Lampent (QC 3/3) [GP 2/2]


credit to dat blast for skeleton
[Overview]
  • Very niche Pokémon
  • Only niche is that it can utilize Trick Room better than its competition
  • Fairly decent offensive typing, alongside key resistances to let it set up despite relatively poor bulk
  • Several common weaknesses, including SR and Sucker Punch + Pursuit
  • Tons of competition from Zard as a Fire-type and Missy as a Ghost-type
  • Trick Room in general isn’t a particularly great strategy
[SET]
name: Trick Room
move 1: Trick Room
move 2: Fire Blast
move 3: Shadow Ball
move 4: Energy Ball / Memento
item: Life Orb
ability: Flash Fire / Flame Body
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]
  • Can use its good amount of resistances / immunities to set up Trick Room
  • Outspeeds the majority of stuff under TR and can dish out decent damage with its good coverage
  • Fire Blast is the main STAB and hurts anything
  • Shadow Ball is another STAB that provides good general coverage
  • Energy Ball hits bulky Waters like Toad and Rock-types like Golem
  • Memento can be used to play around counters like Skuntank, also supports teammates and helps them set up
[ADDITIONAL COMMENTS]
  • LO to achieve key KOs, such as OHKOing Sawk and Charizard after SR w/ Fire Blast and Shadow Ball (respectively)
  • Flash Fire allows you to set up freely against Specs Zard which hardly anything can claim to do
  • Flame Body is another option that can potentially punish priority abusers since other than Zard, Fire-types are somewhat rare
  • Slow pivots are good partners to get Lampent in safely
  • Eel is immune to Ground, has a slow Volt Switch, and benefits from TR
  • Mold Breaker Sawk and Taunt Samurott are good partners to help prevent SR and break down walls
  • Roselia has decent synergy and can set up Spikes
[Other Options]
  • Eviolite
  • Choice Specs
  • Calm Mind
  • Will-O-Wisp
  • Pain Split
  • Substitute
  • Taunt
  • Haze
  • Other coverage options like Psychic
[Checks and Counters]
  • Dark-types like Skunk + Mandibuzz
  • Water-types, esp. Samurott / Costa because of Aqua Jet
  • Specially defensive things like Audino, Licky, Probopass, SpD Regirock, and Zweilous
  • Sucker Punch users like Skunk, Kanga, and Golem
  • Residual damage, esp. SR and Toxic Spikes
  • Stalling out Trick Room leaves it pretty easy to revenge kill

[Overview]

<p>Lampent struggles to find much use, but it has a specific niche. Lampent can set and utilize Trick Room with an offensive set better than the majority of other Trick Room setters. It has a good offensive typing and coverage, alongside several useful resistances that let it set up Trick Room despite its relatively poor bulk. It also has access to two good abilities in Flash Fire and Flame Body. Flash Fire powers up its own Fire-type moves whenever Lampent is hit by one, and Flame Body can be useful for getting a surprise burn on an opponent. However, Lampent's typing also gives it some common weaknesses, including weaknesses to Rock-, Dark-, and Water-type attacks, which opens it up to a lot of damage from several moves, notably Stealth Rock, Pursuit, and Sucker Punch. Charizard gives Lampent a lot of competition as an offensive Fire-type, and Misdreavus similarly gives it competition as a Ghost-type. Trick Room in general isn't a very good strategy, but it is the main thing that makes Lampent worth using.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Fire Blast
move 3: Shadow Ball
move 4: Energy Ball / Memento
item: Life Orb
ability: Flash Fire / Flame Body
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Lampent can use its solid amount of resistances and immunities to help itself set up Trick Room and proceed to hit fairly hard. Moreover, due to its low Speed, Lampent moves before a majority of Pokemon under Trick Room, and deals out lots of damage thanks to its relatively high Special Attack and good coverage. Fire Blast is the main STAB move and hurts almost everything that doesn't resist it, and even some Pokemon that do. Shadow Ball is the secondary STAB attack and provides good coverage as well as a more reliable move to use repeatedly because of Fire Blast's accuracy. Energy Ball is the coverage move of choice to hit bulky Water-types such as Seismitoad and Rock-types such as Golem and Regirock. Memento is a useful move to play around counters such as Skuntank, and also supports teammates by helping them set up on a weakened opponent.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the item of choice, as it allows Lampent to achieve key KOs, such as the OHKO against Sawk and Charizard after Stealth Rock with Fire Blast and Shadow Ball, respectively. Flash Fire is useful for getting power boosts to Fire Blast when switching in on an opponent's Fire-type attack. It also lets Lampent set up on Choice Specs Charizard, which is an impressive feat. Flame Body is an alternate option that can punish priority users such as Aqua Jet Samurott, Sucker Punch Skuntank, and Sucker Punch Kangaskhan with a surprise burn. With the exception of Charizard, Fire-types are rare in NU, so Flame Body may be the better choice depending on how your team does against Charizard. Lampent appreciates slow pivots such as Baton Pass Musharna and Volt Switch Probopass as partners so that it can switch in safely without taking a hit. Eelektross is immune to the Ground-type attacks that target Lampent, has a slow Volt Switch, and also benefits from the Trick Room Lampent sets up. Choice Band Sawk and Taunt Samurott are useful partners to help prevent Stealth Rock from going up and also break down walls that trouble Lampent. Roselia has decent synergy with Lampent and can set up Spikes, which are very useful if Lampent wants to attempt a sweep.</p>

