Tauros dittos
May 21, 2011 10:42:30 GMT -8
Post by t3h Icy on May 21, 2011 10:42:30 GMT -8
Everyone here should be familiar with these, but I'm going to go over all the different routes you can go for fun and information.
The classic way is Body Slam, Body Slam, Hyper Beam, which is a guaranteed 3HKO, offers two chances of Paralysis and covers any possible switches. The next most popular is using an extra Body Slam if in fear of a switch on Hyper Beam, with the third being Body Slam, Body Slam, Earthquake/Body Slam if the second Body Slam is Critical.
Body Slam: 113-96 (32%-27%)
CH Body Slam: 227-193 (64%-55%)
Hyper Beam: 198-168 (56%-48%)
CH Hyper Beam: 397-337 (112%-95%)
One fairly common way, often as a desperation move is to use Hyper Beam immediately and hope for a CH OHKO. The chance of this is 90% for Hyper Beam to hit, 55/256 (21.5%) for the Critical, and 29/39 (74%) to a total chance of 14.38%, which a little better than a 1/7 chance. That's actually not too shabby for a potential comeback, and the remaining 6/7 is good damage, near-death CHs, but misses too.
Now for some quirky ideas like Stomp. Stomp is interesting, as Body Slam, Stomp, Hyper Beam has a 55190/59319 (93%) chance to 3HKO, and counting CHs, that goes up to 97% (excluding the extra importance to the CH Body Slam, as that could change your way to KOing). Basically, the idea is to Paralyze with the first Body Slam and then Stomp. This is somewhat rare, as if both or neither Paralyze on the first turn, I would suggest re-using Body Slam. The chance for Paralysis and Flinch are the same, and while you will have gained an immediate turn from Flinching (as Paralysis doesn't necessarily mean turn loss), the following turn, you'll be Speed tied, or even worse if neither were Paralyzed, and then were on turn 2. To put briefly, only Stomp when the opposing Tauros is Paralyzed and yours is not.
So what's the chance of that happening? You need to Paralyze and the opponent can't, and while CHs are beneficial, Stomp isn't recommended after one and you should Hyper Beam instead.
Chance to Paralyze: 30%, chance to not be Paralyzed: 70%, chance to not CH: 201/256 (78.5%). This gives a total chance of 16.5%. It's not superb, but if it doesn't happen, you just ignore Stomp and treat the bout as a regular Tauros ditto and use Body Slam/Hyper Beam.
Now for the case you do get that, I would strongly suggest Stomping the following turn. A CH Body Slam cannot 2HKO from this point, and once Paralyzed, the extra Body Slam damage is irrelevant. So why not go for an additional chance to stop the opponent from attacking? Normally when Paralyzed, the opponent has a 75% chance to attack, and with the chance of Flinch, that brings it down to 52.5%, which is a fair chunk. Thus, strictly for Tauros dittos, Stomp is a necessary attack to give the best chance of winning. The total chance for Stomp to be useful per Tauros ditto is 3.7125% (~1/27), while the chance of missing the 3HKO when including Stomp is about 3%. So purely for Tauros dittos, you should have Stomp, but in general, I wouldn't recommend it too much.
The next gimmick is Fire Blast, which if it Burns will reduce the damage taken by half.
Fire Blast: 102-87 (29%-25%)
With Fire Blast, Body Slam, Hyper Beam, your chance to 3HKO is 59309/59319 (99.98%) and that's not considering CHs, so killing is not a problem. If you get a Burn, the Burn damage will cover that anyway. The main worry is hitting with Fire Blast, which is a still good 85% chance, but it could cost you. Fire Blasting also has the same chance of Burning as Body Slam has Paralyzing, and a Burned Tauros is arguably worse than a Paralyzed one, so as long as you hit with Fire Blast, there is no loss.
