Pachirisu (Poké Monday 8/28/17)

Type: Electric

Base Stats:

  • 60 HP
  • 45 Attack
  • 70 Defense
  • 45 Special Attack
  • 90 Special Defense
  • 95 Speed

Ability choices:

  • Run Away Pachirisu can always flee from wild encounters. This Ability has no effect in Trainer battles.
  • Pickup Pachirisu, if not already holding an item, have a 10% chance of finding and holding a random item at the end of battle. As of Gen V, if such a Pachirisu is not holding an item in battle and another Pokémon has deliberately used up its item and not regained it, then the last consumed item by any opponent ends up in Pachirisu’s possession.
  • Volt Absorb Pachirisu are immune to Electric-type moves and regain 25% HP when affected by such moves. (Hidden Ability)

Notable physical attacks: Grass Knot, Gunk Shot (via ORAS tutor), Nuzzle, Seed Bomb (via ORAS tutor), Super Fang, Thunder Punch (via ORAS tutor), U-turn

Notable special attacks: Charge BeamDischarge, Grass Knot, Thunderbolt, Volt Switch

Notable status moves: Fake Tears? Other than that, I’m not sure… (Follow Me is helpful for Doubles, though.)

Notable Z-moves:

  • Gigavolt Havoc (Electric)
    • Physical – Converts one use of Thunder Punch into a base 140 physical Electric-type attack.
    • Special – Converts one use of Thunderbolt into a base 175 special Electric-type attack.
  • Bloom Doom (Grass)
    • Physical – Converts one use of Seed Bomb into a base 160 physical Grass-type attack.
    • Special – Converts one use of Grass Knot into a base 160 special Grass-type attack.
  • Tectonic Rage (Ground) – Converts one use of Dig (via Gen VI TM) into a base 160 physical Ground-type attack.
  • Z-Fake Tears (Dark) – Grants +1 Special Attack with one use of Fake Tears.
  • Z-Tail Whip (Normal) – Grants +1 Attack with one use of Tail Whip (Egg move).

Overview

If you know about Pachirisu, chances are that you also know about Sejun Park, a South Korean competitive Pokémon player who won the official 2014 world championship with a Pachirisu in his team (alongside Garchomp, Gardevoir, Mega Gyarados, Talonflame, and Gothitelle). It works best in Double Battles, given its access to Follow Me alongside Volt Absorb, decent Speed, okay bulk, and variety of support options.

However, in spite of the unconventional circumstances leading up to a year’s worth of notoriety, let’s face it: Pachirisu’s stats are mediocre. Base 95 Speed isn’t too bad, and 60/70/90 bulk isn’t awful, but 45 for each attacking stat…well, let’s just say that’s the most unappealing aspect. Some form of Ice coverage not named Hidden Power would help its cause, but alas.

That said, if Pachirisu has proven anything in the past four years, it’s that even the dullest of stars should not be overlooked.

Sets

Doubles Set: The Sejun Park Special

Pachirisu @ Sitrus Berry
Ability: Volt Absorb
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
– Nuzzle
– Follow Me
– Super Fang
– Protect

I’m not sure about the spread, but the moveset is precisely as shown. Nuzzle is basically a 20 BP Thunder Wave, except for the fact that the accuracy of Nuzzle remains 100%. Paralysis may not be quite as good nowadays thanks to it cutting Speed down to 1/2 instead of 1/4, but not to the point of rendering a Taunt-proof guaranteed paralysis move unusable. Follow Me draws attention to the user, which is helpful for deterring Will-O-Wisp away from physical attackers or Electric attacks away from Electric-weak Pokémon. Super Fang cuts the target’s HP in half, and thus is usually the most damage that Pachirisu will ever do. Protect is for scouting and for better synergy with wide-area attackers (notably those with Earthquake).

Again, I’m not sure if the spread is accurate. My best guess is that the set prioritizes bulk in order for Pachirisu to take hits as best as it can. Pachirisu might seem more Speed-oriented based on its stat line, but the Speed is not as significant because Pachirisu falls behind offensive threats but has the raw Speed to cut past defensive threats. Volt Absorb is the Ability of choice, because its other Ability choices are next to useless, not to mention having an Electric immunity is nice. Sitrus Berry provides recovery at low HP, which is ideal for the fast pace of Doubles. However, note that the newly buffed Figy, Mago, Aguav, and Iapapa Berries (not Wiki Berry because that confuses Impish Pokémon) restore twice as much HP as a Sitrus Berry, but the remaining HP cutoff for those Berries is half that of the Sitrus Berry.

