Gen 1 Dragonair (Mini) (DONE)

NotVeryCake

Banned deucer.
[OVERVIEW]
Dragonair has a small niche in the tier as it fits onto Wrap teams thanks to its unique typing and access to Thunder Wave and Wrap; it forces paralysis onto fast foes such as Starmie and Alakazam thanks to these traits—which allows it to chip down and force out slower paralysis absorbers such as Chansey—while shielding its stronger teammates such as Dragonite and Victreebel from paralysis. Dragonair's unique mono-Dragon typing gives it useful resistances to Water- and Electric-type attacks. However, Dragonair's base stats are atrocious; it barely threatens anything offensively and is 2HKOed or 3HKOed by most neutral hits. Its weakness to Ice-type attacks also exacerbates Wrap teams' weaknesses to Ice-type attacks even further. Dragonair is also extremely hard to fit on teams; even dedicated Wrap teams usually only include Dragonite and Victreebel, as these teams are more reliable than teams with three or four Wrap users, which are the teams Dragonair fits on.

[SET]
name: Wrap
move 1: Thunder Wave
move 2: Wrap
move 3: Blizzard
move 4: Thunderbolt / Hyper Beam / Agility

[SET COMMENTS]
Dragonair's main purpose is to land Thunder Wave on fast Psychic-types such as Alakazam and Starmie to enable Wrap from its stronger, more versatile teammates. Wrap allows Dragonair to force paralysis past slower common paralysis absorbers, such as Chansey. It also allows Dragonair to pivot out of uncomfortable situations to one of its teammates safely. Blizzard is Dragonair's most versatile coverage move; it hits Flying- and Grass-types such as Zapdos and Exeggutor for super effective damage, as well as 2HKOing Rhydon. Blizzard is also Dragonair's best option to finish off weakened foes. Thunderbolt is Dragonair's strongest move against Water-types, 3HKOing Cloyster and Starmie. Hyper Beam allows Dragonair to meaningfully threaten and finish off physically frailer foes such Chansey and Alakazam, doing 37.4% minimum to the former and 48.2% minimum to the latter. Agility can be used in favor of a secondary coverage move, as it allows Dragonair to spread chip and paralysis across the opposing team and not just become a useless sacrifice after it becomes paralyzed. Dragonair can also use Agility against foes that do not carry paralysis-afflicting moves, such as Rhydon.

Dragonair wants to be used early-game to get paralysis off on faster threats as soon as possible, as the Wrap teams it fits on live and die by their ability to paralyze these foes. Dragonair can hit the field safely either by being pivoted in on Wrap from one of its teammates or by coming in after one of its teammates has been KOed. It can also switch in on a predicted Recover. After Dragonair becomes paralyzed, if it lacks Agility, the best use for it is to enable its other, more powerful Wrap teammates by being used as a sacrifice or a pivot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/amaranth.265630/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/
 
Last edited:
Another advantage of double wrappers in general is that you can avoid 5th move syndrome, as you can just wrap pivot into your surfer or hbeamer depending on your needs. Keeping both twave, agility and wrap at all times.
 
1/2 even though this thing's dumb

[OVERVIEW]
Dragonair has a small niche in the tier as it fits onto Wrap teams thanks to its unique typing and access to Thunder Wave and Wrap; it forces paralysis onto fast foes such as Starmie and Alakazam while shielding its stronger teammates such as Dragonite and Victreebel from paralysis. Dragonair's unique mono-Dragon-typing gives it useful resistances to Water- and Electric-type attacks. However, Dragonair's base stats are atrocious; it barely threatens anything offensively and is 2HKOed or 3HKOed by most neutral hits, its weakness to Ice-type attacks also exacerbates Wrap teams weaknesses to Ice-type attacks even further. (I would wrap up [haha] this section by saying something about why you should probably stick to dragonite and victreebel for serious wrap-using picks in most cases)

[SET]
Agility is surely at least worth a mention, no? I believe Kaz used it with Agi and thats probably the best reason to bring this as a third or fourth wrapper. Otherwise you may as well do something more akin to that ABR Zam Mie + Wrappers team that used them to spread para, since youre too slow to force para past twavers without eating twave first. I think its at least a slash and a mention that you can give up coverage to go for Agi in front of targets without Twave
name: Wrap
move 1: Thunder Wave
move 2: Wrap
move 3: Blizzard
move 4: Thunderbolt/Hyper Beam

[SET COMMENTS]
Dragonair's main purpose is to land Thunder Wave on fast Psychic-types such as Alakazam and Starmie to enable Wrap from its stronger, more versatile teammates. Wrap allows Dragonair to force paralysis past slower common paralysis absorbers, such as Chansey, it also allows Dragonair to pivot out of uncomfortable situations to one of its teammates safetly safely. Blizzard is Dragonair's most versatile coverage move; it hits Flying- and Grass-types such as Zapdos and Exeggutor for super-effective (RH) damage, as well as 2HKOing Rhydon. Blizzard is also Dragonair's best option to finish off weakened foes. Thunderbolt is Dragonair's strongest move against Water-types, 3HKOing Cloyster and Starmie. Hyper Beam allows Dragonair to meaningfully threaten and finish off physically frailer foes such Chansey and Alakazam, doing 37.4% minimum to Chansey and 48.2% minimum to Alakazam.

