Eelektross (Poké Monday 12/13/21)

I intend for this to be the final Poké Monday, for reasons that I plan to disclose on the next (and also final) Monthly Musing, so I decided to give the series a special farewell by increasing the RNG upper bound to 898, encompassing the entire National Pokédex.

Type: Electric

Base Stats (515 total):

  • 85 HP
  • 115 Attack
  • 80 Defense
  • 105 Special Attack
  • 80 Special Defense
  • 50 Speed

Ability: Levitate – Eelektross is unaffected by Ground-type moves, (Toxic) Spikes, Sticky Web, and Terrains.

Notable physical attacks: Aqua Tail, Drain Punch, Dragon Claw, Knock Off, Thunder Punch, U-turn, Wild Charge

Notable special attacks: Discharge, Dragon Pulse, Flamethrower, Giga Drain, Thunderbolt, Volt Switch

Notable status move: Coil

Overview

Being pure Electric with Levitate makes Eelektross the closest Pokémon to having no weaknesses. If only it had a usable Speed stat or better bulk with a recovery move. Ice coverage would also be nice, but at least the coverage as a whole is surprisingly plentiful (especially for an Electric-type): Giga Drain and Aqua Tail for Ground-types, Flamethrower for Grass- and Steel-types, Drain Punch also for the latter, Knock Off for utility, and access to both Volt Switch and U-turn. Coil enhances its prowess as a physical tank, but as it happens with most Electric-types, it has no better same-type physical attacks than Wild Charge or Thunder Punch: the former unforgivably causing recoil damage, and the latter having a shoddy base power of 75.

Simply put, this enigmatic eel is about evenly split between having a lot going for it and being held back by glaring flaws. That is to say it lies at roughly the peak of the viability bell curve that encompasses all fully evolved Pokémon.

Sets

1: Special tank

Eelektross @ Assault Vest
Ability: Levitate
EVs: 248 HP / 8 SpA / 252 SpD
Calm Nature
– Discharge
– Giga Drain
– Knock Off
– U-turn

Assault Vest gives Eelektross a Special Defense boost while restricting it to attacking moves. This suits it well because plenty of the attacking moves at its disposal happen to have useful side effects: Discharge with its 30% paralysis chance, Giga Drain for coverage and a little longevity, Knock Off as a tool of sabotage, and U-turn for pivoting.

2: Setup

Eelektross @ Leftovers
Ability: Levitate
EVs: 252 HP / 4 Atk / 252 SpD
Careful Nature
– Wild Charge / Thunder Punch
– Knock Off / Aqua Tail
– Rest / Drain Punch
– Coil

On the physical side, Eelektross can use Coil to improve its tanking prowess, although this move is not as useful as it could be, considering the only notable move that benefits from the accuracy boost is Aqua Tail (and even on that front, the term “notable” is used loosely). As a reminder, the choice between Wild Charge and Thunder Punch comes down to power versus longevity. (In the latter case, there is also a 10% paralysis chance.) Knock Off remains a decent coverage option, only being resisted by itself, Fairy, and Fighting. For the third slot, Rest is sadly Eelektross’s best means of regaining HP (especially with a Chesto Berry), whereas Drain Punch is a less passive way that gets better with the accumulation of Coil boosts. (The former also doubles as a means to stave off possible burns.) As an alternative to the Chesto Berry, Leftovers provides a more consistent boon for longevity.

3: Special wallbreaker

Eelektross @ Choice Specs
Ability: Levitate
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
– Thunderbolt
– Giga Drain
– Flamethrower / Dragon Pulse
– Volt Switch / U-turn

When using Choice Specs to maximize its special damage output, Eelektross will likely be dropping Thunderbolts on everything. …Well, obviously, doing so against a Ground-type would be unwise, especially when Giga Drain is an option. The two types that resist both moves are Grass and Dragon, which are weak to Flamethrower and Dragon Pulse respectively. It’s not good to run all three of the coverage moves in question; rather, Eelektross should use Volt Switch or U-turn to avoid being a momentum sink. The former deals more damage, akin to a weaker Thunderbolt, while the latter cannot be stopped by Ground-types (or exploited by Lightning Rod / Volt Absorb / Motor Drive users) and is super-effective against Grass (like a weaker Flamethrower).

4: Physical wallbreaker

Eelektross @ Choice Band
Ability: Levitate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
– Wild Charge
– Aqua Tail
– Knock Off / Dragon Claw
– U-turn

Although Eelektross’s Attack slightly exceeds its Special Attack, the Choice Band set is overall inferior to its special counterpart, in no small part due to the recoil of Wild Charge. That said, flexibility is a virtue and one of Eelektross’s key strengths, leaving its opponent open to multiple possibilities until its hand is revealed. This pertains not only to defensive bias (specially vs. physically), but also to what can handle its coverage. Speaking of which, Aqua Tail remains the physical anti-Ground option, less accurate than Giga Drain and with no added effect, but boasting superior coverage overall. (Water is super-effective against Fire and does neutral damage to Bug, Flying, Poison, and Steel; but it resists itself.) The coverage in question is further complemented by Knock Off and U-turn, leaving it walled by only Dragon/Fairy and Dragon/Fighting. As an alternative to the former, Dragon Claw has more consistent power and addresses the issue of Dragon-types not named Mega Altaria. (And what are the odds of Eelektross and Mega Altaria being on opposing teams?)

Problems and Partners

Problems

The absolute best way to deal with Eelektross is via the combination of Mold Breaker and Earthquake. Pinsir, Rampardos, and Throh have access to this combination, although only the former really uses it.

The rest is dependent on specifics. Without Flamethrower, Eelektross has next to nothing for Ferroseed, especially if running physical options liable to incur Iron Barbs damage. Without Giga Drain, breaking Gastrodon will prove difficult between Scald and Recover. Mudsdale also troubles variants lacking Giga Drain and punishes physical attacks like Ferroseed, albeit less directly.

Choice item or not, Lightning Rod and Volt Absorb from the likes of Manectric and Lanturn are sure to make Eelektross think twice before dropping a Thunderbolt or a Wild Charge.

Partners

Wish support is vital, especially in the likely case that Eelektross lacks Rest. That’s what things like Audino are for.

Sticky Web from the likes of Smeargle, Shuckle, and Leavanny is the preferred way to complement offensive sets, making base 86 or slower grounded foes fall behind without a Choice Scarf. (Good thing Eelektross doesn’t have to worry about opposing Sticky Web, thanks to Levitate.)

When Eelektross serves as a slow pivot (e.g. with Assault Vest), one of its main purposes is to let a fellow slow but powerful ally like Lurantis or Camerupt to switch in more easily. (Those two in particular are proficient at handling what gives Eelektross trouble from a defensive standpoint.)

 

(Low-key, this is basically a Gen VII analysis. Not that I care, considering I haven’t reviewed this thing before.)

Wishiwashi (Poké Monday 11/15/21)

Type: Water

Base Stats (175 total):

  • 45 HP
  • 20 Attack
  • 20 Defense
  • 25 Special Attack
  • 25 Special Defense
  • 40 Speed

Ability: Schooling – If Wishiwashi is level 20 or higher, at the start of battle or the end of a turn, if its HP is above 25%, it will change into its School Form. At the end of a turn, if its HP is equal to 25% or below, it will change back to its Solo Form. This Ability cannot be copied or removed.

Changes from Solo Form to School Form (+445 base stat total):

  • +120 base Attack
  • +110 base Defense
  • +115 base Special Attack
  • +110 base Special Defense
  • -10 base Speed

Notable physical attacks: Earthquake, Flip Turn, Liquidation, U-turn

Notable special attacks: Hydro Pump, Ice Beam, Scald

Overview

Alone, Wishiwashi is one of the worst Pokémon in existence. Thanks to Schooling, it’s at least solid, but not all the time. It’s comparable to Archeops, but instead of offensive utility, it offers Water-type tanking with minimal utility. See the problem here? An Ability that weakens the user at low HP is not fit for a tank, much less one without reliable recovery. Archeops, in a similar boat, tends to run utility options as a glass cannon cursed by Defeatist. Wishiwashi does not have such a luxury, but at least Schooling is more reliable than Defeatist, hindering its user at a lower HP percentage and at the end of any given turn.

Sets

1: Safety in numbers (pivot)

Wishiwashi @ Leftovers
Ability: Schooling
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
– Scald
– U-turn
– Rest
– Sleep Talk

45/130/135 bulk is rather impressive, about on par with Dusknoir, and 140 in both attack stats gives Wishiwashi some offensive backbone even with purely defensive investment. As a tank, its primary attacking tool is Scald, which has a Same-Type Attack Bonus and an all-important 30% chance to burn the target, primarily making physical attackers easier to deal with. As a pivot, U-turn is crucial for allowing a glass cannon ally to take the helm, especially in conjunction with that sluggish base 30 Speed. Rest, Sleep Talk, and Leftovers are Wishiwashi’s most viable means of recovery, which are vital in keeping Schooling active.

