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
Tuesday, August 9, 2011
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.
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| Darkness Pokemon |
H.P.: 60
Attk: 85
Def.: 42
Sp.A: 85
Sp.D: 42
Spe: 91Abilities: 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.
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.
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.
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: 9 out of 10
Sunday, June 26, 2011
Competitive Battling Spotlight #15: Garchomp's Banishment
Well, it's happened again! Garchomp, one of the most threatening Pokemon ever to grace the metagame with its monstrous presence, has been banned from Standard play. According to Smogon, during Round 4 of the most recent Suspect Testing, Chomp was the only Pokemon, as well as the only thing in general, to get the ban hammer. The other Suspects (Pokemon who are argued by some to be too strong for the current metagame) included Excadrill, Latios, Deoxys-S, and Thundurus, the latter of which is perhaps the next most "broken" Pokemon in the list.
It is easy to see why each and every one of these Pokemon are on the suspect list, as they all possess qualities of a top-tier monster, and threaten a good portion of the metagame in their own right, but it would appear that Garchomp, like last Gen, is still too strong for its own good. A great reasoning for this seems to be the extreme prevalence of Sandstorm teams, where with new additions like Ferrothorn, Poison Heal Gliscor, and Excadrill in BW, as well as the fact that T-Tar is now as viable as ever, make Garchomp the perfect Pokemon to abuse its godly stats, flawless movepool, and annoyingly wonderful ability. If you ask me, Garchomp really wasn't too much of a threat. I never really had much trouble with it in online battles, but to be completely honest, it was really only a matter of time before it was voted out by the majority of the higher-ups at Smogon.
The reason this is so interesting to ponder is that this is the second generation in a row that Garchomp has been banned, ideally for the same reasons this time around. What's more, while it is clear that the 5th Gen metagame is essentially a beefed-up, more fast-paced version of the last generation, Garchomp is still too much for the OU group, both new and old. What I'd like to consider now is: who's next? Will Latias and Salamence follow suit, just like Gen 4? Will Thundurus and Excadrill prove that weather is over-centralizing of this new game? Or will all of the aforementioned mons remain situated in OU and keep the metagame steady by checking one another? It's all really anyone's guess as of now, but here are a few things you may consider to help you understand the current Standard field:
1) Did Garchomp really need to be Banned again? Was he really TOO strong?
2) Will Thundurus be the next to get the ban? Why or why not?
3) Will Chomp's Dragon brethren, Salamence, get banned as well, or is Mence just not as good in Black/White?
4) Is Weather too broken this Gen? Does it need to go, or does Rain, Sun and Sand balance one another out?
5) How would the metagame look without Weather? Would it be less powerful?
Again, this is just a list to get you thinking about where Black/White OU stands as of now. As always, thanks for the read, and I apologize for the lack of posting. I will begin to post more frequently this week (including an Analysis of a new Pokemon!)
Thanks again!
~Scarecrow
It is easy to see why each and every one of these Pokemon are on the suspect list, as they all possess qualities of a top-tier monster, and threaten a good portion of the metagame in their own right, but it would appear that Garchomp, like last Gen, is still too strong for its own good. A great reasoning for this seems to be the extreme prevalence of Sandstorm teams, where with new additions like Ferrothorn, Poison Heal Gliscor, and Excadrill in BW, as well as the fact that T-Tar is now as viable as ever, make Garchomp the perfect Pokemon to abuse its godly stats, flawless movepool, and annoyingly wonderful ability. If you ask me, Garchomp really wasn't too much of a threat. I never really had much trouble with it in online battles, but to be completely honest, it was really only a matter of time before it was voted out by the majority of the higher-ups at Smogon. The reason this is so interesting to ponder is that this is the second generation in a row that Garchomp has been banned, ideally for the same reasons this time around. What's more, while it is clear that the 5th Gen metagame is essentially a beefed-up, more fast-paced version of the last generation, Garchomp is still too much for the OU group, both new and old. What I'd like to consider now is: who's next? Will Latias and Salamence follow suit, just like Gen 4? Will Thundurus and Excadrill prove that weather is over-centralizing of this new game? Or will all of the aforementioned mons remain situated in OU and keep the metagame steady by checking one another? It's all really anyone's guess as of now, but here are a few things you may consider to help you understand the current Standard field:
1) Did Garchomp really need to be Banned again? Was he really TOO strong?
