Alakazam (Gen 4, Anti-Lead)

I've been using this lead set extensively since the new UU lists and have found it works remarkably at preventing entry hazards and providing momentum for offensive teams with the added bonus of being a last ditch counter to set-up sweepers like CM Raikou.

Status: Complete

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[SET]
name: Anti-lead
move 1: Taunt
move 2: Encore
move 3: Counter
move 4: Psychic/Reflect/Light Screen
item: Focus Sash
ability: Inner Focus
nature: Timid
evs: 252 Spe/252 SpA/4 HP

[SET COMMENTS]
<p>Alakazam's blistering Speed and access to Taunt makes it a prime candidate for preventing entry hazards from opposing leads. It outspeeds all of the common UU leads bar Electrode and can thus prevent all forms of entry hazards; although a Jolly Dugtrio can use Stealth Rock if it wins the speed tie, though that situation is exceedingly rare.</p>

<p>EVs are fairly straightforward: maximizing Alakazam's speed and offensive ability, with the remainder in HP. For sets that run Reflect or Light Screen over Psychic, the SpA EVs are not needed and can be replaced with HP EVs. Optionally, dropping the Def IV to 0 can give you a small boost to Counter's power.</p>

<p>While seemingly unorthodox, Counter is the main attack move of the set. Taunt ensures that the opposing Pokemon will use an attack move, thus removing most of the prediction necessary to use Counter. Due to his extreme physical frailty, Counter will almost always net an OHKO on a Pokemon that attempts to kill it with a physical attack. This is especially effective against leads like Honchkrow who use Pursuit, and leads that use a super effective U-turn like Uxie, Mespirit, and Ambipom. Counter combined with Inner Focus also prevents Fake Out leads from breaking Focus Sash, providing clean OHKOs on lead Ambipom, Persian, and Kangaskhan. Counter also defeats many of the primary switch-ins to Alakazam's other sets, like Umbreon, Drapion, and Honchkrow.</p>

<p>Encore provides an answer to stat-up leads and Baton Pass leads, preventing them from being able to utilize any boosts they may accrue; however, the true power of Encore comes in conjunction with Taunt and the Focus Sash. If Alakazam successfully prevents entry hazards with Taunt, Alakazam can come back into play even at 1 HP and Encore many dangerous stat-up sweepers like Nasty Plot Mismagius and Calm Mind Raikou. Encore also serves as an answer to Sucker Punch, allowing you to avoid the damage and get a free switch out of the deal.</p>

<p>The last move is open for interpretation. The preferred move is Psychic, as it gives you reliable offensive power as well as a way to hit special-based leads like Froslass (who is 2HKO'd even with max HP EVs) and Moltres. It also allows Alakazam to perform minimal revenge kills later in the game as Psychic hits common threats like Venusaur and Hitmontop for super effective damage. Other options include Reflect and Light Screen for team support. The fact he can only carry one at a time and cannot have Light Clay with this set means they are a somewhat inferior option, but Taunt and Focus Sash virtually guarantees that he will get his one screen up, allowing you to set up a sweeper or entry hazards easily.</p>

<p>This set's worst nightmare is Spiritomb because it is immune to both Counter and Psychic and can hit Alakazam hard with a STAB Pursuit, Shadow Ball, or Shadow Sneak. The only way to effectively eliminate this set is for a lead to U-Turn to Spiritomb with Pursuit. This set also doesn't like being tricked a Choice Scarf by Uxie or Mespirit, although most tend to set up Stealth Rock or U-Turn instead.</p>

<p>With Alakazam preventing entry hazards, Stealth Rock weak sweepers like Life Orb Moltres and Nasty Plot Houndoom can easily come in without having to worry about losing 50% and 25% of their HP respectively. Houndoom is especially great because it can set up on all forms of Spiritomb with impunity. Light Screen versions work very well with Rock Polish Rhyperior and Aggron, who can set up on Spiritomb (but be careful of Will o Wisp if you do not have Lum Berry) and other physical attackers that commonly take out Alakazam, while Light Screen prevents Milotic and other physical tanks (who commonly use special attacks) from killing them outright. Reflect versions are perfect with Sub/CM Raikou as it prevents Spiritomb from being able to break his Sub with anything, and allows him to survive an unSTAB Earthquake from most anything in the tier.</p>
 
Though I realize you're not finished, make sure you put spaces between your backslashes (ie. "4 HP / 252 Atk / 252 Spe" instead of "4 HP/252 SpA/252 Spe").
 
