NU Floatzel

Punchshroom

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Ah, you missed out Steelix as a notable Taunt target (I edited my paragraph) from the paragraph you blindly copypasted; I know you did because there is a lower-case 'taunt' instead of 'Taunt' in there.

>dun be lazie read moar imo
>better yet phrase in ur own words
 
Ah, you missed out Steelix as a notable Taunt target (I edited my paragraph) from the paragraph you blindly copypasted; I know you did because there is a lower-case 'taunt' instead of 'Taunt' in there.

>dun be lazie read moar imo
>better yet phrase in ur own words
a bit tired being that its 5 am so dont mind that other post, lol. anyways yeah i fixed it up and made it sound more smooth. the phrasing stuff and what not. i read it before and it made sense so thats why it was pasted. :9
 
When you talk about good pass recepients, mention that you can pass to almost any physically offensive Pokemon. Maybe a special mention of Klinklang cause it can come in on Clear Smog and really likes the bulk to set up on its own!

3/3 to the rest of this though
 

Lord Alphose

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Overview
########

Floatzel may have nearly dropped off the charts since the transition from BW to XY, but this sea weasel is far from out of tricks. Not only is Floatzel the only Ffully Eevolved Pokemon in NU that can use Bulk Up and Baton Pass, its ability to use Switcheroo is also unique amongst pure Water-types in NU. With a great base s115 Speed stat of 115, Floatzel finds itself being the only NU Water-type to naturally outspeed every unboosted Fire-type in NU. The move Scald is Floatzel's best friend as not only can it take the hit with ease, there's not even a need to worry about getting burnt as Floatzel has a very solid ability in Water Veil(Reword this sentence. The way it presently is doesn't make sense. Make the sentence more focused around how Floatzel isn't afraid of burns.). WhileAlthough Floatzel is a good wWater-type in NU with some solid niches, it does still face serious competition from its bulkier wWater-type rival, Feraligatr. Floatzel just doesn't have the defensive stats it needs to boost its stats as easily.

Bulk Up
########
Nname: Bulk Up
Mmove 1: Bulk Up
Mmove 2: Baton Pass
Mmove 3: Waterfall
Mmove 4: Taunt / Ice Punch
Aability: Water Veil
Iitem: Leftovers
EVevs: 252 HP / 4 Attack / 252 Spe
Nnature: Jolly

Moves
========

Floatzel may not appear to have the natural bulk to make using Bulk Up viable at first glance, but it does have the tools to use it efficiently. The move Bulk Up raises not only Floatzel's already impressive Attack stat, but heightens its Defense as well, allowing it to take physical hits more smoothly, which is very important for this set to workeasily. Baton Pass is also key for this set to function as it allows Floatzel to pass off its boosts to a teammate or gives the option toquickly pass away,(AC) keeping momentum on your side. Waterfall is Floatzel's go-to stabstrongest STAB move as its the most reliable with its decent power and ability to potentially gain a free turn with flinch chances. This set finds Taunt being a very effective tool. Its true niche lies in that it allows Floatzel to consistently lure in and use Taunt againston several defensive Pokemon including the likes of Audino, Seismitoad, Qwilfish, Steelix,(AC) and Ferroseeds without Bullet Seed. With the use of Taunt, Floatzel is able to effectively prevent opposing Pokemon phazing it out. Bulk Up Floatzel's lack of offensive investment means it is at risk of being setup fodder itself, so Taunt is useful tofor stop the likes ofping Feraligatr, Slurpuff, Gorebyss, Lilligant, and Klinklang, and even stop hazard setters like Omastar and Crustle. Ice Punch is another viable option which allows Floatzel to hit common Grass -Types(Add hyphen) in the tier that would stop it from setting up otherwise, such as Vileplume and Lilligant. However, asince this Floatzel doesn't have the investment necessary to make Ice Punch that worthwhile, most would prefer Taunt.

Set Details
========

With maxing out your HP investment in HP, Floatzel can set up Bulk Up on bulky offensive foes such as Kangaskhan and Feraligatr with more than enough health remaining. The lack of Attack investment is made up by Floatzel's utility of Bulk Up, which requires only one boost to be on par with a Pokemon with base 119 aAttack invested fully. You may opt for 252 HP / 40 Def / 216 Spe as an alternate spread for Bulk Up Floatzel. This lets Floatzel still outspeed Archeops and Tauros, but with the extra EVs in Defense +1 Floatzel now takes roughly ~4-5% less damage from physical attacks. SinceAs Floatzel has no recovery, this can be the difference between gettusing 1 Bulk Uponce or 2twice. The more viable ability is Water Veil as it prevents Floatzel from being burnt, not allowing it to takeavoid the residual damage and aAttack drop. Swift Swim can be effectively used on a Rain Dance team, but clearly isn't as useful on this set. Leftovers areis the natural item to give to aon this set like this.,(AC) as Floatzel more than appreciates the low but helpful HP recovery after every turn. With a Jolly nature, Floatzel is able to outspeed common threats in nearby sSpeed tiers, such as Pyroar, Mismagius, Archeops,(AC) and Cryogonal.

Usage Tips
========

Taunting when your opponent is forced to switch into a defensive Pokemon is always a safe play. They may predict you and make a risky move, but it never hurts to play safe unless you're inat high risk of losing. Remember that just because you may have access to Ice-type coverage in Ice Punch, this does not mean you're free to stay it's safe going against Pokemon things such aslike Vileplume. They willcan take the hit and take youFloatzel out in return. Make sure that you fFeel free to use Baton Pass when your opponent is going to make an obvious switch so that you can keep up momentum. You can Bulk Up on the predicted switch as well and Baton Pass afterwards with taking little to no damage, but watch out for if they have something that can outspeed and OHKO you before you'll have the chance to Pass afterwards like Choice Scarfed Rotom or Sceptile. Remember that you're able to set up on non-Clear Smog Weezing and other burners like Seismitoad and Spiritomb. Floatzel has no recovery so it'd be wise that you be wary onf leaving it in against thingsPokemon that can run super effective hitattacks against it, stab or non-stab. If setting your teammates up goes wrong, remember that Floatzel doeisn't just become useless. It can still be reserved for a late -game(Add hyphen) sweep due to its great sSpeed and access to self -boosting(Add hyphen) its own stats with Bulk Up.

Team Options
========

The best team members for Floatzel in a set such as this are good Pass Rrecipients which is almost any physically offensive Pokemon. Kangaskhan and even Floatzel's rival itself, Feraligatr are good options. Kangaskhan and Feraligatr are both blessed with great bulk and Attack, allowing the additional stat boosts to maximize their already high potential. Klinklang is another very effective team member that would appreciate the boosts as it uses the bulk to set up on its own, and caisn't be affected by Clear Smog. It also helps to have a Hentry hazard setter to go with Floatzel, likesuch as Omastar or Crustle. Hazards are key for set-up(Remove hyphen) sweepers because they like to be able to take out threats as fast as possible without taking any unnecessary damage. With hazards, they can guarantee 2HKOs and close OHKOs to be for sure OHKOs.