2) Will Thundurus be the next to get the ban? Why or why not?
3) Will Chomp's Dragon brethren, Salamence, get banned as well, or is Mence just not as good in Black/White?
4) Is Weather too broken this Gen? Does it need to go, or does Rain, Sun and Sand balance one another out?
5) How would the metagame look without Weather? Would it be less powerful?
Again, this is just a list to get you thinking about where Black/White OU stands as of now. As always, thanks for the read, and I apologize for the lack of posting. I will begin to post more frequently this week (including an Analysis of a new Pokemon!)
Thanks again!
~Scarecrow
Sunday, June 5, 2011
Competitive Battling Spotlight #14: Potentially New Tier! Rarely Used (RU)
It has been announced on Smogon (posted just earlier today) that with the newly founded OU and UU tiers (though not completely balanced and finalized as of yet) there is some concern of the vast overflow of monsters in NU; apparently nearly 2/3 of all fully evolved Pokemon will be relegated to this tier. For that reason there has been created a new establishment for very unused Pokemon to shine, where things like Victini, Donphan, and Roserade aren't welcome to ruin all the fun. This "tier" (at the moment a seemingly basic foundation) will be called Rarely Used (RU), and will, I presume, precede the NU tier.

With the introduction of countless new Pokemon, abilities, moves, and combinations of the three, the new NU tier of 5th gen would really become more of a combination of both UU and NU of last gen (at least in terms of Pokemon count), giving way to nearly thousands of options, as well as the highest amount of versatile potential these Competitive Battling tiers may have ever seen. While NU in 4th gen was played more as a refreshment tier where one could escape the constant and almost guaranteed threat of things like Scizor, Infernape, and Blissey, there would be almost too much versatility in 5th gen where things like Swoobat, Scolipede and Leavanny now exist and are not used very much because of all the overpowered threats of new and old. Though many might argue that the vast amount of options available to them in an NU tier of about 300-odd Pokemon (not to mention that Eviolite now exists, giving things like Gloom, Golbat and Gurdurr viability) would be a great thing, it's much more playable, much more organized, to have a new tier introduced. This would limit the use of certain things in all tiers, making each one its own metagame with its own list of potential and common threats.
As I've mentioned, new options such as Quiver Dance, Dream World abilities, Eviolite, Shell Smash and Weather, to name a few, make so many Pokemon much more usable, though with the already existing threats in OU and UU that can utilize these things more effectively, certain Pokemon become cursed to never see the light of competitive play. I am excited for this potential new tier, as I've been enjoying what new OU and UU have brought to the table, so I am sure this new grouping will make for a more fun, more diverse game of play in Black/White. Again, this was just posted about earlier today, so I don't think anything is set in stone yet, but as it is, this is something fun and exciting to speculate about.
Here is the original Post, on Smogon.
**So now that this has been announced, which Pokemon do you think will be running rampant in this new tier? Who do you think will become RU, and who, then, will become an effective Pokemon to use in NU? Just a little food for thought for all of you ;)

With the introduction of countless new Pokemon, abilities, moves, and combinations of the three, the new NU tier of 5th gen would really become more of a combination of both UU and NU of last gen (at least in terms of Pokemon count), giving way to nearly thousands of options, as well as the highest amount of versatile potential these Competitive Battling tiers may have ever seen. While NU in 4th gen was played more as a refreshment tier where one could escape the constant and almost guaranteed threat of things like Scizor, Infernape, and Blissey, there would be almost too much versatility in 5th gen where things like Swoobat, Scolipede and Leavanny now exist and are not used very much because of all the overpowered threats of new and old. Though many might argue that the vast amount of options available to them in an NU tier of about 300-odd Pokemon (not to mention that Eviolite now exists, giving things like Gloom, Golbat and Gurdurr viability) would be a great thing, it's much more playable, much more organized, to have a new tier introduced. This would limit the use of certain things in all tiers, making each one its own metagame with its own list of potential and common threats.As I've mentioned, new options such as Quiver Dance, Dream World abilities, Eviolite, Shell Smash and Weather, to name a few, make so many Pokemon much more usable, though with the already existing threats in OU and UU that can utilize these things more effectively, certain Pokemon become cursed to never see the light of competitive play. I am excited for this potential new tier, as I've been enjoying what new OU and UU have brought to the table, so I am sure this new grouping will make for a more fun, more diverse game of play in Black/White. Again, this was just posted about earlier today, so I don't think anything is set in stone yet, but as it is, this is something fun and exciting to speculate about.
