Almost Any Ability Analysis Megathread

Laxpras

One small yeet for man, one giant yeet for mankind
Almost Any Ability Analysis Megathread
approved by The Immortal

This is a part of the semi-official analysis project. This megathread is for Almost Any Ability analyses specifically. Follow the main thread's rules, which are reiterated below, for reserving analyses, Quality Control, Copyediting, and uploading.

Working on the Analyses

Reserving
  • There will be megathreads for each metagame. You reserve analyses for each respective metagame in said thread. When you reserve an analysis, you have three days (72 hours specifically) to get it out of WIP, or it will be reassigned. If there are IRL issues that are affecting your ability to finish an analysis within the time limit, tell either me or the QC leader of the respective metagame, and we will give you an extension. For example, if I want to reserve Tapu Fini's analysis in AAA, I would post in the AAA megathread with a post saying "reserving Tapu Fini".
  • Wait for a member of the respective QC team of the metagame that you're writing an analysis for to approve your reservation. There are different levels of importance for each Pokemon, so the QC members might want to make sure that a person they trust is getting a certain analysis to ensure the quality-level wanted.
  • When you reserve an analysis, please put "WIP" at the top of the same post to let everybody know that you're still working on the analysis. Try to finish your analysis as soon as possible to allow for more input.
    • Note to QC checkers and am-QC checkers: DO NOT give feedback on an analysis until it's officially marked as "Quality Control". Yes, an analysis might look bland while it's in WIP, but there's a reason why it is in its WIP stage still.
  • WRITE YOUR ANALYSIS IN BULLET POINTS.
Quality Control
  • Once you feel like your analysis is ready to be checked, edit the "WIP" at the top of your post with "Quality Control". After doing this, make a new post in the respective megathread with a link to the post that your analysis is in (with a message saying "ready for QC" or something) so the QC teams can QC check it. Every analysis requires three QC checks. Write your analysis in bullet points, and after you get the first two QC checks, write it into paragraphs.
  • Even if you're not on the QC team, if you feel like you can contribute useful information to analyses that are missing it, feel free to speak up. If the QC team notices that your work is good and consistent, there's a good chance you'll be added to the QC team of that respective metagame.
  • The QC team is allowed to reject your analysis if they deem it too low of a standard to be fixed with three QC checks, or if it shows obvious lack of knowledge for a metagame. They may also reassign it if they feel that the Pokemon is not ultimately viable in the current metagame or is going to become unviable in the near future.
Copyediting
  • After you get two QC checks, edit the "Quality Control" at the top of your post with "Grammar Ready" and post in THIS THREAD with a link to the post that has your analysis in it. This tells the GP team that your post is ready to be edited to have the grammar / prose appropriated. Every analysis requires one GP check unless the GP checker deems it necessary of another one.
  • Once the analysis has been looked over by a GP member and you've implemented any changes they've made, change the "Grammar Ready" to "Done" and again, make a new post linking your post. This time, however, tag Kris to upload your analysis.
QC Team
LaxLapras (leader)
motherlove
Quantum Tesseract
(Looking for fourth, contact me if interested)

Note: Do NOT take a high priority analysis unless you have experience in the AAA metagame, we will not accept your reservation.
Alakazam (Dark Sylvion)
Snorlax
Suicune
Zygarde
Buzzwole
Kartana
Mamoswine
Tapu Fini (Quantum Tesseract)
Toxapex
Volcarona
Weavile
Xurkitree
Magearna (Quantum Tessaract)
Skarmory (Quantum Tesseract)
Note: You may reserve an analysis for any pokemon, we are just encouraging those listed above.

If I liked your post it means that I approved your reservation.
 
Last edited:
[QC 0/3]
Overview

* Boasting a fantastic base stat line, including some of the best attacking stats in the game, gives Hoopa-U an already useful place on a team.
* Hoopa-U has a decent Special Defense stat, allowing it to take Special hits with some reliability.
* Hoopa-Unbound has interesting typing, with only 2 weaknesses (Namely x2 to Fairy and x4 to bug), however it also has no resistances; just a Psychic immunity.
* Hoopa-U's pathetic defense stat makes it incredibly weak to physical attacks that deal even neutral damage.
* Its Psychic-Dark typing gives it a x4 weakness to bug, meaning U-Turn users such as Pheromosa can gain momentum for their team and halt all momentum for yours, and get a free switch.
* Hoopa-Unbound has mediocre speed, meaning it can't outspeed a lot of physical threats.

