NU Alcremie

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[SET]
name: Defensive
move 1: Dazzling Gleam
move 2: Calm Mind
move 3: Mystical Fire / Acid Armor
move 4: Recover
item: Leftovers
ability: Aroma Veil
nature: Bold
evs: 252 HP / 224 Def / 32 Spe

[SET COMMENTS]
Alcremie distinguishes itself from its fellow Fairy-type brethren Clefairy by possessing a high Special Attack stat, allowing it to better threaten the likes of Drampa, Silvally-Dark, and Silvally-Dragon. Calm Mind provides the additional power necessary to OHKO Drampa and Sawk at +1 while also bolstering its Special Defense stat. Mystical Fire serves as coverage for Steel-types such as Togedemaru and Galarian Stunfisk, while Acid Armor increases Alcremie's Defense, allowing it to set up against physical attackers such as Golurk and Piloswine. Alcremie can also utilize Aromatherapy to prevent itself from being crippled by Toxic poison, a status that limits Alcremie's survivability and potential to set up. Recover + Leftovers bolsters Alcremie's longevity, giving it more opportunities to accumulate boosts and attack. The EV spread seeks to maximize physical bulk while investing enough EVs in Speed to outspeed Modest Drampa.

This set allows Alcremie to take advantage of its defensive typing and bulk investment to shine as both a mid-game wallbreaker and a late-game setup sweeper. Fire- and Ground-types such as Silvally-Fire, Rapidash, Golurk, and Sandaconda provide crucial checks to Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk. In return, Alcremie can take advantage of Dragon-types such Drampa and Silvally-Dragon to set up and sweep. The aforementioned Ground-types also serve as checks to Poison-types like Garbodor, Toxicroak, and Skuntank while providing residual damage by setting up Stealth Rock. Pokemon such as Wishiwashi, Silvally-Water, and Silvally-Dragon handle pesky Fire-types such as Silvally-Fire and Rapidash that wall Alcremie. Other wallbreakers such as Sawk and Swords Dance Silvally-Fire complement Alcremie by breaking down each other's checks.

[SET]
name: Wallbreaker
move 1: Dazzling Gleam
move 2: Mystical Fire
move 3: Calm Mind / Psyshock
move 4: Recover
item: Life Orb / Leftovers
ability: Aroma Veil
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Thanks to its Fairy typing, high Special Attack, and fantastic coverage, Alcremie functions as one of NU's deadliest wallbreakers, threatening common threats such as Drampa and Abomasnow. Mystical Fire provide necessary coverage, torching Steel-types such as Togedemaru, Galarian Stunfisk, and Klinklang that attempt to pivot into Alcremie. Calm Mind bolsters Alcremie's wallbreaking capabilities, allowing it to set up on slower, passive Pokemon such as Clefairy, Hattrem, and Cofagrigus. Psyshock is a noteworthy alternative, pressuring Garbodor and Silvally-Poison at the cost of a worse Clefairy matchup. Recover increases Alcremie's longevity and grants it more opportunities to attack or set up Calm Mind. Life Orb is the preferred item, adding extra power necessary to OHKO Drampa while letting Alcremie force a Wish from Clefairy with Psyshock, although Leftovers can be utilized to provide additional recovery.

Alcremie primarily fits on balanced and bulky offense teams as a slow but powerful wallbreaker. Fire-type sweepers such as Silvally-Fire and Rapidash appreciate Alcremie weakening checks such as Lanturn, Wishiwashi, and Drampa. In return, they can threaten Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk that can limit Alcremie's effectiveness. Poison-types such as Toxicroak and Skuntank can outspeed and heavily damage Alcremie; Ground-types such as Sandaconda and Golurk serve as checks to these Pokemon while also contributing Stealth Rock support to wear down opposing threats. Additionally, Sandaconda can slow down the opposing team with Glare, providing crucial speed control, and function as a secondary check to Fighting- and Dragon-types. Water-types such as Silvally-Water and Wishiwashi help provide additional measures against Fire-types that wall this set while also functioning as pivots, allowing Alcremie to enter the battle safely and wallbreak.

[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[Rabia, 336073], [quziel, 297859]]
- Grammar checked by: [[Rabia, 336073]]
 
Last edited:

quziel

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Hey, so talked it over with the QC team and we came to the following conclusion on sets we want:

[SET]
name: Defensive
move 1: Dazzling Gleam
move 2: Calm Mind
move 3: Mystical Fire / Acid Armor
move 4: Recover
item: Leftovers
ability: Aroma Veil
nature: Bold
evs: 252 HP / 228 Def / 28 Spe


[SET]
name: Wallbreaker
move 1: Dazzling Gleam
move 2: Mystical Fire
move 3: Calm Mind / Psyshock
move 4: Recover
item: Life Orb / Leftovers
ability: Aroma Veil
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe
 
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DC

Kpop Main, No Brain
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Implemented set update! I feel like there is a lot of overlap in the team option sections, so any feedback on that is appreciated.
 

