Create-A-Pokemon Strategy Pokedex

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Got any edits? Post in the relevant analysis.
All analysis' are 100% up to date as of 5/09/09. If you find a typo or feel a piece of information is innaccurate or if you want to make a controversial (read: any) change to the analysis then post in the respective analysis workshop threads. Cheers.​

Syclant Analysis
Syclant Pokedex

Revenankh Analysis
Revenankh Pokedex

Pyroak Analysis
Pyroak Pokedex

Fidgit Analysis
Fidgit Pokedex

Stratagem Analysis
Stratagem Pokedex

Arghonaut Analysis
Arghonaut Pokedex

Kitsunoh Analysis
Kitsunoh Pokedex

Cyclohm Analysis
Cyclohm Pokedex
 

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Syclant

tennisace said:
[SET]
name: Tail Glow Sweeper
move 1: Tail Glow
move 2: Ice Beam
move 3: Bug Buzz
move 4: Earth Power / Hidden Power Fire
item: Focus Sash / Life Orb
ability: Mountaineer
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>This is a very threatening set. Put 114 Special Attack and 115 Speed together with great offensive typing, and throw in arguably one of the best stat-up moves in the game, and this is the result. Tail Glow, Ice Beam, and Bug Buzz form the core of the set, boosting Syclant's Special Attack to sky high levels.</p>

<p>The last slot is best occupied by Earth Power, which deals with threats like Infernape, Tentacruel, non-scarf Heatran, and Lucario. However, Hidden Power Fire is an equally viable option, though you lose some coverage while using it. It will completely annihilate Scizor and Forretress, and leave a large dent in Bronzong. Blizzard is another option over Mountaineer with Compoundeyes, boosting it's accuracy to around 91%, or with Hail support, making it's accuracy nearly perfect. Be aware that while using Compoundeyes, you take 50% from Stealth Rock, so Rapid Spin support is strongly advised if you want to live.</p>

<p>Focus Sash is the best option for an item, as it allows you to get in one more hit before dying to something like a Stratagem Paleo Wave or Scizor Bullet Punch. However, with Sandstorm teams running amok, Life Orb is useful for the extra power it provides, albeit with the negative side effect of losing 16.25% of your health in Sandstorm.</p>

[SET]
name: Swords Dance Sweeper
move 1: Swords Dance
move 2: X-Scissor
move 3: Ice Shard / Ice Punch
move 4: Brick Break
item: Focus Sash / Life Orb
ability: Mountaineer
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]

<p>This set is the physical equivalent of the Tail Glow set, with slightly higher Attack than Special Attack at base 116. However, it has slightly worse coverage. X-Scissor and Ice Shard are your main STAB attacks, and are particularly effective at eliminating most of Syclant's main switch-ins, due to their higher Special Defense on average. Ice Punch is a good option over Ice Shard if you want more power in exchange for the loss of priority.</p>

<p>The last slot is best occupied by Brick Break, allowing it to hammer most Steel-types harder than it's other attacks. However, Shadow Claw is an option to hit Revenankh for Super Effective damage, as well as Aerial Ace. Dig is an option if you're in need of a ground move on Syclant, but the two turn charge-up is quite undesirable. As for the item, Focus Sash is once again the main option, with Life Orb as an option. Mountaineer is completely recommended over Compoundeyes due to all the moves being 100% accurate.</p>

[SET]
name: Choice
move 1: Ice Beam / Blizzard
move 2: Bug Buzz
move 3: Earth Power
move 4: Hidden Power Fire/ Air Slash
item: Choice Specs / Choice Scarf
ability: Mountaineer
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>This set has the ability to do massage damage to most of the OU metagame, provided you predict right. Bug Buzz, Ice Beam, Earth Power provide excellent coverage on most of the OU metagame, with a few exceptions. Hidden Power Fire can work in the last slot to hit Steel-type Pokemon (save Heatran), but Air Slash can demolish Revenankh and other Syclant. If you wish, you can use a Modest nature and a Choice Scarf with the same set to become a better revenge killer, but you lose a significant amount of power doing so. Mountaineer is the preferred option for the ability once again, so Syclant can switch in more.</p>

[Other Options]

<p>A Choice Band Set can be put together to surprise Syclant's counters who are usually special based, however it's not that great and is outclassed by the Swords Dance set. U-turn can be used for scouting on choice sets, since most of it's counters can be trapped with either Dugtrio or Magnezone. Night Slash, Crunch, and Shadow Claw are specific options to hit Psychic-types and Ghost-types. However, the low base power is slightly off-putting. Rock Slide is an option to deal with other Bug-types and Ice-types, as is Fire Fang. Counter can be abused with Focus Sash to get rid of a pesky threat like Tyranitar or Scizor, sacrificing yourself in the process. Return can be used for neutral coverage, but is generally inferior to anything else Syclant has.</p>

[EVs]

<p>EVing Syclant is quite simple. Just put 252 EVs in Speed, and then 252 EVs in whatever attack stat you're using. It's futile to go mixed, as it doesn't allow Syclant to OHKO anything notable.</p>

[Opinion]

<p>Syclant can tear through some of D/P's prestige walls, but is extremely high maintenance. Its typing is a mixed bag. It has two wonderful STABs for an offensive Poke, but is hindered by a horrible SR weakness, and two glaring 4x weaknesses. Mountaineer takes care of this, but leaves it using a weaker STAB. If you can keep Syclant in good condition then it will be a great asset to your team.</p>

<p>In order to survive, Syclant relies on its extremely powerful and accurate STAB moves and its impunity to Stealth Rock. Taking either one of these away will weaken it significantly. If it is running the Compound Eyes ability, an opponent that can use Stealth Rock and prevent them from being spun away will stop Syclant in its tracks. If Syclant is using Abomasnow's hail for 100% accuracy Blizzard then your own weather changer will hinder it.</p>

[Counters]

<p>Scizor is Syclant's best counter, only fearing the rare Hidden Power Fire, and OHKOing with Bullet Punch with or without a Swords Dance. Scarf Heatran can also dispatch of Syclant quite easily, toasting it to a crisp with any of its Fire-type moves; Stratagem works the same way and can outspeed Syclant and OHKO with any Rock-type move. Tyranitar can easily survive a Bug Buzz and OHKO with Stone Edge; Bronzong and Forretress can survive an attack and OHKO with Gyro Ball. Machamp can survive most attacks and OHKO with Stone Edge. Blissey can shut down any special-based Syclant with it's amazing defenses. As far as general counters go, Bulky Water-types do a good job of shutting it down and setting up on it, particularly CM Cune.</p>
 

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Syclant
Bug/Ice
Ability: Compound Eyes/ Mountaineer
70 / 116 / 70 / 114 / 65 / 115

How about "Syclant"? [pronounced sickle-ant]. Icicle+Ant.
Compound Eyes: Raises accuracy of moves by 30%.

Mountaineer: This Pokemon takes no indirect or direct damage from Rock type attacks upon switching in. This doesn't block additional effects.

Dex Entry 1: "The icicles on SYCLANT's back grow bigger as it gets older, the older a SYCLANT is the longer the icicles are. The icicles are 100x stronger than any POKEMON's bone and razor sharp."

Dex Entry 2: "Wild SYCLANT's are very aggressive, so much so that they live alone. They train by breaking apart large glaciers."

Dex Entry 3: "Wild SYCLANT are fearsome predators. Even in harsh blizzards they can quickly chase down their prey with stunning agility. Should a DELIBIRD find itself near a colony, it would be swarmed almost immediately."

Height: 5' 7"
Weight: 115 lbs

Movepool:

Level:
- Scratch
- Leer
- Leech Life
7 Leech Life
10 Ice Shard
14 Knock Off
18 Slash
23 Bite
29 Swords Dance
32 X-Scissor
40 Night Slash
49 Ice Fang
55 Bug Buzz
64 Sheer Cold

TMs/HMs:
TM 03 Water Pulse
TM 06 Toxic
TM 07 Hail
TM 10 Hidden Power
TM 12 Taunt
TM 13 Ice Beam
TM 14 Blizzard
TM 15 Hyper Beam
TM 17 Protect
TM 18 Rain Dance
TM 19 Giga Drain
TM 21 Frustration
TM 27 Return
TM 28 Dig
TM 31 Brick Break
TM 32 Double Team
TM 39 Rock Tomb
TM 40 Aerial Ace
TM 41 Torment
TM 42 Facade
TM 43 Attract
TM 44 Secret Power
TM 45 Attract
TM 46 Thief
TM 51 Roost
TM 54 False Swipe
TM 56 Fling
TM 58 Endure
TM 60 Drain Punch
TM 62 Silver Wind
TM 65 Shadow Claw
TM 66 Payback
TM 68 Giga Impact
TM 70 Flash
TM 72 Avalanche
TM 75 Swords Dance
TM 78 Captivate
TM 80 Rock Slide
TM 81 X-Scissor
TM 82 Sleep Talk
TM 83 Natural Gift
TM 84 Poison Jab
TM 87 Swagger
TM 89 U-Turn
TM 90 Substitute
HM 01 Cut
HM 04 Strength
HM 06 Rock Smash

Egg Moves (Bug Group):

- Earth Power (Trapinch)
- Counter (Forretress)
- Air Slash (Scyther, Scizor)
- Crunch (Skorupi, Drapion, Trapinch)
- Tail Glow (Volbeat)
- Metal Claw (Scizor)

Tutor moves
- Air Cutter
- Fury Cutter
- Ice Punch
- Icy Wind
- Knock Off
- Swift
- Bounce
- Earth Power
- Mud Slap
- Signal Beam
- Snore
 

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Revenankh
tennisace said:
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Shadow Sneak
move 3: Hammer Arm
move 4: Rest
item: Leftovers
ability: Shed Skin
nature: Careful
evs: 252 HP / 120 Def / 136 SpD

[SET COMMENTS]
<p>Revenankh can easily come in on its many resists and immunities, and thus take advantage of the switches it causes. Bulk Up makes it all but impregnable to physical attacks, as well as boosting its already decent attack stat to make it an even greater threat. As such, is recommended that you tend to it's Special Defense with your EVs, since it is so easy to stat-up in a metagame without many common phazers. Rest allows you to easily switch in on Toxic Spikes or Will-o-Wisp and Shed Skin off the status. For that reason, Sleep Talk is not necessary on this set, because you have a 51% chance of waking up early with Shed Skin.</p>

<p>As for your offensive moves, Hammer Arm is your strongest Fighting-type move, allowing it to put the hurt on many Pokemon that are neutral to it after a Bulk Up or two. Because of the speed drop, Shadow Sneak is recommended in tandem with Hammer Arm, because the priority negates the speed drop somewhat. Shadow Sneak will easily OHKO Azelf and Gengar after a couple Bulk Ups, and severely dent the Rotom formes and other Revenankh. However, you can also use Mach Punch and Shadow Punch if you would like to get the jump on Pokemon like Weavile and Stratagem. It is recommended that you use 252 HP / 116 Atk / 136 Def / 4 Spe with an Impish Nature when using Mach Punch, as after only one Bulk Up it will allow you to 2HKO Bulky Tyranitar and Stratagem with Mach Punch, while avoiding a 2HKO due to priority. If you're not sold on Hammer Arm's accuracy and speed drops, you can use Brick Break instead of it. This also gets rid of pesky screens in your way.</p>

[SET]
name: Three Attacks
move 1: Hammer Arm
move 2: Shadow Sneak
move 3: Ice Punch / Power Whip
move 4: Rest / Bulk Up
item: Life Orb / Leftovers
ability: Shed Skin
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[SET COMMENTS]
<p>This set has some advantages over the Bulk Up set in the extra move slot, giving much better coverage and making it more of an immediate threat. The final move can either be Ice Punch to deal with Dragon-types and Flying-types like Dragonite and Zapdos, or Power Whip to take down bulky Water and Ground-types like Vaporeon and Hippowdon.</p>

<p>Rest is the main option in the last slot, allowing you to heal off the damage of Life Orb, however Bulk Up is also viable if you wish to set up on some threats. Leftovers is also a viable option if you wish to trade some power for bulkiness.</p>

[SET]
name: Choice
move 1: Shadow Punch
move 2: Mach Punch
move 3: Ice Punch
move 4: Power Whip
item: Choice Band
ability: Shed Skin
nature: Adamant
evs: 252 Hp / 252 Atk / 4 Spe

[SET COMMENTS]
<p>Revenankh can also run a bulky Choice Band set effectively. In this case, Shadow Punch and Mach Punch are the main options, as the speed drop from Hammer Arm is undesirable. The STAB moves are unresisted, and type coverage is augmented by Ice Punch and Power Whip, covering almost every type for super-effective damage. This set requires a lot of prediction, but can easily annihilate its counters. What sets Revenankh's choice set apart from every other Fighting-type's choice set is Shed Skin, which prevents it from ever being permanently statused. Pursuit is an option to hit physically weak Psychic-types and Ghost-types while they switch out.</p>

[Rest Vs. Moonlight]
<p>On most of the tanking sets both Rest+Shed Skin and Moonlight+Air Lock are valid options. Both have their equal pros and cons. With Rest, Revenankh is protected from status and can heal 100% of it's HP instantly. It also has a 51% chance of waking up earlier than usual thanks to Shed Skin. Moonlight on the other hand has the benefit of not spending a possible two turns sitting there doing nothing, possibly giving the opponent an opportunity to set up on you. Air Lock also prevents Sandstorm or Hail from wearing you down. However, generally the protection from status is better than protection from weather due to leftovers healing off the damage from weather.</p>


