Friday, August 19, 2011

Competitive Battling Spotlight #18: New Pokemon Eight

A Badass amongst Baddasses in the new Metagame. 

Cavern Pokemon 



 Tier: OU (as of January 2012) 

H.P.: 91
Attk: 129
Def.: 90
Sp.A: 72
Sp.D: 90
Spe: 108
 



Abilities:
Justified: A quite unique ability, Justified comes with the added benefit of boosting Terrakion’s astounding Attack stat after being hit by a Dark type move. The problem with this, however, is that not too many Pokemon in OU abuse Dark moves, or even carry them frequently, for that matter. With two of the most notable Dark move wielders being Tyranitar with Pursuit and Toxicroak with Sucker Punch, Terrakion will find it difficult to abuse Justified at all. This does not render this abilitiy useless, though. If you see an opening through which you can predict an oncoming Crunch, all the more power to you. But it goes without saying that even without a +1 Justified boost, Terrakion has more than enough power to deal damage in the current metagame.

Analysis: 
Terrakion is the epitome of an offensive sweeper, boasting a sky-high Attack stat, complimented very nicely by a base 108 Speed. Alongside that, it has excellent bulk that allows it to take neutral hits well, and come in to take next-to-no damage from Stealth Rock.
            Its movepool does nothing but further promote Terrakion’s excellent offensive capability, as with two moves to boost its already monstrous offensive stats to even higher heights, as well as two of the most powerful offensive STAB moves that yield near-perfect coverage, this is one Pokemon that unquestionably rocks (pun intended) the new metagame to its very foundations, and can easily dent teams that don’t make appropriate adjustments for its greatness.
            But Terrakion is not without its share of flaws. While it resists 6 of the 17 types, it is weak to 6 more. These weaknesses include ever-common Ground type attacks and not so common (but still deadly) Psychic and Grass attacks, as well as a Weakness to Water, Fighting and Steel types (3 very common types of Priority moves) and really limit the already godly potential of this earthly beast. However, if you are able to predict well, and can employ helpful teammates to bring out the best in Terrakion, you will find yourself greatly pleased with this awesome force. With that being said, should you ever face one, do not panic and try to exploit its weaknesses, so as to play around it accordingly.


Potential sets:

  1. Rock Band
252 Atk/6 Sp.Def/252 Spe
Jolly @ Choice Band
- Quick Attack/Earthquake/Retaliate
-Stone Edge
-X-Scissor
- Close Combat

            Welcome one of the hardest hitting, probably most effective abusers of Choice Band in the OU tier. With 108 Speed, Terrakion is able to outpace and KO many standard threats that could threaten the rest of your team, and for that reason this set is an excellent Wall Breaker that allows for the setup of other teammates to sweep after certain Mons like Blissey, Gliscor and Ferrothorn have been blasted out of the way. It is important to consider, also, what this set draws in. If your opponent knows you are Banded, they are less likely to switch in something like Ferrothorn or Jellicent, and instead might try to outdo you by sending in Gliscor or Skarmory, two very popular Terrakion switchins. If you can predict this well enough, you are sure to get the upper hand, as a Banded Stone Edge is capable of hitting Gliscor for over half of its health! (max damage calc). That means that after two or three turns (if they try to Protect stall), your opponent will be missing their physical wall, paving the way for one of your other sweepers, or even Terrakion itself) to dispose of the remaining opposition. Skarmory meets a similar fate, with less Hit Points than Gliscor, and a less reliable means of recovery. Some outright things that threaten this set are definitely going to be faster, more powerful monsters. In the Sand (which is probably one of the best team types to use Terrakion on, as it benefits greatly from the Sp.Def boost), Excadrill can come in on the locked Stone Edge or X-Scissor and basically get a free Swords Dance off. Also, Starmie and Latios can be sent in on a resisted CC, or even on a free switch after you’ve killed something, and proceed to abuse Terrakion as they will. For this reason, Tyranitar, while an obvious pair with Terrak, is great for picking off the latter two Psychic types with a Pursuit. Conkeldurr is also great in tandem with this set, as it can dispose of Excadrill and any other fast, non-Psychic threats.
            The moveset is standard here, with the obvious STAB and X-Scissor for additional coverage, but the top slot is more of a grab-bag of options. Quick Attack is nice, as it adds some needed priority for picking off weaker threats, and also reshapes this set into a rather powerful Revenge Killer, but EQ adds even more coverage potential, and is a more reliable bet against the likes of Jellicent since Stone Edge has such shaky accuracy. It is also the best thing to take Jirachi down with. Lastly, Retaliate furthers the notion of Revenge Killer, though with the risk of being hit by opposing priority first. If sent in after the death of a teammate, Terrakion will be working with a 140 base Power move. Added in with CB, well, that’s quite a lot of damage to be taken.

