Voodoom

cbrevan

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GP 2/2: (Snobalt, The Dutch Plumberjack)

[OVERVIEW]

Voodoom's greatest asset is its base 110 Speed, which allows it to Speed tie with Latios, Latias, Kitsunoh, and Mega Metagross, all of which Voodoom threatens with its Dark-type STAB moves. Additionally, Voodoom's two abilities, Lightningrod and Volt Absorb, along with a quadruple resistance to Dark and an immunity to Psychic, give Voodoom some opportunities to switch in. Voodoom has decent Special Attack and a STAB combination that is only resisted by Fairy-types, and in conjunction with Voodoom's good Speed, it has a niche as a fast special cleaner.

Unfortunately, Voodoom's STAB combination and movepool leave it completely walled by Fairy-types, and its low Attack and just passable Special Attack leave it reliant on Life Orb for any meaningful damage output. Voodoom's relative frailty leaves it taking significant damage from every offensive Pokemon in the tier and makes it susceptible to revenge killing from fast attackers, Choice Scarf uses, and all forms of priority bar Sucker Punch. Lastly, Voodoom faces major competition from every other fast Dark- and Fighting-type Pokemon in the tier, especially Weavile and Keldeo, and requires significant team support to function well.
[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Close Combat
move 3: Psychic
move 4: Taunt / Vacuum Wave
item: Life Orb
ability: Lightningrod / Volt Absorb
nature: Hasty / Naive
evs: 4 Atk / 252 SpA / 252 Spd

[SET COMMENTS]
Moves
========

Dark Pulse is Voodoom's most spammable move, as it hits neutral targets for decent damage. It also allows Voodoom to revenge kill Ghost- and Psychic-types. Close Combat hits Assault Vest Colossoil, Chansey, and specially defensive Heatran hard, 2HKOing all three. Aura Sphere can be used to provide Voodoom with a more powerful STAB option and hit Ferrothorn harder, but it is unable to 2HKO Chansey or Assault Vest Colossoil. Psychic is needed to hit Fighting-types super effectively and allows Voodoom to 2HKO all variants of Keldeo and Tomohawk, as well as hit Poison-types such as Plasmanta, Mollux, and Mega Venusaur hard. In the last moveslot, Taunt is preferred to prevent entry hazards, boosting moves, and Defog from being used. Taunt also helps wear down defensive Pokemon by denying them access to recovery or status removal. If stopping status moves is not a concern, Vacuum Wave can be use to give Voodoom access to a STAB priority move, allowing it to check faster threats such as Stratagem and Mega Lopunny.
Set Details
========

Life Orb is needed to offset Voodoom's lackluster base Special Attack stat and guarantee the OHKO or 2HKO on several Pokemon. For example, Colossoil is only 2HKOed by an unboosted Close Combat, while a Life Orb-boosted one has a good chance to OHKO it, and Voodoom can't OHKO Latios or Latias without Life Orb. Lightningrod is the preferred ability, as the potential boost to Voodoom's Special Attack significantly increases its damage output. Volt Absorb can be used to help offset entry hazard damage and Life Orb recoil, but Voodoom appreciates the increase to its damage output more. The chosen EV spread gives Voodoom as much Special Attack and Speed as possible. A Speed-boosting nature is chosen to allow Voodoom to outspeed Keldeo and Speed tie with base 110 Speed Pokemon, such as Mega Metagross, Kitsunoh, Latios, and Latias. A Hasty nature is preferred, as it allows Voodoom to switch into Electric-, Ghost-, and Psychic-types more easily due to them primarily being special attackers, although Naive is an option to better deal with Colossoil and take priority attacks, particularly Sucker Punch, Bullet Punch, and Aqua Jet, better.
Usage Tips
========

Dark Pulse is Voodoom's most spammable move and should be used as such. If the opponent has a Fairy-type on their team, you can expect them to switch to it. Predicting the switch and sending in your own Fairy-type check, such as Mega Scizor, can allow your team to grab momentum. Try to bait Electric-type moves through Pokemon weak to Electric, such as Gyarados, and then switch to Voodoom to activate its ability. Voodoom can also make for a decent anti-lead due to its access to a fast Taunt and ability to punish Volt Switch users.
Team Options
========

