OU Mixed DD Kyurem

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:D

[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy-Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]

The mixed set brings out the best out of both sides of Kyurem's attacking capabilities, being able to break through would-be checks and thus turn itself into a monstrous wincon. What this set sacrifices in initial power is made up for in its versatility. Physical walls like Dondozo, Alomomola, and Skarmory looking to handle its Icicle Spear get 2HKOed by Freeze-Dry, while special walls like Blissey, Galarian Slowking, and Fezandipiti trying to tank Freeze-Dry take heavy damage from a Dragon Dance-boosted Icicle Spear. Freeze-Dry is preferred over Ice Beam, as it allows Kyurem to significantly damage Water-type foes like Alomomola, Ogerpon-W, and Primarina, and Earth Power targets key foes such as Kingambit, Gholdengo, and Iron Crown that could otherwise take Kyurem on. 88 EVs in Special Attack guarantee the 2HKO on specially defensive Gholdengo with Earth Power. A Hasty nature allows Kyurem to live a Moonblast from Iron Valiant, while a Naive nature makes it take less damage from Kingambit's Sucker Punch. Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it into one option and guarantees the OHKO with a three-hit Icicle Spear on Roaring Moon and Dragapult along with an OHKO on Hisuian Samurott with Freeze Dry. Heavy-Duty Boots alternatively helps Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder to pair Kyurem with strong support in the form of entry hazard removal. Tera Ice further pushes the power of its STAB moves to obscene levels; defensive staples such as Dondozo and Primarina fall in the range of being OHKOed, while Clodsire can’t stand more than two hits from Icicle Spear. Tera Ground instead gives Kyurem a nice boost to Earth Power that ensures the 2HKO on Garganacl, Gouging Fire, and even Assault Vest Iron Crown along with an immunity to Gholdengo's Thunder Wave and Hatterene's Nuzzle. Tera Ground also gives Kyurem a neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Gholdengo, and Iron Crown.

Mixed Dragon Dance Kyurem fits on offensive teams as a wallbreaker capable of breaking past bulkier opponents such as Galarian Slowking and Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, which outspeeds Kyurem and only takes neutral damage from Kyurem's attacks while being able to respond with a strong Body Press. Dragapult creates synergy, being able to switch in on Zamazenta's Fighting-type attacks, outspeed it, and force it to switch out. Dragapult can also spread status and overload shared checks like Kingambit to make it easier for Kyurem to sweep. Deoxys-S also makes for a great partner, as it also outspeeds and threatens Zamazenta while providing entry hazard support for Kyurem, which helps to chip down enemies such as bulkier variants of Primarina, Rillaboom, and Great Tusk that could otherwise take a hit. Alternative hazard setters include Great Tusk in more balanced teams and Glimmora or Hisuian Samurott in more offensively lenient teams. Bulky Steel-types that can handle Ground-type attacks like Corviknight, Air Balloon Tinkaton, and Scizor pose a significant problem to Kyurem, and Fire-types like Gouging Fire and Cinderace can neutralize them at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. When it's opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Great Tusk, Cinderace or even Corviknight can then be helpful to ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/kd458.633798/
Grammar checked by:
https://www.smogon.com/forums/members/a-blue-banana.649096/
 
