Pendoraa
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- Base 112 Speed + 90 Atk + Swords Dance - Megahorn / EQ / SD / Something?
- Can also Baton Pass SD and Agility
- Screech and Pursuit, maybe?
- Swarm is probably the better ability, almost always. Quick Feet is better, but Pendoraa is immune to Poison, Burn and paralysis cripple it, freeze and sleep shut it down completely. Besides, it's fast enough.
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[Overview]
<p>Scolipede is the epitome of "regular". Bar its above-average Speed, it has no incredible advantages. Its movepool isn't bursting with variety. It doesn't possess amazing resistances. It can't smash through entire teams with brute force. It can only do a few things here and there. But just because it isn't amazing doesn't instantly make it useless. It is leagues above its family members Beedrill and Ariados for a few reasons. The first is that it has great natural Speed, so it is less likely to be taken out before it can land some hits on the foe, making it a much more effective attacker. The second is that it is also slightly bulkier, so it requires less support, thus it is more viable to use than Beedrill, who requires both paralysis and defensive support. Finally, it has access to Spikes and Toxic Spikes, allowing it to perform the role of a fast supporter instead of an attacker. Of course, the weakness to Stealth Rock that occurs courtesy of its Bug typing is far from enjoyable, but despite having major disadvantages coupled with the fact that it is outclassed at everything it can do, Scolipede makes a decent addition to a team that can benefit from the few niche advantages it brings.</p>
[SET]
name: Support
move 1: Spikes
move 2: Toxic Spikes
move 3: Megahorn
move 4: Rock Slide / Earthquake
item: Leftovers
nature: Jolly
ability: Poison Point
EVs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
<p>Scolipede is lucky enough to be granted both Spikes and Toxic Spikes in tandem. What separates Scolipede from most Spikers is the fact that it has great Speed, meaning that it can lay one layer of Toxic Spikes as the opponent switches, and instead of becoming Taunt bait, it can usually outspeed the opponent and get the second layer in before it's forced to attack. It's a similar story with Spikes, although those require a much less dangerous foe. It also isn't a slouch offensively, so Scolipede isn't left with nothing when it can't set up, and can actually hit many Taunt users such as Whimsicott and Virizion quite hard with Megahorn.</p>
[ADDITIONAL COMMENTS]
<p>The choice between Earthquake and Rock Slide depends on what you are expecting to run into more. Thundurus and Tornadus are a pair of Taunt users that carry Prankster, meaning if they switch in, Scolipede will not be using either Spiking move again. Heatran and Excadrill can prevent entry hazards by either Taunting or Rapid Spinning, respectively. Although Excadrill will outspeed and OHKO in Sandstorm, Earthquake will still OHKO both of them. A bulkier EV spread that uses maximum HP can be used, giving Scolipede more bulk, and thus an easier time setting up entry hazards, but the difference in power will mean that it is less of a threat to Taunt users.</p>
<p>This set doesn't really have any counters, as Scolipede won't attempt to KO anything with its attacks, but anything that is faster than Scolipede and can prevent it from setting up either by KOing it or Taunt serves as a decent check, as unless your switch-in is Weavile or something equally frail, it is likely to survive Megahorn. In terms of team support, defensively oriented Pokemon such as Calm Mind Reuniclus will prefer Toxic Spikes, as it makes breaking down the likes of Blissey easier, whereas offensive powerhouses such as Excadrill prefer Spikes, ensuring many key KOs. Heatran is one notable Pokemon, as it enjoys entry hazards on all sets, while Scolipede's Megahorn will impede Blissey, allowing Heatran a chance to take it down. Heatran can also nab a potential Flash Fire boost from Scolipede's common Fire-type weakness.</p>
[SET]
name: Swords Dance
move 1: Swords Dance
move 2: Megahorn
move 3: Earthquake
move 4: Baton Pass / Rock Slide
item: Life Orb
nature: Jolly
ability: Swarm
EVs: 252 Atk / 4 Def / 252 Spe
[SET COMMENTS]
<p>Scolipede has great Speed, decent Attack, and access to Swords Dance, as well as Baton Pass and STAB Megahorn. Scolipede can combine and utilize these features to perform the role of an attacker. Reaching 355 Speed and 558 Attack post-Swords Dance, Scolipede can be quite effective in striking down the opponent's Pokemon. With STAB Megahorn doing large amounts of damage, Earthquake makes for great coverage, hitting every type that resists Megahorn bar Flying and some Ghost-types. This set isn't terrible, it just isn't stellar.</p>
