Ubers Pheromosa

[OVERVIEW]
  • Pheromosa's excellent Attack and Speed stats make it useful on offensive teams, allowing it to outspeed Deoxys-A and 2HKO support Arceus formes after Stealth Rock.
  • It is able to check setup sweepers without priority, such as fast threats and Calm Mind Arceus-Dark.
  • Pheromosa provides little to no defensive utility due to its awful defensive stats, and as such it is difficult to bring it in.
  • It is hampered by limited coverage options.
  • It is generally outclassed by Deoxys-A as a hard-hitting attacker; both are extremely frail while Deoxys-A has access to priority, better coverage, and a stronger STAB attack.
  • Pheromosa does best versus offense due to its excellent Speed tier and ability to quickly pivot out of unfavorable matchups, especially against teams built around Psychic Terrain, as the lack of priority on such teams increases Pheromosa's offensive pressure.
  • Pheromosa's access to a strong STAB move in U-turn allows it to pivot and preserve momentum for its teammates.
  • It has a handy utility move in Rapid Spin, which coupled with its excellent Speed allows it to function as a last resort hazard control option; however this generally leaves it vulnerable to Ghost-types.

[SET]
name: All-out Attacker
move 1: Low Kick
move 2: U-turn
move 3: Ice Beam
move 4: Rapid Spin / Poison Jab
item: Life Orb
ability: Beast Boost
nature: Naughty / Naive
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Low Kick is the primary STAB attack, having less power than High Jump Kick without forcing Pheromosa to worry as much about opposing Ghost-types while still allowing this set to 2HKO most support Arceus formes on the switch.
  • U-turn allows Pheromosa to pivot out of unfavorable matchups into the appropriate answer without facing the mind games Choice Scarf pivoters need to deal with, which is necessary given Bug / Fighting's poor coverage in the meta.
  • Ice Beam hits some of the Pokemon that resist Pheromosa's STAB attacks, notably Mega Salamence, denying it free setup, and Giratina-O, and is able to 2HKO Mega Gengar after Stealth Rock.
  • Rapid Spin allows Pheromosa to act as a reliable one-time entry hazard remover due to its high Speed; however, if the opponent has any Ghost-types, they will need to be either weakened to within range of one of Pheromosa's attacks or caught on the switch with a coverage option before it can safely Rapid Spin without losing momentum.
  • Pheromosa is able to spin on Pokemon that it threatens that do not have priority, such as Arceus-Dark, Darkrai, and Mega Salamence, although be wary of the latter possibly setting up on you. Pheromosa can also Rapid Spin on support Arceus formes that switch into it, as they will be forced to recover.
  • Alternatively, Poison Jab hits Fairy-types such as Xerneas and Arceus-Fairy that resist both of Pheromosa's STABs and take little from Ice Beam.

Set Details
========
  • The EV spread maximizes Attack and Speed, allowing Pheromosa to hit as hard as possible.
  • Naughty is the preferred nature, doing better against teams without Psychic Terrain, since it allows Pheromosa to still outspeed maximum Speed base 130s while getting the Attack raise from Beast Boost, while Life Orb Extreme Speed from Deoxys-A OHKOs Pheromosa regardless, so outspeeding non-Focus Sash Deoxys-A is rarely beneficial.
  • Naive Nature is necessary if this set needs to outspeed Naive Deoxys-A, and allows Pheromosa to deal better with Psychic Terrain teams.
  • Life Orb is used to maximize power, securing key 2HKOs such as on Mega Gengar and most support Arceus formes after Stealth Rock.