Last edited:
Comment add remove

Not qc 1

[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
The Mixed set brings out the best out of both sides of Kyurem's attacking capabilities, acting as bait for its checks to attack them with an unexpected move and thus turn itself into a monstrous win condition if left unstopped. What this set sacrifices in consistency set is consistent and initial power makes up for it in versatility and surprise factor. Dondozo looking to wall Icicle Spear gets 2HKO'd by Freeze-Dry; alternatively, Blissey trying to tank Freeze-Dry gets eliminated by Icicle Spear in two to three turns depending on rolls. Dragon Dance is a great boosting move that synergizes well with Icicle Spear, as without Loaded Dice to guarantee 4 or 5 hits, it will still hit hard thanks to the boosted Attack. More importantly, this is one of the few Kyurem sets with special attacking and speed boosting options, which can help it snipe a Dragapult or Walking Wake Wake isn't a notable revenge killer and Dragapult already dies to Icicle Spear, idt this point even needs to be made. looking to revenge kill. Freeze-Dry is preferred over Ice Beam as it allows Kyurem to stay in againstKO Water-type foes like?, and Earth Power gives it that coveted Ice-Ground coverage that hits most of the metagame for at least neutral damage, and targets key Ice-resisting foes such as Kingambit and Iron Moth Replace Iron Moth with something more relevant and add a third example, Iron Moth can be overpowered by repeated hits fairly easily (+1 Kyurem has a decent chance to 2hko moth despite resisting spear). Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it in one option, which can be interesting for faking a Choice Specs set and surprising the rival by changing moves the bluff isn't that relevant, add examples of damage calcs that it changes. If you don't know, you can use the one vs all calculator setting and sort by damage to easily find benchmarks. Heavy-Duty Boots is alternatively an all-around helpful item, helping Kyurem bypass its Stealth Rock weakness mention how this makes it less support reliant and improves defensive utility. Tera Ice further pushes its power to obscene levels add what it does for kyurem, and Tera Ground gives it a nice boost to Earth Power add what it does for kyurem, along with an immunity to Thunder Wave and Electric-type attacks add what matchups this is helpful in, and neutrality to Fighting- and Steel-type moves, which can be decisive against its checks add what matchups this is helpful in.

Mixed Dragon Dance Kyurem fits in offensive teams as a wallbreaker capable of steaming past bulkier opponents such as Galarian Slowking or Unaware foes such as Dondozo. This set's main draw is its universality and raw power; resists they do not resist ice such as Skarmory and Corviknight are relatively easily 2HKO'd with Freeze-Dry. Kyurem's main roadblock is Zamazenta, who is faster, bulkier and only takes neutral damage from Kyurem's attacks, while being able to respond with a strong Body Press. Dragapult creates synergy, being able to outspeed, cripple Zamazenta with status and not taking much from its Crunch in return. Deoxys-Speed also makes for a great partner as it also outspeeds, threatens Zamazenta with a super-effective Psycho Boost and can provide hazard support for the team, which, although always appreciated, is particularly helpful in chipping down enemies for Kyurem to then finish. What do Dragapult and Deoxys do for it besides just checking Zamazenta. Kyurem's rise in popularity and viability has in turn brought Scizor back to the spotlight as a dedicated counter that withstands both Ice- and Ground-type attacks and deals back significant damage with Bullet Punch. Bulkier Fire-types like Gouging Fire and Heatran Gouging Fire gets crippled by Knock Off and Heatran gets OHKOd by Close Combat are able to resist Scizor's attacks and threaten to eliminate it, and the latter is even able to trap Scizor's switch-in with Magma Storm if necessary. When opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Rapid Spin Great Tusk, Court Change Cinderace or even the rare Defog Corviknight would then be mandatory to help ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
1/2, feel free to change wording of my changes

