CAP 22 Kerfluffle In Action Discussion

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
As per request, I'm making this thread for competitive discussion regarding Kerfluffle within the metagame. Feel free to share your experience and thoughts with Kerfluffle, but please back up these with supporting material such as replays where applicable. This thread will be moderated, so put some effort into your posts and avoid one liners. Possible topics include Kerfluffle movesets, team options, and threats.
 

Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus
Kerfluffle is a monster.
252 SpA Choice Specs Lucario Focus Blast vs. 4 HP / 252 SpD Eviolite Chansey: 276-326 (42.9 - 50.7%) -- 2% chance to 2HKO
252 SpA Choice Specs Lucario Focus Blast vs. 252 HP / 252+ SpD Skarmory: 243-286 (72.7 - 85.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Choice Specs Lucario Hidden Power Ground vs. 252 HP / 0 SpD Fidgit: 216-256 (54.8 - 64.9%) -- guaranteed 2HKO after Black Sludge recovery
252 SpA Choice Specs Lucario Hidden Power Fire vs. 248 HP / 92 SpD Amoonguss: 194-230 (45 - 53.3%) -- 90.2% chance to 2HKO after Stealth Rock and Black Sludge recovery
252 SpA Choice Specs Lucario Moonblast vs. 0 HP / 0 SpD Talonflame: 144-171 (48.4 - 57.5%) -- 94.9% chance to 2HKO
252 SpA Choice Specs Lucario Focus Blast vs. 252 HP / 224+ SpD Jirachi: 198-234 (49 - 57.9%) -- 96.1% chance to 2HKO after Stealth Rock and Leftovers recovery
 
While I don't actually play, is it okay for someone like me to post a theorymon set? Parting Shot seems quite useful on Kerfluffle, allowing a teammate to take more hits than out seemingly frail pillow fighter. It isn't even that frail, so one could arguably refer to it as a faster Tomohawk. The pillow fighter and wind cat both have 115 Special Attack and a Fighting typing. You don't see that often in OU, right?

Cotton Combatant
Item: Life Orb
Ability: Natural Cure / Aroma Veil
Nature: Timid
EVs: 4 HP / 252 SpA / 252 Spe
Move 1: Moonblast
Move 2: Aura Sphere / Focus Blast
Move 3: Sludge Wave / Hidden Power Ground or Fire
Move 4: Parting Shot / Giga Drain

Does Kerfluffle need Parting Shot, anyone? One could forgo pivoting skills for longevity integrated into an attack.
 

emma

It's gonna be blue skies for you and I
is a Live Chat Contributoris a Tiering Contributor
hi

Kerfluffle is definitely a very strong pokemon which was expected as it was made for the CAP Metagame. Overall, from the ladder and room tours, I've noticed a pattern in Kerf teams - VolTurn.

VolTurn allows Kerf to come in for free and click one of it's STABs thats only duel resisted by Poison Types, or pivot out with Parting Shot - lowering the Atk/SpA of the mon by 1 stage which allows you to gain even more momentum by allowing you to potentially set up due to their weakened attacks.

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 44 Atk / 212 Def
Adamant Nature
IVs: 0 SpA
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Kerfluffle @ Life Orb
Ability: Natural Cure
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Taunt
- Parting Shot

Talonflame @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 120 SpD / 136 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Knock Off
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Psyshock
- Defog
- Roost


Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 44 Atk / 212 Def
Adamant Nature
IVs: 0 SpA
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Kerfluffle @ Choice Specs
Ability: Natural Cure
EVs: 64 HP / 192 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Focus Blast
- Sludge Wave
- Parting Shot

Dugtrio @ Choice Band
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
IVs: 0 SpA
- Earthquake
- Stone Edge
- Memento
- Stealth Rock

Talonflame @ Leftovers
Ability: Gale Wings
Shiny: Yes
EVs: 252 HP / 120 SpD / 136 Spe
Jolly Nature
IVs: 0 SpA
- Swords Dance
- Brave Bird
- Will-O-Wisp
- Roost

Weavile @ Life Orb
Ability: Pressure
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Icicle Crash
- Knock Off
- Ice Shard
- Pursuit

Syclant @ Life Orb
Ability: Mountaineer
EVs: 108 Def / 148 SpA / 252 Spe
Timid Nature
- Spikes
- Ice Beam
- Bug Buzz
- U-turn