[Other Options]

<p>Lampent can hold an Eviolite to increase its bulk, but the power from Life Orb is really needed to achieve those vital KOs. Choice Specs is another item that lets Lampent hit really hard, but being locked into a single move and unable to use Trick Room isn't worth the significant power increase. A Calm Mind set can be used to decent effect. However, Lampent often finds itself lacking the bulk necessary to set up enough Calm Minds to be effective, and its lack of reliable recovery really hurts it. Will-O-Wisp can be used to get a more reliable burn than Flame Body, but the accuracy is still annoying, and Lampent isn't quite bulky enough to be running utility sets. It can run Substitute alongside either Calm Mind or Pain Split which can work to decent effect. Lampent rarely finds opportunities to set up enough, however, so it is better off without setup moves. It can utilize Taunt to shut down a wall, which can be very useful for dealing with some of Lampent's checks and counters. Haze can put a stop to a setup sweeper, but if they've set up too much they will probably OHKO anyway thanks to Lampent's mediocre bulk. Lampent has access to a few other coverage options including Psychic and Dark Pulse, but they don't provide much actual coverage that the three main attacking moves don't already cover.</p>
[Checks and Counters]

<p>Dark-types give Lampent quite a bit of trouble. Skuntank can use Sucker Punch to KO Lampent or predict a switch and go for Pursuit. Mandibuzz is bulky enough to take any hit it wants and simply Roost off the damage while also dealing a lot of damage with Foul Play. Water-types can OHKO Lampent with their STAB moves and are quite a problem, though Energy Ball can be used against them as long as Trick Room is up. Carracosta and Samurott are especially annoying as they have priority Aqua Jet to surpass the Trick Room. Specially defensive Pokemon take hardly any damage from Lampent's attacks and can easily stall out its Life Orb recoil damage. Examples include Audino, Lickilicky, and Probopass. Zweilous gets a special mention as it resists all of Lampent's moves and can easily phaze it out with Dragon Tail or Roar. Sucker Punch users such as Skuntank, Kangaskhan, and Golem can revenge kill Lampent before it can get off an attack. Residual damage, especially from Stealth Rock and Toxic, really stack up on Lampent thanks to its lack of reliable recovery and its already slightly crippling Life Orb recoil. Trick Room can easily be stalled out, which leaves Lampent open to being revenge killed by many Pokemon in the tier.</p>
 
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Trick Room strategy?Lampent isn't acutally that good and extremely frail.Eviolite is better in my opinion as it allows to tank some hits.I prefer misdreavus or haunter over lampent.
But i like your profile pic.I like that anime.
 

