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Last active Jul 7, 2016
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{
"alakazam": {
"name": "Alakazam",
"alts": [{
"suffix": "",
"hp": 55,
"atk": 50,
"def": 45,
"spa": 135,
"spd": 95,
"spe": 120,
"weight": 48,
"height": 1.5,
"types": ["Psychic"],
"abilities": ["Inner Focus", "Magic Guard", "Synchronize"],
"formats": ["BL"]
}, {
"suffix": "Mega",
"hp": 55,
"atk": 50,
"def": 65,
"spa": 175,
"spd": 95,
"spe": 150,
"weight": 48,
"height": 1.2,
"types": ["Psychic"],
"abilities": ["Trace"],
"formats": ["BL"]
}],
"evos": [],
"genfamily": ["RB", "GS", "RS", "DP", "BW", "XY"],
"learnset": ["Ally Switch", "Attract", "Barrier", "Body Slam", "Calm Mind", "Captivate", "Charge Beam", "Confide", "Confusion", "Counter", "Dazzling Gleam", "Disable", "Double-Edge", "Double Team", "Drain Punch", "Dream Eater", "Dynamic Punch", "Embargo", "Encore", "Endure", "Energy Ball", "Facade", "Fire Punch", "Flash", "Fling", "Focus Blast", "Focus Punch", "Foul Play", "Frustration", "Future Sight", "Giga Impact", "Grass Knot", "Gravity", "Guard Split", "Guard Swap", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hyper Beam", "Ice Punch", "Iron Tail", "Kinesis", "Knock Off", "Light Screen", "Magic Coat", "Magic Room", "Mega Kick", "Mega Punch", "Metronome", "Mimic", "Miracle Eye", "Natural Gift", "Nightmare", "Power Trick", "Protect", "Psybeam", "Psychic", "Psycho Cut", "Psycho Shift", "Psych Up", "Psyshock", "Rain Dance", "Recover", "Recycle", "Reflect", "Rest", "Return", "Role Play", "Round", "Safeguard", "Secret Power", "Seismic Toss", "Shadow Ball", "Shock Wave", "Signal Beam", "Skill Swap", "Sleep Talk", "Snatch", "Snore", "Substitute", "Sunny Day", "Swagger", "Taunt", "Telekinesis", "Teleport", "Thief", "Thunder Punch", "Thunder Wave", "Torment", "Toxic", "Trick", "Trick Room", "Wonder Room", "Zen Headbutt"],
"strategies": [{
"format": "OU",
"overview": "<p>Alakazam and its Mega Evolution both have an excellent Special Attack stat, coupled with a fantastic Speed tier, which allows it to function effectively as a wallbreaker, revenge killer, and late-game sweeper. In addition, both Alakazam and Mega Alakazam have access to stellar abilities in Magic Guard and Trace, respectively; Magic Guard allows Alakazam to be an excellent revenge killer, as a Focus Sash will stay intact regardless of entry hazards and damaging status, as well as negating Life Orb recoil, and Trace enables Mega Alakazam to copy the foe's ability, and thus it can revenge kill weather sweepers such as Mega Swampert and Excadrill. Last but not least, Alakazam has a wide array of utility options in its arsenal such as Thunder Wave, Encore, and Taunt, letting it function well against both offensive and defensive teams.</p>\n<p>However, Alakazam possesses a mediocre Psychic typing, leaving it vulnerable to the omnipresent Knock Off as well as Pursuit and U-turn users such as Bisharp and Scizor. To add insult to injury, Alakazam has paper-thin defenses due to its low HP and Defense stats, rendering it extremely susceptible to numerous priority attacks as well as reducing Alakazam's opportunities to switch in. Finally, Alakazam is also extremely reliant on entry hazard damage to nab some KOs.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A dedicated stallbreaker set with Taunt + Encore is great for shutting down defensive and balanced cores as well as having decent offensive presence, but Mega Sableye really is a thorn in its side, and Mega Alakazam is best used as a late-game cleaner anyway. Taunt is an option as well to shut down defensive Pokemon such as Chansey and Clefable. Additionally, Calm Mind is an option too, albeit sub-par, and allows Alakazam to break through defensive and balanced cores with greater ease, but against more offensive teams, Alakazam will really struggle to set up due to its lack of bulk. While Protect allows Alakazam to safely Mega Evolve, running it is strongly discouraged, as Mega Alakazam has many more useful utility or attacking moves for the fourth moveslot. Lastly, Signal Beam is an option to hit Celebi harder than Shadow Ball does, as well as dealing with Psychic-types such as Slowbro; however, it misses out on Jirachi, Bronzong, and Victini.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Dark-types</strong>: Because Alakazam typically relies on Focus Blast, a move with shaky accuracy, to actually damage Dark-types, they are one of the top checks to Alakazam, capable of OHKOing it with their respective STAB moves. Tyranitar's good special bulk coupled with sand allow it to take Focus Blast quite well, esepcially when carrying a Chople Berry, and can proceed to trap Alakazam with Pursuit; Mega Sableye is immune to Psychic and Focus Blast, is not 2HKOed by Shadow Ball, and can KO back with a Knock Off; and Mandibuzz resists both Psychic and Shadow Ball, is not 2HKOed by Focus Blast even after Stealth Rock, and can deal heavy damage with Foul Play or Knock Off.</p>\n<p><strong>Pursuit</strong>: Pokemon such as Scizor, Bisharp, and Assault Vest Metagross can easily Pursuit trap Alakazam, as it will normally switch out of them in these scenarios. Scizor is not really damaged by any of Alakazam's moves bar Hidden Power Fire, and Bisharp can play mind games with Alakazam with Sucker Punch and Pursuit.</p>\n<p><strong>Priority</strong>: Powerful priority users such as Bisharp, Azumarill, Scizor, and Talonflame can all come in on Alakazam and easily OHKO it with their respective priority moves due to Alakazam's frail defenses.</p>\n<p><strong>Faster Pokemon</strong>: Faster Choice Scarf users such as Jirachi, Latios, and Landorus-T can revenge kill Mega Alakazam due to its dismal bulk, with Latios 2HKOing with Draco Meteor and Landorus-T grabbing an easy OHKO with Earthquake. Pokemon such as Tornadus-T and Mega Lopunny, which naturally outspeed Alakazam, can also score easy KOs with Knock Off and Return, respectively.</p>\n",
"movesets": [{
"name": "Mega Alakazam",
"description": "<h1>Moves</h1>\n<p>Psychic is Mega Alakazam's obligatory STAB move, and it is chosen to hit physically defensive foes such as Landorus-T and Mega Venusaur harder than Psyshock as well as the increased Base Power; however, Psyshock is an option to deal with specially defensive foes such as Chansey and Assault Vest users such as Tornadus-T. Focus Blast provides good coverage with Psychic and deals with Dark- and Steel-types that resist Psychic. Shadow Ball hits other Psychic-types, which Psychic and Focus Blast fail to hit, such as Celebi and Jirachi. The last slot is really team-dependent. Encore provides great utility by shutting down Pokemon such as Bisharp and Ferrothorn by locking them into a single move; meanwhile, Substitute evades status and Sucker Punch and allows Mega Alakazam to scout.\nDazzling Gleam is also an option to prevent Mega Alakazam from being hopelessly walled by Mega Sableye as well as dealing decent damage to Dark- and Dragon-types such as Latios and Tyranitar. Taunt shuts down defensive Pokemon such as Chansey, Alomomola, and Slowbro by denying their recovery and preventing them from inflicting status on Mega Alakazam. Hidden Power Fire allows Mega Alakazam to reliably 2HKO Scizor and Ferrothorn on the switch, as well as having more accuracy than Focus Blast to deal with Steel-types. Calm Mind allows Mega Alakazam to potentially sweep, especially against balanced or stall teams; however, due to its lackluster defenses, Mega Alakazam does not find many opportunities to set up.</p>\n<h1>Set Details</h1>\n<p>The EVs on the set are quite straightforward; maximum Special Attack and Speed EVs are so that Mega Alakazam can be as powerful and as fast as possible, Speed tying with opposing Mega Alakazam and Aerodactyl. A Timid nature is preferred so that Mega Alakazam can revenge kill Pokemon such as Mega Lopunny, Mega Manectric, Mega Beedrill, and Mega Sceptile, which Mega Alakazam misses out on if running a Modest nature. Magic Guard is the chosen ability before Mega Evolving to not get worn down by entry hazards and non-volatile status, and Trace is the only ability Mega Alakazam has and gives it the unique ability to revenge kill weather sweepers as well as potentially getting great abilities such as Adaptability or Prankster.</p>\n<h1>Usage Tips</h1>\n<p>Because of Mega Alakazam's near non-existent defenses, it is unable to switch in on even resisted physical hits such as Close Combat and Zen Headbutt, so Mega Alakazam is best switched in after a teammate has fainted, by Volt Switch or U-turn support, or against extremely weak special attacks such as Alomomola's Scald. Mega Alakazam should be used as a late-game cleaner and/or revenge killer by virtue of its stellar offensive stats when the opposition is weakened, and it should use utility moves to cripple defensive foes such as Chansey and Clefable, plus it is great to Encore Bisharp into Sucker Punch.</p>\n<h1>Team Options</h1>\n<p>Because Mega Alakazam struggles with Steel- and Dark- types the most, as it has to rely on an inaccurate Focus Blast to damage them, Fighting-types such as Keldeo and Terrakion are great partners for Mega Alakazam. Fairy-types such as Clefable and Sylveon are also good partners that can also eliminate Dark-types such as Sableye and Tyranitar, which Mega Alakazam struggles with; they can also weaken Steel-types so that Alakazam can break through them more easily. Mega Alakazam also appreciates strong wallbreakers such as Azumarill, Weavile, and Crawdaunt, which can wear down foes for a potential late-game sweep from Mega Alakazam. Entry hazard support is mandatory for Alakazam to get crucial KOs, particularly Latios after Stealth Rock with Shadow Ball, so Stealth Rock setters such as Ferrothorn and Heatran are greatly appreciated. Heatran in particular is a great partner because it deals with Scizor and Mega Sableye as well as checking most Talonflame. In addition, Pursuit support coming from Bisharp, Tyranitar, or Scizor is great because Mega Alakazam struggles with bulky Psychic-type Pokemon that can shrug off Shadow Ball easily, such as Jirachi and Assault Vest Metagross. Finally, because Mega Alakazam struggles to manually switch in due to abysmal bulk, pivots such as Scizor, Rotom-W, Tornadus-T and Landorus-T can patch up this weakness by providing free switches.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Alakazite"],
"moveslots": [
["Psychic"],
["Focus Blast"],
["Shadow Ball"],
["Encore", "Substitute"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Life Orb",
"description": "<h1>Moves</h1>\n<p>Psychic is chosen over Psyshock for the increased damage output as well as the ability to hit physically defensive foes such as bulky Garchomp and Landorus-T much harder. Focus Blast deals with Dark- and Steel-types, which Psychic misses out on, such as Tyranitar and Bisharp. Shadow Ball provides great all-around coverage with Psychic and Focus Blast and hits bulky Psychic- and Ghost- types that the aforementioned two moves cannot deal with. Encore shuts down defensive cores such as Alomomola and Heatran effectively by locking them into only one move. Hidden Power Ice boasts the ability to OHKO Landorus-T, specially defensive Gliscor, as well as Garchomp and Dragonite after Multiscale has been broken. Substitute can also be used, as it allows Alakazam to evade Sucker Punch, status, and scout the foe's moves.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack and Speed EVs with a Timid nature are used so that Alakazam can be as fast and hit as hard as possible, as well as tying with opposing Alakazam and Dugtrio and outspeeding Pokemon that hit base 110-115 Speed, such as Latios, Gengar, and Starmie. Magic Guard is the superior ability here so that Alakazam is not worn down by repeated switches into entry hazard and status. A Life Orb takes advantage of Magic Guard to give a recoil-less boost to Alakazam's offensives, making Alakazam a terrifying wallbreaker and late-game cleaner.</p>\n<h1>Usage Tips</h1>\n<p>Because of Alakazam's frailty, it should only be brought in on extremely weak special attacks, by Volt Switch or U-turn support, or after a teammate has fainted. This set excels against stall archetypes because of Magic Guard preventing status, and, during the late-game, Alakazam should take advantage of this and switch in when possible and start dealing damage. Don't be afraid of using Encore to break stall-oriented archetypes as well as locking setup sweepers into one move, allowing for easy switches and predictions.</p>\n<h1>Team Options</h1>\n<p>Because of Alakazam's frailty, Volt Switch or U-turn support is really appreciated so that Alakazam can switch in safely and grab free momentum. Users of said support include Pokemon such as Rotom-W and Landorus-T; they can also lure in and pivot out of Pokemon that Alakazam can beat easily, such as Chansey and Alomomola. Moreover, Pursuit support is really appreciated to weaken bulkier Psychic-types such as Metagross and Latias so that Alakazam can have an easier time dealing with them. As this set does great against stall-oriented Pokemon such as Chansey and Clefable, Pokemon that generally struggle against them are ideal partners. Examples include Mega Manetric and Latios, which struggle against stall in general.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Life Orb"],
"moveslots": [
["Psychic"],
["Focus Blast"],
["Shadow Ball"],
["Encore", "Hidden Power Ice"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Revenge Killer",
"description": "<h1>Moves</h1>\n<p>Psychic has a higher Base Power than Psyshock and can break through physically defensive foes such as Mega Venusaur, Landorus-T and, Rotom-W much more easily. Focus Blast is a mandatory coverage move, as it deals with Dark- and Steel-types such as Bisharp, Tyranitar, and Ferrothorn, which Psychic cannot hit for much damage, or any at all in the case of Dark-types; however, its accuracy is a minor drawback. Hidden Power Ice OHKOes Garchomp and Landorus-T and 2HKOes specially defensive Gliscor. With Focus Sash, Alakazam is a great revenge killer to these Pokemon. Grass Knot deals with bulky Ground-, Rock-, and Water-types such as Hippowdon, Tyranitar, and Mega Gyarados and is chosen over Energy Ball for the increased damage output against them. Energy Ball is an option to hit Manaphy and Rotom-W much harder, but they do not appreciate a Psychic anyway, so Grass Knot is generally preferred. Hidden Power Fire is an option as well to 2HKO Ferrothorn and (Mega) Scizor, and it is a more reliable tool than Focus Blast to hit Steel-types bar Heatran with. Thunder Wave is a great utility option in general for the last slot, allowing Alakazam to cripple threats that it might not outright KO such as Mega Charizard X and Altaria, and it is also a great option to avoid Sucker Punch from Bisharp whilst crippling it in the process and thus is a great fail-safe. Though it might sound like a gimmick, Psych Up is a decent option to copy the stat boosts of the foe, such as Calm Mind boosts Clefable and Keldeo have obtained, revenge kill the foe after taking a hit with Focus Sash and proceed to sweep the opposing team unless they have priority moves. Lastly, Shadow Ball can also be used to hit bulkier Psychic-types, but without its Alakazite or Life Orb, Alakazam is relatively weak and does not 2HKO Shadow Ball's main targets, such as Celebi, Jirachi, and Cresselia.</p>\n<h1>Set Details</h1>\n<p>Because this set focuses on Alakazam's fantastic ability to revenge kill, Focus Sash is subsequently used to capitalize on such as stellar ability as Magic Guard, which will keep Focus Sash intact regardless of entry hazards or status, allowing Alakazam to reliably take any one hit and retaliate back. Maximum investment in Speed and Special Attack is for Alakazam to be as fast and hit as hard as possible, and with a Timid nature Alakazam outspeeds most of the metagame and thus can revenge kill more effectively. It is to be noted that because of its occupancy of a great Speed tier, Alakazam can usually get more than one hit on the foe.</p>\n<h1>Usage Tips</h1>\n<p>Because this set is primarily a revenge killing set, Alakazam should only be switched in after a teammate faints or by the use of Volt Switch or U-turn to deal damage to the foe. Because of Alakazam's frailty in general, it cannot take even resisted physical hits such as Close Combat very well, so it is advised to not manually switch Alakazam aimlessly into such hits. Preserve Focus Sash so that Alakazam can still revenge kill Pokemon later on. Alakazam can act as a good emergency check to Pokemon such as Rock Polish Landorus-T and Substitute + Calm Mind Keldeo if the team doesn't have checks for those available. When facing a Pokemon that outspeeds Alakazam and cannot be OHKOed by it, or when Alakazam is at low health and cannot do much to the foe, Thunder Wave can be used to cripple the foe, allowing a teammate to finish it off more easily or leaving it near-useless for the rest of the match.</p>\n<h1>Team Options</h1>\n<p>Without Alakazite, Alakazam struggles to break through bulkier Pokemon such as Chansey, so Pokemon that can take it out are good partners to Alakazam; Fighting-types such as Keldeo and Mega Lopunny can achieve this. Entry hazards and some prior damage on the foe are important to score some crucial OHKOs, such as Hidden Power Fire on Scizor, which make Alakazam's late-game sweeping or revenge killing much easier; thus, Stealth Rock from the likes of Ferrothorn, Tyranitar, and Garchomp is really beneficial to Alakazam. Pursuit support from Bisharp, Tyranitar, and Scizor is also recommended because Alakazam struggles with bulkier Psychic-types such as Slowbro, Celebi, and Latias because it is relatively weak, especially when using a non-STAB Ghost-type move. Last but not least, Volt Switch or U-turn support is almost mandatory because of the near zero chances Alakazam has to come into battle; pivots such as Tornadus-T and Rotom-W can score free momentum for Alakazam.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Focus Sash"],
"moveslots": [
["Psychic"],
["Focus Blast"],
["Hidden Power Ice", "Grass Knot", "Hidden Power Fire"],
["Thunder Wave"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}, {
"format": "Almost Any Ability",
"overview": "<p>Alakazam possesses a blazing Speed stat that allows it to outspeed the likes of Pokemon such as Choice Scarf Tyranitar. Its Speed combined with high Special Attack and a good movepool allows Alakazam to revenge kill well and act as a late-game sweeper. However, its Psychic typing does not provide it with the best STAB move and leaves it vulnerable to Pursuit trapping. Additionally, its weak defenses leave it susceptible to being revenge killed by priority or Choice Scarf foes. Alakazam also faces competition from other Sheer Force threats like Gengar, Azelf, and Thundurus-T. Azelf has a niche over Alakazam due to its usable Attack stat, allowing it to run mixed sets, though Alakazam is faster and has higher Special Attack. Overall, Alakazam is a strong threat that outspeeds and overpowers much of the AAA metagame, giving it a great matchup against offensive teams.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Download or Competitive can be used with Alakazite to get a strong and fast Mega Evolution with a immediate boost on a switch in. Signal Beam is an option that hits Bulletproof Dark-types, but it fails to OHKO Tyranitar. Substitute can be used when predicting a foe's switch out.</p>\n<h1>Checks and Counters</h1>\n<p><strong>RegenVest Users</strong>: RegenVest Meloetta easily takes any of Alakazam's moves and can either OHKO it with Knock Off or get momentum with U-turn. Escavalier, Scizor, Goodra, and Genesect can all switch into Alakazam if it is not running Fire Punch. Escavalier and Scizor can then Pursuit trap Alakazam, ensuring it will be OHKOed.</p>\n<p><strong>Special Defensive Walls</strong>: Regenerator, Magic Bounce, or Unaware Chansey and Poison Heal Mandibuzz are examples of Pokemon that can switch in and take on Alakazam. Chansey can stall it out with Seismic Toss and Wish, and Mandibuzz immediately threatens Alakazam with Knock Off and U-turn.</p>\n<p><strong>Priority Users</strong>: Extreme Speed users like Lucario and Entei and Gale Wings users like Skarmory and Braviary easily revenge kill Alakazam, and Skarmory can even switch into a Psychic.</p>\n<p><strong>Choice Scarf Users</strong>: When holding a Choice Scarf, Pokemon like Victini or Krookodile can outspeed and OHKO Alakazam, and Krookodile can even Pursuit traps it.</p>\n<p><strong>Bulletproof Users</strong>: With immunities to Focus Blast, Energy Ball, and Psychic, Bulletproof Dark-types are rare but serious threats to Alakazam. Bulletproof Tyranitar will Pursuit trap Alakazam, while Bulletproof Choice Scarf Krookodile will outspeed and also Pursuit trap it. Bulletproof Ferrothorn and Excadrill are less common but still pose a threat due to their immunities and resistances to Psychic.</p>\n",
"movesets": [{
"name": "Sheer Force Attacker",
"description": "<h1>Moves</h1>\n<p>Psychic provides Alakazam with a powerful Sheer Force-boosted STAB move that can OHKO many threats in the metagame, such as Thundurus and even a physically defensive Zapdos after prior Stealth Rock damage. Focus Blast hits Dark- and Steel-type foes that can switch into Psychic, such as Tyranitar and Ferrothorn. Shadow Ball hits Psychic- and Ghost-type foes such as Latios and Doublade, OHKOing both of them. Energy Ball is a coverage move for threats like Manaphy and Suicune, OHKOing the former and 2HKOing the latter if it doesn't have a Calm Mind boost up. Encore is an option that shuts down foes that will attempt to set up, most notably Suicune. It also forces out Poison Heal users that rely on Protect to recover their health.</p>\n<h1>Set Details</h1>\n<p>EVs are set to maximize Speed and Special Attack. A Timid nature lets Alakazam outspeed much of the metagame, most notably Choice Scarf Tyranitar's Pursuit. Sheer Force boosts the power of each of Alakazam's moves. Life Orb works perfectly with Sheer Force by increasing Alakazam's damage output without the recoil damage.</p>\n<h1>Usage Tips</h1>\n<p>Alakazam can be used efficiently as a revenge killer, unless the foe has a Choice Scarf or strong priority. You should utilize Volt Switch or U-turn to get Alakazam safely into play, as Alakazam's poor defenses prevent it from being able to switch into attacks. Entry hazards limit the foe's opportunities to switch in even more. This is especially helpful against checks like RegenVest Goodra and Manaphy if Energy Ball is foregone. You must beware of Pursuit threats such as Escavalier and Scizor, as they are not taken down by Focus Blast. You should also be cautious of priority users such as Gale Wings Braviary and Extreme Speed Entei, as they revenge kill Alakazam. Lastly, Alakazam should only be sent out knowing it will be able to KO the foe, as it is unlikely that it will survive an attack.</p>\n<h1>Team Options</h1>\n<p>Magnet Pull users such as Infernape and Ampharos can remove RegenVest Escavalier and Scizor from play, both of which would otherwise Pursuit trap Alakazam. These two also provide U-turn and Volt Switch support. Strong physical attackers like Lucario and Heracross are recommended to beat special walls like Chansey. Additionally, Pursuit users such as Adaptability Tyranitar can trap counters like Mew and Meloetta. Normalize Gengar with Mean Look and Skill Swap can trap and beat similar counters like Chansey and Meloetta. Sheer Force Gengar has nearly identical counters as Alakazam, making Normalize Gengar a great lure. A counter to Gale Wings and -ate Extreme Speed users is necessary; Doublade and Skarmory fill this role well. Skarmory, Ferrothorn, and Chesnaught offer entry hazard support, making it easier for Alakazam to sweep. Flash Fire Forretress is a great teammate, as it tanks most physical hits and provides Rapid Spin and Volt Switch support. Additionally, it can check many priority users and can provide hazard support of its own. A mixed Genesect set has good synergy with Alakazam, as it can lure in threats like Manaphy and Meloetta, and it can pivot into Alakazam with U-turn to either give it a good matchup or provide solid damage to a main check. Additionally, Flamethrower can take out common Alakazam counters.</p>\n",
"abilities": ["Sheer Force"],
"items": ["Life Orb"],
"moveslots": [
["Psychic"],
["Focus Blast"],
["Shadow Ball"],
["Energy Ball", "Encore"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"kadabra": {
"name": "Kadabra",
"alts": [{
"suffix": "",
"hp": 40,
"atk": 35,
"def": 30,
"spa": 120,
"spd": 70,
"spe": 105,
"weight": 56.5,
"height": 1.3,
"types": ["Psychic"],
"abilities": ["Inner Focus", "Magic Guard", "Synchronize"],
"formats": ["PU"]
}],
"evos": ["Alakazam"],
"genfamily": ["RB", "GS", "RS", "DP", "BW", "XY"],
"learnset": ["Ally Switch", "Attract", "Barrier", "Body Slam", "Calm Mind", "Captivate", "Charge Beam", "Confide", "Confusion", "Counter", "Dazzling Gleam", "Disable", "Double-Edge", "Double Team", "Drain Punch", "Dream Eater", "Dynamic Punch", "Embargo", "Encore", "Endure", "Energy Ball", "Facade", "Fire Punch", "Flash", "Fling", "Focus Punch", "Foul Play", "Frustration", "Future Sight", "Grass Knot", "Gravity", "Guard Split", "Guard Swap", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Ice Punch", "Iron Tail", "Kinesis", "Knock Off", "Light Screen", "Magic Coat", "Magic Room", "Mega Kick", "Mega Punch", "Metronome", "Mimic", "Miracle Eye", "Natural Gift", "Nightmare", "Power Trick", "Protect", "Psybeam", "Psychic", "Psycho Cut", "Psycho Shift", "Psych Up", "Psyshock", "Rain Dance", "Recover", "Recycle", "Reflect", "Rest", "Return", "Role Play", "Round", "Safeguard", "Secret Power", "Seismic Toss", "Shadow Ball", "Shock Wave", "Signal Beam", "Skill Swap", "Sleep Talk", "Snatch", "Snore", "Substitute", "Sunny Day", "Swagger", "Taunt", "Telekinesis", "Teleport", "Thief", "Thunder Punch", "Thunder Wave", "Torment", "Toxic", "Trick", "Trick Room", "Wonder Room", "Zen Headbutt"],
"strategies": [{
"format": "PU",
"overview": "<p>Kadabra is the best revenge killer that the tier has to offer thanks to the combination of Magic Guard, Focus Sash, and a fantastic movepool. It also makes a very strong Life Orb attacker. However, the Focus Sash set is slightly weak, and both sets have awful bulk. Kadabra is also outsped by a few threats despite its great Speed, and a vulnerability to Pursuit means it needs to be careful about having its Focus Sash broken or being outright KOed.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Toxic can be used on the Focus Sash set to deal with defensive teams better, while Psych Up is a niche option that allows Kadabra to take advantage of setup sweepers. Signal Beam can be used over Shadow Ball to hit Dark-types, but most have a secondary typing that gives them a neutrality to Bug, making it mostly useless outside of hitting Mightyena and Zweilous.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Dark-types</strong>: Vullaby walls Kadabra that lack the rare Dazzling Gleam. Zweilous does a similar job but takes a lot of damage from Life Orb Kadabra's Hidden Power Fighting. Pawniard and Murkrow can trap Kadabra with Pursuit, breaking its Focus Sash if it carries one and OHKOing it if it does not. They can also force 50/50s with Sucker Punch, though Pawniard is OHKOed by Hidden Power Fighting.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Outside of Life Orb Psyshock, Kadabra struggles to do much to Pokemon such as Audino, Stunfisk, Bouffalant, and Camerupt. In return, these Pokemon can 2HKO Kadabra with an attack or paralyze it in the case of the former two. Bouffalant can also trap Kadabra with Pursuit.</p>\n<p><strong>Priority</strong>: Metang's Bullet Punch, Dodrio's Quick Attack, Basculin's Aqua Jet, and other priority moves can break Kadabra's Focus Sash or just do a huge amount of damage to it. Metang and Dodrio can also Pursuit trap Kadabra.</p>\n<p><strong>Faster Pokemon</strong>: Despite Kadabra's above average Speed, it can be taken out by faster Pokemon such as Floatzel and Ninjask quite easily thanks to its terrible bulk. However, if Kadabra's Focus Sash is not broken, they risk getting paralyzed or taking a decent amount of damage. For this reason, Volt Switch or U-turn users like Zebstrika and Ninjask are good choices for dealing with Kadabra.</p>\n",
"movesets": [{
"name": "Revenge Killer",
"description": "<h1>Moves</h1>\n<p>Psychic is Kadabra's strong STAB move. To more reliably beat setup sweepers, Thunder Wave is necessary to cripple foes that can survive a Psychic. Shadow Ball allows Kadabra to hit Psychic- and Ghost-types, while Hidden Power Fighting is used to hit Pawniard and Probopass. Encore can be used for Kadabra to deal with bulky setup sweepers as well as being generally helpful to lock foes into non-attacking moves. Calm Mind can also be used to set up on Encored foes, although Kadabra can easily be revenge killed, and Dazzling Gleam can be used to 2HKO Vullaby and OHKO Murkrow.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed and Special Attack investment allows Kadabra to more effectively revenge kill foes. Focus Sash lets Kadabra take any one hit from a sweeper and cripple or KO it. Magic Guard is essential for this to prevent Kadabra's Focus Sash being broken by entry hazards.</p>\n<h1>Usage Tips</h1>\n<p>Kadabra should be preserved versus teams with setup sweepers such as Huntail and Raichu. Avoid sending it out if your opponent carries a Pursuit trapper such as Bouffalant to preserve its Focus Sash, and don't allow Pursuit trappers to switch into Kadabra, as most can avoid the 2HKO for a guaranteed Pursuit. Kadabra should paralyze setup sweepers that it cannot OHKO so it can get damage off on them and let a teammate finish them off. Examples include Shell Smash Gorebyss and Rock Polish Regice. Against bulkier teams Kadabra should focus on annoying foes with Thunder Wave and getting off as much damage as possible, as it won't be needed as a revenge killer.</p>\n<h1>Team Options</h1>\n<p>This Kadabra set is best used on offensive teams that need a catch-all revenge killer. It also goes well with weaker teammates that can be setup fodder, such as Prinplup. Additionally, teams without Choice Scarf users could use the revenge killing support. Machoke is a nice partner as well for its ability to threaten most common Pursuit trappers, such as Bouffalant and Stoutland.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Focus Sash"],
"moveslots": [
["Psychic"],
["Thunder Wave"],
["Shadow Ball", "Signal Beam"],
["Hidden Power Fighting", "Encore"]
],
"evconfigs": [{
"hp": 4,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Life Orb",
"description": "<h1>Moves</h1>\n<p>Psyshock is Kadabra's main STAB move, and it is preferred over Psychic to deal more damage to specially bulky Pokemon such as Audino, Cryogonal, and Assault Vest Bouffalant. However, Psychic can still be used to deal more damage to Stunfisk. Shadow Ball hits opposing Psychic-types, while Hidden Power Fighting hits Pawniard and Probopass. The last slot depends on the team's needs; Taunt helps Kadabra take on bulkier teams more effectively by preventing defensive foes from recovering or setting entry hazards, while Substitute can help it dodge Thunder Wave and Sucker Punch. Dazzling Gleam can also be used to hit Vullaby, which would otherwise be a counter.</p>\n<h1>Set Details</h1>\n<p>The EVs allow Kadabra to outspeed as many foes as possible while dealing maximum damage. Life Orb and Magic Guard work together to boost Kadabra's power and avoid recoil damage.</p>\n<h1>Usage Tips</h1>\n<p>Kadabra cannot switch into most foes due to its awful bulk, but it can still come in on non-damaging moves such as Stealth Rock and weak foes such as Stunfisk. Once Kadabra is safely on the field, it should aim to deal as much damage as possible with its strong attacks. While this can be risky, Kadabra can attempt to bluff a Focus Sash and attain surprise KOs after tricking opponents into switching out boosted sweepers.</p>\n<h1>Team Options</h1>\n<p>This Kadabra set is best used on offensive teams that can already handle setup sweepers reliably. Entry hazard support from Pokemon such as Venipede and Golem helps to wear down Kadabra's foes. Trapinch is a useful partner for removing Stunfisk, which can wall Kadabra, as well as Zebstrika and Electrode, which outspeed it. Vullaby lures such as Swords Dance + Return Leafeon and Swords Dance Bouffalant are also appreciated if Kadabra is not running Dazzling Gleam.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Life Orb"],
"moveslots": [
["Psyshock"],
["Shadow Ball"],
["Hidden Power Fighting"],
["Taunt", "Substitute"]
],
"evconfigs": [{
"hp": 4,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}, {
"format": "NU",
"overview": "<p>Kadabra sets itself apart from other Psychic-types thanks to Magic Guard, which lets it hold Focus Sash without worrying about it getting broken by residual damage, most notably entry hazards, thus making Kadabra a good revenge killer. Due to its respectable Speed tier, high Special Attack, and good number of coverage options, it fares well against offensive teams. Kadabra also has some good support moves in Encore and Thunder Wave, both of which aid in neutralizing setup sweepers. Once its Focus Sash is broken, however, Kadabra is incredibly easy to revenge kill due to its paper-thin defenses. Moreover, it faces competition from Pokemon like Liepard and Focus Sash Jynx that are also good at taking out offensive threats. Kadabra is also relatively weak, especially because it often holds Focus Sash, meaning that it struggles to break through bulkier foes such as Musharna and Mega Audino.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Life Orb gives Kadabra much more firepower behind its attacks, with Magic Guard negating the recoil, but Kadabra's main niche lies in revenge killing Pokemon, and Mesprit is generally a better Life Orb user due to it having much better overall bulk. Calm Mind can be used to significantly increase Kadabra's Special Attack, but its general frailty and being slower than several offensive Pokemon generally make this an inferior option. Hidden Power Fighting can be used mainly to hit Pawniard while still dealing super effective damage to Klinklang and Ferroseed. Taunt has use in preventing Pokemon from recovering, setting up entry hazards, or removing entry hazards with Defog. Dazzling Gleam still hits Dark-types while nailing the likes of Zweilous, but it doesn't provide much coverage otherwise.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Specially Bulky Pokemon</strong>: Pokemon such as Mega Audino and Musharna can take hits from Kadabra quite easily thanks to their fantastic natural bulk and recover off any damage taken with Wish and Moonlight, respectively. Both can take advantage of Kadabra to set up Calm Mind, but do note that Kadabra can take advantage of this by using Encore.</p>\n<p><strong>Skuntank</strong>: Skuntank can switch in on all of Kadabra's moves except for Hidden Power Ground and can trap it with Pursuit or revenge kill it with Sucker Punch; however, Kadabra can lock Skuntank into Sucker Punch with Encore and switch to another teammate.</p>\n<p><strong>Steel-types</strong>: Without the appropriate Hidden Power, Steel-types such as Ferroseed, Pawniard, and Klinklang can freely switch in on Kadabra, with the latter two being able to set up on it. Klinklang is also notable for its ability to bypass Kadabra's Focus Sash with Gear Grind.</p>\n<p><strong>Priority</strong>: Due to Kadabra's pitiful bulk, almost any priority move can pick it off. Kangaskhan is notable in that it can break its Focus Sash with Fake Out and follow up with Sucker Punch, preventing Kadabra from doing anything. Other priority users such as Samurott and Kabutops can pick off Kadabra once its Focus Sash is broken; however, neither of them appreciates getting crippled by Thunder Wave.</p>\n<p><strong>Revenge Killers</strong>: Faster Pokemon such as Tauros, Archeops, Liepard, and Pyroar are all capable of outspeeding and eliminating Kadabra; however, these Pokemon are only effective checks once its Focus Sash is broken, as Kadabra can cripple all of them with Thunder Wave. However, Liepard gets a special mention for its ability break Kadabra's Focus Sash with U-turn and switch out to a teammate to take a hit or absorb Thunder Wave.</p>\n",
"movesets": [{
"name": "Revenge Killer",
"description": "<h1>Moves</h1>\n<p>Psychic deals good damage to targets such as Primeape, Gurdurr, Garbodor, and Weezing. Psyshock is an alternative to hit specially bulky foes harder, most notably Assault Vest Hariyama and Magmortar. Signal Beam lets Kadabra revenge kill Pokemon such as Shiftry, Liepard, Cacturne, and Malamar while also letting it deal meaningful damage to Mesprit, Jynx, and Exeggutor. Hidden Power Ground hits Skuntank as well as Steel-types such as Klinklang and Mawile. Energy Ball is an alternative to primarily revenge kill Rhydon after a Rock Polish boost as well as target Lanturn, Quagsire, and other bulky Water-types. Thunder Wave cripples faster Pokemon such as Archeops, Tauros, and Floatzel as well as Speed-boosting sweepers such as Lilligant and Vivillon. Encore is an alternative to prevent Pokemon such as Calm Mind Musharna and Mega Audino from setting up freely on Kadabra and can lock a foe into an unfavorable move in general. Hidden Power Fire maintains coverage against Klinklang and Mawile, with the bonus of nailing Ferroseed. However, note that using Hidden Power Fire forces Kadabra to use a lower Speed IV and as such cannot speed tie with opposing base 105 Pokemon such as Scyther and Mismagius.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed EVs with a Timid nature ensure that Kadabra outspeeds Pokemon such as Jynx and Haunter, while maximum Special Attack EVs let it hit as hard as it possible. Magic Guard lets Kadabra avoid any sort of residual damage, keeping its Focus Sash intact until it takes direct damage. Focus Sash lets Kadabra effectively revenge kill faster Pokemon or cripple a foe that has set up, such as Quiver Dance Lilligant, with Thunder Wave.</p>\n<h1>Usage Tips</h1>\n<p>As this set plays mostly as a revenge killer, it is absolutely critical to not directly switch Kadabra in; only switch it in after a Pokemon has fainted or with a slow Volt Switch or U-turn. When Kadabra is brought in, use the appropriate STAB or coverage move to revenge kill a problematic foe. Try to keep its Focus Sash intact if it's vital for it to be around to check a sweeper. Against bulkier foes such as Musharna and Mega Audino, use Encore to lock them into an unfavorable move, switch out to a teammate, and respond accordingly. Encore is also useful to prevent Klinklang from setting up Substitute or Shift Gear for free and to lock defensive Pokemon into recovery moves. It also has a neat utility in locking Pokemon such as Cacturne and Shiftry into Sucker Punch, which can give a teammate a free opportunity to set up. If running Thunder Wave, it is best to use it against a fast Pokemon that the team struggles with otherwise, such as Archeops, Tauros, Scyther, or +1 Lilligant or Vivillon.</p>\n<h1>Team Options</h1>\n<p>This set generally fits best on offensive teams that want a nice blanket check to a variety of fast Pokemon and threatening setup sweepers. Dark-types such as Shiftry and Cacturne make for good teammates, as they appreciate Kadabra's ability to revenge kill Pokemon such as Primeape, Gurdurr, and Hariyama, while they are able to switch in on Psychic-types such as Mesprit and Musharna in return. Rhydon can switch in on Skuntank, one of Kadabra's most consistent answers, and either threaten it with Earthquake or take advantage of it to set up Rock Polish. Encore makes this even easier, as Kadabra can lock Skuntank into Sucker Punch or Pursuit. In a similar vein, Fighting-types are also decent switch-ins to Skuntank, as are other Dark-types such as Liepard and Pawniard. Setup sweepers such as Klinklang and Swords Dance Samurott can also take advantage of a Pokemon locked into Encore by setting up freely, while the former appreciates Fighting-types weakened in order for it to sweep. Garbodor gets a special mention, as it punishes physical attackers by wearing them down with Rocky Helmet damage and provides Spikes support, which goes well with Kadabra's ability to force switches.</p>\n",
"abilities": ["Magic Guard"],
"items": ["Focus Sash"],
"moveslots": [
["Psychic", "Psyshock"],
["Signal Beam"],
["Hidden Power Ground", "Energy Ball"],
["Thunder Wave", "Encore"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"absol": {
"name": "Absol",
"alts": [{
"suffix": "",
"hp": 65,
"atk": 130,
"def": 60,
"spa": 75,
"spd": 60,
"spe": 75,
"weight": 47,
"height": 1.2,
"types": ["Dark"],
"abilities": ["Justified", "Pressure", "Super Luck"],
"formats": ["RU"]
}, {
"suffix": "Mega",
"hp": 65,
"atk": 150,
"def": 60,
"spa": 115,
"spd": 60,
"spe": 115,
"weight": 49,
"height": 1.2,
"types": ["Dark"],
"abilities": ["Magic Bounce"],
"formats": ["UU"]
}],
"evos": [],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Assurance", "Attract", "Baton Pass", "Bite", "Blizzard", "Body Slam", "Bounce", "Calm Mind", "Captivate", "Charge Beam", "Confide", "Counter", "Curse", "Cut", "Dark Pulse", "Detect", "Double-Edge", "Double Team", "Dream Eater", "Echoed Voice", "Endure", "Facade", "False Swipe", "Feint", "Feint Attack", "Fire Blast", "Flamethrower", "Flash", "Foul Play", "Frustration", "Fury Cutter", "Future Sight", "Giga Impact", "Hail", "Headbutt", "Hex", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hyper Beam", "Ice Beam", "Icy Wind", "Incinerate", "Iron Tail", "Knock Off", "Leer", "Magic Coat", "Mean Look", "Me First", "Megahorn", "Mimic", "Mud-Slap", "Natural Gift", "Nightmare", "Night Slash", "Payback", "Perish Song", "Play Rough", "Protect", "Psycho Cut", "Psych Up", "Punishment", "Pursuit", "Quick Attack", "Rain Dance", "Razor Wind", "Rest", "Retaliate", "Return", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Sandstorm", "Scratch", "Secret Power", "Shadow Ball", "Shadow Claw", "Shock Wave", "Slash", "Sleep Talk", "Snarl", "Snatch", "Snore", "Spite", "Stone Edge", "Strength", "Substitute", "Sucker Punch", "Sunny Day", "Superpower", "Swagger", "Swift", "Swords Dance", "Taunt", "Thief", "Thunder", "Thunderbolt", "Thunder Wave", "Torment", "Toxic", "Water Pulse", "Will-O-Wisp", "Wish", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "UU",
