[QC Approved 1/3] Delphox

The fact that its recommended to run Timid on all Starmie sets doesn't mean you can't use it with a Modest nature. I wrote that simply to give an example of something you might encounter, being a threat to Delphox, and how she can hit back hard with not too many worries.
 
The fact that its recommended to run Timid on all Starmie sets doesn't mean you can't use it with a Modest nature. I wrote that simply to give an example of something you might encounter, being a threat to Delphox, and how she can hit back hard with not too many worries.
Damage calculations provided by the analysis should list the results for the most likely encounters. Timid Starmie is listed on the soon-to-be on-site analysis, meaning that not only is Timid Starmie highly recommended (for numerous significant reasons), it is also the most likely Starmie players will encounter. Not only that, but there are few situations in which you are capable of scouting for Natures - the Delphox player can't stay in on Starmie and toss a coin in hopes that the Starmie player isn't running a Timid Nature; that's asinine. By listing Modest Starmie you suggest that there are reasonable or common conditions under which the Delphox player is capable of beating Starmie. But there aren't, and it isn't.

I highly recommend removing it and replacing it with the two damage calculations I have provided.
 
Starmie is OHKO'ed with Grass Knot after a Calm Mind, even without Life Orb. Starmie may be faster, yes, but it can't OHKO Delphox, not even with Hydro Pump.
 
Starmie is OHKO'ed with Grass Knot after a Calm Mind, even without Life Orb. Starmie may be faster, yes, but it can't OHKO Delphox, not even with Hydro Pump.
Where are you getting your calculations?

+0 252 SATK (Timid) Starmie w/Life Orb Hydro Pump (110 Base Power) vs. +0 4 HP / 0 SDEF (Timid) Delphox w/Life Orb: (134.5 - 158.5%) -- Guaranteed OHKO.
+0 252 SATK (Timid) Starmie w/Life Orb Hydro Pump (110 Base Power) vs. +1 4 HP / 0 SDEF (Timid) Delphox w/Life Orb: (90.7 - 106.8%) -- Guaranteed OHKO after Stealth Rock or 1 round of Life Orb recoil, 37.5% chance without Stealth Rock or Life Orb being factored.

Starmie is only going to be OHKO'd by Grass Knot if Starmie switches into it after Delphox has already used Calm Mind. If Starmie switches in on the Calm Mind (why is Starmie switching in?) Delphox is OHKO'd if Delphox has taken any prior damage.

Delphox isn't beating Starmie under reasonable circumstances.
 
  • With the buff to Knock-Off, being it super-effective against Delphox, it's probable it'll be used against her. It's worth to consider Magician as the ability on any set because of this.
  • Pokémon with the Frisk ability are good partners if choosing Magician, in order to scout the items to steal.
  • Azumarill is a great partner due to coverage and physical bulkness.
Excuse me, but why are these three mentioned in checks and counters, especially the Knock-Off comment? I'd say Magician as a whole should be mentioned in OO, as sets with this ability are rather gimmicky to begin with, while Azumarill as a partner should be mentioned in the respective sets.

  • Weakness to common priority moves like Sucker Punch, Aqua Jet and Shadow Sneak
This sounds like a con rather than a check/counter. Mention a few examples instead, more specifically Azumarill and Aegislash, both of which OHKO-2HKO Delphox depending on their sets.

Calculations:
252+ Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Delphox: 210-248 (72.1 - 85.2%) -- 68.8% chance to OHKO after Stealth Rock
4 Atk Aegislash-Blade Shadow Sneak vs. 0 HP / 4 Def Delphox: 162-192 (55.6 - 65.9%) -- guaranteed 2HKO after Stealth Rock
252+ Atk Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Delphox: 206-246 (70.7 - 84.5%) -- 62.5% chance to OHKO after Stealth Rock
252+ Atk Choice Band Huge Power Azumarill Aqua Jet vs. 0 HP / 4 Def Delphox: 312-368 (107.2 - 126.4%) -- guaranteed OHKO

Also mention Talonflame as a very good check, only fearing Psyshock/Psychic and Switcheroo.

Calculations:
252+ Atk Choice Band Talonflame Brave Bird vs. 0 HP / 4 Def Delphox: 306-361 (105.1 - 124%) -- guaranteed OHKO
252+ Atk Life Orb Talonflame Brave Bird vs. 0 HP / 4 Def Delphox: 265-313 (91 - 107.5%) -- guaranteed OHKO after Stealth Rock
252+ Atk Talonflame Brave Bird vs. 0 HP / 4 Def Delphox: 204-241 (70.1 - 82.8%) -- 62.5% chance to OHKO after Stealth Rock
 
I believe that the standard Calm Mind set needs Substitute.

