Dodrio [QC 2/2]

gastlies

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[OVERVIEW]

Dodrio's high Attack and Normal-type STAB make it one of the strongest physical attackers in the tier. Its high Speed—tied with the dominant Tentacruel, gives it a 19.5% critical hit rate, further improving its offensive prowess. These attributes, along with the paralysis chance of Body Slam make Dodrio very hard to switch into. Body Slam into Hyper Beam is capable of KOing foes such as Tentacruel and opposing Dodrio, while a critical hit on either move can allow Dodrio to take out bulkier threats such as Kangaskhan and Dragonite. Dodrio's Flying typing grants it STAB Drill Peck to 2HKO the Normal-resistant Haunter, as well as a Ground immunity, which is especially helpful against Dugtrio. Dodrio can be used at any point in the game. It can be an effective lead, a mid-game wallbreaker, or a late-game sweeper, making it one of the most important offensive Pokemon in the tier.

Despite these upsides, Dodrio suffers from its frailty. The aforementioned Flying typing gives it weaknesses to Ice-, Electric-, and Rock-type attacks, making it struggle defensively many common Pokemon such as Dewgong, Electabuzz, and Electrode, as well as Rock Slide from Dugtrio. Dodrio doesn't love taking neutral hits either; it has a 69.6% chance to be 2HKOed by Kadabra's Psychic, a 43.6% chance to be OHKOed by a critical hit, and is likely to be KOed by Kangaskhan's Body Slam followed up by Hyper Beam. Although Dodrio is quite fast, it it still outsped by Kadabra, Dugtrio, Electabuzz, Electrode, Persian, and the rare Aerodactyl. Dodrio's frailty also means it hates paralysis, as it relies on its Speed to be an effective wallbreaker. Although this is somewhat alleviated by Agility, Dodrio's frailty makes setting up difficult. Dodrio is also walled by Golem and Omastar—they both shrug off Dodrio's attacks and can hit it back with super-effective moves.

[SET]
name: Physical Attacker
move 1: Body Slam
move 2: Hyper Beam
move 3: Drill Peck
move 4: Agility

[SET COMMENTS]
Set Description
=========

Body Slam is Dodrio's primary STAB option, doing heavy damage to a significant portion of the tier coupled with a 30% paralysis chance. Dodrio's Hyper Beam is the strongest physical attack in the tier outside of Explosion, and it makes Dodrio very hard to switch into. Hyper Beam following a Body Slam is capable of KOing many frailer foes—most notably Tentacruel, and if Body Slam lands a critical hit, every non-resistant foe is put into range of Hyper Beam. Drill Peck allows Dodrio to 2HKO Haunter and Tangela, along with rarer foes such as Venusaur and Poliwrath. Drill Peck also allows Dodrio to hit Kangaskhan without having to worry about Counter. Lastly, Agility allows Dodrio to outspeed foes such as Kadabra and Dugtrio, while also letting it negate the Speed drop from paralysis.

Dodrio can be used as a lead in order to start dealing heavy damage to the opposing team from the first turn. It is outsped and 2HKOed by the common Electabuzz lead, so it is often worth switching into a Ground-type such as Dugtrio. However, Electabuzz can predict this switch and use Body Slam to catch Dugtrio coming in. If the Dodrio user thinks Electabuzz will do this, they can also stay in and use Body Slam on Electabuzz. Even if Electabuzz uses Thunderbolt, it needs to be a critical hit to KO Dodrio, and if Dodrio paralyzes Electabuzz with Body Slam, a follow-up Hyper Beam is a guaranteed KO. However, this is risky and Dodrio should switch out most of the time. Against Kadabra, Dodrio can use Hyper Beam to OHKO it or use Body Slam to catch a predicted switch. Against Dragonite and Clefable leads, Dodrio is best off attacking from the first turn. Against Dragonite, it should use Body Slam to attempt to paralyze it, while against Clefable it can try to use Hyper Beam as a critical hit will KO, although Sing Clefable can put Dodrio to sleep on the recharge turn after paralyzing Dodrio in the first turn. Dodrio Speed ties Ninetales and must be wary of Burn, but Body Slam into Hyper Beam is favored to KO, although switching into a Water-type such as Tentacruel to take Fire Blast is also an option. Against Kangaskhan, Dodrio should use Drill Peck instead of Body Slam since it covers Counter, and the upsides of Body Slam are basically nonexistent since the damage difference is trivial and Kangaskhan cannot be paralyzed. If Kangaskhan uses Counter and it fails, Dodrio is heavily favored to beat it 1-on-1. Even if Kangaskhan doesn't use Counter, Dodrio can still win if it lands a critical hit.

