Don't Use That, Use This (CAP Meta Edition)

Don't Use That, Use This

Based off this thread

The CAP metagame is a twisted place, with players using several Pokemon or sets that are bad, outclassed, or outright fail to do their jobs in battles like parafusion Krilowatt, Galvantula, and Voodoom. This thread is for you to discuss which Pokemon or sets are bad or outclassed, why these Pokemon or sets are bad or outclassed, and which Pokemon or sets can do a similar job in a much better way.

Here's how to format:

Don't use:

Cawmodore @ Sitrus Berry
Ability: Volt Absorb/Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Drill Peck
- Drain Punch
- Bullet Punch

Sure, Drill Peck may be stronger than Acrobatics before you consume your Sitrus Berry, but that extra power still can't do that much damage. Cawmodore has lackluster Attack prior to a Belly Drum, meaning you will get walled by a ton of physical walls in the metagame. 30% usage on a weak move is just proof that some people aren't using Cawmodore to its full sweeping potential.

Use this instead:

Cawmodore @ Sitrus Berry
Ability: Volt Absorb/Intimidate
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Belly Drum
- Acrobatics
- Drain Punch
- Bullet Punch

Considering that you'll be using Belly Drum, which takes away half your health, why not use that using of your Sitrus Berry to your advantage and have a move that is more powerful with no item? Cawmodore isn't meant to be used early game anyway, so why bother with a move that can't do that much damage even after a Belly Drum? Make sure that checks like Aegislash, Skarmory, and Cyclohm are taken out before trying to sweep, and you will understand Cawmodore's full potential as a sweeper.

Rules:
-Don't use this thread just to bash certain Pokemon.
-Don't post obviously bad examples, such as Electivire or physical Cyclohm.
-Try to refrain from posting about a Pokemon if it isn't receiving much usage in CAP at the moment, since the purpose of this thread is to inform about bad or outclassed Pokemon or sets that get more usage than they deserve.
-Please stay on topic.
-Make sure to back up your arguments with relevant information. As in more than just a sentence or two.
 
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Vryheid

fudge jelly
bad:


Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Recover
- Rapid Spin

good:


Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 HP / 68 Def / 188 SpD
Bold Nature
IVs: 0 Atk
- Lava Plume
- Stealth Rock
- Recover
- Rapid Spin

this doesn't sound like much of a change but Mollux seriously needs all the physical bulk it can get. Being able to survive boosted Sucker Punches from threats like Mega Mawile and Bisharp is extremely useful and will allow Mollux to switch in more reliably throughout the match. also if you can tank a Psyshock from something like Mega Gardevoir it can allow you to do some decent damage back in a pinch (even more if you're running Sludge Bomb)
 
Doing this because 13% of Colossoil are running Fake Out which shouldn't even be used on AV sets.

Don't use:

Colossoil @ Assault Vest
Ability: Guts / Rebound
EVs: 72 HP / 252 Atk / 184 SDef
Adamant Nature
- Fake Out
- Sucker Punch
- Knock Off
- Earthquake

Fake Out is really bad on AV Colossoil because Skarmory and Tomohawk often carry Rocky Helmet and like to switch into Colossoil to wall it, essentially having free damage done to you. Tomohawk is one of the most important mons to be aware of and having it have a chance to quickly wear you down is not something that you want to happen. You also miss out on Colossoil's other good moves like Rapid Spin, Pursuit, and U-turn.

Use this instead:

Colossoil @ Assault Vest
Ability: Guts / Rebound
EVs: 72 HP / 252 Atk / 184 SDef
Adamant Nature
- Knock Off
- Sucker Punch
- Earthquake
- Rapid Spin / Pursuit / U-turn

Since Colossoil is able to OHKO common Ghost-types that aren't boosted Revenankh, it can make for a good offensive spinner. Pursuit is another option to trap and KO Gothitelle, Lati@s, Cresselia, while U-turn allows a check to the opponent to come in safely. Overall, these three moves are superior to Fake Out and enable Colossoil to further support its team, rather than just sit and let Tomohawk wear it down.
 
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The fake out set isn't bad. Normally, people will use flame orb, and fake out allows them to get burned the first turn and not take any damage. Though I don't use said set, having a guts boost allows colossoil to do significant damage with effective moves, and can be a huge threat once tomohawk is removed.
 

