TJ
Banned deucer.
uploaded- TONE
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dragon Pulse
move 3: Roost
move 4: Flamethrower / Hyper Voice
item: Leftovers
ability: Sap Sipper / Berserk
nature: Modest
evs: 140 HP / 252 SpA / 116 Spe
[SET COMMENTS]
Moves
========
Calm Mind makes Drampa a powerful threat to bulky teams late-game and helps it against Pokemon that would normally beat it like Froslass. Roost lets Drampa stay healthy throughout the match, letting it switch into threatening Pokemon like Eelektross reliably, as well as allowing it to set up Calm Mind multiple times throughout the game. Flamethrower is used to hit bulky Steel-types like Alolan Sandslash and Ferroseed as well as Ice- and Grass-types like Abomasnow and Cryogonal. Hyper Voice is Drampa's strongest STAB attack and is an option over Flamethrower, for its good neutral coverage; however, this leaves Drampa walled by Steel-types.
Set Details
========
Drampa needs 116 Speed EVs to outspeed uninvested base 50 Speed Pokemon such as Regirock and Eelektross. 140 HP EVs allow Drampa to take strong attacks like Oricorio-E's unboosted Supersonic Skystrike and Simisear's unboosted Focus Blast, while 252 Special Attack EVs in tandem with a Modest nature bolster Drampa's offensive prowess. Berserk makes Drampa more threatening upon it taking a strong attack rather than having to use Calm Mind and synergizes well with Roost, but it means Drampa loses an important immunity.
Usage Tips
========
Drampa should aim to set up Calm Mind mid- to late-game once faster Pokemon like Aurorus and Stoutland that can revenge kill it have been removed. It should also be noted that Pokemon like Cryogonal and Calm Mind Clefairy need to be severely weakened before Drampa can set up. Drampa can also come in against passive Pokemon like Ferroseed and force switches against Pokemon like Lanturn, which are great opportunities for it to set up Calm Mind. After setting up, Drampa is absurdly strong, so use its immense power to blow holes into the opposing team. Make sure not to boost more than necessary because the more Drampa boosts, the more likely it is to be struck by a critical hit. Pivoting Drampa in and out on attackers it checks like Jellicent, Simisear, and Eelektross while dealing damage to checks and counters as they come in with Dragon Pulse is usually ideal; however, be wary that these Pokemon sometimes carry super effective coverage attacks like Ice Beam, Focus Blast, and Drain Punch. Don't set up Calm Mind if you need Drampa healthy to take on these aforementioned threats. If Drampa intends to pivot into these Pokemon and gets worn down in the process, don't be afraid to use Roost. Drampa can also pivot into Grass-types such as Ludicolo and Victreebel thanks to Sap Sipper and the Water-type resistance, but it should be wary of Ice Beam and Sludge Bomb. Being poisoned is extremely crippling for Drampa, leaving it unable to sweep effectively, so be wary of Toxic or Toxic Spikes. Drampa should also avoid switching into Pokemon that it checks if entry hazards are still on the field, as it might not have the necessary bulk to pivot onto the field later.
Team Options
========
Drampa fits well on balance and bulky offensive teams that appreciate a setup sweeper that can punish and exploit bulky foes like Regirock and Ferroseed, as well as teams looking for checks to Pokemon like Eelektross. Entry hazard setters such as Froslass and Qwilfish serve as checks to Fighting-type Pokemon like Primeape and Gurdurr and help wear down Drampa's checks over time with entry hazards. Qwilfish can also cripple faster Pokemon like Lycanroc with Thunder Wave and absorb Toxic Spikes, while Froslass can cripple physical attackers like Alolan Sandslash and Hitmonchan with Will-O-Wisp, which pose a threat to Drampa. Oricorio-E makes for a good teammate, being able to threaten or cripple most of Drampa's checks like Gurdurr and Cryogonal with Hurricane and Toxic. It also provides a switch-in to Hitmonchan. In return, Oricorio-E appreciates Drampa's ability to break down Pokemon like Regirock, which can make it sweep more easily. Pokemon such as Mudsdale and Regirock also make for good partners, as they can handle powerful wallbreakers such as Aggron, Stoutland, and Kangaskhan as well as set up Stealth Rock and take on threats like Alolan Sandslash. Furthermore, Pokemon that can remove entry hazards such as Skuntank and Alolan Sandslash are good teammates; Skuntank can also Pursuit trap bulky Pokemon like Cryogonal, while Alolan Sandslash can handle Pokemon like Clefairy. Lastly, pivots such as Lanturn and Eelektross are ideal teammates for Drampa because they bring it onto the field safely, allowing it to set up more freely, and chip away at Pokemon that give Drampa trouble like Hitmonchan, Clefairy, and Cryogonal. Lanturn can also remove status with Heal Bell for Drampa if it gets crippled by Toxic.
