approved for discussion by autumn
revamped with extensive feedback from autumn and sunny
Bottom line: the current experience of reading an analysis is not great. Most of it can be fixed by simply writing less.
Formatters are responsible for accommodating both the readers and the contributors. Toward that end, the greatest single advance would be a universal format. For example:
Would you like to know more?
- Writer credit
- Every export in order of viability (this is an overview)
- One paragraph on the commonalities between every export. If this would include only obvious information, then it must be left blank.
- Per export, one paragraph total on both role and team synergy (full details in the skeleton, below)
- One paragraph on unusual moves, abilities, natures, EVs, IVs, levels, happiness, gender, shininess, nicknames, and certain miscellanea by battle format. If this would include only obvious information, then it must be left blank.
- Full credits
[SET]
[Role of the most viable export] (Pokémon name) @ [Item]
Ability: [Ability]
Tera Type: [Type (if applicable)]
EVs: [EVs]
[Nature] Nature
IVs: [IVs (if applicable)]
- [The most important move, e.g. Stealth Rock]
- [The most important attack which has STAB]
- [Move 3]
- [The most obvious move, e.g. Recover or Protect—this is just the exportable form from Pokémon Showdown]
[SET]
[Role of the next most viable export] (Pokémon name) @ [Item]
Ability: [Ability]
Tera Type: [Type]
EVs: [EVs]
[Nature] Nature
IVs: [IVs]
- [Move 1]
- [Move 2]
- [Move 3]
- [Move 4]
[OVERVIEW]
- whatever can be said of every export; if the extent to which it could be said would vary by the export, then specify as much. Still, analysis is not a how-to, so be brief: answer "What can it do?", not "What do I do?" If this would include only obvious information, then it must be left blank.
[SET COMMENTS]
Paragraph One
- the most viable role that the Pokémon plays. It is obvious, so be brief: answer "What can it do?", not "What do I do?";
- Pokémon that do it better (if applicable) and by what means. If there is not yet even one hyperlink to any other Pokémon, still just be brief: answer "What can it do?", not "What do I do?";
- examples of both the best teammates and what makes them so. This means both benefits given to and benefits received from the analyzed Pokémon. In other words, teaming up either against the resistances opposing or with the resistances of the Pokémon being analyzed—sometimes, both. Aim for examples that use whatever specific techniques—Stealth Rock, U-turn, remarkable damage, etc—are the best in this particular case. However, be brief: answer "What can it do?", not "What do I do?" If you are unsure of which bits to explain, then think of Speed, Imposter, or Skill Swap: things which the reader has not been recognizing since their first Gym battle. Do not include even one specific example of super effectiveness or immunity within any battling format whatsoever, no exceptions.
Paragraph Two
- the next most viable role that the Pokémon plays. There is an exception: if the first export and some other one(s) can fit on nearly the same team, then place them back-to-back(-to-back) and refer along the lines of "the above examples";
- the rest (same as Paragraph One). Continue in this manner for all remaining exports.
[STRATEGY COMMENTS]
- unusual moves, abilities, natures, EVs, IVs, levels, happiness, gender, shininess, nicknames, and certain miscellanea by battle format. Compared to the paragraphs under [SET COMMENTS] (not compared to that under [OVERVIEW]), this one must be the briefest. Answer "What can it do?", not "What do I do?" If this would include only obvious information, then it must be left blank.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
[Role of the most viable export] (Pokémon name) @ [Item]
Ability: [Ability]
Tera Type: [Type (if applicable)]
EVs: [EVs]
[Nature] Nature
IVs: [IVs (if applicable)]
- [The most important move, e.g. Stealth Rock]
- [The most important attack which has STAB]
- [Move 3]
- [The most obvious move, e.g. Recover or Protect—this is just the exportable form from Pokémon Showdown]
[SET]
[Role of the next most viable export] (Pokémon name) @ [Item]
Ability: [Ability]
Tera Type: [Type]
EVs: [EVs]
[Nature] Nature
IVs: [IVs]
- [Move 1]
- [Move 2]
- [Move 3]
- [Move 4]
[OVERVIEW]
- whatever can be said of every export; if the extent to which it could be said would vary by the export, then specify as much. Still, analysis is not a how-to, so be brief: answer "What can it do?", not "What do I do?" If this would include only obvious information, then it must be left blank.
[SET COMMENTS]
Paragraph One
- the most viable role that the Pokémon plays. It is obvious, so be brief: answer "What can it do?", not "What do I do?";
- Pokémon that do it better (if applicable) and by what means. If there is not yet even one hyperlink to any other Pokémon, still just be brief: answer "What can it do?", not "What do I do?";
- examples of both the best teammates and what makes them so. This means both benefits given to and benefits received from the analyzed Pokémon. In other words, teaming up either against the resistances opposing or with the resistances of the Pokémon being analyzed—sometimes, both. Aim for examples that use whatever specific techniques—Stealth Rock, U-turn, remarkable damage, etc—are the best in this particular case. However, be brief: answer "What can it do?", not "What do I do?" If you are unsure of which bits to explain, then think of Speed, Imposter, or Skill Swap: things which the reader has not been recognizing since their first Gym battle. Do not include even one specific example of super effectiveness or immunity within any battling format whatsoever, no exceptions.
Paragraph Two
- the next most viable role that the Pokémon plays. There is an exception: if the first export and some other one(s) can fit on nearly the same team, then place them back-to-back(-to-back) and refer along the lines of "the above examples";
- the rest (same as Paragraph One). Continue in this manner for all remaining exports.
[STRATEGY COMMENTS]
- unusual moves, abilities, natures, EVs, IVs, levels, happiness, gender, shininess, nicknames, and certain miscellanea by battle format. Compared to the paragraphs under [SET COMMENTS] (not compared to that under [OVERVIEW]), this one must be the briefest. Answer "What can it do?", not "What do I do?" If this would include only obvious information, then it must be left blank.
[CREDITS]
Written by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
The contemporary deluge of drearily obvious information is as much a disservice to the contributors as it is to the audience. Everyone has limited time, even to skim, so it is vital to take only the bare minimum: our very purpose is to save others time. Who knows? Someone might just spend those savings on another analysis. Streamlined formatting would go at least as far as spelling and grammar toward easing both the reading and the contribution. It would also more closely resemble that basic approachability of Pokémon by which something as removed as analysis could even conceivably appeal to its core audience. Appealing content means readers (writers want that). Readers mean players (players want that). Players mean writers (leaders want that). Writers mean content (readers want that). Content means a chance to appeal (everyone but the king wants that). Nobody need be left behind.
- Were it to backspace the bullet points, BSS analysis would be quite close to following this format already.
- Monotype would just as well use their disclaimer to introduce the rest of the same single paragraph as everyone else.
- Especially with the exclusion of obvious information, 1v1 analysis easily fits. It would rarely (if ever) use either extra paragraph.
- Doubly so with the exclusion of obvious information, both DOU analysis and VGC analysis easily fit. Unlike 1v1, each of these would often use the extra paragraphs to their fullest extent.
- Both Draft League and every double battling format are excepted from the limited length of the final paragraph.
- This is consistency: for the revamp of any Past Generation analysis whatsoever, no exceptions.
Writers have the greatest privilege—also a responsibility—to remember that it is ok to fail! We all do it. Simply do your best with what time you have. Otherwise, you have three more responsibilities and one more privilege:
- Meet the audience. Reflect on your first month of online battling (aww, so precious!) and then speak to that much experience. Answer "What can it do?", not "What do I do?"—do not waste everyone's time on how to. Our very purpose is to save others time. Analysis is not even capable of replacing experience, anyway.
- Aim to be formal. Let "formal" mean composed of those forms that speak most naturally to those who are new to this, whatever "this" is. Formality can form a bridge back to what the audience already knows. Tip: read aloud.
- Aim to be familiar. Think of what you want to say as a seed: plant it in formality and water it with familiarity. In other words, don't be dry. Whereas formality can guide the initial composition—ordering ideas, structuring sentences, and phrasing—it cannot guide the vocabulary. Tip: write an everyday conversation with someone who is unfamiliar to this.
- Aim to finalize yesterday. In other words: tomorrow, review. In the analogy of the seed, this is the sunlight. To sit is your privilege, the ideal of which is that only whatever is made empty of confusion is truly done. But (again) simply do your best with what time you have!
QC teams are best equipped for assignment to the following four responsibilities. However, the Grammar and Prose team might still catch some things that you miss, so just do your best with what time you have:
- Cut the basics. Analysis is not a tutorial: no one is seeking out something as remote as this without understanding how to. Still, suppose that they were: before it were even comprehensible to them—much less enjoyable, inspiring, and useful—how much would need writing? How much would you QC? How much would you dump on GP? The actual audience? And all that notwithstanding, analysis is not even capable of replacing experience, anyway.
- Connect the ideas. For example: against some Steel- and Ice-types, some Fire-type can help some teammates of the Grass-, Ice-, and Dragon-types—and all that can be written in no particular order or vicinity. In the analysis of a single export, whenever either its teammates or its targets include the repeated mention of any other Pokémon, there is at least one connection to be made in order to reduce that mention to one. QC is best equipped to spot any given disconnect, yet GP is best equipped to phrase some tricky solution, so feel free to tag them and the writer both!
- Cut the repetitions. Look out for the same point being made twice: once with something general and once with something specific. For example, some Pokémon is called a 'wall' when its export features 252 HP / 252 Def, or some other Pokémon is called a 'sweeper' when its export features Swords Dance plus Sucker Punch.
- Reduce the examples. When examples are actually needed, aim for a total of three (per point). Per point, the hard limit is two groups of three examples or one group of five.
- Galactic
- Enlist: battle the Hydra in Grammar and Prose!
Only the most deranged GPer would try to pick up the slack in all nine of those responsibilities variously assigned to the three prior stages of content creation. If that's you, though, then keep in mind that there is still another responsibility, one to which the GP team is best equipped for assignment. Its very existence is a point of some contention, so choose your battles wisely:
This great and terrible mass into whose lair you have now stepped has nevertheless sensibly tidied up in anticipation of your arrival! (It has also remained open to other options! Yay!)
- For Pokémon, the metagame, and the tier, try a narrower category or the best-fitting examples.
- For foe, try target: there is no need for the current ambiguity of spuriously distinguishing between foe and opponent.
- For matchup, try position or situation.
- For early-, mid-, and late-game, try doing without: this mode of understanding is outdated.
- For build and structure, try team.
- For balance, bulky offense, and so forth, try passive, slow-paced, fast-paced, and active. For playstyle, try team plus the appropriate modifier(s).
- For bulky and defensive, try sturdy, durable, or enduring. For offensive, try oppressive, powerful, or menacing.
- For threat, try threat of X.
- For outprioritize, try move before.
- For switch out, consider trying withdraw, recall, call back, or flee: these, too, are familiar from casual play, yet they end the ambiguity of either out of the Pokéball (into the danger) and out of the danger (into the Pokéball).
- For switch to, switch in(to), and switch-in, consider trying respond, venture forth, or send in or out: even as a last resort, send still avoids the ambiguity of switch.
- For wall, try stop or resistance, if that latter only when its usage also indicates the type multiplier. For to wall, try stop, recover against, endure, or (passively) defeat.
- For check and counter, try the options just above. At the very least, acknowledge the legitimacy of a new player's confusion at their spurious distinction.
- For spam, try overwhelmingly.
- For STAB, try doing without: both basic experience and context make this much quite clear.
- For set up, consider trying boost or use. For numbering boosts, try adding the specific stat.
- For 2x and 4x, try doing without: both basic experience and context make this much quite clear.
