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[Gen6] Pokemon of the Week ORAS Edition (08/26: The return of PotW)


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Tier rotation time for PotW, this time another Ubers Pokemon, and what better Ubers Pokemon than the original Uber itself?

 

 

Mewtwo, Mega Mewtwo Y & Mega Mewtwo X
mewtwo.gifmewtwo-mega-y.gifmewtwo-mega-x.gif

Tier Status (Singles, Mewtwo): Uber
Tier Status (Singles, Mega Y): Uber
Tier Status (Singles, Mega X): Uber

Tier Status (Doubles, Mewtwo): DUber
Tier Status (Doubles, Mega Y): DUber
Tier Status (Doubles, Mega X): DUber

Type (Mewtwo): Psychic
Type (Mega Y): Psychic
Type (Mega X): Psychic/Fighting

Base Stats (Mewtwo): 106 / 110 / 90 / 154 / 90 / 130
Base Stats (Mega Y): 106 / 150 / 70 / 194 / 120 / 140
Base Stats (Mega X): 106 / 190 / 100 / 154 / 100 / 130

Abilities (Mewtwo):

  • Pressure: Attacks that target this Pokemon lose an additional 1 PP. Outside of battle, if this Pokemon is placed in the lead spot of the team, the Wild Pokemon encounter rate increases.
  • Unnerve (Hidden Ability): The opponent's Pokemon will be unable to consume their held berries.

Abilities (Mega Mewtwo Y):

  • Insomnia: Pokemon with this ability cannot be put to sleep.

Abilities (Mega Mewtwo X):

  • Steadfast: Whenever this Pokemon flinches, its Speed is increased by 1 stage.

 

 

Table of Contents

  • Singles Ubers Overview

 

 

Singles Ubers Overview
ORAS Singles Ubers Viability (Mewtwo): A+
ORAS Singles Ubers Viability (Mega Y): A+
ORAS Singles Ubers Viability (Mega X): B+

Mewtwo, the original Uber from Gen 1. Though Mewtwo is now a shadow of its former Gen 1 self, it continues to be a threat in the Ubers metagame, boasting its high 154 Sp.Attack and 130 base speed, the latter allowing it to outspeed the majority of the Ubers metagame barring Choice Scarfers and the Deoxys formes. As if Mewtwo wasn't viable enough, X&Y granted it not one, but two different Mega Evolutions, a blessing shared only with Charizard.

Mega Mewtwo Y, despite its rather silly appearance and attempt to accentuate Mewtwo's natural characteristics inherited from Mew, grants Mewtwo the highest base Sp.Attack in the game. Although Mega Mewtwo Y hits for less damage than its non-Mega counterpart holding a Life Orb, it also gains additional speed and Special bulk, at the expense of its physical Defense stat; this extra longevity is what sets it apart from it non-mega Mewtwo.

Mega Mewtwo X, on the other hand, accentuates the artifical DNA modifications made to Mewtwo, capitalizing on Mewtwo's often overlooked physical movepool by granting him the highest physical attack stat in the game, in addition to a secondary Fighting type, granting Mewtwo a different set of weaknesses and resistances.

While all three Mewtwo formes may seem to have alot going for them, they are not without flaws. Although they sport very high offensive stats, none of them are capable of scoring important OHKOs. Psychic also isn't very great defensively, and in the case of Mega Mewtwo X, many top threats including Mega Salamence and Xerneas can capitalize on Mewtwo's newfound Flying and Fairy weaknesses.

 

 

ORAS Ubers Singles Moveset: Special Attacker
150.png or 150-my.png
Ability: Pressure (Insomnia) / Item: @Life Orb or Mewtwonite Y
Nature: Timid w/ EVs: 4 Defense / 252 Sp.Attack / 252 Speed
Moves: Psystrike / Focus Blast / Ice Beam / Fire Blast, Taunt, or Calm Mind

Tips:

  • Psystrike is Mewtwo's signature STAB move, and is a buffed version of Psyshock, allowing Mewtwo to bypass special walls such as Blissey without having to invest in physical Attack.
  • Focus Blast is used to nail Pokemon that resist or immune to Psychich, such as Steel and Dark types.
  • Ice Beam is used specifically for Mega Salamence, Arceus-Ground, Yveltal, and Lugia, and is Mewtwo's best coverage move for these threats.
  • For the last slot, Fire Blast grants Mewtwo additional coverage against Steels, particularly the ones that don't care about Focus Blast, including Aegislash, Mega Scizor, Klefki, and Jirachi. Taunt can be used here as well as Mewtwo has plenty of speed out outpace most of the metagame while preventing status as well as stallbreaking. If needed, Calm Mind can also be run here to further bolster Mewtwo's offensive presence.
  • The given EV spread maximizes Mewtwo's Sp.Attack and Speed, allowing Mewtwo to capitalize on its high speed while also hitting as hard as possible. When running Life Orb, the 4 Defense EVs is used specifically for Genesect, as this prevents it from gaining an Attack boost, to which it can threaten Mewtwo with U-turn.
  • The item choice between Life Orb or the Mega Stone depends on whether you need power or longevity. Life Orb Mewtwo hits harder than Mega Mewtwo Y, but will wear itself out with recoil over time, whereas Mega Mewtwo Y has an easier time switching in due to its increased Special Defense and lack of recoil. In general, Life Orb is preferred if running Fire Blast in the last moveset, while the Mega Stone is preferred if running Taunt or Calm Mind.
  • Mewtwo should be brought in safely, such as on predicted switches, as it lacks great bulk, especially moreso in the case of Mega Mewtwo Y's lack of physical Defense.
  • When running Taunt, use it freely when facing support Pokemon to deny them the use of status moves and Defog. It may be beneficial to delay Mega Evolving Mewtwo to take advantage of its higher physical bulk in these cases.
  • Since Mewtwo often lacks the power to score crucial OHKOs, it may be best to send it in late game when the opponent's team has accumulated prior damage.

Other Move Options:

  • Shadow Ball: Long regarded as Mewtwo's "signature" move since before the move even existed in Gen 2, Shadow Ball is an option to use as it hits Arceus-Ghost for super effective damage while still maintaining super effective coverage against Lugia and Aegislash. It also provides nice neutral coverage with Focus Blast, though the ability to hit more targets super effectively with Ice Beam and Fire Blast is preferred over Shadow Ball's neutral coverage, especially when Shadow Ball has only 80 baser power compared to Ice Beam and Fire Blast's 90 and 110 base powers, respectively, and Mewtwo already struggles with crucial OHKOs as it is.

Hall of Shame:

  • Aura Sphere: While Aura Sphere is a less powerful alternative to Focus Blast that never misses, Aura Sphere had its base power reduced from 90 to 80 in Gen 6, and is an inferior option to Focus Blast on Mewtwo. Aura Sphere misses out on key OHKOs provided by Focus Blast, such as against Arceus-Normal, and against those foes who are not OHKOed by Focus Blast, Aura Sphere does not offer any substantial improvement, even with the buffed accuracy. For instance, the combination of Focus Blast + Ice Beam is more than enough to reliably 2HKO Arceus-Dark, while both Focus Blast and Aura Sphere are guaranteed 2HKOs against Tyranitar. Even against foes that resist Fighting, Focus Blast more often than not pushes these Pokemon into KO range from Psystrike, which Aura Sphere often fails to do. Long story short, the drop in power from Aura Sphere can and will be noticed at Mewtwo's expense.

 

Recommended Teammates:

  • 716.pngWHn0uhM.png493.png(Fairy)707.png
    Dark types pose problems for Mewtwo, even with Focus Blast as coverage, so Fairy types tend to make great teammates.
  • 493-dark.png(Dark)491.png717.png
    Dark types also pair well with Mewtwo due to their ability to check Ghost types that threaten Mewtwo. Arceus-Dark, Darkrai, and Yveltal are the most common choices.
  • 717.pngY63zdgN.png
    Since Mewtwo's life can be cut short by switching in to too many attacks, bulky Pokemon that can take hits are appreciated. Defensive Yveltal and Defensive Mega Salamence work well in this regard, though note that the latter is incompatible with Mega Mewtwo Y for obvious reasons.
  • 717.png212-m.png645-s.png649.png644.png
    Since Mewtwo appreciates having free switches, users of U-turn and Volt Switch can provide Mewtwo with these opportunities. Yveltal, Mega Scizor, Landorus-Therian, and Genesect can all provide the former while Zekrom provides the latter.
  • 383-p.png707.png386a.png386s.png645-s.png658.png
    Since Mewtwo often has trouble scoring crucial OHKOs, any kind of prior damage helps greatly, which includes damage from entry hazards. Primal Groudon, Klefki, Deoxys-Attack, Deoxys-Speed, Landorus-Therian, and Greninja can all provide hazard support for Mewtwo.

 

 

ORAS Ubers Singles Moveset: Mega X Physical Attacker
150-mx.png
Ability: Pressure (Steadfast) / Item: @Mewtwonite X
Nature (1): Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Nature (2): Naive w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
Nature (3): Jolly w/ EVs: 212 HP / 44 Attack / 252 Speed
Moves: Low Kick / Taunt / Earthquake / Ice Punch, Stone Edge, or Ice Beam

Tips:

  • Low Kick is Mewtwo's Fighting STAB of choice. While Low Kick has variable base power that is reliant on the opponent's weight, most of the Ubers tier consists of exceptionally heavy Pokemon, so Low Kick will more often than not be hitting for its maximum 120 Base Power or close to it.
  • Taunt is useful for not only Stallbreaking, but also to prevent debilitating status against Mewtwo, such as Burn and Paralysis.
  • Earthquake is Mega Mewtwo X's best option against Primal Groudon and Aegislash, as well as Mega Gengar. Earthquake can also outdamage Pokemon that are light enough for Low Kick's damage to be negligible. Such Pokemon include Jirachi, Mega Diancie, and Klefki.
  • The last moveslot is dedicated to coverage against Flying-types. Ice Punch hits Mega Salamence, Rayquaza, Gliscor, and Landorus-Therian harder, but Stone Edge is a viable option for Ho-oh and also hits harder than Ice Punch against Flying types that aren't 4x weak to Ice, such as Yveltal and Lugia. Ice Punch, however, does provide coverage against non-Flying Dragons such as Latias, Latios, and Origin Giratina. Ice Beam is an option over Ice Punch, as it hits Mega Salamence and Landorus-Therian harder, but is weaker against Latios and Latias
  • The first EV spread maximizes Mewtwo's Attack and Speed, allowing Mewtwo to capitalize on its high speed while also hitting as hard as possible. The 4 Defense EVs is used specifically for Genesect, as this prevents it from gaining an Attack boost, to which it can threaten Mewtwo with U-turn.
  • The second EV spread is almost identical to the first, except that Mewtwo runs a Naive nature instead, with the 4 EVs shifted towards Sp.Attack. This EV spread should only be used if running Ice Beam in the 4th moveslot.
  • The third EV spread is made specifically for Mega Mewtwo X to survive a +2 Arceus-Normal's Life Orb Extremespeed and retaliate back with Low Kick, though has little purpose outside of this.
  • Use Taunt freely when facing support Pokemon to deny them the use of status moves and Defog. It may be beneficial to delay Mega Evolving Mewtwo to take advantage of the different sets of weaknesses and resistances Mewtwo has both prior to and after Mega Evolving.
  • One of Mega Mewtwo X's keys to success is its unpredictability, as many players will expect either the base form or Mega Mewtwo Y, leading them to send in a physically weak Pokemon or a Pokemon that checks Mewtwo/Mega Mewtwo Y, but falls easily to Mega Mewtwo X.

Other Move Options:

  • Rock Slide can be used over Stone Edge if accuracy is a concern, as Rock Slide from Mega Mewtwo X can still OHKO Ho-oh.
  • Poison Jab or Iron Tail can be used to deal with Fairy-types, but these moves generally take away from Mega Mewtwo X's superior coverage options.
  • Bulk Up can be run alongside Drain Punch instead of Low Kick to boost Mega Mewtwo X's physical stats while also providing it with longevity in the form of recovered HP.

Hall Of Shame:

  • Zen Headbutt: Mega Mewtwo X's other STAB is generally not useful in Ubers. It provides no coverage that isn't already handled by its other coverage options, and is generally an inferior option to Earthquake. It isn't like Psystrike, which at least has the benefit of being able to break down specially defensive Pokemon while still utilizing Mewtwo/Mega Mewtwo Y's higher Sp.Attack stat.

 

Recommended Teammates:

  • 383-p.png250.png707.png681.png385.png
    Due to the type change after Mega Evolving, Fairy types pose big problems for Mega Mewtwo X. Primal Groudon, Ho-oh, Klefki, Aegislash, and Jirachi can all fulfill this role, with Primal Groudon and Klefki also providing entry hazard support.
  • 493-dark.png(Dark)491.png717.png
    Ghost types always give Mewtwo problems, and with its type change it now finds opposing Psychic types as a threat to it. Dark types such as Arceus-Dark, Darkrai, and Yveltal are the most common choices for teammates.
  • 717.png212-m.png645-s.png649.png644.png
    Since Mewtwo appreciates having free switches, users of U-turn and Volt Switch can provide Mewtwo with these opportunities. Yveltal, Mega Scizor, Landorus-Therian, and Genesect can all provide the former while Zekrom provides the latter.

 

Hall Of Shame:

  • "StallTwo"
    150.png
    Ability: Pressure / Item: @Leftovers
    Moves: Psystrike / Will-o-Wisp / Recover / Taunt

    While "StallTwo" was a very effective moveset in XY Ubers, enough to help warrant Mewtwo an S-rank viability, the viability of this set struggles tremendously in ORAS Ubers due to the addition of Primal Groudon. If Primal Groudon wasn't enough, the addition of the new Ubers-viable Magic Bouncers Mega Sableye and Mega Diancie also give this moveset problems as well. Needless to say, StallTwo is a relic of the past.

 

Singles Ubers Checks & Counters to Mewtwo

  • 493-ghost.png(Ghost)487o.png681.png0vrs5qm.png
    Most Ghost types have little trouble against most Mewtwo variants. Arceus-Ghost threatens all three Mewtwos with STAB Ghost Judgement, while avoiding a 2HKO from everything except for rare Shadow Ball variants, although it risks being 2HKOed by Psystrike after Stealth Rock damage. Origin Giratina is in a similar boat, and can outspeed with priority Shadow Sneak, but is susceptible to Ice Beam. Aegislash can switch into everything except for Fire Blast and Earthquake, while Mega Sableye is immune to both of Mewtwo's STABs and can reflect back Taunt, though it loses to Calm Mind Mega Mewtwo Y.
  • 717.png
    Yveltal is immune to Psystrike and can threaten Mewtwo/Mega Mewtwo Y with Sucker Punch, Dark Pulse, or Foul Play, and threaten Mega Mewtwo X with Oblivion Wing. However, Yveltal does have trouble switching in to Ice Punch, Ice Beam, and Low Kick.
  • 493-dark.png(Dark)
    Arceus-Dark can check Mewtwo and Mega Mewtwo Y fairly well by running Calm Mind, though Focus Blast can still deal around 70% to it while Mega Mewtwo X ouright OHKOs it.
  • 493-psychic.png(Psychic)249.png386d.png202.png380.png381.png
    Bulky Psychic types can often tank hits from Mewtwo. Arceus-Psychic, Lugia, and Deoxys-Defense can wall Mewtwo, but cannot do much in return and will be completely shut down if Mewtwo runs Taunt. Wobbuffet can beat all Mewtwo 1-on-1 with the combination of Encore + Counter/Mirror Coat, while Latios and Latias can tank any hit except for Mega Mewtwo X's Ice Punch.
  • 716.png717.png649.png115-mega.png303-m.png493.png
    While Mewtwo is naturally fast, Choice Scarf and priority users can still outspeed and revenge kill Mewtwo. Xerneas, Yveltal and Genesect are all common scarf users, while common priority users include Yvetal itself, Mega Mawile, Mega Kangaskhan, and Arceus-Normal.
  • Status: Burn and/or Paralysis
    Due to being naturally fast, Mewtwo hates having its speed cut to 25% due to Paralysis. Mega Mewtwo X, in particular, also must watch out for burns, which cut into its Attack stat and effectively neuter its offensive presence.

 

 

External Links
Smogon Analysis (Singles Ubers)

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Sylveon
sylveon.gif

Tier Status (Singles): OU
Tier Status (Doubles): DOU

Type: Fairy

Base Stats: 95 / 65 / 65 / 110 / 130 / 60

Abilities:

  • Cute Charm: This Pokemon has a 30% chance of inflicting the infatuation status on opponents of the opposite gender if hit by a contact move. Outside of battle, if this Pokemon is placed in the first team slot, all wild Pokemon encounters will have a 66.67% chance of being the opposite gender regardless of the opponent's gender ratio, except for wild Pokemon that belong to a Male-only species, Female-only species, or Genderless species.
  • Pixilate (Hidden Ability): Normal-type attacks used by this Pokemon will become Fairy-type attacks, and will also have their base power increased by 30% (in addition to the 50% damage increase normally applied for Same Type Attack Bonuses).

 

 

Table of Contents

  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles OU Overview
ORAS Singles OU Viability: B-

Sylveon is a Pokemon that is only barely OU by usage, yet is the only Eevee-lution that not only belongs to the tier, but the only one that is viable. It possesses the new coveted Fairy typing, considered to be one of the best defensive types second only to Steel, while also being very potent offensively. While it may seem like Sylveon is outclassed by Clefable, especially as a Heal Bell and Wish user, Sylveon has managed to carve a unique niche for itself in OU as a wallbreaker. Pixilate is an ability shared only by Sylveon, Mega Gardevoir, and Mega Altaria; of these three, Sylveon is the only one that does not require a Mega stone, allowing it to spam Pixilate-boosted STAB Hyper Voice to bypass Substitute. Backed by a Choice Specs, Sylveon's Hyper Voice outdamages even that of Mega Gardevoir.

However, Sylveon is also the slowest of the three Pixilate users, and at only base 60 speed, Sylveon is not that hard to revenge kill. Choice Specs Sylveon, which is by far Sylveon's best set in OU, is also very prediction reliant, and while it performs nicely against Hyper Offensive teams, it struggles against Balanced teams, the most common team archtype in ORAS OU as of right now, due to the aforementioned reliance on prediction. Choice Specs Sylveon also lacks the bulk of the Cleric and Calm Mind sets, so it finds very few opportunities to switch in, even against the Hyper Offense teams it performs well against. Cleric Sylveon would have been better, had Clefable not also had its typing changed to Fairy this generation. Clefable is often chosen over Sylveon nine times out of ten for this role due to its combination of bulk, two great abilities, and ability to threaten Steel-type switch-ins with Flamethrower.


ORAS OU Singles Moveset: Choice Specs
700.png
Ability: Pixilate / Item: @Choice Specs
Nature: Modest w/ EVs: 240 HP / 252 Sp.Attack / 16 Speed
Moves: Hyper Voice / Psyshock / Hidden Power [Fire], Hidden Power [Ground], or Shadow Ball / Baton Pass

Tips:

  • Pixilate boosted Hyper Voice is Sylveon's STAB move, which hits hard when backed by a Choice Specs. Even Pokemon that resist it, such as offensive Mega Scizor, risk being 2HKOed by it.
  • Psyshock is meant for the Poison types that resist Hyper Voice, namely Mega Venusaur and Amoonguss, and also lets Sylveon take on Specially Defensive Pokemon with lower physical Defense stats.
  • The third move is meant primarily for coverage. The two Hidden Power types are the preferred options as they provide the most coverage depending on what your team needs most; Hidden Power [Fire] roasts Ferrothorn and Mega Scizor, while Hidden Power [Ground] breaks down Heatran. Shadow Ball, however, is a viable option for getting past Pokemon like Jirachi, Mega Metagross, and Doublade.
  • Baton Pass is normally intended to be used to pass stat boosts, but because this Sylveon set does not run any boosting moves, Baton Pass is instead used in the same manner as one would use U-turn or Volt Switch; allowing Choice Specs Sylveon to bait its checks and counters and then pivot out on the same turn to maintain offensive momentum.
  • The given EV spread with a Modest nature aims to make Sylveon hit as hard as possible while maximizing its bulk. EVs are taken out of HP and put towards speed to guarantee that Sylveon outspeeds uninvested Tyranitar.
  • Choice Specs is the cornerstone of this set, maximizing Sylveon's offensive power and allowing it to function as an effective wallbreaker.
  • Because of Sylveon's low speed and physical defense, it is generally not a good idea to keep it in against faster threats unless Sylveon is at max HP. Garchomp (Earthquake) and Latios (Psyshock) are the main two Pokemon to watch out for.
  • Because of Choice Specs locking Sylveon into its moves, prediction is absolutely necessary to play this set effectively. Baton Pass and the coverage moves should only be used on predicted switches.

Recommended Teammates:

  • 006-my.png006-mx.png
    Both Mega Charizards are perhaps the best partners-in-crime for Choice Specs Sylveon, as they can roast the Steel types that give Sylveon problems and allow it to run Hidden Power [Ground] or Shadow Ball for coverage instead of Hidden Power [Fire]. Mega Charizard Y acts as a secondary wallbreaker with great type synergy with Sylveon; while Mega Charizard X serves as a sweeper and win condition.
  • 645-s.png445.png530.png
    Ground type Pokemon can help Choice Specs Sylveon deal with Heatran, especially if Sylveon is running Hidden Power [Fire] as a coverage move, and other Fire and Steel type Pokemon that resist Hyper Voice. Landorus-Therian and Garchomp are good choices, especially since the former can run a defensive set to pivot in and out of physical attacks that give Sylveon problems, while also being able to pivot with U-turn. Landorus-Therian can also check any Mega Metagross not running Ice Punch.
  • 530.png121.png073.png381.png380.png
    Since Choice Specs Sylveon will be switching quite often, entry hazard removal is appreciated. Excadrill, Tentacruel, and Starmie can run Rapid Spin, with the former also fulfilling the role of a Ground type partner. Defog users such as Latios and Latias also work, both of which can deal with Amoonguss and Mega Venusaur.
  • t1uu1nb.png+625.png
    An offensive core consisting of both Mega Gallade and Bisharp works well with Choice Specs Sylveon as a partner; both Pokemon have trouble dealing with Mega Sableye, which Choice Specs Sylveon easily decimates. Sylveon can also lure in Poison and Steel types for Mega Gallade and lure in Jirachi for Bisharp, pivoting to the respective teammate with Baton Pass.

ORAS OU Singles Moveset: Calm Mind Passer
700.png
Ability: Pixilate / Item: @Leftovers
Nature: Bold w/ EVs: 252 HP / 240 Defense / 16 Speed
Moves: Hyper Voice / Calm Mind / Baton Pass / Substitute or Wish

Tips:

  • Pixilate boosted Hyper Voice is Sylveon's STAB move, and as its only attacking move, it prevents Sylveon from being crippled by Taunt.
  • Calm Mind is the cornerstone of this set, allowing Sylveon to boost both of its Special stats either for itself or for its teammate.
  • Baton Pass allows Sylveon to pass its stat boosts over to a teammate, and also allows Sylveon to safely pivot if needed.
  • For the last slot, Substitute can be used to shield Sylveon from status and weaker attacks, and can also be passed to its teammates. Wish, on the other hand, allows Sylveon to act as a psuedo cleric, and when combined with Baton Pass and Sylveon's low speed, ensures that a weakened teammate will safely get the HP recovery without having to take a potentially fatal hit.
  • The given EV spread with a Bold nature aims to make Sylveon as physically bulky as possible. EVs are taken out of HP and put towards speed to guarantee that Sylveon outspeeds uninvested Tyranitar.
  • Leftovers provides Sylveon with extra longevity, allowing it to regain HP lost from using Substitute.
  • This set works best on bulky offense teams that don't need as much momentum, as the time it takes for Sylveon to set up for a teammate can kill momentum necessary for Hyper Offensive teams to work.
  • Calm Mind should only be set up against slower and/or defensive Pokemon that cannot immediately threaten Sylveon.
  • Baton Pass serves a dual purpose; to allow Sylveon to pass its boosts/Wishes and to pivot. When passing Calm Mind boosts, Baton Pass should be used before Sylveon accumulates too much damage. When using Baton Pass to pivot, it should be used exactly as you would with the Choice Specs Sylveon set, and only on predicted switches.
  • If running Substitute, it should be used only against slower status users or on predicted switches.
  • If running Wish, try to use it just before Baton Passing to a teammate. Try to avoid passing Wish recovery by using regular switches whenever possible, as using Baton Pass instead will ensure that Sylveon takes the incoming hit instead of the weakened teammate in need of recovery.

Recommended Teammates:

  • 645.png380.png243.png006-my.png
    Reasonably bulky, and reasonably fast special attackers work well, as they appreciate the boosts to their Special stats. Landorus-I, Latias, Raikou, and Mega Charizard Y are some examples.
  • 006-my.png663.png645.png
    Pokemon that can deal with Steel types work well, as Calm Mind Sylveon struggles with them due to only having one attacking move. Mega Charizard Y is an excellent option, as not only does it appreciate having Calm Mind boosts passed to it to further increase its wallbreaking potential, but also likes having Wish recovery to mitigate both its lack of Leftovers and 4x weakness to Stealth Rock. Talonflame and Landorus-I are other good options.

ORAS OU Singles Moveset: Cleric
700.png
Ability: Pixilate / Item: @Leftovers
Nature: Bold w/ EVs: 252 HP / 220 Defense / 36 Sp.Defense
Moves: Hyper Voice / Wish / Protect / Heal Bell or Toxic

Tips:

  • Pixilate boosted Hyper Voice is Sylveon's STAB move, and as its only attacking move, it prevents Sylveon from being crippled by Taunt.
  • Wish allows Sylveon to reliably heal itself as well as its teammates.
  • Protect is necessary in allowing Sylveon to heal itself with Wish, buying it a turn as well as additional Leftovers recovery.
  • For the last slot, Heal Bell allows Sylveon to remove status from its entire team. Toxic, however, can be used instead to stall out the opponent with Protect or cripple defensive Pokemon and sweepers.
  • The given EVs maximize Sylveon's HP so that it can pass as much HP with Wish as possible. Coupled with 220 Defense EVs and a Bold nature, this allows Sylveon to avoid a 2HKO from Life Orb Latios's Psyshock, while the remaining EVs are put towards Sp.Defense to give it as much mixed bulk as possible while still reaching the aforementioned benchmarks.
  • Leftovers is the item of choice for passive healing, working great to not only increase Sylveon's longevity but also works great in conjunction with Protect.
  • The first thing that should be noted is that this moveset is mostly outclassed by Clefable, who sports better defensive abilities in both Magic Guard and Unaware, and can also threaten Steel type switch-ins with Flamethrower, something that Cleric Sylveon cannot do. The ability to hit harder with Pixilate Hyper Voice while simultaneously ignoring Substitute is the main niche that prevents this set from being completely outclassed.
  • That being said, Cleric Sylveon is designed to tank both physical and special hits.Due to its supporting nature and lack of ability to preserve momentum, it should not be used on Hyper Offense teams, but rather is better suited for Balanced teams.
  • Passing Wish to a teammate should only be done if Sylveon is healthy enough to do so, or if Sylveon is already expendable at that point in the battle where you do expect to be passing any more Wishes afterward.
  • If running Heal Bell, try not to abuse it as it only has 8 PP maximum, so trying to outstall opposing Toxic users 1-on-1 will be a fruitless endeavor.

Recommended Teammates:

  • 645-s.png485.png598.png479w.png248.png
    Defensive Pokemon that lack their own form of recovery, such and Landorus-Therian, appreciate having Sylveon pass Wishes to it. Other such Pokemon include Heatran, Ferrothorn, Rotom-Wash, support variants of Tyranitar, etc.
  • 006-mx.png130.png130-m.pngAsvQNus.pngt1uu1nb.png445.png
    If running Heal Bell, setup sweepers and offensive Pokemon that are prone to status appreciate having Heal Bell support to remove such status from them and allowing them to perform their jobs unimpeded. Such Pokemon include Mega Charizard X, both Mega and non-Mega Gyarados, Mega Loppuny, Mega Gallade, Garchomp, etc.
  • WHn0uhM.png385.png243.png464.png145.png248.png
    Althought not as common as they were in XY OU, Pokemon commonly found on Birdspam teams, such as Talonflame and Mega Pinsir, tend to give Cleric Sylveon problems. Checks to these Pokemon, such as Mega Diancie, Jirachi, Raikou, Rhyperior, Zapdos, and Choice Scarf Tyranitar make for good partners.
  • 462.png082.png647.png381.png380.png663.png
    Steel and Poison types give Cleric Sylveon trouble as Hyper Voice will be its only attacking move. Magnezone and Magneton can trap and KO most of the former, and Keldeo can handle them as well, while Latios and Latias can handle Poison types. Talonflame also works in being able to stop most Steel types, Amoonguss, and Mega Venusaur, the latter two being the most common Poison types found in OU.

Hall of Shame (a.k.a. "Things you should not be using")

  • Cute Charm: Not only is Cute Charm completely luck-based, but is also unreliable, since there is no guarantee that the opponent will be of the opposite gender as Sylveon. On simulators such as Pokemon Showdown this isn't as much of an issue since all Pokemon that aren't Genderless or 100% Female are set to Male by default, and many players forget to change this setting, but even in these situations, Pixilate is still a vastly superior option because Cute Charm denies Sylveon access to Pixilate-boosted Hyper Voice, which not only hits harder than Moonblast, but also completely bypasses Substitute, which is a boon for both offensive and defensive sets alike.

Singles OU Checks & Counters to Sylveon

  • 094.png003-m.png591.png
    Poison types, namely Gengar, Mega Venusaur, and Amoonguss, resist Hyper Voice while hitting back with super effective STAB coverage. However, all of them must be wary of sets running Psyshock.
  • 376-m.png485.png598.png212.png212-m.png385.png227.png
    Steel types, like Poison, can also tank Hyper Voice while hitting back with their super effective STAB moves. Most of them cannot switch in safely against the Choice Specs set's coverage moves, but Heatran can wall any set lacking Hidden Power [Ground], while Ferrothorn, both Scizors, and Skarmory can give problems to sets lacking Hidden Power [Fire]. Heatran and Skarmory can also phaze out Sylveon's Cleric and Calm Mind sets with Roar and Whirlwind, thus disrupting Sylveon from doing its job properly.
  • 376-m.png006-mx.png184.png127-m.png660.pngefA6EXl.png
    Due to Sylveon's lower physical defense, strong physical attackers such as Mega Metagross, Mega Charizard X, Azumarill, Diggersby, Mega Pinsir, Mega Beedrill, etc can pose problems, even to those sets running maximum physical bulk.
  • Taunt (663.png282-m.png472.png130-m.png151.png094.png485.png)
    Taunt can shut down Sylveon sets that aren't the Choice Specs set by denying it access to moves like Wish, Calm Mind, and Substitute, preventing it from fulfilling its role. Heatran, Talonflame, and Gengar are notable for being common users of Taunt that resist Hyper Voice.

 

Singles Ubers Overview
ORAS Singles Ubers Viability: F

While Sylveon was viable enough to function in the Ubers environment of XY, such is sadly not the case in ORAS. Primal Groudon has shaken the entire metagame with its presence, causing many of the Pokemon that Sylveon used to check, mainly Palkia, less viable and thus limiting Sylveon's effectiveness. Even in cases where a Fairy type is desired, Arceus-Fairy, Xerneas, Mega Diancie, and Clefable outclass Sylveon in Ubers, and Sylveon's biggest niche over Clefable in OU, the Choice Specs set, is nowhere near as effective in Ubers due to the increased offensive and defensive pressure, rendering Sylveon very underwhelming.



Doubles OU Overview
ORAS Doubles OU Viability: A-

While Sylveon only manages to stay OU in Singles, Doubles is a completely different story for Sylveon. Due to being a spread move, Pixilate-boosted Hyper Voice is even more of a threat in Doubles. Often times, Hyper Voice will be the only move you'll ever see Sylveon spamming, as it hits hard with a Choice Specs boost. Sylveon's low base 60 speed, while normally a detriment, allows it to function well under Trick Room, a common form of speed control in Doubles.

However, Sylveon's mediocre base Defense stat tends to let it down in Doubles, especially while Doubles continues to have the presence of powerful physical attackers such as Mega Mawile, Mega Lucario, Deoxys-Attack, and Mega Kangaskhan, all of which have been banned from Singles OU due to their sheer power.


ORAS OU Doubles Moveset: Choice Specs
700.png
Ability: Pixilate / Item: @Choice Specs
Nature (1): Modest w/ EVs: 56 HP / 200 Defense / 252 Sp.Attack
Nature (2): Quiet w/ EVs: 56 HP / 200 Defense / 252 Sp.Attack w/ IVs: 0 Speed
Moves: Hyper Voice / Moonblast or Shadow Ball / Psyshock / Hidden Power [Ground] or Hidden Power [Fire]

Tips:

  • Pixilate boosted Hyper Voice is Sylveon's primary STAB move, which is a powerful spread move that hits hard when backed by a Choice Specs.
  • For the second slot, Moonblast is Sylveon's secondary STAB move, as it gives Sylveon a STAB move to use that isn't blocked by Wide Guard. Shadow Ball can also work here instead, as it is Sylveon's best option against Aegislash.
  • Psyshock is used specifically to deal with Amoonguss and Mega Gengar, who otherwise tank Hyper Voice.
  • The last slot is used for coverage against Steel types. Hidden Power [Ground] is preferred for Heatran, but Hidden Power [Fire] is more useful for Ferrothorn and Mega Scizor.
  • Both EV spreads run max Sp.Attack with a Modest/Quiet nature for maximum damage output. 56 HP with 200 Defense allows Sylveon to survive most powerful physical hits, including Mega Kangaskhan's Return and Jolly Life Orb Bisharp's Iron Head.
  • The first EV spread with a Modest nature should only be used if not running Choice Specs Sylveon on a Trick Room team. If running a Trick Room team, the second EV spread with a Quiet nature and 0 Speed IVs should be used instead.
  • It should be noted that, if going for the second EV spread with a Quiet nature, that only an IV spread of 30/Even/30/31/30/0 is compatible with Hidden Power [Ground], as all other IV spreads for Hidden Power [Ground] force you to run an odd number Speed IV.
  • Likewise, if going for the first EV spread with a Modest nature, running Hidden Power [Fire] forces you to run an even numbered Speed IV, so you will never be able to speed tie with other uninvested base 60 Speed Pokemon.
  • Choice Specs is the crux of this set, which allows Sylveon to function as a dangerous threat in Doubles.
  • Sylveon works best as a late game cleaner due to its powerful Hyper Voice, after the opponent's team has been weakened.
  • When using Sylveon, you will be spamming Hyper Voice 99% of the time. As such, removal of Pokemon that can threaten Sylveon is necessary.

Recommended Teammates:

  • Trick Room (488.png609.png683.png)
    Sylveon's 60 base Speed makes it a perfect candidate for Trick Room teams, so Trick Room setters are nice to have.
  • Tailwind (663.png381.png635.png245.png)
    If using Sylveon outside of Trick Room, Tailwind users help to mitigate Sylveon's low base speed. Talonflame, Latios, Hydreigon, and Suicune are all notable users that don't stack weaknesses with Sylveon.
  • 485.png663.png006-my.png286.png647.png237.png534.png
    Fire and Fighting types are good partners to have in order to keep Steel type Pokemon at bay. Heatran, Talonflame, Mega Charizard Y, Breloom, Keldeo, Hitmontop, and Conkeldurr are all good choices.
  • 115-m.png237.png
    Users of Fake Out can help immobilize a threat to Sylveon as it whittles away with Hyper Voice, especially if Sylveon is being used outside of Trick Room teams. Mega Kangaskhan and Hitmontop are two notable users of the move. The latter can also provide Intimidate and Wide Guard support for Sylveon.
  • 591.png385.png637.png
    Amoonguss, Jirachi, and Volcarona can redirect attacks away from Sylveon with Rage Powder and Follow Me, allowing Sylveon to spam Hyper Voice without fear of being KOed right away. Amoonguss is especially useful if using Sylveon outside of Trick Room, as Amoonguss has a great matchup against most Trick Room teams.
  • Intimidate (645-s.png130.png373.png) and/or Burn (485.png479w.png637.png)
    Due to Sylveon's low physical bulk, Intimidate and Burn users can help circumvent this.

 

Hall of Shame (a.k.a. "Things you should not be using")

  • Hyper Beam: Hyper Beam is a move that has not seen any competitive use since Gen 1, where Hyper Beam's recharge mechanics worked differently than they do in the later generations, allowing the user to bypass the recharge turn if they scored a KO with it. This perk was removed in Gen 2 and onward, making Hyper Beam an unviable move in virtually all cases. With Pixilate, Hyper Beam becomes a 195 Base Power STAB attack seems like it can be used over Moonblast for a powerful nuke move that Sylveon can use to easily dispose of a single target. However, while Hyper Beam does have a niche on Choice Specs Sylveon, the move can be very impractical in most situations due to its recharge, forcing Sylveon to stay in for a turn and leaves Sylveon even more vulnerable to Steel-types who can just switch in and set up against it. Generally, Moonblast is the better single target option, despite only having 48.7% of Pixilate Hyper Beam's Base Power.

 

 

Doubles OU Checks & Counters to Sylveon

  • 094.png094-m.png003.png003-m.png591.png
    Poison types, namely Gengar/Mega Gengar, Venusaur/Mega Venusaur, and Amoonguss, resist Hyper Voice while hitting back with super effective STAB coverage. However, all of them must be wary of Psyshock. Amoonguss can also disable Sylveon for the match with Spore.
  • 376-m.png303-m.png485.png598.png681.png212-m.png385.png530.png
    Steel types, like Poison, can also tank Hyper Voice while hitting back with their super effective STAB moves. Most of them cannot switch in safely against the Choice Specs set's coverage moves, but Heatran can wall any set lacking Hidden Power [Ground], while Ferrothorn, and both Scizorscan give problems to sets lacking Hidden Power [Fire]. Aegislash can also block Hyper Voice with Wide Guard, effectively nullifying Sylveon for the turn.
  • 115-m.png645-s.png184.png130.png448-m.png
    Physical attackers give Sylveon problems due to its low physical bulk, even if they don't run any super effective coverage, such as Mega Kangaskhan, Landorus-Therian, Azumarill, Gyarados, Mega Lucario, etc.
  • 681.png237.png142-m.png
    Choice Specs locking Sylveon into Hyper Voice leaves it exploitable to Wide Guard. Aegislash, in particular, can also hit back with super effective Flash Cannon.
  • 485.png663.png006-my.png479h.png323-m.png
    While all except Heatran cannot hit for STAB super effective damage, Fire types do resist Hyper Voice, causing problems for Sylveon. Heatran, Talonflame, Mega Charizard Y, and Rotom-Heat are some of the more notable examples. If running Sylveon in Trick Room teams, Mega Camerupt becomes an even greater threat due to outspeeding Sylveon while under Trick Room.

 

 

External Links
Smogon Analysis (Singles OU)
Smogon Analysis (Doubles OU)

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Tier rotation time, we now look at a lower tier Pokemon, and one of the three Hoenn starters.

Swampert & Mega Swampert
swampert.gifswampert-mega.gif

Tier Status (Singles, Swampert): UU
Tier Status (Singles, Mega): UU
Tier Status (Doubles, Swampert): DOU
Tier Status (Doubles, Mega): DOU

Type (Swampert): Water/Ground
Type (Mega): Water/Ground

Base Stats (Swampert): 100 / 110 / 90 / 85 / 90 / 60
Base Stats (Mega): 100 / 150 / 110 / 95 / 110 / 70

Abilities (Swampert):

  • Torrent: When this Pokemon's HP is 33.3% of its maximum value, this Pokemon's Water-type attacks will have their base power increased by 50%.
  • Damp (Hidden Ability): As long as this Pokemon is on the field, the use of Selfdestruct and Explosion will fail for all Pokemon on the field.

Abilities (Mega):

  • Swift Swim: This Pokemon's Speed stat is doubled as long as it is raining. If a Pokemon loses this ability after Mega Evolving, that Pokemon will still receive the doubled speed on the turn it Mega Evolves if it is currently raining on that turn. If a Pokemon gains this ability upon Mega Evolving, that Pokemon's Speed will not be doubled until the turn after it Mega Evolves, even if it is already raining on the same turn.

 

 

Table of Contents

  • Singles UU Overview
  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles UU Overview
ORAS Singles UU Viability (Swampert): A
ORAS Singles UU Viability (Mega): A

So I herd u leik M... yeah. In UU, Swampert possesses a nice defensive typing and mixed bulk, rendering it with only a 4x weakness to Grass, but with a plethora of resistances and immunity to Electric. Due to this, Swampert makes an excellent stop to the Fire-type wallbreakers that plague UU, such as Darmanitan and Entei. With access to Roar and Stealth Rock, Swampert can provide team support in both hazard setup and phazing, so it can do much more than just checking Fire-types. ORAS, however, was kind enough to give Swampert a Mega Evolution to further give it more opportunities.

When the concept of Mega Evolutions was first introduced in X&Y, many people came under the impression that Mega Evolutions would be direct upgrades over their base forms. While this holds true for some Mega Evolutions, the truth is that there exist three categories of Mega Evolutions; Megas that outclass their base form, Megas that provide a completely different role than the base form, and Megas that are almost never worth it over the base form. Mega Swampert falls into the second category; while normal Swampert is used as more of a defensive Pokemon, Mega Swampert was designed to be an offensive rain sweeper, utilizing its monstrous 150 base Attack and Swift Swim to outspeed the opponent while hitting hard. Mega Swampert is not without its faults however. For a sweeper, it lacks any way to boost its Attack stat. Furthermore, Mega Swampert is incapable of utilizing Swift Swim in UU to its maximum potential because of the fact that Drizzle is currently banned in UU, forcing Mega Swampert to dedicate one of its own moveslots to use Rain Dance.


