Ubers Aerodactyl [QC: 2/2] [GP: 2/2]

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:sm/Aerodactyl:


[Overview]
The lead metagame in SS Ubers is quite a crucial factor, with few prominent Magic Bounce users and limited opportunities to remove entry hazards due to the tier's fast-paced nature. However, Stealth Rock's effectiveness is hindered this generation due to the introduction of Heavy-Duty Boots and its frequent use by Ho-Oh and Yveltal. Spikes is a far superior choice due to bulky threats such as Groudon, Eternatus, and Zygarde taking minimal damage from Stealth Rock. Regardless, Aerodactyl stands out from other hazard setters due to its high Speed stat and decent Attack, threatening other leads such as Galvantula, Frosslass, and the aforementioned Ho-Oh and Yveltal. Aerodactyl also outspeeds most multi-hit move users, bar Triple Axel Pheromosa, that would otherwise break its Focus Sash before it has the chance to even set up Stealth Rock. With these decent traits, Aerodactyl manages to carve a solid niche as the fastest Stealth Rock Lead in Crown Tundra Ubers.


[SET]
name: Stealth Rock Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Rock Tomb / Tailwind
move 4: Defog / Tailwind
Item: Focus Sash
ability: Unnerve / Pressure
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]
Taunt prevents other leads from getting their own entry hazards up or using Taunt themselves, and allows Aerodactyl to safely get Stealth Rock up. Rock Tomb provides Aerodactyl some form of speed control and simultaneously breaks other leads' Focus Sashes, particularly Excadrill and Froslass, which lose the ability to retaliate with Rock Tomb and Icy Wind, respectively. Alternatively, Tailwind provides a huge Speed boost before Aerodactyl goes down, allowing heavy hitters with average Speed stats to pose an immediate threat. Defog removes any entry hazards for teams that lack any other form of hazard control, especially against Mental Herb Shuckle after it ignores one Taunt and sets up Sticky Web. It should be noted that Defog makes Aerodactyl very passive in the face of Magic Bounce and Magic Coat users. Ditto switches in freely, removes hazard, and lays its own Stealth Rock if Tailwind was not set up beforehand. Unnerve stifles any leads that utilize a Berry to function such as Custap Berry Shuckle. Pressure works best against low-PP foes. For example, Sunsteel Strike + Earthquake Necrozma-DM has to burn half its Sunsteel Strike PP to KO Focus Sash Aerodactyl.


Aerodactyl should be solely used on hyper offense teams that wish to have a quick and easy form of entry hazard set up against problematic leads. Teams that have a hard time dealing with Spike stacking appreciate Aerodactyl's ability to threaten and outspeed setters such as Froslass even after an Icy Wind, if Aerodactyl previously used Rock Tomb against it. Excadrill gives it some competition in this niche, but fears Calyrex-S predicting and spinblocking it, while Aerodactyl can use Defog freely before easily setting Stealth Rock again. If Aerodactyl does not run Defog, it can be paired with Regieleki or Grimmsnarl to provide dual screens support and pressure opposing Defoggers, such as Yveltal and Ho-Oh, by blocking their Defog with Taunt to keep Stealth Rock up. Regieleki, Zekrom, and Bulk Up / Rock Tomb Marshadow also threaten these common Defoggers and help keep Stealth Rock up. The latter two have the added benefit of hitting the rare Giratina and Giratina-O. Aerodactyl also pairs well with Sticky Web leads that require some counterplay against other Sticky Web leads. Slurpuff, for instance, appreciates Aerodactyl denying entry hazards with Taunt or Defog.


[STRATEGY COMMENTS]
Other Options
====

Earthquake in the last slot dents Necrozma-DM and Ferrothorn slightly harder, but Rock Tomb provides ample chip damage and scouts opposing leads. Mimic copies opposing Sticky Web leads in specific matchups, especially when paired with Defog, to remove the opposing team's Sticky Web before setting your own. However, this means Aerodactyl gives up its far superior options of Rock Tomb and Tailwind in its third slot, as Taunt and Stealth Rock are mandatory.


Checks and Counters
====

**Magic Bounce Users**: If Aerodactyl does not run Rock Tomb, it has to be wary of when using Taunt and Stealth Rock against calculated Magic Bounce switch-ins.