"overview": "<p>Mega Absol has fantastic offensive stats and the wide movepool to back it up. Mega Absol has plenty of options offensively, with moves including Knock Off, Sucker Punch, Ice Beam, Fire Blast, Superpower, and Play Rough. It also has access to Swords Dance, boosting its already high Attack to insane levels. Its ability when Mega Evolved, Magic Bounce, further helps its offensive presence, preventing Thunder Wave, Will-O-Wisp, and even Stealth Rock, bouncing them back at the opponent, and it excels at bothering lead Pokemon such as Froslass. However, Mega Absol is immensely frail, struggling to take even neutral hits, making it nearly impossible to switch into attacks. It also has poor Speed before Mega Evolving, meaning it is forced to use Sucker Punch on faster threats.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Mega Absol works as a decent Pursuit trapper if the foe is afraid of taking a Knock Off. Iron Tail can be used to hit Pokemon such as Florges, although the 75% accuracy is a huge downfall. A combination of Swords Dance and Baton Pass can be used to pass boosts to teammates. Mixed Mega Absol with Fire Blast to hit Forretress or Ice Beam to hit Salamence is an option if the rest of your team has trouble with them. Will-O-Wisp is a nice lure that can burn common switch-ins such as Donphan and Salamence.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Mega Aggron</strong>: Mega Aggron can easily tank any move other than Fire Blast, which doesn't even do much, and has a large chance to OHKO back with Heavy Slam.</p>\n<p><strong>Physical Walls</strong>: Dedicated physical walls such as Suicune, Rhyperior, Swampert, and Donphan can take hits relatively well. Suicune can fish for Scald burns, while Donphan OHKOes after a bit of prior damage.</p>\n<p><strong>Faster Threats</strong>: Faster threats that have enough bulk to survive a Sucker Punch, such as Crobat and Choice Scarf Mienshao, can take advantage of Mega Absol's mediocre bulk.</p>\n<p><strong>Fairy-types</strong>: Fairy-types such as Florges resist Mega Absol's STAB moves and take little from any move outside of Iron Tail. Most have a good chance to OHKO with Moonblast.</p>\n",
"movesets": [{
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance boosts Mega Absol's Attack to crazy levels and works great in combination with Mega Absol's ability, which bounces back moves such as Will-O-Wisp and Thunder Wave. Knock Off is a powerful STAB attack that also removes its target's item. Sucker Punch is powerful priority against Pokemon that can outspeed Mega Absol, and it usually grants a safe turn to Mega Evolve against faster threats. Play Rough is a great way to hit Dragon-, Dark-, and Fighting-type Pokemon, such as Salamence, Krookodile, and Chesnaught, super effectively, but Superpower can be used for greater power if the stat drops aren't troublesome. Superpower does not hit Fighting- and Dragon-types super effectively, however.</p>\n<h1>Set Details</h1>\n<p>The 4 Special Defense EVs give common Download users an Attack boost instead of a Special Attack boost. 252 Attack EVs maximize Mega Absol's damage output, while maximum Speed is used to Speed tie with other base 115 Speed Pokemon. An Absolite is the only item you want to equip, as non-Mega Absol is unviable in UU. Justified can be used to let Absol switch into weak Dark-type moves before Mega Evolving to get a free Attack boost. An Adamant nature can be used for a slight power increase, but Jolly is the preferred nature to outspeed Pokemon such as Froslass and Infernape after Mega Evolving.</p>\n<h1>Usage Tips</h1>\n<p>Do not be reckless switching Mega Absol into attacks. It is extremely frail and can't take many hits, sometimes even resisted ones, especially if there are entry hazards up. Mega Absol does, however, have plenty of free switch opportunities to defensive Pokemon such as Blissey, because most of them fear Knock Off and Magic Bounce, which gives Absol a free turn of setup. However, Mega Absol is best used for late-game cleaning, once its checks and counters have taken prior damage. Before Mega Evolving, Absol can switch into a predicted weak Dark-type attack, such as Knock Off, as the damage is reduced when the target is holding a Mega Stone, to get a free Attack boost due to Justified. Very few things are safe switch-ins to Mega Absol at +2 or even +1 thanks to its massive Attack stat, so finding opportunities to set up are a must.</p>\n<h1>Team Options</h1>\n<p>Mega Absol appreciates the extra damage entry hazards give foes when it is attempting to sweep, so Stealth Rock setters such as Forretress, which also handles Florges, Aromatisse, and Mega Aggron, are decent choices. Roserade is a good teammate that can handle Florges, one of Mega Absol's biggest checks, and can cripple other switch-ins with Sleep Powder. Pokemon with Volt Switch or U-turn, such as Rotom-H and Mienshao, can provide good opportunities for Mega Absol to get up a free Swords Dance.</p>\n",
"abilities": ["Justified"],
"items": ["Absolite"],
"moveslots": [
["Swords Dance"],
["Knock Off"],
["Sucker Punch"],
["Play Rough", "Superpower"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}]
}, {
"format": "RU",
"overview": "<p>Absol is one of RU's strongest wallbreakers and is backed up by many positive traits. Its combination of STAB Knock Off and great coverage options in Superpower, Play Rough, and Iron Tail make it extremely hard to switch into. Absol's Sucker Punch is the strongest priority move in RU, giving it a favorable matchup versus offensive teams in addition to mitigating its mediocre base 75 Speed. It can also run a Swords Dance set, making it a formidable sweeper if left unchecked, or Pursuit, helping it support its team by taking out threatening Pokemon such as Slowking and Meloetta more easily. Sadly, Absol's defensive stats are quite poor, and its relatively low Speed stat means it has to rely on Sucker Punch to deal with faster threats, which can play around it with Substitute or priority moves.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Absol can run a Choice Scarf set in order to patch up its mediocre Speed, but the ability to switch moves and effectively use Sucker Punch is too significant to pass out on. A Baton Pass set with Swords Dance or Calm Mind and a Focus Sash can be used to pass boosts to Absol's teammates. Substitute can be used to block status and ease prediction, giving Absol more opportunities to set up with Swords Dance, but keep in mind that it would have to forgo a coverage move to do so.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fighting-types</strong>: Fighting-types such as Virizion, Poliwrath, and Emboar can switch into Absol's STAB moves, with Virizion receiving an Attack boost from Justified, and OHKO Absol with their own STAB moves. It should be noted that the former two cannot switch into Play Rough, however. Hitmontop can switch into Absol while also reducing its Attack with Intimidate and OHKO it with Close Combat. Gurdurr can switch into Play Rough at full health and OHKO Absol with Mach Punch, although it doesn't like losing its Eviolite.</p>\n<p><strong>Fairy-types</strong>: Aromatisse, Diancie, Togetic, and Granbull resist Absol's STAB moves and can easily KO it with STAB moves of their own, but they should be careful when switching into Iron Tail.</p>\n<p><strong>Physically Bulky Pokemon</strong>: Mega Steelix can take Absol's STAB moves well, but it does not like being hit by Superpower or Fire Blast. Alomomola can generally take most of Absol's moves and burn it with Scald, although it should be wary of the Swords Dance set. Tangrowth can switch into Absol at full health and OHKO it with any strong attack, but it should be wary of Fire Blast.</p>\n",
"movesets": [{
"name": "All-Out Attacker",
"description": "<h1>Moves</h1>\n<p>Knock Off is Absol's most powerful STAB move and has the added benefit of removing a foe's item. Sucker Punch is Absol's best tool, allowing it to revenge kill faster Pokemon and prevent it from being revenge killed itself. Superpower allows Absol to heavily damage Mega Steelix, and Fire Blast is an alternative that also damages Tangrowth. Play Rough hits Fighting- and other Dark-types super effectively, while Iron Tail can be used to deal with Fairy-types. Pursuit turns Absol into a powerful trapper, allowing it to pick off weakened Psychic-types such as Meloetta and Slowking.</p>\n<h1>Set Details</h1>\n<p>An Adamant nature with maximum Attack and Speed EVs allow Absol to hit as hard as possible. If Fire Blast is being used, a Naughty nature should be opted for. Super Luck is Absol's only ability with offensive merit. Life Orb slightly boosts the power of Absol's moves.</p>\n<h1>Usage Tips</h1>\n<p>Absol should be used early- to mid-game to punch holes through the opposing team, although its powerful Sucker Punch is also quite useful late-game. Be careful when attempting to Pursuit trap a Pokemon, as Pursuit's low Base Power means some targets are very likely to survive a hit if they don't switch out. Pursuit is also a gamble against faster Psychic-types such as Meloetta and Sigilyph, which can outrun and OHKO Absol if it uses Pursuit. To alleviate this, try using another coverage move earlier in the game so your opponent takes into consideration whether you're sending in Absol to Pursuit trap its foe or simply to attack it with Sucker Punch.</p>\n<h1>Team Options</h1>\n<p>Teammates will usually depend on the coverage moves Absol lacks. Mega Steelix is a great partner regardless, as it can provide Stealth Rock support and can pressure Fairy-types. Pokemon that pressure Fighting-types, such as Fletchinder and Slowking, are greatly appreciated. Fighting-types such as Medicham and Hitmonlee appreciate the pressure Absol puts on Psychic-types. Most late-game cleaners appreciate the holes Absol can punch through the opposing team.</p>\n",
"abilities": ["Super Luck"],
"items": ["Life Orb"],
"moveslots": [
["Knock Off"],
["Sucker Punch"],
["Superpower", "Fire Blast"],
["Play Rough", "Iron Tail", "Pursuit"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant", "Naughty"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance boosts Absol's already great Attack stat to sky-high levels. Knock Off is a powerful STAB move that gets rid of a foe's item. Sucker Punch mitigates Absol's underwhelming Speed while also providing it with a way to avoid being revenge killed. Superpower allows Absol to get past Mega Steelix. Other options for coverage include Play Rough for Fighting-types and Iron Tail for Fairy-types.</p>\n<h1>Set Details</h1>\n<p>An Adamant nature with maximum Attack and Speed EVs make Absol as fast and powerful as possible. Alternatively, a Jolly nature can be run in order to Speed tie with Adamant Hitmonlee, potentially allowing Absol to hit it with Sucker Punch. Life Orb boosts the power of Absol's moves, but Dread Plate can be used in order to slightly increase Absol's longevity at the cost of only increasing the power of its Dark-type attacks. Lum Berry can provide Absol with more opportunities to set up at the cost of power.</p>\n<h1>Usage Tips</h1>\n<p>As its poor bulk means it will be difficult to find opportunities to set up throughout the match, Absol should only attempt to do so once all of its checks and counters are gone. Absol's best method of getting setup opportunities is by forcing out switches from Pokemon that fear getting hit by its powerful STAB Knock Off.</p>\n<h1>Team Options</h1>\n<p>Stealth Rock support helps immensely, as it allows Absol to achieve some otherwise unachievable KOs such as the OHKO on Alomomola with Knock Off after a Swords Dance boost. Mega Steelix stands out, as it can also help check Fairy-types for Absol. Fighting types should be taken care of before Absol attempts to set up, so Pokemon that can deal with them such as Fletchinder and Slowking are great partners. Wallbreakers that can pave the way for Absol to sweep and cleave through the likes of Alomomola and Tangrowth, which can burn Absol or KO it, are appreciated; these include Exploud and Meloetta. Venusaur can check Fighting- and Fairy-types for Absol while also providing support with Sleep Powder.</p>\n",
"abilities": ["Super Luck"],
"items": ["Life Orb", "Dread Plate"],
"moveslots": [
["Swords Dance"],
["Knock Off"],
["Sucker Punch"],
["Superpower"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}]
}]
},
"aerodactyl": {
"name": "Aerodactyl",
"alts": [{
"suffix": "",
"hp": 80,
"atk": 105,
"def": 65,
"spa": 60,
"spd": 75,
"spe": 130,
"weight": 59,
"height": 1.8,
"types": ["Flying", "Rock"],
"abilities": ["Pressure", "Rock Head", "Unnerve"],
"formats": ["RU"]
}, {
"suffix": "Mega",
"hp": 80,
"atk": 135,
"def": 85,
"spa": 70,
"spd": 95,
"spe": 150,
"weight": 79,
"height": 2.1,
"types": ["Flying", "Rock"],
"abilities": ["Tough Claws"],
"formats": ["UU"]
}],
"evos": [],
"genfamily": ["RB", "GS", "RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Agility", "Air Cutter", "Ancient Power", "Aqua Tail", "Assurance", "Attract", "Bite", "Bulldoze", "Captivate", "Confide", "Crunch", "Curse", "Defog", "Double-Edge", "Double Team", "Dragon Breath", "Dragon Claw", "Dragon Pulse", "Earth Power", "Earthquake", "Endure", "Facade", "Fire Blast", "Fire Fang", "Flamethrower", "Fly", "Foresight", "Frustration", "Giga Impact", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hyper Beam", "Ice Fang", "Incinerate", "Iron Head", "Iron Tail", "Mimic", "Natural Gift", "Ominous Wind", "Payback", "Protect", "Pursuit", "Rain Dance", "Rest", "Return", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Roost", "Round", "Sandstorm", "Scary Face", "Secret Power", "Sky Attack", "Sky Drop", "Sleep Talk", "Smack Down", "Snore", "Stealth Rock", "Steel Wing", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Supersonic", "Swagger", "Swift", "Tailwind", "Take Down", "Taunt", "Thief", "Thunder Fang", "Torment", "Toxic", "Twister", "Whirlwind", "Wide Guard", "Wing Attack"],
"strategies": [{
"format": "UU",
"overview": "<p>Aerodactyl is arguably the best Mega Evolution in UU, as it is easy to fit onto most teams due to its high customizability and expansive movepool, decent bulk when invested, and ability to set up, which can surprise the opponent. Specifically, Hone Claws can let it become a very potent wallbreaker coupled with the fact that its Flying-type STAB moves and some coverage moves are boosted by Tough Claws. Aerodactyl is also the fastest lead in UU, meaning it can shut down other leads through Taunt fairly easily, giving the team entry hazards without the foe setting up their own. Its amazing Speed tier before Mega Evolving becomes even better after Mega Evolving, outspeeding the entire unboosted tier as well as base 80 Speed Choice Scarf users such as Chandelure and below. Mega Aerodactyl is great at revenge killing as well, as its Speed and power make it an extremely reliable blanket check to most offensive threats such as Mega Beedrill, Shaymin, and Entei. While Aerodactyl has a lot of good things going for it, it struggles with bulky Water- and Steel-types such as Suicune, Mega Blastoise, Swampert, Forretress, Mega Aggron, and Doublade. It also has very common weaknesses in Water, Ice, and Rock, limiting the number of times it can switch in, as it is weak to Stealth Rock and Water- and Ice-type attacks litter the tier.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Iron Head or Iron Tail not only gain the Tough Claws boost but also can replace Earthquake to hit Rock-types and gain coverage against Florges; however, the loss of coverage for Steel-types leaves Mega Aerodactyl completely walled by them. Ice Fang, Thunder Fang, and Fire Fang, thanks to the Tough Claws boost, all become viable options, with Ice Fang hitting bulky Ground-types while also gaining coverage on Dragon-types such as Hydreigon, Thunder Fang giving Aerodactyl a way to cripple Water-types such as Feraligatr and Suicune, and Fire Fang covering Forretress, which is neutral to Earthquake, and Bronzong, which is immune to Earthquake thanks to Levitate.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Water-types</strong>: Suicune, Swampert, and Mega Blastoise can all take Aerodactyl's attacks, even when it's at +1, and fire back with a super effective STAB move.</p>\n<p><strong>Choice Scarf Users</strong>: Choice Scarf Hydreigon and Mienshao outspeed Mega Aerodactyl and can cripple or OHKO it after a bit of prior damage.</p>\n<p><strong>Bulky Steel-types</strong>: Doublade, Mega Aggron, and Bronzong all resist both of Aerodactyl's STAB types and take little damage from its coverage moves.</p>\n<p><strong>Stealth Rock</strong>: Being easily pressured by powerful attacks with a crippling weakness to Stealth Rock, Mega Aerodactyl has a hard time switching in multiple times with or without Roost.</p>\n<p><strong>Physical Walls</strong>: Cresselia and Porygon2 can tank Aerodactyl's STAB moves, heal off the damage with Moonlight or Recover, respectively, and cripple Aerodactyl with Thunder Wave.</p>\n<p><strong>Super Effective Priority Moves</strong>: Mamoswine and Feraligatr both can KO a weakened Mega Aerodactyl with their STAB Ice Shard and Aqua Jet before it can move.</p>\n",
"movesets": [{
"name": "All-out Attacker",
"description": "<h1>Moves</h1>\n<p>Stone Edge is a STAB move that allows Aerodactyl to hit opposing Flying-types as well as Ice-, Fire-, and Bug-types such as Kyurem, Entei, Darmanitan, and Mega Beedrill. Wing Attack, while seemingly weak, gets the Tough Claws boost, making it very potent against Fighting-types, as well as Grass-types that can tank Stone Edge such as Shaymin and Chesnaught. Earthquake is used for its ability to hit Steel-types such as Cobalion, Lucario, and Doublade, which resist both of Aerodactyl's STAB types. Aqua Tail not only benefits from Tough Claws but also gives Aerodactyl a way around Ground-types such as Mamoswine, Krookodile, Nidoking, and Nidoqueen (although the latter two are covered by Earthquake). Roost allows Mega Aerodactyl to keep its health high, letting it keep threatening the opposing team, while Stealth Rock gives Mega Aerodactyl a way to support the team if the move can't be fit onto the team somewhere else. Pursuit is an option to trap physically frail Pokemon such as Mega Beedrill and Chandelure. Taunt could work in tandem with Roost, allowing Aerodactyl to avoid status moves and block recovery while continually wearing down the opposing team with its high-powered STAB moves. It also stops Defog, which works well for entry hazard-stacking teams. Defog is an option to allow Aerodactyl to get rid of entry hazards; however, it is incompatible with Unnerve. Fire Fang is an option to OHKO Forretress, which would otherwise tank Aerodactyl's moves and OHKO it with Gyro Ball. Crunch gives Aerodactyl an option to hit Doublade harder than Earthquake thanks to the Tough Claws boost, as well as Psychic-types such as Cresselia and Reuniclus.</p>\n<h1>Set Details</h1>\n<p>Aerodactylite allows Aerodactyl to Mega Evolve. A Jolly nature is used to outpace Timid Mega Sceptile and Jolly Mega Beedrill as well as +1 Gyarados, +1 Feraligatr, and certain Choice Scarf users such as Gardevoir and Chandelure; however, an Adamant nature can be used, as it still makes Mega Aerodactyl faster than all neutral-natured Pokemon such as Adamant Mega Beedrill and Modest Mega Sceptile. Maximum Attack and Speed EVs allow Aerodactyl to hit as hard and as fast as possible. However, Aerodactyl can invest into its bulk by hitting certain benchmarks in Speed. Running 104 Speed EVs wth a Jolly nature allows Mega Aerodactyl to outspeed Tornadus before Mega Evolving and Crobat after. Aerodactyl can also run 216 Speed EVs with a Jolly nature to outspeed Mega Sceptile and Mega Beedrill as well as Choice Scarf Chandelure and Gardevoir.</p>\n<h1>Usage Tips</h1>\n<p>Mega Aerodactyl is meant to be used as a fast support Pokemon that can also reliably wear down the opponent's team via its STAB moves. Make sure to bring Mega Aerodactyl in safely on a resisted hit so that it can force the foe to take a hit. Use the switches that Mega Aerodactyl forces to set up Stealth Rock or Roost off damage. If it is healthy, try to fire off an attack, as most threats that tend to switch into Mega Aerodactyl get worn down fast such as Swampert and Forretress. Mega Aerodactyl's moves can be somewhat unpredictable at times, so it can lure certain foes very effectively; for instance, it can surprise Slowking with Crunch. Mega Aerodactyl also tends to run three attacks and Roost, so having four attacks can be really nice for luring too.</p>\n<h1>Team Options</h1>\n<p>Pokemon like Toxicroak, Shaymin, or Heliolisk that take care of bulky Water-types can prevent them from forcing Mega Aerodactyl to switch out and take Stealth Rock damage and help Aerodactyl continue to apply pressure to the opposing team. Entry hazard removal support from the likes of Empoleon and Forretress helps clear away Stealth Rock, allowing Aerodactyl to have more opportunities to switch in without relying on staying healthy via Roost. Entry hazard support from Pokemon such as Forretress and Swampert can help wear down Pokemon that switch into Aerodactyl, as most of Aerodactyl's checks and counters lack reliable recovery. Special wallbreakers such as Choice Specs Porygon-Z and Life Orb Hydreigon can destroy physical walls, allowing Aerodactyl to use its attacks more freely. Setup sweepers such as Swords Dance Lucario appreciate the support that Mega Aerodactyl can provide with its coverage, especially Pursuit, which can trap and KO Ghost-types that threaten these setup sweepers. Swords Dance Doublade is also a good teammate, as it can soften up a lot of foes for Mega Aerodactyl to spam its attacks.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Stone Edge"],
["Wing Attack", "Earthquake"],
["Earthquake", "Aqua Tail"],
["Roost", "Pursuit"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Hone Claws",
"description": "<h1>Moves</h1>\n<p>Hone Claws not only boosts Mega Aerodactyl's already sky-high Attack but also prevents its moves from missing. Stone Edge is Mega Aerodactyl's main STAB move and not only hits hard but also benefits from the accuracy boost given from Hone Claws. Wing Attack gets the Tough Claws boost, making it very strong against Fighting- and Grass-types that can tank Stone Edge, such as Shaymin and Chesnaught. Aqua Tail also benefits from Tough Claws, giving Aerodactyl a way around Ground-types that can tank Wing Attack such as Mamoswine, Krookodile, Nidoking, and Nidoqueen. Earthquake can be used to hit Steel-types such as Cobalion and Doublade. Roost gives Aerodactyl a reliable recovery move to continue boosting; however, by running it, Mega Aerodactyl loses out on important coverage. Fire Fang is an option to OHKO Forretress specifically, while Crunch gives Aerodactyl an option to hit Doublade harder than Earthquake thanks to the Tough Claws boost as well as Psychic-types such as Reuniclus.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed EVs allow Mega Aerodactyl to hit as hard and as fast as possible. A Jolly nature allows Aerodactyl to outspeed Jolly Mega Beedrill and Timid Mega Sceptile after Mega Evolving as well as certain Choice Scarf users such as Chandelure. Adamant is also viable, as it maximizes Mega Aerodactyl's wallbreaking potential. Aerodactylite allows Aerodactyl to Mega Evolve in the first place. A good alternative EV spread is 232 Atk / 40 Def / 236 Spe with an Adamant nature, which allows Mega Aerodactyl to outspeed maximum Speed Crobat and lets it survive Jolly Mamoswine's Ice Shard after Stealth Rock damage.</p>\n<h1>Usage Tips</h1>\n<p>It is best to save Mega Aerodactyl for the mid- or late-game, as this set aims to set up and sweep rather than fire off powerful attacks. Be wary of switching this particular set in, as the more damage Mega Aerodactyl accrues, the more easily it will be revenge killed when it aims to sweep. Based on coverage, make sure certain threats are gone, such as Ground-types such as Mamoswine if Mega Aerodactyl lacks Aqua Tail and Steel-types if Mega Aerodactyl lacks Earthquake.</p>\n<h1>Team Options</h1>\n<p>Wallbreakers such as Choice Band Heracross and Hoopa can wear down physical walls or get rid of them outright, giving Mega Aerodactyl an easier time sweeping. Volt Switch and U-turn users, such as Forretress, Heliolisk, and Whimsicott, can wear down the opposing team, allowing Aerodactyl to set up safely and sweep a weakened team. Whimsicott and Heliolisk also both beat bulky Water-types, which give Aerodactyl a hard time. Entry hazard support from Pokemon such as Forretress, Swampert, and Azelf can help Aerodactyl secure some 2HKOs and OHKOs. Entry hazard removal from Forretress and Empoleon is key, as more often than not, Aerodactyl will be forgoing Roost to run coverage, meaning it can be worn down if Stealth Rock is up. A Pokemon like Toxicroak or Heliolisk that weakens bulky Water-types allows Aerodactyl to not be forced out once it sets up. Healing Wish or Lunar Dance users such as Shaymin and Cresselia can give Mega Aerodactyl a second chance at sweeping. Shaymin can also beat bulky Water-types for Aerodactyl, while Cresselia can provide Thunder Wave support.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Hone Claws"],
["Stone Edge"],
["Wing Attack", "Aqua Tail"],
["Earthquake", "Aqua Tail", "Roost"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Bulky Aerodactyl",
"description": "<h1>Moves</h1>\n<p>Taunt allows Mega Aerodactyl to stallbreak while also avoiding status moves and shutting down setup sweepers. Roost gives Aerodactyl a means of reliable recovery, allowing it to remain a prominent force continuously throughout the battle. Toxic provides Mega Aerodactyl with a way of putting common walls such as Alomomola and Suicune on a timer in conjunction with Taunt to prevent them from using their recovery moves. Alternatively, Stealth Rock can fit here if your team is strapped for slots. Stone Edge is still a pretty powerful STAB move even with minimal investment. Earthquake provides the best neutral coverage alongside Stone Edge while also nailing the Steel- and Poison-types immune to Toxic. Wing Attack can be an option over Stone Edge to still provide decent coverage alongside Earthquake while having more PP.</p>\n<h1>Set Details</h1>\n<p>248 HP EVs allow Mega Aerodactyl to switch into Stealth Rock five times from full HP, while 104 Speed EVs with a Jolly nature let it outspeed Crobat. The remaining EVs are placed into Defense to take hits from the likes of Choice Band Krookodile, Entei, and Crobat. Aerodactylite allows Aerodactyl to Mega Evolve. An alternative EV spread of 248 HP / 44 Def / 216 Speed can be used in case the team needs insurance against Mega Beedrill and Mega Sceptile.</p>\n<h1>Usage Tips</h1>\n<p>The invested bulk allows Mega Aerodactyl to come in more safely on resisted hits, Roost off the damage, and be able to wear down the opponent's walls easier. Make sure to keep Mega Aerodactyl healthy so that it can check the foes it needs to check such as Fire-types and Mega Beedrill throughout the match.</p>\n<h1>Team Options</h1>\n<p>Swampert appreciates Mega Aerodactyl's ability to wear down opposing walls and has decent defensive synergy with Mega Aerodactyl, as it is immune to Electric-type attacks, resists Rock, and is neutral to Ice and Water, while Mega Aerodactyl can fight off Grass-types should it run Wing Attack. Entry hazard support from the likes of Nidoqueen and Krookodile pressures the opposing team even further while also providing an Electric immunity. Bulky Grass-types such as Tangrowth and Shaymin can threaten the Water-types that can set up on Mega Aerodactyl such as Feraligatr and Suicune.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Taunt"],
["Roost"],
["Toxic", "Stealth Rock", "Stone Edge"],
["Stone Edge", "Earthquake"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 156,
"spa": 0,
"spd": 0,
"spe": 104
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Suicide Lead",
"description": "<h1>Moves</h1>\n<p>Stealth Rock gives Aerodactyl a way to break Sturdy and Focus Sashes while also providing the team with entry hazard support. The fastest Taunt in the tier allows Aerodactyl to prevent the other lead's entry hazards from being laid down. Double-Edge is the main attacking option to allow Aerodactyl to KO itself before the foe can use Defog or Rapid Spin. Fire Blast lets Aerodactyl to get around Forretress, which may try to spin away its Stealth Rock. If that isn't needed, Stone Edge is a really good STAB move, though it is a bit unreliable. Tailwind can also provide the team with the upper hand, allowing Aerodactyl to help support its team even further.</p>\n<h1>Set Details</h1>\n<p>Focus Sash ensures that Aerodactyl can survive any hit and be able to set up Stealth Rock. 72 Special Attack EVs allow Aerodactyl to OHKO Forretress with Fire Blast, while maximum Speed EVs make Aerodactyl as fast as possible. The rest are placed into Attack to make Double-Edge hit as hard as possible. A Hasty nature is essential to not weaken Fire Blast's power; however, a Jolly nature can be used if Fire Blast is not being used. If so, the Special Attack EVs can be moved into Attack.</p>\n<h1>Usage Tips</h1>\n<p>Aerodactyl should always lead, as it wins against most other leads such as Azelf and Forretress thanks to its access to Taunt. Watch out for Froslass or Sableye leads, as Froslass has a super effective STAB move to hit Aerodactyl with, while Sableye has priority Taunt to prevent Aerodactyl from using Taunt itself or laying down Stealth Rock. Aerodactyl should only be used on hyper offensive teams because it is a suicide lead, meaning the team wants to apply as much offensive pressure as possible.</p>\n<h1>Team Options</h1>\n<p>Ghost-types such as Hoopa and Sableye not only appreciate Aerodactyl's entry hazard support, but also keep Stealth Rock up by blocking Rapid Spin. Sableye also has access to Prankster Taunt, meaning it can reliably make sure no Defogger can get rid of Stealth Rock as well. Volt Switch and U-turn users such as Heliolisk and Mega Beedrill appreciate being able to wear down the opposing team with Stealth Rock coupled with their powerful attacks. They can also wear down the opponent's Defogger or spinner, allowing Stealth Rock to stay on the field. The team should be offensively oriented to keep up the offensive pressure, so Pokemon like Hydreigon, Infernape, and Mienshao are good options, as they all provide power and appreciate the Stealth Rock support this set provides.</p>\n",
"abilities": ["Pressure"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Taunt"],
["Double-Edge"],
["Fire Blast", "Stone Edge"]
],
"evconfigs": [{
"hp": 0,
"atk": 184,
"def": 0,
"spa": 72,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Hasty", "Jolly"]
}]
}, {
"format": "RU",
"overview": "<p>Aerodactyl's fantastic Speed tier allows it to outpace almost the entire metagame including Virizion and Sneasel, as well as Choice Scarf Hoopa and Emboar, making it a stellar revenge killer and late-game cleaner. It is only outsped by Accelgor and Choice Scarf users with a base Speed over 70 like Medicham. Its decent Attack stat coupled with a colorful offensive movepool and utility options like Stealth Rock allows it to mix up its moveset quite a bit. It is also the fastest viable Pursuit user in the tier, and its Rock typing allows it to check Fletchinder that try to switch out. Unfortunately, Aerodactyl has very mediocre bulk that prevents it from taking even neutral hits well. It is also weak to common offensive types like Rock, Steel, and Ice. Aerodactyl struggles against many physically defensive Pokemon, either due to their defensive typing resisting Aerodactyl's Rock STAB moves or because they can heal off the damage faster than Aerodactyl can deal it.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Hone Claws can make Aerodactyl a threatening sweeper, but its bulk doesn't allow it to set up reliably. Ice Fang lets Aerodactyl do more damage to Flygon, which takes Stone Edge really well and can Roost off the damage. A lead set looks appealing at first glance, but the extra Speed in the end is not worth it when compared to Archeops, which has Endeavor and Head Smash to play a more effective role as a suicide lead. Aqua Tail can be used over Earthquake in order to hit Rhyperior harder but has imperfect accuracy. Tailwind and Defog are options that Aerodactyl can use before fainting in order to support its teammates. Double-Edge + Rock Head gives Aerodactyl good neutral coverage that can damage Flygon and Seismitoad as well Fighting-types in one moveslot. Toxic can cripple walls that aren't Steel-types on the switch. Taunt can be used in tandem with Roost to take advantage of passive Pokemon like Weezing and Registeel.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Steel-types</strong>: Aerodactyl can get chip damage on bulky Steel-types through Earthquake, but due to their large amount of bulk and super effective STAB moves, Aerodactyl will more than likely lose the matchup. Bronzong also has Levitate, meaning it is immune to Earthquake.</p>\n<p><strong>Ground-types</strong>: Ground-types like Flygon and Seismitoad only fear Aerodactyl's more uncommon coverage moves and resist its hardest-hitting move, Stone Edge. They also tend to carry coverage that is strong enough to OHKO Aerodactyl.</p>\n<p><strong>Physically Defensive Pokemon</strong>: Pokemon like Slowking and Alomomola can shrug off most of Aerodactyl's attacks with ease. Some also have recovery and can stall out Stone Edge's PP, leaving Aerodactyl unable to use its most prized STAB move.</p>\n<p><strong>Choice Scarf Users and Priority</strong>: Aerodactyl's less than optimal bulk means that it can get KOed quite easily by faster Pokemon whether it would be through Sucker Punch or Ice Shard or because of a Pokemon wielding a Choice Scarf like Hitmonlee.</p>\n",
"movesets": [{
"name": "Life Orb",
"description": "<h1>Moves</h1>\n<p>Stone Edge is Aerodactyl's strongest STAB move, which is especially good at hitting Fire- and Ice-types like Houndoom and Abomasnow. Earthquake gives Aerodactyl a way to hit Steel- and Rock-types like Registeel and Diancie while also providing a more accurate attack against Fire-types. Pursuit lets it trap Psychic-types like Sigilyph and Hoopa as well as Fletchinder, which don't want to stay in on Aerodactyl. Aerial Ace lets Aerodactyl OHKO Virizion and Hitmonlee as well as deal a large amount of damage to other bulkier Pokemon that are weak to the move, such as Tangrowth and Gurdurr. Roost gives Aerodactyl a way to recover HP after it has lost some from weaker hits, Stealth Rock, and Life Orb recoil.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed and a Jolly nature let Aerodactyl outpace the majority of the metagame, including prominent threats such as Virizion, Sneasel, Choice Scarf Hoopa, and Choice Scarf Emboar as well as be able to Speed tie with Jolteon. Maximum Attack and Life Orb increase Aerodactyl's damage output. Unnerve lets Aerodactyl ignore damage-reduction Berries like Colbur Berry for Pursuit and Charti Berry for Stone Edge, the former being very common for escaping Aerodactyl's Pursuits.</p>\n<h1>Usage Tips</h1>\n<p>Aerodactyl is very frail and thus doesn't like coming in on attacks. Try to bring it in after a teammate has fainted or through a slow Volt Switch, U-turn, or Baton Pass. Aerodactyl can also try to come in on a Ground-type attack like Earthquake, but this should only be done if Aerodactyl can KO the Pokemon back. Be wary of priority users, as Aerodactyl can get chipped down pretty easily, and its opportunities to use Roost are very rare. Aerodactyl should be using Roost on a predicted switch, usually when Aerodactyl is threatening a Pokemon with a move that will OHKO it.</p>\n<h1>Team Options</h1>\n<p>Aerodactyl appreciates hazard control because it doesn't want to come in on Stealth Rock repeatedly, so partners like Blastoise and Flygon can work well with it. Aerodactyl helps out against Fire- and Fighting-types, and Steel-types like Registeel and Mawile appreciate having those removed so they can come in safely. Magneton helps to remove Registeel and Bronzong, two Pokemon that don't mind taking Aerodactyl's STAB moves. It helps against bulky Water-types as well, which are also capable of taking Aerodactyl's moves. Aerodactyl has a hard time against bulky Ground-types, so Grass-types like Venusaur, which can deal with Seismitoad and Rhyperior, couple well with it. While Aerodactyl can get repeated chip damage on Steel-types via Earthquake, it makes it a lot easier to just have partners to deal with the likes of Steelix and Bronzong, such as Fire-types like Houndoom and Delphox. Fighting-types such as Sawk and Medicham help to remove some of Aerodactyl's checks like Rhyperior and Registeel. Aerodactyl in return provides an offensive check to Fletchinder, which threatens common Fighting-types.</p>\n",
"abilities": ["Unnerve"],
"items": ["Life Orb"],
"moveslots": [
["Stone Edge"],
["Earthquake"],
["Pursuit"],
["Aerial Ace", "Roost"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "Uber",
"overview": "<p>Mega Aerodactyl is an excellent fit on offensive teams due to its blazing Speed stat that works well with its access to Stealth Rock and Taunt. These attributes allow Mega Aerodactyl to set up Stealth Rock and prevent Defog users from removing it so long as Mega Aerodactyl is out, which makes it a good fit on Spikes-stacking teams. Because Mega Aerodactyl gets excellent coverage with Stone Edge and Earthquake, it can easily afford to run both Stealth Rock and Taunt. Aerodactyl also possesses the ability to revenge kill fast offensive threats, such as Mewtwo and Darkrai, while checking Ho-Oh and Mega Salamence. Unfortunately, Mega Aerodactyl is relatively weak by Ubers standards and will have a difficult time 2HKOing the majority of the metagame. It is also not bulky enough to survive more than one strong neutral hit from Pokemon such as Xerneas and Mega Gengar. Because of its frailty and its Stealth Rock weakness, there is a good chance that Aerodactyl will not last more than one turn if it is conserved for the mid-game. Mega Aerodactyl also cannot be used with Mega Salamence or Mega Gengar.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A bulky set with Pursuit and Roost over Stealth Rock and Earthquake is viable on more defensively oriented teams that want an answer to Mega Gengar while serving as a more sturdy Ho-Oh check. This set should still run 216 Speed EVs to outrun Darkrai before Mega Evolving, but should run maximum HP instead of maximum Attack while putting the leftover EVs in Defense. Mega Aerodactyl can also attempt to use moves that take advantage of its ability, Tough Claws. Of these, Fire Fang is the most intriguing due to its ability to potentially OHKO Ferrothorn and hit Klefki and Aegislash very hard. Aerial Ace is also an option to deal with Mega Mewtwo X. Toxic can be used to cripple bulky Arceus and Primal Groudon, but the combination of Taunt and Mega Aerodactyl's attacks is generally enough to pressure these threats anyway. Tailwind is an option to give slow, powerful attackers such as Life Orb Zekrom and Choice Band Ho-Oh a temporary Speed boost.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Mega Sableye</strong>: Mega Aerodactyl does not come close to 2HKOing Mega Sableye with Stone Edge and Mega Sableye prevents Mega Aerodactyl from setting up Stealth Rock with Magic Bounce. Mega Sableye can also burn Mega Aerodactyl or 2HKO it with Foul Play.</p>\n<p><strong>Spinners</strong>: Mega Aerodactyl cannot stop Rapid Spin users from removing entry hazards by itself. Although the Mega Aerodactyl user can switch out to a spinblocker, this can give Forretress an opportunity to set up an entry hazard of its own. Life Orb Excadrill under sand can outrun and OHKO Mega Aerodactyl with Iron Head and 2HKO Ghost Arceus with a combination of Iron Head and Earthquake.</p>\n<p><strong>Pokemon that beat Mega Aerodactyl 1v1</strong>: Many Pokemon in Ubers can easily beat Mega Aerodactyl, but not many can stop it from at least setting up Stealth Rock and therefore accomplishing its main goal. Primal Kyogre, Zekrom, Life Orb Dialga, and Rock Arceus are examples of Pokemon that can OHKO Mega Aerodactyl and prevent it from doing anything other than setting up Stealth Rock, assuming Mega Aerodactyl stays in.</p>\n",
"movesets": [{
"name": "Prehistoric Beast (Offensive)",
