Just in time for the Holidays, everyone's favorite Christmas trees have been banished to the Borderline subgroup, removing Hail completely from UU and below. This couldn't have been timed better, too, as Hail teams were becoming very dominant in both the UU and NU tiers. Now that this particular weather type is only usable in OU, how will things like Frosslass, Kyurem and Glaceon get their usage? Will they falter without the mask of Hail aiding them, or are they no worse without it?
We shall see where the coming months take them. I've updated the current tiers to accommodate for these bans.
Friday, December 30, 2011
Tuesday, December 20, 2011
Tier Updates
This news is a bit late, but I have updated the Current Tier List here on the site with the recent adjustments and bans made by Smogon. Below is a brief insight of my reaction to the bans, and how I think they will affect/are affecting their respective metagames.
1. Deoxys-S
Holding its place as the fastest Pokemon in the entire game since its release in Ruby and Sapphire, Deoxys's Speed Form boasts decent Attack and Special Attack (both base 95) and even reasonable Defenses (both 90) to become one of the best revenge killers/support Pokemon, respectively with its blistering Speed. Its movepool does nothing but further its versatility, with moves like Superpower, Ice Beam, and Hidden Power Fire (to name a few) allowing it to deal with the vast majority of its common counters. Furthermore, Taunt, Magic Coat, Stealth Rock, and Spikes optimize it as a quick go-to Pokemon in team support. It also gets both Reflect and Light Screen to work as an excellent Double Screener.
And with all of these above assets, it would seem Deoxys-S is very broken (like most Deoxys forms) to begin with. The fact that it can be countered by things like Tyranitar and Scizor is only counteracted by the fact that it can run both Superpower and Hidden Power Fire to dispatch of these two. It also gets Taunt to stop stall teams dead in their tracks (bar Magic Bouncers). So for the reasons that Deoxys-S was perhaps one of the most versatile Pokemon in the OU metagame, and that it could essentially destroy anything and everything that can stop it (though not all in one set), it has again been placed in the Uber tier, where it ideally belongs. This is sad news for most Hyper-Offensive teams who would otherwise abuse Deoxys' amazing assets to get their team to victory, but overall I don't think the metagame has shifted or will shift too drastically in response to this ban.
With Stoutland as its watch dog in UU, Hippowdon quickly soared in usage after being downgraded for not being used enough in OU. And with this dream team along with great abusers such as Alakazam, Cradily, Donphan and Gligar to name a few, Sand easily became one of the most popular playstyles in the Underused tier. Perhaps too popular, however, as Smogon saw fit to get Hippo out of there before things got too hectic.
As a Pokemon, ignoring the fact that it summons Sandstorm immediately, Hippowdon is really not bad at all. Boasting an equal typing to fellow mammal-based Donphan, Hippo also wields higher base HP, which with its only slightly lower Attack and Defense stats almost makes it superior. It also has access to recovery in the form of Slack Off, optimizing its place as a defensive Pokemon. Add this to the ability to lay Stealth Rocks on the field, and you have yourself one very efficient UU threat. Sand Stream was just the icing on the ban-hammer cake for this desert-dweller.
Scizor also dethroned Dragonite as king of OU in the previous month as the tandem of U-Turning/Volt Switch Rot-Zor (Rotom and Scizor) becomes steadily more popular and annoying. Sand teams also take the trophy for most popular weather type, with big beasts like Terrakion and Landorus shaking things up in a good way. Both previously-dominant weather types (Sand and Rain) are also a lot less broken now with the banishment of Thundurus and Excadrill a few months ago, though Latios should be noted as a superbly underrated Rain abuser.
And in UU, Roserade remains one of the most efficient threats, with her ability to back up her hazard-setting with a heavy base 125 Special Attack and STAB Leaf Storm. Magic Guard Alakazam also continues to rise in popularity, with Darmanitan and Chandelure being noted for their blessed arrival from OU.
So that's the major ideas in a nutshell for you! I hope you will all get out there and try the current OU and UU metagame, both of which are quite fun now with the recent bans. I will have a guide and a Competitive Pokemon Analysis up soon!