<p>Alakazam's blistering Speed and access to Taunt makes it a prime candidate for preventing entry hazards from opposing leads. It outspeeds all of the common UU leads (bar Electrode) and prevent entry hazards from being used. Although, a Jolly Dugtrio can use Stealth Rock if it wins the speed tie, but the situation is exceedingly rare.</p>

<p>While seemingly unorthodox, Counter is the main form of attack move of the set. Taunt ensures that the opposing Pokemon will use an attack move, thus removing most of the prediction necessary to use Counter. Due to his extreme physical frailty, Counter will almost always net an OHKO on a certain Pokemon that attempts to kill it with a physical attack. This is especially effective against leads like Honchkrow who will use Pursuit, and leads that use a super effective U-turn like Uxie, Mespirit, and Ambipom. Counter combined with Inner Focus also prevents Fake Out leads from breaking his Focus Sash, providing clean OHKOs on lead Ambipom, Persian, and Kangaskhan. Counter also defeats many of the primary switch-ins to Alakazam's other sets, like Umbreon, Drapion, and Honchkrow.</p>

<p>Encore provides an answer to stat-up leads and Baton Pass leads; preventing them from being able to utilize any boosts that may occur. However, the true power of Encore comes in conjunction with Taunt and Focus Sash. If Alakazam successfully prevents entry hazards with Taunt, Alakazam can come back into play even at 1 HP, and Encore many dangerous stat-up sweepers like Nasty Plot Mismagius and Calm Mind Raikou. Encore also serves as an answer to Sucker Punch, allowing you to avoid the damage and get a free switch out of the deal.</p>

<p>The last move is open for interpretation. The preferred move is Psychic, as it gives you reliable offensive move, as well as a way to hit special-based leads like Froslass (who is 2HKO'd even with max HP EVs) and Moltres. It also allows Alakazam to perform minimal revenge kills later in the game as Psychic hits common threats like Venusaur and Hitmontop for super effective damage. Other options include Reflect and Light Screen for team support. The fact he can only carry one at a time and cannot have Light Clay with this set means they are a somewhat inferior option, but Taunt and Focus Sash virtually guarantees that he will get his one screen up, allowing you to set up a sweeper or entry hazards easily.</p>

<p>This set's worst nightmare is Spiritomb because it is immune to both Counter and Psychic, and can hit Alakazam hard with a STAB Pursuit, Shadow Ball, or Shadow Sneak. The only way to effectively eliminate this set is for a lead to U-Turn to Spiritomb with Pursuit. This set also doesn't like being tricked a Choice Scarf by Uxie or Mespirit, although most tend to set up Stealth Rock or U-Turn instead.</p>
 
Though I realize you're not finished, make sure you put spaces between your backslashes (ie. "4 HP / 252 Atk / 252 Spe" instead of "4 HP/252 SpA/252 Spe").

Will do.

shouldn't you have 0 IVs in DEF and SpD so you get hit more damage?
0 IVs in Def really doesn't make enough of a difference (at least in any situation I've been in or can conceive) to warrant it, and SpD doesn't matter as Counter only applies to Physical attacks. I guess I'll put in a mention, though.
 
You may want to make note of the prefered ability (being Inner Focus) So you can avoid Fake out from Ambipom and possibly encore it.
 
I think the analysis is very well done, but while the set itself is excellent at defeating most leads, basically anything that isn't threatened by Psychic (Dark-types, special walls) can switch in unharmed and proceed to do all kinds of mean things to your team. Alakazam doesn't have entry hazards to discourage switches like most popular leads, and while Encore is a great move, it basically asks your opponent to switch to a Dark-type with Pursuit, like the popular Honchkrow who will enjoy switching in without taking Stealth Rock damage. There are a few leads that beat it besides Spiritomb as well. Cloyster usually can't take out Alakazam in one hit, but assuming you Taunt first turn to avoid Spikes, Rock Blast easily 2hkos if it hits both times, or it may have Ice Shard. Omastar puts you in a similar situation, except its attack of choice can't even be used against it with Counter. This set can Psychic frail leads and Counter obvious attackers, but has very few means of dealing with non-leads.

Also, is Taunt always necessary? Stealth Rock can be Encored and give you a free turn to put up a screen, plus the turn that it takes to get put up in the first place, and if you use Taunt on the first turn and your opponent attacks, Alakazam is basically a wasted team member. If you Taunt support moves, what is there to Encore? If you want to be 100% sure that the opponent doesn't get Stealth Rock down, you're better off with Electrode. I'm not saying that Taunt isn't the best option, but perhaps there should be other options for the first slot (although I really can't think of any useful ones besides Psychic, Light Screen, and Reflect).
 
