Move Infestation (and trapping moves in general)

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That actually makes me wonder now...If Breloom can get Wrap/Infestation then it can run Protect/Sub/Spore/Wrap, with Toxic-Orb Healing it up. Thats a good idea...sub trappers...need someone with ability healing i think
 
Would it not be viable to run a trapping move with Substitute on a faster Pokemon? Most of the time your opponent will switch in a check or counter to deal with the Pokemon you just sent out. This would make trapping more difficult since you would now be trapping a Pokemon who could likely do severe damage to or KO yours, forcing you to switch out or get knocked out. Either way, the trapping damage would not have much time to rack up. However, if you use Substitute on the turn your opponent switches out to set up a 1 turn buffer and then use a trapping move while the opponent breaks your sub, you could continue to sub down each turn before they can damage you while the trapping damage racks up on the opponent. I realize Substitute isn't a guarantee of safety this generation, but not every Pokemon carries sound moves or uses Infiltrator.

Leftovers is a must for any set attempting this as otherwise the amount of subs you can set up is very limited. A reliable recovery move is also nice to have as subs take a significant portion more of your health than Leftovers restore. The last move slot can go to Toxic if you want more residual damage with or without trapping, or it can go to U-Turn for momentum or any coverage move you might need in a pinch.

The reason you would seemingly throw away a potential sweeper on a set like this is to eliminate a check or counter to another offensive Pokemon on your team. You would need to run 2 Pokemon with very similar checks and counters and use the first as a lure to trap and cripple or remove the opponent's best answer to your main sweeper.

Possible candidates for such a set include Floatzel, Infernape and Mew. I agree with deluge that Mew has potential for a partial trapping set. It has solid all around bulk without losing much speed. Mew can also run any move it needs for coverage or recovery.

Floatzel Leftovers
252 HP, 4 Attack, 252 Speed
Jolly
Whirlpool
Substitute
Toxic/Protect/Ice Punch
Waterfall/Ice Punch

Infernape Leftovers
252 HP, 4 Attack, 252 Speed
Jollly
Fire Spin
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Mach Punch/Fire Punch

Mew Leftovers
252 HP, 4 Attack, 252 Speed
Infestation
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Psyshock/Super Fang
Great first post. Honestly I don't know if Floatzal and Infernape might just be better off attacking things, but it's definitely an interesting option, and a great surprise tactic for Mew.

Doesn't Floatzel also get Baton Pass? I don't know if the effects of trapping moves can be passed, but it might be an interesting alternative to U-Turn either way.
 
That actually makes me wonder now...If Breloom can get Wrap/Infestation then it can run Protect/Sub/Spore/Wrap, with Toxic-Orb Healing it up. Thats a good idea...sub trappers...need someone with ability healing i think

Poison Heal Gliscor @ Toxic Orb with Sand Tomb/Protect/Sub/Toxic solves the common self-healing problem. Though it lacks a sleep-inducing move and the accuracy of Infestation.
 
Great first post. Honestly I don't know if Floatzal and Infernape might just be better off attacking things, but it's definitely an interesting option, and a great surprise tactic for Mew.

Doesn't Floatzel also get Baton Pass? I don't know if the effects of trapping moves can be passed, but it might be an interesting alternative to U-Turn either way.

Thanks. I agree in regards to Floatzel and Infernape. They usually are better off just attacking things, especially considering their frailty. The main selling point of using either of those 2 for this kind of set would be to lure out a wall or counter by making your opponent think you're using an offensive set. Then you can sweep more easily with a similar offensive Pokemon later. Even the initial sub on the switch can give the impression that you're a sweeper or attacker just looking to ease prediction a bit for your frail sweeper. By the time you used your trapping move your opponent wouldn't be able to switch out until the 4-5 turns were over.

Mew is probably better suited to this task though, with its superior bulk and greater variety of options.

Floatzel can get Baton Pass through breeding. I've looked into whether or not partial trapping moves can be passed and I haven't been able to find a definitive answer. If the trapping could be passed it would definitely be a boon for a Pokemon (like Floatzel) who had access to a trapping move and BP.
 
Interesting. I'll see if I can find out more about trap-passing. If the nerf to Mean Look in Gen 5 is any indication, I'm guessing that it's not possible, though I definitely think it warrants checking.

