At a standstill 2 (Whimsical Weekend #14)

It kinda pains me to be doing this when my last “At a standstill” post was Whimsical Weekend #12, but once again, I just don’t have any particular writing topic in mind right now. I did mention freelance coding before, and I’ve been really into it as of late, especially considering I can see the light at the end of the metaphorical tunnel. That and the regular work routine are making it difficult to think about anything else.

I would like to briefly touch upon a few things, though. First off, I take back what I said about the Hyperdimension Neptunia Re;Birth series; I’d rather cover all three installments en masse after all. (I also plan to re-watch the anime afterwards, because that was a blur to me the first time I watched it.) I mean, I decided to start playing Re;Birth 2 last month and managed to achieve the Normal Ending (rather anticlimactically, I must say), and there seems to be a lot more ground to cover for the remaining endings, what with the Shares and Lily Ranks and such. For now, I will say that Re;Birth 2 took a step down from Re;Birth 1 overall, but I won’t explain why in full detail.

Second, about the same time I started Re;Birth 2, I actually bought the secondary story (Conquest) for my copy of Fire Emblem Fates: Birthright, considering the advent of newer Fire Emblem games and that I haven’t gotten the most out of the Fates series yet. But dang, man, I’m sixteen chapters into Conquest on Hard mode, and I have to say that the difference between Birthright and Conquest is the difference between Super Weenie Hut Jr.’s and the Salty Spittoon. (Shoutouts to SpongeBob.)

And finally, I’m thinking that I should later get around to speedrunning Phoenotopia more seriously. My mindset as of late has been: “Wait until a golden opportunity to stream,” but now that I think about it, that’s a terrible mindset to have. I mean, I set my expectations too high when I stream, only to be disappointed when I end it off at an inevitably early time because I can’t get a run past Bandits’ Lair due to my rust. Coupling that with the fact that I get few opportunities to stream in the first place (considering I still live with my parents, and I don’t know when would be a good time to change that), I now realize that I’m probably better off just recording offline instead. And yes, I do still plan to improve my times, even in any% and 100%. (For both categories, I recently devised new strats that I don’t plan to discuss right now. Also, my times in All Moonstones and All Medals could definitely stand to be more optimized, the more I look back at them.)

So, um…that’s about it.

 À la prochaine! (Until next time!)

Voltorb (Poké Monday 7/3/17)

Type: Electric

Base Stats:

  • 40 HP
  • 30 Attack
  • 50 Defense
  • 55 Special Attack
  • 55 Special Defense
  • 100 Speed

Ability choices:

  • Soundproof Voltorb are immune to sound-based moves.
  • Static Voltorb, when attacked by direct contact, have a 30% chance to paralyze the attacker.
  • Aftermath Voltorb, when fainted by a contact move, cause the attacker to lose 1/4 of its HP. (Hidden Ability)

Notable physical attacks: Explosion, Foul Play (via ORAS tutor), Sucker Punch (via Gen IV tutor)

Notable special attacks: Charge Beam, Discharge, Mirror Coat, Signal Beam (via ORAS tutor), Thunder, ThunderboltVolt Switch

Notable status moves: Light Screen, Magic Coat (via ORAS tutor), Rain Dance, Reflect (via Gen I transfer), Taunt, Thunder Wave

Notable Z-moves:

  • Gigavolt Havoc (Electric) – Converts one use of Thunder into a base 185 special Electric-type attack (or Thunderbolt into base 175).
  • Savage Spin-Out (Bug) – Converts one use of Signal Beam into a base 140 special Bug-type attack.


Voltorb has the highest base Speed of any legal Little Cup Pokémon…but not much else. And don’t be fooled; this does not mean that Voltorb is the sole fastest Pokémon in Little Cup—rather, given any non-Speed-hindering nature, Voltorb is tied in Speed with base 95s, namely Elekid and Diglett. More importantly, Voltorb won’t be tearing holes through teams with its unusable base 30 Attack and rather low base 55 Special Attack, nor will it be taking many hits with its merely average 40/50/55 defenses, and its special movepool basically consists of Electric STAB, Hidden Power, and Signal Beam. Therefore, its best role…well, there are still no Drizzle users in Little Cup (what the heck, GameFreak), and Voltorb makes a great Rain Dance lead with its high Speed and repertoire of useful Electric STAB. In particular, Thunder is its strongest attack and bypasses accuracy checks in the rain, while Volt Switch allows its teammates to bask in the rain that it sets up.


