|
-
Intimidate
- Lowers the foe's Attack 1 stage. Decreases wild encounter rate.
-
Quick Feet
- Increases Speed by 50% when hit with a status move.
|
Statistics
|
Min- |
Min |
Max |
Max+ |
| HP |
70
|
- |
281 |
344 |
- |
| Atk |
90
|
194 |
216 |
279 |
306 |
| Def |
70
|
158 |
176 |
239 |
262 |
| SpA |
60
|
140 |
156 |
219 |
240 |
| SpD |
60
|
140 |
156 |
219 |
240 |
| Spe |
70
|
158 |
176 |
239 |
262 |
Two STAB attacks here, partly because Mightyena's movepool is rather shallow, although there is some merit in using both. Hit incoming opponents with Crunch, or try to revenge kill faster enemies with Sucker Punch. Return hurts Fighters and other Dark-types, and the last slot gives you something to use against Steels. Fire Fang is better against Mawile, Wormadam and Steelix (although it does rather pathetic damage to the iron snake), and Rock Smash does more to the Steel/Rocks, like Bastiodon.
Either ability is fine. Intimidate makes switching in slightly easier and is always useful if you lead with Mightyena. Quick Feet on the other hand means you can absorb Paralysis and Poison to boost Speed.
This set makes Mightyena even more fragile, but it is his best chance at a sweep. Howl on the switch, as Toxic Orb causes Quick Feet to kick in, then attempt a sweep. Facade is actually his most powerful attack (which says a lot about the limitations of this set), Crunch does more to Rock, Ghost and Psychic-types and finally you have something to try and stop Steels. Me First is a bit unreliable, but you might get to fire a Brick Break back at Mawile, or bring down Golem with an Earthquake. Don't count on it though.
Other Options
Thunder Fang and Ice Fang aren't especially helpful, due to their low base power. Yawn can sleep an opponent, or cause a switch. Snatch can work if you steal a Swords Dance or a Substitute. Counter and Focus Sash can KO a physical attacker. Everything else usable is a variation on the listed moves. Assurance is 100 BP (150 including STAB) if you have Stealth Rock support, and it makes a good replacement for Crunch on the Howl set. Payback also powers up 100 BP if used on the switch, or if Mightyena moves last. Double-Edge and Body Slam can replace Return if you want some extra power or paralysis support.
EVs
Max out Attack and Speed. Use an Adamant nature since Mightyena needs as much Attack as possible.
Opinion
Mightyena got quite a few improvements in the generational transition from ADV to DP. Sadly, he just isn't that powerful, nor is he bulky enough to take too many hits. He may have gotten a lot better, but he needed an evolution and a much bigger movepool upgrade to make him a viable choice higher up in the tier system. He got neither.
Counters
Fighting-types mostly, especially Hitmontop. Mightyena also has problems against most Steel-types, since Rock Smash and Fire Fang have such low base power. Intimidate or not, he's not that sturdy so killing him off shouldn't pose too much of a problem.