Metagame SV OU Metagame Discussion

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Forgive the intrusion here but I cannot recommend dragalge enough for UR adventure Pokémon, specs is a flawed but incredibly powerful nuke with Tera Dragon Draco Meteor 2hkoing most steels and Sludge Bomb cleanly ohkos most fairies. (If you run into Tinkaton you cry.)

(If you run into Tinkaton you cry.)

252+ SpA Choice Specs Adaptability Tera Fighting Dragalge Focus Blast vs. 252 HP / 172+ SpD Tinkaton: 262-310 (70 - 82.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

not with a bit more oomph you don't!
 
252+ SpA Choice Specs Adaptability Tera Fighting Dragalge Focus Blast vs. 252 HP / 172+ SpD Tinkaton: 262-310 (70 - 82.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

not with a bit more oomph you don't!
Running Tera fighting means you can’t click intrusive thoughts Tera dragon draco meteor though :(((((
 
Running Tera fighting means you can’t click intrusive thoughts Tera dragon draco meteor though :(((((
i mean you technically already have tera dragon draco meteor on this guy except you don't need to burn tera. that's what gives dragalge (and other adaptability mons) its niche
 
i mean you technically already have tera dragon draco meteor on this guy except you don't need to burn tera. that's what gives dragalge (and other adaptability mons) its niche
I think the idea is a Dracovish style "all in on one Nuke" type with Super Tera + Adaptability boosts applied to a high BP move. For fun I checked this calc

252+ SpA Choice Specs Adaptability Tera Dragon Dragalge Draco Meteor vs. 0 HP / 0 SpD Mew: 430-506 (126 - 148.3%) -- guaranteed OHKO
252+ SpA Choice Specs Beads of Ruin Chi-Yu Overheat vs. 0 HP / 0 SpD Mew: 478-564 (140.1 - 165.3%) -- guaranteed OHKO

Not efficient but big numbers are fun to look at once in a while for me.
 
i mean you technically already have tera dragon draco meteor on this guy except you don't need to burn tera. that's what gives dragalge (and other adaptability mons) its niche
Yeah it hits hard but as pika pal pointed out for me (thanks!) it doesn’t hit hard enough. My dopamine receptors require stuff like
252+ SpA Choice Specs Adaptability Tera Dragon Dragalge Draco Meteor vs. 252 HP / 252+ SpD Garganacl: 331-391 (81.9 - 96.7%) -- 62.5% chance to OHKO after Stealth Rock
252+ SpA Choice Specs Adaptability Tera Dragon Dragalge Draco Meteor over 2 turns vs. 248 HP / 8 SpD Corviknight: 364-431 (91.2 - 108%) -- guaranteed KO in 2 turns after Stealth Rock and Leftovers recovery
and so on and so forth.
 
Since we're talking about Dragalge, I figure it's worth pointing out that the interaction between Adaptability and Tera is actually pretty bad for Adaptability users.

For a non-Adaptability mon, if it uses a 100 BP STAB move, its move becomes 150 BP after STAB. If that mon were to use a same type Tera, that move becomes 200 BP. Do the math and you'll see that that is a 33.3% power increase on your STAB moves from same type Tera.

For an Adaptability mon, if it uses a 100 BP STAB moves, its move becomes 200 BP after STAB. If the adaptability mon then uses a same type Tera, its move becomes 225 BP. That's just a 12.5% increase--the value is pretty low, relatively speaking.

If that wasn't bad enough, Terastallizing means you actually lose Adaptability on any type you had pre-Tera! So Tera Dragon Dragalge would lose power on its Poison moves, and Tera Fighting Dragalge would lose power on its Dragon and Poison moves. Overall, Dragalge can still do what it did in previous generations, but I don't think Tera does much at all for its viability compared to all the non-Adaptability wall breakers.
 
Just since people have been discussing both Protean Greninja and Battle Bond Greninja, I’d like to mention that whether we get Torrent + Protean or Battle Bond will be restricted to one set or the other; even though Ash-Greninja no longer exists, Battle Bond Greninja is still considered an alternate form in the No Egg Group, so there is no way to give a “normal” Greninja Battle Bond nor any way to breed Froakies off of a Battle Bond Greninja to get the other type. Unlike Cinderace and Charizard, Greninja will need Pokémon HOME to get access to all its abilities.

EDIT: Raid Greninja is confirmed Protean, meaning Protean + Torrent are legal and Battle Bond (currently) isn’t.
 