Burned Body Slam: 58-49 (16%-14%)
Burned CH Body Slam: 116-99 (33%-28%)
Burned Hyper Beam: 100-85 (28%-24%)
Burned CH Hyper Beam: 201-171 (57%-48%)
Blizzard: 102-87 (29%-25%)
A Burned Tauros does really pathetic damage, so if you get the Burn, you should win albeit Paralysis with multiple FPs, or if the opposing Tauros Freezes when switching to Blizzard. The chance of a Burn per Fire Blast though is about 25.5%, and if you use Fire Blast twice, you have a 44.5% chance. If you don't get the Burn on the first turn, I don't recommend trying again though, as your Tauros will probably have taken enough damage where the Burn won't slow the opponent much, and risking hitting both isn't worth it. The chance to hit two Fire Blasts is 72.25%, so I would still suggest Fire Blast, Body Slam, Hyper Beam, regardless of the first attack. If the first Fire Blast misses, you may want to go for the CH OHKO Hyper Beam. So while Fire Blast can leave the opposing Tauros nearly useless, it's risky. On top, if the opponent decides to switch to a Frozen Pokemon as a sacrifice switch against your Tauros, you may save them. This is rather rare though as Tauros is fast enough and can probably finish them off, but a second sacrifice switch could change things around.
The next gimmick is Freezing. If you go for this, I'd suggest Ice Beam. Across two turns, you have a 19% chance to Freeze, while a third will give a 27.1% chance. Blizzard's are 17% and 24.6% respectively, but Blizzard followed by Body Slam and Hyper Beam can 3HKO with the same chance as Fire Blast. Ice Beam over Blizzard is also not recommended in general as you can't hit the Grounds as well with it, so I would suggest sticking with Blizzard. This strategy is somewhat useful if you're desperate and the opponent has something that could absorb Hyper Beam, even if it were Critical, such as Golem or Snorlax. While this gives the highest chance of keeping your Tauros in perfect health in the ditto (Ice Beam: 5%, Blizzard: 4.5% due to Speed ties), it's chance to simply win the Tauros ditto is not great. Use this if you insist on keeping your Tauros fresh, or at least as healthy as possible.
One really wacky tactic is starting off with Leer or Tail Whip and following with two Double-Edges.
Leer + Double-Edge: 198-168 (56%-48%)
Leer + Body Slam: 169-144 (48%-41%)
Leer + Hyper Beam: 296-252 (84%-71%)
This gives a 1295/1521 (85.3%) chance to 2HKO, and counting Criticals, is about 91%. However, there are a lot of immediate problems. First off, if you have to use up a lot of moveslots for this set, and if you start with Leer, you may not get to use it functionally in the case of bad luck. Criticals also disregard Leer, which is common, and to get the 2HKO, you have to take a lot of recoil. The one benefit is this is super consistent from your side and you never have to risk Hyper Beaming, but I strongly don't recommend Leer/Tail Whip for Tauros dittos.
The last possibly useful gimmick is Bide. Bide takes two or three turns of abuse and then doubles the damage back. For this to work, you need two 50/50 chances to happen, both of which are luck based. First, you need to attack first or else you can get switched on and if Tauros stays in, you have a slim chance of getting to Bide before dying. The next is getting Bide to work for two turns as Tauros 3HKOs another. On top, you need to avoid CHs and Paralysis. If you get by, it works, but the odds are so strong against you, I would not recommend it. The only reason why I'd put it here is the opponent may be unsure what to do if they already hit you, and you could force some funky switches. Otherwise, this is garbage.
To sum up, if you want the absolute best chance of winning, regardless of what shape your Tauros is in, Body Slam, Stomp and Hyper Beam is your best options. If you want the best chance to keep your Tauros as healthy as possible, use Ice Beam or Blizzard in hopes of a Freeze. If you want something between that, use Fire Blast.
However, you need to drop a move for Fire Blast/Stomp. Blizzard is key for Ground and Earthquake is for Counter Pokemon and Gengar. If you are willing to lose that for a different approach to the Tauros ditto, do so. Otherwise, the classic Body Slam, Body Slam, Hyper Beam is your best option, while CH OHKO Hyper Beam is the best desperation move.
