Krilowatt (OU Analysis - Pre-Playtesting)

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Approved to be posted by DougJustDoug and BEEJ.
(11:33:21 AM) DougJustDoug: I want to ask if someone can make a Krilowatt Analysis Workshop thread soon? I know we haven't started playtesting, but I think we should have a theorymon analysis put together before playtesting begins.
(11:33:22 AM) DougJustDoug: When playtesting starts, I will put Krilowatt up on the website, and I think it should have a premininary analysis too. Newcomers expect to be able to read an analysis to find out about a pokemon, and Krilowatt should be no exception.
(11:33:22 AM) DougJustDoug: Even if the analysis says in big bold letters at the top -- THIS ANALYSIS IS BASED ON SPECULATION BY THE PEOPLE THAT ASSISTED IN THE CREATION OF KRILOWATT. IT IS VERY LIKELY TO CHANGE AS PLAYTESTING PROCEEDS.
(11:33:22 AM) DougJustDoug: But, at least it will give people an idea of what we THINK we created, and how we THINK it should be used.
(11:34:49 AM) DougJustDoug: I don't think Beej has to do it.
(11:35:34 AM) DougJustDoug: If he wants to, fine. But, most CAP analysis workshops are led by someone other than the TL.

Hello, everyone. The reason I am posting this is because Doug requested that we have some preliminary and entirely theorymon-based analysis written and prepared for Krilowatt before it goes live on the server.

It might seem odd to try to generate sets for a Pokemon we've never used yet, but this is so that the new Pokemon is more accessible for newcomers to the server specifically for the playtesting period. Without an analysis on the site, they'll not know where to turn and may give up. For this reason, we're going to work on preparing an analysis based on how we think Krilowatt will function, and then update the analysis as playtesting commences.

Furthermore, it's important to note that this analysis does not need to meet the stringent convention and content requirements that other on-site analyses must meet. It does have to meet spelling and grammatical guidelines, though. (Doug has explicitly said this) This is because it will get updated as we go and this is more a skeletal analysis anyway. It also likely will not be terribly long by the time it goes live. The emphasis for this pre-analysis is to get the sets we expect to be the most competitively viable on-site. This means that we should avoid more gimmicky or conditionally useful sets like Parafusion or Perish Trapping, etc. If those are viable, we will find out during playtesting and can include them later.

Below are Krilowatt's competitively relevant features so you guys can help me come up with sets:

Name: Krilowatt
Typing: Water/Electric
Stat Spread: 151/84/73/83/74/105
Ability: Trace
Ability: Magic Guard
Level-Up:
H Night Slash
H Sand Tomb
– Bubble
– Charge
10. Spark
12. Detect
15. Copycat
19. Aqua Jet
24. Discharge
30. Imprison
37. Confuse Ray
43. Haze
48. Guillotine
52. Perish Song
55. Heart Swap
57. Zap Cannon

TMs/HMs:
TM02 - Dragon Claw
TM03 - Water Pulse
TM06 - Toxic
TM07 - Hail
TM10 - Hidden Power
TM13 - Ice Beam
TM14 - Blizzard
TM15 - Hyper Beam
TM17 - Protect
TM18 - Rain Dance
TM20 - Safeguard
TM21 - Frustration
TM23 - Iron Tail
TM24 - Thunderbolt
TM25 - Thunder
TM26 - Earthquake
TM27 - Return
TM28 - Dig
TM29 – Psychic
TM31 – Brick Break
TM32 - Double Team
TM34 - Shock Wave
TM40 - Aerial Ace
TM41 - Torment
TM42 - Facade
TM43 - Secret Power
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM49 - Snatch
TM50 - Overheat
TM54 - False Swipe
TM55 - Brine
TM56 - Fling
TM58 - Endure
TM66 - Payback
TM67 - Recycle
TM68 - Giga Impact
TM70 - Flash
TM72 - Avalanche
TM73 - Thunder Wave
TM77 - Psych Up
TM78 – Captivate
TM79 – Dark Pulse
TM81 – X-Scissor
TM82 - Sleep Talk
TM83 - Natural Gift
TM87 - Swagger
TM88 - Pluck
TM90 - Substitute
TM91 - Flash Cannon
HM01 - Cut
HM03 - Surf
HM05 - Whirlpool
HM06 - Rock Smash
HM07 - Waterfall
HM08 - Rock Climb

Egg Move Stuff:

Egg Groups:
Water 1
Fairy

Moves
Ice Shard - Lapras, Seel, Dewgong, Snorunt, Glalie, Froslass
Mirror Coat – Corsola, Squirtle*, Wartortle*, Blastoise*
Counter – Breloom, Squirtle (3), Wartortle (3), Blastoise (3)
Mind Reader – Breloom, Poliwrath
Draco Meteor – Dratini, Dragonair, Dragonite, Kingdra
Sheer Cold – Lapras, Glalie
Poison Fang - Mawile
Flail - Feebas
Follow Me - Clefairy, Clefable
Metronome - Clefairy, Clefable
Me First - Slowpoke*

*Chain Breed
(3) - 3rd gen move Tutor

Move Tutor:
AncientPower
Bug Bite
Fury Cutter
ThunderPunch
Fire Punch
Ice Punch
Bounce
Dive
Swift
Aqua Tail
Outrage
Knock Off
Sucker Punch
Magnet Rise
Earth Power
Helping Hand
Magic Coat
Low Kick
Signal Beam
Icy Wind
Gastro Acid
Zen Headbutt
Role Play

We have ~2 days to complete this, as it should go live when Krilowatt does. Let's hop to it!
<h2>Disclaimer</h2>

<p><b>This analysis is theorymon only and intended to be a valuable reference for all players during Krilowatt's playtesting period. Sets in this analysis have not been tested in battle and should not be considered final.</b></p>

<h2>Overview</h2>

<p>Krilowatt is a Pokemon on a mission, standing as insurance for its team against the particular Pokemon it's been prepared to take on. Its niche as a utility counter capable of being tweaked to take down whatever it needs to makes it unpredictable and therefore very dangerous until the opponent knows its complete set. A tremendous HP stat, respectable defenses, and very potent abilities in Magic Guard and Trace allow it to switch in repeatedly, disregard all entry hazards if using Magic Guard, and handle specific threats as needed.</p>

<p>Despite Krilowatt's strengths, it lacks a reliable recovery option to use instead of Rest. Furthermore, the allure of a Life Orb with no recoil damage thanks to Magic Guard will often leave Krilowatt without even Leftovers recovery on most sets so that it can hit much harder. This lack of reliable healing can result in Krilowatt falling apart after taking too many even neutral attacks on switching in. Nevertheless, Krilowatt stands defiant in the face of monstrous OU threats like Salamence, Gyarados, Suicune, and Lucario. Krilowatt is able and willing to take them down as needed by any given team, although not all at once.</p>

[SET]
name: Utility Counter (Dragon Dance)
move 1: Surf
move 2: Thunderbolt
move 3: Ice Beam
move 4: Thunder Wave / Overheat
item: Leftovers
ability: Trace
nature: Bold
evs: 216 HP / 252 Def / 40 SpA

[SET COMMENTS]

