VGC 17 Araquanid


Not so Itsy-Bitsy Spider
[OVERVIEW]

* Water Bubble prevents burns, halves Fire-type moves' damage, and doubles the power of Araquanid's Water-type moves. Put all these together with Water-type STAB, and Araquanid is going to deal serious damage even to Pokémon that resist Liquidation, and its offensive power cannot be easily hindered.
* Impressive Special Defense lets it tank strong hits, and even some super effective ones; for example, Nihilego's Power Gem after a Beast Boost only has a 50% chance to OHKO.
* Its low Speed lets it perform very well under Trick Room.
* Low offensive stats leave its other moves noticeably lacking in power.
* It's tough to be a Bug-type in a metagame with Tapu Koko, Kartana, and Tapu Fini, which can all easily counter it.
* Araquanid is rather easy to predict, as it only has one viable set.

[SET]
name: Attacking Arachnid
move 1: Liquidation
move 2: Lunge / Toxic
move 3: Wide Guard
move 4: Protect
item: Waterium Z
ability: Water Bubble
nature: Brave / Adamant
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]
Moves
========

* Liquidation provides practically all of Araquanid's offensive presence, dealing 3x damage from STAB and Water Bubble alone and having a chance to lower the foe's Defense in the process.
* Lunge makes it harder for physical attackers to do their job by lowering their Attack.
* Toxic helps against bulky Pokemon like Gastrodon and Porygon2. It can also wear down Tapu Fini if you have another Terrain setter on your team.
* In general, the second slot should be filled with a move that lets Araquanid do whatever you need it to do.
* Wide Guard protects the team from spread moves, and is useful for Araquanid in particular to evade Rock Slide damage.
* Protect lets Araquanid survive one turn of damage and potentially stall out undesirable field effects like Hail or Electric Terrain. While Araquanid is protected, it can let a teammate set up, say, Trick Room so that it can dish out damage at high health the next turn.

Set Details
========

* Maximum HP investment lets Araquanid survive against all kinds of attackers as long as possible, and 252 Attack EVs and a Brave nature let Araquanid hit as hard as possible.
* A Brave nature also ensures Araquanid moves as slow as possible, enabling it to outspeed as much as it can in Trick Room.
* An Adamant nature can be run instead if you want Araquanid to outspeed Alolan Marowak or Vikavolt outside of Trick Room. Along with the nature, 28 Speed EVs ensure Araquanid outspeeds Marowak, whereas 12 or more are sufficient for Vikavolt. This is useful for keeping them from harming your Trick Room setter too much.
* Water Bubble is the ability of choice due to its threefold benefits to Araquanid: it becomes immune to burns, resists Fire-type damage, and hits twice as hard with its Water-type moves.
* Waterium Z turns Liquidation into a 160-Base Power physical Hydro Vortex, and with Water Bubble and STAB still applied, even Pokemon that resist the move will receive a huge dent in their HP bar.

Usage Tips
========

* Araquanid is bulkier than one might initially think. Do not be afraid to let it stay in and take a few hits if it means being able to dispose of a threatening foe.
* With Araquanid's low Speed stat, it is a good idea to put it on the team if you predict your opponent to be using a Trick Room playstyle. It may also be beneficial to bring it in against a team with Celesteela if you have few other means of dealing with it.
* Thanks to Water Bubble, there is little reason to use any offensive move other than Liquidation. Even on Pokemon that resist Water-type moves, it is usually stronger than Lunge.
* If Araquanid's Speed becomes problematic, do not be afraid of letting it slowly get KOed if it means stalling the opponent out to let a stronger threat come in for free later.

Team Options
========

* Trick Room setters like Porygon2 and Oranguru are nigh on mandatory teammates to help Araquanid take advantage of its low Speed. If using Oranguru, Energy Ball might not be a bad tech choice to help deal with Gastrodon, and Porygon2's Toxic is also helpful.
* Kartana helps Araquanid take on bulky Water- and Electric-types, especially Gastrodon. In return, Araquanid can take out troublesome Fire-types.
* It is not a bad idea to have a Ground-type Pokemon like Garchomp into which Araquanid can switch to absorb an Electric- or Rock-type move.
* Politoed can help augment Liquidation's damage output with the weather it brings.
* Electric-type Pokemon like Tapu Koko and Xurkitree are helpful in taking out opposing Water- and Flying-types. They benefit from Araquanid's Wide Guard protecting them from Earthquake as well as its ability to switch into Tectonic Rage. If running Tapu Koko, be mindful that the Electric Terrain it brings will make it harder for Araquanid to tank opposing Electric-type attacks.
* On the other hand, you can run Alolan Marowak or Togedemaru to help redirect Electric-type moves with their Lightning Rod. Both are also useful in a Trick Room team, with the former being slow and strong and the latter helping set it up.
* Arcanine can help out against opposing Kartana with STAB Fire-type attacks and against opposing physical attackers in general with Intimidate.

