Cyclohm

one thing you need to work on is your prose - there are GP checks, but try to get rid of all the comma splices before it gets there. You don't capitalize stuff like "physically defensive" or "wallbreakers" - i want to see this before last stamp
Thank you for the feedback everything has been implemented!
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
✦ ✧ CYCLOHM ✦ ✧






[OVERVIEW]

Cyclohm is one of the bulkiest Physically Defensive Pokemon in the Metagame by being able to wall some of the best physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu and Kartana. Just like many Electric-Types, Cyclohm is able to check common Fire and Electric-types such Choice Scarf Volkraken and Magnezone however Cyclohm differentiates itself from other Electric Types by possessing more resistance as well as high base power moves such as Draco Meteor and a wide movepool enabling it not to rely on Hidden Power. Cyclohm’s wide coverage movepool entitles moves such as Ice Beam, Flamethrower and Hydro Pump. Cyclohm also has a high Spa and a decent tier speed of 80 allowing Cyclohm to also be used offensively. Both of Cyclohm's abilities fit very well as they both can be used for different purposes. Static allows Cyclohm to paralyze physical attackers as well as playing as a core paired with Discharge while Shield Dust can prevent secondary effects from stopping Cyclohm's offensive set

While Cyclohm's bulk is large on the physical side it suffers a lot from Special Attackers such as Krilowatt, Magearna, Greninja, Tapu Lele and Tapu Koko. Cyclohm's typing also is weak to many common physical wall breakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm also suffers from it's base 80 speed as it is very average and easily outsped when it is not holding Choice Scarf. Cyclohm suffers from common coverage such as HP Ice and HP Ground leaving it to be wary on switch-ins. Cyclohm also faces competition as a defensive pokemon Zapdos may be preferred due to it's immunity to ground type attacks and the ability of using defog for hazards, another competition can be Krilowatt, Krilowatt is an offensive special attacker who has a lot of coverage and may be preferred due to better offensive stats such as speed.

you didn't implement the check for here. the first point should be how cyclohm's defensive typing and lower SpD make it vulnerable to many special attackers, and the second point about how the typing makes it further vulnerable to really strong and powerful physical attackers. Then talk about how offensive cyclohm suffers mostly from its speed AND how its power is underwhelming for its speed tier

[SET]

name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable Electric-Type STAB attack used to hit mostly everything that isn't immune to it, it is the preferred option due to its with a high chance of paralysis. Discharge works well as a combination with its ability Static, making it easy to paralyze contact attackers. Alternatively, Volt Switch is a very good option on Cyclohm because beside being a STAB move, as it enables Cyclohm to switch out when needed to in order to remain healthy and competent in order to remain momentum fix this sentence structure before it goes to GP, something like "preserve its HP and retain momentum". Flamethrower is used to hit Grass- and Steel-types that Cyclohm walls, including Jumbao, Ferrothorn, Kartana and Mega Scizor. However, Fire Blast is an option if stronger damage is desired, as Fire Blast enables Cyclohm to OHKO Cawmodore, meaning it does not have to rely on Static to beat it after a Belly Drum boost without having to rely on Static. The third option really depends on what your team needs, Ice Beam allows Cyclohm to hit Ground and Dragon Types that may threaten it such as Landorus-T, Zygarde, and Pajantom, and it's a great way to wear down pokemons such as Assault Vest Colossoil. Cyclohm has great coverage, but its switch-ins usually get away pretty freely because they have the special defense to get past Cyclohm, to circumvent Cyclohm's usual switch-ins, it can use Toxic to wear down foes such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak and Tangrowth. Heal Bell allows Cyclohm to have more of a cleric role that can cure the team and itself of status like Toxic and Burns. If one of these utility options is considered more useful than Fire-type coverage, certain teams may also prefer Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy throughout the match.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature allow Cyclohm to be at the bulkiest it could be on the physical side. Leftovers gives Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet assists Cyclohm by wearing down Physical Attackers by a small chip. Static allows defensive Cyclohm to use its bulk to by paralyzing physical attackers that using use contact moves such as Cawmodore and usually is a better option on the defensive set, as it possesses the bulk to paralyse physical attackers, enabling Cyclohm to stall foes easily after having been paralysed. Cyclohm is a great way to pressure your opponent when using physical attackers such as Kartana because the risk of them getting paralysed is a huge burden on their team. Shield Dust is used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb, Mega Crucibelle's Gunk Shot poison, Stat Drops most likely from Kitsunoh's Shadow Strike and more, giving Cyclohm a longer longevity on the field by preventing chip damage or crippling its defense. Another spread Cyclohm could use would be to invest 124 evs from defense to speed which makes Cyclohm at a 227 speed enabling it to outspeed Defensive Landorus-t and Assault Vest Colossoil.

Usage Tips
========

This set is more suited for defensive and balanced teams that need a wall to deal with Physical threats such as Cawmodore, Kartana and Tapu Bulu. Discharge should be used when predicting a physical threat on switch in or versus Cyclohm, otherwise it may be used to paralyze threats on switch ins like fairy types. Flamethrower or Fire Blast should be used against steel or grass types yes, we know this from moves. when do you use it? when the switch in?. Ground Types on the opposing team limit your options to pivot or to use electric stab, if predicting a ground type switch in, Ice Beam or Toxic should be used to wear down the threat. If running Heal Bell, Cyclohm should use it whenever the team needs status removed, against Stall Cyclohm should only use it when the Status is becoming a huge threat to the team as Heal Bell can easily get PP stalled. If running Toxic, it should be used on a predicted switch-in that can threaten your Cyclohm or your team, or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed, Slack Off may also be used as a scouting move to find out the opponent's damage output and item. Cyclohm should switch-in on physical attackers that it can deal with such as Cawmodore, Tapu Bulu and Mega-Scizor but can also be a safe switch in for certain choice locked special attackers, such as Choice Scarf Volkraken. move this nearer to the front - makes more sense to talk about when to switch in clohm, then how to use it Cyclohm should only attack if it can take hits from the foe, otherwise it should recover the health it loses with Slack Off or switch out. why is this after all of the slack off talk? put this tip where it makes more sense When running Static, Cyclohm should be used to put pressure on the opponent by switching in on key threats and paralysing them.

Team Options
========

Specially Defensive Pokemon that can compliment Cyclohm's role as a physical tank such as Celesteela, Chansey and Assault Vest Tapu Bulu are good partners to Cyclohm as they may tank attacks Cyclohm can't and complete each other with typing such as Celesteela being immune to Ground-Type attacks. Defensive Flying-Types such as Tomohawk and Landorus-T also are good teammates, as they can switch into Ground Types like Colossoil and Zygarde and may also add hazards on the field making it easier for Cyclohm to hit back. Water-Types such as Rotom-W remove Rotom-W, Arghonaut, as well as Mega Scizor can switch into Ice and Ground-Types moves aimed at Cyclohm. Bulky Steel-Types such as Celesteela and Magearna are also good partners to Cyclohm, as they can deal with Fairy-Types such as Tapu Lele. Tapu Bulu also is a nice teammate as Grassy Terrain offers extra health and also halves Earthquake coming in from threats like Colossoil, which Cyclohm can benefits from. Mega Scizor, Tapu Bulu and Cyclohm make a very bulky core typing wise, Tapu Bulu enables Cyclohm to stay longer on the field by getting reliable recovery and standing up to ground types like Colossoil. Mega Scizor is one of Cyclohm's best partner, both forming a bulky volturn core as well as resisting each other's weaknesses typing wise.

you didn't implement this part from my first check. start with SpD pokemon (include gastro and argho), then ground-type checks (NOT JUST FLYING-TYPES), then steel-types - then go with how Toxic Mega Scizor and Bulu or Jumbao pairs really well with clohm

[SET]

name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

Moves
========

Volt Switch allows Cyclohm to switch out against bad matchups in order to remain healthy for the rest of the game while still putting in damage on the opponent. Thunderbolt is a reliable STAB move that allows Cyclohm to hit super effectively Flying and Water Types such as Tomohawk and Volkraken add in Toxapex, Arghonaut, and Celesteela, Pokemon that actually care about Cyclohm not bouncing out with Volt Switch due to repeated hits from Thunderbolt but unlike Volt Switch, it does not give you the ability to switch out. Draco Meteor sets Cyclohm apart from other Electric-type attackers due to its high base power and it's bigger range. Fire Blast enables Cyclohm to hit Steel- and Grass-types mainly by OHKO'ing Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao and Shift Gear Magearna, and it Fire Blast is Cyclohm's best move on AV Magearna. Hydro Pump allows Cyclohm to hit super effectively Rock and Fire types such as Tyranitar, Heatran, Victini and Volcarona who both nearly get OHKOed on switch ins and are down to priority range. Ice Beam is majorly used to hit does it OHKO? list Gliscor and Zygarde as well Ground Types such as Colossoil and Landorus-t which are very common in the meta game.

Set Details
========

Shield Dust is the preferred ability as offensive Cyclohm is limited in switch-ins meaning that Static would not be a benefit in most cases, Shield Dust also is to prevent secondary effects such as poison from Sludge Bomb, burn from Scald or Lava Plume, and Defense drops from Kitsunoh's Shadow Strike. Choice Specs offers no recoil damage while giving Cyclohm a stronger damage output.The EVs maximize Cyclohm's offensive damages. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran and unboosted Adamant Necturna.


