Monotype Analyses Mega-thread

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scpinion

Life > Monotype... unfortunately :)
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Special thanks to Rimz for the banner!


Monotype is finally getting analyses on Smogon! Woohoo!

This thread is where we, as a community, will generate all the content for these analyses.

PLEASE make sure to read this entire post before contributing.

We’re going to run this a bit differently than the standard Smogon C&C, so please bare with me as I work out the kinks that come with organizing such a massive project in one thread. x_x

Quality Control
You will need 2 QC checks from the Quality Control team. People not on the QC team are encouraged to comment on analyses and provide feedback. Those that demonstrate the ability to provide consistently good feedback will be asked to join the QC team.

QC Team: all falls down, Anttya, Eien, Fírnen, iVid, Lax, Paleo, scpinion, SirSkit, Wanka

There isn’t going to be a dedicated QC team, instead I want you guys to actively respond to people as they post (just as we’ve done in the sets compendium and the VR thread). Give them constructive feedback, don’t chastise them for trying to contribute. Once they've responded to the feedback I'll move the analysis to the site.

In the event there is some disagreement about a move/set/etc. I'll ask someone that I know is experienced with that type for advice and make a decision myself. I don't expect this to be a problem though.

Grammar
Bondie, Eien, Sobi, Misaka Mikoto, SirSkit, and Rhythms are going to start out as the GP team, but we’re only going to make small edits to your work. If Monotype gets moved to the Smogon’s C&C section at a later date, we’ll let their GP team convert it over to Smogon’s style.

How To Contribute
A single person will not be writing the entire analysis for a single Pokemon. Instead, we’ll be accepting three different types of submissions for each Pokemon on each type. A single person can submit multiple of these things, but isn’t required to.

1. The Overview
Each Pokemon will get an overview paragraph that is meant to introduce the reader to how this Pokemon is used in the Monotype meta. This paragraph is meant to concisely explain a Pokemon’s primary role on its type and why someone should (or shouldn’t) be interested in using it on that type. If this Pokemon fulfills a crucial role for a type this is the place to highlight that. Also highlight some of the problems that come with running this Pokemon.

2. A Set
These form the core of the analysis and will mostly follow the standard Smogon C&C formatting. Here’s a brief outline for the submission:

[SET]
copy/paste your PS! importable

#Moves
Describe what the moves on the set do. Write out this section in paragraph form, not just a list. You may also include other moves in this section that are sometimes a good idea, but don't necessarily need to be slashed on the PS! importable.

#Set Details
Describe the other aspects of the set such as what the EVs do and nature/item.

#Usage Tips
Describe how to use the Pokemon in question. The goal here is to talk about how this set fares in the Monotype meta on a particular type. How is it used? What do people need to know about it? Don't be afraid to include details here.

If there weren't nuances to playing with these Pokemon in Monotype, then we would just send everyone to the standard tier analyses, so make sure this section reflects our metagame, not just competitive Pokemon in general.

#Team Options
Describe some teammates that would be a good idea to pair with this Pokemon.

3. A Check/Counter
This is where we’re going to deviate from the standard C&C format. Checks and counters in Monotype are highly dependent on the type you’re using. For instance, I don’t worry about checking Scizor on a fire team, but it is major threat to my rock team. Thus, the generic answer of “bring a fire type to check scizor” provides almost no information. Instead, you can submit your check/counter to a particular Pokemon for a type you’re experienced with. When submitting one, just post the ‘mon and 2-4 sentences describing the key aspects of why it is able to check/counter the threat. Please include any relevant calcs in your submission.

Example: Porygon2 as a check for Bisharp for Normal teams.

Porygon2 can check Bisharp by running a set with Download and HP Fire. HP Fire is able to net a 2HKO on Bisharp, while a +2 Knock Off from Adamant Bisharp can not OHKO Porygon2.
+1 0 SpA Porygon2 Hidden Power Fire vs. 0 HP / 0 SpD Bisharp: 180-214 (66.4 - 78.9%) -- guaranteed 2HKO

+2 252+ Atk Life Orb Bisharp Knock Off (97.5 BP) vs. 248 HP / 204 Def Eviolite Porygon2: 261-308 (69.9 - 82.5%) -- guaranteed 2HKO
That’s it, that is all we’re really looking for with the check/counter! The goal is to have a bunch of these at the bottom of the analysis so someone that is struggling to deal with a particular Pokemon can have a variety of options from a variety of types.

Reserving Stuff
Initially, you may reserve no more than 1 set and 1 overview at a time. There won’t be a reservation process for checks/counters since it is just a couple sentences. I’m not going to keep track of what’s reserved in the OP. Instead, reservations will be done in this thread. Please follow the format there so people can use the search function on Smogon.
Labeling Your Post
  • If your analysis is still being written up, at the top, label it as WIP. (general note to qc and others: do not provide feedback on analyses that are labelled this; the writer is not finished so let them complete it before looking through it)
  • once your analysis is done and ready to be checked for qc, at the top, label it as READY FOR QC. once a member of the QC team has given you feedback, ask them if there is anything else that needs to be done before moving it to GP
  • when a QC member has looked over it, at the top label it as READY FOR GP. a member of the gp team, such as myself, will fix any grammatical errors in your analysis before sending it over to Rhythms or scpinion for upload.


Other Important Things
We're going to have separate analyses for Mega Evolutions since they're tiered separately by Smogon. This means the Mega forme shouldn't be included as a set.

You guys should view this as a trial run of Monotype C&C. If we show we can produce quality content that is obviously different from the analyses from standard tiers then there is a chance we could join the OM section of C&C. If we don’t that is fine too.

This project has two main goals:
1. To archive the ORAS Monotype Metagame.
2. To give us a clear format for creating analyses on Smogon upon the release of Gen 7 so we can quickly produce quality content for the new metagame.

In the event this stuff is moved to the formal C&C section, I’ll do my best to make sure people with exceptional contributions are recognized accordingly. If not, I talked to TEG about awarding ladybugs for people that do an exceptional job contributing here. To date, no one has received a ladybug for their contributions to the Monotype metagame (that includes me), so I think this is a good starting point for recognizing the major contributors to our metagame!

I’m sure I forgot something here, so I’ll probably be updating the OP and posting here as I go. If you have any questions, feel free to ask.

Here’s to making this a fun and successful project!
 
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Ready for GP
Bisharp is a power boosting attacker and a valuable asset to steel. It has a unique and useful defensive typing, a strong base attack, and a okay speed tier that is remedied by its powerful priority. It also boasts a great ability that prevents, or punishes the removal of hazards, which allows skarmory or ferrothorn to safely stack them. It's used for this on both Hyper Offense and Balanced steel. Another good part of Bisharp is its access to a STAB-Boosted Knock Off, which is the only way it can get past mons like Porygon2. However, it has weaknesses to ground and fire, as well as an x4 weakness to fighting, and has a poor special defense. Its relies on its priority because of its low speed, and its priority is unreliable at times.

Bisharp @ Lum Berry / Life Orb
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
Swords Dance is a boosting move that gets bisharp's attack to a frightening level. Knock off is a powerful STAB-Boosted move that also brings the utility of removing items, such as normal's eviolite core. Iron head is another powerful STAB that provides good neutral coverage, and also has a flinch chance. Sucker Punch is a powerful (if not unreliable) priority move that can sweep types like ghost and psychic. Another move that could be used is Psycho Cut to hit fighting, which steel has trouble with, but it's usually better to have dual stab and priority.

#Set Details
Jolly helps you tie with other max speed base 70s, such as breloom, which is dangerous to play against for steel. Jolly can be used as well to outspeed adamant diggersby and adamant Mega-Scizor, Modest Volcanion - All huge threats to steel.
Lum Berry is to lure status from various mons while setting up in their face. Life Orb can also be used in matchups where it's unsafe to SD, and it revenges mons like Excadrill in Sand.
Defiant is a good way to punish your opponents for removing hazards.


#Usage Tips
Bisharp has many ways to find opportunities to get to +2, whether from Swords Dance or Defiant. Bisharp's defensive typing gives it a handful of resistances to types such as such as Dark, Dragon, Flying, Ghost, Grass, Ice, Normal, Rock, and Steel and coupled with its physical bulk, it gives Bisharp opportunities to set up Swords Dance. Bring Bisharp in against mons you're expecting to use Defog to get a quick +2 and maybe a KO. Bisharp can come in on most defoggers, like the lati twins, or zapdos, but you have to be prepared for Heat Wave from Dos. Coming in on sticky webs is also a free +2. Intimidate results in a +1, as well. +2 Bisharp also OHKOs Victini, which is otherwise another threat to steel. After stealth rock damage, Bisharp has a high chance to OHKO Volcanion at +2, which is another mon that gives steel trouble. Bisharp is also a good Mega-Sableye check, being able to shrug off the will-o-wisp with its Lum Berry and use it as a setup fodder with Swords Dance, then proceed to KO it with Iron Head.

#Teammate Options
A good teammate for Bisharp is Doublade, who does a lot of things to compliment bisharp. For one, it handles bisharp's crippling fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing/punishing the removal of hazards set by skarmory, who would also make a good teammate. Another good teammate would be a special Lucario, they compliment each other with different coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be a magnezone holding a choice scarf. It can deal with water mons like keldeo, which would normally force bisharp out. However, it can't switch into a secret sword, so you'd have to predict the keldeo switch.
 
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Seo.

Nice guys always finish last...
DONE (Ready for GP)

Choice Specs Keldeo (Fighting)
#Set:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump/Hidden Power Electric
- Scald
- Secret Sword
- Icy Wind/Hidden Power Bug

#Moves:
Scald is a STAB move with a chance of burning checks like Latios and Slowbro on switchin. Also better accuracy then Hydro Pump. Hydro Pump is another Water STAB for more power, barely any switch-ins for mons that resist. Secret Sword is Keldeos best Fighting STAB, Damage is based on opponents defense, which helps with things like Chansey. Icy Wind is basically for Grass, Flying and Dragon Switch-ins, also lowers the users speed by 1, mainly for Dragonite and Garchomp. HP Electric is mainly to hit things like Gyarados and Azumarill, also hit Slowbro which fighting tends to struggle with. HP Bug deals with psychic types such as Celebi, and HP Ghost also helps with psychic and jellicent

#Set Details:
Max investment in spAtk and Speed is to help make keldeo as fast and strong as possible.
Specs Keldeo helps so much with fighting since it lacks special sweepers, it helps counter defensive mons such as Skarmory, Landorus, Gliscor, etc that fighting is somewhat weak to, Specs Hydro pump has barely any switch-ins for certain types and has a chance to almost OHKO every pokemon that doesn’t resist water. The Secret Sword is still boosted by the Choice specs even though it hits on the defensive side, therefore it helps with special mons on switch-ins such as Chansey, Empoleon, Hoopa-U.