**Slurpuff**: Aerodactyl has to win a coinflip between Slurpuff's Magic Coat that blocks Taunt and Yawn, otherwise Aerodactyl is forced to switch out, allowing Slurpuff to freely set up its Sticky Web. If Aerodactyl lacks Rock Tomb, then its teammates are susceptible to the rare Endeavor.

**Lead Excadrill**: Even though Aerodactyl theoretically breaks lead Excadrill's Focus Sash, it would never get Stealth Rock up against it.

**Giratina and Giratina-O**: If Aerodactyl’s team lacks anything to KO Giratina or Giratina-O immediately, then both formes remove Stealth Rock without issues. If Giratina-O is sent out as the lead, then Aerodactyl has to carefully set up Stealth Rock and Taunt to prevent the use of Defog before it goes down.

**Pheromosa**: Lead Pheromosa can use Triple Axel to KO Aerodactyl before it uses Stealth Rock, which risks putting Aerodactyl’s team at a crippling disadvantage thanks to Beast Boost, regardless of Pheromosa being Choice-locked. Pheromosa can also Rapid Spin mid-game to remove Stealth Rock.

[CREDITS]
- Written by: [[LeBarBURR, 473574]]
- Quality checked by: [[Manaphy, 50695], [Minority, 222996]]
- Grammar checked by: [[Finland, 517429], [Dave, 192841]]
 
Last edited:

Manaphy

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I would talk about in the OP the strengths and weakness of Aero in comparison to other HO leads, especially Froslass. Aero effectively trades Spikes (a better hazard than Rocks) and Cursed Body for a slightly better matchup spread vs other leads.

Overall looks good tho, this is a pretty simple mon

QC 1/2
 

Minority

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Overall the analysis needs to be updated to format standards and edited from bullets into prose.

The hazard lead metagame has reverted back to the good old DPPt and BW days
Minor point, but generally speaking there is a rule against referencing past gen metagames, so this'll need to be edited accordingly. Make sure you simply and concisely explain why Aero is an effective hazard lead in SS and leave it at that.

Structure the overview to discuss the going points before transitioning to the bad.

I want to see more elaboration on the HO teammate suggestion, specifically what Pokemon / offensive cores benefit from having a dedicated SR lead.

Are there any other Pokemon that would go in Checks and Counters that deny Aerodactyl hazards, or limit it to only clicking SR, or can eliminate its hazards later?


Implement all these points and this will be:


QC: 2/2
 

Mariannabelle

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Grammar Edit [^ = Capitalize] [-- = Uncapitalize] [AP = Add Period] [AC = Add Comma] [RC = Remove Comma] [RH = Remove Hyphen] [AS = Add Semicolon] [SP= Spelling]
{ other comments}

[Overview]

Without much room for counterplay against hazards, the lead metagame in SS is yet again important; where speed is crucial to have an advantage in various scenarios with the lack of prominent Magic Bounce [^] users and limited opportunities to remove hazards due to fast paced nature of SS Ubers. Stealth Rock's effectiveness may be is hindered this gen generation due to weaknesses, mainly Pokemon like Ho-Oh and Yveltal using Heavy-Duty Boots [^] to invalidate it; [RC , AS] and Spikes [^] becoming is a far superior choice again due to their better performance against bulky threats such as Groudon, Eternatus and Zygarde not worrying about Stealth Rocks too much. Even so, Aerodactyl stands out from other hazard setters due to its well-rounded high Speed [^] stat and Attack [^] stats that threaten infuriating opposing leads that either set-up or counter hazards such as Galvantula and Froslass [SP], as well as the aforementioned [SP] Ho-Oh and Yveltal. A feat Froslass [^, SP], the second most used another common lead, struggles to handle. Aerodactyl's blazing Speed [^] also comes with confers the benefit of not worrying about most outspeeding multi-hit [--] users [RC] bar Pheromosa with Triple Axel, preventing it from setting up Rocks which would otherwise KO it before it could use Stealth Rock. With these decent traits, it manages to carve a solid niche as the fastest Stealth Rock Lead in Crown Tundra Ubers as a surprisingly decent threatening Stealth Rock setter. {<- You can probably cut out this last sentence, as it is a bit redundant.]