Singles Set 1: Support

Pachirisu @ Air Balloon
Ability: Volt Absorb
EVs: 252 HP / 4 Def / 252 Spe
Jolly/Timid Nature
– Nuzzle
– Super Fang
– Toxic
– U-turn / Volt Switch

Pachirisu is not as appealing in Singles, but at least it can spread paralysis with Nuzzle, wear down the opposition with Super Fang, and perchance use Toxic to combat more defensive threats. The fourth slot is best dedicated to a pivot move: U-turn if you’re worried about immunities, or Volt Switch for usually greater damage outputs (not that Pachirisu does much damage in the first place).

Bulk is not as significant in this set because of Pachirisu’s lack of reliable recovery, and max Speed allows it to stay on top of its acceptable Speed tier (at least for PU) while doing what it does best. With that in mind, Jolly Nature is best for use with U-turn, while Timid is preferable for Volt Switch. Air Balloon is the item of choice here for providing temporary Ground immunity, to patch up its one type weakness.

Singles Set 2: Offensive?

Pachirisu @ Darkinium Z
Ability: Volt Absorb
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
– Fake Tears
– Thunderbolt
– Hidden Power [Ice]
– Grass Knot / Charge Beam

This is honestly as close to an offensive Pachirisu as you can get. Fake Tears has the potential to force switches and/or amplify Pachirisu’s damage output like nothing else. Combined with Darkinium Z, Fake Tears has a once-per-battle chance to raise Pachirisu’s Special Attack—meaning, in the best case scenario where a foe stays in after Pachirisu uses Z-Fake Tears, Pachirisu’s damage output is effectively tripled. Thunderbolt is reliable and decently powerful STAB, and Hidden Power Ice is the best coverage to complement the STAB. For the fourth slot, Grass Knot is for extra coverage against Gastrodon and Whiscash, while Charge Beam can serve as an alternative and arguably more reliable boosting method to complement Fake Tears.

The EVs, Nature, and Ability shouldn’t need explanation. This is an “offensive” set, after all.

Other Options

Electroweb and Helping Hand are other options for Doubles, the former for slowing down both targets instead of one, and the latter for giving a once-per-turn power boost to whatever ally it may be supporting. Another benefit to using Electroweb over Nuzzle is that Pachirisu can afford to run an Attack-hindering Nature to reduce Foul Play damage.

When it comes to Singles, however, Pachirisu doesn’t have many other options. It can go physical with Z-Tail Whip, allowing it to hit Gastrodon and Whiscash harder (although not so much Quagsire) with Seed Bomb and to hit select Grass-types harder with Gunk Shot. This, however, is less potent than Z-Fake Tears, not only because of the lesser debuff to the opponent, but also because of the weaker Electric STAB and overall worse coverage. Also beware that physically oriented sets are prone to burn.

Light Screen is a support option that benefits the team and enhances Pachirisu’s special bulk, but screens have been obsolete ever since Gen VI drastically changed the mechanics of Defog.

Problems and Partners

Problems

If Pachirisu lacks Toxic, Bite, Rollout (don’t actually run Rollout on a Pachirisu set, please), or super-effective Hidden Power, Shedinja completely stops it in its tracks. That’s another reason why offensive Pachirisu is not nearly as potent as the support variety.

Camerupt can take any one hit that Pachirisu can throw at it (only Tectonic Rage from Dig can manage a 2HKO percentage on 248/8/0 Camerupt) and obliterate the little squirrel with Earth Power.

Golurk and Palossand are both immune to Super Fang and Electric, Pachirisu’s main two forms of damage output, and can retaliate with Ground STAB. They should, however, be wary of Toxic and, to a lesser extent, standard coverage against Ground-types.

Fast Ground-types are problematic as well. Alolan Dugtrio naturally outspeeds, is immune to Toxic, is neutral to Pachirisu’s usual coverage options, and deals heavy damage with Earthquake. Silvally with Ground Memory merely ties in Speed, but watch out for Multi-Attack.

