- 65 HP
- 100 Attack
- 70 Defense
- 80 Special Attack
- 80 Special Defense
- 105 Speed
- Run Away Rapidash have a 100% chance of escaping non-Trainer battles. However, this Ability is useless in competitive play.
- Flash Fire Rapidash are immune to Fire-type moves and, under circumstances where it would normally take one, its Fire-type attacks are boosted by a factor of 1.5 instead. This boost only occurs once per switch-in and cannot be Baton Passed.
- Flame Body Rapidash, upon being hit by direct contact, have a 30% chance of burning the attacker. (Hidden Ability)
Notable physical attacks: Drill Run (via ORAS tutor), Flare Blitz, Low Kick (Egg move), Megahorn, Smart Strike, Wild Charge
Notable status moves: Morning Sun (Egg move), Will-O-Wisp
- Inferno Overdrive (Fire) – Converts one use of Flare Blitz into a base 190 physical Fire-type attack.
- Bloom Doom (Grass) – Converts one use of Solar Beam into a base 190 special Grass-type attack.
- Gigavolt Havoc (Electric) – Converts one use of Wild Charge into a base 175 physical Electric-type attack.
- Z-Will-O-Wisp (Fire) – Grants +1 Attack with one use of Will-O-Wisp.
- Z-Hypnosis (Psychic) – Grants +1 Speed with one use of Hypnosis.
For Rapidash, not much has changed in the transition from the previous generation to the present. It’s still the same fast-ish attacker in PU with reliable recovery and odd coverage as it was back then. That said, Sun/Moon did bring a few new tools to the table:
- Smart Strike: Coverage against Fairy-types that’s less redundant than Poison Jab…and another option for Rock-types, I guess
- Firium Z – used in conjunction with Flare Blitz for recoil-free but still powerful STAB, or with Will-O-Wisp for a one-time Attack boost
- Grassium Z – used in conjunction with Solar Beam for a strong option against the likes of Quagsire and Whiscash
- Electrium Z – used in conjunction with Wild Charge in a similar vein to Flare Blitz
- Psychium Z – used in conjunction with Hypnosis to make one use perfectly accurate and with a Speed boost (not that the latter is needed all that much)
- Groundium Z or Buginium Z to perhaps bring a bit of accuracy to its slightly inaccurate coverage options in Drill Run and Megahorn respectively
Well, actually, that’s about it. The most notable new tool definitely has to be Z-Will-O-Wisp, and Rapidash is one of the most effective users of the Z-Move, let alone in its tier.
Rapidash @ Firium Z
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
– Flare Blitz
– Wild Charge / Morning Sun
– Drill Run / Morning Sun
Firium Z allows Rapidash to choose between base 190 recoil-free Fire STAB or, better yet, a perfectly accurate Will-O-Wisp that boosts its Attack (but only once per battle, of course). That aside, Flare Blitz is its STAB of choice for the sheer damage output thereof. Primary choices for coverage moves are Wild Charge for Water-types and Drill Run for Fire- and Rock-types. On the other hand, it could forgo one of its coverage moves in favor of Morning Sun, which allows it to stick around longer in spite of its recoil move(s). EVs and Nature are offensively focused with particular emphasis on Speed, while the Ability of choice is Flash Fire for the extra immunity and the potential to power up Flare Blitz.
In terms of non-Z-Moves, Low Kick is its only option to 2HKO offensive Golem, Smart Strike is its strongest option against Carbink, and Megahorn notably hits Lunatone and Solrock.
Solar Beam, when converted to Bloom Doom, constitutes its most hard-hitting option against Water/Ground types, and it also works wonders against Water/Rock types such as Relicanth. For example:
4- SpA Rapidash Bloom Doom (190 BP) vs. 248 HP / 8 SpD Quagsire: 576-680 (146.5 – 173%) — guaranteed OHKO
4- SpA Rapidash Bloom Doom (190 BP) vs. 248 HP / 8 SpD Relicanth: 576-680 (142.9 – 168.7%) — guaranteed OHKO
Z-Hypnosis provides a one-time, perfectly accurate sleep move to cope with defensive threats (Altaria for example) and make it harder to revenge KO by Choice Scarf users and such (or, perhaps, to mitigate Sticky Web).
Problems and Partners
Physically defensive Altaria can easily take any of Rapidash’s hits, even if Rapidash is at +1 as a result of Z-Will-O-Wisp, and has a decent chance of 3HKOing with Dragon Pulse. That’s without mentioning the recoil of Flare Blitz and Wild Charge on Rapidash’s end, and Altaria’s end has another huge benefit in Roost.
Floatzel is naturally faster than Rapidash and threatens with Water STAB. Perhaps another justifiable reason to run Z-Hypnosis.
The rest of the list depends on what Rapidash is running. If it only runs two offensive moves, it gets walled by a particular subset of Pokémon (Dragon-types and particular Fire-types in the case of Flare Blitz + Wild Charge, and several Flying-types in the case of Flare Blitz + Drill Run). Without Bloom Doom, Rock/Ground and Water/Ground types become problematic. Without Smart Strike, Carbink is tough to break. Without Megahorn, Solrock and Lunatone can be problematic.
As is the case with all offensively oriented Pokémon weak to Stealth Rock and prone to other hazards, hazard control is one of the best forms of support. Wartortle and Prinplup, which carry Rapid Spin and Defog respectively, are especially favorable, as they resist Water-type moves and do not share any weaknesses with Rapidash.
Knowing that Altaria and Floatzel are the main two problems listed, examples of Pokémon that can take care of both are Politoed and Lapras with Water Absorb. They can take Floatzel’s STAB and Ice Punch, and Altaria is hit with Ice coverage. Lapras is particularly adept in dealing with Floatzel thanks to Freeze-Dry.
Grass-types, particularly those with special attacking potential, can be helpful to Rapidash not running Bloom Doom (and maybe even those that do run Bloom Doom). Be warned that Simisage needs a Choice Scarf to be able to combat Floatzel, and Exeggutor should not be sent out lightly.