AAA Corviknight [QC 2/2, GP 1/1]

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UT

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Appellate Judge
[SET]
name: Intimidate Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Leftovers
ability: Intimidate
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Intimidate Corviknight is one of the most consistent checks to physical attackers in AAA . With its already high natural bulk, fantastic defensive typing, and access to reliable recovery and Intimidate, it is difficult to break through physically without strong super effective hits. Choice Band Terrakion, Zarude, and Garchomp are all dangerous physical attackers that have a difficult time breaking through Corviknight. Additionally, thanks to Intimidate, Corviknight can soft-check threats even when weakened by handing off a now-minus-one attacker to a teammate to check more easily. Corviknight is a fantastic role compressor, as it also offers entry hazard removal and slow pivoting with U-turn. It is very common for Corviknight to come in, eat a weak or resisted hit, and use U-turn as their opponent switches. Brave Bird is the obligatory STAB move and does decent damage to attackers like Kommo-o, Zarude, and Dhelmise if required. It also prevents dangerous set-up sweepers like Volcarona and Kommo-o from setting up for free. Maximum Defense investment is required to ensure Corviknight avoids several key 2HKOs, most notably from Terrakion, and minimum Speed with no IVs allows Corviknight's U-turn to usually go last, bringing in a teammate for free.

Corviknight fits well on a wide variety of teams due to its role compression and great defensive attributes, but it especially excels on balance and bulky offense teams that can take advantage of its slow U-turn. Dangerous-but-frail breakers like Terrakion, Tapu Lele, and Barraskewda appreciate Corviknight getting them onto the field safely. While Corviknight can check a wide range of physical attackers, there are a few that it struggles with such as Talonflame and Cinderace. Partners like Primordial Sea Zapdos and Swampert are appreciated as ways to handle these threats. Additionally, even though Corviknight is an excellent Defogger, it struggles heavily to Defog against Heatran, and so it greatly appreciates teammates who reliably force it out like Primordial Sea Barraskewda and Zapdos. Tapu Koko and Zapdos are common switch-ins to Corviknight; therefore, partners like Blissey, which make a fantastic core with it that covers each others weaknesses, are good teammates. Lastly, a second physically defensive partner like Tapu Fini or Dauntless Shield Mew makes a great partner to handle the few physical attackers Corviknight cannot.

[SET]
name: Wandering Spirit Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Rocky Helmet
ability: Wandering Spirit
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Wandering Spirit Corviknight aims to punish opposing Pokemon that rely on their ability, especially Regenerator pivots like Swampert. For example, if Swampert uses Flip Turn on Corviknight, instead of recovering a third of its HP, it loses 16.7%, a massive difference that cripples Swampert's longevity. This also gives Corviknight Regenerator, allowing it to save a turn by not having to heal with Roost. Wandering Spirit is also great at denying Unburden users their speed boost and Triage users their priority; this makes Corviknight a great emergency check to several popular sweepers like Kommo-o and Tapu Lele. It is also effective against Magic Guard users, as it can unexpectedly force them to take Rocky Helmet chip and Life Orb recoil, and users of damage-amplification abilities like Tough Claws and Adaptability. The moveset aims to provide as much utility as possible while abusing Wandering Spirit: Roost gives recovery, Defog removes entry hazards, U-turn provides slow pivoting, and Brave Bird lets Corviknight avoid total passivity. Be careful when attacking with Corviknight, however, as it may give your opponent their ability back if they have already activated Wandering Spirit. It is also worth noting that Wandering Spirit only works on contact moves, so moves like Stone Edge will not trigger it. Maximum defensive EVs ensure it can check as many things as possible, while minimum speed IVs allow for a slow U-turn.

Corviknight's biggest asset is frustrating and denying recovery to RegenVest pivots like Swampert, Jirachi, and Silvally-Dragon. Special Attackers such as Zapdos and Tapu Lele make fantastic partners, as they can often blow through opposing teams when their RegenVest checks are at low health. Because this set lacks Leftovers and Intimidate, it is much easier to overwhelm with powerful attacks, so it is important to either back it up with a strong defensive teammate like Dauntless Shield Mew or Kommo-o, or play aggressively enough to deny opposing breakers the chance to get in. In particular Corviknight struggles with attackers that don't mind having their ability removed temporarily like Grassy Surge Zarude or Primordial Sea Barraskewda, or are powerful enough to beat it without an ability like Choice Band Terrakion. Strong answers to these, like Dauntless Shield Kommo-o, are highly recommended.

[SET]
name: Specially Defensive Bulk Up
move 1: Brave Bird / Iron Head
move 2: Bulk Up
move 3: Roost
move 4: U-turn
item: Leftovers
ability: Volt Absorb / Flash Fire
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Corviknight, when coupled with an immunity ability, can check a wide range of dangerous special attackers in AAA, and, in fact, use them as set-up fodder. With Volt Absorb, Corviknight becomes a fantastic switch-in to Tapu Koko and Zapdos, while Flash Fire makes it a great check to Desolate Land Heatran and Volcarona while even checking physical attackers like Cinderace and Talonflame. With access to Bulk Up and Roost, Corviknight is able to function as a fantastic late-game bulky wincon by taking advantage of the free turns it gets. U-turn still provides utility in the early-game and lets it function as a pivot before its checks are removed. The choice of Brave Bird or Iron Head generally comes down to power or sustainability; both STAB moves have no immunities, and while Flying generally has better coverage in AAA, Iron Head's consistency due to its lack of recoil is appreciated. Maximum Special Defense allows Corviknight to check special attackers as well as possible; since this Corviknight can often sweep, it does not run minimum speed, as it can sometimes get a Bulk Up off against slow breakers like Dhelmise.