[Other Options]
<p>Ice Punch and Mach Punch can be used on the Bulk Up set to hit a lot of Revenankh's counters. Sleep Talk can be used on any set that includes Rest, but with Shed Skin Revenankh has a 51% chance of waking up early so it won't see much use. Note that Shed Skin cures status at the end of a turn, however, so there is no chance of using Sleep Talk and wasting a turn due to waking up. Knock Off and Taunt are great utility moves which can be used to stop enemy tanks, stat-uppers and Choice users respectively. Substitute and Focus Punch can be used if you want an alternate way to protect yourself from status as well as a stronger Fighting attack, but it saps Revenankh of the HP it so dearly relies on. Drain Punch can be used to take advantage of the healing from Pokemon like Blissey, however it isn't very powerful. Revenankh has access to Nasty Plot, and attains a Special Attack stat of 508 after one.</p>


[EVs]
<p>When using Bulk Up, Special Defense and HP should be priorities when EVing. Careful, 252 HP EVs and 136 Special Defense EVs should provide you with adequate coverage. Max Attack can also be used to OHKO Gengar and Azelf with Shadow Sneak after a Bulk Up. On any other defensive set more EVs should be invested into defenses. Maximum HP should not be tampered with as it reaches optimal Leftovers recovery. 128 Atk EVs could be invested to 1HKO Blissey with Hammer Arm after a Bulk Up. Alternatively, Careful Revenankh needs 160 Spe EVs to outrun 4 Spe Blissey after a Hammer Arm, but Blissey isn't much of a threat to Revenankh. 44 Speed EVs can be invested to outspeed 0 EV Skarmory, which can be useful to Taunt it before it can set up, but Revenankh can't do much in return without Bulk Up. Offensive sets should just max HP and their attacking stat of choice.</p>


[Opinion]
<p>Revenankh is a very solid choice as a tank. Two excellent forms of healing, the best STABs in the game, and the ability to boost both its offense and it's defense at the same time with Bulk Up makes it a formidable opponent if not dealt with swiftly. If Revenankh is not carrying Bulk Up it is significantly less threatening in the long run, but short term could easily cripple most Pokemon with Knock Off or get an unexpected kill with Ice Punch or Power Whip. Choice sets have the ability to land a few surprise kills, but as with all Choice sets they require prediction to work effectively.</p>

[Counters]
<p>Because Revenankh is constantly boosting its physical defense with Bulk Up, some of its best checks and counters are special attackers. Togekiss is the best Revenankh check, because has STAB Air Slash to beat down Revenankh, and it doesn’t have to worry as much about 2HKOing Revenankh due to the flinch rate, though it also takes neutral damage from Hammer Arm and x2 damage while Roosting. Zapdos with Metal Sound will threaten a 2HKO on Revenankh with Thunderbolt after a Special Defense drop. Zapdos can also use HP Flying, although it will need a significant investment in Special Attack to ensure a 2HKO on a 252 HP/136 Special Defense Revenankh. Calm Mind Jirachi with Psychic can switch in on Revenankh with virtual impunity and threaten to set up and sweep. Offensive Celebi, Slowbro and Cresselia are similar, however they have to be more wary, as unlike Jirachi, Revenankh hits them super effective with its Ghost STAB.</p>

<p>Some physical attackers can hit hard enough to bypass Revenankh’s defense boosts and force it out. Choice Band Staraptor is a serious threat to Revenankh, as it is immune to Shadow Sneak and will OHKO with Brave Bird even after a Bulk Up. Choice Band Metagross will easily 2HKO Revenankh with Zen Headbutt after a Bulk Up, and without one it will OHKO. Bulky Gyarados is one of the best switch-ins to Revenankh, as it has Intimidate to neutralize an Attack boost and has Taunt to stop it from setting up further. Salamence also has Intimidate, but DD Mence won’t fare as well without Taunt. Choice Band Salamence will always 2HKO Revenankh with Outrage after a Bulk Up. All Salamence variants should be careful of the rare Ice Punch.</p>

<p>Some Pokemon can hinder Revenankh from sweeping through methods other than brute force. Any faster user of Trick can Trick a choice item onto Revenankh anywhere in the middle of its set up, and will severely cripple it's ability to sweep. Fidgit takes little damage from all of Revenankh’s attacks and can Encore Bulk Up, then either Whirlwind it out or let another Pokemon set up on it. Skarmory can come in and Whirlwind it away, or deal heavy damage with Swords Dance and Brave Bird. It also has the ability to Taunt, if need be, and if it doesn’t switch in on a Bulk Up, Brave Bird will 2HKO. Bulky Suicune can also set up on Revenankh and Roar it out, or attack its weaker Special Defense with powerful Surfs. Defensive Celebi doesn’t mind Shadow Sneak too much and can force Revenankh out with Perish Song.</p>
 

Sunday

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Revenankh. (Rev-en-ahn-k.)

Revenant + Ankh.

Revenant is defined in the dictionary as a spirit that has returned after death. Ahnk is the egyptian symbol for life.

It sounds the smoothest that I've come up with so far. The rest are all strange or clunky.

It could also stand for Revenge and Ankh.

Revenanhk. I could learn to like that name

Typing: Ghost/Fighting
Our stat spread for Revenankh is:
90 / 105 / 90 / 65 / 100 / 65

Primary Ability:
Shed Skin
This Pokémon has a 30% chance of removing Burn, Freeze, Paralysis, Poison, and Sleep at the end of each turn.

Secondary Ability:
Air Lock
While Pokémon with Air Lock are out, the effects of weather are temporarily disabled. Fire and Water moves are at normal power in sun and rain, Rocks have normal Special Defense in sandstorm, SolarBeam has 120 power and takes 2 turns, and Blizzard and Thunder have normal accuracy. The game will report that the weather is still going, however. The weather's effects will return when the Pokémon with Air Lock switches out.

Pokedex Entry #1:
"It is said that REVENANKH have to train regularly to keep their physical form. Should one ever slack off, it will be reduced to mere bandages."

Pokedex Entry #2:
"REVENANKH is known to inhabit tombs or crypts to avoid light and train itself in peace. However, if anyone disturbs it, REVENANKH has been known to chase the intruders for anything from a week to decades."

Pokedex Entry #3:
"Though normally solitary, REVENANKH gather on full moon nights in remote desert locations. Contests of strength often follow."

Height= 6 ft. 0 in.
Weight= 97 lbs.

Level Up Moves:
1. Ice Punch
1. Wrap
1. Bide
3. Sand Tomb
7. Rock Tomb
10. Imprison
14. Arm Thrust
18. Mean Look
21. Glare
24. AncientPower
28. Shadow Punch
32. Revenge
36. Power Whip
45. Hammer Arm
52. Grudge
52. Curse
60. Moonlight

Egg Moves: (Indeterminate / Humanshape)
Shadow Sneak (Dusknoir, Banette, Sableye, Spiritomb)
Mach Punch (Hitmonchan, Infernape)
Memento (Spiritomb, Muk, Weezing)
Spite (Gengar, Mismagius, Banette, Spiritomb)
Destiny Bond (Gengar, Weezing, Wobbuffet, Cacturne)
Pursuit (Hitmontop, Dusknoir, Spiritomb, Toxicroak)
Ominous Wind (Drifblim, Spiritomb, Rotom)
Knock Off (Hariyama, Sableye, Banette)
Night Shade (Gengar, Sableye, Banette, Dusknoir)
Nasty Plot (Spiritomb, Toxicroak)
Force Palm (Hariyama, Medicham, Lucario)

TMs:
1. Focus Punch
6. Toxic
8. Bulk Up
10. Hidden Power
11. Sunny Day
12. Taunt
15. Hyper Beam
17. Protect
20. Safeguard
21. Frustration
26. Earthquake
27. Return
30. Shadow Ball
31. Brick Break
32. Double Team
37. Sandstorm
39. Rock Tomb
41. Torment
43. Secret Power
44. Rest
48. Skill Swap
52. Focus Blast
56. Fling
58. Endure
60. Drain Punch
63. Embargo
66. Payback
68. Giga Impact
79. Dark Pulse
80. Rock Slide
82. Sleep Talk
87. Swagger
90. Substitute
HM04. Strength
HM06. Rock Smash

Previous Information and Threads:
Part 14a - Spriting
Part 14 - Spriting
Part 13 - Evolutions
Part 12 - Sprite Gathering
Part 11 - Analysis
Part 10a - Pokedex Entry
Part 10 - Pokedex Entry
Part 9 - Name
Part 8 - Move Pool
Part 7b - Ability
Part 7a - Ability
Part 7 - Ability
Part 6b - Art
Part 6a - Art
Part 6 - Art
Part 5 - Base Stats
Part 4a - Base Stat Range
Part 4 - Base Stat Range
Part 3 - Role
Part 2b - Secondary Typing
Part 2a - Secondary Typing
Part 2 - Secondary Typing
Part 1b- Main Typing
Part 1a - Main Typing
Part 1 - Main Typing
The Beginning
 

Sunday

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Pyroak
[SET]
name: Tank
move 1: Leech Seed
move 2: Lava Plume
move 3: Grass Knot
move 4: Rest / Synthesis / Aromatherapy
item: Leftovers
ability: Battle Armor
nature: Bold
evs: 252 HP / 16 Def / 240 SpD

[SET COMMENTS]
Use Pyroaks's amazing defenses to come in with ease, and start putting a hurt into opponents. Even with no SpA EVs, Grass Knot is a 3HKO on Tyranitar, Lava Plume can burn him and he will not enjoy Leech Seed either, so do not worry too much about him. Heal status with Rest or Aromatherapy when needed. Feel free to engage in stall wars if you please: Leech Seed and his immunity to critical hits will allow Pyroak to come out on top.


[SET]
name: Rest + Sleep Talk
move 1: Lava Plume
move 2: Grass Knot / Leech Seed
move 3: Rest
move 4: Sleep Talk
item: Leftovers
ability: Battle Armor
nature: Bold
evs: 252 HP / 136 Def / 32 SpD / 88 Spe

[SET COMMENTS]
Pyroak can serve as a decent status absorber if need be. Lava Plume again provedes a reasonable chance of Burn while Grass Knot covers Bulky Waters and Grounds. Rest and Sleep Talk are the bread and butter of the set allowing Pyroak to absorb Status and hopefully inflict them off in his sleep.


[SET]
name: Sunny Day
move 1: Sunny Day
move 2: Fire Blast
move 3: Solarbeam / Grass Knot
move 4: Hidden Power Fighting / Hidden Power Ground
item: Heat Rock
ability: Battle Armor
nature: Bold
evs: 164 HP/ 252 SpA / 8 SpD / 84 spe

[SET COMMENTS]
Pyroak is a great choice for setting up Sunny Day. Although it can not abuse it directly, none of the three OU auto-weather Pokemon will dare switch into this. Abomasnow is 1HKO'd by Fire Blast, as Hippowdon is by Grass Knot. Solarbeam is not reccomended as if Hippowdon switches in on the same turn you use it you will be stuck charging, locked into using Solarbeam next turn and without sun. Hidden Power Fighting brings the ever menacing Tyranitar to his knees, but Hidden Power Ground allows you to hurt Heatran, who would love to abuse your sun itself. If you run Hidden Power Ground keep in mind that Grass Knot is still a 3HKO on most Tyranitar.


[SET]
Name: Physical
Move 1: Howl / Synthesis / Rest
Move 2: Flare Blitz
Move 3: Wood Hammer
Move 4: Brick Break / Synthesis / Sleep Talk
Item: Life Orb
Ability: Rock Head
Nature: Adamant
EVs: 152 HP / 252 Atk / 16 SpD / 88 Spe

[SET COMMENTS]
Pyroak isn't afraid to get down and dirty with his attack. Even at 70 base, his quality movepool, excellent typing, and complimentary ability allows him to be a bona fide menace to any unsuspecting team. Surprising as it seems, Pyroak isn't locked into Howl on this set, as 120 BP STABs punish anything that isn't outright resistant, and can easily score a 2HKO on most non-walls; of course, Howl is likely the superior option; Pyroak can raise his attack unscrupulously behind those indecent defenses, and annihilate unsuspecting teams. Synthesis and Rest amplify his bulkiness, allowing him to weather blows like the best of them. Brick Break is a necessity to stop Heatran from ruining your fun, but Sleep Talk, coupled with his aforementioned bulkiness, allows him to fill the role of status absorber/Restalker with ease. Choice Band could easily be run, just use a fourth attacking move such as Return or Arial Ace.

EVs are key here. 152 HP allows Pyroak to reach 319 HP total, which is a superior Life Orb number. Attack is maxed for most obvious reasons, and the 88 Speed sits Pyroak at 178, just barely enough to outspeed a Tyranitar running 76 Speed. 16 Special Defense is a dump of the remaining points, as putting them in HP would ruin the number, and putting them in Speed wouldn't allow him to outspeed anything at all extra.


[SET]
name: Special
move 1: Growth
move 2: Grass Knot
move 3: Lava Plume / Flamethrower
move 4: Hidden Power Ice / Hidden Power Ground / Rest
item: Leftovers
ability: Battle Armor
nature: Modest
evs: 224 HP / 252 SpA / 32 SpD

[SET COMMENTS]
This time you're using Growth to raise Pyroak's larger Special Attack. Dual STAB provides good coverage which is complemented by either Rest or Hidden Power in the final slot. Rest should only really be used with Cleric Support. Hidden Power Ground or Hidden Power Rock are both siutable alternatives to Hidden Power Ice. Hidden Power Ground punished Heatran and other Fire type switch-ins. Hidden Power Rock hurts most Flying and Fire types. Flamethrower is an option over Lava Plume if you want that extra bit of power but your chance of inflicting a burn will go down. Fire Blast is not a good idea due to its low PP.


