A new Competitive Pokemon Analysis will go up later tonight (as scheduled). I have started working on it, but probably won't finish in the near future, and I have to be somewhere tonight.
Thanks for your patience!
Wednesday, November 9, 2011
Monday, November 7, 2011
Competitive Battling Spotlight #28: Ability Two
Today we will go in depth
about the rare but effective ability, Hustle.
What it Does:
Increases damage output of
physical attacks by 1.5 times (50%), however, decreases the accuracy of moves
by approximately 20%.
Example:
Durant with Hustle will have
the equivalent of +1 Attack (like having a Choice Band equipped without being
locked into a move), but moves with 100% Accuracy will now only be 80% accurate.
Likewise, the already inaccurate Stone Edge will be relegated from 80% to 60%
Accuracy.
Who Has It Now:
The Good and the Bad of Hustling:
When put into perspective,
Hustle is a high risk, high reward kind of ability, giving a few Pokemon the
edge they need over otherwise annoying/bulky threats. The best part is that if
used on an Attack boosting set (i.e. Swords Dance or Hone Claws), it won’t take
many turns of setup before your attacks
are wrecking things.
Still, the Accuracy drop is
very risky, and when considering that really nothing that gets Hustle has bulk
worth mentioning, you’ll find yourself losing valuable Hustle Pokemon if they
miss an attack. Also, the fact that nothing that gets Hustle (besides Durant)
has really awesome initial Attack or Speed, many players consider this to be a
wasted ability; one with great potential but nothing more.
The Best Hustlers:
Here are no doubt the best Hustle
abusers. Despite the fact that each one of these is confined to the lower
tiers, they are still reasonably viable threats in even UU, and could serve as
very threatening powerhouses in NU and RU if the Miss Gods are not against you.
Zweilous
@Choice Band
4
HP/252 Atk/252 Spe, Adamant
-Outrage
-Dragon
Tail
-Fire
Fang
-Crunch
Since Heatran is the only Pokemon
that resists the Dragon+Fire coverage combo, this set is essentially unresisted
in the lower tiers. With Choice Band + Hustle + Adamant nature, Zweilous
reaches unbelievably high Physical power, managing to OHKO a good portion of
non-defensive threats. The bulk and Speed of this set are pretty absent, so as
long as you are able to get Zwei in safely and fire off a monstrous hit, you
will not be disappointed.
Raticate
@ Choice Scarf
4
HP/252 Atk/252 Spe, Adamant
-Quick
Attack/Sucker Punch
-Double
Edge/Return
-Wild
Charge
-U-Turn
Though not
the best type coverage, with Hustle, this set yields essentially Choice Band
and Choice Scarf in one, reaching 400+ on each stat. Priority is essential here
against things that have it themselves/are (somehow) faster. Also, for choice
of STAB, Double Edge is amazing, though the recoil may not be too favorable. Return
may be used if the recoil scares you, and Retaliate can be used for Revenge
Killing purposes.
Durant
@ Life Orb/ Leftovers
4
HP/252 Atk/252 Spe, Jolly
-Hone
Claws
-Iron
Head
-X-Scissor
-Stone
Edge/Crunch
Durant is
definitely the best user of Hustle in the entire game. With amazing Speed and
good natural power, Ant can charge through teams with ease. Hone Claws was
built for this Bug, as after only one turn it nullifies the Accuracy drop of
Hustle, as well as adding in an additional Attack boost. Coverage on this set
is limited, as is Durant’s movepool, but it remains strong as one of the best
Sweepers in RU at the moment.
Who Should Get It:
Infernape- With Fantastic
Speed and Attack, as well as superb coverage, Ape would become arguably more
dominant in OU if it had an ability like Hustle. The Attack boost would make
its Flare Blitz and Close Combat hurt even more than they already do now, and
the viability of a Choice Band set would increase several times over. Plus, as
an acrobatic monkey, Hustle seems a logical choice in terms of real-life
perception of the beast.
Flygon- Black and White
brought no change for Flygon, sinking it to the middling realms of UU. However,
with Hustle, a whole new level of play for the premium Dragon scout Pokemon
would become available, dishing out harder hits with those U-Turns and STAB
EQ+Outrage combo. If Flygon got its act together, the entire UU metagame would
tremble beneath its wings.
How It Could Be Better:
Why should Hustle limit users
to just physical Attacks? If there were a counterpart for Special Attackers,
i.e. Togekiss, things would be very interesting. Of course, this isn’t an
improvement on the ability itself (as I can’t think of many ways to make it
better without making it broken), but rather a separate ability for Special
Attackers, like Togekiss, who can abuse the power boost with their STABs and a
never-missing Aura Sphere. How about we call this one Overzealous?
