Malaconda [QC: 0/3]

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✦ ✧ MALACONDA ✦ ✧
[OVERVIEW]

- Malaconda is a bulky pokemon thanks to its high special bulk. Its bulk enables it to counter and check threats such as Cyclohm, Kitsunoh and Krilowatt.
- Malaconda's typing allows it to differentiates itself from other grass types by having more utility options such as Rapid Spin, Glare and U-turn.
- Malaconda's movepool allows it to support its team by using moves like Rapid Spin, Glare and Aromatherapy.
- Two of Malaconda's abilities benefit its role as a support well, the first being Harvest, enables Malaconda to abuse berries in order to regain health or as getting cured from status, as well as using Spiky Shield to ensure the activation of Harvest.

- Malaconda faces a lot of competition from other grass types such as Pyroak and Tangrowth as they are able to wall a larger amount of threats. Jumbao also majorly outclasses it as a Sun setter due to better typing, coverage and offensive presence.
- While Malaconda's bulk is large on the special side, it has a very weak physical defense which it suffers a lot from, pokemons such as Crucibelle, Cawmodore and Revenankh have no trouble wearing it down. Players have to invest a lot in it's defense which unable it to have it in different stats.
- Malaconda's slow speed and very low coverage forces it to be used defensively by running defensive sets as support or utility.
- Malaconda's typing makes it very weak to bug type making it very weak to U-turn abusers such as Landorus-t, Tornadus-t, Mega Crucibelle and Mega Scizor.

name: Utility
move 1: Glare
move 2: Knock Off
move 3: Toxic / Power Whip
move 4: Rapid Spin / Spiky Shield
item: Sitrus Berry
ability: Harvest
nature: Careful
evs: 252 HP / 172 Def / 68 SpD

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

- Glare allows Malaconda to paralyse threats such as Mega-Crucibelle and Tapu Lele in order for its teammates to outspeed.
- By running Knock Off Malaconda is able to get rid of the foes item, giving Malaconda a better chance at beating threats. As well as having something to hit ghost type that may spin block.
- Toxic is used to wear down foes it can't touch on switch-ins or against such as Zapdos, Tangrowth and Cyclohm hurting them with reliable damage wearing them down to a point where Malaconda or a teammate can ko. Power Whip is used to hit Ground and Water Types such as Colossoil, Swampert, Krilowatt and Dragon Dance Zygarde's sub as well as giving Malaconda a stronger stab to hit other pokemons with.
- Rapid Spin is used to get rid of hazards on the field in order for the rest of the team to come in freely. Spiky Shield used as a pair with Toxic in order to make the next damage stronger as well as being a scouting move to see what the opponent may do and an extra turn for Harvest to activate if it hasn't the turn before.

Set Details
========
- 252 HP / 172 Def / 68 SpD enables Malaconda to live +1 Zygarde's Corkscrew Crash, Choice Specs Moonblast from Lele after rocks and Tornadus-t's Z-Hurricane as well as living U-turn from Defensive Landorus-t.
- Sitrus Berry is to be abused with Harvest in order to regain health as well as regenerating it, leaving Malaconda in a good health range throughout the battle.

Usage Tips
========

- Malaconda should switch into pokemons that cannot threaten it such as Latias, Krilowatt and Cyclohm.
- Malaconda should be switched into pokemons from who it can take hits or wear down for another teammate.
- Knock off is a safe move for Malaconda to use as the removal of the item can benefit it grandly as well as wearing the foe down.
- Rapid Spin should be used whenever hazards are on your side, if there is a ghost type on the opposing team make sure to try to anticipate its switch if you know it will in by using knock off
- Glare and Toxic should be used when predicting switch-ins to cripple threats. Glare for offensive threats such as Tornadus-t, Toxic for bulky pokemons such as Arghonaut.
- Synthesis and Spiky Shield are good moves to scout on the threats's set when unsure. Synthesis should be used whenever Malaconda's health is low and needs recovery, Spiky Shield is best paired with toxic in order for the damage to greater as well as being good move to use when Harvest hasn't activated yet.