- For break, try progress past, batter, or (actively) defeat. For breaker, try attacker, oppressor, passivity punisher, or menace.
- For sweep, try win the game. For backsweep or countersweep, try make a comeback or win from behind.
- For win condition and wincon, try means of winning.
- For Mega Evolve, try the relevant effects: using Altaria as an example, for before Mega Evolution, try with Natural Cure.
- For cripple and status, try trivialize. The first has negative connotations and the second is not a verb.
- For entry hazards, try the best-fitting examples. For hazards, try doing without: this usage is a resort of rambling.
- For removal, try Stealth Rock removal; substitute for the move in question.
- For Defogger, try user of Defog. For Spiker, try user of Spikes.
- For Spikes stacking, try doing without: both basic experience and context make this much quite clear.
- For spinblock, try mentioning incidental damage purely in the context of Ghost-type Pokémon; explain only if the mechanism is like getting KOed by Rocky Helmet.
- For Pursuit trap, try Pursuit KO or threaten with Pursuit. For 50/50, try guesswork.
- For prediction-reliant, try positional or situational: this locates the fault within the team, not within the player.
- For Perish trap, try ensure that Perish Song KOes or prevent fleeing from Perish Song.
- For phaze, try disrupt attempts to boost (X) or score damage (via Y and Z).
- For B Baton Passes C to D, try with Baton Pass, B gives the boost of C to D.
- For Wish pass, try provide HP recovery (via Wish).
- For recovery, try HP recovery, if only when this adds clarity.
- For Leftovers, try use its Leftovers for X or with Leftovers, it X; apply this to any plural word treated as singular.
- For longevity and sustainability, try endurance or resilience.
- For revenge kill and RKO, try chase off or reply in kind.
- For Choice-locked, try has its item preventing the choice of another move. If this appears wordy, then merely glance at an original analysis (below).
- For endure two Iron Heads, try twice endure Iron Head; apply this to any move made plural.
- For paraflinch, parafusion, and parashuffle, try disrupt X (via P and Z).
- For cleric, try Heal Bell support or user; substitute for the move in question.
- For absorb, try null for status conditions or tidy up for Toxic Spikes.
- For (to) tank, try (able) to trade powerful blows.
- For glass cannon, try doing without: both basic experience and context make this much quite clear.
- For both the symbol "+" and the likes of Resto-Chesto, try plus or with both Chesto Berry and Rest. For dual screens, try doing without: this usage is a resort of rambling.
- For Fire / Water / Grass core, try complementary core. For X / Y typing, try typing. For the symbol "/", try or (excepting effort values).
- For EVed, spread, and invest, try with EVs for X or its Speed is for Y; substitute for the stat in question.
- For ability, try capacity: this distinguishes as much from Pokémon abilities.
- For offensive or defensive stats, try capacity for attacking or capacity for endurance. For boosting these, try use Quiver Dance; substitute for the move in question.
- For base # (Speed Pokémon), try the best-fitting examples. For base # stat, try doing without.
- For set, try role or export. For niche, try technically viable or role.
- For movepool, try moves or options. For moveslot and teamslot, try substitute, choose, or opt for.
- For four-moveslot syndrome, try doing without: in the tier above it, every Pokémon has four-moveslot syndrome—this is just game design.
- For Island Guardians, Eon Twins, and so forth, try doing without: this usage is a resort of rambling.
Have you ever heard that Pikachu stands as the most popular Pokémon? It doesn't, you know: it is. Much like that fear of to be, jargon can do nothing but make a mountain of a molehill. All too often, it is merely that nasty residue of some forgotten elitist who was obnoxiously short on the ready awareness that, in even the crudest of contexts, this baleful garbage lacks any additional meaning whatsoever. So just wipe it off. It is not the writer's voice: that is the sum of their inclinations—the order of their ideas, the structure of their sentences, and the phrasing of their native vocabulary. Much as it might want some guidance, that voice routinely carries the same single message, and can you guess what that is? Pokémon battling is simple. Quite plain. Easy, even. It is the players who bring the complexity, the enigma, and the challenge. To suggest that the audience got it wrong could be called no worse than off base. To suggest that they read a competitive Pokémon dictionary is absurd. Jargon doesn't even work: not only does it alienate new players, not only can it never sensibly restrain a sheer wall of text, but also it is making more work for the readers, writers, and GPers all. Just try to scroll down the Spelling and Grammar Standards quickly enough to miss that such 'solutions' in search of a problem can only spawn more problems to solve.
Originals are used with permission, except from Jordy (last seen Jul 2).
Written by Jordy and zinnias
Overview
Mew's niche comes from its typing, stats, and movepool, which allow it to defensively check a few top-tier Pokemon [sic] such as Landorus-T, Mega Medicham, Garchomp, and Gliscor and provide Stealth Rock or Defog support. It's also a terrifying sweeper, as it can easily find setup opportunities thanks to its good bulk and typing, and its wide movepool enables it to pick its own checks and counters. However, status ailments are prominent in the metagame, and Mew wants to stay away from them, as they compromise its ability to check threats such as Mega Medicham reliably if hazards are up, which may very well be possible if Mew is used as a Defogger. Furthermore, defensive Mew's rather passive nature can allow Pokemon such as Ash-Greninja and Mega Alakazam to switch in freely, depending on the moves it is running.
Lead
Mew @ Mental Herb
Ability: Synchronize
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Stealth Rock
- Taunt
- Ice Beam
- Thunder Wave
Moves
Mew is a proficient Stealth Rock lead, due to its great bulk and movepool allowing it to consistently complete the task of setting Stealth Rock and preventing opposing entry hazards from being set by the likes of Landorus-T, Ferrothorn, and Heatran with Taunt. Ice Beam is used to hit Landorus-T, Gliscor, and Garchomp, further dissuading opposing Stealth Rock and punishing the faster Garchomp. Thunder Wave is used to spread status and punish faster Pokemon such as Tornadus-T and Greninja. It can also be used against Mega Diancie, utilizing Mew's Synchronize ability to bypass Magic Bounce, even through Substitute. Thunder Wave and Taunt synergize well with Mental Herb, allowing Mew to bypass opposing faster Taunt to paralyze the opposing lead and use Taunt on the next turn to be completely in control of the lead matchup.
Set Details
216 Speed EVs with a Timid nature allow Mew to outspeed Pokemon with a base 95 Speed stat and a positive nature, such as Tapu Lele and Kyurem-B. The rest of the EVs are pooled into bulk, allowing Mew to survive attacks such as Choice Specs Greninja's Dark Pulse. Mental Herb allows Mew to get a jump on opposing Taunt leads, such as Serperior and Tornadus-T.
Usage Tips
Mew should almost always be led off with, except against Mega Sableye teams or in the uncommon scenario where the opposing lead, namely Choice Band Weavile or Kartana, can outspeed and OHKO it. Mew's specialized moveset gives it the tools to set entry hazards, prevent opposing entry hazards, or do both against the vast majority of Pokemon. Despite the main priority of this set being to set up Stealth Rock, it can be more beneficial to use Thunder Wave against Pokemon that are especially ruined by paralysis, like Tornadus-T, Mega Lopunny, and Greninja, the latter of which Mew survives a Choice Specs Dark Pulse from. It isn't possible for Mew to prevent Stealth Rock from faster Stealth Rock users such as Mega Diancie via Taunt, so it should opt to punish them with Thunder Wave or Ice Beam in the case of Garchomp. Slower Stealth Rock users, like Ferrothorn, Landorus-T, and Seismitoad, can be stopped by Taunt, allowing Mew to prevent opposing entry hazards before setting its own.
Team Options
This set should exclusively be used on a hyper offensive team due to its lack of utility outside of the lead matchup. Pokemon like Volcarona and Mega Charizard X are ideal beneficiaries of Mew's support, as they require the prevention of entry hazards due to their 4x weaknesses to Stealth Rock. A backup hazard removal option, such as Choice Scarf Landorus-T or Serperior, can help in lead matchups where Mew is unable to prevent entry hazards, such as against Garchomp or Mega Diancie. Kommonium Z Kommo-o appreciates Mew's ability to spread paralysis to faster threats such as Tornadus-T and Mega Alakazam, allowing it to outspeed them and threaten them with Clangorous Soulblaze.
Defensive
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Earthquake
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock / Defog
Moves
Earthquake can be used in this slot if hitting Heatran for a lot of damage and reliably checking BoltBeam Magearna is more desirable. Ice Beam can be used to hit Ground-types that are 4x weak to it, such as Landorus-T, Garchomp, and Gliscor. It can also be used in Will-O-Wisp's or even Defog and Stealth Rock's moveslot if Mew's team really needs a way to deal sufficient damage to Landorus-T, Garchomp, and Gliscor, especially if Mew's team already has a Stealth Rock setter and Defogger. Psychic can also be used if Mew's team doesn't need it to check the aforementioned Pokemon and would instead like it to be able to efficiently check Hawlucha. Will-O-Wisp allows Mew to cripple physical attackers such as Mega Mawile, Mega Medicham, and Kyurem-B and is useful to chip down Magearna, as it lacks reliable recovery. Soft-Boiled allows Mew to stay healthy and lets it switch into physical attackers such as Landorus-T, Mega Medicham, and Mega Lopunny multiple times throughout the match. Stealth Rock is used if the team already has a Defogger and instead lacks a Stealth Rock setter. Defog is also a decent option on Mew, as Mew's sustainability lets it reliably remove hazards throughout the match.
Set Details
The given Speed EVs and nature let Mew outspeed Pokemon up to base 95 Speed with a positive nature such as Tapu Lele, Kyurem-B, and Landorus-T. 240 HP EVs are run instead of 252 HP EVs to maximize Leftovers recovery and physical bulk. If opting to run Ice Beam over Earthquake, a Timid nature should be used.
Usage Tips
Use Mew to switch into physical attackers such as Mega Medicham, Garchomp, and Mega Lopunny, and try to cripple them with Will-O-Wisp. Consistently use Soft-Boiled to keep Mew healthy, as it will fail to switch into the Pokemon it is supposed to check if it's not near full health. For similar reasons, you should try to avoid getting Mew afflicted with burn or poison, as this will cripple its longevity and ability to check Mega Medicham, Garchomp, and Mega Lopunny. Look for opportunities to remove or set entry hazards on passive Pokemon that Mew can force out, such as Zapdos and Hippowdon. Try to be wary of Pursuit trappers such as Tyranitar, Weavile, and Mega Tyranitar, as they can easily trap Mew and sufficiently weaken it, which makes it significantly harder to get Mew back on the field.
Team Options
Mew tends to give free switches to Dark- and Ghost-types such as Ash-Greninja and Blacephalon so having switch-ins to these Pokemon, such as Tapu Bulu, Tyranitar, and Toxapex, is mandatory. Heatran switch-ins such as Garchomp, Gliscor, and Gastrodon are also very good to run with Mew, especially if it is not running Earthquake. A Defogger such as Tapu Koko or Tornadus-T is very useful if Mew is not running Defog, as you don't want to frequently switch Mew into Spikes or Toxic Spikes, as this deters its ability to check Mega Medicham and Garchomp. Steel-types such as Heatran, Ferrothorn, Magearna, and Celesteela are also useful teammates, as they can switch into Tapu Lele. They also appreciate Mew's ability to switch into Mega Medicham and Garchomp.