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Klawf
pokemon-klawf.webp

"Klawf appears to be based on various species of crabs with hair-like bristles on their bodies, such as the horsehair crab (which has an orange-brown coloration), the velvet crab (a species found in the Mediterranean Sea), or the Chinese mitten crab (an invasive species in Europe). It may also derive inspiration from rock climbing." - Bulbapedia

"Crabcore shall rise again with Klawf at the helm." - Morkal

BASE STATSMIN - MAX STAT RANGE
HP:
70
250 - 344
Attack:
100
184 - 328
Defense:
115
211 - 361
Sp. Atk:
35
67 - 185
Sp. Def:
55
103 - 229
Speed:
75
139 - 273

Abilities:
Anger Shell, Shell Armor | HA: Regenerator

Notable Physical + Utility Moves:
Body Slam, Brick Break, Crabhammer, Endeavor, High Horsepower, Knock Off, Protect, Rock Blast, Rock Slide, Rock Tomb, Stealth Rock, Stomping Tantrum, Stone Edge, Substitute, Swords Dance, Tera Blast, Trailblaze, X-Scissor

(To those I talked to about this on Showdown, I'm sorry that this took longer than I said it would; it took a while for me to optimize the EVs for Klawf to work properly in OU).

Klawf - The madlad, the legend, the rock crab who probably listened to Attack Attack! and Asking Alexandria this morning, Klawf has unfortunately been ignored by most competitive players this generation despite some handy tools and tech. So why would you run Klawf when there are clearly better Stealth Rock setters in the tier, such as Garganacl, Clodsire, and Glimmora? The truth is, Klawf's OU niche isn't meant to compete with any of those Pokemon; it's meant to complement one of them on a team. While this may seem counter-intuitive, it actually allows multiple Pokemon even more breathing room to expand their moveset with a unique tech option. So let's dive into the rock crab's unique place in OU in yet another massive niche Pokemon post.

Disclaimer: To make Klawf work, it should generally be paired with a Pokemon that usually sets Stealth Rock for your team. This is where the bulk of its niche comes from, and it can feel rather underwhelming if your team is not specifically built to take advantage of this combination. Please use it with caution, especially if you're shaky with general damage ranges; it is NOT an easily splashable Pokemon but can provide consistently strong and game-winning results if you play to its strengths.

Summarized Advantages of Klawf
This is a "too long, didn't read" bullet point list for people who don't want to read through the whole post and want a quick understanding of Klawf's OU benefits.
  • Klawf is the only Pokemon in the entire metagame with the unique combination of Regenerator and Stealth Rock, allowing it a specific type of longevity that doesn't require taking up a move slot for something like Recover.
  • In addition, the combination of Stealth Rock and Regenerator + Knock Off puts undue pressure on your opponent's spinners and team cores, allowing you additional opportunities to get particular Pokemon in or get specific strategies going and giving your own teambuilding some breathing room due to its excellent role compression.
  • Klawf's pure Rock type gives it crucial resistances to Fire, Normal, Flying, and Poison-type attacks. This typing, combined with its solid Defense stat and usable HP stat along with Regenerator, gives it more longevity than one would expect from a Pokemon with a seemingly lacking base stat total of 450 (provided you work around its lackluster Special Defense).
  • Klawf's offensive and utility movepool is flexible, meaning that depending on your team's specific needs, you can apply different tech options to your Klawf to fit multiple archetypes, including Balance, Stall, and Hyper Offense.
  • Klawf's base 75 Speed is speedy for a physically defensive Rock-type, allowing it to outspeed some unexpected threats with proper EV investment.
  • Klawf's STAB Rock Blast with Loaded Dice as an item allows Klawf to successfully handle certain Focus Sash and Substitute Pokemon while hitting unexpectedly hard for a Pokemon without Attack investment.
  • Tera Ghost allows Klawf to bait Fighting-type attacks in the mid-late game, allowing Klawf to take down frail Pokemon such as Chien-Pao or set up Rocks on a Pokemon that Klawf would otherwise not want to stay in on, adding a little unpredictability to its main Regenerock set.
Klawf Regenerock Utility
962.png

Klawf @ Loaded Dice
Ability: Regenerator
Tera Type: Ghost
EVs: 76 HP / 212 Def / 220 Spe
Jolly Nature
- Stealth Rock
- Knock Off
- Protect
- Rock Blast​

Klawf's specific utility lies in its ability to weave in and out of combat, setting Stealth Rock and chipping opponents while simultaneously healing without an item or move. Regenerator consistently allows you to reset Rocks if they've been spun away thanks to the HP recovery it provides Klawf, in addition to the additional defensive utility. This playstyle puts additional pressure on your opponent's team core composition, provided you predict against physical attackers correctly. Let's talk about the EVs first; 76 HP and 212 Defense EVs hit particular damage thresholds that allow Klawf to avoid OHKOs and 2HKOs from various critical threats (including with opposing Stealth Rock chip in multiple cases).