Any Pokemon that can reliably check Fairy-types make for great teammates. Fire-types such as Heatran, Pyroak, and Talonflame are notable checks to Clefable, Sylveon, and Mega Altaria. Steel-types such as Scizor, Ferrothorn, Skarmory, and Mega Metagross help check Fairies as well. Scizor, Ferrothorn, and Skarmory are also capable Mega Diancie checks and can provide Defog or entry hazard support. Cyclohm, Rotom-W, Thundurus, and other Electric-types can check Talonflame. Rock-types such as Stratagem and Tyranitar also check Talonflame. Fairy-types themselves can handle the Fighting-types that Voodoom attracts. Specially attacking Fairy-types, such as Mega Diancie and Togekiss, appreciate Voodoom's ability to check Chansey. Sylveon and Clefable can also keep Voodoom healthy with Wish and Heal Bell support. Pokemon that are weak to Electric-type attacks, such as Gyarados and Talonflame, can draw in Electric-types that Voodoom can capitalize on.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can be used to cripple switch-ins, but it is usually ineffective against Voodoom's most common switch-ins, Fairy-types; Sylveon, Clefable, and Mega Altaria have ways to remove status ailments and Azumarill is slow to begin with. However, it can help against some variants of Mega Altaria and can be bounced back by Mega Diancie for a Special Attack boost or some recovery. Earthquake can be used to OHKO offensive variants of Mollux and Heatran as well as bulkier sets with minor Attack investment and some prior damage. Knock Off can be used to remove the items of opposing Pokemon, such as Choice Scarf users, Chansey, and Colossoil. Baton Pass can be used to help gather momentum; Voodoom attracts Fairy-types to no end, so using Baton Pass on a predicted switch can put the foe in a disadvantageous position. Memento is an option to help a teammate get in good position for a sweep. Substitute and Pain Split can make use of Voodoom's high Speed to help wear down walls and to protect Voodoom from status conditions. Unfortunately, Substitute can not protect Voodoom from Pixilate Hyper Voice from the likes of Mega Altaria, Mega Gardevoir, and Sylveon.
Checks and Counters
===================

**Fairy-types**: Every common Fairy-type can tank a hit from Voodoom and OHKO it with its STAB moves. Only Mega Gardevoir and Mega Diancie have anything to fear from Voodoom's attacks, and Sylveon, Clefable, and Mega Altaria can switch into Voodoom effortlessly.
**Priority**: Priority users such as Scizor, Talonflame, Technician Stratagem, Conkeldurr, Breloom, and Azumarill can deal major damage to Voodoom with their priority attacks before it gets a chance to move.

**Faster Pokemon**: Faster Pokemon such as Tornadus-T and Mega Lopunny can outspeed Voodoom and hit it hard with their STAB moves. Choice Scarf users such as Volkraken and Keldeo can also outspeed and KO Voodoom.

**Bulky Attackers**: Due to the middling power of Voodoom's attacks and its relative frailty, anything that can take a hit and retaliate can feasibly check Voodoom. Scizor, Volkraken and both Mega Charizard formes can take a hit and OHKO or heavily damage Voodoom, and even Fighting-types, such as Keldeo and Revenankh, can take a Psychic and OHKO Voodoom.
 
Last edited:

HeaLnDeaL

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- Low base Attack and below average Special Attack force Voodoom to rely on Life Orb for damage output.
Probably should be reworded to "just passable Special Attack" or something like that.

Tbh, this is well, umm, Voodoom. I know you're in WIP, but it really might not get much better. Your CC is short, but fairly broad and expansive and strangely accurate. You could beat a dead horse and add "Fairy-type Coverage." I guess Sleep could be a problem too, but honestly the Fainted condition is going to be much more common. In team options, you could play up trying to lure in a electric boost from Lightning Rod, but you seem to have started this already pretty well and I trust it can be fully expanded much later down the road when it is fully written up.