Tadasuke

Tuh-dah-skay
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
MQJinx, I'm loving that you're using TadaSoil, but most Fake Out sets are Guts Flame Orb, which is made for pure offensive capability, and not the bulky utility that AV Colo offers. Both work, but they also do completely separate jobs.
 
This really needs to be done gdi

Don't use:

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 164 Def / 96 SDef
Bold Nature
IVs: 0 Atk
- Confuse Ray
- Taunt / Reflect
- Roost
- Air Slash

Confuse Ray is one of the worst moves you could possibly run on Tomohawk. You are essentially relying on hax to try to attempt to stop attackers from sweeping your team, but it's extremely unreliable. Even though Tomohawk has great bulk and recovery, it still shouldn't use Confuse Ray. Bulky special attackers don't even mind confusion since they usually run an Attack hindering nature with 0 Attack IVs, and stall completely shrugs it off. Additionally, you forgo other useful moves for Tomohawk, and overall, Confuse Ray is just a waste of its potential.

Use this instead:

Tomohawk @ Rocky Helmet
Ability: Prankster
EVs: 248 HP / 164 Def / 96 SDef
Bold Nature
IVs: 0 Atk
- Haze
- Taunt / Reflect
- Roost
- Air Slash

HazeHawk is one of the best Tomohawk sets, being able to disrupt a ton of setup sweepers in the CAP metagame like Cawmodore, Revenankh, Mega Charizard X, SmashTurna, BU Arghonaut, Bisharp, DD Tyranitar, Mega Scizor, and Mega Gyarados. Haze essentially allows Tomohawk to act as an emergency check to these setup sweepers, removing their boosts then stealing momentum from them with Taunt or setting up Reflect. Overall this set makes Tomohawk a better contributor to its team and has more capability than sets running Confuse Ray.
 
Dont Use:

Mollux @ Black Sludge
Ability: Dry Skin
EVs: 252 SpA / 252 SDef / 4 HP
Modest Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Thunderbolt
- Recover

If youre using this set it may mean:-
1. You really want to status stall your Opponent
2. You want to run a bulky tank who can come in on some Pokemon and defeat them
3. You really want coverage

But, if you use this set you are left vulnerable to many other Pokemon and CAPmons, as most of them carry EQ or EPower, and you're forced to use a little low powered moves just to get the status chance more. But, even if you really think that this status is good, how well can you defeat other teams with this? Its too slow for it to get off it's attack before the opponent does, and the opponent most probably has some coverage to deal with you. Or even if you get the status without being ko'ed on that turn, in a stall-dominated meta like cap, youre most likely going to find that the opponent has:
  1. Heal Bell Sylveon OR
  2. Aromatherapy Chansey OR
  3. Lunar Dance Cresselia
And many other stuff to get the status off them

Use this instead:

Mollux @ Choice Scarf
Ability: Dry Skin
EVs: 252 Spe / 252 SpA / 4 HP
Modest Nature
IVs: 0 Atk
- Eruption
- Lava Plume / Fire Blast
- Sludge Bomb / Sludge Wave
- Thunderbolt / Trick

This set, helps to sweep the opponent easily, because Mollux's 131 SpA is no laughing matter and Full HP Eruption can 2HKO guts Colo, OHKO Cawmodore, and do many other stuff. And this Pokemon will stay in for a long time as most Pokemon will get OHKO'ed. This set can also be used to cripple stall teams and Chansey by tricking them the Choice Scarf. Instead of Lava Plume and Sludge Bomb, Fire Blast and Sludge Wave should be used, but if you still badly want status if youre HP becomes low and Eruption becomes unusable, you can use Lava Plume and Sludge Bomb instead.
 

jas61292

used substitute
is a Community Contributoris a Top CAP Contributoris a Forum Moderator Alumnusis a Battle Simulator Moderator Alumnus
Honestly, both those sets are very different, and neither can really replace the other.

With that said, I am not a fan of Eruption on Mollux at all. SR weak and Spikes vulnerable means that, more often than not, Fire Blast is just better. I prefer just the one reliable fire move, and an extra coverage move on my Scarf Mollux.
 
