Shinboraa Nazca Bird has made its trip to the Isshu Region, and has much to talk about. Let's see what it has to say. Code: [b]#561 - Shinbora[/b] [b]Type[/b]: Psychic / Flying [b][Base Stats][/b] 72 HP 58 Atk 80 Def 103 SpA 80 SpD 97 Spe [b][Abilities][/b] [u]Magic Guard[/u] Prevents all damage except from direct-attack moves (i.e. Surf, Waterfall still hit, but user doesn't take burn damage.) [u]Miracle Skin[/u] User has a chance of not taking decreased stats. Not sure how this one exactly works. [u]Tinted Lens[/u] NVE moves receive double power. [b][Movepool][/b] Level Up: v1: Gust Lv1: Miracle Eye [b]Lv4: Hypnosis[/b] Lv8: Psywave [b]Lv11: Tailwind[/b] Lv14: Whirlwind Lv18: Psybeam Lv21: Air Cutter [b]Lv24: Light Screen[/b] [b]Lv28: Reflect[/b] [b]Lv31: Synchro Noise - 15 PP Psychic Special Power: 70 / Accuracy: 100 Deals more damage if target is the same type as User[/b] Lv34: Mirror Move [b]Lv38: Gravity Lv41: Air Slash Lv44: Psychic Lv48: Cosmic Power[/b] Lv51: Sky Attack Egg Moves [b]Assist Power - 10 PP Special Psychic Power: 20 / Accuracy: 100 The more the user's stats are raised, the more damage this move will deal [b]Psycho Shift AncientPower[/b] Steel Wing [b]Roost Skill Swap[/b] TMs / HMs [b]TM03 - Psycho Shock TM04 - Calm Mind TM06 - Toxic TM10 - Hidden Power TM13 - Ice Beam[/b] TM15 - Hyper Beam TM16 - Light Screen TM17 - Protect [b]TM18 - Rain Dance[/b] TM19 - Telekinesis - Makes Target Easier to Hit for 3 Turns [b]TM20 - Safeguard[/b] TM21 - Frustration TM22 - Solar Beam TM23 - Strike Down - 15 PP Physical Rock Power: 50 / Accuracy: 100 Forces opponent to the ground TM27 - Return TM29 - Psychic [b]TM30 - Shadow Ball[/b] TM32 - Double Team TM33 - Reflect TM40 - Aerial Ace TM42 - Facade TM44 - Rest TM45 - Attract TM46 - Thief TM48 - Troll - 15 PP Special Normal Power: 60 / Accuracy: 100 Attack does more damage with the more Pokemon that know the move "Troll" [b]TM53 - Energy Ball TM57 - Charge Beam[/b] TM70 - Flash [b]TM73 - Thunder Wave[/b] TM77 - Psych Up TM85 - Dream Eater TM87 - Swagger TM88 - Pluck TM90 - Substitute [b]TM91 - Flash Cannon TM92 - Trick Room[/b] HM02 - Fly See why I wanted to write this guy up? He's got a shitload to talk about, even if it may end up being in the UU environment. So let's get cracking. [Shinboraa At a Glance] Magic Guard - The biggest selling point to Shinboraa. I know the first thought in your head "oh this thing flies? STEALTH ROCK WEAK!" This ability is insane. While it was exclusive to Clefable in Generation 4, it allowed her to, literally, wreak havoc on the environment. Shinboraa also gets major boosts with this as it can use Toxic and Flame Orb without the negative side effects (barring the Attack drop but why are you using physical Shinboraa?), and Life Orb's lack of recoil. 97 Speed - This guy is pretty fast, actually. Outspeeds base 95s? How much better does it get really? Offensive Movepool overall "good" - It doesn't pierce Steel-types very well, sadly, but it does have plethora options. Psycho Shock, Psychic, Air Slash, Charge Beam, Ice Beam, Energy Ball, Shadow Ball, and Flash Cannon. It still has access to Hidden Power, but the main point is: it will definitely struggle vs. Steel-types without Hidden Power. Awesome Support Movepool - Words cannot describe how good it sort of gets. Safeguard is a nice move to block status for everyone for 5 turns. Trick Room is necessary for Trick Room teams, and it being quick is probably the only real downfall here. It has access to Rain Dance, which means that it can set up Rain for a team (assuming there's no Drizzle Politoed). It can Dual Screen, which is always great. Psycho Shift is actually plausible now since Magic Guard nullifies the Burn disadvantage and it has Roost for reliable recovery. Thunder Wave and Hypnosis are always great status moves, granted the latter has 60% accuracy... Mediocre to Terrible Typing - Psychic / Flying has an abundant weaknesses. No joke. Electric, Rock, Ice, Dark, and Ghost. What does it technically block in return? Grass, Psychic, and Fighting (x4). Pursuit-bait is the biggest weakness. Too Weak Defensively - Well, I guess it's not terrible by any means, but as always "could be better". Don't expect 72 HP | 80 Def | 80 SpD to take a lot of abuse. Relies on Modest for Offensive Sets - This is the big one. 103 SpA is nice, but it's still lacking. With a Calm Mind and Life Orb on its belt, Psycho Shock does 66.36% - 78.03% to 0 HP / 252 Def Blissey. 