Rabia

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GP & NU Leader
[SET]
name: Defensive
move 1: Dazzling Gleam
move 2: Calm Mind
move 3: Mystical Fire / Acid Armor
move 4: Recover
item: Leftovers
ability: Aroma Veil
nature: Bold
evs: 252 HP / 224 Def / 32 Spe

[SET COMMENTS]
Alcremie distinguishes itself from its fellow Fairy-type brethren Clefairy by possessing a high Special Attack stat (or could just say it's less passive, either works), allowing it to better threaten the likes of Drampa, Silvally-Dark, and Silvally-Dragon. Calm Mind provides the additional power necessary to OHKO Drampa and Choice Scarf Malmar Sawk (Malamar in general isn't too prevalent right now, let alone Choice Scarf sets) at +1. Mystical Fire serves as coverage for Steel-types such as Togedemaru and Galarian Stunfisk while Acid Armor increases Alcremie's Defense, allowing it to set up against physical attackers such Golurk and Piloswine. Recover + Leftovers bolsters Alcremie's longevity, giving it more opportunities to accumulate boosts and attack. The EV spread seeks to maximize physical bulk while investing enough EVs in Speed to outspeed Modest Drampa.

This set allows Alcremie to shine as both a mid game wallbreaker and a late game setup sweeper. Fire- and Ground-types such as Silvally-Fire, Rapidash, Golurk, and Sandaconda provide crucial checks to Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk. In return, Alcremie can take advantage of Water-types such as Wishiwashi, Silvally-Water, and Lanturn as well as Drampa to set up and sweep. The aforementioned Ground-types also serve as checks to Poison-types like Garbodor, Toxicroak, and Skuntank while providing residual damage by setting up Stealth Rock. Pivoting from the likes of Wishiwashi, Silvally-Water, and Silvally-Dragon can provide more opportunities for Alcremie to enter the battle and set up while dealing with pesky Fire-types such as Silvally-Fire and Rapidash that wall Alcremie. (I don't view pivot support as something very necessary for this set, at least not to the point to explicitly mention it. If you want, though, you can just keep this at the fact these Pokemon check Fire-types.)

[SET]
name: Wallbreaker
move 1: Dazzling Gleam
move 2: Mystical Fire
move 3: Calm Mind / Psyshock
move 4: Recover
item: Life Orb / Leftovers
ability: Aroma Veil
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Thanks to its Fairy typing, high Special Attack, and access to Calm Mind (it's not worth drawing specific attention to Calm Mind because it's slashed with Psyshock; perhaps exchange this with a point about its good coverage), Alcremie functions as one of NU's deadliest wallbreaker, threatening common threats such as Drampa and Abomasnow. Mystical Fire provide necessary coverage, torching Steel-types such as Togedemaru, Galarian Stunfisk, and Klinklang that attempt to pivot into Alcremie. Calm Mind bolsters Alcremie's wallbreaking capabilities, allowing it to set up on slower, passive Pokemon such as Clefairy, Hattrem, and Cofagrigus. Psyshock is a noteworthy alternative, pressuring Garbodor and Silvally-Poison while OHKOing Toxicroak at the cost of a worse Clefairy matchup (Toxicroak shouldn't ever be switching into Alcremie; it takes too much damage from Dazzling Gleam and Mystical Fire). Recover provide reliable recovery, increasing Alcremie's longevity and granting it more opportunities to attack or set up Calm Mind. Life Orb is preferred item, adding extra power necessary to OHKO Drampa, although Leftovers can be utilized to provide additional recovery.

Alcremie primarily fits on balanced and bulky offense teams as a slow, but powerful wallbreaker. Fire-type sweepers such as Silvally-Fire and Rapidash appreciata appreciate Alcremie weakening checks such as Lanturn, Wishiwashi, and Drampa. In return, they can threaten Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk that can limit Alcremie's effectiveness. Poison-types such as Toxicroak and Skuntank can outspeed and heavily damage Alcremie; Ground-types such as Sandaconda and Golurk serve as checks to these Pokemon while also contributing Stealth Rock support to wear down opposing threats. Additionally, Sandaconda can slow down the opposing team with Glare, providing crucial speed control. Water-types such as Silvally-Water, Wishiwashi, and Lanturn help provide additional measures against Fire-types that wall this set while also functioning as a pivot, allowing Alcremie to enter the battle safely and further wallbreak.