In the back, Dodrio can function as both a mid-game wallbreaker and a late-game cleaner. Dodrio's frailty means it often has trouble switching in. Dodrio can enter the field by either revenge killing a foe, being pivoted in with Wrap from Tentacruel or Dragonite, or on a predicted Earthquake from Dugtrio, although it must be weary of Slash. Although it is hard for any non-Rock-type to switch in directly, an unboosted Dodrio can be revenge killed by Electric-types, Kadabra, Persian, Dugtrio, and the rare Aerodactyl once its at low HP. Although they are slower, Dragonite, Clefable and Dewgong, can come in after a KO; the former two threaten Dodrio with paralysis, while the latter OHKOes with Blizzard. If Dodrio is able to find an opportunity to set up Agility, it outspeeds and OHKOes Kadabra and Dugtrio, and is favored to beat Tentacruel one-on-one. However, Dodrio's frailty makes setting up difficult, and it should typically only be used when a sweep is imminent, or if the foe is faster and has no reason to switch out. In any other case, such as against a slower foe or a faster one that will likely switch out, it is better for Dodrio to directly attack.

Water-types are fantastic teammates for Dodrio. They are able to check Golem, Dragonite and switch into Ice-type attacks. Tentacruel and Vaporeon can also switch into lead Ninetales if Dodrio doesn't want to take the damage from Fire Blast. Tentacruel also deserves a special mention as its Wrap allows Dodrio to find safe entry, and Dodrio can also switch directly into an Earthquake from Dugtrio aimed at Tentacruel. Clefable is also a good teammate that can switch into Golem. Other Normal-types such as Kangaskhan and Persian synergize well with Dodrio; they can take advantage of the Normal-type's scarcity of resistances to overwhelm the opposing team offensively. Kangaskhan is a great switch-in to Golem, while Persian 2HKOes it with Bubble Beam, and in return Dodrio 2HKOes Haunter to support Persian.

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

Other options are typically not advised on Dodrio, but Agility can sometimes be dropped for alternatives. Substitute lets Dodrio punish an opponent attempting to sacrifice a sleeping or low-HP pokemon for momentum, but Dodrio can still be paralyzed behind a Substitute, and a lack of Agility makes paralysis much worse for it. Dodrio can use Double-Edge in order to do slightly more damage than Body Slam, but Body Slam's chance for paralysis and Double-Edge's recoil make Body Slam a generally superior option. Notably, a small amount of recoil puts Dodrio in range of Tentacruel's Blizzard, Thunderbolt from Electabuzz and Electrode, and 2HKO range from Kangaskhan's Rock Slide.

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

**Rock-types**: Golem and Omastar are the only Pokemon that can comfortably switch into Dodrio's attacks. Golem 2HKOes Dodrio with Rock Slide, and Omastar has a 92.3% chance to 2HKO with Surf. Golem can also use Earthquake to catch whatever teammate Dodrio switches out to, and well as Fire Blast which threatens a potential Kangaskhan switch-in with Burn, while also covering Dodrio staying and Tangela switching in. Aerodactyl is a much shakier check due to its lower physical bulk and power, while also being ruined by Body Slam paralysis. However, it is still a decent switch-in to Drill Peck and Hyper Beam, and it can revenge kill Dodrio at low HP.

**Dewgong**: Dewgong is bulky enough to survive Body Slam into Hyper Beam, and OHKOes Dodrio with Blizzard. However, Dewgong is always OHKOed by a critical hit Hyper Beam isn't able to exploit Dodrio's recharge turn with setup, making Hyper Beam a safe last-resort option for Dodrio.

**Electric-types**: Although they cannot switch in as they hate Body Slam paralysis and are KOed by Body Slam into Hyper Beam, Electabuzz and Electrode both outspeed and 2HKO Dodrio. They both also have high critical hit rates and OHKO Dodrio if they get a critical hit. The less common Raichu also 2HKOes Dodrio, but the matchup is closer to a 50/50 since it Speed ties.

