Alakazam [QC 1/3]

busyguy

formerly mil
is a Team Rater Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnus
QC 1/3 (Gary, , )

[OVERVIEW]
*Mega Alakazam is one of the fastest Pokemon in the tier, only being outsped by some Choice Scarf users.
*Its high Special Attack allows for late-game sweeps, including against weather teams due it gaining Trace after Mega Evolution.
*The Focus Sash set utilizes Counter to prevent physical attackers from attacking or sweeping.
*With its Psychic-, Ghost-, and Fighting-type moves, it has excellent coverage while moves such as Taunt and Encore equip it with utility and the ability to deal with stall and setup sweepers.
*Due to its low physical bulk, it is prone to common priority from the likes of Zygarde, Mega Scizor and Mega Mawile.
*It struggles to break bulkier builds, since it can't really touch Celesteela and Magearna. It is also usually helpless against Pokemon common on Stall teams such as Mega Sableye and Chansey.

[SET]
name: Special Sweeper
move 1: Psychic
move 2: Shadow Ball
move 3: Focus Blast
move 4: Taunt / Hidden Power Fire
item: Alakazite
ability: Magic Guard
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
*Psychic is Mega Alakazam's main STAB move and hits very hard off of its base 175 Special Attack.
*Shadow Ball has great coverage, dealing super effective damage to opposing Ghost-types such as Alolan Marowak, as well as dangerous Psychic-types such as Tapu Lele and Mega Metagross.
*Focus Blast hits Dark- and Steel-types super effectively, which either resist or are immune to Psychic, for example Tyranitar, Bisharp, and Weavile for Dark-, and Celesteela, Magnezone, and Skarmory for Steel-types.
*Taunt prevents the foe from using status moves, such as Thunder Wave from Clefable, prevents recovery moves from defensive Pokemon like Chansey, setup moves, and is an option against stall.
*Hidden Power Fire punishes Steel-type switch-ins that take severe damage from Fire-type moves, such as Mega Scizor, and Ferrothorn.
*Substitute both prevents status and eases predicting by absorbing attacks while evading Sucker Punch, e.g. from Mega Mawile and Bisharp.
*Calm Mind boosts its Special Attack and Special Defense and helps it muscle through bulkier teams, while threatening offensive teams late game.
*Dazzling Gleam is a safer coverage move to deal with Dark-types such as Weavile, both Greninja formes, Hoopa-U, weakened Tyranitar, and +1 Mega Gyarados and deals noticeable damage to Mega Sableye.

Set Details
========
*Maximum Special Attack investment is needed to let Mega Alakazam hit as hard as possible.
*Timid is the preferred nature, as it allows Mega Alakazam to outspeed the whole unboosted metagame, as well as slower Choice Scarf users such as Hoopa-U, and Gyarados at +1.
It also outspeeds Choice Scarf users and Pokemon with a +1 Speed boost with base 83 Speed or lower such as Hoopa-U and Mega Gyarados.

Usage Tips
========
*Mega Alakazam fits on balanced and offensive teams as a sweeper and a revenge killer.
*Due to its frailty, Mega Alakazam has to be played cautiously. Checks must be worn down either by the use of teammates or by Mega Alakazam itself to allow it to sweep late-game. Ideally it should only attack when its sure that it can revenge the foe.
*Make sure priority users and faster Pokemon, e.g. Choice Scarf users in Tapu Lele, Gengar, Dugtrio, Garchomp, and Keldeo are KOed before sending Mega Alakazam in, and keep Mega Alakazam at near-full health, since it struggles to take hits at all, this way it can take one unboosted Quick Attack from Mega Pinsir, Bullet Punch from Mega Scizor, Shadow Sneak from Mimikyu, or Extreme Speed by Choice Band Zygarde.
*Only let Mega Alakazam take weaker special hits, such as Scald from Toxapex, or Volt Switch from Rotom-Wash.
*Only Mega Evolve when necassary, as Magic Guard prevents residual damage and can absorb status.