Usage Tips
========

Offensive Cyclohm’s biggest benefit is that it you can bluff your opponent thinking it is the Physically Defensive and have your opponent abuse its reliatively low damage output. that they can set up on it. If If? this is the usage types for Choice Specs; there's no if about these tips. using Choice Specs or Life Orb Life Orb isn't on the set Cyclohm should be played as an early/mid game threat in order to make enough damages for Cyclohm's teammates to clean up late-game. During early game Cyclohm should use Volt Switch in order to pivot around while putting out damage, if ground types are present Cyclohm should be careful and use Ice Beam or Hydro Pump if anticipating switch ins. If Steel type such as Magearna are present and anticipated Cyclohm should use Fire Blast in order to shut down those threats. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range for Choice Specs-boosted Fire Blast, Cyclohm can supply this damage by itself using Volt Switch or Cyclohm's teammates can attack it or set hazards to wear it down. During late game when the opposing team is damaged, Cyclohm should focus on using Draco Meteor in order to hit everything as its strongest unless Fairy or Steel type are present in which case it should pivot out using Volt Switch or Fire Blast. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat, Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on an Offensive Team but may be used in Balanced Teams as well. Offensive Cyclohm likes to be paired with bulky pokemon that are able to take hits from Cyclohm's weaknesses, such as Celesteela, Tangrowth, Skarmory or even Jumbao as it can power up Fire Blast. Cyclohm is rather slow so pairing it with faster attackers such as Kartana or Greninja are good options. Bulky Hazards removers such as Tomohawk and Landorus-t AV Soil and Torn-T are good for their support moves, add these are good teammates as they help Cyclohm having a longer longevity on the field. Sticky Web Necturna is a good niche partner for Cyclohm, as it can set up Sticky Web making the opponent's team slower which is a big benefit to Cyclohm in order to outspeed Kartana and Ash Greninja. Offensive Cyclohm really enjoys being paired with hazard setters such as Arghonaut, Landorus-T and Ferrothorn in order to wear down foes at a better range for Cyclohm to come in and sweep. Cyclohm becomes limited to switch-ins as it does not carry much bulk, as well as not being able to use Slack Off as reliable recovery so it is usually good paired with a Wish and Healing Wish users Cleric / Support Pokemon such as Chansey, Jumbao, Clefable and Healing Wish Tomohawk. Being walled by Specially Defensive walls such as Chansey and Clefable, Cyclohm enjoys being paired with Physical wallbreakers such as Mega-Medicham or Mega Crucibelle in order to get rid of them. Priority User such as Mega Medicham, Mega Pinsir, Ash Greninja and Zygarde also are good teammates as they enable to easily clean foes after receiving a hit by Cyclohm.

let's change the order on this one - start with the bulky Pokemon, then Wish/HWish Pokemon, then wallbreakers, priority users, hazard controllers (you need to add in hazard users, especially Spikes), and then Necturna


[STRATEGY COMMENTS]

Other Options
=============
(add a space here)
Cyclohm may also be used offensively by using Dragonium Z, it would be used with Volt Switch Voltswitch, Draco Meteor, Fire Blast along with Slack Off. Cyclohm can be a good secondary setter for Trick Room teams abuser due to being able to set it up as well as abusing it, using coverage like Ice Beam to shut down Ground-types and pivot with Volt Switch. as well as being able to use Soft Boil ??? and pivot out when needed. This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the match up against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature, as this spread also can tank attacks from special attackers such as Volkraken. Cyclohm may be run using Choice Scarf in order to outspeed other threats, but it's not very powerful. this set is the same as the offensive one, the only controversy by following that choice would be suffering from the lack of power. Cyclohm may also be used under Rain as a rain-setter, offensive or even as a mix of both. Under rain Cyclohm runs Thunder, Hydro Pump, Volt Switch, Slack Off / Rain Dance usually paired with Life Orb / Damp Rock. remove the Rain part, it's just not that great. Physcially Defensive Cyclohm may also run WhirlWind Whirlwind as last option as it can help the team getting rid of set-up sweepers such as Cawmodore. as well as Thunderbolt is as an alternative option over Volt Switch or Discharge as it enables cyclohm to a stronger move as well as to OHKO Flame Orb Naviathan and can be used with Toxic to prevent clashing status.

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

**Fairy Types**: Fairy types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle and Dazzling Gleam Tapu Koko are immuned to Dragon Type attacks and usually can take a hit from Cyclohm but hate getting Paralyzed on a Discharge, they check Cyclohm as they OHKO Cyclohm using Fairy STAB.

**Ground-types**: Colossoil, Landorus-T, Fidgit, and Zygarde are all immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB move without worrying about Static. However, they must watch out for Ice Beam and Hydro Pump on switch ins.

**Specially Defensive Pokemon**: Specially Defensive Pokemon such as Chansey and Mollux do not care about Cyclohm as they can tank any hits and use Status Moves such as Toxic to wear it down, Assault Vested Tangrowth, Tapu Bulu and Magearna can also take care of Cyclohm as long as it is not holding Choice Specs.

**Special Attackers**: Powerful Special Attackers such as Krilowatt, Stratagem, Syclant, Latios, Greninja, and Aurumoth can usually tank a hit or two from Defensive Cyclohm and strike back harder.

**Physical Wallbreakers with Super Effective Coverage**: Wall Breakers such as Mega Mawile and Kyurem - Black can easily take down Cyclohm as they are able to get through it.

expand this section, like I hinted at on the last check.
What's worrying to me is that you didn't implement all of my last check. I want to look at it again after you implement these. If you have questions about my check, ask me. Also, before you move this to GP, I'd like to see every sentence to be complete sentences and capitalization fixed. It makes it easier for the GP team to have these errors fixed before hand.
 
What's worrying to me is that you didn't implement all of my last check. I want to look at it again after you implement these. If you have questions about my check, ask me. Also, before you move this to GP, I'd like to see every sentence to be complete sentences and capitalization fixed. It makes it easier for the GP team to have these errors fixed before hand.
Implemented!
 

snake

is a Community Leaderis a Top CAP Contributoris a Contributor to Smogon
CAP Co-Leader
✦ ✧ CYCLOHM ✦ ✧







[OVERVIEW]

Cyclohm is one of the bulkiest Physically Defensive Pokemon in the Metagame by being able to wall some of the best physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu and Kartana. Just like many Electric-Types, Cyclohm is able to check common Fire and Electric-types such Choice Scarf Volkraken and Magnezone however Cyclohm differentiates itself from other Electric Types by possessing more resistance as well as high base power moves such as Draco Meteor and a wide movepool enabling it not to rely on Hidden Power. Cyclohm’s wide coverage movepool entitles moves such as Ice Beam, Flamethrower and Hydro Pump. Cyclohm also has a high Spa Special Attack and a decent tier speed of 80 allowing Cyclohm to also be used offensively. Both of Cyclohm's abilities fit very well as they both can be used for different purposes. Static allows Cyclohm to paralyze physical attackers as well as playing as a core paired with Discharge while Shield Dust can prevent secondary effects from stopping Cyclohm's offensive set

While Cyclohm's bulk is large on the physical side it suffers a lot from Special Attackers such as Krilowatt, Magearna, Greninja, Tapu Lele and Tapu Koko. Cyclohm's typing also is weak to many common physical wall breakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm also suffers from it's base 80 speed as it is very average and easily outsped when it is not holding Choice Scarf. Cyclohm suffers from common coverage such as HP Ice and HP Ground leaving it to be wary on switch-ins. Cyclohm also faces competition as a defensive pokemon Zapdos may be preferred due to it's immunity to ground type attacks and the ability of using defog for hazards, another competition can be Krilowatt, Krilowatt is an offensive special attacker who has a lot of coverage and may be preferred due to better offensive stats such as speed.

we pm'ed about the second paragraph - please actually change it ;;

[SET]

name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable Electric-Type STAB attack with a high chance of paralysis. Discharge works well as a combination with its ability Static, making it easy to paralyze contact attackers. Alternatively, Volt Switch is a very good option on Cyclohm because it enables Cyclohm to switch out when needed to in order to remain healthy and competent for the rest of the game. Flamethrower is used to hit Grass- and Steel-types, including Jumbao, Ferrothorn, Kartana and Mega Scizor. However, Fire Blast is an option if stronger damage is desired, as Fire Blast enables Cyclohm to OHKO Cawmodore meaning it does not have to rely on Static after a Belly Drum boost. The third option really depends on what your team needs, Ice Beam allows Cyclohm to hit Ground and Dragon Types that may threaten it such as Landorus-T, Zygarde, and Pajantom, and it's a great way to wear down pokemons such as Assault Vest Colossoil. To circumvent Cyclohm's usual switch-ins, it can use Toxic to wear down foes such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak and Tangrowth. Heal Bell allows Cyclohm to have more of a cleric role that can cure the team and itself of status like Toxic and Burns. If one of these utility options is considered more useful than Fire Type coverage, certain teams may prefer having Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy throughout the match.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature allow Cyclohm to be at the bulkiest it could be on the physical side. Leftovers gives Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet assists Cyclohm by wearing down Physical Attackers by a small chip. Static allows defensive Cyclohm to use its bulk to by paralyzing physical attackers that using use contact moves such as Cawmodore and usually is a better option on the defensive set, as it possesses the bulk to paralyse physical attackers, enabling Cyclohm to stall foes easily after having been paralysed. Cyclohm is a great way to pressure your opponent when using physical attackers such as Kartana because the risk of them getting paralysed is a huge burden on their team. Shield Dust is used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb, Mega Crucibelle's Gunk Shot poison, Stat Drops most likely from Kitsunoh's Shadow Strike, giving Cyclohm a longer longevity on the field by preventing chip damage or crippling its defense. Another spread Cyclohm could use would be to invest 124 evs from defense to speed which makes Cyclohm at a 227 speed enabling it to outspeed Defensive Landorus-t and Assault Vest Colossoil.

Usage Tips
========

This set is more suited for defensive and balanced teams that need a wall to deal with Physical threats such as Cawmodore, Kartana and Tapu Bulu.
Cyclohm should switch-in on physical attackers that it can deal with such as Cawmodore, Tapu Bulu and Mega-Scizor but can also be a safe switch in for certain choice locked special attackers, such as Choice Scarf Volkraken. Discharge should be used when predicting a physical threat on switch in or versus Cyclohm, otherwise it may be used to paralyze threats on switch ins like fairy types. Flamethrower or Fire Blast should be used against steel or grass types when facing or expecting switch-ins, however . Ground Types on the opposing team limit your options to pivot or to use electric stab, if predicting a ground type switch in, Ice Beam or Toxic should be used to wear down the threat. If running Heal Bell, Cyclohm should use it whenever the team needs status removed, against Stall Cyclohm should only use it when the Status is becoming a huge threat to the team as Heal Bell can easily get PP stalled. If running Toxic, it should be used on a predicted switch-in that can threaten your Cyclohm or your team, or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed, Slack Off may also be used as a scouting move to find out the opponent's damage output and item. Cyclohm should only attack if it can take hits from the foe, otherwise it should recover the health it loses with Slack Off or switch out. When running Static, Cyclohm should be used to put pressure on the opponent by switching in on key threats and paralysing them.