There are many more problems in higher tiers, but the ones above are of the lower-tier sort.

Partners

Swanna is the best bait for Volt Absorb (considering Gyarados, Mantine, and Pelipper are in higher tiers) with its Water/Flying typing, which incidentally allows it to easily switch into Ground-type attacks and retaliate with Water STAB. It can also clear hazards if needed. Should be careful of Rock coverage, however.

There aren’t many things that outspeed Alolan Dugtrio in its tier, but Floatzel is one of them. If Pachirisu predicts a switch into Alolan Dugtrio and goes for U-turn, Floatzel is the perfect complement.

Crustle doesn’t mind Ground-type moves and can set up Stealth Rock and Spikes to limit switches and Shedinja problems.

Ludicolo handles Ground-types elegantly due to its typing, not to mention it has access to Leech Seed for mild healing support.

And, of course, shoutouts to the rest of Sejun Park’s team:

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Starmie (Poké Monday 7/31/17)

 

Type: Water/Psychic

Base Stats:

  • 60 HP
  • 75 Attack
  • 85 Defense
  • 100 Special Attack
  • 85 Special Defense
  • 115 Speed

Ability choices:

  • Illuminate Starmie double wild Pokémon encounter rate when in the lead slot. This Ability has no effect in battle.
  • Natural Cure Starmie have non-volatile status conditions (poison, burn, paralysis, freeze, and sleep) cured when switching out.
  • Analytic Starmie have their attacks strengthened by a factor of 1.3 when moving last. (Hidden Ability)

Notable special attacks: Blizzard, Hydro Pump, Ice Beam, Psychic, Psyshock, Scald, Thunder, Thunderbolt

Notable physical attack: Rapid Spin

Notable status moves: Recover, Reflect Type

Notable Z-moves:

  • Hydro Vortex (Water) – Converts one use of Hydro Pump into a base 185 special Water-type attack.
  • Shattered Psyche (Psychic) – Converts one use of Psychic into a base 175 special Psychic-type attack.
  • Gigavolt Havoc (Electric) – Converts one use of Thunderbolt into a base 175 special Electric-type attack (or Thunder into base 185).
  • Subzero Slammer (Ice) – Converts one use of Ice Beam into a base 175 special Ice-type attack (or Blizzard into base 185).
  • Z-Reflect Type (Normal) – Grants +1 Special Attack with one use of Reflect Type.
  • Z-Gravity (Psychic) – Grants +1 Special Attack with one use of Gravity (via ORAS tutor).

Overview

Ah, good ol’ Starmie. When it comes to moves, Starmie is the sort of Pokémon that prefers quality over quantity. That is to say, its movepool as a whole may be small (understandably so, considering it’s a starfish), but it evidently has enough to get by: strong STABs, Electric+Ice coverage, reliable recovery, and utility in Rapid Spin. Stat-wise, its base Speed sits at a decent 115, its Special Attack at an average 100, its 60/85/85 defenses below average, and its physical prowess not worth mentioning.

As such, Starmie usually takes full advantage of its Speed, sometimes going fully offensive with Analytic, sometimes attempting to be moderately bulky with Natural Cure. That’s how it’s been since gen 5, and not much has changed since. That said, the introduction of Z-Moves did give Starmie a way to boost its Special Attack (because, surprisingly, Starmie does not get Calm Mind or Charge Beam) with one use of Reflect Type with Normalium Z or Gravity with Psychium Z, the former helping it against Pursuit trappers and unfavorable type matchups, and the latter complementing the powerful but low-accuracy side of its movepool including Thunder and Blizzard.

Sets

Set 1: Support

Starmie @ Leftovers
Ability: Natural Cure
EVs: 252 HP / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
– Scald
– Recover
– Rapid Spin
– Psychic / Reflect Type

A more defensive set takes the best advantage of Starmie’s utility options. While its main two moves are Rapid Spin for clearing hazards and Recover for keeping itself healthy, it also tends to run Scald to spread burns and not be Taunt bait. In the fourth slot, it can run Psychic for secondary STAB or Reflect Type to weasel its way out of type disadvantages.

Defensive EVing with Natural Cure and Leftovers gives Starmie optimal longevity, while the Speed investment allows it to keep up with its Speed tier. (Raikou and Mega Absol would be worrisome otherwise.)

