Gen 1 Moltres [QC 2/2, GP 2/2]

Amaranth

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UPL Champion
[OVERVIEW]

Moltres stands out as the strongest special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird: Moltres can also 2HKO Tauros and threaten Snorlax significantly while nailing Exeggutor and having Agility to clean up late-game. However, it too has a hard time breaking through very common special walls such as Starmie and Chansey, which holds it back tremendously. Should these walls be incapacitated or removed, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ to understand which fits your team best. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey more effectively than Articuno, especially when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon that shut down Moltres quite so hard. However, Moltres's lower physical bulk and a weakness to Ice make it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks in RBY, making Moltres considerably weaker in various matchups compared to Articuno, such as Zapdos and especially Rhydon. Furthermore, Fire Spin's accuracy makes it very unreliable; Fire Blast also suffers from this problem to a lesser degree. Overall, Moltres is a phenomenal late-game threat, despite being niche overall, as the ability to beat Tauros one-on-one is of crucial importance; while supporting it can be difficult, this Pokemon remains a sweeping threat that can tear down passive builds.

[SET]
name: Standard
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw to Moltres. It threatens significant damage to a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance that forces sturdier physical attackers such as Snorlax and Rhydon to tread very carefully around Moltres. However, much like most special attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste any on Pokemon that can just shrug it off; furthermore, landing a burn on these Pokemon can sometimes be counterproductive, as it removes the option of paralyzing them. Moltres packs a relatively powerful Hyper Beam to help it deal with special walls, thankfully; in tandem with a Fire Blast, it can hit both Chansey and Starmie for over 60% of their HP over two turns, meaning that, if such walls have been weakened, it stands a good chance of finishing the job. Agility is extremely helpful to ignore the Speed drop from paralysis and gain the upper hand on other fast late-game Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack as long as it doesn't miss. Fire Spin excels when the opposition has been statused; it has great synergy with paralysis, which enables Moltres to move faster than any foe even without setting up Agility, and with burn, as repeatedly stopping the foe from moving racks up burn damage.

Moltres's specialty is cleanup. If you are running Moltres, you ought to spend the early-game trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, freeze and sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means Moltres needs a very deliberate plan early-game and beyond to weaken checks and make your opponent play into your hand, especially against Starmie. Many teams are willing to let Starmie absorb sleep early-game, which is great for other Pokemon that struggle with it, like Articuno and Slowbro, but Moltres's resisted Fire Spin is the perfect opportunity for Starmie to burn sleep turns. You might want to try luring your opponent into letting you sleep a different Pokemon, even forgoing sleep altogether if you are feeling creative, or hoping sleeping Starmie falls victim to players' willingness to sacrifice sleeping Pokemon. Similarly, it won't be much use gambling your early-game trying to freeze a Chansey.

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are all hard to justify in most cases. Double-Edge gives it a strong move to hit Chansey on the switch, and to a lesser extent Starmie, which might make its job of taking down these checks a little easier, though you will usually be content to source your extra damage from an additional Fire Spin. Sky Attack hits for over 50% on both Starmie and Chansey, threatening to OHKO on a critical hit, but it requires good prediction to get away with the charge turn. Toxic allows Moltres to functionally empower its own Fire Spin without needing to land a Fire Blast burn, which helps with working around Chansey as long as Moltres can chain enough Fire Spins without missing.

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their great special bulk and lack of concern for burns, which allows them to switch into Fire Blast frequently. Starmie is particularly brutal, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin as to not give it a free Amnesia boost, though it needs to be wary when burned, as Fire Spin chains can rapidly rack up sufficient residual damage for Moltres to KO it.

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan Special bulk; however, Moltres outspeeds it and can therefore stop it from recovering with Fire Spin. Therefore, it can muscle through Chansey with some luck, especially with a Fire Blast burn alongside Fire Spin, as Hyper Beam hits for over 40%. However, this can be quite risky for Moltres, as a miss lets Chansey cripple its late-game with Thunder Wave.

**Jolteon and Zapdos**: While neither is particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres can beat a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a chance of a 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having an OHKO against it Rock Slide; if it drops Rock Slide in favor of Rest, it gives up the OHKO, but it gains the ability to heal off the burns and stall Moltres out of Fire Blasts, which is just as good.


[CREDITS]
- Written by: [[Amaranth, 265630], [Plague von Karma, 236353]]
- Quality checked by: [[FriendOfMrGolem120, 424525], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [Bandkrook, 301217]]
 
Last edited:
I would be way less harsh with the sleep synergy, including sleeping Starmie. You can keep Moltres unrevealed as long as possible and sleeping foes often get foddered after the sleep inducer is either removed or another pokemon has been paralysed which can reliably block sleep. Additionally they allow free switches to other threats. However, I agree that your points are still very valid and should be included in the analysis. Sleeping a Starmie is still good, just has some additional downsides when using Moltres that one needs to be aware of.
Mega Drain Eggy seems more appealing than mono Ice Beam Sing Chansey for instance.​

Maybe mention the possibility of Rest on Rhydon (only 8 FB pp)

[Starmie] threatening a 3HKO with Blizzard
Surf is also somewhat standard by now and Tbolt is still quite threatening.


Overall excellently written as usual.
 

Plague von Karma

Banned deucer.
Couple of things I was thinking of while reading this. Putting this in a kind of am-QC format with some minor grammar things too so it goes through more smoothly. Implement what's enticing to you.

I noticed you seem to have issues differentiating "which" and "that", this may help you. It's a really weird one and I understand why you'd have problems.

