Pokémon Dubwool

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Dubwool

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Base Stats: 72 HP | 80 Atk | 100 Def 60 SAtk | 90 SDef | 88 Spe

Abilities: Fluffy | Steadfast | Bulletproof (HA) (Unavailable)
Level Up:
- [00] Tackle
- [00] Growl
- [00] Defense Curl
- [00] Copycat
- [12] Guard Split
- [16] Double Kick
- [21] Headbutt
- [27] Take Down
- [32] Guard Swap
- [38] Reversal
- [44] Cotton Guard
- [50] Double Edge
- [56] Last Resort

TM:
- [TM 01] Mega Kick
- [TM 08] Hyper Beam
- [TM 09] Giga Impact
- [TM 14] Thunder Wave
- [TM 21] Rest
- [TM 24] Snore
- [TM 25] Protect
- [TM 31] Attract
- [TM 39] Facade
- [TM 52] Bounce
- [TM 57] Payback
- [TM 61] Guard Swap
- [TM 76] Round
- [TM 79] Retallate

TR:
- [TR 00] Swords Dance
- [TR 01] Body Slam
- [TR 12] Agility
- [TR 20] Substitute
- [TR 21] Reversal
- [TR 26] Endure
- [TR 27] Sleep Talk
- [TR 29] Baton Pass
- [TR 69] Zen Headbutt
- [TR 80] Electro Ball
- [TR 86] Wild Charge
- [TR 99] Body Press

Egg Move:
- Stomp
- Swagger
- Counter

Notable Moves:
Cotton Guard
Thunder Wave
Rest
Sleep Talk
Protect
Payback
Swords Dance
Body Slam
Agility
Substitute
Zen Headbutt
Wild Charge
Body Press
Counter

New Moves:

Body Press

Fighting Swatch.gif
Physical Swatch.png

80 BP
100% Accuracy
10 PP
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.

Overview:
At first glance, Dubwool is an average evolution of an average pokemon with no real hopes or dreams. Fortunately for Dubwool, it has just enough of a moveset to be a contender for your team. With just one use of Cotton Guard on its first set, Dubwool becomes the bane of contact moves, and doesn't lose out to Aura Sphere or Focus Blast users thanks to Bulletproof.

Unfortunately for the Sheep, Dubwool is mostly useless without a well thought out team. To make things worse, there are a lot of Haze users and psuedo-hazers around, as well as moves that force the sheep to switch out. Specially based pokemon, most notably over 106 Base speed Scarf users, are adept at forcing out and numbering Dubwool's days. To make matters worse, Runerigus can do everything Dubwool can, better.

Pros:
- As a Normal type, Dubwool is Immune to Ghost type moves
- Fluffy halves the damage of moves that make physical contact at the expense of a fire type weakness
- Fairly good 72/100/90 Base Defenses with Fluffy make this Pokemon an unexpectedly good candidate for a Rest Talk Set with Body Press or Payback after Cotton Guard
- Focus Blast and Aura Sphere are blocked by Bulletproof, which is a humongous blessing for Dubwool.

Cons:
- Very Shallow usable move pool
- Requires at least one turn to set up
- Mediocre Attack and even less Special Attack
- Easily rendered useless by Ghost types, Walled to hell by (bulky) Flying, Bug, Psychic, Poison, and Fairy types, especially if two of these types exist on the same Pokemon.
- No Recovery outside of rest is a problem on a defensive pokemon, espeically without a chesto berry.
- Bulletproof is unavailable as of yet due to the mechanics of hidden abilities.

Dynamaxing Potential:
- On one hand, as with many defensive Pokemon, Dynamaxing may seem like a good idea at first, but the 3 turn limit on Dynamaxing makes it a poor choice.
-Choosing Payback on the Cotton Guard set means you can hit Psychic and Ghost types Super Effectively, but is a lackluster option for a pokemon of Dubwool's Calibur
- On the other hand, the Late Game Sheep set is a viable choice for Dynamaxing once you have used Cotton Guard and activated your Salac Berry.

Potential Movesets:

Late Game Sheep

Dubwool @ Salac Berry
Ability: Fluffy
EVs: 252 Def / 252 Spe / 4 Sp. Def
Impish Nature
- Body Press
- Cotton Guard
- Payback
- Substitute

This set is probably your best bet at Dubwool without risking the farm. At +3 Def, , Dubwool reaches 820 Defense, (and Body Press uses Dubwool's Defense to calculate damage). Payback hits ghost types for super effective damage, especially ones with lower Defense stats.


