Whimsicott (QC 2/3)

should've gotten this up a while ago, whoops. also, i haven't done a thing since 'nam, so forgive formatting mistakes



Overview
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- utility on a stick; net's stupid amounts of momentum
- two really useful abilities, backed by an expansive support movepool
- mad value from typing: yields a bunch of very useful resistances + immunity (nearly hard-walls m-sceptile, checks pangoro, etc.), relevant super effective coverage on stab
- pertinent stabs and a really nice speed grant it the leeway to play an offensive role nicely, if need be
- notably below-par stats outside of speed mean that it struggles to take hit withouts defensive investment, struggles to break fat 'mons that aren't weak to its stab, etc. etc.
- due to the nature of the 'mon, it struggles to make a lasting impact against more defensive teams, oftentimes being relegated to merely functioning as an annoyer of sorts

Defensive Support
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name: Defensive Support
move 1: Encore
move 2: U-Turn
move 3: Stun Spore / Memento
move 4: Moonblast / Giga Drain
ability: Prankster
item: Leftovers
evs: 248 HP / 236 Def / 24 SpD
nature: Bold

Moves
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- priority encore is crunchy; locks 'mons into unfavorable moves (non-attacking ones mostly, or simply weaker attacks), typically forces kids out
- u-turn establishes whimsy's ability to pivot nicely, netting mad profit in tandem w/encore (or the threat of it) and preventing it from conceding free turns to fat steels and what have you
- third slot is dedicated towards additional utility; stun spore is usually nicer here, since it keeps moltres / fletch that much more honest and has more active recipients of speed control support (tier's riddled with nukes, specsploud / drag / moltres / panda), but memento can have a lot of value v.certain teams, providing the window 'mons like sd panda, drap, fletch, etc. need to set up and end-game
- stab moves; not necessarily there for preventing whimsy from becoming set-up bait, as encore more-or-less nullifies that possibility, but rather for immediately responding for express threats that whimsy would like to be switching into. moon blast is preferred here since the pool of 'mons that comfortably switch into, outpace and threaten panda is already p.slim, not to mention it allows it to actively threaten m-sceptile, but giga drain has value in certain cases under which you have a decent handle on these 'mons and would rather the added benefits of immediately pressuring bulky waters, rocks, etc. (ex: scarf moltres offense / balance).

Set Details
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- phys.def spread is preferable here, as the majority of relevant whimsy resists are physically-based, and the specially-oriented ones (special sceptile, bulky waters), are either on the lighter end of damage output or need to go out on a limb coverage-wise to hit it. spdef evs allow it to live sr + giga drain + hp fire from [timid] m-tile, which is somewhat of a nice assurance to give it the leisure of u-turning or what have you, rather than immediately moon blasting / encoring it from there
- spdef spread /can/ help pivot offensive waters, but generally that's all it can do, since whimsy is pretty reliant on its resists to respond to offensive threats
- 68 speed evs outpace + speed base 80's (mostly for shiftry / tops), which can occasionally come into play, but otherwise speed has limited value here, since it only has 1 attacking move it'll commonly be throwing around at foes that are staying in
- pivots a bunch of relevant threats, gains momentum, provides what support you might need. v.nice

Usage Tips
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- encore and u-turn are the primary moves being used here, as they are excellent at generating momentum, and that is what whimsy is primarily there for. switching aggressively into a typical booster is also occasionally useful in the case that your team lacks answers to that pokemon, as it can quickly turn momentum in your favor
- really consider your use of encore; in most cases, encore should be a given on most whimsicott sets, meaning that experienced players will be aware of it, and most will consider it a lot after it being shown once. this can be useful in deterring set-up from more offensive teams, and force pokemon out without actually going for it, as to limit the momentum lost. diversify your encore plays: try to occasionally u-turn when encore is the obvious play to take advantage of this, it makes whimisicott that much more difficult to play around
- stab attacks and other utility moves are more reactionary; moon blast a sceptile / pangoro you're expecting to stay in, stun spore a threatening fast 'mon, memento on a pokemon one of your more potent sweepers can exploit, etc. you have to consider your ideal end-game with these moves more-so than you do with encore / u-turn, since they can have 0 net gain depending on how the opponent reacts, whereas the others at the very least force something out or give you a more favorable match-up

