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Draft Morpeko

April

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OM Leader
[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: Morpeko is mainly drafted on teams that desperately need additional entry hazard removal late in the draft. Despite this, it does have some interesting tools, such as a deceptively powerful STAB Knock Off to threaten spinblockers, access to Parting Shot and Super Fang, and a decent Speed tier to make it a decent role compression pick. While it's incredibly frail and can get 2HKOed by even strong resisted hits, Morpeko can potentially use its valuable resistances alongside its Psychic immunity to act as a useable offensive pivot. It's held back by a lack of good coverage, mediocre at best stats, and a very linear gameplan, but it can be an effective final pick if the utility options on the board are scarce.

[strategy comments]
Common Roles
========
**Utility Pivot**: Morpeko's access to pivoting in Parting Shot, entry hazard removal with Rapid Spin, and access to other amazing utility options like Super Fang, Taunt, and Thunder Wave make it a surprisingly effective support piece. Its Speed, while not great by any means, is high enough to get the jump on many wallbreakers and almost all defensive Pokemon, giving it plenty of opportunities to use a fast Parting Shot.

**Anti-lead**: Morpeko's valuable Dark typing, decent Speed tier, and access to good utility in the form of Taunt, Rapid Spin, and Knock Off can also make it an effective stopgap to opposing hyper offense leads, denying them from setting entry hazards or a second dual screen while potentially spreading status of its own through Thunder Wave.

Common Moves
========
**Primary STAB Moves**: Aura Wheel, Wild Charge, Volt Switch, Knock Off, Foul Play

**Utility Moves**: Rapid Spin, Parting Shot, Taunt, Thunder Wave, Fake Out, Super Fang, Protect, Substitute

**Coverage**: Seed Bomb, Stomping Tantrum, Psychic Fangs, Brick Break, Fire Fang, Ice Fang, Outrage

Niche Moves
========
**Electroweb**: Electroweb allows Morpeko to guarantee value against would-be faster switch-ins by lowering their Speed, allowing it to pivot out with Parting Shot, prevent setup with Taunt, or guarantee a Rapid Spin before fainting.

**Endeavor**: Morpeko can, especially with a Focus Sash, be an emergency user of Endeavor to greatly weaken would-be counters before fainting, allowing a teammate to finish them off.

**Reversal**: Focus Sash sets can also opt to run Reversal, giving Morpeko a powerful option to force a trade or even revenge kill before fainting.

Common Items
========
**Heavy-Duty Boots**: Given Morpeko's primary role as an entry hazard remover, Heavy-Duty Boots allows it to hit the field as much as possible and use Rapid Spin without taking chip damage.

**Focus Sash**: Morpeko can use a Focus Sash to be an effective anti-lead, guaranteeing it survives at least one hit and either debuffs the foe, pivots out, or uses a last-ditch Rapid Spin, Endeavor, or Reversal.

Niche Items
========
**Damage-boosting items**: Morpeko can use its decent Attack stat and high Base-Power moves to, in tandem with a damage-boosting item like Life Orb or Choice Band, be far more threatening as an offensive pivot.

**Air Balloon**: Morpeko can potentially use an Air Balloon for a one-time entry against Ground-type attacks, guaranteeing an opportunity to use Rapid Spin or another utility move as well as floating above Spikes.

**Assault Vest**: Assault Vest can allow Morpeko to shore up its poor bulk and become a decent check to notable special attackers like Gholdengo and Zapdos while retaining access to utility moves like Knock Off, Rapid Spin, and Super Fang.

Tera
========
Morpeko should almost never be a Tera Captain, as its bulk and offenses are too low to benefit muchfrom Terastallization. If Morpeko is made a Tera Captain regardless, Tera Dark and Electric are the most obvious choices to boost its decently powerful STAB moves into surprisingly dangerous weapons, especially since Hunger Switch is disabled by Terastallization. Alternatively, Tera Grass can be used to remove the its Ground weakness while boosting the power of Seed Bomb, and Tera Flying can remove its Fighting and Bug weaknesses.

