Terrakion (Rock) Choice Band - written, ready for QC
Choice Band
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack
#Moves
Close Combat, powered up by Choice Band, is great Fighting-type STAB with few drawbacks and is best for dismantling the opposing team. Stone Edge provides stellar coverage alongside Close Combat, hitting Poison-, Flying-, and Ghost-types well; it also has a nifty chance to land a critical hit. Earthquake won't see much use since it has redundant coverage with Close Combat, but it is still useful for hitting Doublade and Nidoqueen, and a few other targets that resist Terrakion's STABs. Quick Attack, although it isn't a good move to lock yourself into, is still a handy form of priority that lets you pick off weakened threats, such as Belly Drum Azumarill and Focus Sash-reliant setup sweepers, that could successfully sweep the team otherwise. Rock Slide is a decent alternative for either Quick Attack and Earthquake because it has a slightly higher accuracy than Stone Edge and should be used when the power difference between the two doesn't matter. It also provides a chance to flinch which could make a huge difference when breaking down walls.
#Set Details
The EVs maximize both Attack and Speed to aid Terrakion in destroying the opposing team, and there is little reason to invest in other stats. Equipped with a Choice Band, Terrakion becomes an excellent wallbreaker and needs much less support in getting past the opposing team than if it didn't have a Choice Band. For instance, it now lands an OHKO on Mega Gardevoir, Ferrothorn, Keldeo, and Physically Defensive Porygon2 (after Stealth Rocks), and 2HKOs Skarmory and Hippowdon (after Stealth Rock damage and if they lacks Leftovers).
#Usage Tips
Choice Band Terrakion is one of the best wallbreakers that Rock has to offer, so providing it free switches to land a good hit on the opposing team is key. Bluffing the Choice Scarf will allow you to dismantle walls that the opponent wouldn't switch in otherwise, giving you a slight advantage. If Terrakion has done its job in breaking down the other team, feel free to play a bit more recklessly with it late-game. If used on a team that relies on Sticky Web and other hazards, Terrakion can also switch in for free when you predict that the opponent is going to use Defog or Rapid Spin and typically threaten them out.
#Team Options
Terrakion reaches a good speed tier but will still find itself being outsped by many threats; Sticky Webs Shuckle can remedy this, allowing Terrakion to outspeed Choice Specs Keldeo, Mega Lopunny, and Choice Scarf Heracross and cleanly OHKO all three. Shuckle and reliable Stealth Rock users in general help secure a few KOs and remove Focus Sashes. Terrakion struggles with a few faster Flying- and Psychic-types, most notably Thundurus-I, Choice Scarf Togekiss, and Latios, so Pursuit Tyranitar is a good partner since it can remove them and provide Sandstorm, giving Terrakion a chance to take a few special attacks. Mega Diancie has great offensive synergy with Terrakion since Terrakion removes several Steel-types that hinder Mega Diancie and just weakens the opposing team in general. In return, Mega Diancie can remove Mega Sableye and Fighting-types that threaten Terrakion and bounce away Will-O-Wisp and hazards. Lastly, Rhyperior and Mega Aggron can take on Steel-types that aren't immediately threatened by Terrakion like Doublade as well as common priority aimed at Terrakion after a Close Combat. Mega Aggron also takes Fairy-types very well for Terrakion since it may OHKO several of them with Heavy Slam.
Cradily (Rock) Physically Defensive - written, ready for QC
Physically Defensive
Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat / Stealth Rock / Earth Power
#Moves
Giga Drain is the reliable STAB of the set and allows Cradily to hit Water- and Ground-types for respectable damage. Recover is useful, immediate healing and is important for keeping Cradily around longer. Toxic helps Cradily wear down setup sweepers and hopefully impede their sweep and should be Cradily's main method of dealing damage if the opponent takes little from Giga Drain. The last slot is very flexible as the first three allow Cradily to do what it needs to do for the team. Mirror Coat is a nasty surprise for many special attackers, which is important since Cradily can't do much damage otherwise since it is so passive, but this move requires careful prediction. Stealth Rock could be used in this slot as well since Cradily can usually stick around in the match and reset Stealth Rock if need be, but it should only be used if you can't fit Stealth Rock anywhere else. Earth Power could also be used here, but Cradily should focus on more defensive roles and doesn't hit hard anyways.
#Set Details
Leftovers is useful recovery and helps Cradily tank more hits, and extra healing on a defensive wall is always appreciated. The EV spread allows Cradily to take on Ground-types more easily since they tend to be physically biased, like Landorus-T, Garchomp, and Mega Swampert. Storm Drain is Cradily's main selling point, since it provides the Water-type immunity that all of Cradily's teammates like.
#Usage Tips
Cradily is terribly passive, but it is nearly necessary on most Rock teams since they otherwise struggle with Water- and Ground-types. Keeping it healthy by liberally using Recover is important against Ground, Water, and Dragon Monotypes since it needs to be able to check what the team needs it to. Since it usually only deals damage with Giga Drain and Toxic, your opponent may try to set up or heal their Pokemon; allowing Scizor to Swords Dance or Mega Sableye to Recover can turn the match in favor of your opponent, so you may want to utilize double switches more often when using Cradily.
#Team Options
Cradily forms a great defensive core with Assault Vest Tyranitar and Rhyperior because its access to Storm Drain and Recover let it take constant Earthquakes and Scalds unlike Tyranitar and Rhyperior. In return, Tyranitar provides sandstorm and checks special attackers, and Rhyperior checks several physical attackers which may setup on Cradily, like Dragon Dance Dragonite or Swords Dance Scizor. Mega Aggron operates like Rhyperior, but, at the cost of a Mega slot, it checks Steel-types more comfortably and may also use Dragon Tail to both rack up Stealth Rock damage and remove setup sweepers that take advantage of Cradily. However, Cradily easily fits on most Rock Monotypes other than the hyper offensive styles due to how passive it is; it isn't necessary to build around Cradily since it focuses on supporting its teammates.
Rhyperior (Rock) Defensive - written, ready for QC
Defensive
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Avalanche / Ice Punch
#Moves
Earthquake is reliable STAB that lets Rhyperior check Steel-types well, and Stone Edge is another STAB move that compliments Earthquake by hitting Flying-types, forming the infamous EdgeQuake combination. Fire Punch threatens Steel-types that don't care about Earthquake, like Mega Scizor or Ferrothorn. Both Avalanche and Ice Punch hit Dragon- and Ground-types for respectable damage, but the former hits harder and Rhyperior is slow anyways, while the latter is more reliable.
#Set Details
The Weakness Policy, although strange on a defensive set, lets Rhyperior take a hit from strong physical attackers like Mega Gallade or Mega Medicham and OHKO back, something it can't do without the Weakness Policy. Solid Rock supports Rhyperior's physical bulk further by helping it take hits from Ground-, Steel-, and Fighting-types and works well in conjunction with the Weakness Policy. The EV spread allows Rhyperior to take as many physical attacks as possible.
#Usage Tips
Rhyperior needs to be used very carefully; as a defensive Pokemon that lacks reliable recovery and relies on the one-time-use Weakness Policy, it can't simply switch into physical attackers freely all the time. Allow it to focus on checking more dangerous attackers like Mega Scizor, Sand Rush Excadrill, and Terrakion instead of attackers that its teammates can handle instead. Because of this, you may need to keep Rhyperior until late-game, as a smart opponent will keep those threats around until then.
#Team Options
Rhyperior pairs particularly well with Cradily and Tyranitar since Cradily takes on Ground- and Water-types and lets Rhyperior focus on what's more dangerous. Tyranitar checks special attackers and provides sandstorm, which Rhyperior can use (but should only in dire situations) to check Mega Diancie or possibly Gengar. Mega Aggron and Rhyperior fill similar roles but perform well alongside each other since they can sometimes be overwhelmed by what they need to check unless used side-by-side. Rhyperior acts as a general answer to physical attackers, so Mega Diancie, Terrakion, and Archeops can use it to take priority like Mach Punch and Bullet Punch for them.
Edit: added what Confluxx mentioned
Ready for QC
Mega Heracross (Fighting) Overview
[OVERVIEW]
Mega Heracross comes equipped with the second highest base Attack in the game along with high Base Power STAB moves in Close Combat and Pin Missile to make it one of the strongest wallbreakers Fighting has to offer. Its Skill Link ability allows it to utilize powerful coverage in Rock Blast and Bullet Seed as well. It has access to Swords Dance as well, giving it a small niche to be able to sweep slow teams. With phenomenal bulk thanks to its Mega Evolution, Mega Heracross finds many chances to come in and break the opposing team. That being said, Mega Heracross faces competition from Mega Medicham as a wallbreaker, as Mega Medicham is not only faster, but has more power and priority moves as well. Mega Gallade is also another fierce competitor for the Fighting Mega Evolution slot, as it can far more easily sweep through teams with its great Speed. Mega Heracross's Speed is its greatest weakness, as it can be outsped by just about any offensive threat. That all being said, with the right team support, Mega Heracross can justify its use over its rivals.
Mega Heracross (Fighting) Wallbreaker
[SET]
Heracross @ Heracronite
Ability: Moxie
EVs: 24 HP / 252 Atk / 4 Def / 228 Spe
Adamant Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed
#Moves
Close Combat is the most reliable STAB move Mega Heracross has to offer. Pin Missile is stronger than Megahorn after Heracross has Mega Evolved due to its new Skill Link ability. Rock Blast serves as good coverage to hit Flying-types that would otherwise resist Mega Heracross's moves. Bullet Seed rounds off Mega Heracross's coverage and allows it to OHKO Azumarill as well as Gastrodon and Quagsire. Swords Dance is a niche option that can be run over Bullet Seed to give Mega Heracross the potential to sweep, but the lack of coverage is seriously missed.
