Plague von Karma
Banned deucer.
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[OVERVIEW]
Aerodactyl is able to find a niche on anti-Wrap cores thanks to its exceptionally high Speed, which allows it to check and revenge kill even some of the fastest Pokemon in the tier, like Dugtrio and Persian. This Speed gives it an incredible 25.39% critical hit rate while also making it difficult to pin down with Wrap. Aerodactyl also has an amazing defensive typing that provides it with immunity to Earthquake and resistance to Normal-type attacks, granting it great synergy with physically frail Pokemon like Electabuzz and Raichu. Finally, Aerodactyl's Normal resistance allows it to PP stall Wrap, dissuade Explosion, and force recharges from Hyper Beam.
However, Aerodactyl comes with a slew of problems. It's hindered severely by a lack of STAB options, with its sole semi-functional one being the mediocre Sky Attack. This extends to the rest of its offensive movepool, often leading Aerodactyl to use Fire Blast. Overall, these movepool issues limit Aerodactyl's damage output by quite a bit. Furthermore, its reliance on Double-Edge forces it to take heavy recoil and leaves it susceptible to knocking itself into KO range, severely limiting its defensive use throughout a game. Defensively, Aerodactyl is very frail specially, taking massive damage from Surf and Blizzard, both very common attacks in the tier. As a result, it will struggle against threats like its extinct brethren Omastar and often get forced out. Aerodactyl is extremely reliant on its Speed as well, making paralysis a near-death sentence, once again forcing it out if it can't KO the user before it gets paralyzed. This is further amplified by the risk of Body Slam paralyzing it, which makes what would otherwise be a switch-in opportunity a dangerous game to play.
[SET]
name: Speed Utility
move 1: Double-Edge
move 2: Hyper Beam
move 3: Fire Blast
move 4: Toxic / Agility
[SET COMMENTS]
Set Description
=========
Double-Edge acts as Aerodactyl's main attacking move, allowing it to deal significant damage to physically weak Pokemon. Double-Edge notably 2HKOes Kadabra and puts Dugtrio into range for Hyper Beam. Hyper Beam allows Aerodactyl to revenge kill opposing Pokemon very effectively, KOing Tentacruel from 40.2% onwards. Fire Blast is most useful for the significant burn chance, which can incapacitate physical attackers and cause Wrap users to take more damage than they can deal when using it. Toxic can be used to prevent a Wrap sweep from Agility + Wrap Dragonite, but Agility is helpful for ignoring the Speed drop from paralysis. Fire Blast works well with Toxic, as burning Haunter and Tentacruel—which are immune to it—allows your own Tentacruel to further chip them using Wrap.
Aerodactyl's main purpose during a game is to revenge kill Pokemon and prevent Wrap cores from making progress, all while providing defensive support through its typing. This is best facilitated by the use of partners that, like Aerodactyl, take minimal damage from Wrap, such as Haunter, Omastar, and Vaporeon. Alternatively, Aerodactyl can be fit onto teams with offensive Pokemon that can give it openings to sweep like Persian, Kangaskhan, and Dragonite. Overall, this culminates into a hit-and-run playstyle that makes it work well, be it early- or late-game.
Aerodactyl's resistance to Normal-type attacks and high Speed mean it can switch in on Wrap with near-impunity, taking minimal damage while guaranteeing damage on the opposing Wrap user should Aerodactyl stay in. Aerodactyl also happens to switch in well against Pokemon that use their teammate's Wrap to switch in freely, such as Dugtrio and Persian. This makes it a good response to these switch-ins with good prediction, especially if it comes in the same turn as them. Overall, Aerodactyl serves as very effective means to check these fast threats, dictating the game state efficiently by denying the opposing team momentum.