Draft Strategy
========
Morpeko is a usable end-of-draft pick that can provide extra entry hazard removal, threaten spinblockers, and give a team some additional disruption options with its good utility movepool, but it is very much a pawn and not a centerpiece.

**Entry Hazard-weak threats**: Offensive teammates, especially Rock-weak ones like Enamorus, Iron Bundle, and Dragonite, all appreciate Morpeko's hazard-removing capabilities, freeing up their reliance on Heavy-Duty Boots or their weakness to Knock Off.

**Other Entry Hazard Removers**: Morpeko, while able to threaten common spinblockers like Gholdengo and Ceruledge, is not a very good option as a team's only entry hazard remover due to its immense frailty and mediocre defensive profile, so another teammate like Corviknight or Terapagos is greatly appreciated; in turn, they often appreciate the flexibility in their movepools that Morpeko's presence allows them.

**A Cohesive Team**: Morpeko isn't a great solo performer. On its own, it is hardly consistent as either an Electric- or Dark-type. Its team should be able to handle powerful Flying-, Ghost-, and Psychic-types without relying on it to check them.

Checks and Counters
========
**Faster Attackers and Priority**: Morpeko is forced out by pretty much everything. Anything faster than it with super effective or even strong neutral coverage can threaten to OHKO it, making it a lot harder for it to do its job as a utility pivot. Similarly, Morpeko's pitiful bulk means that priority users can easily revenge kill it even after a Speed boost.

**Physical Walls**: Morpeko may be decently strong, but in the grand scheme of things, it's still pretty weak and doesn't have many options for breaking through common physical walls like Great Tusk, Archaludon, and Landorus-T outside of annoying them with Taunt and Super Fang.

**Clear Amulet**: Clear Amulet users can absorb Parting Shot, denying Morpeko of pivoting and wiping it out with ease. Morpeko itself usually doesn't demand the use of Clear Amulet, but opponents may bring it to help with Intimidate or other teammates with Parting Shot.

[credits]
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
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Grammar checked by:
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Last edited:
Eh I don't have much else goin' on, here's an AMQC
ADD REMOVE COMMENT

[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: "Oh, fuck, I need another Rapid Spin user," is the main reason you draft Morpeko. they didn't let me get away with calling Sneasler "goofy" they're not letting you put swears in analyses Despite this, Morpeko does have some interesting tools such as a deceptively powerful STAB Knock Off to threaten spinblockers, access to Parting Shot and Super Fang, and a decent Speed tier to make it a decent role compression pick. Morpeko's Attack is decent, and access to high-power moves like Aura Wheel and Knock Off means it may be able to threaten specific targets on your opponent's team. While it's incredibly frail and will likely be 2HKOed by even strong resisted hits, Morpeko can potentially use it's valuable Dark-, Ghost- and Electric-type resistances alongside its Psychic immunity to act as a useable offensive pivot. It's held back by a lack of good coverage, mediocre at best stats, and a very linear gameplan, but Morpeko can be an effective final pick if the utility options on the board are scarce.


[strategy comments]
Common Roles
========
**Utility Pivot**: Morpeko's access to pivoting in Parting Shot, entry hazard removal with Rapid Spin, and access to other amazing utility options like Super Fang, Taunt, and Thunder Wave make Morpeko a surprisingly effective support piece. Morpeko's Speed, while not great by any means, is high enough to get the jump on many wallbreakers and almost all defensive Pokemon, giving it plenty of opportunities to use a fast Parting Shot.

**Anti-lead**: Morpeko's immunity to Prankster valuable Dark typing does Morpeko even beat any of the Pranksters besides Murkrow, decent Speed tier, and access to a Taunt, Rapid Spin, and Knock Off can also make it an effective stopgap to opposing hyper-offense leads, denying them from getting entry hazards or a second dual screen while potentially spreading status of its own through Thunder Wave. you could explain how Focus Sash + Endeavor is very strong for whatever reason here

Common Moves
========
**Primary STAB Moves**: Aura Wheel, Knock Off, Foul Play wild charge?

