Volkraken

HeaLnDeaL

Let's Keep Fighting
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Volkraken

Q/C: 3/3
GP: 2/2

[OVERVIEW]

Volkraken swoops out of its underwater abyss and threatens the metagame with its fearsome Special Attack and its ability to punish switch-ins with Analytic. Its rare typing gives it powerful STAB moves that complement its Special Attack while simultaneously giving Volkraken good coverage. Collectively, these traits allow Volkraken to perform multiple offensive roles and allow it to either be a revenge killer or a wallbreaker.

However, one of the more dubious aspects about Volkraken is its odd Speed tier that leaves it somewhere between being an all-out sweeper and an Analytic abuser. As a result, Volkraken's item choice is a big factor in what role it can perform, often leading it into the role of a Choice attacker. Unfortunately, being weak to Stealth Rock and susceptible to all other entry hazards somewhat reduces its own opportunities to switch in. Overall, Volkraken tries to control the switch game on the opposing side of the field, but simultaneously has some trouble gaining switches itself. That said, Volkraken still has the potential to dish out massive damage and maybe even reveal a few surprises along the way, while its access to sacrificial moves such as Memento helps to differentiate it from other powerful attackers.

[SET]
name: Choice Scarf
move 1: Fire Blast
move 2: Surf / Hydro Pump
move 3: Power Gem / Flash Cannon
move 4: U-turn / Memento / Destiny Bond
ability: Analytic / Infiltrator
item: Choice Scarf
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest / Timid

[SET COMMENTS]
Moves
========

Fire Blast is a fairly reliable STAB move with more firepower than its alternatives. Surf or Hydro Pump rounds out Volkraken's STAB coverage. Scald is an alternative, but might miss KOs against Mega Charizard Y, Landorus-T, and specially defensive Gliscor. Power Gem hits Flying-types and Mollux and can hit Mega Charizard Y especially hard. Flash Cannon is only for Mega Altaria should Volkraken's team need to hit it.

Destiny Bond can be used against some slower threats for a surprise KO; this is particularly useful when Volkraken is blazingly fast thanks to Choice Scarf. Memento can be used as a sacrificial move to help Volkraken's next teammate set up. U-turn allows Volkraken to keep momentum and lets it have more flexibility in the switch wars that it aims to control.

Set Details
========

Choice Scarf allows Volkraken to outspeed most Pokemon and its choice of nature comes down to a few threats. With a Modest nature, Volkraken outspeeds the likes of Mega Manectric and Mega Beedrill. With a Timid nature, it can outspeed Aurumoth even after it has a single Speed boost up, as well as Mega Aerodactyl and Choice Scarf Landorus-T. However, regardless of the choice of nature, the EVs are standard for a special sweeper.

The choice of ability is fairly subjective, though Volkraken normally appreciates Analytic to be able to punish the foe for switching in and out. However, Infiltrator has the ability to bypass Substitute, Light Screen, and Reflect, which can land a surprise hit against foes such as Substitute Tomohawk.

Usage Tips
========

For the most part, Choice Scarf Volkraken plays like a standard hit-and-run revenge killer. However, what Volkraken lacks in coverage, it makes up for with a few niche tricks. While predicting obvious switches is always helpful, Analytic Volkraken shouldn't be be too afraid to use Hydro Pump or Fire Blast most of the time. That said, foes with abilities that grant immunity to Fire or Water are usually a sign that trouble is on the way, so risk-reward decisions become important. However, Volkraken with U-turn can opt to play it safe and avoid these risky situations.

For those not opting for U-turn, at the start of the match, it is strongly advised to begin thinking about which threat is best for Volkraken to use Memento or Destiny Bond against (if any at all). These moves are highly conditional but can provide fantastic team support if used properly. That said, most of the time Volkraken would rather provide assistance by using its attacking options and staying alive.

Team Options
========

Physically bulky partners, especially those that can take Ground-, Rock-, and Electric-type attacks, are great partners to Volkraken in terms of type synergy. Cawmodore works surprisingly well, but both it and Volkraken are wrecked by Kyurem-B's Fusion Bolt due to Teravolt. However, Cawmodore gets a special mention for Memento sets. There are few things that would make it worth it for Volkraken to sacrifice itself, but providing support to one of the most fearsome Belly Drum sweepers in the metagame is arguably one of the more worthy causes available.

