OU Pheromosa

Trinitrotoluene

young ☆nd foolish
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first analysis in a long time, so i may be a bit rough around the edges. here goes!


pheromosa | #795 | ub-02 beauty
np: kimyan law - white moth anthem - zawadi

--------------------------------
status: gp implemented. this analysis is done!
qc approvals: [ bludz ] || [ Jukain ] || [ Hootie ]
gp checks: [ The Dutch Plumberjack ]
--------------------------------

[OVERVIEW]

+ Thanks to Pheromosa's incredible 137 / 137 offenses, switching into it is a burdensome task for the majority of the tier.
+ Its base 151 Speed puts its head and shoulders above every other unboosted threat in OU and even above some boosted threats.
+ Pheromosa's access to a STAB-boosted U-turn makes it difficult to provide reliable .
+ After it has accrued one boost in Attack, Special Attack, or Speed from Beast Boost, it becomes extremely difficult to stop Pheromosa from sweeping.
+ However, Pheromosa is as frail as paper, so it cannot switch into anything without losing a good portion of its HP at best.
+ In many cases, if it cannot OHKO its current foe, it will get OHKOed in response.

[SET]
name: All-out Attacker
move 1: High Jump Kick
move 2: U-turn
move 3: Ice Beam
move 4: Poison Jab
item: Life Orb
ability: Beast Boost
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

+ High Jump Kick is Pheromosa's first STAB move and one of the main reasons many threats in OU have a tough time switching into her.
+ U-turn helps Pheromosa scout its opponent's initial answers to its and bring appropriate teammates in safely.
+ Ice Beam keeps otherwise solid switch-ins, such as defensive Garchomp and Landorus-T, at bay and provides excellent neutral coverage.
+ Poison Jab hits the Tapu group and Clefable hard on the switch and can be used to revenge kill.
+ Lunge is useful neutral coverage if you already have multiple ways of disposing of Fairy-types on your team.
+ Rapid Spin can be used if your team needs entry hazard removal since Pheromosa forces switches like nothing else. Keep in mind that using Rapid Spin in the last moveslot can cause a loss of offensive momentum, which is detrimental to the teams Pheromosa typically finds itself on.

Set Details
========

+ This is a simple 252 / 4 / 252 EV spread that maximizes Attack and Speed with the remaining 4 EVs placed in Special Attack to give Ice Beam a boost in damage.
+ A Naive nature ensures that Beast Boost will boost Pheromosa's Speed stat when it scores a KO.
+ Life Orb facilitates a Pheromosa sweep by making its attacks hit 1.3x harder.
+ Expert Belt helps dodge passive damage from Life Orb and feign a Choice item, albeit at the cost of general strength.
+ Black Belt (Fist Plate) or Silver Powder (Insect Plate) can be used to boost one of Pheromosa's STAB options and feign a Choice item, all without inducing Life Orb recoil. Just like Expert Belt, though, this does come at the cost of Pheromosa's other moves losing strength.
+ A more specially focused variant with Hidden Power Electric or Hidden Power Ground over Poison Jab can be used to blast past a few of Pheromosa's more reliable switch-ins.
+ A Naughty nature can be used to procure Attack boosts after scoring a KO; since Pheromosa still outruns Tapu Koko and anything slower, this is a somewhat viable though less consistent option.

Usage Tips
========

+ In the early game, use U-turn to scout for your opponent's immediate answers to Pheromosa and respond in kind with your own answers.
+ If you spot a Ghost-type on the opposing team, hold off on clicking High Jump Kick until said Ghost-type has been KOed to avoid taking potential crash damage from High Jump Kick and giving them a free switch-in.
+ Keep an eye out against threats that commonly run Protect and would otherwise not like tanking a High Jump Kick, such as Celesteela, Chansey, Ferrothorn, and Sharpedo, since they can force Pheromosa to take on crash damage.
+ As the game progresses, you can fish for a KO on a weakened Pheromosa check with your coverage and attempt a sweep from there.
+ As a general rule, you'll want to have all Pheromosa checks weakened or KOed before attempting a sweep.