**Setup Moves**: Agility when are you running this over Aura Wheel/Rapid Spin

**Utility Moves**: Rapid Spin, Parting Shot, Taunt, Thunder Wave, Fake Out, move to niche Super Fang, Brick Break, Protect, Substitute

**Coverage**: Seed Bomb, Stomping Tantrum, Psychic Fangs, Fire Fang, Ice Fang, Outrage

Niche Moves
========
**Electroweb**: Electroweb allows Morpeko to guarantee value against would-be faster switch-ins by lowering their Speed, allowing it to pivot out with Parting Shot, prevent setup with Taunt, or guarantee a Rapid Spin before fainting.

**Endeavor**: Morpeko can, especially with a Focus Sash, be an emergency user of Endeavor to greatly weaken would-be counters before fainting, allowing a teammate to finish them off.

**Reversal**:

**Swagger**:
Morpeko's only real setup move with Mirror Herb? I never use Morpeko idk

Common Items
========
**Heavy-Duty Boots**: Given Morpeko's primary role as a hazard remover, Heavy-Duty Botos allow Morpeko to hit the field as much as possible and use Rapid Spin without taking chip damage.

**Focus Sash**: Alternatively, Morpeko can use a Focus Sash to be an effective anti-lead, guaranteeing it lives at least one hit and either debuffing the opponent, pivoting out, or using a last-ditch Rapid Spin.

Niche Items
========
**Damage-boosting items**: Morpeko can use it's decent Attack stat and high base-power moves to, in tandem with a boosting item like Life Orb or Choice Band, be far more threatening as an offensive pivot. move to common

**Air Balloon**: Morpeko can potentially use an Air Balloon for a one-time entry against Ground-type attacks, guaranteeing a Rapid Spin or other utility move as well as floating above Spikes.


Tera
========
Morpeko should almost never be a Tera Captain. A defensive Tera is wasted on a Pokemon with bulk this low, while an offensive Tera would be much better used on almost any other offensive Pokemon. If you must use Morpeko as your Tera Captain, you've probably already lost, but, Tera Dark and Electric are the most obvious choices to boost Morpeko's decently powerful STAB moves into surprisingly dangerous weapons. Alternatively, Tera Grass can be used to remove the Ground weakness while boosting the power of Seed Bomb, and Tera Flying can remove the Fighting and Bug weaknesses as well. Really, though, don't.

Draft Strategy
========
Do not build a draft around Morpeko. if I see one more "this pokemon should not be the centerpiece" line I'm gonna kill myself Morpeko is a usable end-of-draft pick that can provide extra entry hazard removal while threatening spinblockers, but it is very much a pawn and not a centerpiece. explain what kind of teams like Morpeko or what support Morpeko wants. If Morpeko doesn't care and its teammates don't either, explain that

**Hazard-weak threats**: Offensive teammates, especially Rock-weak ones like Volcarona, Iron Bundle, and Dragonite all appreciate Morpeko's hazard removing capabilities, freeing up their reliance on Heavy-Duty Boots or their weakness to Knock Off. They a I'll wait

**Other hazard removers**: Morpeko, while able to threaten common spinblockers like Gholdengo and Ceruledge, is not a very good option as a team's only entry hazard remover due to its immense frailty and mediocre defensive profile, so another teammate like Noivern, Corviknight, or Terapagos is greatly appreciated; in turn, they often appreciate the flexibility in their movepools that Morpeko's presence allows them.

Checks and Counters
========
**Any faster attacker Faster Attackers and Priority**: Morpeko is forced out by pretty much everything. Anything faster than it with super effective (or even strong neutral) coverage can threaten to OHKO it, making it a lot harder for Morpeko to do it's its job as a utility pivot. add priority

**Physical walls**: Morpeko may be decently strong have some strong moves, but in the grand scheme of things, it's still pretty weak and doesn't have many options for breaking through common physical walls like Great Tusk, Archaludon, and Landorus-T outside of annoying them with Taunt and Super Fang.