  1. Double Dancer
252 Atk/6 Sp.Def/252 Spe
Jolly/Adamant @ Life Orb or Leftovers
-Swords Dance
-Rock Polish
-Close Combat
-Stone Edge

            Terrakion as a setup sweeper is perhaps even more deadly than its Banded variant, though at the cost of a turn of setup. Swords Dance and Rock Polish may seem odd in conjunction on the same moveset, but with near-perfect coverage in just its STAB moves, Terrakion will grandly welcome the opportunity to set up either of its already phenomenal offensive stats. Furthermore, with such a great typing that just screams power, Terrak will find it only far too easy to force switches and get up a free +2 boost. As with any standard set, prediction is the key to setting up for a sweep. My advice for this set would be to know your opponent’s team, and try to learn their play style before getting Terrakion in. Once this is done, prediction will be very easy, and will mean the difference between setting up a Rock Polish on an oncoming Starmie and KOing it with Stone Edge, and going for CC on a Blissey that proceeds to switch into Gliscor or Jellicent. Simply put, if you know your opponent’s team, this set will be very easy, and very successful, to use.

  1. Rockin that Scarf!
252 Atk/6 Sp.Def/252 Spe
Jolly/Adamant @ Choice Scarf
-Close Combat
-Stone Edge
-X-Scissor
- Earthquake/Quick Attack /Retaliate

            Not so different than the Choice Band set, Scarfed Terrakion is perfect for stopping some of Terrakion’s nemeses like Infernape, Lati@s, Deoxys-S and Starmie, who would otherwise move faster than the Rocky Beast (Infern. would Speed tie) and KO with a powerful STAB. With Jolly you hit 519 and 357 Attack, perfect for stomping on weakened foes. The last moveslot is again up for grabs and should be decided upon accordingly.

  1. Air Balloon
252 Atk/6 Sp.Def/252 Spe
Jolly @ Air Balloon
-Close Combat  
-Stone Edge  
-X-Scissor/Rock Polish/Swords Dance/Substitute  
-Rock Polish/Swords Dance/Substitute/X-Scissor

A peculiar, but no less usable, set, with Air Balloon Terrak is allowed to more easily switch in, particularly on predicted Ground moves, and either set up or attack. This set becomes an excellent counter to Excadrill, who would otherwise run all over Terrakion’s hide. The idea here is simple; switch in on a predicted EQ or Swords Dance, or after something of yours has died, then proceed to demolish face with a STAB SE Close Combat.
The core of this set is the offensive prowess of CC and Edge-Scissor, but the last slot can be used to further stir up some trouble. Should you switch in on an Earthquake, you will then have an opportunity to set up, should you wish to do so. Rock Polish guarantees you outspeed Cadrill, making you the fastest thing in the Sand, capable of thrashing many top-tier threats. Swords Dance and Substitute are other great options to abuse Air Balloon with, but should not be used against Excadrill, as it will outspeed you initially and KO you immediately after you set up. These can be abused, however, against slower things like Heatran or Landorus.
**WARNING: Beware if your opponent’s Excadrill has Brick Break, as this can easily ruin your chances with it.