#Set Details
252 Attack EV investment alongside an Adamant nature gives Mega Heracross as much power as possible, importantly increasing its odds of 2HKOing Skarmory. 228 Speed EVs are used to make sure Heracross outspeeds Jolly max investment base 70 Speed Pokemon such as Breloom and Bisharp before it Mega Evolves and at the same time outspeed the Adamant variants of base 70s afterwards. The rest of the EVs are put into HP in order to bolster its impressive natural bulk a slight amount. Moxie is the preferred ability for Heracross, as if it gets a Moxie boost, its damage becomes unstoppable for almost any wall. Guts is a very niche option for allowing Heracross to soak status in certain matchups, but means Mega Evolving is no longer beneficial and that Pin Missile becomes completely unreliable as a result.
#Usage Tips
Mega Heracross should be brought out whenever possible to fire off a ridiculously powerful attack. Its ability to wallbreak should be used early-game so that its teammates can finish the job later. Don't be afraid to use Mega Heracross's STAB moves freely, as even Pokemon that resist them such as Zapdos will take a substantial amount of damage. Mega Heracross is a good counter to Mega Venusaur, although getting poisoned by Sludge Bomb can be crippling. Against balanced teams, like for Flying and Dark, Mega Heracross can come in on just about anything that doesn't immediately threaten it, including even Landorus and Bisharp, to get a kill. Mega Heracross is also very good at taking advantage of Choice item users, such as Landorus-T and Terrakion, and due to its impressive bulk can switch into attacks that aren't super effective to it quite easily. Mega Heracross relies on not being afflicted by status to do its job, so avoiding burn, which halves its damage, and paralysis, which quarters its Speed, is critical to its success.
#Team Options
Mega Heracross is best paired with a sweeper that can take advantage of Mega Heracross's wallbreaking capabilities. Lucario is a particularly good setup sweeper, as it handles Fairy-types that can stop Mega Heracross. A teammate that can handle Doublade is especially important, as Mega Heracross can't hope to touch it, so Infernape is almost always a shoe-in. Infernape can also set up Stealth Rock, guaranteeing the 2HKO on Skarmory from Mega Heracross's Close Combat after one round of damage. Keldeo is also good as a teammate because of its ability to check Doublade and Gliscor, while Mega Heracross can help it beat Mega Venusaur and Gastrodon. Substitute + Calm Mind Keldeo is notable for easily taking on Mega Sableye, which Mega Heracross is very unreliable at checking. Partnering with Breloom can potentially allow Mega Heracross to drop Bullet Seed in favor of Swords Dance, as Breloom can just as easily handle the many threats Bullet Seed targets. Fast revenge killers such as Choice Scarf Terrakion are almost necessary for Mega Heracross to function, as they can handle the many fast threats that it cannot.
[QC]
Everything else is very well written, good job sirskit. After that change is implemented those should be ready to upload.
- For the terrackion set, Id for sure slash iron head after quick attack. Band IH is very helpful for a fairy matchup. Being able to 2hko clefable more reliably and being able to potentially flinch it down is very nice as clefable can be very difficult to kill for rock teams that lack mega aggron. Being able to signifigantly dent klefki is also very nice.
[QC]
Looks good other than that.
- Id give EQ a slash after bullet seed. Especially in a meta where HO steel has been prominent, EQ mega cross can help out with that annoying matchup in the sense that Ada eq 2hkos doublade after rocks (I think). It may seem petty but as a fighting user yourself, you can atest that doublade can become a threat if keldeo gets worn down or you play too aggressively with it and it gets taken out. Being able to take out doub makes that matchup a lot easier and its also probably nice in a ghost matchup as nothing other than doub wants to come in on mega hera on a ghost team.
- For good measures I'd slash jolly after ada and give it a mention as well. Being able to outspeed jolly base 70s after mega and base 80's before mega definitly merits it at least a mention. Ada is for sure preferred on fighting tho.
Apologies in advance for bad grammar, mobile life is rough.
this has been gp'ed and is now ready for upload!Ready for GP
Mega Heracross (Fighting) Overview
[OVERVIEW]
Mega Heracross comes equipped with the second highest base Attack in the game along with high Base Power STAB moves in Close Combat and Pin Missile to make it one of the strongest wallbreakers Fighting has to offer. Its Skill Link ability allows it to utilize powerful coverage in Rock Blast and Bullet Seed as well. It has access to Swords Dance as well, giving it a small niche to be able to sweep slow teams. With phenomenal bulk thanks to its Mega Evolution, Mega Heracross finds many chances to come in and break the opposing team. That being said, Mega Heracross faces competition from Mega Medicham as a wallbreaker, as Mega Medicham is not only faster, but has more power and priority moves as well. Mega Gallade is also another fierce competitor for the Fighting Mega Evolution slot, as it can far more easily sweep through teams with its great Speed. Mega Heracross's Speed is its greatest weakness, as it can be outsped by just about any offensive threat. That all being said, with the right team support, Mega Heracross can justify its use over its rivals.
Mega Heracross (Fighting) Wallbreaker
[SET]
Heracross @ Heracronite
Ability: Moxie
EVs: 24 HP / 252 Atk / 4 Def / 228 Spe
Adamant / Jolly Nature
- Close Combat
- Pin Missile
- Rock Blast
- Bullet Seed / Earthquake
#Moves
Close Combat is the most reliable STAB move Mega Heracross has to offer. Pin Missile is stronger than Megahorn after Heracross has Mega Evolved due to its new Skill Link ability. Rock Blast serves as good coverage to hit Flying-types that would otherwise resist Mega Heracross's moves. Bullet Seed rounds off Mega Heracross's coverage and allows it to OHKO Azumarill as well as Gastrodon and Quagsire. Swords Dance is a niche option that can be run over Bullet Seed to give Mega Heracross the potential to sweep, but the lack of coverage is seriously missed. On the other hand, Earthquake is another coverage option that specifically 2HKOes Doublade, which would otherwise wall this set. Be aware Hippowdon and Azumarill are now far more threatening and other checks are needed for them.
#Set Details
252 Attack EV investment alongside an Adamant nature gives Mega Heracross as much power as possible, importantly increasing its odds of 2HKOing Skarmory. 228 Speed EVs are used to make sure Heracross outspeeds Jolly max investment base 70 Speed Pokemon such as Breloom and Bisharp before it Mega Evolves and at the same time outspeed the Adamant variants of base 70s afterwards. The rest of the EVs are put into HP in order to bolster its impressive natural bulk a slight amount. A Jolly nature may be used to always outspeed Bisharp and Breloom, while also outspeeding Gyarados and Hoopa-U. While the damage is seriously missed, as Mega Heracross's main role is to wallbreak, with a Jolly nature there is the added bonus of outspeeding even the fastest Zapdos spreads, which helps avoid potential Heat Wave damage. If you choose to use Earthquake, an Adamant nature is important to boost the damage against Doublade. Moxie is the preferred ability for Heracross, as if it gets a Moxie boost, its damage becomes unstoppable for almost any wall. Guts is a very niche option for allowing Heracross to soak status in certain matchups, but means Mega Evolving is no longer beneficial and that Pin Missile becomes completely unreliable as a result.
#Usage Tips
Mega Heracross should be brought out whenever possible to fire off a ridiculously powerful attack. Its ability to wallbreak should be used early-game so that its teammates can finish the job later. Don't be afraid to use Mega Heracross's STAB moves freely, as even Pokemon that resist them such as Zapdos will take a substantial amount of damage. Mega Heracross is a good counter to Mega Venusaur, although getting poisoned by Sludge Bomb can be crippling. Against balanced teams, like for Flying and Dark, Mega Heracross can come in on just about anything that doesn't immediately threaten it, including even Landorus and Bisharp, to get a kill. Mega Heracross is also very good at taking advantage of Choice item users, such as Landorus-T and Terrakion, and due to its impressive bulk can switch into attacks that aren't super effective to it quite easily. Swords Dance should be used sparingly and only late-game when any checks are gone, as almost always it is preferred to simply use an attack. Earthquake is specifically used for Doublade, but can also help ease prediction against Steel and Ghost teams in general. Mega Heracross relies on not being afflicted by status to do its job, so avoiding burn, which halves its damage, and paralysis, which quarters its Speed, is critical to its success.
#Team Options
Mega Heracross is best paired with a sweeper that can take advantage of Mega Heracross's wallbreaking capabilities. Lucario is a particularly good setup sweeper, as it handles Fairy-types that can stop Mega Heracross. A teammate that can handle Doublade is especially important, as Mega Heracross can't hope to touch it without Earthquake, so Infernape is almost always a shoe-in. Infernape can also set up Stealth Rock, guaranteeing the 2HKO on Skarmory from Mega Heracross's Close Combat after one round of damage. Keldeo is good as a teammate because of its ability to check Doublade and Gliscor, while Mega Heracross can help it beat Mega Venusaur and Gastrodon. Substitute + Calm Mind Keldeo is notable for easily taking on Mega Sableye, which Mega Heracross is very unreliable at checking. Partnering with Breloom can potentially allow Mega Heracross to drop Bullet Seed in favor of Swords Dance or Earthquake, as Breloom can just as easily handle the many threats Bullet Seed targets. This is especially nice because Breloom cannot touch Doublade, so Earthquake Mega Heracross synergizes very well. Fast revenge killers such as Choice Scarf Terrakion are almost necessary for Mega Heracross to function, as they can handle the many fast threats that it cannot.
gp'ed this, ready for upload. just remember for future analyses: capitalize all move names please and don't abbreviate words like "with" to "w/" and "Thunderbolt" to "TBolt" and you'll be fine :)Finished, ready for GP.
