Necturna

Lasen

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:bw/necturna:
[SET]
name: Geomancy
move 1: Geomancy
move 2: Giga Drain
move 3: Shadow Ball
move 4: Substitute
item: Power Herb
ability: Forewarn
nature: Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
===================
Necturna is a potent wallbreaker that fits on hyper offense teams, serving both as a spinblocker and setup sweeper. Geomancy opportunities aren't abundant due to Necturna's low Speed, but its good bulk lets it set up on weak non-super effective attacks and against common Choice item users like Landorus-T and Jumbao locked into their STAB moves. Giga Drain lets Necturna stay healthy thanks in part to its low base HP, making it harder to revenge kill through chip damage. Substitute is a good way to block Toxic or Thunder Wave from walls such as Blissey and Ferrothorn and safely set up if the opponent switches into something that threatens it. A Modest nature is used to maximize Necturna's otherwise weak damage output while still outspeeding Zeraora after boosting, but this leaves it slower than Choice Scarf Landorus-T and Colossoil. Psychic is an option over Substitute to OHKO Tomohawk at +2 and break past Haze Toxapex; however, this compromise leaves Necturna far easier to dispatch of in the majority of situations.

Necturna needs to be part of a very offensive team to function best. Dual screens support from Regieleki or Tapu Koko ensures it can get an opportunity to set up. Necturna is also heavily threatened by Fire-types like Heatran and Astrolotl, so Ground-types like Garchomp are a perfect match, being able to deal with them and Toxapex alike, while Necturna can overwhelm common physical walls like Tomohawk and Clefable. Volcarona and Necturna form a good core, overwhelming their common checks in Heatran and Tyranitar with very powerful attacks, and Volcarona also appreciates Necturna using Blissey as setup fodder. Choice Scarf Aurumoth can sacrifice itself with Final Gambit to remove one of the special walls it invites in, which conveniently also block Necturna's path.

[STRATEGY COMMENTS]
Checks and Counters
===================

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Melmetal and Kyurem can switch in freely on Necturna's setup turn and force it out without being afraid of its attacks.

**Revenge Killers**: Even after Geomancy's boost, Necturna is only moderately fast, and thus Choice Scarf holders like Landorus-T, Victini, and Crucibelle are able to significantly weaken or revenge kill it.

**Dark-types**: Hydreigon, Tyranitar, and Mandibuzz can all take Necturna's STAB moves and threaten it with their own. Weavile and Bisharp can pick off a weakened Necturna with their STAB priority moves in Ice Shard and Sucker Punch, and they can both take a boosted Giga Drain to fire off a stronger physical attack if needed.

**Flying-types**: Corviknight can take any hit from Necturna and OHKO with Brave Bird, while special attackers such as Zapdos, Tornadus-T, and Tomohawk can take an attack and hit it back, but all are within 2HKO range. Tomohawk also has the option of running Prankster Haze to remove Necturna's boosts.

**Fire-types**: Bulky Fire-types like Astrolotl and Heatran have enough bulk to take Necturna's hits and deal heavy damage or status it, with Heatran also having Roar. Moltres can tank a hit and lower Necturna's Special Attack with Mystical Fire.

**Haze and Phazing**: Since Power Herb makes Geomancy pretty much single-use, Haze Toxapex and Tomohawk can effectively neuter Necturna, and both can take any boosted hit. Toxapex has to be wary of the rare Psychic set, though.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [2spoopy4u, 251944]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:

snake

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name: Geomancy
move 1: Geomancy
move 2: Giga Drain
move 3: Shadow Ball
move 4: Substitute / Psychic
item: Power Herb
ability: Forewarn
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe
Change to:

name: Geomancy
move 1: Geomancy
move 2: Giga Drain
move 3: Shadow Ball
move 4: Substitute
item: Power Herb
ability: Forewarn
nature: Modest
evs: 48 HP / 248 SpA / 212 Spe

Reduce Psychic to a mention in the paragraph. The EV spread lets Necturna have better rolls against bulky Steel-types like Scizor and Corviknight and Toxapex, while outspeeding Zeraora after a smash boost. You don't need Timid aside from Choice Scarf Landorus-T, which is a little important, so keep Timid as a mention.