#Usage Tips:
Bring Keldeo in on Fire type moves, which fighting types such as breloom, cobalion, lucario and heracross are weak to, and Keldeo can be used to take down physical walls to open up late game sweeps for the rest of your team. Keldeo is a key pokemon for fighting because it helps vs threats like Skarmory, Mega Sableye, and Gliscor, not only that but as it tends to be fightings only special attacker, it eliminates any physical defensive mons allowing the rest of the team to sweep. Scald uses liberally to spread burns and damage. It can't miss so it's reliable and hits everything unresisted hard. It helps when predicting switch-ins that you want burned, such as Mega Venusaur and Zapdos. Should only be used when Scald is resisted and Icy Wind is at least super effective. Icy Wind is a completely inferior move otherwise.As Keldeo is commonly the only carrier of Ice-type coverage on Fighting, and helps with Dragonite and Garchomp. HP Electric is to prevent Azumarill from belly drumming, and hit gyarados to prevent it from setting up. Keldeo is almost always the only answer Fighting lacking Infernape has to Mega Scizor, so keeping it healthy to check Mega Scizor is critical since Keldeo resists its attacks.

#Team Options:
Keldeo is weak to Electric and Flying, so having Terrakion/Cobalion on your team is useful for switch ins, also cobalion for stealth rocks. Breloom is useful for taking out specific Pokemon such as Azumaril, Gyarados, and Slowbro. and does serious damage together vs Ground/Rock/Ice/Dark/Steel. Breloom's access to Spore also can set up Keldeo to come in for free and fire off Scalds, and Rock Tomb Breloom helps with flying types such as Mega Charizard Y and Thundurus. Having something to late game sweep after keldeo takes out physical walls, such as Mega Gallade, Hawlucha and Lucario. Lastly, Keldeo appreciates Mega Medicham's assistance in breaking down walls such as physically defensive Gastrodon and Mega Venusaur, also helping Keldeo out with specially defensive Togekiss and specially defensive mew
 
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WIP
Gorgeist -Super (Ghost)
Gourgeist-Super @ Leftovers
Ability: Frisk
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Seed Bomb/shadow sneak
- Leech Seed
- Will-O-Wisp
- Synthesis/light screen/protect

#Moves

Seed Bomb is for Water/Ground types that you may struggle with while using ghost and Shadow Sneak is for priority. Leech Seed to wear down the opponent while recovering hp and will-O-Wisp to cripple physical walls and deal damage. Synthsis is a reliable recovery CAUTION may get crippled by weather. Rest is for a recovery that isn't effected by weather. Light screen is to raise sp defence can deal with mixed attackers like hoopa-u and kyurem-b. Protect is useful if you set up leech seed also stalls out weather. If you struggle with gliscor you can run skill swap would not recommend it.

#Set Details

Fairly straight forward max defence and hp for bulk leftovers for a bit more recovery or rocky helmet for more damage
Frisk to see the item to tell what set their running

#Set Usage

If there are physical attackers just switch to it some exceptions
Pinsir-mega it doesn't ko it with the first hit but the second one will CAUTION if swords dance your screwed

Staraptor Scarf brave Bird doesn't ko first turn
Just sack something to deal with the Pokemon before
Fire Pokemon it's kinda useless against fire Pokemon I use it if they use and electric move or sack it against charizard
so it ticks down the sunny day timer only do this if your desperate

#Teammate Options

Jellicent is the best teammate it's the special version of gourgiest it covers the fire weakness and can soak up damage
Sableye-mega it can check what gourgiest can't with prankster will-O-wisp
Doublade is another good option it is physically bulky and resists the main problems that gourgiest has (pinsir-mega, dragons)
Chandelure can predict a fire type move and Can get the fire type boost from flash fire which can rip a hole through a team. Having fire, grass and water core is really helpful with coverage.


Enjoy!!!


#Checks and Counters

It Counters ground attackers so excadrill is not a big threat gyarados is manage able. Checks Herracross scizor durant. Walls most other physical attackers including mega-lopunny

+1 252 Atk Heracross Knock Off (97.5 BP) vs. 252 HP / 252+ Def Gourgeist-Super: 194-230 (51.8 - 61.4%) -- 96.1% chance to 2HKO after Leftovers recovery
+1 252 Atk Heracross Knock Off vs. 252 HP / 252+ Def Gourgeist-Super: 130-154 (34.7 - 41.1%) -- guaranteed 3HKO
Keep in mind you can Synthsis

252+ Atk Choice Band Dragonite Outrage vs. 252 HP / 252+ Def Gourgeist-Super: 207-244 (55.3 - 65.2%) -- guaranteed 2HKO after Leftovers recovery
Just Synthsis till they confused or will-O-wisp

252 Atk Reckless Staraptor Brave Bird vs. 252 HP / 252+ Def Gourgeist-Super: 278-330 (74.3 - 88.2%) -- guaranteed 2HKO after Leftovers recovery
This is the most dangerous thing to ghost teams use prankster Sableye will-O-wisp

252+ Atk Life Orb Excadrill Iron Head vs. 252 HP / 252+ Def Gourgeist-Super: 121-144 (32.3 - 38.5%) -- 2.9% chance to 3HKO after Leftovers recovery
 
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Seo.

Nice guys always finish last...
DONE (Ready for GP)

Choice Scarf Victini (Psychic)
[SET]
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Bolt Strike
- U-turn
- Blue Flare / Trick

#Move Set:
V-create is Victini's best STAB attack and deals great damage to anything that doesn't resist it. Blue Flare also has STAB, is a special attack to hit Pokemon that are physically defensive, and avoids the V-create stat drops, making it useful for facing Bug- or Steel-type teams. Bolt Strike is for hitting Water-type Pokemon that resist Victini's Fire-type STAB attacks and for hitting Flying-type Pokemon. U-turn is good for gaining momentum and can also scout the opposing team's lead. Trick is great for crippling defensive Pokemon, as they will now be Choice-locked. It is especially good against Eviolite users, which will now be far easier to break down. But, Blue Flare is more desirable in most cases, as its use as a backup STAB move is crucial to the success of Victini in some matchups.

#Set Details:
maximum Attack EV investment powers up V-create and Bolt Strike as much as possible, as these are the main attacks Victini will be using. 252 Speed EVs allows it to, with a Choice Scarf, at least Speed tie with other Choice Scarf base 100 Speed Pokemon and outspeed common threats such as Choice Scarf Heracross and +1 Mega Gyarados. The remaining 4 EVs are placed in Special Attack to boost Blue Flare's damage slightly. A Hasty nature is preferred over a Jolly nature to importantly not reduce Blue Flare's damage, allowing it to easily sweep through Bug teams. It is recommended to use a Hasty instead of a Naive nature, as Naive will reduce Victini's Special Defense stat, turning a commonly survived +2 Bug Buzz from Volcarona into an almost guaranteed OHKO.

#Usage Tips:
Due to its high Speed, Victini is a great lead to scout out your opponent and U-turn quickly. Thanks to V-create's high damage, Victini is even capable of taking on many common leads that don't resist its damage. Choice Scarf Victini also outspeeds +1 Mega Gyarados, so as long as Victini is brought in safely, it can KO Mega Gyarados with Bolt Strike before it uses a second Dragon Dance. Blue Flare is mostly just for sweeping Bug teams, as after setting up Stealth Rock, there is no reason to use the more powerful V-create that drops Victini's Speed. V-Create is more generally better though, unless Victini crucially needs its stats to either outspeed foes or survive priority hits. Victini is an important check to Volcarona, which is one of the main threats to Psychic teams. In fact, Choice Scarf Victini can easily revenge kill many of the Pokemon that threaten Psychic teams such as Mega Gyarados, Choice Scarf Hoopa-U, Heracross, and Mega Scizor. Victini is an amazing pivot, it forces switches and, with U-turn, gains momentum for the team, as this is one of its primary roles alongside revenge killing. U-turn is especially important for avoiding Pursuit trappers trying to switch in to trap Victini. Although, Victini needs to be careful of Stealth Rock damage, as that will seriously damage Victini each time it pivots. Lastly, Trick is really useful because if Victini doesn't need the Speed to revenge kill, having the freedom to switch moves is greatly welcome. Further, Victini should use Trick, to cripple defensive Pokemon that it otherwise cannot beat. This is huge for balance breaking, as if either of the SkarmDos core gets Tricked, or if the Staraptor / Chansey / Porygon2 core gets Tricked, the core is much easier to break down with other wallbreakers. Trick is also great for making Victini useful against stall teams, as in just a single turn, it eases the need for prediction and cripples a core member.

#Team Options:
Slowbro is a good teammate for Victini, since it can pivot into Water- and Ground-type moves aimed at Victini. Choice Scarf Victini in particular has trouble getting past bulky Water-type Pokemon, so strong special attackers like Hoopa-U and Meloetta make for good partners. Mega Gardevoir is a great teammate for beating Dark teams, Victini is not that useful against Dark due to Tyranitar and Mandibuzz. Mandibuzz hard walls Victini, Tyranitar Pursuit traps it, and even Bisharp can easily just revenge kill it with Sucker Punch. Mega Gardevoir's Pixilate Hyper Voice tears holes into the team, making it easier for Victini to be useful. As well as Mega Medicham for being a phenomenal wallbreaker that can break almost all of Victini's checks, such as Mandibuzz, Porygon2, Staraptor, Swampert, and others. Victini also helps Mega Medicham with its own checks, such as by breaking Doublade or revenge killing faster threats. Stealth Rock setters like Jirachi, Mew, and Celebi are good teammates for Victini, since entry hazards let Victini wallbreak better and helps it specifically with Bug-type teams. Victini also hates Stealth Rock, so Defog support from Mew, Latios, or Latias is appreciated.
 
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Heracross (Fighting) Overview
[Overview]
With a great base Attack and unique typing, Heracross is a staple on many Fighting teams to compress multiple roles. Access to STAB Megahorn makes Heracross one of the best Fighting threats to a Psychic team. Heracross also has the rare Guts ability, allowing it to soak status that would otherwise severely cripple the team. Being one of the only viable Knock Off users in Fighting, Heracross also brings great utility to the team. Its Speed does unfortunately leave it outsped by many common threats, and it struggles to break through physical walls. Heracross also has subpar defenses, making it difficult to switch into any attack that isn't resisted.


Heracross (Fighting) Choice Scarf
[SET]
Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge

#Moves
Close Combat and Megahorn are Heracross's most powerful STAB attacks. Knock Off provides important coverage for hitting Ghost-types that otherwise wall Heracross and serves as good support for the team by removing items such as Leftovers and Eviolite from its foes. Stone Edge allows Heracross to deal meaningful damage to Flying-types, such as Zapdos and Mega Charizard Y, while also hitting Fire-types such as Volcarona and Victini that resist both of its STAB moves. Earthquake is a tempting option to hit Poison-types and to more accurately hit Fire-types, but is almost never worth not having Stone Edge to target Flying-types.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow Heracross to notably outspeed Jolly Gyarados even after one Dragon Dance and Choice Scarf Hoopa-U. 252 Attack EVs helps boost its damage as much as possible. Guts is the preferred ability on Heracross to easily absorb status moves such as Toxic and Will-O-Wisp for the team, which allows it to check Mega Sableye. If checking Mega Sableye is taken care of by a teammate, Moxie is viable to help a potential sweep late-game.

