Scolipede (Revamp)


speedy bug is speedy
http://www.smogon.com/forums/threads/scolipede.3511712/
http://www.smogon.com/forums/threads/scolipede-offensive.3506180/

QC: The DragonKnight / AM / Trinitrotoluene
GP: The Dutch Plumberjack / antemortem

[OVERVIEW]
Scolipede's claim to fame lies within its amazing ability, Speed Boost. Thanks to its ability to quickly gather boosts, Scolipede is one of the premier Baton Passers in the OU tier. It also boasts a threatening offensive set and can be used as an entry hazard setting lead as well, as it has access to both Spikes and Toxic Spikes. Scolipede's flaws stem from its otherwise mediocre stats, as nothing outside of its Speed is particularly noteworthy. Additionally, it is easily worn down due to its vulnerability to almost every sort of residual damage.


[SET]
name: QuickPass
move 1: Protect
move 2: Substitute
move 3: Baton Pass
move 4: Swords Dance / Iron Defense
item: Mental Herb / Black Sludge
ability: Speed Boost
nature: Timid
evs: 248 HP / 20 Def / 240 Spe

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

Protect and Substitute help Scolipede stall turns in order to gain Speed boosts. Protect allows Scolipede to steal turns from faster Pokemon, allowing it to outpace them next turn, while Substitute buffers Scolipede from status and attacks from slower Pokemon. Baton Pass allows Scolipede to pass all of its accumulated buffs to a teammate. The choice between Swords Dance and Iron Defense depends on what kind of Pokemon you intend to pass to. Physical attackers appreciate the attack boost granted by Swords Dance, while special attackers and setup sweepers enjoy the additional bulk and protection from revenge killing that Iron Defense provides.

Set Details
========

Mental Herb allows Scolipede to ignore Encore or Taunt once, which allows it to set up on Pokemon such as Mew or escape from priority Taunts from Thundurus or Whimsicott. Alternatively, Black Sludge grants Scolipede a form of recovery, increasing its survivability and giving it a greater chance of being able to set up multiple times throughout a match. The EV spread allows Scolipede to outspeed Pokemon with a base 110 Speed and a positive nature, while the remaining EVs are placed in its HP in order to maximize its bulk. While using Iron Defense, a set with max HP and Defense, along with a Bold nature, can be used to greatly increase Scolipede’s bulk, allowing it to take hits such as Mega Charizard X's Flare Blitz after an Iron Defense. Be wary of fast Pokemon such as Mega Lopunny and Mega Alakazam, which can outrun Scolipede at +1 and deal significant damage, Encore it, or Taunt it. Choice Scarf users such as Latios and Jirachi can also outspeed and threaten Scolipede with a Psychic move or Trick.

Usage Tips
========

Scolipede's purpose is to pass boosts to teammates, allowing the recipient to sweep the opposing team. As with any other setup Pokemon, make sure that the intended recipient's checks and counters have been sufficiently weakened before attempting to set up for a sweep. Alternating between Protect and Substitute will allow Scolipede to set up on just about any Pokemon. However, it's best to try setting up on a passive Pokemon, such as Chansey or Ferrothorn without Gyro Ball, that can allow Scolipede to keep its Substitutes up and use Swords Dance or Iron Defense. Once Scolipede has gained enough boosts and it is safe to do so, Baton Pass into the recipient. Ideally, you want to minimize the amount of damage Scolipede needs to take before and during setup. Try to keep the field free of entry hazards, and avoid switching Scolipede into attacks or status moves if possible.

Team Options
========

Scolipede needs to be paired with a recipient in order to take full advantage of its boosting capabilities. Swords Dance synergizes well with powerful physical attackers, such as Mega Charizard X, Garchomp, and Gyarados. Iron Defense is preferable if the recipient is a special attacker, such as Mega Diancie or Mega Gardevoir. Iron Defense also works to help setup sweepers such as Calm Mind Espeon, Tail Glow Manaphy, Swords Dance Terrakion, and Swords Dance Diggersby get their own boosts. Dual screen support makes setting up far easier, so Azelf makes for an excellent teammate. In a similar vein, Memento support from Latios or Whimsicott can allow Scolipede to take advantage of an foe’s weakened offenses.

[SET]
name: Offensive
move 1: Megahorn
move 2: Aqua Tail / Earthquake
move 3: Poison Jab / Rock Slide
move 4: Protect / Swords Dance / Baton Pass
item: Life Orb
ability: Speed Boost
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 29 HP

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

Megahorn is Scolipede's most powerful STAB attack. Aqua Tail provides coverage on most bulky Ground-types such as Landorus-T and Hippowdon, while providing excellent neutral coverage in conjunction with Megahorn. Earthquake provides a guaranteed OHKO on Heatran and maintains good coverage. Poison Jab provides a reliable secondary STAB move and provides coverage on Fairy-types such as Azumarill and Clefable. Rock Slide allows you to hit Flying-types such as Talonflame and Thundurus as they switch in. Protect allows Scolipede to waste a turn in order to allow Speed boost to activate, saving it from being hit by faster threats before it can gain Speed. Swords Dance allows Scolipede to boost its Attack. When using Swords Dance, run Poison Jab and Aqua Tail alongside Megahorn for maximum coverage. Finally, Baton Pass allows Scolipede to pass its Speed boosts to a teammate.

Set Details
========

An Adamant nature and maximum Attack investment allows Scolipede to hit as hard as possible, while maximum Speed investment allows it to outrun neutral base 100s without a boost and the entire unboosted metagame after a boost. A Jolly nature outruns positive-natured base 110s before a boost, while also managing to outrun Kabutops and Kingdra in the rain after one. However, the loss in power is significant, as Scolipede greatly appreciates the boost in power that an Adamant nature brings. Swords Dance is recommended on sets using Jolly, as it can alleviate the power loss from not running an Adamant nature. Additionally, sets running Swords Dance won't have space to use Protect as well, which means you'll want Scolipede to be as fast as possible before boosting. A Life Orb helps Scolipede hit harder than it would normally be able to. An HP IV of 29 minimizes the amount of damage Scolipede takes from Life Orb, giving it greater longevity.