Nasty Plot
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Nasty Plot
- Psychic
- Fire Blast / Aura Sphere
- Rock Polish / Soft-Boiled
Moves
Nasty Plot lets Mew efficiently wallbreak and potentially sweep. Psychic coupled with Mewnium Z turns into Genesis Supernova, which can OHKO offensive Heatran after Stealth Rock damage if Mew has set up a Nasty Plot and is running a Modest nature. Genesis Supernova also sets up Psychic Terrain, which is especially useful for boosting the power of Mew's Psychic and protects it from priority attacks like Mega Mawile's Sucker Punch. Fire Blast hits bulky Steel-types such as Magearna, Ferrothorn, and Celesteela for a good amount of damage; it can OHKO the latter two Pokemon after a Nasty Plot. Aura Sphere can also be used in this slot if hitting Dark-types such as Tyranitar, Greninja, and Mega Gyarados is preferred. It also maintains the ability to hit Steel-types but only actually hits Heatran and Ferrothorn for super effective damage, and the drop in power against them is also noticeable. Earth Power can be used to hit Tyranitar and Steel-types for super effective damage, but it should be noted that once again most Steel-types only take neutral damage from it due to their secondary typing and it's too weak to OHKO Tyranitar even after a Nasty Plot. Rock Polish effectively lets Mew sweep late-game; however, this option is generally preferred with a Modest nature and is best used on hyper offensive archetypes. Soft-Boiled can be used instead to secure more setup opportunities, but this option is generally preferred with a Timid nature and generally fits better on other archetypes.
Set Details
A Modest nature is preferred with Rock Polish, as Mew will not need the Speed from a Timid nature if it's already set up a boost. A Timid nature is generally better with Soft-Boiled, as it is important to be able to outspeed Pokemon such as Kyurem-B, Tapu Lele, and Jolly Landorus-T.
Usage Tips
When facing offensive teams, Mew will often want to use Rock Polish to outspeed faster Pokemon, and when facing defensively oriented teams, it will want to set up a Nasty Plot to break through walls. Try to weaken the opposing team with other Pokemon such as Magearna and Mega Charizard X first before attempting to sweep with Mew; however, Mew can also be used to weaken the opposing team for the aforementioned Pokemon to sweep. Use Genesis Supernova after a Nasty Plot to heavily damage or KO Pokemon such as Heatran. Use Soft-Boiled against Pokemon like Kyurem-B and Landorus-T to stay healthy and have multiple shots at sweeping.
Team Options
Mew fits the best on typical dual screens hyper offense teams if it is running Rock Polish, where it appreciates the presence of leads such as Landorus-T and Greninja that can guarantee entry hazards being set up so Mew can nab KOs. Other sweepers that can pave the way for Mew to sweep such as Magearna and Mega Charizard X are also appreciated, as they can heavily dent the opposing team. Mega Gyarados is also notable for its ability to deal with Mega Latias, a Pokemon that uses Mew as setup bait. Mew can also fit on bulky offensive builds if it is running Soft-Boiled. Here, too, it appreciates hazards on the opposing field, specifically Spikes and Stealth Rock, as they can wear down whatever is going to switch into Mew; Ferrothorn, Greninja, Clefable, and Heatran can reliably set them up. Tyranitar can trap and remove Mega Latias, which may use Mew as setup bait. It also discourages Choice-locked Dark-types such as Ash-Greninja from using their Dark-type STAB move.
Other Options
Mew can run a specially defensive set on stall teams to handle the likes of Tapu Lele and Heatran while being capable of removing Stealth Rock from Heatran and Mega Diancie. The preferred set is 80 HP / 244 SpD / 184 Spe alongside a Careful nature, as it maximizes Mew's special bulk while packing enough Speed to outrun Timid Heatran and Adamant Landorus-T.
Knock Off is an option on Mew's defensive set to remove items such as Eviolite from Chansey and Leftovers from Heatran, but the set usually doesn't have room for it. Volt Switch and U-turn are viable options on Mew's defensive set to gain momentum on Pokemon that commonly try to switch into Mew, such as Ash-Greninja and Heatran, but they're generally hard to fit into any of its sets. A spread consisting of 240 HP / 120 Def / 148 Spe with a Timid nature can be used on Mew's defensive set to still outspeed Adamant Mega Medicham.
Checks and Counters
Dark-types: Ash-Greninja, Hoopa-U, and Weavile can pressure Mew with their respective Dark-type STAB attacks. Ash-Greninja and special Hoopa-U are also not bothered by Will-O-Wisp but have to be wary of the uncommon Volt Switch or U-turn. Mega Sableye counters defensive Mew by virtue of its typing and ability, Magic Bounce, which blocks Stealth Rock. Tyranitar, Mega Tyranitar, and Mega Gyarados don't like being burned but can wall Nasty Plot Mew sets that lack Aura Sphere.
Ghost-types: Though rare, Ghost-types like Gengar, Blacephalon, and Mimikyu can threaten Mew with their respective STAB moves, but they still have to be wary of Knock Off.
Fire-types: Victini, Heatran, Mega Charizard X and Y, and Volcarona can easily switch into Will-O-Wisp and Ice Beam, but except the former, they do have to be wary of Nasty Plot sets, as these can easily OHKO them. Mega Charizard X, Volcarona, and Z-Celebrate Victini can even attempt to set up on defensive Mew.
Setup Sweepers: Defensive Mew's passive nature makes it setup bait for a number of Pokemon, such as Mega Latias, Manaphy, and Reuniclus.
Credits
Written by Jordy and zinnias
Quality checked by lydian, Skypenguin, ABR, and Leo
Grammar checked by Lumari, Rose, and A Cake Wearing A Hat
Overview
Mew's niche comes from its typing, stats, and movepool, which allow it to defensively check a few top-tier Pokemon [sic] such as Landorus-T, Mega Medicham, Garchomp, and Gliscor and provide Stealth Rock or Defog support. It's also a terrifying sweeper, as it can easily find setup opportunities thanks to its good bulk and typing, and its wide movepool enables it to pick its own checks and counters. However, status ailments are prominent in the metagame, and Mew wants to stay away from them, as they compromise its ability to check threats such as Mega Medicham reliably if hazards are up, which may very well be possible if Mew is used as a Defogger. Furthermore, defensive Mew's rather passive nature can allow Pokemon such as Ash-Greninja and Mega Alakazam to switch in freely, depending on the moves it is running.
Lead
Mew @ Mental Herb
Ability: Synchronize
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Stealth Rock
- Taunt
- Ice Beam
- Thunder Wave
Moves
Mew is a proficient Stealth Rock lead, due to its great bulk and movepool allowing it to consistently complete the task of setting Stealth Rock and preventing opposing entry hazards from being set by the likes of Landorus-T, Ferrothorn, and Heatran with Taunt. Ice Beam is used to hit Landorus-T, Gliscor, and Garchomp, further dissuading opposing Stealth Rock and punishing the faster Garchomp. Thunder Wave is used to spread status and punish faster Pokemon such as Tornadus-T and Greninja. It can also be used against Mega Diancie, utilizing Mew's Synchronize ability to bypass Magic Bounce, even through Substitute. Thunder Wave and Taunt synergize well with Mental Herb, allowing Mew to bypass opposing faster Taunt to paralyze the opposing lead and use Taunt on the next turn to be completely in control of the lead matchup.
Set Details
216 Speed EVs with a Timid nature allow Mew to outspeed Pokemon with a base 95 Speed stat and a positive nature, such as Tapu Lele and Kyurem-B. The rest of the EVs are pooled into bulk, allowing Mew to survive attacks such as Choice Specs Greninja's Dark Pulse. Mental Herb allows Mew to get a jump on opposing Taunt leads, such as Serperior and Tornadus-T.
Usage Tips
Mew should almost always be led off with, except against Mega Sableye teams or in the uncommon scenario where the opposing lead, namely Choice Band Weavile or Kartana, can outspeed and OHKO it. Mew's specialized moveset gives it the tools to set entry hazards, prevent opposing entry hazards, or do both against the vast majority of Pokemon. Despite the main priority of this set being to set up Stealth Rock, it can be more beneficial to use Thunder Wave against Pokemon that are especially ruined by paralysis, like Tornadus-T, Mega Lopunny, and Greninja, the latter of which Mew survives a Choice Specs Dark Pulse from. It isn't possible for Mew to prevent Stealth Rock from faster Stealth Rock users such as Mega Diancie via Taunt, so it should opt to punish them with Thunder Wave or Ice Beam in the case of Garchomp. Slower Stealth Rock users, like Ferrothorn, Landorus-T, and Seismitoad, can be stopped by Taunt, allowing Mew to prevent opposing entry hazards before setting its own.
Team Options
This set should exclusively be used on a hyper offensive team due to its lack of utility outside of the lead matchup. Pokemon like Volcarona and Mega Charizard X are ideal beneficiaries of Mew's support, as they require the prevention of entry hazards due to their 4x weaknesses to Stealth Rock. A backup hazard removal option, such as Choice Scarf Landorus-T or Serperior, can help in lead matchups where Mew is unable to prevent entry hazards, such as against Garchomp or Mega Diancie. Kommonium Z Kommo-o appreciates Mew's ability to spread paralysis to faster threats such as Tornadus-T and Mega Alakazam, allowing it to outspeed them and threaten them with Clangorous Soulblaze.
Defensive
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Earthquake
- Will-O-Wisp
- Soft-Boiled
- Stealth Rock / Defog
Moves
Earthquake can be used in this slot if hitting Heatran for a lot of damage and reliably checking BoltBeam Magearna is more desirable. Ice Beam can be used to hit Ground-types that are 4x weak to it, such as Landorus-T, Garchomp, and Gliscor. It can also be used in Will-O-Wisp's or even Defog and Stealth Rock's moveslot if Mew's team really needs a way to deal sufficient damage to Landorus-T, Garchomp, and Gliscor, especially if Mew's team already has a Stealth Rock setter and Defogger. Psychic can also be used if Mew's team doesn't need it to check the aforementioned Pokemon and would instead like it to be able to efficiently check Hawlucha. Will-O-Wisp allows Mew to cripple physical attackers such as Mega Mawile, Mega Medicham, and Kyurem-B and is useful to chip down Magearna, as it lacks reliable recovery. Soft-Boiled allows Mew to stay healthy and lets it switch into physical attackers such as Landorus-T, Mega Medicham, and Mega Lopunny multiple times throughout the match. Stealth Rock is used if the team already has a Defogger and instead lacks a Stealth Rock setter. Defog is also a decent option on Mew, as Mew's sustainability lets it reliably remove hazards throughout the match.
Set Details
The given Speed EVs and nature let Mew outspeed Pokemon up to base 95 Speed with a positive nature such as Tapu Lele, Kyurem-B, and Landorus-T. 240 HP EVs are run instead of 252 HP EVs to maximize Leftovers recovery and physical bulk. If opting to run Ice Beam over Earthquake, a Timid nature should be used.
Usage Tips
Use Mew to switch into physical attackers such as Mega Medicham, Garchomp, and Mega Lopunny, and try to cripple them with Will-O-Wisp. Consistently use Soft-Boiled to keep Mew healthy, as it will fail to switch into the Pokemon it is supposed to check if it's not near full health. For similar reasons, you should try to avoid getting Mew afflicted with burn or poison, as this will cripple its longevity and ability to check Mega Medicham, Garchomp, and Mega Lopunny. Look for opportunities to remove or set entry hazards on passive Pokemon that Mew can force out, such as Zapdos and Hippowdon. Try to be wary of Pursuit trappers such as Tyranitar, Weavile, and Mega Tyranitar, as they can easily trap Mew and sufficiently weaken it, which makes it significantly harder to get Mew back on the field.