2: Strength in numbers (physical wallbreaker)

Wishiwashi @ Choice Band
Ability: Schooling
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
– Liquidation
– Earthquake
– U-turn
– Sleep Talk / Flip Turn

With a Choice Band, Wishiwashi can really leverage its base 140 Attack and punch holes through the opposing team. Liquidation is its strongest physical attack, while Earthquake and U-turn provide solid coverage for it, especially with the latter being super-effective against Grass-types. Sleep Talk allows Wishiwashi to serve as a sleep absorber, which can come in handy against a sleep move abuser / if Sleep Clause is in effect. Alternatively, Flip Turn is a stronger switching move (purely thanks to STAB) that does not offer anti-Grass coverage.

3: Hivemind (special wallbreaker)

Wishiwashi @ Choice Specs
Ability: Schooling
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
– Hydro Pump
– Ice Beam
– U-turn / Scald
– Sleep Talk / Scald

On the special side, Hydro Pump is Wishiwashi’s absolute strongest attack, albeit with notable downsides in 80% accuracy and no more than 8 Power Points. Another notable flaw on this side is inferior coverage, that is being limited to Ice Beam, which leaves it walled by opposing Water-types despite being anti-Grass and anti-Dragon. U-turn remains the one move that guarantees it can switch out against anything but Shedinja (whereas Flip Turn is blocked by Water Absorb, Dry Skin, and Storm Drain), while Scald is a more reliable alternative to Hydro Pump, namely about on the caliber of Liquidation.

Other Options

A non-Choice item like Splash Plate or Iapapa Berry (or similar) opens up the possibility of sacrificing Speed to fit Hydro Pump, Ice Beam, and Earthquake on the same set, which equates to optimal overall coverage. The latter item is the perfect pinch Berry for Wishiwashi, as it activates below 25% HP, the exact range where Schooling wears off.

Speaking of sacrificing Speed, when using Wishiwashi in Trick Room, go Relaxed / Brave / Quiet with Speed EVs moved to HP.

Problems and Partners

Problems

Because of Wonder Guard, Wishiwashi cannot touch Shedinja apart from Beat Up or Toxic, the latter being a transfer-only move.

Giga Drain, Strength Sap, and Quiver Dance make Bellossom capable of dealing with all kinds of Wishiwashi sets.

Thanks to its higher Speed, access to Roost, and Electric typing, Vikavolt can easily out-tank Wishiwashi.

Pincurchin might not have higher Speed than Wishiwashi, but its Electric Surge prevents the use of Rest, an important asset for the pivot set.

The only resistances to Wishiwashi’s physical coverage are Dragon/Flying and Water/Flying. Keep that in mind when Altaria or Cramorant is on the opposing team.

Lapras, having Water Absorb and taking a quarter damage from Ice Beam, eats the Specs set for breakfast. Best case scenario, Wishiwashi U-turns out. Worst case, it succumbs to Freeze-Dry.

Partners

When using Wishiwashi, keeping it healthy is especially important. If necessary, pair it with a Wish user like Wigglytuff or Lickilicky. The former is preferred because of its higher HP, part Fairy typing, and access to Teleport. The latter, however, has room for some combination of Heal Bell, Knock Off, and Toxic in its move set. (Heal Bell is especially helpful to the Choice Band set, allowing possible burns to be cured.)

A Fire-type can prove baneful to the likes of Shedinja, Bellossom, and Vikavolt. The physically oriented Rapidash has high Speed with access to Morning Sun and Wild Charge (the latter to cover opposing Water-types), while the specially oriented Magmortar packs more raw power with more reliable Electric coverage in Thunderbolt. (They also have access to High Horsepower and Scorching Sands as means of dispatching other Electric-types.)

Shiinotic has Grass typing for resistance to both Wishiwashi’s weaknesses, and its main purpose is to put troublesome foes to sleep with Spore while keeping itself healthy with Strength Sap. Exeggutor, while merely having Sleep Powder, can run Future Sight as a means to complement the physical set.

Something with Volt Switch, like Fridge Rotom, can form a VoltTurn core with Wishiwashi. Fridge Rotom is also capable of keeping terrains (and hazards) away with Defog and packing Blizzard for the likes of Bellossom and Altaria.

A hazard setter like Rodriguez Runerigus or Shuckle can help wear down the opposing team. Both have access to Stealth Rock, while Toxic Spikes and Sticky Web are their unique options. (Speaking of Sticky Web, it allows one of the Choice sets to cut ahead of Speed-boosted base 59, neutral base 69, or uninvested base 101.)

On the topic of Speed, when it comes to Trick Room support, Beheeyem is the only thing that would normally run Trick Room, as well as a Trick Room user with access to Teleport. (Exeggutor and Wigglytuff also match these criteria, although their recovery is not as reliable as that of Beheeyem: Synthesis in the former case, Wish in the latter case.)

 

Gastly (Poké Monday 10/11/21)

Type: Ghost/Poison

Base Stats (310 total):

  • 30 HP
  • 35 Attack
  • 30 Defense
  • 100 Special Attack
  • 35 Special Defense
  • 80 Speed

Ability: Levitate – Gastly is unaffected by Ground-type attacks, (Toxic) Spikes, Sticky Web, and Terrains. This means that it does not normally remove Toxic Spikes upon switching in.

Notable physical attacks: Fire Punch, Knock Off

Notable special attacks: Dazzling Gleam, Giga Drain, Hex, Icy Wind, Psychic, Shadow BallSludge BombSludge Wave, Thunderbolt

Notable status moves: Destiny Bond, Taunt, Trick, Will-O-Wisp

Overview

What a fitting draw for October, eh? The original Ghost-type, the one that spooked Little Cup after the disappearance of Pursuit, thanks to a number of important factors: a colorful movepool, its twin peaks in Special Attack and Speed, and three immunities (Normal, Fighting, Ground) to compensate for its frailty. The former two can only be explained as byproducts of the first two generations. (Y’know, like many of the long-standing Ubers: Scyther, Tangela, Yanma, Gligar, Sneasel, Murkrow, and Misdreavus. Then there’s Abra with similar base stats (albeit inferior typing and coverage) and Ponyta with the highest legal BST.)

Gastly is also notorious for being able to learn Fire Punch, Thunder Punch, and Ice Punch despite its lack of visible hands. Wooper, with Ice Punch only, is in the same boat. (Don’t even think about Sucker Punch, because it’s not actually a punch.)

Sets

1: Not little enough

Gastly @ Life Orb
Ability: Levitate
Level: 5
EVs: 36 Def / 196 SpA / 76 SpD / 196 Spe
Timid Nature
IVs: 0 Atk
– Shadow Ball
– Sludge Bomb
– Substitute
– Giga Drain

This is what Gastly would do if it continued to haunt Little Cup: Shadow Ball and Sludge Bomb as its bread and butter, Substitute as a means to play around Sucker Punch (and perhaps a safety net for other forms of priority and naturally faster foes), and Giga Drain to marginally cover the HP cost of Substitute and Life Orb. (As a bonus, Giga Drain covers Sandile, one of the few Pokémon in the metagame to resist both Ghost and Poison.)

The provided EVs and Nature result in a stat spread of 19/7/10/19/11/18. This means that it takes 4 HP to make a Substitute and that Life Orb costs 1 HP per attack. It also means that Download Porygon will get an Attack boost upon switching in.

2: Spooky Specs

Gastly @ Choice Specs
Ability: Levitate
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
– Shadow Ball
– Sludge Bomb
– Dazzling Gleam
– Trick / Destiny Bond

This is what Gastly does in Level 100 metagames. (I’ll admit that I stumbled upon this set elsewhere on the interwebs.) Dazzling Gleam is important anti-Dark coverage that accounts for the possibility of Bulletproof foes. Trick, combined with Choice Specs, can be used to screw over physical and/or setup-oriented foes by limiting their move choices. Destiny Bond is an alternative that can turn Gastly’s frailty from its Achilles’ heel to a double-edged sword, sometimes guaranteeing a KO better than any raw power at its disposal.

