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I’m trying to do a combo in Pokémon Shield where I have a theavul and I also have a haxorus that knows guillotine. My theavul knows hone claws for the boost, substitute for cover, and baton pass in order to transfer the stat increases (mostly accuracy) to my haxorus. And based on how many times I am able to use hone claws I am able to hit guillotine. The only problem is that it takes too long and my theavul usually dies before I am able to baton pass. Does anyone know of or recommend an alternative strategy or know of a move besides substitute that grants the user to take no damage?

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Guillotine isn't affected by hone claws boosts, so this wouldn't work even if you could pass those boosts.
What do you want to do with an alternative strategy? Do you want to battle other people, the Battle Tower, in-game trainers, or something else?
You are not the first person to try abusing OHKO moves. There is no strategy that lets you turn them into the unstoppable force you want them to be.
Some other passive effects that let you survive hits that you wouldn't otherwise include Focus Sash, Disguise, Sturdy, and Multiscale.
Multiscale doesn't work on OHKO moves.

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No amount of Hone Claws boosts will do anything for the accuracy, so trying to pass that with the goal of spamming Guillotine would be a complete waste of time even if you did manage to pull it off. For that matter, even if the opponent is spamming Double Team, it doesn't care about that either. You still get the 30% hit chance for as long as you can keep using it

I wanted to complement @SadisticMystic's answer a bit, because the question asked for an alternative strategy as well, and I have two in mind...

+The first one only works in VGC formats and it is to use the move Role Play on a Pokémon with the ability No Guard. The Pokémon that used Role Play will replace its ability with No Guard, which will make its OHKO moves always hit. (Note: this doesn't work in Gen 8 unfortunately.)

The other is using Lock-on/Mind Reader and then an OHKO move the next turn. Keep in mind you will have to waste a turn using the focusing move before OHKOing the opponent.

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I had never heard of role play set up before that's actually interesting...
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The only things that affect the accuracy of Guillotine are:
-having a level advantage (+1% to accuracy for each level of advantage)
-having a level disadvantage (accuracy is immediately dropped to 0% with a disadvantage of even one level)
-effects that guarantee a hit, like Lock-On (which only applies to the single following turn)
(Sheer Cold also has another factor that doesn't apply to the other OHKO moves: in Sun/Moon and beyond, if it's being used by a non-Ice-type, the accuracy is reduced by 10%.)

No amount of Hone Claws boosts will do anything for the accuracy, so trying to pass that with the goal of spamming Guillotine would be a complete waste of time even if you did manage to pull it off. For that matter, even if the opponent is spamming Double Team, it doesn't care about that either. You still get the 30% hit chance for as long as you can keep using it, so that approach is usually used by bulky things like Walrein that can typically expect to have a few turns to spin the wheel.

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The question asked for an alternative strategy. This doesn't fully answer the question.
@Jay Do you want me to put this question back on the unanswered list?
The answer does give alternative strategies. You can get a level advantage, or get a guaranteed hit (Lock On, No Guard if it were possible, etc).