ORAS UU Singles Moveset: Defensive
260.png
Ability: Torrent or Damp / Item: @Leftovers
Nature (1): Relaxed w/ EVs: 240 HP / 16 Attack / 252 Defense
Nature (2): Sassy w/ EVs: 240 HP / 16 Attack / 252 Sp.Defense
Moves: Scald / Earthquake / Stealth Rock / Roar, Toxic, or Protect

Tips:

  • Scald is Defensive Swampert's choice of Water-type STAB, as it provides the most utility with its 30% burn rate
  • Earthquake is Swampert's Ground-type STAB, which still hits hard even with little Attack investment.
  • Stealth Rock is one of the most important entry hazards in any tier, racking up passive damage on the opponent simply by switching, and Swampert makes a good user of the move.
  • For the last slot, Roar allows Swampert to act as a phazer, not only disrupting setup sweepers from accumulating stat boosts, but also for racking up damage from Stealth Rock. Toxic can also be used to spread status and is useful for crippling walls and putting a time limit on sweepers, though it can conflict with Scald's burn chance. Protect is another option here for allowing Swampert to scout Choice item users, as well as accumulate recovery from Leftovers.
  • The first EV spread with a Relaxed nature allows Swampert to take hits from most Choice Band users, maximizing its physical bulk, so that it can use these opportunities to run Stealth Rock. Relaxed is chosen over an Impish nature so as to not weaken the power of Scald, and Swampert is naturally slow so the -10% Speed penalty from Relaxed is negligible.
  • The second EV spread with a Sassy nature can be used if a Specially Defensive Swampert is needed. As was the case with the 1st EV spread, Sassy is chosen over Careful so Scald's damage isn't hampered, and Swampert's speed sucks anyway.
  • For the ability, Torrent is the preferred option, as it boosts the power of Scald once Swampert reaches 33% health, allowing it to hit for more 2HKOs than it could otherwise. However, Damp does have its uses to prevent Explosion and Selfdestruct, but these moves have seen little competitive use since their base damage was drastically nerfed in Gen 5, with the only notable user in UU being Azelf.
  • Leftovers is the preferred item choice for Defensive Swampert to provide it with passive recovery.
  • As implied by its moveset and EV spreads, Defensive Swampert should be used as a wall and entry hazard setter.
  • Due to utilizing mixed attacking options, Swampert does not need to fear burns as it can still pose a threat with Scald against the Fire-types that it is meant to check.
  • It may be worthwhile to use Defensive Swampert as a lead, as it can take on frailer Choice Scarf users such as Darmanitan and other faster Pokemon weak to Ground and Water moves.
  • As a defensive Pokemon, Defensive Swampert works best on Stall and Balanced teams.

Recommended Teammates:

  • 671.png197.png242.png
    Wish users, such as Florges, Umbreon, and Blissey, work well to keep Defensive Swampert healthy so that it can continue to switch in to wall attacks.
  • 169.png555.png479m.png479h.png
    If using Defensive Swampert on Balanced teams, U-turn and Volt Switch users such as Crobat, Darmanitan, Rotom-Cut, and Rotom-Heat appreciate having Swampert to fall back on when in unfavorable matchups. The latter three can also form part of a Fire-Water-Grass core with Swampert, which provide nice type synergy with each other.
  • 214.png492.png671.png205.png
    Due to Defensive Swampert's ability to handle Fire-types, Pokemon that are threatened by Fire-types or are otherwise unable to break past them appreciate Swampert as a partner. Heracross, Shaymin, Florges, and Forretress are a few examples.
  • 609.png680.png563.png
    Due to setting up Stealth Rock, using a Ghost-type teammate for the purpose of Spinblocking helps to keep Stealth Rock in play against Rapid Spinners attempting to remove them. Chandelure, Doublade and Cofagrigus are the most notable.

 

 

ORAS UU Singles Moveset: Mega Rain Sweeper
260-m.png
Ability: Damp (Swift Swim) / Item: @Swampertite
Nature: Adamant or Jolly w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Moves: Rain Dance / Waterfall / Earthquake / Ice Punch, Superpower, or Stealth Rock

Tips:

  • Rain Dance activates Mega Swampert's Swift Swim, doubling its speed and increasing Waterfall's base damage to 120, while also allowing it to outspeed all unboosted Pokemon in UU.
  • Waterfall is Mega Swampert's Water-type STAB, which has its base power increased from 80 to 120 during Rain, while also sporting a 20% flinch rate, which couples well with Swift Swim.
  • Earthquake is Swampert's Ground-type STAB, which hits any Pokemon hard that resist or is otherwise immune to Waterfall.
  • The last moveslot is dedicated to extra coverage. Ice Punch allows Mega Swampert to hit Grass types that resist both Waterfall and Earthquake, as well as Flying and Dragon types. Superpower can be used to wallbreak defensive Normal and Dark type Pokemon such as Umbreon, Snorlax, and Blissey, and is also Swampert's best option against Hydreigon, who resists Waterfall while being immune to Earthquake. Stealth Rock can also be used in this slot to assist in wallbreaking, and if needed can also be used to bluff a Defensive Swampert set prior to Mega Evolving.
  • The given EV spread ensures that Mega Swampert hits as hard as possible while also being able to outspeed as many threats as possible. Adamant nature is preferred for the most power, while Jolly nature can be used to outspeed almost all Choice Scarf users at the expense of some power.
  • Mega Swampert can be used to fulfill two duties; early game wallbreaking, or late game sweeping. If going for the former, avoid using it as a lead as a bad matchup can cost you some offensive momentum.
  • Regardless of when you use Mega Swampert, the first thing you will want to do is Mega Evolve and set up Rain Dance in order to maximize its offensive potential.
  • Mega Swampert works best on Balanced and Bulky Offense teams.
  • Despite its wallbreaking potential, Mega Swampert does not have a good matchup against Stall teams in general due to its lack of Attack boosting moves and inability to use offensive items such as Life Orb or Choice Band.

Recommended Teammates:

  • 641.png454.png230.png715.png
    Pokemon that appreciate having Rain support, or can serve as a backup rain setter for Mega Swampert, work well as teammates. Tornadus-Incarnate works well due to not only being able to spam 100% accurate Hurricanes, but also for Prankster and its ability to set up Rain for 8 turns with Damp Rock, as opposed to Mega Swampert's 5 turns. Toxicroak also works due to Dry Skin, as do other Swift Swim users such as Kingdra. Noivern and other Hurricane users also work.
  • 671.png197.png
    Wish and Heal Bell/Aromatherapy users, such as Florges and Umbreon, work well to keep Mega Swampert healthy and free of Burns so that it can continue to provide an offensive presence. Note the absence of Blissey, as Blissey is used primarily on Stall teams, not Balanced or Bulky Offense teams that Mega Swampert is used on, which Florges and Umbreon can also work in.
  • 142-m.png169.png207.png205.png
    Due to its lack of recovery, Mega Swampert will want entry hazards off the field for whenever it switches in. Users of Defog and Rapid Spin can accomplish this. Mega Aerodactyl, Crobat, and Gligar can provide the former, while Forretress can provide the latter.

 

 

ORAS UU Singles Moveset: Mega Stealth Rock
260-m.png
Ability: Damp (Swift Swim) / Item: @Swampertite
Nature: Adamant w/ EVs: 212 HP / 252 Attack / 44 Speed
Moves: Stealth Rock / Waterfall / Earthquake / Ice Punch or Superpower

Tips:

  • Stealth Rock is used for passive damage and to assist in providing an offensive presence.
  • Waterfall is Mega Swampert's Water-type STAB.
  • Earthquake is Swampert's Ground-type STAB, which hits any Pokemon hard that resist or is otherwise immune to Waterfall.
  • The last moveslot is dedicated to extra coverage. Ice Punch allows Mega Swampert to hit Grass types that resist both Waterfall and Earthquake, as well as Flying and Dragon types. Superpower can be used to wallbreak defensive Normal and Dark type Pokemon such as Umbreon, Snorlax, and Blissey, and is also Swampert's best option against Hydreigon, who resists Waterfall while being immune to Earthquake.
  • The given EV spread with an Adamant nature allows Mega Swampert to hit as hard as possible while also being as bulky as possible. 44 EVs are put toward Speed to allow Mega Swampert to outspeed Florges after Mega Evolving.
  • Unlike the Rain Dance set, this Mega Swampert is used primarily as a wallbreaker, with its bulk and good defensive typing allowing it to perform well against Offensive and Balanced teams.

Recommended Teammates:

  • 671.png197.png242.png
    Wish users, such as Florges, Umbreon, and Blissey, work well to keep Mega Swampert healthy so that it can continue to wallbreak.
  • 169.png555.png479m.png479h.png
    Pivots, along with U-turn and Volt Switch users such as Crobat, Darmanitan, Rotom-Cut, and Rotom-Heat appreciate having Swampert to fall back on when in unfavorable matchups, and provide Mega Swampert with opportunities to wallbreak. The latter three can also form part of a Fire-Water-Grass core with Swampert, which provide nice type synergy with each other.
  • 214.png492.png671.png205.png
    Due to Mega Swampert's ability to handle Fire-types, Pokemon that are threatened by Fire-types or are otherwise unable to break past them appreciate Swampert as a partner. Heracross, Shaymin, Florges, and Forretress are a few examples.
  • 609.png680.png563.png
    Due to setting up Stealth Rock, using a Ghost-type teammate for the purpose of Spinblocking helps to keep Stealth Rock in play against Rapid Spinners attempting to remove them. Chandelure, Doublade and Cofagrigus are the most notable.

 

 

Singles UU Checks & Counters to Swampert

  • 492.png652.pngns1PnDU.png407.png479m.png
    Grass types, Swampert's sole type weakness, pose a significant problem. Though they must all watch out for Ice Punch on the Mega Swampert sets, they can easily outspeed and OHKO Defensive Swampert.
  • 245.png594.png
    Bulky Water types, such as Suicune and Alomomola, can wall Swampert, and even survive a few hits from Mega Swampert. Alomomola, in particular, is especially effective against Mega Swampert due to its combination of Scald/Toxic, Protect, Wish, Regenerator, and Rocky Helmet.
  • 620.png009-m.png635.png
    Wallbreakers that aren't Fire-types, namely Mienshao, Mega Blastoise, and Hydreigon, can pose problems, with Mienshao even able to 2HKO Defensive Swampert.
  • Toxic (169.png197.png) & Toxic Spikes (031.png073.png205.png)
    Due to lack of recovery outside of Leftovers, Toxic and Toxic Spikes can cut into Swampert's longevity, limiting its ability to switch into attacks, wallbreak, or sweep.

 

 

 

Singles OU Overview
ORAS Singles OU Viability (Swampert): F
ORAS Singles OU Viability (Mega): B+

It has been 2 generations since Swampert had OU status, and while Swampert has not yet been able to reclaim status as an OU Pokemon, its newly gifted Mega Evolution is just enough to allow it to function in the OU environment once again. The biggest draw to Mega Swampert in OU is the fact that Drizzle, an ability that has been banned in UU and all lower tiers, is legal in OU, allowing Mega Swampert to utilize Swift Swim without having to dedicate a moveslot to Rain Dance. Its Water/Ground typing gives it a huge advantage over Kabutops and Kingdra, the other two notable Swift Swim users in OU, as it is the only OU viable Swift Swimmer that is immune to Electric attacks and, therefore, immune to Paralysis via Thunder Wave, which stop Kabutops and Kingdra's sweeping attempts cold. Coupled with Swampert's vast movepool, bulk, and base 150 Attack, Mega Swampert can be a valuable asset to Rain teams.

However, Mega Swampert is not without its flaws. The most detrimental flaw is that, due to the way turn order to determined, Mega Swampert will not receive the boost from Swift Swim on the turn that it Mega Evolves, forcing you to waste 2 turns of rain to get it set up. Even with the boost from Swift Swim, with only base 70 Speed it often fails to outspeed faster Choice Scarf users, such as Latios and Keldeo. Additionally, while 150 base Attack is good, without the ability to hold items like Life Orb or Choice Band, it does not have the same raw power as a +2 Kabutops or a Choice Specs Kingdra.


ORAS OU Singles Moveset: Mega Rain Sweeper
260-m.png
Ability: Damp (Swift Swim) / Item: @Swampertite
Nature: Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Moves: Waterfall / Earthquake / Ice Punch / Power-Up Punch or Superpower

Tips:

  • Waterfall is Mega Swampert's Water-type STAB, which has its base power increased from 80 to 120 during Rain, while also sporting a 20% flinch rate, which couples well with Swift Swim.
  • Earthquake is Swampert's Ground-type STAB, which hits any Pokemon hard that resist or is otherwise immune to Waterfall.
  • Ice Punch is used specifically for Grass and Dragon type Pokemon, especially Pokemon such as Celebi, Latios, Latias, Dragonite, and Amoonguss.
  • The 4th moveslot has two options; Power-Up Punch is Mega Swampert's only option of boosting its Attack, allowing it to become more threatening as a Wallbreaker, though is not useful as a coverage move due to its low base power. Superpower, on the other hand, gives Mega Swampert extra coverage against Ferrothorn, a Pokemon that walls Mega Swampert otherwise, as well as giving coverage against Mega Gyarados, Black Kyurem, Rotom-Wash, and Mega Lopunny.
  • The given EV spread with an Adamant nature allows Mega Swampert to hit as hard as possible while outspeeding slower Choice Scarf users in the Rain, most notably Landorus-Therian, Black Kyurem, and Tyranitar, as well as still outspeeding naturally fast Pokemon including Mega Sceptile and Mega Beedrill.
  • Damp is the ability of choice. While you will almost always be Mega Evolving immediately with Swampert in OU, Damp is still better than Torrent in the situations where you would encounter common users of Explosion, such as Azelf, Mega Glalie, and Landorus-Therian.
  • As a sweeper, Mega Swampert works best late game when the opponent's team is weakened and Mega Swampert's checks and counters removed or weakened.
  • Common Electric types in OU, including Mega Manectric, Raikou, and Thundurus-Incarnate, cannot touch Swampert at all, so use these opportunities to Mega Evolve safely. Passive Pokemon such as Chansey and Klefki also make for good Mega Evolution fodder.
  • Once rain is set up, you will want to switch in Swampert as soon as possible, as you will only have a limited time to make use of the rain, but do not switch in blindly. Instead, use pivots and double switches to get Swampert in.
  • Due to Water's great neutral coverage, Waterfall still hits hard in the rain, so using it liberally is never a bad idea.
  • As a physical sweeper, Mega Swampert hates burn and poison, which cut into its longevity and, in the case of burn, its offensive presence.

Recommended Teammates:

  • 186.png***
    As a Swift Swim sweeper, Politoed is a mandatory teammate for Mega Swampert due to Drizzle which, combined with Damp Rock, sets up 8 turns of rain simply by switching Politoed in. Politoed also provides extra utility outside of rain, including baiting in Electric types and creating free turns for Mega Swampert through Encore and/or Perish Song. The importance of using Politoed as a teammate for Mega Swampert cannot be overstated. Either use them both together, or use neither of them at all.
  • 642.png707.png482.png641-s.png
    While Politoed is mandatory, having a backup rain setter is never a bad idea in case Politoed goes down. Thundurus-Incarnate and Klefki can utilize Prankster to set up Rain Dance with priority, while Azelf and Tornadus-Therian can use their naturally high speed to set them up reliably. Additionally, running Thundurus-Incarnate allows you to run Thunder over Thunderbolt, while Tornadus-Therian can freely spam 100% accurate Hurricanes and is a nice pivot with Regenerator. Both genies also fare well against the Grass types that threaten Mega Swampert.
  • 141.png230.png139.png
    Kabutops, Kingdra, and Omastar, the only other viable Swift Swimmers in OU, also make for great teammates, as having dual Swift Swimmers form the offensive backbone that make rain teams so threatening in OU. Kabutops is used primarily as a sweeper, while Kingdra and Omastar are used primarily as powerful wallbreakers. Optimally, Kabutops or Omastar are the best choices for Mega Swampert due to their combined ability with Mega Swampert to put pressure Rotom-Wash and Ferrothorn, two common answers to rain teams, while simultaneously handling Talonflame.
  • 642.png641-s.png663.png381.png380.png
    Pokemon that can handle Grass types, most notably Amoonguss and Mega Venusaur, are appreciated. Thundurus-Incarnate, Tornadus-Therian, Talonflame, Latios, and Latias are all good choices for this role. Latias also has the benefit of Healing Wish, so Mega Swampert does not have to worry as much about status or getting worn down to low HP, giving it a second chance at a sweep.
  • Stealth Rock (598.png036.png.. etc.)
    Stealth Rock is beneficial for any team, as it helps wear down Mega Swampert's checks and counters, as well as turning some 3HKOs into potential 2HKOs, or even 2HKOs into OHKOs. Ferrothorn, in particular, isn't a bad user, as due to being used in rain, Ferrothorn will enjoy not having to suffer from a 4x Fire weakness for a while.

Singles OU Checks & Counters to Swampert

  • 003-m.png652.pngns1PnDU.png251.png598.png591.png286.png497.png
    Grass types, Swampert's sole type weakness, pose a significant problem. All except for Mega Venusaur and Ferrothorn must watch out for Ice Punch, although Ferrothorn does not enjoy taking a Superpower.
  • 080.pngx568l7X.png479w.png130.png130-m.png245.png490.png594.png
    Bulky Water types such as both Slowbros, Rotom-Wash, both Gyarados, Suicune, Manaphy, and Alomomola can resist Waterfall while simultaneously utilizing rain boosted Water-type STAB for themselves, which hit Swampert for neutral damage. Both Slowbros, Suicune, Rotom-Wash, and Alomomola can threaten a burn, while Mega Slowbro and Suicune can use Mega Swampert as fodder to set up Calm Mind.
  • 212-m.png227.png488.png
    Physical walls such as Mega Scizor, Skarmory, and Cresselia can wall Mega Swampert, but can be broken though if Mega Swampert has accumulated a Power-up Punch boost and has health to spare.
  • 141.png230.png065-m.png647.png381.png
    Kabutops and Kingdra, despite being great partners for Mega Swampert, both outspeed it in the rain and can make use of powerful rain boosted STAB moves that hit for neutral damage. Similarly, Mega Alakazam can revenge kill Mega Swampert by Tracing Swift Swim. Choice Scarf Keldeo and Choice Scarf Latios can also outspeed and revenge kill.
  • 006-my.png248.png450.png
    Mega Charizard Y can remove rain, which is crucial to Mega Swampert's succes, by replacing it with sun, removing the Swift Swim boost, weakening Waterfall, and threatening with Solarbeam, but cannot safely switch in. Tyranitar and Hippowdon are in a similar situation in that they can remove rain, but cannot safely switch in.
  • Status: Burn / Poison / Paralyze
    Although Thunder Wave is the most common way to inflicting Paralysis, Mega Swampert is immune to it due to its Ground typing, but can still be Paralyzed through other means such as Glare and Body Slam. Burn and Poison both make Mega Swampert easier to wear down, with Burn even neutralizing its offensive presence by also cutting its Attack in half.

 

 

Singles Ubers Overview
ORAS Singles Ubers Viability (Swampert): F
ORAS Singles Ubers Viability (Mega): F

With the introduction and subsequent dominance of Primal Groudon in the ORAS Ubers metagame, the viability of rain teams in Ubers has taken a drastic hit. Needless to say, Mega Swampert simply does not fare well in Ubers as Kyogre, the primary source of rain, is now overshadowed by its Primal form, which only summons rain for itself. Furthermore, Mega Swampert is generally not worth the Mega slot, when much more viable Megas such as Mega Salamence, Mega Gengar, Mega Mewtwo Y, Mega Diancie, Mega Blaziken, and Mega Kangaskhan exist.
 
 
Doubles OU Overview
ORAS Doubles OU Viability (Swampert): F
ORAS Doubles OU Viability (Mega): A

While rain teams enjoy a presence in Singles OU, weather teams in general enjoy much more viability in Doubles, and Mega Swampert is no exception. In Singles, 8 turns of rain can generally be stalled out whilst in Doubles, due to the metagame's faster pace, alot more can be accomplished within these 8 turns. Mega Swampert's typing gives it an advantage over other Swift Swimmers by granting it an immunity to Thunder Wave, a very common form of speed control in Doubles. Additionally, its typing and bulk allows it shrug off anything that isn't a Grass-type attack, with better mixed bulk than even Mega Kangaskhan. Having a STAB attack that is super effective against Landorus-Therian, a very common and threatening Pokemon in Doubles, never hurts either. However, just like in Singles, Mega Swampert is useless outside of rain, and its Swift Swim can turn into a liability if the opponent has Trick Room in play.
 
 
ORAS OU Doubles Moveset: Mega Rain Sweeper
260-m.png
Ability: Torrent (Swift Swim) / Item: @Swampertite
Nature (1): Adamant w/ EVs: 168 HP / 252 Attack / 88 Speed
Nature (2): Adamant w/ EVs: 144 HP / 252 Attack / 112 Speed
Nature (3): Adamant w/ EVs: 104 HP / 252 Attack / 152 Speed
Moves: Waterfall / Earthquake / Ice Punch or Superpower / Protect

Tips:

  • Waterfall is Mega Swampert's Water-type STAB, which has its base power increased from 80 to 120 during Rain, while also sporting a 20% flinch rate, which couples well with Swift Swim.
  • Earthquake is Swampert's Ground-type STAB, which not only hits any Pokemon hard that resist or is otherwise immune to Waterfall, but is also a powerful spread move
  • For the 3rd slot, Ice Punch is used specifically for Grass and Dragon type Pokemon, but keep in mind that a neutral Waterfall in rain is stronger than a 2x effective Ice Punch. Superpower, however, does have merits for being able to hit Ferrothorn and OHKO Mega Kangaskhan 40% of the time.
  • Protect is a staple move of nearly all Pokemon in Doubles, allowing you to scout, stall out unfavorable field conditions, and punishing double targeting. Additionally, it allows Swampert to Mega Evolve safely since it does not gain the Speed boost from Swift Swim on the same turn it Mega Evolves.
  • All three given EV spreads with an Adamant nature maximize Mega Swampert's offensive power, allowing it to hit as hard as possible. The main difference between the three EV spreads is the choice between bulk or reaching certain speed tiers:
    • The 1st EV spread with 88 Speed EVs allows Mega Swampert to outspeed all positive natured Pokemon with base 130 speed and below, including Mega Gengar.
    • The 2nd EV spread with 112 Speed EVs allows Mega Swampert to outspeed the common 212 speed Choice Scarf Jolly Landorus-Therian, a top tier threat in Doubles.
    • The 3rd EV spread with 152 Speed EVs allows Mega Swampert to outspeed the uncommon max speed Choice Scarf Landorus-Therian, as well as Mega Sceptile, but sacrifices much of Mega Swampert's bulk.
  • While Protect is useful for many situations, try to use it sparingly once you Mega Evolve since you don't want to waste turns of rain.
  • Once rain is set up, Mega Swampert does not need much support after that, as it can wallbreak with boosted Waterfall or clean up weakened teams with spread Earthquake.
  • Try to save Mega Swampert for the late game, as it can be very hard to stop if kept healthy. The only time you'll want to bring in Mega Swampert earlier is if it can hit the opponent for super effective damage. Also avoid sending in Mega Swampert too early if the opponent still has any priority users left on their team.

Recommended Teammates:

  • 186.png***
    As a Swift Swim sweeper, Politoed is a mandatory teammate for Mega Swampert due to Drizzle which, combined with Damp Rock, sets up 8 turns of rain simply by switching Politoed in. The importance of using Politoed as a teammate for Mega Swampert cannot be overstated. Either use them both together, or use neither of them at all.
  • 468.png663.png492s.png
    Flying types tend to form strong cores with Mega Swampert, as they can not only allow Mega Swampert to freely spam Earthquake, but they can also take out the Grass types that threaten Mega Swampert, most notably Amoonguss, who can also redirect its attacks. Togekiss, Talonflame, and Sky Shaymin are all good choices, and the former two can also provide an additional speed boost to Mega Swampert with Tailwind. Individually, Togekiss can also use Follow Me to redirect lethal attacks away from Mega Swampert, Talonflame helps dissuade opposing Sun teams, and Sky Shaymin helps beat Rotom-Wash, a common check to rain teams.
  • 492s.png286.png598.png
    Grass types in general also make for good partners, due to their ability to handle Rotom-Wash while also enjoying taking only 50% damage from Fire attacks. Ferrothorn is also notable for being able to dissuade opposing Trick Room.
  • 635.png646-b.png381.png373.png
    Dragon types also make for good teammates due to their ability to lure in Steel types for Mega Swampert, and most of them also sport a Ground immunity. Salamence provides Intimidate support, while Black Kyurem can also serve as a check to Rotom-Wash.

Doubles OU Checks & Counters to Swampert

  • 591.png492s.png286.png003.png598.png272.png460-m.png
    Grass types, Swampert's sole type weakness, pose a significant problem. All except for Ferrothorn must watch out for Ice Punch, although Ferrothorn does not enjoy taking a Superpower. Venusaur is almost always paired with Mega Charizard Y, who can easily remove rain that Mega Swampert relies on. Ludicolo is also threatening due to being an opposing Swift Swimmer with STAB Grass coverage.
  • 479w.png245.png130.png186.png647.png230.png272.png
    Bulky Water types such as Rotom-Wash and Suicune can resist Waterfall while utilizing rain themselves to hit Mega Swampert for STAB neutral coverage. Most water types also carry Scald, which can burn Mega Swampert and neuter its offensive presence. Opposing Swift Swimmers such as Kingdra and Ludicolo can also outspeed Mega Swampert even under rain.
  • Intimidate (645-s.png130.png303.png237.png373.png) and/or Burn (479w.png245.png647.png080.png080-m.png)
    Methods of reducing Mega Swampert's Attack, such as Intimidate and Burn, can quickly neuter its offensive presence and make it much less threatening. Landorus-Therian is the most common Intimidate user, but cannot safely switch in.
  • 006-my.png248.png460-m.png
    Due to being heavily reliant on weather to activate Swift Swim, opposing weather setters such as Mega Charizard Y, Tyranitar, and Mega Abomasnow, can remove this advantage. Of the three listed, only Mega Charizard Y and Mega Abomasnow are particularly threatening as Tyranitar, and by extension Sand teams in general, fare poorly against Mega Swampert even with the removal of Rain.
  • Speed Control: Icy Wind (385.png245.png130.png), Tailwind (468.png663.png635.png381.png245.png), & Trick Room (488.png609.png683.png)
    Although Swampert cannot be Paralyzed through Thunder Wave due to its Ground typing, it is still susceptible to other forms of Speed Control. Icy Wind, for instance, lowers its speed by once stage, which allows faster threats to outspeed Swampert in the rain. Tailwind can effectively neutralize Swift Swim by granting the opposing team 3 turns of doubled Speed, while Trick Room turns Swift Swim into a liability by making Mega Swampert "slower" rather than "faster".

 

 

 

External Links
Smogon Analysis (Singles, UU)
Smogon Analysis (Singles, OU)
Smogon Analysis (Doubles, OU)

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Thanks to some spare time, I was able to write up the next PotW early. This time we now look at an Ubers Pokemon, and one relevant since Gen 2 as the best defensive Pokemon in the game

Lugia
lugia.gif

Tier Status (Singles): Uber
Tier Status (Doubles): DUber

Type: Psychic/Flying

Base Stats: 106 / 90 / 130 / 90 / 154 / 110


Abilities:

  • Pressure: Attacks that target this Pokemon lose an additional 1 PP. Outside of battle, if this Pokemon is placed in the lead spot of the team, the Wild Pokemon encounter rate increases.
  • Multiscale (Hidden Ability): As long as this Pokemon is at full health, all damage done to this Pokemon is reduced by 50%.

Table of Contents

  • Singles Ubers Overview

Singles Ubers Overview
ORAS Singles Ubers Viability: A


Lugia, a Pokemon said to have been so powerful and destructive that it chose to live in self-imposed exile under the sea in order to prevent further destruction. Contrary to what Lugia's Pokedex entries may suggest, Lugia has earned the nickname of "The Great Wall" ever since Generation 2, and rightfully so. With phenomenal 106 / 130 / 154 defensive stats, access to reliable recovery, and a speed stat that lets it outspeed the majority of the Ubers tier, Lugia stands out as one of the best defensive Pokemon in Ubers, if not the entire game. If that wasn't enough, Gen 5 also granted Lugia access to Multiscale to further augment its defensive capabilities, ensuring that even powerful attacks cannot OHKO. Lugia's movepool is also quite expansive, allowing it to adjust to the team's needs while still being able to perform its job.

However, Lugia's role as "The Great Wall" of course come with the curse of relegating Lugia to only being used on Balanced and Stall teams, as its general lack of offensive presence greatly kills momentum. Additionally, this also means that certain Pokemon can use Lugia as setup bait, shut it down with Taunt, or cripple it with Toxic. Lugia also has no way to deal with hazard setters, as not only is it weak to Stealth Rock, but Stealth Rock damage effectively disables Multiscale and therefore Lugia's walling capabilities. While Lugia's movepool may be expansive enough to be able to customize to the team's needs, all sets that it runs are virtually identical, so Lugia can be quite predictable.


ORAS Ubers Singles Moveset: Great Wall
249.png
Ability: Multiscale / Item: @Leftovers
Nature: Bold w/ EVs: 252 HP / 120 Defense / 136 Speed
Move #1: Roost or Recover
Move #2: Whirlwind or Dragon Tail
Move #3: Toxic
Move #4: Reflect, Aeroblast, Thunder Wave, or Substitute


Tips:

  • Roost/Recover provides Lugia with reliable healing, allowing it to both wall attacks repeatedly, reset Multiscale, and Toxicstall the opponent. The main advantage of Roost over Recover is the ability to temporarily remove Lugia's Flying type and the weaknesses (and resistances) associated with it.
  • The second moveslot is dedicated to phazing, as it prevents Lugia from being set up on. Whirlwind never misses as of Gen 6, but is stopped cold by Taunt. Dragon Tail cannot be stopped by Taunt and also allows Lugia to get some chip damage off of the opponent, but has imperfect accuracy and is blocked entirely by Fairy types.
  • Toxic is Lugia's main form of damage output, allowing it to wear down threats and opposing walls, and is necessary in situations where Lugia is up against your opponent's last Pokemon.
  • The fourth moveslot is customizable depending on the team's needs. Reflect is the preferred option as it further improves Lugia's ability to wall physical hits and makes it less reliant on Multiscale. Aeroblast gives Lugia an option to use to circumvent Taunt, and allows it to beat Mega Gengar and Mega Mewtwo X, the two fastest Taunt users in Ubers. Thunder Wave is used primarily for Mega Gengar, crippling its blazing speed. Substitute allows Lugia to block status such as Toxic, and also allows Lugia to stall out low PP moves such as Stone Edge.
  • The given EV spread maximizes Lugia's HP, allowing it to gain the most recovery from Leftovers. 136 Speed EVs allow Lugia to outspeed neutral natured Rayquaza, while the remaining EVs with a Bold nature are used to maximize Lugia's physical bulk.
  • Multiscale is extremely crucial to Lugia's play, the benefit of taking 50% damage from ALL attacks when at full health is too good to pass up over Pressure.
  • Because Multiscale is such a huge benefit to Lugia, you will want to keep it intact as much as possible. This includes avoiding status moves such as Burn and Toxic and removing entry hazards as soon as possible as this will easily break Multiscale.
  • Avoid Taunt. Lugia hates Taunt, even if running Dragon Tail or Aeroblast, as these two moves cannot do much to setup sweepers like Xerneas and Primal Groudon, respectively.

Other Moveslot Options

  • Ice Beam: Lugia can choose to run Ice Beam in the fourth moveslot, as this gives Lugia a good way to punish Pokemon such as Rayquaza, Mega Salamence, and Gliscor, but does not have much utility otherwise.
  • Earthquake: Running Earthquake with an Impish nature is another option to run in moveslot #4, as it hits both Mega Gengar and Mega Diancie super effectively, but renders Lugia unable to deal much to Flying types and Pokemon with Levitate.

Recommended Teammates:

  • 380.png381.png487o.png227.png493.png530.png073.png091.png
    Users of Defog and Rapid Spin will help keep Stealth Rock off the field, making it easier to keep Multiscale intact so that Lugia can continue to wall attacks. Latias, Latios, Origin Giratina, Skarmory, and support formes of Arceus are all good choices for the former, while Excadrill, Tentacruel, and Cloyster provide the latter.
  • WHn0uhM.png0vrs5qm.png
    Mega Diancie is a very notable partner for being able to wall Darkrai and Yveltal, two of Lugia's biggest checks, while also providing Cleric support and reflecting status. Mega Sableye can also reflect status, and can also harass Hyper Offense teams prior to Mega Evolving.
  • 250.png
    Ho-oh is a good partner as it can invest in Sp.Defense to compliment Lugia's physical Defense, while also spreading burns with Sacred Fire and threatens Steel-type checks to Lugia such as Dialga and Ferrothorn.
  • 212-m.png248.png681.pngp4uPcqX.png
    Users of Pursuit can threaten Mega Gengar, another counter to any Lugia that lacks Aeroblast. Mega Scizor, Tyranitar, and Aegislash are common choices, as is Mega Metagross to a lesser extent.
  • 716.pngWHn0uhM.png036.png242.png493.png
    Clerics help to relieve Lugia of status conditions that would not only reduce its longevity, but also break Multiscale. Xerneas, Mega Diancie, Clefable, and Blissey are some examples. Status absorbers such as Arceus forms that run Refresh + Calm Mind can also work.
  • Entry Hazards; Stealth Rock (383-p.png483.png386a.png386s.png), Spikes (707.png386s.png598.png658.png), & Toxic Spikes (658.png545.png073.png)
    Since Lugia's wall capabilities will force switches, entry hazards, especially Stealth Rock, will help wear down Pokemon over time as they constantly switch in. The above Pokemon listed are only a few examples of notable users.

Honorable Mentions

  • Sleep Shuffler (249.png: Rest / Sleep Talk / Whirlwind / Dragon Tail or Toxic): A sleep shuffler set for Lugia can work, as it has the niche of being able to bypass debilitating status conditions while phazing without the detriment of negative priority, allowing Lugia to phaze all Pokemon lower than base 110 speed before they can act. However, Rest is not a reliable form of recovery compared to Roost and Recover, and depending on the fourth move chosen, Lugia has to sacrifice either its ability to Toxic opponents in its sleep or the ability to reliably phaze the opponent.

Hall of Shame

  • Calm Mind: Calm Mind sets for Lugia can turn it into a sweeper of sorts, as it can heavily punish teams that are weak to Lugia, but more often than not, not only does Calm Mind Lugia find itself largely outclassed as a sweeper, but it will more often than not fail to accomplish any kind of sweep. Needless to say, Calm Mind Lugia should be regarded as nothing more than an unreliable gimmick. Don't use it.
  • Pressure: While it may seem like Lugia can PP stall with Pressure, the benefit of having doubled Defense AND Sp.Defense with Multiscale is much more beneficial than PP stalling, especially when you can stop an opponent's sweep. While Pressure's effect does not deactivate due to Stealth Rock unlike Multiscale, the number of viable Defog users in ORAS Ubers makes keeping Multiscale intact much easier than it was in Gen 5

Ubers Checks and Counters to Lugia

  • Stealth Rock (383.png383-p.png483.png248.png719.pngWHn0uhM.png386a.png386s.png645-s.png472.png530.png598.png485.png450.png227.png386d.png)
    Lugia absolutely hates Stealth Rock, as it cuts off 25% of its health each time it switches in, not only shortening its lifespan, but also makes keeping Multiscale intact very difficult.
  • Toxic (249.png472.png) & Burn (383-p.png250.png)
    Toxic, like Stealth Rock, cuts into Lugia's longevity, and as the damage increases every turn, it limits the number of turns Lugia can stay in. Worse yet, because the damage occurs at the end of the turn, it ensures that Lugia can never reactivate Multiscale against faster opponents even if it uses Roost/Recover to bring itself back to 100%.
  • 483.png707.png212-m.png649.png530.png598.png385.png227.png545.png073.png094-m.png472.pngWHn0uhM.png0vrs5qm.png
    Since Toxic is Lugia's main form of damage, Steel and Poison-type Pokemon are immune to it by nature of their typing. Gliscor often almost always runs Poison Heal, turning Toxic from a liability into a benefit, and Mega Diancie and Mega Sableye can simply bounce Toxic back on to Lugia with their abilities.
  • 094-m.png
    Mega Gengar is extremely problematic for any Lugia that does not run Aeroblast or Dragon Tail, as it can trap and KO Lugia, removing it from the game for one of its teammates to begin a sweep.
  • 150.png150-my.png150-mx.png386a.png386s.png
    Faster Taunt users such as Mewtwo, both Mega Mewtwos, Attack Deoxys, and Speed Deoxys can shut down the majority of Lugia's moveset, denying it access to Recovery, Toxic, and Phazing, and, if not running Dragon Tail or Aeroblast, force it to use Struggle while whittling it down or force Lugia to switch out. Mega Mewtwo X should be very careful of Aeroblast, however.
  • 491.png717.png487o.png493-ghost.png493-dark.png493-rock.png646-w.png644.png
    Offensive Pokemon with a type advantage, notably Darkrai, Yveltal, and Ghost, Dark, and Rock formes of Arceus, can use their Life Orbs (or boosting moves in the case of the Arceus forms) to shave off a good amount of Lugia's life. White Kyurem and Zekrom can also ignore Lugia's Multiscale thanks to Turboblaze and Teravolt while hitting it hard with their STAB Ice and Electric moves, respectively.

 

External Links
Smogon Analysis (Singles Ubers)

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Cool! but will it be a more offensive pokemon if Lugia Hold 'weakness policy'? considering it can take some hits and recover while both its physical and special Attack Rises. I think it be more benefitial for it. Thats just my opinion. :-P

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Lugia shouldn't be attempting any kind of sweep, even with Weakness Policy. It wants Leftovers for passive recovery and it's still outclassed by most offensive Pokemon even with Weakness Policy.

True..

 That will be very bad for it in doubles if gets hit acouple times. :-P

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I run Bold 252 Def/Speed Set with 2 STAB moves, Rest and Calm Mind for mine, although it has its HA.

 

If you really wanted to go with that spread, you're better off using 36 HP & 216 Defense with Bold, not only does it give you better physical bulk than 252 Defense, but also slightly better Special bulk as well. Though if you're running Leftovers I see no reason why you wouldnt run 252 HP. Also why Rest when you have Roost/Recover? Rest isn't a very reliable form of recovery, especially when the following can use it to set up on you (all calcs assume you've gotten at least 2 Calm Mind up):

 

  • +2 252 Atk Life Orb Arceus Extreme Speed vs. 36 HP / 216+ Def Lugia: 199-234 (54.9 - 64.6%) -- guaranteed 2HKO after Leftovers recovery (3HKO with Multiscale intact, +4 is guaranteed 2HKO)
  • +2 252+ SpA Fairy Aura Xerneas Moonblast vs. +2 36 HP / 4 SpD Lugia: 157-186 (43.3 - 51.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery
  • 252+ Atk Primal Groudon Stone Edge vs. 36 HP / 216+ Def Lugia: 188-222 (51.9 - 61.3%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery (3HKO with Multiscale intact, unless P.Groudon runs Swords Dance otherwise it sets up Rock Polish and outspeeds).
  • +1 252 Atk Aerilate Mega Salamence Double-Edge vs. 36 HP / 216+ Def Multiscale Lugia: 127-150 (35 - 41.4%) -- 5.1% chance to 2HKO after Stealth Rock and Leftovers recovery (Guaranteed 2HKO taking into account Multiscale being broken after the 1st hit)
  • +1 4 SpA Spooky Plate Arceus-Ghost Judgment vs. +2 36 HP / 4 SpD Multiscale Lugia: 78-93 (21.5 - 25.6%) -- possible 5HKO after Leftovers recovery (Outspeeds and 3HKOs you before you can wake up)
  • +2 252 Atk Spooky Plate Arceus-Ghost Shadow Force vs. 36 HP / 216+ Def Multiscale Lugia: 273-322 (75.4 - 88.9%) -- guaranteed 2HKO after Leftovers recovery (Outspeeds and KOs you with Shadow Claw on the 3rd turn)
  • 48 Atk Life Orb Dark Aura Yveltal Sucker Punch vs. 36 HP / 216+ Def Multiscale Lugia: 121-144 (33.4 - 39.7%) -- 24.6% chance to 3HKO after Leftovers recovery (Guaranteed 2HKO after Multiscale breaks, forces you to play mind games)

 

Not to mention with dual stab, you get walled by Dialga, Mega Scizor, Aegislash, and Klefki, so I'm not sure what exactly you're hitting with Psychic/Psyshock.

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Tier rotation time, we now look at an OU Pokemon this time, a Pokemon which has always found itself in the OU tier since Gen 2.

Tyranitar & Mega Tyranitar
tyranitar.giftyranitar-mega.gif

Tier Status (Singles, Tyranitar): OU
Tier Status (Singles, Mega): OU
Tier Status (Doubles, Tyranitar): DOU
Tier Status (Doubles, Mega): DOU

Type (Tyranitar): Rock/Dark
Type (Mega): Rock/Dark

Base Stats (Tyranitar): 100 / 134 / 110 / 95 / 100 / 61
Base Stats (Mega): 100 / 164 / 150 / 95 / 120 / 71


Abilities (Tyranitar):

  • Sand Stream: On the turn this Pokemon switches in, the Sandstorm weather is summoned for 5 turns (8 turns if the user is holding a Smooth Rock). During the Sandstorm, all Rock-type Pokemon's Sp.Defense stats are increased by 50%, while all Pokemon other than Rock, Ground, and Steel-types take 1/16 of their max HP in damage at the end of each turn the sandstorm is active. Pokemon holding a Safety Goggles and Pokemon with the abilities Magic Guard, Overcoat, Sand Veil, Sand Force, and Sand Rush are immune to the damaging effects of Sandstorm, even if they are not a Rock, Ground, or Steel-type Pokemon.
  • Unnerve (Hidden Ability): The opponent's Pokemon will be unable to consume their held berries.

