National Dex Ubers Double Iron Flinch (Choice Band Melmetal) [QC 2/2] [GP 1/1]

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Anchor9

Silksong Today?!
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Necrozma-DM checks me? Nah! I Tera Steel and you’re a flinch away from losing on the spot.

[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Ice Punch
move 3: Thunder Punch
move 4: Superpower / Earthquake
item: Choice Band
ability: Iron Fist
nature: Brave
evs: 56 HP / 248 Atk / 16 Def / 188 SpD
tera type: Steel

[SET COMMENTS]

* Melmetal is an extremely strong wallbreaker that depends on Trick Room due to its low Speed stat. It also doubles as an excellent Extreme Killer Arceus check, which can give teammates like Primal Kyogre trouble. However, Melmetal relies on Tera in order to beat its checks and can have PP issues with Double Iron Bash.
* Ice Punch provides valuable coverage that OHKOs Mega Salamence and Zygarde. Thunder Punch allows Melmetal to wallbreak past bulky Water types such as Dondozo, Arceus-Water, Primal Kyogre, and Alomomola while also threatening to 2HKO Ho-Oh.
* Superpower allows Melmetal to OHKO specially defensive Ferrothorn. Ferrothorn sets with Protect can be harder to KO, though, as it will scout with Protect and switch into an appropriate answer. Earthquake allows Melmetal to 2HKO Necrozma-DM and Primal Groudon.
* The given EV spread avoids an OHKO from Life Orb Marshadow's Low Kick, defensive Primal Kyogre's +1 Scald, and Tera Dark Yveltal's Dark Pulse after Stealth Rock. The rest is invested in Attack to maximize damage output.
* Tera Steel skyrockets Melmetal’s wallbreaking power and invalidates previous switch-ins such as Ho-Oh, Primal Kyogre, and Necrozma-DM by turning previous 3HKOs to 2HKOs.
* Melmetal usually only wants to use Double Iron Bash, as its coverage moves can easily be maneuvered around, so it is best to use Melmetal as a late-game sweeper once checks such as Ferrothorn, Necrozma-DM, and Zygarde have been severely chipped or removed. If used too early, Melmetal’s checks will easily stall Trick Room turns and Double Iron Bash PP. Teammates such as Primal Kyogre and Primal Groudon should use the initial Trick Room instead to wear down checks such as Alomomola and Ferrothorn for Melmetal.
* Once Trick Room ends, it is important to switch Melmetal out to a bulky Trick Room setter such as Cresselia and Arceus, as Melmetal is easily revenge killed outside of Trick Room. In certain situations, though, it may be best to sacrifice Melmetal once Trick Room ends, such as when another sweeper is in an excellent position to sweep and a setter like Arceus needs all of its HP to set Trick Room up safely against a threat like Primal Groudon.
* Cresselia, Hatterene, and Arceus are extremely valuable teammates that set Trick Room and provide Lunar Dance and Healing Wish support. Cresselia can switch into Ground-type attacks from Arceus-Ground and Primal Groudon for Melmetal thanks to Levitate. In addition, Cresselia provides a way to restore Double Iron Bash’s PP thanks to Lunar Dance, which Healing Wish is unable to do. This allows Melmetal to be used mid-game to weaken its checks without worrying about Double Iron Bash PP. Hatterene is an excellent lead Trick Room setter that denies entry hazards with Magic Bounce. Arceus is an extremely consistent late-game Trick Room setter due to its bulk and can revenge kill weakened opponents with Extreme Speed.
* Melmetal can struggle to break past bulky Steel-types such as Ferrothorn and Necrozma-DM, so Primal Groudon is an excellent teammate. Primal Kyogre is also very helpful, as it helps break past bulky Water-types such as Dondozo, Tera Water Zygarde, and Alomomola, which Melmetal and other Trick Room staples cannot break past. Calyrex-I also does well with Melmetal, as the two have similar checks such as Necrozma-DM, Alomomola, Dondozo, and Tera Water Zygarde. Both Calyrex-I and Melmetal can wear down their shared checks and position the other to sweep. However, there is an opportunity cost of running Calyrex-I over Primal Groudon or Primal Kyogre. Without Primal Groudon, Ferrothorn can waste Trick Room turns and spam Leech Seed without much risk, while without Primal Kyogre, Tera Water Zygarde can easily wall the entire team after a Coil.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/bumboclaat.523420/
Grammar checked by:
https://www.smogon.com/forums/members/sunny004.197240/
 