Add
Remove
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(AC) = Add Comma


moltres.png

[OVERVIEW]

Moltres stands out as the most potent special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird, as a matter of fact: Moltres can 2HKO Tauros and threaten Snorlax significantly with its Fire Blast, while also roasting Exeggutor and having the ability to set up Agility to clean up an endgame. However, it has a hard time breaking through very common Special walls such as Starmie and Chansey, which holds it back tremendously. Shall these walls be impaired or removed altogether, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ in order to understand which one of them best fits your team's needs. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey significantly better than Articuno; this is especially relevant when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon which that shut down Moltres quite so hard. However, Moltres pays for this breaking power in a multitude of ways. Lower physical bulk and a weakness to Ice-type attacks makes it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks, making Moltres considerably weaker in matchups such as Zapdos and Rhydon compared to Articuno. And one must not forget that Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration. Overall, Moltres is a phenomenal endgame threat, as the ability to 1v1 beat Tauros one-on-one is of crucial importance; while setting up the conditions for it to succeed can be difficult this Pokemon is capable of cleaning up entire teams, so if you are looking for a way to dismantle passive builds Moltres might be the niche option you're looking for.

[SET]
name: Standard (Are you sure there isn't a more specific name to give here? We've given Dragonite the name AgiliWrap and Rapidash is being called AgiliSpin. Would that not be ok for this one?)
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw of Moltres. It threatens significant damage on a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance to scare off slightly sturdier physical attackers such as Snorlax and Rhydon. However, much like most Special Attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste many of them on Pokemon which can just shrug them off. Moltres packs a relatively powerful Hyper Beam to help it deal with them, thankfully; in tandem with a Fire Blast, (AC) it can hit both of them for over 60% of their HP over two turns, meaning that if such walls have been weakened it stands a good chance of finishing the job. Agility is an extremely helpful move which that allows Moltres to not mind paralysis too much and gain the upper hand on other fast endgame Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack - provided Moltres is lucky enough with the 75 69.5% (it's not 75, it's "70", and even then, we use 1/256 notation) accuracy. Fire Spin can also be deadly without Agility though, provided paralysis has been properly set up in advance.

(I really think you need to give people some numbers in regards to what Moltres's Hyper Beam can do. It's KOing Chansey at 41.9% minimum, and Starmie at 36.8%. I'd say to implement those since it's largely what Hyper Beam is for. You may also want to note that being paralyzed makes AgiliSpin stuff really hard to pull off.)

Moltres's specialty is clean up. (you may want to explain why that's its speciality, something as little as "thanks to its explosive damage output" is fine) If you are running Moltres, you ought to be spending the early game trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, Freeze and Sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means the entire game plan must be tailored around Moltres; for example, while other Pokemon that usually struggle with Starmie, such as Articuno or Slowbro, are content to see it absorb Sleep so that it may not stop their sweep later, for Moltres this has some downsides. Therefore the early game must be planned around this; there are many teams which that are happy to take the sleep bullet on their Starmie on purpose, but this is not always good on Moltres teams, so you might want to try luring your opponent into letting you sleep a different Pokemon or perhaps even forgo sleep altogether if you are feeling creative; though it should be mentioned that it is not infrequent for sleeping Pokemon to be sacrificed for momentum, so that can also be something to look for when using Moltres. Similarly, it won't be much use gambling your early game trying to freeze a Chansey, since it isn't going to help your Moltres sweep too much. The presence of Moltres significantly alters the way one must manage the early game and the status conditions of your opponent's Pokemon; if you plan to use it, you must have a very deliberate plan laid out to weaken its checks correctly and make your opponent play into your hand.

(Is it worth noting that Moltres tends to force predictable plays? You could possibly add it to the last line to say "contrasting this, Moltres also tends to force predictable plays from the opponent, such as...")

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are hard to justify over the four in the standard set in most cases. Double-Edge gives it a strong move to hit Chansey on the switch-in, and to a lesser extent Starmie, which might make its job of taking down these checks a little easier, though usually, (AC) you will be content to source your extra damage from an additional Fire Spin. Sky Attack similarly hits for over 50% on both Starmie and Chansey, threatening OHKO on a critical hit, but it requires good prediction to get away with the charge turn and is hard to justify over any of Moltres's other moves. Toxic allows Moltres to empower its own Fire Spin and work around Chansey provided the accuracy plays nice, but it is again very hard to find a slot for it.

(Could be worth noting that Chansey can't really switch into DEdge Moltres if it's also using Hyper Beam, it dies at like 64%ish I think?)

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their strong special bulk and lack of concern for burns, not caring for its Fire Blast and taking minimal damage from anything else it can throw at them. Starmie is a particularly brutal way to bring down the legendary bird, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin so as to not give it a free Amnesia boost.

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan Special bulk; however it is naturally slower than Moltres and as such can be stopped from recovering the damage taken by means of Fire Spin. This can be quite risky for Moltres however, as the low accuracy can cause it to miss and allow Chansey's Thunder Wave, significantly lowering Moltres's odds to succeed in the endgame. It also takes over 40% from Hyper Beam, which means Moltres can finish it off after a reasonable amount of chip damage has been inflicted. While Moltres can muscle through Chansey, it often needs perfect play and lucky breaks to do so.
(Note DEdge stuff here imo, Chansey is much easier to break if you have it. You may also want to note how stuff changes if Chansey is paralyzed since that's often when it becomes more feasible to break through.)


**Jolteon and Zapdos**: While neither are particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres is capable of winning against a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a very low chance of 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than death fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having against it an OHKO in Rock Slide; if it drops Rock Slide in favor of Rest it gives up the OHKO, (AC) but it gains the ability to heal off the burns and run Moltres out of Fire Blasts, which is just as good.


[CREDITS]
- Written by: [[Amaranth, 265630], [Plague von Karma, 236353]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Amaranth

is a Site Content Manageris a Forum Moderatoris a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Dedicated Tournament Hostis a Tournament Director Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Past SPL Champion
UPL Champion
Couple of things I was thinking of while reading this. Putting this in a kind of am-QC format with some minor grammar things too so it goes through more smoothly.