#Usage Tips
Heracross should be used to revenge kill slower threats such as Hoopa-U. Heracross is also capable of breaking walls that are weak to either of its STAB moves, such as Slowbro and Ferrothorn. Take advantage of Heracross's ability to switch into Scald and status moves, as the Guts boost is necessary for Heracross to break certain walls such as Mega Sableye and Gastrodon. Heracross should also look to Knock Off troublesome Eviolite users such as Doublade and as soon as possible to make them easier to take down.

#Team Options
As Heracross is easily walled by Pokemon that are not weak to its STAB moves, wallbreakers such as Mega Medicham and Keldeo are perfect teammates for it. Keldeo is especially helpful, as it can handle Doublade and Mega Scizor, both of which easily wall and set up on Heracross. Stealth Rock support from Cobalion or Infernape is welcome to help secure KOs. Cobalion notably helps ease the pressure Fairy Pokemon put on Heracross, as most Fairy-types resist almost all of its moves and can take advantage of it. Finally, due to
Heracross's subpar Speed tier, faster Choice Scarf users such as Victini and Kyurem-B can revenge kill it, so checks to those Pokemon are well paired with Heracross.
 
Finished, ready for GP.

Azumarill (Water) Overview
[Overview]
Having access to possibly the greatest ability in terms of wallbreaking, Azumarill is one water's primary physical wallbreakers and a great option on any balanced or offensive team. Coupled with a choice band, it can hit insanely hard. However, choice banded is not its only set. Belly drum Azumarill can be hard to stop if it finds an opportunity to set up and that's not an issue with its bulk. It also has access to an excellent defensive typing, resisting Fighting, Dragon and Dark moves. Azumarill also has a moderately good movepool to boast about, with access to Superpower and Knock Off which few other water types can get, making the banded set a great lure for Ferrothorn. Its speed is its main disadvantage. Its mediocre speed forces it to rely on Aqua Jet too much and makes it utter fodder when faced with faster 'mons that resist Aqua Jet such as Latios or Kyurem-B.
Azumarill also gets Sap Sipper which fits on any defensive/stall water team with ease, being water's best way to counter grass types such as Breloom or Serperior which otherwise run through any water team. However, Sap Sipper makes Azumarill ridiculously weak and its not advisable to use it on any offensive set.


Azumarill (Water) Choice Band
[Set]
Azumarill @ Choice Band
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Play Rough
- Aqua Jet
- Waterfall
- Superpower

#Moves
Play rough is STAB that deals out the most damage out of any of its moves. Aqua jet is priority which helps out water a lot and is Azumarill's main selling point which sets it apart from other physical wallbreakers. Waterfall is its other water STAB which hits Flying, Bug and many more types freely, which Play Rough can't. Superpower hits steel types and is water's best Ferrothorn lure. It also breaks through normal's eviolite core + Staraptor since Staraptor becomes pure normal on the turn it roosts. Knock off can be used over Superpower. It gets rid of items and is a strong dark coverage move overall, doing solid damage to Slowbro and other psychic types.

#Set Details
Max attack along with Adamant nature and Choice Band/Huge Power make Azumarill a premier choice in terms of wallbreakers. 164 Speed EVs put it at a solid speed tier, outspeeding non invested base 70s such as Skarmory, Jellicent or Lanturn. 84 Speed can be used instead to outspeed base 60s such as Clefable while 252 speed outspeeds other Azumarills and slower Mega Scizors. Rest is dumped into HP. On a wallbreaking set, Huge Power is the much preferred ability because Sap Sipper decreases its power horribly and is not viable on non defensive sets.

#Usage Tips
Azumarill should be sent out to revenge kill 'mons that are already weakened with its priority. Azumarill is not bulky enough to be switched in on non resisted hits but offers a great switch in to specs keldeo which balanced water has trouble with. Azumarill should not be switched in on pokemon that can burn it such as Sableye or scald users if you don't have Lanturn. Allowing Azumarill to be burnt cripples it completely.

#Team Options
Empoleon provides a handy grass neutrality. Stealth rock through Swampert or Empoleon make it easier to break through sashes while defog or rapid spin help Azumarill switch in more often. Lanturn is a premier electric immunity which also provides heal bell support and allows the user to play with Azumarill more offensively, without the fear of getting burnt. Special attackers like Keldeo and Volcanion can break through physical walls that give azumarill a hard time, such as Skarmory.


Azumarill (Water) Belly Drum
[Set]
Azumarill @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off

#Moves
This set is based around Belly Drum + Sitrus Berry. Azumarill's semi decent bulk allows it countless opportunities to set up belly drum. Aqua Jet is STAB that patches up Azumarill's low speed while Play Rough is the best STAB option Azumarill has. Knock Off is a decent coverage move to hit mons that resist Play Rough such as Skarmory or Ferrothorn, as well as having the niche to remove problematic items for the team. Knock Off can be replaced with Superpower for more power in exchange for the attack and defense drop.

#Set Details
164 Speed EVs let Azumarill outspeed certain base 70s and below, the more prominent ones being Skarmory, Jellicent, Clefable, Lanturn etc. Max Attack EVs coupled with Adamant nature makes Azumarill able to break through pretty much every wall after a Belly Drum. The rest is dumped into HP to improve its chances of getting a belly drum off. On an offensive set like this, Huge Power is the superior ability over Sap Sipper because Sap Sipper Azumarill is horrendously weak even after the Belly Drum.

#Usage Tips
Azumarill should only be sent out after faster 'mons that can eat up an Aqua Jet like Kyurem-B or Volcanion have been taken out. Seeing as Azu has to rely on sitrus berry to cover up the 50% taken by Belly Drum, it is wise not to send it in and let it get worn down. Versus types like Dragon, it is better to not use Belly Drum because you rarely see a dragon 'mon that dies to Aqua Jet. Instead of wasting your HP, Azumarill should be preserved in the Dragon matchup as a dragon immunity and an outrage switch in that gets a kill every time it comes in on a scarf draco meteor or outrage.

#Team Options
Since BD Azumarill isn't much of a wallbreaker w/o a belly drum, it is wise to have another physical wallbreaker like Mega Sharpedo in the back to break through annoyances for Azumarill. It also likes having strong special wallbreakers like Keldeo or Volcanion to break through what Sharpedo or Azumarill itself can't. Lanturn or Swampert can provide an electric type immunity while Empoleon or Tentacruel can eat up grass hits, making them viable team mates for Azumarill.


Azumarill Checks and Counters
Volcanion as a check to Azumarill for Water/Fire teams.
Volcanion's typing makes it able to eat up everything that Azumarill can do. Both of its STABs are resisted/immune while Volcanion's decent physical bulk allows it to take banded superpower / knock off. Water Absorb also makes it Fire's only check to Belly Drum Azumarill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 0 HP / 0 Def Volcanion: 114-135 (37.8 - 44.8%) -- guaranteed 3HKO
252+ Atk Choice Band Huge Power Azumarill Superpower vs. 0 HP / 0 Def Volcanion: 204-240 (67.7 - 79.7%) -- guaranteed 2HKO
252 SpA Choice Specs Volcanion Sludge Wave vs. 172 HP / 0 SpD Azumarill: 374-442 (97.3 - 115.1%) -- 87.5% chance to OHKO

Skarmory as a counter to Azumarill for Steel/Flying teams.
Being one of the best physical walls available overall, its not wonder that Skarmory can beat Azumarill. Play Rough is resisted, Knock off damage can be roosted off while superpower makes it weaker every turn as you roost. Whirlwind can force Azumarill out in the case that it gets a Belly Drum off.

252+ Atk Choice Band Huge Power Azumarill Superpower vs. 252 HP / 252+ Def Skarmory: 136-160 (40.7 - 47.9%) -- guaranteed 3HKO after Leftovers recovery

Mega Venusaur as a counter to Azumarill on Grass/Poison.
Mega Venusaur resists both of its STABs and takes absolutely nothing from both of its coverage moves. It can freely switch in whenever it wants and giga drain/sludge bomb to grab the kill.

252+ Atk Choice Band Huge Power Azumarill Play Rough vs. 248 HP / 96+ Def Mega Venusaur: 94-111 (25.8 - 30.5%) -- guaranteed 4HKO
0 SpA Mega Venusaur Giga Drain vs. 172 HP / 0 SpD Azumarill: 234-276 (60.9 - 71.8%) -- guaranteed 2HKO
 
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Finished, ready for GP.

Volcanion (Water) Overview
[Overview]
The newly released legendary 'mon, Volcanion provides a helpful Fire/Water type to water teams. It has extremely good bulk as well as a dangerous special attack stat and decent speed and attack. Volcanion can run Assault Vest, Choice Scarf, Choice Specs or even defensive Rest Talk with Leftovers. Choice Specs is the hardest hitting set giving grass, steel and bug a hard time finding switch ins. Its main niche on Water is being a Grass counter. Fire Blast has no switch ins from a Specs Volcanion while it can also eat up an unboosted Leaf Storm from Serperior or other weaker hits such as a Giga Drain from Whimsicott. Choice Scarf is also a viable set. It reaches a pretty high speed that checks big threats to water such as Breloom (once its sash is broken), Serperior and Charizard Y (if you have rock slide). Volcanion's typing makes it immune to will o wisp and its ability allows it to be a safe switch in to scald. However, Volcanion's low speed holds it back. It can't make much use of its decent attack because it lacks a good water type STAB. Its typing leaves it weak to common attacking types such as Ground, Rock and Electric. Without Choice Specs, its power becomes nothing more than just workable and it gets no reliable recovery. A weakness to Stealth Rock also forces it to rely on Defog support. Even with those weak points, Volcanion manages to find a decent spot on any water team.


Volcanion (Water) Choice Scarf
[Set]
Volcanion @ Choice Scarf
Ability: Water Absorb
EVs: 40 Atk / 216 SpA / 252 Spe
Naive Nature
- Steam Eruption
- Sludge Wave
- Fire Blast
- Rock Slide

#Moves
Steam Eruption is Volcanion's signature move and one of the best moves in the game and that's not without reason. It has 110 base power along with 95 accuracy and the nifty 30% chance to snatch a burn. Sludge Wave helps in the Fairy matchup hitting Gardevoir (because of Trace) and Azumarill which are Fairy's only reliable switch ins for SE damage. Fire Blast is secondary STAB and helps in completely destroying steel, hitting Ferrothorn which resists Steam Eruption. It also helps the most vs Grass, giving it no completely reliable switch ins. Rock Slide checks one of water's biggest threats, Charizard Y.

#Set Details
Choice Scarfed Volcanion is a great option on water because it checks a lot of big threats to balanced water including Breloom, Serperior and Charizard Y. It also outspeeds +1 Adamant Mega Gyarados, +1 Adamant Dragonite and Weavile. 40 Attack lets it get a guaranteed kill on Charizard while the rest of the EVs are dumped into special attack and speed. Naive is the opted nature over Timid to get the guaranteed kill on Charizard Y.