Conclusion:
Hustle is
actually a very good ability when used in your favor. Its reasoning for being
so rarely seen is possibly due to the fact that not too many competitively
potent Pokemon have it. However, if you can get past the 20% Accuracy drop
(ideally with Hone Claws), you will see that this ability has the potential to
make many threats crumble. Don’t let Hustle’s underrated potential fool you.
Saturday, November 5, 2011
Competitive Battling Spotlight #27: Move One
The first Competitive Move analysis of the Psychic type move, Calm Mind.
What it
does:
Calm Mind
gives the user a +1 (50%) boost to both the Special Attack and Special Defense
stat, making it a uniquely offensive and defensive setup move all in one.
The Calmest
Minds:
Many
Pokemon can utilize Calm Mind effectively, but the most prominent users are
bulkier threats with a good HP stat and preferably good Defense and Special
Attack as well. The reason high Defense is ideal is because Calm Mind boosts
the Special Defense stat, meaning that users with natural physical bulk will be
able to take hits from virtually any offensive threat (Special or Physical)
after only a boost or two. Below is a listing of the best Calm Minders in any
and every tier. This is not meant to be a complete list, and only lists a few
examples of good Calm Mind abusers. You should definitely try out any Pokemon
that has Calm Mind and fits the above criteria that is not listed here.
Playing Calm
Mind Defensively:
Though I’ve
described it as being both an offensive and defensive move in one, certain
abusers are built inherently to take hits, as opposed to dishing them out. This
means that most of these Pokemon won’t be doing too much outright damage and
must rely on having several boosts before doing too much. A lot of these also
have access to instant recovery and focus on withstanding turns in battle
before they can make a dent in teams. Below are a few that make use of this
strategy.
Reuniclus
The supreme Calm Minder of OU, Reuniclus has it all;
gargantuan HP, monstrous Special Attack, a well-rounded offensive (and
defensive) movepool, and Magic Guard. Be weary of this little guy setting up
some CMs against you, as it could very easily put away your team thereafter.
Jirachi
In the rain, with 60% paralysis Thunder and 60% confusion
Water Pulse, Calm Mind Jirachi becomes one of the most annoyingly effective
set-uppers out there. Its naturally well-rounded stats perfect this strategy,
making it a true staple of CM abuse.
Suicune
Slowbro
Playing Offensively:
Taking hits and restoring damage is
not the only way to play. Some Pokemon are naturally fast and capable of a high
initial damage output, but resort to Calm Mind for means of getting past
threats that would otherwise absorb and shrug off their powerful attacks. These
are the offensive users of Calm Mind, and are no more or less threatening than their
hefty counterparts.
Lati@s
The Lati twins are built to abuse Calm Mind, what with their
amazing offensive stats (Latios moreso), high Speed and reasonably good bulk
(Latias moreso). Their movepools and STAB Dragon typing, along with base 80 HP,
further compliment their idealization of making use of the +1 Special Attack
and Special Defense boosts.
Alakazam
Raikou
Espeon
Speed, power, and immunity to direct status moves and Taunt
thanks to Magic Bounce make Espeon a great candidate for this setup move as
well. With naturally high Speed and Special Attack, after just one boost Espeon
will be hurting a lot of things. Also, with access to Baton Pass, she can share
in the boosts with any of her teammates, making her an ideal support Pokemon.
Playing in
the Lower Tiers:
OU and UU
aren’t the only tiers to have some Calm Mind fun in! A number of usable threats
in RU and even NU stand out as effective in utilizing the setup move to do some
damage. Here are a few potent choices:
Mesprit
The King of NU (probably soon to be moved to RU), Mesprit
serves as a perfectly balanced Pokemon with good power and bulk alike. This, as
you might guess, allows it to make perfect use of the +1 Special boosts. With excellent
coverage as well, Mesprit becomes a deadly sweeper after only a few turns of
setup.
Beheeyem isn’t too far off its Psychic-type counterpart
Reuniclus. They both have decent Defenses, 125 Special Attack, and pretty good
movepools. But even though Beheeyem has a lower HP stat and Synchronize instead
of Magic Guard, it still has potential to make use of all its assets by setting
up. Try CM Beheeyem in the lower tiers. You might be surprised.
Duosion
Other Notable Users:
Here are a few other Pokemon to consider and their
attributions to a Calm Mind set:
Conclusion:
It is
definitely not the most popular setup move, nor is it the most offensively
contributory. Calm Mind requires patience and strategy in order to work more
effectively, especially as it is not as outright successful as something like
Nasty Plot or Growth. Still, on the right Pokemon, it can become the key to
finishing teams and winning games.
Apologies
I am currently in the process of editing my Competitive Move analysis that I was supposed to have posted yesterday. I apologize for not doing so, as I was busy with midterms. A Competitive Item analysis will be posted later today, as planned.
