I think the main reason I love Castform so much is that it's often overlooked as being a Novelty pokemon, but in actuality, it can be used to slight success. Although it may not be the most competitive choice, it sure can give the opponent a head ache if used correctly. I didn't create any new sets, because really Castform only has four options. Also, the current analysis is bloody awful, and although I agree with Castform being very bad in todays metagame, two lines for each set is not acceptable. (And sorry about my skeleton, I think I put in a tad too much flesh, haha)
TO DO:
-Calcs on Common Rain Dance and Sunny Day threats
-Finalize the EV spreads.
http://www.smogon.com/dp/pokemon/castform
[Overview]
-Why Castform's humble stats and lack of proper STAB hinder it's usefulness.
-Explains how a colorful movepool and it's usefulness on low tier Weather teams help it succeed.
-Explains that Castform is mostly a novelty pokemon, but having a few decent options that can help it earn a place on a team.
-Why Castform isn't used very much: Low Speed, low Defenses.
[SET]
name: Anti-Weather
move 1: Thunder
move 2: Fire Blast
move 3: Hidden Power Rock / Hidden Power Ground
move 4: Ice Beam / Thunder Wave
nature : Modest
item: Life Orb
evs: 176 HP / 252 SpA / 80 Spe
[Set Comments]
-Why Castform is outclassed everywhere except here.
-Tells why Castform is only usable in very extreme circumstances
-Why a team would need this set (Eg, Horrible weather weakness, pokemon too slow to handle Clorophyll and Swift Swimmers.
-Life Orb= Better damage but Castform is already low on Defenses as it is, Less HP can't help it.
-Expert Belt= Uses Castform's coverage very well, and keeps it's HP intact
-Outside of an opposing weather, almost completely useless.
-Instructions on Use: Sunny Day: Use Hydro Pump, HP Ground on fires, Weather Ball on grasses. Rain Dance: HP Ground on Electrics, Thunder on Waters, etc.
-Why Rapid Spin Support is very vital to keeping Castform alive
-Explains HP Rock v. Ground, and how while Ground hits Fires and Electrics, Rock can hit Moltres and Charizard extremely well.
-Putting EVs in SpD a good idea, but Speed EVs help more outside of weather.
Additional Comments:
-Because weather is not extremely common, it's necessary to have a team that can easily hold it's own without relying on a 6th team mate.
-Someone who can switch in on Castform's fighting weakness is well appreciated, along with rapid spin.
[Optional Changes]
-Toxic and Thunder wave are usable.
-Not much else because everything he can do, another poke usually does better.
[Counters]
-Anything that can hit hard really kills Castform's chances. It is also walled by the likes of Regirock.
-Castform is extremely fragile, so really there isn't a need to directly counter it. In the high tiers, basically everything finds a way to KO him, but in the lower ones, if it can outspeed you it's a slight threat.
-Chansey and Blissey wall it to utter death, because it has no viable psychical options. At worst you'll get paralyzed or poisoned, but Aroma Theropy remedies this as well.
TO DO:
-Calcs on Common Rain Dance and Sunny Day threats
-Finalize the EV spreads.
http://www.smogon.com/dp/pokemon/castform
[Overview]
-Why Castform's humble stats and lack of proper STAB hinder it's usefulness.
-Explains how a colorful movepool and it's usefulness on low tier Weather teams help it succeed.
-Explains that Castform is mostly a novelty pokemon, but having a few decent options that can help it earn a place on a team.
-Why Castform isn't used very much: Low Speed, low Defenses.
[SET]
name: Anti-Weather
move 1: Thunder
move 2: Fire Blast
move 3: Hidden Power Rock / Hidden Power Ground
move 4: Ice Beam / Thunder Wave
nature : Modest
item: Life Orb
evs: 176 HP / 252 SpA / 80 Spe
[Set Comments]
-Why Castform is outclassed everywhere except here.
-Tells why Castform is only usable in very extreme circumstances
-Why a team would need this set (Eg, Horrible weather weakness, pokemon too slow to handle Clorophyll and Swift Swimmers.
-Life Orb= Better damage but Castform is already low on Defenses as it is, Less HP can't help it.
-Expert Belt= Uses Castform's coverage very well, and keeps it's HP intact
-Outside of an opposing weather, almost completely useless.
-Instructions on Use: Sunny Day: Use Hydro Pump, HP Ground on fires, Weather Ball on grasses. Rain Dance: HP Ground on Electrics, Thunder on Waters, etc.
-Why Rapid Spin Support is very vital to keeping Castform alive
-Explains HP Rock v. Ground, and how while Ground hits Fires and Electrics, Rock can hit Moltres and Charizard extremely well.
-Putting EVs in SpD a good idea, but Speed EVs help more outside of weather.
Additional Comments:
-Because weather is not extremely common, it's necessary to have a team that can easily hold it's own without relying on a 6th team mate.
-Someone who can switch in on Castform's fighting weakness is well appreciated, along with rapid spin.
[Optional Changes]
-Toxic and Thunder wave are usable.
-Not much else because everything he can do, another poke usually does better.
[Counters]
-Anything that can hit hard really kills Castform's chances. It is also walled by the likes of Regirock.
-Castform is extremely fragile, so really there isn't a need to directly counter it. In the high tiers, basically everything finds a way to KO him, but in the lower ones, if it can outspeed you it's a slight threat.
-Chansey and Blissey wall it to utter death, because it has no viable psychical options. At worst you'll get paralyzed or poisoned, but Aroma Theropy remedies this as well.











