Hatterene

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SiTuM

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[SET]
name: Defensive
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock
move 4: Mystical Fire
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe
in-battle alt: Gmax

[SET COMMENTS]

Hatterene is an interesting pick in the current metagame, as its ability Magic Bounce and defensive stats allow it to beat a lot of common defensive Pokemon that rely on hazards or status, such as Blissey, Skarmory, Corviknight, and Mandibuzz to name a few. Its typing is also very appreciated to beat offensive threats, like Eternatus lacking Poison coverage and Zamazenta. Calm Mind and Gigantamax, which boosts Hatterene's already high bulk and lets it confuse foes with G-Max Smite, make it very hard to penetrate. Mystical Fire hits every Steel-type that would normally wall Hatterene's STAB moves, like Skarmory, Necrozma-DM, Corviknight, and Magearna. Leftovers is mandatory here, as Hatterene relies on the combination of it and Draining Kiss to stay healthy. 52 Speed EVs are used to outspeed Toxapex to avoid Haze after setting up Calm Mind.

Hatterene also solves a common issue faced by Ubers teams: Spikes. Hatterene teams do not necessarily require Defog or Rapid Spin support because Hatterene can also beat common entry hazard users like Blissey, Tyranitar, Skarmory, and Necrozma-DM lacking Steel coverage. Pokemon in defensive cores would normally run Heavy-Duty Boots to avoid entry hazards, but with Hatterene, they can use Shed Shell to avoid being trapped by Gothitelle. Some of these include Blissey, Quagsire, and Eternatus. Hatterene's Speed is a big weakness, though, as it can easily be revenge killed by Zacian-C, Lunala, or Marshadow.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Dazzling Gleam
move 3: Psyshock
move 4: Mystical Fire
item: Life Orb / Leftovers
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

This offensive set uses Hatterene's high Special Attack and nearly unchallenged Speed under Trick Room to easily break through hyper offense or even bulky offense. Gigantamax allows use of G-Max Smite to confuse foes that would stall out Trick Room by healing, for example Rest Tyranitar and Roost Lunala. While under Gigantamax, though, Hatterene is completely walled by Blissey. Life Orb guarantees important KOs, such as OHKOs on Quagsire, Zacian-C, and specially defensivve Mandibuzz, as well as giving a chance to OHKO Gothitelle and Gyarados. Leftovers instead helps Hatterene have more staying power.

With this set, you can use slow partners like Melmetal and Dracovish that appreciate Trick Room alleviating their low Speed. Trick Room team support is not Hatterene's main use, though; a full Trick Room team isn't very good. Entry hazard setters like Skarmory and Eternatus can also help break through the opponent's team and confirm KOs more easily, especially against Pokemon like Lunala, Necrozma-DM, and Tyranitar.

[CREDITS]
- Written by: [[SiTuM, 274590]]
- Quality checked by: [[Minority, 222996], [Nayrz, 212134]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:

Minority

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You would normally run a lot of Heavy-Duty Boots on your defensive core to avoid hazards, but with Hatterene, you can prevent hazards and use Shed Shell on them to avoid being trapped by Gothitelle.
It may be worthwhile briefly listing these Pokemon that would rather run Shed Shell, and also it would be good to explicitly list a few Pokemon that work especially well with CM Hatterene and why.

The use of the Gigantamax move, G-Max Smite, is very important here because you can haxx your way if you need to through defensive walls with confusion if you're a bit lucky.
I really think this sentence needs to be reworded, and I'd also maybe describe which walls in particular where the confusion greatly shifts the odds in Hatterene's favor.

You can either run Life Orb or Leftovers, the former helps to hit harder and the latter helps to have more Staying Power.
Are there any notable KOs or 2HKOs that Life Orb gets?

With this set, you can use partners that also benefits of Trick Room, like Melmetal or Dracovish, but also a Spikes user like Skarmory that can help to break through the opponent's team more easily, and also to break Lunala's Shadow Shield, which would otherwise tank a G-Max Smite.
Please break this sentence up into more focused individual points.

In the TR set I'd also like to see more discussion of team options as building with TR can be sensitive. This analysis doesn't really give me a strong impression as to if Hatterene brings meaningful support with TR, if it's a sufficient anti-offense sweeper, or somewhere in between.


QC: 1/2
 

Manaphy

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common Stealth Rocks users
Change this to hazard setters, mention Skarmory

You should also mention Necrozma-DM more as it’s the premiere check to the CM set. The Trick Room set can actually get past Necrozma as with a dynamax it lives Sunsteel comfortably and Max Flare does bunches. Blissey is the best check to the Trick Room set so mention that as well.