Last edited:
Apply the following then ping me to corroborate for a stamp

Add Remove Comment
[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Ice Punch
move 3: Thunder Punch
move 4: Superpower / Earthquake
item: Choice Band
ability: Iron Fist
nature: Brave
evs: 56 HP / 248 Atk / 16 Def / 188 SpD
tera type: Steel

[SET COMMENTS]

* Melmetal is an extremely strong wallbreaker that depends on Trick Room to fulfill its job due to its low Speed stat. It also doubles as an excellent Extreme Killer Arceus check, which can give Trick Room teammates like Primal Kyogre trouble. Should note some more of its downsides, such as often relying on Terastallizing to make progress, Double Iron Bash having PP issues at times, and the reliance of Trick Room could be rephrased to be more concise (currently it's redundantly pointed out multiple times)
* Ice Punch provides valuable coverage that OHKOs Mega Salamence and Zygarde. Thunder Punch allows Melmetal to wallbreak past bulky Water types such as Dondozo, Arceus-Water, Primal Kyogre, and Alomomola, while also threatening to 2HKO Ho-Oh.
* Superpower allows Melmetal to OHKO Specially Defensive specially defensive Ferrothorn. This only works on the switch, however, as otherwise Ferrothorn will scout with Protect and switch into an appropriate answer. Ferrothorn does not always run Protect so this doesn't always apply, rephrase Earthquake allows Melmetal to 2HKO Necrozma-DM and Primal Groudon.
* Tera Steel skyrockets Melmetal’s wallbreaking power and invalidates previous switch-ins such as Ho-Oh, Primal Kyogre, and Necrozma-DM by turning previous 3HKOs to 2HKOs.
* The given EV spread avoids a OHKO from Life Orb Marshadow's Low Kick, defensive Primal Kyogre's +1 Scald, and Tera Dark Yveltal's Dark Pulse after Stealth Rock. should also note that the rest is invested into Attack to maximize damage output
* Melmetal usually only wants to use Double Iron Bash, as it’s coverage moves can easily be maneuvered around, so it is best to use Melmetal as a late-game sweeper once checks such as Ferrothorn and Necrozma-DM have been severely chipped or removed. If used too early, Melmetal’s checks will easily stall Trick Room turns and Double Iron Bash PP. Teammates such as Primal Kyogre and Primal Groudon should use the initial Trick Room instead to wear down checks such as Alomomola and Ferrothorn for Melmetal.
* It is important to keep Melmetal from being completely KOed, especially if it is the last sweeper on the team alive, as Healing Wish and Lunar Dance support allows Melmetal to have another run once Trick Room is set again. In certain situations though, it may be best to sacrifice Melmetal once Trick Room ends, such as when another sweeper is alive and a setter like Arceus needs all its HP to set Trick Room up safety against a threat like Primal Groudon.
* Cresselia, Hatterene, and Arceus are extremely valuable teammates that set Trick Room and provide Lunar Dance and Healing Wish support. Cresselia can switch into Ground-type attacks from Arceus-Ground or Primal Groudon for Melmetal thanks to Leviate Levitate. In addition, Cresselia provides a way to restore Double Iron Bash’s PP thanks to Lunar Dance, which Healing Wish is unable to do. This allows Melmetal to be used mid-game to weaken its checks without worrying about Double Iron Bash PP. Hatterene is an excellent lead Trick Room setter that denies entry hazards with Magic Bounce. Arceus is an extremely consistent late-game Trick Room setter due to its large bulk while also being able to revenge kill weakened opponents with Extreme Speed.
* Melmetal can struggle to break past bulky Steel and Water-types such as Ferrothorn, Necorozma-DM, Dondozo, and Alomomola, so Primal Groudon and Primal Kyogre make excellent teammates. Calyrex-I also does well with Melmetal as the two have similar checks. Both Caly-I Calyrex-I and Melmetal can wear down their shared checks to the point where the other can easily snowball through the opposing team by Terastillizing.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/

Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/user3.103/
Grammar checked by:

https://www.smogon.com/forums/members/user4.104/
 
Bobsican . Me not crying that I forgot the credit section once again. Switched the places of the bullet with Tera explanation with the bullet with EV spread explanation since that’s the proper order.
 