I think the analysis is very well done, but while the set itself is excellent at defeating most leads, basically anything that isn't threatened by Psychic (Dark-types, special walls) can switch in unharmed and proceed to do all kinds of mean things to your team. Alakazam doesn't have entry hazards to discourage switches like most popular leads, and while Encore is a great move, it basically asks your opponent to switch to a Dark-type with Pursuit, like the popular Honchkrow who will enjoy switching in without taking Stealth Rock damage. There are a few leads that beat it besides Spiritomb as well. Cloyster usually can't take out Alakazam in one hit, but assuming you Taunt first turn to avoid Spikes, Rock Blast easily 2hkos if it hits both times, or it may have Ice Shard. Omastar puts you in a similar situation, except its attack of choice can't even be used against it with Counter. This set can Psychic frail leads and Counter obvious attackers, but has very few means of dealing with non-leads.

Also, is Taunt always necessary? Stealth Rock can be Encored and give you a free turn to put up a screen, plus the turn that it takes to get put up in the first place, and if you use Taunt on the first turn and your opponent attacks, Alakazam is basically a wasted team member. If you Taunt support moves, what is there to Encore? If you want to be 100% sure that the opponent doesn't get Stealth Rock down, you're better off with Electrode. I'm not saying that Taunt isn't the best option, but perhaps there should be other options for the first slot (although I really can't think of any useful ones besides Psychic, Light Screen, and Reflect).

All UU dark types are OHKO'd by Counter if they attack. Houndoom and Umbreon are easily Encored if they try to set up (They come in to Taunt, use Counter for if they attack, Encore them with higher speed next turn if they set up.). The only Dark Type that causes problems is Spiritomb thanks to Counter and Psychic immunity, but he's the only one in the game much less the tier.

He's an Anti-Lead. Anti-Lead sets are designed to do two things, either:

A: Prevent Entry Hazards.

B: Kill the opposing lead.

This set does both to nearly all leads. Anti-Leads are not supposed to set up entry hazards. Taunt is the best move of the set, it prevents all hazards and allows you to switch to someone the spiker can't even harm (they are all weak offensively) and set up on their weak attacks. Having Spikes on the field is worse than having Zam at 1/2 or even at 1HP from the sash. If you prevent entry hazards and kill the lead that would have used them, then he can come in at 1HP and act as a check to any and all setup sweepers. Encore and Taunt are for 2 drastically different situations.

Electrode lacks Counter, lacks the ability to do decent amounts of damage to his opponent, lacks Encore, lacks Inner Focus for Fake Out leads, and is complete setup bait for any ground type.
 
All UU dark types are OHKO'd by Counter if they attack. Houndoom and Umbreon are easily Encored if they try to set up (They come in to Taunt, use Counter for if they attack, Encore them with higher speed next turn if they set up.). The only Dark Type that causes problems is Spiritomb thanks to Counter and Psychic immunity, but he's the only one in the game much less the tier.

He's an Anti-Lead. Anti-Lead sets are designed to do two things, either:

A: Prevent Entry Hazards.

B: Kill the opposing lead.

The first thing I do against an Alakazam lead is attack (if I have a lead which commonly carries non-attacking moves), since almost everyone predictably Taunts the first turn. With its sash broken, Alakazam poses 0 threat to any Dark-type. Even with its sash intact, Dark-types with special moves (such as the aforementioned Houndoom) literally have nothing to fear from Alakazam, but there are plenty of other Pokemon that can get in for free. Anything that resists Psychic or has high Special Defense and uses special attacks/Seismic Toss will have an easy time switching in. This includes Slowbro, offensive Uxie/Mesprit/Alakazam, Chansey, and maybe even Altaria. You can not prevent both entry hazards and kill the opposing lead unless they're slower, AND they use a non-damaging move the first turn and you Taunt them, unless they don't have hazards. I'm not saying this set isn't viable, but I don't understand how it often achieves both goals, every time I face an Alakazam lead, it seems to Taunt and maybe Psychic before it dies. Alakazam can only kill leads with low Special Defense or that use physical attacks and aren't Ghost-type, while I concede that most leads fall under that category, Alakazam's reliance on the shaky Counter gives it many opportunities to lose to the leads it is designed to beat. Not only can lead Ambipom U-turn to Spiritomb to Pursuit Alakazam, but it can U-turn to any other Ghost, for example Mismagius, who has high Special Defense to take Psychic, and can easily finish Alakazam with Shadow Ball, especially assuming you may use Taunt against it, and could Encore if it sets up.

