Lumineon [QC 3/3] [GP 2/2]

MZ

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QC: Tone114, Magnemite, Raiza.
GP: Snobalt, P Squared
[OVERVIEW]

Lumineon is outclassed by every viable Defogger in the metagame, and, in particular, it is totally outperformed by Pelipper and Vullaby, which have far superior defensive stats and access to reliable recovery with Roost, unlike Lumineon. While it isn't weak to Stealth Rock and has an immunity to Water thanks to its ability, Storm Drain, Lumineon has terrible stats both defensively and offensively and is only slightly annoying with its access to Scald and Toxic, which can hinder foes with status upon switching in. Its only edge over other entry hazard removers in the metagame is its pure Water typing, which makes it one of the only entry hazard removers in the metagame not weak to Stealth Rock, and its fairly high Speed stat, even when uninvested.

[SET]
name: Defog
move 1: Defog
move 2: Scald
move 3: U-turn
move 4: Toxic
item: Leftovers
ability: Storm Drain
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

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

Defog is the only reason to use Lumineon, as it can remove entry hazards for the rest of its team. Scald can deter potential switch-ins by threatening them with a burn, and it helps Lumineon to rack up residual damage slightly. U-turn allows Lumineon to function as a slow pivot to help bring in teammates for free, and Toxic can help cripple foes and get a little more residual damage.

Set Details
========

Maximum HP and Defense investment along with a Bold nature is used to help take hits from physical attackers, allowing Lumineon to survive a hit or two from slightly weaker foes such as Piloswine. The Attack-reducing nature is preferred despite Lumineon using a physical move, U-turn, as it is used for pivoting purposes rather than for attacking. The remaining 4 EVs are put into Special Defense, as Lumineon's offenses are too low to be worth investing into. Leftovers gives it a little extra longevity, and Storm Drain gives it an immunity to Water-type attacks, which can discourage foes such as Poliwrath from using their Water attacks so freely.

Usage Tips
========

Use Defog when there are entry hazards on your side of the field to remove them, as that is Lumineon's only purpose. However, be careful of using Defog against Defiant Pokemon such as Pawniard and Purugly, as they get an Attack boost and pressure Lumineon. Scald can be used on their predicted switch, as neither appreciates being burned. Lumineon will only be able to use Defog versus a slower, bulkier Pokemon lacking a super effective move against it such as Piloswine or Torkoal. Keep it away from stronger attackers or foes with super effective moves, such as Stoutland and Raichu, as they can easily OHKO it before it has a chance to remove entry hazards. Do not rely on Lumineon to wall Fire- or Water-types, as nearly every Pokemon of those types is capable of defeating Lumineon 1v1 aside from Torkoal, and Lumineon cannot switch into any of them safely. Use Toxic versus teams with a safe switch into Scald, such as Poliwrath, to get extra residual damage versus foes with Water-type immunities, as well as versus overall bulkier teams to wear them down with more passive damage. U-turn can also be used on predicted switches or versus faster foes to get a free switch into a teammate that prefers to avoid taking hits. Avoid taking damage as much as possible, as Lumineon lacks recovery and can easily be worn down, leaving it unable to remove entry hazards without a free switch into a slower foe. Once Lumineon has removed entry hazards, it can be used to tank hits or as death fodder.

Team Options
========

Due to its nonexistent offenses, Lumineon should only ever be used on balanced VoltTurn teams or bulkier teams that really need an entry hazard remover not weak to Stealth Rock. Teammates that fit well on VoltTurn teams, such as Raichu and Purugly, should be used in conjunction with Lumineon. Pokemon such as Rapidash and Ninjask can benefit from its removal of Stealth Rock, as they otherwise take significant damage upon switching in. Any defensive Pokemon can help take hits for Lumineon, as it needs teammates to switch into the attacks aimed at it. In particular, Pokemon that resist Electric or Grass, such as Stunfisk and Roselia, can help take super effective hits aimed at it, and Pokemon that resist Normal such as Carracosta can take on Stoutland, one of the few attackers not particularly bothered by being burned or poisoned thanks to Facade. Fire-types and other Pokemon weak to Water moves appreciate Lumineon's ability to deter foes from using Water-type attacks for fear of giving it a free switch in to Defog or spread status. Strong wallbreakers such as Stoutland can get a free switch in from Lumineon's slow U-turns to break down teams more effectively. Wish and Heal Bell users such as Lickilicky and Grumpig can keep Lumineon healthy to help combat its lack of recovery.

