LC Solosis

Merritt

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[OVERVIEW]

Although Solosis is almost completely overshadowed by Abra as an offensive Psychic-type, it finds a small niche for itself on dedicated Trick Room teams as an offensive Trick Room setter due to its horrendous Speed and huge Special Attack stat, tying with Abra for the highest Special Attack stat in the tier. Solosis is also blessed with an excellent ability in Magic Guard, which allows it to avoid all passive damage, and has access to Thunder, which lets it nail Vullaby for much higher damage than other Psychic-types are able to. However, Trick Room teams aren't particularly reliable or consistent in Little Cup, and Solosis's middling bulk and mediocre defensive typing mean it may struggle to justify use on Trick Room teams over alternate setters like Spritzee. In addition, Solosis's overreliance on Trick Room being active to sweep makes it almost useless outside of Trick Room teams due to its lacking Speed. Most teams should use Abra for their wallbreaking needs.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Hidden Power Fighting
item: Electrium Z / Life Orb
ability: Magic Guard
nature: Quiet
evs: 240 HP / 240 SpA
ivs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe

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

Trick Room is the only reason to use Solosis, so it is mandatory. When Trick Room is active, Solosis is capable of underspeeding nearly the entirety of Little Cup. Thunder allows Solosis to heavily damage or OHKO Vullaby as well as Water-types such as Slowpoke and Staryu so long as it does not miss. Hidden Power Fighting rounds out Solosis's coverage, allowing it to deal notable damage to Steel-types and in particular OHKO Pawniard.

Set Details
========

With a Quiet nature and 0 Speed IVs, Solosis is able to underspeed every Pokemon in Little Cup barring a few rare Trick Room Pokemon like Munchlax, while its Special Attack EVs are maximized to increase its damage output. Electrium Z grants a perfectly accurate Electric-type nuke that lets Solosis bypass its biggest would-be counter in Vullaby while also minimizing Knock Off's damage. If a Z-Crystal is already being used on the team, a Life Orb is an effective alternative that offers more consistent damage output, although Thunder's low accuracy can be problematic. Focus Sash is an option that lets Solosis set up Trick Room incredibly consistently but greatly reduces its ability to sweep or break holes in the opponent's team, as Solosis is still susceptible to priority moves in Trick Room. Magic Guard is the preferred ability due to it allowing Solosis to avoid damage from entry hazards, status, and Life Orb recoil.

Usage Tips
========

Solosis should always prioritize setting Trick Room before starting to break through the opponent's team. Solosis should ideally avoid switching directly into attacks so that it has enough HP to set up Trick Room, since it is rather frail. Instead, it should come in after a teammate faints or through the help of a pivot. Steel- and Dark-types should be weakened or KOed before Solosis attempts to sweep if at all possible, since at high HP, they can prevent Solosis from sweeping.

Team Options
========

Solosis appreciates entry hazard support from Pokemon like Pawniard and Ferroseed, as entry hazards help it secure KOs on Pokemon like Vullaby. Supporting Trick Room setters like Spritzee and Pumpkaboo help alleviate pressure from Solosis and allow Trick Room to be activated more consistently for both Solosis and the rest of the team. Slow wallbreakers that can take advantage of Trick Room, including Cranidos and Clamperl, appreciate Trick Room support from Solosis. Fighting-types such as Timburr can dispose of Steel- and Dark-types that trouble Solosis and appreciate Solosis being able to lure Vullaby and Slowpoke with Gigavolt Havoc. Mienfoo also provides a slow U-turn to help Solosis get in safely. Trappers like Magnemite and Trapinch can eliminate Steel-types like Pawniard and Ferroseed for Solosis.