Physical Defense Damage Calculations
View attachment 484981

View attachment 484978

Super Effective Hits:

252+ Atk Kingambit Iron Head vs. 76 HP / 212 Def Klawf: 218-260 (72.6 - 86.6%) -- guaranteed 2HKO
252 Atk Meowscarada Flower Trick vs. 76 HP / 212 Def Klawf on a critical hit: 228-270 (76 - 90%) -- guaranteed 2HKO
252 Atk Quaquaval Aqua Step vs. 76 HP / 212 Def Klawf: 186-218 (62 - 72.6%) -- guaranteed 2HKO

252+ Atk Dragonite Earthquake vs. 76 HP / 212 Def Klawf: 182-216 (60.6 - 72%) -- guaranteed 2HKO
252 Atk Protosynthesis Roaring Moon Earthquake vs. 76 HP / 212 Def Klawf: 222-262 (74 - 87.3%) -- guaranteed 2HKO
252 Atk Iron Treads Earthquake vs. 76 HP / 212 Def Klawf: 218-260 (72.6 - 86.6%) -- guaranteed 2HKO
252 Atk Garchomp Earthquake vs. 76 HP / 212 Def Klawf: 242-288 (80.6 - 96%) -- guaranteed 2HKO
252 Atk Baxcalibur Earthquake vs. 76 HP / 212 Def Klawf: 176-208 (58.6 - 69.3%) -- guaranteed 2HKO
0 Atk Great Tusk Earthquake vs. 76 HP / 212 Def Klawf: 204-240 (68 - 80%) -- guaranteed 2HKO
0 Atk Ting-Lu Earthquake vs. 76 HP / 212 Def Klawf: 174-206 (58 - 68.6%) -- guaranteed 2HKO

252 Atk Sword of Ruin Chien-Pao Sacred Sword vs. 76 HP / 212 Def Klawf: 184-218 (61.3 - 72.6%) -- guaranteed 2HKO
252 Atk Choice Band Sword of Ruin Chien-Pao Sacred Sword vs. 76 HP / 212 Def Klawf: 274-324 (91.3 - 108%) -- 50% chance to OHKO

252 Atk Ceruledge Close Combat vs. 76 HP / 212 Def Klawf: 190-224 (63.3 - 74.6%) -- guaranteed 2HKO
4 Atk Iron Valiant Close Combat vs. 76 HP / 212 Def Klawf: 240-284 (80 - 94.6%) -- guaranteed 2HKO

252+ Def Dondozo Body Press vs. 76 HP / 212 Def Klawf: 132-156 (44 - 52%) -- 13.3% chance to 2HKO
4 Def Garganacl Body Press vs. 76 HP / 212 Def Klawf: 108-128 (36 - 42.6%) -- guaranteed 3HKO
+2 4 Def Garganacl Body Press vs. 76 HP / 212 Def Klawf: 214-254 (71.3 - 84.6%) -- guaranteed 2HKO (+2 Iron Defense)

Super Effective Priority Hits:

252+ Atk Choice Band Technician Scizor Bullet Punch vs. 76 HP / 212 Def Klawf: 240-284 (80 - 94.6%) -- guaranteed 2HKO
252 Atk Technician Breloom Mach Punch vs. 76 HP / 212 Def Klawf: 146-174 (48.6 - 58%) -- 93.8% chance to 2HKO
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 76 HP / 212 Def Klawf: 176-210 (58.6 - 70%) -- guaranteed 2HKO

Neutral Hits:

252 Atk Sword of Ruin Chien-Pao Sucker Punch vs. 76 HP / 212 Def Klawf: 108-127 (36 - 42.3%) -- guaranteed 3HKO
252 Atk Choice Band Meowscarada Sucker Punch vs. 76 HP / 212 Def Klawf: 114-135 (38 - 45%) -- guaranteed 3HKO
252+ Atk Kingambit Sucker Punch vs. 76 HP / 212 Def Klawf: 96-114 (32 - 38%) -- 93.2% chance to 3HKO

252 Atk Baxcalibur Icicle Crash vs. 76 HP / 212 Def Klawf: 112-133 (37.3 - 44.3%) -- guaranteed 3HKO
252 Atk Choice Band Protean Meowscarada U-turn vs. 76 HP / 212 Def Klawf: 114-135 (38 - 45%) -- guaranteed 3HKO
252 Atk Protosynthesis Roaring Moon Crunch vs. 76 HP / 212 Def Klawf: 133-157 (44.3 - 52.3%) -- 16% chance to 2HKO
252 Atk Iron Fist Pawmot Thunder Punch vs. 76 HP / 212 Def Klawf: 100-118 (33.3 - 39.3%) -- guaranteed 3HKO

