Pokémon Pangoro

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Now that Panda gets Ice Punch it can work more effectively than before. The ability to hit Landorus-T is huge, meaning that it is no longer hard walled by PhysDef variants, and it's main niche over the otherwise superior Scrafty is Parting Shot. The fact is this: if it goes against a Bisharp team, it is usually safe to click Parting Shot as most (good) players wouldn't risk the switch-in. However, it is still a mindgame that must be played correctly, as one incorrect prediction means a something dies. However, Scarf Pangoro can usually play around Bisharp as it can outpace due to Choice Scarf, doesn't take shit from Sucker Punch (+3 252+ Atk Bisharp Sucker Punch vs. 0 HP / 0 Def Pangoro: 106-126 (32 - 38%) -- 95.6% chance to 3HKO) and can OHKO back with DRAIN PUNCH!!!! (about f***ing time - proof below) (252 Atk Iron Fist Pangoro Drain Punch vs. 4 HP / 0 Def Bisharp: 576-676 (211.7 - 248.5%) -- guaranteed ded), but it doesn't hurt to have Quag support anyway cause it may not be ideal to have something die to Bisharp. Add into that Iron Fist and access to Ice Punch and you have yourself a powerhouse. Here is something that I have rustled up in about 5 minutes:

Pangoro @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Ice Punch
- Parting Shot

I have gone max speed jolly so that I can outpace timid Thundurus-I and OHKO with Ice Punch after Stealth Rock damage. Max attack is actually rather important as it actually misses out on the 100% chance without it (not that you wouldn't run max attack, but just thought I'd say so cause this). I guess you could run Poison Jab over Ice Punch to hit fairies, but you're usually better just Parting Shotting out on the switch (or switching out if ur already in). In the XY meta, Parting Shot is particularly helpful as you can neuter Mega Gardevoir and set up all over its face effectively with something like NP Thundy or something like that now, while in the ORAS meta it is nice to neuter switch-ins like M-Altaria and phaze M-Diancie, who can otherwise set up all over this thing with either Rocks or CM, effectively. ALL of its attacking moves are ORAS tutor, so it is simple to get this in-game as there are no annoying egg moves to deal with. They are all godsends to it, and I expect this thing to go up to UU due to them as it is no longer outclassed by Scrafty, but rather in competition with it, obvs in a different role to it due to each other's advantages over one another.

Proof it gets Drain Punch (if you didn't know it got it now):
35a6viv.png

source: http://pastebin.com/zwG6puPT - dug out from the code of the demo (I haven't got the full game yet, and showdown hasn't updated ORAS movesets yet, so i can't check on there :[)
 
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Now that Panda gets Ice Punch it can work more effectively than before. The ability to hit Landorus-T is huge, meaning that it is no longer hard walled by PhysDef variants, and it's main niche over the otherwise superior Scrafty is Parting Shot. The fact is this: if it goes against a Bisharp team, it is usually safe to click Parting Shot as most (good) players wouldn't risk the switch-in. However, it is still a mindgame that must be played correctly, as one incorrect prediction means a something dies. However, Scarf Pangoro can usually play around Bisharp as it can outpace due to Choice Scarf, doesn't take shit from Sucker Punch (+3 252+ Atk Bisharp Sucker Punch vs. 0 HP / 0 Def Pangoro: 106-126 (32 - 38%) -- 95.6% chance to 3HKO) and can OHKO back with DRAIN PUNCH!!!! (about f***ing time - proof below) (252 Atk Iron Fist Pangoro Drain Punch vs. 4 HP / 0 Def Bisharp: 576-676 (211.7 - 248.5%) -- guaranteed ded), but it doesn't hurt to have Quag support anyway cause it may not be ideal to have something die to Bisharp. Add into that Iron Fist and access to Ice Punch and you have yourself a powerhouse. Here is something that I have rustled up in about 5 minutes:

Pangoro @ Choice Scarf
Ability: Iron Fist
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Drain Punch
- Knock Off
- Ice Punch
- Parting Shot

I have gone max speed jolly so that I can outpace timid Thundurus-I and OHKO with Ice Punch after Stealth Rock damage. Max attack is actually rather important as it actually misses out on the 100% chance without it (not that you wouldn't run max attack, but just thought I'd say so cause this). I guess you could run Poison Jab over Ice Punch to hit fairies, but you're usually better just Parting Shotting out on the switch (or switching out if ur already in). In the XY meta, Parting Shot is particularly helpful as you can neuter Mega Gardevoir and set up all over its face effectively with something like NP Thundy or something like that now, while in the ORAS meta it is nice to neuter switch-ins like M-Altaria and phaze M-Diancie, who can otherwise set up all over this thing with either Rocks or CM, effectively. ALL of its attacking moves are ORAS tutor, so it is simple to get this in-game as there are no annoying egg moves to deal with. They are all godsends to it, and I expect this thing to go up to UU due to them as it is no longer outclassed by Scrafty, but rather in competition with it, obvs in a different role to it due to each other's advantages over one another.

