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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
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}, {
"name": "Special Sweeper",
"description": "<h1>Moves</h1>\n<p>Calm Mind boosts Ground Arceus's Special Attack and Special Defense in order to attempt a sweep. Judgment is generally Ground Arceus's go-to attacking move. Ice Beam is for Flying-type Pokemon such as Yveltal, Mega Rayquaza, and Lugia, which are immune to Judgment, as well as hitting Levitate users such as Giratina-O and Gengar. Recover is used to allow Ground Arceus to heal off damage accrued during setup and check Primal Groudon and Klefki better.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment with a Timid nature is used to Speed tie with opposing Arceus formes and outspeed Mega Rayquaza. 180 Special Attack EVs are used to OHKO Mega Rayquaza with Ice Beam at +1 Special Attack after Stealth Rock damage. 4 Special Defense EVs give Download Genesect an Attack boost instead of an Special Attack boost, forcing it to do less with Ice Beam, the move it usually carries to hit Ground-types for super effective damage. 72 HP EVs give Ground Arceus a bit of bulk.</p>\n<h1>Usage Tips</h1>\n<p>Ground Arceus should generally be brought in to sweep late-game, after its checks, such as Ho-Oh, Darkrai, and Lugia, have been weakened or eliminated. That being said, it can also be brought in mid-game if you need it to check or remove certain Pokemon, such as Klefki and Primal Groudon; however, make sure it is at reasonable health when you switch it out to keep it healthy for later in the match. It will almost always force out Primal Groudon, so that is an excellent opportunity to set up, and it can also set up on weaker attackers without super effective moves such as Mega Diancie.</p>\n<h1>Team Options</h1>\n<p>Rock Arceus is a good teammate, as Ho-Oh troubles this set. Bulky Water-types such as Primal Kyogre and Water Arceus make for good teammates as well, checking Ho-Oh and weakening or crippling Ground Arceus's other checks with status. Primal Groudon is a nifty partner, as it can check both Primal Kyogre and Xerneas individually, two threats to Ground Arceus. Mega Diancie prevents Darkrai from halting Ground Arceus's sweep while also outspeeding and KOing Ho-Oh.</p>\n",
"abilities": ["Multitype"],
"items": ["Earth Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Ice Beam"],
["Recover"]
],
"evconfigs": [{
"hp": 72,
"atk": 0,
"def": 0,
"spa": 180,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Judgment allows Ground Arceus to defeat Primal Groudon, as well as Steel-types and Poison-types, while also making it not Taunt bait. Recover gives Ground Arceus more longevity and allows it to more effectively check Klefki and Primal Groudon. Ground Arceus is an excellent Defog user due to its resistance to Stealth Rock and ability to take on most Stealth Rock users; however, if a Defog user is found elsewhere on the team, the move can be replaced with Ice Beam or Will-O-Wisp. Ice Beam is a more reliable way of handling Mega Rayquaza than Will-O-Wisp due to Lum Berry being a very common item on it, while Will-O-Wisp allows Ground Arceus to burn Pokemon such as Skarmory, Ferrothorn, Ghost Arceus, and Normal Arceus, making it a nuisance and crippling most Stealth Rock users. It can also be an effective Stealth Rock setter itself due to its ability to force switches against some top Pokemon in Anything Goes.</p>\n<h1>Set Details</h1>\n<p>The Speed EVs allow Ground Arceus to outspeed fully invested neutral-natured base 90 Speed Pokemon such as Primal Groudon. Running 252 HP EVs and 240 Defense EVs with a Bold nature maximizes Ground Arceus's physical bulk to better take on Mega Rayquaza, Primal Groudon, and opposing Arceus formes. 124 Speed EVs can be used to outspeed all Primal Groudon and Primal Kyogre; however, any more investment severely compromises Ground Arceus's bulk.</p>\n<h1>Usage Tips</h1>\n<p>Ground Arceus can be brought in whenever it can safely wall something and remove entry hazards. Bring it in every time on Primal Groudon and most times on Klefki if you lack a separate check to it. An excellent way to use this set is to bring it in on a physical attacker, burn it, and then switch out to a teammate that can set up and sweep. Ground Arceus makes for a great lead due to its ability to cripple opposing leads with Will-O-Wisp or set up Stealth Rock for your team.</p>\n<h1>Team Options</h1>\n<p>Rock Arceus and Water-types such as Kyogre, Palkia, and Water Arceus make for good teammates, as they can handle Ho-Oh and other Flying-types that Ground Arceus may have trouble with. Defensive Pokemon such as Ho-Oh, Yveltal, and Lugia appreciate Ground Arceus's entry hazard removal, as Stealth Rock cripples all three to the point where they may be unable to check the Pokemon they must. Sweepers such as Xerneas and Normal Arceus appreciate the free switches and setup opportunities Ground Arceus provides, as well as their checks being crippled or removed.</p>\n",
"abilities": ["Multitype"],
"items": ["Earth Plate"],
"moveslots": [
["Judgment"],
["Recover"],
["Ice Beam", "Defog"],
["Will-O-Wisp", "Stealth Rock"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 240,
"spa": 0,
"spd": 0,
"spe": 16
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}]
},
"arceus-fighting": {
"name": "Arceus-Fighting",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Fighting"],
"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>A mono-Fighting typing gives Fighting Arceus the ability to check relevant threats such as Extreme Killer Arceus, Darkrai, Rock Arceus, Tyranitar, and Dialga. Fighting Arceus also has the raw stats and an excellent movepool that is available to all Arceus formes. Thanks to being rarely utilized, Fighting Arceus can function as a lure and easily surprise opponents. Fighting isn't a very good type offensively, due to relevant Ghost-types such as Ghost Arceus, Giratina-O, and Mega Sableye being immune to Fighting Arceus's Judgment. Defensively, Fighting Arceus's typing isn't stellar either, as it is weak to Ho-Oh's, Xerneas's, and Mega Salamence's STAB attacks while offering no useful resistances. Fighting Arceus also tends to perform poorly against defensive teams, and it is vulnerable to all status and entry hazards. Fighting Arceus is almost always a waste of an Arceus forme; reconsider using this Pokemon as it has little to no niche.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A Calm Mind set can be utilized in an effort to make Fighting Arceus more useful against defensive teams; however, the nature of Fighting-type Judgment makes other Calm Mind Arceus formes a better choice in this role. Sludge Bomb can be used to pound away at Fairy-type switches and spread poison; however, hitting Mega Salamence or Ho-Oh with Fighting Arceus's coverage move is usually more relevant and potent. Will-O-Wisp can be used to cripple physical attackers, although some common switch-ins to Fighting Arceus, such as Ho-Oh and Fairy Arceus, are immune or don't mind a burn much. A Defog support set is an option; however, this limits Fighting Arceus to either status or a coverage move further increasing the number of threats that can easily switch into it. Roar can be used to phaze away Pokemon that attempt to setup on Fighting Arceus, while Magic Coat can reflect status and entry hazards, although it is hard to find room for either of these moves.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fairy-types</strong>: Xerneas, Fairy Arceus, Mega Diancie, and Clefable all resist Fighting Arceus's Judgment and can retaliate with strong super effective Fairy-type attacks.</p>\n<p><strong>Ghost-types</strong>: Ghost Arceus, Giratina-O, Mega Gengar, Mega Sableye, and Aegislash are all immune to Fighting Arceus's Judgment and can threaten it with status. Mega Gengar in particular outspeeds Fighting Arceus and can trap it with Shadow Tag.</p>\n<p><strong>Flying-Types</strong>: Ho-Oh, Mega Salamence, Lugia, Yveltal, Shaymin-S, and Flying Arceus have a type advantage against Fighting Arceus, allowing them to threaten it with powerful Flying-type moves. However, Ho-Oh fears Stone Edge, Mega Salamence, Shaymin-S, and Yveltal fear Ice Beam, and Lugia fears Toxic.</p>\n<p><strong>Primal Kyogre</strong>: Primal Kyogre has the sheer special bulk to tank Fighting Arceus's Judgment and can retaliate with powerful rain-boosted Water-type attacks.</p>\n<p><strong>Psychic-Types</strong>: Psychic-types such as Latios, Latias, Mewtwo, and Psychic Arceus resist Fighting Arceus's Judgment and can deal significant damage in return with their Psychic-type attacks.</p>\n<p><strong>Blissey</strong>: Although Blissey takes 2x super effective damage from Fighting Arceus's Judgment, its special bulk is extensive enough to where it can still stall out Fighting Arceus with Toxic.</p>\n<p><strong>Paralysis</strong>: Fighting Arceus relies greatly on its Speed advantage to check threats, and, if Fighting Arceus is paralyzed, it is less effective at making use of the effects of Thunder Wave itself.</p>\n<p><strong>Toxic</strong>: Toxic poison causes Fighting Arceus to have to recover more often, prevents it from staying in for long periods of time, and deals enough residual damage to make it more difficult to check intended threats.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Judgment is Fighting Arceus's specialty, allowing it to rip apart Extreme Killer Arceus, Darkrai, Dialga, Dark Arceus, Tyranitar, Mega Kangaskhan, and Rock Arceus, while also dealing significant damage to Primal Groudon, Klefki, and Ferrothorn. Recover prevents Fighting Arceus from being worn down after repeated switch-ins, allowing it to function beyond a one time check. Thunder Wave cripples common switch-ins to Fighting Arceus such as Ghost Arceus, Latias, Latios, Mega Gengar, and Mewtwo, and prevents it from being setup bait for Geomancy Xerneas. Stone Edge destroys Ho-Oh and provides a means of hitting airborne or Levitating targets that are immune to or resist Fighting Arceus's STAB attack. Ice Beam is used to blow away potential Mega Salamence switch-ins or Mega Salamence that set up; it also destroys Rayquaza and hits Pokemon such as Giratina-O, Latias, and Latios. Toxic can be used instead of Thunder Wave in order to better punish Ghost Arceus while still retaining methods of punishing Latios and Latias switch-ins; however, it worsens the matchup against Mega Gengar and Xerneas to some degree.</p>\n<h1>Set Details</h1>\n<p>252 Special Attack EVs maximize the probability that Fighting Arceus will OHKO Extreme Killer Arceus, and they also ensure that Ice Beam OHKOes Mega Salamence. In general, the Special Attack EVs also help offset how poorly Fighting Arceus preforms against defensive teams. 96 Speed EVs with a Timid nature ensure that Fighting Arceus is faster than Mega Kangaskhan, which is also fast enough to move before Rayquaza variants, and Latios and Latias that aren't maximum Speed. This investment is also enough to outspeed Mega Salamence before Mega Evolution so that Fighting Arceus can knock it out with Ice Beam. The remaining 160 EVs are allocated to HP so that Fighting Arceus better takes +2 Extreme Speed from Extreme Killer Arceus in addition to attacks from Darkrai and Dialga. A Fist Plate is required to use Fighting Arceus, and it boosts the power of Judgment. A spread of 44 Def / 252 SpA / 212 Spe with a Modest nature allows Fighting Arceus to OHKO bulky Extreme Killer Arceus while still retaining enough Speed to outrun Mega Kangaskhan at the cost of the ability to switch into special attacks as well. Another spread of 4 Def / 252 SpA / 252 Spe with a Timid nature is an option to outspeed Mega Lucario, Mega Diancie, and Speed tie with opposing Arceus formes at the cost of not being able to check Extreme Killer Arceus and other special attackers with as much leniency.</p>\n<h1>Usage Tips</h1>\n<p>Fighting Arceus's go-to move to prevent big threats from getting free switch-ins is Thunder Wave. Paralysis cripples any threat that is faster than Fighting Arceus, barring Ground Arceus and the rare Electric Arceus. Ground-types don't really switch into Fighting Arceus's Judgment well, as it deals significant damage even to specially defensive Primal Groudon. Although Fighting Arceus is a solid check to Tyrantiar, beware of Thunder Wave if you're switching it in, as paralysis eliminates the Speed advantage Fighting Arceus has over many threats. If Fighting Arceus is to serve as a counter to Extreme Killer Arceus, it must be at or near full health. This means that it is important to keep Fighting Arceus at high HP as long as an opposing Extreme Killer Arceus is alive. Fighting Arceus has enough bulk to tank any of Darkrai's moves at +2, although bad luck with sleep turns can give Darkrai enough time to KO Fighting Arceus before it can wake up, so using another Pokemon as sleep fodder to Dark Void, then switching in Fighting Arceus is usually a safer method of checking Darkrai. Although it is far from indestructible, Fighting Arceus is capable of liberally switching into powerful threats such as Dialga, Kyurem-W, and even predicted Earthquakes or Extreme Speeds from Rayquaza, although Dragon Ascent makes doing so risky. Do not risk keeping Fighting Arceus in against a previously Mega Evolved Salamence if your team has a safe switch-in for it, as several spreads are faster than Fighting Arceus.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon covers Fighting Arceus's weakness to Fairy-types, Ho-Oh, and Primal Kyogre. Xerneas benefits from Fighting Arceus's ability to check Steel-types, Mega Kangaskhan, and Extreme Killer Arceus, and, in return, Xerneas can check Latios and Latias. Primal Kyogre appreciates Fighting Arceus's ability to check Pokemon such as Dialga and Ferrothorn, while Primal Kyogre can tackle Ho-Oh and Ghost-types. Mega Salamence greatly benefits from Fighting Arceus's ability to check Rock Arceus. Fighting Arceus can check Dark Arceus for Latios and Latias, and, in return, they can provide Defog support for Fighting Arceus. Ho-Oh provides a switch-in for Fairy-type moves aimed at Fighting Arceus, and Fighting Arceus can check Rock Arceus for Ho-Oh in return. Yveltal also appreciates Fighting Arceus's ability to check Rock Arceus, although it does stack a weakness to Fairy-types. Ferrothorn can be used in order to provide Fighting Arceus with a Fairy-type switch-in and a Primal Kyogre switch-in, and it offers an immunity to Toxic aimed at Fighting Arceus. Aegislash can provide a switch-in for Fairy-types and also provide a Toxic immunity. Tyranitar can be used to check Pokemon that threaten Fighting Arceus, such as Ho-Oh, Yveltal, Latios, and Latias, and, in return, Fighting Arceus checks Dialga. Rayquaza benefits from Fighting Arceus's ability to check Rock Arceus and Tyranitar; two common switch-ins to Dragon Ascent. Zekrom can threaten Ho-Oh, Lugia, and Primal Kyogre, all of which are common and powerful checks to Fighting Arceus. Mega Scizor, Mega Metagross, and Mega Lucario can all be used as offensive partners that check Fairy-types that threaten Fighting Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Fist Plate"],
"moveslots": [
["Judgment"],
["Recover"],
["Stone Edge"],
["Ice Beam", "Thunder Wave"]
],
"evconfigs": [{
"hp": 160,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 96
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-dark": {
"name": "Arceus-Dark",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Dark"],
"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>Dark Arceus has received a few indirect buffs in the ORAS metagame due to the reintroduction of the Soul Dew for Latias and Latios, an increase in Giratina-O's usage, and the addition of Primal Groudon, a Pokemon that can punish Fairy-type Pokemon, which are the most common checks to Dark Arceus. However, it does dislike the slight decline of stall in the more offensively-oriented metagame. Like all Arceus formes, Dark Arceus has access to exceptional 120 / 120 / 120 bulk, which grants it many setup opportunities. Thanks to its typing, it serves as a solid offensive check to many Psychic- and Ghost-type threats in the metagame, such as Mega Mewtwo Y, Latias, Latios, Ghost Arceus, and Giratina-O. Dark is also a great offensive typing, especially because there is no type immune to it. This allows an effective mono-attacking set to be run, freeing up a slot for Refresh, which allows it to shrug off status and become a menacing stallbreaker. Unfortunately, it still struggles against Fairy-types, which are very common in Ubers, as well as against Fighting-types, though they have been in decline since the introduction of the Fairy-type. Additionally, Dark as a defensive type does not have many useful resistances, so Dark Arceus faces intense competition from other Arceus formes that run viable support sets. In spite of this, Dark Arceus is one of the best Calm Mind Arceus formes that can be a fierce stallbreaker and late-game sweeper.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Dark Arceus can plausibly run a support set that utilizes its wide range of support moves. It can use Defog against many of the threats that the Calm Mind variant can set up on and check Psychic- and Ghost-types as well as Yveltal to some extent. It should be noted that a support set of Dark Arceus is not susceptible to Shadow Tag, which gives it a distinct niche over other support Arceus formes; however, it lacks many useful resistances. Sludge Bomb can help Dark Arceus bypass some of the Fairy-type Pokemon that threaten it. Lastly, Substitute is an useful move that can be used over Refresh, as it blocks status, including Leech Seed, and can aid in setup.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fairy-types</strong>: Fairy-types are the most prevalent and dangerous checks to Dark Arceus in the metagame. Geomancy Xerneas easily sets up on Dark Arceus, while Choice Scarf Xerneas can switch in on any move except for Sludge Bomb and begin to spam Moonblast. Calm Mind Fairy Arceus and Calm Mind Xerneas can also set up on Dark Arceus. Klefki can use Thunder Wave and 3HKO Dark Arceus with Play Rough if it gets lucky or use Dark Arceus as Spikes fodder, although it is prone to being worn down with repeated hits. Bulky Fairies such as Fairy Arceus, Sylveon, and Clefable do fairly well against Dark Arceus; however, it should be noted that all three are weak to Sludge Bomb. Clefable is especially notable because its ability Unaware allows it to ignore Dark Arceus's Calm Mind boosts. Mega Mawile resists Judgment and can do at least 72% to Dark Arceus with an uninvested Play Rough.</p>\n<p><strong>Fighting-types</strong>: Though they may be less common, Fighting-types are still strong checks that can beat Dark Arceus. Mega Mewtwo X and Mega Blaziken after a Speed boost both outspeed and have a chance to OHKO Dark Arceus with Low Kick. Lucario can tank a Judgment, or outspeed 176 Speed Dark Arceus if it has already Mega Evolved, and OHKO with Close Combat. Fighting Arceus can also beat Dark Arceus by virtue of its typing.</p>\n<p><strong>Tyranitar</strong>: Tyranitar is an effective check to Dark Arceus, as it resists Judgment, has an impressive Special Defense stat that is further boosted by Sandstorm, and can retaliate with Low Kick, which does 40%-47% to Dark Arceus uninvested, not counting residual damage from the sand. Low Kick also has twice as much PP as Dark Arceus's Recover, so Tyranitar will easily stall out Dark Arceus. Tyranitar can also phaze it with Roar.</p>\n<p><strong>Fast Physical Attackers</strong>: Fast physical attackers, especially ones that have high Attack stats or access to super effective coverage moves, can revenge kill or severely dent Dark Arceus, capitalizing on its unboosted Defense stat. Genesect is a good check to Dark Arceus despite the fact that it takes significant damage if it switches into Judgment. With a Download-boosted STAB U-turn, Genesect can effectively revenge kill Dark Arceus, dealing 58%-69%. Zekrom can also do around 50% with Bolt Strike. Life Orb Deoxys-A can hit it with a super effective Low Kick or Superpower for 67%-80%, while Mega Salamence does 51% minimum with Double-Edge.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Pokemon with exceptional special bulk can act as soft checks to Dark Arceus. Primal Kyogre with investment in bulk can tank Dark Arceus's Judgments and, while it doesn't do much damage back, can phaze Dark Arceus. Ho-Oh can tank hits, hit moderately hard with Brave Bird, fish for burns with Sacred Fire, or phaze with Whirlwind, but it is not a particularly reliable check without Whirlwind.</p>\n",
"movesets": [{
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind allows Dark Arceus to set up against Pokemon it threatens, such as Latias, Latios, Ghost Arceus, and Giratina-O, and proceed to break through stall or initiate a late-game sweep. Judgment is Dark Arceus's primary and only attack, having great neutral coverage for a STAB move while reliably hitting pretty hard after a Calm Mind boost or two. Recover allows it to stay around longer and set up on support Pokemon or weaker offensive threats. Refresh is useful to remove annoying status such as poison, paralysis, or burns, improving Dark Arceus's impressive stallbreaking capacity. Will-O-Wisp is another option you could use over Refresh if you prefer your Dark Arceus to check physical threats instead of being a frightening stallbreaker, but Refresh tends to be more useful if a team is adequately prepared for said physical threats.</p>\n<h1>Set Details</h1>\n<p>Maximum HP investment maximizes Dark Arceus's mixed bulk, which allows it to set up more easily. Running 176 Speed EVs with a Timid nature allows it to outspeed positive-natured base 110 Speed Pokemon, such as Latias, Latios, and non-Mega Gengar, and KO them with Judgment before they can attack; Gengar in particular threatens Dark Arceus with Destiny Bond. Other viable Speed investment options include 96 Speed EVs with a Timid nature for outspeeding base 100 Speed Pokemon such as Palkia, non-Mega Salamence, and Kangaskhan, while 252 Speed EVs with a Timid nature allows Dark Arceus to Speed tie with at worst other Arceus formes. The remaining EVs go into physical bulk because Ubers is mostly dominated by numerous physical threats.</p>\n<h1>Usage Tips</h1>\n<p>Use Dark Arceus's typing and bulk to switch in on some special attackers such as Palkia and neutral support Arceus, as well as Psychic- and Ghost-type Pokemon that Dark Arceus can set up on. When doing so, be wary of Mega Mewtwo X and Focus Blast Mega Mewtwo Y; Mega Mewtwo Y's Focus Blast can deal as much as 81% to Dark Arceus, while Mega Mewtwo X has a solid chance to OHKO it with Low Kick. It is often crucial to scout opposing Mewtwo before switching in, lest you lose a valuable win condition for your team. If Dark Arceus is not needed to check members of the opposing team, it can be effective to reveal it late-game and sweep when the opposing team has been weakened or lacks checks to Dark Arceus.</p>\n<h1>Team Options</h1>\n<p>Reliable switch-ins to Fairy-types, such as Primal Groudon and Ho-Oh, are indispensable partners for Dark Arceus, as Dark Arceus tends to give them free switches and is often threatened out by them. Mega Gengar can remove Fairy-types altogether by virtue of Shadow Tag and its typing. Klefki, Scizor, and other Steel-types check Geomancy Xerneas, which is useful if other checks to Fairy-types cannot reliably check this Xerneas variant. Latias and Latios appreciate Pokemon that threaten them such as Ghost Arceus checked by Dark Arceus, while they check Fighting-types for it and provide Defog support. Lugia checks Fighting-types and physical attackers in general, which can often revenge kill or do considerable damage to Dark Arceus. Finally, bulky Fairy-types of your own, especially Xerneas, can check Mega Mewtwo X for Dark Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Dread Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Recover"],
["Refresh"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 80,
"spa": 0,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Perish Trap",
"description": "<h1>Moves</h1>\n<p>Perish Song limits your foe to only three turns of play, which coupled with Whirlpool prevents the opponent from switching out. Judgment is Dark Arceus's main attack and is very useful to get off chip damage or even knock out the foe at low HP. Judgment also hits a lot of common Pokemon super effectively, such as Lugia, Giratina-O, and Ghost Arceus, and it also hits the Ghost-types that cannot be trapped by Whirlpool. Recover is used to help Dark Arceus survive longer when a foe is trapped.</p>\n<h1>Set Details</h1>\n<p>The given Speed EVs help Dark Arceus outspeed maximum Speed base 110s like Mega Diancie, Latios, and Latias. 248 HP EVs are used to maximize Dark Arceus's bulk and to also minimize entry hazard damage. The remaining EVs are poured into Defense, since most of the Pokemon that are pressuring Dark Arceus will be physical attackers. Maximum Speed investment is another option that Dark Arceus can use so that it will outspeed or, at worst, Speed tie with Ghost Arceus, preventing it from being KOed by a Brick Break or Focus Blast if it wins the tie and has not been weakened much.</p>\n<h1>Usage Tips</h1>\n<p>Dark Arceus should be used against bulkier Pokemon that cannot do much damage to it, such as Ferrothorn, Klefki, Water Arceus and other Arceus formes, and Blissey, so that it is able to stall them out successfully. However, some bulky Pokemon such as Ho-Oh can deal a lot of damage to Dark Arceus, preventing it from successfully trapping and KOing them. Since Dark Arceus will usually only be in play for about four turns at a time, and most of those turns will be it using Recover, Dark Arceus does not really care about being burned, but really fears Toxic due to the great increase in damage taken every turn. Dark Arceus's great typing means it should be switched in on very prominent threats in the metagame, such as Giratina-O, Lugia, and Ghost Arceus. Some setup Pokemon can be very scary and sometimes it might be worth it to get off a sacrificial Perish Song to threaten these Pokemon out. Be wary of Primal Groudon when it switches in, as it is unaffected by Whirlpool and as such cannot be trapped and will get a free turn. Dark Arceus also lures in Klefki and deals with it well, which means that balanced teams can get broken down quite easily by Dark Arceus; however, Klefki will usually be able to significantly damage Dark Arceus in the process. When using this set, keep in mind that once Dark Arceus traps a Pokemon with Whirlpool, it does not have to stay in, as switching out can also be a good option after trapping a Pokemon, since you can switch to a check while the opponent's only option is to stay in.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is known for being able to pair well with almost any Pokemon, and Dark Arceus is no exception. Dark Arceus really appreciates Primal Groudon's ability to take on Xerneas, as well as having a switch-in to Klefki to avoid Thunder Wave and Toxic while limiting the layers of Spikes it can set up. Since Dark Arceus is a stallbreaker and is overwhelmed by offense, combinations of partners that can deal with offense are helpful. Giratina-O can switch in, avoid the 2HKO from Primal Groudon, and will be able to help out a lot by threatening Primal Groudon out, since Whirlpool cannot hit it through harsh sunlight. Klefki is also a nice partner, as it is able to paralyze and cripple opposing threats, as well as set up Spikes. Not only that, but Klefki is also helpful to have for the ever-common Fairies that give Dark Arceus so much trouble. Dialga is able to take on the very threatening Mega Salamence as well as set up Stealth Rock. Although Dark Arceus is able to deal with Pokemon such as Deoxys-A and Mewtwo, it is a good idea to have a secondary answer to these Pokemon, since their Speed allows them to come in and revenge kill Dark Arceus when it is not at full HP. Xerneas really appreciates this set, since it is heavily walled by Blissey and Klefki, two Pokemon that Dark Arceus deals with quite easily, and it can really get to work after they are taken care of.</p>\n",
"abilities": ["Multitype"],
"items": ["Dread Plate"],
"moveslots": [
["Perish Song"],
["Whirlpool"],
["Judgment"],
["Recover"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 84,
"spa": 0,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-bug": {
"name": "Arceus-Bug",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Bug"],
"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>Bug Arceus's typing offers no useful resistances, as any users of Fighting-, Grass-, and Ground-type moves have either secondary STAB or coverage moves that will destroy Bug Arceus. The Stealth Rock weakness further weakens Bug Arceus's longevity, removing 25% of its HP on every switch in. Bug isn't the worst offensive typing in Ubers, as there are many Psychic- and Dark-types in the tier. Unfortunately, Bug Arceus is easily checked by many things in Ubers, as anything that is somewhat bulky can withstand its attacks.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Bug Arceus's options are very limited. A Calm Mind set is a possibility, but Ho-Oh poses such a great threat to such a set that it is generally not worthwhile. Extreme Speed is a possible coverage move that allows Bug Arceus to get past faster threats and beat a boosted Darkrai if weakened. Non-STAB Extreme Speed is extremely weak, however, even with a Swords Dance boost.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Primal Groudon</strong>: Primal Groudon is able to switch into Bug Arceus easily and threaten to set up boosting moves, set up Stealth Rock, and OHKO Bug Arceus. Not even a +2 Earthquake can OHKO Primal Groudon, and therefore the matchup should be completely avoided until Primal Groudon is sufficiently worn down.</p>\n<p><strong>Mega Salamence</strong>: Salamence can switch into Bug Arceus and get a free turn to Mega Evolve thanks to Intimidate, then threaten to OHKO with its STAB move. If Salamence has already Mega Evolved when it switches in, Stone Edge can 2HKO non-bulky sets, but even with this, the best possible scenario is that Mega Salamence Speed ties with Bug Arceus and can potentially OHKO with Return or Double-Edge. The risk can be high for both sides, but mostly favors the Mega Salamence user.</p>\n<p><strong>Ghost Arceus</strong>: Ghost Arceus resists Bug and takes pitiful damage from Bug Arceus's coverage moves, making it a good switch-in. Ghost Arceus can then threaten to countersweep with Calm Mind or Swords Dance, or it can burn Bug Arceus with Will-O-Wisp if using a defensive set.</p>\n<p><strong>Giratina-O</strong>: Giratina-O resists X-Scissor and is immune to Earthquake, leaving Stone Edge as Bug Arceus's only way to hurt it. Unfortunately, Giratina-O is bulky enough to avoid a 2HKO from even a +2 Stone Edge and can phaze with Dragon Tail.</p>\n<p><strong>Steel-types</strong>: Steel-types that are neutral to Earthquake such as Ferrothorn, Forretress, and Mega Scizor are excellent checks to Bug Arceus.</p>\n<p><strong>Revenge Killers</strong>: Bug Arceus is actually very weak in comparison to other threats. Many Pokemon in Ubers can handle its attacks and check it as a result.</p>\n",
"movesets": [{
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance is the preferred set over Calm Mind, as the existence of Ho-Oh leaves Calm Mind an unviable alternative. X-Scissor is the most powerful physical STAB move Bug Arceus can use and is effective against the numerous Psychic- and Dark-types in the tier, as it is able to OHKO Mewtwo, Latios, Latias, Darkrai, and the offensive Deoxys formes. Earthquake is used as coverage, allowing Bug Arceus to hit Primal Groudon, Mega Diancie, and most Steel-types. It should be noted that Earthquake is very weak without a boost from Swords Dance, and even then, Pokemon such as Primal Groudon can survive a +2 Earthquake. Stone Edge is used to hit Flying-types such as Mega Salamence, Rayquaza, and Ho-Oh. Iron Head can be used over Earthquake if you wish to hit Fairy-types such as Xerneas and Fairy Arceus, which can otherwise check Bug Arceus easily.</p>\n<h1>Set Details</h1>\n<p>Maximize Attack EVs to give Bug Arceus as much power as possible. Maximum Speed EVs and a Jolly nature allow Bug Arceus to outspeed anything under base 120 Speed and Speed tie with other Arceus formes and Mega Salamence.</p>\n<h1>Usage Tips</h1>\n<p>Bug Arceus is best used as a late-game cleaner, once Primal Groudon and other checks are sufficiently weakened. Bug Arceus can also be used earlier in the match to revenge kill Calm Mind Latios or Latias if necessary. Bug Arceus's resistance to Ground- and Fighting-type moves can give it a way to switch in, but be very careful; most users of such moves typically have other coverage moves that can deal heavy damage to Bug Arceus. Bug Arceus can check Mega Lucario easily. However, Mega Lucario is rather rare.</p>\n<h1>Team Options</h1>\n<p>Bug Arceus requires a huge amount of support to be even slightly effective. Defog users such as Latios, Latias, Mega Scizor, and Giratina-O can clear all entry hazards, all of which are very detrimental to Bug Arceus's longevity. Giratina-O also doubles as a check to Primal Groudon, a Pokemon that can counter Bug Arceus with ease, making it an effective partner. Other checks to Primal Groudon include Latios, Latias, Shuca Berry Dialga, and defensive Mega Salamence. Checks to Mega Salamence such as Dialga, Klefki, Tyranitar, and Mega Aerodactyl are appreciated, as Bug Arceus cannot beat it one-on-one without a Swords Dance boost. It should be noted that Bug Arceus has a hard time revenge killing Mewtwo and Nasty Plot Darkrai, so checks to them might be a good idea. Checks to Mewtwo include Latios, Latias, Yveltal, and Giratina-O, while checks to Darkrai include Primal Kyogre, Ho-Oh, and Tyranitar.</p>\n",
"abilities": [],
"items": ["Insect Plate"],
"moveslots": [
["Swords Dance"],
["X-Scissor"],
["Earthquake"],
["Stone Edge"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"arceus-steel": {
"name": "Arceus-Steel",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Steel"],
"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>Steel Arceus has a unique mono-Steel typing that offers it ten resistances and an immunity, allowing it to fill a number of roles. Great 120 / 120 / 120 bulk along with a useful typing gives Steel Arceus solid defensive utility in checking Latias, Latios, and some variants of Xerneas. Additionally, Steel Arceus's immunity to Toxic gives it good stallbreaking ability, and Steel Arceus can run both Calm Mind and Swords Dance sets effectively; unfortunately, Steel is a subpar offensive typing. Furthermore, Steel Arceus has relatively exploitable weaknesses to common Fire-, Fighting-, and Ground-type coverage moves. The dominating presence of Primal Groudon and Ho-Oh in Ubers also limits Steel Arceus's effectiveness.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Steel Arceus can run a viable support set with status moves and Defog. Will-O-Wisp can burn physical threats such as Mega Salamence and Swords Dance Arceus. Thunder Wave cripples fast threats such as Mewtwo and Xerneas, allowing Steel Arceus to better check these Pokemon. Toxic wears down Primal Groudon and also puts a timer on Latias, Latios, and Defog Arceus formes. Finally, Roar can be used to phaze setup sweepers such as Geomancy Xerneas, Mega Salamence, and Swords Dance Arceus formes.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fire-types</strong>: Fire-types all resist Steel and can threaten Steel Arceus with a super effective STAB move. Primal Groudon switches in relatively easy and threatens Steel Arceus with both of its STAB moves; however, it is worn down easily to a point where Steel Arceus can beat it with Earth Power or Earthquake. Ho-Oh also easily switches in and threatens Steel Arceus with Sacred Fire, though it must be wary of Stone Edge and Thunder. Reshiram also threatens Steel Arceus with its Fire STAB moves, though Earth Power, Earthquake, and Stone Edge all hit it super effectively.</p>\n<p><strong>Ground-types</strong>: While Ground-types do not resist Steel, they can still switch in and threaten Steel Arceus with a STAB move. Primal Groudon threatens Steel Arceus with both its Ground and Fire STAB moves, while resisting Judgment and Iron Head as well. Ground Arceus has great bulk that enables it to switch in and threaten Steel Arceus with Judgment or Earthquake, and it can also set up with Calm Mind and Swords Dance. Excadrill fears Earthquake and Earth Power, but it resists Steel and threatens Steel Arceus with a super effective Earthquake.</p>\n<p><strong>Water-types</strong>: Water-types check Steel Arceus thanks to their resistance to Steel. Primal Kyogre switches in easily and can hit Steel Arceus with a powerful Origin Pulse, paralyze it with Thunder Wave, phaze it with Roar, or set up its own Calm Mind boosts. Water Arceus walls Steel Arceus relatively well, though it struggles to do much in return; Calm Mind Steel Arceus can set up multiple boosts to overwhelm Water Arceus, while Water Arceus must carry Judgment to beat Swords Dance variants assuming that they both lack Recover. Both Primal Kyogre and Water Arceus do not like taking Thunder from Calm Mind Steel Arceus.</p>\n<p><strong>Fighting-types</strong>: Fighting-types pose a direct threat to Steel Arceus and can force it out. Fighting Arceus has great bulk that allows it to switch in and hit Steel Arceus with Thunder Wave and Judgment. Mega Mewtwo X threatens to OHKO Steel Arceus with Low Kick, though it cannot switch in repeatedly. Mega Lucario also threatens to OHKO Steel Arceus with Close Combat, while Mega Blaziken threatens to OHKO Steel Arceus with Low Kick; however, both of the last two fear Earthquake and Earth Powern</p>\n<p><strong>Skarmory</strong>: Skarmory's typing allows it to check Steel Arceus very effectively. Skarmory fears nothing from Swords Dance Steel Arceus, and it can simply set Spikes and use Whirlwind to phaze Steel Arceus if it gains too many boosts. Against Calm Mind Steel Arceus, Skarmory can use Whirlwind to phaze it but must be wary of Thunder.</p>\n<p><strong>Giratina-O</strong>: Giratina-O checks Swords Dance Steel Arceus by virtue of its good physical bulk and can proceed to burn it with Will-O-Wisp or phaze it with Dragon Tail.</p>\n<p><strong>Revenge Killers</strong>: Fast Pokemon that outspeed and KO Steel Arceus can revenge KO it. Deoxys-A outspeeds Steel Arceus and can hit it with a Life Orb-boosted, super effective Low Kick or Superpower. Mewtwo can outspeed and, depending on its set, hit Steel Arceus with Focus Blast, Fire Blast, or Low Kick. Darkrai outspeeds Steel Arceus and can put it to sleep with Dark Void, and then can set up Nasty Plot or KO Steel Arceus by repeatedly using Dark Pulse.</p>\n",
