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AAA Talonflame [DONE]

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UT

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[SET]
name: Magic Guard Attacker
move 1: Brave Bird
move 2: Flare Blitz
move 3: Swords Dance
move 4: Roost
item: Life Orb
ability: Magic Guard
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Talonflame has found a welcoming home in Generation 8 Almost Any Ability, being an attacker with good power and coverage that is hard to wear down. In a metagame that has few viable Rock-types, Talonflame's STAB moves provide fantastic coverage, with the only common resistant foes being Primordial Sea Zapdos or Tapu Koko and Flash Fire Corviknight. Thanks to its high Base Power moves and Life Orb, which have their recoil negated by Magic Guard, Talonflame hits surprisingly hard despite having a low Attack stat. For reference, fully physically defensive Swampert cannot safely switch into Talonflame if it is below 80% health, as it risks getting 2HKOed by Brave Bird. Talonflame possesses a great Speed tier for AAA, leaving it only outspeed by Barraskewda, Tapu Koko, and the rare Zamazenta-C. Additionally, it resists every common Triage move and Grassy Glide, making it difficult to revenge kill with priority. Swords Dance amplifies Talonflame's offensive presence, and it can often find time to set up safely against either offensive threats it forces out, like Volcarona and Zarude, or defensive stalwarts that are unable to KO it back like Corviknight and most Mew. Its power, access to setup, and longevity make it particularly effective at breaking down bulkier teams. Talonflame does really need to run maximum Attack and Speed with Jolly to maximize its offensive capabilities.

Talonflame fits well on bulky offense or balance teams that want offensive pressure without having to provide much support. Since it is immune to all entry hazards, Talonflame doesn't require hazard control, and Magic Guard means it can't be worn down by stray Toxics or Rocky Helmets (although it does fear paralysis). Since its bulk is not fantastic, it does appreciate slow pivots like Swampert and Corviknight to bring it in safely; in exchange, it forces out foes like Cinderace or Volcarona that may have tried to come in on them. There are some common switch-ins that frustrate Talonflame, however; Primordial Sea Zapdos in particular can't be hit neutrally and forces it out, so teammates that can handle Zapdos like RegenVest Swampert, Blissey, and Silvally-Dragon are always appreciated. Additionally, while Talonflame is fast, most Choice Scarf users Choice Scarf users and a few faster threats—Tapu Koko and Barraskewda—can revenge kill it reliably. Good revenge killers or solid switch-ins to those are strongly advised; Choice Scarf Azelf is especially notable as a great revenge killer that lets Talonflame in often with U-turn.

[STRATEGY COMMENTS]
Other Options
=============
Talonflame's movepool is shallow, but there are a few other options. U-turn can be run over Swords Dance, or more rarely Flare Blitz, to generate momentum even against teams that have solid answers to it, which is always valuable. Talonflame can also conceivably drop Flare Blitz for Will-O-Wisp to cripple some of its switch-ins like Swampert, but the increased coverage is usually preferred.

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

**Primordial Sea Electric-types**: Primordial Sea Zapdos and Tapu Koko both have the bulk and typing to switch into Talonflame and force it out with their Electric-type attacks. They also have pivoting and reliable recovery to consistently annoy Talonflame over the course of the match.

**Flash Fire Corviknight**: Talonflame can't hit Corviknight neutrally, and Corviknight can do more than 50% to Talonflame with Brave Bird or use U-turn to bring in a faster threat safely.

**Unaware**: Unaware Mandibuzz and Mew comfortably avoid being 2HKOed and ignore Swords Dance boosts. However, in a longer game, Talonflame can feasibly stall them out of recovery PP, especially if they lack the ability to punish Talonflame themselves with Foul Play or Thunder Wave.

**Prankster Toxapex**: Similarly to the Unaware checks above, Toxapex can prevent Talonflame from sweeping as long as it has PP for Recover; additionally, it can remove Talonflame’s Life Orb with Knock Off, which reduces its power considerably. It can also be stalled out of recovery in a longer game, however.

**Tapu Fini**: Tapu Fini is already found on many teams and can help check Talonflame, but it cannot beat Talonflame by itself. It will lose if it switches into a Brave Bird or Swords Dance, as it is 3HKOed by unboosted Brave Bird and cannot OHKO back with Scald.