Proof it gets Drain Punch (if you didn't know it got it now):
35a6viv.png

source: http://pastebin.com/zwG6puPT - dug out from the code of the demo (I haven't got the full game yet, and showdown hasn't updated ORAS movesets yet, so i can't check on there :[)
He does learn Gunk Shot, which 2HKOs even physically defensive MAltaria (252+ Atk Pangoro Gunk Shot vs. 252 HP / 252+ Def Altaria: 194-230 (54.8 - 64.9%) -- guaranteed 2HKO) and Diance can't switch in, because it's slower than Pangoro the turn it MEvolves, and assuming it switches in to Knock Off non-Mega,
252+ Atk Pangoro Knock Off vs. 0 HP / 0 Def Diancie: 39-47 (16.1 - 19.5%) -- possible 6HKO
Then as Diance MEvolves, Pangoro hits it with Drain Punch. 252+ Atk Iron Fist Pangoro Drain Punch vs. 0 HP / 0 Def Mega Diancie: 157-186 (65.1 - 77.1%) -- guaranteed 2HKO
After Stealth Rock, Diance has a decent chance of being 2HKOed by the combo, plus if it switches into Gunk Shot or Drain Punch, or even if it's running Hasty over Naive, then Pangoro won't fail to KO it. In my opinion though, both Gunk Shot and Ice Punch are viable, it depends if your team is weaker to fairies or to Landorus-T.
 
Now that Panda gets Ice Punch it can work more effectively than before. The ability to hit Landorus-T is huge, meaning that it is no longer hard walled by PhysDef variants, and it's main niche over the otherwise superior Scrafty is Parting Shot. The fact is this: if it goes against a Bisharp team, it is usually safe to click Parting Shot as most (good) players wouldn't risk the switch-in. However, it is still a mindgame that must be played correctly, as one incorrect prediction means a something dies. However, Scarf Pangoro can usually play around Bisharp as it can outpace due to Choice Scarf, doesn't take shit from Sucker Punch (+3 252+ Atk Bisharp Sucker Punch vs. 0 HP / 0 Def Pangoro: 106-126 (32 - 38%) -- 95.6% chance to 3HKO) and can OHKO back with DRAIN PUNCH!!!! (about f***ing time - proof below) (252 Atk Iron Fist Pangoro Drain Punch vs. 4 HP / 0 Def Bisharp: 576-676 (211.7 - 248.5%) -- guaranteed ded), but it doesn't hurt to have Quag support anyway cause it may not be ideal to have something die to Bisharp. Add into that Iron Fist and access to Ice Punch and you have yourself a powerhouse. Here is something that I have rustled up in about 5 minutes
I don't think Scrafty can still be represented as 'otherwise superior' to Pangoro barring Parting Shot. Between being able to reliably wreck fairy type switch-ins and destroy M-Sableye with Gunk Shot and Scrappy Superpower respectively, Pangoro is a lot more viable in the current metagame.
 
I just love the fact that the tutors took a shitmon that wasn't even useful in-game and turned it into a serious threat worthy of its badass design and signature move. Talk about a gift from the gods.

Anyway. I really think that Scrappy should be the Ability of choice in the current metagame, because Mega Sableye is abso-friggin'-lutely everywhere and Scrappy Pangoro shits on it.

252+ Atk Life Orb Scrappy Pangoro Drain Punch vs. 252 HP / 252+ Def Mega Sableye: 211-250 (69.4 - 82.2%) -- guaranteed 2HKO

252+ Atk Life Orb Scrappy Pangoro Superpower vs. 252 HP / 252+ Def Mega Sableye: 335-398 (110.1 - 130.9%) -- guaranteed OHKO

MB Taunt or Toxic is also an option here, of course, but then you'd have to forgo either Parting Short or Poison coverage, which would risk being less effective overall.
 
^
I totally forgot about Scrappy. That's a pretty good niche since it OHKOs Mega Sableye.
Though I'd personally go with Iron Fist Choice Scarf since Sableye will probably burn it before it Mega Evolves.
 