Conclusion: Terrakion is without a doubt one of the best offensive Pokemon to be introduced in Black and White. With its near-unstoppable STAB combination and its high stats all across the board, this is one beast you’d do well not to second guess. In short, it is a machine designed specifically for the ideal of ripping holes in weakened (and even not-so-weakened) teams, and is even capable of destroying its few counters, with the right amount of prediction and team support. Terrakion is a must for beginners and experienced trainers alike.

Competitive Usability: 9.5 out of 10 

Its design didn’t really catch my eye to begin with, to be honest. It’s pretty much exactly what you’d expect from a Rock type, big, bulky, and boasting of an angry sneer, but I think the fact that it is a quadruped dual Fighting type makes it unique. It’s definitely monstrous, and just by glancing at it you already know it’s to be a competitive threat. But honestly I wasn’t swept off my feet. I like it, (the fact that it’s amazing in competitive play only bolsters that), but it’s not one of my favorites in the design category.


Aesthetic Design: 8 out of 10


Friday, August 12, 2011

Competitive Battling Spotlight #17: New Pokemon Seven


 An ideally unique Bug-type; perhaps one of the most memorable of all.
EleSpider Pokemon

H.P.: 70
Attk: 77
Def.: 60
Sp.A: 97
Sp.D: 60
Spe: 108
 
Where it stands: RU Top 20 [#16] (as of July 2011)

Analysis:
Introduced in Black and White, Galvantula is easily one of the most unique designs bestowed upon us to refresh our hopes for originality. Bug and Flying types? Boring. Electric rodents? Getting old. Instead, this awesome spider-guy combines two very exceptional typings and brings them together for a very new take on Bug Pokemon. Defensively, several of Galvantula’s would-be weaknesses from the two typings alone are nullified, providing for neutral damage taken from Flying and Ground type attacks that might have otherwise takencc it down. Of course, though this allows for a reasonable amount of switch-in potential (combined with four resistances to rather common types), Galvy is anything but a bulky bug, and should be utilized with reasonable caution. It is also, very tragically, weak to Stealth Rock, so Spin support is very nice to consider on a team with this exceptional offensive threat.

            With that, there is something that makes up for the Electro Spider’s limited bulk: his wondrous Speed stat. Boasting one of the fastest stats in the entire grouping of RU, Galvantula commands total attention on two of its most popular sets; Specs and Life Orb, as each have their own share of great advantages. What’s more, one of the few things that can outpace Galvy, the 120 base Speed Forest Gecko (Sceptile), really doesn’t threaten it too much, as some of the most common moves on a Sceptile set (Leaf Storm, Focus Blast) are resisted and answered back with a STAB SE Bug Buzz. Speaking of Super Effective STABs, Galvantula hits every one of the current top five (Mega, Cress, Krow, Pedo, Blastoise) for Super Effective damage from one of its two STABs, making it easily one of the most underrated monsters in its tier.

            But the greatness doesn’t stop there! Though Vantula has quite a limited movepool, its great amount of assets seem to quickly make up for its flaws. Firstly, 97 Sp. Atk and 108 Speed together make an excellent revenge killer/Specs runner/late-game clean-upper, and its combination of STAB is only resisted by Rhyperior and Steelix in RU! As if that weren’t enough, its ability Compoundeyes boosts the accuracy of all its moves by 30%, making its most powerful attack in Thunder (one of the most powerful in all of RU) hit a superb 93% accuracy. That’s more than Overheat! Again, with Bug Buzz and Hidden Power Ice or Fire for coverage, Galvantula is sure to tear the new metagame to shreds. It has no means of boosting its stats, bar Agility, but I think that only further proves to us that this Electric Web-slinger was built for a Choice item. Cross its web at your own risk!