[SET]
name: Mixed
move 1: Overheat / Fire Blast
move 2: Wood Hammer
move 3: Hidden Power Ground / Hidden Power Rock
move 4: Brick Break / Leech Seed / Rest
item: Life Orb
ability: Rock Head
nature: Naughty / Lonely
evs: 152 HP / 252 Atk / 16 SAtk / 88 Spe

[SET COMMENTS]
A mixed set lets Pyroak hit most of it's counters on their weaker sides. Skarmory and Forretress are hit hard by Overheat. Wood Hammer deals decent damage to most Bulky Waters, Bulky Grounds and Blissey. Hidden Power Rock deals with Fire / Flying types who would otherwise manage to wall you, but if you lack Brick Break then Hidden Power Ground deals with Heatran. Don't even think of staying in on Heatran if you activate it's Flash Fire ability though, unless it is already on quite low health. EVs ensure Life Orb recoil is minimized, and you outspeed 76 Spe EVs Tyranitar.


[OTHER OPTIONS]
Pyroak has a multitude of support options that can be used if you can find the room. Light Screen is great for buffing Pyroak's weaker Special Defence. Reflect boosts Pyroak's stronger Defence but is also worth a look for team support. Aromathreapy heals the teams status, while SR would be a good choice if it wern't so incredibly common. Toxic is another way to spread status if you do not like WoW, and works well in conjunction with Leech Seed. Generic Choice sets could be run. On these just max Speed and the Attack of your choice if you do not want Pyroak to be specifically bulky.


[EVs]
For the more defencive sets focusing on HP before Defence and Special Defence ensure greater overall durability. On any set running Light Screen or Reflect the opposite Defence can be increased. 88 Speed is important for outspeeding 76 Spe EVs Tyranitar. 152 HP ensures Pyroak takes minimal damage from Life Orb. For pure tanking sets 252 HP / 16 Def / 240 SpD gives even defences and maximizes durability.


[OPINION]
Puroak's great bulk, dual STABs and Leech Seed allow it to play it's role as a tank very well. It almost always comes out ontop of Stall Wars and very little switches into it completly unphazed. The only thing preventing Pyroak from being a stellar tank is the lack of reliable recovery outside of Leech seed. Decent attacking stats also allow it to run dedicated offencive sets on both sides, although these are hindered by the lack of a reliable way to stat-up.


[COUNTERS]
Heatran and, Dragonite and Salamence both resist it's dual STAB, but Heatran is vulnerable to Brick Break and both do not enjoy Leech Seed. Special versions of Salamence do extreemly well though as they do not mind Burn as much as their physical counterparts. Tentacruel causes Pyroak to take damage from Leech Seed thanks to it's Liquid Ooze ability. It resists it's fire STAB and Grass Knot has a measly 60 BP against it. Togekiss can easily switch in, and doesn't mind a Burn / Leech Seed as much as some others. STAB Air Slash hits Pyroak's weaker side. Moltres and Charizard are only mildly troubled by Leech Seed and not much else. Both can hit back with Air Slash. Arcanine, Ninetales, and Houndoom with Flash Fire can all come in on a Fire attack, get an attack boost at no damage, and then begin with a strong offensive. In addition to being immune to Fire, they resist it's Grass STAB as well. However, they all need to watch out for random Hidden Powers. Ninetales doesn't mind this as much as the others, but it should make Arcanine and Houndoom wary if Stealth Rock is down.
 

Sunday

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Main Pokemon Information:

Name: Pyroak

Deck Knight (somewhere) said:
Pyroak - Pyro + Oak
Type: Fire/Grass​
Stat Spread: 120 HP / 70 Atk / 105 Def / 95 SpA / 90 SpD / 60 Speed
BST: 540
Ability #1: Rock Head
Ability #2: Battle Armor

Pokedex Information:
Height: 6' 9"
Weight: 370

Dex Entry #1: The smoke from PYROAK's flames is said to have soothing qualities. However, it is also known to induce odd behaviour in Pokémon and humans alike.

Dex Entry #2: All PYROAK keep the same set of armor throughout their entire life. It is said the age of any PYROAK can be estimated by counting the rings in the wood.

Dex Entry #3: PYROAK are known to engage in ceremonial duels banning use of their cannons. Their armour protects them from injuring themselves when charging one another.

Level-Up Moves:
- Wood Hammer (Heart Scale)
- Flare Blitz (Heart Scale)
- Leer
- Pound
- Growl
5. Bullet Seed
9. Focus Energy
13. Ember
17. Growth
21. Leech Seed
28. Synthesis
35. Energy Ball
46. Lava Plume
57. Zap Cannon
63. Flash Cannon
72. Hyper Beam

TM/HM Moves:
TM 05-Roar
TM 06-Toxic
TM 09-Bullet Seed
TM 10-Hidden Power
TM 11-Sunny Day
TM 15-Hyper Beam
TM 16-Light Screen
TM 17-Protect
TM 19-Giga Drain
TM 21-Frustration
TM 22-SolarBeam
TM 23-Iron Tail
TM 27-Return
TM 28-Dig
TM 30-Shadow Ball
TM 31-Brick Break
TM 32-Double Team
TM 33-Reflect
TM 34-Shock Wave
TM 35-Flamethrower
TM 36-Sludge Bomb
TM 38-Fire Blast
TM 39-Rock Tomb
TM 40-Aerial Ace
TM 42-Façade
TM 43-Secret Power
TM 44-Rest
TM 45-Attract
TM 50-Overheat
TM 53-Energy Ball
TM 56-Fling
TM 58-Endure
TM 61-Will-o-Wisp
TM 66-Payback
TM 68-Giga Impact
TM 76-Stealth Rock
TM 82-Sleep Talk
TM 83-Natural Gift
TM 86-Grass Knot
TM 87-Swagger
TM 90-Substitute
TM 91-Flash Cannon

HM 04-Strength
HM 06-Rock Smash
HM 08-Rock Climb

Egg Moves (Monster/Dragon):
Aromatherapy (Meganium)
Dragonbreath (Altaria, Salamence, Kingdra, Dragonite, Sceptile, Milotic, Garchomp)
Howl (Exploud)
Leaf Storm (Sceptile, Tropius, Torterra, Venusaur, Meganium)
Mud Bomb (Arbok, Swampert)
Seed Bomb (Venusaur, Torterra, Abomasnow)
 
Fidgit
Fishin said:
[SET]
Name: Entry hazard support
Move 1: Stealth Rock
Move 2: Spikes / Toxic Spikes
Move 3: Encore
Move 4: Earth Power
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid

[SET COMMENTS]
<p>The first of many support options in Fidgit's movepool is the group of all three entry hazard moves. Encore is amazingly helpful in buying turns for setting up, which is why it's most effective on this set where you want to set as many layers of Spikes as possible. It works like this: Firstly, switch Fidgit in on any non-threatening move against a slower opponent. This can be anything from a healing move, a boosting move, a setup move that only works once (like Stealth Rock), a move that will deal insignificant damage, or a status that Fidgit is immune to (which Vital Spirit helps with). Afterwards, predict your opponent's move; if you think they will try to attack, use Encore, and your opponent will be forced into using their ineffective move again for the next 4-8 turns, which earns you one free turn to set up as they switch out. If you predict a switch, just use Stealth Rock or your Spikes move of choice. The great thing about this set compared to other entry hazard users is how many things it can set up against; thanks to Encore, almost any non-offensive move becomes an opportunity to thrown down a layer of Spikes. Even opponents that would normally OHKO, like Garchomp, can be turned into setup bait as long as you're faster and you switch into the right attack. </p>

[SET]
Name: Field support
Move 1: Trick Room / Gravity / Tailwind
Move 2: U-turn
Move 3: Wish
Move 4: Earth Power
Item: Leftovers
ability: Persistent
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid

[SET COMMENTS]
<p>Fidgit has several qualities that make it an excellent candidate for setting up the field-affecting moves it has access to. Its unique ability, Persistent, is one; another is its solid defensive typing and stats, which allow it to switch into several common Pokémon without much fear, including Heracross, Lucario, and Revenankh. Wish provides further team support, while U-turn provides a way to scout the enemy's switch and deal some damage in the bargain. Earth Power is a solid attacking move, and helps against Swords Dance Lucario. It also has slightly higher power than Earthquake overall with Fidgit's stats factored in.</p>

<p>Maximum Speed investment might seem counter-productive with Trick Room considering that the effects of Speed are going to be reversed after a single turn, but it actually has several benefits; it allows Fidgit to use any of its other moves before an opponent acts, and since Fidgit can usually survive one attack from many of its slower counters, as well, you can use U-turn after Trick Room to bring in whatever Pokémon is taking advantage of Trick Room completely unscarred. Increasing either of Fidgit's defenses instead is still a viable option, however.</p>

[SET]
Name: Spinner
Move 1: Rapid Spin
Move 2: Stealth Rock
Move 3: Wish
Move 4: Shadow Ball / Earthquake
Item: Leftovers
ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid / Jolly

[SET COMMENTS]
<p>Rapid Spin is the only way to clear your side of the field of Stealth Rock, which heavily cripples any Pokémon weak to it. The number of Rapid Spin users is quite limited, however, so it's a very useful option whenever it's available, and Fidgit has the added bonus of a Rock resistance, causing it to take less damage than most other candidates for the job would. Stealth Rock and Wish give Fidgit something to do when there isn't anything to spin away, though most other support moves can fit effectively into either slot as well. The attacking move in the last slot depends on what Ghost-type you're most worried about; Earthquake is best against Spiritomb, who is neutral to Ghost and usually invests in Special Defense, but Shadow Ball works better against everything else.</p>

[SET]
Name: Encore Supporter
Move 1: Encore
Move 2: Wish
Move 3: Earth Power
Move 4: U-turn / Sludge Bomb / Hidden Power Ice
Item: Leftovers
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid

[SET COMMENTS]
<p>This set plays very similarly to Togekiss's Encore Supporter set. Simply switch into a support or set up move and Encore it. Just don't try to Encore Dragon Dance, since all Dragon Dancers save Adamant Tyranitar will outspeed you after one Dance and can switch to a different move. Once you use Encore, Wish on the switch. Then, U-turn out to a counter. If you feel you don't need U-turn, use Sludge Bomb instead for STAB, or Hidden Power Ice for coverage.</p>

[SET]
name: Double Screen
Move 1: Reflect
Move 2: Light Screen
Move 3: Taunt
Move 4: Stealth Rock
Item: Light Clay
Ability: Vital Spirit
EVs: 252 HP / 4 Def / 252 Spe
Nature: Timid

[SET COMMENTS]
<p>This takes the place of the dual screen Deoxys-S. This set works great at any point in the game. As a lead, Taunt shuts down many common Stealth Rock layers, and after that, you're free to do what you want. Reflect and Light Screen effectively double your defenses, which ensures that as long as you get the first screen up before taking an attack, almost nothing will be able to OHKO Fidgit. This gives great support to Baton Passers, or stat-up pokemon. Stealth Rock is there if you have time to set it up. Do beware of faster Taunt-using Pokémon such as Azelf, Aerodactyl, and Deoxys-S, however.</p>

[SET]
Name: Finicky Fidgit
Move 1: Earth Power
Move 2: Sludge Bomb
Move 3: Shadow Ball
Move 4: Hidden Power Ice / Hidden Power Electric
Item: Choice Specs
Ability: Vital Spirit
Evs: 4 HP / 252 SpA / 252 Spe
Nature: Timid

[SET COMMENTS]
<p>What Fidgit lacks in firepower, it makes up with its solid defenses and good Speed. This is one of the sturdier Choice users you will find. Earth Power and Sludge Bomb are for STAB, while Shadow Ball is for Ghosts you may encounter, and Hidden Power Ice is for the Dragons who would normally wall you. If you want to suprise enemy Gyarados who think they can set up on you, use Hidden Power Electric, but if it doesn't KO, get out of there fast. </p>

<p>There aren't many other options for this set, but the most notable is Energy Ball, who would hit Swampert hard. Using a support move in one slot is also a workable option; it can lull the opponent into thinking that this is a regular Fidgit, and gives Fidgit something useful to do in the event that the opponent has something that walls this set entirely, like Blissey. Likewise, U-turn can be used in order to find out what the opponent's Fidgit counter is, so you can get Fidgit away safely and hit the counter hard next time it switches in. Its also possible to go Modest and equip a Choice Scarf to outspeed most of the metagame, up to but not including Modest ScarfGar.</p>


[Other Options]

<p>Fidgit has several support moves that aren't listed on any of the main sets. Knock Off is a useful support move that doesn't really have a place on any specific set. Whirlwind works if you're looking for a phazer, though many stat-boosting opponents will be able to hit Fidgit Super Effectively. Protect can be combined with Wish to essentially form a reliable healing move, stall for Leftovers recovery, and scout an opponent's move, though a smart enemy can take advantage of the extra turn by switching or using a non-offensive move. Block stops an opponent from switching, which can work if you're trying to stall.</p>

<p>Attacking is far from Fidgit's strong suit, but it does have a few other offensive options that can help against specific threats. Sludge Bomb is useful against Grass-types and (assuming Vital Spirit) makes Fidgit into one of the best Breloom switch-ins available. Stone Edge/Rock Slide and Energy Ball are useful against Flying and Water-types, who can usually switch in without much fear. Pursuit and Sucker Punch can surprise opponents, but Fidgit's Attack is too low to use them very effectively.</p>

<p>None of the options for the above movesets are set in stone; they're merely a sampling of what combinations of moves might prove effective. Fidgit's support movepool is so huge that at least five different moves could be viable options on a support slot in any given set. Feel free to mix and match Fidgit's movepool to suit your team's needs best, as that's the way it'll be the most helpful to your strategy as a whole.</p>

[EVs]

<p>Maximum Speed and HP investment with a Speed-boosting nature give Fidgit the best chance to use its support moves and come out alive. Tying against opposing Fidgit is useful, but if it's not important to you, 232 Speed EVs will put Fidgit one point above Jolly Garchomp, which is the lowest you should consider going if Fidgit is going to be investing heavily in Speed. If defenses are more important, 252 HP / 216 SpD / 40 Spe with a Speed-boosting nature provides near-equal defensive stats and 281 Speed, just enough to beat Adamant Lucario, Timid/Hasty Heatran, and any Pokémon sitting just above.</p>