Besides that looks good I’ll check your changes n QC after
 

SiTuM

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sorry, i've been quite busy with univ lately. everything has been updated
 
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It is also important to point out that if you choose to Gigantamax with Hatterene, it becomes completely walled by Blissey until Trick Room stops.
I'm guessing this meant Dynamax?

Other than some GP-related issues (like using "his" to refer to the mon when you can just use "Hatterene"), I think this is ok.

QC 2/2
 

SiTuM

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I'm guessing this meant Dynamax?

Other than some GP-related issues (like using "his" to refer to the mon when you can just use "Hatterene"), I think this is ok.

QC 2/2
implemented, ready for GP
 
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Adeleine

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AM Check :)
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(AC)/(RC): Add/Remove Comma

[SET]
name: Defensive
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock
move 4: Mystical Fire
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe
in-battle alt: Gmax

[SET COMMENTS]

Hatterene is an interesting pick in the current metagame(AC), as its ability, Magic Bounce, paired with its defensive stats, allows ability Magic Bounce and defensive stats allow it to beat a lot of common defensive Pokémons that relies Pokemon that rely on hazards or status, such as Blissey, Skarmory, Corviknight(AC), and Mandibuzz to name a few. Its typing is also very appreciated because it helps it to beat offensive threats (RC) like Eternatus lacking Poison coverage and Zamazenta. Its strength resides in the fact that the combination of Calm Mind and Dynamax, which greatly boosts its already high defensive stats, is very hard to beat. Hatterene also has a Gigantamax move, G-Max Smite, which confuses the opponent, so it's an other thing that makes Hatterene even better than it already is. Calm Mind and Gigantamax, which boosts Hatterene's already high bulk and lets it confuse foes with G-Max Smite, make it very hard to penetrate. (note: "defensive stats" -> "bulk" was because Gmax/Dmax doesn't technically boost defense stats, just HP) Mystical Fire is a very good coverage because it hits every Steel(AH)-type that would normally wall Hatterene's STABs, STAB moves, like Skarmory, Necrozma Dusk-Mane, Corviknight or Magearna. Necrozma-DM, Corviknight, and Magearna. Leftovers is mandatory here(AC), as Hatterene and relies on the combination of this it and Draining Kiss to stay healthy. 52 Speed is EVs are used to outspeed Toxapex to avoid Haze after setting up Calm Mind.

Hatterene also solves a big issue of the metagame: the use of Spikes. With Hatterene, you're not necessarily forced to run Defog or Rapid Spin, because you can also beat the common hazards users, like a common issue faced by Ubers teams: Spikes. Hatterene teams do not necessarily require Defog or Rapid Spin support because Hatterene can also beat common entry hazard users like Blissey, Tyranitar, Skarmory(AC), and Necrozma-DM lacking Steel coverage. You would normally run a lot of Heavy-Duty Boots on your defensive core Pokemon in defensive cores would normally run Heavy-Duty Boots to avoid entry hazards, but with Hatterene, you can prevent hazards and use Shed Shell on them they can use Shed Shell to avoid being trapped by Gothitelle. Some of these such defensive core members include Blissey, Quagsire(AC), and Eternatus. But Hatterene also has a big weakness, which is its speed, so Hatterene's Speed is a big weakness, though, as it can easily be revenge killed by Zacian-C, Lunala(AC), or Marshadow.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Dazzling Gleam
move 3: Psyshock
move 4: Mystical Fire
item: Life Orb / Leftovers
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

This offensive set of Hatterene relies on its high Special Attack and low Speed to work correctly. It can uses Hatterene's high Special Attack and nearly unchallenged Speed under Trick Room to easily break through hyper offense (capitalization) or even Bulky Offense, with its two STABs and Mystical Fire coverage, as Hatterene's low Speed makes it faster than almost every Pokemon in the tier. The bulky offense. Gigantamax allows use of Hatterene's own move, G-Max Smite, and since it confuses the opponent, this attack can come in clutch when your opponent wants to stall your G-Max Smite to confuse foes that would stall out Trick Room by healing, for example Rest with Tyranitar or Roost with Lunala. For the item, you can either run Life Orb or Leftovers. The former picks important kills, Rest Tyranitar and Roost Lunala. While under Gigantamax, though, Hatterene is completely walled by Blissey. Life Orb guarantees important KOs, such as a guaranteed OHKO OHKOs on Quagsire, Zacian-C(AC), and SpD specially defensive Mandibuzz, as well as having giving a chance to OHKO Gothitelle and Gyarados, whereas the latter helps to have Gyarados. Leftovers instead helps Hatterene have more staying power. It is also important to point out that if you choose to Gigantamax with Hatterene, it becomes completely walled by Blissey until Gigantamax stops.