Here is the hierarchy of tiers as I now imagine it (though it was never stated where RU would fall):
Ubers--> OU--> [BL]--> UU--> RU--> NU--> [Little Cup]Here is the original Post, on Smogon.
**So now that this has been announced, which Pokemon do you think will be running rampant in this new tier? Who do you think will become RU, and who, then, will become an effective Pokemon to use in NU? Just a little food for thought for all of you ;)
Wednesday, May 25, 2011
Competitive Battling Spotlight #13: Old Pokemon Four
One of the coolest-looking birds in the entire game, a great addition to any Diamond/Pearl/Platinum team, Staraptor.
Abilities: Intimidate: A great ability for just about any Pokemon, lowering the opponent's Attack stat can benefit both Staraptor and its teammates greatly. Definitely a great option for just about any set.
Reckless: Attained from the DreamWorld, Reckless was exclusive only to Hitmonlee in DPPtHGSS. Now, with STAB Brave Bird and Double Edge, Staraptor can easily make the most of it, backed by that monstrous Attack.
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| The Predator Pokemon |
Tier: BL (as of January 2012)
H.P.: 85
Attk: 120
Def.: 70
Sp.A: 50
Sp.D: 50
Spe: 100Abilities: Intimidate: A great ability for just about any Pokemon, lowering the opponent's Attack stat can benefit both Staraptor and its teammates greatly. Definitely a great option for just about any set.
Reckless: Attained from the DreamWorld, Reckless was exclusive only to Hitmonlee in DPPtHGSS. Now, with STAB Brave Bird and Double Edge, Staraptor can easily make the most of it, backed by that monstrous Attack.
Analysis: Perhaps the best in the never-ending series of basic Normal/Flying type bird Pokemon available (in quite annoying abundance) at the very beginning of each game. Staraptor commands total excellence over its brethren Pidgeot, Noctowl, Swellow, and Unfezant, each of whom are quite forgettable to say the least. A nice stat spread, heightened by a remarkable 120 base Attack, a great 100 base Speed and a correlation of 85 base HP, 70 base Defense and Intimidate all contribute to Raptor’s potent usability, striking design and appearance in the BL tier at the end of 4th gen. It also has a decent movepool, wielding just the right amount of powerful physical options with a meager balance between several bird-related support options.
Potential Sets:
1. 1. Star of Choice
4 HP/252 Atk/252 Spe
Jolly/Adamant @ Choice Band/Choice Scarf
-U-Turn
-Brave Bird
-Return/Retaliate/Double Edge
-Close Combat
Banded Lead Raptor is by far my favorite set for this wonderful bird, and is also considerably one of my favorite leads. This set is not limited to Band, however, and can be used with essentially the same moveset with a Choice Scarf as its two highest stats are exploited with maximum potential in the utilization of a Choice item. U-turn is obvious on a physical Choice set, and really allows Staraptor to get in, scout, then get out (even better with Intimidate). Brave Bird is no questions asked Raptor’s best STAB, let alone its best Flying STAB, though the recoil can be a bit of a pain. The Normal STAB here is really up to circumstance/preference. Return is, in my opinion, best used on a Banded Intimidate set, for it does dish out a great amount of damage to non-resistant Monsters, while Retaliate is ideal for revenge-killing (probably Scarfed) sets; if Staraptor uses Retaliate after the opponent has KOed one of your Pokemon, it becomes a 210 base power attack, after factoring in STAB. Double Edge can work for either a Scarf or Band set, though its ideal counterpart ability would easily be Reckless here. Just keep in mind that a Banded Adamant Reckless Double Edge is going to send back A LOT of recoil. Close Combat is the last move in this set, and for great reason. It adds coverage and more power to the already excellent combination.
