Skarmory

Skarmory is arguably the best pokemon in gen 5, it check landorous, excadril, dd gyrara, Conkeldur, Skizor, physical jirachi, and many other. All i gotta say is that Skarm is a pimp
 
Skarmory is arguably the best pokemon in gen 5, it check landorous, excadril, dd gyrara, Conkeldur, Skizor, physical jirachi, and many other. All i gotta say is that Skarm is a pimp
The problem with that statement is that Skarm relies on WW to "check/counter" Landorus, Excadrill, Jirachi, and many others because BB either does shit or they can set up fast enough/hax to get through Skarm.
Not a bad pokemon, but definitely not the best. Not at all.
 
What about Choice Band? Skarm can do a very VERY efficient Choice Band/Weak Armor set-and here it is!



Item: Choice Band
Ability: Weak Armor
Nature: Jolly
255 Atk / 255 Def


-Brave Bird
-Rock Slide
-Steel Wing
-Night Slash


With the crazy Attack boosting power of Choice Band, Skarmory can be a very good Physically Defensive Pokemon as well. Steel Wing and Brave Bird are ____ (WHEEL OF FORTUNE!), Night Slash is for Psychic and Ghost types-especially Chandelure (Be our guest, be our guest, be our guest!!!) and Rock Slide is for even more Fire-type "fun", as well for Ice types-especially Beartic.
 
Sorry for double posts, but it's time for everyone's favorite game: CORRECTIONS!!!!! ;)
#227 Skarmory -/-


Skarmory is definitely one of the best physical walls in the whole entire game. It has a massive 140 base defense and can easily keep most physical threats at bay. One of the best things about Skamory is that it has steel typing, meaning it has plenty of resistances, and can easily set up spikes. Skarmory is one of the best phazers that Black and white can offer.

Base Stats: HP 65 - Atk 80 - Def 140 - SpA 40 - SpD 70 - Spe 70 (BST:465)

Abilities:
Keen Eye: Moves such as Sand-Attack and Kinesis will fail against a Pokémon with Keen Eye. Any move that lowers accuracy as a secondary effect will also work, but won't lower accuracy.
Sturdy: If hit by a move that would KO, this Pokemon instead will be left with 1 HP. However, it is unknown if this only works at full HP or at any HP level.
Weak Armor (DW): When hit by a physical attack, your Defense decreases by 1 stage and your speed increases by 1 stage.


Movepool:

-Level-up Moves: Lv1: Leer, Lv1: Peck, Lv6: Sand-Attack, Lv9: Swift, Lv12: Agility, Lv17: Fury Attack, Lv20: Feint, Lv23: Air Cutter, Lv28: Spikes, Lv31: Metal Sound, Lv34: Steel Wing, Lv39: Autotomize, Lv42: Air Slash, Lv45: Slash, Lv50: Night Slash

- Learnable TMs: TM05 - Roar, TM06 - Toxic, TM10 - Hidden Power, TM11 - Sunny Day, TM12 - Taunt, TM17 - Protect, TM21 - Frustration, TM27 - Return, TM32 - Double Team, TM37 - Sandstorm, TM39 - Rock Tomb, TM40 - Aerial Ace, TM41 - Torment, TM42 - Facade, TM44 - Rest, TM45 - Attract, TM46 - Thief, TM48 - Troll, TM58 - Free Fall, TM66 - Payback, TM70 - Flash, TM75 - Swords Dance, TM80 - Rock Slide, TM81 - X-Scissor, TM87 - Swagger, TM88 - Pluck, TM90 - Substitute, TM91 - Flash Cannon, TM94 - Rock Smash, HM01 - Cut, HM02 - Fly

Egg Moves:
Drill Peck
Pursuit
Whirlwind
Sky Attack
Curse
Brave Bird
Assurance
Guard Swap
Stealth Rock
Endure

4th generation moves:
Roost


New moves


Traits:

Wonderful Typing: Skarmory has brillant typing and it's one of the few pokemon that resist Ground and Dragon. The typing gives lots of resistances, and since it's immune to Ground, it can easily switch in on a Earthquake, set up Spikes, then Whirlwind the opponent's pokemon out.