Happy Holidays!
1. Deoxys-S
Holding its place as the fastest Pokemon in the entire game since its release in Ruby and Sapphire, Deoxys's Speed Form boasts decent Attack and Special Attack (both base 95) and even reasonable Defenses (both 90) to become one of the best revenge killers/support Pokemon, respectively with its blistering Speed. Its movepool does nothing but further its versatility, with moves like Superpower, Ice Beam, and Hidden Power Fire (to name a few) allowing it to deal with the vast majority of its common counters. Furthermore, Taunt, Magic Coat, Stealth Rock, and Spikes optimize it as a quick go-to Pokemon in team support. It also gets both Reflect and Light Screen to work as an excellent Double Screener.
And with all of these above assets, it would seem Deoxys-S is very broken (like most Deoxys forms) to begin with. The fact that it can be countered by things like Tyranitar and Scizor is only counteracted by the fact that it can run both Superpower and Hidden Power Fire to dispatch of these two. It also gets Taunt to stop stall teams dead in their tracks (bar Magic Bouncers). So for the reasons that Deoxys-S was perhaps one of the most versatile Pokemon in the OU metagame, and that it could essentially destroy anything and everything that can stop it (though not all in one set), it has again been placed in the Uber tier, where it ideally belongs. This is sad news for most Hyper-Offensive teams who would otherwise abuse Deoxys' amazing assets to get their team to victory, but overall I don't think the metagame has shifted or will shift too drastically in response to this ban.
2. Hippowdon
With Stoutland as its watch dog in UU, Hippowdon quickly soared in usage after being downgraded for not being used enough in OU. And with this dream team along with great abusers such as Alakazam, Cradily, Donphan and Gligar to name a few, Sand easily became one of the most popular playstyles in the Underused tier. Perhaps too popular, however, as Smogon saw fit to get Hippo out of there before things got too hectic.
As a Pokemon, ignoring the fact that it summons Sandstorm immediately, Hippowdon is really not bad at all. Boasting an equal typing to fellow mammal-based Donphan, Hippo also wields higher base HP, which with its only slightly lower Attack and Defense stats almost makes it superior. It also has access to recovery in the form of Slack Off, optimizing its place as a defensive Pokemon. Add this to the ability to lay Stealth Rocks on the field, and you have yourself one very efficient UU threat. Sand Stream was just the icing on the ban-hammer cake for this desert-dweller.
In Other News
Scizor also dethroned Dragonite as king of OU in the previous month as the tandem of U-Turning/Volt Switch Rot-Zor (Rotom and Scizor) becomes steadily more popular and annoying. Sand teams also take the trophy for most popular weather type, with big beasts like Terrakion and Landorus shaking things up in a good way. Both previously-dominant weather types (Sand and Rain) are also a lot less broken now with the banishment of Thundurus and Excadrill a few months ago, though Latios should be noted as a superbly underrated Rain abuser.
And in UU, Roserade remains one of the most efficient threats, with her ability to back up her hazard-setting with a heavy base 125 Special Attack and STAB Leaf Storm. Magic Guard Alakazam also continues to rise in popularity, with Darmanitan and Chandelure being noted for their blessed arrival from OU.
So that's the major ideas in a nutshell for you! I hope you will all get out there and try the current OU and UU metagame, both of which are quite fun now with the recent bans. I will have a guide and a Competitive Pokemon Analysis up soon!
Happy Holidays!
Wednesday, December 14, 2011
I'm back and Happy Holidays
Delibird, ready to deliver gifts to all the good peoples of the world |
Thanks so much for sticking around, and I sincerely apologize for my long absence (it's tough running as thorough a blog as this by yourself!).
Rudolph's aptly dressed cousin |
Hope you are all enjoying the lovely winter weather!
Saturday, November 19, 2011
Competitive Battling Spotlight #32: Move 2
Today we
look at the best scouting move in the game, argued by most to be the best move in the game, U-Turn.
What it does:
U-Turn does
70 base damage and is of the Bug type. It also forces the user to return to its
trainers, to switch places in battle with another Pokemon of the trainer’s
choosing.