Other Options

Sludge Wave would be more relevant if the Chespin line weren’t out of the picture, but for the time being, it’s better to have the poisoning chance than the mere 5 BP improvement. Psychic is primarily niche super-effective coverage against Poison-types, and it also hits Fighting-types (except Scraggy) harder than Dazzling Gleam. Thunderbolt is its strongest option against Vullaby, Pawniard, and Stunky. Icy Wind, best paired with Substitute, has potential against faster and similarly frail opponents. Fire Punch is only to be used in Little Cup, and only against Ferroseed for a guaranteed two-hit KO (given Hasty with 76 Attack EVs).

Gastly also has the slightest hint of utility to offer, Icy Wind or not, although a glass cannon should not trifle with such. Hex pairs well with the poisoning chance of Sludge Bomb, or the more reliable Will-O-Wisp, as the absolute most devastating attack it has to offer. Knock Off might be a toss-up over Specs Trick, but it deals chip damage (helpful for breaking Sturdy) and does better at ridding multiple opponents of items.

Problems and Partners

Problems

If Pursuit ever comes back, it will be the greatest problem of all.

In Little Cup, Gastly doesn’t have many problems other than being slower than Abra and Alolan Meowth, along with slight defensive annoyances in Pawniard, Ferroseed, and Vullaby. Yet, when it comes to LC Ubers, Sneasel murders it.

Go a step up to the Not Fully Evolved metagame, and the list increases with Drakloak, Galarian Linoone, and Dark-type Raboot.

Partners

LC: Fighting-type priority moves, namely Mach Punch from Timburr and Vacuum Wave from Croagunk, excel against offensive Dark-types. Pawniard is adept at dealing with Abra in particular, especially in the absence of Hidden Power. A Fire-type like Ponyta can nuke Ferroseed if necessary.

NFE: In dealing with Drakloak and Raboot, it is best to carry a special wall like Togetic and a physical tank like Gabite respectively.

 

Stufful (Poké Monday 9/13/21)

Type: Normal/Fighting

Base Stats (340 total):

  • 70 HP
  • 75 Attack
  • 50 Defense
  • 45 Special Attack
  • 50 Special Defense
  • 50 Speed

Ability choices:

  • Fluffy Stufful take half damage from contact moves but double damage from Fire-type attacks.
  • Klutz Stufful cannot use held items, except those that promote experience or Effort Value gain.
  • Cute Charm Stufful, when being hit by a contact move from a Pokémon of the opposite gender, have a 30% chance to infatuate the attacker. (Hidden Ability)

Notable physical attacks: Double-Edge, Earthquake, Ice Punch, Strength, Superpower, Thunder Punch

Notable status moves: Swords Dance, Taunt

Overview

Underestimate at your peril the precious baby of the best Pokémon in the anime. It may not have much of a movepool, especially with Return and Frustration out of the picture, but its unique access to Fluffy gives it an advantage in tanking physical attacks for opportunities to beef up its own and/or deal substantial damage. Simple as that, really.

Sets

1: Should have put the knives away

Stufful @ Berry Juice / Eviolite
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Jolly Nature
– Swords Dance
– Double-Edge / Strength
– Superpower
– Earthquake / Ice Punch

Fluffy is Stufful’s claim to fame, the most effective means of direct damage reduction in the metagame. Use it in tandem with Berry Juice to keep Stufful healthy, or Eviolite to further enhance Stufful’s defensive prowess, to set up a Swords Dance and go to town. Double-Edge and Superpower have the best combination of power and reliability in Stufful’s movepool, although Strength can replace the former in cases like holding Eviolite where the recoil is unfavorable. Since Stufful unfortunately does not get any dedicated anti-Ghost coverage above the caliber of Payback (which is not at all fit for a Pokémon lacking reliable recovery), its best bet is to run Earthquake for raw power and covering Honedge, or Ice Punch to cover the likes of Pumpkaboo and Galarian Yamask.

The above EVs and Nature result in a stat line of 23/17/12/9/12/15, and Eviolite raises its defenses to 18.

2: Dressed to KO

Stufful @ Choice Scarf
Ability: Fluffy
Level: 5
EVs: 236 Atk / 36 Def / 36 SpD / 196 Spe
Adamant Nature
– Double-Edge
– Superpower
– Earthquake
– Ice Punch

Just like Swinub in the previous Poké Monday, Stufful has base 50 Speed, allowing it to reach the magic 14 Speed (which becomes 21, a cut above the highest raw Speed stat in the metagame, with Choice Scarf) without a Speed-boosting Nature, giving it optimal raw damage (off 18 Attack) at a comfortable Speed tier. Its offensive options are already mentioned in the previous set, but this time it can afford to run both Earthquake and Ice Punch, plus Double-Edge is more certainly its preferred Normal-type option.

Other Options

Thunder Punch is super-effective coverage against Frillish. Nothing more, nothing less.

Problems and Partners

Problems

Because Stufful is a physical tank, super-effective (including Fire-type) special attacks, particularly from faster foes, are the best way to go about wearing it down. Be on the lookout for Croagunk with Vacuum Wave (or Focus Blast if it wins the Speed tie), Wingull with Hurricane, Galarian Ponyta with Psychic, Mime Jr. with Dazzling Gleam (or also Psychic), and Vulpix with Weather Ball / Overheat / Fire Blast. (There are plenty of other Psychic-types out there, but Galarian Ponyta boasts the highest base stat total of all.)

As mentioned, depending on coverage, Stufful may have a hard time against certain Ghost-types. Honedge walls variants lacking Earthquake, while Pumpkaboo proves quite an obstacle in the absence of Ice Punch. Moreover, lacking Thunder Punch (or especially being stuck with Ice Punch) makes it easier for Frillish to inflict a burn with Will-O-Wisp or Scald.

Partners

Sticky Web reduces the number of Speed-related problems that the Swords Dance variant may find hard to set up against. (It helps that Stufful takes 1/4 damage from Pawniard’s Sucker Punch, which Sticky Web boosts by triggering Defiant, thanks to Fluffy.) Dewpider has the benefit of Water Bubble for a solid matchup against Vulpix, while Grubbin has a decently strong X-Scissor for Psychic-types and Electric coverage for Wingull.

Pawniard fares well against the Psychic- and Ghost-types that give Stufful trouble and discourages Defog by packing Defiant. That said, it has the same weakness to Fire and double the weakness to Fighting with an unanswered weakness to Ground.

Elekid has a slight Speed advantage over Wingull, deals well with Frillish, and has coverage for Croagunk (Psychic) and Pumpkaboo (Ice Punch). In difficult situations, it can pivot around with Volt Switch.

Mareanie resists Fighting, Fairy, and Fire at the same time, despite having a mutual weakness to Psychic among no covered weaknesses whatsoever. Still, it can burn the opposition with Scald and spread poison with Sludge Bomb and/or Toxic Spikes, with Recover keeping it around for extended periods of time.

Then there’s Spritzee, which doesn’t have any notable resistances but Fighting, yet more than makes up for that by only being weak to Poison and Steel. Not only that, but it’s a special tank as a foil to Stufful’s physical tankiness, and it can promote longevity by restoring an impressive 13 HP per Wish.

 

Swinub (Poké Monday 8/16/21)

Type: Ice/Ground

Base Stats (250 total):

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

Ability choices:

  • Oblivious Swinub are unaffected by attraction, taunting, and Intimidate. (The latter two parts of the effect were added in later generations: 6 and 8 respectively.)
  • Snow Cloak Swinub are 20% less likely to be hit if hail is active.
  • Thick Fat Swinub take half damage from Fire- and Ice-type attacks. (Hidden Ability)

Notable physical attacks: Bite, EarthquakeIce ShardIcicle Crash, Icicle Spear, Rock Slide, Superpower

Notable special attacks: Freeze-Dry

Notable status moves: Light Screen, Reflect, Stealth Rock

Overview

Ice/Ground is a magnificent offensive type combination; it hits everything but Bronzor, Dewpider, and Snom for at least neutral damage. Too bad the one Pokémon blessed with it is cursed by mediocre base stats. (In fact, Ice-types in general are mediocre, apart from the combination of Snow Warning (from Amaura or Snover) and Slush Rush (with Alolan Sandshrew or Cubchoo). Arguably, Galarian Darumaka is the exception, with 90/50 physical offense and Hustle.)

Perhaps it wouldn’t be so bad if Ice had any defensive potential whatsoever. Instead, it has four weaknesses (Fire, Fighting, Rock, Steel) with only one resistance (to itself, no less) to show for it. Thus, as decent a defensive type as Ground is by contrast (being weak to only Water, Ice, and Grass while immune to Electric and resistant to Rock and Poison), the curse of Ice factors out Rock and Ice, resulting in a grand total of five weaknesses, one resistance, and one immunity. All in all, kind of a letdown. (While it does have access to Thick Fat, allowing it to reclaim its Ice resistance (thereby completing the rare BoltBeam resistance) and overcome its Fire weakness, 4-2-1 is still mediocre.)

