Sunday, 11 January 2015

#29 - #31: Nidoran (M), Nidorino and Nidoking

This may be rather familiar... Remember that for ease of differentiating, male Nidoran will be listed as NidoM, and corresponds to NidoF.

So, as mentioned, NidoM is a faster, harder hitting, but squishier version of NidoF. Only at this stage can either line breed, and they can breed with each other.
Looking shifty... 

Stats wise, NidoM is a pretty decent physical threat with 57 attack base, with 50 speed, but only 40 across special attack, defence and special defence, with a fairly fragile 46 HP. Again, this is pure poison with ground and psychic weaknesses, and the same abilities of poison point and rivalry with the hidden ability hustle. Don't bother with rivalry, as it's too easy to mess you up...

Level moves differ a little from NidoF, since you get the flying physical peck for some reason as an initial attack, along with leer, before progressing to focus energy, double kick and poison sting before level 16 and when you may want to evolve. From these, I'd recommend double kick as a coverage move, poison sting as a fairly weak STAB and peck as it covers the ground weakness, but TMs will offer other ideas. If you decide to hold off on evolution, or are building a NidoM to be a NidoM, then you can progress to fury attack (no, don't bother), horn attack (a bit dull, but nice 65 base physical normal-type attack as neutral coverage), toxic spikes (a move I really like, but you have to think how NidoM or the later evolutions will work for you), poison jab (pretty good) and the one-hit KO move horn drill, which is a risk, since despite ignoring all accuracy changes in the round, it has only a 30% chance of landing, and in the times you miss, you can get minced. You can also get moves like helping hand, captivate and flatter, but these are arguably better on NidoF, who is better suited to walling and tanking.

Since the moves so far, at least at the lower end of things, are a little disappointing, TMs are a good way forward, but remember that with poor special attack, question if they are worth it, such as with blizzard and ice beam, or venoshock. Toxic works better with a staller, so maybe this isn't the best option, nor are thunder and thunderbolt really since they are once again special, but dig is a consideration due to decent power, future STAB application and the ability to escape from caves, though remember that earthquake will kill you more if you are underground (and with poor defence and a weakness to ground, you may need to watch out). Facade is an ok move I have discussed before (boosted by status conditions) but you cannot be poisoned, so shadow claw is maybe a better option, as is the STAB move poison jab if you can't wait for it by level up (or you miss it). Secret power, cut and strength provide decent physical attacks, and rock smash offers a rather weedy fighting attack.

Breeding offers a similar array to what we say for NidoF and family, with moves like iron and poison tail on offer and worth considering, but confusion is confusing as a psychic special move which you probably should avoid. Sucker punch is good, but can fail quite easily, whilst take down hurts, but then you aren't really building to survive hits, so a little recoil isn't awful. Chip away is a good move to consider, as is head smash (if you don't mind enormous recoil (50% of what they suffer).

Tutoring wise, you can get drill run (decent and hits steel which is immune to poison), as well as iron tail and super fang, but the other options are special attacks and a bit worthless...

Nidorino is the same story, moves wise, but with a decent degree more physical punch (respectable at 72 rather than the mediocre 55 special stats), and defence now stands at 57, two points better than special, so consider this when switching in. Speed isn't great at 65, and HP is still a concern. With the defences the way they are, a 50% boost from eviolite would be handy, but maybe someone else on the team is more deserving, so maybe consider boosting speed and risking choice scarf.
Why so mad?

There's nothing more to say about Nidorino, so get out another moon stone and welcome the king... The Nidoking that is... Ok, that wasn't funny, clever or original...

Nidoking is a little monstrous for lower tiers, what with moderate bulk and 102 base attack giving it the highest base attack of all Pokemon (bar megas) I have reviewed so far... Respect, sir! 85 special attack isn't too awful, really, and with 77 and 75 for the defences and 81 HP, you could maybe take a hit or two, which is good if you want to dodge choicing, since the speed isn't all that threatening at 85... You also now replace your hidden ability with sheer force, which boosts attack damage at the expense of added effects except things like recoil and dropping your own stats or confusing yourself.
Your highness?

Moves wise, the level up list is fairly short, so bring forward what you need, relearn, tutor or TM/HM... The only new STAB move for your shiny new ground-typing is earth power, a special attack, and so this maybe should be dodged for earthquake or dig, the former more powerful and the latter slightly less. You can get thrash, which hits very hard for a few turns but then leaves you confused, but you could have gutted an opposing team by this point, so it may be worth a risk, despite being normal-type. You also could pick up the very powerful bug move, megahorn, which is a decent idea, with it being physical and all. You could also keep peck, but it's rather weak, and water pulse (even if it is special) is maybe a better shout to hurt ground since it could confuse (unless you have sheer force, in which case it hits even harder).

Moving away from the levelling, you get a huge library of TMs, now allowing earthquake, and the rock-type move smackdown, which cripples fliers and levitators by both hitting hard (special effective on flying) and bringing them to the ground to be hit by ground attacks. Hone claws slightly buffs both accuracy and attack, so if you can survive and outpace, this could maybe setup a sweep. Brick break is a good fighting move, and rock slide can wipe out flying-types, stone edge even moreso. Giga impact is ruined by the recharge turn, and focus blast, though awesomely powerful is still a special attack, so maybe not worth it. Surf is now available, as is power up punch, which is low damage, but as the name suggests powers up your attack...

Ice punch is a nice tutor move to have, since it can wreck flying, but thunder punch moreso since it can ruin water, too. Focus punch only really works if you know you won't get hit (say if they are healing, buffing, switching, or slacking off/sleeping whatever, or you have a good substitute up, or something to draw attacks). Outrage is basically a dragon version of thrash, aqua tail is a viable physical water attack, stealth rock could go well with toxic spikes for a setup build, and superpower is powerful but shouldn't be overused since it depletes attack and defence. Fire punch is fire punch, a good physical attack that busts the ice Pokemon that may prey on you...

Despite not having the bulk, and thus arguably the versatility of Nidoqueen, this is a decent Pokemon...

(All artwork presented by Ken Sugimori, taken from the Bulbapedia image archives)

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