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Eelektross Overview

Eelektross's main use on electric is as a check to Volcarona and Charizard Y, slow pivot and supporting physical attacker with access to Knock Off, easing the normal matchup a little bit. Looking at its stats, it can work as a fully physical, special or mixed attacker, but because of electric's lack of physical attackers and Knock Off users, it's usually running physical or mixed. Looking at its movepool, you can see it as being a potent check to Bug (Flamethrower/Rock Slide), Psychic (Knock Off, U-turn, Volt switch for Slowbro), Water (Giga Drain and STAB) and Normal (Knock Off, Drain Punch and Volt Switch for Staraptor), so it's really versatile to suit your team needs. It also has a great ability in Levitate, which negates the type main weakness, Ground.


Eel (electric obv) AV
Eelektross@ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Knock Off
- Rock Slide
- Giga Drain/Drain Punch/Flamethrower
- U-turn/Volt Switch/Flamethrower

#Moves
Knock Off is one of the best moves in the game and should always be on your moveset, specially consdering that only Thundurus and Eelektross are viable users of this move on the type. Rock Slide is there to OHKO Volcarona and Mega Charizard-Y, two pokemons that give Electric a hard time. The last moves are usually up to choice, Giga Drain helps as lot against Ground and Water matchups, 2HKOing the Water/Grounds even with low investment, Drain Punch gives you some solid recovery against Normal walls, like Chansey and Porygon-2, while also dealing a major hit on the likes of Tyranitar and Bisharp, and Flamethrower lets you 2HKO the likes of Scizor and Ferrothorn, but this job is usually done better by Manectric-Mega, since it can Volt Switch out of the Heatran/Mega-Venusaur switchin to keep momentum. U-turn is unblockable, while doing massive damage to Celebi and Hoopa-U, while Volt Switch can be useless against the ground matchup, but it lets you deal good damage to the likes of Mandibuzz, Slowbro and Staraptor while switching out to a check like Magnezone, Zapdos or Rotom-W.

#Set Details
Eelektross's main selling in point is its movepool, and this set tends to abuse it by forcing switches and recovering momentum lost in the previous turn. Max attack EVs are recommend so it can abuse Knock Off more freely, while also maintaining a strong Rock Slide to OHKO Volcarona and Charizard-Y.

#Usage Tips
Eelektross doesn't really enjoy coming into moves, so it's usually better to bring it in on a predicted switch or boosting/healing move. This set is better used as a check for special attackers that forces switches while retaining momentum or as a hit absorber with slow pivot to bring something fast and frail like Thundurus, Manectric-Mega and Raikou in. An adamant nature can be used if the set is fully physical, with the remaining EVs being used on special defense.

#Team Options
Electric isn't really known for it's wide variety of options, with Mons like Zapdos, Rotom-W, Magnezone and Thundurus being used in almost every team. Well, Zapdos is a great teammate because of Defog and Volt Switch, which clears hazards and brings eel safely after a sponged hit, same works for Rotom-w, that can burn a physical mon and Volt Switch into Eelektross, while the same doesn't take much damage from a burned hit. Thundurus, Magnezone, Luxray and Manectric-Mega also enjoy having a slow pivot, meaning they usually can come in more freely despite their lack of bulk or because Magnezone usually wants to keep Sturdy intact.
 
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a bit late on this, your Scarf analyses should be good to go, everything in there i agree with 100%, as for your defensive set. Maybe slash feather dance with toxic as it helps you to toxic stall a few mons that brave bird doesnt do that much to but they dont have anything to do in return. Also having toxic users appreciate recovery, in which Staraptor has roost. Other then that, good job on ur analyses
Overview:
Mention that defensive Staraptor also provides Defog support, as it's the only viable user of entry hazard removal.
Mention that defensive Staraptor is quite passive as well. Special setup sweepers love coming in on it to get a free boost. Also, Defog and Feather Dance both have low PP, lower than Stealth Rock and Swords Dance, respectively. Thus, it's not actually good at preventing either from happening.


Defensive Set:
Set:
Slash Whirlwind with Feather Dance. It's great for phazing and actually stopping setup sweepers.
You should absolutely have at least 16 Speed EVs! That'll put you ahead of Adamant Bisharp and Breloom. It's such a small amount that you lose almost nothing. 228 HP / 252 Def / 12 SpD / 16 Spe with Impish should do the trick.

Moves:
Mention Whirlwind. Phazes out Mega Scizor, Bisharp, etc. Prevents them from SDing until Feather Dance runs out of PP (Feather Dance is especially useless against Bisharp!).
You could mention having CC having a small niche over Feather Dance. CC can hit annoying Steel- or Rock-types that would otherwise not care about Staraptor.

Set Details:
The EV spread:
228 HP EVs: Leftovers number. With Roost and Leftovers, having a divisible by 4 HP stat is easily negated.
16 Spe: Outspeeds neutral nature base 70s such as Bisharp.

Usage Tips:
"When dealing with Pokemon that have a super effective coverage move such as" I'm unsure if your "such as" refers to Pokemon or the coverage move. This is an important tip to have though so please fill it in.

Maybe a tip on using Feather Dance is useful here. Something like: "Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates." and then "Due to its low PP, Feather Dance cannot beat Swords Dance users." might do the trick.

Whirlwind to block setup sweepers, shuffle around opponents for Stealth Rock chip, should be mentioned here.

Tips on U-turn would be great. Your versions of: "Staraptor's low Speed helps it bring in teammates safely with switch initiative." "U-turn also helps Staraptor escape switch-ins" would probably work.

Team Options:
I would give a mention to Foul Play Porygon2 for a slim hope at stopping Mega Scizor, as Staraptor surely has no chance.
You could give Mega Pidgeot and Meloetta extra attention for being able to beat Steel-types with their access to Heat Wave and Focus Blast.


Choice Scarf Set:
Set:
Slash Reckless with Intimidate.

Moves:
Is Quick Attack actually worth mentioning/running on the Scarf set? I can see it on Band, but U-turn is just so good for Scarf Staraptor. I would personally not mention it.

Set Details:
Intimidate is actually very good on the Choice Scarf set. First, it bluffs your set. If your opponent doesn't see Intimidate, they already know you're offensive. Second, Intimidate is just good, especially with U-turn pivoting in and out even on this offensive set. I'd give it a mention for sure. (Also, Intimidate can let Staraptor trade 1 for 1 vs Mega Scizor in the right case.)

Usage Tips:
The Scarf set can actually function as a pseudo-wallbreaker just with how powerful its STAB moves boosted by Reckless are. As a result, mention that it's great for use in the early- or mid-game to help the team break walls.

Talk about when to use Close Combat. It's a pretty risky move in most cases, as it drops your defenses and is easily abused by setup sweepers. But its use against Steel-types cannot be understated.

Team Options:
Smeargle's access to Sticky Web should be mentioned.
Not sure if Porygon2 should be mentioned as a special attacker over Mega Pidgeot.
Mega Pidgeot should be mentioned as, although they stack Flying-type, can help wear down the Flying checks as they hit opposite defenses.
Staraptor needs help vs. Mega Scizor, as it can take one Brave Bird to set up a SD and then OHKO with Bullet Punch, assuming no Intimidate activation.


Great work! I'll Like the analysis when I see the changes.

By the way, I know this is usually for GP, but Feather Dance, not Featherdance.
Staraptor has began to to take flight!

Implemented!
 
Finished, ready for QC.

Volcanion (Water) Overview
[Overview]
The newly released legendary 'mon, Volcanion provides a helpful Fire/Water type to water teams. It has extremely good bulk as well as a dangerous special attack stat and decent speed and attack. Volcanion can run Assault Vest, Choice Scarf, Choice Specs or even defensive Rest Talk with Leftovers. Choice Specs is the hardest hitting set giving grass, steel and bug a hard time finding switch ins. Choice Scarf is also a viable set. It reaches a pretty high speed that checks big threats to water such as Breloom (once its sash is broken), Serperior and Charizard Y (if you have rock slide). Volcanion's typing makes it immune to will o wisp and its ability allows it to be a safe switch in to scald. However, without Choice Scarf, Volcanion's low speed holds it back. It can't make much use of its decent attack because it lacks a good water type STAB. Without Choice Specs, its power becomes nothing more than just workable and it gets no reliable recovery. Even with those weak points, Volcanion manages to find a decent spot on any water team.


Volcanion (Water) Choice Scarf
[Set]
Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Steam Eruption
- Sludge Wave
- Fire Blast
- Rock Slide

#Moves
Steam Eruption is Volcanion's signature move and one of the best moves in the game and that's not without reason. It has 110 base power along with 95 accuracy and the nifty 30% chance to snatch a burn. Sludge Wave helps in the Fairy matchup hitting Gardevoir and Azumarill which are Fairy's only reliable switch ins to Steam Eruption (Gardevoir because of Trace) for SE damage. Fire Blast is secondary STAB and helps in completely destroying steel, hitting Ferrothorn which resists Steam Eruption. Rock Slide checks one of water's biggest threats, Charizard Y.

#Set Details
Choice Scarfed Volcanion is a great option on water because it checks a lot of big threats to balanced water including Breloom, Serperior and Charizard Y. 40 Attack lets it get a guaranteed kill on Charizard while the rest of the EVs are dumped into special attack and speed.

#Usage Tips
Even though Volcanion is neutral to grass, its not a great idea to switch it in on grass type moves. That's not to say that Volcanion doen't have decent bulk because 80/120/90 isn't bad at all but on an offensive set its wiser to not let it get worn down quickly. Volcanion can be freely switched in on walls like Sableye or scald users that trouble physical attackers like Azumarill.

#Team Options
Stealth rocks help Volcanion a lot because it breaks sashes which can be a hindrance and allows it to check Breloom without the fear of it being sashed. Volcanion also appreciates rapid spin or defog support because stealth rock wear it down extremely quickly. Empoleon provides both SR and Defog while Swampert can provide rocks and Tentacruel/Starmie can provide rapid spin. It also appreciates an electric immunity which it can rely on such as Lanturn or Swampert and a special wallbreaker to make it easier for it to clean up. Dragon types provide it trouble seeing as Volcanion has nothing to break through them so a dragon type check like Azumarill is also nice to have. A ground immunity in Rotom W or Gyarados helps deal with faster ground types that can OHKO it.


Volcanion (Water) Choice Specs
[Set]
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Sludge Wave
- Fire Blast
- Hidden Power [Grass] / Earth Power

#Moves
Steam Eruption is the greatest water STAB available to Volcanion, providing 110 Base Power, 95 Accuracy and 30% chance to burn. Its only downside is its low PP, however the trade for power is worth over scald. Fire Blast is secondary STAB which gives many types including Bug, Steel and Grass no safe switch ins. Sludge Wave annihilates Fairy as Fire Blast takes care of Klefki or possible Mawile and Steam Eruption beats Diancie giving Fairy no reliable switch ins either. HP Grass destroys the water immunities on ground such as Seismitoad and Gastrodon. Earth Power can be used instead, to help vs opposing Volcanions.

