Hyper Beam Zapdos Viablitiy
Apr 8, 2010 10:25:06 GMT -8
Post by t3h Icy on Apr 8, 2010 10:25:06 GMT -8
The 4th move for Zapdos is always debatable, whether Agility, Reflect, Light Screen, and sometimes even dropping Thunder Wave to combine a defensive move with Rest. Hyper Beam though offers are few things.
Compared to Drill Peck and Thunderbolt, Hyper Beam is only more effective against pure Electrics, but also Hyper Beam does more damage than Drill Peck, so it could work as a possible finisher as well.
Examples:
Alakazam
Thunderbolt - 116-98 (37%-31%)
Drill Peck - 152-129 (49%-41%)
Hyper Beam - 188-160 (60%-51%)
With the combo of Drill Peck->Hyper Beam, it offers a fairly high chance of a 2HKO.
Chansey
Thunderbolt - 138-117 (20%-17%)
Drill Peck - 262-223 (37%-32%)
Hyper Beam - 326-277 (46%-39%)
Drill Peck->Drill Peck->Hyper Beam is a guaranteed 3HKO, while 3 Drill Pecks is not always. However, after the first two Drill Pecks, based on Chansey's HP, you could make the decision to use a third Drill Peck, since it isn't as risky based on accuracy and recharge (If you get 37% and 36%, both Drill Peck and Hyper Beam will finish off Chansey at that point).
Jolteon
Thunderbolt - 66-57 (20%-17%)
Drill Peck - 65-55 (20%-17%)
Hyper Beam - 162-138 (49%-42%)
Amusingly, damage-wise, it's more viable to use Hyper Beam throughout KOing Jolteon (though that may draw out a switch during recharges). Unfortunately though, Hyper Beam is just outside of 2HKOing, so a Thunderbolt would be wise. I think in a pure offense situation, Hyper Beam->Thunderbolt->Hyper Beam would be the best choice, so it only takes 4 turns, and should the initial Hyper Beam critical, you can finish off Jolteon. On top, if Zapdos gets unlucky, at least some damage was accomplished. In a case where Zapdos may only survive for 2 more turns, Thunderbolt->Hyper Beam->Hyper Beam would be best.
Zapdos
Thunderbolt - 112-104 (29%-27%)
Drill Peck - 53-45 (14%-12%)
Hyper Beam - 132-112 (34%-29%)
In the case of a Zapdos ditto, both Thunderbolt and Hyper Beam take 4 hits to KO. The extra damage would only be helpful against a partially damaged Zapdos.
Jynx
Thunderbolt - 147-125 (44%-38%)
Drill Peck - 169-144 (51%-43%)
Hyper Beam - 210-179 (63%-54%)
Hyper Beam is very helpful for Jynx. While Drill Peck->Drill Peck is very rarely a 2HKO, Drill Peck->Hyper Beam almost ensures it. This gives Zapdos the advantage in a match-up that is usually in the opponent's favor.
Golem
Thunderbolt - 0 (0%)
Drill Peck - 40-34 (11%-9%)
Hyper Beam - 49-42 (13%-12%)
You still won't be KOing Golem, but the extra damage could help out a bit.
Of course there are other examples, but these are the main ones. So what do you think? Would the absence of a utility move for Hyper Beam be more viable for Zapdos, or is it better to not go with Hyper Beam. Don't forget that Hyper Beam is 90% accurate, and if the opponent sees Hyper Beam coming, they can switch into a Rock (or maybe Ghost). Though, this itself could create a mindgame.
Thoughts?
Compared to Drill Peck and Thunderbolt, Hyper Beam is only more effective against pure Electrics, but also Hyper Beam does more damage than Drill Peck, so it could work as a possible finisher as well.
Examples:
Alakazam
Thunderbolt - 116-98 (37%-31%)
Drill Peck - 152-129 (49%-41%)
Hyper Beam - 188-160 (60%-51%)
With the combo of Drill Peck->Hyper Beam, it offers a fairly high chance of a 2HKO.
Chansey
Thunderbolt - 138-117 (20%-17%)
Drill Peck - 262-223 (37%-32%)
Hyper Beam - 326-277 (46%-39%)
Drill Peck->Drill Peck->Hyper Beam is a guaranteed 3HKO, while 3 Drill Pecks is not always. However, after the first two Drill Pecks, based on Chansey's HP, you could make the decision to use a third Drill Peck, since it isn't as risky based on accuracy and recharge (If you get 37% and 36%, both Drill Peck and Hyper Beam will finish off Chansey at that point).
Jolteon
Thunderbolt - 66-57 (20%-17%)
Drill Peck - 65-55 (20%-17%)
Hyper Beam - 162-138 (49%-42%)
Amusingly, damage-wise, it's more viable to use Hyper Beam throughout KOing Jolteon (though that may draw out a switch during recharges). Unfortunately though, Hyper Beam is just outside of 2HKOing, so a Thunderbolt would be wise. I think in a pure offense situation, Hyper Beam->Thunderbolt->Hyper Beam would be the best choice, so it only takes 4 turns, and should the initial Hyper Beam critical, you can finish off Jolteon. On top, if Zapdos gets unlucky, at least some damage was accomplished. In a case where Zapdos may only survive for 2 more turns, Thunderbolt->Hyper Beam->Hyper Beam would be best.
Zapdos
Thunderbolt - 112-104 (29%-27%)
Drill Peck - 53-45 (14%-12%)
Hyper Beam - 132-112 (34%-29%)
In the case of a Zapdos ditto, both Thunderbolt and Hyper Beam take 4 hits to KO. The extra damage would only be helpful against a partially damaged Zapdos.
Jynx
Thunderbolt - 147-125 (44%-38%)
Drill Peck - 169-144 (51%-43%)
Hyper Beam - 210-179 (63%-54%)
Hyper Beam is very helpful for Jynx. While Drill Peck->Drill Peck is very rarely a 2HKO, Drill Peck->Hyper Beam almost ensures it. This gives Zapdos the advantage in a match-up that is usually in the opponent's favor.
Golem
Thunderbolt - 0 (0%)
Drill Peck - 40-34 (11%-9%)
Hyper Beam - 49-42 (13%-12%)
You still won't be KOing Golem, but the extra damage could help out a bit.
Of course there are other examples, but these are the main ones. So what do you think? Would the absence of a utility move for Hyper Beam be more viable for Zapdos, or is it better to not go with Hyper Beam. Don't forget that Hyper Beam is 90% accurate, and if the opponent sees Hyper Beam coming, they can switch into a Rock (or maybe Ghost). Though, this itself could create a mindgame.
Thoughts?