Necturna aims to to utilize Geomancy to boost its mediocre Special Attack and Speed to a point where it can break past walls and potentially sweep.
Instead of this, write on how geonect can be a spinblocker + sweeper for hyper offense teams

its good bulk base 100 Defense and 120 Special Defense let it sponge up a hit or two if they're not super-effective
Giga Drain is boosted by STAB and steals HP from the opponent to heal Necturna for half of the damage inflicted, which lets it stay healthy especially considering its low base HP.
Assume a reader knows what Giga Drain does - just say that Giga Drain is chosen over Energy Ball specifically for the recovery (low base HP is a good mention).

Substitute is a good way for Necturna to avoid being hit with Toxic or Thunder Wave Toxiced or Thunder Waved by walls such as Blissey or Ferrothorn and let it set-up set up safely if the opponent switches into something that threatens it.
Psychic is an option to break past the Poison- and Fighting-types that can safely switch in on Necturna such as Amoonguss, Scarf Crucibelle, and Tomohawk.
Unless Amoonguss is running Foul Play, I think Necturna gets a free Sub on Amoonguss (sub blocks Clear Smog). Also a bit skeptical if Psychic Nect changing scarf cruci and tomo MUs is worth giving up Sub. Reduce Psychic to a mention imo.

A Timid nature is used to outspeed as many things as possible, as a Modest nature leaves it susceptible to being outsped by a larger part of the metagame.
Even with the set change, mention Timid specifically for Scarf Landorus-T.

Necturna needs as much support as it can get if it's gonna try to set up. Offensive teams often run dual screens support in the form of Regieleki or Tapu Koko, mitigating the damage that Necturna takes so that it can boost itself with Geomancy. Necturna also gets stopped in its tracks by Fire-types like Heatran and Astrolotl, so it pairs up well with strong physical attackers that can break past them. Ground-types like Garchomp are a perfect match, being able to deal with the Fire-types and the aforementioned Poison-types alike, while Necturna can overwhelm common physical walls like Tomohawk and Clefable. Strong Electric-types also make fantastic partners, being able to deal with the Flying-types that make Necturna's job harder and often carrying Volt Switch to bring Necturna in safely. Meanwhile, Necturna can beat the Ground-types that stop them from clicking their STAB.
Make this whole section about hyper offense teams. Chomper is a good mention though, I like.

Choice Scarf Victini can outspeed and OHKO with V-Create.
no need to mention it again after the earlier mention

Toxapex and Amoonguss both have the ability to switch-in and deal with it by resisting its stat changes
refer to my earlier comment about Amoonguss, not a good check against Sub unless Foul Play bc Clear Smog doesn't work. honestly just push cruci up to RKers and have pex on its own section at the bottom

Ping me on discord for another look after you implement!
 

snake

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CAP Co-Leader
A Timid nature is used to outspeed as many things as possible, as a Modest nature leaves it susceptible to being outsped by a larger part of the metagame.
I'd just say that Modest leaves you outspeed by Choice Scarf Landorus-T, as idt there's not much you'd want to outspeed other than Mandibuzz before setup (which you just lose to). Sorry about the EV spread earlier, got my numbers mixed up.

Dual screens support in the form of Regieleki or Tapu Koko to mitigate the damage that Necturna takes so that it can boost itself with Geomancy is a prime way to ensures Necturna it can get an opportunity to set up.
Sentence felt weird, feel free to implement or not.

good job, QC 1/2
 

spoo

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CAP Co-Leader
:bw/necturna:
[SET]
name: Geomancy
move 1: Geomancy
move 2: Giga Drain
move 3: Shadow Ball
move 4: Substitute
item: Power Herb
ability: Forewarn
nature: Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
===================
Necturna is a potent breaker that fits on Hyper Offense teams, serving both as a spinblocker and set-up sweeper. Geomancy opportunities aren't plenty due to Necturna's low Speed, but its good bulk let it sponge up a hit or two if they're not super-effective lets it set up on weak non-super effective attacks and against common Choice users like Landorus-T and Jumbao locked into their STABs. slightly nickpicky but i think the first part reads better, thought some examples would be useful as well. Giga Drain lets Necturna stay healthy thanks in part to its low base HP, making it harder to revenge kill through chip. Substitute is a good way for Necturna to avoid getting hit by Toxic or Thunder Wave by walls such as Blissey or Ferrothorn and let it set-up safely if the opponent switches into something that threatens it. A Modest nature is used to maximise Necturna's otherwise weak damage output while still outspeeding outspeed Zeraora after boosting, but leaves it slower than Choice Scarf Landorus-T and Colossoil ive only seen one person run scarf colo in this meta. Psychic is an option over Substitute to OHKO Tomohawk at +2 and break past Haze Toxapex, however, the sacrifice leaves you far easier to dispatch of in the majority of situations. the Poison- and Fighting-types that can safely switch in on Necturna such as Toxapex, Scarf Crucibelle, and Tomohawk. reworded for specificity and removed cruci as i don't think it's nearly as relevant as the other two