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

Regenerator, especially if coupled with an Eviolite, can be an option to heal off damage by pivoting in and out of opposing foes such as Croagunk and make Solosis a more reliable Trick Room setter, though it is generally less useful than the more offensive Magic Guard set. Overcoat allows Solosis to switch into Foongus's Spore with ease and threaten it with a powerful Psychic or set up Trick Room in its face, although it is generally significantly worse than Solosis's other abilities. Solosis has numerous utility options in its movepool, such as Substitute, Recover, and Thunder Wave, although it would rather not waste turns while Trick Room is active, and a defensive set would be outclassed by more effective walls such as Slowpoke and Spritzee. Shadow Ball may be used as coverage against opposing Psychic-types, although it is very hard to fit and hits few targets because defensive Psychic-types are not prevalent, and Thunder hits Slowpoke for high damage already.

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

**Stalling Out Trick Room Turns**: Pokemon such as Mienfoo and Ferroseed are able to stall out Trick Room turns by virtue of Fake Out and Protect. This makes Solosis very vulnerable to faster threats once it expires.

**Dark-types**: Dark-type Pokemon such as Pawniard and Stunky are immune to Solosis's Psychic-type STAB moves and can threaten it with Sucker Punch if Trick Room is activated or Knock Off if not while also trapping Solosis with Pursuit. However, Dark-types must be wary of switching into either Hidden Power Fighting or Gigavolt Havoc, both of which do significant damage.

**Steel-types**: Ferroseed and Magnemite both resist Psychic and can wear Solosis down with Bullet Seed and Volt Switch. However, they are hit super effectively by Hidden Power Fighting.

[CREDITS]
- Written by: [[zizalith, 410251], [Merritt, 213064]]
- Quality checked by: [[Fiend, 208173], [Coconut, 150971], [Nineage, 195129]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157], [frostration, 447027]]
 
Last edited:

Fiend

someguy
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merr said i could so
[OVERVIEW]
  • However, the issue with this is that Trick Room teams aren't very reliable or consistent, and Solosis's [add an 'apostrophe s'] lacking bulk and mediocre typing means it competes with other Trick Room setters like Spritzee.
Small grammar bit.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Hidden Power [Fighting]
item: Electrium Z / Life Orb / Eviolite
ability: Magic Guard / Regenerator
nature: Quiet
evs: 240 HP / 240 SpA
ivs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe

Gotta bump the evs up since HP Fighting is on the set. I have another comment to make in Set Details though; see below.

[SET COMMENTS]
Moves
========
  • Hidden Power Fighting allows Solosis to damage other Dark-types Steel-types, most notably Pawniard, who is OHKOed.
Overall minor, but I think HP FIghting is more relevant for Steel-types given Thunder/Gigavolt Havoc hits most Dark-types as it is. You might also want to consider naming Trick Room as the only draw to using Solsis and then name Thunder as a large piece of this (small) appeal.

Set Details
========
  • Regenerator, especially if coupled with an Eviolite, can be an option to heal off damage by pivoting in and out of opposing foes such as Croagunk, and making Solosis a more reliable Trick Room setter. If running such a set, the EV spread should be changed to 76 HP / 120 Def / 240 SpA / 40 SpD. This allows Solosis to survive Gastly's Shadow Ball and Pawniard's Sucker Punch and retaliate with Psychic or Hidden Power Fighting.
I think this is more OO material than anything else, which would mean you remove the above from the set itself. I'm happy to let someone else have a final say in this.

Usage Tips
========
  • Even if running a bulkier Regenerator set with Eviolite, Solosis should avoid Knock Off as it does a large amount of damage to Solosis and Solosis loses effectiveness after losing its item
This should get removed if Evio Regen gets moved to OO.

Team Options
========
Good.

[STRATEGY COMMENTS]
Other Options
=============
  • Calm Mind is an option that increases its offensive pressure, though setting up both Trick Room and Calm Mind is hard and leaves you with limited turns in which Trick Room is active, while Solosis does not have enough bulk to successfully run a set without Trick Room.
I don't think Calm Mind is worth a mention, even here.

Checks and Counters
===================
I can't think of anything to add.

[QC 1/3]
 

Coconut

W
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It ties with Abra for the highest Special Attack stat in the tier, and unlike Abra, it can afford to viably run a Modest nature.
It's not running a Modest Nature, why not rephrase this to something more fitting.

item: Electrium Z / Life Orb
Personally, I haven't run this thing without Focus Sash, so I would be inclined to believe that should be the second slash, but okay.

