Project PU Theorymon

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
OP stolen largely from Megazard
PU Theorymon

Here's how it's gonna work. I'm going to come up with a reasonable change to the PU metagame, and you guys discuss the aftereffects of this change, how it will affect the meta, some interesting sets you might use to combat this new change, any plausible counters, anything that you can think of to talk about this new potential change. This change could be anything from new DW abilities being released to NU drop-downs - even changes to the moves or abilities that current Pokemon have could be discussed. I'll also provide several questions to work off of (though I expect you guys to come up with your own to ask the other posters, too!), so hopefully it should be easy to just jump in and start discussing. You don't need to talk about all of the changes, or even both happening at the same time, although they can be considered together.

RULES
(Not following the rules will result in deletion)

  1. Try to avoid suggesting obviously broken changes, or those that would make it unrealistic for this Pokemon to remain PU. In general, try to avoid incredible abilities like Huge Power. If you're going to give Slaking ANYTHING other than Truant, why in the world would it still be PU? Likewise, don't go giving Articuno Magic Guard or anything of the sort.
  2. Leave base stats and typing alone. This is an exercise about moves and abilities, not anything else.
  3. You MUST contribute to the ongoing discussion in your post. If you come in here and simply post your ideas or questions, it will be considered spam and promptly deleted. Think of this thread like a baton chain: ideally you should discuss the previous person's suggestion, then you can pose your own.
  4. Give a brief explanation of why this move / ability would logically be usable on said Pokemon. This does not mean "i think it would be cool lololol". This does mean knowing the context of the move / ability that you want to add (ie. Quiver Dance tends to be found on Bug-type Pokemon with wings etc) and not just slapping moves on just because of their competitive nature. The goal here is semi-realism and discussing what would happen if Pokemon x got move y, not "let's see if we can make Pokemon x broken!!".
  5. Don't bring up more than one or two new ideas per post. Even if you can think of a million bajillion awesome new ideas for moves and Pokemon, realize that everyone else needs to have a chance to give their input, too.
If you have any ideas for main topics and can't fit them into these posts or would like to give them more love, I'm open to VMs or PMs on Showdown.

Week 1 (Bad Shift + Scyther)
Week 2 (Silvally Items + Oricorio-G)
 
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What if Hitmonchan got Guts?

Tho it will hinder its punching moves, you get a huge boost in power and you can make Hitmonchan the Status Absorber of the team or just run Guts Flame Orb and be offensive while still spinning for the team. You don’t have to worry about being burned or toxic force the opponent to play around this pokemon to not allow its power
 
Now to what Akir said about Poliwrath. Poliwrath gaining Drain Punch would help its viability and allowing sub sets to be more viable than before. You can check Normal and Rock types better and checking water types with its ability. Overall Drain Punch Poliwrath would be a great addition to its movepool.
 
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Drain Punch Poliwrath
from Akir
Although a simple addition, Drain Punch compliments Poliwrath’s blend of offense and defense quite well, giving it more longevity. Poliwrath has always been the unfortunate victim of lacking good physical Fighting STAB, so it fits like a glove (heh). Drain Punch would make physically offensive sets more viable, with consistent STAB to properly threaten pokemon like Aurorus, Kangaskhan, and Togedemaru while staying healthy to check pokemon like Aggron, Lycanroc, and Alolan Sandslash.
Poliwrath @ Leftovers
Ability: Water Absorb
EVs: 112 HP / 220 Atk / 176 Spe
Adamant Nature
- Substitute
- Bulk Up
- Waterfall
- Drain Punch
A set like this could become more common with the addition of Drain Punch to stay healthy and throw up more Substitutes. Given EVs mean Jolly Skuntank’s Poison Jab can’t break Substitutes after a Bulk Up, but there are likely other benchmarks you can hit.
Poliwrath @ Waterium Z / Fightinium Z / Leftovers
Ability: Water Absorb
EVs: 80 HP / 252 Atk / 176 Spe
Adamant Nature
- Bulk Up
- Waterfall
- Drain Punch
- Ice Punch / Earthquake
Bulk Up 3 Attacks has potential for quite the varience with Z even being possible to become more of a breaker. Drain Punch once again makes the set much harder to wear down and gives it consistent STAB to play around with.
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As for the other theorymon mentioned,

Guts Hitmonchan
from wmartinez101
Guts is actually a solid buff overall if Hitmonchan got it due to bettering match ups vs Weezing and especially Froslass, as well as having the capability of switching into Scalds from Lanturn and Qwilfish without much fear. Guts could be treated as a nice bonus while using the usual Assault Vest set, or it could be fully abused with an item like Flame Orb to become a breaker that has solid sustain with Drain Punch and strong priority with Guts boosted Mach Punch. Of course Hitmonchan still has its solid special bulk to soft check special attackers, even if Flame Orb.
Hitmonchan (M) @ Assault Vest
Ability: Guts
EVs: 244 HP / 136 Atk / 128 Spe
Adamant Nature
- Drain Punch
- Stone Edge / Thunder Punch / Ice Punch
- Mach Punch
- Rapid Spin
Just the standard Assault Vest Hitmonchan except with Guts of course. As mentioned, Guts improves your match up against certain hazard setters and the utility of Guts, even when it’s moreso a passive bonus, is worth the trade off of losing Iron Fist.
Hitmonchan @ Flame Orb
Ability: Guts
EVs: 44 HP / 252 Atk / 212 Spe
Adamant Nature
- Drain Punch
- Facade / Earthquake
- Stone Edge
- Mach Punch
Given new life as a potential wallbreaker with Guts, Hitmonchan is able to attain solid coverage between Fighting/Normal/Rock coverage and has an annoying amount of sustain with strong Drain Punches. Earthquake is an option to avoid Rocky Helmet from the likes of Qwilfish/Aftermath from Skuntank and allows for a more reliable option against Golurk and Spiritomb.​
 
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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
I've gotten a few people asking about how this thread works. Originally this thread is just meant for general open discussion like the oldgen thread, but if people would prefer for the thread to have the structure of other threads that have voting then let me know
 

Specs

Getting in your own way
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Staff Alumnus
UUPL Champion
I would prefer a structure of some kind. Maybe posting one mon each week for us to theory mon? Not just one change to the ability/movepool but just an open platform for whatever people come up with! Just my preference
 
YES thanks so much Zard(and Akir) for the thread. I’ve got so many ideas( um I’ll use them in moderation)
 
I got a big one, Comotose Musharna. Fits perfectly with its design and would make for a interesting concept of a completely status immune CM that wouldn’t need rest or sub. For thread momentum reasons, It could easily set up on both poli and Chan. Happy Theorymonning!
 

