AAA Almost Any Ability

SaturnZelda

formerly TylerWithNumbers
Me First Protean Pheremosa is interesting. Takes any attack the opponent uses, gains STAB on it with 137 offenses, and hits them with 1.5x the normal power of that move, as if a terrain were up. It has 151 speed so it shou'ld always get to use Me First... Protect/Ice Beam/U-Turn/Me First? U-Turn for momentum, Ice Beam for coverage, Protect to scout. Maybe 128 Attack/128 Special Attack/252+ Speed? I'll make a longer post when I have the time.
That actually seems like a really interesting idea. Hm.

Anyways, while I'm here, what's going on with Comatose phasing? Putting a Choice Scarf on any mon with Roar or Dragon Tail and letting it stall for 16 turns is absolutely nuts.
 
fluffy is definitely worth using, probably worth suspecting given blissey/chansey and toxapex
fire-resistant attackers (been using av goodra, nihilego might be worth a try) can run it to soak up a lot of damage
 

Sylveon.

Penny saved is still a fucking penny
I have been trying out some different kind of HO play-styles this generation and man I am really loving AAA this generation. So, since I can't find any sample teams thread like last gen, imma just post it here. This is a semi-rain HO, again utilising uncommon but useful stake-out pheromosa to chip switch-ins and mega-zam provides immunity to priority and sheer power behind psychic.


Team :
Tornadus @ Damp Rock
Ability: Drizzle
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Hurricane
- U-turn
- Knock Off
- Focus Blast

Keldeo @ Choice Specs
Ability: Swift Swim
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 1 Atk / 30 SpA
- Hydro Pump
- Scald
- Secret Sword
- Hidden Power [Electric]

Alakazam @ Alakazite
Ability: Psychic Surge
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Encore
- Psychic
- Shadow Ball
- Focus Blast

Pheromosa @ Life Orb
Ability: Stakeout
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- High Jump Kick
- Lunge
- Facade

Terrakion @ Choice Scarf
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stealth Rock
- Stone Edge
- Earthquake

Magearna @ Assault Vest
Ability: Volt Absorb
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Volt Switch
- Ice Beam
- Fleur Cannon
- Flash Cannon


Description :
While searching for new ways to build a team, I realised how teams were unprepared for water spam, so I knew then I wanted a swift swimmer as my wallbreaker. So, tornadus was preferred rain setter due to it having STAB hurricane and having u-turn. Keldeo just nukes shit with rain and specs boosted hydro-pumps doing about to 73% even to AV magaerna which is really something. Keldeo under rain even deals with all the comatose bullshit running on the ladder. Alakazam is chosen as the mega because of it's ridiculously powerful psychic under terrain and post-mega ability trace which allows it to counter speed boost shenanigans. Encore helps against set-up sweepers as mega-zam is faster than most mons even at +1. Stake-Out phero is used to chip opponents into keldeo's range. Stake Out can be a potentially dangerous ability allowing phero to 1hko a suicune on the switch, but again tinted lens can be used too. As for the obligatory scarfer we have terrakion, which deals with aerialate teams as well as countering comatose teams. And in the end, my special AV megaerna with Volt Absorb!
Normal regenerator one was too passive for the team, but this one is bonkers. Totally shuts down xurk and stops volt-turns with ease, also due to full investment, fleur cannon hits like a fucking truck.


Meh replay, but shows how good a match-up keldeo has against his team :: http://replay.pokemonshowdown.com/gen7almostanyability-495835687
Better one imo :: http://replay.pokemonshowdown.com/gen7almostanyability-495851014
 
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fluffy is definitely worth using, probably worth suspecting given blissey/chansey and toxapex
fire-resistant attackers (been using av goodra, nihilego might be worth a try) can run it to soak up a lot of damage
Stamina Chansey with Toxic pretty hard to wall without something with Magic Guard/Mbounce/Steel Type/Poison Type/PH. Which all together aren't overly common. Especially since defense raises any time you take a hit, not just a physical one, meaning you get your defense boost from switching into a special attack and sponging it. Seismic Toss/Heal Bell/Soft Boiled/Toxic with Stamina has worked pretty well on AAA stall for me (AAA Stall is pretty decent with all the new defensive abilities introduced this generation.)
 
I don't know if it's worth mentionning but Triage could be a really good ability on a lot of defensive mons and even some bulky attackers that use drain punch/giga drain as their main STAB attack.