Some important notes about this set, courtesy of woobowiz

"The worst thing you can do with this set is greed for a 2nd Cotton Guard."
Because that just gives them 1 more chance to get a random crit and make the build fall flat, which is arguably the bane of most sets relying on defensive buffs. But if you're behind a Sub, going for the 2nd Cotton Guard is a safe flex. A nice partner to set this up with would be Prankster Whimsicott using Lucky Chant, Tail Wind, U-Turn in that order.

"This set can be pulled off consistently" because even if you cannot get into Berry range with Substitute, you can always keep Enduring after your sub falls, or even endure with your Sub up against Sound moves and SOME Infiltrator mons. If you have the knowledge of what the opposing pokemon's most common sets are, it's pretty much a guaranteed setup if your first Cotton Guard goes through.

Bonus info about this set:

This set also works well in VGC doubles when paired with Teatime Polteageist and Psychic Surge Indeedee. The former activates your salac berry while you use cotton guard to achieve 820 Def / 412 Speed without tailwind. Bring in Psychic Surge Indeedee and presto, you're immune to priority. Take that to market.

"Sleepy Sheepy:"
Dubwool @ Leftovers/Chesto Berry
Ability: Fluffy
EVs: 252 HP/ 4 Def / 252 Sp.Def
IVs: 0 Atk
Calm Nature
- Body Press
- Cotton Guard
- Rest
- Sleep Talk

This set takes an amount of luck to be effective. You'll want to bring this set in after removing your opponen's ghost types on something you can force out. Cotton Guard boosts your Defense 3 stages, boosting Dubwool's Defense to a whopping 592 defense on one use, or 944 with two uses with the given ev spread. Follow up with Body Press to obliterate anything weak to Fighting. Once Dubwool is sufficiently worn down, Make like a sheep and use rest. 348/944/306 Defenses are nothing to scoff at. Rest has the added benefit of allowing you to absorb toxic.

The Choice of item between Leftovers and Chesto Berry is ultimately situational at best. If your opponent cannot 3HKO dubwool after rest, use leftovers. If not, Chesto Berry is the superior item.

0 IV and a -Atk nature will provide extra cushion vs confusion damage as well lowering foul play's damage output, espeically prior to setting up Cotton Guard.

#WoolooWendsday. #MyShinySheepAndMe #NotTheBlackSheepOfSwordAndShield
 
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Dubwool

View attachment 207056

Base Stats: 72 HP | 80 Atk | 100 Def 60 SAtk | 90 SDef | 88 Spe

Abilities: Fluffy | Steadfast | Bulletproof (H)
Level Up:
- [00] Tackle
- [00] Growl
- [00] Defense Curl
- [00] Copycat
- [12] Guard Split
- [16] Double Kick
- [21] Headbutt
- [27] Take Down
- [32] Guard Swap
- [38] Reversal
- [44] Cotton Guard
- [50] Double Edge
- [56] Last Resort

TM:
- [TM 01] Mega Kick
- [TM 08] Hyper Beam
- [TM 09] Giga Impact
- [TM 14] Thunder Wave
- [TM 21] Rest
- [TM 24] Snore
- [TM 25] Protect
- [TM 31] Attract
- [TM 39] Facade
- [TM 52] Bounce
- [TM 57] Payback
- [TM 61] Guard Swap
- [TM 76] Round
- [TM 79] Retallate

TR:
- [TR 00] Swords Dance
- [TR 01] Body Slam
- [TR 12] Agility
- [TR 20] Substitute
- [TR 21] Reversal
- [TR 26] Endure
- [TR 27] Sleep Talk
- [TR 29] Baton Pass
- [TR 69] Zen Headbutt
- [TR 80] Electro Ball
- [TR 86] Wild Charge
- [TR 99] Body Press

Egg Move:
- Stomp
- Swagger
- Counter

Notable Moves:
Cotton Guard
Thunder Wave
Rest
Sleep Talk
Protect
Payback
Swords Dance
Body Slam
Agility
Substitute
Zen Headbutt
Wild Charge
Body Press
Counter

New Moves:

Body Press

View attachment 207053 View attachment 207054
80 BP
100% Accuracy
10 PP
The user attacks by slamming its body into the target. The higher the user's Defense, the more damage it can inflict on the target.