Sets

1: Going Ham

Swinub @ Choice Scarf
Ability: Thick Fat
Level: 5
EVs: 196 Atk / 116 SpA / 196 Spe
Rash Nature
– Icicle Spear
– Earthquake
– Superpower
– Freeze-Dry

Base 50 Speed is about average in Little Cup, so why not use a Choice Scarf to patch it up? As an additional incentive, it can afford to lose 1 raw Speed point and still reach the magic 21 that outspeeds the unboosted metagame.

Icicle Spear is Swinub’s Ice-type attack of choice because of how multi-hit attacks work in Little Cup, not to mention it can exploit Weak Armor if Vullaby or Onix has it. Earthquake does super-effective damage to Fire- and Steel-types that resist Icicle Spear, which in turn makes short work of the Grass- and Flying-types that resist (or are immune to) it. Superpower makes Pawniard easier to dispatch, while Freeze-Dry targets Water-types such as Dewpider and Frillish. (The latter, given 23/14/15 bulk and Eviolite, takes upwards of 50% damage from it, given the above EVs and Nature. This spread can also be 116/196/196 Naughty or 196/196/116 Naive; it will result in 21/14/10/12/8/14 stats (21 Speed with Scarf) regardless.)

Thick Fat is the preferred Ability here, because Intimidate (the only thing worth blocking with Oblivious) is seldom used in Little Cup, with all its current users either being outclassed or preferring another Ability. (Scraggy prefers Moxie or Shed Skin, and Sandile prefers the former.)

An alternative take is 116 HP / 196 Atk / 196 Spe EVs, an Adamant Nature, and Rock Slide over Freeze-Dry. (Stats: 23/15/10/8/9/14) This is to guarantee that Swinub will one-shot Scraggy with Superpower, given 22/13/13 bulk and Berry Juice. (15 Atk Rock Slide deals just as much damage to Dewpider as 12 SpA Freeze-Dry (albeit with less accuracy), given 21/12/14 bulk and Focus Sash.)

2: Spit Out the Bone

Swinub @ Eviolite
Ability: Oblivious / Thick Fat
Level: 5
EVs: 196 Atk / 116 Def / 196 SpD
Adamant Nature
– Stealth Rock
– Icicle Spear
– Earthquake
– Ice Shard

Stealth Rock gives Swinub a touch of utility, the only current reason it would want to run Oblivious, lest it be susceptible to Taunt. (On the flip side, Thick Fat is still useful for improving its matchup against foes more reliant on pure damage.) Ice Shard gives Swinub the ability to pick off weakened foes, a reason to survive even after Stealth Rock is set.

Eviolite makes Swinub harder to OHKO, facilitating its utility better than any other item. EVs and Nature give it a stat spread of 21/15/12/8/12/11 (21/18/18 bulk with Eviolite), maximizing its damage output and fluffing it up by keeping its defenses even. This spread has two alternatives:

  • 116 Atk / 196 Def / 196 SpD, Impish Nature (21/13/14/8/12/11 ==> 21/21/18 bulk with Eviolite) improves its physical bulk at the cost of some firepower.
  • 36 HP / 196 Atk / 36 Def / 36 SpD / 196 Spe, Jolly Nature (22/14/11/8/10/15 ==> 22/16/15 bulk with Eviolite) is the middle ground in firepower, but it sacrifices bulk in exchange for the Speed to keep up with (or outpace) fellows in the 43-52 base Speed range. (e.g. Croagunk, Magnemite, Scraggy, Sizzlipede)

Other Options

Bite is the best it can do against Bronzor: a three-hit KO on the standard 23/18/18 bulk and Eviolite. Icicle Crash is for those who fear Mudbray; a one-two punch of Icicle Crash into Freeze-Dry KOs, given 25/14/12 bulk and Eviolite, while Berry Juice means that Freeze-Dry straight 2HKOs. (Unfortunately the RestTalk variant, which has 25/14/16 bulk and Eviolite, is not so easy to take down.)

Dual screens (Light Screen and Reflect) are also an option, best used with Icicle Spear and either Stealth Rock or Earthquake. This would essentially be an imitation of Natu, lacking any means of pivoting and having Oblivious instead of Magic Bounce to keep it from being taunted.

Problems and Partners

Problems

Evidently, it doesn’t take much to threaten this porcine pipsqueak. All it takes is a base Speed greater than 52 and a type corresponding to one of Swinub’s weaknesses. Staryu does this best, having Rapid Spin to deter Stealth Rock and being specially versed in contrast to Swinub’s lesser Special Defense. Mienfoo is neutral or resistant to all of Swinub’s viable options, and Regenerator keeps it alive in conjunction with Drain Punch and U-turn. Arrokuda functions similarly to Staryu, but it lacks Rapid Spin and is physically versed. Carvanha gets destroyed by Superpower, but it can use Protect for a free Speed Boost to cut ahead of even Scarf Swinub. Grookey may be prone to Icicle Spear, but its Grassy Glide is a force to be reckoned with. Pawniard is weak to Earthquake, but it more than makes up for that in high Defense and a super-effective Iron Head. Chinchou doesn’t have the benefit of high Defense, but its Scald hurts.

Because of Thick Fat, there is no guarantee that Fire will be a weakness. If it is, and especially if Swinub is lacking Rock Slide, Larvesta is sure to be an obstacle. Vulpix, the only sun setter in the metagame, and its best buddy (as of the Chlorophyll ban) Charmander pack a punch, even though Earthquake poses a risk to them.

The two relevant resistances to Ice and Ground. (Sorry, Snom; as lauded as you are, your impracticality is undeniable.) Swinub cannot defeat Bronzor without precluding its combination of Recycle and Berry Juice by one of the following means:

  • Having a teammate use Knock Off
  • Somehow forcing a situation where it’s in KO range and lacking Berry Juice
  • Causing flinches with Bite (or Rock Slide for the extra daring folks out there)

Dewpider cannot take two hits from Freeze-Dry or Rock Slide, but if Swinub lacks both moves, then it becomes setup fodder for Sticky Web and/or prone to the most destructive Surf in the metagame.

With the help of Recover, Frillish can tank anything short of 12 SpA Freeze-Dry. Again, that’s given 23/14/15 bulk and Eviolite, not to mention they tend to run Cursed Body for the 30% chance to disable concerning attacks like that.

Depending on its Speed investment, Swinub might also want to be mindful of the 43-52 range that it itself occupies. Scraggy only has Superpower to fear, and only sometimes. Magnemite can tank a hit with Sturdy and retaliate with Flash Cannon. Croagunk, while weak to Earthquake, has a hard-hitting Focus Blast backed with priority in Vacuum Wave. Sizzlipede is essentially a discount Larvesta, having inferior stats and a distinct lack of U-turn. (That said, it does have some interesting tools in Coil, Fire Lash, and Knock Off.)

Timburr is purely Fighting-type like Mienfoo, but instead of being fast and defensive, it’s reliant on Mach Punch and may be packing Defog to clear Stealth Rock and dual screens alike.

If Swinub lacks Freeze-Dry, then it will have a hard time breaking through the high Defense of Shellder, which will go to town with Shell Smash. (Even with Freeze-Dry, Swinub needs absolute max damage to one-shot the standard 20/17/9 bulk before Eviolite.)

Partners

If Swinub is running Stealth Rock, then it had best be prepared for Staryu. To that end, Pumpkaboo and Frillish are sound candidates, being immune to Rapid Spin and resistant to Hydro Pump / Scald. Pumpkaboo has the added benefit of resisting Thunderbolt, for which Frillish is the main reason, although it would be wise to scout for Ice Beam so that Frillish (or Swinub if it has Thick Fat) can switch into it.

Another way to deal with Rapid Spin is by punishing it with Iron Barbs and threatening Staryu with a Grass-type option. It helps that Staryu lacks Fire or Fighting coverage thanks to the disappearance of Hidden Power. But that’s not all Ferroseed brings to the table; it also has access to Spikes, which can be stacked with Stealth Rock for maximum hazard damage.

For Fighting-types like Mienfoo and Timburr, there exists Galarian Ponyta, a Psychic-type with the same outstanding BST for which its Kantonian counterpart is known. With Mystical Fire for coverage, it also performs well against Bronzor.

Abra functions similarly, but what it lacks in a good matchup against Bronzor, it makes up for with Magic Guard + Focus Sash + Counter, one way to stop a rogue Grookey (or some other physical attacker without any multihit moves) in its tracks.