This set does both to nearly all leads. Anti-Leads are not supposed to set up entry hazards. Taunt is the best move of the set, it prevents all hazards and allows you to switch to someone the spiker can't even harm (they are all weak offensively) and set up on their weak attacks. Having Spikes on the field is worse than having Zam at 1/2 or even at 1HP from the sash. If you prevent entry hazards and kill the lead that would have used them, then he can come in at 1HP and act as a check to any and all setup sweepers. Encore and Taunt are for 2 drastically different situations.

Electrode lacks Counter, lacks the ability to do decent amounts of damage to his opponent, lacks Encore, lacks Inner Focus for Fake Out leads, and is complete setup bait for any ground type.

I understand that anti-leads are primarily supposed to beat other leads, but this Alakazam poses almost zero threat to the majority of non-leads in UU. I'm not saying that this set won't work against a completely unfamiliar opponent, but the same can be said about almost anything. Besides this Alakazam is not only destroyed by lead Spiritomb, but any variant that carries Pursuit, and they often have Shadow Sneak too. I'd say Spiritomb is on maybe... one third of the teams. If your opponent has one, at the very least, Alakazam's sash is broken without you being able to retaliate. You can Encore Pursuit, but that still means that your opponent is up 6-5. If one layer of Spikes is more important to you than your lead's health, then you would be much better off with Electrode. It has a faster Taunt, people are scared of the Rain Dance lead, it has Explosion, and an ability that still allows it to punish physical attackers. Electrode leads often have Protect to scout Fake Out and Trick leads.

I don't understand how Taunt and Encore are for different situations either. If you Taunt, there is nothing to Encore. Additionally, slower opponents almost never use non-attacking moves against an Alakazam lead because they expect a Taunt anyway. I understand that Encore is a useful move later in the game, but once again, if you Taunt on the first turn, you're usually getting hit with an attack, and Alakazam can't KO most leads in one hit, meaning that you are left with a 1 HP lead, and are forced to switch in a Pokemon, all just to prevent entry hazards from one Pokemon for 3-5 turns. The phrase "If you prevent entry hazards and kill the lead that would have used them" is almost never true. Even if you Counter a lead that has hazards and chooses to attack you, fearing Taunt, and they actually use a physical attack, you're left with a 1 HP Alakazam in the priority-filled UU tier, and there are plenty of Dark-type Pursuiters that can finish off an Alakazam without its sash. If you predict wrong in that first turn situation, your opponent gets Stealth Rock or something up. I understand that Alakazam does great against Froslass and Ambipom, but even those leads don't have to stay in. I know anti-leads aren't meant to set up hazards, but without that or Pursuit, disadvantaged leads can easily switch out, with their switch-in usually being hit only with a Taunt.

I guess I'm just looking too much into this though, I agree that the set should be given an analysis, and I like yours, I'm mentioning flaws with the set not the write-up :P
 
The first thing I do against an Alakazam lead is attack (if I have a lead which commonly carries non-attacking moves), since almost everyone predictably Taunts the first turn. With its sash broken, Alakazam poses 0 threat to any Dark-type. Even with its sash intact, Dark-types with special moves (such as the aforementioned Houndoom) literally have nothing to fear from Alakazam, but there are plenty of other Pokemon that can get in for free. Anything that resists Psychic or has high Special Defense and uses special attacks/Seismic Toss will have an easy time switching in. This includes Slowbro, offensive Uxie/Mesprit/Alakazam, Chansey, and maybe even Altaria. You can not prevent both entry hazards and kill the opposing lead unless they're slower, AND they use a non-damaging move the first turn and you Taunt them, unless they don't have hazards. I'm not saying this set isn't viable, but I don't understand how it often achieves both goals, every time I face an Alakazam lead, it seems to Taunt and maybe Psychic before it dies. Alakazam can only kill leads with low Special Defense or that use physical attacks and aren't Ghost-type, while I concede that most leads fall under that category, Alakazam's reliance on the shaky Counter gives it many opportunities to lose to the leads it is designed to beat. Not only can lead Ambipom U-turn to Spiritomb to Pursuit Alakazam, but it can U-turn to any other Ghost, for example Mismagius, who has high Special Defense to take Psychic, and can easily finish Alakazam with Shadow Ball, especially assuming you may use Taunt against it, and could Encore if it sets up.



I understand that anti-leads are primarily supposed to beat other leads, but this Alakazam poses almost zero threat to the majority of non-leads in UU. I'm not saying that this set won't work against a completely unfamiliar opponent, but the same can be said about almost anything. Besides this Alakazam is not only destroyed by lead Spiritomb, but any variant that carries Pursuit, and they often have Shadow Sneak too. I'd say Spiritomb is on maybe... one third of the teams. If your opponent has one, at the very least, Alakazam's sash is broken without you being able to retaliate. You can Encore Pursuit, but that still means that your opponent is up 6-5. If one layer of Spikes is more important to you than your lead's health, then you would be much better off with Electrode. It has a faster Taunt, people are scared of the Rain Dance lead, it has Explosion, and an ability that still allows it to punish physical attackers. Electrode leads often have Protect to scout Fake Out and Trick leads.