Spinners and Defoggers are helpful, if not mandatory, as Volkraken greatly appreciates entry hazard removal support, especially with all of the switches involved on a Choice set. Colossoil in particular can be a great partner, as it is immune to the Electric-type attacks that Volkraken fears.

Trappers such as Gothitelle or physical attackers such as Colossoil can help get rid of the special walls that plague Volkraken. Generally, Volkraken should always be played with a teammate or two that can take out Chansey.

[SET]
name: Count Kraken and the Thirst for Power (Special Wallbreaker)
move 1: Fire Blast
move 2: Hydro Pump / Scald
move 3: Power Gem / Flash Cannon
move 4: Memento / Destiny Bond / U-turn
ability: Analytic / Infiltrator
item: Choice Specs / Life Orb
evs: 4 HP / 252 SpA / 252 Spe
nature: Modest / Timid

[SET COMMENTS]
Moves
========

Fire Blast is Volkraken's reliable Fire-type STAB move, and the extra power over Flamethrower really adds up when stacked with Volkraken's item and a potential Analytic boost. Hydro Pump is Volkraken's most powerful Water-type STAB move. Scald is an option as well, but might miss KOs against Mega Charizard Y or Assault Vest Landorus-T. Hydro Pump and Scald can actually be used on the same set if you forego Volkraken's last moveslot, as together they provide both power and utility. Surf, however, is not recommended on this set due to the lack of Pokemon that it can KO that Scald cannot. Power Gem hits Flying-types and Mollux and can hit Mega Charizard Y especially hard, while Flash Cannon hits Mega Altaria.

Memento can be used as a sacrificial move to help Volkraken's next teammate set up. Destiny Bond can be used against some slower threats for a surprise KO. U-turn allows Volkraken to keep momentum and lets it have more flexibility in the switch wars that it aims to control.

Set Details
========

Choice Specs makes Volkraken stupidly powerful, while Life Orb gives it power and flexibility at the cost of health. Both items play quite differently in terms of switching, but either can be used to let Volkraken muscle through similar threats. A Modest nature is usually preferred for the extra power, though Timid lets Volkraken outspeed a few rare threats such as Jolly Excadrill. Even with Life Orb and U-turn, Volkraken should still use an Attack-lowering nature due to its pitiful base Attack. The EVs are standard for a special attacker.

The choice of ability can be a toss-up at times, though Volkraken normally appreciates Analytic to be able to punish the foe for switching in and out, something that is especially handy when the boost stacks with Volkraken's item boost. However, Infiltrator has the ability to bypass Substitute, Light Screen, and Reflect, which can land a surprise hit against foes such as Substitute Tomohawk.

Usage Tips
========

This set plays as a typical wallbreaker for the most part. If using Analytic, Volkraken's Fire Blast and Hydro Pump will hit most foes extremely hard on the switch, so they are the safest moves for prediction's sake. However, Volkraken must beware of potential Pokemon that can absorb its STAB moves if holding Choice Specs; having to switch out because you mispredicted eats up valuable momentum. In general, Life Orb Volkraken doesn't fear foes with Flash Fire as much, as in the event of a misprediction it can just hit them hard with a Water-type move next turn.

At the start of the match, start thinking about which threat is best for Volkraken to use Memento or Destiny Bond against, if it is using either of those moves. Sacrificing Volkraken is a big decision and should generally been done after Volkraken has expended much of its wallbreaking potential.

Team Options
========

Spinners and Defoggers are helpful, if not mandatory, as Volkraken greatly appreciates entry hazard removal support, especially with all of the switches involved on a Choice set. Colossoil in particular can be a great partner, as it is immune to the Electric-type attacks that Volkraken fears. Due to its sometimes lackluster Speed, Volkraken also appreciates Sticky Web support from Necturna, but this hinders Analytic boosts except in instances of switching.

In terms of type synergy, physically bulky partners that can take Ground-, Rock-, and Electric-type attacks are great partners to Volkraken. Cawmodore fills this niche surprisingly well, but both it and Volkraken can be defeated by Kyurem-B's Fusion Bolt due to Teravolt. However, Cawmodore gets a special mention for Memento sets. There are few situations that would make it worth it for Volkraken to sacrifice itself, but providing support to one of the most fearsome Belly Drum sweepers in the metagame is arguably one of the more worthy causes available.

Trappers such as Gothitelle or physical attackers such as Colossoil can help rid the special walls that plague Volkraken. Generally, Volkraken should always be played with a teammate or two that can take out Chansey.