"description": "<h1>Moves</h1>\n<p>Mega Aerodactyl is a terrific Stealth Rock setter, as it possesses the Speed and defensive typing to reliably set up the entry hazard. It can keep up Stealth Rock, as well as any other entry hazard on your opponent's side of the field, by using Taunt against Defog users; Taunt can also be used to stop an opposing sweeper from setting up. Stone Edge is Mega Aerodactyl's most powerful viable STAB move and 2HKOes offensively inclined Pokemon such as Darkrai, Mega Mewtwo Y, Dragon Dance Mega Salamence, and Latios. It also allows Mega Aerodactyl to check Ho-Oh effectively. Rock Slide is an alternative option if you want to check Ho-Oh more reliably, but the power drop is significant and the extra PP afforded by Rock Slide is rarely beneficial. Earthquake provides excellent neutral coverage alongside Stone Edge and smacks Pokemon such as Primal Groudon, Klefki, Aegislash, and Jirachi for good damage.</p>\n<h1>Set Details</h1>\n<p>The given EV spread lets Mega Aerodactyl outrun Darkrai before Mega Evolving, allowing Mega Aerodactyl to Taunt it before it can use Dark Void. Mega Aerodactyl can also outrun neutral-natured base 90 Speed Choice Scarf users after Mega Evolving, allowing it to reliably revenge kill weakened Pokemon such as Zekrom. Although Jolly Mega Aerodactyl does not hit that hard, even with maximum Attack investment, the Speed is invaluable for hyper offensive teams that struggle with lead Darkrai without the Speed investment. The leftovers EVs are placed into HP to increase Mega Aerodactyl's overall bulk a little.</p>\n<h1>Usage Tips</h1>\n<p>Although Mega Aerodactyl is an adequate lead, it is often a good idea to save it for the early- or mid-game to check Ho-Oh, revenge kill weakened Pokemon, and set up Stealth Rock when the opportunity arises. If your opponent has Lugia, however, set up Stealth Rock as soon as possible, as offensive teams will have a hard time breaking it without Stealth Rock up. Once Mega Aerodactyl sets up Stealth Rock, feel free to use Taunt on both walls and setup sweepers alike in order to give whatever teammate comes in after Mega Aerodactyl faints an advantageous situation. Although Earthquake is useful for hitting certain Steel-types and dealing some damage against Primal Groudon, Mega Aerodactyl often won't have time to use it. Bear in mind that Mega Aerodactyl can clean up severely weakened teams late-game, but it isn't strong enough to sweep reliably. Stone Edge's accuracy can also be detrimental, especially if Mega Aerodactyl needs to hit with it several times in a row in order to sweep. Therefore, it is almost always okay to sacrifice Mega Aerodactyl after it has done its job, especially if it uses Taunt the turn it faints.</p>\n<h1>Team Options</h1>\n<p>Custap Berry Forretress can set up entry hazards for Mega Aerodactyl to keep up with Taunt while spinning away Stealth Rock. Cloyster is another good entry hazard setter that can keep Stealth Rock off the field, which Mega Aerodactyl is weak to. Although Cloyster has more offensive presence and has an easier time beating spinblockers than Forretress does, it does not have access to Sturdy, which forces it to run Focus Sash over Custap Berry. Because of this, Forretress has an easier time setting up two entry hazards against offensive teams than Cloyster does. Deoxys-A is another option to set up a layer or two of Spikes. A spinblocker is a good idea in conjunction with Mega Aerodactyl, but Giratina-O and Giratina are not recommended because they don't pressure common Defog users enough. Therefore, Swords Dance and Calm Mind Ghost Arceus are quality options to block Rapid Spin while severely pressuring Defog users. If you opt for the Calm Mind set, maximize Special Attack to deal as much damage as possible. Ghost Arceus and Mega Aerodactyl also provide two solid checks to Extreme Killer Arceus, which many hyper offensive teams are weak to.</p>\n<p>Mega Aerodactyl also needs threatening teammates to take advantage of its ability to keep up entry hazards. Geomancy Xerneas, Rock Polish Primal Groudon, and Dragon Dance Rayquaza all appreciate entry hazard support while punishing any attempt to remove entry hazards with offensive pressure. Other Taunt users, such as Darkrai and Mewtwo, are also a good idea to stop Defog and potentially give a teammate such as Xerneas an opportunity to set up.</p>\n",
"abilities": ["Pressure"],
"items": ["Aerodactylite"],
"moveslots": [
["Stealth Rock"],
["Taunt"],
["Stone Edge"],
["Earthquake"]
],
"evconfigs": [{
"hp": 40,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 216
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "OU",
"overview": "<p>Mega Aerodactyl has cemented itself as a terrifying offensive threat in the OU metagame for a variety of reasons. One of the most important aspects is its blistering Speed tier, outspeeding the majority of the metagame, including speedy threats such as Alakazam, Mega Manectric, Mega Lopunny, and Tornadus-T. Combine this with its decent Attack stat and its broad movepool, with the majority of its moves being further bolstered by Tough Claws, and Mega Aerodactyl is able to serve as an incredible revenge killer and late-game cleaner. Adding onto these positive traits, it is able to check a vast array of threats such as Tornadus-T, Talonflame, Mega Pinsir, Mega Charizard X, and Volcarona as a result of its decent bulk and valuable defensive typing.</p>\n<p>Sadly, Mega Aerodactyl's weakness to the common Stealth Rock limits the number of times it is able to switch in if lacking Roost. Furthermore, even though its typing is decent, it has troublesome weaknesses to common priority moves in Aqua Jet, Ice Shard, and Bullet Punch. Mega Aerodactyl also has issues breaking through defensively-oriented teams, as the prevalence of bulky Garchomp, Slowbro, and Clefable can make its life miserable.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Hone Claws gives Mega Aerodactyl the opportunity to boost its Attack and accuracy by one stage, mitigating Stone Edge's shaky accuracy. Tailwind raises Mega Aerodactyl's team's Speed for three turns, allowing slower teammates to outspeed threats they normally would not. Iron Head hits Fairy-type Pokemon such as Clefable, Sylveon, and Mega Altaria harder than Stone Edge thanks to the Tough Claws boost. A non-Mega set utilizing Focus Sash, Stealth Rock, and Double-Edge allows Aerodactyl to act as a fantastic suicide lead, as Double-Edge makes it KO itself after it is brought down to its Focus Sash, meaning that the foe cannot remove the hazards with Rapid Spin or Defog.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Water-types</strong>: Bulky Water-types such as Slowbro, Rotom-W, Mega Swampert, Quagsire, Seismitoad, Alomomola, Suicune, and Azumarill take Aerial Ace and Stone Edge with ease and can retaliate with Scald or, in Azumarill's case, revenge kill with Aqua Jet. Slowbro is a particularly hard counter due to its immense physical bulk, reliable recovery in Slack Off, and ability to set up on Mega Aerodactyl with Calm Mind.</p>\n<p><strong>Bulky Ground-types</strong>: Bulky Ground-types such as Hippowdon, Garchomp, Gastrodon, and Landorus-T are good answers to Mega Aerodactyl, especially the latter two, with Garchomp being neutral to Aqua Tail and Landorus-T having Intimidate. Physically defensive variants of Hippowdon are capable of avoiding the 2HKO from Aqua Tail as well. Gastrodon avoids the 2HKO from Aerial Ace, has Storm Drain to prevent any damage from Aqua Tail, and can proceed to hit back hard with Scald. Defensive Garchomp is a good counter, too, as Rocky Helmet chips away at Mega Aerodactyl, meaning that even if it packs Ice Fang, Mega Aerodactyl's health will have been depleted somewhat anyway. In turn, these Ground-types can cripple Mega Aerodactyl with Toxic, phaze it with Dragon Tail in Garchomp's case, or KO it with Stone Edge.</p>\n<p><strong>Priority Users</strong>: Users of Bullet Punch, Aqua Jet, and Ice Shard such as Scizor, Azumarill, Weavile, Mega Medicham, and Mamoswine can easily pick off a weakened Mega Aerodactyl. Thundurus, Sableye, and Klefki can also cripple Mega Aerodactyl with Prankster Thunder Wave and Will-O-Wisp, respectively. However, none of these Pokemon can directly switch in for fear of Fire Fang, Stone Edge, and Aqua Tail.</p>\n<p><strong>Steel-types</strong>: Bulky Steel-types such as Mega Metagross, Klefki, Ferrothorn, Mega Scizor, Empoleon, and Skarmory can switch into Mega Aerodactyl and KO it back with their respective STAB moves or, in Klefki's and Empoleon's case, cripple it with Thunder Wave or Scald, respectively. Mega Aerodactyl's Fire Fang fails to 2HKO Empoleon, Mega Metagross, and physically defensive Skarmory, while Earthquake fails to 2HKO Mega Scizor and Ferrothorn and doesn't affect Skarmory; such variants also lose to Magnet Rise Klefki.</p>\n<p><strong>Fairy-types</strong>: Mega Aerodactyl has difficulty breaking past certain Fairy-type Pokemon. Mega Altaria, particularly if it's a defensive variant, fears only the rare Ice Fang and can hit back hard with Pixilate-boosted Hyper Voice or Return while healing off any damage it may have taken with Roost. Clefable can either set up Calm Mind on Mega Aerodactyl or cripple it with Thunder Wave.</p>\n<p><strong>Mega Sableye</strong>: Mega Sableye is able to avoid the 2HKO from Stone Edge and can cripple Mega Aerodactyl with Will-O-Wisp. From there, it can proceed to stall out any of its moves with Recover, set up with Calm Mind, or hit it hard with Foul Play.</p>\n<p><strong>Choice Scarf Users</strong>: Choice Scarf users such as Garchomp, Keldeo, Landorus-T, and Latios can all outspeed Mega Aerodactyl and KO it with their respective coverage moves.</p>\n",
"movesets": [{
"name": "Offensive",
"description": "<h1>Moves</h1>\n<p>Stone Edge is Mega Aerodactyl's hardest-hitting STAB attack, hitting most targets for phenomenal damage, even without the boost from Tough Claws. Aerial Ace targets Pokemon such as Keldeo, Tangrowth, Celebi, Mega Lopunny, and Mega Venusaur and, unlike Stone Edge, gets the power boost from Tough Claws. Aqua Tail provides solid coverage against bulky Ground- and Rock-type Pokemon, such as Gliscor, Hippowdon, Landorus-T, Excadrill, Mega Diancie, and Tyranitar, which might otherwise be able to tank Mega Aerodactyl's STAB attacks. Fire Fang roasts Steel-type Pokemon that resist Mega Aerodactyl's STAB types, such as Ferrothorn, Magnezone, Scizor, Jirachi, Skamory, and Bisharp. Taunt is an alternative option that prevents defensively-oriented Pokemon such as Clefable, Heatran, Chansey, Mew, and Skarmory from setting up entry hazards, inflicting status conditions, and, most importantly, healing. Ice Fang demolishes Gliscor, Landorus-T, and Garchomp, hitting them harder than Aqua Tail does. Earthquake hits Jirachi, Magnezone, Bisharp, and Mega Metagross harder than Fire Fang, while having the added benefit of 2HKOing Empoleon and Mega Manectric. It also targets Rock-types such as Mega Diancie, Terrakion, and Tyranitar. Roost can provide longevity against Talonflame, preventing Mega Aerodactyl from being worn down easily. Taunt can prevent common switch-ins such as Skarmory from setting up Stealth Rock and Spikes.</p>\n<h1>Set Details</h1>\n<p>By running a Jolly nature, Mega Aerodactyl is able to maintain its absurd Speed tier, allowing it to outpace the likes of Talonflame, Mega Lopunny, Mega Manectric, and Mega Beedrill. 252 Attack EVs allow Mega Aerodactyl to maximize its offensive potential, dealing heavy damage with its attacks. Unnerve is used before Mega Evolution, as it prevents the use of assorted Berries, such as Custap Berry on Skarmory and Sitrus Berry Hawlucha. However, Pressure can be useful for lead situations scouting for certain items. For example, against an opposing Landorus-T, you can find out whether it is equipped with Choice Scarf or Leftovers, as Pressure has identical priority with Intimidate.</p>\n<h1>Usage Tips</h1>\n<p>Mega Aerodactyl should primarily be used as a late-game sweeper or a revenge killer. It is able to revenge kill the likes of Mega Lopunny, Serperior, Talonflame, unboosted Mega Charizard X, and non-Choice Scarf Keldeo, provided that it can enter the battlefield via Volt Switch, U-turn, or a double switch. A sweep should only be attempted when all foes are in KO range of Mega Aerodactyl's attacks. Overestimating its power could be costly, though, as it isn't particularly powerful, especially considering that Stone Edge is not powered up by Tough Claws. Mega Aerodactyl can also be brought in early in the match to wear down its more passive checks, especially if it carries Taunt to prevent the likes of Clefable and Hippowdon from recovering health. Mega Aerodactyl can occasionally switch into certain Fire- and Flying-type attacks, such as Heatran's Fire Blast and Talonflame's Brave Bird. However, if lacking Roost, be wary of switching it into these attacks more than twice.</p>\n<h1>Team Options</h1>\n<p>Magnezone is an ideal teammate, as it can trap and KO Steel-types such as Ferrothorn, Scizor, and Jirachi and eliminate Water-types such as Rotom-W, Suicune, and Slowbro. This frees up Mega Aerodactyl's final moveslot, allowing it to run Taunt with less worry. Defog and Rapid Spin users such as Excadrill, Latias, Latios, and Starmie are able to remedy Mega Aerodactyl's Stealth Rock weakness, giving it more opportunities to switch in. Latias, Latios, and Starmie also wipe out Water- and Ground-types that give Mega Aerodactyl issues. Fighting-types such as Breloom, Terrakion, Toxicroak, and Conkeldurr appreciate Mega Aerodactyl's ability to remove Fire- and Flying-types. Grass-types can defeat bulky Water- and Ground-types that Mega Aerodactyl might struggle against. Serperior in particular annihilates bulkier teams that Mega Aerodactyl has issues breaking past, dealing with the likes of Rotom-W, Hippowdon, Gastrodon, and Garchomp comfortably. In return, Mega Aerodactyl checks Pokemon like Talonflame, Volcarona, Tornadus-T, and Alakazam. Entry hazard setters such as Landorus-T, Dragalge, and Ferrothorn back up Mega Aerodactyl, by greatly wearing down its checks, giving it a better opportunity to sweep the opposing team. Dragalge can provide wallbreaking potential on top of Toxic Spikes, dealing with the likes of Slowbro, Rotom-W, Clefable, and Azumarill. Other wallbreakers such as Kyurem-B, Manaphy, Keldeo, and Azumarill are prime teammates, as they are able to break past bulky walls such as Hippowdon, Slowbro, and Clefable. Hidden Power Fire on Manaphy or Kyurem-B surprises Ferrothorn and Scizor, allowing Mega Aerodactyl to drop Fire Fang and run Taunt.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Stone Edge"],
["Aerial Ace"],
["Aqua Tail"],
["Fire Fang", "Roost"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Pursuit Trapper",
"description": "<h1>Moves</h1>\n<p>Pursuit gives Mega Aerodactyl the opportunity to trap a multitude of Pokemon that may attempt to switch out, such as Gengar, Latios, Latias, Starmie, Tornadus-T, Talonflame, and unboosted Mega Charizard X, allowing them to be revenge killed easier later in the match, hinder their sweeping capabilities, or outright KOing them. The combination of Aerial Ace and Aqua Tail have fantastic coverage together, threatening a large majority of the metagame. Stone Edge can be used if your team is particularly weak to Talonflame or Charizard, and lacking Stone Edge means that the likes of Tornadus-T and Thundurus do not fear staying in as much as they normally would. This results in Mega Aerodactyl not being able to properly Pursuit trap them, however. Fire Fang prevents Scizor and Ferrothorn from setting up Swords Dance or entry hazards on Mega Aerodactyl. However, the combination of Aerial Ace and Aqua Tail generally is more threatening towards offensive teams, making Aqua Tail the better option in most situations. Roost gives Mega Aerodactyl a reliable form of recovery, which is easy to take advantage of thanks to its typing and decent bulk.</p>\n<h1>Set Details</h1>\n<p>By using a Jolly nature and investing 216 EVs into Speed, Mega Aerodactyl is able to outpace everything up to Mega Beedrill and Mega Sceptile. 252 Speed EVs can be used to Speed tie with Mega Alakazam and opposing Mega Aerodactyl, although opposing Mega Alakazam will generally try to switch out, knowing that Psychic will not be able to OHKO, allowing Mega Aerodactyl to Pursuit trap it efficiently. 124 Attack EVs guarantee the OHKO on Serperior with Aerial Ace after Stealth Rock damage. The remaining EVs are placed into HP, giving Mega Aerodactyl extra bulk that works well in tandem with its good typing and reliable recovery. These EVs also guarantee that Mega Aerodactyl is able to survive a Life Orb Latios's Draco Meteor from full health, allowing it to 2HKO it with Pursuit 100% of the time after Life Orb recoil. A more EV offensive spread of 128 HP / 244 Atk / 136 Speed and a Jolly nature is viable as well; the 136 Speed EVs allow Mega Aerodactyl to outpace Mega Lopunny and Mega Manectric.</p>\n<h1>Usage Tips</h1>\n<p>Mega Aerodactyl is a phenomenal Pursuit trapper, with the added bonus of being a fantastic revenge killer, thanks to its great Speed and surprise factor. Many offensive Pokemon such as Gengar, Starmie, Latios, Latias, Celebi, and Alakazam will believe it is a safe option to switch out, thinking Mega Aerodactyl is being played as a revenge killer, only for them to take massive damage from an incoming Pursuit. Because of its good typing and decent bulk, Mega Aerodactyl has a massive advantage in being able to switch into and Pursuit trap a variety of Pokemon that would normally like to switch out, such as Tornadus-T, Volcarona, Mega Charizard Y, and Thundurus lacking Thunder Wave. On top of Pursuit trapping, you can also use Mega Aerodactyl as a decently powerful revenge killer, being able to defeat Pokemon such as Keldeo, Serperior, and Mega Lopunny, and Mega Aerodactyl will still pose a threat to offensive teams thanks to its blistering Speed tier even with the loss of coverage moves.</p>\n<h1>Team Options</h1>\n<p>Pokemon that can lure in and remove opposing Steel-types, such as Hidden Power Fire Manaphy and Watmel Berry Azumarill, can help break down Pokemon such as Ferrothorn, Jirachi, and Mega Scizor, allowing Mega Aerodactyl to switch in more easily. Magnezone can trap and defeat many of Mega Aerodactyl's checks, such as Mega Scizor, Ferrothorn, and Skarmory. Together, the two form a dual trapping core. Entry hazard removal is a necessity, as losing 25% of its HP upon each switch into Stealth Rock greatly hampers Mega Aerodactyl's longevity. Latios and Latias are particularly exceptional entry hazard removers, as they are able to switch in and defeat most bulky Water-types. Starmie is a valuable Rapid Spin user, thanks to its ability to lure in the likes of Rotom-W, Suicune, and Slowbro and defeat them each with Psychic and Thunderbolt. It also beats Ground-types such as Hippowdon, Landorus-T, Gliscor, and Garchomp. Rotom-W can gain momentum via Volt Switch and switch into bulky Garchomp without many issues. Celebi can counter Rotom-W and gain momentum with Baton Pass while possibly passing Swords Dance boosts to Mega Aerodactyl as well. Similarly to Celebi, Amoonguss shares fantastic type synergy with Mega Aerodactyl, being able to threaten Rock-, Water-, and Ground-types, and it can also put foes to sleep with Spore. Pokemon that appreciate Mega Aerodactyl's Pursuit support include Serperior, Keldeo, Kyurem-B, Manaphy, Volcarona, and Alakazam, as the move substantially weakens faster threats. These Pokemon also plow through certain bulkier Pokemon such as Slowbro, Garchomp, and Hippowdon that Mega Aerodactyl struggles against, and Keldeo in particular is able to defeat Weavile and Scizor without much worry. Heatran takes on Latios and Latias and can lure in bulky Water-types such as Slowbro, Rotom-W, and Azumarill and proceed to KO them with Power Herb Solar Beam. Both Tyranitar and Hippowdon are able to provide sand for Mega Aerodactyl, boosting its Special Defense substantially, although you must be wary of the overlapping weaknesses. Only defensive Tyranitar should be used alongside it, as Choice Scarf or Choice Band sets overlap with Mega Aerodactyl's role of Pursuit trapping. Defensive variants are able to set up Stealth Rock and are able to lure in Garchomp and Landorus-T and hit them hard with Ice Beam.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Pursuit"],
["Aerial Ace", "Stone Edge"],
["Aqua Tail", "Fire Fang"],
["Roost"]
],
"evconfigs": [{
"hp": 168,
"atk": 124,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 216
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "Doubles",
"overview": "<p>Despite its overall disappointing power, Mega Aerodactyl secures a niche in DOU with its fantastic Rock Slide and good matchup with ubiquitous offensive threats. In addition to its good matchups with Mega Diancie and Keldeo, its Speed tier, higher than that of Adamant Choice Scarf Landorus-T, prevents the latter from repeatedly switching in and threatening teams, and it is one of the few offensive Talonflame checks. Having a better Rock Slide than Landorus-T, in terms of speed, power, and the lack of a Choice lock, gives Aerodactyl significant ability to influence the opponent's decisions and control the field for fear of flinches. Aerodactyl also boasts a fantastic movepool with many support and coverage options, though it lacks the flexibility to use most of them. Statistically, it's very disappointing. Its moves have very low Base Power and its Attack isn't too high, so, for example, it can only OHKO Keldeo with a high damage roll, and its low bulk makes it difficult to use its otherwise good resistances.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Taunt is an option to neuter defensive Pokemon that typically beat Aerodactyl; Stone Edge provides much more powerful (though still unimpressive) Rock-type coverage; Crunch, Fire Fang, and Ice Fang provide specific coverage for threats like Aegislash, Jellicent, and Ferrothorn; and Tailwind provides very useful team support. The problem with all of these moves is that Aerodactyl usually needs its first three moves. Taunt or Tailwind over Wide Guard is a viable option, though these moves are usually easier to fit elsewhere on the team, and a different coverage move over Aerial Ace (or in Ice Fang's case, Aqua Tail) could be used if the team is particularly weak to a certain threat. Aerodactyl can also run a Focus Sash support set with many of its supportive moves, but this is usually not too effective.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Steel-type Pokemon</strong>: Steel-types such as Aegislash and Mega Metagross resist both of Aerodactyl's STAB moves and can easily KO back with their own.</p>\n<p><strong>Water-type Pokemon</strong>: Water-types such as Rotom-W and Suicune can take anything Mega Aerodactyl can hit with and hit back hard with a super effective Water-type move.</p>\n<p><strong>Intimidate and Burns</strong>: These drop Aerodactyl's damage output to unusable levels for the most part, though Aerodactyl can actually be used to take out Landorus-T as described above, as well as the other common Intimidate user, Gyarados, which is weak to Rock Slide. Still, they're handy for protecting the rest of the team.</p>\n<p><strong>Paralysis, Tailwind, and Trick Room</strong>: Paralysis absolutely ruins Aerodactyl. Defensive Thundurus and Jirachi can easily paralyze and tank Rock Slide; offensive Thundurus can also paralyze, but Rock Slide will nearly OHKO it. Tailwind and Trick Room from the likes of Suicune and Cresselia also temporarily take it out of commission by taking away its Speed advantage.</p>\n<p><strong>Faster Pokemon</strong>: Faster Pokemon, such as Choice Scarf Kyurem-B or Ludicolo, Kingdra, and Venusaur in their respective weathers, destroy Aerodactyl without even a fear of a Rock Slide flinch.</p>\n",
"movesets": [{
"name": "Mega Attacker",
"description": "<h1>Moves</h1>\n<p>Rock Slide, though weak, is extremely useful for its flinch effect, provides spread damage, and can OHKO Talonflame cleanly even at -1, so it is recommended for the Rock-type STAB move. Aerial Ace or Sky Drop is necessary for the chance to OHKO Keldeo and Virizion and take a big chunk out of Amoonguss. Sky Drop is useful as a pseudo-Fake Out with Aerodactyl's fantastic speed, but it makes Aerodactyl easy to pick off on the turn it lands. Aqua Tail OHKOes Mega Diancie and while Landorus-T will be tempted to switch into Rock Slides, the second time it does it will be in Aqua Tail's KO range. It may be tempting to run Ice Fang instead to KO Landorus-T after one Rock Slide, but then your Aerodactyl will be Diancie bait. Wide Guard is a fantastic and poorly distributed support move to protect Aerodactyl's teammates against Rock Slide, Heat Wave, Earthquake, and Hyper Voice. Protect is still Protect and is very useful when leading Aerodactyl against teams with Fake Out, but given how Aerodactyl is usually played it'll often be better to just chance it with Rock Slide and accept the loss if it comes than to give up on Wide Guard.</p>\n<h1>Set Details</h1>\n<p>Aerodactyl needs maximum Attack and Speed with a Jolly nature to outspeed Landorus-T and tie with Deoxys-A while hitting for decent damage. Unnerve prevents the opponent's Pokemon from eating Sitrus or resist Berries, which is almost always useless, as Aerodactyl always Mega Evolves as soon as possible, but Pressure and Rock Head are even more useless.</p>\n<h1>Usage Tips</h1>\n<p>Bring Aerodactyl in when in a position to get a KO, preferably on a sacrifice or free U-turn; try not to bring it in on anything except Earthquake or weak resisted hits like Heat Wave and Fake Out, especially if your opponent has a Talonflame, to keep Aerodactyl out of Brave Bird's KO range. Be careful when you Mega Evolve Aerodactyl, as Landorus-T will outspeed non-Mega Aerodactyl. When in, spam Rock Slide to spread chip damage until Aerodactyl is forced out or KOed, unless Aerodactyl can get a KO with one of its coverage moves. Aerodactyl can be used to force Landorus-T in and chip away at it, so it's fairly good at removing it to support its team. Sky Drop can take a redirector off of the field, allowing Aerodactyl's slower partner to hit its original target.</p>\n<h1>Team Options</h1>\n<p>Aerodactyl can work well on offensive teams, which typically fear Talonflame and give Aerodactyl free switches with their freedom to sacrifice Pokemon, as it is able to keep up the pace while checking common threats to offense. It also fits on certain balance teams, as they will appreciate the field control of its Rock Slide flinches and its ability to outspeed Landorus-T and Diancie, and they are in return able to chip things into Aerodactyl's KO range. Fire-types such as Volcarona and Heatran particularly appreciate the removal of Aerodactyl's typical targets; in return, they can bring things into its KO range with their Heat Waves and remove Steel-types, which hard counter the bird.</p>\n",
"abilities": ["Unnerve"],
"items": ["Aerodactylite"],
"moveslots": [
["Rock Slide"],
["Aerial Ace", "Sky Drop"],
["Aqua Tail"],
["Wide Guard", "Protect"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "Battle Spot Doubles",
"overview": "<p>Aerodactyl is the fastest user of Tailwind and the fastest support Pokemon in the metagame. However, it faces competition from other Tailwind users that possess more bulk, such as Togekiss and Suicune, with Aerodactyl's niches over them being its blistering Speed, its ability to disrupt teams with Sky Drop, and its ability to check Mega Charizard Y. Aerodactyl's weaknesses to many common types and its low bulk make it reliant on its Focus Sash. Aerodactyl is also checked by common Pokemon in the metagame, such as Choice Scarf Landorus-T and Rotom-W, as well as weather teams. Aerodactyl's Attack isn't the highest, so it is severely crippled by Intimidate and Will-O-Wisp.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Aerodactylite is an option, but generally there are better Mega Evolutions to use. Earthquake hits Heatran; however, Aerodactyl already has limited moveslots. Stone Edge can be used over Rock Slide, as it bypasses Wide Guard and allows Aerodactyl to check Mega Charizard Y more reliably, but Aerodactyl's high Speed and Rock Slide's flinch chance make it a better choice over Stone Edge. Ice Fang is an alternate coverage move that hits Landorus-T hard.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Steel-types</strong>: Steel-types, such as Aegislash and Ferrothorn, give Aerodactyl massive trouble. Aegislash has Wide Guard to protect its side from Aerodactyl's Rock Slide while also taking minimal damage from Sky Drop. Aegislash can also force out Aerodactyl with Flash Cannon, while Ferrothorn doesn't really care about either of Aerodactyl's attacks and can easily OHKO it with Gyro Ball.</p>\n<p><strong>Taunt</strong>: Taunt shuts down both Tailwind and Protect. This makes Aerodactyl susceptible to being KOed due to its low bulk.</p>\n<p><strong>Intimidate and Burns</strong>: Intimidate and burns will lower Aerodactyl's damage output immensely, although getting flinches with Rock Slide and disrupting foes with Sky Drop are still important.</p>\n<p><strong>Speed Control</strong>: Speed control will lower Aerodactyl's blistering Speed, allowing foes to take advantage of its low bulk and KO it.</p>\n<p><strong>Weather</strong>: Hail, sand, and rain teams all threaten Aerodactyl. Hail teams have Blizzard users that can OHKO Aerodactyl, with the residual hail damage breaking its Focus Sash. Sand teams typically pack Sand Rush Excadrill, which outspeeds Aerodactyl and can deal massive damage to it with Iron Head, and rain teams utilize Swift Swim users, which can outspeed and OHKO Aerodactyl.</p>\n",
"movesets": [{
"name": "Offensive Support",
"description": "<h1>Moves</h1>\n<p>Rock Slide is Aerodactyl's best STAB move and is really useful with Aerodactyl's high Speed, which allows Aerodactyl to outspeed most of the unboosted metagame and potentially net crucial flinches. Sky Drop is a very disruptive support move that turns the battle into a 1v1 situation for a turn; it can also subdue a threat to Aerodactyl's partner for one turn. Keep in mind that Sky Drop will not work on any Pokemon weighing above 200 kg (440.9 lbs), such as Virizion and Terrakion. Wide Guard protects Aerodactyl and its partner from common spread moves, such as Rock Slide, while Taunt can be used to shut down status inducers or opposing speed control setters. Tailwind boosts the Speeds of Aerodactyl and its partner for three turns. Protect allows Aerodactyl to scout for opposing Fake Out users and acts as general protection against hits that can break Aerodactyl's Focus Sash.</p>\n<h1>Set Details</h1>\n<p>Aerodactyl has really low bulk, so there isn't a need to invest into it. Maximum Speed investment with a Jolly nature allows Aerodactyl to take advantage of its high Speed so that it can set up Tailwind. Maximum Attack investment allows Aerodactyl to hit as hard as possible. Focus Sash allows Aerodactyl to survive at least one hit. Unnerve stops the foe's Berry from being eaten, which is very useful against Pokemon that generally carry Sitrus Berry such as Rotom-H and Thundurus.</p>\n<h1>Usage Tips</h1>\n<p>Aerodactyl works great as a lead because a first-turn Tailwind can put massive pressure on your opponent. Be wary of Fake Out users, however. Don't sacrifice Aerodactyl after it has used Tailwind, as it can always be useful by disrupting the foe with Sky Drop or flinches from Rock Slide. Again, keep in mind that Sky Drop will not be able to pick up Pokemon that weigh 200 kg (440.9 lbs) or over, such as Virizion and Terrakion.</p>\n<h1>Team Options</h1>\n<p>Pokemon with middling Speed tiers that benefit greatly from Tailwind, such as Mega Kangaskhan, Mega Charizard Y, and Mega Gardevoir, are great partners with Aerodactyl. Notably, Mega Kangaskhan offers Fake Out support, which gives Aerodactyl an easier time to set up Tailwind. Aerodactyl, in turn, can allow Kangaskhan to set up with Power-Up Punch more easily by potentially immobilizing a threat for a turn with Sky Drop. Aerodactyl's Unnerve can also allow Mega Kangaskhan to beat Pokemon that are EVed to survive its attacks with a Sitrus Berry activating in between. Mega Charizard Y is protected by Aerodactyl's Wide Guard, while Aerodactyl can also remove bulky Fire-types, such as Rotom-H, that give Mega Charizard Y trouble. Mega Charizard Y, in turn, is able to check common Steel-types, such as Ferrothorn and Aegislash, that wall Aerodactyl's attacks. Heatran is another Pokemon with a middling Speed tier that greatly appreciates Tailwind, as well as Wide Guard to block Earthquake. Aerodactyl can also use Sky Drop to check Fighting-types and cripple a threat to Heatran so that it can set up a Substitute. Setup sweepers are also good partners for Aerodactyl due to its access to Sky Drop, which can give those sweepers an easier time setting up by crippling a threat. Gyarados is a great Aerodactyl partner, as Aerodactyl gives it an easier time setting up by using Sky Drop on a Pokemon that threatens Gyarados or offering Wide Guard support against Rock Slide. Although it doesn't benefit from Tailwind, Ferrothorn has great type synergy with Aerodactyl. Aerodactyl is able to protect Ferrothorn from Heat Wave with Wide Guard and can also threaten opposing Fire- and Fighting-types. Ferrothorn, in turn, can switch into Water-, Rock-, and Electric-type attacks aimed at Aerodactyl while also being able to force out opposing Ice-types. Other Steel-types, such as Aegislash, are great partners, as they can switch into Ice- and Rock-type attacks aimed at Aerodactyl. Aegislash also greatly benefits from Wide Guard, protecting it from common spread moves, such as Earthquake and Heat Wave.</p>\n",
"abilities": ["Unnerve"],
"items": ["Focus Sash"],
"moveslots": [
["Rock Slide"],
["Sky Drop", "Wide Guard", "Taunt"],
["Tailwind"],
["Protect"]
],
"evconfigs": [{
"hp": 4,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "VGC14",
"overview": "<p>Aerodactyl has always served a considerable role in all VGC formats thus far by being the fastest support Pokemon around. This has not changed in VGC 2014, as it continues to pull off its old Tailwind and Rock Slide shenanigans, though Aerodactyl has found new ways to support its team. Sky Drop is a tool that has been unbanned in VGC 2014 and is one of the best support moves around. Aerodactyl just happens to be one of the best users of the move. While it's not new, Wide Guard also received a buff to where it can be repeatedly used without fail which is fantastic, considering Aerodactyl itself is weak to Rock Slide. Its old moves have also become considerably more useful. Rock Slide now has two very dangerous targets that it can OHKO in Talonflame and Mega Charizard Y, so fast flinching potential is not the only thing Rock Slide can be used for. Lastly, Aerodactyl received a Mega Evolution in VGC 2014 that has much more bulk, power, and Speed than its base forme. Aerodactyl's old problem of being weak to common Electric-types still remains, even though Electric-types in the 2014 format are considerably different from 2012. Aerodactyl has subpar defenses in general, meaning it is heavily reliant on a Focus Sash or Aerodactylite. Talonflame and Noivern have also come along to challenge Aerodactyl's niche as a Tailwind user, although all three of them have other roles that keep them separate from each other. Overall, Aerodactyl is still a fantastic source of fast support and should never be underestimated when faced.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Stone Edge is Aerodactyl's strongest STAB Rock-type move but its poor accuracy and Rock Slide's flinch chance and spread effect make Stone Edge a rather poor option in comparison. Iron Head can be used on Mega Aerodactyl to KO Choice Scarf Gardevoir but Mega Aerodactyl does not have the moveslot for a coverage move like this. Smack Down is an interesting STAB option for any Aerodactyl that can be used on a team based around Earthquake, but Rock Slide is preferred on most team builds. Rock Tomb is a spread STAB move with a guaranteed Speed lowering effect and can be used for Speed control. It is weak when compared to Rock Slide, though, and Aerodactyl already has a much more reliable Speed control method with Tailwind. Fire Fang is a usable Fire-type move to hit Mawile and Aegislash. Be careful when using it against Ferrothorn because Aerodactyl will break its Focus Sash on Iron Barbs and could be KOed in the same turn if Ferrothorn uses Gyro Ball. Fire Blast is also an option because of this. With good Special Attack IVs and a Special Attack hindering nature, Fire Blast does slightly more damage than Fire Fang will depending on the Pokemon targeted. It will also save Aerodactyl's Focus Sash should it attack Ferrothorn, allowing it to live the possible incoming Gyro Ball after. Both Fire-type moves are very difficult to fit on a set since there is hardly any room for coverage moves like them on either Aerodactyl set.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Electric-types</strong>: Mega Manectric can outrun Aerodactyl and either bring it down to its Focus Sash or KO it, should it have taken prior damage. Mega Aerodactyl can outspeed Mega Manectric and can use Sky Drop on it to stall a turn although it will get hit hard by Manectric on its way down. Mega Manectric also Intimidates Aerodactyl, making Rock Slide and Sky Drop less powerful. All formes of bulky Rotom-A can all take a hit from Aerodactyl and either bring it down to its Focus Sash to set up a KO, or cripple Mega Aerodactyl with Will-O-Wisp. However, Rotom-H and Rotom-S lose if they flinch from Rock Slide. Choice Scarf Rotom-A variants don't need to worry about Rock Slide's flinch chance from Aerodactyl as they can outspeed it and they will still bring it down to its Focus Sash or KO it.</p>\n<p><strong>Steel-types</strong>: Mawile not only Intimidates Aerodactyl but it can also KO it or bring it down to its Focus Sash after it Mega Evolves with Iron Head. It can also bypass Rock Slide's flinch chance with Sucker Punch. Mega Mawile can easily set up a Substitute or Swords Dance on any Aerodactyl lacking Taunt or the rare Fire-type attack. Aegislash can easily set up a Substitute in front of any Aerodactyl lacking Taunt and can KO it or bring it down to its Focus Sash with Flash Cannon. Aerodactyl's rare Fire-type attacks do next to nothing to an Aegislash in Shield Forme. Ferrothorn can KO Aerodactyl much like the other two.</p>\n<p><strong>Swift Swim Users</strong>: Every single user of Swift Swim can KO Aerodactyl with their STAB attacks while outrunning it under rain.</p>\n<p><strong>Mamoswine</strong>: Mamoswine ignores Aerodactyl's Focus Sash by KOing it with Icicle Spear. It can also bypass Rock Slide's flinch chance with Ice Shard.</p>\n<p><strong>Sableye</strong>: Sableye bypasses Rock Slide's flinch chance with its ability Prankster, giving +1 priority to all of its non-attacking moves. It can shut down Aerodactyl's ability to use Protect and Tailwind with priority Taunt and burn Aerodactyl with Will-O-Wisp.</p>\n<p><strong>Rhyperior</strong>: Rhyperior can KO Aerodactyl regardless of its Focus Sash with Rock Blast. It is immune to Sky Drop and its high Defense coupled with its resistance to Rock Slide means Aerodactyl can do little to it. It is also a common user of Wide Guard which can block Rock Slide entirely.</p>\n<p><strong>Gyarados</strong>: Gyarados can Thunder Wave both Aerodactyl and its partner, making Tailwind effectively useless and almost ensure Aerodactyl can never set it up again. It Intimidates Aerodactyl and also KOes or brings it down to its Focus Sash with Waterfall. Gyarados does have a weakness to Rock Slide though, so it will lose if it flinches too many times.</p>\n",
"movesets": [{
"name": "Speedy Support",
"description": "<h1>Moves</h1>\n<p>Rock Slide and Sky Drop are probably Aerodactyl's two best options for a support set. Aerodactyl's extremely high Speed stat means that Rock Slide will usually go before your opponents two Pokemon, making full use of Rock Slide's nasty flinch chance. Rock Slide also allows Aerodactyl to check Talonflame, Mega Charizard Y, and other weakened Pokemon that have a weakness to it. Sky Drop is an extremely irritating STAB move that gives Aerodactyl's partner a free one on one match up for a turn. Tailwind is one of the best speed control moves in the game. Aerodactyl is a very reliable user of the move thanks to its already ridiculous Speed stat and its Focus Sash. The Speed increase Aerodactyl receives from Tailwind also makes Rock Slide flinch fishing more potent. Protect is to block the annoying Fake Out that is used often in VGC 2014 so that Aerodactyl's Focus Sash is not broken before it can even move. The ability to Protect Aerodactyl for a turn is also very useful in many situations. Wide Guard is a supportive move that keeps Aerodactyl and its teammate safe from spread moves like Rock Slide, Surf, Earthquake and Discharge. Taunt makes Pokemon like Smeargle and Amoonguss next to useless and stops Trick Room setters from ruining Aerodactyl's potential Tailwind. Ice Fang is a neat coverage move to punish Salamence and Garchomp leads while also bringing Noivern down to its Focus Sash. Note that Aerodactyl's Focus Sash will likely be broken if it hits a Garchomp with Ice Fang.</p>\n<h1>Set Details</h1>\n<p>The EVs are very straightforward in that they allow Aerodactyl to Speed tie with other Aerodactyl and Mega Gengar while also outspeeding everything below base 130 Speed, besides Choice Scarf users. The Attack investment is to make sure Aerodactyl will be hitting as hard as possible without a positive nature. Unnerve is a useful supporting ability that stops the consumption of common berries such as Sitrus and Lum Berry. However, Unnerve always goes first when announcing itself, so if you would rather scout for a Choice Scarf on Salamence or Gardevoir, then Pressure is preferred. A bulkier spread of 252 HP / 44 Atk / 212 Spe can be used if you wish to use your Focus Sash elsewhere on your team, but the Focus Sash variant is generally preferred.</p>\n<h1>Usage Tips</h1>\n<p>When against Fake Out users, the safest play on the first turn is to Protect Aerodactyl and its partner if either of them are carrying it. This ensures your Focus Sash will remain intact for the turn you use Tailwind, Sky Drop, or Rock Slide. Note that Aerodactyl is hardly ever dead weight due to its ability to flinch opponents with Rock Slide and the support Sky Drop provides. Knowing this, don't play Aerodactyl recklessly if you don't need to. Use Sky Drop to give Aerodactyl's partner a free turn with an opponent that cannot do too much to it. This is extremely useful for set up sweepers since it removes the threat of a double target for a turn. It should be noted that Aerodactyl cannot use Sky Drop on Pokemon weighing over 200 kg. Gyarados and Rhyperior are Pokemon that come to mind in this weight bracket, although Aerodactyl should not stay in on Rhyperior and use Rock Slide on Gyarados. Sky Drop can also end Aerodactyl since it cannot Protect itself when dropping the opponent, so use the move wisely. Tailwind should be used only when needed since it only lasts three turns after it is set up. With that said, Aerodactyl should be saved until it is needed to set up Tailwind as the move allows many slower attackers to easily get the upper hand on their otherwise faster checks. If Aerodactyl is up against Trick Room without Taunt, it is generally in your best interest to leave Aerodactyl behind for the match due to Aerodactyl's naturally high Speed and Trick Room making Tailwind a monstrous backfire if used. If you do have Taunt though, feel free to Taunt any Trick Room setter that isn't an Aromatisse, as long as there are no Fake Out users along side the Trick Room user.</p>\n<h1>Team Options</h1>\n<p>Any slow attacker is a good partner for Aerodactyl due to its ability to use Tailwind, put an opponent out of play for a turn, and occasionally allow its partner to live another turn with a Rock Slide flinch. Bisharp and Kangaskhan are two perfect examples of beneficiaries from Aerodactyl's support abilities. Bisharp not only benefits greatly from the Tailwind Aerodactyl provides, but Assurance also turns into a 120 Base Power STAB move when an opponent is hit by Aerodactyl's Rock Slide first. Mega Kangaskhan isn't exactly slow, but it still greatly benefits from Tailwind, while it also enjoys the turn to Power-Up Punch while not fearing a double target due to Sky Drop. Sky Drop can give Pokemon like Mega Charizard X, Gyarados, Mega Gyarados, Dragon Dance Scrafty, and Dragon Dance Mega Tyranitar a much needed opportunity to set up. If EVed correctly, these Pokemon can KO their respective checks after setting up the same turn as Aerodactyl drops said check. Beneficiaries from Wide Guard include Mega Charizard Y and Aegislash as both of them are commonly targeted by spread moves. Both of them greatly appreciate Tailwind support.</p>\n",