Team Options
========
*Means to deal with Steel types that like to switch into Alakazam are needed, so Steel-resistant teammates like Alolan Marowak, Heatran, and Electric-types such as Magnezone that can trap Steel types are great.
*Rocky Helmet Garchomp and Landorus-T punish physical attackers with priority moves and checks like Scizor, and they can set up Stealth Rock or pivot into Celesteela and Ferrothorn, which Alakazam can't KO without prior damage.
*Fighting-types like Keldeo deal with specially defensive walls such as Chansey and Blissey and check Dark-types such as physical Hoopa-U, Weavile, and Tyranitar, which either have priority moves or need to be hit with Focus Blast; Dugtrio can trap and eliminate weakened Dark-types and Chansey.
*In return, Dark-types that weaken or remove opposing bulky Psychic types such as Jirachi and Tapu Lele, e.g. Tyranitar, Bisharp, and Hoopa-U.
*Fairy-types help against Dark-types; Tapu Fini has good defensive capabilities, can take physical attacks for Alakazam and can dent Steel-types with Nature's Madness.
*Heavy-hitting wallbreakers such as Tapu Bulu, Choice Banded Zygarde, and Twisted Spoon Tapu Lele are appreciated to soften up the opposing team
*Together with Tapu Lele, it forms a Psychic-type spam core in Psychic Terrain, boosting the power of Psychic-type attacks while protecting it from priority moves.
*Spike support from the likes of Ferrothorn and Greninja siginificantly helps out Mega Alakazam clean late-game.

[SET]
name: Counter Sash
move 1: Counter
move 2: Psychic
move 3: Shadow Ball
move 4: Hidden Power Fire
item: Focus Sash
ability: Magic Guard
nature: Hasty
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Def

[SET COMMENTS]
Moves
========
*Counter is the main selling point of this set, and allows it to revenge kill most physical attacker due to Alakazam's low defense.
*Psychic is Mega Alakazam's main STAB move with high Base Power.
*Shadow Ball is useful coverage for Psychic-types such as Mega Metagross, Tapu Lele, and Latios as well as dealing more damage to Alolan Marowak
*Hidden Power Fire punishes Steel-type switch-ins that take severe damage from Fire-type moves, such as Mega Scizor and Ferrothorn.

Set Details
========
*Maximum Special Attack investment is needed to let Mega Alakazam hit as hard as possible.
*A Hasty nature with 0 IVs in Defense maximizes the damage taken from physical attacks, this way Counter will deal as much damage as possible.
*31 Attack IVs makes sure Foul Play users such as Mandibuzz hit Alakazam harder with Foul Play even when burned, that way Counter can deal more damage.

Usage Tips
========
*This set fits on all kids of teams as a safety break against physical attackers such as Mega Metagross, Choice Scarf Garchomp, Landorus, Zygarde, etc., due to Counter, and exceeds at taking out physical attackers on balanced and offensive teams.
*Due to its frailty, it will be brought down to its Focus Sash by most strong physical attacks, and Alakazam can proceed to use Counter to KO the opposing Pokemon, including its usual checks, e.g. Dark types which use Pursuit to deal with it or Pokemon that may try to U-turn on it.
*Magic Guard makes it take no damage from to entry hazards, residual damage, and damage from status, that way its Focus Sash will stay intact.
*If the use of Counter is not necessary, it can still utilize Focus Sash to revenge or weaken foes.
*It is extremely important to keep Alakazam's health at full, otherwise Counter and the ability to revenge can not be utilized fully.