[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

qc 1/2 when done
 
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quziel

I am the Scientist now
is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Smogon Discord Contributoris a Top CAP Contributoris a Contributor to Smogonis a member of the Battle Simulator Staff
[SET]
name: Defensive
move 1: Dazzling Gleam
move 2: Calm Mind
move 3: Mystical Fire / Acid Armor
move 4: Recover
item: Leftovers
ability: Aroma Veil
nature: Bold
evs: 252 HP / 224 Def / 32 Spe

[SET COMMENTS]
Alcremie distinguishes itself from its fellow Fairy-type brethren Clefairy by possessing a high Special Attack stat, allowing it to better threaten the likes of Drampa, Silvally-Dark, and Silvally-Dragon. Calm Mind provides the additional power necessary to OHKO Drampa and Sawk at +1. I feel this can be rephrased a bit; the spdef boost is also nice. I'd also like a very short mention of Toxic just making you sad. Mystical Fire serves as coverage for Steel-types such as Togedemaru and Galarian Stunfisk while Acid Armor increases Alcremie's Defense, allowing it to set up against physical attackers such Golurk and Piloswine. Recover + Leftovers bolsters Alcremie's longevity, giving it more opportunities to accumulate boosts and attack. The EV spread seeks to maximize physical bulk while investing enough EVs in Speed to outspeed Modest Drampa. I'd like a moves mention of Aroma (not worth a full slash, but it is like, sorta usable on this set over Mfire)

This set allows Alcremie to shine as both a mid game wallbreaker and a late game setup sweeper. Again, rephrase to emphasize its defensive typing and the actual bulk that this set gives you. Fire- and Ground-types such as Silvally-Fire, Rapidash, Golurk, and Sandaconda provide crucial checks to Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk. In return, Alcremie can take advantage of Water-types such as Wishiwashi, Silvally-Water, and Lanturn as well as Drampa to set up and sweep. I'd argue it really doesn't; all three can sorta annoy you with vally nearly 2hkoing with MA, and the others using toxic. Replace with Dragon types? The aforementioned Ground-types also serve as checks to Poison-types like Garbodor, Toxicroak, and Skuntank while providing residual damage by setting up Stealth Rock. Pokemon such as Wishiwashi, Silvally-Water, and Silvally-Dragon handle pesky Fire-types such as Silvally-Fire and Rapidash that wall Alcremie. Wishi also beats up Steel types. I'd like some mention of what wallbreakers work well with you.

[SET]
name: Wallbreaker
move 1: Dazzling Gleam
move 2: Mystical Fire
move 3: Calm Mind / Psyshock
move 4: Recover
item: Life Orb / Leftovers
ability: Aroma Veil
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Thanks to its Fairy typing, high Special Attack, and fantastic coverage, Alcremie functions as one of NU's deadliest wallbreaker, threatening common threats such as Drampa and Abomasnow. Mystical Fire provide necessary coverage, torching Steel-types such as Togedemaru, Galarian Stunfisk, and Klinklang that attempt to pivot into Alcremie. Calm Mind bolsters Alcremie's wallbreaking capabilities, allowing it to set up on slower, passive Pokemon such as Clefairy, Hattrem, and Cofagrigus. Psyshock is a noteworthy alternative, pressuring Garbodor and Silvally-Poison at the cost of a worse Clefairy matchup. Recover provide reliable recovery, increasing Alcremie's longevity and granting it more opportunities to attack or set up Calm Mind. Life Orb is preferred item, adding extra power necessary to OHKO Drampa, although Leftovers can be utilized to provide additional recovery. It also lets Psyshock force a Wish from Clefairy.

Alcremie primarily fits on balanced and bulky offense teams as a slow, but powerful wallbreaker. `Fire-type sweepers such as Silvally-Fire and Rapidash appreciate Alcremie weakening checks such as Lanturn, Wishiwashi, and Drampa. In return, they can threaten Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk that can limit Alcremie's effectiveness. Poison-types such as Toxicroak and Skuntank can outspeed and heavily damage Alcremie; Ground-types such as Sandaconda and Golurk serve as checks to these Pokemon while also contributing Stealth Rock support to wear down opposing threats. Additionally, Sandaconda can slow down the opposing team with Glare, providing crucial speed control. Water-types such as Silvally-Water, Wishiwashi, and Lanturn help provide additional measures against Fire-types that wall this set while also functioning as a pivot, allowing Alcremie to enter the battle safely and further wallbreak. Some mention of a secondary mon to check Fighting-types and Dragon types, as ya sorta don't, maybe could mention it with sanda.

In general I'd lowkey like to kill Lanturn mentions as like, this mon really wants a solid ground resist to be paired with it, and like, lanturn really doesn't do that, as well as Lanturn really not being a good mon.


[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[Rabia, 336073], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Works, 2/2 once implemented.
 