Apart from that, this brings up something else that I've been wondering from all the Trapping sets in the thread: How many of these Pokemon are actually WELL-SUITED for trapping?

Of the ones listed, I feel like Jumpluff, Dusknoir, and Mew are some of the better users of this tactic; even though Tentacruel and Dragonite have other roles they can perform equally well (or even better), they also sort of work to remove their counters and such with their own trapping sets. Heatran is also good, but that mainly comes from the sheer power of Magma Storm.

If we could, I'd like people to start considering not only trapping sets that COULD be run, but also sets for Pokemon that are actually well-suited to the role-- For instance, guys like Gliscor and Hippowdon are probably better for tanking/walling/support, Goodra is better on offense or as a tank, etc.

EDIT: Modified the OP a bit more to encourage this sort of discussion. Also added a few new Infestation sets to showcase, but since I remembered Toxic's nerf, I'm leaving it out of the slashes on the sets.
 
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Ive been toying with spiritomb as an infestation + WoW combo to whittle opponenets physical threats or walls. Its a damn shame spiritomb didnt get phantom force or knock off, as the trapping set could have made real use of both.

anyway, the set is
252 HP 252def
Impish (leftovers)
infiltrator
WoW
Infestation
protect
foul play

Spiritomb makes a great trapper with good defences and if you can cripple something physical, or trap a wall you are well on your way to annoying the ever loving hell out of your opponent.
 
I've actually been trying an Infestation Jumpluff set, and, surprisingly, it works really, really well. (Mine focuses more on stalling and wearing down my opponents rather than trapping my opponents into something unfavorable for a set-up, but I suppose either works)
If Whimsicott doesn't get Infestation when it comes over from Pokebank, Jumpluff finally has something that doesn't make it an inferior Whimsicott. I actually managed to out-stall a Klefki that was abusing the Thunder Wave/Swagger combo. I managed to get a Sub up through the confusion (since I didn't want to be paralyzed), and that was all I needed to ruin Klefki's day. I gotta say, the Infiltrator buff is beautiful, not to mention the buff to the residual damage from trapping moves.
But, knowing Jumpluff's luck, Whimsicott will get Infestation. Buuuut, Jumpluff has slightly better defenses, but Whimsicott has better speed and typing. It would be rather interesting if Sceptile got access to Infestation, though it lacks Infiltrator like the two cotton fluffs have.
 
Would it not be viable to run a trapping move with Substitute on a faster Pokemon? Most of the time your opponent will switch in a check or counter to deal with the Pokemon you just sent out. This would make trapping more difficult since you would now be trapping a Pokemon who could likely do severe damage to or KO yours, forcing you to switch out or get knocked out. Either way, the trapping damage would not have much time to rack up. However, if you use Substitute on the turn your opponent switches out to set up a 1 turn buffer and then use a trapping move while the opponent breaks your sub, you could continue to sub down each turn before they can damage you while the trapping damage racks up on the opponent. I realize Substitute isn't a guarantee of safety this generation, but not every Pokemon carries sound moves or uses Infiltrator.

Leftovers is a must for any set attempting this as otherwise the amount of subs you can set up is very limited. A reliable recovery move is also nice to have as subs take a significant portion more of your health than Leftovers restore. The last move slot can go to Toxic if you want more residual damage with or without trapping, or it can go to U-Turn for momentum or any coverage move you might need in a pinch.

The reason you would seemingly throw away a potential sweeper on a set like this is to eliminate a check or counter to another offensive Pokemon on your team. You would need to run 2 Pokemon with very similar checks and counters and use the first as a lure to trap and cripple or remove the opponent's best answer to your main sweeper.

Possible candidates for such a set include Floatzel, Infernape and Mew. I agree with deluge that Mew has potential for a partial trapping set. It has solid all around bulk without losing much speed. Mew can also run any move it needs for coverage or recovery.