2. 2. Sub Up
100 HP/156 Def/252 Spe
Jolly @ Leftovers
-Substitute
-Work Up
-Return
-Aerial Ace/Close Combat/Revenge
Unfortunately Staraptor has no means of boosting its wonderful Attack stat aside from the new Work Up, but with the correct use of its assets this set can definitely prove to be a prominent one. Strategically, you will want to switch this in on a Physical attacker, one that is not TOO overpowered, mind you, and scare them out with the Intimidate. Once you are sure the opponent can’t do much to you, you can set up a Substitute on the switch, ensuring at least one Work Up or attack of some sort. Max Speed/Jolly allows this set to work best, for it exploits the nice base 100 stat to outspeed a decent number of things. The other EVs maximize Staraptor’s bulky potential with a nice HP stat and manageable Defense, alongside Intimidate to better threaten out Physical monsters. In terms of moveset here, Sub and Work Up are the center of this set. Return is the most reliable offensive option here, for its power and STAB, though the last slot is up for grabs depending on what you prefer. Ideally, Aerial Ace rounds off a secondary STAB with the bonus of never missing, though it lacks a good amount of power. Close Combat may seem ideal as well, but the Defense drops really actually cancel out the bulk investment (also you will be able to do nothing to Ghosts). Revenge is less ideal, as with 328 Speed Staraptor is by no means slow, but it adds decent coverage without lowering the valuable potential to take hits more. Additionally, Roost or Brave Bird may be used in the final slot, though at the cost of offensive coverage and health respectively.
- AgiliRoost
4 HP/252 Atk/252 Spe
Adamant @ Life Orb/Leftovers
-Agility
-Roost
-Brave Bird
-Return/Close Combat/Double Edge
Adamant (372 Atk) and Life Orb hit HARD, what with the excellent coverage and power granted by the afore-given moves. Agility boosts that nice Speed to astounding heights, giving you the edge over those that would otherwise attack before you. Is that Brave Bird/Life Orb combo bringing you low on health? Just Roost it all off and you’re good to go. Another benefit of Roost is that it removes the Rock, Electric and Ice weakness for a turn, though powerful, more likely Special, hits will still take you down. Also, you will become temporarily vulnerable to Fighting and Ground type attacks, so be weary.
- Non-Offensive Lead
252 HP/4 Def/252 Spe
Jolly @ Leftovers/Choice Scarf
-Tailwind
-U-Turn
-Final Gambit
-FeatherDance/Return/Roost
85 HP is definitely not bad by any standards, and with a new toy in Final Gambit, Staraptor can find an easy niche to take down some threatening monsters with lesser Hit Points. The fact that Raptor is fast only helps it more. Keep in mind that certain slow, bulky Pokemon that are taken down by a full-health Final Gambit include Porygon 2, Cofagrigus, and even Ferrothorn! This is a great way to take down certain walls that you couldn’t otherwise harm much. Aside from Gambit, this set utilizes other nice support-esque options bestowed upon Staraptor, such as Tailwind. If you have a monstrous sweeper with only sub-par Speed, allow Staraptor to fix that for about two turns. Afterward, you can just U-Turn out to the appropriate Pokemon and take over from there. The last slot again is up for grabs with the option to further harm the opponent (preferably Physical guys) with FeatherDance, the addition of some offense and STAB in Return, or even more reliable recovery if you have yet to Gambit. Leftovers is a nice touch to this set, though Scarf may be used to ensure the super-speed.
5. 5. Reckless
4 HP/252 Atk/252 Spe
Jolly/Adamant @ Life Orb/Choice Band
-Brave Bird
-Double Edge
-Close Combat
-U-Turn/Pursuit
This set just doesn’t care. It smashes through things without looking back and with little to no regard at all as to whether it survives the onslaught of oncoming POWER. With Reckless being arguably Staraptor’s most effective new addition from the fifth generation, this set employs its two most powerful (Reckless boosted) STABs, alongside the never-failing CC. Life Orb kills you faster, but allows you to hit hard with the ability to switch moves, while Choice Band epitomizes the brute force of the listed attacks. Jolly is preferable to outspeed or speed-tie with a number of good threats, though Adamant can be used for…well, do I need to say it?
Conclusion: I’m not afraid to my repeat myself in this: Staraptor is by far the best early-game bird Pokemon in the universe, and is perhaps even the best Normal/Flying type in general. Whether you agree with me or not, there is no denying a Pokemon with two excellent abilities that compliment its stats wonderfully and decent coverage to get the job done. Sure, its movepool is not large at all, especially with such a scary Attack, but it has what it needs to get the job done. I only hope you can use Staraptor with as much success as I have in the past. If we’re going to talk tiers, it was BL last gen, which is a wonderful feat, and while it is mere UU now, there is no doubt it will be either a primary contender in the Underused category, or a five Star returner to the Borderline.