[SET]
Name: Stealth Rock Lead
Move 1: Stealth Rock
Move 2: Taunt
Move 3: Rock Tomb / Tailwind
Move 4: Defog / Tailwind
Item: Focus Sash
Ability: Unnerve / Pressure
Nature: Jolly
EVs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]

Set Details
Unnerve is chosen over Pressure the preferred Ability to prevent any leads that utilizes any berry that helps initiate their purpose, especially Custap Berry leads, mainly Shuckle. to prevent the Berry activation of certain opposing leads, including Custap Berry users like Shuckle. Regardless, Pressure still is a solid option to reduce PP in various scenarios. [AP] especially if the opposition uses a low PP move of either a maximum of 8 or 16, and/or if they are choice-locked, especially against defensive For example, defensive Necrozma-Dusk-Mane who will be forced to burn 4 PP of Sunsteel Strike [^] to KO Aerodactyl if its other coverage is only Earthquake [^]. {REMOVE THE SPACE HERE}
Taunt is mandatory to prevent other leads from getting their own hazards up, and it also prevents the use of while allowing Aerodactyl to safely get Stealth Rock up without the fear of opposing Taunt [^]. {REMOVE THE SPACE HERE}
Rock Tomb provides Aerodactyl some form of speed control while simultaneously breaking most leads that utilizes Focus Sash [^], mainly Excadrill and Froslass that both utilize Rock Tomb and Icy Wind respectively. Alternatively, Tailwind could provide a huge speed boost before it goes down, allowing heavy hitters that has with average Speed [A] to pose an immediate threat. [AC] however if it chooses to use defog as well, it is susceptible to being too passive in the face of rare Magic Bounce / Magic Coat users and ditto if it does not have Tailwind up beforehand. { <- Move this idea to end of paragraph, if you wish} Defog is a solid option to remove any hazards if its a standalone Anti-Hazard hazard remover, especially against Mental Herb Shuckle. [AC] after eating one Taunt and setting up its Webs

Usage Tips & Team Options

Aerodactyl should be solely used on Hyper-Offense hyper offensive teams that wish to have a quick and easy form of hazard set up [RH].
Teams that have a hard time dealing with Spike stacking, especially from Froslass, appreciates Aerodactyl's utility to threaten and outspeed it even after an Icy Wind if Aerodactyl had used Rock Tomb against it, while removing Spikes effectively.
Excadrill tries to replicate Aerodactyl's niche [SP] unsuccessfully with Calyrex-S being able to comfortably come in and block Rapid Spin attempts from a prediction, whereas Aerodactyl does not have such issues with Defog being unavoidable and easily sets its rocks again. {<- Rather than use all that text to compare Aerodactyl to Excadrill, consider just a short mention of how Aerodactyl can provide teams with consistent hazard control with Defog}
If Aerodactyl does not run Defog, it could be paired with Regieleki and or Grimmsnarl to provide Screen dual screens support while continuing to threaten common Defoggers / blocking Defog [^] to ensure the that Rocks Stealth Rock remains, mainly Yveltal and Ho-Oh. It also forms a great synchronisation pairs well with Sticky Web teams as well as being an Anti-Webs lead and does well against opposing Sticky Web leads, which particularly makes Slurpuff [^] a great partner if it chooses to run other moves over Magic Coat, making room for more flexibility for its moveslot(s). {<- I'm having trouble following; which Pokemon is gaining more flexibility from this pairing? If it's because Aerodactyl has Taunt for opposing leads, for instance, make that clear.} Teammates that particularly threaten the common Defoggers of the like Yveltal and Ho-Oh duo are greatly appreciated to help maintain rocks Stealth Rock on the field; [RC, AS] such as Good examples include Regieleki, Zekrom, Bulk Up and/or + Rock Tomb Marshadow, with the latter two having the added benefit of hitting the rare Giratina in both forms formes.

[STRATEGY COMMENTS]
====

Other Options
It could Aerodactyl can use Earthquake on the last slot to provide more relative chip damage [--] and slightly denting against Steel-types like Necrozma-Dusk-Mane and Ferrothorn harder, however it is not optimal to use it when having at least Rock Tomb is enough to provide chip damage and scout opposing leads.
Mimic allows Aerodactyl to copy opposing Sticky Web Leads [--] in specific matchups, especially when paired with Defog [^], to remove the opposing team's web Sticky Web before setting your own webs Sticky Web, however it gives up on its far superior options of Rock Tomb and Tailwind on its 3rd slot, since Taunt and Rocks Stealth Rock are mandatory. [<- It's possible to shorten this sentence a lot. As an example, you could just say that Mimic can be used to copy Sticky Web in certain matchups, but it's hard to fit the move in a coherent set.]