Team Options
========

+ Wallbreakers are your best friends; good breakers to pair with Pheromosa include Tapu Lele, Mega Metagross, and Hoopa-U, which pack the strength and coverage to tear through many of Pheromosa's checks.
+ Of particular note is Tapu Lele, which hits extremely hard against Toxapex and Mega Venusaur, two of the most consistent Pheromosa switch-ins, and provides Psychic Terrain, which negates priority moves, usually considered one of the better ways of checking Pheromosa.
+ Revenge killers that can clean up if Pheromosa gets KOed while sweeping, such as Genesect, Kartana, and Garchomp, are welcome teammates.
+ Aerodactyl, Azelf, Garchomp, Nihilego, and Landorus-T are great Stealth Rock setters, which are important for pressuring common Pheromosa switch-ins like Alolan Marowak, Mantine, and Toxapex.
+ Strong Electric-types such as Tapu Koko, Xurkitree, and Thundurus are helpful for taking on common Pheromosa answers in Toxapex, Mantine, and Gyarados, but this stacks an Alolan Marowak vulnerability.
+ Other threats common in Volt-Turn offense, such as Genesect, Rotom-W, Landorus-T, and Tapu Koko, work with Pheromosa to create even more pressure against the opponent.
+ While not completely necessary, entry hazard removers such as Latios, Latias, Excadrill, and Tapu Fini can make constantly U-turning in and out of battle less taxing on Pheromosa.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: U-turn
move 3: Ice Beam
move 4: Bug Buzz / Poison Jab
item: Choice Scarf
ability: Beast Boost
nature: Naughty
evs: 252 Atk / 104 SpA / 152 Spe

[SET COMMENTS]
Moves
========

+ High Jump Kick is the STAB move Pheromosa usually will be sweeping with.
+ U-turn helps Pheromosa scout switch-ins and switch in teammates more fitted for dealing with the current opponent safely.
+ Ice Beam gives Pheromosa the ability to revenge kill Dragon-types and Landorus-T.
+ Bug Buzz is a useful STAB move that does not come with the risk of crash damage or being forced out if teammates are still alive.
+ Poison Jab is a lesser option that you do not want Pheromosa to be locked into, since many threats, such as Celesteela, Landorus-T, Alolan Marowak, and Mega Venusaur, get a free switch, but it can be used to revenge kill Tapu Koko and Tapu Lele.

Set Details
========

+ Since Pheromosa is already so fast, an EV spread of 252 Atk / 104 SpA / 152 Spe with a Naughty nature is sufficient to outrun Adamant +2 Landorus-T and slower threats, maximize the power of High Jump Kick and U-turn, and give Bug Buzz and Ice Beam a respectable power boost.
+ However, if you are concerned about not being able to revenge kill +2 Genesect, an EV spread of 252 Atk / 4 SpA / 252 Spe is a viable option.
+ The Naughty nature ensures that Beast Boost will boost Pheromosa's Attack upon getting a KO, essentially giving it a pseudo-Moxie.
+ Choice Scarf (which gives Pheromosa an effective 563 Speed stat with a Naughty nature) is the reason Pheromosa becomes such an efficient revenge killer.

Usage Tips
========

+ Early on, scout for your opponent's immediate answers to Pheromosa with U-turn and respond in kind with your own answers.
+ Think of Choice Scarf Pheromosa as a strong panic button against boosted sweepers and weather sweepers that carries a bit of surprise factor with it.
+ Just like with other Choice users, keep an eye out for threats that can switch into the move you've locked Pheromosa into and make sure you have answers for them.
+ If you spot a Ghost-type on the opposing team, hold off on clicking High Jump Kick until said Ghost-type has been KOed to avoid taking potential crash damage from High Jump Kick and giving them a free opportunity to switch in and wreak havoc.
+ Keep an eye out against threats that commonly run Protect and would otherwise not like tanking a High Jump Kick, such as Celesteela, Chansey, Ferrothorn, and Sharpedo, since they can force Pheromosa to take on crash damage. In many cases, these Protect users can also force Pheromosa out and steal momentum from its team.
+ Once your sweeper gets KOed, bring Pheromosa in to finish cleaning up the opposing team.