Choice Band
########
Nname: Choice Band
Mmove 1: Waterfall
Mmove 2: Ice Punch
Mmove 3: Return
Mmove 4: Switcheroo / Aqua Jet
Aability: Water Veil
Iitem: Choice Band
EVevs: 4 HP / 252 Atk / 252 Spe
Nnature: Jolly

Moves
========

Waterfall is the stabSTAB move of choice for Floatzel in any set as it's the most reliable move as far as accuracy and decent BP goes. Getting flinches nevBase Power hurts either as most people already knowgoes. Ice Punch is the main coverage move any purely offensive Floatzel should run as it has respectable power and decently handles the weakness Floatzel has of otherwise being walled by Grass typeits Grass-type(Add hyphen) weakness. Return is a great neutral attack for Floatzel to run as it hits hard and is able to take on opposing Water -types(Add hyphen) which wall it otherwise. Switcheroo is what really sets Floatzel apart from the bulkier physical Water -type(Add hyphen), Feraligatr. The move allows Floatzel to give the Choice Band to Pphysical walls and just good defensive Pokemon in general like Audino, crippling their support moves and recovery. An alternative to Switcheroo is good reliable priority in Aqua Jet. WhileAlthough Floatzel is already fast, Aqua Jet can gives it the ability to move before threats that OHKO it like Choice Scarfed Rotom. While Aqua Jet doesn't OHKO the Rotom, it can still be used as ato revenge kill, implymeaning that it has to been heavily damaged already. There is anthe option to use Baton Pass as well if you really want to be able to keep momentum constantly, but it tends to get Floatzel woutclassed by superior options inrather have Switcheroo andor Aqua Jet.

Set Details
========

Fully investing in Attack and Speed definitely allows this set to be used most effectively. With full Attack investment, you areFloatzel is able to successfully 2HKO common bulky Grass-types such as Vileplume. Running full investment in Floatzel's sSpeed stat and running a Jolly nature really go hand and handow in this set. You're able to outspeed threats such as Archeops and Pyroar which can both outspeed and heavily damage youit if you wereit's running an Adamant nature. The item Choice Band is what makes this set function as its what boosts Floatzel's Attack stat and uses Switcheroo tolps cripples walls with Switcheroo. As it does cripple those sorts of Pokemon, it also comes with a down side for Floatzel. The Choice Band makes it so you're not allowed toprevents Floatzel from switch moves after using onemoves, and that can be a huge pain for Floatzel as it would definitely appreciate the ability to switch from Waterfall to Ice Punch for coverage at will. It's up to you to decide if you'll need coverage or power more in a game.

Usage Tips
========

While you still caAlthough Floatzel shouldn't stay in on a Vileplume safely as stated in the Bulk Up Pass set, holding a Choice Band does allow youit to 2HKO a Vileplume easily, meaning youit can use Ice Punch on the switch-in and still keep momentum by being free to stay in and fire off another Ice Punch. If your opponent has a Water -type(Add hyphen) Pokemon that commonly carries Water Absorb, it can be a good idea to avoid sending in your Floatzel in general until that specific Pokemon is gone as it will require unnecessary predicting foron yourself part. Be careful for when you decide to Switcheroo away your Choice Band. The BandIt is key toin turning lots ofmany 3HKOs/ and 4HKOs into 2HKOs. There are some key OHKOs you will miss without the Choice Band such as a very fairgood chance of KOing Rhydon and an always guaranteed OHKO on Aurorus. You may not have the opportunity to get the Choice Band back so use Switcheroo with caution. Banded Floatzel is great at being the role of a revenge killer. With its high base sSpeed, the Band set can function similar to a sChoice Scarfed Pokemon but with a lot more power.

Team Options
========

Running a bulky Pokemon with Heal Bell such as Audino, Uxie, or Granbull is great support for Floatzel. YouIt will be able to remove a Pparalysis or a Ppoison/Toxic which both badly cripple this set. Having a switch-in for Pokemon like Vileplume, Ferroseed, and Rotom is a great idea. These kinds of Pokemon will switch in commonly and you should always be prepared for something to take them on like Pyroar as it's able to always 2HKO or OHKO all three of the listed above after hazards damage. As stated above about maybe needing hazards damage to OHKO threats, a Pokemon with Hat can set hazards is key for Banded Floatzel and its teammates. This goes for any team really, but it does relate well specifically to Banded Floatzel. Floatzel's Waterfall OHKO chance against Rhydon goes from a 62% to a 94% after Rocks are up. Add just 1 layer of spikes to that and it's always guaranteed. Good Hhazard stackers in NU include mainly Omastar and Crustle. Fire- and Electric -types(Ad hyphens) such as Magmortar and Electivire work great with Floatzel because they have the ability to break bulky Grass- and Water-types.

Other Options
########

Having access to Swift Swim can make Floatzel a great sweeper for a rain team. With great Attack and Speed, it can make use of a set like this, using rain -boosted(Add hyphen) Waterfalls at a high sSpeed that overshadows the likes of Sceptile, Choice Scarfed Rotom, and even Accelgor. A rain set also makes using an Adamant nature a lot more viable as you definitely have more than enough sSpeed. A specially offensive set is possible but finds that its main targets are no longert relevant this gen. Running Choice Specs and Switcheroo isn't completely unviable, but finds losing its Specs after switching it away not a worthy trade when Ludicolo is able to set up Rain Dance, Simipour has access to Nasty Plot, and Gorebyss beingis able to Smash Pass(Remove Space). Floatzel's only real niche over these others is its sSpeed. Floatzel also has the option to run Switcheroo and Flame Orb with Water Veil. The ability Water Veil prevents the burn, but still finds the surprise item switch outclassed by Lopunny as it has Klutz which can hide even more items. It can run Agility on the Baton Pass set if you really want it to be more of a mini Combusken setting up for Xatu, but it definitely is not as consistent as just using Bulk Up for a more broader variety of teammates.

Checks & Counters
########

**Bulky Grass -Types**: The likes of(Add hyphen)**: Vileplume areis a thorn in Floatzel's side. The Bulk Up set can barely even 4HKO Vileplume with an Ice Punch, while the Choice Banded set does just over a 2HKO and also requires predicting. If you've switched away the Band, then you fail to even roughly 3HKO it. Ferroseed can be crippled by switching away your Choice Band to them, but even then, you still fail to 4HKO it with Waterfall or Ice Punch, and keep racking up Iron Barbs damage.

**Bulky Water -Types(Add hyphen)**: Pokemon like Seismitoad, Mantine, Lanturn, and Poliwrath are extremely irritating for Floatzel to have to deal with. They can all run Water Absorb, giving them a free switch-in on a predicted Water-type movefall. Lanturn gets not only a free switch in, but is able to either Volt Switch for free momentum or use Scald / Hydro Pump predicting a Ground -type(Add hyphen) to come in. Poliwrath absorbs the Water hits and is free to phaze Floatzel out.

**Faster Pokemon**: The likes of Sceptile and Choice Scarfed Rotom outspeed and OHKO youFloatzel, forcing youit to hard switch and lose all momentum.

