BloodAce
Untier Connoisseur
[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Energy Ball / Surf
item: Choice Specs
ability: Berserker
nature: Modest
evs: 68 HP / 252 SpA / 188 Spe
[SET COMMENTS]
Drampa is one of the premier wallbreakers in ZU thanks to STAB Draco Meteor, Choice Specs adding unparalleled power, and unresisted coverage options. Despite its poor Speed and middling bulk, Drampa can take advantage of passive Pokemon like Qwilfish, Palossand, and Altaria and those it resists like Gourgeist and Choice locked Rotom to gain opportunities to wallbreak. Hyper Voice deals neutral damage to most of the tier without lowering Drampa's Special Attack. Fire Blast provides powerful coverage for dealing with Steel-types that would otherwise wall Drampa such as Ferroseed and Galarian Stunfisk. Flamethrower can be used over Fire Blast as a more consistent coverage option for Steel-types but Drampa appreciates the added base power from Fire Blast more most of the time. Energy Ball enables Drampa to 2HKO Carbink while also providing reliable coverage for bulky Water-types including Pyukumuku, Jellicent, and Poliwrath. Alternatively, Surf still provides reliable coverage for Dragon-type resists like Carbink while also nailing Fire-types such as Centiskorch and Rapidash. The Speed investment allows Drampa to outspeed Type: Null, enabling it to pick it off if weakened before it can use Rest, as well as Pokemon such as Pilowswine, Audino, and Carbink which threaten to cripple or KO Drampa. Berserker punishes strong attackers like Shiftry and Centiskorch who are unable to OHKO Drampa.
Drampa synergizes well with pivots such as Uxie, Silvally formes, Wishiwashi, and Rotom which are able to bring Drampa onto the field safely. Uxie in particular pairs well with Drampa since it can also provide Stealth Rock support, weakening Drampa's checks, and helps wall Silvally-Dragon and Gurdurr. Other entry hazard setters such as Spikes from Garbodor and Qwilfish help Drampa weaken its defensive checks over the course of a match. These two also help to cover Drampa's weaknesses, checking Fighting-types like Sawk and Fairy-types like Alcremie. Drampa's wallbreaking abilities open holes in the opposing team for setup sweepers such as Shell Smash Omastar, Swords Dance Silvally formes, and Calm Mind Alcremie to clean late-game. Physical wallbreakers such as Sawk and Shiftry pressure special walls like Audino and Type: Null while Drampa in return threatens physically defensive walls like Cofagrigus, Pallossand, and Qwilfish.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draco Meteor
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers / Dragon Fang
ability: Sap Sipper
nature: Modest
evs: 68 HP / 252 SpA / 188 Spe
[SET COMMENTS]
Calm Mind allows Drampa to retain its wallbreaking power while at the same time allowing it to freely switch between moves, allowing Drampa to more easily circumvent its defensive checks. Flamethrower is the preferred coverage option to nail Steel-types, while Surf allows Drampa to hit both Carbink and Galarian Stunfisk in the same slot. Sap Sipper allows Drampa to more easily take advantage of Grass-types such as Gourgeist-Small and Tangela to setup. Leftovers gives Drampa much needed passive recovery, granting it more switch-in opportunities while Dragon Fang is an alternative item that boosts Drampa's Draco Meteor, notably giving Drampa a high chance of OHKOing specially defensive Miltank at +1.
Physically defensive hazard setters such as Uxie, Garbodor, Pallossand, and Qwilfish provide Drampa with checks to physical attacking revenge killers such as Sawk, Lycanroc, and Kangaskan while simultaneously weakening Drampa's defensive checks with entry hazards. Drampa struggles with specially defensive Fairy-types like Alcremie so Pokemon that can handle them such as Garbodor, Qwilfish, and Skuntank pair well with it. Physical attacking wallbreakers like Sawk and Centiskorch appreciate Drampa's ability to remove the likes of Cofagrigus, Altaria, and Qwilfish. Silvally-Ghost is another physical sweeper that appreciates Drampa for walling Choice Scarf Rotom and Gourgeist-Small, while it in return switches into Fighting-types and sets up on special walls.