Voltorb @ Damp Rock
Ability: Static
Level: 5
EVs: 36 HP / 36 Def / 236 SpA / 196 Spe
Timid Nature
IVs: 0 Atk
– Rain Dance
– Thunder
– Volt Switch
– Taunt

Weather may not be nearly as prevalent as it was in prior generations, but don’t turn a blind eye to it, and don’t turn a blind eye to this Voltorb either. With a Timid Nature and full investment in Speed, it keeps up with base 95s and stays ahead of base 90s and 85s (notably Meowth, Ponyta, Abra, Taillow, Staryu, and Buizel), allowing it in most circumstances to quickly set up Rain Dance and proceed to either wreck face with Thunder or defer to another team member with Volt Switch. Another tool for making use of Voltorb’s Speed is Taunt, which prevents it from being setup fodder in the face of hazard setters.

As for its Ability, Static is the most fear-inducing of the three choices, serving as a “Think twice before throwing out contact moves” tag of sorts (more so than Aftermath, which can be avoided through careful planning while Static activates randomly).

With the above EVs and Nature, this set has the following stats:

21 HP
7 Attack
12 Defense
15 Special Attack
12 Special Defense
20 Speed

Other Options

A set with Life Orb and Hidden Power Ice alongside Electric STAB (preferably Thunderbolt over Thunder) gives Voltorb more of an offensive presence. This, however, faces competition from Elekid, which is slightly stronger and has better coverage at the expense of slightly less physical bulk and a lack of Taunt.

Speaking of Taunt, because Little Cup is oriented less towards setup/utility and more towards raw power than level 100 metagames, it might be preferable in most situations to have Thunder Wave over Taunt in the suggested set. It may be slightly less accurate than in former generations, but it still does a better job against purely offensive threats. If you decide to run Thunder Wave, then you might consider Static redundant, in which case Aftermath is the next most viable Ability option.

Explosion might not seem like a very appealing option considering the nerf as of Gen V and Voltorb’s low Attack stat, but consider the following:

36- Atk Voltorb Explosion vs. 36 HP / 0 Def Diglett: 18-22 (100 – 122.2%) — guaranteed OHKO

It has to bank on a Speed tie to pull this off, but it’s a cooler method of dealing with Diglett than just setting up Rain Dance and fainting. And, considering Voltorb’s Speed, it’s easier to provide a safe switch-in opportunity with Explosion than with Volt Switch.

Thanks to the Virtual Console releases of Red, Blue, and Yellow on 3DS, Voltorb has access to both Light Screen and Reflect (but only with Aftermath), although dual screens are obsolete thanks to the rise of Defog as of Gen VI and the introduction of Alolan Vulpix (which gets Snow Warning + Aurora Veil, the latter being a combination of both screens that can only be used in hail).

Problems and Partners


Ties in Speed, is Ground-type, and cannot be easily avoided thanks to Arena Trap. Be very careful of this thing, especially if not running super-effective Hidden Power.

Can prevent Voltorb from setting up its weather by virtue of Prankster Taunt, and can potentially set up their own weather if needed.

Depending on Hidden Power choice (usually Ice, but it can be something different—like Grass, Ground, or Fire), Voltorb will likely be walled by a particular subset of threats. Chinchou and Magnemite resist Ice, Onix resists Fire, and Foongus (and other Grass-types, but especially Foongus) resists Grass.

Oh, and don’t forget about this item. It’s not of much use to Voltorb, but precisely because of that, beware Choice Scarf users at base 34 Speed or above.


Water-types are the most obvious candidates for taking advantage of Voltorb’s capability of setting up rain, and also for dispatching whatever Ground-types may cause grief for Voltorb. Mantyke is particularly helpful for its immunity to Ground-type attacks, although Shellder’s physical bulk is helpful to pack as well. While Corphish, Skrelp, and Carvanha might not have as good synergy with their stats or typing, their strong offensive prowess is considerable even if Voltorb doesn’t carry Rain Dance. Carvanha’s Dark typing can also be helpful for denying Prankster shenanigans like nobody’s business.

In other situations, a Grass-type might be preferred, such as if encountering a Chinchou or requiring a more reliable switch-in to Earthquake. Both offensive and support-oriented varieties exist, such as Snivy and Cottonee respectively.