  • This set is designed to stop most Dragon Dance users in OU cold. It can switch into and threaten most Dragon Dance Gyarados, Salamence, Kingdra, and Dragonite.
  • The high defensive investment keeps Krilowatt from being 2HKO'd by Standard Dragon Dance Gyarados / Salamence Earthquakes at +0 Attack, since you will switch in with Trace to Intimidate them as they Dragon Dance.
  • There is no Speed investment because at +1 Speed all of the dragon dancers you're switching into outspeed you anyway.
  • 40 Special Attack EVs guarantee 100% damage against Salamence with Ice Beam and 100% damage against Bulky Dragon Dance Gyarados with Thunderbolt.
  • Thunder Wave is your best bet here against Kingdra, since you lack the SpA investment and Life Orb needed to OHKO it with Draco Meteor. Overheat lets you threaten Steel-types that come in as you try to remove their Dragon Dancers.
[SET]
name: Utility Counter (Swords Dance)
move 1: Surf
move 2: Thunderbolt
move 3: Overheat
move 4: Ice Beam
item: Life Orb
ability: Magic Guard
nature: Timid
evs: 36 HP / 252 Def / 220 Speed

[SET COMMENTS]

  • This set is designed to stop Lucario and Heracross who will try to set up Swords Dance over the course of a match while still posing a significant threat to Salamence, Dragonite, and most Steel-type Pokemon.
  • 220 Speed EVs hits 331 Speed, which is enough to outspeed Jolly Lucario, positive-natured base 100 Speed Pokemon, and standard 192 Speed Infernape.
  • 252 Defense EVs means you take only 47.2% - 55.6% from a +2 Adamant Lucario ExtremeSpeed.
  • Magic Guard keeps you from taking residual damage as you switch in to counter Lucario and Heracross over the course of a match.
  • Overheat with no Special Attack investment OHKOes Lucario (106% - 125.3%), whereas Earthquake cannot without significant investment in Attack. Life Orb is necessary for this KO and provides a general damage boost.
  • Ice Beam is for the pesky dragons you will inevitably face, although this set isn't optimal for switching into them without Trace. With 331 Speed you outspeed Salamence at +0 so you can Ice Beam it.
  • Heart Swap can be used in the last slot instead of Ice Beam if you want to send away the Special Attack drop from Overheat the turn after using it.
[SET]
name: Utility Counter (Calm Mind)
move 1: Surf
move 2: Thunderbolt
move 3: Overheat / Ice Beam
move 4: Heart Swap
item: Life Orb / Leftovers
ability: Magic Guard
nature: Timid
evs: 36 Def / 80 SpA / 252 SpD / 140 Spe

[SET COMMENTS]

  • This set is designed to beat the most common Calm Mind boosters: Suicune, Jirachi, and Latias. You can switch in safely on their Calm Mind and then use Heart Swap to steal their boosts.
  • 96 Speed EVs and a positive nature are required to allow you to outspeed 252 Speed offensive Suicune and steal any boosts it has accrued. 140 Speed EVs and a positive nature are required to outspeed Substitute + Calm Mind Jirachi. No amount of investment will let Krilowatt outspeed either Calm Mind Latias set.
  • 252 Special Defense EVs let you take a massive beating from these threats and survive handily, especially if you've stolen a Calm Mind or two. Leftovers furthers this while Life Orb makes you ridiculously powerful if you do steal Calm Mind boosts. For instance, a +2 Offensive Calm Mind Latias Dragon Pulse deals only 56.4% - 66.6% to this spread. If you steal the boost on the same turn, the next Dragon Pulse deals only 14.2% - 16.9% while you OHKO back with Ice Beam after Stealth Rock (88.1% - 104%).
  • If you go with Overheat, Heart Swapping Special Attack drops for Jirachi's Calm Mind boosts can be particularly devastating.
[SET]
name: Utility Counter (Physical Boosters)
move 1: Waterfall
move 2: ThunderPunch
move 3: Low Kick
move 4: Heart Swap / Payback
item: Life Orb
ability: Magic Guard
nature: Adamant / Impish
evs: 4 HP / 252 Atk / 252 Def

[SET COMMENTS]

  • This is a utility counter set designed to take on the slower and more physically inclined Pokemon that can try to set up, such as Dragon Dance Tyranitar, Curse Tyranitar, Curse Snorlax, Curse Swampert, and even the rare Curse Cradily.
  • The EV spread survives physical attacks excellently, particularly the Earthquakes from those you're trying to counter, while still affording Krilowatt some firepower with which to strike back at its bulky targets.
  • No Speed EVs are needed because Krilowatt is always faster than the Curse users after they use Curse and Dragon Dance Tyranitar is faster than a maximum Speed Krilowatt anyway. Adamant allows you to hit substantially harder, though Impish can be used to bolster Krilowatt's Defense.
  • Low Kick OHKOes CurseTTar and maims Snorlax after you steal its boosts. CursePert gets pounded by STAB Waterfall after you steal its boosts.
  • Heart Swap is the primary option in the last slot to steal Dragon Dance or Curse or Bulk Up boosts. Payback is an excellent option because you're going to be slower than the faster offensive threats that are weak to it such as Latias, Gengar, and Choice Scarf Rotom-A. Payback also provides a super effective attack to use against Celebi switching in.
[SET]
name: Krilowattacker
move 1: Surf
move 2: Thunderbolt
move 3: Ice Beam
move 4: Overheat / Hidden Power Grass
item: Life Orb
ability: Magic Guard
nature: Timid
evs: 36 Def / 252 SpA / 220 Spe

[SET COMMENTS]

  • This set is designed to put Krilowatt on the offensive with its wide movepool, excellent ability, great Speed, and respectable bulk.
  • Life Orb is chosen to hit the hardest at no cost to Krilowatt because of Magic Guard.
  • 220 Speed EVs hits 331 Speed, enough to outspeed all positive-natured base 100 Speed Pokemon and standard 192 Speed Infernape.
  • 252 Special Attack EVs are used for maximum firepower and 36 Defense EVs for some added survivability.
  • Both STAB options are chosen alongside Ice Beam for great coverage, with Overheat or Hidden Power Grass in the last slot for Defensive Steels or Swampert, respectively.
[SET]
name: RestTalk
move 2: Discharge / Thunderbolt
move 3: Ice Beam / Surf
move 3: Rest
move 4: Sleep Talk
item: Life Orb
ability: Magic Guard
nature: Bold
evs: 116 HP / 192 Def / 200 SpD

[SET COMMENTS]

  • This is a general purpose tank set with Rest for recovery and Sleep Talk to deal respectable damage while asleep. With Rest, Leftovers aren't as necessary, so Life Orb is chosen for the boost to damage.
  • The EVs are chosen to optimize Krilowatt's defensive capacity so it can take as many hits as possible.
  • Discharge is chosen over Thunderbolt as it still OHKOes bulky Gyarados with Life Orb and offers a handy 30% paralysis rate for Pokemon that might otherwise try to setup on you. Thunderbolt can still be useful with Ice Beam for some obscure 2HKOs, but the paralysis chance is generally more useful.
  • Ice Beam is the primary move in the fourth slot for the BoltBeam combo, offering excellent type coverage with just two attacks. Surf remains an excellent STAB option, though, and is a better choice against Fire- and Rock-types.
  • Toxic Spikes from Roserade or Forretress work well with this set, but if you choose to go that route, Thunderbolt should be chosen over Discharge since the paralysis won't be happening.
<h2>Team Options</h2>

