![]() |
[SPOILERS] Summarise competitive potential of Sun/Moon Pokemon!
WARNING THERE ARE DATAMINED SUN/MOON SPOILERS HERE ABANDON THREAD IF YOU CARE ABOUT SPOILERS
Ambitious group project gogogo! Basically - pick a new Pokemon/Alolan form and discuss briefly how good it is based on stats, abilities and movepool. Yep, we have that information now. You can choose to only focus on the final stages of each line. I'll compile the info and put it into a collab Daily article. Any contributions will be credited. Don't worry too much about things changing as people play the game - this is theorymon stage after all. I'll compile stuff in this OP prior to article form. We'll need thing in a similar format - maybe stick to a few paragraphs at most per Pokemon, if you want include ideas for sets for each but not necessarily. Feel free to discuss how the article should be structured, etc too. IMO - singles and VGC. Maybe a section at the end about changes to old Pokemon (e.g. Gengar losing Levitate for Cursed Body) can be done too. USEFUL LINKS Text of all Pokemon and their movepools Stats of all new SM Pokemon Video - New Starters Stats/Abilities/Movepool Video - New 'normal' Pokemon Stats/Abilities/Movepool (Part 1) Video - New 'normal' Pokemon Stats/Abilities/Movepool (Part 2) Video - New Legendary Pokemon Stats/Abilities/Movepool Video - Alolan Forms/Zygarde Stats/Abilities/Movepool Video - Ultra Beasts Stats/Abilities/Movepool Old Pokemon Ability/Stat changes New Z-Moves/Moves (latter toward the bottom) Summary of new moves for old Pokemon The following Pokemon still need to be done! Oricorio Ribombee Lycanroc (no need to have sets for both forms, just recommend the better form's set, although you can discuss both.) Wishiwashi Mudsdale Lurantis Shiinotic Bewear Tsareena Comfey Oranguru Passimian Palossand Silvally Minior Turtonator Togedemaru A-Golem Mimikyu Bruxish Drampa A-Exeggutor Tapu Fini Lunala Niheligo Xurkitree Kartana Guzzlord Necrozma Magearna |
I guess I'll start things off!
Name: Kommo-o Type: Dragon/Fighting Base Stats: 75/110/125/100/105/85 Abilities: Bulletproof/Soundproof Potential moveset #1 Belly Drum Sky Uppercut/Brick Break Dragon Claw Earthquake Potential Moveset #2 Dragon Dance Sky Uppercut Dragon Claw/Outrage Earthquake This Pokémon seems to be a very versatile sweeper, with access to both belly drum as well as dragon dance. Has a 4x weakness to fairy, but with the Soundproof ability, it's immune to Pixilate Hyper Voice, the most common Stab fairy move in the high tiers (especially in doubles). It will force those fairy types to run Moonblast to counter it, and run sub-par movesets. In regards to stats, he's a pseudo-legendary, with BST of 600. So he's already strong as it is, but with how the stats are spread out, he's incredibly bulky, so he could probably be run the same way Tankchomp currently is. I just think with access to dragon dance and belly drum that it might be wasted potential. All in all, very solid looking Pokémon. Can't wait to test him out once Sun&Moon comes out! |
Honestly no clue. I set up a draft league tournament to see how somethings might work in that format but I am just going to watch a bunch of games until the metagame settles. Nah Ill probably just wait a day or two then hop right in
|
Salazzle @ Life Orb
Ability: Corrosion Evs: 252 Sp Atk / 252 Spe / 4 Def Timid Nature - Nasty Plot - Sludge Wave - Flamethrower - Hidden Power Ice This is a great late game sweeper. It has an amazing base speed of 117 leaving only 6 Pokemon in the current OU metagame that outspeed it, those being Weavile, Dugtrio, Mega-Lopunny, Talonflame, Tornadus-T, and Mega-Manectric. It has amazing coverage with fire, poison, and ice and should be used as a late-game sweeper once all its checks have been knocked out. Pokemon to look out for off the top of my head are Heatran, Tyranitar and Chansey obviously. Everything else gets OHKO'd after rocks at +2 (I ran the calcs lol). The idea is to bring it in on something that doesn't like it, such as Scizor who can't do anything to it, set up a Nasty Plot on the switch and wreck everything that is brought in. Like I said, you're going to want to set up after its checks have been removed, Heatran walls this thing and potentially gets a flash fire boost if you misplay. |