"movesets": [{
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind allows Steel Arceus to set up and break stall in conjunction with its Toxic immunity. Judgment is Steel Arceus's primary STAB move that hits Fairy-types super effectively, though its overall coverage is mediocre. Recover lets Steel Arceus take repeated attacks and residual damage and also set up multiple Calm Minds. Earth Power provides coverage to hit Primal Groudon and Steel-types super effectively. Thunder similarly provides coverage for Steel Arceus, but it instead targets Ho-Oh and Primal Kyogre.</p>\n<h1>Set Details</h1>\n<p>252 HP EVs maximize Steel Arceus's mixed bulk, which works well with Steel Arceus's natural bulk and useful typing to allow for more setup opportunities. 176 Speed EVs with a Timid nature allow Steel Arceus to outspeed Pokemon with base 110 Speed that run maximum Speed, such as Latias, Latios, and Gengar before it Mega Evolves. The rest of the EVs are put into Defense to help against physical attackers such as Mega Salamence and Extreme Killer Arceus. Alternately, 252 Speed EVs can be used to at worst Speed tie with other Arceus formes and Mega Salamence.</p>\n<h1>Usage Tips</h1>\n<p>Steel Arceus should function as a support Pokemon that checks Dragon- and Fairy-types early on as needed and also has the ability to set up and break stall or clean later on. However, setting up while the opponent has strong checks in the back tends to be inefficient, because Steel Arceus will simply be phazed or threatened out by strong checks such as Ho-Oh. It should be noted that Steel Arceus should not be relied on as a Geomancy Xerneas check, as Xerneas commonly carries Focus Blast.</p>\n<h1>Team Options</h1>\n<p>Steel Arceus appreciates partners that check the Pokemon that threaten it. Giratina-O is a good teammate for Steel Arceus, because it checks Primal Groudon and Fighting-types that threaten Steel Arceus while also providing Defog support for a team; Giratina-O also appreciates Steel Arceus's ability to check Fairy-types and Dragon-types. Other Primal Groudon checks, such as Latias, Latios, Mega Salamence, and Lugia, make for good partners. Other checks to Fighting-types, such as Xerneas, Mega Salamence, and Lugia, also make for good partners. Ho-Oh checks are important partners, so Mega Diancie, Mega Salamence, and Tyranitar all complement Steel Arceus well in that regard; strong Stealth Rock support is also useful because it weakens Ho-Oh. Finally, Primal Kyogre checks such as Primal Groudon, Latias, and Latios are good teammates for Steel Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Iron Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Recover"],
["Earth Power", "Thunder"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 80,
"spa": 0,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance makes Steel Arceus a strong setup sweeper that hits hard physically. Iron Head is very reliable, and as such it is Steel Arceus's best physical STAB move. Earthquake provides coverage to hit Primal Groudon and most Steel-types super effectively. For the last moveslot, Steel Arceus has a number of options. Stone Edge targets most Flying-types, though it most notably hits Ho-Oh and prevents Steel Arceus from being walled by it. Extreme Speed picks off weakened threats; however, it is relatively weak if Steel Arceus does not have any Attack boosts. Recover keeps Steel Arceus healthy and lets it set up more consistently while also being worn down less easily.</p>\n<h1>Set Details</h1>\n<p>Swords Dance Steel Arceus's main niche is being an offensive Swords Dance sweeper that has the bulk and typing to check threats such as Latias, Latios, and Xerneas decently well. 252 Speed EVs with a Jolly nature guarantee that Steel Arceus can outspeed the many Pokemon that have a base Speed between 90 and 110, and that it can at least Speed tie with other Arceus formes and Mega Salamence. 252 Attack EVs maximize Steel Arceus's otherwise mediocre offensive capabilities. The remaining EVs are placed in Defense to give Steel Arceus an odd HP value to reduce passive damage while still giving Genesect a Special Attack boost.</p>\n<h1>Usage Tips</h1>\n<p>Early-game, Steel Arceus should be used as a switch into Dragon- and Fairy-types, hopefully wearing down its checks as they switch in. Later on, it should set up and attempt to sweep the opposing team. Steel Arceus can use its immunity to Poison to switch in and absorb Toxic for its teammates; however, Steel Arceus will be severely crippled and worn down by burns.</p>\n<h1>Team Options</h1>\n<p>Stealth Rock support is important, because it limits Ho-Oh's opportunities to switch in, and it also deals residual damage that weakens Steel Arceus's checks. Ho-Oh checks such as Mega Diancie, Mega Salamence, and Tyranitar; Primal Groudon checks such as Latias, Latios, Giratina-O, Mega Salamence, and Lugia; checks to Fighting-types such as Xerneas, Giratina-O, Mega Salamence, and Lugia; and Primal Kyogre checks such as Primal Groudon, Latias, and Latios are all good teammates for Steel Arceus. Xerneas is a good partner for Steel Arceus, because it can weaken some of Steel Arceus's checks such as Primal Groudon. Fire-types such as Primal Groudon and Ho-Oh are also good partners, because they take advantage of Steel-types like Skarmory that switch in on Steel Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Iron Plate"],
"moveslots": [
["Swords Dance"],
["Iron Head"],
["Earthquake"],
["Stone Edge", "Extreme Speed", "Recover"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"arceus-electric": {
"name": "Arceus-Electric",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Electric"],
"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>Electric Arceus is not very effective in the current metagame as a support Arceus forme. The biggest reason for this is the presence of Primal Groudon, which is immune to Electric Arceus's STAB attacks and takes very little damage from its weak Ice Beams. Primal Groudon's commonness means that most teams will carry at least one counter to Electric Arceus, and there are several other common answers to it in the Ubers metagame as well, such as Latias and Ground Arceus. Electric Arceus does have three resistances to make use of, but only the resistance to Flying-type moves is particularly useful. Moreover, Electric Arceus takes heavy damage from Earthquake coverage, which all offensive Flying-types in Ubers commonly run. Compounding its issues is its lack of offensive presence, as Electric Arceus is forced to use Toxic do to anything to Ground-types and must use Will-O-Wisp to hit Ferrothorn. Fortunately, Electric Arceus does have a couple of redeeming qualities that make it borderline usable. First of all, it only has one weakness, albeit a nasty one to Ground-type moves. Additionally, Electric Arceus still has the amazing all-around stats that all Arceus formes have, granting it a nice mix of Speed and bulk. Finally, it is one of the only Pokemon capable of soft checking both Primal Kyogre and Flying-types.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Unfortunately, Electric Arceus has little flexibility in its given moveset, or else it will be open to a myriad of threats. Although Defog might seem like an appealing option at first, Electric Arceus is a terrible user of the move because it loses badly to entry hazard setters such as Primal Groudon, Klefki, and Toxic Ferrothorn. Ice Beam is an option to dent Latias and Latios, as well as to hit Mega Salamence and Rayquaza really hard, but Electric Arceus struggles to find a moveslot for it. Besides, it can already cripple Rayquaza and Mega Salamence with Will-O-Wisp and Latias and Latios with Toxic. Thunder is an option over Judgment if you want a move that can paralyze the foe, but its low accuracy is unappealing on a Pokemon that needs to be as consistent as possible to support its team.</p>\n<p>Refresh is an option to allow Electric Arceus to take on Toxic users, but it has little other utility. Fire Blast can be used to hit Ferrothorn really hard and has the added benefit of garnering a stronger hit on Klefki, allowing teammates such as Latios to take advantage of their checks being severely weakened. However, it has mediocre coverage with Electric Arceus's Judgment and forces it to give up a status move. Finally, Electric Arceus can attempt to run a Calm Mind set with Judgment, Earth Power, Calm Mind, and Recover. Unfortunately, a Calm Mind set is difficult to pull off in this metagame due to Electric Arceus's terrible offensive typing and susceptibility to Primal Groudon.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Primal Groudon</strong>: Primal Groudon is immune to both Will-O-Wisp and Judgment and beats Electric Arceus with its Ground-type STAB attacks. However, it should be wary of switching in on Toxic.</p>\n<p><strong>Ground Arceus</strong>: Swords Dance variants of Ground Arceus outrun and severely damage Electric Arceus with Earthquake, and other variants hit it with Judgment. Nonetheless, they should be on the lookout for Will-O-Wisp and Toxic, respectively.</p>\n<p><strong>Calm Mind Latias and Latios</strong>: Although they dislike Toxic, Calm Mind Latias and Latios can otherwise set up on Electric Arceus and proceed to threaten its team.</p>\n<p><strong>Special Walls</strong>: Blissey doesn't care about anything Electric Arceus can do and can use it to pass Wishes or use Aromatherapy. Ferrothorn can set up Spikes on Electric Arceus, but it despises Will-O-Wisp. Heal Bell Clefable can also switch in comfortably.</p>\n<p><strong>Grass Arceus</strong>: Grass Arceus will win one-on-one courtesy of its typing, but it despises Toxic.</p>\n<p><strong>Mega Gengar</strong>: Perish Song sets can remove Electric Arceus fairly easily once it has Mega Evolved, as Mega Gengar can use Disable to stop Arceus from using Judgment and stall it out from there.</p>\n",
"movesets": [{
"name": "Dual Status",
"description": "<h1>Moves</h1>\n<p>Judgment is Electric Arceus's main STAB move and hits most Pokemon that don't carry an immunity or resistance to it fairly hard thanks to its high Base Power and the 1.2x boost granted by Zap Plate. Recover is mandatory to keep Electric Arceus is good health throughout the match. The last two moveslots are both dedicated to status moves, which are crucial to Electric Arceus's functionality in the tier. Will-O-Wisp allows Electric Arceus to effectively check physical threats such as Mega Salamence, Extreme Killer Arceus, and Rayquaza one-on-one, and overeager Swords Dance Ground Arceus on the switch. Will-O-Wisp can also burn walls such as Ferrothorn, which Electric Arceus has no other way of dealing with, and prevents a +1 Mega Salamence from comfortably Roosting on its Judgment. Likewise, Toxic allows Electric Arceus to cripple Calm Mind Arceus formes and gives Electric Arceus a move to hit Primal Groudon switch-ins with. Earth Power is another option that Electric Arceus can run in the fourth slot, as it garners a super effective hit on Primal Groudon, but its utility ends there.</p>\n<h1>Set Details</h1>\n<p>The given EVs allow Electric Arceus to outrun Timid Latias and Latios while enhancing its physical bulk as much as possible. However, should you want even more physical bulk, an alternative spread of 248 HP / 204 Def / 56 Speed with a Timid nature is viable. This spread allows Electric Arceus to outrun Jolly Rayquaza and avoid the OHKO from +1 Adamant Rayquaza's Earthquake. Note that with the given spread, Electric Arceus is not a good Primal Kyogre check, as Origin Pulse easily 2HKOes Electric Arceus and will OHKO it after a Calm Mind boost.</p>\n<h1>Usage Tips</h1>\n<p>Liberally use status moves early on in the game, as afflicting a support Arceus forme or Primal Groudon with status will prove much more useful than spamming Judgment. Using status moves early in the game is an especially good idea because Ground-types are very common and often directly switch into Electric Arceus; it prevents the foes from getting free switches by afflicting them with status. Although ideally you want to keep Electric Arceus healthy throughout the match, it's only especially vital when the opponent has a Mega Salamence, Ho-Oh, or another Pokemon it needs to check. In matches where Electric Arceus is more or less dead weight, playing aggressively is the best course of action to accomplish as much as possible.</p>\n<p>Although Electric Arceus is immune to Thunder Wave, it is a terrible absorber of the move. The reason for this is because almost every Thunder Wave user in the tier, such as Primal Groudon or Klefki, can defeat Electric Arceus one-on-one. Electric Arceus should also avoid Toxic at all costs, as the ailment will severely impair it when attempting to check the physical attackers it needs to check. If you have a cleric, make sure you remove Toxic later in the match if you allow Electric Arceus to be afflicted by it.</p>\n<h1>Team Options</h1>\n<p>Electric Arceus mandates the use of a Pokemon immune to Ground on your team due to its weakness to Ground Arceus and Primal Groudon. Life Orb Shaymin-S is a good option, as it threatens to OHKO Ground Arceus and can pass a Healing Wish to Electric Arceus should it become crippled by Toxic. In return, Electric Arceus can check Ho-Oh and Mega Salamence for it. Anti-entry hazard support is also appreciated because Electric Arceus can easily have layers of Spikes set up on it by common Spikes setters such as Ferrothorn and Klefki. Mega Sableye can beat both of them while bouncing back any attempts to cripple Electric Arceus with Toxic. Latios and Latias can remove hazards while checking Primal Groudon for Electric Arceus. Defensive Mega Salamence is also a good entry hazard controller thanks to its access to Defog, although the two share a weakness to Ice Beam variants of Ground Arceus. A cleric is also a good idea to use with Electric Arceus, although it isn't mandatory. Defensive Xerneas and Blissey can both use Heal Bell should Electric Arceus get poisoned or burned, while Electric Arceus can check Pokemon that threaten them, such as Ho-Oh and Extreme Killer Arceus, in return.</p>\n",
"abilities": ["Multitype"],
"items": ["Zap Plate"],
"moveslots": [
["Judgment"],
["Recover"],
["Will-O-Wisp"],
["Toxic"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 84,
"spa": 0,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-psychic": {
"name": "Arceus-Psychic",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Psychic"],
"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>Psychic Arceus is a Pokemon that gives off the impression that it can be a check to the multitude of Psychic-types in the tier with its great bulk and mono-Psychic typing. This is actually very far from the truth. Psychic Arceus can't actually deal any significant damage to Pokemon such as Latios, Latias, and Mewtwo due to its lack of power, and as such, it is left to try to Toxic stall them out. This is all provided that they don't have Calm Mind, or Taunt in Mewtwo's case, which just stops Psychic Arceus cold. Psychic Arceus can't even viably run a STAB move, as this hinders the already useless abilities that it might be able to do. As such, Psychic Arceus's best option is to take advantage of the fact its Psychic typing is harder to exploit with physical attacks, with only Swords Dance Ghost Arceus and Giratina-O able to significantly threaten it, and become a general physical wall.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A Calm Mind set with a combination of Psyshock and Fire Blast or Focus Blast can work, but it runs into trouble when facing the very same Psychic-type Pokemon that it is supposed to check, as Calm Mind Latios and Latias can beat such a set in a one-on-one scenario. Judgment can be used for a powerful STAB move, but a STAB move is actually useless to Psychic Arceus's role as a check to Psychic-types, and as such it does not typically run one. Magic Coat can bounce back entry hazards and status moves that could otherwise be used against Psychic Arceus without consequence. Focus Blast can be used to hit incoming Dark-type Pokemon, preventing them coming in for free. Defog is an option, but Psychic Arceus has trouble effectively using the move. Thunder Wave can stop fast Pokemon such as Mewtwo and other Arceus formes, but Psychic Arceus has trouble fitting it on its moveset, and using Thunder Wave over Toxic will leave Psychic Arceus helpless against Primal Groudon.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Most Ubers Pokemon</strong>: The important thing to note here is that Psychic Arceus is generally ineffective against the majority of the entire tier, and it has to resort to Toxic stalling if it cannot hit a Pokemon with a super effective Ice Beam, Payback, or Fire Blast.</p>\n<p><strong>Dark-types</strong>: Dark-type Pokemon such as Yveltal and Tyranitar can switch into Psychic Arceus and threaten to OHKO it. Psychic Arceus is completely helpless against Dark-types, and it can only attempt to hit them with Toxic on the switch before being immediately forced out.</p>\n<p><strong>Steel-types</strong>: Steel-types such as Dialga and Klefki can usually switch into Psychic Arceus without any fear and force it out. Fire Blast does considerable damage to most of them, however.</p>\n<p><strong>Ghost-types</strong>: Ghost-types such as Ghost Arceus and Giratina-O can switch into Psychic Arceus and immediately force it out with their STAB moves. Hitting them with Toxic or Payback is Psychic Arceus's only way to effectively damage them.</p>\n<p><strong>Primal Kyogre</strong>: Primal Kyogre can switch into Psychic Arceus and threaten to sweep with Calm Mind or deal heavy damage to Psychic Arceus with Origin Pulse. Asides from Toxic, there isn't much Psychic Arceus can do against Primal Kyogre.</p>\n<p><strong>Clefable</strong>: Clefable can switch into Psychic Arceus without any fears at all. It can use Heal Bell to stop any attempts at Toxic stalling it or its teammates, or it can just set up Calm Mind boosts in Psychic Arceus's face and sweep.</p>\n<p><strong>Xerneas</strong>: Xerneas can switch into Psychic Arceus and use Geomancy with only the fear of Toxic to stop it. Defensive variants of Xerneas just laugh at Psychic Arceus, as they can use Aromatherapy to heal any Pokemon that Psychic Arceus might have attempted to Toxic stall.</p>\n",
"movesets": [{
"name": "General Wall",
"description": "<h1>Moves</h1>\n<p>Fire Blast prevents Psychic Arceus from giving Steel-types free switch-ins. Payback is typically better when used with Special Defense investment, as it can actually let Psychic Arceus beat Psychic-types, and should be used over Fire Blast in this case. Ice Beam allows Psychic Arceus to check Rayquaza, Mega Salamence, and other Dragon-types, but it should be noted that it will not OHKO these Pokemon unless they have taken some prior damage. Toxic is unfortunately Psychic Arceus's main way of dealing damage to the majority of the Pokemon in the metagame and lets it &quot;check&quot; Psychic-types. Recover is necessary for a wall to stay healthy, and it allows Psychic Arceus to stall long enough for Toxic to rack up damage.</p>\n<h1>Set Details</h1>\n<p>Maximum HP EVs and 200 Defense EVs with a Bold nature allow Psychic Arceus to try taking on the physical attackers of the tier, namely Rayquaza and Mega Salamence. 56 Speed EVs allow Psychic Arceus to outspeed everything up to Adamant Rayquaza. A specially defensive set provides a better check to Psychic-types such as Latias and Mewtwo, but it has harder matchups against anything other than those specific Pokemon.</p>\n<h1>Usage Tips</h1>\n<p>Psychic Arceus is ultimately a very bad choice for any serious team, and reconsideration is advised before using it. Its best role is attempting to check Psychic-types by Toxic stalling or checking physical threats. If using Payback with Special Defense investment, switch into any Psychic-types you see and force them out, or 2HKO the majority of them with Payback. Switch into physical threats such as Rayquaza and Salamence and KO them with Ice Beam, but be wary when switching in; very powerful attacks such as Dragon Ascent from Rayquaza, Double-Edge from Mega Salamence, and Bolt Strike from Zekrom will 2HKO Psychic Arceus, even with all that Defense investment. Dark-type Pokemon should be avoided at all costs, as Psychic Arceus is helpless against them other than hitting them with Toxic on the switch. Be wary of Psychic Arceus getting hit with Toxic from lures such as support Primal Groudon and Klefki, as this severely hinders its ability to check physical threats. Psychic Arceus also has a tendency to just sit there and invite in multiple sweepers such as Primal Kyogre, and as such, avoid staying in for any longer than 2-3 turns unless absolutely necessary.</p>\n<h1>Team Options</h1>\n<p>Psychic Arceus is completely helpless against Dark-type Pokemon such as Yveltal, so answers to them such as Xerneas and Mega Diancie are absolutely necessary to support Psychic Arceus. Checks to Steel-types such as Primal Groudon and Primal Kyogre make for effective partners to prevent them from walking all over Psychic Arceus, as Fire Blast can only do average damage to them. Primal Kyogre checks such as Latias, Latios, and Primal Groudon also make for good teammates, as it can switch into Psychic Arceus and threaten to sweep with Calm Mind. Ghost-types such as Ghost Arceus, Mega Gengar, and Giratina-O are also very threatening to Psychic Arceus, and checks such as Yveltal, Tyranitar, and Ho-Oh can be effective teammates. Defog users such as Latios, Latias, and Giratina-O can also clear entry hazards that will otherwise limit Psychic Arceus's ability to check things.</p>\n",
"abilities": ["Multitype"],
"items": ["Mind Plate"],
"moveslots": [
["Fire Blast", "Payback"],
["Ice Beam"],
["Toxic"],
["Recover"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 200,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}]
},
"arceus-ghost": {
"name": "Arceus-Ghost",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Ghost"],
"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>Ghost Arceus is one of the foremost Arceus formes due to its slew of positive traits. Its excellent typing, both defensively and offensively, allows it to take on a number of different roles, with support, Calm Mind, and Swords Dance sets all being viable. Latias and Latios have returned to the Ubers tier, and Ghost Arceus stands out as a solid check to them. It still deals with everything that it used to in XY, with it being able to check Extreme Killer Arceus, Mega Kangaskhan, Mewtwo, and a variety of physical attackers due to its typing, high Speed, and access to Will-O-Wisp. Ghost Arceus is also not weak to Shadow Tag like some other support Arceus formes are thanks to its typing. However, Ghost Arceus's weakness to Dark can cause it severe issues, with Darkrai, Yveltal, and Dark Arceus all being prominent members of the tier. Its weakness to Ho-Oh, like that of many other support and Calm Mind Arceus, is also troublesome, but, overall, Ghost Arceus is a fantastic choice for many Ubers teams due to its incredible versatility and the ability to cover its few flaws with the rest of its team.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Stone Edge can be used on support Ghost Arceus to deal 82-94% damage to Ho-Oh, OHKOing it after a Judgment or any prior damage. Support sets can also use Shadow Claw to be able to check Calm Mind Latias and Latios more easily, as support Ghost Arceus with Judgment can actually lose if Latios and Latias have set up with Calm Mind. Stealth Rock can be used if there is no other entry hazard setter available. Magic Coat bounces back entry hazards and status, Thunder Wave cripples Darkrai switch-ins and generally spreads paralysis, and Toxic cripples defensive Yveltal and severely irritates Ho-Oh.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Yveltal</strong>: Offensive Yveltal can OHKO Ghost Arceus with Dark Pulse or snipe an even slightly weakened one with Sucker Punch. Defensive variants can easily OHKO Swords Dance Ghost Arceus with Foul Play and cripple support and Calm Mind variants with Toxic. Yveltal intensely dislikes being burned by Will-O-Wisp and can be surprised by Thunder, however.</p>\n<p><strong>Dark Arceus</strong>: Dark Arceus absorbs Will-O-Wisp thanks to Refresh and can start setting up Calm Minds easily, allowing it to KO Ghost Arceus with Judgment. It can be caught off guard by a boosted Focus Blast, however, and also takes a fair amount of damage from a +2 Brick Break.</p>\n<p><strong>Darkrai</strong>: Darkrai outspeeds Ghost Arceus and can either put it to sleep, set up Nasty Plot, or simply beat it up with Dark Pulse. Darkrai does not appreciate the residual damage from Will-O-Wisp either, however, and can be sniped by a well-timed Focus Blast or Brick Break.</p>\n<p><strong>Ho-Oh</strong>: Ho-Oh eats support Ghost Arceus alive and can switch in for free on Will-O-Wisp. The rainbow phoenix can also take on Calm Mind Ghost Arceus, burning it with Sacred Fire and applying a huge amount of pressure with its attacks, preventing Ghost Arceus from boosting further and dealing more damage than Recover can heal. Ho-Oh gets OHKOed by +2 Shadow Force, however, and can also be sniped by the rare Thunder or Stone Edge, which Ghost Arceus specifically carries for it.</p>\n<p><strong>Refresh Extreme Killer Arceus</strong>: With some luck, Refresh Extreme Killer Arceus can break through Will-O-Wisp Ghost Arceus due to its immunity to Ghost-type Judgment and its ability to heal off burns with Refresh, allowing it to boost further. Refresh Extreme Killer Arceus's Shadow Claws are very weak even when boosted, however, meaning that it will need to win and lose Speed ties at the right moments to be able to get through Ghost Arceus without being burned at the end of the exchange.</p>\n<p><strong>Primal Kyogre</strong>: Primal Kyogre deals heavy damage to Ghost Arceus with Origin Pulse and can easily win a Calm Mind war due to its huge Special Attack, Special Defense, and the boost from rain. Rest variants do not care about Will-O-Wisp either, but even the most physically defensive of Kyogre is OHKOed by +2 Shadow Force after Stealth Rock.</p>\n<p><strong>Blissey</strong>: Blissey can easily poison Ghost Arceus with Toxic, is immune to Judgment, does not care about Will-O-Wisp in the slightest, and easily takes even boosted Focus Blasts. It gets taken apart by +2 Brick Break, however, and is completely set up on by Substitute + Calm Mind Ghost Arceus.</p>\n<p><strong>Mega Gengar</strong>: Mega Gengar outspeeds Ghost Arceus, deals heavy damage with Shadow Ball, and can also Taunt it to prevent the use of Defog if absolutely necessary. All Ghost Arceus will outspeed Gengar if it has not Mega Evolved, however, blowing it away with Judgment.</p>\n<p><strong>Unaware Clefable</strong>: Unaware Clefable can either poison Calm Mind Ghost Arceus, PP stall it, or set up Calm Mind alongside it. It cannot take on Swords Dance Ghost Arceus at all unless it is fully physically defensive, however, and still struggles to take repeated Shadow Forces.</p>\n<p><strong>Giratina-O</strong>: Giratina-O can snipe a very weak Ghost Arceus with Shadow Sneak but cannot switch in at all.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Defog allows Ghost Arceus to clear entry hazards for its teammates. Will-O-Wisp is used to burn opposing physical attackers such as Extreme Killer Arceus and Mega Kangaskhan, and the residual damage is also effective at pressuring some of Ghost Arceus's switch-ins. Judgment deals fair damage to most targets, and hits Latios, Latias, and Giratina-O in particular super effectively, with Recover being in the last slot to manage health.</p>\n<h1>Set Details</h1>\n<p>Full investment in Speed is used to Speed tie with Extreme Killer Arceus and physical Ground Arceus, potentially burning them with Will-O-Wisp before they can hit Ghost Arceus with Swords Dance-boosted attacks. Maximum HP investment grants Ghost Arceus a solid amount of bulk. It is possible to drop to 176 Speed EVs to outspeed Latias and Latios, or even 96 Speed EVs for outspeeding base 100 Speed Pokemon, with the rest poured into Defense.</p>\n<h1>Usage Tips</h1>\n<p>Support Ghost Arceus should be used to check Mega Kangaskhan, Extreme Killer Arceus, Mega Mewtwo X, and other physical attackers. It is also possible to use Ghost Arceus's typing to check niche threats such as Landorus-T, Mega Lucario, Bronzong, and Genesect. Entry hazards should be removed with Defog when necessary, although it is wise to burn hazard setters that can give Ghost Arceus a hard time otherwise, such as Dialga. Fairly liberal use of Judgment is recommended, as it hits almost everything solidly; however, it is better to burn Dark-type switch-ins such as Yveltal and Darkrai and double switch out of predicted Ho-Oh switch-ins.</p>\n<h1>Team Options</h1>\n<p>Fairy-types pair well with Ghost Arceus, as they can take on the Dark-types that cause it problems. Choice Scarf Xerneas absorbs Dark Void, immensely threatens Darkrai, can surprise Ho-Oh with Rock Slide, and also checks Dark Arceus. Defensive Xerneas with Rest can pivot into Dark Void and can also wall Life Orb Yveltal. Clefable hard walls Calm Mind Dark Arceus, can take an unboosted Sludge Bomb from Darkrai, and also checks Life Orb Yveltal fairly well; it must use Moonblast, however. Ho-Oh appreciates the Defog support, and Sleep Talk variants are able to absorb Dark Void. It also tramples any Yveltal without Foul Play, if Ghost Arceus can burn Yveltal on the switch-in with Will-O-Wisp. Primal Groudon sets up Stealth Rock to keep away opposing Ho-Oh, can snipe it with Stone Edge, and can also take on Geomancy Xerneas, which can set up on Ghost Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Spooky Plate"],
"moveslots": [
["Defog"],
["Will-O-Wisp"],
["Judgment"],
["Recover"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 8,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind boosts Ghost Arceus's Special Attack and Special Defense simultaneously, and Judgment provides it with a strong STAB attack. Will-O-Wisp allows Ghost Arceus to double up as a supporting team member that can cripple physical attackers. With Will-O-Wisp and Calm Mind, Ghost Arceus becomes very difficult to break. Focus Blast hits Extreme Killer Arceus and Dark Arceus in particular super effectively, and also deals heavy damage to Dialga and Darkrai, making it more difficult for them to switch in; Focus Blast can potentially OHKO Darkrai after Stealth Rock damage. Thunder is also usable to deal with certain Pokemon Ghost Arceus lures in, such as Ho-Oh and Yveltal, with a +1 Thunder potentially OHKOing Ho-Oh and always OHKOing offensive Rash Yveltal after Stealth Rock damage. Recover allows Ghost Arceus to stay at a high amount of health so that it can continue to set up more Calm Minds.</p>\n<p>Fire Blast hits Steel-types super effectively, and Substitute allows Ghost Arceus to evade status and revenge killing, meaning that Ghost Arceus can set up quickly. Refresh can be used to absorb status, although this means that Ghost Arceus can no longer check Normal Arceus at all. An offensive spread with full Special Attack investment can be used, which works reasonably nicely alongside Substitute and a second attack.</p>\n<h1>Set Details</h1>\n<p>Full investment in Speed at worst allows Ghost Arceus to Speed tie Extreme Killer Arceus, Swords Dance Ground Arceus, and Mega Salamence and burn them or hit them with Judgment or Focus Blast; additionally, this lets Ghost Arceus tie with other miscellaneous maximum Speed Arceus formes. Full HP investment grants Ghost Arceus a solid amount of bulk. It is possible to drop to 176 Speed EVs which still outspeeds Latias and Latios, but allows for some additional investment in the Defense stat.</p>\n<h1>Usage Tips</h1>\n<p>If using Will-O-Wisp, Ghost Arceus can be used as a hybrid setup sweeper and check to opposing physical attackers. Using Will-O-Wisp on Dark-type switch-ins such as Yveltal and Darkrai cripples them and wears them down significantly. Will-O-Wisp and Calm Mind should be used in tandem to make Ghost Arceus unbreakable on both defenses. Focus Blast and Thunder should be used to take out foes that Ghost Arceus lures in so that Ghost Arceus can set up Calm Mind more easily later on in the game.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon sets up Stealth Rock to limit Ho-Oh and Yveltal's effectiveness and can also run Stone Edge for the former. Choice Scarf and RestTalk Xerneas can switch into Darkrai and Yveltal, with Choice Scarf variants also being able to surprise Ho-Oh with Rock Slide. Xerneas also piles heavy pressure on Dark Arceus, preventing it from setting up on Ghost Arceus. Mega Diancie checks Ho-Oh, Darkrai, and Yveltal and can bounce back entry hazards and status for the rest of the team. Ho-Oh can take on Dark Arceus if Stealth Rock is not up, absorb Dark Void if it runs Sleep Talk, and potentially win against Yveltal that don't run Foul Play. Latias and Latios can take Primal Kyogre to an extent, which could otherwise take on Ghost Arceus one-on-one and overpower it with Origin Pulse.</p>\n",
"abilities": ["Multitype"],
"items": ["Spooky Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Recover"],