My argument -

- It will block status ailments that would otherwise completely stop it from sweeping.

-After more Calm Mind boosts, Substitutes will begin being able to survive more hits, which will in turn allow you to activate extra Calm Mind boosts safely.

-Allows it to deal with checks on the switch, Pokemon that would otherwise be able to wall one of its attacks and hit it with a priority move for an OHKO or outspeed it are no longer a problem if Delphox can potentially KO it.
Example - Without substitute, an Aegislash can switch into a Psyshock/Psychic safely and force you to switch out due to shadow sneak, however, if you activate substitute instead of using an attack on the switch, shadow sneak will not be able to KO you and you can KO him back with a flamethrower. Essentially there's no need to predict your opponents next move and risk having to switch out your Calm Mind boosted Delphox when you can just safely hide behind a substitute.

- Past Pokemon with similar EV spreads and roles have required Substitute in their Calm Mind set (See Raikou) though Delphox needs it more for the reasons below.

- Its necessary to help Delphox deal with incoming Pursuit trappers, as substitute blocks pursuit on the switch.

-Substitute will also help Delphox achieve deciding whether or not to activate Blaze if necessary by cutting down its own HP slowly.

I think Delphox's standard set should look like this...

<p>name: Substitute + Calm Mind<br />
move 1: Substitute<br />
move 2: Calm Mind<br />
move 3: Flamethrower / Fire Blast<br />
move 4: Psyshock / Grass Knot<br />
ability: Blaze<br />
item: Leftovers<br />
evs: 4 Def / 252 SpA / 252 Spe<br />
nature: Timid</p>

<p>Substitute allows Delphox to absorb status ailments, deal with Pursuit trappers, take more hits after Calm Mind boosts, lose the need to predict on a forced switch, and trigger Blaze when you really need to. This in conjunction with Calm Mind allow it to find a role in teams as an effective special sweeper. Flamethrower is the standard STAB move of choice. Fire Blast is optional if more power is necessary and you do not mind the accuracy drop. Psyshock is the preferred secondary move of choice, as it gets around special walls that would otherwise cause it problems, has decent coverage with Flamethrower and is boosted by STAB. Grass knot is good for dealing with Water-types, but its damage output isn't very reliable as it will fail to OHKO many problematic Water-types such as Starmie. The EV spread and nature is necessary to maximize its Speed and power allowing it to outspeed threats, and be able to deal the most damage possible while unboosted. You can also opt to have an EV spread of 16HP / 252SpA / 240Spe if you don't mind being outsped by another Delphox and want just enough Speed EVs to outspeed Garchomp. The HP or Defense EVs are necessary to minimize damage from Stealth Rocks.</p>

<p>Pokemon with access to Rapid Spin are incredibly helpful. Forretress takes neutral damage from everything Delphox is weak to, can set up Stealth Rocks and Rapid Spin entry hazards. Pursuit trappers are also good at dealing with problematic Ghost-types and Psychic-types that resist its moves. Tyranitar fulfills this role well, as he resists Ghost-type attacks and is immune to Psychic-type attacks. Breloom Resists every type that Delphox is weak to except for Ghost. Hydreigon also resists every type Delphox is weak to except for Rock and is immune to Ground.</p>

<p>Checks and Counters - Tyranitar can take anything thrown at it and Pursuit it on the switch. Starmie and Greninja resist both its STAB moves, survive an unboosted Grass Knot and threaten to OHKO it with Hydro Pump. Blissey with Seismic Toss can wall sets that don't carry Psyshock. Talonflames can wall Grass Knot sets and OHKO it with Brave Bird. Choice Band Azumarill can easily take Grass Knots and OHKO it with Aqua Jet. Mega Khangaskan can break through Substitute thanks to its ability and has access to Crunch/Sucker Punch. Aegislash can switch into Psyshock/Grass Knot and OHKO it after Stealth Rocks with Shadow Sneak.</p>
 
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Will-O-Wisp is a noteworthy option if it has not been mentioned, as it allows Delphox to bypass Sucker Punch from Pokemon such as Mega Kangashkan and Toxicroak to instead cripple them.
 

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