Set 2: Offensive

Starmie @ Life Orb
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
– Hydro Pump
– Ice Beam / Hidden Power [Fire]
– Thunderbolt / Psyshock
– Rapid Spin / Recover

Offensive variants of Starmie consist of four key different components from defensive variants:

  1. Analytic, which, while it may seem counterproductive with Starmie’s high base 115 Speed, is useful for punishing hard switches and the off chance of survival against a faster foe
  2. Life Orb for maximum damage output with freedom of move choice
  3. Full Special Attack investment
  4. Stronger Water STAB in Hydro Pump

Aside from those components, offensive Starmie also puts to use its nifty offensive repertoire through moves such as Ice Beam, Thunderbolt, Psyshock, and Hidden Power Fire. However, it is only limited to three other moveslots, so it must choose what coverage to run, perchance with one of Rapid Spin or Recover for a touch of utility.

Set 3: Z-Move

Starmie @ Psychium Z / Normalium Z
Ability: Analytic
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
– Gravity / Reflect Type
– Hydro Pump
– Blizzard / Ice Beam
– Thunder / Thunderbolt

Z-Gravity and Z-Reflect Type grant Starmie an easy +1 Special Attack, which is slightly stronger than Life Orb and grants a sort of utility with the base move, but takes one turn to set up. Gravity is particularly usable as a standalone offensive option, as it ameliorates the accuracy of its STAB Hydro Pump and stronger coverage in Blizzard and Thunder. Reflect Type is more situational by comparison, especially since it might lose out on STAB Hydro Pump depending on what it faces. Ice Beam and Thunderbolt are options over Blizzard and Thunder respectively, if running Reflect Type or not willing to risk the limited duration of Gravity.

Other Options

Z-Mimic (via gen 3 tutor / gen 1 TM) and Z-Confuse Ray are other Z-moves that boost Starmie’s Special Attack, but those two Z-moves are less practical than the two already suggested. Toxic could fit on the defensive set for wearing down walls that don’t mind taking Scald or Psychic, but the option as a whole is limited for what it’s worth. That’s…about it, really.

Problems and Partners

Problems

Mega Beedrill, Mega Sceptile, and Weavile are all faster threats with super-effective STAB. (Weavile and Mega Beedrill are particularly deadly with access to Pursuit.) Mega Beedrill doesn’t appreciate Psychic STAB, and Mega Sceptile is not a fan of Ice coverage, but Weavile isn’t particularly weak to any of Starmie’s attacks. Even still, the frailty of all three makes switching into Analytic-boosted attacks no easy feat.

Alolan Muk has exceptional special bulk, immunity to Starmie’s Psychic STAB, and access to Pursuit for checking Starmie effectively. However, it is prone to burns from Scald and has a harder time with Reflect Type variants.

Scizor is in a similar boat. If Starmie lacks Scald, Hidden Power Fire, or Reflect Type, Scizor can be a major problem.

Hydreigon is an effective check to variants lacking Ice coverage. It may not have Pursuit in spite of its Dark typing, but it’s immune to Psychic, is not particularly bothered by Scald burns, and can actually exploit Reflect Type due to its combination of typing and coverage.

And, of course, Blissey can take Starmie’s attacks for days and retaliate with Seismic Toss (and, perchance, Toxic).

Partners

Fighting-types make particularly effective partners for Starmie, and each of the five above has its own way of dealing with the problems specified. Cobalion has lots of resistances (including Dark) thanks to its typing, Conkeldurr has Mach Punch for picking off weakened threats, Infernape threatens Scizor with Fire STAB, Mienshao has strong High Jump Kick for hitting hard in general, and Terrakion can potentially use Banded Earthquake to deal with Alolan Muk.

Fairies are also usable partners for dealing with Hydreigon and Mega Sceptile. Togekiss may have an extra Electric weakness, but it benefits from Starmie’s ability to remove Stealth Rock and resists almost every other weakness. Also, both can cleanse status conditions from offensive variants through the use of Heal Bell and potentially deal heavier damage with their stronger Special Attack stats (and Togekiss’s Nasty Plot).

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.

Overview

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.

Set

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

Problems

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.

Partners

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.

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.

Overview

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.

Sets

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

Problems

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.

 

Partners

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.

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.

Overview

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.

Sets

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

Problems

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.

