Oricorio-Balle [QC 0/3]

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Oricorio-Balle

[OVERVIEW]

• Oricorio benefits from one of the best STAB combinations in the tier while hitting for superb damage with it's good special attack.
• It's sets allow it to function as a potent stallbreaker, as well as a decent win condition for teams.
• Although, it's movepool is rather small, and usually relies on Hidden Power for its coverage.
• Oricorio's pitiful bulk and crippling stealth rock weakness make it incredibly hard to get it out on the field, much less keep it healthy.
• Oricorio finds itself being a niche but effective breaker for offensive teams overall, being well worth a users while if they can hold to its high maintenance playstyle.


[SET 1]

name: Hot Salsa {Flyinium Z}
move 1: Calm Mind
move 2: Revelation Dance
move 3: Hurricane
move 4: Roost/Taunt
item: Flyinium Z
ability: Dancer
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]

Moves

========


• Revelation Dance and Hurricane are Oricorio's STAB moves, and allow for diverse coverage to wallbreak the enemy with Calm Mind
• Roost allows Oricorio to have longevity on the field, meaning it can stay longer to deal more damage if it isn't directly threatened.
• Alternatively, Taunt is useful for letting it set up and be an execellent stallbreaker, as well as just getting an upper hand against more passive things like Defensive Monferno or Shiinotic.


Set Details

========

• Flyinium Z allows Oricorio to have a one time never miss nuke attack on the enemy, meaning that it can muscle through some checks when boosted or even just useful to ensure you land a hit on a key threat.
• Oricorio's standard EVs allow it to outspeed a large portion of the unboosted metagame, which means that it has an easier time outspeeding threats.
•Oricorio's EV spread also allows it to have an easier time going for a sweep once it has set up.


Usage Tips

========

• Due to Oricorio's pitiful bulk, it's preferred that the user should always find a way in that doesnt involve it taking much damage, although it can take some resisted blows on the special side if it needs to switch in.
• Forcing an opponent out is the best way to get a free calm mind, as after one, Oricorio can do a lot of work against teams that don't have an immediate switch in.
• Oricorio takes 50% of its health when switching in on stealth rocks, so it needs to avoid doing that at all times.
• Oricorio's ability in dancer allows it to copy boosting moves done by its opponents, so letting it copy moves such as Curse or Quiver Dance makes it more lethal to face.

Team Options

========

• Oricorio fits greatly onto teams that need improvement against the stall matchup, due to it being able to set up relatively cleanly against those types of teams.
• Oricorio will find great support in teammates like Silvally-Water and Sandslash due to their ability to remove hazards while fending off common rockers such as Golem and Monferno.
• Oricorio needs teammates that can offensively support it as well, with teammates such as Electivire or Floatzel to handle the respective water types and rock types that take care of Oricorio without much hassle.



[SET]

name: Choice Specs
move 1: Revelation Dance
move 2: Hurricane
move 3: Hidden Power Grass/Hidden Power Fighting
move 4: U-Turn
item: Choice Specs
ability: Dancer
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]

Moves

========

• Dual STABs allows Oricorio to do tremendous damage to an extremely large portion of the metagame, due to the lack of common resists for the combination.
• Hidden Power Grass is great for hitting resists like Golem or Silvally-Water. Hidden Power Fighting can also be used here to handle Probopass and Lickilicki easier, at the cost of lost power against water switch-ins and the aforementioned Golem.
• U-Turn is great for keeping momentum as well as being a good way to benefit from forced switches.

Set Details

========

• Choice Specs allows Oricorio to become an instant offensive threat upon entry, capable of nailing through a huge part of the tier.
•Oricorio's EVs are standard, but they aid it against defensive or balance teams, due to not much being able to outspeed it without a boost, this makes it much easier to hit without worry of being outsped.


Usage Tips

========

• It's best you use Oricorio through bringing it in via a slow u-turn or to revenge kill an opponent, due to its atrociously terrible bulk makes it incredibly hard for it to switch in.
• Although Oricorio's STAB combination is very difficult to switch into, the set is still very prediction reliant, since Choice Specs locks you into one move
• Oricorio's middling speed leaves it outsped by a good portion of offensive pokemon in the metagame such as Floatzel and max speed silvally forms, so it's best to bring it in on slower threats.
• Stealth Rocks remove half of Oricorio's health on switch in, so keeping it away from switching on them is highly important.
• Watch out for priority, especially in the case of Shiftry's Sucker Punch, as it's middling bulk won't allow it to take many hits.


Team Options

========

Describe some teammates that would be a good idea to pair with this Pokemon.
• Like it's calm mind set, Oricorio benefits greatly from offensive hazard removers like Silvally-Water and Sandslash.
• Oricorio benefits amazingly from slow pivots like bulky Silvally-Fighting or Probopass.
• Oricorio can be beneficial to Ground weak pokemon like Electivire, due to its ability to switch in on Earthquake and not take any damage.
• Offensive support to remove faster threats like Floatzel is beneficial to Oricorio, as it allows it to stay in and keep clicking attacks rather than constantly having to switch out.