Usage Tips
========

This set excels at cleaning up weakened teams, thanks to its incredible Speed. It's important that before Scolipede is sent out, its checks and counters have been dealt with appropriately, with revenge killers out of the way and defensive checks sufficiently weakened. Avoid sending Scolipede out before this is done, as this protects it from being worn down before it can sweep.

Team Options
========

Scolipede needs its checks and counters sufficiently weakened before it can sweep, so Pokemon that can wear them down and pressure them, such as Keldeo, Crawdaunt, and Azumarill, make for excellent partners. Scolipede also appreciates residual damage wearing out the opposing team, so entry hazard support is important. Landorus-T, Garchomp, and Tyranitar all make good partners, as they make for effective users of Stealth Rock. Given Scolipede's weakness to entry hazards, a method of removal is also an excellent idea. Excadrill and Starmie can Rapid Spin entry hazards away while maintaining an offensive presence. Latias is able to Defog and can also use Healing Wish in order to allow Scolipede to play more aggressively during the early-game. Scolipede's Speed boosting abilities allow it to avoid most forms of revenge killing, but it is still susceptible to priority attacks, particularly Bisharp's Sucker Punch and Talonflame's Brave Bird. Pokemon that can manage them, such as Hippowdon and Rotom-W, make for excellent teammates.

[SET]
name: Spiker Lead
move 1: Spikes
move 2: Toxic Spikes
move 3: Endeavor
move 4: Megahorn / Pin Missile
item: Focus Sash
ability: Speed Boost
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

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

Spikes and Toxic Spikes serve the same purpose; to help break down the opposing team as quickly as possible. Endeavor serves to set an opponent down to a single hit point after taking a hit, as thanks to Speed Boost and Scolipede's uninvested defenses, you'll be able to outrun nearly everything and severely weaken an opponent. Megahorn is easily Scolipede's strongest STAB move, but Pin Missile is able to break through Substitutes and Focus Sashes, notably having a 50% chance to OHKO lead Azelf sets. Poison Jab is another option that both provides STAB and gives Scolipede the ability to threaten Mega Diancie, which can otherwise wall Scolipede and prevent it from setting up hazards. Baton Pass is another option to consider, as it allows Scolipede to pass any accumulated Speed boosts to a teammate.

Set Details
========

Maximum Speed investment allows Scolipede to outrun and set up on as many threats as possible, while the rest is put into Attack in order to hit things as hard as possible. The defensive stats are minimized in order to take as much damage as possible, allowing Scolipede to reliably weaken opponents with Endeavor after being brought down to 1 HP thanks to Focus Sash.

Usage Tips
========

Typically, Scolipede will want to lead off against an opposing team in order to get up entry hazards early and prevent its Focus Sash from being broken by opposing entry hazards. Prioritize which kind of spikes you want to set up first based on the opposing team. If there are certain Pokemon that need to be weakened in order to accomplish your win condition, pick the spikes that affect them the most. This set is prone to being Taunted or having its entry hazards bounced back by Magic Bouncers, so avoid trying to set up in front of common users of Taunt.

Team Options
========

This particular Scolipede set functions best on offensive teams, where the heavy entry hazard support helps out in breaking down opposing defensive cores. Partners that can defeat Mega Sableye and Mega Diancie are neccessary, as they prevent Scolipede from doing its job. Talonflame, Mega Gardevoir, and Sylveon are able to deal with Mega Sableye, while Mega Diancie struggles with Scizor, Mega Metagross, and Assault Vest Azumarill. Defiant users such as Bisharp and Thundurus can punish opponents for using Defog to clear the spikes away, while Gengar and Mega Sableye are both able to block attempts to use Rapid Spin to remove them.

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

Substitute can be used on the offensive set to dodge status, stall for Speed Boosts, or prevent attempts to revenge kill, but thanks to a vulnerability to most residual damage and Life Orb recoil, Scolipede usually can't afford to sacrifice more health than it needs to.


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

**Talonflame and Mega Pinsir**: Thanks to their access to powerful super effective priority, Talonflame and Mega Pinsir are able to revenge kill Scolipede regardless of how many Speed Boosts it has.

**Physically Defensive Pokemon**: The offensive set is unable to break through most physically defensive walls, such as Mega Scizor, Hippowdon, and Skarmory. These Pokemon are able to set up on or KO Scolipede at their leisure.

**Phazers**: Users of Whirlwind or Roar, such as Skarmory and Hippowdon, are able to force QuickPass Scolipede out through Substitute and Protect, preventing it from successfully passing its boosts to a teammate. This also forces Scolipede to take additional entry hazard damage if it is forced in early in the game.

**Magic Bounce**: Mega Diancie and Mega Sableye are both able to bounce the lead set's entry hazards onto Scolipede's side of the field, rendering it useless.

**Taunt users**: Fast Taunt users such as Tornadus-T, Mega Alakazam, and Azelf can prevent the lead set from setting any entry hazards. Additionally, if the QuickPass set lacks its Mental Herb, a priority Taunt from Thundurus can stop Scolipede in its tracks.

**Ground-types**: Garchomp, Landorus-T, and Gliscor can take a few hits from Scolipede and force it out.

**Status**: Scolipede's amazing Speed is completely ruined by paralysis. Additionally, a burn ruins any sort of offensive presense Scolipede may have and wears it out very quickly.

**Residual Damage**: Outside of poison, Scolipede is affected by every form of residual damage. This makes it very easy to wear out over the length of a match.

**Faster Pokemon**: Pokemon faster than Scolipede, such as Raikou, Tornadus-T, Mega Lopunny, and Mega Alakazam, can put a serious dent in it if they can get inside before Scolipede gets Speed boosts. When not running a nature that increases Speed, Choice Scarf Pokemon, such as Latios and Keldeo, are able to outrun Scolipede even after a boost.
 