I don't understand how Taunt and Encore are for different situations either. If you Taunt, there is nothing to Encore. Additionally, slower opponents almost never use non-attacking moves against an Alakazam lead because they expect a Taunt anyway. I understand that Encore is a useful move later in the game, but once again, if you Taunt on the first turn, you're usually getting hit with an attack, and Alakazam can't KO most leads in one hit, meaning that you are left with a 1 HP lead, and are forced to switch in a Pokemon, all just to prevent entry hazards from one Pokemon for 3-5 turns. The phrase "If you prevent entry hazards and kill the lead that would have used them" is almost never true. Even if you Counter a lead that has hazards and chooses to attack you, fearing Taunt, and they actually use a physical attack, you're left with a 1 HP Alakazam in the priority-filled UU tier, and there are plenty of Dark-type Pursuiters that can finish off an Alakazam without its sash. If you predict wrong in that first turn situation, your opponent gets Stealth Rock or something up. I understand that Alakazam does great against Froslass and Ambipom, but even those leads don't have to stay in. I know anti-leads aren't meant to set up hazards, but without that or Pursuit, disadvantaged leads can easily switch out, with their switch-in usually being hit only with a Taunt.

I guess I'm just looking too much into this though, I agree that the set should be given an analysis, and I like yours, I'm mentioning flaws with the set not the write-up :P
Your entire argument boiled into one sentence is thus:
If you predict wrong, the set doesn't work.

I really don't see what that has to do with anything.
 
Alakazam's reliance on the shaky Counter gives it many opportunities to lose to the leads it is designed to beat. Not only can lead Ambipom U-turn to Spiritomb to Pursuit Alakazam, but it can U-turn to any other Ghost, for example Mismagius, who has high Special Defense to take Psychic, and can easily finish Alakazam with Shadow Ball, especially assuming you may use Taunt against it, and could Encore if it sets up.

I think the idea is that Alakazam can also use its Inner Focus as a potential bluff so that there are no guarantees with Ambipom. Sure, Ambipom can do that, but it risks getting hit for up to 85% with Psychic first, or even flat out OHKO'd if Zam is carrying Focus Blast, which unfortunately this set doesn't mention. Personally I'd just attack against Ambipom with Zam, as it also possibly covers the switch-in forced due to the obvious fear of CounterSash.

I think Focus Blast should be slashed in on this set, mainly so that Alakazam isn't a sitting duck for every single Dark or Steel that can get round CounterSash. Preferably next to Taunt because the only real use Taunt has on a set with Encore is to prevent Hazards from leads. Whilst this can be important for some, in reality, most set-up leads with entry hazards are prepared for frail sashed Taunters like Zam. Kabutops runs Waterfall + Aqua Jet, Cloyster has Rock Blast, Donphan has Earthquake + Ice Shard, even Froslass sometimes uses Shadow Ball + Ice Shard, and so on. Keep it on there as the main option, but acknowledge the fact that not everybody will want to have it or be comfortable with having it over another attacking move, me being one of them.
 
I think the idea is that Alakazam can also use its Inner Focus as a potential bluff so that there are no guarantees with Ambipom. Sure, Ambipom can do that, but it risks getting hit for up to 85% with Psychic first, or even flat out OHKO'd if Zam is carrying Focus Blast, which unfortunately this set doesn't mention. Personally I'd just attack against Ambipom with Zam, as it also possibly covers the switch-in forced due to the obvious fear of CounterSash.

I think Focus Blast should be slashed in on this set, mainly so that Alakazam isn't a sitting duck for every single Dark or Steel that can get round CounterSash. Preferably next to Taunt because the only real use Taunt has on a set with Encore is to prevent Hazards from leads. Whilst this can be important for some, in reality, most set-up leads with entry hazards are prepared for frail sashed Taunters like Zam. Kabutops runs Waterfall + Aqua Jet, Cloyster has Rock Blast, Donphan has Earthquake + Ice Shard, even Froslass sometimes uses Shadow Ball + Ice Shard, and so on. Keep it on there as the main option, but acknowledge the fact that not everybody will want to have it or be comfortable with having it over another attacking move, me being one of them.

Focus Blast really still leaves you open to Spiritomb and has shaky accuracy. I would never ever use it on this set, and I'd like another opinion before it's even considered...
 