Abilities (Mega):

  • Sand Stream: On the turn this Pokemon switches in, the Sandstorm weather is summoned for 5 turns (8 turns if the user is holding a Smooth Rock). During the Sandstorm, all Rock-type Pokemon's Sp.Defense stats are increased by 50%, while all Pokemon other than Rock, Ground, and Steel-types take 1/16 of their max HP in damage at the end of each turn the sandstorm is active. Pokemon holding a Safety Goggles and Pokemon with the abilities Magic Guard, Overcoat, Sand Veil, Sand Force, and Sand Rush are immune to the damaging effects of Sandstorm, even if they are not a Rock, Ground, or Steel-type Pokemon.

 

 

Table of Contents

  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles OU Overview
248.pngORAS Singles OU Viability: A
248-m.pngORAS Singles OU Viability: B-

Tyranitar has been OU in every single Generation since it was first introduced in Gen 2. Though being a dual Rock/Dark type curses Tyranitar with a total of 7 weaknesses as of Gen 6, Tyranitar still remains useful for its offensive typing, which allows it to check common Flying-types such as Talonflame. Tyranitar's biggest role in OU comes from its ability to serve as a Pursuit trapper, acting as near full stop to Latios and Latias, two common Defog users in OU, while outspeeding both of them with a Choice Scarf it takes minimal damage from anything they can throw at it due to its great Sp.Defense during a Sandstorm. Choice Scarf, which is perhaps Tyranitar's best set, plays much differently from other Choice Scarfers, as Tyranitar is too slow to revenge kill, even with a Choice Scarf. Tyranitar isn't limited to just Choice Scarf, as Choice Band turns it into a powerful wallbreaker. Tyranitar can even run a support set with Smooth Rock, allowing it to not only support Excadrill for a sweep, but also as a reliable user of Stealth Rock.

Tyranitar was also blessed with a Mega Evolution in X&Y. Prior to ORAS, Mega Tyranitar was notable as a bulky user of Dragon Dance, a set that Tyranitar hasn't been able to run effectively since Gen 3. ORAS, however, introduced many new threats that can easily revenge kill, if not outright KO Mega Tyranitar, reducing its effectiveness. Compared to other Dragon Dancers such as Mega Charizard X, Mega Gyarados, and Mega Altaria, Mega Tyranitar needs alot more support than the base form does before it can pull off its job, and is outclassed by the base form in everything else other than Dragon Dance.

Both Tyranitars, however, suffer from the problem of being weak to every notable form of priority save for Gale Wings Brave Bird. Fighting types and Pokemon with Fighting-type coverage moves can easily use Tyranitar as setup bait. All Tyranitars, despite their great Sp.Defense in the sand, also suffer from the problem of having no reliable recovery, and thus tend to get worn down rather easily.


ORAS OU Singles Moveset: Choice Scarf
248.png
Ability: Sand Stream / Item: @Choice Scarf
Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Stone Edge
Move #2: Pursuit
Move #3: Superpower
Move #4: Crunch or Ice Punch


Tips:

  • Stone Edge, despite its 80% accuracy, hits hard, allowing Tyranitar to threaten many Flying types in OU.
  • Pursuit is a crucial move that, when combined with Choice Scarf, allows Tyranitar to outspeed, trap and KO Gengar, Latios, and Latias, as well as other Psychic types, as not only does Pursuit's base power double from 40 to 80 if the opponent attempts a switch, but Pursuit will also strike them before the switch occurs, most likely resulting in a KO.
  • Superpower is a necessary coverage move to hit Rock and Steel types, as well as opposing Tyranitar.
  • For the fourth moveslot, Crunch is a secondary Dark-type STAB that allows Tyranitar to hit hard without having to rely on Pursuit, as Pursuit may fail to KO should the opponent decide not to switch. Ice Punch, however, allows Tyranitar to go toe-to-toe with Dragon and Ground types such as Garchomp and Gliscor.
  • The given EV spread with a Choice Scarf and a Jolly nature aims to make Tyranitar as fast as possible, allowing it to outspeed all Pokemon with base 115 Speed and below, while hitting as hard as possible.
  • Sandstream is chosen not only for passive damage and the ability to negate opposing weather, but also to give Tyranitar a 50% boost to its Sp.Defense, allowing it to take many Special Attacks from the Pokemon it is meant to KO.
  • By nature of its typing, Tyranitar tends to force out Pokemon such as Gengar, Latios, Latias, and Starmie, which it can then take advantage of with Pursuit.
  • Choice Scarf also allows Tyranitar to serve as a check to Mega Pinsir, Talonflame, Thundurus-Incarnate, and Mega Charizard Y.
  • Note however that Tyranitar cannot safely switch in on some of the Pokemon that it can check (such as Gengar's Focus Blast) so try to utilize prediction, double switches, safe switches with Volt Switch/U-turn, or after an opponent's KO.

Other Moveslot Options

  • Earthquake: Running Earthquake in the 4th moveslot gives Tyranitar good neutral coverage with Stone Edge, while also hitting Heatran for more damage than Superpower.

Recommended Teammates:

  • 647.png006-my.png645.png
    Due to Choice Scarf Tyranitar's ability to reliably remove Latios and Latias, Pokemon that are checked by these two, such as Keldo, Mega Charizard Y, and Landorus-Incarnate appreciate having Tyranitar as a teammate. In Mega Charizard Y's case, Tyranitar can even reset the weather, allowing Mega Charizard Y to switch in without having to wait for the sun to expire first.
  • 251.png212-m.png598.pngAsvQNus.png647.png
    As Tyranitar can also serve as a check to birdspam teams, Pokemon that appreciate Flying types, most notably Talonflame, removed, such as Celebi, Mega Scizor, Ferrothorn, Mega Lopunny, and Keldeo can work as teammates.
  • 036.png647.png251.png472.png
    Tyranitar appreciates having Pokemon that can take out Water, Fighting, and Ground types for it. Clefable, Keldeo, Celebi, and Gliscor are some examples.
  • Stealth Rock (036.png645-s.png598.png445.png)
    Users of Stealth Rock can help Tyranitar secure KOs that it could not before. Setting up Stealth Rock also pressures the opponent to switch in Latios and Latias to remove them, which creates an opportunity for Tyranitar to switch in as they Defog.

 

 

ORAS OU Singles Moveset: Choice Band
248.png
Ability: Sand Stream / Item: @Choice Band
Nature: Adamant w/ EVs: 100 HP / 252 Attack / 156 Speed
Move #1: Stone Edge
Move #2: Crunch
Move #3: Superpower or Fire Punch
Move #4: Pursuit or Ice Punch

Tips:

  • Stone Edge, despite its 80% accuracy, hits hard, allowing Tyranitar to threaten many Flying types in OU.
  • Crunch is a Dark-type STAB that allows Tyranitar to hit hard with Dark's improved neutral coverage this gen.
  • The third moveslot is dedicated to hitting Steel types. Superpower is the stronger of the two moves in general, and also hits opposing Tyranitar, Heatran, and Chansey. Fire Punch, however, is the stronger option against Ferrothorn, Mega Scizor, and Skarmory.
  • For the fourth moveslot, Pursuit can be used to still act as a trapper against Latios and Latias, despite not being able to outspeed them without a Choice Scarf, but also allows Tyranitar to gain chip damage against Chansey as it switches out. Ice Punch, however, allows Tyranitar to go toe-to-toe with Dragon and Ground types such as Garchomp and Gliscor, while also hitting Landorus-Therian hard on the switch-in.
  • 252 Attack EVs with a Choice Band and Adamant nature maximizes Tyranitar's Attack, allowing it to function as a powerful wallbreaker. 156 Speed EVs give Tyranitar just enough speed to outspeed everything up to and including Mandibuzz, while the rest are dumped into HP for extra bulk.
  • As a wallbreaker, Choice Band Tyranitar should be used to weaken and/or KO defensive Pokemon such as Ferrothorn, Slowbro, and Mega Slowbro.
  • Though not as effective due to its lower speed, it can still perform most of the duties of the Choice Scarf set, such as trapping Psychic types like Latios and Latias and checking Flying types, though it cannot take on Gengar and Mega Pinsir due to their speed and Fighting type coverage.
  • Despite its low PP, Stone Edge is the move you will be using most of the time due to its immense power, even moreso if you're lucky enough to score a Critical Hit.

Other Moveslot Options

  • Earthquake: Running Earthquake gives Tyranitar good neutral coverage with Stone Edge, while also hitting Heatran for more damage than Superpower.

Recommended Teammates:

  • 006-my.png645.png
    Due to Choice Band Tyranitar's ability to reliably remove Latios and Latias, as well as threatening Chansey, Pokemon that are checked or countered by these three, such as Mega Charizard Y and Landorus-Incarnate appreciate having Tyranitar as a teammate. In Mega Charizard Y's case, Tyranitar can even reset the weather, allowing Mega Charizard Y to switch in without having to wait for the sun to expire first.
  • 530.png663.png647.pngAsvQNus.png127-m.pngt1uu1nb.png
    Excadrill can be used as a sweeper after Tyranitar has sufficiently broken down the opponent's walls, as Excadrill can use the remaining turns of Sandstorm to gain the Speed boost from Sand Rush to begin a mini sweep. Other sweepers and cleaners that appreciate a wallbreaker include Talonflame, Choice Scarf Keldeo, Mega Lopunny, Mega Pinsir, and Mega Gallade. It should be noted that the latter 4 Pokemon also appreciate Choice Band Tyranitar's ability to check Flying types.

 

 

ORAS OU Singles Moveset: Sand Support
248.png
Ability: Sand Stream / Item: @Smooth Rock
Nature: Relaxed w/ EVs: 248 HP / 36 Defense / 224 Sp.Defense
Move #1: Stealth Rock
Move #2: Stone Edge
Move #3: Pursuit
Move #4: Ice Beam, Crunch, or Fire Blast

Tips:

  • Stealth Rock is a very useful entry hazard to have, and Support Tyranitar makes a great user of it.
  • Stone Edge, despite its 80% accuracy, hits hard, even without Attack investment, allowing Tyranitar to threaten many Flying types in OU.
  • Pursuit still allows Tyranitar to act as a trapper against Latios and Latias, despite not being able to outspeed them, but will fail to OHKO without investment.
  • The fourth moveslot has several options. Ice Beam can be used to hit Landorus-Therian on the switch, allowing Tyranitar to bait it in. Crunch gives Tyranitar an option to hit Psychic types hard without having to rely on Pursuit. Fire Blast allows Tyranitar to get past Steel types such as Ferrothorn and Skarmory.
  • The given EV spread aims to give Tyranitar the best mixed bulk for the OU metagame. 248 HP EVs with 36 Defense EVs and a Relaxed nature grant it enough Defense to give a +1 Dragonite's Earthquake, while the rest of the EVs are put into Sp.Defense to allow Tyranitar to act as a Special tank, sponging up Special Attacks under Sand.
  • Smooth Rock is chosen as this Tyranitar's main job is to set up sand for as long as possible, providing passive damage and allowing Excadrill to make full use of Sand Rush.
  • Sand Support Tyranitar's primary purpose is to provide sand for Sand Rush Excadrill, the only viable Sand Rush sweeper in OU.
  • The best time to set up Stealth Rock is on Pokemon that Tyranitar tends to force out, such as Talonflame.
  • Depending on the move chosen for moveslot #4, you can lure in Ferrothorn or Landorus-Therian and hit with Fire Blast or Ice Beam, respectively.
  • As always, Tyranitar can still trap Psychic types like Latios and Latias and check Flying types, though it cannot take on Gengar and Mega Pinsir due to their speed and Fighting type coverage.

Recommended Teammates:

  • 530.png***
    Excadrill is mandatory for Sand Support Tyranitar, as Smooth Rock gives it 8 turns of sand to work with, often times more than enough to make use of Sand Rush and perform a successful sweep. Either use Support Tyranitar with Excadrill, or use neither at all.
  • 251.png
    Celebi checks both Azumarill and Breloom, two Pokemon that check both Tyranitar and Excadrill.
  • 663.png
    Talonflame serves as a nice teammate for its ability to check bulky Grass types that give Tyranitar and Excadrill problems.
  • 647.png006-my.png
    Keldeo and Mega Charizard Y also appreciate Tyranitar's ability to check Latios, Latias, and Flying types. Both can also check Mega Scizor, who gives both Tyranitar and Excadrill problems, by threatening it with KOs and, in Keldeo's case, Scald burns. Mega Charizard Y can serve as the team's wallbreaker, and like Tyranitar's ability to reset the weather, allowing Mega Charizard Y to switch in without having to wait for the sun to expire first.
  • 380.png381.png
    Latias and Latios are great checks to Keldeo, resisting both of its STAB moves, as Keldeo threatens both Tyranitar and Excadrill.

 

 

ORAS OU Singles Moveset: Mega Dragon Dance
248-m.png
Ability: Sand Stream (Sand Stream) / Item: @Tyranitarite
Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Dragon Dance
Move #2: Stone Edge
Move #3: Crunch
Move #4: Superpower

Tips:

  • Dragon Dance boosts Mega Tyranitar's Attack and Speed, allowing it to outspeed all positive natured Pokemon with base 130 speed and below, as well as all neutral natured base 148 speed Pokemon.
  • Stone Edge, despite its 80% accuracy, hits hard, and is Mega Tyranitar's primary STAB.
  • Crunch is Mega Tyranitar's secondary STAB, hitting the Pokemon that resist Stone Edge.
  • Superpower, while it may seem counterproductive with Dragon Dance, allows Mega Tyranitar to blitz through strong Steel and Rock types, as well as opposing Tyranitar.
  • The given EV spread with a Jolly nature allows Mega Tyranitar to be as fast as possible while hitting as hard as possible.
  • Tyranitar's Mega Stone grants it with the base stat increases necessary for a Dragon Dance set to work, as 71 Base Speed allows it to outspeed threats at +1 that it otherwise could not.
  • As a sweeper, Mega Tyranitar should be brought in late game when its checks and counters are weakened or gone.
  • Because of Tyranitar's bad defensive typing leaving it weak to Bullet Punch, Aqua Jet, and Mach Punch, Mega Tyranitar should only be brought out after all of the opponent's priority users are gone.
  • Similarly, fast Pokemon and Choice Scarf users, especially Landorus-Therian and Mega Lopunny, need to be removed as they can still outspeed Mega Tyranitar even after +1.

Other Moveslot Options

  • Ice Punch: Running Ice Punch gives Mega Tyranitar an option to hit Landorus-Therian, 2HKOing Defensive variants and threatening an OHKO on Choice Scarf variants. Do note however that Choice Scarf Landorus-Therian commonly carries Superpower, which outspeeds and OHKOs Mega Tyranitar, even with a +1 speed boost.
  • Fire Punch: Running Fire Punch allows Mega Tyranitar to get past Mega Scizor and Ferrothorn, who can otherwise avoid an OHKO.

Recommended Teammates:

  • 462.png082.png
    Magnezone can trap and KO Steel types that would otherwise wall Mega Tyranitar, reducing the need to run Fire Punch as Magnezone can KO them with Hidden Power [Fire]. Magneton works in a similar fashion.
  • 251.png663.png036.png647.png
    Celebi, Talonflame, Clefable, and Keldeo are all Pokemon that can take out the common users of Mach Punch, Bullet Punch and Aqua Jet; Conkeldurr, Breloom, Mega Scizor, and Azumarill. Talonflame also has the added benefit of being able to use its own priority move to act as a cleaner after Mega Tyranitar's sweep comes to an end.
  • 663.png598.png485.png
    Fairy types, especially Unaware Clefable, need to be removed before Mega Tyranitar can attempt a sweep. Talonflame, Ferrothorn, and Heatran are all good choices, though Ferrothorn must watch out for Fire-type coverage moves.
  • 445.png647.png381.png184.png645.png
    As a sweeper, Mega Tyranitar appreciates having a wallbreaker to weaken the opponent's defensive cores. Swords Dance Garchomp, Keldeo, Latios, Azumarill, and Landorus-Incarnate all work in this role.
  • 130.png
    Normal Gyarados makes for an excellent sweeping teammate with Mega Tyranitar, as both cover each other's checks and counters fairly well. For instance, normal Gyarados is a nice check to Keldeo, while Mega Tyranitar can set up Dragon Dance on Latios and Latias while pressuring the opponent's Thundurus-Incarnate. The offensive pressure of running dual dragon dancers ensures that even if one falls, the other can pick up where they left off.
  • Stealth Rock (485.png036.png645-s.png445.png)
    Stealth Rock support is beneficial to any sweeper, as it makes Mega Tyranitar's job easier and allows it to score 2HKOs and OHKOs that it would not have otherwise.

Honorable Mentions

  • Brazilian Tyranitar (248.png: Thunder Wave / Stealth Rock / Dark Pulse / Fire Blast): As the name suggests, Brazilian Tyranitar was first used by mostly brazilian players. While unorthodox and bordering on gimmicky, it has seen successful use in competitive play for its surprise factor, nailing fast switch-ins with Thunder Wave and crippling them for the rest of the match, and Tyranitar does have a usable Sp.Attack stat.

Hall of Shame (aka "Dont use these")

  • Tyraniboah (248.png: Substitute / Focus Punch / Thunderbolt / Crunch or Dark Pulse): Tyraniboah (BOAH deriving as an acronym for "SuBstitute, FOcus Punch, ThundAbolt, CruncH") is a competitive relic dating back to Gen 3 & Gen 4 where it was used as an innovative set designed to take out Skarmory + Blissey defensive cores, which were very popular at the time. The viability of such cores have diminished since then and, while they are good Pokemon on Gen 6 stall teams, the "SkarmBliss" core of the olden days are no longer as effective as they once were, and running the classic BOAH set detracts from Tyranitar's viability as it can no longer function outside of countering a very specific Stall core that is much easier to deal with now than it was 12 years ago.

OU Checks and Counters to Tyranitar

  • elvqhTa.png184.png036.pngWHn0uhM.png282-m.png
    Many Fairy types pose problems to Tyranitar, as many of them can take a hit from all sets except the Choice Band set. Azumarill, in particular, also has access to super effective priority Aqua Jet.
  • AsvQNus.png647.pngt1uu1nb.png652.png639.png534.png286.png127-m.png645-s.png094.png
    Fighting, Tyranitar's sole 4x weakness, is largely exploitable. Conkeldurr and Breloom also have access to Mach Punch, allowing them to outspeed even the Choice Scarf and Dragon Dance sets. Even Pokemon that carry Fighting type coverage, such as Mega Pinsir, Landorus-Therian and Gengar, can pose problems.
  • 376-m.png625.png598.png485.png212-m.png707.png227.png
    Steel types, though they no longer resist Dark type attacks, still resist Rock and can still hit back hard with their STAB moves. More defensive and support oriented Steel types, such as Klefki and Skarmory, can set up entry hazards while walling any Tyranitar set that lacks Fire Blast.
  • 652.png227.png598.png450.png472.png645-s.png0vrs5qm.png036.png003-m.png
    Many physically defensive Pokemon, such as Chesnaught, Skarmory, Ferrothorn, Hippowdon, Gliscor, Landorus-Therian, Mega Sableye, Clefable, and Mega Venusaur can wall any Tyranitar lacking proper coverage moves while recovering off the damage in most cases. However, Clefable and Ferrothorn cannot switch in safely against Choice Band Tyranitar carrying both Stone Edge and Fire Punch, while Mega Venusaur's Synthesis will only heal back 25% of its HP due to sand.

 

 

 

Singles Ubers Overview
248.pngORAS Singles Ubers Viability: B+
248-m.pngORAS Singles Ubers Viability: F

Much like how Tyranitar found itself in OU as a premier Pursuit trapper for removing Latios and Latias, Tyranitar retains this same role in Ubers, especially since Latios and Latias have found themselves as two of the best Defog users in the tier due to the reintroduction of Soul Dew, which boosts both their Sp.Attack and Sp.Defense stats by 50%, an item that is currently banned in OU. Tyranitar does have other uses outside of Pursuit trapping, however, as it can also check Darkrai, Arceus-Ghost, and Arceus-Dark, three A+ rank threats in the Ubers metagame. However, Tyranitar's ability to set up Sand in Ubers has gotten much worse in ORAS due to the introduction of Primal Groudon and Primal Kyogre, both of which easily beat Tyranitar. Tyranitar's speed isn't doing it any favors, either.

Like in OU, Mega Tyranitar finds itself overshadowed by its base form, except now it finds itself completely unviable in Ubers. Not only does Tyranitar require an item in order to successfully function in Ubers, but Mega Tyranitar also competes with much more useful and more powerful Megas, namely Mega Salamence and Mega Gengar.
 
 
ORAS Ubers Singles Moveset: Sand Support
248.png
Ability: Sand Stream / Item: @Leftovers, Smooth Rock, or Shuca Berry
Nature: Careful w/ EVs: 248 HP / 8 Defense / 252 Sp.Defense
Move #1: Stealth Rock
Move #2: Stone Edge
Move #3: Pursuit
Move #4: Low Kick, Toxic, Thunder Wave, or Counter

Tips:

  • Stealth Rock is a very useful entry hazard to have, and Support Tyranitar makes a great user of it.
  • Stone Edge allows Tyranitar to check Ho-oh and Yveltal.
  • Pursuit is a necessary move that allows Tyranitar to trap and KO Latios and Latias, as well as Mega Gengar.
  • The fourth moveslot is very flexible depending on what the team needs. Low Kick allows Tyranitar to take out Darkrai and Arceus-Dark. Toxic is used primarily for Primal Groudon switch-ins, ensuring that it cannot just come in for free. Thunder Wave is used to cripple other switch-ins besides Primal Groudon, and can bring an opponent's sweep to a stop or prevent it altogether. Counter, when combined with Shuca Berry, allows Tyranitar to eat an otherwise lethal Earthquake from threats such as Arceus-Normal and Primal Groudon, and KO back.
  • The above EV spread with a Careful nature maximizes Tyranitar's Special bulk, allowing it to tank hits from Latios, Latias, and Darkrai.
  • For the item choice, Leftovers is the preferred option for passive recovery and better longevity, but Smooth Rock can be used to extend sand turns. Shuca Berry should only be used if running Counter in the 4th moveslot, as this allows Tyranitar to survive Primal Groudon's Earthquake and KO back.
  • Tyranitar has two main roles in Ubers; to trap and KO Latios, Latias, and Mega Gengar with Pursuit, and to set up Stealth Rock.
  • If the opponent has a Ho-oh or Mega Salamence, avoid switching Tyranitar in directly, as while Tyranitar can check them, it risks being hit by Earthquake or burned on the switch-in.
  • If running Thunder Wave or Toxic and Stealth Rock is already set up, try to spread status, especially if running Toxic and you predict Primal Groudon to switch in.

Recommended Teammates:

  • 383-p.png382-p.png493.png
    Both Primal Groudon and Primal Kyogre, as well as formes of Arceus that commonly run Calm Mind, are checked by Latios and Latias, and appreciate Tyranitar's ability to remove them. Calm Mind Arceus sets are also checked by Ho-oh, which Tyranitar can also check.
  • 716.png036.png242.png719.pngWHn0uhM.png576.png492s.png
    Clerics can heal status off of Tyranitar, improving its longevity. In return, Tyranitar can check Mega Gengar, who loves to use clerics, especially Fairy-type ones, as trap fodder.
  • 380.png381.png
    Soul Dew Latias and Soul Dew Latios can check both Primal Groudon and Primal Kyogre, who can both easily switch in against Tyranitar.

Ubers Checks and Counters to Tyranitar

  • 383-p.png382-p.png
    Primal Groudon and Primal Kyogre are both problematic for Tyranitar. Not only do they both carry powerful super effective STAB moves, but their abilities, Desolate Land and Primordial Sea, remove Tyranitar's sand and cannot be overwritten or negated except by opposing Desolate Land & Primordial Sea, or by Air Lock.
  • 716.png
    Xerneas, especially Geomancy variants, can easily switch in on Tyranitar and 2HKO with Moonblast, or OHKO with a Geomancy boost, using Tyranitar as setup fodder.
  • 493-ground.png
    Arceus-Ground can easily switch in against Thunder Wave variants and set up with either Swords Dance or Calm Mind and proceed to KO Tyranitar with Earthquake or Judgement [Ground] respectively.
  • 257.png257-m.png150-mx.png
    Blaziken, Mega Blaziken, and Mega Mewtwo X can all use their Fighting-type STAB to exploit Tyranitar's 4x weakness and easily KO.
  • 649.png
    Genesect can switch in and use Tyranitar's lower physical Defense to gain an Attack boost from Download, then hit with U-turn for 74% damage minimum,
  • 598.png
    Ferrothorn can sponge many of Tyranitar's attacks and is immune to Toxic, while Ferrothorn can 2HKO with Gyro Ball and Power Whip, or set up Spikes or Leech Seed.

 

 

Doubles OU Overview
248.pngORAS Doubles OU Viability: A-
248-m.pngORAS Doubles OU Viability: F

With the release of ORAS, Tyranitar's viability took a major hit in Doubles due to the addition of Mega Diancie, who for the most part outclasses Tyranitar in Doubles. If this wasn't enough, Tyranitar also faces competition from Terrakion as a Rock type sweeper who, like Mega Diancie, sports a much better speed stat. Tyranitar's 7 type weaknesses are also much more exploitable in Doubles than they are in Singles. Furthermore, Mega Tyranitar suffers from competition with better Mega Evolutions in Doubles, and with Fighting type coverage, burns, and Intimidate all over the place, it often finds itself as an unviable choice.
 
While Tyranitar may seem like a flawed and unviable Pokemon, it does have its enough perks in Doubles to justify its use. Compared to Mega Diancie and Terrakion, Tyranitar has the best bulk of the three, serving as a better check to Talonflame. It is also the only viable sand setter in Doubles, which not only allows for Excadrill to become a big threat, but can also stop opposing weather, allowing it to put a halt to rain and sun teams while also serving as a hard counter to Mega Charizard Y. Tyranitar isn't completely stopped by Intimidate and burns, either, as it has a useable Sp.Attack stat to get around these threats.
 
 
ORAS OU Doubles Moveset: Mixed Attacker
248.png
Ability: Sand Stream / Item: @Life Orb or Shuca Berry
Nature: Quiet w/ EVs: 252 HP / 4 Attack / 252 Sp.Attack
Move #1: Rock Slide
Move #2: Dark Pulse
Move #3: Fire Blast or Ice Beam
Move #4: Protect

Tips:

  • Rock Slide is Tyranitar's primary STAB, dealing spread damage to both opponents and allowing it to serve as a check to Fire and Flying types such as Talonflame.
  • Dark Pulse is Tyranitar's secondary STAB, utilizing its often overlooked base 95 Sp.Attack in order to bypass burn and Intimidate, and does not care about being blocked by Aegislash's King's Shield.
  • The third moveslot is dedicated to coverage. Fire Blast hits hard against Bisharp, Amoonguss, and Ferrothorn, while Ice Beam is the better option for Landorus-Therian and Hydreigon.
  • Protect is a staple move of nearly every moveset in Doubles, keeping Tyranitar alive, scouting for attacks, punishing double targetting, and stalling out unfavorable field conditions such as Trick Room or Tailwind.
  • The given EV spread with a Quiet nature aims to make Tyranitar as bulky as possible while simultaneously maximizing its Sp.Attack. Quiet is preferred over Modest so that Rock Slide's power isn't decreased, and also allows Tyranitar to function in Trick Room.
  • For the choice of item, Life Orb gives Tyranitar's moves an extra boost in power, as Rock Slide's 56.25 Base Power in Doubles isn't going to be hitting as hard as most other attacks unless the opponent is weak to it, especially with minimal attack investment. Shuca Berry, however, can be used if running Ice Beam in order to check Landorus-Therian, a huge threat in Doubles.
  • Due to Sand Stream, Tyranitar is best used as a lead, as Focus Sash tends to be a common item in Doubles for opposing lead Pokemon. That being said, it is best to switch out Tyranitar to preserve it for later when its checks and counters are gone.
  • Be careful if your opponent uses an opposing weather setter on their team, such as Mega Charizard Y, Politoed, or Mega Abomasnow. In these cases, keeping Tyranitar in reserve will be crucial for removing their weather and disrupting their strategies.
  • If running Ice Beam with a Shuca Berry, and your opponent has a Landorus-Therian on their team, try not to go for Ice Beam straight away, as your opponent may predict this and go for either Superpower or U-turn. In these cases it would be best to scout with Protect, as many Landorus-Therian run Choice Scarf, so they will most likely be locking themselves into their moves, allowing you to react accordingly.

Other Moveslot Options

  • Stone Edge: Stone Edge can be used over Rock Slide for a much more damaging attack against single targets that isn't blocked by Wide Guard, but the utility of Rock Slide is generally superior in most cases.
  • Iron Head: Iron Head is an option to run on Tyranitar to hit Sylveon and Mega Gardevoir as they switch in, but has little utility outside of this.
  • Babiri Berry: Running a Babiri Berry in the item slot alongside Fire Blast can let Tyranitar act as a lure to Steel types such as Mega Scizor, Mega Metagross, and Ferrothorn.
  • Smooth Rock: If running Excadrill as a teammate, Smooth Rock can be used in the item slot to give Excadrill with extra turns of sand. However, this option should only be used if your team is absolutely dependent on Excadrill.

Recommended Teammates:

  • 530.png
    Excadrill is a great teammate for Tyranitar, as it gives it 5 turns of sand to work with, which is more than enough to make use of Sand Rush in Doubles and perform a successful sweep.
  • 094-m.png700.png492s.png663.png591.png
    Fighting types pose problems for Tyranitar, so partners who can easily dispatch of them make for good teammates. Mega Gengar, Sylveon, Sky Shaymin, and Talonflame are good choices for this role. Alternatively, Amoonguss can redirect dangerous Fighting-type attacks away from Tyranitar, or utilize Spore to disable them, while Tyranitar can cover Amoonguss's Flying and Fire weaknesses.
  • 479w.png245.png
    Rotom-Wash and Suicune make for nice teammates to Tyranitar due to their ability to check Landorus-Therian, a big threat in Doubles especially to Tyranitar if you're not running Ice Beam. Rotom-Wash can also spread burns while Suicune can provide Tailwind support.
  • 681.png237.png
    Tyranitar's typing leaves it vulnerable to Hyper Voice and Earthquake, both being powerful super effective spread moves, so users of Wide Guard, such as Aegislash and Hitmontop, pair nicely with Tyranitar. Aegislash is also handy for being able to take on the Fairy types that threaten Tyranitar while simultaneously discouraging Trick Room, while Hitmontop can also provide additional support with Intimidate, Fake Out, and even Feint.

Honorable Mentions

  • Physical Tyranitar (248.png: Rock Slide / Crunch / Low Kick or Superpower / Protect): Running a purely physical Tyranitar greatly increases Tyranitar's immediate offensive presence, while also allowing it to put a huge dent into Mega Kangaskhan. However, doing so leaves Tyranitar extremely vulnerable to Intimidate and burn, both of which are extremely common in Doubles due to the presence of Mega Kangaskhan and Landorus-Therian.

Hall of Shame (aka "Dont use these")

  • Choice Scarf: While Choice Scarf is arguably Tyranitar's best set in Singles, the same sadly does not hold true for Doubles. Choice Scarf Tyranitar finds itself outclassed by Mega Diancie and Terrakion in Doubles, as both outspeed the same notable threats as Choice Scarf Tyranitar does while not being forced to lock themselves into their moves.
  • Mega Dragon Dance (248-m.png): While Mega Tyranitar does have the power and bulk to pull of a Dragon Dance set in Doubles, it rarely finds an opportunity to set up due to the amount of burns, Intimidate, and Fighting-type coverage found in Doubles, to the point where it is generally not worth the Mega slot on your team.

Doubles OU Checks and Counters to Tyranitar

  • 639.png647.png286.png534.png237.png448-m.png115-m.png645-s.png
    Fighting types pose a big problem, as not only do they hit for 4x super effective damage vs Tyranitar, but also resist both of its STABs. Breloom and Conkeldurr also carry Mach Punch. Although not Fighting-types, Mega Kangaskhan and Landorus-Therian both commonly carry Fighting-type coverage moves.
  • 479w.png245.png186.png260-m.png
    Most bulky Water-types, such as Rotom-Wash, Suicune, and Mega Swampert, can easily take Tyranitar's attacks and hit back with their super effective STAB moves.
  • 681.png625.png485.png376-m.png303-m.png530.png598.png649.png212-m.png448-m.png
    Steel types can also threaten Tyranitar with their STAB moves. Do note however that all save for Heatran must be wary for Tyranitars that carry Fire Blast.
  • WHn0uhM.png700.png282-m.png
    Fairy types; Sylveon and Mega Gardevoir can deal out large damage with Hyper Voice to both Tyranitar and its partner, though Mega Gardevoir will not enjoy takings Rock Slides.
  • 645-s.png530.png445.png260-m.png
    Ground types; many Ground types are powerful physical attackers that run Earthquake, which can hit Tyranitar for super effective damage, though must be careful of sets that run Shuca Berry + Ice Beam.
  • Intimidate (645-s.png237.png560.png373.png) and/or burn (479w.png479h.png302-m.png)
    The mere presence of Intimidate and burn is enough to force Tyranitar into only running 1 physical attack, and even then, they can easily neuter the effectiveness of Rock Slide against the Pokemon meant to be hit by it.
  • 186.png006-my.png460-m.png
    Politoed, Mega Charizard Y, and Mega Abomasnow can remove Tyranitar's sand and set up their own weather, which not only removes Tyranitar's Sp.Defense boost but also lets Politoed and Mega Charizard Y hit with rain boosted Water STAB and 1-turn Solarbeam, respectively. Note however, that Tyranitar can remove their own weather and threaten both Mega Charizard Y and Mega Abomasnow with Rock Slide, but still struggles against Politoed and rain.
     

External Links
Smogon Analysis (Singles OU)
Smogon Analysis (Singles Ubers)
Smogon Analysis (Doubles OU)

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During Gen 2 I always thought of Tyranitar as the Legendary-bird-killer in those times thanks to his Rock/dark-type. I remember in 6-grade an old friend used all the legendary birds and Skamory. I had Tyranitar as first in the party (I couldnt remember the rest I had :-P ) in a wire-link GBC battle on G/S

 

If i remember his move set:

Thunder

Crunch

Rock-Slide

earthquake

 

I kept using rockslide on  Articuno, Moltres, Ho-oh, and Zapdos and basically it was a 1-2HKO on them

2HKO with Crunch on Lugia. but he almost had KO Tyranitar with Hydro-Pump but luckly it held Leftovers.

he then used Skarmory and I guess he thought he had finally going K.O. my Tyranitar but he thought wrong when I hit his pokemon with Thunder (critical-hit) LOL!

 

Man did I piss-him off.  :-)  

 

good times... :goodmood:

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Consider this an addendum to the OU Tyranitar Analysis but I neglected to mention an important teammate for the Mega Dragon Dance set;

 

  • 130.png
    Normal Gyarados makes for an excellent sweeping teammate with Mega Tyranitar, as both cover each other's checks and counters fairly well. For instance, normal Gyarados is a nice check to Keldeo, while Mega Tyranitar can set up Dragon Dance on Latios and Latias while pressuring the opponent's Thundurus-Incarnate. The offensive pressure of running dual dragon dancers ensures that even if one falls, the other can pick up where they left off.
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Tier rotation time, we now look at a lower tier Pokemon this time, this one being a rather... unfortunate case.

Trevenant
trevenant.gif

Tier Status (Singles): UU
Tier Status (Doubles): UU

Type: Grass/Ghost

Base Stats: 85 / 110 / 76 / 65 / 82 / 56


Abilities:

  • Natural Cure: Whenever this Pokemon switches out, is forced out by a phazing move (Whirlwind, Roar, or Dragon Tail), or uses a move that causes the Pokemon to return to the player (Volt Switch, U-turn, Baton Pass, or Parting Shot), this Pokemon will automatically remove any and all status conditions from itself.
  • Frisk: Whenever this Pokemon enters a battle, if the opponent is holding an item, this Pokemon will identify the item currently being held by the opposing Pokemon. In Double and Triple Battles, this Pokemon will identify the items of all opponents on the field that are currently holding items.
  • Harvest (Hidden Ability): If this Pokemon was holding a Berry-type item at the beginning of the match and has consumed it at any point in the match, even if the Pokemon has switched out afterward, this Pokemon has a 50% chance of having that item returned to it at the end of every turn as long as it is on the field. If the Intense Sunlight or Extremely Harsh Sunlight weather conditions are currently in effect, the success rate of retrieving the consumed item is increased to 100%.

 

Table of Contents

  • Singles UU Overview
  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles UU Overview
709.pngORAS Singles UU Viability: D

Trevenant is a strange case of a Pokemon. Trevenant is almost completely unviable in UU, yet for some strange reason, Trevenant continues to achieve 3.41% usage on all UU teams. This causes Trevenant to remain a UU Pokemon by usage, preventing it from falling down to RU where it might have much better luck competitively. In fact, the only reason Trevenant has a ranking in UU at all is because of the fact that its still a UU Pokemon by usage. This causes Trevenant to remain in a kind of competitive limbo, where it is virtually useless in all tiers that it is allowed in, yet is banned from the only tiers where it could excel, causing many competitive players to forget that this Pokemon even exists, and for good reason.

So where did Gamefreak go so wrong with the spooky tree? One look at its base stats show that not only is this Pokemon slow, but also frail on both sides. Although it has a nifty 110 base Attack, with its aforementioned frailty and speed, Trevenant fails to achieve any kind of sweep or wallbreaking capabilities, relegating it to more defensive roles. While you could argue that 110 Attack could make Trevenant a Trick Room attacker, Trick Room generally isn't a very good playstyle in Singles, but even if it were, Trevenant has a very shallow offensive movepool and its STAB combination isn't doing it any favors offensively, either. A frail defensive Pokemon? That's only asking for trouble.

Anyway, because of its frailty, Trevenant relies heavily on Harvest to provide it with the recovery necessary to make up for both its lack of reliable recovery moves and general frailty, but with only a 50% chance of retrieving its item, its only means of recovery is virtually luck based. Trevenant can't rely on sun to remove the luck component either as Drought is currently banned in UU. Speaking of sun, Trevenant also relies heavily on Leech Seed and Will-o-Wisp, the latter of which is blocked completely by Fire types, which utterly decimate Trevenant, while both are blocked by much faster Substitute users. And lastly, Knock Off cripples Trevenant's strategy entirely, removing its item before it can make any use of it. It would seem that Trevenant and Gourgeist were somehow switched at birth due to their stats and movepools, so if you really needed a defensive Grass/Ghost type for your team, you're probably better off with Super Size Gourgeist instead.

But if, even after reading all this, you still REALLY wanted to use Trevenant for whatever reason...


ORAS UU Singles Moveset: Sitrus Harvest Subseeder
709.png
Ability: Harvest / Item: @Sitrus Berry
Nature: Careful w/ EVs: 252 HP / 4 Defense / 252 Sp.Defense
Move #1: Substitute
Move #2: Leech Seed
Move #3: Will-o-Wisp
Move #4: Phantom Force or Horn Leech


Tips:

  • Substitute has three purposes; it blocks status that would otherwise debilitate Trevenant, eases the need for prediction, and also causes Trevenant to go into HP range where Sitrus Berry would activate.
  • Leech Seed allows Trevenant to gain back some recovery while also chipping away at opponents.
  • Will-o-Wisp allows Trevenant to score more passive damage, while simultaneously crippling physical attackers, forcing them to switch out most of the time.
  • The last move is mostly preference. Phantom Force allows Trevenant to stall for both more damage from Leech Seed & Will-o-Wisp, and also for more Harvest turns in case Trevenant has not yet retrieved its berry. Horn Leech is a less powerful option that provides Trevenant with extra recovery, but cannot stall for additional turns.
  • The given EV spread with a Careful nature tries to make Trevenant as Specially bulky as possible, as it can somewhat deal with most physical attackers after they have been burned.
  • Sitrus Berry is used to take advantage of Harvest, providing Trevenant with 25% HP recovery, retrieved with Harvest and, if Trevenant is low enough on health, provide ANOTHER 25% HP recovery.
  • Trevenant is best brought in on something that cannot threaten it. From here you can set up Substitute or predict the opponent's switch and go for the appropriate move.
  • Physical attackers should be burned with Will-o-Wisp first before using Leech Seed.
  • Keep Trevenant away from Knock Off users; Knock Off will permanently remove Sitrus Berry for the match and cannot be retrieved via Harvest if this happens.
  • Avoid Fire types at all costs, since they cannot be burned and will KO Trevenant.
  • If Trevenant has not yet retrieved its Sitrus Berry back via Harvest, try to stall the opponent with Phantom Force, conditions permitting.
  • If Trevenant is facing an opponent that is currently Leech Seeded, but has a recovery move, or if Trevenant cannot do anything to the opponent other than Leech Seed, switch out so that the incoming teammate can gain the recovery instead, as Trevenant cannot outstall most opposing Pokemon on stall teams.
  • Avoid setting up Substitute if the opponent can just break it on the next turn without Trevenant doing anything meaningful in return.

Recommended Teammates:

  • 142-m.png169.png244.png214.png015-m.png018-m.png392.png
    Since Grass types are immune to Leech Seed, Pokemon that can take them out are preferable as teammates. Mega Aerodactyl, Crobat, Entei, Heracross, Mega Beedrill, Mega Pidgeot, etc.
  • 245.png260.pngvSaxZS9.png009-m.png134.png
    Fire types cause many issues for Trevenant, so teammates that can remove them are preferable. Most bulky Water-types such as Suicune, both Swamperts, Mega Blastoise, Vaporeon, etc are good for this.
  • 169.png553.png214.png620.png635.png
    Stallbreakers and Wallbreakers help, as Trevenant cannot take on stall teams. Common Stallbreakers include; Crobat can annoy Substitute users with Infiltrator, Krookodile can shut them down with Taunt. Common Wallbreakers include Pokemon like Heracross, Meinshao, Hydreigon, etc.
  • Stealth Rock (306-m.png553.png260.png395.png205.png031.png034.png), Spikes (652.png205.png), and/or Toxic Spikes (031.png073.png205.png)
    Due to the switches Trevenant forces, entry hazards work to rack up damage.