WhiteDMist

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Trick Room strategy?Lampent isn't acutally that good and extremely frail.Eviolite is better in my opinion as it allows to tank some hits.I prefer misdreavus or haunter over lampent.
But i like your profile pic.I like that anime.
What is your reasoning for that statement? Trick Room Lampent may not have a massive base SpAtk, but it does have decently a powered STAB move in Fire Blast and good coverage as well. Memento is also a pretty cool move to use during the last turn of Trick Room to pave the way for a teammate. I don't know if you are assuming that we are recommending Trick Room teams in general, but this is meant to be a standalone Trick Room sweeper, which is pretty much the best strategy for Lampent. If you use Eviolite, then its power drops significantly for this Trick Room set. If you choose to use a defensive set, you end up using a Pokemon that has: a Stealth Rock weakness, unreliable recovery, few useful resistances, poor Speed, bland set of usable support moves, and mediocre overall bulk (physically it may seem to be equal to Missy, but the typing ruins it). If you want to convince QC about any form of Eviolite Lampent (which was also moved from the main set to OO) you will need to make some convincing facts.
 

Minus

get a dog little longy, get a dog
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[Overview]

<p>
Lampent struggles to find much use, but it has a specific niche. Lampent has a specific niche, and struggles to find much use outside of that niche. It Lampent can set and utilize the Trick Room it sets with an offensive set better than the majority of other Trick Room setters. Lampent It has good offensive typing and coverage, alongside several useful resistances that let it set up Trick Room despite relatively poor bulk. It also has access to two good abilities in Flash Fire and Flame Body. Flash Fire powers up Fire-type moves whenever Lampent is hit by one, and Flame Body can be useful for getting a surprise burn on an opponent. However, Lampent's typing also gives it some common weaknesses, including Rock, Dark and Water, which opens it up to a lot of damage from several moves, including notably Stealth Rock and Sucker Punch along with Pursuit. Charizard gives Lampent a lot of competition as an offensive Fire-type, and Misdreavus similarly gives it competition as a Ghost-type. Trick Room in general isn't a very good strategy, but it is the main thing that makes Lampent worth using.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Fire Blast
move 3: Shadow Ball
move 4: Energy Ball / Memento
item: Life Orb
ability: Flash Fire / Flame Body
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
ivs: 0 Spe (in the new analysis template, ivs go above evs, but i'm not about the old one...)

[SET COMMENTS]

<p>Lampent can use its good amount of resistances and immunities to help itself set up Trick Room and proceed to hit fairly hard. Moreover, Due to its low speed, Lampent moves before the a majority of Pokemon under Trick Room and deals out good damage thanks to its relatively high Special Attack and good coverage. Fire Blast is the main STAB move,(RC) and hurts almost everything that doesn't resist it, and even some Pokemon that do. Shadow Ball is the secondary STAB and provides good coverage as well as a more reliable move to use repeatedly because of Fire Blast's inaccuracy. Energy Ball is the coverage move of choice to hit bulky Water-types such as Seismitoad, and Rock-types such as Golem and Regirock. Memento is a useful move to play around counters such as Skuntank, and also supports teammates by helping them set up on a weakened opponent.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the item of choice as it allows Lampent to achieve key KOs, such as OHKOing Sawk and Charizard after Stealth Rock with Fire Blast and Shadow Ball respectively. Flash Fire is useful for getting power boosts to Fire Blast when switching in on an opponent's Fire-type attack. It also lets Lampent set up on Choice Specs Charizard, which is an impressive feat. Flame Body is an alternate option that can punish priority users, such as Aqua Jet Samurott, and Sucker Punch Skuntank and Kangaskhan, with a surprise burn. With the exception of Charizard, Fire-types are rare in NU, so Flame Body may be the better choice depending on how your team does against Charizard. Lampent appreciates slow pivots as partners so that it can switch in safely without taking a hit, such as Baton Pass Musharna and Volt Switch Probopass. Eelektross is immune to the Ground-type attacks that target Lampent, has a slow Volt Switch, and also benefits from the Trick Room Lampent sets. Choice Band Sawk and Taunt Samurott are good partners to help prevent Stealth Rock from going up and also break down walls that trouble Lampent. Roselia has decent synergy with Lampent and can set up Spikes, which are very useful if Lampent wants to attempt a sweep.</p>

[Other Options]