Volcanion (Water) Overview
[Overview]
The newly released legendary 'mon, Volcanion provides a helpful Fire/Water type to water teams. It has extremely good bulk as well as a dangerous special attack stat and decent speed and attack. Volcanion can run Assault Vest, Choice Scarf, Choice Specs or even defensive Rest Talk with Leftovers. Choice Specs is the hardest hitting set giving grass, steel and bug a hard time finding switch ins. Its main niche on Water is being a Grass counter. Fire Blast has no switch ins from a Specs Volcanion while it can also eat up an unboosted Leaf Storm from Serperior or other weaker hits such as a Giga Drain from Whimsicott. Choice Scarf is also a viable set. It reaches a pretty high speed that checks big threats to water such as Breloom (once its sash is broken), Serperior and Charizard Y (if you have rock slide). Volcanion's typing makes it immune to will o wisp and its ability allows it to be a safe switch in to scald. However, Volcanion's low speed holds it back. It can't make much use of its decent attack because it lacks a good water type STAB. Its typing leaves it weak to common attacking types such as Ground, Rock and Electric. Without Choice Specs, its power becomes nothing more than just workable and it gets no reliable recovery. A weakness to Stealth Rock also forces it to rely on Defog support. Even with those weak points, Volcanion manages to find a decent spot on any water team.
Volcanion (Water) Choice Scarf
[Set]
Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Steam Eruption
- Sludge Wave
- Fire Blast
- Rock Slide
#Moves
Steam Eruption is Volcanion's signature move and one of the best moves in the game and that's not without reason. It has 110 base power along with 95 accuracy and the nifty 30% chance to snatch a burn. Sludge Wave helps in the Fairy matchup hitting Gardevoir (because of Trace) and Azumarill which are Fairy's only reliable switch ins for SE damage. Fire Blast is secondary STAB and helps in completely destroying steel, hitting Ferrothorn which resists Steam Eruption. It also helps the most vs Grass, giving it no completely reliable switch ins. Rock Slide checks one of water's biggest threats, Charizard Y.
#Set Details
Choice Scarfed Volcanion is a great option on water because it checks a lot of big threats to balanced water including Breloom, Serperior and Charizard Y. It also outspeeds +1 Adamant Mega Gyarados, +1 Adamant Dragonite and Weavile. 40 Attack lets it get a guaranteed kill on Charizard while the rest of the EVs are dumped into special attack and speed. Naive is the opted nature over Timid to get the guaranteed kill on Charizard Y.
#Usage Tips
Even though Volcanion is neutral to grass, its not a great idea to switch it in on grass type moves. That's not to say that Volcanion doen't have decent bulk because 80/120/90 isn't bad at all but on an offensive set its wiser to not let it get worn down quickly. Volcanion can be freely switched in on walls like Sableye or scald users that trouble physical attackers like Azumarill. Preserving Steam Eruption is also a necessity in certain matchups, as it only has 8 PP unlike Scald. Sludge Wave comes in use mostly against Fairy types or if you want a reliable way to bring Breloom to its sash instead of Fire Blast. Rock Slide is mainly only for Charizard Y and Volcarona. Scarf Volcanion provides a great revenge killer. It can be sent in early to spread long lasting burns and in late-game it can make use of its damage to clean up.
#Team Options
Stealth rocks help Volcanion a lot because it breaks sashes which can be a hindrance and allows it to check Breloom without the fear of it being sashed. Volcanion also appreciates rapid spin or defog support because stealth rock wear it down extremely quickly. Empoleon provides both SR and Defog while Swampert can provide rocks and Tentacruel/Starmie can provide rapid spin. It also appreciates an electric immunity which it can rely on such as Lanturn or Swampert and a special wallbreaker to make it easier for it to clean up, such as Keldeo. Swampert also provides a solid physically defensive wall to eat up the Earthquakes aimed at Volcanion. Swampert, on the other hand, appreciates Volcanion's ability to check Grass types. Dragon types provide it trouble seeing as Volcanion has nothing to break through them so a dragon type check like Azumarill is also nice to have. A ground immunity in Rotom W or Gyarados helps deal with faster ground types that can OHKO it. Lanturn and Rotom W also provide slow volt switch to gain momentum for Volcanion. Lanturn also has Heal Bell in its arsenal, healing Volcanion from status such as Paralyze or Toxic.
Volcanion (Water) Choice Specs
[Set]
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Sludge Wave
- Fire Blast
- Hidden Power [Grass] / Earth Power
#Moves
Steam Eruption is the greatest water STAB available to Volcanion, providing 110 Base Power, 95 Accuracy and 30% chance to burn. Its only downside is its low PP, however the trade for power is worth over scald. Fire Blast is secondary STAB which gives many types including Bug, Steel and Grass no safe switch ins. Sludge Wave annihilates Fairy as Fire Blast takes care of Klefki or possible Mawile and Steam Eruption beats Diancie giving Fairy no reliable switch ins either. HP Grass destroys the water immunities on ground such as Seismitoad and Gastrodon. Earth Power can be used instead, to help vs opposing Volcanions.
#Set Details
Choice Specs gives it absolute destructive power and makes it a dangerous wallbreaker. Max speed with Timid nature speed ties with Breloom which is a huge threat to water. Modest can be used over Timid to fire off even stronger attacks. 0 Attack takes the least damage from Foul Play. Volcanion can also be used with a bulkier set, with 248 HP / 252 SpA / 8 Spe along with Modest to hit as hard as possible.
#Usage Tips
Volcanion can be switched in on passive walls that can't do much to it, like Mega Sableye but should not be switched in vs strong attackers as it does not appreciate getting worn down early. Its low speed lets it get outsped by a plethora of attackers. Volcanion can be used to eat up scalds or will o wisps that hinder physical attackers and can destroy physical walls to let Azumarill or any other physical attacker clean up. Steam Eruption only has 8 PP so be sure to preserve it wisely. Sludge Wave is mainly for Fairy types. Make sure to play wisely against types that have a Fire immunity when using Fire Blast because with Specs, you can't switch moves to Steam Eruption later. Bringing Volcanion early game to decimate the opposing team's defensive core is a good idea. Spreading burns early game also help set up sweepers to prepare a sweep late game.
#Team Options
Hazard removal is highly appreciated since Volcanion gets worn down easily by switching in on stealth rock continuously. Stealth rocks on your opponents side of the field are helpful because it breaks sashes and wears down walls. Empoleon provides hazard removal as well as stealth rocks while Swampert provides stealth rocks and an obligatory electric immunity. Volcanion breaks through physical walls with ease so set up sweepers like Mega Gyarados find it easy to set up and sweep. Lanturn and Rotom W prove themselves to be great team mates for Volcanion as they provide slow volt switch for momentum as well as an electric immunity/neutrality.
Volcanion Checks and Counters
Chansey as a counter to Volcanion for Normal teams.
Chansey eats up pretty much every hit from Specs or Scarf Volcanion and is a free switch in as long as it is healthy enough. Even choice banded superpower Volcanion fails to threaten Chansey while Chansey can wear it down with Seismic Toss or Toxic.
252 SpA Choice Specs Volcanion Steam Eruption vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
252 SpA Choice Specs Volcanion Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
Jellicent as a counter to Volcanion on Ghost teams.
Jellicent resists both of Volcanion's STABs and eats up Sludge Wave or Earth Power easily. Even HP Grass fails to 2HKO it after rocks as long as Jellicent has leftovers while Jellicent can wear it down with Toxic.
252 SpA Choice Specs Volcanion Hidden Power Grass vs. 252 HP / 252 SpD Jellicent: 150-178 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
Latias as a counter to Volcanion on Psychic/Dragon teams.
Latias easily eats up every move Volcanion has even w/ Specs and wears it down with Psyshock or TBolt while roost provides reliable recovery.
252+ SpA Choice Specs Volcanion Steam Eruption vs. 16 HP / 0 SpD Latias: 118-139 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Sludge Bomb vs. 16 HP / 0 SpD Latias: 129-152 (42.2 - 49.8%) -- guaranteed 3HKO
Finished, ready for GP.
Azumarill (Water) Overview
[Overview]
Having access to possibly the greatest ability in terms of wallbreaking, Azumarill is one water's primary physical wallbreakers and a great option on any balanced or offensive team. Coupled with a choice band, it can hit insanely hard. However, choice banded is not its only set. Belly drum Azumarill can be hard to stop if it finds an opportunity to set up and that's not an issue with its bulk. It also has access to an excellent defensive typing, resisting Fighting, Dragon and Dark moves. Azumarill also has a moderately good movepool to boast about, with access to Superpower and Knock Off which few other water types can get, making the banded set a great lure for Ferrothorn. Its speed is its main disadvantage. Its mediocre speed forces it to rely on Aqua Jet too much and makes it utter fodder when faced with faster 'mons that resist Aqua Jet such as Latios or Kyurem-B.
Azumarill also gets Sap Sipper which fits on any defensive/stall water team with ease, being water's best way to counter grass types such as Breloom or Serperior which otherwise run through any water team. However, Sap Sipper makes Azumarill ridiculously weak and its not advisable to use it on any offensive set.