**Paralysis**: The pParalysis status really hurts Floatzel as it heavily relies on its high sSpeed to function. Threats include Uxie and Granbull, who both have access to Thunder Wave and are great at taking physical hits.

**Damaging Phasing Moves**: Dragon Tail, Circle Throw, and Clear Smog are all very good ways to get in Bulk Up Floatzel's way. These are all attacking moves that either remove your stat changes, or force you to switch out, all of which are able to go right throughfunction regardless of Taunt.
GP Approved 1/2
 
Last edited:

P Squared

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Overview
########

Not only is Floatzel the only fully evolved Pokemon in NU that can use Bulk Up and Baton Pass, its ability to use Switcheroo is also unique among pure Water-types in NU. With a great base 115 Speed, Floatzel finds itself being the only NU Water-type to outspeed every unboosted Fire-type in NU. With the ability Water Veil, Floatzel has no concerns of having its Attack lowered by a burn. Although Floatzel is a good Water-type in NU with some solid niches, it does still face serious competition from its bulkier Water-type rival, Feraligatr. Floatzel just doesn't have the defensive stats it needs to boost its stats as easily.

Bulk Up
########
name: Bulk Up
move 1: Bulk Up
move 2: Baton Pass
move 3: Waterfall
move 4: Taunt / Ice Punch
ability: Water Veil
item: Leftovers
evs: 252 HP / 4 Atk / 252 Spe
nature: Jolly

Moves
========

The move Bulk Up not only raises not only Floatzel's already impressive Attack stat, but heightens its Defense as well, allowing it to take physical hits more easily (if 'not only' is used after 'raises', then 'but' should be followed by Defense. Either 'not only raises x but heightens y', or 'raises not only x but y'). Baton Pass is also key for this set to function as it allows Floatzel to pass off its boosts to a teammate or quickly pass away, keeping momentum on your side. Waterfall is Floatzel's STAB move of choice as its it is the most reliable with its decent power and flinch chance. This set finds Taunt being a very effective tool to consistently lure in and use Taunt on several defensive Pokemon including Audino, Seismitoad, Qwilfish, Steelix, and Ferroseed without Bullet Seed. With the use of Taunt, Floatzel is able to effectively prevent opposing Pokemon from phazing it out. Bulk Up Floatzel's lack of offensive investment means it is at risk of being setup fodder itself, so Taunt is useful for stopping Feraligatr, Slurpuff, Gorebyss, Lilligant, Klinklang, and even hazard setters like Omastar and Crustle. Ice Punch is another viable option which allows Floatzel to hit common Grass-types in the tier that would stop it from setting up otherwise, such as Vileplume and Lilligant. However, as this Floatzel doesn't have the investment necessary to make Ice Punch that worthwhile, most prefer Taunt.

Set Details
========

With max HP investment, Floatzel can set up Bulk Up on bulky offensive foes such as Kangaskhan and Feraligatr with more than enough health remaining. The lack of Attack investment is made up by Floatzel's utility of Bulk Up, which requires only one boost to be on par with a Pokemon with base 119 Attack. You may opt for 252 HP / 40 Def / 216 Spe as an alternate spread for Bulk Up Floatzel. This lets Floatzel still outspeed Archeops and Tauros, but with the extra EVs in Defense +1 Floatzel now takes roughly ~4-5% less damage from physical attacks. As Floatzel has no recovery, this can be the difference between using Bulk Up once or twice. The more viable ability is Water Veil as it prevents Floatzel from being burnt, allowing it to avoid the residual damage and Attack drop. Swift Swim can be effectively used on a Rain Dance team, but clearly isn't as useful on this set. Leftovers is the natural item on this set, as Floatzel more than appreciates the low but helpful HP recovery after every turn. With a Jolly nature, Floatzel is able to outspeed common threats in nearby Speed tiers, such as Pyroar, Mismagius, Archeops, and Cryogonal.

Usage Tips
========

Taunting when your opponent is forced to switch into a defensive Pokemon is always a safe play. They may predict you and make a risky move, but it never hurts to play safe unless you're at high risk of losing. Remember that just because you may have access to Ice-type coverage in Ice Punch, this does not mean it's safe going against things like Vileplume. They can take the hit and take Floatzel out in return. Feel free to use Baton Pass when your opponent is going to make an obvious switch so that you can keep up momentum. You can Bulk Up on the predicted switch as well and Baton Pass afterwards, (comma) with taking little to no damage, but watch out for if they have something that can outspeed and OHKO you Floatzel ('you' refers to the battler, not the Pokemon. If you did mean the battler in all the subsequent parts where I crossed out 'you', then ignore my edits) before you'll have it has the chance to Pass afterwards like Choice Scarf Rotom or Sceptile. Remember that you're Floatzel is able to set up on non-Clear Smog Weezing and other burners like Seismitoad and Spiritomb. Floatzel has no recovery so be wary of leaving it in against Pokemon that run super effective attacks. If setting your its teammates up goes wrong, remember that Floatzel isn't useless. It can still be reserved for a late-game sweep due to its great Speed and access to self-boosting ability to boost its own stats (it feels a little redundant to have both 'self' and 'own' imo. Either way, 'access to boost its own stats' doesn't make sense, so I replaced 'access') with Bulk Up.

Team Options
========

The best team members for Floatzel in a set such as this are good Baton Pass recipients which is almost any physically offensive Pokemon. Kangaskhan and even Floatzel's rival itself, Feraligatr, (comma) are good options. Kangaskhan and Feraligatr are both blessed with great bulk and Attack, allowing the additional stat boosts to maximize their already high potential. Klinklang is another very effective team member that would appreciate the boosts as it uses the bulk to set up on its own, and isn't affected by Clear Smog. It also helps to have a entry hazard setter to go with Floatzel, like Omastar or Crustle. Hazards are key for setup sweepers because they like to be able to take out threats without taking any unnecessary damage. With hazards, 2HKOs and close OHKOs turn into guaranteed OHKOs.

Choice Band
########
name: Choice Band
move 1: Waterfall
move 2: Ice Punch
move 3: Return
move 4: Switcheroo / Aqua Jet
ability: Water Veil
item: Choice Band
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

Moves
========

Waterfall is the stab STAB move of choice for Floatzel in any set as it's the most reliable move as far as accuracy and Base Power goes. Ice Punch is the main coverage move any purely offensive Floatzel should run as it has respectable power and decently handles its Grass-type weakness. Return is a great neutral attack for Floatzel to run as it hits hard and is able to take on opposing Water-types which wall it otherwise. Switcheroo is what really sets Floatzel apart from the bulkier physical Water-type, Feraligatr. The move allows Floatzel to give the Choice Band to physical walls and just good defensive Pokemon in general like Audino, crippling them. An alternative to Switcheroo is good reliable priority in Aqua Jet. Although Floatzel is already fast, Aqua Jet gives it the ability to move before threats that OHKO it like Choice Scarf Rotom. While Aqua Jet doesn't OHKO the Rotom, it can still be used to revenge kill, meaning that it has to be heavily damaged already (this feels a little weird. If you mean Aqua Jet can revenge kill Rotom if it is damaged already, then maybe say 'it can still be used to revenge kill if Rotom is heavily damaged already'? I might be reading this incorrectly though...). There is the option to use Baton Pass as well if you really want to be able to keep momentum constantly, but Floatzel would rather have Switcheroo or Aqua Jet.