So umm yeah. Feel free to move this out of WIP when you're ready.
 

cbrevan

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Thanks for the suggestions HeaL. I went ahead and changed the wording for Special Attack as you suggested and I'll be sure to emphasize the baiting for the Electric boost whenever this is written up. This is now ready for QC.
 

HeaLnDeaL

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I guess Tanks/semi-offensive walls/bulky attackers could be added to Checks and Counters. As long as something that can actively attack and has good bulk and isn't weak to Dark or Fighting, then chances are it can deal with Voodoom. I'm on my phone atm, but if you need help with a more concrete list I can help out later.
 
Hi cbrevan

Moves
- Vacuum Wave is good enough for a slash imo, just a nice utility option to have for revenge killing weakened setup sweepers / weather abusers, picking off weakened Stratagem, slower priority users, etc. Keep Taunt first since that fares better vs balance/stall most of the time, but Vacuum Wave does provide some neat utility.

Set Details
- "The chosen EV spread gives Voodoom as much power and Speed as possible." this doesn't clarify why SpA is invested in over Atk
- second bullet point implies Voodoom can outspeed base 110s, it only ties with them.
- "Naive is an option to better deal with Colossoil and to take priority attacks better." clarifying which priority moves it tanks better is worthwhile imo, since Vacuum Wave is relevant in the meta thanks to Stratagem

Usage Tips
- "Voodoom makes for a decent anti-lead due to its access to a fast Taunt." its ability to absorb Volt Switch as well

Other Options
- EQ can get a mention, OHKOes offensive variants of Mollux and Heatran with no prior damage, OHKOes bulkier variants as well with a bit of prior damage or a tad bit of Atk investment.
- Baton Pass can get a mention-- not because of Bulk Up+Pass (Tomohawk obviously does it better with Prankster, better bulk, recovery, etc), but dry pass (akin to specs sylveon); since Voodoom attracts Fairy-types like moths to a flame, it can grab some serious momentum for offensive teams when used on a switch, allowing teammates such as Mega Metagross, Mega Charizard Y, etc to come in and nuke something. Plus, because of Voodom's good Speed tier, it's not terribly risky to use either; if the opp stays in, you can still easily switch to a mon with a good matchup, and potentially bring in a trapper like goth/zone.

Checks and Counters
- You could add Technician Stratagem to the priority section as well.

I'll do another look through this soon. Lemme know if you had any questions/comments on any of this, good work so far.
 

HeaLnDeaL

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- Life Orb is needed to offset Voodoom's lackluster base Special Attack stat, as well as guaranteeing the OHKO or 2HKO on several Pokemon, such as Tomohawk.
Specify if it ohkoes or 2hkoes Tomohawk specifically, and then give at least one more relevant example. As it sounds now, it's kinda wishy washy and doesn't give any concrete information.

**Priority**: Priority users such as Scizor, Talonflame, Technician Stratage, and Azumarill can deal major damage to Voodoom with their priority.
You should probably mention mach punchers.

In terms of the competitive stuff, most of this seems pretty much on the right track... I'm really sad we just can't make a joke analysis for Voodoom though... maybe some day... Just make sure to take your time writing it up so that GP doesn't hate us.

QC 2/3
 

HeaLnDeaL

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Close Combat hits Assault Vest Colossoil, Chansey, and Specially Defensive Heatran hardest and guarantees the 2HKO on both.
You said 2HKOs both, but you listed 3 mons.

Auru Sphere can be ran to provide Voodoom with a higher Base Power STAB option, as well as hit Ferrothorn harder, but it is unable to 2HKO Chansey or Assault Vest Colossoil.
You're making it sound like 80 is higher than 120.

Volt Absorb can be used to negate entry hazrard damage and Life Orb recoil
Doesn't really negate, more so restores afterwards. Like, if you're at 1% you still take damage and faint.

Last 4 EVs go into Attack since Close Combat is listed.
You don't need to really say this since it's just 4. If it was like 16 then probably, but nope.

