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Pokémon Alomomola

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Scald is not Will-O-Wisp. If you think that any Scald user automatically hard counters every physical setup sweeper, you're going to be swept 70% of the time.
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oh my god what are you talking about?

With waterfall mawile and scizor switch in for free and can set up as much as they please, with scald there is pressure for them not, when the fuck did anyone say "hard counter" or even imply such a thing?
 
I'm sorry if I misinterpreted your post, it sounded to me as if you thought having access to Scald will make you reliably win against physical setup sweepers (many players do apparently think that, good if you don't) . I'm not saying Waterfall is better. I'm just saying that Scald is pretty much a 30% accuracy WoW if used on Mola and that Vaporeon with its access to 110 base spatk to go with Scald and Roar is usually better against such physical attackers, even with its inferior physical bulk.

Point is: If you are using an exact moveset that Vaporeon also has access to, you'd in almost all situations be better off using Vaporeon in the first place. The Mirror Coat set seems the one that has the best niche in OU.
 
Aircraft Cemetery is correct in that Scald is a very unreliable stab move, but it's usually still better than Waterfall. If you run any sort of Alomomola you absolutely NEED a way to deal with potential setup sweepers, substitutes and taunts. A 30% chance the burn is the only thing keeping Alomomola from being complete setup bait, and it won't "prevent" shit against something like Mawile. Most sub/setup sweepers in the current metagame are physical attackers, so Skarmory is a generally good partner.
 
I used this pokemon and fucking love it. True definition of "bulky pivot". Gets in, sponges whatever, and passes a wish to the pokemon you REALLY want coming in.

Alomomola @ Leftovers
Ability: Regenerator
EVs: 228 HP / 140 Def / 140 SDef
Impish Nature
- Knock Off
- Scald
- Toxic
- Wish

HP EVs gives you 528 HP which is both a lefties number and a regenerator number, and passes massive 264 HP Wishes.
SpDef is good to have in general without getting too theorymonny, but it lets you survive Char-Y's Solar Beam in a pinch if hazards are down and hit back with toxic.
I choose toxic over mirror coat because I don't like guessing games, especially when half the meta is carrying CM or NP.
This thing has the bulk to fish for burns. It's not reliable, but its also the best move because you're favored to get a burn after two tries. That's pokemon nowadays, chances and luck and doing your best to maximize in the long run.
The knock off damage is not ignorable it does 25%-30% to 252 HP / 0 Def Metagross which is bulky as fuck. It's a lot like Blissey's Flamethrower I guess.
 
I love this thing so much. Needless to say, it is amazing on stall. I ran a Chansey/Alomomola double Wishpass core to great success and it never dies.

Alomomola @ Leftovers
Ability: Regenerator
EVs: 228 HP / 144 Def / 136 SDef
Careful Nature
- Wish
- Knock Off
- Toxic
- Magic Coat / Protect / Scald

Basically, you can survive hits from Rotom-W, M-Manectric, Thundurus, Garchomp, and nearly every physical threat in the game, except for mixed M-Abomasnow, and certain boosted sweepers, such as +1 CharX or M-Ttar. No, Magic Coat is not a typo. I find it to be fantastic on the bulky sunfish -- it allows it to play around Mandibuzz, Deoxys-S, and other Taunt users, except for Thundurus. It also allows you to throw back SR and status moves, as well as allowing you to scout for said status moves. That being said, Protect has a lot of value on Alomomola and I think it's being underestimated. Yes, it does in fact gain a third with Regenerator, but Protect's value goes beyond restoring HP with Wish. It allows you to scout sets and gives you an extra turn of lefties recovery, which can often be crucial in the game.

As to the Mirror Coat set, I think it's an effective gimmick similar to Counter Chansey, but the question ultimately becomes: do you want to take that much damage in order to surprise OHKO CharY? And can your team actually take advantage of this surprise OHKO? I find that pure stall rarely has the opportunity to do this, and it should have multiple counters and checks to nearly everything anyway. Specially defensive Hippowdon, for example, is only 3HKOd by Modest CharY and can OHKO with Stone Edge / Rock Slide. What matters in stall is consistency, not surprise, and that's where I take problem with the Mirror Coat Alomomola set.