[CREDITS]
- Written by: [[UT, 523866]]
- Quality checked by: [[Think, 375662], [Atha, 450411]]
- Grammar checked by: [[Finland, 517429]]
 
Last edited:
Add, Remove, Conjecture
[SET]
name: Magic Guard Attacker
move 1: Brave Bird
move 2: Flare Blitz
move 3: Swords Dance
move 4: Roost
item: Life Orb
ability: Magic Guard
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
The Smogonbird has had a rough last few generations, but it has finally found a welcoming home in Gen 8 Almost Any Ability. Its primary niche is being an offensive attacker with good power and coverage that is hard to wear down. In a metagame that does not have many viable is weirdly devoid of Rock-types, Talonflame's Flying/Fire STABs provide fantastic coverage, with the only common resists being Primordial Sea Electrics or Flash Fire Steels. Thanks to its high Base Power moves, Life Orb, and Magic Guard negating the effects of recoil, Talonflame hits surprisingly hard despite having a lower attack stat than Charjabug. For reference, Max Physically Defensive Swampert cannot safely switch into Talonflame if it is below 80% health, as it risks getting 2HKOed by Brave Bird. Talonflame's possesses a great speed tier for AAA at 126 Base Speed, allowing it to serve as crucial speed control for edging out Weavile and most of the rest of the meta. Additionally, it resists Grass, Fairy, and Fighting—all of the Triage types, making it difficult to revenge kill with priority. Fire/Flying is also an underrated defensive type, with six resistances (including important ones to Fighting, Fairy, Grass, and Fire) and an immunity to Ground; combined with Magic Guard and Roost, this allows Talonflame to stay healthy throughout the match even when other attackers would be worn down. (The Triage thing is the only meta-relevant thing about the defensive utility of its typing. The rest of this is super obvious stuff that applies to basic type matchups in almost any meta.) Swords Dance amplifies Talonflame's offensive presence, and it can often find time to do so safely against a weaker threat ("weaker threat" is probably too vague considering Talonflame can set up on 1. defensive Pokemon incapable of killing it in one hit such as Tapu Fini, Corviknight, Toxapex, Mew, etc. and 2. Offensive Pokemon it tends to force out from a 1v1 such as Weavile, Zarude, Blacephalon, Volcarona, etc. Also consider actually specifying some of the Pokemon it can setup on.) that is forced out by it. Talonflame does really need to run max Attack/max Speed with Jolly in order to maximize its offensive capabilities, as its speed tier is too valuable to give up, and it does need all the attacking power it can get.

Talonflame fits well on offensive or balanced teams that want offensive pressure, but also don't want to have to go out of their way to support their attackers. Since it is immune to all entry hazards, including Sticky Webs, it doesn't require need the hazard control support that a Weavile does (not actually true: Weavile viably runs Magic Guard, too), and Magic Guard means it can't be worn down by stray Toxics, Rocky Helmets, or Burns like a Zarude can be (although it does fear Paralysis). Since its bulk is not fantastic, it does appreciate slow pivots like Swampert and Corviknight to bring it in safely; in exchange, it forces out the Cinderaces or Volcaronas that may have tried to come in on them. There are some common switchins that frustrate Talonflame however; Primordial Sea Zapdos resists or is immune to both of Talonflame's STABs and forces it out; teammates that can handle bulky Flying and Fire resists are always appreciated. Additionally, while Talonflame is fast, most Scarfers and a few faster threats (namely Tapu Koko and Barraskewda) can revenge kill it reliably. Good speed control or solid switchins to those are strongly advised. (Consider adding at least one example of speed control that pairs well with Talanflame. Ex: Tapu Koko, Scarfed Azelf)

[STRATEGY COMMENTS]
Other Options
=============
Talonflame's movepool is shallow, but there are a few other options. U-Turn can replace Swords Dance or Flare Blitz in order to allow Talonflame to generate momentum even against teams that have solid answers to it, which is always valuable; it can be run over Roost to trade longevity for momentum (Talonflame should never be dropping Roost). Talonflame can also conceivably drop Flare Bltiz for Will-o-wisp to cripple annoy some of it's switchins like Swampert, but the increased coverage is usually preferred. It does have limited other item and ability options, since Magic Guard and Life Orb patch up its weaknesses so well.