The classic way is Body Slam, Body Slam, Hyper Beam, which is a guaranteed 3HKO, offers two chances of Paralysis and covers any possible switches. The next most popular is using an extra Body Slam if in fear of a switch on Hyper Beam, with the third being Body Slam, Body Slam, Earthquake/Body Slam if the second Body Slam is Critical.
Body Slam: 113-96 (32%-27%)
CH Body Slam: 227-193 (64%-55%)
Hyper Beam: 198-168 (56%-48%)
CH Hyper Beam: 397-337 (112%-95%)
One fairly common way, often as a desperation move is to use Hyper Beam immediately and hope for a CH OHKO. The chance of this is 90% for Hyper Beam to hit, 55/256 (21.5%) for the Critical, and 29/39 (74%) to a total chance of 14.38%, which a little better than a 1/7 chance. That's actually not too shabby for a potential comeback, and the remaining 6/7 is good damage, near-death CHs, but misses too.
Now for some quirky ideas like Stomp. Stomp is interesting, as Body Slam, Stomp, Hyper Beam has a 55190/59319 (93%) chance to 3HKO, and counting CHs, that goes up to 97% (excluding the extra importance to the CH Body Slam, as that could change your way to KOing). Basically, the idea is to Paralyze with the first Body Slam and then Stomp. This is somewhat rare, as if both or neither Paralyze on the first turn, I would suggest re-using Body Slam. The chance for Paralysis and Flinch are the same, and while you will have gained an immediate turn from Flinching (as Paralysis doesn't necessarily mean turn loss), the following turn, you'll be Speed tied, or even worse if neither were Paralyzed, and then were on turn 2. To put briefly, only Stomp when the opposing Tauros is Paralyzed and yours is not.
So what's the chance of that happening? You need to Paralyze and the opponent can't, and while CHs are beneficial, Stomp isn't recommended after one and you should Hyper Beam instead.
Chance to Paralyze: 30%, chance to not be Paralyzed: 70%, chance to not CH: 201/256 (78.5%). This gives a total chance of 16.5%. It's not superb, but if it doesn't happen, you just ignore Stomp and treat the bout as a regular Tauros ditto and use Body Slam/Hyper Beam.
Now for the case you do get that, I would strongly suggest Stomping the following turn. A CH Body Slam cannot 2HKO from this point, and once Paralyzed, the extra Body Slam damage is irrelevant. So why not go for an additional chance to stop the opponent from attacking? Normally when Paralyzed, the opponent has a 75% chance to attack, and with the chance of Flinch, that brings it down to 52.5%, which is a fair chunk. Thus, strictly for Tauros dittos, Stomp is a necessary attack to give the best chance of winning. The total chance for Stomp to be useful per Tauros ditto is 3.7125% (~1/27), while the chance of missing the 3HKO when including Stomp is about 3%. So purely for Tauros dittos, you should have Stomp, but in general, I wouldn't recommend it too much.
The next gimmick is Fire Blast, which if it Burns will reduce the damage taken by half.
Fire Blast: 102-87 (29%-25%)
With Fire Blast, Body Slam, Hyper Beam, your chance to 3HKO is 59309/59319 (99.98%) and that's not considering CHs, so killing is not a problem. If you get a Burn, the Burn damage will cover that anyway. The main worry is hitting with Fire Blast, which is a still good 85% chance, but it could cost you. Fire Blasting also has the same chance of Burning as Body Slam has Paralyzing, and a Burned Tauros is arguably worse than a Paralyzed one, so as long as you hit with Fire Blast, there is no loss.