I noticed you seem to have issues differentiating "which" and "that", this may help you. It's a really weird one and I understand why you'd have problems.

Add
Remove
Comments
(AC) = Add Comma


View attachment 332810
[OVERVIEW]

Moltres stands out as the most potent special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird, as a matter of fact: Moltres can 2HKO Tauros and threaten Snorlax significantly with its Fire Blast, while also roasting Exeggutor and having the ability to set up Agility to clean up an endgame. However, it has a hard time breaking through very common Special walls such as Starmie and Chansey, which holds it back tremendously. Shall these walls be impaired or removed altogether, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ in order to understand which one of them best fits your team's needs. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey significantly better than Articuno; this is especially relevant when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon which that shut down Moltres quite so hard. However, Moltres pays for this breaking power in a multitude of ways. Lower physical bulk and a weakness to Ice-type attacks makes it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks, making Moltres considerably weaker in matchups such as Zapdos and Rhydon compared to Articuno. And one must not forget that Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration. Overall, Moltres is a phenomenal endgame threat, as the ability to 1v1 beat Tauros one-on-one is of crucial importance; while setting up the conditions for it to succeed can be difficult this Pokemon is capable of cleaning up entire teams, so if you are looking for a way to dismantle passive builds Moltres might be the niche option you're looking for.

[SET]
name: Standard (Are you sure there isn't a more specific name to give here? We've given Dragonite the name AgiliWrap and Rapidash is being called AgiliSpin. Would that not be ok for this one?)
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw of Moltres. It threatens significant damage on a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance to scare off slightly sturdier physical attackers such as Snorlax and Rhydon. However, much like most Special Attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste many of them on Pokemon which can just shrug them off. Moltres packs a relatively powerful Hyper Beam to help it deal with them, thankfully; in tandem with a Fire Blast, (AC) it can hit both of them for over 60% of their HP over two turns, meaning that if such walls have been weakened it stands a good chance of finishing the job. Agility is an extremely helpful move which that allows Moltres to not mind paralysis too much and gain the upper hand on other fast endgame Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack - provided Moltres is lucky enough with the 75 69.5% (it's not 75, it's "70", and even then, we use 1/256 notation) accuracy. Fire Spin can also be deadly without Agility though, provided paralysis has been properly set up in advance.

(I really think you need to give people some numbers in regards to what Moltres's Hyper Beam can do. It's KOing Chansey at 41.9% minimum, and Starmie at 36.8%. I'd say to implement those since it's largely what Hyper Beam is for. You may also want to note that being paralyzed makes AgiliSpin stuff really hard to pull off.)

Moltres's specialty is clean up. (you may want to explain why that's its speciality, something as little as "thanks to its explosive damage output" is fine) If you are running Moltres, you ought to be spending the early game trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, Freeze and Sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means the entire game plan must be tailored around Moltres; for example, while other Pokemon that usually struggle with Starmie, such as Articuno or Slowbro, are content to see it absorb Sleep so that it may not stop their sweep later, for Moltres this has some downsides. Therefore the early game must be planned around this; there are many teams which that are happy to take the sleep bullet on their Starmie on purpose, but this is not always good on Moltres teams, so you might want to try luring your opponent into letting you sleep a different Pokemon or perhaps even forgo sleep altogether if you are feeling creative; though it should be mentioned that it is not infrequent for sleeping Pokemon to be sacrificed for momentum, so that can also be something to look for when using Moltres. Similarly, it won't be much use gambling your early game trying to freeze a Chansey, since it isn't going to help your Moltres sweep too much. The presence of Moltres significantly alters the way one must manage the early game and the status conditions of your opponent's Pokemon; if you plan to use it, you must have a very deliberate plan laid out to weaken its checks correctly and make your opponent play into your hand.

(Is it worth noting that Moltres tends to force predictable plays? You could possibly add it to the last line to say "contrasting this, Moltres also tends to force predictable plays from the opponent, such as...")

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are hard to justify over the four in the standard set in most cases. Double-Edge gives it a strong move to hit Chansey on the switch-in, and to a lesser extent Starmie, which might make its job of taking down these checks a little easier, though usually, (AC) you will be content to source your extra damage from an additional Fire Spin. Sky Attack similarly hits for over 50% on both Starmie and Chansey, threatening OHKO on a critical hit, but it requires good prediction to get away with the charge turn and is hard to justify over any of Moltres's other moves. Toxic allows Moltres to empower its own Fire Spin and work around Chansey provided the accuracy plays nice, but it is again very hard to find a slot for it.

(Could be worth noting that Chansey can't really switch into DEdge Moltres if it's also using Hyper Beam, it dies at like 64%ish I think?)

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their strong special bulk and lack of concern for burns, not caring for its Fire Blast and taking minimal damage from anything else it can throw at them. Starmie is a particularly brutal way to bring down the legendary bird, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin so as to not give it a free Amnesia boost.

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan Special bulk; however it is naturally slower than Moltres and as such can be stopped from recovering the damage taken by means of Fire Spin. This can be quite risky for Moltres however, as the low accuracy can cause it to miss and allow Chansey's Thunder Wave, significantly lowering Moltres's odds to succeed in the endgame. It also takes over 40% from Hyper Beam, which means Moltres can finish it off after a reasonable amount of chip damage has been inflicted. While Moltres can muscle through Chansey, it often needs perfect play and lucky breaks to do so.
(Note DEdge stuff here imo, Chansey is much easier to break if you have it. You may also want to note how stuff changes if Chansey is paralyzed since that's often when it becomes more feasible to break through.)


**Jolteon and Zapdos**: While neither are particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres is capable of winning against a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a very low chance of 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than death fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having against it an OHKO in Rock Slide; if it drops Rock Slide in favor of Rest it gives up the OHKO, (AC) but it gains the ability to heal off the burns and run Moltres out of Fire Blasts, which is just as good.