Team Options
Mew tends to give free switches to Dark- and Ghost-types such as Ash-Greninja and Blacephalon so having switch-ins to these Pokemon, such as Tapu Bulu, Tyranitar, and Toxapex, is mandatory. Heatran switch-ins such as Garchomp, Gliscor, and Gastrodon are also very good to run with Mew, especially if it is not running Earthquake. A Defogger such as Tapu Koko or Tornadus-T is very useful if Mew is not running Defog, as you don't want to frequently switch Mew into Spikes or Toxic Spikes, as this deters its ability to check Mega Medicham and Garchomp. Steel-types such as Heatran, Ferrothorn, Magearna, and Celesteela are also useful teammates, as they can switch into Tapu Lele. They also appreciate Mew's ability to switch into Mega Medicham and Garchomp.
Nasty Plot
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Nasty Plot
- Psychic
- Fire Blast / Aura Sphere
- Rock Polish / Soft-Boiled
Moves
Nasty Plot lets Mew efficiently wallbreak and potentially sweep. Psychic coupled with Mewnium Z turns into Genesis Supernova, which can OHKO offensive Heatran after Stealth Rock damage if Mew has set up a Nasty Plot and is running a Modest nature. Genesis Supernova also sets up Psychic Terrain, which is especially useful for boosting the power of Mew's Psychic and protects it from priority attacks like Mega Mawile's Sucker Punch. Fire Blast hits bulky Steel-types such as Magearna, Ferrothorn, and Celesteela for a good amount of damage; it can OHKO the latter two Pokemon after a Nasty Plot. Aura Sphere can also be used in this slot if hitting Dark-types such as Tyranitar, Greninja, and Mega Gyarados is preferred. It also maintains the ability to hit Steel-types but only actually hits Heatran and Ferrothorn for super effective damage, and the drop in power against them is also noticeable. Earth Power can be used to hit Tyranitar and Steel-types for super effective damage, but it should be noted that once again most Steel-types only take neutral damage from it due to their secondary typing and it's too weak to OHKO Tyranitar even after a Nasty Plot. Rock Polish effectively lets Mew sweep late-game; however, this option is generally preferred with a Modest nature and is best used on hyper offensive archetypes. Soft-Boiled can be used instead to secure more setup opportunities, but this option is generally preferred with a Timid nature and generally fits better on other archetypes.
Set Details
A Modest nature is preferred with Rock Polish, as Mew will not need the Speed from a Timid nature if it's already set up a boost. A Timid nature is generally better with Soft-Boiled, as it is important to be able to outspeed Pokemon such as Kyurem-B, Tapu Lele, and Jolly Landorus-T.
Usage Tips
When facing offensive teams, Mew will often want to use Rock Polish to outspeed faster Pokemon, and when facing defensively oriented teams, it will want to set up a Nasty Plot to break through walls. Try to weaken the opposing team with other Pokemon such as Magearna and Mega Charizard X first before attempting to sweep with Mew; however, Mew can also be used to weaken the opposing team for the aforementioned Pokemon to sweep. Use Genesis Supernova after a Nasty Plot to heavily damage or KO Pokemon such as Heatran. Use Soft-Boiled against Pokemon like Kyurem-B and Landorus-T to stay healthy and have multiple shots at sweeping.
Team Options
Mew fits the best on typical dual screens hyper offense teams if it is running Rock Polish, where it appreciates the presence of leads such as Landorus-T and Greninja that can guarantee entry hazards being set up so Mew can nab KOs. Other sweepers that can pave the way for Mew to sweep such as Magearna and Mega Charizard X are also appreciated, as they can heavily dent the opposing team. Mega Gyarados is also notable for its ability to deal with Mega Latias, a Pokemon that uses Mew as setup bait. Mew can also fit on bulky offensive builds if it is running Soft-Boiled. Here, too, it appreciates hazards on the opposing field, specifically Spikes and Stealth Rock, as they can wear down whatever is going to switch into Mew; Ferrothorn, Greninja, Clefable, and Heatran can reliably set them up. Tyranitar can trap and remove Mega Latias, which may use Mew as setup bait. It also discourages Choice-locked Dark-types such as Ash-Greninja from using their Dark-type STAB move.
Other Options
Mew can run a specially defensive set on stall teams to handle the likes of Tapu Lele and Heatran while being capable of removing Stealth Rock from Heatran and Mega Diancie. The preferred set is 80 HP / 244 SpD / 184 Spe alongside a Careful nature, as it maximizes Mew's special bulk while packing enough Speed to outrun Timid Heatran and Adamant Landorus-T.
Knock Off is an option on Mew's defensive set to remove items such as Eviolite from Chansey and Leftovers from Heatran, but the set usually doesn't have room for it. Volt Switch and U-turn are viable options on Mew's defensive set to gain momentum on Pokemon that commonly try to switch into Mew, such as Ash-Greninja and Heatran, but they're generally hard to fit into any of its sets. A spread consisting of 240 HP / 120 Def / 148 Spe with a Timid nature can be used on Mew's defensive set to still outspeed Adamant Mega Medicham.
Checks and Counters
Dark-types: Ash-Greninja, Hoopa-U, and Weavile can pressure Mew with their respective Dark-type STAB attacks. Ash-Greninja and special Hoopa-U are also not bothered by Will-O-Wisp but have to be wary of the uncommon Volt Switch or U-turn. Mega Sableye counters defensive Mew by virtue of its typing and ability, Magic Bounce, which blocks Stealth Rock. Tyranitar, Mega Tyranitar, and Mega Gyarados don't like being burned but can wall Nasty Plot Mew sets that lack Aura Sphere.
Ghost-types: Though rare, Ghost-types like Gengar, Blacephalon, and Mimikyu can threaten Mew with their respective STAB moves, but they still have to be wary of Knock Off.
Fire-types: Victini, Heatran, Mega Charizard X and Y, and Volcarona can easily switch into Will-O-Wisp and Ice Beam, but except the former, they do have to be wary of Nasty Plot sets, as these can easily OHKO them. Mega Charizard X, Volcarona, and Z-Celebrate Victini can even attempt to set up on defensive Mew.
Setup Sweepers: Defensive Mew's passive nature makes it setup bait for a number of Pokemon, such as Mega Latias, Manaphy, and Reuniclus.
Credits
Written by Jordy and zinnias
Quality checked by lydian, Skypenguin, ABR, and Leo
Grammar checked by Lumari, Rose, and A Cake Wearing A Hat
Written by
Mew @ Mental Herb
Ability: Synchronize
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Taunt
- Stealth Rock
- Thunder Wave
- Ice Beam
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Stealth Rock / Defog
- Will-O-Wisp
- Earthquake
- Soft-Boiled
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Nasty Plot
- Psychic
- Fire Blast / Aura Sphere
- Rock Polish / Soft-Boiled
The tantalizing and peculiar extent of conceivable roles for Mew is dampened by the demands of viability but slightly. In any capacity, it can respond to fairly all of the most prominent attackers: Landorus-T, Kyurem-B, Magearna, Kartana, Heatran, etc. Its best move is often telegraphed, so an opponent might not incur the usual risk to venturing forth certain Special Attack boosters, Ash-Greninja, or Mega Alakazam or Charizard X. Still, Mew can respond with certain technical options, if only at the (natural) cost of would-be duties.
Mental Herb Mew can gain as many initial advantages against as much potential opposition as possible. Its aim? To prepare a nigh incessant barrage of boosting and attacking from its teammates. A few users of Stealth Rock and (Toxic) Spikes can move before its Taunt could take effect, so Defog Kartana, Serperior, or Thundurus-T can further support Mega Charizard X, Volcarona, and Dragonite, among others. Such dedicated support almost always faints: Mew, for example, after its Thunder Wave prepares any one of Tornadus-T, Tapu Lele, or Mega Alakazam or Diancie (whose Substitute also has Magic Bounce) for Clangorous Soulblaze Kommo-o. Ambiguous as can be, each of those teammates would also complement Mew in its related role.
Nasty Plot Mew both varies that barrage by which its teammates can win and batters those targets past which they alone cannot progress. Largely, they play the same role. For example, because Mega Latias can endure Genesis Supernova (unlike even Heatran), it must be fielded by some of those capable candidates all listed just above—others include Magearna and Mega Diancie or Gyarados.
On slower-paced teams, Nasty Plot Mew aims to win the game via the likes of Ferrothorn or Greninja plus their Spikes, Heatran or Clefable plus their Stealth Rock, and Tyranitar plus its Pursuit. Its own basic sturdiness and Soft-Boiled both also complement those specific moves, those type synergies, and that general durability—against Mega Latias, in particular—so typical of such a pace of play.
On teams often slower-paced still, Leftovers Mew brings both Stealth Rock and repeated recovery—most especially, against Mega Medicham. Teammates can vary by the type of damage against which it specializes: it can endure even Tapu Lele via a Careful nature plus 80 HP / 244 SpD (the rest in Speed keeps apace of (Adamant) Landorus-T). However it opts, its passivity mandates the likes of Defog, its own use notwithstanding. As a final option, it can complement with Ice Beam any one of Earthquake, Volt Switch, Thunder Wave, U-turn, Knock Off, or even Taunt—most notably, those moves (and corresponding teammates) that ease its both its main weaknesses: boosted stats and special attacks.
Mew can outpace Landorus-T, Kyurem-B, and Gliscor all without Rock Polish; with it, though, best opt instead for additional power.
Credits
Mew @ Mental Herb
Ability: Synchronize
EVs: 252 HP / 40 Def / 216 Spe
Timid Nature
- Taunt
- Stealth Rock
- Thunder Wave
- Ice Beam
Mew @ Leftovers
Ability: Synchronize
EVs: 240 HP / 52 Def / 216 Spe
Jolly Nature
- Stealth Rock / Defog
- Will-O-Wisp
- Earthquake
- Soft-Boiled
Mew @ Mewnium Z
Ability: Synchronize
EVs: 252 SpA / 4 SpD / 252 Spe
Modest / Timid Nature
- Nasty Plot
- Psychic
- Fire Blast / Aura Sphere
- Rock Polish / Soft-Boiled
The tantalizing and peculiar extent of conceivable roles for Mew is dampened by the demands of viability but slightly. In any capacity, it can respond to fairly all of the most prominent attackers: Landorus-T, Kyurem-B, Magearna, Kartana, Heatran, etc. Its best move is often telegraphed, so an opponent might not incur the usual risk to venturing forth certain Special Attack boosters, Ash-Greninja, or Mega Alakazam or Charizard X. Still, Mew can respond with certain technical options, if only at the (natural) cost of would-be duties.
Mental Herb Mew can gain as many initial advantages against as much potential opposition as possible. Its aim? To prepare a nigh incessant barrage of boosting and attacking from its teammates. A few users of Stealth Rock and (Toxic) Spikes can move before its Taunt could take effect, so Defog Kartana, Serperior, or Thundurus-T can further support Mega Charizard X, Volcarona, and Dragonite, among others. Such dedicated support almost always faints: Mew, for example, after its Thunder Wave prepares any one of Tornadus-T, Tapu Lele, or Mega Alakazam or Diancie (whose Substitute also has Magic Bounce) for Clangorous Soulblaze Kommo-o. Ambiguous as can be, each of those teammates would also complement Mew in its related role.
Nasty Plot Mew both varies that barrage by which its teammates can win and batters those targets past which they alone cannot progress. Largely, they play the same role. For example, because Mega Latias can endure Genesis Supernova (unlike even Heatran), it must be fielded by some of those capable candidates all listed just above—others include Magearna and Mega Diancie or Gyarados.