[STRATEGY COMMENTS]
Other Options
=============
Focus Blast is a coverage option on Choice Specs Drampa for Audino and Type: Null, giving Drampa a high chance of netting a OHKO against Audino after Stealth Rock damage and a 2HKO against Type: Null. However, Focus Blast isn't consistent due to its accuracy and therefore generally isn't worth giving up another coverage move for. A physically defensive Calm Mind set with Roost and Dragon Pulse is feasible but tends to lack sufficient breaking power without Draco Meteor and Special Attack investment. Heavy-Duty Boots is a potential item on Calm Mind Drampa, giving it an immunity to entry hazards though Drampa usually prefers passive recovery from Leftovers or the damage boost from Dragon Fang. A maximum Speed investment spread with a Modest nature outspeeds specially defensive Alcremie but Drampa generally appreciates the added investment into its bulk more.
Checks and Counters
===================
**Fairy-types**: Fairy-types like Alcremie, Clefairy, and Carbink are immune to Draco Meteor, Drampa's best STAB move, and threaten it. While Alcremie and Clefairy need to be wary of significant damage from Hyper Voice, they can safely switch into any other of Drampa's other moves. Alcremie is capable of using Drampa as fodder to set up Calm Mind while Clefairy threatens to cripple Drampa with Knock Off or Toxic. Carbink is especially good at checking Drampa thanks to its high special defense and typing allowing it to easily take any move from Drampa aside from Energy Ball or Surf.
**Revenge Killers**: Due to its mediocre bulk and defensive typing as well as its poor speed, Drampa is susceptible to revenge killers. While none these Pokemon can switch into any of Drampa's moves, revenge killers like Sawk, Lycanroc, and Kangaskan heavily threaten Drampa and force it out.
**Specially Defensive Walls**: Specially Defensive Pokemon such as Audino and Type: Null are able to stomach Drampa's attacks thanks to their bulk. Audino can pivot into Drampa's attacks repeatedly thanks to Regenerator and is able to stall it out using Wish and Protect and cripple it with Toxic and Knock Off. Type: Null is able to avoid a 2HKO from any of Drampa's attacks and can recover with Rest. Both of these Pokemon can struggle with the Calm Mind set however. Haze Cryogonal can stop Calm Mind Drampa cold, eliminating its boosts with Haze and crippling it with Toxic.
[CREDITS]
- Written by: [[BloodAce, 435539]]
- Quality checked by: [[Ho3nConfirm3d, 231074], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Energy Ball / Surf
item: Choice Specs
ability: Berserker
nature: Modest
evs: 68 HP / 252 SpA / 188 Spe
[SET COMMENTS]
Drampa is one of the premier wallbreakers in ZU thanks to STAB Draco Meteor, Choice Specs adding unparalleled power, and unresisted coverage options. Despite its poor Speed and middling bulk, Drampa can take advantage of passive Pokemon like Qwilfish, Palossand, and Altaria and those it resists like Gourgeist and Choice locked Rotom to gain opportunities to wallbreak. Hyper Voice deals neutral damage to most of the tier without lowering Drampa's Special Attack. Fire Blast provides powerful coverage for dealing with Steel-types that would otherwise wall Drampa such as Ferroseed and Galarian Stunfisk. Flamethrower can be used over Fire Blast as a more consistent coverage option for Steel-types but Drampa appreciates the added base power from Fire Blast more most of the time. Energy Ball enables Drampa to 2HKO Carbink while also providing reliable coverage for bulky Water-types including Pyukumuku, Jellicent, and Poliwrath. Alternatively, Surf still provides reliable coverage for Dragon-type resists like Carbink while also nailing Fire-types such as Centiskorch and Rapidash. The Speed investment allows Drampa to outspeed Type: Null, enabling it to pick it off if weakened before it can use Rest, as well as Pokemon such as Pilowswine, Audino, and Carbink which threaten to cripple or KO Drampa. Berserker punishes strong attackers like Shiftry and Centiskorch who are unable to OHKO Drampa.
Drampa synergizes well with pivots such as Uxie, Silvally formes, Wishiwashi, and Rotom which are able to bring Drampa onto the field safely. Uxie in particular pairs well with Drampa since it can also provide Stealth Rock support, weakening Drampa's checks, and helps wall Silvally-Dragon and Gurdurr. Other entry hazard setters such as Spikes from Garbodor and Qwilfish help Drampa weaken its defensive checks over the course of a match. These two also help to cover Drampa's weaknesses, checking Fighting-types like Sawk and Fairy-types like Alcremie. Drampa's wallbreaking abilities open holes in the opposing team for setup sweepers such as Shell Smash Omastar, Swords Dance Silvally formes, and Calm Mind Alcremie to clean late-game. Physical wallbreakers such as Sawk and Shiftry pressure special walls like Audino and Type: Null while Drampa in return threatens physically defensive walls like Cofagrigus, Pallossand, and Qwilfish.