  • Krilowatt is only weak to Ground- and Grass-type attacks, so Pokemon that resist both provide excellent synergy with it. The OU Pokemon that resist both of these types are Togekiss, Skarmory, Dragonite, Salamence, Latias, Bronzong, Gengar, Zapdos, Heracross, Celebi, and Breloom.
  • Pokemon that perform better without having to worry about being setup bait or are otherwise deathly afraid of special attacks, such as Forretress, Skarmory, and Bronzong, make for good partners to Krilowatt.
  • Stall-oriented teams appreciate Krilowatt's ability to deal with stallbreakers like Infernape, Gliscor, and Salamence.
  • Choice Band Scizor or Choice Scarf Flygon fit well with offensive sets thanks to typing match-ups and scouting in the form of U-turn.
  • Pokemon that can switch into and threaten Krilowatt's counters list.
<h2>Optional Changes</h2>

<p>Krilowatt's movepool is a literal bag of tricks. There are several notable attacking options that can be considered based on the needs of any given team. For special attacking sets, Psychic, Dark Pulse, Draco Meteor, and Earth Power make a showing. For physical attackers, Night Slash, Dragon Claw, Earthquake, Payback, Avalanche, X-Scissor, the elemental punches, and Sucker Punch are present. In general, they provide redundant or unnecessary coverage with the suggested options for each set, but they can see use when needed. Krilowatt also has access to priority in the form of Aqua Jet and Ice Shard, the former of which gets STAB and the latter that can nail faster Dragon-types.</p>

<p>Krilowatt is also far from lacking in support moves, boasting a wide range of different moves for sets to take advantage of. It has access to Imprison, which when used in tandem with popular moves like Earthquake can make it very difficult for your opponent to take Krilowatt down. Magnet Rise can be run on any set to temporarily eliminate Krilowatt's Ground-type weakness. Mirror Coat and Counter, together with Krilowatt's excellent and balanced defenses, can be put to use in a CounterCoat set. Let's not forget Perish Song and Whirlpool, either, which can create a potentially deadly Perish Trapping set. Mirroring Lanturn, Krilowatt can run a Parafusion set with either Swagger or Confuse Ray and Thunder Wave. Heart Swap and Swagger together can even net Krilowatt some Attack boosts in the process. Me First deserves a special mention with Krilowatt's excellent Speed stat to potentially use a Lucario's Close Combat or a Tyranitar / Metagross Earthquake back at the source with pseudo-STAB damage. Finally, Krilowatt is an excellent user of Rain Dance with both STAB Water-type moves and Thunder.</p>

<h2>Counters</h2>

  • Swampert: Is neutral or resistant to all of Krilowatt's attacks barring Hidden Power Grass, can weather several hits with its bulk, and threatens with STAB Earthquake.
  • Blissey: Completely walls specially-based Krilowatt and threatens offensive variants with Thunder Wave.
  • Snorlax: Fears Low Kick and, to a degree, Heart Swap, but can take on all other variants with its special bulk, access to Earthquake, and paralysis via Body Slam. Can Selfdestruct to remove Krilowatt if need be.
  • Celebi: Can take a Life Orb boosted Ice Beam and OHKO back with Leaf Storm or cripple offensive Krilowatt with Thunder Wave.
  • Latias: Calm Mind and Recover variants beat Krilowatt that lack Heart Swap and offensive variants can seriously hurt it with a Draco Meteor.
  • Bronzong: Bronzong takes neutral or better from all of Krilowatt's primary attacking options with the exception of Overheat. It can then Explode, set up Light Screen and Reflect, or hit Krilowatt with Earthquake.
  • Cresselia: Massive bulk allows it to take virtually anything from Krilowatt without a problem. Dual Screens let it take even less and set up on Krilowatt, meanwhile Thunder Wave can cripple Krilowatt if it stays around.
  • Dusknoir: Exceptional bulk and the ability to full heal at practically any stage of life from Krilowatt's massive HP stat make it tough to take down. It can burn physical sets or attempt to do some damage with Earthquake.
<h2>Disclaimer</h2>

<p><b>This analysis is theorymon only and intended to be a valuable reference for all players during Krilowatt's playtesting period. Sets in this analysis have not been tested in battle and should not be considered final.</b></p>

<h2>Overview</h2>

<p>Krilowatt is a Pokemon on a mission, standing as insurance for its team against the particular Pokemon it's been prepared to take on. Its niche as a utility counter capable of being tweaked to take down whatever it needs to makes it unpredictable and therefore very dangerous until the opponent knows its complete set. A tremendous HP stat, respectable defenses, and very potent abilities in Magic Guard and Trace allow it to switch in repeatedly, disregard all entry hazards if using Magic Guard, and handle specific threats as needed.</p>

<p>Despite Krilowatt's strengths, it lacks a reliable recovery option to use instead of Rest. Furthermore, the allure of a Life Orb with no recoil damage thanks to Magic Guard will often leave Krilowatt without even Leftovers recovery on most sets so that it can hit much harder. This lack of reliable healing can result in Krilowatt falling apart after taking too many even neutral attacks on switching in. Nevertheless, Krilowatt stands defiant in the face of monstrous OU threats like Salamence, Gyarados, Suicune, and Lucario. Krilowatt is able and willing to take them down as needed by any given team, although not all at once.</p>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Utility Counter (Dragon Dance)";
set.move[1] = "Surf";
set.move[2] = "Thunderbolt";
set.move[3] = "Ice Beam";
set.move[4] = ["Thunder Wave", "Overheat"];
set.item = "Leftovers";
set.ability = "Trace";
set.nature = "Bold";
set.evs.HP = 216;
set.evs.Def = 252;
set.evs.SpA = 40;
document.write(composeSet(set));
</script>

<ul>
<li>This set is designed to stop most Dragon Dance users in OU cold. It can switch into and threaten most Dragon Dance Gyarados, Salamence, Kingdra, and Dragonite.</li>
<li>The high defensive investment keeps Krilowatt from being 2HKO'd by Standard Dragon Dance Gyarados / Salamence Earthquakes at +0 Attack, since you will switch in with Trace to Intimidate them as they Dragon Dance.</li>
<li>There is no Speed investment because at +1 Speed all of the dragon dancers you're switching into outspeed you anyway.</li>
<li>40 Special Attack EVs guarantee 100% damage against Salamence with Ice Beam and 100% damage against Bulky Dragon Dance Gyarados with Thunderbolt.</li>
<li>Thunder Wave is your best bet here against Kingdra, since you lack the SpA investment and Life Orb needed to OHKO it with Draco Meteor. Overheat lets you threaten Steel-types that come in as you try to remove their Dragon Dancers.</li>
</ul>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Utility Counter (Swords Dance)";
set.move[1] = "Surf";
set.move[2] = "Thunderbolt";
set.move[3] = "Overheat";
set.move[4] = "Ice Beam";
set.item = "Life Orb";
set.ability = "Magic Guard";
set.nature = "Timid";
set.evs.HP = 36;
set.evs.Def = 252;
document.write(composeSet(set));
</script>