Fast Physical Sweeper
Hoopa-Unbound @ Choice Scarf / Choice Band
Ability: Hustle
EVs: 4 HP / 252 Attack / 252 Spe
Timid Nature
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Zen Headbutt / Hyperspace Hole

Moves
* Hyperspace Fury is really the only move you should be using bar a last-ditch situation. It gives 100BP STAB with Hustle (and possibly Choice Band) that hits like an absolute truck. It breaks protection and cannot miss even with the accuracy reduction by hustle, and has only the relatively minute drawback of lowering Hoopa-U's already pathetic defense.
* Fire Punch is only to be used in a last ditch situation against Fluffy users who are weak to fire.
* Drain Punch should similarly not be used often except against Steel or Dark types or in a pinch when recovery is needed.
* Zen Headbutt is for Hoopa's Psychic STAB move but it already has 90% accuracy lowered further by Hustle.
* Hyperspace hole is an interesting option against Defensive walls weak to special moves that never misses. It also breaks protection but is not boosted by Hustle or a Choice Band.
Set Details
* 252 Attack, 252 Speed, and Timid Nature maximizes Hoopa-Unbound's potential as a wallbreaker.
* Choice Scarf brings Hoopa-Unbound to a great speed tier making it more difficult to revenge kill.
* Choice Band gives Hoopa a astronomical attack stat unboosted and allowes Hyperspace Fury to hit with a huge punch.
Usage Tips
* Hoopa-Unbound really functions well as a revenge killer, with the sheer power of it's Hustle-Boosted STAB Hyperspace Fury killing slower threats with ease.
* Hoopa-U also has potential as a pseudo-pivot which can come in, take out a foe, and switch out and lose the defense drop.

Team Options
* Hoopa-Unbound functions reliably well on it's own, however a bug resist can be helpful. Potential teammates could be Skarmory, Buzzwole, and Tapu Fini.
* Hoopa-Unbound struggles with Fighting-types and Bug-Types such as Pheromosa and Buzzwole among others, so Special Fire-types and Flying-types can help deal with these with ease.

Other Options
* Running Adamant nature can help do more damage but Timid is still recommended.
* Tough Claws and Life Orb can be an interesting combination to deal a lot of damage and have more coverage.
Checks and Counters
Pheromosa
: Pheromosa is probably Hoopa-Unbound's main counter, with a 4x resist to Hyperspace Fury and can U-Turn quickly and OHKO it.
Buzzwole: Another 4x resist, Buzzwole can switch into Hyperspace Fury easily with its impressive Physical bulk, and then OHKO Hoopa-Unbound with its STAB Bug-type moves.
Fast Physical Attackers: With Hoopa-Unbound's measly defense stat, foes who can outspeed Hoopa can often kill it with a STAB physical attack.
 
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Laxpras

One small yeet for man, one giant yeet for mankind
could I reserve hoopa-u?
you can, the reason i don't have it listed, along with a few other common mons, is that its possible it gets banned in the future. Idrk whats going on with aaa though, you'll have to ask The Immortal. For now, it doesn't seem like anything is going to happen with the meta so you should be good to write it.

Shall I take Alakazam?
please start this by 1/18 and be ready for QC within a couple days or I will have to take the reservation away and will be hesitant to give another to you. You're already past the three day deadline given in the OP.
 