Azumarill (Water) Choice Band
[Set]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower
#Moves
Play rough is STAB that deals out the most damage out of any of its moves. Aqua jet is priority which helps out water a lot and is Azumarill's main selling point which sets it apart from other physical wallbreakers. Waterfall is its other water STAB which hits Flying, Bug and many more types freely, which Play Rough can't. Superpower hits steel types and is water's best Ferrothorn lure. It also breaks through normal's eviolite core + Staraptor since Staraptor becomes pure normal on the turn it roosts. Knock off can be used over Superpower. It gets rid of items and is a strong dark coverage move overall, doing solid damage to Slowbro and other psychic types.
#Set Details
Max attack along with Adamant nature and Choice Band/Huge Power make Azumarill a premier choice in terms of wallbreakers. 164 Speed EVs put it at a solid speed tier, outspeeding non invested base 70s such as Skarmory, Jellicent or Lanturn. 84 Speed can be used instead to outspeed base 60s such as Clefable while 252 speed outspeeds other Azumarills and slower Mega Scizors. Rest is dumped into HP. On a wallbreaking set, Huge Power is the much preferred ability because Sap Sipper decreases its power horribly and is not viable on non defensive sets.
#Usage Tips
Azumarill should be sent out to revenge kill 'mons that are already weakened with its priority. Azumarill is not bulky enough to be switched in on non resisted hits but offers a great switch in to specs keldeo which balanced water has trouble with. Azumarill should not be switched in on pokemon that can burn it such as Sableye or scald users if you don't have Lanturn. Allowing Azumarill to be burnt cripples it completely.
#Team Options
Empoleon provides a handy grass neutrality. Stealth rock through Swampert or Empoleon make it easier to break through sashes while defog or rapid spin help Azumarill switch in more often. Lanturn is a premier electric immunity which also provides heal bell support and allows the user to play with Azumarill more offensively, without the fear of getting burnt. Special attackers like Keldeo and Volcanion can break through physical walls that give azumarill a hard time, such as Skarmory.
Azumarill (Water) Belly Drum
[Set]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off
#Moves
This set is based around Belly Drum + Sitrus Berry. Azumarill's semi decent bulk allows it countless opportunities to set up belly drum. Aqua Jet is STAB that patches up Azumarill's low speed while Play Rough is the best STAB option Azumarill has. Knock Off is a decent coverage move to hit mons that resist Play Rough such as Skarmory or Ferrothorn, as well as having the niche to remove problematic items for the team. Knock Off can be replaced with Superpower for more power in exchange for the attack and defense drop.
#Set Details
164 Speed EVs let Azumarill outspeed certain base 70s and below, the more prominent ones being Skarmory, Jellicent, Clefable, Lanturn etc. Max Attack EVs coupled with Adamant nature makes Azumarill able to break through pretty much every wall after a Belly Drum. The rest is dumped into HP to improve its chances of getting a belly drum off. On an offensive set like this, Huge Power is the superior ability over Sap Sipper because Sap Sipper Azumarill is horrendously weak even after the Belly Drum.
#Usage Tips
Azumarill should only be sent out after faster 'mons that can eat up an Aqua Jet like Kyurem-B or Volcanion have been taken out. Seeing as Azu has to rely on sitrus berry to cover up the 50% taken by Belly Drum, it is wise not to send it in and let it get worn down. Versus types like Dragon, it is better to not use Belly Drum because you rarely see a dragon 'mon that dies to Aqua Jet. Instead of wasting your HP, Azumarill should be preserved in the Dragon matchup as a dragon immunity and an outrage switch in that gets a kill every time it comes in on a scarf draco meteor or outrage.
#Team Options
Since BD Azumarill isn't much of a wallbreaker w/o a belly drum, it is wise to have another physical wallbreaker like Mega Sharpedo in the back to break through annoyances for Azumarill. It also likes having strong special wallbreakers like Keldeo or Volcanion to break through what Sharpedo or Azumarill itself can't. Lanturn or Swampert can provide an electric type immunity while Empoleon or Tentacruel can eat up grass hits, making them viable team mates for Azumarill.
Azumarill Checks and Counters
Volcanion as a check to Azumarill for Water/Fire teams.
Volcanion's typing makes it able to eat up everything that Azumarill can do. Both of its STABs are resisted/immune while Volcanion's decent physical bulk allows it to take banded superpower / knock off. Water Absorb also makes it Fire's only check to Belly Drum Azumarill.
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Volcanion: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 0 HP / 0 Def Volcanion: 204-240 (67.7 - 79.7%) -- guaranteed 2HKO
252 SpA Choice Specs Volcanion Sludge Wave vs. 172 HP / 0 SpD Azumarill: 374-442 (97.3 - 115.1%) -- 87.5% chance to OHKO
Skarmory as a counter to Azumarill for Steel/Flying teams.
Being one of the best physical walls available overall, its not wonder that Skarmory can beat Azumarill. Play Rough is resisted, Knock off damage can be roosted off while superpower makes it weaker every turn as you roost. Whirlwind can force Azumarill out in the case that it gets a Belly Drum off.
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery
Mega Venusaur as a counter to Azumarill on Grass/Poison.
Mega Venusaur resists both of its STABs and takes absolutely nothing from both of its coverage moves. It can freely switch in whenever it wants and giga drain/sludge bomb to grab the kill.
252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 96+ Def Mega Venusaur: 94-111 (25.8 - 30.5%) -- guaranteed 4HKO
0 SpA Mega Venusaur Giga Drain vs. 172 HP / 0 SpD Azumarill: 234-276 (60.9 - 71.8%) -- guaranteed 2HKO
Ready for GP
Mega CharizardY (Flying)
Charizard @ Charizardite Y
Ability: Blaze
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Fire Blast / Flamethrower
- Solar Beam
- Focus Blast
- Roost / Dragon Pulse
#Moves
Fire Blast hits insanely hard under sun, being able to nearly 1HKO a majority of things that don't resist it. Flamethrower is weaker, but it never misses and is more consistent. Solar Beam is a strong coverage move that doesn't have to charge up because of sun, hitting Pokemon who resist Fire Blast such as a Lanturn, and Azumarill super effectively. Focus Blast hits Pokemon such as Heatran, Porygon2 and Tyranitar. Roost keeps Charizard healthy, and allows it to effectively check Pokemon locked into an Ice move. Removing its Flying typing also has its benefits since it removes Mega Charizard Y's weakness to Electric attacks while Dragon Pulse hits Dragon types super effectively. Will-o-Wisp may also be used to hit physical attackers slower than Charizard like Kyurem-B and Gyarados, but Charizard normally can't sacrifice a moveslot for this.
#Set Details
252 special attack and speed with a Timid nature makes Charizard-Y as fast as possible, allowing it to speed tie with other base 100s such as Mew, and Manaphy. Timid is also crucial because it lets Charizard outspeed Kyurem-B and PorygonZ who are huge to Flying.
#Usage Tips
Use Drought to your advantage. Mega Charizard Y has decent special defense, so it can switch into most water moves and roost off the damage, and even with Drought, Charizard is able to check most special Fire types, even opposing Mega Charizard-Y. You should also time your mega evolution. If your opponent has a weather setter such as Politoed or Hippowdon, be wary of instantly mega evolving and using Solar Beam because if the weather is changed halfway, you're forced to charge up, and Solar Beam's power will be cut in half. Mega Charizard Y is also best used early to mid game since it wallbreaks your opponent's team so double switching or pivoting to Charizard will increase its usefulness.
#Team Options
Since Charizard is 4x weak to rocks, having Defog support is a must. Skarmory, and Zapdos are notable since Skarmory takes Rock moves while Zapdos takes Electric ones. Skarmory can double as a hazard setter since Stealth Rocks changes many 2HKOs into one. Charizard also struggles against some special walls like Chansey making Dragonite a good partner. In return, Mega Charizard Y breaks down physical walls and Fairies. Charizard also appreciates a safe switch in, so pivots like Landorus-T and Thundurus-T are greatly appreciated.
READY FOR QC
Whimsicott (Grass):
Whimsicott acts as an amazing offensive support on Grass teams. Prankster + Stun Spore and Encore allows it to effectively check lots of fast threats and setup sweepers in the metagame. Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. However, Whimsicott's subpar special attack and coverage means it is not dealing much damage most of the time, and it is poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely shouldn't be left unnoticed.
[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Psychic / Giga Drain / U-turn / Substitute
- Encore
- Stun Spore
#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. The secondary attacking option really depends on what you want to cover: Psychic can hit Poison types that are often lured in for considerable damage (especially Mega-Venusaur), as well as checking Gengar and Toxicroak more reliably. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and Substitute shields from status as well as granting the utility of scouting moves (these two options are better off with Pixie Plate). Encore and Stun Spore are the main reasons of why you should be using Whimsicott: It checks a fair amount of threats in a pinch and can prevent further setups from several Pokemons.
#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade, max speed Mega-Scizor, and so on. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice of Life Orb and Pixie Plate depends on the secondary attacking option that you have chosen (the former suits better direct offense moves, while the latter is better for the likes of U-turn, Substitute and other support options).
#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should switch into predictable setup moves (Gyarados Dragon Dance is a good example), but it has to watch out for attacks because they can wear this set down pretty fast. It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats or are their win conditions vs Grass teams so your teammates will have an easier time revenge killing it.
#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott provides: Mega-Venusaur and Ferrothorn can take most troublesome moves for Whimsicott and in return, it deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.
I'll look over it tonightI wonder if my Whimsicott analysis can already move on to GP. I haven't received any reviews so far after asking a couple of times (not sure if people weren't interested or such), but I guess everything is fine.
By the way if there's anything that still needs to be fixed, let me know.
Ready for GP.