<ul>
<li>This set is designed to stop Lucario and Heracross who will try to set up Swords Dance over the course of a match while still posing a significant threat to Salamence, Dragonite, and most Steel-type Pokemon.</li>
<li>220 Speed EVs hits 331 Speed, which is enough to outspeed Jolly Lucario, positive-natured base 100 Speed Pokemon, and standard 192 Speed Infernape.</li>
<li>252 Defense EVs means you take only 47.2% - 55.6% from a +2 Adamant Lucario ExtremeSpeed.</li>
<li>Magic Guard keeps you from taking residual damage as you switch in to counter Lucario and Heracross over the course of a match.</li>
<li>Overheat with no Special Attack investment OHKOes Lucario (106% - 125.3%), whereas Earthquake cannot without significant investment in Attack. Life Orb is necessary for this KO and provides a general damage boost.</li>
<li>Ice Beam is for the pesky dragons you will inevitably face, although this set isn't optimal for switching into them without Trace. With 331 Speed you outspeed Salamence at +0 so you can Ice Beam it.</li>
<li>Heart Swap can be used in the last slot instead of Ice Beam if you want to send away the Special Attack drop from Overheat the turn after using it.</li>
</ul>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Utility Counter (Calm Mind)";
set.move[1] = "Surf";
set.move[2] = "Thunderbolt";
set.move[3] = ["Overheat", "Ice Beam"];
set.move[4] = "Heart Swap";
set.item = ["Life Orb", "Leftovers"];
set.ability = "Magic Guard";
set.nature = "Timid";
set.evs.Def = 36;
set.evs.SpA = 80;
set.evs.SpD = 252;
set.evs.Spe = 140;
document.write(composeSet(set));
</script>

<ul>
<li>This set is designed to beat the most common Calm Mind boosters: Suicune, Jirachi, and Latias. You can switch in safely on their Calm Mind and then use Heart Swap to steal their boosts.</li>
<li>96 Speed EVs and a positive nature are required to allow you to outspeed 252 Speed offensive Suicune and steal any boosts it has accrued. 140 Speed EVs and a positive nature are required to outspeed Substitute + Calm Mind Jirachi. No amount of investment will let Krilowatt outspeed either Calm Mind Latias set.</li>
<li>252 Special Defense EVs let you take a massive beating from these threats and survive handily, especially if you've stolen a Calm Mind or two. Leftovers furthers this while Life Orb makes you ridiculously powerful if you do steal Calm Mind boosts. For instance, a +2 Offensive Calm Mind Latias Dragon Pulse deals only 56.4% - 66.6% to this spread. If you steal the boost on the same turn, the next Dragon Pulse deals only 14.2% - 16.9% while you OHKO back with Ice Beam after Stealth Rock (88.1% - 104%).</li>
<li>If you go with Overheat, Heart Swapping Special Attack drops for Jirachi's Calm Mind boosts can be particularly devastating.</li>
</ul>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Utility Counter (Physical Boosters)";
set.move[1] = "Waterfall";
set.move[2] = "ThunderPunch";
set.move[3] = "Low Kick";
set.move[4] = ["Heart Swap", "Payback"];
set.item = "Life Orb";
set.ability = "Magic Guard";
set.nature = ["Adamant", "Impish"];
set.evs.HP = 4;
set.evs.Atk = 252;
set.evs.Def = 252;
document.write(composeSet(set));
</script>

<ul>
<li>This is a utility counter set designed to take on the slower and more physically inclined Pokemon that can try to set up, such as Dragon Dance Tyranitar, Curse Tyranitar, Curse Snorlax, Curse Swampert, and even the rare Curse Cradily.</li>
<li>The EV spread survives physical attacks excellently, particularly the Earthquakes from those you're trying to counter, while still affording Krilowatt some firepower with which to strike back at its bulky targets.</li>
<li>No Speed EVs are needed because Krilowatt is always faster than the Curse users after they use Curse and Dragon Dance Tyranitar is faster than a maximum Speed Krilowatt anyway. Adamant allows you to hit substantially harder, though Impish can be used to bolster Krilowatt's Defense.</li>
<li>Low Kick OHKOes CurseTTar and maims Snorlax after you steal its boosts. CursePert gets pounded by STAB Waterfall after you steal its boosts.</li>
<li>Heart Swap is the primary option in the last slot to steal Dragon Dance or Curse or Bulk Up boosts. Payback is an excellent option because you're going to be slower than the faster offensive threats that are weak to it such as Latias, Gengar, and Choice Scarf Rotom-A. Payback also provides a super effective attack to use against Celebi switching in.</li>
</ul>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Krilowattacker";
set.move[1] = "Surf";
set.move[2] = "Thunderbolt";
set.move[3] = "Ice Beam";
set.move[4] = ["Overheat", "Hidden Power Grass"];
set.item = "Life Orb";
set.ability = "Magic Guard";
set.nature = "Timid";
set.evs.Def = 36;
set.evs.SpA = 252;
set.evs.Spe = 220;
document.write(composeSet(set));
</script>

<ul>
<li>This set is designed to put Krilowatt on the offensive with its wide movepool, excellent ability, great Speed, and respectable bulk.</li>
<li>Life Orb is chosen to hit the hardest at no cost to Krilowatt because of Magic Guard.</li>
<li>220 Speed EVs hits 331 Speed, enough to outspeed all positive-natured base 100 Speed Pokemon and standard 192 Speed Infernape.</li>
<li>252 Special Attack EVs are used for maximum firepower and 36 Defense EVs for some added survivability.</li>
<li>Both STAB options are chosen alongside Ice Beam for great coverage, with Overheat or Hidden Power Grass in the last slot for Defensive Steels or Swampert, respectively.</li>
</ul>

<script language="JavaScript">
var set = new CAPSet();
set.name = "RestTalk";
set.move[2] = ["Discharge", "Thunderbolt"];
set.move[3] = ["Ice Beam", "Surf"];
set.move[3] = "Rest";
set.move[4] = "Sleep Talk";
set.item = "Life Orb";
set.ability = "Magic Guard";
set.nature = "Bold";
set.evs.HP = 116;
set.evs.Def = 192;
set.evs.SpD = 200;
document.write(composeSet(set));
</script>

<ul>
<li>This is a general purpose tank set with Rest for recovery and Sleep Talk to deal respectable damage while asleep. With Rest, Leftovers aren't as necessary, so Life Orb is chosen for the boost to damage.</li>
<li>The EVs are chosen to optimize Krilowatt's defensive capacity so it can take as many hits as possible.</li>
<li>Discharge is chosen over Thunderbolt as it still OHKOes bulky Gyarados with Life Orb and offers a handy 30% paralysis rate for Pokemon that might otherwise try to setup on you. Thunderbolt can still be useful with Ice Beam for some obscure 2HKOs, but the paralysis chance is generally more useful.</li>
<li>Ice Beam is the primary move in the fourth slot for the BoltBeam combo, offering excellent type coverage with just two attacks. Surf remains an excellent STAB option, though, and is a better choice against Fire- and Rock-types.</li>
<li>Toxic Spikes from Roserade or Forretress work well with this set, but if you choose to go that route, Thunderbolt should be chosen over Discharge since the paralysis won't be happening.</li>
</ul>