Team Options
========

+ Wallbreakers are your best friends; good breakers to pair with Pheromosa include Tapu Lele, Mega Metagross, and Hoopa-U, which pack the strength and coverage to tear through many of Pheromosa's checks.
+ Of particular note is Tapu Lele, which hits extremely hard against Toxapex and Mega Venusaur, two of the most consistent Pheromosa switch-ins, and provides Psychic Terrain, which negates priority moves, usually considered one of the better ways of checking Pheromosa.
+ Strong sweepers, such as Bisharp, Mega Charizard X, Z-Rain Dance Manaphy, and Z-Conversion Porygon-Z, that Pheromosa can clean up after make for great teammates.
+ Aerodactyl, Azelf, Garchomp, Nihilego, and Landorus-T are great Stealth Rock setters, which are important for pressuring common Pheromosa switch-ins like Alolan Marowak, Mantine, and Toxapex.
+ Strong Electric-types such as Tapu Koko, Xurkitree, and Thundurus are helpful for taking on common Pheromosa answers in Toxapex, Mantine, and Gyarados, but this stacks an Alolan Marowak vulnerability.
+ Other threats common in VoltTurn offense, such as Genesect, Rotom-W, Landorus-T, and Tapu Koko, work with Pheromosa to create even more pressure against the opponent.
+ While not completely necessary, hazard removers such as the Lati twins, Excadrill, and Tapu Fini can make constantly U-turning in and out of battle less taxing on Pheromosa.

[STRATEGY COMMENTS]
Other Options
=============

+ Choice Band and Choice Specs are viable options for making Pheromosa's attacks sting even more, but these items come with the disadvantage of locking it into one move, making it easy to force it out. Choice Band sets would run the same coverage as the all-out attacker set, while Choice Specs sets would run a moveset of Bug Buzz, Focus Blast, Ice Beam, and one of Hidden Power Ground or U-turn.
+ Quiver Dance turns Pheromosa into a lethal late-game sweeper courtesy of Pheromosa's respectable special movepool, but it removes Pheromosa's ability to scout switch-ins reliably with U-turn. Pheromosa also does not have many opportunities to set up a Quiver Dance due to its fragility.
+ There really is not much else Pheromosa can run reliably because of its barren movepool.

Checks and Counters
===================

**Poison-types**: Toxapex, Mega Venusaur, and Amoonguss can stomach a High Jump Kick and most of Pheromosa's available coverage on the switch and force it out with the threat of status and/or an OHKO. However, Amoonguss has to be wary of taking an Ice Beam on the switch, since two consecutive Ice Beams can KO it from full HP.

**Ghost-types:** Alolan Marowak, Mega Sableye, Gengar, and Mimikyu can switch into High Jump Kick to induce crash damage without having to worry too much about the rest of Pheromosa's moveset. However, Gengar must be careful not to switch into Ice Beam, since it can 2HKO it. Once these Ghost-types have switched in, they can threaten Pheromosa with an OHKO or status and set up or barrage the next switch-in as Pheromosa switches out.

**Miscellaneous Threats Resistant to Pheromosa's STAB Options**: Gyarados, Pelipper, Mantine, and Buzzwole can switch into Pheromosa with ease and use the opportunity to set up entry hazards, boost their stats, or deal heavy damage to an incoming teammate. Without Poison Jab, Clefable and Tapu Fini find multiple opportunities to switch into and force Pheromosa out.