On slower-paced teams, Nasty Plot Mew aims to win the game via the likes of Ferrothorn or Greninja plus their Spikes, Heatran or Clefable plus their Stealth Rock, and Tyranitar plus its Pursuit. Its own basic sturdiness and Soft-Boiled both also complement those specific moves, those type synergies, and that general durability—against Mega Latias, in particular—so typical of such a pace of play.
On teams often slower-paced still, Leftovers Mew brings both Stealth Rock and repeated recovery—most especially, against Mega Medicham. Teammates can vary by the type of damage against which it specializes: it can endure even Tapu Lele via a Careful nature plus 80 HP / 244 SpD (the rest in Speed keeps apace of (Adamant) Landorus-T). However it opts, its passivity mandates the likes of Defog, its own use notwithstanding. As a final option, it can complement with Ice Beam any one of Earthquake, Volt Switch, Thunder Wave, U-turn, Knock Off, or even Taunt—most notably, those moves (and corresponding teammates) that ease its both its main weaknesses: boosted stats and special attacks.
Mew can outpace Landorus-T, Kyurem-B, and Gliscor all without Rock Polish; with it, though, best opt instead for additional power.
Credits
Written by zinnias
Overview
With a unique, good typing and useful utility movepool, Mega Altaria carves out a small niche in the tier. Its Dragon / Fairy typing lets it match up well against Ash-Greninja, Volcarona, and both of the Mega Charizard formes. In addition to this, it has great support options that include the coveted Heal Bell as well as Defog, and it has the option to stay in its pre-Mega Evolved forme in the early- to mid-game to make use of Natural Cure despite the Stealth Rock weakness and different typing. It isn't weak, either; its Pixilate-boosted Fairy-type STAB moves hit neutral targets for consistent damage and dissuade the likes of Kyurem-B from switching in. However, despite the coverage options it has, Mega Altaria can be prone to passivity considering the many different defensive answers to it that Mega Altaria requires different coverage to threaten. Secondly, the tier is crammed with Pokemon [sic] that outspeed and threaten out Mega Altaria, with Mega Mawile, Tapu Lele, and Mega Diancie all being able to OHKO it.
Utility
Altaria @ Altarianite
Ability: Natural Cure
EVs: 240 HP / 136 Def / 76 SpD / 56 Spe
Impish Nature
- Body Slam
- Roost
- Roar / Earthquake
- Heal Bell
Moves
Pixilate-boosted Body Slam allows Mega Altaria to OHKO plenty of offensive threats such as Mega Medicham and Kommo-o, to name a few, and pester the likes of Mega Charizard X, Landorus-T, and Mega Mawile with paralysis. Roost is a necessity to keep healthy in the face of attackers like Ash-Greninja and Mega Charizard Y that it may switch into handle multiple times throughout a game, as well as healing off entry hazard damage. Roar allows Altaria to phaze out opposing Pokemon and rack up entry hazard chip damage, preventing bulky setup sweepers like Reuniclus and Gliscor from setting up freely. It's especially potent against particularly hazard-weak Pokemon like Volcarona and the Mega Charizard formes. Earthquake could be used instead to threaten Heatran and chip down Magearna and Mega Mawile at the expense of its matchup against Fire-types. Heal Bell provides Altaria's whole team with extra longevity. Additionally, non-Mega Altaria's Natural Cure takes the pressure off of Heal Bell's PP, meaning Altaria doesn't have to spend it on itself.
Set Details
56 Speed EVs ensure that Mega Altaria outspeeds Crawdaunt. The Special Defense investment ensures that non-Mega Altaria always avoids the 2HKO from Greninja's Dark Pulse. The rest of the EVs are pooled into Defense to better take on the likes of Mega Charizard X and Hawlucha, notably avoiding the 2HKO from Mega Heracross's Rock Blast while Mega Evolved.
Usage Tips
Early in the game, Altaria often prefers to hold off on its Mega Evolution to retain Natural Cure to absorb status from the likes of Toxapex, Lava Plume Heatran, and Serperior. Mega Altaria prefers to be a secondary measure against the likes of Mega Charizard X and Ash-Greninja, though these matchups are prime examples of when Altaria should Mega Evolve should your primary answer to them get overwhelmed or needs to be saved for something else. Otherwise, usage of Altaria is somewhat straightforward in that it uses its defensive typing to check the aforementioned threats when needed, and it can find plenty of Heal Bell opportunities against these Pokemon or against status-reliant Pokemon like Serperior, Toxapex, and Gliscor before Mega Evolving.
Team Options
Altaria is used on balance and semi-stall teams as cleric support along with its defensive profile of checking Fire-types and Ash-Greninja as well as having the Fairy typing to block Kommo-o's Clangorous Soulblaze. Steel-types like Heatran, Jirachi, Ferrothorn, and Skarmory are directly beneficial to Altaria, handling Fairy-types like Clefable, Magearna, and Mega Mawile, with Mega Altaria providing an answer to offensive Fire-types like Mega Charizard X and Volcarona in response. The cleric support that Altaria brings is great for clearing Toxic for teammates like Gastrodon and Slowbro and paralysis for Reuniclus. To alleviate Mega Altaria's passivity, entry hazards like Spikes from Ferrothorn and Skarmory, Toxic Spikes from Toxapex, and Stealth Rock from Seismitoad and Heatran are helpful. Toxapex and Seismitoad provide a solid answer to Water- and Fire-types alongside setting hazards, taking pressure off of Mega Altaria defensively, with Toxapex additionally absorbing Toxic Spikes. Bulky Ground-types like the aforementioned Seismitoad and Gastrodon are great at handling Volt Switch users like Rotom-W and Tapu Koko, preventing them from using Mega Altaria for momentum, as well as beating Heatran and Magearna. Entry hazard removal is important due to pre-Mega Altaria's weakness to Stealth Rock and lack of passive recovery, so Defoggers like Tornadus-T, Skarmory, and Zapdos or other removal like Rapid Spin Excadrill is necessary support.
Other Options
Hyper Voice is better for physically defensive Pokemon like Landorus-T and Rotom-W and Substitute users like Hawlucha and Serperior, OHKOing the former, but it misses out on the paralysis chance of Body Slam. On this set, Toxic is preferred over Roar, as Body Slam's paralysis won't get in the way of it, and Mega Altaria should run a Bold nature and 32 SpA EVs taken out of Defense to allow it to 2HKO Mega Charizard X with Hyper Voice. Flamethrower allows Mega Altaria to 2HKO Ferrothorn, Mega Mawile, and Mega Scizor and OHKO Kartana and pressure other Steel-types barring Heatran. Ice Beam poses a major threat to Gliscor and Landorus-T, 2HKOing even fully specially defensive Gliscor. Mega Altaria can be used as a Defogger, but using it as the sole entry hazard removal of your team is less than preferable considering that before Mega Evolution, it's weak to Stealth Rock, after Mega Evolving, it's vulnerable to Spikes and Toxic Spikes, and it has no passive recovery in either forme. Dragon Dance can be used to make Mega Altaria a late-game wincon; however, it requires extensive support and has lots of poor matchups.
Checks and Counters
Steel-types: Mega Mawile, Mega Scizor, and Excadrill find free entry and opportunities to set up with Swords Dance against Mega Altaria. Ferrothorn and Heatran also wall it and can use the opportunity to set entry hazards. Celesteela and Jirachi completely wall Mega Altaria and threaten it out with their Steel-type STAB moves. However, Mega Altaria can tack on Flamethrower to hit many of the listed Pokemon hard, notably 2HKOing Ferrothorn and Mega Mawile and OHKOing Kartana, as well as Earthquake to OHKO offensive Heatran and 2HKO its maximum HP sets.
Ice-types and Ice-type coverage: Weavile and Kyurem-B can threaten out Mega Altaria, with Weavile OHKOing with Icicle Crash after minimal chip and Kyurem-B vaporizing Mega Altaria with its Z-Move. However, these two don't want to switch in directly due to their weakness to Fairy. Ice Beam users like Mega Latias, Mega Latios, and Protean Greninja and Ice Punch users like Mega Swampert and Mega Medicham are significantly threatening to Mega Altaria, even more so before its Mega Evolution.
Fairy-types: Magearna resists Mega Altaria's STAB attacks and can bowl it over with Fleur Cannon in response. Mega Diancie and Tapu Lele outspeed Mega Altaria and threaten to OHKO it outright, with Tapu Koko only needing minimal chip to KO it with Choice Specs Dazzling Gleam and consistently removing Mega Altaria from full health with Twinkle Tackle. Clefable avoids the 2HKO from Body Slam, so it can set up on Mega Altaria with Calm Mind or otherwise waste its Roost PP with repeated Moonblasts.
Bulky Setup Sweepers and Hazard Setters: Bulky setup sweepers like Reuniclus, Clefable, and Swords Dance Gliscor aren't immediately threatened by Altaria and can set up on variants lacking Roar, though Gliscor must first activate its Toxic Orb lest it risk paralysis from Body Slam. Toxapex, Clefable, and the aforementioned Gliscor all find easy entry against Mega Altaria and can set entry hazards without much consequence.
Credits
Written by zinnias
Quality checked by DIYUSI
Grammar checked by Tbolt
Overview
With a unique, good typing and useful utility movepool, Mega Altaria carves out a small niche in the tier. Its Dragon / Fairy typing lets it match up well against Ash-Greninja, Volcarona, and both of the Mega Charizard formes. In addition to this, it has great support options that include the coveted Heal Bell as well as Defog, and it has the option to stay in its pre-Mega Evolved forme in the early- to mid-game to make use of Natural Cure despite the Stealth Rock weakness and different typing. It isn't weak, either; its Pixilate-boosted Fairy-type STAB moves hit neutral targets for consistent damage and dissuade the likes of Kyurem-B from switching in. However, despite the coverage options it has, Mega Altaria can be prone to passivity considering the many different defensive answers to it that Mega Altaria requires different coverage to threaten. Secondly, the tier is crammed with Pokemon [sic] that outspeed and threaten out Mega Altaria, with Mega Mawile, Tapu Lele, and Mega Diancie all being able to OHKO it.
Utility
Altaria @ Altarianite
Ability: Natural Cure
EVs: 240 HP / 136 Def / 76 SpD / 56 Spe
Impish Nature
- Body Slam
- Roost
- Roar / Earthquake
- Heal Bell
Moves
Pixilate-boosted Body Slam allows Mega Altaria to OHKO plenty of offensive threats such as Mega Medicham and Kommo-o, to name a few, and pester the likes of Mega Charizard X, Landorus-T, and Mega Mawile with paralysis. Roost is a necessity to keep healthy in the face of attackers like Ash-Greninja and Mega Charizard Y that it may switch into handle multiple times throughout a game, as well as healing off entry hazard damage. Roar allows Altaria to phaze out opposing Pokemon and rack up entry hazard chip damage, preventing bulky setup sweepers like Reuniclus and Gliscor from setting up freely. It's especially potent against particularly hazard-weak Pokemon like Volcarona and the Mega Charizard formes. Earthquake could be used instead to threaten Heatran and chip down Magearna and Mega Mawile at the expense of its matchup against Fire-types. Heal Bell provides Altaria's whole team with extra longevity. Additionally, non-Mega Altaria's Natural Cure takes the pressure off of Heal Bell's PP, meaning Altaria doesn't have to spend it on itself.
Set Details
56 Speed EVs ensure that Mega Altaria outspeeds Crawdaunt. The Special Defense investment ensures that non-Mega Altaria always avoids the 2HKO from Greninja's Dark Pulse. The rest of the EVs are pooled into Defense to better take on the likes of Mega Charizard X and Hawlucha, notably avoiding the 2HKO from Mega Heracross's Rock Blast while Mega Evolved.