It's a great phazer and can set up Spikes/Stealth Rock: Skarmory walls so much of the metagame, that it can easily phaze most physical threats. Just switch in and start setting up Spikes. It walls most physical threats with ease, and has Roost so it can easily stall out most Pokemon. Spikes is a great thing to have on both offensive and defensive teams. Skarmory usually does better on defensive teams because it really can threaten lots of types. The only exceptions are Flying and Grass types.

Reliable recovery move: This makes a huge difference in Skarmory's walling abilities. Unlike Forretress, it doesn't require wish support. It's what makes Skarmory so much more reliable than most of the other spikers/phazers out there. Forretress can stand up against repeated physical hits because it's only recovery is leftovers, or the very gimmicky Pain Split. Skarmory also avoids all entry hazards except for, well, Stealth Rock. Most of the other spikers get worn down by entry hazards. Remember that there are a few times where Roost may get you in trouble. If you are against a slower opponent such as Swampert, your opponent could predict Roost, and could use Earthquake and hit you for super effective damage. Other than that, having a reliable recovery is definitely a blessing for Skarmory!



Potential Sets:

Physical Spiker

Set #1

@ or
Skarmory @ Leftovers/Shed Shell
Nature: Impish
Ability: Sturdy
252 HP/252 Def/6 SpD
~Spikes
~Roost
~Brave Bird
~Whirlwind

-Skarmory's flagship set is probably the best set it could possibly run. This set capitalizes on Skarmory's massive physical bulk to set up most physical threats. The strategy is quite simple-switch in on a physical threat that doesn't know Taunt such as Haxorus, Bulky Gyarados, or some variants of Tyranitar, and start setting up Spikes. If they try to set up on you, just Whirlwind them out so that they can take entry hazard damage. After you set up three layers of spikes (which shouldn't be very difficult, by the way) you should focus on phazing, most of the time to rack up even more damage and to scout the oponent's team. You also have Brave Bird so you can threaten Fighting and Grass-types.

Spike Lead

Set #2

@ or or
Skarmory @ Leftovers/Lum berry/Custap berry
Nature: Impish/Careful
Ability: Sturdy
252 HP/164 SpD/92 Spe
~Brave Bird
~Spikes
~Taunt
~Roost/Stealth Rock

Skarmory's lead set got an upgrade in Black and White because Sturdy's new effect makes it act like a Focus Sash so it will always survive the first hit, with the exception of moves that hit more than once such as Rock Blast and Icicle Spear, and unless they're critical hits they should never faint anyway. Taunt stops slower leads from setting up their hazards, and against non-taunt leads, it should get up at least one layer of Spikes. The fourth move varies-if you don't want to be a suicide lead, then Roost is the required move. There's also Stealth Rock, to set up even more entry hazards apart from spikes. There are many options for your item-if you want Skarmory to stick around for a while you get Leftovers, and the Lum berry lets it avoid status and allows it to set up on sleeper leads. The Custap berry is really only for Suicide leads, but it does allow Skarmory to set up at least 2 layers of entry hazards before fainting.



Conclusion:
Well, there you go everyone! The best physical wall in the whole game IMO, excluding legendaries. I think Skamory will be used quite a bit more to deal with the massive physical threats that emerged this generation. It can easily stand with Haxorus, Excadrill, and most other physical threats without taunt. Skarmory, along with Hippowdon, Ferrothorn, and Gliscor, are currently emerging as the few pokemon that can stand up to the highly offensive metagame. Skarmory has the bonus of setting up two kinds of entry hazards, and having a reliable recovery move. Neither of the walls I listed can do everything Skarmory can do. Overall, Skarmory is still a great pokemon, and I hope you decide to use it on your team! How do you think the 5th generation will affect Skarmory?
And that's CORRECTIONS!!!! See you next time!
 

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