Specially defensive Corviknight is a great option for teams looking to patch up weaknesses to Tapu Koko, Zapdos, or Desolate Land Heatran. It is often found on balanced and fatter teams as a great defensive pivot and late-game sweeper. Depending on its ability, it either needs teammates to help it beat Tapu Koko and Zapdos, like Assault Vest Swampert, or beat Fire-types, like Tapu Fini. Additionally, even if it is Flash Fire, Corviknight cannot beat Mold Breaker Heatran, and so it needs teammates like Zapdos to either beat it outright or wear it down and beat it over the course of the game. This set also does not check physical attackers well or Defog, so additional team support like Tapu Fini is required to fill these roles.

[STRATEGY COMMENTS]
Other Options
=============
Corviknight has a wide range of other possible abilities. Dauntless Shield, especially in conjunction with Body Press, is another option for defensive sets. It does slightly better in some match ups, like not letting Heatran in for free, but it does not provide the same amount of support as Intimidate and it is much worse at checking Zarude. Mummy is another option over Wandering Spirit, but this does not let Corviknight steal Regenerator for itself. Regenerator makes it a more effective pivot, but it comes at the cost of being unable to directly switch into the strongest physical attackers. Magic Bounce allows it to deny entry hazards and status moves, and Unaware lets it block set up attempts more reliably. Primordial Sea is an option over Flash Fire to still check Mold Breaker Heatran, but this comes at the cost of taking increased damage from Water moves and letting Desolate Land Heatran effectively switch into it.

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

**Heatran and other Fire-types**: Heatran heavily pressures Corviknight, especially by being able to set up Stealth Rock against it. Even Flash Fire Corviknight still fears Mold Breaker Heatran. Other Fire-types like Talonflame and Cinderace can beat non-Flash Fire Corviknight.

**Electric-types**: Tapu Koko and Zapdos do not fear any move from Corviknight and can switch into it to steal momentum back on a predicted Roost or Defog.

**Setup Attackers**: Corviknight is able to barely hang on against several strong physical threats and relies heavily on Intimidate to weaken them. Swords Dance users that Corviknight cannot OHKO like Terrakion are able to pressure it massively and overwhelm it.

**Substitute**: Substitute users like Landorus-T can abuse Corviknight's weak U-turn to set up a free Substitute and safely attack or set up on the teammate that comes in after.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[dex, 277988]]
 
Last edited:
add remove conjecture

[SET]
name: Intimidate Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Leftovers
ability: Intimidate
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Intimidate Corviknight is one of the most consistent physical checks in the AAA metagame. With its already high natural bulk, fantastic defensive typing, access to reliably recovery, and now Intimidate, it is difficult to break through physically without strong super effective hits. Choice Band Terrakion, Choice Band Dhelmise Zarude and Dhelm are similar, only one is enough, Zarude, and Landorus-T Garchomp there is only 1 offensive Lando-T that struggle against Corv and its Aerilate, so I think Garchomp is better here are all dangerous physical attackers that have a difficult time breaking through Corviknight. Additionally, thanks to Intimidate, Corviknight can soft-check a much wider range of attackers by handing off a now-minus-one attacker to a teammate to check better. Additionally, Corviknight is a fantastic role compressor, as it also offers hazard removal and slow pivoting. It is very common for Corviknight to come in, eat a weak, resisted hit, and click U-turn as their opponent switches; now Corviknight's teammate can safely come in in an adventagous position. Brave Bird is the obligatory STAB move, and can do decent damage to attackers like Kommo-o, Zarude, and Dhelmise if required. It also prevents setup sweepers such as Kommo-o or Volcarona to set up freely. Maximum physically defensive investment is required to ensure Corviknight avoids several key 2HKOs, most notably Terrakion, and minimum Speed with zero IVs allows Corviknight's U-turn to usually go last, bringing in a teammate for free.

Corviknight fits well on a wide variety of teams due to its role compression and great defensive attributes, but especially excels on balanced and bulky offensive teams that can make use of its slow U-turn. Dangerous-but-frail breakers like Terrakion, Tapu Lele, and Barraskewda appreciate the ability to reliably get on the field without taking a hit or waiting for a revenge kill opportunity and make great partners. While Corviknight can check a wide range of physical attackers, there are a few that it struggles with by virtue of typing such as Talonflame and Cinderace. Partners like Primordial Sea Zapdos and Regenerator Tapu Fini Swampert Corv + Fini isnt a great core are appreciated as ways to handle these threats. Additionally, even though Corviknight is an excellent Defogger, it struggles heavily to Defog against Heatran, and greatly appreciates teammates who reliably force it out like Primordial Sea Barraskewda. I would mention how Koko/Zapdos can easily come on corvi and take advantage of it, so Blissey etc make good partners

