[AG] Skarmory

Josh

=P
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[OVERVIEW]

Skarmory has a defined niche in the Anything Goes metagame as the best Extreme Killer counter there is and one of the best physical walls in general. It has great support options, such as Spikes, Stealth Rock, Whirlwind, Toxic, and especially Defog, as this move removes the need to rely on a defensive Arceus forme or Giratina. Unfortunately, Skarmory is Taunt and Magic Bounce bait, has mediocre Special Defense, and has a general lack of offensive presence.

[SET]
name: Bulky Support
move 1: Toxic
move 2: Whirlwind
move 3: Roost
move 4: Defog / Spikes / Stealth Rock
item: Rocky Helmet / Leftovers
ability: Sturdy
nature: Bold
evs: 252 HP / 252 Def / 4 SpD

[SET COMMENTS]
Moves
========

Toxic is useful to wear down walls and give Skarmory a way to damage opposing Pokemon. Whirlwind is useful for both phazing foes to prevent them from setting up on Skarmory and racking up passive damage from entry hazards. Roost allows Skarmory to remain healthy for the duration of the match. Defog is useful for removing hazards in the free turns Skarmory gets. If your team isn't weak to hazards and already has a Stealth Rock setter, Spikes is an option over Defog, as is Stealth Rock, and Iron Head is an option that deals with Mega Diancie and is a way to deal more damage to Xerneas.

Set Details
========

Sturdy guarantees Skarmory can at least survive one hit and either phaze a boosted threat or get a Toxic off, provided it can enter without taking entry hazard damage. Rocky Helmet is useful for getting extra damage off on physical attackers and wears them down much quicker. Leftovers is also an option in order to give Skarmory some additional recovery. Shed Shell is a usable item on teams weak to Mega Gengar to prevent Skarmory from being trapped; however, it is often not worth it because of how uncommon Mega Gengar is. The EVs and a Bold nature give Skarmory the most physical bulk possible while hitting a Stealth Rock number.


Usage Tips
========

You should generally switch Skarmory into physical attackers and should switch it out of special ones. Be wary of letting an Arceus or Mega Rayquaza set up too much, because if they break Skarmory and are boosted, they can often sweep your team. Don't let Skarmory get weakened too much if your opponent still has an Arceus or Mega Rayquaza, because otherwise it can't switch in safely, and don't be afraid to sacrifice Skarmory if your opponent doesn't have any physical attackers left, as it is often dead weight in that situation. Keeping Sturdy intact can ensure Shadow Force Ghost Arceus cannot pick up an OHKO even at +6; this would be achieved by constantly Roosting while Ghost Arceus is badly poisoned. Skarmory can be 2HKOed by neither a +6 Jolly Arceus's Extreme Speed nor a +2 Jolly Mega Rayquaza's Dragon Ascent. Stacking entry hazards and shuffling your opponent's team with Whirlwind is a very effective strategy if running Spikes due to how bulky Skarmory is and how many switches it forces. Try to scout for Magic Coat and Overheat on Arceus, because if they happen to have it, Skarmory just gets destroyed. Try not to switch in Skarmory unless necessary while Mega Gengar and Darkrai are still alive, as they only need to come in on it once.

Team Options
========

Specially bulky Pokemon such as Kyogre and Blissey can work well with Skarmory, as they are able to take special hits for Skarmory; such a pair functions well together on semi-stall and balance teams. Darkrai and Xerneas both appreciate having Skarmory, as they are very potent setup sweepers that are both weak to revenge killing by Arceus's and Mega Rayquaza's Extreme Speed. Dragon-types such as Dragon Arceus and Mega Rayquaza work well as teammates for Skarmory because they resist both Fire- and Electric-type attacks for Skarmory. Pokemon that appreciate Spikes, such as Genesect and Ho-Oh, are solid team options because entry hazards help them clean up more easily. Fairy Arceus and Xerneas are good team options, as they handle the Magic Bounce users that trouble Skarmory; in addition, Xerneas not only appreciates Skarmory taking Extreme Speeds for it but also counters Yveltal in turn for Skarmory.

[STRATEGY COMMENTS]
Other Options
=============
Taunt is an option that allows Skarmory to deal with walls more efficiently, most notably Chansey and Blissey. Counter is an option to surprise powerful physical attackers that otherwise can beat Skarmory, such as Ho-Oh. A specially defensive spread can work on Skarmory to better check weaker special attackers; however, it is generally mediocre and not very effective. Occa Berry can be used to scout out a potential V-create Mega Rayquaza without sacrificing your Extreme Killer Arceus check. A Custap Berry + Sturdy lead set can be used to take out foes with Counter and set up Stealth Rock, although it is outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Special Attackers**: Skarmory despises special attackers in general because they have no issue breaking through it and sometimes use it as setup bait. In particular, Darkrai is a big problem because Dark Void breaks Sturdy and it usually runs Substitute to avoid Toxic damage.

**Reflection**: Magic Bounce renders Skarmory completely useless, reflecting all of its moves except for Iron Head and preventing it from doing much of anything. Magic Coat users such as Arceus are also very bothersome for Skarmory, as it can win 50/50s to set up and potentially beat Skarmory, or just PP stall it.