Poison/Fighting with Dry Skin, Croagunk‘s claim to fame, surprisingly covers a lot of bases, especially with Vacuum Wave to threaten faster foes like Carvanha and Pawniard. Immune to Water; resists Dark, Fighting, Rock, Grass, Poison, and doubly Bug; and is only weak to Ground, Flying, and doubly Psychic. (In fact, Water-types tend to run Psychic coverage with that in mind, e.g. Carvanha with Psychic Fangs and Staryu with Psychic.)

Ribombee (Poké Monday 7/12/21)

Type: Bug/Fairy

Base Stats (464 total):

  • 60 HP
  • 55 Attack
  • 60 Defense
  • 95 Special Attack
  • 70 Special Defense
  • 124 Speed

Ability choices:

  • Honey Gather Ribombee, after ending a battle without a held item, have a ceil(level/10)*5% chance of gaining Honey as a held item.
  • Shield Dust Ribombee are impervious to added effects from moves targeting it (e.g. the burn chance of Flamethrower).
  • Sweet Veil Ribombee, while on the field, prevent themselves and their allies from falling asleep. (Hidden Ability)

Notable physical attacks: U-turn

Notable special attacks: Bug BuzzDraining Kiss, Energy Ball, Moonblast, Psychic

Notable status moves: Quiver Dance, Sticky Web, Switcheroo

Overview

According to all known laws of physics, there is no way a bee should be able to outspeed an electric dog. Its wings are too large to propel its body any faster than electricity can propel a quadruped. Ribombee, of course, flies ahead of Boltund anyway because Pokémon don’t care what physics dictate is impossible.

Dumb reference aside, Ribombee can act as a hazard lead, setup sweeper, or saboteur with its impressive Speed, passable Special Attack, and blessed Fairy typing. The curse, on the other side of the coin, is its Bug typing, which leaves it weak to Stealth Rock and provides virtually no offensive coverage. (All it really does is hit Grass and Psychic super-effectively while being resisted by everything that resists Fairy and then some.) But perhaps this is a necessary evil, considering that Ribombee’s Bug typing comes with two of its best moves, which are among the best moves in the game: Quiver Dance and Sticky Web. (Note: The latter and Moonblast are Egg Moves.)

Speaking of coverage, even though Bug falls short on that front, at least Ribombee gets Psychic, which covers Poison while having Dark covered for it. (The issue is Steel, for which Ribombee completely lacks coverage on account of the disappearance of Hidden Power.)

Sets

1: Friendly Neighborhood Ribombee

Ribombee @ Heavy-Duty Boots / Light Clay
Ability: Sweet Veil / Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
– Sticky Web
– Defog / Light Screen
– Stun Spore / Reflect
– Moonblast

Sticky Web, any size! Catches thieves just like flies.

…Actually, it inflicts -1 Speed upon switch-ins that are not airborne or holding Heavy-Duty Boots. For further utility, it can run Defog and Stun Spore as countermeasures against opposing leads, or Light Screen and Reflect to directly support its team through damage reduction. Moonblast reduces its susceptibility to Encore and Taunt, particularly from Prankster users like Whimsicott.

Held item options are Light Clay as an obligatory complement to the screens, or Heavy-Duty Boots to improve its capability as a Defog user. As for its Ability, the dual screen variant prefers Shield Dust to make sure that damaging moves cannot do any more to it than simply damage, although Sweet Veil is an option if Sleep Powder and Spore are more concerning.

2: Worker Bee

Ribombee @ Lum Berry
Ability: Shield Dust
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
– Quiver Dance
– Moonblast
– Psychic
– Roost / Energy Ball

It takes effort to influence the masses.

Quiver Dance gives Ribombee an indispensable boost to Special Attack, some insurance against faster foes, and a light cushion against opposing special attackers, all in one package. This helps it use Moonblast at the highest possible caliber, as well as Psychic against Poison-type foes. Roost can make use of the Special Defense boosts provided by Quiver Dance and/or shrug off hazard damage if needed. Alternatively, Energy Ball makes short work of Quagsire, which (if packing Unaware) is 3HKO’d by Moonblast at worst, enabling it to stall with Toxic (or Scald) and Recover.

Lum Berry serves as a one-time countermeasure against the omnipresent Toxic or means of paralysis such as Druddigon’s Glare or Whimsicott’s Stun Spore. Shield Dust is the preferred Ability because taking special hits is the simplest way to rack up boosts, and what better way to do so than without any nasty side effects?

A Modest Nature maximizes power at the expense of leaving Ribombee trailing behind the base 109-124 range of Speed until it Quiver Dances. (This notably encompasses Archeops and Lycanroc.)

3: Lightning Bug

Ribombee @ Choice Scarf / Choice Specs
Ability: Sweet Veil
EVs: 4 HP / 252 SpA / 252 Spe
Modest / Timid Nature
– Moonblast
– Psychic
– U-turn
– Switcheroo

Disclaimer: May or may not give you 1,000 hugs.

The main reason for Ribombee to wear a Choice Scarf, aside from an extra layer to complement its intrinsic scarf, is to use in tandem with Switcheroo as a means to hinder the capability of passive foes to do as they please. Choice Specs work similarly but make Ribombee look like a pilot, grant a more immediate power boost than Quiver Dance, and has potential to give physical attackers a hard time. Then, alongside the usual Moonblast and PsychicU-turn allows Ribombee to back out of unfavorable situations and accordingly inflict chip damage on the opponent.

This is more of a hit-and-run set than a hit-withstanding set, thereby preferring Sweet Veil as its Ability. The choice of Nature between Modest and Timid is naturally based on the chosen held item: Modest Scarf, Timid Specs. (The problematic foes in the 109-124 range don’t tend to go Scarf.)

Other Options

Bug Buzz is really only notable for hitting Ferroseed and Metang neutrally.

Problems and Partners

Problems

Lycanroc, the literal and figurative big dog on campus, has Accelerock as the arch nemesis of the Quiver Dance set.

Prankster Encore or Taunt, particularly from Whimsicott, has potential to thwart any setup attempt, whether it involves Sticky Web or Quiver Dance. (Heck, even Switcheroo is fair game.) Also, if Ribombee is in the middle of a sweep, a cheeky Encore can ease prediction in developing contingencies.

Sometimes, all it takes is some special backbone and super-effective coverage. That’s where Galarian Articuno shines.

Partners

Liepard or Sableye can fight Prankster with Prankster, thanks to their Dark typing protecting them from opposing Prankster users. Bonus points to Sableye for having Recover to keep itself alive, as well as Will-O-Wisp for dealing with Lycanroc.

Thanks to Accelerock, Lycanroc can also be a valuable asset against Galarian Articuno.

 

Grubbin (Poké Monday 6/14/21)

Type: Bug

Base Stats (300 total):

  • 47 HP
  • 62 Attack
  • 45 Defense
  • 55 Special Attack
  • 45 Special Defense
  • 46 Speed

Ability: Swarm – When Grubbin’s HP is below 1/3, its Bug-type attacks have their power boosted by a factor of 1.5.

Notable physical attacks: Acrobatics, Crunch, Poison Jab, Wild Charge, X-Scissor

Notable special attacks: Discharge, Mud Shot, Thunderbolt, Volt Switch

Notable status moves: Sticky Web, Thunder Wave

Overview

Since its debut, Sticky Web has always had a thin distribution due to almost being limited to Bug-types. (In fact, when it comes to Little Cup, the “almost” can be removed from that statement without affecting its veracity, thanks to Swirlix always getting banned.) To be more specific, there are currently only three Sticky Web setters in Little Cup: Dewpider, Grubbin, and Blipbug. It goes without saying that Dewpider stands at the top thanks to Water Bubble, although Grubbin has perks of its own, namely better raw offense and unorthodox Electric coverage including Volt Switch. (On that note, Blipbug, despite having pathetic base stats and a move puddle to match, is on the same Speed tier and the only one with Recover.)

Speaking of Volt Switch, it’s too bad that Grubbin’s special coverage is worse than that of Spectrier, namely involving Electric instead of Ghost. This means that it has to rely on physical attacks, which also have lackluster coverage. Such is the curse of a two-pronged pill bug.