Focus Blast really still leaves you open to Spiritomb and has shaky accuracy. I would never ever use it on this set, and I'd like another opinion before it's even considered...

I think it's a reasonable option, if only for the lack of other good moves. Spiritomb always beats Alakazam, but with Focus Blast, other Dark-types don't get in for free. I sometimes bring in Swellow to Pursuit lead Alakazam, and Focus Blast would certainly hinder it, as well as other frail Pursuit users like Honchkrow and Absol. Yeah, the accuracy is terrible, but it gives you more options than Taunt does, although I already explained why I don't think it's a great move for lead Alakazam. Maybe it could even go over Psychic, since that type has terrible coverage, and almost no one would switch a Fighting or Poison-type Pokemon into Alakazam, while Focus Blast would help against Ambipom and Dark-types besides Spiritomb. I suggest putting Focus Blast as another option slashed behind Taunt or Psychic/screens.

Edit:
Your entire argument boiled into one sentence is thus:
If you predict wrong, the set doesn't work.

I really don't see what that has to do with anything.

That is 100% correct. In retrospect, I typed way too much and I think that Lemmiwinks's post was close to what I meant, but explained in a much more concise way. Anyway, the fact that predicting wrong with something as frail and limited in movepool as Alakazam has a lot to do with the set. What is the danger of predicting wrong with Froslass? Maybe you use Spikes against Cloyster. That is probably a mistake, but you get at least one layer of Spikes, and depending on EVs, you may survive the Rock Blast, and it has a 20% chance of missing. Either way, Froslass helps your team a little bit. I wouldn't trade one layer of Spikes for a whole Pokemon, but at least it did something. If you predict wrong with Alakazam, you often have no damaged opponents or entry hazards to show for it. This isn't the case with most effective leads.
 
The "team options" section is just listing counters to this set. In my opinion, you should add the relations this set actually has with its team by promoting partners who need Stealth Rock cleared, or like a screen or something.
 
I think it's a reasonable option, if only for the lack of other good moves. Spiritomb always beats Alakazam, but with Focus Blast, other Dark-types don't get in for free. I sometimes bring in Swellow to Pursuit lead Alakazam, and Focus Blast would certainly hinder it, as well as other frail Pursuit users like Honchkrow and Absol. Yeah, the accuracy is terrible, but it gives you more options than Taunt does, although I already explained why I don't think it's a great move for lead Alakazam. Maybe it could even go over Psychic, since that type has terrible coverage, and almost no one would switch a Fighting or Poison-type Pokemon into Alakazam, while Focus Blast would help against Ambipom and Dark-types besides Spiritomb. I suggest putting Focus Blast as another option slashed behind Taunt or Psychic/screens.
It should be noted that STAB Psychic is stronger than Neutral Focus Blast. If anything, Signal Beam would hit Dark Types better.

Also added suggested teammates.
 
It should be noted that STAB Psychic is stronger than Neutral Focus Blast. If anything, Signal Beam would hit Dark Types better.

Focus Blast has a much higher base power, but Signal Beam is more reliable. HP Fighting could also be used if one was really paranoid about Focus Blast's accuracy (in my opinion, Fighting is a better offensive type than Bug, but they both hit Dark-types). Here are calculations against notable targets (EVs from Smogon sets).


0 HP/4 SpD Honchkrow

Signal Beam: 41-48.5% (3HKO)

Focus Blast: 66-77.5% (2HKO)


4 HP/0 SpD Absol

Signal Beam: 94-111% - about 60% chance to OHKO

Focus Blast: 150% damage minimum


0 HP/4 SpD Swellow

Focus Blast: 89-104.5% - about 30% chance to OHKO

From this, you can extrapolate that Psychic will always OHKO and Signal Beam will never 2HKO.


252 HP/116 SpD Careful Spiritomb

Signal Beam: 21-25%


252 HP/252 SpD Cloyster

Signal Beam: 35-41% (3HKO)

Focus Blast: 110% damage minimum

Psychic: 62-73% (2HKO)


4 HP/0 SpD Ambipom

Signal Beam: 41-48% (3HKO)

Focus Blast: 130% damage minimum

Psychic: 70-86% (2HKO)


0 HP/0 SpD Froslass

Signal Beam: 20-24% (5HKO)

Psychic: 72.5-85.5% (2HKO)

I think both Signal Beam and Focus Blast could be options, depending on whether you want specific KOs, or a reliable means to deal at least some damage to Dark-types switching in. Alakazam's base 135 Special Attack can put a dent in all but one type if you give it Focus Blast or Signal Beam along with Psychic (the first combination is resisted only by Psychic-types, the second by Steel-types).
 