Also, I just find it cool that specially defensive Alomomola is being discussed as a Charizard check, which is exactly what it was in NU.
 
Alomomola can switch out and restore HP with Regenerator...

Right, but Regenerator only heals 33%, which can often put you in bad situations when it takes out that much health. First, let's assuming you're switching in

252 SpA Mega Charizard Y Flamethrower vs. 252 HP / 252+ SpD Alomomola in Sun: 147-173 (27.5 - 32.3%) -- 63.4% chance to 4HKO after Leftovers recovery

That's an average of 160, or 29%, damage. This leaves you at 71%; you heal 6.25% of that back, so that's ~77.25%. Now, CharY solarbeams:

252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 252+ SpD Alomomola: 348-410 (65.1 - 76.7%) -- guaranteed 2HKO after Leftovers recovery

That's an average of 379, or 70%. On average you'd be left with 13.5% including leftovers. You lose to high damage rolls, hazards, and Modest CharY. The first is pretty important. Also note that you will most likely die to Fire Blast + Solarbeam, as well as opponent's who outpredict.

Either way, once you switch it out, you are at about 46%, which seems okay, but seriously compromises Alomomola's health. Which is my point here: purposefully risking a bulky wall* for the sake of a surprise KO is neither consistent or intelligent. Having your premier physical wall at 46% is inviting your opponent to take advantage of this by sending out their physical wallbreaker. Yes, Regenerator is great and useful and allows you to switch liberally, but it cannot be seen as an excuse to take damage that another Pokemon can take more efficiently.

*in stall. In semi-stall or balanced, a strategy like this has more long-term benefits.
 
Spdef Alomomola is anything but a physical wall. It has decent bulk on both sides, but once it takes out that special wallbreaker (Zard Y) its job is done. Anything else it does from then on is icing on the cake.

Furthermore, Alomomola can survive pretty much any damage roll from Timid Zard as long as you factor in Leftovers recovery with Protect. Is it a foolproof Zard counter? Of course not, but its one of the few things that can take a hit from Zard Y, KO back, and still have some HP to spare for later on.
 
Spdef Alomomola is anything but a physical wall. It has decent bulk on both sides, but once it takes out that special wallbreaker (Zard Y) its job is done. Anything else it does from then on is icing on the cake.

Furthermore, Alomomola can survive pretty much any damage roll from Timid Zard as long as you factor in Leftovers recovery with Protect. Is it a foolproof Zard counter? Of course not, but its one of the few things that can take a hit from Zard Y, KO back, and still have some HP to spare for later on.

I didn't factor in Protect recovery, actually. My problem with the set (great job in the rmt, btw) is that there are arguably better counters for Zard-Y in teambuilding. For example, Hippowdon can counter both ZardY and ZardX (unless it's TankZardX) with a specific EV spread. Latias can counter ZardY usually. I'm not saying those are the only options or that you have to use those, but my argument here is the importance of consistency in stall outweights surprise KOs/compromising a wall's health. Your team is semi-stall so it has different goals where eliminating ZardY / certain special attackers is more important, but on general stall teams, I think being able to systematically, rather than quickly, eliminate counters/threats is more important.

Also, Timid Fire Blast + Solarbeam can still 2HKO, factoring in leftovers + Protect. And that's not the 'max' damage roll.
 
I thought about a set after stumbling upon DualDance Haxorus (not the same concept, but):

RestTalkWish Passer (Ora et Quies)
Leftovers, 252 HP / 252 DEF / 4 SpecD
Wish
Rest
Sleep Talk
Scald/Toxic

Using Rest + Wish on the same set might (and probaly oughta be) senseless, however, the set attempts to take full advantage of Regenerator, New (Old, pre Gen V) Sleep Mechanic and Wish passing - the latter is Alomomola's best asset anyway -;

Wish is the primary support move, allowing it to give Wishes not as well thought as Chansey/Blissey's but better formulated than Vaporeon's;

Rest allows Alomomola to take advantage of a possible free turn/free switch in to replenish its health completely, while getting rid of a Toxic shot by someone who tried to cripple you;

Sleep Talk; a gambling move by itself; what happens if Sleep Talk calls Wish? You're given 2 options: stay in the following turn and get the Wish for yourself or Switch out and give that massive wish to a team mate (most definatly replenishing its health) while ALSO regaining 33% of your health upon switching (a wish + mini wish);

Scald for the burn chance and better option at walling physical attacks while also doing something under Taunt (other than Regenerating the hell outta there). If you get Taunted you can just switch out if you run Toxic.