[STRATEGY COMMENTS]
Other Options
=============

* Poison Jab helps against Tapu Bulu and Tapu Fini, which resist Liquidation but are weak to Poison-type moves, along with anything that might be easier to handle if poisoned. Its power against other Pokemon is relatively weak, though, and Araquanid's STAB-boosted options are usually better.
* Leech Life lets Araquanid last longer on the field, but it usually does not heal significantly and Liquidation tends to be the better move to use anyway.
* Bug Bite lets Araquanid heal from foes' Sitrus and Figy Berries instead of them, but it is rather weak against everything else.
* Substitute with an Aguav Berry can turn Araquanid into a longer-lasting offensive threat. If no Trick Room is present, however, the Substitute is easy to remove and playing around the Berry from reduced HP is not difficult to do.
* If running another Water-type teammate, especially an offensive one, consider running Entrainment to give it Water Bubble.
* Soak changes the opposing Pokemon's type for easier KOs from Grass- and Electric-type teammates.
* Reflect helps the team take physical attacks better.
* If your team already has Z-Move users, Mystic Water is a viable replacement item to consistently make Liquidation a tad more powerful.
* Choice Band augments the power of each of Araquanid's moves, and it is almost always going to be using Liquidation anyway. This does, however, make Araquanid susceptible to exploitation by the opponent, as it cannot run utility moves.
* Wacan Berry is an option for making Tapu Koko's Electric Terrain-boosted Thunderbolt a guaranteed 2HKO, but it doesn't do much other than stop Electric-type attacks from dealing too much damage.
* Leftovers provides passive recovery, but again doesn't do too much else.
* A specially offensive set with Surf and Scald can be used, but it's overall a weaker option compared to a physically offensive one.

Checks and Counters
===================

**Electric-types**: Tapu Koko, Alolan Raichu, Xurkitree, and Vikavolt naturally outspeed Araquanid and can deal considerable damage to it with their STAB moves, especially in Electric Terrain.

**Bulky Water-types**: Tapu Fini, Gastrodon, and Politoed must rely on coverage moves or rain-boosted STAB moves to deal any significant damage to Araquanid, but Araquanid cannot really hit them hard in return. Gastrodon is especially notable for locking Araquanid out of Liquidation with Storm Drain. Lapras is less common, but it is able to deal super effective damage with Freeze Dry. All of these Pokemon must watch out for Toxic or Poison Jab if Araquanid is running it.

**Kartana**: Thanks to its typing and naturally high Defense, Kartana is able to hit hard with its Leaf Blade, especially after a Beast Boost boost, and survive almost anything that Araquanid throws at it. It does not, however, appreciate any Lunges that would lower its Attack, as it would have to work a bit to regain the Attack.

**Intimidate**: Pokemon like Arcanine, Salamence, and Gyarados can reduce Araquanid's Attack with Intimidate, greatly limiting its damage output. The latter two also resist Liquidation and can retaliate with a strong or super effective STAB move.

**Slower Pokemon**: Pokemon like Snorlax and Gigalith that are naturally slower than Araquanid will conversely outspeed it in Trick Room and be able to deal considerable damage before it can do the same to them.
 
Last edited:
lucariojr Sorry about the long wait. I've been a bit busy in the new semester, but I'll try to finish this up within the next 24 hours.

Edit: This is now QC ready. I originally had two separate sets, one for Waterium Z and another for CB/Assault Vest, but I realized that their Stats, Usage Tips, and Team Options were very similar, if not exactly the same, so I decided to consolidate them into a single set. I still have the old split C/P into my notepad, so I can easily revert it into two sets if necessary.
 