Competitive Usability: 8 out of 10
It's called the Predator Pokemon for a reason; I wouldn't want one of these guys chasing me down! Its fifth gen sprite makes it look a bit emo, but for some reason that's cool. I've said this several times, but I really like Staraptor quite a lot. It's definitely worth a capture.
Aesthetic Design: 8.5 out of 10
Monday, May 16, 2011
Competitive Battling Spotlight #12: New Pokemon Six
Today we a have Pokemon that’s been receiving quite a bit of attention for its placement within the rough Smogon tiers, where arguments have arisen that it is either too dominant for UU or still not good enough for OU for a number of devastating factors
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| The Boundary Pokemon |
Tier: BL (as of January 2012)
H.P.: 125
Attk: 130
Def.: 90
Sp.A: 130
Sp.D: 90
Spe: 95
Abilities: Pressure: A typical ability for a Legendary Pokemon. Though there are others out there that could make Kyurem a much better Pokemon, it could always be worse. I guess beggars can't be choosers.
Analysis: In avoidance of a bias, I will hereby present a number of reasonable factors for both sides of the argument, allowing you, the great reader, to reach your own conclusion as to where Kyurem should sit in the new metagame.
First let’s begin with the bad. Initially, you might think there are so many burdens for Kyurem to carry on its glacial back, which would not at all be incorrect to assume. However, the vast majority, if not the entirety, of its problems stem from one key detriment to this monstrous Pokemon’s usage: its typing. Dragon and Ice, while offensively superb, garner too many weaknesses to common attacking types, and more particularly, to common attacks in general. Weakness to Mach Punch, especially with a lacking base 95 Speed and the fact that everything that carries Mach Punch does so with STAB leaves Kyurem with too many openings where there really shouldn’t be any. Its defensive stats in general are quite amazing, but with Pokemon like Conkeldurr, Mienshao and Terrakion running around, Kyurem doesn’t stand too much of a chance.
Its next significant weakness is to the Dragon type, where with 95 base Speed it is outsped by nearly every single Dragon out there (bar Altaria and Druddigon, but who really uses them?), resulting in an unfortunate oncoming barrage of Super Effective Dracos and Outrages to the face. Again, though its defenses are good, Dragon is one of the most powerful offensive types out there, and Kyurem does not match up well against Garchomp, Salamence, and even Dragonite, especially when it can’t outspeed and destroy them with a 4x Ice STAB.
Next, and perhaps most importantly, Kyurem is weak to the Rock type. While STAB Stone Edges and Rock Slides aren’t always too threatening, or common for that matter, perhaps its most monumental bane is to the premier entry hazard, Stealth Rock. Losing 25% of its gargantuan health upon switching in is a humongous downside to Rem’s longevity, especially as it is a Pokemon who is most effectively used when switching in and out (it has no boosting moves). What’s more, Stealth Rocks, or entry hazards in general, are used on about 95% of teams today, which makes hazard prevention and removal (i.e. Rapid Spin, Taunt, Magic Bounce, etc) that much more important if you wish to use this Pokemon.
Lastly, while not a conventional weakness as defined by its typing, Kyurem’s movepool is not nearly as useful as its stats might need it to be. It has a considerable amount of offensive moves, including (and limited to) STAB in the form of Draco Meteor, Outrage, Ice Beam and Blizzard, alongside Focus Blast, Hidden Power, Stone Edge and a couple of Ghost moves. That’s about it. As far as “support” goes, it’s got access to Toxic, Sub, and the Dual Screens, though again with its awful defensive typing it won’t make much of a Tank/Wall no matter how high its HP.
Now for the good. A 660 Base Stat Total; higher than everything non-Uber that doesn’t have a horrendous ability (ahem, Slaking and Regigigas). Ice and Dragon STAB backed by 130 offenses and 95 Speed. Hello Choice Scarf? Excellent defensive stats that have already been mentioned in this analysis because this really is the limit to this Pokemon’s fame. This really is the first Legendary Dragon with so much power and potential that really hasn’t lived up to its name. Or, rather, it can’t for that matter. I won’t tell you whether Kyurem is “good” or “bad”, but I will say this very exhaustive list highlights the most important things to consider in using it. It’s got what it needs to be a good Pokemon, it just needs to learn how to use them.