Set Details
========

Fully investing in Attack and Speed definitely allows this set to be used most effectively. With full Attack investment, Floatzel is able to successfully 2HKO common bulky Grass-types such as Vileplume. Running full investment in Floatzel's Speed stat and running a Jolly nature allow it to outspeed threats such as Archeops and Pyroar which can both outspeed and heavily damage it if it's running an Adamant nature. The item Choice Band is what makes this set function as it's what boosts Floatzel's Attack stat and helps cripples walls with Switcheroo. As it does cripple those sorts of Pokemon, it also comes with a downside (doesn't need a space, I think) for Floatzel. The Choice Band prevents Floatzel from switching moves, and that can be a huge pain for Floatzel as it would definitely appreciate the ability to switch from Waterfall to Ice Punch for coverage at will.

Usage Tips
========

Although Floatzel shouldn't stay in on a Vileplume, holding a Choice Band does allow it to 2HKO a Vileplume, meaning it can use Ice Punch on the switch-in and still keep momentum by being free to stay in and fire off another Ice Punch. If your opponent has a Water-type Pokemon that commonly carries Water Absorb, it can be a good idea to avoid sending in your Floatzel until that Pokemon is gone as it will require unnecessary predicting on your part. Be careful when you decide to Switcheroo away your Choice Band. It is key in turning many 3HKOs and 4HKOs into 2HKOs. There are some key OHKOs you will miss without the Choice Band such as a good chance of KOing Rhydon and an always guaranteed OHKO on Aurorus. You may not have the opportunity to get the Choice Band back so use Switcheroo with caution. Banded Floatzel is great at being the role of a revenge killer. With its high base Speed, the Band set can function similar to a Choice Scarf Pokemon but with a lot more power.

Team Options
========

Running a bulky Pokemon with Heal Bell such as Audino, Uxie, or Granbull is great support for Floatzel. It will be able to remove a paralysis or a poison which both badly cripple this set. Having a switch-in for Pokemon like Vileplume, Ferroseed, and Rotom is a great idea. These kinds of Pokemon will switch in commonly and you should always be prepared for with something to take them on like Pyroar as it's able to always 2HKO or OHKO all three after hazards damage. As stated above about maybe possibly needing hazards damage to OHKO threats, a Pokemon that can set hazards is key for Banded Floatzel and its teammates. Floatzel's Waterfall OHKO chance against Rhydon goes from a 62% to a 94% after Rocks are up. Add just 1 layer of Spikes to that and it's always guaranteed. Good hazard stackers in NU include Omastar and Crustle. Fire- and (space added) Electric-types such as Magmortar and Electivire work great with Floatzel because they have the ability to break bulky Grass- and (same) Water-types.

Other Options
########

Having access to Swift Swim can make Floatzel a great sweeper for a rain team. With great Attack and Speed, it can make use of a set like this, using rain-boosted Waterfalls at a high Speed that overshadows the likes of Sceptile, Choice Scarf Rotom, and even Accelgor. A rain set also makes using an Adamant nature a lot more viable as you Floatzel definitely have has more than enough Speed. A specially offensive set is possible but finds that its main targets are not relevant. Running Choice Specs and Switcheroo isn't completely unviable, but finds losing its Specs after switching it away not a worthy trade when Ludicolo is able to set up Rain Dance, Simipour has access to Nasty Plot, and Gorebyss is able to SmashPass. Floatzel's only real niche over these others is its Speed. Floatzel also has the option to run Switcheroo and Flame Orb with Water Veil. The ability Water Veil prevents the burn, but Floatzel still finds the surprise item switch outclassed by Lopunny as it has Klutz, (comma) which can hide even more items. It can run Agility on the Baton Pass set if you really want it to be a Combusken setting up for Xatu, but it definitely is not as consistent as just using Bulk Up for a more broad variety of teammates.

Checks & Counters
########

**Bulky Grass-Types**: Vileplume is a thorn in Floatzel's side. The Bulk Up set can barely even 4HKO Vileplume with an Ice Punch, while the Choice Band set does just over a 2HKO and also requires predicting. If you've switched away the Band, then you fail Floatzel fails to even 3HKO it. Ferroseed can be crippled by switching away your Choice Band to them, but even then, you still fail Floatzel still fails to 4HKO it with Waterfall or Ice Punch, and keeps racking up Iron Barbs damage.

**Bulky-Water Types**: Pokemon like Seismitoad, Mantine, Lanturn, and Poliwrath are extremely irritating for Floatzel to have to deal with. They can all run Water Absorb, giving them a free switch-in on a predicted Waterfall. Lanturn gets not only a free switch in, but is able to either Volt Switch for free momentum or use Scald / Hydro Pump predicting a Ground-type to come in. Poliwrath absorbs the Water-type hits and is free to phaze Floatzel out.

**Faster Pokemon**: Sceptile and Choice Scarf Rotom outspeed and OHKO you Floatzel, forcing it to hard switch and lose all momentum.

**Paralysis**: Paralysis really hurts Floatzel as it heavily relies on its high Speed to function. Threats include Uxie and Granbull, who both have access to Thunder Wave and are great at taking physical hits.

**Damaging Phasing Moves**: Dragon Tail, Circle Throw, and Clear Smog are all very good ways to get in Bulk Up Floatzel's way. These are all attacking moves that either remove your Floatzel's stat changes, or force you it to switch out, all of which are able to function regardless of Taunt.
 

frenzyplant

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is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
another amcheck :)

Overview
########

In NU, not only is Floatzel the only fully evolved Pokemon in NU that can use Bulk Up and Baton Pass, its ability to use Switcheroo is also unique among pure Water-types in NU. With a great base 115 Speed, Floatzel finds itself being is the only NU Water-type to outspeed every unboosted Fire-type in NU. With the ability Water Veil, Floatzel has no concerns of having its Attack lowered by a burn. Although Floatzel is a good Water-type in NU with some solid niches, it does still face serious competition from its bulkier Water-type rival, Feraligatr. Floatzel just doesn't have the defensive stats it needs to boost its stats as easily.

Bulk Up
########
name: Bulk Up
move 1: Bulk Up
move 2: Baton Pass
move 3: Waterfall
move 4: Taunt / Ice Punch
ability: Water Veil
item: Leftovers
evs: 252 HP / 4 Atk / 252 Spe
nature: Jolly

Moves
========

The move Bulk Up not only raises Floatzel's already impressive Attack stat, (remove comma) but also heightens its Defense as well, allowing it to take physical hits more easily. Baton Pass is also key for this set to function as it allows Floatzel to pass off its boosts to a teammate or quickly pass away, keeping momentum on your side. Waterfall is Floatzel's most reliable STAB move of choice as it is the most reliable with its decent power and flinch chance. This set finds Taunt being a very effective tool to can consistently lure in and use Taunt on several defensive Pokemon including Audino, Seismitoad, Qwilfish, Steelix, and Ferroseed without Bullet Seed. With the use of Taunt, Floatzel is able to effectively prevent opposing Pokemon from phazing it out. Bulk Up Floatzel's lack of offensive investment means it is at risk of being setup fodder itself, so Taunt is useful for stopping Feraligatr, Slurpuff, Gorebyss, Lilligant, Klinklang, and even hazard setters like such as Omastar and Crustle. Ice Punch is another viable option which allows Floatzel to hit common Grass-types in the tier that would stop it from setting up otherwise, such as Vileplume and Lilligant. However, as this Floatzel doesn't have the investment necessary to make Ice Punch that worthwhile, most (most Floatzel? Most Floatzel users?) prefer Taunt.