Usage Tips
Early in the game, Altaria often prefers to hold off on its Mega Evolution to retain Natural Cure to absorb status from the likes of Toxapex, Lava Plume Heatran, and Serperior. Mega Altaria prefers to be a secondary measure against the likes of Mega Charizard X and Ash-Greninja, though these matchups are prime examples of when Altaria should Mega Evolve should your primary answer to them get overwhelmed or needs to be saved for something else. Otherwise, usage of Altaria is somewhat straightforward in that it uses its defensive typing to check the aforementioned threats when needed, and it can find plenty of Heal Bell opportunities against these Pokemon or against status-reliant Pokemon like Serperior, Toxapex, and Gliscor before Mega Evolving.
Team Options
Altaria is used on balance and semi-stall teams as cleric support along with its defensive profile of checking Fire-types and Ash-Greninja as well as having the Fairy typing to block Kommo-o's Clangorous Soulblaze. Steel-types like Heatran, Jirachi, Ferrothorn, and Skarmory are directly beneficial to Altaria, handling Fairy-types like Clefable, Magearna, and Mega Mawile, with Mega Altaria providing an answer to offensive Fire-types like Mega Charizard X and Volcarona in response. The cleric support that Altaria brings is great for clearing Toxic for teammates like Gastrodon and Slowbro and paralysis for Reuniclus. To alleviate Mega Altaria's passivity, entry hazards like Spikes from Ferrothorn and Skarmory, Toxic Spikes from Toxapex, and Stealth Rock from Seismitoad and Heatran are helpful. Toxapex and Seismitoad provide a solid answer to Water- and Fire-types alongside setting hazards, taking pressure off of Mega Altaria defensively, with Toxapex additionally absorbing Toxic Spikes. Bulky Ground-types like the aforementioned Seismitoad and Gastrodon are great at handling Volt Switch users like Rotom-W and Tapu Koko, preventing them from using Mega Altaria for momentum, as well as beating Heatran and Magearna. Entry hazard removal is important due to pre-Mega Altaria's weakness to Stealth Rock and lack of passive recovery, so Defoggers like Tornadus-T, Skarmory, and Zapdos or other removal like Rapid Spin Excadrill is necessary support.
Other Options
Hyper Voice is better for physically defensive Pokemon like Landorus-T and Rotom-W and Substitute users like Hawlucha and Serperior, OHKOing the former, but it misses out on the paralysis chance of Body Slam. On this set, Toxic is preferred over Roar, as Body Slam's paralysis won't get in the way of it, and Mega Altaria should run a Bold nature and 32 SpA EVs taken out of Defense to allow it to 2HKO Mega Charizard X with Hyper Voice. Flamethrower allows Mega Altaria to 2HKO Ferrothorn, Mega Mawile, and Mega Scizor and OHKO Kartana and pressure other Steel-types barring Heatran. Ice Beam poses a major threat to Gliscor and Landorus-T, 2HKOing even fully specially defensive Gliscor. Mega Altaria can be used as a Defogger, but using it as the sole entry hazard removal of your team is less than preferable considering that before Mega Evolution, it's weak to Stealth Rock, after Mega Evolving, it's vulnerable to Spikes and Toxic Spikes, and it has no passive recovery in either forme. Dragon Dance can be used to make Mega Altaria a late-game wincon; however, it requires extensive support and has lots of poor matchups.
Checks and Counters
Steel-types: Mega Mawile, Mega Scizor, and Excadrill find free entry and opportunities to set up with Swords Dance against Mega Altaria. Ferrothorn and Heatran also wall it and can use the opportunity to set entry hazards. Celesteela and Jirachi completely wall Mega Altaria and threaten it out with their Steel-type STAB moves. However, Mega Altaria can tack on Flamethrower to hit many of the listed Pokemon hard, notably 2HKOing Ferrothorn and Mega Mawile and OHKOing Kartana, as well as Earthquake to OHKO offensive Heatran and 2HKO its maximum HP sets.
Ice-types and Ice-type coverage: Weavile and Kyurem-B can threaten out Mega Altaria, with Weavile OHKOing with Icicle Crash after minimal chip and Kyurem-B vaporizing Mega Altaria with its Z-Move. However, these two don't want to switch in directly due to their weakness to Fairy. Ice Beam users like Mega Latias, Mega Latios, and Protean Greninja and Ice Punch users like Mega Swampert and Mega Medicham are significantly threatening to Mega Altaria, even more so before its Mega Evolution.
Fairy-types: Magearna resists Mega Altaria's STAB attacks and can bowl it over with Fleur Cannon in response. Mega Diancie and Tapu Lele outspeed Mega Altaria and threaten to OHKO it outright, with Tapu Koko only needing minimal chip to KO it with Choice Specs Dazzling Gleam and consistently removing Mega Altaria from full health with Twinkle Tackle. Clefable avoids the 2HKO from Body Slam, so it can set up on Mega Altaria with Calm Mind or otherwise waste its Roost PP with repeated Moonblasts.
Bulky Setup Sweepers and Hazard Setters: Bulky setup sweepers like Reuniclus, Clefable, and Swords Dance Gliscor aren't immediately threatened by Altaria and can set up on variants lacking Roar, though Gliscor must first activate its Toxic Orb lest it risk paralysis from Body Slam. Toxapex, Clefable, and the aforementioned Gliscor all find easy entry against Mega Altaria and can set entry hazards without much consequence.
Credits
Written by zinnias
Quality checked by DIYUSI
Grammar checked by Tbolt
Written by
Altaria @ Altarianite
Ability: Natural Cure
EVs: 240 HP / 136 Def / 76 SpD / 56 Spe
Impish Nature
- Heal Bell
- Body Slam
- Roar / Earthquake
- Roost
No other Pokémon can stop that highly specific and extremely broad range of attackers—from Serperior, Ash-Greninja, and Volcarona to Mega Charizard X, Charizard Y, or Heracross—that Mega Altaria can. It can even mostly still while it uses its initial typing and ability in order to save not only the occasional turn but also those few PP of Heal Bell. Via Pixilate, instead, it can actively suppress such would-be menaces as Kyurem-B, Protean Greninja, and Weavile. If it remains fairly passive nonetheless, then it can at least free its teammates for a bit of activity. Its Heal Bell clears paralysis for the likes of Tornadus-T and Reuniclus, Toxic for the likes of Seismitoad and Slowbro, the frozen status for the likes of Ferrothorn and Jirachi, and much more. Such teammates can stop those often faster menaces from which it must withdraw; they can then supplement not only via Stealth Rock and (Toxic) Spikes but also via reducing the pressure to use Roost. Whenever the potential for any given Pokémon is so great, duties must be shared. For example, if others can field both Mega Charizard X and Ash-Greninja, then Altaria can continue to use Natural Cure. Even if it opts for Defog, then something like Skarmory must follow suit: that much passivity is only too often fatal on its own. Tricky as the picks might be, though, the best can win tournaments.
Alternatively, Bold nature Hyper Voice delightfully menaces not only the physically defensive but also a great many Substitute users. Via that option, Roar can be made Toxic, instead. Earthquake, Flamethrower, or Ice Beam would complement a Fairy‐type attack, yet all are better suited to some teammate. As for the HP, Defense, and Special Defense, these insure Altaria's recovery from (the neutral damage of) both Greninja's Dark Pulse and Mega Heracross's Rock Blast; the Speed keeps it apace of (Adamant) Crawdaunt and Mega Mawile or Venusaur.
Credits
Altaria @ Altarianite
Ability: Natural Cure
EVs: 240 HP / 136 Def / 76 SpD / 56 Spe
Impish Nature
- Heal Bell
- Body Slam
- Roar / Earthquake
- Roost
No other Pokémon can stop that highly specific and extremely broad range of attackers—from Serperior, Ash-Greninja, and Volcarona to Mega Charizard X, Charizard Y, or Heracross—that Mega Altaria can. It can even mostly still while it uses its initial typing and ability in order to save not only the occasional turn but also those few PP of Heal Bell. Via Pixilate, instead, it can actively suppress such would-be menaces as Kyurem-B, Protean Greninja, and Weavile. If it remains fairly passive nonetheless, then it can at least free its teammates for a bit of activity. Its Heal Bell clears paralysis for the likes of Tornadus-T and Reuniclus, Toxic for the likes of Seismitoad and Slowbro, the frozen status for the likes of Ferrothorn and Jirachi, and much more. Such teammates can stop those often faster menaces from which it must withdraw; they can then supplement not only via Stealth Rock and (Toxic) Spikes but also via reducing the pressure to use Roost. Whenever the potential for any given Pokémon is so great, duties must be shared. For example, if others can field both Mega Charizard X and Ash-Greninja, then Altaria can continue to use Natural Cure. Even if it opts for Defog, then something like Skarmory must follow suit: that much passivity is only too often fatal on its own. Tricky as the picks might be, though, the best can win tournaments.
Alternatively, Bold nature Hyper Voice delightfully menaces not only the physically defensive but also a great many Substitute users. Via that option, Roar can be made Toxic, instead. Earthquake, Flamethrower, or Ice Beam would complement a Fairy‐type attack, yet all are better suited to some teammate. As for the HP, Defense, and Special Defense, these insure Altaria's recovery from (the neutral damage of) both Greninja's Dark Pulse and Mega Heracross's Rock Blast; the Speed keeps it apace of (Adamant) Crawdaunt and Mega Mawile or Venusaur.
Credits
Written by readytolose
Overview
By virtue of Gastrodon's modest defenses, solid defensive typing that leaves it with only one weakness, and access to a reliable recovery move, it finds its niche in OU as an answer to special attackers like Heatran, Tapu Koko, Greninja, Magearna, and Mega Diancie. However, some of these Pokemon [sic] such as Heatran and Tapu Koko possess ways of getting around Gastrodon. While it being a Ground-type that isn't weak to Hidden Power Ice is already a great boon, Storm Drain only adds to its defensive qualities, making it a great answer to Water-types in general, as well as to rain sweepers like Kingdra and Ash-Greninja. Gastrodon faces competition from Toxapex, which is another bulky Water-type also capable of checking Ash-Greninja and Kingdra and providing Toxic Spikes or Knock Off support. Furthermore, Toxapex also has better overall bulk and access to Regenerator, which makes it less of a momentum drain than Gastrodon. It also struggles with mediocre bulk, especially physically, which makes it difficult for it to take hits from anything besides the special threats it checks.
Specially Defensive
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Scald
- Recover
- Toxic
- Earthquake
Moves
Scald deals decent damage and can inflict burns, limiting the effectiveness of physical attacks. Recover is required, as it prevents Gastrodon from being worn down and allows it to wall the Pokemon it switches into. Toxic is necessary for wearing down targets Gastrodon cannot do much else to, such as bulky defensive Pokemon like Zapdos, Tangrowth, and Rotom-W. Earthquake provides Gastrodon with a secondary STAB that is useful for hitting Calm Mind Magearna much harder than Earth Power, as well as Assault Vest variants.
Set Details
Leftovers increases Gastrodon's longevity, and Storm Drain gives it a useful immunity to Water-type moves. The EV spread maximizes Special Defense, allowing Gastrodon to take on special threats like Heatran, Greninja, Ash-Greninja, Mega Diancie, Blacephalon, and Magearna. A Sassy nature maximizes Special Defense, without decreasing Earthquake's damage output. An EV spread of 248 HP / 44 Def / 216 SpD allows Gastrodon to always survive two Secret Swords from Choice Scarf Keldeo after Stealth Rock damage, meaning Gastrodon can switch in on it safely, although the spread puts Gastrodon at risk of being 2HKOed by Choice Specs Blacephalon's Shadow Ball after Stealth Rock.