#Usage Tips
Even though Volcanion is neutral to grass, its not a great idea to switch it in on grass type moves. That's not to say that Volcanion doen't have decent bulk because 80/120/90 isn't bad at all but on an offensive set its wiser to not let it get worn down quickly. Volcanion can be freely switched in on walls like Sableye or scald users that trouble physical attackers like Azumarill. Preserving Steam Eruption is also a necessity in certain matchups, as it only has 8 PP unlike Scald. Sludge Wave comes in use mostly against Fairy types or if you want a reliable way to bring Breloom to its sash instead of Fire Blast. Rock Slide is mainly only for Charizard Y and Volcarona. Scarf Volcanion provides a great revenge killer. It can be sent in early to spread long lasting burns and in late-game it can make use of its damage to clean up.

#Team Options
Stealth rocks help Volcanion a lot because it breaks sashes which can be a hindrance and allows it to check Breloom without the fear of it being sashed. Volcanion also appreciates rapid spin or defog support because stealth rock wear it down extremely quickly. Empoleon provides both SR and Defog while Swampert can provide rocks and Tentacruel/Starmie can provide rapid spin. It also appreciates an electric immunity which it can rely on such as Lanturn or Swampert and a special wallbreaker to make it easier for it to clean up, such as Keldeo. Swampert also provides a solid physically defensive wall to eat up the Earthquakes aimed at Volcanion. Swampert, on the other hand, appreciates Volcanion's ability to check Grass types. Dragon types provide it trouble seeing as Volcanion has nothing to break through them so a dragon type check like Azumarill is also nice to have. A ground immunity in Rotom W or Gyarados helps deal with faster ground types that can OHKO it. Lanturn and Rotom W also provide slow volt switch to gain momentum for Volcanion. Lanturn also has Heal Bell in its arsenal, healing Volcanion from status such as Paralyze or Toxic.


Volcanion (Water) Choice Specs
[Set]
Volcanion @ Choice Specs
Ability: Water Absorb
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk / 30 SpA
- Steam Eruption
- Sludge Wave
- Fire Blast
- Hidden Power [Grass] / Earth Power

#Moves
Steam Eruption is the greatest water STAB available to Volcanion, providing 110 Base Power, 95 Accuracy and 30% chance to burn. Its only downside is its low PP, however the trade for power is worth over scald. Fire Blast is secondary STAB which gives many types including Bug, Steel and Grass no safe switch ins. Sludge Wave annihilates Fairy as Fire Blast takes care of Klefki or possible Mawile and Steam Eruption beats Diancie giving Fairy no reliable switch ins either. HP Grass destroys the water immunities on ground such as Seismitoad and Gastrodon. Earth Power can be used instead, to help vs opposing Volcanions.

#Set Details
Choice Specs gives it absolute destructive power and makes it a dangerous wallbreaker. Max speed with Timid nature speed ties with Breloom which is a huge threat to water. Modest can be used over Timid to fire off even stronger attacks. 0 Attack takes the least damage from Foul Play. Volcanion can also be used with a bulkier set, with 248 HP / 252 SpA / 8 Spe along with Modest to hit as hard as possible.

#Usage Tips
Volcanion can be switched in on passive walls that can't do much to it, like Mega Sableye but should not be switched in vs strong attackers as it does not appreciate getting worn down early. Its low speed lets it get outsped by a plethora of attackers. Volcanion can be used to eat up scalds or will o wisps that hinder physical attackers and can destroy physical walls to let Azumarill or any other physical attacker clean up. Steam Eruption only has 8 PP so be sure to preserve it wisely. Sludge Wave is mainly for Fairy types. Make sure to play wisely against types that have a Fire immunity when using Fire Blast because with Specs, you can't switch moves to Steam Eruption later. Bringing Volcanion early game to decimate the opposing team's defensive core is a good idea. Spreading burns early game also help set up sweepers to prepare a sweep late game.

#Team Options
Hazard removal is highly appreciated since Volcanion gets worn down easily by switching in on stealth rock continuously. Stealth rocks on your opponents side of the field are helpful because it breaks sashes and wears down walls. Empoleon provides hazard removal as well as stealth rocks while Swampert provides stealth rocks and an obligatory electric immunity. Volcanion breaks through physical walls with ease so set up sweepers like Mega Gyarados find it easy to set up and sweep. Lanturn and Rotom W prove themselves to be great team mates for Volcanion as they provide slow volt switch for momentum as well as an electric immunity/neutrality.


Volcanion Checks and Counters
Chansey as a counter to Volcanion for Normal teams.
Chansey eats up pretty much every hit from Specs or Scarf Volcanion and is a free switch in as long as it is healthy enough. Even choice banded superpower Volcanion fails to threaten Chansey while Chansey can wear it down with Seismic Toss or Toxic.

252 SpA Choice Specs Volcanion Steam Eruption vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO
252 SpA Choice Specs Volcanion Fire Blast vs. 252 HP / 252 SpD Eviolite Chansey: 138-163 (19.6 - 23.1%) -- possible 5HKO

Jellicent as a counter to Volcanion on Ghost teams.
Jellicent resists both of Volcanion's STABs and eats up Sludge Wave or Earth Power easily. Even HP Grass fails to 2HKO it after rocks as long as Jellicent has leftovers while Jellicent can wear it down with Toxic.

252 SpA Choice Specs Volcanion Hidden Power Grass vs. 252 HP / 252 SpD Jellicent: 150-178 (37.1 - 44%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

Latias as a counter to Volcanion on Psychic/Dragon teams.
Latias easily eats up every move Volcanion has even w/ Specs and wears it down with Psyshock or TBolt while roost provides reliable recovery.

252+ SpA Choice Specs Volcanion Steam Eruption vs. 16 HP / 0 SpD Latias: 118-139 (38.6 - 45.5%) -- guaranteed 3HKO
252+ SpA Choice Specs Volcanion Sludge Bomb vs. 16 HP / 0 SpD Latias: 129-152 (42.2 - 49.8%) -- guaranteed 3HKO
 
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scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
- Swords Dance is a boosting move that gets bisharp's attack to a frightening level.
- Knock off is a powerful STAB-Boosted move that also brings the utility of removing items, such as normal's eviolite core.
- Iron head is another powerful STAB that provides good neutral coverage, and also has a flinch chance.
- Sucker Punch is a powerful (if not unreliable) priority move that can sweep types like ghost and psychic.

#Set Details
Maximum Speed EVs are to tie with other max Base 70s, such as breloom, which can be hard to KO on steel. Adamant can be used as well.
Lum Berry is to lure will-o-wisps from various mons while setting up in their face.
Defiant is a good way to punish your opponents for removing hazards.

#Usage Tips
Bring Bisharp in against mons you're expecting to use Defog to get a quick +2 and maybe a KO. Sucker Punch allows bisharp to act as a revenge killer as well.

#Teammate Options
A good teammate for Bisharp is Doublade, who does a lot of things to compliment bisharp. For one, it handles bisharp's crippling fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing/punishing the removal of hazards set by skarmory, who would also make a good teammate. Another good teammate would be a special Lucario, they compliment each other with different coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be a magnezone holding a choice scarf. It can deal with water mons like keldeo, which would normally force bisharp out. However, it can't switch into a secret sword, so you'd have to predict the keldeo switch.

hope i did this right
Choice Specs Keldeo
#Set:
Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Scald
- Secret Sword
- Icy Wind

#Moves:
Scald: STAB with a chance of burn, and for physical mons on switchin
Hydro Pump: Another Water STAB for more power
Secret Sword: Fighting STAB, Damage is based on Defence
Icy Wind: For grass/flying/dragon switch ins, lowers speed by 1

#Set Details:
Specs Keldeo helps so much with fighting since it lacks special sweepers, it helps counter defensive mons such as Skarmory, Landorus, Gliscor, etc that fighting is somewhat weak to, Hydro pump has barely any switch-ins for certain types. Keldeo has 2 Water STAB, Scald and Hydro Pump, since scald has a chance to burn, it helps out with physical mons, and the accuracy is really useful when you don’t want to risk it at times, and hydro pump has a chance to almost OHKO every pokemon that doesn’t resist water. The Secret Sword hits on the defensive side, therefore it helps with special mons on switch-ins such as Chansey, Empoleon, Hoopa-U and more, and Icy Wind is basically to lower a mons speed, and for things that keldeo cannot hit with its STABs such as Latios, Latias, and Dragonite.

#Usage Tips:
Bring Keldeo in on Fire type moves, which fighting types such as breloom, cobalion, lucario and heracross are weak to, and Keldeo can be used to take down physical walls to open up late game sweeps for the rest of your team

#Team Options:
Keldeo is weak to Electric and Flying, so having Terrakion/Cobalion on your team is useful for switch ins, also cobalion for stealth rocks. Another good teammate for Keldeo is Breloom since it resists grass types and does serious damage together vs Ground/Rock/Ice/Dark/Steel. Lastly, having something to late game sweep after keldeo takes out physical walls, such as Mega Gallade or Mega Medicham
A couple comments for everyone, but I'm going to use these first two analyses to make the points. I'll update the OP with this stuff.

First, write out the moves section in paragraph form, not just a list. You may also include other moves in this section that are sometimes a good idea, but don't necessarily need to be slashsed on the PS! importable.

Don't be afraid to expand the usage tips section! The goal is to provide usage tips that apply to the monotype meta, not just pokemon in general. In those sections, the more detail, the better.

Lastly, remember that you guys (the community) are the QC team! If you think something is incorrect, needs to be expanded upon, or w/e, then post! Also, if you think an analysis/overview/check is good, drop a like so I know it can be uploaded.
 
Done

Mega Tyranitar
(Dark) Dragon Dance
#Set:
Tyranitar-Mega @ Tyranitarite
Ability: Sand Stream
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Stone Edge
- Crunch
- Ice Punch

#Moveset:
Dragon Dance boosts both its Attack and Speed, allowing it to hit much harder while becoming faster. Stone Edge is a powerful Rock STAB with a high critical-hit raito. Crunch is a Dark STAB with a small chance to lower the foe's defense. Ice Punch is for Ice Coverage with the ability to check Landorus-I/Landorus-T, Garchomp, and Gliscor.

#Set Details:
Max Attack to hit as hard as possible, even before boosting, and 252 Speed investment after 1 boost allows you to hit ~360 Speed (enough to outrun base 110s/Scarf Magnezone).

#Usage Tips
Try your best to save it late game, once walls/major threats to it are taken out by your team-mates. When your ready to boost it, its recommended to send it into a Special Attacker (since it has incredible natural Special Bulk). Avoid boosting against Pokemon like Mew or Chansey, as they can status it and make it a lot harder to pull off a successful sweep. You also might want to note its not very fast to start, to outspeed certain Choice Scarfers, you may need to boost it 2-3 times before being able to outspeed them.