Offensive variants of Voltorb are not super strong, so having some form of hazard setter can be helpful for the residual damage provided. Onix and Dwebble stick out as effective users, each having Sturdy to be used in conjunction with Berry Juice, the former having a rather high Speed itself and performing well against opposing Electric-types, and the latter having further hazard stacking in the form of Spikes.

And you know, just having a physical attacker (particularly of the Fighting-type variety) around can be nice for Voltorb; otherwise, the likes of Munchlax would be problematic.

Fantasy story follow-up (Whimsical “Weekend” #13)


It’s been more than half a year since I first talked about that one fantasy harem series (Cinq du Soleil) that I’ve been working on in my spare time. And somehow, over the past week or so, it’s been on my mind more than anything else I’ve been doing lately.

I mean, I said at one point that I wasn’t going to do a follow-up until I finished the story, but that was before I realized a vital limitation of Google Docs: As the number of pages in a document increases beyond 100, the document also becomes increasingly laggy. I went up to Chapter 7 (if I recall correctly) on a single document, but it was when I finally got fed up with the lag that I decided to start splitting the chapters into groups to be placed in separate documents. That is to say, the document I linked in the first post now only contains introductory content and Chapters 1-5, and I also have a document for Chapters 6-9 (simple but obligatory joke intended) and a to-be-determined set of chapters from 10.

Introductory content + Chapters 1-5

Chapters 6-9

I don’t have as much to say at this point as I did in the introductory post, but…

  • Since completing Chapter 1, I’ve had the tendency to end chapters only when the main characters sleep. I’ve also desired to add more concepts and characters to the story, which basically led to the later chapters getting longer. To put that into perspective, the first document is 87 pages long, while the second document is 101 pages long.
    • Heck, when I first wrote Chapter 9, I went all out on it. I recall Chapters 6-9 collectively being over 110 pages excluding interludes, and Chapter 9 alone accounted for a whopping 42 of those pages. It didn’t take long for me to split the chapter into two pieces: the first one (Chapter 9) being 25 pages, and the second (Chapter 10) being 17 pages.
  • I decided to add an “Interlude” section to the end of every chapter. This idea came about when I realized, before the information updates of Chapter 2, that there was a short aside conversation between Yue and Toru (which was, at the time, the first three lines of the current interlude of that chapter), and I hadn’t really considered making a similar thing for other chapters. Only sometimes (like the case of the interlude before I implemented interludes) do the interludes clarify otherwise unknown or incomprehensible aspects of the plot, but others of times they’re just purely for the heck of it.
  • In a similar vein to the “Information updates” sections, I recently decided that I would initiate later chapter documents with earlier chapter summaries (for instance, the 6-9 document has a summary for Chapters 1-5).
  • The next point is not only a spoiler of Cinq du Soleil Chapter 5, but also of Volume 12 of the Mondaiji light novel, so I shall hide it with white text in brackets. Highlight at your own risk. [In Cinq du Soleil, I included a plot twist that Dealer is Yue’s thought-to-be-dead sister (Diana Panishi). In the Mondaiji light novel, it is revealed that the character Faceless is Asuka’s thought-to-be-dead sister (Ayato Kudō). (I mean, Faceless isn’t portrayed as masculine, but that’s beside the point.) The thing is, though, I wrote that Dealer was Yue’s sister before I read that Faceless was Asuka’s sister, even though Mondaiji Volume 12 was published before I even started Cinq du Soleil. Coincidence? I think so.]
  • Dealer’s Treasure name was changed from “Trump” to “Lucky Draw”, to avoid confusion with the current President of the United States. I came up with the initial name more than two years ago, but it wasn’t until recently that I decided to change the name.
  • I had to make another shoutout to good ol’ Kili Surtr Muspelheim. In Chapter 7, Will, the Chief Elemental of Spirit, performs magic attacks by snapping his fingers, like how Kili does in the Fafnir anime.
  • I might have to say that Chapter 8 has been the hardest to write so far, particularly the beach visit and the aftermath thereof. It might be because I’m the type to care more about game-like concepts and plot points than how the characters interact from a casual standpoint.
  • It’s never like I’m totally finished with the chapters I’ve already done. Sometimes I can’t help scrutinizing my metaphorical footprints and, if something seems even a bit off, correct it accordingly.

I think that’s all I have to say for now. I’ve definitely been having fun with this story as I intended to, even if I struggle to find inspiration from time to time. As for the next set of chapters, I’ve gone up to 12 and done a tiny bit of 13 (currently on page 63 of the next document), although I’m thinking there are a few revisions to be made there, and I can’t make any promises regarding how close exactly I am to declaring that set as completed.