SergioRules

||blimp||
is a Community Contributor
Slack Off Stunfisk. Wanted to give this some reliable recovery that might make it more viable. Fits with flavor because of flounder's and other sand/mud-dwelling fish's hunting techniques of lying hidden in wait for long periods of time. Would make it a really cool physical wall, giving it more chances to paralyze with Static and more chances to set up Stealth Rock. Shore Up could've been an option too because the types of fish it's based off of all live in the sand, but it's not made out of sand so eh.

Really liking that Drain Punch Poliwrath idea and feel like it could be a really neat addition.
Hope this post is more acceptable than the last one
 

Comatose Musharna
from j0gurt
Comatose adds a nice passive effect for Musharna by becoming essentially immune to Toxic, an easy way to check it, as well as absorbing other statuses including opposing sleep. As a slow wincon, this is very convenient for becoming harder to stop with status and creating more opportunities to come in and apply pressure.
Musharna @ Fairium Z / Colbur Berry
Ability: Comatose
EVs: 248 HP / 252 Def / 8 SpA
Bold Nature
IVs: 0 Atk
- Psyshock
- Dazzling Gleam
- Calm Mind
- Moonlight
Standard issue Calm Mind Musharna with the added Comatose for beating walls over reliant on Toxic damage, switching into Scalds and Sludge Bombs without many qualms, being immune to Toxic Spikes, and being able to pivot into sleeping moves such as Lilligant’s Sleep Powder and Jynx’s Lovely Kiss. The added utility can help Musharna be a team player even if it’s not in a position to sweep, as it can remain healthy to check threats like Gurdurr throughout a game. Although it may seem very comparable to Clefairy in this role, Musharna can differentiate itself more physical bulk, ironically being less weak to Knock Off, more initial power, and winning Calm Mind wars with Psyshock.
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Now, I’d like to add my own idea to be up for discussion!

Moonblast Silvally
Considering Silvally’s odd versatility and ability to adapt, I believe Moonblast is a perfectly reasonable move for Silvally to learn, adding to its impressive special coverage and special STAB for the fairy variant. Although Silvally-Fairy is the obvious choice, all the Silvally types would be able to learn Moonblast as well, so perhaps there is potential for other types to use it as well.​
 
Flower Veil Bellossom:

Flavor-wise it fits perfectly. Everyone keeps wanting a Grass-type to have Flower Veil as an ability. Battle-wise not having to rely on Safeguard is nice, and frees up a coverage slot that could be used for HP Ice or Moonblast. Bellossom isn't too overwhelming to beat even with a status immunity however so I think this still could be balanced.
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
So due to people being largely unable to follow the rules and community demand, I'm gonna restructure this thread. It is still largely going to be open discussion, however now I will provide mons/situations to provide some form of structure. There will be no voting at the end, so feel free to post multiple times and whatever you feel is appropriate.

Week 1:

  • What if, next shift, PU gains Jellicent and Hitmontop but loses Mesprit?

Additionally, the mon this week to theorymon on will be:

Scyther
Scyther-M_XY.gif


You do not have to incorporate both prompts, but it would be interesting if you do!

Rules to remember (Some are still in effect)

  1. Try to avoid suggesting obviously broken changes, or those that would make it unrealistic for this Pokemon to remain PU.
  2. Leave base stats and typing alone.
  3. Give a brief explanation of why this move / ability would logically be usable on said Pokemon.
  4. Don't bring up more than one or two new ideas per post.
  5. Think outside the box!

Weeks end on Fridays!
 

Specs

Getting in your own way
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Battle Simulator Staff Alumnus
UUPL Champion
Hey so I have a cool little idea for Scyther. What if Scyther got Lunge?
scyther.gif

scyther lunge.jpg


While U-turn is 99% of the time the preferred move on every Scyther set, this could help it out against some hard hitting mons. Abusing its great speed tier, it would be able to outspeed and greatly hinder many physical wallbreakers' ability to power through Scyther. Giving it a much better time setting up Swords dances. Not to mention Lunge still has a respectable 80 BP.

-1 252+ Atk Choice Band Stoutland Return vs. 248 HP / 0 Def Eviolite Scyther: 130-154 (37.9 - 44.8%) -- guaranteed 3HKO
-1 252 Atk Togedemaru Zing Zap vs. 248 HP / 0 Def Eviolite Scyther: 116-138 (33.8 - 40.2%) -- guaranteed 3HKO
(You eat the first one, lunge. And then roost stall from there. (just dont get flinched lol)
-1 252+ Atk Sandslash-Alola Icicle Crash vs. 248 HP / 0 Def Eviolite Scyther: 134-162 (39 - 47.2%) -- guaranteed 3HKO
(Assuming no hail is up, this does beat Snowslash 1v1)

I'm sure there are more examples where this move allows Scyther to beat stuff 1v1! And I'm sure there are better moves we could give this thing. But yeah I think Lunge would be a great option for it! I'm not really one to think outside the box but this was fun :heart:
 
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Delving into the theorymon tier shifts,

PU losing Mesprit
As the pokemon with #1 usage and being known for its great versatility, the tier losing Mesprit would have a great impact. PU would lose its most splashable pokemon that provided a soft fighting check, Healing Wish utility, speed control, ability to break with Calm Mind or Choice Specs, momentum with U-turn, or Stealth Rock. Of course with the removal of Mesprit, this gives rise to the pokemon it checked such as Gurdurr, Hitmonchan, and Qwilfish, while also diminishing the pressence of say, Pursuit trappers like Skuntank or Spiritomb. Generally, offense teams that tend to fall back on Healing Wish will likely have a hard time finding a suitable replacement if Mesprit leaves, and balance builds will miss the compression defensive Mesprit provided into one slot. However, Mesprit leaving also opens up its competition to have a chance in the meta. Pokemon such as Claydol, Mr. Mime, or even Solrock could have more defined niches without a floating pixie to deny them, bringing Stealth Rock, Healing Wish, or ability to break. Of course if Mesprit leaves, that’s one less rocker that beats Hitmonchan and...