Checks and Counters
====

**Magic Bounce Users**: If Aerodactyl does not run Rock Tomb, it has to be wary of when to either Taunt or set up [RH] Rocks Stealth Rock against calculated Magic Bounce switch-ins bar Xatu. [AP]

**
Slurpuff**: Similarly to Magic Bounce users [--], Aerodactyl has to carefully avoid Slurpuff's Magic Coat and prevent Yawn simultaneously to get its Rocks up safely. If it Aerodactyl lacks Rock Tomb, its teammates will be susceptible to the rare Endeavor.

**Lead Excadrill**: Even though it would at least theoretically break lead [--] Excadrill's Focus Sash, it would be unable to ever get any hazards up against it. [AP]

**
Giratina**: If the team lacks anything to knock it Aerodactyl out immediately, both Origin and Altered forms formes of Giratina will remove the can use Defog to remove Rocks Stealth Rock guaranteed without issues. [RC, AP] and if Origin form is sent as the lead, Aerodactyl has to Taunt after setting up Rocks and Taunt to prevent it from defogging.

**Pheromosa**: If Pheromosa were to lead leads against Aerodactyl, Triple Axel can KO Aerodactyl before it uses Stealth Rock, activating Beast Boost in the process. would not only prevent Aerodactyl from setting up Rocks, but also risk putting the user's team at a crippling disadvantage, regardless of being choice-locked or not, due to Beast Boost. It also could can also use Rapid Spin mid-game to remove the Rocks Stealth Rock.

[CREDITS]
- Written by: [[LeBarBURR, 473574]]
- Quality checked by: [[Manaphy, 50695], [Minority, 222996]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]

-In general, don't shorten the names of moves. For instance, instead of writing 'Rocks', write 'Stealth Rock' instead.
-Unless the difference is purely cosmetic, we use the word 'forme' instead of 'form' for stuff like Rotom and Giratina formes.
-Remember that the names of Pokemon, items, abilities, and such are all capitalized.
-When possible, follow the formatting of the template as closely as possible; don't forget those asterisks in the Checks & Counters section. (I think it denotes bold text when it's time for someone to upload it?)
 

Adeleine

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(combined each section's text into a single paragraph, besides set comments which was 2 paragraphs)

[Overview]

Without much room for counterplay against hazards, the lead metagame in SS is yet again important where speed is crucial in having advantages over various scenarios with the lack of prominent Magic Bounce users and limited opportunities to remove hazards due to fast paced nature of SS Ubers. The lead metagame in SS Ubers is very important, with a lack of prominent Magic Bounce users and limited opportunities to remove entry hazards due to the tier's fast-paced nature. (you can change or remove "very" if appropriate) Stealth Rock's effectiveness is hindered this generation due to weaknesses, mainly may be lessened due to Ho-Oh and Yveltal using Heavy-Duty Boots to invalidate it, and as well as Spikes becoming a far superior choice again due to bulky threats such as Groudon, Eternatus, (AC) and Zygarde taking minimal damage from Stealth Rocks. Regardless, Aerodactyl stands out from other hazard setters due to its high Speed stat and decent Attack stats that Attack stat, which threatens other leads such as Galvantula, Frosslass, the aforementioned Ho-Oh, (AC) and Yveltal. Aerodactyl's blazing Speed also comes with the benefit of outspeeding most multi-hit users, bar Pheromosa with Triple Axel, that invalidates which could otherwise invalidate its Focus Sash before it has the chance to even set-up Stealth Rocks. set up Stealth Rock. With these decent traits, it manages to carve a solid niche as the fastest Stealth Rock Lead in Crown Tundra Ubers. tier's fastest Stealth Rock lead.


[SET]
name: Stealth Rock Lead (removed underline)
move 1: Stealth Rock
move 2: Taunt
move 3: Rock Tomb / Tailwind
move 4: Defog / Tailwind
item: Focus Sash
ability: Unnerve / Pressure
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]

