Tentacruel's problems with physical attacks is only compounded by its weakness to the ubiquitous Earthquake, as well as Zekrom's Bolt Strike. However, don't expect it to do much against Giratina-A. One must be careful against the tier's other premier spinblocker, Ghost-Arceus, as Calm Mind variants can step in on Tentacruel when it has only one layer of Toxic Spikes up.
Arceus can then threaten a sweep, as regular poison grants it an immunity to more crippling status, meaning that Blissey and Chansey cannot hinder it with Toxic or Thunder Wave. Previously the sand demon that dominated OU, Excadrill has now risen to the Uber tier to become the only spinner that can get past Giratina-A—and even then it needs a lot of hazards or some pretty good luck Excadrill runs a very effective bulky spinner set that is an amazing asset for balanced and defensive rain teams looking for a wallbreaker or a spinner.
With investment in its oft-overlooked base HP stat and seemingly mediocre base 65 Special Defense stat, Excadrill becomes quite bulky on the special side.
Excadrill is also immune to Toxic and Thunder Wave, making it a fabulous switch in to Chansey and Blissey. Excadrill can also be run effectively on sand teams, a set reminiscent of its time in OU. With its base 88 Speed doubled under sandstorm, none of the common Ubers Choice Scarfers can revenge kill it, making it the best offensive spinner in the game bar none.
Excadrill isn't perfect though, as Sand is harder to keep up in Ubers, and with the omnipotence of Kyogre, Groudon, and Rayquaza, Excadrill may find its sweep cut short. Groudon also happens to be one of Excadrill's biggest nemeses.
Thanks to Drought, all Groudon has to do is switch in, as the sun strips Excadrill of its Speed and amplifies its Fire weakness. UU isn't as permeated with spinners as it is with Spikers, but then again, Rapid Spinners are a luxury in most tiers. Honorable mentions go to Kabutops, who makes a great offensive spinner, especially on rain teams, as well as Cryogonal, who has fantastic Special Defense and reliable recovery.
While the former two are usually better choices, they're by no means bad, and you should definitely try them out if you want to put a new spin on things!
Both Hitmontop and Blastoise are great spinners, and even have access to Foresight, but have some distinct differences. Although UU does lack great entry hazard controllers, it is by no means low on entry hazards; some might say the tier is focused on them. This is because there's such an influx of great Spikers, with Froslass, Roserade, and Deoxys-D being the big 3. As for Dusclops, it just sits on ass its all day, but it has Will-O-Wisp, so it's not all bad.
With so many great spinblockers and spikers available in UU, it's easy to see how the spikestacking strategy can be overwhelming and frustrating. Some people don't realize that Foresight is an incredibly useful move, letting you bypass your opponents spinblocker. This will usually come at the cost of being crippled by Will-O-Wisp or being set up against, but there's always the option of a cleric, and Snorlax can phaze any Ghost-type, even after a few Special Attack boosts. Pursuiters are also an option.
Hitmontop has always been a star in UU, although its role has changed somewhat. In early UU, it played a more offensive role with Technician and a variety of priority attacks, but now it is primarily used as a bulky Rapid Spinner. Hitmontop has Intimidate, giving it the ability to repeatedly switch into physical attackers, although it'll get worn down without Wish support.
The only problem, and it is an important one, is that Hitmontop is pretty much useless when it comes face-to-face with any Ghost-type. It can always do its job thanks to Foresight, but Hitmontop will still get set up on by Substitute and the Ghost-type's boosting move, or crippled by Will-O-Wisp.
Hitmontop should always run Stone Edge for Chandelure, mitigates its problem against Ghost-types. Also, look at his penis, it's almost as big as his legs. The giant turtle is also a solid choice for a spinner. While it doesn't have a great ability in Intimidate like Hitmontop, or the ability to switch into the mighty Heracross, it is a bulky Water-type, "nuff said".
Yeah, it's that simple; Blastoise's typing is a huge plus when deciding on a spinner for your team. Bulky Water-types are very crucial in UU, and can fit nicely onto any team. However, Foresight faces serious competition for a moveslot, and with moves such as Scald, Ice Beam, and Roar in Blastoise's arsenal, it might not always make the cut. Blastoise also fares better against the Ghost-types of UU; Chandelure will usually avoid the turtle for fear of being hit by a nasty Scald, and Blastoise can take a few hits from Mismagius and retaliate with Scald; it also can't set up against Blastoise because Scald will break its Substitutes.
Basically, if your team is weak to entry hazards, then you can replace your bulky Water-type with Blastoise and be on your merry way! Blastoise could have a big penis too, since he's a giant turtle, but Hitmontop wins the battle for now Stealth Rock is an omnipresent force as usual, keeping threats such as Entei and powerful Flying-type attackers in check, and Spikes is another powerful force, so spinning becomes crucial.