Abilities:
Compoundeyes: No doubt Galvantula’s greatest ability, this exclusive Bug-type trait helps Galv more than it’s probably helped any of its other wielders to date! The reason? A welcomed accuracy boost to STAB Thunder. No questions asked, this is a defining ability for Galvantula and really should be the only thing to use for its offensive sets.

Unnerve: This ability can prove to be very useful in only very rare circumstances. While this could greatly subdue your opponent’s Harvest Exeggutor or Lum Berry Kingdra, the odds of running into a Berry wielder these days are few and far between. Compoundeyes is superior to this one, since Galvantula is much more tailored for obliterating things with lightning bolts than preventing them from eating their favorite fruit.

Swarm: The unreleased Dream World addition. Swarm could come in great handy on a Focus Sash or Substitute set, as it allows for Vantula’s STAB Bug Buzz to be driven by a little more oomph, but again, as this has yet to be released, and as an accurate Thunder is much more likely to KO something than a boosted bug move, I think it’s only obvious which is the better end of the deal here.

Potential Sets:

  1. Choice Specs Spider
6 HP/252 Sp.Atk/252 Spe
Timid @ Choice Specs
-Volt Switch
-Thunder
-Bug Buzz
-Hidden Power Ice/HP Fire

            A true winner of a set, this is definitely my favorite of Galvantula’s. With Specs, 439 Special Attack is attained, as well as a blistering 346 Speed. This, coupled with excellent coverage and STAB moves, makes Galvantula one of the deadliest scouters/power hitters in RU. Volt Switch is to get initiative and momentum going as you predict switches, while secondary STAB in Thunder is for…well, you know. Bug Buzz is another great addition to this set, and hits most of the things that Thunder can’t, and Hidden Power is to round off the coverage perfectly! Ice is preferred for that pseudo Bolt/Beam, though Fire can further threaten things like Durant and Amoonguss.

  1. ElectroLegs!
6 HP/252 Sp.Atk/252 Spe
Timid or Modest @ Choice Scarf
-Volt Switch/Electro Ball/Discharge
-Thunder/Electro Ball/Discharge
-Bug Buzz
-Hidden Power Ice/HP Fire

            With a Timid nature and a Choice Scarf equipped, Galvantula will be spinning webs so fast, your opponent won’t know what hit ‘em! At first glance, this set is identical to the Specs variant, and for good reason. It can do everything from the previous set, but with a tradeoff of power for speed. If you so wish, one of the Electric-type STABs may be replaced for Electro Ball, a gimmicky anti-Gyro Ball that hits for more power the slower the opponent. This means that if used correctly, Galvantula can be wielding a 150 base power move, before STAB! Thunder’s 30% paralyze rate helps wondrously with this, but if you fear a rare miss, Discharge may also be employed for less power, but equally successful paralysis. This set is perfect for outspeeding quick monsters, and can outpace and OHKO RU’s two most threatening Speed Boosters Yanmega and Sharpedo if they manage to get to +1. The last two moveslots are standard, and the Hidden Powers again must be chosen with care. With 519 Speed, Galvy will be faster than, and able to KO, Scarf Krookodile and +2 Rock Polish Golurk, while HP Fire is essential for outspeeding and threatening Venomoth after a Quiver Dance.

  1. GalvantuLifeOrb
6 HP/252 Sp.Atk/252 Spe
Timid @ Life Orb
-Energy Ball/Volt Switch/Charge Beam
-Thunder
-Bug Buzz
-Hidden Power Ice/HP Fire

Vastly similar to the previous two sets, this one relinquishes a bit of Speed or Power for the ability to switch moves at will. The last three slots are identical to the previous versions, but the first one may be changed around a bit. Energy Ball is nice for hitting bulky/powerful things that would normally wall Vantula, such as Rhyperior, Steelix and Gastrodon, and Volt Switch optimizes scouting just like a Choice variant. Charge Beam, on the other hand, may be used with good prediction skills to potentially become a deadly setup sweeper capable of outspeeding and KOing a very large portion of the tier after only one or two boosts.