**Fast Taunt**: Morpeko's Speed tier is solid but not great, especially before an Aura Wheel or Rapid Spin boost, making it prone to being outsped and rendered almost useless by Taunt users like Cyclizar, Ogerpon-W, and Roaring Moon. I don't get this one, maybe I need to use Morpeko more but I mean really who's Taunting Morpeko instead of just killing the guy,

[credits]
Written by:
https://www.smogon.com/forums/members/tidal.540420/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000 my account here :)
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
qc 1/2, I added pharma's comments where appropriate in blue
add comment remove

[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: "Oh, fuck, I need another Rapid Spin user," is the main reason you draft Morpeko. Despite this, Morpeko does have some interesting tools such as a deceptively powerful STAB Knock Off to threaten spinblockers, access to Parting Shot and Super Fang, and a decent Speed tier to make it a decent role compression pick. Morpeko's Attack is decent, and access to high-power moves like Aura Wheel and Knock Off means it may be able to threaten specific targets on your opponent's team. While it's incredibly frail and will likely be 2HKOed by even strong resisted hits, Morpeko can potentially use it's valuable Dark-, Ghost- and Electric-type resistances alongside its Psychic immunity to act as a useable offensive pivot. It's held back by a lack of good coverage, mediocre at best stats, and a very linear gameplan, but Morpeko can be an effective final pick if the utility options on the board are scarce.


[strategy comments]
Common Roles
========
**Utility Pivot**: Morpeko's access to pivoting in Parting Shot, entry hazard removal with Rapid Spin, and access to other amazing utility options like Super Fang, Taunt, and Thunder Wave make Morpeko a surprisingly effective support piece. Morpeko's Speed, while not great by any means, is high enough to get the jump on many wallbreakers and almost all defensive Pokemon, giving it plenty of opportunities to use a fast Parting Shot.

**Anti-lead**: Morpeko's immunity to Prankster valuable Dark-typing, decent Speed tier, and access to a Taunt, Rapid Spin, and Knock Off can also make it an effective stopgap to opposing hyper-offense leads, denying them from getting entry hazards or a second dual screen while potentially spreading status of its own through Thunder Wave.

Common Moves
========
**Primary STAB Moves**: Aura Wheel, Wild Charge, Volt Switch, Knock Off, Foul Play

**Setup Moves**: Agility

**Utility Moves**: Rapid Spin, Parting Shot, Taunt, Thunder Wave, Fake Out, Super Fang, Protect, Substitute

**Coverage**: Seed Bomb, Stomping Tantrum, Psychic Fangs, Fire Fang, Ice Fang, Outrage

Niche Moves
========
**Electroweb**: Electroweb allows Morpeko to guarantee value against would-be faster switch-ins by lowering their Speed, allowing it to pivot out with Parting Shot, prevent setup with Taunt, or guarantee a Rapid Spin before fainting.

**Endeavor**: Morpeko can, especially with a Focus Sash, be an emergency user of Endeavor to greatly weaken would-be counters before fainting, allowing a teammate to finish them off.

add reversal for focus sash sets
Common Items
========
**Heavy-Duty Boots**: Given Morpeko's primary role as a hazard remover, Heavy-Duty Botos allow Morpeko to hit the field as much as possible and use Rapid Spin without taking chip damage.

**Focus Sash**: Alternatively, Morpeko can use a Focus Sash to be an effective anti-lead, guaranteeing it lives at least one hit and either debuffing the opponent, pivoting out, or using a last-ditch Rapid Spin.

Niche Items
========
**Damage-boosting items**: Morpeko can use it's decent Attack stat and high base-power moves to, in tandem with a boosting item like Life Orb or Choice Band, be far more threatening as an offensive pivot.

**Air Balloon**: Morpeko can potentially use an Air Balloon for a one-time entry against Ground-type attacks, guaranteeing a Rapid Spin or other utility move as well as floating above Spikes.