Set

Grubbin @ Eviolite / Berry Juice
Ability: Swarm
Level: 5
EVs: 180 Atk / 76 Def / 76 SpD / 148 Spe
Adamant Nature
– Sticky Web
– X-Scissor
– Volt Switch / Wild Charge
– Crunch / Poison Jab / Acrobatics

The name of the game is to get Sticky Web on the field, as is Grubbin’s primary purpose, to the end of making certain grounded foes easier to dispatch. If Grubbin attacks, it will most often use X-Scissor, which can prove menacing if boosted by Swarm. It also has the luxury of Volt Switch, which has potential to deal decent damage to most Defog users and more importantly ease predictions against the opponent. Alternatively, Wild Charge has a higher damage output and can allow a free switch if the recoil KOs Grubbin. For further coverage, Crunch prevents Grubbin from being walled by Magnemite and Golett, Poison Jab works wonders against Fairy-types, and Acrobatics (best used with Berry Juice) improves its matchup against Fighting-types such as Timburr.

The EVs and Nature result in a stat line of 21/16/12/10/12/13 (21/18/18 bulk with Eviolite). Alternatively, an EV spread of 180 Atk / 76 Def / 236 SpD gives Grubbin a better bulk of 21/12/14 (21/18/21 with Eviolite) and a slower Volt Switch (11 Speed, to be exact) while preventing Porygon from gaining Special Attack with Download. However, it does not Speed tie with Frillish, making it unable to do anything before taking a Will-O-Wisp.

Other Options

Mud Shot is an alternative Speed control tool, particularly for reducing Onix’s Speed to 11 and making Magnemite even easier to deal with. Thunder Wave hinders airborne foes that are unaffected by Sticky Web, except Baltoy which is prone to X-Scissor. Discharge is to Thunder Wave as Lava Plume is to Will-O-Wisp, and it’s the only possible way for Grubbin to paralyze Natu.

Problems and Partners

Problems

Because of Magic Bounce, Natu discourages Sticky Web setup just by standing in front of Grubbin. In return, the worst Grubbin can do besides switching out is Crunch or attempt to inflict paralysis with Discharge, while at the mercy of dual screen setup or Heat Wave.

In a less direct vein, Defog users will likely wage war for hazard dominance. Vullaby in particular benefits from being immune to Sticky Web, naturally faster than Grubbin, able to tank Electric coverage, and to be feared for its Knock Off and Brave Bird one-two punch. Timburr only has a raw Knock Off and a resisted Drain Punch going for it, but it can take anything short of Acrobatics, which is reliant on Berry Juice consumption.

Anorith and Drilbur pack Rapid Spin for the hazard-clearing benefits of Defog without affecting the opponent’s side of the field or triggering Defiant. On top of that, Grubbin is slower and lacks super-effective coverage against them, so it will have a hard time preventing them from setting up Swords Dance or Stealth Rock before retaliating with Rock Blast/Slide.

Because of Defiant, Pawniard can exploit the presence of Sticky Web on the field to become a powerhouse of a tank, packing Sucker Punch to balance out the Speed drop. Moreover, Grubbin cannot hit it super-effectively without Mud Shot, a weak offstat attack that also triggers Defiant.

Partners

Speaking of Defiant, it’s better for discouraging Defog than for countering Sticky Web, Mud Shot, and the like. This is the sort of benefit that Pawniard has to offer, along with Flying and Rock resistance in exchange for Ground and Fighting. (Sadly, they are both weak to Fire.)

To discourage Rapid Spin, Frillish has the required immunity and a decently strong Scald (or Will-O-Wisp + Hex) in store for the users that pose a problem to Grubbin. As a bonus, it can keep itself alive with Recover and resists Fire in exchange for Grass with no mutual weaknesses.

If offensive Natu is a problem to the team, the solution is Munchlax. It almost literally eats up special attacks, packs a hefty Body Slam, and has a Fighting weakness for Grubbin to resist.

On the physical side, Onix resists all of Grubbin’s weaknesses in exchange for Grass, Fighting, and Ground resistance. It can also offer an additional hazard in Stealth Rock and/or the destructive combination of Rock Head and Head Smash, as well as a much higher Speed with access to Weak Armor.

To clarify the purpose of Sticky Web to begin with, it grants slower team members more of a fighting chance in the fast-paced world of Little Cup. Even the fastest of foes, when reduced to -1 Speed, end up slower than positive-Natured base 33-42 and neutral-Natured base 43-52. (The exact Speed value is 13.) Magnemite is the strongest special attacker to fall in the latter range, while Cubone exemplifies the former range with its physical attacks.

 

Azurill (Poké Monday 5/17/21)

Type: Normal/Fairy

Base Stats (190 total):

  • 50 HP
  • 20 Attack
  • 40 Defense
  • 20 Special Attack
  • 40 Special Defense
  • 20 Speed

Ability choices:

  • Thick Fat Azurill take half damage from Fire- and Ice-type attacks.
  • Huge Power Azurill have doubled Attack.
  • Sap Sipper Azurill are impervious to Grass-type moves and gain +1 Attack per move negated.

Notable physical attacks: Aqua Jet, Body SlamDouble-Edge,* Façade, Iron Tail, Knock Off,* Waterfall

Notable status moves: Encore, Soak

*via Ultra Sun/Moon tutor

Overview

Azurill is one of only two Pokémon in Little Cup with access to Huge Power. Unfortunately, the other (Bunnelby) outclasses it in physical offense: not only in terms of raw stats (36/57 vs. 20/20), but also by virtue of access to Swords Dance, Earthquake, and Quick Attack. The only things setting Azurill apart are its access to Knock Off (which it’s strange that Bunnelby doesn’t also have) and Encore, and even then, base 20 is a pathetic Speed value for an Encore user.

If only the Pokémon games had more non-signature physical Fairy-type moves besides Play Rough, then regrettable physically-oriented Fairy-types like Azurill wouldn’t have to suffer so much.

Set

Azurill @ Life Orb / Eviolite
Ability: Huge Power
Level: 5
EVs: 116 HP / 196 Atk / 196 Spe
Adamant Nature
– Double-Edge / Body Slam
– Knock Off
– Aqua Jet / Waterfall / Soak
– Encore

Factoring in Huge Power, Azurill’s Attack stat rivals that of Cranidos (low-key D/P remake hype), constituting one of its few good points. Its others are a hard-hitting option in Double-Edge (or a more reliable and utile one in Body Slam) and essential coverage in Knock OffAqua Jet is arguably the best way for Azurill to overcome its pitiful Speed (not that that means much), Waterfall is its strongest option against Onix and Mudbray, and Soak is situational utility to throw off Pokémon that don’t use Water-type moves or Normal-resistant switch-ins that have lost their item (or Pawniard as a whole). Encore is helpful for easing predictions, especially when used against Stealth Rock, a boosting move, or (if Azurill has a Steel-type ally) a Poison-type move.

The investment above results in a stat spread of 23/12/10/7/10/11 (24 Attack with Huge Power, 23/15/15 bulk with Eviolite). As if Azurill wasn’t unfortunate enough, its HP is too high to reduce to 19, the magic number that would reduce Life Orb recoil from 2 to 1. If running Eviolite, an alternative investment of 36 HP / 196 Atk / 116 Def / 116 SpD / 36 Spe results in a 22/12/12/7/12/9 stat spread for 22/18/18 bulk. But be warned that the difference in Speed leaves it behind standard Cufant (with which it ties), Skrelp and Honedge (which it outspeeds). (And what good is such bulk if it doesn’t come with recovery?)

Other Options

With the third-lowest minimum Speed value in Little Cup (outdone by base 5-15), Azurill has potential in Trick Room, the problem being that the archetype is unreliable. Façade can make Azurill less prone to burns from the likes of Larvesta and Ponyta. Iron Tail, while inaccurate, deals exceptional damage to opposing Fairy-types and possible Amaura.

Azurill also has access to Whirlpool and Perish Song (alongside the choice between Thick Fat for two pseudo-resistances and Sap Sipper for a pseudo-immunity), but this combination is not as useful in Little Cup as in other formats and better left to Popplio regardless.

Problems and Partners

Problems

To be blunt, Azurill is a baby among babies, therefore not at all hard to check.

A menacing sweeper like Shellder, super-effective tanks like Pawniard and Skrelp, a robust wall like Ferroseed… The sky’s the limit.

Partners

Dewpider functions well as an offensive complement because of Sticky Web and its preference of special attacks such as Surf boosted by Water Bubble. With Sticky Web in play, Azurill can get ahead of max Speed Pokémon up to base 62, notably including Croagunk Galarian Farfetch’d. Pawniard too, but be mindful of Defiant.

Speaking of Defiant, Pawniard’s best use for it is to punish Defog, as is Frillish’s Ghost typing to block Rapid Spin, two vital components of any hazard-reliant team.

On the defensive side, Azurill’s lack of reliable recovery begs for Wish support, although its best two users (Spritzee and Lickitung) leave the team no choice but to double up on one of Azurill’s types. (But at least Spritzee can bring Trick Room as an alternative means of support.)