#Set Details
Choice Specs gives it absolute destructive power and makes it a dangerous wallbreaker. Max speed with Timid nature speed ties with Breloom which is a huge threat to water. Modest can be used over Timid to fire off even stronger attacks. 0 Attack takes the least damage from Foul Play.

#Usage Tips
Volcanion can be switched in on passive walls that can't do much to it, like Mega Sableye but should not be switched in vs strong attackers as it does not appreciate getting worn down early. Its low speed lets it get outsped by a plethora of attackers. Volcanion can be used to eat up scalds or will o wisps that hinder physical attackers and can destroy physical walls to let Azumarill or any other physical attacker clean up.

#Team Options
Hazard removal is highly appreciated since Volcanion gets worn down easily by switching in on stealth rock continuously. Stealth rocks on your opponents side of the field are helpful because it breaks sashes and wears down walls. Empoleon provides hazard removal as well as stealth rocks while Swampert provides stealth rocks and an obligatory electric immunity. Volcanion breaks through physical walls with ease so set up sweepers like Mega Gyarados find it easy to set up and sweep.


Volcanion Checks and Counters
Chansey as a counter to Volcanion for Normal teams.
Chansey eats up pretty much every hit from Specs or Scarf Volcanion and is a free switch in as long as it is healthy enough. Even choice banded superpower Volcanion fails to threaten Chansey while Chansey can wear it down with Seismic Toss or Toxic.

252 SpA Choice Specs Volcanion Steam Eruption vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
252 SpA Choice Specs Volcanion Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO

Jellicent as a counter to Volcanion on Ghost teams.
Jellicent resists both of Volcanion's STABs and eats up Sludge Wave or Earth Power easily. Even HP Grass fails to 2HKO it after rocks as long as Jellicent has leftovers while Jellicent can wear it down with Toxic.

252 SpA Choice Specs Volcanion Hidden Power Grass vs. 252 HP / 252 SpD Jellicent: 150-178 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Latias as a counter to Volcanion on Psychic/Dragon teams.
Latias easily eats up every move Volcanion has even w/ Specs and wears it down with Psyshock or TBolt while roost provides reliable recovery.

252+ SpA Choice Specs Volcanion Steam Eruption vs. 16 HP / 0 SpD Latias: 118-139 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Sludge Bomb vs. 16 HP / 0 SpD Latias: 129-152 (42.2 - 49.8%) -- guaranteed 3HKO
Overview
Mention its typing. Weakness to Ground, Rock, Electric is huge as those are common types for coverage.
Mention it needs entry hazard removal. Being 2x weak to Stealth Rock is a big problem especially when using a Choice set.
I wouldn't say that with a Scarf its Speed is anything spectacular, still gets outsped by any common Scarf user. Just say its base Speed holds it back, 'cause it does either way.


Scarf
Moves:
Fire Blast primarily hits Grass. That's far more important than hitting Steel.

Set Details:
Note that EVs are taken from Special Attack not Speed. This allows Volcanion to outspeed +1 Adamant Gyarados, but also +1 Adamant Dragonite and Weavile.
Note not Timid nature to make sure Rock Slide KOes Charizard. Presumably it's Naive to help against priority moves and Breloom more specifically. You should explain why Naive.

Usage Tips:
Talk about using the moves too. Should you spam Steam Eruption? Unlike Scald you only have 8 uses, but the 30% burn is great to spread around onto Volcanion's switch-ins.
How about Sludge Wave, when do we use that? Pretty much just for Fairy-types, as Fire Blast does far more damage against Grass-types not named Ludicolo (lol)
Rock Slide is pretty much solely for Mega Charizard Y and Volcarona, so mention that.
Volcanion is a great revenge killer with Choice Scarf, so mention that too. Bring it in safely early-game to spread long lasting burns, and even late-game it can take advantage of its great damage to clean.

Team Options:
"and a special wallbreaker to make it easier for it to clean up" such as Keldeo? Give some examples.

Give Swampert extra note for being a Stealth Rock user and Electric-immnity, but also is a physically defensive tank, that can soak up Earthquakes aimed at Volcanion. Swampert appreciates Volcanion's ability to check Grass-types in return too.

Lanturn and Rotom-W are also nice for having slow Volt Switch to bring in Volcanion safely. Especially when Grass-types threaten them, they can Volt Switch straight into the check! Lanturn also gets Heal Bell to remove any status such as paralysis, which would cripple Volcanion's Speed completely.


Specs
Set Details:
I think you should mention a bulky set of 248 HP / 252 SpA / 8 Spe or something like that. I've definitely seen it around and think it's at least decent with bulk. Especially if you're gonna be using Modest anyway.

Usage Tips:
Again talk about your moves like in the Scarf section. Not gonna do them all for you again, but example: Steam Eruption is easily spammable as even targets that resist it take a huge chunk thanks to Specs. Burn chance is great too.
Fire Blast is an alternative STAB option for at worst 2HKOing any Grass-type including Mega Venusaur through Thick Fat.

Talk about bringing in Volcanion as often as possible early-game so that you can break walls for your team. Even more so than for Scarf, using Volcanion as much as possible early on is critical for this set.

Team Options:
Lanturn and Rotom-W are again great teammates both for their immunities and also their slow Volt Switch. I think you should mention them.


Lot of good work here. Here's a QC, I'll Like the post after the changes.

Sorry I said I'd do this last night, ngl I forgot.
 

Confluxx [Old]

Banned deucer.
Eelektross Overview

Eelektross's main use on electric is as a check to Volcarona and Charizard Y, slow pivot and supporting physical attacker with access to Knock Off, easing the normal matchup a little bit. Looking at its stats, it can work as a fully physical, special or mixed attacker, but because of electric's lack of physical attackers and Knock Off users, it's usually running physical or mixed. Looking at its movepool, you can see it as being a potent check to Bug (Flamethrower/Rock Slide), Psychic (Knock Off, U-turn, Volt switch for Slowbro), Water (Giga Drain and STAB) and Normal (Knock Off, Drain Punch and Volt Switch for Staraptor), so it's really versatile to suit your team needs. It also has a great ability in Levitate, which negates the type main weakness, Ground.


Eel (electric obv) AV
Eelektross@ Assault Vest
Ability: Levitate
EVs: 248 HP / 252 Atk / 8 SpA
Brave Nature
- Knock Off
- Rock Slide
- Giga Drain/Drain Punch/Flamethrower
- U-turn/Volt Switch/Flamethrower

#Moves
Knock Off is one of the best moves in the game and should always be on your moveset, specially consdering that only Thundurus and Eelektross are viable users of this move on the type. Rock Slide is there to OHKO Volcarona and Mega Charizard-Y, two pokemons that give Electric a hard time. The last moves are usually up to choice, Giga Drain helps as lot against Ground and Water matchups, 2HKOing the Water/Grounds even with low investment, Drain Punch gives you some solid recovery against Normal walls, like Chansey and Porygon-2, while also dealing a major hit on the likes of Tyranitar and Bisharp, and Flamethrower lets you 2HKO the likes of Scizor and Ferrothorn, but this job is usually done better by Manectric-Mega, since it can Volt Switch out of the Heatran/Mega-Venusaur switchin to keep momentum. U-turn is unblockable, while doing massive damage to Celebi and Hoopa-U, while Volt Switch can be useless against the ground matchup, but it lets you deal good damage to the likes of Mandibuzz, Slowbro and Staraptor while switching out to a check like Magnezone, Zapdos or Rotom-W.

#Set Details
Eelektross's main selling in point is its movepool, and this set tends to abuse it by forcing switches and recovering momentum lost in the previous turn. Max attack EVs are recommend so it can abuse Knock Off more freely, while also maintaining a strong Rock Slide to OHKO Volcarona and Charizard-Y.

#Usage Tips
Eelektross doesn't really enjoy coming into moves, so it's usually better to bring it in on a predicted switch or boosting/healing move. This set is better used as a check for special attackers that forces switches while retaining momentum or as a hit absorber with slow pivot to bring something fast and frail like Thundurus, Manectric-Mega and Raikou in. An adamant nature can be used if the set is fully physical, with the remaining EVs being used on special defense.

#Team Options
Electric isn't really known for it's wide variety of options, with Mons like Zapdos, Rotom-W, Magnezone and Thundurus being used in almost every team. Well, Zapdos is a great teammate because of Defog and Volt Switch, which clears hazards and brings eel safely after a sponged hit, same works for Rotom-w, that can burn a physical mon and Volt Switch into Eelektross, while the same doesn't take much damage from a burned hit. Thundurus, Magnezone, Luxray and Manectric-Mega also enjoy having a slow pivot, meaning they usually can come in more freely despite their lack of bulk or because Magnezone usually wants to keep Sturdy intact.
You mentioned that Electric has a hard time dealing with Mega Charizard Y which I don't agree with because Raikou, Mega Ampharos, Mega Manectric, even Zapdos after it stalls out sun with Roost can beat it.

You should put Iron Tail as an option in the moves section as it allows it to check Fairy types which Electric doesn't have much for outside of Magnezone.

You said Eelektross doesn't like coming into moves. I disagree, Assault Vest Eelektross switches into special attacks pretty well.

Other things I'd change is how some stuff are said but the GP team will take care of that.
 
You mentioned that Electric has a hard time dealing with Mega Charizard Y which I don't agree with because Raikou, Mega Ampharos, Mega Manectric, even Zapdos after it stalls out sun with Roost can beat it.

You should put Iron Tail as an option in the moves section as it allows it to check Fairy types which Electric doesn't have much for outside of Magnezone.

You said Eelektross doesn't like coming into moves. I disagree, Assault Vest Eelektross switches into special attacks pretty well.

Other things I'd change is how some stuff are said but the GP team will take care of that.
Well, OHKOing zard Y and/or forcing it out is something mention, especially considering it demolishes the electric core with ease, even more with Victini's support, and nothing likes to switch into eel on either flying or fire.
Iron Tail doesn't really deserve a mention in my opinion considering it's too missy, it usually prefers to run other moves
I'm saying it doesn't like to, but it can if needed to. I see nothing wrong there, Eel usually prefers to be as healthy as possible.
About the grammar, oh well, english isn't my native language, but you guys can fix that.
 
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lax

cloutimus maximus
is a Community Leader Alumnusis a Top Tiering Contributor Alumnuswon the 10th Official Ladder Tournamentis a Past SPL Championis a Past WCoP Champion
RBTT Champion
Ready for QC.