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Rabia

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GP & NU Leader
add remove comments
[SET]
name: Defensive
move 1: Dazzling Gleam
move 2: Calm Mind
move 3: Mystical Fire / Acid Armor
move 4: Recover
item: Leftovers
ability: Aroma Veil
nature: Bold
evs: 252 HP / 224 Def / 32 Spe

[SET COMMENTS]
Alcremie distinguishes itself from its fellow Fairy-type brethren Clefairy by possessing a high Special Attack stat, allowing it to better threaten the likes of Drampa, Silvally-Dark, and Silvally-Dragon. Calm Mind provides the additional power necessary to OHKO Drampa and Sawk at +1 while also bolstering its Special Defense stat. Mystical Fire serves as coverage for Steel-types such as Togedemaru and Galarian Stunfisk,(AC) while Acid Armor increases Alcremie's Defense, allowing it to set up against physical attackers such as Golurk and Piloswine. Alternatively, Alcremie can also (original wording implied the set ran Mystical Fire + Acid Armor and had an ambiguous mention of Aromatherapy being utilized over... something) utilize Aromatherapy to prevent itself from being crippled by Toxic poison, a status that limits Alcremie's survivability and potential to set up. Recover + Leftovers bolsters Alcremie's longevity, giving it more opportunities to accumulate boosts and attack. The EV spread seeks to maximize physical bulk while investing enough EVs in Speed to outspeed Modest Drampa.

This set allows Alcremie to take advantage of its defensive typing and bulk investment to shine as both a mid-game(AH) wallbreaker and a late-game(AH) setup sweeper. Fire- and Ground-types such as Silvally-Fire, Rapidash, Golurk, and Sandaconda provide crucial checks to Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk. In return, Alcremie can take advantage of Dragon-types such Drampa and Silvally-Dragon to set up and sweep. The aforementioned Ground-types also serve as checks to Poison-types like Garbodor, Toxicroak, and Skuntank while providing residual damage by setting up Stealth Rock. Pokemon such as Wishiwashi, Silvally-Water, and Silvally-Dragon handle pesky Fire-types such as Silvally-Fire and Rapidash that wall Alcremie. Other wallbreakers such as Sawk and Swords Dance Silvally-Fire complement Alcremie by breaking down each other's checks.

[SET]
name: Wallbreaker
move 1: Dazzling Gleam
move 2: Mystical Fire
move 3: Calm Mind / Psyshock
move 4: Recover
item: Life Orb / Leftovers
ability: Aroma Veil
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe

[SET COMMENTS]
Thanks to its Fairy typing, high Special Attack, and fantastic coverage, Alcremie functions as one of NU's deadliest wallbreaker wallbreakers, threatening common threats such as Drampa and Abomasnow. Mystical Fire provide necessary coverage, torching Steel-types such as Togedemaru, Galarian Stunfisk, and Klinklang that attempt to pivot into Alcremie. Calm Mind bolsters Alcremie's wallbreaking capabilities, allowing it to set up on slower, passive Pokemon such as Clefairy, Hattrem, and Cofagrigus. Psyshock is a noteworthy alternative, pressuring Garbodor and Silvally-Poison at the cost of a worse Clefairy matchup. Recover provide reliable recovery, increasing increases Alcremie's longevity and granting grants it more opportunities to attack or set up Calm Mind. Life Orb is the preferred item, adding extra power necessary to OHKO Drampa while letting Alcremie force a Wish from Clefairy with Psyshock, although Leftovers can be utilized to provide additional recovery.

Alcremie primarily fits on balanced and bulky offense teams as a slow (RC) but powerful wallbreaker. Fire-type sweepers such as Silvally-Fire and Rapidash appreciate Alcremie weakening checks such as Lanturn, Wishiwashi, and Drampa. In return, they can threaten Steel-types such as Togedemaru, Klinklang, and Galarian Stunfisk that can limit Alcremie's effectiveness. Poison-types such as Toxicroak and Skuntank can outspeed and heavily damage Alcremie; Ground-types such as Sandaconda and Golurk serve as checks to these Pokemon while also contributing Stealth Rock support to wear down opposing threats. Additionally, Sandaconda can slow down the opposing team with Glare, providing crucial speed control,(AC) and function as a secondary check to Fighting- and Dragon-types. A secondary check to Fighting- and Dragon-types such as Galarian Rapidash is beneficial, allowing Alcremie to remain healthy to dish out attacks. Water-types such as Silvally-Water and Wishiwashi help provide additional measures against Fire-types that wall this set while also functioning as a pivot pivots, allowing Alcremie to enter the battle safely and further wallbreak.

[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[Rabia, 336073], [quziel, 297859]]
- Grammar checked by: [[username1, userid1]]

gp 1/1 when done
 
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