Partners

 

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.

Rapidash (Poké Monday 4/10/17)

 

Type: Fire

Base Stats:

  • 65 HP
  • 100 Attack
  • 70 Defense
  • 80 Special Attack
  • 80 Special Defense
  • 105 Speed

Ability choices:

  • Run Away Rapidash have a 100% chance of escaping non-Trainer battles. However, this Ability is useless in competitive play.
  • Flash Fire Rapidash are immune to Fire-type moves and, under circumstances where they would normally take one, their Fire-type attacks are boosted by a factor of 1.5 instead. This boost only occurs once per switch-in and cannot be Baton Passed.
  • Flame Body Rapidash, upon being hit by direct contact, have a 30% chance of burning the attacker. (Hidden Ability)

Notable physical attacks: Drill Run (via ORAS tutor), Flare Blitz, Low Kick (Egg move), Megahorn, Smart Strike, Wild Charge

Notable status moves: Morning Sun (Egg move), Will-O-Wisp

Notable Z-moves:

  • Inferno Overdrive (Fire) – Converts one use of Flare Blitz into a base 190 physical Fire-type attack.
  • Bloom Doom (Grass) – Converts one use of Solar Beam into a base 190 special Grass-type attack.
  • Gigavolt Havoc (Electric) – Converts one use of Wild Charge into a base 175 physical Electric-type attack.
  • Z-Will-O-Wisp (Fire) – Grants +1 Attack with one use of Will-O-Wisp.
  • Z-Hypnosis (Psychic) – Grants +1 Speed with one use of Hypnosis.

Overview

For Rapidash, not much has changed in the transition from the previous generation to the present. It’s still the same fast-ish attacker in PU with reliable recovery and odd coverage as it was back then. That said, Sun/Moon did bring a few new tools to the table:

  • Smart Strike: Coverage against Fairy-types that’s less redundant than Poison Jab…and another option for Rock-types, I guess
  • Z-Crystals:
    • Firium Z – used in conjunction with Flare Blitz for recoil-free but still powerful STAB, or with Will-O-Wisp for a one-time Attack boost
    • Grassium Z – used in conjunction with Solar Beam for a strong option against the likes of Quagsire and Whiscash
    • Electrium Z – used in conjunction with Wild Charge in a similar vein to Flare Blitz
    • Psychium Z – used in conjunction with Hypnosis to make one use perfectly accurate and with a Speed boost (not that the latter is needed all that much)
    • Groundium Z or Buginium Z to perhaps bring a bit of accuracy to its slightly inaccurate coverage options in Drill Run and Megahorn respectively

Well, actually, that’s about it. The most notable new tool definitely has to be Z-Will-O-Wisp, and Rapidash is one of the most effective users of the Z-Move, let alone in its tier.

Set

Rapidash @ Firium Z
Ability: Flash Fire
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
– Will-O-Wisp
– Flare Blitz
– Wild Charge / Morning Sun
– Drill Run / Morning Sun

Firium Z allows Rapidash to choose between base 190 recoil-free Fire STAB or, better yet, a perfectly accurate Will-O-Wisp that boosts its Attack (but only once per battle, of course). That aside, Flare Blitz is its STAB of choice for the sheer damage output thereof. Primary choices for coverage moves are Wild Charge for Water-types and Drill Run for Fire- and Rock-types. On the other hand, it could forgo one of its coverage moves in favor of Morning Sun, which allows it to stick around longer in spite of its recoil move(s). EVs and Nature are offensively focused with particular emphasis on Speed, while the Ability of choice is Flash Fire for the extra immunity and the potential to power up Flare Blitz.

Other Options

In terms of non-Z-Moves, Low Kick is its only option to 2HKO offensive Golem, Smart Strike is its strongest option against Carbink, and Megahorn notably hits Lunatone and Solrock.

Solar Beam, when converted to Bloom Doom, constitutes its most hard-hitting option against Water/Ground types, and it also works wonders against Water/Rock types such as Relicanth. For example:

4- SpA Rapidash Bloom Doom (190 BP) vs. 248 HP / 8 SpD Quagsire: 576-680 (146.5 – 173%) — guaranteed OHKO

4- SpA Rapidash Bloom Doom (190 BP) vs. 248 HP / 8 SpD Relicanth: 576-680 (142.9 – 168.7%) — guaranteed OHKO

Z-Hypnosis provides a one-time, perfectly accurate sleep move to cope with defensive threats (Altaria for example) and make it harder to revenge KO by Choice Scarf users and such (or, perhaps, to mitigate Sticky Web).

