Drampa Set for SS Nu

Overview:
Drampa's really high base 135 Special Attack and access to high stab base power moves makes it a decent special wallbreaker if it can get a switch on the right pokemon. Thanks to it's access to Sap Sipper it can absorb a rotom-mow attack switching in against it. It can use it's somewhat decent bulk to switch into very passive pokemons such as blastoise. Despite Drampa's exceptional attack it's speed and it being frail makes it very weak in the long run.
Drampa @ Choice Specs
Ability: Sap Sipper
EVs: 248 HP / 252 SpA / 8 SpD
Modest Nature
IVs: 0 Atk
- Hyper Voice/Thunderbolt
- Draco Meteor
- Flamethrower
- Surf
Moves

Draco meteor is Drampa's Most powerful move. It's able to ko very bulky pokemons, but unfortunately is absorbed by diancie who can predict a switch in, drampa also has the powerful hyper-voice stab which is able to hit fairy types such as diancie very hard. It's also his move with the least throwback. Flamethrower can also hit steel and grass types very hard such as rotom-mow. While Thunderbolt it's second choice move is great for checking vaporeon. Surf is also a great move to hit diancie and silvally-ground, some of the top pokemons in the tier.

Set Details
The EV spread makes drampa bulky enough to be able to live one hit and hit very hard back at the opponent. We decide to not invest in speed and keep it slow as even with max speed investment most of the metagame outspeeds it with no investment at all. And it's able to live some attacks, we decide to fully invest in special attack to be a slow end-game sweeper.

Usage Tips:
Drampa should look for opportunities in the late-game when it's checks are most likely dead as it can do major damage with hvoice stab being able to kill most pokemons in the endgame. It can also switch in to a grass move to get an attack boost and to not take any damage at all being able to do some damage himself. Against more offensively oriented teams Drampa can struggle because of it being frail to most metagame threats. Drampa most times can get a KO on the opposing team unless the opposing pokemon is immune to one of drampa's stab moves. You are safe to fire off attacks against defensive teams which can possibly die to it completely.

Team Options
Part of making the most out of Drampa is having a team built around it to get switch-ins and be able to do reasonable damage, trying to get some momentum off is required to be able to get drampa to do some damage in the long run. Many try to use VoltTurn or lure a bulky pokemon so that drampa can take advantage of it. Silvally-ground baits in grass types for drampa to safely switch in. Stealth Rock is a crucial support to get damage off on the opponents or it won't be able to do alot without stealth rock support.
 
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