*If the opponent faints while you use U-Turn, you will
switch in your Pokemon first, then they will have the opportunity to send in
something new after*
U-Turn vs. Switching:
The reason
this is such a good move is because it gives you the chance to see what your
opponent will decide to do. By using U-Turn, one can ideally see whether the
opponent chooses to stay in the battle or switch their Pokemon out for another.
This allows you to switch into the appropriate counter/check for any given
situation. In this regard, U-Turn is unrivaled in getting you momentum in
battle.
You be
thinking, “Why use U-Turn when you can
just blatantly switch your Pokemon out?”. U-Turn, however, is far better
than simply switching your Pokemon out, for it allows you to see what your
opponent brings in first.
The Escapists:
U-Turn is a
move that works best on Pokemon with a heavy offensive or defensive presence;
those that force switches often. Also, a high Attack and/or Speed stat is
ideal, but is by no means required. For
these reasons, U-Turn can be looked at as both an offensive and a defensive
strategy.
Here are some of the best Pokemon at fleeing the scene:
Scizor
By and by the King of using this move, Scizor, with its
massive Attack stat, superb typing and ability to absolutely dominate with a
Choice Band, can render the majority of the metagame immobile by utilization of
U-Turn. As if all of that wasn’t good enough, Sciz gets STAB on it, making him
essentially unrivaled in this strategy. Use U-Turn on Scizor with a Choice
Band, Choice Scarf, or Life Orb equipped and you won’t ever regret it.
Infernape
Though Ape’s usage has dwindled a bit since DPPt, it still
remains an excellent U-Turner in OU with great 108 Speed and acceptable 104
Attack. Also, with STAB Fire and Fighting type moves striking fear in the
hearts of many common Pokemon, Ape can predict a switch out and use U-Turn
quite effectively to bring in something to deal with its new opponent.
Celebi
Celebi is one of the most balanced Pokemon in the OU
metagame at the moment. Its support movepool is phenomenal, which is enough to
open up scouting opportunities by itself. Use this move on a defensive set with
Leech Seed/T-Wave, or on a yet underrated Scarf variant, both of which can
yield noticeable success.
Flygon
Flygon was and is a superb U-Turn abuser due to its
offensively-oriented stats and typing, and the prominence of its Scarf set. For
these reasons, Gon remains one of the best scouts in the entire game. Though it
was shirked to the UU tier in the beginning of Black and White, it still
remains an effective team member for shuffling the opponent’s team around until
you can find an opening to strike.
Others:
-Landorus; Fast, Powerful, and great typing make Landorus
one threatening Pokemon with a Choice Scarf.
-Staraptor; Ideally the same as Landorus, except with a
different typing. STAB Brave Bird and Double Edge along with Reckless and Close
Combat for coverage emphasize the reasons Staraptor will be forcing switches
and making use of U-Turn.
-Ambipom; Speed, STAB Fake Out, and Technician make Ambipom
the perfect Pokemon for get-in/get-out offense. U-Turn optimizes this.
-Archeops; A base Attack and Speed stat rivaled only by the gods
make Archeops a very deadly Pokemon to force switches and scout with
U-Turn.
Wednesday, November 16, 2011
Competitive Battling Spotlight #31: New Pokemon Eleven
Scrafty, an up-beat little lizard that's not afraid to shed its skin.
Dark/Fighting
Tier: OU (as of January 2012)
Abilities:
H.P.: 65
Attk: 90
Def.: 115
Sp.A: 42
Sp.D: 115
Spe: 58
Abilities:
Moxie: Raises Attack by one stage every time you knock out a Pokemon. A good
Attack stat with a couple great boosting moves and almost perfect coverage with
its STAB moves make Scrafty a very real threat with Moxie. These factors almost
guarantee that Scrafty will be able to get a kill or two per match, making full
use of Moxie.
Shed Skin: Has a 33% chance of removing any status ailment (Poison, Burn, Sleep)
at the end of every turn. With good stats and boosting moves, Scrafty’s
weakness clearly becomes status affliction. Shed Skin, however, cures this and
makes Scrafty all the more deadly, wielding STAB Drain Punch for recovery. Be careful
to not let Shed Skin Scrafty set up against you, or there may not be any way of
stopping its sweep.