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:D

[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
The Mixed set brings out the best out of both sides of Kyurem's attacking capabilities, acting as bait for its checks to attack them with an unexpected move and thus turn itself into a monstrous win condition if left unstopped. What this set sacrifices in initial power makes up for it in versatility. Physical walls like Dondozo, Alomomola, and Skarmory looking to wall Icicle Spear getsget 2HKO'd by Freeze-Dry; alternatively, while special walls like Blissey and Galarian Slowking trying to tank Freeze-Dry getsget eliminated by Icicle Spear in two to three turns depending on rolls. Dragon Dance is a great boosting move that synergizes well with Icicle Spear, as without Loaded Dice to guarantee 4 or 5 hits, it will still hit hard thanks to the boosted Attack. Freeze-Dry is preferred over Ice Beam as it allows Kyurem to KOsignificantly damage Water-type foes like Alomomola and Primarina, and Earth Power gives it the coveted Ice-Ground coverage that hits most of the metagame for at least neutral damage, and targets key Ice-resisting foes such as Kingambit, Gholdengo or Gouging Fire, and Iron Crown. Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it in one option and guarantees the OHKO on Roaring Moon, Hisuian Samurott and Rillaboom, amongst others. Heavy-Duty Boots is alternatively an all-around helpful item, helping Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder, as Kyurem won't need to be paired with hazard removal necessarily. Tera Ice further pushes its power to obscene levels; defensive staples such as Dondozo, Clodsire and Primarina fall in the range of being OHKO'd. Tera Ground gives it a nice boost to Earth Power that ensures the 2HKO on Raging Bolt and Garganacl while resisting their main attacks, along with an immunity to Thunder Wave and Electric-type attacks vital for the matchups against Dragapult, Gholdengo and Hatterene, and neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Skarmory and CorviknightGholdengo, and Iron Crown.

Mixed Dragon Dance Kyurem fits in offensive teams as a wallbreaker capable of steaming past bulkier opponents such as Galarian Slowking or Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, who is faster, bulkier and only takes neutral damage from Kyurem's attacks, while being able to respond with a strong Body Press. Dragapult creates synergy, being able to outspeed and not taking much from its Crunch in return. Dragapult can also spread burn or paralysis to facilitate Kyurem's entry point and sweep. Deoxys-Speed also makes for a great partner as it also outspeeds, threatens Zamazenta with a super-effective Psycho Boost and can provide hazard support for the team, which, although always appreciated, is particularly helpful in chipping down enemies add examples for Kyurem to then finish. Deoxys-Speed additionally checks foes faster than Kyurem in Roaring Moon, Dragapult or Meowscarada with super-effective Superpower or Knock Off. Kyurem's rise in popularity and viability has in turn brought Scizor back to the spotlight as a dedicated counter that withstands both Ice- and Ground-type attacks and deals back significant damage with Bullet Punch. Fire-types like Gouging Fire and Cinderace and Fire-type moves users such as the aforementioned Dragapult are able to neutralize it at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. When opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Rapid Spin Great Tusk, Court Change Cinderace or even the rare Defog Corviknight would then be mandatory to help ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
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[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]
The Mixed set brings out the best out of both sides of Kyurem's attacking capabilities, able to break through would-be checks acting as bait for its checks to attack them with an unexpected move and thus turn itself into a monstrous win condition if left unstopped. (Just rephrasing this sentence to be less about surprise factor, even if that's still pretty important) What this set sacrifices in initial power is made makes up for it in its versatility. Physical walls like Dondozo, Alomomola and Skarmory looking to wall handle its Icicle Spear get 2HKO'd by Freeze-Dry, while special walls like Blissey and Galarian Slowking trying to tank Freeze-Dry get eliminated by take heavy damage from a Dragon Dance boosted Icicle Spear in two to three turns depending on rolls. Dragon Dance is a great boosting move that synergizes well with Icicle Spear, as without Loaded Dice to guarantee 4 or 5 hits, it will still hit hard thanks to the boosted Attack. (Cleaning it up a bit, you don't need to explain how DD works with a physical move since it's pretty self-explanatory) Freeze-Dry is preferred over Ice Beam as it allows Kyurem to significantly damage Water-type foes like Alomomola, Ogerpon-W, and Primarina, and Earth Power gives it the coveted Ice-Ground a great coverage option that hits most of the metagame for at least neutral damage, and targets key Ice-resisting (I think it's a little vague) foes such as Kingambit, Gholdengo and Iron Crown that could otherwise take it on. Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it in one option and guarantees the OHKO with a 3-hit Icicle Spear on Roaring Moon and Dragapult, along with an OHKO on Hisuian Samurott with Freeze Dry. and Rillaboom, amongst others. (Rillaboom does not get guaranteed OHKOed, while Roaring Moon needs Icicle Spear to either be +1 or hit 3 times for the OHKO - added Dragapult as another example) Heavy-Duty Boots is alternatively an all-around helpful item, helping Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder to pair Kyurem with strong support in the form of entry hazard removal., as Kyurem won't need to be paired with hazard removal necessarily. Tera Ice further pushes its power to obscene levels; defensive staples such as Dondozo, Clodsire and Primarina fall in the range of being OHKO'd. Tera Ground instead gives it Kyurem a nice boost to Earth Power that ensures the 2HKO on Raging Bolt and Garganacl, Gouging Fire, and even AV Iron Crown while resisting their main attacks, (This does not matter for Garg and you already resist Raging Bolt's Electric-type attacks, while Ice-type attacks already hit Raging Bolt even harder, added a couple more examples to replace them) along with an immunity to Gholdengo's Thunder Wave and Hatterene's Nuzzle Electric-type attacks vital for the matchups against Dragapult, Gholdengo and Hatterene, (Kyurem already resists Electric-type attacks and Dragapult doesn't often run TWave, while even if it does it'd usually rather just click the Dragon-type attack) and neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Gholdengo and Iron Crown.