[SET]
name: Wandering Spirit Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Rocky Helmet
ability: Wandering Spirit
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Wandering Spirit Corviknight aims to punish opposing Pokemon that rely on their ability, especially Regenerator pivots like Swampert. If Swampert Flip Turns against Corviknight, instead of recovering 33.3% of its HP, it looses 16.7%, a massive difference that cripples Swampert's longevity. Mention that you gain Regenerator so you don't have to Roost Wandering Spirit is also great at denying Unburden users their speed boost and Triage users their priority; this makes Corviknight a great emergency check to several popular win-conditions like Kommo-o. It is also especially effective against Magic Guard users as it can unexpectedly force them to take Rocky Helmet and Life Orb chip, and removing damage-amplification abilities on physical attackers like Adaptability, Tough Claws and Adaptability. The moveset aims to provide as much utility as possible while abusing Wandering Spirit: Roost for recovery, Defog for hazard removal, U-turn for slow pivoting, and Brave Bird for damage. Be careful when attacking with Corviknight however, as it may give your opponent their ability back if they have already activated Wandering Spirit. Maximum defensive EVs ensure it can check as many things as possible, while minimum speed IVs allow for a slow U-turn.

Mention somewhere that WS only works on contact moves - so Stone Edge will not activate it etc

Corviknight's biggest asset is usually frustrating and denying recovery to RegenVest pivots like Swampert, Jirachi, and Silvally-Dragon. Special Attackers such as Zapdos and Tapu Lele make fantastic partners as they can often blow through opposing teams when their RegenVest checks are at low health. Because this Corviknight lacks Leftovers and Intimidate, it is much easier to overwhelm with powerful attacks, so it is important to either back it up with a strong defensive core, or play aggressively enough to deny opposing breakers a chance to get in. In particular Corviknight struggles with attackers that don't mind having their ability removed temporarily like Grassy Surge Zarude or Primordial Sea Barraskewda, or are powerful enough to beat it without an ability like Choice Band Terrakion. Strong answers to these, like Dauntless Shield Kommo-o, are highly recommended. I would still mention fire/electric mons and Heatran there

[SET]
name: Specially Defensive Bulk Up
move 1: Brave Bird / Iron Head
move 2: Bulk Up
move 3: Roost
move 4: U-turn
item: Leftovers
ability: Volt Absorb / Flash Fire
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe I'd put 8 Speed so u outspeed Dhelmise that is speed crippling 0 speed corv

[SET COMMENTS]
Corviknight, when coupled with an immunity ability, can check a wide range of dangerous Special Attackers in AAA, and in fact use them as set-up fodder. With Volt Absorb equiped, Corviknight becomes a fantastic switch-in to Tapu Koko and Zapdos, while Flash Fire makes it a great check to Desolate Land Heatran, Volcarona, and even still have the ability to check Cinderace and Talonflame on the physical side. With access to Bulk Up and Roost, Corviknight is able to function as a fantastic late-game bulky win-condition, or take advantage of the free turns it gets switching into its immunity. U-turn still provides utility in the early game and lets it function as a pivot before its checks are removed. The choice of Brave Bird verse Iron Head generally comes down to power verse sustainability; both STABs have no immunities, and while Flying generally has better coverage in AAA, Iron Head's consistency Explain why it is consistent : at least no recoil is appreciated. Maximum special defense allows Corviknight to check special attackers as well as possible; since this Corviknight can often be a win-condition, it does not run minimum speed. Mention that you outspeed Dhelm so you can BU before the SD/Hit

Specially Defensive Corviknight is a great option of teams looking to patch up weaknesses to Tapu Koko, Zapdos, or Desolate Land Heatran. It is often found on balanced and fatter teams as a great defensive pivot and late game win condition. Depending on its ability, it either needs teammates to help it beat Tapu Koko and Zapdos, like Assault Vest Swampert, or beat Fire types, like Tapu Fini. Additionally, even if it is Flash Fire, Corviknight cannot beat Mold Breaker Heatran, and needs teammates to either beat it outright or wear it down and beat it over the course of the game. Mention that this Corv cannot check physical breakers (terrak/zarude/etc) so you need checks to them - also mention that you need an another Defogger bc this Corv cant fill this role

[STRATEGY COMMENTS]
Other Options
=============
Corviknight has a wide range of other possible abilities. Dauntless Shield, especially in conjunction with Body Press, is another option for defensive sets. It does slightly better against set-up variants no? and Intim is better against non-sub setup sweepers - I'd rather mention that you still have the boost if ur opp switches but you stay on the field, but cannot be passed off to a teammate Mention how it prevents Heatran to come freely on Corv. Mummy is another option over Wandering Spirit, but does not let Corviknight steal Regenerator for itself. Regenerator makes it a more effective pivot, but at the cost of being un(?)able to directly switch into the strongest physical attackers. Magic Bounce allows it deny hazards and status moves, and Unaware lets it block set up attempts more reliably. add Psea as an alternative to FF, to check better MB Tran but lose against Desolate Land if they come after Corv on the field

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

**Heatran and other Fire types**: Heatran heavily pressures Corviknight, especially by being able to set up Stealth Rock against it. Even Flash Fire Corviknight still fears Mold Breaker Heatran. Teammates like Primordial Sea Zapdos that can switch into Heatran consistently are strongly advised. fill a bit with Cinde/Talon etc (if not using FF ofc)

Add a part for Electric (Zapdos/Koko/...) especially since they can come on brave bird and heal freely

**Set Up Attackers**: Corviknight is able to barely hand on against several strong physical threats and relies heavily on Intimidate to weaken them. Swords Dance users that Corviknight cannot OHKO like Terrakion are able to pressure it massively and overwhelm it.