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

Lumineon can utilize Tailwind over Toxic to function as a Tailwind setter with access to a still somewhat slow U-turn, but Tailwind in general is not a very effective strategy in PU. A specially defensive spread is viable to take hits from Water-types such as Simipour better but is generally inferior, as most special attackers in the metagame carry super effective coverage against Lumineon. Ice Beam can be run to hit Grass-types looking to switch in for super effective damage but does little off of Lumineon's poor Special Attack stat. Lumineon can also try a faster spread for a quicker Defog or even offensive sets to be a little more threatening, but these are still outclassed by the likes of Swanna and Pelipper, which have higher offensive stats, secondary Flying-type STAB moves, and better movepools. Charm is an option to cripple physical attackers before U-turning into a different Pokemon, but it can easily be switched around and does nothing useful versus special attackers.

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

**Offensive Pokemon**: Lumineon's poor defensive stats and typing mean that nearly every offensive Pokemon in the metagame is capable of OHKOing or 2HKOing it, except those lacking a strong enough unresisted attack, such as Torkoal.

**Special Attackers**: Special attackers are not crippled by Scald burns upon switching in, leaving nearly every special attacker in the metagame capable of switching into and defeating Lumineon 1v1 thanks to its poor defenses and abysmal offenses.

**Electric-types**: Every Electric-type attacker can 2HKO Lumineon, and most are capable of OHKOing it thanks to its poor defenses. However, none enjoy switching into Lumineon's Scalds, as common Electric-types, such as Zebstrika and Raichu, can be worn down quickly with the combination of burn, Life Orb, and Stealth Rock.

**Grass-types**: Most Grass-types are not severely crippled by Scald burns, as nearly all are special attackers, and all Grass-types can OHKO or 2HKO Lumineon. Roselia in particular can heal its burns by switching out thanks to Natural Cure, can set up Toxic Spikes to cripple Lumineon, and does massive damage to it with STAB Giga Drain.

**Pokemon Not Crippled by Burns**: Pokemon that do not fear Scald burns from Lumineon have no trouble switching into and KOing it. This includes Guts and Quick Feet users such as Machoke and Ursaring, Pokemon with Natural Cure such as Roselia, Pokemon with Magic Guard such as Clefairy, and Stoutland running Facade.

**Residual Damage**: As Lumineon is forced to switch into entry hazards frequently to remove them with Defog, it can be worn down rather easily, making it unable to take even the few hits that it could normally survive. Status ailments can also wear it down quickly, especially when Lumineon is forced to switch into Toxic Spikes to remove them with Defog.
 
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MZ

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I know this is bare but there's like nothing else to say so I guess this is ready for checks
 

TONE

I don't have to take this. I'm going for a walk.
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Overview: Mention how Lumineon's lack of reliable recovery limits how often it can come in to Defog.

Set: The set is called Specially Defensive, yet you put max Defense and Calm nature. Just call it Defog and change the nature to Bold.

Moves: Say that Toxic is for Poliwrath and other bulkier mons that Lumineon can't get past.

Usage Tips: In the first point, mention that neither appreciates getting burned by Scald. Say that switch Lumineon in on a predicted Water-type attack and Defog if hazards are up or U-turn to maintain momentum. Give examples of Pokemon Lumineon can Defog on.

Team Options:
(Lumineon should only ever be used on teams that need the momentum provided by U-turn without a Pokemon weak to stealth rock and need hazard removal). Sounds like you're describing Vibrava here. Just say that Lumineon can only fit on balanced or VoltTurn teams due to its nonexistent offense. Give examples of Pokemon that appreciates entry hazards being removed. Mention users of Volt Switch as it can provide hazard removal and momentum.

Other Options: Mention a specially defensive spread as it can take on special attacking Water-types decently. A faster spread with max HP and Speed can be mentioned for a faster Defog or U-turn momentum. Charm can weaken physical attackers combined with U-turn. Remove Wacan Berry, it shouldn't be coming in on Electric-types even if its to do a desperation Defog. Also remove Whirlpool.

