Ninjask [QC: 3/3] [GP: 2/2]

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[OVERVIEW]

Ninjask is the fastest Pokemon in the entire unboosted metagame with a blazing fast Speed stat of 160. With a decent Attack stat of 90, Ninjask is able to hit for decent moderate (repeated word) damage with U-turn, an excellent move to pivot in and out, zooming past the opponent. While Ninjask's typing does not excel offensively or defensively, it can make its way into VoltTurn core thanks to its immunity to Ground-type moves and resistance to Fighting- and Grass-type moves. However, despite having decent power and a very high Speed stat, Ninjask still falls short. Because its Attack stat is decent mediocre at best, it struggles to break through much of the tier. Ninjask has 50% of its health stripped away just for switching into Stealth Rock because of its typing, which is very bad for a Pokemon that utilizes U-turn. Ninjask's terrible bulk, alongside weaknesses to common types, make it very hard to switch in. This also prevents Ninjask from being a better Baton Passer (better than what?). Ninjask's offensive movepool is also (flow) incredibly small, making it very easy to stop.

[SET]
name: Choice Band
move 1: U-turn
move 2: Aerial Ace
move 3: X-Scissor
move 4: Night Slash
item: Choice Band
ability: Infiltrator / Speed Boost
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn is decently powerful and grabs momentum, while also hitting important Pokemon such as Grumpig for solid damage all the while. (stop repeating words 9.9) Aerial Ace hits Fighting-types, such as Poliwrath, that would otherwise resist U-turn and has solid coverage all-around. Fire-types that resist U-turn, such as Ninetales and Rapidash, are also hit by Aerial Ace harder than anything else Ninjask carries. X-Scissor is used alongside U-turn because it's more consistent later in the match when Ninjask will not want to be switching out.(RP) and is more Uuseful to clean when cleaning up because it's more powerful than Aerial Ace. Night Slash hits Misdreavus and not much else. It's neutral on Steel-types for what that's worth, but it's still not an excellent option. Night Slash is pretty situational, and subpar, but Ninjask's last slot is very rarely used.

Set Details
========

252 EV investment goes into Attack and Speed to maximize offensive capability. Instead of running 4 HP EVs, 4 Defense EVs is more beneficiary to give Ninjask an odd HP number, allowing it to switch into Stealth Rock twice versus once. An Adamant nature is chosen because Ninjask needs all the power it can get, and a Jolly nature doesn't outspeed anything relevant. A Choice Band is used to increase Ninjask's damage output. It's preferable over Life Orb because Ninjask is worn down way too quickly to afford even more recoil, and it's going to be clicking U-turn most of the time anyways. Infiltrator gets around Substitutes, while Speed Boost could be used because it allows Ninjask to do a bit more work late game without fearing Choice Scarf, Sun, or Rain; however, neither is very useful in the long run.

Usage Tips
========

Ninjask should really stick to clicking U-turn early in the match because it allows it to grab momentum and get out of its checks. Later in the match, Ninjask can be a little bit looser. X-Scissor is more useful at this point to clean up because it's more powerful than U-turn and doesn't make Ninjask switch out. Ninjask absolutely needs entry hazards off of the field, so remove them as soon as possible or do not switch Ninjask in. While Ninjask can't really switch into much by itself, it can sort of switch in to some Grass- and Fighting-type Pokemon thanks to its 4x resistance to their STAB moves, but it has to be careful. Being worn down is a big issue, so try to keep it in a range where priority from the likes of Linoone or Mightyena will not KO it. Avoid status, specifically paralysis and burn, at all costs because it absolutely neuters all of Ninjask's offensive capability.

Team Options
========

Electric-types, such as Zebstrika, Raichu, and Rotom-Frost, keep up momentum via Volt Switch and offers great defensive synergy. Entry hazard removal is required no matter what, so a Rapid Spin users like Armaldo or a Defog user like Pelipper make for good partners. This is because Stealth Rock cuts Ninjask's health in half. (you've saids this more than a couple times already lol) Water-types, such as Simipour, Carracosta, and Floatzel, and Fighting-types appreciate Ninjask's ability to weaken Grass-types and Psychic-types, respectively being weakened. (sounds better imo) Probopass traps Steel-types and can form an VoltTurn core with Ninjask. Entry hazard support is appreciated. Roselia is a solid Spikes setter, Golem and Piloswine are solid Stealth Rock setters. Pokemon who set up, such as Ninetales, Carracosta, and Pawniard, all appreciate the pivoting abilities that Ninjask provides. Ground-, Fire-, and Fighting-types as a collective group are good partners because they can hit Steel-types. Torterra, Ninetales, and Poliwrath are a few examples. Note that Fire-types do stack a Stealth Rock weakness though. Fighting-types also appreciate Psychic-types being weakened.

