A bit late here because I spent a lot of time playing around with Phoenotopia. Apologies.
Base Stats: 80 HP, 80 Atk, 80 Def, 80 Sp.Atk, 80 Sp.Def, 80 Speed
Abilities: Inner Focus, Ice Body, Moody (hidden)
Base Stats: 80 HP, 120 Atk, 80 Def, 120 Sp.Atk, 80 Sp.Def, 100 Speed
Usable moves: Avalanche, Blizzard, Body Slam, Crunch, Dark Pulse, Disable, Double-Edge, Earthquake, Explosion, Façade, Freeze-Dry, Frustration, Hidden Power (Fire, Ice), Ice Beam, Ice Fang, Ice Shard, Iron Head, Light Screen, Protect, Rest, Return, Shadow Ball, Signal Beam, Spikes, Substitute, Super Fang, Switcheroo, Taunt, Toxic
As the holidays come to a close, how appropriate it is for today’s Poké Monday to be centered around an Ice-type, and a menacing one at that. As an Ice-type, Glalie has great STAB offensively, but its typing is poor defensively, giving it four weaknesses and only one resistance. Therefore, it should be run solely with offense in mind.
If running regular Glalie in PU, keep in mind that it is one of only two PU-legal Pokémon (the other being Quilladin, which, while arguably better defensively, is significantly slower) with access to Spikes and Taunt. In terms of offense, due to its lack of strong STAB on the physical side (only being limited to Ice Shard and Ice Fang), lack of coverage against Steel-types on the special side (besides Hidden Power, obviously), and lack of boosting moves, there are stronger candidates, such as Articuno, Regice, and Rotom-Frost. So, it is best used as a lead with Spikes and Taunt. Simple as that.
Mega Glalie, on the other hand, does have strong physical STAB thanks to its ability, Refrigerate, which turns Normal-type moves into Ice-type moves and makes them 1.3 times as powerful. This means that its Body Slam becomes base 110, its max power Return/Frustration becomes base 132, its Double-Edge becomes base 156, and its Explosion becomes base 325. (This also means that it has the only Super Fang with no immunities, but since Ice is such poor typing defensively, this point is much less relevant.) Its nice selection of physical STAB and coverage in Earthquake, coupled with base 120 Attack, makes it a force to be reckoned with. However, as mentioned before, it lacks boosting moves and, even though its Special Attack is also 120, is not as strong on the special side, lacking not only coverage against Steel-types but also any Refrigerate-boosted moves apart from Round or raw Weather Ball (78 and 65 base power, respectively). It can go mixed, however, using the thinly distributed move Freeze-Dry to deal heavy damage to bulky Water-types like Alomomola, Gastrodon, and Seismitoad. A more important weakness of Mega Glalie is that its base 100 Speed is merely average, and, prior to Mega-Evolving, it sits at an even lower base 80. Moreover, its typing and relative frailty leave it vulnerable to faster offensive threats and priority like Bullet Punch and Mach Punch, although access to Ice Shard can alleviate that slightly. Still, considering it is one of only six legal Megas in the RU tier (the other five being Abomasnow, Audino, Banette, Camerupt, and Steelix), it is definitely worth consideration.
So, regular Glalie is best used as a lead, while Mega Glalie is better off taking advantage of its offensive stats, be it through physical or mixed attacking.
Glalie @ Focus Sash
Ability: Inner Focus
EVs: 4 Atk / 252 SpA / 252 Spe
The primary purpose of this set is to get up Spikes and use Taunt to stop slower opposing leads from having their way. Freeze-Dry is used as STAB because it has amazing coverage, being super-effective against 5 types and resisted by only 3, and deals heavy damage to Water-type hazard removers, such as Pelipper, Swanna, and Wartortle. Explosion is there to prevent slower hazard removal (because Rapid Spin and Defog will fail if there is no target) and grant a free switch to any of Glalie’s other team members.
Because Moody is illegal in the competitive scene, Inner Focus is Glalie’s best choice of ability and prevents it from being stopped by Fake Out and the flinch chance of moves like Waterfall and Iron Head. Focus Sash guarantees that it will live any one hit in spite of its poor defensive typing and average-at-best bulk (although Rock Blast is a problem). It may seem weird to run a Timid nature with a physical attacking move, but the damage output of Explosion is unimportant compared to that of Freeze-Dry, and running a defense-hindering nature would…well, hinder its ability to take weaker hits. For example, Hasty gives tank Golem (20 EVs with Adamant nature) a higher chance of KOing with three hits of Rock Blast, and running Naïve nature guarantees that Pelipper will 3HKO with Scald (as opposed to having a 34.9% chance).
Glalie @ Glalitite
Ability: Inner Focus
EVs: 252 Atk / 4 SpA / 252 Spe
– Ice Shard
This set, while taken from the Showdown damage calculator, is fairly self-explanatory. Double-Edge is preferred over Return for its better chance to 2HKO Aromatisse and defensive Spiritomb (but watch out for Will-o-wisp from the latter), as well as its better chance to OHKO Exploud and Mega Banette. Freeze-Dry lays the hurt on Water-types that try to take its other moves—3HKOing Alomomola, 2HKOing Clawitzer, OHKOing Gastrodon after Stealth Rock damage, and dealing ridiculous damage to Qwilfish and Omastar without activating the latter’s Weak Armor. Earthquake grants Glalie coverage against Fire- and Steel-types, although note that a neutral Earthquake does no more than a resisted Double-Edge, nor does a super-effective Earthquake do more than a neutral Double-Edge. Ice Shard gives it the ability to pick off weakened threats and mitigates its ability to be revenge killed; however, it is weak and therefore should only be used if it will result in a KO or sufficient weakening such that a teammate can come in and clean up. (It straight OHKOs Dugtrio, though, at least.)
Once again, ability choice is Inner Focus (because Moody is illegal) to prevent flinches pre-Mega. Naïve nature is preferred because using Jolly nature would lower its chance to 3HKO Alomomola and OHKO Gastrodon, and using Hasty nature would be more detrimental since physical attacks are generally more common than special attacks.
Everything has already been mentioned; nothing left to add. On regular Glalie, Ice Shard can be considered over Freeze-Dry so that Glalie does not have to choose an offensive stat to hinder and instead pool everything into Attack, not to mention Glalie can use it to deal chip damage to faster threats before going down. Mega Glalie can also act as a Spikes lead, sporting a much more powerful Explosion than its regular counterpart, but its Taunt is slower for its tier than that of regular Glalie, not to mention it actually has some backbone beyond Explosion with its strong Double-Edges and superior Ice Shards.
http://pastebin.com/CG517kRh – regular Glalie team
http://pastebin.com/UsSgqy1k – Mega Glalie team
I’ve gone through two battles with the first team and one battle with the second team, and all three battles resulted in losses. Here they are anyway.
The regular Glalie team contains:
- Glalie (set above)
- Armaldo for Rapid Spin
- Basculin for offense and priority
- Swoobat for potential setup sweeping
- Sash Kadabra for revenge killing
- Leafeon as another setup attacker and a potential passer to Basculin
The Mega Glalie team contains:
- Mega Glalie (set above)
- Omastar for hazards
- Cofagrigus for walling
- Aromatisse for more walling and clerical support
- Delphox for Steel-types
- Flygon for hazard control