Problems and Partners

Problems

Physically defensive Altaria can easily take any of Rapidash’s hits, even if Rapidash is at +1 as a result of Z-Will-O-Wisp, and has a decent chance of 3HKOing with Dragon Pulse. That’s without mentioning the recoil of Flare Blitz and Wild Charge on Rapidash’s end, and Altaria’s end has another huge benefit in Roost.

Floatzel is naturally faster than Rapidash and threatens with Water STAB. Perhaps another justifiable reason to run Z-Hypnosis.

The rest of the list depends on what Rapidash is running. If it only runs two offensive moves, it gets walled by a particular subset of Pokémon (Dragon-types and particular Fire-types in the case of Flare Blitz + Wild Charge, and several Flying-types in the case of Flare Blitz + Drill Run). Without Bloom Doom, Rock/Ground and Water/Ground types become problematic. Without Smart Strike, Carbink is tough to break. Without Megahorn, Solrock and Lunatone can be problematic.

Partners

As is the case with all offensively oriented Pokémon weak to Stealth Rock and prone to other hazards, hazard control is one of the best forms of support. Wartortle and Prinplup, which carry Rapid Spin and Defog respectively, are especially favorable, as they resist Water-type moves and do not share any weaknesses with Rapidash.

Knowing that Altaria and Floatzel are the main two problems listed, examples of Pokémon that can take care of both are Politoed and Lapras with Water Absorb. They can take Floatzel’s STAB and Ice Punch, and Altaria is hit with Ice coverage. Lapras is particularly adept in dealing with Floatzel thanks to Freeze-Dry.

Grass-types, particularly those with special attacking potential, can be helpful to Rapidash not running Bloom Doom (and maybe even those that do run Bloom Doom). Be warned that Simisage needs a Choice Scarf to be able to combat Floatzel, and Exeggutor should not be sent out lightly.

Chingling (Poké Monday 3/13/17)

Type: Psychic

Base Stats:

  • 45 HP
  • 30 Attack
  • 50 Defense
  • 65 Special Attack
  • 50 Special Defense
  • 45 Speed

Ability: Levitate makes Chingling immune to Ground-type moves, Spikes, and Toxic Spikes. Additionally, it prevents Chingling from being trapped by Arena Trap.

Notable special attacks: Dazzling Gleam, PsychicPsyshock, Shadow Ball

Notable status moves: Calm Mind, Heal Bell (via ORAS tutor), Recover (Egg move), Thunder Wave, Trick (via ORAS tutor), Trick Room, Wish (Egg move), Yawn

Notable Z-moves:

  • Shattered Psyche (Psychic) – Converts one use of Psychic into a base 175 special Psychic-type attack (or Future Sight into base 190).
  • Twinkle Tackle (Fairy) – Converts one use of Dazzling Gleam into a base 160 special Fairy-type attack.
  • Never-Ending Nightmare (Ghost) – Converts one use of Shadow Ball into a base 160 special Ghost-type attack.

Overview

Hoo boy, it’s once again time to play the “what does this nonviable-looking Pokémon have that no one else does” game. To be honest, all I can think of is that Chingling is the slowest Ground-immune Trick Room user with access to a recovery move. It’s also one of surprisingly few Psychic-types in the tier with Fairy coverage in Dazzling Gleam, which grants it much better coverage than the standard Signal Beam or Hidden Power Fighting (granted HP Fighting is the most likely option for hitting Pawniard).

What more needs to be said about this? It’s literally a bell that doesn’t get Heal Bell naturally…it looks a bit similar to Pac-Man…and Healing Wish is something that its evolution gets that it wish it had… Yeah, that’s about it. Not much of a sight to behold, this one.