Speaking of not making promises, I wonder how long I’ll continue the story as a whole…

 À la prochaine! (Until next time!)

Slight delay on Whimsical Weekend #13

It’s in the works, trust me, but considering how much effort I’d have to put into it, as well as the importance of not staying up too late (for the sake of work), I think I’d be better off putting in the effort over the week instead of pulling an all-nighter or similar to do so.

 Please understand.

I will give a minor hint about the topic, though: It’s about something that I haven’t brought up in detail in over half a year.

6/20/17 EDIT: Done now.

Archeops (Poké Monday 6/5/17)


Type: Rock/Flying

Base Stats:

  • 75 HP
  • 140 Attack
  • 65 Defense
  • 112 Special Attack
  • 65 Special Defense
  • 110 Speed

Ability: Defeatist – If Archeops’ HP is below half, its Attack and Special Attack are halved.

Notable physical attacks: Acrobatics, Aqua Tail (via ORAS tutor), Earthquake, Endeavor, Head Smash (Egg move), Knock Off (Egg move), Stone Edge, U-turn

Notable special attacks: Ancient Power, Dragon Pulse (Egg move), Earth Power (Egg move), Focus Blast, Heat Wave (via ORAS tutor)

Notable status moves: Defog (Egg move), Roost, Stealth Rock (via ORAS tutor), Switcheroo (Egg move), Taunt

Notable Z-moves:

  • Continental Crush (Rock)
    • Physical – Converts one use of Head Smash into a base 200 physical Rock-type attack (or Stone Edge into base 180).
    • Special – Converts one use of Ancient Power into a base 120 special Rock-type attack.
  • Supersonic Skystrike (Flying) – Converts one use of Sky Attack (via ORAS tutor) into a base 200 physical Flying-type attack.
  • Tectonic Rage (Ground)
    • Physical – Converts one use of Earthquake into a base 180 physical Ground-type attack.
    • Special – Converts one use of Earth Power into a base 175 special Ground-type attack.
  • All-Out Pummeling (Fighting) – Converts one use of Focus Blast into a base 190 special Fighting-type attack.
  • Inferno Overdrive (Fire) – Converts one use of Heat Wave into a base 175 special Fire-type attack.
  • Z-Taunt (Dark) – Grants +1 Attack with one use of Taunt.


Ever since its debut in generation 5, Archeops has been one of an infamous set of Pokémon who are hindered by their Abilities. Its statline is offensively oriented, consisting of a hefty base 140 Attack, a decent base 112 Special Attack, and a comfortable Speed tier of 110. As such, its Ability is a huge detriment. Assuming full offensive investment with a Speed-boosting nature, the effect of Defeatist will render Archeops’ Attack and Special Attack equivalent to base 45 and 31 respectively, making it even weaker than Minior above half HP. It doesn’t help that Archeops is not the bulkiest thing around with its 75/65/65 defenses. Sure, it can take advantage of recovery options in Roost and pinch berries, but: In the case of Roost, can it really sacrifice a moveslot and risk the possibility of being brought below half HP again (or worse)? In the case of pinch berries, can it really afford to dedicate its item slot to one? Oh well, at least it has access to Endeavor, which becomes more effective at lower HP values, in spite of Defeatist’s effect.

Ability aside, consider Archeops’ movepool. Although it consists of utility options in Defog, Stealth Rock, and Taunt; along with Ground coverage complemented by Dark and Water on the physical side and Fighting, Fire, and Dragon on the special side; Archeops is lacking in reliable STAB. Stone Edge is strong (and has the bonus of a high critical hit ratio), but its 5 PP and 80% accuracy hold it back from being a perfect STAB move. (Head Smash is in a similar boat, but with more base power at the expense of 50% recoil and a normal crit ratio.) As for Flying STAB, it has to resort to Acrobatics for reliability or Supersonic Skystrike for power, both at the expense of a precious item slot (granted Acrobatics sets can run a pinch berry if so desired). Oh, and the special side is even worse. To be curt, its special STAB literally consists of Ancient Power. That’s right, no Power Gem, no Hurricane, no Air Slash, not even freaking Air Cutter, just Ancient Power. Having a 60 BP move with 5 PP as its only special STAB is, if nothing else, what holds it back from using its Special Attack stat for anything but coverage.