Tera
========
Morpeko should almost never be a Tera Captain. A defensive Tera is wasted on a Pokemon with bulk this low, while an offensive Tera would be much better used on almost any other offensive Pokemon. If you must use Morpeko as your Tera Captain, you've probably already lost, but, Tera Dark and Electric are the most obvious choices to boost Morpeko's decently powerful STAB moves into surprisingly dangerous weapons. Alternatively, Tera Grass can be used to remove the Ground weakness while boosting the power of Seed Bomb, and Tera Flying can remove the Fighting and Bug weaknesses as well. Really, though, don't.

Draft Strategy
========
Do not build a draft around Morpeko. Morpeko is a usable end-of-draft pick that can provide extra entry hazard removal while threatening spinblockers (add on serviceable utility that gives teams more ways to pivot and disrupt opponents), but it is very much a pawn and not a centerpiece.

**Hazard-weak threats**: Offensive teammates, especially Rock-weak ones like Volcarona, Iron Bundle, and Dragonite all appreciate Morpeko's hazard removing capabilities, freeing up their reliance on Heavy-Duty Boots or their weakness to Knock Off. They a (?)
`
**Other hazard removers**: Morpeko, while able to threaten common spinblockers like Gholdengo and Ceruledge, is not a very good option as a team's only entry hazard remover due to its immense frailty and mediocre defensive profile, so another teammate like Noivern, Corviknight, or Terapagos is greatly appreciated; in turn, they often appreciate the flexibility in their movepools that Morpeko's presence allows them.

Checks and Counters
========
**Any faster attacker Faster Attackers and Priority**: Morpeko is forced out by pretty much everything. Anything faster than it with super effective (or even strong neutral) coverage can threaten to OHKO it, making it a lot harder for Morpeko to do it's job as a utility pivot. add on priority

**Physical walls**: Morpeko may be decently strong, but in the grand scheme of things, it's still pretty weak and doesn't have many options for breaking through common physical walls like Great Tusk, Archaludon, and Landorus-T outside of annoying them with Taunt and Super Fang.

**Fast Taunt**: Morpeko's Speed tier is solid but not great, especially before an Aura Wheel or Rapid Spin boost, making it prone to being outsped and rendered almost useless by Taunt users like Cyclizar, Ogerpon-W, and Roaring Moon.
add clear amulet which can block parting shot and foes can wipe out morpeko afterwards.

[credits]
Written by:
https://www.smogon.com/forums/members/tidal.540420/
Quality checked by:
https://www.smogon.com/forums/members/big-pharma.657717/
https://www.smogon.com/forums/members/theuncultured.629845/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
2/2

[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: "Oh, fuck, I need another Rapid Spin user," is the main reason you draft Morpeko. Despite this, Morpeko does have some interesting tools such as a deceptively powerful STAB Knock Off to threaten spinblockers, access to Parting Shot and Super Fang, and a decent Speed tier to make it a decent role compression pick. Morpeko's Attack is decent, and access to high-power moves like Aura Wheel and Knock Off means it may be able to threaten specific targets on your opponent's team. While it's incredibly frail and will likely be 2HKOed by even strong resisted hits, Morpeko can potentially use it's valuable Dark-, Ghost- and Electric-type resistances alongside its Psychic immunity to act as a useable offensive pivot. It's held back by a lack of good coverage, mediocre at best stats, and a very linear gameplan, but Morpeko can be an effective final pick if the utility options on the board are scarce.

[strategy comments]
Common Roles
========
**Utility Pivot**: Morpeko's access to pivoting in Parting Shot, entry hazard removal with Rapid Spin, and access to other amazing utility options like Super Fang, Taunt, and Thunder Wave make Morpeko a surprisingly effective support piece. Morpeko's Speed, while not great by any means, is high enough to get the jump on many wallbreakers and almost all defensive Pokemon, giving it plenty of opportunities to use a fast Parting Shot.

**Anti-lead**: Morpeko's valuable Dark-typing, decent Speed tier, and access to good utility in the form of Taunt, Rapid Spin, and Knock Off can also make it an effective stopgap to opposing hyper-offense leads, denying them from getting entry hazards or a second dual screen while potentially spreading status of its own through Thunder Wave.