  1. Galvagility
6 HP/252 Sp.Atk/252 Spe
Modest @ Life Orb
-Agility  
-Thunder
-Bug Buzz/Hidden Power Ice/HP Fire
-Hidden Power Ice/HP Fire/Substitute

Not much needs to be explained here. This Agility set allows Galvantula to run a Modest nature, giving it a much needed Sp. Atk boost with Life orb. Substite can be used in any of the last two moveslots for an even greater advantage on switches and for a more difficult way to take Galvy down.

  1. Sub + Disable
6 HP/252 Sp.Atk/252 Spe
Timid @ Leftovers/Life Orb
-Substitute 
-Disable 
-Thunder
-Bug Buzz/Hidden Power Ice 

            A fun variation on Gengar’s Sub/Disable set. While Galvantula may do this to a lesser extent than Gar (it’s slower, less powerful and has no immunities), it still has the Speed to make it proportionally ideal for the job in its current tier, as well as the coverage to knock out notable threats. The idea is simple here: send in Galvy on something like Tinted Lens Yanmega or Blastoise, etc, force a switch, and then proceed to Sub up. Once the appropriate Counter/Check comes in, you’re free to either attack, or Disable its choice of move to break your Sub. After that, you will have a much easier time walling it and can whittle its HP down from there. Disable also works well with Galvantula’s high Speed, as it allows you to prevent opponents from setting up, spamming a powerful/annoying move, or laying down multiple layers of entry hazards.

  1. Subport-ish Spider
6 HP/252 Sp.Atk/252 Spe
Timid @ Leftovers/Life Orb 
-Substitute/Charge Beam
-Discharge/Agility
-Electro Ball 
-Bug Buzz/HP Ice/Energy Ball  

My own personal creation, the idea of this set is to destroy the opponent’s sanity while upping the power of Electro Ball. There are many ways to go about doing this. Firstly, you may try a combination of Sub and Discharge, which with the 30% paralysis rate should have your opponent slowing down in no time. Also, Agility may be used if 30% is too low of a rate for you, as after +2 Speed, anything with 173 Speed and below will be hit by a 150 base power Electro Ball! Additionally, Charge Beam may be used in place of Substitute, as it allows for an even more disastrous boost to Electro Ball once the opponent is much slower than you. The last slot again is for coverage. Bug Buzz and HP Ice are standard, but if you’re running Substitute, Energy Ball may be used, lest you be walled entirely by a Ground-type like Perior or Gastro.

  1. Down Came the Rain, and Helped the Spider Out!
6 HP/252 Sp.Atk/252 Spe
Timid @ Damp Rock/Focus Sash/Life Orb
-Rain Dance
-Volt Switch
-Thunder
-Bug Buzz/Hidden Power Ice/Energy Ball  

Another one of my own ideas, the Itsy Bitsy Spider returns here, this time not washed out from the Rain, but aided by it. Rain Support Galvantula is so promising and unconventional, mainly because it can set up a Dance, then proceed to abuse it with its STAB. In Rain, Thunder will never miss, adding a huge bonus to the 180 Base Power behemoth of a move. Volt Switch is to scout, and so that you may switch out to something else that can effectively abuse Rain. Notable partners for this set are Ferroseed, Omastar, Kabutops, Ludicolo, Gorebyss, Sharpedo and Poliwrath, just to name a few. The last slot, as always, is for coverage. 

Conclusion:  Galvantula is a Pokemon that has grown on me. It caught my eye at the beginning of 5th Gen, and has held fast ever since. While Bugs are generally frowned upon for their lack of worthy coverage and weakness to Stealth Rock, Galvantula turns the tables in its favor with its supreme number of assets, making it one of the best Bugs of RU. Its unique typing, beautiful ability and potential to run a Choice set quite effectively make it a force to be reckoned with in any tier. I would recommend using Galvantula on one of your teams. You won't be sorry. 