I completely agree with jas. How can you compare the two sets? They do completely different things. Scarf Mollux spams eruption and gets kills, while cute mollux can rapid spin, get burns off, and stall for time. Also, your special defense mollux set has terrible evs. Why are you not running full hp. There is no need to run special attack when you are just a bulky wall with recover. Keep the 298 special attack you already have, invest a little defense like vry suggested, and you're fine.
 
Bad:

Krillowatt @ Leftovers
Ability: Trace
EVs: 252 HP / 4 spA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Confuse Ray
- Thunderbolt/ Counter/ Mirror Coat
- Surf/ Counter/ Mirror Coat

Good:

Krillowatt @ Life Orb
Ability: Magic Guard
EVs: 252 spA/ 252 spe/ 4 def
Timid
IVs: 0 Atk
- Thunderbolt
- Surf
- Ice Beam
- Earth Power


Firstly, Trace is completely outclassed by Magic Guard and should never be used. The Thunder Wave Confuse Ray set is seen quite often down in the lower end of the ladder and is completely outclassed by the all out attacker set. The TWCR set makes Krillowatt able to to be countered by many commonly seen Pokemon in the tier such as Landorus, Cyclohm and AV Rebound Colossoil. A defensive Krillowatt set doesn't really work either because of no access to recovery moves outside of Rest. The all out attack set is far superior because it can take out so many of the common threats seen in today's metagame such as Landorus, Cylohm, Tomohawk, Mollux, Arghonaut, Talonflame etc. The lack of Life Orb and no investment leads to pitiful damage coming off the TWCR set
4 SpA Krilowatt Surf vs. 16 HP / 240 SpD Assault Vest Colossoil: 110-132 (26.7 - 32.1%) -- guaranteed 4HKO
252 SpA Life Orb Krilowatt Surf vs. 16 HP / 240 SpD Assault Vest Colossoil: 187-221 (45.4 - 53.7%) -- 39.1% chance to 2HKO
 
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Necturna @ Leftovers
Ability: Forewarn
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Soak/ Trick or Treat
- Power Whip/ Horn Leech
- Shadow Sneak/ Shadow Claw
- Stone Edge/ WoW (I'm pretty sure it gets this normally and not just through sketch, pls let me know if I'm wrong)


Necturna @ Leftovers/ Choice Band
Ability: Forewarn
EVs: 252 HP/ 252 Atk/ 4 SpD
Adamant Nature
- Sticky Web/ V Create/ Sacred Fire/ Shell Smash/Spore/ Play Rough/ Milk Drink
- Power Whip/ Horn Leech
- Shadow Sneak/ Shadow Claw
- Stone Edge/ WoW

Necturna is one of those Pokemon that you are bound to see many weird and wonderful sets on, a lot of which are just terrible or completely outclassed. This is thanks to the one time use of Sketch. One of these sets include the Soak set. While this set isn't completely terrible, as it can force switches well, it just doesn't deliver nearly as well as the plethora of other options it has in its arsenal.

Necturna is hands down the best user of Sticky Web in the game. Sticky Web is an incredible move that can help HO teams and standard balance teams alike and can quite often be the difference between winning and losing. Necturna is also a spin blocker itself which makes the webs able to stay around for longer. Choice Band + V create or Sacred Fire is absolutely devastating and can punch holes through many teams very easily. Shell Smash is one of the best boosting moves in the game and Necturna can pull this set off very nicely and can act as an amazing late game sweeper with this set. It has priority in the form of Shadow Sneak and recovery in the form of Horn Leech and very solid defenses to boot. Spore is a good option just because 100% sleep is always nice and can completely shut down an opponents Pokemon for possibly the whole match if it is a fast paced match with HO. Play Rough is an option due to the sheer amount of commonly seen Pokemon in the meta that get annihilated by Fairy type attacks. Milk Drink, and other variants of this move, can be used for instant recovery to increase Necturna's longevity.

All in all Necturna is one of the most diverse Pokemon in the game and can be nearly impossible to know what set it is running until it makes a move. Necturna shouldn't be boxed in running moves such as Soak because of all the other better options it has on offer.
 
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raiding this with another bad set that somehow gets used on 20% of all greninja

Don't use:

Greninja @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Extrasensory
- Ice Beam
- Hidden Power Fire / Hidden Power Grass / Dark Pulse

Torrent powers up Hydro Pump... and that's it. To be effective in the CAP metagame, Greninja needs a boost in every single one of its moves. It has relatively low power on its coverage moves without a boost, and the extra power boosted by Hydro Pump is short compared to...