That’s how it is, and that’s how it’s always been. The transition to Sun/Moon gave Archeops nothing but Z-moves, although that in itself presents some interesting wallbreaking options such as 200 BP physical STAB (which is especially nice on the Flying side), stronger coverage moves, and Z-Taunt—which has the potential to shut down utility- and setup-reliant foes while amping up its offensive potential.

In summary, Archeops is an offensive threat at half or more HP, but its Ability is a severe detriment when it kicks in. Beware priority (especially Accelerock, Aqua Jet, Bullet Punch, and Ice Shard) and Choice Scarf users. Keep Stealth Rock at bay if Archeops is not your only Defogger.


Set 1: Lead

Archeops @ Focus Sash
Ability: Defeatist
EVs: 252 Atk / 252 Spe
Jolly Nature
– Stealth Rock
– Taunt
– Endeavor
– Head Smash

A set that takes full advantage of Archeops’ lead potential. Uses Stealth Rock to put pressure on the enemy team, Taunt to prevent opponents from setting up, Endeavor when it falls to a low HP value (preferably 1 thanks to Focus Sash), and Head Smash as a strong STAB move preferable over Endeavor in some situations (namely, against Ghost-types, at full HP, and at low enough HP that the recoil will KO it).

EVs are offensively focused, with particular emphasis in Speed to take full advantage of its Speed tier. No bulk investment is needed due to the nature of the set, and the lack of such investment makes it easier (if only slightly) to activate Focus Sash and maximize the potential of Endeavor.

Set 2: Z-Move Attacker

Archeops @ Darkinium Z / Flyinium Z
Ability: Defeatist
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
– Taunt / Sky Attack
– Stone Edge
– Earthquake
– Roost / Knock Off / U-turn

As far as Archeops is concerned, Z-moves are the only real improvement in the transition from Kalos to Alola. Two particularly notable Z-moves are Z-Taunt (Taunt with a +1 Attack boost) and Supersonic Skystrike from Sky Attack (its most powerful Flying STAB). Whatever Z-move it runs, it will most likely depend on Stone Edge for Rock STAB (because the recoil of Head Smash isn’t quite as worth risking when it comes to non-lead sets) and Earthquake for coverage. As for the fourth slot, that depends on team needs. Roost helps Archeops stays out of Defeatist range, Knock Off provides the ability to remove opposing items, and U-turn works for scouting the opponent (but is ill advised with Z-Taunt).

In non-lead sets, lesser bulk is not better because there is no incentive to be below half HP. Dumping the remaining 4 EVs in Special Defense is preferred because:

  1. Running 4 HP EVs would mean that it only takes two Stealth Rock switch-ins to enter Defeatist range, while it otherwise takes three.
  2. Porygon2 with Download is a possibility (at least it seems so at the time of writing; if it actually isn’t, investing in Defense would be preferred because most priority moves are physical).

Other Options

On offensive sets not running Z-Taunt, Archeops can afford to run a defense-hindering Nature, dump its 4 EVs in Special Attack, and use Earth Power as an alternative Ground coverage move to hit Aggron, Regirock, and Steelix harder than Earthquake can. Focus Blast is slightly stronger than Earth Power and has a good chance to 2HKO Regirock, but Earth Power is more reliable in terms of accuracy and PP. Continental Crush from Head Smash is an alternative 200 BP STAB that notably scores an OHKO on 252/0 Eelektross and generally hits Electric- and Rock-types harder. Itemless Acrobatics is Archeops’ most reliable Flying STAB and, unlike Supersonic Skystrike, is not a one-off technique. Acrobatics can also be run alongside a pinch berry such as LiechiSalacSitrus, or Mago and the like (the last of which are improved in Sun/Moon in that they now restore half HP when the holder is at or below 1/4 HP).

A Choice set with Switcheroo could allow Archeops to sabotage the opposition in potentially a more vile way than Taunt could, although item-switching moves have become even less effective with the introduction of Z-Crystals. Archeops can also provide Defog support if needed, but such support requires utmost wariness in all situations.

Problems and Partners


First and foremost, beware of faster threats. Cinccino is particularly menacing, as it packs Skill Link Rock Blast for not only dealing hefty super-effective damage, but also breaking through Focus Sash with utmost ease. Lycanroc may not be able to break through Focus Sash, but it has super-effective STAB priority in Accelerock to compensate.