Usage Tips
========
  • Bring Pheromosa in on a predicted utility move such as Recover or via a double switch.
  • If using Rapid Spin, try to remove opposing Ghost-types before revealing it as to make it less predictable.
  • It's best to spin on something that doesn't immediately threaten Pheromosa, such as support Arceus formes switching into Low Kick or High Jump Kick, which will be forced to Recover.
  • If Pheromosa is at low health and does not have further purpose, it can spin on one of its checks that it outspeeds if a teammate would benefit from the removal of hazards.
  • Keep in mind that Pheromosa cannot remove entry hazards with Rapid Spin if it faints from Life Orb, Iron Barbs, or Rocky Helmet recoil in the same turn.
  • Avoid status at all costs, especially burn and paralysis, which make Pheromosa useless.
  • Use U-turn to gain momentum against opposing Ghost- and Fairy-types, as they are Pheromosa's most common switchins. U-turn can also chip its checks, such as Xerneas and Mega Gengar. However, be wary because Life Orb recoil in conjunction with entry hazards quickly wears Pheromosa down and a few turns of Life Orb recoil put it in range of even the weakest priority moves.
  • Do not bring it in on any attacks, as even resisted hits do enough to put it in range of a Life Orb hit or two.
  • If carrying Rapid Spin, Pheromosa can be used to antilead Excadrill.

Team Options
========
  • Pheromosa is generally independent and requires relatively little team support, being a fast offensive pivot.
  • Pursuit users, notably Deoxys-A, are able to trap and KO Mega Gengar that switches in on Pheromosa's U-turn.
  • Pheromosa is extremely vulnerable to priority, so Extreme Speed absorbers such as Ghost-types and bulky Yveltal pair well with it.
  • Pokemon to deal with Ghost-types and, to a lesser degree, Fairy-types, such as Arceus-Dark, Yveltal, and Primal Groudon, make good partners.
  • Pokemon that appreciate Pheromosa's ability to check Dark-types and pressure entry hazard control, such as Solgaleo, Primal Groudon, and Lunala, make good partners.
  • Status users are able to force Calm Mind Arceus-Dark to use Recover or Refresh, giving Pheromosa a safe switch.

[STRATEGY COMMENTS]
Other Options
=============
  • Lunge is an option over Rapid Spin or Poison Jab to lower the foe's Attack and make it easier for Pheromosa to pivot out, reducing damage from potential priority as well as minimizing damage on whatever switches in.
  • High Jump Kick can be used over Low Kick for more immediate power and allows this set to always 2HKO support Arceus formes after Stealth Rock with a Naughty Nature, but it increases mind games against opposing Ghost-types.
  • Focus Sash is an option, allowing this set to function as a revenge killer. If used, Pheromosa's coverage should be Poison Jab over Lunge or Rapid Spin.
  • Fist Plate with Fling is an option to boost Pheromosa's Fighting-type STAB attack while providing an option to OHKO Mega Gengar.

Checks and Counters
===================

**Ghost-types**: Ghost-types are this set's worst nightmare, resisting both STAB attacks as well as Poison Jab, taking little from Ice Beam, and blocking Rapid Spin. However, Mega Gengar needs to be wary of Fling from some sets, and both it and Giratina-O need to be wary of taking a Life Orb Ice Beam on the switch, which 2HKOes both Pokemon after Stealth Rock.

**Fairy-types**: Fairy-types, such as Xerneas and Arceus-Fairy, also resist this set's STAB attacks, and if Pheromosa is not carrying Poison Jab, they wall it as well.

**Tanks**: Pokemon such as Ho-Oh, Primal Groudon, and support Arceus formes are able to shrug off Pheromosa's attacks and OHKO it in return.

**Choice Scarf Users**: Choice Scarf users, such as Landorus-T, Xerneas, and Lunala, all outspeed and can OHKO Naughty Pheromosa. However, Choice Scarf Landorus-T is unable to outspeed Naive Pheromosa.

**Priority Users**: Due to Pheromosa's abysmal defensive stats, almost all priority users are able to KO it after some prior damage, if not outright. Examples include Yveltal, Deoxys-A, Extreme Killer Arceus, Giratina-O, and Mega Lucario. However, these usually cannot switch in directly on Pheromosa, as they can get OHKOed or 2HKOed by a coverage option.
 