Team Options
========
*This set lures or punishes physical attackers; Choice Scarf Tapu Lele benefits from Alakazam's ability to deal with Mega Metagross for example. Choice Scarf Keldeo, Gengar, and Garchomp are also fast Pokemon which can sweep after Alakazam paved the way for them.
*If you don't want to use your Sash early, Rocky Helmet Landorus-T and Garchomp punish physical attackers with priority moves and checks like Scizor, while also setting up Stealth Rock.
*Heavy-hitting wallbreakers such as Mega Mawile, Alolan Marowak, Tapu Bulu, Tapu Lele, and Mega Medicham are appreciated to soften up opposing teams.
*Fighting-types that can deal with Dark-types, such as Mega Medicham, Scarf Keldeo, Terrakion, and specially defensive walls such as Chansey and Blissey, pair well with this set
*In return, strong Dark-types, e.g. Choice Band Tyranitar, Hoopa-U, Bisharp, Weavile, beat opposing bulky Psychic types.
*Still, some Steel-types are problematic, and you don't want to waste your Sash KOing a Pokemon that is not a problem to your team, thus means to deal with Steel types that like to switch into Alakazam are needed. Steel-resistant teammates are Alolan Marowak, Heatran, and Magnezone, that can trap Steel types.
*It forms a Psychic-type spam core together with Tapu Lele in Psychic Terrain, boosting the power of Psychic-type attacks while protecting it from priority moves.
*Entry hazard support pressures Pokemon that try to switch out fearing Counter, Greninja fits on more offensively oriented teams and get up Spikes. Ferrothorn can take a plethora of hits for Alakazam and can get up entry hazards too.

[STRATEGY COMMENTS]
Other Options
=============
*Psyshock pressures special walls such as Chansey while OHKOing Nihilego
*Encore locks Pokemon like Bisharp and Mega Mawile into Sucker Punch or Mega Gyarados and other setup sweepers into their setup move, while defensive Pokemon can be locked into their recovery move.
*Signal Beam OHKOes non-HP invested Hoopa-U after Stealth Rock and hits Dark-types such as both Greninja formes too, barring Mandibuzz and Sableye.
*Hidden Power Ice deals significant damage to Pokemon with a quadruple weakness to Ice-type, such as defensive Landorus-T and Garchomp.
*Non-Mega Alakazam can be used with a Life Orb and a similar moveset, but it gets outsped by checks like Weavile, Greninja, Tapu Koko, other Mega Alakazam, and Tornadus-T and has even lower defenses while not being significantly stronger. If used, a Knock Off set has great utility to cripple checks like Chansey; that way, Psyshock 2HKOes it.

Checks and Counters
===================
*Steel-types: Mega Scizor and Mega Metagross can switch into most of Mega Alakazam's moves and Pursuit trap it or gain momentum with U-turn. Mega Mawile threatens Alakazam with Sucker Punch. Assault Vest Magearna can capitalize on it multiple times, force a switch and gain momentum every time it switches in, while Jirachi can deal with Alakazam in a similar way, but can't take too many repeated hits. Specially defensive Celesteela can also take any attack from Alakazam and deal massive damage with Heavy Slam. Skarmory, and Klefki can switch into Psychic and Shadow Ball and proceed with setting up entry hazards, attacking with Gyro Ball, Iron Head, or using Thunder Wave.

*Dark-types: Bisharp can force Mega Alakazam into risky situations with Sucker Punch. Hoopa-U can take any hit bar Signal Beam after Stealth Rock, and Mandibuzz walls it and needs to be hit with Dazzling Gleam on the switch-in. Alolan Muk is not weak to any of Alakazam's attacks and can easily OHKO Mega Alakazam with Gunk Shot or trap it with Pursuit.

*Priority: Nearly all forms of common priority threaten Alakazam due to its poor defenses. Examples include Sucker Punch from Bisharp and Mawile, ExtremeSpeed from Zygarde, Water Shuriken from Ash Greninja, and Mega Medicham's Fake Out.

*Faster Pokemon: Choice Scarf users such as Gengar, Garchomp, and Terrakion outspeed and threaten to OHKO Alakazam.

*Chansey and Blissey: These two take any hits from Alakazam and can cripple it with Thunder Wave, as only Psyshock and Focus Blast do noticeable damage.
 
Last edited:

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
Hey before you put this in QC, make sure you add this set.

name: Counter Sash
move 1: Counter
move 2: Psychic
move 3: Shadow Ball
move 4: Hidden Power Fire
item: Focus Sash
ability: Magic Guard
nature: Hasty
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Def