Competitive Usability: 8.5 out of 10 

          As much as I like Galvantula as a competitive Pokemon, its awesome design and cool coloration do nothing but help my sympathies toward it. Sure, we've seen a Spider Pokemon done before (albeit quite poorly), but Galvantula is very nicely done in that it offers a refreshing appeal to Bug and Electric-type Pokemon alike. It might have even become one of my favorites from Black and White! 


Aesthetic Design: 9 out of 10

Tuesday, August 9, 2011

Special Topic: Blog Update!!!!

Hello Everyone,

I apologize for my absence here on the site, as I have been quite busy with Summer.

However, with that being said, I would like to inform you all that I will continue posting frequently again very soon (I already have a few analyses in the works), and I will also be re-editing all existing analyses to fit into the current and developing metagame.

Since the majority, if the entirety, of my posts have been slightly vague/general up until this point, I will definitely begin to include important things like each Pokemon's current tiering, past tiering, and even their viability both inside and outside of their appropriate tiers.

For example, on my Durant analysis, you will see (once I have added it) a section that shows which tier it is in (currently RU), as well as a more refined description of how Durant functions in the RU tier, as well as whether or not it has some viability in the upper tiers.

I hope these updates will help you all to understand and more fully utilize what I am providing for you in these Competitive Battling Spotlights. If you have any questions as of now, please feel free to ask.

Also, I will now be providing a current listing of tiers (updated as they change). Here you will find everything from Uber to RU (NU is not yet established properly), both in alphabetical order and in order of usage in each tier. To see this list click HERE.

Thanks a bunch,
~Scarecrow

Monday, July 4, 2011

Competitive Battling Spotlight #16: Old Pokemon Five


Devious, cunning, and king of all crows, the newest Pokemon to be spotlighted, Murkrow.
Darkness Pokemon



H.P.: 60
Attk: 85
Def.: 42
Sp.A: 85
Sp.D: 42
Spe: 91

Abilities:  Insomnia: Not a bad ability by any means, but of course Murkrow has better options. If you’re running an offensive set (god bless) and you’re afraid of being put to sleep, this one’s for you.

Super Luck:  A manageable ability to use for an offensive set, with Super Luck upping your chances of landing a critical hit, you can definitely rejoice in finding Murkrow’s sub-par attacks KO-ing foes that would not otherwise be done in. Another good offensive ability on another bad offensive Pokemon.

Prankster: By far Murkrow’s best choice. Acquired from the Dream World, Prankster gives any “status” move (one that does not directly attack the opponent) +1 priority, and with a decent array of useable support options in Murkrow’s repertoire, I think it’s easy to find great amounts of enjoyment in running this.  

            Analysis: Murkrow was, until the introduction of its superior (in almost every way) evolution, a quite decent Pokemon in the lower tiers. 91 Speed and 85 offensive stats, coupled with an excellent Dark-type STAB and usable movepool made it one little wicked bird worth the teamslot if you like potential gimmicks. The creation of Honchkrow in D/P pushed Murkrow even further into the abyss, however, as with nearly improved versions of each of the above mentioned assets, most notably 125 base Attack and 105 Special Attack, Murkrow’s only upper-hand against its boss-ridden evolution was the fact that it was a bit faster.
            Enter fifth generation, where Honchkrow is just as good as the last, (though its tiering might argue otherwise) and Murkrow is surprisingly on par with it. The reasonings for this, though neither Murkrow’s stats  nor its movepool have changed, are twofold. First, with the new Eviolite, Murkrow becomes able to take hits quite well (believe it or not), though this asks for investment in HP and only one of its Defensive stats to fully utilize this effectively. Second, and most significantly of all, with Murkrow’s new ability in Prankster, as well as a quite effective arsenal of support options, it becomes a devious little crow able to stop setup sweepers/powerhouse threats/stallers in their tracks.
            That is correct; with the right mix of team support, moveset dedication, and good prediction on your part, Murkrow can become a valuable addition to any form of team (in any tier) without vying for any form of competition with its evolutionary Boss-crow.