[STRATEGY COMMENTS]
Other Options
=============

Flamethrower has better accuracy than Fire Blast, but the loss in power is noticeable. Assault Vest is handy for letting Volkraken take some special attacks, most notably Thunderbolt. In general, however, Volkraken appreciates extra Speed or power more. Hidden Power Grass is an option to hit the rare Water / Ground types such as Quagsire, whereas Hidden Power Ground allows Volkraken to hit Cyclohm and Mollux. Substitute can be used to avoid status, most notably paralysis. Red Card can be useful if a faster foe hits Volkraken; the foe will be forced to switch out, letting Volkraken land an Analytic boost against a new target. Though this is not reliable, it does allow for another opportunity for Volkraken to abuse Analytic.

Checks and Counters
===================

**Bulky Water-types**: With resistances to Volkraken's STAB moves, bulky Water-types can usually come in safely and chip away with their STAB attacks. Arghonaut in particular counters Volkraken, while Krilowatt threatens Volkraken back with its Electric-type STAB moves. Though they are rarer, Kingdra absolutely tanks Volkraken's STAB attacks and Gastrodon can potentially net a Storm Drain boost from Volkraken's Water-type moves.

**Chansey**: Taking neutral damage from all of Volkraken's moves and shrugging the blows off, Chansey can come in and Toxic stall Volkraken or whittle away its HP with Seismic Toss. Switching in on a Choice Specs + Analytic set cannot be done unless healthy, however. Once in, hits become softer due to Chansey's naturally lower Speed.

**Dragon-types**: Most Dragon-types will resist both of Volkraken's STAB moves. Latias can take multiple hits and recover the damage. Garchomp can KO with Earthquake and doesn't have to worry about much other than a Scald burn. Cylclohm has Electric-type STAB attacks, but has to worry about taking multiple hits due to its weaker Special Defense.

**Bulky Electric-types**: Most of the bulkier Electric-types have the potential to tank a lot of Volkraken's moves, but they still don't want to switch in. Rotom-W stands out for resisting both of Volkraken's STAB moves, while Plasmanta is notable for being immune to Volkraken's Water-type moves (but it doesn't want to take a Fire Blast at all).

**Powerful Neutral Priority**: Boosted or Choice Band priority moves can be a thorn in Volkraken's side, potentially allowing it to be KOed before it can move. However, if Volkraken survives a priority move, its Analytic will activate.

**Mollux**: Thanks to Dry Skin, Mollux can take hits well and can potentially regain HP if brought in on a Water-type move. It fears Hidden Power Ground, which is thankfully rare, and Power Gem, so it should only be switching in once Volkraken is known to be Choice-locked into a different move.

**Fast Rock-types**: Aerodactyl and Stratagem can generally take out non-Choice Scarf Volkraken, though they can't switch in directly. Focus Sash Stratagem can mess up even Choice Scarf variants of Volkraken, however.

**Paralysis**: Being paralyzed hinders Volkraken's sweeping ability, but it also can make Analytic even deadlier.
 
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I would like to point out that tomohawk does not wall a life orb analytic volkraken as its an easy 2hko with fire blast or hydro pump. Nobody in cap uses garchomp or gastrodon, though pointing them out as counters I guess is ok... Also, I think specs is overrated, scarf being definitely the most popular set used. They also have much different uses, as specs is just to dish out incredible damage over a turn, switch out, come back in later, and repeat process; while the scarf set can ohko landorus and sweep opponents late game.
 

HeaLnDeaL

Let's Keep Fighting
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Alright, I've removed Tomohawk from the counters list, as Tomo can only deal with Scarf Infiltrator sets and not anything Analytic. In terms of the specs versus scarf debate, Scarf is listed first already to show that it is the primary set. And yes, both scarf and specs have very different uses (hence why they have two different sets already :D); in the set info for scarf, it is already likened to playing as a revenge killer already. I suppose there could be some debate on whether Orb or Specs is better, so their order could change if needed.
 

aVocado

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Slash city in all the movesets lol. Why not just mention Surf and Flamethrower in set details, mentioning they're more reliable but less powerful?
 
I actually prefer surf to hydro pump, but that debate is essentially the power versus accuracy debate, and heal can talk about the ups and downs in his actual article.
 