Team Options
========

Specially Defensive Pokemon that can compliment Cyclohm's role as a physical tank such as Arghonaut, Celesteela, Chansey, Gastrodon and Assault Vest Tapu Bulu are good partners to Cyclohm as they may tank attacks Cyclohm can't and complete complement each other with typing such as Celesteela being immune to Ground-Type attacks why is Celesteela the only one getting a mention here?. Defensive Ground checks such as Tomohawk and Landorus-T also are good teammates, as they can switch into Ground Types like Colossoil and Zygarde and may also add hazards on the field making it easier for Cyclohm to hit back. Water-Types such as Arghonaut, and as well as Mega Scizor can switch into Ice and Ground-Types moves aimed at Cyclohm. Bulky Steel-Types such as Celesteela and Magearna are also good partners to Cyclohm, as they can deal with Fairy-Types such as Tapu Lele. Tapu Bulu also is a nice teammate as Grassy Terrain offers extra health and also halves Earthquake coming in from threats like Colossoil, which Cyclohm can benefits from. Mega Scizor, Tapu Bulu/Jumbao this won't fly with GP and Cyclohm make a very bulky core typing wise, Mega Scizor is one of Cyclohm's best partner, both forming a bulky volturn core as well as resisting each other's weaknesses typing wise. Tapu Bulu enables Cyclohm to stay longer on the field by getting reliable recovery as well as weakening ground types like Colossoil. Much like Tapu Bulu, Jumbao can also check Ground Types while also walling Heatran and providing Cyclohm with Wish healing, Cyclohm can also help the core by running Heal Bell which can be of major help when facing bulkier teams.

[SET]

name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

Moves
========

Volt Switch allows Cyclohm to switch out against bad matchups in order to remain healthy for the rest of the game while still putting in damage on the opponent. Thunderbolt is a reliable STAB move that allows Cyclohm to hit super effectively Flying and Water Types such as Tomohawk, Celesteela, Arghonaut, Toxapex and Volkraken but unlike Volt Switch, it does not give you the ability to switch out. Draco Meteor sets Cyclohm apart from other Electric-type attackers due to its high base power and it's bigger range. Fire Blast enables Cyclohm to hit Steel- and Grass-types mainly by OHKO'ing Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao and Shift Gear Magearna, and is Cyclohm's best move on AV Magearna. Hydro Pump allows Cyclohm to hit super effectively Rock and Fire types such as this needs a greater focus on the fact that it nearly OHKOs Heatran Tyranitar, Heatran, Victini and Volcarona who both nearly get OHKOed on switch ins and are down to priority range. Ice Beam is majorly used to hits do they OHKO? 2HKO? Ground Types such as Colossoil, Gliscor, Landorus-t and Zygarde which are very common in the meta game. are they OHKOed?

Set Details
========

Shield Dust is the preferred ability as offensive Cyclohm is limited in switch-ins meaning that Static would not be a benefit in most cases, Shield Dust also is to prevent secondary effects such as poison from Sludge Bomb, burn from Scald or Lava Plume, and Defense drops from Kitsunoh's Shadow Strike. Choice Specs offers no recoil damage while giving Cyclohm a stronger damage output. move Choice Specs to after the nature line The EVs maximize Cyclohm's offensive damages. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran and unboosted Adamant Necturna.


Usage Tips
========

Offensive Cyclohm’s biggest benefit is that it can bluff Physically Defensive and have your opponent abuse its relatively low damage output. Choice Specs Cyclohm should be played as an early/mid game threat in order to make enough damages for Cyclohm's teammates to clean up late-game. During early game Cyclohm should use Volt Switch in order to pivot around while putting out damage, if ground types are present Cyclohm should be careful and use Ice Beam or Hydro Pump if anticipating switch ins. If Steel type such as Magearna are present and anticipated Cyclohm should use Fire Blast in order to shut down those threats. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range for Choice Specs-boosted Fire Blast, Cyclohm can supply this damage by itself using Volt Switch or Cyclohm's teammates can attack it or set hazards to wear it down. During late game when the opposing team is damaged, Cyclohm should focus on using Draco Meteor in order to hit everything as its strongest unless Fairy or Steel type are present in which case it should pivot out using Volt Switch or Fire Blast. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat, Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on an Offensive Team but may be used in Balanced Teams as well. Offensive Cyclohm likes to be paired with bulky pokemon that are able to take hits from Cyclohm's weaknesses, such as Celesteela, Tangrowth, Skarmory or Jumbao as it can power up Fire Blast. Cyclohm becomes limited to switch-ins as it does not carry much bulk, as well as not being able to use Slack Off as reliable recovery so it is usually good paired with a Wish and Healing Wish users such as Chansey, Jumbao, Clefable and Tomohawk. Being walled by Specially Defensive walls such as Chansey and Clefable. Cyclohm enjoys being paired with Physical wallbreakers such as Mega-Medicham or Mega Crucibelle in order to get rid of them. Priority User such as Mega Medicham, Mega Pinsir, Ash Greninja and Zygarde also are good teammates as they enable to easily clean foes after receiving a hit by Cyclohm. Hazard Setters such as Fidgit remove Fidgit, not a good setter, Landorus-T, Ferrothorn and Arghonaut can set hazards on the opposing team in order for Cyclohm to have better chance of sweeping, these include Stealth Rocks Stealth Rock is singular, Spikes and Toxic Spikes remove tspikes unless you add a good one. Bulky Hazards removers such as Tomohawk Tornadus-T and Colossoil are good teammates as they help Cyclohm having a longer longevity on the field. Sticky Web Necturna is a niche partner for Cyclohm,as it can provide the opponent's team to be slower which is a benefit to Cyclohm in order to outspeed Kartana and Ash Greninja.


[STRATEGY COMMENTS]

Other Options
=============

Cyclohm may also be used offensively by using Dragonium Z, it would be used with Volt Switch, Draco Meteor, Fire Blast along with Slack Off.
Cyclohm can be a good secondary setter for Trick Room teams, using coverage like Ice Beam to shut down Ground Types and pivot with Volt Switch This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the match up against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature, this spread also can tank attacks from special attackers such as Volkraken. Cyclohm may be run using Choice Scarf in order to outspeed other threats, but it's not very powerful. Physcially Defensive Cyclohm may also run Whirlwind as last option as it can help the team getting rid of set-up sweepers such as Cawmodore. Thunderbolt is an alternative option over Volt Switch or Discharge on defensive Cyclohm as it enables cyclohm to a stronger move as well as to OHKO Flame Orb Naviathan and can be used with Toxic to prevent clashing status.

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

**Fairy Types**: Fairy types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle and Dazzling Gleam Tapu Koko are immuned to Dragon Type attacks and usually can take a hit from Cyclohm, and force it out with a STAB move. as it does not have anything super-effective to hit them with., other than Ice Beam/Fire Blast on Jumbao. Fairy Types also hate getting Paralyzed by Discharge. However, Jumbao has to watch out for common Fire- and Ice-type coverage, and Toxic throws most of them off guard.

**Ground-types**: Colossoil, Landorus-T, Fidgit, and Zygarde are all immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB moves such as Earthquake, Thousand Arrows and Earth Power without worrying about Static. Colossoil can switch in on Cyclohm as it can take a couple Ice Beam but other than that, they must watch out for Ice Beam and Hydro Pump on switch ins.

**Specially Defensive Pokemon**: Specially Defensive Pokemon such as Chansey and Mollux do not care about Cyclohm as they can tank its hits and use Status Moves such as Toxic to wear it down. Assault Vest Tangrowth, Tapu Bulu and Magearna can also reliably tank hits from Cyclohm as long as it is not holding Choice Specs. Cyclohm also should be wary when switching in on Magearna due to Fleur Cannon and Ice Beam. However, Cyclohm can use Volt Switch to escape to a teammate that can adequately deal with these Pokemon.

**Special Attackers**: Powerful Special Attackers such as Krilowatt, Stratagem, Syclant, Mega Latios, Greninja, and Aurumoth can usually tank a super effective hit or two from Defensive Cyclohm and strike back with harder damages usually from super effective coverage like Ice Beam or Earth Power, however most have a hard time can't switch into Cyclohm fearing Discharge paralysis or a Choice Specs-boosted Draco Meteor Ice Beam, Hydro Pump, Fire Blast or Paralysis from Discharge.

**Physical Wallbreakers with Super Effective Coverage**: Wall Breakers such as Mega Mawile, Mega Medicham, Jumbao this isn't physical, Shell Smash Necturna and Kyurem-B - Black can easily take down Cyclohm due to their super effective coverage or Strong stab moves, however they usually can't switch in. Mega Mawile, Mega Medicham and Necturna also don't like being paralysed.
QC 3/3, but please fix the overview / other minor details. give it a quick read over for grammar too before sending to GP


 

GP 1/2
remove add incorrect capitalization comments

[OVERVIEW]

Cyclohm's immense physical bulk lets it wall top is one of the bulkiest Physically Defensive Pokemon in the Metagame by being able to wall some of the best physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu, (comma) and Kartana. Just like many other Electric-Types, Cyclohm is able to check common Fire Water- and Electric-Types such Choice Scarf Volkraken and Magnezone, however but Cyclohm differentiates itself from other Electric-Types by possessing more resistances as well as high base power moves such as Draco Meteor and a wide movepool enabling it not to rely on Hidden Power. Cyclohm’s wide coverage movepool entitles moves such as powerful moves like Draco Meteor and a wide movepool that includes Ice Beam, Flamethrower, (comma) and Hydro Pump as coverage options. This movepool combined with high Special Attack and a decent Speed tier allows Cyclohm to work as an offensive Pokemon as well. Cyclohm also has a high Spa and a decent tier speed of 80 allowing it to also be used offensively. Both of Cyclohm's abilities fit very well as they both can be used for different purposes. Static allows Cyclohm to paralyze physical attackers as well as to play a core paired with Discharge while Shield Dust can prevent secondary effects from stopping Cyclohm's offensive set. (explaining abilities is best left to Set Details)

While Cyclohm's bulk is large on the physical side Cyclohm's lacking special bulk means it suffers a lot from Special Attackers such as Krilowatt, Magearna, Greninja, Tapu Lele, (comma) and Tapu Koko. Cyclohm's typing also is weak to many makes it also weak to common physical wall breakers wallbreakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm also suffers from it's its base 80 Speed, (comma) as it is very average and easily outsped when it Cyclohm is not holding Choice Scarf. Cyclohm suffers from is vulnerable to common coverage such as HP Hidden Power Ice and HP Hidden Power Ground, (comma) leaving it to be wary on switch-ins reluctant to switch in on special attackers it could otherwise check. It also faces competition as a defensive Electric-type from Zapdos, which offers a Ground immunity and Defog, and as an offensive Electric-type from Krilowatt, which boasts comparable coverage and greater Speed. pokemon, Zapdos may be preferred due to it's immunity to ground type attacks and the ability of using defog for hazards, another competition can be Krilowatt, Krilowatt is an offensive special attacker who has a lot of coverage and may be preferred due to better offensive stats such as speed.

