Gen 3 OU Standard Skarmory Rework [QC 1/1] [GP 1/1]

Zac

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[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user and a heavily utilized physical wall, using its access to Toxic and Roar among other moves to distinguish itself from other Spikers. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from Spikes stall to offensive Spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use Skarmory. Roar is another reason to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phaze dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing Skarmory to check Fighting-types and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important, as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring recovery due to Skarmory's immunity to Toxic, sand damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert, Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status-healing moves; however, it comes with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with Natural Cure . In extremely rare cases, Skarmory may drop Roar to run a set utilizing Spikes, Drill Peck, Toxic, and Protect, requiring significant compensation in the teambuilder.

Taunt allows Skarmory to stop Spikers from laying Spikes, as well as hindering setup in a pinch from slower foes such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove opposing Skarmory's Leftovers, and it is also effective in targeting other Leftovers users.

The EVs maximize Skarmory's special bulk. This allows it to take advantage of weak special attackers such as defensive Swampert with ease. It also gives Skarmory a better chance to survive Magneton's Thunderbolt. When Taunt is used, it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some Speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms a fearsome core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive Pokemon such as Blissey, Milotic, Gengar, and defensive Jirachi that carry status moves are also immediately more threatening with Spikes down, as the foes that would usually pivot into status to shrug it off are damaged upon switching in. Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers such as offensive Starmie and Aerodactyl and setup sweepers such as Dragon Dance Salamence appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on it to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Skarmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to KOing opposing Skarmory early, having a spinner, or be on a composition that can minimize the long-term damage taken by having Spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
 
Last edited:
[OVERVIEW]

Skarmory stands out as the tier's best Spikes user and one of the best physical walls. I feel like the following sentence is either unnecessary or could be rephrased to communicate meaning without fluff: Its movepool makes it a strong pick for teams that appreciate the extra residual damage it can inflict with Spikes and, most of the time, Toxic. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should always be considered on everything from spikes stall RC to offensive spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt Is Thief going to be given a separate dex entry? Feels like it should be here, no?
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe
ivs: 31 Atk

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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use it. Roar is one of the main reasons to use Skarmory over other Spikers because most of the time it prevents Skarmory from being setup bait for foes. It also allows Skarmory to take advantage of Spikes by phazing foes and racking up residual damage. it allows Skarmory to be used offensively as a Spikes shuffler and to phase dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing it to check fighters, and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress (Rapid Spin-users?), and Snorlax. The ability to hit Gengar is particularly important as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates to compensate for this. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring due to Skarmory's immunity to Toxic, Sandstorm damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert without Refresh (Tar and Jolt can run Sub, Mence can also run Ref, Zap and Cune can run Rest, etc. Maybe worth mentioning 'moves to clear status' or something at the end instead of here), Zapdos, Salamence, Suicune, Jolteon, and Porygon2, however with the downside of requiring heavy support to deal with Gengar, Refresh Claydol, and Pokemon with the Natural Cure ability abilty. In extremely rare cases, Skarmory may drop Roar to run a set utilising Spikes, Drill Peck, Toxic and Protect, however this set requires a lot of requiring significant compensation in the builder. Taunt is an option that allows Skarmory to stop opposing Spikers from laying Spikes, as well as hindering set up in a pinch from slower opponents such as Suicune and Dragon Dance Tyranitar. Maybe merge this last sentence with the next section on Taunt Skarmory, since EVing is most important for this spread? Might also be worth mentioning that it is best to take out of SpD for Spe to allow Skarmory to remain useful as a Spiker against bulky waters.