["Will-O-Wisp", "Focus Blast", "Thunder"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 8,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance allows Ghost Arceus to break opposing teams and sweep. Shadow Force OHKOes almost everything at +2, and Shadow Claw is a consistent STAB move, preventing foes from being able to take advantage of Shadow Force's charge turn. Extreme Speed can be used instead of Shadow Claw to perform better against threats such as Darkrai and Deoxys-A, while also providing general utility in the form of priority. Brick Break is weak, but necessary, coverage against Dark- and Normal-types.</p>\n<h1>Set Details</h1>\n<p>Full investment in Attack and Speed grants Ghost Arceus significant offensive prowess and lets it, at worst, Speed tie with opposing Arceus formes. It is also feasible to run Adamant for more power, although this might allow Ghost Arceus to be burned by opposing support Arceus formes and is worse off against maximum Speed Extreme Killer Arceus.</p>\n<h1>Usage Tips</h1>\n<p>Ghost Arceus can easily set up a Swords Dance and sweep with Shadow Force, as a large amount of physical walls, such as Lugia, Giratina-O, and Ghost Arceus, are weak to Ghost; however, it is necessary to get rid of defensive Yveltal before a sweep is attempted, as it hard walls this Ghost Arceus variant. This variant of Ghost Arceus can easily be used as a check to Latias and Latios, as it is able to outspeed and OHKO them easily with Shadow Claw, potentially surprising them should they have set up several Calm Minds beforehand and stay in expecting to take little damage from Judgment.</p>\n<p>Choice Scarf users, although rare, should be scouted and removed before setting up, as they can outspeed and deal significant damage due to Ghost Arceus's lack of defensive investment. It is also necessary to weaken Primal Groudon slightly, as it is not OHKOed by +2 Shadow Force and can either cripple Ghost Arceus with Thunder Wave, burn it with Lava Plume, or phaze it with Roar or Dragon Tail. It is necessary to be careful with Shadow Force, as the charge turn can give Dark-types free turns to switch in should the opponent predict your use of the move. If setting up is not possible, liberal use of Shadow Force and Shadow Claw works nicely. It is wise to weaken Dark- and Normal-types beforehand, as Brick Break is rather weak even when boosted.</p>\n<h1>Team Options</h1>\n<p>This set works best on offensive teams that desire Ghost Arceus's defensive synergy combined with a Swords Dance Arceus. Xerneas can hit defensive and offensive Yveltal and Dark Arceus with Moonblast, which is greatly appreciated due to their ability to deal heavy damage with Sucker Punch, Foul Play, and Dark-type Judgment, respectively, to Ghost Arceus. Choice Scarf Xerneas switches into Darkrai, which outspeeds Ghost Arceus and deals damage with Dark Pulse or puts it to sleep. Mega Salamence and offensive Primal Groudon can weaken or KO defensive Yveltal, with offensive Stealth Rock Primal Groudon in particular pairing well with Swords Dance Ghost Arceus due to its ability to KO defensive Yveltal, set up Stealth Rock, and check potential Choice Scarf users such as Xerneas.</p>\n",
"abilities": ["Multitype"],
"items": ["Spooky Plate"],
"moveslots": [
["Swords Dance"],
["Shadow Force"],
["Brick Break"],
["Shadow Claw", "Extreme Speed"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}]
}]
},
"arceus-flying": {
"name": "Arceus-Flying",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Flying"],
"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>The threat that Mega Salamence poses has brought out a number of Flying-resistant Pokemon on almost every team, leaving Flying Arceus easier to check. This makes Flying Arceus harder to justify using over Mega Salamence, as Flying Arceus has less usable resistances while also being weak to Stealth Rock. The decline of stall teams also hurts Flying Arceus, as its main role was to be a stallbreaker. On the upside, Primal Groudon helps Flying Arceus tremendously, as it can handle almost all of Flying Arceus's weaknesses. Flying as an offensive typing is still very potent, and Flying Arceus is still the best specially based Flying-type in the tier. It also has a cool bonus of being the only Arceus forme not hurt by both forms of Spikes.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Thunder is a potential coverage option for Flying Arceus that allows it to take on Calm Mind Primal Kyogre, and it also hits Ho-Oh for heavy damage. Focus Blast can hit Mega Aerodactyl, Tyranitar, and Mega Diancie. Will-O-Wisp can catch an aggressive Zekrom and neutralize it for the match, and it can get chip damage on Flying Arceus's switch-ins, but is fairly niche otherwise.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Zekrom</strong>: While Zekrom is uncommon in ORAS Ubers, it is the biggest counter to Flying Arceus. It can switch in on any move at least once except for the rare Will-O-Wisp and OHKO with Bolt Strike. Earth Power does considerable damage, however.</p>\n<p><strong>Rock-types</strong>: Rock types such as Tyranitar, Mega Diancie, and Rock Arceus resist Judgment and can deal heavy damage with their STAB moves. Rock Arceus can have trouble handling Flying Arceus after a few Calm Mind boosts unless it too has Calm Mind, however. Earth Power can also hit all Rock-type switch-ins.</p>\n<p><strong>Clefable</strong>: Clefable is typically seen on stall teams, as its Calm Mind set with Unaware allows it to beat any stallbreaker Arceus. Flying Arceus is no exception, and it needs support from its teammates to bypass this Pokemon.</p>\n<p><strong>Electric Arceus</strong>: Electric Arceus has taken a big drop in viability in ORAS Ubers, and therefore isn't very common. However, it can still beat Flying Arceus with ease.</p>\n<p><strong>Ice-types</strong>: Ice-types, namely Kyurem-W and Ice Arceus, do not resist Judgment, but can hit Flying Arceus very hard with their STAB moves. Flying Arceus needs Calm Mind boosts just to avoid being OHKOed by these Pokemon and should avoid fighting them if possible.</p>\n<p><strong>Steel-types</strong>: Steel-type Pokemon such as Aegislash, Dialga, and Klefki can prove to be very annoying for Flying Arceus to break past without multiple Calm Mind boosts. These Steel-types tend to have trouble actually breaking though Flying Arceus on their own, however.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Pokemon that boast good Special Defense such as Mega Mewtwo Y, Primal Kyogre, and Ho-Oh can switch into Flying Arceus and beat it.</p>\n<p><strong>Darkrai</strong>: Darkrai will outspeed Flying Arceus and can put it to sleep before it can do anything. However, if Flying Arceus already has Calm Mind boosts, Darkrai can have trouble actually winning the scenario without Nasty Plot boosts and good sleep rolls. Darkrai cannot directly switch into Flying Arceus, either.</p>\n",
"movesets": [{
"name": "Stallbreaker",
"description": "<h1>Moves</h1>\n<p>Calm Mind and Refresh allow Flying Arceus to break through stall teams and bulky threats with just its Flying-type STAB move as its only attack, as it has no immunities and not many Pokemon in Ubers resist Flying. Judgment is the most reliable and powerful Flying-type move that Flying Arceus can use, and it also comes with a decent amount of PP, which is a nice selling point for a Pokemon that is dedicated to breaking bulkier teams. Recover helps Flying Arceus stick around and consistently threaten the enemy team. Earth Power is an alternative over Refresh that hits many of the Flying-type resistances in the tier such as Aegislash, Jirachi, Mega Diancie, and Tyranitar. Substitute can be used over Refresh or Earth Power if you would rather avoid status completely, or to have some breathing room to rack up Calm Mind boosts on predicted switches. It can also help Flying Arceus avoid being phazed by Dragon Tail users.</p>\n<h1>Set Details</h1>\n<p>132 HP EVs give Flying Arceus the ability to live Primal Groudon's Stone Edge after Stealth Rock damage while also allowing it to make 101 HP Substitutes, meaning Seismic Toss cannot break them in one hit. 200 Special Attack EVs with a Modest Nature give Judgment the power to OHKO Mega Mewtwo X and 2HKO the standard Primal Groudon set. It also has a small chance to 2HKO Latios after Stealth Rock damage. 176 Speed EVs allow Flying Arceus to outspeed anything up to Modest maximum Speed Latios and Latias.</p>\n<h1>Usage Tips</h1>\n<p>Flying Arceus's main role is to be a stallbreaker, which is a Pokemon that can dismantle very bulky teams without any support, as Flying is effective as the only attack type on a set because it has no immunities. Flying Arceus's great bulk also helps it accomplish this role. If facing stall or generally bulky teams, bring Flying Arceus in on predicted Ground-type moves, or status moves such as Toxic, if carrying Refresh. From there, judge if there is any immediate threat to Flying Arceus, such as the potential that the opposing Pokemon has a strong Rock-type coverage move. If things look safe and the foe will switch out, set up Calm Mind boosts and break through the foe. Some stall teams carry dedicated answers to stallbreakers such as Flying Arceus, therefore it's a good idea to keep an eye out for Pokemon such as Snatch Blissey or Calm Mind Clefable, as Flying Arceus cannot break past these Pokemon without the help of teammates. Against more offensive teams, Flying Arceus works best as a late-game cleaner once Pokemon resistant to Flying such as Tyranitar or Steel-types are worn down sufficiently. Flying Arceus can switch into specially defensive Primal Groudon with ease if carrying Refresh, but this set tends to have Roar, so don't set up Calm Mind boosts recklessly.</p>\n<h1>Team Options</h1>\n<p>The best partner Flying Arceus can have is Primal Groudon by a mile. Primal Groudon can check Rock-types, Steel-types, Ho-Oh if running Stone Edge, and Zekrom, and it can also handle any Electric- or Ice-type attacks thrown at Flying Arceus, all while being able to set up Stealth Rock to pressure switches. Defog users such as Giratina-O, Latios, Latias, and Mega Scizor can remove Stealth Rock that can annoy Flying Arceus. A core of a Fairy-type and a Ground-type can keep Zekrom guessing, as a wrong prediction from the Zekrom user can lead to a free switch for your team. Checks to Ho-Oh such as defensive Mega Salamence, Stone Edge Primal Groudon, and Tyranitar make for effective partners, as Flying Arceus can have trouble breaking a healthy Ho-Oh on its own. Primal Kyogre checks such as Latias, Primal Groudon, and Palkia are appreciated, as a Calm Mind set can beat Flying Arceus in a one-on-one scenario. Physical attackers such as Primal Groudon and Mega Salamence can put pressure on specially bulky walls, allowing Flying Arceus to break past them later in the match. Mega Gengar can trap and remove Clefable and other defensive Pokemon that can typically deal with Flying Arceus. Excadrill can work as a check to Electric- and Ice-type attackers, and it can also use Rapid Spin to remove Stealth Rock for Flying Arceus; pair Excadrill with Tyranitar for a nice combination that can help out Flying Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Sky Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Recover"],
["Refresh", "Earth Power"]
],
"evconfigs": [{
"hp": 132,
"atk": 0,
"def": 0,
"spa": 200,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Modest"]
}]
}]
},
"arceus-poison": {
"name": "Arceus-Poison",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Poison"],
"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>Poison Arceus is often overlooked in the ORAS Ubers metagame, but its unique typing in the Uber tier allows it to function as a formidable check to Fairy-types such as Xerneas. It also has other qualities that are great for an Arceus forme, such as being immune to poison, eliminating Toxic Spikes upon entry, and being able to smash Clefable, a task that most Arceus cannot accomplish. Furthermore, Poison Arceus has the fantastic bulk, Speed, and support movepool that all Arceus have, and its Poison typing in particular assists it against balance and stall teams, as the combination of Toxic immunity and bulk is difficult for passive teams to break. Unfortunately, Poison Arceus sports no other key resistances, with Fighting being a much less common and threatening type than it has been in previous generations, and it has weaknesses to common Ground- and Psychic-type moves. Offensively, its typing is not stellar either, having no common trumps other than to Fairy-types, while the common Steel-types are immune to it. Primal Groudon, Latios, and Latias drastically hurt Poison Arceus's viability, and like several other defensive Arceus formes, it can wind up being bait for threats such as Ho-Oh, Kyogre, and Mewtwo. The greatest reason Poison Arceus sees little use, however, is because running it means you forfeit the ability to use an Arceus type that can perform better in a wider field of roles.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A Swords Dance set is a possible option that retains Poison Arceus's ability to check Fairy-types while having a physically offensive presence. The greatest issue with such a set is that it is not particularly good at breaking any traditional Extreme Killer Arceus checks other than Clefable, thus leaving it mostly outclassed. Roar can be used to force out Geomancy Xerneas and prevent Poison Arceus from being setup bait for a few other threats, although the move can be difficult to find room for. Ice Beam is a coverage option that can hit Landorus-T and Mega Salamence for massive damage, but it doesn't hit much else. Magic Coat is highly useful for deflecting Taunt and entry hazards, but Poison Arceus doesn't really have the room for it either. Will-O-Wisp is an option on the Calm Mind set to neuter physical attackers; however, mono-Poison coverage has become significantly less effective in ORAS Ubers as compared to previous generations. Psych Up could be used to copy stat changes from a Pokemon such as Xerneas; however, it only sees use in a few specific situations. Perish Song can be used on a support set to place a timer on any Pokemon that attempts to set up or come in, although finding room for it is difficult. If needed, you can run Tailwind support, but this is only ever useful for a very specific type of build. Poison Arceus has access to Stealth Rock, but, because it can lose to Latias and Latios in addition to being bait for Ho-Oh, it is a poor choice on a Pokemon that doesn't really have room for it. Lastly, Stone Edge is a move that could be run on the support set to let Poison Arceus bait Ho-Oh and then knock it out; however, it has virtually no other use.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Primal Groudon</strong>: Calm Mind Poison Arceus is able to mitigate its weakness to Primal Groudon by running Earth Power, but it still does not want to face one at full health. The support set has no method of combating this threat at all, while Primal Groudon can threaten to knock out Poison Arceus with its Ground-type STAB moves.</p>\n<p><strong>Mewtwo</strong>: While it does not want to switch into a Thunder Wave or a Poison Jab, Mewtwo has the Speed, type advantage, and offensive power to maintain an advantage over Poison Arceus in almost any situation.</p>\n<p><strong>Deoxys-A</strong>: Sporting the most powerful Psychic-type attack in the game along with the Speed and Special Attack to fully take advantage of it, Deoxys-A can revenge kill Poison Arceus easily.</p>\n<p><strong>Ho-Oh</strong>: Due to its immense special bulk, the only thing Ho-Oh fears when switching into Calm Mind Poison Arceus is being poisoned by Sludge Bomb. Offensive sets can deal enough damage with Sacred Fire, Brave Bird, or Earthquake to break down Poison Arceus.</p>\n<p><strong>Latias and Latios</strong>: Latios and Latias will not like switching into Thunder Wave or being poisoned by Poison Arceus's STAB moves, but they can deal significant damage with a Calm Mind-boosted Psyshock.</p>\n<p><strong>Kyogre</strong>: Kyogre has the bulk to absorb Poison Arceus's STAB moves and has the sheer power to break through Poison Arceus with neutral Water-type attacks.</p>\n<p><strong>Ground-types</strong>: Ground Arceus, Excadrill, and Landorus-T can all be a handful for Poison Arceus. Ground Arceus can blast through with a Swords Dance-boosted Earthquake, Excadrill is immune to Poison and also has a strong Earthquake, and offensive Landorus-T packs a punch and only fears Will-O-Wisp.</p>\n<p><strong>Ferrothorn</strong>: Unless Poison Arceus carries Fire Blast or Will-O-Wisp, Ferrothorn can force a stalemate.</p>\n",
"movesets": [{
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Being immune to Toxic eliminates a major check to Arceus formes, giving Poison Arceus a unique niche as a Calm Mind user. Recover is a given to keep Poison Arceus healthy and allow it to be able to continually set up Calm Mind. Earth Power is the best coverage option for Calm Mind Poison Arceus, as it hits the Steel-types immune to Poison Arceus's STAB attack while also dealing good damage against Primal Groudon. Sludge Bomb is used over Judgment because the slight drop in power is often worth the 30% chance to poison the foe; this can be especially useful against Latias, Latios, and Kyogre switch-ins, and it gives Poison Arceus the edge in a Calm Mind war. Judgment is still an option for those that prefer the additional power. Fire Blast is another coverage option that can be run in place of Earth Power, as it allows Poison Arceus to smash threats such as Ferrothorn, Mega Scizor, and Skarmory.</p>\n<h1>Set Details</h1>\n<p>248 HP EVs are used to capitalize on Poison Arceus's natural bulk and aid in the setup of Calm Mind. 176 Speed EVs with a Timid nature meet the benchmark of outspeeding Pokemon with base 110 Speed and below. The remaining 84 EVs are placed into Special Attack to slightly increase Poison Arceus's damage output. Running maximum Speed investment is another option in order to Speed tie with opposing maximum Speed Arceus formes. An alternate spread of 248 HP / 164 SpD / 96 Spe with a Timid nature is another option that gives up some Speed and offensive power to better check Geomancy Xerneas.</p>\n<h1>Usage Tips</h1>\n<p>An integral part of using a Calm Mind Arceus is to make liberal use of Calm Mind. Setting up with Calm Mind when your opponent has a check that can immediately force Poison Arceus out only serves to give your opponent a free turn. Calm Mind should also not be set up when your opponent still has an offensive check to Poison Arceus, such as Mewtwo or Deoxys-A, because you cannot hope to get past them alive. Frequent use of Recover is needed to keep Poison Arceus healthy enough to still be a check for intended threats and to also prevent it from being knocked out by a potential critical hit while setting up. This set greatly struggles against Ho-Oh and has to be at +2 with Stealth Rock up if it is to have any chance of breaking it; in the case of an inevitable switch to Ho-Oh, it is best to double switch to an appropriate check. It should be noted that this set can break through Latias and Latios, but only if they have prior damage, as Poison Arceus has been EVed to outspeed them. In general, this set can be played more offensively to help prevent the Pokemon for which it is bait to from getting free turns, such as fishing for poison when throwing around Sludge Bomb.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is a teammate that is able to smash a variety of Poison Arceus's checks, such as Steel-types, while Poison Arceus can absorb Toxic aimed at Primal Groudon. Latias and Latios have their weakness to the Fairy-type covered by Poison Arceus while they also provide an immunity to Ground-type attacks aimed at Poison Arceus. Yveltal can also provide a Ground immunity and appreciates Poison Arceus's ability to check Fairy-types. If Calm Mind Poison Arceus is used on an offensive team, Darkrai is a teammate that appreciates the check to Fairy-types, particularly Choice Scarf Xerneas. Giratina-O and Sableye are both defensive Pokemon that can also greatly benefit from having Poison Arceus as a teammate, as their greatest weakness is to Fairy. Although Klefki stacks a weakness to Ground-types and Ho-Oh, it can be a great teammate, as it checks Latios and Latias and can also cripple other threatening Pokemon such as Mewtwo. Primal Kyogre can check defensive Ground-types for Poison Arceus and also helps to pressure Primal Groudon, Latios, and Latias. Tyranitar can provide Poison Arceus with a check to Ho-Oh, Latios, and Latias, while in return Poison Arceus can take Fairy- and Fighting-type attacks aimed at Tyranitar. Kyurem-W is an offensive partner that can blast through Ground-types, Latios, and Latias, while Zekrom can check Kyogre and Ho-Oh and revenge kill Mewtwo. Lastly, Rayquaza can serve as an offensive check for both Primal Groudon and Primal Kyogre, and it has enough sheer power to adequately threaten any defensive check to Poison Arceus.</p>\n",
"abilities": ["Multitype"],
"items": ["Toxic Plate"],
"moveslots": [
["Calm Mind"],
["Recover"],
["Earth Power"],
["Sludge Bomb", "Judgment"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 0,
"spa": 84,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Tar Monster (Support)",
"description": "<h1>Moves</h1>\n<p>Poison Arceus has a niche as a Defogger, as it is immune to Poison while also having solid defensive stats and instant recovery. Recover is a mandatory move that maintains longevity; this is especially crucial when pitted against balance and stall teams which struggle to knock out Poison Arceus. Poison Jab is used in place of Sludge Bomb or Judgment, as it can 2HKO any Xerneas lacking extensive Defense investment. Poison Jab is also better at hitting Mewtwo switch-ins, can 3HKO Gothitelle, and retains the 30% chance to poison targets. Thunder Wave is used to cripple Xerneas, Mewtwo, Latios, and Latias, the latter three of which are common switch-ins to Poison Arceus. Will-O-Wisp is an alternative status option that can neuter Ground- and Steel-types such as Ground Arceus, Excadrill, Klefki, and Ferrothorn.</p>\n<h1>Set Details</h1>\n<p>248 HP EVs are used in order to make the greatest use of Poison Arceus's natural bulk. 204 Defense EVs with an Impish nature allow Poison Arceus to tank a Psystrike from Mewtwo. 56 Speed EVs are enough to outspeed Adamant Rayquaza, while use of Thunder Wave in general helps Poison Arceus to still move first despite the low Speed investment. An alternate spread of 248 HP / 164 Def / 96 Spe with a Jolly nature can be used to outspeed all Pokemon up to maximum investment base 100 Speed Pokemon at the cost of some physical bulk.</p>\n<h1>Usage Tips</h1>\n<p>This Poison Arceus set is best used on more defensive teams that need to role compress anti-entry hazard support, a check for Geomancy Xerneas, and a method to break through defensive Fairy-types. While this set can comfortably check any Xerneas set, you should make sure that Poison Arceus stays healthy enough that it can properly do so. This usually means playing this set more defensively, for example by opting to Recover as Arceus forces a foe out rather than attacking. Poison Arceus is immune to Toxic and clears away Toxic Spikes; use it to absorb both so that the rest of your team remains poison-free. It dislikes being burned, however, so keep it away from Scald and Will-O-Wisp, as the passive damage and Attack drop to Poison Jab limit its effectiveness. Thunder Wave can only hit opposing Mewtwo, Latios, and Latias as they come in, as in most circumstances Poison Arceus cannot afford to stay in against them. While it can be tempting to remove entry hazards as soon as possible, it is important to note that in some cases it is better to use Thunder Wave to prevent a powerful foe from coming in for free. If using Will-O-Wisp, you will similarly want to hit faster Ground-types such as Ground Arceus as they come in. Do not switch out if Arceus is against a Mega Scizor or a Klefki, as they cannot hope to touch Arceus while it can burn them with Will-O-Wisp. Outside of the 30% chance to poison a target via Poison Jab, this set cannot hope to punish Primal Groudon, so if you expect it to switch in, make sure you have a defensive check available, or alternatively double switch immediately to an offensive check.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is a teammate that can threaten a variety of this set's checks, such as Ho-Oh, Mewtwo, Kyogre, and Ferrothorn. In return, Poison Arceus can be used to absorb Toxic aimed at Primal Groudon and Defog away Spikes. Yveltal provides a handy Ground immunity, while many of its checks are Fairy-types that Poison Arceus is capable of tackling. Primal Kyogre can threaten many of the Ground-types that Poison Arceus fears, and it also appreciates the removal of entry hazards. Both Latias and Latios can check Primal Groudon and Primal Kyogre for Poison Arceus, and the Defog support from Poison Arceus increases the set options for Latias and Latios. Giratina-O provides a Ground immunity and a method to check Mewtwo and Deoxys-A, while in return Poison Arceus can check Fairy-types for it. Sableye is able to check both Mewtwo and Deoxys-A for Poison Arceus, which can act as a solid switch-in for Fairy-types that want to hit Sableye. Ho-Oh can be used to blast through Ferrothorn and further pressures the Ground-types that check Poison Arceus, while the rainbow bird greatly appreciates the Defog support. Lugia can greatly benefit from the Defog support in order to keep its Multiscale intact and also benefits from Poison Arceus's ability to absorb Toxic; in return, Lugia can check Primal Groudon, Latios, Latias, and Ground-types. Tyranitar benefits from having Poison Arceus as a partner to take Fairy-and Fighting-type attacks, while Tyranitar can check Ho-Oh, Latios, and Latias. Mega Scizor is an interesting partner choice that can Pursuit Latios and Latias, and when paired with Poison Arceus the two threaten Fairy-types. However, Mega Scizor does stack a weakness to Primal Groudon, Ho-Oh, and Kyogre.</p>\n",
"abilities": ["Multitype"],
"items": ["Toxic Plate"],
"moveslots": [
["Defog"],
["Recover"],
["Poison Jab"],
["Thunder Wave", "Will-O-Wisp"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 204,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Impish"]
}]
}]
},
"arceus-rock": {
"name": "Arceus-Rock",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Rock"],
"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>Rock typing allows Rock Arceus to carve out a niche in the Ubers tier as one of the most solid switch-ins to Ho-Oh available. In addition, this typing grants Rock Arceus the capability to check some other relevant threats such as Yveltal, Mega Salamence, and Rayquaza. Rock is an offensive type that is quite solid and is not hampered by type immunities, while on the defensive end it has both key resistances to Flying- and Normal-types. All Arceus formes have bulky defensive stats thanks to base 120 HP, Defense, and Special Defense, as well as access to an effective support movepool in the form of instant recovery, status, and Defog. The metagame's loss of focus on Kyogre and Palkia when compared to XY helped Rock Arceus's viability significantly, as they greatly threaten any set. Despite the useful resistances given by pure Rock typing, however, it has exploitable weaknesses to common Ground- and Steel-types. Furthermore, the increased use of Ground-type coverage moves in ORAS negatively impacts Rock Arceus, with Pokemon such as Rayquaza now running Earthquake. Although the Calm Mind set rectifies Rock Arceus's lack of offensive presence to an extent, it is still a passive Pokemon that can be destroyed by some stallbreakers and users of Shadow Tag. Lastly, there is an inherent opportunity cost associated with using an Arceus forme, as it means that your team cannot run a potentially better Arceus.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Substitute is an option, especially on the Calm Mind set, to allow Rock Arceus to avoid being hit by status. Similarly, Refresh can be used to remove status rather than block it. Toxic can be used instead of Will-O-Wisp on the support set to punish support Arceus much harder, although it prevents Rock Arceus from being able to neuter physical Ground- and Steel-type Pokemon. Thunder Wave is a status option that can nail fast switch-ins and setup sweepers; however, Will-O-Wisp is typically better to allow Rock Arceus to halt several physical attackers. Stealth Rock is a great option for Pokemon that cause Flying-types such as Ho-Oh and Yveltal to switch out; however, Rock Arceus struggles to find room for it. Grass Knot is a coverage move that can be employed on the Calm Mind set to hit Water- and Ground-types, although it still struggles against Steel-types and Palkia. Fire Blast is another coverage option for the Calm Mind set to hit Steel-types, although Will-O-Wisp appropriately punishes most Steel-types already while retaining more utility. Earth Power can hit some Steel-types in addition to Primal Groudon; however, for the same reasons as the other coverage moves, Will-O-Wisp is typically better.</p>\n<p>Magic Coat is an interesting option to bounce back Toxic, Taunt, and even entry hazards, although it is a niche move reliant on good prediction. Perish Song puts a timer on setup sweepers and can force a trade with Gothitelle, but it is a difficult move to fit on the support set. Roar can also be used to stop setup sweepers and Gothitelle; however, the utility of the standard moves on the support set is generally better. Rock Arceus does have the capability to set up Tailwind, which can be an interesting method of support for appropriate teams able to reap the benefit, but generally this is not worth the move slot. Psych Up can allow Rock Arceus to copy opposing stat boosts, but most of the time these aren't very beneficial. Lastly, Rock Arceus can potentially run a Swords Dance set; however, it must rely on Stone Edge for a physical STAB move and its typing does not particularly allow it to circumvent a large number of typical Swords Dance Arceus checks.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Kyogre and Palkia</strong>: Both Kyogre and Palkia have a large Special Defense that can shrug off Rock Arceus's Judgment. In return, their massive Special Attack, combined with a type advantage, blows right through Rock Arceus. Being special attackers, these Pokemon do not mind being burned much either, and common use of Rest means that the cumulative damage from Judgments and burns is not an issue.</p>\n<p><strong>Mega Gengar and Gothitelle</strong>: Both Mega Gengar and Gothitelle have the ability Shadow Tag, which reduces the battle to a one-on-one. This is an issue because both of these threats have the ability to beat Rock Arceus one-on-one; Mega Gengar has access to Taunt, Destiny Bond, or even Focus Blast while Gothitelle has access to Calm Mind, Rest, and Psyshock.</p>\n<p><strong>Dialga</strong>: Dialga resists Rock Arceus's Judgment and can retaliate with Toxic or Flash Cannon. Specially defensive sets can Toxic and / or Roar out Calm Mind Rock Arceus.</p>\n<p><strong>Arceus With a Type Advantage</strong>: Ground Arceus, Water Arceus, Grass Arceus, Steel Arceus, and Fighting Arceus can all threaten Rock Arceus because they have an inherent typing advantage.</p>\n<p><strong>Primal Groudon</strong>: Primal Groudon is immune to Will-O-Wisp and can threaten Rock Arceus, as it can OHKO Rock Arceus through powerful Ground-type moves.</p>\n<p><strong>Mega Blaziken</strong>: While Mega Blaziken takes significant damage from Judgment, it is faster than Rock Arceus and deals high damage with 120 Base Power Low Kick.</p>\n<p><strong>Mewtwo</strong>: Mega Mewtwo X dislikes burns but can otherwise crush Rock Arceus with its Fighting-type moves. Mega Mewtwo Y can break down Rock Arceus with Taunt, Recover, and Psystrike due to its high Speed and Special Defense stats. More offensive Mewtwo sets can also threaten Rock Arceus with Focus Blast.</p>\n<p><strong>Clefable and Blissey</strong>: Both Clefable and Blissey have massive special bulk that let them comfortably tank Judgment; they also do not mind being burned. In return, they can Toxic Rock Arceus, and Clefable might be running Calm Mind.</p>\n<p><strong>Ferrothorn</strong>: While it doesn't like being burned, Ferrothorn can Toxic Rock Arceus, assuming it runs the move. Ferrothorn that lack Toxic can force a stalemate through Leech Seed and Leftovers recovery.</p>\n<p><strong>Offensive Steel-types</strong>: Pokemon such as Mega Scizor, Excadrill, Genesect, Mega Metagross, and Mega Lucario cannot afford to switch into Will-O-Wisp, but can potentially revenge kill Rock Arceus, as they are either faster or have access to priority moves.</p>\n<p><strong>Shaymin-S</strong>: Shaymin-S cannot directly switch into Rock Arceus because of the threat of Judgment; however, it can OHKO Rock Arceus with Seed Flare.</p>\n",
"movesets": [{
"name": "Bird Antidote",
"description": "<h1>Moves</h1>\n<p>Rock typing, along with solid base 120 HP, Defense, and Special Defense, allows Rock Arceus to function as a user of Defog. This is reinforced by its base 120 Speed, which makes it difficult to Taunt. Will-O-Wisp is used to burn the Steel- and Ground-types that typically come in against Rock Arceus, and also allows it to neuter Extreme Killer Arceus. Recover gives Rock Arceus the ability to last for the duration of a match, which is important for ensuring that your side remains free of entry hazards. Judgment is Rock Arceus's best attacking move for this set, allowing it to OHKO Ho-Oh, Rayquaza, and Mega Salamence while taking advantage of Rock Arceus's STAB type and the 1.2x damage bonus from Stone Plate. Stealth Rock is an optional move over Defog for teams that want to free up a Primal Groudon set, as Rock Arceus can come in, force out a Pokemon weak to Rock, and set up Stealth Rock.</p>\n<h1>Set Details</h1>\n<p>A Stone Plate is necessary to determine Arceus's type and further boosts the power of Judgment. 252 Speed EVs with a Timid nature allow Rock Arceus to outspeed a large chunk of the Ubers tier and Speed tie with other maximum Speed Arceus and Mega Salamence. 248 HP EVs help Rock Arceus stomach powerful attacks from the Pokemon it intends to check, such as avoiding the OHKO from +1 Mega Salamence's Earthquake. The remaining 8 EVs go into Special Attack to guarantee the OHKO on standard Dragon Dance Mega Salamence. An alternate spread of 248 HP / 164 Def / 96 Spe with a Timid nature gives up some Speed to be more physically bulky, while still beating maximum base 100 Speed Pokemon.</p>\n<h1>Usage Tips</h1>\n<p>In general, support Arceus formes dislike burns and poison, as the passive damage forces increased use of Recover; Pokemon immune to either of these statuses can be used to pivot from Rock Arceus. One of the main draws of using Rock Arceus, however, is the fact that it is a Ho-Oh check, which inevitably leads to burns from Sacred Fire. When burned, Rock Arceus can still escape the 2HKO from any of Ho-Oh's moves other than a Choice Banded Earthquake, and it can function as a status sponge until a time when it is advantageous for a cleric to remove the burn. A standard Choice Banded Ho-Oh Earthquake deals a minimum of 68%, meaning that switching Rock Arceus into a Choice Band Ho-Oh at this percent or less can mean that it will be KOed. Even though Choice Band Ho-Oh 2HKOes Rock Arceus with Earthquake, this is not an issue so long as Rock Arceus is above this percentage, because it is faster than Ho-Oh and can OHKO it with Judgment.</p>\n<p>Rock Arceus can also switch into Yveltal granted it is not at a low HP percentage; however, the user of Rock Arceus must be wary of Yveltal that U-turn into Mega Gengar. This set can punish several common types of switch-ins; Will-O-Wisp can neuter physical Steel- and Ground-types that may be temped to switch in, while Judgment can deal respectable damage, whittlling down Pokemon such as Primal Groudon, offensive Kyogre, and Mega Blaziken. Even though Rock Arceus resists Extreme Speed, has Will-O-Wisp, and Speed ties with standard Extreme Killer Arceus, it is a very shaky check, as Extreme Killer Arceus typically runs Earthquake, which OHKOes Rock Arceus at +2. Lastly, when using any Arceus forme, it is often advantageous to keep the type hidden from your opponent.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is a great partner for Rock Arceus due to its ability to check several threats such as Kyogre, Palkia, Dialga, Clefable, and Blissey. Both Latias and Latios are great checks to Kyogre, Palkia, and Primal Groudon and benefit from Rock Arceus's ability to check Yveltal. Mewtwo can offensively threaten several checks to Rock Arceus and break several passive checks to Rock Arceus such as Clefable and Blissey. A Pursuit trapper such as Mega Scizor appreciates Rock Arceus checking Ho-Oh and can be used to trap Mega Gengar and Gothitelle. Xerneas can function as a cleric to remove Sacred Fire burns from Rock Arceus and serves as a check to Palkia. Rock Arceus appreciates cleric support in general because of its dislike for Toxic and frequent burns from Sacred Fire; Clefable and Blissey can both provide this support while checking Palkia.</p>\n<p>Despite creating a stacked Ground weakness, Dialga can set up Stealth Rock, which places further pressure on Ho-Oh when paired with Rock Arceus; Dialga can also check Calm Mind Arceus, Clefable, and Ferrothorn. Lugia greatly appreciates Rock Arceus checking Yveltal; in return, it checks Primal Groudon and offers a Ground immunity. Similarly, Giratina-O benefits from the check to Yveltal while providing a Ground immunity and check to Primal Groudon. Mega Sableye can provide a more solid check to Extreme Killer Arceus while also being able to check Mewtwo and deflect Toxic and Taunt for Rock Arceus. Kyogre can be used to wash away Ground-types that threaten Rock Arceus and benefits from entry hazard removal, although it does stack a weakness to some checks such as Palkia and Ferrothorn. Zekrom can outright destroy Kyogre and threaten Pokemon such as Mewtwo and Mega Gengar, while Steel-types benefit from Rock Arceus's check to Ho-Oh. Lastly, Shaymin-S can offensively check several of Rock Arceus's checks such as Kyogre and Ground-types, while benefiting from Rock Arceus's check to Ho-Oh.</p>\n",