 

 

ORAS UU Singles Moveset: Lum Harvest Rest
709.png
Ability: Harvest / Item: @Lum Berry
Nature: Careful w/ EVs: 252 HP / 4 Defense / 252 Sp.Defense
Move #1: Rest
Move #2: Leech Seed
Move #3: Will-o-Wisp
Move #4: Horn Leech or Shadow Claw


Tips:

  • Rest allows Trevenant to act as a status absorber and, when combined with Lum Berry and Harvest, can use Rest to heal throughout the match.
  • Leech Seed allows Trevenant to gain back some recovery while also chipping away at opponents.
  • Will-o-Wisp allows Trevenant to score more passive damage, while simultaneously crippling physical attackers, forcing them to switch out most of the time.
  • The last move is dedicated to STAB moves so that Trevenant isn't completely stopped by Taunt. Horn Leech provides Trevenant with additional recovery. Shadow Claw, however, can exploit common switch-ins to Trevenant at the cost of additional recovery.
  • The given EV spread with a Careful nature tries to make Trevenant as Specially bulky as possible, as it can somewhat deal with most physical attackers after they have been burned.
  • Lum Berry with Harvest allows Trevenant to utilize Rest multiple times throughout the match while reducing (or eliminating altogether) the need to wait 2 turns before Trevenant can wake up.
  • This Trevenant set aims to absorb status moves such as Toxic and Scald, so switch it in when you predict these moves.
  • Just like the SitrusHarvest set, avoid Knock Off at all costs as this will permanently disrupt Trevenant's strategy for the rest of the match.
  • Before using Rest, try to set up Will-o-Wisp or Leech Seed if you can.
  • Avoid keeping Trevenant in against setup sweepers as they can exploit the turns Trevenant is sleeping, as you aren't guaranteed to always retrieve your Lum Berry at times when you need it most.

Recommended Teammates:

  • AKSQwc4.png620.png430.png
    Attackers that dislike status appreciate having a status absorber like Trevenant on the team. Such Pokemon include Mega Sharpedo, Mienshao, Honchcrow, etc.
  • 242.png671.png197.png
    Heal Bell and Aromatherapy users, especially Specially Defensive ones such as Blissey, Florges, and Umbreon, can ease the need for Trevenant to rely on Harvest by using Heal Bell to cure it of sleep, while they in general appreciate having Trevenant absorb status for them so that they don't have to waste PP removing status from themselves. They also appreciate Trevenant's ability to spread burns so that they don't have to worry about physical attacks as much.
  • 245.png260.pngvSaxZS9.png009-m.png134.png
    Fire types cause many issues for Trevenant, so teammates that can remove them are preferable. Most bulky Water-types such as Suicune, both Swamperts, Mega Blastoise, Vaporeon, etc are good for this.
  • Stealth Rock (306-m.png553.png260.png395.png205.png031.png034.png), Spikes (652.png205.png), and/or Toxic Spikes (031.png073.png205.png)
    Due to the switches Trevenant forces, entry hazards work to rack up damage.

UU Checks and Counters to Trevenant

  • Knock Off (553.png359-m.png)
    Knock Off is a huge problem for Trevenant; not only is it super effective, but Knock Off will also remove Trevenant's item. Berries that have been removed via Knock Off do not count as consumed, so they cannot be retrieved via Harvest, effectively crippling Trevenant for the rest of the match.
  • 244.png609.png392.png555.png479h.png662.png
    Fire types, especially physical attacking Fire types, cannot be burned and resist Horn Leech, while threatening Trevenant with their STAB moves.
  • 242.png671.png197.png143.png407.png181-m.png395.png593.png233.png134.png691.png437.png531-mega.png199.png
    Trevenant has no way of beating walls commonly found on Stall teams, such as Blissey, Florges, and Umbreon, as they can simply recover more health than Trevenant can do to them. Most of them also carry Toxic, which cripples the Sitrus Harvest set unless Trevenant is behind a substitute.
  • 169.png715.png
    Crobat and Noivern are problematic, as not only do they carry super effective Flying-type STAB, but can also bypass the Sitrus Harvest set's Substitute with Infiltrator. Do not however that Crobat cannot safely switch in due to Will-o-Wisp.

 

 

Singles OU Overview
709.pngORAS Singles OU Viability: F
711.png(Size: Super) ORAS Singles OU Viability: C-

Before we begin overviewing Trevenant's performance in OU, I want to introduce you to Trevenant's Grass/Ghost cousin, a PU Pokemon known as Gourgeist. More specifically, Super Size Gourgeist, known to many competitive players as Gourgeist-Super or Gourgeist-XL. Why are we including Gourgeist when this is PotW is supposed to be about Trevenant? I will get to that in a bit. But for those who remember the early days of Gen 6, Trevenant did enjoy a brief tenure as an OU Pokemon early in X&Y OU, however the metagame back then was still very young and many of the lower tiers were not yet fully established, but that is ancient history. Just as Trevenant struggles in UU, Trevenant's problems become even larger in OU.

As a "bulky" Ghost/Grass Pokemon, Trevenant is more or less outclassed by Super Size Gourgeist, who not only sports actual bulk, but also received a semi-reliable reliable recovery move in the form of Synthesis from the ORAS move tutors, rendering Trevenant's Harvest strategy as a gimmick at best. While Gourgeist-Super actually has the niche of being able to take on some big OU threats like Mega Metagross, Keldeo, Mega Lopunny, Azumarril, Landorus-Therian, Excadrill, Diggersby, Breloom, and Mega Swampert, Trevenant fails to many of these Pokemon due to its poor physical AND special bulk.

All in all, Gourgeist-Super is the better choice for OU play, but even then Gourgeist-Super has its share of problems, which will be covered more in-depth once Gourgeist receives its own PotW.


ORAS OU Singles Moveset: Use Me Instead
711.png(Size: Super)
Ability: Frisk / Item: @Leftovers
Nature: Impish w/ EVs: 252 HP / 160 Defense / 96 Sp.Defense
Move #1: Synthesis
Move #2: Leech Seed
Move #3: Will-o-Wisp
Move #4: Seed Bomb or Shadow Sneak

Tips:

  • To be covered in the Gourgeist PotW. Stay tuned!

 

 

Singles Ubers Overview
709.pngORAS Singles Ubers Viability: F

Are you kidding? Oh alright, fine.

Trevenant is a poor choice for Ubers. In a tier dominated by Primal Groudon, Xerneas, Mega Salamence, Mega Gengar, Ho-oh, Arceus-Dark, Arceus-Ghost, Darkrai, Primal Kyogre, Soul Dew Latias, Soul Dew Latios, Yveltal, Lugia, Origin Giratina, Rayquaz.. good lord this list is long, how the hell is a slow and frail Pokemon like Trevenant supposed to be viable in an environment like this?




Doubles OU Overview
709.pngORAS Doubles OU Viability: C-

A metagame where Trevenant actually ranks higher than D? Believe it or not, Trevenant's 110 base Attack finally gets a chance to shine in Doubles as a switch-in to not only Ground and Fighting attacks, but also to Mega Kangaskhan. Trick Room teams, normally a niche playstyle in Singles, gains a large increase in viability in Doubles, to which Trevenant can function as a Trick Room setter. Despite its relative frailty, it has a niche in being able to handle some bulky waters, most notably Rotom-Wash, which it can OHKO.

However, many of Trevenant's flaws continue to persist. It still relies heavily on the same Harvest + Sitrus Berry strategy that it does in Singles UU, though Sitrus Berry is more viable in Doubles than it is in Singles. Trevenant still lacks an overall offensive presence as its main job is a supporter, and there are generally better Trick Room setters such as Cresselia, Chandelure, and Aromatisse which Trevenant contends with.


ORAS OU Doubles Moveset: Trick Room Support
709.png
Ability: Harvest / Item: @Sitrus Berry
Nature: Brave w/ EVs: 236 HP / 44 Attack / 16 Defense / 212 Sp.Defense
IV Spread: 31 HP / 31 Attack / 31 Defense / XX Sp.Attack / 31 Sp.Defense / 0 Speed
Move #1: Trick Room
Move #2: Will-o-Wisp
Move #3: Wood Hammer or Horn Leech
Move #4: Protect

Tips:

  • Trick Room allows Trevenant to act as a secondary setter of Trick Room for the team, allowing slower Pokemon such as Trevenant itself to outspeed naturally faster Pokemon, as well as Choice Scarf users.
  • Will-o-Wisp allows Trevenant to shut down physical attackers, and is especially useful against Landorus-Therian and Mega Kangaskhan, both of which Trevenant can check.
  • Wood Hammer with the given EV spread allows Trevenant to always score an OHKO against Rotom-Wash, and is generally more powerful, albeit with recoil. Horn Leech is a less powerful option, but provides additional recovery.
  • Protect is a staple move in Doubles, allowing the user to scout the opponent, punish double targetting, or stall out unfavorable field conditions. In Trevenant's case, it can also be used to stall out a turn for Harvest to activate.
  • 44 Attack EVs with a Brave nature allows Trevenant to always score an OHKO on Rotom-Wash with Wood Hammer. Brave is chosen over Adamant as, when combined with 0 Speed EVs and 0 Speed IVs, makes Trevenant as slow as possible so that it can become as "fast" as possible during Trick Room. 236 HP EVs with 212 Sp.Defense EVs allows Trevenant to survive a Life Orb Dark Pulse from Hydreigon, with the remaining EVs thrown into Defense.
  • Harvest is the chosen ability so that Trevenant can continue to recycle Sitrus Berry to make up for its lack of bulk. More noteworthy is that unlike in Singles, sun teams are very viable in Doubles, so Harvest will have a 100% activation chance if utilizing the leftover turns of Mega Charizard Y's Drought.
  • Note that Trevenant lacks much offensive presence, so it will mostly be used as a supporter for the team instead of an attacker.

Other Move Options

  • Sunny Day: If needed, Trevenant can run Sunny Day to not only dispose of opposing weather, but also to give itself a 100% activation rate on Harvest. This is best used in conjunction with Pokemon such as Volcarona or Rotom-Heat to boost their Fire type STAB. Chandelure can be used, as Chandelure is a potent offensive Pokemon found on Trick Room teams, but the doubling up on Ghost typing may not be a smart idea.

Recommended Teammates:

  • 488.png609.png683.png593.png579.png
    Since Trevenant will most likely end up being used on teams dedicated to utilizing Trick Room, an additional Trick Room setter will most likely be needed, especially if going full Trick Room rather than semi-Trick Room. Cresselia is the most notable setter, other options include Chandelure, Aromatisse, Jellicent, and Reuniclus.
  • 460-m.png323-m.png464.png494.png534.png625.png560.png303-m.png
    Slow Pokemon commonly found on Trick Room teams are likewise viable partners for Trevenant, as they can abuse the 5 turns that Trevenant has to offer. Mega Abomasnow, Mega Camerupt, Rhyperior, Victini, and Conkeldurr are just a few.
  • 006-my.png
    Mega Charizard Y can be an interesting teammate due to its ability to induce sun, ensuring that Trevenant's Harvest will have a 100% success rate, guaranteeing Trevenant will gain its Sitrus Berry back.
  • 560.png
    Scrafty is another notable teammate as not only can it abuse Trick Room itself, but also provides support with Intimidate, Fake Out, and Wide Guard, the latter protecting Trevenant from spread moves such as opposing Mega Charizard Y's Heat Wave, while also taking care of any Dark types that threaten Trevenant.

Doubles OU Checks and Counters to Trevenant

  • 468.png663.png492s.png006-my.png479h.png637.png609.png323-m.png485.png
    Fire and Flying types, which harass Trevenant in Singles, continue to give Trevenant issues in Doubles. Most notable is Talonflame, who can circumvent Trick Room with priority Brave Bird. Volcarona utilizing Rage Powder can also redirect Trevenant's Wood Hammer and Will-o-Wisp away from an opponent.
  • 681.png625.png094-m.png646-b.png560.png635.png
    Other super effective coverage other than Fire and Flying also give Trevenant problems. Aegislash, in particular, can easily KO Trevenant while not worrying about burns, and can take advantage of Trick Room itself. Bisharp is in a similar boat, albeit does not like being burned.
  • Intimidate (645-s.png130.png237.png373.png) or burn (479w.png245.png479h.png)
    Trevenant already lacks offensive presence, and due to its reliance on its 110 base Attack, Initimidate and Burn can easily neuter it, even causing it to fail to OHKO Rotom-Wash with Wood Hammer. Burns in particular can make it hard to sponge hits as it loses life every turn.
  • 460-m.png248.png186.png
    If using Mega Charizard Y as a teammate, opposing weather setters such as Mega Abomasnow, Tyranitar, and Politoed can remove the sun, causing Harvest to only activate 50% of the time and making it harder to keep Trevenant healthy with Sitrus Berry.
  • 376-m.png303-m.png184.png445.png534.png386a.png
    Because Trevenant is frail on the physical side, powerful physical attackers will easily be able to shave off a chunk of its health. Do note that all are threatened by Will-o-Wisp with the exception of Conkeldurr, who by virtue of Guts gains a 50% Attack increase from burn instead of a 50% Attack reduction.
  • 642.png302-m.png
    Because Trevenant only has Wood Hammer as its sole attacking move, it is easily susceptible to Taunt. Thundurus-Incarnate and both Sableyes provide this, with the former two also having priority via Prankster.

External Links
Smogon Analysis (Singles UU)

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Tier rotation time, we now look at an Ubers Pokemon this time. I think it's only fair that we review the Ubers in sequence they were introduced in, so since we covered Mewtwo and Lugia, we bring you to...

Ho-oh
ho-oh.gif

Tier Status (Singles): Uber
Tier Status (Doubles): DUber

Type: Fire/Flying

Base Stats: 106 / 130 / 90 / 110 / 154 / 90


Abilities:

  • Pressure: Attacks that target this Pokemon lose an additional 1 PP. Outside of battle, if this Pokemon is placed in the lead spot of the team, the Wild Pokemon encounter rate increases.
  • Regenerator (Hidden Ability): Whenever this Pokemon switches out, is forced to switch out by moves such as Roar, Whirlwind, or Dragon Tail, or uses a move that causes it to switch out afterwards (such as U-Turn, Volt Switch, Baton Pass, or Parting Shot), this Pokemon recovers 33.3% of its maximum HP, rounded down.

 

 

Table of Contents

  • Singles Ubers Overview

 

 

Singles Ubers Overview
250.pngORAS Singles UU Viability: S-

The majestic Phoenix, a legendary creature said to burst into flames upon death, only for the phoenix to be immediately reborn into a younger form. Such a creature describes Ho-oh perfectly, as it seems to get better and better with each successive generation, with Gen 4 turning its former signature move, Sacred Fire, into a physical attack, and Gen 5 granting Ho-oh Regenerator as its Hidden Ability. While Ho-oh must now share Sacred Fire with Entei this generation, having a base 100 physical Fire-type STAB coming off of a base 130 Attack stat AND a 50% chance to inflict burn is threatening in and of itself. Ho-oh isn't just an ordinary physical attacker either, as it sports nice Special bulk, and with Sacred Fire at its disposal, physical attackers have a very difficult time switching in to it. Fire/Flying, despite its massive Stealth Rock weakness, is good both offensively and defensively, and with access to both Roost and Regenerator, Ho-oh can check many of the top threats in Ubers, including Xerneas, Darkrai, Arceus formes running Calm Mind, and even variants of Primal Groudon that don't run Stone Edge. While losing 50% of its health from Stealth Rock may be uncharacteristic of a Pokemon in the S ranks, the buff to Defog in X&Y and the introduction of Soul Dew in ORAS made Latios and Latias extremely viable hazard removers. Hazard removal and prevention became even easier in ORAS with the introduction of Mega Sableye and Mega Diancie, two Magic Bouncers that are very much viable in Ubers.

While Ho-oh has proven itself to be a big threat in Ubers, and while hazard removal is easier than ever before, being 4x weak to Rock is a massive pain for Ho-oh. Furthermore, with the introduction of Primal Groudon and Primal Kyogre in ORAS, Ho-oh cannot abuse sun boosted Sacred Fires like it could in X&Y.


ORAS Ubers Singles Moveset: Choice Band
250.png
Ability: Regenerator / Item: @Choice Band
Nature (1): Adamant w/ EVs: 248 HP / 196 Attack / 52 Sp.Defense / 12 Speed

Nature (2): Adamant or Jolly w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Move #1: Sacred Fire
Move #2: Brave Bird
Move #3: Earthquake
Move #4: Sleep Talk


Tips:

  • Sacred Fire is an extremely threatening STAB move that allows Ho-oh to cripple would be checks and counters with its 50% burn rate, as most of them are physical attackers.
  • Brave Bird hits even harder than Sacred Fire, allowing Ho-oh to score OHKOs on Pokemon such as Palkia and Primal Kyogre.
  • Earthquake gives Ho-oh an option to hit Rock types hard, while also granting it coverage against Zekrom and Heatran, who would otherwise wall Ho-oh's STAB combination.
  • Sleep Talk, despite not being coupled with Rest, enables Ho-oh to become a very effective Darkrai check, absorbing Dark Void and allowing it to OHKO, if not severely damage, Darkrai with its other 3 moves.
  • For the first EV spread, 248 HP with 52 Sp.Defense ensures that Ho-oh cannot be OHKOed by a +2 Xerneas's Thunder. 12 Speed EVs are used specifically to allow Ho-oh to outspeed Diancie on the turn that it Mega Evolves, while the remaining EVs with an Adamant nature and Choice Band allow Ho-oh to hit as hard as possible, turning it into a potent wallbreaker.
  • The second EV spread trades Ho-oh's bulk for speed and additional power. This allows it to at least speed tie with other base 90 Speed Pokemon, but cannot be used to check Xerneas due to the aforementioned drop in bulk.
  • Ho-oh should be brought in at every opportunity it can get so that it can nuke the opponent's Pokemon, but make sure Stealth Rock is off the field first.
  • Early in the match, you will most likely be spamming Sacred Fire in order to burn Ho-oh's checks and counters as they switch in. If the opponent lacks Pokemon with resistance to Flying, then it is preferable to spam Brave Bird instead.
  • You can also try pivot switching with Ho-oh, not only to keep offensive momentum, but also to restore Ho-oh's health with Regenerator, as it regains 33% of its health each time.

Recommended Teammates:

  • 380.png381.png487o.png493.png0vrs5qm.pngWHn0uhM.png
    Hazard control is mandatory due to Ho-oh's 4x weakness to Stealth Rock. Latias, Latios, Origin Giratina, and various formes of Arceus are all viable users of Defog, while Mega Sableye and Mega Diancie can bounce then back with Magic Bounce. Mega Diancie is notable as a teammate as Ho-oh can handle the Steel types that threaten it.
  • 383-p.png707.png385.png
    Since Ho-oh is slow without much investment, Pokemon that can Paralyze the opponent, such as Primal Groudon, Klefki, and Jirachi can even the playing field and make Ho-oh all the more dangerous. Primal Groudon is notable as it can check Zekrom and Primal Kyogre, both of which threaten Ho-oh, and can serve as a Rock Polish sweeper after Ho-oh has opened holes in the opponent's team.
  • 383.png383-p.png493-ground.png483.png212-m.png
    Checks to Rock types, such as both Groudons, Arceus-Ground, Dialga, and Mega Scizor can remove them for Ho-oh. Normal Groudon can be used over the Primal forme to check opposing Primal Groudon and to provide Ho-oh with turns of sun with which it can abuse Sacred Fire, but maintaining normal sun in the presence of Primal Groudon and Primal Kyogre will be difficult.

 

ORAS Ubers Singles Moveset: Tank
250.png
Ability: Regenerator / Item: @Life Orb or Leftovers
Nature (1): Adamant w/ EVs: 248 HP / 196 Attack / 52 Sp.Defense / 12 Speed

Nature (2): Adamant w/ EVs: 248 HP / 180 Attack / 80 Sp.Defense
Move #1: Sacred Fire
Move #2: Brave Bird
Move #3: Roost
Move #4: Substitute or Earthquake

Tips:

  • Sacred Fire is an extremely threatening STAB move that allows Ho-oh to cripple would be checks and counters with its 50% burn rate, as most of them are physical attackers.
  • Brave Bird hits even harder than Sacred Fire, and hits Pokemon that could otherwise switch in to Sacred Fire.
  • Roost provides Ho-oh with excellent longevity when combined with Regenerator. Against slower foes, it also has the benefit of temporarily removing Ho-oh's Electric weakness and reduces the impact of Rock moves while granting it an Ice resistance, but it loses its resistance to Fighting and immunity to Ground.
  • For the last slot, Substitute can be used to ease prediction as it gives Ho-oh a buffer, and pairs nicely with Regenerator. Earthquake, however, gives Ho-oh an option to hit Rock types hard, while also granting it coverage against Zekrom and Heatran, who would otherwise wall Ho-oh's STAB combination.
  • The first EV spread with 248 HP with 52 Sp.Defense ensures that Ho-oh cannot be OHKOed by a +2 Xerneas's Thunder. 12 Speed EVs are used specifically to allow Ho-oh to outspeed Diancie on the turn that it Mega Evolves, while the remaining EVs with an Adamant nature and Life Orb allows Ho-oh to hit as hard as possible while maintaining flexibility that the Choice Band set lacks.
  • The second EV spread trades Ho-oh's Speed and a bit of Attack for some extra Special bulk.
  • Regenerator is too good to pass up as an ability, as it mitigates recoil damage taken from Life Orb and Substitute.
  • Compared to the Choice Band set, this set sacrifices extra hitting power for survivability and the ability to switch between moves, allowing it to take hits better.
  • Keep Stealth Rock off of the field as much as possible. Even with Regenerator, losing 50% of your HP greatly reduces Ho-oh's effectiveness as a Tank.
  • While Tank Ho-oh can double as a wallbreaker, it won't be able to check too many threats at once due to being worn down from switching in.

Recommended Teammates:

  • 380.png381.png487o.png493.png0vrs5qm.pngWHn0uhM.png
    Hazard control is mandatory due to Ho-oh's 4x weakness to Stealth Rock. Latias, Latios, Origin Giratina, and various formes of Arceus are all viable users of Defog, while Mega Sableye and Mega Diancie can bounce then back with Magic Bounce. Mega Diancie is notable as a teammate as Ho-oh can handle the Steel types that threaten it.
  • 383-p.png707.png385.png
    Since Ho-oh is slow without much investment, Pokemon that can Paralyze the opponent, such as Primal Groudon, Klefki, and Jirachi can even the playing field and make Ho-oh all the more dangerous. Primal Groudon is notable as it can check Zekrom and Primal Kyogre, both of which threaten Ho-oh, and can serve as a Rock Polish sweeper after Ho-oh has opened holes in the opponent's team.
  • 383.png383-p.png493-ground.png483.png212-m.png
    Checks to Rock types, such as both Groudons, Arceus-Ground, Dialga, and Mega Scizor can remove them for Ho-oh. Normal Groudon can be used over the Primal forme to check opposing Primal Groudon and to provide Ho-oh with turns of sun with which it can abuse Sacred Fire, but maintaining normal sun in the presence of Primal Groudon and Primal Kyogre will be difficult.

 

ORAS Ubers Singles Moveset: Physically Defense
250.png
Ability: Regenerator / Item: @Leftovers
Nature: Impish w/ EVs: 248 HP / 208 Defense / 52 Sp.Defense
Move #1: Sacred Fire
Move #2: Brave Bird
Move #3: Roost
Move #4: Whirlwind

Tips:

  • Sacred Fire is an extremely threatening STAB move that allows Ho-oh to cripple would be checks and counters with its 50% burn rate, as most of them are physical attackers.
  • Brave Bird hits even harder than Sacred Fire, and hits Pokemon that could otherwise switch in to Sacred Fire.
  • Roost provides Ho-oh with excellent longevity when combined with Regenerator. Against slower foes, it also has the benefit of temporarily removing Ho-oh's Electric weakness and reduces the impact of Rock moves while granting it an Ice resistance, but it loses its resistance to Fighting and immunity to Ground.
  • Whirlwind provides phazing for the team, allowing Ho-oh to escape from unfavorable matchups, stop setup sweepers, and racking up entry hazard damage, while also allowing it to shuffle for burns.
  • 248 HP with 52 Sp.Defense ensures that Ho-oh cannot be OHKOed by a +2 Xerneas's Thunder. The remaining EVs with an Impish nature and Leftovers allows aims to grant Ho-oh as much physical bulk as possible.
  • This set serves as a very effective check to Xerneas, Darkrai, and formes of Arceus running Calm Mind. The physical Defense investment also allows it to take on Pokemon that could otherwise exploit Ho-oh's lower defense stat on the other sets, such as Latios, Latias, Mewtwo, and Mega Mewtwo Y, as well as dangerous physical attackers such as Arceus-Normal and Blaziken/Mega Blaziken.
  • As with any Ho-oh set, keep Stealth Rock off of your side of the field at any cost.
  • Unlike this other Ho-oh sets, you will want to take advantage of this set's good mixed bulk.

Recommended Teammates:

  • 380.png381.png487o.png493.png0vrs5qm.pngWHn0uhM.png
    Hazard control is mandatory due to Ho-oh's 4x weakness to Stealth Rock. Latias, Latios, Origin Giratina, and various formes of Arceus are all viable users of Defog, while Mega Sableye and Mega Diancie can bounce then back with Magic Bounce. Mega Diancie is notable as a teammate as Ho-oh can handle the Steel types that threaten it.
  • 383.png383-p.png493-ground.png483.png212-m.png
    Checks to Rock types, such as both Groudons, Arceus-Ground, Dialga, and Mega Scizor can remove them for Ho-oh. Normal Groudon can be used over the Primal forme to check opposing Primal Groudon and to provide Ho-oh with turns of sun with which it can abuse Sacred Fire, but maintaining normal sun in the presence of Primal Groudon and Primal Kyogre will be difficult.
  • 382-p.png
    In addition to Rock type checks, Primal Kyogre works well for checking Arceus-Rock as well as Primal Groudon.
  • 383-p.png380.png381.png484.png
    Since this set lacks Attack investment, Pokemon that can handle Primal Kyogre are appreciated as teammates. Primal Groudon, Latios, Latias, and Palkia are all notable Primal Kyogre checks.

 

Singles Ubers Checks and Counters to Ho-oh

  • Stealth Rock (383.png383-p.png483.png248.png719.pngWHn0uhM.png386a.png386s.png645-s.png472.png530.png598.png485.png450.png227.png386d.png)
    Ho-oh's number one nemesis, shaving off 50% of its health every time it switches in due to its typing. Even with Regenerator, Stealth Rock greatly impedes on Ho-oh's bulk and ability to switch in to attacks. Fortunately, with many great viable Defog users, as well as Mega Diancie and Mega Sableye being ubers viable Magic Bouncers, removing Stealth Rock is easier in ORAS Ubers than in any other generation.
  • 493-rock.pngWHn0uhM.png248.png485.png644.png
    Rock types resist both of Ho-oh's STABs, the most notable being Arceus-Rock as it is the only Rock type that carries Recover. Note however that none of them enjoy being burned, and if Ho-oh carries Earthquake it can also damage them. Despite not being Rock types, Heatran and Zekrom are in a similar boat in that both resist Ho-oh's STABs (and in Heatran's case, is immune to Sacred Fire), but hate Earthquake.
  • 383-p.png472.png645-s.png
    Physically bulky Ground types can usually tank a few hits from Ho-oh while most either carry Stone Edge as a coverage move or can stall Ho-oh with Toxic. Note that Primal Groudon and Gliscor are immune to burn due to Fire Typing and Toxic Orb, respectively.
  • 150-mx.png530.png257.png257-m.png448-m.png
    Other Pokemon that carry Rock type coverage moves, such as Mega Mewtwo X, Excadrill, both Blazikens, and Mega Lucario, can also work as many of them outspeed Ho-oh, though Excadrill requires Sand Rush to do so effectively..
  • 382-p.png
    Primal Kyogre threatens Ho-oh very easily with Heavy Rain boosted Origin Pulse and being immune to Sacred Fire, but does not enjoy taking Brave Birds. Nonetheless, Primal Kyogre can still provide the opponent with a large amount of offensive pressure against Ho-oh.
  • Y63zdgN.png
    Mega Salamence is very bulky on the physical side and softens up Ho-oh with Intimidate prior to Mega Evolving. Some variants will also carry Refresh, allowing it to not care about burns.
  • Toxic (249.png472.png)
    Toxic cuts into Ho-oh's longevity, and as the damage increases every turn, it limits the number of turns Ho-oh can stay in. This can be effective at forcing Ho-oh out if it stays in for too many turns, especially if Stealth Rock is set up on the field.
  • 491.png
    Darkrai can pose a problem to any set other than Choice Band sets carrying Sleep Talk, as it outspeeds and can disable Ho-oh with Dark Void.

 

External Links
Smogon Analysis (Singles Ubers)

Pokemon Online Analysis (Singles Ubers)

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Tier rotation time, this time we look at another OU Pokemon, one that, uncharacteristically of most OU Pokemon, is one of the few that is available in-game on the first route.

Talonflame
talonflame.gif

Tier Status (Singles): OU
Tier Status (Doubles): DOU

Type: Fire/Flying

Base Stats: 78 / 81 / 71 / 74 / 69 / 126


Abilities:

  • Flame Body: Whenever this Pokemon is hit by an opponent's contact-based move, the opponent has a 30% chance of being burned. If an attack hits multiple times, each hit of the attack has an independent 30% chance of inflicting a burn on the opponent.
  • Gale Wings (Hidden Ability): All Flying-type moves used by this Pokemon will have their priority increased by +1. Moves that are affected by this ability will now be blocked by Quick Guard.

 

Table of Contents

  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles OU Overview
663.png ORAS Singles OU Viability: A+

On first glance, one may wonder why Talonflame is OU to begin with, let alone ranking so high on the viability ranks. It's the final evolution of Fletchling, a Pokemon found as early as Kalos Route 1, none of its base stats exceed 85 except for its base 126 speed, and has an unappealing 4x weakness to Stealth Rock. Talonflame on the surface looks like your typical generic starter bird that quickly gets stored into your PC and never used again along with Fearow, Noctowl, and Unfeazant, that is, until you see its hidden ability Gale Wings.

Gale Wings is Talonflame's saving grace and the sole reason to use Talonflame in the first place, turning Brave Bird from a base 120 physical STAB Flying attack into a base 120 physical STAB Flying attack WITH PRIORITY. This alone warrants Talonflame's use, granting it access to one of the most powerful priority attacks in OU. Brave Bird isn't the only thing that gets priority, as Roost is also affected by Gale Wings, allowing Talonflame to remove some of its more crippling weaknesses. Despite its 4x weakness to Stealth Rock, Fire/Flying is a great typing both offensively and defensively, which is further improved by access to both Swords Dance and Bulk Up. Talonflame also gains access to some great support options, including Taunt, Will-o-Wisp, and U-turn. While it may seem that Talonflame's main niche is that of a revenge killer due to priority Brave Bird, Talonflame also functions as an effective Stallbreaker, Taunting most Pokemon on stall teams while setting up Swords Dance or Bulk Up to break through Mega Sableye without fear of burns.

Talonflame is not without its flaws, however. As previously mentioned, a 4x weakness to Stealth Rock hurts, so hazard removal is mandatory. Additionally, none of Talonflame's base stats exceed 85 except for Speed, so not only can Talonflame not hit as hard as one would like it to without some kind of boost, such as through Swords Dance, Bulk Up, or a Choice Band, but Talonflame is also held back by its mediocre bulk, having to rely on its Fire/Flying typing to compensate for this. Nonetheless, Talonflame still possesses great qualities that allow it to remain a threat in OU.



ORAS OU Singles Moveset: Offensive Swords Dance
663.png
Ability: Gale Wings / Item: @Sharp Beak, Sky Plate, or No item
Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Swords Dance
Move #2: Brave Bird or Acrobatics
Move #3: Flare Blitz
Move #4: Roost


Tips:

  • Swords Dance enables Talonflame to mitigate its base 81 Attack, allowing it to hit much harder and threaten fast & frail offensive Pokemon, while doubling as a wallbreaker against bulkier teams.
  • The second moveslot is dedicated to Flying-type STAB, which gains priority from Gale Wings. Brave Bird is the preferred option, but the recoil can be offputting. Acrobatics is a less powerful but safer alternative that lacks recoil, but should only be used if Talonflame is not holding an item.
  • Flare Blitz allows Talonflame to roast through Steel type Pokemon that resist Brave Bird, while also hitting Electric types for neutral damage.
  • Roost allows Talonflame to regain HP lost from recoil, prolonging its longevity.
  • The given EV spread aims to make Talonflame as fast and powerful as possible. While it may seem counterintuitive to invest in speed on a Pokemon who will be using priority attacks half of the time, 252 speed with a Jolly nature is necessary to at least speed tie with opposing Talonflame, while outspeeding most Electric types that resist Brave Bird.
  • For the item slot, Sharp Beak/Sky Plate should be used if running Brave Bird, while no item should be run if using Acrobatics in order to increase its base power to 110. Sharp Beak/Sky Plate are preferred over Life Orb as all of Talonflame's moves inflict recoil, which will quickly wear Talonflame down.
  • This Talonflame should be used primarily as a revenge killer early in the game while keeping it healthy with Roost.
  • Later in the game, set up Swords Dance on a forced switch so that Talonflame can begin a sweep.
  • It may be necessary to set up Swords Dance earlier in the game if you need to weaken an opponent's Pokemon that your team may have trouble handling. Common examples include Heatran and Rotom-Wash.
  • Keep Talonflame away from Stealth Rock at all times; hazard removal is mandatory when using Talonflame.
  • While it may be tempting to send in Talonflame against Clefable or Ferrothorn, do note that they commonly carry Thunder Wave. While paralysis's speed lowering effect does not affect priority moves, it does make Talonflame easier to revenge kill against targets that resist Flying or are weak to Flare Blitz.

Other Moveslot options

  • Taunt: Talonflame can run Taunt on this set to allow it to get past any defensive Pokemon not named Mega Sableye, as Talonflame does make for an excellent stallbreaker. However, running Taunt forces Talonflame to give up either necessary Fire type coverage in Flare Blitz, or longevity with Roost. Taunt is typically better left to Bulky Swords Dance Talonflame sets, which will be covered later in this PotW.

Recommended Teammates:

  • 381.png380.png212-m.png530.png121.png
    Hazard removal is mandatory when using Talonflame, unless you want to lose 50% of your max HP each time you switch in. Starmie is notable not only for Rapid Spin, but also for its ability to handle Hippowdon and Heatran, two Pokemon that otherwise give Talonflame problems. Latios and Latias can use Defog to remove hazards while handling Rotom-Wash and other Electric types, but both Latis and Talonflame are susceptible to Tyranitar.
  • 647.png
    Keldeo is a nice partner for its ability to handle Rock and Steel type Pokemon, including Tyranitar, that give Talonflame problems.
  • 251.png598.png642.png310-m.png243.png
    Pokemon that can handle Water types like Slowbro and Alomomola can make for nice teammates. Celebi, Ferrothorn, Thundurus-Incarnate, Mega Manectric, and Raikou all work in this role. Ferrothorn is notable for its ability to provide Stealth Rock support, its ability to counter Mega Diancie, and ability to weaken Landorus-Therian to push it into KO range for Talonflame.
  • WHn0uhM.png445.png
    Teammates that can lure Choice Scarf Landorus-Therian into locking itself into a move other than Stone Edge can create opportunies for Talonflame to set up a Swords Dance and begin a sweep. Examples include Mega Diancie and Garchomp.

ORAS OU Singles Moveset: Bulky Swords Dance
663.png
Ability: Gale Wings / Item: @No item or Leftovers
Nature: Adamant w/ EVs: 248 HP / 252 Attack / 8 Speed
Move #1: Swords Dance
Move #2: Acrobatics or Brave Bird
Move #3: Will-o-Wisp or Taunt
Move #4: Roost


Tips:

  • Swords Dance enables Talonflame to mitigate its base 81 Attack, allowing it to hit much harder and threaten fast & frail offensive Pokemon, while doubling as a wallbreaker against bulkier teams.
  • The second moveslot is dedicated to Flying-type STAB, which gains priority from Gale Wings. Like the Offensive Swords Dance set, you have the choice between Brave Bird or Acrobatics. Acrobatics is the preferred option over Brave Bird on this set due to its lack of recoil, which can otherwise easily eat into Talonflame's longevity, but utilizing Brave Bird gives you extra power and the ability to run Leftovers.
  • The third option is for utility. Will-o-Wisp is very useful for crippling physical attackers that tend to switch into Talonflame, including most Rock types, while also wearing down defensive Pokemon and dodging Sucker Punch. Taunt, however, allows Talonflame to function as a very effective stallbreaker.
  • Roost allows Talonflame to regain HP lost from recoil, prolonging its longevity.
  • The given EVs allow Talonflame to hit as hard as possible while being as bulky as possible. 248 HP EVs are chosen over 252 EVs as this gives Talonflame an odd numbered HP stat, allowing it to switch into Stealth Rock twice while still having 1 HP left. While this Talonflame does not require Speed EVs, the remaining EVs are placed in Speed to allow it to outspeed and burn Black Kyurem.
  • For the item slot, Leftovers should be used if running Brave Bird, while no item should be run if using Acrobatics in order to increase its base power to 110.
  • The main purpose of this Talonflame set is to act as both a utility sweeper and a revenge killer.
  • If running Will-o-Wisp, use it early game to burn Talonflame's usual switch-ins and wear them down.
  • If running Taunt, try to scout the opponent's moveset first before actually using it, and try saving it for late game use so that you can enable Talonflame to set up.
  • The best time to switch this Talonflame in is immediately after an opponent's KO, or if the opponent has a Pokemon that cannot immediately threaten Talonflame such as Mega Scizor or Skarmory.
  • As with all Talonflame sets, always ALWAYS try to remove Stealth Rock from your side of the field before switching it in.

Recommended Teammates:

  • 381.png380.png212-m.png530.png121.png
    Hazard removal is mandatory when using Talonflame, unless you want to lose 50% of your max HP each time you switch in. Starmie is notable not only for Rapid Spin, but also for its ability to handle Hippowdon and Heatran, two Pokemon that otherwise give Talonflame problems. Latios and Latias can use Defog to remove hazards while handling Rotom-Wash and other Electric types, but both Latis and Talonflame are susceptible to Tyranitar unless Talonflame burns it with Will-o-Wisp in advance.
  • 645-s.png450.png036.png
    As this Talonflame does not run Flare Blitz, teammates that can handle Electric types are appreciated as they resist Talonflame's Flying-type STAB and dont really care about being burned due to being special attackers. Ground types such as Landorus-Therian and Hippowdon can handle them by virtue of their Ground typing but must be wary of Hidden Power [ice], while Clefable checks them in general with its bulk.
  • 251.png598.png003-m.png642.png310-m.png243.png
    Pokemon that can handle Water types like Slowbro and Alomomola can make for nice teammates. Celebi, Ferrothorn, Mega Venusaur, Thundurus-Incarnate, Mega Manectric, and Raikou all work in this role. Ferrothorn is notable for its ability to provide Stealth Rock support, its ability to counter Mega Diancie, and ability to weaken Landorus-Therian to push it into KO range for Talonflame.

ORAS OU Singles Moveset: Specially Defensive
663.png
Ability: Gale Wings / Item: @No item or Leftovers
Nature (1): Careful w/ EVs: 248 HP / 252 Sp.Defense / 8 Speed
Nature (2): Careful w/ EVs: 248 HP / 36 Defense / 224 Sp.Defense
Move #1: Acrobatics or Brave Bird
Move #2: Roost
Move #3: Will-o-Wisp or Taunt
Move #4: Bulk Up or Taunt


Tips:

  • The first moveslot is dedicated to Flying-type STAB, which gains priority from Gale Wings, you have the choice between Brave Bird or Acrobatics. Acrobatics is the preferred option over Brave Bird on this set due to its lack of recoil, which can otherwise easily eat into Talonflame's longevity, but utilizing Brave Bird gives you extra power and the ability to run Leftovers.
  • Roost allows Talonflame to regain HP lost from recoil, prolonging its longevity. With priority, full Sp.Defense investment, and temporary removal of its Flying-type, it allows Talonflame to easily take STAB Electric attacks such as Volt Switch.
  • For the 3rd moveslot, Will-o-Wisp makes up for the lack of Defense investment while crippling Talonflame's most common switch-ins such as Tyranitar. Taunt, however, can be run instead to shut down walls and prevent debilitating status moves.
  • For the 4th moveslot option, Bulk Up increases Talonflame's bulk and attack power, allowing it to sweep while not being stopped by physical attackers, and is best used if running Taunt in the 3rd moveslot. If running Will-o-Wisp in the 3rd moveslot, Taunt can be run in this moveslot instead, but Talonflame loses the ability to beat Mega Sableye 1-on-1.
  • The first EV spread with a Careful nature aims to maximize Talonflame's Special bulk, allowing it to easily switch in to most of OU's Special Attackers, including Mega Charizard Y, Clefable, Mega Altaria, Landorus-Incarnate, and even Gengar. 248 HP EVs are chosen over 252 EVs as this gives Talonflame an odd numbered HP stat, allowing it to switch into Stealth Rock twice while still having 1 HP left. While this Talonflame does not require Speed EVs, the remaining EVs are placed in Speed to allow it to outspeed and burn Black Kyurem.
  • The second EV spread is a variation of the first if outspeeding Black Kyurem isn't too much of a concern, and grants Talonflame better mixed bulk.
  • For the item slot, Leftovers should be used if running Brave Bird, while no item should be run if using Acrobatics in order to increase its base power to 110.
  • As with all Talonflame sets, always ALWAYS try to remove Stealth Rock from your side of the field before switching it in.
  • This Talonflame set is primarily designed as a wall, switching in to powerful special attackers in OU and keeping its health high with Roost. While primarily a wall, this set can still as a revenge killer in a pinch. Either way, this set works best on Balanced and Stall teams, as opposed to Hyper Offense and Bulky Offense with the Swords Dance sets.
  • If running Bulk Up, this Talonflame set can easily take on Mega Sableye, but should otherwise only be used late game when Talonflame gets an opportunity to clean up.
  • When using Roost, be careful when facing Pokemon such as Landorus-Incarnate and Hippowdon, as they can use the opportunity to hit you with Earth Power and Earthquake, respectively. Conversely, Talonflame can use Roost when facing Electric types to temporarily remove its weakness and regain health.