The ones that comes to mind are Shiinotic (strength sap is affected by Triage which makes it have a decent niche in the meta), Scrafty (its priority drain punches could be really nice to have), Chesnaught (maybe after a Belly Drum? it gets Synthesis too), Any grass type with Giga Drain, Volcarona maybe? (it would get priority on Giga Drain and Roost).

Cause yeah Triage affects self healing moves AND leeching moves like Drain Punch or Giga Drain.

Worth testing on some pokemons.
 

SaturnZelda

formerly TylerWithNumbers
I don't know if it's worth mentionning but Triage could be a really good ability on a lot of defensive mons and even some bulky attackers that use drain punch/giga drain as their main STAB attack.

The ones that comes to mind are Shiinotic (strength sap is affected by Triage which makes it have a decent niche in the meta), Scrafty (its priority drain punches could be really nice to have), Chesnaught (maybe after a Belly Drum? it gets Synthesis too), Any grass type with Giga Drain, Volcarona maybe? (it would get priority on Giga Drain and Roost).

Cause yeah Triage affects self healing moves AND leeching moves like Drain Punch or Giga Drain.

Worth testing on some pokemons.
Golisopod, Skarmory (maybe)
 

sin(pi)

lucky n bad


Xurkitree @ Life Orb / Choice Scarf
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Energy Ball
- Signal Beam
- Tail Glow / Dazzling Gleam / Hidden Power [Ice] / Volt Switch

So this is a cool mon which completely smashes through a lot of defensive cores. A common response to a special attacker is to scout with a regenvest mon, but after a Tail Glow, this set OHKOs most of them. Meloetta? Gone. Genesect? Obliterated. Magearna? Bopped. Even Chansey is not a good switchin unless it's Unaware, because it gets OHKO'd at +6. It appreciates spikes support but just SR is also fine since there aren't a huge number of great spikers.
The set obviously struggles more with offensive teams, but it does resisted Aerilate which means you're not clean OHKO'd by Espeed (which is nice I guess?). Webs would be cool but webs setters suck :(
You can run a scarf set with any of the slashes in the last slot, but you miss out on MZam and Phero so I don't think it's worthwhile.
Note that these are all with Timid, Modest is an option which still outspeeds base 70s but the extra power is probably not necessary.
252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 72 HP / 0 SpD Latias: 276-325 (86.5 - 101.8%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 0 HP / 0 SpD Gyarados: 205-243 (61.9 - 73.4%) -- guaranteed 2HKO after Stealth Rock (Volt Absorb can't switch in)
+3 252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 240 HP / 0 SpD Garchomp: 588-691 (141 - 165.7%) -- guaranteed OHKO (defensive Chomper loses)
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 0 HP / 0 SpD Garchomp: 235-278 (65.8 - 77.8%) -- guaranteed 2HKO after Stealth Rock (offensive chomp takes a ton)
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 252 HP / 252+ SpD Diancie: 221-263 (72.6 - 86.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Unaware Suicune: 406-478 (100.4 - 118.3%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 248 HP / 252+ SpD Unaware Cresselia: 205-244 (46.2 - 55%) -- 98.8% chance to 2HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 252 HP / 168 SpD Ferrothorn: 328-386 (93.1 - 109.6%) -- 93.8% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 200 HP / 252+ SpD Zygarde: 382-450 (93.8 - 110.5%) -- guaranteed OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 0 SpD Magnezone: 419-494 (121.8 - 143.6%) -- guaranteed OHKO (AV takes less but Mag also can't touch Xurk)
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 248 HP / 252+ SpD Rotom-Heat: 264-311 (87.1 - 102.6%) -- guaranteed OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 248 HP / 8 SpD Assault Vest Goodra: 200-237 (52.2 - 61.8%) -- guaranteed 2HKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Magearna: 337-398 (92.5 - 109.3%) -- 87.5% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 252 HP / 252+ SpD Assault Vest Meloetta: 348-411 (86.1 - 101.7%) -- 87.5% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Genesect: 383-452 (110.6 - 130.6%) -- guaranteed OHKO
+6 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 4 HP / 252 SpD Eviolite Chansey: 628-738 (97.8 - 114.9%) -- guaranteed OHKO after Stealth Rock (Chansey loses if not Unaware)

252+ Atk Choice Band Aerilate Dragonite Extreme Speed vs. 0 HP / 4 Def Xurkitree: 188-222 (61.2 - 72.3%) -- guaranteed 2HKO
No replays because I'm better at theorymon than I am at battling :mad:
 