"abilities": ["Multitype"],
"items": ["Stone Plate"],
"moveslots": [
["Defog"],
["Will-O-Wisp"],
["Recover"],
["Judgment"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 0,
"spa": 8,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind helps give Rock Arceus more of an offensive presence. While Rock Arceus still loses to several common Pokemon employed on stall teams, Rock is an offensive type that nothing is immune to, making it a solid choice as a user of Calm Mind. Will-O-Wisp neuters some Ground- and Steel-types that might attempt to break Rock Arceus as types are typically physical attackers. Recover not only gives Rock Arceus staying potential, but assists its endeavors to set up Calm Mind. Judgment is the most powerful special attack available to Rock Arceus; Rock is generally effective as an offensive typing.</p>\n<h1>Set Details</h1>\n<p>A Stone Plate is mandatory or Arceus isn't Rock Arceus; it also makes Judgment hit a bit harder. 252 Speed EVs with a Timid nature allow Rock Arceus to beat relevant Pokemon with base 110 Speed and tie with opposing maximum Speed Arceus and Mega Salamence. 248 HP EVs are used to increase Rock Arceus's overall bulk, making it easier to set up Calm Mind and tank special attacks once set up. The remaining 8 EVs are used to slightly boost Special Attack.</p>\n<h1>Usage Tips</h1>\n<p>Calm Mind Rock Arceus plays differently from other Calm Mind Arceus such as Dark Arceus. This set is used to pivot into Pokemon that Rock Arceus can check such as Ho-Oh, Yveltal, Rayquaza, and Mega Kangaskhan. From there, depending on what your opponent has, the set can be played offensively or defensively; offensively if your opponent's Calm Mind Arceus check is damaged or KOed, defensively if your opponent still has a healthy switch-in available. Because this set lacks the raw power or ability to circumvent some types of passive Pokemon, it is pointless to set up Calm Mind until these are removed or damaged enough to where you can blow through them.</p>\n<p>Will-O-Wisp is primarily used to prevent physical Ground- and Steel-types from being able to break you, so don't always switch out just because one of these types of threats comes in. Will-O-Wisp also has the utility to punish Pokemon that come in due to how Rock Arceus causes switches, so choose to Will-O-Wisp or attack with Judgment based on what you think your opponent will bring in. Status conditions, especially poison and burns, are a great threat to Calm Mind Arceus that lack Refresh or Substitute, so keep Rock Arceus away from these through use of status absorbers and / or cleric support. Never become too greedy with the use of Calm Mind; carefully boost only as necessary to break what you need to and Recover frequently so a surprise critical hit doesn't ruin what should have been a victory.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon is an excellent offensive choice that can break through many of Calm Mind Rock Arceus's checks such as Kyogre, Palkia, Dialga, Clefable, and Blissey. Latias and Latios can function as Defog support for a team while serving as checks to Kyogre and Palkia because this set forgoes running Defog; Latios and Latias further benefit from Rock Arceus's check to Yveltal. Xerneas is a great cleric option to keep Calm Mind Rock Arceus free of status; it can also break Palkia and appreciates the check to Ho-Oh. Mewtwo can shatter a wide variety of defensive checks to Calm Mind Rock Arceus and can even outspeed Gengar before it Mega Evolves, while Rock Arceus takes care of Yveltal.</p>\n<p>Dialga with appropriate coverage can beat Clefable and Ferrothorn, which are two common and effective checks to Calm Mind Arceus and Palkia. With its powerful Water-type moves, Kyogre can destroy the Ground-types that frequently threaten Rock Arceus. Zekrom is an offensive Pokemon that can threaten Kyogre and Mega Gengar for Rock Arceus while Giratina-O adds a handy immunity to Ground-type moves, benefits from the check to Yveltal, and can be used to fit Defog on the team. Most Steel-types greatly appreciate having a solid switch-in to Ho-Oh, as does Shaymin-S; Shaymin-S can also offensively check Kyogre and Ground-types. Lastly, anti-status support such as Mega Sableye can be helpful for deflecting Taunt and Toxic, while a cleric can remove status entirely.</p>\n",
"abilities": ["Multitype"],
"items": ["Stone Plate"],
"moveslots": [
["Calm Mind"],
["Will-O-Wisp"],
["Recover"],
["Judgment"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 0,
"spa": 8,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}]
},
"arceus-dragon": {
"name": "Arceus-Dragon",
"alts": [{
"suffix": "",
"hp": 120,
"atk": 120,
"def": 120,
"spa": 120,
"spd": 120,
"spe": 120,
"weight": 320,
"height": 3.2,
"types": ["Dragon"],
"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>Dragon Arceus has a niche as an Arceus forme that compresses a Fire-type resistance and the ability to check Mega Salamence into one Pokemon. Though Water Arceus can boast the same utility, Dragon Arceus's STAB type differs and allows it to hit Mega Salamence, Primal Groudon, and Mega Gengar and break Ho-Oh's Substitutes with only a single moveslot, whereas Water Arceus would require two moveslots; this means that it is easy to justify as a Defogger on teams that need its qualities. The primary reason Dragon Arceus is not preferred over Water Arceus is because it can compound weaknesses to common Ice- and Fairy-type attacks; however, the role compression its Dragon typing offers lets it serve as a Defogger on balanced and bulky offensive teams that can be difficult to exploit. As a defensive typing, Dragon is a mixed bag; while super effective Judgment can keep opposing Dragon-types at bay, they can KO Dragon Arceus in return, and Dragon Tail Primal Groudon can be an annoyance. It also trades a resistance to Ice for a resistance to Electric when compared to Water Arceus, making its synergy with Primal Groudon a little less noticeable. Although defensive Dragon Arceus is a great check to support Primal Groudon, it must be paired with something that can check offensive Primal Groudon, and it has poor type synergy with traditional checks to offensive Primal Groudon such as Latias, Giratina-O, and Mega Salamence, which can somewhat restrict teambuilding. Dragon Arceus is also hampered by being affected by all types of entry hazards and by all non-volatile status conditions, reducing its ability to bring much defensive synergy to a team.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Stone Edge can be used on the support set to KO Ho-Oh, but crippling it with Toxic is usually enough to suppress it. Surf can be used to OHKO offensive Mega Diancie after a boost and hits Ho-Oh slightly harder than Judgment would while overall making for decent neutral coverage; however, it makes Dragon Arceus unable to touch Ferrothorn. Ancient Power can be used to hit Ho-Oh super effectively and possibly gift Dragon Arceus a sweep against weakened offensive teams. Will-O-Wisp is a option to run on the Calm Mind set to cripple common Steel-type switch-ins, but it is usually better to have Fire Blast, which can outright OHKO several Steel-types. Sludge Bomb is an option on the Calm Mind set to hit Fairy-types hard and spread poison; however, it leaves Dragon Arceus unable to touch Steel-types. Spacial Rend can be used on the Calm Mind set to exchange 5% accuracy for a high critical hit rate, though the move's lower PP means that it is usually not worth it. Iron Head and Poison Jab are options instead of Iron Tail on the Swords Dance set due to their higher accuracy and secondary effects, but the drop in power is significant.</p>\n<h1>Checks &amp; Counters</h1>\n<p><strong>Mega Diancie and Klefki</strong>: Mega Diancie is immune to Dragon Arceus's STAB attack and bounces back status moves, while Klefki is immune to Toxic and can cripple Dragon Arceus with Toxic of its own.</p>\n<p><strong>Fairy-types</strong>: Fairy-types such as Xerneas, Fairy Arceus, Clefable, and Mega Mawile are immune to Dragon Arceus's STAB attack and can retaliate with STAB-boosted super effective moves.</p>\n<p><strong>Steel-types</strong>: Steel-types resist Dragon Arceus's STAB attack and are immune to Toxic, although they dislike Will-O-Wisp and fear Fire Blast from Calm Mind Dragon Arceus and Earthquake from Swords Dance variants. Common Steel-types include Dialga, Mega Scizor, Ferrothorn, Genesect, Jirachi, Aegislash, and Skarmory.</p>\n<p><strong>Blissey</strong>: Blissey takes pitiful damage from Dragon Arceus's neutral Judgment and can use Heal Bell to cure all status ailments inflicted by Dragon Arceus while being able to cripple it with Toxic. It is defeated by Swords Dance variants, however.</p>\n<p><strong>Lugia</strong>: Lugia can switch into both of Dragon Arceus's offensive sets and proceed to poison it with Toxic or phaze it with Whirlwind. Lugia dislikes Toxic from the support set, however.</p>\n<p><strong>Ho-Oh</strong>: Ho-Oh has the special bulk to comfortably switch into Calm Mind Dragon Arceus and hit back with a powerful Brave Bird or aim for a burn with Sacred Fire. Standard Ho-Oh cannot afford to come into Dragon Arceus's Outrage and can be Toxic stalled by support Dragon Arceus, however.</p>\n<p><strong>Choice Scarf Zekrom and Kyurem-W</strong>: Both Choice Scarf Zekrom and Kyurem-W are able to revenge kill each of Dragon Arceus's sets. However, they cannot switch directly into Dragon Arceus in fear of its Dragon-type STAB move.</p>\n<p><strong>Fast Attackers</strong>: Fast attackers such as Darkrai, Mewtwo, and Deoxys-A can effectively check Dragon Arceus due to their superior Speed stats and power. Mewtwo can set up Calm Mind or use Taunt against Dragon Arceus to stop it from Defogging; Darkrai is able to put it to sleep with Dark Void and proceed to boost with Nasty Plot; and Deoxys-A can obliterate it with Psycho Boost or a super effective Ice Beam. Each of these Pokemon including all of the Mewtwo formes are fast and powerful enough to revenge kill Dragon Arceus, though they cannot comfortably switch into any of its attacks and dislike Toxic from support Dragon Arceus.</p>\n<p><strong>Cloyster</strong>: Dragon Arceus cannot Defog safely on Cloyster due to the threat of Icicle Spear; however, Cloyster cannot switch into Judgment and loses if its Focus Sash is not intact.</p>\n<p><strong>Ice Arceus</strong>: Ice Arceus can defeat Dragon Arceus one-on-one due to its typing advantage.</p>\n",
"movesets": [{
"name": "Support",
"description": "<h1>Moves</h1>\n<p>Judgment is an all-purpose STAB attack that notably breaks Ho-Oh's Substitutes and can KO Mega Salamence. Toxic weakens the staying power of opposing support Arceus, Calm Mind Arceus, Ho-Oh, and Primal Groudon. Although the latter is hit rather hard by Judgment, Dragon Arceus will have a much easier time Recover stalling Primal Groudon if it has been badly poisoned; it can also annoy certain Fairy-type switch-ins such as Xerneas and Fairy Arceus. Will-O-Wisp can be run to ease the matchup against Steel-types such as Klefki, Ferrothorn, and Jirachi, which Dragon Arceus would otherwise do nothing to, and lets Dragon Arceus function as a physical check to Swords Dance Arceus for its team. It can be afforded as long as Ho-Oh is checked well by Dragon Arceus's teammates and that Toxic lures for Primal Groudon are used alongside it. Recover is a staple on any bulky Arceus forme, letting Dragon Arceus heal itself intermittently throughout the match to check threats such as Mega Salamence and Primal Groudon when needed to. Defog gives Dragon Arceus utility in clearing entry hazards, especially considering that it has an overall good matchup against the most common Stealth Rock user, Primal Groudon, and Judgment's neutral coverage allows for the use of it with very few repercussions.</p>\n<h1>Set Details</h1>\n<p>Draco Plate lets Arceus become Dragon Arceus and makes Judgment a Dragon-type attack that gives it the ability to compress a way of hitting both Mega Salamence and Primal Groudon. 248 HP EVs maximize bulk while minimizing entry hazard damage, and 56 Speed EVs allow Dragon Arceus to outspeed Adamant Rayquaza. The rest of the EVs are invested into Defense with a Bold Nature in order to let Dragon Arceus check Mega Salamence and Primal Groudon. The investments into HP and Defense hit impressive benchmarks, as they make it so that Dragon Arceus has only a 12.5% chance to be 2HKOed by Adamant Mega Salamence's Return after Stealth Rock damage, survives +1 Adamant Mega Salamence's Double Edge after Stealth Rock damage, and is not 2HKOed by Primal Groudon's fully invested Precipice Blades.</p>\n<h1>Usage Tips</h1>\n<p>Before the match, formulate a plan during Team Preview in which you make priority of what you will need to check with Dragon Arceus, as it can be easily overloaded between checking Primal Groudon, Mega Salamence, and Ho-Oh. Switch Dragon Arceus into Pokemon that it can check, such as Primal Groudon, and spread status. Monitor health closely to let Dragon Arceus sponge hits, use Recover often, and avoid status moves, especially against a team with a Mega Diancie or Mega Sableye on it. Additionally, avoid giving free turns to Fairy-types at all costs, as Pokemon such as Klefki and Xerneas can set Spikes or set up on Dragon Arceus. Use Dragon Arceus as bait to these Pokemon and aggressively double switch your Fairy-type punishes or checks to buy free turns.</p>\n<h1>Team Options</h1>\n<p>Checks and punishers to Fairy-types such as Xerneas and Klefki are appreciated, making Ho-Oh, Mega Gengar, Klefki, and Excadrill good teammates. Mega Diancie checks are the most dire of teammates to Dragon Arceus, as it can endlessly find free turns on Dragon Arceus to set up Stealth Rock, use Heal Bell, or boost with Calm Mind. Specially defensive Primal Groudon, Aegislash, Jirachi, and Ferrothorn all make for good switch-ins to it; Mega Diancie lures such as Flash Cannon Klefki can be useful as well. Specially defensive Primal Kyogre with Roar deserves a special mention as a teammate to Dragon Arceus, as it can switch into virtually any special attack that is super effective against Dragon Arceus, check Magic Bounce users such as Mega Diancie and Mega Sableye, and phaze a boosted Geomancy Xerneas. Dragon Arceus is able to check support Primal Groudon, but it struggles against offensive Primal Groudon that carry boosting moves such as Rock Polish and or Swords Dance. Lugia, defensive Yveltal, Skarmory, and Landorus-T are all able to check at least one or at most two variants of offensive Primal Groudon; however, if your team can afford having multiple Dragon-types, Mega Salamence, Latias, Latios, Giratina-O, and Charti Berry Rayquaza are options as well. Dragon Arceus carrying Will-O-Wisp needs teammates that can lure in Primal Groudon and Ho-Oh to hit them with Toxic, such as Aegislash and Klefki. As for teammates that benefit from Dragon Arceus running Will-O-Wisp, Gothitelle stands out because of how it appreciates Dragon Arceus's ability to bait and cripple Steel-types, letting Gothitelle run a different support move aside from Tickle that synergizes better with Dragon Arceus, such as Thunder Wave, which can trap Defog Latias and Latios and other Dragon-types that threaten Dragon Arceus, such as Dialga and Palkia.</p>\n<p>When teambuilding with Dragon Arceus, try to lean your team more towards bulky offense when choosing between it and Water Arceus. Water Arceus tends to fit more naturally on stall teams because they can make up for the compromises that it has to make with move choices. Dragon Arceus's Judgment compresses moveslots which makes for builds that are more proactive than anything that opts for Water Arceus.</p>\n",
"abilities": [],
"items": ["Draco Plate"],
"moveslots": [
["Judgment"],
["Toxic", "Will-O-Wisp"],
["Recover"],
["Defog"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 204,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Bold"]
}, {
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind is the best boosting move for Dragon Arceus that allows it to assume an offensive role, as Judgment is a special move and more safe to throw around than Outrage. Recover prevents Dragon Arceus from being worn down throughout a match and aids it in using Calm Mind. Fire Blast hits most Steel-types that resist Dragon Arceus's Judgment, such as Klefki, Ferrothorn, Mega Scizor, Aegislash, and Skarmory. Judgment is the strongest special STAB attack available to Dragon Arceus that is also reliable. Thunder can be used to hit Kyogre, Ho-Oh, Yveltal, Lugia, Water Arceus, Skarmory, and Tentacruel while still dealing neutral damage to most Steel-types. Earth Power is an option to hit Dialga, Klefki, Aegislash, and a few other Steel-types. Flash Cannon can also be used to OHKO Mega Diancie without a boost; it also hits other Fairy-types such as Xerneas, Fairy Arceus, and Clefable.</p>\n<h1>Set Details</h1>\n<p>Draco Plate turns Arceus into Dragon Arceus and makes Judgment a Dragon-type STAB move while boosting its power. 248 HP EVs are used to increase Dragon Arceus's overall bulk in order to more effectively use Recover and set up Calm Mind. 252 Speed EVs with a Timid nature allow Dragon Arceus to at best Speed tie with maximum Speed Mega Salamence and opposing maximum Speed Arceus. The remaining 8 EVs are used to boost the Defense stat, letting Dragon Arceus check Mega Salamence better in a pinch. Alternatively, just 176 Speed EVs allow Dragon Arceus to outspeed base 110 Speed Pokemon such as Latias, Latios, and Gengar, while the remaining 84 EVs can be invested into Special Attack to ensure that Rayquaza and Mega Salamence are OHKOed by Judgment after Stealth Rock damage.</p>\n<h1>Usage Tips</h1>\n<p>Offensive Dragon Arceus should be kept hidden for as long as possible. If your opponent doesn't know that you have it, they are more likely to play their Fairy- and Steel-types aggressively after they have fulfilled their primary purpose; this makes it much easier for Dragon Arceus to get surprise sweeps late in a match. Keeping Dragon Arceus hidden goes hand-in-hand with keeping it healthy, which is especially important if you intend to use it as a secondary check to threats such as Mega Salamence and Rayquaza. Only at full HP does Dragon Arceus always survive a +1 Adamant Mega Salamence Return after Stealth Rock; however, even at maximum HP, Dragon Arceus only survives maximum Attack Double-Edge if there are no entry hazards present. Dragon Arceus can only afford to run a single moveslot for coverage, so taking this moveslot into consideration is of high importance. Effort should be placed on teammates eliminating the threats that Dragon Arceus cannot bypass rather than focusing on the ones it can. For example, if Dragon Arceus is running Fire Blast, ensuring that Skarmory is removed is not as important as ensuring that Clefable is removed. This means you should make plays that apply pressure to Clefable while perhaps making more defensive plays against Skarmory.</p>\n<p>It is usually a poor choice to set up Calm Mind if the opponent still has a Pokemon that can counter Dragon Arceus; this leads to wasted turns because Dragon Arceus is forced to switch right after setting up Calm Mind. When in a situation where Dragon Arceus is able to set up several Calm Minds, always keep its HP at a comfortable level so that it isn't knocked out by a surprise critical hit or Speed tie. Dragon Arceus is susceptible to burns, poison, and paralysis. Both burns and poison severely reduce Dragon Arceus's longevity, and paralysis robs Dragon Arceus of its Speed, which is one of its greatest advantages compared to other Dragon-types.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon performs well against Fairy- and Steel-types, both of which resist Dragon Arceus's Judgment. Mega Gengar can trap and eliminate defensive Fairy-types that Dragon Arceus has trouble breaking through, such as Fairy Arceus, Clefable, and Xerneas. Although Ho-Oh mandates entry hazard removal, it can smash the Fairy- and Steel-types that pressure Dragon Arceus. Dialga can take down Steel- and Fairy-types as well, with its STAB Flash Cannon cutting through Pokemon such as Clefable and Fire Blast knocking out Steel-types. Klefki is an excellent setter of Spikes, which helps wear down the opposing team for a Dragon Arceus sweep; it also serves as a check to Xerneas. Other entry hazard setters such as Tentacruel are also good partners, as entry hazards deal residual damage and wear down Dragon Arceus's checks. Pivots that can check Fairy-types, such as Mega Scizor, Genesect, Jirachi, and Mega Mawile, provide safe switch-ins for Dragon Arceus. Entry hazard removal is useful, as Dragon Arceus is affected by all types of entry hazards, but make sure that you are not simultaneously running a suicide entry hazard lead and a Defogger.</p>\n<p>It is worth noting that Calm Mind Dragon Arceus should be built with using a balanced mindset; cover the bigger threats of the metagame using direct answers to them, but keep in mind that this variant of Dragon Arceus is a soft check to Mega Salamence and support Primal Groudon.</p>\n",
"abilities": [],
"items": ["Draco Plate"],
"moveslots": [
["Calm Mind"],
["Judgment"],
["Fire Blast"],
["Recover"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 8,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>This offensive set makes use of Swords Dance, possibly allowing Dragon Arceus to clean late in a match and surprising its usual checks and counters with more coverage moves and hitting with physical attacks rather than special ones. Outrage is the strongest physical STAB attack available to Dragon Arceus; while it is powerful and accurate, its locking effect means that it should not be used until enemy Fairy-types have been eliminated. Earthquake is used for the Steel-types that resist Outrage, although it also hits other targets such as Primal Groudon. Iron Tail gives Dragon Arceus a method of hitting Fairy-types hard, being able to deal upwards of 75% to the bulkiest Fairy-types around when at +2. Extreme Speed is an option instead of Iron Tail that gives some utility in priority and a method of blowing past weakened revenge killers. Overheat and Fire Blast are options that can hit some defensive threats such as Ferrothorn, Mega Scizor, and Skarmory.</p>\n<h1>Set Details</h1>\n<p>A Draco Plate is the necessary held item to transform into Dragon Arceus and slightly boosts the power of Outrage. 252 Speed EVs with a Jolly nature are used to maximize Dragon Arceus's Speed, allowing it to beat relevant base 110 Speed threats and Speed tie with other maximum Speed Arceus formes. 252 Attack EVs are necessary to fully raise Dragon Arceus's damage output. The remaining 4 EVs are placed into Defense to ensure that Genesect gets a Special Attack boost from Download.</p>\n<h1>Usage Tips</h1>\n<p>Swords Dance Dragon Arceus should be treated as a late-game cleaner to capitalize on both the use of Outrage and its unexpected nature. +2 Iron Tail is very strong and can be used as an intermediate wallbreaking method to clear away defensive Fairy-types in the middle of a match. Dragon Arceus can then clean at a later time when other threats have been eliminated or damaged enough for it to break through; note that using Dragon Arceus to immediately wallbreak has the cost of revealing the set. Iron Tail is strong enough to deal massive damage to even defensive Xerneas and Fairy Arceus, but not enough to OHKO them from full health. Don't underestimate Outrage's power; it hits significantly harder than Extreme Killer Arceus's Extreme Speed and is able to OHKO defensive Yveltal and 248 HP Arceus after Stealth Rock when at +2. Entry hazards often make the difference for ensuring OHKOs with Dragon Arceus, as they help to whittle down the foe into KO range. For these reasons, maintaining an entry hazard advantage can justify aggressive play from other teammates in order to help ensure that Dragon Arceus can clean later on. Stay away from burns and paralysis; the former cripples Dragon Arceus to the point where it will struggle to clean, and the latter gives up Dragon Arceus's Speed advantage, making it significantly easier to revenge kill.</p>\n<h1>Team Options</h1>\n<p>Primal Groudon offensively checks just about every Pokemon that Dragon Arceus can't break past. Primal Groudon also offers a switch-in for Fairy-type moves on an offensive team and can set Stealth Rock. Mega Gengar can trap and eliminate defensive Fairy-types and Arceus formes, which are common threats that can prevent an Dragon Arceus sweep. Suicide or offensive entry hazard setters help Dragon Arceus secure a variety of KOs and fit well on an offensive team; Deoxys-S, Dialga, Forretress, Greninja, and Mega Aerodactyl are some examples. An offensive Xerneas check is mandatory to provide a switch-in to Fairy-type attacks and to prevent a Geomancy sweep. Ho-Oh is a good partner due to its ability to offensively check Fairy- and Steel-types, but do not use it if using a suicide hazard lead, as using Ho-Oh mandates entry hazard removal. Ho-Oh alone can justify a bulky offensive build, in which a longer-lasting Spikes setter such as Klefki is recommended.</p>\n",
"abilities": ["Multitype"],
"items": ["Draco Plate"],
"moveslots": [
["Swords Dance"],
["Outrage"],
["Earthquake"],
["Iron Tail", "Extreme Speed"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"archen": {
"name": "Archen",
"alts": [{
"suffix": "",
"hp": 55,
"atk": 112,
"def": 45,
"spa": 74,
"spd": 45,
"spe": 70,
"weight": 9.5,
"height": 0.5,
"types": ["Flying", "Rock"],
"abilities": ["Defeatist"],
"formats": ["LC"]
}],
"evos": ["Archeops"],
"genfamily": ["BW", "XY"],
"learnset": ["Acrobatics", "Aerial Ace", "Agility", "Ally Switch", "Ancient Power", "Aqua Tail", "Attract", "Bite", "Bounce", "Bulldoze", "Confide", "Crunch", "Cut", "Defog", "Dig", "Double Team", "Dragon Breath", "Dragon Claw", "Dragon Pulse", "Earth Power", "Earthquake", "Endeavor", "Facade", "Frustration", "Head Smash", "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", "Iron Defense", "Iron Tail", "Knock Off", "Leer", "Pluck", "Protect", "Quick Attack", "Quick Guard", "Rest", "Return", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Throw", "Rock Tomb", "Roost", "Round", "Sandstorm", "Scary Face", "Secret Power", "Shadow Claw", "Sleep Talk", "Smack Down", "Snore", "Stealth Rock", "Steel Wing", "Stone Edge", "Substitute", "Swagger", "Switcheroo", "Tailwind", "Taunt", "Thrash", "Torment", "Toxic", "Uproar", "U-turn", "Wing Attack", "Zen Headbutt"],
"strategies": [{
"format": "LC",
"overview": "<p>Great base 112 Attack, a unique typing, and access to both Stealth Rock and Defog make Archen a formidable Pokemon in Little Cup. Rock / Flying allows Archen to deal with most Normal-type threats such as Bunnelby and Zigzagoon, as well as Flying-types like Fletchling. On top of that, Archen can hit Grass- and Fighting-types hard with STAB Acrobatics. Archen also sports good stats, having a gigantic base 112 Attack, good base 70 Speed, and decent defenses. However, Archen's ability, Defeatist, prevents it from being a nuke, as its offenses are lowered by two stages when its HP is below 50%. Luckily, Berry Juice can help mitigate this to an extent.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Roar can be used to deal with setup sweepers. Agility can be used on an offensive set to boost Archen's Speed by two stages, allowing it to outspeed even the fastest Choice Scarf users. A Choice Scarf set with Switcheroo / U-turn / Stone Edge / Earthquake can also be used. A Substitute + Endeavor Berry Juice set is another option. Archen has access to Tailwind, a support move that doubles the Speed of all teammates as well as Archen itself for four turns. Head Smash can be used for its sheer power, but its 50% recoil damage can put Archen in Defeatist range fairly quickly, even when holding Berry Juice. Aqua Tail is an option to hit Ground- and Rock-types for super effective damage. Taunt is another option which makes Archen a brilliant lead. Even though Rock Tomb is the preferred move in most cases, Bulldoze is essentially a Ground-type version of it and could be a viable choice.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Steel-types</strong>: Pawniard loves switching into Defog because of Defiant, and it OHKOes Archen with Iron Head unless Archen has Eviolite. Magnemite OHKOes even the defensive Archen set, so it can be a real problem if Archen does not have Earthquake.</p>\n<p><strong>Water-types</strong>: Offensive Chinchou Speed ties with Archen and can OHKO it with either of its STAB moves. Slowpoke can be a real problem, even with Knock Off. Staryu can spin away Archen's Stealth Rock, and it is also able to outspeed and OHKO Archen. Carvanha is another huge threat, but it can only switch in on a predicted Defog or Stealth Rock.</p>\n<p><strong>Faster Threats</strong>: Choice Scarf users such as Pawniard, Chinchou, Magnemite, and Gastly can all outspeed and OHKO Archen without Eviolite.</p>\n",
"movesets": [{
"name": "Offensive",
"description": "<h1>Moves</h1>\n<p>Stone Edge is a powerful Rock-type STAB move, hitting most threats extremely hard. However, Rock Slide can be used for its higher accuracy and 30% chance to make the foe flinch, at the cost of power. Rock Tomb is another option for a Rock-type STAB move and can slow down faster threats, allowing Archen to outspeed and KO them with Acrobatics or Knock Off the next turn. However, Rock Tomb doesn't hit too hard, even with STAB. Acrobatics is Archen's most powerful move if Berry Juice is consumed or lost, with 110 Base Power. Earthquake is used to hit Electric- and Steel-types like Chinchou, Magnemite, and Pawniard hard, while also hitting Poison-, Fire-, and Rock-types super effectively, giving Archen amazing EdgeQuake coverage. U-turn is the preferred move for the last slot to gain momentum, but Knock Off can be used to remove the opponent's item, while also hitting Psychic- and Ghost-types super effectively.</p>\n<h1>Set Details</h1>\n<p>Maximum investment in Attack and Speed helps Archen be as much of an offensive threat as possible. The remaining EVs are placed into HP to marginally improve Archen's mixed bulk. A Jolly nature is used to outspeed Pokemon with 16 Speed, such as Pawniard, Adamant Mienfoo, and non-Timid Chinchou, which is very useful. Berry Juice is used for recovery and helps counteract Defeatist.</p>\n<h1>Usage Tips</h1>\n<p>Come in and hit threats with one of Archen's powerful moves or use U-turn to gain momentum. Stone Edge or Rock Slide is the STAB move of choice until Berry Juice is consumed, since Acrobatics only has 55 Base Power when Archen is holding an item. Because of Archen's Defeatist ability, you have to be wary of Archen's HP going below 50%, which lowers its offenses by two stages. This also means that Archen should rarely be directly switched in, especially after its Berry Juice has been consumed.</p>\n<h1>Team Options</h1>\n<p>It is strongly recommended to have a teammate that can take on bulky Water-types like Slowpoke for Archen. Therefore, Chinchou and Magnemite are good teammates that can form a VoltTurn core and also deal with Steel-, Ice-, and Electric-types. This set appreciates Defog or Rapid Spin support, making Drilbur, Vullaby, and Staryu good teammates.</p>\n",
"abilities": ["Defeatist"],
"items": ["Berry Juice"],
"moveslots": [
["Stone Edge", "Rock Slide", "Rock Tomb"],
["Acrobatics"],
["Earthquake"],
["U-turn", "Knock Off"]
],
"evconfigs": [{
"hp": 76,
"atk": 180,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 196
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Fast Support",
"description": "<h1>Moves</h1>\n<p>Archen is one of the few viable Pokemon in Little Cup to get Defog, which it can use to quickly remove entry hazards. Rock Slide is a powerful Rock-type STAB move that also has a 30% chance to cause the opponent to flinch. Stealth Rock can be used instead of either Defog or Rock Slide to make Archen even more support-oriented. In the third moveslot, Archen has lots of options. Acrobatics becomes a 110 Base Power Flying-type STAB move if Berry Juice is either consumed or lost. Knock Off cripples switch-ins, and the removal of an opponent's item can benefit the rest of the team. Finally, U-turn can be used to gain momentum. Earthquake hits opposing Pawniard that may want to switch in on Defog, and it also helps Archen deal with Electric-types such as Magnemite and Chinchou.</p>\n<h1>Set Details</h1>\n<p>A Jolly nature and 196 Speed EVs are used to Speed tie with Jolly Mienfoo and outspeed both Jolly Pawniard without Choice Scarf and non-Timid Chinchou. The remaining EVs are used to improve general bulk. Berry Juice is used for recovery, while also helping to negate Defeatist.</p>\n<h1>Usage Tips</h1>\n<p>This set works as a fast pivot. Send Archen in on Normal- or Flying-types such as Fletchling, force a switch, and set up Stealth Rock or use Defog. The main goal of this set is to maintain hazard control and check threats such as Bunnelby, Zigzagoon, and Fletchling.</p>\n<h1>Team Options</h1>\n<p>Archen greatly appreciates teammates that can deal with Steel-, Water-, Ice-, and Electric-types. Chinchou resists all four of these types and therefore has fantastic defensive synergy with Archen. Munchlax is another good option that shrugs off special Water-, Ice-, and Electric-type moves due to its enormous special bulk. Diglett, Timburr, and Croagunk all deal with Pawniard, making it easier for Archen to do its job. Grass-types also love having Archen as a teammate, as it can easily take Bug-, Fire-, and Flying-type moves.</p>\n",
"abilities": ["Defeatist"],
"items": ["Berry Juice"],
"moveslots": [
["Defog", "Stealth Rock"],
["Acrobatics", "Knock Off"],
["Rock Slide", "U-turn"],
["Earthquake"]
],
"evconfigs": [{
"hp": 76,
"atk": 20,
"def": 76,
"spa": 0,
"spd": 76,
"spe": 196
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>Rock Slide is Archen's STAB move, hitting most opponents hard while also having a nice 30% chance to flinch the opponent. Stone Edge is an alternative if more power is preferred. Roost provides reliable recovery, which is mandatory for a defensive set. In the third moveslot, U-turn is great for keeping or gaining momentum, Earthquake is an option to hit Steel- and Electric-types hard, and Knock Off can remove Eviolite from bulkier walls, helping teammates perform a sweep. For the last slot, you can use either Defog or Stealth Rock. Defog is the preferred move if your team has a problem with entry hazards and already has a Stealth Rock user; otherwise, use Stealth Rock.</p>\n<h1>Set Details</h1>\n<p>236 HP EVs are used to improve overall bulk. As most of the attacks Archen can deal with are physical, so using 156 Defense EVs and a Impish nature is the best option. 76 EVs in Special Defense are used to hit an Eviolite number. 36 Speed EVs help Archen hit 14 Speed, outspeeding defensive Mienfoo, while also Speed tying with RestTalk Chinchou and Berry Juice Magnemite. An EV spread of 76 HP / 20 Atk / 76 Def / 76 SpD / 196 Spe with a Jolly nature allows Archen to hit the 17 Speed tier, but it is rarely able to threaten other Pokemon in this tier.</p>\n<h1>Usage Tips</h1>\n<p>Archen's unique typing makes it a great wall against Flying-, Fire-, Poison-, Normal-, and Bug-type Pokemon, such as Fletchling, Doduo, Houndour, Bunnelby, and Zigzagoon. This set also works like a bulky pivot with the ability to set up Stealth Rock and/or remove entry hazards. Archen's strong base 112 Attack means it's still threatening, even without any investment.</p>\n<h1>Team Options</h1>\n<p>Archen really appreciates teammates such as Chinchou that can deal with Steel-, Water-, and Electric-types. Munchlax takes special attacks from Water- and Electric-types really well because of its incredible special bulk, which helps Archen a lot. Pawniard is also a huge problem for Archen, because Pawniard's Defiant ability boosts its Attack by two stages if it gets hit by Defog. Diglett and Timburr are both good teammates for dealing with Pawniard. Foongus and other Grass-types also have great synergy with Archen because they can deal with Water-types while Archen deals with Flying-, Fire-, and Bug-types. If it does not have Defog, Archen appreciates hazard removal support, so Staryu and Drilbur are therefore good teammates; Drilbur is an especially great teammate, because it threatens Electric-, Steel-, and Rock-types, and Choice Scarf sets can outspeed and OHKO Choice Scarf Pawniard.</p>\n",