**Priority**: If Psychic Terrain is not on the field and Pheromosa has taken some chip damage, strong priority from the likes of Mega Pinsir, Genesect, Dragonite, and Ash-Greninja can bypass any Speed boosts it may have obtained and reliably exterminate it.

**Boosted Speed Threats**: Without a Beast Boost in Speed or a Choice Scarf of its own, certain Pokemon with a Choice Scarf, such as Garchomp, Genesect, Tapu Lele, and opposing Pheromosa, and weather sweepers, such as Kingdra and Excadrill, can snipe Pheromosa without any issues. Keep in mind that these threats can no longer revenge kill Pheromosa once it gets a Speed boost from Beast Boost. As a consequence, using boosted Speed threats to check Pheromosa is a very unreliable way to check it.
 
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Trinitrotoluene

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antemortem i added a quiver dance set just to get feedback as to whether other people think it is is worth giving its own set or just leaving in oo. thanks for the feedback.
 

antemortem

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it's good enough for OO imo because it is scary if you can get off an initial boost but getting a guaranteed kill on the Scarf or AoA set first and foremost and cleaning up on the coat tail of Beast Boost is both easier and more reliable (+ you get the benefits of U-Turn scouting)
 
I don't see the point of Expert Belt when your bulk doesn't really matter, anything weak to your STABs are just gonna die anyway, Ice Beam is mostly for 4x weak mons, and Poison Jab is gonna 2HKO all fairies on the switch in (Clefable needs to be completely healthy to switch in, but still has a chance to die anyway.)

Even if you didn't want the chip damage, I feel like Fight/Bug Plates would be better, or at the very least deserve a slash as much as Expert Belt.
 

bludz

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Hi

All-Out Attacker
Set/Set Details

I would remove Expert Belt from the set and leave a mention in set details personally. My issue here is that Pheromosa isn't really dependent on getting super effective hits with its main STABs to nuke things and so the boost provided by EBelt is fairly niche, and the main upside is that it avoids chip damage from LO recoil.

Moves
I would mention Rapid Spin. I see you have it in OO but I think it's a bit more viable than that. Maybe not the most ideal on a general offense destroyer but this also gives you plenty of opportunities to spin especially with Aegi gone.

Choice Scarf
Usage Tips

I would generalize the note about revenge killing Kingdra. Pheromosa provides a failsafe for offensive sweepers outside of rain sweepers, such as +2 Mega Gyarados

Checks and Counters
Move boosted speed mons to the bottom. These might be the least reliable way of dealing with Pheromosa because Choice Scarf tends to outspeed most of them, and LO can outspeed most of them as well if Phero gets a KO (+1 speed on the beast boost) making it extremely difficult to revenge.

1/3
 

Jukain

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got ninja'd by bludz slightly but my stuff...

- i think all items other than lo for set 1 should be in mentions, not slashed on the set (ebelt, maybe fight plate or bug plate). also mention band for set 1. the power is pretty nice and not having life orb recoil is also nice.
- throw in something about ghosts for hjk in usage tips
- mention with jab as a negative that it's bad to be locked into
- mention the stuff that scarf phero outspeeds (weather sweepers, all boosting sweepers)
- could mention naughty non-scarf in oo if you wanted more stuff, not recommended but it still outspeeds tapu koko and you get the atk boosts.

be slightly more expansive with usage tips for scarf (some surprise factor, revenge kills). you need to distinguish between scarf and normal offensive a bit more in terms of how they are used.

mention electrics specifically in team options as pivots out of uturn to bring into toxapex/mantine. throw lando-i in with offensive sr mons.

the organization of checks and counters could be better, try ghosts poisons and some sort of misc that resists stabs (to encompass the others). also mention mantine and rocks pressuring wak/mantine (could include with team options as well where you mentioned offensive sr mons).

2/3
 

Trinitrotoluene

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i've updated the op with the changes bludz and Jukain recommended and got checks & counters cleaned up! if anything else pops up as glaringly bad, please let me know. this is ready for qc check #3.
 