Alomomola's base speed of 65 is low, but just enough to outspeed Azumaril, who's "strongest" Banded attack, Play Rough, will net a 3HKO to Alomomola at best, which gives you plenty of time to reheal with Wish/Rest. Can't formulate much else on other things to wall, other than the already discussed CharX.

Problems, of course, predictability, lack of Protect means you'll want to switch out after a Wish most the time and poor gimmick, but oughta be worked on (?) or just discarded (?).
 
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Anything that doesnt mind a burn that is a special attacker totally shits on this thing.
If i were to use it, it would be just to wear out LO physical attackers and such.

A rare option to reduce the chances of it being set up on is the use of knock off and solely knock off as an attacking move. While you lose scald, many subs by not so frail pokemon can be broken by a knockoff while ascald fails to even touch them. This way, u can toxic something on the switch and knock off spam where necessary

Toxic discourages setting up, and in conjunction with protect makes alot of threats easier to wear down instead of fishing for a burn. 24 into attack gives a lil oomph to knock off.
Ere lies the set:
UtilityMax@leftovers
232HP/252DEF/24ATK Impish
Knock Off
Wish
Protect
Toxic
 
I've used Alomomola extensively since the beginning of X/Y and I must say it has legitimate, niche uses in the metagame.

I would only ever suggest its use for support on defensive and stall teams. Bringing it into play instantly gives all momentum to your opponent and there is very little Alomo can do about it. (Compared to Audino, who can yawn to force a switch and give you a free turn to wish pass to something else) so it is highly suggested you run dedicated counters for whatever it may draw into play. (Unaware pokemon are a very nice compliment to it, as an Alomo wish will nearly always restore them to full hp, and they could care less about its opponent's boosts)

In my experience, Alo is best utilized as the physically defensive side of a cleric support core. It takes a lot of pressure off of, say, Chansey, who has no passive recovery and can not both heal itself and support its team simultaneously. Chansey alone trying to cleric for a team will get worn down after its third or forth time in the field, or become setup fodder while it takes the few turns it needs to patch itself up. With an Alomomola supplementing its durability it will be rare to not see it to the end of the game, no matter how many times it switches in and without having to take any extra time at all to keep itself lively.

As for sets, I've had a bit of experience with those, too.

My standby is:
General Sunfish@leftovers
252Hp/252Def/4SpD Relaxed/Impish
Knock Off
Scald(Toxic)
Protect(Refresh/Magic Coat/Mirror Coat)
Wish

-Generally you want to be as much of an inconvenience as possible to as wide a range of pokemon as possible. Short of Mega-Pokemon, Knock Off is always a relevant blow to your opponent's switch-in. Be it Life Orb, Choiced items, or Leftovers, they're going to be noticing the repercussions of that knock off for turns to come. And trust me, you really want to be able to consistently remove that Aegislash's leftovers.
-Not having Toxic as a mainstay of the set may turn some heads but, honestly, anything the sunfish could toxic and stall out, it could just as readily fish for a Scald Burn and stall out equally as well, with the added benefit of being able to burn certain steel targets that otherwise would make Alomo completely ineffectual. Running one or the other helps in removing status effect redundancy and ensures it always has something meaningful to cripple its opponent with. It also helps keep the fish from being absolute taunt bait. Nevertheless, if there is no other pokemon on your team that can completely stall out a roosting Dragonite, Toxic is there at your discretion.
-The third slot is where you really want specialization when it comes to your Alomo. Protect is the most general answer, as it allows for adequate scouting and for Alo to stall out a few specific threats it may struggle with. Refresh would be my second top choice, especially if you're running Alomomola without Heal Bell support, I'de have it over protect unless Alo is your only physical speedbump. Ensuring your fish is not randomly burned or Toxiced will greatly increase its longevity, and being able to out PP Toxic stall pokemon will let you win most battles of attrition. Magic Coat has its uses; generally you should be using your passive move on their switch and not sending your Alomomola in against a taunting pokemon, but in the rare instances where your hand is forced it can be a life saver. Mirror Coat works exactly like Counter Chansey with the added utility that you'll likely get Alomo back up to full hp later in the fight with some crafty switching while it's just doing its normal job.
-Wish is the bread and butter of the pokemon. If you're not using Alomomola for Wish support, don't use it.