Azumarill (Fairy) Overview
Azumarill is one of the few physical attacking Pokemon that Fairy gets and it plays an important roll on all Fairy team due to it's access to Belly Drum and Dual Screens support from Klefki. It's Water/Fairy typing gives it nice resistances to Fire, Water, Ice and neutral damage from Steel. That combined with it's decent bulk allow it to take a hit and set-up or hit back. The Huge Power ability that Azumarill possesses makes Azumarill's base 50 attack equivalent to a base 150 attack. That plus it's access to moves like Superpower and Knock Off let it take on Heatran and Empoleon, two specially defensive Steel type Pokemon that nothing else on Fairy appreciates facing. However Azumarill's Speed stat is very low which forces it to take a hit before being able to set-up or hit back.


Azumarill (Fairy) Belly Drum
Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

#Moves
Belly Drum allows Azumarill to get to +6 Attack which it can find many opportunities to do so with support from Dual Screens by Klefki or against a Pokemon that can't do much to Azumarill. Aqua Jet is Azumarill's Water STAB and it's the move it's mostly gonna use if it sets up a Belly Drum because in most cases it's gonna get a kill. Play Rough is it's Fairy STAB which hits very hard even without set-up. Knock Off provides utility as removing the opponent's item is always appreciated and it helps a lot vs Psychic. Superpower is also an option in the last move slot but Knock Off is generally more useful.

#Set Details
Sitrus Berry restores 25% of Azumarill's health when it gets bellow 50% which is useful when setting up a Belly Drum. 252 EVs in Attack and an Adamant Nature allows Azumarill to hit as hard as it can. 164 EVs in Speed allows Azumarill to outspeed 0 speed Skarmory and take it out with Knock Off after Stealth Rock. The rest of the EVs are invested in HP because Azumarill doesn't need it in anything else. Running more Speed on Azumarill is optional but you should always run enough to outspeed 0 Speed Skarmory and make sure the HP number is even so you get down to 50% after a Belly Drum and not 51%.

#Usage Options
Since Azumarill's main job is to Belly Drum and sweep you shouldn't switch it in to take an attack if your game plan is to sweep with it. Safely coming in and setting up a Belly Drum, even better if under screens, will allow Azumarill to be as healthy as possible after taking a turn to set up. It can be used as an offensive pivot to moves it resists and create offensive pressure if the game plan isn't to Belly Drum and sweep.

#Team Options
Klefki's Prankster ability and access to Reflect and Light Screen make it an amazing partner for Azumarill as it supports the Belly Drum sweep. Pokemon that can get rid of things that prevent Azumarill from setting up for free are appreciated. These include Togekiss that can get rid of Grass types and other threats such as Nidoking with Choice Scarf Air Slash or at least weaken them, Clefable which can set up Stealth Rock to break Skarmory's Sturdy, Gardevoir which can help get rid of Poison types, Mega Diancie which prevents hazards with it's Magic Bounce ability, something Azumarill doesn't appreciate since it needs to be as healthy as possible to set up a Belly Drum.
QC:

Hi- don't mention the partners in the overview of the specific mon (klefki in this case). Mention how its typing is beneficial for fairy teams because fairy is lacking in many fire and water resists. Elaborate more on Azu's movepool, the fact that it has a decent priority attack and STABs along with Knock Off and Superpower help it vs steel teams in general. I don't think mentioning Heatran in that is worth because Water STAB is super effective against tran anyways. "
However, Azumarill's Speed stat is very low, which is why Azumarill tends to speed creep other Pokemon or be forced to take a hit before being able to set-up and hit back.

Knock off on Azumarill really isn't for the "removing the opponent's item" aspect, more like Knock Off and Superpower should be slashed next to each other (Koff being first) because it is a strong, coverage move for Azu that would help it break mons that normally wall its two STABs.

Mention how creep is NOT just specifically for Skarm but really any base 70 walls or otherwise.

Otherwise, looks good. -stamp-
 
Done - Ready for GP

Zapdos (Flying) Overview
Due to its high HP and Special Defense stat, Zapdos can act as an excellent Specially Defensive wall for Flying-type teams. Zapdos also has a strong SpA stat, which, even when it is running a defensive set, allows it to still not be passive and deal respectable damage to its opponents. It also provides crucial hazard removal in the form of Defog, which allows it and its teammates to switch in and out more often. Due to its typing, Zapdos is able to take Electric-type attacks that would otherwise threaten Flying teams as it only takes neutral damage, it is also the only Electric/Flying-type that has access to reliable recovery, which it gets in the form of Roost. However, Zapdos's somewhat lacking Defense stat can leave it weak to many physical attackers when running a specially defensive set, so this should be taken into consideration when putting it into your team.


Done - Ready for GP

Zapdos (Flying) Specially Defensive
[SET]
Zapdos @ Leftovers
Ability: Pressure
EVs: 248 HP / 244 SpD / 16 Spe
Calm Nature
- Discharge / Volt Switch
- Toxic / Heat Wave
- Defog
- Roost

#Moves
Discharge provides you with reliable damage, and, due to its chance of paralyzing the opponent, can give opponents second thoughts about setting up against Zapdos. Volt Switch is also an option instead of Discharge, as it provides momentum, however it should be noted that this means Zapdos has to keep switching, which can cause it take heavy damage from hazards, and this leaves Zapdos unable to paralyze opponents which can make it set-up bait. Toxic will put opponents on a timer, preventing them from stalling and often forcing switches, and helps Zapdos wear down opposing walls. Heat Wave is an option instead of Toxic as it allows Zapdos to hit Steel types such as Excadrill, or Ferrothorn, both of which can threaten Flying and will be able to switch into Zapdos if it is not running Heat Wave. Defog is crucial to Flying, and to this set. It allows Zapdos to clear Stealth Rock from its side, which is extremely important for Flying as most Flying-types are weak to Stealth Rocks. Roost is a reliable form of recovery for Zapdos, allowing it to keep switching throughout the game. It also removes Zapdos's Flying-type, which can be helpful in certain situations when facing slower Pokemon as it allows Zapdos to take certain attacks that it wouldn't normally be able to if it had its Flying-type.

#Set Details
248 HP is optimal for allowing Zapdos to switch into Stealth Rocks, as it means Zapdos has an odd HP value, so it takes a rounded down amount of damage from switching into Stealth Rocks. 16 Speed is used to allow Zapdos to outspeed Pokemon who are running 70 base Speed without a boosting nature, such as Bisharp. The rest of the EV's are put into Special Defense to allow Zapdos to take as many special hits as possible. There is also the possibility of running an alternative spread of 248 HP / 152 SpD / 108 Spe with a Calm nature, as this allows Zapdos to outspeed Pokemon that are running max Speed and a boosting nature with base 70 Speed, such as Bisharp, Cloyster, or Volcanion, and then potentially KO them before they get to attack.

#Usage Tips
Zapdos is best used as something to switch into special attackers. Its reliable recovery means it is consistently able to switch into these attacks, so you should always try and keep it at full health by making you sure you Roost as often as possible. Zapdos is able to beat many opposing walls through a combination of Toxic and Pressure, Toxic is able to put the opponent on a timer, forcing them to either sacrifice the Pokemon or switch out, whilst Pressure allows Zapdos to PP stall certain attacks. It is also important to try and make sure hazards are off the field as much as possible, as they prevent Zapdos from switching into certain attacks. This can be done by switching Zapdos in whilst the opponent sets the hazards, then using Defog immediately. Zapdos is also capable of stalling out Stealth Rock users due to Pressure, as Pressure means Defog has more PP than the opponent's Stealth Rock, so you can stay in and just keep using Defog.

#Team Options
Flying offers many great team options for Zapdos. The most common pair with Zapdos is Skarmory, as they form the "SkarmDos" core, a core which is seen on most Flying-type teams and is able to wall a majority of the metagame. The two Pokemon work together especially well as they cover each others weaknesses - Skarmory is able to take Ice- and Rock-type attacks for Zapdos, and Zapdos is able to take Electric-type attacks for Skarmory. Their stats also compliment each other, as Zapdos is a great specially defensive wall, and Skarmory is a great physically defensive wall. Zapdos is also well-paired with Togekiss, as Togekiss can use Heal Bell to get rid of Zapdos's statuses, which allow it to better perform as a wall as it can stay in longer, and has to use Roost less. As well as defensive options, Zapdos works well with offensive Pokemon. It is paired especially well with Mega Gyarados, as, due to its typing, Gyarados is able to take Ice-type attacks that would otherwise threaten Zapdos, and Zapdos is also able to remove hazards from the field to allow Gyarados to switch more freely, and it is able to wear down walls that may otherwise prevent Gyarados from sweeping. Zapdos is also a good partner for Dragonite, as it can keep hazards off the field which means Dragonite's Multiscale is kept intact, allowing it to perform better. Another Pokemon that appreciates hazard removal from Zapdos is Mega Charizard Y, which would otherwise be taking heavy damage from entry hazards. Charizard is also able to beat some Ice-types that would otherwise threaten Zapdos with their super effective attacks. Another offensive partner that works well with Zapdos is Landorus-Therian, it is a good option as alongside Zapdos's Volt Switch it can provide good momentum with U-Turn. Gliscor is also a potential partner, as it acts as a stallbreaker for Zapdos by using Taunt against opposing walls, and it also absorbs any crippling staus for Zapdos.

Done - Ready for GP

Skarmory (Flying) Overview
Skarmory can act as an excellent lead on Flying-type as it gets access to both Stealth Rock and Spikes, which allows it to hazard stack. Due to its high Defense stat, Skarmory can act as an excellent physical wall that is capable of switching into most physical attackers and beating them through its recovery in Roost. Skarmory is also able to act as hazard removal for the team, due to its access to Defog. Its typing also helps it take Rock- and Ice-type attacks as they only do neutral damage, which is extremely helpful on Flying teams. As well as Rock- and Ice-types, Skarmory's Steel-typing means it is able to switch into Fairy-types and beat them with Iron Head, most notably, it is able to switch into Mega Diancie, a massive threat to all Flying teams, and OHKO it with Iron Head. However, Skarmory is weak to Electric-type moves, which are quite commonly used for coverage, which means it requires support from its teammates to be able to take Electric attacks.


Done - Ready for GP

Skarmory (Flying) Defensive
[SET]
Skarmory @ Rocky Helmet / Leftovers
Ability: Sturdy
EVs: 248 HP / 252 Def / 8 Spe
Impish Nature
- Stealth Rock / Spikes / Defog
- Whirlwind
- Iron Head / Brave Bird
- Roost

#Moves
Stealth Rock is the most commonly used hazard move on Skarmory as it is important to have them on every team. Spikes is an option, however it should only be used if you have Stealth Rock on another Pokemon on the team, such as Gliscor or Landorus-Therian. Defog is also an option in this slot, as it provides hazard removal support for the team, however also should only be ran if you have Stealth Rocks in other places. Whirlwind allows Skarmory to phase out set up sweepers, and when combined with Sturdy prevents lots of sweepers provided you can keep Skarmory at full health. Iron Head lands on OHKO on Mega Diancie, one of the biggest threats to Flying teams. It also deals heavy damage to Ice-types such as Mamoswine and Weavile, both of which would otherwise threaten Flying teams. Brave Bird is an option here, as it allows you to hit Mega Medicham, a huge threat to slower flying teams, however it should only be used if you have other ways of dealing with Ice-types and Mega Diancie in particular, as it leaves Skarmory unable to counter them and makes your team vulnerable to being swept. Roost is there as reliable recovery, allowing Skarmory to counter many offensive threats through recovering past their damage, and it achieves synergy with Rocky Helmet, as you can simply Roost whilst the opponent is taking damage from making contact. It also removes Skarmory's Flying-type, which can come in handy in some situations when facing slower Pokemon.