Common Moves
========
**Primary STAB Moves**: Aura Wheel, Wild Charge, Volt Switch, Knock Off, Foul Play

**Utility Moves**: Rapid Spin, Parting Shot, Taunt, Thunder Wave, Fake Out, Super Fang, Protect, Substitute

**Coverage**: Seed Bomb, Stomping Tantrum, Psychic Fangs, Brick Break, Fire Fang, Ice Fang, Outrage

Niche Moves
========
**Electroweb**: Electroweb allows Morpeko to guarantee value against would-be faster switch-ins by lowering their Speed, allowing it to pivot out with Parting Shot, prevent setup with Taunt, or guarantee a Rapid Spin before fainting.

**Endeavor**: Morpeko can, especially with a Focus Sash, be an emergency user of Endeavor to greatly weaken would-be counters before fainting, allowing a teammate to finish them off.

**Reversal**: Focus Sash sets can also opt to run Reversal, giving Morpeko a powerful option to force a trade or even revenge kill before fainting.

Common Items
========
**Heavy-Duty Boots**: Given Morpeko's primary role as a hazard remover, Heavy-Duty Boots allows Morpeko to hit the field as much as possible and use Rapid Spin without taking chip damage.

**Focus Sash**: Alternatively, Morpeko can use a Focus Sash to be an effective anti-lead, guaranteeing it lives at least one hit and either debuffing the opponent, pivoting out, or using a last-ditch Rapid Spin, Endeavor, or Reversal.

Niche Items
========
**Damage-boosting items**: Morpeko can use it's decent Attack stat and high base-power moves to, in tandem with a boosting item like Life Orb or Choice Band, be far more threatening as an offensive pivot.

**Air Balloon**: Morpeko can potentially use an Air Balloon for a one-time entry against Ground-type attacks, guaranteeing a Rapid Spin or other utility move as well as floating above Spikes.

**Assault Vest**: (lets it more effectively check special ghost/flying/whatever types like gholdengo and zapdos. also still has a number of non-status utility moves like knock/volt/superfang/endeavor)

Tera
========
Morpeko should almost never be a Tera Captain. A defensive Tera is wasted on a Pokemon with bulk this low, while an offensive Tera would be much better used on almost any other offensive Pokemon. If you must use Morpeko as your Tera Captain Tera on Morpeko, (giving it tera captain isnt too bad; sometimes you just have extra points for tera) you've probably already lost, but, Tera Dark and Electric are the most obvious choices to boost Morpeko's decently powerful STAB moves into surprisingly dangerous weapons. Alternatively, Tera Grass can be used to remove the Ground weakness while boosting the power of Seed Bomb, and Tera Flying can remove the Fighting and Bug weaknesses as well. Really, though, don't. (mention that tera disabling its ability gives it a more consistent STAB combo. not sure where in the paragraph it fits best though)

Draft Strategy
========
Do not build a draft around Morpeko. Morpeko is a usable end-of-draft pick that can provide extra entry hazard removal, threaten spinblockers, and give a team some additional disruption options with its good utility movepool, but it is very much a pawn and not a centerpiece.

**Hazard-weak threats**: Offensive teammates, especially Rock-weak ones like Volcarona Enamorus (volc doesnt usually get drafted and if it does, it's often going to be running boots even on a team with morpeko), Iron Bundle, and Dragonite all appreciate Morpeko's hazard removing capabilities, freeing up their reliance on Heavy-Duty Boots or their weakness to Knock Off.

**Other hazard removers**: Morpeko, while able to threaten common spinblockers like Gholdengo and Ceruledge, is not a very good option as a team's only entry hazard remover due to its immense frailty and mediocre defensive profile, so another teammate like Noivern, Corviknight, or Terapagos is greatly appreciated; in turn, they often appreciate the flexibility in their movepools that Morpeko's presence allows them.

**A Cohesive Team**: (you can't count on morpeko to act as a real electric or dark type most of the time. the rest of the draft should be able to handle flying/ghost/psychic threats without relying on morpeko)

Checks and Counters
========
**Faster Attackers and Priority**: Morpeko is forced out by pretty much everything. Anything faster than it with super effective (or even strong neutral) coverage can threaten to OHKO it, making it a lot harder for Morpeko to do it's job as a utility pivot. Similarly, Morpeko's pitiful bulk means that priority users can also extremely easily revenge kill it even after it boosts its speed.