**Ho-Oh**: Ho-Oh's main STAB move, Sacred Fire, is super effective on Skarmory and has a 50% chance to burn it, breaking its Sturdy.

**Yveltal**: Both the bulky Yveltal sets with Taunt and the offensive sets destroy all Skarmory variants.

**Taunt**: Taunt cripples Skarmory and prevents it from doing anything. Yveltal is the most common Taunt user, but it can be seen on numerous other Pokemon randomly.

**Mega Gengar**: Mega Gengar's access to Taunt and Disable and its trapping capabilities severely damage Skarmory, usually disabling it completely.

**Super Effective Coverage**: Random super effective coverage such as Thunder on Xerneas and Lava Plume on Primal Groudon is terrible for Skarmory, because you think you can safely beat the opponent but you end up losing.
 
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MZ

And now for something completely different
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Don't forget to mention how bad you are

Overview
This doesnt really have bad special defense and with resists it can check CB steelceus or non thunder geoxern or whatever. I wouldnt put it as being /that/ bad

Set
I'd rather swap the order of SR and Spikes, once you have skarm and it's not defog might as well fit SR on something else and make it spikestack, and skarm's pretty much always with something that runs rocks

Moves
Basically talk about how spikes just have more utility than rocks
I think Iron head is worth it here, probably the best diancie lure in the meta. Bump from OO imo

Usage tips
Stack hazards

Team Options
Things that like spike support
Things that handle magic bouncers
Probably pursuit or something to check mega gengar which kinda abuses the fuck out of it

Other options
Spdef spread, worth mentioning even if it's emphasized how mediocre it is

Checks & Counters
This needs expansion .-. cmon man
I think it's worth adding a section for random SE coverage. Things like lava plume Pdon, thunder on geoxern, heat wave yveltal, CM Ghostceus's judgement etc really fuck with skarm bc you think you beat something until you don't

1/3
 
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Chloe

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NUPL Champion
I still don't see a mention on how bad you are..

[OVERVIEW]
- Its access to Defog increases viability tremendously as it removes the need to rely on a defensive Arceus form or Giratina.
- However, it can be quite ineffective at hazard removal, as the most common hazard setter in the metagame (Groudon-Primal) stops Defog usage completely while in play.

[SET COMMENTS]
Set Details
========
"-Sturdy guarantees Skarmory can at least live 1 hit, and either phaze out a boosted threat or get a Toxic off." - if Skarmory can enter without taking hazard damage.


Usage Tips
========
- Abusing Sturdy can ensure Shadow Force Ghostceus cannot pick up an OHKO even at +6. This can be achieved by constant Roosting while Ghostceus is badly poisoned.
- Skarmory can't be 2HKOd by a +6 Jolly Arceus Extreme Speed, nor a +2 Jolly Rayquaza-Mega Dragon Ascent.

Team Options
========
Gastrodon (it's actually really funny how good a Skarmory/Gastrodon core would be)
- Dragon type mons were focused on too much, as other team options can resist these types and provide better defensive support than those listed above.


[STRATEGY COMMENTS]
Other Options
=============
- Occa Berry can be used to scout out the potential V-create Mega Rayquaza without sacking off your EKiller Arceus check.
- Custap Berry Sturdy leads can be used to Counter/Stealth Rock, although can see to be outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Trick/Switcheroo** - Being tricked a Scarf completely disables Skarmory's functionality of stalling out Physical Sweepers, and performing any other jobs quite ineffectively.

**Mega-Gengar** - Taunt/Disable/Trapping capabilities that severely damage Skarmory usually disabling it completely.

**Magic Guard** - without Iron Head, Pokemon with the Magic Guard ability don't take any damage from Skarmory whatsoever.

=======
Go nuts, 2/3.
Sorry it took so long, stuff came up.
 
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Chloe

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NUPL Champion
There are zero relevant trick/magic guard Pokemon in AG tho so why put it in c&c
Fine discard those two points then. Trick Arceus is seen rarely but is definitely viable. Due to the rarity I'd definitely agree to leave it out.
 
Set :
Mention Iron head as a variation, perhaps. Magic coat e killer eats this set alive. Running counter as a last resort check for v-create mray is another option.

Usage tips :
Scout for magic coat/overheat on e killers. Stallbreakers like darkrai/mgar need to be played carefully, minimizing skarm's switch ins while they're still alive.

Team options :
Well, skarmory can fit into so many teams because of how good it is at checking one of the most spammed sets in the meta. Ogre (scarfed and primal) works especially well with skarm, by checking special ceus forms and having skarm check physical ceus. Physically defensive rest talk primal ogre is a pretty decent partner, as well, as it absorbs v-create and tanks +1 ascent. Also, xern not only appreciates skarm absorbing e speed, it also tanks hits from y-god for skarm. Also a soft check for rai lefties and rest talk. Rockceus is a fair option to be run if someone wants to go for a skarm-ho oh/skarm-chansey core, as v-create Mray breaks both those cores.