HeaLnDeaL

Let's Keep Fighting
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Alright, fixed Power Gem (thanks gday!). Personally I think it's important for fire blast/flamethrower and hydro pump/surf to be slashed... I'd advise players to have one of the two hit harder while having the other be more accurate (as in pick fire blast/surf or flamethrower/hydro pump). Ultimately, I don't want to get into the argument of which is better when I feel both essentially are equally viable, so that's why I have them slashed the way they are. However, if enough people deem it necessary, then I can change the slashes. Also, I've been considering moving both U-turn and Flash Cannon to OO, but I'd like some more opinions on that first.
 
I normally run exactly what you said, which is one with accuracy and one with power, normally surf and fire blast. U-turn is honestly a waste, as you're better off wrecking whatever comes in, and I feel flash cannon is never used because stab fire blast does more damage to fairies.
 

Valzy

Destroyer of Worlds
is a Contributor Alumnus
Mollux isn't a counter to Specs Volkraken:

252+ SpA Choice Specs Volkraken Power Gem vs. 252 HP / 252+ SpD Mollux: 206-244 (52.2 - 61.9%) -- 98.4% chance to 2HKO after Leftovers recovery

Also, Specs Volkraken can OHKO Charizard-Y with Hydro Pump and can usually OHKO with Surf:

252+ SpA Choice Specs Analytic Volkraken Hydro Pump vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 350-414 (117.4 - 138.9%) -- guaranteed OHKO

252+ SpA Choice Specs Analytic Volkraken Surf vs. 4 HP / 0 SpD Mega Charizard Y in Sun: 288-338 (96.6 - 113.4%) -- 75% chance to OHKO

Life Orb can also OHKO with Hydro Pump

Finally, Volkraken's STABs hit every flying type besides Charizard Y and Water/Flying Pokemon harder than Power Gem. Power Gem hits Mollux though.

Therefore, I believe that Power Gem's description under the Choice Specs set should be: Hits Mullox, Gyarados and Charizard Y harder than Volkraken's STABs. However, Charizard Y is already OHKOed by Hydro Pump, but Power Gem's higher accuracy can sometimes make it a better option.
 
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Tadasuke

Tuh-dah-skay
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Adding Gothitelle or any set-up sweeper to team options would be a good idea. After dropping a Memento on your opponent, they have no chance to switch, leaving them weakened for Goth to kill, or other pokes to set up.
 

HeaLnDeaL

Let's Keep Fighting
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Small Update: Added an additional line for Mollux in the checks/counters list. While specs Rock Gem does hurt, there's really no reason why a well played Mollux can't be a situational counter or check. You're obviously not going to switch Mollux in unless you know the opponent is choiced into a Fire or Water move. And way more often than not, Volkraken will be locked into its STAB options than a coverage one.
 
Heal, I love you new signature. On a more appropriate note, I completely agree with what you said about mollux being a counter/check. You have to be playing the worst player in the game to KO a mollux with a volkraken.
 

QueenOfLuvdiscs

Tier 3 Audino sub
is a Tiering Contributor Alumnus
I really feel that U-turn on the scarf set is good, as it can provide great momentum for your team and gets itself out of tricky situations. Mollux can check the scarf set with ease, so u-turn allows it to bypass that.

Also, even HP numbers >.< especially on a mon weak to rocks
 

HeaLnDeaL

Let's Keep Fighting
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U-turn added to scarf, which furthers the plague of Slash City. I'm considering removing both Hydro Pump and Flamethrower from the sets, since the pairing of Fire Blast and Surf is much more common, but feel free to let me know what you guys think.

Also, I will have to disagree with you on the EVs. It is not an issue of "always have even HP numbers for rocks." Rather, what matters is divisibility according to your level of stealth rock weakness. 4 HP EVs give Volkraken 342 HP. Volkraken loses 1/4th of his HP switching into rocks. 342 is not divisible by 4, so it still lets Volk switch into rocks 4 times without dying (assuming no additional damage in the process).
 
Choice Scarf

Remove Flamethrower, the power drop is quite noticeable on this set. Flamethrower can be mentioned in OO since it doesn't miss, but missing 2HKOs such as Mega Gardevoir, Tomohawk and OHKOs like +1 Aurumoth make it a much worse option compared to Fire Blast. Hydro Pump should be slashed with Scald instead of Surf, reason being that the power drop is significant for both Scald and Surf, but Scald has better utility in addition to perfect accuracy, allowing it to burn and cripple possible switchins. Finally, U-turn is an excellent move, not for the damage output, but for the incredible momentum it provides your team with. U-turn is obviously not used for the damage output; it's used because it offers much more utility than either Memento or Destiny Bond, since it allows you safely bring in a counter as the opponent brings in something to sponge the predicted Fire/Water move. Blah blah blah momentum, I know, but it's really that good, as with any choice user. Memento is great for team support, but requires killing Volkraken in the process. Destiny Bond seems kinda gimmicky tbh, but with Choice Scarf's speed boost it's okay. In short, the slash order for moveslot #4 should be U-turn/Memento/Destiny Bond.