Last edited by a moderator:
[QC 0/3]
Overview

* Boasting a fantastic base stat line, including some of the best attacking stats in the game, gives Hoopa-U an already useful place on a team.
* Hoopa-U has a decent Special Defense stat, allowing it to take Special hits with some reliability.
* Hoopa-Unbound has interesting typing, with only 2 weaknesses (Namely x2 to Fairy and x4 to bug), however it also has no resistances; just a Psychic immunity.
* Hoopa-U's pathetic defense stat makes it incredibly weak to physical attacks that deal even neutral damage.
* Its Psychic-Dark typing gives it a x4 weakness to bug, meaning U-Turn users such as Pheromosa can gain momentum for their team and halt all momentum for yours, and get a free switch.
* Hoopa-Unbound has mediocre speed, meaning it can't outspeed a lot of physical threats.

Fast Physical Sweeper
Hoopa-Unbound @ Choice Scarf / Choice Band
Ability: Hustle
EVs: 4 HP / 252 Attack / 252 Spe
Timid Nature
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Zen Headbutt / Hyperspace Hole

Moves
* Hyperspace Fury is really the only move you should be using bar a last-ditch situation. It gives 100BP STAB with Hustle (and possibly Choice Band) that hits like an absolute truck. It breaks protection and cannot miss even with the accuracy reduction by hustle, and has only the relatively minute drawback of lowering Hoopa-U's already pathetic defense.
* Fire Punch is only to be used in a last ditch situation against Fluffy users who are weak to fire.
* Drain Punch should similarly not be used often except against Steel or Dark types or in a pinch when recovery is needed.
* Zen Headbutt is for Hoopa's Psychic STAB move but it already has 90% accuracy lowered further by Hustle.
* Hyperspace hole is an interesting option against Defensive walls weak to special moves that never misses. It also breaks protection but is not boosted by Hustle or a Choice Band.
Set Details
* 252 Attack, 252 Speed, and Timid Nature maximizes Hoopa-Unbound's potential as a wallbreaker.
* Choice Scarf brings Hoopa-Unbound to a great speed tier making it more difficult to revenge kill.
* Choice Band gives Hoopa a astronomical attack stat unboosted and allowes Hyperspace Fury to hit with a huge punch.
Usage Tips
* Hoopa-Unbound really functions well as a revenge killer, with the sheer power of it's Hustle-Boosted STAB Hyperspace Fury killing slower threats with ease.
* Hoopa-U also has potential as a pseudo-pivot which can come in, take out a foe, and switch out and lose the defense drop.

Team Options
* Hoopa-Unbound functions reliably well on it's own, however a bug resist can be helpful. Potential teammates could be Skarmory, Buzzwole, and Tapu Fini.
* Hoopa-Unbound struggles with Fighting-types and Bug-Types such as Pheromosa and Buzzwole among others, so Special Fire-types and Flying-types can help deal with these with ease.

Other Options
* Running Adamant nature can help do more damage but Timid is still recommended.
* Tough Claws and Life Orb can be an interesting combination to deal a lot of damage and have more coverage.
Checks and Counters
Pheromosa
: Pheromosa is probably Hoopa-Unbound's main counter, with a 4x resist to Hyperspace Fury and can U-Turn quickly and OHKO it.
Buzzwole: Another 4x resist, Buzzwole can switch into Hyperspace Fury easily with its impressive Physical bulk, and then OHKO Hoopa-Unbound with its STAB Bug-type moves.
Fast Physical Attackers: With Hoopa-Unbound's measly defense stat, foes who can outspeed Hoopa can often kill it with a STAB physical attack.
LaxLapras motherlove Quantum Tesseract

Ready for QC.
 

Laxpras

One small yeet for man, one giant yeet for mankind
[QC 0/3]
Overview

* Boasting a fantastic base stat line, including some of the best attacking stats in the game, gives Hoopa-U an already useful place on a team.
* Hoopa-U has a decent Special Defense stat, allowing it to take Special hits with some reliability.
* Hoopa-Unbound has interesting typing, with only 2 weaknesses (Namely x2 to Fairy and x4 to bug), however it also has no resistances; just a Psychic immunity.
* Hoopa-U's pathetic defense stat makes it incredibly weak to physical attacks that deal even neutral damage.
* Its Psychic-Dark typing gives it a x4 weakness to bug, meaning U-Turn users such as Pheromosa can gain momentum for their team and halt all momentum for yours, and get a free switch.
* Hoopa-Unbound has mediocre speed, meaning it can't outspeed a lot of physical threats.
Please redo this section. I'm not writing the overview for you. Look at other overviews as an example. Take it one line at a time.
For ex: "Hoopa has a great phys atk and sp atk, giving it versatility in its offensive presence" rather than "fantastic base stat line"
You repeated things in a weird way to, so just try to redo it. List each positive, then list each negative