#Team Options:
Sableye is a fantastic partner for it, because of its immunity to Fighting (which Ttar is 4x weak to), and it has the ability to weaken threats to it (i.e. by Will-O-Wisp, Taunt, Confide, ect). Hoopa-U is a pretty good Fighting/Fairy check that has immediately good speed to start thanks to Choice Scarf, and a whole list of coverage options to fit your teams needs (not to mention it has astounding offenses on both side, its encouraged to run it mixed). Crawdaunt/Sharpedo are also good options since they have the ability to threaten Ground (Crawdaunt is a fantastic Physical Wallbreaker with Aqua Jet Priority, while Sharpedo can easily rise its Speed thanks to Speed Boost, and can be ran Physical, Special, or Mixed).


Overview
Mega Tyranitar isn't exactly the most popular Mega on Dark, but so many people overlook how great it is! It has a plethora of options, allowing it to run a variety of sets, ranging from being a Dragon Dance Sweeper, or a general Tank. Thanks to Sandstream, it gets increased Special Defense, and upon Mega Evolution its stats are increased all around! When used right, Mega Tyranitar can make to be an amazing asset to any team!
 
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Confluxx [Old]

Banned deucer.
Ready for GP.

Clefable (Fairy) Overview
The combination of Clefable's decent bulk, good defensive typing in Fairy which is only weak to Steel and Poison, it's abilities and it's movepool make it incredibly versatile and able to fulfill a lot of different roles on the team. It's two abilities are Magic Guard and Unaware. Magic Guard is very nice for absorbing Toxic, Will'O'Wisp, Leech Seed etc. and coming in on hazards without taking any damage and it can even be used as an offensive tank with Life Orb as it Magic Guard prevents the recoil. Unaware on the other hand lets it check set-up sweepers and stop them from sweeping your team. As previously mentioned, Clefable's movepool is wide and there are many options for it. It has access to Stealth Rock which not many other Fairy type Pokemon do. It can be a cleric with access to Wish and Heal Bell, it has nice utility options in Encore, Knock Off and Thunder Wave and it also has very solid coverage in Thunderbolt, Ice Beam, Flamethrower, Moonblast and Calm Mind that can turn it into a very dangerous set-up sweeper that's not so easy do deal with. It's one of the few Pokemon on Fairy that are able to survive an unboosted Bullet Punch from Mega Scizor and access to a Fire move in Flamethrower and Fire Blast and that makes it a very important asset to Fairy.


Clefable (Fairy) Calm Mind

Clefable (F) @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 172 Def / 84 SpD
Calm Nature
IVs: 0 Atk
- Calm Mind
- Moonblast
- Soft-Boiled
- Flamethrower / Stealth Rock / Thunder Wave

#Moves
Moonblast is the strongest Fairy type move Clefable gets. It's STAB, it's consistent and not many Pokemon resist Fairy. Calm Mind boosts Clefable's SpA and SpD which makes it very dangerous after it's done so as it can be very hard to take out. Depending on the match-up the game could already be over if Clefable gets to set-up a few Calm Minds. Thunder Wave is to cripple Pokemon, especially fast threats or set-up sweepers, it does an amazing job of supporting the Calm Mind sweep. Last but not least Soft-Boiled is there for healing up when getting weakened while setting up or using Thunder Wave.

#Set Details
Maximum HP is to make Clefable as bulky as possible as it needs to be able to take hits to fulfill it's many rolls. 84 SpD EVs with a Calm Nature is used to check Kyurem-B, Mega Manectric, Mega Diancie and Thundurus while the rest of the EVs go in Defense so Clefable can take a Bullet Punch from Choice Band Scizor and use Flamethrower if it's running it. Leftovers gives Clefable more longevity but another item that it can run is Babiri Berry so it can get rid of Scizor without relying on rolls or being at full health. An alternative spread of Max HP and Max Defense can be used to make Clefable as bulky as possible as it has Calm Mind to boosts it's Special Defense.

#Usage Tips
Clefable can serve as a defensive pivot as it takes neutral hits pretty easily for the most part, but it can't switch in on very powerful attacks such as Choice Specs Keldeo, Landorus-I, Mega Swampert and other strong wallbreakers as they can all 2HKO Clefable. It can also pivot around on Pokemon that want to spread burns or poison due to it's ability Magic Guard, and those Pokemon are usually easy set-up fodders. Calm Mind should be used on Pokemon who aren't big threats to Clefable such as Sableye, Mew, Rotom etc. It should not be used on physical attackers that 2HKO Clefable as it's only able to boost it's Special Defense. Thunder Wave can be used on any Pokemon whether it's faster than you or not because it's always nice to have that chance to full paralyze the opponent but it's most useful to paralyze threats to Clefable such as Mega Venusaur and Bisharp which can help in beating them despite the disadvantage.

#Team Options
Klefki's ability to set-up Reflect and Light Screen helps support the Clefable sweep a ton. Dual Screens being up combined with Clefable's bulk is gonna allow it to Calm Mind as much as it wants as well as slow down the opponent with Thunder Wave and potentially just win the game right there. Pokemon that stop the Clefable sweep are obviously Pokemon that resist Moonblast. Notably Ferrothorn, Heatran and Empoleon which are very bulky and even a +6 Clefable can't take them on. Azumarill being a very strong physical wallbreaker can take care of Heatran and Empoleon, while Ferrothorn can be weakened by any Fire move such as Hidden Power Fire on Mega Diancie or Sylveon and Fire Blast on Togekiss. Choice Specs Sylveon is another great partner as Gliscor with Taunt shuts down Clefable and it's able to take on most Fairy types with it's high special defense. Babiri Berry Togekiss with Fire Blast is another great option if Clefable isn't running a Babiri Berry set of it's own as it helps vs Mega Scizor and other Steel types.


Clefable Checks and Counters
Doublade as a check on Ghost.

Being part Steel and having decent bulk with Eviolite, Doublade is able to take on Clefable easily unless it's a Flamethrower variant.

Gengar as a check on Ghost.

Gengar is a very hard hitting part Poison type which can take on Clefable even with SpD boosts.

Mega-Scizor as a check on Bug.

Mega Scizor is part Steel and is able to take on Clefable with no problems unless it's carrying a Fire move.

Durant as a check on Bug.

It's not always a safe switch in due to the possibility of Flamethrower, but if it's already inside it's gonna get a kill with Iron Head.

Magnezone as a counter on Electric.

Magnezone's Steel typing and bulk allow it to take on Clefable without any issues as it's also immune to Thunder Wave, a move Clefable often uses to cripple the opponent.

Heatran as a counter on Fire.

Heatran has a x4 resists Clefable's Fairy STAB and is immune to Clefable's other common attack, Flamethrower. That plus it's great Special Defense allow it to counter Clefable even at +6.

Empoleon as a counter on Water.

With amazing Special Defense, Steel typing and access to Roar, there's not much Clefable can do in front of Empoleon.

Bisharp as a check on Dark.

Bisharp's really high Attack stat and Steel typing allow it to OHKO Clefable with Iron Head, however it can't switch in so easily as Moonblast and Flamethrower still do a good amount of damage.

Drapion as a counter on Poison.

It's Poison typing, decent bulk and access to Taunt allow it to be a reliable answer to Clefable on Dark.

Mega Aggron as a counter on Rock.

Mega Aggron's Steel typing and amazing bulk allow it to deal with Clefable easily as it doesn't even fear a Flamethrower due to it's Filter ability.

Jirachi as a counter on Psychic.

Jirachi's great bulk, Steel typing and the high chance to flinch with Iron Head due to it's Serene Grace ability allow it to deal with Clefable quite easily.

Metagross as a counter on Psychic.

The great bulk and Steel typing that Metagross possesses make it a reliable answer to Clefable who can't do much back even with Flamethrower.

Mega-Venusaur as a counter on Grass.

Mega Venusaur's amazing bulk and Poison typing allow it to take on Clefable without too many issues.

Amoongus as a counter on Grass.

With great bulk, the Poison type and access to Spore and Clear Smog, Amoongus deals with Clefable pretty well.

Ferrothorn as a check on Grass.

Being part Steel and having great bulk, Ferrothorn checks Clefable pretty well unless it's carrying Flamethrower.

Cobalion as a check on Fighting.

Cobalion's Steel typing allows it to take neutral damage from Clefable's STAB Moonblast and deal serious damage to it with a STAB Steel type move.

Toxicroak as a check on Fighting.

Toxicroak's Poison typing allows it to take neutral damage from Clefable's Moonblast and take it out with a Poison type move.
 
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Staraptor (Normal) Overview

Staraptor is a huge staple on Normal-type teams, as can be used offensively in running items such as Choice Scarf and Choice Band, or it can also be very useful defensively. Staraptor can act as a very powerful wallbreaker or revenge killer, having an excellent base Attack stat coupled with an impressive base 100 Speed. With access in to the ability in Reckless, Staraptor can puncture holes in the opposing team with its dual STAB moves such as Brave Bird and Double Edge. Staraptor is able to provide team support by lowering the foe's Attack stat, thanks to its ability, Intimidate, which allows it to survive another hit from physically offensive Pokemon. Staraptor is able to provide Defog support, as it's the only viable user of entry hazard removal. With its Flying typing, Staraptor is able to check types such as Bug, Fighting, and Grass, along with being a good switch-in to Ground-type attacks, especially against Choice Pokemon locked into a Ground-type attack such as Landorus-T, Excadrill, Mamoswine, and Diggersby.

Unfortunately, Staraptor cannot afford to take several hits, especially from special attackers due to its subpar bulk. Defensive variants of Staraptor are quite passive due to special sweepers being able to easily switch-in and get a free boost such as Mega Latias and Mega Sableye. Staraptor is also hindered by Stealth Rock, which gives it limited opportunities to switch-in. Despite Staraptor being a very offensive Pokemon, it has trouble breaking through certain defensive Pokemon such as Skarmory and Hippowdon. Staraptor is also vulnerable to status moves, which hinders its effectiveness. Even though Staraptor has Reckless, it relies too much on its recoil moves to deal a lot of damage, which wears its longevity quickly. Both Defog and Feather Dance have a much lower PP than Stealth Rock and Swords Dance, respectively so it's not good at preventing Stealth Rock to be set up or a Pokemon to set up Swords Dance.