252+ Atk Choice Band Dragapult Dragon Darts (2 hits) vs. 76 HP / 212 Def Klawf: 188-224 (62.6 - 74.6%) -- approx. 2HKO
252+ Atk Kingambit Kowtow Cleave vs. 76 HP / 212 Def Klawf: 117-138 (39 - 46%) -- guaranteed 3HKO
200+ Atk Choice Band Iron Hands Wild Charge vs. 76 HP / 212 Def Klawf: 183-216 (61 - 72%) -- guaranteed 2HKO
0 SpA Hatterene Psyshock vs. 76 HP / 212 Def Klawf: 84-99 (28 - 33%) -- guaranteed 4HKO

Resisted Hits:

252+ Atk Dragonite Extreme Speed vs. 76 HP / 212 Def Klawf: 36-43 (12 - 14.3%) -- possible 7HKO (If Klawf is at full health, the absolute MAX Adamant Dragonite can do with a non-critical hit combination of Earthquake and Extremespeed is 86.3%. The lowest possible damage that can be done with that combination is 72.6%).
252 Atk Protosynthesis Roaring Moon Acrobatics (55 BP) vs. 76 HP / 212 Def Klawf: 30-36 (10 - 12%) -- possible 9HKO
252 Atk Ceruledge Bitter Blade vs. 76 HP / 212 Def Klawf: 53-63 (17.6 - 21%) -- possible 5HKO
0 Atk Corviknight Brave Bird vs. 76 HP / 212 Def Klawf: 42-51 (14 - 17%) -- possible 6HKO
164 Atk Cinderace Pyro Ball vs. 76 HP / 212 Def Klawf: 63-74 (21 - 24.6%) -- guaranteed 5HKO​

As you can see, Klawf can withstand a hit or three consistently. With Regenerator, this allows Klawf to be a more favorable switch-in (or to stay in on a switch-in) for numerous Pokemon that it otherwise wouldn't be able to deal with. This additional unexpected turn can provide key momentum for not only your next teammate but would allow you to get up Stealth Rocks or Knock Off an opposing item that you otherwise wouldn't be able to at that moment. So you're likely wondering, "Okay, I see Klawf's physically defensive utility, but what's with the HP EVs, and how can I get around Klawf's middling Special Defense?" The EVs allow Klawf to live some unexpected hits from powerful Special Attackers in the tier. In some of these cases, Klawf can outspeed and either set up Rocks, OHKO or at least heavily damage with STAB Rock Blast or Knock Off their item, crippling them for the rest of the match.

Special Defense Damage Calculations
View attachment 484981

View attachment 484978

Super Effective Hits:

0 SpA Volcarona Giga Drain vs. 76 HP / 0 SpD Klawf: 226-268 (75.3 - 89.3%) -- guaranteed 2HKO
0 SpA Amoonguss Giga Drain vs. 76 HP / 0 SpD Klawf: 228-270 (76 - 90%) -- guaranteed 2HKO

Neutral Hits:

252 SpA Iron Valiant Moonblast vs. 76 HP / 0 SpD Klawf: 237-280 (79 - 93.3%) -- guaranteed 2HKO
252 SpA Iron Valiant Thunderbolt vs. 76 HP / 0 SpD Klawf: 150-177 (50 - 59%) -- guaranteed 2HKO
252 SpA Iron Valiant Psyshock vs. 76 HP / 212 Def Klawf: 62-73 (20.6 - 24.3%) -- guaranteed 5HKO

252 SpA Choice Specs Iron Valiant Psyshock vs. 76 HP / 212 Def Klawf: 92-109 (30.6 - 36.3%) -- 56.5% chance to 3HKO

8 SpA Skeledirge Hex (65 BP) vs. 76 HP / 0 SpD Klawf: 124-147 (41.3 - 49%) -- guaranteed 3HKO
4 SpA Gholdengo Hex (65 BP) vs. 76 HP / 0 SpD Klawf: 145-172 (48.3 - 57.3%) -- 93.8% chance to 2HKO

0 SpA Hatterene Draining Kiss vs. 76 HP / 0 SpD Klawf: 114-135 (38 - 45%) -- guaranteed 3HKO
0 SpA Rotom-Wash Volt Switch vs. 76 HP / 0 SpD Klawf: 127-151 (42.3 - 50.3%) -- 0.4% chance to 2HKO


Resisted Hits:

252 SpA Iron Moth Flamethrower vs. 76 HP / 0 SpD Klawf: 126-148 (42 - 49.3%) -- guaranteed 3HKO
252 SpA Choice Specs Dragapult Flamethrower vs. 76 HP / 0 SpD Klawf: 99-116 (33 - 38.6%) -- 99.8% chance to 3HKO