**Other Special Attackers**: Dragonite and Clefable are both bulky paralysis users which 2HKO Dodrio with Blizzard or Thunderbolt, meaning they can hit Dodrio for massive damage if it tries to use Agility after it becomes paralyzed. Dragonite can also deny Agility by using Wrap on Dodrio if it does not get paralyzed by Body Slam, and chipping it until it's in OHKO range. Gyarados lives Body Slam into Hyper Beam and can 2HKO with either Thunderbolt or Blizzard. Vaporeon similarly lives Body Slam into Hyper Beam and has a 64.2% chance 2HKO it back with Surf. If Vaporeon doesn't get the 2HKO, it can finish it off with Quick Attack, which can also be used to revenge kill a low-HP Dodrio. Acid Armor can also protect Vaporeon from Dodrio, but setting up Acid Armor in front of an unparalyzed Dodrio is unadvisable. Tentacruel usually does not live Body Slam into Hyper Beam, but it does Speed tie while 2HKOing with Surf or dealing up to 92% with Blizzard. In the lead slot, Ninetales Speed ties, 2HKOes and threatens burn with Fire Blast, and sometimes lives Body Slam into Hyper Beam.

**Offensive Normal-Types**: Persian outspeeds Dodrio and is favored to win one-on-one if it carries Hyper Beam. Although Kangaskhan is slower, it is also favored to win one-on-one provided Dodrio does not get a critical hit. Dodrio itself can also be a revenge killer, since Hyper Beam does a minimum of 67.1%.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/gastlies.540559/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/juoean.486979/
Grammar checked by:
 
Last edited:
QC 1/2

[OVERVIEW]

Dodrio's high Attack and Normal-type STAB make it one of the strongest physical attackers in the tier. Its high Speed—tied with the dominant Tentacruel, gives it a 19.5% critical hit rate, further improving its offensive prowess. These attributes, along with the paralysis chance of Body Slam make Dodrio very hard to switch into. Body Slam into Hyper Beam is capable of KOing foes such as Tentacruel and opposing Dodrio, while a critical hit on either move can allow Dodrio to take out bulkier threats such as Kangaskhan and Articuno. Dodrio's Flying typing grants it with STAB Drill Peck to 2HKO the Normal-resistant Haunter, as well as a Ground immunity, which is especially helpful against Dugtrio. Dodrio can be used at any point in the game. It can be an effective lead, a mid-game wallbreaker, or a late-game sweeper, making it one of the most important offensive Pokemon in the tier.

Despite these upsides, Dodrio suffers from its frailty. The aforementioned Flying typing gives it weaknesses to Ice-, Electric-, and Rock-type attacks, making it struggle defensively many common Pokemon such as Articuno, Dewgong, Electabuzz, and Electrode, as well as Rock Slide from Dugtrio and Kangaskhan. Dodrio doesn't love taking Neutral (girl.) hits either; it has a 69.6& chance to be OHKOed by Kadabra's Psychic, (did you mean 2HKOed or on a crit?) and is likely to be KOed by Kangaskhan's Body Slam followed up by Hyper Beam. Although Dodrio is quite fast, it it still outsped by Kadabra, Dugtrio, Electabuzz, Electrode, Persian, and the rare Aerodactyl. Dodrio's frailty also means it hates Paralysis, (aaaaa) as it relies on its speed to be an effective wallbreaker. Although this is somewhat alleviated by Agility, Dodrio's frailty makes setting up difficult. Dodrio is also walled by Golem and Omastar—they both shrug off Dodrio's attacks and can hit it back with super-effective moves.

[SET]
name: Physical Attacker
move 1: Body Slam
move 2: Hyper Beam
move 3: Drill Peck
move 4: Agility

[SET COMMENTS]
Set Description
=========

Body Slam is Dodrio's primary STAB option, doing heavy damage to a significant portion of the tier coupled with a 30% paralysis chance. Dodrio's Hyper Beam is the strongest physical attack in the tier outside of Explosion, and it makes Dodrio very hard to switch into. Hyper Beam following a Body Slam is capable of KOing many frailer foes—most notably Tentacruel, and if Body Slam lands a critical hit, every non-resistant foe is put into range of Hyper Beam. Drill Peck allows Dodrio to 2HKO Haunter and Tangela, along with rarer foes such as Venusaur and Poliwrath. Drill Peck also allows Dodrio to hit Kangaskhan without having to worry about Counter. Lastly, Agility allows Dodrio to outspeed foes such as Kadabra and Dugtrio, while also letting it negate the speed drop from Paralysis. (caps)