Set Details
Unnerve is the preferred ability to prevent any leads that utilizes any berry to function, especially Custap Berry leads such as Shuckle. Regardless, Pressure still is a solid option to reduce PP in various scenarios, especially if the opposition has low amounts of PP. For instance, Dusk-Mane will be forced to burn 4 PP of Sunsteel strike if its other coverage is only Earthquake.
Taunt is mandatory to prevent other leads from getting their own entry hazards up and opposing taunt, while allowing Aerodactyl to safely get Stealth Rock up. or using their own Taunt to block Stealth Rock. Rock Tomb provides Aerodactyl some form of speed control while simultaneously breaking most leads that utilizes Focus Sash, other leads' Focus Sashes, mainly Excadrill and Froslass that utilize Froslass, which lose the ability to outspeed Aerodactyl with Rock Tomb and Icy Wind, (AC) respectively. Alternatively, Tailwind could can provide a huge Speed boost before it goes down, allowing heavy hitters with average Speed to pose an immediate threat. Defog is a solid option to remove any hazards if its a standalone Hazard remover, for teams without other hazard removers, (is this what you meant by "standalone"? if not, correct and clarify what you meant a bit) especially against Mental Herb Shuckle after eating one Taunt and setting up its Webs, however if it chooses to use Defog as well, it is susceptible to being too it eats one Taunt and sets up Sticky Web; however, Defog makes it very passive in the face of rare Magic Bounce / Magic Coat users and ditto if it does not have Tailwind up beforehand. and Magic Coat users, and ditto for Tailwind if it hasn't already set it up before they switch in. (I imagine this makes sense?) Unaware is the preferred ability to stifle any leads that utilize a Berry to function, especially Custap Berry leads such as Shuckle. Regardless, Pressure still is a solid option, especially against low-PP foes. For example, Sunsteel Strike + Earthquake Necrozma-DM has to burn half its Sunsteel Strike PP to KO Aerodactyl through Focus Sash.

Usage Tips & Team Options

Aerodactyl should be solely used on hyper offensive teams that wish to have a quick and easy form of hazard set-up. hyper offense teams. (like, I imagine all HO teams wish to have quick and easy hazards? if i'm wrong, though, feel free to readd and clarify) Teams that have a hard time dealing with Spikes stacking, especially from Froslass, appreciates Aerodactyl's utility to threaten and outspeed it, (AC) even after an Icy Wind if Aerodactyl had used Rock Tomb against it, while removing Spikes effectively. Excadrill tries to replicate Aerodactyl's niche unsuccessfully with Calyrex-S being able to comfortably come in and block Rapid Spin attempts from a prediction, whereas Aerodactyl does not have such issues with Defog being unavoidable and easily sets its rocks again. Excadrill gives it some competition in this niche, but it fears Calyrex-S predicting and spinblocking it, while Aerodactyl can use Defog freely before easily setting Stealth Rock again. If Aerodactyl does not run Defog, it could can be paired with Regieleki or Grimmsnarl to provide dual screens support while continuing to threaten common Defoggers / blocking Defog to ensure Stealth Rock remains on the field, and block their Defog with Taunt to keep Stealth Rock up, mainly Yveltal and Ho-Oh. It also pairs well with Sticky Web leads that requires some counterplay against opposing Sticky Web leads, which particularly makes Slurpuff a great partner that allows more flexibility for its moveslot(s) if it chooses to run other moves over Magic Coat. partner, freeing up its Magic Coat moveslot. Teammates that particularly threaten the common Defoggers such as Yveltal and Ho-Oh are greatly appreciated to help maintain Stealth Rocks keep Stealth Rock up, such as Regieleki, Zekrom, and Bulk Up + Rock Tomb Marshadow, with the latter two having the added benefit of hitting the rare Giratina in both formes Giratina and Giratina-O.

[STRATEGY COMMENTS]
====

Other Options (removed underline)
It Aerodactyl could use Earthquake on the last slot to provide more relative chip Damage and slightly denting Dusk Mane and Ferrothorn harder, however it is not optimal to use it when having at least in the last moveslot to provide more chip damage, including denting Necrozma-DM and Ferrothorn slightly harder, but it is not optimal because Rock Tomb is enough to provide chip damage and scout opposing leads. Mimic allows Aerodactyl to copy opposing Sticky Web leads in specific matchups, especially when paired with Defog (RC) to remove the opposing team's Sticky Web before setting your own, however own; however, it gives up on its far superior options of Rock Tomb and Tailwind on its 3rd slot, in its third moveslot, since Taunt and Stealth Rock are mandatory.