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kumiko

formerly TDK
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re: Offensive

Aqua Tail should be the first slash. Earthquake only hits Mega Metagross and Jirachi, whereas Aqua Tail hits Landorus-T, Gliscor, Lando-I. Earthquake fails to OHKO Jirachi nor MegaGross, while it only does 8.6% more to MegaGross than Megahorn does. Megahorn 2HKOs any variant of Jirachi and MegaGross. Aqua Tail gives you better coverage, at the price of forcing you to use Megahorn vs Steel / Psychic types and a OHKO to a 2HKO on Heatran. Mention how SD variants should be SD / Megahorn / Poison Jab / Aqua Tail. Protect / Baton Pass can run either move or coverage and be fine.

I think the EV Spread should just be 252 / 252 w/ 29 IVs in HP. Life Orb number > meaningless bulk. Just dropping the IVs to 29 is better than dropping some speed EVs and letting Scarf KyuB outpace you at +1.

---

re: Spiker Lead

Mention Baton Pass in Set Details. Passing speed boosts can be v helpful and gives Scolipede more utility. Also remove Poison Jab from the last slash and put Pin Missile there instead. Mention Poison Jab in set details as a way to hit Diancie though, some builds may appreciate luring it.

qc 1/3 after you implement this n_n
 
That should be everything, thanks!

Edit at -Clone-: Whoops, that was a mistake. Thanks for the catch
 
Last edited:

Clone

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I'm not getting the HP investment in the spiker lead. One of its main selling points is sash endeavor, and hp investment pretty much contradicts that. Imo move the hp EVs to attack because mega horn is actually really powerful when invested.
 
  • Needs physical walls gone, bulky Ground and Steel types in particular. Mega Cross, Gyarados, Azumarill, and other powerful wallbreakers can help to crack open defensive cores
I would not consider Gyarados to be a "powerful" wallbreaker, especially since it only really breaks Hippowdon and Landorus-T for Scolipede. Mega Heracross shares too many common weaknesses with Scolipede, and while it can break through Scolipede's checks, they are not going to fit very well on a team. Replace Mega Heracross with Crawdaunt, who runs over Hippowdon, Landorus-T, Ferrothorn, and Skarmory quite easily.
 
I would not consider Gyarados to be a "powerful" wallbreaker, especially since it only really breaks Hippowdon and Landorus-T for Scolipede. Mega Heracross shares too many common weaknesses with Scolipede, and while it can break through Scolipede's checks, they are not going to fit very well on a team. Replace Mega Heracross with Crawdaunt, who runs over Hippowdon, Landorus-T, Ferrothorn, and Skarmory quite easily.
Done. I replaced Gyarados with Keldeo as well.
 
Heyo Tressed, Scolipede specialist here. I would like to suggest an alternate EV spread for ID quick pass scolipede:

EVs: 248 HP / 252 Def / 8 Spe
Bold Nature

Basically, as a defense booster, Scolipede benefits disproportionally from defense investment (think eviolite chansey here). By putting a large amount of investment in physical bulk, scolipede can abuse his lightning fast IDs to obtain ludicrous bulk, making him capable of outboosting most setup sweepers. Here's some calcs I like to throw around:

+0 calcs
252+ Atk Choice Band Dragonite Outrage vs. 248 HP / 252+ Def Scolipede: 256-303 (79.2 - 93.8%) -- guaranteed 2HKO
252 Atk Garchomp Stone Edge vs. 248 HP / 252+ Def Scolipede: 170-202 (52.6 - 62.5%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Crunch vs. 248 HP / 252+ Def Scolipede: 127-151 (39.3 - 46.7%) -- guaranteed 3HKO
252 Atk Landorus-T Stone Edge vs. 248 HP / 252+ Def Scolipede: 184-218 (56.9 - 67.4%) -- guaranteed 2HKO

+2 calcs
252+ Atk Choice Band Talonflame Brave Bird vs. +2 248 HP / 252+ Def Scolipede: 186-218 (57.5 - 67.4%) -- guaranteed 2HKO
252 Atk Aerilate Mega Pinsir Return vs. +2 248 HP / 252+ Def Scolipede: 194-230 (60 - 71.2%) -- guaranteed 2HKO
252 Atk Aerilate Mega Pinsir Quick Attack vs. +2 248 HP / 252+ Def Scolipede: 78-92 (24.1 - 28.4%) -- 92.6% chance to 4HKO
252+ Atk Tough Claws Mega Charizard X Flare Blitz vs. +2 248 HP / 252+ Def Scolipede: 224-266 (69.3 - 82.3%) -- guaranteed 2HKO

and just for fun
252 Atk Life Orb Arceus Extreme Speed vs. 248 HP / 252+ Def Scolipede: 125-148 (38.6 - 45.8%) -- guaranteed 3HKO
252+ Atk Choice Band Ho-Oh Brave Bird vs. +2 248 HP / 252+ Def Scolipede: 252-296 (78 - 91.6%) -- guaranteed 2HKO
+1 252 Atk Aerilate Mega Salamence Return vs. +2 248 HP / 252+ Def Scolipede: 276-326 (85.4 - 100.9%) -- 6.3% chance to OHKO

So yeah, the bulk difference is huge and makes a massive difference in what scoli can and cannot setup in front of, much more then speed could ever hope to imo. If you combo this with screens support from the lati twins or azelf, you can make it even more difficult for your opponent to even force scolipede out, let alone actually stop him from passing boosts.

Anyway, just a thought from an experienced scoli user, lemme know if you have questions.

*edit*

lastly, a smartly played scolipede can BP more then once even without black sludge. As long as prankster taunt is a thing, mental herb is pretty much mandatory.
 