Kerfuffle can run a multitude of sets from the common LO to the powerful Choice Specs. I would personally say Mixed/Physical is bad since the only thing you do is beat Chansey which you already do with Taunt / Specs Focus Blast. I think Parting Shot is a go on both LO and Specs since it brings so much momentum. It can't be stopped by Grounds like Volt-Switch, can't be punished by Helmet like U-Turn, and lowers the atk/spa by one stage making it easier to bring in threats. Duel STABs are great, I would run Focus Blast over Aura Sphere just for the power even if you have to miss. Sludge Wave is a great move, better for beating fairies and 2HKOing Talonflame (OHKO after Rocks). Taunt is also an option on the LO set for stallbreaking. Expert Belt or Fairy Blast I suppose could be used as a lure but I havent seen it explored yet.

tldr: kerf is really good, lo or specs are the best sets, don't use mixed/physical, duel stabs/parting shot + filler is good, works nice on volturn and grounds in general lol
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Hello I did some late-night laddering last night with a (probably poorly-built) Kerfluffle team to see this thing in action and my first impression is that this CAP is actually a well-built and highly versatile threat in the CAP metagame. Parting Shot is a very unique utility move, and I've found it to be of great use in practically every single match I played. I'm basically using Kerfluffle exactly the way we intended it: as an aggressive pivot that creates momentum from a combination of offensive presence and Parting Shot. Timing is everything with this CAP, so it's definitely neither too strong for the meta nor too predictable. If I dare say, I believe we've struck a great balance here and created a genuinely fantastic Pokemon.

Now, I am far from a great battler and due to real life time constraints I have done a very poor job of keeping up with CAP metagame trends over the past few months (my meta knowledge comes mostly from the CAP meta subforum); I'll just throw that out there before I get to the replays. The team I cobbled together had a rough 2-3 start when I dove into battle, but after I got a feel for the sorts of teams on the CAP ladder at 3 a.m. I got my shit together and finished out my mini-run 9-0 for a respectable 12-3 record. I've picked out a few battles from the run that I felt showed the best side of Kerfluffle in action and the variety of ways it made major contributions to the team's victory. I'll put my team in tags first so folks can hate on my bad teambuilding skills follow along better.
It's a pretty straightforward Mega Scizor momentum-based offensive team featuring old-school WispyKit and Assault Vest Necturna. It's weak to offensive CharX and Caw and probably a lot of other stuff like Rain (I literally lost a flash tournament to a Rain team as I was writing this up) but the strategy is to not give them a chance to set up or to weaken them enough as they set up to pick them off with priority. Basically I just try to keep the momentum and if I lose it well then gg to me.

Kitsunoh @ Leftovers
Ability: Limber
EVs: 16 HP / 240 Atk / 252 Spe
Jolly Nature
- Shadow Strike
- Meteor Mash
- Will-O-Wisp
- Substitute

Kerfluffle @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Aura Sphere
- Parting Shot
- Taunt

Scizor @ Scizorite
Ability: Technician
EVs: 248 HP / 252 Atk / 8 Spe
Adamant Nature
- Bullet Punch
- U-turn
- Swords Dance
- Roost

Stratagem @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Paleo Wave
- Earth Power
- Flamethrower
- Stealth Rock

Necturna @ Assault Vest
Ability: Forewarn
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Horn Leech
- Shadow Sneak
- Rapid Spin
- Stone Edge

Kyurem-Black @ Life Orb
Ability: Teravolt
EVs: 4 Atk / 252 SpA / 252 Spe
Mild Nature
- Ice Beam
- Earth Power
- Fusion Bolt
- Roost

http://replay.pokemonshowdown.com/cap-451159395
Kerfluffle has actually been a fairly decent lead in my experience. In this battle, it creates momentum from turn 1 and almost single-handedly keeps it going throughout the match. Parting Shot makes Rotom-W unable to break Kitsunoh's Sub with Volt Switch, giving me a free hit and a scouting opportunity on the incoming Colossoil. After losing its Life Orb to the ensuing Knock Off, Kerfluffle is still able to force a switch and knock the Burned Rotom-W into 2HKO range, forcing yet another switch (that I mispredicted :/). For the rest of the match, Kerfluffle basically shuts down the opponent's Talonflame and Mega Gardevoir by pivoting into Stratagem and Scizor, does a ton of damage in tandem with those two, and lets KyuB clean up at the end. This battle was all Kerfluffle and is probably the best showcase of its utility amongst all my battles.