[CREDITS]
- Written by: [[TJ, 331538]]
- Quality checked by: [[gum, 434150], [tondas, 442732], [[Akir, 231726]]
- Grammar checked by: [[Rabia, 336073], [The Dutch Plumberjack, 232216]]
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Dragon Pulse
move 3: Roost
move 4: Flamethrower / Hyper Voice
item: Leftovers
ability: Sap Sipper / Berserk
nature: Modest
evs: 140 HP / 252 SpA / 116 Spe
[SET COMMENTS]
Moves
========
Calm Mind makes Drampa a powerful threat to bulky teams late-game and helps it against Pokemon that would normally beat it like Froslass. Roost lets Drampa stay healthy throughout the match, letting it switch into threatening Pokemon like Eelektross reliably, as well as allowing it to set up Calm Mind multiple times throughout the game. Flamethrower is used to hit bulky Steel-types like Alolan Sandslash and Ferroseed as well as Ice- and Grass-types like Abomasnow and Cryogonal. Hyper Voice is Drampa's strongest STAB attack and is an option over Flamethrower, for its good neutral coverage; however, this leaves Drampa walled by Steel-types.
Set Details
========
Drampa needs 116 Speed EVs to outspeed uninvested base 50 Speed Pokemon such as Regirock and Eelektross. 140 HP EVs allow Drampa to take strong attacks like Oricorio-E's unboosted Supersonic Skystrike and Simisear's unboosted Focus Blast, while 252 Special Attack EVs in tandem with a Modest nature bolster Drampa's offensive prowess. Berserk makes Drampa more threatening upon it taking a strong attack rather than having to use Calm Mind and synergizes well with Roost, but it means Drampa loses an important immunity.
Usage Tips
========
Drampa should aim to set up Calm Mind mid- to late-game once faster Pokemon like Aurorus and Stoutland that can revenge kill it have been removed. It should also be noted that Pokemon like Cryogonal and Calm Mind Clefairy need to be severely weakened before Drampa can set up. Drampa can also come in against passive Pokemon like Ferroseed and force switches against Pokemon like Lanturn, which are great opportunities for it to set up Calm Mind. After setting up, Drampa is absurdly strong, so use its immense power to blow holes into the opposing team. Make sure not to boost more than necessary because the more Drampa boosts, the more likely it is to be struck by a critical hit. Pivoting Drampa in and out on attackers it checks like Jellicent, Simisear, and Eelektross while dealing damage to checks and counters as they come in with Dragon Pulse is usually ideal; however, be wary that these Pokemon sometimes carry super effective coverage attacks like Ice Beam, Focus Blast, and Drain Punch. Don't set up Calm Mind if you need Drampa healthy to take on these aforementioned threats. If Drampa intends to pivot into these Pokemon and gets worn down in the process, don't be afraid to use Roost. Drampa can also pivot into Grass-types such as Ludicolo and Victreebel thanks to Sap Sipper and the Water-type resistance, but it should be wary of Ice Beam and Sludge Bomb. Being poisoned is extremely crippling for Drampa, leaving it unable to sweep effectively, so be wary of Toxic or Toxic Spikes. Drampa should also avoid switching into Pokemon that it checks if entry hazards are still on the field, as it might not have the necessary bulk to pivot onto the field later.
Team Options
========
Drampa fits well on balance and bulky offensive teams that appreciate a setup sweeper that can punish and exploit bulky foes like Regirock and Ferroseed, as well as teams looking for checks to Pokemon like Eelektross. Entry hazard setters such as Froslass and Qwilfish serve as checks to Fighting-type Pokemon like Primeape and Gurdurr and help wear down Drampa's checks over time with entry hazards. Qwilfish can also cripple faster Pokemon like Lycanroc with Thunder Wave and absorb Toxic Spikes, while Froslass can cripple physical attackers like Alolan Sandslash and Hitmonchan with Will-O-Wisp, which pose a threat to Drampa. Oricorio-E makes for a good teammate, being able to threaten or cripple most of Drampa's checks like Gurdurr and Cryogonal with Hurricane and Toxic. It also provides a switch-in to Hitmonchan. In return, Oricorio-E appreciates Drampa's ability to break down Pokemon like Regirock, which can make it sweep more easily. Pokemon such as Mudsdale and Regirock also make for good partners, as they can handle powerful wallbreakers such as Aggron, Stoutland, and Kangaskhan as well as set up Stealth Rock and take on threats like Alolan Sandslash. Furthermore, Pokemon that can remove entry hazards such as Skuntank and Alolan Sandslash are good teammates; Skuntank can also Pursuit trap bulky Pokemon like Cryogonal, while Alolan Sandslash can handle Pokemon like Clefairy. Lastly, pivots such as Lanturn and Eelektross are ideal teammates for Drampa because they bring it onto the field safely, allowing it to set up more freely, and chip away at Pokemon that give Drampa trouble like Hitmonchan, Clefairy, and Cryogonal. Lanturn can also remove status with Heal Bell for Drampa if it gets crippled by Toxic.
[CREDITS]
- Written by: [[TJ, 331538]]
- Quality checked by: [[gum, 434150], [tondas, 442732], [[Akir, 231726]]
- Grammar checked by: [[Rabia, 336073], [The Dutch Plumberjack, 232216]]
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