PU gaining Hitmontop
Hitmontop would be a completely new face to the PU tier and it has the potential to be...alright. It does have unique quallities with solid special bulk, access to Rapid Spin, respectable speed tier, Intimidate, and the cute Technician. PU would definitely appreciate another Rock resist with threats like Lycanroc and Aggron, so defensive sets are able to carve definite niches for themselves. Hitmontop also has the capability of checking Regirock, Kangaskhan, Togedemaru, Carracosta, Alolan Sandslash, and Hitmonchan. However, as a Rapid Spinner it’s not the best due to poor match ups against many hazard setters like Qwilfish, Weezing, and Clefairy, as well as awful match ups versus many spinblockers like Oricorio-Sensu and Golurk, not to mention Froslass does both. Hitmontop lacks any threatening coverage and has to rely on Toxic to, at most, discourage ghosts or any good fighting resist from coming in for free. It does have the potential for Foresight to be able to spin and hit ghosts, and actually functions as a decent CroTomb check, but Hitmontop usually still retains a losing match up vs Oricorio-Sensu and Haunter. Along with that, normal breakers like Kangaskhan and Stoutland can still put dents into it, and Aggron’s Choice Banded Heavy Slam has chances to 2HKO.
Hitmontop @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Close Combat / Low Kick
- Rapid Spin
- Toxic
- Foresight
A Rapid Spin set would likely look something like this, with Close Combat for consistent STAB and Foresight to try to be able to spin more often and check CroTomb. I think High Jump Kick would be too risky, but Low Kick might be ok, retaining respectable base power against Spiritomb, Stoutland, Kangaskhan, and Crabominable. Issue is it’s generally inconsistent and a bit weak against threats like Lycanroc and Lanturn, but being able to click STAB without dropping defenses as a defensive pokemon could seem appealing. Leftovers provides your only recovery but Rocky Helmet could be passable. Of course with these specific theoretical shifts, that leaves another Ghost to annoy Hitmontop in...

PU gaining Jellicent
The Pringles jellyfish pokemon would quickly become a great defensive pokemon, but can also consider offensive sets. Jellicent has great natural special bulk, workable physical bulk, usable speed tier, great typing, water immunity, Recover, and a solid movepool for both utility and attacking. Will-o-wisp is a great move for defensive sets, burning Pursuit trappers, Fighting-types, Scyther, etc. Taunt is able to shut down pokemon reliant on recovery or Toxic to outlast Jellicent like Clefairy, Altaria, and Audino, as well as stopping hazards from Weezing. Offensive sets should not be overlooked however, especially when boasting the powerful Water Spout, good STABs, and good coverage, with the possibility of wielding both Choice Specs or Choice Scarf.
Jellicent @ Colbur Berry / Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hex / Scald
- Will-O-Wisp
- Taunt
- Recover
With a set like this, Jellicent becomes a greatly annoying utility pokemon against balance builds if paired with good electric resists and potentially removal to deal with Spikes as to not hinder Jellicent's walling ability. Pokemon capable of breaking it such as Aggron or Oricorio-Sensu cannot switch in directly on it safely with the threat of burn or STABs. As mentioned before, Pursuit trapping it is a risky business, and mostly a poor move if Jellicent still retains its Colbur Berry due to Will-o-wisp rendering the Pursuit trappers much less useful throughout the match. Colbur is also handy for dealing with Gurdurr more convincingly, however, Leftovers are also perfectly viable, as Pursuit Spiritomb is outsped and burned regardless, and Jellicent can take a hit from Skuntank if it really needs to without Colbur. Leftovers is quite useful for notably allowing you to avoid the 2HKO from Swanna's Hurricane>Z-Hurricane all the time, although even without Leftovers, Swanna needs good rolls and to hit a regular Hurricane to be able to 2HKO in the first place. Leftovers also increase your chances against Thunder Punch Hitmonchan as well as the occasional Choice Band Scyther. Jellicent is great at checking fightings, waters, Scyther, is able to wear down other walls with Taunt, and is decent at spinblocking, beating out Hitmonchan (usually), Alolan Sandslash, and Kabutops.
Jellicent @ Choice Specs / Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Shadow Ball / Energy Ball
- Ice Beam
Offensive sets with choice items are definitely a threat with STAB Water Spout and the cute water immunity to power Water Spout back to full later in a match. Choice Specs Water Spout is able to blow up any non resists with Hydro Pump as a suitable back up once HP has run lower, and Shadow Ball to hit all resists except for Drampa, Shiftry, and Sawsbuck for at least neutral damage, although Energy Ball could be used to specifically target opposing waters such as Poliwrath and especially Lanturn, but consider that Choice Specs Shadow Ball does chunk it quite a bit. Ice Beam is there to crush any hopes for the previously mentioned water/ghost resists as well as nailing Altaria and other bulky grasses. Although notably weaker, Choice Scarf can work for the same reasons Choice Scarf Aurorus and Abomasnow work, and it's to get a jump on offense, heavily punishing those without water resists and those using Primeape as speed control.​
 
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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
Delving into the theorymon tier shifts,

PU losing Mesprit
As the pokemon with #1 usage and being known for its great versatility, the tier losing Mesprit would have a great impact. PU would lose its most splashable pokemon that provided soft fighting check, Healing Wish utility, speed control, ability to break with Calm Mind or Choice Specs, momentum with U-turn, or Stealth Rock. Of course with the removal of Mesprit, this gives rise to the pokemon it checked such as Gurdurr, Hitmonchan, and Qwilfish, while also diminishing the pressence of say, Pursuit trappers like Skuntank or Spiritomb. Generally, offense teams that tend to fall back on Healing Wish will likely have a hard time finding a suitable replacement if Mesprit leaves, and balance builds will miss the compression defensive Mesprit provided into one slot. However, Mesprit leaving also opens up its competition to have a chance in the meta. Pokemon such as Claydol, Mr. Mime, or even Solrock could have more defined niches without a floating pixie to deny them, bringing Stealth Rock, Healing Wish, or ability to break. Of course if Mesprit leaves, that’s one less rocker that beats Hitmonchan and...