Supporting Trick Room setters like Spritzee and Bronzor, which can also set up Stealth Rock, help alleviate the pressure off Solosis and allow Trick Room to be activated more consistently.
We are not putting Bronzor in an analysis in 2019. I don't care how useful it is setting rocks with something. This pokemon is not viable on TR teams because passive Pokemon waste TR turns.

Fighting-types
Mienfoo being a slow U-Turn is important too, it gives Solosis more chances to get in.

A Colbur Berry lets Solosis lure in Sucker Punch from Pawniard, as well as allowing it to take a Knock Off from the likes of Mienfoo and Timburr, but leaves Solosis with low bulk and lacking power in every other scenario
Has this ever worked ever? Replace this wish Sash at least.

**Stalling Out Trick Room Turns**: Pokemon such as Mienfoo and Ferroseed are able to stall out Trick Room turns by virtue of Fake Out and Protect respectively. This makes Solosis very vulnerable to faster threats once it expires.
Move to the top of counters, doing this makes the pokemon unviable.

QC 2/2
 

Nineage

Pugnacious.
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[OVERVIEW]

I'd mention that Abra is usually a better choice here - they compete in that they are offensive psychic types and Abra is too dominant right now not to warrant a namedrop.

[SET]
Fine

[SET COMMENTS]
Moves
========
  • Thunder allows it to heavily damage these pokemon as long as it doesn't miss, which is worth a note.

Set Details
========
  • I'd say "a RARE few Trick Room Pokemon" because a Trick Room mirror match is super unlikely in practice
  • Id mention that Focus Sash reduces its ability to sweep BECAUSE its still susceptible to priority
  • Consider mentioning that SpA EVs and what they do.

Usage Tips
========

Fine

Team Options
========
  • I don't really like trapinch as an example of a wallbreaker...maybe use Cranidos or something?

Rest is good, 3/3.
 

Rabia

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[OVERVIEW]

Although Solosis is almost completely overshadowed by Abra as an offensive Psychic-type, it finds a small niche for itself on dedicated Trick Room teams as an offensive Trick Room setter due to its horrendous Speed and huge Special Attack stat, tying with Abra for the highest Special Attack stat in the tier. Solosis is also blessed with an excellent ability in Magic Guard, which allows it to avoid all passive damage,(AC) and has access to Thunder, which lets it nail Vullaby for much higher damage than other Psychic-types are able to. However, Trick Room teams aren't particularly reliable or consistent in Little Cup, and Solosis's middling bulk and mediocre (defensive?) typing means mean it may struggle to justify use on Trick Room teams over alternate setters like Spritzee, while an overreliance on Trick Room being active to sweep makes it almost useless outside of Trick Room teams due to its lacking speed Speed (this sentence is a run-on and a half I feel, although I have no idea how to effectively split it myself). Most teams should use Abra for their wallbreaking needs.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Hidden Power [Fighting] Fighting
item: Electrium Z / Life Orb
ability: Magic Guard
nature: Quiet
evs: 240 HP / 240 SpA
ivs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe

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

Trick Room is the only reason to use Solosis, so it is mandatory. When Trick Room is active, Solosis is capable of "outspeeding" underspeeding nearly the entirety of Little Cup. Thunder is the secondary draw of Solosis, as it (unnecessary) allows Solosis to heavily damage or OHKO Vullaby as well as Water-types such as Slowpoke and Staryu so long as it does not miss. Hidden Power Fighting rounds out Solosis's coverage, allowing Solosis it to deal notable damage to Steel-types,(RC) and in particular allowing Solosis to OHKO Pawniard.