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I totally forgot about Scrappy. That's a pretty good niche since it OHKOs Mega Sableye.
Though I'd personally go with Iron Fist Choice Scarf since Sableye will probably burn it before it Mega Evolves.
You might as well run Conkeldurr at that point; Scrappy Superpower is the entire reason to use Pangoro.
 
Pangoro gets Parting Shot, Gunk Shot, and a stronger Knock Off, as well as being a more reliable check to Gengar with its Dark-type and slightly higher special bulk. It's mostly, but not completely, outclassed.
How is it a more reliable check to Gengar when LO Focus Blast hurts WAY more?

(Can't calc cause fuck phones, but I'm going to assume it does at least 75% to AV)

EDIT:
252 SpA Life Orb Gengar Focus Blast vs. 0 HP / 232 SpD Assault Vest Pangoro: 229-270 (69.1 - 81.5%) -- guaranteed 2HKO
(there's 20 Speed EVs for creeping min Clefable)

Conkeldurr's a better check since it takes 47% at most from Sludge Wave and it isn't screwed over by random Will-O-Wisps.
 
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To what I know Pangoro can hit a number of notable mons in the tier for massive damage, but in return he does not like getting hit at all. This situation makes him difficult to switch in with, even with one immunity and a SR resist. But I have to ask, how are people doing it? Also, does he truly counter anything?

I've thought about some partners that can cover most of his weaknesses when up against offensive teams, Magnezone for a slow Volt Switch and Bronzong for Trick Room support. Or are people using him mainly against Stall since he may be able to manually switch in, outspeed, and take the attacks of some defensive Pokemon while keeping some momentum against offensive switch ins with Parting Shot?

If I'm getting this right, the general consensus to building this guy happens to be
~A Dark STAB(Knock-Off)
~A Fighting STAB(Drain Punch/Hammer Arm/Superpower)
~Fairy Coverage that made Pangoro slightly more viable in OU (Gunk Shot)
~Filler Move (Elemental Punch, Parting Shot, maybe Taunt)

Whether it's Choice Scarf or some damage boosting item, the item makes his set better is unclear to me. Even with investment, Pangoro is still painfully slow since speed is a must for most offensive Pokemon. And although he gets great coverage with his moves, he might not enjoy getting health sapped away by life orb or having himself locked into a single attack if a defensive Pokemon survives a hit and can simply recover off the damage each turn. So what is his particular role on a team? Wall Breaker? Revenge Killer? Scout? Since his stat investments, move sets, and abilities aren't as interchangable as some mons such as Dragonite or Clefable, I'd imagine his jobs would be limited. Someone please correct me if I'm wrong.
 
To what I know Pangoro can hit a number of notable mons in the tier for massive damage, but in return he does not like getting hit at all. This situation makes him difficult to switch in with, even with one immunity and a SR resist. But I have to ask, how are people doing it? Also, does he truly counter anything?

I've thought about some partners that can cover most of his weaknesses when up against offensive teams, Magnezone for a slow Volt Switch and Bronzong for Trick Room support. Or are people using him mainly against Stall since he may be able to manually switch in, outspeed, and take the attacks of some defensive Pokemon while keeping some momentum against offensive switch ins with Parting Shot?

If I'm getting this right, the general consensus to building this guy happens to be
~A Dark STAB(Knock-Off)
~A Fighting STAB(Drain Punch/Hammer Arm/Superpower)
~Fairy Coverage that made Pangoro slightly more viable in OU (Gunk Shot)
~Filler Move (Elemental Punch, Parting Shot, maybe Taunt)

Whether it's Choice Scarf or some damage boosting item, the item makes his set better is unclear to me. Even with investment, Pangoro is still painfully slow since speed is a must for most offensive Pokemon. And although he gets great coverage with his moves, he might not enjoy getting health sapped away by life orb or having himself locked into a single attack if a defensive Pokemon survives a hit and can simply recover off the damage each turn. So what is his particular role on a team? Wall Breaker? Revenge Killer? Scout? Since his stat investments, move sets, and abilities aren't as interchangable as some mons such as Dragonite or Clefable, I'd imagine his jobs would be limited. Someone please correct me if I'm wrong.
Yes they are limited, but he does have decent bulk, good coverage, and Parting Shot. If you use Scarf Pangoro, it is walled by a lot, but you can always just Parting Shot and open the way for a set-up sweeper of yours. Scarf outspeeds base 110s, if you were wondering. It actually is pretty fast Scarfed.
 
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