Trinitrotoluene

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hey, i've been messing around with scolipede recently, so i have a few quick comments. for the quickpass set, since you've already mentioned that you're using a timid nature because there are no attacks on it, you might as well go all the way and mention the benefits of having 0 attack ivs (reduced foul play + confusion damage) in the set details. granted, this suggestion is situational, but there literally are no downsides to implementing this suggestion into the quickpass set.

this will probably be a bit controversial, but i think that jolly warrants a mention in the set details part of the offensive scolipede set because it gives scolipede a few minor perks. granted, scolipede does lose quite a bit of power from making this change, but in return, you get the ability to outrun unboosted max speed latios (i didn't mention thundurus because it commonly runs thunder wave, making scolipede's ability to outrun thundurus a moot point at best) and everything below. after one speed boost, scolipede outpaces common rain sweepers such as kabutops and kingdra, which may be worth it for certain teams that need the ability to revenge kill latios and the aforementioned swift swimmers without having to waste a turn. these perks are a bit minor, so i don't think a jolly nature deserves a main slash on the set just yet. a mention of it in the details should suffice.

one more thing: since endeavor currently is a main option on the spiker lead set, three quick changes i'd like to see happen are a nature change from jolly to hasty, the removal of all defense evs on the lead set, and the additional mention of 0 hp / 0 def / 0 spdef ivs. all three of these suggestions are there to minimize scolipede's bulk and quickly trigger endeavor.
 
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Okay, think that covers everything. I added a mention of WebBowser's investments in regards to Iron Defense, including some of the more common Taunters that now outspeed you (not sure how relevant that is given the mental herb, but better safe than sorry)
 
I honestly don't think that being outsped by taunters at +0 speed is a big deal. If you're at +0 speed, then you haven't accumulated any boosts yet. If you haven't gotten any boosts yet, BPing to escape a taunter is kind of pointless when hard swapping will do pretty much the same thing (you can even swap into espeon to taunt the taunter if it's that painfully obvious).

More relevant is the stuff that outspeeds 8 speed scolipede at +1, which includes base 130+ speed mons like Aerodactyl and M-Lop (especially relevant due to taunt and encore respectively) and most scarfers, most relevantly max speed scarf rotom.
 
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I honestly don't think that being outsped by taunters at +0 speed is a big deal. If you're at +0 speed, then you haven't accumulated any boosts yet. If you haven't gotten any boosts yet, BPing to escape a taunter is kind of pointless when hard swapping will do pretty much the same thing (you can even swap into espeon to taunt the taunter if it's that painfully obvious).

More relevant is the stuff that outspeeds 8 speed scolipede at +1, which includes base 130+ speed mons like Aerodactyl and M-Lop (especially relevant due to taunt and encore respectively) and most scarfers, most relevantly max speed scarf rotom.
True. Also took the liberty of adding MegaZam to the Taunt and Encore section, seeing as it can use either one pretty effectively. Uncertain about Wash, Scarf Rotom-W is a pretty dated set, though I did mention Rachi since that's still a thing

Also thanks for bringing up Espeon, I have no idea how I managed to miss something like that -.- Added to teammates on the ID set
 
Excellent writing Tressed. My only real complaint is that you seem to imply that only special attackers appreciate the bulk from ID passes. This is simply false, quite literally any pokemon, especially setup sweepers, appreciates more bulk.

The choice between SD and ID is more complicated then simply "physical vs. special". If the recipient has any kind of setup move like SD or CM, ID is better to make it easier to setup. If the recipient is a physical attacker that lacks setup moves and doesn't have enough power to KO the entire tier on it's own (like most wallbreakers for example), then SD is the better choice. The main thing ID does is that it makes the recipient almost immune to priority, which when combined with the speed boost makes the recipient nigh unrevengable. Here's an example of what additional bulk has to offer to a physical setup sweeper:

http://replay.pokemonshowdown.com/ou-154743623
 
Excellent writing Tressed. My only real complaint is that you seem to imply that only special attackers appreciate the bulk from ID passes. This is simply false, quite literally any pokemon, especially setup sweepers, appreciates more bulk.

The choice between SD and ID is more complicated then simply "physical vs. special". If the recipient has any kind of setup move like SD or CM, ID is better to make it easier to setup. If the recipient is a physical attacker that lacks setup moves and doesn't have enough power to KO the entire tier on it's own (like most wallbreakers for example), then SD is the better choice. The main thing ID does is that it makes the recipient almost immune to priority, which when combined with the speed boost makes the recipient nigh unrevengable. Here's an example of what additional bulk has to offer to a physical setup sweeper:

http://replay.pokemonshowdown.com/ou-154743623
Whoops, thanks for catching that. Hopefully it's a bit clearer now.
 

Trinitrotoluene

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give jolly nature a slash on the offensive set and mention in set details that if you're running swords dance, jolly is nice to have because it ensures that +spe base 110s don't outspeed scolipede. this is important because swords dance is typically not run alongside protect and you'll need as much speed as possible when using swords dance.

consider this qc approved 3/3 once this is done.
 

Lumari

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Overview
#######

[OVERVIEW]
Scolipede’s Scolipede's (you can set Word to change the curly apostrophes to straight ones, there's a guide here) claim to fame lies within its amazing ability, Speed Boost. Thanks to its ability to quickly gather boosts, Scolipede is one of the premier Baton Passers in the OU tier. It also boasts a threatening offensive set and can be used as a hazard lead as well, as it has access to both Spikes and Toxic Spikes. Scolipede’s Scolipede's flaws stem from its otherwise mediocre stats, as nothing outside of its Speed is particularly noteworthy. Additionally, it is easily worn down due to its vulnerability to almost every sort of residual damage.


QuickPass
########

[SET]
name: QuickPass
move 1: Protect
move 2: Substitute
move 3: Baton Pass
move 4: Swords Dance / Iron Defense
ability: Speed Boost
item: Mental Herb / Black Sludge
ability: Speed Boost
nature: Timid

evs: 248 HP / 20 Def / 240 Spe
nature: Timid
ivs: 0 Atk (standard for anything that doesn't run physical moves)


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

Protect and Substitute help Scolipede stall turns in order to gain Speed boosts. Protect allows Scolipede to steal turns from faster Pokemon, allowing it to outpace them next turn, while Substitute buffers Scolipede from status and attacks from slower Pokemon. Baton Pass allows Scolipede to pass all of its accumulated buffs to a teammate. The choice between Swords Dance and Iron Defense depends on what kind of Pokemon you intend to pass to. Physical attackers appreciate the attack boost granted by Swords Dance, while special attackers and set up setup sweepers enjoy the additional bulk and protection from revenge killing that Iron Defense provides.

