Alchemator
my god if you don't have an iced tea for me when i
Shikijika
[Overview]
[SET]
name: Cheer Up
move 1: Cheer Up
move 2: Baton Pass
move 3: Double Edge / Return
move 4: Energy Ball / Wild Bolt / Nature Power
item: Life Orb / Berry Juice
ability: Herbivore
nature: Naive
evs: 116 Atk / 36 Def / 116 SpA / 236 Spe
[Set Comments]
[SET]
name: Choice Band
move 1: Double Edge
move 2: Jump Kick
move 3: Faint Attack / Nature Power / Wild Bolt
move 4: Baton Pass / Wild Bolt
item: Choice Band
ability: Herbivore
nature: Naive
evs: 196 Atk / 36 Def / 36 SpD / 236 Spe
[Set Comments]
[Team Options]
- Has decent offensive stats, and good Speed to make use of them.
- Has a varied movepool, though misses the ability to hit certain threats hard.
- Brilliant ability in Herbivore, allowing it to check (or even counter) Grass types.
- Unfortunately lacks a physical Grass STAB, but its Special Attack is usable enough after a boost, so no massive loss there.
[SET]
name: Cheer Up
move 1: Cheer Up
move 2: Baton Pass
move 3: Double Edge / Return
move 4: Energy Ball / Wild Bolt / Nature Power
item: Life Orb / Berry Juice
ability: Herbivore
nature: Naive
evs: 116 Atk / 36 Def / 116 SpA / 236 Spe
[Set Comments]
- While Shikijika's offenses can be somewhat underwhelming, it has a saving grace in Cheer Up, to bolster its Attack score.
- It also makes Shikijika's special movepool, particularly Energy Ball, useful.
- Despite this set being primarily focused on getting a Cheer Up and passing it away to a select recipient, with a boost beneath its belt Shikijika becomes quite the late-game sweeper. This is affirmed by its great speed.
- Double Edge provides a strong STAB attack for Shikijika, though Return is also an option to conserve health.
- The last move is purely for coverage - Energy Ball is a welcome secondary STAB, making use of Cheer Up's Special Attack boost, particularly hitting Rock types, with which Double Edge would have problems.
- Wild Bolt hits Water-types harder due to Shikijika's higher Attack stat, but misses out on Rhyhorn and Geodude.
- Nature Power now becomes Earthquake in the WiFi arena, providing good coverage with Double Edge. However, it misses out on Bronzor and Aaken.
- Berry Juice can be used to get more than one Cheer Up, but Shikijika is generally too frail.
[SET]
name: Choice Band
move 1: Double Edge
move 2: Jump Kick
move 3: Faint Attack / Nature Power / Wild Bolt
move 4: Baton Pass / Wild Bolt
item: Choice Band
ability: Herbivore
nature: Naive
evs: 196 Atk / 36 Def / 36 SpD / 236 Spe
[Set Comments]
- While the first set focussed on passing boosts, Choice Band Shikijika is more of a late-game sweeper and wall-breaker.
- Hitting hard from the very start, Shikijika's Double Edge maims almost everything that doesn't resist it, even from base 50 attack.
- If it can gain a Herbivore boost, and the opponent's Ghost-types and Fighting-type priority have been removed, Shikijika can quite feasibly sweep with Double Edge.
- Jump Kick is a strong coverage move, providing perfect coverage with Double Edge save for Ghost-types, which is where Faint Attack comes in.
- Baton Pass is used for scouting switches.
- Nature Power can be used over Faint Attack, but misses out on Levitating or Flying-type Ghosts such as Gastly and Drifloon.
- Wild Bolt can be used over Faint Attack or Baton Pass, but doesn't add any coverage that Faint Attack wouldn't.
- Vengeance is an option instead of Double Edge, but is often too situational.
- Choice Scarf could be used over Choice Band, but in the majority of cases Shikijika is too weak to use the extra speed effectively.
[Team Options]
- It and Pururiru cover each other's weaknesses almost perfectly, save Pururiru's Dark-type weakness, which is covered by a token Fighting-type.
- Croagunk makes a good recipient of Cheer Up boosts, though it is maimed by Fire-typed attacks.
- Machop, Ishizumai, and Geodude enjoy Agility boosts.
- Wynaut helps remove problem Fighting-types.
- Shikijika gets Chlorophyll, but its unboosted Special Attack leaves a lot to be desired, despite a colorful special movepool.
- It gets support moves such as Aromatherapy, Thunder Wave, and Leech Seed but has neither the bulk nor resistances to use them.
- Shikijika's coverage allows it to hit pretty much anything depending on move choice, so "Counters" come down to Pokemon that can take a hit and fight back. Bronzor is possibly the best, as it resists both of Shikijika's STAB moves and doesn't take too much from Jump Kick.
- Fighting-types with priority, such as Dokkora, can easily dispatch of Shikijika.
- While they can't switch in, Abra and Staryu can outspeed and KO non-Scarf Shikijika with their strong STAB and super-effective moves respectively.
- Shikijika gains Serene Grace as an ability, but has no moves with which to abuse it. Rock Smash could be used with it as a gimmicky option, though isn't strong enough to warrant a set.