"abilities": ["Unnerve", "Pressure"],
"items": ["Focus Sash"],
"moveslots": [
["Rock Slide"],
["Sky Drop"],
["Tailwind", "Wide Guard"],
["Protect", "Wide Guard"]
],
"evconfigs": [{
"hp": 4,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Mega Aerodactyl",
"description": "<h1>Moves</h1>\n<p>Mega Aerodactyl is the fastest unboosted user of Rock Slide in VGC 2014, which means just about anything your opponent can have will risk getting flinched if Mega Aerodactyl uses Rock Slide. Because Rock Slide also receives a boost from STAB and Mega Aerodactyl's base 135 Attack stat, the damage output is not bad at all, even with minimal Attack investment. STAB Rock Slide also makes Mega Aerodactyl Talonflame and Mega Charizard Y's biggest threat as it resists Gale Wings Brave Bird from Talonflame, outpaces both of them, and OHKOes both of them with a single hit, not to mention their partner will likely flinch. Mega Aerodactyl's Speed and Tough Claws-boosted Sky Drop make it a terror to face when paired with a set up sweeper or a powerful Pokemon that needs an opponent put out of play for a turn. Also, it eases prediction when targeting the Pokemon that Mega Aerodactyl has picked up since it cannot Protect on the turn it falls. Similarly, Mega Aerodactyl cannot use Protect when using Sky Drop on the opponent either and, unlike its support set, does not have a Focus Sash to save it from a potential KO on its way down. So, use Sky Drop conservatively. Roost is used to increase Mega Aerodactyl's longevity so it can keep flinch fishing with Rock Slide or supporting its teammates with Sky Drop. Roost makes Mega Aerodactyl a much larger pain to face in general. Protect is to give Mega Aerodactyl's partner a turn to KO or cripple Mega Aerodactyl's check or counter as well as being usefun in many situations. Taunt can be used to help Mega Aerodactyl against Smeargle and Amoonguss, and make them useless. Tailwind is a fantastic speed control move that a good amount of teams are based around. Wide Guard can save many of Mega Aerodactyl's teammates from the multitude of spread moves that are used.</p>\n<h1>Set Details</h1>\n<p>The EVs are rather specific in that they allow Mega Aerodactyl to sponge a Choice Specs Thunderbolt from Rotom-A formes while in Sandstorm. It is also able to survive a critical hit Stone Edge from a Salamence with a hindering Attack nature. The Speed investment is used to outrun Talonflame before Mega Evolving and to outrun base 80 Speed Pokemon with a Choice Scarf, namely Rotom-A and Gardevoir, after. Unnerve has elevated priority when announcing itself, so Pressure is used instead to scout for Choice Scarf Gardevoir and Salamence before Aerodactyl Mega Evolves. Unnerve is also useless since it will become Tough Claws after Aerodactyl Mega Evolves anyways.</p>\n<h1>Usage Tips</h1>\n<p>Mega Aerodactyl has potential staying power, so make use of this staying power by using Roost and Protect at the correct times. Make sure that Mega Aerodactyl is in a Sandstorm when it is out as the Special Defense boost from Sandstorm is extremely noticeable and can save Mega Aerodactyl a lot of the time. When using Sky Drop, be sure to have planned out how you are going to keep Mega Aerodactyl safe when it drops the opponent since it predictably cannot use Protect this turn. Similarly, use the turn that an opponent is dropped to your advantage since the opponent cannot use Protect that turn either, leaving them open to a potential KO. This can also save Mega Aerodactyl if the opponent in question had the ability to KO it. Burns take a good chunk out of Mega Aerodactyl's survivability, especially when using Sky Drop, while also weakening it its two attacking moves. Keeping burns away from Mega Aerodactyl is pretty important, especially in a format full of Will-O-Wisp users. When Mega Aerodactyl has done its job and is left with nothing to do, it can always fish for Rock Slide flinches.</p>\n<h1>Team Options</h1>\n<p>Sand Stream is always needed when using Mega Aerodactyl in order to ensure that it gets the most out of its bulk investment. This makes Hippowdon and Tyranitar very good partners despite the weaknesses they share with Mega Aerodactyl. However, Amoonguss and Ferrothorn can help cover these weaknesses while also dealing with Mega Aerodactyl's most common counter: Rotom-W. Pokemon that require set up and powerful attackers enjoy Mega Aerodactyl's consistent Sky Drop support and the occasional flinch from Rock Slide. Hydreigon, Aegislash, Gyarados, Scrafty, Bisharp and many more fall under this category.</p>\n",
"abilities": ["Pressure"],
"items": ["Aerodactylite"],
"moveslots": [
["Rock Slide"],
["Sky Drop"],
["Roost"],
["Protect"]
],
"evconfigs": [{
"hp": 220,
"atk": 52,
"def": 4,
"spa": 0,
"spd": 4,
"spe": 228
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "STABmons",
"overview": "<p>Aerodactyl is one of the best Stealth Rock setters in STABmons; not only is it one of the fastest Pokemon in the metagame, it also has decent offensive presence. In STABmons, Aerodactyl is able to make excellent use of Rock Head, as it can take advantage of two insanely powerful STAB attacks in Brave Bird and Head Smash. With its access to Earthquake, it has nearly perfect neutral coverage. Unfortunately, Aerodactyl is very frail and offers almost no defensive synergy, although it can switch into Ground-type attacks in certain situations. In addition, despite having very powerful STAB attacks, they're only coming off a base 105 Attack stat so they don't hit overly hard. Aerodactyl also loses to common priority users, and has a weakness to Stealth Rock.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Ice Fang is a niche option, but it does offer a bit more coverage to hit Flying- and Ground-types super effectively and allows Aerodactyl not to be setup bait for Landorus-T and Garchomp. Fire Fang is also an option, as it 2HKOes foes such as Skarmory and Ferrothorn; however, it really doesn't hit much else. Aqua Tail covers Heatran while also hitting Ground-types such as Landorus-T hard, but it's not as powerful and misses out on a lot of OHKOs. Choice Band is an option to turn Aerodactyl into a fearsome wallbreaker. However, getting locked into the wrong move can give the foe a chance to setup and overall is more risky. Roost is an option, but again, due to Aerodactyl's terrible bulk it just won't be surviving enough hits for Roost to be viable in most situations. A Hone Claws set is worth a mention, but opportunities to set up are rare due to Aerodactyl's lack of bulk and it misses the coverage or utility of its last move slot.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Physical Walls</strong>: Aerodactyl dislikes dealing with physical walls, especially ones with Intimidate such as Landorus-T and ones with Rough Skin or Iron Barbs such as Garchomp and Ferrothorn. Mega Slowbro is also annoying for Aerodactyl to face, although it is somewhat Taunt bait; Jirachi is also a counter if Aerodactyl doesn't run Earthquake. Scizor, Tyranitar, and Porygon2 are able to either counter or check Aerodactyl.</p>\n<p><strong>Status Conditions</strong>: Aerodactyl obviously can't perform well when asleep, burned, or paralyzed. Prankster status spreaders are the biggest problems, namely Sableye and Whimsicott, but any other status spreader that survives a hit can cripple Aerodactyl with Thunder Wave or Will-O-Wisp.</p>\n<p><strong>Priority Attackers</strong>: Common forms of priority OHKO or 2HKO Aerodactyl. Choice Band Bullet Punch or Water Shuriken from Scizor and Azumarill, respectively, can both OHKO. An Ursaring with Guts activated can KO with a combination of Fake Out + Extreme Speed. Jolly Life Orb Kyurem-B has a very high chance to OHKO with Ice Shard. Choice Band or Adamant Life Orb sets will always OHKO with it.</p>\n",
"movesets": [{
"name": "Offensive Support",
"description": "<h1>Moves</h1>\n<p>Due to Aerodactyl's extremely high Speed stat and possible Focus Sash, it is nearly guaranteed to set up Stealth Rock. Head Smash's excellent 150 Base Power makes up for Aerodactyl's average Attack stat. STABmons gives Aerodactyl access to a good Flying-type STAB attack in Brave Bird as well. Because Rock Head makes Aerodactyl immune to recoil damage, Brave Bird becomes a perfectly accurate, 120 Base Power STAB move with no drawbacks. There are a few options for the fourth moveslot. Taunt is very useful for anti-leading other entry hazard setters, as it prevents them from getting their hazards up. Earthquake gives Aerodactyl perfect neutral coverage and allows it to hit a lot of its would-be counters, such as Heatran hard, possibly OHKOing them. Aerodactyl can hit nearly all of its checks or counters hard with the right move, which is another one of its good characteristics.</p>\n<h1>Set Details</h1>\n<p>The given EVs maximize Aerodactyl's power and speed. Aerodactyl has terrible bulk, so investing in it would waste EVs. Running a Jolly nature instead of an Adamant one is important to let Aerodactyl outspeed and OHKO Jolly Talonflame without getting burned by Will-O-Wisp, as well as outspeed any Pokemon with base 115 Speed. Focus Sash nearly guarantees that Aerodactyl will set Stealth Rock up and allows it to survive a hit if it Taunts a foe that turns out to be attacking, such as Ferrothorn using Gyro Ball. Besides, Aerodactyl will get OHKOed by almost any powerful neutral hit, so Focus Sash allows it to survive the attack and get another move off. Life Orb is useful as well because Aerodactyl's base 105 Attack is not impressive, so it really appreciates the power boost.</p>\n<h1>Usage Tips</h1>\n<p>Aerodactyl is usually a good choice for a lead, especially if it has Focus Sash, as it can toss Stealth Rock out early. If you do choose to lead with Aerodactyl, going for Stealth Rock or Taunt first is generally the smartest choice. Aerodactyl usually has terrible matchups against Magic Bounce users because they bounce back both Stealth Rock and Taunt and can either OHKO Aerodactyl in Mega Diancie's case or burn it with Will-O-Wisp in Mega Sableye's case; therefore, you should switch Aerodactyl out of them. However, if Aerodactyl is holding Life Orb, it does OHKO on Mega Diancie with Earthquake. Aerodactyl usually has trouble switching in because of its terrible bulk, but it can switch into Ground-type attacks during certain situations. You'll also want to avoid switching Aerodactyl in too often with Stealth Rock up because it loses a quarter of its health upon switching into it. The threat of STAB Head Smash or Brave Bird will cause a lot of switches, giving Aerodactyl another opportunity to set Stealth Rock if it was unable to earlier in the match.</p>\n<h1>Team Options</h1>\n<p>Aerodactyl works excellently with entry hazard control because it is weak to Stealth Rock. Latios and Latias are great options, as they resist Electric- and Water-type attacks, which Aerodactyl is weak to. Spinners are particularly good teammates, as they allow Aerodactyl's entry hazards to remain on the field. Starmie and Mega Blastoise work very well, as they can also deal with some of Aerodactyl's biggest checks, such as bulky Ground-types, particularly Landorus-T. Excadrill is also a potential spinner. Grass-, Water-, and Ground-types such as Serperior, Quagsire, and Landorus-T make for good teammates too, as they cover Aerodactyl's weaknesses to Water, Electric, and Rock and can help defeat its checks and counters. Prankster users such as Thundurus and Whimsicott are decent teammates because they beat a lot of threats to Aerodactyl, such as Sableye, Skarmory, and Quagsire. Defiant and Competitive users function perfectly with Aerodactyl, as they can deter Defog, snagging a free +2 boost to their Attack or Special Attack upon the foe's attempt to remove entry hazards. Powerful Fire-types such as Heatran and Talonflame have great synergy on the offensive side with Aerodactyl; they deal with most of Aerodactyl's biggest checks, such as Skarmory and Ferrothorn.</p>\n",
"abilities": ["Rock Head"],
"items": ["Focus Sash", "Life Orb"],
"moveslots": [
["Stealth Rock"],
["Head Smash"],
["Brave Bird"],
["Taunt", "Earthquake"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"aipom": {
"name": "Aipom",
"alts": [{
"suffix": "",
"hp": 55,
"atk": 70,
"def": 55,
"spa": 40,
"spd": 55,
"spe": 85,
"weight": 11.5,
"height": 0.8,
"types": ["Normal"],
"abilities": ["Pickup", "Run Away", "Skill Link"],
"formats": ["LC"]
}],
"evos": ["Ambipom"],
"genfamily": ["GS", "RS", "DP", "BW", "XY"],
"learnset": ["Acrobatics", "Aerial Ace", "Agility", "Astonish", "Attract", "Baton Pass", "Beat Up", "Body Slam", "Bounce", "Brick Break", "Captivate", "Confide", "Counter", "Covet", "Cut", "Defense Curl", "Dig", "Double-Edge", "Double Hit", "Double Slap", "Double Team", "Dream Eater", "Dynamic Punch", "Endure", "Facade", "Fake Out", "Fire Punch", "Fling", "Focus Punch", "Foul Play", "Frustration", "Fury Cutter", "Fury Swipes", "Grass Knot", "Gunk Shot", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Ice Punch", "Iron Tail", "Knock Off", "Last Resort", "Low Kick", "Low Sweep", "Mega Kick", "Mega Punch", "Metronome", "Mimic", "Mud-Slap", "Nasty Plot", "Natural Gift", "Nightmare", "Payback", "Power-Up Punch", "Protect", "Pursuit", "Quick Guard", "Rain Dance", "Rest", "Retaliate", "Return", "Revenge", "Rock Smash", "Role Play", "Round", "Sand Attack", "Scratch", "Screech", "Secret Power", "Seed Bomb", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shock Wave", "Slam", "Sleep Talk", "Snatch", "Snore", "Solar Beam", "Spite", "Strength", "Substitute", "Sunny Day", "Swagger", "Swift", "Switcheroo", "Tail Whip", "Taunt", "Thief", "Thunder", "Thunderbolt", "Thunder Punch", "Thunder Wave", "Tickle", "Toxic", "Uproar", "U-turn", "Water Pulse", "Work Up"],
"strategies": [{
"format": "LC",
"overview": "<p>Aipom has the potential to hit 19 Speed, which allows it to outspeed a vast majority of the tier. With access to Skill Link, Aipom can make use of a powerful STAB in Fury Swipes, which has the benefit of breaking through Focus Sashes and Substitutes. Aipom has a very versatile movepool, which, when coupled with its high Speed and decent bulk, allows Aipom to perform well as a wallbreaker and revenge killer. With access to both Taunt and Fake Out, Aipom can be an effective anti-lead, preventing hazards from going up and breaking Sturdy or Focus Sash.</p>\n<p>However, in a metagame dominated by Fighting-types, Aipom's pure Normal typing is a large hindrance, granting it no resistances and one incredibly prominent weakness. Aipom's Normal typing is also mediocre offensively because although it does grant STAB on Fury Swipes, it also does not hit anything for super effective damage. Aipom's main STAB attack, Fury Swipes, only has 80 percent accuracy, which can be incredibly disappointing when crucial hits are missed. Having a multi-hit physical attack as its main attack also means that Aipom is easily taken advantage of by users of Flame Body and Iron Barbs.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Aipom has a variety of other powerful coverage options, such as Ice Punch and Iron Tail, that can be used to hit certain specific threats such as Archen. Remember, though, that Fury Swipes is more powerful in most cases. Facade can be used to bypass Flame Body users such as Ponyta and Larvesta, but this is a subpar option. Because Aipom has a high Speed and can switch in on Ghost-type attacks, it can viably run Pursuit to trap and KO Gastly. If you're looking for surprise options, Aipom lives some surprising hits with Eviolite, such as Timburr's Drain Punch, and can capitalize on that with Counter. Finally, Aipom actually is one of the few Pokemon in Little Cup that can Baton Pass Nasty Plot and also has access to Agility; however, it's outclassed by Togepi in the NastyPass role and by Torchic in the Speed passing role.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Flame Body</strong>: With an 80 percent chance to burn Aipom on a five-hit Fury Swipes, Flame Body users such as Ponyta are especially threatening to it.</p>\n<p><strong>Rock- and Steel-types</strong>: Aipom has difficulty breaking through these Pokemon even with Brick Break; Tirtouga and Ferroseed are especially threatening with Solid Rock and Iron Barbs, respectively.</p>\n<p><strong>Fighting-types</strong>: Fighting-types run rampant in Little Cup and threaten Aipom with super effective STAB attacks; Timburr is especially threatening due to its natural bulk and access to Mach Punch, which allows it to pick off Aipom fairly easily.</p>\n<p><strong>Revenge Killers</strong>: Choice Scarf users such as Gothita, strong priority users such as Timburr, and naturally faster Pokemon such as Diglett can all capitalize on Aipom's lack of priority and revenge kill it without too much trouble.</p>\n<p><strong>Ghost-types</strong>: Ghost-type Pokemon are easy to switch in on Fury Swipes; however, they can't retaliate with Ghost-type STAB attacks and fear Knock Off. Pumpkaboo-XL is especially threatening to Aipom, as it survives a Knock Off and can burn Aipom with Will-O-Wisp.</p>\n",
"movesets": [{
"name": "Life Orb",
"description": "<h1>Moves</h1>\n<p>Fury Swipes takes advantage of Skill Link and is much stronger than Return thanks to Little Cup damage roll mechanics. For example, Fury Swipes will deal 15 damage to a standard Mienfoo as opposed to the 10 damage Return would deal. Knock Off provides good coverage with Fury Swipes by hitting Ghost-types for super effective damage and weakens Pokemon that hold Eviolite by removing it. Brick Break hits Rock- and Steel-type Pokemon for super effective damage, and is preferred over Fire Punch. Fire Punch comes with the benefit of OHKOing Ferroseed but loses out on hitting Rock-types. Fake Out is great for revenge killing, and secures several 2HKOs on Pokemon such as Timburr, Mienfoo, Chinchou, and Porygon after Stealth Rock alongside Fury Swipes. Alternatively, Seed Bomb heavily damages Tirtouga and Onix. U-turn allows Aipom to pivot out of unfavorable switch-ins while still dealing damage and retaining momentum, but this isn't very useful when Aipom can 2HKO the entire metagame.</p>\n<h1>Set Details</h1>\n<p>The suggested EVs and a Jolly nature allow Aipom to at worst 2HKO Pokemon with 14 Def and an Eviolite while maintaining a Speed stat of 19. Alternatively, an Adamant nature and an EV spread of 76 HP / 196 Atk / 236 Spe lets Aipom heavily damage 16 Def Eviolite walls such as Spritzee, but hitting 19 Speed is generally more important. The extra EVs go into HP and Defense to help Aipom take priority attacks such as Timburr's Mach Punch much better, and use 12 LO boosted attacks from full health instead of 11. Finally, Life Orb maximizes Aipom's damage output when using Fury Swipes, even outdamaging Choice Band in the same circumstances due to the odd damage rolls that occur at level 5.</p>\n<h1>Usage Tips</h1>\n<p>Aipom is fairly frail and shouldn't be switched in on any powerful attacks. Additionally, if you can't secure a KO in one or two hits, switch Aipom out so it doesn't have to take a hit. As the set name suggests, Aipom should be used to break though walls such as Spritzee and Porygon. Use Knock Off liberally, as it will aid in breaking through walls and can catch Ghost-types on the switch in. Be sure to only use Fury Swipes on Flame Body Pokemon such as Ponyta in the most dire circumstances; it is almost certain that Aipom will be burned after five hits, putting it out of commission for the rest of the match.</p>\n<h1>Team Options</h1>\n<p>Ponyta, Larvesta, and Feroseed are all huge threats to Aipom due to their abilities, making Pokemon such as Hidden Power Fire Skrelp and Numel good partners for Aipom. Aipom struggles with Fighting-types, so a teammate that resists Fighting is invaluable. Aipom is extremely hindered by status, so cleric support from the likes of Snubbull is fantastic. Snubbull stands out in particular because it beats all Fighting-type Pokemon, barring Croagunk. Entry hazard setting and removal are both key, as the former helps Aipom wallbreak and the latter preserves Aipom's HP, which will already be going down due to Life Orb recoil. Archen fits this role well with access to both Stealth Rock and Defog, and can also threaten Fighting-types. Some of Aipom's most common checks, such as Tirtouga, are shared by Fletchling, which means it can help weaken Fletchling's checks to open the way for Fletchling to sweep.</p>\n",
"abilities": ["Skill Link"],
"items": ["Life Orb"],
"moveslots": [
["Fury Swipes"],
["Knock Off"],
["Brick Break", "Fire Punch"],
["Fake Out", "Seed Bomb"]
],
"evconfigs": [{
"hp": 76,
"atk": 116,
"def": 76,
"spa": 0,
"spd": 0,
"spe": 236
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Eviolite",
"description": "<h1>Moves</h1>\n<p>Fury Swipes makes use of Skill Link, and it is made even stronger by Aipom's STAB. Knock Off provides great coverage with Fury Swipes and helps Aipom support its teammates by removing the items of opposing Pokemon, most notably Eviolite. Brick Break hits Steel- and Rock-types that would wall Aipom otherwise. Alternatively, Fire Punch allows Aipom to take on Ferroseed, a Pokemon that would only be 2HKOed otherwise. However, it misses out on hitting Rock-types. Taunt allows Aipom to effectively stop practically any entry hazard setter. Seed Bomb hits specific Rock-types such as Tirtouga and Onix. U-turn allows Aipom to pivot out of its checks, fulfilling its role as a pivot and keeping up momentum.</p>\n<h1>Set Details</h1>\n<p>The given EVs and and a Jolly nature maximize Aipom's Speed, getting it to the fantastic 19 Speed tier. Aipom doesn't need to run max Attack investment on this set; instead, it hits 15 Attack and gets an extra point in Defense and HP for additional bulk. Eviolite is used to boost Aipom's defenses in order to better take hits while pivoting.</p>\n<h1>Usage Tips</h1>\n<p>Aipom makes a good lead because it can Taunt entry hazard setters and utilize U-turn to break Sturdy or Focus Sash. Remember, however, that though this variant of Aipom isn't as powerful as its other set, it's still quite good as a revenge killer due to its blistering Speed. When facing a target with 15 Defense or higher, use Knock Off before using Fury Swipes. Not only does this potentially cripple the target, it also gives Fury Swipes much better damage rolls. This variant of Aipom can take some hits thanks to Eviolite. Some notable hits include Timburr's Drain Punch and +1 Porygon's Tri Attack; however, Aipom doesn't have any recovery moves and does not resist any attacks, so be cautious about the attacks you let it take. The most ideal way to play this Aipom set is as a sort of hit-and-run attacker by using Knock Off to weaken switch-ins then pivoting out via U-turn.</p>\n<h1>Team Options</h1>\n<p>This set fits fairly well on VoltTurn teams which help to get it in safely, and it pairs especially well with Larvesta, who forces out most Fighting-types. A Wish passer greatly increases Aipom's longevity by providing it recovery; Spritzee in particular is a great partner thanks to its Fairy typing. Cleric support is just as useful as Wish support; this can be provided by Spritzee or Snubbull. Less specifically, most bulky Pokemon that resist Fighting-type attacks will do well as a partner to this set, as they provide Aipom relief from its biggest threats. On the other hand, anything that has an issue with Gastly can find a good partner in Aipom, as this version of Aipom is able to take out Gastly pretty well; this includes Pokemon such as Cottonee and Drifloon.</p>\n",
"abilities": ["Skill Link"],
"items": ["Eviolite"],
"moveslots": [
["Fury Swipes"],
["Knock Off"],
["Brick Break", "Fire Punch"],
["Taunt", "Seed Bomb", "U-turn"]
],
"evconfigs": [{
"hp": 76,
"atk": 116,
"def": 76,
"spa": 0,
"spd": 0,
"spe": 236
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"ambipom": {
"name": "Ambipom",
"alts": [{
"suffix": "",
"hp": 75,
"atk": 100,
"def": 66,
"spa": 60,
"spd": 66,
"spe": 115,
"weight": 20.3,
"height": 1.2,
"types": ["Normal"],
"abilities": ["Pickup", "Skill Link", "Technician"],
"formats": ["RU"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Acrobatics", "Aerial Ace", "Agility", "Astonish", "Attract", "Baton Pass", "Beat Up", "Body Slam", "Bounce", "Brick Break", "Captivate", "Confide", "Counter", "Covet", "Cut", "Defense Curl", "Dig", "Double-Edge", "Double Hit", "Double Slap", "Double Team", "Dream Eater", "Dynamic Punch", "Endure", "Facade", "Fake Out", "Fire Punch", "Fling", "Focus Punch", "Foul Play", "Frustration", "Fury Cutter", "Fury Swipes", "Giga Impact", "Grass Knot", "Gunk Shot", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hyper Beam", "Ice Punch", "Iron Tail", "Knock Off", "Last Resort", "Low Kick", "Low Sweep", "Mega Kick", "Mega Punch", "Metronome", "Mimic", "Mud-Slap", "Nasty Plot", "Natural Gift", "Nightmare", "Payback", "Power-Up Punch", "Protect", "Pursuit", "Quick Guard", "Rain Dance", "Rest", "Retaliate", "Return", "Revenge", "Rock Smash", "Role Play", "Round", "Sand Attack", "Scratch", "Screech", "Secret Power", "Seed Bomb", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shock Wave", "Slam", "Sleep Talk", "Snatch", "Snore", "Solar Beam", "Spite", "Strength", "Substitute", "Sunny Day", "Swagger", "Swift", "Switcheroo", "Tail Whip", "Taunt", "Thief", "Thunder", "Thunderbolt", "Thunder Punch", "Thunder Wave", "Tickle", "Toxic", "Uproar", "U-turn", "Water Pulse", "Work Up"],
"strategies": [{
"format": "RU",
"overview": "<p>To be frank, Ambipom is not a great Pokemon: Technician STAB Fake Out just isn't a good enough niche. Ambipom faces stiff competition from a lot of other Normal-types, including Cinccino, Tauros, and Zangoose, which boast more effective coverage and/or greater power. While Ambipom is fast, it has poor bulk and no resistances, so it must rely heavily on dealing damage while taking none in return. However, this is not easy, as Ambipom usually struggles to KO opponents due to its mediocre power and its reliance on neutral coverage rather than focusing on super effective coverage. While it can do some damage to offensive teams, it can hardly contribute against bulkier teams, while its Normal-type brethren can at least threaten both team archetypes. Ambipom is very outclassed, and other options should always be considered first.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Ambipom can use the Fake Out + Last Resort combo, but its mono-coverage makes it easy to wall, Last Resort has low PP, and the fact that it must use Fake Out every time it enters battle can allow opponents to easily play around it. Ambipom has Nasty Plot, but it is too frail to set it up safely a vast majority of the time, and it is far too weak without or sometimes even with the boost. Baton Passing Special Attack boosts is done better by other Pokemon, such as Volbeat and Togetic. Ambipom does have a large amount of physical coverage options, though they are very situational over the main ones listed: Seed Bomb hits Rhyperior, Fire Punch hits Escavalier, and Ice Punch hits Flygon, but Ambipom hesitates to get rid of its main moves and risk leaving itself open to even more threats.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Physically Bulky Pokemon</strong>: Anything that can take a hit or two from Ambipom already makes for an adequate response, especially when considering Ambipom lacks good power. Anything that has at least decent physical bulk, such as Alomomola, Tangrowth, Spiritomb, Bronzong, and Rhyperior, can switch into Ambipom and stop it from doing much damage. Attackers with natural physical bulk, such as Druddigon and Escavalier, can survive Ambipom's attacks and easily retaliate for huge damage. Normal-resistant or immune Pokemon are especially good at stopping Ambipom.</p>\n<p><strong>Faster Pokemon</strong>: There aren't a lot of Pokemon faster than Ambipom, but the ones that are can easily threaten Ambipom due to its terrible bulk, though they should be wary of Fake Out if they lack Substitute. Swellow, Jolteon, Dugtrio, and Accelgor are such examples of faster Pokemon, threatening Ambipom with powerful STAB or super effective Fighting-type attacks. Kabutops is notable, as it resists Fake Out and makes use of Weak Armor to outspeed and KO Ambipom. Choice Scarf Pokemon, such as Emboar, Rotom-C, Gallade, and Delphox, can easily KO Ambipom with their STAB moves. Speed boosting Pokemon such as Unburden Hitmonlee can also get the drop on Ambipom.</p>\n<p><strong>Priority</strong>: Priority attacks bypass Ambipom's high Speed, greatly shortening its overall lifespan. Powerful STAB priority such as Sucker Punch, Gale Wings Acrobatics, Aqua Jet, and Mach Punch cleave off a huge portion of Ambipom's health. It should be noted that Fake Out outprioritzes all of these moves, so note if Ambipom can use it.</p>\n<p><strong>Status</strong>: Paralysis and burn absolutely ruin Ambipom by crippling its best stats, Speed and Attack, respectively. Poison, alongside Life Orb recoil, drastically reduces Ambipom's time on the field. Bulky status users such as Amoonguss, Alomomola, Registeel, and Cofagrigus can also tank Ambipom's attacks.</p>\n",
"movesets": [{
"name": "DON'T USE AMBIPOM",
"description": "<h1>Moves</h1>\n<p>Fake Out is Ambipom's main niche, scoring free, powerful damage on the opponent due to STAB and Technician. However, it very easily telegraphs Ambipom's attack, and the overwhelming presence of Pokemon such as Alomomola and Rhyperior means that Ambipom will often be nothing more than a free switch to a top threat. Return is Ambipom's most reliable attack and main way of dealing damage. Low Kick trips up Pokemon that resist Normal-type moves such as Registeel and Rhyperior, and it can do serious damage due to their high weights. Knock Off strikes Ghost-types while also removing the items of defensive Pokemon to soften them up and make them easier to KO. U-turn can be used to gain momentum on opponents wanting to escape from Fake Out, while Pursuit targets the fleeing foes themselves and is especially effective on Dark-weak targets such as Delphox and Meloetta. Double Hit can be used to break Substitutes, but its chance to miss makes it unappealing for such a frail Pokemon that already has access to a much more accurate attacking option with similar power in Return, and Cinccino does this better anyway.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment allows Ambipom to outrun speedy Pokemon such as Delphox and Virizion, while max Attack investment maximizes Ambipom's damage output. The rest of the EVs go into either defensive stat, preferably Defense to take priority moves better, because Ambipom's current HP is an optimal Life Orb number, so it would be a waste to throw the leftover EVs in HP. Silk Scarf is a perfectly viable alternative to Life Orb, as Silk Scarf does not cause recoil and still boosts Ambipom's main attacks, although its coverage moves will be substantially weaker.</p>\n<h1>Usage Tips</h1>\n<p>Ambipom is a very straightforward attacker. It checks frail sweepers that lack Protect with its powerful Fake Out regardless of their Speed. From there, Ambipom dishes out quick, reliable damage, with few foes outright resisting its attacks. Although Fake Out is usually quite safe to throw out, it is advisable to only use it if an opponent is certain to stay in, as the threat of a strong Fake Out can easily force out most frail attackers, and nailing the switch-in with the appropriate coverage move can be more practical. Ambipom can struggle to safely revenge kill Pokemon that are behind a Substitute, such as Meloetta, as they can dodge Fake Out's flinching effect. Ambipom also shouldn't switch into non-Ghost-type attack, as it thrives on revenge killing, or if it must be switched in it should at least be brought into battle via slow U-turns or Volt Switches.</p>\n<h1>Team Options</h1>\n<p>As Ambipom forces switches so easily, entry hazards support is really useful to discourage switch-ins as well as soften up Ambipom's counters. Qwilfish makes for an amazing teammate, since it easily takes Fighting-type moves for Ambipom and lays down Spikes, which is effective because the majority of Ambipom's switch-in are grounded; Accelgor is also an effective user of Spikes for more offensive teams. On the other hand, Fighting-resistant teammates with Toxic Spikes, such as Qwilfish, Cofagrigus, and Weezing, are more plentiful. Toxic Spikes are potent against Regenerator users but they do not work against Steel-types and airborne Pokemon. Ambipom struggles against physically bulky Pokemon, so wallbreakers such as Clawitzer, Eelektross, and Calm Mind Delphox can help Ambipom clean without much hindrance by dismantling the opponent's defensive cores. Fighting-types such as Virizion and Hitmonlee can take out the Rock- and Steel-types that Ambipom cannot break through, while Ambipom can lure out problematic Ghost-types and weaken them with Knock Off. While not essential, slow Volt Switch or U-turn users can help bring Ambipom in safely; Clawitzer, Eelektross, and Magneton can all provide this support, and pack enough power and/or coverage to threaten bulkier foes that Ambipom cannot take down.</p>\n",
"abilities": ["Technician"],
"items": ["Life Orb"],
"moveslots": [
["Fake Out"],
["Return"],
["Low Kick"],
["Knock Off"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"alomomola": {
"name": "Alomomola",
"alts": [{
"suffix": "",
"hp": 165,
"atk": 75,
"def": 80,
"spa": 40,
"spd": 45,
"spe": 65,
"weight": 31.6,
"height": 1.2,
"types": ["Water"],
"abilities": ["Healer", "Hydration", "Regenerator"],
"formats": ["RU"]
}],
"evos": [],
"genfamily": ["BW", "XY"],
"learnset": ["Aqua Jet", "Aqua Ring", "Attract", "Blizzard", "Bounce", "Brine", "Calm Mind", "Confide", "Dive", "Double Slap", "Double Team", "Endure", "Facade", "Frustration", "Hail", "Healing Wish", "Heal Pulse", "Helping Hand", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hydro Pump", "Ice Beam", "Icy Wind", "Knock Off", "Light Screen", "Magic Coat", "Mirror Coat", "Mist", "Pain Split", "Pound", "Protect", "Psychic", "Psych Up", "Rain Dance", "Refresh", "Rest", "Return", "Round", "Safeguard", "Scald", "Secret Power", "Shadow Ball", "Sleep Talk", "Snore", "Soak", "Substitute", "Surf", "Swagger", "Tickle", "Toxic", "Wake-Up Slap", "Waterfall", "Water Pulse", "Water Sport", "Wide Guard", "Wish"],
"strategies": [{
"format": "RU",
"overview": "<p>Alomomola is one of the best mixed walls in the tier because of its extremely high HP, high Defense, and amazing typing. It has access to Regenerator and Wish, which enable it to heal itself and its teammates upon switching out. It also has access to Scald and Knock Off, which make it able to check common threats such as Sneasel, Delphox, Flygon, Glalie, and Houndoom. However, due to its horrible offensive presence, it becomes a setup fodder for many sweepers and entry hazard setters. It also faces competition from Jellicent, which has better offensive presence as well as access to Taunt and Recover, but Jellicent lacks Regenerator and Wish and is weak to Knock Off.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Waterfall can be used over Scald for more power to check Houndoom and Delphox much more easily, but Scald's 30% chance to burn foes is more valuable. Mirror Coat can be used to punish special attackers that try to KO Alomomola, but its other moves are too valuable to be replaced. Magic Coat can be used to avoid status ailments, Taunt, and entry hazards, as well as gain residual recovery from Leftovers because Alomomola can use it repeatedly. Healing Wish can be used on offensive teams to recover win conditions while not losing momentum as well as act as a defensive pivot. Refresh can be used to cure Alomomola from status ailments, which otherwise reduces Alomomola's longevity. Tickle can be used to stop setup sweepers such as Dragon Dance Scrafty and Bulk Up Gurrdurr by PP stalling them.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Grass-types</strong>: Venusaur, Roselia, Virizion, and Rotom-C take minimal damage from Scald and are immune to Toxic. Roselia does not care about getting burned due to Natural Cure. These Pokemon can threaten Alomomola with a super effective STAB move or, in Roselia's case, use free turns to set up Spikes. Even though Virizion and Rotom-C hate being burned, Virizion can still use Alomomola as setup fodder, while Rotom-C can Volt Switch out to provide momentum for the team.</p>\n<p><strong>Electric-types</strong>: Jolteon and Eelektross don't care about Alomomola's attacks and can set up Substitutes or OHKO Alomomola with their STAB moves.</p>\n<p><strong>Substitute Users</strong>: Setup sweepers such as Substitute + Calm Mind Meloetta, Substitute + Bulk Up Braviary, and Shed Skin Scrafty can set up on Alomomola easily, as it cannot inflict status ailments against Pokemon behind Substitutes and lacks the offensive power to break the Substitute. Shed Skin Scrafty can set up and rely on its ability to cure it from status.</p>\n<p><strong>Status Ailments</strong>: Toxic cripples Alomomola, reducing its longevity and its ability to Toxic stall foes, forcing it to either switch out frequently or rely on a cleric.</p>\n",
"movesets": [{
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>Wish lets Alomomola heal itself as well as its teammates fairly easily. Protect is used to safely heal Alomomola with Wish, rack up Toxic damage, scout Choice-locked Pokemon, and gain an extra turn of recovery from Leftovers. Although Scald is extremely weak due to Alomomola's base 40 Special Attack, it has a 30% chance to burn the foe, crippling physical attackers such as Escavalier, Rhyperior, and Virizion on the switch. It can also burn common switch-ins such as Amoonguss, which doesn't like the residual burn damage. Toxic puts any Pokemon that's not immune to it on a timer and stops them from setting up freely, as well as allowing Alomomola to win stall wars easily. Knock Off can also be used as a utility move to remove Choice items and break the Substitute of Substitute + Calm Mind Meloetta, which otherwise sets up on Alomomola.</p>\n<h1>Set Details</h1>\n<p>The EVs increase Alomomola's overall bulk and give an extra turn of recovery from Leftovers. A spread of 104 HP / 252 Def / 152 SpD with Bold nature can be used to check physical threats such as Life Orb Druddigon and Choice Band Flygon better. Leftovers gives Alomomola residual recovery, which is great when combined with Wish and Protect. Regenerator is used to recover HP while switching out and passing Wish; letting Alomomola focus less on healing itself throughout the match. An Impish nature is used alongside Knock Off to break Substitute + Calm Mind Meloetta's Substitute. A Bold nature increases Alomomola's physical bulk, making it able to deal with the likes of Choice Scarf Tyrantrum and Swords Dance Samurott better.</p>\n<h1>Usage Tips</h1>\n<p>Alomomola should be used as a mixed wall, switching into any move it's not weak to, as well as providing Wish support for itself and for its teammates that lack reliable recovery. Alomomola should focus on wearing down its foes by burning or poisoning the foe, depending on whether they're physically or specially oriented, as it has poor offensive prowess. The combination of Alomomola's great bulk and Regenerator gives it the opportunity to switch into a lot of attackers, scout their set, and then switch out relatively harmlessly. Remember that Alomomola usually kills momentum, so it should not be used on an offensive team; it is suited better on balanced or stall teams.</p>\n<h1>Team Options</h1>\n<p>Pokemon that can take Electric- and Grass-type attacks are great teammates for Alomomola, such as Amoonguss, Roselia, and Virizion. Amoonguss can create a great Regenerator core with Alomomola, as Alomomola can take Fire- and Flying-type moves. Roselia can use common Alomomola switch-ins as Spikes fodder, while Virizion can use them as setup fodder. Escavalier, Druddigon, Flygon, Houndoom, and Scrafty can also defeat the Pokemon that trouble Alomomola while providing offensive pressure with their sheer power and good bulk. These Pokemon also appreciate Wish support from Alomomola, as they get worn down easily. Clerics such as Aromatisse, Togetic, and Granbull are good partners to Alomomola, as they can remove status that can wear down Alomomola. Bronzong or Registeel can make a great defensive core with Alomomola, as they can counter a good portion of Grass- and Electric-types while Alomomola takes Fire- and Ground-type attacks for them and provides Wish support.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers"],
"moveslots": [
["Wish"],
["Protect"],
["Scald"],
["Toxic", "Knock Off"]
],
"evconfigs": [{
"hp": 120,
"atk": 0,
"def": 136,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Bold", "Impish"]
}]
}, {
"format": "Uber",