#Set Details
248 HP is used as this gives Skarmory an odd amount of HP, which means when it switches into Stealth Rock it will take a rounded down amount of damage as opposed to the full 25% if it had an even HP value. 252 Defense is used as it allows Skarmory to take many physical hits and leaves it capable of walling lots of physical threats. The rest of the EV's are put into Speed to allow Skarmory to win speed ties against other Skarmory, and other Pokemon with 70 base Speed. Rocky Helmet is the preferred item as it means Skarmory is less passive when facing physical attackers, as they will take residual damage every time they make contact. However, Leftovers is an option to increase Skarmory's longevity.

#Usage Tips
It is best to use Skarmory as a sponge for physical attacks, this means it is capable of switching into many physical threats and simply using Roost to recover its health. It is also able to prevent sweeps due to a combination of Sturdy and Whirlwind, which means it can be switched into opponents whilst they are setting up and then phase them out. As Skarmory relies on having full health to be able to activate Sturdy, it is recommended to Roost as often as possible and make sure it is at as high health as possible, as not only will it allow it to use Sturdy, it will be able to switch into more attacks. However, certain Pokemon, such as Conkeldurr, can prevent Skarmory from using Roost as if it does it risks being hit by a super effective Drain Punch, so this should be considered before using Roost against a slower opponent.

#Team Options
Skarmory has many good options for partners on Flying-type teams. Alongside Zapdos, Skarmory forms a great defensive core. Known as "SkarmDos", it is able to wall a majority of the metagame due to their type synergy; Zapdos offers an Electric-type neutrality, whilst Skarmory is able to take Ice- and Rock-type attacks for Zapdos. Zapdos is also able to take special attacks for Skarmory, which it would otherwise be threatened by due to its low Special Defense stat. Skarmory is also a good partner for lots of sweepers, as it sets up hazards which allow them to sweep more easily due to removing Focus Sash users or Sturdy, and also providing residual damage which just generally weakens the opponent's team. Due to this, it is paired well with Mega Gyarados and Dragonite, both of whom appreciate the setting of Stealth Rocks so they can sweep more easily with Dragon Dance + their respective STAB moves. Dragonite can also pair with Skarmory defensively, as its typing allows it to take certain Electric-type attacks for Skarmory. Landorus-Therian and Gliscor are both great options to pair with Skarmory, as they can run Stealth Rock which allows Skarmory to use Defog as it no longer needs to use them itself. As well as providing Stealth Rock support, Gliscor is also capable of breaking walls for Skarmory through a combination of Taunt and Toxic, which makes it an excellent partner. Togekiss is also a good option, as it provides Heal Bell support for Skarmory, granting it greater longevity and making it easier to stay at full health for Sturdy. Skarmory is also able to take Ice- and Rock-type hits for teammates, making it a good partner for Gliscor or Mega Charizard Y
After having recieved and implemented QC comments from Eien, Anttya, and AFD, these analyses are ready for being GP'ed / uplaoded to the site.
 
Added all of Eien's and Confluxx's suggestions besides the one on Rock Slide. I'm not too sure about switching it because getting a guaranteed kill on one of water's biggest threats is a pretty big deal. Anyway both of my analyses are ready for GP. Sobi
Finished, ready for GP.

Volcanion (Water) Overview
[Overview]
The newly released legendary 'mon, Volcanion provides a helpful Fire/Water type to water teams. It has extremely good bulk as well as a dangerous special attack stat and decent speed and attack. Volcanion can run Assault Vest, Choice Scarf, Choice Specs or even defensive Rest Talk with Leftovers. Choice Specs is the hardest hitting set giving grass, steel and bug a hard time finding switch ins. Its main niche on Water is being a Grass counter. Fire Blast has no switch ins from a Specs Volcanion while it can also eat up an unboosted Leaf Storm from Serperior or other weaker hits such as a Giga Drain from Whimsicott. Choice Scarf is also a viable set. It reaches a pretty high speed that checks big threats to water such as Breloom (once its sash is broken), Serperior and Charizard Y (if you have rock slide). Volcanion's typing makes it immune to will o wisp and its ability allows it to be a safe switch in to scald. However, Volcanion's low speed holds it back. It can't make much use of its decent attack because it lacks a good water type STAB. Its typing leaves it weak to common attacking types such as Ground, Rock and Electric. Without Choice Specs, its power becomes nothing more than just workable and it gets no reliable recovery. A weakness to Stealth Rock also forces it to rely on Defog support. Even with those weak points, Volcanion manages to find a decent spot on any water team.


Volcanion (Water) Choice Scarf
[Set]
Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Steam Eruption
- Sludge Wave
- Fire Blast
- Rock Slide

#Moves
Steam Eruption is Volcanion's signature move and one of the best moves in the game and that's not without reason. It has 110 base power along with 95 accuracy and the nifty 30% chance to snatch a burn. Sludge Wave helps in the Fairy matchup hitting Gardevoir (because of Trace) and Azumarill which are Fairy's only reliable switch ins for SE damage. Fire Blast is secondary STAB and helps in completely destroying steel, hitting Ferrothorn which resists Steam Eruption. It also helps the most vs Grass, giving it no completely reliable switch ins. Rock Slide checks one of water's biggest threats, Charizard Y.

#Set Details
Choice Scarfed Volcanion is a great option on water because it checks a lot of big threats to balanced water including Breloom, Serperior and Charizard Y. It also outspeeds +1 Adamant Mega Gyarados, +1 Adamant Dragonite and Weavile. 40 Attack lets it get a guaranteed kill on Charizard while the rest of the EVs are dumped into special attack and speed. Naive is the opted nature over Timid to get the guaranteed kill on Charizard Y.

#Usage Tips
Even though Volcanion is neutral to grass, its not a great idea to switch it in on grass type moves. That's not to say that Volcanion doen't have decent bulk because 80/120/90 isn't bad at all but on an offensive set its wiser to not let it get worn down quickly. Volcanion can be freely switched in on walls like Sableye or scald users that trouble physical attackers like Azumarill. Preserving Steam Eruption is also a necessity in certain matchups, as it only has 8 PP unlike Scald. Sludge Wave comes in use mostly against Fairy types or if you want a reliable way to bring Breloom to its sash instead of Fire Blast. Rock Slide is mainly only for Charizard Y and Volcarona. Scarf Volcanion provides a great revenge killer. It can be sent in early to spread long lasting burns and in late-game it can make use of its damage to clean up.

#Team Options
Stealth rocks help Volcanion a lot because it breaks sashes which can be a hindrance and allows it to check Breloom without the fear of it being sashed. Volcanion also appreciates rapid spin or defog support because stealth rock wear it down extremely quickly. Empoleon provides both SR and Defog while Swampert can provide rocks and Tentacruel/Starmie can provide rapid spin. It also appreciates an electric immunity which it can rely on such as Lanturn or Swampert and a special wallbreaker to make it easier for it to clean up, such as Keldeo. Swampert also provides a solid physically defensive wall to eat up the Earthquakes aimed at Volcanion. Swampert, on the other hand, appreciates Volcanion's ability to check Grass types. Dragon types provide it trouble seeing as Volcanion has nothing to break through them so a dragon type check like Azumarill is also nice to have. A ground immunity in Rotom W or Gyarados helps deal with faster ground types that can OHKO it. Lanturn and Rotom W also provide slow volt switch to gain momentum for Volcanion. Lanturn also has Heal Bell in its arsenal, healing Volcanion from status such as Paralyze or Toxic.


Volcanion (Water) Choice Specs
[Set]
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Sludge Wave
- Fire Blast
- Hidden Power [Grass] / Earth Power

#Moves
Steam Eruption is the greatest water STAB available to Volcanion, providing 110 Base Power, 95 Accuracy and 30% chance to burn. Its only downside is its low PP, however the trade for power is worth over scald. Fire Blast is secondary STAB which gives many types including Bug, Steel and Grass no safe switch ins. Sludge Wave annihilates Fairy as Fire Blast takes care of Klefki or possible Mawile and Steam Eruption beats Diancie giving Fairy no reliable switch ins either. HP Grass destroys the water immunities on ground such as Seismitoad and Gastrodon. Earth Power can be used instead, to help vs opposing Volcanions.

#Set Details
Choice Specs gives it absolute destructive power and makes it a dangerous wallbreaker. Max speed with Timid nature speed ties with Breloom which is a huge threat to water. Modest can be used over Timid to fire off even stronger attacks. 0 Attack takes the least damage from Foul Play. Volcanion can also be used with a bulkier set, with 248 HP / 252 SpA / 8 Spe along with Modest to hit as hard as possible.

#Usage Tips
Volcanion can be switched in on passive walls that can't do much to it, like Mega Sableye but should not be switched in vs strong attackers as it does not appreciate getting worn down early. Its low speed lets it get outsped by a plethora of attackers. Volcanion can be used to eat up scalds or will o wisps that hinder physical attackers and can destroy physical walls to let Azumarill or any other physical attacker clean up. Steam Eruption only has 8 PP so be sure to preserve it wisely. Sludge Wave is mainly for Fairy types. Make sure to play wisely against types that have a Fire immunity when using Fire Blast because with Specs, you can't switch moves to Steam Eruption later. Bringing Volcanion early game to decimate the opposing team's defensive core is a good idea. Spreading burns early game also help set up sweepers to prepare a sweep late game.

#Team Options
Hazard removal is highly appreciated since Volcanion gets worn down easily by switching in on stealth rock continuously. Stealth rocks on your opponents side of the field are helpful because it breaks sashes and wears down walls. Empoleon provides hazard removal as well as stealth rocks while Swampert provides stealth rocks and an obligatory electric immunity. Volcanion breaks through physical walls with ease so set up sweepers like Mega Gyarados find it easy to set up and sweep. Lanturn and Rotom W prove themselves to be great team mates for Volcanion as they provide slow volt switch for momentum as well as an electric immunity/neutrality.


Volcanion Checks and Counters
Chansey as a counter to Volcanion for Normal teams.
Chansey eats up pretty much every hit from Specs or Scarf Volcanion and is a free switch in as long as it is healthy enough. Even choice banded superpower Volcanion fails to threaten Chansey while Chansey can wear it down with Seismic Toss or Toxic.