You need to make another set, before the scarfed set, that is a Specially Biased mixed attacker. Have it Adaptability / Psychic Surge / Sheer Force. Dark pulse, Psychic, Drain Punch / Focus Blast, Fire Punch / Thunderbolt

Fast Physical Sweeper Choice Scarfed Attacker
Hoopa-Unbound @ Choice Scarf / Choice Band no
Ability: Hustle
EVs: 4 HP / 252 Attack / 252 Spe
Timid Nature Hasty
- Hyperspace Fury
- Fire Punch
- Drain Punch
- Zen Headbutt / Hyperspace Hole dark pulse or psychic

Moves
* Hyperspace Fury is really the only move you should be using bar a last-ditch situation. It gives 100BP STAB with Hustle (and possibly Choice Band) that hits like an absolute truck. It breaks protection and cannot miss even with the accuracy reduction by hustle, and has only the relatively minute drawback of lowering Hoopa-U's already pathetic defense. thus this drawback is small
* Fire Punch is only to be used in a last ditch situation against Fluffy users who are weak to fire. two bullets in a row saying what to do in a "last ditch", fix that. Also what about things like Magearna?
* Drain Punch should similarly not be used often except against Steel or Dark types or in a pinch when recovery is needed.
* Zen Headbutt is for Hoopa's Psychic STAB move but it already has 90% accuracy lowered further by Hustle.
* Hyperspace hole is an interesting option against Defensive walls weak to special moves that never misses. It also breaks protection but is not boosted by Hustle or a Choice Band. no, dark pulse or psychic to hit phys walls/fluffy users
Set Details

* 252 Attack, 252 Speed, and Timid Nature maximizes Hoopa-Unbound's potential as a wallbreaker. fix nature
* Choice Scarf brings Hoopa-Unbound to a great speed tier making it more difficult to revenge kill.
* Choice Band gives Hoopa a astronomical attack stat unboosted and allowes Hyperspace Fury to hit with a huge punch. no band
Usage Tips

* Hoopa-Unbound really functions well as a revenge killer, with the sheer power of it's Hustle-Boosted STAB Hyperspace Fury killing slower threats with ease.
* Hoopa-U also has potential as a pseudo-pivot which can come in, take out a foe, and switch out and lose the defense drop.
late game cleaner



Team Options
* Hoopa-Unbound functions reliably well on it's own, however a bug resist can be helpful. Potential teammates could be Skarmory, Buzzwole, and Tapu Fini.
* Hoopa-Unbound struggles with Fighting-types and Bug-Types such as Pheromosa and Buzzwole among others, so Special Fire-types and Flying-types can help deal with these with ease.

Other Options
* Running Adamant nature can help do more damage but Timid is still recommended.
* Tough Claws and Life Orb can be an interesting combination to deal a lot of damage and have more coverage.
Checks and Counters
Pheromosa
: Pheromosa is probably Hoopa-Unbound's main counter, with a 4x resist to Hyperspace Fury and can U-Turn quickly and OHKO it.
Buzzwole: Another 4x resist, Buzzwole can switch into Hyperspace Fury easily with its impressive Physical bulk, and then OHKO Hoopa-Unbound with its STAB Bug-type moves.
Fast Physical Attackers: With Hoopa-Unbound's measly defense stat, foes who can outspeed Hoopa can often kill it with a STAB physical attack.
changes in bold, a lot to do. Please take your time and make it thorough. If you have questions, ask around the OM chat room. Aesf, QT, motherlove, Jrdn, myself and others can give tips on what Hoopa does in AAA. QT and Motherlove don't QC until I OK this first step.
 