**Physical walls**: Morpeko may be decently strong, but in the grand scheme of things, it's still pretty weak and doesn't have many options for breaking through common physical walls like Great Tusk, Archaludon, and Landorus-T outside of annoying them with Taunt and Super Fang.

**Clear Amulet**: Clear Amulet users can absorb Parting Shot, denying Morpeko of pivoting and wiping it out with ease. Morpeko itself usually doesn't demand the use of Clear Amulet, but opponents may bring it to help with Intimidate or extra Parting Shot from Morpeko's teammates.

[credits]
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/big-pharma.657717/
https://www.smogon.com/forums/members/theuncultured.629845/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
GP Team done (don't forget to change the tag to copyediting in the future)
add remove comment
[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: "Oh, fuck, I need another Rapid Spin user," is the main reason you Morpeko is mainly drafted on teams that desperately need additional entry hazard removal late in the draft Morpeko. sorry but no Despite this, Morpeko it does have some interesting tools, (AC) such as a deceptively powerful STAB Knock Off to threaten spinblockers, access to Parting Shot and Super Fang, and a decent Speed tier to make it a decent role compression pick. Morpeko's Attack is decent, and access to high-power moves like Aura Wheel and Knock Off means it may be able to threaten specific targets on your opponent's team overview is already really long and this is pretty much covered in the second sentence While it's incredibly frail and will likely be can get 2HKOed by even strong resisted hits, Morpeko can potentially use it's its valuable Dark-, Ghost- and Electric-type resistances alongside its Psychic immunity to act as a useable offensive pivot. It's held back by a lack of good coverage, mediocre at best stats, and a very linear gameplan, but Morpeko it can be an effective final pick if the utility options on the board are scarce.

[strategy comments]
Common Roles
========
**Utility Pivot**: Morpeko's access to pivoting in Parting Shot, entry hazard removal with Rapid Spin, and access to other amazing utility options like Super Fang, Taunt, and Thunder Wave make Morpeko it a surprisingly effective support piece. Morpeko's Its Speed, while not great by any means, is high enough to get the jump on many wallbreakers and almost all defensive Pokemon, giving it plenty of opportunities to use a fast Parting Shot.

**Anti-lead**: Morpeko's valuable Dark-typing Dark typing, decent Speed tier, and access to good utility in the form of Taunt, Rapid Spin, and Knock Off can also make it an effective stopgap to opposing hyper-offense hyper offense leads, denying them from getting setting entry hazards or a second dual screen while potentially spreading status of its own through Thunder Wave.

Common Moves
========
**Primary STAB Moves**: Aura Wheel, Wild Charge, Volt Switch, Knock Off, Foul Play

**Utility Moves**: Rapid Spin, Parting Shot, Taunt, Thunder Wave, Fake Out, Super Fang, Protect, Substitute

**Coverage**: Seed Bomb, Stomping Tantrum, Psychic Fangs, Brick Break, Fire Fang, Ice Fang, Outrage

Niche Moves
========
**Electroweb**: Electroweb allows Morpeko to guarantee value against would-be faster switch-ins by lowering their Speed, allowing it to pivot out with Parting Shot, prevent setup with Taunt, or guarantee a Rapid Spin before fainting.

**Endeavor**: Morpeko can, especially with a Focus Sash, be an emergency user of Endeavor to greatly weaken would-be counters before fainting, allowing a teammate to finish them off.

**Reversal**: Focus Sash sets can also opt to run Reversal, giving Morpeko a powerful option to force a trade or even revenge kill before fainting.

Common Items
========
**Heavy-Duty Boots**: Given Morpeko's primary role as a an entry hazard remover, Heavy-Duty Boots allows Morpeko it to hit the field as much as possible and use Rapid Spin without taking chip damage.