Checks and counters :
V-create Mray - I do not understand how this isn't here, considering how common it now is on the ladder. It would destroy most cores skarm is a part of, and definitely needs a mention here.
Magic coat e killers - Especially the ones with lum berry. Allows to get an SD up and coat on whirlwind/spikes/rocks and pretty much change the entire momentum of the game.
P don - I think this deserves a mention other than just being a side note. P don outspeeds and 2hkos skarm with plume/fire punch. Could also set up rocks and get rid of the only defogger in the team (if skarm is running defog).
Yveltal - Taunt/d pulse/owing/knock off, all of them crap on skarm. I know taunt has been mentioned as one of the threats, but y-god doesn't really need taunt to make skarm worthless. Although, along with taunt, it is one of the best way to deal with skarm.

Sorry this was so long.
QC 3/3
 

Threw

cohiba
~Amcheck~

The more I read about AG, the weirder it seems.

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[OVERVIEW]

Skarmory has a defined niche in the Anything Goes meta by being as the best Ekiller counter there is, and being one of the best physical walls in general. It has great support options, such as Spikes, Stealth Rock, Whirlwind, Toxic, and especially Defog, as it this move (just to be clear you're not referring back to Skarm) removes the need to rely on a defensive Arceus form or Giratina. Unfortunately, Skarmory is Taunt and Magic Bounce bait, has mediocre defense on the special side, and has a general lack of offensive presence.

[SET]
name: Bulky Support
move 1: Toxic
move 2: Whirlwind
move 3: Roost
move 4: Defog / Spikes / Stealth Rock
item: Rocky Helmet / Leftovers
ability: Sturdy
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Toxic is useful to wear down walls and give Skarmory a way to damage opponents. Whirlwind is useful for both phazing opponents to prevent them from setting up on Skarmory,(RC) as well as and racking up passive damage from entry hazards. Roost allows Skarmory to remain healthy for the duration of the match. Defog is useful for removing hazards in the free turns Skarmory gets to keep hazards off of the field. If your team isn't weak to hazards and already has a Stealth Rock setter, Spikes are also is an option over Defog. Stealth Rock is an another option over Defog if your team is not weak to hazards and lacks a Stealth Rock setter, and Iron Head is an option in order to that deals with Mega Diancie,(RC) as well as and is a way to deal more damage to Xerneas.

Set Details
========

Sturdy guarantees Skarmory can at least live survive 1 hit,(RC) and either phaze out a boosted threat or get a Toxic off, provided it can enter without taking hazard damage. Rocky Helmet is useful for getting extra damage off on physical attackers, and wears them down much quicker. Leftovers are is also an option in order to give Skarmory some additional recovery. Shed Shell is a usable item on teams weak to Mega Gengar to prevent Skarmory from being trapped;, however,(AC) it is often not worth it because of how uncommon Mega Gengar is. The EVs and a Bold nature give Skarmory the most physical bulk possible,(RC) while hitting a Stealth Rock number.

Usage Tips
========

You should generally switch Skarmory into physical attackers, and should switch out of special ones. Be wary of letting an Arceus or Mega Rayquaza set up too much, because if they break Skarmory and are boosted up they can often sweep your team. Don't let Skarmory get weakened too much if your opponent still has an Arceus or Mega Rayquaza, because otherwise it can't switch in safely, and don't be afraid to sack Skarmory if your opponent doesn't have any physical attackers left, as it is often dead weight. Abusing Sturdy can ensure Shadow Force Arceus-Ghost cannot pick up an OHKO even at +6;. this can would be achieved by constantly Roosting while Arceus-Ghost is badly poisoned. Skarmory can't be 2HKOed by neither a +6 Jolly Arceus Extreme Speed,(RC) nor a +2 Jolly Mega Rayquaza-Mega Dragon Ascent. Stacking hazards and shuffling your opponent's team with Whirlwind is a very effective strategy if running Spikes, due to how bulky Skarmory is and how many switches it forces. Try and to scout for Magic Coat and Overheat on Arceus, because if they happen to have it then Skarmory just gets destroyed (this seems really informal, but I don't want to change it using my own words, so a rewrite from you would be best). Try and to minimize Skarmory switch-ins while Mega Gengar and Darkrai are still alive, as they only need to come in on it once and it can be game over (same as above).

Team Options
========

A specially bulky Pokemon with good special bulk,(AC) such as Kyogre and Blissey,(AC) can work well, as they are able to take special hits for Skarmory; on the special side. They such a pair functions well together on semi-stall and balance teams together. Darkrai and Xerneas both appreciate having Skarmory, as they are very potent setup sweepers that are both weak to revenge killing by Arceus and Mega Rayquaza's Extreme Speed. A Dragon-types such as Arceus-Dragon and Mega Rayquaza work well as teammates, because they resist both Fire- and Electric-type attacks for Skarmory. Pokemon that appreciate Spikes,(AC) such as Genesect and Ho-oh,(AC) are solid team options, because Spikes entry hazards (repetition) help them clean up more easily kills (it's generally best to avoid the word "kill" and you're really cleaning up the opposing team, not the KOs themselves). Things that handle magic bouncers such as Arceus-Fairy and Xerneas are good team options, in order to remove them for Skarmory. Arceus-Fairy and Xerneas are good team options, as they handle the Magic Bouncers that trouble Skarmory; in addition, Xerneas not only appreciates skarm Skarmory taking Extreme Speeds for it, but it also counters Yveltal in turn for Skarmory. (Sorry for the big change, but the grammar is really confusing about whether Arceus-Fairy and Xerneas handle the Bouncers or are the Bouncers themselves)