0 SpA Volcarona Fiery Dance vs. 76 HP / 0 SpD Klawf: 90-106 (30 - 35.3%) -- 25% chance to 3HKO
8 SpA Skeledirge Torch Song vs. 76 HP / 0 SpD Klawf: 76-90 (25.3 - 30%) -- guaranteed 4HKO
8 SpA Torkoal Lava Plume vs. 76 HP / 0 SpD Klawf in Sun: 92-108 (30.6 - 36%) -- 50.1% chance to 3HKO
252 SpA Iron Moth Sludge Wave vs. 76 HP / 0 SpD Klawf: 132-156 (44 - 52%) -- 16% chance to 2HKO​

Now that we've talked about its defensive capabilities, let's talk about how Klawf's offensive capabilities (even without investment) are quite potent. Rock Blast acts as Klawf's go-to STAB with Loaded Dice to ensure at least four hits (sometimes five) and works better with this specific set due to its utility as a move + the STAB bonus. Rock Blast has the same accuracy as Rock Slide yet is more powerful with the assured four hits while reaching the same power as Stone Edge with five hits. Additionally, Rock Blast can break both Focus Sash and Substitute Pokemon while providing additional damage or OHKOing them, thanks to the multi-hitting move style. You'd be surprised as to just how much damage Rock Blast Klawf can dish out consistently with 0 Attack and a neutral nature. Of course, Knock-Off's utility is always helpful, but what's surprising is how its damage output is situationally useful and can chunk some common Pokemon in the Meta, even frustrating threats like Defensive Gholdengo.

Rock Blast Damage Calculations
View attachment 484979
Super Effective Hits:

0 Atk Klawf Rock Blast (4 hits) vs. 252 HP / 0 Def Ceruledge: 264-320 (74.5 - 90.3%) -- approx. 2HKO
0 Atk Klawf Rock Blast (5 hits) vs. 252 HP / 0 Def Ceruledge: 330-400 (93.2 - 112.9%) -- approx. 93.8% chance to OHKO
0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Ceruledge: 264-320 (90.7 - 109.9%) -- approx. 50% chance to OHKO
0 Atk Klawf Rock Blast (5 hits) vs. 0 HP / 0 Def Ceruledge: 330-400 (113.4 - 137.4%) -- guaranteed OHKO

0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Chien-Pao: 264-320 (87.7 - 106.3%) -- approx. 6.3% chance to OHKO
0 Atk Klawf Rock Blast (5 hits) vs. 0 HP / 0 Def Chien-Pao: 330-400 (109.6 - 132.8%) -- guaranteed OHKO
0 Atk Klawf Rock Blast (4 hits) vs. 80 HP / 0 Def Cinderace: 272-336 (84.7 - 104.6%) -- approx. 6.3% chance to OHKO
0 Atk Klawf Rock Blast (5 hits) vs. 80 HP / 0 Def Cinderace: 340-420 (105.9 - 130.8%) -- guaranteed OHKO

0 Atk Klawf Rock Blast (4 hits) vs. 144 HP / 0 Def Multiscale Dragonite: 112-136 (31.1 - 37.8%) -- approx. 91.4% chance to 3HKO
0 Atk Klawf Rock Blast (5 hits) vs. 144 HP / 0 Def Multiscale Dragonite: 140-170 (38.9 - 47.3%) -- approx. 3HKO

0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Iron Moth: 336-392 (111.6 - 130.2%) -- guaranteed OHKO
0 Atk Klawf Rock Blast (4 hits) vs. 248 HP / 0 Def Skeledirge: 224-272 (54.5 - 66.1%) -- approx. 2HKO
0 Atk Klawf Rock Blast (5 hits) vs. 248 HP / 0 Def Skeledirge: 280-340 (68.1 - 82.7%) -- approx. 2HKO (Assured OHKO with Stealth Rock chip, provided you've Knocked Off Heavy-Duty Boots)

0 Atk Klawf Rock Blast (4 hits) vs. 248 HP / 108 Def Volcarona: 528-640 (141.5 - 171.5%) -- guaranteed OHKO

Neutral Hits:


0 Atk Klawf Rock Blast (4 hits) vs. 116 HP / 0 Def Azumarill: 132-160 (35.6 - 43.2%) -- approx. 3HKO
0 Atk Klawf Rock Blast (5 hits) vs. 116 HP / 0 Def Azumarill: 165-200 (44.5 - 54%) -- approx. 25.4% chance to 2HKO

0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Dragapult: 136-168 (42.9 - 52.9%) -- approx. 6.6% chance to 2HKO
0 Atk Klawf Rock Blast (5 hits) vs. 0 HP / 0 Def Dragapult: 170-210 (53.6 - 66.2%) -- approx. 2HKO

0 Atk Klawf Rock Blast (4 hits) vs. 252 HP / 4 Def Grimmsnarl: 156-184 (39.5 - 46.7%) -- approx. 3HKO
0 Atk Klawf Rock Blast (5 hits) vs. 252 HP / 4 Def Grimmsnarl: 195-230 (49.4 - 58.3%) -- approx. 99.6% chance to 2HKO