Intimidate: Lowers
the opponent’s Attack by one stage after sending Scrafty into battle. A
good ability with Scrafty’s good bulk and decent defensive typing (only 2
weaknesses). It seems to be in the shadow of the other two useful abilities,
but Scrafty can benefit from the -1 Attack drop to help it either set up and
sweep, or just deal straight damage to offensive threats. Not a bad ability for
Scrafty when it gets released.
Analysis:
Scrafty is an excellent Pokemon in the OU metagame. With two very usable
abilities, high Attack and defenses, and a STAB combo only resisted by two
Pokemon in the entire game, it is able to keep opponents guessing from the
first turn it is sent out, then utilize their temporary pause to set up for a
sweep. Stat-wise, Scrafty is similar to Bronzong, though its typing and
movepool give it a blatant offensive twist. It may not be the most powerful
Pokemon of its age, but with what it can do to improve upon its flaws, it is no
doubt a force to be reckoned with.
Potential Sets:
- Bulk Up
Ability: Shed Skin
252 HP/4 Def/252 Sp.Def
Careful @ Leftovers
-Bulk Up
-Drain Punch
-Payback
- Ice Punch/Fire Punch/Substitute/Rest
A very standard set, this one
makes use of Scrafty’s great bulk alongside recovery in STAB Drain Punch and
Shed Skin. With the EV spread, Scrafty becomes capable of taking hits from
almost all threats after a Bulk Up. Drain Punch and Payback yield near-perfect
coverage, while Ice Punch hits Gliscor, who would otherwise take several boosts
to knock out with Payback, hard. Fire Punch can also be used to hit Heracross
and Toxicroak, the only two Pokemon that resist Dark + Fighting, giving this
set completely perfect coverage. Substitute may be used in the place of the
last moveslot as a means of scouting, giving you free turns of setup in some
cases. Rest is also a solid option, recovering 100% of your HP and having a
chance to wake up immediately with Shed Skin.
- The Wiggle
Ability: Moxie
12 HP/252 Atk/234 Spe
Jolly/Adamant @ Life Orb/Leftovers
-Dragon Dance
-Hi Jump Kick/Drain Punch
-Crunch
-Ice Punch/Fire Punch/Substitute
This is a
standard Dragon Dance set, and since Scrafty is not a Dragon and looks as
though it is very wiggly if/when it dances, this is to be called the Wiggle
set. This spread is more offensively tailored than the Bulk Up one, and
optimizes Scrafty’s great STAB coverage with Moxie. After a Dragon Dance and a
Jolly nature, Scrafty can outspeed and K.O. anything with 105 base Speed or
below, such as Mienshao, while still retaining the capability to take hits
quite well. The item choice and move choice for this set essentially depend on
team support. If you lack or require a very heavy hitter with little to no
regard to endurance, Life Orb may be equipped with Hi Jump Kick to do the most
amount of damage possible; though Life Orb recoil and the potential for Hi Jump
Kick to miss means that Scrafty won’t be around for too long. This can be
helped with Wish support, however.
Alternatively, for a more
withstanding, yet still quite powerful variant, Drain Punch can be used for
recovery alongside Leftovers.
- ChoiceScraf
Ability: Moxie
252 HP/252 Atk/4 Sp.Def
Adamant @ Choice Band
-Hi Jump Kick
-Fire Punch/Drain Punch
-Crunch
-Ice Punch/Fire Punch
90 base Attack really doesn’t make
Scrafty the best Fighting type (or even the best Dark type) to run a Choice
Band in OU, but with its good bulk and Moxie, as well as its ability to hit
99.6% of OU for at least neutral damage, it gives you the element of surprise by
being able to stop most of Scrafty’s usual counters by hitting them with a powerful
move on the switch.
Additionally, a Choice Scarf can be
used with the same exact moves and 252 Speed instead of HP, though Band is
probably more effective since Scraf is very slow anyway.
