previously had Technician, but I removed it because I didn't want it to completely overshadow Lucario as an SD cleaner. I didn't know what else to put there, so I just went ahead and gave it Iron Fist. I don't think Hitmonchan will mind, seeing as nobody uses him anyway.
----------
SDKnuck
Knucknoll @ Life Orb
Ability: Guts/Iron Fist
EVs: 6 HP / 252 Atk / Spe
Jolly nature (+Spe / -Sp.Atk)
- Close Combat
- Earthquake
- Mach Punch/Ice Shard/Stone Edge/Fire Punch/Thunderpunch
- Swords Dance
Although Knucknoll's Mach Punch doesn't pack as much power as Lucario's ExtremeSpeed, it's still a powerful priority move and shouldn't be underestimated. If you don't feel the priority attack is needed, you can use Stone Edge or the appropriate elemental punch for your team's needs. There's also Ice Shard if you want to be able to maim stuff 4x weak to Ice, but it doesn't have too many uses outside of that.
Guts is a good ability if you think you can get Knucknoll statused, while Iron Fist provides a guaranteed boost, albeit a small one, to its punching moves. Just be wary of paralysis from anything using Body Slam.
Knuckles
Knucknoll @ Choice Band
Ability: Iron Fist
EVs: 6 HP / 252 Atk / 252 Spe
Adamant nature (+Atk / -Sp.Atk)
- Mach Punch
- Close Combat
- Earthquake
- Ice Shard/U-Turn
Iron Fist Mach Punch, AKA Knucknoll imitating Scizor. 72 base power isn't quite the same as 90, and Knucknoll's base 115 Attack isn't the same as Scizor's base 130, but Knucknoll has his own quirks that let him run the set his way.
The big difference comes into play with the other available moves. Knucknoll's Close Combat far and away outdamages Scizor's Superpower, and Earthquake is always a powerful move to have STAB on. The last slot offers more flexibility. Ice Shard lets Knucknoll revenge-kill things that are 4x Ice Weak, mainly Dragon/Flying-types who resist your other moves. By virute of its being a lethe fighter, Knucknoll can also learn U-Turn, good for scouting and dealing some damage on the way out.
Guts can also be used as an ability here if, again, you think you can get a non-paralysis status on it. And a Jolly nature can be used if you want Knucknoll to get the jump on more things when not using Mach Punch, but the boost to MP provided by Iron Fist may be more preferable if that's your main intent.
Guts
Knucknoll @ Toxic/Flame Orb
Ability: Guts
EVs: 6 HP / 252 Atk / 252 Spe
Jolly nature (+Spe / -Sp.A)
- Close Combat/Mach Punch
- Ice Shard/Earthquake/Facade
- U-Turn
- Protect/Swords Dance
Swellow arguably does this better with higher Speed and STABed Facade, but it's here nonetheless. Guts-boosted Close Combat will surely deal massive damage to anything it strikes, while Mach Punch is still on offer if you like the priority. Earthquake is the typical secondary STAB, but Ice Shard is probably a better option for the slightly more useful coverage it provides. Facade is also a good neutral option that can hit a wide range of targets hard thanks to its 140 base power.
If you're confident in your prediction abilities and/or don't think you need the extra scouting, you can cut Protect for a fourth attack, or possibly Swords Dance, if you wish.
----------
If anyone's wondering how Knucknoll would go about acquiring Ice Shard, it would get it as an egg move from either the Phanpy or Swinub family.