"abilities": ["Defeatist"],
"items": ["Eviolite"],
"moveslots": [
["Rock Slide", "Stone Edge"],
["Roost"],
["U-turn", "Earthquake", "Knock Off"],
["Defog", "Stealth Rock"]
],
"evconfigs": [{
"hp": 236,
"atk": 0,
"def": 156,
"spa": 0,
"spd": 76,
"spe": 36
}],
"ivconfigs": [],
"natures": ["Impish"]
}]
}]
},
"archeops": {
"name": "Archeops",
"alts": [{
"suffix": "",
"hp": 75,
"atk": 140,
"def": 65,
"spa": 112,
"spd": 65,
"spe": 110,
"weight": 32,
"height": 1.4,
"types": ["Flying", "Rock"],
"abilities": ["Defeatist"],
"formats": ["NU"]
}],
"evos": [],
"genfamily": ["BW", "XY"],
"learnset": ["Acrobatics", "Aerial Ace", "Agility", "Ally Switch", "Ancient Power", "Aqua Tail", "Attract", "Bite", "Bounce", "Bulldoze", "Confide", "Crunch", "Cut", "Defog", "Dig", "Double Team", "Dragon Breath", "Dragon Claw", "Dragon Pulse", "Dragon Tail", "Earth Power", "Earthquake", "Endeavor", "Facade", "Fly", "Focus Blast", "Frustration", "Giga Impact", "Head Smash", "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", "Iron Defense", "Iron Tail", "Knock Off", "Leer", "Outrage", "Pluck", "Protect", "Quick Attack", "Quick Guard", "Rest", "Return", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Throw", "Rock Tomb", "Roost", "Round", "Sandstorm", "Scary Face", "Secret Power", "Shadow Claw", "Sky Attack", "Sleep Talk", "Smack Down", "Snore", "Stealth Rock", "Steel Wing", "Stone Edge", "Substitute", "Swagger", "Switcheroo", "Tailwind", "Taunt", "Thrash", "Torment", "Toxic", "Uproar", "U-turn", "Wing Attack", "Zen Headbutt"],
"strategies": [{
"format": "NU",
"overview": "<p>With its gargantuan mixed attacking stats and a blazing Speed that lets it outspeed almost all of the unboosted metagame, Archeops has established itself as one of the best Pokemon in the tier. Its offensive stats are matched with an equally strong offensive movepool, with a wide variety of both special and physical moves that allow Archeops to potentially beat almost every one of its counters. In particular, STAB Acrobatics is one of the most spammable and powerful attacks in the tier, though it comes at the price of not being able to viably run an item. Archeops's typing is even decent defensively, giving it resistances to Normal-, Fire-, Bug-, and Flying-type moves, and its access to reliable recovery in Roost and support moves in Taunt and Defog gives Archeops both defensive and supportive utility. While these would all be traits of an easily OverUsed or even Ubers Pokemon, Archeops's wings are clipped by Defeatist, which makes Archeops virtually useless when it's below half HP. A Stealth Rock weakness and low defenses don't do Archeops any favors in compensating for its ability, either. In addition, very common Pokemon such as Rhydon, Steelix, and Regirock check Archeops with ease if it lacks the appropriate coverage move.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A Choice Band set with Stone Edge / Earthquake / U-turn / Knock Off or Aerial Ace gives Archeops ridiculous power, 2HKOing stupidly bulky Pokemon such as Prinplup, and Archeops even has Switcheroo to cripple walls and be able to use its coverage afterwards. A Life Orb also gives a significant power boost while allowing Archeops to switch moves, use Roost, and even go mixed, but the recoil will eventually bring Archeops down to Defeatist range, especially if it switches into Stealth Rock. Carrying an item in general, however, is a pretty subpar option on Archeops, as STAB Acrobatics is just too good to give up. Taunt on offensive Archeops sets allows it to get past all of non-Surf Mega Audino, Musharna, Weezing, and Seismic Toss Miltank, but its coverage moves are typically more useful, and Archeops is forced to run Roost alongside Taunt. BulkyCheops can set up Stealth Rock if nothing else on its team can. Tailwind is an option to support its teammates, with Archeops usually sacrificing itself to set Tailwind up when it isn't needed anymore to let a slower teammate outspeed the foe. Iron Tail can also work on certain teams to 3HKO Mega Audino, but has very little use outside of that.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Rock-types</strong>: Bulky Rock-types such as Rhydon, Omastar, and Regirock are found on most teams as Stealth Rock setters and check Archeops with relative ease, as they don't take much damage from either of its STAB types. They have to watch out for Earth Power, however, and due to their lack of reliable recovery, they can be worn down by a combination of repeated chip damage and entry hazards, especially if their Leftovers or, in the case of Rhydon, Eviolite gets removed by the rare Knock Off.</p>\n<p><strong>Water-types</strong>: Bulky Water-types such as Prinplup and Carracosta can switch into Archeops well and KO it with their Water-type STAB moves. Samurott and Kabutops can revenge kill Archeops with Aqua Jet, but they aren't reliable switch-ins because they get 2HKOed by Acrobatics and Earth Power, respectively. Carracosta and Shuca Berry Barbaracle can use either Archeops lacking Hidden Power Grass or Focus Blast or BulkyCheops as setup fodder.</p>\n<p><strong>Physically Bulky Pokemon</strong>: Some physically bulky Pokemon, even those that don't resist Acrobatics, such as Mega Audino, Musharna, Miltank, Piloswine, and Weezing, wall Archeops because of their high bulk and because they aren't weak to Archeops's coverage moves. A lot of these can be beaten by sets with Taunt and Roost, however. Note that Miltank and Piloswine are 2HKOed by the rare Focus Blast, and the latter takes significant damage from Aqua Tail.</p>\n<p><strong>Steel-types</strong>: Steel-types such as Steelix, Ferroseed, Klinklang, and Pawniard make for good checks to Archeops as they resist Acrobatics and threaten Archeops with their STAB moves. Ferroseed makes for the best check out of all of them given that it only fears the rare Heat Wave and is only 3HKOed by Acrobatics.</p>\n<p><strong>Stealth Rock</strong>: Not only is Archeops weak to Stealth Rock, but it also gets brought down to Defeatist range after switching into it three times, making Stealth Rock especially deadly for it.</p>\n<p><strong>Faster Pokemon, Choice Scarf Users, and Priority Moves</strong>: Faster Pokemon and Choice Scarf users, such as Floatzel, Choice Scarf Jynx, and Choice Scarf Rotom, can outspeed and KO Archeops, but they can only switch into it once at best. STAB super effective priority attacks from the likes of Piloswine and Samurott can KO Archeops, but even neutral or non-STAB super effective priority moves such as Shiftry's Sucker Punch and Hariyama's Bullet Punch can spell doom for Archeops by bringing it down to Defeatist range.</p>\n",
"movesets": [{
"name": "Offensive",
"description": "<h1>Moves</h1>\n<p>Acrobatics is a powerful Flying-type STAB move and Archeops's most spammable move. Stone Edge targets most Pokemon that resist Flying-type attacks, dealing great damage against Rotom and Lanturn, as well as notably OHKOing Rotom-S, Xatu, Pelipper, Mantine, bulky Charizard, and opposing Archeops. Earth Power primarily targets Steel-types and takes advantage of the low Special Defense typical of common Archeops switch-ins, such as Mawile, Garbodor, Omastar, Rock Polish Rhydon, and most notably Steelix. Roost lets Archeops recover health on forced switches and against Pokemon that can't do much to it to keep it out of Defeatist range, but it typically doesn't get too many opportunities to use it. Heat Wave is also an option over Earth Power that targets Ferroseed, which walls this set otherwise, as well as still hit the likes of Steelix and Mawile. Hidden Power Grass nails bulky Rock-, Ground-, and Water-types such as Rhydon, Carracosta, and Quagsire for, most of the time, 4x super effective damage. Focus Blast can be used to hit almost all of Hidden Power Grass's targets except for Quagsire for about the same damage, with the bonus of beating Steelix, Regirock, Ferroseed, and Miltank, but its low accuracy makes it rather unreliable. Aqua Tail is another option to 2HKO Rhydon as well as hitting opposing Archeops. Knock Off nails Rotom, does good damage to Musharna, and removes Leftovers and Eviolite from the likes of Regirock and Rhydon, respectively, making them significantly easier to wear down and beat, notably letting Archeops 2HKO tank Rhydon with Hidden Power Grass or Focus Blast.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment and a Hasty nature let Archeops outspeed the majority of the tier and Speed tie with other base 110 Speed Pokemon such as Tauros while not weakening any of its moves. The rest of the EVs are placed into Attack in order to give Acrobatics and Stone Edge a powerful punch. Archeops can opt to run maximum Special Attack investment in order to 2HKO standard tank Rhydon with Hidden Power Grass or Focus Blast and Regirock with Focus Blast, and it can still hit hard physically due to its naturally high Attack and the high Base Power of Acrobatics. No item is used as to double Acrobatics's power.</p>\n<h1>Usage Tips</h1>\n<p>Because of Archeops's frailty, its Stealth Rock weakness, and the threat of getting down to Defeatist range, it should rarely switch into even resisted hits, especially if it doesn't have Roost. Generally, it's best to bring Archeops in on a teammate's U-turn, Volt Switch, or Baton Pass or on a predicted switch, preventing it from taking any damage. Once in, Acrobatics is usually Archeops's most spammable move due to its high Base Power and great neutral coverage, and even if the opponent has a Pokemon that resists Flying such as Klinklang or Barbaracle, Archeops can simply go for the appropriate coverage move in the next turn and KO it. If the opponent has a bulky Rock-type or Steel-type such as Omastar, Rhydon, or Steelix, it's best to go for Earth Power as they switch in in order to 3HKO or 2HKO them. If one of Archeops's counters such as Musharna, Regirock, or Miltank (the latter two are counters only if it lacks Focus Blast, though) is on the opposing team, double switch into a teammate that threatens them in order to maintain momentum and potentially make them take entry hazard damage. Roost off damage on forced switches to stay out of Defeatist range. Roost is also useful to evade a Sucker Punch that could otherwise KO Archeops.</p>\n<h1>Team Options</h1>\n<p>Water-, Grass-, and Fighting-type partners, such as Samurott, Torterra, and Primeape, handle the Rock-, Water-, and, to a lesser extent, Steel-types that check Archeops. Generally speaking, Archeops appreciates special wallbreakers, such as Life Orb Haunter and Magmortar, that can pressure physically bulky Pokemon. Entry hazard control from the likes of Xatu, Prinplup, Shiftry, and Hitmonchan is recommended, as not only is it weak to Stealth Rock, but it also becomes useless in Defeatist range; Archeops doesn't need this support, however, as it is generally found on offensive teams. Pokemon such as Garbodor or Cacturne can stack up (Toxic) Spikes to help Archeops wear down its checks and counters. Sweepers such as Swords Dance Samurott, Swords Dance Mawile, and Tauros love Archeops's ability to lure Rock- and Steel-types and Quagsire and weaken them with its wide coverage so that they can sweep late-game. U-turn, Volt Switch, and Baton Pass support from the likes of Scyther, Rotom, Lanturn, and Mawile helps Archeops get in safely.</p>\n",
"abilities": ["Defeatist"],
"items": [],
"moveslots": [
["Acrobatics"],
["Stone Edge"],
["Earth Power"],
["Roost"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 4,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Hasty"]
}, {
"name": "BulkyCheops",
"description": "<h1>Moves</h1>\n<p>Acrobatics is a powerful Flying-type STAB move and has good neutral coverage by itself. Roost provides Archeops with reliable recovery and allows it to remain healthy throughout the match. Taunt prevents foes from using support moves, setting up, and healing themselves, allowing Archeops to beat Pokemon it otherwise wouldn't such as Mega Audino and Weezing. Earthquake hits Steel- and Electric-types that resist Acrobatics such as Mawile and Lanturn and lets Archeops get at least some damage on bulky Rock-types, in addition to hitting Garbodor without making contact. Defog supports the team by getting rid of entry hazards, and while Archeops has a terrible matchup against most Stealth Rock setters, it handles Garbodor pretty well. U-turn allows Archeops to pivot out of its switch-ins and gain momentum.</p>\n<h1>Set Details</h1>\n<p>Maximum HP investment allows Archeops to take both physical and special hits better, and maximum Speed investment and a Jolly nature allow it to outspeed common Pokemon it checks such as Pyroar and Speed tie with the likes of Tauros and Jumpluff. No item is used as to maximize the power of Acrobatics.</p>\n<h1>Usage Tips</h1>\n<p>Archeops can come in on the Normal-, Fire-, Flying-, and Flying-types it checks throughout the game, but it will often find itself taking around 50% damage from these Pokemon. Because of this, Archeops often wants to use Roost after switching in, particularly if it took Stealth Rock damage. If Archeops didn't take too much damage, however, it can spam Acrobatics to deal good damage against anything that doesn't resist it. However, if there is a bulky Rock-type on the opposing team, Archeops can either Taunt it as it comes in to prevent it from setting up Stealth Rock or switch to a teammate that threatens it. Other typical answers to Archeops lose to this set, however, as Pokemon such as Musharna, Seismic Toss Miltank, Weezing, and Mega Audino without Surf can't inflict status on Archeops, set up, or recover HP because of Taunt and can't 2HKO Archeops with their unboosted attacking options. Defog Archeops can switch into (Toxic) Spikes setters such as Garbodor and Weezing, Defog away their entry hazards, and Taunt them, though it has to play around Will-O-Wisp in the latter's case and hates getting poisoned by Gunk Shot and Sludge Bomb; moreover, keep in mind that Defog Archeops has a uniformly terrible matchup against most Stealth Rock setters.</p>\n<h1>Team Options</h1>\n<p>BulkyCheops fits on most playstyles as a glue Pokemon that checks Fire-, Normal-, and Flying-types, stallbreaks, and even removes entry hazards while still being extremely fast and hitting hard. Archeops appreciates Water-, Ground-, and Fighting-type partners, such as Samurott, Torterra, and Hariyama, that can check and beat the Rock- and, to a lesser extent, Steel-types that handle Archeops. Grass- and Electric-types such as Torterra, Vileplume, and Lanturn put a stop to the Water- and Electric-types that beat Archeops. Pokemon such as Hariyama and Assault Vest Magmortar that check the Ice-types Archeops struggles with are also decent partners. Although it's not necessary by any means, entry hazard control from the likes of Shiftry and Prinplup helps Archeops check foes with greater ease, as it won't have to take Stealth Rock damage when coming in.</p>\n",
"abilities": ["Defeatist"],
"items": [],
"moveslots": [
["Acrobatics"],
["Roost"],
["Taunt", "Defog"],
["Earthquake", "Defog"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Suicide Lead",
"description": "<h1>Moves</h1>\n<p>Stealth Rock is necessary for all teams, and Archeops is a decent setter for hyper offensive ones due to its excellent Speed and matchup versus Xatu. Taunt prevents the foe from setting up entry hazards, weather, or a boosting move. Endeavor allows Archeops to essentially eliminate a foe by bringing it down to 1 HP once its Focus Sash is broken. Head Smash allows Archeops to smash Xatu and to KO itself to prevent the foe from using Rapid Spin or Defog.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment and a Jolly nature are necessary to outspeed as much as possible and to guarantee Archeops at least two turns on the field, and maximum Attack investment makes Head Smash even more powerful. Focus Sash lets Archeops survive any non-multi-hit move if it hasn't taken any prior damage.</p>\n<h1>Usage Tips</h1>\n<p>Archeops should typically lead in order to avoid getting its Focus Sash broken and set up Stealth Rock as early as possible. In most scenarios, Archeops should prioritize setting Stealth Rock first. If the opponent leads off with an entry hazard setter of their own or a setup sweeper, Archeops can Taunt them. A lot of 50/50s are created when Archeops is up against Pokemon with multi-hit moves such as Rhydon, Crustle, and Klinklang. In the former two cases, it's generally best to go for Stealth Rock rather than to Taunt them unless the cost of Stealth Rock on Archeops's side is too high. Klinklang's case is trickier, however; if Archeops's team has an answer to it, it's generally safe to set up Stealth Rock, but if the team doesn't, it might be better for Archeops to Taunt Klinklang to prevent it from sweeping or creating huge holes in Archeops's team right after the first turn. After Archeops has been knocked down to its Focus Sash, go for Endeavor to effectively KO the foe by bringing it down to 1 HP. On the other hand, if Archeops is up against a spinner or Defogger, it should use Head Smash to KO itself with recoil to prevent it from successfully using Rapid Spin or Defog. If the opponent has Xatu but nothing that can revenge kill Archeops with its Focus Sash broken, nail Xatu with Head Smash on the predicted switch to prevent it from bouncing back Stealth Rock; if the opponent does have a priority attacker or a Pokemon that outspeeds Archeops, it might be best to lead with something else, or you can risk the 50/50 if necessary. Judging whether Xatu checks something important on Archeops's team or if its only role in the match is to bounce back Stealth Rock can ease prediction.</p>\n<h1>Team Options</h1>\n<p>Archeops fits best on hyper offensive teams that want a fast Stealth Rock lead that can Taunt opposing leads. Archeops doesn't need much support, so it can be paired with just about any other offensive Pokemon, such as Swords Dance Samurott and Lilligant. An answer to Klinklang, such as Poliwrath or Steelix, is appreciated, as not only does Klinklang play obnoxious mind games with Archeops, but it also is one of the biggest threats to the fast, frail offensive teams that Archeops finds a home on. A spinblocker or Defog deterrent, such as Mismagius or Pawniard, respectively, prevents spinners and Defoggers from getting rid of Archeops's Stealth Rock. Pursuit trappers such as Skuntank and Liepard can prevent Archeops from having to play mind games with Xatu, but this isn't always necessary.</p>\n",
"abilities": ["Defeatist"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Taunt"],
["Endeavor"],
["Head Smash"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "RU",
"overview": "<p>Archeops has a great Speed tier and access to Stealth Rock, Taunt, and Endeavor, all of which make it a great suicide lead for hyper offense teams. It outspeeds most relevant Taunt and Defog users, which can prevent entry hazards from being set up, and can even use Taunt and Endeavor to deal with stall teams. However, while Archeops seems able to run other sets, they are all unviable due to its bad defensive typing, which gives it a Stealth Rock weakness. Archeops's greatest downfall is its ability, Defeatist, which makes it unable to switch into even weak hits for fear of halving its offenses.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Knock Off can be used to remove items such as Eviolite from foes, but Archeops is better off crippling them with Endeavor. Quick Attack combined with Endeavor can finish off weakened Pokemon, but this likely will not work more than once in a match. Tailwind can be used as a last resort, but it is hard to find room for. U-turn can be used to allow Archeops to pivot out and switch in later in the game, but it is shut down by opposing Stealth Rock. A set with 3 attacks and Stealth Rock could possibly be used thanks to Archeops's high Speed but is worn down quickly by Stealth Rock and is not a reliable lead. A Defog set is somewhat viable, as it can potentially surprise an opponent while not losing any offensive presence.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Multi-hit Attack Users</strong>: Multi-hit attacks break through Focus Sash, rendering Archeops useless; Cincinno can shut down Archeops with Rock Blast, while Rhyperior can force mind games with Stealth Rock and Rock Blast.</p>\n<p><strong>Xatu</strong>: Xatu can switch into Archeops and bounce Stealth Rock back, but it is heavily damaged by Head Smash.</p>\n<p><strong>Entry Hazard Removal</strong>: After Archeops has fainted, Rapid Spin and Defog users, such as Hitmonlee and Shiftry, respectively, can remove Stealth Rock without much difficulty.</p>\n<p><strong>Encore</strong>: Encore users such as Liepard and Accelgor can cause Archeops to lose momentum if it does not Taunt them first.</p>\n",
"movesets": [{
"name": "Suicide Lead",
"description": "<h1>Moves</h1>\n<p>Archeops's ability to outspeed most Taunt and Defog users makes it easy for it to set Stealth Rock up. Taunt prevents opposing leads such as Cobalion from setting up entry hazards or boosting, and it denies Defog and status moves. Endeavor can cripple a foe once Archeops is knocked down to its Focus Sash, making it easy for a teammate to finish the foe off. Head Smash is used to block Rapid Spin and Defog when Archeops is down to its Focus Sash, as they fail when Archeops faints due to Head Smash's recoil; this also grants a teammate a free switch in. Rock Slide can be used over Head Smash, as it hits hard but doesn't break Archeops' Focus Sash; however, it cannot block Rapid Spin. Rock Tomb is also usable over Head Smash, as it slows down the foe, which can be useful against Choice Scarf users and can benefit a teammate.</p>\n<h1>Set Details</h1>\n<p>252 Attack EVs maximize Archeops's damage output, while 252 Speed EVs and a Naive nature maximize Archeops's Speed to outspeed threats such as Cobalion. A Naive nature and a 0 Special Defense IV make it easier to get to 1 HP, though 0 Defense and HP IVs are not recommended, as Archeops would forfeit its chance to survive Rhyperior's Rock Blast. A Focus Sash is necessary to allow Archeops to take a hit while it sets up Stealth Rock.</p>\n<h1>Usage Tips</h1>\n<p>Archeops should almost always be used as a lead to set up Stealth Rock early-game. Always Taunt opposing leads to prevent them from setting entry hazards, and use Stealth Rock afterwards. It's a good idea to Taunt setup sweepers too, especially those that boost their Speed. Use Endeavor on Defog users if Archeops is at 1 HP to cripple them, and then set up Stealth Rock again. Against Rapid Spin users, Archeops should spinblock by knocking itself out with Head Smash instead of using Endeavor. Saving Archeops for later in the match is possible if you think Stealth Rock might be removed or you want to cripple bulky Pokemon with Endeavor. If the opponent has a Xatu and you predict it to switch in, use Head Smash instead of Stealth Rock, as Stealth Rock will be bounced back by Magic Bounce. Don't try to Taunt priority move users, as they can KO Archeops before it sets up Stealth Rock.</p>\n<h1>Team Options</h1>\n<p>Most offensive Pokemon such as Tyrantrum, Fletchinder, and Houndoom appreciate Stealth Rock, as it allows them to KO Pokemon they otherwise would not be able to. Archeops can also prevent opposing leads from getting up Stealth Rock, which is helpful for Pokemon weak to it such as Houndoom, Mega Glalie, and Braviary. Wallbreakers, such as Exploud and Mega Glalie, which can break through bulky teams also make for good partners. A Rapid Spin user such as Hitmonlee can remove entry hazards from your side of the field without removing the Stealth Rock set up by Archeops. Braviary also makes for a great partner, as it deters Defog from being used with its ability Defiant. Priority move users such as Fletchinder and Mega Glalie can be used to pick off Pokemon weakened by Endeavor. Finally, a spinblocker such as Mismagius or Spiritomb is recommended to block Rapid Spin to prevent Stealth Rock from being removed.</p>\n",
"abilities": ["Defeatist"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Taunt"],
["Endeavor"],
["Head Smash"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [{
"hp": 31,
"atk": 31,
"def": 31,
"spa": 31,
"spd": 0,
"spe": 31
}],
"natures": ["Naive"]
}]
}]
},
"aggron": {
"name": "Aggron",
"alts": [{
"suffix": "",
"hp": 70,
"atk": 110,
"def": 180,
"spa": 60,
"spd": 60,
"spe": 50,
"weight": 360,
"height": 2.1,
"types": ["Rock", "Steel"],
"abilities": ["Heavy Metal", "Rock Head", "Sturdy"],
"formats": ["NU"]
}, {
"suffix": "Mega",
"hp": 70,
"atk": 140,
"def": 230,
"spa": 60,
"spd": 80,
"spe": 50,
"weight": 395,
"height": 2.2,
"types": ["Steel"],
"abilities": ["Filter"],
"formats": ["UU"]
}],
"evos": [],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Aqua Tail", "Attract", "Autotomize", "Avalanche", "Blizzard", "Block", "Body Slam", "Brick Break", "Bulldoze", "Captivate", "Confide", "Counter", "Curse", "Cut", "Dark Pulse", "Defense Curl", "Dig", "Double-Edge", "Double Team", "Dragon Claw", "Dragon Pulse", "Dragon Rush", "Dragon Tail", "Dynamic Punch", "Earth Power", "Earthquake", "Endeavor", "Endure", "Facade", "Fire Blast", "Fire Punch", "Flamethrower", "Flash Cannon", "Fling", "Focus Blast", "Focus Punch", "Frustration", "Fury Cutter", "Giga Impact", "Harden", "Headbutt", "Head Smash", "Heavy Slam", "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", "Ice Punch", "Icy Wind", "Incinerate", "Iron Defense", "Iron Head", "Iron Tail", "Low Kick", "Magnet Rise", "Mega Kick", "Mega Punch", "Metal Burst", "Metal Claw", "Metal Sound", "Mimic", "Mud-Slap", "Natural Gift", "Outrage", "Payback", "Power-Up Punch", "Protect", "Rain Dance", "Rest", "Return", "Reversal", "Roar", "Rock Climb", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Rollout", "Round", "Sandstorm", "Screech", "Secret Power", "Seismic Toss", "Shadow Claw", "Shock Wave", "Sleep Talk", "Smack Down", "Smelling Salts", "Snore", "Solar Beam", "Spite", "Stealth Rock", "Stomp", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Superpower", "Surf", "Swagger", "Tackle", "Take Down", "Taunt", "Thunder", "Thunderbolt", "Thunder Punch", "Thunder Wave", "Toxic", "Uproar", "Water Pulse", "Whirlpool"],
"strategies": [{
"format": "UU",
"overview": "<p>Aggron's Mega Evolution boasts a ridiculously high base 230 Defense stat. Furthermore, its ability, Filter, reduces the amount of damage taken from super effective attacks by 25%. Mega Aggron's pure Steel typing gives it ten resistances and one immunity. It has access to great support moves, including Stealth Rock, Roar, Toxic, and Thunder Wave. Mega Aggron has a good base 140 Attack stat, which lets it fire off strong attacks; however, this is fairly average considering that Mega Aggron cannot use a boosting item. Before Mega Evolving, Aggron has a horrible defensive typing, and after Mega Evolving, it misses out on the passive recovery that Leftovers would give it. Mega Aggron also has a fairly average base 80 Special Defense stat and a pitiful base 50 Speed stat.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Dragon Tail is a damage-dealing phazing move, and it deals with Magic Bounce and Taunt users. Metal Burst can be utilized to tank hits and retaliate with 1.5x the damage taken. Fire Punch can be used to hit Forretress hard, but has little use outside of that. A Choice Band set consisting of Head Smash, Heavy Slam, Earthquake, and Double-Edge is viable but a lot less bulky than Mega Aggron; Aggron's main niche in UU is provided by its Mega Evolution. Finally, Rock Polish can be used to take advantage of Mega Aggron's excellent Attack stat and reasonable Speed after a boost. Its gargantuan bulk also provides Mega Aggron with many potential setup opportunities. However, it is generally outclassed by Aggron and Tyrantrum, which have access to a STAB Head Smash, in this role.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Ground-types</strong>: Mega Steelix and Donphan can take any one of Mega Aggron's attacks and either set up Stealth Rock or retaliate with an attack of their own.</p>\n<p><strong>Bulky Water-types</strong>: Bulky Water-types such as Mega Blastoise, Vaporeon, Suicune, Swampert, and Alomomola take minimal damage from Mega Aggron's attacks.</p>\n<p><strong>Rapid Spin Users</strong>: Mega Blastoise, Forretress, and Donphan can get rid of Stealth Rock by using Rapid Spin and take very little damage from Mega Aggron's attacks.</p>\n<p><strong>Strong Special Attackers</strong>: Nidoking and Chandelure are both great examples of strong special attackers that can OHKO Mega Aggron. However, they have trouble switching into Earthquake.</p>\n<p><strong>Powerful Fire-types</strong>: Fire-types such as Entei, Rotom-H, Darmanitan, and Chandelure all threaten Mega Aggron with their powerful STAB attacks, which can OHKO or 2HKO it.</p>\n",
"movesets": [{
"name": "Tank",
"description": "<h1>Moves</h1>\n<p>Stealth Rock damages the foe as it switches in. Roar is a reliable phazing tool and allows Mega Aggron to rack up Stealth Rock damage on the opposing team. However, Toxic may be used instead to cripple walls such as Vaporeon, Suicune, Swampert, and Alomomola, as may Thunder Wave, which Mega Aggron generally uses to paralyze foes on the switch. Heavy Slam has massive power coming off of Mega Aggron's base 140 Attack stat and does serious damage thanks to Mega Aggron's gargantuan weight. Earthquake provides good coverage alongside Heavy Slam, hitting Steel-, Fire-, and Electric-type Pokemon for super effective damage.</p>\n<h1>Set Details</h1>\n<p>Maximum HP investment makes Mega Aggron very bulky, allowing it to take hits from both physical and special attacks. 16 Defense EVs and an Impish nature hit a jump point and give Mega Aggron a high chance to survive two Choice Band-boosted Earthquakes from Krookodile. The remaining EVs are placed into Special Defense to help Mega Aggron take special attacks better.</p>\n<h1>Usage Tips</h1>\n<p>In certain situations, it is better to hold off on Mega Evolving Aggron. For example, if Aggron is up against Entei, not Mega Evolving it lets Aggron take less damage from an incoming Sacred Fire; due to Aggron's Rock typing, it will take neutral damage. When running Roar, predict switches wisely. Use an attack that would badly damage the predicted switch-in, or use Roar when you think that Mega Aggron can't do much damage to the predicted switch-in.</p>\n<h1>Team Options</h1>\n<p>Due to its lack of recovery, Mega Aggron partners well with Vaporeon, Blissey, Alomomola, Florges, and Aromatisse, as they can all heal it with Wish. Mega Aggron and any of the aforementioned Pokemon also work well together thanks to their good type synergy. Special walls such as Blissey and Florges in particular form a great defensive core with Mega Aggron, as Mega Aggron tanks physical attacks, while the special wall can tank special attacks. Be careful when using the likes of Blissey and Vaporeon, however, as they invite Heracross to come in, which threatens the core significantly. Powerful sweepers such as Nidoking, Darmanitan, and Mienshao are good partners for Mega Aggron because they have an easier time sweeping late-game thanks to Stealth Rock. Bulky Water-types make good teammates for Mega Aggron, as they handle the Fire-types that threaten it. Grass-type Pokemon and Choice Band Guts Machamp can handle the bulky Water-types that threaten Mega Aggron and don't mind switching into Scald.</p>\n",
"abilities": ["Sturdy"],
"items": ["Aggronite"],
"moveslots": [
["Stealth Rock"],
["Roar", "Toxic", "Thunder Wave"],
["Heavy Slam"],
["Earthquake"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 16,
"spa": 0,
"spd": 240,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Impish"]
}, {
"name": "Curse",
"description": "<h1>Moves</h1>\n<p>Curse makes Mega Aggron a great bulky setup sweeper. Heavy Slam hits very hard due to Mega Aggron's massive weight. Iron Head is an option with more PP and gives Mega Aggron a better matchup against heavy Pokemon such as Snorlax. Rest is Mega Aggron's only recovery option, and it also serves to cure troublesome status such as burn and paralysis. Sleep Talk takes up the fourth move slot, allowing Mega Aggron to boost its stats or attack against opponents while asleep. Earthquake can be used over Sleep Talk to catch Fire-types off guard.</p>\n<h1>Set Details</h1>\n<p>Maximum HP EVs are needed because of Mega Aggron's average base 70 HP stat. Maximum Special Defense investment is used to reduce damage taken from special attackers while setting up with Curse, allowing Mega Aggron to survive two Focus Blasts from defensive Reuniclus, a Fire Blast from Chandelure, a Life Orb-boosted Fire Blast from Timid Moltres, and a Modest maximum Special Attack Focus Blast from Mega Ampharos. Careful is the preferred nature, as it greatly improves Mega Aggron's special bulk.</p>\n<h1>Usage Tips</h1>\n<p>Before setting up with Curse, be sure to weaken or defeat powerful Fire-types, as they can threaten Mega Aggron with their powerful STAB attacks. Pokemon with access to Roar such as Suicune, Vaporeon, Swampert can phaze Mega Aggron while it is trying to set up with Curse. Mega Aggron often loses to bulky setup sweepers such as Suicune, Curse Swampert, Reuniclus, and Doublade, so it's better to take them out before attempting to set up with Curse. Taking out powerful Fighting- and Ground-types before sending Mega Aggron out is very recommended, as they'll give Mega Aggron a hard time setting up. Mega Aggron's setup fodder consists mostly of Fairy-types, passive Pokemon, and physical attackers it can deal with. Thanks to its beastly Defense, and even more so thanks to Rest, Mega Aggron can function as a counter to plenty of physical attackers. A few uses of Curse and the ability Filter work in tandem to allow Mega Aggron to take Lucario's Close Combat and Darmanitan's Flare Blitz easily.</p>\n<h1>Team Options</h1>\n<p>Specially defensive Pokemon such as Florges or Vaporeon are great partners for Mega Aggron because they can help with super effective special attacks, which Mega Aggron struggles with. Clerics pair well with Mega Aggron, replacing the unreliable Rest with a trusty Wish. Physically defensive Florges will greatly aid Mega Aggron by dealing with Fighting-types. Bulky Water-types like Suicune and Slowking help Mega Aggron with the threat posed by Fire-types and overall pair well with it. Conversely, a Pokemon that can easily defeat bulky Water-types, such as Shaymin or Heliolisk, is very appreciated too. Reliable Ground- and Fighting-resistant Pokemon such as Salamence, Crobat, and Cresselia support Mega Aggron decently. Entry hazard support from Pokemon such as Swampert, Dragalge, Chesnaught, Tentacruel, and Nidoqueen can help wear down common checks and support Mega Aggron for a potential sweep.</p>\n",
"abilities": ["Sturdy"],
"items": ["Aggronite"],
"moveslots": [
["Curse"],
["Heavy Slam", "Iron Head"],
["Rest"],
["Sleep Talk"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 4,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Careful"]
}]
}, {
"format": "NU",
"overview": "<p>These are some sample sets while we work on them in the analysis workshop.</p>\n",
"comments": "",
"movesets": [{
"name": "Wallbreaker",
"description": "",
"abilities": ["Rock Head"],
"items": ["Choice Band"],
"moveslots": [
["Head Smash"],
["Heavy Slam"],
["Low Kick"],
["Fire Punch", "Sleep Talk"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}, {
"format": "OU",
"overview": "<p>Mega Aggron is one of the greatest physical tanks ever, capable of checking and countering many top-tier threats. Its Steel typing combined with Filter allows it to check many prominent threats in the metagame, such as Mega Metagross and Mega Altaria lacking Fire Blast. Aggron also has access to great support moves such as Stealth Rock and Thunder Wave. Unfortunately, Aggron lacks reliable recovery outside of Rest, has a poor defensive typing prior to Mega Evolving, and has a large opportunity cost — by using Mega Aggron, you cannot use other, arguably better, Mega Pokemon.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Metal Burst can deal back lots of damage to Pokemon that can't OHKO Aggron; however, it uses up a valuable moveslot and is quite unreliable. A Rock Polish sweeping set is also an option, although Aggron lacks wallbreaking power, making it a subpar setup sweeper at best.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Physical Walls</strong>: Defensive Pokemon that don't particularly care about Mega Aggron's attacks are good counters. Hippowdon can effortlessly switch into Mega Aggron, wall it, and beat it with repeated uses of Earthquake. Skarmory and Ferrothorn can shrug off all of Mega Aggron's moves and freely set up entry hazards on it; however, Ferrothorn must watch out for Fire Punch.</p>\n<p><strong>Bulky Water-types</strong>: Bulky Water-types such as Rotom-W, Mega Slowbro, and Manaphy can sponge just about anything Aggron throws at them and fish for a Scald burn or just slowly wear it down.</p>\n<p><strong>Special Attackers</strong>: Pokemon that carry super effective moves, such as Mega Charizard Y with Fire Blast and Thundurus with Focus Blast, can easily take out Mega Aggron. Keldeo can boost with Calm Mind, and eventually break through it.\n​</p>\n",
