AAA Runerigus [DONE]

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Isaiah

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UM/OM Leader
[SET]
name: Regenerator
move 1: Earthquake
move 2: Night Shade
move 3: Will-O-Wisp
move 4: Stealth Rock / Toxic Spikes
item: Leftovers / Rocky Helmet / Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Runerigus is a physical wall that checks several key threats with its great defensive typing and excels at setting entry hazards and spreading status. Regenerator gives Runerigus the longevity necessary to outlast Pokemon like Regenerator Garchomp and Pixilate Tapu Koko while ensuring that it can repeatedly switch into Terrakion. While Leftovers lets Runerigus avoid the 2HKO from Tapu Koko's Pixilate Facade, it can use Rocky Helmet to wear down opposing attackers or Heavy-Duty Boots to more reliably switch in through entry hazards. Earthquake and Night Shade give Runerigus virtually perfect coverage with the former being powerful enough to OHKO Terrakion and Tapu Koko and the latter giving consistent damage output versus targets such as Mandibuzz and Dauntless Shield Mew. Will-O-Wisp ensures that Runerigus is not setup fodder for the likes of Garchomp, Landorus-T, and Kommo-o and also cripples defensive switch-ins like Ferrothorn. Stealth Rock is the standard entry hazard of choice for most teams, but Toxic Spikes is also an option if a teammate is already carrying Stealth Rock.

Runerigus fits best on balance and stall teams that benefit from its defensive utility. Ferrothorn and Heatran are great partners that can form hazard-stacking cores with Runerigus. Runerigus struggles versus physically attacking Fire-types like Cinderace and Talonflame, so Primordial Sea Zapdos and Flash Fire Corviknight can serve as pivots into those threats. Cleric support from the likes of Blissey and Chansey keep Runerigus healthy for as long possible, and they also offer a solution to special attackers such as Tapu Lele and Azelf. If forgoing Heavy-Duty Boots, Tapu Fini and Corviknight can provide necessary Defog support, and Choice Scarf Tapu Fini can switch into physical Water-type attacks for Runerigus while threatening a Trick or Scald burn in return. Galarian Zapdos and Barraskewda are common physical attackers that either 2HKO or OHKO Runerigus, so teammates such as Rocky Helmet Tapu Fini and Dauntless Shield Mew can alleviate the offensive pressure while forming sturdy defensive cores with it.

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

Prankster Runerigus with Taunt, Destiny Bond, Stealth Rock, and Toxic Spikes makes the most of its utility on hyper offense structures, (RC) but is strictly used as a lead and gives up the durability of its Regenerator counterpart.

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

**Galarian Zapdos**: Galarian Zapdos is a physically attacking Fighting-type that Runerigus cannot comfortably switch into because of Brave Bird. Tough Claws lets Galarian Zapdos easily score a 2HKO with Brave Bird or Throat Chop, and Magic Guard Life Orb variants have a chance to 2HKO after moderate chip damage.

**Magic Guard Walls**: Magic Guard Blissey and Chansey are effectively immune to most of the moves Runerigus typically runs, so they can take advantage of its switch-ins to pivot into a threat.

**Physically attacking Fire-types**: As previously mentioned, Runerigus struggles to pressure Pokemon like Cinderace and Talonflame, since their sets are typically immune the effects of its status moves and entry hazards.

**Special Attackers**: Runerigus's natural special bulk does not save it from being KOed or forced to switch by powerful special attackers like Primordial Sea Zapdos, Tapu Lele, and Desolate Land Heatran.

