• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Escavalier (SD RestTalk) [QC: 2/3]

SD RestTalk
########
name: SD RestTalk
move 1: Swords Dance
move 2: Rest
move 3: Sleep Talk
move 4: Megahorn / Iron Head
ability: Overcoat
item: Leftovers
evs: 252 HP / 4 Def / 252 SpD
nature: Careful

Moves
========
This set functions as a powerful win condition against most stall teams. With Swords Dance, this Escavalier set can slowly boost its way up to +6, hitting a monstrous 1224 Attack, and being able to heavily damage if not outright OHKO every common Pokemon on a defensive team. Rest is used to bring Escavalier back up to full health if it is getting worn down by moves such as Gligar's Earthquake, for example, while also alleviating any burns that may occur from Alomomola's Scald, as another example. Sleep Talk lets Escavalier gain its Attack boosts as well as fire off attacks while it is still asleep from rest. Finally, Megahorn is the actual attacking move, with a high base power and being at least neutral against a large amount of defensive Pokemon. If reliability is more your preference, then Iron Head is also a good choice, as it has more PP, doesn't miss, and makes it easier to beat Gligar. Knock Off is a third option which removes items like Leftovers as well as the items of typical Fire-type switch-ins, but it is much weaker especially after it removes the item, due it not gaining STAB.

Set Details
========
The set uses maximum investment in special defensive because Escavalier typically likes setting up on Calm Mind Psychic-types, and it already has impressive physical bulk. Leftovers provides passive recovery, aiding Escavalier in its role.

Usage Tips
========
  • switch into things like cresselia, reuniclus, amoonguss (overcoat gives a spore immunity but you have stalk anyway so it's irrelevant lel)
  • start sding and rest when you've been worn down a bit or get statused
  • sleep talk in the the two turns you're asleep o.o
  • eventually just alternate between rest > sleep talk > sleep talk > attacking move if not needing to rest / rest > sleep talk etc
  • kill off the taunt users first
  • you can force damage on things if you setup as they switch in like taunt mons like drapion etc
  • this set is kinda useless vs offense but rly good vs cm psy balances as well as stall
Team Options
========
  • sr mons for moltres + other fires so rhyperior, omastar, regirock etc
  • things that beat fires so ^ and lanturn, slowking, etc
  • things that beat kill taunt mons which is kinda dumb i guess the best thing to do is just wear them down until they die through spikes/uturn/tspikes (but drap removes that but if escav sds it can still force damage on drapion so ya)
  • things to help the offense matchup: scarf moltres, sd fletchinder, mega sceptile, jolteon etc

js this set is legit fucking amazing lol more ppl should use it
 
Last edited:
So i suggested that Knock Off be a possibility on the attacking move over at the last analysis (To be fair, over Iron Head, but still), i'd argue it's worth considering due to hitting fires, mostly Moltres TBH, while getting good neutral coverage and removing items in general, and being very difficult to PP stall due to having double Megahorn's PP.

For example

+6 0 Atk Escavalier Megahorn vs. 248 HP / 252+ Def Eviolite Golbat: 100-118 (28.3 - 33.4%)

+6 0 Atk Escavalier Knock Off (97.5 BP) vs. 248 HP / 252+ Def Eviolite Golbat: 216-255 (61.1 - 72.2%)

0 Atk Escavalier Knock Off (97.5 BP) vs. 0 HP / 4 Def Moltres: 98-116 (30.5 - 36.1%)

0 Atk Escavalier Knock Off vs. 0 HP / 4 Def Moltres: 66-78 (20.5 - 24.2%) (without an item)

that said, megahorn is good for pangoro, hitting Houndoom on the switch-in, substantially stronger especially on the second hit, etc, so i'm not really sure if Knock Off deserves a mention. Do consider it though
 
i think i'll probably mention iron head and knock off in moves and keep megahorn unslashed, unless there's qc opposition of course.
 
ok it's qc ready and obviously it'll be made into more at the write-up but i think the content is fine for now aside from like team options which is kinda barren o.o
 
mention iron head having more PP than megahorn which can be clutch (i know sleep talk mitigates this but still), possibly a slash if other qc members agree on it as well.

when mentioning switching in to amoonguss, stress out that plenty of amoonguss run foul play so scout for that/don't send escavalier against it blindly

put some mons to deal with offense in team options, fletch could work, scarf tres, mega pidgeot altho it'll be banned and mega sceptile, maybe a few more mons I'm missing

1/3 lazy to find my cool kitty stamp.

edit: nvm thanks soulblaster

MBapOSO.gif
 
ok done this stuff, i'll work on writing this up

also arikado i didn't do the foul play thing since it 5hkoes at best which is more than enough space to work with in regards to boosting
 
also arikado i didn't do the foul play thing since it 5hkoes at best which is more than enough space to work with in regards to boosting
that's good then, I just assumed it would take a hefty amount from at least +2 but a 5HKO from +0 is a lot less damage than I thought lol
 
i also think on the topic of amoonguss that 84 speed evs are still worth outspeeding it just in case it can hit with a boosted foul play or hp fire, although i think a set details mention will suffice.
 
Back
Top