Post by KillingEdge on Apr 27, 2009 20:25:25 GMT -5
Name: Cryohm
Classification: Polar Pokemon
Type: Ice/Electric
Ability: Technician
Base Stats: 75/115/65/120/65/120
Appearance: It's an icy-blue floating creature, like a rougher and not-so-feminine Froslass. The top of its head is yellow and shaped like a crown of sorts. It has two arms, both ending in yellow hands with four fingers each, and no legs. Floating in the air around its body are sparks and ice chunks of various sizes.
Height: 3'8''
Weight: 82.7 lbs.
Dex Entries
- It's thought that Cryohm are formed by magnetic fluxes near the planet's poles reacting with ancient ice formations.
Changes
- Adjusted base stats.
- Removed Adaptibility as an ability. (That was kinda overkill...)
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Special Orb
Cryohm @ Life Orb
Ability: Technician
EVs: 6 Atk / 252 Sp.Atk / 252 Spe
Naive nature (+ Spe/- Sp.Def)
- Ice Beam
- Thunderbolt/Charge Beam
- Earth Power
- Focus Punch/Drain Punch
Cryohm is a powerful special attacking threat, boasting a vicious base 120 Sp.Atk and a staggering base 120 Speed. Take note of its rather dismal defenses, though, which aren't helped by Life Orb recoil and possible Stealth Rock damage.
Thunderbolt hits harder and is more accurate than Charge Beam, but the latter still reaches a reasonable 135 power after Technician and STAB, and has the added chance of sending Cryohm's Sp.Atk stat through the roof.
Focus Punch in the last slot lets you hammer inevitably Blissey switch-ins for massive damage. Drain Punch is also an option; though the drop from 150 power to 90 is quite large, the healing it provides could help shrug off some Life Orb damage, especially if you hit the aforementioned Blissey with it.
Note that, if you'd like, you could run AncientPower as a comedy option on this set. 90 power after Technician, with the 10% chance to make Cryohm a juggernaut in the process. Doesn't give any notable coverage, though.
Physical Orb
Cryohm @ Life Orb
Ability: Technician
EVs: 252 Atk / 6 Sp.Atk / 252 Spe
Naive nature (+ Spe/- Sp.Def)
- Ice Shard
- Spark
- Knock Off
- Hidden Power Grass
90-power Ice Shards off of a base 115 Attack score are the bane of most OU Dragons, and Spark compliments the type combination, while also being Cryohm's best physical Electric move thanks to Technician. Knock Off is always good utility, and lets Cryohm spit in the faces of bulky Ghosts who would typically do a good job of walling it. HP Grass is you only reasonable option for damaging Swampert here.
Special Choice
Cryohm @ Choice Specs
Ability: Technician
EVs: 6 Def / 252 Sp.Atk / 252 Spe
Timid nature (+ Spe/- Atk)
- Ice Beam
- Thunderbolt
- Earth Power
- Trick/Hidden Power Grass/Shadow Ball
Standard Specs-user fare here, with awesome STAB coverage and Earth Power to fill in the holes. Trick is an obligatory option on any Choice user, especially one as fast as Cryohm. HP Grass can bust apart Swampert, while Shadow Ball outdamages everything else against bulky Ghosts.
Choice Band, Choice Scarf, mixed, and Curse sets to come later.
Classification: Polar Pokemon
Type: Ice/Electric
Ability: Technician
Base Stats: 75/115/65/120/65/120
Appearance: It's an icy-blue floating creature, like a rougher and not-so-feminine Froslass. The top of its head is yellow and shaped like a crown of sorts. It has two arms, both ending in yellow hands with four fingers each, and no legs. Floating in the air around its body are sparks and ice chunks of various sizes.
Height: 3'8''
Weight: 82.7 lbs.
Dex Entries
- It's thought that Cryohm are formed by magnetic fluxes near the planet's poles reacting with ancient ice formations.
Changes
- Adjusted base stats.
- Removed Adaptibility as an ability. (That was kinda overkill...)
----------
Special Orb
Cryohm @ Life Orb
Ability: Technician
EVs: 6 Atk / 252 Sp.Atk / 252 Spe
Naive nature (+ Spe/- Sp.Def)
- Ice Beam
- Thunderbolt/Charge Beam
- Earth Power
- Focus Punch/Drain Punch
Cryohm is a powerful special attacking threat, boasting a vicious base 120 Sp.Atk and a staggering base 120 Speed. Take note of its rather dismal defenses, though, which aren't helped by Life Orb recoil and possible Stealth Rock damage.
Thunderbolt hits harder and is more accurate than Charge Beam, but the latter still reaches a reasonable 135 power after Technician and STAB, and has the added chance of sending Cryohm's Sp.Atk stat through the roof.
Focus Punch in the last slot lets you hammer inevitably Blissey switch-ins for massive damage. Drain Punch is also an option; though the drop from 150 power to 90 is quite large, the healing it provides could help shrug off some Life Orb damage, especially if you hit the aforementioned Blissey with it.
Note that, if you'd like, you could run AncientPower as a comedy option on this set. 90 power after Technician, with the 10% chance to make Cryohm a juggernaut in the process. Doesn't give any notable coverage, though.
Physical Orb
Cryohm @ Life Orb
Ability: Technician
EVs: 252 Atk / 6 Sp.Atk / 252 Spe
Naive nature (+ Spe/- Sp.Def)
- Ice Shard
- Spark
- Knock Off
- Hidden Power Grass
90-power Ice Shards off of a base 115 Attack score are the bane of most OU Dragons, and Spark compliments the type combination, while also being Cryohm's best physical Electric move thanks to Technician. Knock Off is always good utility, and lets Cryohm spit in the faces of bulky Ghosts who would typically do a good job of walling it. HP Grass is you only reasonable option for damaging Swampert here.
Special Choice
Cryohm @ Choice Specs
Ability: Technician
EVs: 6 Def / 252 Sp.Atk / 252 Spe
Timid nature (+ Spe/- Atk)
- Ice Beam
- Thunderbolt
- Earth Power
- Trick/Hidden Power Grass/Shadow Ball
Standard Specs-user fare here, with awesome STAB coverage and Earth Power to fill in the holes. Trick is an obligatory option on any Choice user, especially one as fast as Cryohm. HP Grass can bust apart Swampert, while Shadow Ball outdamages everything else against bulky Ghosts.
Choice Band, Choice Scarf, mixed, and Curse sets to come later.