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Distilled, 80 proof
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Join Date: Mar 2009
Posts: 2,004
Minneapolis
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Quote:
Originally Posted by Fat nyttyn
[Overview]
<p>Mollux is more than your average cute pokemon. Sporting 95/83/105 defenses, a great set of resistances, an unusually high special attack stat of 131 for a defensive pokemon, and the amazing ability of dry skin, it is a regenerative monster of a defensive pokemon in the rain, as it gets triple leftovers recovery thanks to dry skin. Not only that, but it also counters practically every water type pokemon out there with the exceptions of Starmie with psyshock and Cloyster with rock blast. It is also a great answer to top tier metagame threats such as Scizor, as few of them can break past Mollux's defenses and typing.
Unfortunately, it also has some pretty nasty downsides, such as taking damage in the sun and having only half fire resistance thanks to dry skin, as well as being weak to the infamous edgequake combo, thus losing to the fearsome Terrakion almost every time. To make matters worse, it takes a whooping 25% every time it swaps into the field when Stealth Rock is up.
However, if you can look past these weaknesses, you'll see a cute lava lamp of a companion who will be happy to brighten up your battles, one who will endure attacks for you through rain, shine, sand, and ice!</p>
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Mollux has a pretty unique typing, as per the concept, so it would be good to list all of its Bug, Fighting, Fire, Grass, Ice, Poison, Steel, and Water resistances/immunities here in the intro, as it's an impressive list. I think you should also clearly describe Mollux's three major metagame-relevant selling points: 1) countering Water-types, 2) immunity to damaging status (Burn/Toxic) in conjunction with Recover, and 3) its general effectiveness against VoltTurn cores like Scizor/Rotom-W (i.e. the 4x resist to U-turn and Special bulk enough to switch into most Volt Turns). I know you mentioned that first point, but I think explicitly calling out Politoed and Rain teams in particular would give people the right impression of Mollux's advantages while extolling the virtues of Dry Skin.
Mollux's drawbacks are much much more so the Stealth Rock and EdgeQuake weaknesses than the Dry Skin vs. Fire moves/Sun stuff. A SR-weak defensive Poke is a tough sell, and Rock/Ground coverage is really common on offensive teams (multiple members of the same team can be expected to carry one or both of these move types). Also that last sentence doesn't need to be its own paragraph, and watch for capitalization on ability and move names like Dry Skin and Psyshock.
Quote:
[SET]
<script language="JavaScript">
var set = new CAPSet();
set.name = "Rapid Spin";
set.move[1] = "Rapid Spin";
set.move[2] = ["Recover", "Protect"];
set.move[3] = ["Stealth Rock", "Toxic Spikes"];
set.move[4] = ["Lava Plume", "Thunder"];
set.item = "Black Sludge";
set.ability = "Dry Skin";
set.nature = "Calm";
set.evs.HP = 252;
set.evs.SpD = 252;
set.evs.Spe = 4;
document.write(composeSet(set));
</script>
<p>This Mollux set has amazing special bulk and surprising physical bulk due to its resistances. To make it better, Mollux is also immune to both Burn and Poison, two big threats to defensive pokemon. Sadly, however, it also has weakness to the common Stone Edge / Earthquake coverage combo found on many pokemon. Thanks to the fact that it enjoys such a massive boost to regeneration in the rain, this variant of Mollux should typically only be considered for teams with a user of Drizzle on board.
The first move, Rapid Spin, is the most important part of the set, as it removes all entry hazards (as well as leech seed which usually isn't as important) from the field. The second slot can be used as Recover if one wishes to have reliable recovery, or Protect if one wishes to scout out the enemy team. The third slot should typically be used for some sort of entry hazard, either Stealth Rock or Toxic Spike, but if you already have a hazard setter feel free to use a status inflicting move such as Will-O-Wisp or Toxic. The final slot is Lava Plume so that Mollux isn't total setup/taunt bait, but Thunder is an acceptable alternative given Lava Plume's low BP.
This Mollux set should be usually put onto rain teams, as Dry Skin's passive recovery is absolutely great. In addition, it enables rain teams to have a FWG (Fire Water Grass) core, something that is not usually feasible on rain teams. This is important as a FWG core gives useful resistances that can easily form the backbone of a team. </p>
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I personally don't think Mollux can both Spin and set hazards while effectively countering Rain all in one set, but w/e. Lava Plume is only good for its Burn chance, and it doesn't even 2HKO SpD Ferrothorn or physically defensive Skarmory in the rain. Without Toxic/Thunder/bolt, it isn't doing much to Water-types either, besides PP stalling. I would slot Toxic over Toxic Spikes (maybe even primary to SR), since Toxic Spikes were not even a thing in the playtest, thanks to Mollux, and the entry hazard itself has taken a pretty big hit this gen in terms of usefulness. You could possibly also slash Flamethrower into that fourth slot for 2HKOing all Ferrothorn and physically defensive Skarmory while OHKOing CB Scizor w/SR (Mollux is faster) in the rain. Even in the rain, Mollux needs its Fire moves to take on Ferros, Forrys, Jirachis, and Scizors, so slashing Thunder in there looks like trying to do too much at once. Again, all imo.