[Opinion]

<p>Pure Utility. That's the idea behind Fidgit, and that's exactly what it brings to the table; no other Pokémon can learn Stealth Rock, both types of Spikes, both screens, Gravity, Tailwind, Trick Room, Encore, and a plethora of other support moves, and very few can use the support moves they've been given as effectively. At the same time, it doesn't have much in the way of offense and lacks a regular healing move (though Wish + Protect can fill that void to an extent), but those flaws are very easily overlooked once the amount of support Fidgit can provide becomes apparent.</p>

[Counters]
<p>There's no way to dispel Trick Room (aside from using Trick Room again), Tailwind, or Gravity once they're active, and Fidgit will be switching out most of the time to let a different Pokémon take advantage of the field effects, so countering the field support set is more a matter of countering whatever the opponent switches to rather than Fidgit itself. As for the other sets, there are several Pokémon who can come in without much direct risk and pose a threat. It's important to note that in Fidgit's case, "pose a threat" is far more of a quality to look for in a counter than "switch in without risk", since most of what Fidgit is doing won't involve attacking directly. Gengar is faster than Fidgit, resistant or immune to both STAB attacks, and while it does learn Taunt, it can easily 2HKO with Hidden Power Ice, or simply put non-Vital Spirit variants to Sleep with Hypnosis. Neither Azelf nor Syclant resist Poison, but both of them can switch in on a Ground attack and OHKO with STAB Psychic and Ice Beam, respectively. Dugtrio can't switch in completely safely, but can come in on any setup attack and OHKO with Earthquake. Bronzong inflicts solid damage with Earthquake and laughs off anything Fidgit might try to do in return (and has the additional advantage of moving before nearly anything else in Trick Room), though it loses its invulnerability to Ground if Fidgit uses Gravity.</p>

<p>Bulky Water-types can generally switch into Fidgit without much fear. Starmie is probably the best choice; it's faster than Fidgit, hits Super Effective with both STAB attacks, and can use Rapid Spin to clear any Spikes or Toxic Spikes. Gyarados is also a good option since it's immune to Ground, neutral to Poison, and can Taunt any setup attacks (though it has to watch out for Fidgit's Taunt) or use Waterfall for heavy damage. Other solid choices include Suicune, Milotic, and Swampert.</p>
 

DougJustDoug

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Main Pokemon Information:
Name: Fidgit

Fidgit (i think it sounds cute, and it probably has trouble finding something for all those hands to do, so it fidgets. also rhymes with 'digit')
Type: Poison/Ground​
Stat Spread: 95 HP / 76 Atk / 109 Def / 90 SpA / 80 SpD / 105 Speed
BST: 555
Ability #1: Persistent
Effect: Increases the duration of Gravity, Trick Room, Heal Block, Safeguard and Tailwind by two turns when used by this Pokemon
Ability #2: Vital Spirit

Height: 3' 01"
Weight: 116.8 lbs

Pokedex Entries:
"A FIDGIT'S brain is capable of focusing on eight different actions perfectly, using each of its hands for a separate action."
"The jewels on Fidgit's hands are capable of sucking poison from the bodies of their afflicted allies. Some are even used in Pokemon Centers during extreme cases of poisoning."
"Fidgit is extremely curious and stubborn. Whenever Fidgit sees a human doing any kind of manual work, he will immediately imitate it until he has bested the human."

Level-Up Moves:
(Pre evo: Gust, Tailwind)
- Teeter Dance (Heart Scale)
- Disable (Heart Scale)
- Doubleslap
- Acid
- Encore
5. Acid
9. Encore
14. Rapid Spin
20. Mud-slap
25. Whirlwind
30. Knock Off
36. Sludge
42. Sand Tomb
42. Gravity
50. Me First
58. Earth Power
67. Gunk Shot

TM/HM Moves:
TM01 - Focus Punch
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM33 - Reflect
TM34 - Shock Wave
TM36 - Sludge Bomb
TM37 - Sandstorm
TM39 - Rock Tomb
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Skill Swap
TM49 - Snatch
TM53 - Energy Ball
TM56 - Fling
TM58 - Endure
TM60 - Drain Punch
TM63 - Embargo
TM67 - Recycle
TM68 - Giga Impact
TM71 - Stone Edge
TM74 - Gyro Ball
TM76 - Stealth Rock
TM77 - Psych Up
TM78 - Captivate
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM89 - U-Turn
TM90 - Substitute
TM92 - Trick Room

HM04 - Strength
HM06 - Rock Smash
HM08 - Rock Climb

Egg Moves (Ground): (all from Smeargle)
Wish
Spikes
Toxic Spikes
Pursuit
Sucker Punch
Block
Wake-up Slap
Mud Sport
Helping Hand
Follow Me
Metronome
Assist
 
Stratagem
[SET]
name: LO Attacker (Levitate)
move 1: Calm Mind / Substitute
move 2: Paleo Wave
move 3: Flamethrower / Ice Beam
move 3: Energy Ball / Earth Power / Focus Blast
item: Life Orb
ability: Levitate
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Utilizing Stratagem's copious Special Attack and Speed, this set focuses on sweeping the opponent's team once their special wall is gone.

As Stratagem's most reliable STAB move, after a Calm Mind, Paleo Wave will wreak havoc on anything that does not resist Rock. Energy Ball is useful to hit Swampert and other bulky Waters and Grounds who otherwise wall you. Flamethrower is Stratagem's best option against Scizor, who threatens with STAB Bullet Punch off an excellent attack stat; however, Stratagem can only win an encounter with Scizor if it Flamethrowers on the switch-in. Focus Blast hits Steels as well, though its shaky accuracy is doubtful considering Stratagem's less than stellar defenses. Although it also hurts the flying Dragons, Ice Beam is often unnecessary, as they are already covered by Paleo Wave; it is more useful to damage bulky Ground-types such as Hippowdon. Earth Power can be used to fill in the gaps, hitting non-Levitating Steel-types for super effective damage.

Substitute is another option over Calm Mind, protecting against revenge kills while losing the sheer power of Calm Mind.

[SET]
name: Sub CM
move 1: Substitute
move 2: Calm Mind
move 3: Paleo Wave / Weather Ball
move 4: Earth Power / Flamethrower
item: Leftovers
nature: Timid
ability: Levitate
evs: 64 HP / 96 SpA / 96 SpD / 252 Spe

[SET COMMENTS]
This set plays much like Sub/CM Raikou, except with much better speed and special attack, in exchange for less durability. This set is best used in Sandstorm, because <Rockmon> will become a very fast special tank with all the boosts. The strategy is simple. First, switch in on something you can use as set-up bait, such as a choiced Earthquake or Earth Power. Then, Sub as they bring in a revenge killer or wall. If they bring in something like Blissey, you can continue to set up on it, alternating between Substitute and Calm Mind. If they bring in Scizor, attack it and get out once it breaks your sub.

Paleo Wave and Earth Power provide the best coverage, but if bulky waters and Tyranitar aren't a problem, you can run Flamethrower over Earth Power to hit Scizor and Bronzong harder. Be aware that without a sub up, both will still kill you. Weather Ball is a more powerful option than Paleo Wave in Sandstorm, but be aware that when Sandstorm isn't running, Weather Ball is a Base 50 power Normal-type move.

The EVs allow for a leftovers number +1, allowing you to use Substitute five consecutive times before having to switch out. Max speed is needed to revenge kill Shaymin-s, since the only things faster than you are Ninjask, Electrode, and scarfed Pokemon.


[SET]
name: LO Attacker (Technician)
move 1: Calm Mind
move 2: Ancientpower
move 3: Giga Drain
move 4: Fire Blast / Vacuum Wave / Air Cutter
item: Life Orb
ability: Technician
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
With the invaluable Ground immunity granted by Levitate, people often overlook Stratagem's second ability, Technician. They are mistaken, as Technician allows you to utilize the better abilities of some of the weaker moves at his disposal.

The idea is simple. Get in a Calm Mind and do some damage. Ancientpower is your STAB move, which hits Flying-types hard. 10% of the time, you may also get a +1 boost in all stats, setting up Stratagem for a sweep. Giga Drain is one of the biggest assets granted by Technician, as the HP drain will let you last longer and even beat Toxic-less Blissey one-on-one.

Your last move is an issue of preference. Fire Blast OHKOs just about everything weak to it after a Calm Mind including Bronzong, but Vacuum Wave lets you get the drop on other Stratagem and is your strongest move against Tyranitar. Lastly, Air Cutter lets Stratagem beat up on its best counters, Hariyama and Revenankh.

[SET]
name: 4 Attacks (Levitate)
move 1: Paleo Wave
move 2: Earth Power
move 3: Flamethrower
move 4: Energy Ball / Ice Beam
item: Life Orb
nature: Timid
ability: Levitate
evs: 252 SpA / 6 SpD / 252 Spe

[SET COMMENTS]
This Stratagem boasts better coverage than the Calm Mind sets, however it will not be able to power up and therefore is more vulnerable to some opponents.

While the first two moves are pretty much set as they give coverage against every OU threat bar Bronzong, the last two slots are really up for grabs. Energy Ball hits Bulky Ground types and Bulky Waters harder than any of Stratagem's other options, while Ice beam hits Dragons hard. Bear in mind that Paleo Wave will hit flying types anyway, so Ice Beam is largely unnecessary.

[SET]
name: 4 Attacks (Technician)
move 1: Ancientpower
move 2: Giga Drain
move 3: Flamethrower
move 4: HP Flying 60/ Vacuum Wave
item: Life Orb
nature: Timid
ability: Levitate
evs: 252 SpA / 6 SpD / 252 Spd

[SET COMMENTS]
Technician allows Stratagem access to some of the more interesting moves it has to offer, in exchange for immunity to Ground. Ancientpower, while only slightly more powerful than Paleo Wave with Technician, has that 10% chance of boosting Stratagem's stats by one stage each, which can make it a beast. Giga Drain is a very useful move for Technician Stratagem, especially if it's carrying Life Orb. Not only is it Stratagem's most powerful move against bulky Ground and Water types (excluding Gyarados), but it can also offset, or even heal off completely, the damage Stratagem takes from Life Orb. Flamethrower is the move of choice for hitting non-Heatran Steel Pokemon, especially Bronzong, which will otherwise wall Stratagem.

The last move is up for grabs. HP Flying 60 has a near-guaranteed chance of 2HKO'ing the otherwise dangerous Revenankh (and, by extension, the other bulky Fighting types) with Sandstorm and/or Stealth Rock in play.

[SET]
name: Choice (Levitate)
move 1: Paleo Wave
move 2: Earth Power
move 3: Flamethrower
move 4: Energy Ball / Ice Beam / Thunderbolt
item: Choice Specs / Choice Scarf
nature: Timid / Modest
ability: Levitate
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

Stratagem already has frightening Special Attack and Speed stats, and this set aims to boost one or the other even more.

With Choice Specs and a Timid nature, Stratagem reaches 508 Special Attack and 394 Speed. Paleo Wave provides a reliable STAB option, and with Earth Power and Flamethrower, provides almost perfect coverage for most OU threats. The last slot can be used for coverage; Energy Ball hits bulky Ground-types and bulky Water-types hard. Ice Beam and Thunderbolt are more specialized options, but are not recommended since they do not give any superior coverage to the other four moves.

With Choice Scarf and a Modest ature, Stratagem only reaches 372 Special Attack, but obtains a Speed stat of 538. This outspeeds Timid Scarf Gengar, and Modest Scarf Shaymin-s. This functions more as a revenge killer than a sweeper, unlike the Choice Specs set.

Explosion is another option with both items, but be aware that even with a neutral nature it will fail to OHKO Calm Blissey at full health, and most common switch-ins resist Normal-type moves. Focus Blast is an option over Flamethrower to hit Rock-types and Steel-types harder, but the accuracy generally isn't worth it.

[SET]
name: Choice (Technician)
move 1: Ancientpower
move 2: Flamethrower
move 3: Giga Drain
move 4: Vacuum Wave / Earth Power / Air Cutter
item: Choice Specs / Choice Scarf
nature: Timid / Modest
ability: Technician
evs: 252 SpA / 6 SpD / 252 Spe

[SET COMMENTS]
This set differs from the other Choice Set significantly, because of its ability to beat Blissey. Ancientpower is now your main STAB attack, due to it being boosted by Technician to 90 Base Power. Flamethrower is once again there for coverage, as is Giga Drain. Giga Drain also has the added bonus of healing you, which is why it's a good option on a Choice Specs set: the more damage you do, the more health you regain. In the last slot, Vacuum Wave is another move boosted by Technician, and has priority to beat Heatran. Earth Power is a good option too, but isn't necessary due to Vacuum Wave. Air Cutter is a specialized option to beat Revenankh, but you significantly lose coverage.

On a Choice Scarf set, Vacuum Wave should be replaced by Earth Power in the last slot, due to you being faster than almost everything in the metagame. You could also use Hidden Power Fighting 59 if you like the idea of a Fighting-type move more than a Ground-type move.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Explosion / U-turn
move 3: Paleo Wave
move 4: Shadow Ball / Earth Power
item: Focus Sash
nature: Timid
ability: Levitate
evs: 4 Atk / 252 SpA / 252 Spe

[SET COMMENTS]
By taking advantage of Stratagem's remarkable speed, a suicide lead set is especially viable. Most notably, Stratagem outspeeds common leads such as Azelf, Gyarados, and Zapdos. This Stratagem set makes sure that your Stealth Rock gets up and your opponent's does not.

Paleo Wave takes care of opponents such as Gyarados, Zapdos, and Yanmega, whereas the other move can help take out Azelf or Metagross. Explosion is a good move when your Stealth Rock is up, though if Exploding as a last-ditch effort does not appeal to you, U-turn is also a viable option.

The EVs maximize Stratagem's Speed first, then, by pouring EVs into Special Attack, you can to help eliminate bulky foes such as Metagross. If a more powerful Explosion is wanted, you can switch to a Naive or Hasty nature, and even put EVs into Attack instead of Special Attack.