http://replay.pokemonshowdown.com/cap-451169433
Another match where I lead with Kerfluffle and picked up momentum right away, this time with the Taunt --> Parting Shot combo on Clefable, allowing me to pivot into Kitsunoh and get some shenanigans going early in the match. I very nearly got swept by DD Naviathan after a Waterfall flinchhax, but I got back on track with Scizor by taking advantage of my own Shadow Strike hax and my opponent's lack of Life Orb. The next critical moment was a Parting Shot on my opponent's Kitsunoh that allowed Stratagem to switch into Iron Head and actually survive the attack. Stratagem KO'd the Kitsunoh on the following turn, which opened up a sweep for my barely-alive Scizor.

http://replay.pokemonshowdown.com/cap-451166179
This battle gave Kerfluffle a chance to utilize Natural Cure against an opposing Malaconda and come in later to help whittle the stubborn thing down. A Parting Shot on an incoming Plasmanta allowed KyuB to get in safely, Roost after a Toxic, and take diminished damage from Venoshock enough to let it last into the late-game to clean house. Without Parting Shot I would definitely have lost KyuB before it could finish off the team and probably would've lost the match as a result.

http://replay.pokemonshowdown.com/cap-451188925
This last one didn't really feature much Kerfluffle until the end, but it does showcase the mindgames at play when dealing with the Taunt / Parting Shot combination. Losing my Scizor and Kitsunoh early on meant the opposing Clefable had a decent shot at WishProtecting me into oblivion, which I was able to avoid with Kerfluffle's unique combo and good timing. This is the second replay here vs. jmndez, but it was like our third or fourth battle of the night, so the whole match was pretty much mindgames. I would also like to point out the one-on-one victory for AssVest Necturna over Scarf Volkraken. Not bad, eh?

Anyhow this is a cool thread and I hope it picks up in activity. Kerfluffle is a major success in my opinion and I'd love to see how other folks are using it.
 
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Immediately seems like Kerf + Scizor are a match made in heaven. They have trouble with birdspam so Rotom-W and Lando-T?

Kerf removes Pyroak, Tomohawk, Garchomp, Cyclohm, etc. for Sciz's sweep late-game

Sciz does decently well against M-Diancie, Latios, M-Altaria (but watch out for Fire Blast), etc. and gives Kerf opportunity to switch in.

Obviously they synergize since they form a parting-turn core. Any dragons that synergize with them for FSD core?

EDIT: Colossoil + Kerf are also amazing together. Kerf removes Tomohawk for Colossoil, Colossoil removes Fidgit. Essentially, I think Kerf needs some way to remove Fidgit and Crucibelle. Because of this, I've been running Hidden Power [Ground] over sludge wave as a lure since I have Scizor for fairies and Colossoil doesn't appreciate wood hammers from M-Crucibelle/
 
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Drapionswing

Eating it up, YUMMY!
is a CAP Contributor Alumnus
Korski I loved that kitsunoh set lol.

Onto kerf:
I think that kerf + mega alakazam is really strong.
http://replay.pokemonshowdown.com/cap-447664475

As you can see mega alakaazam instantly kills off the biggest kerf threat, being crucibelle. Then I slowly weaken his team for what would have been a kerf sweep.
Mega alakazam is really good now as it can easily play around trappers lke ttar, colo and weavile due to it's speed in weavile's case and focus blast in colo and ttars case. Making it much harder to kill zam. As well as this alakazam pressures poison types and offensive teams, both of which kerf has a problem dealing with which makes zam a very powerful partner with kerf.