Checks and Counters: Mention Grass- and Electric-types.
 

TONE

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For the Overview, when you say its outclassed by every viable defogger, specifically mention Pelipper and Togetic (bulkier, can pivot with U-turn, has recovery). Also remove the the last part (If Lumineon should only be used on joke teams, it wouldn't be getting an analysis to begin with lbr). Also change the nature on Lumineon to Bold, not Calm. In Usage Tips, say that Lumineon should avoid taking a lot of damage as it lacks recovery. For Team Options, mention Fire-types as they apprecite Lumineon's Defog support and can take Water attacks for them. Also mention Wish and Heal Bell users as Lumineon is easily worn down. Add Residual Damage to Checks and Counters as it is easily worn down by hazards and status. Overview needs to be beefed up a bit, but it's good enough for QC 1/3 once you implement this.
 

MZ

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Implemented most but will wait on input from other QC members before adding residual damage to c&c since it's not weaker than anything else without recovery and that doesn't really beat it faster than just hitting it
 

Anty

let's drop
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do add it because your constantly switching into hazards to defog and tspikes/other status really suck
 

Raiza

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World Defender
[OVERVIEW]
mention one of the main reasons this is outclassed is lack of reliable recovery
mention mono water type still makes it a check to various attackers
mention that its high base Speed allows it to be an effective user of u-turn and allow it clutch important defog against slower Pokemon

Usage Tips
========
toxic should also be spammed against bulkier teams
mention that once lumineon has achieved its main task of removing hazards, especially if the enemy setter is KOd, it can be used to tank hits or as a death fodder
mention this should be careful when facing pawniard because it gains an attack boost from defog, though it can be crippled with scald on the switch.

Team Options
========
this can also be used on more defensive teams than balanced
clerics are also nice because of lumineon weakness to statuses such as poison and burn

[STRATEGY COMMENTS]
Other Options
=============
mention ice beam

Checks and Counters
===================
divide grass and electric types in two different categories and aim for two lines for each of them, you can say that roselia can take advantage of lumineon's switch to set up own spikes/toxic spikes and pressure it, while electric-types also can take advantage of its switch by gaining momentum w volt switch etc.

mention status in residual damage

Megazard QC 3/3
 
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**Amcheck**


[OVERVIEW]

Lumineon is outclassed by every viable defogger in the tier metagame, and in particular is totally outperformed by Pelipper and Togetic which have far superior defensive stats and access to reliable recovery with Roost unlike Lumineon. While it isn't weak to Stealth Rock and has an immunity to Water thanks to its ability, Storm Drain, it has terrible stats both defensively and offensively and is only slightly annoying with its access to Scald and Toxic, which can status foes upon switching in. Its only edge over other entry hazard removers in the tier metagame is its mono- pure Water typing, which makes it one of the only entry hazard removers in the tier metagame not weak to Stealth Rock, and its fairly high Speed stat, even when uninvested.

[SET]
name: Defog
move 1: Defog
move 2: Scald
move 3: U-turn
move 4: Toxic
item: Leftovers
ability: Storm Drain
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

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

Defog is the only reason to use Lumineon, as it can remove hazards for the rest of its team. Scald can deter potential switch-ins by threatening them with a burn, and helps it to rack up residual damage slightly. U-turn allows Lumineon to function as a slow pivot to help bring in teammates for free, and Toxic can help cripple foes and get a little more residual damage.

Set Details
========

Maximum HP and Defense investment along with a Bold nature are used to help take hits from physical attackers, allowing Lumineon to live survive a hit or two from slightly weaker foes such as Piloswine. The Attack-reducing nature is preferred despite Lumineon using a physical move, U-turn, (lowercase) as it is used for pivoting purposes rather than for attacking. The final remaining (Just subjective.) 4 EVs are put into Special Defense, as Lumineon's offenses are too low to be worth investing into. Leftovers are used to gives it a little extra longevity, and Storm Drain is the preferred ability to gives it an immunity to Water-type attacks, which can discourage foes such as Poliwrath from using their Water attacks so freely.