Set Details
========

With max HP investment, Floatzel can set up Bulk Up on bulky offensive foes such as Kangaskhan and Feraligatr with more than enough health remaining. The lack of Attack investment is made up for by Floatzel's utility of Bulk Up, which allows Floatzel to requires only one boost to be on par with a Pokemon with base 119 Attack. You may opt for 252 HP / 40 Def / 216 Spe as an alternate spread for Bulk Up Floatzel. This lets Floatzel still outspeed Archeops and Tauros, but with the extra EVs in Defense +1 Floatzel now takes roughly ~ (remove tilde) 4-5% less damage from physical attacks. As Floatzel has no recovery, this can be the difference between using Bulk Up once or and using Bulk Up twice. The more viable ability is Water Veil as it prevents Floatzel from being burnt, allowing it to avoid the residual damage and Attack drop. Swift Swim can be effectively used on a Rain Dance team, but it clearly isn't as useful on this set. Leftovers is the natural item on this set, as Floatzel more than appreciates the low but helpful HP recovery after every turn. With a Jolly nature, Floatzel is able to outspeed common threats in nearby Speed tiers, such as Pyroar, Mismagius, Archeops, and Cryogonal.

Usage Tips
========

Taunting when your opponent is forced to switch into a defensive Pokemon is always a safe play. They may predict you and make a risky move, but it never hurts to play safe unless you're at a high risk of losing. Remember that just because you may have access to Ice-type coverage in Ice Punch, this does not mean it's safe going against things like Grass-types such as Vileplume. They can take the hit and take Floatzel out in return. Feel free to use Baton Pass when your opponent is going to make an obvious switch so that you can keep up momentum. You can Bulk Up on the predicted switch as well and Baton Pass afterwards, taking little to no damage, but watch out for if they have something Pokemon such as Choice Scarf Rotom and Sceptile that can outspeed and OHKO Floatzel before you'll have it has the chance to Pass afterwards like Choice Scarf Rotom or Sceptile. Remember that you're able to set up on non-Clear Smog Weezing and other burners Pokemon that carry Will-O-Wisp, like including Seismitoad and Spiritomb. Floatzel has no recovery so be wary of leaving it in against Pokemon that run carry super effective attacks. If setting its teammates up Baton Passing its boosts to a teammate goes wrong, remember that Floatzel isn't useless. It can still be reserved for a late-game sweep due to its great Speed and ability to boost its own stats with Bulk Up.

Team Options
========

The best team members for Floatzel in a set such as this are good Baton Pass recipients, or in this case, which is almost any physically offensive Pokemon. Kangaskhan and even Floatzel's rival itself, Feraligatr, (remove comma) are good options. Kangaskhan and Feraligatr are both blessed with great bulk and Attack, allowing the additional stat boosts to maximize their already high potential. Klinklang is another very effective team member that would appreciate the boosts as it uses the bulk to set up on its own, and isn't affected by Clear Smog. It also helps to have a entry hazard setter to go with Floatzel, like Omastar or Crustle. Hazards are key for setup sweepers because they like to be able to take out threats without taking any unnecessary damage. With hazards, 2HKOs and close OHKOs turn into guaranteed OHKOs.

Choice Band
########
name: Choice Band
move 1: Waterfall
move 2: Ice Punch
move 3: Return
move 4: Switcheroo / Aqua Jet
ability: Water Veil
item: Choice Band
evs: 4 HP / 252 Atk / 252 Spe
nature: Jolly

Moves
========

Waterfall is the STAB move of choice for Floatzel in any set as it's the Floatzel's most reliable STAB move as far as accuracy and Base Power goes. Ice Punch is the main coverage move any purely offensive Floatzel should run as it has respectable power and decently handles its Floatzel's Grass-type weakness. Return is a great neutral attack for Floatzel to run as it hits hard and is able to take on hits opposing Water-types, (comma) which wall it Floatzel otherwise. Switcheroo is what really sets Floatzel apart from the bulkier physical Water-type, (comma) Feraligatr. The move allows Floatzel to give the Choice Band to physical walls and good defensive Pokemon in general like such as Audino, crippling them. An alternative to Switcheroo is good reliable priority in Aqua Jet. Although Floatzel is already fast, Aqua Jet gives it the ability to move before faster threats such as Choice Scarf Rotom that can OHKO it like Choice Scarf Rotom. While Aqua Jet doesn't OHKO Rotom, it can still be used to revenge kill Rotom if Rotom it is heavily damaged already. There is the option to use Baton Pass as well if you really want to be able to keep momentum constantly, but Floatzel would rather have Switcheroo or Aqua Jet.

Set Details
========

Fully investing in Attack and Speed definitely allows this set to be used most effectively. With full Attack investment, Floatzel is able to successfully 2HKO common bulky Grass-types such as Vileplume. Running Full investment in Floatzel's Speed stat and running a Jolly nature allow it to outspeed threats such as Archeops and Pyroar, (comma) which can both could outspeed and heavily damage it Floatzel if it's running ran an Adamant nature. The item Choice Band is what makes this set function as it's what boosts Floatzel's Attack stat and helps cripples walls with Switcheroo. As it does cripple those sorts of Pokemon, it also comes with a downside for Floatzel. The Choice Band prevents Floatzel from switching moves, and that can be a huge pain for Floatzel as it would definitely appreciate the ability to switch from Waterfall to Ice Punch for coverage at will. (I really hope anyone reading this analysis knows what Choice Band does :u)

Usage Tips
========

Although Floatzel shouldn't stay in on a Vileplume, holding a Choice Band does allow it to 2HKO a Vileplume, meaning it can use Ice Punch on the switch-in and still keep momentum by being free to stay in and fire off another Ice Punch. If your opponent has a Water-type Pokemon that commonly carries runs Water Absorb, it can be is a good idea to avoid sending in your Floatzel until that Pokemon is gone, (comma) as its presence will require unnecessary predicting on your part. Be careful when you decide to Switcheroo away your Floatzel's Choice Band, as you may not have the opportunity to get it back, it is key in turning many 3HKOs and 4HKOs into 2HKOs, and Floatzel will miss the good chances of OHKOing Rhydon and Aurorus. There are some key OHKOs you will miss without the Choice Band such as a good chance of KOing Rhydon and an always guaranteed OHKO on Aurorus. You may not have the opportunity to get the Choice Band back so use Switcheroo with caution. Choice Banded Floatzel is great at being the role of a revenge killer. With its high base Speed, this e Band set can function similarly to a Choice Scarf Pokemon but with a lot more power.