Last edited:
Overview
  • You mention Trick Room in the second bullet point, but I want this to be its own point altogether.
    • This is to spell out to the reader that Araquanid is most commonly seen on Trick Room teams with Porygon2.
  • Remove the point about its "lackluster" Defense, as it's really not that bad.
  • Mention that being countered by common foes such as Tapu Koko, Kartana, and Tapu Fini hurts it.
Set
  • Change this to:
move 1: Liquidation
move 2: Leech Life / Lunge
move 3: Wide Guard
move 4: Protect
item: Waterium Z
evs: 252 HP / 252 Atk / 4 Def
  • Move Choice Band, Assault Vest, and Poison Jab to Other Options.
Team Options
  • Mention that Electric-types of your own such as Tapu Koko are useful to beat Water- and Flying-types.
  • Kartana is also a valuable teammate, as it can beat bulky Water- and Electric-types.
Other Options
  • Remove Water Absorb.
  • Add Substitute with a 50% berry such as Iapapa Berry.
  • Add Toxic for bulky foes such as Porygon2.
  • Mention the special attacking set with Surf and Scald.
Checks and Counters
  • Add a header for 'Flying-type Pokemon'. Make sure to include Salamence.
  • Move "Intimidate" to the bottom.

Tag me when implemented.
 
Last edited:
Overview
  • "Impressive Special Defense..." - Can you give an example of a hit?
Moves
  • Remove the Poison Jab mention, since it's in Other Options now.

Nice implementation overall.

1/2 QC
 

tofucocoa

formerly lucariojr
is a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
C/C:

mention that gyarados has bounce, which turns into a z-move that easily ohkos araquanid.
lump the flying type section in with the intimidate section.
add vikavolt and xurkitree to the electric type section.
add lapras to the water type section, even though it's super rare. in theory it walls araquanid and has STAB freeze dry. mention that all these water types have to be wary of toxic/poison jab techs.
add a section called "slower Pokemon". this is mainly gigalith and snorlax (curse/recycle); the two can OHKO or otherwise underspeed araquanid in trick room.

OO:

add leftovers.
mention that poison jab helps against tapu fini.
replace assault vest with wacan berry. it does what assault vest should do: prevents tapu koko from OHKOing it but it lets araquanid use protect and wide guard. besides, araquanid doesn't have enough good filler moves besides liquidation.
add "interesting options": entrainment, soak, and reflect. OO is kind of a playground because araquanid really only needs 2-3 moves.

team options:

specifically mention that trick room is THE WAY to use araquanid. if you aren't using TR araquanid, or at least have some form of trick room, you might as well use a different water type like tapu fini. it takes too many EVs for araquanid to outspeed anything worthwhile, mainly looking at garchomp and tapu lele. just remove tailwind.
specifically mention that kartana kills gastrodon, the #1 threat to araquanid. mention running energy ball as a coverage move on pokemon like vikavolt, oranguru, etc to help work around gastrodon. toxic users (p2) also help against gastrodon.
add marowak and togedemaru for lightningrod. marowak is a TR partner in crime and helps against kartana. togedemaru can help set trick room with fake out.
remove tapu fini from team options; using both is a bad idea because you're doubling up on weaknesses. same with pelipper. politoed is debatable.
specifically mention how wide guard helps your electric types against EQ. araquanid resists ground too, making it a decent z-EQ switchin.
add arcanine as a partner to combat kartana and it has intimidate.

set details:

adamant is for outspeeding marowak and vikavolt outside of trick room. a minimum of 28 speed EVs is needed to outspeed adamant marowak. 12 is the minimum for vikavolt, but you might wanna use a little more for vikavolt to be on the safe side because it can chunk/OHKO you easily. outspeeding these two is especially useful when you're using oranguru because it keeps the two from flare blitzing/bug buzzing outside of TR (assuming you OHKO with z-liquidation).

set:

slash brave first. give it 0 speed ivs.
remove leech life, put it in OO. leech life is sooooo weak because you only have a base 70 attack, so if you wanna heal you might as well use leftovers. lunge at least is supportive because of the attack drop.
slash toxic to get around gastrodon and tapu fini if you have tapu koko or lele to get rid of misty terrain.
specifically mention that this slot is PURELY filler; you can get creative with it.

overview:

mention how predictable it is: araquanid really is a one-trick pony.
 
Last edited:
lucariojr Sorry about the long wait; I've been a bit busy with midterms and all. Everything should be implemented now. Let me know if I misimplemented something or should implement anything else.
 

