Vulpix [QC 3/3]

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chimp

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Taken over from Spirit with permission from Macle and briyella

Overview
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As the monarch of sun offense—courtesy of its metagame-defining ability Drought—Vulpix wields a significant degree of influence for its capability to hold entire teams on its shoulders, dilute the offensive prowess of many Water-types, and account for the viability of all Chlorophyll users. Its impressive supportive and offensive movepool means it's far from a sitting duck, as with the correct move, it has the potential to seriously cripple or 2HKO just about every threat in LC. Moreover, these characteristics allow it function as an effective stand-alone Pokemon, easily checking many dangerous threats such as Snover, Croagunk, and Magnemite. Furthermore, Vulpix's Drought ability makes its Fire-type STABs some of the strongest attacks in the game, even out-damaging Murkrow's Brave Bird. With its impressive offensive presence blended together with its good 17 Speed, Vulpix is able to equip a Choice Scarf and function as a fantastic late-game sweeper and revenge killer all the same.

While the level of support Vulpix provides is unquestionably good, it's limited to no more than eight turns of sun at most with a Heat Rock. This limitation of support requires Vulpix to be played with precision and long-term planning, especially when taking into account that dedicated sun teams absolutely require its support to do anything noteworthy. To add insult to injury, Vulpix isn't so difficult to wear down due to its susceptibility to Stealth Rock as well as having rather mediocre defenses, which makes switching into even neutral-STAB attacks a daunting task. Overall, Vulpix is the personification of a "team player", as even after its demise, it might just leave a few turns of sun to pave the way for your team's victory.

Offensive Sun Support
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name: Offensive Sun Support
move 1: Fire Blast
move 2: Energy Ball
move 3: Will-O-Wisp / Hypnosis / Toxic
move 4: Protect / Hidden Power Ground / Roar
ability: Drought
item: Heat Rock
evs: 52 HP / 196 SpA / 236 Spe
nature: Timid

Moves
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Fire Blast is Vulpix's most powerful STAB of choice, being quite powerful, especially in the sun. However, it's middling accuracy may draw some players towards Flamethrower. Energy Ball gets great coverage alongside Vulpix's Fire stab, as it hits bulky waters, such as Chinchou and Tirtouga, for Super-Effective damage. Will-O-Wisp can cripple physical attackers and helps give Vulpix take some attacks better. Toxic, however, can cripple special walls such as Munchlax or other Fire-types who are immune to Burn, such as Ponyta. Hypnosis is useful for providing free turns and helps Vulpix pivot to Chlorophyll sweepers. Similarly, protect keeps Vulpix safe from Fake Out and helps secure switches. Hidden Power Ground is another coverage move to hit other Fire-types. Finally, Roar can be useful for a team that is worried about Torchic and other set-up sweepers.

Set Details
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Heat Rock is beneficial for extending the duration of Sun from 5 to 8 turns. This helps the Chlorophyll sweepers by giving them more time on the battlefield. A timid nature is used to outspeed some physical attackers like Adamant Mienfoo, who can be crippled with Will-O-Wisp.

Usage Tips
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The set's main job is to keep it Sunny while using its powerful coverage options to help its teammates in sweeping. Vulpix doesn't always need to be the lead; it all depends on the enemies team. For example, it may help to remove certain pokemon, such as Sticky Web setters, who can make Vulpix's job a lot harder.

Team Options
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Vulpix is usually the supporter of the team, but it does appreciate some help from its teammates. Of course, Chlorophyll sweepers, like Oddish or Bellsprout, are capable of using Vulpix's sun to its fullest potential by getting a speed boost and sweeping through teams. Rock-types and Ground-types, such as Archen and Drilbur, can help Vulpix by being able to check certain Rock- Ground- and Flying- types, which usually give Sun team troubles. Other fire types appreciate sun for being able to remove their Water weakness while simultaneously boosting their Fire-type STABs.

Choice Scarf
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name: Choice Scarf
move 1: Fire Blast
move 2: Energy Ball
move 3: Hidden Power Rock
move 4: Overheat / Sleep Talk
ability: Drought
item: Choice Scarf
evs: 52 HP / 196 SpA / 240 Spe
nature: Timid

Moves
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These moves maximize Vulpix's power while also providing great coverage. Fire Blast is insanely powerful, especially when amplified by the sunlight. Energy Ball its the bulky water types like Chinchou, while Hidden Power Rock can deal a solid amount of damage to other Fire-types, such as Larvesta or Ponyta. Finally, Overheat is an extremely powerful and accurate attack, however due to its secondary effect, it should only be used in quick situations where raw power is needed over longevity. Sleep Talk is interesting because it allows Vulpix to switch in on common sleep inducers such as Foongus, Cottonee, and Bellsprout and still be able to threaten them. If you do decide to run Sleep Talk, it is recommended that you forgo a fourth move to increase your chances of using a more potent coverage move, namely Fire Blast or Energy Ball.