Use this instead:

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def (or 4 Atk) / 252 SAtk / 252 Spe
Timid / Naive Nature
IVs: 0 Atk (disregard with U-turn)
- Hydro Pump
- Extrasensory
- Ice Beam
- Hidden Power Fire / Hidden Power Grass / Grass Knot / U-turn

With Protean, Greninja now possesses actual power in every single one of its attacks. This allows it to net KOs that it can't with Torrent due to STAB on all attacks. Having STAB on every attack is worth the slight loss of power on Hydro Pump. Overall this set is highly superior to Torrent Greninja because it can actually be a threat.
 
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Valzy

Destroyer of Worlds
is a Contributor Alumnus
raiding this with another bad set that somehow gets used on 20% of all greninja

Don't use:

Greninja @ Life Orb
Ability: Torrent
EVs: 4 Def / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Extrasensory
- Ice Beam
- Hidden Power Fire / Hidden Power Grass / Dark Pulse

Torrent powers up Hydro Pump... and that's it. To be effective in the CAP metagame, Greninja needs a boost in every single one of its moves. It has relatively low power on its coverage moves without a boost, and the extra power boosted by Hydro Pump is short compared to...

Use this instead:

Greninja @ Life Orb
Ability: Protean
EVs: 4 Def / 252 SAtk / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Extrasensory
- Ice Beam
- Hidden Power Fire / Hidden Power Grass / Dark Pulse

With Protean, Greninja now possesses actual power in every single one of its attacks. This allows it to net KOs that it can't with Torrent due to STAB on all attacks. Having STAB on every attack is worth the slight loss of power on Hydro Pump. Overall this set is highly superior to Torrent Greninja because it can actually be a threat.
Doesn't this break the "Don't post obviously bad examples, such as Electivire or physical Cyclohm" rule? Any intelligent player will know that Protean>Torrent 99% of the time.
 

Tadasuke

Tuh-dah-skay
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
Doesn't this break the "Don't post obviously bad examples, such as Electivire or physical Cyclohm" rule? Any intelligent player will know that Protean>Torrent 99% of the time.
Yes, yes it does. I'm noticing the same with NitrousAcid's post. Make your posts useful, guys. Don't just post some absolutely terrible set, then follow it up with one of your sets that you'd like to see used more.
 
welp, it's time to look at some more overrated sets. I frequently see this set (and this mon in general) in the lower ladder

Don't use:

Pyroak @ Leftovers
Ability: Rock Head
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature
- Swords Dance
- Wood Hammer
- Flare Blitz
- Earthquake

Pyroak seems like a good mon to run an SD set on. Its 2 STABs have no drawbacks because of Rock Head, and they have a high power of 120. However, everything all crumbles down once you realize that Pyroak has a whopping 70 Attack. That's the same amount of power as MUDKIP. It is also hindered by its low speed, giving the opponent plenty of time to switch in to its Pyroak check and wear it down or force it out, and its SR weakness means it dies quickly. Also, threats like HazeHawk, Cyclohm, and Clefable are very common and will stomp Pyroak flat.

Use this instead:

Charizard @ Charizardite X
Ability: Blaze
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Dragon Dance
- Flare Blitz
- Dragon Claw
- Earthquake

If your team wants a Fire-type sweeper, then Charizard is a superior option simply because of its initial raw power of a base 130 Attack, which is further boosted by Tough Claws, as well as a decent 100 speed. For instance of its power, a boosted Dragon Claw deals serious damage to Cyclohm, Skarmory does not like to take a Flare Blitz, and Mollux gets annihilated by Earthquake. The fact that Charizard has two Mega Evolutions is another plus to help keep opponents guessing. Literally few threats are able to stomach hits from a boosted Zard X, as such Zard will leave a major dent on your opponent once it has set up.
 
You know, its kind of offensive to pyroak to completely change him out here. Yes, he sucks at offense, but the bulky leech seed set that can set up rocks and get off burns can be quite good if placed in a good team.
 