Team Options
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- heavy hitters are rather nice here, benefitting from most, if not all of what whimsy provides (free switches, para / memento support, etc.). specially-based fire-types are notable (moltres / delphox), since they pivot nicely off most of the things whimsicott baits (mostly steels and grasses), though more generalized nukes like panda / exploud / drag / claw / tyrantrum are also rather strong recipients here
- significant set-up sweepers can similarly benefit here, especially from memento variants. thinking 'mons like sd panda, work up bird, sd horse, sd fletch, etc. are cool here
- despite its common usage of u-turn for momentum generating, defensive whimsicott would rather have hazards off the field as to optimize its play. gligar and golbat are both fairly proficient, despite doubling up in terms of covering certain types (which i'd argue to be better, but i digress), and fit comfortably on the more balanced squads this type of whimsicott will commonly reside in

Offensive Support
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name: Offensive Support
move 1: Encore
move 2: Moonblast
move 3: Giga Drain
move 4: U-Turn / Memento / Stun Spore
ability: Prankster
item: Life Orb / Leftovers
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
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- priority encore fails to not be a great thing, since it just has so much utility in nearly any match-up
- dual stabs hold more value with the use of a more substantial attack investment, and despite missing out on a significant portion of 'mons coverage-wise, the relevant se hits it gets on 'mons is pretty worthwhile
- u-turn is yet still valuable in tandem with encore, and it helps accommodate the whole "can't touch fat poisons, fires, and steels" bit
- memento is neat for setting up a very comfortable window for a set-up sweeper v.a basic switch-in like amoonguss, a spdef steel, etc.
- stun spore is pretty nasty here v.offense, since it can oftentimes force in a scarfer or generally fastmon to come in to rk (being significantly priority-resilient) to be crippled significantly
- tailwind / taunt are the other more prominent options in the final slot; the former can give a nice end-game second wind v.offense, which is neat for heavy hitters as well, whilst the latter's ability to prevent hazard concession and recovery / cleric plays can give it more value v.defensive teams
- hidden power fire can be utilized here for coverage v.steel-types, though it most specifically targets escavalier (whom it can 2hko after sr), since everything else is taking nominal damage

Set Details
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- if you don't run max speed, you risk being outpaced by ambipom, haha. you wanna be sitting above serperior, though, and additional bulk does very little in application, so max/max is fine here
- life orb is /usually/ preferable here, as whimisicott has a pretty mediocre dmg output otherwise, but having leftovers to reduce its reliance on giga drain for sustainability is sorta nice as well (plus, lo u-turn is way less gainful, since its still super weak)
- the more offensive approach to whimsicott allows it to actively pressure 'mons, rather than simply switching into them as a middle man for teammates. being able to actively threaten certain threats can be off more significant benefit to less breaker-heavy teams, which can span from any playstyle from balance to heavy offense


Usage Tips
========
- again, encore is kind of a pivotal move on the set, being a great way to regain momentum, and is therefore something that you shouldn't be afraid to use in appropriate situations. keep in my, the threat of this move can at times be enough to force a foe out, and if you're careful to weigh the risk of predicting that course of action, throwing an attack rather than encore in such a situation is useful (this is mostly pertinent in offensive match-ups, since more defensive teams will have a much more comfortable whimsi switch)
- whimsi isn't the type of pokemon to be able to power through its defensive checks by simply attacking into them the first few switch-ins, at least in this case; something like a registeel will probably be walling this set the entirety of the game unless you have a dragon or some such to similarly force damage unto it. in these defensive match-ups, whimsi is more often forced to just encoring in favourable locks, then either u-turning or hard switching (even memento, if / when it becomes pertinent) to account for the proper switch, which gives it some value
- while defensive teams will commonly have something like a steel, poison, or wholly fatmon to combat whimsi, offensive teams are usually a bit more strapped for switch-ins to this 'mon, and for that reason, it is reasonable to just throw around attacks fairly liberally in this match-up

Team Options
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- usually gonna want a fairly sturdy rock-type to fall back on for ish like scarf bird, fletch, etc. rhyperior and regirock are decent support-based ones, and kabu can offer a nice one as well (even commonly knocks on fat steels and grass, which isn't bad)
- if you're looking to improve whimsi's ability to push an end-game v.balance, having a strong dragon like tyrantrum or dragalgae to apply pressure on steels and what have you is a pretty reasonable shot, though others like exploud can also work
- run with some 'mons to apply pressure to the poison's, steels, and so forth that this baits and you're golden. glalie smacks the relevant poisons, fire's (doomer, moltres, etc.) are generally covering most bases, panda can smack steels and force the poisons to take a knock off, etc.