Dodrio can be used as a lead in order to start dealing heavy damage to the opposing team from the first turn. It is outsped and 2HKOed by the common Electabuzz lead, so it is often worth switching into a Ground-type such as Dugtrio. However, Electabuzz can predict this switch and use Body Slam to catch Dugtrio coming in. Dodrio can also stay in and use Body Slam on Electabuzz; if Electabuzz uses Body Slam to catch a switch, Dodrio will only take a maximum of 25%. Even if Electabuzz uses Thunderbolt, it needs to be a critical hit to KO Dodrio, and if Dodrio paralyzes Electabuzz with Body Slam, a follow-up Hyper Beam is a guaranteed KO. (awk phrasing and I think it should be noted that Dodrio should usually switch out) Against Kadabra, Dodrio can use Hyper Beam to OHKO it or use Body Slam to catch a predicted switch. It could also use Agility on the first turn to negate the Speed drop of a turn 1 Thunder Wave. (kad is never clicking Twave into Dodrio, it's the only actually losing play; it's always psychic or switch. Agility on turn 1 is wasteful) Against Dragonite and Clefable leads, Dodrio is best off attacking from the first turn, and using Agility once its paralyzed. Dodrio Speed ties Ninetales and must be weary (wary; weary means tired) of Burn, but Body Slam into Hyper Beam is favored to KO, although switching into a Water-type such as Tentacruel to take Fire Blast is also an option. Against Kangaskhan, Dodrio should use Drill Peck instead of Body Slam to scout for Counter. If Kangaskhan uses Counter and it fails, Dodrio is heavily favored to beat it 1-on-1. Even if Kangaskhan doesn't use Counter, Dodrio can still win if it lands a critical hit.

In the back, Dodrio can function as both a mid-game wallbreaker and a late-game cleaner. Dodrio's frailty means it often has trouble switching in. Dodrio can enter the field by either revenge killing a teammate, (? assuming you meant revenge killing a foe after a teammate is KOed but reword) being pivoted in with Wrap from Tentacruel or Dragonite, or on a predicted Earthquake from Dugtrio, although it must be weary (wary) of Slash. Once Dodrio is on the field, it is able to fire off its powerful attacks. (this really doesn't say anything, I'd talk about what it can do after Agility instead - outspeeding and OHKOing Kad and Dug is extremely relevant as well as the fact it beats Tent most times if it has full HP and a prior Agility. I'd also note this makes it hard to switch out of without a hard wall because letting it set up is essentially letting it claim a KO or two in many game states and giving it chances to get 20% crit OHKOs on revenge killers it now outspeeds.) Although it is hard for any non-Rock-type to switch in directly, Dodrio can be revenge killed by Electric-types, Ice-types, as well as Kadabra, Persian, and Dugtrio once its at low HP. (aerodactyl? rare but semiproblematic for it) If Dodrio is paralyzed, the turn it takes to set up Agility gives the foe an opportunity to attack it as well.

Water-types are fantastic teammates for Dodrio. They are able to check Golem, Dragonite and switch into Ice-type attacks. Tentacruel and Vaporeon can also switch into lead Ninetales if Dodrio doesn't want to risk being burned by Fire Blast. Tentacruel also deserves a special mention as its Wrap allows Dodrio to find safe entry, and Dodrio can also switch directly into an Earthquake from Dugtrio aimed at Tentacruel. Sleep-move users like Haunter, Tangela, and Sing Clefable are good teammates since Dodrio can punish an opponent trying to burn sleep turns. Tangela in particular also is a very good check to Golem. (tang + dodrio stacks articuno weaknesses and that should be noted; also that drain tang helps a lot with secondary checking dug and omastar if needed. Also, no Dewgong mention? beats enemy grounds and walls cuno) Articuno is also a good teammate that checks Golem and Dragonite, while Dodrio is great at forcing damage against bulky water-types that stand in Articuno's way. Dodrio can also form a Normal spam core with Kangaskhan and sometimes Persian. This trio can take advantage of Normal's scarcity of resists to overwhelm the opposing team offensively. Lastly, Golem and Dugtrio are good teammates that can switch into opposing Electric-types.