[SET]
name: Metal Sound
move 1: Metal Sound
move 2: Ancientpower
move 3: Flamethrower
move 4: Hidden Power Fighting / Vacuum Wave
item: Life Orb
nature: Timid
ability: Technician
evs: 6 HP / 252 SpA / 252 Spe

[SET COMMENTS]
Stratagem's ability to force switches is a fantastic reason why a Metal Sound set is viable on it. With Metal Sound, Stratagem has the potential to beat its biggest counter, Blissey.

With this set, the more you know about your opponent's team, the better. If you know that your opponent has a Scizor, use Flamethrower on the switch. If their Stratagem counter is Blissey, use Metal Sound. After a Metal Sound, a Technician-boosted has a 35.77% chance to 2HKO Calm Blissey. With Stealth Rock in play, that percentage changes to 91.32%. If Blissey is Bold, instead, Hidden Power Fighting after a Metal Sound has a 95.6% chance to 2HKO, even without Stealth Rock.

If you're not worried about Blissey, Vacuum Wave is a viable option on Stratagem; however, as Stratagem is already so fast, the move is nearly always a lesser option.

The EVs are fairly self explanatory for a sweeper like this. Timid is generally the best option, but Modest is always a viable choice.
 

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Main Pokemon Information
Name: Stratagem

I've been waiting for this discussion, as I have had a name for this guy for around 3 weeks now.

I would suggest the name Stratagem for this Pokemon.

It is a combination of the words 'strata' and 'gem', but it is also a word in itself. There are Pokemon names that are English words after all, like 'Electrode' or 'Ditto', so I don't see why not.

'Strata' are the various layers of rocks that are visible in some places, notably quarries. Since this Pokemon is Rock-type, it can be conceivable that this Pokemon lives among various rock strata.

'Gem' is obviously referring to its gems adorning its body.

And the word 'stratagem' itself means 'plot' or 'scheme'... something that this Pokemon might well be doing while battling!

I usually am not that good with names, but I think this name is very appropriate.
Type: Rock
Stat Spread: 90 HP / 60 Att / 65 Def / 120 SpA / 70 SpD / 130 Spe
BST: 535
Ability #1: Levitate
Ability #2: Technician

Height: 2' 11"
Weight: 99 lbs

Pokedex Entries:
"STRATAGEM'S peculiar shape is a result of the wind erosion it constantly experiences moving at high speeds. The older a STRATAGEM gets, the smaller and more streamlined its body will be."
"STRATAGEM roam in volcanic regions, thriving on the intense heat. Their spontaneous and destructive nature has prevented much exploration in these areas."
"The claws on STRATAGEM'S limbs are actually rather brittle. Instead of using those for stabbing, STRATAGEM'S uses them as a launching-pad for its various energy attacks."

Level Up Moves:
H. Weather Ball
- Tackle
- Defense Curl
- Rollout
5. Defense Curl
8. Rollout
13. Quick Attack
17. Disable
20. Acupressure
25. Mud Shot
29. Power Gem
32. Headbutt
37. Metal Sound
42. Paleo Wave*
50. Head Smash

TMs/HMs:
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM13 - Ice Beam
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM19 - Giga Drain
TM21 - Frustration
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 - Return
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower
TM37 - Sandstorm
TM38 - Fire Blast
TM39 - Rock Tomb
TM40 - Aerial Ace
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM52 - Focus Blast
TM53 - Energy Ball
TM54 - False Swipe
TM56 - Fling
TM57 - Charge Beam
TM58 - Endure
TM63 - Embargo
TM64 - Explosion
TM65 - Shadow Claw
TM68 - Giga Impact
TM69 - Rock Polish
TM71 - Stone Edge
TM73 - Thunder Wave
TM74 - Gyro Ball
TM75 - Swords Dance
TM76 - Stealth Rock
TM80 - Rock Slide
TM81 - X-scissor
TM82 - Sleep Talk
TM83 - Natural Gift
TM89 - U-turn
TM90 - Substitute

HM01 - Cut
HM04 - Strength
HM06 - Rock Smash
HM08 - Rock Climb

Tutor Moves:
- Ancientpower
- Earth Power
- Heat Wave
- Icy Wind
- Iron Head
- Magnet Rise
- Mud-slap
- Ominous Wind
- Rollout
- Signal Beam
- Snore
- Swift
- Vacuum Wave
- Zen Headbutt

*Paleo Wave
Type: Rock
BP: 85
PP: 15
Acc: 100%
Damage: Special
Effect: 20% chance to reduce opponent's attack by 1 stage.
 
Arghonaut
[SET]
name: Recover Tank
move 1: Waterfall
move 2: Brick Break / Revenge
move 3: Stone Edge / Ice Punch
move 4: Recover
item: Leftovers
nature: Adamant
evs: 252 HP / 36 Atk / 220 Def

[SET COMMENTS]

<p>Arghonaut has all the qualities of a fantastic defensive Pokemon: a good defensive typing, great bulkiness, and an instant recovery move. This set can even switch into ridiculous offensive threats such as Dragon Dance Salamence and Swords Dance Lucario without significant risk thanks to Unaware.</p>

<p>Waterfall is your strongest, most reliable STAB move. Brick Break also gets STAB and it hits Tyranitar and Lucario hard, but Revenge is also a good option, as it has 120 base power if Arghonaut get hit first. Stone Edge is a powerful move that hits both Salamence and Gyarados for consistent damage, but you may want to use Ice Punch if you’re afraid of not OHKOing Salamence. Toxic can also go in this slot if you want a generally crippling move for things that switch into you.</p>

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Waterfall
move 3: Stone Edge/ThunderPunch
move 4: Rest
item: Leftovers
nature: Adamant
evs: 252 HP / 32 Atk / 224 SpD

[SET COMMENTS]

<p>Arghonaut possesses, in addition to great defenses and good resistances, 110 base Attack and a stat-up move in Bulk Up. This set takes advantage of its offensive prowess. You switch into a Pokemon that doesn’t threaten Arghonaut and begin to Bulk Up. When you run low on health, you can use Rest to bring Arghonaut back to health. Recover would normally be a superior option; however, it is illegal with Bulk Up, the crux of this set. This set is recommended for late-game, as being asleep for two turns can leave you very vulnerable to powerful special attackers like Starmie or Rotom-a. </p>

<p>Since Bulk Up boosts Arghonaut’s Defense, the EVs listed maximize its special durability. This helps a great deal against Pokemon like Rotom-a and Zapdos. However, if you’re particularly irked by Pokemon like Mamoswine and Lucario, which will hit you really hard with their neutral STAB attacks, you may use the EVs from the Recover Tank set.</p>


[SET]
name: Mono-Attacker
move 1: Rest
move 2: Sleep Talk
move 3: Bulk Up
move 4: Waterfall
item: Leftovers
nature: Careful
evs: 252 HP / 32 Atk / 224 SpD

[SET COMMENTS]

<p>RestTalk Bulk Up Arghonaut can be ridiculously threatening if you don’t have a Pokemon like Celebi or Vaporeon around to stop it. It plays very much like the last set, but it sacrifices type coverage for the ability to continue its strategy even as it Rests.</p>

<p>This set is obviously taking a page out of Swampert’s book, but Arghonaut has a few advantages over the mudfish. While Swampert doesn’t have a nasty Electric weakness to worry about, Arghonaut has a Dark resistance for switching directly into Choice Band Tyranitar and a Water resistance for coming in on bulky Waters. It also has the ability to set up on boosting foes like Gyarados, Suicune, and Revenankh with impunity thanks to Unaware. Finally, it doesn’t have a x4 Grass weakness like Swampert, and it can therefore deal with random Hidden Power Grass users much better.</p>

[SET]
name: SubPunch
move 1: Substitute
move 2: Swagger
move 3: Focus Punch
move 4: Waterfall/Stone Edge
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 SpD

[SET COMMENTS]

<p>This set may look odd on the surface, but it is highly effective when paired with paralysis support. First, bring Arghonaut in on something that can't hurt it, like Tyranitar or Scizor. Then, use Substitute as they switch out. Usually the opponent will bring in a counter that hits from the special side. What you do then is use Swagger, boosting their Attack and confusing them. However, due to Unaware, the Attack boost is ignored when they attack Arghonaut, but it remains when they hit themselves in confusion. Then, if they broke your Substitute, make another one, or just attack with Focus Punch or Waterfall.</p>

<p>The last slot is mainly for coverage. Water and Fighting STABs are slightly redundant, so you could use Stone Edge in its place to hit Flying-types and Fire-types super effectively.</p>

[Other Options]

<p>There aren't many other options, since almost everything is covered by Arghonaut's main sets. Yawn is an option to force switches, as is Roar. Taunt could be used to stop other stat-uppers but Unaware ignores the boosts anyway; however, it supports the team well. Punishment is an option to hit Psychic-types that try to stat up, such as Slowbro or Azelf, or stat-uppers in general, since Punishment still gets the power boost even with Unaware. Psych Up is an option to abuse Unaware by stealing the opponent's stat boosts and using the boosts against them, while their stat boosts don't affect Arghonaut. Psych Up also works nicely in tandem with Swagger, since Unaware ignores the stat boost on your opponent but you can still copy the +2 bonus on Attack, leaving you 2 attacks to sweep with, while the foe is still confused. Dive could be used to PP stall your opponent. Similarly, Protect can be used to stall out opponents with Toxic, or to force switches with Yawn and scout their next attack. Arghonaut also has 70 SpA and Hydro Pump, which can 2HKO the standard Skarmory with minimum SpA investment and a Life Orb, though it’s not very useful for much else. Finally, you could try to throw together a gimmicky Choice set, but be advised that mediocre offensive stats hurt it, since STAB Waterfall from Choice Band Arghonaut sometimes fails to OHKO the standard Fidgit.</p>

[EVs]

<p>For most sets, you should max HP, and invest in either of the defenses, depending on whether or not you are using Bulk Up. 36 Atk / 220 Def Adamant is recommended because it will get you an extra point in Attack compared to using 120 Atk / 136 Def Impish. On more offensive sets, you should invest more in Attack, possibly with some speed to outspeed key threats.</p>

[Opinion]

<p>Arghonaut is one of the sturdiest Pokemon around, with key resistances to common attacks, instant recovery, and a very reasonable 110 Attack. It’s also the only Pokemon other than Bibarel with the ability Unaware, which essentially ignores the opponent’s stat boosts except for Speed. This forces Pokemon to rely on unboosted attacks to bring it down, which makes Arghonaut ridiculously hard to kill. Stall and balanced teams will enjoy Arghonaut’s tendency to not die to anything and offensive teams will benefit from its ability to force switches and its reasonable offensive prowess. Whatever type of team you’re using, Arghonaut is a great choice.</p>

[Counters]

<p>Zapdos is an obvious response to most Arghonaut, as Thunderbolt will easily 2HKO. However, even Zapdos has to beware of Stone Edge and Ice Punch, which deal relatively large amounts of damage. The Rotom Appliances can wreak havoc with a diverse movepool consisting of Thunderbolt, Will-O-Wisp, Trick, Charge Beam, and Reflect, all of which can hinder Arghonaut's capabilities greatly. Celebi can 2HKO most Arghonaut that do not run any SpD with Grass Knot, even without any SpA investment. Likewise, Jirachi can 2HKO Arghonaut that do not run SpD EVs with Psychic. Modest Togekiss can also 2HKO Arghonaut with Air Slash, so be sure to watch out for that. Also, Life Orb Starmie is able to 2HKO any Arghonaut with Psychic and Thunderbolt and Recover any damage that is taken, although ThunderPunch will 2HKO it. However, non-Life Orb variants cannot 2HKO Careful Arghonaut. Stratagem can come in on weakened Arghonaut and kill with Technician Giga Drain, which 2HKOs while still recovering health in the process. CB Jolly Staraptor will always OHKO Arghonaut, even when Arghonaut runs max HP and Defense.</p>

<p>Trick is definitely something to watch out for when using more defensive Arghonaut such as Restalking ones. Zen Headbutt Jirachi is also something to watch out for, as Zen Headbutt is usually a 3HKO to most Arghonaut and has an annoying 40% flinch rate, and can shrug off damage using Wish. Life Orb Adamant Metagross OHKOs Arghonaut with Zen Headbutt, and many other Metagross carry Trick. Without Life Orb, Zen Headbutt is still an obvious 2HKO. Adamant Choice Band Salamence can 2HKO any Arghonaut with Outrage even after a Bulk Up, provided they do not run too much Defense.</p>

<p>Bulky Water-types in general are good responses to sweeper Arghonaut. For example, Vaporeon can Toxistall Arghonaut with Wish and Protect, shrugging off any damage that is done to it. Suicune with Hidden Power Electric is able to wall and kill Arghonaut provided Arghonaut does not run ThunderPunch. However, even bulky Waters have to watch out for the occasional Toxic if they cannot Rest it off.</p>
 




Main Pokemon Information
Name: Arghonaut

Arghonaut - The Greek mythological band of heros (a member of the band) which literally translated into Argo sailor. Argh is also manly and a pirate word :naughty:
Type: Water / Fighting
Stat Spread: 105 HP / 110 Atk / 95 Def / 70 SpA / 100 SpD / 75 Spe
BST: 555
Ability: Unaware

Height: 5'6"
Weight: 333 lbs.