[SET]

name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable Electric-Type STAB attack with a high chance of paralysis and works well with Static. Discharge works well as a combination with its ability Static, making it easier to paralyze contact attackers. Alternatively, Volt Switch is a very good option on Cyclohm because it enables Cyclohm to switch out when needed to in order to remain healthy and competent for the rest of the game. Flamethrower is used to hit Grass- and Steel-Types, including Jumbao, Ferrothorn, Kartana, (comma) and Mega Scizor. However, Fire Blast is an option if stronger damage is desired, as Fire Blast enables Cyclohm to OHKO Cawmodore making it not to rely on Static after a Belly Drum boost Fire Blast is an alternative for higher power and to OHKO Cawmodore, meaning Cyclohm doesn't have to rely on Static to beat Cawmodore after Belly Drum. The third option really move depends on what your team needs,. (period) Ice Beam allows Cyclohm to hit Ground- and Dragon-Types that may threaten it such as Landorus-T, Zygarde, and Pajantom, (comma) it also and is a great way to wear down pokemons such as Assault Vest Colossoil. To circumvent Cyclohm's usual switch-ins, it can use Toxic to wears down foes typical Cyclohm switch-ins such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak, (comma) and Tangrowth. Heal Bell allows Cyclohm to have more of a cleric role that can cure the team and itself of status like Toxic and Burns a clerical role. If one of these utility options is considered more useful than Fire-type Type coverage, certain teams may prefer having Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy throughout the match.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature allows grant Cyclohm to be at the bulkiest it could be on the physical side maximum physical bulk. Leftovers gives (all items are singular) Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet assists Cyclohm by wearing down Physical Attackers by a small chip helps wear down physical attackers. Static allows defensive Cyclohm to use its bulk to paralyze physical attackers who that use contact moves such as Cawmodore,; (semi) it usually is a better option on the defensive set as it because paralysis enables Cyclohm to stall foes easily after having been paralysed. Cyclohm is a great way to pressure your opponent when they are using physical attackers such as Kartana because the risk of them getting paralysed is a huge burden on their team. Shield Dust is can be used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb and Mega Crucibelle's Gunk Shot, Mega Crucibelle's Gunk Shot poison, Stat Drops most likely and stat drops from Kitsunoh's Shadow Strike, giving Cyclohm a longer greater longevity on the field by preventing chip damage or crippling its defense. Another spread Cyclohm could use would be to invest 124 evs from defense to speed which makes Cyclohm at a 227 speed enabling it to outspeed Defensive Landorus-t Cyclohm can move 124 EVs from Defense to Speed to be faster than defensive Landorus-T and Assault Vest Colossoil.

Usage Tips
========

This set is more suited for defensive and balanced teams that need a wall to deal with Physical threats such as Cawmodore, Kartana and Tapu Bulu. (that's a Team Options sort of line) Cyclohm should switch-in switch in on physical attackers it can deal with such as Cawmodore, Tapu Bulu, (comma) and Mega-Scizor but can also be a safe switch in for certain choice locked special attackers, Mega Scizor as well as certain Choice-locked special attackers such as Choice Scarf Volkraken. Discharge should be used when predicting a physical threat on switch in or versus Cyclohm, otherwise it may be used to paralyze threats on switch ins like Fairy-Types. Flamethrower or Fire Blast should be used against Steel- or Grass-Types when facing or expecting switch-ins. Ground-Types on the opposing team limit your options to pivot or to use Electric STAB, if predicting a ground type switch in, Ice Beam or Toxic should be used to wear down the threat. (all extremely basic, unnecessary stuff that I really don't feel like correcting) If running Heal Bell, Cyclohm should use it whenever the team needs status removed, (comma) against Stall Cyclohm should only use it when the Status is becoming a burden to the team as Heal Bell can easily get PP stalled unless against stall, where it should be used sparingly because of its low PP. If running Toxic, it should be used on a predicted switch-in that can threaten your Cyclohm or your team, or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed, (comma) Slack Off may also be used as a scouting move to find out the opponent's and to scout foes' damage output and item. Cyclohm should only attack if it can take hits from the foe,; (semi) otherwise, (comma) it should recover the health it loses with Slack Off or switch out. When running Static, Cyclohm should be used to put pressure on the opponent by switching in on key threats and paralysing them threaten physical threats with paralysis.

Team Options
========

Specially Defensive Pokemon can compliment Cyclohm's role as a physical tank such as Arghonaut, Celesteela, Chansey, Gastrodon, (comma) and Assault Vest Tapu Bulu are good partners to Cyclohm as they may tank attacks Cyclohm can't and complete each other with typing such as Celesteela being immune to Ground-Type attacks complement Cyclohm's physical bulk and offer defensive synergy with traits such as Celesteela's Ground immunity. Defensive Ground checks such as Tomohawk and Landorus-T also are good teammates, as they can switch into Ground-Types like Colossoil and Zygarde and may also add hazards on the field set entry hazards, making it easier for Cyclohm to hit back. Water- and Bug-(hyph)types such as Arghonaut, (comma) as well as and Mega Scizor can switch into Ice- and Ground-Types Ground-type moves aimed at Cyclohm. Bulky Steel-Types such as Celesteela and Magearna are also good partners to Cyclohm, as they can deal with Fairy-Types such as Tapu Lele. Mega Scizor, Tapu Bulu/Jumbao and Cyclohm make Mega Scizor + Tapu Bulu or Jumbao + Cyclohm makes a very bulky core; (semi) Mega Scizor offers U-turn momentum and weakness coverage, and typing wise, Mega Scizor is one of Cyclohm's best partner, both forming a bulky volturn core as they complement each other's weaknesses typing wise. Tapu Bulu provides Grassy Terrain for more recovery as well as less damage from Ground-types like Colossoil enables Cyclohm to stay longer on the field by getting reliable recovery as well as weakening ground types like Colossoil. Much like Tapu Bulu, Jumbao can also check Ground-types Types while also walling Heatran and providing Cyclohm with Wish healing,. (period) Cyclohm can also help the core by running Heal Bell, (comma) which can be of major help when facing bulkier teams.

[SET]

name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

Moves
========

Volt Switch allows Cyclohm to switch out against bad matchups in order to remain healthy for the rest of the game while still putting in damage on the opponent foe. Thunderbolt is a reliable STAB move that allows Cyclohm to hit super effectively Flying and Water Types reliably hit Flying- and Water-types such as Tomohawk, Celesteela, Arghonaut, Toxapex, (comma) and Volkraken but unlike Volt Switch, it does not give you the ability to switch out lacks Volt Switch's momentum generation. Draco Meteor is Cyclohm's strongest STAB attack, allowing it to hit a wider variety of various threats. Fire Blast enables Cyclohm to hit Steel- and Grass-Types mainly by OHKO'ing like Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao, (comma) and Shift Gear Magearna, (comma) and is Cyclohm's best move on AV Magearna. Hydro Pump allows Cyclohm to hit super effectively Rock- and Fire-Types such as Tyranitar, Heatran, Victini, (comma) and Volcarona, (comma) which who both nearly get OHKOed on the switch ins and are down to priority range. Ice Beam is majorly mainly used to hit common Ground-types Types such as Colossoil, Gliscor, Landorus-t Landorus-T, and Zygarde which are very common in the metagame.

Set Details
========

Shield Dust is the preferred ability, (comma) as offensive Cyclohm is limited in switch-ins meaning that Static would not be a benefit in most cases, lacks the longevity to make much use of Static. Shield Dust also is to prevent secondary effects such as poison from Sludge Bomb, burn from Scald or Lava Plume, and Defense drops from Kitsunoh's Shadow Strike. Choice Specs offers no recoil damage while also giving Cyclohm a stronger higher damage output without any recoil damage.(space)The EVs maximize Cyclohm's offensive damages. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran, (comma) and unboosted Adamant Necturna.


Usage Tips
========

Offensive Cyclohm’s biggest benefit is that it can bluff being the Physically Defensive set and have your opponent abuse its usual low damage output to encourage certain switches. Choice Specs Cyclohm should be played as an early/mid game threat in order to make enough damages for its early- or mid-game wallbreaker that lets teammates to clean up late-game. During early game Cyclohm should use Volt Switch early-game in order to pivot around while putting out damage, (comma) if ground types are present Cyclohm should be careful and use Ice Beam or Hydro Pump if anticipating switch ins and punish Ground-type switch-ins with Hydro Pump or Ice Beam. If Steel type such as Magearna are present and anticipated Cyclohm should use Fire Blast in order to shut down those threats. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range for Choice Specs-boosted Fire Blast, of it. (per) Cyclohm can supply this damage by itself using Volt Switch or Cyclohm's teammates can attack it or set hazards to wear it down. During late game when the opposing team is damaged Against a damaged team late-game, Cyclohm should focus on using Draco Meteor in order to hit everything as at its strongest unless Fairy- or Steel-Types are present in which case it should pivot out using Volt Switch or Fire Blast. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat,; (semi) Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on an Offensive Team offensive teams but may be used on Balanced Teams as well. Offensive Cyclohm likes to be paired with bulky pokemon that are able to take hits from Cyclohm's weaknesses, (comma) such as Celesteela, Tangrowth, Skarmory, (comma) or Jumbao, (comma) the last of which as it can power up Fire Blast. Offensive Cyclohm becomes limited to switch-ins as it does not carry much bulk, as well as not being able to use Slack Off as reliable recovery can't switch in much due to lack of recovery, so it is usually good paired with a Wish or Healing Wish user such as Chansey, Jumbao, Clefable, (comma) or and Tomohawk. Being walled by Specially Defensive walls such as Chansey and Clefable, Cyclohm enjoys being paired with Physical wallbreakers such as Mega-Medicham or and Mega Crucibelle, (comma) which get rid of special walls in order to get rid of them. Priority users such as Mega Medicham, Mega Pinsir, Ash Greninja Ash-Greninja, and Zygarde also are good teammates as they enable to easily clean foes after receiving a hit by Cyclohm can easily pick foes off after Cyclohm weakens them. Hazard Setters such as Fidgit, Landorus-T, Ferrothorn, (comma) and Arghonaut can set hazards on the opposing team in order for give Cyclohm to have a better chance of sweeping, (comma) these include Stealth Rocks, Spikes and Toxic Spikes. Bulky Hazards hazard removers such as Tomohawk, (comma) Tornadus-T, (comma) and Colossoil are good teammates as they help keep Cyclohm having a longer longevity on the field from being worn down. Sticky Web Necturna is a niche partner for Cyclohm, as it can provide the opponent's team to be slower which is a benefit to let Cyclohm in order to outspeed Kartana and Ash-(hyph)Greninja.