Set Details
========

Mental Herb allows Scolipede to ignore Encore or Taunt once, which allows it to set up on users Pokemon (idk, I'd want to change 'users' to 'Taunt or Encore users' for clarity, and then this just sounds a lot better) such as Mew (RC) or escape from priority Taunts from Thundurus or Whimsicott. Alternatively, Black Sludge grants Scolipede a form of recovery, increasing its survivability and giving it a greater chance of being able to set up several multiple times throughout a match. The EV spread allows Scolipede to outspeed Pokemon with a base 110 Speed and a positive nature, while the remaining EVs are placed in its HP in order to maximize its bulk. A Timid nature and 0 Attack IVs minimizes the damage taken from confusion and Foul Play. (standard for special attackers, no need to explicitly mention it) While using Iron Defense, a set with max HP and Defense, along with a Bold nature, can be used to greatly (remove line break) increase Scolipede’s bulk, allowing it to take hits such as Mega Charizard X’s X's Flare Blitz after an Iron Defense. Be wary of fast Pokemon such as Mega Lopunny and Mega Alakazam, who which can now outrun Scolipede at +1 and deal significant damage, or Encore it, and or Taunt it. Scarfers Choice Scarf users such as Latios and Jirachi can also outspeed and threaten Scolipede with a Psychic move or Trick it a Scarf.

Usage Tips
========

Scolipede’s Scolipede's purpose is to pass boosts to teammates, allowing the recipient to sweep the opposing team. As with any other setup Pokemon, make sure that the intended recipient’s recipient's checks and counters have been sufficiently weakened before attempting to set up for a sweep. Alternating between Protect and Substitute will allow you Scolipede to set up on just about any Pokemon. However, it’s it's best to try setting up on a passive Pokemon, such as Chansey or Ferrothorn without Gyro Ball, that can allow you Scolipede to keep your its Substitutes up and use Swords Dance or Iron Defense. Once you’ve Scolipede has gained enough boosts and it is safe to do so, Baton Pass into the recipient. Ideally, you want to minimize the amount of damage Scolipede needs to take before and during set up setup. Try to keep the field free of entry hazards, and avoid switching Scolipede into attacks or status moves if possible.

Team Support Options
========

Scolipede needs to be paired with a recipient in order to take full advantage of its boosting capabilities. Swords Dance synergizes well with powerful physical attackers, such as Mega Charizard X, Garchomp, or and Gyarados. Iron Defense is preferable if the recipient is a special attacker, such as Mega Diancie or Mega Gardevoir. Iron Defense also works to help set up setup sweepers get their own boosts, such as Calm Mind Espeon, Tail Glow Manaphy, Swords Dance Terrakion, or and Swords Dance Diggersby. Dual screen support makes setting up far easier, so Azelf makes for an excellent teammate. In a similar vein, Memento support from Latios or Whimsicott can allow Scolipede to take advantage of an opponent’s foe's weakened offenses.


Offensive
########

[SET]
name: Offensive
move 1: Megahorn
move 2: Aqua Tail / Earthquake
move 3: Poison Jab / Rock Slide
move 4: Protect / Swords Dance / Baton Pass
item: Life Orb
ability: Speed Boost
item: Life Orb
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 29 HP
nature: Adamant / Jolly

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

Megahorn is Scolipede’s Scolipede's most powerful STAB attack. Aqua Tail provides coverage on most bulky grounds Ground-types such as Landorus-T and Hippowdon, while providing excellent neutral coverage in conjunction with Megahorn. Earthquake provides a guaranteed OHKO on Heatran and maintains good coverage. Poison Jab provides a reliable secondary STAB move and provides coverage on Fairy-types (add hyphen) like such as Azumarill and Clefable. Rock Slide allows you Scolipede to hit Flying-types (add hyphen) such as Talonflame and Thundurus-I Thundurus as they switch in. Protect allows Scolipede to waste a turn in order to allow Speed boost to activate, saving it from being hit by faster threats before it can gain Speed. Swords Dance allows Scolipede to boost its Attack. When using Swords Dance, run Poison Jab and Aqua Tail alongside Megahorn for maximum coverage. Finally, Baton Pass allows Scolipede to pass its Speed boosts to into another a teammate.

Set Details
========

An Adamant nature and maximum Attack investment allows Scolipede to hit as hard as possible, while maximum Speed investment allows it to outrun neutral base 100s without a boost (RC) and the entire unboosted metagame after a boost. A Jolly nature is an option to outrun positive-natured base 110s before a boost, while also managing to outrun Kabutops and Kingdra in the rain after one. However, the loss in power is significant, as Scolipede greatly appreciates the boost in power that an Adamant nature brings. Swords Dance is reccomended recommended on sets using Jolly, as it can alleviate the power loss from not running an Adamant nature. Additionally, sets running Swords Dance won't have space to use Protect as well, which means you'll want Scolipede to be as fast as possible before boosting. A Life Orb helps Scolipede hit harder than it would normally be able to. An HP IV of 29 minimizes the amount of damage Scolipede takes from Life Orb, giving it greater longevity.

Usage Tips
========

This set excels at cleaning up weakened teams, thanks to its incredible Speed. It's important that before Scolipede is sent out, its checks and counters have been dealt with appropriately, with revenge killers out of the way and defensive checks sufficiently weakened. Avoid sending Scolipede out before this is done, as this protects it from being worn down before it can sweep.

Team Support Options
========

Scolipede needs its checks and counters sufficiently weakened before it can sweep, so Pokemon that can wear them down and pressure them, such as Keldeo, Crawdaunt, and Azumarill, (AC) make for excellent partners. Scolipede also appreciates residual damage wearing out the opposing team, so entry hazard support is important. Landorus-T, Garchomp, and Tyranitar all make good partners, as they make for effective users of Stealth Rock. Given Scolipede's weakness to entry hazards, removal is also an excellent idea. Excadrill and Starmie can Rapid Spin hazards away while maintaining an offensive presense. Latias is able to Defog (RC) and can also use Healing Wish in order to allow Scolipede to play more aggresively aggressively during the early-game. (add hyphen) Scolipede's Speed-boosting (add hyphen) abilities allow it to avoid most forms of revenge killing, but it is still susceptable to priority attacks, particularily Bisharp's Sucker Punch and Talonflame's Brave Bird. Pokemon that can manage them, such as Hippowdon and Rotom-W, make for excellent teammates.

