UU Spotlight: Suicune

By ChrystalFalchion. Art by FellFromtheSky.
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Suicune by FellFromtheSky

History

If there were ever a Pokémon that embodied the saying "if it ain't broke, don't fix it," it would be Suicune. The Aurora Pokémon has barely changed since its introduction in GSC, and yet it's always been an important Pokémon in whatever tier it finds itself in.

In GSC, Suicune's excellent bulk made it a staple on stall teams. It was virtually impossible to OHKO by most conventional attacks, and even most Explosions couldn't OHKO (back then Explosion halved Defense). It could even completely wall dangerous mixed attackers like Tyranitar and Nidoking and was an excellent Toxic shuffler. However, on more offensive teams, Vaporeon was a superior choice, as it had a boosting move in Growth and higher Special Attack.

ADV was when Suicune got its big break. It received two huge buffs: the ability Pressure and the fantastic new boosting move Calm Mind. The former allowed it to stall out many foes that couldn't hit it super effectively, and, after a Calm Mind or two, even some foes that could, like defensive Zapdos. Calm Mind was a godsend, allowing Suicune to not only patch up its average Special Attack but boost its Special Defense to unbreakable levels as well. Bear in mind that this was before the physical/special split, so all Grass- and Electric-type moves were special. The combination of Suicune's great overall bulk, a lack of physical weaknesses, and Calm Mind made it almost unbreakable. Even Choice Band Salamence could only 4HKO with Hidden Power Flying, to put Suicune's bulk into perspective. Its iconic mono-attacking Calm Mind CroCune set was widely feared, and even to this day many Pokémon that run similar sets have the set listed with the prefix "Cro". It could also run a more offensive set with Ice Beam to catch its usual switch-ins off guard, like Leech Seed Celebi and Zapdos. It could also mix in Roar and Substitute to stop opponents setting up alongside Suicune and block status and Leech Seed, respectively.

In DPP Suicune found life more difficult. In the past there hadn't been too many strong physical attacks, but that generation introduced Stone Edge, Close Combat, and Brave Bird, as well as a hugely buffed Outrage. This made the defensive Calm Mind set less effective, as it was more difficult to set up. It also had to contend with Poison Heal Breloom. However, its offensive Calm Mind set was still very good—it could take hits very well after a boost and 2HKO most Pokémon found on offensive teams at the time. With its 100 base HP it was able to create 101 HP Substitutes that wouldn't be broken with a single Seismic Toss. Its relatively good Speed tier also put it ahead of Dragonite and Adamant Lucario.

In BW Suicune found itself in UU for the first time. The overall power creep combined with the change to sleep mechanics (the counter reset when you switched out) meant that sets using RestTalk were much less effective. It also had the new threat Ferrothorn to contend with, which could shut down any set with ease. But dropping to UU was actually a blessing for Suicune: the overall power levels weren't the same as in OU, and of course there was no Ferrothorn. It ran more or less the same sets it did in ADV, but with the addition of the fantastic new move Scald: for the price of 15 Base Power, Scald had a good chance to cripple any physical attacker hoping to prey on its lower (after boosting) Defense.

In XY, Suicune once again found itself in UU. And things were much the same for it as last time: despite gaining new threats in Heliolisk and Toxicroak, Suicune continued to be one of the most influential Pokémon in the tier. It still does pretty much the same things it's been doing since ADV, but when you do them as well as Suicune, why change?


Suicune's Qualities

Suicune is one of the bulkiest Pokémon in UU: 100 / 115 / 115 defenses are incredible and make it tough to bring down without super effective moves. Pure Water typing is good defensively and offensively; on the defensive side it has useful Fire-, Water-, and Ice-type resistances, while offensively Water-type moves are only resisted by three types. However, Pokémon with Water Absorb, Dry Skin, and Storm Drain are immune to them.

While Suicune's movepool could hardly be called expansive, it still gets enough to work with. Calm Mind is a great move that enables Suicune to be an excellent bulky sweeper and sets it apart from the likes of Alomomola and Jellicent. Scald is a fantastic move for Suicune, as it makes any physical attacker that doesn't have Guts very wary of switching in. The chip damage caused by a burn will also force stallbreakers like Taunt Hydreigon and Sableye to recover more often, making them shakier checks overall. The extra passive damage can also help make up for Suicune's lack of offensive presence. Simply spamming Scald can help it get past many of its would-be checks. Like most Water-types, it can learn Ice Beam, which can prevent it being walled by Grass- and Dragon-types. It has some other more niche options in Tailwind and Air Slash as well. Pressure is a useful ability for Suicune, letting it stall out a foe's PP.