[CREDITS]
- Written by: [[Amaranth, 265630], [Plague von Karma, 236353]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
implemented!
 
"Additionally, the type chart is unkind to Fire-type attacks, making Moltres considerably weaker in match ups such as Zapdos and Rhydon compared to Articuno."

I think the importance of the Rhydon matchup is understated here. It and the Cloyster/Lapras matchup are possibly the most important differences between Moltres and Articuno. Moltres not being able to threaten Rhydon with a OHKO after a successful switch-in to Earthquake really undermines the defensive value of its Flying-typing, while Articuno having 4x resists it can't do much about makes Moltres better offensively.


"And one must not forget that Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration."

Inaccuracy in general is a key difference between Articuno and Moltres, and not just for Fire Spin. Moltres' standard 3 attacks of Fire Blast / Fire Spin / Hyper Beam have 85% / 70% / 90% accuracy, while Articuno's standard 3 attacks of Blizzard / Ice Beam or Double-Edge / Hyper Beam have 90% / 99.6% / 90% accuracy. This makes Articuno more consistent overall, and with more freedom to throw out STAB attacks if it runs Ice Beam.
 

Amaranth

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UPL Champion
"Additionally, the type chart is unkind to Fire-type attacks, making Moltres considerably weaker in match ups such as Zapdos and Rhydon compared to Articuno."

I think the importance of the Rhydon matchup is understated here. It and the Cloyster/Lapras matchup are possibly the most important differences between Moltres and Articuno. Moltres not being able to threaten Rhydon with a OHKO after a successful switch-in to Earthquake really undermines the defensive value of its Flying-typing, while Articuno having 4x resists it can't do much about makes Moltres better offensively.


"And one must not forget that Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration."

Inaccuracy in general is a key difference between Articuno and Moltres, and not just for Fire Spin. Moltres' standard 3 attacks of Fire Blast / Fire Spin / Hyper Beam have 85% / 70% / 90% accuracy, while Articuno's standard 3 attacks of Blizzard / Ice Beam or Double-Edge / Hyper Beam have 90% / 99.6% / 90% accuracy. This makes Articuno more consistent overall, and with more freedom to throw out STAB attacks if it runs Ice Beam.
Good points, altered the phrasing slightly to reflect this
 
I've given this a second look.

Set Description - Fire Blast (1/2) "and has a nice 30.1% burn chance to scare off slightly sturdier physical attackers such as Snorlax and Rhydon"
Moltres isn't likely to scare off Rhydon since Rhydon can OHKO Moltres and should win 1v1 even with a turn 1 burn. It does, however, scare Rhydon from switching into Moltres out of fear of taking a burn without accomplishing anything else.

Set Description - Fire Blast (2/2)
Nowhere is it mentioned how burns can be detrimental in using Fire Blast by burning Chansey, Starmie or Alakazam, preventing them from being paralyzed. Chansey's case is a bit of a double-edged sword, since it does let Moltres abuse Fire Spin + burn damage to wear it down fast.

Other Options - "Toxic allows Moltres to empower its own Fire Spin"
This should probably be expanded on a bit to explain how Toxic empowers Fire Spin. Additionally, it isn't mentioned in the Set Description that burns also empower Fire Spin against slower Pokemon like Chansey and Slowbro. I'd suggest describing how burns synergize with Fire Spin in the Set Description, and then reference the burn+Fire Spin synergy in Other Options for Toxic to give the reader an idea of how Toxic benefits Moltres.

C&C Slowbro/Chansey
It needs to be mentioned that if Slowbro or Chansey are burned or poisoned, Moltres can risk staying in and using Fire Spin to wear them down in combination with their status, weakening them as a check to an unstatused Moltres. While burn or poison status might be rare in OU, Moltres always provides the former and may bring the latter.

C&C Rhydon -"there is even a very low chance of 3HKO"
Moltres Fire Blast vs. Rhydon: 119-141 (28.8 - 34.1%) -- 1.7% chance to 3HKO
Moltres Fire Blast vs. Rhydon: 119-141 (28.8 - 34.1%) -- 99.8% chance to 3HKO after burn damage
That "low chance" gets a lot higher if Rhydon gets burned, it should probably just be "there is even a chance of 3HKO".


QC: 2/2 once these are implemented
 

Amaranth

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I've given this a second look.

Set Description - Fire Blast (1/2) "and has a nice 30.1% burn chance to scare off slightly sturdier physical attackers such as Snorlax and Rhydon"
Moltres isn't likely to scare off Rhydon since Rhydon can OHKO Moltres and should win 1v1 even with a turn 1 burn. It does, however, scare Rhydon from switching into Moltres out of fear of taking a burn without accomplishing anything else.

Set Description - Fire Blast (2/2)
Nowhere is it mentioned how burns can be detrimental in using Fire Blast by burning Chansey, Starmie or Alakazam, preventing them from being paralyzed. Chansey's case is a bit of a double-edged sword, since it does let Moltres abuse Fire Spin + burn damage to wear it down fast.

Other Options - "Toxic allows Moltres to empower its own Fire Spin"
This should probably be expanded on a bit to explain how Toxic empowers Fire Spin. Additionally, it isn't mentioned in the Set Description that burns also empower Fire Spin against slower Pokemon like Chansey and Slowbro. I'd suggest describing how burns synergize with Fire Spin in the Set Description, and then reference the burn+Fire Spin synergy in Other Options for Toxic to give the reader an idea of how Toxic benefits Moltres.

C&C Slowbro/Chansey
It needs to be mentioned that if Slowbro or Chansey are burned or poisoned, Moltres can risk staying in and using Fire Spin to wear them down in combination with their status, weakening them as a check to an unstatused Moltres. While burn or poison status might be rare in OU, Moltres always provides the former and may bring the latter.