Quote:
-Substitute -Belly Drum -Dragon Claw -Sky Uppercut Nature: Jolly EVs: 4 HP/252 Atk/252 Spe Item: Salac Berry Ability: Soundproof Kommo-o has access to Autotomize, which allows it to fix its average Speed in a different way. While Dragon Dance sets can handle physical sets, Autotomize can make special Kommo-o just as viable. As mentioned before, Kommo-o's STABs are resisted by Fairy Pokemon, which is why it needs Poison Jab or Flash Cannon for them. On another note, all three of its abilities are good, so it doesn't matter what you pick: -Dragon Dance -Outrage/Dragon Claw -Sky Uppercut -Poison Jab Nature: Jolly EVs: 252 Atk/4 Def/252 Spe Item: Life Orb/Lum Berry or -Autotomize -Clanging Scales -Focus Blast -Flash Cannon/Flamethrower Nature: Timid/Modest EVs: 4 Def/252 SAtk/252 Spe Item: Life Orb |
Tapu Lele @ Choice Specs
Ability: Psychic Surge EVs: 4 Def / 252 SpA / 252 Spe Modest Nature IVs: 0 Atk - Moonblast - Psychic - Focus Blast - Shadow Ball Tapu Lele holding Choice Specs becomes an obscenely strong wallbreaker with good coverage and good STABs that, by virtue of its ability, provides useful support to fast, frail sweepers that despise priority. With things like Pheromosa and Kartana running around with gay abandon at the moment, that's both a good and bad thing...! |
Decidueye is a mixed attacker stat-wise, but his movepool heavily favors a Physical set. Its signature attack, Spirit Shackle, can really mess with opposing strategies by preventing them from switching out, and I reccomend almost always using it on your team. If you choose to run a secondary STAB attack, Leaf Blade is the strongest option. Decidueye also gets a nice assortment of Flying-type attacks like Brave Bird and Acrobatics, as well as Roost for recovery and the highly coveted Defog to remove hazards. It's other coverage is lacking, but what is there is powerful. Sucker Punch is fun to toy around with, and is Decidueye's only decent Priority attack. U-Turn allows you to gain a lot of momentum. Substitute and Swords Dance are also always good options to consider. I currently run a Choice Band set, as shown below:
Decidueye @ Choice Band Ability: Overgrow EVs: 248 HP / 252 Atk / 8 SpD Adamant Nature - Spirit Shackle - U-turn - Brave Bird - Sucker Punch The Choice Band turns Decidueye into an eccelent revenge-killer by making all these attacks do a lot more damage, but locking you into spamming one of them until you switch out. Overgrow is Decidueye's only legal ability, so we tolerate it. Max attack makes you do more damage, and Decidueye's Speed is so low that it works out better just to put those extra EVs into HP. Spirit Shackle, Sucker Punch, and U-Turn I mentioned above, and Brave Bird is just the strongest attack it gets, and doubles as a great thing to annoy Buzzwole with. ------ Alolan Persian is a tricky character, and serves as an excellent lead and pivot. Its stats are pitiful, with the exception of its excellent speed. It has two of the best abilities in the game in Fur Coat and Technician, and either can be used well. In the coverage department, pure Dark is a fine typing, but its coverage pool is limited to pretty awful moves. However, a better plan is just to ignore the awful Attack stat by running Foul Play, which uses the opponent's instead. Persian-A also gets access to the coveted Fake Out, and it has an decent support pool with Parting Shot, Taunt, Roar, and Toxic. I advise running a more supportive set, as shown here: Garfield (Persian-Alola) @ Darkinium Z Ability: Fur Coat / Technician EVs: 252 HP / 4 Atk / 252 Spe Jolly Nature - Fake Out - Foul Play - Parting Shot - Taunt The ability is your choice, Fur Coat makes Persian incredibly physically bulky, while Technician powers up Fake Out to the point where it can actually