[CREDITS]
- Written by: [[Isaiah, 375662]]
- Quality checked by: [[UT, 523866], [beauts, 484270]]
- Grammar checked by: [[Kris, 241023]]
 
Last edited:

UT

I chose this cyclone with you
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Appeals + C&C Lead
add remove conjecture
[SET]
name: Regenerator
move 1: Earthquake
move 2: Night Shade
move 3: Will-O-Wisp
move 4: Stealth Rock / Toxic Spikes
item: Leftovers / Rocky Helmet / Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Paragraph 1:
Runerigus fulfills its niche as is a physical wall with utility by combining its great defensive typing with the ability to spread hazards and status that checks several key threats with its great defensive typing and excels at setting entry hazards and spreading status. Regenerator gives Runerigus the longevity necessary to outlast Pokemon like Regenerator Garchomp and and Pixilate Tapu Koko while ensuring that it can repeatedly switch into Terrakion. While Leftovers avoids the 2HKO from Tapu Koko's Pixilate Facade, Runerigus is free to opt for a harder punish game with Rocky Helmet or Heavy-Duty Boots to avoid opposing hazard-stacking and preserve its health can use Rocky Helmet to wear down opposing attackers or Heavy-Duty Boots to more reliably switch in through entry hazards. Earthquake and Night Shade are the STAB Night Shade doesn't get STAB attacks of choice, giving Runerigus virtually perfect coverage with the former being powerful enough to OHKO Terrakion and Tapu Koko and the latter giving consistent damage output versus targets such as Mandibuzz and Dauntless Shield Mew. Will-O-Wisp ensures that Runerigus is not setup fodder for the likes of Garchomp, Landorus-T, and Kommo-o, while also crippling defensive switch-ins hyphen like Ferrothorn. Stealth Rock is the standard entry hazard of choice for most teams, but Toxic Spikes are also an option if a teammate is already carrying Stealth Rock. worth mentioning the poor synergy with Wisp? The EV spread maximizes physical bulk so that Runerigus can switch into physical attackers as often as possible. don't need to explain max/max evs

Paragraph 2:

Runerigus fits best on balance or and stall teams that benefit from its utility. Ferrothorn and Heatran are great partners who can form hazard-stacking cores with Runerigus and set up layers of multiple types of entry hazards. Runerigus struggles versus physically attacking Fire-types like Cinderace and Talonflame, so Primordial Sea Zapdos Flash Fire Corviknight can serve as pivots into those threats. Cleric support from the likes of Blissey or and Chansey can keep Runerigus healthy for as long possible, and also offer a solution to special attackers. If forgoing Heavy-Duty Boots, Tapu Fini and Corviknight can give hazard control support in defog provide Defog support, and Choice Scarf Tapu Fini can switch into physical Water-type attacks for Runerigus while threatening a Trick or Scald burn in return. I would mention Zap-G and any other physical attackers it does not handle, and what can handle them. Maybe Rapid Spinners to not remove its own hazards? Also 1-2 good specially defensive teammates since it does not threaten them well

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

Prankster Runerigus with Taunt, Destiny Bond, Stealth Rock, and Toxic Spikes makes the most of its utility on hyper offense structures, but is typically used as a lead and gives up the durability of its Regenerator counterpart.

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

**Galarian Zapdos**: Galarian Zapdos is a Phyically physically attacking Fighting-type that Runerigus cannot comfortably switch into because of Brave Bird. Tough Claws easily scores a 2HKO with Brave Bird or Throat Chop, and Magic Guard Life Orb has a chance to 2HKO after moderate chip damage.

**Magic Guard Blobs Walls**: Magic Guard Blissey and Chansey are immune to effectively three out of four of the moves Runerigus typically runs, so they can take advantage of its switch-ins hyphen to Teleport pivot into a threat.

probably mention physical physical fires here, especially since they are usually MG or boots too and do not care about TSpikes

[CREDITS]
- Written by: [[Isaiah, 375662]]
- Quality checked by: [[UT, 523866], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

QC 1/2! Nice job. what the hell is this mon and where did it come from

 

hayedenn

forgotten me already?
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add remove conjecture other