252 SpA Choice Specs Volcanion Steam Eruption vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
252 SpA Choice Specs Volcanion Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO

Jellicent as a counter to Volcanion on Ghost teams.
Jellicent resists both of Volcanion's STABs and eats up Sludge Wave or Earth Power easily. Even HP Grass fails to 2HKO it after rocks as long as Jellicent has leftovers while Jellicent can wear it down with Toxic.

252 SpA Choice Specs Volcanion Hidden Power Grass vs. 252 HP / 252 SpD Jellicent: 150-178 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Latias as a counter to Volcanion on Psychic/Dragon teams.
Latias easily eats up every move Volcanion has even w/ Specs and wears it down with Psyshock or TBolt while roost provides reliable recovery.

252+ SpA Choice Specs Volcanion Steam Eruption vs. 16 HP / 0 SpD Latias: 118-139 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Sludge Bomb vs. 16 HP / 0 SpD Latias: 129-152 (42.2 - 49.8%) -- guaranteed 3HKO
Finished, ready for GP.

Azumarill (Water) Overview
[Overview]
Having access to possibly the greatest ability in terms of wallbreaking, Azumarill is one water's primary physical wallbreakers and a great option on any balanced or offensive team. Coupled with a choice band, it can hit insanely hard. However, choice banded is not its only set. Belly drum Azumarill can be hard to stop if it finds an opportunity to set up and that's not an issue with its bulk. It also has access to an excellent defensive typing, resisting Fighting, Dragon and Dark moves. Azumarill also has a moderately good movepool to boast about, with access to Superpower and Knock Off which few other water types can get, making the banded set a great lure for Ferrothorn. Its speed is its main disadvantage. Its mediocre speed forces it to rely on Aqua Jet too much and makes it utter fodder when faced with faster 'mons that resist Aqua Jet such as Latios or Kyurem-B.
Azumarill also gets Sap Sipper which fits on any defensive/stall water team with ease, being water's best way to counter grass types such as Breloom or Serperior which otherwise run through any water team. However, Sap Sipper makes Azumarill ridiculously weak and its not advisable to use it on any offensive set.


Azumarill (Water) Choice Band
[Set]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower

#Moves
Play rough is STAB that deals out the most damage out of any of its moves. Aqua jet is priority which helps out water a lot and is Azumarill's main selling point which sets it apart from other physical wallbreakers. Waterfall is its other water STAB which hits Flying, Bug and many more types freely, which Play Rough can't. Superpower hits steel types and is water's best Ferrothorn lure. It also breaks through normal's eviolite core + Staraptor since Staraptor becomes pure normal on the turn it roosts. Knock off can be used over Superpower. It gets rid of items and is a strong dark coverage move overall, doing solid damage to Slowbro and other psychic types.

#Set Details
Max attack along with Adamant nature and Choice Band/Huge Power make Azumarill a premier choice in terms of wallbreakers. 164 Speed EVs put it at a solid speed tier, outspeeding non invested base 70s such as Skarmory, Jellicent or Lanturn. 84 Speed can be used instead to outspeed base 60s such as Clefable while 252 speed outspeeds other Azumarills and slower Mega Scizors. Rest is dumped into HP. On a wallbreaking set, Huge Power is the much preferred ability because Sap Sipper decreases its power horribly and is not viable on non defensive sets.

#Usage Tips
Azumarill should be sent out to revenge kill 'mons that are already weakened with its priority. Azumarill is not bulky enough to be switched in on non resisted hits but offers a great switch in to specs keldeo which balanced water has trouble with. Azumarill should not be switched in on pokemon that can burn it such as Sableye or scald users if you don't have Lanturn. Allowing Azumarill to be burnt cripples it completely.

#Team Options
Empoleon provides a handy grass neutrality. Stealth rock through Swampert or Empoleon make it easier to break through sashes while defog or rapid spin help Azumarill switch in more often. Lanturn is a premier electric immunity which also provides heal bell support and allows the user to play with Azumarill more offensively, without the fear of getting burnt. Special attackers like Keldeo and Volcanion can break through physical walls that give azumarill a hard time, such as Skarmory.


Azumarill (Water) Belly Drum
[Set]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

#Moves
This set is based around Belly Drum + Sitrus Berry. Azumarill's semi decent bulk allows it countless opportunities to set up belly drum. Aqua Jet is STAB that patches up Azumarill's low speed while Play Rough is the best STAB option Azumarill has. Knock Off is a decent coverage move to hit mons that resist Play Rough such as Skarmory or Ferrothorn, as well as having the niche to remove problematic items for the team. Knock Off can be replaced with Superpower for more power in exchange for the attack and defense drop.

#Set Details
164 Speed EVs let Azumarill outspeed certain base 70s and below, the more prominent ones being Skarmory, Jellicent, Clefable, Lanturn etc. Max Attack EVs coupled with Adamant nature makes Azumarill able to break through pretty much every wall after a Belly Drum. The rest is dumped into HP to improve its chances of getting a belly drum off. On an offensive set like this, Huge Power is the superior ability over Sap Sipper because Sap Sipper Azumarill is horrendously weak even after the Belly Drum.

#Usage Tips
Azumarill should only be sent out after faster 'mons that can eat up an Aqua Jet like Kyurem-B or Volcanion have been taken out. Seeing as Azu has to rely on sitrus berry to cover up the 50% taken by Belly Drum, it is wise not to send it in and let it get worn down. Versus types like Dragon, it is better to not use Belly Drum because you rarely see a dragon 'mon that dies to Aqua Jet. Instead of wasting your HP, Azumarill should be preserved in the Dragon matchup as a dragon immunity and an outrage switch in that gets a kill every time it comes in on a scarf draco meteor or outrage.

#Team Options
Since BD Azumarill isn't much of a wallbreaker w/o a belly drum, it is wise to have another physical wallbreaker like Mega Sharpedo in the back to break through annoyances for Azumarill. It also likes having strong special wallbreakers like Keldeo or Volcanion to break through what Sharpedo or Azumarill itself can't. Lanturn or Swampert can provide an electric type immunity while Empoleon or Tentacruel can eat up grass hits, making them viable team mates for Azumarill.


Azumarill Checks and Counters
Volcanion as a check to Azumarill for Water/Fire teams.
Volcanion's typing makes it able to eat up everything that Azumarill can do. Both of its STABs are resisted/immune while Volcanion's decent physical bulk allows it to take banded superpower / knock off. Water Absorb also makes it Fire's only check to Belly Drum Azumarill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Volcanion: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 0 HP / 0 Def Volcanion: 204-240 (67.7 - 79.7%) -- guaranteed 2HKO
252 SpA Choice Specs Volcanion Sludge Wave vs. 172 HP / 0 SpD Azumarill: 374-442 (97.3 - 115.1%) -- 87.5% chance to OHKO

Skarmory as a counter to Azumarill for Steel/Flying teams.
Being one of the best physical walls available overall, its not wonder that Skarmory can beat Azumarill. Play Rough is resisted, Knock off damage can be roosted off while superpower makes it weaker every turn as you roost. Whirlwind can force Azumarill out in the case that it gets a Belly Drum off.

252+ Atk Choice Band Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

Mega Venusaur as a counter to Azumarill on Grass/Poison.
Mega Venusaur resists both of its STABs and takes absolutely nothing from both of its coverage moves. It can freely switch in whenever it wants and giga drain/sludge bomb to grab the kill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 96+ Def Mega Venusaur: 94-111 (25.8 - 30.5%) -- guaranteed 4HKO
0 SpA Mega Venusaur Giga Drain vs. 172 HP / 0 SpD Azumarill: 234-276 (60.9 - 71.8%) -- guaranteed 2HKO
 

Funbot28

Banned deucer.
Done (Ready for QC)



Fighting
[Overview]
Mega Gallade is one of the best wallbreakers in the Monotype metagame, as its great Psychic / Fighting typing combined with its capable offensive stats make it a formidable threat on Fighting-type teams. It also has the capability to check other Fighting-and Poison-type teams, which can often to be a nuisance otherwise. Mega Gallade also can boost its Attack to frightening heights with Swords Dance, leaving it nigh unwallable after a boost. Although, its low Defense can leave it susceptible to priotity moves and powerful physical attacks. Its Speed also does not allow it to outpace most relevant Choice Scarf Pokemon and other fast threats such as Tornadus-Therian and Mega Pidgeot. Mega Gallade also faces stiff competition with Mega Medicham as a wallbreaker as it has more immediate power and offers better priority compared to Mega Gallade, although Mega Gallade can boost its Attack with Swords Dance and act as a sweeper instead.

[Set]
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat / Drain Punch
- Zen Headbutt / Psycho Cut
- Knock Off / Shadow Sneak / Ice Punch

#Moves
Swords Dance allows Mega Gallade to increase its Attack stat to dangerous levels, and reduces the amount of Pokemon that check it after only one boost. Close Combat is Mega Gallade's most powerful STAB move, which allows it to OHKO bulky walls such as Swampert and Mandibuzz after a Swords Dance boost. Drain Punch is an alternative that allows Mega Gallade to regenerate HP to prolong its longetivity, although the decrease in power is quite noticeable. Zen Headbutt is its secondary STAB move that allows it to hit other Fighting-types and Poison-types such as Mega Venusaur and also has a decent chance of causing flinches. Psycho Cut is the alternative STAB option that offers perceft accuracy and does not make contact with your opponent to avoid passive damage from Iron Barbs and Rocky Helmet, although it is slightly weaker in power. Knock Off is a great coverage move that enables Mega Gallade to 2HKO or OHKO most Psychic- and Ghost-types, and has the added benefit of removing your opponent's item. Shadow Sneak is another alternative that gives Mega Gallade priority to hit faster threats such as Choice Scarf Latios and Choice Scarf Victinisuper effectively. Finally, Ice Punch is a nice lure option that grants Mega Gallade the opportunity to OHKO bulky Ground-types such as Landorus-Therian and Garchomp.

#Set Details
The EV's are fully invested in Attack and Speed to maximize its sweeping capabilities, while Jolly was chosen to allow Mega Gallade to outspeed threats like Latios, Gengar, and Landorus. The Justified ability is preferred as it grants Mega Gallade the opportunity to raise its Attack by 1 stage if hit by a Dark-type move.