The EVs maximize Skarmory's special bulk. This allows Skarmory to take advantage of weak special attackers such as defensive Swampert with ease. It also gives it a better chance to survive Magneton's Thunderbolt. If When Taunt is used RC it is recommended to run a decent amount of invest in Speed investment to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms the fearsome SkarmBliss core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Worth mentioning that defensive Pokemon (with status moves?) who are generally limited on Spikeless teams have their offensive floor (and ceiling) raised immensely. This includes Roar Pert (and Zap, Molt, etc.) who are shufflers, and Toxic users who force switches of Nat Cures. Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers and set-up sweepers RC such as offensive Starmie and Aerodactyl RC appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on Magneton to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. Worth mentioning that Skarmory freely Spikes on Skarmory, barring Taunt or Thief sets. It's important to have a game plan for opposing Skarmory/Spikes, so having a Pokemon who can switch into Toxic or who can threaten to KO Skarmory from high HP amounts is useful, but so to are Pokemon like Focus Punch Tar who lure it down.
 
[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user a heavily utilised physical wall. Its movepool makes it a strong pick for teams that appreciate the extra residual damage it can inflict with Spikes and, most of the time, Toxic. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from spikes stall to offensive spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use it. Roar is one of the main reasons to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phase dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing it to check fighters, and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates to compensate for this. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring due to Skarmory's immunity to Toxic, Sandstorm damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert , Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status healing moves, however with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with the Natural Cure ability. In extremely rare cases, Skarmory may drop Roar to run a set utilising Spikes, Drill Peck, Toxic and Protect, requiring significant compensation in the builder.

Taunt is an option that allows Skarmory to stop opposing Spikers from laying Spikes, as well as hindering set up in a pinch from slower opponents such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove an opponents item, targeting leftovers users.

The EVs maximize Skarmory's special bulk. This allows Skarmory to take advantage of weak special attackers such as defensive Swampert with ease. It also gives it a better chance to survive Magneton's Thunderbolt. When Taunt is used it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms the fearsome SkarmBliss core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive pokemon such as Blissey, Milotic, Gengar and Defensive Jirachi who carry Status moves are also immediately more threatening with spikes down, as the opposing pokemon that would usually pivot into status to shrug it off are damaged upon switching in.
Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers and set-up sweepers such as offensive Starmie and Aerodactyl appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on Magneton to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Sakrmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to killing opposing Skarmory early, have a rapid spin user, or be on a composition which can minimise the long term damage taken by having spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality Checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
 
Last edited:
[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user and a heavily utilised physical wall, using its access to Toxic and Roar among other moves to distinguish itself from other Spikers. Its movepool makes it a strong pick for teams that appreciate the extra residual damage it can inflict with Spikes and, most of the time, Toxic. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from spikes stall to offensive spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use it. Roar is one of the main reasons to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phase dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing it to check fighters, and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates to compensate for this. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring due to Skarmory's immunity to Toxic, Sandstorm damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert , Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status healing moves, however with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with the Natural Cure ability. In extremely rare cases, Skarmory may drop Roar to run a set utilising Spikes, Drill Peck, Toxic and Protect, requiring significant compensation in the builder.

Taunt is an option that allows Skarmory to stop opposing Spikers from laying Spikes, as well as hindering set up in a pinch from slower opponents such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove the opposing Skarmory's Leftovers, and it is also effective in an opponent's item, targeting other leftovers users.

The EVs maximize Skarmory's special bulk. This allows Skarmory to take advantage of weak special attackers such as defensive Swampert with ease. It also gives it a better chance to survive Magneton's Thunderbolt. When Taunt is used it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms the fearsome SkarmBliss core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive pokemon such as Blissey, Milotic, Gengar and Defensive Jirachi who carry Status moves are also immediately more threatening with spikes down, as the opposing pokemon that would usually pivot into status to shrug it off are damaged upon switching in.
Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers and set-up sweepers such as offensive Starmie and Aerodactyl appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on Magneton to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Sakrmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to killing opposing Skarmory early, have a rapid spin user, or be on a composition which can minimise the long term damage taken by having spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality Checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
 
[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user and a heavily utilised physical wall, using its access to Toxic and Roar among other moves to distinguish itself from other Spikers. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from spikes stall to offensive spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use it. Roar is one of the main reasons to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phase dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing it to check fighters, and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates to compensate for this. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring due to Skarmory's immunity to Toxic, Sandstorm damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert , Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status healing moves, however with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with the Natural Cure ability. In extremely rare cases, Skarmory may drop Roar to run a set utilising Spikes, Drill Peck, Toxic and Protect, requiring significant compensation in the builder.