Another few pokemon I think have gotten better are ttar and colo respectively. The pair well with with kerf as they eliminate the poison checks to kerf. Colo pressures steel types like kitsunoh or metagross which are pains for kerf. Tyranitar can somewhat safely trap/kill threats like mollux and talon which pressure kerf respectively (as you can see in the replay above).
 

emma

It's gonna be blue skies for you and I
is a Live Chat Contributoris a Tiering Contributor
[21:04:10] Snorlax_in_the_way :heal how do I check crucibelle kerfluffle and cawm in less than 3 mons

i gothu fam


Kitsunoh @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 80 Def / 140 SpD / 32 Spe
Jolly Nature
IVs: 0 SpA
- Iron Head
- U-turn
- Will-O-Wisp
- Defog

Kerfuffle

>252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 140 SpD Kitsunoh: 109-129 (29.9 - 35.4%) -- 0% chance to 3HKO after Stealth Rock and Leftovers recovery
>4 Atk Kitsunoh Iron Head vs. 0 HP / 0 Def Kerfluffle: 204-240 (66 - 77.6%) -- guaranteed 2HKO

Mega Crucible
>252 Atk Mega Crucibelle Head Smash vs. 252 HP / 80 Def Kitsunoh: 131-155 (35.9 - 42.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
>4 Atk Kitsunoh Iron Head vs. 4 HP / 0 Def Mega Crucibelle: 224-266 (63.2 - 75.1%) -- guaranteed 2HKO

Cawmodore
>+6 252 Atk Cawmodore Acrobatics (110 BP) vs. 252 HP / 80 Def Kitsunoh: 295-348 (81 - 95.6%) -- 12.5% chance to OHKO after Stealth Rock
>Will-o-Wisp Burns

i think defensive kitsunoh def has a niche in the metagame it can switch into three really common and strong mons and can 2hko both of them (while burning the other) or get momentum w/ u-turn.
 
[21:04:10] Snorlax_in_the_way :heal how do I check crucibelle kerfluffle and cawm in less than 3 mons

i gothu fam


Kitsunoh @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 80 Def / 140 SpD / 32 Spe
Jolly Nature
IVs: 0 SpA
- Iron Head
- U-turn
- Will-O-Wisp
- Defog
Kerfuffle
>252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 140 SpD Kitsunoh: 109-129 (29.9 - 35.4%) -- 0% chance to 3HKO after Stealth Rock and Leftovers recovery
>4 Atk Kitsunoh Iron Head vs. 0 HP / 0 Def Kerfluffle: 204-240 (66 - 77.6%) -- guaranteed 2HKO

Mega Crucible
>252 Atk Mega Crucibelle Head Smash vs. 252 HP / 80 Def Kitsunoh: 131-155 (35.9 - 42.5%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery
>4 Atk Kitsunoh Iron Head vs. 4 HP / 0 Def Mega Crucibelle: 224-266 (63.2 - 75.1%) -- guaranteed 2HKO

Cawmodore
>+6 252 Atk Cawmodore Acrobatics (110 BP) vs. 252 HP / 80 Def Kitsunoh: 295-348 (81 - 95.6%) -- 12.5% chance to OHKO after Stealth Rock
>Will-o-Wisp Burns

i think defensive kitsunoh def has a niche in the metagame it can switch into three really common and strong mons and can 2hko both of them (while burning the other) or get momentum w/ u-turn.
I run a set similar to this except with Air Balloon and max speed since the team I'm running is weak to ground and this lets Kitsu also punish Colossoil. I don't think it survives as many hits from Crucibelle, though.
 
KirisameAlice and GreenGogoatttt still be careful of Pursuit Colossoil with Kitsunoh, it's not the bulkiest thing ever.

252+ Atk Colossoil Pursuit vs. 252 HP / 80 Def Kitsunoh: 288-342 (79.1 - 93.9%) -- guaranteed 2HKO after Leftovers recovery
^
therefore Kitsunoh gets OHKOED if Colo gets burned beforehand and predicts the switch (pursuit = 80BP). It essentially depends if Colo decides to go for Knock or pursuit. both of which kill in the right scenario.
 

emma

It's gonna be blue skies for you and I
is a Live Chat Contributoris a Tiering Contributor
KirisameAlice and GreenGogoatttt still be careful of Pursuit Colossoil with Kitsunoh, it's not the bulkiest thing ever.