Choice Scarfed Pokemon, such as Volkraken and Keldeo, can also switch outspeed and KO Voodoom.
I think you're missing a word here.
 

Empress

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[OVERVIEW]

Voodoom's greatest asset is it'(remove apostrophe)s base 110 base Speed, which allows it to speed Speed tie with Latios, Latias, Kitsunoh, and Mega Metagross, all of whom which Voodoom threatens with it'(remove apostrophe)s Dark-type STAB moves. Additionally, Voodoom's two abilities, Lightning Rod and Volt Absorb, along with a quadruple resistance to Dark-type and an immunity to Psychic, (AC)-type gives Voodoom some switch-in opportunities to switch in. Voodoom has decent base Special Attack and a STAB combination that is only resisted by Fairy-types, and in conjunction with Voodoom's good speed Speed, it has a niche as a fast special cleaner.

Unfortunately, Voodoom's STAB combination and movepool leaves it completely walled by Fairy-types, and its low base Attack stat and just passable Special Attack stat leaves it reliant on Life Orb for any meaningful damage output. Voodoom's relative frailness frailty leaves it taking significant damage from every offensive Pokemon in the tier and makes it susceptible to revenge killing from fast attackers, Choice Scarf uses, and all forms of priority bar save Sucker Punch. Lastly, Voodoom faces major competition from every other fast Dark- or and Fighting-type Pokemon in the tier, especially Weavile and Keldeo, and requires significantly more (changed it b/c this part of the sentence is actually not comparing Voodoom to Keldeo and Weavile) team support to function well.

[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Close Combat
move 3: Psychic
move 4: Taunt / Vacuum Wave
item: Life Orb
ability: Lightning Rod / Volt Absorb
nature: Hasty / Naive
evs: 4 Atk / 252 SpA / 252 Spd

[SET COMMENTS]
Moves
========

Dark Pulse is Voodoom's most spammable move, as it hits neutral Pokemon targets for decent damage. It also allows Voodoom to revenge kill Ghost- and Psychic-types. Close Combat hits Assault Vest Colossoil, Chansey, and Specially Defensive specially defensive Heatran hardest and guarantees the 2HKOes on all three. Auru Aura Sphere can be ran used to provide Voodoom with a more powerful STAB option, as well as and hit Ferrothorn harder, but it is unable to 2HKO Chansey or Assault Vest Colossoil. Psychic is needed to hit Fighting-types super effectively and allows Voodoom to 2HKO all variants of Keldeo and Tomohawk, as well as hit Poison-types such as Plasmanta, Mollux, and Mega Venusaur hardest. In the last moveslot, Taunt is preferred to prevent entry hazards, boosting moves, and Defog from being used, as well as stopping Pokemon from setting up. Taunt also helps wear down defensive Pokemon by denying them access to recovery or status removal. If stopping status moves is not a concern, Vacuum Wave can be ran use to give Voodoom access to a STAB priority move, as well as allowing Voodoom it to check faster threats such as Stratagem and Mega Lopunny.

Set Details
========

Life Orb is needed to offset Voodoom's lackluster base Special Attack stat, as well as and guaranteeing the OHKO or 2HKO on several Pokemon. For example, Colossoil is only 2HKOed by an unboosted Close Combat, while a Life Orb-boosted Psychic one (I assume you're referring to CC here) has a good chance to OHKO it, and Voodoom can't OHKO Latios or Latias without Life Orb. Lightning Rod is the preferred ability, (AC) as the boost to its Voodoom's Special Attack significantly increases Voodoom's its damage output. Volt Absorb can be used to help ease offset entry hazrard damage and Life Orb recoil, (AC) but Voodoom appreciates the increase in to its damage output more. The chosen EV spread gives Voodoom as much Special Attack and Speed as possible. A Speed-(AH)boosting nature is chosen to allow Voodoom to outspeed Keldeo and speed Speed tie Base with base 110 Speed Pokemon, such as Mega Metagross, Kitsunoh, Latios, and Latias. A Hasty nature is preferred, (AC) as it allows Voodoom to switch into Electric-, Ghost-, and Psychic-types easier more easily due to their Special Attack bias them primarily being special attackers, although Naive is an option to better deal with Colossoil and to take priority attacks, mainly particularly Sucker Punch (Because Voodoom 4x resists SP, I'd prefer a different move here, but that's just my preference), Bullet Punch, and Aqua Jet, better.

