taken over from rhythms, blinkie, and snobalt.
[OVERVIEW]
Ninjask is the fastest Pokemon in the entire unboosted metagame with a blazing fast Speed stat of 160. Ninjask can hit for moderate damage with U-turn while pivoting out to a teammate. While Ninjask's typing does not excel offensively or defensively, it can make its way into VoltTurn core thanks to its immunity to Ground-type moves and resistance to Fighting- and Grass-type moves. However, Ninjask's Attack stat is mediocre at best, and it struggles to break through much of the tier. Ninjask's terrible bulk, weaknesses to common types, and weakness to Stealth Rock make it very hard to switch in. This also keeps Ninjask from being a better Baton Passer. Ninjask's offensive movepool is also incredibly small and weak.
[SET]
name: Choice Band
move 1: U-turn
move 2: Aerial Ace
move 3: X-Scissor
move 4: Night Slash
item: Choice Band
ability: Infiltrator / Speed Boost
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
U-turn is decently powerful and grabs momentum while hitting important Pokemon such as Grumpig for solid damage. Aerial Ace hits Fighting-types, such as Poliwrath, that would otherwise resist U-turn and has solid coverage all-around. Fire-types that resist U-turn, such as Ninetales and Rapidash, are also hit by Aerial Ace harder than anything else Ninjask carries. X-Scissor is used alongside U-turn because it's more consistent later in the match when Ninjask will not want to switch out and is more powerful than Aerial Ace. Night Slash hits Misdreavus, and is neutral on Steel-types such as Probopass.
Set Details
========
252 EVs in Attack and Speed maximize offensive capability. Instead of running 4 HP EVs, 4 Defense EVs are used to give Ninjask an odd HP number, allowing it to switch into Stealth Rock twice versus once. An Adamant nature is chosen because Ninjask needs all the power it can get, and a Jolly nature doesn't let Ninjask outspeed anything relevant. Choice Band is used to increase Ninjask's damage output. It's preferable over Life Orb because Ninjask is worn down way too quickly to afford even more recoil, and it's going to be clicking U-turn most of the time anyway. Infiltrator gets around Substitutes, while Speed Boost could be used because it allows Ninjask to do a bit more work late-game without fearing Choice Scarf, sun, or rain; however, neither is very useful in the long run.
Usage Tips
========
Ninjask should really stick to clicking U-turn early in the match because it allows Ninjask to grab momentum and get out of its checks. Later in the match, Ninjask can be a little bit looser. X-Scissor is more useful at this point to clean up because it's more powerful than U-turn and doesn't make Ninjask switch out. Ninjask absolutely needs entry hazards off of the field, so remove them as soon as possible or do not switch Ninjask in. While Ninjask can't really switch into much by itself, it can sort of switch in to some Grass- and Fighting-type Pokemon thanks to its 4x resistance to their STAB moves, but it has to be careful. Being worn down is a big issue, so try to keep it in a range where priority from the likes of Pawniard or Mightyena will not KO it. Avoid status, specifically paralysis and burn, at all costs because it absolutely neuters all of Ninjask's offensive capability.
Team Options
========
Electric-types, such as Zebstrika, Raichu, and Rotom-F, keep up momentum via Volt Switch and offers great defensive synergy. Entry hazard removal is required no matter what, so a Rapid Spin users Armaldo or a Defog user like Pelipper make for good partners. Water-types, such as Simipour, Carracosta, and Floatzel, and Fighting-types, such as Poliwrath, appreciate Ninjask's ability to weaken Grass-types and Psychic-types, respectively. Probopass traps Steel-types and can form a VoltTurn core with Ninjask. Entry hazard support is appreciated. Roselia is a solid Spikes setter; Golem and Piloswine are solid Stealth Rock setters. Setup Pokemon, such as Ninetales, Carracosta, and Pawniard, all appreciate the pivoting abilities that Ninjask provides. Ground-, Fire-, and Fighting-types as a collective group are good partners because they can hit Steel-types. Torterra, Ninetales, and Poliwrath are a few examples. Note that Fire-types do stack a Stealth Rock weakness though.