#Usage Tips
Mega Gallade should be utilized more late game when opposing walls are whittled down so it can prominently sweep. Try not to let it be weakened too much early on throughout the match as Mega Gallade's sub par Defenses do not grant it many opportunities to setup. If you decide to run Close Combat, be weary of priority users as the decrease of its defenses leave it prone to revenge killers. If Drain Punch is chosen instead, Mega Gallade has more leeway to sweep offensive teams thanks to the replenishment in HP, which turns Mega Gallade into more of a wallbreaker. Also beware of status moves such as Thunder Wave and Will-o-Wisp, as these moves can cripple Mega Gallade tremendously. Mega Gallade's Inner Focus ability also lets it deal with flinches which can be crucial against certain Pokemon who abuse this status such as Mega Lopunny and Jirachi,

#Teammate Options
Mega Gallade has a difficult time dealing with Steel-types that are not hit supper effectively from Fighting-type attacks such as Doublade and Skarmory. Infernape is a great partner as it can deal with these Steel-types proficiently. Bulky Psychic-types such as Slowbro and Mew also wall Mega Gallade quite well it it chooses to forego Knock Off. Heracross becomes an amazing teammate here as its STAB Megahorn can 2HKO most defensive Psychic-types. Heracross can also deal with one of Mega Gallade's few counters in Mega Sableye, as it acts as a status absorber when equipped with the Guts ability. Other setup sweepers such as Lucario and Hawlucha also can be paired with Mega Gallade, as it appreciates the abundance of offensive threats to pressure the opposing team more effectively since they can wear each others checks down. Hazards are also useful as the residual damage can weaken down bulky walls and leave them susceptible to be possibly OHKOed from a +2 Mega Gallade.
Sorry last time that I will bring this up, but is it ready for GP then? Sobi
 
Finished, ready for GP.

Mega Gyarados (Water) Overview
[Overview]
Mega Gyarados is water's best Dragon Dance user with great STABs and plenty of utility moves, including Taunt, Substitute and Rest/Sleep Talk. As non mega, it gets intimidate which helps Mega Gyarados' already wonderful bulk. Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. As mega it offers a helpful immunity to Psychic. Mega Gyarados is also known to be able to destroy Psychic, which is one the best types overall, with ease. Substitute allows it to set up on passive Pokemon while Crunch OHKOs most Pokemon on Psychic even without a boost up. Mega Gyarados also has Mold Breaker which breaks through annoying abilities like Sturdy, Unaware or Water Absorb which can stop it from sweeping after it has set up. Another niche that Mold Breaker provides is that it allows Taunt to go through Magic Bounce, shutting down Mega Sableye completely and making it set up fodder. Mega Gyarados' mediocre speed holds it back as well as the 4x weakness to electric as non mega. A weakness to Stealth Rock while switching in and no reliable recovery outside of Rest is problematic but it finds a spot on any good water team looking for a set up sweeper.


Mega Gyarados (Water) Offensive Dragon Dance
[Set]
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute / Taunt / Earthquake
- Dragon Dance
- Crunch
- Waterfall

#Moves
The most popular set in the current metagame, Substitute + Dragon Dance Mega Gyarados proves itself to be a fearsome set up sweeper. Crunch is its main STAB that makes it a win con vs Psychic and Ghost teams while Waterfall makes it a unparalleled win condition vs Fire, Ground and Rock teams. Substitute is arguably the best utility move (besides Dragon Dance) that Mega Gyarados has. It sets up freely on passive Pokemon that rely on status. Dragon Dance boosts its Attack and Speed to fearsome levels. Taunt can be used instead of Substitute if you're having problems facing Pokemon that can phase you out with Whirlwind/Roar but it leaves you free to get burnt by Scald or Lava Plume and letting Mega Gyarados get burnt cripples it completely. Ice Fang is also an option to beat plethora of types including Dragon and Grass but is usually not worth because Substitute/Taunt makes it easier for Mega Gyarados to set up. Earthquake is also an option over Taunt or Substitute to hit Electric types.

#Set Details
252 Attack EVs allow it to hit as hard as it can. Having a great speed tier, Mega Gyarados appreciates maximum speed to make use of it. Jolly nature is an option to outspeed scarf Hoopa-u, Chandelure, or Togekiss at +1 but Mega Gyarados appreciates the extra power much more. Intimidate is the preferred ability over Moxie as Intimidate increases its chances to set up a Dragon Dance. Mold Breaker proves itself to be a helpful ability letting Taunt bypass Magic Bounce, breaking through Water immunity abilities and letting Earthquake hit Rotom W which can be an annoyance to Water teams.

#Usage Tips
Mega Gyarados should not be switched in on Stealth Rock continuously because it does not appreciate getting worn down quickly, having access to no reliable recovery. Gyarados should also be mega evolved wisely. In cases like vs Ground teams it is wiser to keep Gyarados non mega as a check to Banded Excadrill in sand if you do not have any other immunity to ground. Mega Gyarados also causes plenty of 50/50s when predicting whether to mega or not to mega because of its change in typing. Always try to preserve the Intimidate that Mega Gyarados gets access to as non mega until you are ready for a sweep. In cases like vs Fighting teams, Intimidate along with the flying type proves itself to be much more useful than Mold Breaker or the dark typing it gets when it mega evolves. Setting up Dragon Dances when a check or a counter is still alive is not smart. For example, against Psychic, setting up substitute and Dragon Dancing against Slowbro is a smart play but it needs to watch out for Mega Gardevoir which can trace Intimidate and Hyper Voice to go through Substitute.

#Team Options
Gyarados likes having defog support as it gets worn down quickly by Stealth Rock. Empoleon provides Defog support as well as stealth rocks which make it wear down the opponents team/breaks sashes to make it easier for Gyarados to sweep. Spinners like Tentacruel or Starmie (if you want a more offensive one) can also work here. Tentacruel can set up Toxic Spikes to weaken opposing teams. It also beats Clefable, which is a check to Mega Gyarados. Mega Gyarados likes having a wallbreaker like Azumarill in the back to break through annoyances like Ferrothorn before it sets up and sweeps. Another reason why Azumarill is a great partner to Mega Gyarados is because it manages to check Mega Gyarados' threats easily. It beats Specs Keldeo which threatens Mega Gyarados as well as Kyurem B if it is locked into Outrage. Electric immunities in the back are appreciated because it is doubly weak to it while non mega and heal bell support by Lanturn allows the player to play more recklessly with Mega Gyarados without the fear of getting burnt or paralyzed. Swampert provides Stealth Rock AND an electric immunity, also proving to be a good partner.
 
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Ready for QC
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Gengar (Poison) Overview
Gengar's offensive presence alongside its high speed and supportive movepool make it a very versatile and unpredictable pokemon. The combination between its unique typing and ability lets Poison teams have an easier time against its weaknesses, as it can threaten Psychic-type pokemon with its Ghost-type STAB moves and provide the much needed ground immunity. Despite its good typing with a couple of immunities, Gengar is, unfortunately, very frail leaving it susceptible to most priority moves and faster pokemon will usually OHKO it, however, despite its poor defenses, Gengar finds itself a spot in most teams as it fulfills many roles due to its high speed, wide movepool and most importantly, its ability to check massive threats for Poison-Type Teams.

Gengar (Poison) Life Orb Attacker Set
[SET]
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave / Energy Ball / Dazzling Gleam
- Focus Blast
- Hidden Power [Ice] / Taunt / Icy Wind

#Moves
Shadow Ball is Gengar's main STAB attack, as its neutral coverage is fantastic and it deals solid damage to most Psychic-type pokemon. Sludge Wave is Gengar's secondary STAB that lets it deal with opposing Fairy-types and Grass-types and also hits neutrally pokemon such as Mandibuzz and Zapdos harder than Shadow Ball due to its higher base power. Energy Ball gives it a better shot against Ground-type and Water-type teams as it hits most pokemon for Super-Efective damage, being able to 2HKO or OHKO pokemon such as Swampert, Hippowdon and Diggersby. Dazzling Gleam lets it hit Dragon-Types and Dark-Types reliably, it lets Gengar 2HKO troublesome pokemon such as Mandibuzz and most notably Mega-Sableye which is a major threat for Poison-type teams. Focus blast alongside Shadow Ball gives Gengar perfect neutral coverage while it also hits a wide variety of pokemon for Super-Efective coverage. Hidden power Ice OHKOs threats for Poison-type teams such as Landorus, Garchomp and a special mention to Gliscor, which is OHKO'd after Stealth Rocks, Icy wind is an option over Hidden power Ice but it doesn't always OHKO Gliscor after Stealth Rock damage. Taunt grants great utility, it prevents recovery and status moves, disabling walls such as Chansey.

#Set Details
Maximum Speed investment with a Timid nature allows Gengar to be as fast as possible and take advantage of its good speed tier. Maximum Special Attack investment maximizes its offensive capabilities while life orb powers up Gengar's damage output, allowing it to hit even harder and retain the capability of switching moves.

#Usage Tips
Even though you can take advantage of its typing and ability predicting a Ground-type and Normal-type move to bring it in, try to not switch into it too recklessly, as its horrible defenses won't let it take hits well. Also, avoid status, burn coupled with life orb damage reduce drastically its lifespan, on the other hand, paralysis reduces its speed making it rather useless. Try to bring it in safely after a teammate dies, a forced switch or, as how it was stated above, predict a Fighting-, Normal-, or Ground-type moves. Use Gengar as a wallbreaker as it can 2HKO and OHKO a wide variety of pokemon with its coverage.

#Team Options
Entry hazards support is recommended for Gengar to dismantle bulkier cores with more ease. Therefore, Nidoqueen or Nidoking make up for good partners as they can set up Stealth Rock. Gengar is very frail so bulkier teammates such as Golbat, Tentacruel , Nidoqueen and Mega-Venusaur to take hits from faster pokemon or priority moves are recommended and also, the first two provide hazard removal while the last is able to absorb knock off, which Gengar is weak to. Offensively, Gengar makes a great core with Mega-Beedrill, it can bring Gengar safely with U-turn while Gengar can remove its counters with ease. Skuntank and Drapion are also good teammates, both can check faster Psychic-type pokemon that threaten Gengar, while it can threaten some Ground-type pokemon that can wall both.

Gengar (Poison) Choice Scarf Set
[SET]
Gengar @ Choice Scarf
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk / 30 Def
- Shadow Ball
- Focus Blast / Dazzling Gleam
- Hidden Power [Ice]
- Trick / Destiny Bond


#Moves
Shadow ball is Gengar's primary STAB move, it allows Gengar to check Psychic-type pokemon that threaten Poison-type teams such as Victini, Jirachi and Latios, just to name some. Focus Blast hits Steel-, and Dark-types but most notably, allows Gengar to revenge kill Kyurem-Black. Dazzling Gleam is a reliable move to hit Dark-, and Dragon-types. The coverage and power that Focus Blast provides is superior, however, Dazzling Gleam is more reliable. It isn't able to OHKO Kyurem-Black after Stealth Rock damage like Focus Blast does. Hidden power Ice allows Gengar revenge kill some threats for Poison-type teams that would give the team hard time otherwise. It hits both forms of Landorus, Salamence, Dragonite, Garchomp and Zygarde. Trick is used to cripple walls, limiting their walling capabilities and force switches by locking an opposing pokemon on set-up moves. Destiny Bond is a last-ditch effort for threats or set-up pokemon that Gengar can't deal with otherwise. Sludge Wave deserves a mention as it's Gengar's secondary STAB move. It deals decent damage to most pokemon that don't resist it and it also hits Scarf Togekiss; which can be a bit hard to deal with.