Set Details
========

With a Quiet nature and 0 speed Speed IVs, Solosis is able to underspeed every Pokemon in Little Cup barring a few rare Trick Room Pokemon like Munchlax, while its Special Attack EVs are maximized to increase Solosis's its damage output. Electrium Z grants a 100% accurate Electric-type nuke that lets Solosis bypass its biggest would-be counter in Vullaby while also minimizing Knock Off's damage. If a Z-Crystal is already being used on the team, a Life Orb is an effective alternative that offers more consistent damage output, although Thunder's low accuracy can be problematic. Focus Sash is an option that lets Solosis set up Trick Room incredibly consistently but greatly reduces its ability to sweep or break holes in the opponent's team,(AC) as Solosis is still susceptible to priority moves in Trick Room. Magic Guard is the preferred ability due to it allowing Solosis to avoid damage from entry hazards, status, and Life Orb recoil.

Usage Tips
========

Solosis should always prioritize setting Trick Room before starting to break through the opponent's team. Solosis should ideally avoid switching directly into attacks so that it has enough HP to set up Trick Room,(AC) since it is rather frail, and instead .(AP) Instead,(AC) it (broke this into 2 sentences since it read poorly imo (run-on). you can keep it as 1 if you wanna tho.) should come in after a teammate faints or through the help of a pivot. Steel- and Dark-types should be weakened or KOed before Solosis attempts to sweep if at all possible, since at high HP,(AC) they can prevent Solosis from sweeping.

Team Options
========

Solosis appreciates hazard support from Pokemon like Pawniard or and Ferroseed, as entry hazards help it secure KOs on Pokemon like Vullaby. Supporting Trick Room setters like Spritzee and Pumpkaboo help alleviate the pressure off from Solosis and allow Trick Room to be activated more consistently for both Solosis and the rest of the team. Slow wallbreakers that can take advantage of Trick Room, including Cranidos and Clamperl, appreciate Trick Room support from Solosis. Fighting-types such as Timburr can dispose of Steel or Dark-type and Dark-types that trouble Solosis and appreciate Solosis being able to lure Vullaby and Slowpoke with Gigavolt Havoc. Mienfoo also provides a slow U-turn to help Solosis get in safely. Trappers like Magnemite and Trapinch can eliminate Steel-types like Pawniard and Ferroseed for Solosis.

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

Regenerator, especially if coupled with an Eviolite, can be an option to heal off damage by pivoting in and out of opposing foes such as Croagunk,(RC) and making make Solosis a more reliable Trick Room setter, though it is generally less useful than the more offensive Magic Guard set. Overcoat allows Solosis to switch into Foongus' Foongus's Spore with ease and threaten it with a powerful Psychic or set up Trick Room in its face, although it is generally significantly worse than Solosis's other abilities. Solosis has numerous utility options in its movepool, such as Substitute, Recover, and Thunder Wave, although it would rather not waste turns while Trick Room is active,(AC) and a defensive set would be outclassed by more effective walls such as Slowpoke or and Spritzee. Shadow Ball may be used as coverage against opposing Psychic-types, although it is very hard to fit and hits few targets because defensive Psychic-types are not prevalent,(AC) and Thunder hits Slowpoke for high damage already.

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

**Stalling Out Trick Room Turns**: Pokemon such as Mienfoo and Ferroseed are able to stall out Trick Room turns by virtue of Fake Out and Protect respectively. This makes Solosis very vulnerable to faster threats once it expires.

**Dark-types**: Dark-type Pokemon such as Pawniard and Stunky are immune to Solosis's Psychic Psychic-type STAB move and can threaten it with Sucker Punch if Trick Room is activated or Knock Off if not,(RC) while also trapping Solosis with Pursuit. However, they must be wary of switching into a Hidden Power Fighting or Gigavolt Havoc, both of which do significant damage and can outright OHKO them (hp fight doesnt ohko stunky tho? ik you're talking about gigavolt, but the sentence reads as though you mean hp fight can too.).

**Steel-types**: Ferroseed and Magnemite both resist Psychic and can wear it Solosis down with Bullet Seed or and Volt Switch. However, they are hit super-effectively super effectively by Hidden Power Fighting.