Choice Specs / Life Orb

These sets should be merged and renamed Wallbreaker, since unlike some other LO/Specs users, Volkraken plays these two items almost identically. Timid should definitely be slashed first, since Mollux can't afford to be slower than base 85-95s (Excadrill, Landorus-T, etc) or it risks getting KO'd first. U-turn needs first slash in the 4th slot for the same reasons I mentioned above.

Checks / Counters

Switch these around a little; mention these types in general first
**Water-types**: Krillowatt threatens out with super-effective STAB, AV Azumarill easily sponges its attacks, Suicune uses it as setup bait, Gastrodon walls it but is bad, etc etc
**Dragon-types**: Mention bulkier ones first: Latias in particular can come in on anything, even with the Analytic and Choice Specs boost, and heal off the damage. Cyclohm and Latios resist Volkraken's STAB, but can get worn down quickly by switching in on Analytic boosted attacks. And, while rare outside of Rain teams, Kingdra 4x resists Volkraken's STABs.
 

HeaLnDeaL

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I can agree with you on a number of these points, but not all.

Fire STABS: As stated in my earlier reply, I myself was questioning Flamethrower, and I have no problem moving that down to OO.

Water STABS: When it comes to these, I think we have differing opinions. Hydro Pump is definitely usable, but I've talked to Animus on this before and relying on two 85% accuracy STAB moves is fairly risky. The Scald versus Surf debate it definitely an interesting one, however. There are pros and cons of each. I've run a horde of calcs, and I will openly admit there's not much significant different in damage output on things you'd be using a water move on. The 10 BP difference from Scald to Surf does not matter on Colo (AV set or not), Kitsunoh, Ttar (Mega or not), Excadrill, Heatran, etc, etc (I ran calcs on every CAP mon and very OU mon where Kraken wouldn't obviously use Flamethrower on instead). However, I found 3 cases for notable threats where Surf is noticeably superior to Scald; Mega Charizard Y, Landorus-T, and Specially Defensive Gliscor.

Carizard Y:
252+ SpA Volcanion Scald vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 132-156 (44.4 - 52.5%) -- 10.9% chance to 2HKO
(132, 132, 134, 134, 138, 138, 140, 140, 144, 144, 146, 146, 150, 150, 152, 156)
252+ SpA Volcanion Surf vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 146-174 (49.1 - 58.5%) -- 96.9% chance to 2HKO
(146, 146, 150, 152, 152, 156, 156, 158, 158, 162, 164, 164, 168, 168, 170, 174)



Landorus T:
252+ SpA Volcanion Scald vs. 252 HP / 0 SpD Landorus-T: 356-420 (93.1 - 109.9%) -- 56.3% chance to OHKO
(356, 360, 362, 368, 372, 378, 380, 384, 390, 392, 398, 402, 404, 410, 414, 420)

252+ SpA Volcanion Surf vs. 252 HP / 0 SpD Landorus-T: 402-474 (105.2 - 124%) -- guaranteed OHKO
(402, 404, 410, 416, 420, 426, 428, 434, 438, 444, 450, 452, 458, 462, 468, 474)



Gliscor:
252 SpA Life Orb Volcanion Scald vs. 244 HP / 192+ SpD Gliscor: 322-382 (91.4 - 108.5%) -- 50% chance to OHKO
(322, 328, 330, 335, 338, 343, 346, 351, 354, 359, 361, 367, 369, 374, 377, 382)

252 SpA Life Orb Volcanion Surf vs. 244 HP / 192+ SpD Gliscor: 361-429 (102.5 - 121.8%) -- guaranteed OHKO
(361, 367, 369, 374, 377, 385, 390, 393, 398, 400, 406, 408, 413, 416, 421, 429)
(Here on Gliscor the biggest difference is on Life Orb sets, though there is still a small chance for Scarf Modest sets to OHKO with surf whereas scald as no chance)


However, having only 3 mons where the damage output is significant isn't actually that impressive. Beyond this, the only other thing I can think of as to why Scald might be worse is the chance of burning Colo, who sits at the top of the usage throne side by side with Tomohawk now. Of course, it's not like AV Colo wants to switch into Kraken, but he can definitely "revenge" to eat either a scald or a surf and KO back with EQ. However, it's not like a Kraken wants to stay in against AV Colo to start with so I'm not sure how legitimate this concern truly is. I'd like to hear more discussion on Surf vs. Scald however, as I think some other opinions would be valuable.