Clefable (Fairy) Overview
The combination of Clefable's decent bulk, good defensive typing in Fairy which is only weak to Steel and Poison, it's abilities and it's movepool make it incredibly versatile and able to fulfill a lot of different roles on the team. It's two abilities are Magic Guard and Unaware. Magic Guard is very nice for absorbing Toxic, Will'O'Wisp, Leech Seed etc. and coming in on hazards without taking any damage and it can even be used as an offensive tank with Life Orb as it Magic Guard prevents the recoil. Unaware on the other hand lets it check set-up sweepers and stop them from sweeping your team. As previously mentioned, Clefable's movepool is wide and there are many options for it. It has access to Stealth Rock which not many other Fairy type Pokemon do. It can be a cleric with access to Wish and Heal Bell, it has nice utility options in Encore, Knock Off and Thunder Wave and it also has very solid coverage in Thunderbolt, Ice Beam, Flamethrower, Moonblast and Calm Mind that can turn it into a very dangerous set-up sweeper that's not so easy do deal with. It's one of the few Pokemon on Fairy that are able to survive an unboosted Bullet Punch from Mega Scizor and access to a Fire move in Flamethrower and Fire Blast and that makes it a very important asset to Fairy.
Clefable (Fairy) Calm Mind
Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Stealth Rock / Thunder Wave
#Moves
Moonblast is the strongest Fairy type move Clefable gets. It's STAB, it's consistent and not many Pokemon resist Fairy. Calm Mind boosts Clefable's SpA and SpD which makes it very dangerous after it's done so as it can be very hard to take out. Depending on the match-up the game could already be over if Clefable gets to set-up a few Calm Minds. Thunder Wave is to cripple Pokemon, especially fast threats or set-up sweepers, it does an amazing job of supporting the Calm Mind sweep. Last but not least Soft-Boiled is there for healing up when getting weakened while setting up or using Thunder Wave.
#Set Details
Maximum HP is to make Clefable as bulky as possible as it needs to be able to take hits to fulfill it's many rolls. 84 SpD EVs with a Calm Nature is used to check Kyurem-B, Mega Manectric, Mega Diancie and Thundurus while the rest of the EVs go in Defense so Clefable can take a Bullet Punch from Choice Band Scizor and use Flamethrower if it's running it. Leftovers gives Clefable more longevity but another item that it can run is Babiri Berry so it can get rid of Scizor without relying on rolls or being at full health. An alternative spread of Max HP and Max Defense can be used to make Clefable as bulky as possible as it has Calm Mind to boosts it's Special Defense.
#Usage Tips
Clefable can serve as a defensive pivot as it takes neutral hits pretty easily for the most part, but it can't switch in on very powerful attacks such as Choice Specs Keldeo, Landorus-I, Mega Swampert and other strong wallbreakers as they can all 2HKO Clefable. It can also pivot around on Pokemon that want to spread burns or poison due to it's ability Magic Guard, and those Pokemon are usually easy set-up fodders. Calm Mind should be used on Pokemon who aren't big threats to Clefable such as Sableye, Mew, Rotom etc. It should not be used on physical attackers that 2HKO Clefable as it's only able to boost it's Special Defense. Thunder Wave can be used on any Pokemon whether it's faster than you or not because it's always nice to have that chance to full paralyze the opponent but it's most useful to paralyze threats to Clefable such as Mega Venusaur and Bisharp which can help in beating them despite the disadvantage.
#Team Options
Klefki's ability to set-up Reflect and Light Screen helps support the Clefable sweep a ton. Dual Screens being up combined with Clefable's bulk is gonna allow it to Calm Mind as much as it wants as well as slow down the opponent with Thunder Wave and potentially just win the game right there. Pokemon that stop the Clefable sweep are obviously Pokemon that resist Moonblast. Notably Ferrothorn, Heatran and Empoleon which are very bulky and even a +6 Clefable can't take them on. Azumarill being a very strong physical wallbreaker can take care of Heatran and Empoleon, while Ferrothorn can be weakened by any Fire move such as Hidden Power Fire on Mega Diancie or Sylveon and Fire Blast on Togekiss. Choice Specs Sylveon is another great partner as Gliscor with Taunt shuts down Clefable and it's able to take on most Fairy types with it's high special defense. Babiri Berry Togekiss with Fire Blast is another great option if Clefable isn't running a Babiri Berry set of it's own as it helps vs Mega Scizor and other Steel types.
Clefable Checks and Counters
Doublade as a check on Ghost.![]()
Being part Steel and having decent bulk with Eviolite, Doublade is able to take on Clefable easily unless it's a Flamethrower variant.
Gengar as a check on Ghost.![]()
Gengar is a very hard hitting part Poison type which can take on Clefable even with SpD boosts.
Mega-Scizor as a check on Bug.![]()
Mega Scizor is part Steel and is able to take on Clefable with no problems unless it's carrying a Fire move.
Durant as a check on Bug.![]()
It's not always a safe switch in due to the possibility of Flamethrower, but if it's already inside it's gonna get a kill with Iron Head.
Magnezone as a counter on Electric.![]()
Magnezone's Steel typing and bulk allow it to take on Clefable without any issues as it's also immune to Thunder Wave, a move Clefable often uses to cripple the opponent.
Heatran as a counter on Fire.![]()
Heatran has a x4 resists Clefable's Fairy STAB and is immune to Clefable's other common attack, Flamethrower. That plus it's great Special Defense allow it to counter Clefable even at +6.
Empoleon as a counter on Water.![]()
With amazing Special Defense, Steel typing and access to Roar, there's not much Clefable can do in front of Empoleon.
Bisharp as a check on Dark.![]()
Bisharp's really high Attack stat and Steel typing allow it to OHKO Clefable with Iron Head, however it can't switch in so easily as Moonblast and Flamethrower still do a good amount of damage.
Drapion as a counter on Poison.![]()
It's Poison typing, decent bulk and access to Taunt allow it to be a reliable answer to Clefable on Dark.
Mega Aggron as a counter on Rock.![]()
Mega Aggron's Steel typing and amazing bulk allow it to deal with Clefable easily as it doesn't even fear a Flamethrower due to it's Filter ability.
Jirachi as a counter on Psychic.![]()
Jirachi's great bulk, Steel typing and the high chance to flinch with Iron Head due to it's Serene Grace ability allow it to deal with Clefable quite easily.
Metagross as a counter on Psychic.![]()
The great bulk and Steel typing that Metagross possesses make it a reliable answer to Clefable who can't do much back even with Flamethrower.
Mega-Venusaur as a counter on Grass.![]()
Mega Venusaur's amazing bulk and Poison typing allow it to take on Clefable without too many issues.
Amoongus as a counter on Grass.![]()
With great bulk, the Poison type and access to Spore and Clear Smog, Amoongus deals with Clefable pretty well.
Ferrothorn as a check on Grass.![]()
Being part Steel and having great bulk, Ferrothorn checks Clefable pretty well unless it's carrying Flamethrower.
Cobalion as a check on Fighting.![]()
Cobalion's Steel typing allows it to take neutral damage from Clefable's STAB Moonblast and deal serious damage to it with a STAB Steel type move.
Toxicroak as a check on Fighting.![]()
Toxicroak's Poison typing allows it to take neutral damage from Clefable's Moonblast and take it out with a Poison type move.
Ready for QC
Mega Medicham (Fighting) Overview
Mega Medicham stars as one of the two viable Mega Evolutions of Fighting due to its monstrous Attack doubled by Pure Power. Its Psychic sub-typing grants it the all important ability to take out Mega Venusaur, which plagues Fighting teams in general. Its coveted double priority helps patch up its lesser Speed and allows it to clean up weakened foes. Mega Medicham does fight for the Mega Evolution spot with Mega Gallade, which has the dual function of both wallbreaking and sweeping. Mega Medicham is also utterly walled Mega Sableye and Slowbro. Even with priority, its relatively low Speed stat combined with its almost nonexistent bulk make Mega Medicham almost a liability against faster teams. That being said, Mega Medicham fills the role of dedicated wallbreaking and will find its way onto many Fighting teams.
Mega Medicham (Fighting) Wallbreaker
[SET]
Medicham @ Medichamite
Ability: Pure Power
EVs: 16 HP / 240 Atk / 252 Spe
Adamant Nature
- Fake Out
- High Jump Kick
- Zen Headbutt / Psycho Cut
- Bullet Punch
#Moves
As Medicham is quite slow before Mega Evolving, Fake Out is an important tool to do so safely. It also provides a way of easily chipping down foes and stalling out weather conditions. High Jump Kick is the most powerful move Mega Medicham has, able to at least 2HKO almost the entire metagame. Zen Headbutt provides a way for Mega Medicham to hit Ghost-types and importantly also hits Mega Venusaur and Clefable, both of which would otherwise wall it. Psycho Cut can be used over Zen Headbutt for accuracy and the avoidance of Rough Skin, Rocky Helmet, and Iron Barbs, but it cannot guarantee a 2HKO on Clefable like Zen Headbutt can. Bullet Punch is the mandatory final move as it lets Mega Medicham OHKO Mega Diancie and serves as helpful priority in other cases.
#Set Details
Pure Power is the ability that makes Mega Medicham into the colossal threat that it is. Adamant is the preferred nature to allow Mega Medicham to 2HKO Clefable with Zen Headbutt, but Jolly can be used to Speed tie with opposing base 100 Speed threats such as Mega Charizard Y. 16 HP EVs allows Mega Medicham to live a Mega Pinsir Quick Attack at full health. Speed is maximized over Attack in order to at least Speed tie with other neutral natured base 100s. The rest of the EVs are put into Attack to maximize Mega Medicham's damage.