Recommended Teammates:

  • 380.png380-m.png121.png227.png073.png
    Hazard removal is mandatory when using Talonflame, unless you want to lose 50% of your max HP each time you switch in. Since this Talonflame set fits on Balanced and Stall teams, bulkier and more defensive users of Defog or Rapid Spin are used. Both Latias and Mega Latias can use Defog while handling Electric types for Talonflame. Defog Mega Latias isn't as vulnerable to Bisharp and Tyranitar since it commonly runs Reflect Type. Starmie can also run a defensive set with Reflect Type for similar results. Other options for Stall teams include Skarmory (Defog) and Tentacruel (Rapid Spin).
  • elvqhTa.png450.png464.png
    Mega Charizard X can effortlessly set up on Specially Defensive Talonflame, so Pokemon that are able to check or counter it are appreciated. Mega Altaria, Hippowdon, and Rhyperior all work in this role.
  • 0vrs5qm.png
    Mega Sableye is a good fit for stall teams in general, but pairs well with Talonflame due to its ability to reflect Stealth Rock back onto the opponent's side of the field, while Talonflame can handle most Fairy types that threaten Mega Sableye.
  • 251.png598.png003-m.png385.png
    While Talonflame can handle most Fairy types, Mega Diancie gives it problems, so Pokemon that can handle it are appreciated. Celebi, Ferrothorn, Mega Venusaur, and Jirachi can all handle Mega Diancie quite well, while the former three can also check the Water types that threaten Talonflame.

 

ORAS OU Singles Moveset: Revenge Killer
663.png
Ability: Gale Wings / Item: @Choice Band
Nature: Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Brave Bird
Move #2: Flare Blitz
Move #3: U-Turn
Move #4: Steel Wing or Tailwind


Tips:

  • Brave Bird is Talonflame's most powerful option for Flying type STAB, and when backed by a Choice Band and increased priority via Gale Wings, turns Talonflame into a very effective revenge killer.
  • Flare Blitz is used specifically for the Steel types that resist Brave Bird while also nailing Electric types hard.
  • U-turn allows Talonflame to retain momentum for the team, and is also Talonflame's best option against Tyranitar, hitting it for big damage on the switch-in.
  • For the last moveslot, Steel Wing is used specifically for Mega Diancie and Tyrantrum, OHKOing the former while 2HKOing the latter after Stealth Rock damage. Tailwind, however, can be used for when Talonflame is on its last legs and you are certain it will be KOed, as it provides team support that can enable a sweep.
  • The given EV spread aims to make Talonflame as fast and powerful as possible. A Jolly nature ensures that Talonflame will outspeed Pokemon that resist Brave Bird, such as Raikou, Choice Scarf Tyranitar, Timid Thundurus-Incarnate, Choice Scarf Magnezone, and Weavile, while guaranteeing that Talonflame speed ties with other Talonflame in the worst case scenarios. Adamant nature, however, gives it an extra attack boost and still allows Talonflame to outspeed all Pokemon with base 110 speed and lower.
  • Choice Band is used to compensate for Talonflame's otherwise mediocre 81 base Attack.
  • This Talonflame set should be used on offensive teams that need a revenge killer. While other Talonflame sets can function as a revenge killer in a pinch due to the nature of Gale Wings combined with Brave Bird/Acrobatics, this set is dedicated solely to revenge killing. As such, never directly switch this Talonflame in against any opponent. Bring it in only after your opponent scores a KO with their sweeper.
  • This Talonflame set can be used early game to scout the opponent's movesets with U-turn, thus it may not be a bad idea to use it as a lead Pokemon.
  • Against bulkier teams that don't run setup sweepers, such as Stall teams, this Talonflame's ability to revenge kill isn't as needed. Instead, it should be used to weaken your opponent's physically defensive Pokemon.
  • As with all Talonflame sets, always ALWAYS try to remove Stealth Rock from your side of the field before switching it in.

Other Moveslot options

  • Me First: Although a niche option, running Me First in the 4th moveslot has its uses, such as hitting faster Choice Scarfers and weather sweepers with their own moves before they have a chance to act, such Choice Scarf Black Kyurem's Outrage or a weakened Excadrill.

Recommended Teammates:

  • 184.png645-s.png
    While this Talonflame set is solely used as a revenge killer, there are certain Pokemon that Talonflame cannot revenge kill, such as Mega Diancie and Sand Rush Excadrill. Azumarill and Choice Scarf Landorus-Therian can both revenge kill the two aforementioned Pokemon.
  • 381.png530.png121.png482.pngWHn0uhM.png
    Hazard prevention and/or control is necessary for Talonflame. Since this Talonflame set is used on offensive teams, Latios, Excadrill, and Starmie are Pokemon commonly found on offense that can utilize Defog (Latios) and Rapid Spin (Excadrill, Starmie). Some Hyper Offense teams do not run Defog or Rapid Spin as they heavily rely on momentum to be effective, and they will instead utilize offensive pressure to prevent the opponent from getting their Stealth Rocks up in the first place. On these types of teams, Azelf is commonly used as a suicide lead, and Mega Diancie is used to simply reflect Stealth Rock back onto the opponent's team without killing too much momentum.
  • 310-m.png243.png479w.png212-m.png645-s.png
    Volt Switch and U-turn users can form the famous "VoltTurn" core with this Talonflame set, giving it opportunities to safely switch in without having to wait for the opponent to score a KO first. Mega Manectric, Raikou, and Rotom-Wash are all great users of Volt Switch, while Mega Scizor and Landorus-Therian are effective users of U-turn.

Honorable Mentions

  • Natural Gift
    663.png
    Ability: Gale Wings / Item: @Liechi Berry, Salac Berry, Apicot Berry, or Durin Berry
    Nature: Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
    Move #1: Brave Bird or Acrobatics
    Move #2: Natural Gift
    Move #3: Flare Blitz or Roost
    Move #4: Swords Dance

    Natural Gift Talonflame is an effective lure set that enables Talonflame to lure in many of its common switch-ins, and then hitting them hard with Natural Gift when paired with the appropriate berry. Liechi Berry turns Natural Gift into a Grass attack, allowing it to hit Tyranitar, Rhyperior, and Rotom-Wash, while boosting its attack when its health is low. Salac Berry turns Natural Gift into a Fighting type attack, which OHKOs Tyranitar at +2 while also dealing heavy damage to Heatran. Apicot Berry turns Natural Gift into a Ground type attack, which at +2 will OHKO any Heatran that lacks Air Balloon while still nailing Tyranitar hard. Durin Berry turns Natural Gift into a Water type attack, which provides coverage against Rhyperior, Heatran, and Tyranitar.

Hall of Shame (aka "Dont use these")

  • Mixed Talonflame (663.png Brave Bird + Hidden Power [Ground/Fighting] + Flamethrower/Fire Blast/Overheat): At first glance, one will notice Talonflame's base 74 Sp.Attack isn't too far off from its 81 base Attack, so the idea of having not only a recoilless Fire-type STAB may be tempting especially when you can hit physically bulky Pokemon like Landorus-Therian harder or KO Skarmory without killing yourself in the process, but also access to Hidden Power [Ground] or [Fighting] to KO Talonflame's checks. However, mixed Talonflame is outclassed by Natural Gift Talonflame as a lure, as Natural Gift Talonflame not only hits many of Talonflame's checks harder than the mixed set, but can still perform all of Talonflame's usual functions.

Singles OU Checks and Counters to Talonflame

  • Stealth Rock (036.png645-s.png485.png598.png445.png450.png248.png113.png464.png482.png)
    Stealth Rock is a major thorn in Talonflame's side, shaving off 50% of its HP every time it switches in, which often times is more than enough to prevent Talonflame from switching in at all, let alone doing its job. Once Stealth Rock is set up on Talonflame's side of the field, it puts immense pressure on the player to remove them ASAP, which disrupts the Talonflame player's momentum. In the event Stealth Rock cannot be removed, it often forces Talonflame to either use Roost immediately, creating an opportunity for Talonflame's opponent to set up, or force Talonflame to KO itself from recoil in as little as 2 turns.
  • 248.pngWHn0uhM.png142-m.png141.png464.png697.png
    Rock types pose problems for Talonflame as they resist Brave Bird and Acrobatics, forcing Talonflame to utilize one of its options that doesn't take advantage of Gale Wings. Tyranitar is very notable as with a Choice Scarf, it can outspeed more defensive and bulkier variants of Talonflame while either KOing it with Stone Edge or trapping it with Pursuit, lest Talonflame risk getting KOed as it switches out against the latter. However, Tyranitar does not enjoy taking U-turns from Choice Banded Talonflame, and all of them must watch out for sets that carry Will-o-Wisp.
  • 485.png
    Heatran works very similar to Rock types, but has the added advantage of being immune to Will-o-Wisp and Flare Blitz, while being resistant to every move Talonflame commonly carries except for the rare Natural Gift sets. However, Heatran does not appreciate Taunt and can be worn down by Swords Dance sets over time.
  • 310-m.png479w.png243.png642.png145.png
    Electric types pose another problem for Talonflame, as they resist Flying and, in Mega Manectric's case, outspeed it. Raikou and Thundurus-Incarnate can outspeed bulkier Talonflame sets, but have trouble handling Flare Blitz on the offensive sets.
  • 149.png448.png244.png
    As good as Gale Wings Brave Bird/Acrobatics are, they are still only +1 priority while Extremespeed is +2. Dragonite, Lucario, and Entei are the only viable Extremespeed users in Singles OU, and can revenge kill Talonflame, especially since Dragonite and Entei commonly carry Choice Band. Although it cannot switch in due to its frailty, Lucario cannot be revenge killed by Talonflame if it has a Swords Dance boost under its belt as a +2 Extremespeed will OHKO even bulky Talonflames with little prior damage.
  • 080.pngx568l7X.png245.png594.png130.png
    Physically bulky Water types, such as both Slowbros, Suicune, Alomomola, and normal Gyarados can take a hit from Talonflame with ease and threaten with their STAB super effective moves. Suicune can handle any set other than Specially Defensive Talonflames running Taunt, as an unboosted Scald will fail to 2HKO. Alomomola can stall out Talonflame with Toxic unless they run Taunt, while Gyarados has to worry about a burn and still risks being 2HKOed by Choice Band variants, even at -1.
  • 645-s.png450.png530.png
    Bulky Ground types can often stomach a hit from Talonflame, and many carry Stone Edge as a coverage move, though they are susceptible to burns. Physically Defensive Landorus-Therian can handle Talonflame, as Choice Scarf variants are OHKOed by +2 Sharp Beak Brave Bird after Stealth Rock. Hippowdon and Excadrill are other solid options, though Excadrill requires sand to outspeed otherwise it risks eating a Flare Blitz.
  • 598.png445.png227.png630.png450.png248.png
    Since Talonflame's STAB moves typically involve recoil and are contact moves, it is not hard to force Talonflame to KO itself through chip damage, passive damage, and recoil. Pokemon with Iron Barbs or Rough Skin, such as Ferrothorn and Garchomp, or common holders of Rocky Helmet such as Garchomp, Skarmory, and Mandibuzz will provide additional recoil every time Talonflame attacks. Alternatively, Tyranitar and Hippowdon both provide sand, which further wears down Talonflame.

 

Singles Ubers Overview
663.png ORAS Singles Ubers Viability: F

Talonflame simply does not have the stats to make the cut in Ubers. While it can revenge kill Mega Gengar, it finds itself dead weight against Primal Groudon, who is currently on 66% of all Ubers teams at the time of writing this PotW (Usage stats for the Ubers metagame can be found here). Primal Groudon aside, it also finds itself outclassed by Mega Salamence, Ho-oh, and Yveltal as an offensive Flying-type despite only Yveltal having priority, while Ho-oh and Yveltal can also take on defensive roles, leaving Talonflame with barely any niche. Even the prominent Fairy types that Fire types like Talonflame are supposed to check, such as Xerneas, Mega Diancie, and Arceus-Fairy, have ways of getting past Talonflame with little effort.


 

Doubles OU Overview
663.png ORAS Doubles OU Viability: A

Much like in Singles, Talonflame once again relies on Gale Wings to provide it with any sort of meaningful competitive use. In an environment where speed control methods like Tailwind, Trick Room, Sun and Rain are much more potent and viable than in Singles, having access to priority Brave Bird to circumvent these is huge. Speaking of speed control, Talonflame can also provide Tailwind of its own, which gains priority due to Gale Wings, allowing Talonflame to set up Tailwind quickly without fear of being KOed, even in the face of opposing Tailwind.

Like in Singles, Talonflame is held back by its average to mediocre base stats. Furthermore, because of the presence of Pokemon such as Mega Kangaskhan and Mega Mawile, both of which are banned in Singles OU, Intimidate has become rampant, leaving Talonflame susceptible to having its attack lowered. Combined with the fact that Talonflame's STAB attacks inflict recoil, it tends to get worn down quickly.

 

ORAS OU Doubles Moveset: Physical Attacker
663.png
Ability: Gale Wings / Item: @Life Orb
Nature: Adamant w/ EVs: 80 HP / 252 Attack / 176 Speed
Move #1: Brave Bird
Move #2: Flare Blitz
Move #3: Tailwind or Will-o-Wisp
Move #4: Protect


Tips:

  • Brave Bird is Talonflame's most powerful option for Flying type STAB, and when backed by a Life Orb and increased priority via Gale Wings, allows Talonflame by bypass many methods of speed control in Doubles.
  • Flare Blitz is used specifically for the Steel types that resist Brave Bird while also nailing Electric types hard.
  • For the 3rd moveslot, Tailwind is the preferred option, gaining priority from Gale Wings and allowing Talonflame to support its team. Will-o-Wisp can be used instead if burning dangerous physical attackers such as Mega Kangaskhan and Terrakion is needed, especially since the latter can check Talonflame.
  • Protect is a staple move in Doubles, but is notable for protecting Talonflame from Fake Out, which otherwise beats its Gale Wings boosted moves. It also has great utility in scouting the opponent, punishing double targeting, and stall out unfavorable field conditions such as weather, opposing Tailwind, and Trick Room.
  • Fully invested Attack EVs with an Adamant nature and Life Orb attempts to compensate for Talonflame's average base Attack stat, allowing it to hit for as hard as possible. 176 Speed EVs allow Talonflame to outspeed all relevant Pokemon that it would need to use Flare Blitz against, while the remaining EVs are put towards HP for a bit more bulk.
  • Most of the time you will be using Brave Bird due to its power and priority. Flare Blitz should only be used if the opponent resists Flying
  • While this Talonflame set will not score that many KOs on its own, it does put a lot of offensive pressure on most of the Doubles metagame. As such, it is best suited for offensive teams, where it has partners that can push their faster checks and counters into KO range for Talonflame.
  • If running Will-o-Wisp, Talonflame can be used to burn the opponent and stall with Protect until the burn damage pushes them into KO range, either for Talonflame or its partner.
  • Talonflame is not that bulky, so it will find very little switch-in opportunities in Doubles. As such, it will not be able to switch out without the risk of being KOed the next time it comes in. Even if the opponent is burned, many physical attackers will still be able to damage Talonflame severely.
  • If running Tailwind, it should be used only when Talonflame needs to be sacrificed and when offensive pressure is too great against your team, as Tailwind can easily turn the tide if used at the right moment.
  • Beware of common Quick Guard users such as Keldeo and Terrakion, as they can block any attack that gets its priority boosted by Gale Wings, namely Brave Bird.

Recommended Teammates:

  • 645-s.pngWHn0uhM.png094-m.png639.png445.png700.png282-m.png006-my.png
    Teammates that utilize spread attacks make for great partners, as they deal damage to both opponents and put them both into KO range for Talonflame. Common spread moves include Earthquake (Landorus-Therian, Garchomp), Rock Slide (Terrakion), Hyper Voice (Sylveon, Mega Gardevoir), Sludge Wave (Mega Gengar), Diamond Storm (Mega Diancie), and Heat Wave (Mega Charizard Y).
  • 492s.png286.png003.png598.png
    Grass types such as Sky Shaymin, Breloom, Venusaur, and Ferrothorn can take on the Water and Rock types that threaten Talonflame.
  • 479w.png534.png237.png
    Pokemon that can check or counter Heatran are appreciated as partners, as Heatran completely walls Talonflame by nature of its typing and ability. Hitmontop is notable not only for its Intimidate support, but also Wide Guard to block incoming Rock Slides, and offers valuable support in Feint, which will completely negate the opponent's use of Protect or Quick Guard, allowing Talonflame to hit them when it otherwise could not.
  • 625.png479w.png473.png642.png310-m.png
    Pokemon that deal with Intimidate or at least dissuade its use are valuable, as Talonflame isn't going to be scoring many KOs at -1 with only 81 base Attack. Bisharp is a good all-around check to Intimidate, as Defiant grants it a +2 Attack boost to any stat drop inflicted on it (for a net gain of +1 Attack against Intimidate). Rotom-Wash and Mamoswine can deal with Landorus-Therian, while Gyarados can be dealt with by Electric types such as Rotom-Wash, Thundurus-Incarnate, and Mega Manectric.

Doubles OU Checks and Counters to Talonflame

  • Intimidate (645-s.png130.png373.png310-m.png237.png560.png)
    Talonflame's Attack stat is already pretty underwhelming, and having it reduced even further will severely cripple it. It should be noted however that Hitmontop and Scrafty are the only users of Intimidate that cannot safely switch in due to their weakness to Brave Bird, but will hinder Talonflame in the long run.
  • WHn0uhM.png248.png639.pngaerodactyl.png142-m.png464.png
    Rock types, with the exception of Terrakion, all resist Talonflame's STAB combination, while all of them threaten Talonflame with their STAB moves. Do note that most of them are crippled by burns.
  • 479w.png479h.png310-m.png145.png642.png
    Electric types resist Brave Bird while threatening Talonflame with their STAB. Rotom-Wash, Rotom-Heat and Mega Manectric are notable as the former two also resist Flare Blitz, while the latter provides Intimidate.
  • 115-m.png237.png560.png392.png297.pngsableye.png
    Fake out can disrupt Talonflame, outprioritizing Brave Bird while causing it to become a sitting duck on the turn used. Mega Kangaskhan can easily shave off 50% of Talonflame's health with Fake Out, but do note however that Brave Bird can 2HKO Mega Kangaskhan. Other notable Fake Out users include Hitmontop, Scrafty, Infernape, Hariyama, and Sableye.
  • 639.png647.png237.png
    Quick Guard will completely negate Talonflame's Brave Bird due to its increased priority through Gale Wings, thus preventing Talonflame from effectively outspeeding opponents under Tailwind. Terrakion and Keldeo are the most notable users of the move, while other users to watch out for include Hitmontop.
  • 485.png
    Heatran is a full stop to Talonflame by virtue of its typing & ability, which gives it an opportunity to set up Substitute and threaten Talonflame's partner.
  • 186.png
    Politoed can stomach a Brave Bird while threatening to KO with its water STAB. Even if Politoed is KOed, the rain that it sets up will cripple Talonflame's use of Flare Blitz, making it safer for Electric types to switch in.

External Links
Smogon Analysis (Singles OU)
Pokemon Online Analysis (Singles OU)
Smogon Analysis (Doubles OU)

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Tier rotation time. You voted for him, now here... AUGH NO NOT THE BEES!!!!

Beedrill & Mega Beedrill
beedrill.gifbeedrill-mega.gif

Tier Status (Singles, Beedrill): UU
Tier Status (Singles, Mega): UU
Tier Status (Doubles, Beedrill): DUU
Tier Status (Doubles, Mega): DUU

Type (Beedrill): Bug/Poison
Type (Mega): Bug/Poison

Base Stats (Beedrill): 65 / 90 / 40 / 45 / 80 / 75
Base Stats (Mega): 65 / 150 / 40 / 15 / 80 / 145


Abilities (Beedrill):

  • Swarm: When this Pokemon's HP is 33.3% of its maximum value, this Pokemon's Bug-type attacks will have their base power increased by 50%. Outside of battle, if this Pokemon is in the lead slot of the party, the wild Pokemon encounter rate is increased.
  • Sniper (Hidden Ability): Whenever this Pokemon lands a Critical Hit with any of its attacks, the damage dealt will be x2.25 of the attack's normal damage instead of x1.5.

Abilities (Mega):

  • Adaptability: Whenever this Pokemon uses an attack that receives STAB (Same Type Attack Bonus), the STAB bonus damage from that attack will be x2 damage instead of x1.5.

 

 

Table of Contents

  • Singles UU Overview
  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles UU Overview
015.pngORAS Singles UU Viability (Beedrill): F
015-m.pngORAS Singles UU Viability (Mega): A

Beedrill; an early game Pokemon so worthless that only a Mega Evolution could save it from complete obscurity. In fact, Beedrill's base stats were so poor that not only was Gamefreak willing to reduce its already meager Sp.Attack down to 15 just so it could gain an extra 30 base stat points to play around with, but even gave it Adaptability to make Beedrill hit like a truck. Gamefreak's efforts in ORAS paid off, as within a single month, Beedrill saw itself rise from a horrible PU Pokemon to a top threat UU Pokemon. Base 150 Attack with Adaptability and Base 145 Speed are nothing to scoff at, as Mega Beedrill finds itself as one of the fastest non-Choice Scarf Pokemon in UU, outsped only by Mega Aerodactyl. Its STAB U-turns hit ridiculously hard against anything that doesn't resist it, allowing it maintain offensive momentum while still providing a huge threat offensively, allowing it to easily clean out offensive teams while still heavily denting defensive teams.

If Mega Beedrill could be described in two words, it would be "Glass Cannon". 65/40/80 defensive stats leave Mega Beedrill incredibly frail and susceptible to priority. While Poison Jab and U-turn hit stupidly hard with the Adaptability boost, Bug/Poison doesn't have very great neutral coverage, and Beedrill's only real viable options for coverage are Knock Off and Drill Run. Additionally, in-game turn order mechanics means that Beedrill will not feel the benefits of having 145 base speed until the turn AFTER it Mega Evolves, and 75 base speed is horrendously slow for a frail offensive Pokemon. Because of this, Beedrill is forced to run Protect so that it can safely Mega Evolve, so it will not be able to run both Knock Off and Drill Run unless it sacrifices one of its STAB options, which is not recommended.


ORAS UU Singles Moveset: Mega Attacker
015-m.png
Ability: Swarm / Item: @Beedrillite
Nature: Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Protect
Move #2: U-turn
Move #3: Poison Jab
Move #4: Knock Off or Drill Run

Tips:

  • Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items.
  • U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent.
  • Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage.
  • The fourth moveslot is dedicated to additional coverage. Knock Off cripples opponents that are reliant on their items, such as Leftovers and Choice Scarf, as well as hitting Ghosts for super effective damage, who resist Beedrill's STAB attacks. Drill Run can be used instead as it can hit opposing Poison and Steel types for more damage, as they also resist Beedrill's STAB combination.
  • The given EV spread makes Beedrill as fast as possible and hit as hard as possible. 4 EVs are placed into Defense instead of HP in order to give Beedrill an odd number HP, so that it can switch into Stealth Rock 4 times without being KOed. Jolly nature allows Beedrill to speed tie with other Mega Beedrill as well as Mega Sceptile, while Adamant can be used for extra power if these two are not of concern.
  • Even if it may seem predictable, Protect should ALWAYS be used on the first turn out so that Beedrill can Mega Evolve safely, as not only is regular Beedrill frail, it's also slow, and Beedrill is nothing without the benefits of its Mega Evolution. Always Mega Evolve while using Protect ASAP.
  • Because of the momentum that Mega Beedrill provides with its powerful U-turns, it especially helps to have entry hazards on your opponent's side of the field to wear them down and punish them for switching.
  • Conversely, because you will be using U-turn most of the time, Beedrill will be switching in and out a lot of times, so any entry hazards, especially Stealth Rock, should be removed beforehand.
  • Due to its momentum based gameplay, Mega Beedrill is best suited for Offense teams.

Recommended Teammates:

  • 260.png482.png407.png652.png478.png
    Due to the amount of offensive pressure Mega Beedrill places on the opponent, they will more than likely be switching frequently, so entry hazard support is welcome. Swampert and Azelf are generally good users of Stealth Rock, while Roserade, Chesnaught, and Froslass can all set up Spikes.
  • 232.png395.png207.png
    Due to its relative frailty, weakness to Stealth Rock, and tendency to switch in and out often, entry hazard removal is recommended. Donphan can provide this with Rapid Spin, while Empoleon and Gligar can accompish this with Defog. Gligar is notable however for forming a nice momentum core with Mega Beedrill due to its ability to run U-turn.
  • 169.png620.png555.png207.png715.png392.png638.png695.png479h.png479m.png
    Due to its ability to generate momentum with U-turn, other users of U-turn and Volt Switch are recommended to preserve this offensive momentum, and slower users of the moves can even provide free switch-in opportunities for Beedrill. Crobat is a prime example, as are Mienshao, Darmanitan, Gligar, Noivern, Infernape, Cobalion, Heliolisk, Rotom-Heat, and Rotom-Mow.
  • 675.png
    Although it cannot learn U-turn or Volt Switch, Pangoro can accomplish the same result with Parting Shot, which lowers the opponent's Attack and Sp.Attack stats rather than deal damage, and can run Choice Band to act as a wallbreaker, punching holes in the opponent's team for Mega Beedrill to clean up after.

Singles UU Checks and Counters to Beedrill

  • Stealth Rock (482.png260.png232.png205.png031.png142.png553.png464.pngetc...)
    Since Beedrill will be switching in and out of a match quite often, Stealth Rock will easily take its toll on Beedrill. The fact that Beedrill is also weak to Stealth Rock doesn't help, either.
  • 392.png635.png034.png169.png474.png620.png715.png555.png373.png214.png
    Although Mega Beedrill is blazingly fast, Choice Scarf users can still outspeed it as long as their base speed is 81 or above.
  • 244.png448.png059.png662.png359-m.png430.png454.png160.png319-m.png620.png
    Priority users can easily outspeed Mega Beedrill and revenge kill, as most of them hit for Mega Beedrill's lower physical Defense. Common methods include Extremespeed (Entei, Lucario, Arcanine), Gale Wings Acrobatics (Fletchinder), Sucker Punch (Mega Absol, Honchcrow, Toxicroak), Aqua Jet (Feraligatr, Mega Sharpedo), and Fake Out (Mienshao).
  • 142-m.png
    Outside of Choice Scarf and priority, Mega Aerodactyl is the only Pokemon in UU that naturally outspeeds Mega Beedrill, threatening it with its STAB moves.
  • 395.png205.png306-m.png437.png680.png589.png082.png
    Due to resisting and being immune to Beedrill's STAB attacks, Steel type Pokemon can easily take a hit from Mega Beedrill even if running Drill Run, and many of them can OHKO Mega Beedrill due to its frailty. It should be noted, however, that Doublade does not enjoy having its Eviolite removed if Mega Beedrill runs Knock Off, as this will cripple it for the rest of the match, while bulkier Steel types such as Forretress and Mega Aggron laugh at even Drill Run.
  • 169.png207.png073.png031.png
    Other Pokemon that resist Beedrill's STAB combination also work, as long as they are bulky enough to take a hit. Crobat, Gligar, Tentacruel, and Nidoqueen are some examples, though the latter two dislike Drill Run.
  • 245.png594.png450.png260.png306-m.png205.png
    Physical walls in general can take a hit from Mega Beedrill and recover off the damage, while those that don't have reliable recovery typically can still threaten Beedrill or use it to set up. Suicune, Alomomola, and Swampert are notable as they can also threaten Mega Beedrill with Scald burns, which can severely cripple its offensive presence for the rest of the match.

 

 

Singles OU Overview
015.pngORAS Singles OU Viability (Beedrill): F
015-m.pngORAS Singles OU Viability (Mega): B

Back in 2003 when the ADV Generation of Pokemon spurred the birth of online competitive battling, if you had told people that one day Beedrill would become OU viable, they would stare at you as they stifle their laughter. Well it seems that Gamefreak's crazy efforts to make Beedrill viable have finally paid off, as Beedrill can now hold its own against the big boys of OU. Mega Beedrill's role in OU is virtually unchanged from its role in UU; a hard hitting fast glass cannon that provides momentum for offensive teams while doubling as a cleaner.

Sadly, the same problems that hold it back in UU are even more exacerbated in OU, where the majority of the tier is bulkier, stronger, and has more priority than in UU. Additionally, Mega Beedrill must now compete with more Mega Evolutions not present in UU, further increasing its opportunity cost.


ORAS OU Singles Moveset: Mega Attacker
015-m.png
Ability: Swarm / Item: @Beedrillite
Nature (1): Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Nature (2): Jolly w/ EVs: 252 Attack / 44 Defense / 212 Speed
Nature (3): Jolly w/ EVs: 252 Attack / 80 Defense / 176 Speed
Move #1: Protect
Move #2: U-turn
Move #3: Poison Jab
Move #4: Knock Off or Drill Run

Tips:

  • Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items.
  • U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent.
  • Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage.
  • The fourth moveslot is dedicated to additional coverage. Knock Off cripples opponents that are reliant on their items, such as Leftovers, Choice Scarf, and Shed Shell, as well as hitting Ghosts for super effective damage, who resist Beedrill's STAB attacks. Drill Run can be used instead as it can hit Steel types such as Heatran, Magnezone, and Excadrill for more damage, as they also resist Beedrill's STAB combination.
  • The first EV spread makes Beedrill as fast as possible and hit as hard as possible. 4 EVs are placed into Defense instead of HP in order to give Beedrill an odd number HP, so that it can switch into Stealth Rock 4 times without being KOed. Jolly nature allows Beedrill to speed tie with other Mega Beedrill as well as Mega Sceptile, while Adamant allows Mega Beedrill to OHKO Mega Lopunny and Mega Charizard X with Poison Jab.
  • The second EV spread is a slightly bulkier spread that sacrifices some of Mega Beedrill's speed for the ability to survive an Aqua Jet from any Azumarill lacking Choice Band while OHKOing back. 212 Speed EVs with a Jolly nature still allows Mega Beedrill to outspeed everything up to and including Timid Choice Scarf Heatran.
  • The third EV spread is an even bulkier spread that sacrifices more of Mega Beedrill's speed for the ability to survive Choice Band Azumarill's Aqua Jet and Life Orb Mamoswine's Ice Shard, while hitting both of them hard, OHKOing the former with Poison Jab. 176 Speed EVs with a Jolly nature still allows Mega Beedrill to outspeed everything up to and including Mega Manectric and Mega Lopunny.
  • Regardless of EV spread, this set plays identical to its UU counterpart; Protect on the first turn to bypass normal Beedrill's pitiful base 75 Speed, use U-turn to gain chip damage and maintain offensive momentum, forcing the opponent to switch often which will rack up entry hazard damage, and keep Stealth Rock and other hazards off your side of the field so that Mega Beedrill can continue to switch in and preserve offensive momentum.

Recommended Teammates:

  • 645-s.png479w.png243.png641-s.png462.png
    Other users of Volt Switch and U-turn make for great partners to Mega Beedrill for their ability form VoltTurn cores, which are great at preserving momentum and creating free switch-in opportunities. Landorus-Therian and Rotom-Wash are pretty notable users, as are Raikou, Tornadus-Therian, and Magnezone.
  • 462.png576.png
    If running Knock Off on Beedrill instead of Drill Run, Pokemon with trapping abilities such as Magnezone and Gothitelle make for excellent teammates, as they can trap and remove Pokemon that wall Beedrill after Beedrill removes their Shed Shell with Knock Off. Magnezone is the more notable of the two for its ability to reliably remove Steel types for Beedrill, while it can also form a VoltTurn core with Beedrill by running Volt Switch.
  • 380.png381.png530.png121.png
    Entry hazard removal is a must if Beedrill wants to keep preserving offensive momentum, as it will be switching frequently. Latias, Latios, Excadrill, and Starmie are all common hazard removers that fit on the offensive teams Mega Beedrill is commonly found on.
  • 445.png482.png707.png227.png
    Though not mandatory, having entry hazard support doesn't hurt, as it wears down the opponent's constant switches while the offensive momentum offensive Beedrill teams provide will pressure the opponent, reducing their opportunities to remove the hazards with Rapid Spin or Defog. Garchomp is a great Stealth Rock setter for Hyper Offense teams as it can also threaten Mega Sableye. Other good hazard setters for Hyper Offense teams include Azelf, Klefki, and Custap Berry Skarmory.

Singles OU Checks and Counters to Beedrill

  • Stealth Rock (306-m.png437.png251.png113.png638.png323-m.png036.png051.png395.png598.png445.png485.png450.png385.png645-s.png645.png473.png151.png392.png464.png227.png639.png248.png530.png537.png242.png)
    Since Beedrill will be switching in and out of a match quite often, Stealth Rock will easily take its toll on Beedrill. The fact that Beedrill is also weak to Stealth Rock doesn't help, either.
  • 149.png448.png244.png663.png625.png454.png359-m.png184.png342.pngAsvQNus.png308-m.png660.png127-m.png473.png461.png376-m.png212-m.png707.png642.png
    Priority users can easily outspeed Mega Beedrill and revenge kill, as most of them hit for Mega Beedrill's lower physical Defense. Common methods include Extremespeed (Dragonite, Lucario, Entei), Gale Wings Brave Bird/Acrobatics (Talonflame), Sucker Punch (Bisharp, Toxicroak, Mega Absol), Aqua Jet (Azumarill, Crawdaunt), Fake Out (Mega Lopunny, Mega Medicham), Quick Attack (Diggersby, Mega Pinsir), Ice Shard (Mamoswine, Weavile), and Bullet Punch (Mega Metagross, Mega Scizor). Likewise, Klefki and Thundurus-Incarnate can use Prankster Thunder Wave to cripple Mega Beedrill for the rest of the match.
  • 647.png645-s.png381.png094.png646-b.png494.png530.png
    Although Mega Beedrill is blazingly fast, Choice Scarf users can still outspeed it as long as their base speed is 81 or above.
  • 142-m.png065-m.png
    Outside of priority and Choice Scarf, Mega Aerodactyl and Mega Alakazam are the only viable OU legal Pokemon that naturally outspeed Mega Beedrill. Both threaten Beedrill with their super effective STAB attacks, while Mega Alakazam can even trace Mega Beedrill's Adaptability to further boost the damage output of Psychic.
  • 376-m.png625.png485.png598.png212-m.png707.png462.png227.png395.png
    Due to resisting and being immune to Beedrill's STAB attacks, Steel type Pokemon can easily take a hit from Mega Beedrill even if running Drill Run, and many of them can OHKO Mega Beedrill due to its frailty. Ferrothorn is notable as it can wear down Mega Beedrill's repeated attempts at U-turn with Iron Barbs, while using Mega Beedrill as setup fodder for entry hazards. Likewise, Heatran, Klefki, Skarmory, and Empoleon can all use Mega Beedrill as setup fodder for entry hazards, though only Skarmory doesn't mind taking a Drill Run.
  • 645-s.png472.png450.png245.png594.png
    Outside of Steel types, physical walls and physically bulky Pokemon also work against Beedrill. Defensive Landorus-Therian can easily cut into its offensive presence with Intimidate, while using it as setup fodder for Stealth Rock. Other examples of good physical walls include Gliscor, Hippowdon, Suicune, and Alomomola, with the latter two threatening Beedrill with Scald burns.

 

 

Singles Ubers Overview
015.pngORAS Singles Ubers Viability (Beedrill): F
015-m.pngORAS Singles Ubers Viability (Mega): F

While Gamefreak's drastic efforts to make Beedrill viable competitively have been successful, this unfortunately does not extend into Ubers. It finds itself mostly outclassed by Deoxys-Attack and Choice Scarf Genesect, both of which are not only faster, but have much more expansive movepools, both physically and specially, and do not take up the team's Mega slot. In the case of Deoxys-Attack, it can hold items such as Focus Sash to compensate for its poor bulk, something that Mega Beedrill cannot do, while Genesect can obtain Download boosts to simulate the Adaptability boosts Mega Beedrill gets while still being able to spam U-turn. Oh and did I mention that Scarf Genesect is also faster than Mega Beedrill? Speaking of Mega Evolutions, Mega Beedrill simply isn't a viable choice when alternatives such as Mega Salamence, Mega Gengar, Mega Mewtwo Y, Mega Diancie, and Mega Scizor exist, all of which easily establish their presence in the Ubers metagame, whereas Mega Beedrill... doesn't. The fact that Primal Groudon is everywhere and cannot be 2HKOed even by Mega Beedrill's Drill Run doesn't help matters either.



Doubles OU Overview
015.pngORAS Doubles OU Viability (Beedrill): F
015-m.pngORAS Doubles OU Viability (Mega): C+

Like many other fast and frail Pokemon, Mega Beedrill is a victim of a Doubles metagame that favors slower, bulky special attackers over fast and frail physical powerhouses. The presence of Mega Kangaskhan and Mega Mawile, both stupidly powerful and bulky Pokemon that have been banned from Singles OU, has forced the Doubles metagame to adapt by running Intimidate and Will-o-Wisp everywhere to keep these Pokemon in check, rendering fast frail physical attackers such as Mega Beedrill as nothing more than just collateral damage. Even if Mega Beedrill were to be bulkier, base 145 speed, a godly speed tier in the Singles metagames, turns into a liability as moves such as Tailwind and Trick Room are much more viable in the faster paced Doubles metagame than they are in Singles.

That being said, Mega Beedrill does have its perks in Doubles. It serves as a nice check to Cresselia, a common A+ rank threat in Doubles and also a common Trick Room setter. It can also check other common Doubles threats such as Hydreigon, Latios, Sky Shaymin, Breloom, Azumarill, Mega Latias, and Sylveon.


ORAS OU Doubles Moveset: Mega Attacker
015-m.png
Ability: Sniper or Swarm / Item: @Beedrillite
Nature: Jolly or Adamant w/ EVs: 252 Attack / 4 Defense / 252 Speed
Move #1: Protect
Move #2: U-turn or X-Scissor
Move #3: Poison Jab
Move #4: Drill Run or Knock Off

Tips:

  • Protect is a necessary move that will guarantee that Beedrill is able to safely Mega Evolve, allowing it to circumvent the turn order issue mentioned above. Once Mega Evolved, Protect still retains usefulness for scouting the opponent, especially against users of Choice items, punishing double targeting, and stalling out unfavorable field conditions such as Tailwind, Weather, and Trick Room.
  • U-turn is Mega Beedrill's main STAB move, not only gaining the boost from Adaptability, but also allowing Beedrill to maintain offensive momentum against the opponent. X-Scissor can be used instead for extra power, but considering Mega Beedrill's frailty, U-turn's hit-and-run playstyle is preferred.
  • Poison Jab is Beedrill's secondary STAB, and has a fairly high chance of poisoning the opponent, which can be exploited with Protect for additional damage.
  • The fourth moveslot is dedicated to additional coverage. Drill Run is the preferred option for hitting threats such as Mega Gengar, Heatran, and Terrakion. Knock Off can be used instead as it hits Aegislash and Jirachi harder than any of Beedrill's other options, while also crippling item dependent Pokemon, but it cannot 2HKO Aegislash due to item removal.
  • The given EV spread makes Beedrill as fast as possible and hit as hard as possible. Jolly nature allows Beedrill to reach a notable Doubles speed tier that allows it to outspeed Mega Sceptile, Mega Manectric, Choice Scarf Landorus-Therian, and Choice Scarf Genesect. Adamant nature allows it to score KOs that it could not otherwise, such as 2HKOing Aegislash with Drill Run, OHKOing Togekiss with Poison Jab, and OHKOing Mega Gengar with Drill Run.

Recommended Teammates:

  • 468.png385.png591.png637.png036.png035.png
    Mega Beedrill's relative frailty makes Follow Me and Rage Powder users prime candidates for teammates. Amoonguss is notable for its ability to shut down opponents with Spore which, when coupled with its low speed and lack of Sleep Clause in Doubles, can effectively dissuade the opponent from setting up Trick Room. Jirachi can provide speed control in both Thunder Wave and Icy Wind to circumvent opponent's attempts to outpace Beedrill through Tailwind. Volcarona can handle the Steel types that give Mega Beedrill trouble, but stacks several weaknesses with Beedrill. Although niche, Clefable and Clefairy can also work. The main advantage to using Clefairy over its evolution is better mixed bulk due to Eviolite and Friend Guard, the latter of which helps alleviate Mega Beedrill's frailty by reducing all damage done to it by 25%.
  • 639.png647.png663.png237.png
    Mega Beedrill hates priority attacks, which can easily stop it in its tracks before it gets a chance to do anything, so users of Quick Guard help in this regard. Terrakion, Keldeo, Talonflame, and Hitmontop are users that can all handle the Steel types that give Beedrill trouble, while Hitmontop can also provide Fake Out, Feint and Intimidate support. However, Quick Guard Hitmontop is usually glanced over in favor of Wide Guard.
  • 681.png237.png
    Rock Slide and Heat Wave, two very common spread moves in Doubles, can easily spell doom for Mega Beedrill. Even powerful Earthquakes can take Beedrill out easily due to its frailty, so Wide Guard users are appreciated. Aegislash and Hitmontop are the prime choices for this role, as the latter can also provide additional support with Fake Out, Feint, and Intimidate, while the former can take on every relevant Trick Room user and even abuse Trick Room itself.