Set Details
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The Choice Scarf allows Vulpix to fill the role as a nasty revenge killer or late-game sweeper. Vulpix's high Base Power moves are even further amplified in the sun, which Vulpix will always be under. However, this set is less useful in terms of team support due to the lack of Heat Rock, which will limit the Sun to only 5 turns.

Usage Tips
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This set is both an effective revenge killer and potent team supporter, by using its speed and power force threats out while still raising sun for other sweepers. Its best used mid-game to open holes in the opposing team's defense giving other sweepers an easier time. Additionally, Energy Ball provides great coverage to lure in Rock and Water-types. Keep in mind, however, that without the Heat Rock, Vulpix can only bring the Sun for up to 5 turns. This is not bad for itself, but makes Chlorophyll sweeper a bit more difficult.

Team Options
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As with most Fire-types, Vulpix greatly appreciates a teammate who can maintain control over hazards. Drilbur is a good option, being able to handle opposing Rock and Fire-types while also setting up Stealth Rocks and keeping the field clear with Rapid Spin. Oddish and Bellsprout are the two best Chlorophyll abusers, so naturally they pair good with Vulpix, who also benefits from their ability to weed out bulky Water and Rock-types. Diglett is able to trap other Fire-types, such as Ponyta, who walls most of Vulpix's sets.

Life Orb
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name: Life Orb
move 1: Overheat
move 2: Fire Blast
move 3: Energy Ball
move 4: Hidden Power Rock / Will-O-Wisp
ability: Drought
item: Heat Rock
evs: 196 SpA / 236 Spe
4 HP IVs
nature: Timid

Moves
========
These moves are used to maximize Vulpix's power. A Sun-boosted Overheat will roast almost everything in the metagame, however due to its secondary effect it isn't good if you need Vulpix to say in longer, in which case Fire Blast is the better option, while still dishing out a heavy amount of damage. Energy Ball and Hidden Power Rock are used for their good coverage, however Will-O-Wisp can be used to cripple physical switch-ins such as Archen or Munchlax.

Set Details
========
Life Orb in tandem with the Sun makes Vulpix's Fire-type moves insanely powerful. With only 4 IVs in HP, Vulpix hits 19 HP, which minimizes Life Orb and Stealth Rock damage. This set is a very potent lure to bulky Pokemon such as Chinchou and Archen, who Vulpix can remove with its good coverage and insane power to allow other Pokemon to sweep.

Usage Tips
========
The set's main job is to hit incredibly hard. It also reaches a solid 17 Speed, so it can revenge kill slower threats, however it is still outpaced by faster Pokemon such as Abra and Ponyta. Due to a Stealth Rock weakness and general frailness, Vulpix should not being switching in on many Pokemon. However, it finds its best opportunities by preying on slower Pokemon such as Foongus and Ferroseed.

Team Options
========
Vulpix's wallbreaking abilities combined with Drought give Chlorophyll sweepers an easier chance to sweep, though keep the 5 turn limit in mind. Hazard controllers like Drilbur and Archen make Vulpix's life easier as well, being able to remove hazards while also tossing up Stealth Rock, which is incredibly important in netting the 2KO on many would-be-counters, such as Archen. Knock Off is another great utility to help maximize Vulpix's power. Mienfoo and Pawniard are both good abusers of the move while also being able to clear out any bulky Rock-types.


Other Options
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Pain Split may be used so that Vulpix isn't worn down as easily and works effectively on many of its common switch-ins such as Munchlax; however, its mechanics make it rather inconsistent recovery option. On the flip-side, when used correctly, the move can be quite good at wearing down Vulpix's checks. RestTalk is another form of recovery and is at least somewhat-more consistent. By utilizing RestTalk Vulpix can also run a more defensive spread so that it can last longer throughout the match, it also works as an effective status sponge. Due to the fact that Vulpix forces quite a few switches, Substitute can be used to take advantage of those opportunities, and Substitute may also be used with Disable for even more disruptive shenanigans. In regards to other methods of healing, Berry Juice is a very effective way to keep Vulpix healthy, but it comes at the cost of sacrificing Heat Rock, which reduces the effectiveness of Vulpix's supportive role. Flame Charge can also be a good option on more offensive variants, as the +1 Speed boost can prove especially useful to prevent Choice Scarf users from constantly forcing Vulpix out. Lastly, Sunny Day is a good option to regain momentum that instant Hippopatas attempts to switch in and override Drought with Sand Stream.