252+ Atk Colossoil Pursuit vs. 252 HP / 80 Def Kitsunoh: 288-342 (79.1 - 93.9%) -- guaranteed 2HKO after Leftovers recovery
^
therefore Kitsunoh gets OHKOED if Colo gets burned beforehand and predicts the switch (pursuit = 80BP). It essentially depends if Colo decides to go for Knock or pursuit. both of which kill in the right scenario.
i never said kitsunoh beats colo -___- colo is p much a hard wall w/ guts and two se stabs lol

although my spread does outspeed 252 adamant colo so it can try to play mindgames w/ pursuit/knock/sucker
 
Guts Colossoil is a pretty big issue I've been trying to find a way to get rid of. Rebound Colossoil I can almost always burn, though, so I'm not too worried about him. This is the team I'm running with Kerfluffle right now, though I wouldn't say it's the perfect way to use him yet, if anyone has some feedback.

Kerfluffle @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Parting Shot
- Energy Ball

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Coil
- Gunk Shot
- Head Smash
- Wood Hammer

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Stealth Rock

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Heat Wave
- Knock Off
- Hurricane
- U-turn

Kitsunoh @ Air Balloon
Ability: Limber
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Will-O-Wisp
- Iron Head
- Defog
- U-turn

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Surf
- Thunder Wave
- Ice Beam
 
Guts Colossoil is a pretty big issue I've been trying to find a way to get rid of. Rebound Colossoil I can almost always burn, though, so I'm not too worried about him. This is the team I'm running with Kerfluffle right now, though I wouldn't say it's the perfect way to use him yet, if anyone has some feedback.

Kerfluffle @ Life Orb
Ability: Natural Cure
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Aura Sphere
- Moonblast
- Parting Shot
- Energy Ball

Crucibelle @ Crucibellite
Ability: Regenerator
EVs: 24 HP / 252 Atk / 232 Spe
Jolly Nature
- Coil
- Gunk Shot
- Head Smash
- Wood Hammer

Heatran @ Leftovers
Ability: Flash Fire
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Fire Blast
- Flash Cannon
- Earth Power
- Stealth Rock

Tornadus-Therian @ Assault Vest
Ability: Regenerator
EVs: 96 HP / 160 SpA / 252 Spe
Timid Nature
- Heat Wave
- Knock Off
- Hurricane
- U-turn

Kitsunoh @ Air Balloon
Ability: Limber
EVs: 252 HP / 4 Atk / 252 Spe
Jolly Nature
- Will-O-Wisp
- Iron Head
- Defog
- U-turn

Krilowatt @ Life Orb
Ability: Magic Guard
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Thunderbolt
- Surf
- Thunder Wave
- Ice Beam
First off, despite having an immunity in Torn-T, your team is extremely weak to ground types specifically Colossoil just like you said. I don't really have a ton of time to help fix the team, I'd recommend another ground resist since having 5/6 pokemon on your team weak to ground can't really be justified by having one ground immunity.
 
Mollux @ Leftovers
Ability: Dry Skin
EVs: 252 HP / 48 SpA / 164 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Rapid Spin / Hidden Power Ground
- Recover

I've been experimenting a little with SpD Mollux as a check to Kerfluffle, as it resists both STABs. SpD Mollux actually fits that role really well, as Kerfluffle cannot touch it and is forced to hard switch or Parting Shot off the field. The EV spread and nature allows me to OHKO a Kerfluffle with 0 HP / 0 SpD investmets with Sludge Bomb. It also outspeeds 0 Spe Nectura (and other Base 81s and below). You could run Hidden Power Ground if you already have a form of Hazard Removal and/or you don't like getting walled by Heatran. Below are some calcs to show Mollux's effectiveness.

48+ SpA Mollux Sludge Bomb vs. 0 HP / 0 SpD Kerfluffle: 312-368 (100.9 - 119%) -- guaranteed OHKO
252 SpA Choice Specs Kerfluffle Moonblast vs. 252 HP / 164 SpD Mollux: 44-52 (11.1 - 13.1%) -- possibly the worst move ever (lool)
252 SpA Choice Specs Kerfluffle Focus Blast vs. 252 HP / 164 SpD Mollux: 111-131 (28.1 - 33.2%) -- 92.4% chance to 4HKO after Leftovers recovery

48+ SpA Mollux Hidden Power Ground vs. 252 HP / 252+ SpD Heatran: 176-208 (45.5 - 53.8%) -- 90.6% chance to 2HKO after Stealth Rock and Leftovers recovery


Partners:
- Mollusk handles the Ice- and Fairy-types that Dragonite can't take on, as well as spinning away hazards to keep hazards off of the field to keep Multiscale intact. By removing these threats and hazards for Dragonite, it it able to sweep late game a lot more effeciently.