PU gaining Hitmontop
Hitmontop would be a completely new face to the PU tier and it has the potential to be...alright. It does have unique quallities with solid special bulk, access to Rapid Spin, respectable speed tier, Intimidate, and the cute Technician. PU would definitely appreciate another Rock resist with threats like Lycanroc and Aggron, so defensive sets are able to carve definite niches for themselves. Hitmontop also has the capability of checking Regirock, Kangaskhan, Togedemaru, Carracosta, Alolan Sandslash, and Hitmonchan. However, as a Rapid Spinner it’s not the best due to poor match ups against many hazard setters like Qwilfish, Weezing, and Clefairy, as well as awful match ups versus many spinblockers like Oricorio-Sensu and Golurk, not to mention Froslass does both. Hitmontop lacks any threatening coverage and has to rely on Toxic to, at most, discourage ghosts or any good fighting resist from coming in for free. It does have the potential for Foresight to be able to spin and hit ghosts, and actually functions as a decent CroTomb check, but Hitmontop usually still retains a losing match up vs Oricorio-Sensu and Haunter. Along with that, normal breakers like Kangaskhan and Stoutland can still put dents into it, and Aggron’s Choice Banded Heavy Slam has chances to 2HKO.
Hitmontop @ Leftovers / Rocky Helmet
Ability: Intimidate
EVs: 252 HP / 252 Def / 4 Spe
Impish Nature
- Close Combat / Low Kick
- Rapid Spin
- Toxic
- Foresight
A Rapid Spin set would likely look something like this, with Close Combat for consistent STAB and Foresight to try to be able to spin more often and check CroTomb. I think High Jump Kick would be too risky, but Low Kick might be ok, retaining respectable base power against Spiritomb, Stoutland, Kangaskhan, and Crabominable. Issue is it’s generally inconsistent and a bit weak against threats like Lycanroc and Lanturn, but being able to click STAB without dropping defenses as a defensive pokemon could seem appealing. Leftovers provides your only recovery but Rocky Helmet could be passable. Of course with these specific theoretical shifts, that leaves another Ghost to annoy Hitmontop in...

PU gaining Jellicent
The Pringles jellyfish pokemon would quickly become a great defensive pokemon, but can also consider offensive sets. Jellicent has great natural special bulk, workable physical bulk, usable speed tier, great typing, water immunity, Recover, and a solid movepool for both utility and attacking. Will-o-wisp is a great move for defensive sets, burning Pursuit trappers, Fighting-types, Scyther, etc. Taunt is able to shut down pokemon reliant on recovery or Toxic to outlast Jellicent like Clefairy, Altaria, and Audino, as well as stopping hazards from Weezing. Offensive sets should not be overlooked however, especially when boasting the powerful Water Spout, good STABs, and good coverage, with the possibility of wielding both Choice Specs or Choice Scarf.
Jellicent @ Colbur Berry / Leftovers
Ability: Water Absorb
EVs: 248 HP / 172 Def / 88 Spe
Bold Nature
IVs: 0 Atk
- Hex / Scald
- Will-O-Wisp
- Taunt
- Recover
With a set like this, Jellicent becomes a greatly annoying utility pokemon against balance builds if paired with good electric resists and potentially removal to deal with Spikes as to not hinder Jellicent's walling ability. Pokemon capable of breaking it such as Aggron or Oricorio-Sensu cannot switch in directly on it safely with the threat of burn or STABs. As mentioned before, Pursuit trapping it is a risky business, and mostly a poor move if Jellicent still retains its Colbur Berry due to Will-o-wisp rendering the Pursuit trappers much less useful throughout the match. Colbur is also handy for dealing with Gurdurr more convincingly, however, Leftovers are also perfectly viable, as Pursuit Spiritomb is outsped and burned regardless, and Jellicent can take a hit from Skuntank if it really needs to without Colbur. Leftovers is quite useful for notably allowing you to avoid the 2HKO from Swanna's Hurricane>Z-Hurricane all the time, although even without Leftovers, Swanna needs good rolls and to hit a regular Hurricane to be able to 2HKO in the first place. Leftovers also increase your chances against Thunder Punch Hitmonchan as well as the occasional Choice Band Scyther. Jellicent is great at checking fightings, waters, Scyther, and is able to wear down other walls with Taunt, and is decent at spinblocking, beating out Hitmonchan (usually), Alolan Sandslash, and Kabutops.
Jellicent @ Choice Specs / Choice Scarf
Ability: Water Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Water Spout
- Hydro Pump
- Shadow Ball / Energy Ball
- Ice Beam
Offensive sets with choice items are definitely a threat with STAB Water Spout and the cute water immunity to power Water Spout back to full later in a match. Choice Specs Water Spout is able to blow up any non resists with Hydro Pump as a suitable back up once HP has run lower, and Shadow Ball to hit all resists except for Drampa, Shiftry, and Sawsbuck for at least neutral damage, although Energy Ball could be used to specifically target opposing waters such as Poliwrath and especially Lanturn, although Choice Specs Shadow Ball does chunk it quite a bit. Ice Beam is there to crush any hopes for the previously mentioned water/ghost resists as well as nailing Altaria and other bulky grasses. Although notably weaker, Choice Scarf can work for the same reasons Choice Scarf Aurorus and Abomasnow work, and it's to get a jump on offense, heavily punishing those without water resists and those using Primeape as speed control.​
This is a fun read, ngl

That being said though, I do agree with a lot of the post but I think one of the main aspects of PU that would probably change is how a lot of offensive teams will, at the loss of Mesprit, more than likely opt for even more offensive builds at the loss of such good glue. Put simply, if they can't get a passive consistency through Mesprit then I would imagine that they would become more aggressive to achieve consistent results.