(The first paragraph needs to mention what the EV spread does - with the 88 SpA investment, Earth Power 2HKOes defensive Gholdengo. Can also mention the choice between Hasty and Naive Nature)

Mixed Dragon Dance Kyurem fits in offensive teams as a wallbreaker capable of steaming past bulkier opponents such as Galarian Slowking or Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, who is faster, bulkier and which outspeeds Kyurem and only takes neutral damage from Kyurem's attacks, while being able to respond with a strong Body Press. Dragapult creates synergy, being able to switch in on Zamazenta's Fighting-type attacks, outspeed it, and force it to switch out. and not taking much from its Crunch in return. (Pult takes over 50% from Crunch) Dragapult can also spread burn and paralysis status and overload shared checks like Kingambit to facilitate Kyurem's entry point and make it easier for Kyurem to sweep. Deoxys-Speed also makes for a great partner as it also outspeeds, and threatens Zamazenta with a super-effective Psycho Boost and can provide while providing hazard support for the team, which, although always appreciated, is particularly helpful in chipping helps to chip down enemies such as bulkier variants of Primarina, Rillaboom and Great Tusk that could otherwise take a hit, who all are guaranteed OHKOs with hazards up. Deoxys-Speed additionally checks foes faster than Kyurem in Roaring Moon, Dragapult or Meowscarada with super-effective Superpower or Knock Off. (I don't think this is super important especially as Deo-S switches in on none of these Pokemon - could you instead build on the entry hazard point by mentioning some other hazard setters?) Kyurem's rise in popularity and viability has in turn brought Scizor back to the spotlight as a dedicated counter that withstands both Ice- and Ground-type attacks and deals back significant damage with Bullet Punch. (Could maybe condense this a little as Scizor is good but not the most relevant thing ever rn, so maybe doesn't need as much of an explanation) Fire-types like Gouging Fire and Cinderace and Fire-type moves users such as the aforementioned Dragapult (Pult can't come in on Scizor and only specs runs a Fire-type move) are able to neutralize it at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. (Note that these are also good answers for Corviknight, maybe also worth mentioning Tinkaton) When opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Rapid Spin Great Tusk, Court Change Cinderace or even the rare Defog Corviknight would can then be mandatory to help helpful to ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
Great work, let me know when this is implemented!
 