Usage Tips
Using Gastrodon is pretty straightforward, as it basically boils down to using Recover to keep Gastrodon's HP high and using attacks and Toxic on the turns where Recover isn't necessary. Gastrodon can switch into special threats such as Heatran, Tapu Koko, Tornadus-T, and Greninja quite freely and heal off the damage, firing off Scald and Toxic to wear down bulkier foes. It's also a safe answer to common Volt Switch users like Tapu Koko, Magnezone, Zapdos, Rotom-W, and Magearna, and it can easily switch in and block their attempts at gaining momentum or heal off the damage from their main attacks. When using Gastrodon, be wary of Toxic on defensive Pokemon that Gastrodon would otherwise check, such as Heatran. Similarly, scouting for Grass moves can be beneficial, such as Bloom Doom on Heatran.
Team Options
Gastrodon typically finds itself on balanced, bulkier teams due to its passive nature. Since it's so weak, it needs a teammate that can consistently deal with and wear down Ferrothorn, Tapu Fini, and Tapu Bulu, all of which check it. Fire-types such as Heatran and Mega Charizard X, Flying-types such as Tornadus-T, and Grass-types such as Mega Venusaur are all solid answers to the Grass-types that trouble Gastrodon. Additionally, certain Steel-type Pokemon can form sturdy defensive cores with Gastrodon given their excellent type syngergy: [sic] Celesteela and Mega Scizor both resist Grass-type attacks and typically pose an annoyance to the relevant Grass-type Pokemon, save for Hidden Power Fire Mega Venusaur, while Gastrodon can pivot into threatening Fire- and Electric-type Pokemon. Clefable can pass Wishes to Gastrodon and its teammates, which only adds to its longevity, it can also set up Stealth Rock and absorb Toxic for Gastrodon. In return Gastrodon can beat Steel-types that Clefable tends to struggle with. Although Gastrodon is fairly self-sufficient and does resist Stealth Rock, it appreciates entry hazard control to remove Spikes and Toxic Spikes, which can severely hamper its ability to switch in and its general longevity. Tornadus-T and Zapdos can Defog and check certain Grass-types like Ferrothorn.
Other Options
Curse can be used to increase Gastrodon's physical bulk and the power of its Earthquake, allowing it to defeat offensive teams; however, it gives up Toxic and it struggles to sweep due to its vulnerability to status. Clear Smog can be used to ruin setup attempts, which is useful due to Gastrodon's passive nature. However, it's useless against Substitute users and Steel-types. Mirror Coat can surprise some special attackers trying to 2HKO Gastrodon by usually OHKOing back. Gastrodon is a good user of this move thanks to its good HP stat, but it is very prediction reliant and situational.
Checks and Counters
Grass-types: Gastrodon cannot deal much damage to most Grass-types with its STAB moves, and threats such as Kartana, Tapu Bulu, Amoonguss, Tangrowth, Ferrothorn, and Mega Venusaur can easily set up or simply OHKO back with a 4x effective STAB Grass-type attack.
Pokemon with Grass-type Coverage: Pokemon that carry Grass-type coverage moves can almost always 2HKO or OHKO Gastrodon. Heatran can run Bloom Doom, which swiftly dispatches Gastrodon. Electric-types like Tapu Koko can sometimes run Grass Knot. Celesteela, which doesn't do much to Gastrodon otherwise, can sometimes carry Giga Drain. Pokemon such as Mega Charizard Y use Grass-type moves as their standard coverage and therefore can also defeat Gastrodon easily.
Strong Wallbreakers: Gastrodon's defensive stats aren't the most excellent, especially physically, so powerful attackers such as Tapu Lele and Mega Medicham can break through it.
Setup Sweepers: Since Gastrodon is so passive and reliant on Toxic and Scald burns, setup sweepers can easily take advantage of it to set up and break through. Gyarados can freely setup on Gastrodon if it has Substitute as this allows it to avoid Toxic and Scald burns. Quiver Dance sweepers like Volcarona take relatively little after boosting and only fear Toxic. Swords Dance users like Mega Pinsir, Tapu Bulu, and Mega Scizor can set up easily, and Gastrodon needs to get lucky with Scald burns to pose any sort of threat, although it can use Ice Beam or Sludge Bomb to hurt Mega Pinsir and Tapu Bulu.
Credits
Written by readytolose
Quality checked by PK Gaming, Colonel M, Subject 18, and Hootie
Grammar checked by P Squared and Lumari
Overview
By virtue of Gastrodon's modest defenses, solid defensive typing that leaves it with only one weakness, and access to a reliable recovery move, it finds its niche in OU as an answer to special attackers like Heatran, Tapu Koko, Greninja, Magearna, and Mega Diancie. However, some of these Pokemon [sic] such as Heatran and Tapu Koko possess ways of getting around Gastrodon. While it being a Ground-type that isn't weak to Hidden Power Ice is already a great boon, Storm Drain only adds to its defensive qualities, making it a great answer to Water-types in general, as well as to rain sweepers like Kingdra and Ash-Greninja. Gastrodon faces competition from Toxapex, which is another bulky Water-type also capable of checking Ash-Greninja and Kingdra and providing Toxic Spikes or Knock Off support. Furthermore, Toxapex also has better overall bulk and access to Regenerator, which makes it less of a momentum drain than Gastrodon. It also struggles with mediocre bulk, especially physically, which makes it difficult for it to take hits from anything besides the special threats it checks.
Specially Defensive
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 248 HP / 8 Def / 252 SpD
Sassy Nature
- Scald
- Recover
- Toxic
- Earthquake
Moves
Scald deals decent damage and can inflict burns, limiting the effectiveness of physical attacks. Recover is required, as it prevents Gastrodon from being worn down and allows it to wall the Pokemon it switches into. Toxic is necessary for wearing down targets Gastrodon cannot do much else to, such as bulky defensive Pokemon like Zapdos, Tangrowth, and Rotom-W. Earthquake provides Gastrodon with a secondary STAB that is useful for hitting Calm Mind Magearna much harder than Earth Power, as well as Assault Vest variants.
Set Details
Leftovers increases Gastrodon's longevity, and Storm Drain gives it a useful immunity to Water-type moves. The EV spread maximizes Special Defense, allowing Gastrodon to take on special threats like Heatran, Greninja, Ash-Greninja, Mega Diancie, Blacephalon, and Magearna. A Sassy nature maximizes Special Defense, without decreasing Earthquake's damage output. An EV spread of 248 HP / 44 Def / 216 SpD allows Gastrodon to always survive two Secret Swords from Choice Scarf Keldeo after Stealth Rock damage, meaning Gastrodon can switch in on it safely, although the spread puts Gastrodon at risk of being 2HKOed by Choice Specs Blacephalon's Shadow Ball after Stealth Rock.
Usage Tips
Using Gastrodon is pretty straightforward, as it basically boils down to using Recover to keep Gastrodon's HP high and using attacks and Toxic on the turns where Recover isn't necessary. Gastrodon can switch into special threats such as Heatran, Tapu Koko, Tornadus-T, and Greninja quite freely and heal off the damage, firing off Scald and Toxic to wear down bulkier foes. It's also a safe answer to common Volt Switch users like Tapu Koko, Magnezone, Zapdos, Rotom-W, and Magearna, and it can easily switch in and block their attempts at gaining momentum or heal off the damage from their main attacks. When using Gastrodon, be wary of Toxic on defensive Pokemon that Gastrodon would otherwise check, such as Heatran. Similarly, scouting for Grass moves can be beneficial, such as Bloom Doom on Heatran.
Team Options
Gastrodon typically finds itself on balanced, bulkier teams due to its passive nature. Since it's so weak, it needs a teammate that can consistently deal with and wear down Ferrothorn, Tapu Fini, and Tapu Bulu, all of which check it. Fire-types such as Heatran and Mega Charizard X, Flying-types such as Tornadus-T, and Grass-types such as Mega Venusaur are all solid answers to the Grass-types that trouble Gastrodon. Additionally, certain Steel-type Pokemon can form sturdy defensive cores with Gastrodon given their excellent type syngergy: [sic] Celesteela and Mega Scizor both resist Grass-type attacks and typically pose an annoyance to the relevant Grass-type Pokemon, save for Hidden Power Fire Mega Venusaur, while Gastrodon can pivot into threatening Fire- and Electric-type Pokemon. Clefable can pass Wishes to Gastrodon and its teammates, which only adds to its longevity, it can also set up Stealth Rock and absorb Toxic for Gastrodon. In return Gastrodon can beat Steel-types that Clefable tends to struggle with. Although Gastrodon is fairly self-sufficient and does resist Stealth Rock, it appreciates entry hazard control to remove Spikes and Toxic Spikes, which can severely hamper its ability to switch in and its general longevity. Tornadus-T and Zapdos can Defog and check certain Grass-types like Ferrothorn.
Other Options
Curse can be used to increase Gastrodon's physical bulk and the power of its Earthquake, allowing it to defeat offensive teams; however, it gives up Toxic and it struggles to sweep due to its vulnerability to status. Clear Smog can be used to ruin setup attempts, which is useful due to Gastrodon's passive nature. However, it's useless against Substitute users and Steel-types. Mirror Coat can surprise some special attackers trying to 2HKO Gastrodon by usually OHKOing back. Gastrodon is a good user of this move thanks to its good HP stat, but it is very prediction reliant and situational.
Checks and Counters
Grass-types: Gastrodon cannot deal much damage to most Grass-types with its STAB moves, and threats such as Kartana, Tapu Bulu, Amoonguss, Tangrowth, Ferrothorn, and Mega Venusaur can easily set up or simply OHKO back with a 4x effective STAB Grass-type attack.
Pokemon with Grass-type Coverage: Pokemon that carry Grass-type coverage moves can almost always 2HKO or OHKO Gastrodon. Heatran can run Bloom Doom, which swiftly dispatches Gastrodon. Electric-types like Tapu Koko can sometimes run Grass Knot. Celesteela, which doesn't do much to Gastrodon otherwise, can sometimes carry Giga Drain. Pokemon such as Mega Charizard Y use Grass-type moves as their standard coverage and therefore can also defeat Gastrodon easily.
Strong Wallbreakers: Gastrodon's defensive stats aren't the most excellent, especially physically, so powerful attackers such as Tapu Lele and Mega Medicham can break through it.
Setup Sweepers: Since Gastrodon is so passive and reliant on Toxic and Scald burns, setup sweepers can easily take advantage of it to set up and break through. Gyarados can freely setup on Gastrodon if it has Substitute as this allows it to avoid Toxic and Scald burns. Quiver Dance sweepers like Volcarona take relatively little after boosting and only fear Toxic. Swords Dance users like Mega Pinsir, Tapu Bulu, and Mega Scizor can set up easily, and Gastrodon needs to get lucky with Scald burns to pose any sort of threat, although it can use Ice Beam or Sludge Bomb to hurt Mega Pinsir and Tapu Bulu.