Poison Jab's targets are more important than the neutral coverage Lunge provides to the point where it's best just to leave it in moves rather than a backslash like it is now. Do note in team options that pairing Electric-types with Pheromosa does stack up on a Marowak weakness. These are more GP related things, but the bullets should be changed into sentences instead of fragments and nicknames should be removed from the sets.

Everything else looks good so, 3/3
 

UltiMario

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Actually, shouldn't Scarf just be Adamant? Unlike LO afaik there aren't any calcs that need Naughty to get KOs, and you're making yourself frailer than you already are.

Most of the situations where you gain from not having -SpD are like defensive water scalds (stuff you really don't want to be staying in anyways) but not dying to those after a switchin to rocks or 2 is probably more valuable than doing 2 or 3% more damage when someone switches out of your very telegraphed Ice Beams. Unless I'm missing some crucial calc there's just no competitively relevant reason to run Naughty on Scarf.
 

jc104

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Actually, shouldn't Scarf just be Adamant? Unlike LO afaik there aren't any calcs that need Naughty to get KOs, and you're making yourself frailer than you already are.

Most of the situations where you gain from not having -SpD are like defensive water scalds (stuff you really don't want to be staying in anyways) but not dying to those after a switchin to rocks or 2 is probably more valuable than doing 2 or 3% more damage when someone switches out of your very telegraphed Ice Beams. Unless I'm missing some crucial calc there's just no competitively relevant reason to run Naughty on Scarf.
Ice Beam is a marginal OHKO against offensive Zygarde, if you needed an example. Also TankChomp, although you're right that it's likely to switch.

Also, are the special-based versions of the sets really only OO-worthy? High Jump Kick is just such a frustrating move to have to rely on. I feel like it could be expanded upon in OO a bit more, at least.
 

kumiko

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Take Banded out of Set Details of the first set and put both Band and Specs in OO. Specs would run Buzz | Focus Blast | Ice Beam | U-turn / HP GRound.

For Scarf I would personally run a mixed attack spread over Lunge with Bug Buzz. With Pheromosa's absurd speed it doesn't really need Max Speed. You can run either:

252 Atk / 4 SpA / 252 Spe Naughty - Outspeeds +2 Genesect
252 Atk / 104 SpA / 152 Spe Naughty - Outspeeds Adamant +2 Landorus-T
 

Lumari

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TFP Leader


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[OVERVIEW]

+ Thanks to Pheromosa's incredible 137 / 137 offenses, switching into it is a burdensome task for the majority of the tier.
+ Its base 151 Speed puts its head and shoulders above every other unboosted threat in OU (RC) and even above some boosted threats.
+ Pheromosa's access to a STAB-boosted U-turn makes its difficult to tag. (what do you mean by tag?)
+ After accruing it has accrued one boost in Attack, Special Attack, or Speed from Beast Boost, it becomes extremely difficult to stop Pheromosa from sweeping.
+ However, Pheromosa is as frail as paper, so it cannot switch into anything without losing a good portion of its HP at best.
+ In many cases, if it cannot OHKO its current opponent foe, it will get OHKOed in response.

[SET]
name: All-out Attacker
move 1: High Jump Kick
move 2: U-turn
move 3: Ice Beam
move 4: Poison Jab
item: Life Orb
ability: Beast Boost
nature: Naive
evs: 252 Atk / 4 SpA / 252 Spe

[SET COMMENTS]
Moves
========

+ High Jump Kick is Pheromosa's first STAB move and one of the main reasons many threats in OU have a tough time switching into her it.
+ U-turn helps Pheromosa scout its opponent's initial answers to its and bring appropriate teammates in safely.
+ Ice Beam keeps otherwise solid switch-ins (e.g.: such as defensive Landorus-T (RC) and Garchomp (remove parentheses, also consider swapping the two to prevent ambiguity) at bay and provides excellent neutral coverage.
+ Poison Jab hits the Tapus Tapu group and Clefable hard on the switch and can be used to revenge kill.
+ Lunge is useful neutral coverage if you already have multiple ways of disposing of Fairy-types on your team.
+ Rapid Spin can be used if your team needs entry hazard removal, (AC) since Pheromosa forces switches like nothing else. Keep in mind that using Rapid Spin in the last moveslot can cause a loss of offensive momentum, which is detrimental to the teams Pheromosa typically finds itself on.