Necturna needs to be part of a very offensive team to function best. Dual screens support in the form of Regieleki or Tapu Koko ensures Necturna can get an opportunity to set up. ensure it can get an opportunity to set up. Necturna is also heavily threatened also gets stopped in its tracks nitpicking but this oversells their effectiveness bit imo by Fire-types like Heatran and Astrolotl, so Ground-types like Garchomp are a perfect match, being able to deal with them and Toxapex Poison-types alike, while Necturna can overwhelm common physical walls like Tomohawk and Clefable. Volcarona forms a good core with Necturna by overwhelming their common checks in Heatran and Tyranitar by throwing very powerful attacks its their way, with Volcarona also appreciating Necturna's ability to use Blissey as setup fodder. Choice Scarf Aurumoth can sacrifice itself with Final Gambit to remove one of the special walls it invites that conveniently also block Necturna's path. Kerfluffle can break past the Dark-types that stop Necturna with its STAB and helps overwhelm Toxapex. feel free to contend me on this one, but kerf feels weird because this section is mostly focused on partners that have good synergy on HO and kerf doesn't really fit the bill

[STRATEGY COMMENTS]
Checks and Counters
===================


**Specially Bulky Pokemon**: Specially bulky Pokemon such as Melmetal or Kyurem can utilize the turn that Necturna sets up to switch in freely and force it out without being afraid of its attacks.

**Revenge Killers**: Even after Geomancy's boost, Necturna is only moderately fast and thus Choice Scarf holders like Colossoil, Landorus-T, Victini, and Crucibelle are able to OHKO Necturna. significantly weaken Necturna or outright OHKO it. axed scarf colo because its scarf colo, added lando because it outspeeds you now that you're modest, and changed to "weaken" because cruci and lando dont kill from full

**Dark-types**: Hydreigon, Tyranitar, and Mandibuzz can all take Necturna's STABs and threaten it with their own. Weavile and Bisharp can pick off a weakened Necturna with their STAB priority moves in Ice Shard and Sucker Punch and they can both take a boosted Giga Drain to fire off a stronger physical attack if needed.

**Flying-types**: Corviknight can take any hit from Necturna and OHKO with Brave Bird, while special attackers such as Zapdos, Tornadus-T, and Tomohawk can all take a Shadow Ball and hit it back, but are within 2HKO range. Tomohawk also has the option of running Prankster Haze to remove Necturna's boosts.

**Fire-types**: Bulky Fire-types like Astrolotl and Heatran both have enough bulk to take Necturna's hits and incapacitate it deal heavy chip with their Fire-type attacks or incapacitate it with a status move, with Heatran also being able to Roar it out. again feel free to contend, but idt this is relevant enough to mention Moltres can tank a hit and lower Necturna's Special Attack with Mystical Fire.

**Toxapex**: Toxapex can switch in before Necturna sets up take any boosted hit and haze the boosts away. Due to Geomancy requiring your Power Herb to be intact, it's pretty much a one time use, so having its boosts removed effectively neuters Necturna. Toxapex has to be weary of the rare Psychic set, though.

[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
yes

2/2
 

Lasen

smiling through it all
is a Site Content Manageris an official Team Rateris a Top Social Media Contributoris a Forum Moderatoris a Community Contributoris a CAP Contributoris a Tiering Contributoris a Top Contributor
Contesting the Roar Heatran, I've seen it pick up some steam in OU games and I've started building with it but I am willing to back down if a third party wishes me to. idk where Kerfluffle mention came from I was about to blame QC 1/2 but I added it myself while rewording? who cares, it's gone and so is Dorsoil's (RIP) evolution.