- SubAttacks
Ability: Moxie
252 HP/252 Atk/4 Sp.Def
Adamant @ Life Orb/Leftovers
- Substitute
-Hi Jump Kick/Drain Punch/Focus Punch
-Crunch/Payback
-Dragon Tail
Because of
Scrafty’s great coverage and reputation of forcing switches by setting up, a
Sub + 3 Attacks set is very viable, and should be feared by everything. Setting
up a Sub should be a piece of cake for this lizard, and from there you need
only utilize the appropriate attack to make your opponent crumble. Hi Jump Kick
and Drain Punch again have their obvious perks as Fighting type STAB, but Focus
Punch may be used effectively here as well for its massive damage output over
the other two. What sets Scrafty apart from most SubPunchers, however is Moxie,
which increases the power of each of its hits with each kill. Also, the ability
to phaze in the form of Dragon Tail, coupled with the fact that Dragon and
Fighting have amazing coverage as well, make this set all the more unique.
Conclusion:
Among the powerhouse Fighting
types released in 5th gen, Scrafty is indeed the most unique. Its typing
makes it a formidable offensive threat, while its abilities keep it going
continually throughout battles. Don’t let its goofy look fool you; this is one
potent monster that can undermine teams and tear them to shreds if allowed to
utilize its assets in full.
Competitive Usability:
Pros-
- Typing that yields almost perfect STAB coverage
- Moxie and Dragon Dance
- Shed Skin, Bulk Up and Rest
- Defensive stats similar to Bronzong
- Decent defensive typing
Cons-
- Weakness to common Fighting type
- Very slow
- Unable to hit hard initially (requires boosts of some kind)
Verdict: 8.5 out of 10
Scrafty is an ugly Pokemon. Forget Magikarp. Forget Watchog.
This thing is odd. Its surprising blend of absent-minded lizard and urban
hoodlum is both awesome and random at the same time, forcing many
head-scratches upon first glance. Still, one strong point about its look is its
uniqueness. Let that decide for you whether that makes it good or bad.
Aesthetic Design: 6 out of 10
Tuesday, November 15, 2011
Competitive Battling Spotlight #30: Ability Three
Today’s
ability spotlight will be of the new ability Magic Bounce.
What it Does:
Regurgitates the effect of opponent’s
non-attacking, status-inducing moves (i.e. Thunder Wave, Leech Seed, Taunt,
etc).
Example:
If your opponent uses
Will-O-Wisp on you, assuming it doesn’t miss or they are not of the Fire type,
they will become burned instead of you.
Who Has It Now:
Only three Pokemon have
this ability at the moment:
-Natu; Some of the
worst stats ever, but then again, what can be expected from a pre-evolved
Pokemon? I am only mentioning Natu here because 1) Magic Guard is a good
ability, 2) It is one of only 3 things that gets it (including its evolution),
and 3) It can be made use of as a decent support Pokemon in NU with Magic
Bounce .
-Xatu; Stat-wise,
Xatu is inferior to its Bouncing counterpart Espeon, but with an additional
Flying typing it scores several notable resistances, chief amongst them to the
common Fighting type, as well as an immunity. 95 Special Attack and Speed are
not horrible either, so Xatu makes a good supporter in UU, as well as in OU
with these aforementioned resistances.
-Espeon; With a great
stat spread and movepool, Espeon makes a great support or offensive user of
Magic Bounce, stopping threats that rely on non-attacking strategies in their
tracks. A great OU supporter, be on the lookout for Magic Bounce Espeon.
Bouncing for Yourself:
When using Magic Bounce on your team, be cautious. Keep in mind that it
is very likely that your opponent will also be playing cautiously, ideally
avoiding setting up hazards or throwing a status move into the wind. For this
reason, it is very important to attempt to learn from your foe’s playstyle
before sending your Espeon to an unexpected doom.
In other words, prediction is key. If your opponent sends out Ferrothorn
as their lead, you can either predict them to begin to lay up hazards and send
in Espeon to bounce them back, or you
can predict them to expect you to send Espeon in, therefore keeping it safe
from a powerful STAB Gyro Ball.