Wednesday, November 2, 2011
Competitive Battling Spotlight #26: Old Pokemon Seven
Medicham, An oddity in both appearance and Competitive potential.
The Meditate Pokemon |
H.P.: 60
Attk: 60
Def.: 75
Sp.A: 60
Sp.D: 75
Spe: 80
Tier: RU (as of October 2011)
Abilities:
Pure Power: Doubles the Pokemon's Attack stat.
If you didn't know what this ability did before reading this, just know
that it is the only thing that makes Medicham even remotely viable in
the current metagame, and for good reason. Doubling the meager base 60
Attack gives this Pokemon usability that bottom-feeder NU monsters would
kill to have. Such a wonderful ability on such a would-be godawful
Pokemon.
Telepathy: Takes no damage from teammates' attacks in a Double or Triple Battle.
When given; a) Medicham's other options for ability, b) The fact that
it would suck horrendously with any ability other than Pure Power, and
c) The fact that no one would use Medicham in Doubles and Triples anyway, it should be apparent that Telepathy is a waste on this Pokemon. Stick with Pure Power.
Analysis:
Medicham is perhaps one of the most interesting Pokemon competitively, with awful stats across the board that naturally do nothing to compliment its good typing. However, thanks to Pure Power, Medicham's viability receives a welcomed aid, giving it essentially one of the best outright Attack stats in the game. Still, with a below average Speed and quite low defenses, Cham has always been relegated to the lower end of the usage curve, standing out only to some.
There is hope for it still, though. 80 base Speed, while nothing in particular to gawk over, is idealized with a Scarf set, backed by 438 Attack with a Jolly nature and great coverage overall. These assets are also made much more profound with a Choice Band equipped, giving Cham the potential to destroy top threats in virtually any tier.
Potential Sets:
1. MediChoice Band
6 HP/252 Atk/252 Spe
Adamant/Jolly @ Choice Band
-Bullet Punch
-Hi Jump Kick
-Ice Punch
-Rock Slide/Psycho Cut/Drain Punch
Pure Power gives Medicham a raw Attack stat higher than the likes of even Haxorus and Darmanitan, meaning that with a Choice Band, it has potential to hit harder than nearly anything unboosted in the current metagame. This is only made greater by the fact that Fighting is an excellent STAB type to have. Add in the fact that Ice Punch and Rock Slide give it near-perfect coverage, and you have one very promising offensive powerhouse on your hands.
Unfortunately, with lack of good Speed and bulk, this set is optimized through use of forcing and predicting switches, but if you are actually able to connect with the right move, you will not be sorry. Your opponent might, though.
2. Leadicham
6 HP/252 Atk/252 Spe
Jolly @ Life Orb
-Fake Out
-Bullet Punch
-Hi Jump Kick
-Rock Slide/Ice Punch/Recover
With its natural strength and access to Fake Out and some good coverage options, Cham makes a reliable choice for a lead slot, threatening a lot of common first-turn foes. Fake Out is a staple on this set, scoring loads of damage on frailer opponents and working to generally scout your opponent's next move. STAB Hi Jump Kick rounds off coverage nicely, and destroys anything weak or neutral to it, while Bullet Punch is for added priority after using the first-turn Fake Out. The last slot is there to fill up coverage holes, as both Rock Slide and Ice Punch work well with Hi Jump Kick. Recover may also be selected to increase longevity and nullify Life Orb damage, though the opportunities to get up a free Recover without being hit and KO-ed by an opponent's move are slim.
3. Bulk Up
252 HP/6 Atk/252 Sp.Def
Careful @ Leftovers
-Bulk Up
-Bullet Punch/Substitute/Recover
-Drain Punch
-Ice Punch/Rock Slide
Although Medicham is quite notably frail, it does have usable bulk when used as the focus for a set. That, and access to Bullk Up as means of increasing its already-superb Attack to even greater heights (with no investment at all, it has 312 Attack initially). With STAB Drain Punch for recovery, this set really has a lot going for it if played correctly. Rock Slide is great for coverage in OU, while Ice Punch yields better coverage against the threats of the lower tiers. Priority in the form of Bullet Punch is nice here, as without any Speed Cham will be much slower than usual, but if you'd like to go for a safer, more bulky route, Substitute may also be employed. Also, if you'd prefer brute power over the ability to recover some HP, you may choose Hi Jump Kick over Drain Punch and Recover over Bullet Punch/Sub.