Usage Tips
========

Use Defog when there are entry hazards on your side of the field to remove them, as that is Lumineon's only purpose. However, be careful of using Defog against Defiant Pokemon such as Pawniard and Purugly, as they get an Attack boost and pressure Lumineon. versus teams with Pawniard or Purugly, which can use it to get an Attack boost thanks to Defiant. Scald can be used on their predicted switch-in (hyphen), as neither appreciates being burned. Lumineon will only be able to Defog versus slower, bulkier Pokemon lacking a super effective hit against it such as Piloswine or Torkoal. Keep it away from stronger attackers or foes with super effective moves such as Stoutland and Raichu, as they can easily OHKO it before it has a chance to remove entry hazards. Do not rely on Lumineon to wall Fire- or Water-types, (AC) as nearly every Pokemon of those types is capable of defeating Lumineon one-on-one aside from Torkoal, and Lumineon cannot switch into any of them safely. Use Toxic versus teams with a safe switch into Scald such as Poliwrath to get extra residual damage versus foes with Water-type immunities, as well as versus overall bulkier teams to wear them down with more passive damage. U-turn can also be used on predicted switches or versus faster opponents foes to get a free switch into a teammate that prefers to avoid taking hits. Avoid taking damage as much as possible, as Lumineon lacks recovery and can easily be worn down, leaving it unable to remove entry hazards without a free switch into a slower foe. Once Lumineon has removed entry hazards, it can be used to tank hits or as death fodder.

Team Options
========

Lumineon should only ever be used on balanced VoltTurn teams or bulkier teams that really need a entry hazard remover not weak to Stealth Rock due to its nonexistent offenses. Teammates such as Raichu and Purugly that fit well on VoltTurn should be used in conjunction with Lumineon. Pokemon such as Rapidash and Ninjask can benefit from its removal of Stealth Rock, as they otherwise take significant damage upon switching in. Any defensive Pokemon can help take hits for Lumineon, as it needs teammates to switch into the attacks aimed at it. In particular, Electric and Grass resists such as Stunfisk and Roselia can help take super effective hits aimed at it and Normal resists such as Carracosta can take on Stoutland, one of the few attackers not particularly bothered by being burned or toxiced poisoned (Shouldn't this be "poisoned?" I don't know if toxiced is usable but a GP member can confirm or not. It just sounds better.) thanks to Facade. Fire-types and other Water weak (To me, this doesn't sound right. You can rephrase it by saying, Fire-types and other Pokemon weak to Water-type moves,") Pokemon appreciate Lumineon's ability to deter foes from using Water-type attacks for fear of giving it a free switch-in to Defog or spread status. Strong wallbreakers such as Stoutland can use get a free switches granted by switch in from Lumineon's slow U-turns to break down teams more effectively. Wish and Heal Bell users such as Lickilicky and Grumpig can keep Lumineon healthy to help combat its lack of recovery.

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

Lumineon can utilize Tailwind over Toxic to function as a Tailwind setter with access to a still somewhat slow U-turn, but Tailwind in general is not a very effective strategy in PU. A specially defensive (lowercase) spread is viable to take hits from Water-types such as Simipour better but is generally inferior, (AC) as most special attackers in the metagame carry super effective coverage against Lumineon. Ice Beam can be run to hit Grass-types looking to switch in for super effective damage but does little off of Lumineon's poor Special Attack stat. Lumineon can also try a faster spread for a quicker Defog or even offensive sets to be a little more threatening, (Maybe provide EVs for anybody who wants to try it out.) but these are still outclassed by the likes of Swanna and Pelipper, (AC) which have higher offensive stats, secondary Flying-type STAB, and better movepools. Charm is an option to cripple physical attackers before U-turning into a different Pokemon, but can easily be switched around and does nothing useful versus special attackers.

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


**Offensive Pokemon**: Lumineon's poor defensive stats and typing mean that nearly every offensive Pokemon in the tier metagame is capable of 1-2HKOing it excepting those lacking a strong enough unresisted attack such as Torkoal.

**Special Attackers**: Special attackers are not crippled by Scald burns upon switching in, leaving nearly every one Pokemon in the tier metagame capable of switching into and defeating Lumineon one-on-one thanks to its poor defenses and abysmal offenses.