Team Options
========

Running A bulky Pokemon with Heal Bell such as Audino, Uxie, or and Granbull is great support for Floatzel, as it will be able to remove paralysis or and poison which both badly cripple this set. Having a switch-in for Pokemon like such as Vileplume, Ferroseed, and Rotom is a great idea. These kinds of Pokemon will switch in commonly, (comma) and you should always be prepared with something a Pokemon such as Pyroar to take them on like Pyroar as it's able to always 2HKO or OHKO all three after hazards damage. As stated above about possibly needing hazards damage to OHKO threats, As Choice Band Floatzel may need entry hazards damage to OHKO threats, a Pokemon that can set hazards such as Omastar and Crustle is key for Banded Floatzel and its teammates. Floatzel's Waterfall OHKO chance against Rhydon goes from a 62% to a 94% after Stealth Rocks are is up, and from that to 100% after Stealth Rock and one layer of Spikes. Add just 1 layer of Spikes to that and it's always guaranteed. Good hazard stackers in NU include Omastar and Crustle. Fire- and Electric-types such as Magmortar and Electivire work great with Floatzel because they have the ability to break bulky Grass- and Water-types.

Other Options
########

Having access to Swift Swim can makes Floatzel a great sweeper for a rain team. With great Attack and Speed, it can make use of a set like this, using rain-boosted Waterfalls faster than at a high Speed that overshadows the likes of Sceptile, Choice Scarf Rotom, and even Accelgor. A rain set also makes using an Adamant nature a lot more viable as Floatzel definitely has more than enough Speed. A specially offensive set is possible but finds that its main targets are not relevant. Running Choice Specs and Switcheroo isn't completely unviable, but finds losing its Specs after switching it away not a worthy trade when other special Water-types overshadow it: Ludicolo is able to set up Rain Dance, Simipour has access to Nasty Plot, and Gorebyss is able to has Shell Smash and Baton Pass. Floatzel's only real niche over these others is its Speed. Floatzel also has the option to run Switcheroo and Flame Orb with Water Veil. The ability Water Veil prevents the burn, but Floatzel still finds the surprise item switch outclassed by Lopunny as it has Klutz, which can hide allows Lopunny to Switcheroo away even more items. It Floatzel can run Agility on the Baton Pass set if you really want it to be a Combusken setting up for Xatu (What do Combusken and Xatu have to do with Agility + Baton Pass?), but it Agility definitely is definitely not as consistent as just using Bulk Up for a more broad variety of teammates.

Checks & Counters
########

**Bulky Grass-types**: Vileplume is a thorn in Floatzel's side. The Bulk Up set can barely even 4HKO Vileplume with an Ice Punch, while the Choice Band set requires prediction and its Choice Band to does just over a 2HKO (does this mean it does a little more than a 2HKO, or a little less than a 2HKO?) and also requires predicting. If you've switched away the Band, then Floazel fails to even 3HKO it. Ferroseed can be crippled by switching away being given a Choice Band to them, but even then, Floatzel still fails to 4HKO it with Waterfall or Ice Punch, and keeps racking up Iron Barbs damage.

**Bulky-Water Types Bulky Water-types**: Pokemon like Bulky Water-types such as Seismitoad, Mantine, Lanturn, and Poliwrath are extremely irritating for Floatzel to have to deal with. They can all run Water Absorb, giving them a free switch on a predicted Waterfall. Lanturn not only gets not only a free switch in, (remove comma) but also is able to either use Volt Switch for free momentum or use a Water-type STAB move on the use Scald / Hydro Pump predicting a Ground-type switch-in to come in. Poliwrath absorbs the Floatzel's Water-type hits and is free to phaze Floatzel out.

**Faster Pokemon**: Sceptile and Choice Scarf Rotom outspeed and OHKO Floatzel, forcing it to hard switch and lose all its momentum.

**Paralysis**: Paralysis really hurts Floatzel as it heavily relies heavily on its high Speed to function. Threats Threatening Thunder Wave users include Uxie and Granbull, who which both have access to Thunder Wave and are both great at taking physical hits.

**Damaging Phazing Moves**: Dragon Tail, Circle Throw, and Clear Smog are all very good ways to get in Bulk Up Floatzel's way, as they are all able to bypass Taunt and remove Floatzel's stat changes. These are all attacking moves that either remove Floatzel's stat changes-or force it to switch out, all of which are able to function regardless of Taunt.
 

tehy

Banned deucer.
So this analysis has problems. Let's jump right in.

Taunt also blocks status and leech seed.

What is the 40 def spread failing to outspeed? And if it just lets you speed tie with floatzel, why isn't it the main spread? Of course, it's a pretty important speed tie to win, but honestly.

Do you mean taunting a defensive mon on the switch? Or taunting once it's in? Also it's not risky if i know you have taunt, which, ofc i do as its the first slash.

Feraligatr is an example of the worst to bp to... consider this, why bp?

A: bp'd pokemon can't boost on his own
B: bp'd pokemon takes on checks and counters of bpers well.

Sure, it likes the boosts, Feraligatr is smashed by all the same stuff as floatzel, beats the same stuff, etc. If i wanted to use floatzel with fera, i'd use cb floatzel, which actually sounds like a great idea. Floatzel uses its immediate power to bust down walls for fera (switcheroo tang/ferro), then fera cleans.

How in the unholy name of satan does pzn/tox 'badly cripple' cb floatzel? It's a hit and run mon that isn't playing defensive. Yes, it sucks, but if you want an example of 'badly crippling' look at para, which renders it near-worthless. Seeing as cb floatzel is pretty offensive and clerics are pretry defensive... i guess a small mention of them thanks to para is warranted, and maybe, maybe offhand mention poison.

Seeing as how scarf rotom (any other isn't too hot against floatzel) easily 2shots pyroar with tbolt while outspeeding it...not a great partner for that.

252 SpA Rotom Thunderbolt vs. 0 HP / 0 SpD Pyroar: 168-198 (53.6 - 63.2%) -- guaranteed 2HKO
(168, 169, 171, 174, 175, 177, 180, 181, 183, 186, 187, 189, 192, 193, 195, 198)

It's okay against rotom in general thanks to sball immunity, but you really want something that can pivot in from floatzel and take on rotom. Pyroar is still cool for da grasses tho.

It might require prediction to take down a water absorber, but if you do it's very helpful, so don't just leave floatzel on the bench, as it might be staying there the entire game.

Flame orb trick is a bigger surprise from floatzel, floatzel sucks less than lopunny, and it can make use of the item it gets since no klutz. Plus it lures in evio mons like ferro and even tangela (does anyone still use that?).

Lanturn shouldn't ever use water absorb. The key thing with volt is that it either slams floatzel or gets momentum on its bp recipient, which is great scald>grounds still worth mentioning though.

Phasing»»»phazing. You seem to have missed this from frenzy's check.

Faster pokemon»»»faster pokemon that can KO.


Substitute really deserves a mention in moves-stops circle throw (wrath»»»setup bait), dtail if it exists in this tier, and clear smog. It blocks status and lets you give a sweeper an attack shield or free switch-in. If the opponent has no faster mon that koes, sub on the volt switch.