#Usage Tips
Mega Medicham should usually use Fake Out to safely Mega Evolve, but against slower foes or Pokemon likely to switch out, using an appropriate STAB move is recommended. Use Mega Medicham liberally throughout the match to break walls for its team. High Jump Kick should be used frequently, although be careful of Ghost-types and Protect users. Don't be afraid to just use High Jump Kick even against Flying-teams, as only a few Pokemon, such as Gyarados and Landorus-T, can take more than one hit. Mega Medicham should look to take out Mega Venusaur with Zen Headbutt and Mega Diancie with Bullet Punch to relieve its team of these otherwise almost untouchable threats. Mega Medicham should almost never be switched into attacks, as it has very poor bulk.
#Team Options
Mega Medicham greatly appreciates the help of Stealth Rock, as many foes will be put into range of Bullet Punch after Stealth Rock damage and just one hit. Cobalion is a particularly good teammate for Mega Medicham, as it can set up Stealth Rock, run Volt Switch to safely bring Mega Medicham in, and handle many Fairy-type foes with its STAB Iron Head. A way to handle Mega Sableye is necessary, as it completely walls Mega Medicham, so Keldeo and Guts Heracross do very well. Heracross is especially good as it can also deal with Slowbro, which also easily walls Mega Medicham. Keldeo is almost the perfect pair for Mega Medicham, as the two can break almost any wall in the metagame together, being two of the most powerful wallbreakers specially and physically. Setup sweepers such as Hawlucha make for perfect teammates, as Mega Medicham breaks the walls that hold them back. Choice Scarf Terrakion is a nice revenge killer that helps Mega Medicham with the threats that are faster than it.
Ready for QC
Gengar (Poison)
Gengar's offensive presence alongside its high speed and supportive movepool make it a very versatile and unpredictable pokemon. The combination between its unique typing and ability lets Poison teams have an easier time against its weaknesses, as it can threaten Psychic-type pokemon with its Ghost-type STAB moves and provide the much needed ground immunity. Despite its good typing with a couple of immunities, Gengar is, unfortunately, very frail leaving it susceptible to most priority moves and faster pokemon will usually OHKO it, however, despite its poor defenses, Gengar finds itself a spot in most teams as it fulfills many roles due to its high speed, wide movepool and most importantly, its ability to check massive threats for Poison-Type Teams.[SET]
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave / Energy Ball / Dazzling Gleam
- Focus Blast
- Hidden Power [Ice] / Taunt / Icy Wind
#Moves
Shadow Ball is Gengar's main STAB attack, as its neutral coverage is fantastic and it deals solid damage to most Psychic-type pokemon. Sludge Wave is Gengar's secondary STAB that lets it deal with opposing Fairy-types and Grass-types and also hits neutrally pokemon such as Mandibuzz and Zapdos harder than Shadow Ball due to its higher base power. Energy Ball gives it a better shot against Ground-type and Water-type teams as it hits most pokemon for Super-Efective damage, being able to 2HKO or OHKO pokemon such as Swampert, Hippowdon and Diggersby. Dazzling Gleam lets it hit Dragon-Types and Dark-Types reliably, it lets Gengar 2HKO troublesome pokemon such as Mandibuzz and most notably Mega-Sableye which is a major threat for Poison-type teams. Focus blast alongside Shadow Ball gives Gengar perfect neutral coverage while it also hits a wide variety of pokemon for Super-Efective coverage. Hidden power Ice OHKOs threats for Poison-type teams such as Landorus, Garchomp and a special mention to Gliscor, which is OHKO'd after Stealth Rocks, Icy wind is an option over Hidden power Ice but it doesn't always OHKO Gliscor after Stealth Rock damage. Taunt grants great utility, it prevents recovery and status moves, disabling walls such as Chansey.
#Set Details
Maximum Speed investment with a Timid nature allows Gengar to be as fast as possible and take advantage of its good speed tier. Maximum Special Attack investment maximizes its offensive capabilities while life orb powers up Gengar's damage output, allowing it to hit even harder and retain the capability of switching moves.
#Usage Tips
Even though you can take advantage of its typing and ability predicting a Ground-type and Normal-type move to bring it in, try to not switch into it too recklessly, as its horrible defenses won't let it take hits well. Also, avoid status, burn coupled with life orb damage reduce drastically its lifespan, on the other hand, paralysis reduces its speed making it rather useless. Try to bring it in safely after a teammate dies, a forced switch or, as how it was stated above, predict a Fighting-, Normal-, or Ground-type moves. Use Gengar as a wallbreaker as it can 2HKO and OHKO a wide variety of pokemon with its coverage.
#Team Options
Entry hazards support is recommended for Gengar to dismantle bulkier cores with more ease. Therefore, Nidoqueen or Nidoking make up for good partners as they can set up Stealth Rock. Gengar is very frail so bulkier teammates such as Golbat, Tentacruel , Nidoqueen and Mega-Venusaur to take hits from faster pokemon or priority moves are recommended and also, the first two provide hazard removal while the last is able to absorb knock off, which Gengar is weak to. Offensively, Gengar makes a great core with Mega-Beedrill, it can bring Gengar safely with U-turn while Gengar can remove its counters with ease. Skuntank and Drapion are also good teammates, both can check faster Psychic-type pokemon that threaten Gengar, while it can threaten some Ground-type pokemon that can wall both.[SET]
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Focus Blast / Dazzling Gleam
- Hidden Power [Ice]
- Trick / Destiny Bond
#Moves
Shadow ball is Gengar's primary STAB move, it allows Gengar to check Psychic-type pokemon that threaten Poison-type teams such as Victini, Jirachi and Latios, just to name some. Focus Blast hits Steel-, and Dark-types but most notably, allows Gengar to revenge kill Kyurem-Black. Dazzling Gleam is a reliable move to hit Dark-, and Dragon-types. The coverage and power that Focus Blast provides is superior, however, Dazzling Gleam is more reliable. It isn't able to OHKO Kyurem-Black after Stealth Rock damage like Focus Blast does. Hidden power Ice allows Gengar revenge kill some threats for Poison-type teams that would give the team hard time otherwise. It hits both forms of Landorus, Salamence, Dragonite, Garchomp and Zygarde. Trick is used to cripple walls, limiting their walling capabilities and force switches by locking an opposing pokemon on set-up moves. Destiny Bond is a last-ditch effort for threats or set-up pokemon that Gengar can't deal with otherwise. Sludge Wave deserves a mention as it's Gengar's secondary STAB move. It deals decent damage to most pokemon that don't resist it and it also hits Scarf Togekiss; which can be a bit hard to deal with.
#Set Details
Maximum Speed EVs with a choice scarf are used to outspeed most scarf users that tend to give trouble to Poison-type teams. Maximum Special Attack allows it to hit said threats as hard as possible and potentially OHKO them.
#Usage Tips
Choice Scarf Gengar is a great revenge killer as its high speed and good coverage allow it to outrun many threats and usually be able to OHKO them. Use Choice Scarf Gengar as a check to pokemon that could potentially sweep if they aren't handled correctly, this includes threatening pokemon that usually have a choice scarf such as Victini, Jirachi, Kyurem-Black, Garchomp, Landorus-Therian and Togekiss. Gengar is also able to check set-up sweepers such as Dragon Dance Dragonite; as Gengar is immune to Extremespeed, outspeeds it after a Dragon Dance (If Jolly) or Two Dragon Dances (If adamant) and threatens it with Hidden Power Ice, Cloyster; as Gengar outspeeds Cloyster after a Shell Smash even if it has a speed boosting nature and threatens it with Shadow Ball.
#Team Options
Hazard support, Stealth Rock specifically, is beneficial for Gengar as it breaks Focus sashes, most notably Cloyster's and also, nullifies Dragonite's Multiscale. Therefore, Nidoqueen and Nidoking make up for great partners. Being that Gengar is able to check fast offensive threats, wallbreakers such as Nidoking, Scolipede and Dragalge are good partners as they can put pressure on walls that may prevent Gengar from doing it's job. Mega Venusaur is a great partner also, as it can take hits thrown at Gengar while Gengar checks pokemon that threaten it such as Togekiss, Victini, Jirachi and Kyurem-Black.
Already added all of Lax's suggestions but I think I'll only feel comfortable moving it to 'ready for GP' after a few more QCs.Finished, ready for QC.
Mega Gyarados (Water) Overview
[Overview]
Mega Gyarados is water's best Dragon Dance user with great STABs and plenty of utility moves, including Taunt, Substitute and Rest/Sleep Talk. As non mega, it gets intimidate which helps Mega Gyarados' already wonderful bulk. Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. As mega it offers a helpful immunity to Psychic. Mega Gyarados is also known to be able to destroy Psychic, which is one the best types overall, with ease. Substitute allows it to set up on passive 'mons while Crunch OHKOs most 'mons on Psychic even without a boost up. Mega Gyarados also has Mold Breaker which breaks through annoying abilities like Sturdy, Unaware or Water Absorb which can stop it from sweeping after it has set up. Another niche that Mold Breaker provides is that it allows Taunt to go through Magic Bounce, shutting down Mega Sableye completely and making it set up fodder. Mega Gyarados' mediocre speed holds it back as well as the 4x weakness to electric as non mega. A weakness to Stealth Rock while switching in and no reliable recovery outside of Rest hold it back but it finds a spot on any good water team looking for a set up sweeper.