Ping me when applied so I can stamp
[SET]
add remove comment
name: Choice Band
move 1: Double Iron Bash
move 2: Ice Punch
move 3: Thunder Punch
move 4: Superpower / Earthquake
item: Choice Band
ability: Iron Fist
nature: Brave
evs: 56 HP / 248 Atk / 16 Def / 188 SpD
tera type: Steel

[SET COMMENTS]

* Melmetal is an extremely strong wallbreaker that depends on Trick Room to fulfill its job due to its low Speed stat. It also doubles as an excellent Extreme Killer Arceus check, which can give teammates like Primal Kyogre trouble. However, Melmetal oftenit rarely breaks without relys on Tera in order to beat its checks and can have PP issues with Double Iron Bash.
* Ice Punch provides valuable coverage that OHKOs Mega Salamence and Zygarde. Thunder Punch allows Melmetal to wallbreak past bulky Water types such as Dondozo, Arceus-Water, Primal Kyogre, and Alomomola, while also threatening to 2HKO Ho-Oh.
* Superpower allows Melmetal to OHKO specially defensive Ferrothorn. Ferrothorn sets with Protect can be harder to KO though as it will scout with Protect and switch into an appropriate answer. Earthquake allows Melmetal to 2HKO Necrozma-DM and Primal Groudon.
* The given EV spread avoids a OHKO from Life Orb Marshadow's Low Kick, defensive Primal Kyogre's +1 Scald, and Tera Dark Yveltal's Dark Pulse after Stealth Rock. The rest is invested into Attack to maximize damage output.
* Tera Steel skyrockets Melmetal’s wallbreaking power and invalidates previous switch-ins such as Ho-Oh, Primal Kyogre, and Necrozma-DM by turning previous 3HKOs to 2HKOs.
* Melmetal usually only wants to use Double Iron Bash, as its coverage moves can easily be maneuvered around, so it is best to use Melmetal as a late-game sweeper once checks such as Ferrothorn,(ac) and Necrozma-DM,(ac) and Zygarde Melmetal has more trouble w/ Zygarde than all of them have been severely chipped or removed. If used too early, Melmetal’s checks will easily stall Trick Room turns and Double Iron Bash PP. Teammates such as Primal Kyogre and Primal Groudon should use the initial Trick Room instead to wear down checks such as Alomomola and Ferrothorn for Melmetal.
* It is important to keep Melmetal from being completely KOed, especially if it is the last sweeper on the team alive, as Healing Wish and Lunar Dance support allows Melmetal to have another run once Trick Room is set again. This sentence could be reworded. The first half kinda feels like dex info and really obvious. In certain situations though, it may be best to sacrifice Melmetal once Trick Room ends, such as when another sweeper is alive and a setter like Arceus needs all its HP to set Trick Room up safety against a threat like Primal Groudon.
* Cresselia, Hatterene, and Arceus are extremely valuable teammates that set Trick Room and provide Lunar Dance and Healing Wish support. Cresselia can switch into Ground-type attacks from Arceus-Ground or Primal Groudon for Melmetal thanks to Levitate. In addition, Cresselia provides a way to restore Double Iron Bash’s PP thanks to Lunar Dance, which Healing Wish is unable to do. This allows Melmetal to be used mid-game to weaken its checks without worrying about Double Iron Bash PP. Hatterene is an excellent lead Trick Room setter that denies entry hazards with Magic Bounce. Arceus is an extremely consistent late-game Trick Room setter due to its large bulk while also being able to revenge kill weakened opponents with Extreme Speed.
* Melmetal can struggle to break past bulky Steel and Water-types such as Ferrothorn, Necorozma-DM, Dondozo, and Alomomola, so Primal Groudon and Primal Kyogre make excellent teammates.Separate to show which Primal deals with which check. Right now this reads as Primal Kyogre can break through Ferrothorn for Melmetal. Calyrex-I also does well with Melmetal as the two have similar checks. Both Calyrex-I and Melmetal can wear down their shared checks to the point where the other can easily snowball through the opposing team by Terastillizing. Use much milder language when describing how Calyrex-I and Melmetal work together to break through their shared checks. You should name what these checks are, but the most important one is Tera Water Zygarde which fairly effortlessly walls both. This should be brought up when talking about Primal Kyogre as Tera Water Zygarde otherwise 6-0s Trick Room teams. The downside of Calyrex-I replacing either Primal Groudon or Primal Kyogre should also be mentioned

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/bumboclaat.523420/
Grammar checked by:
 
add remove comment
1/1 GP Team done
[SET]
name: Choice Band
move 1: Double Iron Bash
move 2: Ice Punch
move 3: Thunder Punch
move 4: Superpower / Earthquake
item: Choice Band
ability: Iron Fist
nature: Brave
evs: 56 HP / 248 Atk / 16 Def / 188 SpD
tera type: Steel