"overview": "<p>Alomomola is an interesting option for stall teams that need a Wish passer. Unlike most Wish passers in Ubers, Alomomola checks physical attackers, such as Ho-Oh and Extreme Killer Arceus, instead of special attackers. It also has a pretty good defensive typing, as Electric- and Grass-type attacks are uncommon in Ubers. Unfortunately, Alomomola has zero offensive presence, meaning it's setup bait for almost anything carrying Taunt, Substitute, or Refresh. This means it can only fit on stall teams that can provide cleric support and don't mind Alomomola's lack of offensive presence. Alomomola also cannot take special attacks well at all, meaning it is forced out against mixed attackers.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Alomomola can use Healing Wish to completely restore a teammate's health, but it is hard to justify using this move when Wish is far more consistent for stall teams because it can be used more than once. Magic Coat punishes status and entry hazard users, but is gimmicky and can easily be played around once it is revealed. Refresh can be used to heal off status, but cleric support is preferred because Refresh is extremely hard to fit on Alomomola. Finally, Mirror Coat can be used to surprise special attackers. An EV spread of 120 HP / 165 Def / 232 SpD with a Calm nature can be used to guarantee that Alomomola can survive a Draco Meteor from Timid Latios after Stealth Rock damage and OHKO Latios back with Mirror Coat. Be aware that the significant Special Defense investment needed to make Mirror Coat work detracts from Alomomola's ability to check Ho-Oh and other physical attackers.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Shaymin-S</strong>: Shaymin-S easily OHKOes Alomomola with Seed Flare and doesn't mind Knock Off or Scald much. Shaymin-S can also use Substitute on a predicted Toxic.</p>\n<p><strong>Zekrom</strong>: Even though Zekrom's Choice Scarf set cannot OHKO Alomomola with Bolt Strike, Zekrom can easily spam Volt Switch for momentum, which will severely damage Alomomola if it stays in.</p>\n<p><strong>Electric and Grass Arceus</strong>: Both Electric and Grass Arceus defeat Alomomola courtesy of their typing, although they must be wary of switching in on Toxic.</p>\n<p><strong>Substitute and Refresh Users</strong>: Pokemon that have Substitute or Refresh will easily set up on Alomomola due to its lack of offensive presence. This includes Pokemon that Alomomola would otherwise be able to check, such as Silk Scarf Extreme Killer Arceus.</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar can trap and remove Alomomola with its powerful special attacks, although it is 2HKOed by Knock Off before it Mega Evolves.</p>\n<p><strong>Taunt</strong>: Taunt users such as Mega Mewtwo Y and Darkrai can shut down Alomomola by preventing recovery and stopping Toxic spam.</p>\n<p><strong>Powerful Special Attackers</strong>: Strong special attackers will quickly decimate Alomomola in the event that it stays in.</p>\n",
"movesets": [{
"name": "Kindhearted Fish",
"description": "<h1>Moves</h1>\n<p>With a monstrous base 165 HP stat, Alomomola is capable of restoring most of its teammates to full health, even in a tier where many Pokemon have large HP stats. Huge Wishes are extremely beneficial for Pokemon without reliable recovery, such as Ferrothorn and Primal Groudon. Protect allows Alomomola to safely receive its own Wishes and scout for Choice-locked moves. Toxic cripples threats Alomomola is supposed to check, such as Rock Polish Primal Groudon; Alomomola can then attempt to stall them out. Toxic also cripples overeager special attackers that switch in to prey on Alomomola's terrible Special Defense stat. Alomomola has two quality options for its last slot. It can opt to run Knock Off, which can 2HKO Mega Gengar and cripple opposing walls such as Ferrothorn, or can attempt to burn the foe with Scald. Knock Off is generally preferred, as it offers further team support by removing potentially dangerous items such as Life Orb.</p>\n<h1>Set Details</h1>\n<p>Alomomola's EV spread is very simple: maximize HP and Defense to tank hits from Ho-Oh and other physical attackers as well as possible. If running Knock Off, use an Impish nature, but if you opt for Scald, use a Bold nature. Rocky Helmet is an option over Leftovers to deal passive damage to Pokemon such as Mega Salamence, but in conjunction with Protect, Alomomola has an easier time taking on Primal Groudon and Choice Band Ho-Oh with Leftovers recovery.</p>\n<h1>Usage Tips</h1>\n<p>When facing an offensive team that lacks a cleric or a status absorber, it's advised to use Toxic liberally. This is because these teams are likely to hard switch into special attackers such as Xerneas and Primal Kyogre to try to take advantage of a predicted Wish. By using Toxic a lot, you prevent offensive teams from seizing momentum. However, do try to heal your teammates with Wish when the opportunity arises. Against more defensive teams, Knock Off becomes incredibly useful, as you can rob enemy walls, such as Lugia and Ferrothorn, of their Leftovers. You will also find more opportunities to pass Wishes to teammates. Alomomola dislikes all status, but hates Toxic in particular, so if a foe does manage to land a Toxic on it, have a cleric heal it as soon as possible. Finally, take advantage of Regenerator by switching Alomomola into Pokemon that cannot threaten it, such as Mega Sableye, when it starts to lose health.</p>\n<h1>Team Options</h1>\n<p>Ferrothorn is a great partner for Alomomola, as it resists both of Alomomola's weaknesses and checks Primal Kyogre while Alomomola provides huge Wishes and a check to Ho-Oh in return. Clefable is another viable teammate for Alomomola, as the Calm Mind set stops Geomancy Xerneas and most Calm Mind Arceus formes. Clefable can also use Heal Bell in the event Alomomola is afflicted with a status ailment. Alomomola appreciates Pursuit support to help deal with Mega Gengar; Aegislash and Chople Berry Tyranitar do a good job of this. Finally, Primal Groudon partners well with Alomomola because it can check Xerneas, Primal Kyogre, and Electric-types such as Zekrom.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers"],
"moveslots": [
["Wish"],
["Protect"],
["Toxic"],
["Knock Off", "Scald"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 252,
"spa": 0,
"spd": 8,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Impish", "Bold"]
}]
}, {
"format": "OU",
"overview": "<p>Boasting a massive HP stat, Alomomola perfectly epitomizes the concept of a bulky Water-type. With its good Defense stat to complement its HP, Alomomola is a great wall to many common OU Pokemon, including Talonflame, Garchomp, and Azumarill. It can heal itself and its teammates with gigantic Wishes, and it is the only usable Pokemon in OU with the combination of Wish and Regenerator, allowing it to heal itself as it passes Wishes to other Pokemon. Regenerator makes Alomomola difficult to wear down and mitigates potential entry hazard damage. As a defensive Pokemon, it has a good Water typing, as well as access to Scald to burn physical attackers that could try to set up on it. Scald also allows Alomomola to cripple defensive threats such as Ferrothorn and Mega Sableye. Unfortunately, Alomomola's Scald is very weak, often not even doing much to Pokemon it is super effective against, which means that Alomomola is vulnerable to setup sweepers with Substitute or those that aren't affected by burns such as Gyarados and Poison Heal Gliscor, respectively. However, Alomomola can still wall a huge amount of dangerous threats and is a fine choice on balanced and stall teams.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Some of Alomomola's other options include Refresh to alleviate Toxic poison, Healing Wish to restore a teammate back to full health, Light Screen to reduce the damage of special attacks, and possibly Soak in order to use Toxic on Pokemon immune to it, such as Mega Scizor and Amoonguss.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Electric-types</strong>: Strong Electric-types such as Thundurus, Mega Manectric, and Raikou can easily KO Alomomola on its weaker Special Defense stat with powerful, super effective STAB moves, and they can also threaten to set up as it switches out. Magnezone is also notable, as it is immune to Toxic.</p>\n<p><strong>Grass-types</strong>: Defensive Grass-types such as Venusaur, Celebi, and Amoonguss take almost no damage from Scald, are immune to Toxic (Natural Cure aids in Celebi's case), threaten Alomomola with Giga Drain and sleep-inducing moves, and are able to completely stall it out. Mega Venusaur is definitely better than the others, as it uses Synthesis more often, has a stronger Giga Drain, and can freely switch into Knock Off. It does lack Black Sludge or Leftovers recovery, though. Serperior can switch in and force Alomomola out with Leaf Storm as well.</p>\n<p><strong>Strong Special Attackers</strong>: Strong special attackers with the appropriate coverage moves, such as Mega Charizard Y and Hidden Power Electric Keldeo, can muscle through Alomomola lacking Mirror Coat.</p>\n<p><strong>Specially Defensive Gliscor</strong>: Gliscor takes little damage from Scald, can't get burned, and can cripple Alomomola with Toxic while recovering with Poison Heal, Protect, and possibly Roost. It can even set up Swords Dance multiple times. Other Pokemon with Toxic such as Chansey and Mega Sableye can also be bothersome, as the move limits Alomomola's opportunities to switch in, especially with entry hazards up.</p>\n<p><strong>Substitute</strong>: Alomomola's only attacking move is a weak Scald used for its burn chance, so Substitute sweepers are a real pain for it. Substitute + Dragon Dance Gyarados resists Scald, so it can set up Dragon Dance on Alomomola, potentially troubling the rest of the team too. Substitute Kyurem-B and Substitute + Calm Mind Keldeo also pose rather large problems to Alomomola.</p>\n",
"movesets": [{
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>This set walls a lot of common and powerful Pokemon and passes very large Wishes to Alomomola's teammates. Protect prevents Alomomola from taking damage as it receives its own Wish while also aiding it in Toxic stalling and occasionally scouting moves such as Hidden Power Electric on Keldeo. Toxic cripples the offensive Pokemon Alomomola walls by putting them on a timer and gives it a means of damaging defensive Pokemon with reliable recovery, but if you feel that Scald is enough for this, Knock Off can be used instead to hinder switch-ins such as Chansey and Keldeo. Scald is used against physical attackers that can potentially set up and muscle their way through Alomomola, and it is also is necessary for Steel-types such as Mega Scizor. Mirror Coat is quite niche, but it is useful for surprising special attackers such as Latios. However, the teams Alomomola is on should have the necessary means for dealing with stronger special attackers. It is, however, very useful against RestTalk Suicune.</p>\n<h1>Set Details</h1>\n<p>Leftovers provides Alomomola with passive recovery, but Rocky Helmet is viable too, as Alomomola already has two means of recovery, one of which happens without the use of a move. Because of Alomomola's incredible HP stat, it is more beneficial to invest heavily in Defense and Special Defense. 36 HP EVs are enough to reach a Leftovers number. Special Defense is maximized because Alomomola needs investment there to perform as a mixed wall, and the rest of the EVs are put into Defense. Fully invested Special Defense with 36 HP EVs is much better than 252 HP / 252 Def because the overall physical bulk is around the same but Alomomola's special bulk gets much better. If you choose not to use Scald, a Careful nature should be used over a Calm nature.</p>\n<h1>Usage Tips</h1>\n<p>Alomomola should switch into many attackers, such as Talonflame, Mega Metagross, Mega Charizard X, Keldeo, Garchomp, Mamoswine, Mega Diancie, Mega Lopunny, Excadrill, Landorus-T, and Terrakion, and from there it almost always should use Wish, as the opponent will often switch out to a Pokemon that can beat Alomomola. Alomomola can use this opportunity to heal a teammate or itself. Protect can also be used to scout for Choice-locked moves, but it can get predictable very easily, especially when using it with Wish.</p>\n<h1>Team Options</h1>\n<p>Alomomola fits the best on balanced and stall teams. It works very well with potent defensive Pokemon that lack reliable recovery, such as Ferrothorn and Heatran. Amoonguss has great defensive synergy with Alomomola; it can take on Mega Manectric, Celebi, and Serperior, for example, and Alomomola can take on some Pokemon that trouble Amoonguss, such as Talonflame. Amoonguss is also capable of absorbing Toxic Spikes which can wear down Alomomola very quickly. They also both have Regenerator, making them almost impossible to wear down, with few Pokemon able to deal with both outside of Nasty Plot Hidden Power Flying or Psychic Thundurus. Specially defensive Hippowdon completes a brilliant core here, taking on this Thundurus variant, Raikou, and Mega Manectric. Clefable also makes for a great teammate, as it can absorb status. Mega Charizard X and Ferrothorn also create an excellent balanced core with Alomomola, as they all cover each other's weaknesses.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers", "Rocky Helmet"],
"moveslots": [
["Wish"],
["Protect"],
["Toxic", "Knock Off"],
["Scald"]
],
"evconfigs": [{
"hp": 36,
"atk": 0,
"def": 220,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Calm"]
}]
}, {
"format": "UU",
"overview": "<p>Alomomola is one of many reliable bulky Water-types available in the UnderUsed tier. What sets Alomomola apart from Pokemon such as Vaporeon is Alomomola's higher physical bulk and its Regenerator ability, which allows Alomomola to act as a defensive pivot in a Underused metagame that loves opportunities to retain momentum. As such, with its massive base 165 HP stat, Alomomola fits extremely well in UnderUsed as one of the premier Wish users. Despite having poor base Special Defense, Regenerator and reliable teammate options such as Blissey, Gligar, and Salamence allow Alomomola to fit well on many balance cores, although it has the necessary bulk to be effective on stall teams as well.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Waterfall can be used instead of Scald in order to use Alomomola's less pitiful Attack, but only with Toxic. Healing Wish can be used as a last-ditch effort to heal a late-game win condition.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Electric-types</strong>: Mega Ampharos, Heliolisk, and Rotom-C cause significant damage to Alomomola with Thunderbolt and Volt Switch.</p>\n<p><strong>Grass-types</strong>: Shaymin and Roserade can OHKO Alomomola with their strong STAB moves.</p>\n<p><strong>Guts Heracross</strong>: Heracross's Attack gets boosted by 1.5x when afflicted by status, which allows it to easily 2HKO Alomomola.</p>\n<p><strong>Setup Sweepers</strong>: Substitute + Calm Mind users such as Cresselia or Suicune have no problem setting up on Alomomola. Physical attackers with Substitute such as Cobalion and Feraligatr can set up on it, but they need to beware of switching into a Scald burn.</p>\n<p><strong>Special Attackers</strong>: Chandelure, Nidoqueen, Nidoking, and Hydreigon are notable examples of powerful special attackers that force Alomomola to often partner up with Blissey or Florges.</p>\n<p><strong>Taunt</strong>: Alomomola needs to be careful when it switches into Pokemon that can use Taunt, even if it has the type advantage, as they limit Alomomola's support capabilities.</p>\n",
"movesets": [{
"name": "Sunfish Wish",
"description": "<h1>Moves</h1>\n<p>Scald is an effective move despite Alomomola's poor Special Attack, as the 30% chance to burn pays off in the long term against physical threats ranging from Salamence to Escavalier. Wish is Alomomola's main support move, reliably healing its teammates for a large amount of health due to Alomomola's incredibly high base HP. Protect works well alongside Wish, providing Alomomola with a reliable way of healing itself. Knock Off is another niche that separates Alomomola from Vaporeon, providing additional support for its team. Toxic is another useful support option to whittle down opposing bulky threats such as Chesnaught. Mirror Coat can be used to get a surprise OHKO on special attackers such as Choice Scarf Rotom, Life Orb Nidoqueen, and non-Choice Specs Chandelure. However, due to Mirror Coat's Psychic typing, it will not work on Dark-Type Pokemon, such as Hydreigon.</p>\n<h1>Set Details</h1>\n<p>Alomomola's huge base 165 HP stat means it can afford to invest its EVs in other areas. 252 Def EVs are used to maximize Alomomola's physical defenses, making it able to take multiple hits alongside its Regenerator ability. The 216 EVs are placed into Alomomola's subpar Special Defense, allowing it to absorb a variety of neutral special attacks, such as a Moonblast from Florges. The remaining 40 HP EVs round out Alomomola's overall bulk. A Bold nature is used alongside Scald, but an Impish nature can be used if you want a slightly more powerful Knock Off. Regenerator is an incredible ability for Alomomola, recovering one third of its HP every time it is switched out. Rocky Helmet is a good option if passive recovery is not a priority, as it is perfect against common physical attackers, such as common users of U-turn, and will wear down their HP while Alomomola shrugs off the hit with Regenerator.</p>\n<h1>Usage Tips</h1>\n<p>Switch Alomomola in on physical attackers, though beware of Swords Dance users. Absorb hits, and then use the appropriate supporting move. Alomomola has a hard time dealing with setup sweepers, and should never stay in during these scenarios. Instead, utilize Alomomola in a sponge-and-switch manner.</p>\n<h1>Team Options</h1>\n<p>Blissey, Gligar, and Roserade all make perfect bulky companions to build a bulky core. for instance, Gligar supports Alomomola against Guts Heracross and other physical wallbreakers. Physical wallbreakers will get past clerics, such as Umbreon and Florges, that prevent Alomomola from spreading status conditions against more defensive teams. Bulky Water-types are easily placed on a team with a Grass- and Fire-type Pokemon; Pokemon such as Arcanine, Shaymin, and Amoonguss make for excellent teammates in a Fire-Water-Grass core to support offensive teammates. Alomomola has an easy time against Pokemon such as Mega Aggron, so it is an ideal teammate for Florges on stall teams. Alomomola appreciates Rapid Spin or Defog support so that it can get the most out of its Regenerator recovery. Because Alomomola struggles with most setup sweepers, especially if they have Substitute, it appreciates phazers such as Mega Aggron and Whirlwind Snorlax, as well as Whimsicott with Encore. Furthermore, Mandibuzz's access to Taunt makes it a great candidate for taking on Suicune and Reuniclus and preventing their setup.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers", "Rocky Helmet"],
"moveslots": [
["Scald"],
["Wish"],
["Protect"],
["Toxic", "Knock Off"]
],
"evconfigs": [{
"hp": 40,
"atk": 0,
"def": 252,
"spa": 0,
"spd": 216,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}]
},
"amaura": {
"name": "Amaura",
"alts": [{
"suffix": "",
"hp": 77,
"atk": 59,
"def": 50,
"spa": 67,
"spd": 63,
"spe": 46,
"weight": 25.2,
"height": 1.3,
"types": ["Ice", "Rock"],
"abilities": ["Refrigerate", "Snow Warning"],
"formats": ["LC"]
}],
"evos": ["Aurorus"],
"genfamily": ["XY"],
"learnset": ["Ancient Power", "Aqua Tail", "Attract", "Aurora Beam", "Avalanche", "Barrier", "Blizzard", "Bulldoze", "Calm Mind", "Charge Beam", "Confide", "Dark Pulse", "Discharge", "Double Team", "Dragon Tail", "Dream Eater", "Earth Power", "Echoed Voice", "Encore", "Facade", "Flash", "Flash Cannon", "Frost Breath", "Frustration", "Growl", "Hail", "Haze", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Iron Defense", "Iron Head", "Iron Tail", "Light Screen", "Magnet Rise", "Mirror Coat", "Mist", "Nature Power", "Outrage", "Powder Snow", "Protect", "Psych Up", "Rain Dance", "Reflect", "Rest", "Return", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Throw", "Rock Tomb", "Round", "Safeguard", "Sandstorm", "Secret Power", "Sleep Talk", "Snore", "Stealth Rock", "Stone Edge", "Substitute", "Swagger", "Take Down", "Thunderbolt", "Thunder Wave", "Toxic", "Water Pulse", "Zen Headbutt"],
"strategies": [{
"format": "LC",
"overview": "<p>Amaura is an excellent answer to Flying-types in Little Cup, resisting their STAB attacks and hitting back with powerful Ice-type STAB moves. Amaura's unique ability, Refrigerate, turns all Normal-type moves into Ice-type moves and boosts their power by 30%. This turns Hyper Voice into an impressive 117 Base Power Ice-type STAB move that bypasses Substitute. Amaura's other ability, Snow Warning, sets up five turns of hail, which allows Blizzard to bypass its accuracy check and provides chip damage to foes over time. Furthermore, it allows Amaura to neuter opposing weather teams by depriving opposing sweepers of their weather. Unfortunately, Amaura's typing is horrible defensively; it has a ton of weaknesses, including a 4x weakness to both Steel and Fighting, which is a gaping liability in a tier where Pawniard, Mienfoo, and Timburr are so dominant. Moreover, common priority attacks such as Mach Punch and Aqua Jet limit Amaura's ability to threaten certain foes. However, Amaura's typing and brilliant offensive prowess will allow it to severely threaten most of the Flying- and Grass-types in the metagame.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Chople Berry halves the damage taken from a super effective Fighting-type attack. Although this won't prevent Amaura from being OHKOed by any substantially strong Fighting-type attack, it might allow Amaura to withstand a Mach Punch or a Vacuum Wave. Amaura can utilize moves such as Stealth Rock, Light Screen, and Reflect as a lead, but doing so limits its offensive presence. Calm Mind can be used on the Berry Juice set, allowing Amaura to break through bulky teams. However, Amaura's lack of reliable recovery and only moderate Speed make this set difficult to utilize. Haze can be used on the Choice Scarf set in order to shut down opposing set up sweepers such as Calm Mind Spritzee and Swords Dance Mienfoo. However, there are many sweepers, such as Bulk Up Timburr and Nasty Plot Croagunk, that Haze cannot stop. Echoed Voice is a decent option on the Choice Scarf set that becomes incrementally more powerful every turn. Although it is less powerful than Hyper Voice initially, it severely punishes switches. While Nature Power, which turns into Tri Attack, is less powerful than Hyper Voice and does not bypass Substitute, it has a chance to inflict status and bypasses Sucker Punch.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Steel-types</strong>: Pawniard, Ferroseed, and Magnemite can switch in easily on an Ice-type move and comfortably OHKO Amaura with their STAB moves. Pawniard and Magnemite will both be heavily dented by an Earth Power, however.</p>\n<p><strong>Fighting-types</strong>: Timburr and Croagunk can quite easily check Amaura, as their priority STAB moves both OHKO it. Bulkier Fighting-types, such as Mienfoo, Scraggy, Pancham, and Timburr, can directly switch into Amaura and OHKO it with a Fighting-type STAB move.</p>\n<p><strong>Water-types</strong>: Water-types such as Chinchou and Slowpoke can easily take on Amaura. They can usually switch into a Hyper Voice or Hyper Beam and OHKO or severely dent Amaura with Scald or Hydro Pump. However, Chinchou must be wary of Earth Power.</p>\n<p><strong>Munchlax</strong>: Munchlax with Thick Fat and Earthquake can get around Amaura quite easily, as it resists Amaura's Ice-type STAB attacks thanks to Thick Fat while ignoring most other attacks due to its inherent bulk. Similarly, Porygon is a great check; however, it can be 3HKOed by Hyper Voice, so a bad status effect or an ill-timed full paralysis can spell doom for Porygon.</p>\n<p><strong>Priority Attacks</strong>: Common priority attacks such as Timburr's Mach Punch, Croagunk's Vaccuum Wave, and Corphish's Aqua Jet all hit hard and bypass Amaura's Choice Scarf and Rock Polish Speed boosts.</p>\n",
"movesets": [{
"name": "Choice Scarf",
"description": "<h1>Moves</h1>\n<p>When paired with Refrigerate, Hyper Voice becomes a powerful STAB move that bypasses Substitute, allowing Amaura to revenge kill foes with a Substitute up. On Snow Warning sets, Blizzard is 100% accurate and just as powerful as Hyper Voice after hail damage is factored in. However, it does not bypass Substitute. Earth Power provides nearly flawless coverage with Amaura's Ice-type STAB move and hits foes such as Chinchou, Pawniard, and Skrelp super effectively. Thunderbolt hits the occasional Mantyke and Slowpoke for super effective damage, but it will rarely be used. After a Refrigerate boost, Hyper Beam hits devastatingly hard, but the recharge turn it requires will leave Amaura as setup bait. Ancient Power is an alternative for Snow Warning sets that punishes Larvesta.</p>\n<h1>Set Details</h1>\n<p>Refrigerate turns Amaura's Normal-type moves into Ice-type moves and gives them a 30% boost to their Base Power. This gives a significant boost to moves such as Hyper Voice and Hyper Beam. Snow Warning allows Amaura to halt opposing weather teams by summoning five turns of hail, which also provides Blizzard with perfect accuracy. The choice between Refrigerate and Snow Warning depends entirely on whether Amaura wants to bypass Substitute and have a devastating Hyper Beam or foes' Sturdy and mess with opposing weather teams. 228 Speed EVs with a Choice Scarf allow Amaura to reach 21 Speed and outspeed its unboosted competition. 220 Special Attack EVs along with a Modest nature give Amaura an impressive 17 Special Attack stat, enabling it to revenge kill foes weak to Ice-type moves such as Archen, Foongus, Drilbur, and Fletchling. The remaining EVs are invested into HP, enabling Amaura to switch into Stealth Rock five times.</p>\n<h1>Usage Tips</h1>\n<p>Amaura's strong Ice-type STAB move makes it an excellent revenge killer, particularly against Flying- and Grass-types. However, Amaura's numerous weaknesses and frailty make it far too risky to switch in manually. If Refrigerate is the chosen ability, then Amaura is capable of revenge killing foes such as Gastly and Abra behind a Substitute. In addition, Refrigerate allows Amaura's teammates' Focus Sashes and Sturdy to remain intact. However, if Snow Warning is the chosen ability, Amaura can revenge kill opposing weather sweepers such as Bellsprout and Oddish. This ability is the better of the two if your team is particularly susceptible to sun teams. Amaura is quite capable of forcing switches, as its attacks are very powerful. Switching into a teammate that can take advantage of a predicted switch is a great, albeit risky, way to apply offensive pressure to the opposing team.</p>\n<h1>Team Options</h1>\n<p>Amaura requires extensive support in order to perform its job well. It is plagued by several weaknesses and will need a teammate to cover each of them. Croagunk is one of the best teammates Amaura can possibly have, as although they share a weakness to Ground, Croagunk can check most of the Steel-, Fighting-, Water-, and Grass-types that threaten Amaura. It can also provide Knock Off support, enabling Amaura to score OHKOs on the likes of Vullaby and Foongus. Slowpoke is a decent check to the physical attackers that plague Amaura, while Amaura's Ice-type STAB moves nail Grass-types that threaten Slowpoke. Snubbull and Spritzee are more consistent Fighting-type checks. Other Fighting-types make for good teammates to Amaura, as they all appreciate Amaura's ability to handle Flying-type foes, while they can beat opposing Steel-types such as Pawniard and Ferroseed. They can also provide Knock Off support, and Mienfoo and Pancham in particular can provide Amaura a free switch with their pivoting moves. Snivy is an excellent teammate for Amaura as well, as Amaura has difficult breaking past some special walls, while Snivy appreciates Amaura's ability to remove Flying-type foes.</p>\n",
"abilities": ["Refrigerate", "Snow Warning"],
"items": ["Choice Scarf"],
"moveslots": [
["Hyper Voice", "Blizzard"],
["Earth Power"],
["Thunderbolt"],
["Hyper Beam", "Ancient Power"]
],
"evconfigs": [{
"hp": 60,
"atk": 0,
"def": 0,
"spa": 220,
"spd": 0,
"spe": 228
}],
"ivconfigs": [],
"natures": ["Modest"]
}, {
"name": "Berry Juice",
"description": "<h1>Moves</h1>\n<p>Rock Polish boosts Amaura's Speed by two stages, allowing Amaura to clean up an opposing team late-game, while Thunder Wave allows Amaura to handily cripple switch-ins. Hyper Voice is Amaura's most powerful STAB move thanks to Refrigerate. It bypasses Substitute and deals heavy damage to anything that does not resist it. Earth Power provides near-perfect coverage alongside Hyper Voice, hitting foes such as Pawniard and Chinchou super effectively. Amaura's ability to force switches allows it to easily set up a Substitute, which allows it to avoid being hit with status moves and priority attacks while it sets up. Substitute can also activate Amaura's Berry Juice.</p>\n<h1>Set Details</h1>\n<p>Refrigerate is chosen over Snow Warning, as Amaura's Blizzard is only given five turns of perfect accuracy and because once Amaura is behind a Substitute or at +2 Speed, it is impractical for it to be switched out. Berry Juice is Amaura's means of healing and allows it to set up more Substitutes. 60 HP EVs give Amaura an HP stat of 25, allowing it to set up four Substitutes, as well as letting it switch into Stealth Rock an additional time. The remaining EVs maximize Amaura's Special Attack and Speed. If Amaura is running Rock Polish, a Modest nature allows it to maximize its Special Attack while reaching 28 Speed after a boost. However, a Timid nature allows Amaura to outspeed defensive variants of Chinchou when unboosted.</p>\n<h1>Usage Tips</h1>\n<p>This set is supposed to function as a late-game cleaner or mid-game wallbreaker once Amaura's checks and priority users are incapacitated. If Amaura is running Thunder Wave, it can cripple its checks early-game, allowing for it or a teammate to clean up afterward. Amaura can be brought in with a slow U-turn or Volt Switch; it is much too frail to be switched in manually. However, once it is in, Amaura can easily boost up or set up a Substitute, as it can force switches easily, even against faster foes thanks to the assumption that it runs Choice Scarf.</p>\n<h1>Team Options</h1>\n<p>Amaura requires extensive support in order to perform its job well. It is plagued by several weaknesses and will need a teammate to cover each of them. Croagunk is one of the best teammates Amaura can possibly have, as although they share a weakness to Ground, Croagunk can check most of the Steel-, Fighting-, Water-, and Grass-types that threaten Amaura. It can also provide Knock Off support, enabling Amaura to score OHKOs on the likes of Vullaby and Foongus. Slowpoke is a decent check to the physical attackers that plague Amaura, while Amaura's Ice-type STAB move nails Grass-types that threaten Slowpoke. Snubbull and Spritzee are more consistent Fighting-type checks than Croagunk or Slowpoke, but they also lose to Steel-types. Other Fighting-types make for good teammates to Amaura, as they all appreciate Amaura's ability to handle Flying-type foes, while they can beat opposing Steel-types such as Pawniard and Ferroseed. They can also provide Knock Off support, and Mienfoo and Pancham in particular can provide Amaura a free switch with their pivoting moves. Snivy pairs excellently with Amaura, as Snivy can break opposing walls that Amaura has difficulty wearing down, while Amaura can handle foes that Snivy struggles with, such as Vullaby and Foongus.</p>\n",
"abilities": ["Refrigerate"],
"items": ["Berry Juice"],
"moveslots": [
["Rock Polish", "Thunder Wave"],
["Hyper Voice"],
["Earth Power"],
["Substitute"]
],
"evconfigs": [{
"hp": 60,
"atk": 0,
"def": 0,
"spa": 220,
"spd": 0,
"spe": 228
}],
"ivconfigs": [],
"natures": ["Modest", "Timid"]
}]
}]
},
"aurorus": {
"name": "Aurorus",
"alts": [{
"suffix": "",
"hp": 123,
"atk": 77,
"def": 72,
"spa": 99,
"spd": 92,
"spe": 58,
"weight": 225,
"height": 2.7,
"types": ["Ice", "Rock"],
"abilities": ["Refrigerate", "Snow Warning"],
"formats": ["NU"]
}],
"evos": [],
"genfamily": ["XY"],
"learnset": ["Ancient Power", "Aqua Tail", "Attract", "Aurora Beam", "Avalanche", "Barrier", "Blizzard", "Bulldoze", "Calm Mind", "Charge Beam", "Confide", "Dark Pulse", "Discharge", "Double Team", "Dragon Tail", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Encore", "Facade", "Flash", "Flash Cannon", "Freeze-Dry", "Frost Breath", "Frustration", "Giga Impact", "Growl", "Hail", "Haze", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Iron Defense", "Iron Head", "Iron Tail", "Light Screen", "Magnet Rise", "Mirror Coat", "Mist", "Nature Power", "Outrage", "Powder Snow", "Protect", "Psychic", "Psych Up", "Rain Dance", "Reflect", "Rest", "Return", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Throw", "Rock Tomb", "Round", "Safeguard", "Sandstorm", "Secret Power", "Sleep Talk", "Snore", "Stealth Rock", "Stone Edge", "Substitute", "Swagger", "Take Down", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Water Pulse", "Zen Headbutt"],
"strategies": [{
"format": "NU",
"overview": "<p>Aurorus's movepool and abilities cement its position as one of the most fearsome wallbreakers in the tier. It has Refrigerate to bolster its strong Normal-type moves and Snow Warning for a perfectly accurate Blizzard, giving it very strong Ice-type attacks to pound foes with. Aurorus's access to Freeze-Dry makes it incredibly reliable for breaking bulky cores that rely on their resistances as opposed to sheer bulk. Aurorus also boasts a large number of coverage options that let it handle almost any other obstacle, with its Ground-type attacks forming perfect neutral coverage alongside Aurorus's Ice-type moves. However, Aurorus's typing plagues it with common weaknesses to Fighting-, Water-, Grass-, and Ground-type moves, which when coupled with its mediocre Speed make it rather easy to revenge kill.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Choice Band Aurorus is a very viable alternative, as Aurorus has the movepool for such a set, containing moves like Return, Facade, Earthquake, Zen Headbutt, and even Aqua Tail, with its main draws being that it acts as a powerful physical wallbreaker with strong super effective and neutral coverage and doesn't care about burns. However, the metagame is more prepared for physical attackers in general, and Choice Band Aurorus is somewhat reliant on boosted Facade to exceed the crazily high damage output that Choice Specs Aurorus has.</p>\n<p>Life Orb is an alternative to a Choice item, but Aurorus heavily dislikes being worn down. Icicle Plate can boost Aurorus's main attacks, but its main attacks are already so easily spammed that being Choice-locked is of little consequence to Aurorus, not to mention the item does not boost Aurorus's coverage moves. Choice Scarf Snow Warning Aurorus can shut down weather sweepers, but its inability to outspeed Floatzel really hurts its overall revenge killing potential. Icy Rock can be used to prolong the duration of hail, but simply using Abomasnow alongside Aurorus is probably more practical than reducing Aurorus's offensive potential.</p>\n<p>Aurorus has access to Rock Polish, but it is difficult to set up due to Aurorus's low Speed and numerous weaknesses, and its weakness to priority moves such as Mach Punch, Aqua Jet, and Bullet Punch makes it hard to sustain the sweep. Flash Cannon on the Choice Specs set cleanly 2HKOes Piloswine and OHKOes Jynx half of the time.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fighting-type Attacks</strong>: Fighting-types such as Primeape, Hitmonchan, Poliwrath, and Combusken can threaten Aurorus with their STAB moves. Even non-Fighting-type Pokemon such as Zangoose, Garbodor, Magmortar, and Jynx can do major damage with moves like Close Combat, Drain Punch, and Focus Blast. Hitmonchan also happens to be one of the few entry hazard removers to not fear Stealth Rock Aurorus. Hariyama and Malamar can tank a hit or two from Aurorus and KO it with Close Combat and Superpower, respectively.</p>\n<p><strong>Thick Fat Pokemon</strong>: Thick Fat users such as Piloswine, Hariyama, Grumpig, and Miltank boasting a resistance to both Aurorus's powerful Ice-type attacks and Freeze-Dry and are not overly vulnerable to Aurorus's common attacking options, and all four have access to super effective moves to hit Aurorus with. Hariyama has to watch out for the occasional Psychic or even physical set, and Miltank wants heavy Special Defense investment to tank Aurorus's hits.</p>\n<p><strong>Steel-type Attacks</strong>: Few Steel-types want to actually take Aurorus's attacks, but Steelix, Ferroseed, and Klinklang can usually survive one blow and retaliate for a surefire OHKO. Klinklang boasts being the ability to OHKO Focus Sash Aurorus as well by virtue of Gear Grind. Steel-type moves are not common on non-Steel-type Pokemon, but Bullet Punch Hariyama and Iron Head or Iron Tail Tauros can prove bothersome.</p>\n<p><strong>Faster Water-types</strong>: Samurott, Kabutops, Ludicolo, Poliwrath, and Barbaracle can drown Aurorus with their powerful Water-type STAB moves, but all of them must be wary of Freeze-Dry. Poliwrath and the Rock / Water-types do especially well at answering the occasional physical set.</p>\n<p><strong>Faster Grass-types</strong>: The likes of Lilligant, Shiftry, and Ludicolo outspeed Aurorus and can deal some major damage with their STAB attacks. Be warned that Aurorus's special bulk does allow it to survive Life Orb-boosted Giga Drain from full health, and, of course, none of these Pokemon want to switch into Aurorus's STAB moves. While not all Abomasnow run enough Speed investment to outrun Aurorus, some do carry Soundproof, meaning the risk of them switching into Hyper Voice for free is very real.</p>\n",
"movesets": [{
"name": "Choice Specs",
"description": "<h1>Moves</h1>\n<p>Refrigerate Hyper Voice is very strong and can penetrate Substitutes as well. Blizzard is the move of choice if Aurorus chooses Snow Warning, and it slightly outdamages Refrigerate Hyper Voice factoring in hail damage. Freeze-Dry smacks Water-types such Lanturn, Gorebyss, and Mantine, OHKOing the last, usually making it the safest move to lock into and throw out against bulkier cores. It also deters the likes of Samurott and Poliwrath from trying to switch into Aurorus and threaten it out. Earth Power allows Aurorus to OHKO Pyroar, Eviolite Combusken, and Klinklang, as well as 2HKO Assault Vest Magmortar and opposing Aurorus. Frost Breath allows Aurorus to break through Calm Mind users such as Mega Audino and Musharna. Psychic is an option to hit Hariyama, although that is the extent of its usefulness.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack investment with a Modest nature maximizes Aurorus's damage output. Maximum Speed investment is used to outspeed as many Pokemon as possible, but a Timid nature should not be considered, as it doesn't allow Aurorus to outspeed anything relevant. The remaining EVs should not be placed into HP, as that would only allow Aurorus to switch into Stealth Rock three times. Choice Specs gives Aurorus tremendous power, boosting its wallbreaking potential; it also helps facilitate Aurorus's hit-and-run role, allowing Aurorus to deal as much damage as possible in one blow before being forced out.</p>\n<p>If Aurorus's teammates are hindered by hail (primarily Synthesis or Moonlight users, weather sweepers, and Sturdy users), Refrigerate is the safer, no-drawback ability to use. If your team isn't too heavily affected by hail or benefits from hail's disruption against the opposing team, Snow Warning can be used.</p>\n<h1>Usage Tips</h1>\n<p>Due to Aurorus's low Speed and exploitable typing, it mainly functions as a hit-and-run Pokemon. It usually uses a combination of its resistances and decent bulk to switch into foes like Weezing, Scyther, Haunter, Xatu, Articuno, and Choice Specs Swellow. From there, Aurorus can usually just click its most powerful Ice-type attack to shred the opponent's team, unless there is a particularly bulky foe that warrants the use of its other attacks. Although Aurorus can punch sizable holes into teams at any stage in the game, it should usually be used early-game to maximize wallbreaking opportunities. While Aurorus doesn't require entry hazard control to function, keeping Stealth Rock off its side of the field is helpful to preserve Aurorus's health, as it switches in and out often. Snow Warning has additional utility, as it allows Aurorus to disrupt the recovery of Vileplume, Gourgeist, and Musharna and proceed to threaten them with its powerful Ice-type moves.</p>\n<h1>Team Options</h1>\n<p>Aurorus pairs excellently with Fighting-type Pokemon, such as Combusken and Primeape, as Aurorus can easily threaten the likes of Weezing, Gourgeist-Super, Vileplume, Musharna, Xatu, Swellow, and Pelipper and boasts the ability to switch in on most of them. In return, the Fighting-types do away with Steel- and Rock-types that may threaten Aurorus and help improve Aurorus's matchup against faster teams.</p>\n<p>Fighting-types also happen to be Aurorus's greatest enemies, as they easily force it out; Pokemon such as Mesprit, Xatu, Weezing, Vileplume, Pelipper, and Musharna are examples of good teammates that can switch into said Fighting-types. VoltTurn support from the likes of Scyther, Primeape, Rotom, and Swellow is nice to get Aurorus into battle safely or against a favorable matchup.</p>\n<p>While not necessary, Pokemon that can remove or prevent Stealth Rock can make for favorable teammates; in particular, Hitmonchan is yet another Fighting-type that benefits from Aurorus's wallbreaking, whereas Xatu and Pelipper cover many of Aurorus's weaknesses. Because Aurorus is slow and usually only threatens bulky Pokemon, fast attackers or setup sweepers are helpful to patch up Aurorus's weakness to faster teams. The likes of Lilligant, Tauros, Swellow, Scyther, Shiftry, and Lilligant fit the bill, with a few of them also covering some of Aurorus's weaknesses; in return all of them appreciate Aurorus's ability to pressure most of their checks. Aurorus also likes partners that can provide speed control, such as Thunder Wave Xatu, Baton Pass Combusken, and Tailwind Swellow.</p>\n<p>If running Snow Warning Aurorus, it is important to note which Pokemon can benefit or get hindered from Hail. Rotom-F becomes an interesting teammate, as it can switch into Ground-type moves and its sole Ice-type STAB move in Blizzard becomes perfectly accurate. For the latter reason, Aurorus's teammates may consider Blizzard over Ice Beam as coverage moves. Some teammates may adapt around hail, such as Magic Guard Kadabra and Clefairy, whereas Pokemon that rely on weather for recovery, such as Vileplume, Gourgeist-Super, and Musharna, may not be advisable as teammates at all.</p>\n",
"abilities": ["Refrigerate", "Snow Warning"],
"items": ["Choice Specs"],
"moveslots": [
["Hyper Voice", "Blizzard"],
["Freeze-Dry"],
["Earth Power"],
["Frost Breath"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Modest"]
}, {
"name": "Stealth Rock",