[STRATEGY COMMENTS]
Other Options
=============
Baton Pass could be viable thanks to Speed Boost, but it's really mediocre due to Ninjask's subpar defensive typing and poor bulk. Final Gambit is useful to take something out early game. Giga Drain hurts Carracosta and Barbaracle, making Shell Smashing on Ninjask a shaky option. Something interesting to note is that +2 Carracosta is unable to outspeed Ninjask, so Giga Drain can also be used to revenge kill Carracosta. Aqua Jet and Stone Edge will both OHKO Ninjask, however. Simply using U-turn to pivot into a Grass-type is typically a much safer option.
Checks and Counters
===================
**Passive Damage**: Stealth Rock strips 50% of Ninjask's health every time Ninjask comes in, making it a huge thorn in Ninjask's side. Other residual statuses, such as a burn and poison, will wear down Ninjask to the point of being KOed. This is incredibly noticeable because Ninjask is going to be switching in and out a lot, so it must remain healthy. Burns also make Ninjask even weaker than before.
**Physical Walls**: Ninjask only has base 90 Attack, which leaves bulky Pokemon such as Carracosta and Stunfisk shrugging off its attacks. Its only hope against these Pokemon is to utilize U-turn to gain momentum.
**Rock-types**: Carracosta, Barbaracle, and Golem all can KO in return via their STAB moves. Rock Blast from Golem or Armaldo will always KO Ninjask. Probopass gains momentum from Ninjask being on the field because Ninjask cannot touch Probopass, allowing it to Volt Switch with ease. Carracosta and Barbaracle can set up on a U-turn.
**Revenge Killers**: Ninjask lacks bulk, leaving it vulnerable to priority and Choice Scarf users. Some examples include Pawniard, Basculin, Mightyena for priority, and Mr. Mime, Sawsbuck, and Rotom-F for Choice Scarf.
[OVERVIEW]
Ninjask is the fastest Pokemon in the entire unboosted metagame with a blazing fast Speed stat of 160. Ninjask can hit for moderate damage with U-turn while pivoting out to a teammate. While Ninjask's typing does not excel offensively or defensively, it can make its way into VoltTurn core thanks to its immunity to Ground-type moves and resistance to Fighting- and Grass-type moves. However, Ninjask's Attack stat is mediocre at best, and it struggles to break through much of the tier. Ninjask's terrible bulk, weaknesses to common types, and weakness to Stealth Rock make it very hard to switch in. This also keeps Ninjask from being a better Baton Passer. Ninjask's offensive movepool is also incredibly small and weak.
[SET]
name: Choice Band
move 1: U-turn
move 2: Aerial Ace
move 3: X-Scissor
move 4: Night Slash
item: Choice Band
ability: Infiltrator / Speed Boost
nature: Adamant
evs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
Moves
========
U-turn is decently powerful and grabs momentum while hitting important Pokemon such as Grumpig for solid damage. Aerial Ace hits Fighting-types, such as Poliwrath, that would otherwise resist U-turn and has solid coverage all-around. Fire-types that resist U-turn, such as Ninetales and Rapidash, are also hit by Aerial Ace harder than anything else Ninjask carries. X-Scissor is used alongside U-turn because it's more consistent later in the match when Ninjask will not want to switch out and is more powerful than Aerial Ace. Night Slash hits Misdreavus, and is neutral on Steel-types such as Probopass.
Set Details
========
252 EVs in Attack and Speed maximize offensive capability. Instead of running 4 HP EVs, 4 Defense EVs are used to give Ninjask an odd HP number, allowing it to switch into Stealth Rock twice versus once. An Adamant nature is chosen because Ninjask needs all the power it can get, and a Jolly nature doesn't let Ninjask outspeed anything relevant. Choice Band is used to increase Ninjask's damage output. It's preferable over Life Orb because Ninjask is worn down way too quickly to afford even more recoil, and it's going to be clicking U-turn most of the time anyway. Infiltrator gets around Substitutes, while Speed Boost could be used because it allows Ninjask to do a bit more work late-game without fearing Choice Scarf, sun, or rain; however, neither is very useful in the long run.