#Set Details
Maximum Speed EVs with a choice scarf are used to outspeed most scarf users that tend to give trouble to Poison-type teams. Maximum Special Attack allows it to hit said threats as hard as possible and potentially OHKO them.

#Usage Tips
Choice Scarf Gengar is a great revenge killer as its high speed and good coverage allow it to outrun many threats and usually be able to OHKO them. Use Choice Scarf Gengar as a check to pokemon that could potentially sweep if they aren't handled correctly, this includes threatening pokemon that usually have a choice scarf such as Victini, Jirachi, Kyurem-Black, Garchomp, Landorus-Therian and Togekiss. Gengar is also able to check set-up sweepers such as Dragon Dance Dragonite; as Gengar is immune to Extremespeed, outspeeds it after a Dragon Dance (If Jolly) or Two Dragon Dances (If adamant) and threatens it with Hidden Power Ice, Cloyster; as Gengar outspeeds Cloyster after a Shell Smash even if it has a speed boosting nature and threatens it with Shadow Ball.

#Team Options
Hazard support, Stealth Rock specifically, is beneficial for Gengar as it breaks Focus sashes, most notably Cloyster's and also, nullifies Dragonite's Multiscale. Therefore, Nidoqueen and Nidoking make up for great partners. Being that Gengar is able to check fast offensive threats, wallbreakers such as Nidoking, Scolipede and Dragalge are good partners as they can put pressure on walls that may prevent Gengar from doing it's job. Mega Venusaur is a great partner also, as it can take hits thrown at Gengar while Gengar checks pokemon that threaten it such as Togekiss, Victini, Jirachi and Kyurem-Black.
 
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lax

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Finished, ready for QC.

Mega Gyarados (Water) Overview
[Overview]
Mega Gyarados is water's best Dragon Dance user with great STABs and plenty of utility moves, including Taunt, Substitute and Rest/Sleep Talk. As non mega, it gets intimidate which helps Mega Gyarados' already wonderful bulk. Its typing provides an immunity to Ground moves which threaten some of its team mates such as Empoleon, Lanturn, Volcanion etc. as non mega and as mega it offers a helpful immunity to Psychic. Mega Gyarados is also known to be able to destroy Psychic, which is one the best types overall, with ease. Substitute allows it to set up on passive 'mons like Slowbro while Crunch OHKOs most 'mons on Psychic even without a boost up. Mega Gyarados also has Mold Breaker which breaks through annoying abilities like Sturdy, Unaware or Water Absorb which can stop it from sweeping after it has set up. It also allows Taunt to go through Magic Bounce, shutting down Mega Sableye completely and making it set up fodder. However, a weakness to Stealth Rock as non mega and no reliable recovery outside of Rest hold it back but it finds a spot on any good water team looking for a set up sweeper.


Mega Gyarados (Water) Offensive Dragon Dance
[Set]
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Substitute
- Dragon Dance
- Crunch
- Waterfall

#Moves
The most popular set in the current metagame, Substitute + Dragon Dance Mega Gyarados proves itself to be a fearsome set up sweeper. Crunch is its main STAB that makes it a win con vs Psychic and Ghost teams while Waterfall makes it a unparalleled win condition vs Fire, Ground and Rock teams. Water immunities such as Cradily and Seismitoad/Gastrodon are next to useless when facing Mega Gyarados as it has access to Mold Breaker. Substitute is arguably the best utility move (besides Dragon Dance) that Gyarados has. It sets up freely on passive 'mons that rely on status such as Yawn Torkoal and Slowbro. Dragon Dance boosts its Attack and Speed to fearsome levels. Taunt can be used instead of Substitute if you're having problems facing Whirlwind Skarmory or Roar Swampert but it leaves you free to get burnt by Scald or Lava Plume and letting non rest/talk Gyarados get burnt cripples it completely. Ice Fang is also an option to beat Hydreigon on Dragon which is a hard type for water.

#Set Details
252 Attack EVs allow it to hit as hard as it can and 252 Speed makes it as fast possible. Jolly nature outspeeds Scarf base 110s such as Latios or Gengar at +2 but it can be switched out for Adamant for maximum power. Intimidate is the preferred ability over Moxie as Intimidate increases its chances to set up a Dragon Dance.

#Usage Tips
Gyarados should not be switched in on Stealth Rock continuously because it does not appreciate getting worn down quickly, having access to no reliable recovery. Gyarados should also be mega evolved wisely. In cases like vs Ground teams it is wiser to keep Gyarados non mega as a check to Banded Excadrill in sand if you do not have any other immunity to ground. Gyarados also causes plenty of 50/50s when predicting whether to mega or not to mega because of its change in typing. It is usually not a good idea to sub up when there are 'mons like Skarmory in the back because that basically just wastes your HP.

#Team Options
Gyarados likes having defog support as it gets worn down quickly by Stealth Rock. It likes having a wallbreaker like Azumarill in the back to break through annoyances like Ferrothorn before it sets up and sweeps. Electric immunities in the back are appreciated because it is doubly weak to it while non mega and heal bell support by Lanturn allows the player to play more recklessly with Gyarados without the fear of getting burnt or paralyzed.
QC:

All this "Mega Gyarados also..." "Also," sounds super choppy and pretty poor. Try to use smoother transitions.

For the Ground immunity portion, don't list specific teammates as your main focus on this overview is Mega Gyarados. You could change it to "Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. Don't mention specific walls that Gyarados is able to set up on, mention that it can set up on most passive walls in general with Substitute and its nice bulk.
Mention some of Dos's weaknesses too, aside from a weakness to rocks as it attempts to switch in. Mention how it is not exactly the fastest mon out there and non-mega dos has numerous weaknesses, including having a 4x Electric Weakness.

If you're going to mention all these sets like Rest Talk and Taunt>Sub, you need to include them in your set. For the Rest Talk set, you can make an entirely new portion dedicated to the set and for the Taunt suggestion, slash Substitute/Taunt. Mention Earthquake in the #Moves because Earthquake is definitely a viable option that helps dos break teams like Electric, I'd say slash Earthquake with Subsitute and Taunt as well. Torkoal is never a threat to water teams, I think you can just mention how it sets up on passive mons that are unable to break the sub in general. Ice Fang is not specifically for beating Hydreigon or hitting it hard, it is meant as a coverage move in order to hit a pletora of threats including Dragons, Grass types, etc. If you were to mention a mon it helps beat, it would have to be a major threat to Water in order to make it relevant.

Elaborate on why Adamant should be used over Jolly, and change your description on Jolly to ev creeping in order to outspeed max speed base 70's, as going max max with Jolly isn't as beneficial.

You mention defog support but do not mention any mons WITH defog support. Spinners also work in this case, so you could list a few such as Empoleon and Tentacruel.

Hey, man. It's great that you contribute a bunch but it really seems like you rush these instead of thinking about it. These Analyses are meant for new players that have no idea what to expect of the tier, so please try to include as much relevant detail as possible.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Wait my Mega Gallade one for fighting? It doesn't appear on site
I've been away for the last day or so. I'm planning to go through and cache Rhythms submissions and upload anything else the GP team has ready to go tomorrow morning.
 
QC:

All this "Mega Gyarados also..." "Also," sounds super choppy and pretty poor. Try to use smoother transitions.

For the Ground immunity portion, don't list specific teammates as your main focus on this overview is Mega Gyarados. You could change it to "Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. Don't mention specific walls that Gyarados is able to set up on, mention that it can set up on most passive walls in general with Substitute and its nice bulk.
Mention some of Dos's weaknesses too, aside from a weakness to rocks as it attempts to switch in. Mention how it is not exactly the fastest mon out there and non-mega dos has numerous weaknesses, including having a 4x Electric Weakness.

If you're going to mention all these sets like Rest Talk and Taunt>Sub, you need to include them in your set. For the Rest Talk set, you can make an entirely new portion dedicated to the set and for the Taunt suggestion, slash Substitute/Taunt. Mention Earthquake in the #Moves because Earthquake is definitely a viable option that helps dos break teams like Electric, I'd say slash Earthquake with Subsitute and Taunt as well. Torkoal is never a threat to water teams, I think you can just mention how it sets up on passive mons that are unable to break the sub in general. Ice Fang is not specifically for beating Hydreigon or hitting it hard, it is meant as a coverage move in order to hit a pletora of threats including Dragons, Grass types, etc. If you were to mention a mon it helps beat, it would have to be a major threat to Water in order to make it relevant.

Elaborate on why Adamant should be used over Jolly, and change your description on Jolly to ev creeping in order to outspeed max speed base 70's, as going max max with Jolly isn't as beneficial.

You mention defog support but do not mention any mons WITH defog support. Spinners also work in this case, so you could list a few such as Empoleon and Tentacruel.

Hey, man. It's great that you contribute a bunch but it really seems like you rush these instead of thinking about it. These Analyses are meant for new players that have no idea what to expect of the tier, so please try to include as much relevant detail as possible.
Added all of your changes. I also changed up the wording a bit in the Overview but I think GP will be able to fix that up later. I'll chill a bit with these analyses haha I just think its pretty fun :)
 

Seo.

Nice guys always finish last...
Ready for QC

Gengar (Poison)
Gengar's offensive presence alongside its high speed and supportive movepool make it a very versatile and unpredictable pokemon. The combination between its unique typing and ability lets Poison teams have an easier time against its weaknesses, as it can threaten Psychic-type pokemon with its Ghost-type STAB moves and provide the much needed ground immunity. Despite its good typing with a couple of immunities, Gengar is, unfortunately, very frail leaving it susceptible to most priority moves and faster pokemon will usually OHKO it, however, despite its poor defenses, Gengar finds itself a spot in most teams as it fulfills many roles due to its high speed, wide movepool and most importantly, its ability to check massive threats for Poison-Type Teams.


[SET]
Gengar @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Shadow Ball
- Sludge Wave / Energy Ball / Dazzling Gleam
- Focus Blast
- Hidden Power [Ice] / Taunt / Icy Wind

#Moves
Shadow Ball is Gengar's main STAB attack, as its neutral coverage is fantastic and it deals solid damage to most Psychic-type pokemon. Sludge Wave is Gengar's secondary STAB that lets it deal with opposing Fairy-types and Grass-types and also hits neutrally pokemon such as Mandibuzz and Zapdos harder than Shadow Ball due to its higher base power. Energy Ball gives it a better shot against Ground-type and Water-type teams as it hits most pokemon for Super-Efective damage, being able to 2HKO or OHKO pokemon such as Swampert, Hippowdon and Diggersby. Dazzling Gleam lets it hit Dragon-Types and Dark-Types reliably, it lets Gengar 2HKO troublesome pokemon such as Mandibuzz and most notably Mega-Sableye which is a major threat for Poison-type teams. Focus blast alongside Shadow Ball gives Gengar perfect neutral coverage while it also hits a wide variety of pokemon for Super-Efective coverage. Hidden power Ice OHKOs threats for Poison-type teams such as Landorus, Garchomp and a special mention to Gliscor, which is OHKO'd after Stealth Rocks, Icy wind is an option over Hidden power Ice but it doesn't always OHKO Gliscor after Stealth Rock damage. Taunt grants great utility, it prevents recovery and status moves, disabling walls such as Chansey.