Floatzel Leftovers
252 HP, 4 Attack, 252 Speed
Jolly
Whirlpool
Substitute
Toxic/Protect/Ice Punch
Waterfall/Ice Punch

Infernape Leftovers
252 HP, 4 Attack, 252 Speed
Jollly
Fire Spin
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Mach Punch/Fire Punch

Mew Leftovers
252 HP, 4 Attack, 252 Speed
Infestation
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Psyshock/Super Fang

This is one of the reasons I really believe that Floatzel has business running Whirlpool this gen. It has enough speed and offensive presence to force a switch, and then it can hit the incoming Pokemon with Whirlpool, stall out two turns or so with a combination of Sub and BU/Protect and then the opponent is usually within KO range thanks to Whirlpool. It could also use Dig/Dive if you really want to draw out yet another turn of damage.
 
I really like the concept of using an assault vest combined with infestation and power-up punch (or some other attack with boosting capability) on something really bulky.
 
Would it not be viable to run a trapping move with Substitute on a faster Pokemon? Most of the time your opponent will switch in a check or counter to deal with the Pokemon you just sent out. This would make trapping more difficult since you would now be trapping a Pokemon who could likely do severe damage to or KO yours, forcing you to switch out or get knocked out. Either way, the trapping damage would not have much time to rack up. However, if you use Substitute on the turn your opponent switches out to set up a 1 turn buffer and then use a trapping move while the opponent breaks your sub, you could continue to sub down each turn before they can damage you while the trapping damage racks up on the opponent. I realize Substitute isn't a guarantee of safety this generation, but not every Pokemon carries sound moves or uses Infiltrator.

Leftovers is a must for any set attempting this as otherwise the amount of subs you can set up is very limited. A reliable recovery move is also nice to have as subs take a significant portion more of your health than Leftovers restore. The last move slot can go to Toxic if you want more residual damage with or without trapping, or it can go to U-Turn for momentum or any coverage move you might need in a pinch.

The reason you would seemingly throw away a potential sweeper on a set like this is to eliminate a check or counter to another offensive Pokemon on your team. You would need to run 2 Pokemon with very similar checks and counters and use the first as a lure to trap and cripple or remove the opponent's best answer to your main sweeper.

Possible candidates for such a set include Floatzel, Infernape and Mew. I agree with deluge that Mew has potential for a partial trapping set. It has solid all around bulk without losing much speed. Mew can also run any move it needs for coverage or recovery.

Floatzel Leftovers
252 HP, 4 Attack, 252 Speed
Jolly
Whirlpool
Substitute
Toxic/Protect/Ice Punch
Waterfall/Ice Punch

Infernape Leftovers
252 HP, 4 Attack, 252 Speed
Jollly
Fire Spin
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Mach Punch/Fire Punch

Mew Leftovers
252 HP, 4 Attack, 252 Speed
Infestation
Substitute
Toxic/Will-o-wisp/Protect
U-Turn/Psyshock/Super Fang

I had written the same idea one page before, though I didn't articulate it as much as you; Anyway, a few points:
1. Imho, protect is mandatory; If you only use sub, you actually lose hp faster than your opponent. It also enables you to scout the move if your opponent switches in a scarfer.
2.I would rather use the trapping move on the first turn instead of sub because that means one turn earlier damage for the opponent and one turn later for you, as well as that you can just change out without having taken damage should the opponent switch in a faster mon.
3. The pokemon NEEDS to be able to force switches; So, it should have at least one hard-hitting move.
4. As mentioned in two points above, the worst that can happen is if your opponent switches in something faster; Also, damage unfortunately doesn't rack up very fast; Therefore, hazard support, like toxic spikes and sticky web makes this a lot stronger.
 
Phemeto: Thanks for the info on all the trapping moves being buffed.
The defensive SubRoost Moltres in the strategydex could consider Fire Spin over Flamethrower with the buff.
That set is all about stalling with Pressure and residual damage anyway and Steels would still be covered.

On the subject of fast Pokemon with trapping moves there's also Accelgor who has Infestation.
It has many of the combos we've been theorymoning about including Acid Spray, Yawn, U-turn, Baton Pass, and Recover (strangely enough).
But a metagame with Gale Wing Talonflames running around probably won't be friendly to the speedy bug.
 
I think Acid Spray trapping is done better by Swalot anyway, who is bulkier and gets yawn too. Accellgor does have U-turn though which is basically a switch that does damage thanks to his amazing speed.
 