Level Up Moves:
H. Water Sport
H. Mud Sport
- Bubble
- Yawn
- Wrap
7. Yawn
10. Wrap
16. Arm Thrust
21. Aqua Jet
27. Mach Punch
32. Bubblebeam
36. Revenge
41. Aqua Ring
47. Body Slam
55. Submission
60. Punishment
67. Wring Out

TMs/HMs:
TM01 - Focus Punch
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM12 - Taunt
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM31 - Brick Break
TM32 - Double Team
TM36 - Sludge Bomb
TM39 - Rock Tomb
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM54 - False Swipe
TM55 - Brine
TM56 - Fling
TM58 - Endure
TM60 - Drain Punch
TM63 - Embargo
TM68 - Giga Impact
TM71 - Stone Edge
TM72 - Avalanche
TM77 - Psych Up
TM78 - Captivate
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM84 - Poison Jab
TM87 - Swagger
TM90 - Substitute

HM03 - Surf
HM04 - Strength
HM06 - Rock Smash
HM07 - Waterfall


Tutor Moves:
- Dive
- Ice Punch
- Icy Wind
- Thunderpunch
- Zen Headbutt
- Snore
- Uproar
- Gunk Shot
- Iron Head
- Mud-slap
- Superpower


Egg Moves (Water 1 / Water 3):
- Bulk Up (Poliwrath/Buizel)
- Constrict (Tentacool/Omanyte/Octillery/Lileep)
- Cross Chop (Psyduck)
- Foresight (Mudkip/Squirtle/Psyduck/Lapras/Surskit)
- Haze (Wooper/Surskit/Squirtle/Poliwag/Tentacool/Krabby/Omanyte/Dratini/Remoraid/Mantine/Feebas)
- Headbutt (Slowpoke/Seel/Mantine/Bidoof/Buizel)
- Octazooka (Remoraid/Horsea)
- Recover (Corsola/Milotic/Shellos/Lileep)
- Scary Face (Totodile/Masquerain/Huntail)
- Spit Up (Pelipper/Lileep/Wooper/Spheal/Shellos)
- Stockpile (Pelipper/Lileep/Wooper/Spheal/Shellos)
- Swallow (Pelipper/Lileep/Wooper/Spheal/Shellos)
 

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Kitsunoh
[SET]
name: Scarf Kit
move 1: ShadowStrike
move 2: U-turn
move 3: Ice Punch / Trick
move 4: Earthquake / Superpower
item: Choice Scarf
nature: Adamant
ability: Limber / Frisk
evs: 4 HP / 252 Atk / 252 Speed

[SET COMMENTS]

<p>Kitsunoh, boasting great type coverage in combination with the resistances and immunities afforded by its Steel/Ghost typing, makes an excellent check to various sweepers. ShadowStrike makes for a very reliable STAB move, and can easily kill off opposing Ghost and Psychic-types. U-turn gives Kitsunoh the ability to scout your opponent's team while dealing a fair amount of damage. Ice Punch allows Kitsunoh to easily stop Salamence even after a Dragon Dance, and it is its best bet for dealing with other Flying-types such as Togekiss. Trick can also be used to mess with your opponent's Pokemon by locking them into a move, and it makes Kitsunoh an effective lead, as it can cripple bulkier Stealth Rock leads that are ordinarily unharmed. However, if you choose to go that way,you will have to rely on ShadowStrike to hit Salamence.</p>

<p>As with most Kitsunoh sets, there is a dilemma on whether or not it should use Superpower or Earthquake. This can be especially important when using Choice Scarf, as Kitsunoh's average Attack is not supplemented by an item. The choice comes down to what you would prefer to beat, though Earthquake will usually allow Kitsunoh better coverage. Earthquake has an excellent chance to 2HKO Metagross and Jirachi with Stealth Rock on the field, and will OHKO various threats such as Magnezone, Heatran, and Infernape. Superpower, on the other hand, allows Kitsunoh to OHKO Tyranitar and 2HKO Blissey.</p>

<p>Because you will be locked into one attack at all times, this set is particularly vulnerable to being trapped and defeated by Dugtrio, Tyranitar and Magnezone. A Dugtrio of your own can be a useful teammate in this case. It traps and deals massive damage to both Tyranitar and Magnezone, OHKOing the latter. Choice Band Heracross OHKOes all three trappers with Close Combat and has its own Pursuit for Dugtrio. It also deals massive damage to many of the bulky Water, Ground, and Steel-type Pokemon that Kitsunoh attracts. Though it doesn't have Pursuit, Machamp works similarly to Heracross and is much more difficult to switch into, due to the large confusion chance from DynamicPunch.</p>

[SET]
name: Life Orb Attacker
move 1: ShadowStrike
move 2: Ice Punch
move 3: U-turn
move 4: Superpower / Earthquake
item: Life Orb
nature: Adamant / Jolly
ability: Limber
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Kitsunoh is a natural candidate for a Life Orb set, considering it has a high Attack stat, a good Speed stat, and a decent physical movepool. ShadowStrike is quite potent on this set, as it has a 50% chance to drop the opponent’s Defense, making it difficult for even the bulkiest Pokemon to switch in without fear of being 2HKOed. Ice Punch is very useful, as it allows you to OHKO Salamence and 2HKO Bold Zapdos 82% of the time with a Jolly nature. U-turn is one of Kitsunoh’s most valuable moves, allowing you to scout for its common switch-ins and deal free damage to them as you switch to a counter.</p>

<p>The choice between Superpower and Earthquake on this set depends a lot upon the choice between using either Adamant or Jolly for its nature. Adamant is the main option, as it allows for maximum damage output and will also net you an OHKO on all but the most(space) physically bulky Blissey with Superpower. However, Jolly is still quite viable on Kitsunoh and will allow you to outrun positive base 100s and Infernape, who is defeated by Earthquake. Jolly also ties with Latias, but leaving Kitsunoh in isn’t a risk you will necessarily wish to take, as this set is not nearly as good at taking Surfs as other sets due to the Life Orb recoil.</p>

<p>You could use this same set with a Cho ice Band instead of Life Orb to increase the damage output. However, in most cases the difference is negligible and the ability to switch between moves is very useful.</p>

<p>This Kitsunoh set is more sweeper-oriented than the last set, and(remove comma) as such, you will want to give the opponent as few opportunities to respond to your offensive assault as possible. As it's been said, Kitsunoh attracts many bulky Steel and Water-types that won't hesitate to use your switching turn to support their team, or worse, heal. As such, wall-breakers make very good teammates when used in tandem with U-turn. Mixed Salamenceand mixed Dragonite come in easily on many of these bulky support Pokemon and threaten to OHKO or 2HKO all of them with Draco Meteor, Fire Blast and Outrage. Mixed Infernape works similarly, though it is more difficult to switch in and may have trouble with some Water-types. Defense drops from ShadowStrike really help here, as they allow Infernape to get some extra 2HKOs with Close Combat. Mixed Electivire can 2HKO bulky Water-types more reliably than Salamence or Dragonite and has Flamethrower for Steel-types. Swampert can be dispatched with a surprise Hidden Power Grass.</p>

[SET]
name: Sub + Status
move 1: Substitute
move 2: Will-O-Wisp / Yawn
move 3: ShadowStrike
move 4: Superpower
item: Expert Belt
nature: Adamant / Jolly
ability: Limber
evs: 4 HP / 252 Atk / 252 Speed

[SET COMMENTS]

<p>With all the switches it’s capable of forcing, Kitsunoh makes an effective user of Substitute. ShadowStrike and Superpower provide perfect coverage, hitting everything short of the bulkiest physical tanks hard. However, things that wall you don’t go unpunished, as they run the risk of being burned or slept when they try to remove you. In addition, many things that can ordinarily break Kitsunoh’s Substitutes are incapable of doing so once burned.</p>

<p>This set is very effective at “countering” Kitsunoh’s counters, as pretty much anything that can take ShadowStrike and Superpower really hate being burned or threatened with sleep. Because of this, it's very effective to use this set alongside a similar Pokemon like Metagross or Scizor, as you are effectively crippling their counters when you burn a Swampert or sleep a Skarmory.</p>

[Team Options]

<p>As previously mentioned, Kitsunoh is quite good at wearing down its counters. It is therefore worth using other Pokemon on your team that have similar counters. This mainly consists of offensive Steel-types. Arghonaut and Swampert will be able to stand up to Kitsunoh if they are at full health, but adding Metagross and Scizor to the equation puts constant pressure upon these Pokemon. Magnezone can be used on your team to take out Skarmory, Forretress, and Bronzong. If you use Magnezone for this purpose, Hidden Power Grass could be very useful for surprising Swampert. Heatran, while unable to trap Steel-typeswith Magnet Pull, can function similarly to Magnezone. Both of these Pokemon are capable of Exploding on potential counters for Kitsunoh.</p>

<p>Defensively, Kitsunoh needs to watch for faster users of Fire and Ground-type moves. This means Gyarados and Salamence are both good choices to pair with Kitsunoh, especially because many Pokemon using those moveswill need a Choice Scarf in order to outspeed Kitsunoh, and be locked into the move. Gyarados and Salamence, meanwhile, can set up with Dragon Dance. Surprisingly, Flygon can also be used for this purpose with U-turn, serving as a sort of "double scout" strategy. Flygon's immunity to Electric moves is also of some assistance here, though unfortunately Flygon doesn't resist Water (unlike Salamence and Gyarados). Latias and Stratagem with Levitate resist Fire-type moves, are immune to Ground-type moves, and can set up Calm Mind. Arghonaut, Swampert, and Hippowdon are bulkier Pokemon that can also switch into Fire and Ground-type moves and are worth noting because they can easily switch (or U-turn) into Tyranitar if you don't have Superpower. Due to a lack of recovery and Kitsunoh's frequent switching, Wish support can improve Kitsunoh's performance considerably, especially the Life Orb variant. Consider using Blissey or Vaporeon for this purpose.</p>

<p>Due to Kitsunoh's habit of forcing switches, it is effective to use entry hazards alongside it. Stealth Rock in particular should be set up as early in the battle as possible to maximize the damage Kitsunoh can do, particularly to Pokemon like Zapdos and Gyarados who you may have trouble with otherwise. Spikes and Toxic Spikes are also very effective, as bulky Water-types are some of Kitsunoh's best counters and they are devastated by these hazards.</p>

[Other Options]

<p>Rock Slide is a decent move to useon a pure attacking Kitsunoh, as it allows you to deal fair damage to Gyarados without losing coverage on Salamence and Zapdos. ThunderPunch OHKOs Gyarados and will hit bulky Waters pretty hard on the Life Orb set, although it has little merit otherwise. Meteor Mash is a 100 base power STAB move with a small chance to raise Kitsunoh's Attack, but the coverage it givesis generally redundant on the main sets.</p>

<p>Kitsunoh gets Taunt, which can be of someuse on a lead set to stop slower set up leads. It also has access to Psycho Shift, which it can use somewhat effectively in tandem with Trick and a Flame Orb. However, it is perfectly capable of running Will-O-Wisp, which is usually superior. Finally, Kitsunoh can use Knock Off on the Substitute set to punish its switch-ins as an alternative to Will-O-Wisp and Yawn. It is particularly useful in that Skarmory and Forretress, two great answers to most Kitsunoh, can have their Shed Shells removed, so that they can be trapped by Magnezone.</p>

[EVs]

<p>Kitsunoh generally gets the most use out of a simple 252 Attack and Speed EV spread, as most of its sets have little use for any Defense and its SpA is useless. However, an alternate EV spread of 252 HP, 16 Attack, 100 Speed, 140 SpD with a Careful nature can be useful on the Sub + Status set. Most defensive Latias are unable to break its Substitutes with Surf, while you easily 2HKO them with Shadow Strike even without Defense drops. Kitsunoh will also outrun Naïve Heatran and Adamant Lucario and hit them with Superpower for a 2HKO and OHKO, respectively.</p>

[Opinion]

<p>While it may be a stretch to call Kitsunoh “the ultimate scout”, it is definitely adept at forcing switches with its great resists and wide array of powerful attacks. Even Pokemon that resist its common moves won’t like having their Defense dropped by ShadowStrike, which leaves them vulnerable to other powerful attackers. With 110 Speed, Kitsunoh outpaces much of the metagame and is more than capable of forcing them into submission. Furthermore, it is not a glass cannon like many of its fast brethren like Gengar and Azelf, and is very capable of taking a hit when it has to. Kitsunoh is an asset to any team that is looking for a fast, hard-hitting attacker that forces switches and reveals team members.</p>

[Counters]

<p>Kitsunoh’s best counters are generally Steel-types who take neutral damage from Superpower. Skarmory is a great example, as Kitsunoh’s only move that hits it for super effective damage is the rare ThunderPunch, which can still be Roosted off. Forretress and Bronzong both have decent enough defenses to deal with Kitsunoh and take neutral damage at worst from its attacks. Bulkier versions of Metagross will also be able to take an Earthquake or two and threaten to hit back with their own Earthquakes.</p>

<p>Bulky Water-types such as Gyarados and Swampert will generally have an easy time with Kitsunoh. Although Gyarados does fear ThunderPunch, it is a solid answer to most Kitsunoh thanks to Intimidate. Swampert has good enough defenses to take Kitsunoh's hits and OHKO back with STAB Earthquake. Similarly, Arghonaut can take just about anything from Kitsunoh and set up on it with Bulk Up.</p>

<p>Some Kitsunoh sets, particularly Choice Scarf and Choice Band, are really prone to being trapped and revenge killed. Tyranitar can come in on a predicted Shadow Strike or Ice Punch and can do up to 98% with a Choice Band Pursuit. Scizor’s Pursuit isn’t nearly as powerful as Tyranitar’s, but it can still seriously injure any fleeing Kitsunoh. Magnezone also traps Choiced Kitsunohs with Magnet Pull and will Thunderbolt them to death. Scarf Magnezone will trap and kill even non-Choiced sets. Dugtrio can outrun and trap every Kitsunoh set except the Choice Scarfset (which is still susceptible to Choice Scarf Dugtrio), and easily OHKO with Earthquake.</p>

<p>Leading Choice Scarf Kitsunoh, however, almost always carries Trick, which is a nuisance for bulkier leads like Hippowdon and Bronzong. Leads such as Sash Heatran, Sash Azelf with Fire Blast or any lead Metagross with Earthquake will deal with most leading Kitsunoh nicely.</p>

<p>Kitsunoh with Will-O-Wisp and Substitute are particularly difficult to counter, as some of the Pokemon that can ordinarily switch in with impunity will be severely crippled while trying to scare it out. However, this can be counteracted by running Rest and Sleep Talk sets on many of Kitsunoh's conventional counters. Perfect candidates for this are Swampert, Arghonaut, and Gyarados, who are also capable of boosting while sleeping. Bulkier variants of RestTalk Machamp with Payback aren't a bad answer to Sub Status Kitsunoh either, though they must be careful of ShadowStrike defense drops.</p>
 

DougJustDoug

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Name: Ultimate Scout
Description: A Pokemon that is very capable of forcing the opponent to reveal vital information about their team members and their moves using various techniques.
I've got something solid going, I think. One was more fitting for Dougs, but not horrible here. This is the one I chose.