do damage to some squishies (I prefer Fur Coat). Anyway, Fake Out is helpful for breaking Sashes, getting free turns, and stopping play for a turn to give you a chance to reconsider your strategy. Foul Play hits enemy squishies hard, especially if they are weak to Dark. Taunt stops people from abusing your time waisting to set up on you. Parting Shot is an awesome move, as it allows you to scout what your opponent will send in, and then weaken it's attack while switvhing out to a counter. This effectively forces a switch, with relitively low oppertunity cost. Darkinium Z is used for Parting Shot, as you can afford to not use your item slot for something else here and it also provides Parting Shot with a Healing Wish affect, fully healing whatever ally comes in to replace Persian. |
Surprised no-one has posted this yet:
Pheromosa @ Life Orb Ability: Beast Boost EVs: 252 Atk / 4 SpA / 252 Spe Naive Nature - U-turn - High Jump Kick - Poison Jab - Ice Beam U-turn lets Pheromosa pivot out of its checks, such as Aegislash. High Jump Kick is Pheromosa's best STAB attack that rips through anything weak to it. Poison Jab lets Pheromosa hit Fairy-types that would otherwise wall it. Ice Beam only really hits Landorus-T, which would otherwise completely wall Pheromosa. This thing can easily sweep late-game if its checks, such as Aegislash and Toxapex, have been removed, and if it has Psychic Terrain support. A Bisharp / Tapu Lele / Pheromosa core sounds interesting in my head, but I've yet to try it. |
Bump! This may still be a good article to have! Both singles and VGC discussions welcome too (just need to clarify what is which for obvious reasons).
|
You could do separate articles for Singles and VGC probably--different metas and all that.
Did you want more sets posted too? |
I'm also surprised no one mentioned Toxapex, one of the best defensive Pokemon introduced in Sun/Moon. It's insanely bulky and has Regenerator + Recover to ensure it almost never dies.:
-Scald -Toxic/Toxic Spikes -Haze -Recover Nature: Bold EVs: 248 HP/252 Def/8 SDef Item: Black Sludge/Rocky Helmet Ability: Regenerator Pelipper also got massively buffed in the generation shift. It gained Drizzle as a secondary ability (which it should have had since its introduction in Gen III, as both existed at the same time). Pelipper has a slow U-turn to get rain sweepers in safely, Hurricane as a secondary STAB that never misses in rain, Defog to clear hazards if you don't have a hazard clearer already, and Roost as more reliable recovery. That being said, it now outclasses Politoed as OU's rain setter: -Scald -Hurricane/Defog -U-turn -Roost Nature: Bold EVs: 248 HP/252 Def/8 SDef Item: Damp Rock Ability: Drizzle The Bug/Water Pokemon Golisopod and Araquanid, while not completely viable, have good niches. Golisopod has three priority attacks to make up for its bad Speed (First Impression, Aqua Jet, Sucker Punch) and solid Attack and bulk. Though its Emergency Exit ability hampers its ability to stay on the field for too long, it can be used to your advantage by bringing in an appropriate check/counter. Hazard clearing support may be needed to make sure Emergency Exit doesn't trigger at inappropriate times; Golisopod also has Leech Life to sustain itself when necessary: -First Impression -Liquidation -Leech Life -Aqua Jet/Sucker Punch Nature: Adamant EVs: 248 HP/252 Atk/8 SDef Item: Assault Vest Araquanid's offensive stats may be practically nonexistent on a fully evolved Pokemon, but its Water Bubble ability makes its Water attacks hit a lot harder. As an added bonus, it protects it from the burns that would cripple it and gives it a handy resistance to Fire attacks: -Liquidation -Leech Life -Poison Jab/Scald -Sleep Talk Nature: Adamant/Brave EVs: 248 HP/252 Atk/8 SDef Item: Choice Band Ability: Water Bubble |
Magearna seems to be making the bigger splash in Doubles Ubers so far, but of the new Steel-Type legends I am far more excited about and impressed with Solgaleo. I'm 28-3 with it on the ladder and I just gotta say.