C&C Rhydon -"there is even a very low chance of 3HKO"
Moltres Fire Blast vs. Rhydon: 119-141 (28.8 - 34.1%) -- 1.7% chance to 3HKO
Moltres Fire Blast vs. Rhydon: 119-141 (28.8 - 34.1%) -- 99.8% chance to 3HKO after burn damage
That "low chance" gets a lot higher if Rhydon gets burned, it should probably just be "there is even a chance of 3HKO".


QC: 2/2 once these are implemented
Very good points! Changed a few things to implement all these, GP ready
 

Plague von Karma

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Amchecking this to help it along; not official, don't have to implement, yada yada yada.
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[OVERVIEW]

Moltres stands out as the most potent special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird, as a matter of fact: Moltres can 2HKO Tauros and threaten Snorlax significantly with its Fire Blast, while also roasting Exeggutor and having the ability to set up Agility to clean up an endgame. However, it has a hard time breaking through very common special walls (You aren't referring to the stat here per se) such as Starmie and Chansey, which holds it back tremendously. Shall Should these walls be impaired incapacitated ("Crippled" also works but it's sometimes seen as ableist so I like to avoid it. "Impaired" is often used to imply drunkenness in North American English, or having sight issues in British English, so it doesn't really work.") or removed altogether, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ in order to understand which one of them best fits your team's needs. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey significantly better more effectively (flow enhancement, "better" isn't wrong it just reads really awkwardly when not at the end of a sentence) than Articuno; this is especially relevant when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon that shut down Moltres quite so hard. However, Moltres pays for this breaking power in a multitude of ways. Lower physical bulk and a weakness to Ice-type attacks makes (You're gonna have a heart attack and question life but you only use "s" when you have one factor in this context, it's nothing to do with pluralisation. This is a good resource on the topic.) it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks in RBY (just to be more specific; in later gens, it's not as bad), making Moltres considerably weaker in various matchups compared to Articuno, such as Zapdos and especially Rhydon compared to Articuno (The wording here just wasn't very good and didn't flow well, this should fix it; remove "especially" if you want). Furthermore, Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration; Fire Blast can also suffers (making it "correct", as it always suffers from the problem, it just manifests less frequently) from this problem to a lesser degree. Overall, Moltres is a phenomenal endgame threat, as the ability to beat Tauros one-on-one is of crucial importance; while setting up the conditions for it to succeed can be difficult, (AC) this Pokemon is capable of cleaning up entire teams, so if you are looking for a way to dismantle passive builds, (AC) Moltres might be the niche option you're looking for.

[SET]
name: Standard
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw of (Are you sure you don't mean "to"? "of" is a very odd word to use here.) Moltres. It threatens significant damage on to a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance which forces sturdier physical attackers such as Snorlax and Rhydon to tread very carefully around Moltres. However, much like most Special Attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste many (I'd argue this from a metagame and grammatical perspective...) of them on Pokemon which can just shrug them off; furthermore, landing a burn on these Pokemon can sometimes be counterproductive, as it removes the option of paralyzing them. Moltres packs a relatively powerful Hyper Beam to help it deal with special walls, thankfully; in tandem with a Fire Blast, it can hit both Chansey and Starmie for over 60% of their HP over two turns, meaning that if such walls have been weakened, (AC, flow comma) it stands a good chance of finishing the job. Agility is an extremely helpful move that allows Moltres to not mind paralysis too much ignore the Speed drop from paralysis (just to be more specific, the wording was really clunky anyway) and gain the upper hand on other fast endgame Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack -&emdash (wrong dash use, you want this!) provided Moltres is lucky enough with the 69.5% accuracy (this comes off a bit as dex info, but at the same time, I get why it's there...would you be able to contextualize this into gameplay more?). Fire Spin excels when the opposition has been statused; it has great synergy with paralysis, as it enables Moltres to move faster than any opponent even without setting up Agility (amQC note: do you think full paralysis should be mentioned as a safety net against missing?), and with burn, as Fire Spin is able to stop opponents from moving repeatedly while racking up burn damage.

Moltres's specialty is clean up. If you are running Moltres, you ought to be spending the early game trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, freeze and sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means the entire game plan (spacing) must be tailored around Moltres; for example, while other Pokemon that usually struggle with Starmie, such as Articuno or Slowbro, are content to see it absorb sleep so that it may not stop their sweep later, for Moltres (I am like 90% sure a comma goes here but I don't think it's an objective one?) this has some downsides. Therefore, (AC) the early game must be planned around this; there are many teams which that (yeah it's this again, fuck this language) are happy to take the sleep bullet on their Starmie on purpose, but this is not always good on Moltres teams, so you might want to try luring your opponent into letting you sleep a different Pokemon or perhaps even forgo sleep altogether if you are feeling creative; though it should be mentioned that it is not infrequent for sleeping Pokemon to be sacrificed for momentum, so that can also be something to look for when using Moltres. Similarly, it won't be much use gambling your early game trying to freeze a Chansey, since it isn't going to help your Moltres sweep too much. The presence of Moltres significantly alters the way one must manage the early game and the status conditions of your opponent's Pokemon; if you plan to use it, you must have a very deliberate plan laid out to weaken its checks correctly and make your opponent play into your hand.

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are hard to justify over the four in the standard set in most cases. Double-Edge gives it a strong move to hit Chansey on the switch-in (RC) and to a lesser extent Starmie (Optional: move "on the switch-in" here), which might make its job of taking down these checks a little easier, though usually, (AC) you will be content to source your extra damage from an additional Fire Spin. Sky Attack similarly hits for over 50% on both Starmie and Chansey, threatening an OHKO (you wouldn't say "threatening one hit ko") on a critical hit, but it requires good prediction to get away with the charge turn and is hard to justify over any of Moltres's other moves. Toxic allows Moltres to empower its own Fire Spin without needing to land a Fire Blast burn, which helps with working around Chansey as long as Moltres can chain enough Fire Spins without missing, but it is, (AC) again, (AC, flow commas) difficult to find space for Toxic in Moltres's moveset.