Overview:
At first glance, Dubwool is an average evolution of an average pokemon with no real hopes or dreams. Fortunately for Dubwool, it has just enough of a moveset to be a contender for your team. With just one use of Cotton Guard on its main set, Dubwool becomes the bane of contact moves.
Unfortunately for the Sheep, Dubwool is mostly useless without well thought out support. To make things worse, there are a lot of Haze users and psuedo-hazers around, as well as moves that force the sheep to switch out. Specially based Fighting Type pokemon, most notably Lucario, are adept at forcing out and numbering Dubwool's days.

Pros:
- As a Normal type, Dubwool is Immune to Ghost type moves
- Fluffy halves the damage of moves that make physical contact at the expense of a fire type weakness
- Fairly good 72/100/90 Base Defenses with Fluffy make this pokemon an unexpectedly good candidate for a Rest Talk Set with Body Press or Payback after Cotton Guard

Cons:
- Very Shallow usable Movepool
- Requires at least one turn to set up
- Mediocre Attack and even less Special Attack
- Obliterated by Focus Blast or Aura Sphere from special sweepers.
- Easily rendered useless by Ghost types, Walled to hell by (bulky) Flying, Bug, Psychic, Poison, and Fairy types, especially if two of these types exist on the same pokemon.

Dynamaxing Potential:
- As with many defensive pokemon, Dynamaxing may seem like a good idea at first, but the 3 turn limit on Dynamaxing makes it a poor choice.
-Choosing Payback on the Cotton Guard set means you can hit Psychic and Ghost types Super Effectively, but is a lackluster option for a pokemon of Dubwool's Calibur

Potential Movesets:

"Sleepy Sheepy:"

Dubwool @ Leftovers/Chesto Berry
Ability: Fluffy
EVs: 252 HP/ 4 Def / 252 Sp.Def
IVs: 0 Atk
Calm Nature
- Body Press
- Cotton Guard
- Rest
- Sleep Talk

This set takes an amount of luck to be effective. You'll want to bring this set in after removing your opponen's ghost types on something you can force out. Cotton Guard boosts your Defense 3 stages, boosting Dubwool's Defense to a whopping 592 defense on one use, or 944 with two uses with the given ev spread. Follow up with Body Press to obliterate anything weak to Fighting. Once Dubwool is sufficiently worn down, Make like a sheep and use rest. 348/944/306 Defenses are nothing to scoff at. Rest has the added benefit of allowing you to absorb toxic.

The Choice of item between Leftovers and Chesto Berry is ultimately situational at best. If your opponent cannot 3HKO dubwool after rest, use leftovers. If not, Chesto Berry is the superior item.

0 IV and a -Atk nature will provide extra cushion vs confusion damage as well lowering foul play's damage output, espeically prior to setting up Cotton Guard.

"Dances with Sheep"
Dubwool @ Chesto Berry
Ability: Fluffy
EVs: 4 HP / 252 Def / 252 Spe
IVs: 0 Atk
Bold/Timid Nature
- Agility
- Cotton Guard
- Body Press
- Rest

Remember the luck required for the previous set? This is Dubwool's take on a Double Dance set. This can actually sweep if your opponent is out of Ghost types or bulky Pokemon with 4x Resistance to Fighting moves. With 820 Defense and 550 Speed after one use of each of its boosting moves, or 1312 Defense and 275 speed with two uses of Cotton Guard, Dubwool has nothing soft or warm about it.

Alternatively, A Timid nature with the same spread will net you 747 Defense, 604 speed after one use each of Cotton Guard and Agility, which is more than enough to hang on with in most cases, especially with Fluffy halving the damage from non fire type damage dealing contact moves.

Again, 0 IV and a -Atk nature will provide extra cushion vs confusion damage as well lowering foul play's damage output, espeically prior to setting up Cotton Guard.
The moment you realize the strongest Fighting type is not a Fighting type at all.
 
Gonna work on an Assault Vest / Choice Set. In theory It has enough defenses to survive a hit and get at least two moves off, but i think its painfully dry offensive movepool means you will always know the set.
 
Runerigus outclasses the main set in every way except speed, and even then, Trick room is a thing. Double Dance is better with higher speed than Dubwool can acheive. This mon is going straight to NU.
 
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You're better off running Bulletproof to gain Aura Sphere and Focus Blast immunity, Cotton Guard + Fluffy is pretty overkill if you're already running Chesto/Resto and Fluffy will not contribute to Body Press's damage.

Instead of Chesto/Resto you can instead run Salac Berry + Endure since the main moves that can OHKO Dubwool before it can even use its first Cotton Guard are now out of the picture.