**Focus Sash**: Alternatively (RC) Morpeko can use a Focus Sash to be an effective anti-lead, guaranteeing it lives survives at least one hit and either debuffing debuffs the opponent foe, pivoting pivots out, or using uses a last-ditch Rapid Spin, Endeavor, or Reversal.

Niche Items
========
**Damage-boosting items**: Morpeko can use it's its decent Attack stat and high Base-Power moves to, in tandem with a boosting damage-boosting item like Life Orb or Choice Band, be far more threatening as an offensive pivot.

**Air Balloon**: Morpeko can potentially use an Air Balloon for a one-time entry against Ground-type attacks, guaranteeing a an opportunity to use Rapid Spin or other another utility move as well as floating above Spikes.

**Assault Vest**: Assault Vest can allow Morpeko to shore up its poor bulk and become a decent check to notable special attackers like Gholdengo and Zapdos while retaining access to utility moves like Knock Off, Rapid Spin, and Super Fang.

Tera
========
Morpeko should almost never be a Tera Captain (RP) A defensive Tera is wasted on a Pokemon with bulk this , (AC) as its bulk and offenses are too low (RC) while an offensive Tera would be to benefit much better used on almost any other offensive Pokemon from Terastallization. If you must use Morpeko is made a Tera on Morpeko Captain regardless, you've probably already lost, but (RC) Tera Dark and Electric are the most obvious choices to boost Morpeko's its decently powerful STAB moves into surprisingly dangerous (and weapons, with especially since Hunger Switch is disabled by Tera, more consistent) weapons Terastallization. Alternatively, Tera Grass can be used to remove the its Ground weakness while boosting the power of Seed Bomb, and Tera Flying can remove the its Fighting and Bug weaknesses. as well. Really, though, don't

Draft Strategy
========
Do not build a draft around Morpeko (RP) Morpeko is a usable end-of-draft pick that can provide extra entry hazard removal, threaten spinblockers, and give a team some additional disruption options with its good utility movepool, but it is very much a pawn and not a centerpiece.

**Entry Hazard-weak threats**: Offensive teammates, especially Rock-weak ones like Enamorus, Iron Bundle, and Dragonite, (AC) all appreciate Morpeko's hazard removing hazard-removing capabilities, freeing up their reliance on Heavy-Duty Boots or their weakness to Knock Off.

**Other hazard Entry Hazard Removers**: Morpeko, while able to threaten common spinblockers like Gholdengo and Ceruledge, is not a very good option as a team's only entry hazard remover due to its immense frailty and mediocre defensive profile, so another teammate like Corviknight or Terapagos is greatly appreciated; in turn, they often appreciate the flexibility in their movepools that Morpeko's presence allows them.

**A Cohesive Team**: Morpeko isn't a great solo performer. On its own, it is hardly consistent as either an Electric- or Dark-type. Your Its team should be able to handle powerful Flying-, Ghost-, and Psychic-types without relying on it as your only answer to check them.

Checks and Counters
========
**Faster Attackers and Priority**: Morpeko is forced out by pretty much everything. Anything faster than it with super effective (or even strong neutral) coverage can threaten to OHKO it, making it a lot harder for Morpeko it to do it's its job as a utility pivot. Similarly, Morpeko's pitiful bulk means that priority users can also extremely easily revenge kill it even after a Speed boost.

**Physical Walls**: Morpeko may be decently strong, but in the grand scheme of things, it's still pretty weak and doesn't have many options for breaking through common physical walls like Great Tusk, Archaludon, and Landorus-T outside of annoying them with Taunt and Super Fang.

**Clear Amulet**: Clear Amulet users can absorb Parting Shot, denying Morpeko of pivoting and wiping it out with ease. Morpeko itself usually doesn't demand the use of Clear Amulet, but opponents may bring it to help with Intimidate or extra other teammates with Parting Shot from Morpeko's teammates.

[credits]
Written by:
https://www.smogon.com/forums/members/gimmicky.540420/
Quality checked by:
https://www.smogon.com/forums/members/big-pharma.657717/
https://www.smogon.com/forums/members/theuncultured.629845/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/techno.527276/
 
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