Tadasuke

Tuh-dah-skay
is a Community Contributoris a CAP Contributoris a Forum Moderator Alumnus
You know, its kind of offensive to pyroak to completely change him out here. Yes, he sucks at offense, but the bulky leech seed set that can set up rocks and get off burns can be quite good if placed in a good team.
Don't worry, I don't think he hurt Pyroak's feelings.

The comparison between the two may be null and void soon, as that there's a lot of speculation of the next OU Suspect Test being for Mega-Zard X.
 
[09:31] <MQJinx> !usage revenankh moves
[09:31] <+TIBot> Drain Punch 92.539% | Shadow Sneak 78.551% | Bulk Up 77.624% | Moonlight 28.153% | Ice Punch 19.272% | Rest 14.940% | Shadow Punch 13.297% | Glare 10.713% | Earthquake 10.592% | Knock Off 9.641% | Power Whip 8.520% | Sucker Punch 4.776% | Substitute 4.363% | Destiny Bond 4.176% | Mach Punch 3.696% | Other 19.146%
[09:32] <MQJinx> Bulk Up 77.624%
[09:32] <MQJinx> ONLY 77.624%
[09:32] <MQJinx> k posting about this

Don't use:

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Shadow Sneak
- Drain Punch
- Any move other than BU
- Some fourth move

If you're not using Revenankh for BU, you're better off using some other mon. Revenankh doesn't hit that hard without a boost, and it is too slow to make use of banded, scarfed, or LO sets, which are outclassed by Kitsunoh, Necturna, and Terrakion. All out attack sets are done better by these three as well as Conkeldurr.

Use this instead:

Revenankh @ Leftovers
Ability: Shed Skin
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Shadow Sneak
- Drain Punch
- Bulk Up
- Rest / Moonlight / Earthquake / Ice Punch

With Bulk Up and Drain Punch, Revenankh becomes really difficult to KO. Ghost and Fighting have neutral coverage with each other, and Shed Skin allows it to have a better chance against status, making it tough to wear down. Revenankh is one of the best BU users in CAP. Revenankh is not Revenankh without Bulk Up.
 
I organize my options like this for the items/moves
First preferred choice/second preferred choice/less preferred choice
Don't Use:

Aurumoth @ Life Orb
Ability: Illusion
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Tail Glow
- Psychic
- Bug Buzz
- Ice Beam/Surf/Shadow ball

Use this instead:

Aurumoth @ Colbur Berry/Focus Sash/Life orb
Ability: Illusion
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
- Tail Glow
- Psyshock/Psychic
- Bug Buzz
- Overheat/Ice Beam/Surf

Note: This is a wallbreaker set, best used at the latter portions of games
While life orb might seem like a great option for auru, the latter two options work better. Let's say you are using a life orb. After a boosted tail glow, lets say you beat a chansey. You have probably taken two hits to kill it with psyshock. The opponent sends out colossoil. Knock off will K.O your auru, losing your wallbreaker.
However a Colbur berry will make auru take less than 50% damage from a knock off, which is nice for keeping auru in to kill more stuff. Sash bulks possible special sweepers trying to come through and kill such as a scarf mollux while allowing you to KO back. Overheat hits skarmory and kitsunoh and is a sneaky coverage move very much needed. Psyshock breaks through special walls such as Chansey and Sylveon. Psychic is still a decent option but psyshock has more benefits.
 
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Da Pizza Man

Pizza Time
is a Pre-Contributor
Don't Use:

Zoroark @ Choice Specs
Ability: Illusion
EVs: 252 SpA / 4 SDef / 252 Spe
Timid Nature
- Night Daze / Dark Pulse
- Flamethrower
- Focus Blast
- Trick

This thing gets a fair amount of usage from the lower ladder, and I really don't get why. It's incredibly frail, weak to both Fairy and Fighting, two of the most common types in the metagame, its mostly outclassed by other special offensive dark types like Greninja and in some cases even Voodoom, and its not even the only Illusion user in the tier. I do sometimes see this thing being used with Illusion Aurumoth, but honestly it's just overkill with them both, Illusion is poweful enough on one pokemon on your team. Pokemon like Tomohawk, Fairy Types, and Talonflame really don't care about it at all anyways.