This is a well known tech that got it banned from UU, and we are very confident that its effective enough to get its own set here too. Counter is the crux of this set, allowing it to theoretically revenge kill every physical attacker in the game because of its extremely poor physical bulk, so Counter will almost always be dealing maximum damage. Every physical sweeper in the game will be forced out or either heavily risking a 50/50 of getting slapped by Counter, so it on its own, can at least prevent any sweeper from just running through your six. It also heavily punishes Pokemon that may try to U-turn on it such to break its Sash as such Mega Scizor, Torn-T, and Pheromosa. Like, to put it into perspective how dumb this set is, fucking ALOLAN MUK, which should be considered the best check to Zam in the game, loses to this set, because every move it goes for will put Zam in Sash range and annihilate it. Even if the opponent knows you're counter, it still pressures the ever living fuck out of physical attackers, and can oftentimes force a lot of them out. Like unless you absolutely have to hard switch into a move for some reason, the only sure fire way to keep Zam from killing at least one Pokemon, is to break its Sash using a special attack, which is annoying considering that Zam's SpD isn't even that bad and it can usually live a decent amount of special hits anyway. Coverage is self-explanatory; Shadow Ball for dealing killing weakened Gross without having to waste your Sash as well as Lele, HP Fire is great for Sciz as well as Ferro.

Also the reason why you run a Def reducing nature and 0 IVs is to maximize damage taken from physical attacks so Counter will always hit as hard as possible. I'd also clarify that you should be using 31 Attack IVs still so Pokemon such as Mandibuzz that could potentially be burned will hit you harder with Foul Play. I know it's a pretty insignificant scenario but confusion is rare as fuck and you shouldn't risk it anyway if Zam is confused so Sash stays intact.
 
Last edited:

Gary

Can be abrasive at times (no joke)
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnus
[OVERVIEW]
*Mega Alakazam is one of the fastest Pokemon in the tier, only being outsped by some Choice Scarf users.
*Its high Special Attack allows for late-game sweeps, including against weather teams due it gaining Trace after Mega Evolution.
*The Focus Sash set utilizes Counter to prevent physical attackers from attacking or sweeping.
*With its Psychic-, Ghost-, and Fighting-type moves, it has excellent coverage (mention its utility movepool here too no need to separate them)
*Moves such as Taunt and Encore equip it with utility and the ability to deal with stall and setup sweepers.
*Magic Guard pre-Mega Evolution can be used to avoid entry hazard damage or absorb status.
(not important enough to mention in overview IMO)
*Due to its low physical bulk, it is prone to common priority from the likes of Zygarde, Mega Scizor and Mega Mawile and common attacks such as U-turn and Knock Off, and thus needs to avoid these.
(add how it struggles to break bulkier builds because of Steela, Magearna, and Skarm walling it to hell. Also can't break stall because of Sab)


[SET]
name: Special Sweeper
move 1: Psychic
move 2: Shadow Ball
move 3: Focus Blast
move 4: Taunt / Hidden Power Fire
item: Alakazite
ability: Magic Guard
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Moves
========
*Psychic is Mega Alakazam's main STAB move and hits very hard off of its base 175 Special Attack.
*Shadow Ball has great coverage, and it can wear checks down, hitting everything bar Dark- and Normal-types for neutral damage and dealing super effective damage to opposing Ghost-types such as Alolan Marowak, Mimikyu (really iffy example just because of Disguise), as well as dangerous Psychic-types such as Tapu Lele and Mega Metagross and hits usual switchins such as Mega Scizor and Magearna for neutral damage.
*Focus Blast hits Dark- and Steel-types super effectively, which either resist or are immune to Psychic. (mention examples)
*Hidden Power Fire punishes Steel-type switch-ins that take severe damage from Fire-type moves, such as Mega Scizor, and Ferrothorn. (moved this below Focus Blast for consistency)
*Taunt prevents the foe from using status moves, such as Thunder Wave which renders Alakazam useless, recovery moves, setup moves, and is an option against stall. (be more specific here, what are some important Pokemon to Taunt?)
*Calm Mind boosts its Special Attack and Special Defense against weaker special attackers such as Mantine and Toxapex and can end the game unexpectedly for the opponent. (This doesn't really describe why CM is useful. Mention how it can help it muscle through bulkier teams and how it can OHKO secure a lot more OHKOs vs offense late game)
*Substitute both prevents status and eases predicting by absorbing attacks while evading Sucker Punch, e.g. from Mega Mawile and Bisharp.
*Signal Beam OHKOes non-HP invested Hoopa-U after Stealth Rock and hits Dark-types such as both Greninja formes too, barring Mandibuzz and Sableye. (better in OO)
*Dazzling Gleam is a safer coverage move to deal with Dark-types such as Weavile, both Greninja formes, Hoopa-U, weakened Tyranitar, and +1 Mega Gyarados and deals noticeable damage to Mega Sableye.