Staraptor (Normal) Defensive | Choice Scarf
[SET]
Staraptor @ Leftovers
Ability: Intimidate
EVs: 240 HP / 252 Def / 16 Spe
Impish Nature
- Brave Bird
- Roost
- Defog
- Close Combat / U-turn / Feather Dance

#Moves
Brave Bird is Staraptor's main STAB and damaging move for Pokemon that don't resist the attack. Roost gives Staraptor reliable recovery, replenishing its health to prolong its stay on the field throughout the match to continuously switch into physical attackers to wall them. Defog gives Staraptor utility to act as a reliable entry hazard remover for its team. Close Combat allows for Staraptor to hit Rock- and Steel-types such as Tyranitar and Bisharp. U-turn can also be used instead of Feather Dance in order to provide more momentum for the team in addition to scouting the opponent's team. Feather Dance can be used instead of Close Combat and U-turn, as it is a great supporting move, which lowers their Attack stat by two stages thus, crippling physical attackers. Whirlwind can be an alternative instead of Close Combat if Staraptor fears Mega Scizor or other bulky Pokemon such as Dragonite. It also works as a good shuffler in getting passive damage from Stealth Rock. Toxic can also be used to cripple bulky Pokemon as well. However, this leaves Normal weak to Bisharp due to its Immunity to Toxic and having Whirlwind could possibly shuffle the opponent's Pokemon into Bisharp. Staraptor would have to Whirlwind again and take damage or switch out. This can also cause a problem if Bisharp is the last Pokemon remaining on a Dark or Steel team.

#Set Details
240 HP gives Staraptor a Stealth Rock number in being able to switch-in four times along with a Leftovers number. 252 Defense EVs with an Impish nature allow for Staraptor to take physical attacks much more effectively. The remaining 16 EVs are used in Speed for Staraptor to outspeed neutral base 70s Speed Pokemon such as Bisharp and Breloom. Intimidate provides Staraptor and its team support in softening attacks from physical attackers. Leftovers give Staraptor passive recovery every turn in conjunction with Roost. Safety Goggles can be used instead of Leftovers for Staraptor to avoid being crippled by Breloom's Spore and Whimsicott's Stun Spore.

#Usage Tips
Staraptor should mainly be used as a switch-in to physical attackers because of Intimidate. Staraptor should never be used as a switch-in for special attackers because of its low Special Defense, which makes it vulnerable to take a hit. Despite having Defog, try not to have Staraptor continuously switch-in on Stealth Rock without using Roost in between turns to keep its health high. Make sure you keep Staraptor away from status moves such as poison, paralysis, and burns. This would greatly hinder its longevity. If there's a Pokemon that can't do much do it such as Choice Scarf Heracross after an Intimidate, it's safe to go for either a Brave Bird, Roost up, or Defog any entry hazards from your field. Use Close Combat on Pokemon such as Bisharp and Tyranitar so Staraptor can easily remove them off the field. Be wary of switching into Bisharp because it can get a boost from Defiant after an Intimidate. U-turn also helps Staraptor escape switch-ins and bring its teammate in safely. This would help because its teammates will be coming in on a slow U-turn to avoid damage. Feather Dance compounds the Attack drop from Intimidate to make physical attackers almost useless against Staraptor and its teammates. Be wary that due to its low PP Feather Dance cannot be Swords Dance users. Don't hesitate to use Feather Dance on powerful physical attackers such as Mega Medicham because Staraptor will be able to wall it and replenish its health back with Roost.Whirlwind should mainly be used to keep sweepers from setting up on Staraptor such as Mega Scizor.

#Team Options
Chansey is an excellent partner for Staraptor, as it makes a great status absorber due to its ability in Natural Cure. Chansey can also be a great help in switching into Special Attacks that Staraptor won't be able to handle. Chansey also has access to Stealth Rock, which provides great utility. Mega Lopunny can assist in removing types that threaten Staraptor with its powerful High Jump Kick such as Dark, Ice, Normal, Rock, and Steel-types. Staraptor also appreciates a Pokemon that has an Electric immunity such as Diggersby. Additionally, Diggersby can break through walls with its outstanding attacks from Huge Power. Porygon2 can wear down defensive Pokemon with Toxic or Thunder Wave. Also, it helps deal with pestering Flying-types that can easily handle Staraptor such as Zapdos and Skarmory. Foul Play Porygon2 also works nicely as a check against Mega Scizor. Setup sweepers and special attackers will be very troublesome for Staraptor, so Choice Scarf Ditto can be very helpful in getting rid of these Pokemon due to having Imposter and copying the threat's stat changes. Other special attacker such as Mega Pidgeot, Porygon-Z, and Meloetta are also wonderful partners in dealing a lot of damage to the opposing team for Staraptor. Mega Pidgeot and Meloetta deserves a special mention because they both can defeat Steel-types that Staraptor struggles against with Heat Wave and Focus Blast.

[SET] (Choiced)
Staraptor @ Choice Scarf
Ability: Reckless
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Brave Bird
- Double Edge
- Close Combat
- U-turn

#Moves
Brave Bird and Double Edge are Staraptor's main STAB move of choice. Dealing enormous damage to opposing teams that don't resist them. Additionally, both attacks get a power boost from Reckless. Close Combat gives Staraptor coverage in checking Pokemon such as Tyranitar, Kyurem-B, Omastar, and Heatran. U-turn provides more momentum for Staraptor and its team along with scouting the foe.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow for Staraptor to be an effective revenge killer while outspeeding faster Pokemon. 252 Attack EVs increases Staraptor's damage output. Also, it's good when utilizing U-turn to pivot in and off the field. Reckless is the preferred ability, as it boosts the power of Brave Bird and Double Edge. Intimidate can be used over Reckless to bluff the opponent, thinking that Staraptor is defensive. An Adamant nature with a Choice Band can be used instead of Jolly for more power and a way to get potential KOs; however, Staraptor will lose the extra Speed from Choice Scarf.

#Usage Tips
Choice Scarf Staraptor is used to take out offensive threats. Some examples include Keldeo, Landorus, and Gengar. With Choice Scarf, Staraptor can also act as a pseudo wallbreaker given that it's running Reckless. Staraptor can also be used early- or mid-game to help break walls for its teammates. It's better to have Staraptor come in after a fallen teammate or a predicted switch so it doesn't have to risk taking any damage on the switch due to its bulk. U-turn is great way to scout and get any chip damage and get a much better matchup. Don't have Staraptor continuously switch-in while Stealth Rock is on the field because this hinders its switch-in opportunities. Also, Staraptor can be used effectively as a late-game cleaner once all its checks are gone. Close Combat should be used when necessary. It should mainly be used to hit Normal-, Rock-, and Steel-types. But Staraptor should avoid using Close Combat on Skarmory because it's able to tank it very well and Staraptor would take Rocky Helmet damage.

#Team Options
This set works best with entry hazard support to apply more offensive pressure on the opposing team. Additionally, breaking Focus Sash Pokemon. Great examples are Pokemon such as Smeargle or Chansey, allowing Staraptor to wallbreak more easily and acquire KOs. Smeargle is also able to set up Sticky Web, providing Staraptor and its team with speed control. Chansey can continue to sponge special attacks for Staraptor. It also has access to Thunder Wave, which helps provide speed control and a chance for Staraptor get free turns upon attacking. Because Staraptor won't be able to handle Doublade, as it resists both its STAB moves, immune to Close Combat, and use it as setup fodder with Swords Dance, Pokemon such as Diggersby, Mega Lopunny, and Ditto are excellent checks in removing it off the field along with other threats that opposes Staraptor. Lastly, special attackers such as Mega Pidgeot, Porygon-Z, and Meloetta help against physical walls that Staraptor struggles with such as Hippowdon, Skarmory, and Mandibuzz. Despite having two Flying-types, Mega Pidgeot and Staraptor can both wear down Flying checks due to hitting opposite defenses. For example, Mega Pidgeot can hit Skarmory with a Heat Wave, while Staraptor can hit Togekiss with its powerful STAB moves.


DONE

GP Time.
 
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scpinion

Life > Monotype... unfortunately :)
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Heracross (Fighting) Overview
[Overview]
With a great base Attack and unique typing, Heracross is a staple on many Fighting teams to compress multiple roles. Access to STAB Megahorn makes Heracross one of the best Fighting threats to a Psychic team. Heracross also has the rare Guts ability, allowing it to soak status that would otherwise severely cripple the team. Being one of the only viable Knock Off users in Fighting, Heracross also brings great utility to the team. Its Speed does unfortunately leave it outsped by many common threats, and it struggles to break through physical walls. Heracross also has subpar defenses, making it difficult to switch into any attack that isn't resisted.


Heracross (Fighting) Choice Scarf
[SET]
Heracross @ Choice Scarf
Ability: Guts
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Close Combat
- Megahorn
- Knock Off
- Stone Edge

#Moves
Close Combat and Megahorn are Heracross's most powerful STAB attacks. Knock Off provides important coverage for hitting Ghost-types that otherwise wall Heracross and serves as good support for the team by removing items such as Leftovers and Eviolite from its foes. Stone Edge allows Heracross to deal meaningful damage to Flying-types, such as Zapdos and Mega Charizard Y, while also hitting Fire-types such as Volcarona and Victini that resist both of its STAB moves. Earthquake is a tempting option to hit Poison-types and to more accurately hit Fire-types, but is almost never worth not having Stone Edge to target Flying-types.

#Set Details
Maximum Speed investment with a Jolly nature and Choice Scarf allow Heracross to notably outspeed Jolly Gyarados even after one Dragon Dance and Choice Scarf Hoopa-U. 252 Attack EVs helps boost its damage as much as possible. Guts is the preferred ability on Heracross to easily absorb status moves such as Toxic and Will-O-Wisp for the team, which allows it to check Mega Sableye. If checking Mega Sableye is taken care of by a teammate, Moxie is viable to help a potential sweep late-game.

#Usage Tips
Heracross should be used to revenge kill slower threats such as Hoopa-U. Heracross is also capable of breaking walls that are weak to either of its STAB moves, such as Slowbro and Ferrothorn. Take advantage of Heracross's ability to switch into Scald and status moves, as the Guts boost is necessary for Heracross to break certain walls such as Mega Sableye and Gastrodon. Heracross should also look to Knock Off troublesome Eviolite users such as Doublade and as soon as possible to make them easier to take down.

#Team Options
As Heracross is easily walled by Pokemon that are not weak to its STAB moves, wallbreakers such as Mega Medicham and Keldeo are perfect teammates for it. Keldeo is especially helpful, as it can handle Doublade and Mega Scizor, both of which easily wall and set up on Heracross. Stealth Rock support from Cobalion or Infernape is welcome to help secure KOs. Cobalion notably helps ease the pressure Fairy Pokemon put on Heracross, as most Fairy-types resist almost all of its moves and can take advantage of it. Finally, due to
Heracross's subpar Speed tier, faster Choice Scarf users such as Victini and Kyurem-B can revenge kill it, so checks to those Pokemon are well paired with Heracross.
If you're looking for an example on how to do this. This is really good!
 

scpinion

Life > Monotype... unfortunately :)
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Choice Scarf Victini
#Set:
Victini @ Choice Scarf
Ability: Victory Star
EVs: 252 Atk / 4 SpA / 252 Spe
Hasty Nature
- V-create
- Blue Flare
- Bolt Strike
- U-turn

#Move Set:
V-Create: STAB, great damage to anything that resists
Blue Flare: STAB, special attacking for things that are defensive, and avoiding V Create drop
Bolt Strike: for water mons that resist fire, and for flying mons
U-Turn: good for gaining momentum

#Set Details:
Basically as Victini is 90% in usage, this is its standard set. The V Create is literally for the power (180) and to do a massive amount of damage to anything resisting, plus if you are running it on a trick room team, pretty useful with the speed drop. Blue flare is to avoid v create stat drops, and to hit mons such as ferrothorn, scizor and skarmory who don’t necessarily need to be hit by a V Create. Bolt Strike is for things such as Gyarados, Sharpedo, Charizard who are threats to psychic, and lastly U Turn is for momentum.