Team Options
========

- Physical Walls such as Cyclohm and Tomohawk are good paired with Malaconda as they can take the physical hits Malaconda can't, in Cyclohm's specific case it can deal with Flying types as well as U-turners which have a high chance of getting paralysed through static.
- Steel Types such as Mega Scizor, Kitsunoh and Heatran are well paired with Malaconda as they can handle Bug, Flying, Poison and Fairy hits that Malaconda is unable to tank, they also can set up hazards and appreciate Malaconda's ability to deal with Water, Ground and Electric-type attacks.
- Flying Types such as Mega Pinsir, Celesteela and Tomohawk are helpful to Malaconda by taking care of Bug and Fighting Types and appreciate Malaconda taking Electric-type attacks.
- Ground and Fire Types like Mollux, Volkraken, Colossoil and Landorus-T can also take out Steel-types enabling Malaconda's ability to spam Toxic and pressure the opponent.
- Poison Types such as Mollux and Toxapex also can take Bug attacks while Malaconda handles Ground and Psychic attacks.
- Water Types such as Arghonaut and Rotom-Wash are great with Malaconda as they can switch in on Fire moves as well as forcing Electric and Grass types in which are great targets for Malaconda to act up on.
- Rock Types types such as Tyranitar enjoy being paired with Malaconda due to their typing combination. Rock Types can switch in on Fire, Bug and Flying attacks while Malaconda resists Ground attacks.


[STRATEGY COMMENTS]

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

- Malaconda can be used as a Sun setter by using it's second ability Drought. It usually runs U-turn, Glare, Rapid Spin/Synthesis, Knock Off and should be carrying Heat Rock/Figy Berry, with an Impish Nature. Malaconda is a good Sun setter as it can remove hazards while not being weak to them, however Jumbao majorly outclasses it as a Sun setter in this metagame.
- An alternative of the Defensive Set can be to use Rest with Lum Berry, this exploiting Harvest can endure Malaconda's longetivity on the field, but it isn't very reliable and hard to use at times as Malaconda takes a lot from Physical Attackers and doesn't always have the option to rest.
- Aromatherapy can also be used in the utility set instead of Toxic, however that change hurts Malaconda's ability to break walls.
- Malaconda can also be carrying Figy Berry as it enables it to recover straight from Defensive Landorus-t's U-turn.

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

**Wall Breakers **: Pokemons such as Kyurem-B, Mega Medicham, Mega Mawile, Naviathan and Volkraken can all take down Malaconda, forcing it to be worried about those pokemons, however none of them like to get statued.

**Bug Type Coverage **: Pokemons such as Syclant, Aurumoth and comon U-turn abusers such as Mega Scizor, Kistunoh, Landorus-t and Crucibelle are threats to Malaconda as the can force it out, though Sucker Punch hits hard and can be useful in cases, they still are a big threat to Malaconda.

**Fairy Types **: Fairy Types like Mega Diancie, Clefable and Kerfluffle all threaten Malaconda with their stab, forcing it out. Mega Diancie and Clefable don't care about Glare, while Kerfluffle has to think twice about switching in and Mega Diancie can be hit with Power Whip.

**Poison Types **: Poison Types such as Mollux and Plasmanta have no worries switching in on Malaconda and wearing it down, by status or stabs.

** Flying Types **: Flying Types such as Tornadus-Therian, Tomohawk and Mega Pinsir have no trouble wearing Malaconda down, they however dislike being Glared or Toxic'd.
 
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snake

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✦ ✧ MALACONDA ✦ ✧
[OVERVIEW]

- Malaconda is a bulky pokemon thanks to its high special bulk. It's HP and Atk enables it to counter and check threats such as Cyclohm, Kitsunoh and Krilowatt. rather fluffy sentence honestly - its bulk allows it to check clohm, krilo, mega latios, etc, it's attack really doesn't matter honestly
- Malaconda's typing allows it to differentiates itself from other grass types by being immune to Psychic attacks and resisting 6 other different types. being immune to psychic helps how? - it differentiates itself more through movepool - spin, u-turn, and glare mostly
- Malaconda's movepool allows it to support its team by using moves like Rapid Spin, Glare, Sunny Day remove sunny day and Aromatherapy.
- Two of Malaconda's abilities benefit its role as a support well, the first being Harvest, enables Malaconda to abuse berries in order to regain health or as getting cured from status. mention Spiky Shield synergy too The other being Drought, enabling Malaconda to be used on sun teams as a sun setter. remove the drought mention - moving the drought set to OO