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

Other options are typically not advised on Dodrio, but Agility can sometimes be dropped for alternatives. Substitute lets Dodrio punish an opponent attempting to sacrifice a sleeping or low-HP pokemon for momentum, but Dodrio can still be paralyzed behind a Substitute, and a lack of Agility makes paralysis much worse for it. Dodrio can use Double-Edge in order to do slightly more damage than Body Slam, but Body Slam's chance for paralysis and Double-Edge's recoil make Body Slam a generally superior option. Notably, a small amount of recoil puts Dodrio in range of Tentacruel's Blizzard, Thunderbolt from Electabuzz and Electrode, and 2HKO range from Kangaskhan's Rock Slide. Dodrio can use Toxic to support its wrap teammates and also put opposing Dragonite on a timer, but the overall use of the move is very niche, and it may accidentally an unintended target immune to Paralysis. (caps and also toxic dodo surely isnt a thing in 2024?)

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

**Rock-types**: Golem and Omastar are the only Pokemon that can comfortably switch into Dodrio's attacks, and they both threaten a 2HKO with Rock Slide and Blizzard, respectively. Golem can also use Earthquake to catch whatever teammate Dodrio switches out to. The less common Aerodactyl also takes little from Dodrio's moves, and can threaten a burn with Fire Blast, although it doesn't appreciate being paralyzed by Body Slam.

**Ice-type attacks**: Articuno and Dewgong are both bulky enough to survive Body Slam into Hyper Beam, and they both OHKO Dodrio with Blizzard. Tentacruel, Gyarados, and Vaporeon also have non-STAB Blizzard that does heavy damage to Dodrio, with the former Speed tying Dodrio and the latter two also having the bulk to survive Body Slam into HyperBeam. (space)

**Electric-types**: Although they cannot switch in and hate Body Slam paralysis, Electabuzz and Electrode both outspeed and 2HKO Dodrio. They both also have high critical hit rates and OHKO Dodrio if they get a critical hit. The less common Raichu also 2HKOes Dodrio, but the matchup is shakier since it Speed ties.

**Dragonite and Clefable**: Dragonite and Clefable are both bulky paralysis users who also 2HKO Dodrio with Blizzard, meaning they can hit it for massive damage if it tries to use Agility after it becomes paralyzed. Dragonite can also deny Agility by using Wrap on Dodrio, and chipping it until it's in Blizzard OHKO range.

(I think we could mention cat and kang as checks; cat's faster and usually wins 1v1, kang usually wins when it doesn't get crit)

[CREDITS]
Written by:
https://www.smogon.com/forums/members/gastlies.540559/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/

Grammar checked by:
 
Implemented, could u check the third paragraph in the set description to see if i implemented it properly?

also for the fourth paragraph dewgong is implied to be in the "water-types" category
 
[OVERVIEW]

Dodrio's high Attack and Normal-type STAB make it one of the strongest physical attackers in the tier. Its high Speed—tied with the dominant Tentacruel, gives it a 19.5% critical hit rate, further improving its offensive prowess. These attributes, along with the paralysis chance of Body Slam make Dodrio very hard to switch into. Body Slam into Hyper Beam is capable of KOing foes such as Tentacruel and opposing Dodrio, while a critical hit on either move can allow Dodrio to take out bulkier threats such as Kangaskhan and Articuno. Dodrio's Flying typing grants it STAB Drill Peck to 2HKO the Normal-resistant Haunter, as well as a Ground immunity (resisting Razor leaf has sometimes mattered historically but obv venu is really bad rn, could be left out for now but added in future if venu becomes relevant again?) , which is especially helpful against Dugtrio. Dodrio can be used at any point in the game. It can be an effective lead, a mid-game wallbreaker, or a late-game sweeper, making it one of the most important offensive Pokemon in the tier.