#Usage Tips:
The way u use victini actually varies based on what type you face, but most of time people tend to lead off with it, scout what people lead off with, and u-turn unless u can OHKO it round 1. As long as u make sure Sharpedo and Gyarados don’t get +2 speed then Victini kills them with bolt strike since they are huge threats to psychic this meta.
#Team Options:
Victini has many good options to pair it up with, one in which is slowbro. Defensive slowbro helps out Victini with Ground, Rock, and water, also taking defensive hits that victini wouldn’t take. Another good teammate for Victini is Hoopa-U and Meloetta as Hoopa resists ghost and meloetta is immune to it which makes them good switch-ins vs ghost types that victini cannot handle such as Gengar, Chandelure, and Doublade. Lastly, a huge weakness to Victini is Dark, to it out, people run either Mega Gallade or Mega Gardevoir, not to mention Victini appreciates hazard support from things like Mew and Deoxys, as well as Healing wish support from Jirachi
After a quick skim, I think you need to expand the usage tips section. Choice Scarf Victini is one of the most important Pokemon for a Psychic team and it is used for a bunch of stuff. For instance, you should talk about how it is one of your only checks to Volcarona. Also, how it is really important in the Bug vs. Psychic matchup. Talk about using Blue Flare vs. V-create and some situations where you might use one over the other. I'll let some other people that are more experienced with psychic than I am comment on this too.
 

Vid

Our life is what our thoughts make it
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Landorus with the good typing of Ground Flying making it immune to Electric type moves and also having an amazing speed tier of base 101 being able to outspeed common base 100 speed Pokemon is a very valuable asset to Flying teams. Access to the ability Sheer Force allowing Landorus to use the Sheer Force plus Life Orb combination without taking 10% recoil from Life Orb. Landorus has a very powerful STAB Earth Power and amazing coverage options such as Focus Blast and Sludge Wave which helps it break many threats. Although Landorus is very good the only real cost to using it is not being able to utilize the amazing defensive pivot Landorus-Therian due to species clause.
Landorus @ Life Orb
Ability: Sheer Force
EVs: 4 Atk / 252 SpA / 252 Spe
Naive Nature
- Rock Slide
- Sludge Wave
- Earth Power
- Focus Blast

#Moves
Earth Power is Main STAB and hit very hard if it is not resisted. Sludge Wave is there to check common fairy types. Focus Blast is there to round out Landorus' coverage against steel types while giving it a viable option against normal types. Rock Slide is for checking threats such as Mega Charizard-Y. Also a just as viable option over Rock Slide is Psyshic allowing Landorus to hit fighting and poison types for super effective damage, but giving up the very good rock ground coverage.

#Set Details
Max Speed is needed to outspeed base 100 Pokemon that Landorus needs to outspeed. Max Special Attack is used to maximize Landorus' Special Attack and its overall power. Naive nature is used to give Landorus a plus speed nature while keeping it's niche of living an Aqua Jet from Choice Banded Azumarill by not lowering its defense. Alternatively if Rock Slide is not ran Timid nature should ran and the 4 EVs in attack should be moved to Defense.

#Usage Tips
Landorus should be used to break the common balanced cores in Monotype. With it's coverage options and being able hit half the meta it is very easy to break walls by clicking the super effective move due to the power of Sheer Force and Life Orb. Landorus should mainly be used to break slower teams on more balanced orientated Flying teams.

#Team Options
Landorus is not easily walled although it can be easily checked by Choice Scarf users as well as Ice Shard users. To compensate for that weakness Skarmory and Zapdos are often helpful by giving Landorus an effective defensive core to fall back for the faster threats that have the ability to check it. Also Stealth Rock is very helpful in helping Landorus achieve some 2 Hit Ko's and OHKOs it would not normally achieve. Mega Gyarados is a very great offensive partner due to having access to the ability Intimidate and being able to resit ice moves that Landorus fears after it Mega Evolves. Mega Gyarados also helps against Psyshic types which Landorus can have an issue with bulky offensive Psyshic type teams.

#Checks/Counters
Faster Pokemon and Choice Scarf users with a super effective moves such as Kyurem-B and Keldeo are excellent checks to Landorus. Ice Shard users such as Mamoswine and Weavile are very good at checking Landorus and stopping it in its tracks. There are really no "counters" to Landorus due to its massive movepull which makes it very unpredictable and very hard to find a definite counter although special Walls such as Chansey and Gliscor do a very good job at countering most variations Landorus.
 
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Confluxx [Old]

Banned deucer.
To add on to what scpinion said about Choice Scarf Victini on Psychic, it also checks two big threats to Psychic: Choice Scarf Hoopa-Unbound and +1 Mega Gyarados. It also helps vs Steel, a type that Psychic doesn't deal too well with. As for Blue Flare vs V-Create, Blue Flare is mostly just for the Bug match-up, you get up rocks and click Blue Flare 6 times to win. Any other time V-Create is usually better unless it's a clutch situation where you need to kill two Pokemon and keep the speed or defenses.
 
Done, reapy for GP

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype. Chansey can effectively beat almost every special attacker in the entire Monotype metagame. However, she hates getting her Eviolite knocked off. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, and Stealth Rock. However, she struggles against Fighting-types and falls to powerful wallbreakers.

[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic / Heal Bell
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team. Toxic forces switches while putting everything on a timer which works great on bulkier teams whereas Thunder Wave is useful for crippling fast opponents which is important for slow sweepers such as Diggersby and Meloetta. Heal Bell provides support to your team, getting rid of status. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Max HP and Defense with a Bold nature let Chansey be as physically bulky as possible. A set of 4 HP /252 Def /252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bells for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. The only exception is Secret Sword as it hits Chansey's physically defensive side. Chansey can also take physical attacks, but strong STAB moves hurt. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot as well as conserving Heal Bells. Soft-Boiling often is a good idea as well, as Chansey will be switching in and out.

#TeamOptions
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in. Staraptor also acts as a Knock Off sponge, since Chansey hates having her Eviolite knocked off. Ditto is also a good teammate as it can discourage people from setting up on her.
 
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Ready for GP
Dragonite is a powerful physical attacker with strong priority and decent bulk. It has good neutral STAB, and can carry a variety of coverage moves, such as fire punch, earthquake, and superpower. It gets access to dragon dance and Extreme Speed, which makes it very hard to revenge kill. It also has the amazing ability Multiscale, which halves the damage it would take if it is at full HP. However, it has a crippling double weakness to ice, and its speed tier is somewhat subpar. It also hates stealth rock, because it breaks multiscale and makes it harder to set up.

[SET]
Dragonite @ Choice Band
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant / Jolly Nature
- Outrage
- Extreme Speed
- Earthquake
- Fire Punch

#Moves
Outrage is a very powerful STAB move that ohkos a lot of things. Extreme Speed is a very powerful priority move that mitigates Dragonite's below-average speed tier. Earthquake hits steel types that would normally be switchins to Dnite, and Fire Punch is for hitting mons like skarmory and mega-scizor, which would normally wall it. Superpower can be used to hit Chansey and Porygon2. Iron Head can also be used to hit fairy types. The coverage moves used should be dependent on your team, and if it struggles against a certain mon.

#Set Details
Maximum Speed with a adamant nature allows it to tie with other adamant base 80s. Multiscale is used because it improves its survivability if stealth rock has been defogged away. An adamant nature can be used to guarantee the OHKO against Chansey and other mons. Jolly can be used alternatively to outspeed Jolly 70's and tie with other Jolly 80's. An alternative spread of 80 HP / 252 Atk / 176 Spe can be used to outpace outpace non-boosting nature base 70 speed pokemon while increasing Dragonite's bulk.

#Usage Tips
Choice band outrage hits extremely hard, scoring 2HKOs on Slowbro and Porygon2. Switching into Dnite isn't usually a good idea unless you know they will switch because switching into attacks will ruin your Multiscale. Outrage will ohko or 2hko many walls, so teams without fairies have a tough time dealing with this monster.

#Teammate Options
Common defoggers, like Zapdos and Skarmory, make good partners because they provide support. Landorus-I works well as a partner for Dragonite because it is a powerful special wallbreaker, and they can cover one another's checks. Another good partner would be defensive togekiss, who can spread T-Waves and slow down mons that outspeed and would OHKO Dnite. Toge also provides defog support. Choice Scarf Salamence would be a good partner because they have similar checks and one can wear them down for the other to sweep.


#SET
Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage / Dragon Claw
- Extreme Speed
- Earthquake / Fire Punch


#Moves
Dragon dance is the main boosting move of this set, boosting Dragonite's speed and attack to a level that allows it to clean late game. Outrage is the main STAB move, with good neutral coverage and a high base power. Alternatively, Dragon Claw could be used instead to avoid the downside of being locked into Outrage. Extreme Speed is a powerful priority move that beats out most other priority. Earthquake hits a myriad of types that could threaten flying, like electric and rock, but Fire Punch can alternatively be used to hit Mega Scizor and Skarmory.

#Set Details
Max attack with an adamant nature allows dragonite to hit extremely hard. Lum berry is the best item for dragonite because it gets rid of burns from Pokemon like Sableye. Lum Berry also cures the confusion from Outrage. Multiscale allows Dnite to turn unsafe opportunities into opportunities for a dragon dance, as it halves damage as long as it is at full health. An alternate spread of 32 HP / 252 Atk / 224 Spe can be used to be slightly bulkier, and it outspeeds base 121's (Mega-Pidgeot, Tornadus-T) at +1, and base 100 scarves at +2.


#Usage Tips
DDance Dragonite should be used as a mid-to-late game cleaner, when its potential checks are weakened and will be OHKO'd. Dragonite is able to set up on many different mons and types due to having a strong defensive typing. Sending dragonite in while stealth rock is present is always a bad idea, because it limits Dnite's ability to set up by breaking multiscale. Don't overestimate Multiscale, as it can still take serious damage from SE moves, and is likely to be OHKO'd by an ice move.

#Team Options
For flying, the most common defoggers are Skarmory and Zapdos, so pairing it with one (or both) of them allows the hazard removal that dragonite needs to set up. Mega Charizard-Y is another good partner because of its wallbreaking abilities and beats most of the fairies that would otherwise stop Dragonite. Another good partner would be Mega Gyarados, because it provides an ice resist, and shares similar checks to Dragonite so that one can weaken them to allow the other to sweep.
 
Last edited:

Sobi

Banned deucer.
Hello, I'm posting this on behalf of scpinion and the other members of the "for-now" GP team. I was GP'ing an analysis when scpinion told me that there were still some thing that were missed out, meaning I had wasted my time checking an incomplete analysis. This is why I would like to make clear that:

If your analysis is still being edited or modified, or if it is not finished, please label it clearly at the top as WIP.