[CREDITS]
- Written by: [[zizalith, 410251],[Merritt, 213064]]
- Quality checked by: [[Fiend, 208173],[Coconut, 150971],[Nineage, 195129]]
- Grammar checked by: []
 

A Cake Wearing A Hat

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cake:
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[OVERVIEW]

Although Solosis is almost completely overshadowed by Abra as an offensive Psychic-type, it finds a small niche for itself on dedicated Trick Room teams as an offensive Trick Room setter due to its horrendous Speed and huge Special Attack stat, tying with Abra for the highest Special Attack stat in the tier. Solosis is also blessed with an excellent ability in Magic Guard, which allows it to avoid all passive damage,(AC) and has access to Thunder, which lets it nail Vullaby for much higher damage than other Psychic-types are able to. However, Trick Room teams aren't particularly reliable or consistent in Little Cup, and Solosis's middling bulk and mediocre (defensive?) typing means mean it may struggle to justify use on Trick Room teams over alternate setters like Spritzee, (RC) while an In addition, Solosis's overreliance on Trick Room being active to sweep makes it almost useless outside of Trick Room teams due to its lacking speed Speed (this sentence is a run-on and a half I feel, although I have no idea how to effectively split it myself fixed it). Most teams should use Abra for their wallbreaking needs.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Hidden Power [Fighting] Fighting
item: Electrium Z / Life Orb
ability: Magic Guard
nature: Quiet
evs: 240 HP / 240 SpA
ivs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe

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

Trick Room is the only reason to use Solosis, so it is mandatory. When Trick Room is active, Solosis is capable of "outspeeding" underspeeding nearly the entirety of Little Cup. Thunder is the secondary draw of Solosis, as it (unnecessary) allows Solosis to heavily damage or OHKO Vullaby as well as Water-types such as Slowpoke and Staryu so long as it does not miss. Hidden Power Fighting rounds out Solosis's coverage, allowing Solosis it to deal notable damage to Steel-types,(RC) and in particular allowing Solosis to OHKO Pawniard.

Set Details
========

With a Quiet nature and 0 speed Speed IVs, Solosis is able to underspeed every Pokemon in Little Cup barring a few rare Trick Room Pokemon like Munchlax, while its Special Attack EVs are maximized to increase Solosis's its damage output. Electrium Z grants a 100% perfectly accurate Electric-type nuke that lets Solosis bypass its biggest would-be counter in Vullaby while also minimizing Knock Off's damage. If a Z-Crystal is already being used on the team, a Life Orb is an effective alternative that offers more consistent damage output, although Thunder's low accuracy can be problematic. Focus Sash is an option that lets Solosis set up Trick Room incredibly consistently but greatly reduces its ability to sweep or break holes in the opponent's team,(AC) as Solosis is still susceptible to priority moves in Trick Room. Magic Guard is the preferred ability due to it allowing Solosis to avoid damage from entry hazards, status, and Life Orb recoil.

Usage Tips
========

Solosis should always prioritize setting Trick Room before starting to break through the opponent's team. Solosis should ideally avoid switching directly into attacks so that it has enough HP to set up Trick Room,(AC) since it is rather frail, and instead .(AP) Instead,(AC) it (broke this into 2 sentences since it read poorly imo (run-on). you can keep it as 1 if you wanna tho.) should come in after a teammate faints or through the help of a pivot. Steel- and Dark-types should be weakened or KOed before Solosis attempts to sweep if at all possible, since at high HP,(AC) they can prevent Solosis from sweeping.

Team Options
========

Solosis appreciates hazard support from Pokemon like Pawniard or and Ferroseed, as entry hazards help it secure KOs on Pokemon like Vullaby. Supporting Trick Room setters like Spritzee and Pumpkaboo help alleviate the pressure off from Solosis and allow Trick Room to be activated more consistently for both Solosis and the rest of the team. Slow wallbreakers that can take advantage of Trick Room, including Cranidos and Clamperl, appreciate Trick Room support from Solosis. Fighting-types such as Timburr can dispose of Steel or Dark-type and Dark-types that trouble Solosis and appreciate Solosis being able to lure Vullaby and Slowpoke with Gigavolt Havoc. Mienfoo also provides a slow U-turn to help Solosis get in safely. Trappers like Magnemite and Trapinch can eliminate Steel-types like Pawniard and Ferroseed for Solosis.