0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Meowscarada: 148-180 (50.5 - 61.4%) -- approx. 2HKO
0 Atk Klawf Rock Blast (5 hits) vs. 0 HP / 0 Def Meowscarada: 185-225 (63.1 - 76.7%) -- approx. 2HKO

0 Atk Klawf Rock Blast (4 hits) vs. 0 HP / 0 Def Roaring Moon: 144-172 (41 - 49%) -- approx. 3HKO
0 Atk Klawf Rock Blast (5 hits) vs. 0 HP / 0 Def Roaring Moon: 180-215 (51.2 - 61.2%) -- approx. 2HKO

Knock-Off Damage Calculations


0 Atk Klawf Knock Off (97.5 BP) vs. 252 HP / 0 Def Ceruledge: 170-200 (48 - 56.4%) -- 89.1% chance to 2HKO
0 Atk Klawf Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gholdengo: 104-124 (27.5 - 32.8%) -- guaranteed 4HKO
0 Atk Klawf Knock Off (97.5 BP) vs. 248 HP / 0 Def Skeledirge: 140-166 (34 - 40.3%) -- guaranteed 3HKO
0 Atk Klawf Knock Off (97.5 BP) vs. 0 HP / 0 Def Dragapult: 178-210 (56.1 - 66.2%) -- guaranteed 2HKO

Additionally, Protect eases the burden of prediction against quite a few Pokemon. This allows you to scout rare tech options on particular Pokemon and helps with mind games and switch prediction. So now we've talked about Klawf's Offensive and Defensive capabilities; what about its utility and speed? With 220 EVs in Speed and a Jolly nature, Klawf reaches a respectable 265 Speed. You may be thinking that 265 Speed from 220 EVs + Jolly isn't much of a speed benchmark compared to some of OU's behemoths; however, it becomes a lot more impressive for a defensive Pokemon in Klawf's position as Klawf consistently outspeeds the following -
Klawf Always Outspeeds (Excluding View attachment 484989):
Amoonguss, Azumarill, Breloom, Clodsire, Corviknight, Dondozo, Dragonite (Any Set Not Running 252 EVs + Jolly Nature), Garganacl, Grimmsnarl, Hatterene, Iron Hands, Kingambit, Scizor, Skeledirge, Ting-Lu, Torkoal, Toxapex.

Klawf Outspeeds Specific Sets:
Ceruledge (Bulk Up), Gholdengo (Nasty Plot Defensive), Quaquaval (Bulk Up), Rotom-Wash (Defensive), Baxcalibur (Defensive sets with less than 124 Speed EVs with a Positive Speed Nature or less than 220 Speed EVs with a Neutral Nature)

Klawf can additionally turn a faster Pokemon's speed against it by Terastallizing into Tera Ghost. Tera Ghost provides Klawf with a far superior typing that gives it a critical immunity to Fighting-type moves (along with a situational yet nifty Normal immunity) and resistances to Bug and Poison type attacks. It also does away with Klawf's frustrating weaknesses to Water, Ground, Grass, Steel, and the previously mentioned Fighting-type attacks. This can allow Klawf to live some unexpectedly powerful moves that it wouldn't have been able to with its pure Rock typing, and also allows it to no longer fear specific threats that relied on its typing remaining pure Rock, such as Breloom. Klawf's best partners are Stealth Rock setters, who have an additional free moveslot for different set variants thanks to Klawf handling Stealth Rock duties. From my testing, I've found that some of the best partners for Klawf are Clodsire, Garchomp, Garganacl, Glimmora, Kingambit, and Ting-Lu.


Klawf is a Pokemon that can be hard to use at times, but if you build your team well, it can help your synergistic cores feel a bit of breathing room in OU's chaotic yet somewhat still-centralized meta. Regenerator + Stealth Rock and Knock Off with Loaded Dice and STAB Rock Blast is something no other Pokemon can do. While it may seem like a very niche choice, it's been one of the most valuable Pokemon on a variety of my teams in different playstyles. So what are you waiting for? Give Klawf a try today!

Edit #1: Grammatical fixes + added some additional information context + some likely candidates that I've been testing that I'll eventually make a post for here in the same style as the Klawf post

Niche OU Pokepicks (Currently in testing phase) -
oricorio-sensu.gif
oranguru.gif
zoroark.gif
vespiquen.gif
ursaring.gif
jumpluff.gif
luxray.gif

There are others as well, but until I'm farther along in testing/I'm more confident in their niche, I won't be mentioning them.

What are the bolded damage calculations for? I can't seem to make any sense of them on my own.
 