Speaking of priority, watch out for these guys too. They are the next most likely candidates for carrying STAB priority that, if nothing else, will easily leave Archeops in Defeatist range and therefore crippled unless it has a pinch berry activate or can find an opportunity to Roost.

Sceptile may not have super-effective STAB, but it does have a faster Taunt to prevent Archeops from setting up Stealth Rock. Sableye is a worse case, boasting access to Prankster Taunt and Will-O-Wisp for shutting down Archeops like nothing else.

In addition, anything that can take a hit and retaliate in such a way to either bring Archeops to Defeatist range or help bring Archeops to Defeatist range can become a problem. However, such problems are more manageable if Archeops runs a high-power Z-move or any variety of Taunt.



Lanturn resists 4/5 of Archeops’ weaknesses (i.e., all excluding Rock), doesn’t particularly mind burn, is immune to paralysis, and can provide Heal Bell support if Archeops finds itself afflicted with such status conditions. It can also use Thunder Wave for its own form of paralysis, as well as Volt Switch to prevent it from being a momentum drain.

Because Archeops is weak to Stealth Rock, it is inevitable that hazard removers be included here. Claydol is only resistant to 2/5 of Archeops’ weaknesses, but it is decently bulky, extremely hazard-resistant (being a Ground-type with Levitate), and can set up its own Stealth Rock. Hitmontop only resists 1/5, but with access to Foresight, it can potentially get a Rapid Spin off against anything. Be careful using Shiftry, because it’s kinda frail, resists 2/5 of Archeops’ weaknesses (sadly not including Rock), and can potentially be counterproductive with Stealth Rock variants of Archeops.

Actually, it’s tough to think of partners for Archeops. I guess just consider what would go well with Stealth Rock and/or how the rest of the team would ideally be molded based on the moves that Archeops runs. That is to say, because of Archeops’ offensive potential coupled with its frailty, it’s better to ask not what your team can do for Archeops, but what Archeops can do for your team.

At a standstill (Whimsical Weekend #12)

Yeah…I’m not even ashamed to be posting this on Monday midnight. The truth is, I haven’t been motivated at all to come up with a proper post over the course of these two weeks. I’ve just been going through the standard routine of going to work every weekday and using my leisure time to indulge in whatever forms of entertainment may tickle my fancy. In particular, watching Twitch streams while doing some freelance coding is what I’ve been into lately. (Whom I watch depends mostly on the time of day, but is definitely the stream where I hang out most.)

I suppose, if there’s anything I would have felt like writing about if I had taken more time to think, it’s Hyperdimension Neptunia Re;Birth 1. Part of me wanted to save such talk until after completing the entire Re;Birth series, but later on I thought, “Well, it was recently that I decided that I had played the first installment to my heart’s content, so…” Wait, actually, I was considering optimizing the equipment of at least my main party members (Blanc, Noire, Vert, Ram, Neptune, and Nepgear), and I never really got around to that, so perhaps delaying that sort of talk is for the best.

I was also considering talking about the Conceptis Block-a-Pix app now that it’s recently come out on Android (I don’t have an iOS device), but there’s not much to talk about, considering I’ve done an entire analysis on the form of puzzle in question, so I’ll just say here what little I have to about the app. My main beef with it is: If you create a box around a number, the area of that box can exceed the number of tiles required by that number, whereas the site applet has a constraint for that. Second, in greater puzzle sizes on smaller screens (e.g., 30*45 on an 854*480 screen), it’s hard to tell ‘6’s from ‘8’s. The second one is not of dire importance and definitely not an easy fix (considering it’s the standard Conceptis font), but I’m hoping the first one gets fixed in a future update.

I guess that’s all for now.

 À la prochaine! (Until next time!)

…Hopefully I’ll actually have a substantial post by then…

Mudsdale (Poké Monday 5/8/17)

Type: Ground

Base Stats:

  • 100 HP
  • 125 Attack
  • 100 Defense
  • 55 Special Attack
  • 85 Special Defense
  • 35 Speed

Ability choices:

  • Own Tempo Mudsdale cannot be confused.
  • Stamina Mudsdale have their Defense boosted upon taking direct damage.
  • Inner Focus Mudsdale are impervious to flinching. (Hidden Ability)

Notable physical attacks: Close Combat, Earthquake, Heavy Slam, Payback, Rock Slide, Rock Tomb

Mudsdale has no notable status moves.