Doubles OU Checks and Counters to Beedrill

  • 663.png184.png115-m.png237.png272.png560.png642.pngsableye.png212-m.png625.png303-m.png
    Mega Beedrill's number one enemy is Talonflame, which can easily snipe Beedrill with its priority Brave Birds. In fact, priority attacks in general can easily spell doom for Beedrill, most notably Aqua Jet (Azumarill), Fake Out (Mega Kangaskhan, Hitmontop, Ludicolo, Scrafty, Sableye), Feint (Hitmontop, Sableye), Prankster+Thunder Wave (Thundurus-Incarnate), Prankster+Will-o-Wisp (Sableye), Bullet Punch (Mega Scizor), and Sucker Punch (Bisharp, Mega Mawile).
  • Trick Room (488.png609.png683.png080.png593.png)
    Paralysis (642.png385.png707.png)
    Tail Wind (468.png381.png245.png663.png)
    Icy Wind (385.png245.png130.png)
    Speed control will spell doom for Mega Beedrill, either lowering it or turning its base 145 speed against it for five turns, leaving its frailty very exploitable.
  • 006-my.png+003.png
    186.png+272.png230.png
    Weather sweepers can easily outspeed Mega Beedrill and threaten it with Sleep Powder (Venusaur) or Muddy Water (Ludicolo, Kingdra), latter of which ignores Follow Me but can be stopped by Wide Guard. Mega Charizard Y itself can also threaten Beedrill with Heat Wave, while Ludicolo also commonly carries Fake Out.
  • Intimidate (645-s.png130.png237.png373.png560.png)
    Burn (479w.png479h.png485.pngsableye.png)

    Lowering Mega Beedrill's attack will have a significant impact on its effectiveness, causing it to deal less damage and leaving it exposed to a KO.
  • sableye.png
    In addition to burning Mega Beedrill, Sableye is also the only viable user of Quash, which when combined with Prankster will force Mega Beedrill to go last, leaving it completely exposed to attack. Sableye also has access to Feint, which will completely nullify Protect, Wide Guard, and Quick Guard and leave Beedrill exposed for the rest of the turn.
  • 386a.png
    Outside of priority and speed control, naturally fast Pokemon and fast Choice Scarf users can give Mega Beedrill problems. Though these Pokemon are few in number, Deoxys-Attack stands out among all of them as one of the few, if not the only, viable Pokemon that can naturally outspeed Mega Beedrill without the use of priority or Choice Scarf, and threaten it with its base 180 dual offense stats.
  • 681.png303-m.png376-m.png212-m.png530.png598.png649.png
    Steel types naturally resist Beedrill's STAB combination, so it stands to reason that they can check, if not counter, Mega Beedrill. Do note that most of them will not enjoy taking a Drill Run, but the more physically offensive ones such as Mega Mawile, Mega Metagross, and Mega Scizor will have no problems OHKOing Beedrill. Do note however that Aegislash commonly runs Weakness Policy, which will boost both of its offense stats by +2 when hit by Drill Run or Knock Off, and will OHKO Mega Beedrill with Shadow Ball afterward. Since all of Mega Beedrill's attacks are contact moves, Aegislash and Ferrothorn can easily exploit this with King's Shield and Iron Barbs, respectively.

 

 

External Links
Smogon Analysis (Singles UU)
Smogon Analysis (Singles OU)

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Tier rotation time. This vote was a close one, as the Ubers vote was a tie. As a result, the next two PotW for Ubers are queued. Let is start with the one who shows up earlier in the Pokedex while we still have... time.

Dialga
dialga.gif

Tier Status (Singles): Ubers
Tier Status (Doubles): DUbers

Type: Dragon/Steel

Base Stats: 100 / 120 / 120 / 150 / 100 / 90


Abilities:

  • Pressure: Attacks that target this Pokemon lose an additional 1 PP. Outside of battle, if this Pokemon is placed in the lead spot of the team, the Wild Pokemon encounter rate increases.
  • Telepathy (Hidden Ability): In Double and Triple Battles, this Pokemon is immune to damaging attacks from its Ally. Has no effect in Single and Rotation Battles.

Table of Contents

  • Singles Ubers Overview

Singles Ubers Overview
483.pngORAS Singles Ubers Viability: A

To this day, Dialga still possesses the unique dual Dragon/Steel typing (until the inevitable Mega Dragonite but thats a different story :p). The introduction of Primal Groudon has hurt Dialga's viability, as not only does it exploit Dialga's weakness to Ground, but also mostly outclasses it as a defensive Stealth Rock setter. Dialga also lacks reliable recovery, so it is prone to being worn down over time.

Despite Primal Groudon's presence, Dialga still remains one of the more reliable Stealth Rock setters in Ubers, as its vast movepool allows it to take on most of the common users of Defog, Rapid Spin, and Magic Bounce. While defensive Primal Groudon may outclass defensive Dialga, it still has a niche in that it can be used alongside Rock Polish variants of Primal Groudon. Dialga also sports enough mixed bulk, as well as nice typing, combined with 150 base Sp.Attack that allows it to remain a threat, and is one of the more reliable checks to Mega Salamence in the tier.


ORAS Ubers Singles Moveset: Defensive Stealth Rock
483.png
Ability: Pressure / Item: @Shuca Berry or Leftovers
Nature: Calm w/ EVs: 244 HP / 252 Sp.Defense / 12 Speed
Move #1: Stealth Rock
Move #2: Draco Meteor
Move #3: Fire Blast or Flash Cannon
Move #4: Toxic, Roar, or Rest

Tips:

  • Stealth Rock is the cornerstone of this moveset, as Dialga is a very reliable setter.
  • Draco Meteor, even with no Sp.Attack investment, will OHKO everything weak to it with the exception of Giratina and Soul Dew Latias, and will put a huge dent into anything that isn't Steel or Fairy type, making it difficult to switch in to.
  • The third moveslot is dedicated to coverage. Fire Blast roasts the Steel types that resist Draco Meteor, while Flash Cannon takes out Mega Diancie, and is also this Dialga set's best option against Tyranitar and Arceus-Rock.
  • The last moveslot is for additional support. Toxic is meant to cripple common switch ins to Dialga, and also pressures Arceus formes running Defog, forcing them to choose to either Defog away Dialga's Stealth Rock or remove their poison with Refresh before it builds up too much. Roar, however, can be used to phaze away setup sweepers and Shadow Tag users, preventing Dialga from being a sitting duck after using Draco Meteor. Rest is another option that gives Dialga a form of recovery, though not very reliable, as wearing Dialga down with residual damage is a common way of beating it.
  • The given EV spread with 12 Speed EVs allows Dialga to outspeed Diancie before it Mega Evolves. The remaining EVs are dumped into HP and Sp.Defense, allowing Dialga to switch in to many dangerous special attackers, such as Primal Kyogre and the Mewtwos.
  • Shuca Berry is the preferred item, as it allows Dialga to check Mega Salamence while simultaneously avoiding an OHKO from Primal Groudon, but leaves Dialga susceptible to being worn down over time. Leftovers can be used to mitigate this problem by providing it with passive recovery, but causes Dialga to lose its ability to check Mega Salamence.
  • Due to Dialga's unique typing, it will find plenty of opportunities to switch in and use Stealth Rock, but will be worn down over time if not running Leftovers.
  • If running Toxic, Dialga can afford to stay in against common Defog users, pressuring them by repeatedly setting up Stealth Rock and knocking their HP down into the red zone with the combination of Toxic and Draco Meteor. This is especially effective against the various Arceus formes that carry Defog, as they have to choose between removing Stealth Rock with Defog, removing their poison status with Refresh, keeping their HP high with Recover, or switching out to save their Defog user for later.
  • If not running Roar, Dialga becomes susceptible to setup sweepers after it lowers its own Sp.Attack with Draco Meteor. More often than not, they will succeed in obtaining a boost as Dialga switches out. While Toxic does help mitigate this somewhat, setup sweepers that run Refresh can be very problematic.

Recommended Teammates:

  • 383-p.png493.png493-ghost.png493-dark.pngY63zdgN.png716.png
    Due to Dialga's ability to reliably setup Stealth Rock, sweepers appreciate having the residual damage wear down switch ins and make their job of KOing the opponent's team easier. Rock Polish Primal Groudon, Arceus-Normal, Arceus-Ghost, Arceus-Dark, Mega Salamence, and Geomancy Xerneas are all common setup sweepers in Ubers.
  • 250.png249.png380.png381.png487o.png
    Due to its Ground weakness, Pokemon with Levitate or Flying type have great defensive synergy with Dialga. Ho-oh, Lugia, Latias, Latios, and Origin Giratina are all good picks for this role, with the latter three also providing Defog support for the team.
  • 493-ground.png382-p.png
    If running Fire Blast instead of Flash Cannon, Dialga finds itself walled by Mega Diancie, so answers such as Arceus-Ground and Primal Kyogre are good teammates for this reason.

 

ORAS Ubers Singles Moveset: Offensive
483.png
Ability: Pressure / Item: @Shuca Berry, Life Orb, or Adamant Orb
Nature: Modest w/ EVs: 244 HP / 252 Sp.Attack / 12 Speed
Move #1: Draco Meteor
Move #2: Fire Blast
Move #3: Flash Cannon
Move #4: Stealth Rock, Thunder, or Stone Edge

Tips:

  • Draco Meteor will put a massive dent into everything weak to it, and will still put a huge dent into anything that isn't Steel or Fairy type, making it very difficult to switch in to.
  • Fire Blast roasts the Steel types that resist Draco Meteor.
  • Flash Cannon completes Dialga's coverage, KOing Mega Diancie.
  • The last slot is used for either utility or extra coverage. Stealth Rock is the preferred choice as Dialga is a very reliable setter, which can be a huge boon to offensive teams that this set is primarily found on. Thunder, however, can be used if the team already has a Stealth Rock user, as it smacks Primal Kyogre, Ho-oh, Lugia, and Arceus-Water hard. Another option is Stone Edge, which is used primarily for Ho-oh, but should only be used if running Life Orb.
  • Modest nature with max Sp.Attack investment allows Dialga to hit as hard as possible. 12 Speed EVs allow Dialga to outspeed Diancie on the turn that it Mega Evolves, while the rest of the EVs are placed in HP to maximize Dialga's bulk.
  • Shuca Berry is the preferred item, as it allows Dialga to check Mega Salamence while simultaneously avoiding an OHKO from Primal Groudon. Life Orb allows Dialga to act as a wallbreaker by granting it a 30% damage increase to all of its attacks at the cost of 10% of its health, but allows it to score an OHKO on Primal Groudon with Draco Meteor. Adamant Orb is a weaker alternative over Life Orb that only affects Draco Meteor and Flash Cannon, but lacks recoil and allows Dialga to bluff another item, such as Choice Scarf.
  • As the set name implies, this Dialga is best suited for offensive teams that need a Stealth Rock setter that can simultaneously check both Mega Diancie and Mega Salamence, or are using Pokemon that would otherwise clash with Primal Groudon as their Stealth Rock setter, such as normal Groudon, Arceus-Ground, or Rock Polish Primal Groudon.
  • Due to Dialga's unique typing, it will find plenty of opportunities to switch in and use Stealth Rock, and its powerful STAB moves will leave a dent, if not outright KO, most users of Defog, Rapid Spin, and Magic Bounce.
  • When facing Defog users with Recovery moves, such as Latios, Latias, and Arceus formes, be cautious when using Draco Meteor, as the Sp.Attack drop may cause Dialga to lose momentum, resulting in the opponent successfully removing your hazards.
  • Because its bulk is weaker than the defensive set and lacks any form of recovery, it is advised to keep it healthy otherwise it will not be able to check Mega Salamence efficiently.
  • If running Adamant Orb as Dialga's item, it may be worthwhile to lead your opponent into a false sense of security by playing this set similar to the Choice Scarf set, which is outlined below. This is possible only because Adamant Orb has no visual indicator that Dialga is holding it, unlike Life Orb or Shuca Berry. Do note however that because Dialga isn't actually running a Choice Scarf that you will not be able to outspeed the threats that the Choice Scarf set would, which may give away to your opponent that you're not actually running a Choice item.

Recommended Teammates:

  • 380.png381.png487o.png382-p.png
    Checks and Counters to Primal Groudon are greatly appreciated as teammates for Dialga, as Primal Groudon is especially common and Dialga will not be able to take it on by itself, especially since Primal Groudon is commonly paired with Mega Salamence. Latias, Latios, Origin Giratina, and Primal Kyogre are all great checks to the Continent Pokemon.
  • 383-p.pngY63zdgN.png384.png
    Primal Groudon, Mega Salamence, and Rayquaza are all physical wallbreakers that can deal with specially bulky Pokemon that Dialga may have trouble against, namely Ho-oh. Furthermore, Primal Groudon and Mega Rayquaza can both act as sweepers with Rock Polish and Dragon Dance, respectively, which appreciate Dialga's ability to set up Stealth Rocks. Mega Salamence also has an easy time forming cores with both Primal Groudon and Rayquaza, though using three dragon types on the same team may leave you susceptible to Fairies and other Dragons.
  • 094-m.png
    Mega Gengar is another teammate that works well with Dialga, as it can trap and remove Pokemon that can otherwise check Dialga.

 

ORAS Ubers Singles Moveset: Choice Scarf
483.png
Ability: Pressure / Item: @Choice Scarf
Nature: Modest or Rash w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
Move #1: Draco Meteor or Dragon Pulse
Move #2: Fire Blast
Move #3: Flash Cannon
Move #4: Thunder, Sleep Talk, or Outrage

Tips:

  • Draco Meteor will put a massive dent into everything weak to it, and will still put a huge dent into anything that isn't Steel or Fairy type, making it very difficult to switch in to. Dragon Pulse is an alternative that can be used if being choice locked into dropping your Sp.Attack by 2 stages every turn is unappealing, but is noticeably weaker.
  • Fire Blast roasts the Steel types that resist Draco Meteor.
  • Flash Cannon completes Dialga's coverage, KOing Mega Diancie.
  • For the last slot, Thunder is used to smack Primal Kyogre, Ho-oh, Lugia, and Arceus-Water hard, as these Pokemon would otherwise be able to switch in safely against Dialga. Sleep Talk, however, can be used instead if the team needs a Pokemon that can absorb status, especially if the team needs something to handle Darkrai. Outrage is another option that is used specifically for Latios and Latias, as it allows Dialga to revenge kill Calm Mind variants.
  • The given EV spread allows Dialga to hit as hard as possible while also being as fast as possible with a Choice Scarf. Modest/Rash natures provide Dialga with emphasis on its Sp.Attack, as it lacks any form of boosting its damage and its attacks will be noticeably weaker with any other nature. A Rash nature should only be used if running Outrage in the final moveslot, so as to not cut into Dialga's Attack stat, otherwise a Modest nature should be used.
  • Like most Choice Scarf users, Dialga should be used as a revenge killer; bringing it in on either a safe switch or after an opponent's KO. Choice Scarf Dialga is notable as it can revenge kill Extremespeed Arceus-Normal due to its Steel typing, while outspeeding almost everything except the Deoxys formes and opposing Choice Scarf users with base 90 Speed or higher.
  • As with any Choice Scarfed revenge killer, prediction is key to success; you have to have fairly decent prediction skills to know when the opponent will switch out to another Pokemon and what move to use that will have the least risk. For example, being Choice locked into a Draco Meteor with -2 Sp.Attack in an unfavorable matchup essentially gives the opponent a free turn to do whatever they want, as more often than not your only option will be to switch Dialga out.

Recommended Teammates:

  • 250.png249.png380.png381.png487o.png
    Due to its Ground weakness, Pokemon with Levitate or Flying type have great defensive synergy with Dialga. Ho-oh, Lugia, Latias, Latios, and Origin Giratina are all good picks for this role, with the latter three also providing Defog support for the team.
  • 383-p.pngY63zdgN.png250.png384.png
    Physical attackers that can deal with specially bulky Pokemon that Dialga may have trouble against, namely Ho-oh, are appreciated. Common examples include Primal Groudon, Mega Salamence, Ho-oh, and Rayquaza.
  • 383-p.png707.png386s.png386a.png598.png248.png227.png658.png
    As a revenge killer, Dialga will be forcing multiple switches on the opponent, so entry hazards are recommended to take advantage of this. Primal Groudon, Klefki, the Deoxys formes, Ferrothorn, and Tyranitar are only a few examples. It should be noted that Stealth Rock also dissuades Ho-oh from switching in, who can otherwise check Dialga.
  • 383-p.png250.png
    Because Dialga will be switching out often after using Draco Meteor, checks and counters to Fairy types, namely Xerneas and Arceus-Fairy, help alleviate this problem, especially if Xerneas sets up Geomancy. Primal Groudon and Ho-oh are prime examples of teammates that can fulfill this role.
  • 383-p.png382-p.pngY63zdgN.png493-rock.png248.pngWHn0uhM.png
    While Ho-oh makes a good teammate for the above reasons, Ho-oh can also check any Dialga lacking Thunder. Primal Groudon, Primal Kyogre, Mega Salamence, Arceus-Rock, Tyranitar, and Mega Diancie can all help keep Ho-oh in check.

Honorable Mentions

  • Choice Specs: Dialga can run a Choice Specs set, which turns it into a powerful wallbreaker. However, Choice Specs Dialga is easily exploitable due to its average speed.
  • Trick Room: Due to occupying the lower end of the speed spectrum, Dialga can function as a Trick Room setter due to its great typing and coverage. If this is done, Modest and Calm natures must be replaced with Quiet and Careful natures, respectively. This also requires that the entire team be built around Trick Room, as Trick Room is not as viable of a strategy in Singles as it is in Doubles due to the former metagame's slower pace.

 

Singles Ubers Checks and Counters to Dialga

  • 493-ground.png
    Many Arceus formes can switch in and deal with Dialga, but Arceus-Ground is perhaps the most notable as it can deal serious damage back by running either physical with Swords Dance or special with Calm Mind. Do note that Defensive Dialga can Toxic Arceus-Ground on the switch and can take a hit with Shuca Berry to revenge kill it. Most other Arceus formes, including Arceus-Ground, that run Calm Mind also run Refresh, so Defensive Dialga will be helpless if it runs Toxic instead of Roar.
  • 383-p.png
    Primal Groudon is another hassle for Dialga to overcome, but it is possible for Dialga to survive with Shuca Berry and 2HKO with Draco Meteor, or OHKO if running Life Orb. Specially Defensive Primal Groudon can easily beat Defensive Dialga while using it to freely set up Stealth Rock.
  • 250.png
    Due to Regenerator and its high Sp.Def, Ho-oh can tank any attack other than Thunder, and either force it out or whittle Dialga down with burn, as Dialga has no reliable recovery.
  • 249.png242.png382-p.png
    Specially bulky Pokemon can give Dialga trouble as they can stomach most of its attacks. Lugia and Blissey are prime examples as they also sport reliable recovery, though they lack the offensive presence to do anything back to Dialga outside of chip damage. Unlike Lugia and Blissey, Primal Kyogre sports just enough offensive presence to make a dent, and also has enough Sp.Defense to stomach any attack Dialga can carry with the exception of Thunder. Even with Thunder, Dialga will fail to 2HKO Specially Defensive variants of Primal Kyogre if Dialga is not carrying a Life Orb.
  • 150-mx.png257.png257-m.png448-m.png
    Aside from its Ground weakness, Dialga's Fighting type weakness is also exploitable. Mega Mewtwo X, both Blazikens, and even Mega Lucario will have no trouble getting past Dialga, as all of them will outspeed (normal Blaziken requires at least 1 Speed Boost, however) any Dialga lacking a Choice Scarf and OHKO with Low Kick, High Jump Kick, and Close Combat, respectively.

 

External Links
Smogon Analysis (Ubers Singles)

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  • 2 weeks later...

Sorry for the delay, but its tier rotation time. The last Pokemon voted on was Diancie, so here it is.

Diancie & Mega Diancie
diancie.gifdiancie-mega.gif

Tier Status (Singles, Diancie): OU
Tier Status (Singles, Mega): OU
Tier Status (Doubles, Diancie): DOU
Tier Status (Doubles, Mega): DOU

Type (Diancie): Rock/Fairy
Type (Mega): Rock/Fairy

Base Stats (Diancie): 50 / 100 / 150 / 100 / 150 / 50
Base Stats (Mega): 50 / 160 / 110 / 160 / 110 / 110


Abilities (Diancie):

  • Clear Body: This Pokemon's stats cannot be lowered by an opponent's attack or ability. This ability does not prevent the user's attack from being lowered by being affected by Burn, nor does it prevent the speed reduction effect of Paralysis, and this Pokemon can still lower its own stats through the use of its own moves such as Hammer Arm and Curse. This ability is ignored if the attacks in question are used by Pokemon with with abilities Mold Breaker, Teravolt, or Turboblaze.

Abilities (Mega):

  • Magic Bounce: All non-damaging attacks and status moves, such as Taunt, Will-o-Wisp, and Screech, that target this Pokemon will be reflected back onto the user. This ability cannot reflect an attack that has already been reflected by another Pokemon's Magic Coat or Magic Bounce, and this ability will not reflect attacks used by Pokemon with the abilities Mold Breaker, Teravolt, or Turboblaze.

Table of Contents

  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles OU Overview
719.pngORAS Singles OU Viability: D
719-m.pngORAS Singles OU Viability: A+

Following in the footsteps of Mew, Celebi, Jirachi, Manaphy, Shaymin, and Victini in earlier generations, Gen 6 provided us with another "secret" Pokemon at the end of the Pokedex with 600 BST, albeit this time around Diancie does not follow the standard base 100 stats all around formula, nor does it sport a Psychic typing as its predecessors did. Instead, Diancie's base stats reflect its Pokedex association with Carbink; being a mutated Carbink, it's base stats are virtually identical with the exception of having base 100 Attack and Sp.Attack. Despite being a superior Carbink, Diancie is still a rather mediocre Pokemon; its base 50 HP hinders its dual 150 defenses, nor does its Rock typing grant it any defensive favors. However, its semi-unique typing does allow it to come in on Dragon, Flying, and Fire type attacks rather easily.

ORAS, however, saved Diancie from obscurity by granting it a Mega Evolution. Mega Diancie solves all the problems normal Diancie has by sacrificing some of its mixed defenses for additional hitting power and reaching the 110 base Speed tier, allowing it to outspeed many threats in OU. Mega Diancie also gained Magic Bounce, making it one of the few viable users in the tier (sorry to all you Espeon and Mega Absol fans out there but they're both mediocre :p). It also has a decent offensive and support movepool, allowing it to function as a mixed attacker, sweeper, or support Pokemon without having to worry about Taunt or status due to its ability. Unfortunately, like all Mega Evolutions that receive a base speed increase over their base form, Mega Diancie is a victim of Gen 6 turn order mechanics, where it still suffers from the base form's base 50 speed on the turn that it Mega Evolves. Its typing also leaves it vulnerable to common Steel, Water, and Ground attacks, leaving its susceptible to 3 of the 4 S-rank Pokemon currently in OU (Keldeo, Landorus-Incarnate, and Mega Metagross, though Mega Diancie outspeeds the former two and speed ties with the latter).


ORAS OU Singles Moveset: Mega Mixed Attacker
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Naive w/ EVs: 16 Attack / 240 Sp.Attack / 252 Speed
IV Spread (Non-HP Fire): 31/31/31/31/31/31
IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
Move #1: Moonblast
Move #2: Diamond Storm
Move #3: Earth Power or Hidden Power [Fire]
Move #4: Protect or Hidden Power [Fire]

Tips:

  • Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to OHKO most Dark and Fighting types in the tier.
  • Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak most defensive threats in conjunction with Moonblast.
  • The third slot is dedicated to coverage against Steel types. Earth Power is the preferred option, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou. Hidden Power [Fire] can be used instead to cover Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory, but forces Mega Diancie to lose the speed tie with other base 110 speed Pokemon, as running Hidden Power [Fire] forces Mega Diancie to run an imperfect Speed IV.
  • For the fourth slot, Protect allows Diancie to safely Mega Evolve without having to worry about its pitiful base 50 speed on the turn it Mega Evolves. It also allows Mega Diancie to play mindgames with Mega Lopunny, causing it to lose 50% of its health if it decides to use High Jump Kick on the same turn. However, if extra coverage is needed, Hidden Power [Fire] can be run in this slot instead if already running Earth Power in the 3rd slot.
  • Full EV investment in Speed is necessary to take full advantage of Mega Diancie's base 110 speed once it Mega Evolves. 16 Attack EVs allow Mega Diancie to OHKO most Flying and Fire types with Diamond Storm, including Physically Defensive Zapdos after Stealth Rock damage, while the remaining EVs are dumped into Sp.Attack. Naive nature is chosen so as to not hinder either of Diancie's two offensive stats.
  • The IV spreads are self explanatory; the first IV spread should only be used if not running Hidden Power [Fire], while the second and third IV spreads should be used if you are.
  • Mega Diancie should try to Mega Evolve early in the game to take full advantage of its mixed wallbreaking capabilities.
  • The best time to bring Diancie in is against Pokemon that cannot immediately threaten it, such as Mandibuzz and Mega Sableye. If not running Protect, you must make sure that the opponent is slower than you so that you can safely Mega Evolve.

Recommended Teammates:

  • 485.png479w.png598.png184.png130.png490.png245.png080.png
    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
  • 462.png
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie.
  • 663.png637.png642.png130.png641-s.png
    Due to the entry hazard control Mega Diancie provides, Pokemon that appreciate having Stealth Rock off of the field work nicely. Talonflame and Volcarona are the most notable as their typing renders them losing 50% of their health every time they switch, and can handle Steel types that threaten Diancie. Other Stealth Rock weak Pokemon such as Thundurus-Incarnate, Gyarados, and Tornadus-Therian also work.
  • 625.png445.png647.png
    Common checks to Diancie include Chansey, Clefable, Suicune, and Rotom-Wash. Pokemon that can lure these threats in, such as Bisharp, Garchomp, and Keldeo, can help wear them down.

 

ORAS OU Singles Moveset: Mega Rock Polish Sweeper
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Rash w/ EVs: 64 HP / 16 Attack / 252 Sp.Attack / 176 Speed
IV Spread (Non-HP Fire): 31/31/31/31/31/31
IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
Move #1: Rock Polish
Move #2: Diamond Storm
Move #3: Moonblast
Move #4: Earth Power or Hidden Power [Fire]

Tips:

  • Rock Polish doubles Mega Diancie's speed after one use, turning it into a terrifying sweeper with its dual base 160/160 offense stats.
  • Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to OHKO most Dark and Fighting types in the tier.
  • Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak most defensive threats in conjunction with Moonblast.
  • The third slot is dedicated to coverage against Steel types. Earth Power is the preferred option, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou. Hidden Power [Fire] can be used instead to cover Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory.
  • 176 Speed EVs with a neutral nature allow Mega Diancie to outspeed all neutral natured Pokemon with base 100 Speed before using Rock Polish. 16 Attack EVs allow Mega Diancie to OHKO most Flying and Fire types with Diamond Storm, including Physically Defensive Zapdos after Stealth Rock damage, while Sp.Attack is maxed out with a Rash nature so that Mega Diancie hits as hard as possible on the Special side. The remaining EVs are dumped into HP for a small amount of extra bulk.
  • The IV spreads are self explanatory; the first IV spread should only be used if not running Hidden Power [Fire], while the second and third IV spreads should be used if you are. Note that if running Hidden Power [Fire], you will instead speed tie with neutral natured base 100 speed Pokemon instead of outspeeding.
  • Users of the priority moves Aqua Jet and Bullet Punch, such as Azumarill and Mega Scizor, should be removed before attempting to set up Rock Polish, as these Pokemon can easily revenge kill Mega Diancie.
  • Depending on if Diancie is running Earth Power or Hidden Power [Fire], Pokemon such as Heatran, Amoonguss, Ferrothorn, and Scizor will need to be removed beforehand depending on the coverage move being run.
  • Try to Mega Evolve as early as possible, as not only does Mega Diancie greatly benefit from having base 110 speed, but also allows it to switch in to common status and taunt users such as Mew thanks to Magic Bounce.
  • Against slower foes, if Mega Diancie has not yet set up, this set can easily bluff the Mixed Attacker set, while still acting as a wallbreaker. In these cases, refer to the Mixed Attacker set tips above.

Recommended Teammates:

  • 485.png479w.png598.png184.png130.png490.png245.png080.png
    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
  • 462.png381.png
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie. Latios with Hidden Power [Fire] also works, as it can lure in Scizor and Ferrothorn and severely damage them.
  • 645-s.png530.png647.png
    If not running Earth Power, Pokemon that can handle common Steel types not 4x weak to Hidden Power [Fire], such as Heatran and Jirachi, will need to be removed. Landorus-Therian, Excadrill, and Keldeo can all perform this role easily.
  • 251.png
    Celebi makes for an interesting teammate, as not only does it have good defensive typing that compliments Diancie's, but is also the only viable user of Nasty Plot + Baton Pass combination, which allows it to pass a +2 Sp.Attack boost to Mega Diancie, making it much more threatening once it acquires a Rock Polish boost.

 

ORAS OU Singles Moveset: Mega Calm Mind
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
IV Spread (Non-HP Fire): 31/31/31/31/31/31
IV Spread (HP Fire only): 31/31/30/30/31/30 -or- 31/30/31/30/31/30
Move #1: Calm Mind
Move #2: Moonblast
Move #3: Earth Power
Move #4: Hidden Power [Fire] or Psyshock

Tips:

  • Calm Mind bolsters Mega Diancie's Sp.Attack to sky high levels
  • Moonblast is Mega Diancie's primary STAB, allowing it to OHKO most Dark and Fighting types in the tier.
  • Earth Power is for Steel type coverage, as not only does it prevent Heatran from completely walling Mega Diancie, but OHKOs it and many Ground-weak Pokemon after Stealth Rock damage, such as Mega Charizard X, Mega Manectric, and Raikou.
  • For the fourth slot, Hidden Power [Fire] is the preferred option, as this completes Diancie's coverage against Steel types, smacking Steel types that don't particularly care about Earth Power, such as Ferrothorn, Mega Scizor, and Skarmory. Psyshock is another option that allows Diancie to hit on the physical side while not having to invest towards physical attack, and is Diancie's best option against Amoonguss and Mega Venusaur.
  • The given EV spread maximizes Diancie's Speed and Sp.Attack, with a Timid nature emphasizing on Speed to turn it into a dangerous Calm Mind user.
  • Because of Mega Diancie's base 110 speed, Calm Mind has a dual purpose for both wallbreaking and sweeping. The former should be performed early in the match, and the latter performed later on.
  • Users of the priority moves Aqua Jet and Bullet Punch, such as Azumarill and Mega Scizor, should be removed before attempting to set up Rock Polish, as these Pokemon can easily revenge kill Mega Diancie.
  • Try to Mega Evolve as early as possible, as not only does Mega Diancie greatly benefit from having base 110 speed, but also allows it to switch in to common status and taunt users such as Mew thanks to Magic Bounce. The best time to bring Diancie in is against Pokemon that cannot immediately threaten it, such as Mandibuzz and Mega Sableye.
  • Against slower foes, if Mega Diancie has not yet set up, this set can easily bluff the Mixed Attacker set, while still acting as a wallbreaker. In these cases, refer to the Mixed Attacker set tips above.
  • If running Hidden Power [Fire], Mega Venusaur, Amoonguss, and Chansey will need to be removed before Diancie can sweep. Likewise, if running Psyshock, then Ferrothorn, Scizor, and Skarmory will need to be removed.

Recommended Teammates:

  • 485.png479w.png598.png184.png130.png490.png245.png080.png
    Steel and Water type attacks, especially the priority moves Aqua Jet and Bullet Punch, are very problematic for Diancie, especially the latter. Pokemon that can take these attacks, such as Heatran, Rotom-Wash, Ferrothorn, and just about every bulky Water type make for good teammates due to this.
  • 462.png
    If not running Hidden Power [Fire], Magnezone can trap and kill common targets of Hidden Power [Fire], such as Ferrothorn, both Scizors, and Skarmory, who can otherwise beat Mega Diancie.
  • 645.png647.png642.png
    If not running Psyshock, Amoonguss, Mega Venusaur, and Chansey will need to be removed from the opponent's team. Landorus-Incarnate with Knock Off and Keldeo can easily handle Chansey, while Keldeo with Hidden Power [Flying] and Thundurus-Incarnate with Psychic can handle Mega Venusaur and Amoonguss.

 

ORAS OU Singles Moveset: Trick Room Setter
719.png
Ability: Clear Body / Item: @Mental Herb
Nature: Sassy w/ EVs: 252 HP / 88 Defense / 168 Sp.Defense
IV Spread: 31/31/31/31/31/00
Move #1: Trick Room
Move #2: Stealth Rock
Move #3: Explosion
Move #4: Diamond Storm or Moonblast

Tips:

  • Diancie's base form has just enough bulk to effectively pull off a Trick Room set for the team.
  • Due to the aforementioned bulk, Stealth Rock is another support option for the team, which can effectively pressure the opponent once Trick Room is set up.
  • Explosion allows Diancie to get off some damage on the opponent while simultaneously providing a free switch-in opportunity for its teammates.
  • The fourth moveslot is dedicated to Diancie's STAB options. Diamond Storm allows it to hit Fire and Flying types for physical damage, while Moonblast hits on the Special side against Fighting and Dark types.
  • The given EV spread aims to give Diancie as much mixed bulk as possible. Sassy nature is chosen to make Diancie slower, allowing it to become as fast as possible under Trick Room.
  • Mental Herb is the item of choice, so as to allow Diancie to set up Trick Room or Stealth Rock even in the face of Taunt users.
  • As the name implies, this Diancie set should only be used on dedicated Trick Room teams.
  • This Diancie set is best used as a lead, setting up Trick Room and Stealth Rock as early as possible.
  • Do not hesitate to use Explosion once Trick Room is set up. Even though Diancie sacrifices itself in the process, the offensive momentum it generates under Trick Room is well worth the loss of Diancie.

Recommended Teammates:

  • 660.png494.png342.png625.png184.png534.png579.pngMbxWOjE.png
    Naturally slow and powerful Pokemon that normally fit on Trick Room teams of course naturally fit with Diancie as a teammate. Diggersby, Victini, Crawdaunt, Bisharp, Azumarill, Conkeldurr, Reuniclus, and Mega Camerupt are all common choices. Bisharp is notable for its ability to pressure common Defog users with Defiant, who will be hard pressed to remove Diancie's Stealth Rocks.
  • 251.png003-m.png598.png
    Pokemon that can switch into Grass, Water, and Ground attacks make for good teammates. Celebi, Mega Venusaur, and Ferrothorn are good choices, as they can easily fit onto Trick Room teams.

Honorable Mentions

  • Heal Bell: Diancie can run Heal Bell if needed for additional team support, but doing so may come at the cost of an important coverage move.

Singles OU Checks and Counters to Diancie

  • 376-m.png485.png212.png212-m.png530.png598.png227.png
    Many Steel types can come in and threaten Diancie if it lacks the appropriate coverage move. Heatran can threaten any Diancie lacking Earth Power, while both Scizors, Ferrothorn, and Skarmory can threaten any Diancie lacking Hidden Power [Fire]. Mega Metagross, Excadrill, and Mega Scizor can all potentially outspeed Mega Diancie, with Mega Metagross speed tied with any Diancie not running Hidden Power [Fire], Excadrill outspeeds with Sand Rush, and both Scizors can revenge kill with Bullet Punch. Specially Defensive Skarmory can do a number on Mega Diancie with Iron Head, even with minimum Attack investment.
  • 036.png113.png450.png151.png594.png
    Common special walls, such as Clefable, Chansey, Hippowdon, Mew, and Alomomola can wear down Mega Diancie as long as it doesn't run Calm Mind or Psyshock. It should be noted that mixed attacker variants of Mega Diancie cannot 2HKO Chansey with Diamond Storm unless it runs max Attack, which is rare.
  • 490.png245.png080.pngx568l7X.png184.png003-m.png591.png251.png
    Bulky Water and Grass types, such as Manaphy, Suicune, both Slowbros, Azumarill, Mega Venusaur, Amoonguss, and Celebi can all threaten Diancie with their STAB moves while avoiding a 2HKO in most cases. Suicune, Manaphy, and Mega Slowbro can set up Calm Mind to further increase their special bulk, and Azumarill can revenge kill Diancie with Aqua Jet.
  • 212-m.png184.png645-s.png445.png647.png485.png497.pngns1PnDU.png
    Many revenge killers and naturally fast cleaners can KO Diancie while outspeeding it. Mega Scizor and Azumarill can accomplish this with priority Bullet Punch and Aqua Jet, respectively, and are the only ones capable of revenge killing Rock Polish Diancie. Common Choice Scarf users, such as Landorus-Therian, Garchomp, Keldeo, and Heatran can all outspeed non-Rock Polish variants and OHKO with their STAB moves. Serperior and Mega Sceptile are another option that naturally outspeed Mega Diancie, while the former can use Diancie to easily set up Sp.Attack boosts with Contrary + Leaf Storm.

 

Singles Ubers Overview
719.pngORAS Singles Ubers Viability: C+
719-m.pngORAS Singles Ubers Viability: B+

Fortunately for Diancie, its typing and Mega Evolution was just enough to make the mutant Carbink viable in the Ubers environment. Its typing allows it to check Darkrai, Yveltal, Ho-oh, and Lugia, and with normal Diancie's bulk it can still be quite useful. Mega Diancie is where it shines, outspeeding 3 of the 4 aforementioned Pokemon.

 

It also has excellent support options, but its lack of reliable recovery often lets it down in these roles. Again, Mega Diancie is hampered by turn order mechanics that limit its effectiveness on the turn that it Mega Evolves, especially with only 50 base HP. Furthermore, it faces competition for the role of a Magic Bounce user from Mega Sableye, who is usually considered for the role due to its defensive capabilities. Mega Diancie's opportunity cost is further heightened by competition from Mega Salamence, who is often considered to be the best Mega Evolution in the Ubers tier. Mega Diancie often falls short in the faces of Primal Groudon and Primal Kyogre, both of whom dominate the Ubers metagame along with the aforementioned Mega Salamence.


ORAS OU Singles Moveset: Mega Mixed Attacker
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Timid or Naive w/ EVs: 80 Attack / 252 Sp.Attack / 176 Speed
Move #1: Moonblast
Move #2: Diamond Storm
Move #3: Earth Power
Move #4: Protect, Heal Bell, or Calm Mind

Tips:

  • Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to KO most Dark and Dragon types in the tier.
  • Diamond Storm is Diancie's secondary STAB, hitting on the physical side and allowing Diancie to wallbreak past Ho-oh, Lugia, and Blissey.
  • Earth Power is Diancie's best option for coverage, allowing it to not only hit Steel types that switch in, but also 2HKO Specially Defensive Primal Groudon after Stealth Rock damage.
  • For the fourth slot, Protect allows Diancie to Mega Evolve safely, and can also be used to scout the opponent's Pokemon. Heal Bell is another option for team support if Mega Diancie is being run on a more offensive team, allowing it to function as an offensive cleric. Calm Mind can also be used here as Mega Diancie can safely set up in the face of Ho-oh and Lugia thanks to Magic Bounce, turning it into an effective stallbreaker.
  • 176 Speed EVs with a Timid/Naive nature allows Diancie to outspeed all Pokemon with base 100 speed and lower. Sp.Attack is maximized in order to allow Mega Diancie to OHKO Rayquaza and Mega Salamence with Moonblast, while the remaining EVs are put towards Attack to give extra power to Diamond Storm. Even when running Diamond Storm, a Timid Nature does not significantly impact Diamond Storm's damage output against Pokemon it is meant to be used against, but if this is a concern then a Naive nature can be run instead.
  • Although the first instinct with Diancie in OU is to Mega Evolve ASAP, in Ubers it may be worthwhile to delay the Mega Evolution if you need to survive a certain attack due to base Diancie's higher mixed bulk. This is especially more important if Diancie is not running Protect. Still, as a Magic Bounce user, you will want to try to Mega Evolve as early as possible.
  • Despite Magic Bounce, leading with Mega Diancie is not advised as it has a poor matchup against common leads; Primal Groudon, Dialga, and Deoxys-Attack, for example, can all threaten a KO with Precipice Blades, Flash Cannon, and Psycho Boost, respectively.
  • Because Mega Diancie lacks any kind of recovery, it is prone to being worn down over time, limiting the number of times it can switch in.
  • Using Earth Power will require predicting the opponent's switches, as Earth Power's targets, such as Primal Groudon and Dialga, can easily dispatch Mega Diancie.

Other Moveslot options

  • Hidden Power [Fire]: Can be used over Earth Power if Mega Scizor, Ferrothorn, and Genesect are an issue, as they hit these Pokemon much harder than Earth Power. Doing so however will force you to run an imperfect Speed IV, so you will want to run an EV spread of 76 Attack / 252 Sp.Attack / 180 Speed in order to compensate for this.

Recommended Teammates:

  • 383-p.png250.png484.png
    Primal Groudon, Ho-oh, and Palkia synergize well with Mega Diancie as all three can take care of Steel types for Mega Diancie. Mega Diancie helps to keep Stealth Rock off the field for Ho-oh while Ho-oh also sports a Ground immunity. Primal Groudon and Palkia can also check Primal Kyogre, who can otherwise force Diancie out.
  • 380.png381.png487o.png493-ghost.png
    Latias, Latios, Origin Giratina, and Arceus-Ghost also synergize quite well with Mega Diancie. The former three sport a Ground immunity and all four are weak to Dark, which Diancie can handle while also providing Heal Bell support for them. Arceus-Ghost can also check Steel types for Diancie.
  • 483.png
    Despite stacking a Ground weakness, Dialga is another effective check to Steel types that can also check many Arceus formes that run Calm Mind.

 

ORAS OU Singles Moveset: Mega Utility
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Bold or Impish w/ EVs: 248 HP / 124 Defense / 136 Speed
Move #1: Protect
Move #2: Diamond Storm
Move #3: Moonblast or Toxic
Move #4: Heal Bell or Stealth Rock

Tips:

  • Protect allows Diancie to Mega Evolve safely, and can also be used to scout the opponent's Pokemon.
  • Diamond Storm is Diancie's primary STAB, preventing it from being stalled out by common Specially Defensive Pokemon such as Ho-oh and Lugia.
  • Moonblast is Mega Diancie's primary STAB, hitting hard on the Special side and allowing it to KO most Dark and Dragon types in the tier. Toxic, however, can be used on this moveslot instead to cripple common switch ins that aren't Steel type, such as Primal Groudon and the various Arceus formes.
  • Heal Bell allows Mega Diancie to function as a great cleric due to its immunity to Taunt and status moves thanks to Magic Bounce. Stealth Rock can be used instead if no other teammate already has it, and it can still function as an effective Stealth Rock setter.
  • 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. 136 Speed EVs allows Mega Diancie to outspeed everything up to and including Adamant Rayquaza. The remaining EVs are dumped into Defense with a Bold/Impish nature, as this allows Mega Diancie to avoid several KOs from prominent physical attackers, including +1 Mega Salamence's Earthquake, Rayquaza's Earthquake, and avoids a 2HKO from Choice Band Ho-oh's Brave Bird. Bold nature should be used if using Moonblast, otherwise an Impish nature should be used. Even with a Bold nature, the Attack drop does not significantly impact Diamond Storm's damage output against its intended targets.
  • Since Mega Diancie tends to force switches, these are the best times to use Heal Bell or Stealth Rock to support the team.
  • Protect, while useful for safely Mega Evolving, can easily give opponents a free turn of setup, so be cautious when using it. In some cases, it may be better to delay the Mega Evolution against attacks that would normally KO Mega Diancie but fail to KO normal Diancie.
  • Despite the occasional Defense boosts from Diamond Storm, Mega Diancie will not be able to stomach Earthquakes and Bullet Punches.