Set Details
========
*Maximum Special Attack investment is needed to let Mega Alakazam hit as hard as possible with Psychic and its coverage moves.
*Timid is the preferred nature, as it allows Mega Alakazam to outspeed the whole unboosted metagame, as well as slower Choice Scarf users such as Hoopa-U and Gyarados at +1. lets it Speed tie with Mega Aerodactl
It also outspeeds Choice Scarf users and Pokemon with a +1 Speed boost with base 83 Speed or lower such as Hoopa-U and Mega Gyarados.


Usage Tips
========
*Mega Alakazam fits on balanced and offensive teams as a sweeper and a revenge killer that also has the potential to deal heavy damage.
*Weaken the opponent's team to the point where only Mega Alakazam's coverage moves have to be clicked, e.g like with entry hazards such as Spikes and Toxic Spikes.
(This whole sentence is confusing, just remove it)
*Due to its frailty, Mega Alakazam has to be played cautiously. Checks must be worn down either by the use of teammates or by Mega Alakazam itself to allow it to sweep late-game. (also mention to only bring Alakazam in on Pokemon you know you can revenge kill)
*Make sure priority users and faster Pokemon, e.g. Choice Scarf users in Tapu Lele, Gengar, Dugtrio, Garchomp, and Keldeo are KOed before sending Mega Alakazam in, and keep Mega Alakazam at near-full health, since it struggles to take hits at all, this way it can take one unboosted Quick Attack from Mega Pinsir, Bullet Punch from Mega Scizor, Shadow Sneak from Mimikyu, or Extreme Speed by Adamant Choice Band Zygarde.
*Only let Mega Alakazam take weaker special hits, such as Scald from Toxapex, or Volt Switch from Rotom-Wash.
*Only Mega Evolve when necassary, as Magic Guard prevents residual damage and can absorb status.
*Psychic Terrain keeps it safe from priority moves and boosts Psychic-type attacks. (this is not really something to be mentioned in usage tips)

Team Options
========
*Means to deal with Steel types that like to switch into Alakazam are needed, so Steel-resistant teammates like Alolan Marowak, Heatran, and Electric-types such as Magnezone that can trap Steel types are great.
*Rocky Helmet Garchomp and Landorus-T punish physical attackers with priority moves and checks like Scizor, and they can set up Stealth Rock or pivot into Celesteela and Ferrothorn, which Alakazam can't KO without prior damage.
*Fighting-types like Keldeo and Buzzwole deal with specially defensive walls such as Chansey and Blissey and check Dark-types such as physical Hoopa-U, Weavile, and Tyranitar, which either have priority moves or need to be hit with Focus Blast; Dugtrio can trap and eliminate weakened Dark-types and Chansey
*In return, Dark-types that weaken or remove opposing bulky Psychic types like Pursuit trappers, help bring them in KO range of Mega Alakazam. (such as?)
*Fairy-types help against Dark-types; Tapu Fini has good defensive capabilities, can take physical attacks for Alakazam and can dent Steel-types with Nature's Madness.
*Heavy-hitting wallbreakers such as Buzzwole, Tapu Bulu, Choice Banded Zygarde, and Twisted Spoon Tapu Lele are appreciated to soften up the opposing team
*Together with Tapu Lele, it forms a Psychic-type spam core in Psychic Terrain, boosting the power of Psychic-type attacks while protecting it from priority moves.
*Spike support from the likes of Ferrothorn and Greninja siginificantly helps out Mega Alakazam clean late-game.