Notable Z-moves:

  • Tectonic Rage (Ground) – Converts one use of Earthquake into a base 180 physical Ground-type attack.
  • Continental Crush (Rock) – Converts one use of Rock Slide into a base 140 physical Rock-type attack.
  • All-Out Pummeling (Fighting) – Converts one use of Close Combat into a base 190 physical Fighting-type attack.


As a Poké Ride, Mudsdale’s purpose is to walk on rocky surfaces. Competitively, its most distinguishable role is as a tank. That is to say, its offensive prowess is hindered by its low Speed, and it lacks utility options for making use of its 100/100/85 bulk, but base 125 Attack allows it to hit hard with Ground STAB and such. As another plus, Mudsdale’s unique Ability in Stamina is helpful for allowing it to take physical attacks as long as it remains in play.

However, Mudsdale’s typing, while hitting five types super-effectively on the offensive side and only being weak to three types on the defensive side, has some noticeable cons to it. First, on the defensive side, its three weaknesses are rather common, especially among special attackers. Second, on the offensive side, its STAB can easily be avoided by Flying-types and users of Levitate, while Mudsdale doesn’t quite have the coverage to supplement its STAB. Lack of Stone Edge makes its Rock STAB weak; Close Combat is rather redundant coverage with Earthquake (especially since both have two resistant types in common: Bug and Flying); Heavy Slam, while mostly strong, isn’t quite up to snuff coverage-wise; and Payback, arguably its best bet coverage-wise, is situational (notably, Bronzong, the main Pokémon it hits super-effectively, is naturally slower, meaning the attack is normally only 50 base power against it).

To summarize, Mudsdale is a physical tank with a unique Ability but relatively poor coverage.


1: Choice Band

Mudsdale @ Choice Band
Ability: Stamina
EVs: 252 HP / 252 Atk / 4 SpD
Adamant Nature
– Earthquake
– Close Combat
– Heavy Slam
– Rock Slide

This set lumps all of Mudsdale’s best attacking options into one set. Earthquake is its best STAB, Close Combat notably deals extra damage to Ice- and Normal-types, Heavy Slam hits for maximum base power against most things that resist Earthquake, and Rock Slide deals the highest possible damage to Mantine.

EVs and Nature are centered around Attack and bulk, particularly the former. Stamina is the Ability of choice because its other options are more situational.

2: Rest + Sleep Talk

Mudsdale @ Leftovers
Ability: Stamina
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
– Earthquake
– Rock Tomb
– Rest
– Sleep Talk

The combination of Rest and Sleep Talk is, sadly, Mudsdale’s most reliable means of regaining HP. Moreover, all it can really do with its bulk is whittle down the opposition with Earthquake (which still does decent damage even off uninvested Attack) and use Rock Tomb for Speed control. At any rate, the set and physically defensive investment thereof serve to take better advantage of its exclusive Ability.

Other Options

On the Choice Band set, Sleep Talk can prevent sleep move abusers, particularly Gallade with Z-Hypnosis, from completely shutting it down. On the defensive set, Toxic can be used over Rock Tomb in case Speed control is not particularly helpful. Everything else (basically only Payback) has pretty much already been mentioned.

Problems and Partners


Special attackers, particularly those with super-effective STAB, can pose a problem to Mudsdale. In fact, Mudsdale has no super-effective coverage against any of the three above, and all three (yes, even Alolan Exeggutor) outspeed.

Burn abusers can also be problematic if Mudsdale lacks Rest. Mantine is immune to Earthquake and has super-effective STAB, while Cofagrigus has great physical bulk and means to attack Mudsdale’s weaker defense.

In general, Mudsdale is not invincible. For this reason, even physical attackers, if they have the means to set up and/or deal heavy damage with their raw power, can wear it down if given the opportunity.



While a problem, Mantine can also serve as a partner. The two complement each other well typing-wise—Mudsdale resisting all of Mantine’s weaknesses while Mantine resists one of Mudsdale’s weaknesses and is neutral to the other two—and stat-wise (as in, Mantine’s special tankiness complements Mudsdale’s physical tankiness). Mantine can also Defog away Toxic Spikes if needed.

Rotom is the only thing currently legal in Mudsdale’s tier that can single-handedly deal with the Water-types and Ghost-types that are problematic from a defensive standpoint. Its access to Volt Switch has potential to provide a free switch opportunity, although only in particular situations.

Other than that, anything that can keep special and/or super-effective attackers at bay, or anything that promotes longevity of a tank by some other means, is a good partner for Mudsdale.