This refines the strategy to just Cotton Guard and responding according to how your opponent reacts. With your next turn you can determine if you need to Endure or Substitute to get into Salac Berry range. You should not setup against Toxic/Close Combat/Superpower users. This set can be pulled off consistently and can net you a 1-2 mon advantage against teams ill fit to respond or win the late game once its main threats are gone. The worst thing you can do with this set is greed for a 2nd Cotton Guard.

Of course priority will be an issue so work around that and definitely do not use this as an earlygame mon, use it late game once any Ghost Types and Priority users are out of the picture. In VGC Doubles you could combo it with Psychic Surge Indeedee or Teatime Polteageist for aggressive 1 turn setups.

The absolute best case scenario is needing to Substitute to get into Salac Berry range, because that gives you a 1 turn buffer against priority revenge killers (except for Infiltrator Dragapult)

It becomes very consistent if you switch in on a Tailwind to make sure you can use your first Cotton Guard if you're facing a physical threat on turn 1.

Finally, Bold Nature is preferable over Timid, as it will provide more Body Press Damage. +2 Speed at 88 base Speed allows you to sit comfortably between higher speed tier pokemon and Choice Scarf'd Pokemon above 106 base speed. If you still prefer Timid because there's a trouble scarf'd mon that's between 106 and 117 base speed, then sure. go for it, but +2 Speed at 88 Base Speed is always good enough to outspeed a Scarf'd Lucario.

The final set will be:

Late Game Sheep
Dubwool @ Salac Berry
Ability: Bulletproof
EVs: 252 Def / 252 Spe / 4 Sp. Def
IVs: 0 Atk
Bold Nature
- Body Press
- Cotton Guard
- Endure
- Substitute

So far it's been working well for me, but it won't be the sole reason you will win games, it especially becomes a liability against teams built around fast Special Sweepers.
 
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You're better off running Bulletproof to gain Aura Sphere and Focus Blast immunity, Cotton Guard + Fluffy is pretty overkill if you're already running Chesto/Resto and Fluffy will not contribute to Body Press's damage.

Instead of Chesto/Resto you can instead run Salac Berry + Endure since the main moves that can OHKO Dubwool before it can even use its first Cotton Guard are now out of the picture.

This refines the strategy to just Cotton Guard and responding according to how your opponent reacts. With your next turn you can determine if you need to Endure or Substitute to get into Salac Berry range. You should not setup against Toxic/Close Combat/Superpower users. This set can be pulled off consistently and can net you a 1-2 mon advantage against teams ill fit to respond or win the late game once its main threats are gone. The worst thing you can do with this set is greed for a 2nd Cotton Guard.

Of course priority will be an issue so work around that and definitely do not use this as an earlygame mon, use it late game once any Ghost Types and Priority users are out of the picture. In VGC Doubles you could combo it with Psychic Surge Indeedee or Teatime Polteageist for aggressive 1 turn setups.

The absolute best case scenario is needing to Substitute to get into Salac Berry range, because that gives you a 1 turn buffer against priority revenge killers (except for Infiltrator Dragapult)

It becomes very consistent if you switch in on a Tailwind to make sure you can use your first Cotton Guard if you're facing a physical threat on turn 1.

Finally, Bold Nature is preferable over Timid, as it will provide more Body Press Damage. +2 Speed at 88 base Speed allows you to sit comfortably between higher speed tier pokemon and Choice Scarf'd Pokemon above 106 base speed. If you still prefer Timid because there's a trouble scarf'd mon that's between 106 and 117 base speed, then sure. go for it, but +2 Speed at 88 Base Speed is always good enough to outspeed a Scarf'd Lucario.

The final set will be:

Late Game Sheep
Dubwool @ Salac Berry
Ability: Bulletproof
EVs: 252 Def / 252 Spe / 4 Sp. Def
IVs: 0 Atk
Bold Nature
- Body Press
- Cotton Guard
- Endure
- Substitute

So far it's been working well for me, but it won't be the sole reason you will win games, it especially becomes a liability against teams built around fast Special Sweepers.

I'll add it to the set list and remove the choice set, as it doesn't work worth a damn, as well as look over some mistakes that make me feel a bit sheepish.
 
Anyone else feel the "Dances With Sheep" is too gimmicky?

Also, edited main post. Removed Choice and AV sets, Gave Bulletproof the nod over fluffy, added to pro/con and dynamax sections. Reordered movesets.

P.S. I love puns!
 
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I'll add it to the set list and remove the choice set, as it doesn't work worth a damn, as well as look over some mistakes that make me feel a bit sheepish.
Thanks for adding the set!