"movesets": [{
"name": "Tank",
"description": "<h1>Moves</h1>\n<p>Mega Aggron's bulk makes it a great user of Stealth Rock. Heavy Slam is Aggron's STAB move and packs quite a punch even without any Attack investment, thanks to how heavy Aggron is. Avalanche deals lots of damage to Pokemon that would otherwise wall this set, such as Landorus-T and Gliscor, and is used over Ice Punch because Aggron is slower than its targets anyways. Thunder Wave is one of Aggron's best support options; it slows down faster Pokemon, making them easier to check. Fire Punch allows Mega Aggron to counter Mega Scizor while also hitting Ferrothorn, but Earthquake can be used instead to hit Heatran and Excadrill. Rock Slide can be used to hit Flying-types such as Talonflame and Mega Pinsir. Dragon Tail is another option to phaze Pokemon that try to set up on Aggron, while also racking up residual damage if entry hazards are in play.</p>\n<h1>Set Details</h1>\n<p>252 HP EVs and an Impish nature take advantage of Aggron's stellar Defense, while 240 Special Defense EVs are used to patch up its weaker Special Defense. The rest of the EVs are placed into Defense to reach a jump point. Investing more into Defense is also an option to better check physical attackers, but Aggron is already incredibly physically bulky. Investing some EVs into Attack can be done to hit harder, but Aggron's main purpose is to serve as a tank.</p>\n<h1>Usage Tips</h1>\n<p>Mega Evolving Aggron as soon as possible is crucial, as it is quite useless before that. This can be accomplished through a slow U-turn or Volt Switch, or by sending Aggron in after a teammate faints. Aggron is a great defensive tank, so use it to check dangerous physical attackers such as Mega Pinsir, Mega Metagross, and Mega Altaria. Aggron lacks reliable recovery, so try not to let it get worn down too much. Removing Mega Sableye is also helpful, as it is a huge problem for this set.</p>\n<h1>Team Options</h1>\n<p>Sylveon can take on Mega Sableye, pass Wishes, and check special attackers that Mega Aggron has trouble with. In return, Mega Aggron can check Poison- and Steel-type physical attackers that trouble Sylveon. Dragon-types such as Dragonite and Garchomp make for good partners, as they appreciate Mega Aggron's ability to handle most Fairy- and Dragon-types. Mega Aggron is effective at luring out and dealing with Gliscor and Landorus-T; Pokemon that appreciate these foes gone such as Terrakion are also good teammates. In general, Pokemon that can take on strong special attackers make for solid partners. Chansey is an excellent partner, being able to pass Wishes to keep Aggron healthy, ward off powerful special attackers, and cure status, which neuters Aggron.</p>\n",
"abilities": ["Sturdy"],
"items": ["Aggronite"],
"moveslots": [
["Stealth Rock"],
["Heavy Slam"],
["Avalanche", "Thunder Wave"],
["Fire Punch", "Earthquake", "Rock Slide"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 16,
"spa": 0,
"spd": 240,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Impish"]
}]
}, {
"format": "RU",
"overview": "<p>Aggron is one of the strongest wallbreakers in the RU tier. With a great Attack stat, Rock Head, and access to STAB Head Smash, it can be one of the single hardest Pokemon to switch into. This is amplified by the fact that Aggron has options for most of the Pokemon in the tier that can handle its powerful Head Smash. Secondary options, such as Heavy Slam, Low Kick, and Fire Punch, allow Aggron to push through potent Rock-resistant Pokemon, like Flygon, Rhyperior, and Bronzong, with the greatest of ease. Aggron's typing also provides it with key 4x resistances to Normal- and Flying-type moves to grant it some opportunities to switch in. However, with that typing comes some severe drawbacks. 4x weaknesses to Fighting- and Ground-type moves combined with a subpar base 50 Speed stat mean Aggron will almost always be forced out after it gets a KO. While it has a fantastic Defense stat, its somewhat low HP and lackluster Special Defense are certainly not doing it any favors, which lets many significant special attackers force it out. While its Head Smash is incredibly powerful and it does have coverage for many of the Rock-resistant Pokemon in RU, the likes of Seismitoad, Poliwrath, and Mega Steelix can stand up to it most of the time. Perhaps the most crippling issue for Aggron is of no fault of its own. The fact that Tyrantrum exists in RU with higher Attack and Speed stats makes it very hard to justify the use of Aggron.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>While Aggron has a colorful movepool, it generally doesn't need it, and it doesn't have the stats to use a lot of it effectively anyway. Easily the most notable is a set with Sturdy and Stealth Rock that utilizes a Custap Berry. Such a set should consist of Stealth Rock, Metal Burst, Head Smash, and Endeavor or Thunder Wave in an attempt to get Stealth Rock up early, and keep it up through the use of Head Smash to block Rapid Spin and Defog attempts. While Aggron has access to Toxic to spread poison throughout the opposing team, it would much rather ram into defensive Pokemon with Head Smash. Hone Claws can boost Aggron's Attack stat and make Head Smash perfectly accurate, but Aggron is too slow to actually sweep with the boost. Double-Edge is the only other move Aggron has to take advantage of Rock Head, but it doesn't provide any notable coverage and is barely stronger than a resisted Head Smash. A set with Substitute + Focus Punch can catch some Rock-resistant Pokemon off guard, and Aggron is no joke behind a Substitute, but Aggron usually just wants to launch a Choice Band-boosted Low Kick at predicted Rhyperior and Mega Steelix switch-ins. Aggron does have access to Rock Polish to fix its Speed, but it has to use a Jolly nature to outspeed Choice Scarf Medicham, and Tyrantrum is stronger and fast enough to use an Adamant nature to exploit the power difference even further. Aqua Tail is an alternate option for coverage, but it can't 2HKO Mega Steelix and only OHKOes offensive variants of Rhyperior.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Poliwrath</strong>: Poliwrath doesn't care about anything Aggron has to offer and threatens it with both STAB moves. Notably, Scald can burn Aggron, crippling it for the rest of the match.</p>\n<p><strong>Seismitoad</strong>: Defensively invested variants of Seismitoad stand up nicely to Aggron and threatens it with both STAB moves; Earth Power OHKOes Aggron, and Scald might burn it.</p>\n<p><strong>Rock-resistant Pokemon</strong>: Aggron generally wants to use Head Smash, so Hitmontop, Mega Steelix, Rhyperior, and Bronzong make for nice initial switch-ins. They should be wary of coverage moves, though.</p>\n<p><strong>Offensive Pressure</strong>: Aggron is slow and is forced out by most faster special attackers and any Pokemon with strong Ground-, Fighting-, or Water-type moves, including Medicham, Flygon, and Samurott.</p>\n<p><strong>Cofagrigus</strong>: While it doesn't take Head Smash that well, Cofagrigus forces Mummy onto Aggron to make it suffer the ridiculous recoil of Head Smash and can burn Aggron with Will-O-Wisp.</p>\n",
"movesets": [{
"name": "Choice Band",
"description": "<h1>Moves</h1>\n<p>Aggron's potency as an offensive Pokemon in RU is shown here with a powerful Choice Band set. With a Choice Band equipped and an Adamant nature, Aggron will 2HKO even the bulkiest of Pokemon without a Rock-type resistance with Head Smash. The rest of Aggron's moveset is basically there for covering what can survive Head Smash. Heavy Slam is a good secondary STAB option thanks to Aggron's high weight and is able to take care of Fairy-types more reliably as well as Flygon. Its perfect accuracy may also make it optimal in scenarios where Aggron can't afford to miss with a move. Low Kick is a very important move for Aggron and is arguably the second biggest reason to fear it. It 2HKOes Mega Steelix and Rhyperior, the primary Rock-resistant Pokemon in RU, without the need for entry hazard support. Aggron's last move targets specific Pokemon that can stand in the way of Head Smash. Fire Punch is preferred, as Bronzong is quite common and it also OHKOes Escavalier without having to risk a miss with Head Smash. Ice Punch is an option if defensive Flygon is a problem for your team.</p>\n<h1>Set Details</h1>\n<p>The EV spread maximizes Aggron's offensive potential with maximum Attack and Speed investment. Adamant is the preferred nature for the power boost, as Jolly does not give Aggron any notable Speed advantages. Choice Band is the best item for Aggron, as it will be using Head Smash most of the time anyway. Rock Head is the only ability that should even be considered for this set, as the recoil from Head Smash would be absolutely ridiculous otherwise. As Aggron does have some nice resistances to Normal-, Flying-, and Fairy-type moves, it could utilize a bulkier EV spread. However, Aggron's low Special Defense and various weaknesses will usually make this investment very inconsistent.</p>\n<h1>Usage Tips</h1>\n<p>Using Aggron is relatively simple. It has notable resistances to Normal-, Flying-, and Fairy-type moves, so try to switch it into those attacks. Unless the situation calls for something else, you'll generally want to let Aggron unleash its powerful Head Smash once it's in battle. If the opponent has a healthy Mega Steelix or Rhyperior, Low Kick is a good choice to go for, as that is their likely switch-in. If you can't afford a miss but still want to use a powerful STAB move, Heavy Slam should be used. Fire Punch is great for catching Bronzong wanting to switch in if Aggron is using it. If Aggron has Fire Punch, make sure to catch Bronzong on the switch in. Finally, make sure Aggron has good pivots to fall back on, as its low Speed will often mean Aggron is forced out once it scores a KO.</p>\n<h1>Team Options</h1>\n<p>Aggron is a powerful wallbreaker, so fast sweepers and late-game cleaners, such as Aerodactyl and Choice Scarf Tyrantrum, are go-to options to take advantage of this. With weaknesses to common Fighting-, Ground-, and Water-type moves, Aggron appreciates teammates it can fall back on when these types of Pokemon come in. Slowking has Regenerator to allow it to keep switching into Water- and Fighting-type moves for Aggron and can run Thunder Wave to slow down the opposing team, run a Choice Specs set to maintain offensive pressure, or give Aggron Trick Room support to help fix its low Speed. If utilizing Trick Room support, make sure Aggron's nature and EVs are adjusted accordingly. Specifically, use a Brave nature, move all the Speed EVs to HP, and reduce the Speed IVs to 0. Tangrowth and Virizion resist Water- and Ground-type moves and can maintain offensive pressure. Tangrowth has Regenerator to be more durable, while Virizion can exploit Aggron's offensive abilities with Swords Dance or Calm Mind sets. Seismitoad and Mesprit are good Stealth Rock users to use with Aggron, as Seismitoad is immune to Water-type moves, while while Mesprit is immune to Ground-type moves. Seismitoad can reliably check Rhyperior and Mega Steelix if Aggron doesn't predict their switch in with Low Kick during a match, while Mesprit can provide Healing Wish support or function as a Mega Steelix and Rhyperior lure with the right coverage move.</p>\n",
"abilities": ["Rock Head"],
"items": ["Choice Band"],
"moveslots": [
["Head Smash"],
["Heavy Slam"],
["Low Kick"],
["Fire Punch", "Ice Punch"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}]
},
"aron": {
"name": "Aron",
"alts": [{
"suffix": "",
"hp": 50,
"atk": 70,
"def": 100,
"spa": 40,
"spd": 40,
"spe": 30,
"weight": 60,
"height": 0.4,
"types": ["Rock", "Steel"],
"abilities": ["Heavy Metal", "Rock Head", "Sturdy"],
"formats": ["LC"]
}],
"evos": ["Lairon"],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Attract", "Autotomize", "Body Slam", "Bulldoze", "Captivate", "Confide", "Curse", "Cut", "Defense Curl", "Dig", "Double-Edge", "Double Team", "Dragon Rush", "Earth Power", "Earthquake", "Endeavor", "Endure", "Facade", "Frustration", "Fury Cutter", "Harden", "Headbutt", "Head Smash", "Heavy Slam", "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", "Iron Head", "Iron Tail", "Magnet Rise", "Metal Burst", "Metal Claw", "Metal Sound", "Mimic", "Mud-Slap", "Natural Gift", "Protect", "Rain Dance", "Rest", "Return", "Reversal", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Rollout", "Round", "Sandstorm", "Screech", "Secret Power", "Shadow Claw", "Shock Wave", "Sleep Talk", "Smelling Salts", "Snore", "Spite", "Stealth Rock", "Stomp", "Strength", "Substitute", "Sunny Day", "Superpower", "Swagger", "Tackle", "Take Down", "Toxic", "Uproar", "Water Pulse"],
"strategies": [{
"format": "LC",
"overview": "<p>Aron is a unique Pokemon with a high Defense stat and nine resistances that enable it to wall Fairy- and Flying-type Pokemon such as Spritzee and Fletchling. Aron has access to the most powerful Rock-type move, Head Smash, and the ability Rock Head, which negates Head Smash's recoil. Aron also has access to Metal Burst, which can be used alongside Sturdy and its low Speed stat to severely dent foes caught off guard. However, Aron has two unfortunate 4x weaknesses to Ground- and Fighting, which allow Pokemon of these types, such as Drilbur and Mienfoo respectively, to easily take advantage of it. Aron also has a 2x weakness to Water-type moves; these weaknesses, alongside Aron's low Special Defense, make it tough for Aron to fit into a metagame where these types are common. Aron's capability as a wall is also hampered by the fact that it has no recovery outside of the unreliable RestTalk, which it cannot afford to run. The only hope it has at recovery is Berry Juice, which can only be used once.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A dedicated Rock Polish set has potential as a sweeper; however, it is outclassed by Tirtouga, which has a better typing and access to Shell Smash. Autotomize is an inferior Rock Polish because it weakens Heavy Slam, making Rock Polish the better move in almost all occasions. Double-Edge could be used alongside Rock Head, but Aron's STAB moves deal more damage to neutral targets in most cases anyway. Earthquake allows Aron to 2HKO Honedge; however, Honedge is able to OHKO Aron with Sacred Sword, and Pawniard is often the larger threat to aim for. A super effective Shadow Claw, which may seem useful in order to deal super effective damage to certain threats, still deals less damage than a neutral Head Smash, making it an unwise move to run. A set utilizing Curse may seem good on paper, but in practice it is usually let down thanks to Aron's low Special Defense stat. Magnet Rise could surprise Ground-types, but it doesn't really do much otherwise because most Ground-types carry Fighting-type moves as well. Using RestTalk as a means of recovery is a possibility, though it's shaky at best and RestTalk Aron has a case of four-moveslot syndrome. It should be noted that a level 1 Endeavor set should never be used because it is nowhere near as effective in LC as it is in higher tiers.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Mold Breaker</strong>: Drilbur and Pancham can bypass Sturdy thanks to Mold Breaker and OHKO Aron with their respective STAB moves. Both of these Pokemon also resist Head Smash, although they must watch out for Heavy Slam. Other Mold Breaker Pokemon include Axew and Cranidos; however, these Pokemon are not able to stomach a Head Smash and thus have to worry about switching into Aron.</p>\n<p><strong>Fighting-types</strong>: Once Sturdy is broken, Aron is almost always OHKOed by Fighting-type attacks; however, these Fighting-type Pokemon risk being hit by Metal Burst should Sturdy not be broken. However, once it is broken, Fighting-types, such as Mienfoo, Croagunk, and Timburr, are all able to survive Aron's STAB moves and KO it with their own STAB moves.</p>\n<p><strong>Dedicated Physical Walls</strong>: Slowpoke stands out as a prime physical wall that beats Aron because it avoids the 2HKO from Head Smash, KOes Aron in return with Scald, and can even paralyze Aron with Thunder Wave. Phanpy is able to avoid the 2HKO from all of Aron's moves and beats it with Earthquake and Ice Shard. Lickitung is not 2HKOed by Head Smash and can PP stall with Wish and Protect to slowly wear down Aron.</p>\n<p><strong>Breaking of Sturdy</strong>: Several methods can be used to break Aron's Sturdy, such as the use of entry hazards, which break Sturdy upon Aron switching in. Another way is with a burn from Will-O-Wisp, which also halves Aron's Attack stat.</p>\n",
"movesets": [{
"name": "Sturdy Lead",
"description": "<h1>Moves</h1>\n<p>Rock Slide is Aron's most reliable STAB move, as it does not cause recoil, keeping Sturdy intact; alternatively, Head Smash can also be used for its raw power. It is important to note that Head Smash wears Aron down extremely fast and breaks Sturdy. Heavy Slam is Aron's secondary STAB move, has 100% accuracy, and is able to hit the majority of the tier for a lot of damage. Iron Head is another option which is more consistent in its damage output and has a nifty chance of flinching the foe. However, it should be noted that Heavy Slam hits Bunnelby, Cottonee, Drilbur, Foongus, Scraggy, Snubbull, Spritzee, Timburr, and Vullaby, among others, for more damage than Iron Head. Superpower provides useful coverage against Steel-types such as Pawniard which resist both of Aron's STAB moves. Metal Burst works well in tandem with Aron's low Speed stat and Sturdy, which allows it to survive one hit from full health and potentially deal a lot of damage in return. Alternatively, Stealth Rock is another option for the last slot that can be used to wear down switch-ins and provide team support.</p>\n<h1>Set Details</h1>\n<p>The listed EVs maximize Aron's damage output while retaining its good physical bulk. No HP EVs are used so that Aron is able to recover all of its health from Berry Juice at 1 HP. 0 Speed IVs and a Brave nature ensure that Aron is as slow as possible so that it will be able to use Metal Burst after the foe attacks, as the move will fail if Aron moves first.</p>\n<h1>Usage Tips</h1>\n<p>Aron is usually able to take at least two hits thanks to Sturdy and Berry Juice, which brings Aron back to full health in order to withstand another attack. Because Berry Juice is Aron's only form of recovery, you should be wary of Knock Off users. Pokemon with the Mold Breaker ability, such as Drilbur, are able to ignore Sturdy, making it unwise for Aron to stay in on these Pokemon. Metal Burst should be used when predicting a strong blow because if Aron is brought down to 1 HP, it will most likely KO the attacker in return. Head Smash should be used sparingly should Sturdy not be broken, as using Head Smash will instantly break it. Aron's typing should be taken advantage of; switch it into Fairy- and Flying-types such as Spritzee and Fletchling.</p>\n<h1>Team Options</h1>\n<p>A Pokemon that carries Rapid Spin or Defog can remove entry hazards and allows Aron's Sturdy to remain intact upon switching in, as breaking it renders Aron unable to use Metal Burst effectively. Pokemon such as Trubbish that can beat common Knock Off users such as Mienfoo and Timburr are helpful, as they ensure that Aron will keep its Berry Juice. Pokemon such as Chinchou that can beat Aron's two prime counters, Drilbur and Slowpoke, also make for good partners.</p>\n",
"abilities": ["Sturdy"],
"items": ["Berry Juice"],
"moveslots": [
["Rock Slide"],
["Heavy Slam", "Iron Head"],
["Superpower"],
["Metal Burst", "Stealth Rock"]
],
"evconfigs": [{
"hp": 0,
"atk": 196,
"def": 196,
"spa": 0,
"spd": 116,
"spe": 0
}],
"ivconfigs": [{
"hp": 31,
"atk": 31,
"def": 31,
"spa": 31,
"spd": 31,
"spe": 0
}],
"natures": ["Brave"]
}, {
"name": "Rock Head",
"description": "<h1>Moves</h1>\n<p>Head Smash is an extremely powerful STAB move that can 2HKO even some Pokemon that resist it. It works well alongside Rock Head, which negates its recoil. Heavy Slam is useful because it hits the majority of the metagame hard, while Iron Head could be used for more reliable damage. Superpower is used to beat Steel-types, such as Pawniard and Magnemite, which resist Aron's STAB moves. Stealth Rock is a very useful move in general because it wears down switch-ins and supports Aron and its teammates. Alternatively, Rock Polish could be used to boost Aron's Speed and set it up for a potential sweep, though it is important to note that practically all Choice Scarf users will still outspeed Aron even after a boost.</p>\n<h1>Set Details</h1>\n<p>The listed Attack EVs and an Adamant nature maximize Aron's offensive potential, and the defensive investment allows Aron to hit Eviolite numbers. By running 36 Speed EVs, Aron is able to outpace Spritzee and smack it with Heavy Slam. Eviolite can be used alongside Wish support, as it greatly increases Aron's longevity and bulk. Berry Juice forms a wonderful combination with Sturdy because when Aron is at 1 HP, Berry Juice will bring it back to full health. However, using a Life Orb is justifiable when running Rock Polish for a boost in power to all of Aron's moves at the expense of a bit of health loss.</p>\n<h1>Usage Tips</h1>\n<p>Aron makes for a great counter and switch-in to Fletchling thanks to its 4x resistance to Fletchling's Flying-type moves. Head Smash is capable of denting even Pokemon that resist Rock-type moves, so simply using it on predicted switches is a good idea; however, one must remember that it only has 8 PP and should not be wasted.</p>\n<h1>Team Options</h1>\n<p>Pokemon that often force switches pair well with Aron due to its ability to provide Stealth Rock support. Pokemon that can handle Aron's weakness to Fighting-types, such as Spritzee and Slowpoke, make for good partners. Spritzee can also pass Wishes or use Aromatherapy to keep Aron healthy throughout the match; this is especially useful when Aron chooses to run an Eviolite. Meanwhile, Slowpoke has the ability to beat Drilbur, another problem for Aron. Foongus makes for a good partner because it can soak up Water-type attacks from Pokemon such as Chinchou and Staryu.</p>\n",
"abilities": ["Rock Head"],
"items": ["Eviolite", "Berry Juice"],
"moveslots": [
["Head Smash"],
["Heavy Slam", "Iron Head"],
["Superpower"],
["Stealth Rock", "Rock Polish"]
],
"evconfigs": [{
"hp": 36,
"atk": 196,
"def": 116,
"spa": 0,
"spd": 116,
"spe": 36
}],
"ivconfigs": [],
"natures": ["Adamant"]
}, {
"name": "Sticky Web Attacker",
"description": "<h1>Moves</h1>\n<p>Thanks to Heavy Metal, Aron's weight is doubled, making Heavy Slam's power even stronger. Hone Claws bolsters Aron's Attack stat to reasonable levels and can be used against Pokemon that Aron walls, such as Fletchling. Earthquake hits Electric- and Steel-types, which resist Heavy Slam. Magnet Rise is extremely useful because it allows Aron to set up on Ground-type Pokemon without fear. Should having a secondary STAB move be of use, Rock Slide or Head Smash may be used; both are good options, though missing a Head Smash could cost Aron a sweep.</p>\n<h1>Set Details</h1>\n<p>Heavy Metal doubles Aron's weight from 60 kilograms to a massive 120 kilograms, which allows Heavy Slam to hit like a truck against the light LC metagame. To put this into perspective, the only Pokemon that weighs more than this is Wailmer, and the closest Pokemon below 120 kilograms is Munchlax, at 105 kilograms; the rest of the tier is far below this. Sticky Web support makes up for Aron's low Speed, so more investment is not necessary; Aron outspeeds anything with 17 Speed or below after Sticky Web. Running 36 HP EVs is quite specific but allows Aron to only take 1 HP Life Orb recoil. Life Orb boosts Aron's damage output while allowing it to change moves; without Life Orb, Aron loses the ability to OHKO Mienfoo with Heavy Slam at +1 Attack.</p>\n<h1>Usage Tips</h1>\n<p>Fletchling is a prime foe to set up Hone Claws on thanks to Aron's 4x resistance to Flying-type moves. Another Pokemon that Aron can set up on is Spritzee, which fails to do anything to Aron and is OHKOed by Heavy Slam. Similarly, Heavy Slam should be used on practically everything thanks to its high Base Power, which allows it to dent anything that does not resist it. Using coverage moves where appropriate is what Aron should do otherwise, but mainly spamming Heavy Slam is usually a good option.</p>\n<h1>Team Options</h1>\n<p>A Sticky Web setter, such as Surskit or Spinarak, is a necessity and is what this set revolves around. Another Pokemon that can set up entry hazards, such as Drilbur, is a useful partner because entry hazards can turn some 2HKOs into OHKOs. Preventing entry hazard removal is equally as important; Pawniard can deter Defog, while Ghost-types such as Gastly are able to block Rapid Spin. Pawniard in particular stands out for its ability to get rid of Gastly, which is unaffected by Sticky Web and threatens Aron with Shadow Ball or Destiny Bond.</p>\n",
"abilities": ["Heavy Metal"],
"items": ["Life Orb"],
"moveslots": [
["Heavy Slam"],
["Hone Claws"],
["Earthquake"],
["Magnet Rise", "Rock Slide", "Head Smash"]
],
"evconfigs": [{
"hp": 116,
"atk": 196,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 196
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}]
},
"lairon": {
"name": "Lairon",
"alts": [{
"suffix": "",
"hp": 60,
"atk": 90,
"def": 140,
"spa": 50,
"spd": 50,
"spe": 40,
"weight": 120,
"height": 0.9,
"types": ["Rock", "Steel"],
"abilities": ["Heavy Metal", "Rock Head", "Sturdy"],
"formats": []
}],
"evos": ["Aggron"],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Ancient Power", "Attract", "Autotomize", "Body Slam", "Bulldoze", "Captivate", "Confide", "Curse", "Cut", "Defense Curl", "Dig", "Double-Edge", "Double Team", "Dragon Rush", "Earth Power", "Earthquake", "Endeavor", "Endure", "Facade", "Frustration", "Fury Cutter", "Harden", "Headbutt", "Head Smash", "Heavy Slam", "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", "Iron Head", "Iron Tail", "Magnet Rise", "Metal Burst", "Metal Claw", "Metal Sound", "Mimic", "Mud-Slap", "Natural Gift", "Protect", "Rain Dance", "Rest", "Return", "Reversal", "Roar", "Rock Polish", "Rock Slide", "Rock Smash", "Rock Tomb", "Rollout", "Round", "Sandstorm", "Screech", "Secret Power", "Shadow Claw", "Shock Wave", "Sleep Talk", "Smelling Salts", "Snore", "Spite", "Stealth Rock", "Stomp", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Superpower", "Swagger", "Tackle", "Take Down", "Toxic", "Uproar", "Water Pulse"],
"strategies": []
},
"articuno": {
"name": "Articuno",
"alts": [{
"suffix": "",
"hp": 90,
"atk": 85,
"def": 100,
"spa": 95,
"spd": 125,
"spe": 85,
"weight": 55.4,
"height": 1.7,
"types": ["Flying", "Ice"],
"abilities": ["Pressure"],
"formats": ["PU"]
}],
"evos": [],
"genfamily": ["RB", "GS", "RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Agility", "Air Cutter", "Ancient Power", "Avalanche", "Blizzard", "Confide", "Defog", "Double-Edge", "Double Team", "Endure", "Extrasensory", "Facade", "Fly", "Freeze-Dry", "Frost Breath", "Frustration", "Giga Impact", "Gust", "Hail", "Haze", "Heal Bell", "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", "Hurricane", "Hyper Beam", "Ice Beam", "Ice Shard", "Icy Wind", "Mimic", "Mind Reader", "Mist", "Mud-Slap", "Natural Gift", "Ominous Wind", "Pluck", "Powder Snow", "Protect", "Rain Dance", "Reflect", "Rest", "Return", "Roar", "Rock Smash", "Roost", "Round", "Sandstorm", "Secret Power", "Sheer Cold", "Signal Beam", "Sky Attack", "Sky Drop", "Sleep Talk", "Snore", "Steel Wing", "Substitute", "Sunny Day", "Swagger", "Swift", "Tailwind", "Toxic", "Twister", "U-turn", "Water Pulse"],
"strategies": [{
"format": "PU",
"overview": "<p>Articuno is somewhat of a unique Pokemon in PU. While it is very bulky and quite strong, it is incredibly difficult to fit on a team due to its 4x weakness to Stealth Rock and mediocre at best synergy with PU's entry hazard removers. It also faces competition from the plethora of other Ice-types in PU. However, Articuno has a great offensive typing that lets it hit most of the tier hard, and an in ability Pressure that lets it run a unique SubRoost set that utilizes its bulk and power well. Its Agility set has niches over Rock Polish Regice in its access to STAB Hurricane and ability to outspeed Choice Scarf Raichu at +2.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Articuno can use a Life Orb set with U-turn, but Articuno's difficulty of fitting on teams makes this a mediocre option for it. Similarly, it can run a 3 attacks + Roost offensive set, though SubRoost is usually better. Finally, Articuno has a few niche defensive options, such as Haze and Heal Bell.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Special Walls</strong>: Articuno isn't overly powerful, so most special walls beat it quite handily. Audino and Grumpig can use Articuno as an opportunity to use Heal Bell. Additionally, the former can also hit it decently hard with Double-Edge and pass Wishes to its teammates as it forces Articuno out, and the latter can paralyze it or phaze it out even when Articuno is behind a Substitute.</p>\n<p><strong>Steel-types</strong>: Probopass, Pawniard, Klang, and the rare Metang wall the SubRoost set with ease. All of them can also hit Articuno hard back; Pawniard can OHKO it with Iron Head, Klang can hit it through a Substitute with Gear Grind, and all of them can at least 2HKO it. Probopass can also set up Stealth Rock to deter Articuno from switching in again. However, Pawniard and Probopass are OHKOed and 2HKOed respectively by Hidden Power Fighting from the Agility set.</p>\n<p><strong>Ice-types</strong>: While there is nothing intrinsic about Ice-types that lets them beat Articuno, many of them can for one reason or another. Rotom-F resist Articuno's STAB moves and can hit back hard with Thunderbolt. Regice is not 2HKOed by even a Life Orb Hurricane and can 2HKO Articuno with Thunderbolt, though repeated switch-ins wear it down. However, most of these Pokemon must be cautious of a potential Hidden Power Fighting.</p>\n<p><strong>Status</strong>: Status cripples Articuno, and wears it down very quickly, rendering it unable to Pressure stall or slows it down considerably. Common users of burn-, poison-, and paralysis-inducing moves include Misdreavus and Gourgeist, Politoed and Prinplup, and Stunfisk and Grumpig, respectively.</p>\n",
"movesets": [{
"name": "SubRoost",
"description": "<h1>Moves</h1>\n<p>Substitute and Roost allow Articuno to take advantage of its good bulk and ability to cause switches and recover off damage. This combination works especially well with Pressure, as it lets Articuno stall out the PP of moves such as Hydro Pump and Stone Edge. Hurricane is a very powerful STAB move that gets good neutral coverage. Ice Beam is used to give Articuno a strong, reliable secondary STAB move, but Freeze-Dry can be used instead for a weaker alternative that gets super effective coverage on Water-types such as Politoed, Floatzel, and Simipour. Toxic also works decently well with Substitute and Roost alongside a bulkier spread.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack and Speed investment with a Timid nature are used to take advantage of Articuno's decent Speed tier and allow it to hit decently hard. Leftovers gives Articuno much-needed passive recovery; without it, this set is hard-pressed to function effectively.</p>\n<h1>Usage Tips</h1>\n<p>Switch in on Pokemon that Articuno has type advantage against, such as Tangela, Roselia (pivot around Sleep Powder from these two if needed), or Gourgeist-XL, and either set up a Substitute or attack. Which of these actions you take depending on what you predict the opponent to switch in to Articuno. Against users of Hydro Pump and Stone Edge, you can repeatedly use Substitute to stall out the effective four uses these moves have against Articuno. After they are either out of PP or have missed, you can either Roost to recover lost health or just attack them. It is usually best to scout Golem before attempting to stall it out of Stone Edges, as it occasionally carries Rock Blast. Do not be afraid to switch out of an extremely disadvantageous matchup, such as against Calm Mind Carbink, even if Articuno has a Substitute up.</p>\n<h1>Team Options</h1>\n<p>Articuno's 4x weakness to Stealth Rock coupled with the fact that it shares at least one weakness with every relevant entry hazard remover in PU means that Articuno is quite hard to effectively fit onto a team. Despite synergy issues, an entry hazard remover such as Swanna, Armaldo, Cryogonal, Vullaby, Prinplup, or Vibrava is mandatory when using Articuno. Because of the passiveness of all of these hazard removers bar the former three, Articuno usually works best on balance teams with the likes of Misdreavus, Roselia, and Lickilicky. Pokemon that deal with Rock-types such as Gourgeist-XL, Tangela, and Simipour all make solid teammates; Gourgeist-XL and Tangela in particular also handle Electric-types decently well. Likewise, Ground-types such as Stunfisk and Golem appreciate Articuno's ability to beat Grass-types, while beating Electric- and Ground-types for it in return.</p>\n",
"abilities": ["Pressure"],
"items": ["Leftovers"],
"moveslots": [
["Substitute"],
["Roost"],
["Hurricane"],
["Ice Beam", "Freeze-Dry"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Agility",
"description": "<h1>Moves</h1>\n<p>Agility lets Articuno sweep against weakened teams, and Hurricane is a strong STAB move that sets Articuno apart from other Ice-types. Ice Beam is usually preferred over Freeze-Dry because Freeze-Dry is a rather weak move for a sweeper to rely on, but it is still of decent use against certain Water-types. Hidden Power Fighting is used to hit Probopass and Pawniard, which would otherwise wall Articuno.</p>\n<h1>Set Details</h1>\n<p>Modest is the preferred nature, as Articuno outspeeds Timid Choice Scarf Raichu and everything slower at +2 without needing a Timid nature. The given Speed EVs let Articuno outspeed Adamant Stoutland. Life Orb gives Articuno much-needed power, as Articuno has a lot of trouble sweeping without it.</p>\n<h1>Usage Tips</h1>\n<p>Set up on Grass-types or other Pokemon Articuno forces out, such as Stunfisk, once you've worn down the opposing team sufficiently. Try not to let Articuno get worn down too much early-game, as this will often leave Articuno in KO range for priority users such as Pawniard.</p>\n<h1>Team Options</h1>\n<p>Entry hazard removal is recommended, but not outright, needed as this set should primarily be used on offensive teams and Articuno will usually only come in once in a game. However, Swanna, Armaldo, Cryogonal, and to a much lesser extent Vullaby, Prinplup, and Vibrava can still be used to remove entry hazards. Pokemon that can weaken special walls such as Audino, such as Simipour or Chatot, are good partners for this set. Likewise, Pokemon that can beat Steel- and Electric-types, such as Ninetales, Camerupt, and Stunfisk, are also recommended.</p>\n",
"abilities": ["Pressure"],
"items": ["Life Orb"],
"moveslots": [
["Agility"],
["Ice Beam", "Freeze-Dry"],
["Hurricane"],
["Hidden Power Fighting"]
],
"evconfigs": [{
"hp": 36,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 220
}],
"ivconfigs": [],
"natures": ["Modest"]
}]
}, {
"format": "RU",