Set Details
========

+ This is a simple 252 / 4 / 252 EV spread (RC) which that maximizes Attack and Speed (RC) with the remaining 4 EVs placed in Special Attack to give Ice Beam a boost in damage.
+ A Naive nature ensures that Beast Boost will boost Pheromosa's Speed stat when it scores a KO.
+ Life Orb facilitates a Pheromosa sweep by making its attacks hit 1.3x harder.
+ Expert Belt helps dodge some passive damage from Life Orb and feign a Choice item, albeit at the cost of general strength.
+ Black Belt (Fist Plate) or Silver Powder (Insect Plate) can be used to boost one of Pheromosa's STAB options and feign a Choice item, all without inducing Life Orb recoil. Just like Expert Belt, though, this does come at the cost of Pheromosa's other moves losing strength.
+ A more specially focused (RH) variant with Hidden Power Electric or Hidden Power Ground over Poison Jab can be used to blast past a few of Pheromosa's more reliable switch-ins.
+ A Naughty nature can be used to procure Attack boosts after scoring a KO; since Pheromosa still outruns Tapu Koko and anything slower, this is a somewhat viable (RC) though less consistent option.

Usage Tips
========

+ In the early game, use U-turn to scout for your opponent's immediate answers to Pheromosa and respond in kind with your own answers.
+ If you spot a Ghost-type on the opposing team, hold off on clicking High Jump Kick until said Ghost-type has been KOed to avoid taking potential crash damage from High Jump Kick and giving them a free switch-in.
+ Keep an eye out against threats that commonly run Protect and would otherwise not like tanking a High Jump Kick, (AC) (e.g.: such as Celesteela, Chansey, Ferrothorn, and Sharpedo, (remove parentheses) since they can force Pheromosa to take on crash damage.
+ As the game progresses, you can fish for a kill KO on a weakened Pheromosa check with your its coverage and attempt a sweep from there. Even if you don't nail the weakened threat on the switch, (sentence is incomplete)
+ As a general rule, you'll want to have all Pheromosa checks weakened or KOed before attempting a sweep.

Team Options
========

+ Wallbreakers are your best friends; good breakers to pair with Pheromosa include Tapu Lele, Mega Metagross, and Hoopa-U, which pack the strength and coverage to tear through many of Pheromosa's checks.
+ Of particular note is Tapu Lele, which hits extremely hard against Toxapex and Mega Venusaur, two of the most consistent Pheromosa switch-ins, and provides Psychic Terrain, which negates priority moves, usually considered one of the better ways of checking Pheromosa.
+ Revenge killers that can clean up if Pheromosa gets KOed while sweeping, (AC) (e.g.: such as Genesect, Kartana, and Garchomp, (comma) are welcome teammates.
+ Aerodactyl, Azelf, Garchomp, and Landorus-T are great Stealth Rock setters, which are important for pressuring common Pheromosa switch-ins like Alolan Marowak, Mantine, and Toxapex.
+ Strong Electric-types such as Tapu Koko, Xurkitree, and Thundurus are helpful for taking on common Pheromosa answers in Toxapex, Mantine, and Gyarados, but this stack stacks an Alolan Marowak vulnerability.
+ Other threats common in Volt-Turn VoltTurn offense, such as Genesect, Rotom-W, Landorus-T, and Tapu Koko, work with Pheromosa to create even more pressure against the opponent.
+ While not completely necessary, entry hazard removers (e.g.: such as Latios, Latias, Excadrill, and Tapu Fini (remove parentheses) can make constantly U-turning in and out of battle less taxing on Pheromosa.