#Set Details
Maximum Speed investment with a Timid nature allows Gengar to be as fast as possible and take advantage of its good speed tier. Maximum Special Attack investment and life orb are used to maximize its offensive capabilities while also being able to switch moves.

#Usage Tips
Even though you can take advantage of its typing and ability predicting a Ground-type and Normal-type move to bring it in, try to not switch into it too recklessly, as its horrible defenses won't let it take hits well. Also, avoid status, burn coupled with life orb damage reduce drastically its lifespan, on the other hand, paralysis reduces its speed making it rather useless. Try to bring it in safely after a teammate dies, a forced switch or, as how it was stated above, predict a Fighting-, Normal-, or Ground-type moves. Use Gengar as a wallbreaker as it can 2HKO and OHKO a wide variety of pokemon with its coverage.

#Team Options
Entry hazards support is recommended for Gengar to dismantle bulkier cores with more ease. Therefore, Nidoqueen or Nidoking make up for good partners as they can set up Stealth Rock. Gengar is very frail so bulkier teammates such as Golbat, Tentacruel , Nidoqueen and Mega-Venusaur to take hits from faster pokemon or priority moves are recommended and also, the first two provide hazard removal while the last is able to absorb knock off, which Gengar is weak to. Offensively, Gengar makes a great core with Mega-Beedrill, it can bring Gengar safely with U-turn while Gengar can remove its counters with ease. Skuntank and Drapion are also good teammates, both can check faster Psychic-type pokemon that threaten Gengar, while it can threaten some Ground-type pokemon that can wall both.
Hey Zukushiku nice analyses!
For Set Details, you may want to mention how Life Orb raises Gengars attacks and provides more damage output
 

Funbot28

Banned deucer.
Done (QC 2/2) (GP 0/2)



Dark

[Overview]
Mega Sableye is a staple wall in the Monotype metagame. Its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. It has amazing defenses coupled with a fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool with moves such as Taunt and Will-O-Wisp that allows it to cripple most physically attacking Fighting-types, and possess a setup move in Calm Mind that can transform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP, and its low Speed that lets it be outspeed by most wallbreakers. It can also be severly crippled from moves such as Scald and Lava Plume from hazards setters on the switchin.

[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which allows Mega Sableye to set up Calm Mind more easily. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead, but Mega Sableye can stall out most Normal-types through its typing, Magic Bounce, and moves such as Will-O-Wisp and Recover. Shadow Ball is also the better option to hit Fighting-types for neutral damage. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage which helps it face other Calm Mind abusers more adequately, although it is quite weak in power compared to the other two moves. Recover is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down, or you can choose to Mega Evolve early in order to continually stop hazard setters throughout the match. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Because of its immunity to Fighting and good bulk, Mega Sableye is a perfect switch-in to Fighting-type physical attackers. It can also preserve its mega evolution to fire off priority Will-O-Wisps to cripple physical attackers.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Bisharp also pressures your opponent to not remove their hazards, as Defog would activate its Defiant ability and give it a +2 Attack boost. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, especially Fire-type Pokemon who are immune to burns and can wallbreak Mega Sableye more easily. Choice Scarf Hoopa-U can also be used to weaken down the opposing teams and can counter Substitute users with Hyperspace Hole and Hyperspace Fury such as Calm Mind Keldeo, as Mega Sableye often struggles to break past the Substitiute without a few boosts. Umbreon may also be used as a cleric with Heal Bell that can remove the status from Mega Sableye if it gets crippled from moves such as Scald and Lava Plume. It also can act as a special wall that can counter wallbreakers that can possibly overwhelm Mega Sableye such as Chandelure and Gengar effectively. [/COLOR]
 
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Seo.

Nice guys always finish last...


Dark

[Overview]
Mega Sableye is a staple wall on Dark-type teams, as its secondary Ghost typing allows it to be immune from Fighting-type attacks. It also possess amazing defences in conjunction with its fantastic Magic Bounce ability, which lets it effectively reflect hazards from your side of the field. Mega Sableye also contains an amazing support movepool with option such as Will-o-Wisp, Recover, Knock Off, and Foul Play. However, Mega Sableye is often worn down quite easily due to its abysmal HP and low Speed. Its ability also does not allow it to ignore the secondary effect from moves such as Lava Plume and Scald, which can detrimentally cripple Mega Sableye's walling capabilities.


[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball / Dark Pulse
- Recover
#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which in conjunction with the Calm Mind boosts can be very frightening towards your opponent. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead so that Mega Sableye does not get countered by Normal-type Pokemon. Recover is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.
Hey! please put "WIP" at the top of ur post so the readers know ur not finished
 

Seo.

Nice guys always finish last...
Ready for QC

Special Defensive Heatran (steel)

Heatran @ Leftovers/Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD or 252 HP / 176 SpD / 80 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic/Roar/Protect
- Earth Power

#Moves

Lava Plume is a great STAB and has a burn damage. Stealth Rock is to make Steel’s life easier sweeping, steel always enjoys the hazards on the opponents field. Protect is to gain a little HP by leftovers, aswell as for HJK users. Also able to scout what your opponent uses. Roar is for mons that set up, and Toxic is if you cant really hit anything with Earth Power/Lava Plume, to make them lose damage and easier for the other mons to take out. Lastly, Earth Power is for other fire mons.

#Set Details

Heatrans usage is 98.9% on steel, it helps steel alot with flash fire to take on fire moves which things on your team such as skarmory, ferrothorn, doublade and scizor don’t appreciate. It is also a reliable stealth rocker, and deals with threats such as Victini and opposing Heatrans. Sometimes people tend to use 80 Speed to outspeed other heatrans and mandibuzz. Leftovers help it out with regaining HP, which protect is also used at times, yet at times people tend to run Air Balloon if their team is too weak to ground

#Usage Tips

One of the main things you can do with heatran is switch in on a fire move to boost up your fire moves with flash fire. On steel, fire mons such as Victini, Entei, Darmanitan and Chandelure are great threats to steel. Heatran basically covers those threats, and since they all tend to be choiced items, you just hit earth power, or its your chance to set up stealth rock if you did not do so already. Heatran also likes a physical defensive partner such as skarmory and doublade for things like Terrakion, Heracross and Medicham.

#Team Options

Skarmory is the best mon on steel to form a defensive core with heatran. Skarmory is weak to fire type attacks in which heatran is immune to, and heatran is weak to ground types which doesn’t have any affect on Skarmory. These two mons can also form a hazard stack team since Skarmory learns spikes and heatran learns stealth rock. Since Steel appreciates the hazards, mons like Doublade and Bisharp help alot since Doublade isn’t affected by rapid spin and Defog raises bisharps attack, not only do these mons help with hazard control but they both get access of swords dance which also helps late game sweeps, not to mention Doublade is also immune to fighting type attacks
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• Excadrill (Ground).
With a great base attack and a wonderful ability for Ground-type, Excadrill is one the best physical sweeper in Ground-type.
Sand Rush ability will be the most used ability due to its combination with Hippowdon ability (Sand Stream) and helps Ground-type a lot ,as speed average isn't high, against fast types.
Excadrill is certainly the best answer Ground-type has against Ice-Type with neutral damage and Iron Head as STAB move, which hurts a lot Ice-Type (especially under Sandstorm).
Excadrill is also the one viable spinner in this type and helps against hazards. Its main issue is to be weak to priority moves as Mach Punch, Aqua-Jet and Vacuum Wave who force you to switch your Excadrill.


[SET]
Excadrill @ Choice Band/Life Orb
Ability: Sand Rush
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Earthquake
- Iron Head
- Rock Slide
- X-Scissor/Rapid Spin/Swords Dance

#Moves
3 moves will be always played on Excadrill: Iron Head and Earthquake as STAB moves and Rock Slide to deal with some Flying-Pokemon who resist to Iron Head ( Zapdos, Gyarados, Thundurus(-T)).
Last move depends of your item: If Choice Band is privileged, X-Scissor (To hurt at the same time Grass type and Psychic Pokemon with Levitate (Latias, Latios, Slowbro,...) and Rapid Spin are the best option.
If Life Orb is privileged, you can opt to Swords Dance to inflict considerable damage on your opponent. However, it's harder to use as Sandstorm only dures 5 turns, so, most of time you only have 2-3 turns to use offensive moves next a Swords Dance. Unfortunately, only a few types will give you the opportunity to use Swords Dance like Electric, Ice, Bug, Grass, Poison.

#Set Details
Maximum Speed and Attack investment with an Adamant nature is enough to oustpeed under the Sandstorm every Pokemon (including Scarfs) in Monotype Metagame (except unburden Pokemon like Hawlucha).
Without Sandstorm, Excadrill is able to outspeed all Pokemon with a base speed inferior or equal to 75.
The difference between Life Orb and Choice band is with Choice Band Excadrill is able to 0HKO Keldeo, M-Lopunny, Serperior, Gallade-M, Goodra, Gyarados (without Intimidate atk drop), Heracross, Meloetta (Specs).

#Usage Tips
Excadrill should be used mostly in the Sandstorm to give to it the ability to outspeed everything and balance the lack of speed in Ground type.
To switch safely on Excadrill, many way possible: Hippowdon (Eject Button) is the safest way, others way are predicts or send it in front of passive Pokemon like Chansey.
The Earthquake spam is easy and powerful but be careful if something has a ground immunity (Flying-type, Levitate, Air Balloon).
It is the best way (with Landorus) to deal with M-Venusaur, one of the main threat of Ground-type and break most walls in Monotype (Except Porygon2, Suicune, Slowbro (according they are max HP)).
Concerning Water-Type, Excadrill is your last chance to beat M-Gyarados with a Dragon Dance in Sandstorm, you've to keep in your mind this information to not being sweeped by M-Gyarados.

#Team options
- Hippowdon is its first teammates because of its ability Sand Stream and because it can tanks fighting priority moves, it's really THE Pokemon to go with Excadrill on Ground type.
- Gastrodon/Seismitoad are both the answer to Aqua-Jet or when Excadrill isn't able to 0HKO its water opponent (Slowbro, Manaphy, Swampert, Rotom-Wash,...)
- Landorus is a very good teammate because it learns Gravity (During 5 turns, Ground immunity are canceled). And it helps Excadrill against M-Venusaur who is one of the most threat for Ground with Slowbro and Suicune.
- M-Garchomp is really helpful for Excadrill: It helps Ground-Type against Slowbro (Mixed M-Chomp) and against Skarmory who is the best counter for Excadrill.
 
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