Regarding the set comments, I think this set in particular should stray away from looking like it depends on Drizzle support, as it is equally useful to Sand and weatherless teams for checking Rain while maintaining utility (and Sand/weatherless teams don't kill its primary STAB like rain does). You could mention something about Protect + Drizzle vs. Recover + weatherless/Sand teams or using Protect to rack up Toxic damage. Without Toxic/Thunder/bolt, it can't get past Jellicent, period, so definitely mention that, as Jelli is the main Spinblocker in OU and will Taunt Mollux into Struggling. Any one of those three moves will make it waste all of its Recovers or force it out so Mollux can Spin. Also you should delve into that FWG comment and list off some examples of good teammates like Rotom-W and Ferrothorn or even AmoonBro (was that a thing yet/back then?). Also note some good teammates for handling offensive Heatran, which switches into this Pokemon easily (Rotom-W comes to mind!).
Quote:
[SET]
<script language="JavaScript">
var set = new CAPSet();
set.name = "Toxic Stall";
set.move[1] = "Toxic";
set.move[2] = "Protect";
set.move[3] = "Flamethrower";
set.move[4] = ["Rapid Spin", "Recover", "Substitute"];
set.item = "Black Sludge";
set.ability = "Dry Skin";
set.nature = "Modest";
set.evs.HP = 252;
set.evs.SpA = 24;
set.evs.Spe = 232;
document.write(composeSet(set));
</script>
<p>This Mollux set attempts to outlast the opponent by using a combination of Toxic, Dry Skin, Protect, Black Sludge, and optionally Recover to outlast the accruing damage that Toxic deals. Thanks to the fact that Mollux will be recovering a huge portion of its HP every turn thanks to a combination of Dry Skin, which recovers it in the rain, Black Sludge, which gives passive recovery, and possibly Recover, which grants it a last-ditch 50% HP recovery, as well as the fact that it can block attacks every other turn with Protect, the opponent's pokemon will have be hard pressed to even scratch it.
The first move, Toxic, is pretty simple; it deals a stacking amount of damage every turn to the opponent's pokemon, which resets when they switch out. You then attempt to outlast the opponent with a combination of your passive recovery sources (Dry Skin, which heals you every turn for simply being in the rain, and Black Sludge, which heals you every turn almost always) and Protect, which will allow you to block almost every single form of direct damage for a turn as well as scout the opponent's team. Flamethrower is used in the third slot to avoid being taunt bait and to roast Scizor and Ferrothorn. The fourth slot is your choice; Rapid Spin if you need hazards down, Recover if you need more...well, Recovery, and Substitute if you think you need a status shield/additional scouting move.
This Mollux set absolutely cannot go outside of Rain teams due to its reliance on Dry Skin recovery. It should also not be considered if you lack a way of dealing with sun, as in the sun Dry Skin will actually cause Mollux to take damage every turn instead of recover it. This Mollux set also easily enables FWG cores on rainteams, which is always handy.</p>
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Okay this set is right on the money regarding weather; Drizzle support is crucial and so Politoed should be mentioned by name. You should mention why the EVs are the way they are (pretty sure it's to outrun the 36 Spe pixies and Adamant Breloom). Also it might help to run some calcs on stuff like CM or SpD Jirachi in the rain, so people can know what they're getting into with that Drizzle "support." Flamethrower is the attack of choice for a reason, so you should mention how a stray Burn from Lava Plume could complicate things for this particular set and how Fire Blast is too unreliable for a stall set with its low PP.
When I read the set comments, it looks like the first paragraph is comprised of two sentences that are saying the exact same thing. Immediately following that are another two sentences in a whole new paragraph that together repeat the first paragraph without adding much at all. "Toxic stalling" is something familiar to competitive Pokemon players; it doesn't need to be explained three times. You could mention Gliscor as a partner because the two have just incredible synergy by typing and both are able to hit Steel-types super effectively (but watch out for Earth Power + HP-Ice BalloonTran). Also there's that FWG comment again that could be more specific, and a Heatran solution should probably be emphasized as really really important.
