Author Topic: Speed Yamame  (Read 5381 times)

Offline joshcja

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Speed Yamame
« on: August 22, 2013, 07:22:15 AM »
http://thpp.supersanctuary.net/wiki/Speed_Yamame

Type: Earth/Miasma
Ability: Infectious/ Strange Mist
Hp: 70
Atk: 105
Def: 70
SpAtk: 60
Spdef: 70
Spd:115

Yams, Yams Yams Yams, the greatest of root vegetables. With her unique typing and access to perfect neutral coverage, priority, baton pass, and useful setup and status moves this tricky spidery treat is truly delicious.

TailYams
SYamame @ Lum Berry/Leftovers
Ability: Infectious
Ev's:252 Atk/ 52 Spd/ 200 Hp or 252 Atk/ 252 Spd/ 4 Hp
Nature: Adamant (+ Atk,-Spatk) or Jolly (+Spd,-SpAtk)
-Tailwind
-Earthquake
-Poison Jab
-Baton Pass/Steel fist

Yams has a somewhat flexible EV spread, at 52 speed adamant she out speeds +speed nature 140's allowing for more bulk however a 252/252 jolly build allows her to play revenge killer opening up more utility so feel free to tailor her to your teams needs. Steel/Miasma/Ground offers perfect neutral coverage giving yams a very real chance at sweeping unprepared teams all on her lonesome while baton pass allows her to give a tailwind to something absolutely devastating and gives SYamame a way to completely bypass many of her counters.

Choice
SYamame @ Special Bloomers
Ability: Infectious
Ev's: 252 Atk/252 Spd/4 Hp
Nature: Jolly (+Spd,-Spatk)
-Earthquake
-Poison Jab
-Steel Fist/Rock Bullet
-Pursuit/Rock Bullet

I normally just leave choice sets under options however Yams gets special mention due to her access to both rock bullet and pursuit (the most underused move in the game). With the ability to revenge kill large portions of the metagame via raw speed and priority in addition to the ability to trap weakened but still lethal threats Choiced Yams gains a niche all her own.

Options:
SYamame has access to many support moves such as spikes, encore, toxic, spider web, taunt, and even the sub+endeavor+priority combo.  However due to her lackluster def stats these roles are better left to her normal and technical forms. Gunk shot is a stronger stab and can Defile Waifu's net a few borderline ohko's however the accuracy drop isnt worth the power unless your just crazy lucky.

Support:
As a pure sweeper SYamame really wants spikes and a bit of damage on flyers and dedicated walls to supplement her somewhat mediocre attack stat. As a baton passer spikes are nifty but the main focus should be on viable pass targets that can cover her weaknesses and wreck havoc on opposing teams while not "needing" tailwind to function. T Byakuren, A Suwako, A Remilia and A Kazami are all examples of potent mon's that become absolutely ungodly with a single tailwind.

Counters: Strong physical walls with both a super effective move and phasing can hard counter Yams all day long, D Tenshi, physical Suika, and D Hatate can all come in and force SYamame out regardless of her set. Powerful bulky attackers such as Magic Stones or detect + speed boost abusers can revenge kill a pure tailwind Yams however one baton pass later and suddenly your while team is just gone so beware. She's also weak to both aqua jet and rock bullet and neutral to other forms of priority so that's always an option however the weaken and revenge strat will leave you open to baton pass.
« Last Edit: September 12, 2013, 08:52:42 PM by joshcja »

Offline Naï

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Re: Speed Yamame
« Reply #1 on: August 22, 2013, 07:57:54 AM »
Wow man, this is pretty good compared to your other WIPs. It's a clear, easy read, and most of the stuff Shanks'd nag about point out as in need of bettering has already been taken care of.

I have an objection, though: Pursuit isn't the most underused move in the game, that's Haze by far

And eh, other than that the only thing I can see right off the bat that could use a little improvement would be some minor grammar mistakes. Either way, the set is not only perfectly readable, but very easy to read as it is.