I would like to take Xurkitree

Xurkitree @ Psychium Z Ability: No Guard EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Hypnosis - Tail Glow - Thunder / Zap Cannon - Dazzling Gleam

With Z-Hypnosis, it Gets a +1 speed boost, and with No Guard, it gets a free turn to tail glow and sweep. Zap Cannon is good, but Thunder has more PP, so you won't get PP Stalled. Dazzling Gleam blasts dragon types and ground types.


Xurkitree @ Life Orb/Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge/Thunderbolt
- Energy Ball
- Dazzling Gleam
- Signal Beam/Tail Glow/Calm Mind

Xurkitree Can run Adaptability as well. Discharge has 10 less BP than thunderbolr, but the paralysis chance is good. Thunderbolt is more powerful move, but with a only 10% paralysis chance. Energy Ball and Dazzling Gleam are coverage. The last slot is really filler. Signal Beam can hit grass types, Tail glow for giant boost, and Calm Mind is for a bulky approach. Life Orb is for flexibility, and Choicd Scarf is for maximum speed. Choice Specs can also be run for mazimum power.
 

Laxpras

One small yeet for man, one giant yeet for mankind
I would like to take Xurkitree

Xurkitree @ Psychium Z Ability: No Guard EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature IVs: 0 Atk - Hypnosis - Tail Glow - Thunder / Zap Cannon - Dazzling Gleam

With Z-Hypnosis, it Gets a +1 speed boost, and with No Guard, it gets a free turn to tail glow and sweep. Zap Cannon is good, but Thunder has more PP, so you won't get PP Stalled. Dazzling Gleam blasts dragon types and ground types.


Xurkitree @ Life Orb/Choice Scarf
Ability: Adaptability
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Discharge/Thunderbolt
- Energy Ball
- Dazzling Gleam
- Signal Beam/Tail Glow/Calm Mind

Xurkitree Can run Adaptability as well. Discharge has 10 less BP than thunderbolr, but the paralysis chance is good. Thunderbolt is more powerful move, but with a only 10% paralysis chance. Energy Ball and Dazzling Gleam are coverage. The last slot is really filler. Signal Beam can hit grass types, Tail glow for giant boost, and Calm Mind is for a bulky approach. Life Orb is for flexibility, and Choicd Scarf is for maximum speed. Choice Specs can also be run for mazimum power.
Please read the OP of this thread as well as the general analysis megathread to see the format for how to write analyses.
 

RNGIsFatal

Banned deucer.
Reserving for Volcarona, if I am worthy.
2/21/2017


WIP



Overview

* With base Special Attack stat of 135 and access to fantastic boosting move, Quiver Dance, Volcarona is one of the most fearsome yet underrated late game sweeper in the metagame.
* Also its high base Speed of 100 allows Volcarona to outspeed almost the entire metagame without boosts after accumulating boosts from Quiver Dance.
* It's access to STAB Fire type moves and Bug type moves make Vocarona a great check against any Steel types lacking Flash Fire, Dark types such as Umbreon and Weavile, and RegenVest Magearna that is widely used.
* In addition, its unique resistance of Fighting, Fairy, and Ice allows Volcarona to force many switches.
* However, Volcarona's abysmal Defense stat leaves it very vulnerable to priority users, namely Golisopod and Dragonite with Aerilate.
* Its 4x weakness to Stealth Rock is very exploitable and forces Volcarona to run Magic Guard in order to safely set up.
* Most types that have exploitable weakness to Fire type moves often have Flash Fire or Primodial Sea, and this shuts down most of Volcarona's options.
* Despite those drawbacks, the presense of Volcarona in the team heavily pressures opponent into keeping specially defensive walls to keep themselves from being overwhelmed by Volcarona's raw power and its late-game sweeping potential.