Recommended Teammates:

  • 383-p.png250.png484.png
    Primal Groudon, Ho-oh, and Palkia synergize well with Mega Diancie as all three can take care of Steel types for Mega Diancie. Mega Diancie helps to keep Stealth Rock off the field for Ho-oh while Ho-oh also sports a Ground immunity. Primal Groudon and Palkia can also check Primal Kyogre, who can otherwise force Diancie out.
  • 380.png381.png487o.png493-ghost.png
    Latias, Latios, Origin Giratina, and Arceus-Ghost also synergize quite well with Mega Diancie. The former three sport a Ground immunity and all four are weak to Dark, which Diancie can handle while also providing Heal Bell support for them. Arceus-Ghost can also check Steel types for Diancie.
  • 249.png
    Lugia hates status, which makes it a natural candidate for a Heal Bell teammate. Lugia also hates Taunt, Stealth Rock, and Dark type attacks, all of which Mega Diancie can combat by nature of its typing and ability. In return, Lugia can check Primal Groudon for Diancie.
  • 242.png385.png380.png
    Users of Wish and Healing Wish can help keep Diancie healthy due to its lack of recovery, thus prolonging its life and allowing it to come in multiple times during a match.
  • 150.png
    Mewtwo pairs well with support Mega Diancie, as not only does it hate status moves, but also Yveltal, both of which Mega Diancie can take care of.

 

ORAS OU Singles Moveset: Non-Mega Support
719.png
Ability: Clear Body / Item: @Leftovers
Nature: Impish w/ EVs: 248 HP / 252 Defense / 8 Sp.Defense
Move #1: Stealth Rock
Move #2: Diamond Storm
Move #3: Heal Bell or Protect
Move #4: Toxic or Heal Bell

Tips:

  • Stealth Rock provides massive team support, and Diancie is a good choice as it tends to deter many Pokemon weak to Stealth Rock, often forcing them out and getting a free opportunity to set up.
  • Diamond Storm is Diancie's primary STAB, allowing to smash Ho-oh while boosting its Defense.
  • Heal Bell allows Diancie to function as a cleric, removing status from itself and its teammates. Although it is not Mega Evolving, Protect is still useful for scouting the opponent and obtaining Leftovers recover and can be used in this moveslot instead.
  • Toxic cripples common switch ins that aren't Steel type, such as Primal Groudon and the various Arceus formes, while punishing defensive threats, and pairs nicely with Protect. If already running Protect in the 3rd moveslot, Heal Bell can be run here instead for the reasons listed above.
  • 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. Defense is maximized with an Impish nature to help Diancie with switching into physical attacks. The remaining 8 EVs are put into Sp.Defense to help combat Yveltal, which Diancie still threatens. Leftovers provides Diancie with passive recovery.
  • Due to not running Diancie's Mega Stone, this Diancie set is played less aggressively than its Mega Evolved counterpart. Even with Leftovers and better bulk, Diancie is still prone to being worn down over time, so its health should be kept as high as possible.
  • Although short lived, this set can often bluff its Mega Evolution on the first turn out, as many people will expect Mega Diancie over the base form.
  • When playing against Stall and more defensive teams, be wary of Diancie's PP, especially with Heal Bell.
  • When using Toxic, it may be better to simply double switch if the opponent has a Steel type, as this Diancie set has no way of getting past them.

Recommended Teammates:

  • 493-ghost.png
    Defensive variants of Arceus-Ghost work well, as it can check Steel and Ground types with Will-o-Wisp and Judgement while Diancie provides it with cleric support and can check Ho-oh and Yveltal.
  • 380.png
    Latias can check both Primal Groudon and Primal Kyogre for Diancie, while Diancie can check Yveltal and provide it with cleric support.
  • 707.png483.png598.png205.png649.png227.png
    Steel types appreciate Diancie's ability to check Ho-oh and also compliment Diancie's typing defensively.
  • 383-p.png483.png484.png
    Specially Defensive Primal Groudon, Dialga, and Palkia can compliment Diancie, as they easily check Steel types and Primal Kyogre, both of which pose a problem for Diancie. Primal Groudon and Dialga can also set up Stealth Rock, while Dialga and Palkia can both check formes of Arceus running Calm Mind.

 

ORAS OU Singles Moveset: Non-Mega Trick Room
719.png
Ability: Clear Body / Item: @Life Orb
Nature: Brave w/ EVs: 248 HP / 252 Attack / 8 Defense
IV Spread: 31/31/31/XX/31/0
Move #1: Stealth Rock
Move #2: Trick Room
Move #3: Diamond Storm
Move #4: Explosion

Tips:

  • Stealth Rock provides massive team support, and Diancie is a good choice as it tends to deter many Pokemon weak to Stealth Rock, often forcing them out and getting a free opportunity to set up. Using Diancie as a Stealth Rock setter also pairs extremely well with Explosion, for reasons listed below.
  • Diancie is a good setter of Trick Room, as it is the only Ubers-viable user of Trick Room that is not threatened by Ho-oh or Yveltal, of which it can also abuse due to its poor base 50 Speed.
  • Diamond Storm is Diancie's primary STAB, smacking many flying types including Ho-oh, Yveltal, Mega Salamence, Rayquaza, and Lugia.
  • Explosion pairs well with Stealth Rock, Trick Room and Diancie's low speed. Although Diancie sacrifices itself in the process, it generates a huge amount of offensive momentum, not only allowing a safe switch for a teammate, but can also prevent the use of Defog and Rapid Spin on the turn it is used due to the opponent no longer having a target to use Defog/Rapid Spin against, allowing Diancie's Stealth Rocks to stay up for another turn.
  • 248 HP EVs aim to make Diancie as bulky as possible due to its poor 50 base HP. 252 Attack EVs with a Brave nature maximizes Diancie's Attack while minimizing its Speed when used with a 0 Speed IV, allowing it to become as fast as possible while under Trick Room. Life Orb is used to further augment Diancie's damage output, and the recoil becomes a non-issue when Diancie will often be going out with a literal bang.
  • Not many people expect Diancie as a Trick Room setter in Ubers, so this set does have some surprise value.
  • Even with Trick Room set up, Diancie is still threatened by Steel types.
  • If the opponent is carrying a Ghost type, such as Arceus-Ghost, Mega Gengar, or Origin Giratina, it may be wise to hold off on using Explosion once your moveset is revealed.
  • While this set can still check Ho-oh, it does not like being burned since all of its attacks are physical.

Recommended Teammates:

  • 383-p.png382-p.png250.png483.png484.png598.png681.png
    As a Trick Room setter, Diancie obviously pairs well with slow, bulky, and powerful attackers. Primal Groudon, Primal Kyogre, Ho-oh, Dialga, Palkia, Ferrothorn, and Aegislash are common examples. Take note that in order to fully utilize Trick Room with these Pokemon that you will want to ensure that they have -Speed natures such as Brave and Quiet, with no EV investment in Speed and a Speed IV of 0 or 1 depending on if your Pokemon needs a specific Hidden Power type. Of these Pokemon, Primal Groudon, Dialga, and Palkia stand out as checks to Primal Kyogre.
  • 493-ghost.png
    Although it cannot take advantage of Trick Room due to its 120 base Speed, Arceus-Ghost is still a notable teammate due to its ability to handle Steel types, which Diancie checks Dark types for it.

Singles Ubers Checks and Counters to Diancie

  • 483.png707.png530.png598.png205.png649.png227.png681.png385.png212-m.pngp4uPcqX.png
    Steels are the bane of Diancie's existence, exploiting Diancie's 4x weakness to an otherwise poor offensive type while resisting both of Diancie's STAB moves, while many are also great defensively and will wall Diancie if it lacks the appropriate coverage move. Dialga is the most notable, while other viable Steel types include Klefki, Excadrill, Ferrothorn, Forretress, Genesect, Skarmory, Aegislash, Jirachi, Mega Scizor, and Mega Metagross.
  • 383-p.png493-ground.png530.png
    In a similar vein, Ground types can also abuse Diancie's Ground weakness while not minding Diamond Storm. Primal Groudon and Arceus-Ground are the most notable, as the former resists Moonblast while the latter naturally outspeeds Mega Diancie. Primal Groudon and Excadrill, however, are vulnerable to Earth Power, while neither Primal Groudon nor Defensive variants of Arceus-Ground will enjoy Toxic.
  • 492s.png644.png
    Sky Shaymin outspeeds Mega Diancie and KOs with Seed Flare, but cannot safely switch in. Likewise, Choice Scarf Zekrom can still revenge kill Mega Diancie, but fears switching in to Moonblast.
  • 382-p.png382.png
    Kyogre, especially Primal Kyogre, can easily dispatch Diancie with Rain boosted Origin Pulse regardless of whether or not it Mega Evolves, while still having enough bulk to easily stomach any of Mega Diancie's attacks.
  • 493-rock.png493.png
    Most Arceus formes that run Calm Mind, with the exception of Arceus-Dark, can take on Diancie without much worry. Arceus-Rock and Arceus-Fairy can afford to run Refresh on their movesets, which will make Toxic useless, other formes will be crippled by Toxic as they cannot afford to run Refresh on their limited moveset.

 

Doubles OU Overview
719.pngORAS Doubles OU Viability: Tier 3
719-m.pngORAS Doubles OU Viability: Tier 1

What Pokemon could be so metagame defining that it could render Tyranitar, a notable threat in X&Y Doubles, completely and utterly unviable? Yeah, Mega Diancie. Having a great offensive typing and Rock type spread move that puts Rock Slide to shame, coverage options in STAB Moonblast and Earth Power, nice 160/160/110 base offensive stats, and virtual immunity to status thanks to Magic Bounce, it's not hard to see why Mega Diancie is such a defining threat in Doubles. On the opposite side of the speed spectrum, normal Diancie is no slouch as it still serves as an effective Trick Room setter, while still maintaining its Mega Evolution's coverage options and compensating for the lack of its Mega's boosted offense stats by being just bulky enough to make an effective user of Weakness Policy.

However, Diancie, Mega Evolved or not, is not without its flaws. Because it runs Diamond Storm, it has to invest its EVs to suit a mixed attacker spread, so it often fails to achieve OHKOs without support. It also has several common weaknesses, most notably to Ground and Water. Initimidate also hampers Mega Diancie's damage output, but this is not an issue for normal Diancie due to Clear Body.


ORAS OU Doubles Moveset: Mega Mixed Attacker
719-m.png
Ability: Clear Body (Magic Bounce) / Item: @Diancite
Nature: Hasty w/ EVs: 208 Attack / 48 Sp.Attack / 252 Speed
Move #1: Diamond Storm
Move #2: Moonblast
Move #3: Earth Power
Move #4: Protect

Tips:

  • Diamond Storm is Diancie's primary STAB, and is essentially a buffed version of Rock Slide that hits both opponents for 75 Base Power each (as opposed to Rock Slide's 56.25 Base Power per target), sporting great coverage in Doubles.
  • Moonblast is Mega Diancie's secondary STAB, hitting most non-Steel targets that resist Diamond Storm.
  • Earth Power is for Steel types, who otherwise resist both of Diancie's STAB attacks.
  • Protect is a staple move of nearly all Doubles Pokemon, allowing Diancie to scout the opponent and stall out unfavorable field conditions, as well as allowing it to safely Mega Evolve.
  • Full Speed investment with a Hasty nature allows Mega Diancie to outspeed Keldeo and Terrakion while speed tying with Latios and Mega Metagross. Hasty is chosen over Timid and Jolly so as to not affect Mega Diancie's mixed attacking capabilities, and is chosen over Naive as the Defense boosts from Diamond Storm can easily patch up the missing Defense from Hasty. 48 Sp.Attack EVs allow Mega Diancie's Earth Power to KO Bisharp and any Heatran lacking Shuca Berry. The remaining EVs are dumped into Attack in order to maximize Diamond Storm's damage output.
  • Protect should almost always be used on the first turn Diancie is out so that it can Mega Evolve without any hassles. After Mega Evolving, Protect can be used if Diancie's partner can put the opponents into KO range for Diamond Storm.
  • Diamond Storm is the move Diancie will be using most often, and is easily spammable in the late game.
  • While Mega Evolving is your first priority, there are two situations where delaying the Mega Evolution is preferred; when facing Trick Room, and when facing teams with Intimidate users.

Recommended Teammates:

  • 625.png646-b.png
    Landorus-Therian is a large threat to any Doubles team, especially when Choice Scarf variants outspeed Mega Diancie, cut into its Attack with Intimidate, and threaten to KO with STAB Earthquake. Bisharp and Choice Scarf variants of Black Kyurem can alleviate this problem, with the former gaining a net +1 Attack boost from Intimidate while smacking it with priority Sucker Punch, while the latter outspeeds and OHKOs with Ice Beam.
  • 681.png560.png
    Diancie is threatened by Earthquake, so Aegislash and Scrafty can assist Diancie by blocking Earthquake with Wide Guard. The latter can also provide additional support with Fake Out and Intimidate.
  • 645-s.png479h.png
    Landorus-Therian and Rotom-Heat can eliminate Steel types that give Diancie problems with their STAB moves.
  • 488.png186.png
    Cresselia and Politoed both offer Helping Hand support, which further bolsters Diamond Storm's damage output. In regards to Politoed, Mega Diancie fits well on rain teams in general due to its ability to check Mega Charizard Y and Talonflame, who otherwise threaten the playstyle.
  • 492s.png
    Sky Shaymin synergizes well with Mega Diancie; Sky Shaymin takes care of bulky Water types that Diancie has problems with, while Diancie covers Sky Shaymin's Fire and Ice weaknesses.
  • 591.png385.png637.png
    Redirection support from Amoonguss, Jirachi, and Volcarona can all help Jirachi avoid attacks aimed at it that would KO. Amoonguss, for instance, redirects Azumarill's Aqua Jet and Ludicolo's Hydro Pump in the rain, while Jirachi and Volcarona can redirect away Steel type attacks from Aegislash and Mega Metagross.
  • 635.png381.png663.png245.png
    Tailwind can help Mega Diancie outspeed some of its faster checks, such as Choice Scarf users, Ludicolo in rain, and Venusaur in sun, while also allowing Mega Diancie to hold its footing against an opponent's Tailwind. Hydreigon, Latios, Talonflame, and Suicune are all viable users of the move.

ORAS OU Doubles Moveset: Non-Mega Trick Room
719.png
Ability: Clear Body / Item: @Weakness Policy
Nature: Quiet w/ EVs: 192 HP / 108 Attack / 208 Sp.Attack
IV Spread: 31/31/31/31/31/0
Move #1: Trick Room
Move #2: Diamond Storm
Move #3: Moonblast
Move #4: Protect

Tips:

  • Trick Room is the name of the set, and allows Diancie to support its team by reversing turn orders based on speed for the next 4 turns.
  • Diamond Storm is Diancie's primary STAB, and is essentially a buffed version of Rock Slide that hits both opponents for 75 Base Power each (as opposed to Rock Slide's 56.25 Base Power per target), sporting great coverage in Doubles.
  • Moonblast is Mega Diancie's secondary STAB, hitting most non-Steel targets that resist Diamond Storm and barging through Scrafty who attempt to block Diamond Storm with Wide Guard.
  • Protect is a staple move of nearly all Doubles Pokemon, allowing Diancie to scout the opponent and stall out unfavorable field conditions, as well as buying Diancie an extra turn with its partner eliminates an opponent's threat.
  • 192 EVs in HP are used specifically to allow Diancie to survive Mega Charizard Y's Solarbeam and Landorus-Therian's Earthquake, both of which can be taken advantage of with Weakness Policy, OHKOing the latter back with a +2 Moonblast with 208 Sp.Attack EVs and a Quiet nature. The remaining EVs are put into Attack, giving it enough to OHKO Rotom-Heat with Diamond Storm after +2. As with most Trick Room setters and attackers, Quiet nature with 0 EV investment and a Speed IV of 0 aim to make Diancie as slow as possible so that it can abuse Trick Room to its fullest extent.
  • This set works on both full Trick Room teams and semi-Trick Room teams, though requires more support than other Trick Room setters due to its common weaknesses.
  • Your first priority with this set should be to set up Trick Room, so that Diancie can strike first against most targets.
  • Even with Weakness Policy, you will still want to scout for powerful attacks with Protect, especially in situations where Diancie cannot make use of the +2 boosts to both of its attacking stats.
  • Most of the time you will be spamming Diamond Storm, unless you need to remove a specific threat immediately, which you will be using Moonblast in these cases as it deals more damage against a single target.
  • Because of its bulk and resistances to Fire and Dark, these are usually the best times to bring Diancie in, especially in cases where getting a Weakness Policy boost would be too risky.

Recommended Teammates:

  • 681.png625.png460-m.png184.png323-m.png700.png
    Pokemon that can make use of Trick Room make for great teammates. Naturally, these tend to be slow, hard hitting Pokemon such as Aegislash, Bisharp, Mega Abomasnow, Azumarill, Mega Camerupt, and Sylveon.
  • 006-my.png485.png663.png323-m.png257.png479h.png637.png560.png
    Fire type teammates can handle the Steel types that give Diancie problems. Mega Charizard Y, Heatran, Talonflame, Mega Camerupt, Blaziken, Rotom-Heat, and Volcarona are all common examples. Although not a Fire type, Scrafty also works for breaking down Steels, as Scrafty can also take advantage of Trick Room while using Fake Out to give Diancie an opportunity to set up Trick Room.

Doubles OU Checks and Counters to Diancie

  • 681.png376-m.png485.png385.png598.png649.png
    Steels are the bane of Diancie's existence, exploiting Diancie's 4x weakness to an otherwise poor offensive type while resisting both Diamond Storm and Moonblast. Aegislash is the most notable as it can block Diamond Storm entirely with Wide Guard. Mega Metagross, Heatran, Jirachi, and Ferrothorn can also give Diancie a hard time, though Heatran must be careful of Earth Power unless it runs Shuca Berry.
  • 479w.png184.png272.png245.png
    Bulky Water types generally have no problems with Diancie. Azumarill and Ludicolo can both revenge kill with Aqua Jet and Swift Swim, respectively, though only Azumarill will be able to revenge kill Trick Room variants.
  • 645-s.png560.png373.png
    Landorus-Therian and other Intimidate users can quickly put a stop to Diancie's Diamond Storm spamming once it has Mega Evolved, but will fail to stop Trick Room variants due to Clear Body.
  • 645-s.png492s.png649.png272.png003.png
    Against Mega Diancie, fast Pokemon such as Choice Scarf Landorus-Therian, Sky Shaymin, Choice Scarf Genesect, Ludicolo in rain, and Venusaur in sun can outspeed Mega Diancie and KO, but most cannot switch in safely.
  • 591.png323-m.png
    Against normal Diancie, Pokemon that can underspeed Diancie will naturally be able to outspeed it once Trick Room is set up. Amoonguss is the most notable, being able to redirect its Moonblasts or disabling it entirely with Spore. Mega Camerupt is a more offensive alternative that still underspeeds Diancie while threatening it with Earth Power.
  • Tailwind(635.png663.png245.png) and Trick Room (488.png719.png579.png)
    Mega Diancie will be hard pressed to outspeed Pokemon under the effects of Tailwind or Trick Room. Naturally, Trick Room normal Diancie doesn't care about Tailwind, but opposing Trick Room setters on semi-Trick Room teams can negate Diancie's own Trick Room, allowing their faster teammates to outspeed Diancie.
  • sableye.png
    A unique form of Speed control, Sableye can force both variants of Diancie to move last with Quash, allowing a slower teammate to score a KO, but must watch out for Moonblast.
  • 115-m.png560.png272.pngsableye.png
    Trick Room normal Diancie will be hard pressed to set up Trick Room in the face of opposing Fake Out users, as they will disrupt Diancie's attempts at making them slower. Naturally, this can be played around with Protect or with adequate support.

External Links
Smogon Analysis (Singles OU)
Smogon Analysis (Singles Ubers)
Smogon Analysis (Doubles OU, Part 1)
Smogon Analysis (Doubles OU, Part 2)

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Tier rotation time. While many new stuff introduced in Gen 6 made many Pokemon go from rags to riches in terms of tiering, there are a few cases where this was taken to the extreme, often resulting in the Pokemon's Mega Evolution getting banished to Ubers while the Pokemon itself continues to rot in mediocrity. Salamence is one of them.

Salamence & Mega Salamence
salamence.gifsalamence-mega.gif

Tier Status (Singles, Salamence): UU
Tier Status (Singles, Mega): Uber
Tier Status (Doubles, Salamence): DUU
Tier Status (Doubles, Mega): DUber

Type (Salamence): Dragon/Flying
Type (Mega): Dragon/Flying

Base Stats (Salamence): 95 / 135 / 80 / 110 / 80 / 100
Base Stats (Mega): 95 / 145 / 130 / 120 / 90 / 120


Abilities (Salamence):

  • Intimidate: Whenever this Pokemon switches in to battle, the Attack stat of all adjacent opponents is reduced by 1 stage. This ability has no effect on Pokemon with the abilities Hyper Cutter, Clear Body, or White Smoke, and will not affect Pokemon who are behind a Substitute. Against Pokemon with the ability Defiant, their Attack will be dropped by 1 stage before Defiant increases their Attack by 2 stages, for a net gain of +1 Attack.
  • Moxie (Hidden Ability): Whenever this Pokemon scores a KO, this Pokemon's Attack stat is boosted by 1 stage. Moxie will not activate if the opponent is KOed through indirect damage, such as Sandstorm, Hail, Rocky Helmet, Poison, or Stealth Rock. In Double and Triple battles, Moxie will not activate if the Pokemon KOs one of its own teammates. Moxie will not activate if the Pokemon uses a contact move to KO an opponent with the ability Mummy.

Abilities (Mega):

  • Aerialate: Normal-type attacks used by this Pokemon will become Flying-type attacks, and will also have their base power increased by 30% (in addition to the 50% damage increase normally applied for Same Type Attack Bonuses).

 

 

Table of Contents

  • Singles UU Overview
  • Singles OU Overview
  • Singles Ubers Overview
  • Doubles OU Overview

 

 

Singles UU Overview
373.pngORAS Singles UU Viability: A+
373-m.pngORAS Singles UU Viability: BANNED

Two generations ago back in the days of Gen 4 when Salamence's base form was originally banned to Ubers, it was hard to think that such a monster would ever grace the lower tiers. While Mega Salamence ultimately suffered the same fate as regular Salamence did two generations earlier, regular Salamence has spent most of its 6th generation career flip flopping between BL and UU, going through multiple suspect tests before finally being allowed back in UU, and its not hard to see why it took multiple tries to unban it from UU. With 135/110/100 Offense stats and a wide movepool to back it up, Salamence is easily a very versatile Pokemon in UU, with a typing combined with Intimidate that allows it to check many of the tier's top threats.

Salamence is not without its flaws, though. For one, it's weak to Stealth Rock, so it requires hazard control to mitigate this problem. Its typing also leaves it vulnerable to many important types, such as Fairy, Ice, Rock, and Dragon. Physical variants of Salamence are also reliant on Outrage, which is a bit of a double edged sword but most of the times will work in Salamence's favor.


ORAS UU Singles Moveset: Dragon Dance
373.png
Ability: Intimidate or Moxie / Item: @Lum Berry or Life Orb
Nature: Naive w/ EVs: 252 Attack / 4 Sp.Attack / 252 Speed
Move #1: Dragon Dance
Move #2: Outrage or Dragon Claw
Move #3: Fire Blast
Move #4: Iron Tail or Earthquake

Tips:

  • Dragon Dance turns Salamence into a deadly sweeper, boosting its already great Attack and Speed.
  • The second moveslot is dedicated to Dragon-type STAB. Outrage is the preferred option, as it can 2HKO Suicune with a Life Orb and becomes very difficult to wall after a +1 boost, but has the drawback of locking Salamence into the move for the next 1-2 turns and confuses Salamence afterward. Dragon Claw is a weaker, but safer alternative that doesn't lock Salamence or induce confusion.
  • Fire Blast, while not boosted by Dragon Dance, is Salamence's best option against physically bulky Steel types such as Forretress and Mega Aggron, and is also Salamence's best option against Chesnaught.
  • The last moveslot is dedicated to coverage. Iron Tail destroys Fairy types hoping to switch in to Outrage/Dragon Claw, but has mediocre accuracy. Earthquake can be used instead to beat Empoleon, who otherwise walls Salamence, while also giving Salamence an option to hit Nidoqueen and Entei without having to resort to Outrage or Dragon Claw.
  • Full EV investment into Attack and Speed maximizes Salamence's sweeping potential. Naive nature gives it additional speed, making it harder to revenge kill, and is preferred over Jolly since Salamence is running Fire Blast.
  • The options for Salamence's item depend on several factors. Lum Berry makes it easier for Salamence to set up a Dragon Dance, as it does not have to worry about being crippled by a stray Will-o-Wisp or Thunder Wave, while also curing Salamence of confusion once Outrage ends, allowing it to continue a sweep without having to worry about not attacking 50% of the time. Life Orb, however, significantly boosts Salamence's damage output, 2HKOing Suicune and Mega Aggron with Outrage and Fire Blast, respectively, and OHKOing Florges with Iron Tail, but leaves Salamence vulnerable to status, especially its own confusion after Outrage cools down.
  • Either of Salamence's two abilities can be used for this set. Intimidate allows Salamence to check some physical attackers, and creates more opportunities for Salamence to set up a Dragon Dance. Moxie, on the other hand, makes Salamence's job of sweeping easier once it has acquired a boost, as it gains +1 Attack for each KO it scores, but makes Salamence's setup opportunities more of a game of high-risk-high-reward.
  • This Salamence set can fulfill the role of either a late game sweeper or early game wallbreaker.
  • Use Salamence's bulk and typing to find opportunities to switch it in and begin setting up a Dragon Dance. This task is made much easier if running Intimidate over Moxie, as this allows Salamence to switch in against physical attackers that it could not otherwise. However, be cautious of Ice type coverage moves, even against physical attackers with -1 from Intimidate.

Recommended Teammates:

  • 009-m.png205.png395.png
    Salamence appreciates having Stealth Rock off the field so that it can preserve its health, especially if using it as an early game wallbreaker or using it with Intimidate to check physical attackers. Mega Blastoise and Forretress can accomplish this with Rapid Spin, while Empoleon uses Defog. Mega Blastoise and Empoleon both synergize well with Salamence as they can switch in on the Ice type moves that threaten it.
  • 205.png031.png073.png260.png652.png407.png
    Entry hazard support makes Salamence's job as a sweeper easier, as the residual damage helps wear down bulkier threats. Forretress can provide all four entry hazards, but usually runs Stealth Rock and/or one of Spikes or Toxic Spikes.
  • 492.png479m.pngns1PnDU.png
    Bulky Water types, especially Suicune, can give Salamence problems, especially if they run Ice type coverage. Shaymin is a great partner as it can also provide Salamence with Healing Wish, giving it a second chance at a sweep. Rotom-Mow also works, and can provide a safe switch in opportunity with Volt Switch.
  • 214.png142-m.png
    Heracross, especially Choice Scarf Heracross, and Mega Aerodactyl are both fast and powerful attackers that can wear down many of Salamence's checks and counters, and are often fast enough to score a revenge kill against them.

 

 

ORAS UU Singles Moveset: Mixed Attacker
373.png
Ability: Intimidate / Item: @Life Orb
Nature: Naive w/ EVs: 4 Attack / 252 Sp.Attack / 252 Speed
Move #1: Draco Meteor
Move #2: Fire Blast
Move #3: Outrage or Iron Tail
Move #4: Roost, Iron Tail, or Earthquake

Tips:

  • Draco Meteor hits many physical walls hard, and with a usable 110 base Sp.Attack, this Salamence set will find itself smacking them hard as they switch in, mistakenly expecting Salamence to be setting up Dragon Dance.
  • Fire Blast provides coverage against the Steel types that resist Draco Meteor, as well as hitting Grass types harder.
  • Outrage allows Salamence to smack special walls on the physical side, most notably Blissey and Umbreon, both of which can often safely stomach a Draco Meteor. Iron Tail is an alternative move to use if coverage against Fairy types are needed, and is Salamence's best option against Florges.
  • For the final slot, Roost helps mitigate Life Orb recoil and improves Salamence's longevity greatly. Earthquake can be used instead to beat Empoleon, who otherwise walls Salamence, while also giving Salamence an option to hit Nidoqueen and Entei. If running Outrage in the 3rd slot, Iron Tail can be used here for the coverage it provides against Fairies.
  • The given EV spread maximizes Salamence's Speed and Sp.Attack, allowing it to hit as hard as possible. As a mixed attacker, Naive is chosen once again so as to not inhibit Salamence's mixed attacking capabilities. The +Speed increase of Naive is preferred over other natures, as it allows Salamence to outspeed Pokemon such as Hydreigon, Lucario, and Krookodile, all of which commonly run +Speed natures themselves and would outspeed Salamence without Naive. While it may make sense to run a Hasty nature as the Defense drop could be compensated for with Intimidate, it hinders Salamence's ability to check dangerous physical attackers such as Heracross and Infernape.
  • Life Orb is the item of choice, giving Salamence as much mixed attacking power as possible.
  • Intimidate is chosen over Moxie on this set for two reasons; one, this Salamence is primarily a Special Attacker, and will be switching in and out frequently, so it will rarely get the opportunity to utilize the Moxie boosts, if at all. The second reason is that it provides Salamence with more switch-in opportunities.
  • This Salamence set should be used primarily as a wallbreaker, smashing the opponent's Pokemon with Draco Meteor unless they carry a Steel or Fairy type, both of which are threatened by Salamence's coverage moves. As such, it is still a good idea to spam Draco Meteor, as not many Pokemon in UU that don't resist it hand handle it.

Recommended Teammates:

  • 009-m.png205.png395.png
    Salamence appreciates having Stealth Rock off the field so that it can preserve its health, especially if using it as an early game wallbreaker or using it with Intimidate to check physical attackers. Mega Blastoise and Forretress can accomplish this with Rapid Spin, while Empoleon uses Defog. Mega Blastoise and Empoleon both synergize well with Salamence as they can switch in on the Ice type moves that threaten it.
  • 205.png031.png073.png260.png652.png407.png
    Entry hazard support makes Salamence's job as a wallbreaker easier, as the residual damage helps wear down bulkier threats. Forretress can provide all four entry hazards, but usually runs Stealth Rock and/or one of Spikes or Toxic Spikes.
  • 142-m.png245.png160.png448.png214.png
    As a wallbreaker, this Salamence creates various opportunities for sweepers and cleaners to come in and start picking off weakened opponents, especially once the opponent's walls and defensive cores have been removed. Mega Aerodactyl, Suicune, Feraligatr, Lucario, and Heracross are only a few examples.

 

 

ORAS UU Singles Moveset: Physically Defensive
373.png
Ability: Intimidate / Item: @Leftovers or Rocky Helmet
Nature: Impish w/ EVs: 248 HP / 236 Defense / 24 Speed
Move #1: Dragon Claw
Move #2: Earthquake or Toxic
Move #3: Roost
Move #4: Dragon Tail, Roar, or Defog

Tips:

  • Dragon Claw is Salamence's STAB option, and has good neutral coverage.
  • Earthquake lets Salamence deal damage to the Steel and Poison types common to UU. Toxic, however, can be used instead to cripple many of Salamence's common switch-ins, such as Swampert and Hippowdon.
  • Roost provides Salamence with reliable recovery, allowing it to further sponge physical attacks.
  • For the last slot, Dragon Tail and Roar both force the opponent to switch, causing them to rack up entry hazard damage and also forcing Salamence out of unfavorable situations. Dragon Tail deals chip damage to the opponent thanks to Salamence's high base Attack, even with no investment, but has imperfect accuracy and is blocked entirely by Substitute and Fairy types. Roar never misses, bypasses Substitute and hits Fairies, but does not deal damage on its own and can be disabled by Taunt. If shuffling the opponent's team isn't needed, Defog can be run in this slot instead, as Salamence is just bulky enough to act as a form of entry hazard control for the team despite being weak to Stealth Rock itself.
  • As a physically defensive Pokemon, the given EV spread aims to make Salamence as physically bulky as possible, allowing it to check physical attackers. 24 EVs are dedicated to Speed for the sole purpose of outspeeding Adamant Honchkrow. 248 EVs in HP are chosen over 252 so that Salamence is given an odd number HP value, allowing it to switch in to Stealth Rock 4 times and still have only 1 HP remaining.
  • Leftovers is the preferred item, as it improves Salamence's longevity with passive recovery. Rocky Helmet, however, allows Salamence to further punish physical attackers, especially those running U-Turn, as many physical attacks also happen to be contact moves.
  • Intimidate is chosen to further boost Salamence's physical bulk, allowing it to deal with more threatening physical wallbreakers.
  • As a physical wall, this Salamence is reserved for more defensive teams. As such, make use of Intimidate and Salamence's natural bulk to switch it in. As with all Salamence's sets, be very cautious against Pokemon that carry Ice-type coverage moves.

Recommended Teammates:

  • 205.png073.png395.png
    If not running Defog, Salamence appreciates having Stealth Rock off the field so that it can preserve its health, especially if using it as an early game wallbreaker or using it with Intimidate to check physical attackers. Forretress and Tentacruel can accomplish this with Rapid Spin, while Empoleon uses Defog. These three all synergize well with Salamence as they can switch in on the Ice type moves that threaten it.
  • 205.png031.png073.png260.png652.png407.png
    If running Dragon Tail or Roar, entry hazard support makes these two moves much more spammable and threatening, as the forced switching will build up residual damage and help wear down the opponent. Forretress can provide all four entry hazards, but usually runs Stealth Rock and/or one of Spikes or Toxic Spikes.
  • 233.png197.png242.png671.png
    Special Walls, such as Porygon2, Umbreon, Blissey, and Florges compliment Salamence's physical bulk, acting as a switch-in to Special attacks. Blissey and Porygon2 are the most notable, as Salamence covers their Fighting type weaknesses, while Porygon2 and Blissey can both deal with common Ice and Fairy attacks. Porygon2 is also a good check to Mega Aerodactyl, Hydreigon, and opposing Salamence, all of which can threaten Salamence. Both Umbreon and Blissey can provide Heal Bell support, as this Salamence set is susceptible to status.

 

 

ORAS UU Singles Moveset: Choice Scarf
373.png
Ability: Moxie / Item: @Choice Scarf
Nature: Jolly or Naive w/ EVs: 252 Attack / 4 Sp.Defense / 252 Speed
Move #1: Outrage
Move #2: Dragon Claw
Move #3: Earthquake or Fire Blast
Move #4: Iron Tail

Tips:

  • Outrage is Salamence's most powerful STAB attack. As a cleaner, this Salamence's best option, allowing it to accumulate Moxie boosts after KOing weakened opponents.
  • While it may seem counterintuitive to run two physical attacks of the same type on the same set that aren't utility moves, Dragon Claw provides Salamence with a secondary STAB move that does not lock it in for the next 2-3 turns.
  • The third moveslot is dedicated to Steel type coverage. Earthquake gives Salamence an option to hit Poison types as well as Steel, while Fire Blast deals more damage to Forretress and Mega Aggron, and is also Salamence's best option against Chesnaught.
  • Iron Tail provides necessary coverage against Fairy types despite its bad accuracy.
  • The given EV spread maximizes Salamence's Speed an Attack, with a Speed boosting nature. 4 EVs are put into Sp.Defense for the explicit purpose of preventing Porygon2 and PorygonZ from obtaining Sp.Attack boosts from Download. Naive should only be run if using Fire Blast, otherwise Jolly is the preferred nature.
  • Moxie pairs well with a Choice Scarf, enabling Salamence to turn into a threatening late game cleaner with Outrage as it accumulates Attack boosts one after another.
  • Unlike most Choice Scarf users, Choice Scarf Salamence is a mediocre revenge killer due to its reliance on both Moxie and Outrage. Instead, it should be used exclusively as a late game cleaner, where it is more likely for it to stay in and accumulate Moxie boosts on weakened opponents, making it hard to stop. As such, it is reserved for offensive teams only.
  • Earthquake, Fire Blast, and Iron Tail require prediction to use correctly, but will generate massive offensive momentum once they hit their intended targets. Note that Fire Blast does not benefit from Moxie due to being a Special Attack.

Recommended Teammates:

  • 009-m.png205.png395.png
    Salamence appreciates having Stealth Rock off the field so that it can preserve its health, especially if using it as an early game wallbreaker or using it with Intimidate to check physical attackers. Mega Blastoise and Forretress can accomplish this with Rapid Spin, while Empoleon uses Defog. Mega Blastoise and Empoleon both synergize well with Salamence as they can switch in on the Ice type moves that threaten it.
  • 205.png031.png073.png260.png652.png407.png482.png478.png
    Entry hazard support makes Salamence's job as a cleaner easier, as the residual damage helps wear down bulkier threats. Forretress can provide all four entry hazards, but usually runs Stealth Rock and/or one of Spikes or Toxic Spikes. Azelf and Froslass, however, are the most notable hazard setters on offense teams that this Salamence set finds itself on
  • 635.png160.png448.pngvSaxZS9.png697.png
    As a cleaner, this Salamence set is only effective against weakened teams, thus a wallbreaker or sweeper are necessary to heavily dent the opponent's team. Hydreigon, Feraligatr, Lucario, Mega Swampert, and Tyrantrum are all good choices for this.

 

Singles UU Checks and Counters to Salamence

  • 233.png
    Porygon2 is a great answer to Salamence, as not only does it sport great bulk with Eviolite, but also also Trace Salamence's Intimidate and KOs with Ice Beam. It should be noted that Specially Defensive variants of Porygon2 can be 2HKOed with Life Orb Outrage.
  • 488.png
    Cresselia sports just enough bulk to avoid a 2HKO from many of Salamence's attacks, even with a Moxie boost in some cases. Cresselia can then retaliate by crippling Salamence with Thunder Wave, or KOing it with Moonblast or Ice Beam.
  • 671.png395.png205.png306-m.png638.png437.png685.png210.png
    Fairy and Steel types can easily switch in on Salamence's STAB Dragon type moves, but must watch out for the appropriate coverage move (Iron Tail for Fairies, Fire Blast and Earthquake for Steels). Granbull has a notable niche among the Fairy types as being the only UU viable Fairy type that is not 2HKOed by Iron Tail.
  • 245.png395.png260.png134.png
    Bulky Water types can often deal with Salamence, as they can burn it with Scald or KO with Ice Beam. Suicune, Empoleon, normal Swampert, and even Vaporeon can all accomplish this. However, these Pokemon but watch out for Life Orb variants of Salamence.
  • Stealth Rock (482.png260.png232.png205.png031.png142.png553.png464.pngetc...)
    Stealth Rock greatly hinders Salamence's ability to switch in, shaving it of 25% of its health every time and making it difficult to set up, especially if it is being forced to switch.
  • 142-m.pngns1PnDU.png392.png635.png034.png169.png474.png620.png715.png555.png373.png214.png244.png460-m.png448.png359-m.png
    Salamence is susceptible to being revenge killed by opponents faster than it. Mega Aerodactyl, Mega Sceptile, and most Choice Scarfers can all outspeed and revenge kill all variants except Dragon Dance and Choice Scarf variants. Priority users such as Entei, Mega Abomasnow, Lucario, and Mega Absol can revenge kill even boosted and Scarfed Salamence, but only Mega Abomasnow can threaten to KO a healthy Salamence.

 

 

Singles OU Overview
373.pngORAS Singles OU Viability: D
373-m.pngORAS Singles OU Viability: BANNED

My how the mighty have fallen. Mega Salamence proved to be too much for OU to handle, exhibiting levels of brokenness not seen since Mega Kangaskhan back when X&Y was first released. With its Mega Evolution denied to it, Salamence finds itself outclassed by virtually every Dragon type in OU. As a Dragon Dancer, it is outclassed by Dragonite, Mega Altaria, Mega Charizard X, Mega Gyarados, and even Mega Tyranitar. As a special and mixed attacker, it finds itself outclassed by Mega Altaria and Black Kyurem. As a Choice Scarf user, it fails in comparison to other common Scarf users such as Landorus-Therian, Garchomp, Keldeo, Black Kyurem, and others. What was once a Pokemon that was banned to Ubers two generations ago is now just a shadow of its former self.

Still, Salamence does have one unique niche in OU that prevents it from being F rank, and that is its defensive set. Defensive Salamence provides the unique combination of Defog + Intimidate + Bulk + Special movepool, which allows it to take on some of OU's prominent hazard setters. Unlike Latios and Latias, two other special attacking Dragon type Defoggers, Salamence does not find itself trapped by Pursuit users, but still finds itself losing to Garchomp and Mamoswine. To use Salamence effectively in OU, one has to capitalize on its unique niche, otherwise you're just better off using another Dragon type.