Pyritie

TAMAGO
is an Artist
Didn't see this earlier, but is it too late to add Bug Bite somewhere? You mostly use the bug-type move for utility anyway, and bug bite lets araquanid eat all the super sitrus berries that are being used.
 

GP 1/1
remove add capitalize/decapitalize comments

[OVERVIEW]

* Water Bubble stops prevents burns, halves Fire-type moves' damage, and doubles the power of its Araquanid's Water-type moves. Put all these together with Water-type STAB, and Araquanid is going to deal serious damage even to Pokémon that resist Liquidation, and its offensive power cannot be easily hindered.
* Impressive Special Defense lets it tank strong hits, and even some super effective ones; for example, Nihilego's Power Gem after a Beast Boost only has a 50% chance to OHKO.
* Its low Speed lets it perform very well under Trick Room.
* Low offensive stats leave its other moves noticeably lacking in power.
* It's tough to be a bug Bug-type in a metagame where with Tapu Koko, Kartana, and Tapu Fini, which can all easily counter it.
* Araquanid is rather easy to predict, as it can only really run has one viable set.

[SET]
name: Attacking Arachnid
move 1: Liquidation
move 2: Lunge / Toxic
move 3: Wide Guard
move 4: Protect
item: Waterium Z
ability: Water Bubble
nature: Brave / Adamant
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]
Moves
========

* Liquidation is of 95% provides practically all of Araquanid's offensive presence, dealing 3x damage from STAB and Water Bubble alone and having a chance to lower the foe's defense in the process.
* Lunge makes it harder for Physical attackers to do their job by lowering their Attack.
* Toxic helps against bulky Pokemon like Gastrodon and opposing Porygon2. It can also weather wear down Tapu Fini if you have another Terrain setter on your team.
* In general, the second slot should be filled with a move to that lets Araquanid do whatever you need it to do.
* Wide Guard protects the team from spread moves, and is useful for Araquanid in particular to evade Rock Slide damage.
* Protect lets Araquanid survive one turn of damage and potentially stall out undesirable field effects like Hail or Electric Terrain. While Araquanid is protected, it can let a teammate set up, say, Trick Room, (comma) so that it can dish out damage at high health the next turn.

Set Details
========

* Maximum HP investment lets Araquanid survive against all kinds of attackers as long as possible both physically and specially, and 252 Attack EVs and a Brave nature let Araquanid hit as hard as possible.
* A Brave nature also ensures Araquanid moves as slow as possible, enabling it to outspeed as much as it can in Trick Room.
* An Adamant nature can be run instead if you want Araquanid to outspeed Alolan Marowak or Vikavolt outside of Trick Room. Along with the nature, 28 Speed EVs ensure Araquanid outspeeds Marowak, whereas 12 or more are sufficient for Vikavolt. This is useful for keeping them from harming your Trick Room setter too much.
* Water Bubble is the ability of choice due to its threefold benefits to Araquanid: it becomes immune to burns, resists Fire-type damage, and hits twice as hard with its Water-type moves.
* Waterium Z turns Liquidation into a 160-Base Power Physical Hydro Vortex, and with Water Bubble and STAB still applied, even Pokemon that resist the move will receive a huge dent in their HP bar.

Usage Tips
========

* Araquanid is bulkier than one might initially think. Do not be afraid to let it stay in and take a few hits if it means being able to dispose of a threatening foe.
* With Araquanid's low Speed stat, it is a good idea to send put it onto the team if you read predict your opponent to be using a Trick Room playstyle. It may also be beneficial to bring it in against a team with Celesteela if you have few other means of dealing with the latter it.
* Thanks to Water Bubble, there is little reason to use any offensive move other than Liquidation. Even on Pokemon that resist Water-type moves, it's stronger than Lunge an 85 Power attack with a 3x boost and 0.5x effectiveness is stronger than a neutral, STAB-boosted 80 Power move.
* If Araquanid's Speed becomes problematic, do not be afraid of letting it slowly get KOed if it means stalling the opponent out to let a stronger threat come in for free later.