This may sound confusing, but the most important thing to keep in mind
when using Magic Bounce on your team is keeping your Bouncer alive longer than
their hazard/status Pokemon. With the right amount of prediction this won’t be
too hard to do.
Playing against Bouncers:
Just like when using Magic Bounce on your own team, playing against it
effectively requires a solid amount of prediction. Team preview may just be
Magic Bounce’s worst nightmare, and should help you when facing off against it,
as you’ll know whether or not your opponent has it from the very beginning of
battle. This means that if you see Espeon on the opposing team, you can play
your Ferrothorn a little more safely to guarantee you get your hazards up when
the time is right.
This means if you have Ferrothorn in and your opponent has a different
Pokemon, you might want to hold off on setting up Stealth Rock or Leech Seeding
the foe, lest they send in their Magic Bouncer to make your efforts in vain. If
you do predict an Espeon switch, you may fire off a STAB Gyro Ball or Power
Whip, both of which will do loads of damage, hitting both Esp and Xatu from
their weaker defensive side (ensuring a 2HKO on all standard variants).
Who Should Get It:
-Bronzong; With a superb
defensive typing and stats to boot, Zong would make an extremely effective,
extremely annoying, abuser of Magic Bounce. Sure, losing out on Levitate is a
downer, but with the capability of forgoing entry hazards and being immune to
status and Taunt would make this ancient bell ring with potency.
-Starmie; Fast, powerful, and
capable of Recovering off stray damage, Starmie would become a deadly Bouncer
for most rain teams, becoming both offensively and defensively threatening like
never before. Magic Bounce would also render Rapid Spin semi-obsolete on most
sets, allowing you to fill that slot with another, more effective choice.
-Mismagius; A fast, bulky
Ghost with decent support options and a good Special Attack make Mismagius one
tough threat to shake. Add in an ability to never be Paralyzed or Taunted
again, and you’ve got yourself one solid counter to most of today’s common UU
Ghost threats.
-Deoxys; Considering only
Defense and Speed forms are available in the metagame, Deoxys would make a
massive threat in combination with its formidable stats and a new addition of
Magic Bounce. Deoxys-D can already take hits all day from all types of threats,
making it perhaps the perfect Pokemon to speculatively receive Magic Bounce. While
this would become one of the best supporters in the entire meta, I think it’s
safe to say Deoxys-D not having MB generally is a good thing for the time
being. Otherwise it just wouldn’t die!
How It Could Be Better:
Magic Bounce really can’t get
too much better than it already is,
but if I had to choose an improvement, I’d say that even added effects from
certain attacks should be bounced back. Could you imagine Suicune’s Scald
burning itself instead of your Xatu? That would indeed make Magic Bounce
several times more effective, but it doesn’t take away from the already outstanding
effects of this ability.
Conclusion:
Limited to only 3 users makes
Magic Bounce a very unique ability. And though only two of those are even
remotely viable in the competitive realm, and that they share a common typing
and similarly poor defensive stats, it remains a very helpful ability. Use Magic
Bounce to help you get the edge over your opponent’s team, as it can often
times stop certain Pokemon dead in their tracks.
Sunday, November 13, 2011
Competitive Battling Spotlight #29: Old Pokemon Eight
The ruler of the Ancient Skies, Aerodactyl.
The Fossil Pokemon |
H.P.: 80
Attk: 105
Def.: 65
Sp.A: 60
Sp.D: 75
Spe: 130
Abilities:
Rock Head: Is
not affected by recoil from recoil-causing moves, such as Double Edge, Brave
Bird, Wild Charge, etc. This is an excellent ability for just about any
Pokemon with competent enough stats to abuse recoil causing moves, but on
Aerodactyl it is only sub-par. The reasoning for this is that Aero has just one
move in its arsenal that allows it to abuse Rock Head (Double Edge), and while
this can come in handy on an offensive set, it then becomes the sole reason for
running Rock Head in the first place. If Aerodactyl got Head Smash, I think
things would be a lot different for the metagame.