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

Regenerator, especially if coupled with an Eviolite, can be an option to heal off damage by pivoting in and out of opposing foes such as Croagunk,(RC) and making make Solosis a more reliable Trick Room setter, though it is generally less useful than the more offensive Magic Guard set. Overcoat allows Solosis to switch into Foongus' Foongus's Spore with ease and threaten it with a powerful Psychic or set up Trick Room in its face, although it is generally significantly worse than Solosis's other abilities. Solosis has numerous utility options in its movepool, such as Substitute, Recover, and Thunder Wave, although it would rather not waste turns while Trick Room is active,(AC) and a defensive set would be outclassed by more effective walls such as Slowpoke or and Spritzee. Shadow Ball may be used as coverage against opposing Psychic-types, although it is very hard to fit and hits few targets because defensive Psychic-types are not prevalent,(AC) and Thunder hits Slowpoke for high damage already.

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

**Stalling Out Trick Room Turns**: Pokemon such as Mienfoo and Ferroseed are able to stall out Trick Room turns by virtue of Fake Out and Protect respectively. This makes Solosis very vulnerable to faster threats once it expires.

**Dark-types**: Dark-type Pokemon such as Pawniard and Stunky are immune to Solosis's Psychic Psychic-type STAB move and can threaten it with Sucker Punch if Trick Room is activated or Knock Off if not,(RC) while also trapping Solosis with Pursuit. However, they must be wary of switching into a Hidden Power Fighting or Gigavolt Havoc, both of which do significant damage and can outright OHKO them (hp fight doesnt ohko stunky tho? ik you're talking about gigavolt, but the sentence reads as though you mean hp fight can too.).

**Steel-types**: Ferroseed and Magnemite both resist Psychic and can wear it Solosis down with Bullet Seed or and Volt Switch. However, they are hit super-effectively super effectively by Hidden Power Fighting.

[CREDITS]
- Written by: [[zizalith, 410251], [Merritt, 213064]]
- Quality checked by: [[Fiend, 208173], [Coconut, 150971], [Nineage, 195129]]
- Grammar checked by: [[A Cake Wearing A Hat, 388157]]
GP 1/2
 

frostration

i probably have a headache
is a Social Media Contributor Alumnus
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[OVERVIEW]

Although Solosis is almost completely overshadowed by Abra as an offensive Psychic-type, it finds a small niche for itself on dedicated Trick Room teams as an offensive Trick Room setter due to its horrendous Speed and huge Special Attack stat, tying with Abra for the highest Special Attack stat in the tier. Solosis is also blessed with an excellent ability in Magic Guard, which allows it to avoid all passive damage, and has access to Thunder, which lets it nail Vullaby for much higher damage than other Psychic-types are able to. However, Trick Room teams aren't particularly reliable or consistent in Little Cup, and Solosis's middling bulk and mediocre defensive typing mean it may struggle to justify use on Trick Room teams over alternate setters like Spritzee. In addition, Solosis's overreliance on Trick Room being active to sweep makes it almost useless outside of Trick Room teams due to its lacking Speed. Most teams should use Abra for their wallbreaking needs.

[SET]
name: Offensive Trick Room
move 1: Trick Room
move 2: Psychic
move 3: Thunder
move 4: Hidden Power Fighting
item: Electrium Z / Life Orb
ability: Magic Guard
nature: Quiet
evs: 240 HP / 240 SpA
ivs: 1 Atk / 30 Def / 30 SpA / 30 SpD / 0 Spe

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

Trick Room is the only reason to use Solosis, so it is mandatory. When Trick Room is active, Solosis is capable of underspeeding nearly the entirety of Little Cup. Thunder allows Solosis to heavily damage or OHKO Vullaby as well as Water-types such as Slowpoke and Staryu so long as it does not miss. Hidden Power Fighting rounds out Solosis's coverage, allowing it to deal notable damage to Steel-types and in particular OHKO Pawniard.