Grookey’s Grassy Surge may not be as bountiful a source of HP, but at least the ‘mon itself is not as redundant in typing. In fact, it has a superior priority move in Grassy Glide and access to Drain Punch as a coverage move against the pesky Steel-types of the metagame.

 

Dragapult (Poké Monday 4/12/21)

Type: Dragon/Ghost

Base Stats (600 total):

  • 88 HP
  • 120 Attack
  • 75 Defense
  • 100 Special Attack
  • 75 Special Defense
  • 142 Speed

Ability choices:

  • Clear Body Dragapult cannot have their stat stages lowered by means other than their own.
  • Infiltrator Dragapult are unaffected by opposing Reflect, Light Screen, Safeguard, Mist, Substitute, and Aurora Veil when using moves.
  • Cursed Body Dragapult, upon being directly damaged by an attack, have a 30% chance of disabling the attack for 4 turns. (Hidden Ability)

Notable physical attacks: Dragon DartsOutragePhantom Force, Psychic Fangs, U-turn

Notable special attacks: Draco MeteorDragon Pulse, Fire Blast, Hex, Hydro Pump, Scald, Shadow Ball, Thunderbolt

Notable status moves: Disable, Dragon Dance, Will-O-Wisp

Overview

The term “pseudo-legendary” refers to a Pokémon with two evolutionary forms, the most fully evolved of which has a base stat total of 600, which surpasses some legendary Pokémon (e.g. Tapus, Keldeo) and ties with others (e.g. Heatran). As a prologue of sorts, let me lay down a history of pseudo-legendary Pokémon from generations 1-8.

  1. Dragonite – 91/134/95/100/100/80
  2. Tyranitar – 100/134/110/95/100/61
  3. Salamence – 95/135/80/110/80/100
    Metagross* – 80/135/130/95/90/70
  4. Garchomp – 108/130/95/80/85/102
  5. Hydreigon – 92/105/90/125/90/98
  6. Goodra – 90/100/70/110/150/80
  7. Kommo-o – 75/110/125/100/105/85
  8. Dragapult – 88/120/75/100/75/142

*technically fits the above criteria, but is (so far) the only genderless Pokémon to do so

The first few generations look to be an arms race of Attack stats, but the fifth generation broke the trend by throwing in a special attacker, which led to emphasis on Special Defense, physical Defense, and now Speed. (Admittedly, Kommo-o’s Defense didn’t mean much until it gained Body Press, and Goodra’s Special Defense still does not.)

Speaking of arms races and Speed, this generation looks like it’s fixing to start an arms race of Speed stats. Galarian Darmanitan in Zen Mode has base 135, Barraskewda has base 136 (with Swift Swim, even), the Heroes of Many Battles (Zacian and Zamazenta) have base 138, Dragapult here has base 142, crowned Zacian has base 148, Shadow Rider Calyrex (Crown Tundra) has base 150, and most importantly Regieleki (also Crown Tundra) has set a new record at base 200.

As if that wasn’t wack enough, Dragapult’s stat spread bears a striking resemblance to that of a mythical Pokémon from last generation: Zeraora. HP and Defense are identical, Attack is in favor of Dragapult, and the rest is in favor of Zeraora. I mean, Speed is the one stat in which one base point unconditionally makes all the difference, and Zeraora actually has a physical movepool to write home about, but like…really, why is a comparison like this just asking to be drawn in the first place? 88/120/75/100/75/142 following 88/112/75/102/80/143? Just…why?

At any rate: Dragapult has menacing offensive stats yet is certainly not one for taking hits, making it one of the luckiest Pokémon to originate in the generation when Pursuit became unusable. Other vices include a distinct scarcity of physical attacks (in no small part due to the logical discrepancy of having access to Dragon Claw but not Shadow Claw) and no reliable means of boosting Special Attack.

Sets

1: Saboteur

Dragapult @ Leftovers
Ability: Infiltrator
EVs: 208 HP / 140 SpA / 160 Spe
Timid Nature
IVs: 0 Atk
– Hex
– Will-O-Wisp
– Substitute
– Disable

Competitively viable Normal-types are hard to come by, aside from a particular pink blob that Dragapult has no business facing on its own, and Hex is otherwise only resisted by Dark-types, most of which are physically oriented. This makes it a powerful tool to combine with Will-O-Wisp as a devious means of wearing down the opposing team. Speaking of devious, Substitute and Disable can also be that kind of combination, especially against foes that only have one means of attacking or rely on Knock Off for coverage.

The Speed investment is a creep past Tapu Koko (396 vs. 394), while the HP investment gives it a stat of 369, the lowest odd number that offers the highest possible Leftovers recovery (23 HP per turn). The remainder is thrown into Special Attack for a little boost to Hex’s damage output. More obviously, Infiltrator is the most useful Ability that Dragapult has at its disposal.

2: Taking Aim

Dragapult @ Choice Specs
Ability: Infiltrator
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
– Draco Meteor
– Shadow Ball
– Fire Blast
– U-turn / Thunderbolt

Between its obscene Speed and lack of means to boost its middling Special Attack, Dragapult is highly compatible with Choice Specs. They make its Draco Meteor a hit-and-run nuke, its Shadow Ball a weaker but more reliable alternative, and its Fire Blast a hard-hitting coverage move particularly for the likes of Bisharp. U-turn, despite obviously not being boosted by Choice Specs, has potential as a damaging means of switching out, which can come in especially handy if Dragapult has used Draco Meteor and is affected by Knock Off or given a non-Choice item through Trick. Alternatively, Thunderbolt is Dragapult’s best weapon against bulky Water-types and the likes of Mandibuzz.

A Modest Nature, while maximizing damage output, comes at the expense of leaving Dragapult tied with base 125 Pokémon with Speed-boosting Natures. This Speed tier most notably includes Weavile (which does have Ice Shard, but does not one-hit KO with it), so maximum Speed is highly recommended. The last four EVs go into Special Defense on the off chance of Porygon with Download.

3: Getting Groovy

Dragapult @ Lum Berry
Ability: Infiltrator
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
– Dragon Dance
– Dragon Darts
– Phantom Force
– Psychic Fangs / Steel Wing

With Dragon Dance, Dragapult can take its daunting base 120 Attack and exceptional base 142 Speed to new heights. This variant makes use of Dragapult’s signature move, Dragon Darts, which in singles is essentially a Dragon-type Gear Grind with perfect accuracy and no contact. However, it doesn’t have much else going for it. Phantom Force is its best Ghost-type physical attack, but exercise due caution when using it, lest it provide the opponent a setup opportunity and/or a free switch into their Normal-type. Psychic Fangs is its strongest physical coverage move but merely hits Fighting and Poison super-effectively, while Steel Wing is weak and a bit inaccurate but covers Fairy.

Lum Berry is preferred as a countermeasure against a single paralysis or burn that would otherwise throw a wrench in Dragapult’s physical prowess. Fun fact: This variant at +1 ties with max Speed Gyarados at +2.

Other Options

Hydro Pump and Scald are more situational coverage options that primarily hit Heatran, Therian Landorus, Tyranitar, and Volcarona for more damage than anything else.

On the physical side, while Dragapult is not as good with Choice Band as with Choice Specs or Dragon Dance, this unique route would leave Outrage up for consideration as a more powerful albeit risky alternative to Dragon Darts.

One last remark about the disappearance of Pursuit: Dragapult may be lucky on that front, but boy would it kill for Ghostium Z (which disappeared at the same time) to make its Phantom Force leagues more viable.

Problems and Partners

Problems

In case it wasn’t obvious, Blissey is the “particular pink blob that Dragapult has no business facing on its own.” While Dragon Darts can put a fair dent into it, special attacks and burn won’t accomplish much, and this pink blob can answer back with Thunder Wave or Toxic to hinder Dragapult’s highest stat or to put Dragapult on a timer respectively.

Depending on whether or not Dragapult is running Thunderbolt, Mandibuzz and Tapu Fini have potential to soak up its attacks and answer back with Foul Play or Moonblast, although the less threatening Nature’s Madness is a possibility in the latter case. Without Water coverage or Will-O-Wisp, Dragapult has a hard time dealing with Tyranitar, which has potential to pack a wallop with Crunch. If running nothing but attacks, Dragapult is prone to Bisharp’s Sucker Punch. If not running a Timid or Jolly Nature, Dragapult is too slow for Tapu Koko, which has Dazzling Gleam (but why not Play Rough?) as a means of dealing super-effective damage.