[STRATEGY COMMENTS]

Other Options
=============

Cyclohm may also be used offensively by using Dragonium Z, (comma) it would be used with Volt Switch, Draco Meteor, Fire Blast, (comma) and along with Slack Off. Cyclohm can be a good secondary setter for Trick Room teams, using coverage like Ice Beam to shut down Ground-Types and pivot with Volt Switch. (per) This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the match(space)up against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature, (comma) this spread also can to tank attacks from special attackers such as Volkraken. Cyclohm may be played with Choice Scarf in order to outspeed other threats, but it's not very powerful. Physcially Defensive Cyclohm may also run Whirlwind as last option as it can help the team getting rid of set-up to eliminate setup sweepers such as Cawmodore and Mega Crucibelle. Thunderbolt is an alternative option over Volt Switch or Discharge as because it enables grants Cyclohm to a stronger move, (comma) OHKOes Flame Orb Naviathan, and doesn't have a high paralysis chance that conflicts with Toxic. as well as to OHKO Flame Orb Naviathan and can be used with Toxic to prevent clashing status.

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

**Fairy-types Types**: Fairy-Types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle, (comma) and Dazzling Gleam Tapu Koko are immuned to Dragon-Type attacks and usually can take a hit from Cyclohm as it does not have anything super-effective to hit them with, other than Ice Beam/ or Fire Blast on Jumbao. Fairy-Types also hate getting Paralyzed by Discharge, (comma) however.

**Ground-Types**: Colossoil, Landorus-T, Fidgit, and Zygarde are all immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB moves such as Earthquake, Thousand Arrows and Earth Power without worrying about Static. Colossoil can switch in on Cyclohm, (comma) as it can take a couple Ice Beam but other than that, they Ice Beam a couple of times, but the others must watch out for Ice Beam and Hydro Pump on switch ins.

**Specially Defensive Pokemon**: Specially Defensive Pokemon such as Chansey and Mollux do not care about Cyclohm as they can tank its hits and use Status Moves such as Toxic to wear it down tank all of Cyclohm's attacks and wear it down with status moves. Assault Vest Tangrowth, Tapu Bulu, (comma) and Magearna can also tank hits from Cyclohm as long as it is not holding without Choice Specs. Cyclohm also should be wary when switching in on Magearna due to Fleur Cannon and Ice Beam.

**Special Attackers**: Powerful Special Attackers such as Krilowatt, Stratagem, Syclant, Latios, Greninja, and Aurumoth can usually tank a super effective hit or two from Defensive Cyclohm and strike back with harder damages usually from super effective coverage, however most can't switch into Cyclohm fearing Ice Beam, Hydro Pump, Fire Blast or Paralysis from Discharge with strong or super effective attacks; however, most can't switch into Cyclohm's attacks.

**Physical Wallbreakers with Super Effective Coverage**: Wallbreakers Breakers such as Mega Mawile, Mega Medicham, Jumbao, Necturna, (comma) and Kyurem - Black Kyurem-B can easily take down Cyclohm due to their super effective coverage or STAB, STAB attacks; however, (comma) they usually can't switch in. Mega Mawile, Mega Medicham, (comma) and Necturna also don't like being paralysed paralyzed.

The easily preventable errors here made this take way longer than it had any business taking. Please read this; stuff like random capitalization and lack of serial comma are easy to eliminate and contributed to your analysis taking so long to be checked. Also, I cut so much of your writing largely for the sake of concision; C&C as a whole is currently moving towards getting to the point and avoiding explanations of extremely simple stuff.
 
Last edited:

GP 1/2
remove add incorrect capitalization comments

[OVERVIEW]

Cyclohm's immense physical bulk lets it wall top is one of the bulkiest Physically Defensive Pokemon in the Metagame by being able to wall some of the best physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu, (comma) and Kartana. Just like many other Electric-Types, Cyclohm is able to check common Fire Water- and Electric-Types such Choice Scarf Volkraken and Magnezone, however but Cyclohm differentiates itself from other Electric-Types by possessing more resistances as well as high base power moves such as Draco Meteor and a wide movepool enabling it not to rely on Hidden Power. Cyclohm’s wide coverage movepool entitles moves such as powerful moves like Draco Meteor and a wide movepool that includes Ice Beam, Flamethrower, (comma) and Hydro Pump as coverage options. This movepool combined with high Special Attack and a decent Speed tier allows Cyclohm to work as an offensive Pokemon as well. Cyclohm also has a high Spa and a decent tier speed of 80 allowing it to also be used offensively. Both of Cyclohm's abilities fit very well as they both can be used for different purposes. Static allows Cyclohm to paralyze physical attackers as well as to play a core paired with Discharge while Shield Dust can prevent secondary effects from stopping Cyclohm's offensive set. (explaining abilities is best left to Set Details)

While Cyclohm's bulk is large on the physical side Cyclohm's lacking special bulk means it suffers a lot from Special Attackers such as Krilowatt, Magearna, Greninja, Tapu Lele, (comma) and Tapu Koko. Cyclohm's typing also is weak to many makes it also weak to common physical wall breakers wallbreakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm also suffers from it's its base 80 Speed, (comma) as it is very average and easily outsped when it Cyclohm is not holding Choice Scarf. Cyclohm suffers from is vulnerable to common coverage such as HP Hidden Power Ice and HP Hidden Power Ground, (comma) leaving it to be wary on switch-ins reluctant to switch in on special attackers it could otherwise check. It also faces competition as a defensive Electric-type from Zapdos, which offers a Ground immunity and Defog, and as an offensive Electric-type from Krilowatt, which boasts comparable coverage and greater Speed. pokemon, Zapdos may be preferred due to it's immunity to ground type attacks and the ability of using defog for hazards, another competition can be Krilowatt, Krilowatt is an offensive special attacker who has a lot of coverage and may be preferred due to better offensive stats such as speed.

[SET]

name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable Electric-Type STAB attack with a high chance of paralysis and works well with Static. Discharge works well as a combination with its ability Static, making it easier to paralyze contact attackers. Alternatively, Volt Switch is a very good option on Cyclohm because it enables Cyclohm to switch out when needed to in order to remain healthy and competent for the rest of the game. Flamethrower is used to hit Grass- and Steel-Types, including Jumbao, Ferrothorn, Kartana, (comma) and Mega Scizor. However, Fire Blast is an option if stronger damage is desired, as Fire Blast enables Cyclohm to OHKO Cawmodore making it not to rely on Static after a Belly Drum boost Fire Blast is an alternative for higher power and to OHKO Cawmodore, meaning Cyclohm doesn't have to rely on Static to beat Cawmodore after Belly Drum. The third option really move depends on what your team needs,. (period) Ice Beam allows Cyclohm to hit Ground- and Dragon-Types that may threaten it such as Landorus-T, Zygarde, and Pajantom, (comma) it also and is a great way to wear down pokemons such as Assault Vest Colossoil. To circumvent Cyclohm's usual switch-ins, it can use Toxic to wears down foes typical Cyclohm switch-ins such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak, (comma) and Tangrowth. Heal Bell allows Cyclohm to have more of a cleric role that can cure the team and itself of status like Toxic and Burns a clerical role. If one of these utility options is considered more useful than Fire-type Type coverage, certain teams may prefer having Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy throughout the match.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature allows grant Cyclohm to be at the bulkiest it could be on the physical side maximum physical bulk. Leftovers gives (all items are singular) Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet assists Cyclohm by wearing down Physical Attackers by a small chip helps wear down physical attackers. Static allows defensive Cyclohm to use its bulk to paralyze physical attackers who that use contact moves such as Cawmodore,; (semi) it usually is a better option on the defensive set as it because paralysis enables Cyclohm to stall foes easily after having been paralysed. Cyclohm is a great way to pressure your opponent when they are using physical attackers such as Kartana because the risk of them getting paralysed is a huge burden on their team. Shield Dust is can be used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb and Mega Crucibelle's Gunk Shot, Mega Crucibelle's Gunk Shot poison, Stat Drops most likely and stat drops from Kitsunoh's Shadow Strike, giving Cyclohm a longer greater longevity on the field by preventing chip damage or crippling its defense. Another spread Cyclohm could use would be to invest 124 evs from defense to speed which makes Cyclohm at a 227 speed enabling it to outspeed Defensive Landorus-t Cyclohm can move 124 EVs from Defense to Speed to be faster than defensive Landorus-T and Assault Vest Colossoil.

Usage Tips
========

This set is more suited for defensive and balanced teams that need a wall to deal with Physical threats such as Cawmodore, Kartana and Tapu Bulu. (that's a Team Options sort of line) Cyclohm should switch-in switch in on physical attackers it can deal with such as Cawmodore, Tapu Bulu, (comma) and Mega-Scizor but can also be a safe switch in for certain choice locked special attackers, Mega Scizor as well as certain Choice-locked special attackers such as Choice Scarf Volkraken. Discharge should be used when predicting a physical threat on switch in or versus Cyclohm, otherwise it may be used to paralyze threats on switch ins like Fairy-Types. Flamethrower or Fire Blast should be used against Steel- or Grass-Types when facing or expecting switch-ins. Ground-Types on the opposing team limit your options to pivot or to use Electric STAB, if predicting a ground type switch in, Ice Beam or Toxic should be used to wear down the threat. (all extremely basic, unnecessary stuff that I really don't feel like correcting) If running Heal Bell, Cyclohm should use it whenever the team needs status removed, (comma) against Stall Cyclohm should only use it when the Status is becoming a burden to the team as Heal Bell can easily get PP stalled unless against stall, where it should be used sparingly because of its low PP. If running Toxic, it should be used on a predicted switch-in that can threaten your Cyclohm or your team, or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed, (comma) Slack Off may also be used as a scouting move to find out the opponent's and to scout foes' damage output and item. Cyclohm should only attack if it can take hits from the foe,; (semi) otherwise, (comma) it should recover the health it loses with Slack Off or switch out. When running Static, Cyclohm should be used to put pressure on the opponent by switching in on key threats and paralysing them threaten physical threats with paralysis.