Set

Chingling @ Colbur Berry
Ability: Levitate
Level: 5
EVs: 156 HP / 116 Def / 236 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
– Trick Room
– Psychic
– Dazzling Gleam
– Recover

Ladies and gentle…not ladies, for the first time since transitioning from Gen VI to Gen VII, I…only have one set to suggest for the Pokémon of the Poké Monday. That’s because only four components really distinguish it from any sort of crowd: its Ability Levitate, a decently slow Trick Room, Fairy coverage in Dazzling Gleam, and reliable Recovery for longevity. Along with the three aforementioned moves, it should obviously run Psychic STAB because that’s usually the best chance it has at ever exerting any offensive presence.

Minimum Attack and Speed with Quiet Nature is the ideal fare for a purely special Trick Room user, and Colbur Berry is the suggested item to make Chingling less vulnerable to Knock Off and Pursuit. To further patch such vulnerability, extra physical bulk (with 156 HP EVs to ensure that its HP hits 23, a number not divisible by 8) is given by the leftover EVs from the obligatory maximum Special Attack investment.

Other Options

Chingling actually gets Knock Off via ORAS tutor, which it can use instead of its coverage to be less of an attacker and more on the utility side. However, notice that Dark-types would completely wall it if it were limited to Psychic and Knock Off in terms of attacking options. (That wouldn’t be good, considering the high possibility of Pursuit trapping.)

Speaking of options resisted by Dark-types, Shadow Ball also fits this criterion, but the quirk about it is dealing neutral damage to Steel-types and super-effective damage against opposing Psychic-types.

Now, if it wanted to get by Dark-types (particularly Pawniard), it could run Hidden Power Fighting, but do keep in mind that it does not OHKO the bulky attacker set without hazards.

Its movepool seems to imply that it can also pull a clerical role with Wish and Heal Bell, but Spritzee does that better.

Problems and Partners

Problems

I cannot stress this enough: Watch out for Pawniard! It’s immune to Chingling’s Psychic STAB, neutral to standard Fairy coverage, and can threaten with its Dark STAB.

Honedge resists most of Chingling’s options and has a slim chance of avoiding a 2HKO from Shadow Ball (specifically the lowest possible damage roll paired with a damage roll other than the highest possible, given 0/36/220 Adamant with max Atk), while Shadow Sneak and Iron Head both easily 2HKO (OHKO after Swords Dance).

Frillish can easily OHKO with Shadow Ball, and the tank set (236/116/76 Bold) is not 2HKO’d by any of Chingling’s options.

All in all, if using the specified Trick Room set, do consider that 45/50/50 isn’t the greatest bulk around. Strong special attacks—such as Modest Carvanha’s Hydro Pump, mixed attacking Houndour’s Fire Blast, and especially Gastly’s Shadow Ball—will destroy it. Calcs for proof:

236+ SpA Life Orb Carvanha Hydro Pump vs. 156 HP / 0 SpD Chingling: 23-29 (100 – 126%) — guaranteed OHKO

196 SpA Life Orb Houndour Fire Blast vs. 156 HP / 0 SpD Chingling: 23-29 (100 – 126%) — guaranteed OHKO

196 SpA Gastly Shadow Ball vs. 156 HP / 0 SpD Chingling: 32-38 (139.1 – 165.2%) — guaranteed OHKO

I mean, Psychic is a rather vulnerable type in general, being hit super-effectively by U-turn and Dark-type attacks, and this vulnerability is more easily exploited when Chingling’s Colbur Berry is consumed.

Partners

As a Trick Room user, Chingling’s best partners are naturally slow ones, particularly those that can absorb one or multiple of its weaknesses. Spritzee is especially notable, resisting Chingling’s Dark and Bug weaknesses while also being able to set up Trick Room (and, with its Fairy STAB, allowing Chingling to afford to run Hidden Power Fighting or Shadow Ball). Honedge quad resists Bug and, if Chingling goes down to a Ghost-type, can threaten to revenge KO with Shadow Sneak. Munchlax is immune to Ghost and neutral to Chingling’s other weaknesses, and it benefits greatly in Trick Room by virtue of being the literal slowest thing in the tier, but be warned that it doesn’t like Knock Off (granted, neither does Honedge).

Because Trick Room only lasts five turns, having a Trick Room team does not necessarily mean that everything has to be slow. Mienfoo is an example of something fast that supports Chingling well, taking Bug- and Dark-type attacks comfortably while threatening Dark-types with its STAB. Pawniard is another example, resisting Ghost- and Dark-type attacks while being able to threaten Ghost-types with its Dark STAB.