Pressure: Opponent
loses 2 PP upon hitting Aerodactyl, as opposed to one. This ability, as
I’ve stated in other posts on this site, works best with Stall sets. And since
Dactyl is anything but a Stall Pokemon, Pressure seems a futile choice. It
does, however, tend to work with some success on a Sashed Lead set, but on any
other variant, you are probably better off running a different ability.
Pressure is a good choice if you don’t know which trait to use on Aerodactyl,
but there are other monsters that can flaunt it better.
Unnerve: Prevents
opponent from using their held Berry when Aerodactyl is in play. The newest
of Dactyl’s traits, Unnerve proves to be the most effective in a situational
sense. It allows you to switch in on a Pokemon that relies on Berry usage to
get the job done, and completely annihilate their strategy. This could
definitely turn the battle in your favor, since a lot of Berry-holding sets are
efficient in setting up for sweeps and other problematic scenarios. The problem
here, though, is that Berries are quite rare in the UU scene. Furthermore, the
most common user of Berries, Resto/Lum Kingdra, demolishes Aerodactyl with
natural bulk and STAB Super Effective Water moves. This makes Unnerve a rather
unusable trait during many battles, but when it is used efficiently, you will
not be displeased. UnnerveDactyl also serves as a good check to the
increasingly popular Resto Volcarona set in OU. So don’t count this as
completely imbecilic an ability.
Tier: RU (as of January 2012) -previously UU
Analysis:
Aerodactyl was one of the best leads in the OU
environment in 4th Gen, boasting a nearly unrivaled Speed stat,
excellent Attack, and a pretty good STAB combination. All of this together,
with a Focus Sash equipped, allowed Dactyl to lay up Stealth Rocks just about
100% of the time, and prevent slower leads from doing the same with Taunt.
Not much
has changed about this prehistoric bird in Black and White. And while Aero is
probably as good as it was back in the day, the enormous amount of increase in
Speed and Power in the new metagame has essentially done no less than leave it
in the dust with bigger, badder Leads to choose over it. What’s more its
offensive capabilities, while beneficial in the Lead slot, prove to be sub-par
on a solely offensive set. All of these reasons account for Aerodactyl’s drop
from OU to UU in the four year shift, but in the latter tier is perhaps where Dactyl
is best suited for now.
Potential Sets:
- Sash Lead
Ability: Pressure
252 Atk/4 Def/252 Spe
Jolly @ Focus Sash
-Stealth Rock
-Taunt
-Stone Edge
-Earthquake
A staple set in 4th gen, Aerodactyl returns as an
effective Stealth Rock/Anti-lead-esque threat in Black and White. With one of
the best Speed stats in its tier and Focus Sash equipped, Dactyl is almost
always guaranteed to set up Rocks for you in battle. EdgeQuake is there for the
good coverage and power it provides and, with base 105 Attack, should be doing
some damage to opposing team members. Taunt is to stop things like Frosslass or
Roserade, and works nicely with Dactyl’s fast Speed.
- AeroHoneClaws
Ability: Pressure/Rock Head
252 Atk/4 Def/252 Spe
Jolly @ Life Orb/Leftovers
-Hone Claws
-Taunt/Roost/Substitute
-Stone Edge
-Earthquake/Double Edge
Aerodactyl’s often times
overlooked offensive prowess can be made excellent use of with a Hone Claws
set. The Accuracy boost works perfectly with STAB Stone Edge, and after just
one HC, Edge will hit 100% of the time. Earthquake, of course, is there for
coverage again, but Double Edge can be used in its stead for less coverage, but
a little more power to boot. The second moveslot can be filled by several
moves. Taunt prevents annoying status from stopping your sweep, and also stops
fellow Taunters in their tracks, though Roost can restore Dactyl’s dwindling
health, especially with Life Orb equipped. However, if you enjoy forcing
switches and scouting opposition before you set up, Substitute may be the best
choice to aid in your sweep.
- ChioceDactyl
Ability: Rock Head
252 Atk/4 Def/252 Spe
Adamant @ Choice Band/Choice Scarf
-Double Edge
-Stone Edge
-Earthquake
-Aqua Tail/Fire Fang/Pursuit
With its good power and ability to
outspeed nearly everything in OU and UU, Dactyl makes a superb Choice user.