[STRATEGY COMMENTS]
Other Options
=============
Taunt is an option that allows Skarmory to deal with walls,(AC) most notably Chansey and Blissey,(AC) more efficiently,(RC) most notably Chansey/Blissey. Counter is an option to surprise powerful physical attackers who otherwise can beat Skarmory,(AC) such as Ho-oh. A specially defensive spread can work on Skarmory to better check weaker special attackers;, however,(AC) it is generally mediocre and not very effective. Occa Berry can be used to scout out the a potential V-create Mega Rayquaza without sacking off your EKiller Arceus check. Custap Berry Sturdy leads can be used to Counter/ and set up Stealth Rock, although can see to be they are outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Special Attackers**: Skarmory despises special attackers in general,(RC) because they generally typically have no issue breaking through it and sometimes use it as setup bait. In particular, Darkrai is a big problem because Dark Void breaks Sturdy and it usually runs Substitute to avoid Toxic damage.

**Reflection**: Magic Bounce renders Skarmory completely useless, because as it reflects all of it's moves except Iron Head back and prevents it from doing much of anything. (Call me nitpicky, but it can still Roost or switch out :^]) Magic Coat users such as Arceus are also very bothersome for Skarmory, as it can win 50/50s to set up and potentially beat Skarmory, or just PP stall it.

**Ho-oh**: Its main STAB move, Sacred Fire, is super effective on Skarmory and the 50% chance to burn breaks Skarmory's Sturdy.

**Yveltal**: Both the bulky Yveltal sets with Taunt and the offensive sets destroy all Skarmory variants.

**Taunt**: Taunt cripples Skarmory and prevents it from doing anything useful. Yveltal is the most common Taunt user, but it can be seen on numerous other things Pokemon randomly.

**Mega-Gengar** - Taunt/Disable/Trapping capabilities that severely damage Skarmory usually disabling disable it completely.

**Super Effective Coverage**: Random super effective coverage such as Thunder on Xerneas and Lava Plume on Primal Groudon is terrible for Skarmory, because you think you can safely beat them opponent but you end up losing.
 

Lumari

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Threw
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TDP
add (Capitalize / Fix) remove (comments); (AC=add comma; RC=remove comma; SC=semicolon)

better, threw. still a couple things where you were doing a tad much and a couple objective things you still need to get used to, but a lot better in the subjective changes department than last time!

[OVERVIEW]

Skarmory has a defined niche in the Anything Goes metagame by being as the best Extreme Killer counter there is (RC) and being one of the best physical walls in general. It has great support options, such as Spikes, Stealth Rock, Whirlwind, Toxic, and especially Defog, as it this move (just to be clear you're not referring back to Skarm) removes the need to rely on a defensive Arceus forme or Giratina. Unfortunately, Skarmory is Taunt and Magic Bounce bait, has mediocre Special Defense on the special side, and has a general lack of offensive presence.

[SET]
name: Bulky Support
move 1: Toxic
move 2: Whirlwind
move 3: Roost
move 4: Defog / Spikes / Stealth Rock
item: Rocky Helmet / Leftovers
ability: Sturdy
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Toxic is useful to wear down walls and give Skarmory a way to damage opponents opposing Pokemon. (opponent = opposing player) Whirlwind is useful for both phazing opponents foes to prevent them from setting up on Skarmory,(RC) as well as and racking up passive damage from entry hazards. (ok) Roost allows Skarmory to remain healthy for the duration of the match. Defog is useful for removing hazards in the free turns Skarmory gets to keep hazards off of the field. (ok) If your team isn't weak to hazards and already has a Stealth Rock setter, Spikes are also is an option over Defog. Stealth Rock is an another option over Defog (I'd rather you keep this bc it's not super implied by the context--it could go over any move--so yeah. It's even better to just shoehorn the SR bit into the previous sentence though because of huge repetition, pretty much reducing it to "as is Stealth Rock".) if your team is not weak to hazards and lacks a Stealth Rock setter, and Iron Head is an option in order to that deals with Mega Diancie,(RC) as well as and is (both of these could go either way honestly, and esp. with the first one i kinda prefer the op's version because it's skarmory dealing with mega diancie)a way to deal more damage to Xerneas.

Set Details
========

Sturdy guarantees Skarmory can at least live survive (good) 1 one hit,(RC) and either phaze out (implied through the definition of phaze) a boosted threat or get a Toxic off, provided it can enter without taking entry hazard damage. Rocky Helmet is useful for getting extra damage off (nah this is fine to keep) on physical attackers (RC; don't bifurcate sentences with a comma without introducing a new subject. "i played football and kicked him" and "i played football, and i kicked him" are both correct, but "i played football, and kicked him" isn't) and wears them down much quicker. Leftovers are is also an option in order to give Skarmory some additional recovery. Shed Shell is a usable item on teams weak to Mega Gengar to prevent Skarmory from being trapped;, however,(AC) (good) it is often not worth it because of how uncommon Mega Gengar is. The EVs and a Bold nature give Skarmory the most physical bulk possible,(RC) (good! only put a comma before while if it's got a connotation "whereas") while hitting a Stealth Rock number.