[SET]
name: Choice Scarf
move 1: High Jump Kick
move 2: U-turn
move 3: Ice Beam
move 4: Bug Buzz / Poison Jab
item: Choice Scarf
ability: Beast Boost
nature: Naughty
evs: 252 Atk / 104 SpA / 152 Spe

[SET COMMENTS]
Moves
========

+ High Jump Kick is the STAB move Pheromosa usually will be sweeping with. (AP)
+ U-turn helps Pheromosa scout switch-ins and switch in teammates more fitted for dealing with the current opponent safely.
+ Ice Beam gives Pheromosa the ability to revenge kill Dragon-types and Landorus-T.
+ Bug Buzz is a useful STAB move that does not come with the risk of crash damage or being forced out if teammates are still alive.
+ Poison Jab is a lesser option that you do not want Phermosa to be locked into, (AC) since many threats, such as Celesteela, Landorus-T, Alolan Marowak, and Mega Venusaur, get a free switch, but it can be used to revenge kill Tapu Koko and Tapu Lele.

Set Details
========

+ Since Pheromosa is already so fast, an EV spread of 252 Atk / 104 SpA / 152 Spe with a Naughty nature is sufficient to outrun Adamant +2 Landorus-T and slower threats, maximize the power of High Jump Kick and U-turn, as well as and give Bug Buzz and Ice Beam a respectable power boost.
+ However, if you are concerned about not being able to revenge kill +2 Genesect, an EV spread of 252 Atk / 4 SpA / 252 Spe is a viable option.
+ The Naughty nature ensures that Beast Boost will boost Pheromosa's Attack upon getting a KO, essentially giving it a pseudo-Moxie.
+ Choice Scarf (which gives Pheromosa an effective 563 Speed stat with a Naughty nature) is the reason Pheromosa becomes such an efficient revenge killer.

Usage Tips
========

+ Early on, scout for your opponent's immediate answers to Pheromosa with U-turn and respond in kind with your own answers.
+ Think of Choice Scarf Pheromosa as a strong panic button against boosted sweepers and weather abusers sweepers that carries a bit of surprise factor with it.
+ Just like with other Choice users, keep an eye out for threats that can switch into the move you've locked Pheromosa into, (AC) and make sure you have answers for them.
+ If you spot a Ghost-type on the opposing team, hold off on clicking High Jump Kick until said Ghost-type has been KOed to avoid taking potential crash damage from High Jump Kick and giving them a free opportunity to switch in and wreak havoc.
+ Keep an eye out against threats that commonly run Protect and would otherwise not like tanking a High Jump Kick, (AC) (e.g.: such as Celesteela, Chansey, Ferrothorn, and Sharpedo, (remove parentheses) since they can force Pheromosa to take on crash damage. In many cases, these Protect users can also force Pheromosa out and steal momentum from its team.
+ Once your sweeper gets KOed, bring Pheromosa in to finish cleaning up the opposing team.

