metsrule158
Don't disturb him on his break.
GP: 2/2 [V0x] [Ray Jay]
[Overview]
<p>When people mention Ralts as one of the weakest pokemon in Little Cup, such a description is not an overstatement. With pathetic stats, the only role it can accomplish is to sacrifice itself. Even though it has a somewhat large movepool, only some of those moves can actually be utilized in battle before it faints. Luckily, it can learn Destiny Bond, which can take down its opponent with it, and Trick Room, supporting teams abusing that field effect. Ralts also has a handy ability, Trace, that can be abused when it copies Water Absorb or Volt Abosrb, giving it an immunity to some attacks.</p>
[SET]
name: Destiny Room
move 1: Trick Room
move 2: Memento
move 3: Destiny Bond
move 4: Protect
item: Focus Sash
ability: Trace
nature: Relaxed
evs: 212 HP / 76 Def / 156 SpDef
ivs: 0 Spe
[SET COMMENTS]
<p>This is the only set that Ralts can successfully accomplish without support from others. When leading with Ralts, Trick Room is the primary move that it should aim for before it faints. After successfully activating Trick Room, Ralts can either choose Memento or Destiny Bond, as it can't do anything else but sacrifice itself. With Memento, Ralts makes the opponent completely useless, giving you a free turn since they would likely switch out. Destiny Bond can be used effectively if the opponent uses an attacking move, taking down an important member of the opponent's team while you only have to sacrifice Ralts. Protect avoids the use of Fake Out from the opponent so Focus Sash can remain intact, or it can be used to get a glimpse of what set your opponent is using.</p>
[ADDITIONAL COMMENTS]
<p>Ralts is not able to achieve anything else except this. The EVs, IVs, and nature ensure that this set can be used effectively. Ralts can't function properly without Focus Sash, so if you're not leading with Ralts, it is recommended that you lead with a Taunt user to prevent hazards. Although, this set would work best if Ralts leads, so Trick Room abusers such as Munchlax, Makuhita, or Clamperl are obviously appropriate teammates to take advantage of Trick Room.</p>
[Other Options]
<p>Since most of Ralts's moves are useless, there is not much else it can accomplish. Eviolite can significantly increase its defenses, but even one Bug Bite can annihilate Ralts. It is possible to run Hypnosis, but due to the low accuracy the chances of actually putting the opponent to sleep are slim to none. Pain Split can also be used, but Destiny Bond is more suitable for Ralts.</p>
[Checks and Counters]
<p>Priority moves can eliminate Ralts before it uses Destiny Bond or Memento. Entry hazards such as Stealth Rock or Spikes render Focus Sash completely useless. The status effects burn and poison also nullify Focus Sash, as do weather changers such as Snover and Hippopotas. Taunt users can ruin everything, forcing Ralts to use Struggle or switch out.</p>
[Overview]
<p>When people mention Ralts as one of the weakest pokemon in Little Cup, such a description is not an overstatement. With pathetic stats, the only role it can accomplish is to sacrifice itself. Even though it has a somewhat large movepool, only some of those moves can actually be utilized in battle before it faints. Luckily, it can learn Destiny Bond, which can take down its opponent with it, and Trick Room, supporting teams abusing that field effect. Ralts also has a handy ability, Trace, that can be abused when it copies Water Absorb or Volt Abosrb, giving it an immunity to some attacks.</p>
[SET]
name: Destiny Room
move 1: Trick Room
move 2: Memento
move 3: Destiny Bond
move 4: Protect
item: Focus Sash
ability: Trace
nature: Relaxed
evs: 212 HP / 76 Def / 156 SpDef
ivs: 0 Spe
[SET COMMENTS]
<p>This is the only set that Ralts can successfully accomplish without support from others. When leading with Ralts, Trick Room is the primary move that it should aim for before it faints. After successfully activating Trick Room, Ralts can either choose Memento or Destiny Bond, as it can't do anything else but sacrifice itself. With Memento, Ralts makes the opponent completely useless, giving you a free turn since they would likely switch out. Destiny Bond can be used effectively if the opponent uses an attacking move, taking down an important member of the opponent's team while you only have to sacrifice Ralts. Protect avoids the use of Fake Out from the opponent so Focus Sash can remain intact, or it can be used to get a glimpse of what set your opponent is using.</p>
[ADDITIONAL COMMENTS]
<p>Ralts is not able to achieve anything else except this. The EVs, IVs, and nature ensure that this set can be used effectively. Ralts can't function properly without Focus Sash, so if you're not leading with Ralts, it is recommended that you lead with a Taunt user to prevent hazards. Although, this set would work best if Ralts leads, so Trick Room abusers such as Munchlax, Makuhita, or Clamperl are obviously appropriate teammates to take advantage of Trick Room.</p>
[Other Options]
<p>Since most of Ralts's moves are useless, there is not much else it can accomplish. Eviolite can significantly increase its defenses, but even one Bug Bite can annihilate Ralts. It is possible to run Hypnosis, but due to the low accuracy the chances of actually putting the opponent to sleep are slim to none. Pain Split can also be used, but Destiny Bond is more suitable for Ralts.</p>
[Checks and Counters]
<p>Priority moves can eliminate Ralts before it uses Destiny Bond or Memento. Entry hazards such as Stealth Rock or Spikes render Focus Sash completely useless. The status effects burn and poison also nullify Focus Sash, as do weather changers such as Snover and Hippopotas. Taunt users can ruin everything, forcing Ralts to use Struggle or switch out.</p>