<h2>Team Options</h2>

<ul>
<li>Krilowatt is only weak to Ground- and Grass-type attacks, so Pokemon that resist both provide excellent synergy with it. The OU Pokemon that resist both of these types are Togekiss, Skarmory, Dragonite, Salamence, Latias, Bronzong, Gengar, Zapdos, Heracross, Celebi, and Breloom.</li>
<li>Pokemon that perform better without having to worry about being setup bait or are otherwise deathly afraid of special attacks, such as Forretress, Skarmory, and Bronzong, make for good partners to Krilowatt.</li>
<li>Stall-oriented teams appreciate Krilowatt's ability to deal with stallbreakers like Infernape, Gliscor, and Salamence.</li>
<li>Choice Band Scizor or Choice Scarf Flygon fit well with offensive sets thanks to typing match-ups and scouting in the form of U-turn.</li>
<li>Pokemon that can switch into and threaten Krilowatt's counters list.</li>
</ul>

<h2>Optional Changes</h2>

<p>Krilowatt's movepool is a literal bag of tricks. There are several notable attacking options that can be considered based on the needs of any given team. For special attacking sets, Psychic, Dark Pulse, Draco Meteor, and Earth Power make a showing. For physical attackers, Night Slash, Dragon Claw, Earthquake, Payback, Avalanche, X-Scissor, the elemental punches, and Sucker Punch are present. In general, they provide redundant or unnecessary coverage with the suggested options for each set, but they can see use when needed. Krilowatt also has access to priority in the form of Aqua Jet and Ice Shard, the former of which gets STAB and the latter that can nail faster Dragon-types.</p>

<p>Krilowatt is also far from lacking in support moves, boasting a wide range of different moves for sets to take advantage of. It has access to Imprison, which when used in tandem with popular moves like Earthquake can make it very difficult for your opponent to take Krilowatt down. Magnet Rise can be run on any set to temporarily eliminate Krilowatt's Ground-type weakness. Mirror Coat and Counter, together with Krilowatt's excellent and balanced defenses, can be put to use in a CounterCoat set. Let's not forget Perish Song and Whirlpool, either, which can create a potentially deadly Perish Trapping set. Mirroring Lanturn, Krilowatt can run a Parafusion set with either Swagger or Confuse Ray and Thunder Wave. Heart Swap and Swagger together can even net Krilowatt some Attack boosts in the process. Me First deserves a special mention with Krilowatt's excellent Speed stat to potentially use a Lucario's Close Combat or a Tyranitar / Metagross Earthquake back at the source with pseudo-STAB damage. Finally, Krilowatt is an excellent user of Rain Dance with both STAB Water-type moves and Thunder.</p>

<h2>Counters</h2>

<ul>
<li>Swampert: Is neutral or resistant to all of Krilowatt's attacks barring Hidden Power Grass, can weather several hits with its bulk, and threatens with STAB Earthquake.</li>
<li>Blissey: Completely walls specially-based Krilowatt and threatens offensive variants with Thunder Wave.</li>
<li>Snorlax: Fears Low Kick and, to a degree, Heart Swap, but can take on all other variants with its special bulk, access to Earthquake, and paralysis via Body Slam. Can Selfdestruct to remove Krilowatt if need be.</li>
<li>Celebi: Can take a Life Orb boosted Ice Beam and OHKO back with Leaf Storm or cripple offensive Krilowatt with Thunder Wave.</li>
<li>Shaymin: Can OHKO Krilowatt with Specs boosted Seed Flare.</li>
<li>Latias: Calm Mind and Recover variants beat Krilowatt that lack Heart Swap and offensive variants can seriously hurt it with a Draco Meteor.</li>
<li>Bronzong: Bronzong takes neutral or better from all of Krilowatt's primary attacking options with the exception of Overheat. It can then Explode, set up Light Screen and Reflect, or hit Krilowatt with Earthquake.</li>
<li>Cresselia: Massive bulk allows it to take virtually anything from Krilowatt without a problem. Dual Screens let it take even less and set up on Krilowatt, meanwhile Thunder Wave can cripple Krilowatt if it stays around.</li>
<li>Dusknoir: Exceptional bulk and the ability to full heal at practically any stage of life from Krilowatt's massive HP stat make it tough to take down. It can burn physical sets or attempt to do some damage with Earthquake.</li>
</ul>

I'll plug in the individual sections soon, but I wanted to get this up ASAP so people could start discussing the sets I've proposed and also propose their own. Feel free to start the discussions!
 

Korski

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Personally, I think the Curse/BU Counter set is unneeded; there really isn't a strong enough threat from Snorlax, Tyranitar, Swampert, Umbreon, or whatever to warrant its own set. I also think Krilo could use some more "standard" sets, as some people may simply want to try the Lanturn 2.0 deal to start with while the metagame is at its most unpredictable point in the early stages of playtesting. A standard special wall / paralysis supporter or parafusion set would be nice to have at least skeletons of and can be of use in conjunction with more stall-based strategies like Spikes support and whatnot, probably more so before playtesting as the viability and meta-related usefulness of these sets are untested. I don't have time at the moment to write anything up, but they should be pretty obvious (you could probably even lift them straight from Lanturn's analysis, as they would fill the exact same role).

Otherwise, cool idea! This has never happened before in CAP to my knowledge, but I'm sure it'll be a big help to a lot of playtesters.
 
A few I've been thinking of, and I am sure others have been as well:

Special Attack Stopper:
Item: Leftovers
Ability: Magic Guard
Move 1: Overheat/Draco Meteor
Move 2: Heart Swap
Move 3: Thunderbolt
Move 4: Ice Beam/Surf

EVs: 36 HP/252 SpD/216 Spe
Nature: Timid

Comment: The goal here is to switch in, unload Overheat or Draco Meteor then use the natural high speed (EV'd to beat all +base 100s) to swap out the drop in Special Attack. An alternative, for more offensive teams, would be to use Life Orb and switch the EVs from SpD to SpAtk, now you can actually do some real damage with Overheat and DM instead of using them to lower your opponents offense, plus it can help make the strategy easier to pull off as you can fake an offensive set but the overall effectiveness is obviously less explicit.


Annoyer:
Item: Leftovers/Life Orb
Ability: Magic Guard
Move 1: Thunder Wave
Move 2: Confuse Ray/Swagger
Move 3: Ice Beam/Heart Swap
Move 4: Surf or Thunderbolt/Waterfall

EVs: 252 HP/252 SpAtk(Atk)/ 4 Spe
Nature: Modest/Adamant

Comment: The goal here is parafusion which can work two ways. Thunder Wave is a must but the Confusion option can be the more reliable Confuse Ray or the risk/reward Swagger. If you use Swagger, Life Orb, Heart Swap and Waterfall work great together as you can boost up to very strong offense and use a good neutral Monotype attack. The more conventional Parafusion + Coverage fits better and with the goal. In this case, Boltbeam comes to mind but Thunderbolt is sort of redundant with Thunder Wave to Surf is also an option.