I wasn't sure how I felt about gf's recovery pp nerf when it was announced, but now I imagine trying to wear down a dirge or clodsire that has 16 recovers. or a garg. or don. or gholden, god forbid. corv isn't as prevalent as last gen, but pex is unkillable as ever. obviously, they'd all prefer 16 pp, but after playing the meta a lot over a couple months, I'm glad to see bulky/defensive mons holding their own.

the meta feels faster than last gen, and less recovery overall + having to think about when to tera and when your opp will = each individual turn feels way more consequential than it would in gen8 - which has definitely forced me to get better at positioning. anyone else feel like gen9 has changed the way they play? besides the obvious stuff like tera
 
Since we're talking about Dragalge, I figure it's worth pointing out that the interaction between Adaptability and Tera is actually pretty bad for Adaptability users.

For a non-Adaptability mon, if it uses a 100 BP STAB move, its move becomes 150 BP after STAB. If that mon were to use a same type Tera, that move becomes 200 BP. Do the math and you'll see that that is a 33.3% power increase on your STAB moves from same type Tera.

For an Adaptability mon, if it uses a 100 BP STAB moves, its move becomes 200 BP after STAB. If the adaptability mon then uses a same type Tera, its move becomes 225 BP. That's just a 12.5% increase--the value is pretty low, relatively speaking.

If that wasn't bad enough, Terastallizing means you actually lose Adaptability on any type you had pre-Tera! So Tera Dragon Dragalge would lose power on its Poison moves, and Tera Fighting Dragalge would lose power on its Dragon and Poison moves. Overall, Dragalge can still do what it did in previous generations, but I don't think Tera does much at all for its viability compared to all the non-Adaptability wall breakers.
252+ SpA Choice Specs Adaptability Dragalge Draco Meteor vs. 248 HP / 8 SpD Corviknight: 216-255 (54.1 - 63.9%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Choice Specs Adaptability Tera Dragon Dragalge Draco Meteor vs. 248 HP / 8 SpD Corviknight: 243-287 (60.9 - 71.9%) -- guaranteed 2HKO after Leftovers recovery
60.9/54.1= ~1.126
Yep, checks out. Still, the extra power does actually secure a couple of extra 2HKOs, namely vs Corviknight and Clodsire, as well as letting you ohko things you normally wouldn't (namely garg after rocks).
 
I wasn't sure how I felt about gf's recovery pp nerf when it was announced, but now I imagine trying to wear down a dirge or clodsire that has 16 recovers. or a garg. or don. or gholden, god forbid. corv isn't as prevalent as last gen, but pex is unkillable as ever. obviously, they'd all prefer 16 pp, but after playing the meta a lot over a couple months, I'm glad to see bulky/defensive mons holding their own.

the meta feels faster than last gen, and less recovery overall + having to think about when to tera and when your opp will = each individual turn feels way more consequential than it would in gen8 - which has definitely forced me to get better at positioning. anyone else feel like gen9 has changed the way they play? besides the obvious stuff like tera
recovery nerf + limited toxic, knock off and scald distribution have been huge improvements imo
 
recovery nerf + limited toxic, knock off and scald distribution have been huge improvements imo
Honestly, this, scald removed, toxic and knock off to an only few mons and defog also mean that the mons that do get it become overall more valuable, since the moves itself haven't been nerfed, therefore, they are more valuable than ever, but instead of having to just play with no items, you can plan your strategy, I honestly like this meta a lot. terastalization is now a tool that helps to change the tide of the battle, but its not an insta wincon anymore
 
recovery nerf + limited toxic, knock off and scald distribution have been huge improvements imo
recovery nerf is nice at times and not so nice at others. love that they cut down on knock off and toxic distribution though, especially the former, and the scald distribution being completely nonexistent in this game is also very cool to see. honestly super glad about all the nerfs/distribution cuts these moves recieved since it gives the few pokemon that have them a clearcut niche over others
 
What do you guys think of tera ghost (Mixed) iron valiant? Both its major checks (Skeledirge and Gholdengo) are weak to shadow ball but it just doesn't do enough damage to take them out. Tera ghost now OHKOs Gholdengo that switched into moonblast and 2HKOs skeledirge. The main downside is the fact that Iron Valiant already has so much 4MSS. You'd have to drop Thunderbolt or Psyshock to fit shadow ball (Unless you drop Close Combat which I think would just make it the choice specs set, but idk, would booster energy be that bad if you swapped it out for shadow ball?) I could see it being an effective lure for some teams, even if it requires the use of tera.
 
