Magicarp (LC ?) [QC X/3]

[OVERWIEW]

Magicarp is just the worst you can use no matter what, even more than Weedle (STAB move that poisons) or even Caterpie (Have more arsenal than him). Magicarp have nothing, and even if he had anything to go with him, it goes to waste with his pathetic escuse for a moveset. With only 20 base HP and Special, Magicarp is easily OHKO by special moves, effective or not. His 55 defence is good, exept when the opponent uses special moves, and the only really good stat is his speed of 80, but such is wasted by his lack of attacks. Use him only as an placeholder.

Attacks
  • Splash is... Splash.
  • Dragon Rage being banned in the LC metagame, Magicarp have theoricaly only one usable move in it: Tackle.
  • Tackle being weak with it's 35 base power in G1, it becomes even weaker with Magicarp's 10 base attack.
Usages Tips
  • His water monotype have weaknesses that are common in an strongly built team like Electric or Plant attacks.
  • Ghosts types are both imminue to his only attack and hit special, so avoid them like the pest.
Strategies
Note: All the strategies here have Tackle as it's only attack, and max DVs and EVs.

Sucide physical absorb
  • Magicarp can be used as an shield against pokemons that are physical, and then use Tackle on the opposent.
  • Watch out for rock types, as they are resistant against your only attack.

Revenche Killer
  • With his 80 speed, Magicarp outspeeds most if not all of the metagame. You can use it at your adventage: if one of your pokemons get KO'd by an pokemon with poor Defence, you can send Magicarp to use Tackle and make an heavy dent on it's health, or even to KO it if it was already hurt. If the later case happens, switch out to an actual pokemon when possible.

Counters and Checks:
  • Anything that hits Special
  • Anything with high defence
  • Ghost types
 
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