[SET COMMENTS]

* Melmetal is an extremely strong wallbreaker that depends on Trick Room to fulfill its job filler due to its low Speed stat. It also doubles as an excellent Extreme Killer Arceus check, which can give teammates like Primal Kyogre trouble. However, Melmetal relies on Tera in order to beat its checks and can have PP issues with Double Iron Bash.
* Ice Punch provides valuable coverage that OHKOs Mega Salamence and Zygarde. Thunder Punch allows Melmetal to wallbreak past bulky Water types such as Dondozo, Arceus-Water, Primal Kyogre, and Alomomola (RC) while also threatening to 2HKO Ho-Oh.
* Superpower allows Melmetal to OHKO specially defensive Ferrothorn. Ferrothorn sets with Protect can be harder to KO, (AC) though, (AC) as it will scout with Protect and switch into an appropriate answer. Earthquake allows Melmetal to 2HKO Necrozma-DM and Primal Groudon.
* The given EV spread avoids a an OHKO from Life Orb Marshadow's Low Kick, defensive Primal Kyogre's +1 Scald, and Tera Dark Yveltal's Dark Pulse after Stealth Rock. The rest is invested into in Attack to maximize damage output.
* Tera Steel skyrockets Melmetal’s wallbreaking power and invalidates previous switch-ins such as Ho-Oh, Primal Kyogre, and Necrozma-DM by turning previous 3HKOs to 2HKOs.
* Melmetal usually only wants to use Double Iron Bash, as its coverage moves can easily be maneuvered around, so it is best to use Melmetal as a late-game sweeper once checks such as Ferrothorn, Necrozma-DM, and Zygarde have been severely chipped or removed. If used too early, Melmetal’s checks will easily stall Trick Room turns and Double Iron Bash PP. Teammates such as Primal Kyogre and Primal Groudon should use the initial Trick Room instead to wear down checks such as Alomomola and Ferrothorn for Melmetal.
* Once Trick Room ends, it is important to switch Melmetal out to a bulky Trick Room setter such as Cresselia and Arceus, as Melmetal is easily revenge killed outside of Trick Room. In certain situations, (AC) though, it may be best to sacrifice Melmetal once Trick Room ends, such as when another sweeper is in an excellent position to sweep and a setter like Arceus needs all of its HP to set Trick Room up safety safely against a threat like Primal Groudon.
* Cresselia, Hatterene, and Arceus are extremely valuable teammates that set Trick Room and provide Lunar Dance and Healing Wish support. Cresselia can switch into Ground-type attacks from Arceus-Ground or and Primal Groudon for Melmetal thanks to Levitate. In addition, Cresselia provides a way to restore Double Iron Bash’s PP thanks to Lunar Dance, which Healing Wish is unable to do. This allows Melmetal to be used mid-game to weaken its checks without worrying about Double Iron Bash PP. Hatterene is an excellent lead Trick Room setter that denies entry hazards with Magic Bounce. Arceus is an extremely consistent late-game Trick Room setter due to its large bulk while also being able to and can revenge kill weakened opponents with Extreme Speed.
* Melmetal can struggle to break past bulky Steel-types such as Ferrothorn (RC) Necorozma and Necrozma-DM, so Primal Groudon is an excellent teammate. Primal Kyogre is also very helpful, as it helps break past bulky Water-types such as Dondozo, Tera Water Zygarde, (AC) and Alomomola, which Melmetal and other Trick Room staples cannot break past. Calyrex-I also does well with Melmetal, (AC) as the two have similar checks such as Necrozma-DM, Alomomola, Dondozo, and Tera Water Zygarde. Both Calyrex-I and Melmetal can wear down their shared checks and position the other to sweep. However, there is an opportunity cost of running Calyrex-I over Primal Groudon or Primal Kyogre. Without Primal Groudon, Ferrothorn can waste Trick Room turns and spam Leech Seed without much risk (RP) Without, (AC) while without Primal Kyogre, Tera Water Zygarde can easily wall the entire team after a Coil.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/anchor9.652323/
Set(s) by:
https://www.smogon.com/forums/members/bobsican.434487/
Quality checked by:
https://www.smogon.com/forums/members/bobsican.434487/
https://www.smogon.com/forums/members/bumboclaat.523420/
Grammar checked by:
 
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