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Fireburn

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This set is better:

Pheromosa @ Life Orb
Ability: Beast Boost
EVs: 252 Atk / 4 SpA / 252 Spe
Naughty Nature
- U-turn
- Low Kick / High Jump Kick
- Ice Beam
- Rapid Spin

U-turn and Rapid Spin are the main perks of this mon over Deoxys-A. It's not worth trying to check EKiller with this mon unless you have Psychic Terrain support or something - you use it as a good scout/spinner/revenger that can help keep Darkceus at bay. You need a boosting item to do meaningful damage. +Atk is preferable since it makes Beast Boost give Attack boosts and you already outspeed +SpA Deoxys-A. I have Low Kick slashed first because it gets all the same KOes of HJK after Stealth Rock afaik. Poison Jab is the least useful move on your set since you can just U-turn out of Xerneas to chip it.

One option for OO is Fist Plate + Fling. Fist Plate gives Fling 90 BP and lets you OHKO Mega Gengar.
 
I feel like the set was changed based on feedback that you took rather stubbornly but yet didn't change anything else about the skeleton. It doesn't check/revenge kill mence now that the useless sash has been ditched, but this isn't something Pheromosa should be doing anyway if it needed a sash to manage it. It is barely comparable to Deo-A outside of being a fast and frail hitter. The overview is missing sections about where Pheromosa is actually useful - it is essentially an anti-offense mon that can take out key targets and turn Psychic terrain against the opponent. Mentioning the "great stats" means nothing as anyone looking at the Showdown teambuilder or just about any website with its BST could conclude what is noted in the overview. Mention WHY it's stats are good - the attack gives it power to 2HKO support arcs (after sr). The speed trolls the shit out of Deo-A as it turns its most favorable situation (inside terrain) into a "switch or die" situation. The defenses are weak but it can still survive some attacks like non-STAB Extreme Speeds from unboosted SD Arceus formes. Being such a fast U-turner has its benefits as it can get out of every unfavorable situation without the mindgames that something like a Scarf mon has to do.

Ice Beam 2hkos Gengar after SR which is something the reader should be aware of. The ordering of just about everything needs to be reworked to suit the set QC gave you - Naive is still implied as the primary nature as a start but in general look over the entire thing and make sure it works in tandem with the set.

Lunge should go in OO as well as the -1 can help the mon Pheromosa switches out to take a hit.

I'll stamp after this gets the work necessary to bring it to standards.
 
checks & counters said:
however, mgar should be wary of fling from some sets
And ice beam 2hkoing it!

Fix up the Ghosts part of C&C as only Ghostceus is an outright stop - Gira-O is also 2hkod by ice beam

QC 1/3
 

Minority

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In the overview you have a bullet point that basically says "it has Ice Beam as a coverage move, which is good because it prevents Mence set up", but then you have a bullet point that says "hampered by poor coverage options". I understand what you're getting at, but these two statements are conflicting. I think it would be better to cut the part about Ice Beam hitting Mence (discuss this in moves, not overview since this is kind of a specific thing), and while important, I don't feel it's the most defining trait to discuss. I think instead you should talk about U-Turn and Rapid Spin in the intro, which are defining traits as these moves have limited distribution and immense utility.

In moves the bullet point about Rapid Spin needs work. It kind of implies that every team has a ghost-type and that pherm can only spin in the absence of ghosts, neither of which is true. Instead I think you should talk about what specifically you can spin on, and the draw of running rapid spin support on this Pokemon.

Set details looks good, but in usage tips there needs to be actual discussion about how you go about spinning with this thing. Eliminating hazards with a Pokemon that is KOed by most attacks in the tier requires some finesse, but there isn't really any discussion on this. Team options is rather underdeveloped considering Pherm is used as an offensive Poke that checks darks, has spin, and can U-Turn into stuff. There are teammates that benefit from Pherm's support, and Pokemon Pherm needs to be able to pivot to in order to function properly.

Priority users should be bottom of the C&C list, as they frequently can't switch in, and if they try, Pherm can punish them hard for it. Specifically list out the relevant Fairy-types that check it, and add a section for Choice Scarf users since they outspeed 252 Pherm and can KO it.

Implement these and


QC: 2/3
 

Fireburn

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Overview: I would change "poor" coverage options to "limited" because it does benefit a lot from Ice Beam access. Nitpicky but I think limited is more accurate.