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their strong special bulk and lack of concern for burns, not caring for its Fire Blast and taking minimal damage from anything else it can throw at them (I get what you're saying but this reads kinda weirdly. Maybe separate the sentences. The "anything else" is Hyper Beam or Double-Edge so it doesn't factor into the rest of the sentence either, so maybe that can be your cutoff point to move onto their respectable physical bulk.). Starmie is a particularly brutal way to bring down the legendary bird, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin so as to not give it a free Amnesia boost, though it needs to be wary when burned as Fire Spin chains can rapidly rack up sufficient residual damage.

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan Special bulk; however, (AC, in most situations you should have a comma after "however", I'd say default to it if you're not sure) it is naturally slower than Moltres and as such can be stopped from recovering the damage taken by means of Fire Spin. However, this can be quite risky for Moltres however (clarity, a later "however" here can be a bit weird), as the low accuracy can cause it to miss and allow Chansey's Thunder Wave, significantly lowering Moltres's odds to succeed in the endgame. While Moltres can muscle through Chansey, it often needs some lucky breaks to do so: its Hyper Beam hits for over 40%, and especially if Chansey receives a Fire Blast burn, Moltres can attempt to bring it down to that range by itself with Fire Spin.

**Jolteon and Zapdos**: While neither are particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres is capable of winning against a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a chance of 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than death fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having against it an OHKO in Rock Slide; if it drops Rock Slide in favor of Rest it gives up the OHKO, but it gains the ability to heal off the burns and run Moltres out of Fire Blasts, which is just as good.

[CREDITS]
- Written by: [[Amaranth, 265630]], [[Plague von Karma, 236353]]
- Quality checked by: [[FriendOfMrGolem120, 424525], [Enigami, 233818]]
- Grammar checked by: [[, ], [, ]]
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
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(AC): Add Comma

[OVERVIEW]

Moltres stands out as the most potent strongest (clarity) special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird, as a matter of fact: Moltres can also 2HKO Tauros and threaten Snorlax significantly with its Fire Blast, while also roasting while nailing Exeggutor and having the ability to set up Agility to clean up an endgame. However, it too has a hard time breaking through very common special walls such as Starmie and Chansey, which holds it back tremendously. Should these walls be incapacitated or removed altogether, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ in order to understand which one of them best fits your team's needs to understand which fits your team best. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey more effectively than Articuno; this is especially relevant Articuno, especially when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon that shut down Moltres quite so hard. However, Moltres pays for this breaking power in a multitude of ways. Lower physical bulk and a weakness to Ice-type attacks make it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks in RBY, making Moltres considerably weaker in various matchups (collapsed split word) compared to Articuno, such as Zapdos and especially Rhydon. Furthermore, Fire Spin's accuracy makes it very unreliable, which will lead to occasional frustration; Fire Blast also suffers from this problem to a lesser degree. Overall, Moltres is a phenomenal endgame late-game threat, despite being niche overall, as the ability to beat Tauros one-on-one is of crucial importance; while setting up the conditions for it to succeed can be difficult, this Pokemon is capable of cleaning up entire teams, so if you are looking for a way to dismantle passive builds, Moltres might be the niche option you're looking for. supporting it can be difficult, this Pokemon remains a sweeping threat that can tear down passive builds.

[SET]
name: Standard
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw to Moltres. It threatens significant damage to a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance which that forces sturdier physical attackers such as Snorlax and Rhydon to tread very carefully around Moltres. However, much like most special attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste any on Pokemon which that can just shrug them it off; furthermore, landing a burn on these Pokemon can sometimes be counterproductive, as it removes the option of paralyzing them. Moltres packs a relatively powerful Hyper Beam to help it deal with special walls, thankfully; in tandem with a Fire Blast, it can hit both Chansey and Starmie for over 60% of their HP over two turns, meaning that, (AC) if such walls have been weakened, it stands a good chance of finishing the job. Agility is an extremely helpful move that allows Moltres extremely helpful to ignore the Speed drop from paralysis and gain the upper hand on other fast endgame late-game Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack as long as it doesn't miss. Fire Spin excels when the opposition has been statused; it has great synergy with paralysis, as it which enables Moltres to move faster than any opponent foe even without setting up Agility, and with burn, as Fire Spin is able to stop opponents from moving repeatedly while racking repeatedly stopping the foe from moving racks up burn damage.

Moltres's specialty is cleanup. (collapsed split word) If you are running Moltres, you ought to be spending the early-game (added hyphen) trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, freeze and sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means the entire game plan must be tailored around Moltres; for example, while other Pokemon that usually struggle with Starmie, such as Articuno or Slowbro, are content to see it absorb sleep so that it may not stop their sweep later, for Moltres this has some downsides. Therefore, the early game must be planned around this; there are many teams that are happy to take the sleep bullet on their Starmie on purpose, but this is not always good on Moltres teams, so you might want to try luring your opponent into letting you sleep a different Pokemon or perhaps even forgo sleep altogether if you are feeling creative; though it should be mentioned that it is not infrequent for sleeping Pokemon to be sacrificed for momentum, so that can also be something to look for when using Moltres. Similarly, it won't be much use gambling your early-game trying to freeze a Chansey, since it isn't going to help your Moltres sweep too much. The presence of Moltres significantly alters the way one must manage the early game and the status conditions of your opponent's Pokemon; if you plan to use it, you must have a very deliberate plan laid out to weaken its checks correctly and make your opponent play into your hand. This means Moltres needs a very deliberate plan early-game and beyond to weaken checks and make your opponent play into your hand, especially against Starmie. Many teams are willing to let Starmie absorb sleep early-game, which is great for other Pokemon that struggle with it like Articuno and Slowbro, but Moltres's resisted Fire Spin is the perfect opportunity for Starmie to burn sleep turns. You might want to try luring your opponent into letting you sleep a different Pokemon, even forgoing sleep altogether if you are feeling creative, or hoping sleeping Starmie falls victim to players' willingness to sacrifice sleeping Pokemon. Similarly, it won't be much use gambling your early-game trying to freeze a Chansey. (lmk if I missed something in this section that should stay)