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

**Primordial Sea Electrics**: Primordial Sea Zapdos and Tapu Koko both have the bulk and typing to switch into Talonflame and force it out with their Electric attacks. They also have pivoting and reliable recovery to consistently annoy Talonflame over the course of the match. Strong answers to these two are needed.

**Flash Fire Steels**: Especially Corviknight, this is the other class of switchins that can conceivably resist both of Talonflame's STABs. Reliable ways to scout for and pressure are valuable as well.

**Unaware** (Things like Unaware Mandibuzz/Mew can hold off a sweep from happening, although they can also feasibly be PP stalled out of their recovery moves in a long-term game.)

**Tapu Fini** (Can Haze Swords Dance sets but does not OHKO with Scald and is an easy 2HKO with +2 Brave Bird -> +0 Brave Bird, so secondary support is required AKA fini is not an absolute check)

**Prankster Toxapex**
(Priority Haze but same issues as the Unaware mons: its scald is extremely weak and thus it has a hard time successfully 1v1ing Talonflame without sacrificing a lot of Recovery PP)

[CREDITS]
- Written by: [[UnnerfTalonflame, 523866]]
- Quality checked by: [[Think, 375662], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Off to a decent start, but there are gaps in information/a few things that are misleading. Once those are all addressed/fixed, I can approve this.
 
Off to a decent start, but there are gaps in information/a few things that are misleading. Once those are all addressed/fixed, I can approve this.
Thanks for the detailed reply Think, this was super helpful feedback! I believe I have implemented all of your corrections and suggestions, please let me know if you see anything I missed, or if this is ready for your approval!
 
add, remove, comments
[SET]
name: Magic Guard Attacker
move 1: Brave Bird
move 2: Flare Blitz
move 3: Swords Dance
move 4: Roost
item: Life Orb
ability: Magic Guard
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
The Smogonbird has had a rough last few generations, but it has finally found a welcoming home in Gen 8 Almost Any Ability. This first sentence might be a bit too flashy. Its primary niche is being an offensive attacker with good power and coverage that is hard to wear down. In a metagame that has few viable Rock-types, Talonflame's Flying/Fire STABs provide fantastic coverage, with the only common resists being Primordial Sea Electrics Zapdos and Tapu Koko or few Flash Fire Steels like Corviknight Talon beats every other Flash Fire Steel (Scizor and Ferrothorn are neutral to BB and can't hit Talon back). Thanks to its high Base Power moves, Life Orb, and Magic Guard negating the effects of recoil, Talonflame hits surprisingly hard despite having a lower attack stat than Charjabug. For reference, Max Physically Defensive Swampert cannot safely switch into Talonflame if it is below 80% health, as it risks getting 2HKOed by Brave Bird. Talonflame possesses a great speed tier for AAA at 126 Base Speed, allowing it so serve as crucial speed control for Weavile. Additionally, it resists Fairy, Fighting, and Grass—all of the Triage types and Grassy Glide—making it difficult to revenge kill with priority. Swords Dance amplifies Talonflame's offensive presence, and it can often find time to do so safely against either offensive threats it forces out like Volcarona and Zarude, or defensive stalwarts that are unable to KO it back like Corviknight and most Mew. Talonflame does really need to run max Attack/max Speed with Jolly to maximize it’s offensive capabilities. Add that it does a particularly great job at taking down bulkier teams.

Talonflame fits well on bulky offensive or balanced teams that want offensive pressure, but also don't want to have to go out of their way to support their attackers. Indeed Talonflame is a fairly self-sufficient breaker. Since it is immune to all entry hazards it doesn't require hazard control, and Magic Guard means it can't be worn down by stray Toxics, Rocky Helmets, or Burns like a Zarude can be (although it does fear Paralysis). Since its bulk is not fantastic, it does appreciate slow pivots like Swampert and Corviknight to bring it in safely; in exchange, it forces out the Cinderaces or Volcaronas that may have tried to come in on them. There are some common switchins that frustrate Talonflame however; Primordial Sea Zapdos resists or is immune to both of Talonflame's STABs and forces it out; teammates that can handle bulky Flying and Fire resists Zapdos like Regenvest Swampert, Blissey or Silvally-Dragon are always appreciated. Additionally, while Talonflame is fast, most Scarfers and a few faster threats (namely Tapu Koko and Barraskewda) can revenge kill it reliably. Good speed control or solid switchins to those are strongly advised; Scarf Azelf is especially notable as a great speed control option that lets Talonflame in often with U-Turn. often fits on the same teams Talonflame does.