Potential Sets:
- Special Choice Scarf Kyurem
4HP/252 Sp. Atk/252 Spe
Modest/Timid @ Choice Scarf
-Draco Meteor
-Ice Beam
-Focus Blast
-Hidden Power Fire
This is my favorite Kyurem set, mainly because it’s the first one I ever used for it. With a larger and more usable Special movepool than a Physical one, this set takes advantage of both of Kyurem’s insanely powerful STABs, along with its decent Speed and other coverage moves. This set should prove to be quite dominant in the UU tier, where the most prominent Steel type is Registeel, and as long as that is out of the way, not a lot of things are going to enjoy taking a STAB Draco (or Ice Beam) from a 394 Special Attack stat. Also, if used on a Hail team, Ice Beam may (and should) be replaced with Blizzard. Better move in Hail is better.
- Mixed Kyurem
128 Atk/128 Sp.Atk/252 Spe
Naïve/Naughty @ Life Orb/Choice Scarf
-Outrage
-Ice Beam
-Focus Blast
-Stone Edge
With offensive stats like that, Mixed sets are easily the best thing for Kyu to run. This is a rather basic version, with Max Speed and Mixed offenses attained to be fast and deal damage while attempting to avoid those overly powerful Super Effective attacks (and Stealth Rock). Really, this is more of a guideline set, as with the given EV spread Kyurem can run just about any of the attacks it has. HP Fire, Shadow Ball, Psychic, Return, you name it. In terms of item, Life Orb is a good one for this set, allowing for much stronger hits, though Scarf can be used to make Kyurem outspeed just about everything that is itself not Scarfed. It’s all up to you; this set really has no boundaries.
- Glacier Hone
4HP/252 Atk/252 Spe
Naïve @ Life Orb/Leftovers
-Hone Claws
-Outrage
-Stone Edge
- Blizzard
Ok, so he gets one stat-boosting move (I’m still not counting Double Team). Hone Claws is a good move, but in a world where Swords Dance and Dragon Dance exist, it’s never seen as ideal for something. Unfortunately Kyurem gets no Physical Ice STAB so Blizzard will have to do. It will enjoy the accuracy boost that Hone gives it, although if you still fear a miss, Ice Beam may be put in its place. Also, if you want a purely Physical set, Return or Shadow Claw may be used in this last slot, both of which have their perks. For coverage, and to hit Steel Types that will wall the hell out of every single one of the aforementioned moves, Focus Blast may also be employed, as it too welcomes the accuracy boost.
- SpD Boundary
252 HP/4 Sp.Atk/252 Sp. Def
Calm @ Leftovers
-Toxic
-Reflect/Light Screen
-Dragon Pulse/Dragonbreath/Draco Meteor
- Glaciate
As every type it is weak to is a predominantly Physical type (with the slight exception of Dragon), this set takes advantage of the other side of the spectrum, in an attempt to feign a Support/Wall variant. As long as you can avoid entry hazards and Fighting moves, you’ll find this set does a surprisingly good job in taking Special hits and setting up a Screen or two, Poisoning the opponent, or firing off with an annoying, yet powerful, STAB. Glaciate is basically a slightly stronger Icy Wind and the Speed drop on your opponents could definitely come in handy late-game. Its partner can be any of the three Special STAB, where Dragonbreath has the potential to Paralyze, Draco has the potential to kill weakened things, and Dragon Pulse is somewhere in between.
- The Most Powerful Offensive Frozen Dragon EVER
252 Atk/252 Sp. Atk/4 Spe
Rash/Naughty @ Life Orb/Leftovers
-Draco Meteor/Outrage
-Ice Beam
-Stone Edge
- Focus Blast
Yeah, I said it. This thing can kill ANY Dragon type in the entire game (granted Kyurem can hit them before being hit). You name it, it’s dead. Does that make Kyurem the most powerful Dragon in existence? All the same, this is a very joyous set for smashing just about anything with some of the most powerful moves in the game. This set defines Wallbreaker. Though the Speed in this set is lacking, the whole point of this spread is to switch Kyurem in on something that can’t harm it too much, force a switch, and demolish whatever dares come in. Ideally, if 227 Speed is still not good enough for you, Choice Scarf may be used. With the given EVs Kyurem will hit 340 Speed, enough to outspeed base 105s and below. Then, even those will be cowering beneath Kyurem’s monumentally icy wings.
