Exploud(QC 1/3)

Simply put, there is no four slot worth running currently, because even if it doesnt hit for super effective damage it hits way to hard
Like Giratine for example
252+ SpA Choice Specs Exploud Ice Beam vs. 252 HP / 252+ SpD Giratina: 162-192 (32.1 - 38%) -- 1.4% chance to 3HKO after Leftovers recovery
252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 252+ SpD Giratina: 187-222 (37.1 - 44%) -- 99.9% chance to 3HKO after Leftovers recovery
 
Just talked with QC and overheat will stay on the set. I also checked calcs on ice beam vs boomburst, and boomburst does more damage than ice beam on anything ice beam doesn't hit 4x super effective.
 
Ice Beam or Surf is unneeded as Boomburst hits the targets you would like to hit with either one harder, and even assault vest goodra can't handle boomburst
252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 252 SpD Assault Vest Goodra: 118-139 (30.7 - 36.1%) -- 51.5% chance to 3HKO
252+ SpA Choice Specs Exploud Ice Beam vs. 252 HP / 252 SpD Assault Vest Goodra: 102-120 (26.5 - 31.2%) -- guaranteed 4HKO

This may not be the exact goodra setup, but it gets the point across.
still running two fire moves? whats the point? Extra damage maybe but you get -2 sp.atk on hit so you're forced to switch.
 
The same argument can be made for Draco Meteor on other mons, but the point remains the same. It deals a lot more damage and can secure some OHKO's or 2HKO's compared to other moves.
 
Yeah with Boomburst's STAB factored in there isn't much that really can be run over it. The best is stuff like Blizzard and Thunder, but they have questionable accuracy and are likely very niche situations.

Just slash Sleep Talk somewhere if a person doesn't want to use two Fire-type moves. It allows Exploud to absorb Sleep - and it doesn't have to worry about Ghost-type switch-ins thanks to Scrappy.
 
I still think there are enough common 4x weak pokemon to ice to consider using Ice Beam, for example Gliscor, Landorus-T, Landorus, Dragonite, Salamence, Garchomp, and Zygarde.
 
I still think there are enough common 4x weak pokemon to ice to consider using Ice Beam, for example Gliscor, Landorus-T, Landorus, Dragonite, Salamence, Garchomp, and Zygarde.
- 252+ SpA Choice Specs Exploud Boomburst vs. 4 HP / 0 SpD Garchomp: 339-399 (94.6 - 111.4%) -- guaranteed OHKO after Stealth Rock
- 252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 0 SpD Gliscor: 373-441 (105.3 - 124.5%) -- guaranteed OHKO
- 252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 0 SpD Landorus-T: 355-418 (92.9 - 109.4%) -- guaranteed OHKO after Stealth Rock
- 252+ SpA Choice Specs Exploud Boomburst vs. 4 HP / 0 SpD Landorus: 355-418 (110.9 - 130.6%) -- guaranteed OHKO
- 252+ SpA Choice Specs Exploud Boomburst vs. 0 HP / 0 SpD Salamence: 355-418 (107.2 - 126.2%) -- guaranteed OHKO
- 252+ SpA Choice Specs Exploud Boomburst vs. 4 HP / 0 SpD Dragonite: 295-348 (91 - 107.4%) -- guaranteed OHKO after Stealth Rock
- 252+ SpA Choice Specs Exploud Boomburst vs. 252 HP / 252+ SpD Zygarde: 220-259 (52.3 - 61.6%) -- 97.7% chance to 2HKO after Leftovers recovery, while Exploud outspeeds

There is no reason to use Ice Beam.
 
Some additions for you...

Overview:

Mention that Boomburst is the only reason why Exploud is even being used in OU. You also didn't say anything about Scrappy, as that means Boomburst is not immune to anything; therefore, Exploud is capable of punching pretty big holes in the opposition. Its Ghost immunity is also important since its such a powerful attacking type this gen. Also, anything relatively powerful will probably 2HKO or OHKO Exploud, not just Fighting-types. You can mention Fighting-types specifically though to exploit its one weakness.

Moves:


You should mention that Flamethrower is mostly used for Aegislash. Also, the reasoning for Overheat is because there's nothing else for Exploud to actually use, as everything else is outpowered by Boomburst.