- Mollusk takes care of the Fire-types that destroy Mega Scizor, as well as Rotom-W, Keldeo, and a select few of other Water-types. In return, Mega Scizor checks some Ground-types, as well as Psychic- and Rock-types that Mollux can't usually handle, such as Mega Gardevoir, Mega Diancie, Mega Crucibelle, Latios, and Slowbro.

here's a team I built with GreenGogoatttt with SpD Mollux in action.

Scizor-Mega @ Scizorite
Ability: Technician
EVs: 252 HP / 44 Atk / 212 Def
Adamant Nature
IVs: 0 SpA
- Swords Dance
- Bullet Punch
- U-turn
- Roost

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
IVs: 0 SpA
- Dragon Dance
- Outrage
- Earthquake
- Extreme Speed

Mollux @ Leftovers
Ability: Dry Skin
Shiny: Yes
EVs: 252 HP / 48 SpA / 164 SpD / 44 Spe
Modest Nature
IVs: 0 Atk
- Lava Plume
- Sludge Bomb
- Rapid Spin / Hidden Power Ground
- Recover

Landorus-Therian @ Leftovers
Ability: Intimidate
EVs: 252 HP / 240 Def / 8 SpD / 8 Spe
Impish Nature
IVs: 0 SpA
- Earthquake
- Knock Off
- U-turn
- Stealth Rock

Rotom-Wash @ Leftovers
Ability: Levitate
EVs: 248 HP / 252 Def / 8 Spe
Bold Nature
IVs: 0 Atk
- Hydro Pump
- Volt Switch
- Will-O-Wisp
- Pain Split

Kitsunoh @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 80 Def / 140 SpD / 32 Spe
Jolly Nature
IVs: 0 SpA
- Iron Head
- U-turn
- Will-O-Wisp
- Defog
 
Zimzy if this Mollux set is supposed to be your lone hazard controller, you're going to have a lot of issues with any Kerfluffle variant with HP [Ground] (which is becoming very common) that has SR support on its team.
252 SpA Life Orb Kerfluffle Hidden Power Ground vs. 252 HP / 164 SpD Mollux: 260-307 (65.9 - 77.9%) -- 25% chance to OHKO after Stealth Rock
252 SpA Choice Specs Kerfluffle Hidden Power Ground vs. 252 HP / 164 SpD Mollux: 296-352 (75.1 - 89.3%) -- guaranteed OHKO after Stealth Rock
Obviously Kerf needs to make a hard prediction on Mollux switch-in since Moonblast and Aura Sphere do negligible damage with and without Specs.
Honestly, Scarf Mollux is a better check to Kerf on paper since it can just revenge kill the darn thing without caring about what set it's running. On the ladder, I usually don't stay in on Mollux because I fear that it's scarfed.
 

emma

It's gonna be blue skies for you and I
is a Live Chat Contributoris a Tiering Contributor
Zimzy if this Mollux set is supposed to be your lone hazard controller, you're going to have a lot of issues with any Kerfluffle variant with HP [Ground] (which is becoming very common) that has SR support on its team.
252 SpA Life Orb Kerfluffle Hidden Power Ground vs. 252 HP / 164 SpD Mollux: 260-307 (65.9 - 77.9%) -- 25% chance to OHKO after Stealth Rock
252 SpA Choice Specs Kerfluffle Hidden Power Ground vs. 252 HP / 164 SpD Mollux: 296-352 (75.1 - 89.3%) -- guaranteed OHKO after Stealth Rock
Obviously Kerf needs to make a hard prediction on Mollux switch-in since Moonblast and Aura Sphere do negligible damage with and without Specs.
Honestly, Scarf Mollux is a better check to Kerf on paper since it can just revenge kill the darn thing without caring about what set it's running. On the ladder, I usually don't stay in on Mollux because I fear that it's scarfed.
lo w/ taunt/wish/rest is more common than specs and specs still commonly runs sludge wave over hp ground which means mollux walls 100%. even if they hp ground on the switch then one of the 3 ground immunes come in and can dd / set rocks / wisp / uturn / volt switch and get a lot of momentum
 

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