SaturnZelda

formerly TylerWithNumbers


Xurkitree @ Life Orb / Choice Scarf
Ability: Sheer Force
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Energy Ball
- Signal Beam
- Tail Glow / Dazzling Gleam / Hidden Power [Ice] / Volt Switch

So this is a cool mon which completely smashes through a lot of defensive cores. A common response to a special attacker is to scout with a regenvest mon, but after a Tail Glow, this set OHKOs most of them. Meloetta? Gone. Genesect? Obliterated. Magearna? Bopped. Even Chansey is not a good switchin unless it's Unaware, because it gets OHKO'd at +6. It appreciates spikes support but just SR is also fine since there aren't a huge number of great spikers.
The set obviously struggles more with offensive teams, but it does resisted Aerilate which means you're not clean OHKO'd by Espeed (which is nice I guess?). Webs would be cool but webs setters suck :(
You can run a scarf set with any of the slashes in the last slot, but you miss out on MZam and Phero so I don't think it's worthwhile.
Note that these are all with Timid, Modest is an option which still outspeeds base 70s but the extra power is probably not necessary.
252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 72 HP / 0 SpD Latias: 276-325 (86.5 - 101.8%) -- 87.5% chance to OHKO after Stealth Rock
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 0 HP / 0 SpD Gyarados: 205-243 (61.9 - 73.4%) -- guaranteed 2HKO after Stealth Rock (Volt Absorb can't switch in)
+3 252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 240 HP / 0 SpD Garchomp: 588-691 (141 - 165.7%) -- guaranteed OHKO (defensive Chomper loses)
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 0 HP / 0 SpD Garchomp: 235-278 (65.8 - 77.8%) -- guaranteed 2HKO after Stealth Rock (offensive chomp takes a ton)
252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 252 HP / 252+ SpD Diancie: 221-263 (72.6 - 86.5%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Unaware Suicune: 406-478 (100.4 - 118.3%) -- guaranteed OHKO
252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 248 HP / 252+ SpD Unaware Cresselia: 205-244 (46.2 - 55%) -- 98.8% chance to 2HKO after Stealth Rock and Leftovers recovery
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 252 HP / 168 SpD Ferrothorn: 328-386 (93.1 - 109.6%) -- 93.8% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Energy Ball vs. 200 HP / 252+ SpD Zygarde: 382-450 (93.8 - 110.5%) -- guaranteed OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 0 SpD Magnezone: 419-494 (121.8 - 143.6%) -- guaranteed OHKO (AV takes less but Mag also can't touch Xurk)
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 248 HP / 252+ SpD Rotom-Heat: 264-311 (87.1 - 102.6%) -- guaranteed OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 248 HP / 8 SpD Assault Vest Goodra: 200-237 (52.2 - 61.8%) -- guaranteed 2HKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Magearna: 337-398 (92.5 - 109.3%) -- 87.5% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Signal Beam vs. 252 HP / 252+ SpD Assault Vest Meloetta: 348-411 (86.1 - 101.7%) -- 87.5% chance to OHKO after Stealth Rock
+3 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 252 HP / 252+ SpD Assault Vest Genesect: 383-452 (110.6 - 130.6%) -- guaranteed OHKO
+6 252 SpA Life Orb Sheer Force Xurkitree Thunderbolt vs. 4 HP / 252 SpD Eviolite Chansey: 628-738 (97.8 - 114.9%) -- guaranteed OHKO after Stealth Rock (Chansey loses if not Unaware)

252+ Atk Choice Band Aerilate Dragonite Extreme Speed vs. 0 HP / 4 Def Xurkitree: 188-222 (61.2 - 72.3%) -- guaranteed 2HKO
No replays because I'm better at theorymon than I am at battling :mad:
This actually seems like a really nice mon. Webs shouldn't be too hard to set up with like Smeargle or something. Also, Skarmory/Ferrothorn can set Spikes for you as needed.
 
This set of xurkitree is i think countered by Volt Absorb Magearna (it counters any xurkitree set), since it takes nothing from your other coverage attacks and can bop you with Fleur Cannon.

But yeah pretty nice mon and Sheer Force kinda suit it very nicely.

For its Speed you can go for Sticky Web, Prankster Shuckle and Ariados are pretty nice setters, so is Moldy Galvantula for a more offensive team.

Shuckle can even use Encore to give Xurkitree setup opportunities.
 
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I'm really excited to play this metagame. Haven't played it in quite a while, but there's a lot of new fun stuff. Abilities, pokemon, and z-moves are probably going to lead to tons of new sets.