Rain Dancer:
Item: Life Orb/Damp Rock
Ability: Magic Guard/Trace
Move 1: Rain Dance
Move 2: Thunder
Move 3: Surf
Move 4: Ice Beam

EVs: 36 HP/252 SpAtk/ 216 Spe
Nature: Timid

Comment: The goal here is obviously Rain Dance but there's two ways to do it. Magic Guard is a more robust choice but Trace deserves mention to nab a Swift Swim for yourself. If you want to go a sweeping route, use Life Orb but if team support is more appealing, Damp Rock and a more defensive spread is viable. The speed is to outpace +100s and anything, really, if you get Swift Swim.
 

FlareBlitz

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The standards seem to be covered, so I'll post a"novel" one.

[SET]
Name: TormentWatt
Move 1: Torment
Move 2: Substitute/Protect
Move 3: Ice Beam/Toxic/Heart Swap
Move 4: Surf/Thunderbolt/Overheat
Item: Leftovers
Ability: Magic Guard
Nature: Timid
EVs: 20 HP, 136 DEF, 128 SDEF, 224 SPE

-Works best with Tspikes support, although Toxic is a move option. If using Toxic, use Overheat, Surf, Ice Beam, or Thunderbolt depending on whether you hate Steels/Heatran/Mence/Gyra more.
-Magic Guard makes this immune to all passive damage and status.
-Heart Swap can be used if opponents try to set up on you (i.e. DD Gyara). If using Heart Swap, use Waterfall/Spark in the last slot (if not using this as a CM user lure/counter). Also has great synergy with Overheat
-Has issues with Taunt users, phazers, spikers if it can't kill them immediately.
 
Let's try to keep these to what we expect the standard sets to be, and avoid some of the less frequently-used and more gimmicky ones. The focus of this pre-analysis is to ensure that the most competitively viable sets that we expect to exist be on-site so newcomers can use them. That means we're going to be skipping things that are more gimmicky or less "top tier" like Parafusion or Torment Krilowatt, etc. It doesn't matter if Parafusion is cool and reminds you of Lanturn or that Perish Trapping might be viable or that Krilowatt makes a good Rain Dance setup, we're looking for the big ones to go here only.
Admiral_Korski said:
Personally, I think the Curse/BU Counter set is unneeded; there really isn't a strong enough threat from Snorlax, Tyranitar, Swampert, Umbreon, or whatever to warrant its own set.
Perhaps. It also deals with DDTar and handles TTar exceptionally in general. TTar being a top-tier thread and sitting at #2, I think it's a very important set. It might need a better name, though. "Physical Setup Counter" might be more appropriate.
Admiral_Korski said:
A standard special wall /
I'm not sure that Krilowatt will make an exceptional wall due to the necessity for it to use Rest if it wants reliable healing. What does everyone else think about this?
 
Let's try to keep these to what we expect the standard sets to be, and avoid some of the less frequently-used and more gimmicky ones. The focus of this pre-analysis is to ensure that the most competitively viable sets that we expect to exist be on-site so newcomers can use them. That means we're going to be skipping things that are more gimmicky or less "top tier" like Parafusion or Torment Krilowatt, etc. It doesn't matter if Parafusion is cool and reminds you of Lanturn or that Perish Trapping might be viable or that Krilowatt makes a good Rain Dance setup, we're looking for the big ones to go here only.

Perhaps. It also deals with DDTar and handles TTar exceptionally in general. TTar being a top-tier thread and sitting at #2, I think it's a very important set. It might need a better name, though. "Physical Setup Counter" might be more appropriate.

I'm not sure that Krilowatt will make an exceptional wall due to the necessity for it to use Rest if it wants reliable healing. What does everyone else think about this?
I here ya. I think Rain Dance will be standard but Parafusion is for sure a gimmick, you are right on that one. I am partial to Lanturn though :P
 

Bluewind

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Any reason the CM counter set has Trace over Magic Guard? Most CM pokés like Suicune and Jirachi are usually paired with Toxic Spikes, which could turn out to be really bad for Krillo to switch into. I believe that's a mistake though, as Life Orb was listed there.
 

FlareBlitz

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My apologies. It wasn't made clear in the OP that we should exclude "gimmicky" sets. In that case, I think the only things we need are the Shrimp of Choice sets (choice scarf for revenging DDers, choice specs/band for hitting things vaguely hard) and the physical all-out attacker set.
 
Posting to say that I agree with the addition of a RestTalk set for Krilowatt, which I discussed with Rising_Dusk over IRC. Krilowatt has the necessities to make an effective RestTalker, which include the enormous HP, relatively equal defenses, high Speed, and perfect dual STAB moves. On top of that, Krilowatt is not left helpless offensively, as it will be backed up by a recoilless Life Orb thanks to Magic Guard. Krilowatt basically becomes a decent all-purpose wall for dealing with the Pokemon that just attack with physical or special attacks, and not necessarily geared towards dealing with a specific or few threats.
 
My apologies. It wasn't made clear in the OP that we should exclude "gimmicky" sets. In that case, I think the only things we need are the Shrimp of Choice sets (choice scarf for revenging DDers, choice specs/band for hitting things vaguely hard) and the physical all-out attacker set.
Yeah, what about a Scarf set with Me First?

ability: Trace
- Surf
- Thunderbolt
- Overheat / Me First
- Ice Beam / Me First

Overheat for Metagross, Scizor, other Steel-types, etc, Ice Beam for Dragons... Me First can steal Salamence's Outrages, Gengar's Shadow Balls, Tyranitar's Earthquakes, and more? I know it's normally a gimmick move but can it be seen as viable in this instance? ...I ask because I'm honestly not sure. I sometimes have a little trouble distinguishing.

And I've absolutely no idea what for the EV spread, I'm terrible at EVs, but I assume you want to be able to outspeed things like Salamence and anything else as fast as or faster than him after a DD... most EVs go into Speed and Sp. Attack but maybe some are reserved for Me First's attacks? *shrug* And I don't know what Nature, but I assume something like Naive.
 

Jibaku

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RestTalker:
evs: 252 Def / 4 SpA / 252 SpD
A slightly better spread would be 144 HP / 180 Def / 4 SpA / 180 SpD. This gives Krilowatt 479 HP / 249 Def / 229 SpDef (your spread gives 443 / 269 / 247). With this, Krilowatt has 0.2% more Special Defense and 0.08% more Defense. Barely anything, but hey

move 4: Thunder Wave / Dragon Pulse / Overheat
Err my movepool doesn't have Dragon Pulse

As far as the "Lucario Counter" set, it's probably better if it goes for Timid due to the ability to outrun Salamence and Jirachi (former can dent you hard with EQ and the latter is something you might want to try to Overheat on. Use 40 HP / 252 Def / 216 Speed). Krilowatt should still be able to come in on Lucario's Close Combat and survive the next ExtremeSpeed at full health
 
Jibaku said:
A slightly better spread would be 144 HP / 180 Def / 4 SpA / 180 SpD. This gives Krilowatt 479 HP / 249 Def / 229 SpDef (your spread gives 443 / 269 / 247). With this, Krilowatt has 0.2% more Special Defense and 0.08% more Defense. Barely anything, but hey
Good call on the RestTalker. I added in your spread.
Jibaku said:
Err my movepool doesn't have Dragon Pulse
Not sure why I typed Dragon Pulse, I was even thinking Draco Meteor. Thanks for the catch.
Jibaku said:
As far as the "Lucario Counter" set, it's probably better if it goes for Timid due to the ability to outrun Salamence and Jirachi (former can dent you hard with EQ and the latter is something you might want to try to Overheat on. Use 40 HP / 252 Def / 216 Speed). Krilowatt should still be able to come in on Lucario's Close Combat and survive the next ExtremeSpeed at full health
I looked into it as well. It makes you a shakier defensive counter in general because Bold actually helps a lot, but in a speed-driven metagame your idea is probably worth it.
 