[SET]
name: Regenerator
move 1: Earthquake
move 2: Night Shade
move 3: Will-O-Wisp
move 4: Stealth Rock / Toxic Spikes
item: Leftovers / Rocky Helmet / Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Runerigus is a physical wall that checks several key threats with its great defensive typing and excels at setting entry hazards and spreading status. Regenerator gives Runerigus the longevity necessary to outlast Pokemon like Regenerator Garchomp and and Pixilate Tapu Koko while ensuring that it can repeatedly switch into Terrakion. While Leftovers avoids the 2HKO from Tapu Koko's Pixilate Facade, Runerigus can use Rocky Helmet to wear down opposing attackers or Heavy-Duty Boots to more reliably switch in through entry hazards. Earthquake and Night Shade are the attacks of choice, giving Runerigus virtually perfect coverage with the former being powerful enough to OHKO Terrakion and Tapu Koko and the latter giving consistent damage output versus targets such as Mandibuzz and Dauntless Shield Mew. Will-O-Wisp ensures that Runerigus is not setup fodder for the likes of Garchomp, Landorus-T, and Kommo-o, while also crippling defensive switch-ins like Ferrothorn. Stealth Rock is the standard entry hazard of choice for most teams. (RP), (AC) but Toxic Spikes are also an option if a teammate is already carrying Stealth Rock,(RC).(AP) but they have poor synergy with trying to burn targets using Will-O-Wisp. fwiw the two targets u mentioned wisping r immune to toxic spikes so i mean....they don't really have that bad of synergy

Runerigus fits best on balance and stall teams that benefit from its utility maybe me specific with the utility, like "that benefit from its defensive utility" or "ability to fit x/y/z in one slot". Ferrothorn and Heatran are great partners who can form hazard-stacking cores with Runerigus [ and set up multiple types of entry hazards ] be specific with the hazards u mention or the bracketed area is kinda just redundant. Runerigus struggles versus physically attacking Fire-types like Cinderace and Talonflame, so Primordial Sea Zapdos and Flash Fire Corviknight can serve as pivots into those threats. Cleric support from the likes of Blissey and Chansey can keep Runerigus healthy for as long possible due to its susceptibility to Toxic and Will-o-Wisp, and also offer a solution to special attackers such as Tapu Lele and idk just mention 2-3 here. If forgoing Heavy-Duty Boots, Tapu Fini and Corviknight can provide necessary Defog support, and Choice Scarf Tapu Fini can switch into physical Water-type attacks for Runerigus while threatening a Trick or Scald burn in return. Galarian Zapdos and Barraskewda are common physical attackers that either 2HKO or OHKO Runerigus, so teammates such as Rocky Helmet Tapu Fini and Dauntless Shield Mew can alleviate the offensive pressure while forming sturdy defensive cores with it. Lastly, specially defensive support from Blissey and Chansey prevents Runerigus from giving opposing special attackers opportunities to take advantage of it. didn't u mention this above


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

Prankster Runerigus with Taunt, Destiny Bond, Stealth Rock, and Toxic Spikes makes the most of its utility on hyper offense structures, but is typically its strictly used as a lead and gives up the durability of its Regenerator counterpart.

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

**Galarian Zapdos**: Galarian Zapdos is a physically attacking Fighting-type that Runerigus cannot comfortably switch into because of Brave Bird. Tough Claws easily scores a 2HKO with Brave Bird or Throat Chop, and Magic Guard Life Orb has a chance to 2HKO after moderate chip damage.

**Magic Guard Walls**: Magic Guard Blissey and Chansey are immune to effectively three out of four of the moves Runerigus typically runs, so they can take advantage of its switch-ins to pivot into a threat.

**Physically attacking Fire-types**: As previously mentioned, Runerigus struggles to pressure Pokemon like Cinderace and Talonflame since their sets are typically immune the effects of its status moves and entry hazards.