Here's some extra explanations as well:

Sometimes Substituting first before using Cotton Guard is the better choice, if you outspeed a Pokemon that typically runs Toxic or T-Wave, you should get the Sub out to avoid it, that's a free Sub if you pulled off the read and you have even more breathing room to setup.

My speed comment might need more clarification, but you thankfully ran the calcs, 550 speed is Tier 0 in the speed tier
Timid Nature will place you at 604 Speed just like +2 Excadrill. Based on the speed tiers, this will only give you a benefit against Haxorus or Adamant Excadrill. The rest wall or hard counter the set anyways, which is even more reason to not bother with Timid and stick with Bold

I feel I should provide some additional explanations to my previous statements as well.

"The worst thing you can do with this set is greed for a 2nd Cotton Guard." Because that just gives them 1 more chance to get a random crit and make the build fall flat, which is arguably the bane of most sets relying on defensive buffs. But if you're behind a Sub, going for the 2nd Cotton Guard is a safe flex.

"This set can be pulled off consistently" because even if you cannot get into Berry range with Substitute, you can always keep Enduring after your sub falls, or even endure with your Sub up against Sound moves and SOME Infiltrator mons. If you have the knowledge of what the opposing pokemon's most common sets are, it's pretty much a guaranteed setup if your first Cotton Guard goes through.

On another note, I wonder how Unaware interacts with Body Press + Cotton Guard, depending on results it could be yet another niche pro.
 
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Dubwool @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Cotton Guard
- Body Press
- Rest
- Sleep Talk

Dubwool is a ridiculous physical wall, among the copious amounts of physical sweepers/attackers in the game right now he is definitely a staple. My moveset is relatively simple, set up cotton guard turn 1 and you will be a nearly invincible wall to any physical threats they may have. A major problem with this build is its weakness to things like Mimikyu and Cinderace. Although both of these are pretty popular, the rest of your team should be able to make up the difference. Cinderace's Pyro Ball is very problematic as it does not make contact and is a fire-type move, which heavily counters Dubwool's ability Fluffy. Mimikyu's main issue is its ghost typing, however the rocky helmet is able to deal with play rough, and you can stall out shadow sneak with rest. Due to the ridiculously slow nature of the build as a whole, rest is very important. You essentially give up 2 turns to gain ~1000Def, though at that point you may be at 50% or less HP. Rest will also remedy things like TOX or BRN which is very important for this pokemon. Body press, for obvious reasons, is one of the most important parts of this build. With the absurd amount of defense this pokemon gets, body press is able to OHKO nearly any pokemon that isn't a ghost type or heavily resistant to physical fighting type moves. Pokemon like Darmanitan, Conkeldurr, Machamp, and even Gyarados are powerless to this moveset.

If you have any suggestions or questions I would love to hear them! I've been loving this game so far and dubwool is one of my favorite pokemon. Might not be great in doubles but in singles he's definitely a monster.

Suggested Rulesets: Gen 8 OU / Gen 8 Battle Stadium Single
 
On correction, I had made the assumption that Salac berry gave +2 speed. It gives +1 speed.

I have tried out the build for all of yesterday and I would say that you actually never use Endure, and it's more common to run into Dragapult in late game. So I would swap Endure with Revenge as well as changing the nature to Impish. When you're +6 in Defense, Dragapult cannot touch you unless they are mixed attackers, but they become rather simple to face when you just spam Revenge after going +6.

Toxapex and Corsola-Galar can and will hard wall you so watch out for those.
 
Dubwool @ Rocky Helmet
Ability: Fluffy
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
- Cotton Guard
- Body Press
- Rest
- Sleep Talk

"Mimikyu's main issue is its ghost typing, however the rocky helmet is able to deal with play rough, and you can stall out shadow sneak with rest."

Dubwool is a Normal type, thus shadow sneak doesn't affect it. This is basically the second listed set. Calm was chosen over careful there because less attack is better vs pokemon in the event of Confusion damage or Foul Play, especially when you have no moves that work off that stat. Rocky Helmet as a way to handle Ghost types is a poor choice as well, especially when its your only means of damaging one. If memory serves, neither recoil nor residual damage doesn't break disguise either.
 
On correction, I had made the assumption that Salac berry gave +2 speed. It gives +1 speed.

I have tried out the build for all of yesterday and I would say that you actually never use Endure, and it's more common to run into Dragapult in late game. So I would swap Endure with Revenge as well as changing the nature to Impish. When you're +6 in Defense, Dragapult cannot touch you unless they are mixed attackers, but they become rather simple to face when you just spam Revenge after going +6.