Checks & Counters
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  • Bulky special walls / dedicated counters: Munchlax, Spritzee, Lickitung, specially defensive Hippopotas, and Goomy
  • Reverse weather sweepers such as rain dance Mantyke (and mantyke in general i guess)
  • Knock off: Not really a counter persay, but knock off users in general can strip away vulpix's heat rock and choice scarf, essentially taking away much of the utility from the first two sets
  • Faster Pokemon that can KO: Gligar, Drilbur, LO Murkrow
  • Archen, Ponyta, Growlithe, and Tyrunt can check it, but have to watch out for certain status moves / certain hidden powers
  • Houndour and Diglett both work as decent offensive checks; diglett in particular can trap it and stall out sun turns with substitute (provided it has it)
  • The fire-type checks in particular work very well in forcing out a choice-locked vulpix, as they resist 3/4 of the scarf set's moves
  • Stealth Rock to limit the number of times it can come in and set up sun
 
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Rowan

The professor?
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I know this is 3/3 but I want a Life Orb set tbh. LO Fire Blast/Overheat is powerful af and should deffo get a set
 
I don't know if I'm late: a possible Vulpix's sun setter set with also Flamethrower in additition on (not for swap) Fire Blast could be a good option. Sometimes Flamethrower could be a good move, without risks.
 

tcr

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Finish writing this up already. You have already been told twice. Seriously dude
 
I want some mentions of Sleep Talk on the Choice Scarf set. I have genuinely run Fire Blast / Energy Ball / Sleep Talk and no fourth move, and it's still good as hell.
 

tcr

sage of six tabs
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I want some mentions of Sleep Talk on the Choice Scarf set. I have genuinely run Fire Blast / Energy Ball / Sleep Talk and no fourth move, and it's still good as hell.
when are you ever going to be put to sleep? The only user of sleep status is Foongus, which gets shit on by Vulpix itself, as well as any sun teammates, like Bellsprout. Not to mention you rely on a 33% chance to even hit Fire Blast. I think that it deserves OO at best, and kinda want to debate this.
 

chimp

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when are you ever going to be put to sleep? The only user of sleep status is Foongus, which gets shit on by Vulpix itself, as well as any sun teammates, like Bellsprout. Not to mention you rely on a 33% chance to even hit Fire Blast. I think that it deserves OO at best, and kinda want to debate this.
Vulpix can't shit on Foongus if its asleep, silly TCR

Also if its on the Scarf set then you can theoretically still use both Fire Blast and Energy Ball since you will only be locked into Sleep Talk.
 

tcr

sage of six tabs
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My point was that any decent team with Vulpix will almost never give an opportunity for Foongus to switch in. Between things like Archen, or Vulpix, or Bellsprout, or Oddish or w/e, it has almost no switchin / spore utility, not to mention that you have Bellsprout on teams anyway.

However if it is kept, then remove Cottonee from sleep users. it doesn't learn anything sleep related. And you have more important things to worry about than Bellsprout putting things to sleep. It is ONLY seen on Sun teams, and pretty much ONLY goes in under Sun (and will anyway), and it always 2hkoes with sludge bomb. It also outspeeds the Scarf set.
 

chimp

Go Bananas
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My point was that any decent team with Vulpix will almost never give an opportunity for Foongus to switch in. Between things like Archen, or Vulpix, or Bellsprout, or Oddish or w/e, it has almost no switchin / spore utility, not to mention that you have Bellsprout on teams anyway.

However if it is kept, then remove Cottonee from sleep users. it doesn't learn anything sleep related. And you have more important things to worry about than Bellsprout putting things to sleep. It is ONLY seen on Sun teams, and pretty much ONLY goes in under Sun (and will anyway), and it always 2hkoes with sludge bomb. It also outspeeds the Scarf set.
Dunno why I even put Cotonee there. It doesn't learn Sleep Powder? Oh well. I'll probably slide it onto OO section.
 

chimp

Go Bananas
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Its not going to be finished. Not as long as Im the current writer.

Please give it to someone else who will be able to finish it in a timely manner. Sorry for the inconvenience.
 
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