That being said, these 2 drops also provide an interesting opportunity for Scyther:

Scyther-M_XY.gif

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Swords Dance / U-Turn
- Roost
- Taunt
- Aerial Ace

Simply give Scyther Taunt and suddenly it is a pretty decent stallbreaker. The defenses certainly are nothing to sneeze at, but the speed and excellent resistances to difficult-to-check types like Fighting and Grass means that Scyther can actually use both of the new drops as pretty consistent setup opportunities. Taunt will also work to make stall's life an absolute nightmare. Swords Dance to set up on walls is excellent, but U-Turn to shut down walls and then gain switch priority would be excellent as well. After all, Hitmontop's set in Jmash's post is completely free setup for Scyther after a taunt, and so is Jellicent assuming that the Jellicent went for Hex.

In the provided metagame, I think a Scyther stallbreaker would be an interesting choice, especially as added glue for offense in the wake of Mesprit's rise.
 
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(I still cant paste gifs :()

Anyway, unlike the 1st 2 Scyther posts, this is more geared towards the choiced Scyther varients.

Scyther @ Choice Band/Choice Scarf
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- U-turn
- Aerial Ace
- Cross Chop
- Knock Off/Pursuit/Quick Attack/Bug Bite

Simply put, Cross Chop Scyther would possess an slightly inaccurate, but much stronger fighting coverage. Most of the steels like aggron, toge, and probopass can just about live a brick break at full health(disregarding sturdy), so that issue is immediately terminated.

Relevant calcs:

252 Atk Choice Band Scyther Brick Break vs. 0 HP / 4 Def Aggron: 260-308 (92.5 - 109.6%) -- 50% chance to OHKO
So you lead with Banded scyther and they lead with Aggron, would you take this chance?

252 Atk Choice Band Scyther Cross Chop vs. 0 HP / 4 Def Aggron: 348-412 (123.8 - 146.6%) -- guaranteed OHKO
As long as you hit, one huge threat is removed

252 Atk Scyther Brick Break vs. 0 HP / 4 Def Togedemaru: 212-250 (78.2 - 92.2%) -- guaranteed 2HKO
Scarf Brick Break wont OHKO it but...

252 Atk Scyther Cross Chop vs. 0 HP / 4 Def Togedemaru: 282-332 (104 - 122.5%) -- guaranteed OHKO
yep.

252 Atk Choice Band Scyther Brick Break vs. 252 HP / 4 Def Eviolite Type: Null: 152-180 (38.5 - 45.6%) -- guaranteed 3HKO

252 Atk Choice Band Scyther Cross Chop vs. 252 HP / 4 Def Eviolite Type: Null: 204-240 (51.7 - 60.9%) -- guaranteed 2HKO

So this wouldn't be the most groundbreaking change to Scyther, but It would help guarantee its choiced sets(especially banded) take down their would be checks in lead situations.
 
I just want to add I had thought about making a similar post to the one above me but with a different move: Double Kick. Regardless of power difference, Double Kick's two hits would allow Scyther to break Sturdy, Sashes and Subs in whatever cases might fit. I hadn't thought it through but I wanted to share regardless, in case anyone would find the idea interesting. I also think Double Kick fits better flavourwise.
 

Aaronboyer

Something Worth Fighting For
is a Contributor to Smogon

Scyther @ Eviolite
Ability: Technician
EVs: 248 HP / 8 Def / 252 Spe
Jolly Nature
- Swords Dance
- Roost
- Bug Bite
- Acrobatics

Believe it or not, Scyther does not get access to Acrobatics, but for some reason Scizor does. Idk. :blobshrug: Anyways, One of the main ways of dealing with bulky Scyther is to remove its Eviolite with Knock Off before finishing it off with a super effective hit. Acrobatics while its Eviolite is still intact still falls under the line where it still receives a Technician boost, only slightly weaker than Aerial Ace or Wing Attack. Then, once its Eviolite has been Knocked Off, Scyther has an even stronger STAB attack to work with.


Scyther @ White Herb
Ability: Steadfast
EVs: 248 HP / 8 Def / 252 SpD
Careful Nature
- Curse
- Roost
- Bug Bite
- Acrobatics

Okay, admittedly this set is nowhere near as good as the one above, but this set would still be quite fun to use. Curse boosts its Attack and Defense while lowering Speed, activating Scyther's White Herb so that it can now use Acrobatics. Unfortunately using Curse requires Scyther to have Steadfast as its ability instead of Technician, meaning before it loses its item its not very strong at all (hence no Eviolite).


Scyther @ Choice Specs
Ability: Technician
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Bug Buzz
- Air Slash
- Hidden Power [Grass]
- Vacuum Wave

I've theorized several PU Pokemon using the opposite attacking spectrum as what it normally does, including Specs Aggron and Physical Mesprit. However, none hit as hard home for me as Specs Scyther, which found a place in my heart after finding a Shiny Scyther during one of my playthroughs of Heartgold and it ended up being Modest. Anyways, Choice Specs Scyther may not seem to be so strong with only a Base 55 Special Attack to work with, but with Technician and a decent enough special movepool, it's actually stronger than you might think. Also Vacuum Wave into Aggron = ded.
 

Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
I felt like this actually got some really good responses. It is a bit more complicated of a thread though, so the number that I got was also nice. Anyway,

Week 2:

  • What if Silvally could hold an item other than the plates but still change its type?
Additionally, the mon this week to theorymon on will be:

Oricorio-Sensu_SM.gif

Oricorio - G


You do not have to incorporate both prompts, but it would be interesting if you do!

Rules to remember (Some are still in effect)

  1. Try to avoid suggesting obviously broken changes, or those that would make it unrealistic for this Pokemon to remain PU.
  2. Leave base stats and typing alone.
  3. Give a brief explanation of why this move / ability would logically be usable on said Pokemon.
  4. Don't bring up more than one or two new ideas per post.
  5. Think outside the box!

Weeks end on Fridays!
 