Set Details:

I want you to throw in some damage calculations in here portraying the sheer power of Specs Boomburst.

Usage Tips:

You need to mention that Exploud should primarily be spamming Boomburst every time its sent out. If the opponent has bulky Steel- or Rock-types, which is limited to Aegislash, Tyranitar, and Ferrothorn basically, then predicting the switch and hitting them with the respective attack is something you should consider. Remove the tip about Fighting-types wrecking Exploud, that's common sense. Mention that you want to try and get Exploud in as many times as you can without putting it in serious danger. For example, double switching and VoltTurn strategies are methods to bring Exploud in safely and continue to fire off Boombursts.

Team Options:

You can mention that you can use Exploud under Trick Room by removing its Speed EVs and maximizing its bulk. For Baton Pass, you can mention Shell Smash or Quiver Dance passers as well, such as Smeargle and Venemoth or something like that. When you mention Sticky Web, it helps Exploud outpace more threats, not Boomburst more reliably.

Other Options:

Mention that if you want to use Hammer Arm, use it over Overheat, but even though it hits Blissey and Chansey super effectively, it still doesn't do enough without Attack investment, so it's generally not a good idea. Remove Taunt, that's not happening. Remove the phazer set, that's not happening either. You can mention the use of Sleep Talk instead of Overheat, but this screws up Exploud's Boomburst spamming, so it's not that recommended.

Checks and Counters:

Mention specific Fighting-types that beat Exploud, such as Terrakion and Keldeo. Mention Mach Punch and Vacuum Wave from the likes of Conkeldurr and Mega Lucario.


Do these and I'll QC stamp. Also, I'm hoping these bullets are going to be beefed up when you write the actual analysis.
 
Slash Sleep a Talk IMO. Overheat was rarely used and I would rather a sleep absorber, so it can surprise kill Breloom if it decides to SD which a typical player two. Being able to absorb Mega Venasaur's Sleep Powder and retaliate with Flamethrower or Boomburst is really good too. Both of the moves will rarely come to use though, so slashing it would be a good idea. You should also mention how it is a really good check to SubToxic Gliscor and Tentacruel, since Boomburst hits through Substitute and OHKOes both
 
I disagree.

I actually use Overheat almost all of the time to OHKO most Aegislash and Ferrothorn. Flamethrower can't do that unfortunately. I mean, the SpA drop and thus being forced out is not a grave issue for me, since even if I used Flamethrower, I would be forced out regardless by the switch-in more often than not. Putting Exploud to sleep means you can no longer consistently spam the move that is giving it an analysis in the first place. Also, what happens if you switch in Exploud on Breloom or Mega Venusaur when they pound you with a Mach Punch or Sludge Bomb?
 
Slash Sleep a Talk IMO. Overheat was rarely used and I would rather a sleep absorber, so it can surprise kill Breloom if it decides to SD which a typical player two. Being able to absorb Mega Venasaur's Sleep Powder and retaliate with Flamethrower or Boomburst is really good too. Both of the moves will rarely come to use though, so slashing it would be a good idea. You should also mention how it is a really good check to SubToxic Gliscor and Tentacruel, since Boomburst hits through Substitute and OHKOes both

That logic doesn't really make much sense. A typical player would realize something is up if you bring in a Normal-type on Breloom, because why else would you ever do that other than to absorb the predicted sleep status? And besides, you're not only taking a big risk by switching Exploud into something that can destroy its life, but you're taking yet ANOTHER risk by staying in and praying to god the opponent is greedy or dumb enough to choose to set up on Exploud instead of just clicking Mach Punch.

And as Fuzznip said, Overheat is important for breaking through Aegislash in particular, who can easily eat up a Flamethrower and maul Exploud with Sacred Sword. Flamethrower is actually the more filler move, but it's still more useful all around than Sleep Talk.
 
I disagree.