[STRATEGY COMMENTS]

Other Options

=============

• Oricorio can use Substitute to help it set up, but this isnt preferred due to access to taunt and it's bulk still being absolutely terrible.
• It can also run a status move in Toxic, but Oricorio perfers to just be on the offensive with it's sets.


Checks and Counters

===================

**Faster Attackers**: Attackers faster than Oricorio such as Floatzel and max speed Silvally, or scarfers like Electivire and Pinsir can take abuse of it's pitiful bulk and easily KO it.

**Rock Types**: Rock types such as Golem are able to resist Oricorio's dual STABs, as well as hit it for x4 effectiveness, making them great answers to knock the bird out of the air.

**Specially Defensive Tanks**: Specially defensive tanks like Muk and Lickilicki can absorb hits from Oricorio and fire off attacks of their own back at it, although they can be broken through if they allow Oricorio to set up.


[CREDITS]

- Written by: [[SBPC,468904]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:
comments in bold
Oricorio-Balle

[OVERVIEW]

• Oricorio benefits from one of the best STAB combinations in the tier while hitting for superb damage with it's good special attack. This states facts rather than clearly explaining what Oricorio-F's niche is. First line should outline what Oricorio-F's niche is in the tier (decent breaker thanks to its STAB combination and access to CM and Taunt).
• It's sets allow it to function as a potent stallbreaker, as well as a decent win condition for teams.
• Although, it's movepool is rather small, and usually relies on Hidden Power for its coverage. Fluff. Rather than state facts, turn this into a negative because it means Oricorio-F is fairly predictable due to its limited coverage.
• Oricorio's pitiful bulk and crippling stealth rock weakness make it incredibly hard to get it out on the field, much less keep it healthy.
Oricorio finds itself being a niche but effective breaker for offensive teams overall, being well worth a users while if they can hold to its high maintenance playstyle. Not supposed to sum up the overview because the overview is a summary of the Pokemon itself.

Needs to be beefed up. Mention how Oricorio-F preys on common, more passive Pokemon such as Bronzor, Mawile, and Shiinotic to setup and how its typing allows it to check Pokemon such as Combusken, Pinsir, and Silvally-Fighting. As for negatives, mention how Oricorio-F's Speed leaves it vulnerable to common breakers such as Electivire and Swanna and how Oricorio-F needs considerable support to be effective because of its typing.


[SET 1]

name: Hot Salsa {Flyinium Z}
move 1: Calm Mind
move 2: Revelation Dance
move 3: Hurricane
move 4: Roost/Taunt
item: Flyinium Z
ability: Dancer
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]

Moves

========

• Revelation Dance and Hurricane are Oricorio's STAB moves, and allow for diverse coverage to wallbreak the enemy with Calm Mind Remove Calm Mind from this point and give it its own point. Can just state that Hurricane and Relevation Dance are fantastic STAB option because of the coverage they provide together (Revelation Dance for Steel-types and Hurricane for Water-types and Dragons).
• Roost allows Oricorio to have longevity on the field, meaning it can stay longer to deal more damage if it isn't directly threatened. Comes off as filler so mention what Roost is useful against and that it allows Oricorio-F to reliably setup or check certain Pokemon.
• Alternatively, Taunt is useful for letting it set up and be an execellent stallbreaker, as well as just getting an upper hand against more passive things like Defensive Monferno or Shiinotic.


Set Details

========

• Flyinium Z allows Oricorio to have a one time never miss nuke attack on the enemy, meaning that it can muscle through some checks when boosted or even just useful to ensure you land a hit on a key threat.
Oricorio's standard EVs allow it to outspeed a large portion of the unboosted metagame, which means that it has an easier time outspeeding threats.
•Oricorio's EV spread also allows it to have an easier time going for a sweep once it has set up.
Fluff


Usage Tips

========

• Due to Oricorio's pitiful bulk, it's preferred that the user should always find a way in that doesnt involve it taking much damage, although it can take some resisted blows on the special side if it needs to switch in. Just say off a slow pivot or aggressive double. Give examples of those resisted attacks
• Forcing an opponent out is the best way to get a free calm mind, as after one, Oricorio can do a lot of work against teams that don't have an immediate switch in. Mention what it forces out
• Oricorio takes 50% of its health when switching in on stealth rocks, so it needs to avoid doing that at all times.
• Oricorio's ability in dancer allows it to copy boosting moves done by its opponents, so letting it copy moves such as Curse or Quiver Dance makes it more lethal to face.

Mention when to use Supersonic Skystrike.