Darkinium

the mighty nuaguunibi


First thing that came to my mind for Silvallies was Darkinium Z (coincidentally) The ability to have a much more effective Healing Wish on a wide range of Pokemon is priceless, and is sure to make for great partners with wallbreakers. Choiced sets seem interesting given their access to pivoting moves and wide coverage, especially on the special side, and let's not forget the classic Leftovers, which is definitely going to help out formes that appreciate their defensive typing or tend to go down the bulkier route, such as Silvally-Fairy, -Water, and -Dragon. FIWAM berries (Figy Iapapa Wiki Aguav Mago) are another option, recovering more in a pinch. Rocky Helmet also works for said bulkier formes, chipping foes at the cost of no recovery items. Life Orb would be cool, except I think the Silvallies' bulk are way too good to sacrifice, and as a result, Plates, Z-Crystals, or the aforementioned Choice items might be better on offensive sets. Speaking of Z-Crystals, it's going to be tough for physical sets (i.e. setup sets) to use them given they often have to rely on Multi-Attack, and the few that do have good base STAB such as Silvally-Dark or -Rock are often outclassed. Maybe Special Work Up + Z sets could be a possibility? Honestly nothing much to say, they would all just get a lot better than they already are.



Will-O-Wisp + Hex:

Given Oricorio-Sensu's ghastly typing and appearance, having some spooky moves wouldn't be a long shot in terms of reasoning. Will-O-Wisp could be so effective on bulky or even as a filler on Choiced sets, crippling Aggron, Kangaskhan, Sucker Punch users such as Absol... there's just no end. Hex would only amp up the effectiveness, doubling down on any Pokemon inflicted with a burn. It would also make CM sets even deadlier when paired alongside Toxic Spikes. Overall, not a stretch, and would without a doubt be useful additions.
 
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Oricorio-Sensu @ Flyinium Z
Ability: Sap Sipper
EVs: 252 HP / 168 Def / 88 Spe
Timid Nature
- Calm Mind
- Hurricane
- Roost
- Taunt

Given that in-game Oricorio changes forms by drinking nectar, the Sap Sipper ability is an obvious fit. While the ghost bird already checks most Grass-types, this ability would allow it to absorb some of the game's most annoying support moves: Sleep Powder, Leech Seed, Spore and Strength Sap. The bulky set would particularly benefit, as it can more easily switch into mons like Lilligant, Bellossom and Gourgeist, and completely shuts down Lurantis with Taunt. In turn, increasing Oricorio's switch-in chances will give it more opportunities to set up a Calm Mind and whack something with Supersonic Skystrike.
 
Darkinium covered the general positives of Silvally being able to hold any item quite well, so here I will be only focusing on a personal favorite Silvally type and a couple sets.

Silvally-Dragon
Silvally-Dragon would have potential for many different kinds of offensive sets if it was able to hold any item it wanted. Silvally-Dragon has already established itself as one of the best Silvally forms in PU due to a strong STAB Draco Meteor, Defog, and a great pivoting move for offensive teams, and while items can enforce its ability as a threatening Defog pivot, it could also branch out into slightly different sets to catch people off guard and keep them guessing.
Silvally-Dragon @ Dragonium Z
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Defog
- Parting Shot
The standard issue set for Silvally-Dragon, but with an extra kick using Z-Draco Meteor to threaten Stealth Rock setters like Mesprit, Regirock, and Mudsdale easier and generally be more scary to be forcing more switches. This also allows Silvally-Dragon to essentially be able to use its STAB move twice without being forced to switch out due to special attack drops. Quite a simple change but it would be very useful for winning the hazard war.
Silvally-Dragon @ Choice Specs / Choice Scarf
Ability: RKS System
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Flamethrower
- Grass Pledge
- Parting Shot
Choice Specs Draco Meteor is a classic nuke that Silvally-Dragon could likely abuse itself, with Flamethrower for steels and Grass Pledge for Lanturn and Regirock. Parting Shot is a great move to take advantage of certain switch ins like Clefairy (who is not 2HKOd by Choice Specs Flash Cannon). The tier lacks splashable Dragon resists in general, especially those on the special side that can stomach a powerful Draco aside from Clefairy. While PU does have other Choice Specs dragons like Drampa and sometimes Alolan Exeggutor, Silvally-Dragon can differentiate itself with its much better speed tier and a nice pivoting move to facilitate team members. Choice Scarf also seems like a possibility, hitting an acceptable speed tier and being able to spam Draco Meteor against offense easier.
Silvally-Dragon @ Dragonium Z
Ability: RKS System
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Outrage
- Iron Head
- Flame Charge
Swords Dance Silvally-Dragon in current day PU isn’t really a set, however, Z moves give SD sets the kick they need to break past the blanket physical checks like Weezing, Gurdurr, and Mudsdale with STAB Z-Outrage, which will likely demolish anything that doesn’t resist it once at +2. Iron Head is to break through Clefairy, as well as forcing out Aurorus and breaking through Crabominable without having to click a dragon move. The last attack is mostly a toss up, Flame Charge allows you to potentially sweep and threaten Alolan Sandslash and Togedemaru. If you want spicy tech so that Aggron doesn’t wall you, you can even opt for Hidden Power Ground, however this makes choosing a nature awkward. Naive/Hasty nature gives Silvally-Dragon a much better shot at OHKOing Aggron after rocks, but Jolly can still serve the purpose of denying Aggron as a switch in, without sacrificing its solid bulk.
Silvally-Dragon @ Draco Plate
Ability: RKS System
EVs: 48 Atk / 220 SpA / 240 Spe
Naive / Hasty Nature
- Multi-Attack
- Draco Meteor