If you're running Alomo with no team support what so ever, I would suggest the following with no variation. It will ensure Alomo stays around for as long as it possibly can, while still being able to status and stall out as wide a variety of threats as possible.

Mega Luvdisc@leftovers
252Hp/252Def/4SpD Bold
Scald
Refresh
Protect
Wish

General rule of play is you should be keeping in Alomo as little as possible. Bring it in, setup a wish, take it out. The more you keep it cycling onto your bench, the longer it will live, and the longer everything else on your team will live as well.

Finally, if you're utilizing Alomomola and surprised by how effective it can be, but want to carry over some of its more useful benefits (support without losing excess momentum) to a more offensive oriented team I highly suggest your try an Audino Cleric set. 252 hp/ 252 defense of choice and regenerator supported wishes and heal bells, with the added benefit of not being setup fodder like Alomo thanks to Yawn.
 
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Something for those of you interested in running a Mirror Coat variant.

64/252+/192 vs Timid, -10% physical durability
88/168+/252 vs Modest, -18% physical durability

Both alternative stat spreads allow Alomomola to survive a Charizard Y Solar Beam 100% of the time at full HP and 1hko in return with Mirror Coat. It should have 7% to 21% hp remaining after taking the hit, accounting for Leftovers, which should leave it at 37% to 51% after swapping out thanks to Regenerator or 57% to 71% and 87% to 100% if you had a wish prepped for Charizard coming into play.

This retains the standard Mirror Coatmola utility of countering things like Sheer Force Landorus and blowing holes in the enemy team for them Volt-Switching out their Rotom-Ws and lets you get in a sneaky unexpected ko against a very common enemy without much loss to yourself.
 
So I've been running a Alomomola the past few weeks that I've quite enjoyed using.

Aloe Vera (Alomomola) @ Lum Berry
Ability: Regenerator
EVs: 4 Def / 252 HP / 252 SDef
Careful Nature
- Wish
- Mirror Coat
- Tickle
- Waterfall/Knock off

Functions as a great Wish passer and special sponge for the team. Mirror coat can reflect back about any unboosted special attack and net surprise KOs. For example:

252 SpA Life Orb Thundurus-T Volt Switch vs. 252 HP / 252+ SpD Alomomola: 369-437 (69.1 - 81.8%) -- guaranteed 2HKO after Stealth Rock
4 SpA Rotom-W Volt Switch vs. 252 HP / 252+ SpD Alomomola: 182-216 (34 - 40.4%) -- guaranteed 3HKO after Stealth Rock
252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 252+ SpD Alomomola: 294-348 (55 - 65.1%) -- guaranteed 2HKO after Stealth Rock
252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 252+ SpD Alomomola: 348-410 (65.1 - 76.7%) -- guaranteed 2HKO after Stealth Rock
252+ SpA Choice Specs Rotom-W Thunderbolt vs. 252 HP / 252+ SpD Alomomola: 474-560 (88.7 - 104.8%) -- 31.3% chance to OHKO


Tickle and Waterfall are the odd moves on the set, as opposed to scald/toxic/protect. Tickle makes it very hard for heavy attackers to run through Alomomola or it's wish receivers while giving Waterfall increased damage and flinches to heal with a bit more safety. With a tickle on a switch in,
-1 252+ Atk Technician Mega Scizor Bug Bite vs. 252 HP / 4 Def Alomomola: 144-171 (26.9 - 32%) -- 62% chance to 3HKO after Stealth Rock
-1 252 Atk Life Orb Garchomp Outrage vs. 252 HP / 4 Def Alomomola: 204-242 (38.2 - 45.3%) -- 9.4% chance to 2HKO after Stealth Rock
-1 252 Atk Tough Claws Mega Charizard X Outrage vs. 252 HP / 4 Def Alomomola: 210-247 (39.3 - 46.2%) -- 25% chance to 2HKO after Stealth Rock

While tickle can keep Dragon dance users from setting up it can eventually be powered through by multiple Swords dances, but playing alongside a Priority/Pursuit user that can switch in under wish can put such sweepers into a checkmate position. (Aegislash fits this well)
Toxic and Sub users are the bane of this set. Though toxic can be worked around with Lum and partners that can absorb status, and even with toxic on Alomomola it can still pass wishes well due to Regen. Sub users can set up easily on this set, but a tickle on a switch-in is usually enough to keep non-BP team subbers from buying set up turns.