Focus Blast has a much higher base power, but Signal Beam is more reliable. HP Fighting could also be used if one was really paranoid about Focus Blast's accuracy (in my opinion, Fighting is a better offensive type than Bug, but they both hit Dark-types). Here are calculations against notable targets (EVs from Smogon sets).


0 HP/4 SpD Honchkrow

Signal Beam: 41-48.5% (3HKO)

Focus Blast: 66-77.5% (2HKO)


4 HP/0 SpD Absol

Signal Beam: 94-111% - about 60% chance to OHKO

Focus Blast: 150% damage minimum


0 HP/4 SpD Swellow

Focus Blast: 89-104.5% - about 30% chance to OHKO

From this, you can extrapolate that Psychic will always OHKO and Signal Beam will never 2HKO.


252 HP/116 SpD Careful Spiritomb

Signal Beam: 21-25%


252 HP/252 SpD Cloyster

Signal Beam: 35-41% (3HKO)

Focus Blast: 110% damage minimum

Psychic: 62-73% (2HKO)


4 HP/0 SpD Ambipom

Signal Beam: 41-48% (3HKO)

Focus Blast: 130% damage minimum

Psychic: 70-86% (2HKO)


0 HP/0 SpD Froslass

Signal Beam: 20-24% (5HKO)

Psychic: 72.5-85.5% (2HKO)

I think both Signal Beam and Focus Blast could be options, depending on whether you want specific KOs, or a reliable means to deal at least some damage to Dark-types switching in. Alakazam's base 135 Special Attack can put a dent in all but one type if you give it Focus Blast or Signal Beam along with Psychic (the first combination is resisted only by Psychic-types, the second by Steel-types).

Honchkrow- If your Sash is broken you die either way, if not, Counter OHKOs or Encore Sucker Punch.

Absol- ~10% Chance difference between SB OHKO and FB Hit is offset by SB's 10% Confusion chance, meaning (I suck at math so probably wrong) with the 50% added chance of hurting itself (to death), there's only a 5% difference in the time that either would OHKO.

Swellow- Psychic hits harder, FB calcs don't matter at all.

Spiritomb- w/ Pursuit kills you no matter what.

Cloyster- Taunt Spikes + 2 Psychics kills before you die anyway.

Ambipom- if he comes in after sash is broken, Fake Out is probably going to OHKO (does ~70-80 IIRC) if not, Counter OHKOs no matter which move he uses.

Froslass- FB can't even hit it, what's the argument?

Conclusion: If anything, Signal Beam would be slashed onto the set, but it is not as useful as anything else already there...I don't even think it deserves a mention because all it would really handle is a dark type that switched in AFTER your sash is broken (which shouldn't happen before you get a kill) so there's really no point.
 
I too disagree with Focus Blast. It has 70 accuracy, and 9/10 Psychic will be better since you rarely attack on this set, nevermind against the threats that were listed.

The reason an attacking move is on the set is because it stops Pokemon like Hitmontop from coming and spinning and stuff like that.
 
Honchkrow- If your Sash is broken you die either way, if not, Counter OHKOs or Encore Sucker Punch.

If they switch into a Focus Blast and try to Pursuit, you'll beat them (assuming it hits twice) whether you have the sash intact or not. With the 70% accuracy and no real reason to Focus Blast on the first turn against most leads, I don't see that situation being realistic though.

Absol- ~10% Chance difference between SB OHKO and FB Hit is offset by SB's 10% Confusion chance, meaning (I suck at math so probably wrong) with the 50% added chance of hurting itself (to death), there's only a 5% difference in the time that either would OHKO.

Your math is right, although chances of hitting yourself in confusion are actually a bit less than 50%, since there's also a chance to snap out before the first turn of being confused. Anyway, that's a good point, both moves would work against Absol equally well.

Swellow- Psychic hits harder, FB calcs don't matter at all.

It was just to see the damage if one switched in on a Focus Blast. Even if it had Psychic, Alakazam would only stay in if it has its sash intact and use Counter in that situation, right?

Spiritomb- w/ Pursuit kills you no matter what.

Right, I just calculated the three moves' damage against common targets. Spiritomb is a very common switch-in for Alakazam, not that Signal Beam would hurt it very much.

Cloyster- Taunt Spikes + 2 Psychics kills before you die anyway.

This is assuming Cloyster uses Spikes the first turn. I can't speak for everyone, but when I used Cloyster as my lead, I never used Spikes first turn against anything if I knew it could learn Taunt. Even if they do use Spikes, Rock Blast + Ice Shard will KO with reasonable offensive EVs (and the lack of Special Defense won't turn Psychic into a one hit kill), and I have killed Alakazam with one Rock Blast before, although I think it got a critical hit once.