Usage Tips
========

You should generally switch Skarmory into physical attackers (RC, same) and should switch out of special ones. Be wary of letting an Arceus or Mega Rayquaza set up too much, because if they break Skarmory and are boosted, (AC) up they can often sweep your team. Don't let Skarmory get weakened too much if your opponent still has an Arceus or Mega Rayquaza, because otherwise it can't switch in safely, and don't be afraid to sack Skarmory if your opponent doesn't have any physical attackers left, as it is often dead weight. Abusing (what exactly do you mean here? "Abusing" has to go, but idk if I'm supposed to just make it "taking advantage of" or, more specifically, "keeping Sturdy intact") Sturdy can ensure Shadow Force Arceus-Ghost cannot pick up an OHKO even at +6;. this can would be achieved by constantly Roosting while Arceus-Ghost is badly poisoned. Skarmory can't be 2HKOed by neither a +6 Jolly Arceus Extreme Speed,(RC) nor (good good) a +2 Jolly Mega Rayquaza-Mega Dragon Ascent. Stacking entry hazards and shuffling your opponent's team with Whirlwind is a very effective strategy if running Spikes (RC) due to how bulky Skarmory is and how many switches it forces. Try and to scout for Magic Coat and Overheat on Arceus, because if they happen to have it, (AC) then ("then" coordinating "if" doesn't really fit in formal text) Skarmory just gets destroyed (this seems really informal, but I don't want to change it using my own words, so a rewrite from you would be best i think it's fine, but just barely). Try and to minimize Skarmory switch-ins not to switch in Skarmory unless necessary (the noun "switch-in", plural "switch-ins" refers to Pokemon, like "Primal Groudon is a good Kyogre switch-in"; otherwise, it's a "switch in", plural "switches in", kinda the same thing as "a turn right" really. And if this is gonna be like "try to minimize Skarmory switches in" or "the number of times Skarmory switches in", it's probs better to just rephrase it entirely) while Mega Gengar and Darkrai are still alive, as they only need to come in on it once and it can be game over (same as above same from me too).

Team Options
========

A specially bulky Pokemon with good special bulk,(AC) (nah, it's fine as is, if the article gets removed that is) such as Kyogre and Blissey,(AC) (be careful here: with the commas, it means that any example from the category applies, whereas no commas implies this is not the case, but because of different people different perceptions there's a HUGE overlap here and there's no real need to change one to the other--and either way, in this case I'd argue that there are several specially bulky pokemon that do not synergise well with Skarm, so the commas should not be added) can work well, as they are able to take special (good) hits for Skarmory; on the special side. They such a pair functions well together on semi-stall and balance teams together. Darkrai and Xerneas both appreciate having Skarmory, as they are very potent setup sweepers that are both weak to revenge killing by Arceus and Mega Rayquaza's Extreme Speed. A Dragon-types such as Arceus-Dragon and Mega Rayquaza work well as teammates, because they resist both Fire- and Electric-type attacks for Skarmory. Pokemon that appreciate Spikes,(AC) such as Genesect and Ho-Oh,(AC) are solid team options, because Spikes entry hazards (repetition alright, but "the chip damage helps" might've been a tad better because this changes content--don't think I mind this change too badly though) help them clean up more easily kills (it's generally best to avoid the word "kill" and you're really cleaning up the opposing team, not the KOs themselves yes!!). Things that handle magic bouncers such as Arceus-Fairy and Xerneas are good team options, in order to remove them for Skarmory. Arceus-Fairy and Xerneas are good team options, as they handle the Magic Bouncers (eh, better "Magic Bounce users") that trouble Skarmory; in addition, Xerneas not only appreciates skarm Skarmory taking Extreme Speeds for it, (either keep the it or remove the comma, same thing as that bifurcating thing still) but it also counters Yveltal in turn for Skarmory. (Sorry for the big change, but the grammar is really confusing about whether Arceus-Fairy and Xerneas handle the Bouncers or are the Bouncers themselves)


[STRATEGY COMMENTS]
Other Options
=============
Taunt is an option that allows Skarmory to deal with walls,(AC) most notably Chansey and Blissey,(AC) (the slash should go yeah, but no need to move this) more efficiently,(RC) most notably Chansey/Blissey. Counter is an option to surprise powerful physical attackers who that otherwise can beat Skarmory,(AC) such as Ho-Oh. A specially defensive spread can work on Skarmory to better check weaker special attackers;, however,(AC) it is generally mediocre and not very effective. Occa Berry can be used to scout out the a potential V-create Mega Rayquaza without sacking off your Extreme Killer Arceus check. Custap Berry + Sturdy leads can be used to take out foes with (needs clarification in any case) Counter/ and set up Stealth Rock, although can see to be they are outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Special Attackers**: Skarmory despises special attackers in general,(RC) because they generally typically (unnecessary) have no issue breaking through it and sometimes use it as setup bait. In particular, Darkrai is a big problem because Dark Void breaks Sturdy and it usually runs Substitute to avoid Toxic damage.