Conclusion: I must confess that Kyurem hits a soft spot somewhere in my soul, and I have grown particularly attached to it during this developing metagame. I just always saw the good in it while everyone else (including Mama Kyurem) saw his resounding flaws. Kyurem is not a bad Pokemon at all, no matter what anyone tells you. He just has so much holding him back from being a great one. Let this Pokemon be the true exemplification of the current metagame, where the things that are so viciously present are those that keep such a powerful being from the higher tiers. I will not recap his pros nor his cons, for I’ve said enough now. The time for you to make the decision has come. Use Kyurem, use him well, and see past his flaws? Or consider the significance of the types that he is weak to as too dominant in the new game for his longevity. Whatever you decide, Kyurem will be patiently waiting for you, in the void between the black and white.
Competitive Usability: 7.8 out of 10
It looks badass, it has a mask and wings of ice. It looks like a frozen, deadened bird and that is somehow cool. Whether or not Pokemon Grey will bear the face of this monster, it doesn’t seem to compare much to the coolness of its Fire and Electric brethren.
Aesthetic Design: 8 out of 10
Sunday, May 8, 2011
Competitive Battling Spotlight #11: New Pokemon Five
The winner of the first Poll, the Fifth new Pokemon to be Spotlighted, Jellicent.
Tier: OU (as of January 2012)
H.P.: 100
Attk: 60
Def.: 70
Sp.A: 85
Sp.D: 105
Spe: 60
Abilities: Water Absorb: Quite an excellent ability for such a bulky Pokemon, this allows Jellicent the capability of switching in to a lot more hits, also giving it a very useful immunity. With the ability to replenish some of its tremendous health by merely switching into a predicted Hydro Pump, Jellicent’s usability and great bulk really benefit here. A superb option.
Cursed Body: This new ability provides a 30% chance for the opponent’s most recent move (as long as it made physical contact with Jell) to become disabled. This is an excellent choice for this new Bulky Water, for it adds a new means of defense to its list, the possibility of it not being hit by the same move twice in a row. This gives you an opportunity to Recover off damage taken from previous turns, and is an excellent absorber of Choice Band attacks (though not SE ones).
Damp: Damp has never really appealed to me at all. Though it stops the opponent from BOOMing in your face, there is really no other bright side to it. Additionally, with the Explosion nerf in the 5th Generation (it no longer halves the opponent’s Defense), it is likely to be much less used this time around. What’s more, Jellicent is immune to Explosion and Selfdestruct. So, like, it won’t take damage from them anyway…yeah, I’m just gonna stop there and hope you understand how pointless this is.
Analysis: Jellicent is the premier Bulky Water of its generation. With superb Specially Defensive potential, a wondrous HP stat, and sub-par but still not awful Defense, there really is no better term to characterize it. It is unique, so much to the point where it is in the Top Twenty of usage statistics in OU (as of May 1st, 2011), and while its movepool and stats are nothing to completely grovel over, it truly does hold its place as a solid Wall/Tank in the new metagame and is revered namely for its distinctive typing and its near-perfect synergy with Ferrothorn.
Potential Sets:
1. 1. Jelly Special Wall
252 HP/24 Def/232 Sp.Def
Bold/Calm @ Leftovers
-Toxic/Will-O-Wisp
-Scald
-Hex/Shadow Ball/Protect
-Recover
It’s easy to point out what Jellicent is good at, and this set utilizes that to a great extent. Absorbing hits, particularly of the Special classification, is truly what this big blob of royal jellyfishness is good at. Also, with a decent amount of support/stall options, it really serves as a wonderful Wall/Annoyer capable of taking hits and gradually lowering the opponent’s longevity. Unfortunately, this set does come at a cost. While Jellicent is primed for taking Special hits, a lack of investment in its lesser defensive stat really shows; it can be demolished without a second thought by Super Effective, and even Neutral, Physical Sweepers. Still, with what this Pokemon was given, it can attempt to cripple Physical Attackers with Wisp (or a 30% chance from Scald) or take them down slowly with Toxic, Recover, and a few switch-ins (and outs).