Specs/Life Orb Sets:
The aim of both of these sets are to be a Wallbreaker, yes. However, I do believe that there are some differences in the sets. Life orb obviously sacrifices longevity in turn for power and flexibility. Life Orb also gives the glaring red flag of recoil damage, making it very much obvious to the opponent what item you are using. With specs, there are some situations where the opponent will have to guess if Kraken is specs or scarfed, which influences how one can play a Specs Kraken to some degree. Tagging jas61292 for his opinions on this, since I'm not sure if the differences between orb and specs merit separate sets anymore. Apparently some analysis on the site do have specs and orb combined under the greater name All-Out Attacker.

U-turn: Yes, U-turn is great for momentum; that's even mentions in it's move description in the analysis. If you predict the opponent is about to switch, however, you could just double switch and free up a moveslot however. Yes, U-turn is more reliable and provides somewhat of a safety net in this respect however since you can make decisions after you know whether the opponent is switching or not (and if so, to what Pokemon). There are also much better U-turners however... I'm fairly torn on this one. I agree 100% it deserves a slash, but I'm not sure if it deserves a 1st place slash. Alternatively, I'm considering moving Memento to OO and having Destiny Bond listed first and U-turn second (there are much fewer viable Destiny Bonders than U-turners; Kraken is one of the better bonders and and isn't one of the better U-turners imo). More opinions of this slash city for the last slot on the Scarf set would be appreciated as well.

Checks/Counters: In regards to checks and counters, I think I'm just going to move Krilowatt (and Kingdra/Gastrodon) to be encompassed under the original Bulky Waters category rather than giving him his own special slot. However, the number of (specially) defensive Dragons is rather small. Essentially this includes, well, Latias. However, I guess saving space with the category or Dragons would be helpful, so I'll move some things around there too. That said, so many different dragons beat Kraken in different ways and have to watch out for different things in the process...

Summary of Changes: Moved Flamethrower to OO, Consolidated checks/counters by moving Krilowatt into the other Bulky Waters and made a single Dragons section.
 
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Water STABS: When it comes to these, I think we have differing opinions. Hydro Pump is definitely usable, but I've talked to Animus on this before and relying on two 85% accuracy STAB moves is fairly risky. The Scald versus Surf debate it definitely an interesting one, however. There are pros and cons of each. I've run a horde of calcs, and I will openly admit there's not much significant different in damage output on things you'd be using a water move on. The 10 BP difference from Scald to Surf does not matter on Colo (AV set or not), Kitsunoh, Ttar (Mega or not), Excadrill, Heatran, etc, etc (I ran calcs on every CAP mon and very OU mon where Kraken wouldn't obviously use Flamethrower on instead). However, I found 3 cases for notable threats where Surf is noticeably superior to Scald; Mega Charizard Y, Landorus-T, and Specially Defensive Gliscor.

Carizard Y:
252+ SpA Volcanion Scald vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 132-156 (44.4 - 52.5%) -- 10.9% chance to 2HKO
(132, 132, 134, 134, 138, 138, 140, 140, 144, 144, 146, 146, 150, 150, 152, 156)
252+ SpA Volcanion Surf vs. 0 HP / 0 SpD Mega Charizard Y in Sun: 146-174 (49.1 - 58.5%) -- 96.9% chance to 2HKO
(146, 146, 150, 152, 152, 156, 156, 158, 158, 162, 164, 164, 168, 168, 170, 174)



Landorus T:
252+ SpA Volcanion Scald vs. 252 HP / 0 SpD Landorus-T: 356-420 (93.1 - 109.9%) -- 56.3% chance to OHKO
(356, 360, 362, 368, 372, 378, 380, 384, 390, 392, 398, 402, 404, 410, 414, 420)

252+ SpA Volcanion Surf vs. 252 HP / 0 SpD Landorus-T: 402-474 (105.2 - 124%) -- guaranteed OHKO
(402, 404, 410, 416, 420, 426, 428, 434, 438, 444, 450, 452, 458, 462, 468, 474)



