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Posted (edited)

Due to the first post getting incredibly hefty and bulky, I had to purge this thread, and divide everything into 5 posts. Sorry for the inconvenience, but this makes it easier for me to edit.

[icon]150[/icon]Know Your Pokemon[icon]150[/icon]

Okay, I know I got rid of it in the old guide, but that was because it was getting too big to edit. Naturally, I decided to make it a separate thread. Well, here goes nothing.

NOTE: This is INCOMPLETE and is IN WORKS.

[icon]025[/icon]The Layout

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[icon]149[/icon]Kanto

Theme: PROTOTYPES

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[icon]248[/icon]Johto

Theme: EVOLUTION

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[icon]373[/icon]Hoenn

Theme: EXOTIC

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[icon]445[/icon]Sinnoh

Theme: POWER

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635MS.pngUnova

Theme: CHAOS

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Posted

Entei

Fire

Pressure / Flash Fire

115 /115 / 85 / 90 / 75 / 100

Entei is overlooked by many due to its other fire brethen being seemingly, and frankly better than entei in most aspects. It has a curse that appears to plague all of the cool looking pokémon, a high attack but not much to do it with it; A la flareon and Luxray. It struggles to find slots on teams due to Heatran and Infernape having better distributed stats and typing in the higher echleons, and in the lower it is fairly outclassed by arcanine. HOWEVER! Not all hope is lost! Entei has some cool tricks under its sleeve. Like its beastly brethren it can abuse a sub calm mind set rather well given its decent bulk. It also gets Flame Charge, allowing it to set up later on in the game and speed tie with things like Scarfed Flygon. It also has a very usuable Attack stat and a nice offencive movepool to boot with moves like Stone Edge, Extreme Speed ... bite, alas no Flare blitz. Stone Edge Netting a nice strong hit on Kyurem is possibly the only reason you might use Entei over Arcanine, but given that Arcanine has Close Combat the point could be moot.

In my opinion the best way to play Entei is with a Sub CM set. It sits on a very usuable and crowded base 100 speed and can abuse it fairly well. It can function very well on sun teams with Substitute, calm mind, solar beam and Fire Blast (Ninetales provides sun and can arguably do it better, though remember!). what it has over Ninetales is the ability to run 417 HP, meaning that it can make 6 substitutes whilst against a seismic toss user and net +6 calm minds if it is running leftovers.

It can function as some sort of utility pokemon given that it has roar, Will-o-wisp, Toxic and reflect, however, defencively fire types don't generally work out all that well, Entei has the bulk over most other fire types, however-- use at your own risk.

Given that entei will be liable to functioning off of its weaker attacking stat, it is wise to pair it with pokemon that can set hazards down. A great partner is Skarmory as they have fairly decent synergy together. To that end, Entei is susceptible to all forms of entry hazards. Starmie is a great rapid spinner and also has pretty cool synergy with Entei. If you're running a physical Entei you are going to want Sturdy walls like Skarmory removed, and if you go special you'll want Chansey and co removed. Dragonite can do this fairly well, as can gyarados, and they both again have decent coverage with Entei.

----Not sure if I did Entei Justice, feel free to edit or rewrite----

Lanturn

Water / Electric

Illuminate / Volt Absorb / Water absorb

125 / 58 / 58 / 76 / 76 / 67

Lanturn is a favourite Pokémon of mine. It's awesome looking, has a great typing, pretty cool stats and a huge movepool. Lanturn is usually played defencively given its awesome Special bulk. It has a utility movepool to die for formed of heal bell, Toxic, Thunderwave, Confuse Ray, Toxic, Substitute, Flash, Protect And Stock Pile. Lanturn is one of your generic bulky waters with a twist, it isn't destroyed by starmie and can truly mess up the opponent by spreading paralysis and confusion until the cows come home. But wait! There's more! Its stabs get all but universal coverage, being walled by - ironically - itself and ferrothorn.

These days it generally can't take the power of OU, but it is always worth a shot in the underused tier, where things like Victini and Arcanine run rampent.

Its best partners are those that can take the strong physical hits and fast grass types, like celebi, out. Moltres can do this quite effectively, as it can switch on things like Quagsire and aforemention Celebi and attack back with STAB Fire Blast and Hidden Power Grass. Forretress makes a cool partner for Lanturn, too, as it can tank string physical hits layu down all the hazards under the sun and spin away the destrimental Toxic Spikes, they also have pretty awesome synergy together too. Given that Lanturn will be forcing switches with Parafusion, having a lot of entry hazards down is a fine idea, as this puts the opposition in a damning position, roll the dice with parafusion or allow another pokemon to be poisoned. Lanturn hates coming across other walls as she doesn't have very much in the way of a strong attacking stat, so the removal of these walls is lovely. In the Lower Tiers Victini is a fine idea, and in the higher tiers Salamence or Gliscor is a fine idea.

Posted

Infernape

Fire / fighting

Blaze / Iron Fist

76 / 104 / 71 / 104 / 71 / 108

In generation 4 Infernape broke the mould. You could no longer just run SkarmBliss and say hell to the rest of the team, Infernape came to kick ass and take your team down with it. It has stats that are, or were, pretty much perfectly alligned. Its fire and Fighting typing makes the generic walling types shudder in fear, but what sets it apart from other wall breakers is its extra speed allowing it to also function as a stand alone sweeper. Its typing also means that its not plagued by the fire types instant 25% loss in health when it switches in on Stealth Rocks, which is a big deal given that Infernape likes to switch in, create a hole and get out; rinse and repeat.

With the 5th generation it has somewhat fallen from grace with new walling types and the fact that 108 is no longer such a great milestone. It is still a force to be reckoned with, howeber it doesn't have the bulk required take the strongs hits from the plethora of fast things flitting around like Excadrill and the re-allowed Latitwins. With Jellicent's typing that was pretty much made to make Infernape weap, it struggles to break such walls as effectively. However, as always there are contingencies that can be made to aid Infernape with Longevity. The first two being Mach Punch and U-turn. It can still hit very hard with mach punch that gets further boosted by Iron fist, allowing it to hit at 68BP, which isn't terrible when coupled with a Choice Band. The rest of its worries can be dealt with with its Coverage moves; such as adding Hidden Power Ice and Thunder Punch to the set. The only problem, though, is that Infernape can start to be ineffective when you try to run it as the Jack-of-all. your best bet is to realise its short comings and use your team to work around these.

That being said the biggest walling combos currently are Jirachi + Gliscor and Tyranitar + Skarmory and Ferrothorn + Jellicent, and infernape can be tailored to remove any that may be troubling your team. For the Former, Hidden Power Ice and Flare Blitz/Fire Blast will do the job, for SkarmTar Close Combat and Fire Blast will seal the deal, however the Latter Might be a little harder to deal with, my recommendation is to run a choice Band set and use intermitent Flare Blitzes coupled with U-turns.

The best way to support infernape is to have pokemon on team that can remove the Lati Twins, Ghosts, starmie and his number one Counter: Tentacruel. Tyranitar can murder these things pretty easily as can a Scarfed Flygon if played well. Starmie gets a special mention as it has great synergy with Infernape and can destroy stall very easily when coupled with infernape.

Posted

617: Accelgor

Type: Bug

Ability: Hydration / Sticky Hold / Unburden (Dream world)

Base Stats: 80/70/40/100/60/145

Accelgor... is interesting, but not fascinating. If you look at it's stats, it's pretty mediocre except for it's above average special attack and it's speed is incredibly high. Because of that, it's main selling point is his speed. When you look at this guy, he looks pretty good, but his movepool is limited, he gets trolled by special walls and gets killed practically in one hit in the physical category.

Accelgor can perform a few roles, one of which being a spike setter, another being a hit and run,or a baton passer. He performs fine in in any of them, and his abilities complement this well. Having sticky hold is always useful and prevents his focus sash from being tossed out if he gets hit by knock off, and Giga drain is useful for restoring any health he lost from either spikes, rocks, or an ineffective move. It is also useful if he is running a choice specs set, since his speed is so high he could utilize this boost, but unfortunately due to a limited movepool he wouldn't be able to counter, his, well, counters, or those that switch and resist his attacks will be able to set up afterwards or whatnot. Hydration works very well against some pokes that try to use thunderwave to try to slow it down, and heal him afterwards. Unburden is if you are obsessed with speed, but it's already incredibly fast. Having a timid nature will allow it to outrun some adamant or modest scarfers, mainly those with a speed of 80, clocking at up to 427 with perfect IV's. (It can outrun a scarfed Hitmonlee that's Adamant). It's good on pokemon that try to set up on you, because it can hit hard and the unreliable but still somewhat useful Focus Blast is good on those steels that try to set up or wall you (unless they have good special defence).

Agility is good only for baton passing, since unless you are paranoid that things will outrun you, there's no reason to use it himself. Acid armor is not too useful for accelgor because it's so frail aready, but still useful for passing. Substitute is also a given to use for baton passing, of course, as long as it is actually able to set it up. It can set up rain because of it's incredible speed, that is if you don't want to use Politoed, but don't forget that it can still function after setting up rain, a sandstorm (although rain would be better for Accelgor anyway), and spikes. It can still hit hard and outrun a lot of Pokemon. Accelgor is best used offensively to take down fragile sweepers and setting up baton passes, spikes, and weather. Keep in mind that he should probably attempt to hit the pokemon that he is effective on like Alakazam, since he will probably faint if his move doesn't knock out his target.

Countering Accelgor isn't that difficult. Any special defence wall that isn't weak to bug, grass, or fighting will be able to take a hit from it, but of course there are some exceptions. For example, Registeel and Ferrothorn can sit there for a turn, paralyze him, or hit him with gyro ball and kill it in one blow. Jellicent is a distinguishable counter, because even though it is weak to grass, it will be able to endure multiple hits of giga drain/energy ball with relative ease and hit back with scald, surf, or shadow ball. Cofagrigus will also be able to sustain damage from it with incredible ease, and can easily burn it and hex it or just hit it hard with shadow ball. Accelgor is no match for the Blissey family, end of story. Regice may get hurt by some of it's moves, but it's got a load of special defence and can just shrug it off and hit back with ice beam, easily knocking it out. Paralyzing it is very useful, especially if it doesn't have rain set up with hydration or holding a berry. Keep in mind that Accelgor will often switch out with U-turn and likely will not be too easy to hit, unless you predict it or it tries to attack and ends up failing to KO you. Priority users such Bullet punch Scizor will wreck it without a boost unless it's holding a sash, and pursuit with stab or scizor will kill it easily too. Rocks will hurt it bad and there's not much it can do after priority moves. While Accelgor may be annoying, it's not too threatening if you have the right pokemon. Just watch out if it's able to baton pass successfully.

Notable moves: Bug Buzz, Focus Blast, U-turn, Energy Ball, Hidden power fire, Substitute, Spikes, Rain Dance, Acid Spray, Final Gambit, Giga drain, baton pass, Agility, Acid armor

Useful Items: Life Orb, Choice specs, focus sash, lum berry, Choice scarf, Damp Rock, add more if needed

Counters: Jellicent, Ferrothorn, Cofagrigus, Registeel, Regice, Chansey, Blissey, Zapdos, Drifblim, Scizor

Posted

I added a new field called Difficulty. What is Difficulty?

  Quote
The relative skill level needed to play this Pokemon efficiently. Some Pokemon are easier to abuse than others, and this is also based on how much support is required to efficiently use as well. Some of them are just how simple they are to play, and is in NO WAY an indicator of how good the Pokemon is, rather how complex each specimen are. The skill ranges from Noob, Beginner, Easy, Intermediate, Hard, Advanced, Insane, Rageworthy. For people who are starting, try to aim for the Beginner to Intermediate Pokemon. The ones at Hard and above are more complicated Pokemon and require a lot of skill to pull off. For those, look at their individual paragraphs to see how they play.

If you contest any of the given ones I've made, let me know and tell me why.

Posted

Beedrill -> Advanced

Pidgeot -> Hard

Raticate -> Hard

Fearow -> Intermediate

Arbok -> Hard

Clefable -> Intermediate

Ninentales -> Intermediate

Arcanine -> Easy

Alakazam -> Easy

Dodrio -> Intermediate

Dewgong -> Hard

Cloyster -> Easy / Intermediate (depending on set)

Gengar -> Easy

Hitmonchan -> Hard

Chansey -> Easy

Starmie -> Easy

Aerodactyl -> Easy

Zapdos -> Easy

Lanturn -> Intermediate

Scizor -> Easy

Skarmory -> Easy

Blissey -> Easy

Entei -> Hard / Advanced (to make it shine out from Arcanine you gotta be a damned pro)

Weavile -> Intermediate

Yanmega -> Intermediate

Hydreigon -> Intermediate

Them be the only changes I'd make B:

Posted (edited)

Wait, what are your standards? From what I'm seeing, it's all based on either your experiences (seeing how most Pokemon you are playing a lot with are either Easy or Intermediate) or it's based off their competitive value. But I'll give you what I was thinking.

Beedrill "Easy" because it's easy to play with; simple attacker. That was my reasoning; not on how great it is in battling.

Fearow is simple too. Raticate was Intermediate because it requires itself to burn itself to do great, otherwise it's pretty simple. Though I'm a little confused with these guys too because some of my judgments are based off how well they do in a team, and these guys aren't really... meant to play competitively. So yeah, I'm quite confused here.

Ewww I put Cloyster on hard? It's rather Intermediate due to the amounts of things he can do; it isn't just Shell Smash + Sweep because it also has utility purposes, so Intermediate it is.

It's not about how effective they are but rather their playing styles. Entei outshining Arcanine has nothing to do with it because this is in absolute playing style, not relative. Also I don't consider Entei outclassed by Arcanine; Stone Edge is enough to nail Zapdos and the likes and CM set is very beast. Gengar's pretty difficult for people sometimes because of its many playing styles and the requirement of predictions, but I see. It's not so easy to put in Gengar in a team either and say "it works". More about how simple or how complex each Pokemon are.

Whoops I put Starmie on Hard (I wasn't thinking)! It's most likely Intermediate; you need something to destroy Pursuit Pokemon with that and it can't just fit on any team it wants to. Same reason why Alakazam got a Hard; it will get KOd to nearly any priority moves and has more than one method of use. Actually, I'll stick him to Intermediate; I know most people think this guy just Subs + Attack but I think there's more to him than just that.

The harder the difficulty gets, the more specialised a team has to be to accomodate for that Pokemon. If it does the supporting then it's hard or something. You know what? That should be the final criteria for that.

Some are due to complexity... I did this late at night and all so I know I messed up on some of them. Sorry about that.

I can't really put Zapdos on "Easy" because there are multiple ways of using it, for example, and it does require some sort of skills rather than just sending it in and Tbolting everything. Scizor though fits in nearly any teams... fine he shall be Easy. We're not making every OUs "Easy", many will be on Intermediate.

tl;dr: ABSOLUTE not RELATIVE terms; there shall be NO comparisons :P

Remember it has NOTHING to do with their battling potentials, but rather on how easy/hard they are to use overall.

EDIT: Changed some of them. I haven't really got to touch all of them yet though.

Edited by wraith89
Posted (edited)

Hmm. Difficulty ranking. I liek. Although I would down Durant's difficulty to intermediate, because it doesn't need to long to set up in order to be beast. Oh well, that's just me. Anyways, I'm putting up Aggron to add to Hoenn. I do honestly find Accelgor to be hard to use, so that's kept. Wait, why am I only mentioning my posts? Because I breeze threw to quickly look at some of them, also because I know about the pokemon I posted about... Yeah. So here's Aggron. If it's not good, add whatever you want to it.

Note: Adding Escavalier afterwards

#306: Aggron

Type: Steel/Rock

Abilities: Sturdy / Rock Head / Heavy Metal (Dream world)

Base stats: 70/110/180/60/60/50

Difficulty: Intermediate (change this if you want Wraith)

Aggron is to me a pretty sick looking Pokemon, but in a good way. This guy looks epic, and his physical stats are pretty darn good to boot. His movepool is quite vast too in the physical category to show that he can be pretty lethal. His physical stats can be boosted by curse, his speed can be ramped by rock polish/automotize (they do the same thing) and he can even use thunder wave! His movepool is more vast than some other physically sturdy pokes, but at this comes at a high price. Despite having good physical stats and a good movepool, Aggron suffers from the easily exploitable weaknesses he has, fighting, water and ground. Rock is a good offensive type, Steel is a good defensive type, but putting them together can add to some severe issues defensively. Aggron probably was a lot more valuable in the past, but now his shine is... Hard to find.

Now, like Muk in some ways, Aggron can do a number of things. It can simply be a hard hitting truck, a cursing machine, a stealth rock setter, or a physical wall that counters some other pokes weaknesses. Aggron's movepool is actually fairly good, and it lets you experiment a little. It can learn the elemental punches, payback (good with curse perhaps), stealth rock, magnet rise (although it's perhaps too slow for that.) It perhaps has the four moveslot syndrome, because if you give it curse, well... Give it Iron Head for sure, but the rest are up to you. (Even though stone edge may be calling you.) Indeed, there's quite a selection of moves to be had for this metal dinosaur. It's abilities are also great, Sturdy and Rock Head. Sturdy is no doubt one of the best abilities in the game, but if you manage to utilize it, Rock Head can be pretty dangerous too. The sole reason to have Rock Head is for the use of Head Smash, which he can learn. Despite being inaccurate, it will hurt truckloads and since it's stronger than Relicanth (who likely would use it with rock head), it will be dangerous. If the accuracy is a problem, it can learn hone claws, but it would need an entire set based around accuracy... Dragon Rush? Hmm... Whatever. It's got good abilities, but it's not like you're going to cry in amazement for it. It's dream world ability is interesting, but it's not amazing. Heavy metal makes your pokemon's weight doubled. Lovely. Now grass knot is going to probably OHKO the poor dinosaur, and low sweep... Nah, I kid, but the only reason you'd want to utilize this ability is for heavy slam, which while sounds promising, it's not as reliable as the other two abilities. Heavy slam is while strong, it's not as reliable as Iron Head, and it depends on how heavy your opponent is too... Unlike Iron head, this deals different amounts of damage. I'd suggest just to stick with Iron Head, but it's not illegal to use it if you wanted to.

Aggron is good for bringing on the pain train, as long as his weaknesses are kept away. Despite his huge weaknesses, he has as whole lot of resistances, and as such he can safely switch in to the likes of weavile, although if it has brick break then... Ouch. Aggron is also a good trap setter, and his extra physical bulk is great as he will be able to set up rocks easily. However, like some pokemon, Aggron isn't just good for that. He is a solid hard hitting truck that needs his weaknesses kept away. If not, Aggron will fall quickly. Also, Aggron doesn't like any form of special attacks, so... Keep them away, of course. He can counter most poison types except Toxicroak, and he can also be good on Choice Banded Slakings if they spam Giga Impact or return.

To counter it, well, bring on any fighting type, water or ground type and watch what happens. Aggron fears fighting in particular because there's no balloon or whatnot that'll prevent fighting types. As a result, Infernape is a good counter as long as it safely arrives onto the battlefield. Registeel is good too, because it resists it's STAB and although Earthquake may hurt, it's not STABBED so Registeel can hurt it bad. Jellicent could burn it or scald it, but should be weary of things like Thunder punch. Cofagrigus is probably the better ghost to use due to the insane defence and a random shadow claw won't hurt too bad. Payback may be nasty if Will=o-wisp misses, but due to the defence and the likelihood of being wisped, Cofagrigus shouldn't worry. Any Mach punch user (again infernape) will take him down fast, but probably should worry if it has sturdy. Conkeldurr... Will just decimate him, and so will Machamp. Hippowdon will tank most of the hits, except Ice punch, Aqua Tail or avalanche, and should worry about those only. Aggron should be taken down quickly it's going to boost itself with curse or rock polish, or otherwise it shouldn't scare the crap out of you. Be weary if it'll use Dragon Tail though, it might force you out of your switch in, and be an entire switch in game. Infernape should worry if he will survive an attack or if Aggron predicts such a switch in and uses Earthquake.

Notable Moves: Iron Head, heavy Slam, Stone Edge, Rock Slide, Stealth rock, Thunder Punch, Ice Punch, Fire Punch, Payback, Shadow Claw, Rest, Head Smash, Magnet rise, Avalanche, Brick Break, Aqua Tail, Rock Polish, Dragon Rush, Dragon Tail.

Useful Items: Chople Berry, Leftovers, Focus Sash, Air Balloon, add more here

Counters: Registeel, Hippowdon, Cofagrigus, Jellicent, Skarmory, add more if needed,

Edited by Lorshinator
mistakes here and there
Posted
  wraith89 said:
Wait, what are your standards? From what I'm seeing, it's all based on either your experiences (seeing how most Pokemon you are playing a lot with are either Easy or Intermediate) or it's based off their competitive value. But I'll give you what I was thinking.

My standards were based more on them getting in and staying in and doing their elected jobs... Like with these next two guys...

  wraith89 said:

Beedrill "Easy" because it's easy to play with; simple attacker. That was my reasoning; not on how great it is in battling.

Getting him on the field is a hard ass feat considering his typing and lack of bulk, then factoring his speed and not so great attack / stabs he finds it hard to even stay in. So I guess theoretically he's a simple attacker he is very complicated to get to work, so for that factor I ranked him harder.

  wraith89 said:

Fearow is simple too. Raticate was Intermediate because it requires itself to burn itself to do great, otherwise it's pretty simple. Though I'm a little confused with these guys too because some of my judgments are based off how well they do in a team, and these guys aren't really... meant to play competitively. So yeah, I'm quite confused here.

Same as above for these guys, I was looking at it like how easy they are to use effectively, like that seems more important than whether the theory behind them is easy enough to grasp. Like with driving, The theory is easy enough to grasp, but if your car sucks it's going to be hard to drive... making sense? xD

My TL;DR here is basically that the pokémon they are is a huge deciding factor on whether or not they are easy to use, whilst Beedrill might have a simple concept, making it fulfill that task is rather hard.

Posted

Alright here's Escavalier. If anything's not top notch feel free to edit it. Probably going to take a break, but I'll probably help out working on Unova. Gotta stop doing bug types, sheesh... All I ever do! Anywayz,

589: Escavalier

Type: Bug/Steel

Abilities: Swarm / Shell Armor / Overcoat

Base stats: 70/135/105/60/105/20

Difficulty: Hard (Change if need be)

There's not too much to say about Escavalier. On paper, it looks like he could be amazing. His stats are pretty good IMO. That HP stat is OK, his attack is beast and his defences are both high and even, and that low speed could be turned to his advantage in trick room teams. So, despite that, why isn't this guy seen more? I can give at least one reason. His movepool is pretty bad. Yes, that's why he is uncommon and his abilities don't back him up either. However, if you're looking for a Bug/Steel with some durability, well, Escavalier may be able to do something about that.

Let's look at his strengths. First of all, his stats. It's good, and with that physical attack stat, who cares about that low special attack? His STAB movepool, well... He can learn Iron Head and X-scissor, but he is now known as the strongest user of Megahorn. Yes, that attack stat of 135 combined with megahorn will troll around if it hits, as likely it will OHKO quite a number of pokes in one hit, except for those who resist it, of course. His defences are pretty good, and it's nice that they are even... Due to being a bug/steel, he can safely switch into a fair number of things and the only type he should worry about is fire. Due to that low speed, he is perfect for UU trick room teams, as he'll become a killing machine with good defences. If you're using him as a trick room sweeper, I suggest Megahorn. If it misses... Well, due to that low speed, he can try again under the trick room. He can also be fairly tricky with counter. If he gets hit by a heavy physical, hit back with counter if you'll know he'll survive it for tremendous damage. As far as trick room teams are concerned, there's also reversal which would work great, and would hit hard against those steels that would normally completely wall him. He can also learn pursuit, which is good on those pokes that think they can easily switch into their fire type pokemon. Flail and reversal should only be used for trick room teams, since he's too slow to utilize it without. He can learn swords dance, but again, only should be used on trick room teams. He is hard to use otherwise; he is just a standard hard hitting but slow pokemon without a fantastic movepool. Escavalier is incredibly hard hitting and has solid defence capability for a time, but is literally made for trick room. Otherwise, he's not very notable if you don't use trick room. If he is baton passed to with attack and speed boosts, he could outrun a little bit of pokemon... But not much. You may as well just use trick room.

As far as cons go... Well, let's just say it's movepool is a major killer. Although I'm just assuming here, but gamefreak might have been paranoid that it's stats would be too powerful if it could use Rock slide, earthquake, or anything of that sort (that's just me, because they give Conkeldurr all it needs to be incredibly powerful, whereas Throh could've used Drain Punch, stuff like that). Well, it's movepool is almost terrible. It isn't versatile at all and the most unique moves it has is reversal, counter, pursuit and perhaps knock off... It's just... Ugh. To be short, you'll be guaranteed to carry Iron Head and some bug move, whether it be a reliable X-scissor or incredibly strong Megahorn. Other than those two... It's pretty barren. Let's just say the moves that are noted in notable moves are pretty much the only moves that Escavalier can really make use of, other than that it's... Shamefully low. Also, it's abilities are pretty meh. Swarm is only useful for trick room because he's so slow, it's not going to made of much use. Shell Armor is in some ways better because it ignores that unlucky hax you may get from time to time. Overcoat would be nice, since you could slap him on a sandstorm team if you felt like it, but I dunno why you'd do that unless you had a sandstorm team that used trick room at the same time or whatever. Also, he lacks a recovery move aside from rest, of course. If he doesn't have trick room with him, well, let's just say if he gets hit by a move that takes over 50% of his health, well, he's screwed.

To counter it, many fire types can rid of him easily, because he doesn't have anything noteworthy to take them on. A special attacking Nidoking resists his bug attacks and can hit with flamethrower. Volcarona is almost too brutal of a counter, unless you have aerial ace... There's nothing that can hurt it really. Hippowdon is a complete wall and literally laughs at most of what's thrown at him except megahorn. Registeel should watch out for reversal, but otherwise completely walls it. Cofagrigus can burn him, since faint attack is his strongest dark move (for the most part). Skarmory laughs at him, resisting the reversal better due to the flying weakness but should be weary of counter if it bothers to attack. Swampert works really nicely too, as do some water types. Really, Escavalier is one of those really specialized pokemon, one that needs to be under a specific condition (trick room) in order to be of big use. Otherwise, his low movepool will come back to haunt him with a simple water or ground type. It's not terrible, he just needs proper support.

Notable moves: Megahorn, X-scissor, Iron Head, Counter, Reversal, Pursuit, Knock Off, Headbutt, Flail, swords dance, rest insert more here if need be

Useful items: Leftovers, Focus sash, Leichi berry, lum berry, quick claw, air balloon :/

Counters: Skarmory, Swampert, Conkeldurr, Machamp, Charizard, Typhlosion, Cofagrigus, Lucario, Spiritomb, Moltres, add more if need be

I dunno about the last item, air balloon, just thought in trick room could be useful for switch ins.

Posted

Quagsire

Water / Ground

Damp / Water Absorb / Unaware

95 / 85 / 85 / 65 / 65 / 35

Intermediate

Quagsire's a weird one. On paper its stats are mediocre at best, it has a cool typing, some great abilities and pretty extensive movepool. In saying this, he is actually considerably bulky, even if his stats might suggest otherwise. He was a premium wall in the UU tier with the advent of HGSS allowing him to use recover for instant... recovery and as such was made quite the staple bulky water, somewhat like Milotic only with a cool immunity to electric attacks and a more unpredictable movepool, in the overused tier, however he was basically a poor man's swampert that lacked Stealth Rocks. In the Gen IV Uber tier it had its novelty as the best Kyogre Counter in the game, as it was immune to 2-3/4 of Kyogre's common attacks.

It is now in Generation 5 where Quagsire has really come into its own with the Dream World ability Unaware, which basically means you can let the opponent's Salamence get 6 Dragon Dances, then switch in Quagsire and LOL at it with Ice Punch. Along side Slowbro, it is one of the best or near-enough counters to the now banned Blaziken; yes it is that damned good.

So given the prior information we can see that Quagsire is best used as your generic bulky water. It has movepool enough to pull this off with its Dual stabs in Surf and Earthquake and nice coverage moves such as Stone Edge and Ice Punch, It also has access to recover and yawn allowing it to switch on set up sweepers, scare them to sleep or flee and then recover off any residual damge.

Quagsire is not without its faults, however. It suffers from a very poor special defence score and is weak to every status other than electric based paralysis, and such is its downfall. Unlike starmie how can remove status on switching out, and tentacruel who outright absorbs Toxicity, Quagsire falls very quickly to any Status condition. However, in knowing this one can pack a heal beller in the form of Celebi, how can switch in on grass typed attacks aimed at Quagsire, or a generic status absorber like Shinbora, who can also switch in on grass typed attacks for Quagsire. A great partner for Quagsire in the lower tiers is Victini how can switch in on Quagsire's grass weakness, break bulky grassers and give most walls a generally hard timing, allowing Quagsire to wall easier. Infernape can do the same sort of thing in the higher tiers, and is thankful Quagsire removing things like Excadrill, Landorus and Gliscor

Noctowl

Psychic Normal / Flying

Insomnia / Keen eye / Tinted Lens

100 / 50 / 50 / 76 / 96 / 70

Advanced

Noctowl is another one of my very favourite pokémon ever. However, a running theme to my favourites is their general suckishness in a competitive POV. However, while you won't find Noctowl in the higher tiers given that Shinbora does Noctowl's Job better, it is still a pretty coolWall in the UU environment if you need someone to take out problem Pokémon like Hitmonlee or maybe Shaymin.

Noctowl's main selling point in Generation IV was its ability to Psycho-Shift Burn and sleep around teams with the moves Rest / Sleep Talk / Psycho-Shift / Filler, this meant it could switch in on something like Hitmonlee's Sucker Punch, and hit it with a nasty burn, then sleep off the damage and maybe get someone to sleep, too.

Generation V wasn't kind, however. It made an outclassed pokémon even more outclassed and then to make matters worked, it mocked Noctowl with a Bad ass ability that it could ill use anyway. It is still a pretty cool Special wall in the Lower tiers, but with things like Victini and Weavile running rampent it will find itself over powered most of the time, with experience you may be able to find ways to switch it in and burn a predicted counter as it switches in, but it's by no means an easy feat.

One of Noctowl's best partners is hitmontop, as it can switch in on Rock typed attacks aimed at it and also OHKO weavile with Mach Punch, not only that but it can spin away the ever present Stealth Rocks that all birds so hate. It also appreciates the removal of walls like Chansey, who can be taken out by Nidoking who can also boast the ability to switch in on Rock typed attacks, electric typed attacks and most statuses that might be thrown in Noctowl's Direction, Noctowl in return provides a ground immunity for nidoking

Donphan

Ground

Sturdy / Sand Veil

90 / 120 / 120 / 60 / 60 / 50

Easy

Donphan is a freaking boss of a Pokémon. It has a huge movepool, some pretty awesomely aligned stats and a really cool physically defencive typing. What sets Donphan apart from other physical walls is his ability to really hit back quite hard, and what sets him apart from other rapid spinners is his ability to catch ghost types switching in with Assurance which deals heavy Damage if the Ghost type takes Stealth Rocks Damage switching in.

in gen IV his main job was to tank as many physical hits as possibly, maybe lay Stealth Rocks and get a rapid spin in. And it fulfills this role really quite easily and Autonomously. In the UU of the past it had the ability to catch things like Mismagius and and Altaria off guard, with the moves Assurance and Ice Shard, respectively. In the new UU it pretty much plays the same role with just more things to hit, for instance it can switch in on a predicted Victini Thunder, and hit the switch in with Assurance for boss damage, or it can switch in on a predicted Flygon Outrage and OHKO it with Ice shard. Or maybe weavile is giving you some jip? He can switch in on Pursuit or low kick and OHKO with Stone Edge. Let's say things go perfectly for Donphan, it can take down two pokémon in 3 turns fairly easily. Let's say you switch in on the aforementioned thunder, you nail the ghost type with assurance as it switches in Expecting Rapid spin or even Earthquake, then they switch in Victini again, it hits you with a V-Create and you OHKO it with a Sturdy Activated Earthquake... fun times.

Of course Donphan isn't without its flaws. As a primary rapid spinner it is susceptible to Toxic Spikes and status in general, meaning it can't switch in too easy sometimes, also it has a terrible special defence score and it can't get passed most walls without invested a large amount of EVs that would then jeopardise its walling capabilities. To cure this you could pair it with someone like Victreebel, who can absorb toxic spikes and switch in on water and grass types for Donphan. A wall breaker is then needed, Arcanine doesn't particularly fair at this job, however watch out for the shared water weakness (which is somewhat negated with Arcanine's ability to use Wild Charge.)

Posted

Again, adding to Unova. If no one has or is going to claim it, I'll be doing Zoroark next, if that's fine.

Here's Throh, of all things. Add some counters to it, because some might not be there, of course.

#538: Throh

Type: Fight

Abilities: Guts / Inner Focus / Mold Breaker

Base stats: 120/100/85/30/85/45

Difficulty: Intermediate

Throh is the White version counterpart to Sawk. Yes, I know you can still catch it in White, but it's more rare. Anyways, this guy is like a swapped around Conkeldurr or a nerfed one. He has more HP and special defence, but is not as physically strong. However, despite his lack of a good recovery move, Throh can actually server as a good physical hard hitter, and with guts, people will think twice about burning him or poisoning him.

First of all, Throh's quite a bulky fighter. He can withstand a lot of physical punishment, especially if he packs Bulk up, and his special defence is pretty alright, combined with that huge HP. If you invested in both of his defences somehow with bulk up, he could be quite durable. As such, if you're looking for a bulky fighter... Other than Conkeldurr or Hariyama, Throh can still serve a purpose. His signature move, Storm Throw, is very useful, especially on Pokes who think they can set up as much as they want. (pointing at you Snorlax/Umbreon). Storm throw ignores any stat modifiers on the target and is excellent on pretty much anything that wants to raise stats or whatnot, because it always crits. With stab, it clocks at 120 power, which is stronger than brick break, hooray! He can also learn the usual Edgequake combo, which is good on tough poisons that try to wall him or devastate flyings on the switch in. He's got Payback too, which he makes better use than Sawk due to his low speed and good bulk, which is good on psychics. Since he's pretty slow, he can make use of Revenge as well, due to that low speed. His low speed can also be turned into an advantage in trick room, having good defences of course and good attack. I don't think a lum berry would always do justice unless he fell asleep, which would be one of the best ways to hurt it. Then again, if there's sleeping problems, why not carry a chesto berry? That way you'd keep some power you get from burns, poisons, the like... The only exception is if you're using his other two abilities.

Like some other Gen V pokes though, he suffers from some movepool problems. Throh's got the stats, but he isn't too versatile, despite the moves he learns are still good. He is outclassed by Conkeldurr in pretty much every right, except the special defence and HP. Throh, like other pokes such as Aggron, lack a good recovery move. Well, there's drain punch, right? WRONG. For some reason, Throh cannot learn that move. It's pretty stupid and would've made his extra bulk so much more useful. Guts is his only notable ability outside dream world, because flinching isn't a huge deal unless you are unlucky. Mold Breaker is good, especially on those pokes who try to switch in like Mismagius or Gengar. If you don't pack payback, those pokemon will completely wall him. However, burning Throh is never a good idea, because it will simply hit harder. So in that case, if you're using a ghost type, don't bother doing that, because it may backfire. Throh, despite his stupid name and his average movepool, he still hits hard, and it can be tough to safely switch into him, since he can pack quite a different variety of moves even despite. Also, guts makes it hard to weaken him, especially if he starts bulking up. Bulky psychics will have not much of a problem, and if you can manage being slower than it, payback won't hurt too much. Throh can be a pretty deadly in the lower tiers if used properly. Just make sure to use wish to heal it or pack some sort of team plan. Hit it hard before it hits back with some payback or revenge. Flying types are actually a pretty good counter to him with brave bird or air slash, long as he isn't bulked up. His counters solely depend on what set it's carrying. If it's got payback, don't use stall ghosts. If it's got stone edge, don't try to switch in anything but Skarmory. If it's got Earthquake, don't try to use poisons. All in all, don't throw away a good pokemon! Terrible pun, sorry...

Notable moves: Circle throw, Storm throw, Earthquake, Stone Edge, Payback, Revenge, Bulk Up, Rest, Facade, Rock Slide

Useful items: Leftovers, Choice band, Chesto berry, fight gem, dark gem, add more here?

Counters: Reuniclus, Skarmory, Slowbro, Cofagrigus, Jellicent, Weezing, Spiritomb, Conkeldurr, Hariyama, add more that I obviously missed. ANGAR.

Posted

I apologize for adding so much, I hope I'm not spammin'. :/ Anyways, here is Zoroark. I plan to add more to Unova, if that doesn't bother anyone. I don't think I did a good job, but if it meets any standards, feel free to give it a go yourself.

#571: Zoroark

Type: Dark

Abilities: Illusion

Base stat: 60/105/60/120/60/105

Difficulty: Easy

Zoroark... You sly fox you... Yeah. Zoroark is pretty mean. It packs a punch in all offensive stats and has great speed, and on top of that, one of the most random abilities out there! Okay, it's not random, but for some reason, it messes up people really bad. I mean really. When Zoroark comes onto the field, it's a mind game. Is that a Heracross? Should I use Psychic? Only to find out later it fails and you get hit by an incredibly strong Dark Pulse on your alakazam or whatever.

Yes, Zoroark, it's a pretty evil pokemon. It's got good stats, no doubt. As such, it can either run physical or special, or both. It's got a great STAB movepool. Dark Pulse, Sucker Punch, Night Slash, taunt, and the somewhat unique Foul Play are some examples. It can also hurt steels who switch in with flamethrower, and it got hit and run with U-turn. It can raise it's attack stats with Swords dance and Nasty plot, and can hurt some other dark types with Focus blast. Yep. It's pretty tricky, especially under the disguise of another pokemon! As such, most people (unfortunately) fall for what they think is another pokemon and allows you to either hit hard or take down your target easily. It's hard to counter Zoroark as such, due to it's mind games and high speed. Due to it's high speed and special attack, it can sneakingly switch into special psychics who try to hit the wrong target. With life orb and it's high attack stats, it'll KO a lot of pokemon in 2 hits or less, and with access to nasty plot, it'll hurt you pretty bad. Having a sub for this pokemon is also really harsh too. However, do not lose hope. It still has flaws!

Despite being a hard hitting and unpredictable pokemon in some ways due to it's ability, it's still frail. Sometimes it can be really easy to predict when it's a Zoroark, especially if they send out a pokemon that would normally be ineffective against yours! (a hurt Throh vs Alakazam)Conkeldurr resists it's dark attacks and can hit back with a mach punch, but should watch out for extrasensory. Scarfed Heracross can survive a hit from it's dark attacks, but of course, be weary of that flamethrower, extrasensory, ot aerial ace. Fighting types are amongst the greatest in order to take it out, since it'll have an edge on taking down other pokemon with it's somewhat versatile movepool. However, it's not Gengar levels... It can't learn thunderbolt and some bulky waters such as Vaporeon can wall it and take it down, but be weary if it's a physical attacker. Registeel does some justice, due to it being a steel type and being durable, but of course it's weak to flamethrower. Blissey walls all special Zoroarks, and can slow it down via thunder wave. Snorlax can do damage too. Infernape is faster and can take hits from an unboosted Zoroark. Most importantly, you have to make sure that you know what you're dealing with, or else you'll get hit hard. Rocks do justice as well, and priority moves are the main killer.

Notable moves: Dark Pulse, Sucker Punch, Night Slash, Taunt, Foul play, Flamethrower, Night Daze, Grass Knot, Shadow Ball, U-turn, Substitute, Swords dance, Focus Blast, Shadow Claw, Aerial Ace, Protect

Useful Items: Focus sash, life orb, shell bell, lum berry, choice scarf, choice band, choice specs, shed shell, Air Ballon add or remove

Counters: Conkeldurr, Infernape, Hariyama, Vaporeon, Registeel, Scrafty, Umbreon, Snorlax, Blissey, Chansey, Venemoth add more here or remove

Posted

It's not done yet :/

This is roughly a skeleton of a final thread that will come out since it's a bit messy and disorganised and a lot of vital information are missing. But seems like you've found it... and Kanto is actually finished.

Posted (edited)

Awright. Going to add Togekiss. Hopefully everyone's been doin' good... :/

Anyway:

#468: Togekiss

Type: Normal/Flying

Abilities: Hustle / Serene Grace / Super Luck

Base stats: 85/50/95/120/115/80

Despite being cute, Togekiss is a mean, lean, white machine thing. Togekiss is a needed evolution to Togekiss and despite being offensive and outclassed in terms of power by the likes of Gengar, Chandelure, Alakazam and so on, Togekiss is another Normal/Flying type that surely got some attention.

Togekiss is good, no, great at two roles. One of which is being an offensive, which makes great use of that big special attack stat of 120, and of course, is the main reason why she was an OU in Gen 4. She has good bulk, especially that special defence stat of 115. Her speed may be in the middling, but that can be taken care of with a scarf. She can also be a screen setter and can use such support moves such as heal bell and Wish to help her teammates if they are in need. She hits hard and can also learn Nasty plot to make her, well, nastier. She has quite a movepool, including Air slash, Aura Sphere, Fire blast/flamethrower, signal beam, psyshock and more.

The main seller of Togekiss is not only her stats and good offensive movepool, but her ability, Serene Grace. Yes, hustle is in there but is useless as can be despite being powerful for the likes of Durant. Serene Grace is an almost unfair ability that puts your hax to the limit. Doubling the percentage of side effects for your attacks means that STAB Air Slash is going to make your foe flinch 60% of the time. That's... Annoying, nuff said. As such, extra effects such as burning or special defence lowering will also occur more frequently, so that's win. Despite that middling speed of 80, it's still decent, so slapping on a choice scarf would allow her to outrun a lot of foes that aren't scarfed. Her special defence will allow her to take good special defence hits if invested in, and with choice scarfed ghost sweepers she can step in and do as she pleases. Tri attack is a possible move to get but only from Gen 3, so, otherwise, it's almost impossible to get if you don't have the GC games. If you're playing a simulator or do have this move on your Togekiss, she'll have a 40% chance of burning, freezing, or paralyzing!

However, Togekiss, despite being annoying with constant flinching and high attack power, it's not invincible. First off, having a scarfed pokemon to hit it physically is recommended, but that's not a direct counter. Registeel is very bulky but should watch out for her Aura Sphere's and Fire Blasts. Blissey can wall her if she doesn't have Psyshock. Regice could take hits from Togekiss pretty well but should still watch out for her Aura Spheres, and flinching. Hitting her physically is good, and recommended. Overall, try to hit it before it attacks, because it can flinch you very often, and it hits hard.

Notable Moves: Air Slash, Aura Sphere, Fire Blast, Flamethrower, Psyshock, Shadow Ball, Magic Coat, Wish, Heal Bell, Protect, Substitute, Light Screen, Reflect, Roost,Yawn, Thunder wave, Encore

Useful Items: Leftovers, Light Clay, Choice Scarf, Choice Specs, Focus Sash, Shell Bell, add more. >:(

Counters: Blissey, Chansey, Snorlax, Registeel, Regice, Slowking, add more here. >.>

salviatogekiss.png

Added. Giant Togekiss is happy.

Edited by wraith89
  • 2 weeks later...
Posted

Here's another *gasp* fifth gen. I feel kinda dumb for doing mostly fifth, so it'll be the last one for fifth unless asked otherwise... If no one did them, I would do Cacturne, BUT, it doesn't matter if they do, so yeah. I'll also be adding LESS thanks to being in school, but that's not a problem, I probably contribute a little TOO much... but I digress. Here's the counterpart to Throh, Sawk. I kinda wanted to do this one for a little while, so that's why I'm doing it. If I didn't do a good job, then... You have every right to ignore itz. Hope everyone is doing jolly good. :)

#539: Sawk

Type: Fighting

Abilities: Sturdy / Inner Focus / Mold Breaker (Dream world)

Base stats: 75/125/75/30/75/85

Difficulty: Intermediate

When I saw Sawk, I immediately thought he was better than Throh. He has sturdy which is actually really cool, he looks better, and he's fast, and not a nerfed Conkeldurr (or so I thought). However... When I looked at Sawk, he has fine stats, but other than the ability, he isn't set apart from other fighters. Unlike Throh, Sawk lacks a unique move that makes him different from other fighters. Instead, we get another fast (kinda, 85 speed is faster than some) hard hitting fighting type with solid defences... and I say solid for a reason.

Well, what's good about Sawk? Well, first thing that comes to mind is sturdy. Interesting, he won't be OHKOed at all thanks to that, which is great for setting up or revenge killing, unless spikes or something chip off some HP beforehand. Sawk's got good attack power which shouldn't be under estimated. It's equivalent to Mienshao, although Mienshao is much faster... Meh. Sawk's got more bulkish ness. Also, for some reason, gamefreak decided not to give him swords dance but left him with bulk up. A lot of fighters do a better job with this move, such as Throh, Conkeldurr, Hariyama, Machamp... Sort off, I guess... Yeah. So, What's Sawk good at again? Well, he's got sturdy, good attack, and above average speed. He's got access to edgequake, and that's all fine and dandy. One good think to point out is that he makes better use of Reversal than his brother counterpart, since combined with sturdy clocks a move with 200 base power, which is pretty dang high, and he'll get that very often with it. He's got close combat which is nice if you want to run with high HP, and due to sturdy he can suffer from a decrease every know and then. Counter also works with sturdy, so that's nice too. Sawk is your typical faster fighter, hits hard, comes back, hits hard later, but with a free sash thrown in (technically due to sturdy). Taunt is great for those who want to set up, usually with spikes or whatnot, and prevents foes from getting tougher than him. He can be paired with a band or scarf thanks to that awesome ability, despite his counters may be many.

However, he's got less of a punch than Throh, and I say this because there are other fighters, particularly Hitmonlee, that do the same thing (close combat, he's faster, limber, movepool, etc). Inner focus is obviously meh... Sturdy is awesome. He doesn't have storm throw, which means defence raisers will be happy to do that... No cross chop? Why? Oh well, that move isn't required anyway. He's fairly easy to counter, he doesn't even have access to U-turn for constant switching. To do this, Weezing is very good, because he'll say howdy and burn him, or just hit him hard, resisting his attacks well unless he is boosted by bulk up or if he has mold breaker. Slowbro is another mention, since... He obviously will wall him no matter what. Skarmory will just laugh at him, and Claydoll will just look at him funny... He's nothing to become afraid off if you got the team. Still, that 125 base attack will take a chunk off, and if used right, sturdy + reversal combined with a substitute could leave a nasty mark on the foes team if they don't have the right pokes for the job. I'm not saying Sawk sucks, I'm saying that there are other fighting sweepers that can get the job done even in UU.

Notable Moves: Close Combat, Brick Break, Rock Slide, Stone Edge, Earthquake, Reversal, Counter, Retaliate, Substitute, Taunt

Useful Items: Choice band, Choice scarf, Life orb, fight gem, ground gem, shell bell, lum berry

Counters: Slowbro, Skarmory, Conkeldurr, Zapdos, Claydoll, Tangrowth, Donphan, Dusknoir, Dusclops,

Posted

#430 Honchkrow

Type: Dark/Flying

Abilities: Insomnia / Super Luck / Moxie (Dream world)

Base stats: 100/125/52/105/52/71

Difficulty: Intermediate

Honchkrow's a boss, and back in gen 4, it was a scary new customer. It was a well deserved evolution to Murkrow, and abused the special/physical split. As a Gen 4 pokemon, it gained things like Brave Bird, Sucker Punch, and could learn some nice special attacks. However, in Gen 5, it's use has dwindled a little due to it's predictability and terrible 52/52 defences. It's got subpar speed, so it can easily be revenged.

Honchkrow is good at one thing. Hitting hard. It can do this in two ways, one being a common physical attacker with a ridiculously strong Brave Bird/Sucker Punch combo with filler, or a uncommon special attacker. Having 125 attack is nothing to be trifled with; it still hurts a lot, and with Brave Bird, it will take a huge chunk of those who can't resist it or take the hit. Sucker Punch allows those who want to revenge him be able to hit back with good power. It can also surprise those who think they can wall it with a physical wall (steelix for example) end up being hit hard by Heat Wave. It can run mixed or not, and it will still do a lot. Pursuit is excellent since it gets stab and it will end up taking a huge chunk of the target before it switches. Super Power is for those pesky steels and rocks if they are hurt, and it's stab is really, really strong. It's also pretty good at using Subs and then hitting back with it's stab. It makes a good partner with fighters who are weak to psychic, and good for electric types for their ground weakness. Insomnia is good for Roserades who try to put your team to sleep, or just anything really. Super Luck has seen more use though, due to the extra crit chance. Who doesn't love hax when it's on your side? (Okay, maybe not every one does). It's also got Moxie, which is really good, and boosts his attack after a KO. In my opinion though, if you are using a scarfed set, chances are you will have to run after you take one down. This may come in handy for sub users though. If you need a physical beast, Honchkrow might fit the bill.

Honchkrow, while very deadly, has some issues, like all pokemon. First and foremost, even despite having base HP of 100, it will still get OHKOed quite easily. It can resist attacks like Psychics or Ground, but that's its main defensive niche. Other than that, 52/52 is really bad, and it'll be taken down by a good STAB or super effective with relative ease. Mamoswine can take a physical hit and Ice shard it down, while Rhyperior can take any Physical hit, really. If it's scarfed, which is commonplace to get rid of the speed problem, only will have one move, and it can become setup fodder if it tries to use a failed Sucker Punch. Anything that can take a hit and hit it back can easily KO it. Skarmory can simply stand there and barely get a scratch, unless of course it has heat wave,which will still 2HKO. Speaking of which, Honchkrow's special movepool is rather limited in comparison, so tough guys like Snorlax can come in if it doesn't pack physical moves. Omastar can do justice too. Scizor can bullet punch it, but watch out for Heat Wave on the switch in. All in all, to counter it, figure out what set it has, and act accordingly.

Useful Items: Focus Sash, Life Orb, Leftovers, lum berry, choice scarf, Choice Band, dark gem,

Notable Moves: Brave Bird, Sucker Punch, Pursuit, Night slash, Drill Peck, Super Power, Roost, Substitute, Nasty Plot, Dark Pulse, Heat Wave, Psychic, Foul Play

Counters: Steelix, Skarmory, Scizor, Machamp, Conkeldurr, Omastar, Rhyperior, Mamoswine, Donphan, Swampert, Blissey, Chansey

  • 4 weeks later...
Posted

Woah, another fifth gen! Ask me if you want me to stop doing them, but I experimented with Alomomola and found some.... interesting results. Besides, when new things come around, I tend to experiment with them, so that's sorta why I'm doing them a lot. Anyways, here's my newest contribution:

#594 Alomomola

Type: Water

Abilities: Healer / Hydration / Regenerator (Dream world)

Base stats: 165/75/80/40/45/65

Difficulty: Hard

Check this out! Alomomola is NOT the evolution to luvdisc! That's incredibly tragic, because it looks pretty much exactly the same. Before B/W, there was quite some uproar about how she isn't a evolve form. Despite that though, why would you want to use this thing? It's another boring bulky water, or is it? Looks can be quite deceiving.

Alomomola is what most water types are: bulky and probably somewhat sluggish. Well, we've already got Slowbro as a physical bulk, it's a troll with regenerator, and boats an immediate recovery move! Well, if you want something different, Alomomola can fit the bill. How so? Well, first off, take a look at that gargantuan HP stat. Combine that with a respectable defence, patch it up a little with Impish nature and some EV's, and you got a formidable physical wall already. While nothing truly new or mind blowing, Alomomola is actually a really good physical wall, providing a check to even some OU pokes, despite not being in that tier. With wish, she not only can heal her teammates, which Slowbro can't do, but heal herself at the same time. Also, being a pure water type also gives her much less weaknesses, being weak to two types. This is good, although she lacks resistances as well. She takes hits incredibly well and can even survive a +1 DD Dragonite with outrage quite well. Her main goal is simple; take hits, stall her opponent to death. If her teammates are hurt, wish them to full health. Her abilities outside of dream world are meh unless given the right support, but her DW ability is awesome. Regenerator? I so wish that was a default ability, she'd be taking hits and laugh at that Conkeldurr that thinks he can take her on.

Despite being a GOOD under used addition to the metagame, she does suffer from drawbacks, hindering her OU usage. Yes, she can counter physical pokemon quite well, she can work against rain dance teams to an extent, and she's got the tools of the trade for supporting, but generally, she lacks any form to fight back. Despite that base 165/80 bulk, her terrible 40 base special defence is a big sore spot that even Slowbro handles better. As much as she can check the likes of Dragonite, at the same time she'll suffer from a now and then special set up (dragonite with thunder), and the only true way for her to counter it is to poison it, but if it has heal bell, well, good riddance. Her special attack is also lacking at 45, and her base 75 attack isn't really anything special. She can function pretty well in most tiers including OU, but she needs support from her teammates to do well. Almost any special attacker with STAB or high power will leave her taking only two hits at best. She can barely even touch her enemies with her pitiful offensive stats and movepool, and although that's not her objective, the likes of Slowbro can be offensive, while she can't do much at all. In order for her to heal up, she'll need to take a turn with Wish, which can occasionally result in her demise. Hey, what if you gave her Mirror coat? Well, given her terrible special defence, she will likely not survive a special attack. To counter her weaknesses, Chansey and Blissey are great as Alomomola can counter their weaknesses to physical attacks. Ferrothorn is good too, but if you want to use her in UU/NU, Slowbro and Cofagrigus are also great. If you just want a physical bulky water, Alomomola is a unique choice more or less, but it has to be used properly to be effective. Pair her up with a pokemon that can take special hits and you got yourself a good combination.

Notable Moves: Wish, Healing Pulse, Healing Wish, Aqua Ring, Soak, Rest, Safeguard, Rain Dance, Light Screen, Attract, Waterfall, Toxic, Pain Split

Useful Items: leftovers, Sitrus Berry, Lum Berry, Light Clay

Counters: Tentacruel, Ferrothorn, Raikou, Suicune, Skarmory, Starmie, Jellicent, Whimsicott, Sceptile, Serperior, Venesaur, Dragonite, Magnezone, Vaporeon, Jolteon, Roserade, Bronzong, Zapdos

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