It locks down and punishes the xerneas/groudon combo so hard next to a Primal Kyogre. Wide Guard on a Steel-Type cover legend was something the format needed, and lets you preserve your wincon against the opposing Xerneas as long as you stay on top of the weather war. Meanwhile, offensively it is nothing to sneeze at. Slap a life orb on that bad boy and you've got yourself a house. It tanks and outpaces Rayquaza and gets unintimidated Rock Slides off against Salamence, and can take any hit that Magearna can dish out. Yes, it dies to Foul Play from Yveltal. Build the team for it. Solgaleo @ Life Orb Ability: Full Metal Body EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - Sunsteel Strike - Rock Slide - Earthquake - Wide Guard I'd probably swap Wide Guard out for Thunder Wave or Zen Headbutt in Singles. |
Quote:
And yes please! I'll note also that general views are welcome too - needn't be just sets. E.g. "This pokemon won't see much use about tier X/in VGC due to [reasons]". |
I'll throw in a set I guess:
Zygarde-Complete @ Leftovers Ability: Power Construct EVs: 248 HP / 4 Atk / 4 Def / 252 SpD Careful Nature - Thousand Arrows - Rest - Sleep Talk - Coil Pretty sure this is more or less what everyone's using on it in Ubers Singles right now. The bulk investment+Coil makes it so that you can safely activate Power Construct as long as you keep it away from Xerneas and Primal Kyogre (or most things with relatively powerful Fairy/Ice attacks really). Once Zygarde has achieved its 100% True Power, it becomes a monstrous (physical) wall, having absurd bulk thanks to its enormous HP stat, Coil, and Rest (which also means it doesn't need to worry about status screwing it over). Thousand Arrows is the only attacking move you really need since it bypasses Flying/Levitate immunity to Ground. Swapping Coil with Dragon Dance may be a possibility if you're willing to sacrifice some physical bulk for Speed. It's very reminiscent of CroCune. On a more OU related note, Keldeo is likely going to take a significant hit in usage I would think. The game just introduced five very viable Pokemon that give it a very hard time: the four Tapus plus Toxapex. |
Okay, another update! I've decided to skip compiling things in a post and have made an article draft instead in Wordpress, including everything suggested so far with some changes including to layout (e.g. on WP we have a table format for sets) and typo fixing. The more knowledgeable (than myself at least) battling Daily writers will check stuff that's in there/will be in there. Let me know if you want to help out with that too outside of providing descriptions/sets!
I've opted for a Singles article, so please submit those first. If there's interest we can repeat this exercise for VGC/Doubles. But given the size of the project let's stick to one type at a time. Again, only for new Pokemon (including Alolan forms and Zygarde forms which are new; Complete has an entry now however). I've had to leave out the Pelipper entry as a result - but we can always do articles on specific Pokemon later. Also again, a short summary about the Pokemon's strengths and weaknesses and how viable they are, and if you want a set as a suggestion, is all that is needed! |
I'll try to come up with a few writeups on some of the new 'mons a bit later. Right now I would just like to say that Pelipper itself doesn't deserve an article - perhaps writing an article about rain teams in gen 7 would be better suited.
|
I'm going to write a piece about Alolan Ninetales and Mimikyu for now, but if you guys have anything to add after I'm done with that, feel free too!