Adamant nature is ideal here to hit everything harder than normal, and even
with a Choice Band equipped, it still hits 359 Speed, which outpaces everything
up to base 113’s. Of course, whether you choose Band or Scarf depends on how
you want to play this set.
EdgeQuake is here again for coverage,
while Double Edge again works nicely with Rock Head, and also adds a bit more
coverage as well. The last moveslot may be filled with Aqua Tail in OU, as it
hits things like Landorus and Gliscor for hard damage, though Fire Fang is
always nice to hit Escavalier and Ferroseed in UU.
- Phazer
Ability: Pressure
252 Atk/4 Def/252 Spe
Jolly @ Leftovers
- Taunt/Stealth Rock
-Whirlwind
-Roost
-Stone Edge
Again with the amazing Speed,
Aerodactyl makes a pretty decent phazer. In short, this set acts as a more
offensively oriented Skarmory, with the ability to force Pokemon out on the
switch and gain some nice momentum, as well as rack up some hazard damage.
Roost is nice to shrug off the damage of any hits you take, though with sub-par
defenses you won’t want to take too many hits all at once. For this set you’ll
want to switch Dactyl in on something that can’t harm it in any way, then
proceed to either Stone Edge or Whirlwind on the predicted switch. For this
reason, a great partner for this set is something like Roserade or Frosslass,
as they can stack up the hazards that Dactyl will be forcing switches into.
- Smackdown!
Ability: Pressure
252 Atk/4 Def/252 Spe
Adamant @ Life Orb
- Substitute
-Smack Down
-Earthquake
-Roost
This set has really only ever been
seen on Landorus in OU, but Aerodactyl brings some extra usability to the table
with its plethora of assets over Landorus. Firstly, even with an Adamant nature
Dactyl outspeeds Jolly Landorus, and reaches an Attack stat of only 10 points
less than Lando. Also, Aero gets STAB on Smack Down, meaning it will do more
initial damage than when Landorus does it, though it is still quite a weak
move. Lastly, Aerodactyl has access to Roost, which allows it to reliably
remove Life Orb and Substitute damage and increase its longevity.
The
objective of the Smackdown spread is to safely set up a Sub on the forced
switch, or blatantly predict something particular to come in, then use Smack
Down to remove its Ground type immunity, hitting it then with a LO boosted
Adamant Earthquake. The reason this set is quite effective is that it catches a
lot of opponents off guard, as they believe their Skarmory or Bronzong can
effectively wall Aerodactyl. With the given spread, however, both Skarm and
Zong are 2HKOed by Earthquake after taking Smackdown damage. This set may
appear to be more of a gimmick, but its surprise value, coupled with the fact
that Dactyl is naturally fast and powerful, make it one to not overlook in UU,
and even notably in OU.
Conclusion:
Aerodactyl is never the first
choice for an offensive threat on most teams, but given its godly Speed and
mixed array of support/attacking options it makes for a uniquely mixed bag that
can be quite unpredictable if used as an anomaly from what is expected of it.
Give Aerodactyl a chance, and you’ll find its assets are more than enough
reason to push through many top-tier monsters, even as they predict an old
standard lead set.
Competitive Usability:
Pros-
- 130 base Speed, enough to outpace almost everything in OU and UU.
- STAB Rock type Attacks and decent support movepool (Taunt + SR)
- Good base 105 Attack makes for a decent sweeper.
Cons-
- Weakness to common Rock, Ice and Electric attacks (and Steel in OU)
- Poor Defenses
Verdict: 8 out of 10
I’ve always thought Aerodactyl to be a really cool Pokemon. It’s
based off the ancestral bird that lived during the era of dinosaurs, which is
always awesome, and its fierce gaze is enough to strike fear into the hearts of
prey and trainers alike. I’d say Aerodactyl is about as cool as it is
competitively viable; not the best out there, but still pretty darn awesome.
Aesthetic Design: 8 out of 10
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