[STRATEGY COMMENTS]
Other Options
=============
Talonflame's movepool is shallow, but there are a few other options. U-Turn can be run over Swords Dance or Flare Blitz in that order to allow Talonflame to generate momentum even against teams that have solid answers to it, which is always valuable. Talonflame can also conceivably drop Flare Bltiz Blitz for Will-o-Wisp to cripple some of its switchins like Swampert, but the increased coverage is usually preferred.

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

**Primordial Sea Electrics**: Primordial Sea Zapdos and Tapu Koko both have the bulk and typing to switch into Talonflame and force it out with their Electric attacks. They also have pivoting and reliable recovery to consistently annoy Talonflame over the course of the match. Strong answers to these two are needed.

**Flash Fire Steels**: Especially Corviknight, this is the other class of switchins that can conceivably resist both of Talonflame's STABs. It can do more than 50% to Talonflame with Brave Bird, or U-Turn to bring in a faster threat safely.

**Unaware**: Unaware Mandibuzz and Mew comfortably avoid being 2HKOed and cannot be Swords Danced past. However, in a longer game Talonflame can feasibly stall them out of recovery PP, especially if they lack the ability to punish Talonflame themselves with Foul Play or Thunder Wave.

**Prankster Toxapex**: Similarly to the Unaware checks above, Toxapex can prevent Talonflame from sweeping as long as it has PP for Recover; additionally it can Knock Off Talonflame’s Life Orb, which reduces its power considerably. It can also be stalled out of recovery in a longer game, however.

**Tapu Fini**: Tapu Fini is already found on many teams and can help check it Talonflame, especially by Hazing away a Swords Dance they don't run Haze really, but it cannot beat Talonflame by itself. It will lose if it switches into a Brave Bird or Swords Dance as it is 3HKOed by Brave Bird and cannot OHKO back with Scald.

[CREDITS]
- Written by: [[UnnerfTalonflame, 523866]]
- Quality checked by: [[Think, 375662], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
2/2 Great job Council member
 
Talonflame possesses a great speed tier for AAA at 126 Base Speed, leaving it only outspeed by Barraskewda, Tapu Koko, and the rare Zamazenta-Crowned. Additionally, it resists Fairy, Fighting, and Grass—all of the Triage types and Grassy Glide—making it difficult to revenge kill with priority.
Think Atha made a minor correction with Weavile banned, the quoted section is the edited part. Please provide updated QC approval or feedback for this correction. I am bad at updated QC.
 
Last edited:
Add/Fix Remove Comment
(AC)/(RC): Add/Remove Comma

[SET]
name: Magic Guard Attacker
move 1: Brave Bird
move 2: Flare Blitz
move 3: Swords Dance
move 4: Roost
item: Life Orb
ability: Magic Guard
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENT S]
The Smogonbird has had a rough last few generations, but it has finally found a welcoming home in Gen 8 Almost Any Ability. Its primary niche is Talonflame has found a welcoming home in Generation 8 Almost Any Ability, being an attacker with good power and coverage that is hard to wear down. In a metagame that has few viable Rock-types, Talonflame's Flying/Fire STABs STAB moves provide fantastic coverage, with the only common resists resistant foes being Primordial Sea Zapdos and or Tapu Koko or and Flash Fire Corviknight. Thanks to its high Base Power moves, Life Orb, and Magic Guard negating the effects of recoil, moves and Life Orb, which have their recoil negated by Magic Guard, Talonflame hits surprisingly hard despite having a low Attack stat. For reference, Max Physically Defensive fully physically defensive Swampert cannot safely switch into Talonflame if it is below 80% health, as it risks getting 2HKOed by Brave Bird. Talonflame possesses a great Speed tier for AAA at 126 Base Speed, leaving it only outspeed by Barraskewda, Tapu Koko, and the rare Zamazenta-Crowned. Additionally, it resists Fairy, Fighting, and Grass–all of the Triage types and Grassy Glide—making every common Triage move and Grassy Glide, making it difficult to revenge kill with priority. Swords Dance amplifies Talonflame's offensive presence, and it can often find time to do so set up safely against either offensive threats it forces out, (AC) like Volcarona and Zarude, or defensive stalwarts that are unable to KO it back like Corviknight and most Mew. Its power, access to set up, setup, and longevity make it particularly effective at breaking down bulkier teams. Talonflame does really need to run max Attack/max maximum Attack and Speed with Jolly to maximize its (removed apostrophe) offensive capabilities.