**Substitute Attackers**: Substitute users like Landorus-T can abuse Corviknight's weak U-turn to set up a free Substitute and safely attack or set up on the teammate that comes in after.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Looks good to me, QC 1/2
 
AM check :)

Implement what u wish

Add remove comment

[SET]
name: Intimidate Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Leftovers
ability: Intimidate
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Intimidate Corviknight is one of the most consistent physical checks in the AAA metagame. With its already high natural bulk, fantastic defensive typing, access to reliable recovery, and now Intimidate, it is difficult to break through physically without strong super effective hits. Choice Band Terrakion, Zarude, and Garchomp are all dangerous physical attackers that have a difficult time breaking through Corviknight. Additionally, thanks to Intimidate, Corviknight can soft-check a much wider range of attackers i think u shld put examples by handing off a now-minus-one attacker to a teammate to check better easily. Additionally, Corviknight is a fantastic role compressor, as it also offers hazard removal and slow pivoting. It is very common for Corviknight to come in, eat a weak, resisted hit, and click U-turn as their opponent switches; now Corviknight's teammate can safely come in in an adventagous typo position. Brave Bird is the obligatory STAB move, and can do decent damage to attackers like Kommo-o, Zarude, and Dhelmise if required. It also prevents dangerous set-up sweepers like Volcarona and Kommo-o from setting up for free. Maximum physically defensive investment is required to ensure Corviknight avoids several key 2HKOs, most notably Terrakion, and minimum Speed with zero IVs allows Corviknight's U-turn to usually go last, bringing in a teammate for free.

Corviknight fits well on a wide variety of teams due to its role compression and great defensive attributes, but especially excels on balanced and bulky offensive teams that can make use of its slow U-turn. Dangerous-but-frail breakers like Terrakion, Tapu Lele, and Barraskewda appreciate the ability to reliably get on the field without taking a hit or waiting for a revenge kill opportunity and make great partners. While Corviknight can check a wide range of physical attackers, there are a few that it struggles with by virtue of typing such as Talonflame and Cinderace. Partners like Primordial Sea Zapdos and Swampert are appreciated as ways to handle these threats. Additionally, even though Corviknight is an excellent Defogger, it struggles heavily to Defog against Heatran, and greatly appreciates teammates who reliably force it out like Primordial Sea Barraskewda i think u shld mention smth that can reliably swap into it as well. Additionally, Tapu Koko and Zapdos are common switch ins to Corviknight, so partners like Blissey make a fantastic core that cover each others weaknesses.

[SET]
name: Wandering Spirit Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Rocky Helmet
ability: Wandering Spirit
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Wandering Spirit Corviknight aims to punish opposing Pokemon that rely on their ability, especially Regenerator pivots like Swampert. For example, If Swampert Flip Turns against Corviknight, instead of recovering 33.3% of its HP, it looses 16.7%, a massive difference that cripples Swampert's longevity. This also give Corviknight Regenerator, allowing it to save a turn by not Roosting. Wandering Spirit is also great at denying Unburden users their speed boost and Triage users their priority; this makes Corviknight a great emergency check to several popular win-conditions like Kommo-o. It is also effective against Magic Guard users as it can unexpectedly force them to take Rocky Helmet and Life Orb chip, and removing damage-amplification abilities on physical attackers like Tough Claws and Adaptability. The moveset aims to provide as much utility as possible while abusing Wandering Spirit: Roost for recovery, Defog for hazard removal, U-turn for slow pivoting, and Brave Bird for damage. Be careful when attacking with Corviknight however, as it may give your opponent their ability back if they have already activated Wandering Spirit. It is also worth noting that Wandering Spirit only works on contact moves, so moves like Stone Edge will not trigger it. Maximum defensive EVs ensure it can check as many things as possible, while minimum speed IVs allow for a slow U-turn. Fluff

Corviknight's biggest asset is usually frustrating and denying recovery to RegenVest pivots like Swampert, Jirachi, and Silvally-Dragon. Special Attackers such as Zapdos and Tapu Lele make fantastic partners as they can often blow through opposing teams when their RegenVest checks are at low health. Because this Corviknight lacks Leftovers and Intimidate, it is much easier to overwhelm with powerful attacks, so it is important to either back it up with a strong defensive core consisting of?, or play aggressively enough to deny opposing breakers a chance to get in. In particular Corviknight struggles with attackers that don't mind having their ability removed temporarily like Grassy Surge Zarude or Primordial Sea Barraskewda, or are powerful enough to beat it without an ability like Choice Band Terrakion. Strong answers to these, like Dauntless Shield Kommo-o, are highly recommended.