4. ScarfCham
6 HP/252 Atk/252 Spe
Jolly/Adamant @ Choice Scarf
-Hi Jump Kick
-Rock Slide
-Ice Punch
-Psycho Cut/Drain Punch
With Choice Scarf, Medicham becomes noticeably faster, becomeing able to outspeed countless threats it would not otherwise and smack them with a powerful hit. Bullet Punch is a bit unnecessary here, so the best optimal coverage is displayed above. Psycho Cut may be used for powerful STAB, while Drain Punch is good for pseudo-recovery. It should be recognized that this set, with a Jolly nature and the given EVs, hits 400+ with both its Attack and Speed stats, making it a very underrated revenge killer in OU, UU and RU alike.
Conclusion:
Medicham has always fallen victim to its own list of flaws, which accounts for its very low tiering placement since its introduction in Ruby and Sapphire. The good news about this, however, is that Medicham can be used in virtually any tier (bar NU) thanks to its low usage, making it effective in even the upper tiers. So while many are laughing in Cham's face for its "sucky" potential, you should be giving it a shot on one of your teams. It's really one of the most underrated competitively competent Monsters in today's game.
Competitive Usability:
Pros-
- An Attack stat of over 400 with Pure Power.
- STAB Fighting
- A decent physical movepool, including Rock Slide and Ice Punch for coverage
- Lack of bulk and support options.
- Below average Speed.
Verdict: 8 out of 10
Design-wise, Medicham isn't pretty. It's a Fighting type, which means it has a starkly humanoid shape, but its skinny body
and odd posture keep you from wishing it was anything close. It also has
big lips and some odd headpiece thing that resemble a woopie-cushion or
a flattened fish screaming for help. Its got a cool coloration on both
the normal and shiny sprites, and the concept is cool, but otherwise
that's as far as Medicham goes for me in the appeal factor.
Aesthetic Design: 6 out of 10
Monday, October 31, 2011
Competitive Battling Spotlight #25: Ability One
In accordance
with the new posting schedule, today accounts for our first day of the week, as
well as the first Competitive Ability Spotlight. Today’s ability is Mold
Breaker.
Description (What it Does):
Mold Breaker “breaks the mold” of
the opponent’s ability, allowing it to ignore certain abilities when attacking.
Examples:
Haxorus with Mold
Breaker can hit Flygon, Rotom-W, Bronzong, and other Pokemon with Earthquake,
despite them having the Levitate ability.
Pinsir (and all other Mold Breakers) can cause a flinch on
Crobat, despite it having Inner Focus.
Who Has It Now:
Who Gets It Through Dream World:
What Abilities Does it Break?:
Battle Armor
Big Pecks
Clear Body
Contrary
Damp
Dry Skin
Filter
Flash Fire
Flower Gift
Heatproof
Heavy Metal
Hyper Cutter
Immunity
Inner Focus
Insomnia
Keen Eye
Leaf Guard
Levitate
Light Metal
Lightningrod
Limber
Magic Bounce
Magma Armor
Marvel Scale
Motor Drive
Multiscale
Oblivious
Own Tempo
Sand Veil
Shell Armor
Shield Dust
Simple
Snow Cloak
Solid Rock
Soundproof
Sticky Hold
Storm Drain
Sturdy
Suction Cups
Tangled Feet
Telepathy
Thick Fat
Unaware
Vital Spirit
Volt Absorb
Water Absorb
Water Veil
White Smoke
Wonder Guard
Wonder Skin
Why It’s Good:
Mold Breaker is excellent because
it gives its holders a very prominent offensive presence that they might not
otherwise secure. The ability to hit certain threats that would otherwise shrug
off a move or garner a benefit from it for themselves is nearly unrivaled in
the Pokemon Kingdom. It also helps greatly that just about every single user of
Mold Breaker has a strong Attack stat, which bolsters Mold Breaker’s usability
near twofold.
Generally, this ability provides
some edge over other offensive threats, and usually serves to distinguish its
holders as prominent offensive threats in their respective tiers. Haxorus is
indeed the best user of it at the moment, but I recommend trying out some of
the lower tier guys like Pinsir and Throh to see how they play around certain
opponents that rely solely on their abilities to make a difference.
How It Could Be Better:
While it is no doubt a blessing, I think
Mold Breaker could take its ability-stopping a bit further, perhaps even to the
point where it negates all abilities
upon attacking the opponent. This could come in serious handy this generation,
with the dawn of highly-impenetrable Weather abusers like Swift Swim Kingdra or
Chlorophyll Venusaur. Imagine being able to outspeed them with your Choice
Banded Haxorus and score the OHKO you might otherwise desperately need? Stopping
them, the annoying-as-hell Serene Grace abuser Jirachi, and countless others
would make Mold Breaker a true ability of the gods, but for now we can marvel
in the fact that it still gives us more competitive benefit than an ability
like Keen Eye or Big Pecks.
Conclusion:
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