Gliscor:
252 SpA Life Orb Volcanion Scald vs. 244 HP / 192+ SpD Gliscor: 322-382 (91.4 - 108.5%) -- 50% chance to OHKO
(322, 328, 330, 335, 338, 343, 346, 351, 354, 359, 361, 367, 369, 374, 377, 382)

252 SpA Life Orb Volcanion Surf vs. 244 HP / 192+ SpD Gliscor: 361-429 (102.5 - 121.8%) -- guaranteed OHKO
(361, 367, 369, 374, 377, 385, 390, 393, 398, 400, 406, 408, 413, 416, 421, 429)
(Here on Gliscor the biggest difference is on Life Orb sets, though there is still a small chance for Scarf Modest sets to OHKO with surf whereas scald as no chance)


However, having only 3 mons where the damage output is significant isn't actually that impressive. Beyond this, the only other thing I can think of as to why Scald might be worse is the chance of burning Colo, who sits at the top of the usage throne side by side with Tomohawk now. Of course, it's not like AV Colo wants to switch into Kraken, but he can definitely "revenge" to eat either a scald or a surf and KO back with EQ. However, it's not like a Kraken wants to stay in against AV Colo to start with so I'm not sure how legitimate this concern truly is. I'd like to hear more discussion on Surf vs. Scald however, as I think some other opinions would be valuable.
The Zard-Y calc is really only relevant if Zard-Y is both given a free switchin, Volkraken is locked into a Water-type move, and is lucky with damage rolls 252 SpA Mega Charizard Y Solar Beam vs. 0 HP / 0 SpD Volcanion: 153-180 (44.8 - 52.7%) -- 25.8% chance to 2HKO otherwise, it's 2HKOd by Analytic Scald on the switchin, or is destroyed by Power Gem. I'm a bit skeptical as to why Lando-T would be sent in to take a choice locked Water-type attack, not to mention SR makes both a guaranteed OHKO. Gliscor is fair enough, but Gliscor (at least at the moment) is fairly rare in CAP, especially the specially defensive variant.
said:
Specs/Life Orb Sets: The aim of both of these sets are to be a Wallbreaker, yes. However, I do believe that the way in which they wall break is different enough to justify sets. Life orb obviously sacrifices longevity in turn for power and flexibility. Life Orb also gives the glaring red flag of recoil damage, making it very much obvious to the opponent what item you are using. With specs, there are some situations where the opponent will have to guess if Kraken is specs or scarfed, which influences how one can play a Specs Kraken to some degree.
There are differences in playstyle, however the movesets are identical, so the differences can be explained in Set Details, rather than having two separate sets. Some examples of analyses that include both items in one set are Jolteon, Heliolisk, and Clawitzer, since they don't have moves to differentiate the two sets, and the differences between items are mentioned in Set Details.

U-turn: Yes, U-turn is great for momentum; that's even mentions in it's move description in the analysis. If you predict the opponent is about to switch, however, you could just double switch and free up a moveslot however. Yes, U-turn is more reliable and provides somewhat of a safety net in this respect however since you can make decisions after you know whether the opponent is switching or not (and if so, to what Pokemon). There are also much better U-turners however... I'm fairly torn on this one. I agree 100% it deserves a slash, but I'm not sure if it deserves a 1st place slash. Alternatively, I'm considering moving Memento to OO and having Destiny Bond listed first and U-turn second (there are much fewer viable Destiny Bonders than U-turners; Kraken is one of the better bonders and and isn't one of the better U-turners imo). More opinions of this slash city for the last slot on the Scarf set would be appreciated as well.
Relying on double switching requires consistently outpredicting your opponent, which isn't always feasible. U-turn is an infallibly low risk, medium-->high reward option, whereas Destiny Bond, while sometimes a very high reward option, literally requires Volkraken to die. U-turn may have lower reward, but the risk is also much lower, which is why I feel it should be slashed first.
Checks/Counters: In regards to checks and counters, I think I'm just going to move Krilowatt (and Kingdra/Gastrodon) to be encompassed under the original Bulky Waters category rather than giving him his own special slot. However, the number of (specially) defensive Dragons is rather small. Essentially this includes, well, Latias. However, I guess saving space with the category or Dragons would be helpful, so I'll move some things around there too. That said, so many different dragons beat Kraken in different ways and have to watch out for different things in the process...
Sounds good. You could say bulky Dragons like Latias are better since she doesn't mind switching on even Analytic boosted attacks, but several other Dragons can work at the risk of being heavily worn down by Analytic.
 

cbrevan

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Just put Surf on the main set saying the extra power helps Volkraken against Gliscor, Lando-T, and Charizard-Y, then mention that Scald is a viable alternative if your not worried about those three.
 