[SET]
name: Specially Defensive Bulk Up
move 1: Brave Bird / Iron Head
move 2: Bulk Up
move 3: Roost
move 4: U-turn
item: Leftovers
ability: Volt Absorb / Flash Fire
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Corviknight, when coupled with an immunity ability, can check a wide range of dangerous Special Attackers in AAA, and in fact use them as set-up fodder. With Volt Absorb equiped, Corviknight becomes a fantastic switch-in to Tapu Koko and Zapdos, while Flash Fire makes it a great check to Desolate Land Heatran, Volcarona, and even still have the ability to check Cinderace and Talonflame on the physical side. With access to Bulk Up and Roost, Corviknight is able to function as a fantastic late-game bulky win-condition, or take advantage of the free turns it gets switching into its immunity. its not just the immunity if u come in on smth u check like chomp fr eg u get the set up turn U-turn still provides utility in the early game and lets it function as a pivot before its checks are removed. The choice of Brave Bird verse Iron Head generally comes down to power verse sustainability; both STABs have no immunities, and while Flying generally has better coverage in AAA, Iron Head's consistency in lack of recovery recoil is appreciated. Maximum special defense allows Corviknight to check special attackers as well as possible; since this Corviknight can often be a win-condition, it does not run minimum speed, and can sometimes get a Bulk Up off against slow breakers like Dhelmise.

Specially Defensive Corviknight is a great option of teams looking to patch up weaknesses to Tapu Koko, Zapdos, or Desolate Land Heatran. It is often found on balanced and fatter teams as a great defensive pivot and late game win condition. Depending on its ability, it either needs teammates to help it beat Tapu Koko and Zapdos, like Assault Vest Swampert, or beat Fire types, like Tapu Fini. Additionally, even if it is Flash Fire, Corviknight cannot beat Mold Breaker Heatran, and needs teammates which ones? to either beat it outright or wear it down and beat it over the course of the game. This Corviknight also does not check physical attackers well or Defog, so additional team support from who? is required to fill these rolls typo

[STRATEGY COMMENTS]
Other Options
=============
Corviknight has a wide range of other possible abilities. Dauntless Shield, especially in conjunction with Body Press, is another option for defensive sets. It does slightly better in some match ups, like not letting Heatran in for free, but cannot be passed off to a teammate I Think u should also mention The TC zarude MU is worse .Mummy is another option over Wandering Spirit, but does not let Corviknight steal Regenerator for itself. Regenerator makes it a more effective pivot, but at the cost of being unable to directly switch into the strongest physical attackers. Magic Bounce allows it deny hazards and status moves, and Unaware lets it block set up attempts more reliably. Primordial Sea is an option over Flash Fire to still check Mold Breaker Heatran, but at the cost of increased damage from Water moves and letting Desolate land Heatran now switch into it.

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

**Heatran and other Fire types**: Heatran heavily pressures Corviknight, especially by being able to set up Stealth Rock against it. Even Flash Fire Corviknight still fears Mold Breaker Heatran. Other Fire types like Talonflame and Cinderace can beat normal Physical Defensive Corviknight. Teammates like Primordial Sea Zapdos that can switch into them consistently are strongly advised. Don't need to mention this here

**Electric type Attackers**: Especially Tapu Koko and Zapdos, they do not fear any move from Corviknight and can switch in to steal momentum back on a predicted Roost or Defog.

**Set Up Attackers**: Corviknight is able to barely hand on against several strong physical threats and relies heavily on Intimidate to weaken them. Swords Dance users that Corviknight cannot OHKO like Terrakion are able to pressure it massively and overwhelm it.

**Substitute Attackers**: Substitute users like Landorus-T can abuse Corviknight's weak U-turn to set up a free Substitute and safely attack or set up on the teammate that comes in after.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
Well done :blobthumbsup:
 
A R C
[SET]
name: Intimidate Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Leftovers
ability: Intimidate
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Intimidate Corviknight is one of the most consistent physical checks in the AAA metagame. With its already high natural bulk, fantastic defensive typing, access to reliable recovery, and Intimidate, it is difficult to break through physically without strong super effective hits. Choice Band Terrakion, Zarude, and Garchomp are all dangerous physical attackers that have a difficult time breaking through Corviknight. Additionally, thanks to Intimidate, Corviknight can soft-check threats even when weakened by handing off a now-minus-one attacker to a teammate to check more easily. Additionally, Corviknight is a fantastic role compressor, as it also offers hazard removal and slow pivoting. It is very common for Corviknight to come in, eat a weak, resisted hit, and click U-turn as their opponent switches; now Corviknight's teammate can safely come in in an advantageous position. Brave Bird is the obligatory STAB move, and can do decent damage to attackers like Kommo-o, Zarude, and Dhelmise if required. It also prevents dangerous set-up sweepers like Volcarona and Kommo-o from setting up for free. Maximum physically defensive investment is required to ensure Corviknight avoids several key 2HKOs, most notably Terrakion, and minimum Speed with zero IVs allows Corviknight's U-turn to usually go last, bringing in a teammate for free.

Corviknight fits well on a wide variety of teams due to its role compression and great defensive attributes, but especially excels on balanced and bulky offensive teams that can make use of its slow U-turn. Dangerous-but-frail breakers like Terrakion, Tapu Lele, and Barraskewda appreciate the ability to reliably get on the field without taking a hit or waiting for a revenge kill opportunity and make great partners. While Corviknight can check a wide range of physical attackers, there are a few that it struggles with by virtue of typing such as Talonflame and Cinderace. Partners like Primordial Sea Zapdos and Swampert are appreciated as ways to handle these threats. Additionally, even though Corviknight is an excellent Defogger, it struggles heavily to Defog against Heatran, and greatly appreciates teammates who reliably force it out like Primordial Sea Barraskewda and Zapdos. Additionally, Tapu Koko and Zapdos are common switch ins to Corviknight, so partners like Blissey make a fantastic core that cover each others weaknesses. Could possibly mention how sometimes people do things like corv + other physdef wall (e.g. dshield mew) to cover the things it doesn't check. Also worth mentioning tapu fini as a partner, seems like an extremely obvious pick.