[SET]
name: Counter Sash
move 1: Counter
move 2: Psychic
move 3: Shadow Ball
move 4: Hidden Power Fire
item: Focus Sash
ability: Magic Guard
nature: Hasty
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 0 Def

[SET COMMENTS]
Moves
========
*Counter is the main selling point of this set, and allows it to revenge kill every most physical attackers due to Alakazam's low defense.
*Psychic is Mega Alakazam's main STAB move with high Base Power.
*Shadow Ball is useful coverage for Psychic-types such as Mega Metagross, Tapu Lele, and Latios as well as dealing more damage to Alolan Marowak has great coverage, and hits everything bar Dark- and Normal-types for neutral damage and deals super effective damage to opposing Ghost-types such as Alolan Marowak, Mimikyu, which are immune to Counter.
*Hidden Power Fire punishes Steel-type switch-ins that take severe damage from Fire-type moves, such as Mega Scizor and Ferrothorn.

Set Details
========
*Maximum Special Attack investment is needed to let Mega Alakazam hit as hard as possible with Psychic and its coverage moves.
*A Hasty nature with 0 IVs in Defense maximizes the damage taken from physical attacks, this way Counter will deal as much damage as possible.
*31 Attack IVs makes sure Foul Play users such as Mandibuzz hit Alakazam harder with Foul Play even when burned, that way Counter can deal more damage.

Usage Tips
========
*This set fits on all kids of teams as a safety break against physical attackers such as Mega Metagross, Choice Scarf Garchomp, Landorus, Zygarde, etc., due to Counter, and exceeds at taking out physical attackers on balanced and offensive teams. (it can fit on different builds, but mention how it specifically appreciates more offensive builds)
*Due to its frailty, it will be brought down to its Focus Sash by most strong physical attacks, and Alakazam can proceed to use Counter to KO the opposing Pokemon, including its usual checks, e.g. Dark types which use Pursuit to deal with it or Pokemon that may try to U-turn on it.
*Magic Guard makes it take no damage from to entry hazards, residual damage, and damage from status, that way its Focus Sash will stay intact.
*It Focus Sash can only be activated once unless Healing Wish or Wish is used, so it should be used intelligently to take out a physical attacker on the opposing team.
*After it is brought down to its Focus Sash, it still has some use due to its high Speed and good coverage options.

*If the use of Counter is not necessary, it can still utilize Focus Sash to revenge or weaken foes.
*It is extremely important to keep Alakazam's health at full, otherwise Counter and the ability to revenge can not be utilized fully.

Team Options
========
*Since this set focuses on revenging physical attackers or the opponent's sweepers mainly mid- or late game, the team should be used with another means to sweep opposing teams, e.g. Choice Scarf Tapu Lele which benefits from Alakazam's ability to deal with Mega Metagross. Choice Scarf Keldeo, Gengar, and Garchomp are also fast Pokemon which can sweep after Alakazam paved the way for them. (just mention potential sweepers or cleaners that enjoy zam potentially luring or punishing common physical attackers)
*If you don't want to use your Sash early, Rocky Helmet Landorus-T and Garchomp punish physical attackers with priority moves and checks like Scizor, while also setting up Stealth Rock.
*Heavy-hitting wallbreakers such as Mega Mawile, Alolan Marowak, Tapu Bulu, Twisted Spoon or Shed Shell Tapu Lele, Hoopa-U, and Buzzwole and Mega Medicham are appreciated to soften up opposing teams, beat specially defensive walls and can deal with Stall.
*Means to deal with Dark-types and Dark-type moves are still beneficial, as you don't want to get caught with Pursuit when switching out. Fairy-types help against Dark-types, Tapu Fini has good defensive capabilities, and can take physical attacks for Alakazam, while being able to dent Steel-types with Nature's Madness.

*Fighting-types that can also deal with Dark-types, such as Mega Medicham, Scarf Keldeo, and Terrakion, and Buzzwole, and specially defensive walls such as Chansey and Blissey which have high HP and pair well with this set
*In return, strong Dark-types, e.g. Choice Band Tyranitar, Hoopa-U, Bisharp, Weavile, beat opposing bulky Psychic types, or Chansey and Blissey.
*Still, some Steel-types are problematic, and you don't want to waste your Sash KOing a Pokemon that is not a problem to your team, thus means to deal with Steel types that like to switch into Alakazam are needed. Steel-resistant teammates are Alolan Marowak, Heatran, and Magnezone, that can trap Steel types.
*Together with Tapu Lele, it forms a Psychic-type spam core in Psychic Terrain, boosting the power of Psychic-type attacks while protecting it from priority moves. (don't repeat the same sentence)
*Entry hazard support is very important as it pressures Pokemon that try to switch out fearing expecting the counter, so mention those as partners


