Author Topic: [WIP]Technical Toyohime  (Read 2588 times)

Offline Doesnt

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[WIP]Technical Toyohime
« on: August 16, 2013, 04:55:32 AM »

Technical Toyohime
Type: Water/Earth
Ability: Own Tempo
Base Stats: 90 HP, 70 Attack, 90 Defense, 130 Special Attack, 110 Special Defense, 60 Speed

Special Attacker
Item: Leftovers
Ability: Own Tempo
Nature: Modest (+SpAtk, -Attack)
EVs: 252 HP, 252 SpAtk, 4 Speed
- Surf
- Earth Power/AncientPower
- Shadow Ball/Mana Burst
- Calm Mind/Whirlwind/Yawn

130 satk rivals latios but ttoyo can run modest
surf, epower are stab and get good coverage
shadow ball hits dyuyuko, kaguya, and reasons, while mana burst hits normal reimu (who??) and faiths
fourth move is the biggie
calm mind lets you win stall wars, very nasty if speed creeping successfully and/or passed a tw/agility
whirlwind and yawn let you scout switches and are useful for emergency phazing

Other Options

Energy Ball gives you more damaging coverage against most Nature puppets, but has dubious accuracy and falters against Flying puppets trying to absorb your Earth attacks. Encore is a useful support move in some things, but Toyohime forces too many switches to make much use of it without excellent prediction and a lot of speed creep. Mirror Coat similarly requires prediction, but is discouraged because successfully using it will leave you with a weakened slow puppet. Draco Meteor gets you fantastic neutral coverage in Pokemon, but here it leaves you up a creek against Yuyuko and Kazami (and everything else the turn after you fire it off). Ice Shard is Technical Toyohime's sole source of Ice coverage, but it's hilariously weak even if you opt to invest your Attack for some reason:

252+ Atk Choice Band TToyohime Ice Shard vs. 0 HP / 0 Def Ruukoto: 84-99 (34.85 - 41.07%) -- guaranteed 3HKO
252+ Atk Choice Band TToyohime Ice Shard vs. 0 HP / 0 Def Rikako: 122-144 (55.2 - 65.15%) -- guaranteed 2HKO
252+ Atk Choice Band TToyohime Ice Shard vs. 0 HP / 0 Def Wriggle: 260-308 (78.54 - 93.05%) -- guaranteed 2HKO

Ice Shard is her only way to hit Zombie Fairy though, so if that's an issue you might consider it. It also handily deals with most EndureSalac users, although there are much better puppets to run priority on. Shock Wave gives Wind coverage, but nothing in the game has a 4x Wind weakness or is worth hitting with Shock Wave instead of a STAB move. Rest could get you some recovery, but Technical Toyohime lacks Sleep Talk and will miss Leftovers recovery if she runs ChestoRest.

Technical Toyohime is rather notorious on Shoddy for being run with Speed investment, despite being only base 60 Speed, to outpace uninvested walls. How much you should invest depends on who you ask- the most common answer is 168 Speed EVs, which lets you outrun uninvested base 80s such as Attack Suwako. If you choose to speed creep your Toyohime, aware that this practice is rather well-known now- people have recently taken to speed creeping other puppets to outrun 168 EVs TToyohime, and most things don't have to invest too much to beat 252 Jolly TToyohime.

Team Support

TToyohime appreciates anything that helps her get Nature puppets out of the way, pre-emptively if possible. While the obvious solution is to use Wriggle or Speed Medicine to switch in against Nature puppets, many opponents will be paranoid about letting their Nature puppet take damage if they see the opponent has Toyohime. Thus, it can also be a good idea to run other puppets with anti-Nature moves that aren't needed for coverage, such as Poison Jab Yumeko and Poison Bomb Advent Reisen, alongside Toyohime. TToyohime has no reliable recovery of her own, so puppets with Wish are appreciated. She also fits comfortably onto Sand teams, but take care not to build up a heavy Nature weakness.

Toyohime herself provides good offensive support in general, and is fairly easy to slap onto a team so long as it isn't too weak to Nature. Puppets that are weak to Fire particularly appreciate her presence, as she full stops many Fire-type threats such as Defense Mokou and Mimi-chan.

Checks and Counters

Regular Kazami is weak to nothing Toyohime can throw at it besides a weak Ice Shard, has the bulk to shrug off neutral hits, is fast enough to outpace her regardless of her speed creeping with minimal investment, and can put up a Substitute as she switches out. Normal and Defense Kaguya can likewise come in for free on her and Recover any Spikes damage off. Most sturdy Nature puppets in general can come in on her fairly easily, but Medicine and Yuyuko forms should be wary of common coverage moves. More fragile Nature puppets such as Wriggle and Speed Medicine can threaten her, but are likely to lose a good chunk of health to even resisted hits. Pretty much any Nature puppet automatically checks her simply with their STAB, and many others can run non-STAB Energy Light if TToyohime gives their team a hard time.

Without using Nature, TToyohime is a bit harder to deal with. Advent Meiling can deal with most her attacks and Slack Off the damage, while threatening to Roar her out of she uses Calm Mind. Normal Reimu can come in against forms not packing Mana Burst and start a Calm Mind war, or just smash her with physical attacks.

Many powerful Band users can revenge her with a little prior damage- it's coming in on those smashy Surfs and Earthquakes that's the hard part.

i'll finish this later, or agastya or someone else can, it's late and i'm going to bed since i don't know what to write for the main section
« Last Edit: August 16, 2013, 10:10:49 PM by Doesnt »
i accidentally deleted your avatar so have 90 stars instead ~agastya