Set Details
========

With a Quiet nature and 0 Speed IVs, Solosis is able to underspeed every Pokemon in Little Cup barring a few rare Trick Room Pokemon like Munchlax, while its Special Attack EVs are maximized to increase its damage output. Electrium Z grants a perfectly accurate Electric-type nuke that lets Solosis bypass its biggest would-be counter in Vullaby while also minimizing Knock Off's damage. If a Z-Crystal is already being used on the team, a Life Orb is an effective alternative that offers more consistent damage output, although Thunder's low accuracy can be problematic. Focus Sash is an option that lets Solosis set up Trick Room incredibly consistently but greatly reduces its ability to sweep or break holes in the opponent's team, as Solosis is still susceptible to priority moves in Trick Room. Magic Guard is the preferred ability due to it allowing Solosis to avoid damage from entry hazards, status, and Life Orb recoil.

Usage Tips
========

Solosis should always prioritize setting Trick Room before starting to break through the opponent's team. Solosis should ideally avoid switching directly into attacks so that it has enough HP to set up Trick Room, since it is rather frail. Instead, it should come in after a teammate faints or through the help of a pivot. Steel- and Dark-types should be weakened or KOed before Solosis attempts to sweep if at all possible, since at high HP, they can prevent Solosis from sweeping.

Team Options
========

Solosis appreciates entry hazard support from Pokemon like Pawniard and Ferroseed, as entry hazards help it secure KOs on Pokemon like Vullaby. Supporting Trick Room setters like Spritzee and Pumpkaboo help alleviate pressure from Solosis and allow Trick Room to be activated more consistently for both Solosis and the rest of the team. Slow wallbreakers that can take advantage of Trick Room, including Cranidos and Clamperl, appreciate Trick Room support from Solosis. Fighting-types such as Timburr can dispose of Steel- and Dark-types that trouble Solosis and appreciate Solosis being able to lure Vullaby and Slowpoke with Gigavolt Havoc. Mienfoo also provides a slow U-turn to help Solosis get in safely. Trappers like Magnemite and Trapinch can eliminate Steel-types like Pawniard and Ferroseed for Solosis.

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

Regenerator, especially if coupled with an Eviolite, can be an option to heal off damage by pivoting in and out of opposing foes such as Croagunk and make Solosis a more reliable Trick Room setter, though it is generally less useful than the more offensive Magic Guard set. Overcoat allows Solosis to switch into Foongus's Spore with ease and threaten it with a powerful Psychic or set up Trick Room in its face, although it is generally significantly worse than Solosis's other abilities. Solosis has numerous utility options in its movepool, such as Substitute, Recover, and Thunder Wave, although it would rather not waste turns while Trick Room is active, and a defensive set would be outclassed by more effective walls such as Slowpoke and Spritzee. Shadow Ball may be used as coverage against opposing Psychic-types, although it is very hard to fit and hits few targets because defensive Psychic-types are not prevalent, and Thunder hits Slowpoke for high damage already.

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

**Stalling Out Trick Room Turns**: Pokemon such as Mienfoo and Ferroseed are able to stall out Trick Room turns by virtue of Fake Out and Protect. This makes Solosis very vulnerable to faster threats once it expires.

**Dark-types**: Dark-type Pokemon such as Pawniard and Stunky are immune to Solosis's Psychic-type STAB moves and can threaten it with Sucker Punch if Trick Room is activated or Knock Off if not while also trapping Solosis with Pursuit. However, Dark-types must be wary of switching into either Hidden Power Fighting or Gigavolt Havoc, both of which do significant damage.

**Steel-types**: Ferroseed and Magnemite both resist Psychic and can wear Solosis down with Bullet Seed and Volt Switch. However, they are hit super effectively by Hidden Power Fighting.
GP 2/2
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