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[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]

The Mixed set brings out the best out of both sides of Kyurem's attacking capabilities, able to break through would-be checks and thus turn itself into a monstrous win condition. What this set sacrifices in initial power is made up for in its versatility. Physical walls like Dondozo, Alomomola and Skarmory looking to handle its Icicle Spear get 2HKO'd by Freeze-Dry, while special walls like Blissey, Galarian Slowking and Fezandipiti trying to tank Freeze-Dry take heavy damage from a Dragon Dance boosted Icicle Spear. Freeze-Dry is preferred over Ice Beam as it allows Kyurem to significantly damage Water-type foes like Alomomola, Ogerpon-Wellspring, and Primarina, and Earth Power gives it a great coverage option that targets key foes such as Kingambit, Gholdengo and Iron Crown that could otherwise take it on. 88 EVs in Special Attack guarantee the 2HKO on specially defensive max HP Gholdengo with Earth Power. Hasty and Naïve natures are both acceptable in this set as Kyurem’s speed and both attacking stats should be prioritized. (Are there any key advantages of either nature? For example, Hasty lets it live a Moonblast from Iron Valiant, while Naive takes less damage from Kingambit's Sucker Punch, are there any other important things either can do?) Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it in one option and guarantees the OHKO with a 3-hit Icicle Spear on Roaring Moon and Dragapult, along with an OHKO on Hisuian Samurott with Freeze Dry. Heavy-Duty Boots is alternatively an all-around helpful item, helping Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder to pair Kyurem with strong support in the form of entry hazard removal. Tera Ice further pushes its power to obscene levels; defensive staples such as Dondozo, Clodsire and Primarina fall in the range of being OHKO'd. Tera Ground instead gives Kyurem a nice boost to Earth Power that ensures the 2HKO on Garganacl, Gouging Fire and even Assault Vest Iron Crown along with an immunity to Gholdengo's Thunder Wave and Hatterene's Nuzzle. and This also gives Kyurem a (Breaking it up a little for clarity) neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Gholdengo and Iron Crown.

Mixed Dragon Dance Kyurem fits in offensive teams as a wallbreaker capable of steaming past bulkier opponents such as Galarian Slowking or Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, which outspeeds Kyurem and only takes neutral damage from Kyurem's attacks, while being able to respond with a strong Body Press. Dragapult creates synergy, being able to switch in on Zamazenta's Fighting-type attacks, outspeed it, and force it to switch out. Dragapult can also spread status and overload shared checks like Kingambit to make it easier for Kyurem to sweep. Deoxys-Speed also makes for a great partner as it also outspeeds, and threatens Zamazenta while providing hazard support for the team, which helps to chip down enemies such as bulkier variants of Primarina, Rillaboom and Great Tusk that could otherwise take a hit. Alternative hazard setters include Great Tusk in more balanced teams and Glimmora or Hisuian Samurott in more offensively-lenient teams. Kyurem's rise in popularity and viability has brought Bulky Steel-types that can handle Ground-type attacks like Corviknight, Air Balloon Tinkaton, and Scizor and specially defensive Corviknight to the forefront as dedicated counters to it. pose a significant problem to Kyurem, and (This is good and they are great into Kyurem, but can be rephrased a little bc they aren't just good as Kyurem counters - for example, Tinkaton has a ton of utility into a lot of teams, while Scizor also checks Iron Valiant) Fire-types like Gouging Fire and Cinderace can neutralize them at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. When opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Great Tusk, Cinderace or even Corviknight can then be helpful to ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/kd458.633798/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
Fantastic work as always! QC 2/2 when implemented.
 
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[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy Duty Boots
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]