**Special Attackers**: ur forced out by lele/primsea special attackers/blah blah u know what i mean

[CREDITS]
- Written by: [[Isaiah, 375662]]
- Quality checked by: [[UT, 523866], [beauts, 484270]]
- Grammar checked by: [[username1, userid1]]
2/2
 

dhelmise

banend doosre
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[SET]
name: Regenerator
move 1: Earthquake
move 2: Night Shade
move 3: Will-O-Wisp
move 4: Stealth Rock / Toxic Spikes
item: Leftovers / Rocky Helmet / Heavy-Duty Boots
ability: Regenerator
nature: Impish
evs: 248 HP / 252 Def / 8 SpD

[SET COMMENTS]
Runerigus is a physical wall that checks several key threats with its great defensive typing and excels at setting entry hazards and spreading status. Regenerator gives Runerigus the longevity necessary to outlast Pokemon like Regenerator Garchomp and Pixilate Tapu Koko while ensuring that it can repeatedly switch into Terrakion. While Leftovers lets Runerigus avoids the 2HKO from Tapu Koko's Pixilate Facade, Runerigusit can use Rocky Helmet to wear down opposing attackers or Heavy-Duty Boots to more reliably switch in through entry hazards. Earthquake and Night Shade are the attacks of choice, givinggive (fluff but subjective) Runerigus virtually perfect coverage with the former being powerful enough to OHKO Terrakion and Tapu Koko and the latter giving consistent damage output versus targets such as Mandibuzz and Dauntless Shield Mew. Will-O-Wisp ensures that Runerigus is not setup fodder for the likes of Garchomp, Landorus-T, and Kommo-o, while also crippling (RC) and also cripples defensive switch-ins like Ferrothorn. Stealth Rock is the standard entry hazard of choice for most teams, but Toxic Spikes areis also an option if a teammate is already carrying Stealth Rock.

Runerigus fits best on balance and stall teams that benefit from its defensive utility. Ferrothorn and Heatran are great partners whothat can form hazard-stacking cores with Runerigus. Runerigus struggles versus physically attacking Fire-types like Cinderace and Talonflame, so Primordial Sea Zapdos and Flash Fire Corviknight can serve as pivots into those threats. Cleric support from the likes of Blissey and Chansey keep Runerigus healthy for as long possible, and they also offer a solution to special attackers such as Tapu Lele and Azelf. If forgoing Heavy-Duty Boots, Tapu Fini and Corviknight can provide necessary Defog support, and Choice Scarf Tapu Fini can switch into physical Water-type attacks for Runerigus while threatening a Trick or Scald burn in return. Galarian Zapdos and Barraskewda are common physical attackers that either 2HKO or OHKO Runerigus, so teammates such as Rocky Helmet Tapu Fini and Dauntless Shield Mew can alleviate the offensive pressure while forming sturdy defensive cores with it.

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

Prankster Runerigus with Taunt, Destiny Bond, Stealth Rock, and Toxic Spikes makes the most of its utility on hyper offense structures, (RC) but is strictly used as a lead and gives up the durability of its Regenerator counterpart.

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

**Galarian Zapdos**: Galarian Zapdos is a physically attacking Fighting-type that Runerigus cannot comfortably switch into because of Brave Bird. Tough Claws lets Galarian Zapdos easily scores a 2HKO with Brave Bird or Throat Chop, and Magic Guard Life Orb hasvariants have a chance to 2HKO after moderate chip damage.

**Magic Guard Walls**: Magic Guard Blissey and Chansey are immune to effectively three out of foureffectively immune to most of the moves Runerigus typically runs, so they can take advantage of its switch-ins to pivot into a threat.

**Physically attacking Fire-types**: As previously mentioned, Runerigus struggles to pressure Pokemon like Cinderace and Talonflame, (AC) since their sets are typically immune the effects of its status moves and entry hazards.

**Special Attackers**: Runerigus's natural special bulk does not save it from being KOed or forced to switch by powerful special attackers like Primordial Sea Zapdos, Tapu Lele, and Desolate Land Heatran.
GP 1/1

GP Team DONE
 
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