Otherwise this looks good to go, nice work

QC 3/3
 

Lumari

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remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]
  • Pheromosa's excellent Attack and Speed stats make it useful on offensive teams, allowing it to outspeed Deoxys-A and 2HKO support Arceus formes after Stealth Rock.
  • It is able to check setup sweepers without priority, such as fast threats and Calm Mind Arceus-Dark.
  • Pheromosa's abysmal defensive stats provide provides little to no defensive utility due to its awful defensive stats, (AC) (nitpicky) and as such it is difficult to bring it in.
  • It is hampered by limited coverage options.
  • It is generally outclassed by Deoxys-A as a hard-hitting attacker; both are extremely frail while Deoxys-A has access to priority, better coverage, and a stronger STAB attack.
  • Pheromosa does best versus offense due to its excellent Speed tier and ability to quickly pivot out of unfavorable matchups, especially against teams built around Psychic Terrain, as the lack of priority on such teams increases Pheromosa's offensive pressure.
  • Pheromosa's has access to a strong STAB move in U-turn, allowing allows (optional, sentence structure variety) it to pivot and preserve momentum for its teammates.
  • It has a handy utility move in Rapid Spin, which coupled with its excellent Speed allows it to function as a last resort hazard control option; however this generally leaves it vulnerable to Ghost-types.

[SET]
name: All-out Attacker (RH)
move 1: Low Kick
move 2: U-turn
move 3: Ice Beam
move 4: Rapid Spin / Poison Jab
item: Life Orb
ability: Beast Boost
nature: Naughty / Naive
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========
  • Low Kick is the primary STAB attack, having less power than High Jump Kick while not having without forcing Pheromosa to worry as much about opposing Ghost-types and still allows while still allowing this set to 2HKO most support Arceus formes on the switch.
  • U-turn allows Pheromosa to pivot out of unfavorable matchups into the appropriate answer without facing the mindgames mind games Choice Scarf pivoters need to deal with, which is necessary given Bug / Fighting's (spaces) poor coverage in the meta.
  • Ice Beam hits some of the Pokemon that resist Pheromosa's STAB attacks, notably Mega Salamence, denying it free setup, and Giratina-O, and is able to 2HKO Mega Gengar after Stealth Rock.
  • Rapid Spin allows Pheromosa to act as a reliable one-time entry hazard remover due to its high Speed; however, (AC) if the opponent has any Ghost-types, (AC) they will need to either be either weakened enough to within range of one of Pheromosa's attacks or caught on the switch with a coverage option before it can safely Rapid Spin without losing momentum.
  • Pheromosa is able to spin on Pokemon that it threatens that do not have priority, such as Arceus-Dark, Darkrai, and Mega Salamence, although be wary of it the latter possibly setting up on you. Pheromosa can also Rapid Spin on support Arceus formes that switch into it, as they will be forced to recover.
  • Alternatively, (AC) Poison Jab hits Fairies Fairy-types such as Xerneas and Arceus-Fairy that resist both of Pheromosa's STABs and take little from Ice Beam.

Set Details
========
  • The EV spread maximizes Attack and Speed, allowing Pheromosa to hit as hard as possible.
  • Naughty is the preferred nature, doing better against teams without Psychic Terrain, (AC) since it allows Pheromosa to still outspeed maximum Speed base 130s and gets while getting the Attack raise from Beast Boost, while Life Orb Extreme Speed from Deoxys-A OHKOs Pheromosa regardless, so outspeeding non-Focus Sash Deoxys-A is rarely beneficial.
  • Naive Nature is necessary if this set needs to outspeed Naive Deoxys-A, and allows Pheromosa to deal better with Psychic Terrain teams.
  • Life Orb is used to maximize power, securing key 2HKOs such as on Mega Gengar and most support Arceus formes after Stealth Rock.