Credits
Written by readytolose
Quality checked by PK Gaming, Colonel M, Subject 18, and Hootie
Grammar checked by P Squared and Lumari
Written by
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy / Careful Nature
- Earthquake
- Scald
- Toxic
- Recover
Gastrodon does precious little but recover against certain admittedly prominent attackers like Magearna, Heatran, Mega Diancie, and Greninja—with Storm Drain, even in the rain. Too bad, but Toxapex competes actively: beyond its moves, note how stark is the contrast when their differing capacities to recover from physical attacks are best illustrated by Tapu Lele, Tapu Koko, and Mega Medicham. If via teammates there can be some reprieve, then it is only just that: unlike most viable Pokémon, last member standing, Gastrodon is lost. Such passivity begets more passivity, yet it must get active. The (Toxic) Spikes control and tidily progressing pressure of Tornadus-T, the Toxic immunity and staunch Stealth Rock usage of Clefable, and the excellent type synergy of either Skarmory or Celesteela can all suit the need. Furthermore, they each not only restrict Tapu Fini but also are restricted by the Electric- and Fire-type menaces to which Gastrodon frequently responds. Still, even its team and its moves combined cannot actually cover for all of the attackers able freely to boost power or use Substitute against it, so it is quite limited.
As for its own options, a Careful nature can do: keeping apace of Toxapex simply adorns Gastrodon's appreciable capacity to null most any status condition. Either nature preserves the damage of Earthquake, most especially for Calm Mind Magearna. Of moves, Toxic might hasten the game against passivity, yet Clear Smog reverts boosts not nearly so trivial; Curse might hasten the game against frailty, yet Mirror Coat repays moves not nearly so situational, like the Grass-type attack occasionally revealed by some otherwise trifling target).
Credits
Gastrodon @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 4 Def / 252 SpD
Sassy / Careful Nature
- Earthquake
- Scald
- Toxic
- Recover
Gastrodon does precious little but recover against certain admittedly prominent attackers like Magearna, Heatran, Mega Diancie, and Greninja—with Storm Drain, even in the rain. Too bad, but Toxapex competes actively: beyond its moves, note how stark is the contrast when their differing capacities to recover from physical attacks are best illustrated by Tapu Lele, Tapu Koko, and Mega Medicham. If via teammates there can be some reprieve, then it is only just that: unlike most viable Pokémon, last member standing, Gastrodon is lost. Such passivity begets more passivity, yet it must get active. The (Toxic) Spikes control and tidily progressing pressure of Tornadus-T, the Toxic immunity and staunch Stealth Rock usage of Clefable, and the excellent type synergy of either Skarmory or Celesteela can all suit the need. Furthermore, they each not only restrict Tapu Fini but also are restricted by the Electric- and Fire-type menaces to which Gastrodon frequently responds. Still, even its team and its moves combined cannot actually cover for all of the attackers able freely to boost power or use Substitute against it, so it is quite limited.
As for its own options, a Careful nature can do: keeping apace of Toxapex simply adorns Gastrodon's appreciable capacity to null most any status condition. Either nature preserves the damage of Earthquake, most especially for Calm Mind Magearna. Of moves, Toxic might hasten the game against passivity, yet Clear Smog reverts boosts not nearly so trivial; Curse might hasten the game against frailty, yet Mirror Coat repays moves not nearly so situational, like the Grass-type attack occasionally revealed by some otherwise trifling target).
Credits
Written by zinnias
Due to technical limitations, this original analysis must be linked: on-site and off-site.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 36 Atk / 28 Def / 192 SpD / 4 Spe
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Fire Punch / Rock Slide
Written by zinnias
Quality checked by Skypenguin
Grammar checked by dex
Due to technical limitations, this original analysis must be linked: on-site and off-site.
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 36 Atk / 28 Def / 192 SpD / 4 Spe
Careful Nature
- Knock Off
- Pursuit
- Poison Jab
- Fire Punch / Rock Slide
Written by zinnias
Quality checked by Skypenguin
Grammar checked by dex
Written by
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 36 Atk / 28 Def / 192 SpD / 4 Spe
Careful Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch / Rock Slide
The mere possibility of there being no fair response to its Pursuit can make even Alolan Muk marginally viable. Should the intimidation fail, its endurance can still enable its basic task: to KO any one of Tapu Lele, Mega Alakazam, Volcarona, Hoopa-U, or Blacephalon. Its Poison Touch might hinder one of Mega Latias, Serperior, Greninja, or Tapu Koko, and it might use Knock Off once. Just the same, what of all those awkward questions raised by its passivity and poor physical defense? It is no Magearna, Celesteela, Weavile, or Tyranitar: merely one of about a dozen Mega Evolutions, an active Ground-type, or Kyurem-B can positively prevent its every contribution. Still, halfway active teams can supposedly use it as suppression for those potent oppressors they face in Tapu Lele and Mega Alakazam. That leeway around both Trace and Psychic can quash the use of either against Inferno Overdrive Heatran—likewise, that menace to Mega Latias. Some such teams might grant HP recovery via Wish Clefable or Tapu Bulu; all such teams will grant that requisite control of opposing Stealth Rock and Spikes via (for example) Landorus-T, Tornadus-T, or Mega Latias. Muk supplements by tidying up Toxic Spikes—whenever possible, for whichever teammate is actually capable of progressing past Toxapex.
Jointly, Muk's HP and Special Defense let it twice endure Fire Blast from Choice Specs Blacephalon or (once) Savage Spin-Out from +2 Special Attack Volcarona; its Defense lets it twice endure anything from Choice Band Hoopa-U; and its Speed keeps abreast of Chansey.
Credits
Muk-Alola @ Assault Vest
Ability: Poison Touch
EVs: 248 HP / 36 Atk / 28 Def / 192 SpD / 4 Spe
Careful Nature
- Pursuit
- Knock Off
- Poison Jab
- Fire Punch / Rock Slide
The mere possibility of there being no fair response to its Pursuit can make even Alolan Muk marginally viable. Should the intimidation fail, its endurance can still enable its basic task: to KO any one of Tapu Lele, Mega Alakazam, Volcarona, Hoopa-U, or Blacephalon. Its Poison Touch might hinder one of Mega Latias, Serperior, Greninja, or Tapu Koko, and it might use Knock Off once. Just the same, what of all those awkward questions raised by its passivity and poor physical defense? It is no Magearna, Celesteela, Weavile, or Tyranitar: merely one of about a dozen Mega Evolutions, an active Ground-type, or Kyurem-B can positively prevent its every contribution. Still, halfway active teams can supposedly use it as suppression for those potent oppressors they face in Tapu Lele and Mega Alakazam. That leeway around both Trace and Psychic can quash the use of either against Inferno Overdrive Heatran—likewise, that menace to Mega Latias. Some such teams might grant HP recovery via Wish Clefable or Tapu Bulu; all such teams will grant that requisite control of opposing Stealth Rock and Spikes via (for example) Landorus-T, Tornadus-T, or Mega Latias. Muk supplements by tidying up Toxic Spikes—whenever possible, for whichever teammate is actually capable of progressing past Toxapex.
Jointly, Muk's HP and Special Defense let it twice endure Fire Blast from Choice Specs Blacephalon or (once) Savage Spin-Out from +2 Special Attack Volcarona; its Defense lets it twice endure anything from Choice Band Hoopa-U; and its Speed keeps abreast of Chansey.
Credits
Written by MANNAT
Due to technical limitations, this original analysis must be linked: on-site and off-site.
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost
Written by MANNAT
Quality checked by lydian, Leo, and Jordy
Grammar checked by autumn and P Squared
Due to technical limitations, this original analysis must be linked: on-site and off-site.
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost
Written by MANNAT
Quality checked by lydian, Leo, and Jordy
Grammar checked by autumn and P Squared
Written by
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost
The actual use of Buzzwole in its purported role—to guard the most passive teams against the likes of Kartana, Excadrill, and Garchomp—can only routinely cascade from lost teammates to lost games. Without Spikes, it can be no substitute for Skarmory. Even at that very moment when its most remarkable physical defenses and technically superb moves are best appealing, and even when its really quite high Attack and Speed (for its role) are also both poised to serve their occasional uses, still it will face some common and instant stop in Toxapex, Tapu Fini, or Slowbro. It is certain to fold even to one neutral attack as mild as Tapu Koko's Thunderbolt and Greninja's Hydro Pump, not to mention all those that are super effective. In this regard, too, its Speed has lost all prior appeal. At this frequency, that mandate to retreat can only overwhelm its team via Stealth Rock and (Toxic) Spikes. Often, it even requires some other user of its specific supports, be that Magearna or Alolan-Muk for Special Defense plus type synergy, Zapdos or Mega Sableye for Defog or Magic Bounce, or Chansey or Clefable for Heal Bell. Such teams are prone to technical punishment by the likes of Gliscor, Weavile, and Mega Lopunny or Gyarados—none of which best Buzzwole—yet note how uncommon is any such favorable encounter.
For a farce of reliability, Buzzwole has the Speed for Crawdaunt, Tyranitar, and Choice Band Victini (after V-create). Were it to opt out, though, then Stealth Rock, Spikes, U-turn, and sand would only continue to mandate its use of Leftovers. Much as it needs Rocky Helmet, it could not then endure the (sporadic) extremes of Swords Dance Landorus-T, Subzero Slammer Kyurem-B, Thunder Punch Mega Medicham, Belly Drum Kommo-o, etc. Likewise, variously encountered Attack boosts demand its use of Bulk Up. Still, let's suppose that some revolutionary new team could actually accommodate it to such an extraordinary degree that it could use Thunder Punch, instead: that team would have made Buzzwole only more irrelevant than ever. Regardless, determined readers might try choosing only one of Roost, Substitute, or Bulk Up and supplementing via plenty of Attack, Special Defense, or Speed—or whatever else most appeals to you. After all, the world is your oyster!
Credits
Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 252 HP / 144 Def / 112 Spe
Impish Nature
- Drain Punch
- Ice Punch
- Bulk Up
- Roost
The actual use of Buzzwole in its purported role—to guard the most passive teams against the likes of Kartana, Excadrill, and Garchomp—can only routinely cascade from lost teammates to lost games. Without Spikes, it can be no substitute for Skarmory. Even at that very moment when its most remarkable physical defenses and technically superb moves are best appealing, and even when its really quite high Attack and Speed (for its role) are also both poised to serve their occasional uses, still it will face some common and instant stop in Toxapex, Tapu Fini, or Slowbro. It is certain to fold even to one neutral attack as mild as Tapu Koko's Thunderbolt and Greninja's Hydro Pump, not to mention all those that are super effective. In this regard, too, its Speed has lost all prior appeal. At this frequency, that mandate to retreat can only overwhelm its team via Stealth Rock and (Toxic) Spikes. Often, it even requires some other user of its specific supports, be that Magearna or Alolan-Muk for Special Defense plus type synergy, Zapdos or Mega Sableye for Defog or Magic Bounce, or Chansey or Clefable for Heal Bell. Such teams are prone to technical punishment by the likes of Gliscor, Weavile, and Mega Lopunny or Gyarados—none of which best Buzzwole—yet note how uncommon is any such favorable encounter.
For a farce of reliability, Buzzwole has the Speed for Crawdaunt, Tyranitar, and Choice Band Victini (after V-create). Were it to opt out, though, then Stealth Rock, Spikes, U-turn, and sand would only continue to mandate its use of Leftovers. Much as it needs Rocky Helmet, it could not then endure the (sporadic) extremes of Swords Dance Landorus-T, Subzero Slammer Kyurem-B, Thunder Punch Mega Medicham, Belly Drum Kommo-o, etc. Likewise, variously encountered Attack boosts demand its use of Bulk Up. Still, let's suppose that some revolutionary new team could actually accommodate it to such an extraordinary degree that it could use Thunder Punch, instead: that team would have made Buzzwole only more irrelevant than ever. Regardless, determined readers might try choosing only one of Roost, Substitute, or Bulk Up and supplementing via plenty of Attack, Special Defense, or Speed—or whatever else most appeals to you. After all, the world is your oyster!
Credits
Bottom line: the current experience of reading an analysis is not great. Most of it can be fixed by simply writing less.