The Mixed set brings out the best out of both sides of Kyurem's attacking capabilities, able to break through would-be checks and thus turn itself into a monstrous win condition. What this set sacrifices in initial power is made up for in its versatility. Physical walls like Dondozo, Alomomola and Skarmory looking to handle its Icicle Spear get 2HKO'd by Freeze-Dry, while special walls like Blissey, Galarian Slowking and Fezandipiti trying to tank Freeze-Dry take heavy damage from a Dragon Dance boosted Icicle Spear. Freeze-Dry is preferred over Ice Beam as it allows Kyurem to significantly damage Water-type foes like Alomomola, Ogerpon-Wellspring, and Primarina, and Earth Power gives it a great coverage option that targets key foes such as Kingambit, Gholdengo and Iron Crown that could otherwise take it on. 88 EVs in Special Attack guarantee the 2HKO on specially defensive max HP Gholdengo with Earth Power. Hasty and Naïve natures are both acceptable in this set as Kyurem’s speed and both attacking stats should be prioritized. (Are there any key advantages of either nature? For example, Hasty lets it live a Moonblast from Iron Valiant, while Naive takes less damage from Kingambit's Sucker Punch, are there any other important things either can do?) Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it in one option and guarantees the OHKO with a 3-hit Icicle Spear on Roaring Moon and Dragapult, along with an OHKO on Hisuian Samurott with Freeze Dry. Heavy-Duty Boots is alternatively an all-around helpful item, helping Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder to pair Kyurem with strong support in the form of entry hazard removal. Tera Ice further pushes its power to obscene levels; defensive staples such as Dondozo, Clodsire and Primarina fall in the range of being OHKO'd. Tera Ground instead gives Kyurem a nice boost to Earth Power that ensures the 2HKO on Garganacl, Gouging Fire and even Assault Vest Iron Crown along with an immunity to Gholdengo's Thunder Wave and Hatterene's Nuzzle. and This also gives Kyurem a (Breaking it up a little for clarity) neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Gholdengo and Iron Crown.

Mixed Dragon Dance Kyurem fits in offensive teams as a wallbreaker capable of steaming past bulkier opponents such as Galarian Slowking or Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, which outspeeds Kyurem and only takes neutral damage from Kyurem's attacks, while being able to respond with a strong Body Press. Dragapult creates synergy, being able to switch in on Zamazenta's Fighting-type attacks, outspeed it, and force it to switch out. Dragapult can also spread status and overload shared checks like Kingambit to make it easier for Kyurem to sweep. Deoxys-Speed also makes for a great partner as it also outspeeds, and threatens Zamazenta while providing hazard support for the team, which helps to chip down enemies such as bulkier variants of Primarina, Rillaboom and Great Tusk that could otherwise take a hit. Alternative hazard setters include Great Tusk in more balanced teams and Glimmora or Hisuian Samurott in more offensively-lenient teams. Kyurem's rise in popularity and viability has brought Bulky Steel-types that can handle Ground-type attacks like Corviknight, Air Balloon Tinkaton, and Scizor and specially defensive Corviknight to the forefront as dedicated counters to it. pose a significant problem to Kyurem, and (This is good and they are great into Kyurem, but can be rephrased a little bc they aren't just good as Kyurem counters - for example, Tinkaton has a ton of utility into a lot of teams, while Scizor also checks Iron Valiant) Fire-types like Gouging Fire and Cinderace can neutralize them at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. When opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Great Tusk, Cinderace or even Corviknight can then be helpful to ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/kd458.633798/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
Fantastic work as always! QC 2/2 when implemented.

Implemented! GP Team ready!
 
GP Team done

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[SET]
name: Mixed Dragon Dance
move 1: Dragon Dance
move 2: Icicle Spear
move 3: Freeze-Dry
move 4: Earth Power
item: Never-Melt Ice / Heavy-Duty Boots (AH)
tera type: Ice / Ground
ability: Pressure
nature: Hasty
evs: 168 Atk / 88 SpA / 252 Spe

[SET COMMENTS]