Team Options
========

Specially Defensive Pokemon can compliment Cyclohm's role as a physical tank such as Arghonaut, Celesteela, Chansey, Gastrodon, (comma) and Assault Vest Tapu Bulu are good partners to Cyclohm as they may tank attacks Cyclohm can't and complete each other with typing such as Celesteela being immune to Ground-Type attacks complement Cyclohm's physical bulk and offer defensive synergy with traits such as Celesteela's Ground immunity. Defensive Ground checks such as Tomohawk and Landorus-T also are good teammates, as they can switch into Ground-Types like Colossoil and Zygarde and may also add hazards on the field set entry hazards, making it easier for Cyclohm to hit back. Water- and Bug-(hyph)types such as Arghonaut, (comma) as well as and Mega Scizor can switch into Ice- and Ground-Types Ground-type moves aimed at Cyclohm. Bulky Steel-Types such as Celesteela and Magearna are also good partners to Cyclohm, as they can deal with Fairy-Types such as Tapu Lele. Mega Scizor, Tapu Bulu/Jumbao and Cyclohm make Mega Scizor + Tapu Bulu or Jumbao + Cyclohm makes a very bulky core; (semi) Mega Scizor offers U-turn momentum and weakness coverage, and typing wise, Mega Scizor is one of Cyclohm's best partner, both forming a bulky volturn core as they complement each other's weaknesses typing wise. Tapu Bulu provides Grassy Terrain for more recovery as well as less damage from Ground-types like Colossoil enables Cyclohm to stay longer on the field by getting reliable recovery as well as weakening ground types like Colossoil. Much like Tapu Bulu, Jumbao can also check Ground-types Types while also walling Heatran and providing Cyclohm with Wish healing,. (period) Cyclohm can also help the core by running Heal Bell, (comma) which can be of major help when facing bulkier teams.

[SET]

name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


[SET COMMENTS]

Moves
========

Volt Switch allows Cyclohm to switch out against bad matchups in order to remain healthy for the rest of the game while still putting in damage on the opponent foe. Thunderbolt is a reliable STAB move that allows Cyclohm to hit super effectively Flying and Water Types reliably hit Flying- and Water-types such as Tomohawk, Celesteela, Arghonaut, Toxapex, (comma) and Volkraken but unlike Volt Switch, it does not give you the ability to switch out lacks Volt Switch's momentum generation. Draco Meteor is Cyclohm's strongest STAB attack, allowing it to hit a wider variety of various threats. Fire Blast enables Cyclohm to hit Steel- and Grass-Types mainly by OHKO'ing like Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao, (comma) and Shift Gear Magearna, (comma) and is Cyclohm's best move on AV Magearna. Hydro Pump allows Cyclohm to hit super effectively Rock- and Fire-Types such as Tyranitar, Heatran, Victini, (comma) and Volcarona, (comma) which who both nearly get OHKOed on the switch ins and are down to priority range. Ice Beam is majorly mainly used to hit common Ground-types Types such as Colossoil, Gliscor, Landorus-t Landorus-T, and Zygarde which are very common in the metagame.

Set Details
========

Shield Dust is the preferred ability, (comma) as offensive Cyclohm is limited in switch-ins meaning that Static would not be a benefit in most cases, lacks the longevity to make much use of Static. Shield Dust also is to prevent secondary effects such as poison from Sludge Bomb, burn from Scald or Lava Plume, and Defense drops from Kitsunoh's Shadow Strike. Choice Specs offers no recoil damage while also giving Cyclohm a stronger higher damage output without any recoil damage.(space)The EVs maximize Cyclohm's offensive damages. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran, (comma) and unboosted Adamant Necturna.


Usage Tips
========

Offensive Cyclohm’s biggest benefit is that it can bluff being the Physically Defensive set and have your opponent abuse its usual low damage output to encourage certain switches. Choice Specs Cyclohm should be played as an early/mid game threat in order to make enough damages for its early- or mid-game wallbreaker that lets teammates to clean up late-game. During early game Cyclohm should use Volt Switch early-game in order to pivot around while putting out damage, (comma) if ground types are present Cyclohm should be careful and use Ice Beam or Hydro Pump if anticipating switch ins and punish Ground-type switch-ins with Hydro Pump or Ice Beam. If Steel type such as Magearna are present and anticipated Cyclohm should use Fire Blast in order to shut down those threats. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range for Choice Specs-boosted Fire Blast, of it. (per) Cyclohm can supply this damage by itself using Volt Switch or Cyclohm's teammates can attack it or set hazards to wear it down. During late game when the opposing team is damaged Against a damaged team late-game, Cyclohm should focus on using Draco Meteor in order to hit everything as at its strongest unless Fairy- or Steel-Types are present in which case it should pivot out using Volt Switch or Fire Blast. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat,; (semi) Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on an Offensive Team offensive teams but may be used on Balanced Teams as well. Offensive Cyclohm likes to be paired with bulky pokemon that are able to take hits from Cyclohm's weaknesses, (comma) such as Celesteela, Tangrowth, Skarmory, (comma) or Jumbao, (comma) the last of which as it can power up Fire Blast. Offensive Cyclohm becomes limited to switch-ins as it does not carry much bulk, as well as not being able to use Slack Off as reliable recovery can't switch in much due to lack of recovery, so it is usually good paired with a Wish or Healing Wish user such as Chansey, Jumbao, Clefable, (comma) or and Tomohawk. Being walled by Specially Defensive walls such as Chansey and Clefable, Cyclohm enjoys being paired with Physical wallbreakers such as Mega-Medicham or and Mega Crucibelle, (comma) which get rid of special walls in order to get rid of them. Priority users such as Mega Medicham, Mega Pinsir, Ash Greninja Ash-Greninja, and Zygarde also are good teammates as they enable to easily clean foes after receiving a hit by Cyclohm can easily pick foes off after Cyclohm weakens them. Hazard Setters such as Fidgit, Landorus-T, Ferrothorn, (comma) and Arghonaut can set hazards on the opposing team in order for give Cyclohm to have a better chance of sweeping, (comma) these include Stealth Rocks, Spikes and Toxic Spikes. Bulky Hazards hazard removers such as Tomohawk, (comma) Tornadus-T, (comma) and Colossoil are good teammates as they help keep Cyclohm having a longer longevity on the field from being worn down. Sticky Web Necturna is a niche partner for Cyclohm, as it can provide the opponent's team to be slower which is a benefit to let Cyclohm in order to outspeed Kartana and Ash-(hyph)Greninja.


[STRATEGY COMMENTS]

Other Options
=============

Cyclohm may also be used offensively by using Dragonium Z, (comma) it would be used with Volt Switch, Draco Meteor, Fire Blast, (comma) and along with Slack Off. Cyclohm can be a good secondary setter for Trick Room teams, using coverage like Ice Beam to shut down Ground-Types and pivot with Volt Switch. (per) This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the match(space)up against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature, (comma) this spread also can to tank attacks from special attackers such as Volkraken. Cyclohm may be played with Choice Scarf in order to outspeed other threats, but it's not very powerful. Physcially Defensive Cyclohm may also run Whirlwind as last option as it can help the team getting rid of set-up to eliminate setup sweepers such as Cawmodore and Mega Crucibelle. Thunderbolt is an alternative option over Volt Switch or Discharge as because it enables grants Cyclohm to a stronger move, (comma) OHKOes Flame Orb Naviathan, and doesn't have a high paralysis chance that conflicts with Toxic. as well as to OHKO Flame Orb Naviathan and can be used with Toxic to prevent clashing status.

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

**Fairy-types Types**: Fairy-Types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle, (comma) and Dazzling Gleam Tapu Koko are immuned to Dragon-Type attacks and usually can take a hit from Cyclohm as it does not have anything super-effective to hit them with, other than Ice Beam/ or Fire Blast on Jumbao. Fairy-Types also hate getting Paralyzed by Discharge, (comma) however.

**Ground-Types**: Colossoil, Landorus-T, Fidgit, and Zygarde are all immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB moves such as Earthquake, Thousand Arrows and Earth Power without worrying about Static. Colossoil can switch in on Cyclohm, (comma) as it can take a couple Ice Beam but other than that, they Ice Beam a couple of times, but the others must watch out for Ice Beam and Hydro Pump on switch ins.

**Specially Defensive Pokemon**: Specially Defensive Pokemon such as Chansey and Mollux do not care about Cyclohm as they can tank its hits and use Status Moves such as Toxic to wear it down tank all of Cyclohm's attacks and wear it down with status moves. Assault Vest Tangrowth, Tapu Bulu, (comma) and Magearna can also tank hits from Cyclohm as long as it is not holding without Choice Specs. Cyclohm also should be wary when switching in on Magearna due to Fleur Cannon and Ice Beam.

**Special Attackers**: Powerful Special Attackers such as Krilowatt, Stratagem, Syclant, Latios, Greninja, and Aurumoth can usually tank a super effective hit or two from Defensive Cyclohm and strike back with harder damages usually from super effective coverage, however most can't switch into Cyclohm fearing Ice Beam, Hydro Pump, Fire Blast or Paralysis from Discharge with strong or super effective attacks; however, most can't switch into Cyclohm's attacks.

**Physical Wallbreakers with Super Effective Coverage**: Wallbreakers Breakers such as Mega Mawile, Mega Medicham, Jumbao, Necturna, (comma) and Kyurem - Black Kyurem-B can easily take down Cyclohm due to their super effective coverage or STAB, STAB attacks; however, (comma) they usually can't switch in. Mega Mawile, Mega Medicham, (comma) and Necturna also don't like being paralysed paralyzed.

The easily preventable errors here made this take way longer than it had any business taking. Please read this; stuff like random capitalization and lack of serial comma are easy to eliminate and contributed to your analysis taking so long to be checked. Also, I cut so much of your writing largely for the sake of concision; C&C as a whole is currently moving towards getting to the point and avoiding explanations of extremely simple stuff.
implemented, apologies for the amount of time i've cost you, will make sure to do better next time
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
Cyclohm's immense physical bulk lets it wall top physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu, and Kartana. Just like many other Electric-types, Cyclohm is able to check common Water- and Electric-types such Choice Scarf Volkraken and Magnezone, but Cyclohm differentiates itself by possessing more resistances as well as powerful moves like Draco Meteor and a wide movepool that includes Ice Beam, Flamethrower, and Hydro Pump as coverage options. This movepool combined with high Special Attack and a decent Speed tier allows Cyclohm to work as an offensive Pokemon as well.