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are all hard to justify over the four in the standard set in most cases. Double-Edge gives it a strong move to hit Chansey on the switch-in switch, and to a lesser extent Starmie, which might make its job of taking down these checks a little easier, though usually, you will usually be content to source your extra damage from an additional Fire Spin. Sky Attack similarly hits for over 50% on both Starmie and Chansey, threatening to OHKO on a critical hit, but it requires good prediction to get away with the charge turn and is hard to justify over any of Moltres's other moves. Toxic allows Moltres to functionally (I imagine not literally? tho maybe I just don't know smth) empower its own Fire Spin without needing to land a Fire Blast burn, which helps with working around Chansey as long as Moltres can chain enough Fire Spins without missing, but it is, again, difficult to find space for Toxic in Moltres's moveset.

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their strong great special bulk and lack of concern for burns, which allows them to switch into Fire Blast frequently. Starmie is a particularly brutal way to bring down the legendary bird particularly brutal, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin so as to not give it a free Amnesia boost, though it needs to be wary when burned, (AC) as Fire Spin chains can rapidly rack up sufficient residual damage for Hyper Beam to KO. (I assume?)

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan special bulk; however, it is naturally slower than Moltres and as such can be stopped from recovering the damage taken by means of Fire Spin. However this can be quite risky for Moltres, as the low accuracy can cause it to miss and allow Chansey's Thunder Wave, significantly lowering Moltres's odds to succeed in the endgame. While Moltres can muscle through Chansey, it often needs some lucky breaks to do so: its Hyper Beam hits for over 40%, and especially if Chansey receives a Fire Blast burn, Moltres can attempt to bring it down to that range by itself with Fire Spin. Moltres outspeeds it and can therefore stop it from recovering with Fire Spin. Therefore, it can muscle through Chansey with some luck, especially with a Fire Blast burn alongside Fire Spin, as Hyper Beam hits for over 40%. However, this can be quite risky for Moltres, as a miss lets Chansey cripple its endgame with Thunder Wave.

**Jolteon and Zapdos**: While neither are is particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres is capable of winning against can beat a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a chance of a 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than death fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having against it an OHKO against it in Rock Slide; if it drops Rock Slide in favor of Rest, (AC) it gives up the OHKO, but it gains the ability to heal off the burns and run stall Moltres out of Fire Blasts, which is just as good.


[CREDITS]
- Written by: [[Amaranth, 265630], (removed extra brackes before and after) [Plague von Karma, 236353]]
- Quality checked by: [[FriendOfMrGolem120, 424525], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [, ]]


i'll stamp once you address the comment asking for clarification

talked about it with pvk so you can have funny stamp. lmk if you want anything changed obv
hi pvk.gif
1/2
 
Last edited:

Band

scatters things often
is a Site Content Manageris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a Top Contributoris a Top Smogon Media Contributor
i want my $10, Plague von Karma
add / (AC): add comma / (ACO): add colon
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comments

[OVERVIEW]

Moltres stands out as the strongest special attacker in the tier, tied with Articuno. It shares a lot of strengths and weaknesses with the other legendary bird:(ACO) , as a matter of fact Moltres can also 2HKO Tauros and threaten Snorlax significantly while nailing Exeggutor and having Agility to clean up an endgame late-game. However, it too has a hard time breaking through very common special walls such as Starmie and Chansey, which holds it back tremendously. Should these walls be incapacitated or removed altogether, Moltres can wreak havoc and make great use of its titanic Special stat.

Due to these shared traits with Articuno, it is worth analyzing where they differ to understand which fits your team best. Moltres has access to Fire Spin in tandem with higher Attack, giving it a stronger Hyper Beam. These two qualities allow Moltres to muscle through checks like Starmie and Chansey more effectively than Articuno, especially when these Pokemon have been paralyzed and chipped beforehand. Moltres also possesses no hard walls: while Articuno really struggles against Lapras and Cloyster, there aren't any Pokemon that shut down Moltres quite so hard. However, Moltres pays for this breaking power in a multitude of ways. Lower However, Moltres's lower physical bulk and a weakness to Ice isn't it also neutral? or am i missing some rby mechanic make it considerably easier to take down. Additionally, the type chart is unkind to Fire-type attacks in RBY, making Moltres considerably weaker in various matchups compared to Articuno, such as Zapdos and especially Rhydon. Furthermore, Fire Spin's accuracy makes it very unreliable; Fire Blast also suffers from this problem to a lesser degree. Overall, Moltres is a phenomenal late-game threat, despite being niche overall, as the ability to beat Tauros one-on-one is of crucial importance; while supporting it can be difficult, this Pokemon remains a sweeping threat that can tear down passive builds.