Taunt is an option that allows Skarmory to stop opposing Spikers from laying Spikes, as well as hindering set up in a pinch from slower opponents such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove the opposing Skarmory's Leftovers, and it is also effective in targeting other leftovers users.

The EVs maximize Skarmory's special bulk. This allows Skarmory to take advantage of weak special attackers such as defensive Swampert with ease. It also gives it a better chance to survive Magneton's Thunderbolt. When Taunt is used it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms the fearsome SkarmBliss core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive pokemon such as Blissey, Milotic, Gengar and Defensive Jirachi who carry Status moves are also immediately more threatening with spikes down, as the opposing pokemon that would usually pivot into status to shrug it off are damaged upon switching in.
Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers and set-up sweepers such as offensive Starmie and Aerodactyl appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on Magneton to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Sakrmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to killing opposing Skarmory early, have a rapid spin user, or be on a composition which can minimise the long term damage taken by having spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality Checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
 
[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user and a heavily utilised utilized physical wall, using its access to Toxic and Roar among other moves to distinguish itself from other Spikers. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from spikes Spikes stall to offensive spikes Spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use it Skarmory. Roar is one of the main reasons another reason to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phase phaze dangerous set-up just making sure you're referring to specifically pokemon that are already boosted here and not setup mons, do setup without hyphen if you mean setup mons in general threats. Drill peck is the most versatile move for the third slot, allowing it Skarmory to check fighters (RC) Fighting-types and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important, (AC) as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates to compensate for this. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring recovery due to Skarmory's immunity to Toxic, Sandstorm sand damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert, remove space before comma Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status healing status-healing moves (RC); (ASC) however, (AC) it comes with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with the Natural Cure ability. In extremely rare cases, Skarmory may drop Roar to run a set utilising utilizing Spikes, Drill Peck, Toxic, (AC) and Protect, requiring significant compensation in the builder teambuilder.

Taunt is an option that allows Skarmory to stop opposing Spikers from laying Spikes, as well as hindering set up setup in a pinch from slower opponents foes such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove the opposing Skarmory's Leftovers, and it is also effective in targeting other leftovers Leftovers users.

The EVs maximize Skarmory's special bulk. This allows Skarmory it to take advantage of weak special attackers such as defensive Swampert with ease. It also gives it Skarmory a better chance to survive Magneton's Thunderbolt. When Taunt is used, (AC) it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some speed Speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms the a fearsome SkarmBliss little bit self-explanatory, especially cos you explained it afterwards core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive Pokemon such as Blissey, Milotic, Gengar, (AC) and Defensive defensive Jirachi who that carry Status status moves are also immediately more threatening with spikes Spikes down, as the opposing pokemon foes that would usually pivot into status to shrug it off are damaged upon switching in. remove new line Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers and set-up setup sweepers such as offensive Starmie and Aerodactyl no setup sweeper mentioned here unless you mean Liechi aero? appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on Magneton it to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Sakrmory Skarmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to killing KOing opposing Skarmory early, have having a rapid spin user spinner, or be on a composition which that can minimise minimize the long term long-term damage taken by having spikes Spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality Checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
GP Team done
 
[OVERVIEW]

Skarmory is simultaneously the tier's premier Spikes user and a heavily utilized physical wall, using its access to Toxic and Roar among other moves to distinguish itself from other Spikers. Its Steel / Flying typing is also perfect for its role as a wall, leaving it without any physical weaknesses and with a resistance to all but two physically attacking types, namely Rock and Fighting. However, two exploitable weaknesses to specially attacking types make it vulnerable to Fire- and Electric-type attacks. Despite this, Skarmory is an incredible floor-raising Pokemon that should be considered on everything from Spikes stall to offensive Spikes teams.