<p>Lampent can hold an Eviolite to increase its bulk, but the power from Life Orb is really needed to achieve those vital KOs. Choice Specs is another item choice that lets Lampent hit really hard, but not being able to use Trick Room and being locked into a single move isn't worth the significant power increase. A Calm Mind set can be used to decent effect. However, Lampent often finds itself not being bulky enough to set up enough Calm Minds to be effective, and the lack of reliable recovery really hurts it. Will-O-Wisp can be used to get a more reliable burn than Flame Body, but the accuracy is still annoying, and Lampent isn't quite bulky enough to be running utility sets. It can run Substitute alongside either Calm Mind or Pain Split which can work to decent effect. Lampent rarely finds opportunities to set up enough, however, so it is better off not running setup moves. It can utilize Taunt to shut down a wall, which can be very useful for dealing with some of Lampent's checks and counters. Haze can put a stop to a setup sweeper, but if they've set up too much they will probably OHKO anyway thanks to Lampent's mediocre bulk. Lampent has access to a few other coverage options including Psychic and Dark Pulse, but they don't provide much actual coverage that the three main attacking moves don't already cover.</p>
[Checks and Counters]

<p>Dark-types give Lampent quite a bit of trouble. Skuntank can use Sucker Punch to ko KO Lampent, or predict a switch and go for Pursuit. Mandibuzz is bulky enough to take any hit it wants and simply Roost off the damage, while Foul Play does a lot of damage to Lampent. Water-types can OHKO with their STAB moves, so are quite a problem, though Energy Ball can be used against them as long as Trick Room is up. Carracosta and Samurott are especially annoying as they have priority Aqua Jet to surpass the Trick Room. Specially defensive Pokemon take hardly any damage from Lampent's attacks and can easily stall out its Life Orb recoil damage. Examples include Audino, Lickilicky and Probopass. Zweilous gets a special mention as it resists all of Lampent's moves and can easily phase with Dragon Tail or Roar. Sucker Punch users such as Skuntank, Kangaskhan and Golem can revenge kill Lampent before it can get off an attack. Residual damage, especially Stealth Rock and Toxic, really stack up on Lampent thanks to it having no reliable recovery and it already losing health steadily from Life Orb recoil. Trick Room can easily be stalled out, which leaves Lampent open to being revenge killed by many Pokemon in the tier.</p>
GP 1/2 Lasagne
 

Electrolyte

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(COMMENTS)

[Overview]

<p>Lampent struggles to find much use, but it has a specific niche. Lampent can set and utilize Trick Room with an offensive set better more efficiently than the majority of other Trick Room setters in NU. It has a good offensive typing and coverage, alongside several useful resistances that let it set up Trick Room despite its relatively poor bulk. It also has access to two good abilities in Flash Fire and Flame Body. Flash Fire powers up its own Fire-type moves whenever Lampent is hit by one, and Flame Body can be useful for getting a surprise burn on an opponent. However, Lampent's typing also gives it some common weaknesses, including weaknesses to Rock-, Dark-, and Water-type attacks, which opens it up to a lot of damage from several moves, notably Stealth Rock,(AC) Pursuit, and Sucker Punch.(+Period) along with Pursuit. Charizard gives Lampent a lot of competition as an offensive Fire-type, and Misdreavus similarly gives it competition as a Ghost-type. Trick Room in general isn't a very good strategy, but it is the main thing that makes Lampent worth using.</p>

[SET]
name: Trick Room
move 1: Trick Room
move 2: Fire Blast
move 3: Shadow Ball
move 4: Energy Ball / Memento
item: Life Orb
ability: Flash Fire / Flame Body
nature: Quiet
evs: 248 HP / 8 Def / 252 SpA
ivs: 0 Spe

[SET COMMENTS]

<p>Lampent can use its good solid amount of resistances and immunities to help itself set up Trick Room and proceed to hit fairly hard. Moreover, due to its low Speed, Lampent moves before a majority of Pokemon under Trick Room,(AC) and deals out lots of good damage thanks to its relatively high Special Attack and good coverage. Fire Blast is the main STAB move and hurts almost everything that doesn't resist it, and even some Pokemon that do. Shadow Ball is the secondary STAB attack and provides good coverage as well as a more reliable move to use repeatedly because of Fire Blast's accuracy. Energy Ball is the coverage move of choice to hit bulky Water-types such as Seismitoad,(RC) and Rock-types such as Golem and Regirock. Memento is a useful move to play around counters such as Skuntank, and also supports teammates by helping them set up on a weakened opponent.</p>