Ambipom- if he comes in after sash is broken, Fake Out is probably going to OHKO (does ~70-80 IIRC) if not, Counter OHKOs no matter which move he uses.

Focus Blast could be used to ensure the OHKO on lead Ambipom and damage on a Dark-type that comes in, but yeah Counter is a much better idea, I'm just putting the calcs there so that people can make their own opinions.

Conclusion: If anything, Signal Beam would be slashed onto the set, but it is not as useful as anything else already there...I don't even think it deserves a mention because all it would really handle is a dark type that switched in AFTER your sash is broken (which shouldn't happen before you get a kill) so there's really no point.

I think it would be a reasonable option over one of Taunt/Encore. Any lead using an attack if you Taunt first turn will leave you with a broken sash and no kill to show for it. Signal Beam or Focus Blast would mean that you can at least do something to Dark-types that come in to Pursuit you. Say you Taunt a lead that uses Spikes first turn, and get the kill. With a Bug or Dark-type attack, you can do something before you get Pursuited, although putting up a screen would also be useful.

I too disagree with Focus Blast. It has 70 accuracy, and 9/10 Psychic will be better since you rarely attack on this set, nevermind against the threats that were listed.

The reason an attacking move is on the set is because it stops Pokemon like Hitmontop from coming and spinning and stuff like that.

I don't understand what Hitmontop would spin against a lead Alakazam, but either way, most have priority to take Alakazam out if its sash is broken. If it isn't, Alakazam could use Counter just like against any other physical attacker. Poison and Fighting-type Pokemon will almost never be switched into Alakazam unless its sash was broken and they have priority. I agree that Psychic is a better move for Alakazam than Focus Blast in almost all situations if you have to choose just one attack.
 
Hitmontop was a bad example, a better one would be that it takes out certain special leads after you Taunt them. For example, after you Taunt Nidoking or Queen, hit them with Psychic as you can't be sure if they are using special or physical attacks (Nidoking usually uses Special as a lead). It can break Subs. Hit switch-ins. etc. It's a reliable damage dealing attack. If you're going to use Focus Blast, you're always better off using another support move.

Nothing else reliably does damage. That's why Psychic should be the only damage-dealing option.

When something like Venusaur comes in, are you going to take the chance to Taunt it's Sleep Powder / Swords Dance only to have it nail you with Power Whip? Psychic get's you out of situations like that.
 
I don't understand why a Venusaur would ever come in on Alakazam. I don't get why a Nidoking/queen would stay in on Alakazam, much less try to put up a hazard on the first turn. Psychic is a reliable STAB move, and is clearly the best choice if it uses one move, but only having one attack wastes its 135 base Special Attack, in my opinion. D2M doesn't think Focus Blast/Signal Beam warrant slashes though, so no big deal I guess- people could always use those moves anyway if they find them useful.
 
I don't understand why a Venusaur would ever come in on Alakazam. I don't get why a Nidoking/queen would stay in on Alakazam, much less try to put up a hazard on the first turn. Psychic is a reliable STAB move, and is clearly the best choice if it uses one move, but only having one attack wastes its 135 base Special Attack, in my opinion. D2M doesn't think Focus Blast/Signal Beam warrant slashes though, so no big deal I guess- people could always use those moves anyway if they find them useful.

You're the one opting to let them! Don't you get see? If Alakazam uses Focus Blast, you will give all of those Pokemon easy wins over you, when they are Pokemon you shouldn't think twice about beating. There is no reason to add Focus Blast as a slash at all. Zero. All it does is hinder it. One attack is all the attacks Alakazam needs really.
 
You're the one opting to let them! Don't you get see? If Alakazam uses Focus Blast, you will give all of those Pokemon easy wins over you, when they are Pokemon you shouldn't think twice about beating. There is no reason to add Focus Blast as a slash at all. Zero. All it does is hinder it. One attack is all the attacks Alakazam needs really.

I think he was suggesting it over Taunt or Encore, not Psychic. Both of which, as I explained, are indispensible.
 
The point still stands; if you're going to use Focus Blast you're better off using a support option.
 
The point still stands; if you're going to use Focus Blast you're better off using a support option.

That's not true at all. No support option can kill Houndoom and Steelix, or do 50% damage to Umbreon / Registeel. The main reason I think a second attack should be slashed in alongside Taunt is that without one, Alakazam's usefulness is severely compromised outside of the lead position. That might sit well with some people, but not others, including me. And I personally would never run Taunt on a set like this, as I don't think it is worth sacrificing Alakazam just for that.
 
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