**Electric-types**: Every Electric-type attacker can 2HKO Lumineon and most are capable of clean OHKOing it thanks to its poor defenses. However, none enjoy switching into Lumineon's Scalds as common Electric-types, (AC) such as Zebstrika and Raichu, (AC) can be worn down quickly with the combination of burn, Life Orb, and Stealth Rock.

**Grass-types**: Most Grass-types are not severely crippled by Scald burns, as nearly all are special attackers, and all Grass-types can OHKO-2HKO Lumineon. Roselia in particular can heal its burns by switching out thanks to Natural Cure, set up Toxic Spikes to cripple Lumineon, and does massive damage to it with STAB Giga Drain.

**Pokemon not crippled by burns**: Pokemon that do not fear Scald burns from Lumineon have no troubles switching into and KOing it. This includes Guts and Quick Feet users such as Machoke and Ursaring, Pokemon with Natural Cure such as Roselia, Pokemon with Magic Guard like Clefairy, and Stoutland running Facade.

**Residual Damage**: As Lumineon is forced to switch into entry hazards constantly to remove them with Defog, it can be worn down rather easily, making it unable to take even the few hits that it could normally survive. Status can also wear it down quickly, especially when Lumineon is forced to switch into Toxic Spikes to remove them with Defog.


Tagging Snobalt for a check. A few things I left for you to look at, so I didn't bother to mess with them.
 
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[OVERVIEW]

Lumineon is outclassed by every viable defogger Defogger in the tier metagame, and, (AC) in particular, (AC) it is totally outperformed by Pelipper and Togetic, (AC) which have far superior defensive stats and access to reliable recovery with Roost unlike Lumineon. While it isn't weak to Stealth Rock and has an immunity to Water thanks to its ability, Storm Drain, it has terrible stats both defensively and offensively and is only slightly annoying with its access to Scald and Toxic, which can status cripple foes with status upon switching in. Its only edge over other entry hazard removers in the tier metagame is its mono- pure Water typing, which makes it one of the only entry hazard removers in the tier metagame not weak to Stealth Rock, and its fairly high Speed stat, even when uninvested.

[SET]
name: Defog
move 1: Defog
move 2: Scald
move 3: U-turn
move 4: Toxic
item: Leftovers
ability: Storm Drain
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

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

Defog is the only reason to use Lumineon, as it can remove entry hazards for the rest of its team. Scald can deter potential switch-ins by threatening them with a burn, and it helps it Lumineon to rack up residual damage slightly. U-turn allows Lumineon to function as a slow pivot to help bring in teammates for free, and Toxic can help cripple foes and get a little more residual damage.

Set Details
========

Maximum HP and Defense investment along with a Bold nature are used to help take hits from physical attackers, allowing Lumineon to live survive a hit or two from slightly weaker foes such as Piloswine. The Attack-reducing nature is preferred despite Lumineon using a physical move, U-turn, (lowercase) as it is used for pivoting purposes rather than for attacking. The final remaining (Just subjective.) 4 EVs are put into Special Defense, as Lumineon's offenses are too low to be worth investing into. Leftovers are used to gives it a little extra longevity, and Storm Drain is the preferred ability to gives it an immunity to Water-type attacks, which can discourage foes such as Poliwrath from using their Water attacks so freely.

Usage Tips
========

Use Defog when there are entry hazards on your side of the field to remove them, as that is Lumineon's only purpose. However, be careful of using Defog against Defiant Pokemon such as Pawniard and Purugly, as they get an Attack boost and pressure Lumineon. versus teams with Pawniard or Purugly, which can use it to get an Attack boost thanks to Defiant. Scald can be used on their predicted switch-in (hyphen), as neither appreciates being burned. Lumineon will only be able to Defog versus slower, bulkier Pokemon lacking a super effective hit move against it such as Piloswine or Torkoal. Keep it away from stronger attackers or foes with super effective moves such as Stoutland and Raichu, as they can easily OHKO it before it has a chance to remove entry hazards. Do not rely on Lumineon to wall Fire- or Water-types, (AC) as nearly every Pokemon of those types is capable of defeating Lumineon one-on-one 1v1 aside from Torkoal, and Lumineon cannot switch into any of them safely. Use Toxic versus teams with a safe switch into Scald such as Poliwrath to get extra residual damage versus foes with Water-type immunities, as well as versus overall bulkier teams to wear them down with more passive damage. U-turn can also be used on predicted switches or versus faster opponents foes to get a free switch into a teammate that prefers to avoid taking hits. Avoid taking damage as much as possible, as Lumineon lacks recovery and can easily be worn down, leaving it unable to remove entry hazards without a free switch into a slower foe. Once Lumineon has removed entry hazards, it can be used to tank hits or as death fodder.