Suicune's biggest flaw is its lack of reliable recovery. This forces it to run Rest to restore health, which means the player is either forced to dedicate another slot for Sleep Talk, which costs coverage, boosting, or phazing, or leave Suicune a sitting duck for the two turns it sleeps.


Playing with Suicune

Physically Defensive

Suicune

This is the set you'll see Suicune running most in UU. Roar is used to phaze opposing Pokémon, preventing Suicune from becoming setup fodder and spreading entry hazard damage. Scald is the bread-and-butter STAB move of any bulky Water-type, doing decent damage and having a high chance to burn. Rest keeps Suicune healthy and free of status. Sleep Talk can be used to let Suicune spread burns or phaze opposing Pokémon while asleep, while Calm Mind lets Suicune sweep late-game. The EVs maximize Suicune's physical bulk, as the fact that Suicune's weaknesses are to predominantly special types makes it a better physical wall.

Early- and mid-game, this set should be played as a physical wall. If you're not running Calm Mind, that's the only role this set can play. Throw around Scald if Suicune still has good health, as its high burn rate will deter physical sweepers. Roar should be used when an opponent tries to set up on Suicune. If you run Calm Mind, wait until the opposing Grass- and Electric-type Pokémon are down before boosting.


CroCune

Suicune

This is the iconic CroCune set, a staple on Suicune since ADV. Calm Mind fixes Suicune's average Special Attack while taking its Special Defense to untouchable levels. Scald is once again the STAB move. The combination of Calm Mind and Scald's high burn rate can make Suicune extremely difficult to take down. Rest is used to restore Suicune's health and cure its status. Sleep Talk lets it act while asleep. The EVs maximize HP to give Suicune good overall bulk. 56 Speed EVs let it outrun max Speed Modest Sylveon so that Suicune can Calm Mind before it has a chance to attack and thus avoid the 2HKO from Hyper Voice. The remainder is placed in Defense for better physical bulk—since you're boosting Special Attack and Special Defense with Calm Mind, they don't need investment.

While the last set's main function is that of a physical wall, this one is best used as a bulky booster used to close the game. Early- and mid-game, throwing around Scald and trying to spread burns should be this set's main goal. Then, once the opposing Grass-, Dragon-, and Electric-types are down, start boosting and aim to sweep.


Offensive Calm Mind

Suicune

Suicune not hitting hard enough for you? Maybe this set's your solution. Calm Mind fixes Suicune's average Special Attack. Hydro Pump is the recommended STAB move, as this set is more focused on power. If the accuracy is a turnoff, Scald's an acceptable alternative, although a +2 Scald is still weaker than a +1 Hydro Pump. Ice Beam gets important coverage, hitting the Grass- and Dragon-types that resist Suicune's STAB moves. It can also catch many Grass-types off guard, as they expect the CroCune set. Signal Beam can be used to OHKO offensive Celebi at +1. It also hits Hydreigon super effectively. Hidden Power Electric hits opposing Water-types, notably OHKOing Gyarados at +1. If you don't need extra coverage, Tailwind could be used for a temporary Speed boost. Extrasensory is another move this set can run, to OHKO Toxicroak and 2HKO offensive Tentacruel at +1, which could normally wall Suicune. The EVs simply maximize Speed and power. A Modest nature is best, as Suicune needs all the power it can get. However, a Timid nature can be used to Speed tie with Nidoking. Leftovers is usually the best item to run, as it helps Suicune gather boosts more easily and can also help you bluff the CroCune set. A Splash Plate could be used for some extra power. You could run a bulkier spread of 200 HP / 252 SpA / 56 Spe: this spread outruns max Speed Modest Sylveon and, after Tailwind, max Speed Mega Aerodactyl.

While the CroCune set is a bulky booster best used to close the game, this set is more of a surprise wallbreaker. It's fairly straightforward to play: come in on something Suicune can force out, like Choice Band Entei locked into Sacred Fire, boost once or twice, and KO as much as you can. This set can be used to sweep, but generally it's better off smashing holes in the opponent's team for other sweepers to clear up later. The main thing to bear in mind is that while this set isn't frail per se, its lack of recovery means it's much more easily worn down.


Substitute + Calm Mind

Suicune

Think of this set as a fusion of the pure wall set and the CroCune set. Substitute protects Suicune from status and revenge killing. Calm Mind is again the boosting move of choice to give Suicune the power and bulk it needs to sweep. Scald is once again Suicune's STAB move, hitting reasonably hard while having a high chance to burn the target. Roar is generally the best option in the fourth slot, as that prevents Pokémon like Snorlax and Reuniclus from setting up alongside Suicune. Ice Beam can be used to hit the Grass- and Dragon-types that would otherwise wall this set. Hidden Power Electric is another option to hit opposing Water-types. The EVs give Suicune 404 HP so that it can create 101 HP Substitutes that won't be broken by a single Seismic Toss. 56 Speed EVs let it outrun max Speed Modest Sylveon. The rest is placed in Defense for extra bulk in that area. Leftovers is used to help regain HP lost through Substitutes. You could also place the leftover EVs in Special Attack and use a Modest nature if you prefer more power. If you'd like to tie with Nidoking and outrun Mamoswine, a spread of 252 HP / 4 Def / 252 Spe with a Timid nature is viable too.