Team Options
========

* Trick Room setters like Porygon2 or and Oranguru are nigh on mandatory teammates to help Araquanid take advantage of its low speed. If using Oranguru, Energy Ball might not be a bad tech choice to help deal with Gastrodon, and Porygon2's Toxic is also helpful.
* Kartana helps Araquanid take on bulky Water- and Electric-types who cannot do much to the former, especially Gastrodon. In return, Araquanid can take out troublesome Fire-types for it.
* It is not a bad idea to have a Ground-type Pokemon like Garchomp in the back into which Araquanid can hard switch to absorb an Electric- or Rock-type move aimed at it.
* Politoed can help augment Liquidation's damage output with the weather it brings in its wake.
* Electric-type Pokemon, (comma) like Tapu Koko and Xurkitree, (comma) are helpful in taking out opposing Water- and Flying-types. They benefit from Araquanid's Wide Guard protecting them from Earthquake, (comma) and appreciate the as well as its ability to hard switch into it to resist and tank Tectonic Rage. If running Tapu Koko, be mindful that the Electric Terrain it brings will make it harder for Araquanid to tank opposing Electric-type attacks.
* On the other hand, you can run Alolan Marowak or Togedemaru to help redirect opposing Electric-type moves with their Lightning Rod. Both are also useful in a Trick Room team, with the former being slow and strong and the latter helping set it up.
* Arcanine can help out against opposing Kartana with STAB Fire-type attacks, (comma) and against opposing physical attackers in general with Intimidate.

[STRATEGY COMMENTS]
Other Options
=============

* Poison Jab helps against Tapu Bulu and Tapu Fini, who which resist Liquidation but are weak to Poison-type moves, along with anything that might be easier to handle if poisoned. Its power against other Pokemon is relatively weak, though, and Araquanid's STAB-boosted options are usually better.
* Leech Life lets Araquanid last longer on the field, but it usually does not heal significantly and Liquidation tends to be stronger the better move to use anyway.
* Bug Bite lets Araquanid heal from foes' Sitrus and Figy Berries instead of them, but it is rather weak against everything else.
* Substitute, (comma) together with an Aguav Berry, (comma) can turn Araquanid into a longer-lasting, (comma) barricaded offensive threat. If no Trick Room is present, however, the Substitute is easy to remove and playing around the Berry from reduced HP is not difficult to do.
* If running another Water-type teammate, especially an offensive one, consider running Entrainment to give it Water Bubble.
* Soak helps changes the opposing Pokemon's type for easier KOes from Grass- and Electric-type teammates.
* Reflect helps the team take Physical attacks better.
* If your team already has enough Z-Crystals Z-Move users, Mystic Water is a viable replacement item to consistently make Liquidation a tad more powerful.
* Choice Band augments the power of each of its Araquanid's moves, and Araquanid is it's almost always going to be clicking using Liquidation anyway. This does, however, make Araquanid susceptible to anything exploitation by the opponent wants to do to it, as it cannot run utility moves.
* Wacan Berry is an option for making Tapu Koko's Electric Terrain-boosted Thunderbolt a guaranteed 2HKO, but it doesn't do much other than stop Electric-type attacks from dealing too much damage.
* Leftovers helps provides passive recovery, but again it doesn't do too much else.
* A Specially offensive set with Surf and Scald can be used, but it's overall a weaker option compared to a Physically offensive one.

Checks and Counters
===================

**Electric-types**: Tapu Koko, Alolan Raichu, Xurkitree, and Vikavolt naturally outspeed Araquanid and can deal considerable damage to it with their STAB moves, especially on in Electric Terrain.

**Bulky Water-types**: Tapu Fini, Gastrodon, and Politoed must rely on coverage moves or rain-boosted STAB moves to deal any significant damage to Araquanid, but Araquanid cannot really hit them hard in return. Gastrodon is especially notable for locking Araquanid out of Liquidation with Storm Drain. Lapras is less common, but it is able to deal super effective damage with Freeze Dry. All of these Pokemon must watch out for Toxic or Poison Jab if Araquanid is running it.

**Kartana**: Thanks to its typing and naturally high Defense, Kartana is able to hit hard with its Leaf Blade, especially after a Beast Boost boost, and survive almost anything that Araquanid throws at it. It does not, however, appreciate any Lunges that would lower its Attack, as it would have to work a bit to regain the Attack.

**Intimidate**: Pokemon like Arcanine, Salamence, and Gyarados can reduce Araquanid's Attack with Intimidate, greatly limiting its damage output. The latter two also resist Liquidation and can retaliate with a strong and/or super effective STAB move.

**Slower Pokemon**: Pokemon like Snorlax and Gigalith that underspeed are naturally slower than Araquanid will conversely outspeed it in Trick Room and be able to deal considerable damage to it before it can do the same to them.
 
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