Edit: Alolan Ninetales is done. |
Tapu Bulu
Tapu Bulu is an excellent Pokémon for bulky offense, with its 115 base defense and great sustain through Grassy Terrain and Horn Leech. Its Grass / Fairy typing gives it an array of useful resistances as well as a notable immunity against Dragon-types, which gives Tapu Bulu plenty of opportunities to switch into a variety of threats such as Garchomp and Landorus-T. Additionally, Bulu functions well as a wallbreaker with its lethal 130 base attack stat, capable of OHKOing a multitude of Pokémon with Wood Hammer when equipped with a Choice Band. Tapu Bulu @ Choice Band Ability: Grassy Surge EVs: 252 Atk / 4 Def / 252 Spe Adamant nature - Wood Hammer - Horn Leech - Megahorn / Superpower / Zen Headbutt / Stone Edge / Rock Slide - Megahorn / Superpower / Zen Headbutt / Stone Edge / Rock Slide The last two moves depends on which coverage your team needs. Megahorn lets Tapu Bulu deal with Tyranitar, Amoonguss, and Tangrowth; Superpower nails Heatran and Ferrothorn; Zen Headbutt helps against Mega Venusaur and Fighting-types; while Stone Edge / Rock Slide deals with Flying-types and Bug-types on the switch. Tapu Bulu can also opt to run a build that is more suited to bulky offense by forgoing Choice Band and going for a more bulky, setup sweeper role by utilizing either Swords Dance or Bulk Up, and Leech Seed to deal with common switch ins. Although it lacks a physical Fairy-type move, Bulu is still capable of checking a multitude of threats while hitting as hard as possible. Overall, Tapu Bulu is an amazing Pokémon that will surely impact the metagame. Celesteela Having solid stats all around, Celesteela certainly has potential to become one of the top-tier threats in the OU metagame. Its great defensive typing, access to moves such as Leech Seed and Toxic, as well as the ability to force switching, makes Celesteela a top-tier defensive threat. Celesteela's offensive prowess is nothing to scoff at as well. With access to moves such as Flash Cannon, Flamethrower, Air Slash and Autotomize, Celesteela can serve as a late game cleaner once everything else has been weakened. Unlike other Ultra Beasts, however, Celesteela does not benefit much from Beast Boost since it will not be performing a sweeping role most of the time. Defensive / specially defensive tank set: Celesteela @ Leftovers Ability: Beast Boost EVs: 252 HP / 4 Def / 252 SpD or 252 HP / 252 Def / 4 SpD Sassy or Relaxed nature - Leech Seed - Protect - Heavy Slam - Flamethrower / Toxic Offensive / lategame cleaner set: Celesteela @ Leftovers / Life Orb Ability: Beast Boost EVs: 252 SpA / 4 SpD / 252 Spe Modest Nature IVs: 0 Atk - Autotomize - Flamethrower - Flash Cannon - Air Slash |
Dhelmise @Assault Vest or @Choice Band
-Nature: depends if you want an offensive or defensive version; both have same move set -EV's: same deal -Anchor Shot -Shadow Claw -Power Whip -Filler: Rock Slide/Switcheroo/Earthquake/Brick Break I LOVE this pokemon! Its tanky and hits hard with its base 130 attack stat. It always comes through. |
Quote:
Quote:
Quote:
Quote:
Updated the to-do list and put it in the OP. Going to see about a cover image as well for someone to make in the Daily's section thread for that. Please keep them coming! Quote:
|
I'll do a couple more:
Sandslash-Alola @ Life Orb Ability: Slush Rush EVs: 252 Atk / 252 Spe / 4 Def Adamant/Jolly Nature -Icicle Crash -Iron Head -Earthquake -Rapid Spin Hail got a few new toys to play with this generation, one of those being the new Ability Slush Rush, the Hail version of Sand Rush. Alolan Sandslash is basically like a poor man's Sand Rush Excadrill: It gets Earthquake and Steel STAB along with the useful Rapid Spin, but it slower, has less Attack, and an arguably worse defensive typing. You probably only want to use Alolan Sandslash on a dedicated Hail team, obviously with Aurora Veil Snow Warning Alolan Ninetales as support. Even so, with maximum Speed investment and a Jolly nature, it hits 502 Speed in Hail, outspeeding unboosted Pheromosa, to give you an idea of how fast it is. Marowak-Alola @ Thick Club Ability: Lightning Rod EVs: 248 HP / 16 Atk / 112 SpD / 132 Spe Adamant Nature - Shadow Bone - Flare Blitz / Fire Punch - Earthquake / Bonemarang - Will-O-Wisp / Toxic / Stealth Rock / Swords Dance I don't know exactly what it is people use on this thing, but it's something like this (pulled it off of a Smogon thread). Something nobody really expected during the pre-release days to be any good at all, Alolan Marowak has proven itself to be decent in the early Sun/Moon OU metagame. While its typing comes with a few nasty weaknesses to common offensive types like Ghost, Dark, Ground, Water, and (Stealth) Rock, it also sports a number of useful resistances/immunities like to Fighting, Fairy, Fire, Grass, and Electric (Lightning Rod is really the only Ability worth using on it), as well as being unable to be burned or trapped. It normally finds use as a wallbreaker. While it has a very underwhelming base Attack stat of 80, Thick Club doubles its Attack stat, giving it the power it needs to fulfill the role, and you can further boost its power with Swords Dance if you choose to run that. Many walls--such as the stalwart Toxapex--have trouble stomaching its attacks, and few things really want to switch into it either due to its power and coverage. One still has to be careful with Alolan Marowak though, as it is slow, vulnerable to all forms of entry hazards, and lacks recovery. While there is some level of bulk, it is not actually super bulky and will die to stronger attacks. @BadSheep Rapid Spin can fit into Dhelmise's moveset too, new good spinners are always appreciated. It can even spinblock too! |
I shall contribute one analysis, favourite Tapu is unclaimed, wynaut?
https://play.pokemonshowdown.com/sprites/xyani/tapukoko.gif Tapu Koko Tapu Koko has a lot to offer when considering using it on your team. It has a fantastic 130 Base Stat for Speed, meaning it out speeds almost anything that lacks a Choice Scarf. To accompany that speed, it sports a good 115 Base Attack stat and an acceptable 95 Base Special Attack. This may seem weak at a first glance, but Tapu Koko has another trick up it's sleeve in the form of it's ability, Electric Surge, which summons Electric Terrain to the field whenever it is summoned into battle. In addition to the rather niche ability of stopping RestTalk users, it also increases the power of Tapu Koko's Electric type moves by 50%, making it's offenses very potent. However, while Tapu Koko does have a lot to offer, it also suffers from some flaws. It's 70/85/75 defenses are poor at best and any neutral hit is likely to take a huge chunk out of it's HP. In addition, it's movepool is quite predictable and it struggles to deal with Ground types. Overall, Tapu Koko is an excellent contender to be one of your six Pokemon. Sample sets: Offensive: Spoiler:
Calm Mind Spoiler:
|
I may still be a beginner in the competitive scene, but I feel like adding my two cents in the discussion
Aloan Muk A-Muk benefits from a Dark-Poison typing. The advantages: Poison is resistant to all of Dark's weakness, and Dark is immune to Poison's classic weakness. So you end up with a pokemon with no weakness apart from ground, one immunity and 4 resistances. Mum benefit from having a powerful 105 base attack and naturally learns Gunk Shot, the most powerful Poison-type move, as well as being able to learn Rock's most powerful move Stone Edge. Combined with his decent Hp and special defence, Muk is a somewhat bulky offensive type. As for abilities, the Muk I've been using has Poison Touch. Gluttony might be better to benefit from Stat-boosting berries earlier. Poison touch is only really useful on stalls, as it gives any contact move a 30% chance to poison (works well with Crunch), but then again, why not just teach it toxic if you want to poison opponents that bad. It's hidden ability Power of Alchemy is of course worthless in single battles, but could be of great use in double battles: Muk hp and Sp Def tend to make him outlive most allied pokemon. Now, according to Bulbapedia, A-Muk has the same stats as classic Muk. I