This is intended to stop one physical threat cold
General Physical Counter
Fling
Thunderbolt
Surf
Icebeam/Overheat/hp grass
Flame orb
Magic Guard
Bold
252def 4hp 252 sp atk

This set uses fling as a will-o-wisp causing a burn. Flame orb is good on tanks with magic guard anyway so you just give up 1 move slot for it. Recycle could be used, but then you only have 2 attacks. Other moves are for dealing damage.

Help with ev spread/nature? I don't have time to run calcs right now.
 

supermarth64

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Actually 116 HP / 192 Def / 200 SpD with a Bold nature is even more defensive than Jibbles' spread, as it gives it 0.12% more Defense and 0.69% more Special Defense compared to his spread.
 
You're the boss, here. I haven't optimized these spreads, and that you guys are doing so is wonderful. Thanks. <3
Aqueous said:
This is intended to stop one physical threat cold
General Physical Counter
Fling
Thunderbolt
Surf
Icebeam/Overheat/hp grass
Flame orb
Magic Guard
Bold
252def 4hp 252 sp atk
A one-time move with a one-time item is a very ineffective use of resources. Most Krilowatt would much, much rather carry a Life Orb so that their attacks sting hard. Furthermore, because you're running Fling you reduce both your coverage and your versatility. Basically, what you're proposing is pretty gimmicky, so it won't go in for now. (I doubt it'll end up good enough after playtesting to go in ever, but who knows)
 
Here's one that might work:

Latias Beater

Ability: Magic Guard/Trace
Nature: Careful
EVs: 144 HP/ 110 Atk/ 252 SpD
Item: Life orb

Sucker Punch
X-Scissor/ Bug Bite
Thunder Wave
Waterfall/ Rest

This set is made specifically to check Gengar and Latias. Latias can't 2HKO Krilowatt with Draco Meteor thanks to the Special Attack drop, while Krill manages to 2HKO Latias with Sucker Punch. Thunder Wave can also be used to cripple any fast sweepers that may come in on Krilowatt, while X-Scissor/Bug Bite is mainly used for coverage against Latias (also 2HKOes defensive Celebi which is nice), and acts as a mindgame move against Latias in case it tries to Recover. Gengar really only takes damage from Sucker Punch, but a move like Waterfall will break Sub Gengar's Sub and be able to force it to either attack or switch. Rest can also be used if you want this to come in on a Celebi's Natural Cure and utilize the NaturalRest combo, allowing a somewhat reliable recovery form if successful.
 

Korski

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I don't think any more sets need to be added here; all the "basic" sets are pretty much covered. In fact, a number of these sets probably shouldn't be added ever, like the Choice sets or the DM/Overheat + Heart Swap sets. But I digress. Here are some (disorganized, but whatever) ideas for the other parts:

Team Options (pick and choose)

  • Typing matchups (Pokemon that resist both Ground and Grass-type attacks): Flying-types, Grass-resisting Levitators, Bug-types, and Grass-types - Togekiss, Skarmory, Dragonite, Salamence, Latias, Bronzong, Gengar, Zapdos, Heracross, Celebi, and Breloom
  • Pokemon that perform better without having to worry about being setup bait or are otherwise deathly afraid of special attacks, especially Forretress, Skarmory, and Bronzong, as they can set up entry hazards for offensive Kril and pair nicely type-wise.
  • In general, stall-oriented teams should appreciate Krilowatt's ability to deal more appropriately with stallbreakers like Infernape, Gliscor, and Salamence than they have been able to before.
  • CB Scizor or Scarf Flygon for offensive sets, as always, with typing matchups and scouting functions being the primary reasons for this.
  • Toxic Spikes (Roserade, Forry) for the RestTalker.
  • Pokemon that can switch into and threaten Kril's "counters" (see below)
Counters (hate the term, but whatever)

  • Swampert: neutral or resistant to all Kril's attacks barring HP-Grass, can weather several hits with its bulk, and threatens with STAB EQ.
  • Blissey: completely walls specially-based Krilowatt, threatens offensive variants with Thunder Wave.
  • Snorlax: fears Low Kick and, to a degree, Heart Swap, but can take on all other variants with its special bulk and access to Earthquake/Body Slam (paralysis)/Selfdestruct.
  • Celebi: can take LO Ice Beam and OHKO with Leaf Storm, can revenge with a Scarf (although uncommon), can cripple offensive Kril with Thunder Wave.
  • Latias: CM + Recover variants beat even Draco Meteor Krilowatt one-on-one, CM + Sub variants can set up while blocking Thunder Wave or other status.
That is all for now.
 

Deck Knight

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You're the boss, here. I haven't optimized these spreads, and that you guys are doing so is wonderful. Thanks. <3

A one-time move with a one-time item is a very ineffective use of resources. Most Krilowatt would much, much rather carry a Life Orb so that their attacks sting hard. Furthermore, because you're running Fling you reduce both your coverage and your versatility. Basically, what you're proposing is pretty gimmicky, so it won't go in for now. (I doubt it'll end up good enough after playtesting to go in ever, but who knows)
If you want to abuse Fling, the set needs Recycle. Here's an update:

Burned Shrimp:
Item: Flame Orb
Ability: Magic Guard
Move 1: Fling
Move 2: Recycle
Move 3: Thunderbolt
Move 4: Ice Beam

EVs: 148 HP / 252 Def / 40 SpA / 68 Spe
Nature: Bold

[End Stats: 480 HP / 183 Atk / 269 Def / 212 SpA / 184 SpD / 263 Spe]

This set outspeeds Offensive BulkyGyara (261 Spe), OHKOs Mence with IBeam and Gyara with Tbolt. It can survive +1 EQ from both Mence and Gyarados. Recycle lets it regain a Flung Flame Orb.

Probably still gimmicky, but those are the optimum EVs in my estimation. Krillowatt threatens what it needs to directly but has time to Burn everything else. Oh, this also outspeeds all Jolly Breloom.
 