[Desolate Land]

Volcarona @ Focus Sash / Life Orb

Ability: Desolate Land

EVs: 4 Def / 252 SpAtk / 252 Spe

Timid / Modest Nature


- Fiery Dance / Fire Blast

- Giga Drain / Solar Beam

- Bug Buzz / Hidden Power Ice

- Quiver Dance



[Set Comments]


Moves

* The first move can be decided upon whether one favors safety or raw power. Fiery Dance's low base power can be mediated by Desolate Land boost, but Fire Blast can be used for better wallbreaking potency.
* The second move slot is going to be determined by whether one favors sustainability or raw power. Giga Drain, while having significantly lower base power than Solar Beam, allows Volcarona to stay healthy, especially when it has Life Orb, afflicted with poison, or its Focus Sash was hindered by prior damage.
* Solar Beam lets Volcarona dent Water Types with its high 120 base power and achieve OHKOs after boosts from Quiver Dance.
* Bug Buzz is a strong STAB move that threatens Dark and Psychic types, while Hidden Power Ice can be applied to deal heavy damage on Dragon types such as Noivern, Salamence, or Garchomp.
* Quiver Dance is a move that turns Volcarona into a fast, specially defensive, and powerful sweeper that is mandatory in this set.


Set Details

* Maximum investment on Special Attack and Speed allows Volcarona to hit as hard and as fast as possible.
* Modest nature can be applied if one prefers better raw power but it leaves Volcarona vulnerable to opponents in the speed tier of 90 when they are holding Choice Scarf.
* 4 remaining EV goes to Defense to give Volcarona a bit better capability of taking physical hits.
* Focus Sash allows Volcarona to set in front of its check as a last ditch effort to contribute to the team, but it requires heavy team support to keep it safe away from entry hazards.
* Life Orb guarantees significantly better raw power but it shortens Volcarona's longevity without Giga Drain and leaves it vulnerable to revenge kills.


[Usage Tips]



[Team Options]




[2nd set that has not been drafted]

Kyrurem–White @ Choice Scarf / Life Orb

Ability: Contrary

EVs: 4 Def / 252 SpAtk / 252 Spe

Timid / Naive Nature


- Draco Meteor

- Overheat

- Leaf Storm / Moongeist Beam

- Switcheroo



[Set Comments]




Set Details




[Usage Tips]




[Team Options]




[Other Options]




[Checks and Counters]

-
 
Last edited:
Reserving for Volcarona, if I am worthy.
2/21/2017


WIP



Overview

With base Special Attack stat of 135 and access to fantastic boosting move, Quiver Dance, Volcarona is one of the best yet underrated late game sweeper in the metagame. Also its high base Speed of 100 allows Volcarona to outspeed almost the entire metagame without boosts after accumulating boosts from Quiver Dance. It's access to STAB Fire type moves and Bug type moves make Vocarona a great check against any Steel types lacking Flash Fire, Dark types such as Umbreon and Weavile, and RegenVest Magearna that is widely used. In addition, its unique resistance of Fighting, Fairy, and Ice allows Volcarona to force many switches.

However, Volcarona's abysmal Defense stat leaves it very vulnerable to priority users, namely Golisopod and Dragonite with Aerilate. Its 4x weakness to Stealth Rock is very exploitable and forces Volcarona to run Magic Guard in order to safely set up. Most types that have exploitable weakness to Fire type moves often have Flash Fire or Primodial Sea, and this shuts down most of Volcarona's options. Despite those drawbacks, the presense of Volcarona in the team heavily pressures opponent into keeping specially defensive walls to keep themselves from being overwhelmed by Volcarona's raw power and its late-game sweeping potential.

[Desolate Land]

Volcarona @ Focus Sash / Life Orb

Ability: Desolate Land

EVs: 4 Def / 252 SpAtk / 252 Spe

Timid / Modest Nature


- Fiery Dance / Fire Blast

- Giga Drain / Solar Beam

- Bug Buzz / Hidden Power Ice

- Quiver Dance



[Set Comments]


Moves

The first move can be decided upon whether one favors safety or raw power. Fiery Dance's low base power can be mediated by Desolate Land boost, but Fire Blast can be used for better wallbreaking potency. The second move slot is going to be determined by whether one favors sustainability or raw power. Giga Drain, while having significantly lower base power than Solar Beam, allows Volcarona to stay healthy, especially when it has Life Orb, afflicted with poison, or its Focus Sash was hindered by prior damage. Solar Beam lets Volcarona dent Water Types with its high 120 base power and achieve OHKOs after boosts from Quiver Dance. Bug Buzz is a strong STAB move that threatens Dark and Psychic types, while Hidden Power Ice can be applied to deal heavy damage on Dragon types such as Noivern, Salamence, or Garchomp. Quiver Dance is a move that turns Volcarona into a fast, specially defensive, and powerful sweeper that is mandatory in this set.