Kitsunoh. [Kit-soo-no] (Kitsune + Noh) Kitsune is the Japanese name for Fox. Noh is the Japanese masked theater on which No Face, the inspiration for the mask design, was based. Essentailly, its a Fox Mask that doesn't sound completely lame.
Type: Steel / Ghost
Ability: Frisk / Limber
Stats: 80 HP / 103 Atk / 85 Def /55 SpA /80 SpD /110 Spe

Unique Move:
Name: Shadow Strike
Type: Ghost
Physical
Power: 80
Accuracy: 95%
PP: 10
Special Effect: 50% chance of lowering defense 1 stage
Movepool:
Code:
--------------------------
LEVEL UP MOVES
--------------------------
Ice Fang (Heart)
Thunder Fang (Heart)
Scratch (-)
Tail Whip (-)
Lick (6)
Odor Sleuth (10)
Faint Attack (14)
Shadow Sneak (18)
Copycat (22)
Metal Claw (27)
Memento (31)
Fake Out (35)
Shadow Claw (40)
Revenge (44)
ShadowStrike (49)
Perish Song (55)
 
----------------
TMs & HMs
----------------
TM05 - Roar
TM06 - Toxic
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM29 - Psychic
TM30 - Shadow Ball
TM31 - Brick Break
TM32 - Double Team
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM53 - Energy Ball
TM54 - False Swipe
TM56 - Fling
TM61 - Will-o-Wisp
TM63 - Embargo
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM74 - Gyro Ball
TM77 - Psych Up
TM78 - Captivate
TM79 - Dark Pulse
TM80 - Rock Slide
TM82 - Sleep Talk
TM83 - Natural Gift
TM85 - Dream Eater
TM87 - Swagger
TM89 - U-Turn
TM90 - Substitute
TM91 - Flash Cannon
TM92 - Trick Room
HM01 - Cut
HM03 - Surf
HM04 - Strength
HM06 - Rock Smash
HM07 - Rock Climb
 
----------------------
TUTOR MOVES
----------------------
Ice Punch
ThunderPunch
Knock Off
Ominous Wind
Trick
Iron Head
Snore
Spite
Superpower
Icy Wind
 
------------------
EGG MOVES (Ground Group)
------------------
Featherdance
Metal Sound
Curse
Flail
Psycho Shift
Mud Slap
Yawn
Meteor Mash
Height: 3'07"
Weight: 112 Pounds
 

DougJustDoug

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Moderator
Cyclohm

[SET]
name: Life Orb
move 1: Draco Meteor
move 2: Thunderbolt
move 3: Hydro Pump / Flamethrower
move 4: Slack Off
item: Life Orb
nature: Timid
ability: Shield Dust
evs: 4 Def / 252 SpA / 252 Spe

[Set Comments]

<p>With an amazing movepool and a Special Attack stat of 112, Cyclohm's role as an offensive threat in today's metagame is not dealt with easily. By using this set, not many pokemon in OU will be able to easily switch into Cyclohm without being dented hard. Life Orb furthers its capabilities in the offensive department. Cyclohm makes even better use of this due to its bulk and recovery abilities. Cyclohm's typing also gives this set much more of a boost, as there are numerous resistances to switch into and shrug off, while instantly giving your opponent a scare with two excellent STAB types.</p>

<p>With Hydro Pump, Cyclohm manages to 2HKO Max HP Tyranitar. Hydro Pump also proves useful in scoring an OHKO with Stealth Rock against Heatran, who would otherwise pose a threat to Cyclohm. Flamethrower deals more damage to Steel-types than Thunderbolt and is Cyclohm's most reliable option against Celebi, thus giving it an edge against the usual switch-ins to Cyclohm. Although Hydro Pump is the preferred option in this set, both Flamethrower and Hydro Pump have their merits. Slack Off is used to give this set a longer lasting presence in the game, allowing it to constantly switch in, hit a few pokemon quite hard, and switch out. Cyclohm is essentially a hit and run type of Pokemon, which is why Draco Meteor is much preferred over Dragon Pulse.</p>

<p>A Timid Cyclohm can outspeed everything below 284 Speed, including Adamant Lucario, the standard Dragon Dance Kingdra, and Heatran. This also allows Cyclohm to speed tie with Mamoswine as well as the other base 80 Speed pokemon who would usually run max Speed.</p>

<p>When using Cyclohm, Pokemon that do exceptionally well in weakening foes and crippling the opponent will make its job much easier. Scizor, in particular, can switch into many of Cyclohm's counters such as Blissey and Latias who would hope to either kill or wall Cyclohm. Scizor can also scout and significantly weaken the opposing team with U-turn when paired with Stealth Rock. Likewise, Scizor can lure in Fire attacks coming from Heatran while using Cyclohm to take a hit, and recover off damage. Jirachi is also a good pokemon to pair Cyclohm with, as it can paralyze foes with Body Slam or Thunder Wave while taking Ice and Dragon-type attacks aimed at Cyclohm. Calm Mind Jirachi is exceptional at weakening many of Cyclohm's counters such as Blissey. Max HP SubCM Suicune performs equally well in this respect. Empoleon can come in on Choice Salamence or Latias Dragon-type attacks aimed at Cyclohm and set up a sweep with its Torrent set. Gyarados is immune to Ground-type attacks and can take out the Special Walls that normally impede Cyclohm through a combination of Waterfall, Dragon Dance, and Ice Fang. Scarf Heatran can lure in Blissey and Explode or KO Latias with Dragon Pulse, opening the way for a Cyclohm clean-up. Close Combat + U-turn Infernape also does an excellent job of weakening or KOing Latias and Blissey while providing another offensive presence on your team. Like Jirachi, Lucario can come in on choice Dragon or Ice attacks, such as Scarf Latias' Draco Meteor after the Special Attack drop, and threaten a sweep with Swords Dance. Life Orb Metagross also performs excellently by KOing Blissey and Latias.</p>

[SET]
name: Physical Tank
move 1: Discharge / Thunderbolt
move 2: Dragon Pulse
move 3: Flamethrower
move 4: Slack Off
item: Leftovers
nature: Bold
ability: Shield Dust
evs: 180 HP / 212 Def / 108 SpA / 8 Spe

[Set Comments]

<p>With impressive HP and Defense, amazing typing, Slack Off, and Shield Dust, Cyclohm is more than capable of sponging hits from many of the game's top threats. Cyclohm can take a hit from Scizor, Metagross, Jirachi, and Gyarados and retaliate with an attack launched from base 112 Special Attack. For example, Choice Band Scizor can only do 31.34% - 36.82% to Cyclohm with U-turn. Jirachi cannot rely on Zen Headbutt or Iron Head to flinch Cyclohm due to Cyclohm's ability, Shield Dust, which prevents any secondary effects such as Flamethrower's 10% burn chance or Iron Head's 30% flinch chance. Cyclohm can also force Skarmory out before it can set up all three layers of Spikes. Unlike Zapdos, Cyclohm is not Stealth Rock weak and can therefore more easily switch in against Scizor, Metagross, and Jirachi. Cyclohm can normally switch in against Metagross with imputiny; however, it must be especially careful when faced with Life Orb or Choice Band Metagross using Earthquake. It should be noted that although Jolly Life Orb Lucario only has a 2% chance of OHKOing Cyclohm with +2 Close Combat, Adamant versions will always OHKO. Cyclohm is capable of OHKOing Jolly Lucario with Flamethrower after it drops its defenses with Close Combat. Cyclohm makes a good switch-in against Infernape due to Cyclohm's high Defense and resistances to Grass Knot and Fire Blast. Be wary of those Infernape packing both Overheat, which deals 42.54% - 50.00%, and Hidden Power Ice. However, Hidden Power Ice will fail to KO Cyclohm after Overheat's Special Attack drop.</p>

<p>Due to Cyclohm's great Special Attack, it can more easily handle the previously mentioned Pokemon without relying on set damage moves like Seismic Toss or Night Shade. Flamethrower allows Cyclohm to dispose of Scizor, Metagross, and Jirachi and is Cyclohm's strongest option against Celebi and Bronzong. Scizor, of course, is OHKOed. Dragon Pulse is commonly used to hit switch-ins such as Tyranitar, Mamoswine, and Flygon for at least neutral damage. Discharge is the recommended Electric-type STAB option due to its 30% paralysis chance. The power drop is largely insignificant due to the fact that ResTalk Gyarados is still OHKOed and neither Metagross or Jirachi are KOed by a combination of Thunderbolt and Flamethrower. However, Thunderbolt still deals more raw damage when compared to Discharge.</p>

<p>With 108 SpA EVs, Cyclohm 2HKOes max HP Metagross 100% of the time with Flamethrower. Similarly, those Jirachi that do not invest heavily in HP are 2HKOed. 8 Spe EVs allow Cyclohm to outspeed ResTalk Gyarados who sit at 197 Speed. The remaining EVs optimize physical defense.</p>

<p>Defensively, Bronzong is Cyclohm's best partner due to its resistances to Dragon, Ground, and Ice-type attacks, its ability to set up Stealth Rock and Light Screen, and its ability to counter Mamoswine, one of Cyclohm's biggest threats. Cresselia also performs adequately in this department and can also counter Flygon and Salamence, two Pokemon that immediately threaten Cyclohm. ResTalk Gyarados makes a decent counter to Mamoswine and can take on Dragon Dance and Choice Band versions of Salamence as long as it is carrying Stone Edge or Avalanche. Special Defensive Metagross can come in on Ice and Dragon type attacks aimed at Cyclohm. With Pursuit, Metagross can KO Latias on the switch or at least critically damage it. With Bullet Punch, Metagross can more easily dispose of Mamoswine. Scizor with Light Screen and Roost makes an excellent partner for Cyclohm due to its resistances to Dragon and Ice and its ability to one-shot Mamoswine with Bullet Punch. Skarmory resists Ground and Dragon, making it an acceptable switch-in to Mamoswine. Skarmory also has the added advantage of stacking Spikes.</p>

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Thunderbolt
move 3: Surf
move 4: Flamethrower
item: Choice Specs
nature: Timid
ability: Shield Dust
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]

<p>This set aims to take advantage of Cyclohm’s natural bulk, decent 80 base speed, and most importantly, its 112 special attack. This set can rip a huge hole in any wall not named Blissey with its raw power. Your main attack is Draco Meteor, which is pound for pound more powerful than a Specsmence Draco Meteor. It tears through walls such as Celebi and Swampert, in addition to frail sweepers who cannot KO it. Here are some calculations against common switch-ins.</p>

<h3>
<pre>
Draco Meteor vs. 252 HP Celebi: 76.49% - 90.10%
Draco Meteor vs. 252 HP Swampert: 83.42% - 98.27%
Draco Meteor vs. 32 HP Scizor: 64.36% - 75.78%
Draco Meteor vs. 176 HP Tyranitar: 53.25% - 63.12%
Draco Meteor vs. 4 HP Tyranitar: 59.94% - 71.05%
Draco Meteor vs. 252 HP / 120 SpD Calm Rotom: 77.96% - 91.78%
</pre>
</h3>

<p>The only unsure 2HKO is Tyranitar, but it is guaranteed with Stealth Rock or prior damage.</p>

<p>In addition to the sheer power of Draco Meteor, what sets Cyclohm apart from other Dragon-types is STAB Thunderbolt. It obliterates the usual switch-ins to Dragon-types, namely bulky Water-types such as Suicune, Vaporeon, and Empoleon. It also provides a neutral hit on most Steel-type switch-ins, save Magnezone.</p>

<p>Surf and Flamethrower provide neutrality and specific type coverage on this set respectively, which is essential on a good choice item set. Surf hits Ground and Rock-type switch-ins for super-effective damage, in addition to Heatran who resists Draco Meteor. Flamethrower lays the hurt on Steel-types who dare to switch in expecting a Draco Meteor. </p>

<p>The EVs allow a tie, at worst, with Jolly Mamoswine and it outspeeds all Adamant Mamoswine and Adamant Gyarados before a Dragon Dance. If you wish, you can run a bulkier spread with a Modest nature, however this is not recommended because you don’t gain any relevant 2HKOs.</p>

<p>Specs Cyclohm should be paired at all times with Pokemon that cover its weaknesses: namely those Pokemon able to get around the likes of Snorlax and Blissey while being able to sponge Ground, Ice, and Dragon-type attacks. Bronzong is unable to beat Blissey or Snorlax without Explosion; however, it easily walls threats such as Mamoswine, in addition to being able to set up Stealth Rock and both screens. Cresselia can also perform the same role, while also shutting down Flygon, Salamence, and non-CM Latias, which are all large threats to Cyclohm. Next, special defensive versions of Scizor, Metagross, and Jirachi can all sponge Dragon and Ice-type attacks, and some weaker Ground-type attacks too. The main draw of using these three is the ability to beat Blissey and Snorlax while still maintaining an acceptable amount of bulk. A defensive Machamp may not resist Dragon and Ground-type attacks, but it is able to recover any damage taken with Rest, and absolutely destroys all of Cyclohm’s main checks.</p>