"description": "<h1>Moves</h1>\n<p>Aurorus makes for a decent Stealth Rock user as few entry hazard removers would dare attempt to remove Stealth Rock in front of it, much less stay in. Blizzard is Aurorus's best attack and allows Aurorus to anti-lead by OHKOing most other Focus Sash leads as well as threaten entry hazard removers such as Xatu, Shiftry, and Claydol. Freeze-Dry allows Aurorus to hit Water-types, particularly Defog users such as Pelipper, Prinplup, and Mantine, as well as Rapid Spin Kabutops. Rock Tomb is crucial for its Speed-lowering effect and is favored over Icy Wind for its additional coverage against Fire-types, particularly Assault Vest Magmortar, and Jynx, which also lessens the need for Earth Power.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed with a Speed-boosting nature allows Aurorus to set up Stealth Rock on as many foes as possible before it risks being KOed, as well as outspeed everything up to Tauros after a Rock Tomb. A Hasty nature is used over Timid to preserve Rock Tomb's power, and it is used over Naive nature because Aurorus's special bulk is still salvageable, whereas altering Aurorus's Defense stat does not affect its ability to withstand the physical hits it can or cannot take. 32 Attack EVs lets Rock Tomb cleanly 2HKO Assault Vest Magmortar and nearly guarantee the 2HKO on Pyroar after Hail damage, assuming Pyroar has not taken Life Orb recoil. The remaining EVs go into Special Attack to power up Blizzard and Freeze-Dry. Focus Sash guarantees that Aurorus will get to use Rock Tomb or set up Stealth Rock. Snow Warning helps to disrupt any other Focus Sash suicide leads, and the chip damage can increase Aurorus's chances of KOing the foe with Blizzard after using Rock Tomb.</p>\n<h1>Usage Tips</h1>\n<p>Aurorus plays the role as a dedicated offensive lead on the team that gives little leeway for the opponent to gain ground, especially with its ability to ward off entry hazard removers. This by extension means Aurorus functions like a suicide lead, so it does not need to be preserved. Aurorus can set up Stealth Rock against a slower foe and proceed with attacking as usual.</p>\n<p>If Aurorus is up against a faster foe not exceeding base 110 Speed and lacking priority moves, Aurorus should lead off with Rock Tomb to slow the foe down; this gives Aurorus more flexibility and wriggle room when deciding its next course of action. If Aurorus's Focus Sash is still intact, it should try to KO its target, as it can set up Stealth Rock on the next foe anyway by repeating the process. If Aurorus has taken damage or cannot immediately KO its foe, it can just set up Stealth Rock and let its teammates revenge kill the slowed threat.</p>\n<h1>Team Options</h1>\n<p>Aurorus best fits on offensive teams, which best capitalize on its efficient Stealth Rock setup or early damage. Ghost-types such as Rotom, Haunter, Golurk, and Mismagius can block Rapid Spin, making them great teammates. Offensive Garbodor is an interesting partner; it can set up Spikes to complement Aurorus's Stealth Rock, cover for it against priority attacks, and even use Explosion to prevent the foe from using Defog or Rapid Spin. Aurorus's other teammates should aim to keep the offensive pressure up and give no room for the opponent to try to clear Stealth Rock; Pokemon like Swellow, Jynx, Tauros, Pyroar, Barbaracle, Gorebyss, and Shiftry are such examples of powerful Pokemon with immediate offensive presence.</p>\n",
"abilities": ["Snow Warning"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Blizzard"],
["Freeze-Dry"],
["Rock Tomb"]
],
"evconfigs": [{
"hp": 0,
"atk": 32,
"def": 0,
"spa": 224,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Hasty"]
}]
}, {
"format": "RU",
"overview": "<p>Aurorus's access to one of the best offensive STAB types in the tier, Ice, and Refrigerate, which boosts its Normal-type moves to monstrous power, make a potent offensive threat. It has a niche over similar wallbreakers such as Exploud with its useful utility moves, Stealth Rock and Rock Polish. Aurorus is a good user of Stealth Rock because it is able to threaten nearly every Defog user with its Ice-type STAB moves, and it can even clean offensive teams thanks to its ability to outspeed the entire tier after a Rock Polish boost. However, Aurorus still possess an extremely horrible defensive typing that gives it six common weaknesses, including 4x ones to Steel and Fighting and a weakness to Stealth Rock. This, coupled with its low Speed before a Rock Polish boost, limits its ability to switch into attacks and set up. Finally, Steel-types such as Bronzong and Escavalier can easily counter Aurorus, meaning it needs team support to weaken these Pokemon before it can substantially threaten the opposing team.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Using four attacks with a Life Orb can give Aurorus room to run coverage moves such as Dark Pulse and Hidden Power Fire, allowing it to threaten Bronzong and Escavalier; however, Aurorus generally prefers the utility of either Stealth Rock or Rock Polish, both of give it a niche over other wallbreakers like Exploud. Aurorus can also use Choice Specs to hit extremely hard, but this isn't preferred for the same reasons. Assault Vest can be tempting when looking at Aurorus's good special bulk, but Aurorus is a horrible user of the item. It is very prone to being worn down by entry hazards; has many common weaknesses; and with an Assault Vest, loses out on much-needed power and the ability to use crucial moves like Stealth Rock and Rock Polish. Finally, Nature Power is an option over Hyper Voice that allows Aurorus to avoid Sucker Punch and has a decent chance of inflicting a status condition, but Aurorus generally prefers the extra power.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Specially Defensive Steel-types</strong>: Steel-types like Bronzong and Escavalier can easily shrug off any attack Aurorus throws at them, and retaliate with a 4x super effective move. Registeel can also take an Earth Power reasonably well and potentially cripple it with Thunder Wave.</p>\n<p><strong>Faster Attackers with a Super Effective Move</strong>: While almost no offensive Pokemon can directly switch into a Hyper Voice, many Pokemon can capitalize on Aurorus's numberous weaknesses and low Speed to revenge kill it, such as Magneton and Tyrantrum.</p>\n<p><strong>Mach Punch Users</strong>: Due to Aurorus's 4x weakness to Fighting-type moves, Mach Punch users such as Hitmonlee and Gurdurr can easily end its sweep.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Aurorus's power can punch large holes in most Pokemon, but many specially bulky Pokemon can take a hit from Aurorus and cripple it in return. For example, Calm Mind Meloetta can use Aurorus as setup fodder.</p>\n<p><strong>Passive Damage</strong>: Aurorus's susceptibility to all forms of entry hazard and Life Orb recoil lets it get worn down easily.</p>\n",
"movesets": [{
"name": "Stealth Rock",
"description": "<h1>Moves</h1>\n<p>Aurorus is a good user of Stealth Rock because it can utilize its immense offensive presence to keep it on the field. Hyper Voice is Aurorus's strongest STAB move due to it being boosted by Refrigerate. Freeze-Dry hits Water-type Pokemon hard, being able to 2HKO Alomomola. Finally, Earth Power rounds out coverage by hitting Steel- and Fire-types such as Mega Steelix and Houndoom. Dark Pulse and Hidden Power Fire can be used over Earth Power to hit Bronzong and Escavalier, respectively, both of which would otherwise have little to fear from Aurorus. Dark Pulse also hits Jellicent hard. However, Earth Power generally has the best consistency, as in addition to Houndoom, it deals with the less common Delphox and Registeel as well.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack EVs with a Life Orb are used to hit as hard as possible. A Timid nature is usually preferred over a Modest nature in order to outspeed Adamant Scrafty and Speed tie with Jolly Scrafty. Aurorus will also be able to outspeed Modest Exploud, which it checks. However, a Modest nature can be used for greater power.</p>\n<h1>Usage Tips</h1>\n<p>This set is best used on teams looking for an offensive Stealth Rock user that can directly threaten Defoggers, due to its powerful Ice-type STAB moves, while also being able to punch significant holes in the opposing team. Because of its offensive presence, Aurorus can force many switches, which it should use to set Stealth Rock. Try to bring Aurorus in on a Pokemon it can threaten and wall. Such examples include Choice item users locked into an ineffective move, such as Meloetta, Exploud, and Delphox, or slower defensive Pokemon such as Golbat, and Aromatisse. Aurorus can also easily sponge hits from some offensively inclined Pokemon without a super effective move, such as Fletchinder. When possible, avoid switching Aurorus in on direct damage, as it is extremely vulnerable to being worn down by entry hazards and Life Orb recoil. After Stealth Rock has been used, the best move to spam is Hyper Voice, since it is immensely powerful and there are very few Pokemon that resist Ice and have reliable recovery. If your opponent has a defensive Steel-type such as Bronzong or Escavalier, it is very likely they will send it out to take a Hyper Voice, so predict accordingly.</p>\n<h1>Team Options</h1>\n<p>Aurorus loses one-fourth of its health whenever it switches into Stealth Rock, so entry hazard removers are essential. Hitmonlee can provide Rapid Spin support and threaten the Steel-types that Aurorus struggles with, while Skuntank can use Defog to remove hazards and Pursuit to weaken checks such as Bronzong, Uxie, and Musharna. In general, Pursuit users can help whittle down Aurorus's checks, most notably Bronzong. Houndoom can both threaten and Pursuit-trap on Escavalier, making it a good partner. Aurorus also works well with teammates that similarly dislike Steel-types, as it can weaken Steel-types for them. Examples include Choice Scarf Meloetta and Mega Glalie. Pivots such as Eelektross are able to get Aurorus in safely.</p>\n",
"abilities": ["Refrigerate"],
"items": ["Life Orb"],
"moveslots": [
["Stealth Rock"],
["Hyper Voice"],
["Freeze-Dry"],
["Earth Power"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid", "Modest"]
}, {
"name": "Rock Polish",
"description": "<h1>Moves</h1>\n<p>Rock Polish allow Aurorus to outspeed every relevant Pokemon in the metagame after a boost. Hyper Voice is Aurorus's best Ice-type STAB move due to being boosted by Refrigerate. Freeze-Dry is super effective against Water-types like Alomomola, and Earth Power rounds out Aurorus's coverage by hitting Steel- and Fire-types such as Emboar and Houndoom. Dark Pulse and Hidden Power Fire are its strongest options against Bronzong and Escavalier, respectively, with Dark Pulse also being able to deal sizable damage to Jellicent. However, both of these moves cannot KO Bronzong or Escavalier without significant prior damage, so Earth Power is recommended due to its overall consistency.</p>\n<h1>Set Details</h1>\n<p>252 Speed EVs with a Timid nature allows Aurorus to outspeed Choice Scarf Medicham after a Rock Polish boost. Against defensive and slower teams, where Rock Polish is not as necessary, a Timid nature also ensures it can outspeed Pokemon such as Modest Exploud and Adamant Scrafty, allowing Aurorus to consistently check or force out these threats. 252 Special Attack EVs along with a Life Orb makes Aurorus hit as hard as possible, maximizing its chances of cleaning the opposing team.</p>\n<h1>Usage Tips</h1>\n<p>This is set is designed to make Aurorus sweep late-game; therefore, do not try to set up until its counters are weakened to the point where Aurorus can OHKO them, as Aurorus's many weaknesses often mean it cannot survive a hit back. Early-game, try and weaken counters such as Bronzong and Escavalier, and maintain entry hazards on the opponent's side of the field. Try to set up on Pokemon that either cannot significantly damage Aurorus or get forced out by it, such as Fletchinder, Golbat, Aromatisse, Meloetta locked into Hyper Voice, and Exploud locked into Boomburst. Keep in mind that Aurorus has above-average bulk, so it can survive most neutral hits in order to set up. Also, keep in mind that Aurorus needs slight prior damage to OHKO Pokemon such as Scrafty and Rhyperior, among others. Against more defensive teams, Aurorus can be directly threatening without the use of Rock Polish, as it can outspeed most defensive Pokemon naturally and hit them hard.</p>\n<h1>Team Options</h1>\n<p>Because Aurorus is weak to Stealth Rock, entry hazard removers can maximize Aurorus's chances of setting up a Rock Polish. Hitmonlee can use Rapid Spin while also threatening the Steel-types that check Aurorus. Pursuit trappers can help weaken Aurorus's counters such as Bronzong, Uxie and Mesprit. Skuntank is a good user of Pursuit due to its access to Defog, while Houndoom can threaten Escavalier and use Pursuit on it as it switches out. A slow pivot, such as Eelektross, helps to get Aurorus into the field safely. Other attackers that can deal with Steel-types can help wear them down, such as Meloetta and Exploud. Dugtrio can weaken certain targets if necessary, such as Rhyperior. It can also utilize Memento to allow Aurorus to set up more easily.</p>\n",
"abilities": ["Refrigerate"],
"items": ["Life Orb"],
"moveslots": [
["Rock Polish"],
["Hyper Voice"],
["Earth Power"],
["Freeze-Dry"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"anorith": {
"name": "Anorith",
"alts": [{
"suffix": "",
"hp": 45,
"atk": 95,
"def": 50,
"spa": 40,
"spd": 50,
"spe": 75,
"weight": 12.5,
"height": 0.7,
"types": ["Bug", "Rock"],
"abilities": ["Battle Armor", "Swift Swim"],
"formats": ["LC"]
}],
"evos": ["Armaldo"],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Jet", "Attract", "Body Slam", "Brick Break", "Brine", "Bug Bite", "Captivate", "Confide", "Cross Poison", "Crush Claw", "Curse", "Cut", "Dig", "Double-Edge", "Double Team", "Earth Power", "Endure", "Facade", "False Swipe", "Frustration", "Fury Cutter", "Harden", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Iron Defense", "Knock Off", "Metal Claw", "Mimic", "Mud-Slap", "Mud Sport", "Natural Gift", "Protect", "Rapid Spin", "Rest", "Return", "Rock Blast", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Round", "Sand Attack", "Sandstorm", "Scratch", "Screech", "Secret Power", "Slash", "Sleep Talk", "Smack Down", "Snore", "Stealth Rock", "String Shot", "Struggle Bug", "Substitute", "Sunny Day", "Swagger", "Swords Dance", "Toxic", "Water Gun", "Water Pulse", "X-Scissor"],
"strategies": [{
"format": "LC",
"overview": "<p>Anorith's huge Attack stat is what jumps out at first glance. Its ability to both spin and set entry hazards sets it apart from other spinners. Anorith occupies an excellent Speed tier, with its 18 Speed allowing it to outspeed Drilbur and Taunt Mienfoo. It can even sweep with a Swords Dance set late-game, although hazard control should be Anorith's main goal. However, Anorith is very frail, even with Eviolite, meaning that it often cannot switch in safely to Rapid Spin away entry hazards. It is also weak to those entry hazards, specifically Stealth Rock, severely limiting its usefulness. Anorith's Attack stat is also wasted due to its shallow movepool, which leaves it unable to harm Fighting-types.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Anorith has a small movepool, so its options are limited. Brick Break can be used to OHKO Pawniard without needing a Swords Dance boost and a Life Orb, and it also hits Ferroseed harder than X-Scissor. However, it usually cannot find a slot for it. Anorith can run a Rock Polish set but it cannot use it effectively due to it being walled by almost every Fighting-type. Swift Swim can be used, but once again Anorith is walled by most Fighting-types, not to mention it can't take rain-boosted Aqua Jets among other priority attacks. Speaking of Aqua Jet, Anorith can use it as a priority attack. However, it is very weak outside of rain, and with rain up, Anorith will usually have +2 Speed due to Swift Swim anyway.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Faster Pokemon</strong>: Anorith is extremely frail, so Pokemon that are faster than it can usually eliminate it. Abra and Staryu both naturally outspeed and threaten Anorith.</p>\n<p><strong>Choice Scarf Users</strong>: Choice Scarf users are even more dangerous than Pokemon that are naturally faster than Anorith, as you usually don't know whether a Pokemon is holding a Choice Scarf or not. This uncertainty can usually end a Swords Dance sweep.</p>\n<p><strong>Fighting-types</strong>: Fighting-types such as Mienfoo, Timburr, and Scraggy resist both of Anorith's STAB moves and do not care about Knock Off. Timburr and Scraggy can also set up on Anorith.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>With Anorith's 18 Speed, it can set up Stealth Rock extremely early in the game, outspeeding fast Taunt users such as Aipom. Rapid Spin allows Anorith to get rid of opposing hazards without relying on Defog. Rock Blast is useful in that it allows Anorith to break through Substitutes and Focus Sash, while being more accurate than Stone Edge. This allows Anorith to be an anti-lead to Sticky Web teams. Knock Off cripples defensive threats and slower offensive threats by removing their item, often paving the way for other teammates to sweep. X-Scissor is a great alternate STAB move if Knock Off is not needed.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed are a must because of Anorith's frailty, huge Attack stat, and reliance on its 18 Speed to be truly effective. The remainder EVs are put into Defense to increase it by one point. Berry Juice is the best item for Anorith, as it promotes longevity allowing Anorith to switch in on Stealth Rock and spin them away throughout the match. However, Eviolite can be used on more offensive teams, as Anorith would only need to spin Stealth Rock away once if at all.</p>\n<h1>Usage Tips</h1>\n<p>Anorith has the fastest Stealth Rock in the tier, letting it set entry hazards before most opponents can KO it, and this should be utilized to the greatest extent. Since Anorith reaches 18 Speed, it can be used as an emergency revenge killer if needed. Knock Off should be used after entry hazards are set to help out Anorith's teammates. Anorith should be kept away from 19 Speed Pokemon, such as Abra, as they can usually KO it before Anorith can do anything.</p>\n<h1>Team Options</h1>\n<p>Combining Stealth Rock and Rapid Spin onto one Pokemon frees up a team slot. Offensive sweepers love Anorith's ability to clear hazards for them, set up hazards to weaken the opponent, and get rid of Eviolite. Anorith lures out Pawniard, so Fighting-types make good partners to take advantage of that. Scraggy and Timburr can take advantage of the hazards and Anorith's tendency to lure in Pawniard to set up a Dragon Dance or a Bulk Up. Chinchou can switch into Water- and Steel-type moves easily, while Anorith can remove Lileep with X-Scissor also threaten common walls with Knock Off. Ferroseed resists all of Anorith's weaknesses, while providing Spikes to complement Anorith's Stealth Rock.</p>\n",
"abilities": ["Battle Armor"],
"items": ["Berry Juice", "Eviolite"],
"moveslots": [
["Stealth Rock"],
["Rapid Spin"],
["Rock Blast"],
["Knock Off", "X-Scissor"]
],
"evconfigs": [{
"hp": 0,
"atk": 236,
"def": 36,
"spa": 0,
"spd": 0,
"spe": 236
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Life Orb Swords Dance",
"description": "<h1>Moves</h1>\n<p>After a Swords Dance, factoring in Life Orb, Anorith reaches an impressive 49 Attack. This is massive in Little Cup and can easily devastate teams. X-Scissor is a reliable STAB move, destroying Pokemon such as Slowpoke and Lileep. Rock Blast is used to break through Focus Sash and Sturdy, as well as Substitute. Aerial Ace is the preferred fourth move, as it allows Anorith to hit Fighting-types with a super effective attack, often OHKOing late-game. However, Knock Off can be used in its place if Anorith is used alongside another sweeper, as not many threats like taking massive damage from a +2 attack and also losing their item.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed are necessary because of Anorith's frailty, huge Attack stat, and reliance on Speed to be effective. The remaining EVs increase its Defense by one point. An Adamant nature is not effective at all, as Anorith's biggest niche is its high base Speed, and not hitting 18 Speed really hurts. A Life Orb gives Anorith the power it needs to secure key OHKOs, such as on Pawniard and Mienfoo.</p>\n<h1>Usage Tips</h1>\n<p>This is a glass cannon of a set and should be used on a revenge kill, or after a Memento. Since Anorith reaches 18 Speed, it is not often outsped, meaning it can usually sweep late-game. With Rock Blast, Anorith is a decent answer to Pokemon such as Fletchling and Dwebble, breaking Dwebble's Sturdy + Berry Juice combination and hitting Fletchling with a super effective 2x move. Priority really hurts Anorith, so be careful around Pokemon such as Pawniard and Timburr.</p>\n<h1>Team Options</h1>\n<p>Removing hazards is a must for this set, as Anorith is weak to both Stealth Rock and Spikes. Staryu is excellent due to its Water typing and reliable recovery, although Drilbur can be used with great success as well. Anorith only has a maximum of 18 Speed, so 19 Speed Pokemon such as Staryu can be big threats. Accordingly, Pokemon that can switch in and beat Staryu, such as Foongus or Chinchou, are a must.</p>\n",
"abilities": ["Battle Armor"],
"items": ["Life Orb"],
"moveslots": [
["Swords Dance"],
["X-Scissor"],
["Rock Blast"],
["Aerial Ace", "Knock Off"]
],
"evconfigs": [{
"hp": 0,
"atk": 236,
"def": 36,
"spa": 0,
"spd": 0,
"spe": 236
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"armaldo": {
"name": "Armaldo",
"alts": [{
"suffix": "",
"hp": 75,
"atk": 125,
"def": 100,
"spa": 70,
"spd": 80,
"spe": 45,
"weight": 68.2,
"height": 1.5,
"types": ["Bug", "Rock"],
"abilities": ["Battle Armor", "Swift Swim"],
"formats": ["PU"]
}],
"evos": [],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Jet", "Aqua Tail", "Attract", "Block", "Body Slam", "Brick Break", "Brine", "Bug Bite", "Bulldoze", "Captivate", "Confide", "Cross Poison", "Crush Claw", "Curse", "Cut", "Dig", "Double-Edge", "Double Team", "Earth Power", "Earthquake", "Endure", "Facade", "False Swipe", "Flash Cannon", "Frustration", "Fury Cutter", "Giga Impact", "Harden", "Headbutt", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hyper Beam", "Iron Defense", "Iron Tail", "Knock Off", "Low Kick", "Metal Claw", "Mimic", "Mud-Slap", "Mud Sport", "Natural Gift", "Protect", "Rapid Spin", "Rest", "Return", "Rock Blast", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Round", "Sand Attack", "Sandstorm", "Scratch", "Screech", "Secret Power", "Seismic Toss", "Slash", "Sleep Talk", "Smack Down", "Snore", "Stealth Rock", "Stone Edge", "Strength", "String Shot", "Struggle Bug", "Substitute", "Sunny Day", "Superpower", "Swagger", "Swords Dance", "Toxic", "Water Gun", "Water Pulse", "X-Scissor"],
"strategies": [{
"format": "PU",
"overview": "<p>Armaldo sets itself apart from other Pokemon in the PU metagame with its access to Rapid Spin. It also has a very high base 125 Attack and access to Knock Off, allowing it to cripple spinblockers such as Misdreavus and Dusknoir. On top of that, Armaldo has access to Swift Swim, making it a threatening Swords Dance sweeper in rain. However, Armaldo's Rock / Bug typing leaves it vulnerable to common attacking types such as Water and Rock, although it does allow it to check Normal-types such as Stoutland and Ursaring. It is also very slow, making it easy for faster Pokemon such as Floatzel to take advantage of. Armaldo lacks the space in its moveslot to fit moves such as Toxic, Aqua Tail, and Stealth Rock, which holds it back from having extra utility. Armaldo is also vulnerable to every form of entry hazards, making it difficult for it to consistently remove them with Rapid Spin, which is a pretty big flaw for a Pokemon that is supposed to remove entry hazards as reliably as possible.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Rock Polish is another option for Armaldo that turns it into a threatening sweeper without the need for Swift Swim. Rock Blast is more accurate than Stone Edge and still allows Armaldo to beat Sturdy and Focus Sash users. A fully offensive set with Rapid Spin can be used, although Armaldo lacks the Speed to take on most of the tier and would lose out on a massive amount of bulk. Passho Berry is an option on Rapid Spin Armaldo that allows it to take a single hit from Water-types such as Floatzel and Simipour. A fully defensive spread of maximum HP and Defense EVs can be used to better check Pokemon such as Ursaring, though it makes Armaldo more passive and causes it to be outsped by Pokemon such as Roselia. Toxic is an option that allows Armaldo to catch bulkier Pokemon such as Gourgeist-XL and Stunfisk upon switching in. Aqua Tail can be used on Armaldo's Swift Swim set in order to take on Golem and Stunfisk more effectively, although Armaldo then struggles with Steel-types such as Pawniard. Finally, although it may seem appealing, Assault Vest is a terrible item on Armaldo because it needs the recovery Leftovers provides in order to be able to switch in on entry hazards multiple times in a game.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Water-types</strong>: While offensive Water-types such as Floatzel and Simipour can't effectively switch into Armaldo, they can easily take advantage of Armaldo's low Speed and OHKO it with Hydro Pump. Bulkier Water-types such as Politoed can also switch into Armaldo and KO it with Scald.</p>\n<p><strong>Residual Damage</strong>: Burn and poison make Armaldo easy to wear down, especially with Stealth Rock in play, with the former also significantly lowering its Attack stat and the latter putting Armaldo on a timer. Armaldo also has trouble switching into Pokemon such as Monferno multiple times due to its lack of recovery. Furthermore, its high vunerability to the hazards it wants to remove also give Armaldo a difficult time doing its job.</p>\n<p><strong>Ghost-types</strong>: While Ghost-types such as Misdreavus don't enjoy switching into Knock Off, they can keep Armaldo from using Rapid Spin, which is its main niche.</p>\n",
"movesets": [{
"name": "Rapid Spin",
"description": "<h1>Moves</h1>\n<p>Stone Edge is Armaldo's strongest STAB move and thus is its most spammable move. It is also helpful for beating Sturdy and Focus Sash leads such as Whirlipede, which it can bring down to 1% HP and finish it off with Rapid Spin, removing any existing entry hazards. Knock Off allows Armaldo to cripple Ghost-types such as Misdreavus and Gourgeist-XL that attempt to prevent Armaldo from using Rapid Spin. Earthquake allows Armaldo to take on Steel- and Rock-types such as Probopass and Golem, which take little damage from Stone Edge and Knock Off. Rapid Spin is Armaldo's main selling point, as it allows it to remove entry hazards from its side of the field.</p>\n<h1>Set Details</h1>\n<p>Leftovers gives Armaldo passive recovery, which is helpful especially if it switches into entry hazards multiple times to Rapid Spin. Maximum HP EVs maximize Armaldo's overall bulk while allowing it to switch into Stealth Rock five times when at full health, while 164 Speed EVs allow Armaldo to outspeed uninvested Pokemon with base 65 Speed, most notably Roselia. The remaining EVs are placed into Attack to allow Armaldo to deal as much damage to its targets as possible; an Adamant nature is used to further boost its Attack. Battle Armor is the preferred ability, as Swift Swim isn't very useful if Armaldo isn't being used on a rain team.</p>\n<h1>Usage Tips</h1>\n<p>If the opponent has a Ghost-type and has entry hazards on Armaldo's side of the field, Knock Off should be used to cripple the incoming Ghost-type, allowing Armaldo to freely Rapid Spin later in the game. Thanks to Armaldo's Rock / Bug typing, it can be switched into physical Normal-types such as Stoutland and Ursaring easily. Once Armaldo is in against a Pokemon it has no trouble taking on, such as Stoutland or Roselia, it should take advantage of the situation and use Rapid Spin to get rid of entry hazards. If entry hazards are desperately needed to be removed, Armaldo can be sacrificed in order to get a Rapid Spin off. If the opponent has an item-reliant Pokemon such as Clefairy or Roselia, Armaldo can use Knock Off to cripple these Pokemon and make it easier for teammates to KO them later in the game.</p>\n<h1>Team Options</h1>\n<p>Pokemon that are weak to entry hazards such as Murkrow and Ninetales appreciate Armaldo's ability to remove the hazards in order for them not to be worn down as quickly. Armaldo appreciates Pursuit trappers such as Bouffalant, Pawniard, and Stoutland to get rid of Ghost-types, making it easier to Rapid Spin. Roselia synergizes very well with Armaldo, as it has no trouble switching into Scald or taking on Rock-types that threaten Armaldo. Other Pokemon that resist Water-type moves such as Politoed and Gogoat are helpful in taking pressure off of Armaldo once Water-types such as Simipour get a free switch in.</p>\n",
"abilities": ["Battle Armor"],
"items": ["Leftovers"],
"moveslots": [
["Rapid Spin"],
["Stone Edge"],
["Knock Off"],
["Earthquake"]
],
"evconfigs": [{
"hp": 252,
"atk": 92,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 164
}],
"ivconfigs": [],
"natures": ["Adamant"]
}, {
"name": "Swift Swim",
"description": "<h1>Moves</h1>\n<p>Swords Dance doubles Armaldo's Attack stat, making it a threatening sweeper, especially when rain is active. Stone Edge is Armaldo's most powerful attack, KOing most foes that don't resist it at +2. Earthquake allows Armaldo to take on Steel- and Rock-types, such as Golem and Pawniard, that switch into Stone Edge. Rain-boosted Aqua Jet is great for picking off weakened foes and faster Pokemon, such as Choice Scarf Mr. Mime. X-Scissor is another option that allows Armaldo to take on bulky Grass-types such as Tangela and Quilladin, as well as bulkier Psychic-types such as Duosion and Solrock, although without Aqua Jet, Armaldo is much easier to revenge kill.</p>\n<h1>Set Details</h1>\n<p>Swift Swim doubles Armaldo's Speed when rain is active, making it a threatening sweeper. Maximum Attack and Speed investment along with an Adamant nature and Life Orb makes Armaldo as strong as possible while also making it extremely fast under rain, thanks to Swift Swim. Lum Berry is an option over Life Orb to provide more setup opportunities against Pokemon attempting to inflict status upon Armaldo, though the lack in power is disadvantageous.</p>\n<h1>Usage Tips</h1>\n<p>Try to get Armaldo into the playing field as soon as rain is set up in order to maximize the number of turns Swift Swim is activated, and avoid switching out as much as possible so that Armaldo isn't worn down as easily. Armaldo should be used mid- to late-game as a wallbreaker or a sweeper. Once Armaldo finds an opportunity against a Pokemon such as specially defensive Roselia, it can set up a Swords Dance to clean up late-game.</p>\n<h1>Team Options</h1>\n<p>Rain setters such as Relicanth, Golduck, Electrode, and Volbeat are mandatory in order to activate Swift Swim; Relicanth can also provide Stealth Rock in order to weaken Armaldo's checks and counters. Other Swift Swim users such as Gorebyss and Golduck are able to utilize rain once it is active and wear down Armaldo's checks and counters. Roselia is a great partner for Armaldo, as it can take on most of its weaknesses while also providing Spikes, which is important for wearing down Armaldo's checks and counters. Electric-types such as Rotom-F and Zebstrika are helpful for beating opposing Water-types that can take advantage of rain.</p>\n",
"abilities": ["Swift Swim"],
"items": ["Life Orb"],
"moveslots": [
["Swords Dance"],
["Stone Edge"],
["Earthquake"],
["Aqua Jet", "X-Scissor"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}]
},
"arceus": {
"name": "Arceus",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Normal"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": ["Arceus-Bug", "Arceus-Dark", "Arceus-Dragon", "Arceus-Electric", "Arceus-Fairy", "Arceus-Fighting", "Arceus-Fire", "Arceus-Flying", "Arceus-Ghost", "Arceus-Grass", "Arceus-Ground", "Arceus-Ice", "Arceus-Poison", "Arceus-Psychic", "Arceus-Rock", "Arceus-Steel", "Arceus-Water"],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>With a strong priority move, fantastic 120 base stats across the board, and a wide array of coverage moves, Arceus-Normal makes for an effective late-game sweeper that can easily set up and sweep once its checks and counters have been weakened. However, a huge part of Arceus-Normal's viability also comes from its ability to serve as a very strong revenge killer for its team, taking out weakened offensive threats with its Life Orb Extreme Speed. Arceus-Normal also pairs well with other offensive behemoths such as Primal Groudon, Xerneas, Darkrai, and Mega Salamence, easing its ability to fit onto offensive teams. Arceus-Normal fares well against a variety of offensive threats due to having a strong priority move in Extreme Speed and various coverage options. Arceus-Normal also appreciates the decline of Will-O-Wisp Support Arceus, non-Primal Groudon, and Landorus-T in the generation transition, competent checks in XY. However, a new check in Mega Salamence has been introduced, and old checks such as Mega Gengar are still troublesome.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Choice Band + Trick gives Arceus-Normal an initially stronger Extreme Speed, and lets it potentially cripple certain checks, but leaves it at the mercy of Mega Gengar should it get trapped while locked into an unfavorable move. Wallceus is a defensive set that benefits from Normal's sole weakness to a very uncommon type in Ubers, and it can run moves such as Ice Beam and Earth Power alongside Will-O-Wisp and Recover so that Arceus can KO some of the things it is supposed to be checking, such as Rayquaza, Salamence and Primal Groudon. 56 Speed EVs should be used to outspeed Adamant Rayquaza, with maximum HP investment and the rest being poured into Defense along with a Bold nature.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Arceus-Ghost</strong>: Arceus-Ghost can at worst Speed tie with Arceus-Normal if both are running maximum Speed, survives a +2 Shadow Claw, and cripples Arceus-Normal with Will-O-Wisp. It can falter against Refresh variants, however. Focus Blast Arceus-Ghost is capable of dealing immediate damage to Arceus-Normal as well.</p>\n<p><strong>Defensive Yveltal</strong>: Yveltal survives anything except +2 Life Orb Stone Edge, which has a small chance to OHKO from full health and is a guaranteed KO after Stealth Rock. Yveltal can OHKO +2 Arceus-Normal in return with Black Glasses-boosted Foul Play or KO with Foul Play after Stealth Rock damage, a round of Rocky Helmet recoil or a round of Life Orb recoil.</p>\n<p><strong>Giratina-Origin</strong>: With proper investment, Giratina-O can survive a +2 Shadow Claw after Stealth Rock and can either cripple Arceus-Normal with Will-O-Wisp or phaze it with Dragon Tail.</p>\n<p><strong>Lugia</strong>: Lugia is insurmountable if its Multiscale is intact, easily phazing Arceus-Normal. It can also Roost back to Multiscale even while taking +2 Shadow Claws. However, +2 Life Orb Stone Edge can OHKO after Stealth Rock.</p>\n<p><strong>Will-O-Wisp Arceus</strong>: Arceus formes such as Ground and Fairy can take a +2 attack and burn Arceus-Normal with Will-O-Wisp, crippling it. Arceus-Rock resists Extreme Speed but risks losing the speed tie and getting KOed by +2 Earthquake.</p>\n<p><strong>Sableye</strong>: Sableye can Prankster Will-O-Wisp to cripple Arceus and can deal severe damage with Foul Play, OHKOing if Arceus tries to Swords Dance again after getting burned. Mega Sableye can also take a +2 Life Orb Earthquake and retaliate with Foul Play or Will-O-Wisp.</p>\n<p><strong>Salamence</strong>: With Intimidate before Mega Evolving and huge physical bulk after Mega Evolving, Salamence can win one-on-one if Stealth Rock is not on the field, 2HKOing with Return or at worst dealing huge damage with Double-Edge or Return. It falls to Ice Beam or boosted Stone Edge after Stealth Rock damage, however.</p>\n<p><strong>Mega Mewtwo X</strong>: Mega Mewtwo X can be EVed to survive Arceus-Normal's +2 Life Orb Extreme Speed and can OHKO Arceus-Normal with Low Kick</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar outspeeds Arceus-Normal and can either heavily damage it with Focus Blast or give its life to take Arceus-Normal down with Destiny Bond. It is outsped and KOed by Jolly variants if it has not already Mega Evolved, however.</p>\n<p><strong>Skarmory, Ferrothorn, and Scizor</strong>: Skarmory completely walls any Arceus variant without a Fire move, phazing it while barely taking a scratch. Scizor can take a +2 Earthquake reasonably well and deal heavy damage to Arceus with Superpower. Ferrothorn can rack up residual damage on Arceus-Normal with Leech Seed, Iron Barbs, and Protect, but it does not take +2 Earthquake very well and runs the risk of letting Arceus set up Swords Dance on its Protects. All three of these Steel-types are also promptly KOed by Fire Blast or Overheat.</p>\n<p><strong>Unaware Clefable</strong>: Physically defensive Unaware Clefable ignores any Swords Dance boosts, takes less than half from Extremespeed, and can slowly stall Arceus-Normal out with either Moonblast or Toxic.</p>\n<p><strong>Choice Scarf Genesect</strong>: Genesect resists Extreme Speed and can either deal heavy damage with Explosion or revenge kill a very weak Arceus-Normal with a faster Extreme Speed.</p>\n",
"movesets": [{
"name": "Extreme Killer",
"description": "<h1>Moves</h1>\n<p>Swords Dance grants Arceus-Normal the ability to double its Attack, allowing it to OHKO various Pokemon such as Mewtwo and offensive Yveltal with little or no prior damage. Extreme Speed allows Arceus-Normal to bypass Speed tiers and Choice Scarf users, and it can and should be used to revenge kill offensive Pokemon such as Darkrai, Xerneas, Mega Mewtwo Y, and Blaziken once they have been even slightly weakened. Earthquake should be used to break through Primal Groudon as well as Steel- and Rock-types, namely Dialga, Arceus-Rock, and Mega Diancie, while Shadow Claw is used to break through Lugia and Ghost-types, namely Arceus-Ghost and Giratina-O. Stone Edge is an equally viable alternate option to Shadow Claw that hit Lugia, defensive Yveltal, Mega Salamence and Ho-Oh with one moveslot.</p>\n<p>Various other coverage moves can be used in lieu of Shadow Claw or Stone Edge. Ice Beam takes out Mega Salamence after Stealth Rock, OHKOes the albeit rare Landorus-T, and can also 2HKO support Groudon. Overheat or Fire Blast can be used to blow Ferrothorn and Mega Scizor away, with Fire Blast also 2HKOing support Groudon thanks to Drought. Lastly, Shadow Force can be used to OHKO Arceus-Ghost and Giratina-O as well as block Defog, but bear in mind it is easy for the opponent to switch in something that resists or is immune to Ghost during the charge turn, and Lugia is also given a free turn to Roost back to full health and reactivate Multiscale.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed investment allows Arceus to at worst Speed tie with opposing Arceus and defeats Mega Gengar prior to Mega Evolving if it lacks Protect. Life Orb grants a significant power boost to all its attacks. Either Silk Scarf or Lum Berry can be used alongside an Adamant nature and a more bulky spread of 200 HP / 252 Atk / 56 Spe, which outspeeds Adamant Rayquaza. Investing heavily in HP makes Arceus a lot bulkier, allowing it to set up more easily, and a Lum Berry allows Arceus to absorb a Will-O-Wisp or a Dark Void.</p>\n<h1>Usage Tips</h1>\n<p>Don't just use Arceus-Normal late-game, as it's an amazing revenge killer that can take out dangerous opposing threats when they are weakened. Do not set up whilst checks are still healthy, as you should be using teammates to wear them down to the point where Arceus can OHKO them and avoid taking damage or status. You should wear down Will-O-Wisp users as well. Similarly, do not set up on something like Primal Kyogre's Origin Pulse, as Arceus-Normal takes a huge amount of damage and can no longer sweep due to it being in range of opposing priority attacks, as well as being able to take fewer turns of Life Orb recoil. Setting up on things like Latios's -2 Draco Meteor is smarter, as it means Arceus-Normal doesn't get blasted on the turn it sets up.</p>\n<p>When revenge killing bulky opposing threats, it is necessary to deal significant damage to them as they set up so that Arceus-Normal can revenge kill them easily. Foes such as Primal Groudon, Xerneas, and Mega Salamence need to be significantly weakened in order for Extreme Speed to KO them after you sacrifice a Pokemon to bring Arceus in safely. For Pokemon like Darkrai, Mega Mewtwo Y, and Blaziken, only a slight amount of prior damage is needed to push them into Extreme Speed range, but it is wise to calculate whether they will fall to Extreme Speed or not before trying to revenge kill them.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon absorbs burns for Arceus-Normal while setting up Stealth Rock and potentially weakening Lugia with either Lava Plume burns, Toxic, or Stone Edge. Darkrai or Yveltal can be double switched into Arceus-Ghost, Giratina-O, and Lugia, either KOing them or forcing them out and making them take more entry hazard damage the next time they come in. Shadow Ball Mega Gengar can trap checks such as Lugia and severely weaken Arceus-Ghost as well, and can it also run Hidden Power Fire for Ferrothorn or Mega Scizor. Xerneas can easily switch into defensive Yveltal, with Choice Scarf and Geomancy Xerneas both working very well on the kinds of teams Arceus-Normal finds itself on. Healing Wish Latias can be used to bring Arceus-Normal back for a second go at the opponent's team as well.</p>\n",
"abilities": ["Multitype"],
"items": ["Life Orb"],
"moveslots": [
["Swords Dance"],
["Extreme Speed"],
["Shadow Claw", "Stone Edge"],
["Earthquake"]
],
"evconfigs": [{
"hp": 4,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "How Refreshing",