Team Options

========

• Oricorio fits greatly onto teams that need improvement against the stall matchup, due to it being able to set up relatively cleanly against those types of teams.
• Oricorio will find great support in teammates like Silvally-Water and Sandslash due to their ability to remove hazards while fending off common rockers such as Golem and Monferno.
• Oricorio needs teammates that can offensively support it as well, with teammates such as Electivire or Floatzel to handle the respective water types and rock types that take care of Oricorio without much hassle.

Mention entry hazard setters that support Oricorio-F. Mention teammates that can help check faster Pokemon such as Electivire, Swanna, and Silvally-Dragon.

[SET]

name: Choice Specs
move 1: Revelation Dance
move 2: Hurricane
move 3: Hidden Power Grass/Hidden Power Fighting
move 4: U-Turn
item: Choice Specs
ability: Dancer
nature: Timid
evs: 252 SpA / 4 SpD / 252 Spe


[SET COMMENTS]

Moves

========

• Dual STABs allows Oricorio to do tremendous damage to an extremely large portion of the metagame, due to the lack of common resists for the combination.
• Hidden Power Grass is great for hitting resists like Golem or Silvally-Water. Hidden Power Fighting can also be used here to handle Probopass and Lickilicki easier, at the cost of lost power against water switch-ins and the aforementioned Golem.
• U-Turn is great for keeping momentum as well as being a good way to benefit from forced switches.

Set Details

========

• Choice Specs allows Oricorio to become an instant offensive threat upon entry, capable of nailing through a huge part of the tier. Give examples of what Specs does (i.e allows Oricorio-F to 2HKO defensive Silvally-Water)
Oricorio's EVs are standard, but they aid it against defensive or balance teams, due to not much being able to outspeed it without a boost, this makes it much easier to hit without worry of being outsped. Fluff


Usage Tips

========

• It's best you use Oricorio through bringing it in via a slow u-turn or to revenge kill an opponent, due to its atrociously terrible bulk makes it incredibly hard for it to switch in.
• Although Oricorio's STAB combination is very difficult to switch into, the set is still very prediction reliant, since Choice Specs locks you into one move Go into detail on how this makes Oricorio-F easy to force out and makes Oricorio-F that much easier to play around (i.e Hurricane's low accuracy and Revelation Dance --> Fire-type resists being common)
• Oricorio's middling speed leaves it outsped by a good portion of offensive pokemon in the metagame such as Floatzel and max speed silvally forms, so it's best to bring it in on slower threats.
• Stealth Rocks remove half of Oricorio's health on switch in, so keeping it away from switching on them is highly important.
• Watch out for priority, especially in the case of Shiftry's Sucker Punch, as it's middling bulk won't allow it to take many hits.


Team Options

========

Describe some teammates that would be a good idea to pair with this Pokemon.
• Like it's calm mind set, Oricorio benefits greatly from offensive hazard removers like Silvally-Water and Sandslash.
• Oricorio benefits amazingly from slow pivots like bulky Silvally-Fighting or Probopass. Mention how they may pair well with it outside of pivoting
• Oricorio can be beneficial to Ground weak pokemon like Electivire, due to its ability to switch in on Earthquake and not take any damage. Point isn't great because most common Ground is Golem. Replace this point with Pokemon that appreciate walls such as Bronzor, Gourgeist-XL, Shiinotic, and Machoke being gone (since Oricorio-F smashes those)
• Offensive support to remove faster threats like Floatzel (and scarfers) is beneficial to Oricorio, as it allows it to stay in and keep clicking attacks rather than constantly having to switch out.


[STRATEGY COMMENTS]

Other Options

=============

• Oricorio can use Substitute to help it set up, but this isnt preferred due to access to taunt and it's bulk still being absolutely terrible. Also limits it to one STAB option or giving up fantastic utility in Taunt or Roost.
It can also run a status move in Toxic, but Oricorio perfers to just be on the offensive with it's sets. Not worth it.

Mention Taunt over Calm Mind. Taunt Roost is a fantastic balance breaker that takes advantage of Pokemon such as Mawile, Bronzor, Shiinotic, etc. Can also mention LO over Specs to make Oricorio-F less prediction reliant.



Checks and Counters

===================

**Faster Attackers**: Attackers faster than Oricorio such as Floatzel and max speed Silvally, or scarfers like Electivire and Pinsir can take abuse of it's pitiful bulk and easily KO it.

**Rock Types**: Rock types such as Golem are able to resist Oricorio's dual STABs, as well as hit it for x4 effectiveness, making them great answers to knock the bird out of the air.

**Specially Defensive Tanks**: Specially defensive tanks like Muk and Lickilicki can absorb hits from Oricorio and fire off attacks of their own back at it, although they can be broken through if they allow Oricorio to set up.

Add **Stealth Rock** and **Electric-types** (most Electrics are faster than it and threaten it out)


[CREDITS]

- Written by: [[SBPC,468904]]
- Quality checked by: [[, ], [, ], [, ]]
- Grammar checked by: [[, ], [, ]]
qc 1/3
 
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