Despite these upsides, Dodrio suffers from its frailty. The aforementioned Flying typing gives it weaknesses to Ice-, Electric-, and Rock-type attacks, making it struggle defensively many common Pokemon such as Articuno, Dewgong, Electabuzz, and Electrode, as well as Rock Slide from Dugtrio and Kangaskhan. Dodrio doesn't love taking neutral hits either; it has a 69.6% chance to be 2HKOed by Kadabra's Psychic (also crit ohkos half the time), and is likely to be KOed by Kangaskhan's Body Slam followed up by Hyper Beam. Although Dodrio is quite fast, it it still outsped by Kadabra, Dugtrio, Electabuzz, Electrode, Persian, and the rare Aerodactyl. Dodrio's frailty also means it hates paralysis, as it relies on its speed to be an effective wallbreaker (paralysis also is a huge problem for offensively checking dugtrio bc of substitute). Although this is somewhat alleviated by Agility, Dodrio's frailty makes setting up difficult. Dodrio is also walled by Golem and Omastar—they both shrug off Dodrio's attacks and can hit it back with super-effective moves.

[SET]
name: Physical Attacker
move 1: Body Slam
move 2: Hyper Beam
move 3: Drill Peck
move 4: Agility

[SET COMMENTS]
Set Description
=========

Body Slam is Dodrio's primary STAB option, doing heavy damage to a significant portion of the tier coupled with a 30% paralysis chance. Dodrio's Hyper Beam is the strongest physical attack in the tier outside of Explosion, and it makes Dodrio very hard to switch into. Hyper Beam following a Body Slam is capable of KOing many frailer foes—most notably Tentacruel, and if Body Slam lands a critical hit, every non-resistant foe is put into range of Hyper Beam. Drill Peck allows Dodrio to 2HKO Haunter and Tangela, along with rarer foes such as Venusaur and Poliwrath. Drill Peck also allows Dodrio to hit Kangaskhan without having to worry about Counter. Lastly, Agility allows Dodrio to outspeed foes such as Kadabra and Dugtrio, while also letting it negate the speed drop from paralysis.

Dodrio can be used as a lead in order to start dealing heavy damage to the opposing team from the first turn. It is outsped and 2HKOed by the common Electabuzz lead, so it is often worth switching into a Ground-type such as Dugtrio. However, Electabuzz can predict this switch and use Body Slam to catch Dugtrio coming in. If the Dodrio user thinks Electabuzz will do this, they can also stay in and use Body Slam on Electabuzz. Even if Electabuzz uses Thunderbolt, it needs to be a critical hit to KO Dodrio, and if Dodrio paralyzes Electabuzz with Body Slam, a follow-up Hyper Beam is a guaranteed KO. However, this is risky and Dodrio should switch out most of the time. Against Kadabra, Dodrio can use Hyper Beam to OHKO it or use Body Slam to catch a predicted switch. Against Dragonite and Clefable leads, Dodrio is best off attacking from the first turn, and using Agility once its paralyzed if you want to get into this level of detail in lead matchups, then the option to yolo hbeam vs clefable should be mentioned given that clef is paraslam immune the big upside of the chance to crit hbeam which is always a ohko and the relatively minimal downside except against sing clefs which can override the t1 twave with a 100% accurate sing turn 2. also, i dont think agility is typically a click in these matchups as they are not favorable and you are j increasing ur chances to fp and not get the second hit off, i would remove the agility mention here. Dodrio Speed ties Ninetales and must be wary of Burn, but Body Slam into Hyper Beam is favored to KO, although switching into a Water-type such as Tentacruel to take Fire Blast is also an option. Against Kangaskhan, Dodrio should use Drill Peck instead of Body Slam to scout for Counter (more bc kang cant be paraslammed and the damage difference is trivial). If Kangaskhan uses Counter and it fails, Dodrio is heavily favored to beat it 1-on-1. Even if Kangaskhan doesn't use Counter, Dodrio can still win if it lands a critical hit.