would tend to call them wrong, as my Muk out-speeds roughly half of the opposition it faces in Battle Tree, despite it's base speed being at 50. Apart from the power of Gunk Shot and his better than average survivability, Muk doesn't any other trick up it's sleeve. No Poison spikes, no recovery move (unless you can breed a Muk with swallow AND stockpile). One could also teach it Venom Drench and toxic to further solidify it's role as a staller, which could work if combined with black sludge I guess. He also has access to Acid Spray, which sharply lowers Sp Defence as well as deal some damage, but Muk's low Sp. Attack prevents him from capitalizing on this: he would need a Sp. Attacker partner for Acid Spray to be viable. Considering how common the Tapus are becoming, especially Tapu Leelee, A-Muk's high attack and access to a STAB Gunk shot could be considered as a counter to them. His high special defence will protect him against Moonblasts. Bottom line: a good typing, but he seems to fall between the chairs of a nuker and a staller. Finally, I also want to write a short paragraph about Buzzwole, which I used for a short while. Buzzwole is a coin toss: his high defence makes and Leech Life could make him near unstoppable against opponents who only have Attacks. On the other hand, his special defence is horrendous, putting him in serious danger of being 1-KOed, and his lousy Speed will most probably make him go second. Combined with his bad typing: his weakness include Fire and Psychic, two powerful Special attack types, and a double weakness to flying will cause Brave Bird to 1HKO. On the plus side, his high attack will cause Life Life to recover a decent portion of his health, and you might as well just Hammer Arm away since he is probably already going second. Bottom line: using Buzzwole is a roller coaster of emotions. You'll laugh when an attack deals pitiful damage, then cry when he gets hit by special attacks. Like I said, I'm still a beginner, but considering no one posted about them, I'll add this data for your consideration. |
Thanks @ the above!
I've done some more myself and will get other writers to verify it's not garbage. We're down to 30 remaining. |
I'll do Minior.
Minior is a new Shell Smash user introduced this generation. What makes Minior stand out from other Shell Smash users such as Cloyster and Barbaracle is its signature ability, Shields Down. When Minior is first sent into battle, it starts in its Meteor form, which has high defenses of 100 in exchange for low offenses and Speed of 60 each. This form is also immune to status problems. When Minior's HP gets to 50% or less, Shields Down activates, changing Minior to its Core form, which has twice the Speed as its Meteor form and inverted offensive and defensive stats. Other Shell Smash users commonly run White Herb to offset the defensive drops; however, Minior has access to a STAB Acrobatics to let it do massive damage after it sets up. While Minior has decent bulk in its Meteor form, it's somewhat hampered by common weaknesses like Water and Ice, as well as a weakness to Stealth Rock. Even though this helps get it into Core form faster, there's also the possibility that Minior will be KOed without changing to its Core form at all, leaving the player with little control over when it changes form. As a Flying Pokemon, Minior is unaffected by Psychic Terrain, leaving it vulnerable to priority attacks, so it's best used mid to late game, once priority users are weakened or KOed. Sample set: -Shell Smash -Stone Edge/Power Gem -Acrobatics -Earthquake Nature: Adamant/Naughty EVs: 76 HP/252 Atk/8 Def/4 SDef/168 Spe Item: White Herb The above set is Minior's most common, if not only viable, set. Once White Herb is consumed, Acrobatics becomes Minior's primary STAB attack. Stone Edge or Power Gem serve as Minior's secondary STABs, while Earthquake lets it hit Steel Pokemon. |
| All times are GMT -8. The time now is 1:33 AM. |
![]()
© 2002 - 2018 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.
Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2023.