Burned Body Slam: 58-49 (16%-14%)
Burned CH Body Slam: 116-99 (33%-28%)
Burned Hyper Beam: 100-85 (28%-24%)
Burned CH Hyper Beam: 201-171 (57%-48%)
Blizzard: 102-87 (29%-25%)
A Burned Tauros does really pathetic damage, so if you get the Burn, you should win albeit Paralysis with multiple FPs, or if the opposing Tauros Freezes when switching to Blizzard. The chance of a Burn per Fire Blast though is about 25.5%, and if you use Fire Blast twice, you have a 44.5% chance. If you don't get the Burn on the first turn, I don't recommend trying again though, as your Tauros will probably have taken enough damage where the Burn won't slow the opponent much, and risking hitting both isn't worth it. The chance to hit two Fire Blasts is 72.25%, so I would still suggest Fire Blast, Body Slam, Hyper Beam, regardless of the first attack. If the first Fire Blast misses, you may want to go for the CH OHKO Hyper Beam. So while Fire Blast can leave the opposing Tauros nearly useless, it's risky. On top, if the opponent decides to switch to a Frozen Pokemon as a sacrifice switch against your Tauros, you may save them. This is rather rare though as Tauros is fast enough and can probably finish them off, but a second sacrifice switch could change things around.
The next gimmick is Freezing. If you go for this, I'd suggest Ice Beam. Across two turns, you have a 19% chance to Freeze, while a third will give a 27.1% chance. Blizzard's are 17% and 24.6% respectively, but Blizzard followed by Body Slam and Hyper Beam can 3HKO with the same chance as Fire Blast. Ice Beam over Blizzard is also not recommended in general as you can't hit the Grounds as well with it, so I would suggest sticking with Blizzard. This strategy is somewhat useful if you're desperate and the opponent has something that could absorb Hyper Beam, even if it were Critical, such as Golem or Snorlax. While this gives the highest chance of keeping your Tauros in perfect health in the ditto (Ice Beam: 5%, Blizzard: 4.5% due to Speed ties), it's chance to simply win the Tauros ditto is not great. Use this if you insist on keeping your Tauros fresh, or at least as healthy as possible.
One really wacky tactic is starting off with Leer or Tail Whip and following with two Double-Edges.
Leer + Double-Edge: 198-168 (56%-48%)
Leer + Body Slam: 169-144 (48%-41%)
Leer + Hyper Beam: 296-252 (84%-71%)
This gives a 1295/1521 (85.3%) chance to 2HKO, and counting Criticals, is about 91%. However, there are a lot of immediate problems. First off, if you have to use up a lot of moveslots for this set, and if you start with Leer, you may not get to use it functionally in the case of bad luck. Criticals also disregard Leer, which is common, and to get the 2HKO, you have to take a lot of recoil. The one benefit is this is super consistent from your side and you never have to risk Hyper Beaming, but I strongly don't recommend Leer/Tail Whip for Tauros dittos.
The last possibly useful gimmick is Bide. Bide takes two or three turns of abuse and then doubles the damage back. For this to work, you need two 50/50 chances to happen, both of which are luck based. First, you need to attack first or else you can get switched on and if Tauros stays in, you have a slim chance of getting to Bide before dying. The next is getting Bide to work for two turns as Tauros 3HKOs another. On top, you need to avoid CHs and Paralysis. If you get by, it works, but the odds are so strong against you, I would not recommend it. The only reason why I'd put it here is the opponent may be unsure what to do if they already hit you, and you could force some funky switches. Otherwise, this is garbage.
To sum up, if you want the absolute best chance of winning, regardless of what shape your Tauros is in, Body Slam, Stomp and Hyper Beam is your best options. If you want the best chance to keep your Tauros as healthy as possible, use Ice Beam or Blizzard in hopes of a Freeze. If you want something between that, use Fire Blast.
However, you need to drop a move for Fire Blast/Stomp. Blizzard is key for Ground and Earthquake is for Counter Pokemon and Gengar. If you are willing to lose that for a different approach to the Tauros ditto, do so. Otherwise, the classic Body Slam, Body Slam, Hyper Beam is your best option, while CH OHKO Hyper Beam is the best desperation move.