Ultimately defensive mons will be a bit more problematic, you'll be setup bait, and roar/ww fuck you. But that applies to ice punch, and all that lets you do is kind of annoy grass-types.

Moves mention on band set of brick break for ferro imo. Not that much weaker than return and lets you smash a counter.


Ultimately, i feel like some of the most problematic prose in this analysis comes from simply copy/pasting things qc members said. I have the greatest respect for qc team people like punchshroom and their comments are gramatically correct (and poke-content correct), but only in the context of that post. When you move it to a different context, you gotta work with it a little.

Oh yeah, their comments might not always be gramatically correct, though the ones i saw were. This is fine considering they aren't writing an analysis, but you...kinda are.
 
Last edited:

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Most of tehy's points are valid (aside from slight QC bashing, though I will admit this looked somewhat different from my first check. I will address some of his posts that either need correcting or require greater emphasis.

What is the 40 def spread failing to outspeed? And if it just lets you speed tie with floatzel, why isn't it the main spread? Of course, it's a pretty important speed tie to win, but honestly.
Some standout foes max Speed Floatzel outspeeds that 216 Spe Floatzel does not are Jolly +2 Costa, Serperior, and Swoobat. Floatzel can take down a weakened -1 Costa, while Costa is forced to Aqua Jet. Floatzel really appreciates being able to outspeed Serperior and Baton Pass away before getting wrecked by Grass moves, or at least Taunt it to prevent setup. Taunt also screws over Swoobat. In any case, it's not so much how useful the speed is for Floatzel, but how insignificant those extra Def EVs matter. Max Speed Floatzel's benefits are readily apparent, while not maxing out its speed has few obvious upsides, thus a simple max HP, max Speed spread is used.

Do you mean taunting a defensive mon on the switch? Or taunting once it's in? Also it's not risky if i know you have taunt, which, ofc i do as its the first slash.
Taunt can easily work on a defensive mon even if it already in battle. Examples include Roar Steelix, Ferroseed, Qwilfish, and Audino, which can hardly do much of anything to Floatzel (especially after +1) even if they manage to predict the Taunt. The risk on the defensive mons' end is not attacking straight into a Bulk Up when they couldv'e avoided Taunt, such is the case of Steelix and Earthquake Seismitoad.

Feraligatr is an example of the worst to bp to... consider this, why bp?

A: bp'd pokemon can't boost on his own
B: bp'd pokemon takes on checks and counters of bpers well.
No, it's not one of the worst BP recipients since it appreciates the boosted bulk for safer boosting and improved resistance to priority (most notably DD variants), for the same reason Klinklang does, although Klinklang does complement Floatzel better defensively.

It might require prediction to take down a water absorber, but if you do it's very helpful, so don't just leave floatzel on the bench, as it might be staying there the entire game.
To NotHyunation, On the contrary, Floatzel can attempt to lure the bulky Water in order to cripple it with Switcheroo, making it easier for traditional Fire-type teammates to break through them.

Flame orb trick is a bigger surprise from floatzel, floatzel sucks less than lopunny, and it can make use of the item it gets since no klutz. Plus it lures in evio mons like ferro and even tangela (does anyone still use that?).
Switcheroo + Choice Band is already good enough for that, and does not sacrifice Floatzel's offensive presence in any way. Disruptive item switching is better left to Lopunny since it has superior supporting options, making it less of a sitting duck.

Faster pokemon»»»faster pokemon that can KO.
We specify what kinds of faster Pokemon can beat Floatzel when we go into the section in greater detail, there is no need for a redundant title.

Substitute really deserves a mention in moves-stops circle throw (wrath»»»setup bait), dtail if it exists in this tier, and clear smog. It blocks status and lets you give a sweeper an attack shield or free switch-in. If the opponent has no faster mon that koes, sub on the volt switch. Ultimately defensive mons will be a bit more problematic, you'll be setup bait, and roar/ww fuck you.
I am willing to see this one through, though it only sees a mention in Moves and no more. List the moves (and their users) Substitute blocks that Taunt does not, as well as passing Substitute to its teammates, but mention that Floatzel does not exactly have much health to spare since it mainly wants to pass boosts, as well as mentioning moves Sub fails against (like recovery, setup moves, phasing moves).
 

tehy

Banned deucer.
Most of tehy's points are valid (aside from slight QC bashing, though I will admit this looked somewhat different from my first check. I will address some of his posts that either need correcting or require greater emphasis.


Some standout foes max Speed Floatzel outspeeds that 216 Spe Floatzel does not are Jolly +2 Costa, Serperior, and Swoobat. Floatzel can take down a weakened -1 Costa, while Costa is forced to Aqua Jet. Floatzel really appreciates being able to outspeed Serperior and Baton Pass away before getting wrecked by Grass moves, or at least Taunt it to prevent setup. Taunt also screws over Swoobat. In any case, it's not so much how useful the speed is for Floatzel, but how insignificant those extra Def EVs matter. Max Speed Floatzel's benefits are readily apparent, while not maxing out its speed has few obvious upsides, thus a simple max HP, max Speed spread is used.
Excellent, but that needs to be mentioned in the analysis, capiche?

Taunt can easily work on a defensive mon even if it already in battle. Examples include Roar Steelix, Ferroseed, Qwilfish, and Audino, which can hardly do much of anything to Floatzel (especially after +1) even if they manage to predict the Taunt. The risk on the defensive mons' end is not attacking straight into a Bulk Up when they couldv'e avoided Taunt, such is the case of Steelix and Earthquake Seismitoad.
I know and i think that's the right way to do it, in fact doing it on the switch is kinda dumb. I just felt his words on that subject were confusing and needed clarification, before i even discuss the taunting tactic.

No, it's not one of the worst BP recipients since it appreciates the boosted bulk for safer boosting and improved resistance to priority (most notably DD variants), for the same reason Klinklang does, although Klinklang does complement Floatzel better defensively.
But it's still a pretty bad idea. Anything that comes in to take on floatzel (grass, elec, sort of bulky waters) is already great vs feraligatr and will probably beat it. Even say kanga, which is mentioned, is neutral and does neutral to this stuff, which is what makes it a good bp candidate. Part of bp's point is free setup before a counter arrives, but in feraligatr's case his counters have already switched in. And since floatzel has a fast bp, fera has to take any se hits.
To NotHyunation, On the contrary, Floatzel can attempt to lure the bulky Water in order to cripple it with Switcheroo, making it easier for traditional Fire-type teammates to break through them.


Switcheroo + Choice Band is already good enough for that, and does not sacrifice Floatzel's offensive presence in any way. Disruptive item switching is better left to Lopunny since it has superior supporting options, making it less of a sitting duck.
Then...don't mention it in OO? But if you do, at least mention the benefits.
We specify what kinds of faster Pokemon can beat Floatzel when we go into the section in greater detail, there is no need for a redundant title.
Not really, you give two examples. Not enough for a pattern of 'oh those can all ko him too' to necessarily be established, so it makes sense to write this in the title, or at least elaborate that other outspeeders are a problem but not as bad. When i see that title, i think 'oh so frail anything faster koes well i got like 2 faster mons on my team w/e.