[Other Options]

<p>Static ability can be used if you want more chances to paralyze physical attackers. It is particularly useful for punishing pokemon that tend to U-Turn early and use more powerful attacks later, neutering Scarfed U-turners the rest of the match unless the opponent has a Cleric.</p>

<p>Cyclohm has a multititude of viable support options that normally will not find their way onto a standard set due to "four moveslot syndrome". Cyclohm can Roar opponents away repeatedly at low cost utilizing its bulk, resistances, and reliable recovery. Haze can also remove opponent stat boosts, and is especially useful against Cursing opponents with Earthquake, who lose their Attack boosts before they strike.</p>

<p>Taunt allows Cyclohm to stop slower setup pokemon before they can get too dangerous. Yawn can also be used as a method of psuedo-stat-up prevention. Thunder Wave and Stun Spore allow Cyclohm to paralyze incoming foes, Thunder Wave has 100% accuracy but Stun Spore can hit Ground-type switch-ins. Trick Room and Gravity are rarer field effects and Cyclohm tends not to share weaknesses with their more common users. Block can keep ineffectual opponents in on Cyclohm, but Cyclohm forces so many switches you often end in a bad position. Knock Off can rid opponents of pesky Choice items and Life Orb, especially handy if you can otherwise wall their unboosted attacks. Knock Off can significantly weaken the power of Metagross' and Tyranitar's attacks by removing their Choice Band or Life Orb. It also neuters Blissey and Latias by removing their Leftovers.</p>

<p>Light Screen can cover Cyclohm's weaker special defense and Safeguard can prevent being statused.</p>

<p>Curse provides a means to boost Cyclohm's impressive Defense, but usually the speed drop isn't worth it. Mixed sets with Curse are clunky to use, but not impossible. Dragon Dance's +1 Speed can be used to get the jump on many of Cyclohm's counters, but the +1 Attack is difficult to utilize effectively, as Volt Tackle, Outrage, and Earthquake still don't deal enough damage to significant targets.</p>

<p>Rain Dance is notable for boosting both Thunder and Hydro Pump's usefulness, although Sunny Day and Flamethrower makes life much more difficult for Steel and Grass types that resist its Dragon and Electric STAB respectively.</p>

<p>Vacuum Wave can be used if you need a last-ditch priority attack with decent power against SD Lucario. Overheat can be used over Flamethrower, but cannot be used in conjunction with Hydro Pump on the standard sets. Charge Beam is an effective means of boosting Cyclohm's Special Attack while maintaining the offensive and can set up a sweep given the right conditions.</p>

[EVs]

<p>As mentioned in the comments for the Physical Tank set, 108 Special Attack EVs allow Cyclohm to 2HKO max HP Metagross with Flamethrower. The 8 Speed EVs give Cyclohm enough speed to outpace and OHKO ResTalk Gyarados before it has the chance to move. The remaining EVs maximize physical defense while maintaining enough HP to take resisted special hits, such as Infernape's Fire Blast and Rotom-A's Thunderbolt.</p>

<p>On the Choice Specs and Life Orb sets, max Special Attack is used in order to guarantee 2HKOs on Tyranitar with Surf and Hydro Pump respectively. Max Speed allows Cyclohm to outspeed Adamant Mamoswine and Lucario and KO with either Surf, Hydro Pump, or Flamethrower. Cyclohm also outspeeds all non-scarfed Heatran and can OHKO with either Surf on the Choice Specs set or Hydro Pump on the Life Orb set if Heatran has switched into Stealth Rock or Spikes.</p>

<p>It is possible, although not highly recommended, to use a much bulkier Life Orb or Specs EV spread. Simply run max Special Attack and enough Speed EVs to outrun standard Agility Metagross. The remaining EVs should be funneled into HP or one of Cyclohm's defenses.</p>

[Team Options]

<p>There are two very distinctive ways to play Cyclohm and each method requires different team members to suit Cyclohm's needs. The first way to play Cyclohm is defensively, as a physical tank. When using Cyclohm defensively, it is best to use Pokemon that compliment and cover Cyclohm's type strengths and weaknesses instead of focusing on Pokemon that weaken Cyclohm's "counters". Bronzong is the best choice to fill such a roll due to its high defenses and resistance or immunity to all of Cyclohm's weaknesses: Ground, Ice, and Dragon. Bronzong is able to handle Dragon Dance Tyranitar, one Pokemon which Cyclohm has extreme trouble with, with STAB Gyro Ball with boosted power due to Tyranitar's increased Speed. Bronzong also makes an excellent counter to Flygon, which are normally scarfed and therefore take increased damage from Gyro Ball, and Mamoswine, two Pokemon that threaten Cyclohm immensely. Cresselia is able to handle Flygon, Mamoswine, and mixed or Choice Band Salamence as long as it invests heavily in its defenses and runs a set with Rest, Sleep Talk, and Ice Beam. ResTalk Gyarados is immune to Ground-type attacks and takes neutral damage from Dragon and Ice-type attacks. With an Impish nature and max HP and Defense, Gyarados is capable of weathering assaults from Mamoswine, Flygon, and Salamence; however, you should be extremely wary of boosted Draco Meteor from the latter. Bulky Steel types such as Jirachi, Metagross, and Scizor pair extremely well with Cyclohm due to their resistances to Cyclohm's weaknesses. Metagross can Pursuit or Bullet Punch threatening Latias, Scizor can Bullet Punch Mamoswine, Salamence, and Latias, and Jirachi can flinch all three with Iron Head. Be sure to note that Metagross and Jirachi share a Ground weakness with Cyclohm, so it is not a very good idea to switch directly from Cyclohm to one of these Pokemon when faced with a foe commonly known to carry Earthquake. Skarmory resists Dragon, is immune to Ground, and will take little damage from physical Ice-type attacks. It can also set up Spikes to further weaken the Pokemon Cyclohm is trying to counter.</p>

<p>The second way to play Cyclohm, of course, is offensively. This can be accomplished by using either the Choice Specs or Life Orb sets. Both sets rely strongly on hit-and-run tactics. Due to this fact, it is advised that you pair Cyclohm a Pokemon that is able to weaken Cyclohm's counters or vice versa. Scizor can easily dispose of Latias and Blissey, two of Cyclohm's biggest counters through a combination of U-turn, Bullet Punch, and Superpower. However, Scizor should be wary of Choice Specs Surf or Thunderbolt from Latias or Flamethrower from Blissey. Calm Mind Jirachi or Suicune with 101 HP Substitutes also work well due to their ability to set up on and dispose of Blissey. With Blissey out of the picture, Cyclohm can more easily make quick work of its foes by launching powerful, boosted Draco Meteors. Empoleon can come in against Choice Dragon-type attacks from Latias or Salamence with its large defense stats and can set up a sweep with Substitute, Agility, Ice Beam, and Surf. Offensive Life Orb Gyarados with Ice Fang can dispose of both Blissey and Latias while being immune to one of Cyclohm's more obvious weaknesses, Ground. Scarf Heatran resists Dragon and Ice and can lure Blissey in to play before taking it out of the game with Explosion. Lucario can also perform adequately as a partner due to its resistances to Ice and Dragon and the ability to KO Blissey, Tyranitar, and Latias after it has Swords Danced. Machamp can take out Blissey and Tyranitar with DynamicPunch and Latias with Payback after switchin in using its high HP, Special Defense, and resistances to Rock and Dark. Life Orb Metagross can KO Latias, Blissey, and Tyranitar as well. Stealth Rock and Spikes are obviously recommended for use alongside Cyclohm due to their ability to turn 2HKOes into OHKOes. Forretress is an excellent user of both moves and can come in on predicted Dragon and Ice-type moves aimed at Cyclohm.</p>

[Opinion]

<p>Due to Cyclohm's base 112 Special Attack, it hits like a truck. With offensive options with high base power, such as Hydro Pump, Draco Meteor, and Thunderbolt, it is able to put a major dent into the majority of the OU metagame. Even Pokemon that resist Draco Meteor, such as Scizor, who takes upwards of 64% from Specs Draco Meteor, will take a huge chunk of damage.</p>

<p>On the other hand, Cyclohm performs well as a tank due to its high defensive stats and numerous resistances. Shield Dust and Slack Off only further Cyclohm's ability to take hits from the likes of Jirachi, a Pokemon that relies on flinch from Iron Head or Zen Headbutt to make a mark on the opponent, Metagross, and Scizor.</p>

<p>However, Cyclohm is not all sunshine and rainbows (just look at the thing). Cyclohm sports three weaknesses to some of the game's most common attacking types: Ground, Ice, and Dragon. Due to this, it is sometimes difficult to effectively fit Cyclohm into a team or switch it into play. Cyclohm also takes full damage from Spikes, Toxic Spikes, and Stealth Rock, further limiting its ability to wall certain threats such as U-turn Scizor. It also doesn't help that Tyranitar, one of the most common Pokemon in the game, can switch into defensive sets with impunity due to sandstorm's Special Defense boost and immediately threaten a KO with Choice Banded Earthquake or set up a sweep with Dragon Dance. Like most Pokemon, Cyclohm requires some support from its teammates to be used to its fullest potential.</p>

[Counters]

<p>Given Cyclohm's powerful attacks, incredible type coverage, and respectable 112 base Special Attack, very little can afford to keep coming in on the more offensive sets. Blissey can sponge up Cyclohm's attacks indefinitely, and can keep Cyclohm on a timer with Toxic. Snorlax can sponge up a few hits (though it will require heavy Special Defense investment to avoid being 2HKO'd by a LO Draco Meteor) and hit back with Earthquake. Swampert can also take hits from Cyclohm not named Draco Meteor and gets STAB on its Earthquake.</p>

<p>Mamoswine can come in on a predicted Thunderbolt and OHKO all but the bulkiest Cyclohm with STAB Earthquake. Dugtrio can trap Cyclohm and hit it with Earthquake as well, though Cyclohm's bulk usually necessitates a little weakening before Dugtrio can safely knock it out. A Specially Defensive Tyranitar can usually afford to take a hit from Cyclohm and fight back with Earthquake, though it should be wary of Hydro Pump or Surf.</p>

<p>Latias can absorb non-Dragon moves and hit Cyclohm on its weaker side with a Dragon-type attack of its own. Various other Pokemon with a strong super effective move can revenge kill Cyclohm, such as Salamence, Starmie, or Heatran, but should be careful to ensure that Cyclohm is within KO range before attempting to take it out.</p>
 

DougJustDoug

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Moderator




Since I've seen a little support for it:

Final Submission
Cyclohm

Cyclone, which is a storm, and Ohm, a unit of resistance which on an electric pokemon implies bulky. Or refers to it's 4x resist to electric.
Type: Electric / Dragon
Abilities: Shield Dust / Static
Stats: 108 HP/ 60 Atk / 118 Def / 112 SpAtk / 70 SpDef / 80 Speed

Height: 5'4
Weight: 129.5 lbs

Movepool:
Code:
[U]Level-Up:[/U]
H. Weather Ball
H. Gravity
1. Thundershock
1. Leer
4. Thunder Wave
7. Tackle
11. Charge
15. Spark
19. Stun Spore
22. Double-Hit
25. Discharge
29. Slack Off
33. Tri-Attack 
38. Dragon Dance
45. Volt Tackle
54. Hyper Beam
 
[U]Egg:[/U] (Dragon/Monster)
Yawn
Dragonbreath
Hydro Pump
Overheat
Curse
Fire Fang
Thunder Fang
Dragon Rush
Haze
Block
 
[U]TM:[/U]
TM02 - Dragon Claw
TM03 - Water Pulse
TM05 - Roar
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM11 - Sunny Day
TM12 - Taunt
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 – Return
TM30 – Shadow Ball
TM32 - Double Team
TM34 - Shock Wave
TM35 - Flamethrower
TM37 - Sandstorm
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM57 - Charge Beam
TM58 - Endure
TM59 - Dragon Pulse
TM62 - Silver Wind
TM65 - Shadow Claw
TM66 - Payback
TM68 - Giga Impact
TM70 - Flash
TM73 - Thunder Wave
TM78 – Captivate
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM90 - Substitute
TM92 - Trick Room
HM03 - Surf
HM04 - Strength
HM05 - Defog
HM06 - Rock Smash
 
[U]Tutor:[/U]
Draco Meteor
Air Cutter
Fire Punch
Knock Off
Ominous Wind
ThunderPunch
Vacuum Wave
Magnet Rise
Snore
Swift
Ancientpower
Aqua Tail
Outrage
Signal Beam
Twister
 
[U]Legal Egg Combos:[/U]
Yawn + Curse (Slowbro)
Yawn + Hydro Pump (Blastoise, Kingdra)
Yawn + Block (Slowbro)
Yawn + Curse + Block (Slowbro)
Yawn + Haze (Blastoise)
Yawn + Haze + Hydro Pump (Blastoise)
Curse + Hydro Pump (Lapras)
Curse + Block (Bastiodon)
Haze + Fangs (Arbok)
Haze + Dragon Rush (Dragonite)
Haze + Dragonbreath + Dragon Rush (Dragonite)
Overheat + Dragon Rush (Charizard)
Overheat + Fire Fang + Dragon Rush (Charizard)
Fire Fang + Dragon Rush: Garchomp
Fangs + Hydro Pump + Dragon Rush (Salamence)
 

Jumpman16

np: Michael Jackson - "Mon in the Mirror" (DW mix)
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hey i edited the name origins for the existing cap pokes into their respective pokedex entries, i found those just as fascinating as the anaylses and movepools or whatever and we can see everything else about these CAPs here (sprites, moves, stats, etc.)

maybe in the future the people making the posts here can seek out the explanation behind the name that will have won (this is easier now than it was for the earlier CAPs, Revenankh and Pyroak took forever to find [i never actually did find deck knights initial post about pyroak though the name's obviously intuitive])
 
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