Spiker Lead
########

[SET]

name: Spiker Lead
move 1: Spikes
move 2: Toxic Spikes
move 3: Endeavor
move 4: Megahorn / Pin Missile
item: Focus Sash
ability: Speed Boost
item: Focus Sash
nature: Hasty
evs: 252 Atk / 252 Spe
nature: Hasty
ivs: 0 HP / 0 Def / 0 SpD

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

Spikes and Toxic Spikes serve the same purpose; to help break down the opposing team as quickly as possible. Endeavor serves to set an opponent down to a single hit point after taking a hit, as thanks to Speed Boost and Scolipede's uninvested defenses, you'll it'll be able to outrun nearly everything and severely weaken an opponent. Megahorn is easily your Scolipede's strongest STAB move, but Pin Missile is able to break through Substitutes and Focus Sashes, notably having a 50% chance to OHKO lead Azelf sets. Poison Jab makes for is another option in the last slot to threaten Mega Diancie, who which can otherwise wall Scolipede and prevent it from setting up entry hazards. (if it's just for Diancie, why wouldn't you just use Earthquake? Poison Jab doesn't even 2HKO.. Maybe even Iron Tail but lawl that accuracy) Baton Pass is another option to consider, allowing you Scolipede to pass any accumulated Speed boosts to a teammate.

Set Details
========

Maximum Speed investment allows Scolipede to outrun and set up on as many things threats as possible, while the rest is put into attack in order to hit things as hard as possible. The defensive stats are minimized in order to take as much damage as possible, allowing Scolipede to reliably weaken opponents with Endeavor after being brought down to 1 health HP thanks to Focus Sash.

Usage Tips
========

Typically, Scolipede will want to lead off against an opposing team in order to get up entry hazards early and prevent its Focus Sash from being broken by opposing hazards. Prioritize which kind of spikes you want to set up first based on the opposing team. If there are certain Pokemon that need to be weakened in order to accomplish your win condition, pick the spikes that affect them the most. This set is prone to being Taunted or having its hazards bounced back by Magic Bouncers, so avoid trying to set up in front of common users of Taunt.

Team Support Options
========

This particular Scolipede set functions best on offensive teams, where the heavy entry hazard support helps out in breaking down opposing defensive cores. Partners that can defeat Mega Sableye and Mega Diancie are neccessary, as they prevent Scolipede from doing its job. Talonflame, Mega Gardevoir, and Sylveon are able to deal Mega Sableye, while Mega Diancie struggles with Scizor, Mega Metagross, and Assault Vest Azumarill. Defiant users such as Bisharp and Thundurus can punish opponents for using Defog to clear the spikes away, while Gengar and Mega Sableye are both able to block attempts to use Rapid Spin to remove them.

Other Options
#######

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


X-Scissor can replace Megahorn on most sets. The difference in power can be significant, but it is more accurate and thus more reliable. Substitute can be used on the offensive set to dodge status, stall for Speed Boosts, or prevent attempts to revenge kill, but thanks to a weakness vulnerability to most residual damage and Life Orb recoil, Scolipede usually can't afford to sacrifice more health than it needs to.


Checks / Counters
#######

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


**Talonflame and Mega Pinsir**: Thanks to their access to powerful super effective priority, Talonflame and Mega Pinsir are able to revenge kill Scolipede regardless of how many Speed Boosts it has.

**Physically Defensive mons Pokemon**: The offensive set is unable to break through most physically defensive walls, such as Mega Scizor, Hippowdon, and Skarmory. These Pokemon are able to set up on or kill KO Scolipede at their leisure.

**Phazers**: Users of Whirlwind or Roar, such as Skarmory and Hipowdon, are able to force QuickPass Scolipede out even through Substitute and Protect, preventing it from successfully passing its boosts to a teammate. This also forces Scolipede to take additional entry hazard damage if it is forced in early in the game.

**Magic Bounce**: Mega Diancie and Mega Sableye are both able to bounce the lead set's entry hazards onto Scolipede's side of the field, rendering it useless.

**Taunt users**: Fast Taunt users such as Tornadus-Therian Tornadus-T, Mega Alakazam, and Azelf can prevent the lead set from setting any entry hazards. Additionally, if the QuickPass set lacks its Mental Herb, a priority Taunt from Thundurus can stop Scolipede in its tracks.

**Ground-types**: (add hyphen) Garchomp, Lando-T Landorus-T, and Gliscor can take a few hits from Scolipede and force it out.

**Status**: Scolipede's amazing Speed is completely ruined by paralysis. Additionally, a burn ruins any sort of offensive presense Scolipede may have and wears it out very quickly.

**Residual Damage**: Outside of poison, Scolipede is affected by every form of residual damage. This makes it very easy to wear out over the length of a match.

**Faster Pokemon**: Pokemon faster than Scolipede, such as Raikou, Tornadus-Therian Tornadus-T, Mega Lopunny, and Mega Alakazam, can put a serious dent in it if they can get inside before Scolipede gets Speed boosts. When not running a nature that increases Speed, Choice Scarf Pokemon, such as Latios and Keldeo, are able to outrun Scolipede even after a boost.



GP 1/2, nicely written
 
Last edited:

Lumari

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TFP Leader
The Dutch Plumberjack, I think I've fixed everything. I clarified the bit about why you would use Jab on the Spiker set, so if you could make sure I didn't make any mistakes in that I'd appreciate it.
Poison Jab is another option that both provides both STAB and gives Scolipede the ability to threaten Mega Diancie, which can otherwise wall Scolipede and prevent it from setting up hazards.
Or keep 'both' where it is and remove 'gives Scolipede', making it 'provides both STAB and the ability to etc.'; the template is obviously 'both X and Y', so X and Y should be syntactically equivalent, which they're not if you put 'provides' before 'both' but 'gives' after 'and' :>
 

antemortem

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Socialization Head
[OVERVIEW]
Scolipede's claim to fame lies within its amazing ability, Speed Boost. Thanks to its ability to quickly gather boosts, Scolipede is one of the premier Baton Passers in the OU tier. It also boasts a threatening offensive set and can be used as an entry hazard setting lead as well, as it has access to both Spikes and Toxic Spikes. Scolipede's flaws stem from its otherwise mediocre stats, as nothing outside of its Speed is particularly noteworthy. Additionally, it is easily worn down due to its vulnerability to almost every sort of residual damage.