Team Options
========

Lumineon should only ever be used on balanced VoltTurn teams or bulkier teams that really need an entry hazard remover not weak to Stealth Rock due to its nonexistent offenses. Teammates such as Raichu and Purugly that fit well on VoltTurn should be used in conjunction with Lumineon. Pokemon such as Rapidash and Ninjask can benefit from its removal of Stealth Rock, as they otherwise take significant damage upon switching in. Any defensive Pokemon can help take hits for Lumineon, as it needs teammates to switch into the attacks aimed at it. In particular, Pokemon that resist Electric and Grass resists such as Stunfisk and Roselia can help take super effective hits aimed at it and Pokemon that resist Normal resists such as Carracosta can take on Stoutland, one of the few attackers not particularly bothered by being burned or toxiced poisoned (Shouldn't this be "poisoned?" I don't know if toxiced is usable but a GP member can confirm or not. It just sounds better.) (Yeah poisoned is significantly better) thanks to Facade. Fire-types and other Water weak (To me, this doesn't sound right. You can rephrase it by saying, Fire-types and other Pokemon weak to Water-type moves,") (yes please do this) Pokemon appreciate Lumineon's ability to deter foes from using Water-type attacks for fear of giving it a free switch-in to Defog or spread status. Strong wallbreakers such as Stoutland can use get a free switches granted by switch in from Lumineon's slow U-turns to break down teams more effectively. Wish and Heal Bell users such as Lickilicky and Grumpig can keep Lumineon healthy to help combat its lack of recovery.

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

Lumineon can utilize Tailwind over Toxic to function as a Tailwind setter with access to a still somewhat slow U-turn, but Tailwind in general is not a very effective strategy in PU. A specially defensive (lowercase) spread is viable to take hits from Water-types such as Simipour better but is generally inferior, (AC) as most special attackers in the metagame carry super effective coverage against Lumineon. Ice Beam can be run to hit Grass-types looking to switch in for super effective damage but does little off of Lumineon's poor Special Attack stat. Lumineon can also try a faster spread for a quicker Defog or even offensive sets to be a little more threatening, (Maybe provide EVs for anybody who wants to try it out.) but these are still outclassed by the likes of Swanna and Pelipper, (AC) which have higher offensive stats, secondary Flying-type STAB moves, and better movepools. Charm is an option to cripple physical attackers before U-turning into a different Pokemon, but can easily be switched around and does nothing useful versus special attackers.

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


**Offensive Pokemon**: Lumineon's poor defensive stats and typing mean that nearly every offensive Pokemon in the tier metagame is capable of 1- OHKOing or 2HKOing it, except for excepting those lacking a strong enough unresisted attack, (AC) such as Torkoal.

**Special Attackers**: Special attackers are not crippled by Scald burns upon switching in, leaving nearly every one Pokemon in the tier metagame capable of switching into and defeating Lumineon one-on-one 1v1 thanks to its poor defenses and abysmal offenses.

**Electric-types**: Every Electric-type attacker can 2HKO Lumineon, (AC) and most are capable of clean OHKOing it thanks to its poor defenses. However, none enjoy switching into Lumineon's Scalds, (AC) as common Electric-types, (AC) such as Zebstrika and Raichu, (AC) can be worn down quickly with the combination of burn, Life Orb, and Stealth Rock.

**Grass-types**: Most Grass-types are not severely crippled by Scald burns, as nearly all are special attackers, and all Grass-types can OHKO-(RH) or 2HKO Lumineon. Roselia in particular can heal its burns by switching out thanks to Natural Cure, set up Toxic Spikes to cripple Lumineon, and does massive damage to it with STAB Giga Drain.