[SET]
name: Standard
move 1: Spikes
move 2: Roar
move 3: Drill Peck / Toxic
move 4: Protect / Toxic / Taunt / Thief
item: Leftovers
ability: Keen Eye
nature: Careful
evs: 252 HP / 252 SpD / 4 Spe


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

Spikes allows Skarmory to apply residual damage to the opposing team and is the primary reason to use Skarmory. Roar is another reason to use Skarmory over other Spikers because it allows Skarmory to be used offensively as a Spikes shuffler and to phaze dangerous set-up threats. Drill peck is the most versatile move for the third slot, allowing Skarmory to check Fighting-types and chip incoming Gengar, Celebi, Starmie, Claydol, Forretress, and Snorlax. The ability to hit Gengar is particularly important, as Gengar would otherwise wall Skarmory entirely, applying more pressure to Skarmory's teammates. Protect gives Skarmory an extra turn of Leftovers recovery and is quite effective at ensuring recovery due to Skarmory's immunity to Toxic, sand damage, and Spikes. It also gives Skarmory a method of scouting for unexpected Fire- and Electric-type attacks. Toxic allows Skarmory to threaten spinners such as Cloyster and non-Refresh Claydol, both of which can switch in and remove Spikes without fear. It also allows Skarmory to threaten many other Pokemon such as Tyranitar, Swampert, Zapdos, Salamence, Suicune, Jolteon, and Porygon2 as long as none are using status-healing moves; however, it comes with the downside of requiring support to deal with Gengar, Refresh Claydol, and Pokemon with Natural Cure . In extremely rare cases, Skarmory may drop Roar to run a set utilizing Spikes, Drill Peck, Toxic, and Protect, requiring significant compensation in the teambuilder.

Taunt allows Skarmory to stop Spikers from laying Spikes, as well as hindering setup in a pinch from slower foes such as Suicune and Dragon Dance Tyranitar. Thief can also be used to remove opposing Skarmory's Leftovers, and it is also effective in targeting other Leftovers users.

The EVs maximize Skarmory's special bulk. This allows it to take advantage of weak special attackers such as defensive Swampert with ease. It also gives Skarmory a better chance to survive Magneton's Thunderbolt. When Taunt is used, it is recommended to invest in Speed to outspeed opposing Skarmory and other defensive Pokemon as desired. Outspeeding Refresh Claydol and Milotic is useful for faster-paced teams, so even Skarmory without taunt may opt for some Speed investment.

Team Options
=========

Spikes wears down grounded walls and makes powerful attackers such as Tyranitar more difficult to switch into. Blissey forms a fearsome core with Skarmory: Blissey can handle special attackers that trouble Skarmory, while Skarmory can handle physical attackers such as Snorlax that take advantage of Blissey. Defensive Pokemon such as Blissey, Milotic, Gengar, and defensive Jirachi that carry status moves are also immediately more threatening with Spikes down, as the foes that would usually pivot into status to shrug it off are damaged upon switching in. Gengar not only takes advantage of Skarmory's Spikes but also has the added benefit of being able to block Rapid Spin, which makes it a great teammate. Swampert can back Skarmory up as a physical wall and run Roar to utilize Spikes even better. Fast revenge killers such as offensive Starmie and Aerodactyl and setup sweepers such as Dragon Dance Salamence appreciate Spikes wearing down the opponent's team so that they can clean late-game. Pokemon such as Jolteon that force a lot of switches are also great with Spikes support, as the switches they force become much more potent with the additional residual damage. Dugtrio or Hidden Power Fire Magneton can trap opposing Magneton, which can often be disastrous for teams that rely on it to check Skarmory. At the very least, they can revenge kill Magneton after it has trapped Skarmory, making a one-for-one trade. If not using Taunt or thief, opposing Skarmory will be able to heal damage and lay down spikes, so it is also essential for a Skarmory team to either commit either to KOing opposing Skarmory early, having a spinner, or be on a composition that can minimize the long-term damage taken by having Spikes down on its side of the field.

Written by:
https://www.smogon.com/forums/members/zac.517019/
Quality checked by:
https://www.smogon.com/forums/members/giraffefromholland.561770/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
 
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