Mega Gyarados (Water) Offensive Dragon Dance
[Set]
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute / Taunt / Earthquake
- Dragon Dance
- Crunch
- Waterfall
#Moves
The most popular set in the current metagame, Substitute + Dragon Dance Mega Gyarados proves itself to be a fearsome set up sweeper. Crunch is its main STAB that makes it a win con vs Psychic and Ghost teams while Waterfall makes it a unparalleled win condition vs Fire, Ground and Rock teams. Water immunities such as Cradily and Seismitoad/Gastrodon are next to useless when facing Mega Gyarados as it has access to Mold Breaker. Substitute is arguably the best utility move (besides Dragon Dance) that Gyarados has. It sets up freely on passive 'mons that rely on status. Dragon Dance boosts its Attack and Speed to fearsome levels. Taunt can be used instead of Substitute if you're having problems facing 'mons that can phase you out with Whirlwind/Roar/Dragon Tail but it leaves you free to get burnt by Scald or Lava Plume and letting non rest/talk Gyarados get burnt cripples it completely. Ice Fang is also an option to beat plethora of types including Dragon and Grass. Earthquake is also an option over Taunt or Substitute to hit Electric types.
#Set Details
252 Attack EVs allow it to hit as hard as it can and 252 Speed makes it as fast possible.
Jolly nature is an option to outspeed scarf Hoopa-u, Chandelure or Togekiss at +1 but Gyarados appreciates the extra power much more. Intimidate is the preferred ability over Moxie as Intimidate increases its chances to set up a Dragon Dance.
#Usage Tips
Gyarados should not be switched in on Stealth Rock continuously because it does not appreciate getting worn down quickly, having access to no reliable recovery. Gyarados should also be mega evolved wisely. In cases like vs Ground teams it is wiser to keep Gyarados non mega as a check to Banded Excadrill in sand if you do not have any other immunity to ground. Gyarados also causes plenty of 50/50s when predicting whether to mega or not to mega because of its change in typing.
#Team Options
Gyarados likes having defog support as it gets worn down quickly by Stealth Rock. Empoleon provides Defog support as well as stealth rocks which make it wear down the opponents team/breaks sashes to make it easier for Gyarados to sweep. Spinners like Tentacruel or Starmie if you want a more offensive on can also work here. Gyarados likes having a wallbreaker like Azumarill in the back to break through annoyances like Ferrothorn before it sets up and sweeps. Electric immunities in the back are appreciated because it is doubly weak to it while non mega and heal bell support by Lanturn allows the player to play more recklessly with Gyarados without the fear of getting burnt or paralyzed.
Finished, ready for QC.
Mega Gyarados (Water) Overview
[Overview]
Mega Gyarados is water's best Dragon Dance user with great STABs and plenty of utility moves, including Taunt, Substitute and Rest/Sleep Talk. As non mega, it gets intimidate which helps Mega Gyarados' already wonderful bulk. Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. As mega it offers a helpful immunity to Psychic. Mega Gyarados is also known to be able to destroy Psychic, which is one the best types overall, with ease. Substitute allows it to set up on passive 'mons while Crunch OHKOs most 'mons on Psychic even without a boost up. Mega Gyarados also has Mold Breaker which breaks through annoying abilities like Sturdy, Unaware or Water Absorb which can stop it from sweeping after it has set up. Another niche that Mold Breaker provides is that it allows Taunt to go through Magic Bounce, shutting down Mega Sableye completely and making it set up fodder. Mega Gyarados' mediocre speed holds it back as well as the 4x weakness to electric as non mega. A weakness to Stealth Rock while switching in and no reliable recovery outside of Rest hold it back but it finds a spot on any good water team looking for a set up sweeper.
Mega Gyarados (Water) Offensive Dragon Dance
[Set]
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute / Taunt / Earthquake
- Dragon Dance
- Crunch
- Waterfall
#Moves
The most popular set in the current metagame, Substitute + Dragon Dance Mega Gyarados proves itself to be a fearsome set up sweeper. Crunch is its main STAB that makes it a win con vs Psychic and Ghost teams while Waterfall makes it a unparalleled win condition vs Fire, Ground and Rock teams. Water immunities such as Cradily and Seismitoad/Gastrodon are next to useless when facing Mega Gyarados as it has access to Mold Breaker. Substitute is arguably the best utility move (besides Dragon Dance) that Gyarados has. It sets up freely on passive 'mons that rely on status. Dragon Dance boosts its Attack and Speed to fearsome levels. Taunt can be used instead of Substitute if you're having problems facing 'mons that can phase you out with Whirlwind/Roar/Dragon Tail but it leaves you free to get burnt by Scald or Lava Plume and letting non rest/talk Gyarados get burnt cripples it completely. Ice Fang is also an option to beat plethora of types including Dragon and Grass. Earthquake is also an option over Taunt or Substitute to hit Electric types.
#Set Details
252 Attack EVs allow it to hit as hard as it can and 252 Speed makes it as fast possible.
Jolly nature is an option to outspeed scarf Hoopa-u, Chandelure or Togekiss at +1 but Gyarados appreciates the extra power much more. Intimidate is the preferred ability over Moxie as Intimidate increases its chances to set up a Dragon Dance.
#Usage Tips
Gyarados should not be switched in on Stealth Rock continuously because it does not appreciate getting worn down quickly, having access to no reliable recovery. Gyarados should also be mega evolved wisely. In cases like vs Ground teams it is wiser to keep Gyarados non mega as a check to Banded Excadrill in sand if you do not have any other immunity to ground. Gyarados also causes plenty of 50/50s when predicting whether to mega or not to mega because of its change in typing.
#Team Options
Gyarados likes having defog support as it gets worn down quickly by Stealth Rock. Empoleon provides Defog support as well as stealth rocks which make it wear down the opponents team/breaks sashes to make it easier for Gyarados to sweep. Spinners like Tentacruel or Starmie if you want a more offensive on can also work here. Gyarados likes having a wallbreaker like Azumarill in the back to break through annoyances like Ferrothorn before it sets up and sweeps. Electric immunities in the back are appreciated because it is doubly weak to it while non mega and heal bell support by Lanturn allows the player to play more recklessly with Gyarados without the fear of getting burnt or paralyzed.
Alright, this should be ready for QC
[Overview]
Ditto's ability, Imposter, combined with a Choice Scarf, allow it to be an excellent revenge killer that in the monotype metagame can even threaten to sweep unwary opponents. While Ditto often doesn't shine in other tiers, it finds a niche on stallier normal teams in monotype. Although Porygon2, Chansey and Staraptor are capable of defending against many attackers, often a setup sweeper will be able to break through the core and sweep the team. However, Ditto is able to copy an opponent's stat boosts, making it risky to set up too farand often threatening to sweep the opponent if they set up enough to break the defensive core.[Set]
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Atk / 0 Spe
- Transform
-
-
-
#Moves
Transform is Ditto's only move, and is unlikely ever to be used. Its only real use it stopping ditto from running out of PP when sent out against opponents it can't transform into, such as those with a Substitute.
#Set Details
Choice Scarf is required as otherwise Ditto will speed tie with the opponent it imposters, and this risk isn't worth the benefit gained from any other item. 248 HP EVs minimize damage taken from stealth rock, and otherwise maximise Ditto's HP as this is the only stat it doesn't copy from the opponent. IVs should be chosen to give a generally useful Hidden Power, with types such as Ice, Fire, and Ground generally being good options, the IVs given are for HP Ice. The remaining details help Ditto in the unlikely situation that it is sent out at the same time as an opposing ditto. In this case, minimum speed ensures that the opposing ditto will transform, causing yours to be unable to, and giving the opponent only 5pp compared to your 16. Next, Attack is minimised and Defense is maximised so that the opposing ditto's struggle will do as little damage to you as possible. Finally, remaining EVs are placed in Special Defense in the unlikely hope that they might help Ditto live a special attack. Note that Ditto's happiness value can be changed to 0 if opponents are more likely to run Frustration than Return, however there isn't a huge difference in usage between the two.
#Usage Tips
Ditto is best used to revenge kill opposing setup sweepers and wallbreakers, and possibly sweep opposing teams if given the opportunity by the opponent. Note that it's very frail, however, so try not to switch it directly into the opponent - instead, either send it in when a pokemon has fainted, or bring it in via a slow u-turn or similar. Also note that it's worth being patient with Ditto - even if it seems like Ditto isn't doing anything and isn't getting any opportunities to take out opponents, it may be preventing opponents from setting up and thus still doing its job.
#Team Options
Ditto is especially good at supporting stall and semi-stall teams by stopping opponents from setting up in order to take out walls. However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Ditto appreciates slow u-turners or similar in order to come in safely on opposing pokemon, although it functions well without this support. In general, however, Ditto doesn't need support in the way other pokemon do as it fits relatively well onto many kinds of team and doesn't need synergy with the other pokemon on the team.
Is this ready for GP?Ready for QC![]()
Dragonite is a powerful physical attacker with strong priority and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves, such as fire punch, earthquake, and superpower. It gets access to dragon dance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar. It also hates stealth rock, because it breaks multiscale and makes it harder to set up.[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch
#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Fire Punch is for hitting mons like skarmory and mega-scizor, which would normally wall it. Superpower can be used to hit Chansey and Porygon2. Iron Head can also be used to hit fairy types. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.
#Set Details
Maximum Speed with a adamant nature allows it to tie with other adamant base 80s. Multiscale is used because it improves its survivability if stealth rock has been defogged away. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. Jolly can be used alternatively to outspeed Jolly 70's and tie with other Jolly 80's.
#Usage Tips
Choice band outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.
#Teammate Options
Common defoggers, like Zapdos and Skarmory, make good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would OHKO Dnite. Toge also provides defog support. Choice Scarf Salamence would be a good partner because they have similar checks and one can wear them down for the other to sweep.