[SET]
name: Wandering Spirit Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Rocky Helmet
ability: Wandering Spirit
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Wandering Spirit Corviknight aims to punish opposing Pokemon that rely on their ability, especially Regenerator pivots like Swampert. For example, if Swampert Flip Turns against Corviknight, instead of recovering 33.3% of its HP, it looses 16.7%, a massive difference that cripples Swampert's longevity. This also give Corviknight Regenerator, allowing it to save a turn by not Roosting. Wandering Spirit is also great at denying Unburden users their speed boost and Triage users their priority; this makes Corviknight a great emergency check to several popular win-conditions like Kommo-o. It is also effective against Magic Guard users as it can unexpectedly force them to take Rocky Helmet and Life Orb chip, and removing damage-amplification abilities on physical attackers like Tough Claws and Adaptability. The moveset aims to provide as much utility as possible while abusing Wandering Spirit: Roost for recovery, Defog for hazard removal, U-turn for slow pivoting, and Brave Bird for damage. Be careful when attacking with Corviknight however, as it may give your opponent their ability back if they have already activated Wandering Spirit. It is also worth noting that Wandering Spirit only works on contact moves, so moves like Stone Edge will not trigger it. Maximum defensive EVs ensure it can check as many things as possible, while minimum speed IVs allow for a slow U-turn.

Corviknight's biggest asset is frustrating and denying recovery to RegenVest pivots like Swampert, Jirachi, and Silvally-Dragon. Special Attackers such as Zapdos and Tapu Lele make fantastic partners as they can often blow through opposing teams when their RegenVest checks are at low health. Because this Corviknight lacks Leftovers and Intimidate, it is much easier to overwhelm with powerful attacks, so it is important to either back it up with a strong defensive core, or play aggressively enough to deny opposing breakers a chance to get in. Name some examples of "a strong defensive core" that can support it; otherwise, there's no point in bringing that up. In particular Corviknight struggles with attackers that don't mind having their ability removed temporarily like Grassy Surge Zarude or Primordial Sea Barraskewda, or are powerful enough to beat it without an ability like Choice Band Terrakion. Strong answers to these, like Dauntless Shield Kommo-o, are highly recommended.

[SET]
name: Specially Defensive Bulk Up
move 1: Brave Bird / Iron Head
move 2: Bulk Up
move 3: Roost
move 4: U-turn
item: Leftovers
ability: Volt Absorb / Flash Fire
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Corviknight, when coupled with an immunity ability, can check a wide range of dangerous Special Attackers in AAA, and in fact use them as set-up fodder. With Volt Absorb equiped, Corviknight becomes a fantastic switch-in to Tapu Koko and Zapdos, while Flash Fire makes it a great check to Desolate Land Heatran, Volcarona, and even still have the ability to check Cinderace and Talonflame on the physical side. With access to Bulk Up and Roost, Corviknight is able to function as a fantastic late-game bulky win-condition, or take advantage of the free turns it gets. U-turn still provides utility in the early game and lets it function as a pivot before its checks are removed. The choice of Brave Bird verse Iron Head generally comes down to power verse sustainability; both STABs have no immunities, and while Flying generally has better coverage in AAA, Iron Head's consistency in lack of recoil is appreciated. Maximum special defense allows Corviknight to check special attackers as well as possible; since this Corviknight can often be a win-condition, it does not run minimum speed, and can sometimes get a Bulk Up off against slow breakers like Dhelmise.

Specially Defensive Corviknight is a great option of teams looking to patch up weaknesses to Tapu Koko, Zapdos, or Desolate Land Heatran. It is often found on balanced and fatter teams as a great defensive pivot and late game win condition. Depending on its ability, it either needs teammates to help it beat Tapu Koko and Zapdos, like Assault Vest Swampert, or beat Fire types, like Tapu Fini. Additionally, even if it is Flash Fire, Corviknight cannot beat Mold Breaker Heatran, and needs teammates like Zapdos to either beat it outright or wear it down and beat it over the course of the game. This Corviknight also does not check physical attackers well or Defog, so additional team support like Tapu Fini is required to fill these roles.

[STRATEGY COMMENTS]
Other Options
=============
Corviknight has a wide range of other possible abilities. Dauntless Shield, especially in conjunction with Body Press, is another option for defensive sets. It does slightly better in some match ups, like not letting Heatran in for free, but cannot be passed off to a teammate and is much worse at checking Zarude. Mummy is another option over Wandering Spirit, but does not let Corviknight steal Regenerator for itself. Regenerator makes it a more effective pivot, but at the cost of being unable to directly switch into the strongest physical attackers. Magic Bounce allows it deny hazards and status moves, and Unaware lets it block set up attempts more reliably. Primordial Sea is an option over Flash Fire to still check Mold Breaker Heatran, but at the cost of increased damage from Water moves and letting Desolate Land Heatran now switch into it.

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

**Heatran and other Fire types**: Heatran heavily pressures Corviknight, especially by being able to set up Stealth Rock against it. Even Flash Fire Corviknight still fears Mold Breaker Heatran. Other Fire types like Talonflame and Cinderace can beat normal Physical Defensive Corviknight.