Team Options
========

+ Wallbreakers are your best friends; good breakers to pair with Pheromosa include Tapu Lele, Mega Metagross, and Hoopa-U, which pack the strength and coverage to tear through many of Pheromosa's checks.
+ Of particular note is Tapu Lele, which hits extremely hard against Toxapex and Mega Venusaur, two of the most consistent Pheromosa switch-ins, and provides Psychic Terrain, which negates priority moves, usually considered one of the better ways of checking Pheromosa.
+ Strong sweepers, (AC) (e.g.: such as Bisharp, Mega Charizard X, Z-Rain Dance Manaphy, and Z-Conversion Porygon-Z, (comma) that Pheromosa can clean up after make for great teammates.
+ Aerodactyl, Azelf, Garchomp, and Landorus-T are great Stealth Rock setters, which are important for pressuring common Pheromosa switch-ins like Alolan Marowak, Mantine, and Toxapex.
+ Strong Electric-types such as Tapu Koko, Xurkitree, and Thundurus are helpful for taking on common Pheromosa answers in Toxapex, Mantine, and Gyarados, but this stack stacks an Alolan Marowak vulnerability.
+ Other threats common in Volt-Turn VoltTurn offense, such as Genesect, Rotom-W, Landorus-T, and Tapu Koko, work with Pheromosa to create even more pressure against the opponent.
+ While not completely necessary, entry hazard removers (e.g.: such as the Lati twins, Excadrill, and Tapu Fini (remove parentheses) can make constantly U-turning in and out of battle less taxing on Pheromosa.

[STRATEGY COMMENTS]
Other Options
=============

+ Choice Band and Choice Specs are viable options for making Pheromosa's attacks sting even more, but these items come with the disadvantage of locking it into one move, making it easy to force it out. Choice Band sets would run the same coverage as the all-out attacker set, (AC) while Choice Specs sets would run a moveset of Bug Buzz, Focus Blast, Ice Beam, and one of Hidden Power Ground or U-turn.
+ Quiver Dance turns Pheromosa into a lethal late-game sweeper courtesy of Pheromosa's respectable special movepool, but it removes Pheromosa's ability to scout switch-ins reliably with U-turn. Pheromosa also does not have many opportunities to set up a Quiver Dance due to its fragility.
+ Rapid Spin can be used if your team needs an entry hazards cleaner, but using Rapid Spin will sap precious momentum from Pheromosa's team. (already mentioned on AoA)
+ There really is not much else Pheromosa can run reliably because of its barren movepool.

Checks and Counters
===================

**Poison-types**: Toxapex, Mega Venusaur, and Amoonguss can stomach a High Jump Kick and most of Pheromosa's available coverage on the switch and force it out with the threat of status and/or an OHKO. However, Amoonguss has to be wary of taking an Ice Beam on the switch, since two consecutive Ice Beams can ko KO Amoonguss it from full HP.

**Ghost-types:** Alolan Marowak, Mega Sableye, Gengar, and Mimikyu can switch into High Jump Kick (RC) to induce crash damage (RC) and not without having to worry too much about the rest of Pheromosa's moveset. However, Gengar must be careful not to switch into Ice Beam, (AC) since Pheromosa it can 2HKO Gengar should that happen it. Once these Ghost-types have switched in, they can threaten Pheromosa with an OHKO or status and set up or barrage the next switch-in as Pheromosa switches out.

**Miscellaneous Threats Resistant to Pheromosa's STAB Options**: Gyarados, Pelipper, Mantine, and Buzzwole can switch into Pheromosa with ease and use the opportunity to set up entry hazards, boost their stats, or deal heavy damage to an incoming teammate. Without Poison Jab, Clefable and Tapu Fini find multiple opportunities to switch into and force Pheromosa out.

**Priority**: If Psychic Terrain is not on the field and Pheromosa has taken some chip damage, strong priority from the likes of Mega Pinsir, Genesect, Dragonite, and Ash-Greninja can bypass any Speed boosts it may have obtained and reliably exterminate it.

**Boosted Speed Threats**: Without a Beast Boost in Speed or a Choice Scarf of its own, certain Pokemon with a Choice Scarf, (AC) (e.g.: such as Garchomp, Genesect, Tapu Lele, and opposing Pheromosa, (comma) and weather abusers (e.g.: sweepers, (AC) such as Kingdra (RC) and Excadrill, (comma) can snipe Pheromosa without any issues. Keep in mind that these threats can no longer revenge kill Pheromosa once it gets a Speed boost from Beast Boost. As a consequence, using boosted Speed threats to check Pheromosa is a very unreliable way to check it.
 
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