**Pokemon not crippled by burns**: Pokemon that do not fear Scald burns from Lumineon have no troubles switching into and KOing it. This includes Guts and Quick Feet users such as Machoke and Ursaring, Pokemon with Natural Cure such as Roselia, Pokemon with Magic Guard like such as Clefairy, and Stoutland running Facade.

**Residual Damage**: As Lumineon is forced to switch into entry hazards constantly to remove them with Defog, it can be worn down rather easily, making it unable to take even the few hits that it could normally survive. Status ailments can also wear it down quickly, especially when Lumineon is forced to switch into Toxic Spikes to remove them with Defog.

Much better Misaka Mikoto; I'll stamp this one. Be sure to look over the check to see my additions, though; in particular, you should have added more commas.
GP 1/2
 

P Squared

a great unrecorded history
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GP 2/2
i only do 2/2s -sob-
[OVERVIEW]

Lumineon is outclassed by every viable Defogger in the metagame, and, in particular, it is totally outperformed by Pelipper and Togetic, which have far superior defensive stats and access to reliable recovery with Roost, (optional comma) unlike Lumineon. While it isn't weak to Stealth Rock and has an immunity to Water thanks to its ability, Storm Drain, it Lumineon has terrible stats both defensively and offensively and is only slightly annoying with its access to Scald and Toxic, which can cripple (ah, this is generally an appropriate word to use here, but you just said that it's only slightly annoying, so maybe a less serious-sounding word would be better here? "hinder"? up to you) foes with status upon switching in. Its only edge over other entry hazard removers in the metagame is its pure Water typing, which makes it one of the only entry hazard removers in the metagame not weak to Stealth Rock, and its fairly high Speed stat, even when uninvested.

[SET]
name: Defog
move 1: Defog
move 2: Scald
move 3: U-turn
move 4: Toxic
item: Leftovers
ability: Storm Drain
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

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

Defog is the only reason to use Lumineon, as it can remove entry hazards for the rest of its team. Scald can deter potential switch-ins by threatening them with a burn, and it helps Lumineon to rack up residual damage slightly. U-turn allows Lumineon to function as a slow pivot to help bring in teammates for free, and Toxic can help cripple foes and get a little more residual damage.

Set Details
========
(not sure whether it actually matters but let's put a space here for consistency's sake)
Maximum HP and Defense investment along with a Bold nature are is used to help take hits from physical attackers, allowing Lumineon to survive a hit or two from slightly weaker foes such as Piloswine. The Attack-reducing nature is preferred despite Lumineon using a physical move, U-turn, as it is used for pivoting purposes rather than for attacking. The remaining 4 EVs are put into Special Defense, as Lumineon's offenses are too low to be worth investing into. Leftovers gives it a little extra longevity, and Storm Drain gives it an immunity to Water-type attacks, which can discourage foes such as Poliwrath from using their Water attacks so freely.

Usage Tips
========

Use Defog when there are entry hazards on your side of the field to remove them, as that is Lumineon's only purpose. However, be careful of using Defog against Defiant Pokemon such as Pawniard and Purugly, as they get an Attack boost and pressure Lumineon. Scald can be used on their predicted switch-in, as neither appreciates being burned. Lumineon will only be able to use Defog versus a slower, bulkier Pokemon lacking a super effective move against it such as Piloswine or Torkoal. Keep it away from stronger attackers or foes with super effective moves, (comma) such as Stoutland and Raichu, as they can easily OHKO it before it has a chance to remove entry hazards. Do not rely on Lumineon to wall Fire- or Water-types, as nearly every Pokemon of those types is capable of defeating Lumineon 1v1 aside from Torkoal, and Lumineon cannot switch into any of them safely. Use Toxic versus teams with a safe switch into Scald, (comma) such as Poliwrath, (comma) to get extra residual damage versus foes with Water-type immunities, as well as versus overall bulkier teams to wear them down with more passive damage. U-turn can also be used on predicted switches or versus faster opponents foes to get a free switch into a teammate that prefers to avoid taking hits. Avoid taking damage as much as possible, as Lumineon lacks recovery and can easily be worn down, leaving it unable to remove entry hazards without a free switch into a slower foe. Once Lumineon has removed entry hazards, it can be used to tank hits or as death fodder.