**Electric type Attackers**: Especially Tapu Koko and Zapdos, they do not fear any move from Corviknight and can switch in to steal momentum back on a predicted Roost or Defog.

**Set Up Attackers**: Corviknight is able to barely hand on against several strong physical threats and relies heavily on Intimidate to weaken them. Swords Dance users that Corviknight cannot OHKO like Terrakion are able to pressure it massively and overwhelm it.

**Substitute Attackers**: Substitute users like Landorus-T can abuse Corviknight's weak U-turn to set up a free Substitute and safely attack or set up on the teammate that comes in after.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[username1, userid1]]

Yo...this is excellent
2/2

If you know of specific examples for something, never settle for just generalizing--the average reader has no idea what a good offensive/defensive partner would be, so lay it out for them.

e: oops hit ctrl + enter instead of shift
 
GP Check
blue = wheat
red = yeet
green = comments....eet

[SET]
name: Intimidate Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Leftovers
ability: Intimidate
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Intimidate Corviknight is one of the most consistent physical checks to physical attackers in the AAA metagame. With its already high natural bulk, fantastic defensive typing, and access to reliable recovery (remove comma) and Intimidate, it is difficult to break through physically without strong super effective hits. Choice Band Terrakion, Zarude, and Garchomp are all dangerous physical attackers that have a difficult time breaking through Corviknight. Additionally, thanks to Intimidate, Corviknight can soft-check threats even when weakened by handing off a now-minus-one attacker to a teammate to check more easily. Corviknight is a fantastic role compressor, as it also offers entry hazard removal and slow pivoting with U-turn. It is very common for Corviknight to come in, eat a weak (remove comma) or resisted hit, and click use U-turn as their opponent switches; now Corviknight's teammate can safely come in in an advantageous position (I think this is just what slow u-turn does in general, i don't think it needs more explanation). Brave Bird is the obligatory STAB move (remove comma) and can do does decent damage to attackers like Kommo-o, Zarude, and Dhelmise if required. It also prevents dangerous set-up sweepers like Volcarona and Kommo-o from setting up for free. Maximum physically defensive Defense investment is required to ensure Corviknight avoids several key 2HKOs, most notably from Terrakion, and minimum Speed with zero no IVs allows Corviknight's U-turn to usually go last, bringing in a teammate for free.

Corviknight fits well on a wide variety of teams due to its role compression and great defensive attributes, but it especially excels on balanced balance and bulky offensive offense teams that can make use take advantage of its slow U-turn. Dangerous-but-frail (nice use of hyphens!) breakers like Terrakion, Tapu Lele, and Barraskewda appreciate the ability to reliably get on the field without taking a hit or waiting for a revenge kill opportunity and make great partners Corviknight getting them onto the field safely (honestly this sentence was a bit messy, I think shortening it helps get your point across better. pm me if i changed the meaning of it too much, and we can workshop a more clear way of getting your point across). While Corviknight can check a wide range of physical attackers, there are a few that it struggles with by virtue of typing (self-explanatory) such as Talonflame and Cinderace. Partners like Primordial Sea Zapdos and Swampert are appreciated as ways to handle these threats. Additionally, even though Corviknight is an excellent Defogger, it struggles heavily to Defog against Heatran, and so it greatly appreciates teammates who reliably force it out like Primordial Sea Barraskewda and Zapdos. Tapu Koko and Zapdos are common switch-ins (add hyphen) to Corviknight; (comma->semicolon) so therefore, partners like Blissey, (add comma) which make a fantastic core with it that cover covers (i never miss a teaching moment: here, the "core" is what "covers", not the mons together (even though that is what the core is), so the verb "covers" needs to be singular) each others weaknesses, (add comma) are good teammates. Lastly, a second physically defensive partner like Tapu Fini or Daunltess Dauntless Shield Mew makes a great partner to handle the few physical attackers Corviknight does not handle cannot.

[SET]
name: Wandering Spirit Pivot
move 1: Brave Bird
move 2: U-turn
move 3: Roost
move 4: Defog
item: Rocky Helmet
ability: Wandering Spirit
nature: Relaxed
evs: 252 HP / 4 Atk / 252 Def
ivs: 0 Spe

[SET COMMENTS]
Wandering Spirit Corviknight aims to punish opposing Pokemon that rely on their ability, especially Regenerator pivots like Swampert. For example, if Swampert Flip Turns against uses Flip Turn on Corviknight, instead of recovering 33.3% a third of its HP, it loses 16.7%, a massive difference that cripples Swampert's longevity. This also give gives Corviknight Regenerator, allowing it to save a turn by not Roosting having to heal with Roost. Wandering Spirit is also great at denying Unburden users their speed boost and Triage users their priority; this makes Corviknight a great emergency check to several popular win-conditions sweepers like Kommo-o (generally if you say the word "several" i would expect multiple examples. either delete "several" or give another example). It is also effective against Magic Guard users, (add comma) as it can unexpectedly force them to take Rocky Helmet chip and Life Orb chip recoil, and removing users of damage-amplification abilities on physical attackers like Tough Claws and Adaptability. The moveset aims to provide as much utility as possible while abusing Wandering Spirit: Roost for gives recovery, Defog for hazard removal removes entry hazards, U-turn for provides slow pivoting, and Brave Bird for damage lets Corviknight avoid total passivity. Be careful when attacking with Corviknight, (add comma) however, as it may give your opponent their ability back if they have already activated Wandering Spirit. It is also worth noting that Wandering Spirit only works on contact moves, so moves like Stone Edge will not trigger it. Maximum defensive EVs ensure it can check as many things as possible, while minimum speed IVs allow for a slow U-turn.