However, Cyclohm's lacking special bulk means it suffers a lot from special attackers such as Krilowatt, Magearna, Greninja, Tapu Lele, and Tapu Koko. Cyclohm's typing makes it also weak to common physical wallbreakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm suffers from its base 80 Speed, as it is very average and easily outsped when Cyclohm is not holding Choice Scarf. Cyclohm is vulnerable to common coverage such as Hidden Power Ice and Hidden Power Ground, leaving it to be wary on switch-ins reluctant to switch in on special attackers it could otherwise check. It also faces competition as a defensive Electric-type from Zapdos, which offers a Ground immunity and Defog, and as an offensive Electric-type from Krilowatt, which boasts comparable coverage and greater Speed.


[SET]
name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable STAB attack with a high chance of paralysis and works well with Static. Alternatively, Volt Switch enables Cyclohm to switch out to remain healthy and competent for the rest of the game. Flamethrower is used to hit Grass- and Steel-types, including Jumbao, Ferrothorn, Kartana, and Mega Scizor. Fire Blast is an alternative for higher power and the ability to OHKO Cawmodore, meaning Cyclohm doesn't have to rely on Static to beat Cawmodore after Belly Drum. The third move depends on what your team needs. Ice Beam allows Cyclohm to hit Ground- and Dragon-types that may threaten it such as Landorus-T, Zygarde, and Pajantom (RC) and is a great way to wear down Assault Vest Colossoil. Toxic wears down typical Cyclohm switch-ins such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak, and Tangrowth. Heal Bell allows Cyclohm to have perform a clerical role. If one of these utility options is considered more useful than Fire-type coverage, certain teams may prefer having Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature grant Cyclohm maximum physical bulk. Leftovers give Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet helps wear down physical attackers. Static allows defensive Cyclohm to paralyze physical attackers that use contact moves such as Cawmodore; it usually is a better option on the defensive set because paralysis enables Cyclohm to stall foes easily. Shield Dust can be used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb and Mega Crucibelle's Gunk Shot, and stat drops from Kitsunoh's Shadow Strike, giving Cyclohm greater longevity on the field. Cyclohm can move 124 EVs from Defense to Speed to be faster than defensive Landorus-T and Assault Vest Colossoil.

Usage Tips
========

Cyclohm should switch in on physical attackers it can deal with such as Cawmodore, Tapu Bulu, and Mega Scizor as well as certain Choice-locked special attackers such as Choice Scarf Volkraken. If running Heal Bell, Cyclohm should use it whenever the team needs status removed unless against stall, where it should be used sparingly because of its low PP. If running Toxic, it should be used on a predicted switch-in that can threaten Cyclohm or your team (RC) or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed and to scout foes' damage output and item. Cyclohm should only attack if it can take hits from the foe; otherwise, it should recover the health it loses with Slack Off or switch out. When running Static, Cyclohm should be used to threaten physical threats with paralysis.

Team Options
========

Specially defensive Pokemon such as Arghonaut, Celesteela, Chansey, Gastrodon, and Assault Vest Tapu Bulu complement Cyclohm's physical bulk and offer defensive synergy with traits such as Celesteela's Ground immunity. Defensive Ground checks such as Tomohawk and Landorus-T switch into Ground-types like Colossoil and Zygarde and may also set entry hazards, making it easier for Cyclohm to hit back. Water- and Bug-types such as Arghonaut and Mega Scizor can switch into Ice- and Ground-type moves aimed at Cyclohm. Bulky Steel-types such as Celesteela and Magearna deal with Fairy-types such as Tapu Lele. Mega Scizor + Tapu Bulu or Jumbao + Cyclohm makes a very bulky core; Mega Scizor offers U-turn momentum and weakness coverage, and Tapu Bulu provides Grassy Terrain for more recovery as well as less damage from Ground-types like Colossoil. (AP) Jumbao can also check Ground-types while also walling Heatran and providing Cyclohm with Wish healing support. Cyclohm can also help the core by running Heal Bell, which can be of major help when facing bulkier teams.

[SET]
name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


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

Volt Switch allows Cyclohm to switch out against bad matchups while still putting inflicting damage on the foe. Thunderbolt is an reliable alternative (repeated later in setence) STAB move that allows Cyclohm to reliably hit Flying- and Water-types such as Tomohawk, Celesteela, Arghonaut, Toxapex, and Volkraken but lacks Volt Switch's momentum generation. Draco Meteor is Cyclohm's strongest attack, allowing it to hit a wider variety of threats. Fire Blast enables Cyclohm to hit Steel- and Grass-types like Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao, and Magearna. Hydro Pump allows Cyclohm to hit Rock- and Fire-types such as Tyranitar, Heatran, Victini, and Volcarona, which nearly get OHKOed on the switch. Ice Beam is mainly used to hit common Ground-types such as Colossoil, Gliscor, Landorus-T, and Zygarde.

Set Details
========

Shield Dust is the preferred ability, as offensive Cyclohm lacks the longevity to make much use of Static. Choice Specs offers higher damage output without any recoil damage. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran, and unboosted Adamant Necturna.

Usage Tips
========

Offensive Cyclohm’s Cyclohm's biggest benefit is that it can bluff being the defensive set to encourage certain switches. Choice Specs Cyclohm should be played as an early- or mid-game wallbreaker that lets teammates clean up late-game. Cyclohm should use Volt Switch early-game in order to pivot around while putting out damage and punish Ground-type switch-ins with Hydro Pump or Ice Beam. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range of it. Against a damaged team late-game, Cyclohm should focus on using Draco Meteor in order to hit everything at its strongest as hard as possible unless Fairy- or Steel-types are present. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat; Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on offensive teams but may be used on balanced teams as well. Offensive Cyclohm likes to be paired with bulky Pokemon that are able to take hits from Cyclohm's weaknesses Pokemon it's weak to such as Celesteela, Tangrowth, Skarmory, or and Jumbao, the last of which can power up Fire Blast. Offensive Cyclohm can't switch in much due to lack of recovery, so it is usually good paired pairs well with a Wish or Healing Wish user such as Chansey, Jumbao, Clefable, or Tomohawk. Cyclohm enjoys being paired with physical wallbreakers such as Mega Medicham (RH) and Mega Crucibelle, which get rid of special walls. Priority users such as Mega Medicham, Mega Pinsir, Ash-Greninja, and Zygarde can easily pick foes off after Cyclohm weakens them. Entry hazard setters such as Fidgit, Landorus-T, Ferrothorn, and Arghonaut give Cyclohm a better chance of sweeping. Bulky hazard removers such as Tomohawk, Tornadus-T, and Colossoil help keep Cyclohm from being worn down. Sticky Web Necturna is a niche partner for Cyclohm, as it can let Cyclohm outspeed Kartana and Ash-Greninja.


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

Cyclohm may also be used offensively by using Dragonium Z with Volt Switch, Draco Meteor, Fire Blast, and Slack Off. Cyclohm can be a good secondary setter for Trick Room teams, using coverage like Ice Beam to shut down Ground-types and pivot with Volt Switch. This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the matchup against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature to tank attacks from special attackers such as Volkraken. Cyclohm may be played with Choice Scarf in order to outspeed other threats, but it's not very powerful. Physcially defensive Cyclohm may run Whirlwind to eliminate setup sweepers such as Cawmodore and Mega Crucibelle. Thunderbolt is an alternative option over Volt Switch or Discharge because it grants Cyclohm a stronger move, OHKOes Flame Orb Naviathan, and doesn't have a high paralysis chance that conflicts with Toxic.

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

**Fairy-types**: Fairy-types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle, and Dazzling Gleam Tapu Koko are immuned to Dragon-type attacks and usually can take a hit from Cyclohm, (AC) other than Ice Beam or Fire Blast on Jumbao. (and Hydro Pump on Diancie?) Fairy-types They hate getting paralyzed by Discharge, however.

**Ground-types**: Colossoil, Landorus-T, Fidgit, and Zygarde are immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB moves without worrying about Static. Colossoil can switch in on Cyclohm, as it can take Ice Beam a couple of times, but the others must watch out for Ice Beam and Hydro Pump.

**Specially Defensive Pokemon**: Specially defensive Pokemon such as Chansey and Mollux tank all of Cyclohm's attacks and wear it down with status moves. Assault Vest Tangrowth, Tapu Bulu, and Magearna can also tank hits from Cyclohm without Choice Specs. Cyclohm also should be wary when switching in on Magearna due to Fleur Cannon and Ice Beam.

**Special Attackers**: Powerful special attackers such as Krilowatt, Stratagem, Syclant, Latios, Greninja, and Aurumoth can usually tank a super effective hit or two from defensive Cyclohm and strike back with strong or super effective attacks; however, most can't switch into Cyclohm's attacks.

**Physical Wallbreakers with Super Effective Coverage**: Wallbreakers such as Mega Mawile, Mega Medicham, Jumbao, Necturna, and Kyurem-B can easily take down Cyclohm due to their super effective coverage or STAB attacks; however, they usually can't switch in. Mega Mawile, Mega Medicham, and Necturna also don't like being paralyzed.
 
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
Cyclohm's immense physical bulk lets it wall top physical sweepers such as Cawmodore, Mega Pinsir, Tapu Bulu, and Kartana. Just like many other Electric-types, Cyclohm is able to check common Water- and Electric-types such Choice Scarf Volkraken and Magnezone, but Cyclohm differentiates itself by possessing more resistances as well as powerful moves like Draco Meteor and a wide movepool that includes Ice Beam, Flamethrower, and Hydro Pump as coverage options. This movepool combined with high Special Attack and a decent Speed tier allows Cyclohm to work as an offensive Pokemon as well.

However, Cyclohm's lacking special bulk means it suffers a lot from special attackers such as Krilowatt, Magearna, Greninja, Tapu Lele, and Tapu Koko. Cyclohm's typing makes it also weak to common physical wallbreakers such as Kyurem-B and Mega Medicham. Offensive Cyclohm suffers from its base 80 Speed, as it is very average and easily outsped when Cyclohm is not holding Choice Scarf. Cyclohm is vulnerable to common coverage such as Hidden Power Ice and Hidden Power Ground, leaving it to be wary on switch-ins reluctant to switch in on special attackers it could otherwise check. It also faces competition as a defensive Electric-type from Zapdos, which offers a Ground immunity and Defog, and as an offensive Electric-type from Krilowatt, which boasts comparable coverage and greater Speed.


