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Old Feb 22nd, 2009, 5:26:40 AM   #184
Erodent
 
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A set that examines Azumarill's defensive qualities

Azumarill @ Leftovers
CAREFUL Nature (+SpD - SpA) - Thick Fat
EV Spread - 252 Hp / 252 SpD / 6 Spe
IV Spread - Nothing to be tweaked of note

Moves:
~ Knock Off
~ Encore
~ Seismic Toss
~ Light Screen / Body Slam / Sing / Toxic

Introduction / Process: Hello, fellows; and meet this new Azumarill set I tried out. It has been doing unusually well - but if you think it's silly, don't shoot me! If you're lazy to read everything just head on down to check the damage calculations :p

How did I create this? I was conducting research on Special Walls, really. Drain Punching Gallade or Hitmonchan? They have been done. Lanturn? Check. Curselax? Well, he was a sort of Special Defensive and Physically Offensive Tank, so I left it at that. However, I realized that I had forgotten to check useful abilities that would assist a Pokemon special defensively. As it turns out, Thick Fat halves the power of Fire and Ice moves inflicted upon a Pokemon. The Thick Fat Pokemon are

Azumarill (100/80/80) - Water
Dewgong (90/80/95) - Water/Ice
Grumpig (80/65/110) - Psychic
Hariyama (144/60/60) - Fighting
Miltank (95/105/70) - Normal
Purugly (71/64/59) - Normal
Snorlax (160/65/110) - Normal
Walrein (110/90/90) - Water Ice

Looking from that nice list of Thick Fatsoes, I decided that Hariyama had no business special walling, with no resistances to some common elements like Ice, Water, Fire. Purugly has horrible defensive stats. Miltank and Snorlax were similar to Hariyama - no useful resistances except Ghost. Grumpig was a poor choice because he could easily be destroyed with a powerful Pursuit. That left three Pokemon:

Azumarill (100/80/80) - Water
Walrein (110/90/90) - Water Ice
Dewgong (90/80/95) - Water/Ice

The next step was to consider common weaknesses resistances.

With Thick Fat in play, Walrein and Dewgong both have unimaginably high resistance to Ice - Ice moves now do 1/8 to them! Water does 1/2 and so does fire. However, they have rather unfortunate weaknesses, including the very common Fighting, which could easily OHKO or 2HKO them. Besides, Dewgong was meant for Hydration anyway.

Let's take a look at Azumarill, then. Many people often fail to realize Azumarill's superb defensive qualities, because when you look at an Azumarill, you would think, "Huge Power! Aqua Jet! Havoc! Physical Choice Band! Sweep!" and fail to think about his defenses. 100/80/80 is really quite bulky! Now, Water moves do 1/2 to him, Fire moves do 1/4, Ice moves do 1/4, and Steel moves do 1/2, which is an incredible useful resistance. Furthermore, a) Azumarill is not weak to fighting, b) Grass Knot only has 60 Base Power on him, c) Physical Grass / Thunder moves are not abundant.

EV Spread: It's special defensive and Hp all the way, maxing out Azumarill's defenses at 404/196/284. 6 Speed EVs are given to outrun no speed Tangrowth, at the very least.

Explanation: Although Azumarill doesn't have Thunder Wave or Will-O-Wisp up his sleeve, he does have a certain number of moves that provide good team support, namely Encore, Knock Off, and Light Screen. These three moves are fully made use of for this Azumarill. Azumarill can scout some Specs'd elemental attacks and wall them out while taking very little damage. Here is a rather nice damage calculation:

252 SpA +Spe Choice Scarf Heatran Fire Blast on 252 Hp / 252 SpD +SpD Thick Fat Azumarill: 10.40% - 12.13%

In other words, Azumarill shrugs off the damage completely, and with Lefties, the most damage Scarfed Heatran can do is (12.13%-6.25%) = 5.88%, while the least damage Heatran can do is (10.40%-6.25%) = 4.15%. Talk about a nice wall for our favorite Fire Blasting Arachnid? Indeed, you can laugh even harder, should you manage to set up Light Screen.