Waterfall is basic STAB and comes off Alomomola's better offensive stat, while being faster than most walls to gain some use of flinching, Knock off is still viable to remove items.

Videos of the set.
http://replay.pokemonshowdown.com/ou-129408245 (Turns 14 to 21)
 
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Tickle is actually not a bad option.
Another move I've seen people use is U-Turn, letting your opponent go first or switch out and then having a guaranteed safe switch to a check, and you even get the heal from Regenerator, Mienshao style.
Tickle and U-Turn could work well on the same set as you can cripple a Pokemon and then get the switch in, especially on a strong Pursuit user such as Weavile or Bisharp, taking advantage of their lowered defense. However, both Scald and Protect are important moves on her so choose wisely.
 
Tickle is actually not a bad option.
Another move I've seen people use is U-Turn, letting your opponent go first or switch out and then having a guaranteed safe switch to a check, and you even get the heal from Regenerator, Mienshao style.

How exactly does Alomomola get U-turn?
 
How exactly does Alomomola get U-turn?
Wow, that's really awkward, I could have sworn I saw it in her movelist when she came out gen 5. So no U-Turn.
But she does have access to Healing Wish which can give a cripple sweeper a second chance, and a safe switch in like U-Turn. But it's usually not a good option because you have to sack your Pokemon and she won't regenerate from that.
 
I'd opt for Rocky Helmet or Lefties over Lum Berry. Lum can stop a stray Toxic, but mola isn't staying in very long anyway since its mainly pivoting on stuff, wishing, healing with regen, repeat. A poisoned mola can still perform this task (and one without lefties for that matter), which is why I prefer Rocky Helmet.
 
It seems like a cool Talonflame counter, taking little damage from Brave Bird, and wearing down with Toxic+Scald, also seems a solid Bisharp switch-in, and a good Wisher, also lol@U-Turn to GTFO when needed
 
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 252+ Def Alomomola: 195-231 (36.5 - 43.2%) -- 98.2% chance to 3HKO after Leftovers recovery
Defiantly not a good counter, that does too much to be safe. A check maybe, but it certainly can't switch into a Brave Bird safely
Switch in, and you are at 57. Lefties brings you to 63. Protect and you are to 69; Wish, and you are at 26. Protect and you are at 82. Toxic and repeat until dead, alternating a Waterfall/Scald when necessary, so maybe soft counter?
You don't know how many xerns i have
killed with Clef with Moonblast barely out of KO range
 
Alomomola is a fine banded bird counter. More than enough durability to switch in and cycle through protect and wish when getting in the odd Scald or Toxic to wear the bird down (who will all ready be killing itself to recoil on Alomomola's massive HP pool) or even just going for a knock off and removing Talonflame's bite entirely. I know I always pivot my Alomomola in to deal with any possible Talonflame you could imagine. Even if they're running a boosting set you can prep a wish, eat a +2 Bravebird if you have to, and swap to Quagsire to deal with it without losing too much for future pivots thanks to Regenerator.
 
I've been having a great time with the set Red Duoblade posted, and with Alomomola in general.
The Rocky Helmet suggestion is okay on paper, but I'll have to try it out to be sure because the loss of leftovers recovery might be particularly bad for the old mola mola because of its slight negative impact on mola's wish passing due to losing that 6% the turn that mola uses wish. That means that a RH Mola "only" gets the 33.3% boost from regenerator, rather than 40% w/ leftovers. I know the difference is marginal, but it's important to keep this giant bag of a fish full of HP. And as I've been taught multiple times while getting my B.S. in Econ, "Rational people think at the margin".

I'm really quite pleased with this thread because Alomomola is one of my favorite pokes this gen and I've benefited immensely from Mola's strange versatility: Mirror Coat, RH, and Tickle seem to be great ways to screw with opponents who are expecting Wish/Protect/Scald/Toxic.
 
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