The ease with which entry hazards can be set up makes spinning even more important; Aerodactyl and Uxie can easily lay Stealth Rock, while Accelgor and Scolipede outspeed most of the tier and can easily set up multiple layers of Spikes. Hitmonchan has traditionally been the least used of the fighting trio, and has always been outclassed in some form, but in RU, Hitmonchan dominates the usage stats with its access to Rapid Spin, solid bulk, and Mach Punch. My Problem is, that you sometimes waste your Rapid Spin when you use Hydro Pump and then Rapid Spin, because Hydro Pump shoves opponements away from you and you need to get close to opponements when you use Rapid Spin.
Eject Button can close that distance, but it has a 70 Second Cooldown and you use Rapid Spin much more often. I can completely change Team Fights and charges very fast. Well thats it Sry my english is not very good. This build was created in the game version of 1. It may contain inaccuracies in the data that is used compared to the current version of 1. Pokemon Unite. GG thanks user Fischeumel for sharing this guide on how to play Blastoise.
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Boards Pokemon X Rapid Spin is a great move, agree or disagree? User Info: MrFingers User Info: BoyOfBattle. It's not the best move though. Kris "Man in the" Middleton. Jrue League. However, you can equip Wise Glasses as a substitute, whichever has a higher level. Energy Amplifier and Buddy Barrier allow you to use your Unite Move more frequently and give you extra durability, respectively.
Eject Button serves as a repositioning tool so you can get a better position to use your moves. This is a well-balanced build that enables Blastoise to deal tons of damage using Water Spout and Rapid Spin while tanking it as well. Remember to hold down Water Spout and to use standard attacks while spinning to maximize your damage.
Choice Specs is the best damage amplifier you can equip for the build. However, you can use Wise Glasses as a substitute. Focus Band and Buddy Barrier provide great durability and survivability, especially during Rapid Spin, the longer you stay alive the more damage you deal while spinnning. Eject Button serves the same purpose as the previous build, acting as a repositioning tool.
This build is similar to the previous one but focuses more on controlling enemy movements rather than dealing damage using Hydro Pump and Rapid Spin. Shell Bell and Energy Amplifier are mainly for reducing your moves' cooldown, allowing you to use them more frequently.
Buddy Barrier provides a huge HP boost to give you more durability. Eject Button serves the same purpose as the other builds. This build puts Blastoise in the jungle to scale faster, allowing you to skip Blastoise's weak level 5 to 6 phase where it does not have Rapid Spin to dish out Water Spout 's real damage. Muscle Band is your main jungling item, making it faster to clear wild Pokemon camps. Choice Specs amplifies your moves' damage similar to the Maelstrom build.
Buddy Barrier is mainly for durability and utility, especially in teamfights. Fluffy Tail is a self-explanatory battle item for any jungle builds, enabling faster camp clearing.
However, you can equip X Attack as a substitute since it serves the same purpose of clearing jungle camps faster but also increases your damage output overall. If you want to forgo damage entirely, you can opt for Eject Button for mobility and utility. Buddy Barrier and Focus Band makes Blastoise a frontliner tank that likes to be in the center of fights to dish out insane amounts of damage or to control enemy movements.
Wise Glasses increases the damage of Blastoise's moves, improving Blastoise's damage output. This is truer for Blastoise's unite move, making it extremely effective against low HP Pokemon.
Muscle Band is suited more towards jungling, allowing Blastoise to clear out wild Pokemon camps and level up faster. However, the attack speed from the item is surprisingly effective for Blastoise since every third attack reduces Blastoise's moves' cooldown by 1 second. Eject Button enables Blastoise to set-up kills for the team via the Unite move. It also allows Blastoise to stay on top of enemies even while using Rapid Spin , maximizing the damage output.
Fluffy Tail is only effective when Blastoise is played as a jungler. It makes clearing out wild Pokemon camps and leveling up faster. Rapid Spin is arguably Blastoise's best move. Its synergy with Blastoise's other moves, basic attacks, and items makes Blastoise an effective damage dealer even as a defender. It can also be used to quickly farm wild Pokemon, especially when they are grouped together. The various combos players can do around Rapid Spin is left to their creativity.
Water Spout alone has nothing particularly great about it. It's only when it is used with Rapid Spin does Water Spout reveal its true potential. Let us know why in the comments! Blastoise has an amazing gank setup game for your junglers. You lose this ability at level 7 when you upgrade it so take advantage of this early! Hydro Pump is a great mobility skill but if you're under the effects of Rapid Spin, it knock enemies away from you instead. Use this to disengage if you're in a pinch or setup kills for your allies if you're in an advantageous position.
Water Spout is an AoE DPS move so using it in the middle of the enemy group is highly suggested if you wish to deal damage to several people. Water Spout is a channeling spell so make sure to press and hold the button to avoid cancelling the move early!
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