- While Malaconda's bulk is large on the special side, it has a very weak physical defense which it suffers a lot from, pokemons such as Crucibelle, Cawmodore and Revenankh have no trouble wearing it down. the weak physical defense also forces mala to pour a lot of defense EVs to shore that up not to be terrible
- Malaconda's slow speed and very low coverage forces it to be used offensively forcing it to run defensive sets as support or utility. huh? i'd say bad offensive presence and low speed makes it lose out on momentum
- Malaconda's typing makes it very weak to bug type making it very weak to U-turn abusers such as Landorus-t and Mega Scizor. add on torn-t , mega cruci, and koko
- Malaconda faces a lot of competition from other grass types such as Pyroak and Tangrowth as they are able to wall a larger amount of threats. add on Jumbao for sure, add on why they outclass it too

start off the downsides with how malaconda is outclassed at almost anything it wants to do, as it basically does a lot of things extremely mediocrely that a bunch of other things do - also mention that's outclassed pretty heavily by Colossoil too - rapid spin and knock off utility

[SET]
name: Utility
move 1: Knock Off
move 2: Power Whip / Rapid Spin
move 3: Toxic / Aromatherapy
move 4: Spiky Shield / Synthesis
item: Figy Berry / Sitrus Berry
ability: Harvest
nature: Impish
evs: 248 HP / 232 Def / 28 SpD

ok so mala really has to specialize since it's objectively the worst cap to pick rn

name: Utility
move 1: Glare
move 2: Knock Off
move 3: Toxic / Power Whip
move 4: Rapid Spin / Spiky Shield
item: Sitrus Berry
ability: Harvest
nature: Careful
evs: 252 HP / 172 Def / 68 SpD

mention U-turn

Glare cripples mega cruci, lele, etc
Knock Off cripples more and is reliable move
Toxic makes up for mala's crap damage output
Power Whip breaks DD Zygarde sub and makes it check stuff
Spin hazards away
Toxic / Spiky Shield your way to victory with dual status and harvest luck if no spin is needed

spread lives +1 Zygarde's Corkscrew Crash, lele specs moonblast after rocks, and torn-t SSSS (no rocks)



[SET COMMENTS]
Moves
========
(add a space here)
- By running Knock Off Malaconda is able to get rid of the foes item, giving Malaconda a better chance at beating threats. As well as having something to hit ghost type that may spin block.
- Power Whip is used to hit Ground and Water Types such as Colossoil, Swampert and Krilowatt as well as giving Malaconda a stronger stab to hit other pokemons with. Rapid Spin is used to get rid of hazards on the field in order for the rest of the team to come in freely.
- Toxic is used to wear down foes it can't touch on switch-ins or against such as Zapdos, Tangrowth and Cyclohm hurting them with reliable damage wearing them down to a point where Malaconda or a teammate can ko. Aromatherapy is used as a support move to heal Malaconda and it's teammates when statued.
- Spiky Shield used as a pair with Toxic in order to make the next damage stronger as well as being a scouting move to see what the opponent may do and an extra turn for Harvest to activate if it hasn't the turn before. Synthesis is used as reliable recovery, used to anticipate a move that will make a high amount of damage.
(add a space here)
Set Details
========
(add a space here)
- 248 HP / 232 Def / 28 SpD is the ev spread, the investment in defense is to prevent Malaconda from losing too much health from physical attacks, it also was invested for Malaconda's biggest U-turn threats to hit around the range of Figy Berry in order to recover its health back as soon as getting hit.
- Figy / Sitrus Berry are used to be abused with Harvest in order to regain health as well as regenerating it.

Usage Tips
========
(add a space here)
- Malaconda should switch into pokemons that cannot threaten it such as Latias, Krilowatt and Cyclohm.
- Malaconda should be switched into pokemons from who it can take hits or wear down for another teammate.
- Knock off is a safe move for Malaconda to use as the removal of the item can benefit it grandly as well as wearing the foe down.
- Rapid Spin should be used whenever hazards are on your side, if there is a ghost type on the opposing team make sure to try to anticipate its switch if you know it will in by using knock off
- Glare and Toxic should be used when predicting switch-ins to cripple threats.
- Synthesis and Spiky Shield are good moves to scout on the threats's set when unsure. Synthesis should be used whenever Malaconda's health is low and needs recovery, Spiky Shield is best paired with toxic in order for the damage to greater as well as being good move to use when Harvest hasn't activated yet.