With each mention of Swalot I grow ever more doubtful of his viability. Do we have some battle logs or something to prove his usefulness in any way? Because, like… Those stats of his are really… not that good.
 
I had written the same idea one page before, though I didn't articulate it as much as you; Anyway, a few points:
1. Imho, protect is mandatory; If you only use sub, you actually lose hp faster than your opponent. It also enables you to scout the move if your opponent switches in a scarfer.
2.I would rather use the trapping move on the first turn instead of sub because that means one turn earlier damage for the opponent and one turn later for you, as well as that you can just change out without having taken damage should the opponent switch in a faster mon.
3. The pokemon NEEDS to be able to force switches; So, it should have at least one hard-hitting move.
4. As mentioned in two points above, the worst that can happen is if your opponent switches in something faster; Also, damage unfortunately doesn't rack up very fast; Therefore, hazard support, like toxic spikes and sticky web makes this a lot stronger.

You're right CQC. I didn't read through thoroughly enough. We're in agreement on the general idea then. I see your point on trapping first. It's a better idea in general. The only reason you'd sub first is if you weren't sure if your opponent would switch and you didn't want to take massive damage if they stayed in and attacked. I suppose you could also check team preview before the battle for threats to your fast trapper and plan accordingly.

Protect is also a good call in order to preserve HP. The purpose I had in mind was more about crippling a counter for another one of your sweepers. After the counter is effectively neutralized you don't need your trapper as much if you can set up a sweep with a different Pokemon. Your trapper could be low on HP or fainted as long as it did its job. If you run strong moves to force switches it could detract from the longevity of your set. Your opponent thinking you carry strong moves should force more switches since your priority is trapping, not sweeping or wall breaking.

Hazards are definitely key, as extra passive damage that you don't have to use a turn setting up (with your trapper, ie Toxic/WoW) would help a ton. Sticky Web could cover speedy threats.

Banryu is right though. We should focus on which Pokemon can actually run this kind of set effectively. Accelgor does sound good if you can get past Talonflame.
 
Say, this may be a dumb question, but if I use infestation or another trapping move, and then switch, is the foe still trapped? I can't remember if it keeps going after a switch. If it does you can switch into a safe counter and hit them while they are trapped.

Also, do multiple trapping moves stack?(Like Infestation plus fire spin or wrap?
 
Say, this may be a dumb question, but if I use infestation or another trapping move, and then switch, is the foe still trapped? I can't remember if it keeps going after a switch. If it does you can switch into a safe counter and hit them while they are trapped.

Also, do multiple trapping moves stack?(Like Infestation plus fire spin or wrap?
no, and no.
However, you can switch out while it's active while the opponent can't, so you have at least a secured favorable match-up.
 
no, and no.
However, you can switch out while it's active while the opponent can't, so you have at least a secured favorable match-up.

Ah ok. thanks.

EDIT: Is there any pokemon that learn Infestation, Will-o-wisp, AND leech seed? That sounds like a deadly combo. Any trapping move could work.
 
Ah ok. thanks.

EDIT: Is there any pokemon that learn Infestation, Will-o-wisp, AND leech seed? That sounds like a deadly combo. Any trapping move could work.

While neither of the grass/ghost types (which was my first thought) can learn Infestation, I wonder if you can breed Wrap to one of them.
 
How? Did it get debuffed?
The effect was 1/16 Hp damage became 1/8 Hp damage, but now since it defaults as 1/8 Hp, it becomes 1/6 Hp, which I assume is less useful then passive recovery or extra damage on other attacks, given that it no longer doubles damage.
 
The effect was 1/16 Hp damage became 1/8 Hp damage, but now since it defaults as 1/8 Hp, it becomes 1/6 Hp, which I assume is less useful then passive recovery or extra damage on other attacks, given that it no longer doubles damage.
What about something that can recover tho? I mean you are giving up life orb bur i think it could be usefull if you run sets with ethier subsitute or protect + Binding band.
 
I've been using this on Assault Vest Goodra and it is an amazing special wall. Even super effective ice beams are only doing around 20% damage. Yeah. If you can manage to trap any special attacker, then you prettymuch guarantee a KO. Seriously though, this thing is deadly.
 
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