Here’s an Espathra set that can act as a wall breaker and/or end game sweeper I’ve liked recently:

:espathra:

Espathra (F) @ Leftovers
Ability: Speed Boost
Tera Type: Fairy
EVs: 252 HP / 164 Def / 88 SpA / 4 Spe
Modest Nature
IVs: 0 Atk
- Substitute / protect
- Calm Mind
- Stored Power
- Dazzling Gleam

the ideas is that this doesn’t necessarily need to come out in the end game, it’s more a question of whether it can find space to get at least +1 calm mind, and with substitute it can fish for +2 calm minds on walls.

The reasoning is simple, with substitute you can setup on threats like garganacl and toxapex, and there’s the benefit of hard switching into them as well, on the right move. Protect buys you turns against skeledirge and some gholdengo/dragapult/Chien-Pao variants that decide to hardswitch in as well as leftovers recovery vs. priority users.

the special attack investment allows you to beat the following espathra checks:

:gholdengo: against gholdengo, you can usually get to +3 calm minds and then OHKO provided you can use a turn to sub/protect to get speed +4. If you can do it with +2 calm minds on a weakened gholdengo, that’s even better. May or may not require Tera to beat.

:skeledirge: against unaware skeledirge you’ll need 1x free turn. You will hard lose if your only option is substitute, however if you have protect, there’s enough SpA investment to 1v1 252+ SpD dirge. This is because you can get +2 calm minds with +4 speed at a minimum, giving you a clean 2hko. The sequence against hard switch skeledirge is simple: calm mind > protect > Tera + calm mind > protect > stored power > stored power. Reliably 2HKOs it whilst only taking enough to be in priority range at worst. Requires Tera to reliably beat, in some cases you can do it without Tera.

:dondozo: speaking of unaware, the special investment allows you to 2hko dondozo after a double boost, even if it hard switches in on the first turn. As liquidation is a 4hko, wavecrash is a 3hko and puts it in range of a 2hko stored power at less boosts. Using substitute or protect is irrelevant here. Doesn’t require Tera to beat.

:chien-pao: you have an 81% chance to OHKO the standard HDB all out attacker with a +1 dazzling gleam. Protect or substitute only matters if it hard switches in on the first calm mind. May require Tera to beat if you’re predicting a sucker punch.

:dragapult: it’s a 62% chance to OHKO at +1 without a Tera assuming SR is on the field, as above, protect vs substitute is only relevant if it hard switches in on the first turn. Typically does not require Tera to beat.

:kingambit: you need kingambit to be around 50% to OHKO at +1 with the Tera boost. Substitute is powerful against kingambit if your prediction game is on point. You’ll rarely beat this or wall break, don’t waste time unless it’s end game.

:roaring moon: logically, substitute is better so that you can fish for a Tera type (assuming substitute hasn’t been revealed). Roaring moon is OHKOd by gleam, however it will often Tera if the Tera is available. Usually does not require Tera to beat.

:ting lu: unfortunately you can’t beat ting Lu, it will be impossible to wall break against ting Lu teams, although you might get an endgame sweep if you can get it down low enough. Can’t beat it with or without Tera.




you can easily setup with the EV spread on a handful of threats. Substitute is better against clodsire, toxapex, garganacl, amoonguss and co. Substitute also has generally better use against the majority of teams, as a potential +2 will mow down entire teams.

Protect is generally useful against offensive or momentum teams which plug in a skeledirge or whatever espathra check. You’re probably not gonna get time to do early wall breaking anyway.
 
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Can you guys sell me on this? I'm not sold on ANY Booster Energy set, and you guys running mixed with a 1 time chance to sweep? That is very probably going to get ruined?
I see your point because the fact booster energy is a consumable has shot me in the foot more than once. But I don't think the point is to sweep, it can be a late game cleaner/wincon (In my experience, opponents have at maximum two checks to iron valiant) but it can act as a wallbreaker (Coverage ruins so many defensive switch-ins and can really tear a hole open), a revenge killer (Don't think anything but scarf meowscarada can outspeed it, typing resists common priority) and a safety net against sweepers.

On the other hand I'm not really sold on any set that isn't booster energy (I kinda like the sound of expert belt though) calm mind I mean ok I guess but why not use hat? You get killed by the abundance of fast physical threats and fatter teams have like 3 unaware pokemon. Specs idk, you kinda have to switch out after 1 move you click thunderbolt or whatever agaisnt dozo and now clod is forcing you out welp there goes your momentum and it seems too prediction reliant for me, love banded azu but I don't see how specs could be better than booster energy. In fact I think I would almost rather run no item then specs on iron valiant. Think someone needs to sell me on those as well haha
 

i still can't believe slither wing is being suspected, it's about time honestly.


Okay but since it's like, 90% Chien-Pao, I'm excited to try and make this the first suspect test I get requirements on, provided classes don't throw too much at me this weekend. Excited to see the results of this, and maybe come up with more cases to throw the best paradox pokemon on my team!
 
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