**Reflection**: Magic Bounce renders Skarmory completely useless, because as (hrmm kinda unnecessary, a comma before "because" isn't wrong per se afaik) it reflects all of it's moves except Iron Head back (good) and prevents it from doing much of anything. (Call me nitpicky, but it can still Roost or switch out :^]) (hrmm if it's irrelevant it doesn't need to be reflected in the writing, same with saying Mamoswine has perfect neutral STAB coverage except on Levitate Bronzong, Rotom-W, and Rotom-H because who gives a damn about Surskit and Cryogonal. either works) Magic Coat users such as Arceus are also very bothersome for Skarmory, as it can win 50/50s to set up and potentially beat Skarmory, or just PP stall it.

**Ho-Oh**: Its Ho-Oh's main STAB move, Sacred Fire, is super effective on Skarmory and the has a 50% chance to burn it, (AC) breaking its breaks Skarmory's Sturdy.

**Yveltal**: Both the bulky Yveltal sets with Taunt and the offensive sets destroy all Skarmory variants.

**Taunt**: Taunt cripples Skarmory and prevents it from doing anything useful. (same here, and I'd even argue it literally cannot do anything because the set has no attacking moves) Yveltal is the most common Taunt user, but it can be seen on numerous other things Pokemon randomly.

**Mega-Gengar**: (colon) Mega Gengar's access to Taunt and Disable and its trapping capabilities that severely damage Skarmory, (AC) usually disabling disable (and then keep the participle) it completely.

**Super Effective Coverage**: Random super effective coverage such as Thunder on Xerneas and Lava Plume on Primal Groudon is terrible for Skarmory, because you think you can safely beat them opponent but you end up losing.


[OVERVIEW]

Skarmory has a defined niche in the Anything Goes metagame by being as the best Extreme Killer counter there is (RC) and being one of the best physical walls in general. It has great support options, such as Spikes, Stealth Rock, Whirlwind, Toxic, and especially Defog, as it this move (just to be clear you're not referring back to Skarm) removes the need to rely on a defensive Arceus forme or Giratina. Unfortunately, Skarmory is Taunt and Magic Bounce bait, has mediocre Special Defense on the special side, and has a general lack of offensive presence.

[SET]
name: Bulky Support
move 1: Toxic
move 2: Whirlwind
move 3: Roost
move 4: Defog / Spikes / Stealth Rock
item: Rocky Helmet / Leftovers
ability: Sturdy
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Toxic is useful to wear down walls and give Skarmory a way to damage opponents opposing Pokemon. Whirlwind is useful for both phazing opponents foes to prevent them from setting up on Skarmory,(RC) as well as and racking up passive damage from entry hazards. (ok) Roost allows Skarmory to remain healthy for the duration of the match. Defog is useful for removing hazards in the free turns Skarmory gets to keep hazards off of the field. (ok) If your team isn't weak to hazards and already has a Stealth Rock setter, Spikes are also is an option over Defog, (AC) as is Stealth Rock is an another option over Defog if your team is not weak to hazards and lacks a Stealth Rock setter, and Iron Head is an option in order to that deals with Mega Diancie,(RC) as well as and is (both of these could go either way honestly, and esp. with the first one i kinda prefer the op's version because it's skarmory dealing with mega diancie)a way to deal more damage to Xerneas.

Set Details
========

Sturdy guarantees Skarmory can at least live survive (good) 1 one hit,(RC) and either phaze out a boosted threat or get a Toxic off, provided it can enter without taking entry hazard damage. Rocky Helmet is useful for getting extra damage off on physical attackers (RC) and wears them down much quicker. Leftovers are is also an option in order to give Skarmory some additional recovery. Shed Shell is a usable item on teams weak to Mega Gengar to prevent Skarmory from being trapped;, however,(AC) it is often not worth it because of how uncommon Mega Gengar is. The EVs and a Bold nature give Skarmory the most physical bulk possible,(RC) while hitting a Stealth Rock number.

Usage Tips
========

You should generally switch Skarmory into physical attackers (RC) and should switch out of special ones. Be wary of letting an Arceus or Mega Rayquaza set up too much, because if they break Skarmory and are boosted, (AC) up they can often sweep your team. Don't let Skarmory get weakened too much if your opponent still has an Arceus or Mega Rayquaza, because otherwise it can't switch in safely, and don't be afraid to sack Skarmory if your opponent doesn't have any physical attackers left, as it is often dead weight. Abusing (what exactly do you mean here? "Abusing" has to go, but idk if I'm supposed to just make it "taking advantage of" or, more specifically, "keeping Sturdy intact") Sturdy can ensure Shadow Force Arceus-Ghost cannot pick up an OHKO even at +6;. this can would be achieved by constantly Roosting while Arceus-Ghost is badly poisoned. Skarmory can't be 2HKOed by neither a +6 Jolly Arceus Extreme Speed,(RC) nor a +2 Jolly Mega Rayquaza-Mega Dragon Ascent. Stacking entry hazards and shuffling your opponent's team with Whirlwind is a very effective strategy if running Spikes (RC) due to how bulky Skarmory is and how many switches it forces. Try and to scout for Magic Coat and Overheat on Arceus, because if they happen to have it, (AC) then ("then" coordinating "if" doesn't really fit in formal text) Skarmory just gets destroyed (this seems really informal, but I don't want to change it using my own words, so a rewrite from you would be best i think it's fine, but just barely). Try and to minimize Skarmory switch-ins not to switch in Skarmory unless necessary while Mega Gengar and Darkrai are still alive, as they only need to come in on it once and it can be game over (same as above same from me too).