HACKED THE MAINFRAME (Infiltrator)
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name: HACKED THE MAINFRAME (Infiltrator)
move 1: Moonblast
move 2: Giga Drain
move 3: Switcheroo
move 4: U-Turn / Psychic
ability: Infiltrator
item: Choice Specs
evs: 4 Def / 252 SpA / 252 Spe
nature: Timid

Moves
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- specs moonblast is actually rather strong here, 2hkoing drag, ohkoing pidgeot a reasonable amount of the time after sr, ohkoing -1 cobalion almost always from full, etc. primary stab
- giga drain is notably less spam-able, but being able to cleanly break bulky waters and grab a little recovery here and there is valuable on its own merit
- switcheroo gives whimsicott further value against more defensive teams, effectively crippling fat steels and poisons, as well as allowing for an emergency stop to sub-based sweepers like cm cress and what have you
- in the interest of allowing whimsi to preserve momentum, particularly after dropping off its specs, u-turn has reasonable value for scouting purposes
- on the other hand, psychic 2hko's both amoonguss and spdef golbat after sr, as well as assuredly ohkoing fletch after sr
- hurricane hits fire-types more hardily than psychic (particularly moltres, who can be ohkoed after sr, and delphox, who otherwise stomaches most anything with ease), while retaining coverage on amoonguss, though the acc. issues are problematic here

Set Details
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- no reason not to run max / max, really; the set is primarily offensively based and without the supportive capacities of prankster sets, meaning it wants the speed and power quite a bit
- specs, both due to the extra damage output and the utility provided by switcheroo as a result, making it a staple here
- compared to other whimsi sets, this is the one that is the least dead weight v. defensively-inclined teams, having the power / liberty to push through certain defensive 'mons, or at the very least cripple a wall by dumping specs on it, which should be accounted for in team-building
- these advantages can be most effectively capitalized on more balanced teams, who might otherwise struggle to break down defensive 'mons or handle certain, bulky-end sweepers

Usage Tips
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- you switch in at your nearest convenience, then you click buttons accordingly :o
- moonblast is the move that will likely be getting utilized the most here, with alternative moves really only being used in the face of strict counters or what have you
- consider the implications of using switcheroo before making the play; does the remainder of your team actively benefit from the opponent's 'mon or predicted switch being crippled to the point that it becomes worth dropping whimsicott's damage output? against offensive teams, the asnwer is oftentimes no, being only relevant in locking a late-game set-up sweeper or some such, but occasionally abandoning specs to inhibit a zonger or some such can be actively gainful
- keep in mind that, while this is essentially the hardest hitting of whimsi sets, it's no nuke, and can't go barreling through neutral, fat targets without prior damage. being wary of its dmg output is key here


Team Options
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- as mentioned, this is best played on balance, so it should be supported accordingly; defensive builds carrying stuff like rhyperior / momo / bat are nice here (pivots to bird, cohesive wish support, etc. are nice, whimsi has a relatively low reliance on hazards all things considered)
- boosting psychics pair off pretty well here; being able to drop off specs unto an escav or a curse registeel can full well set a cm cress, reuniclus, or melo on their way to sweep
- similarly, 'mons like hc durant can appreciate the free set-up a specs-locked amoonguss or steel can allow, as well as the chip damage whimsi can put unto things like durant


Other Options
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- subseed, haha
- additional utilities to tech on more 'open' moveslots (trick room, worry seed, knock off, sunny day)
- sub-endeavor, it's cool on anything
- nature power snags a priority tri attack, which can pick off fletch after sr on a life orb set, though that's essentially all it does

Checks & Counters
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- bulky steels take nothin' from anything, at worst are being switcheroo'd or perhaps getting annoyed by stun spore
- bulky poisons are in a similar boat as steels, but most are less hazard-resilient and can be popped off by psychics; also annoyed by switcheroo. special mentions to amoonguss who can't get stun spored, doesn't mind specs /that/ much, and can mitigate psychic predicts via regen
- fat, specially defensive 'mons (cress, audino, etc.) can usually pivot, though they're getting annoyed by stun spore, switcheroo, and are oftentimes stretched a little thin handling whimsi + other special attackers by nature
- fires generally stomach everything nicely, but they're the most hazard weak of clean switches here, and actually really dislike para, making it only so-so
 
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Man in addition to removing the Sceptile mentions you should make 54 speed the main spread for the first set to outspeed max speed jolly gatr at worst
 

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