"description": "<h1>Moves</h1>\n<p>Refresh allows Arceus-Normal to absorb Will-O-Wisp and heal it easily. Swords Dance doubles Arceus's Attack, with Extreme Speed being the obvious STAB move of choice. Shadow Claw lets Arceus-Normal break through Arceus-Ghost, Giratina-O, and Lugia, the threats that rely on status to check Arceus-Normal.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed investment should be used so that Arceus-Normal can at worst Speed tie with opposing Arceus formes. A Silk Scarf boosts the power of Extreme Speed without causing recoil damage, which is desired as to make this set last longer.</p>\n<h1>Usage Tips</h1>\n<p>Don't just use Arceus-Normal late-game; it's an amazing revenge killer that can take out weakened threats. Refresh Arceus should also be used as an Arceus-Ghost check, as the ability to absorb Will-O-Wisp and an immunity to Ghost-type Judgment means Arceus can set up Swords Dances on it and, with some luck, break through Arceus-Ghost without being burned at the end of the exchange. Don't be afraid to let Arceus-Normal take a Will-O-Wisp or a Toxic if it lets Arceus-Normal KO something important, as the status can always be Refreshed away later. Setting up on a powerful attack, such as Mega Salamence's Return or Double Edge, is a bad idea, as Arceus takes a huge amount of damage and can no longer sweep effectively due to it being severely weakened and in the range of opposing priority. Setting up on a Pokemon that Arceus-Normal forces out, such as a Pokemon Choice-locked into a move that cannot deal much damage to Arceus-Normal, works nicely.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon absorbs burns for Arceus-Normal, sets up Stealth Rock, and, most importantly, blows every Steel-type away with either Earthquake, Fire Punch, or Lava Plume. Again, Dark-types such as Darkrai and Yveltal are appreciated to help with Arceus-Ghost, Giratina-O, and Lugia, although, with some luck, Arceus-Normal can break Arceus-Ghost itself. Mega Gengar can trap checks such as Lugia and severely weakens Arceus-Ghost as well, and it can trap Steel-types that would wall Arceus-Normal, disposing of them with Focus Blast or Hidden Power Fire. Blaziken or its Mega Evolution tramples Steel-types and can weaken Salamence for Arceus-Normal or vice versa. Ho-Oh beats up on physical walls, reduces Steel-types to molten slag, and softens Primal Groudon for Arceus-Normal.</p>\n<p>Xerneas and Klefki deal with defensive Yveltal, with the former providing a strong offensive presence that scares Giratina-O away and potentially also providing additional cleric support should Arceus-Normal not find a turn to Refresh, and the latter setting up Spikes and spreading paralysis and poison to cripple the opposing team, while also walling Lugia. Lastly, Latias or Latios with Hidden Power Fire can lure in and dispose of Ferrothorn and Scizor, with Latias also being able to use Healing Wish to bring Arceus-Normal back for a second go at the opponent's team.</p>\n",
"abilities": ["Multitype"],
"items": ["Silk Scarf"],
"moveslots": [
["Refresh"],
["Swords Dance"],
["Extreme Speed"],
["Shadow Claw"]
],
"evconfigs": [{
"hp": 4,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "BH",
"overview": "<p>Arceus's even distribution of stats reflects its ability to perform a variety of roles. However, the comparative mediocrity of a base stat of 120 in the Balanced Hackmons metagame makes Arceus a jack of all trades and a master of none. It neither hits as hard nor takes hits as well as Pokemon with more extreme stat spreads. That being said, Arceus has several distinct characteristics that set it apart from its competitors. For one, though it isn't great defensively, Arceus's Normal typing gives it access to two of the most powerful STAB moves in the metagame, Facade and Boomburst, both of which it can use equally well thanks to its well-rounded attacking stats. In addition, Arceus possesses the inherent advantage of taking reduced damage from Knock Off and being invulnerable to Trick when it holds a Plate. Finally, because any Arceus sprite can be used on the Pokemon Showdown! teambuilder regardless of whether or not Arceus is using Multitype and/or holding a plate of the given type, a variety of colorful sprites can be used to beguile the opponent. Overall, Arceus ekes out a niche as a solid attacker in Balanced Hackmons, though it does lack the flair of faster and stronger offensive Pokemon like the Mega Mewtwo formes and Mega Rayquaza.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Arceus is occasionally used in defensive roles, most notably as a physically defensive Soundproof Pokemon that can function well against offense (by defeating -ate ability users that run Boomburst) and stall (by using Perish Song in conjunction with a trapping move). However, other Pokemon with superior bulk or defensive typings, such as Mega Slowbro, are generally more useful in this role. Multitype can be used to change Arceus's type; the combination of Multitype and a Spooky Plate is often used to emulate Mega Gengar strategies, while a Stone Plate is occasionally seen on sand-based teams to gain the Special Defense boost provided by the weather. Note once again that the player does not necessarily have to equip on Pokemon Showdown the sprite that matches Arceus's actual type; it is advantageous to try to trick the opponent by using a different sprite. Neither Multitype strategy is very effective because they require the effective sacrifice of both an item and ability to function. Dark Void can replace Spore because it is not blocked by Safety Goggles or Grass-types, but its unreliable accuracy can result in a defeat.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Massively Bulky Pokemon</strong>: Pokemon such as the omnipresent Giratina and the somewhat-less-so Mega Slowbro counter the physical Arceus set. Even Arceus's super effective moves like Knock Off do negligible damage to these Pokemon, especially if the foe is running Griseous Orb or Slowbronite, respectively. The Poison Heal variant of Giratina is especially effective at countering Arceus because its recovery prevents it from losing to a physical set with the combination of Icicle Crash and Leech Seed. In addition to Giratina and Mega Slowbro, many Magic Bounce users and the occasional Flash Fire Aegislash can force out the Poison Heal set through the use of ability-changing moves such as Entrainment or phazing ones such as Whirlwind. Meanwhile, Fur Coat Chansey can shrug off any hit from any variant of the Judgment set and only fears Leech Seed.</p>\n<p><strong>Mega Mewtwo X</strong>: Mega Mewtwo X outspeeds Arceus before it gets the chance to set up a Shift Gear or Quiver Dance and can easily OHKO with either super effective Fighting-type STAB moves or simply incredibly powerful attacks like V-create. It only fears King's Shield, which is somewhat uncommon on Arceus anyway.</p>\n<p><strong>Mega Mewtwo Y</strong>: Mega Mewtwo Y, much like its X counterpart, checks Arceus, primarily because one of the common Protean Mega Mewtwo Y sets, which runs Spooky Plate, often also runs Secret Sword for perfect neutral coverage and can knock out Arceus fairly easily.</p>\n",
"movesets": [{
"name": "Physical Poison Heal",
"description": "<h1>Moves</h1>\n<p>When Arceus's Toxic Orb has been activated, Facade is boosted to a Base Power of 140 and can serve as an extremely reliable STAB move for this set. Running Facade also helps against Imposter Chansey because the ability doesn't copy poison and thus doesn't carry over the power boost, leaving the user with a STAB move of only 70 Base Power. With regards to coverage moves, Arceus's excellent Speed tier makes Icicle Crash, using which it can outspeed and OHKO Mega Rayquaza, an extremely viable option. Icicle Crash also does more damage than other coverage options like Knock Off to Griseous Orb-holding or itemless Giratina, though it doesn't do a terrific amount of damage regardless. Though it is less effective against Giratina after it first connects and removes Giratina's item, Knock Off hits the Rock- and Steel-types that resist Facade for neutral damage and removes crucial items like Imposter Chansey's Eviolite. Similarly, Thousand Arrows has a bit of utility due to its ability to hit Pokemon with the same Rock and Steel defensive typings for large amounts of damage. Spore is especially useful on this Arceus set because though the move can be blocked by Grass-types and Safety Goggles, a poisoned Arceus has no fear of having Spore bounced back by Magic Bounce. Leech Seed helps extend Arceus's longevity; the draining effect also helps beat Imposter Chansey because an opposing Chansey will have a higher HP stat than Arceus and thus gain less HP back from Leech Seed recovery; the move also provides a reliable means of knocking out Sturdy Shedinja. King's Shield provides an opportunity for guaranteed Toxic Orb activation (though the player should watch out for opposing status moves) as well as an added line of defense against -ate ability users. Shift Gear allows Arceus to punch holes in opposing teams and outpace fast attackers like Mega Gengar and the Mega Mewtwo formes as a result of the Speed boost. Alternatively, Roost is an extra form of recovery that significantly extends Arceus's lifespan but removes all sweeping potential from the set.</p>\n<h1>Set Details</h1>\n<p>The 216 EVs in Speed and the Jolly nature enable Arceus to outspeed notable offensive threats such as Mega Rayquaza (which it can OHKO with Icicle Crash), Mega Diancie, Regigigas, and Slaking. 248 EVs in Attack ensure that Facade and any coverage moves do as much damage as possible; these EVs are especially important given Arceus's relatively low attacking stats. The remaining 44 EVs go into HP to increase Arceus's chances of surviving powerful attacks and to hit a number ideal for Poison Heal recovery. Toxic Orb ensures that Arceus, if switched in safely, will be poisoned and thus be able to make full use of both its ability and its primary STAB move.</p>\n<h1>Usage Tips</h1>\n<p>It is important to switch Arceus in by means of an allied Pokemon's fainting or the use of a slow pivot with U-turn, Baton Pass, or Volt Switch so that one does not even run the risk of encountering a stray status move or Knock Off before Toxic Orb is activated and Poison Heal can begin to take effect. In addition, while Arceus is relatively bulky, with the given stat spread it lacks the defenses required to take hits from some of Balanced Hackmons's elite attackers, making switching in by means of a pivot or sacrifice all the more important.</p>\n<h1>Team Options</h1>\n<p>Giratina and other Ghost-types are excellent teammates for Arceus because they are immune to Fighting, Arceus's sole weakness. Giratina is especially useful because it can switch into a variety of Mega Mewtwo X sets very reliably, which is one of the main Pokemon that run sets that frequently threaten Arceus. If Arceus does not run Leech Seed or Spiky Shield, a Mold Breaker teammate like Mega Gengar, Mega Gyarados, or even Giratina is necessary to eliminate Sturdy Shedinja. (Even if Spiky Shield is used, this is a useful provision because Spiky Shield is not the most reliable way of checking Shedinja.) Lastly, wallbreakers such as Mega Mewtwo X (which can also eliminate Rock- and Steel-types) are essential to take out Prankster and especially Unaware Pokemon that may threaten a potential sweep by Shift Gear Arceus.</p>\n",
"abilities": ["Poison Heal"],
"items": ["Toxic Orb"],
"moveslots": [
["Facade"],
["Icicle Crash", "Knock Off", "Thousand Arrows"],
["Spore", "Leech Seed", "King's Shield"],
["Shift Gear", "Roost"]
],
"evconfigs": [{
"hp": 44,
"atk": 248,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 216
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Quiver Dance",
"description": "<h1>Moves</h1>\n<p>While many prominent defensive Pokemon like Giratina, Registeel, and Aegislash resist or are immune to Boomburst, it does huge chunks of damage to the offensive Pokemon that populate the metagame. Judgment takes advantage of the fact that Arceus cannot have its Plates Knocked Off and serves as reliable coverage that Imposter users cannot access. Quiver Dance is an excellent move for special Arceus sets, as it not only boosts Special Attack but also boosts Arceus's already excellent Speed to the point that Arceus outspeeds the entire Balanced Hackmons metagame. King's Shield can be used to protect against -ate ability users' Fake Out or Extreme Speed and force them to incur a two-stage Attack drop. It also allows Arceus to scout for Fighting-type coverage moves from faster attackers. Alternatively, Secret Sword provides additional coverage that hits Mega Tyranitar, the only relevant Pokemon that resists Ghost / Normal coverage, extremely hard, though it is less useful on Earth Plate Judgment sets, while also hitting powerful walls such as Chansey (which it notably hits on its weaker Defense stat) and Registeel for super effective damage. Lastly, Leech Seed is an option that serves as an additional anti-Imposter Chansey (due to Chansey's high HP stat) and anti-Sturdy Shedinja measure.</p>\n<h1>Set Details</h1>\n<p>Spooky Plate gives Arceus a Ghost-type Judgment that hits Giratina and Aegislash hard while providing excellent neutral coverage with the Normal-type Boomburst. This is generally the optimal Plate. However, Earth Plate gives Arceus a Ground-type Judgment, which can hit bulky Steel-types such as Registeel super effectively but leaves Arceus walled by virtually any variant of the exceptionally common Giratina. The 124 Speed EVs, together with the Timid nature, enable Arceus to outspeed Deoxys-S (and thus the entirety of Balanced Hackmons) after a single use of Quiver Dance, though fewer Speed EVs and perhaps even a Modest nature can be used if outspeeding only certain slower Pokemon is one's priority. 244 Special Attack EVs boost Arceus's mediocre Special Attack nearly as much as possible to give it the best possible chance of sweeping, while the remaining 140 EVs go into HP, making Arceus hit a number ideal for Poison Heal recovery.</p>\n<h1>Usage Tips</h1>\n<p>Arceus's unique stat distribution makes setting up a sweep somewhat difficult. It's best to eliminate opposing -ate ability users before attempting to set up with Quiver Dance, as even after setting up, Arceus is extremely vulnerable to the combination of Fake Out and Extreme Speed that they commonly employ. Arceus also lacks the attacking prowess to simply power through its counters by boosting, so Pokemon that easily counter the set (Mega Tyranitar for the Spooky Plate set without Secret Sword, Giratina for the Earth Plate set) should also be taken out beforehand. Also, because Arceus is likely running an offensive EV spread, it lacks the bulk to take hits from strong attackers and should probably be brought in via a teammate's fainting or the use of a slow pivot. Finally, the aforementioned trick that involves changing Arceus's sprite is especially useful for this set, which can bluff a variety of types using the combination of Judgment and a Plate and thus confuse the opponent.</p>\n<h1>Team Options</h1>\n<p>Giratina (thanks to its immunity to the Fighting-type attacks that threaten Arceus and its ability to check Mega Mewtwo X) and wallbreakers like the Mega Mewtwo formes (which can eliminate Prankster or Unaware users that aim to prevent a sweep as well as other defensive Pokemon that resist Arceus's attacks) are excellent teammates for Arceus. If Arceus does not run Leech Seed, a Mold Breaker user, perhaps even Giratina itself, will also be necessary to ensure that Sturdy Shedinja does not pose a great threat to one's team. Finally, because this set is somewhat vulnerable to -ate ability users' Fake Out + Extreme Speed, a common counter to them like Fur Coat Chansey can be of use.</p>\n",
"abilities": ["Magic Bounce"],
"items": ["Spooky Plate", "Earth Plate"],
"moveslots": [
["Boomburst"],
["Judgment"],
["Quiver Dance"],
["King's Shield", "Secret Sword", "Leech Seed"]
],
"evconfigs": [{
"hp": 140,
"atk": 0,
"def": 0,
"spa": 244,
"spd": 0,
"spe": 124
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-fire": {
"name": "Arceus-Fire",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Fire"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>Fire Arceus is the best specially oriented Fire-type in Ubers, notably being able to defeat Mega Salamence with Ice Beam; it also has the perk of being much faster than both Primal Groudon and Ho-Oh. However, this does not change the fact that Fire Arceus is an awful Pokemon. It loses to so many common threats that it suffers from severe four-moveslot syndrome, being unable to deal with all of its many checks with three attacking moves. This also means it cannot viably run Recover, greatly reducing its longevity. While Fire is a good offensive typing with decent coverage, Fire Arceus's STAB is neutered by Primal Kyogre's Primordial Sea. Fire Arceus's typing also leaves it vulnerable to all entry hazards and grants it a weakness to Stealth Rock, compounding its longevity issues. Fire Arceus has some decent resistances, most notably to Fairy-type attacks, but it cannot really make use of them because it can't afford to invest in defenses. This, unfortunately, means that Fire Arceus is a complete waste of your Arceus slot and should never be used seriously.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Stone Edge can catch out Ho-Oh switch-ins, but it fails to OHKO unless Ho-Oh has taken some prior damage and is useless in any other situation, as, without Attack investment, it is extremely weak. A specially defensive set with Roar and Recover can check and phaze Xerneas, but Primal Groudon does this far better. Recover could be used over one of Fire Arceus's coverage moves, but this leaves Fire Arceus even more easily walled than it already is. Spacial Rend can be used if Fire Arceus is running a Modest nature, as it can 2HKO Latios, Giratina-O, and Dragon Arceus after Stealth Rock, as well as the rare Kyurem-W, Reshiram, and Palkia. However, this comes at the cost of a coverage move, which means Fire Arceus will still be walled by a great deal of Pokemon.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Primal Groudon</strong>: Primal Groudon shrugs off any attack besides Earth Power. It can then either force Fire Arceus out and set up or destroy Fire Arceus that dare to stay in with Precipice Blades.</p>\n<p><strong>Blissey and Chansey</strong>: Blissey and Chansey are not fazed by any of Fire Arceus's moves thanks to their titanic special bulk and can easily Toxic stall it.</p>\n<p><strong>Tyranitar</strong>: Tyranitar takes very little damage from all of Fire Arceus's attacks. It can then set up Stealth Rock or paralyze Fire Arceus and wear it down with Rock Slide.</p>\n<p><strong>Rock Arceus</strong>: Rock Arceus does not even fear Earth Power, as Modest Fire Arceus cannot 2HKO it. It can then proceed to 2HKO Fire Arceus with Judgment.</p>\n<p><strong>Excadrill</strong>: Excadrill cannot switch into Judgment, but it can easily come in on any other move while sand is up and OHKO Fire Arceus with Earthquake.</p>\n<p><strong>Primal Kyogre</strong>: While Calm Mind Primal Kyogre is a shaky switch-in because it is often 2HKOed by Modest Fire Arceus's Thunder after Stealth Rock, other variants can switch in without fearing the 2HKO and can OHKO Fire Arceus with their rain-boosted Water-type STAB moves.</p>\n<p><strong>Ho-Oh</strong>: Ho-Oh's special bulk means that it takes a pittance from Fire Arceus's moves and can force it out or 2HKO it with Brave Bird or Earthquake. However, it cannot safely switch in while Stealth Rock is up, as Thunder will 2HKO it and a boosted Thunder will OHKO it.</p>\n<p><strong>Mega Salamence and Rayquaza</strong>: If Fire Arceus is not running Ice Beam, Mega Salamence and Rayquaza become extremely threatening to it. In particular, bulky Dragon Dance variants of Mega Salamence that carry Refresh can even shrug off paralysis from Thunder and easily set up on Fire Arceus.</p>\n<p><strong>Mega Diancie</strong>: If Fire Arceus lacks Earth Power, Mega Diancie can 2HKO it with Diamond Storm while avoiding the 2HKO from any of Fire Arceus's moves.</p>\n<p><strong>Latios and Latias</strong>: While Fire Arceus can chip away at Latios and Latias with Ice Beam, both still force it out. In particular, Latios can OHKO Fire Arceus with Draco Meteor after Stealth Rock. Both Pokemon also completely wall Fire Arceus that lack Ice Beam.</p>\n<p><strong>Ground Arceus</strong>: Ground Arceus is never 2HKOed by Timid Fire Arceus's Judgment or Ice Beam at full health and can OHKO it with Earthquake after Stealth Rock without needing to boost.</p>\n<p><strong>Palkia</strong>: While rare, Palkia fears nothing Fire Arceus runs and destroys it with Hydro Pump.</p>\n",
"movesets": [{
"name": "Offensive Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind allows Fire Arceus to set up on the few threats it forces out, such as some Steel-types. Judgment is a powerful STAB attack with no drawbacks and has the bonus of hitting Primal Groudon switch-ins for decent damage thanks to the sun that it brings. Overheat is stronger than Judgment, but the Special Attack drop caused by using it makes it a risky option, as Fire Arceus will then become setup fodder for threats such as Primal Groudon and Geomancy Xerneas. Thunder hits Primal Kyogre switch-ins for decent damage while possibly paralyzing them. It is also Fire Arceus's only means of doing meaningful damage to Ho-Oh. Ice Beam destroys Mega Salamence and Rayquaza switch-ins while dealing some damage to Latias, Latios, and Giratina-O. Earth Power hits Primal Groudon harder than Judgment and Overheat but provides no other meaningful coverage and is less useful than Ice Beam in general.</p>\n<h1>Set Details</h1>\n<p>Maximum investment in Special Attack and Speed is necessary for Fire Arceus to hit as hard and fast as possible. A Timid nature is preferred to Speed tie with maximum Speed Arceus formes. However, Modest is usable if extra power is desired; importantly, Modest Fire Arceus's Thunder is usually able to 2HKO Calm Mind Primal Kyogre switch-ins after Stealth Rock.</p>\n<h1>Usage Tips</h1>\n<p>The best way to use Fire Arceus is to not use it at all. If you must use Fire Arceus, you should switch it in whenever possible so it can do as much damage as possible before it faints. Unfortunately, Fire Arceus cannot even do this well thanks to its subpar defensive typing, glaring weakness to every entry hazard, and susceptibility to being statused by the Steel-types it should be able to counter such as Ferrothorn. This means that its best opportunities to switch in are when a teammate has fainted or when U-turn support is provided. If run, Overheat should be used with caution, as the Special Attack drop caused by using it makes Fire Arceus setup fodder for a plethora of threats.</p>\n<h1>Team Options</h1>\n<p>Fire Arceus necessitates Defog users as teammates due to its entry hazard weakness and lack of recovery. Latios, Giratina-O, and Latias can provide this support while also providing Fire Arceus a teammate with a Ground-type immunity. Grass Knot Latias deserves a special mention for being able to deal with Swords Dance Ground Arceus. Magic Bounce support from Pokemon such as Mega Diancie is also highly useful; Mega Diancie can also deal with Ho-Oh, one of Fire Arceus's hardest checks. Conversely, entry hazard support is crucial to wear down Ho-Oh switch-ins as well as checks that will inevitably switch into Fire Arceus. Primal Groudon, Dialga, Tyranitar, and Mega Diancie can all set up Stealth Rock. Primal Kyogre greatly threatens Fire Arceus, so Primal Groudon, Latios, and Latias make for good teammates. If Earth Power is chosen, Fire Arceus will be helpless against Latios and Latias; in this case, Pursuit support from Pokemon such as Tyranitar is appreciated. Using Earth Power also renders Fire Arceus susceptible to Mega Salamence, which Dialga and Tyranitar can deal with for Fire Arceus. Finally, regular Groudon is an acceptable option, as it can set up Stealth Rock, check Primal Groudon, and provide sun support, greatly boosting the power of Fire Arceus's STAB move.</p>\n",
"abilities": ["Multitype"],
"items": ["Flame Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Thunder"],
["Ice Beam", "Earth Power"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid", "Modest"]
}]
}]
},
"arceus-water": {
"name": "Arceus-Water",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Water"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>Water Arceus is a bit of an odd Pokemon in ORAS Ubers. The high usage of Primal Groudon is a bit of a mixed bag for it: while its immunity to Water-type Judgment greatly reduces the effectiveness of Water Arceus as a mono-attacker, Primal Groudon checks a lot of Water Arceus's own checks, such as Zekrom, Ferrothorn, and other Electric- and Grass-types. Water Arceus has great 120 / 120 / 120 bulk and a wide movepool with an array of useful support moves, but is also prone to Toxic, which tends to be thrown around frequently.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Will-O-Wisp is a viable alternative to Toxic, and while it is blocked by Primal Groudon, it can still cripple Salamence and other physical attackers. Stealth Rock can be used by Water Arceus in the case that no other member of the team can use it, as Stealth Rock is an essential move on any team. Payback can deal respectable damage to Latias, Latios, and Gengar. Lastly, Grass Knot is a viable move to deal heavy damage to Kyogre, which otherwise takes little from Water Arceus.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Steel-types</strong>: While they might not necessarily be able to do too much back to Water Arceus, Steel-types are good checks to Water Arceus, as they resist Ice Beam and are immune to Toxic. Klefki can Toxic Water Arceus and put it on a timer before setting Spikes, though it takes a decent amount of damage from Judgment. Aegislash can also Toxic Water Arceus. Dialga is especially notable, as its secondary Dragon typing grants it a resistance to Judgment as well.</p>\n<p><strong>Grass-types</strong>: Ferrothorn can use Leech Seed and Toxic, set up Stealth Rock or Spikes, and hit Water Arceus fairly hard with a potential Power Whip. It also takes neutral damage from Ice Beam, resists Judgment, and is immune to Toxic. Grass Arceus is prone to Toxic, but it does not take too much from Ice Beam and can threaten back with a powerful Grass Knot or Grass-type Judgment.</p>\n<p><strong>Latias and Latios</strong>: Latias and Latios are very solid checks to Water Arceus, in spite of being weak to Ice Beam. They resist a possible Water-type Judgment, can Roost off damage, and, if they are Calm Mind variants, set up and possibly fire off an extremely powerful Draco Meteor. At +1, Latios has a chance to straight up OHKO Water Arceus with Draco Meteor. Additionally, the uncommon Grass Knot deals a lot of damage. However, both Latias and Latios dislike Toxic and struggle to overpower Water Arceus without Calm Mind or Grass Knot.</p>\n<p><strong>Palkia</strong>: While not very common, Palkia only takes neutral damage Ice Beam and has a quadruple resistance to Judgment. Offensive variants can paralyze Water Arceus with Thunder Wave and proceed to spam Spacial Rend in hopes of a full paralysis or hit Water Arceus with a super effective Thunder. More defensively inclined Palkia variants can Rest off Water Arceus's Toxic and cripple Water Arceus with a Toxic of its own.</p>\n<p><strong>Electric-types</strong>: Zekrom heavily pressures Water Arceus with a super effective Bolt Strike and can retain momentum with Volt Switch; however, it dislikes Ice Beam and Will-O-Wisp. Electric Arceus fears Toxic, but still threatens with an Electric-type Judgment and can possibly set up a Calm Mind or two.</p>\n<p><strong>Shadow Tag</strong>: Gothitelle is the most dangerous Shadow Tag user for Water Arceus, because Gothitelle can trap it with ease and proceed to set up six Calm Minds, defeat Water Arceus, and threaten the remainder of Water Arceus's team. Mega Gengar can use Taunt and force a double KO with Destiny Bond, or it can use Perish Song to trap and KO Water Arceus. Wobbuffet might not be able to directly beat Water Arceus, but it can create a free setup opportunity for another member of its team.</p>\n<p><strong>Primal Groudon</strong>: Primal Groudon does not take too much from Ice Beam and is immune to Judgment; however, it hates Toxic. Support variants cannot beat Water Arceus, as they will be quickly worn down by Toxic, but Rock Polish and Swords Dance variants can set up on Water Arceus and attempt to overwhelm it.</p>\n<p><strong>Toxic</strong>: Toxic puts Water Arceus on a timer, limiting the turns it can stay in and Recover off damage or Defog. It is a major annoyance and can make Water Arceus easier to defeat, but should not be relied on as a means to beat Water Arceus.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Recover is a necessary means of reliable recovery that improves longevity and allows Water Arceus to take repeated hits. Toxic puts a timer on Stealth Rock setters, especially Primal Groudon, which does not mind Ice Beam too much but can be worn down throughout the course of a match by Toxic. Ice Beam hits Salamence super effectively and hits Primal Groudon through harsh sunlight. Judgment is a decently powerful STAB move that hits Ho-Oh, Diancie, and most Steel-types harder. With the decline of Gothitelle, Water Arceus is a reliable Defog user, and it can offer valuable support for a team by clearing entry hazards; Defog can be used over either Ice Beam or Judgment, but Water Arceus will struggle to hit certain targets if lacking either of these moves.</p>\n<h1>Set Details</h1>\n<p>Splash Plate is the mandatory item in order to become Water Arceus. 252 HP EVs maximize mixed bulk, and 56 Speed EVs allow Water Arceus to outpace Adamant Rayquaza. The rest of the investment is put into Defense, with a Bold nature to help against the strong physical attackers that dominate the Ubers metagame such as Ho-Oh, Primal Groudon, and Salamence. Other usable Speed benchmarks include 124 Speed with a Bold nature for outspeeding positive-natured max Speed base 90s, and 176 Speed with a Timid Nature for outspeeding positive-natured max Speed base 110s, such as Gengar and some Latios.</p>\n<h1>Usage Tips</h1>\n<p>Switch Water Arceus in aggressively on Pokemon that it can check, such as Primal Groudon, and spread Toxic, as Defog in conjunction with Toxic often can keep entry hazards off your side fairly well. Avoid getting hit by Toxic; this includes not using it too liberally against a team with a Mega Diancie or Mega Sableye in the back. Try to stay healthy with Recover, as after taking a hit or two with entry hazards up, it becomes increasingly difficult to check the things Water Arceus needs to check. Switching into Primal Kyogre can work on a predicted Ice Beam, Origin Pulse, or Scald, but because of Thunder it is not advisable to stay in, but rather to use Water Arceus to pivot safely into Primal Groudon.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is an effective teammate that checks Electric-types and helps check Kyogre, which takes pressure off of Water Arceus. Clerics, such as Clefable, Blissey, Diancie, and Xerneas, can heal status that can annoy Water Arceus, especially Toxic. Ho-Oh appreciates Defog and also can freely switch into Grass-type Pokemon, which Water Arceus may bait, such as Ferrothron. Ferrothorn takes off pressure from Kyogre and checks Electric-types. Finally, Tyranitar can check Darkrai and Gengar, which can heavily pressure Water Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Splash Plate"],
"moveslots": [
["Recover"],
["Toxic"],
["Ice Beam", "Defog"],
["Judgment", "Defog"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 200,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}, {
"format": "AG",
"overview": "<p>A great defensive typing in pure Water, leaving it with only two uncommon weaknesses, makes Water Arceus one of the best support Arceus formes. In addition to its lack of common weaknesses, Water Arceus is capable of beating common Pokemon such as Ho-Oh, Primal Kyogre lacking Thunder, and Mega Diancie. Like every Arceus forme, Water Arceus has excellent bulk and an extremely expansive movepool. However, Water Arceus is very weak to status, especially Toxic, which heavily cripples it.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Forgoing Defog and opting to run both Judgment and Ice Beam is a viable alternative for teams that don't need entry hazards removed and rely on entry hazards of their own, but Water Arceus is still relatively passive and loses a lot of its utility. Will-O-Wisp can be used instead of Toxic to cripple physical attackers, but it is less effective at wearing down opposing Pokemon, and bulky walls can handle burns more easily than Toxic. Will-O-Wisp also cannot touch Primal Groudon, letting it wall Water Arceus more easily. Water Arceus can also run Stealth Rock, but this mandates using Roar, which means replacing Toxic or Recover, and thereby hurting Water Arceus's longevity.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Status</strong>: All forms of status completely cripple Water Arceus. Toxic especially wears Water Arceus down extremely fast and puts it on a timer.</p>\n<p><strong>Setup Sweepers</strong>: Setup sweepers such as Swords Dance Primal Groudon and Geomancy Xerneas can quite often easily set up on Water Arceus and proceed to overwhelm it with their boosted power.</p>\n<p><strong>Steel-types</strong>: Steel-type Pokemon are immune to Toxic, meaning Water Arceus will have difficulty overcoming them. Steel Arceus can simply set up on Water Arceus, Ferrothorn can stack hazards as well as cripple it with Thunder Wave, and Dialga resists Judgment and has a neutrality to Ice Beam, completely shutting Water Arceus down.</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar traps and easily eliminates Water Arceus. If the opponent has a Mega Gengar, it is difficult to send Water Arceus in because it can be picked off very easily, even with just one misprediction.</p>\n",
"movesets": [{
"name": "Bulky Support",
"description": "<h1>Moves</h1>\n<p>Toxic wears down most foes and provides very helpful passive damage considering Water Arceus has very little offensive presence. Toxic also forces out common Stealth Rock setters such as Primal Groudon, which can provide turns to reliably use Defog. Recover lets Water Arceus stay around longer. Defog clears entry hazards from the field, providing team support. Judgment allows Water Arceus to hit most Pokemon decently hard even uninvested and does a fair bit to Ho-Oh. Ice Beam is an alternative attacking option, giving Water Arceus a way to actually damage Primal Groudon besides Toxic and deal a significant amount of damage to Mega Rayquaza.</p>\n<h1>Set Details</h1>\n<p>Splash Plate is required for Water Arceus to become Water-type. Running 16 Speed EVs allows Water Arceus to outpace 252 Speed neutral-natured Primal Groudon. 252 HP EVs and 240 Defense EVs along with a Bold nature make Water Arceus as physically bulky as possible. Alternatively, a faster EV spread with 218 Speed EVs can be used with a Timid nature in order to outspeed Mega Rayquaza and cripple it with Toxic or damage it with Ice Beam. However, this severely reduces Water Arceus's bulk, making it less effective at switching into the likes of Ho-Oh.</p>\n<h1>Usage Tips</h1>\n<p>Spread Toxic as much as possible to cripple and wear down the opponent's team. If the opponent has a Magic Bounce user such as Mega Sableye or Mega Diancie, be wary of using Toxic so that Water Arceus won't cripple itself. Use Judgment when Magic Bounce users are predicted to switch in so that Water Arceus can weaken them. Water Arceus needs to be kept as healthy as possible so that it can handle the likes of Ho-Oh easily because Stealth Rock and burns from Sacred Fire can wear it down very quickly. Avoid faster users of Taunt such as Darkrai, Mega Mewtwo X and Y, Mega Gengar, and Yveltal. Avoid using Defog against setup sweepers, as the likes of Mega Rayquaza can set up and OHKO Water Arceus, so just use Ice Beam to pick it off before it can accumulate enough boosts to OHKO Water Arceus.</p>\n<h1>Team Options</h1>\n<p>Mega Sableye pairs well with Water Arceus because it can deflect status, as well as spread status of its own. It can also stomach quite a few physical attacks itself and help prevent Water Arceus from being overwhelmed by entry hazards. Ho-Oh appreciates Water Arceus removing Stealth Rock from the field for it, and in turn it can check Xerneas, which sets up on Water Arceus. Primal Groudon has good synergy with Water Arceus, as it can come in on Thunder Primal Kyogre and Zekrom, while Water Arceus can pivot into Primal Kyogre's Water- and Ice-type moves. Water Arceus struggles to take down Steel-type Pokemon, so pairing it with something with super effective coverage on most Steel-types such as Mega Mewtwo X or Ho-Oh is very beneficial. Clerics such as Blissey and Mega Diancie aid Water Arceus by healing its status, and in turn Water Arceus can handle physical attacks for Blissey. Ferrothorn can greatly aid Water Arceus because it easily switches in on Zekrom and Primal Kyogre, two of the biggest threats to Water Arceus, and is also capable of absorbing Toxic. Unaware users such as Clefable and Quagsire can beat many threats that are capable of setting up on Water Arceus. Clefable is capable of taking on Darkrai and Xerneas, while Quagsire takes on Normal Arceus and Swords Dance Primal Groudon.</p>\n",
"abilities": ["Multitype"],
"items": ["Splash Plate"],
"moveslots": [
["Toxic"],
["Recover"],
["Defog"],
["Judgment", "Ice Beam"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 240,
"spa": 0,
"spd": 0,
"spe": 16
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}]
},
"arceus-ice": {
"name": "Arceus-Ice",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Ice"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>With a lack of Ice-resistant Pokemon in Ubers, Ice Arceus has the ability to wreak havoc to unprepared teams thanks to its access to Ice-type STAB moves, which is rare, as well as excellent coverage in Thunder and Fire Blast. Its Ice typing causes many problems, however, such as a crippling weakness to Stealth Rock and no notable resistances, making Ice Arceus difficult to fit into a team, especially when an Arceus forme is typically chosen to cover up weaknesses in a team. However, the return of viable Defog users in Latios and Latias help with the Stealth Rock issue, and having an Arceus forme that can deal with Mega Salamence, a huge threat, is useful for some offensive teams.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Ice Arceus doesn't have many other viable options. Ancient Power could be used to 2HKO Ho-Oh without any boosts or Special Attack investment, but is usually not worth the trade off unless you absolutely need ways to get around Ho-Oh. Refresh is a way to deal with status, but the subsequent lack of coverage leaves Ice Arceus walled by a lot of Pokemon and is not typically worth bothering with.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Ho-Oh</strong>: Ho-Oh is able to switch in and OHKO Ice Arceus with Sacred Fire with great ease. A +1 Thunder can 2HKO it after Stealth Rock, however.</p>\n<p><strong>Steel-types</strong>: While not all Steel-types common in Ubers resist Ice, they all have the bulk to take Judgment and heavily damage Ice Arceus with their STAB attacks. Some Steel-types, such as Klefki, Mega Scizor, and Aegislash, are hard to beat without Fire Blast.</p>\n<p><strong>Water-types</strong>: Water-types such as Primal Kyogre and Water Arceus resist Judgment and can win Calm Mind wars due to Ice Arceus not resisting Water.</p>\n<p><strong>Fire-types</strong>: Fire-types are large threats to Ice Arceus; Primal Groudon is neutral to Ice and is commonly seen with a Fire-type STAB move or Rock-type coverage move, making it difficult for Ice Arceus to beat it. Mega Blaziken can also switch into Ice Arceus and OHKO it with its STAB moves. Fire Arceus can also deal with Ice Arceus easily thanks to its resistance to Ice.</p>\n<p><strong>Fighting-types</strong>: Fighting-types such as Mega Mewtwo X, Mega Lucario, and Mega Blaziken can switch into Judgment, Thunder, and Fire Blast, and OHKO Ice Arceus with their Fighting-type STAB moves.</p>\n<p><strong>Rock-types</strong>: While Rock-types such as Tyranitar, Mega Diancie, and Rock Arceus do not resist Ice, they can switch in and easily KO Ice Arceus with their STAB moves.</p>\n",
"movesets": [{
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind allows Ice Arceus to threaten the opposing team and maintaining offensive presence with the boosted Special Attack while also being able to survive many special moves thanks to the boosted Special Defense. Judgment is the most reliable and powerful Ice-type STAB move Ice Arceus has access to; due to a lack of Ice-resistant Pokemon in the tier, it is very spammable. Recover gives Ice Arceus the longevity it needs to consistently check threats or accumulate enough Calm Mind boosts to potentially sweep teams. Thunder is the coverage move of choice, preventing Primal Kyogre and Water Arceus from checking Ice Arceus while also hitting Ho-Oh super effectively. Fire Blast is an alternative that can be used to OHKO Ferrothorn and Mega Scizor and heavily damage Klefki and Aegislash. Ice Beam can be used over Judgment, giving up some power for a chance to freeze the foe, which can prove useful in a Calm Mind war.</p>\n<h1>Set Details</h1>\n<p>248 HP EVs give Ice Arceus the bulk it needs to check Mega Salamence and Rayquaza while minimizing Stealth Rock damage at the same time. Maximum Speed EVs and a Timid nature allow Ice Arceus to, at worst, tie with other Arceus formes and Mega Salamence. The rest of the EVs are put into Special Attack; however, relinquishing the HP EVs to maximize Special Attack is an option to allow Ice Arceus to 2HKO Ho-Oh with a +1 Thunder, something that cannot be done with 8 Special Attack EVs.</p>\n<h1>Usage Tips</h1>\n<p>Ice Arceus's Judgment is very potent in ORAS Ubers, and it should be used whenever it can be used. Be very careful when switching Ice Arceus in, however, as its poor defensive typing and weakness to Stealth Rock can make it KOed more easily. Switching Ice Arceus in to revenge kill a foe is a great way to avoid damage and get it in safely. Try to weaken possible checks to Ice Arceus such as Ho-Oh before revealing it, or your opponent might try to preserve them to stop it. Ice Arceus works best as a late-game cleaner with Calm Mind and Judgment, but can also be used early-game to revenge kill Dragon-types if necessary.</p>\n<h1>Team Options</h1>\n<p>Defog is absolutely necessary when using Ice Arceus to remove entry hazards, as Stealth Rock will remove 25% of Ice Arceus's health upon every switch in if it is not removed; Ice Arceus is also very weak to Toxic Spikes. Latios, Latias, and Giratina-O are good options for Defog users. Stealth Rock setters, such are Dialga, Primal Groudon and Mega Diancie, are appreciated to punish Ho-Oh switch-ins and chip at other enemy Pokemon, allowing Ice Arceus to clean up later. Primal Groudon is a great teammate due to its resistances to Fire and Steel, ability to set Stealth Rock up, and its ability to check Ho-Oh, Primal Kyogre, Aegislash, and Klefki, all of which are huge threats to Ice Arceus.</p>\n",