Talonflame fits well on bulky offense or balanced teams that want offensive pressure, but also don't want to have to go out of their way to support their attackers. Talonflame is a fairly self-sufficient breaker. pressure without having to provide much support. Since it is immune to all entry hazards, (AC) it Talonflame doesn't require hazard control, and Magic Guard means it can't be worn down by stray Toxics, Rocky Helmets, or Burns Toxics or Rocky Helmets (changed bc it's already immune to burn) (although it does fear paralysis). Since its bulk is not fantastic, it does appreciate slow pivots like Swampert and Corviknight to bring it in safely; in exchange, it forces out the Cinderaces or Volcaronas foes like Cinderace and Volcarona that may have tried to come in on them. There are some common switch-ins (added hyphen) that frustrate Talonflame, (AC) however; Primordial Sea Zapdos resists or is immune to both of Talonflame's STABs in particular can't be hit neutrally and forces it out; out, so teammates that can handle Zapdos like RegenVest Swampert, Blissey, (AC) or and Silvally-Dragon are always appreciated. Additionally, while Talonflame is fast, most Scarfers and a few faster threats (namely Tapu Koko and Barraskewda) Choice Scarf users and a few faster threats—Tapu Koko and Barraskewda—can revenge kill it reliably. Good speed control or solid switchins revenge killers or solid switch-ins to those are strongly advised; Choice Scarf Azelf is especially notable as a great speed control option revenge killer that lets Talonflame in often with U-turn.

[STRATEGY COMMENTS]
Other Options
=============
Talonflame's movepool is shallow, but there are a few other options. U-turn can be run over Swords Dance, (AC) or Flare Blitz in that order to allow Talonflame more rarely Flare Blitz, (I imagine this works?) to generate momentum even against teams that have solid answers to it, which is always valuable. Talonflame can also conceivably drop Flare Blitz for Will-O-Wisp to cripple some of its switch-ins (added hyphen) like Swampert, but the increased coverage is usually preferred.

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

**Primordial Sea Electric-types**: Primordial Sea Zapdos and Tapu Koko both have the bulk and typing to switch into Talonflame and force it out with their Electric-type attacks. They also have pivoting and reliable recovery to consistently annoy Talonflame over the course of the match. Strong answers to these two are needed.

**Flash Fire Steels Corviknight**: Especially Corviknight, this is the other class of switchins that can conceivably resist both of Talonflame's STABs. It Talonflame can't hit Corviknight neutrally, and Corviknight can do more than 50% to Talonflame with Brave Bird (RC) or U-Turn use U-turn to bring in a faster threat safely. (if you want to mention that other steels can run flash fire here, you can, but you should prob give an example alongside that)

**Unaware**: Unaware Mandibuzz and Mew comfortably avoid being 2HKOed and cannot be Swords Danced past. ignore Swords Dance boosts. However, in a longer game, (AC) Talonflame can feasibly stall them out of recovery PP, especially if they lack the ability to punish Talonflame themselves with Foul Play or Thunder Wave.

**Prankster Toxapex**: Similarly to the Unaware checks above, Toxapex can prevent Talonflame from sweeping as long as it has PP for Recover; additionally, (AC) it can Knock Off remove Talonflame’s Life Orb with Knock Off, which reduces its power considerably. It can also be stalled out of recovery in a longer game, however.

**Tapu Fini**: Tapu Fini is already found on many teams and can help check Talonflame, but it cannot beat Talonflame by itself. It will lose if it switches into a Brave Bird or Swords Dance, (AC) as it is 3HKOed by unboosted Brave Bird and cannot OHKO back with Scald.

[CREDITS]
- Written by: [[UnnerfTalonflame, 523866]]
- Quality checked by: [[Think, 375662], [Atha, 450411]]
- Grammar checked by: [[Finland, 517429]]
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