Aerodactyl's Ground immunity makes it well equipped for double switching, allowing it to ease in Electric-types like Electabuzz, as well as Haunter and Tentacruel, through deterring the use of Earthquake. This makes Aerodactyl suitable for teams that lead with Electabuzz, as Dugtrio is fairly likely to switch in immediately, and Aerodactyl can KO Dugtrio with Double-Edge + Hyper Beam. Since Aerodactyl is thoroughly debilitated by paralysis, it appreciates having a Ground-type teammate like Dugtrio or Golem to switch in on Thunder Wave and maintain momentum.
[STRATEGY COMMENTS]
Other Options
=============
Aerodactyl's fourth move slot is the most expendable, and while its movepool is very limited, this isn't to say there aren't options. Rest is the most relevant option, allowing Aerodactyl to serve a more defensive role while removing paralysis, ensuring it can maintain a defensive presence throughout a game. Considering Wrap deducts sleep turns, Rest plays well into Aerodactyl's playstyle. However, Rest also makes it easy setup fodder for Dragonite. Alternatively, Sky Attack can be used to hit Haunter and OHKO Kadabra, which isn't unfeasible if it's charged during a Recover turn in Kadabra's case, but its two-turn nature and shaky accuracy make it unreliable and specific.
Checks and Counters
===================
**Rock-types**: Aerodactyl can't scratch Rock-types at all—especially Omastar and Golem—and is weak to almost every attack they commonly use. As a result, Aerodactyl invites these threats in just by existing and will be subsequently forced out.
**Haunter**: Haunter is immune to Aerodactyl's main attacking options and takes minimal damage from Fire Blast. As if this weren't enough, it 2HKOes Aerodactyl with Thunderbolt. The best Aerodactyl can offer against it is a potential burn, which makes its Explosion pitifully weak. However, Haunter must be wary of Sky Attack.
**Water-types**: Aerodactyl takes heavy damage from any viable Water-type's STAB Surf. While it can survive Surf from Vaporeon at full HP, Double-Edge's recoil means it will almost never be in a situation where it can make use of it. This also makes Tentacruel's 28.2% chance to OHKO Aerodactyl with Surf much more imposing. Gyarados can 2HKO Aerodactyl with Surf or Thunderbolt or even OHKO it with Hydro Pump 89.7% of the time. However, Aerodactyl is very capable of revenge killing Water-types not named Omastar through Hyper Beam.
**Paralysis**: Aerodactyl's main strength in RBY UU is its Speed, so paralysis is the bane of its existence. It will force Aerodactyl to use Agility to remain in control, assuming it is running it, which can be very difficult to set up reliably and leaves it open to exploitation from Pokemon like Dragonite. Unless Aerodactyl can take out opposing paralysis inducers like Electabuzz and Hypno, it's forced to switch out. It should be noted that they're KOed by Hyper Beam from 47.1% and 37.5% onwards, respectively. Raichu can notably use Agility to outspeed Aerodactyl and 2HKO it with Thunderbolt. Electrode can do the same, and its naturally higher Speed makes matters worse. Body Slam's paralysis chance can also make checking Pokemon like Kangaskhan and Dodrio much riskier than it should be, making what would normally be a valid point of entry a potential death sentence.
**Articuno**: Articuno takes middling damage from Aerodactyl's options outside of Fire Blast, can boost itself to become faster than it through Agility, and OHKOes it with Blizzard. If Articuno has used Agility, Aerodactyl can't do anything.
**Dragonite**: While a Toxic or even burn from Aerodactyl will completely stuff its chances of a Wrap sweep, Dragonite is more than capable of beating Aerodactyl. It can use Agility to outspeed and 2HKO Aerodactyl with Blizzard or Thunderbolt, and it doesn't take much damage from its attacks. It also has access to Thunder Wave, which incapacitates Aerodactyl and makes it much more vulnerable to Wrap.
[CREDITS]
- Written by: [[Plague von Karma, 236353]]
- Quality checked by: [[phoopes, 96315], [EB0LA, 423005]]
- Grammar checked by: [[Finland, 517429], [The Dutch Plumberjack, 232216]]
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