
Shinboraa
Nazca Bird has made its trip to the Isshu Region, and has much to talk about. Let's see what it has to say.
Code:
[b]#561 - Shinbora[/b]
[b]Type[/b]: Psychic / Flying
[b][Base Stats][/b]
72 HP
58 Atk
80 Def
103 SpA
80 SpD
97 Spe
[b][Abilities][/b]
[u]Magic Guard[/u]
Prevents all damage except from direct-attack moves
(i.e. Surf, Waterfall still hit, but user doesn't take burn
damage.)
[u]Miracle Skin[/u]
User has a chance of not taking decreased stats. Not
sure how this one exactly works.
[u]Tinted Lens[/u]
NVE moves receive double power.
[b][Movepool][/b]
Level Up:
v1: Gust
Lv1: Miracle Eye
[b]Lv4: Hypnosis[/b]
Lv8: Psywave
[b]Lv11: Tailwind[/b]
Lv14: Whirlwind
Lv18: Psybeam
Lv21: Air Cutter
[b]Lv24: Light Screen[/b]
[b]Lv28: Reflect[/b]
[b]Lv31: Synchro Noise - 15 PP Psychic Special Power: 70 / Accuracy: 100
Deals more damage if target is the same type as User[/b]
Lv34: Mirror Move
[b]Lv38: Gravity
Lv41: Air Slash
Lv44: Psychic
Lv48: Cosmic Power[/b]
Lv51: Sky Attack
Egg Moves
[b]Assist Power - 10 PP Special Psychic Power: 20 / Accuracy: 100
The more the user's stats are raised, the more damage this move will deal
[b]Psycho Shift
AncientPower[/b]
Steel Wing
[b]Roost
Skill Swap[/b]
TMs / HMs
[b]TM03 - Psycho Shock
TM04 - Calm Mind
TM06 - Toxic
TM10 - Hidden Power
TM13 - Ice Beam[/b]
TM15 - Hyper Beam
TM16 - Light Screen
TM17 - Protect
[b]TM18 - Rain Dance[/b]
TM19 - Telekinesis - Makes Target Easier to Hit for 3 Turns
[b]TM20 - Safeguard[/b]
TM21 - Frustration
TM22 - Solar Beam
TM23 - Strike Down - 15 PP Physical Rock Power: 50 / Accuracy: 100
Forces opponent to the ground
TM27 - Return
TM29 - Psychic
[b]TM30 - Shadow Ball[/b]
TM32 - Double Team
TM33 - Reflect
TM40 - Aerial Ace
TM42 - Facade
TM44 - Rest
TM45 - Attract
TM46 - Thief
TM48 - Troll - 15 PP Special Normal Power: 60 / Accuracy: 100
Attack does more damage with the more Pokemon that know the move "Troll"
[b]TM53 - Energy Ball
TM57 - Charge Beam[/b]
TM70 - Flash
[b]TM73 - Thunder Wave[/b]
TM77 - Psych Up
TM85 - Dream Eater
TM87 - Swagger
TM88 - Pluck
TM90 - Substitute
[b]TM91 - Flash Cannon
TM92 - Trick Room[/b]
HM02 - Fly
See why I wanted to write this guy up? He's got a shitload to talk about, even if it may end up being in the UU environment. So let's get cracking.
[Shinboraa At a Glance]
- Magic Guard - The biggest selling point to Shinboraa. I know the first thought in your head "oh this thing flies? STEALTH ROCK WEAK!" This ability is insane. While it was exclusive to Clefable in Generation 4, it allowed her to, literally, wreak havoc on the environment. Shinboraa also gets major boosts with this as it can use Toxic and Flame Orb without the negative side effects (barring the Attack drop but why are you using physical Shinboraa?), and Life Orb's lack of recoil.
- 97 Speed - This guy is pretty fast, actually. Outspeeds base 95s? How much better does it get really?
- Offensive Movepool overall "good" - It doesn't pierce Steel-types very well, sadly, but it does have plethora options. Psycho Shock, Psychic, Air Slash, Charge Beam, Ice Beam, Energy Ball, Shadow Ball, and Flash Cannon. It still has access to Hidden Power, but the main point is: it will definitely struggle vs. Steel-types without Hidden Power.
- Awesome Support Movepool - Words cannot describe how good it sort of gets. Safeguard is a nice move to block status for everyone for 5 turns. Trick Room is necessary for Trick Room teams, and it being quick is probably the only real downfall here. It has access to Rain Dance, which means that it can set up Rain for a team (assuming there's no Drizzle Politoed). It can Dual Screen, which is always great. Psycho Shift is actually plausible now since Magic Guard nullifies the Burn disadvantage and it has Roost for reliable recovery. Thunder Wave and Hypnosis are always great status moves, granted the latter has 60% accuracy...
- Mediocre to Terrible Typing - Psychic / Flying has an abundant weaknesses. No joke. Electric, Rock, Ice, Dark, and Ghost. What does it technically block in return? Grass, Psychic, and Fighting (x4). Pursuit-bait is the biggest weakness.
- Too Weak Defensively - Well, I guess it's not terrible by any means, but as always "could be better". Don't expect 72 HP | 80 Def | 80 SpD to take a lot of abuse.