"abilities": [],
"items": ["Icicle Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Recover"],
["Thunder", "Fire Blast"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 0,
"spa": 8,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-fairy": {
"name": "Arceus-Fairy",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Fairy"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>Fairy Arceus has the benefits of a good defensive typing and a solid offensive typing, as well as fantastic stats and an expansive movepool due to being an Arceus forme. This allows it to check big offensive threats such as Mega Salamence, Darkrai, Giratina-O, Latios, Rayquaza, and Yveltal. Fairy Arceus also has the ability to beat a variety of Defoggers and Magic Bounce users, allowing it to either set Stealth Rock or pressure opposing anti-entry hazard techniques. Unfortunately, Primal Groudon and Ho-Oh resist Fairy Arceus's STAB move, Judgment, and it is somewhat weak to Mega Gengar. Its lack of status or entry hazard immunities also limits the extents of its defensive synergy. Fairy Arceus also suffers from creating redundancies with certain other Fairy-types if put on the same team as them; Pokemon such as Klefki and Mega Diancie make Fairy Arceus less appealing to use because they offer unique utility and are in competition with it for a teamslot. Fairy Arceus also suffers from the fact that a team's Arceus slot is usually better spent on a more effective typing.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A Calm Mind + Iron Defense set can be used as a potential wincon but suffers from being much more passive against Primal Groudon and Ho-Oh as compared to the Recover + 3 attacks set. An offensive Calm Mind set is also an option, but it performs even worse against Ho-Oh and isn't particularly threatening.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Defensive Steel-types</strong>: Defensive Steel-types such as Klefki, Skarmory, Bronzong, support Jirachi, Ferrothorn, Aegislash, and Mega Scizor can tank any of Fairy Arceus's moves, are immune to Toxic, and can inflict it with status or stack entry hazards in return.</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar is able to trap Fairy Arceus and deal significant damage to it with its Poison-type STAB moves. Fairy Arceus can potentially knock it out with Earth Power, but Mega Gengar also has access to Destiny Bond to force a trade.</p>\n<p><strong>Primal Groudon</strong>: Primal Groudon resists Fairy Arceus Judgment and can inflict it with status, set Stealth Rock, or set up.</p>\n<p><strong>Ho-Oh</strong>: If Fairy Arceus lacks Stone Edge, Ho-Oh is able to comfortably switch into any of its moves, although Toxic is still punishing.</p>\n<p><strong>Offensive Steel-types</strong>: Offensive Steel-types, such as Dialga, Excadrill, Mega Lucario, and Choice Scarf Jirachi, are either faster or can tank any of Fairy Arceus's moves and can smack it with their super effective Steel-type STAB moves.</p>\n<p><strong>Bulky Toxic Users</strong>: Pokemon such as Water Arceus, Lugia, and Blissey dislike Toxic but can poison Fairy Arceus in return. They are especially strong checks to the Recover + 3 Attacks set.</p>\n<p><strong>Strong Special Setup Pokemon</strong>: Pokemon such as Xerneas and Primal Kyogre can boost their Special Attack and Special Defense stats enough to overwhelm Fairy Arceus.</p>\n",
"movesets": [{
"name": "Offensive Utility",
"description": "<h1>Moves</h1>\n<p>Recover keeps Fairy Arceus healthy when facing balance and offense teams. Stone Edge is used exclusively to beat Ho-Oh, a major threat that sees common use on balance and bulky offense teams, which this set aims to dismantle. Earth Power smacks Primal Groudon, Klefki, and Mega Gengar, as well as some of the niche Steel-types used in Ubers all in one moveslot. Toxic also annoys Primal Groudon and cripples Calm Mind Arceus formes that may attempt to set up, but it will leave Fariy Arceus easily walled by most Steel-types. Judgment is Fairy Arceus's primary source of firepower, allowing it to KO threats such as Mega Salamence, Darkrai, Giratina-O, Mega Sableye, Rayquaza, and Yveltal.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment ensures Fairy Arceus outspeeds Mega Lucario and everything slower and, at worst, Speed ties an unboosted Mega Salamence and opposing Arceus formes. The remaining EV investment is used for mixed bulk. Pixie Plate is required to use Fairy Arceus and grants a power boost to Judgment.</p>\n<h1>Usage Tips</h1>\n<p>This set should be used to lure in and KO Pokemon commonly employed on balance and bulky offenses to keep Fairy-types in line. The set is mostly used as a pivot, meaning that it doesn't hate Toxic as much as certain support Arceus formes do, though paralysis is very annoying. When used alongside a Pokemon like Xerneas, this set should seek to chip down Pokemon that are used by the opponent to check the teammate of interest. Recover should be used to maintain Fairy Arceus's health when it needs to check Pokemon such as Darkrai, Yveltal, and offensive Dragon-types. Be aware that this set cannot withstand a boosted Adamant Mega Salamence's Double-Edge after it has taken Stealth Rock damage. It also takes more than 75% from Choice Band Rayquaza's Dragon Ascent.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is an almost mandatory teammate for this set due to the support it provides against Steel-types, Xerneas, and Primal Kyogre. Ho-Oh also fits well on bulky offense teams that utilize this Fairy Arceus set due to how Ho-Oh stallbreaks and threatens a variety of Steel-types. Primal Kyogre can be used for additional pressure against opposing Primal Groudon, and a defensive Rest Primal Kyogre can effectively absorb Toxic aimed at Fairy Arceus. Since the Arceus teamslot is allocated to a forme that does not run Defog, alternative Defoggers such as Latios, Latias, and Giratina-O are appreciated. Although Xerneas creates some defensive redundancies with this set, Fairy Arceus is able to lure ordeal chip damage to a variety of Geomancy Xerneas checks, which Xerneas can benefit from later on.Using Mega Gengar can make fitting a Defogger on the team a bit challenging, although it is able to trap and KO a variety of Pokemon that are able to wall Fairy Arceus. Yveltal can be used alongside Fairy Arceus to overload Pokemon such as Klefki, while Mewtwo benefits from Fairy Arceus's ability to check Mega Sableye and pressure Primal Groudon.</p>\n",
"abilities": ["Multitype"],
"items": ["Pixie Plate"],
"moveslots": [
["Recover"],
["Stone Edge"],
["Earth Power", "Toxic"],
["Judgment"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 8,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Stealth Rock",
"description": "<h1>Moves</h1>\n<p>Fairy Arceus can be a successful Stealth Rock setter, as it is able to defeat a variety of Defog users, such as Giratina-O, Latios, Latias, Mega Salamence, and Dragon Arceus, in addition to being able to defeat Mega Sableye. Recover is necessary to maintain Fairy Arceus's health against certain offensive threats and to maintain its longevity, as it may need to set up Stealth Rock more than once. Judgment is Fairy Arceus's primary form of damage output, allowing it to beat the previously mentioned Defoggers and heavily damaging Pokemon such as Darkrai, Yveltal, Rayquaza, and Zekrom. Toxic is used to deter Ho-Oh and Primal Groudon and to give Fairy Arceus a way to damage Water Arceus. Earth Power can be used to damage Primal Groudon as well, and it has the benefit of dealing chip damage to Klefki and niche Steel-types; it also makes the set less vulnerable to Mega Gengar at the cost of Fairy Arceus not having anything to really hit Ho-Oh or Water Arceus with.</p>\n<h1>Set Details</h1>\n<p>The Speed investment allows Fairy Arceus to outspeed Adamant Rayquaza and everything slower than that. The remaining EVs are slotted into HP and then Defense so that Fairy Arceus can check physically offensive threats, such as Mega Salamence. A Timid nature can be used to outspeed Jolly Rayquaza and maximum Speed base 90 Speed Pokemon. Pixie Plate is required to use Fairy Arceus and gives Judgment a power boost.</p>\n<h1>Usage Tips</h1>\n<p>Fairy Arceus is effective at setting Stealth Rock, so get it set sooner rather than later. One major annoyance this Pokemon has as a Stealth Rock setter is that it invites Ho-Oh in, while the most do to Ho-Oh is set up Stealth Rock or use Toxic on it. Defog users that you can't beat using Judgment should be hit with Toxic and worn down. If not using Earth Power, this set can be eliminated by Mega Gengar quite easily; if it is using Earth Power, you need to smack a Mega Evolved Gengar on the switch to force a trade at worst. This set is complete entry hazard bait against Klefki if it doesn't run Earth Power and will struggle against Skarmory and Ferrothorn regardless. In such situations, you will likely need to double switch to a Pokemon such as Ho-Oh to minimize the amount of hazards the foe can set up.</p>\n<h1>Team Options</h1>\n<p>This set frees Primal Groudon from having to run Stealth Rock, so a Swords Dance, double dance, or Rock Polish set is naturally an effective partner. Ho-Oh fares very well against some of the Pokemon this set struggles to damage, such as Klefki, Ferrothorn, and Skarmory. Giratina-O, Latios, Latias, or Mega Salamence can be used as Defog users, as this set does not run it. Tyranitar or other Pursuit support is useful for keeping Mega Gengar in line, especially if this set isn't running Earth Power; Tyranitar doubles as a Ho-Oh check as well. A defensive Primal Kyogre set with Rest can be used as a status sponge, since Lugia, Water Arceus, and Skarmory like to throw Toxic at Fairy Arceus but are all checked by Primal Kyogre. Mega Sableye can be used as a teammate because its ability, Magic Bounce, helps prevent the opponent from stacking entry hazards.</p>\n",
"abilities": ["Multitype"],
"items": ["Pixie Plate"],
"moveslots": [
["Stealth Rock"],
["Recover"],
["Judgment"],
["Toxic", "Earth Power"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 204,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Bold", "Timid"]
}]
}]
},
"arceus-grass": {
"name": "Arceus-Grass",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Grass"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>Grass Arceus has an uncommon mono-Grass typing, solid 120 / 120 / 120 bulk, and a wide support movepool that allows it to be an effective support Pokemon in the Ubers metagame. However, it has lost its ability to check a lot of powerful threats, as Primal Groudon has a secondary Fire typing, and Primal Kyogre hits harder than regular Kyogre and can run a more effective Calm Mind set; as a result, Grass Arceus's only effective niche in Ubers is being a support Pokemon that can counter Ground Arceus and soft check Primal Kyogre. It is weak to many common Pokemon, namely Mega Gengar, Ho-Oh, Yveltal, and Mega Salamence, which makes teambuilding difficult by mandating strong switch-ins to the latter three, as well as a Pursuit user to deal with Mega Gengar. While Grass Arceus's typing offers a few key resistances, it does not provide it with too many of these and leaves Grass Arceus weak to a lot of attacks. Grass Arceus is also susceptible to Toxic, like most support Arceus formes are.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Grass Arceus has a number of alternate support options; Will-O-Wisp is a possible status move that cripples physical attackers but cannot hit Primal Groudon or Ho-Oh. Thunder Wave is yet another status option that cripples faster threats but again cannot hit Primal Groudon. Earthquake can be used as a coverage move to hit the Steel-types that normally wall Grass Arceus. Earth Power can also be used to hit Primal Groudon harder at the cost of not being able to hit Klefki and Aegislash quite as hard; it should be noted that neither Earthquake nor Earth Power can OHKO Mega Gengar. Finally, Fire Blast is an alternate coverage move that hits Steel-types for super effective damage, especially Ferrothorn and Scizor.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Ho-Oh</strong>: Ho-Oh can switch into Grass Arceus with relative ease, and it can OHKO Grass Arceus with its STAB moves. It resists Grass Knot and Judgment, takes very little from Ice Beam, and does not mind Toxic too much because it has Regenerator to heal itself. However, it will take a significant amount of damage from Stone Edge.</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar takes little from all of Grass Arceus's common moves and can trap it with Shadow Tag. It can then proceed to use Sludge Wave or Sludge Bomb, which is an easy 2HKO on Grass Arceus, or it can use Perish Song to remove Grass Arceus. It does not like being crippled by the rare Thunder Wave, however, and will be 2HKOed by Earthquake and Earth Power.</p>\n<p><strong>Steel-types</strong>: Due to their resistances to Grass, Ice, and Rock and immunity to Toxic, Steel-types are excellent checks to Grass Arceus. Klefki can Toxic Grass Arceus and proceed to set up Spikes. Ferrothorn can also set up Spikes on Grass Arceus, though it tends to force a stalemate if it lacks the move Toxic. Dialga can Toxic Grass Arceus, set up Stealth Rock, and threaten it with Fire Blast. Genesect and Scizor can both threaten Grass Arceus and gain momentum through U-turn, while the latter can also Toxic it.</p>\n<p><strong>Yveltal</strong>: Yveltal can switch into Grass Arceus and proceed to hit it with a super effective Oblivion Wing, healing itself in the process; however, it does not especially enjoy being hit with Stone Edge or Ice Beam. If it is a defensive variant, it can Toxic Grass Arceus and Taunt it to prevent Recover, status, and Defog, though defensive Yveltal may be crippled by Grass Arceus's Toxic itself.</p>\n<p><strong>Mega Salamence</strong>: Mega Salamence can switch in on Grass Arceus, outspeed it, and proceed to hit it with a super effective Double-Edge or Return. Mega Salamence is physically bulky enough to tank Stone Edge relatively well, but it takes 4x super effective damage from Ice Beam. If Grass Arceus lacks Ice Beam, Mega Salamence can set up Dragon Dance as well.</p>\n<p><strong>Latias and Latios</strong>: Latias and Latios resist Grass Arceus's Grass Knot and Judgment and do not take too much from Stone Edge or Ice Beam. Calm Mind variants can set up on Grass Arceus, but Latias and Latios both dislike Toxic, as it will greatly reduce their ability to reliably use Defog and continually Recover off damage. They will also be crippled by Thunder Wave.</p>\n<p><strong>Primal Groudon</strong>: Primal Groudon can switch into some of Grass Arceus's attacks and threaten it with a sun-boosted STAB Lava Plume, Fire Punch, or Overheat. However, Primal Groudon will be worn down by Toxic, and offensive Primal Groudon variants risk a 2HKO from Grass Knot if they switch in.</p>\n<p><strong>Shaymin-S</strong>: Shaymin-S is a decent check to Grass Arceus, as it can switch in on Grass Knot and Judgment and proceed to either set up Substitute or hit Grass Arceus with a powerful Air Slash that may also make it flinch. Shaymin-S does not take Stone Edge well and cannot take Ice Beam at all, but it can pressure Grass Arceus decently well.</p>\n<p><strong>Flying Arceus</strong>: Due to its typing advantage and natural bulk, Flying Arceus can switch into any of Grass Arceus's attacks and set up with Calm Mind while threatening Grass Arceus with Judgment. It can keep itself healthy with Recover and use Refresh to clear Toxic and other status.</p>\n<p><strong>Ice Arceus</strong>: Ice Arceus can switch into Grass Arceus and threaten it with a super effective Judgment. It can also set up with Calm Mind, though it does not like Toxic.</p>\n<p><strong>Toxic</strong>: Toxic in general will wear down Grass Arceus turn by turn and will leave it vulnerable to being overwhelmed, while also putting it on a timer and making it more difficult to reliably use Defog.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Recover offers reliable recovery that allows Grass Arceus to remain healthy throughout the match. Defog supports Grass Arceus's team by removing entry hazards. Grass Knot is the STAB move of choice because it hits most of the Uber tier with 120 Base Power, as most of the Uber Pokemon are heavy; it importantly hits Primal Groudon hard. Judgment is an alternate STAB move option that deals consistent damage, specifically targeting lighter Pokemon in the Ubers metagame such as Mega Diancie. Ice Beam is an important coverage move that hits Mega Salamence and Rayquaza, which both threaten Grass Arceus. Stone Edge can also be used to hit Ho-Oh for 4x super effective damage when it is lured in by Grass Arceus; it also hits Yveltal and Mega Salamence for super effective damage, though it doesn't hit Mega Salamence especially hard. Toxic is a usable status move that wears down Latias, Latios, and Primal Groudon and can be used if another teammate can remove entry hazards or if a second attack is not necessary.</p>\n<h1>Set Details</h1>\n<p>Maximum HP investment gives Grass Arceus solid mixed bulk, so that it can take physical attacks from Ground Arceus and Primal Groudon lacking a Fire-type move, while also checking Primal Kyogre. 56 Speed EVs are used to outspeed fully invested Adamant Rayquaza. The rest of the EVs are invested in Special Defense to give maximum special bulk, improving Grass Arceus's ability to take Ice Beams and Blizzards from Primal Kyogre. A Calm nature is used because Grass Knot or Judgment is the primary attack and Grass Arceus does not want to sacrifice bulk against anything; even when using Stone Edge, Grass Arceus does not miss out on anything too important with a Calm nature. The use of Meadow Plate with the ability Multitype is mechanically necessary, but it does add a little bit of power to Grass Arceus's STAB moves.</p>\n<h1>Usage Tips</h1>\n<p>Grass Arceus does not like being pressured by constant damage from status, so try not to let it get hit with a status move, especially Toxic. Try to use any switches Grass Arceus gets by virtue of its typing and bulk to come in and use Defog. When attempting to lure Ho-Oh, many opponents will try to scout for Stone Edge by switching out, so it can be effective to bluff not having Stone Edge by switching out to a Ho-Oh check the first time it comes in on Grass Arceus. In general, use Recover frequently to stay healthy, as Grass Arceus needs a lot of HP left to check certain threats such as Primal Kyogre. Be very careful around Mega Gengar, as it traps and removes Grass Arceus easily. Grass Arceus should not be treated as a Primal Groudon switch-in initially, as it fears Primal Groudon's Fire-type STAB moves, though it can be switched aggressively into both Ground Arceus and Kyogre if it is healthy.</p>\n<h1>Team Options</h1>\n<p>Stealth Rock support is very important, as it helps against a lot of the Flying-types that threaten Grass Arceus, especially Ho-Oh. In addition to this, Pokemon that check Ho-Oh such as Mega Diancie, Lugia, and Tyranitar are good partners. Similarly, Yveltal checks such as Mega Diancie, Klefki, Xerneas, Clefable, and Tyranitar make for good teammates. Because Grass Arceus primarily functions as a Primal Kyogre and Ground Arceus check, additional Primal Groudon checks such as Latias, Latios, Giratina-O, and Mega Salamence can beat the many variants that Grass Arceus cannot. Additional Primal Kyogre checks are also helpful, as Grass Arceus needs teammates to check Primal Kyogre if it has been weakened beforehand; Latias, Latios, and Primal Groudon can all fill this role nicely. Clerics, such as Clefable, Xerneas, Blissey, and Mega Diancie, make for good teammates that can remove status conditions from Grass Arceus, especially Toxic. In a similar vein, Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki are good partners, as they are immune to Toxic and can absorb it for Grass Arceus. Pursuit users such as Tyranitar and Aegislash are also important partners, as they can trap Mega Gengar before it can trap and remove Grass Arceus. Excadrill is also a good teammate for Grass Arceus because it beats Klefki easily and can Rapid Spin away the Spikes that it sets up on Grass Arceus. Finally, Ho-Oh and Primal Groudon switch into and beat the Steel-types that wall Grass Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Meadow Plate"],
"moveslots": [
["Recover"],
["Defog", "Toxic"],
["Grass Knot", "Judgment"],
["Ice Beam", "Stone Edge", "Toxic"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 0,
"spa": 0,
"spd": 200,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Calm"]
}, {
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind gives Grass Arceus a way to set up and consequently break down some teams with boosted attacks. Recover provides reliable recovery to keep Grass Arceus healthy so that it can continue to check the Water- and Ground-types that it needs to. Grass Knot is the primary STAB move, as it hits most relevant threats harder than Judgment; however, Judgment can be used for consistency, as it breaks through the less common, lighter Pokemon more easily. Ice Beam hits Mega Salamence and Yveltal for super effective damage.</p>\n<h1>Set Details</h1>\n<p>Calm Mind Grass Arceus functions as a setup Pokemon that greatly pressures balanced teams and checks some Water- and Ground-types. 252 HP EVs maximize mixed bulk so that Grass Arceus can check threats such as Primal Kyogre and Ground Arceus; however, it should be noted that Grass Arceus can still be easily overwhelmed by Primal Kyogre with a bit of prior damage. 252 Speed EVs with a Timid nature allow Grass Arceus to outspeed a large portion of the Ubers metagame around the base 90 to 110 Speed benchmark, while at worst tying with other Arceus formes and Mega Salamence. The remaining 4 EVs are put into Special Attack.</p>\n<h1>Usage Tips</h1>\n<p>Set up Calm Mind on foes that either do not threaten Grass Arceus or are directly threatened by it; however, when going against teams that have strong answers to Grass Arceus, such as Mega Gengar and Ho-Oh, setting up is usually not the ideal play, as Grass Arceus will be immediately forced out. Instead, Grass Arceus can be used to pivot around by double switching to something that beats the opponent's switch-in. Do not allow Grass Arceus to be hit with Toxic, as this reduces its ability to amass Calm Mind boosts and will force it out. Lastly, Grass Arceus is worn down relatively easily, so it needs to be kept in very good health to soft check Primal Kyogre.</p>\n<h1>Team Options</h1>\n<p>Stealth Rock support from the likes of Primal Groudon is very important to weaken the Flying-types that threaten Grass Arceus, especially Ho-Oh. Primal Groudon also serves as a Primal Kyogre check alongside Grass Arceus; Latias and Latios fill this role too while also checking Primal Groudon for Grass Arceus. Mega Diancie, Tyranitar, Lugia, and Mega Salamence check Ho-Oh for Grass Arceus. Pursuit support from Tyranitar or Aegislash can remove Mega Gengar, which threatens to stop and KO Grass Arceus. Clefable, Xerneas, Blissey, and Mega Diancie all provide cleric support to remove Toxic and other status conditions from Grass Arceus while also checking Yveltal. Steel-types such as Aegislash, Skarmory, Mega Metagross, and Klefki also make for good partners because they can absorb Toxic. Excadrill does this as well, and it can also clear entry hazards and beat Klefki.</p>\n",
"abilities": ["Multitype"],
"items": ["Meadow Plate"],
"moveslots": [
["Calm Mind"],
["Recover"],
["Grass Knot", "Judgment"],
["Ice Beam"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 0,
"spa": 4,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-ground": {
"name": "Arceus-Ground",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Ground"],
"abilities": ["Multitype"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Avalanche", "Blast Burn", "Blizzard", "Brick Break", "Brine", "Bulldoze", "Bullet Seed", "Calm Mind", "Charge Beam", "Confide", "Cosmic Power", "Cut", "Dark Pulse", "Defog", "Dive", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Pulse", "Dream Eater", "Earth Power", "Earthquake", "Echoed Voice", "Endure", "Energy Ball", "Extreme Speed", "Facade", "Fire Blast", "Flamethrower", "Flash", "Flash Cannon", "Fly", "Focus Blast", "Frustration", "Fury Cutter", "Future Sight", "Giga Drain", "Giga Impact", "Grass Knot", "Gravity", "Hail", "Headbutt", "Heat Wave", "Hidden Power Bug", "Hidden Power Dark", "Hidden Power Dragon", "Hidden Power Electric", "Hidden Power Fighting", "Hidden Power Fire", "Hidden Power Flying", "Hidden Power Ghost", "Hidden Power Grass", "Hidden Power Ground", "Hidden Power Ice", "Hidden Power Poison", "Hidden Power Psychic", "Hidden Power Rock", "Hidden Power Steel", "Hidden Power Water", "Hone Claws", "Hydro Cannon", "Hyper Beam", "Hyper Voice", "Ice Beam", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Judgment", "Last Resort", "Light Screen", "Magic Coat", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Overheat", "Payback", "Perish Song", "Poison Jab", "Protect", "Psychic", "Psych Up", "Psyshock", "Punishment", "Quash", "Rain Dance", "Recover", "Recycle", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Roar", "Roar of Time", "Rock Climb", "Rock Slide", "Rock Smash", "Rock Tomb", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Seismic Toss", "Shadow Ball", "Shadow Claw", "Shadow Force", "Shock Wave", "Signal Beam", "Silver Wind", "Sleep Talk", "Sludge Bomb", "Snarl", "Snore", "Solar Beam", "Spacial Rend", "Stealth Rock", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Surf", "Swagger", "Swift", "Swords Dance", "Tailwind", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Wave", "Toxic", "Trick", "Trick Room", "Twister", "Waterfall", "Water Pulse", "Whirlpool", "Will-O-Wisp", "Work Up", "X-Scissor", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>Ground Arceus has a number of niches, allowing it to fill a useful role on many balanced teams. With excellent bulk and base 120 stats across the board, Ground Arceus is able to excellently support its team or threaten to sweep with a Swords Dance set. The most important defensive role for Ground Arceus is to check perhaps the most threatening Pokemon in the metagame, Primal Groudon, with its super effective Ground-type STAB moves. It also threatens many entry hazard users such as Klefki, Dialga, Primal Groudon, Tyranitar, and Diancie, with the deadly Swords Dance set having an easy time setting up against them. It has the ability to sweep through a significant number of Pokemon thanks to the coverage that EdgeQuake provides. However, Ground Arceus lacks the power to immeditately break through Pokemon, and it has redundant type synergy with Primal Groudon. Luckily, Pokemon such as Choice Scarf Kyogre and Grass Arceus are uncommon, allowing Ground Arceus to be even deadlier.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Both Shadow Force and Refresh have a tiny niche, with Shadow Force arguably having a bigger one. Shadow Force circumvents Giratina-O and the uncommon Giratina checking Ground Arceus reliably and can damage Lugia more than Stone Edge while still hitting Pokemon such as Latios and Latias. Because you give up important coverage in Stone Edge, which allows Ground Arceus to hit Mega Salamence, among other things, you can also run Shadow Force alongside Stone Edge. Refresh can shrug off status ailments, such as the dreaded burn or Toxic from Klefki, for example, so that Ground Arceus has more longevity. Extreme Speed can finish off Pokemon that would otherwise revenge kill Ground Arceus, such as Shaymin-S, Darkrai, and Mewtwo, though it is rather weak. For each of these options, it is hard to justify the loss of recovery. Dragon Claw still hits Mega Salamence as well as Giratina-O for more damage than Stone Edge, but it is weaker versus almost anything else, most notably Lugia. Ground Arceus can also run a special set with Judgment, Recover, Defog or Calm Mind, and Will-O-Wisp or Ice Beam. The Defog set can reliably Defog against many entry hazard users and is a good check to Primal Groudon. The Calm Mind set aims to set up on and power through the opposing team with its coverage. Both sets, however, fail to threaten Ho-Oh, leaving a huge gap in the defensive backbone of the team that Ground Arceus is used on. Additionally, balanced teams often have a hard time dealing with Ho-Oh already. Thunder on the Calm Mind set can beat Ho-Oh while also beating Primal Kyogre, but you then lose the ability to hit Mega Salamence, Latios, and Latias, among others. Both Toxic and Will-O-Wisp are great options when using Defog, letting Ground Arceus cripple common switch-ins effectively. Being able to hit those Pokemon makes Ground Arceus much less passive and more effective in practice.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Skarmory and Bronzong</strong>: Both of these Pokemon are immune to Ground Arceus' STAB moves, forcing it to rely on the weaker Stone Edge to hit them. However, because Bronzong resists Rock-type moves, Skarmory has stellar physical bulk, and Ground Arceus's Stone Edge doesn't rank among the strongest of moves, they take little damage from it. Bronzong must be wary of Shadow Force, but the move is uncommon.</p>\n<p><strong>Water-types</strong>: Water-types such as Primal Kyogre and Water Arceus can sufficiently deal with Ground Arceus. Defensive Kyogre variants have the bulk to eat up a +2 Earthquake and OHKO with Scald. Offensive variants can check Arceus as long as it remains unboosted. Water Arceus can hit Ground Arceus with Judgment or Will-O-Wisp; however, Ground Arceus can beat the most common Water Arceus variant, which carries Toxic and Ice Beam.</p>\n<p><strong>Grass-types</strong>: Grass-types such as Shaymin-S and Grass Arceus have strong STAB moves to OHKO Arceus with. Shaymin-S outspeeds Ground Arceus, whereas Grass Arceus can take Stone Edges well. Both can switch in on Earthquake as well.</p>\n<p><strong>Giratina and Giratina-O</strong>: Giratina-O is immune to Earthquake and has good natural bulk, so it can phaze Ground Arceus with Dragon Tail. Giratina, while uncommon, can do the same thanks to its stellar bulk, and it can burn Ground Arceus as well. It can also use Rest to get rid of the damage, whereas Giratina-O cannot do so.</p>\n<p><strong>Revenge Killers</strong>: Fast Pokemon such as Mewtwo, Deoxys-A, and Darkrai can effectively check Ground Arceus thanks to their superior Speed stats. Mewtwo can launch a super effective Ice Beam, Deoxys-A has an even stronger Psycho Boost, and Darkrai can put it to sleep and proceed to use Nasty Plot or Dark Pulse. Extreme Speed can pick these Pokemon off before they can do so in return, but Mewtwo and Darkrai need to have already incurred a bit of chip damage.</p>\n<p><strong>Burns</strong>: Ground Arceus despises burns because they effectively render it useless. A burned Ground Arceus will fail to sweep anything, and it cannot effectively check the Pokemon it could before because of the residual damage.</p>\n",
"movesets": [{
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance enables Ground Arceus to sweep by giving it a +2 Attack boost under its belt. Earthquake gets the STAB bonus and is what Ground Arceus uses to hit most targets, particularly Primal Groudon. Stone Edge hits most Pokemon that Earthquake doesn't, such as Flying-types and Levitate users. Recover might seem somewhat surprising on a set that is meant to sweep. It is used to give Ground Arceus more longevity, which is very useful when switching in on Pokemon such as Mega Diancie and, most importantly, Primal Groudon. This way, Ground Arceus can threaten out the opposing Pokemon when there isn't an opportunity to sweep, use Recover, and then make sure that it can do so later.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack investment is used because the point of this set is to sweep. Ground Arceus needs the extra power to immediately threaten Primal Groudon, and it's also useful for dealing more damage to physically bulky Pokemon such as Lugia and physically defensive Yveltal. A Jolly nature and 252 Speed EVs let Ground Arceus outspeed Latios, Latias, and non-Mega Gengar, as well as Speed tie with other fully invested Arceus formes.</p>\n<h1>Usage Tips</h1>\n<p>Ground Arceus is a very threatening mid- and late-game sweeper. Try to get it in on Pokemon it threatens out as often as possible so that you can create ample opportunity for it to set up. Examples include Steel-types such as Klefki and other Pokemon weak to Stone Edge. In practice, there are very few reliable checks to Ground Arceus, so it's mostly a matter of creating opportunity. Recover combined with Arceus's natural bulk allows it to play very offensively, but make sure to keep it healthy if you want to reliably check Primal Groudon, as even an uninvested Precipice Blades can hurt. Ground Arceus must be especially wary of switching in on Primal Groudon carrying Lava Plume, as a burned Ground Arceus is effectively useless.</p>\n<h1>Team Options</h1>\n<p>Ground Arceus doesn't need a lot of team support; it's very deadly on its own. In fact, it supports the team by checking bothersome Steel-types and Primal Groudon when you need it to. A Pokemon that can absorb burns is much appreciated, as Ground Arceus becomes almost useless when burned. Ground Arceus is most threatening when your team has Pokemon that appreciate an offensive check to Primal Groudon, such as Fairy- and Steel-types, as well as Pokemon that suffer from opposing Steel-types. This way you can get Ground Arceus in as often as possible. While Ground Arceus does provide good offensive pressure, it needs a way to get around its checks and counters. Generally speaking, you will need an answer to bulky Primal Kyogre variants, support Arceus variants such as Water Arceus and Grass Arceus, and fast revenge killers such as Darkrai and Shaymin-S. Latios, Latias, and Primal Groudon can take care of Primal Kyogre. Primal Groudon that carry a Fire-type move can dispose of Grass Arceus, whereas Latios and Latias that carry Calm Mind beat both Grass Arceus and Water Arceus. Priority users such as Extreme Killer Arceus can beat problematic revenge killers. Healing Wish users such as Latias and Shaymin-S can heal a weakened Ground Arceus, which it appreciates, as finding the time to use Recover can be a challenge.</p>\n",
"abilities": ["Multitype"],
"items": ["Earth Plate"],
"moveslots": [
["Swords Dance"],
["Earthquake"],
["Stone Edge"],
["Recover"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "AG",
"overview": "<p>Ground Arceus is a very good Pokemon in Anything Goes, as its ability to set up and sweep using either attacking stat makes it unpredictable. While other Arceus formes are used more often in support roles, Ground Arceus is the most effective Arceus forme to use against the ever-present Primal Groudon, giving it a niche in a support role as well, further adding to its viability. Unfortunately, it loses to most of the common Water-types, such as Kyogre, Primal Kyogre, and Water Arceus. It also loses to some common walls, such as Skarmory and Ho-Oh, once it reveals whether if it is a physical attacker or special attacker. However, its resistance to Stealth Rock makes it an effective Defog user, and it functions as a decent Klefki check due to its immunity to Thunder Wave, giving it a firm niche in Anything Goes.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Thunder can be used on a specially attacking set to hit Kyogre, Ho-Oh, and Primal Kyogre for decent damage; however, Ground Arceus needs to have a Calm Mind boost to be able to do decent damage to these Pokemon. Roar can be used to discourage the opponent from setting up and works really well on entry hazard-stacking teams featuring Pokemon such as Ferrothorn, Skarmory, and Scolipede. Perish Song is an option to check setup Pokemon, evasion users, and Baton Pass teams. Refresh makes Ground Arceus less weak to status and allows it to set up on bulky Arceus formes that use Will-O-Wisp or Toxic, such as Fairy Arceus and bulky Normal Arceus. Magic Coat is an option to bounce back status moves used by Pokemon such as Darkrai, Smeargle, and Klefki or entry hazards from the likes of Skarmory, Ferrothorn, opposing Arceus formes, and Primal Groudon. Overheat can be used on the physical set to lure and KO Skarmory.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Water-types</strong>: Choice Scarf Kyogre can easily revenge kill any Ground Arceus set with its rain-boosted Water-type STAB attacks. Primal Kyogre can tank hits from the special set all day long and retaliate with a strong Origin Pulse. It dislikes eating Earthquake from the physical set, though. Water Arceus is bulky enough to withstand any hit and retaliate with a super effective Judgment. Palkia can hit Ground Arceus hard with STAB Hydro Pump; however, it is rare in Anything Goes and takes a lot of damage from Ground Arceus's attacks.</p>\n<p><strong>Bronzong</strong>: Bronzong takes very little damage from anything Ground Arceus does and can set up Stealth Rock and Toxic it in return.</p>\n<p><strong>Flying-types</strong>: Flying-types bulky enough to take Ground Arceus's coverage moves can be difficult to handle. If Multiscale is intact, Lugia can come in and phaze Ground Arceus easily. It does take a large chunk of damage from +2 Stone Edge and +2 Ice Beam, however, but it still survives and can switch in as Ground Arceus boosts. Skarmory hard walls the physical set, not being 2HKOed by +2 Stone Edge and being able to phaze it.</p>\n<p><strong>Ho-Oh</strong>: Ho-Oh gets a special mention, as it hard walls both the special Ground Arceus set and the support set. Its massive special bulk allows it to tank any hit from either set and either phaze it or attempt to get a burn with Sacred Fire. It must watch out for Stone Edge, however, so often the Ho-Oh user will switch it out of Ground Arceus until its set is revealed.</p>\n<p><strong>Xerneas</strong>: Xerneas can set up on the support set and beats the Calm Mind set in a one-on-one situation due to the combination of Geomancy and Power Herb boosting Xerneas faster than Calm Mind boosts Ground Arceus.</p>\n<p><strong>Darkrai</strong>: Darkrai can outspeed Ground Arceus, put it to sleep with Dark Void, and set up a Substitute or attempt to KO it with Dark Pulse.</p>\n<p><strong>Status Users</strong>: Toxic wears all Ground Arceus sets down very quickly and prevents it from doing too much damage. Burn damage is slightly more manageable for the special sweeper and support sets, but it is still annoying to play around, and it cripples the physical sweeper set.</p>\n<p><strong>Giratina</strong>: Giratina is bulky enough to tank any hit from Ground Arceus, even if it has a boost already, and proceed to burn the physical attacking set with Will-O-Wisp or phaze the special attacking set with Roar. It can also use Rest to get rid of all status or damage taken from any set.</p>\n",
"movesets": [{
"name": "Physical Sweeper",
"description": "<h1>Moves</h1>\n<p>Swords Dance boosts Ground Arceus's Attack to monstrous levels. Earthquake is mandatory as a very strong STAB move that is boosted further by Earth Plate. Stone Edge completes the classic EdgeQuake coverage and hits Flying-types such as Ho-Oh, Lugia, and Yveltal, which Earthquake fails to hit. Extreme Speed nabs KOs on weakened Pokemon and hits Xerneas and Choice Scarf Kyogre before they can KO Ground Arceus. Recover is an option that allows Ground Arceus to check Primal Groudon more easily and set up on a wider range of attacks.</p>\n<h1>Set Details</h1>\n<p>Ground Arceus runs a very simple EV spread with maximum Attack investment for grabbing more KOs and maximum Speed investment to outspeed as much as possible. A Jolly nature is used to Speed tie with opposing Arceus formes and outspeed Mega Rayquaza and Mega Diancie. Adamant is another option that gives it a notable power increase, including almost guaranteeing the OHKO on physically defensive Yveltal after Stealth Rock damage with a Swords Dance boost, but generally the Speed tier that a Jolly nature lets Ground Arceus hit is much more preferred.</p>\n<h1>Usage Tips</h1>\n<p>Ground Arceus can be used to set up and break down threats for teammates to clean up later; alternatively, it can be used as a late-game cleaner once its checks and counters have been removed. An effective way to use it is to play mind games with your opponent by bluffing the special or support set and then revealing the physical set and hopefully nabbing a KO or two. Good targets to set up on include Primal Groudon, Aegislash, Poison Arceus, and Steel Arceus; just watch out for burns from Lava Plume or Will-O-Wisp. Ground Arceus can be brought in to revenge kill weakened foes with Extreme Speed before attempting to actually sweep. It should be run on offensive teams that can wear down or defeat its checks and counters.</p>\n<h1>Team Options</h1>\n<p>Xerneas and Ground Arceus form a fantastic duo with amazing offensive synergy, each demolishing the other's checks. Ground Arceus can eliminate Steel Arceus, Poison Arceus, Primal Groudon, Aegislash, and Ho-Oh, while Xerneas can defeat Skarmory, Yveltal, and Giratina. Xerneas does need Ingrain and Aromatherapy to effectively handle Skarmory, though. Fairy Arceus can easily dispatch annoying Pokemon such as Yveltal and Giratina and appreciates Ground Arceus eliminating Steel-types. Zekrom handles Lugia, Yveltal, Skarmory, and both formes of Kyogre for Ground Arceus. Mega Diancie stops Darkrai from putting Ground Arceus to sleep and can defeat Skarmory with Hidden Power Fire. Good checks to Kyogre such as Palkia and Primal Groudon are necessary on teams with Ground Arceus. Mega Gengar can trap and eliminate Skarmory and Darkrai if it has Focus Blast.</p>\n",
"abilities": ["Multitype"],
"items": ["Earth Plate"],
"moveslots": [
["Swords Dance"],
["Earthquake"],
["Stone Edge"],
["Extreme Speed"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252