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

Baton Pass could be viable thanks to Speed Boost, but it's really mediocre. (why?) Final Gambit is useful to take something out early game. Giga Drain hurts Carracosta and Barbaracle, making Shell Smashing on Ninjask shaky. Something interesting to note is that Shell Smash Carracosta is unable to outspeed Ninjask, so Giga Drain can also be used to revenge kill Carracosta. Aqua Jet and Stone Edge will KO Ninjask, however. (so giga drain can't actually revenge kill because aqua jet will kill it? don't think you should mention that then) Do note that simply using U-turn to pivot into a Grass-type is typically a much safer option.

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

**Passive Damage**: Stealth Rock strips 50% of Ninjask's health every time it comes in, making it a huge thorn in Ninjask's side. Other residual status, such as a burn and poison, will wear down Ninjask to the point of being KOed. This is incredibly noticeable because Ninjask is going to be switching in and out a lot, so it must remain healthy. Burns also make Ninjask even weaker than before.

**Physical Walls**: Ninjask only has base 90 Attack, which leaves bulky Pokemon such as Avalugg and Stunfisk shrugging off its attacks. It's only hope against these Pokemon is to utilize U-turn to gain momentum.

**Rock-type**: Carracosta, Barbaracle, and Golem all can KO in return via their STAB moves. Rock Blast from Golem or Armaldo KOes Ninjask regardless of Substitute (sub isn't even mentioned as a move in OO, why mention here?) or not as well. Probopass gains momentum from Ninjask being on the field. Carracost + and Barbaracle can set up on a U-turn.

**Revenge Killers**: Ninjask lakes lacks bulk, leaving it vulnerable to priority and Choice Scarf users. Some examples include Pawniard, Basculin, Mightyena for priority and Mr. Mime and Rotom-Frost for Choice Scarf.

gp 1/2
 
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[OVERVIEW]

Ninjask is the fastest Pokemon in the entire unboosted metagame with a blazing fast Speed stat of 160. With a decent Attack stat of 90, Ninjask is able to can hit for moderate damage with U-turn, an excellent move to pivot in and out, zooming past the opponent while pivoting out to a teammate. While Ninjask's typing does not excel offensively or defensively, it can make its way into VoltTurn core thanks to its immunity to Ground-type moves and resistance to Fighting- and Grass-type moves. However, despite having decent power and a very high Speed stat, Ninjask still falls short. Because Ninjask's its Attack stat is mediocre at best, and it struggles to break through much of the tier. Ninjask has 50% of its health stripped away just for switching into Stealth Rock because of its typing, which is very bad for a Pokemon that utilizes U-turn. Ninjask's terrible bulk, alongside weaknesses to common types, and weakness to Stealth Rock make it very hard to switch in. This also prevents keeps Ninjask from being better in the role of a better Baton Passer. Ninjask's offensive movepool is also incredibly small, making it very easy to stop.

[SET]
name: Choice Band
move 1: U-turn
move 2: Aerial Ace
move 3: X-Scissor
move 4: Night Slash
item: Choice Band
ability: Infiltrator / Speed Boost
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe

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

U-turn is decently powerful and grabs momentum, (RC) while also hitting important Pokemon such as Grumpig for solid damage. Aerial Ace hits Fighting-types, such as Poliwrath, that would otherwise resist U-turn and has solid coverage all-around. Fire-types that resist U-turn, such as Ninetales and Rapidash, are also hit by Aerial Ace harder than anything else Ninjask carries. X-Scissor is used alongside U-turn because it's more consistent later in the match when Ninjask will not want to be switching out and is more useful when cleaning up because it's more powerful than Aerial Ace. Night Slash hits Misdreavus, (AC) and is and not much else. It's neutral on Steel-types for what that's worth, but it's still not an excellent option. Night Slash is pretty situational, and subpar, but Ninjask's last slot is very rarely used.