Quote:
[SET]
<script language="JavaScript">
var set = new CAPSet();
set.name = "Tank";
set.move[1] = ["Flamethrower", "Fire Blast"];
set.move[2] = ["Thunderbolt", "Thunder"];
set.move[3] = ["Hidden Power Ice", "Hidden Power Water", "Hidden Power Grass", "Hidden Power Ground"];
set.move[4] = ["Recover", "Rapid Spin"];
set.item = "Black Sludge";
set.ability = "Dry Skin";
set.nature = "Modest";
set.evs.HP = 252;
set.evs.SpA = 252;
set.evs.Spe = 4;
document.write(composeSet(set));
</script>
<p>This Mollux set attempts to be a offensive tank by using a combination of firepower and recovery to punch holes in the enemy team and soak up attacks. As always, Black Sludge and Dry Skin recovery is very nice to have, as well as natural access to Recover, which will keep Mollux healthy throughout the match.
The first move can be Flamethrower if you wish to have reliablity, as it usually gets the job done for fire type attacks, but Fire Blast is a option for more power at the cost of accuracy. Thunderbolt once again usually suffices, but if you're running mollux under the rain and are conifdent you can keep it up then Thunder is a nifty option. Your choice of hidden power will depend on what you want Mollux to kill - Hidden Power Ice is great if you're afraid of dragons, Hidden Power Water takes care of ground types and Heatran, who would otherwise wall this set, Hidden Power Grass is for taking care of Rotom-W, while Hidden Power Ground can be used if you're deathly afraid of enemy Mollux. Finally, Recover is the preferred move in the last slot for keeping Mollux healthy, but if your team is hurting for a spinner then Rapid Spin is a option.
This Mollux set is very nice for aggressive rain teams looking for a FWG core, but can actually work outside of the rain thanks to a nifty typing and strong power. If you want to use it on a sun team, keep Dry Skin, as a water absorbtion can be really handy to cover your water-weak mons.</p>
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This all looks very good. I wonder if you could find instances where Thunder O-2HKOs things that Thunderbolt couldn't; that would be worth an explanation. I'm a little surprised to see no mention of Sludge Wave anywhere in the analysis; it's a decent alternative STAB, but I won't push that point, as the Hidden Powers are all well and good. I like the thought of Hidden Power Water in rain; is it worth neutering that Fire STAB? Also, my personal opinion is that this set could alternatively run Life Orb and Recover along with Fire Blast, since Mollux is actually quite a powertank, but that's just me. Again, mentioning specific Pokemon for teammates would be a great addition.
Quote:
[Other Options]
<p>Mollux can run a decent Choice Scarf set with Erruption as the main attack - however, it is outclassed entirely by other Choice Scarf users as it has both horrible speed and takes 25% of its HP every time it switches in. It can't run a Choice Specs set, as while the power is tempting, it's both slow and lacks a move with enough punch and coverage to be used for Specs. Final Gambit works as a decent surprise on most sets, due to a high max HP and reliable recovery, but it's nothing more then a gimmick the second time around. Air Balloon is tempting but a horrible option, as while you can avoid killer Earthquakes, it keeps Mollusk from absorbing Toxic Spikes, which is a great asset. Finally, Illuminate should never be considered, even on sun teams, as Dry Skin's water absorb is far too good to pass up. </p>
[Checks and Counters]
<p>Any strong ground or rock type attack will quickly spell an end for this poor Mollusk, with Dugtrio and Terrakion being notable offenders. Dugtrio can trap and kill Mollux in a single hit, while Terrakion just ruins its day with strong STAB edgequake and can even use it as setup, but has to watch out for burns. Neither of them can switch into a Lava Plume safely, however, without risking being burned. Heatran is another hard counter to Mollux, as it can wall any attack the Mollusk can throw out easily and 2HKO at worst with Earth Power. Gyarados can use sets which lack Thunder as complete set-up as well - sets with Substitute can even avoid lucky burns. Calm Mind Latias uses it as complete setup bait, doesn't particularly mind being burned, and can Recover away any damage the Mollusk tries to inflict. Defensive Volcarona can easily use it as setup bait and don't even have to worry about burns. Finally, any Dragon with Dragon Dance and Substitute can use Mollux to set up, and can even avoid burns. </p>
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OO is good, although I find when describing things as "horrible options" those things should probably be left out of the analysis altogether. There are small spelling and capitalization errors, such as "Erruption" and "ground or rock type." Checks and Counters is thorough. Overall good job. I shall return with more critique if this analysis even needs it by the time you've edited in the specifics.
Hope this helps!
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