Team Options
========
(add a space here)
- Physical Walls such as Cyclohm and Tomohawk are good paired with Malaconda as they can take the physical hits Malaconda can't, in Cyclohm's specific case it can deal with Flying types as well as U-turners which have a high chance of getting paralysed through static.
- Steel Types such as Mega Scizor, Kitsunoh and Heatran are well paired with Malaconda as they can handle Bug, Flying, Poison and Fairy hits that Malaconda is unable to tank, they also can set up hazards and appreciate Malaconda's ability to deal with Water, Ground and Electric-type attacks.
- Flying Types such as Mega Pinsir, Celesteela and Tomohawk are helpful to Malaconda by taking care of Bug and Fighting Types and appreciate Malaconda taking Electric-type attacks.
- Ground and Fire Types like Mollux, Volkraken, Colossoil and Landorus-T can also take out Steel-types enabling Malaconda's ability to spam Toxic and pressure the opponent.
- Poison Types such as Mollux and Toxapex also can take Bug attacks while Malaconda handles Ground and Psychic attacks.
- Water Types such as Arghonaut and Rotom-Wash are great with Malaconda as they can switch in on Fire moves as well as forcing Electric and Grass types in which are great targets for Malaconda to act up on.
- Rock Types types such as Tyranitar enjoy being paired with Malaconda due to their typing combination. Rock Types can switch in on Fire, Bug and Flying attacks while Malaconda resists Ground attacks.


move Sun Setter to OO, dedicated sun teams are rather weak, and Jumbao outclasses it otherwise

[SET]
name: Sun Setter
move 1: U-turn
move 2: Glare
move 3: Rapid Spin / Synthesis
move 4: Knock Off / Sucker Punch
item: Figy Berry / Heat Rock
ability: Drought
nature: Impish Nature
evs: 248 HP / 232 Def / 28 SpD

[SET COMMENTS]
Moves
========
- U-Turn allows Malaconda to pivot out after setting the sun up, allowing Malaconda to leave place to a teammate or a better fit to the threat on opposite side.
- Glare is used to paralyze threats, giving Malaconda's teammates a the advantage by being faster as well as the possibility to play around hax or wear down opposing weather teams.
- Rapid Spin is used to get rid of the hazards annoying your team, giving Malaconda some utility when switching in. Synthesis is used to recover Malaconda's health up to 66% enabling to remain healthy and useful for the rest of the game.
- Knock Off is used to hit all pokemons as well as to get rid of the opposing threat's item, it gives Malaconda an offensive move to abuse on. Sucker Punch is used for priority, in order to hit threats such as Blacephalon and Kitsunoh. Power Whip can also be used in order to hit Ground and Water Types such as Colossoil and Krilowatt.

Set Details
========
- evs ( This malaconda set does not hold any EV spread yet.)
- Figy Berry can be used as reliable recovery when not running Synthesis, even if you're not able to harvest it, it usually is enough health for Malaconda as when using this set it should be played more as a pivot rather than a Utility pokemon. Heat Rock paired with Drought in order to make it last longer.

Usage Tips
========
- Malaconda should be sent in as lead in order to set the sun up
- Malaconda should be careful when on the battlefield and should not stay in long as it wears the Sun down.
- Malaconda is at advantage in Sun as it can switch into Water Types such as Krilowatt and Greninja easily as Sun wears down their damage.
- After setting up the sun, Malaconda should use U-turn in order to switch out and leave place to an offensive presence. Malaconda can also use Glare if the foe is a threat to the team speed wise.
- Glare should be used to wear threats's speed down, in order to give the advantage to its teammates by outspeeding the opposite team.
- Rapid Spin should be used to take out hazards on the field, notably Stealth Rock which are a big wear down to sun teams. Synthesis needs to be used whenever Malaconda's HP is low or when you know a hit may wear you down too low.
- Knock Off is used whenever Malaconda is at a healthy stage and can take out a threatening item from a threat, Sucker Punch is good priority letting you hit threats remaining at low.