[SET]
name: Standard
move 1: Fire Blast
move 2: Hyper Beam
move 3: Agility
move 4: Fire Spin

[SET COMMENTS]
Set Description
=========

Fire Blast is the main draw to Moltres. It threatens significant damage to a majority of the tier, including notable 2HKOs on Tauros, Exeggutor, and Cloyster, and has a nice 30.1% burn chance that forces sturdier physical attackers such as Snorlax and Rhydon to tread very carefully around Moltres. However, much like most special attackers in RBY OU, it must contend with the existence of Chansey and Starmie. These two Pokemon can comfortably heal off all damage taken by Fire Blast, and due to Fire Blast only having 8 PP, Moltres usually doesn't want to waste any on Pokemon that can just shrug it off; furthermore, landing a burn on these Pokemon can sometimes be counterproductive, as it removes the option of paralyzing them. Moltres packs a relatively powerful Hyper Beam to help it deal with special walls, thankfully; in tandem with a Fire Blast, it can hit both Chansey and Starmie for over 60% of their HP over two turns, meaning that, if such walls have been weakened, it stands a good chance of finishing the job. Agility is extremely helpful to ignore the Speed drop from paralysis and gain the upper hand on other fast late-game Pokemon such as Tauros and Zapdos; it is especially powerful in combination with Fire Spin, as a fast partial trapping move completely shuts down the opponent's ability to attack as long as it doesn't miss. Fire Spin excels when the opposition has been statused; it has great synergy with paralysis, which enables Moltres to move faster than any foe even without setting up Agility, and with burn, as repeatedly stopping the foe from moving racks up burn damage.

Moltres's specialty is cleanup. If you are running Moltres, you ought to spend the early-game trying to cripple, chip, and potentially even remove the opposing Chansey and Starmie. Moltres is very unconventional in that it doesn't synergize particularly well with the two most powerful statuses in RBY, freeze and sleep. Fire Blast will thaw frozen opponents, and Fire Spin provides sleeping enemies with opportunities to wake while only taking minimal damage per turn. This means Moltres needs a very deliberate plan early-game and beyond to weaken checks and make your opponent play into your hand, especially against Starmie. Many teams are willing to let Starmie absorb sleep early-game, which is great for other Pokemon that struggle with it,(AC) like Articuno and Slowbro, but Moltres's resisted Fire Spin is the perfect opportunity for Starmie to burn sleep turns. You might want to try luring your opponent into letting you sleep a different Pokemon, even forgoing sleep altogether if you are feeling creative, or hoping sleeping Starmie falls victim to players' willingness to sacrifice sleeping Pokemon. Similarly, it won't be much use gambling your early-game trying to freeze a Chansey.

[STRATEGY COMMENTS]
Other Options
=============

Moltres possesses a few other viable moves, but they are all hard to justify in most cases. Double-Edge gives it Moltres a strong move to hit Chansey on the switch, and to a lesser extent Starmie, which might make its job of taking down these checks a little easier, though you will usually be content to source your extra damage from an additional Fire Spin. Sky Attack hits for over 50% on both Starmie and Chansey, threatening to OHKO on a critical hit, but it requires good prediction to get away with the charge turn. Toxic allows Moltres to functionally empower its own Fire Spin without needing to land a Fire Blast burn, which helps with working around Chansey as long as Moltres can chain enough Fire Spins without missing.

Checks and Counters
===================

**Water-types**: Starmie and Slowbro stop Moltres dead in its tracks thanks to their great special bulk and lack of concern for burns, which allows them to switch into Fire Blast frequently. Starmie is particularly brutal, being faster and threatening hefty damage with any of Blizzard, Thunderbolt, or Surf, or even paralysis from Thunder Wave. Slowbro can use Moltres as setup fodder after paralyzing it, usually forcing it to try and pivot out with Fire Spin as to not give it a free Amnesia boost, though it needs to be wary when burned,(AC) as Fire Spin chains can rapidly rack up sufficient residual damage for Moltres to KO it.

**Chansey**: Chansey can put a hard stop to Moltres thanks to its gargantuan Special bulk; however, Moltres outspeeds it and can therefore stop it from recovering with Fire Spin. Therefore, it can muscle through Chansey with some luck, especially with a Fire Blast burn alongside Fire Spin, as Hyper Beam hits for over 40%. However, this can be quite risky for Moltres, as a miss lets Chansey cripple its endgame late-game with Thunder Wave.

**Jolteon and Zapdos**: While neither is particularly willing to take a Fire Blast, both Jolteon and Zapdos outspeed Moltres while 2HKOing it with STAB Thunderbolt. However, Moltres is can beat a chipped or resting Jolteon, having a good shot at 2HKOing it with Fire Blast + Hyper Beam.

**Rhydon**: While it looks enticing to switch Rhydon in on Fire Blast, its pathetic Special makes it take surprisingly high damage; there is even a chance of a 3HKO. Additionally, being burned is an utter death sentence for Rhydon, making it little more than fodder in the long run. However, Rhydon is otherwise one of the better Moltres checks, absorbing Hyper Beam well and PP stalling Fire Spin better than most OU staples, all while having an OHKO against it Rock Slide; if it drops Rock Slide in favor of Rest, it gives up the OHKO, but it gains the ability to heal off the burns and stall Moltres out of Fire Blasts, which is just as good.


[CREDITS]
- Written by: [[Amaranth, 265630], [Plague von Karma, 236353]]
- Quality checked by: [[FriendOfMrGolem120, 424525], [Enigami, 233818]]
- Grammar checked by: [[Finland, 517429], [Bandkrook, 301217]]

BandkrookGP.gif
 

Amaranth

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a weakness to Ice isn't it also neutral? or am i missing some rby mechanic
fire does not resist ice in RBY because our type chart is funky like that

Moltres possesses a few other viable moves, but they are all hard to justify in most cases. [...]
I'm not cutting this sentence, it is very important to make it clear that those options are VERY niche, if it causes some grammar problems that I'm not seeing we can work around it in some other way but otherwise I'm keeping this in because these moves are bad and it needs to be clear that they are bad

everything else implemented, will wait for a reply on that sentence above ^ before shipping it off to upload
 

Band

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I'm not cutting this sentence, it is very important to make it clear that those options are VERY niche, if it causes some grammar problems that I'm not seeing we can work around it in some other way but otherwise I'm keeping this in because these moves are bad and it needs to be clear that they are bad
I removed it since OO are usually already known to be worse options, but it's not a big deal.
 

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