Some new abilities:
Disguise: I think this is better than magic guard sash on suicide mons (Pheromosa) and will be pretty terrifying - living any hit and having a life orb. The downside would be all of the residual damage, but I think on Pheromosa or something like it it would be ideal. You could also use disguise to ensure some Z-move boost with a mon you wouldn't otherwise be able to set up with.

Grassy Surge: defensively, setting this doubles leftovers and also neuters earthquake. The powered up grass moves should not be an issue against offense, because offensive grass sucks. Heatran comes to mind as a pretty good user, because it really appreciates the power nerf to eq and the recovery. This also has the utility of canceling out dangerous psychic and electric terrains.

I'm not sure what the optimal ability is, but defensive/bulky offense Buzzwole is likely to become a metagame staple. Seems like there is a lot you could do with him. Poison heal (for something different) gives immunity to status and facade helps out with mediocre coverage.

Psychic/Electric Surge are going to be really strong offensively, although I'm not sure that they entirely outclass sheer force. 1.33 and no life orb recoil boost to all moves honestly seems superior to 1.5 on one or two moves, although terrain comes with other boosts which could be abused.

Once the metagame settles enough for stall to develop, substitute/protect/coil/thousand arrows poison heal Zygarde looks absolutely brutal. Would be rather easily stopped by hyper voice pixilate/refrigerate, phazing, or unaware though.

If Psychic surge takes off and stuff like sheer force Alakazam and Gengar are popular, Alolan Muk could be pretty useful. With pursuit to kill these things and excellent special bulk (run assault vest) it could stop a lot of Psychic and Ghost types with ease. Tough claws gives it a power boost but I think it will still be easy to wall, and more used for utility, making regenerator probably superior.

Stakeout looks stupid. It requires a bit of setup to use, but then it's basically huge power but also for special moves.
 
Disguise is hard coded to mimikyu, it will fail on any other Pokemon.

By the way i catch attention for a proposition of suspecting Weavile. If you remember well, it was banned in Gen 6 AAA cause it could abuse many abilities like Technician, Refrigerate and Tough Claws. But in gen 7, with the Prankster nerf, it got even more broken cause with its isnane Speed and wallbreaking prowess and Prankster unable to stop it, stall and balance builds had nothing to stop it barring sturdy physical walls like Avalugg, even Vaporeon gets 2HKOed by Techinician Beat Up after a Swords Dance if it doesn't carry Unaware.

Of course offensive builds have less problems with Weavile due to having access to Pheromosa, Kartana and co, but the fact that balance and stall gets wrecked by this Pokemon if you don't carry Rough Skin or Rocky Helmet (and it has still Icicle Crash to circumvent them) Weavile makes once again the metagame unhealthy.

I dunno what the council is thinking of Weavile right now, but for me, it is worth a suspect at least.

+Comatose too, but that was already mentionned.
 
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weavile could actually be a bit less of a problem than last gen with anti-priority and koko/phero around, but yeah, it's got all the stuff it did last gen, plus prankster immunity and potential use for pads
 

SaturnZelda

formerly TylerWithNumbers
weavile could actually be a bit less of a problem than last gen with anti-priority and koko/phero around, but yeah, it's got all the stuff it did last gen, plus prankster immunity and potential use for pads
Oh yeah, forgot about Protective Pads. Thanks for reminding me that those existed
 
weavile could actually be a bit less of a problem than last gen with anti-priority and koko/phero around, but yeah, it's got all the stuff it did last gen, plus prankster immunity and potential use for pads
Actually that's what i said that offense have less problems with Weavile than balance and stall builds, due to their access to faster mons like Koko, Pheromosa, and fast Psychic Surge users.

But it stills wrecks balance and stall which is kind of unhealthy. But i'm going to wait for a council member opinion.
 
I haven't had much of a roblem with Weavile- though three of my regulars are faster than it, and one is Dazzling.

Though I gotta say, No Guard on a Special Pheremosa is great if you lack Special offense on your team- Blizzard, Focus Blast, Quiver Dance, etc. Physical tends to be overall superior, but it still can fill a niche

Also, I'm toying with -Ate Echoed Voice and its not been too bad. The boost keeps it from being abysmal early on. I know it sucks, but I've always loved the idea of it.
 
I was building a team in AAA, and I came up with this set that I thought was a huge threat. One of the biggest flaws with Hoopa-U in standard is its Speed, which is fairly mediocre. But what if I told you I fixed this glaring flaw? Well...