Potential Sets:  
**The majority of these sets will rely on Prankster/Eviolite, as that seems to be Murkrow’s most effective strategy now. They are not limited to this, however.**

1.      SweepStop
252 HP/252 Def/4 Sp.Def
Bold @ Eviolite
Ability: Prankster
-Haze  
-Taunt
-Thunder Wave
-Roost/Night Shade/Torment/Featherdance

Priority Taunt, Haze and Thunder Wave are the perfect tools for stopping many of today’s most dangerous threats, and Murkrow does this with almost laughable ease thanks to the surprising amount of bulk Eviolite provides it. This set is ideally dedicated to stopping setup-ers like Salamence, Gyarados, and Volcarona in the higher tiers, as well as fast/powerful Pokemon that don’t always rely on setup to cause some devastation, i.e. Latios, Terakion and Hydreigon. Taunt is effective in preventing your opponent from setting up, while it also allows you to stop the likes of Ferrothorn and Forretress in their tracks. Haze is there in case you come in after your opponent has set up a bit, and Thunder Wave cripples anything that relies on its Speed to take care of business, while the percentage of being fully paralyzed is a welcomed bonus. The last moveslot may be filled with a number of other great options to aid in your support/sweep stop. Roost is obvious and ideal in some situations, as it optimizes Murkrow’s longevity. Torment is nice if your opponent doesn’t have too many moves to damage Murkrow from the beginning, and Night Shade allows for Murkrow to be able to stall out/drain some of the opponent’s HP. Featherdance is there if you’d like to ensure certain physical attackers don’t get very far in terms of doing damage, and is essentially viable in forcing switches.
While Murkrow’s defensive stats are garbage, max HP hits 324 which is not too bad, and with Eviolite and 252 EVs, either of Murkrow’s defensive stats caps at 301, which allows it to take hits surprisingly well. The problem here, however, is that Murkrow is by no means a mixed wall. With max HP and max Def or Sp.Def Krow unfortunately suffers from its other defensive stat being on the weak end, and so if your Murkrow is designed to take Physical hits well, you’re almost forced to switch out when a powerful Special Sweeper is sent in.
Otherwise, this set is primed for the brand new competitive metagame, and from experience this set works very well in RU, UU, and even the almighty OU.

2.      Parafusion Krow
252 HP/4 Def/ 252 Sp.Def
Calm @ Eviolite
Ability: Prankster
-Taunt
-Thunder Wave
-Confuse Ray
-Roost/Torment/Night Shade

An awesome set for stopping stall in its tracks, spreading some status, and just overall being annoying, the Parafusion set works wonders with Murkrow’s new assets. In being both Confused and Paralyzed, your opponent is much less likely to attack you than it is to not attack you, which creates the perfect opportunity for you to freely bring in a sweeper or another powerful Pokemon to start wreaking havoc on your annoyed foe. T-Wave/Confuse Ray are the crux of this set, as Taunt allows you to stop Pokemon that would try to stop you from having some fun. Again, the last slot is up to choice, with each move fitting very nicely into this set. Roost is for recovery, and if Krow has taken some damage in battle, you’re gonna want it to live as long as possible. Torment, on the other hand, further adds to the annoyance factor of this set, as not only does your opponent now have a 25% chance of attacking, but it won’t even be allowed to use the same move twice in a row! Night Shade makes this set perfect for stall, as with Taunt (to prevent recovery) and the Parafusion combo, foes like Ferrothorn and Reuniclus will have nothing left to do but stay in and die, or abandon ship and give you the switch advantage.