[SET]
name: QuickPass
move 1: Protect
move 2: Substitute
move 3: Baton Pass
move 4: Swords Dance / Iron Defense
item: Mental Herb / Black Sludge
ability: Speed Boost
nature: Timid
evs: 248 HP / 20 Def / 240 Spe

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

Protect and Substitute help Scolipede stall turns in order to gain Speed boosts. Protect allows Scolipede to steal turns from faster Pokemon, allowing it to outpace them next turn, while Substitute buffers Scolipede from status and attacks from slower Pokemon. Baton Pass allows Scolipede to pass all of its accumulated buffs to a teammate. The choice between Swords Dance and Iron Defense depends on what kind of Pokemon you intend to pass to. Physical attackers appreciate the attack boost granted by Swords Dance, while special attackers and setup sweepers enjoy the additional bulk and protection from revenge killing that Iron Defense provides.

Set Details
========

Mental Herb allows Scolipede to ignore Encore or Taunt once, which allows it to set up on Pokemon such as Mew or escape from priority Taunts from Thundurus or Whimsicott. Alternatively, Black Sludge grants Scolipede a form of recovery, increasing its survivability and giving it a greater chance of being able to set up multiple times throughout a match. The EV spread allows Scolipede to outspeed Pokemon with a base 110 Speed and a positive nature, while the remaining EVs are placed in its HP in order to maximize its bulk. While using Iron Defense, a set with max HP and Defense, along with a Bold nature, can be used to greatly increase Scolipede’s bulk, allowing it to take hits such as Mega Charizard X's Flare Blitz after an Iron Defense. Be wary of fast Pokemon such as Mega Lopunny and Mega Alakazam, which can now outrun Scolipede at +1 and deal significant damage, Encore it, or Taunt it. Choice Scarf users such as Latios and Jirachi can also outspeed and threaten Scolipede with a Psychic move or Trick.

Usage Tips
========

Scolipede's purpose is to pass boosts to teammates, allowing the recipient to sweep the opposing team. As with any other setup Pokemon, make sure that the intended recipient's checks and counters have been sufficiently weakened before attempting to set up for a sweep. Alternating between Protect and Substitute will allow Scolipede to set up on just about any Pokemon. However, it's best to try setting up on a passive Pokemon, such as Chansey or Ferrothorn without Gyro Ball, that can allow Scolipede to keep its Substitutes up and use Swords Dance or Iron Defense. Once Scolipede has gained enough boosts and it is safe to do so, Baton Pass into the recipient. Ideally, you want to minimize the amount of damage Scolipede needs to take before and during setup. Try to keep the field free of entry hazards, and avoid switching Scolipede into attacks or status moves if possible.

Team Options
========

Scolipede needs to be paired with a recipient in order to take full advantage of its boosting capabilities. Swords Dance synergizes well with powerful physical attackers, such as Mega Charizard X, Garchomp, and Gyarados. Iron Defense is preferable if the recipient is a special attacker, such as Mega Diancie or Mega Gardevoir. Iron Defense also works to help setup sweepers such as Calm Mind Espeon, Tail Glow Manaphy, Swords Dance Terrakion, and Swords Dance Diggersby get their own boosts, such as Calm Mind Espeon, Tail Glow Manaphy, Swords Dance Terrakion, and Swords Dance Diggersby. Dual screen support makes setting up far easier, so Azelf makes for an excellent teammate. In a similar vein, Memento support from Latios or Whimsicott can allow Scolipede to take advantage of an foe’s weakened offenses.


[SET]
name: Offensive
move 1: Megahorn
move 2: Aqua Tail / Earthquake
move 3: Poison Jab / Rock Slide
move 4: Protect / Swords Dance / Baton Pass
item: Life Orb
ability: Speed Boost
nature: Adamant / Jolly
evs: 252 Atk / 4 Def / 252 Spe
ivs: 29 HP

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

Megahorn is Scolipede's most powerful STAB attack. Aqua Tail provides coverage on most bulky Ground-types such as Landorus-T and Hippowdon, while providing excellent neutral coverage in conjunction with Megahorn. Earthquake provides a guaranteed OHKO on Heatran and maintains good coverage. Poison Jab provides a reliable secondary STAB move and provides coverage on Fairy-types such as Azumarill and Clefable. Rock Slide allows you to hit Flying-types such as Talonflame and Thundurus as they switch in. Protect allows Scolipede to waste a turn in order to allow Speed boost to activate, saving it from being hit by faster threats before it can gain Speed. Swords Dance allows Scolipede to boost its Attack. When using Swords Dance, run Poison Jab and Aqua Tail alongside Megahorn for maximum coverage. Finally, Baton Pass allows Scolipede to pass its Speed boosts to a teammate.

Set Details
========

An Adamant nature and maximum Attack investment allows Scolipede to hit as hard as possible, while maximum Speed investment allows it to outrun neutral base 100s without a boost and the entire unboosted metagame after a boost. A Jolly nature is an option to outruns positive-natured base 110s before a boost, while also managing to outrun Kabutops and Kingdra in the rain after one. However, the loss in power is significant, as Scolipede greatly appreciates the boost in power that an Adamant nature brings. Swords Dance is recommended on sets using Jolly, as it can alleviate the power loss from not running an Adamant nature. Additionally, sets running Swords Dance won't have space to use Protect as well, which means you'll want Scolipede to be as fast as possible before boosting. A Life Orb helps Scolipede hit harder than it would normally be able to. An HP IV of 29 minimizes the amount of damage Scolipede takes from Life Orb, giving it greater longevity.