With this set, you can use partners that also benefits of Trick Room, like Melmetal or Dracovish, since their slow speed won't be a burden for them in Trick Room, but it isn't the main use of Hatterene and only an additional feature of Trick Room's utility, since using slow partners like Melmetal and Dracovish that appreciate Trick Room alleviating their low Speed. Trick Room team support is not Hatterene's main use, though; a full Trick Room team (capitalization) isn't very good. A hazards setter Entry hazard setters like Skarmory or and Eternatus can also help to break through the opponent's team and pick kills confirm KOs more easily, especially if against Pokemon like Lunala, Necrozma-DM or Tyranitar are weakened by the hazards.(AC), and Tyranitar.

[CREDITS]
- Written by: [[SiTuM, 274590]]
- Quality checked by: [[Minority, 222996], [Nayrz, 212134]]
- Grammar checked by: [[username1, userid1]]
 

Adeleine

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[SET]
name: Defensive
move 1: Calm Mind
move 2: Draining Kiss
move 3: Psyshock
move 4: Mystical Fire
item: Leftovers
ability: Magic Bounce
nature: Bold
evs: 252 HP / 204 Def / 52 Spe
in-battle alt: Gmax

[SET COMMENTS]

Hatterene is an interesting pick in the current metagame, as its ability Magic Bounce and defensive stats allow it to beat a lot of common defensive Pokemon that rely on hazards or status, such as Blissey, Skarmory, Corviknight, and Mandibuzz to name a few. Its typing is also very appreciated to beat offensive threats, like Eternatus lacking Poison coverage and Zamazenta. Calm Mind and Gigantamax, which boosts Hatterene's already high bulk and lets it confuse foes with G-Max Smite, make it very hard to penetrate. Mystical Fire hits every Steel-type that would normally wall Hatterene's STABs (spelling) moves, like Skarmory, Necrozma-DM, Corviknight, and Magearna. Leftovers is mandatory here, as Hatterene relies on the combination of it and Draining Kiss to stay healthy. 52 Speed EVs (capitalization) are used to outspeed Toxapex to avoid Haze after setting up Calm Mind.

Hatterene also solves a common issue faced by Ubers teams: Spikes. Hatterene teams do not necessarily require Defog or Rapid Spin support because Hatterene can also beat common entry hazard users like Blissey, Tyranitar, Skarmory, and Necrozma-DM lacking Steel coverage. Pokemon in defensive cores would normally run Heavy-Duty Boots to avoid entry hazards, but with Hatterene, they can use Shed Shell to avoid being trapped by Gothitelle. Some of these include Blissey, Quagsire, and Eternatus. Hatterene's Speed is a big weakness, though, as it can easily be revenge killed by Zacian-C, Lunala, or Marshadow.

[SET]
name: Trick Room
move 1: Trick Room
move 2: Dazzling Gleam
move 3: Psyshock
move 4: Mystical Fire
item: Life Orb / Leftovers
ability: Magic Bounce
nature: Quiet
evs: 252 HP / 4 Def / 252 SpA
ivs: 0 Spe
in-battle alt: Gmax

[SET COMMENTS]

This offensive set uses Hatterene's high Special Attack and nearly unchallenged Speed under Trick Room to easily break through hyper offense or even bulky offense. Gigantamax allows use of G-Max Smite to confuse foes that would stall out Trick Room by healing, for example Rest Tyranitar and Roost Lunala. While under Gigantamax, though, Hatterene is completely walled by Blissey. Life Orb guarantees important KOs, (unbolded this comma) such as OHKOs on Quagsire, Zacian-C, and specially defensivve Mandibuzz, as well as giving a chance to OHKO Gothitelle and Gyarados. Leftovers instead helps Hatterene have more staying power.

With this set, you can use slow partners like Melmetal and Dracovish that appreciate Trick Room alleviating their low Speed. Trick Room team support is not Hatterene's main use, though; a full Trick Room team isn't very good. Entry hazards ("spelling") setters like Skarmory and Eternatus can also help (removed extra space)break through the opponent's team and confirm KOs more easily, especially if against Pokemon like Lunala, Necrozma-DM, and Tyranitar.

[CREDITS]
- Written by: [[SiTuM, 274590]]
- Quality checked by: [[Minority, 222996], [Nayrz, 212134]]
- Grammar checked by: [[Finland, 517429]]
As a small note, when someone gives you an AM check, you don't put their name in the credits. I officially checked this analysis anyway, though, so it worked out!

GP 1/1
 
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