I actually use Overheat almost all of the time to OHKO most Aegislash and Ferrothorn. Flamethrower can't do that unfortunately. I mean, the SpA drop and thus being forced out is not a grave issue for me, since even if I used Flamethrower, I would be forced out regardless by the switch-in more often than not. Putting Exploud to sleep means you can no longer consistently spam the move that is giving it an analysis in the first place. Also, what happens if you switch in Exploud on Breloom or Mega Venusaur when they pound you with a Mach Punch or Sludge Bomb?
That logic doesn't really make much sense. A typical player would realize something is up if you bring in a Normal-type on Breloom, because why else would you ever do that other than to absorb the predicted sleep status? And besides, you're not only taking a big risk by switching Exploud into something that can destroy its life, but you're taking yet ANOTHER risk by staying in and praying to god the opponent is greedy or dumb enough to choose to set up on Exploud instead of just clicking Mach Punch.

And as Fuzznip said, Overheat is important for breaking through Aegislash in particular, who can easily eat up a Flamethrower and maul Exploud with Sacred Sword. Flamethrower is actually the more filler move, but it's still more useful all around than Sleep Talk.

Oh I see. Also, how much does Venusaur's Sludge Bomb do to Exploud even though I know Mach Punch OHKOes. At full health, I think it could stomach one and retaliate with Overheat. But still, if Flamethrower's notable targets won't even be OHKOed by Flamethrower, what is the signifigance of that move? Sure, it could be used on something like Scizor, but I highly doubt it could stomach a boosted U-turn or Superpower on the switch, if it survives the U-turn, your opponent will switch to an appropriate check. Wouldn't a different move be preferred? Ex. Surf, Thunder Punch, Heck, even Circle Throw. Sure, it's more accurate to kill weakened Aegislash, Ferrothorn, or Venusaur, but I would prefer something else since Overheat is still pretty accurate and it being able to survive could be a down fall, I would still click Overheat just in case of a switch or just use Boomburst for Venusaur since it hits harder than Flamethrower. IDK if it's worth an exclusive moveslot since you said the targets can survive and retaliate back. At least Surf could be used to kill something like Heatran or weakened Tyranitar than relying on Focus Miss. Circle Throw is kind of useless, but Overheat and Flamethrower together seems kind of useless. Thunder Punch can be used for Gyarados. I'm using Exploud right now and I am pleased with its results, but I never use Flamethrower when Overheat is available. IDK what's the point. if you could explain, that would be helpful to my Explousion knowledge.
 
Defensive Mega Venusaur's Sludge Bomb (0 SpA EVs) does 31.2 - 37.2%. The better, but less common, max SpA does 50.1 - 59.3%. So yeah, it can easily stomach one.

For Scizor: Banded Superpower OHKOes, but Banded U-turn does 52.7 - 62.1%. U-turn isn't very hard to take at all.

(these are just affirming what you said)

The idea is: would you rather get fucked by that 10% chance not to it against Genesect/Scizor or carry a useless move that's weaker than Boom Burst/has a negligible damage difference?

252+ SpA Choice Specs Exploud Boomburst vs. 4 HP / 0 SpD Gyarados: 295-348 (88.8 - 104.8%) -- 31.3% chance to OHKO
-1 0- Atk Exploud Thunder Punch vs. 4 HP / 0 Def Gyarados: 148-176 (44.5 - 53%) -- 0.4% chance to 2HKO after Leftovers recovery
0- Atk Exploud Thunder Punch vs. 4 HP / 0 Def Gyarados: 220-260 (66.2 - 78.3%) -- guaranteed 2HKO after Leftovers recovery
0 Atk Exploud Thunder Punch vs. 4 HP / 0 Def Gyarados: 244-288 (73.4 - 86.7%) -- guaranteed 2HKO after Leftovers recovery

There's no purpose to using Thunder Punch ever.

Focus Blast is fine for Tyranitar and Heatran when they can't kill you. The fact that it OHKOes Tyranitar is what matters. It 2HKOes SDef Heatran and OHKOes 4/0 Heatran 43.8% of the time. Surf doesn't come anywhere close.
 
I was originally going to mention Solar Beam as an option for the 4th slot, since it wouldn't be out of the question to run Exploud on a Sun team. I mean, it always runs at least one Fire-type move, after all. However, after running some calcs it seems Solar Beam is only ever useful to...