- Relies on Modest for Offensive Sets - This is the big one. 103 SpA is nice, but it's still lacking. With a Calm Mind and Life Orb on its belt, Psycho Shock does 66.36% - 78.03% to 0 HP / 252 Def Blissey. 252 HP / 252 Def Blissey takes 60.50% - 71.15%. Without Life Orb (for the purposes of nullifying status from Blissey), Psycho Shock does 46.36% - 54.76% to max HP / max Def Blissey, which is barely a 2HKO.
[Possible Movesets]
[SET]
name: Life Orb
move 1: Charge Beam / Calm Mind
move 2: Psycho Shock
move 3: Hidden Power: Fighting
move 4: Air Slash / Energy Ball / Shadow Ball
ability: Magic Guard
item: Life Orb
nature: Modest
EVs: 4 HP | 252 SpA | 252 Spe
[Commentary]
The biggest thing to note here is Psycho Boost purging enemies on their physical Defense. As noted, it will even 2HKO the pink blob that is Blissey, so rejoice! The problem? Well... it does have one weakness: Blissey can still Thunder Wave it. So... this is more for handling Blisseys that are weakened of course. The fourth option is completely variable and handles different things. Air Slash is consistent STAB, while Energy Ball will hit bulky waters that resist Charge Beam. Shadow Ball is really for Cresselia. Hidden Power Fighting will OHKO min / min Tyranitar and at least 2HKO Heatran, which is more than good enough.
[SET]
name: Choice Specs
move 1: Psycho Shock
move 2: Air Slash
move 3: Shadow Ball
move 4: Hidden Power Fighting
ability: Tinted Lens / Magic Guard (if Tinted Lens isn't available)
item: Choice Specs
evs: 4 HP | 252 SpA | 252 Spe
nature: Modest
[Comments]
No Trick here, but that's fine. Every switch in should really fear this set's potential since Air Slash doesn't have any immunities and thanks to Tinted Lens. Psycho Shock is primarily for Blissey, but it can take down Skarmory that has 60% or below health. The last two moves are pretty much "there". You can use Shadow Ball for Cresselia, I guess. Hidden Power Fighting is to avoid Tyranitar switch-ins as much as possible. Of course, the prime recommendation: CLEAR THE PURSUI-USERS!
[SET]
name: Psycho Shift
move 1: Psycho Shift
move 2: Roost
move 3: Light Screen
move 4: Air Slash
ability: Magic Guard
items: Flame Orb
nature: Timid / Calm
evs: 252 HP / 4 SpD / 252 Spe
[Commentary]
Rising_Dusk requested me to post this. In one word: Awesomesauce.
I can't think of much really to put with this set. The Pokemon that dodge burns, Fire-types, pretty much consist of Heatran and co. You can try Hidden Power Ground over Air Slash if Heatran scares the living daylights out of you, but the reason I chose Light Screen was to give it some form of blocking special attacks if necessary. Again; the real purpose of the set is that it beats Cresselia in the aspect of it isn't fucked over by Sleep. I'd kind of call it a gimmick, but given its switch-ins are usually Pokemon that pack Pursuit, it seems decent.
[SET]
name: Dual Screen
move 1: Reflect
move 2: Light Screen
move 3: Roost
move 4: Air Slash
ability: Magic Guard
item: Light Clay
evs: 252 HP / 4 SpA / 252 Spe
nature: Timid
[Commentary]
Pretty much the basics. Dual Screen with access to recovery is pretty nice since not many Pokemon are capable of doing this well. Air Slash is put here for the sole purpose of Psychic luring in too many Dark-types. Once Tyranitar is in you're sort of doomed anyway, so having Air Slash isn't a big deal. It's nice that it can deal with most Fighting-types I guess, but again: nothing that special.
[SET]
name: Status Blocking Calm Mind
move 1: Calm Mind
move 2: Psycho Shock
move 3: Hidden Power: Fighting
move 4: Roost
ability: Magic Guard
item: Flame Orb
nature: Modest
evs: 4 HP | 252 SpA | 252 Spe
[Comments]
This is more oriented to prevent being struck down by sleep and paralysis. You can replace Roost with an attacking move, or even revert to the Offensive booster if warranted. Not much more to say here.
[SET]
name: Set Up
move 1: Rain Dance / Trick Room / Gravity
move 2: Roost
move 3: Air Slash / Reflect
move 4: Hidden Power Fighting / Light Screen
ability: Magic Guard
item: Damp Rock / Leftovers
nature: Timid
evs: 252 HP / 4 SpA / 252 Spe
[Commentary]
Really this set is here just to note what it can set up. The reason it's very slash-heavy is because of the preference of the situation; whether you want Rain Dance, Trick Room, or Gravity. It can Dual Screen with this, so feel free to pack Light Clay, but I think that's too much perhaps. Alternatively, try Hypnosis: it works well with Gravity.
[Conclusion]
It has a lot of viable sets; more than I can really keep track of and such. The biggest uproars will likely be Psycho Shifter, Life Orb, Specs, and any general supporter set. Magic Guard is really the gift that always keeps giving, and overall helps make Shinboraa a viable OU candidate. It'll likely play in the UU environment, but it's definitely a hell of a lot better than Xatu aside from "Xatu gets Wish". Whopee.
Shinboraa! Geographical Condor!