Set Details
========

252 EVs investment goes into Attack and Speed to maximize offensive capability. Instead of running 4 HP EVs, 4 Defense EVs is more beneficiary are used to give Ninjask an odd HP number, allowing it to switch into Stealth Rock twice versus once. An Adamant nature is chosen because Ninjask needs all the power it can get, and a Jolly nature doesn't let Ninjask outspeed anything relevant. Choice Band is used to increase Ninjask's damage output. It's preferable over Life Orb because Ninjask is worn down way too quickly to afford even more recoil, and it's going to be clicking U-turn most of the time anyway. Infiltrator gets around Substitutes, while Speed Boost could be used because it allows Ninjask to do a bit more work late-game without fearing Choice Scarf, sun, or rain; however, neither is very useful in the long run.

Usage Tips
========

Ninjask should really stick to clicking U-turn early in the match because it allows it Ninjask to grab momentum and get out of its checks. Later in the match, Ninjask can be a little bit looser. X-Scissor is more useful at this point to clean up because it's more powerful than U-turn and doesn't make Ninjask switch out. Ninjask absolutely needs entry hazards off of the field, so remove them as soon as possible or do not switch Ninjask in. While Ninjask can't really switch into much by itself, it can sort of switch in to some Grass- and Fighting-type Pokemon thanks to its 4x resistance to their STAB moves, but it has to be careful. Being worn down is a big issue, so try to keep it in a range where priority from the likes of Linoone or Mightyena will not KO it. Avoid status, specifically paralysis and burn, at all costs because it absolutely neuters all of Ninjask's offensive capability.

Team Options
========

Electric-types, such as Zebstrika, Raichu, and Rotom-Frost, keep up momentum via Volt Switch and offers great defensive synergy. Entry hazard removal is required no matter what, so a Rapid Spin users like such as Armaldo or a Defog user like Pelipper make for good partners. Water-types, such as Simipour, Carracosta, and Floatzel, and Fighting-types, such as X, Y, and Z, appreciate Ninjask's ability to weaken Grass-types and Psychic-types, respectively. Probopass traps Steel-types and can form a VoltTurn core with Ninjask. Entry hazard support is appreciated. Roselia is a solid Spikes setter; (SC) Golem and Piloswine are solid Stealth Rock setters. Setup Pokemon who set up, such as Ninetales, Carracosta, and Pawniard, all appreciate the pivoting abilities that Ninjask provides. Ground-, Fire-, and Fighting-types as a collective group are good partners because they can hit Steel-types. Torterra, Ninetales, and Poliwrath are a few examples. Note that Fire-types do stack a Stealth Rock weakness though.

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

Baton Pass could be viable thanks to Speed Boost, but it's really mediocre due to Ninjask's subpar defensive typing and poor bulk. Final Gambit is useful to take something out early game. Giga Drain hurts Carracosta and Barbaracle, making Shell Smashing on Ninjask a shaky option. Something interesting to note is that Shell Smash +2 Carracosta is unable to outspeed Ninjask, so Giga Drain can also be used to revenge kill Carracosta. Aqua Jet and Stone Edge will both OHKO I assume? Ninjask, however. Do note that Simply using U-turn to pivot into a Grass-type is typically a much safer option.

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

**Passive Damage**: Stealth Rock strips 50% of Ninjask's health every time it Ninjask comes in, making it a huge thorn in Ninjask's side. Other residual statuses, such as a burn and poison, will wear down Ninjask to the point of being KOed. This is incredibly noticeable because Ninjask is going to be switching in and out a lot, so it must remain healthy. Burns also make Ninjask even weaker than before.

**Physical Walls**: Ninjask only has base 90 Attack, which leaves bulky Pokemon such as Avalugg and Stunfisk shrugging off its attacks. Its only hope against these Pokemon is to utilize U-turn to gain momentum.

**Rock-types**: Carracosta, Barbaracle, and Golem all can KO in return via their STAB moves. Rock Blast from Golem or Armaldo will always KO Ninjask. Probopass gains momentum from Ninjask being on the field how?. Carracost and Barbaracle can set up on a U-turn.

**Revenge Killers**: Ninjask lacks bulk, leaving it vulnerable to priority and Choice Scarf users. Some examples include Pawniard, Basculin, Mightyena for priority, (AC) and Mr. Mime and Rotom-Frost for Choice Scarf.

2/2
 
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