-guarantee the OHKO on physically defensive Rotom-W w/o SR (Boomburst has 50% chance to OHKO)
-guarantee OHKO on 252HP/252Att Swampert (Boomburst can't OHKO even w/ SR)
-potentially OHKO physically defensive Politoed (25% w/o SR, guaranteed w/ SR)
-OHKO Gastrodon (which isn't outspeeding Exploud, anyway)
-OHKO Slowbro (which again isn't outpseeding anything)
-nab the 2HKO on Carbink (which is barely used)
-potentially nab the OHKO on Vaporeon (18.8% after SR).
-guarantee the OHKO on Manaphy after SR (Boomburst has an 87.5% chance)

Anything else either would require both SR and at least on layer of Spikes, or just isn't used enough to be worth mentioning in the first place.
 
I was originally going to mention Solar Beam as an option for the 4th slot, since it wouldn't be out of the question to run Exploud on a Sun team. I mean, it always runs at least one Fire-type move, after all. However, after running some calcs it seems Solar Beam is only ever useful to...

-guarantee the OHKO on physically defensive Rotom-W w/o SR (Boomburst has 50% chance to OHKO)
-guarantee OHKO on 252HP/252Att Swampert (Boomburst can't OHKO even w/ SR)
-potentially OHKO physically defensive Politoed (25% w/o SR, guaranteed w/ SR)
-OHKO Gastrodon (which isn't outspeeding Exploud, anyway)
-OHKO Slowbro (which again isn't outpseeding anything)
-nab the 2HKO on Carbink (which is barely used)
-potentially nab the OHKO on Vaporeon (18.8% after SR).
-guarantee the OHKO on Manaphy after SR (Boomburst has an 87.5% chance)

Anything else either would require both SR and at least on layer of Spikes, or just isn't used enough to be worth mentioning in the first place.

Having used both exploud and a powerful sun team on ladder I decided to give your suggestion a test. Let me just say this - its a heck of a surprise how strong Exploud is in the sun with Solar Beam. Yes there are many situations where Boomburst outdamages or comes close, but the times I've OHKOed Rotoms, Swamperts, gastrodons and slowbros is amazing (mostly rotom-w). The main thing about bringing Exploud onto a Sun Team is that the only thing you are losing into adding Solar Beam is Overheat - which is pointless when you get a SUN-BOOSTED fire blast / flamethrower.

- Boomburst
- Fire Blast
- Focus Blast
- Solarbeam

That's what I ran with with my sun team, and its extremely powerful. Boomburst wrecks, specs sun-boosted fire blast wrecks (fire blast instead of flamethrower because guaranteed OHKO to aegislash and in the sun, calcs below), Focus Blast destroys Tyranitar and Heatran like normal, and solar beam destroys Rotom-w, slowbro, vaporeon, swampert, gastrodon, etc. With Rotom-W having one of the highest usages its great to have a guaranteed OHKO. Again, especially since it's only at the loss of using Overheat which is just "the next best move to use because nothing else is better".

Some calcs:
252+ SpA Choice Specs Exploud Fire Blast vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 326-384 (100.6 - 118.5%) -- guaranteed OHKO with fire blast in sun
252+ SpA Choice Specs Exploud Flamethrower vs. 252 HP / 4 SpD Aegislash-Shield in Sun: 266-314 (82 - 96.9%) -- missed OHKO with flamethrower in sun
252+ SpA Choice Specs Exploud Solar Beam vs. 252 HP / 0+ SpD Rotom-W: 290-342 (95.3 - 112.5%) -- guaranteed OHKO after Stealth Rock (75% without stealth rock, boomburst has 0% chance to OHKO defensive rotom-w without stealth rock).

I don't know if its worth mentioning, but its just the fact that 1. Boomburst hits so hard and to then bring 2. A grass coverage move that hits even harder along with 3. Sun-boosted Fire blast to cover those that resist your main stab and 4. losing only a "filler move" in Overheat when placing him on the sun team.

Note: Forgot to mention, with sun up literally the only thing Rotom can do to you is volt switch out or you will force the switch as sun reduced Hydro pump does nothing (slightly less than volt switch if I remember). Usually I try get OHKO or 2HKO with boomburst without the sun, and rotom-ws punish me with Hydro Pump which does around half and OHKOs if I've taken a hit, but in a sun team it does less than 25%. Rotom destroyer?
 
Locking due to inactivity. Cinsesso has not been seen since last month.

Anybody is free to take this and write this up, assuming the writing is based off the skeleton.
 
Back
Top