Usage Tips
========
  • Bring it Pheromosa in on a predicted utility move such as Recoer or via a double switch.
  • If using Rapid Spin, try to remove opposing Ghost-types before revealing it as to make it less predictable.
  • It's best to spin on something that doesn't immediately threaten Pheromosa, such as support Arceus formes switching into Low Kick or High Jump Kick, which will be forced to Recover.
  • If Pheromosa is at low health and does not have further purpose, (AC) it can spin on one of its checks that it outspeeds if a teammate would benefit from the removal of hazards.
  • Keep in mind that Pheromosa cannot remove entry hazards with Rapid Spin if it is fainted by faints from Life Orb, Iron Barbs, or Rocky Helmet recoil in the same turn.
  • Avoid status at all costs, especially burn and paralysis, which make Pheromosa useless.
  • Use U-turn to gain momentum against opposing Ghost- and Fairy-types, as they are Pheromosa's most common switchins. U-turn can also chip its checks, such as Xerneas and Mega Gengar. However, be wary as because Life Orb recoil in conjunction with entry hazards quickly wears Pheromosa down and a few turns of Life Orb recoil puts put it in range of even the weakest priority moves.
  • Do not bring it in on any attacks, as even resisted hits do enough to put it in range of a Life Orb hit or two.
  • If carrying Rapid Spin, Pheromosa can be used to antilead Excadrill.

Team Options
========
  • Pheromosa is generally independent and requires relatively little team support, being a fast offensive pivot.
  • Pursuit users, notably Deoxys-A, are able to trap and KO Mega Gengar that switches in on Pheromosa's U-turn.
  • Pheromosa is extremely vulnerable to priority, so Extreme Speed absorbers such as Ghost-types and bulky Yveltal pair well with it.
  • Pokemon to deal with Ghost-types and, to a lesser degree, Fairy-types to a lesser degree, such as Arceus-Dark, Yveltal, and Primal Groudon, (AC) make good partners; these can take on the Ghost-types that force Pheromosa out.
  • Pokemon that appreciate Pheromosa's ability to check Dark-types and pressure entry hazard control, such as Solgaleo, Primal Groudon, and Lunala, make good partners.
  • Status users are able to force Calm Mind Arceus-Dark to use Recover or Refresh, giving Pheromosa a safe switch.

[STRATEGY COMMENTS]
Other Options
=============
  • Lunge is an option over Rapid Spin or Poison Jab to lower the foe's Attack and make it easier for Pheromosa to pivot out, reducing damage from potential priority as well as minimizing damage on whatever switches in.
  • High Jump Kick can be used over Low Kick for more immediate power and allows this set to always 2HKO support Arceus formes (RH) after Stealth Rock with a Naughty Nature, but it increases mindgames mind games against opposing Ghost-types.
  • Focus Sash is an option, allowing this set to function as a revenge killer. If used, Pheromosa's coverage should be Poison Jab over Lunge or Rapid Spin.
  • Fist Plate with Fling is an option to boost Pheromosa's Fighting-type STAB attack while providing an option to OHKO Mega Gengar.

Checks and Counters
===================

**Ghost-types**: Ghost-types are this set's worst nightmare, resisting both STAB attacks as well as Poison Job, taking little from Ice Beam, and resisting both blocking Rapid Spin and Poison Jab. However, Mega Gengar needs to be wary of Fling from some sets, and both it and Giratina-O need to be wary of taking a Life Orb Ice Beam on the switch, which 2HKOs 2HKOes both Pokemon after Stealth Rock.

**Fairy-types**: Fairy-types, such as Xerneas and Arceus-Fairy, also resist this set's STAB attacks, (AC) and if Pheromosa is not carrying Poison Jab, (AC) they wall it as well.

**Tanks**: Pokemon such as Ho-Oh, Primal Groudon, and support Arceus formes are able to shrug off Pheromosa's attacks and OHKO it in return.

**Choice Scarf users**: Choice Scarf users, such as Landorus-T, Xerneas, and Lunala, all outspeed and can OHKO Naughty Pheromosa. However, Choice Scarf Landorus-T is unable to outspeed Naive Pheromosa.

**Priority users**: Due to Pheromosa's abysmal defensive stats, almost all priority is users are able to KO it after some prior damage, if not outright. Examples include Yveltal, Deoxys-A, Extreme Killer Arceus, Giratina-O, and Mega Lucario. However, these usually cannot switch in directly on Pheromosa, (AC) as they can get OHKOed or 2HKOed by a coverage option.
 
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