Shoot, I forgot about this until the last day.
- 65 HP
- 65 Attack
- 45 Defense
- 75 Special Attack
- 45 Special Defense
- 95 Speed
- Speed Boost Yanma have their Speed increased by 1 stage at the end of every turn.
- Compound Eyes Yanma are 1.3* more likely to hit with their moves.
- Frisk Yanma reveal the held items of all active opponents upon switching in. (Hidden Ability)
Notable physical attacks: U-turn
Notable special attacks: Air Slash, Bug Buzz, Giga Drain, Psychic, Shadow Ball
Notable status moves: Defog, Hypnosis, Tailwind
- Z-Hypnosis (Psychic) – Grants +1 Speed with one use of Hypnosis.
Yanma’s evolution may not be at the lowest tier, but it itself lacks the means to thrive in the tier. As if being Bug/Flying—having five weaknesses including a quad weakness to Rock—wasn’t bad enough, Yanma is not even a good Bug/Flying type. The specially oriented ones have Quiver Dance, while the physical ones (Scyther and Ninjask) have more daunting offensive stats.
All I can say in favor of Yanma is that it’s a specially oriented Speed Boost user faster than Combusken.
Yanma @ Choice Specs
Ability: Speed Boost
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 0 Atk
– Air Slash
– Bug Buzz
– Giga Drain
A simple all-out offensive set to deal decent damage against slower foes and use Speed Boost to become difficult to revenge. Air Slash and Bug Buzz are its primary STAB moves, given that they deal the most damage. For coverage options, Psychic hits Poison-types, while Giga Drain hits Rock-types and provides a sliver of extra longevity.
EVs and Nature promote special offense, prioritizing damage output because Speed Boost helps with its Speed.
Shadow Ball is a coverage option primarily for Mr. Mime and additionally for some Ghost-types (namely Banette, Drifblim, and Oricorio-Sensu). Hidden Power Ground or Fighting is considerable for Aggron and Probopass, which wall the standard set.
On the non-offensive side, the combination of Hypnosis and Compound Eyes is its best bet. 78% accuracy is not that impressive, but unlike the more orthodox Sleep Powder, it affects Grass-types. And that’s without mentioning that it can’t do much to a sleeping foe, except maybe set up Tailwind, potentially to be passed to an ally using U-turn, or use Defog to clear hazards if it’s really daring. For utility-oriented sets, Focus Sash is a considerable item choice.
Problems and Partners
Two words: Stealth Rock. Utterly ruins Yanma by taking half its HP per switch-in. Keep this away from Yanma if you can help it. Beware the following key users.
Priority, faster attackers, and especially bulky tanks (a few of which are shown above) can prove problematic.
Keeping hazards off the field and wearing down the opposing team are of vital importance. For hazard control, your choices are Defog and Rapid Spin—Defog being the more widespread option and not stopped by Ghost-types, and Rapid Spin going through Taunt and the Abilities Defiant and Competitive.
A few examples of hazard clearers (Hitmonchan has Rapid Spin, and the others have Defog):