Usage Tips
========

This set excels at cleaning up weakened teams, thanks to its incredible Speed. It's important that before Scolipede is sent out, its checks and counters have been dealt with appropriately, with revenge killers out of the way and defensive checks sufficiently weakened. Avoid sending Scolipede out before this is done, as this protects it from being worn down before it can sweep.

Team Options
========

Scolipede needs its checks and counters sufficiently weakened before it can sweep, so Pokemon that can wear them down and pressure them, such as Keldeo, Crawdaunt, and Azumarill, make for excellent partners. Scolipede also appreciates residual damage wearing out the opposing team, so entry hazard support is important. Landorus-T, Garchomp, and Tyranitar all make good partners, as they make for effective users of Stealth Rock. Given Scolipede's weakness to entry hazards, a method of removal is also an excellent idea. Excadrill and Starmie can Rapid Spin entry hazards away while maintaining an offensive presense presence. Latias is able to Defog and can also use Healing Wish in order to allow Scolipede to play more aggressively during the early-game. Scolipede's Speed-(remove hyphen, add space)boosting abilities allow it to avoid most forms of revenge killing, but it is still susceptable susceptible to priority attacks, particularily particularly Bisharp's Sucker Punch and Talonflame's Brave Bird. Pokemon that can manage them, such as Hippowdon and Rotom-W, make for excellent teammates.


[SET]
name: Spiker Lead
move 1: Spikes
move 2: Toxic Spikes
move 3: Endeavor
move 4: Megahorn / Pin Missile
item: Focus Sash
ability: Speed Boost
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

Moves
========

Spikes and Toxic Spikes serve the same purpose; to help break down the opposing team as quickly as possible. Endeavor serves to set an opponent down to a single hit point after taking a hit, as thanks to Speed Boost and Scolipede's uninvested defenses, you'll be able to outrun nearly everything and severely weaken an opponent. Megahorn is easily Scolipede's strongest STAB move, but Pin Missile is able to break through Substitutes and Focus Sashes, notably having a 50% chance to OHKO lead Azelf sets. Poison Jab is another option that both provides STAB and gives Scolipede the ability to threaten Mega Diancie, which can otherwise wall Scolipede and prevent it from setting up hazards. Baton Pass is another option to consider, allowing as it allows Scolipede to pass any accumulated Speed boosts to a teammate.

Set Details
========

Maximum Speed investment allows Scolipede to outrun and set up on as many threats as possible, while the rest is put into Attack in order to hit things as hard as possible. The defensive stats are minimized in order to take as much damage as possible, allowing Scolipede to reliably weaken opponents with Endeavor after being brought down to 1 HP thanks to Focus Sash.

Usage Tips
========

Typically, Scolipede will want to lead off against an opposing team in order to get up entry hazards early and prevent its Focus Sash from being broken by opposing entry hazards. Prioritize which kind of spikes you want to set up first based on the opposing team. If there are certain Pokemon that need to be weakened in order to accomplish your win condition, pick the spikes that affect them the most. This set is prone to being Taunted or having its entry hazards bounced back by Magic Bouncers, so avoid trying to set up in front of common users of Taunt.

Team Options
========

This particular Scolipede set functions best on offensive teams, where the heavy entry hazard support helps out in breaking down opposing defensive cores. Partners that can defeat Mega Sableye and Mega Diancie are neccessary, as they prevent Scolipede from doing its job. Talonflame, Mega Gardevoir, and Sylveon are able to deal with Mega Sableye, while Mega Diancie struggles with Scizor, Mega Metagross, and Assault Vest Azumarill. Defiant users such as Bisharp and Thundurus can punish opponents for using Defog to clear the spikes away, while Gengar and Mega Sableye are both able to block attempts to use Rapid Spin to remove them.

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

X-Scissor can replace Megahorn on most sets. The difference in power can be significant, but it is more accurate and thus more reliable. Substitute can be used on the offensive set to dodge status, stall for Speed Boosts, or prevent attempts to revenge kill, but thanks to a vulnerability to most residual damage and Life Orb recoil, Scolipede usually can't afford to sacrifice more health than it needs to.


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

**Talonflame and Mega Pinsir**: Thanks to their access to powerful super effective priority, Talonflame and Mega Pinsir are able to revenge kill Scolipede regardless of how many Speed Boosts it has.

**Physically Defensive Pokemon**: The offensive set is unable to break through most physically defensive walls, such as Mega Scizor, Hippowdon, and Skarmory. These Pokemon are able to set up on or KO Scolipede at their leisure.

**Phazers**: Users of Whirlwind or Roar, such as Skarmory and Hippowdon, are able to force QuickPass Scolipede out through Substitute and Protect, preventing it from successfully passing its boosts to a teammate. This also forces Scolipede to take additional entry hazard damage if it is forced in early in the game.

**Magic Bounce**: Mega Diancie and Mega Sableye are both able to bounce the lead set's entry hazards onto Scolipede's side of the field, rendering it useless.

**Taunt users**: Fast Taunt users such as Tornadus-T, Mega Alakazam, and Azelf can prevent the lead set from setting any entry hazards. Additionally, if the QuickPass set lacks its Mental Herb, a priority Taunt from Thundurus can stop Scolipede in its tracks.

**Ground-types**: Garchomp, Landorus-T, and Gliscor can take a few hits from Scolipede and force it out.

**Status**: Scolipede's amazing Speed is completely ruined by paralysis. Additionally, a burn ruins any sort of offensive presense Scolipede may have and wears it out very quickly.

**Residual Damage**: Outside of poison, Scolipede is affected by every form of residual damage. This makes it very easy to wear out over the length of a match.

**Faster Pokemon**: Pokemon faster than Scolipede, such as Raikou, Tornadus-T, Mega Lopunny, and Mega Alakazam, can put a serious dent in it if they can get inside before Scolipede gets Speed boosts. When not running a nature that increases Speed, Choice Scarf Pokemon, such as Latios and Keldeo, are able to outrun Scolipede even after a boost.

Well-written - most of what's left that I could change would be bordering on subjective, so this is GP 2/2.
 

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