Usage Tips
========

Dark Pulse is Voodoom's most spammable move and should be used as such. If the opponent has a Fairy-type on there their team, (AC) then you can expect them to switch to it. Predicting the switch and sending in your own Fairy-type check, such as Mega Scizor, can allow your team to grab momentum. Try to bait Electric-type moves through Electric-type weak Pokemon weak to Electric, such as Gyarados, and then switch to Voodoom to activate Lightning Rod or Volt Absorb. Voodoom can also make for a decent anti-lead due to its access to a fast Taunt and ability to punish Volt Switch users.

Team Options
========

Any Pokemon that can reliably check Fairy-types make for great teammates. Fire-types such as Heatran, Pyroak, and Talonflame are notable checks to Clefable, Sylveon, and Mega Altaria. Steel-types such as Scizor, Ferrothorn, Skarmory, and Mega Metagross help check Fairies as well. Scizor, Ferrothorn, and Skarmory are also capable Mega Diancie checks, (RC) and can provide Defog or entry hazard support. Cyclohm, Rotom-W, Thundurus, and other Electric-types can check Talonflame. Rock-types such as Stratagem and Tyranitar also check Talonflame. Fairy-types themselves can handle the Fighting-types that Voodoom attracts. Specially attacking Fairy-types, such as Mega Diancie and Togekiss, appreciate Voodoom's ability to check Chansey. Sylveon and Clefable can also keep Voodoom healthy with Wish and Heal Bell support. Pokemon that are weak to Electric-type attacks, such as Gyarados and Talonflame, can draw in Electric-types that Voodoom can capitalize on.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can be used to cripple switch-(AH)ins, but it is usually ineffective against Voodoom's most common switch ins, Fairy-types. Sylveon, Clefable, and Mega Altaria have ways to remove status ailments and Azumarill is slow to begin with. However, it can help against some variants of Mega Altaria, (RC) and can be bounced back by Mega Diancie for a Special Attack boost or some recovery. Earthquake can be used to OHKO offensive variants of Mollux and Heatran, (RC) as well as bulkier sets with minor Attack investment and some prior damage. Knock Off can be used to remove the items of opposing Pokemon, such as Choice Scarf users, Chansey, and Colossoil. Baton Pass can be used to help gather momentum. Voodoom attracts Fairy-types to no end, so using Baton Passing on a predicted switch can put the opponent foe in a disadvantageous position. Memento is an option to help a teammate line up get in good position for (subjective) a sweep. Substitute and Painsplit Split can make use of Voodoom's high speed tier Speed to help wear down walls and to protect Voodoom from status conditions. Unfortunately, Substitute can not protect Voodoom from Pixilate Hyper Voice from the likes of Mega Altaria, Mega Gardevoir, or and Sylveon.

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

**Fairy-types**: Every common Fairy-type can tank a hit from Voodoom and OHKO it with their STAB option moves. Only Mega Gardevoir and Mega Diancie have anything to fear from Voodoom's attacking options attacks, and Sylveon, Clefable, and Mega Altaria can switch into Voodoom with impunity effortlessly.

**Priority**: Priority users such as Scizor, Talonflame, Technician Stratagem, Conkeldurr, Breloom, (AC) and Azumarill can deal major damage to Voodoom with their priority attacks before it gets a chance to move.

**Faster Pokemon**: Faster Pokemon, such as Tornadus-T and Mega Lopunny, can outspeed Voodoom and hit it hard with their STAB moves of choice. Choice Scarfed Pokemon users, such as Volkraken and Keldeo, can also outspeed and (OH?)KO Voodoom.