Team Options
========
- Sun Setters such as Tomohawk, Mega Charizard-Y and Torkoal are good to be paired with Malaconda as they can support the team when Malaconda doesn't, it also gives you more sun time when running Figy Berry.
- Fire Types such as Mega Houndoom, Heatran, Volkraken and Darmanitan are good sun abusers making them the perfect fit to a sun team. Pokemons with Flash Fire such as Heatran are also immuned to fire types greatly benefiting Malaconda.

[STRATEGY COMMENTS]

Other Options fix your formatting, you need the line of equals signs

- An alternative of the Defensive Set can be to use Rest with Lum Berry, this exploiting Harvest can endure Malaconda's longetivity on the field you'd run lum berry to avoid status as well, however it isn't very reliable and hard to use at times why is this?.
shove aromatherapy here ig
also figy berry down here


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

put Strong physical attackers down first, put U-turn users in there

**Bug Types **: Pokemons such as Syclant, Aurumoth and comon U-turn abusers such as Mega Scizor, Kistunoh, Landorus-t and Crucibelle are threats to Malaconda forcing it out, though Sucker Punch hits hard and can be useful in cases, they still are a big threat to Malaconda.

**Fairy Types **: Fairy Types like Mega Diancie, Clefable and Kerfluffle all threaten Malaconda with their stab, forcing it out. Mega Diancie and Clefable don't care about Glare, while Kerfluffle has to think twice about switching in and Mega Diancie can be hit with Power Whip.

**Poison Types **: Poison Types such as Mollux and Plasmanta have no worries switching in on Malaconda and wearing it down, by status or stabs.

** Flying Types **: Flying Types such as Tornadus-Therian, Tomohawk and Mega Pinsir have no trouble wearing Malaconda down, they however dislike being Glared or Toxic'd.

**Wall Breakers **: Pokemons such as Kyurem-B, Mega Medicham, Mega Mawile, Naviathan and Volkraken can all take down Malaconda, forcing it to be worried about those pokemons, however none of them like to get statued.
Revamp - let me know when you've implemented
 
Revamp - let me know when you've implemented
i had left you a couple of questions in pms, you said you were going to get back on me but i'm guessing you forgot which isn't a big deal.
otherwise just a reminder that this everything has been implemented n_n
 
Great analysis, congratulations.

I think it's far better to invest more in physical defense. Malaconda's typing is for the most part terrible defensively, but it still retains one great merit, and that's countering SS Necturna. I would say that trait should be mentionned in the intro. However, the spread here makes it unreliable :

+2 252+ Atk Necturna Never-Ending Nightmare (175 BP) vs. 252 HP / 172 Def Malaconda: 351-413 (80.8 - 95.1%) -- 50% chance to OHKO after Stealth Rock
+2 252+ Atk Necturna Never-Ending Nightmare (175 BP) vs. 252 HP / 252+ Def Malaconda: 291-342 (67 - 78.8%) -- guaranteed 2HKO after Stealth Rock

In my opinion it's much more valuable to make sure that you're able to counter the arguably most dangerous Sweeper in the metagame that worrying about being OHKOed by things Malaconda isn't supposed to switch into (well I guess you can use it as a pivot on choiced Lele, but who would go with it on Tornadus or waste a Z-Hurricane on Malaconda unless you're in a critical situation ?)

I don't have a well-thought spread to give, but full PV / Def still checks Krilowatt, Latios-Mega and Non U-turn Ash Gren perfectly fine. More Special defense can give you a better shot against Alakazam-M and Stratagem but you're already able to avoid the 2HKO thanks to Sitrus Berry recovery and once again that shouldn't be your priority when using Malaconda.

I'm not sure if Glare is really mandatory, I could see it being slashed with Toxic. Cawmodore isn't as common as it was in ORAS, Lele doesn't like taking Malaconda's STABs, Crucibelle would rather avoid Power Whip as well, and most Glare targets (Pinsir-M, Torna-T, Syclant...) can be crippled just as badly by Toxic depending on the match-ups and set. I don't mind if you leave it this way though. Besides, Toxic is usually much more threatening to opposing walls like Tomohawk, Cyclohm, Pyroak...

Not a big change but Cyclohm can threaten Malaconda with Specs-boosted Fire Blast, although it usually won't 2HKO it with the Sitrus Berry eaten in the meantime but Malaconda still checks it instead of countering it.

Maybe mention Sableye-M in the C§C section as it spinblocks Mala, shrugs off Toxic and can burn it.

Once again, good job.
 
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