Usage Tips
========
Ninjask should really stick to clicking U-turn early in the match because it allows Ninjask to grab momentum and get out of its checks. Later in the match, Ninjask can be a little bit looser. X-Scissor is more useful at this point to clean up because it's more powerful than U-turn and doesn't make Ninjask switch out. Ninjask absolutely needs entry hazards off of the field, so remove them as soon as possible or do not switch Ninjask in. While Ninjask can't really switch into much by itself, it can sort of switch in to some Grass- and Fighting-type Pokemon thanks to its 4x resistance to their STAB moves, but it has to be careful. Being worn down is a big issue, so try to keep it in a range where priority from the likes of Pawniard or Mightyena will not KO it. Avoid status, specifically paralysis and burn, at all costs because it absolutely neuters all of Ninjask's offensive capability.
Team Options
========
Electric-types, such as Zebstrika, Raichu, and Rotom-F, keep up momentum via Volt Switch and offers great defensive synergy. Entry hazard removal is required no matter what, so a Rapid Spin users Armaldo or a Defog user like Pelipper make for good partners. Water-types, such as Simipour, Carracosta, and Floatzel, and Fighting-types, such as Poliwrath, appreciate Ninjask's ability to weaken Grass-types and Psychic-types, respectively. Probopass traps Steel-types and can form a VoltTurn core with Ninjask. Entry hazard support is appreciated. Roselia is a solid Spikes setter; Golem and Piloswine are solid Stealth Rock setters. Setup Pokemon, such as Ninetales, Carracosta, and Pawniard, all appreciate the pivoting abilities that Ninjask provides. Ground-, Fire-, and Fighting-types as a collective group are good partners because they can hit Steel-types. Torterra, Ninetales, and Poliwrath are a few examples. Note that Fire-types do stack a Stealth Rock weakness though.
[STRATEGY COMMENTS]
Other Options
=============
Baton Pass could be viable thanks to Speed Boost, but it's really mediocre due to Ninjask's subpar defensive typing and poor bulk. Final Gambit is useful to take something out early game. Giga Drain hurts Carracosta and Barbaracle, making Shell Smashing on Ninjask a shaky option. Something interesting to note is that +2 Carracosta is unable to outspeed Ninjask, so Giga Drain can also be used to revenge kill Carracosta. Aqua Jet and Stone Edge will both OHKO Ninjask, however. Simply using U-turn to pivot into a Grass-type is typically a much safer option.
Checks and Counters
===================
**Passive Damage**: Stealth Rock strips 50% of Ninjask's health every time Ninjask comes in, making it a huge thorn in Ninjask's side. Other residual statuses, such as a burn and poison, will wear down Ninjask to the point of being KOed. This is incredibly noticeable because Ninjask is going to be switching in and out a lot, so it must remain healthy. Burns also make Ninjask even weaker than before.
**Physical Walls**: Ninjask only has base 90 Attack, which leaves bulky Pokemon such as Carracosta and Stunfisk shrugging off its attacks. Its only hope against these Pokemon is to utilize U-turn to gain momentum.
**Rock-types**: Carracosta, Barbaracle, and Golem all can KO in return via their STAB moves. Rock Blast from Golem or Armaldo will always KO Ninjask. Probopass gains momentum from Ninjask being on the field because Ninjask cannot touch Probopass, allowing it to Volt Switch with ease. Carracosta and Barbaracle can set up on a U-turn.
**Revenge Killers**: Ninjask lacks bulk, leaving it vulnerable to priority and Choice Scarf users. Some examples include Pawniard, Basculin, Mightyena for priority, and Mr. Mime, Sawsbuck, and Rotom-F for Choice Scarf.
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