Gonna send this for GP, thank you all for being so fast ily <3
 

Adeleine

after committing a dangerous crime
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(AC): Add Comma

[SET]
name: Geomancy
move 1: Geomancy
move 2: Giga Drain
move 3: Shadow Ball
move 4: Substitute
item: Power Herb
ability: Forewarn
nature: Modest
evs: 4 Def / 252 SpA / 252 Spe

[SET COMMENTS]
Set Details
===================
Necturna is a potent wallbreaker that fits on hyper offense teams, serving both as a spinblocker and setup (collapsed hyphen) sweeper. Geomancy opportunities aren't plenty abundant due to Necturna's low Speed, but its good bulk lets it set up on weak non-super effective attacks and against common Choice item users like Landorus-T and Jumbao locked into their STAB moves. (removed stray period) Giga Drain lets Necturna stay healthy thanks in part to its low base HP, making it harder to revenge kill through chip damage. Substitute is a good way for Necturna to avoid getting hit by Toxic or Thunder Wave by walls such as Blissey or Ferrothorn and let it set-up safely to block Toxic or Thunder Wave from walls such as Blissey and Ferrothorn and safely set up if the opponent switches into something that threatens it. A Modest nature is used to maximise maximize Necturna's otherwise weak damage output while still outspeeding Zeraora after boosting, but this leaves it slower than Choice Scarf Landorus-T and Colossoil. Psychic is an option over Substitute to OHKO Tomohawk at +2 and break past Haze Toxapex; (comma -> semicolon) however, this compromise leaves you Necturna far easier to dispatch of in the majority of situations.

Necturna needs to be part of a very offensive team to function best. Dual screens support in the form of from Regieleki or Tapu Koko ensures Necturna can get an opportunity to set up. ensure it can get an opportunity to set up. Necturna is also heavily threatened by Fire-types like Heatran and Astrolotl, so Ground-types like Garchomp are a perfect match, being able to deal with them and Toxapex alike, while Necturna can overwhelm common physical walls like Tomohawk and Clefable. Volcarona forms a good core with Necturna by and Necturna form a good core, overwhelming their common checks in Heatran and Tyranitar by throwing very powerful attacks their way, with Volcarona also appreciating with very powerful attacks, and Volcarona also appreciates Necturna using Blissey as setup (collapsed hyphen) fodder. Choice Scarf Aurumoth can sacrifice itself with Final Gambit to remove one of the special walls it invites that in, which conveniently also block Necturna's path.

[STRATEGY COMMENTS]
Checks and Counters
=================== (removed extra line under)

**Specially Bulky Pokemon**: Specially bulky Pokemon such as Melmetal or Kyurem can utilize the turn that Necturna sets up to switch in freely and Kyurem can switch in freely on Necturna's setup turn and force it out without being afraid of its attacks.

**Revenge Killers**: Even after Geomancy's boost, Necturna is only moderately fast, (AC) and thus Choice Scarf holders like Landorus-T, Victini, and Crucibelle are able to significantly weaken Necturna. or revenge kill it.

**Dark-types**: Hydreigon, Tyranitar, and Mandibuzz can all take Necturna's STAB moves and threaten it with their own. Weavile and Bisharp can pick off a weakened Necturna with their STAB priority moves in Ice Shard and Sucker Punch, (AC) and they can both take a boosted Giga Drain to fire off a stronger physical attack if needed.

**Flying-types**: Corviknight can take any hit from Necturna and OHKO with Brave Bird, while special attackers such as Zapdos, Tornadus-T, and Tomohawk can all take a Shadow Ball take an attack and hit it back, but all are within 2HKO range. Tomohawk also has the option of running Prankster Haze to remove Necturna's boosts.

**Fire-types**: Bulky Fire-types like Astrolotl and Heatran both have enough bulk to take Necturna's hits and deal heavy damage with their Fire-type attacks or incapacitate it a status move, with Heatran also being able to Roar it out. or status it, with Heatran also having Roar. Moltres can tank a hit and lower Necturna's Special Attack with Mystical Fire.

**Toxapex**: Toxapex can switch in before Necturna sets up to take any boosted hit and haze the boosts away. Due to Geomancy requiring your Power Herb to be intact, it's pretty much a one time use, so having its boosts removed effectively neuters Necturna. Toxapex has to be weary of the rare Psychic set, though.

**Haze and Phazing**: Since Power Herb makes Geomancy pretty much single-use, Haze Toxapex, Haze Tomohawk, and Roar Heatran can effectively neuter Necturna, and both can take any boosted hit. Toxapex has to be wary of the rare Psychic set, though. (I imagine this checks out? feel free to tinker. if not, just lmk if you want to change things bigger-picture)


[CREDITS]
- Written by: [[Lasen, 273339]]
- Quality checked by: [[snake_rattler, 227784], [2spoopy4u, 251944]]
- Grammar checked by: [[Finland, 517429]]
read.gif
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