"overview": "<p>Articuno is quite an odd Pokemon in terms of typing and stat spread. Despite having a great offensive typing in Ice / Flying, Articuno's highest stats are Special Defense and Defense. However, Articuno is able to use this effectively in RU thanks to the tier's lack of solid specially bulky Pokemon capable of resisting its STAB types. Freeze-Dry is the biggest tool in Articuno's arsenal, as this unique Ice-type move allows Articuno to significantly pressure the likes of Alomomola and Slowking. Articuno's solid Speed is great in a tier where most wallbreakers hang around the base 70 and base 80 range, and Articuno happens to perform well against all of them thanks to its good offensive typing and raw bulk. Access to reliable recovery in Roost only helps to ensure Articuno can take repeated powerful neutral attacks. It also has access to nice support options in Heal Bell and Haze, which are not that common in RU, and Articuno has the bulk to pull off such a set. Articuno's most glaring issue is a 4x weakness to Stealth Rock in a tier with plenty of reliable users and limited options for entry hazard removal. As good as Articuno's typing is offensively, it's about as bad defensively with only one resistance or immunity Articuno can reliably take advantage of in Grass. Its vulnerability to Steel-types, such as Registeel, Magneton, and Escavalier, only makes it harder to use, as these are very good and common Pokemon in the tier. Articuno can be a very good Pokemon, but it must be supported very well to get the most out of it.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Hidden Power Ground can be used on the offensive set to OHKO Magneton, while Hidden Power Fire OHKOes most variants of Escavalier and 2HKOes Magneton. However, neither does much to Registeel due to its high special bulk. Agility can turn the offensive set into a late-game sweeper, but Articuno would lose a fair bit of its mid-game utility, as such a set would need to use a Modest nature in order to have the necessary power to reliably sweep. Tailwind is another option on the offensive set to allow Articuno to give its team a temporary Speed boost when it's about to go down. U-turn can be useful if Articuno has trapping support from Spiritomb or Dugtrio alongside it. However, do note that Articuno generally doesn't have the room to run these moves due to the need of Ice Beam or Substitute on the offensive set. Roar can be used on the defensive set to shuffle through the opposing team, but this will often lead to unfavorable matchups due to Articuno's suspect defensive typing. Choice Specs and Choice Scarf can give Articuno a boost in power or Speed, but both make Articuno suffer from its 4x Stealth Rock weakness even more as well as other distinct issues; Choice Specs keeps Articuno from switching moves, while Choice Scarf sorely misses the power boost from Life Orb.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Stealth Rock</strong>: Articuno is 4x weak to Stealth Rock, and thus it has much of its raw bulk stripped away if it has to switch in with the hazard up. Registeel and Bronzong are by far the best setters against most Articuno sets, since they can beat Articuno one-on-one and set Stealth Rock. Be careful, though. Setters that Articuno can easily switch into on the Stealth Rock turn, such as Seismitoad and Mesprit, aren't as reliable to punish Articuno.</p>\n<p><strong>Diancie</strong>: While it can be worn down some due to a lack of reliable recovery, Diancie's Rock typing lets it resist Hurricane, and it isn't weak to Ice-type moves like most other Rock-types. It can then OHKO Articuno with a STAB Diamond Storm or set up Stealth Rock as Articuno switches out.</p>\n<p><strong>Faster Attackers</strong>: Pokemon such as Jolteon, Houndoom, Choice Scarf Emboar, and Aerodactyl all resist one of Articuno's STAB types and are able to outspeed Articuno and OHKO it with their powerful STAB moves.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Escavalier, Eelektross, and Meloetta can take a hit or two and retaliate with heavy damage or an OHKO to Articuno. However, Meloetta can struggle to get past the specially defensive set.</p>\n<p><strong>Knock Off</strong>: Although Articuno is not weak to the move, it relies heavily on Life Orb for its damage output. Without Life Orb, Articuno is no longer capable of pushing past Slowking and specially defensive Alomomola reliably with Freeze-Dry. Venusaur is a great choice to lure in Articuno with, since the bird will sometimes be switched into Venusaur in an attempt to maintain offensive momentum for its team. Alomomola is another good option to simply put Knock Off on without losing much functionality. The specially defensive set is not hurt nearly as much by Knock Off, but like with any other defensive Pokemon, it is pressured much more easily without Leftovers recovery.</p>\n",
"movesets": [{
"name": "Life Orb",
"description": "<h1>Moves</h1>\n<p>This set makes use of Articuno's unique qualities as an offensive Pokemon in RU, namely its Speed tier and access to STAB Freeze-Dry. Freeze-Dry is the main STAB move and it allows Articuno to 2HKO Alomomola, Blastoise, and Slowking while also OHKOing Seismitoad. Hurricane is Articuno's best Flying-type STAB move, and it is able to deal with the likes of Hitmonlee, Sawk, and non-Choice Scarf Medicham with ease. Roost gives Articuno reliable recovery in order to mitigate Life Orb recoil and damage from resisted attacks it comes in on. Ice Beam is the primary option in the last slot to give Articuno a reliable STAB move to use when there isn't a Water-type present on the opposing team. Substitute is a viable alternative if Articuno's team doesn't need that and would prefer it if Articuno isn't forced out by status users or revenge killers. However, using Substitute makes it much more difficult to keep Life Orb on Articuno, and its reliable damage output will suffer against neutral targets, such as Hoopa, Exploud, and Mesprit.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack and Speed investment is used because Articuno needs all the power and speed it can get in order to make use of its unique tools. A Timid nature is used over Modest, as Articuno outspeeds key threats in Venusaur and Medicham with its base 85 Speed. Life Orb is mandatory so Articuno can push through bulkier foes it typically targets with Freeze-Dry. If Substitute is being used, Articuno can opt for Icicle Plate in order to maintain Freeze-Dry's power and not be forced to Roost as often, but Hurricane's power will suffer quite a bit.</p>\n<h1>Usage Tips</h1>\n<p>Articuno should never be brought in if Stealth Rock is up because it'll lose 50% of its maximum HP just upon switching in. Once Articuno finds its way in, preferably against Grass-types or weak special attacks, Freeze-Dry or Ice Beam is a great opening move; Freeze-Dry is preferred when there's a Water-type on the opposing team. Due to its raw special bulk, Articuno is capable of handling an attack from powerful special attackers such as Hoopa, Exploud, and Meloetta in a pinch while 2HKOing in return. As strong as Hurricane is, Articuno should only use it when the power is absolutely necessary, as the shaky accuracy and Articuno's subpar defensive typing could lead it to being KOed early if it misses. Articuno should utilize Roost when it's between 40% and 60% HP to avoid being too predictable when it uses the move, and it's also good to use when the opponent has a Registeel or Bronzong due to Articuno's inability to deal much damage to them anyway. Substitute is best used when Articuno is able to force a switch or when the opposing Pokemon isn't able to break Articuno's Substitute with any move it commonly carries.</p>\n<h1>Team Options</h1>\n<p>Due to being 4x weak to Stealth Rock, Articuno absolutely needs entry hazard removal to function well. Blastoise and Flygon are easily the two best sources for that, and they are both able to take Fire-type moves for Articuno. Flygon can even handle Electric- and Rock-type moves aimed at Articuno as well while also keeping itself healthy with Roost. Fire-types, such as Delphox and Emboar, as well as fast physical attackers, such as Aerodactyl and Sneasel, appreciate Articuno's ability to remove bulky Water-types. However, do note that Emboar is the only one of these Pokemon that will not stack weaknesses with Articuno. As Articuno's defensive typing is fairly subpar, it appreciates Volt Switch and U-turn from Pokemon such as Eelektross, Magneton, and Flygon to bring it in safely. Although it's somewhat shaky, Articuno can provide a decent offensive response to Venusaur, thus making the likes of Diancie, Samurott, and Alomomola nice partners. Registeel and Bronzong are key Stealth Rock users that also happen to wall Articuno for days, so ways of removing them are a must. Fighting-types such as Virizion, Sawk, and Medicham can easily pressure these Steel-types while also taking some stray Rock-type moves for Articuno. Spiritomb is able to reliably Pursuit trap Bronzong to inflict heavy damage on it, while Dugtrio can severely weaken or outright KO Registeel thanks to Arena Trap preventing it from fleeing. Setup sweepers, especially Substitute + Calm Mind Meloetta and Substitute + Bulk Up Braviary, can use Registeel as setup fodder. Steelix or a Registeel of your own can be useful to take on Diancie, which can OHKO Articuno with Diamond Storm and is able to handle a couple of Ice Beams reliably. Spikes from the likes of Garbodor, Mega Glalie, and Accelgor can make it much easier for Articuno's team to break down the likes of Registeel and Diancie.</p>\n",
"abilities": ["Pressure"],
"items": ["Life Orb"],
"moveslots": [
["Freeze-Dry"],
["Hurricane"],
["Roost"],
["Ice Beam", "Substitute"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Specially Defensive",
"description": "<h1>Moves</h1>\n<p>With a good support movepool, Pressure, and fantastic special bulk, Articuno can pull off a defensive set rather well. Roost is necessary so that Articuno is able to reliably keep itself healthy throughout a match. Heal Bell is an uncommon move outside of Fairy-types in RU, and Articuno is able to use it to keep its team healthy, most notably in the face of Venusaur. Freeze-Dry is the chosen STAB move for Articuno so that it can still put some pressure on Alomomola and Slowking. Toxic is generally preferred in the last slot to aid Articuno in pressuring the bulky Water-types Articuno targets with Freeze-Dry, but Haze is a perfectly usable alternative, as Articuno can easily stop Substitute + Calm Mind Meloetta and other setup sweepers with it. Protect can allow Articuno to scout for stray Rock-type moves, as its 4x weakness can otherwise leave it susceptible to lure moves, and Substitute can allow Articuno to more easily exploit Pressure in combination with Roost.</p>\n<h1>Set Details</h1>\n<p>The given EV spread is chosen to maximize Articuno's special bulk considering it has higher Special Defense and lacks any physical resistances it can reliably take advantage of. Leftovers gives Articuno some passive recovery to aid it in its defensive endeavors. There are a couple of Speed benchmarks Articuno can shoot for if it's helpful for its team. 56 Speed EVs allow Articuno to outspeed Abomasnow, but do keep in mind that this could expose Articuno to Focus Blast due to Roost removing Articuno's Flying typing. Alternatively, 44 Speed EVs can be used in order to outspeed Golbat so that Articuno can always hit it with Freeze-Dry before Golbat can Roost. However, Golbat isn't a very common threat in RU, so it's unlikely that this situation will arise very often.</p>\n<h1>Usage Tips</h1>\n<p>Due to its 4x weakness to Rock-type moves, it would be wise to make sure that the Pokemon Articuno switches into isn't carrying any Rock-type moves. Keeping Articuno healthy is crucial, as even the strongest of neutral special attacks from Life Orb Hoopa, Choice Specs Exploud, and Choice Specs Meloetta can struggle to 2HKO Articuno from maximum HP when factoring in Leftovers. Due to its unique combination of STAB Freeze-Dry and Heal Bell, Articuno can very easily switch into most Water-types in the tier. It is arguably the only defensive answer to Venusaur in the tier that can also threaten it offensively and stay healthy, so exploit this whenever the chance arises. Thanks to Pressure and access to Roost, Articuno can easily sap the PP of Leaf Storm and weaker Fire Blasts to help its team deal with powerful attackers. Haze and Toxic should only be used on an as-needed basis so that the opponent can't take advantage of a lack of a move early in the game. Although you should not rely on this, it should be noted that Articuno is able to stall out Toxic with its Heal Bell thanks to Pressure.</p>\n<h1>Team Options</h1>\n<p>Articuno is 4x weak to Stealth Rock as a defensive Pokemon, so entry hazard control is an absolute must. Blastoise is able to take Fire- and Steel-type moves for Articuno, can spin away Stealth Rock, and can even run a different move over Refresh with Articuno carrying Heal Bell. Flygon can Defog Stealth Rock, resists Fire- and Rock-type moves, has Roost to keep itself healthy, and can block Volt Switch and other Electric-type moves aimed at Articuno. Articuno is unable to do anything against the likes of Registeel, Magneton, Escavalier, and Bronzong, so it appreciates teammates that can handle them. Mega Camerupt is a great catch-all answer to these Steel-types thanks to its typing and powerful STAB moves. Emboar and Delphox can also beat these Steel-types, but they have a harder time switching into Magneton and, in the case of Delphox, Escavalier as well. Pursuit support from Spiritomb and Sneasel can quickly wear down Bronzong while Dugtrio can trap and KO Magneton locked into an Electric-type move and severely weaken Registeel. Articuno is a great check to most special attackers, specifically Venusaur, so teammates that appreciate it being covered are useful. Alomomola can provide Wish support, while Diancie can not only provide Stealth Rock but also use Earth Power over Heal Bell to wear down Steel-types; both are able to take Fire-type moves for Articuno. Registeel is able to check most Rock-types in the tier and appreciates Articuno's Heal Bell support in order to prevent burns from wearing it down. Calm Mind Slowking typically struggles with Toxic users, but Articuno can alleviate this issue while luring in Fire- and Steel-type Pokemon for Slowking to set up on.</p>\n",
"abilities": ["Pressure"],
"items": ["Leftovers"],
"moveslots": [
["Roost"],
["Heal Bell"],
["Freeze-Dry"],
["Toxic", "Haze"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 8,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Calm"]
}]
}, {
"format": "NU",
"overview": "<p>Articuno's typing is excellent offensively, allowing it to hit the majority of the tier neutrally with its STAB moves except for Steel-types. Articuno also has access to the rare Freeze-Dry, which allows it to hit Water-types super effectively and makes it even harder to switch into. Articuno's natural special bulk along with its access to Roost also allows it to act as a decent pivot, switching into weak special hits and then threatening the foe out. On the other hand, Ice / Flying is not good defensively, as Articuno has a variety of weaknesses and loses half of its health if it switches into Stealth Rock. On top of this, Articuno's Speed is somewhat average, which means that it is outpaced by common offensive threats.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Agility can be used to turn Articuno into a dedicated late-game cleaner against offensive teams. A set running an EV spread of 252 HP / 4 Def / 252 SpD with a Calm nature, Substitute, and Toxic in combination with Pressure can wear down a lot of bulky teams by PP stalling their only ways to break Articuno's Substitute while whittling them down with Toxic.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Stealth Rock</strong>: Stealth Rock strips 50% of Articuno's HP upon switching in and effectively neutralizes all of the switching that Articuno wants to do. Common Stealth Rock setters include Rhydon, Golurk, and Mawile.</p>\n<p><strong>Offensive Pressure</strong>: Offensive pressure from Pokemon such as Pyroar, Magmortar, Archeops, and Rotom can force Articuno out. However, most of these Pokemon can't switch directly into Articuno, as they will risk taking a lot of damage.</p>\n<p><strong>Specially Bulky Pokemon</strong>: Specially bulky Pokemon such as Regirock, Musharna, and Lanturn can all switch into Articuno's attacks and take little damage in return. They can all also threaten Articuno out with their STAB moves or use it as setup fodder. However, they have to be careful of switching in on U-turn and subsequently losing momentum.</p>\n<p><strong>Fire-types</strong>: Offensive Fire-types such as Pyroar can take a Hurricane and proceed to OHKO Articuno back with Fire Blast. Other Fire-types such as Assault Vest Magmortar can take multiple hits, and Articuno has to rely on hitting multiple Hurricanes in order to break through them.</p>\n",
"movesets": [{
"name": "Burd (Offensive)",
"description": "<h1>Moves</h1>\n<p>Freeze-Dry is one of the main draws of using Articuno, as it gives it nearly perfect neutral coverage, hitting Water-types such as Lanturn and Kabutops super effectively. Hurricane is a more powerful STAB move that hits Pokemon that resist Ice, such as Thick Fat Hariyama, Magmortar, and Piloswine. Roost is used for recovery on sets that utilize a Life Orb, while Ice Beam is used as a more powerful alternative to Freeze-Dry. U-turn is used to gain momentum early-game, pivoting out of Pokemon that Articuno can't break, and it also has the added benefit of hitting Malamar. Substitute in conjunction with Roost can be used to Pressure stall foes. Hidden Power Fire can be used over U-turn, as it targets common Steel-types that switch into Articuno like Klinklang, Ferroseed, and Mawile.</p>\n<h1>Set Details</h1>\n<p>The given EVs are used to maximize Articuno's Speed and power. Life Orb is used to increase Articuno's damage output and afford it the ability to switch moves. Choice Specs can be used for even more power at the cost of locking Articuno into a move. Using a Timid nature allows Articuno to outspeed Adamant Sawk and positive-natured base 80 Speed Pokemon such as Mesprit and Kabutops, as well as Speed tie with Jolly Sawk.</p>\n<h1>Usage Tips</h1>\n<p>Articuno should be used to force switches, as its STAB moves threaten the majority of the tier, but it usually can't OHKO foes early-game. Bring it in on foes that can't do too much back or that Articuno threatens out such as Ludicolo, Poliwrath, and Vileplume. You then have two options: either use the appropriate STAB move or, if the opponent has a specially bulky Pokemon such as Mega Audino or Regirock, use U-turn to gain momentum. After the opponent's special walls have been weakened enough, just use Articuno's STAB moves accordingly. Roost can be used on predicted switches to gain back health, as well as on relatively weak special attacks due to Articuno's good bulk. Set up a Substitute agsinst weak defensive Pokemon that cannot break Articuno's Substitute or Pokemon that Articuno forces out such as Misdreavus, Prinplup, Gourgeist-Super, and Quagsire. Because Articuno has relatively good special bulk, you can use it as a pivot, switching in on special attackers and then using U-turn for momentum. Having Stealth Rock off the field is pretty much mandatory before bringing Articuno in, as one round of Life Orb recoil means it can't switch back in after Stealth Rock, so if you need to bring it in to force a switch, you can click Roost instead of attacking to save Articuno for the late-game.</p>\n<h1>Team Options</h1>\n<p>A Defogger such as Prinplup or a spinner such as Claydol is pretty much required when using Articuno, as it is 4x weak to Stealth Rock. Prinplup also appreciates Articuno's ability to check Grass-types, and Claydol can threaten Rock- and Steel-types for Articuno. Shiftry and Sandslash are also good options for this role, as they can additionally break through common Steel-types such as Klinklang and Probopass, which Articuno has a hard time dealing with. Xatu in particular provides a much-needed Stealth Rock deterrent due to Magic Bounce. Unfortunately, Articuno's and Xatu's typings clash, so having a Pokemon immune to Electric such as Lanturn or Rhydon is a good idea. Lanturn and Rhydon are also nice switch-ins to Fire-type moves. Because Articuno has a tough time dealing with Steel-types, Pokemon that can break through them such as Gurdurr, Sawk, and Magmortar make for great teammates. Another option is to use Articuno on a rain team for its perfectly accurate Hurricane and decent matchup against other rain teams; common Pokemon on rain teams include Ludicolo, Kabutops, Liepard, and Mesprit. Toxic Spike users such as Garbodor and Weezing can wear down Articuno's checks, giving it an easier time PP stalling foes if it is running Substitute.</p>\n",
"abilities": ["Pressure"],
"items": ["Life Orb", "Choice Specs"],
"moveslots": [
["Freeze-Dry"],
["Hurricane"],
["Roost", "Ice Beam"],
["Ice Beam", "U-turn"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}]
}, {
"format": "Battle Spot Singles",
"overview": "<p>Articuno is notorious for normally being one of the worst legendary Pokemon of all time, but Battle Spot Singles flips that notion on its head thanks to Sheer Cold being legal! Sheer Cold makes Articuno one of the most terrifying stallbreakers in the game, allowing it to run through defensive staples such as Cresselia, Suicune, Porygon2, Slowbro, and Chansey. Articuno is very bulky for an OHKO move user, and access to Roost lets it stick around longer than other users of Sheer Cold such as Lapras and Glalie. Pressure makes Articuno an effective stall Pokemon itself, making it very usable on both stall and balanced teams. Finally, Articuno has some decent STAB moves in Freeze-Dry, which also allows it to hit Water-types, and Hurricane.</p>\n<p>Articuno sounds like it should be a Battle Spot Singles staple on paper, but in reality the only thing that makes it a rather niche Pokemon is its absolutely atrocious typing. It has a crippling 4x weakness to Rock-type attacks, severely compromising its ability to deal with physical attackers, as prominent ones such as Garchomp, Landorus-T, Breloom, Tyranitar, and Hippowdon all carry Rock-type attacks, and Stealth Rock is sometimes seen on offensive teams as well. Its additional weaknesses to Steel and Fire make it even more vulnerable to common Pokemon such as Blaziken, Talonflame, Aegislash, and Heatran. Articuno's middling Speed makes it only a bit faster than Dragonite, meaning it has to choose between being fast and compromising bulk and being outsped by Pokemon such as Breloom and Gyarados. While Sheer Cold might be Articuno's selling point, Articuno also tends to rely on it a lot, which makes Articuno deadweight if it uses up Sheer Cold's meager PP and tends to make offensive teams very problematic for Articuno due to the move's 70% miss rate.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Mind Reader might seem like a terrific idea because it guarantees that Sheer Cold hits, but its effects go away when Pokemon switch out, meaning that it's only particularly useful against a final Pokemon. Rest and Sleep Talk together rid Articuno of its problems with status moves, but the possibility of Sleep Talk choosing a bad move makes Articuno rather vulnerable. Reflect allows Articuno to soak physical attackers more easily, but it's a difficult move to fit in. Toxic is nice for wearing down defensive Pokemon, but it conflicts with Sheer Cold. Hail and Snow Cloak together can make Articuno difficult to hit (especially in conjunction with Double Team), but Pressure is just too good of an ability to give up.</p>\n<p>Hidden Power Fire allows Articuno to deal decent damage to Steel-types, while Hidden Power Ground hits Magnezone and Heatran hard. However, getting a good Hidden Power on Articuno is an extremely difficult task. Ice Beam has more power than Freeze-Dry, but losing out on Water-type coverage is just too big of a sacrifice for Articuno. U-turn lets Articuno scout in switch-ins, but Ice Shard and Ancient Power are usually more useful, and U-turn is extremely risky if Stealth Rock is set up.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Sturdy Steel-types</strong>: Magnezone is immune to Sheer Cold thanks to Sturdy, and it resists Articuno's entire moveset, making it the best Articuno counter in the game. Skarmory only has to worry about a 3HKO from Freeze-Dry or a 2HKO from a rare offensive Ice Beam. Otherwise, Sturdy makes it immune to Sheer Cold. While very rare, Steelix also has Sturdy before Mega Evolving and can smash through Articuno with Rock- and Steel-type attacks.</p>\n<p><strong>Rock Blast Users</strong>: Mega Heracross is OHKOed by Hurricane, but it otherwise defeats Substitute Articuno by OHKOing it with Rock Blast. If Cloyster has its Focus Sash intact, it can also OHKO Articuno through its Substitute.</p>\n<p><strong>Tyranitar</strong>: Tyranitar walls Articuno thanks to Sand Stream, and it easily OHKOes with any Rock-type move. However, Tyranitar must watch out for Roost, Substitute, and Pressure outstalling its Stone Edge.</p>\n<p><strong>Rock-type Attacks</strong>: Articuno's 4x weakness to Rock-type moves is devastating, and plenty of Pokemon that are faster than Articuno have access to them. Excadrill, Landorus-T, Garchomp, and Breloom depending on Articuno's Speed all OHKO. Note that while these often carry Focus Sash, Ice-type moves will outright OHKO Garchomp and Landorus-T, making them unsafe switch-ins.</p>\n<p><strong>Steel-types</strong>: Steel-types such as Aegislash, Heatran, Mega Mawile, Ferrothorn, Scizor, Mega Lucario, and Mega Metagross all hit Articuno very hard and, with the exception of Mega Lucario, they are usually bulky enough to take Hurricane. Aegislash and Heatran can use Substitute and King's Shield or Protect to tank Sheer Cold.</p>\n<p><strong>Fire-types</strong>: Entei stands out as a good Fire-type check to Articuno due to its special bulk. Mega Charizard X and Y and Talonflame do fine as long as they avoid the rare Ancient Power, while Blaziken and Volcarona can roast Articuno as long as they don't switch into Hurricane. Note that their effectiveness goes down if Articuno is paired with Politoed (except for Mega Charizard Y).</p>\n<p><strong>Electric-types</strong>: With the exception of Electric-types weak to Freeze Dry such as Rotom-W, Thundurus, and Zapdos, most Electric-types only have to worry about Sheer Cold. Substitute + Calm Mind Raikou actually sets up on Articuno, while Rotom-H resists Articuno's entire moveset.</p>\n<p><strong>Status</strong>: While Articuno is a huge threat to defensive Pokemon, Articuno that take too many risks might get crippled by Toxic or Thunder Wave as they switch in. Substitute + Toxic Suicune is especially threatening, since it can use Substitute to defeat Sheer Cold attempts and usually runs enough Speed to outpace Articuno. The rare Timid Chansey can also get a surprise Toxic in, though note that Minimize will not affect Sheer Cold's accuracy. Substitute variants can even make a mockery out of Sheer Cold.</p>\n",
"movesets": [{
"name": "Sheer Cold Fisher",
"description": "<h1>Moves</h1>\n<p>Sheer Cold is the big selling point of Articuno, allowing it to become an effective stallbreaker. Substitute protects Articuno from status moves and helps scout what Pokemon your opponent has chosen without forcing Articuno to switch on the next turn. Thanks to Articuno's bulk, most defensive Pokemon such as Cresselia, Suicune, Porygon2, and Slowbro will fail to break through its Substitutes. Roost ensures that Articuno can stick around, also allowing it to take Electric-type and weak Rock-type moves if it is faster than its foe.</p>\n<p>Freeze-Dry gives Articuno some offensive presence outside of the Sheer Cold dice roll, allowing it to OHKO Garchomp and Mega Salamence, have a shot at 2HKOing Mega Gyarados, 2HKO most Dragon-types and Swampert, and deal good damage to Rotom-W. It's also good for saving Sheer Cold's PP when facing Suicune and Slowbro that are low on health. Alternatively, while Protect makes Articuno extremely reliant on Sheer Cold, it allows Articuno to effectively take advantage of Pressure to stall out Stone Edge from slower Pokemon with its Substitute and take advantage of timer stalling in emergencies. Hurricane has shaky accuracy, but it allows Articuno to OHKO Mega Heracross and have a shot at OHKOing Mega Blaziken switch-ins, in addition to letting Articuno hit Mega Venusuar hard without using valuable Sheer Cold PP.</p>\n<h1>Set Details</h1>\n<p>Articuno should always run Leftovers to set up Substitutes more often. 220 HP EVs maximize Leftovers recovery while letting Articuno switch into Stealth Rock twice without recovery. Maximum Special Defense lets Articuno tank plenty of special attacks, avoiding important 2HKOs such as defensive Rotom-W's Thunderbolt and offensive Mega Gengar's boosted Hex. Also, most defensive Pokemon that Articuno preys on use their Special Attack stat, while most of its checks are physical. 28 Speed EVs let Articuno outspeed most defensive Rotom-W and Suicune, while the rest go in Defense and Special Attack so EVs aren't wasted.</p>\n<p>Alternate EV spreads are a viable option to consider if you are willing to give up on bulk. 220 HP / 148 SpD / 140 Spe allows Articuno to outspeed Adamant Breloom, while 220 HP / 52 SpD / 236 Spe beats Jolly Breloom. Finally, if you need to outspeed Jolly Gyarados and Dragonite, run a Timid nature with an EV spread of 220 HP / 60 SpD / 228 Spe.</p>\n<h1>Usage Tips</h1>\n<p>Articuno should be trying to prey on the defensive Pokemon of Battle Spot Singles, but you must note that directly switching into them risks getting Articuno crippled with Toxic poison or paralysis. Usually, it's best to come in via a slower U-turn or Volt Switch, bring in Articuno after a Pokemon of yours gets KOed, or even lead with Articuno. Once Articuno is safely in, use Substitute to block status. Most defensive Pokemon will be unable to break Articuno's Substitute, so use Sheer Cold as much as possible to apply a terrifying offensive pressure against your foes. If Articuno is carrying Protect, you can opt to whittle down the timer if you feel that your team is in a tough spot, because if the timer runs out and you have a higher number of Pokemon than the opponent, you'll win the match!</p>\n<p>Against more offensive Pokemon that fail to 2HKO Articuno such as Mega Gengar, you should still use Sheer Cold as much as possible; however, don't bother using Substitute unless you intend to stall them out with Protect, as it's better to Roost in most cases. Articuno doesn't do very well against hyper offense teams in particular, so if you feel that many Pokemon on your opponent's team will just OHKO it with a move it's weak to, benching Articuno for the match might be the best course of action. This is especially true against Pokemon with Rock Blast such as Cloyster and Mega Heracross. However, note that Articuno's chances against offensive teams become much higher with paralysis support, since it can effectively use Substitute and Roost to stall out many Pokemon with weaker Rock-type attacks.</p>\n<h1>Team Options</h1>\n<p>Carrying Pokemon that resist Rock-type attacks is almost mandatory for Articuno, as it simply can't handle faster Rock-type attacks from the likes of Garchomp, Landorus-T, Breloom, Tyranitar, and Excadrill. Fire-, Electric-, and Steel-type attacks should also be covered if possible. Mamoswine is a great teammate to consider, because while it can't handle Steel-type attacks, it smashes through Garchomp and Landorus-T with Icicle Spear, has a shot of OHKOing Breloom if it gets at least three Icicle Spear hits, and hits Rock-, Steel-, and Fire-types hard with Earthquake. Bulky Landorus-T can take on most physical and Electric-type attacks aimed at Articuno and is your best bet against a Mega Heracross switch-in. Garchomp isn't as bulky as Landorus-T, but the two make for a fine offensive Ground-type pair that also resists Fire-type attacks and can use Choice Band Dual Chop to have a chance at defeating Breloom in emergencies. While Conkeldurr only resists Rock-type attacks, it's notable for being an excellent Tyranitar check and revenge killing Excadrill with Mach Punch. Mega Altaria is handy for dealing with Tyranitar, and being one of the few Pokemon to check both Charizard Mega Evolutions. Finally, Gliscor and Articuno can form a frightening OHKO attack duo, with Gliscor being chosen for teams with plenty of physical attackers while Articuno handles teams with dangerous special attackers.</p>\n<p>Another avenue of support to consider is status. Paralysis in particular allows Articuno to set up Substitute more easily, Will-O-Wisp makes it much harder for most physical threats to check Articuno, and Toxic support means that Articuno won't have to rely as much on Sheer Cold. Porygon2 is an excellent teammate to consider, doing a great job spreading paralysis or Toxic and making a very good check to most offensive Ground-types and Aegislash that lack Substitute. Cresselia also works well, and while it can't check Aegislash, it can work as an emergency check against Mega Blaziken. Serperior is a more offensive twist on paralysis that shares an unfortunate Fire-type weakness with Articuno but makes a great Rotom-W check, gets a Speed boost from Rock Tomb, and can paralyze Ground-types with Glare. It can even use Reflect to make Articuno more difficult to check. Ferrothorn is even more weak to Fire-type attacks, but it makes a good status spreader and can even use Leech Seed to potentially restore more of Articuno's health. Rotom-H shares the dreaded Rock-type weakness, but it does great against Steel- and Electric-type Pokemon, except for Rotom-W, and it makes a good Mega Charizard Y check. It also is good at spreading around one of the three listed status moves if you wish. Heatran is a Fire-type that isn't weak to Rock-type attacks, and thanks to Flash Fire, it can switch into opposing Fire-types while spreading around Toxic and burns for Articuno. Mega Gengar is especially notable for its ability to trap and burn offensive Pokemon that Articuno has trouble with, and it also takes advantage of Pokemon with status via Hex.</p>\n<p>When using Articuno on more balanced teams, it's a good idea to pair it with devastating sweepers that appreciate Articuno's stall-breaking power. Mega Kangaskhan is one of the most dangerous examples around, since it does very well against offensive teams. Mega Salamence shares Articuno's weakness to Rock, but it's very bulky otherwise, revenge kills Mega Heracross, and can switch into Fire-type attacks. Mega Blaziken appreciates Articuno's wallbreaking, smashes through Tyranitar and Excadrill (though it should watch out for Earthquake), revenge kills Mega Heracross, and can take on most Steel-types. You can even use a mixed Blaziken set to defeat non-Choice Scarf Landorus-T and Garchomp.</p>\n",
"abilities": ["Pressure"],
"items": ["Leftovers"],
"moveslots": [
["Sheer Cold"],
["Substitute"],
["Roost"],
["Freeze-Dry", "Protect", "Hurricane"]
],
"evconfigs": [{
"hp": 220,
"atk": 0,
"def": 4,
"spa": 4,
"spd": 252,
"spe": 28
}],
"ivconfigs": [],
"natures": ["Calm"]
}, {
"name": "Assault Vest",