In the back, Dodrio can function as both a mid-game wallbreaker and a late-game cleaner. Dodrio's frailty means it often has trouble switching in. Dodrio can enter the field by either revenge killing a foe, being pivoted in with Wrap from Tentacruel or Dragonite, or on a predicted Earthquake from Dugtrio, although it must be weary of Slash. If Dodrio is able to find an opportunity to set up Agility, it outspeeds and can OHKO Kadabra and Dugtrio, and is favored to beat Tentacruel one-on-one. Because of this, it is important not to give Dodrio any free turns, since giving just one turn for it to set up Agility typically gives it a free KO, as well as chances for to fish for a critical hit Hyper Beam on revenge killers. this phrasing is confusing, the best way for dodo to pick up kos is click attacks not agility. agility is a relatively specific move, the main reasons are 1 for endgames where you can see the sweep 2 to prevent articuno from getting the opportunity to set up against it 3 if the current opposing mon is faster, is not switching out, and would not benefit from sacing something else if dodrio chooses to agility instead of taking the immediate ko. and i guess 4 agility to protect from a kadabra revenge kill also comes up sometimes. u dont usually want to click agil outside of these scenarios as it tends to j give opponent opportunities to preserve whatever fast mon u set up agility against and sac something less valuable. Although it is hard for any non-Rock-type to switch in directly, an unboosted Dodrio can be revenge killed by Electric-types, Kadabra, Persian, Dugtrio, and the rare Aerodactyl once its at low HP. Although they are slower, Dragonite, Clefable, and Ice-types can come in after a KO in order to threaten Dodrio with Paralysis with the former two, and a Blizzard OHKO with the latter two. If Dodrio is paralyzed, the turn it takes to set up Agility gives the foe an opportunity to attack it as well.

Water-types are fantastic teammates for Dodrio. They are able to check Golem, Dragonite and switch into Ice-type attacks. Tentacruel and Vaporeon can also switch into lead Ninetales if Dodrio doesn't want to risk being burned by Fire Blast. Tentacruel also deserves a special mention as its Wrap allows Dodrio to find safe entry, and Dodrio can also switch directly into an Earthquake from Dugtrio aimed at Tentacruel. Sleep-move users like Haunter, Tangela, and Sing Clefable are good teammates since Dodrio can punish an opponent trying to burn sleep turns. Tangela in particular also is a very good check to Golem, although Tangela and Dodrio on the same team can stack a weakness to Articuno tangela isnt much of a golem check unless drain, also burning sleep turns is punished by like the entire tier, u can use ur judgment but id prob remove this part . Articuno is also a good teammate that checks Golem and Dragonite (articuno does not check golem but the rest of this is true), while Dodrio is great at forcing damage against bulky water-types that stand in Articuno's way. Dodrio can also form a Normal spam core with Kangaskhan and sometimes Persian these mons have almost nothing in common so idk about grouping them together, but regardless of how you organize it kanga should be mentioned as the best golem switchin in the tier, and persian could be mentioned as an effective offensive mon against most golem builds. these mons do stack weaknesses to articuno however. this would also be the place to mention back clefable, as one of the two best golem switchins especially if it has sing, while providing some protection against a cuno sweep. This trio can take advantage of Normal's scarcity of resists to overwhelm the opposing team offensively. Lastly, Golem and Dugtrio are good teammates that can switch into opposing Electric-types.

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

Other options are typically not advised on Dodrio, but Agility can sometimes be dropped for alternatives. Substitute lets Dodrio punish an opponent attempting to sacrifice a sleeping or low-HP pokemon for momentum, but Dodrio can still be paralyzed behind a Substitute, and a lack of Agility makes paralysis much worse for it. Dodrio can use Double-Edge in order to do slightly more damage than Body Slam, but Body Slam's chance for paralysis and Double-Edge's recoil make Body Slam a generally superior option. Notably, a small amount of recoil puts Dodrio in range of Tentacruel's Blizzard, Thunderbolt from Electabuzz and Electrode, and 2HKO range from Kangaskhan's Rock Slide.

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

**Rock-types**: Golem and Omastar are the only Pokemon that can comfortably switch into Dodrio's attacks, and they both threaten a 2HKO with Rock Slide and Blizzard, respectively (omastar also usually 2hkos with surf, personally i dont rly like running blizz on oma because stab stoss bslam rest are all more important moves, anyway maybe consider rewording this). Golem can also use Earthquake to catch whatever teammate Dodrio switches out to or Fire Blast to catch Kangaskhan and Grass-type switchins while also covering Dodrio staying in, but idk if c&c needs this much detail about interactions. The less common Aerodactyl also takes little from Dodrio's moves, and can threaten a burn with Fire Blast, although it doesn't appreciate being paralyzed by Body Slam. while aerodactyl also resists dodrio's stabs, it takes nearly 20% from body slam due to its mediocre physical bulk, is ruined by paralysis, and only does ~30% back with either dedge or fblast, so it is generally a poor switchin to Dodrio's Body Slam. However, Aerodactyl can switch into Drill Peck or Hyper Beam, as well as 'revenge kill' a weakened +2 Dodrio. obv feel free to use your own wording here but edited to reflect that aero is not a great check, also i removed 'less common' because that would imply that omastar is common.