<p>Scolipede boasts few advantages against other Swords Dance users such as Scizor, but what little it offers should be capitalized on: Scolipede does not get wrecked by every Hidden Power Fire thrown at it, it can outspeed and KO the likes of Flygon, Latios, and Zoroark with its STAB move rather than relying on a weaker priority attack (though in Scizor's case, its priority is STAB), and possibly the biggest asset - it has the freedom in its moveslots to be able to use Baton Pass and give the boosts to another attacker. This set doesn't look all that powerful at first glance, but is actually surprising; Suicune, Swampert, Vaporeon, Donphan, and Bronzong all have a chance to be OHKOed by Megahorn, whereas Ferrothorn, Scrafty, and Hippowdon can be 2HKOed - things Scizor would die to be able to have a chance to do. </p>
[ADDITIONAL COMMENTS]
<p>Megahorn is always to be used over X-Scissor; Scolipede wants as much power as it can get. While it may seem odd that the 4 leftover EVs are in Defense as opposed to HP, Scolipede's base HP makes it so that with no investment, assuming Stealth Rock is not in play, Scolipede has 11 uses of Life Orb as opposed to 10. Scolipede doesn't have astronomical Attack, so in order to secure those OHKOes on Vaporeon and Donphan, Scolipede enjoys Spikes and Stealth Rock.</p>
<p>Despite sharing a Fire-type weakness, Forretress is a great teammate, thanks to its high Defense, it can easily take the common Earthquakes aimed at Scolipede. Forretress can also set up Stealth Rock or Spikes, aiding Scolipede's sweep. On top of this, Scolipede lures in many weaker special attackers planning to prey on Scolipede's weaker Special Defense, giving Forretress an easy switch on a weak, and possibly resisted, attack and a chance to set up. Forretress also carries Rapid Spin, so it is able to get rid of Stealth Rock and make Scolipede's life easer. Qwilfish is also recommended as it can use Explosion to give Scolipede an easy switch in. Baton Pass is the recommended option as Scolipede can then pass the Attack boosts on to a different sweeper on your team before it goes down for the count. Rock Slide is your best option against Pokemon such as Skarmory and Gengar, but it is unlikely you can damage them enough before they get rid of you. Skarmory and Forretress are amazing counters to Scolipede, being unfazed by practically anything Scolipede can throw at them. Basically anything with high Defense and a resistance to Megahorn can take out Scolipede, assuming it can also survive Earthquake.</p>
[Other Options]
<p>As said, Scolipede's movepool is far from varied. Screech combined with Pursuit can make for a pseudo-trapper set, as your opponent can either switch and get struck on their lowered Defense by a powered-up Pursuit, or risk staying in to KO Scolipede but getting whacked by the equivalent of a +2 Megahorn, making it easier for your revenge killer to nab that KO. Substitute can be effective on the Swords Dance set; if Scolipede uses Substitute as your opponent switches to a counter, that can either give Scolipede a free turn to use Swords Dance, or act as a predictional buffer against a strong attack or paralysis/burn. Repeated uses of Substitute also bring Scolipede's HP down to activate Swarm, making its Megahorn even stronger, but with the ubiquity of sandstorm and priority moves, Scolipede will not be lasting long if it goes down this route. Baton Pass, Swords Dance, and Agility can be used to aid the team, but Scolipede has a poor defensive typing, so it will usually be KOed before it can pass these boosts.</p>
[Checks and Counters]
<p>Skarmory, Forretress, and Cofagrigus take a pittance from any of Scolipede's attacks (bar maybe +6 Megahorn), and can either Whirlwind, Earthquake, or Will-O-Wisp, respectively. Volcarona and Chandelure must avoid Earthquake or Rock Slide, but otherwise can OHKO with a STAB Fire-type attack. A fast status user such as Thunder Wave Thundurus or Will-O-Wisp Sableye can shut Scolipede down before it can even attack. After being burned or paralyzed, Scolipede becomes simple to deal with. Just avoid its Swords Dance Megahorn and KOing it should be no problem.</p>
[Dream World]
<p>Scolipede already has high Speed, so boosting it would bear zero advantages. Speed is a non-linear scale, unlike Attack, so overkill on boosting does not make for a better attacker. On top of this, Scolipede is immune to Poison, and most of the other status conditions shut it down entirely, making Quick Feet almost worthless. The only saving grace is that Quick Feet nullifies paralysis, and so Scolipede can now take Thunder Wave from the likes of Thundurus without being seriously affected (bar the 25% full paralysis chance).</p>