252 HP / 252 Def Blissey takes 60.50% - 71.15%. Without Life Orb (for the purposes of nullifying status from Blissey), Psycho Shock does 46.36% - 54.76% to max HP / max Def Blissey, which is barely a 2HKO. [Possible Movesets] [SET] name: Life Orb move 1: Charge Beam / Calm Mind move 2: Psycho Shock move 3: Hidden Power: Fighting move 4: Air Slash / Energy Ball / Shadow Ball ability: Magic Guard item: Life Orb nature: Modest EVs: 4 HP | 252 SpA | 252 Spe [Commentary] The biggest thing to note here is Psycho Boost purging enemies on their physical Defense. As noted, it will even 2HKO the pink blob that is Blissey, so rejoice! The problem? Well... it does have one weakness: Blissey can still Thunder Wave it. So... this is more for handling Blisseys that are weakened of course. The fourth option is completely variable and handles different things. Air Slash is consistent STAB, while Energy Ball will hit bulky waters that resist Charge Beam. Shadow Ball is really for Cresselia. Hidden Power Fighting will OHKO min / min Tyranitar and at least 2HKO Heatran, which is more than good enough. [SET] name: Choice Specs move 1: Psycho Shock move 2: Air Slash move 3: Shadow Ball move 4: Hidden Power Fighting ability: Tinted Lens / Magic Guard (if Tinted Lens isn't available) item: Choice Specs evs: 4 HP | 252 SpA | 252 Spe nature: Modest [Comments] No Trick here, but that's fine. Every switch in should really fear this set's potential since Air Slash doesn't have any immunities and thanks to Tinted Lens. Psycho Shock is primarily for Blissey, but it can take down Skarmory that has 60% or below health. The last two moves are pretty much "there". You can use Shadow Ball for Cresselia, I guess. Hidden Power Fighting is to avoid Tyranitar switch-ins as much as possible. Of course, the prime recommendation: CLEAR THE PURSUI-USERS! [SET] name: Psycho Shift move 1: Psycho Shift move 2: Roost move 3: Light Screen move 4: Air Slash ability: Magic Guard items: Flame Orb nature: Timid / Calm evs: 252 HP / 4 SpD / 252 Spe [Commentary] Rising_Dusk requested me to post this. In one word: Awesomesauce. I can't think of much really to put with this set. The Pokemon that dodge burns, Fire-types, pretty much consist of Heatran and co. You can try Hidden Power Ground over Air Slash if Heatran scares the living daylights out of you, but the reason I chose Light Screen was to give it some form of blocking special attacks if necessary. Again; the real purpose of the set is that it beats Cresselia in the aspect of it isn't fucked over by Sleep. I'd kind of call it a gimmick, but given its switch-ins are usually Pokemon that pack Pursuit, it seems decent. [SET] name: Dual Screen move 1: Reflect move 2: Light Screen move 3: Roost move 4: Air Slash ability: Magic Guard item: Light Clay evs: 252 HP / 4 SpA / 252 Spe nature: Timid [Commentary] Pretty much the basics. Dual Screen with access to recovery is pretty nice since not many Pokemon are capable of doing this well. Air Slash is put here for the sole purpose of Psychic luring in too many Dark-types. Once Tyranitar is in you're sort of doomed anyway, so having Air Slash isn't a big deal. It's nice that it can deal with most Fighting-types I guess, but again: nothing that special. [SET] name: Status Blocking Calm Mind move 1: Calm Mind move 2: Psycho Shock move 3: Hidden Power: Fighting move 4: Roost ability: Magic Guard item: Flame Orb nature: Modest evs: 4 HP | 252 SpA | 252 Spe [Comments] This is more oriented to prevent being struck down by sleep and paralysis. You can replace Roost with an attacking move, or even revert to the Offensive booster if warranted. Not much more to say here. [SET] name: Set Up move 1: Rain Dance / Trick Room / Gravity move 2: Roost move 3: Air Slash / Reflect move 4: Hidden Power Fighting / Light Screen ability: Magic Guard item: Damp Rock / Leftovers nature: Timid evs: 252 HP / 4 SpA / 252 Spe [Commentary] Really this set is here just to note what it can set up. The reason it's very slash-heavy is because of the preference of the situation; whether you want Rain Dance, Trick Room, or Gravity. It can Dual Screen with this, so feel free to pack Light Clay, but I think that's too much perhaps. Alternatively, try Hypnosis: it works well with Gravity. [Conclusion] It has a lot of viable sets; more than I can really keep track of and such. The biggest uproars will likely be Psycho Shifter, Life Orb, Specs, and any general supporter set. Magic Guard is really the gift that always keeps giving, and overall helps make Shinboraa a viable OU candidate. It'll likely play in the UU environment, but it's definitely a hell of a lot better than Xatu aside from "Xatu gets Wish". Whopee. Shinboraa! Geographical Condor!