I am willing to see this one through, though it only sees a mention in Moves and no more. List the moves (and their users) Substitute blocks that Taunt does not, as well as passing Substitute to its teammates, but mention that Floatzel does not exactly have much health to spare since it mainly wants to pass boosts, as well as mentioning moves Sub fails against (like recovery, setup moves, phasing moves).
Fair enough. Though recovery=free setup.[/quote]
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Not really, you give two examples. Not enough for a pattern of 'oh those can all ko him too' to necessarily be established, so it makes sense to write this in the title, or at least elaborate that other outspeeders are a problem but not as bad. When i see that title, i think 'oh so frail anything faster koes well i got like 2 faster mons on my team w/e.
Well that is indeed the case a good deal of the time: usually whatever is faster than Floatzel tends to give it a rough time. Think of Sceptile and Swellow which can brutalize Floatzel, while Accelgor can interfere with Baton Pass with a fast Encore or Final Gambit, as well as less relevant mons like Electrode and Zebstrika. Scarf mons also cause Floatzel some trouble; even Typhlosion can do a large chunk with HP Grass while CB Aqua Jet won't OHKO after SR, and this is one of the lesser Scarfers to face Floatzel with, much less Scarfers like the Rotoms or Jynx. The fact that there are more faster Pokemon that can beat/heavily cripple Floatzel than those that don't means that 'Faster Pokemon' is sufficient enough, because let's face it, if one has at least one mon that outspeeds Floatzel (provided it isn't deathly weak to Aqua Jet), one can probably keep Floatzel in check already. Lots of frailer attackers' analyses, such as Typhlosion and Zangoose, mention faster Pokemon as threats as they are indeed threatened by almost everything that can outspeed them (like Floatzel), whereas much bulkier Pokemon such as Feraligatr and Bouffalant are only handled by a relative handful of the numerous Pokemon that outspeed them. It doesn't matter if a handful of Pokemon can even outrun said Pokemon: if a majority of them handily check said Pokemon, they can simply be grouped together, rather than being redundant and saying "Faster Pokemon that can KO" when most of them can already.
 
this is a nice conversation and all but reading through paragraphs of text isn't clarifying on what to change. clarify better please
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor
Taunt also blocks status and leech seed.

Taunting when your opponent is forced to switch into a defensive Pokemon is always a safe play. They may predict you and make a risky move, but it never hurts to play safe unless you're at a high risk of losing.
In my experience, there is usually no urgency to Taunt defensive switch-ins. Floatzel can nab a boost on the switch, then Taunt them before passing out to something else (or boost some more), or simply passing away the boost if one wants Floatzel to avoid damage. Taunting on the switch does protect (dry) Baton Pass recipients from status moves, but usually using Bulk Up on the switch tends to be more ideal than using Taunt.

Preferably something other than Gatr as a BP recipient due to synergy issues. Gatr can see mention in Team Options of CB Floatzel since Floatzel can lure out and cripple Gatr checks.

Poison does not badly cripple CB Floatzel, it is a minor annoyance at worst. Do mention that Floatzel is very vulnerable to paralysis.

Mention something alongside Pyroar (to deal with Rotom) when mentioning switch-ins for Ferro, Plume, Rotom etc. in Team Options of CB.

Water Absobers may prevent Floatzel from spamming CB Water moves freely, but it can instead use Switcheroo and cripple them for its teammates (such as?) to break past.

Lanturn doesn't use Water Absorb.

Phasing->phazing.

Substitute in Moves of Baton Pass. List pros and cons, namely the moves (and their users) Substitute blocks that Taunt does not, as well as passing Substitute to its teammates, but mention that Floatzel does not exactly have much health to spare since it mainly wants to pass boosts, as well as mentioning moves Sub fails against (like recovery, setup moves, phasing moves).

Mention Brick Break in Moves of Band set for Ferro.
 
Taunt also blocks status and leech seed.


In my experience, there is usually no urgency to Taunt defensive switch-ins. Floatzel can nab a boost on the switch, then Taunt them before passing out to something else (or boost some more), or simply passing away the boost if one wants Floatzel to avoid damage. Taunting on the switch does protect (dry) Baton Pass recipients from status moves, but usually using Bulk Up on the switch tends to be more ideal than using Taunt.

Preferably something other than Gatr as a BP recipient due to synergy issues. Gatr can see mention in Team Options of CB Floatzel since Floatzel can lure out and cripple Gatr checks.

Poison does not badly cripple CB Floatzel, it is a minor annoyance at worst. Do mention that Floatzel is very vulnerable to paralysis.

Mention something alongside Pyroar (to deal with Rotom) when mentioning switch-ins for Ferro, Plume, Rotom etc. in Team Options of CB.

Water Absobers may prevent Floatzel from spamming CB Water moves freely, but it can instead use Switcheroo and cripple them for its teammates (such as?) to break past.

Lanturn doesn't use Water Absorb.

Phasing->phazing.

Substitute in Moves of Baton Pass. List pros and cons, namely the moves (and their users) Substitute blocks that Taunt does not, as well as passing Substitute to its teammates, but mention that Floatzel does not exactly have much health to spare since it mainly wants to pass boosts, as well as mentioning moves Sub fails against (like recovery, setup moves, phasing moves).

Mention Brick Break in Moves of Band set for Ferro.
ty
 
Taunt also blocks status and leech seed.


In my experience, there is usually no urgency to Taunt defensive switch-ins. Floatzel can nab a boost on the switch, then Taunt them before passing out to something else (or boost some more), or simply passing away the boost if one wants Floatzel to avoid damage. Taunting on the switch does protect (dry) Baton Pass recipients from status moves, but usually using Bulk Up on the switch tends to be more ideal than using Taunt.

Preferably something other than Gatr as a BP recipient due to synergy issues. Gatr can see mention in Team Options of CB Floatzel since Floatzel can lure out and cripple Gatr checks.

Poison does not badly cripple CB Floatzel, it is a minor annoyance at worst. Do mention that Floatzel is very vulnerable to paralysis.

Mention something alongside Pyroar (to deal with Rotom) when mentioning switch-ins for Ferro, Plume, Rotom etc. in Team Options of CB.

Water Absobers may prevent Floatzel from spamming CB Water moves freely, but it can instead use Switcheroo and cripple them for its teammates (such as?) to break past.

Lanturn doesn't use Water Absorb.

Phasing->phazing.

Substitute in Moves of Baton Pass. List pros and cons, namely the moves (and their users) Substitute blocks that Taunt does not, as well as passing Substitute to its teammates, but mention that Floatzel does not exactly have much health to spare since it mainly wants to pass boosts, as well as mentioning moves Sub fails against (like recovery, setup moves, phasing moves).

Mention Brick Break in Moves of Band set for Ferro.
Done
 
Oh yeah, their comments might not always be gramatically correct, though the ones i saw were. This is fine considering they aren't writing an analysis, but you...kinda are.
Cute little jab but I actually reworded the comments that well, you know... are supposed to be added, regardless of the wording.
 

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