Checks and Counters (removed underline) (C/C things between ** ** should not be bolded)
====

Magic Bounce Users: **Magic Bounce Users**: If Aerodactyl does not run Rock Tomb, it has to be wary of when to either Taunt or setup Stealth Rock against Magic Bounce switch-ins bar Xatu. when using Taunt and Stealth Rock against possible Magic Bounce switch-ins. (I removed "bar Xatu" bc i imagine you meant xatu is too threatened to switch in, but im not really sure how you're threatening it without Rock Tomb. if i'm wrong either way, just readd it and explain why)

Slurpuff: Similarly to Magic Bounce users, Aerodactyl has to carefully avoid Slurpuff's Magic Coat and prevent Yawn simultaneously to get its Rocks up safely. **Slurpuff**: Aerodactyl has to win a coinflip between Slurpuff's Magic Coat blocking Taunt and its Yawn making Taunt necessary. (I imagine? if i'm wrong, though, correct it) If Aerodactyl lacks Rock Tomb, its teammates will be susceptible to the rare Endeavor.

Lead Excadrill: **Lead Excadrill*: Even though it Aerodactyl would at least theoretically break lead Excadrill's Focus Sash, it would be unable to ever get any hazards never get Stealth Rock up against it.

Giratina: **Giratina and Giratina-O**: If the team lacks anything to knock Giratina out KO Giratina or Giratina-O immediately, both Origin and Altered formes will remove Stealth Rocks without issues, and if Origin form Giratina-O is sent out as the lead, Aerodactyl has to carefully setup set up Stealth Rocks and simultaneously prevent Giratina-O from using Defog before it goes down.

Pheromosa: If Pheromosa were to lead against Aerodactyl, Triple Axel can **Pheromosa**: Lead Pheromosa can use Triple Axel to KO Aerodactyl before it uses Stealth Rock, which risks putting the user's team at a crippling disadvantage (RC) regardless of Pheromosa being Choice-locked or not, due to Beast Boost. It also could can possibly use Rapid Spin mid-game to remove Stealth Rocks.

[CREDITS]
- Written by: [[LeBarBURR, 473574]]
- Quality checked by: [[Manaphy, 50695], [Minority, 222996]]
- Grammar checked by: [[Finland, 517429], [username2, userid2]]

aigis.gif
1/2. please remember to implement carefully
 

antemortem

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[Overview]

The lead metagame in SS Ubers is quite a crucial factor, without few prominent Magic Bounce users and limited opportunities to remove entry hazards due to the tier's fast-paced nature. However, Stealth Rock's effectiveness is hindered this generation due to the introduction of Heavy-Duty Boots neutering and frequently used by and its frequent use by Ho-Oh and Yveltal. , which leads to Spikes becomingis a far superior choice due to bulky threats such as Groudon, Eternatus,(AC) and Zygarde taking minimal damage from Stealth Rock. Regardless, Aerodactyl stands out from other hazard setters due to its high Speed stat and decent Attack stat which, threatensing other leads such as Galvantula, Frosslass, and the aforementioned Ho-Oh and Yveltal. Aerodactyl's blazing Speed also comes with the benefit of outspeeding outspeeds most multi-hit move users, bar Pheromosa with Triple Axel Pheromosa, that invalidateswould otherwise break its Focus Sash before it has the chance to even set (add space) up Stealth Rock. With these decent traits, itAerodactyl manages to carve a solid niche as the fastest Stealth Rock Lead in Crown Tundra Ubers.


[SET]
name: Stealth Rock Lead
move 1: Stealth Rock
move 2: Taunt
move 3: Rock Tomb / Tailwind
move 4: Defog / Tailwind
Item: Focus Sash
ability: Unnerve / Pressure
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe


[SET COMMENTS]
Taunt is mandatory to prevents other leads from getting their own entry hazards up and oppoor using Taunt themselves, and allowings Aerodactyl to safely get Stealth Rock up. Rock Tomb provides Aerodactyl some form of speed control whileand simultaneously breakings other leads' Focus Sashes, mainparticularly Excadrill and Froslass, which loses the ability to outspeed Aerodactylretaliate with Rock Tomb and Icy Wind,(AC) respectively. Alternatively, Tailwind could provides a huge Speed boost before itAerodactyl goes down, allowing heavy hitters with average Speed stats to pose an immediate threat. Defog is a solid option to removes any entry hazards for teams that lack any other form of hazard control, especially against Mental Herb Shuckle after it ignoreats one Taunt and sets up Sticky Web; however. It should be noted that Defog makes itAerodactyl very passive in the face of Magic Bounce and Magic Coat users. Ditto will be able to switch-in switches in freely and, removes hazards /, and lays its own Stealth Rock if Tailwind was not set (add space) up beforehand. Unnerve is the preferred ability to stifles any leads that utilize a Berry to function, especially such as Custap Berry leads such as Shuckle. Regardless, Pressure still is a solid option, especiallyworks best against low-PP foes. For example, Sunsteel Strike + Earthquake Necrozma-DM has to burn half its Sunsteel Strike PP to KO Focus Sash Aerodactyl. through Focus Sash.