- Hidden Power [Ground] / Flamethrower
- Parting Shot
As I tried to find an excuse to use a type plate, this was my result. Often while using the standard pivot set with Silvally-Dragon, you’ll find that special sponges like Hitmonchan or Lanturn will annoy you when you’re trying to throw off some Draco Meteors. This set aims to act as a lure to those threats, and if you reveal Multi-Attack first, you can potentially lure in physical sponges, only to smack them with a Draco the next turn. Hidden Power Ground is chosen to crush Aggron and Togedemaru, as well as score a clean 2HKO against offensive non-Shuca Berry Alolan Sandslash, but Flamethrower likely works as well. This set could be very difficult for certain teams to manuever around, especially if they rely on blanket checks to try to deal with it. The given speed creeps offensive Oricorios and the remaining EVs are distributed to score various 2HKOs and OHKOs, mostly relying on Stealth Rock or a Spike to be up. Naive or Hasty nature is meant to capitalize on damage without sacfricing speed.
Offensive Defog Pivot
252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 0 SpD Mesprit: 246-291 (67.5 - 79.9%) -- guaranteed 2HKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 200 SpD Regirock: 211-250 (57.9 - 68.6%) -- guaranteed 2HKO after Leftovers recovery

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 156 SpD Mudsdale: 247-292 (61.1 - 72.2%) -- guaranteed 2HKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 64 SpD Carracosta: 333-393 (94.6 - 111.6%) -- 68.8% chance to OHKO after Leftovers recovery

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 4 HP / 0 SpD Golurk: 309-364 (96.5 - 113.7%) -- 75% chance to OHKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 0 SpD Weezing: 343-405 (102.6 - 121.2%) -- guaranteed OHKO after Black Sludge recovery

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 0 SpD Omastar: 343-405 (99.7 - 117.7%) -- 93.8% chance to OHKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 0 HP / 4 SpD Aurorus: 274-324 (70.8 - 83.7%) -- 68.8% chance to OHKO after Stealth Rock

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 252 HP / 0 SpD Eviolite Gurdurr: 297-351 (79.4 - 93.8%) -- 6.3% chance to OHKO after Stealth Rock

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 0 HP / 0 SpD Stoutland: 280-331 (90 - 106.4%) -- 37.5% chance to OHKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 4 HP / 0 SpD Skuntank: 382-451 (109.7 - 129.5%) -- guaranteed OHKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 0 HP / 4 SpD Kangaskhan: 307-363 (87.4 - 103.4%) -- 25% chance to OHKO

252 SpA Silvally-Dragon Devastating Drake (195 BP) vs. 0 HP / 0 SpD Aggron: 194-228 (69 - 81.1%) -- guaranteed 2HKO

Choiced Special Attacker
Choice Specs Draco Meteor actually does the exact same amount of damage as Z-Draco Meteor, so any of the calcs above apply to Choice Specs Draco as well.

252 SpA Choice Specs Silvally-Dragon Flamethrower vs. 0 HP / 0 SpD Aggron: 179-211 (63.7 - 75%) -- guaranteed 2HKO

252 SpA Choice Specs Silvally-Dragon Flamethrower vs. 248 HP / 0 SpD Articuno: 196-232 (51.1 - 60.5%) -- 91.8% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Silvally-Dragon Grass Pledge vs. 252 HP / 200 SpD Regirock: 174-206 (47.8 - 56.5%) -- 31.3% chance to 2HKO after Leftovers recovery

252 SpA Choice Specs Silvally-Dragon Grass Pledge vs. 0 HP / 88 SpD Assault Vest Lanturn: 158-188 (40.4 - 48%) -- guaranteed 3HKO

252 SpA Choice Specs Silvally-Dragon Grass Pledge vs. 40 HP / 248+ SpD Lanturn: 180-214 (44.8 - 53.3%) -- 0.4% chance to 2HKO after Leftovers recovery

Swords Dance
+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 240+ Def Mesprit: 313-370 (85.9 - 101.6%) -- 87.5% chance to OHKO after Stealth Rock

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 64 Def Eviolite Gurdurr: 316-373 (84.4 - 99.7%) -- 43.8% chance to OHKO after Stealth Rock

+1 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 248 HP / 8 Def Qwilfish: 379-447 (113.8 - 134.2%) -- guaranteed OHKO

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 56+ Def Regirock: 213-252 (58.5 - 69.2%) -- guaranteed 2HKO after Leftovers recovery

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 44 Def Mudsdale: 426-502 (105.4 - 124.2%) -- guaranteed OHKO

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 248 HP / 252+ Def Weezing: 283-334 (84.9 - 100.3%) -- 6.3% chance to OHKO after Black Sludge recovery

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 4 Def Eviolite Type: Null: 310-366 (78.6 - 92.8%) -- 37.5% chance to OHKO after Stealth Rock

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 248 HP / 252+ Def Spiritomb: 306-360 (100.9 - 118.8%) -- guaranteed OHKO after Leftovers recovery

+2 252 Atk Silvally-Dragon Devastating Drake (190 BP) vs. 252 HP / 252+ Def Poliwrath: 331-391 (86.1 - 101.8%) -- 56.3% chance to OHKO after Stealth Rock and Leftovers recovery

+2 252 Atk Silvally-Dragon Outrage vs. 0 HP / 0 Def Kangaskhan: 339-400 (96.5 - 113.9%) -- 81.3% chance to OHKO

+2 252 Atk Silvally-Dragon Outrage vs. 248 HP / 8 Def Spiritomb: 262-309 (86.4 - 101.9%) -- 87.5% chance to OHKO after Stealth Rock

+2 252 Atk Silvally-Dragon Iron Head vs. 252 HP / 4 Def Eviolite Clefairy: 334-394 (97 - 114.5%) -- 81.3% chance to OHKO

252 Atk Silvally-Dragon Iron Head vs. 0 HP / 0 Def Aurorus: 368-436 (95 - 112.6%) -- 75% chance to OHKO

+2 252 Atk Silvally-Dragon Iron Head vs. 248 HP / 0 Def Crabominable: 350-412 (88.1 - 103.7%) -- 25% chance to OHKO

252 Atk Silvally-Dragon Flame Charge vs. 4 HP / 0 Def Sandslash-Alola: 152-180 (52 - 61.6%) -- guaranteed 2HKO

252 Atk Silvally-Dragon Flame Charge vs. 0 HP / 4 Def Togedemaru: 128-152 (47.2 - 56%) -- 77.7% chance to 2HKO

0 SpA Silvally-Dragon Hidden Power Ground vs. 0 HP / 0 SpD Aggron: 252-300 (89.6 - 106.7%) -- 81.3% chance to OHKO after Stealth Rock (Naive/Hasty)