**Ice-type Pokemon attacks**: 2hkoing dodrio is something every special attacker does, non-stab blizzards arent rly notable, also re the examples you gave vaporeon rarely runs blizzard and gyarados is often more likely to tbolt vs drio. tent blizz over surf is relevant more for dug range and crit ohkoing while surf crit doesnt always ohko. i would not include other blizz users in this section tho, they can be mentioned in the final section with clef and dnite. Articuno and Dewgong are both bulky enough to survive Body Slam into Hyper Beam, and they both OHKO Dodrio with Blizzard. Tentacruel, Gyarados, and Vaporeon also have non-STAB Blizzard that does heavy damage to Dodrio, with the former Speed tying Dodrio and the latter two also having the bulk to survive Body Slam into Hyper Beam. Articuno additionally almost always survives a critical hit hyper beam from full, while also carrying the threat of Agility so if Dodrio wants to take the Hyper Beam damage, it will lose the option to preserve itself by sacrificing a teammate after the Agility. Dewgong on the other hand is ohkod by a critical hit hyper beam and has no tools to prevent Dodrio from sacing itself for the Hyper Beam damage, leaving Dewgong heavily weakened and for example in KO range for Kangaskhan. again obv feel free to reword but dodrio hates seeing a cuno while rly doesnt care that much about a dewgong so this difference needs to be emphasized.

**Electric-types**: Although they cannot switch in as they hate Body Slam paralysis and are easily 2HKOd by Body Slam into Hyper Beam, Electabuzz and Electrode both outspeed and 2HKO Dodrio. They both also have high critical hit rates and OHKO Dodrio if they get a critical hit. The less common Raichu also 2HKOes Dodrio, but the matchup is shakier more of a 50/50 since it Speed ties .

**Dragonite and Clefable Other Special Attackers**: Dragonite and Clefable are both bulky paralysis users who also 2HKO Dodrio with Blizzard or Thunderbolt, meaning they can hit it for massive damage if it tries to use Agility after it becomes paralyzed. Dragonite can also deny Agility by using Wrap on Dodrio if it does not get paralyzed by Body Slam, and chipping it until it's in Blizzard OHKO range. Gyarados lives Body Slam into Hyper Beam and can 2HKO with either Thunderbolt or Blizzard. Vaporeon similarly lives Body Slam into Hyper Beam, usually 2HKos back with Surf, and can either use Quick Attack to finish off Dodrio or be protected from Dodrio with Acid Armor boost(s). Setting up Acid Armor in front of an unparalyzed Dodrio is unadvisable, however. Tentacruel does not live Body Slam into Hyper Beam, but it does Speed tie while 2HKOing with Surf or dealing up to 92% with Blizzard. In the Lead slot, Ninetales Speed ties, 2HKOs with Fire Blast which also carries a 25.5% burn chance, and sometimes lives Body Slam into Hyper Beam.

**Offensive Normal-Types**: Persian outspeeds Dodrio and is favored to win one-on-one if it carries Hyper Beam. Although Kangaskhan is slower, it is also favored to win one-on-one provided Dodrio does not get a critical hit. Dodrio itself can also be a revenge killer, since Hyper Beam does a minimum of 67.1%.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/gastlies.540559/

Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/

Grammar checked by:

lmk if u have any questions, ill confirm qc 2/2 after revisions j since i wrote a lot of notes and also left a lot up to you
 
(didnt realize u had alr made edits sorry)

in the intro, the sentence about ninetales fire blast should be edited a bit, tentacruel hates burn just as much as dodrio, vaporeon maybe doesnt mind it quite as much but the consideration to switch turn 1 is really about fire blast's damage and the crit ohko not to avoid the burn. if anything staying in and bslamming is the better option against a fblast burn since u get your bslam damage and para chance and still have the chance to crit thru burn turn 2 + another paraslam chance if you do get a second hit off

qc 2/2

[also just to be clear golem fire blast does more damage to kangaskhan than rock slide, its not solely a burn fish. idt u necessarily need to change how that part is currently written in c&c tho]
 
Moving all UU stuff to Locked/Outdated, you are welcome to revive it when UU stabilizes again!
 
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