The Mixed mixed set brings out the best out of both sides of Kyurem's attacking capabilities, being able to break through would-be checks and thus turn itself into a monstrous wincon condition. What this set sacrifices in initial power is made up for in its versatility. Physical walls like Dondozo, Alomomola, (AC) (analyses follow the serial comma rules) and Skarmory looking to handle its Icicle Spear get 2HKO'd 2HKOed by Freeze-Dry, while special walls like Blissey, Galarian Slowking, (AC) and Fezandipiti trying to tank Freeze-Dry take heavy damage from a Dragon Dance-boosted (AH) Icicle Spear. Freeze-Dry is preferred over Ice Beam, (AC) as it allows Kyurem to significantly damage Water-type foes like Alomomola, Ogerpon-Wellspring, and Primarina, and Earth Power gives it a great coverage option that (fluff) targets key foes such as Kingambit, Gholdengo, (AC) and Iron Crown that could otherwise take it Kyurem (ambiguity on "it") on. 88 EVs in Special Attack guarantee the 2HKO on specially defensive Gholdengo with Earth Power. A Hasty nature allows Kyurem to live a Moonblast from Iron Valiant, while a Naive nature makes it take less damage from Kingambit's Sucker Punch; while Kyurem is not meant to be a hit-taker take hits, either nature should be chosen based on team composition and shared weaknesses. Never-Melt Ice enhances Kyurem's Ice-type attacks' damage output without locking it into one option and guarantees the OHKO with a 3-hit three-hit Icicle Spear on Roaring Moon and Dragapult (RC) along with an OHKO on Hisuian Samurott with Freeze Dry. Heavy-Duty Boots is alternatively an all-around helpful item, (fluff) helping helps Kyurem bypass its Stealth Rock weakness; this alleviates the pressure in the teambuilder to pair Kyurem with strong support in the form of entry hazard removal. Tera Ice further pushes its the power of its STAB moves (elaboration) to obscene levels; defensive staples such as Dondozo, Clodsire and Primarina fall in the range of being OHKO'd OHKOed. (I'd suggest rewriting the second part of the sentence to clarify which Pokemon gets OHKOed by which move and, if necessary, how many hits of Icicle Spear is needed.) Tera Ground instead gives Kyurem a nice boost to Earth Power that ensures the 2HKO on Garganacl, Gouging Fire, (AC) and even Assault Vest Iron Crown along with an immunity to Gholdengo's Thunder Wave and Hatterene's Nuzzle. Tera Ground also gives Kyurem a neutrality to Fighting- and Steel-type moves, which can be decisive against Zamazenta, Gholdengo, (AC) and Iron Crown.

Mixed Dragon Dance Kyurem fits in on offensive teams as a wallbreaker capable of steaming ("steam" wouldn't make any sense here) breaking past bulkier opponents such as Galarian Slowking or and Unaware foes such as Dondozo. Kyurem's main roadblock is Zamazenta, which outspeeds Kyurem and only takes neutral damage from Kyurem's attacks (RC) while being able to respond with a strong Body Press. Dragapult creates synergy, being able to switch in on Zamazenta's Fighting-type attacks, outspeed it, and force it to switch out. Dragapult can also spread status and overload shared checks like Kingambit to make it easier for Kyurem to sweep. Deoxys-Speed also makes for a great partner, (AC) as it also outspeeds (RC) and threatens Zamazenta while providing entry hazard support for the team, (wouldn't it be better to say "Kyurem" here? it seems like the Pokemon listed in the next part are ones that (could) make it difficult for Kyurem to sweep) which helps to chip down enemies such as bulkier variants of Primarina, Rillaboom, (AC) and Great Tusk that could otherwise take a hit. Alternative hazard setters include Great Tusk in more balanced teams and Glimmora or Hisuian Samurott in more offensively (RH) lenient teams. Bulky Steel-types that can handle Ground-type attacks like Corviknight, Air Balloon Tinkaton, and Scizor pose a significant problem to Kyurem, and Fire-types like Gouging Fire and Cinderace can neutralize them at a relatively low cost for themselves, in turn allowing Kyurem to sweep with minimal opposition. When it's opting to run Never-Melt Ice, Kyurem leaves itself exposed to hazards, which minimizes the amount of times it is able to come in a match. Hazard removal in the form of Great Tusk, Cinderace or even Corviknight can then be helpful to ensure Kyurem has a safe entry to wreak havoc.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/arnimacarni.625618/
Quality checked by:
https://www.smogon.com/forums/members/veti.612907/
https://www.smogon.com/forums/members/kd458.633798/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

GP Check 1/1

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