This will really help us because we currently do not know which analysis is done, and there are some analyses that still need tweaking (for example, the Bisharp analysis lacks mention of certain traits), despite looking finished. That being said:

If your analysis is done, and if there are no major problems whatsoever with it, please label it clearly at the top as DONE. Note: Don't tag these as done until you've gotten a bunch of likes or have responded to feedback from the community.

Thank you.

- On behalf of scpinion and the GP team.
 
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scpinion

Life > Monotype... unfortunately :)
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Bisharp is a power boosting attacker and a valuable to steel. It has a unique and useful defensive typing, a good base attack, and a okay speed tier that is remedied by its powerful priority. It also has strong utility in Knock Off. However, it has an x4 weakness to fighting, and has a poor special defense.
Bisharp @ Lum Berry
Ability: Defiant
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Swords Dance
- Knock Off
- Iron Head
- Sucker Punch

#Moves
Swords Dance is a boosting move that gets bisharp's attack to a frightening level. Knock off is a powerful STAB-Boosted move that also brings the utility of removing items, such as normal's eviolite core. Iron head is another powerful STAB that provides good neutral coverage, and also has a flinch chance. Sucker Punch is a powerful (if not unreliable) priority move that can sweep types like ghost and psychic. Stealth rock can be used as well with a focus sash, but there are better rocks setters on steel, like Skarmory. Another move that could be used is Psycho Cut to hit fighting, which steel has trouble with, but it's usually better to have dual stab and priority.

#Set Details
Maximum Speed EVs are to tie with other max Base 70s, such as breloom and volcanion, which are dangerous to play against for steel. Adamant can be used as well.
Lum Berry is to lure will-o-wisps from various mons while setting up in their face.
Defiant is a good way to punish your opponents for removing hazards.


#Usage Tips
Bring Bisharp in against mons you're expecting to use Defog to get a quick +2 and maybe a KO. You can bring in bisharp against more passive mons that won't really be able to touch it, such as Forretress or Chansey, and boost with SD. +2 Bisharp also OHKOs Victini, which is otherwise another threat to steel. After stealth rock damage, Bisharp has a high chance to OHKO Volcanion at +2.

#Teammate Options
A good teammate for Bisharp is Doublade, who does a lot of things to compliment bisharp. For one, it handles bisharp's crippling fighting weakness. It also creates a spinblocking core between Doublade and Bisharp, preventing/punishing the removal of hazards set by skarmory, who would also make a good teammate. Another good teammate would be a special Lucario, they compliment each other with different coverage, and both have priority to quickly take out the threats that would harm the other. A third partner could be a magnezone holding a choice scarf. It can deal with water mons like keldeo, which would normally force bisharp out. However, it can't switch into a secret sword, so you'd have to predict the keldeo switch.

hope i did this right
Edit: Fixed what scp said to do
OK I'm going to try to go through these in order and comment. Please add on to my comments because I'm sure there are things I'll miss.

For the overview you need to mention defiant. That, coupled with hazard stacking strategies, is really important and makes bisharp one of the best mons for steel. It is featured on both offensive builds with lead skarm and the bulkier builds that stack with ferro.

No need to mention stealth rock on this for steel. We should mention that set for dark teams in that analysis though.

I think adamant is the preferred set because it let's you bop sab after you SD and use the lum. Someone needs to confirm this though, I'm on mobile.

In usage tips, talk about it keeping zapdos from defogging, but you have to watch out for heat wave.
 

Funbot28

Banned deucer.
Done



Fighting
[Overview]
Mega Gallade is one of the best wallbreakers in the Monotype metagame, as its great Psychic / Fighting typing combined with its capable offensive stats make it a formidable threat on Fighting-type teams. It also has the capability to check other Fighting-and Poison-type teams, which can often to be a nuisance otherwise. Mega Gallade also can boost its Attack to frightening heights with Swords Dance, leaving it nigh unwallable after a boost. Although, its low Defense can leave it susceptible to priotity moves and powerful physical attacks. Its Speed also does not allow it to outpace most relevant Choice Scarf Pokemon and other fast threats such as Tornadus-Therian and Mega Pidgeot. Mega Gallade also faces stiff competition with Mega Medicham as a wallbreaker as it has more immediate power and offers better priority compared to Mega Gallade, although Mega Gallade can boost its Attack with Swords Dance and act as a sweeper instead.

[Set]
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat / Drain Punch
- Zen Headbutt / Psycho Cut
- Knock Off / Shadow Sneak / Ice Punch

#Moves
Swords Dance allows Mega Gallade to increase its Attack stat to dangerous levels, and reduces the amount of Pokemon that check it after only one boost. Close Combat is Mega Gallade's most powerful STAB move, which allows it to OHKO bulky walls such as Swampert and Mandibuzz after a Swords Dance boost. Drain Punch is an alternative that allows Mega Gallade to regenerate HP to prolong its longetivity, although the decrease in power is quite noticeable. Zen Headbutt is its secondary STAB move that allows it to hit other Fighting-types and Poison-types such as Mega Venusaur and also has a decent chance of causing flinches. Psycho Cut is the alternative STAB option that offers perceft accuracy and does not make contact with your opponent to avoid passive damage from Iron Barbs and Rocky Helmet, although it is slightly weaker in power. Knock Off is a great coverage move that enables Mega Gallade to 2HKO or OHKO most Psychic- and Ghost-types, and has the added benefit of removing your opponent's item. Shadow Sneak is another alternative that gives Mega Gallade priority to hit faster threats such as Choice Scarf Latios and Choice Scarf Victinisuper effectively. Finally, Ice Punch is a nice lure option that grants Mega Gallade the opportunity to OHKO bulky Ground-types such as Landorus-Therian and Garchomp.

#Set Details
The EV's are fully invested in Attack and Speed to maximize its sweeping capabilities, while Jolly was chosen to allow Mega Gallade to outspeed threats like Keldeo, Jirachi, and Landorus. The Justified ability is preferred as it grants Mega Gallade the opportunity to raise its Attack by 1 stage if hit by a Dark-type move.

#Usage Tips
Mega Gallade should be utilized more late game when opposing walls are whittled down so it can prominently sweep. Try not to let it be weakened too much early on throughout the match as Mega Gallade's sub par Defenses do not grant it many opportunities to setup. If you decide to run Close Combat, be weary of priority users as the decrease of its defenses leave it prone to revenge killers. If Drain Punch is chosen instead, Mega Gallade has more leeway to sweep offensive teams thanks to the replenishment in HP, which turns Mega Gallade into more of a wallbreaker. Also beware of status moves such as Thunder Wave and Will-o-Wisp, as these moves can cripple Mega Gallade tremendously. Mega Gallade's Inner Focus ability also lets it deal with flinches which can be crucial against certain Pokemon who abuse this status such as Mega Lopunny and Jirachi,

#Teammate Options
Mega Gallade has a difficult time dealing with Steel-types that are not hit supper effectively from Fighting-type attacks such as Doublade and Skarmory. Infernape is a great partner as it can deal with these Steel-types proficiently. Bulky Psychic-types such as Slowbro and Mew also wall Mega Gallade quite well it it chooses to forego Knock Off. Heracross becomes an amazing teammate here as its STAB Megahorn can 2HKO most defensive Psychic-types. Heracross can also deal with one of Mega Gallade's few counters in Mega Sableye, as it acts as a status absorber when equipped with the Guts ability. Other setup sweepers such as Lucario and Hawlucha also can be paired with Mega Gallade, as it appreciates the abundance of offensive threats to pressure the opposing team more effectively since they can wear each others checks down. Hazards are also useful as the residual damage can weaken down bulky walls and leave them susceptible to be possibly OHKOed from a +2 Mega Gallade.

 
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Fighting
[Overview]
Mega Gallade is one of the best wallbreakers in the Monotype metagame, as its great Psychic / Fighting typing combined with its capable offensive stats make it a formidable threat on Fighting-type teams. Mega Gallade has the capability to check Psychic-types which can be a nuisance to Fighting-type teams thanks to its secondary typing and Speed that allows it to outspeed most threats. Mega Gallade also can boost its Attack to frightening heights with Swords Dance, leaving it nigh unwallable after a boost. Although, its low Defense can leave it susceptible to priotity moves and powerful physical attacks. Its Speed also does not allow it to outpace most relevant Choice Scarf Pokemon and other fast threats such as Tornadus-Therian and Deoxys-Speed.

[Set]
Gallade @ Galladite
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Swords Dance
- Close Combat / Drain Punch
- Zen Headbutt
- Knock Off / Shadow Sneak / Ice Punch

#Moves
Swords Dance allows Mega Gallade to increase its Attack stat to dangerous levels, and reduces the amount of Pokemon that check it after only one boost. Close Combat is Mega Gallade's most powerful STAB move, which allows it to OHKO bulky walls such as Swampert and Mandibuzz after a Swords Dance boost. Drain Punch is an alternative that allows Mega Gallade to regenerate HP to prolong its longetivity, although the decrease in power is quite noticeable. Zen Headbutt is its secondary STAB move that allows it to hit other Fighting-types and Poison-types. Knock Off is a great coverage move that enables Mega Gallade to 2HKO or OHKO most Psychic- and Ghost-types, and has the added benefit of removing your opponent's item. Shadow Sneak is another alternative that gives Mega Gallade priority to hit faster threats such as Mega Alakazam and Choice Scarf Chandelure super effectively. Finally, Ice Punch is a nice lure option that grants Mega Gallade the opportunity to OHKO bulky Ground-types such as Landorus-Therian and Garchomp.

#Set Details
The EV's are fully invested in Attack and Speed to maximize its sweeping capabilities, while Jolly was chosen to allow Mega Gallade to outspeed threats like Latios, Gengar, and Landorus. The Justified ability is preferred as it grants Mega Gallade the opportunity to raise its Attack by 1 stage if hit by a Dark-type move.

#Usage Tips
Mega Gallade should be utilized more late game when opposing walls are whittled down so it can prominently sweep. Try not to let it be weakened too much early on throughout the match as Mega Gallade's sub par Defenses do not grant it many opportunities to setup. Also beware of status moves such as Thunder Wave and Will-o-Wisp, as these moves can cripple Mega Gallade tremendously.

#Teammate Options
Mega Gallade has a difficult time dealing with Steel-types that are not hit supper effectively from Fighting-type attacks such as Doublade and Skarmory. Infernape is a great partner as it can deal with these Steel-types proficiently. Bulky Psychic-types such as Slowbro and Cresselia also wall Mega Gallade quite well it it chooses to forego Knock Off. Heracross becomes an amazing teammate here as its STAB Megahorn can 2HKO most defensive Psychic-types. Mega Sableye is a great counter to Mega Gallade as well, but sadly there aren't many options on Fighting-type teaams besides powerful special attackers such as Keldeo or status absorbers like Conkelldur to deal with this massive threat.
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