HeaLnDeaL

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Alright, after talking to sparktrain on PS, our current consensus is that the Scarf set appreciates the power of Surf over Scald in some situations. However, the Specs/Orb sets don't really need Surf to accomplish much and can settle for Scald to gain the utility. For now, I'll be keeping Surf with Scarf and putting in Scald with the other sets. If others still have opinions, please feel free to share :)
 

jas61292

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Specs/Life Orb Sets: The aim of both of these sets are to be a Wallbreaker, yes. However, I do believe that there are some differences in the sets. Life orb obviously sacrifices longevity in turn for power and flexibility. Life Orb also gives the glaring red flag of recoil damage, making it very much obvious to the opponent what item you are using. With specs, there are some situations where the opponent will have to guess if Kraken is specs or scarfed, which influences how one can play a Specs Kraken to some degree. Tagging jas61292 for his opinions on this, since I'm not sure if the differences between orb and specs merit separate sets anymore. Apparently some analysis on the site do have specs and orb combined under the greater name All-Out Attacker.
With the sets being otherwise mostly the same, I'd probably suggest combining them into one. While obviously there is a bit difference in function, for the most part they play similarly, and it would make more sense to mention the difference in the set description and not have separate sets.
 

HeaLnDeaL

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Merged into one set. Sadly I can't make any references to the Orb of Prophecy anymore :c

Thanks for replying, jas.
 

HeaLnDeaL

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Tagging jas61292 and QueenOfLuvdiscs to look at this and give opinions/possibly QC.

Also, added the Volkraken animation to the OP just for fun... I'm not sure how many people have seen the animation, but to my knowledge it hasn't been publicly posted anywhere on the forums until now... Instead it has been residing in a PM between Quany, Typhlito, and myself for the past 6 months... Lonely lil squid :(
 

jas61292

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The first thing I notice here is that I'd like to see both sets (especially the scarf set) give a bit more reasoning on the natures. While it is obvious that it is about picking what to outspeed, which one you pick (and whether or not there should even be a slash on the set in the first place) is determined by which specific important Pokemon you beat out.

On the non-Scarf set, I might make Modest the primary option. With its base 95 speed, Timid obviously outspeeds everything slower than 95, while Modest speed ties max base 82. However, that difference only causes it to lose out to a small number of relevant Pokemon. Max speed Landorus-T and Aurumoth will beat it out, as well as a max speed Excadrill, Wash Rotom and Mega Garchomp. However, of those Pokemon, Excadrill and Mega Garchomp are rare in this metagame, Wash Rotom is almost never speed invested. The moveset stats are hard to trust for a metagame as small as this, but I also believe that most Landorus Therian are only speed invested if they are scarved, in which case it makes no difference for the all out attacker set which nature to pick. As such, the only major loss that I can think of is Aurumoth, and, based on its playstyle, it is hardly going to be trying to counter you.

As for the Scarf set, Modest is again probably the best option. Obviously, the same Pokemon as listed before, only scarved, as what you lose out to by running Modest, in addition to anything at the ridiculously high speed tier it finds itself at. In this case, that amounts to things between base 148 and 166 speed, or Mega Alakazam and Mega Aerodactyl. Neither of those megas are exactly relevant, and of the other Pokemon, only Landorus-T is a major scarf threat in this metagame. While obviously, beating it out deserves consideration, the majority of the time, I'd think that the extra power is more valuable.

With that said, I have not used Volkraken a ton, so I would defer to others opinions on which is more valuable in practice. But either way, I'd just like to see some more explanation.

Oh, and one other thing. I would probably not make Destiny Bond the primary slash on the Scarf set. While I get the intention of the move, any misprediction with it can be utterly disastrous, as you are now locked into a useless move, granting free set up. Its very similar to choiced Trick with a mega in play, but with the potential to happen against almost any Pokemon. Honestly, I probably would never use it on a choiced set myself, but if you do think it deserves a slot, I'd say it should be slashed after the other moves. Personally, I prefer U-Turn myself, but controlled setup with Memento is also quite valuable.
 

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