[SET]
name: Calm Mind
move 1: Calm Mind
move 2: Draco Meteor
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers / Dragon Fang
ability: Sap Sipper
nature: Modest
evs: 68 HP / 252 SpA / 188 Spe
[SET COMMENTS]
Calm Mind allows Drampa to retain its wallbreaking power while at the same time allowing it to freely switch between moves, allowing Drampa to more easily circumvent its defensive checks. Flamethrower is the preferred coverage option to nail Steel-types, while Surf allows Drampa to hit both Carbink and Galarian Stunfisk in the same slot. Sap Sipper allows Drampa to more easily take advantage of Grass-types such as Gourgeist-Small and Tangela to setup. Leftovers gives Drampa much needed passive recovery, granting it more switch-in opportunities while Dragon Fang is an alternative item that boosts Drampa's Draco Meteor, notably giving Drampa a high chance of OHKOing specially defensive Miltank at +1.
Physically defensive hazard setters such as Uxie, Garbodor, Pallossand, and Qwilfish provide Drampa with checks to physical attacking revenge killers such as Sawk, Lycanroc, and Kangaskan while simultaneously weakening Drampa's defensive checks with entry hazards. Drampa struggles with specially defensive Fairy-types like Alcremie so Pokemon that can handle them such as Garbodor, Qwilfish, and Skuntank pair well with it. Physical attacking wallbreakers like Sawk and Centiskorch appreciate Drampa's ability to remove the likes of Cofagrigus, Altaria, and Qwilfish. Silvally-Ghost is another physical sweeper that appreciates Drampa for walling Choice Scarf Rotom and Gourgeist-Small, while it in return switches into Fighting-types and sets up on special walls.
[STRATEGY COMMENTS]
Other Options
=============
Focus Blast is a coverage option on Choice Specs Drampa for Audino and Type: Null, giving Drampa a high chance of netting a OHKO against Audino after Stealth Rock damage and a 2HKO against Type: Null. However, Focus Blast isn't consistent due to its accuracy and therefore generally isn't worth giving up another coverage move for. A physically defensive Calm Mind set with Roost and Dragon Pulse is feasible but tends to lack sufficient breaking power without Draco Meteor and Special Attack investment. Heavy-Duty Boots is a potential item on Calm Mind Drampa, giving it an immunity to entry hazards though Drampa usually prefers passive recovery from Leftovers or the damage boost from Dragon Fang. A maximum Speed investment spread with a Modest nature outspeeds specially defensive Alcremie but Drampa generally appreciates the added investment into its bulk more.
Checks and Counters
===================
**Fairy-types**: Fairy-types like Alcremie, Clefairy, and Carbink are immune to Draco Meteor, Drampa's best STAB move, and threaten it. While Alcremie and Clefairy need to be wary of significant damage from Hyper Voice, they can safely switch into any other of Drampa's other moves. Alcremie is capable of using Drampa as fodder to set up Calm Mind while Clefairy threatens to cripple Drampa with Knock Off or Toxic. Carbink is especially good at checking Drampa thanks to its high special defense and typing allowing it to easily take any move from Drampa aside from Energy Ball or Surf.
**Revenge Killers**: Due to its mediocre bulk and defensive typing as well as its poor speed, Drampa is susceptible to revenge killers. While none these Pokemon can switch into any of Drampa's moves, revenge killers like Sawk, Lycanroc, and Kangaskan heavily threaten Drampa and force it out.
**Specially Defensive Walls**: Specially Defensive Pokemon such as Audino and Type: Null are able to stomach Drampa's attacks thanks to their bulk. Audino can pivot into Drampa's attacks repeatedly thanks to Regenerator and is able to stall it out using Wish and Protect and cripple it with Toxic and Knock Off. Type: Null is able to avoid a 2HKO from any of Drampa's attacks and can recover with Rest. Both of these Pokemon can struggle with the Calm Mind set however. Haze Cryogonal can stop Calm Mind Drampa cold, eliminating its boosts with Haze and crippling it with Toxic.
[CREDITS]
- Written by: [[BloodAce, 435539]]
- Quality checked by: [[Ho3nConfirm3d, 231074], [username2, userid2]]
- Grammar checked by: [[username1, userid1], [username2, userid2]]
Last edited: