Pokemon Spotlights: Sun & Moon (Pokemon of the Week: See Post #89)

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reserving Celebi and Scizor

When introduced in gen 2, Celebi was so formidable that it was banned to ubers due to its defensive prowess. Since then it has fallen to OU and even UU last generation because of power creep and new threats like Scizor, Heatran, and Talonflame. Also in ORAS, it was nudged out of the offensive spotlight by Serperior with its spammable Leaf Storms. However, it is still an excellent pokemon with a vast movepool including nasty plot, swords dance, baton pass, giga drain, seed bomb, dazzling gleam, and earth power. It has solid 100/100/100 bulk, which allows it to set up on weakened enemies, or recover health. Coupled with Baton Pass and its ability Natural Cure, which cures all status on switching out, it makes for a solid pivot.
Celebi @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 148 Def / 108 Spe
Bold Nature
- Recover
- Baton Pass
- Giga Drain / Seed Bomb
- Nasty Plot / Swords dance
This set capitalizes on its its bulk and decent typing to switch in on a resis and then baton pass out, setting up a Swords Dance or Nasty Plot if possible. The given EV's are designed to outspeed Bisharp while maximizing bulk.
More than anything, Celebi fears strong U-turns, so while Pheromosa and Genesect are in OU, Celebi probably won't be seeing much usage.
\hide]

Scizor is still a WIP
 
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Duck Chris

replay watcher
is a Pre-Contributor
Wrote up Landorus-I
View attachment 74643
Landorus (M) @ Life Orb
Ability: Sheer Force
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Earth Power
- Focus Blast
- Hidden Power [Ice] / Calm Mind / Rock Polish
- Stealth Rock / Rock Polish / Calm Mind / Sludge Wave / Knock Off


Please let me know about anything that should be changed, and I'd be happy to do it.
This post brings up an interesting topic. As this really isn't a full analysis, what should we do about Pokemon that have extensive niche coverage options? Earth Power is pretty standard on Lando but for the other 3 moves its often a grab bag of stealth rock, rock polish, knock off, HP Ice, Rock Slide, Sludge Wave or Psychic, just to name a few. Should we just stick to its best set? (In this case, breaker would entail probably Earth Power, Focus Blast, Sludge Wave, Hidden Power Ice) or maybe two? Lando has a pretty solid stealth rock set with Rocks, HP Ice, Rock Slide, Earth Power.

Something to think about in cases such as these because a total of six slashed moves over two slots doesn't look pretty.
 
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This post brings up an interesting topic. As this really isn't a full analysis, what should we do about Pokemon that have extensive niche coverage options? Earth Power is pretty standard on Lando but for the other 3 moves its often a grab bag of stealth rock, rock polish, knock off, HP Ice, Rock Slide, Sludge Wave or Psychic, just to name a few. Should we just stick to its best set? (In this case, breaker would entail probably Earth Power, Focus Blast, Sludge Wave, Hidden Power Ice) or maybe two? Lando has a pretty solid stealth rock set with Rocks, HP Ice, Rock Slide, Earth Power.

Something to think about in cases such as these because a total of six slashed moves over two slots doesn't look pretty.
In PotW, it's ok to have slashes because they're not supposed to be direct carbon copies of an analysis. They're made to show what sets they can run and made to show what they can do in their tier, as long as a description shows what kind of set it can run. More often than not, multiple importable sets can be provided, if its really necessary and/or the set is completely different and accomplishes a completely different goal. In this scenario, I'd say it would be OK for multiple slashes for different move-pools, just not the same moves for different slots; i.e. CM and RP being in slot 3 and 4. Though, this still needs to be run through QC, so I appreciate the concern.

EDIT: Here's an example of 2 different importable sets provided and a descriptive explanation on what the sets do and how they work. (Credits to Celticpride)

Dragonite, the original pseudo-legendary, has seen its fair share of issues this generation. The introduction of Fairies has greatly hurt its effectiveness, and leaves it unable to get by both Steel-and Fairy-types. However, it offers many positives to a team. A Dragon / Flying typing offers many valuable resistances, allowing Dragonite to check threats such as Keldeo and Mega Charizard Y. Extreme Speed is also a valuable tool, allowing Dragonite to beat other priority users such as Talonflame and Thundurus. Multiscale, while not consistently effective, can also provide a nice buffer in some situations.

Dragonite @ Lum Berry
Ability: Multiscale
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
- Dragon Dance
- Outrage
- Extreme Speed
- Earthquake

Originally the lesser of the two sets, the Dragon Dance set has risen to effectiveness recently. STAB Outage and Earthquake offer good neutral coverage. Extreme Speed allows Dragonite to beat other priority users, as mentioned above. Dragon Dance is the real selling point, allowing Dragonite to switch moves at +1 Attack. This is a luxury the Choice Band set cannot afford. This also allows Dragonite to beat some common checks, such as Mega Diancie and Mega Metagross. The Speed boost provided by Dragon Dance also makes this set more of a sweeper. Lum Berry is the item of choice to dodge burns and paralysis that could otherwise cripple Dragonite.

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

This set offers more of a wallbreaker look, and hits much harder off the bat compared to the Dragon Dance set. Choice Band Extreme Speed is a very powerful revenge killing tool that requires no setup. Outrage hits a good deal of the metagame neutrally. Between Earthquake and Fire Punch, Dragonite can hit every Steel-type in the metagame at least neutrally. Iron Head is an alternative to hit Fairy-types such as Clefable. Although this set offers more immediate power, it comes at the cost of being very reliant on prediction.

Dragonite is not without flaws. As explained above, it can't hit every Steel- and Fairy-type in the same moveset. Something will always be left that walls it. The Choice Band set faces issues of a poor Speed tier, and a reliance on non-STAB priority to overcome said lacking Speed. This leaves Dragonite with many offensive checks, such as Mega Metagross and Mega Diancie. The Dragon Dance set also suffers from only having one free moveslot. Dragonite also suffers from a 2x Stealth Rock weakness, which hurts the effectiveness of both its primary sets.
 

Pilo

uses walther
is a Smogon Discord Contributor Alumnus
Jirachi is done!


Jirachi’s good typing, large movepool, and well-rounded stats all lend themselves to its success in OU allowing it to check a myriad of Psychic- and Fairy-type Pokemon like Tapu Lele, Clefable, Latios, Latias, and Mega Gardevoir with its defensive sets and maintain a noticeable presence with its offensive sets. However, Jirachi’s biggest claim to fame is its infamous Choice Scarf set.

Jirachi @ Choice Scarf
Ability: Serene Grace
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- Iron Head
- U-turn
- Fire Punch / Ice Punch / Heart Stamp
- Healing Wish

Iron Head in conjunction with Jirachi’s ability Serene Grace gives it a 60% chance to flinch opposing Pokemon allowing it to chip away at Pokemon it matches up well against. U-turn helps Jirachi grab momentum versus its switchins. Fire Punch helps Jirachi muscle past Steel-types such as Ferrothorn and Scizor both of which can take an Iron Head without trouble while Ice Punch targets both Garchomp and Landorus-Therian, two Pokemon which commonly carry Rocky Helmet. Heart Stamp also acts as a viable alternative to Fire Punch improving Jirachi’s matchup against Keldeo and both Mega Charizard X and Y. Lastly, Healing Wish allows Jirachi to fully restore the health of an ally as well as cure said ally’s status conditions laying down its own life in the process. This move can bring a teammate back into the battle late-game and can be incredibly vital in battles where Jirachi would otherwise be less useful.

As previously mentioned Jirachi’s stats are even across the board, although this may at first seem somewhat appealing it’s actually where Jirachi’s issues begin. Base 100 Attack is cripplingly average and, numerous flinches aside makes it incredibly easy to wall especially when Jirachi’s lack of strong coverage options despite its large movepool are taken into account. Jirachi’s over reliance on contact moves also puts it at the mercy of common Rocky Helmet users as well as Pokemon with the Rough Skin or Iron Barbs ability such as Ferrothorn, and the aforementioned Garchomp and Landorus-Therian.


Mega Pinsir is coming soon.
 

HotFuzzBall

fuzzy-chan \(ㆁヮㆁ✿)
is an Artist
reserving Klefki~ wip

done!

If anything, Klefki has taught all of us not to judge a book by its cover. With the release of Pokemon X and Y, many people judged our bundle of keys a bit too harshly due to its rather simplistic, and "uncreative" design. However, looks don't mean anything as Klefki has been able to establish itself as a frightening (yet annoying) defensive threat in the competitive scene. Klefki sports insane supportive capabilities which have caused it to become a defensive threat in both the OU and Ubers tiers respectively. Klefki has access to a plethora of supportive options: including Spikes, Magnet Rise, Thunder Wave, dual Screens, and Fairy Lock, which further compliments its fantastic ability, Prankster. Klefki also has an amazing defensive typing of Fairy and Steel, giving it a total of 9 resistances most notably to Grass, Psychic, Dark and Fairy-types, along with immunities to both Dragon and Poison-types. However despite all of these boons, Klefki has struggled with the transition from Generation 6 to 7, which will be addressed later on.


Klefki @ Leftovers
Ability: Prankster
EVs: 252 HP / 4 Def / 252 SpD
Careful Nature
- Spikes
- Thunder Wave
- Magnet Rise / Toxic
- Play Rough

This set emphasizes Klefki's supportive capabilities to support its team with Spikes and to cripple its foes with status conditions. Klefki wants to maximize its HP and Special Defense to enable it to take hits from the tier's multitude of special attackers such as Greninja, Nihilego and Latios. The remaining EVs are thrown into Defense to add a bit more bulk while Leftovers helps boost Klefki's longevity. Due to Prankster, Klefki can easily set-up Spikes, in conjunction with its fantastic defensive typing which opens up even more opportunities for Klefki to set up Spikes. Thunder Wave is essential for crippling fast attackers such as Mega-Alakazam, Pheromosa and Serperior as well as set-up sweepers such as Clefable and Mega-Charizard X. Magnet Rise is an option which helps remedy Klefki's weakness to Ground-types such as Dugtrio and Excadrill easily. This in turn provides another oppurtunity for Klefki to set up Spikes as they will be unable to do much to Klefki. Toxic is secondary option to consider over Magnet Rise since it enables Klefki to break down bulkier foes such as Mantine and Slowbro or to status mons that are immune to Thunder Wave such as Tapu Koko and Hippowdon. Lastly, Play Rough is now mandatory because it allows Klefki to deal with Dark-types such as Greninja, Mega-Gyarados and Weavile who are now immune to Prankster.

While Klefki does have a lot of things going for it, there are still some notable flaws that need to be taken into consideration. First of all, Klefki has rather mediocre stats all around. 51 HP / 91 Def / 87 SpD is subpar for a mon centered around utility and tanking hits. Klefki is also crippled by common moves such as Knock Off, which removes Klefki's only form of recovery, and Taunt, which severely cripples Klefki since it will be unable to use any of its supportive options. The presence of newfound and existing common Fire and Ground-types such as Landorus-T, Mega-Charizard X/Y, Alolan-Marowak, and Excadrill have made it harder for Klefki to do its job. However, most Ground-types such as Excadrill, Dugtrio, and Landorus-T do not have much to answer Klefki with once it sets up a Magnet Rise. The omnipresence of trappers such as Magnezone and Dugtrio have also caused problems for Klefki due to its vulnerability to both Magnet Pull and Arena Trap. Lastly, the popularity of offensive teams as of now have been able to set limits on how often Klefki can switch in due to its nature of not wanting to take repeated hits.

As previously mentioned, Klefki has suffered a hefty amount during the transition between Generation 6 to 7. Nintendo brought forth a nerf to Prankster which caused Dark-types to be immune to any move bolstered by the priority from Prankster. The nerf to Thunder Wave which showed a drop in its accuracy (from 100% to 90%) and paralysis only halving the Speed of anyone affected by it instead of the 2/3's Speed reduction were able to hurt Klefki's ability to cripple faster foes. The popularity of terrain setters, most notably Tapu Lele and Tapu Fini also added on to Klefki's struggles because of their ability to automatically to set-up a terrains that Klefki does not appreciate. Psychic Terrain prevents all priority moves from going through, including moves boosted by Prankster; while Misty Terrain prevents Klefki from spreading Thunder Wave and Toxic to all grounded mons. Due to this reason, it is now harder to fit Klefki onto teams that want to utilize the amazing capabilities of Tapu Lele and Tapu Fini.

Overall, Klefki still retains its perks of being an amazing supportive addition to the OU tier despite all the nerfs Nintendo decided to throw at it. While Klefki isn't as strong as it used to be in Generation 6, it is still a force to reckon with as it can cripple teams who aren't prepared for its multitude of supportive capabilities.


edit - i'm taking Tapu Fini <333
 
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Sobi

Banned deucer.
reserving hippowdon
Status: DONE

Hippowdon has been an OU staple on balance teams since its release in BW, and there's no surprise why: it's, simply put, one of the best physical walls. Its great bulk allows it to survive many hits and it has reliably recovery in the form of Slack Off, which makes it an annoyance to face and able to check Excadrill and Mega Charizard X. Not only that, but Whirlwind and Stealth Rock further make it a nuisance, the former allowing it to phaze the foe and the latter wearing down said foe. Hippowdon can also support its teammates with its ability Sand Stream, which greatly helps Excadrill, a common Pokemon run with Hippowdon, sweep thanks to its doubled Speed. Hippowdon is also not passive, as its Stone Edge deals decent damage, though most of its damage output is in the form of residual damage from Stealth Rock + Whirlwind.


Hippowdon @ Leftovers
Ability: Sand Stream
EVs: 248 HP / 240 Def / 20 SpD
Impish Nature
- Stealth Rock
- Slack Off
- Earthquake
- Stone Edge / Whirlwind / Toxic

This is Hippowdon's most ideal set. The given EV spread ensures that Hippowdon survives Life Orb Tapu Koko's Grass Knot, Life Orb Tapu Koko's Hidden Power Ice, and non-Choice Specs Magnezon's Flash Cannon. Stealth Rock is a staple on this set, as it wears down grounded foes and works perfectly with Whirlwind. Slack Off allows Hippowdon to recover its HP, increasing its longevity. Earthquake makes Hippowdon not passive, and hits Mega Metagross and Bisharp super effectively, dissuading the latter from setting up on it. There are many options for the final slot: Stone Edge targets Mega Charizard Y and other Flying-types. Hippowdon survives a Solar Beam from the former and can retaliate with the move, cleanly OHKOing it. Alternatively, Whirlwind phazes the foe, racking up Stealth Rock and any other entry hazard damage and overall annoying the opponent. Toxic can also be used to further cripple and wear down foes, such as Tangrowth.

Not all that glitters is gold, however; Pelipper and Alola Ninetales, both newly introduced weather setters, might both threaten Hippowdon's weather by overriding it with their own. Hippowdon, while it certainly has its own forte as a physically defensive Stealth Rock setter, is unfortunately outclassed by Garchomp, whose Dragon typing benefits it both defensively and offensively, and its Rough Skin ability benefits it by wearing down contact-making attackers. Hippowdon's bland Ground typing also means it's weak to Grass and Water, both common types and the latter being a common offensive type. Finally, special attackers can take advantage of Hippowdon's poor Special Defense, especially Manaphy, which can set up with Tail Glow and immediately threaten Hippowdon with a boosted Scald or Ice Beam.

Despite these flaws, Hippowdon is still a key Pokemon in the OU metagame, and will perhaps always remain one: the amount of support it provides in a single slot is unprecedented. Give it a try!
 
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Sun

Who cares if one more light goes out? Well I do...
is a Team Rater Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnus

Latios is a staple of overused tier since BW, and in fact proves to be very good in sumo ou, his very offensive typing allows it to threaten many dragon, fighting and poison types in tier, Latios also has a considerable defensive capability to switch in into threats the likes of Keldeo and Charizard y, finally it provides hazard removal support using Defog, which is still helpful for pokemons which need this support.


Latios @ Life Orb
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 29 HP / 0 Atk
- Draco Meteor
- Psyschock
- Roost
- Hidden Power [Fire] / Defog

This is the most common set for Latios, powerful Stabs such as Draco meteor and Psyschock are needed to knock out more pokemon as possible, Roost provides a recovery for Latios, in the 4th slot we have Hidden power fire, which is still helpful to lure steel types that usually switch in into draco called Ferrothorn, mega Scizor and Magearna, Defog is an option if the team appreciate hazard removal, other option are Shadow ball, which does a really good damage to Tapu Lele and mega metagross, Surf, is another cool lure move to catch Excadrill, Heatran and Tyranitar switch ins, finally, thunderbolt is another lure move to catch Celeestela, Skarmory, Tapu fini and Mantine switches.


Latios @ Choice Specs
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Hidden Power [Fire]
- Trick / Sleep talk
- Psychic / Psyschock

This is a very cool Latios set, choice specs enables Latios to hit very hard, Draco meteor is a obligatory stab which is not appreciated even by common switch ins, Psychic is able to OHKO a lot of pokemons the likes of Tapu koko, tapu bulu and mega venusuar, Psyshock is a cool variant to cripple Tapu lele and Chansey, 2hkoing them after Stealth rock damage, Hidden power fire is a cool lure move to catch common steel types called mega Scizor, Ferrothorn and Genesect, Trick is a useful move to lock defensive pokemons that usually switch in like celeestela and chansey or setup sweepers like Bisharp into a move, Sleep talk is a interesting option if the team lacks a sleep absorber, with that move, Latios is able to switch into Amoonguss without care about Spore always having the opportunity shooting devastating blows, we have also cool options called Surf, which is really good to hit hard tyranitar, heatran and excadrill, after that, it can use shadow ball, it is a very interesting move that is capable to hit hard tapu lele and mega metagross, finally, we have Thunderbolt, which is able to Ohko and 2hko Mantine and tapu Fini respectively.


Latios @ Choice scarf
Ability: Levitate
EVs: 4 Def / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Draco Meteor
- Recover / Hidden Power [Fire]
- Trick
- Psychic

Latios, due to scarf, is capable to revenge kill a lot of pokemons the likes of Greninja, +1 Charizard X, mega alakazam and Pheromosa, Draco meteor, as always, an obligatory stab to revenge kill the aforementioned pokemons, Psychic here to revenge kill tapu koko and tapu bulu is preferred than Psyschock, Recover is a cool move on scarf since it not used as a wallbreaker, and then it can continuously revenge kill threats, Hidden power Fire can catch scarf gene, and does a lot of damage on Ferro and mega Scizor.

Even if Latios is a really strong pokemon, it has many flaws, it don't like pursuit trappers the likes of Bisharp, Tyranitar, mega Metagross and Weavile, fairy types such as Tapus that are very common put a lot of pressure to Latios and the presence of steels the likes of Genesect (especially scarf) put Latios in a bad position in the game, and Magearna, which is extremely bulky can really be annoying for Latios.

After all, Latios is a staple of the ou metagame with its both offensive and defensive capabilities, what are you waiting for? try it out!
 

Sobi

Banned deucer.
reserving zapdos
status: DONE
Zapdos is one of the best entry hazards removers on balance and stall teamstyles; its good bulk coupled with a great defensive Flying / Electric typing allows it to check many threats in the metagame, including Bisharp, Kartana, Landorus, and Mega Scizor. Furthermore, its access to moves like Discharge and Heat Wave allow it to hit opposing Pokemon for decent damage, preventing it from used as setup fodder. A handy ability in Static means Zapdos can act as a nuisance by slowing down contact-making Pokemon and incapacitating them from time to time, giving it a free chance to Defog away entry hazards for your team. Finally, Zapdos has what good entry hazard removers need: reliable recovery. Roost allows it to stay healthy throughout the match.


Zapdos @ Leftovers
Ability: Pressure / Static
EVs: 252 HP / 240 Def / 16 Spe
Bold Nature
- Discharge
- Roost
- Heat Wave / Hidden Power Ice
- Defog / Toxic

The EV spread and a Bold nature allows Zapdos to check Mega Pinsir and other physical attackers, and the Speed EVs let Zapdos outspeed maximum Speed Adamant nature; however, you can alter this howsoever you wish to deal with the threats you find critical to outspeed. Discharge is the move to spam most of the time, as it has no drawbacks. It is perfect for wearing down foes and its chance to paralyse the foe is very useful. Roost is essential, as Zapdos is worn down when it switches into Stealth Rock and it generally needs to keep healthy if it wants to check threats. Heat Wave hits Steel- and Grass-types, such as Bisharp and Ferrothorn. Hidden Power Ice hits Gliscor, Landorus-T, and Garchomp. Defog provides utility overally, keeping teammates healthy. Toxic can help wear down Hippowdon and Landorus-T if it forgoes Hidden Power Ice.

However, Zapdos has its drawbacks: first and foremost, it is weak to the same entry hazard it is usually run to get rid of, Stealth Rock, reducing its overal reliabilty as an entry hazard, especially if it is already worn down prior to switch in, as it is forced to use Roost. Zapdos also has a few counters, such as Chansey, whose spectacular Special Defense means it takes zilch from any of Zapdos's attacks and can use Toxic to wear it down. Ice-types like Weavile can also use their super effective STAB attacks to threaten Zapdos, although they are afraid of Heat Wave.

Don't let these drawbacks give you a false impression of Zapdos—all you need to do is run a teammate to support Zapdos; for example, Tapu Fini handles Ice-types and Chansey. What kind of teammates do you run with Zapdos? Let us know in the comments below!
 
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Kommo-O is done!


Upon Kommo-O's reveal, this generation 7 pseudo-legendary was bound to be a fan favorite. Being a staple of most in-game teams with it's powerful attack and amazing bulk, this pokemon also shines on the competitive scene as well. With it's unique Dragon/Fighting typing, it can provide STAB coverage against threatening Dark, Ice, and Steel types. All of it's abilities (Bulletproof, Soundproof, and Overcoat) all give it abilities to some attacks and effects. Bulletproof can be used to defend against powerful Sludge Bomb users like Gengar, Soundproof can protect itself from Mega Gardevoir's Pixilated Hyper Voice, which it is 4x's weak to, and Overcoat can make it so that it can be used on Sand and Snow Teams.


Kommo-O @ Life Orb/Focus Sash
Ability: Bulletproof/Soundproof
EVs: 252 Atk / 4 Def / 252 Spe
Adamant/Jolly Nature
- Dragon Dance
- Dragon Claw
- Poison Jab
- Earthquake/Sky Uppercut

This is a set that takes advantage of Kommo-O's high attack and decent speed. A focus sash would be the most useful item so that you can set up one Dragon Dance and then sweep from there. Chances are, Kommo-O will not live a fairy-type move. Soundproof is the better ability so that Kommo-O is immune to a Pixilated Hyper Voice. Poison Jab is essential in this moveset as it is Kommo-O's only way of knocking out fairy types. For the final moveslot, Earthquake and Sky-Uppercut are equal beneficial as Sky-Uppercut is powerful STAB while Earthquake is a better coverage option against Tapu Koko.


Kommo-O @ Choice Specs
Ability: Bulletproof/Soundproof
EVs: 4 Def / 252 SpA / 252 Spe
Timid / Modest Nature
IVs: 0 Atk
- Clanging Scales/Draco Meteor
- Focus Blast
- Flamethrower
- Flash Cannon

Another fun and reliable set to use for Kommo-O is the Choice Specs set. As Kommo-O's special attack is almost equal to it's physical attack, this set is very viable. Clanging Scales, Kommo-O's signature move, is a very powerful and 100% accurate attack but with the cost of losing some defense. Draco Meteor is a beneficial alternative as it can pick up a quick KO and instead of lower Kommo-O's special attack it brings it back to normal (without the specs boost) so Kommo-O can use Draco Meteor one more time before switching out. Focus Blast, although highly inaccurate, is the only special secondary STAB option. Flamethrower is good for coverage against Ice types and Flash Cannon is good for coverage against fairy types. This set is very advantageous in taking advantage of Kommo-O's wide special movepool.

Even though Kommo-O is a pseudo-legendary, it has it's weaknesses. Literally. It is four times weak to fairy. Kommo-O's main check/counter is the elusive Mimikyu. Due to Mimikyu's disguise ability, Mimikyu will definitely get a Play Rough off on Kommo-O before it will get to sweep or set-up. Make sure to send out Kommo-O after Mimikyu's disguise is busted. To deal with the fairy type's in general, make sure to pair Kommo-O up with a strong steel type like Metagross or Celesteela.

As all pseudo-legendaries, I believe that Kommo-O will live long in the upper-tiers due to its mixed attacking capabilities and it's impressive bulk. Make sure it becomes one of the best set-up sweepers in OU by opening a spot for it on your team!
 
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Sobi

Banned deucer.
I'd like to reserve Chansey
status: DONE
Chansey is the definition of a premier special wall, with unrivalled, fantastic HP and Special Defense stats, further boosted by its access to Eviolite, which allows it to stomach most if not all special attacks in the metagame. Chansey provides so much for a team in a single slot, including, but not limited to, a Stealth Rock setter, a cleric with Heal Bell, a Wish passer, a status spreader, and a check to special attackers.


Chansey @ Eviolite
Ability: Nature Cure
EVs: 4 HP / 252 Def / 252 SpD
Bold Nature
- Soft-Boiled
- Seismic Toss
- Stealth Rock / Toxic / Thunder Wave
- Aromatherapy

Most Chansey sets will look very similar to this, and that is because Chansey is run to fulfil very specific motives. An Eviolite is used to bolster Chansey's already high Special Defense and increase its abysmal Defense to help it take both special and physical hits. Soft-Boiled provides Chansey with recovery, and Seismic Toss allows Chansey to deal consistent damage. Stealth Rock is an option for the third slot to wear down grounded foes; however, Toxic and Thunder Wave should also be considered, the former wearing down opposing walls and the latter crippling setup sweepers. Finally, Aromatherapy allows Chansey to support its teammates by cleansing them of status.

However, like most stall Pokemon, Chansey is extremely passive offensively, limiting its useful to only one archetype. Once its Eviolite has been removed, Chansey also becomes vulnerable to strong physical attacks, especially Fighting-type moves such as Keldeo's Secret Sword. Taunt also stops Chansey in its tracks, preventing it from being any use for a number of turns, in which the foe can start setting up on Chansey and begin a sweep.

Chansey has been a spectacular Pokemon ever since its release and will perhaps always remain to be one. What alternate options do you run on your Chansey sets? Let us know below!
 
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Vague

Banned deucer.

Meet one of the mysterious and hunky Ultra Beasts, Buzzwole! Sporting excellent 107 / 139 physical bulk and a decent Bug / Fighting typing, Buzzwole found it's place in OU as an excellent check to a wide range of physical attackers such as Bisharp, Weavile, and Excadrill. It also has a whopping base 139 Attack as well as a very colorful movepool full of gems such as, Ice Punch, Thunder Punch, Superpower, Earthquake, and the newly buffed Leech Life, which is now a 80 BP attack. To top it all off, it has an amazing ability in Beast Boost, which boosts Buzzwole's most proficient stat by one stage after it knocks out a Pokemon.

Buzzwole @ Leftovers
Ability: Beast Boost
EVs: 196 HP / 200 Atk / 12 SpD / 100 Spe
Adamant Nature
- Substitute
- Focus Punch
- Leech Life
- Earthquake

This is, by far, Buzzwole best set. The set takes advantage of it's excellent bulk to setup beefy Substitutes, which also assist in avoiding status, and fire off extremely powerful Focus Punches, which can score 2HKOes on frail Pokemon that resist Fighting. Leech Life goes hand-in-hand with Substitute to recover HP, as well as inflict considerable damage on most Fighting resists or immunities such as Latios, Tapu Bulu, and Mega Sableye. Finally, Earthquake is an excellent coverage option to hit the likes of Alolan Marowak and Toxapex, which otherwise wall Buzzwole completely. 196 HP allows Buzzwole to setup 101 HP Substitutes, which prevents Chansey from breaking it with Seismic Toss. 12 SpD stops the aforementioned Toxapex from breaking it's Substitutes with a single Scald and 100 Speed allows Buzzwole to outspeed Defensive Landorus-T.

However, Buzzwole is by no means invincible. Base 53 Special Defense is very lackluster and leaves it at the mercy of special attackers such as Nihilego, Mega Venusaur, and Tapu Koko all of which can 2HKO or even OHKO Buzzwole with their STAB. It's also rather slow at base 79 Speed, which leaves it outsped by many Pokemon including Zygarde, Tapu Lele, and Gyarados and it's typing has it's share of drawbacks as Buzzwole is weak to common offensive typing such as Flying, Fire, and Fairy.

Despite these flaws, Buzzwole is a very solid choice in the OU metagame due to it's many positive attributes that makes it a force to reckon with. Be sure to try it out!
 
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