Toxapex and Corsola-Galar can and will hard wall you so watch out for those.
Dragapult is part Ghost, so you're not hitting him with Body Press or Revenge. I was under the impression that you had tail wind up for whatever reason. I might suggest Payback > Revenge in this case.

Would you suggest removing speed and moving it to HP to provide much needed additional bulk, or to Sp. Def?
 
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Wanna-be Mareep
Dubwool @ zap plate/chesto berry
Ability: Fluffy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Cotton Guard
- Body Press
- Wild Charge
- Thunder Wave/Rest

This set with wild charge beats Gyarados and can do alright damage to Hawlucha's that attempt to switch in. Thunder Wave is good utility that cripples speedy offensive switch-ins like Dragapult and Gengar.

Or you can go chesto rest to heal off what will mostly be recoil dmg.
 
Wanna-be Mareep
Dubwool @ zap plate/chesto berry
Ability: Fluffy
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
- Cotton Guard
- Body Press
- Wild Charge
- Thunder Wave/Rest

This set with wild charge beats Gyarados and can do alright damage to Hawlucha's that attempt to switch in. Thunder Wave is good utility that cripples speedy offensive switch-ins like Dragapult and Gengar.

Or you can go chesto rest to heal off what will mostly be recoil dmg.
After much consideration on this post:

This thing will almost never face Hawlucha or Gyarados once it finds itself in RU or thereabouts, so I don't see how this set is relevant. Also, if you don't have a cotton guard used prior to facing gyarados, you are probably getting OHKOd or rendered useless if your opponent's gyarados opts for wacan berry or lum berry.

Also, with the stats provided, Gyarados probably having a DD up and a moxie boost since you likely have sacrificed something to get dubwool in to avoid the 2hko from +2 Adamant, 252 Attack EV, Life orb, Rain boosted Max Geyser, you're getting 2hko'd, maybe 1hko after stealth rock and recoil from wild charge. Without the Max attack, you aren't 2HKOing Dynamax Gyarados, and if you do something like 252/252 HP/DEF and Impish, you 3hko at best without Life orb. If max geyser isn't a contact attack you get KO'd by Recoil on the first turn, and still haven't broken gyarados, and its got even more hp. If Gyarados can't Dynamax, you win, but otherwise you're trading your sacrifice and dubwool for gyarados. There are better alternatives.

I'll be omitting that set for now.
 
After much consideration on this post:

This thing will almost never face Hawlucha or Gyarados once it finds itself in RU or thereabouts, so I don't see how this set is relevant. Also, if you don't have a cotton guard used prior to facing gyarados, you are probably getting OHKOd or rendered useless if your opponent's gyarados opts for wacan berry or lum berry.

Also, with the stats provided, Gyarados probably having a DD up and a moxie boost since you likely have sacrificed something to get dubwool in to avoid the 2hko from +2 Adamant, 252 Attack EV, Life orb, Rain boosted Max Geyser, you're getting 2hko'd, maybe 1hko after stealth rock and recoil from wild charge. Without the Max attack, you aren't 2HKOing Dynamax Gyarados, and if you do something like 252/252 HP/DEF and Impish, you 3hko at best without Life orb. If max geyser isn't a contact attack you get KO'd by Recoil on the first turn, and still haven't broken gyarados, and its got even more hp. If Gyarados can't Dynamax, you win, but otherwise you're trading your sacrifice and dubwool for gyarados. There are better alternatives.

I'll be omitting that set for now.
Been using this set as it gives some good coverage, only things you can't really touch are the ghost/ground types. I really do like doing Cotton guard and body press, with rest pretty much healing you full when needed. What would be a better coverage move? Zen Headbutt gets walled by sableye and some other combos.

I am surprised it doesn't have horn leech but he may have been way too hard to kill with a decent recovery move
 
Bulletproof is illegal, correct? I would say that Assault Vest would be this thing's best shot at surviving the moves that Bulletproof would have helped with. Fluffy is a really good ability anyway, I would say stick to what you're good at (Phys. tanking) and leave the Aura Spheres to anything else on your team.

I also believe that special Fighting coverage is going to be fairly rare this gen, with almost all physical attackers wanting that max move. Not only are fighting moves suboptimal on a dynamaxed special attacker, but a team is likely to have other Pokemon running Fighting coverage which will cause teams to run different coverage moves on their other teammates.
 
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