Moveset:

Knock Off: As we know, the statement Knock Off > Embargo (made by some Youtuber) is 100% true, and Knock Off is a great, GREAT move. Knock off can, well, knock off the Lefties of a wall, disabling 1/16 Hp Healing per turn, but moreover, I love Knock Off because it can be used to Scout. Scout what the hell that Salamence is - LOMence, Specsmence, Scarfmence? Scout the damn Scizor - LO, Choice Band, Choice Scarf? By knocking off a Pokemon's item, most of the time, you effectively know what type of Pokemon that is and should be prepared to switch out to a counter right away. Azumarill is no exception - Knock off should generally be the weapon of a Bulky Pokemon.

Encore: Encore is the definition of support! It's excellent because you can now make your opponent lock on to one attack while you switch out to an effective counter. Encore has helped me immensely while using Azumarill, most notably against Roosting Skarmories who believe Azumarill can't really touch them.

Light Screen: Azumarill may not have the 1/8 resistances to Ice that Dewgong and Walrein possess, but he can remedy this (on the special defensive side, anyway) with the use of Light Screen. Light Screen is another useful supportive move and further boosts Azumarill's special defensive characteristic.

Seismic Toss:Since we are not using a Huge Power Azumarill, his offensive power has dropped from a stunning 654...to 136. 136 is not impressive, lol; that's equivalent to a non-Hustle neutral natured Togekiss. Because of this, Azumarill is now unable to make use of moves like Superpower, Ice Punch, Aqua Jet, or even Waterfall. Thankfully, Seismic Toss presents itself to be a godsend here.

Body Slam: The objective on Body Slam on a Pokemon with 136 attack is not to cause damage, it is to hope for the 30% paralysis rate.

Sing or Toxic: Sing and Toxic are both acceptable status moves that Azumarill's bulk can use to its advantage. Personally, I am not a fan of Sing due to it's sloppy accuracy, but Toxic can be used for the purposes of stalling.

Calculations: No set is complete without damage calculations! Damage calculations are, after all, designed to convince the readers into believing that the Pokemon in question is as impressive as is being described :P Well, anyway, enjoy.

Heatran
252 SpA Neutral Scarf Earth Power: 20.54% - 24.26%
252 SpA Neutral Scarf Fire Blast: 10.40% - 12.13%
252 SpA Positive Specs Earth Power: 33.66% - 39.60%
252 SpA Positive Specs Fire Blast: 17.08% - 20.05%

Empoleon
252 SpA Positive Grass Knot: 27.23% - 31.93%
252 SpA Positive Ice Beam: 5.45% - 6.44%
252 SpA Positive Surf: 16.09% - 18.81%

Blissey
252 SpA Positive Flamethrower: 4.21% - 4.95%
252 SpA Positive Ice Beam: 4.21% - 4.95%
252 SpA Positive Thunderbolt: 33.17% - 38.86%

Celebi
Neutral Grass Knot: 27.72% - 32.67%

...Let's not even go into Cresselia =)

Infernape
252 SpA Neutral Flamethrower: 7.18% - 8.42%
252 SpA Neutral Grass Knot: 26.49% - 31.19%
64 Atk Neutral Close Combat: 39.11% - 46.04%

Porygon-Z
252 SpA Positive Tri-Attack: 30.94% - 36.39%
252 SpA Positive Thunderbolt: 48.76% - 57.43%

Scizor
252 Atk Positive Bullet Punch: 16.33%-19.31%
252 Atk Positive Superpower: 43.32% - 50.99%
252 Atk Positive X-Scissor: 43.32% - 50.99%

Weavile
252 Atk Neutral Ice Punch: 8.91% - 10.40%
252 Atk Neutral Night Slash: 32.67% - 38.61%


Salamence
252 SpA Positive Fire Blast: 6.68% - 7.92%
252 SpA Positive Draco Meteor: 46.29% - 54.46%
252 Atk Positive Outrage: 66.34% - 77.97%

Zapdos
Neutral Thunderbolt: 51.98% - 61.14%
252 SpA Neutral Thunderbolt: 63.12% - 74.26%

Magnezone
252 SpA Neutral Thunderbolt: 64.85% - 76.49%
252 SpA Neutral Flash Cannon: 13.61% - 16.09%
Magnezone really hurts :/

Electivire
252 Atk Positive Thunderpunch: 78.22% - 91.83% (Don't leave him in guys!)

Err, I think that's it for now? Let me know what you think.
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