[ADDITIONAL COMMENTS]

<p>Life Orb is the item of choice,(AC) as it allows Lampent to achieve key KOs, such as the OHKO against OHKOing Sawk and Charizard after Stealth Rock with Fire Blast and Shadow Ball,(AC) respectively. Flash Fire is useful for getting power boosts to Fire Blast when switching in on an opponent's Fire-type attack. It also lets Lampent set up on Choice Specs Charizard, which is an impressive feat. Flame Body is an alternate option that can punish priority users,(RC) such as Aqua Jet Samurott, and Sucker Punch Skuntank,(AC) and Sucker Punch Kangaskhan,(RC) with a surprise burn. With the exception of Charizard, Fire-types are rare in NU, so Flame Body may be the better choice depending on how your team does against Charizard. Lampent appreciates slow pivots such as Baton Pass Musharna and Volt Switch Probopass as partners so that it can switch in safely without taking a hit.(+Period) , such as Baton Pass Musharna and Volt Switch Probopass. Eelektross is immune to the Ground-type attacks that target Lampent, has a slow Volt Switch, and also benefits from the Trick Room Lampent sets up. Choice Band Sawk and Taunt Samurott are good useful partners to help prevent Stealth Rock from going up and also break down walls that trouble Lampent. Roselia has decent synergy with Lampent and can set up Spikes, which are very useful if Lampent wants to attempt a sweep.</p>

[Other Options]

<p>Lampent can hold an Eviolite to increase its bulk, but the power from Life Orb is really needed to achieve those vital KOs. Choice Specs is another item that lets Lampent hit really hard, but not being locked into a single move and unable to use Trick Room and being locked into a single move isn't worth the significant power increase. A Calm Mind set can be used to decent effect. However, Lampent often finds itself lacking the amount of bulky necessary not being bulky enough to set up enough Calm Minds to be effective, and the its lack of reliable recovery really hurts it. Will-O-Wisp can be used to get a more reliable burn than Flame Body, but the accuracy is still annoying, and Lampent isn't quite bulky enough to be running utility sets. It can run Substitute alongside either Calm Mind or Pain Split which can work to decent effect. Lampent rarely finds opportunities to set up enough, however, so it is better off not running without setup moves. It can utilize Taunt to shut down a wall, which can be very useful for dealing with some of Lampent's checks and counters. Haze can put a stop to a setup sweeper, but if they've set up too much they will probably OHKO anyway thanks to Lampent's mediocre bulk. Lampent has access to a few other coverage options including Psychic and Dark Pulse, but they don't provide much actual coverage that the three main attacking moves don't already cover.</p>

[Checks and Counters]

<p>Dark-types give Lampent quite a bit of trouble. Skuntank can use Sucker Punch to KO Lampent,(RC) or predict a switch and go for Pursuit. Mandibuzz is bulky enough to take any hit it wants and simply Roost off the damage,(RC) while Foul Play does a lot of damage to Lampent. while also dealing a lot of damage with Foul Play. Water-types can OHKO Lampent with their STAB moves,(RC) so and are quite a problem, though Energy Ball can be used against them as long as Trick Room is up. Carracosta and Samurott are especially annoying as they have priority Aqua Jet to surpass the Trick Room. Specially defensive Pokemon take hardly any damage from Lampent's attacks and can easily stall out its Life Orb recoil damage. Examples include Audino, Lickilicky,(AC) and Probopass. Zweilous gets a special mention as it resists all of Lampent's moves and can easily phase phaze it out with Dragon Tail or Roar. Sucker Punch users such as Skuntank, Kangaskhan,(AC) and Golem can revenge kill Lampent before it can get off an attack. Residual damage, especially from Stealth Rock and Toxic, really stack up on Lampent thanks to its lack of having no reliable recovery and it already losing health steadily from its already slightly crippling Life Orb recoil. Trick Room can easily be stalled out, which leaves Lampent open to being revenge killed by many Pokemon in the tier.</p>


Nice work Lasagne!

GP 2/2
 
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