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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!
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!