Corviknight's biggest asset is frustrating and denying recovery to RegenVest pivots like Swampert, Jirachi, and Silvally-Dragon. Special Attackers such as Zapdos and Tapu Lele make fantastic partners, (add comma) as they can often blow through opposing teams when their RegenVest checks are at low health. Because this Corviknight set lacks Leftovers and Intimidate, it is much easier to overwhelm with powerful attacks, so it is important to either back it up with a strong defensive core teammate like Dauntless Shield Mew or Kommo-o, or play aggressively enough to deny opposing breakers a the chance to get in. In particular Corviknight struggles with attackers that don't mind having their ability removed temporarily like Grassy Surge Zarude or Primordial Sea Barraskewda, or are powerful enough to beat it without an ability like Choice Band Terrakion. Strong answers to these, like Dauntless Shield Kommo-o, are highly recommended.

[SET]
name: Specially Defensive Bulk Up
move 1: Brave Bird / Iron Head
move 2: Bulk Up
move 3: Roost
move 4: U-turn
item: Leftovers
ability: Volt Absorb / Flash Fire
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe

[SET COMMENTS]
Corviknight, when coupled with an immunity ability, can check a wide range of dangerous Special Attackers special attackers in AAA, and, (add comma) in fact, (add comma) use them as set-up fodder. With Volt Absorb equiped, Corviknight becomes a fantastic switch-in to Tapu Koko and Zapdos, while Flash Fire makes it a great check to Desolate Land Heatran (remove comma) and Volcarona (remove comma) and even still have the ability to check while even checking physical attackers like Cinderace and Talonflame on the physical side. With access to Bulk Up and Roost, Corviknight is able to function as a fantastic late-game bulky win-condition, or take sweeper by taking advantage of the free turns it gets. U-turn still provides utility in the early-game (add hyphen) and lets it function as a pivot before its checks are removed. The choice of Brave Bird verse or Iron Head generally comes down to power verse sustainability; both STABs moves have no immunities, and while Flying generally has better coverage in AAA, Iron Head's consistency in due to its lack of recoil is appreciated. Maximum special defense Special Defense allows Corviknight to check special attackers as well as possible; since this Corviknight can often be a win-condition sweep, it does not run minimum speed, and as it can sometimes get a Bulk Up off against slow breakers like Dhelmise.

Specially Defensive defensive Corviknight is a great option of for teams looking to patch up weaknesses to Tapu Koko, Zapdos, or Desolate Land Heatran. It is often found on balanced and fatter teams as a great defensive pivot and late game win condition late-game sweeper. Depending on its ability, it either needs teammates to help it beat Tapu Koko and Zapdos, like Assault Vest Swampert, or beat Fire-types (add hyphen), like Tapu Fini. Additionally, even if it is Flash Fire, Corviknight cannot beat Mold Breaker Heatran, and so it needs teammates like Zapdos to either beat it outright or wear it down and beat it over the course of the game. This Corviknight set also does not check physical attackers well or Defog, so additional team support like Tapu Fini is required to fill these roles.

[STRATEGY COMMENTS]
Other Options
=============
Corviknight has a wide range of other possible abilities. Dauntless Shield, especially in conjunction with Body Press, is another option for defensive sets. It does slightly better in some match ups, like not letting Heatran in for free, but cannot be passed off to a teammate and it does not provide the same amount of support as Intimidate and it is much worse at checking Zarude. Mummy is another option over Wandering Spirit, but this does not let Corviknight steal Regenerator for itself. Regenerator makes it a more effective pivot, but it comes at the cost of being unable to directly switch into the strongest physical attackers. Magic Bounce allows it to deny entry hazards and status moves, and Unaware lets it block set up attempts more reliably. Primordial Sea is an option over Flash Fire to still check Mold Breaker Heatran, but this comes at the cost of taking increased damage from Water moves and letting Desolate Land Heatran now effectively switch into it.

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

**Heatran and other Fire-types**: Heatran heavily pressures Corviknight, especially by being able to set up Stealth Rock against it. Even Flash Fire Corviknight still fears Mold Breaker Heatran. Other Fire-types (add hyphen) like Talonflame and Cinderace can beat normal Physical Defensive non-Flash Fire Corviknight.

**Electric-types**: Tapu Koko and Zapdos do not fear any move from Corviknight and can switch in into it to steal momentum back on a predicted Roost or Defog.

**Set Up Attackers**: Corviknight is able to barely hand hang on against several strong physical threats and relies heavily on Intimidate to weaken them. Swords Dance users that Corviknight cannot OHKO like Terrakion are able to pressure it massively and overwhelm it.

**Substitute**: Substitute users like Landorus-T can abuse Corviknight's weak U-turn to set up a free Substitute and safely attack or set up on the teammate that comes in after.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Osake, 524664], [Isaiah, 375662]]
- Grammar checked by: [[dex, 277988]]
1/1!
 
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