3.      PerishTrap
252 HP/4 Def/252 Sp.Def
Calm @ Eviolite
Ability: Prankster
-Mean Look 
-Perish Song
-Roost
-Substitute/Taunt
The ever-wonderful Perish Trapping strategy returns! This time around, it’s borne by a Pokemon with usable defensive potential (yes I said it!) and priority on both of the moves! The ideology of this set is simple; switch Murkrow in on a Pokemon that’s been giving you trouble (or will give you trouble) and give him a Mean Look so that he cannot switch (as long as Murkrow is in play). Next, proceed to Taunt or, if not quite necessary, Perish Song to seal his fate. Now, for the next three turns your goal becomes keeping Murkrow alive so at the very last second you may switch it out, felling your opponent. Roost and Substitute work perfectly well together in this set, as after one Sub and a Roost, it’s already time for you to switch.
Of course, this set is not without its flaws. Because Murkrow is only slightly bulky in one of its two defenses, you must ensure that the Pokemon you are trapping cannot hit you on your weaker side, lest you faint and ruin the whole plan in doing so. Also, as always, Stealth Rocks are of a great concern with Murkrow in general, and must be accommodated for in your use of this bird.
If you can get past these setbacks, you can guarantee at least one kill per match. This is a particularly excellent way to get rid of Pokemon your team otherwise wouldn’t be able to handle. You can also use Perish Song alone to force switches, and essentially to prevent sweeps.

4.      Offensive Choice Scarf
Naughty @ Choice Scarf
252 Atk/240 Sp.Atk/16 Spe
Ability: Insomnia (or Super Luck, if you wish)
-Sucker Punch/Retaliate 
-Brave Bird
-Heat Wave
-Hidden Power Ice/HP Grass/Dark Pulse

An offensive set is easily outclassed by Honchkrow due to the insane deficit in offensive stats between Murkrow and its big-beaked friend, but there is one other thing Murkrow has that Honchkrow would do anything for. This is a 91 base Speed stat. While nothing phenomenal, a Choice Scarf shapes Murkrow into a decent Revenge Killer and late game clean-upper, if nothing else. The minor Speed investment allows Murkrow to hit 333 with Choice Scarf, outpacing base 100’s and 101’s. The full offensive investment is to get the most out of its meager, decent-at-best Attack and Special Attack, while the moveset is quite self-explanatory. Dual STABs in Sucker Punch and Brave Bird are other assets to an offensive set, with Heat Wave and Hidden Power rounding off for coverage.
            Again, this set is nothing spectacular, but it definitely works if played well, and if you are looking to use something not commonly seen these days. Personally, I’ve always liked Murkrow, so I might try out a set like this one in the lower tiers.

5.      Life Orb
Hasty @ Life Orb
252 Atk/4 Sp.Atk/252 Spe  OR 4 Atk/252 Sp.Atk/252 Spe
Ability: Insomnia or Super Luck
-Sucker Punch/Dark Pulse
-Brave Bird
-Heat Wave
-Hidden Power Ice/Hidden Power Grass

Basically the same as the last set, with the tradeoff of some Speed for the ability to switch moves freely. S-Punch and Brave Bird again are excellent STAB moves, but that’s nothing that hasn’t been said before. I find this set inferior in comparison with the Scarf set, but to each his own… 


Conclusion: Murkrow has definitely improved quite a bit this generation, and while it’s not much more powerful than it has been in prior generations, its support movepool, wonderful new ability in Prankster, and the new Eviolite all give it an edge over Pokemon that it might have been competing with in the lower realms of 4th gen. Its major drawbacks are definitely its weakness to Stealth Rock and limited bulk, but if you can see past these with well-thought-of team support, you can definitely see Murkrow show surprising success in contending with many of 5th Gen’s most popular monsters.

 Competitive Usability: 8 out of 10 

I’ve always liked it. While disappointed to find that you had to wait until you beat the Elite Four in G/S/C to obtain it, I found myself greatly pleased in finally capturing one of these little beasts. Its design is wily and almost comical; definitely fitting of a Dark/Flying typing. With a crooked beak and a witch’s hat, Murkrow (and to extent its badass evolution Honchkrow) is definitely one of the coolest, most unique bird Pokemon out there.

Aesthetic Design: out of 10