0- SpA Silvally-Dragon Hidden Power Ground vs. 0 HP / 0 SpD Aggron: 224-268 (79.7 - 95.3%) -- 12.5% chance to OHKO after Stealth Rock (Jolly)

Double Dragon Attack
220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 0 SpD Mesprit: 192-226 (52.7 - 62%)

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 4 HP / 0 SpD Skuntank: 298-352 (85.6 - 101.1%) -- 87.5% chance to OHKO after Stealth Rock

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 0 SpD Eviolite Gurdurr: 231-273 (61.7 - 72.9%)

220 SpA Draco Plate Silvally-Dragon Draco Meteor over 2 turns vs. 252 HP / 0 SpD Eviolite Gurdurr: 346-409 (92.5 - 109.3%) -- 43.8% chance to 2HKO

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 0 HP / 0 SpD Lilligant: 253-298 (90 - 106%) -- 37.5% chance to OHKO

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 0 HP / 4 SpD Oricorio-Sensu: 267-315 (91.7 - 108.2%) -- 50% chance to OHKO

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 248 HP / 0 SpD Oricorio-Sensu: 268-316 (75.9 - 89.5%) -- guaranteed 2HKO (Fat Sensu still dies after Stealth Rock)

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 248 HP / 0 SpD Qwilfish: 322-381 (96.6 - 114.4%) -- 81.3% chance to OHKO

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 156 SpD Mudsdale: 193-228 (47.7 - 56.4%)

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 0 SpD Weezing: 268-316 (80.2 - 94.6%) -- 50% chance to OHKO after Stealth Rock

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 0 SpD Persian-Alola: 283-334 (84.7 - 100%) -- 81.3% chance to OHKO after Stealth Rock

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 252 HP / 0 SpD Poliwrath: 219-258 (57 - 67.1%)

220 SpA Draco Plate Silvally-Dragon Draco Meteor vs. 40 HP / 248+ SpD Lanturn: 171-202 (42.6 - 50.3%)

48 Atk Draco Plate Silvally-Dragon Multi-Attack vs. 252 HP / 0 Def Hitmonchan: 144-169 (47.3 - 55.5%) -- guaranteed 2HKO after Stealth Rock

48 Atk Draco Plate Silvally-Dragon Multi-Attack vs. 0 HP / 0 Def Lanturn: 183-216 (46.8 - 55.2%) -- guaranteed 2HKO after Stealth Rock

48 Atk Draco Plate Silvally-Dragon Multi-Attack vs. 40 HP / 220 Def Lanturn: 135-159 (33.6 - 39.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

48 Atk Draco Plate Silvally-Dragon Multi-Attack vs. 252 HP / 0 Def Eelektross: 142-168 (37.9 - 44.9%) -- 4.7% chance to 2HKO after Stealth Rock

48 Atk Draco Plate Silvally-Dragon Multi-Attack vs. 248 HP / 0 Def Crabominable: 145-172 (36.5 - 43.3%) -- guaranteed 3HKO after Stealth Rock

220 SpA Silvally-Dragon Hidden Power Ground vs. 0 HP / 0 SpD Aggron: 312-368 (111 - 130.9%) -- guaranteed OHKO

220 SpA Silvally-Dragon Hidden Power Ground vs. 0 HP / 0 SpD Togedemaru: 268-316 (98.8 - 116.6%) -- 87.5% chance to OHKO

220 SpA Silvally-Dragon Hidden Power Ground vs. 4 HP / 0 SpD Sandslash-Alola: 146-174 (50 - 59.5%) -- guaranteed 2HKO
 
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Akir

A true villain!
is a Community Contributoris a Tiering Contributoris a Community Leader Alumnusis a Battle Simulator Staff Alumnus
So i have enough foresight to see that eventually im gonna run out of ideas. so, when you post, please also give an idea for next week. i obviously cant do them all, so it will have to be first-come-first-serve for a while.

Week 3:

  • What if Stealth Rock calculated damage like Spikes?

Additionally, the mon this week to theorymon will be:
Dodrio_BW.gif

Dodrio
(I think it would be fun to try to make Dodrio less of a menace too)


You do not have to incorporate both prompts, but it would be interesting if you do!

Rules to remember (Some are still in effect)

  1. Try to avoid suggesting obviously broken changes, or those that would make it unrealistic for this Pokemon to remain PU.
  2. Leave base stats and typing alone.
  3. Give a brief explanation of why this move / ability would logically be usable on said Pokemon.
  4. Don't bring up more than one or two new ideas per post.
  5. Think outside the box!

Weeks end on Fridays!
 
A few modest proposals to make Dodrio a certified PU mon:


Dodrio @ Flyinium Z
Jolly Nature
Ability: Defeatist
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Brave Bird
- Return
- Jump Kick

Dodrio already has a short lifespan with its weakness to SR and reliance on recoil moves. Problem is, it can often take out 3 or 4 mons before dying. Defeatist exacerbates these weaknesses while diminishing Dodrio's offensive capabilities. In particular, Dodrio now becomes far weaker to priority, as it can no longer OHKO mons like Lycanroc and Gurdurr after Defeatist is activated.

(Also, Defeatist fits flavor-wise because Dodrio's heads are always arguing with each other -- old heads will remember how Ash beat Dario in the Great Pokemon Race because Dodrio kept fighting with itself over food.)


Dodrio @ Normalium Z
Jolly Nature
Ability: Early Bird
EVs: 252 Atk / 4 Def / 252 Spe
- Swords Dance
- Drill Peck
- Double-Edge
- Jump Kick

A fairly straight-forward change that turns Dodrio into Super-Fearow; what if Dodrio didn't get Brave Bird? It can still hit like a truck with Double-Edge and has great coverage moves -- but a weaker flying STAB severely limits it, especially against bulky Ghosts like our new friend Jellicent. Most of these Ghosts can cripple Dodrio with Will-o-Wisp, and overall a less spammable STAB makes Dodrio much easier to play around.
 

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