Team Options
========

A Specially bulky Pokemon such as Kyogre and Blissey can work well, as they are able to take special (good) hits for Skarmory; on the special side. They such a pair functions well together on semi-stall and balance teams together. Darkrai and Xerneas both appreciate having Skarmory, as they are very potent setup sweepers that are both weak to revenge killing by Arceus and Mega Rayquaza's Extreme Speed. A Dragon-types such as Arceus-Dragon and Mega Rayquaza work well as teammates, because they resist both Fire- and Electric-type attacks for Skarmory. Pokemon that appreciate Spikes,(AC) such as Genesect and Ho-Oh,(AC) are solid team options, because Spikes entry hazards (repetition alright, but "the chip damage helps" might've been a tad better because this changes content--don't think I mind this change too badly though) help them clean up more easily kills (it's generally best to avoid the word "kill" and you're really cleaning up the opposing team, not the KOs themselves yes!!). Things that handle magic bouncers such as Arceus-Fairy and Xerneas are good team options, in order to remove them for Skarmory. Arceus-Fairy and Xerneas are good team options, as they handle the Magic Bouncers (eh, better "Magic Bounce users") that trouble Skarmory; in addition, Xerneas not only appreciates skarm Skarmory taking Extreme Speeds for it, (either keep the it or remove the comma, same thing as that bifurcating thing still) but it also counters Yveltal in turn for Skarmory. (Sorry for the big change, but the grammar is really confusing about whether Arceus-Fairy and Xerneas handle the Bouncers or are the Bouncers themselves)


[STRATEGY COMMENTS]
Other Options
=============
Taunt is an option that allows Skarmory to deal with walls more efficiently, most notably Chansey and Blissey. Counter is an option to surprise powerful physical attackers who that otherwise can beat Skarmory,(AC) such as Ho-Oh. A specially defensive spread can work on Skarmory to better check weaker special attackers;, however,(AC) it is generally mediocre and not very effective. Occa Berry can be used to scout out the a potential V-create Mega Rayquaza without sacking off your Extreme Killer Arceus check. Custap Berry + Sturdy leads can be used to take out foes with (needs clarification in any case) Counter/ and set up Stealth Rock, although can see to be they are outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Special Attackers**: Skarmory despises special attackers in general,(RC) because they generally have no issue breaking through it and sometimes use it as setup bait. In particular, Darkrai is a big problem because Dark Void breaks Sturdy and it usually runs Substitute to avoid Toxic damage.

**Reflection**: Magic Bounce renders Skarmory completely useless, because it reflects all of it's moves except Iron Head back and prevents it from doing much of anything. (Call me nitpicky, but it can still Roost or switch out :^]) (either works) Magic Coat users such as Arceus are also very bothersome for Skarmory, as it can win 50/50s to set up and potentially beat Skarmory, or just PP stall it.

**Ho-Oh**: Its Ho-Oh's main STAB move, Sacred Fire, is super effective on Skarmory and the has a 50% chance to burn it, (AC) breaking its breaks Skarmory's Sturdy.

**Yveltal**: Both the bulky Yveltal sets with Taunt and the offensive sets destroy all Skarmory variants.

**Taunt**: Taunt cripples Skarmory and prevents it from doing anything. Yveltal is the most common Taunt user, but it can be seen on numerous other things Pokemon randomly.

**Mega-Gengar**: (colon) Mega Gengar's access to Taunt and Disable and its trapping capabilities that severely damage Skarmory, (AC) usually disabling it completely.

**Super Effective Coverage**: Random super effective coverage such as Thunder on Xerneas and Lava Plume on Primal Groudon is terrible for Skarmory, because you think you can safely beat them opponent but you end up losing.
 
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P Squared

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[OVERVIEW]

Skarmory has a defined niche in the Anything Goes metagame as the best Extreme Killer counter there is and one of the best physical walls in general. It has great support options, such as Spikes, Stealth Rock, Whirlwind, Toxic, and especially Defog, as this move removes the need to rely on a defensive Arceus forme or Giratina. Unfortunately, Skarmory is Taunt and Magic Bounce bait, has mediocre Special Defense, and has a general lack of offensive presence.

[SET]
name: Bulky Support
move 1: Toxic
move 2: Whirlwind
move 3: Roost
move 4: Defog / Spikes / Stealth Rock
item: Rocky Helmet / Leftovers
ability: Sturdy
nature: Bold
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Moves
========

Toxic is useful to wear down walls and give Skarmory a way to damage opposing Pokemon. Whirlwind is useful for both phazing foes to prevent them from setting up on Skarmory and racking up passive damage from entry hazards. Roost allows Skarmory to remain healthy for the duration of the match. Defog is useful for removing hazards in the free turns Skarmory gets. If your team isn't weak to hazards and already has a Stealth Rock setter, Spikes is an option over Defog, as is Stealth Rock, and Iron Head is an option that deals with Mega Diancie and is a way to deal more damage to Xerneas.