Offline joshcja

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Re: Speed Yamame
« Reply #2 on: August 22, 2013, 08:40:15 AM »
Wow man, this is pretty good compared to your other WIPs. It's a clear, easy read, and most of the stuff Shanks'd nag about point out as in need of bettering has already been taken care of.

I have an objection, though: Pursuit isn't the most underused move in the game, that's Haze by far

And eh, other than that the only thing I can see right off the bat that could use a little improvement would be some minor grammar mistakes. Either way, the set is not only perfectly readable, but very easy to read as it is.

Fixing the other sets gave me a bit of practice lol.

Offline Voltex

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Re: Speed Yamame
« Reply #3 on: August 22, 2013, 08:05:05 PM »
Great thread!
I was thinking in posting a WIP for Speed Yamame's because I noticed that even after seeing the Puppet in a couple of teams no one had posted anything about her yet, but I'm glad you beat me to it because I would have missed several things like the Choice set, the coverage provided by Steel Fist and the Speed calculations.

To contribute to the thread, I think you could include these moves in Other Options:
Needle Arm: Effective against Earth Puppets that threat S Yamame with Earth attacks, and with S Yamame's high Speed you can take advantage of the random flinch chance.
Cross Poison: Pretty much swap with Poison Jab for -15 base Power (after STAB) but higher critical hit chance if you are feeling lucky. Still, Poison Jab is more reliable.

Offline joshcja

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Re: Speed Yamame
« Reply #4 on: August 22, 2013, 08:10:55 PM »
Great thread!
I was thinking in posting a WIP for Speed Yamame's because I noticed that even after seeing the Puppet in a couple of teams no one had posted anything about her yet, but I'm glad you beat me to it because I would have missed several things like the Choice set, the coverage provided by Steel Fist and the Speed calculations.

To contribute to the thread, I think you could include these moves in Other Options:
Needle Arm: Effective against Earth Puppets that threat S Yamame with Earth attacks, and with S Yamame's high Speed you can take advantage of the random flinch chance.
Cross Poison: Pretty much swap with Poison Jab for -15 base Power (after STAB) but higher critical hit chance if you are feeling lucky. Still, Poison Jab is more reliable.

Glad you like the sets (I spend way to much time on the Speed shaving/creeping on most sets I make lol)


On the note of Needle arm:

Stab EQ = 150 base power
Super effective Needle arm = 150 base power

I'm trying to get at least 1 or 2 tried and tested sets up for most of the viable OU mons atm.
« Last Edit: August 22, 2013, 08:43:01 PM by joshcja »

Offline shai_LP

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Re: Speed Yamame
« Reply #5 on: August 22, 2013, 08:53:20 PM »
Great thread!
I was thinking in posting a WIP for Speed Yamame's because I noticed that even after seeing the Puppet in a couple of teams no one had posted anything about her yet, but I'm glad you beat me to it because I would have missed several things like the Choice set, the coverage provided by Steel Fist and the Speed calculations.

To contribute to the thread, I think you could include these moves in Other Options:
Needle Arm: Effective against Earth Puppets that threat S Yamame with Earth attacks, and with S Yamame's high Speed you can take advantage of the random flinch chance.
Cross Poison: Pretty much swap with Poison Jab for -15 base Power (after STAB) but higher critical hit chance if you are feeling lucky. Still, Poison Jab is more reliable.

Glad you like the sets (I spend way to much time on the Speed shaving/creeping on most sets I make lol)


On the note of Needle arm:

Stab EQ = 150 base power
Super effective Needle arm = 150 base power

T-Toyo

thats pretty much the only reason you want Needle Arm.


Offline joshcja

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Re: Speed Yamame
« Reply #6 on: August 22, 2013, 09:27:03 PM »
I think you may be underestimating the raw power of adamant +1 stab earthquake.

With Lum berry... +1 252+ Atk SYamame Earthquake vs. 88 HP / 0 Def TToyohime: 253-298 (73.76 - 86.88%)

Or just...baton pass out.
« Last Edit: August 22, 2013, 09:33:02 PM by joshcja »