#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch
#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock, but Fire Punch can alternatively be used to hit Mega Scizor and Skarmory.
#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard. Lum berry is the best item for dragonite because it gets rid of burns from Pokemon like Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health.
#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.
#Team Options
For flying, the most common defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and beats most of the fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an ice resist, and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
READY FOR QC
Whimsicott (Grass):
Whimsicott acts as an amazing offensive support on Grass teams. Prankster + Stun Spore and Encore allows it to effectively check lots of fast threats and setup sweepers in the metagame. Furthermore, its secondary Fairy type makes it able to beat common issues (most notably Mega-Sableye), as well as acting as a great check for other Dark, Fighting and Dragon pokémon. However, Whimsicott's subpar special attack and coverage means it is not dealing much damage most of the time, and it is poor bulk often leaves it vulnerable to common priorities in the tier (Ice Shard, Bullet Punch and even Extremespeed), especially with uninvested defenses. Still, the support Whimsicott provides is strongly appreciated by most of its teammates, and it is an option that definitely shouldn't be left unnoticed.
[set]
Whimsicott @ Life Orb / Pixie Plate
Ability: Prankster
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Moonblast
- Psychic / Giga Drain / U-turn / Substitute
- Encore
- Stun Spore
#Moves:
Moonblast is its primary choice of STAB, and for a obvious reason: It makes it actually able to handle Mega-Sableye, Mega-Medicham/Gallade, Garchomp and so many other Dragon, Fighting and Dark Pokemons which can turn out to be very annoying for most Grass teams. The secondary attacking option really depends on what you want to cover: Psychic can hit Poison types that are often lured in for considerable damage (especially Mega-Venusaur), as well as checking Gengar and Toxicroak more reliably. Giga Drain is your secondary STAB and should be used mostly if your team is lacking Grass STABs or if you need an extra power against Ground teams, and also pairs well with Life Orb because of its secondary effect. U-turn helps you keeping up momentum, and Substitute shields from status as well as granting the utility of scouting moves (these two options are better off with Pixie Plate). Encore and Stun Spore are the main reasons of why you should be using Whimsicott: It checks a fair amount of threats in a pinch and can prevent further setups from several Pokemons.
#Set Details:
Max Special Attack and Speed gives Whimsicott the highest damage output as possible while still being able to outspeed 115 base speed invested pokemon, as well as checking fast setup threats with Priority, which includes Mega-Pinsir, Mega-Gallade, max speed Mega-Scizor, and so on. Prankster is the mandatory choice of ability for checking said threats, and giving it the ability to cripple faster threats with Stun Spore more reliably. The choice of Life Orb and Pixie Plate depends on the secondary attacking option that you have chosen (the former suits better direct offense moves, while the latter is better for the likes of U-turn, Substitute and other support options).
#Usage Tips:
Whimsicott's main job is to stop setup sweepers in their tracks. That being said, it should switch into predictable setup moves (Gyarados Dragon Dance is a good example), but it has to watch out for attacks because they can wear this set down pretty fast. It is also essential to preserve Whimsicott on Dark, Fighting and Dragon matchups, since Moonblast puts a dent and those types have nearly zero switchins at all. Use Stun Spore on opposing pokemons which you feel that are massive threats or are their win conditions vs Grass teams so your teammates will have an easier time revenge killing it.
#Team Options:
Most Pokemons on Grass Type Teams appreciate a lot the support that Whimsicott provides: Mega-Venusaur and Ferrothorn can take most troublesome moves for Whimsicott and in return, it deals with Mega-Medicham, Mega-Gallade and Mega-Sableye, all of which are great threats to the core. Celebi and Breloom also make up for great partners, since they are able to handle the Poison and Steel pokemons, respectively, that Whimsicott often struggles handling.
Implemented. Ready for GP.Mega Gyarados (Water) Offensive Dragon Dance
Moves:
The Mold Breaker beats Water immunities thing should not be mentioned in here. That should be mentioned in Set Details, as Mold Breaker is its ability.
Taunt does not help you against Dragon Tail users, remove that.
Just take out "non rest/talk" that's not relevant to this set.
You said Ice Fang is an option, but it's not slashed. How come? Give the reason as to why losing Substitute/Taunt for Ice Fang is not worth it (Presumably because the ease of setting up is more valuable).
Set Details:
This is where you mention Mold Breaker. Talk about Mold Breaker because:
1. It breaks Water immunity abilities
2. It lets Taunt go through Magic Bounce
3. It lets Earthquake hit Rotom-W
Also, explain why is it important to be maximum Speed? Talk about it. Gyarados has a great Speed creeping tier, so being maximum Speed takes full advantage of it.
Usage tips:
Where is the "Don't Mega Evolve it until you don't need it for Intimidate or can sweep"? That is a relevant usage and should be explained here. Use a good example such as: "Not Mega Evolving against Fighting teams, for example, is recommended to use Intimidate and its Flying sub-typing."
When do we set up Dragon Dance? You should say that its checks and counters should be sufficiently weakened before going for the sweep. Here's an example: "If Mega Gyarados lacks Taunt, Skarmory should be weakened or taken out before trying to set up."
Gyarados should Mega Evolve as soon as possible against Steel to avoid Intimidate activating Defiant on Bisharp, if you lack strong checks to it.
Talk about how Mega Gyarados should go about setting up in the first place. For example against Psychic, we should be bringing Mega Gyarados in on a free switch into Slowbro to get free setup time. However, Gyarados should need to avoid Gardevoir tracing Intimidate and Mega Gyarados should also avoid Mega Gardevoir's Hyper Voice piercing its Substitute.
These are uses that we know about, but you can never be too explicit.
Team Options:
You mentioned Azumarill very briefly, but it's such an important teammate. Azumarill helps handle Keldeo, which otherwise easily checks Mega Gyarados. It also helps with Kyurem-B, if it Choice-locks into Outrage, which would also otherwise easily check Mega Gyarados.
You should mention Swampert by name, as it packs an Electric immunity and Stealth Rock!
Tentacruel got such a short explanation. Give it more! Toxic Spikes is amazing support for Mega Gyarados, as it severely cripples many walls. Also, Tentacruel can handle Clefable, which is another massive problem for Mega Gyarados.
I also want to make sure you're naming Gyarados correctly. Anywhere you want to talk about Mega Gyarados, it must be called "Mega Gyarados". Anywhere you call it "Gyarados" implies exactly Gyarados. You cannot call Mega Gyarados "Gyarados" or vice-versa. Please make sure this is consistent. Further, this is the Mega Gyarados analysis, not the Gyarados analysis. While it's great to talk about Gyarados's problems, they may or may not be Mega Gyarados's problems. Be careful of the difference.
I'll Like the post after I see changes.
If you could do GP a favor, by the way, 'mons is not okay because it is slang. Replace with Pokemon.
Alright, this should be ready for QC
[Overview]
Ditto's ability, Imposter, combined with a Choice Scarf, allow it to be an excellent revenge killer that in the monotype metagame can even threaten to sweep unwary opponents. While Ditto often doesn't shine in other tiers, it finds a niche on stallier normal teams in monotype. Although Porygon2, Chansey and Staraptor are capable of defending against many attackers, often a setup sweeper will be able to break through the core and sweep the team. However, Ditto is able to copy an opponent's stat boosts, making it risky to set up too farand often threatening to sweep the opponent if they set up enough to break the defensive core.[Set]
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Atk / 0 Spe
- Transform
-
-
-
#Moves
Transform is Ditto's only move, and is unlikely ever to be used. Its only real use it stopping ditto from running out of PP when sent out against opponents it can't transform into, such as those with a Substitute.
#Set Details
Choice Scarf is required as otherwise Ditto will speed tie with the opponent it imposters, and this risk isn't worth the benefit gained from any other item. 248 HP EVs minimize damage taken from stealth rock, and otherwise maximise Ditto's HP as this is the only stat it doesn't copy from the opponent. IVs should be chosen to give a generally useful Hidden Power, with types such as Ice, Fire, and Ground generally being good options, the IVs given are for HP Ice. The remaining details help Ditto in the unlikely situation that it is sent out at the same time as an opposing ditto. In this case, minimum speed ensures that the opposing ditto will transform, causing yours to be unable to, and giving the opponent only 5pp compared to your 16. Next, Attack is minimised and Defense is maximised so that the opposing ditto's struggle will do as little damage to you as possible. Finally, remaining EVs are placed in Special Defense in the unlikely hope that they might help Ditto live a special attack. Note that Ditto's happiness value can be changed to 0 if opponents are more likely to run Frustration than Return, however there isn't a huge difference in usage between the two.
#Usage Tips
Ditto is best used to revenge kill opposing setup sweepers and wallbreakers, and possibly sweep opposing teams if given the opportunity by the opponent. Note that it's very frail, however, so try not to switch it directly into the opponent - instead, either send it in when a pokemon has fainted, or bring it in via a slow u-turn or similar. Also note that it's worth being patient with Ditto - even if it seems like Ditto isn't doing anything and isn't getting any opportunities to take out opponents, it may be preventing opponents from setting up and thus still doing its job.
#Team Options
Ditto is especially good at supporting stall and semi-stall teams by stopping opponents from setting up in order to take out walls. However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Ditto appreciates slow u-turners or similar in order to come in safely on opposing pokemon, although it functions well without this support. In general, however, Ditto doesn't need support in the way other pokemon do as it fits relatively well onto many kinds of team and doesn't need synergy with the other pokemon on the team.
I would love the help. I'll pm you about it next time I see you on PS.scpinion if you ever need help uploading and merging analyses, i'd be more than happy to help! :)