**Bulky Attackers**: Due to the middling power of Voodoom's attacks and its relative frailty, anything that can take a hit and retaliate can feasibly check Voodoom. Scizor, Volkraken and both Mega Charizhard formes can take a hit and OHKO or heavily damage Voodoom, and even Fighting-types, such as Keldeo and Revenankh, can take a Psychic and OHKO Voodoom.

GP 1/2
 
Last edited:

Lumari

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GP 2/2
[OVERVIEW]

Voodoom's greatest asset is its base 110 Speed, which allows it to Speed tie with Latios, Latias, Kitsunoh, and Mega Metagross, all of which Voodoom threatens with its Dark-type STAB moves. Additionally, Voodoom's two abilities, Lightning Rod Lightningrod (old spelling for this one) and Volt Absorb, along with a quadruple resistance to Dark and an immunity to Psychic, give Voodoom some opportunities to switch in. Voodoom has decent Special Attack and a STAB combination that is only resisted by Fairy-types, and in conjunction with Voodoom's good Speed, it has a niche as a fast special cleaner.


Unfortunately, Voodoom's STAB combination and movepool leaves leave it completely walled by Fairy-types, and its low Attack and just passable Special Attack leave it reliant on Life Orb for any meaningful damage output. Voodoom's relative frailty leaves it taking significant damage from every offensive Pokemon in the tier and makes it susceptible to revenge killing from fast attackers, Choice Scarf uses, and all forms of priority bar Sucker Punch. Lastly, Voodoom faces major competition from every other fast Dark- and Fighting-type Pokemon in the tier, especially Weavile and Keldeo, and requires significant team support to function well.


[SET]
name: Mixed Attacker
move 1: Dark Pulse
move 2: Close Combat
move 3: Psychic
move 4: Taunt / Vacuum Wave
item: Life Orb
ability: Lightning Rod Lightningrod / Volt Absorb

nature: Hasty / Naive
evs: 4 Atk / 252 SpA / 252 Spd

[SET COMMENTS]
Moves
========

Dark Pulse is Voodoom's most spammable move, as it hits neutral targets for decent damage. It also allows Voodoom to revenge kill Ghost- and Psychic-types. Close Combat hits Assault Vest Colossoil, Chansey, and specially defensive Heatran hard, (AC) and 2HKOes 2HKOing all three. Aura Sphere can be used to provide Voodoom with a more powerful STAB option and hit Ferrothorn harder, but it is unable to 2HKO Chansey or Assault Vest Colossoil. Psychic is needed to hit Fighting-types super effectively and allows Voodoom to 2HKO all variants of Keldeo and Tomohawk, as well as hit Poison-types such as Plasmanta, Mollux, and Mega Venusaur hard. In the last moveslot, Taunt is preferred to prevent entry hazards, boosting moves, and Defog from being used. Taunt also helps wear down defensive Pokemon by denying them access to recovery or status removal. If stopping status moves is not a concern, Vacuum Wave can be use to give Voodoom access to a STAB priority move, allowing it to check faster threats such as Stratagem and Mega Lopunny.


Set Details
========

Life Orb is needed to offset Voodoom's lackluster base Special Attack stat and guarantee the OHKO or 2HKO on several Pokemon. For example, Colossoil is only 2HKOed by an unboosted Close Combat, while a Life Orb-boosted one has a good chance to OHKO it, and Voodoom can't OHKO Latios or Latias without Life Orb. Lightning Rod Lightningrod is the preferred ability, as the potential boost to Voodoom's Special Attack significantly increases its damage output. Volt Absorb can be used to help offset entry hazard damage and Life Orb recoil, but Voodoom appreciates the increase to its damage output more. The chosen EV spread gives Voodoom as much Special Attack and Speed as possible. A Speed-boosting nature is chosen to allow Voodoom to outspeed Keldeo and Speed tie with base 110 Speed Pokemon, such as Mega Metagross, Kitsunoh, Latios, and Latias. A Hasty nature is preferred, as it allows Voodoom to switch into Electric-, Ghost-, and Psychic-types more easily due to them primarily being special attackers, although Naive is an option to better deal with Colossoil and take priority attacks, particularly Sucker Punch, Bullet Punch, and Aqua Jet, better.


