CAP Analyses: Mollux [QC 0/3]

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[OVERVIEW]

:Mollux::Mollux: :Mollux: :Mollux:

With the current metagame full of offensive fairy type threats like Jumbao, Kerfluffle, and Clefable, the once looked down upon Mollux rises up to counter the fairies. Mollux's unique fire/poison typing and the ability Dry Skin grants it an immunity to both poison and burn along with many resistances, and a Water-type immunity allows it to come in on a lot of thereats. In addition, its great special bulk and access to the move Recover and potential recovery from rain and Water-Type moves ensures it stays healthy and answer the threats it’s tasked with handling.

However, Mollux is not without its limitations. In addition to its weakness to salt, its weakness to the common earthquake and ground-type moves means many threats can exploit its x4 weakness to ground. Also, while it absorbs toxic spikes on the switch, its weakness to spikes and taking 25% from stealth rock limits its ability to switch in and check threats it normally could. But if your looking for something to take away your opponents fairy magic, the Lava Lamp might be the right Pokemon for you.

[SET]
name: Lava Lamp (Specially Defensive)
move 1: Lava Plume/Fire Blast
move 2: Sludge Bomb
move 3: Recover
move 4: Stealth Rock/Calm Mind/Rapid Spin
item: Shed Shell/Heavy-Duty Boots
ability: Dry Skin
nature: Calm
evs: 252 HP / 248 SpD / 8 speed


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

Sludge Bomb is Mollux’s poison STAB that can OHKO or 2HKO common fairy types, and can spread regular poison status. Lava Plume is Mollux's other STAB that can be used to deal solid dmg to many of the popular steel types in the meta like Corviknight, Ferrothorn, and Aegislash while also threatening burns to physical attacks that want to exploit Mollux's weaker physical defense. However, while Fire Blast has less, PP, accuracy, and a chance of burn its greater firepower (no pun intended) can be very appreciated, especially if calm mind is in the last slot. Here are some notable calcs for an unboosted Fire Blast against some of Mollux’s checks/counters.

Fire Blast vs 0 HP / 4 SpD Dugtrio has a 68.8% chance to OHKO (this is huge)
Fire Blast vs 4 HP / 0 SpD Excadrill is a guaranteed OHKO
Fire Blast vs 252 HP / 0 SpD Equilibra is a guaranteed 2HKO after Leftovers recovery
Fire Blast vs 236 HP/ 0 SpD Conkeldurr is a guaranteed 2HKO after burn damage (I assume Conk is Guts set holding flame orb).

Recover is to ensure that Mollux can last a long time throughout the game. The last slot depends on what your team needs. Rapid Spin can be used to remove entry hazards, and the potential speed boost can help in some circumstances. But if your team wants entry hazard support, Mollux can set them to. Calm Mind decreases Mollux’s passivity and if its checks are removed by its teammates, it can become a pretty scary late game set sweeper.

8 speed EV’s ensures Mollux can always outspeed Adamant nature Conkeldurr, giving it the chance to potentially K.O. it before Conk. can K.O. Mollux with earthquake. The calm nature and rest of the EV’s are meant to max Mollux’s special bulk to help Mollux take the special attacks it is usually tasked with coming in on.

Shed Shell vs Heavy-Duty Boots is a tough item call. On the one hand, Shed Shell is important to ensure Mollux doesn't get trapped by its mortal enemy Dugtrio (and Pajantom). But Heavy-Duty Boots is very nice because it prevents Mollux taking damage from spikes and stealth rocks, which grants greater longevity and less reliance on team support.

Usage Tips
========

Mollux’s primary purpose is to switch in on pokemon it walls or checks like Jumbao, Ferrothorn, Dracovish locked into Fishious Rend and then take advantage of the switches it causes. It can spread status and get some chip damage with its STABS, set or remove hazards, or even start setting up Calm Minds. Due to Mollux’s popularity sometimes the pokemon it likes to switch in on might run a ground, rock, or psychic move so other teammates should try and scout these moves out.

Team Options
========

Mollux is best suited for teams that want a counter to fairy type pressure as well as a general purpose special wall.

Jumbao is a great teammate for Mollux thanks to its ability to threaten Rock and Ground types with its STAB grass moves. Particular mention goes to Trace Jumbao because it can trap and take care of Dugtrio with its own Arena Trap ability.

Levitate Equilibra is also a good teammate due to their defensive type synergy. Mollux is immune to water, resists fighting, and has a ⅝ resist to fire while Equil is immune to ground, x4 resist rock, and resists psyhic. Also, Mollux appreciates Equil’s ability to spin hazard while Equil appreciates Mollux’s Stealth Rocks.

Seismitoad also makes a good partner. Its solid physical bulk, and Water STAB helps Mollux handle physical attacks as well as rock and ground-types. In return, Mollux handles grass-types and special attacks.


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

Sludge Wave can be run as a stronger poison STAB when compared to Sludge Bomb but decrease in the chance of poison isn't worth it.

Flamethrower can be ran over Fire Blast for greater accuracy and PP, but the loss in power is notable like not being able to have a chance of OHKO Dugtrio, lose a guaranteed OHKO on Excadrill, and a guaranteed 2HKO on Equilibra.

Toxic Spikes is a nice entry hazard and Mollux can easily set them but the popularity of grounded poison types, steel types, and Heavy-Duty-Boots decreases the viability of Toxic Spikes making Stealth Rocks the preferred entry hazard.

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

Dugtrio: Mollux’s worst nightmare. In addition to being a ground-type, the three headed mole’s ability Arena Trap prevents Mollux from switching out. The fact that many Mollux’s run shed shell just to evade Dugtrio speaks to the fear Dugtrio causes every Mollux. However, Dugtrio must be wary of switching in on Fire Blast or a boosted Lava Plume.

Ground-types or Pokemon with ground coverage: Ground’s resistance to poison and Mollux’s x4 weakness to ground-types allows many ground-types like Excadrill, Colossoil, Equilibra, to switch in and threaten to OHKO Mollux. Even Pokemon with ground-type moves like Syclant, Krillowat, and Conkeldurr can deal high amounts of damage if not OHKO Mollux with their ground coverage. However, physical attackers risk getting burned on the switch in and certain ground-types like Excadrill and Equilibria are weak to fire.

Psychic-types: While its special bulk give it potentially the ability to tank a hit, Psychic-types like Hatterne and Reuniclus still give Mollux issues. Reuniclus in particular uses Mollux as set up fodder. Also psychic-type moves like Dracovish’s Psychic Fangs can hurt Mollux a lot.

Pajantom: Spirit Shackle lets Pajantom to trap Mollux, Comatose means it cannot be statused, Heal Block prevents Mollux from recovering, and Pajantom can whittle it down with strong STAB moves like Outrage or Earthquake.

[CREDITS]
- Written by: [[Stall Guy]]
 
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Hey, Orig Stall Guy since this is marked as QC I'm going to assume you believe it's ready to be checked. After talking it over we have decided to reassign this analysis. Whilst a lot of the content in here is fine, it's overshadowed by considerable fluff and lack of knowledge, both of the metagame and with analyses in general and would need considerable work by the QC team to fix. This doesn't mean that you cant write for us, we just want to ensure a Pokemon as influential on the meta, such as Mollux, is written to a very high standard. If you wish to try again and get some more experience, I recommend checking the index and trying your hand at one of the easier preview analyses. You can also check out this thread for help on what analyses should consist of and the standard to which they are held.
 
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