2. 2. U Jelly? (Taunt)
248 HP/212 Def/48 Spe
Bold @ Leftovers
-Taunt
-Toxic/Will-O-Wisp
-Recover
-Scald
Access to Taunt really helps things either with great Speed or great Bulk. Jellicent is the latter, and with a significant amount of investment and a Bold nature, its Physical Tanking days are just beginning. A slight contribution of EVs in its Speed stat allow it to be faster than a number of other Wall-ish (though still quite slow) threats, and give it the ability to Taunt them before they are able to set anything up. Also, if you can predict a good switch into something that likes to setup, you can shut them down nicely before they do. The remainder of the set again focuses on Status-ing the opponent and whittling down their HP as you Recover yours up.
3. 3. Bulky Wost (Water-Ghost)
252 HP/252 Def/4 Sp.Def
Bold @ Leftovers
-Will-O-Wisp
-Recover
-Surf
-Shadow Ball/Toxic/Protect
A dedicated Physical Wall. While the other sets were fair in their distribution of EVs, this one asks no questions and becomes a decent check to numerous Physical threats like Scizor, Blaziken (though it’s now banned), Infernape, Darmanitan, etc. Seriously, 100 base HP is a blessing. The rest of the set, as always, employs the same other things that Jellicent utilizes the best. Not much more to say.
4. 4. Water Spout
248 HP/144 Def/116 Sp. Atk
Bold @ Leftovers
-Toxic/Shadow Ball
-Protect/Will-O-Wisp
-Recover
-Water Spout
An interesting attempt here, I saw that, with Water Spout, a good amount of bulk, and Recover, Jellicent might be able to pull this off nicely. The EVs are a little weird here, but, I mean, Jellicent isn’t entirely not weird itself. For this variant, try to Toxic the opponent first, so that you can get a good amount of damage on them in the long run. Protect + Lefties is nice, and with Recover allows a great means of restoring that viable ammunition to Jell’s Water Spout, its Hit Points. I’ll say it here first: this set is essentially a gimmick and is not expected to work wonders on other teams, especially with Spout capping at 8 PP. This is just here if you’re tired of using ‘Cent for what it’s good at and wanna show off with the “element of surprise”. All in all, if used properly, this set does have the potential to ideally wash out your opponent.
5. 5. Trick Room
248 HP/216 Def/44 Sp.Def (0 Speed IVs)
Relaxed @ Leftovers
-Trick Room
-Scald
-Recover
-Toxic/Taunt
Last but not least, Trick Room. This set is also not ideal for what Jellicent can do, but it is decent at switching up the dimensions. With the given EV spread, Jellicent can take a good number of hits from really almost anything, allowing it to set up TR without question. Once up, with 0 IVs, a Relaxed nature, and a meager 60 base Speed, you’re free to Recover off the damage, poison and/or Taunt your opponent, and sear them to death with a torrent of scalding hot water. Or you can switch out to a slow Sweeper that can utilize Trick Room better.
It is arguable that a good portion of Jellicent’s high usage ranking has been a result of the monstrous Ferrothorn’s steely ascent, but without the spike-ball’s synergy, Jellicent is still a decently effective Tank. Though many of its sets (as you’ve now seen) look vastly similar, this only seems to reflect the potential this floating King of doomed waters has in the forthcoming metagame. Also, because it does not have the variety of things like Bronzong, Forretress, and even Ferrothorn, it becomes able to focus more on what it can do. While this lack of versatility does have its downsides (i.e. predictability), there is absolutely no doubt that this is a great Pokemon, and an asset to really almost any type of team.
In terms of design, Jellicent really exhibits qualities of the families of both of its types. Though it tends to look more like a Ghost to me, it is fishy features do stand out, with its wiggly-like arms and its deep blue coloration. It is also one of only two families of 5th gen Pokemon to have a gender-difference, the other being the Unfezants. Both genders of Jellicent are very cool and unique, though I can’t help thinking of the episode of Spongebob in which the “King Jellyfish” pursues Spongebob and his role model Kevin (and his group of Jellyfishing goonies). It has also been said several times that the male version of this Poke looks a lot like the Pringles guy. I am not going to refute that.
Competitive Usability: 9 out of 10
Aesthetic Design: 8 out of 10
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