Instead use:

Aurumoth @ Leftovers
Ability: Illusion
EVs: 4 HP / 252 SpA / 252 Spe
Timid / Modest Nature
- Psyshock / Psychic
- Bug Buzz
- Ice Beam / Surf / Substitute
- Quiver Dance

Now if you want to create mind games with your opponent, this is what you should be using. While Aurumoth is still dealt with easily by Talonflame, it atleast has weapons to use against Fairy Types (Especially Gardevoir) and Fighting types. Aurumoth may also not have as much Special Attack and Speed as Zoroark either, but remember it has access to Quiver Dance and Tail Glow, which are both probably incredible moves. Its also got a fair amount of bulk on the physical side to let it take some hits, again unlike Zoroark. Aurumoth also isn't limited to just one set, remeber that it has access to No Guard and its also quite good on the physical side. Granted, Zoroark does create a situation like "Is this pokemon their Zoroark or not?", but Aurumoth does you one better and creates a situation like "Is this pokemon their Aurumoth or not, and if it is what set are they using?" Really the only downside to using Illusion Aurumoth is that SR can reveal that its Aurumoth, but with great Rapid Spinners like Colossoil and great Defoggers like Skarmory this isn't really a problem
 
Posting this because 3 out of 5 molluxes I see in the lower ladder use it.

Don't use:

Mollux @ Black Sludge
Ability: Dry Skin
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
IVs: 0 Atk
- Thunder Wave
- Confuse Ray
- Flamethrower
- Sludge Wave

Parafusion Mollux seems like a good option due to its bulk; it's not. This strategy is extremely unreliable and allows you to be hard countered by Colossoil, who can rebound your status back at you, thus crippling you. This set also cannot beat any of the major walls in CAP, such as Chansey, Heatran, opposing Mollux, and Cresselia, as they usually run an attack hindering nature and 0 Attack IVs.

Use this instead:

Mollux @ Black Sludge
Ability: Dry Skin
EVs: 248 HP / 72 Def / 188 SpD (or 248 HP / 8 Def / 252 SpD)
Bold / Calm Nature
IVs: 0 Atk
- Lava Plume
- Sludge Wave
- Stealth Rock / Rapid Spin / Recover
- Recover / Rapid Spin / Stealth Rock

This is a better way to take advantage of Mollux's bulk. Lava Plume enables it to burn any physical attacker, crippling it unless it's Guts Colossoil. Mollux is a good rock setter due to its bulk creating some opportunities. Mollux is also a decent spinner due to this reason. What makes Mollux the good wall that it is is access to reliable recovery in Recover, allowing it to remain healthy throughout the match. This is a better way to wear down your opponent than parafusion Mollux.
 
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cbrevan

spin, spin, spin
is a CAP Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
I just want to pop on in here and say that anything with Confuse Ray is bad. Its a horrible move and and you should feel bad using it. That is all.
 
Don't use:

Cyclohm @ Choice Specs / Choice Scarf
Ability: Shield Dust
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge / Thunderbolt
- Fire Blast / Flamethrower
- Dragon Pulse / Draco Meteor
- Ice Beam / Blizzard

Ice-type moves seem appealing to use on Cyclohm, seeing as it hits Colossoil, Landorus, and Dragons. However, these Ice moves are outclassed by a certain move since it provides more coverage. Really the only thing that Ice moves hit harder than any of Cyclohm's other moves (aside from 4x weak stuff) is Mega Altaria, which beats you if you're running Specs (and especially if it has Hyper Voice). Grass-types risk getting charred by Fire Blast or Flamethrower. Flying-types already lose to Electric STAB. You should already be running a Dragon move to hit Dragons already, so the ability to strike Dragonite and Garchomp harder as well as hitting Mega Altaria is not worth running Ice Beam over what we'll be showing.

Use this instead:

Cyclohm @ Choice Specs / Choice Scarf
Ability: Shield Dust
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge / Thunderbolt
- Fire Blast / Flamethrower
- Dragon Pulse / Draco Meteor
- Hydro Pump

Hydro Pump is the better move on offensive Cyclohm, as it hits more would-be-checks than an Ice move could ever dream of. For example, Heatran, something that would normally shrug of Cyclohm's attacks, now has to think twice about switching in. Colossoil also has to be very careful if it has been weakened, especially if it does not have / has lost AV. Mega Diancie and stuff like Gliscor and Landorus risk getting a huge dent if switching in. Overall Hydro Pump hits way more things than an Ice move could ever dream of doing.
 

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