Set Details

Maximum investment on Special Attack and Speed allows Volcarona to hit as hard and as fast as possible. Modest nature can be applied if one prefers better raw power but it leaves Volcarona vulnerable to opponents in the speed tier of 90 when they are holding Choice Scarf. 4 remaining EV goes to Defense to give Volcarona a bit better capability of taking physical hits. Focus Sash allows Volcarona to set in front of its check as a last ditch effort to contribute to the team, but it requires heavy team support to keep it safe away from entry hazards. Life Orb guarantees significantly better raw power but it shortens Volcarona's longevity without Giga Drain and leaves it vulnerable to revenge kills.


[Usage Tips]



[Team Options]




[2nd set that has not been drafted]

Kyrurem–White @ Choice Scarf / Life Orb

Ability: Contrary

EVs: 4 Def / 252 SpAtk / 252 Spe

Timid / Naive Nature


- Draco Meteor

- Overheat

- Leaf Storm / Moongeist Beam

- Switcheroo



[Set Comments]




Set Details




[Usage Tips]




[Team Options]




[Other Options]




[Checks and Counters]

-
Bullet points fam.
 

RNGIsFatal

Banned deucer.
Also I was VERY inactive on working on this, I apologize for that. I was thinking about how would I come up with better movesets after Fluffy was gone. Oh, Innards Out ban also gave me a headache. I will get it done ASAP. Sorry in advance.
 

Laxpras

One small yeet for man, one giant yeet for mankind
Ok any analysis that has been completed and has any reference to something now banned will need to be fixed and just checked by me.

Kris the following have been fixed and are ready for re-upload:
Skarmory: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3#post-7241493
Magearna: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3

Kris the following were QCd but not GPd:
Tapu Fini: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-2#post-7204192
Alakazam: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/#post-7186963
^ darksylvion we gave you the third QC check but you never changed the post to 3/3, also, like QT said, please read the grammar standards to make sure its as good as possible.

The following have not been completed, I'm assuming they won't be getting done so I'm just taking them back. If you still complete them, cool.
Volcarona RNGIsCancer
Hoopa-U DurzaOffTopic
 
Ok any analysis that has been completed and has any reference to something now banned will need to be fixed and just checked by me.

Kris the following have been fixed and are ready for re-upload:
Skarmory: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3#post-7241493
Magearna: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3

Kris the following were QCd but not GPd:
Tapu Fini: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-2#post-7204192
Alakazam: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/#post-7186963
^ darksylvion we gave you the third QC check but you never changed the post to 3/3, also, like QT said, please read the grammar standards to make sure its as good as possible.

The following have not been completed, I'm assuming they won't be getting done so I'm just taking them back. If you still complete them, cool.
Volcarona RNGIsCancer
Hoopa-U DurzaOffTopic
Yeah. Drop me, came in a bit over my head there, sorry.
 

RNGIsFatal

Banned deucer.
Ok any analysis that has been completed and has any reference to something now banned will need to be fixed and just checked by me.

Kris the following have been fixed and are ready for re-upload:
Skarmory: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3#post-7241493
Magearna: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-3

Kris the following were QCd but not GPd:
Tapu Fini: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/page-2#post-7204192
Alakazam: http://www.smogon.com/forums/threads/almost-any-ability-analysis-megathread.3592664/#post-7186963
^ darksylvion we gave you the third QC check but you never changed the post to 3/3, also, like QT said, please read the grammar standards to make sure its as good as possible.

The following have not been completed, I'm assuming they won't be getting done so I'm just taking them back. If you still complete them, cool.
Volcarona RNGIsCancer
Hoopa-U DurzaOffTopic
You can drop me as well. Sorry for inactivity.
 

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