[SET]
name: Physically Defensive
move 1: Discharge / Volt Switch
move 2: Flamethrower / Ice Beam
move 3: Ice Beam / Toxic / Heal Bell
move 4: Slack Off
item: Leftovers / Rocky Helmet
ability: Static / Shield Dust
nature: Bold
evs: 252 HP / 252 Def / 4 SpA


[SET COMMENTS]

Moves
========

Discharge is a reliable STAB attack with a high chance of paralysis and works well with Static. Alternatively, Volt Switch enables Cyclohm to switch out to remain healthy and competent for the rest of the game. Flamethrower is used to hit Grass- and Steel-types, including Jumbao, Ferrothorn, Kartana, and Mega Scizor. Fire Blast is an alternative for higher power and the ability to OHKO Cawmodore, meaning Cyclohm doesn't have to rely on Static to beat Cawmodore after Belly Drum. The third move depends on what your team needs. Ice Beam allows Cyclohm to hit Ground- and Dragon-types that may threaten it such as Landorus-T, Zygarde, and Pajantom (RC) and is a great way to wear down Assault Vest Colossoil. Toxic wears down typical Cyclohm switch-ins such as Tapu Koko, Tapu Lele, Arghonaut, Pyroak, and Tangrowth. Heal Bell allows Cyclohm to have perform a clerical role. If one of these utility options is considered more useful than Fire-type coverage, certain teams may prefer having Ice Beam over Flamethrower. Slack Off gives Cyclohm reliable recovery, allowing it to stay consistently healthy.

Set Details
========

252 HP EVs and 252 Defense EVs with a Bold nature grant Cyclohm maximum physical bulk. Leftovers give Cyclohm passive recovery, letting it shrug off strong hits more easily, while Rocky Helmet helps wear down physical attackers. Static allows defensive Cyclohm to paralyze physical attackers that use contact moves such as Cawmodore; it usually is a better option on the defensive set because paralysis enables Cyclohm to stall foes easily. Shield Dust can be used to prevent secondary effects such as burns from Scald, poison from Sludge Bomb and Mega Crucibelle's Gunk Shot, and stat drops from Kitsunoh's Shadow Strike, giving Cyclohm greater longevity on the field. Cyclohm can move 124 EVs from Defense to Speed to be faster than defensive Landorus-T and Assault Vest Colossoil.

Usage Tips
========

Cyclohm should switch in on physical attackers it can deal with such as Cawmodore, Tapu Bulu, and Mega Scizor as well as certain Choice-locked special attackers such as Choice Scarf Volkraken. If running Heal Bell, Cyclohm should use it whenever the team needs status removed unless against stall, where it should be used sparingly because of its low PP. If running Toxic, it should be used on a predicted switch-in that can threaten Cyclohm or your team (RC) or on a threat that can be taken down later on with enough Toxic damage done. Cyclohm should use Slack Off when needed to avoid getting KOed and to scout foes' damage output and item. Cyclohm should only attack if it can take hits from the foe; otherwise, it should recover the health it loses with Slack Off or switch out. When running Static, Cyclohm should be used to threaten physical threats with paralysis.

Team Options
========

Specially defensive Pokemon such as Arghonaut, Celesteela, Chansey, Gastrodon, and Assault Vest Tapu Bulu complement Cyclohm's physical bulk and offer defensive synergy with traits such as Celesteela's Ground immunity. Defensive Ground checks such as Tomohawk and Landorus-T switch into Ground-types like Colossoil and Zygarde and may also set entry hazards, making it easier for Cyclohm to hit back. Water- and Bug-types such as Arghonaut and Mega Scizor can switch into Ice- and Ground-type moves aimed at Cyclohm. Bulky Steel-types such as Celesteela and Magearna deal with Fairy-types such as Tapu Lele. Mega Scizor + Tapu Bulu or Jumbao + Cyclohm makes a very bulky core; Mega Scizor offers U-turn momentum and weakness coverage, and Tapu Bulu provides Grassy Terrain for more recovery as well as less damage from Ground-types like Colossoil. (AP) Jumbao can also check Ground-types while also walling Heatran and providing Cyclohm with Wish healing support. Cyclohm can also help the core by running Heal Bell, which can be of major help when facing bulkier teams.

[SET]
name: Offensive
move 1: Volt Switch / Thunderbolt
move 2: Draco Meteor
move 3: Fire Blast
move 4: Hydro Pump / Ice Beam
item: Choice Specs
ability: Shield Dust
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe


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

Volt Switch allows Cyclohm to switch out against bad matchups while still putting inflicting damage on the foe. Thunderbolt is an reliable alternative (repeated later in setence) STAB move that allows Cyclohm to reliably hit Flying- and Water-types such as Tomohawk, Celesteela, Arghonaut, Toxapex, and Volkraken but lacks Volt Switch's momentum generation. Draco Meteor is Cyclohm's strongest attack, allowing it to hit a wider variety of threats. Fire Blast enables Cyclohm to hit Steel- and Grass-types like Ferrothorn, Cawmodore, Tapu Bulu, Mega Scizor, Jumbao, and Magearna. Hydro Pump allows Cyclohm to hit Rock- and Fire-types such as Tyranitar, Heatran, Victini, and Volcarona, which nearly get OHKOed on the switch. Ice Beam is mainly used to hit common Ground-types such as Colossoil, Gliscor, Landorus-T, and Zygarde.

Set Details
========

Shield Dust is the preferred ability, as offensive Cyclohm lacks the longevity to make much use of Static. Choice Specs offers higher damage output without any recoil damage. A Timid nature allows Cyclohm to outspeed Adamant Landorus-T, Timid Heatran, and unboosted Adamant Necturna.

Usage Tips
========

Offensive Cyclohm’s Cyclohm's biggest benefit is that it can bluff being the defensive set to encourage certain switches. Choice Specs Cyclohm should be played as an early- or mid-game wallbreaker that lets teammates clean up late-game. Cyclohm should use Volt Switch early-game in order to pivot around while putting out damage and punish Ground-type switch-ins with Hydro Pump or Ice Beam. Careful usage of Fire Blast can pressure Assault Vest Magearna, as with a little bit of chip damage, Magearna is put into 2HKO range of it. Against a damaged team late-game, Cyclohm should focus on using Draco Meteor in order to hit everything at its strongest as hard as possible unless Fairy- or Steel-types are present. If Cyclohm can take a hit from the foe, it should switch in to deal with the threat; Cawmodore and Tapu Bulu are good targets for Cyclohm to switch in on and take advantage of.

Team Options
========

This set usually does better on offensive teams but may be used on balanced teams as well. Offensive Cyclohm likes to be paired with bulky Pokemon that are able to take hits from Cyclohm's weaknesses Pokemon it's weak to such as Celesteela, Tangrowth, Skarmory, or and Jumbao, the last of which can power up Fire Blast. Offensive Cyclohm can't switch in much due to lack of recovery, so it is usually good paired pairs well with a Wish or Healing Wish user such as Chansey, Jumbao, Clefable, or Tomohawk. Cyclohm enjoys being paired with physical wallbreakers such as Mega Medicham (RH) and Mega Crucibelle, which get rid of special walls. Priority users such as Mega Medicham, Mega Pinsir, Ash-Greninja, and Zygarde can easily pick foes off after Cyclohm weakens them. Entry hazard setters such as Fidgit, Landorus-T, Ferrothorn, and Arghonaut give Cyclohm a better chance of sweeping. Bulky hazard removers such as Tomohawk, Tornadus-T, and Colossoil help keep Cyclohm from being worn down. Sticky Web Necturna is a niche partner for Cyclohm, as it can let Cyclohm outspeed Kartana and Ash-Greninja.


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

Cyclohm may also be used offensively by using Dragonium Z with Volt Switch, Draco Meteor, Fire Blast, and Slack Off. Cyclohm can be a good secondary setter for Trick Room teams, using coverage like Ice Beam to shut down Ground-types and pivot with Volt Switch. This set usually runs Trick Room, Ice Beam, Fire Blast, and Volt Switch, holding a Shuca Berry to improve the matchup against Landorus-T and Zygarde. The most recommended spread is 252 HP / 36 SpA / 220 SpD with a Modest nature to tank attacks from special attackers such as Volkraken. Cyclohm may be played with Choice Scarf in order to outspeed other threats, but it's not very powerful. Physcially defensive Cyclohm may run Whirlwind to eliminate setup sweepers such as Cawmodore and Mega Crucibelle. Thunderbolt is an alternative option over Volt Switch or Discharge because it grants Cyclohm a stronger move, OHKOes Flame Orb Naviathan, and doesn't have a high paralysis chance that conflicts with Toxic.

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

**Fairy-types**: Fairy-types such as Mega Diancie, Tapu Lele, Clefable, Jumbao, Kerfluffle, and Dazzling Gleam Tapu Koko are immuned to Dragon-type attacks and usually can take a hit from Cyclohm, (AC) other than Ice Beam or Fire Blast on Jumbao. (and Hydro Pump on Diancie?) Fairy-types They hate getting paralyzed by Discharge, however.

**Ground-types**: Colossoil, Landorus-T, Fidgit, and Zygarde are immune to Discharge and Thunderbolt and can hit Cyclohm super effectively with their STAB moves without worrying about Static. Colossoil can switch in on Cyclohm, as it can take Ice Beam a couple of times, but the others must watch out for Ice Beam and Hydro Pump.

**Specially Defensive Pokemon**: Specially defensive Pokemon such as Chansey and Mollux tank all of Cyclohm's attacks and wear it down with status moves. Assault Vest Tangrowth, Tapu Bulu, and Magearna can also tank hits from Cyclohm without Choice Specs. Cyclohm also should be wary when switching in on Magearna due to Fleur Cannon and Ice Beam.

**Special Attackers**: Powerful special attackers such as Krilowatt, Stratagem, Syclant, Latios, Greninja, and Aurumoth can usually tank a super effective hit or two from defensive Cyclohm and strike back with strong or super effective attacks; however, most can't switch into Cyclohm's attacks.

**Physical Wallbreakers with Super Effective Coverage**: Wallbreakers such as Mega Mawile, Mega Medicham, Jumbao, Necturna, and Kyurem-B can easily take down Cyclohm due to their super effective coverage or STAB attacks; however, they usually can't switch in. Mega Mawile, Mega Medicham, and Necturna also don't like being paralyzed.
implemented!
 
Oh, I don’t like suggesting stuff after the entire analysis is written, but I want to add that 16 spe evs on Cyclohm guarantees outspeeding Adamant Mega Mawile, so you could revenge with flamethrower on the defensive set.
 

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