A two-turn process to burn an opponent and then reclaim your item in order to do it again is inefficient. Furthermore, you now lock up two of your moveslots to accomplish this and waste an item slot that would much rather be spent on Leftovers or Life Orb. The set, as cool as it might be, is the practical definition of a gimmick.
Admiral_Korski said:
Team Options (pick and choose)

  • Typing matchups (Pokemon that resist both Ground and Grass-type attacks): Flying-types, Grass-resisting Levitators, Bug-types, and Grass-types - Togekiss, Skarmory, Dragonite, Salamence, Latias, Bronzong, Gengar, Zapdos, Heracross, Celebi, and Breloom
  • Pokemon that perform better without having to worry about being setup bait or are otherwise deathly afraid of special attacks, especially Forretress, Skarmory, and Bronzong, as they can set up entry hazards for offensive Kril and pair nicely type-wise.
  • In general, stall-oriented teams should appreciate Krilowatt's ability to deal more appropriately with stallbreakers like Infernape, Gliscor, and Salamence than they have been able to before.
  • CB Scizor or Scarf Flygon for offensive sets, as always, with typing matchups and scouting functions being the primary reasons for this.
  • Toxic Spikes (Roserade, Forry) for the RestTalker.
  • Pokemon that can switch into and threaten Kril's "counters" (see below)
Counters (hate the term, but whatever)

  • Swampert: neutral or resistant to all Kril's attacks barring HP-Grass, can weather several hits with its bulk, and threatens with STAB EQ.
  • Blissey: completely walls specially-based Krilowatt, threatens offensive variants with Thunder Wave.
  • Snorlax: fears Low Kick and, to a degree, Heart Swap, but can take on all other variants with its special bulk and access to Earthquake/Body Slam (paralysis)/Selfdestruct.
  • Celebi: can take LO Ice Beam and OHKO with Leaf Storm, can revenge with a Scarf (although uncommon), can cripple offensive Kril with Thunder Wave.
  • Latias: CM + Recover variants beat even Draco Meteor Krilowatt one-on-one, CM + Sub variants can set up while blocking Thunder Wave or other status.
This is good and useful. Thank you.
Shock Trooper said:
Here's one that might work:

Latias Beater

Ability: Magic Guard/Trace
Nature: Careful
EVs: 144 HP/ 110 Atk/ 252 SpD
Item: Life orb

Sucker Punch
X-Scissor/ Bug Bite
Thunder Wave
Waterfall/ Rest

This set is made specifically to check Gengar and Latias. Latias can't 2HKO Krilowatt with Draco Meteor thanks to the Special Attack drop, while Krill manages to 2HKO Latias with Sucker Punch. Thunder Wave can also be used to cripple any fast sweepers that may come in on Krilowatt, while X-Scissor/Bug Bite is mainly used for coverage against Latias (also 2HKOes defensive Celebi which is nice), and acts as a mindgame move against Latias in case it tries to Recover. Gengar really only takes damage from Sucker Punch, but a move like Waterfall will break Sub Gengar's Sub and be able to force it to either attack or switch. Rest can also be used if you want this to come in on a Celebi's Natural Cure and utilize the NaturalRest combo, allowing a somewhat reliable recovery form if successful.
Payback both hurts more than Sucker Punch because all variants of Gengar and Latias outspeed you and it is more reliable in that they can't avoid it by simply using Substitute or Calm Mind. You're generally going to want to run Waterfall and Thunderpunch here to take advantage of STAB and beat things like Crocune and so forth. Finally, the last moveslot should go to Low Kick for providing excellent coverage and because Bug is generally inferior. This leaves you open to Celebi because Payback might only hit it for 50 Base Power, so I could see slashing in X-Scissor for the faint of heart. However, now that we've discussed that, it looks an awful lot like the Physical Setup Counter set I've already put in the OP. I'm not so sure that a different physical set is really warranted outside of very team-specific needs.

Thanks guys!
 
Here's something I thought of, though I know it isn't what Krillowat is supposed to be doing:

Wall Breaker
ability: Magic Guard
Nature: completely neutral
EV's 252 Atk / 252 SpA / 4 Spe
Item: Life Orb

Surf
Thunderbolt / Overheat
Brick Break
X-Scissor

Since Krillowatt has a lot of speed, it can outspeed a lot of walls without investment. Surf is Hippowdon, and other bulky Grounds, Overheat gets Steels, but Thunderbolt hits Gyarados. Brick Break merely 2HKO's Blissey, and you'll probably need SR or SS, but it can't do jack back so you beat it pretty easily. X-Scissor is for Celebi and Latias. You still do a decent chunk to Swampert and Zapdos if they're physically inclined. The latter you can probably beat if it switches into SR and a Special move. Swampert is probably the best counter, though, since you don't really have room for HP Grass. I don't know that much about OU so there are probably better moves... the real concept here is that it's other stats are so good that it can afford to dump everything into attack and special attack.
 

zorbees

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How much does Thunderbolt do to other Krilowatt? I think Earth Power should get a mention somewhere due to the fact that it hits other Krilowatt, as well as hitting Steels harder than Surf/Thunderbolt do without lowering Sp.Atk. I also would be interested in a Magnet Rise set, or at least a mention in other options, as it can potentially screw over its counters.
 
name: Whirlpool
move 1: Whirlpool
move 2: Thunder Wave / Heart Swap
move 3: Draco Meteor
move 4: Overhaet
item: Choice Scarf / Grip Claw
ability: Magic Guard
nature: Timid
evs: HP:252, SPE:252, SPA:6
Comment:
This may not fit entirely on th concept but when playing it (I think) it can be succesful. The point here is to switch all the time after you used your attack. Whirlpool to Trap and switch, Draco Meteor and Overheat for coverage and Thunder Wave to screw fast sweepers. You can also use a Grip Claw + Heart Swap + Whirlpool + Overheat + Draco Meteor combination.

Why those EVs? To outspeed everything that isn't carrying a Choice Scarf and to survive enough to enter battle all day long. It's recommended to combine this with a bulky Rapid Spinner.
 
i think on a rest/talk set, ice beam should be the primary option over surf. elec + ice gives amazing type coverage with only two moves; imo good enough to justify giving up the stab.

i agree that earth power will likely be a good move. in fact on sets with three attacks earth power should be slashed in with surf. surf hits lots of thing for neutral damage, which is cool, but i'd rather hit tons of things super effectively with ice + elec + ground.
 
I don't know if Imprison deserves a set of its own, but it can work wonders against almost anything that you want to beat.

Krillowatt @ Leftovers / Life Orb
Magic Guard
<any EV spread>

Imprison
Filler
Filler
Filler

Too many moves to list. Basically, Imprison can totally shut down things that are even supposed to threaten Krillowatt back.

You can Imprison:
  • EQ (say on an incoming Swampert meant to force you out) to immunize you to many of your counters.
  • Draco Meteor to shut down Mence/Latias
  • Surf/Tbolt to shut down other Krilowatt
  • Substitute or Protect to make many pokemon far more vulnerable.

But once again, I don't know if it deserves a set of its own or just a mention in Other Options.
 
Just posting because this is the discussion on IRC right now/it just was the discussion, but I don't think sets should be listed in the analysis that are specifically geared to counter one pokemon. The analysis will be too big and there is not much deviation in the sets.

It'd probably be best to take the most general of the defensive sets (dd/cm/physical set up etc) and then mention that "Krilowatt can counter Lucario very well with EVs of this and Overheat" in optional changes.
 
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