Usage Tips
========

Dark Pulse is Voodoom's most spammable move and should be used as such. If the opponent has a Fairy-type on their team, then you can expect them to switch to it. Predicting the switch and sending in your own Fairy-type check, such as Mega Scizor, can allow your team to grab momentum. Try to bait Electric-type moves through Pokemon weak to Electric, such as Gyarados, and then switch to Voodoom to activate Lightning Rod or Volt Absorb its ability. Voodoom can also make for a decent anti-lead due to its access to a fast Taunt and ability to punish Volt Switch users.


Team Options
========

Any Pokemon that can reliably check Fairy-types make for great teammates. Fire-types such as Heatran, Pyroak, and Talonflame are notable checks to Clefable, Sylveon, and Mega Altaria. Steel-types such as Scizor, Ferrothorn, Skarmory, and Mega Metagross help check Fairies as well. Scizor, Ferrothorn, and Skarmory are also capable Mega Diancie checks and can provide Defog or entry hazard support. Cyclohm, Rotom-W, Thundurus, and other Electric-types can check Talonflame. Rock-types such as Stratagem and Tyranitar also check Talonflame. Fairy-types themselves can handle the Fighting-types that Voodoom attracts. Specially attacking Fairy-types, such as Mega Diancie and Togekiss, appreciate Voodoom's ability to check Chansey. Sylveon and Clefable can also keep Voodoom healthy with Wish and Heal Bell support. Pokemon that are weak to Electric-type attacks, such as Gyarados and Talonflame, can draw in Electric-types that Voodoom can capitalize on.

[STRATEGY COMMENTS]
Other Options
=============

Thunder Wave can be used to cripple switch-(AH)ins, but it is usually ineffective against Voodoom's most common switch-ins, (add hyphen) Fairy-types; (SC) Sylveon, Clefable, and Mega Altaria have ways to remove status ailments and Azumarill is slow to begin with. However, it can help against some variants of Mega Altaria and can be bounced back by Mega Diancie for a Special Attack boost or some recovery. Earthquake can be used to OHKO offensive variants of Mollux and Heatran as well as bulkier sets with minor Attack investment and some prior damage. Knock Off can be used to remove the items of opposing Pokemon, such as Choice Scarf users, Chansey, and Colossoil. Baton Pass can be used to help gather momentum; (SC) Voodoom attracts Fairy-types to no end, so using Baton Pass on a predicted switch can put the foe in a disadvantageous position. Memento is an option to help a teammate get in good position for a sweep. Substitute and Pain Split can make use of Voodoom's high Speed to help wear down walls and to protect Voodoom from status conditions. Unfortunately, Substitute can not protect Voodoom from Pixilate Hyper Voice from the likes of Mega Altaria, Mega Gardevoir, and Sylveon.


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

**Fairy-types**: Every common Fairy-type can tank a hit from Voodoom and OHKO it with their its STAB moves. Only Mega Gardevoir and Mega Diancie have anything to fear from Voodoom's attacks, and Sylveon, Clefable, and Mega Altaria can switch into Voodoom effortlessly.


**Priority**: Priority users such as Scizor, Talonflame, Technician Stratagem, Conkeldurr, Breloom, and Azumarill can deal major damage to Voodoom with their priority attacks before it gets a chance to move.

**Faster Pokemon**: Faster Pokemon (RC) such as Tornadus-T and Mega Lopunny (RC) can outspeed Voodoom and hit it hard with their STAB moves. Choice Scarf users (RC) such as Volkraken and Keldeo (RC) can also outspeed and KO Voodoom.

**Bulky Attackers**: Due to the middling power of Voodoom's attacks and its relative frailty, anything that can take a hit and retaliate can feasibly check Voodoom. Scizor, Volkraken and both Mega Charizard formes can take a hit and OHKO or heavily damage Voodoom, and even Fighting-types, such as Keldeo and Revenankh, can take a Psychic and OHKO Voodoom.
 
Last edited:

cbrevan

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Thanks for the check, its been implemented and this is now complete and ready to be uploaded.
 

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