This set is best used as a late-game cleaner. Due to its lack of Rest, status, particularly Toxic, is a huge problem for this set. Even though this set isn't frail, it still should not be switched in recklessly, as it can be quickly worn down.


Playing Against Suicune

Water-immune Pokémon are typically the best answers to Suicune. Toxicroak is immune to Water-type moves courtesy of Dry Skin and can use sets that lack Roar as setup fodder. It does take a lot of damage from the offensive set's Ice Beam, though, and Extrasensory is an OHKO. Heliolisk also has Dry Skin, and it can 2HKO unboosted Suicune with Thunderbolt. However, CroCune can win if it gets two Calm Minds in beforehand. Stallbreaker Jellicent is immune to Water moves, resists Ice moves, and shrugs off Hidden Power Electric. It can also Taunt Suicune to prevent it from setting up.

Grass-types can usually beat sets without Ice Beam or Signal Beam fairly easily. Celebi is particularly notable, as thanks to Natural Cure it doesn't fear burns while it can set up alongside Suicune with Nasty Plot. Shaymin also possesses Natural Cure and can 2HKO +1 Suicune with Seed Flare. Roserade can OHKO unboosted sets with a Life Orb-boosted Leaf Storm and can put sets that lack Sleep Talk out of commission with Sleep Powder. It too possesses Natural Cure. Choice Specs Rotom-C can OHKO with Leaf Storm and prevent Suicune setting up by Tricking its Choice item onto it.

Curse Snorlax, Calm Mind Reuniclus, and Calm Mind Cresselia can boost alongside Suicune and will eventually win due to their greater power and STAB Psyshock, respectively. However, if Suicune is running Roar, it can beat them.

Assault Vest Conkeldurr can beat the defensive sets if it runs Thunder Punch, even enjoying a burn thanks to Guts. Choice Band Heracross 2HKOes Suicune with Close Combat and again doesn't fear a burn thanks to Guts. Both Pokémon have to be wary of Extrasensory, however.

Don't be fooled by the seemingly long list of checks, though. Suicune can bypass many of them with the right move.


Fitting Suicune onto your team

Florges and defensive Sylveon can handle many of the Dragon-types Suicune has trouble with, such as Kyurem and Mega Sceptile. They can also pass it Wishes to keep it healthy and cure its status with Aromatherapy or Heal Bell. On sets without Sleep Talk or Rest, cleric support is all but essential.

Ironically, a lot of the Pokémon Suicune fears to face are great teammates for it. Rotom-C can smash through just about every Water-type in UU and can come in on the Grass- and Electric-type moves Suicune draws. Suicune can come in on the Fire and Ice moves Rotom-C draws. Shaymin can smash some holes for Suicune to sweep later on and possibly give it another chance with Healing Wish. Celebi can do much the same and could even pass it a Nasty Plot boost with Baton Pass. In addition to taking out opposing Water-types, Roserade can also set up Spikes and Toxic Spikes.

Entry hazard support is useful for sets that run Roar to help wear down the opposing team. Roserade and Chesnaught can both set Spikes and have great synergy with Suicune—they resist Electric- and Grass-type moves, while Suicune resists Fire- and Ice-type moves. Forretress can set up entry hazards, remove them, and bring Suicune in safely with a slow Volt Switch.

Strong Dragon-types are good teammates too. Hydreigon and Kyurem are some of the ones that work best with Suicune: the former has STAB Dark Pulse to smash Cresselia and Reuniclus, while the latter has STAB Ice Beam to eliminate most Grass-types. They can both also lure in special walls like Snorlax and Empoleon and KO them with Superpower and Focus Blast, respectively. Choice Band Haxorus and Tyrantrum can smash some holes into the opposing team so that Suicune can clean up later.

Mega Aerodactyl and Doublade can check opposing Celebi (although the latter loses to sets that run Earth Power), while Suicune can deal with most of their counters like Swampert. Cresselia counters Toxicroak, and if it runs Calm Mind it can eventually beat Nasty Plot Celebi. It can also handle powerful attackers like Mamoswine to take some of the heat off Suicune.


Get out there!

Suicune is a very capable Pokémon in the UnderUsed metagame. While its sets haven't really changed since ADV, it still continues to be a metagame-defining Pokémon.

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