Team Options
========

Due to its nonexistent offenses, Lumineon should only ever be used on balanced VoltTurn teams or bulkier teams that really need an entry hazard remover not weak to Stealth Rock due to its nonexistent offenses. Teammates that fit well on VoltTurn teams, such as Raichu and Purugly, (comma) that fit well on VoltTurn should be used in conjunction with Lumineon. Pokemon such as Rapidash and Ninjask can benefit from its removal of Stealth Rock, as they otherwise take significant damage upon switching in. Any defensive Pokemon can help take hits for Lumineon, as it needs teammates to switch into the attacks aimed at it. In particular, Pokemon that resist Electric and or Grass, (comma) such as Stunfisk and Roselia, (comma) can help take super effective hits aimed at it, (comma) and Pokemon that resist Normal such as Carracosta can take on Stoutland, one of the few attackers not particularly bothered by being burned or poisoned thanks to Facade. Fire-types and other Pokemon weak to Water moves appreciate Lumineon's ability to deter foes from using Water-type attacks for fear of giving it a free switch in to Defog or spread status. Strong wallbreakers such as Stoutland can get a free switch in from Lumineon's slow U-turns to break down teams more effectively. Wish and Heal Bell users such as Lickilicky and Grumpig can keep Lumineon healthy to help combat its lack of recovery.

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

Lumineon can utilize Tailwind over Toxic to function as a Tailwind setter with access to a still somewhat slow U-turn, but Tailwind in general is not a very effective strategy in PU. A specially defensive spread is viable to take hits from Water-types such as Simipour better but is generally inferior, as most special attackers in the metagame carry super effective coverage against Lumineon. Ice Beam can be run to hit Grass-types looking to switch in for super effective damage but does little off of Lumineon's poor Special Attack stat. Lumineon can also try a faster spread for a quicker Defog or even offensive sets to be a little more threatening, but these are still outclassed by the likes of Swanna and Pelipper, which have higher offensive stats, secondary Flying-type STAB moves, and better movepools. Charm is an option to cripple physical attackers before U-turning into a different Pokemon, but it can easily be switched around and does nothing useful versus special attackers.

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

**Offensive Pokemon**: Lumineon's poor defensive stats and typing mean that nearly every offensive Pokemon in the metagame is capable of OHKOing or 2HKOing it, except those lacking a strong enough unresisted attack, such as Torkoal.

**Special Attackers**: Special attackers are not crippled by Scald burns upon switching in, leaving nearly every Pokemon (every Pokemon? not just special attackers? unless PU is really heavy on the special attackers; in that case, ignore this.) in the metagame capable of switching into and defeating Lumineon 1v1 thanks to its poor defenses and abysmal offenses.

**Electric-types**: Every Electric-type attacker can 2HKO Lumineon, and most are capable of OHKOing it thanks to its poor defenses. However, none enjoy switching into Lumineon's Scalds, as common Electric-types, such as Zebstrika and Raichu, can be worn down quickly with the combination of burn, Life Orb, and Stealth Rock.

**Grass-types**: Most Grass-types are not severely crippled by Scald burns, as nearly all are special attackers, and all Grass-types can OHKO or 2HKO Lumineon. Roselia in particular can heal its burns by switching out thanks to Natural Cure, can set up Toxic Spikes to cripple Lumineon, and does massive damage to it with STAB Giga Drain.

**Pokemon Not Crippled by Burns**: Pokemon that do not fear Scald burns from Lumineon have no trouble switching into and KOing it. This includes Guts and Quick Feet users such as Machoke and Ursaring, Pokemon with Natural Cure such as Roselia, Pokemon with Magic Guard such as Clefairy, and Stoutland running Facade.

**Residual Damage**: As Lumineon is forced to switch into entry hazards constantly (surely not constantly... replace with something like "often"/"frequently"/"repeatedly" imo) to remove them with Defog, it can be worn down rather easily, making it unable to take even the few hits that it could normally survive. Status ailments can also wear it down quickly, especially when Lumineon is forced to switch into Toxic Spikes to remove them with Defog.
 
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