ORAS OU Singles Moveset: Physically Defensive
373.png
Ability: Intimidate / Item: @Leftovers
Nature: Timid or Jolly w/ EVs: 248 HP / 180 Defense / 80 Speed
Move #1: Defog
Move #2: Fire Blast
Move #3: Hydro Pump or Earthquake
Move #4: Roost

Tips:

  • Defog allows Salamence to perform the role of entry hazard removal.
  • Fire Blast allows Salamence to roast Ferrothorn, Skarmory, and Klefki, all common users of Spikes. It also allows Salamence to check Mega Scizor and Excadrill.
  • The third moveslot completes Salamence's coverage against common hazard setters. Hydro Pump is Salamence's prime option for coverage against common Ground type Stealth Rock setters, most notably Hippowdon, Landorus-Therian, and Rhyperior, while also hitting Fire types such as Talonflame. Earthquake can be used instead to deal greater damage to Heatran, Tyranitar, and Specially Defensive Jirachi.
  • Roost provides Salamence with longevity, and allows it to stall out slower Stone Edge users by temporarily removing its Rock weakness.
  • 248 EVs in HP allows Salamence to switch in to Stealth Rock four times while only having 1 HP left over. 80 Speed EVs with a Timid/Jolly nature are used specifically for outspeeding everything up to and including Timid Heatran and Jolly Diggersby. The remaining EVs are put into Defense with Intimidate to give Salamence as much physical bulk as possible. Timid should be used if running Hydro Pump, while Jolly should be used if running Earthquake. Even with the -10% Sp.Attack penalty from Jolly, Fire Blast still deals enough damage to its intended targets.
  • Leftovers is the preferred item of choice, providing Salamence with additional longevity and helping to mitigate damage from Stealth Rock.
  • This Salamence fits best onto bulky Defensive teams that need a Defogger that isn't afraid of common entry hazard setters
  • When using Salamence, you should always switch it in against a hazard setter that it can beat 1-on-1 with its coverage options, before they get a chance to set up Stealth Rock, as this will severely limit Salamence's ability to switch in. From there, Salamence should either attack or use Defog.
  • Keep Salamence away from status at all times, as Paralysis prevents it from temporarily removing its Rock weakness against the opponent, while Burn and Poison will cut into its longevity.

Recommended Teammates:

  • 036.png113.png251.png
    Cleric support is almost mandatory for Salamence, in order to ensure that it stays free of debilitating status. Clefable, Chansey, and Celebi are the most notable users of Heal Bell; Chansey can use Toxic to cripple opponents and helps Salamence stall them out, Clefable can switch into Dragon type attacks and beat bulky Water types with Calm Mind, while Celebi can switch into Water type attacks while Salamence can check Ferrothorn and Mega Scizor with Fire Blast.
  • 485.png
    Heatran makes for an excellent partner, being able to switch in against Latias, Latios, and Fairy types while Salamence can check Heatran's Ground-type switch-ins with Hydro Pump.
  • 227.png
    Skarmory, specifically Specially Defensive Skarmory, also acts as a check to Dragon types, while also threatening Fairy types, especially Mega Diancie. Furthermore, running Defog on Salamence allows you to free up a moveslot on Skarmory, allowing it to fit in another support move such as Spikes. Even with no physical Defense investment, Specially Defensive Skarmory is still physically bulky enough to compliment Salamence's physical bulk, allowing the two of them together to check most physical attackers in OU.
  • 663.png
    Bulky variants of Talonflame appreciate Salamence as a teammate; Salamence can switch into physical walls and threaten Heatran while removing Stealth Rock from its side of the field, while Talonflame can handle Fairy types and Celebi.

Singles OU Checks and Counters to Salamence

  • 036.png450.png
    Clefable is perhaps the most notable Stealth Rock user able to beat Salamence 1-on-1. Hippowdon is another that can take on any Salamence that lacks Hydro Pump or Toxic, eventually PP stalling Salamence out of Defogs while it still has plenty of Stealth Rock PP left.
  • WHn0uhM.png036.png184.png282-m.png700.png
    Many Fairy types threaten Salamence in OU, as many tend to be specially bulky. Mega Diancie, although does not like taking a Hydro Pump, can easily outspeed Salamence and KO with Moonblast. Clefable can simply use Salamence as setup fodder for Calm Mind, while Azumarill, Mega Gardevoir, and Sylveon all threaten with Play Rough and Pixilate Hyper Voice, respectively.
  • 381.png380.png380-m.png(M.Latias)445.png121.png646-b.png
    Faster Pokemon with super effective coverage moves are not afraid to take on Salamence. Latios and Latias are notable as they can switch in on any of defensive Salamence's moves and threaten with Draco Meteor, while Mega Latias can use Salamence as setup fodder. Garchomp is another, though takes neutral damage from both Hydro Pump and Earthquake. Starmie can also switch in as Salamence defogs and threaten with Ice Beam, or gain an Analytic boost if it attempts to switch out. Black Kyurem can also outspeed and threaten to KO with its powerful Ice Beams.
  • x568l7X.png130.png130-m.png245.png647.pngelvqhTa.png251.png472.png479w.png
    Bulky setup sweepers can often switch into Salamence's attacks and proceed to set up. Examples of such Pokemon include Mega Slowbro, both Gyarados, Suicune, Keldeo, Mega Altaria, Celebi, and even Specially Defensive Gliscor sets. Although it cannot setup stat boosts, Rotom-Wash can set up Will-o-Wisp, crippling its longevity while being able to easily switch into any of its attacks.

 

Singles Ubers Overview
373.pngORAS Singles Ubers Viability: F
373-m.pngORAS Singles Ubers Viability: S

Salamence has long dreamed of soaring high into the sky. Salamencite, however, made Salamence fly too high. Imagine back in the pre-ORAS days of XY when Mega Pinsir was the king of OU. Imagine taking XY Mega Pinsir, duct-taping a Latios to its back and giving it the TM for Fire Blast. That's Mega Salamence in a nutshell.

Not only did this thing get banned from OU, but it quickly became THE most threatening Mega Evolution in the entire Ubers metagame after Mega Rayquaza got banned. 95/130/90 defensive stats is sold by Ubers standards, and that's not even taking into account the fact that Salamence has Intimidate prior to Mega Evolving. Coupled with 145 base Attack and Aerialate, much of the Ubers tier is ill-prepared to handle Flying type attacks. Its stats, coupled with its abilities and typing, makes it a fantastic check to big threats such as Primal Groudon, Arceus-Normal, Ho-oh, and even Mega Blaziken, making Mega Salamence stupidly easy to fit onto any team. In fact, the opportunity cost of all other Ubers viable Mega Evolutions is reduced solely due to how good Mega Salamence is. As threatening as Mega Salamence is, it still finds itself with an exploitable 4x Ice weakness and a weakness to Stealth Rock, but more often than not its pros grossly outweigh its cons that it should be no surprise why this thing got banned from OU.


ORAS Ubers Singles Moveset: Mega Offensive Dragon Dance
373-m.png
Ability: Intimidate (Aerialate) / Item: @Salamencite
Nature (1): Jolly w/ EVs: 252 Attack / 4 Defense / 252 Speed
Nature (2): Adamant w/ EVs: 48 HP / 252 Attack / 212 Speed
Move #1: Dragon Dance
Move #2: Roost
Move #3: Double-Edge or Return
Move #4: Earthquake, Substitute, or Refresh

Tips:

  • Dragon Dance allows Mega Salamence to outspeed all unboosted Pokemon in Ubers after a single use, and with +1 Attack under its belt, becomes a very potent and threatening sweeper.
  • Roost, coupled with Mega Salamence's bulk, allows it to repeatedly come in to set up Dragon Dance, increasing its own longevity while its offensive presence decreases that of your opponent.
  • Double-Edge, despite the recoil, hits stupidly hard with STAB and Aerialate boost, and not that many Ubers viable Pokemon can resist it. For a frame of reference, Aerialate Double-Edge hits harder than Dragon Ascent from a Life Orb Rayquaza. However, the recoil will force Mega Salamence to Roost often. Return is a weaker, but safer alternative to Double-Edge that can be used if the recoil is offputting.
  • For the last slot, Earthquake is the preferred move for coverage, hitting Rock and Steel types that resist its Flying type STAB. Substitute and Refresh are both options to help mitigate problems with status, with Substitute blocking status while Refresh allows Mega Salamence to cure itself of status.
  • The first EV spread with a Jolly nature maximizes Salamence's Speed and Attack, while also allowing it to Speed tie with max Speed Arceus formes.
  • The second EV spread with an Adamant nature sacrifices Mega Salamence's ability to speed tie with Arceus for extra hitting power and bulk to give it an easier time setting up Dragon Dance, while still outspeeding all Pokemon with base 100 Speed and below.
  • If not running Earthquake, removing Steel type Pokemon should be the number one priority before attempting to set up a Dragon Dance with Mega Salamence and attempting a sweep. It should be noted that certain Steel type Pokemon, such as Klefki and Aegislash, lack reliable forms of recovery, so they can be worn down with repeated switch ins to Double-Edge/Return.
  • If not running Substitute or Refresh, caution should be taken so as to not be hit by a stray Burn or Paralysis, as this can easily prevent Mega Salamence from sweeping.
  • If running Double-Edge over Return, be very cautious about how much recoil damage Mega Salamence takes, especially since the recoil damage is proportional to its sheer power after both Aerilate and Dragon Dance boosts.

Other Moveslot options

  • Thrash: Thrash is an alternative over Double-Edge and Return that has the same base damage as Double-Edge without the recoil, but locks Salamence into the move for 2-3 turns, leaving it susceptible to Steel type switchins such as Dialga, Klefki and Skarmory.
  • Facade: Facade is a situational, albeit effective, alternative over Double-Edge and Return that, while it requires Mega Salamence to be afflicted with status, deals more damage than Double-Edge and ignores the Attack drop from Burn. However, if Mega Salamence does not find itself statused, Facade's damage will leave a lot to be desired.
  • Fire Blast: Fire Blast can be run in the fourth moveslot as a coverage move specifically for dealing with Skarmory, who otherwise walls Mega Salamence.

Recommended Teammates:

  • 384.png
    Rayquaza is the perfect teammate for Mega Salamence. While they double up on each other's weaknesses due to identical typing, the two of them combined provide a sheer amount of offensive pressure, easily breaking down walls on defensive teams while wearing down their shared checks & counters.
  • 383-p.png483.png707.png
    Entry hazard support can make Mega Salamence's job easier, wearing down switch ins and allowing it to obtain KOs that it could not otherwise. Primal Groudon is the most notable, as are Dialga and Klefki for their ability to switch into the Rock, Fairy and Ice type attacks that threaten Mega Salamence.
  • 491.png717.png
    While Mega Salamence can break through walls, it still has trouble dealing with Lugia and Skarmory, the latter especially if Mega Salamence lacks Fire Blast. Darkrai and Yveltal can both deal with these two. Yvetal, like Mega Salamence, has a weakness to Stealth Rock, which Darkrai lacks, but overall has better bulk and longevity than Darkrai.
  • 250.png
    If not running Fire Blast or Earthquake, Ho-oh can prove to be a great teammate for its ability to remove Steel types for Mega Salamence, while simultaneously checking Xerneas. Do note that Ho-oh stacks a Stealth Rock weakness with Mega Salamence.
  • 493.png380.png381.png487o.png
    Defog users are handy for removing Stealth Rock from Mega Salamence's side of the field. The various formes of Arceus that common run support movesets are prime choices. Latias, Latios, and Origin Giratina can also be used, but share Ice, Dragon, and Fairy weaknesses with Mega Salamence.

 

ORAS Ubers Singles Moveset: Mega Bulky Dragon Dance
373-m.png
Ability: Intimidate (Aerialate) / Item: @Salamencite
Nature: Impish w/ EVs: 248 HP / 136 Defense / 124 Speed
Move #1: Dragon Dance
Move #2: Roost
Move #3: Return
Move #4: Refresh

Tips:

  • Dragon Dance allows Mega Salamence to become a very potent and threatening sweeper with a large amount of bulk to spare.
  • Roost, coupled with Mega Salamence's bulk, allows it to repeatedly come in to set up Dragon Dance, increasing its own longevity while its offensive presence decreases that of your opponent.
  • Return, after receiving the boost and type change from Aerialate, becomes a reliable hard hitting STAB attack with no drawbacks, especially when Mega Salamence is gaining multiple boosts.
  • Refresh allows Mega Salamence to set up in the face of status users such as Ho-oh, Primal Groudon, and Lugia, removing debilitating Burns, Paralysis, and Poison that would otherwise limit its sweeping potential.
  • 124 EVs in Speed allows this Mega Salamence set to outspeed all base 90 Speed Pokemon before acquiring a Dragon Dance boost. The remaining EVs are put into HP and Defense with an Impish nature to make Mega Salamence as physically bulky as possible.
  • Unlike the Offensive Dragon Dance set, this set does not require Dragon Dance boosts in order to beat Primal Groudon, Ho-oh, or Arceus-Normal due to its bulk, Refresh, and Intimidate prior to Mega Evolving, so it can be used early in the game to pivot into these Pokemon.
  • Unlike the Offensive Dragon Dance set, this set's bulk and running of Refresh allows it to be used for its utility as a status absorber and effective check to Ho-oh.
  • Due to its bulk, Intimidate retains usefulness, so delaying the Mega Evolution with this set may sometimes be the best course of action. Do note however that this Salamence set will not be able to outspeed Primal Groudon until it Mega Evolves.
  • Because of no passive recovery and a weakness to Stealth Rock, it is important to use Refresh to remove status, especially Burn and Poison, whenever possible.

Other Moveslot options

  • Body Slam: Body Slam can be used instead of Return to provide this Mega Salamence set with even more utility, allowing it to spread Paralysis to the opponent's team, but the decrease in damage, even with the Aerialate boost, is noticeable and will require more Dragon Dance boosts to compensate for the power drop.

Recommended Teammates:

  • 493-rock.png493.png380.png381.png487o.png
    Arceus-Rock makes an effective Defog user for this set, as it acts as a secondary check to Ho-oh while removing Stealth Rock for Mega Salamence. Other formes of Arceus, as well as Latios, Latias, and Origin Giratina make for excellent Defoggers, but the latter three stack Dragon, Ice, and Fairy weaknesses with Mega Salamence.
  • 681.png
    Aegislash is an effective teammate, as this Mega Salamence set has problems dealing with Xerneas, which Aegislash can easily handle. Aegislash can also pursuit trap Latios and Latias and cripple Primal Groudon and Lugia with Toxic, both of which are common checks to this Mega Salamence set.
  • 383-p.png
    Specially Defensive Primal Groudon can provide both Stealth Rock support and spreading of burns with Lava Plume, and is also an effective check to many of this Mega Salamence set's checks, especially Xerneas. In fact, the only Mega Salamence check Primal Groudon will have issues with is Lugia.
  • 249.png
    Sometimes a Pokemon's worst enemy can also be its best teammate, and Lugia is no exception. Lugia provides a good amount of support for bulky Mega Salamence, checking Primal Groudon and Xerneas and whittling opponents down with Toxic and Whirlwind/Dragon Tail, while Bulky DD Mega Salamence can absorb the status moves aimed at Lugia in return.

Singles Ubers Checks and Counters to Salamence

  • 249.png
    Lugia is by far the most reliable check to Mega Salamence, phazing it out with Whirlwind or Dragon Tail, while Ice Beam variants can simply 2HKO. Lugia can also take multiple hits from Mega Salamence, though will not be able to safely switch in if Mega Salamence already has a Dragon Dance boost under its belt, especially if Stealth Rock is set up on Lugia's side of the field.
  • 383-p.png
    If Mega Salamence lacks Earthquake, Primal Groudon can threaten Offensive Dragon Dance sets by threatening a 2HKO with Stone Edge after Stealth Rock damage. Bulky DD Mega Salamence, however, can safely avoid a 2HKO and use the opportunity to set up Dragon Dance while Roosting to keep itself healthy. If Salamence has not yet Mega Evolved, it can also avoid being KOed as long as Primal Groudon has been Intimidated. Bulky DD sets can also avoid the burn from Lava Plume by running Refresh.
  • 483.png
    Dialga commonly runs Shuca Berry specifically for Mega Salamence, avoiding the KO from Earthquake and OHKOing back with Draco Meteor.
  • 227.png
    Skarmory easily walls any Mega Salamence that isn't running Fire Blast, and either phaze it out with Whirlwind, strike back with Counter, or set up Stealth Rock.
  • 493-rock.png493-electric.pngp4uPcqX.png
    Arceus-Rock can easily take multiple Double-Edges and use Will-o-Wisp against Offensive DD sets that aren't running Substitute or Refresh or OHKO both sets with Judgement after Stealth Rock damage, but will have problems taking a +1 Earthquake if it lacks any Defense investment. Similarly, Arceus-Electric and Mega Metagross can both take repeated Double-Edges and OHKO with Ice Beam and Ice Punch, respectively, but are both OHKOed by Earthquake variants after Stealth Rock.
  • 707.png
    Klefki can use Prankster Thunder Wave to disable Mega Salamence, but is prone to being worn down by repeated hits and variants running Refresh can circumvent this problem. Klefki also doesn't enjoy taking a +1 Earthquake, either.
  • 386a.png
    Deoxys-Attack can easily revenge kill Mega Salamence with Psycho Boost after Stealth Rock damage, but requires Deoxys-Attack to be at full health with Focus Sash intact in order to do so.

 

Doubles OU Overview
373.pngORAS Doubles OU Viability: Tier 3
373-m.pngORAS Doubles OU Viability: BANNED

Doubles is a world where even the most broken Mega Evolutions in Singles, even Mega Kangaskhan, become much more balanced due to the faster pace. You have to give Mega Salamence props though, because while Mega Kangaskhan was suspect tested a total of THREE times and escaped a ban each and every single time, Mega Salamence surpassed Megamom by getting quickbanned in both Singles AND Doubles. Hows that for broken? Then again, Mega Salamence was designed by the same minds who thought giving Rayquaza the ability to Mega Evolve with any item was somehow a good idea.

On to normal Salamence. Just like in Singles, Salamence finds itself just barely viable in the Doubles environment. It has access to Intimidate, which is good for keeping powerful physical attackers like Mega Kangaskhan in check, but we already have Landorus-Therian, normal Gyarados, and Scrafty for that. In a tier partially dominated by Mega Diancie, 100 base speed is just lackluster. Compared to other viable Dragon types, Salamence lacks any usable secondary STAB move. Its Sp.Attack is rather lackluster compared to Latios and Hydreigon, both of which can also provide the role of a Ground-immune Dragon type Tailwind user.

However, Salamence does have few a niches, mostly on sun teams. It has a decent matchup against most Hyper Offense teams and can take on both Thundurus-Incarnate and sun teams. Its power may be lackluster, as it is mostly outclassed by Latios and Hydreigon, but Intimidate gives it the niche it needs to be effective otherwise.

ORAS OU Doubles Moveset: Special Attacker
373.png
Ability: Intimidate / Item: @Yache Berry or Life Orb
Nature: Timid w/ EVs: 252 Sp.Attack / 4 Sp.Defense / 252 Speed
IV Spread #1: 31/XX/31/31/31/31 (Yache Berry only)

IV Spread #2: 29/XX/31/31/31/31 (Life Orb only)
Move #1: Draco Meteor
Move #2: Fire Blast
Move #3: Hydro Pump or Tailwind
Move #4: Protect

Tips:

  • Draco Meteor is Salamence's most powerful STAB attack, nuking many Pokemon.
  • Fire Blast allows Salamence to roast the Steel types that resist Draco Meteor, namely Bisharp, Aegislash, and Mega Metagross.
  • For the third slot, Hydro Pump can be used for Heatran, who otherwise walls this set, and gives Salamence an option that hits Fire, Rock and Ground types hard without having to resort to Draco Meteor. Tailwind, however, allows Salamence to support its teammates, allowing them to keep up against faster threats.
  • Protect is a staple move of almost all Pokemon in Doubles, allowing Salamence to scout the opponent, punish double targeting, stall out unfavorable field conditions, and buy Salamence time for its teammate to take out a threat Salamence cannot handle.
  • The given EV spread maximizes Salamence's offensive potential, maximizing Speed and Sp.Attack. Timid is preferred over Modest in order to speed tie with other positive natured base 100 Speed Pokemon, such as Mega Charizard Y and Mega Kangaskhan.
  • For the item choice, Yache Berry helps mitigate Salamence's Ice weakness, as Ice is a common offensive typing in Doubles. Life Orb, however will give Salamence a significant increase in damage output.
  • For the IV spreads, the only difference between the two is the HP IV. An IV of 29 in HP should only be used if running Life Orb, as this gives Salamence 329 HP, which minimizes recoil damage from Life Orb, otherwise the first spread with a max HP IV should be used instead. The Attack IV can be any value, as this Salamence is a special attacker, but ideally should be 0 in order to minimize confusion damage and damage from Foul Play.
  • Intimidate is the ability of choice, and it is what separates Salamence from other special attacking Dragons in Doubles like Latios, Hydreigon, and Black Kyurem, otherwise you should be using one of those three instead.
  • Ideally, Salamence should take advantage of Intimidate to switch in, nuke an opponent with Draco Meteor, and then switch out, not only removing the Sp.Attack drop from Draco Meteor but also allowing Salamence to reapply Intimidate later on. Be cautious of Bisharp, however.
  • If running Tailwind, this can allow Salamence to still be useful with a Sp.Attack drop by allowing its teammates to outspeed faster threats.

Recommended Teammates:

  • 006-my.png115-m.png485.png646-b.png376-m.pngWHn0uhM.png700.png
    If running Tailwind, Pokemon that are not too fast appreciate having Tailwind in order to outspeed faster threats. Mega Charizard Y and Mega Kangaskhan are two of the most notable examples, both being powerful attackers with only 100 base Speed. Other examples include Heatran, Black Kyurem, Mega Metagross, Mega Diancie, and pretty much any Pokemon with base 60 speed and higher.
  • 115-m.png560.png
    Mega Kangaskhan and Scrafty can provide valuable Fake Out support, allowing Salamence a turn to set up Tailwind or safely KO an opponent with Draco Meteor. Scrafty can also provide additional support with Wide Guard.
  • 681.png385.png485.png376-m.png479w.png245.png
    Pokemon that can handle Ice type attacks, and preferably Dragon and Fairy type attacks as well, make for good teammates, so naturally Steel types pair well. Aegislash and Jirachi can provide additional support with Wide Guard and Follow Me, respectively. Although they do not resist Dragon, Water types such as Rotom-Wash and Suicune also pair well due to their Ice resistance.
  • 625.png
    Bisharp not only benefits from Tailwind, but also deters potential use of Icy Wind, as doing so will grant Bisharp a free +2 Attack due to Defiant.

 

ORAS OU Doubles Moveset: Choice Scarf
373.png
Ability: Intimidate / Item: @Choice Scarf
Nature: Modest or Timid w/ EVs: 4 HP / 252 Sp.Attack / 252 Speed
Move #1: Draco Meteor
Move #2: Fire Blast
Move #3: Hydro Pump
Move #4: Stone Edge

Tips:

  • Draco Meteor is Salamence's most powerful STAB attack, nuking many Pokemon.
  • Fire Blast allows Salamence to roast the Steel types that resist Draco Meteor, namely Bisharp, Aegislash, and Mega Metagross.
  • Hydro Pump is used primarily for Heatran and Landorus-Therian, as the former would otherwise wall this set. This also allows Salamence to hit Fire, Rock and Ground types harder than Draco Meteor.
  • Stone Edge is used specifically for Mega Charizard Y, Talonflame, and Volcarona, OHKOing them even with no Attack investment.
  • The given EV spread maximizes Salamence's offensive potential, maximizing Speed and Sp.Attack. Modest is preferred over Timid as Choice Scarf drastically boosts Salamence's speed, allowing it to easily outspeed other base 100 Speed Pokemon, such as Mega Charizard Y and Mega Kangaskhan, and Modest will be able to compensate for Salamence's otherwise lackluster Sp.Attack. A Timid nature can be used to allow Salamence to outspeed Ludicolo in the rain, but the lack of power will be noticeable.
  • Intimidate is the ability of choice, and it is what separates Salamence from other special attacking Dragons in Doubles by giving it chances to switch in.
  • Draco Meteor is the attack that will be used most of the time, especially if all of Salamence's attacks hit for neutral damage. Due to this, this Salamence set will be used mostly as a hit-and-run attacker.
  • Because of Choice Scarf, Salamence needs to be careful as to what it locks itself into, especially when using Draco Meteor, as the Sp.Attack drop will easily force it out. As such, prediction is necessary when using this set.
  • Do not use Stone Edge except against Mega Charizard Y, Volcarona, or Talonflame, as it deals pitiful damage outside of handling these three Pokemon.

Recommended Teammates:

  • 485.png
    Choice Scarf Genesect is still one of the few Pokemon that outspeeds Choice Scarf Salamence. Heatran provides a reliable answer to it.
  • 488.png385.png
    Helping Hand support from Pokemon such as Cresselia or Jirachi can greatly increase Salamence's damage output. Jirachi can also provide support in the form of Follow Me, redirecting super effective Dragon, Fairy, and Ice type attacks away from Salamence.
  • 681.png385.png485.png376-m.png479w.png245.png
    Pokemon that can handle Ice type attacks, and preferably Dragon and Fairy type attacks as well, make for good teammates, so naturally Steel types pair well. Aegislash and Jirachi can provide additional support with Wide Guard and Follow Me, respectively. Although they do not resist Dragon, Water types such as Rotom-Wash and Suicune also pair well due to their Ice resistance.
  • 591.png385.png036.png035.png468.png
    User of Rage Powder and Follow Me can redirect threatening attacks away from Salamence, allowing it score a KO safely unless they use spread moves.
  • 663.png639.png
    Talonflame and Terrakion can provide support with Quick Guard, preventing notable priority attacks from striking Salamence. For example, Quick Guard can block Bisharp's Sucker Punch while Salamence KOes Bisharp with Fire Blast.

Hall of Shame

  • Physical Salamence: 135 base Attack may look promising, but Doubles is extremely unfavorable to most physical attackers. While notable exceptions such as Landorus-Therian, Mega Kangaskhan, and Mega Metagross obviously exist, it is the very presence of these threats that makes physical Salamence unviable, as many teams are equipped with Intimidate and Burn specificall for these Pokemon. To add further insult to injury, physical Salamence is also outclassed by many physical attackers, and Outrage is a horrible move in Doubles due to the fact that it randomly chooses its target.

Doubles OU Checks and Counters to Salamence

  • 642.png310-m.png460-m.png473.png658.png386a.png
    Many Pokemon that carry Ice type coverage attacks, even if they aren't Ice types themselves, are immediately threatening to Salamence. Thundurus-Incarnate, Mega Manectric, Mega Abomasnow, Mamoswine, Greninja, and Deoxys-Attack can all outspeed any set lacking Choice Scarf and potentially KO with Hidden Power [ice], Ice Shard, and Ice Beam respectively. Do note that Yache Berry variants of Salamence can avoid most KOs from these attacks.
  • WHn0uhM.png184.png036.png700.png
    Fairy types can easily switch in to Draco Meteor and threaten with their STAB attacks. Mega Diancie is notable for being the only Fairy-type that naturally outspeeds Salamence. Other notable Fairies include Azumarill, Clefable, and Sylveon.
  • 381.png445.png
    Opposing Dragon types, namely Latios and Garchomp, are capable of naturally outspeeding non-Choice Scarf Salamence and threatening to OHKO.
  • 625.png
    Although it is OHKOed by Salamence's Fire Blast, Bisharp can dissuade Salamence from switching in due to Defiant, as it gains a net gain of +1 Attack when struck with Intimidate, and proceed to KO with Sucker Punch.
  • Tailwind(635.png663.png245.png) , Trick Room (488.png719.png579.png), Paralysis (642.png), Icy Wind (385.png130.png245.png), & Quash (sableye.png)
    Due to its 100 base speed, opponents that would normally be outsped by Salamence can easily turn to tables on it with various methods of Speed Control. Although not as common as the others, Icy Wind is notable for also dealing 4x Super Effective damage to Salamence.
  • 642.pngsableye.png
    Priority Taunt can prevent Salamence from setting up Tailwind and disables Protect, leaving Salamence vulnerable to attack.
  • 591.png385.png468.png036.png035.png
    Since all of Salamence's attacks are single target, redirection can easily prevent Salamence from doing its job properly. Jirachi resists Draco Meteor while Togekiss, Clefable, and Clefairy are all immune to it. Amoonguss and Jirachi must watch out for Fire Blast, however.
  • 488.png186.png272.png534.png
    Specially bulky Pokemon, such as Cresselia and Politoed, as well as Assault Vest users such as Ludicolo and Conkeldurr, can easily tank special attacks. It should be noted that all four Pokemon listed here also carry some type of Ice type coverage move, such as Ice Beam and Ice Punch.

External Links
Smogon Analysis (Singles UU)
Smogon Analysis (Singles OU)
Smogon Analysis (Singles Ubers)
Smogon Analysis (Doubles OU)

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Tier rotation time. This vote was a close one, as the Ubers vote was a tie. As a result, this is the second of two PotW for Ubers that were queued. This time we stare into the face of the devil himself...

Altered Giratina & Origin Giratina
giratina.gifgiratina-origin.gif

Tier Status (Singles, Altered): Ubers
Tier Status (Singles, Origin): Ubers
Tier Status (Doubles, Altered): DUbers
Tier Status (Doubles, Origin): DUbers

Type (Altered): Dragon/Ghost
Type (Origin): Dragon/Ghost

Base Stats (Altered): 150 / 100 / 120 / 100 / 120 / 90
Base Stats (Origin): 150 / 120 / 100 / 120 / 100 / 90


Abilities (Altered):

  • Pressure: Attacks that target this Pokemon lose an additional 1 PP. Outside of battle, if this Pokemon is placed in the lead spot of the team, the Wild Pokemon encounter rate increases.
  • Telepathy (Hidden Ability): In Double and Triple Battles, this Pokemon is immune to damaging attacks from its Ally. Has no effect in Single and Rotation Battles.

Abilities (Origin):

  • Levitate: This Pokemon is immune to all damaging Ground-type attacks. This Pokemon is also immune to the effects of Spikes, Toxic Spikes, and Sticky Web.

 

 

Table of Contents

  • Singles Ubers Overview

 

 

 

Singles Ubers Overview
487.pngORAS Singles Ubers Viability: C+
487o.pngORAS Singles Ubers Viability: A

As an angel created by God, Lucifer one day took arms against the almighty. With his rebellion crushed, the almighty banished him to the depths of hell. Lucifer, now known as Satan, glared up one last time and uttered the words that shall echo through time; "Better to reign in Hell than serve in Heaven."

Giratina and its backstory are the very embodiment of John Milton's Paradise Lost in Pokemon form. By default, Giratina exists in its Altered forme when outside of Hell the Distortion World, sporting massive mixed bulk rivaling that of Lugia. Sadly, it has lost many of its niches this generation with Defog being the primary method of hazard removal. In general, Lugia tends to do a better job at acting as "the Great Wall" and must now contend with Aegislash and Mega Sableye for the role of bulky Ghost type. The worst part of Altered Giratina, however, is that it faces the fiercest competition from itself;

Origin Giratina, said to be Giratina's true form, is truly a terrifying sight. By essentially swapping its defensive and offensive stats, Origin Giratina can perform many of the roles Altered Giratina can while still posing as an offensive threat. It serves as one of the more reliable Defog users in Ubers, sporting immunity to all grounded entry hazards while not being weak to Stealth Rock, all while simultaneously serving as a spinblocker. With the reintroduction of Soul Dew in ORAS, Origin Giratina must now contend with Latios and Latias for the role of a Defog user, as both sport reliable recovery while performing the same duties, though Origin Giratina's typing provides it with more resistances and immunities, and a different set of checks and counters. Griseous Orb is a double edged sword, in that while it grants Giratina Levitate and boosts Giratina-O's STAB moves by 20%, enough to grant it dangerous offensive presence, it is essentially a lost item slot as Origin Giratina is forced to hold a Griseous Orb in order to maintain its forme.


ORAS Ubers Singles Moveset: Physical Defog (Origin)
487o.png
Ability: Levitate / Item: @Griseous Orb
Nature: Adamant w/ EVs: 248 Attack / 248 Defense / 12 Speed
Move #1: Defog
Move #2: Shadow Sneak
Move #3: Dragon Tail
Move #4: Shadow Force, Earthquake, Will-o-Wisp, or Stone Edge

Tips:

  • Origin Giratina is a very good user of Defog due to its typing and ability to switch in without fear of most entry hazards.
  • Shadow Sneak provides Origin Giratina with great utility, serving not only as a STAB priority attack to finish off weakened opponents, but also allows it act as an anti-lead against the Deoxys formes, guaranteeing that Origin Giratina can remove both them and their entry hazards.
  • Dragon Tail prevents Origin Giratina from being set up on by set up that this set cannot normally touch otherwise, such as Swords Dance Arceus-Normal and Rock Polish Primal Groudon.
  • For the last moveslot, Shadow Force is the preferred option, as it reaches 216 base power with both STAB and the boost from Griseous Orb, and will allow Origin Giratina to KO Geomancy Xerneas with Shadow Sneak and Stealth Rock damage afterward. Shadow Force also completely bypasses Protect and King's Shield, so it can force switches. Earthquake, however, is an option to hit Primal Groudon, Klefki, and Mega Diancie harder. Will-o-Wisp can punish physical attackers and is exceptionally useful against Arceus-Normal, as well as getting chip damage on bulkier targets. Lastly, Stone Edge is used specifically for Ho-oh and Yveltal, both of which can take on Origin Giratina.
  • 12 Speed EVs allows Origin Giratina to outspeed Diancie on the turn that it Mega Evolves. 248 Defense EVs guarantees that Origin Giratina will survive a Shadow Claw from +2 Arceus-Normal, while the remaining EVs with an Adamant nature are used to maximize Origin Giratina's damage output.
  • If you already have a Defog or Rapid Spin user on your team, Defog can be replaced with any of the move options listed for the fourth moveslot. If you do, this will turn Origin Giratina into a check for specific physical attackers rather than a Defog support Pokemon.
  • Because it lacks any form of recovery, you must utilize Origin Giratina's resistances and immunities in order to bring it in safely. Try to preserve as much of Origin Giratina's HP as possible.
  • If you have Stealth Rock set up on your opponent's side of the field and your opponent has no Fairy types, it may be a better idea to simply spam Dragon Tail than to use Defog.

Other Move Options:

  • Draco Meteor + Shadow Ball/Hex: Origin Giratina is capable of running an effective mixed attacker set. The main advantage is that Draco Meteor hits Primal Groudon much harder than Earthquake, while the combination of Draco Meteor and Shadow Ball allows Origin Giratina to tear down physically bulky Pokemon that it could not otherwise. Hex is a more powerful alternative against statused foes that can be used if running Will-o-Wisp. The downside is that Origin Giratina is hard pressed to fit these moves and requires a specific EV spread.
  • Substitute: Substitute helps ease prediction and grants Origin Giratina a buffer against burn and poison. It is recommended to use alongside Shadow Force, as it makes spamming the move much easier, but will quickly cut into Origin Giratina's longevity with no recovery.
  • Iron Tail: Iron Tail has a niche to hit Fairy types on the switch, as Origin Giratina tends to lure them in. However, its accuracy and coverage may be disappointing.
  • Roar: Roar can be used over Dragon Tail if Fairy types and imperfect accuracy are a concern, but can easily be stopped by Taunt, and does not wear down the opponent's team as effectively as Dragon Tail does.
  • Toxic: Toxic can be used in the fourth slot to cripple many of Origin Giratina's switch-ins, and is more effective than Will-o-Wisp against Calm Mind users, Arceus formes, Ho-oh, and Primal Groudon, the latter two of which are immune to Will-o-Wisp.

Recommended Teammates:

  • 383-p.png483.png707.png386s.png386a.png598.png248.png227.png658.png
    Entry hazard users, especially Stealth Rock users, are recommended, as they greatly increase the effectiveness of Dragon Tail spam. Primal Groudon and Dialga are two great examples, though others certainly do exist.
  • 383-p.png250.png707.png212-m.png681.pngp4uPcqX.png493-poison.png
    Origin Giratina is hard pressed when facing Fairy types, so checks and counters to them are nice to have. Primal Groudon, Ho-oh, Klefki, Mega Scizor, Aegislash, Mega Metagross, and Arceus-Poison are a few examples.
  • 716.png719.pngWHn0uhM.png707.png036.png
    Fairy types help mitigate Origin Giratina's weaknesses to Dark and Dragon. Xerneas, both Diancies, Klefki, and Clefable are all good choices. Diancie and Clefable also have to option to run Wish in order to keep Origin Giratina healthy.
  • 242.png594.png
    Blissey and Alomomola can be used on more defensive teams in order to pass huge Wishes, greatly extending Origin Giratina's longevity.
  • 493.png493-dark.png493-ground.png493-ghost.png493-poison.png493-rock.png493-water.png
    Due to Origin Giratina's ability to run Defog, offensive variants of the Arceus formes can be used as the support formes of Arceus are no longer required for the team. Arceus-Normal and Arceus-Dark are two examples of such, with the former using Swords Dance and the latter using Calm Mind. Other Arceus formes commonly used as setup sweepers include Arceus-Ground, Arceus-Ghost, Arceus-Poison, Arceus-Rock, and Arceus-Water.

 

 

ORAS Ubers Singles Moveset: Wall (Altered)
487.png
Ability: Levitate / Item: @Leftovers
Nature: Bold or Impish w/ EVs: 248 HP / 252 Defense / 8 Sp.Defense
Move #1: Rest
Move #2: Sleep Talk
Move #3: Dragon Tail
Move #4: Will-o-Wisp

Tips:

  • Rest, coupled with Sleep Talk, is Altered Giratina's only form of recovery outside of Leftovers. As a wall, being unable to do anything for 2 turns after using Rest is a serious detriment, fortunately Sleep Talk allows it to do something outside of becoming setup fodder.
  • Dragon Tail allows Giratina to get off chip damage against the opponent while shuffling them preventing Giratina from being complete setup bait against setup sweepers.
  • Will-o-Wisp allows Giratina to wall physical attackers not named Primal Groudon or Ho-oh much easier.
  • The given EV spread aims to make Altered Giratina as physically bulky as possible.
  • Leftovers provides Giratina with extra longevity.
  • It is important to note that Altered Giratina has almost zero offensive presence, and as it will more or less give a free switch in for Xerneas every time, it will often result in a loss of momentum for your team, so it is best suited for more defensive stall teams.
  • Due to Altered Giratina's massive physical bulk, this set is a nice check to both Mega Salamence and Arceus-Normal, as these two Pokemon do not often run coverage moves that can hit Giratina super effectively. To a lesser extent it can also check Ho-oh, Arceus-Ground, Primal Groudon, and Excadrill, as well as any Mewtwo, Mega Evolved or not, that is not running Ice Beam. Even a +2 Rayquaza's Dragon Ascent will not KO, while Giratina phazes it out with Dragon Tail or burns it.
  • Because it has to rely on Rest for recovery, try to keep its health as high as often as possible.
  • If entry hazards are set up, the effectiveness of Dragon Tail greatly increases, as it will be racking up entry hazard damage over time. Even without entry hazards, Dragon Tail should be used against setup sweepers such as Primal Groudon, Arceus formes, and Mega Salamence. Keep in mind that Fairy types are immune to Dragon Tail and Pokemon behind a Substitute will not be forced out by Dragon Tail either.

Recommended Teammates:

  • 383-p.png483.png707.png386s.png386a.png598.png248.png227.png658.png
    Entry hazard users, especially Stealth Rock users, are recommended, as they greatly increase the effectiveness of Dragon Tail spam. Primal Groudon and Dialga are two great examples, though others certainly do exist. Primal Groudon and Ferrothorn are notable for being able to check Xerneas.
  • 716.png719.pngWHn0uhM.png707.png036.png
    Fairy types help mitigate Origin Giratina's weaknesses to Dark and Dragon. Xerneas, both Diancies, Klefki, and Clefable are all good choices. Diancie and Clefable also have to option to run Wish and/or Heal Bell in order to keep Origin Giratina healthy.
  • 242.png594.png
    Blissey and Alomomola can be used on more defensive teams in order to pass huge Wishes, greatly extending Origin Giratina's longevity. Blissey can also run Heal Bell if needed.
  • 493-dark.png
    Arceus-Dark can cover Giratina's weaknesses to Latias, Latios, and Arceus-Ghost, something that is greatly appreciated.

Singles Ubers Checks and Counters to Giratina

  • 491.png717.png493-dark.png248.png
    Dark Types can easily handle Origin Giratina, as they resist its Ghost STAB while hitting back super effectively. They can also do a number on the Altered forme as well. Arceus-Dark can use the Origin forme as setup fodder for Calm Mind while healing off Will-o-Wisp from both formes, while Tyranitar can wall most of its attacks, but dislikes being burned.
  • 716.png707.pngWHn0uhM.png036.png493.png
    Fairy types are immune to Giratina's Dragon STAB, though they do not resist Ghost. Due to their immunity, they cannot be phazed out by Dragon Tail. Origin Giratina, however, can threaten a 2HKO against Clefable with Shadow Force.
  • 250.png
    Ho-oh is one of the few physical attackers that cannot be burned, and Regenerator cancels out any chip damage that Dragon Tail might incur. Furthermore, Choice Band variants can break through Giratina's Altered forme with repeated hits. Origin forme carrying Stone Edge, however, can easily scare off Ho-oh.
  • 380.png381.png484.png644.png
    Faster Dragon types can threaten both formes with their Dragon type STABs, especially the specially based ones such as Latias, Latios, and Palkia, which easily muscle Altered Giratina. Zekrom can hit from both sides of the spectrum with either Draco Meteor or Outrage. Do note that many of these do not enjoy switching in to Dragon Tail, especially from Origin Giratina.
  • Toxic
    Against Origin Giratina, Toxic can easily wear it down as it lacks any form of recovery, wearing it down over time and reducing its longevity. Altered Giratina, however, can easily use Rest to cure itself of status.
  • 383-p.png250.pngY63zdgN.png
    Against Altered Giratina, powerful wallbreakers can easily overwhelm it with repeated hits. Do note that Primal Groudon and Mega Salamence require Swords Dance and Dragon Dance boosts, respectively, in order to do so, which can be counteracted with Dragon Tail.

External Links
Smogon Analysis (Singles Ubers, Origin forme)
Smogon Analysis (Singles Ubers, Altered forme)

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