Aerodactyl should be solely used on hyper offense teams that wish to have a quick and easy form of entry hazard set-up against problematic leads. Teams that have a hard time dealing with Spike stacking, especially from Froslass, appreciate Aerodactyl's utability to threaten and outspeed itsetters such as Froslass even after an Icy Wind,(AC) if Aerodactyl hadpreviously used Rock Tomb against it, while removing Spikes effectively. Excadrill gives it some competition in this niche, but it fears Calyrex-S predicting and spinblocking it, while Aerodactyl can use Defog freely before easily setting Stealth Rock again. If Aerodactyl does not run Defog, it can be paired with Regieleki or Grimmsnarl to provide dual screens support while continuing to threaten commonand pressure opposing Defoggers, such as Yveltal and Ho-Oh, by blocking their Defog with Taunt to keep Stealth Rock up. Regieleki, mainly YvZekrom, and Bulk Up + Rock Tomb Marshadow also threaten these common Defoggers and help keep Stealth Rock up. and Ho The latter two have the added benefit of hitting the rare Giratina and Giratina-O. Aerodactyl also pairs well with Sticky Web leads that requires some counterplay against opposing other Sticky Web Lleads, which particularly makes s; Slurpuff a great partner that allows, for instance, confers Aerodactyl more moveslot flexibility for its moveslot(s) if it chooses to run other moves over Magic Coat. Teammates that particularly threaten the common Defoggers such as Yveltal and Ho-Oh are greatly appreciated to help keep Stealth Rock up, such as Regieleki, Zekrom, and Bulk Up + Rock Tomb Marshadow, with the latter two having the added benefit of hitting the rare Giratina and Giratina-O. (moved this section up)

[STRATEGY COMMENTS]
Other Options
====

Aerodactyl could use Earthquake in the last slot to provide more chip damage, denting Dusk Mane dents Necrozma-DM and Ferrothorn slightly harder, but it is not optimal because Rock Tomb is enough to provides ample chip damage and scouts opposing leads. Mimic allows Aerodactyl to copyies opposing Sticky Web leads in specific matchups, especially when paired with Defog, to remove the opposing team's Sticky Web before setting your own; h. However,(AC) this means Aerodactyl gives up its far superior options of Rock Tomb and Tailwind in its third slot, asince Taunt and Stealth Rock are mandatory.

Checks and Counters
====

**Magic Bounce Users**: If Aerodactyl does not run Rock Tomb, it has to be wary of when using Taunt and Stealth Rock against calculated Magic Bounce switch-ins.

**Slurpuff**: Aerodactyl has to win a coinflip between Slurpuff's Magic Coat that blocks Taunt and Yawn, that would forc otherwise Aerodactyl is forced to switch out, where fallowing to do so would allow Slurpuff to freely set- (add space) up its Sticky Web. If Aerodactyl lacks Rock Tomb, then its teammates will bare susceptible to the rare Endeavor.

**Lead Excadrill**: Even though Aerodactyl would at least theoretically breaks lead Excadrill's Focus Sash, it would never get Stealth Rock up against it.

**Giratina and Giratina-O**: If theAerodactyl’s team lacks anything to KO Giratina or Giratina-O immediately, then both formes will remove Stealth Rocks without issues, and if Origin form. If Giratina-O is sent out as the lead, then Aerodactyl has to carefully set (add space) up Stealth Rocks and simultaneouslyTaunt to prevent Giratina from using the use of Defog before it goes down.

**Pheromosa**: Lead Pheromosa can use Triple Axel to KO Aerodactyl before it uses Stealth Rock, which risks putting the user'Aerodactyl’s team at a crippling disadvantage thanks to Beast Boost, regardless of Pheromosa being Choice-locked, due to Beast Boost. Pheromosa It also can possibly usealso Rapid Spin mid-game to remove Stealth Rock.

my main note here: think about active, rather than passive, voice when writing, even in analyses
 
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