Set Details
========

Sturdy guarantees Skarmory can at least survive one hit and either phaze a boosted threat or get a Toxic off, provided it can enter without taking entry hazard damage. Rocky Helmet is useful for getting extra damage off on physical attackers and wears them down much quicker. Leftovers is also an option in order to give Skarmory some additional recovery. Shed Shell is a usable item on teams weak to Mega Gengar to prevent Skarmory from being
trapped; however, it is often not worth it because of how uncommon Mega Gengar is. The EVs and a Bold nature give Skarmory the most physical bulk possible while hitting a Stealth Rock number. (Skarm takes the same damage from SR whether it runs 248 EVs or 252 EVs in HP. 333/4 = 83.25 and 334/4 = 83.5. both round down to 83. either change the EV spread to not needlessly give up a point in HP or remove "while hitting a Stealth Rock number" in this sentence)

Usage Tips
========

You should generally switch Skarmory into physical attackers and should switch
it out of special ones. Be wary of letting an Arceus or Mega Rayquaza set up too much, because if they break Skarmory and are boosted, they can often sweep your team. Don't let Skarmory get weakened too much if your opponent still has an Arceus or Mega Rayquaza, because otherwise it can't switch in safely, and don't be afraid to sacrifice Skarmory if your opponent doesn't have any physical attackers left, as it is often dead weight in that situation. Keeping Sturdy intact can ensure Shadow Force Ghost Arceus-Ghost cannot pick up an OHKO even at +6; this would be achieved by constantly Roosting while Ghost Arceus-Ghost is badly poisoned. Skarmory can be 2HKOed by neither a +6 Jolly Arceus's Extreme Speed nor a +2 Jolly Mega Rayquaza's Dragon Ascent. Stacking entry hazards and shuffling your opponent's team with Whirlwind is a very effective strategy if running Spikes due to how bulky Skarmory is and how many switches it forces. Try to scout for Magic Coat and Overheat on Arceus, because if they happen to have it, Skarmory just gets destroyed. Try not to switch in Skarmory unless necessary while Mega Gengar and Darkrai are still alive, as they only need to come in on it once.

Team Options
========

Specially bulky Pokemon such as Kyogre and Blissey can work well
with Skarmory, as they are able to take special hits for Skarmory; such a pair functions well together on semi-stall and balance teams. Darkrai and Xerneas both appreciate having Skarmory, as they are very potent setup sweepers that are both weak to revenge killing by Arceus's and Mega Rayquaza's Extreme Speed. Dragon-types such as Dragon Arceus-Dragon and Mega Rayquaza work well as teammates for Skarmory, (RC) because they resist both Fire- and Electric-type attacks for Skarmory. Pokemon that appreciate Spikes, such as Genesect and Ho-Oh, are solid team options, (RC) because entry hazards help them clean up more easily. Fairy Arceus-Fairy and Xerneas are good team options, as they handle the Magic Bounce users that trouble Skarmory; in addition, Xerneas not only appreciates Skarmory taking Extreme Speeds for it, (RC) but also counters Yveltal in turn for Skarmory.

[STRATEGY COMMENTS]
Other Options
=============
Taunt is an option that allows Skarmory to deal with walls more efficiently, most notably Chansey
and Blissey. Counter is an option to surprise powerful physical attackers that otherwise can beat Skarmory, such as Ho-Oh. A specially defensive spread can work on Skarmory to better check weaker special attackers; however, it is generally mediocre and not very effective. Occa Berry can be used to scout out a potential V-create Mega Rayquaza without sacrificing sacking your Extreme Killer Arceus check. A Custap Berry + Sturdy leads set can be used to take out foes with Counter and set up Stealth Rock, although it is they are outclassed by Focus Sash Excadrill and Scolipede.

Checks and Counters
===================

**Special Attackers**: Skarmory despises special attackers in general because they
generally have no issue breaking through it and sometimes use it as setup bait. In particular, Darkrai is a big problem because Dark Void breaks Sturdy and it usually runs Substitute to avoid Toxic damage.

**Reflection**: Magic Bounce renders Skarmory completely useless,
reflecting because it reflects all of its moves except for Iron Head and prevents preventing it from doing much of anything. Magic Coat users such as Arceus are also very bothersome for Skarmory, as it can win 50/50s to set up and potentially beat Skarmory, or just PP stall it.

**Ho-Oh**: Ho-Oh's main STAB move, Sacred Fire, is super effective on Skarmory and has a 50% chance to burn it, breaking its Sturdy.

**Yveltal**: Both the bulky Yveltal sets with Taunt and the offensive sets destroy all Skarmory variants.

**Taunt**: Taunt cripples Skarmory and prevents it from doing anything. Yveltal is the most common Taunt user, but it can be seen on numerous other Pokemon randomly.

**
Mega Gengar**: Mega Gengar's access to Taunt and Disable and its trapping capabilities severely damage Skarmory, usually disabling it completely.

**Super Effective Coverage**: Random super effective coverage such as Thunder on Xerneas and Lava Plume on Primal Groudon is terrible for Skarmory, because you think you can safely beat the opponent but you end up losing.
 
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