Dragonair wants to be used in the early-game to get paralysis off on faster threats as soon as possible, as the Wrap teams it fits on live and die by their ability to paralyze these foes. Dragonair can hit the field safely either by being pivoted in on Wrap from one of its teammates, or by coming in after one of its teammates has been KOed. It can also switch in on a predicted Recover. (feels like there's some missing sentence here about how it helps enable frail Wrap teammates to get in or when you can sack it for setup on nite or something)

[CREDITS]
Written by: https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
Grammer Grammar checked by:
 
only note i would make is in the intro - "it forces paralysis onto fast foes such as Starmie and Alakazam" - spend a couple words explaining how it does that, because otherwise it can be pretty confusing to lower level players how this guy does anything at all

other than that, qc 2/2
 
only note i would make is in the intro - "it forces paralysis onto fast foes such as Starmie and Alakazam" - spend a couple words explaining how it does that, because otherwise it can be pretty confusing to lower level players how this guy does anything at all

other than that, qc 2/2
Implemented, GP Team hi
 
:pmd/dragonair:

add remove comment

[OVERVIEW]
Dragonair has a small niche in the tier, (AC) as it fits onto Wrap teams thanks to its unique typing and access to Thunder Wave and Wrap; it forces paralysis onto fast foes such as Starmie and Alakazam thanks to its combination of Wrap and Thunder Wave—which allows it to chip down and force out slower paralysis absorbers such as Chansey—while shielding its stronger teammates such as Dragonite and Victreebel from paralysis. Dragonair's unique mono-Dragon-typing mono-Dragon typing gives it useful resistances to Water- and Electric-type attacks. However, Dragonair's base stats are atrocious; it barely threatens anything offensively and is 2HKOed or 3HKOed by most neutral hits, (RC). (AP) Its weakness to Ice-type attacks also exacerbates Wrap teams' (Add Apostrophe) weaknesses to Ice-type attacks even further. Dragonair is also extremely hard to fit on teams, (RC); (ASC) as even dedicated Wrap teams usually only include Dragonite and Victreebel, as these teams are more reliable than teams with three or four Wrap users, which are the teams Dragonair fits on.

[SET]
name: Wrap
move 1: Thunder Wave
move 2: Wrap
move 3: Blizzard
move 4: Thunderbolt / Hyper Beam / Agility

[SET COMMENTS]
Dragonair's main purpose is to land Thunder Wave on fast Psychic-types such as Alakazam and Starmie to enable Wrap from its stronger, more versatile teammates. Wrap allows Dragonair to force paralysis past slower common paralysis absorbers, such as Chansey, (RC). (AP) It also allows Dragonair to pivot out of uncomfortable situations to one of its teammates safely. Blizzard is Dragonair's most versatile coverage move; it hits Flying- and Grass-types such as Zapdos and Exeggutor for supereffective super effective damage, as well as 2HKOing Rhydon. Blizzard is also Dragonair's best option to finish off weakened foes. Thunderbolt is Dragonair's strongest move against Water-types, 3HKOing Cloyster and Starmie. Hyper Beam allows Dragonair to meaningfully threaten and finish off physically frailer foes such Chansey and Alakazam, doing 37.4% minimum to the former and 48.2% minimum to the latter. Agility can be used in favor of a secondary coverage move, (AC) as it allows Dragonair to spread chip and paralysis across the opposing team and not just become a useless sack sacrifice after it becomes paralyzed. Dragonair can also use Agility vs against foes that do not carry paralysis paralysis-afflicting afflicting moves, such as Rhydon.

Dragonair wants to be used early-game to get paralysis off on faster threats as soon as possible, as the Wrap teams it fits on live and die by their ability to paralyze these foes. Dragonair can hit the field safely either by being pivoted in on Wrap from one of its teammates, (RC) or by coming in after one of its teammates has been KOed. It can also switch in on a predicted Recover. After Dragonair becomes paralyzed, if it lacks Agility, (AC) the best use for it is to enable its other, more powerful Wrap teammates by being used as a sack sacrifice or a pivot.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
https://www.smogon.com/forums/members/amaranth.265630/
Grammar checked by:
https://www.smogon.com/forums/members/tbolt.555379/

Marking as GP 1/1 because
As a rule of thumb, full analyses require 2 QC and GP Checks, and mini analyses require 2 QC Checks and 1 GP Check.

GP Team done
 
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