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Speaking of slow, Zeraora is unconditionally faster and has Knock Off in its arsenal, plus Weavile can be a concern if Dragapult is Modest, Adamant, or too weak to survive an Ice Shard. Other Speed-related concerns include the tag team of Drizzle Pelipper and Swift Swim Kingdra, Unburden Hawlucha with a terrain Seed, and any Choice Scarf user worth its salt.

Partners

Set 1 can use some Normal-type control, and what better means of such than Rapid Strike Urshifu? Actually, this partner works well with any special set; it packs valuable Fighting coverage that Dragapult lacks, squelches any need for Hydro Pump or Scald, resists two important weaknesses in Dark and Ice, and can form a U-turn core if so desired.

To account for the possibilities of Hawlucha and rain, it might be wise to pack some terrain and/or weather control. Rillaboom is able to wreck face with Wood Hammer or pick off weakened threats with Grassy Glide (and can U-turn too), while Tapu Lele has Psychic Surge to defend against Sucker Punch and Ice Shard users. On the flip side, Torkoal’s Drought not only serves as the antithesis of opposing rain, but also gives Dragapult’s Fire Blast (if applicable) a little boost.

 

Emolga (Poké Monday 3/15/21)

Type: Electric/Flying

Base Stats (428 total):

  • 55 HP
  • 75 Attack
  • 60 Defense
  • 75 Special Attack
  • 60 Special Defense
  • 103 Speed

Ability choices:

  • Static Emolga, upon being hit by direct contact, have a 30% chance to paralyze the attacker.
  • Motor Drive Emolga are unaffected by Electric-type moves except their own, and in lieu of the standard effect, they gain +1 Speed. (Hidden Ability)

Notable physical attacks: Dual Wingbeat, Knock Off (Gen VII tutor), Nuzzle, U-turn, Wild Charge

Notable special attacks: Air Slash, Energy Ball, Thunderbolt, Volt Switch

Notable status moves: Defog, Encore, Roost, Taunt, Toxic (Gen VII tutor)

Overview

It goes without saying that The Pokémon Company is enamored with Pikachu. One of many points of evidence is what the fanbase calls “Pikaclones”: a slew of Electric-type rodents with similar round cheeks and rather low base stats. Chronologically, Emolga lies in the middle of them, preceding Dedenne and Togedemaru while following Plusle, Minun, and Pachirisu.

This one, however, has a history of infamy stemming from its presence in the Nimbasa City Gym of Unova. Those owned by the Gym Trainers of the first Black & White Versions were not much to behold, but those owned by Elesa were the pioneers of Volt Switch and packed Aerial Ace as a countermeasure against Ground- and Grass-types. (At least the sequel provided access to Onix, who walls the entire Gym outside of Challenge Mode and its addition of Energy Ball Joltik.)

That said, in the grand scheme of things, Emolga is liable to be considered a lesser Thundurus geared towards Speed. Well, if you overlook the few tools that Thundurus would kill for: Encore, Roost, Energy Ball, and most importantly usable Flying-type attacks. (Mutually, Prankster or Defiant would make a fine hypothetical addition to Emolga.)

Sets

1: Protector of Nuts

Emolga @ Heavy-Duty Boots
Ability: Motor Drive
EVs: 252 HP / 4 SpA / 252 Spe
Timid Nature
– Encore / Toxic
– Volt Switch / Defog
– Knock Off
– Roost

Thanks to the eighth-generation introduction of Heavy-Duty Boots, being weak to Stealth Rock no longer precludes defensive sets. Emolga can take advantage of this as a means to flaunt its utility options: Encore as the bane of setup sweepers and opposing utility, Toxic as its best means of damaging the opposing team, Defog for hazard control, and Knock Off to thwart item-reliant opponents. It can also use Volt Switch as a means of scouting (as do Elesa’s Emolga) and Roost to keep itself healthy while potentially softening the brunt of an Ice- or Rock-type attack. (In this case, be careful if the opponent has a Ground-type attack in store.)

Motor Drive is the preferred Ability here, as it adds a secondary immunity to the already Ground-immune Emolga. EVs and Nature take full advantage of Emolga’s high Speed and include max HP as the best means of increasing overall bulk. If not running Volt Switch, it is preferred to go Jolly and shift the 4 Special Attack EVs to Attack.

2: Crash Lander

Emolga @ Choice Band
Ability: Motor Drive
EVs: 252 Atk / 4 Def / 252 Spe
Adamant Nature
– Wild Charge
– Dual Wingbeat
– Knock Off
– U-turn

Despite having no better than Wild Charge on the Electric-type front, Emolga has a solid physical movepool overall. The Isle of Armor gave it Dual Wingbeat, a usable Flying-type attack that does not require the Flying Gem to come back from its three-generation vacation. Knock Off, naturally, is too good a physical attack to pass up; not only does it remove items, but it has 97.5 BP while doing so, and Dark has some decent offensive coverage as a whole. U-turn may not have such great coverage, really only hitting Dark-types for higher damage than anything else, but it serves the same purpose as Volt Switch without being exploitable by opposing Ground-types.

EVs are primarily concentrated into Attack because Emolga needs all the firepower it can get, but keep in mind that a Motor Drive boost is necessary for getting ahead of base 90-103 (notably consisting of Jynx and Silvally). The remaining 4 EVs are thrown into Defense because Emolga has no business dealing with the Porygon line or Genesect, and its most useful resistances tend to be physically inclined.

3: Air Raider

Emolga @ Choice Specs
Ability: Motor Drive
EVs: 4 Def / 252 SpA / 252 Spe
Modest Nature
IVs: 0 Atk
– Thunderbolt
– Air Slash
– Energy Ball
– Volt Switch

The special side may not have Knock Off, but it has a much better Electric-type attack in Thunderbolt, an arguably better Flying-type attack in Air Slash, and valuable anti-Ground (with bonus anti-Rock) coverage in Energy Ball. Of course, Volt Switch works here as it does in the defensive(-ish) set. Every other aspect is identical to the physically offensive set.

Other Options

Static is not entirely worthless to the defensive set, having potential to punish U-turn and other resisted contact moves (most importantly Fighting and Steel). In a similar vein, Nuzzle is arguably the most reliable means of inflicting paralysis, being more accurate than Thunder Wave and unaffected by Taunt. (A close competitor is Glare, which is affected by Taunt but also unique in not being blocked by Ground typing.) The need for paralysis may arise if the team already has a poison spreader (such as Qwilfish) and is more focused on hitting hard than being fast.

Emolga also has the option of running Life Orb over a Choice item to give it room for utility and the ability to switch between offensive moves while providing slightly less of a power boost and causing residual damage. (This, alongside the omnipresence of Stealth Rock, simply begs for the use of Roost as “utility.”)

Iron Tail, not listed as notable because of its shaky 75% accuracy, is a physical tool for Ice, Rock, and bonus Fairy coverage.

Problems and Partners

Problems

Midday Lycanroc is naturally faster than Emolga, therefore has nothing to fear but switching in on a Specs-boosted Energy Ball or getting paralyzed by Static or Nuzzle.

As mentioned before, Jynx and Silvally are in that range of Speed for which a Speed-boosting Nature (Jolly or Timid) makes all the difference. Jynx gets destroyed by any move in the Choice Band set and is in two-hit KO range of any move in the Choice Specs set (notwithstanding the 2.3% chance of Timid Air Slash missing out) but packs Ice Beam as a lethal option. Silvally, on the other hand, can pack an Ice or Rock Memory while merely being 2HKO’d at worst (although the former is guaranteed to be KO’d by Adamant Iron Tail with Choice Band after Stealth Rock, and the latter should be wary of Energy Ball) to make Multi-Attack baneful.

Not even Specs-boosted Thunderbolt can KO Crustle from full HP; in return, Crustle can KO with as few as three hits of Rock Blast (no matter Emolga’s HP investment) or use Emolga as Shell Smash fodder.

Similarly to the above, Frosmoth’s Ice Scales keep it safe from even Specs-boosted Air Slash (a mere two-hit KO), is unconditionally faster after Quiver Dance, and annihilates with Ice Beam.

Partners

Poliwrath resists Rock and Ice while having potential to bait out Electric-type moves for Motor Drive. However, most of the above problems tend to carry Psychic coverage, with exceptions in Frosmoth preferring Giga Drain and Crustle having nothing better than Earthquake.

Miltank has access to Thick Fat as a less conventional means of resisting Ice, and while it doesn’t resist Rock, it’s also neutral to Psychic. However, Lycanroc has Close Combat in its arsenal.

If Psychic-types are too concerning to ignore, consider running Alolan Persian as a means of dealing with them. It even has Parting Shot to form a pivoting core with Emolga.