Other Options
=============
*Psyshock pressures special walls such as Chansey while OHKOing Nihilego
*Encore locks Pokemon like Bisharp and Mega Mawile into Sucker Punch or Mega Gyarados and other setup sweepers into their setup move, while defensive Pokemon can be locked into their recovery move.
*Signal Beam OHKOes non-HP invested Hoopa-U after Stealth Rock and hits Dark-types such as both Greninja formes too
*Hidden Power Ice deals significant damage to Pokemon with a quadruple weakness to Ice-type, such as defensive Landorus-T and Garchomp.
*A Modest nature lets Mega Alakazam hit 399 Speed and can be used if necessary for a power boost. However, Pokemon like Choice Scarf Hoopa-U, +1 Speed Xurkitree and Mega Gyarados, Mega Beedril, and Mega Aerodactyl outspeed it. Nevertheless, outspeeding as many Pokemon as possible should be preferred.
*Non-Mega Alakazam can be used with a Life Orb and a similar moveset, but it gets outsped by checks like Weavile, Greninja, Tapu Koko, other Mega Alakazam, and Tornadus-T and has even lower defenses while not being significantly stronger. If used, a Knock Off set has great utility to cripple checks like Chansey; that way, Psyshock 2HKOes it.


Checks and Counters
===================
*Steel-types: Mega Scizor and Mega Metagross can switch into most of Mega Alakazam's moves and Pursuit trap it or gain momentum with U-turn. Mega Mawile threatens Alakazam with Sucker Punch. Assault Vest Magearna can capitalize on it multiple times, force a switch and gain momentum every time it switches in, while Jirachi can deal with Alakazam in a similar way, but can't take too many repeated hits. Specially defensive Celesteela can also take any attack from Alakazam and can proceed to use Leech Seed, and then Protect to gain its health back or deal massive damage with Heavy Slam. Skarmory, Ferrothorn, and Klefki can switch into Psychic and Shadow Ball and proceed with setting up entry hazards, attacking with Gyro Ball, Iron Head, or using Thunder Wave.

*Dark-types and Pursuit: Bisharp can force Mega Alakazam into risky situations with Sucker Punch. Hoopa-U can take any hit bar Signal Beam after Stealth Rock, and Mandibuzz walls it and needs to be hit with Dazzling Gleam on the switch-in. Alolan Muk is not weak to any of Alakazam's attacks and can easily OHKO Mega Alakazam with Gunk Shot or trap it with Pursuit.

*Psychic-types: Specially defensive Jirachi and Mew are hard to damage and can wall Mega Alakazam by recovering repeatedly.

*Priority: Nearly all forms of common priority threaten Alakazam due to its poor defenses. Examples include Sucker Punch from Bisharp and Mawile, ExtremeSpeed from Zygarde, Water Shuriken from Ash Greninja, and Mega Medicham's Fake Out.

*Faster Pokemon: Choice Scarf users such as Tapu Lele Gengar, Garchomp, Landorus-T, and Terrakion outspeed and threaten to OHKO Alakazam.

*Chansey and Blissey: These two take any hits from Alakazam and can cripple it with Thunder Wave, as only Psyshock and Focus Blast do noticeable damage.


Okay so, this was kind of a mess. Like a lot of this was very awkwardly written and there were a lot of unnecessarry mentions or fluff that just weren't needed. You also mentioned the same points multiple times and oftentimes mentioned very niche Pokemon such as Buzzwole several times as good teammates. Your teammate sections in general are also just kind of all over the place, some of the things you mentioned are cool on paper but in practice don't really help much outside of switching into a few things. It just seemed very rushed. I know we gave you a timehack to get this done, but if you needed more time we could have given an exception. I trust you to implement these changes though, but just make sure you are thorough about it, because there are a lot of changes I had to make overall.

QC 1/3
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top