Hoopa-Unbound @ Life Orb
Ability: Speed Boost
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Drain Punch
- Gunk Shot
- Dark Pulse
- Protect

This is a standard set, but with Protect and Speed Boost. Dark Pulse, Gunk Shot, and Drain Punch are standard, but Protect is the useful move on turn 1 and just in general. Protect allows you to waste one turn to get a Speed Boos, along with allowing you to scout moves and get more Speed. It can make up for being slightly slower and slightly weaker than Xurk through its very expansive movepool.

Lcass4919 you misspelled uncompetitive.
 

Sylveon.

Penny saved is still a fucking penny
I was building a team in AAA, and I came up with this set that I thought was a huge threat. One of the biggest flaws with Hoopa-U in standard is its Speed, which is fairly mediocre. But what if I told you I fixed this glaring flaw? Well...

Hoopa-Unbound @ Life Orb
Ability: Speed Boost
EVs: 160 Atk / 96 SpA / 252 Spe
Hasty Nature
- Drain Punch
- Gunk Shot
- Dark Pulse
- Protect

This is a standard set, but with Protect and Speed Boost. Dark Pulse, Gunk Shot, and Drain Punch are standard, but Protect is the useful move on turn 1 and just in general. Protect allows you to waste one turn to get a Speed Boos, along with allowing you to scout moves and get more Speed. It can make up for being slightly slower and slightly weaker than Xurk through its very expansive movepool.

Lcass4919 you misspelled uncompetitive.
To be honest, that isn't a bad set but with AV magaerna running on each team it's most probably useless unless you pair it with a trapper mon. Anyways, seeing it's massive attacking stats hoopa is better used as a wallbreaker with tinted banded set or something like that(basically any offensive ability) rather than a cleaner + base 80s still get outsped by mega-zam or phero at +1.
 
Maybe this could work better:

Hoopa-Unbound @ Choice Band / Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt

Hustle-boosted Hyperspace Fury to destroy worlds and not miss. Life Orb is for switching moves and Choice Band is to plow through everything.

To be honest, that isn't a bad set but with AV magaerna running on each team it's most probably useless unless you pair it with a trapper mon. Anyways, seeing it's massive attacking stats hoopa is better used as a wallbreaker with tinted banded set or something like that(basically any offensive ability) rather than a cleaner + base 80s still get outsped by mega-zam or phero at +1.
Xurkitree wasn't really that much faster when it was used as a Speed Boost cleaner (base 83 vs 80)
 

Sylveon.

Penny saved is still a fucking penny
Maybe this could work better:

Hoopa-Unbound @ Choice Band / Life Orb
Ability: Hustle
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Hyperspace Fury
- Gunk Shot
- Drain Punch
- Zen Headbutt

Hustle-boosted Hyperspace Fury to destroy worlds and not miss. Life Orb is for switching moves and Choice Band is to plow through everything.



Xurkitree wasn't really that much faster when it was used as a Speed Boost cleaner (base 83 vs 80)
Erm...actually xurk falls in the same boat but the thing is it gets tail glow which is a considerable advantage as it allows xurk to actually 2hko special walls at +3, thus utilising the speed boost much better while hoopa can speed boost to +6 but as long as you are not 1hkoing shit you better let anyone else utilise the ability. That's why hoopa is better breaking through defensive backbones as opposed to cleaning in the long run.
 
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Erm...actually xurk falls in the boat but the thing is it gets tail glow which is a considerable advantage as it allows xurk to actually 2hko special walls at +3, thus utilising the speed boost much better while hoopa can speed boost to +6 but as long as you are not 1hkoing shit you better let anyone else utilise the ability. That's why hoopa is better breaking through defensive backbones as opposed to cleaning in the long run.
You just have to remove Magearna, Mega-Zam, and Pheromosa.
 
Imagining some drizzle setters:


A pretty obvious one. Bulky, reduces his fire weakness, and provides rock support and water resist.
Ferrothorn @ Damp Rock
Ability: Drizzle
EVs: 252 HP / 104 Def / 152 SpD
Sassy Nature
IVs: 0 Spe
- Stealth Rock
- Gyro Ball
- Leech Seed
- Protect


Keldeo already likes to spam under rain, so if you're going to have one on your rain team why not just have him as a second drizzle setter? He wasn't using justified anyway. Life orb rain hydro pump will punch incredible holes in teams.
Keldeo @ Life Orb
Ability: Drizzle
EVs: 252 SpA / 252 Spe
Timid Nature
- Hydro Pump
- Secret Sword
- Hidden Power [Ice]
- Taunt


I'm sure it would be an excellent rain setter, but I'm not really sure what its sets and spreads look like.
 
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