"description": "<h1>Moves</h1>\n<p>Sheer Cold is Articuno's way of threatening bulky Pokemon like Porygon2, Cresselia, Chansey, and Slowbro. Freeze-Dry 2HKOes Rotom-W and Azumarill and even has a shot at 2HKOing Suicune, saving Articuno's Sheer Cold PP! Hurricane's accuracy is a bit shaky without rain support, but it happens to OHKO Mega Heracross and Mega Blaziken, common Articuno switch-ins. As a bonus, it also 2HKOes Mega Venusaur. Ice Shard is extremely weak, but it can pick off weakened Garchomp, Landorus-T, and Mega Salamence even with the Attack-lowering nature, and it's particularly helpful against Focus Sash Pokemon that survive Sheer Cold. If Ice Shard is too weak for your taste, you can use Ancient Power to OHKO offensive Talonflame switch-ins, have a 50% shot at OHKOing Charizard switch-ins, and deal over 50% to defensive Talonflame and Mega Charizard Y switch-ins.</p>\n<h1>Set Details</h1>\n<p>Assault Vest makes Articuno much more specially bulky, allowing it to run maximum Special Attack for dealing decent damage outside of Sheer Cold. 108 HP EVs allow Articuno to switch into Stealth Rock twice and avoid a 2HKO from defensive Rotom-W. 140 Speed EVs with a Modest nature let Articuno outspeed Adamant Breloom, but if you're more worried about Jolly Breloom, you can run an EV spread of 12 HP / 4 Def / 252 SpA / 4 SpD / 236 Spe with a Modest nature. If outspeeding Dragonite and Gyarados is more important, run a Timid nature with 28 HP / 252 SpA / 228 Spe.</p>\n<h1>Usage Tips</h1>\n<p>Don't be reckless with switching this Articuno in. While Assault Vest makes Articuno very bulky, it also prevents Articuno from using Roost, limiting the times it can switch in and threaten Pokemon with Sheer Cold (especially when Stealth Rock is up). Articuno also can't protect itself against status at all. This means that its usually best to try to switch in Articuno via Volt Switch or U-turn or after a Pokemon of yours has been KOed.</p>\n<p>Assault Vest Articuno doesn't do quite as well against defensive teams as other Articuno, but in exchange, it can effectively lure and defeat some of its common switch-ins, such as offensive Rotom-W, Blaziken, and Mega Heracross. However, if its apparent that your opponents team just has too many fast Rock-type attackers or Stealth Rock in tow, benching Articuno isn't a bad idea.</p>\n<h1>Team Options</h1>\n<p>Pokemon with Rock-type attacks such as Garchomp, Landorus-T, Excadrill, and Tyranitar are the bane of Articuno's existence, meaning that you'll need teammates that resist those. Partners that resist Steel-, Electric-, and Fire-type attacks are also good to bring. Mamoswine is a superb answer to the Ground-types barring Excadrill, being able to smash Garchomp and Landorus-T with Icicle Spear and deal with Rock-, Steel-, and Fire-types with Earthquake. A Garchomp or Landorus-T of your own also deals with Tyranitar and Rock-type moves fairly well and can hit Steel-, Electric-, and Rock-types pretty hard too. Conkeldurr only resists Rock-type moves for Articuno, but it's a very good teammate to consider because its one of the best Tyranitar counters around, can revenge kill Excadrill with Mach Punch, and is a great switch-in to status moves that Articuno loathes so much.</p>\n<p>This Articuno really appreciates paralysis support to make up for its middling Speed, which is especially helpful to make Blaziken lose its ability to check Articuno. Serperior is an excellent choice despite being weak to Fire-type moves, since it lures in Blaziken, Talonflame, and Charizard and can paralyze Ground-types thanks to Glare. Porygon2 is a great choice as a bulky paralysis spreader, since its offensive variants can defeat special attacking Aegislash and can generally deal with most offensive Ground-types. Cresselia works in a similar manner to Porygon2, trading the ability to check Aegislash with being able to handle Mega Blaziken better. Rotom-H can work well despite sharing the Rock-type weakness, since it helps against Steel-types, Talonflame, Mega Charizard Y, and Thundurus. Rotom-W doesn't deal with Electric- and Steel-types as well, but it does do better against Ground-types in comparison thanks to the lack of a Rock-type weakness.</p>\n<p>Volt Switch and U-turn support can be useful to make the best use of Articuno's limited opportunities to switch in. Landorus-T, Mega Manectric, Scizor, Rotom-W, and Rotom-H are great choices for this role. Finally, Politoed is a special teammate to consider for Articuno, since its Drizzle makes Hurricane have 100% accuracy and lessens the blow of Fire-type attacks.</p>\n",
"abilities": ["Pressure"],
"items": ["Assault Vest"],
"moveslots": [
["Sheer Cold"],
["Freeze-Dry"],
["Hurricane"],
["Ice Shard", "Ancient Power"]
],
"evconfigs": [{
"hp": 108,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 4,
"spe": 140
}],
"ivconfigs": [],
"natures": ["Modest"]
}]
}]
},
"audino": {
"name": "Audino",
"alts": [{
"suffix": "",
"hp": 103,
"atk": 60,
"def": 86,
"spa": 60,
"spd": 86,
"spe": 50,
"weight": 31,
"height": 1.1,
"types": ["Normal"],
"abilities": ["Healer", "Klutz", "Regenerator"],
"formats": ["PU"]
}, {
"suffix": "Mega",
"hp": 103,
"atk": 60,
"def": 126,
"spa": 80,
"spd": 126,
"spe": 50,
"weight": 31,
"height": 1.1,
"types": ["Fairy", "Normal"],
"abilities": ["Healer"],
"formats": ["NU"]
}],
"evos": [],
"genfamily": ["BW", "XY"],
"learnset": ["After You", "Amnesia", "Attract", "Baby-Doll Eyes", "Bestow", "Blizzard", "Calm Mind", "Charge Beam", "Confide", "Covet", "Dazzling Gleam", "Dig", "Disarming Voice", "Double-Edge", "Double Slap", "Double Team", "Draining Kiss", "Drain Punch", "Dream Eater", "Echoed Voice", "Encore", "Entrainment", "Facade", "Fire Blast", "Fire Punch", "Flamethrower", "Flash", "Fling", "Focus Punch", "Frustration", "Grass Knot", "Gravity", "Growl", "Heal Bell", "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", "Hyper Beam", "Hyper Voice", "Ice Beam", "Ice Punch", "Icy Wind", "Incinerate", "Iron Tail", "Knock Off", "Last Resort", "Light Screen", "Low Kick", "Lucky Chant", "Magic Coat", "Misty Terrain", "Pain Split", "Play Nice", "Pound", "Power-Up Punch", "Present", "Protect", "Psychic", "Psych Up", "Psyshock", "Rain Dance", "Reflect", "Refresh", "Rest", "Retaliate", "Return", "Role Play", "Round", "Safeguard", "Secret Power", "Shadow Ball", "Signal Beam", "Simple Beam", "Skill Swap", "Sleep Talk", "Snatch", "Snore", "Solar Beam", "Substitute", "Sunny Day", "Surf", "Swagger", "Sweet Kiss", "Take Down", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Punch", "Thunder Wave", "Toxic", "Trick Room", "Uproar", "Wild Charge", "Wish", "Work Up", "Yawn", "Zen Headbutt"],
"strategies": [{
"format": "NU",
"overview": "<p>Mega Audino is one of the bulkiest Pokemon in the tier, which, in combination with its unique defensive typing, makes it almost impossible to take down quickly. It is also the only viable Wish user available because of these traits, completely outclassing other potential users. Regenerator in particular allows it to pivot very effectively in the early-game to support teammates, especially in combination with other support moves such as Heal Bell and Encore, without being worn down unless Mega Evolving is necessary. Mega Audino's bulk and vast movepool allow it to fill a number of roles effectively, making it not only an excellent cleric but also a defensive wincon with Calm Mind or even an offensive lure and pivot using its wide special coverage. Its Fairy typing and lack of removable item also make it the most reliable switch-in to Knock Off and Trick throughout the match, a highly useful attribute for defensive teams. This also allows it to deal with most Dark-, Dragon-, and Fighting-types well, such as Shiftry, Sliggoo, and Hariyama, provided it doesn't attempt to switch into the latter's STAB attacks before Mega Evolving.</p>\n<p>While Mega Audino has a large number of unique and highly useful attributes, its lack of immediate offensive power and speed can make it easy to exploit depending on its moveset. Setup sweepers can capitalize on sets without Encore or Toxic, Steel- and Poison-types can wall sets that lack coverage, and Toxic completely shuts down most sets without Heal Bell or Rest. Overall, once Mega Audino has been sufficiently scouted, it becomes a lot easier to deal with if appropriate checks are preserved throughout the game.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Thunder Wave, Healing Wish, Trick Room, Knock Off, Toxic, and Yawn can all be used on the defensive pivot set in the third slot, but they have less general utility than the options selected. Draining Kiss can be used over Dazzling Gleam, allowing Mega Audino to spend fewer turns using Wish or Rest to heal itself, but the lack of power is very noticeable even at +6, and even more so if Calm Mind is not being used alongside it. It can actually be PP stalled quite easily on boosting sets because of its low power. Hyper Voice is an alternative STAB attack that boasts greater power than Dazzling Gleam, has the ability to bypass Substitutes, and allows the defensive Calm Mind set to eventually break through Fire-types such as Magmortar and Poison-types such as Garbodor and Weezing. However, it lacks the super effective coverage that Dazzling Gleam provides against Dark- and Fighting-types, and it is completely blocked by Ghost-types, making it a poor choice for a mono-attacking set without dedicated Pursuit support. Audinite is absolutely mandatory as the item for all sets due to the extra bulk, attacking power, and Fairy typing that Mega Evolution provides, not to mention the utility that Audino gets from shifting playstyles so dynamically. Leftovers can be used on the pivot set to prevent Audino from being worn down so quickly by entry hazard damage as it pivots around, but it's never worth the drawbacks of having a worse STAB option, significantly worse general bulk, and weakness to Fighting-type attacks. In NU, there is no opportunity cost for using Mega Audino as your Mega Evolution of choice due to its complete lack of competition.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Steel- and Poison-type Pokemon</strong>: Steel- and Poison-type Pokemon, such as Steelix and Garbodor, can easily switch into Mega Audino's main attack, even after multiple boosts due to its lack of raw power, and threaten to 2HKO with their own STAB attacks. Skuntank is neutral to Dazzling Gleam but has good special bulk, can use Taunt to prevent Mega Audino from boosting or using support moves, and threatens to 3HKO with Poison Jab. However, these threats may take significant damage from a boosted Fire Blast or Psychic.</p>\n<p><strong>Setup Sweepers</strong>: Mega Audino has no way to deter other setup sweepers outside of the rare Encore, and Pokemon with access to both Calm Mind and Psyshock, such as Mesprit and Xatu, can boost alongside Mega Audino and KO it by hitting its unboosted Defense stat. Musharna can also break through it easily with Calm Mind and Stored Power, while Swords Dance users such as Samurott and Charizard can similarly break through Mega Audino without too much trouble after a boost or two. However, Speed-boosting sweepers can be crippled with Thunder Wave if they are played recklessly.</p>\n<p><strong>Taunt and Encore</strong>: Mega Audino relies on its non-attacking moves to be an effective pivot and wincon, for the most part, and Taunt users such as Pyroar, Mismagius, and Weezing can outspeed it and shut it down completely. Mega Audino can similarly be forced out by using Encore on a move like Protect or Heal Bell, with threats such as Liepard turning it into a setup opportunity for a teammate, provided they can avoid switching into an attack.</p>\n<p><strong>Toxic Spikes</strong>: Mega Audino requires multiple turns to act as a wincon in the late game, or to act as a defensive response to powerful attackers, and Toxic Spikes completely ruin any longevity it has. The best-case scenario is that Mega Audino is forced to waste a turn every time it switches in using Heal Bell or risk being worn down to the point of being KOed. Garbodor, Weezing, and Roselia can all set the entry hazard while forcing Mega Audino out, although they should be careful for boosted Fire Blasts. Rest sets cope much better with this hazard, however.</p>\n<p><strong>Quagsire</strong>: Unless Mega Audino chooses to run Grass Knot, Quagsire usually walls it due to the low power of its STAB attack and Unaware's ability to ignore Calm Mind boosts, although it is 3HKOed by a fully invested Dazzling Gleam. It can usually take a hit, use Toxic, and either stall Mega Audino out with Recover or attempt to boost itself with Curse, and it can also switch into Thunder Wave with ease.</p>\n",
"movesets": [{
"name": "Defensive Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind turns Mega Audino into a highly effective wincon by boosting its Special Attack and Special Defense. After a few boosts, it becomes practically unbreakable with special attacks and a big threat to teams once Pokemon that resist Fairy are removed. Dazzling Gleam is Mega Audino's best STAB attack and hits the majority of foes for neutral damage without having anything immune to it, unlike Hyper Voice. It also lets Mega Audino check Fighting- and Dark-types, such as Hariyama, Shiftry, and Malamar, without having to boost its stats, giving it decent early-game utility. The combination of Wish + Protect provides Mega Audino with reliable recovery while also letting it heal its teammates throughout the match, again making it useful before it attempts a sweep. However, Rest + Sleep Talk can be used instead to make Mega Audino less vulnerable to status and more of a dedicated wincon than a supportive pivot. Fire Blast is an option to prevent Mega Audino from being walled by common Steel- and Poison-types, but using it in one of the latter two slots drastically reduces the reliability of Mega Audino's recovery, and generally the move is used better on other sets.</p>\n<h1>Set Details</h1>\n<p>48 Special Attack EVs give Mega Audino an 87% chance to 3HKO specially defensive Malamar so it doesn't have to use Calm Mind to stop Malamar from using RestTalk. The remaining EVs and Bold nature are used to make Mega Audino as physically bulky as possible to prevent its sweep from being interrupted by powerful physical attackers such as Kangaskhan and Tauros. Regenerator should be the pre-Mega ability so that Audino can pivot in and out of the match more effectively before deciding to set up for a sweep, letting it provide more consistent Wish support.</p>\n<h1>Usage Tips</h1>\n<p>Early in the game, Audino can be used effectively as a physical pivot, switching into attackers such as Shiftry and Piloswine, making the most of its immunity to Knock Off's effect and damage boost, and using Wish to either heal its teammates or provide them with safe opportunities to switch in they would not normally have. Regenerator's passive healing lets Audino take weaker attacks and provide Wish support indefinitely, so it should not Mega Evolve early unless it has to. However, for example, if the opponent is threatening to clean up with Malamar, Audino should Mega Evolve so that it can deal with it. Mega Audino can still be used well as a physically defensive pivot after Mega Evolving, but it is more susceptible to being worn down by repeated attacks if it attempts to support its teammates with Wish rather than heal itself.</p>\n<p>Mega Audino should not attempt to sweep with Calm Mind until Poison- and Steel-types that threaten it, such as Steelix and Garbodor, have been removed, as it lacks the power to beat them without a coverage move even after several boosts. Mega Audino can set up on many Pokemon until it reaches +6 Special Attack and Special Defense, but it usually shouldn't attempt this, as the chances of being hit with a critical hit increase the longer it stays in, and due to Wish's delayed nature, it may be difficult to salvage the sweep after this. If RestTalk is the chosen healing method, Mega Audino can also set up against Pokemon that would normally use Toxic to beat it, such as Mantine and Lanturn. It can also be used as a status sponge for your team in the early-game, dealing with threats such as Rotom and Mismagius instead of providing Wish support.</p>\n<h1>Team Options</h1>\n<p>Attackers with strong Ground- and Fire-type coverage, such as Rhydon and Magmortar, are highly useful for breaking through the Poison- and Steel-types that can prevent Mega Audino from sweeping. Specially defensive teammates that lack reliable recovery also appreciate Mega Audino's physical bulk and Wish support. Mantine is an especially good partner for this set, as it can also deal with most Steel- and Poison-types using either Scald or a powerful Hydro Pump, provided these foes don't hit it with Electric-type coverage on the switch. Camerupt similarly deals major damage to Steel- and Poison-types while also providing Stealth Rock and status support. If Wish and Protect are used, Heal Bell support is necessary. Otherwise, Mega Audino is completely shut down by Toxic, being forced to heal more often instead of boosting and never being able to become a substantial threat. Lanturn and Musharna are solid choices that can also deal with threatening foes such as Magmortar and Muk. Toxic Spikes completely cripple Calm Mind Mega Audino, so using a grounded Poison-type to absorb them is also mandatory. Skuntank can do this while dealing with Calm Mind Psychic-types that could boost alongside Mega Audino and beat it with Psyshock, such as Musharna and Xatu. Vileplume and Garbodor are other options to provide more backup against physical attackers, with the latter also providing Spikes support. Weezing can also be a good teammate due to its ability to take on many physical attackers that could otherwise force Mega Audino into healing instead of boosting, and it highly appreciates Wish and Heal Bell support from Audino, but it can't absorb Toxic Spikes.</p>\n",
"abilities": ["Regenerator"],
"items": ["Audinite"],
"moveslots": [
["Calm Mind"],
["Dazzling Gleam"],
["Wish", "Rest"],
["Protect", "Sleep Talk"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 208,
"spa": 48,
"spd": 0,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Bold"]
}, {
"name": "Offensive Pivot",
"description": "<h1>Moves</h1>\n<p>Calm Mind is used to increase Mega Audino's offensive power and prevent it from being revenge killed by special attackers, and it only needs to be used once for this set to become a significant offensive threat. Healing Wish is an alternative option that lets Mega Audino sacrifice itself to fully restore a teammate, and this set makes good use of the move due to its ability to force switches, with opponents often assuming a defensive set is being used and switching to a threat that can break through it. Dazzling Gleam is a decent, reliable STAB attack that can deal significant damage after a single boost and has good overall neutral coverage. Fire Blast deals heavy damage to usual responses to defensive sets, such as Steelix, Ferroseed, and Vileplume, OHKOing them after one or two Calm Mind boosts. Surf is an excellent additional attack that gives Mega Audino perfect neutral coverage and hits certain targets that could otherwise exploit it, such as Rhydon, Magmortar, Ninetales, and Charizard, making it quite difficult to wall outside of dedicated specially defensive Pokemon. Thunder Wave is a useful support option, paralyzing faster foes that might switch in to break through a defensive set, such as Swords Dance Samurott. This can make them fodder for a teammate such as Abomasnow or Aurorus. Psychic is another coverage option that more reliably deals with Poison-types, such as Garbodor and Weezing, being useful on sets that lack Calm Mind to boost Fire Blast to similar levels of power against them. Grass Knot is an excellent niche option for luring in and removing Quagsire, which can stop other setup sweepers on your team, such as Barbaracle and Samurott, with Unaware.</p>\n<h1>Set Details</h1>\n<p>Maximum Speed investment is used to outspeed Rhydon, Weezing, and uninvested Malamar and Garbodor sets, letting Mega Audino hit them hard after a boost as they expect to outspeed it. The rest of the EVs are put into Special Attack alongside a Modest nature to give Mega Audino as much immediate power as possible. A bulkier spread of 168 HP / 252 SpA / 88 Spe can be used to outspeed uninvested Weezing and Sliggoo, but Audino's high base HP means that this doesn't increase its bulk too much. In addition, Weezing tends to run Speed EVs, which generally makes this a moot point. Regenerator should be used as the pre-Mega ability so that Audino can pivot into enemies and use its support moves more reliably before Mega Evolving.</p>\n<h1>Usage Tips</h1>\n<p>Offensive Mega Audino should be used as a lure that draws in its usual checks, such as Steel- and Poison-types like Steelix and Weezing, and either hitting them with Fire Blast on the switch or using Calm Mind to set up and hit them harder on the following turn. These targets usually do not expect to be threatened by Mega Audino and thus can be outright KOed quite often as they try to hit it with their own STAB attacks. While Audino can attempt to pivot throughout the game, using Thunder Wave to paralyze threats early on, it's often more effective for it to Mega Evolve immediately so that it can draw in responses as soon as possible, opening up the way for a sweep for a teammate before the opponent realises Mega Audino's strategy. Healing Wish should be used in the late-game to give a sweeper such as Swords Dance Scyther another chance at securing a victory or to give a wallbreaker such as Abomasnow another chance to break through the opponent's defensive checks. Due to the Speed investment, Mega Audino can usually use this move against defensive Pokemon such as Lanturn and Mantine without risk of being KOed by a surprise attack. This set lacks significant defensive investment and thus should not be switched into strong attacks before Mega Evolving or be expected to avoid 2HKOs from attacks such as Samurott's Hydro Pump thereafter.</p>\n<h1>Team Options</h1>\n<p>Any Pokemon that appreciates the removal of Steel- and Poison-type Pokemon will highly appreciate this set as a partner. Pokemon that like Fire-types being removed, such as Will-O-Wisp users like Rotom and Mismagius, also appreciate this set if it runs Surf. Scyther, Tauros, and Pinsir particularly love Rhydon and Steelix being lured in and removed by the appropriate coverage moves, and being able to either set up and sweep or make the most of a strong STAB attack against a defenseless team. Likewise, Fighting-types such as Hariyama and Hitmonchan appreciate Poison-types being removed, while Psychic-types such as Musharna and Mesprit enjoy the removal of Steel-types. The latter can also form Calm Mind cores with Mega Audino that can wear down bulky defensive Pokemon throughout the match. Slow, powerful attackers such as Abomasnow and Aurorus can capitalize on Mega Audino's ability to reliably pull off Thunder Wave against powerful attackers like Shiftry and Lilligant and highly appreciate its ability to restore them fully with Healing Wish, as do other Pokemon with issues against residual damage, such as Rock Polish Torterra.</p>\n",
"abilities": ["Regenerator"],
"items": ["Audinite"],
"moveslots": [
["Calm Mind", "Healing Wish"],
["Dazzling Gleam"],
["Fire Blast"],
["Surf", "Thunder Wave", "Psychic"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 4,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Modest"]
}, {
"name": "Mixed Defensive Pivot",
"description": "<h1>Moves</h1>\n<p>The combination of Wish + Protect allows Audino to keep itself healthy throughout the match and to provide recovery for its teammates, both before and after Mega Evolution. Heal Bell makes Audino less susceptible to Toxic and lets it act as a dedicated cleric for its teammates, allowing them to play more offensively against the opponent's status users that can't threaten it otherwise, such as Lanturn. Fire Blast can be used to prevent Mega Audino from being completely walled by Steelix as it completes its Wishing responsibilities, although it does significantly less damage without any offensive investment. Encore is also a good option for locking down setup sweepers that may try to capitalize on Audino's passive nature, such as bulky Swords Dance Charizard and Scyther, providing its teammates with opportunities to switch in or providing itself with more opportunities to support them with Wish. Finally, Dazzling Gleam is a consistent STAB attack that prevents this set from being completely blocked by Taunt and allows Mega Audino to deal with Dark- and Fighting-types more effectively.</p>\n<h1>Set Details</h1>\n<p>The EV spread gives Mega Audino a good amount of mixed bulk to tank attacks with, avoiding the 2HKO from both Samurott's Hydro Pump and Tauros' Rock Climb after Stealth Rock. 48 SpA EVs can be used to ensure Dazzling Gleam 3HKOes Malamar, but extracting these EVs from either defensive stat allows small chances for the previously mentioned 2HKOs to occur. A spread of 252 HP / 4 Def / 252 SpD with a Calm nature can be used to better deal with Life Orb Magmortar and specially offensive weather sweepers such as Omastar and Exeggutor, in addition to boosting special attackers such as Nasty Plot Ninetales if Mega Audino uses Encore. Regenerator should always be used as the pre-Mega ability on this set, as Audino is likely to forgo Mega Evolution until absolutely necessary so that it can pivot in and out of weaker attackers more reliably.</p>\n<h1>Usage Tips</h1>\n<p>The aim of this set is to switch into the opponent's attacks throughout the game, tank them, and follow up with a suitable support move depending on the needs of the team at the time. Wish can be used in the early-game to give Audino's teammates opportunities to switch in that they would normally lack, or it can be used in the late-game to simply restore their health after they have taken a powerful attack. Audino should switch in when it gets a chance against defensive Pokemon if it runs Heal Bell so that it can remove status from teammates and ensure that defensive cores on a team can avoid being worn down by burns/poison and so that offensive Pokemon can remain unhindered by burns or paralysis. Encore should be used to provide Audino's teammates with setup opportunities against foes locked into exploitable moves, such as Stealth Rock and Substitute, usually needing to use Encore on the same turn as the opponent uses these setup moves due to Audino's low Speed stat.</p>\n<h1>Team Options</h1>\n<p>Pokemon that lack reliable recovery and are vulnerable to status highly appreciate Audino's ability to support them with Wish and Heal Bell. Generally, this set is most useful to fully defensive teams that require reliable healing and status removal for all teammates, so defensive Pokemon such as Weezing and Steelix are good teammates that also provide good defensive synergy. Assault Vest users such as Hariyama and Magmortar also appreciate this support, as do general tanks such as Piloswine that are susceptible to stallbreakers like Rotom and Mismagius. Setup sweepers appreciate Audino's ability to lock down defensive responses with Encore. In particular, Double Dance Rhydon can take on Steel- and Poison-types easily with its powerful STAB attacks and can capitalize on Encore with its variety of setup options. Musharna also appreciates Heal Bell support from Audino, as this allows it to use Synchronize to inflict status on opponents that try to use moves such as Toxic to prevent it from sweeping, before coming back healthy in the late-game to complete the sweep.</p>\n",
"abilities": ["Regenerator"],
"items": ["Audinite"],
"moveslots": [
["Wish"],
["Protect"],
["Heal Bell", "Fire Blast", "Encore"],
["Dazzling Gleam"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 128,
"spa": 0,
"spd": 128,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Calm"]
}]
}, {
"format": "PU",
"overview": "<p>Audino is one of PU's premier special walls and functions as a Wish passer that is able to fit onto plenty of team archetypes. Its ability Regenerator differentiates it from Lickilicky, because, rather than being forced to use Wish for itself like Lickilicky is, it can pass Wish with greater efficacy thanks to the HP regained upon switching out. What's more, its Normal typing is beneficial defensively, as it provides only one moderately common weakness. On the downside, however, Audino is very weak offensively and can easily be taken advantage of by setup sweepers and Taunt users. It's also very susceptible to entry hazards, which are able to mitigate the recovery from Regenerator, as well as status if not running Heal Bell. Despite these weaknesses, Audino is a staple on any defensive team, and its ability to support its teammates with large Wishes is unrivaled.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Audino can be a decent Trick Room setter thanks to its great bulk and access to Healing Wish. Healing Wish can also be run on Audino's standard set, although the loss of either Encore or Protect often prevents Healing Wish and Wish to be used in tandem. Audino's access to Calm Mind means it can run a specially offensive set, but this is outdone by other Calm Mind boosters like Clefairy and Duosion. Despite its low attacking stats, Audino can be used as a tank by making the most of its hard-hitting, STAB-boosted Double-Edge while using its phenomenal coverage options in Drain Punch and Surf to lure and KO Rock- and Steel-types like Golem and Probopass that would wall Audino otherwise. Audino can use Return over Double-Edge on its specially defensive set, but the drop in power is noticeable.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Status</strong>: If Audino is not carrying Heal Bell, it becomes vulnerable to status-inducing moves such as Scald from Water-types like Lumineon and Swanna, Toxic from defensive Pokemon such as Grumpig and Altaria, and Toxic Spikes set up by the likes of Roselia and Venipede.</p>\n<p><strong>Setup Sweepers</strong>: If Audino lacks Encore or Thunder Wave, it is liable to be set up on by sweepers like Gorebyss, Huntail, Relicanth, Fraxure, Raichu, and Monferno.</p>\n<p><strong>Strong Physical Attackers</strong>: Despite its decent physical bulk, Audino stuggles to take hits from the likes of Choice Band Stoutland, Machoke, Monferno, and Choice Band Dodrio.</p>\n<p><strong>Taunt, Encore, Trick, and Substitute</strong>: Taunt, Encore, and Trick or Switcheroo can shut Audino down quite easily by locking it into one move. Substitute users such as Rotom-F and Bouffalant can set up on Audino lacking Encore or Double-Edge.</p>\n",
"movesets": [{
"name": "Wish Passer",
"description": "<h1>Moves</h1>\n<p>Wish lets Audino heal itself and support its team. Protect is a necessity alongside Wish to let Audino heal itself safely while also allowing it to scout for Choice item users and troublesome moves like Trick. Knock Off can be used to cripple Eviolite users such as Tangela and Clefairy and to annoy most other Pokemon by removing their items, whereas Double-Edge hits decently hard despite Audino's horrible Attack stat. However, relying on Double-Edge as an attacking move leaves Audino completely unable to damage opposing Ghost-types. Encore prevents Audino from being setup fodder for sweepers like Pawniard, Gorebyss, and Duosion. Thunder Wave is a great alternative on more offensively-oriented teams, as it can slow down opposing Pokemon, and Heal Bell is very useful on defensive ones for removing crippling status effects from Audino and its teammates. Finally, Toxic can also be used to help Audino beat opposing bulky Pokemon.</p>\n<h1>Set Details</h1>\n<p>A specially defensive EV spread and a Careful nature are used in order to wall a huge number of PU's special attackers. Leftovers adds to Audino's walling capabilities by providing it with some passive recovery. Regenerator gives Audino a way to heal itself by switching out and lets it pass Wishes to its teammates more effectively without worrying about its own HP.</p>\n<h1>Usage Tips</h1>\n<p>Audino can be used at any point in a match, and its primary function should be to pivot into special attackers such as Floatzel, Zebstrika, and Rotom-F. If it is being used on a defensive team, be sure to keep Audino healthy in order to let it wall special attackers. On offensive teams, Audino should simply be used to heal and support its teammates, and thus, it is slightly more expendable on these team archetypes. If Audino is using Encore, prediction is needed for it to be useful, as Audino is slower than most Pokemon that would commonly set up on it. For example, if Audino is facing Gorebyss, it needs to use Encore on the first turn it is out in order to stop it from setting up on and beating Audino. Be wary of Pokemon with access to Trick or Switcheroo that are able to cripple Audino by locking it into one move, such as Floatzel and Rotom-F. If it is not carrying Heal Bell, Audino should be careful of status users, such as SubWisp Rotom-F and Roselia with Toxic Spikes. Avoid using Double-Edge when its recoil would put Audino at risk of being KOed by an incoming attack. If Audino's presence in the battle is no longer necessary, it can be sacrificed by using Wish one last time for one of its teammates. Finally, Audino should be switched out of powerful physical attackers, especially those with access to Fighting-type moves, like Machoke and Stoutland.</p>\n<h1>Team Options</h1>\n<p>Audino works great on almost any kind of team, but it works especially well on defensive ones because it can heal its teammates while simultaneously keeping itself healthy. Offensive Pokemon appreciate Wish support as well, as it allows them to pivot into attacks without taking heavy damage in the process. Defensive Pokemon that lack recovery such as Stunfisk, Metang, Grumpig, specially defensive Golem, and Relicanth are all excellent partners for Audino. Defensive Tangela is an exceptional teammate that forms a Regenerator core with Audino, wherein Audino is able to pivot into special attackers for Tangela and Tangela is used to sponge physical attacks for Audino in return. Entry hazards are problematic for Audino, as they mitigate the HP regained via Regenerator, so Audino especially appreciates Defoggers such as Vullaby, Vibrava, Swanna, and Lumineon as partners. Prinplup in particular is a great teammate, as it is able to both set up Stealth Rock and remove opposing entry hazards with Defog, while Audino's Wish compensates for its lack of reliable recovery and makes the most of Prinplup's Eviolite-boosted bulk. Audino is susceptible to setup sweepers, so blanket checks like Focus Sash Kadabra or fast revenge killers like Choice Scarf Simipour and Choice Band Ninjask are useful teammates. Finally, slow wallbreakers that enjoy paralysis support, such as Stoutland and Machoke, benefit from Audino's Thunder Wave support.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers"],
"moveslots": [
["Wish"],
["Protect"],
["Knock Off", "Double-Edge"],
["Encore", "Thunder Wave", "Heal Bell"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 4,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Careful"]
}]
}, {
"format": "RU",
"overview": "<p>Audino's decent bulk, okay typing, ability, and wide defensive movepool allow it to fill certain roles; for example, it is able to function as an effective Wish passer. Audino faces competition from Alomomola, from whom Audino sets itself apart through its access to Heal Bell. Mega Audino can take on the role of a Calm Mind sweeper with Rest and Sleep Talk. However, Audino and Mega Audino both have little to no offensive presence and are thus extremely passive. In offensive roles, Aromatisse is a huge competitor thanks to its higher power and the fact that it doesn't need to Mega Evolve. Mega Audino trades Regenerator for Healer, which also means that it faces problems recovering health due to its lack of Leftovers. Non-Mega Audino's is blessed and cursed with a Normal typing, which provides no resistances in exchange for just one weakness. Audino suffers from a case of four-moveslot syndrome in both forms and is very easily set up on thanks to this; it is also completely shut down by Taunt.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Fire Blast is useful to hit Steel-types, but once it is revealed it loses its usefulness. Psyshock hits Poison-types and beats other Calm Mind users one-on-one but gets fairly poor coverage and lacks STAB. Reflect and Light Screen are options as a Regenerator pivot, but it's generally not that useful of a combination and better Pokemon such as Uxie can pull it off. Thunder Wave and Toxic are useful to spread status. Audino can fit on Trick Room teams, as it has access to Trick Room. Shadow Ball could be used as coverage but it's pretty average as a whole. As a weather pivot, Audino could be used, as it learns Rain Dance and Sunny Day, but it's generally mediocre in this role.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Setup Pokemon</strong>: Pokemon that are able to set up walk all over Audino because Mega Audino's offensive presence is nonexistent and thus Pokemon such as Substitute + Calm Mind Meloetta, Dragon Dance Scrafty, Swords Dance Escavalier, Nasty Plot Houndoom, and Rock Polish Tyrantrum give it problems. Scrafty and Tyrantrum are hit very hard by Dazzling Gleam from Mega Audino, so they must be wary.</p>\n<p><strong>Taunt</strong>: Dazzling Gleam and Knock Off are weak, so without boosts Audino will fail to hurt much. Taunt also prevents Audino from using Wish or Heal Bell, its main niche. Taunt could come from Qwilfish, Drapion, or Golbat.</p>\n<p><strong>Steel-types</strong>: Steel-types, such as Mega Steelix, Bronzong, and Escavalier, resist Dazzling Gleam and smack Mega Audino with their STAB moves. These Pokemon are able to pivot into Dazzling Gleam and shrug it off with ease, while Mega Steelix easily shrugs off Knock Off.</p>\n<p><strong>Fighting-types</strong>: Fighting-types hit non-Mega Audino for super effective damage; though they cannot easily break through Mega Audino. These Pokemon have to watch out for Dazzling Gleam, though.</p>\n<p><strong>Phasing and Haze</strong>: Getting Audino off the field will mess up its Wish chain and remove any boosts it has on the Calm Mind set. This could come from Whirlwind Drapion or Roar Rhyperior.</p>\n",
"movesets": [{
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>Wish keeps Audino healthy and can be passed to Audino's teammates for them to recover a large chunk of health. Heal Bell rids Audino's team of status, and is especially helpful for removing poison caused by Toxic. Protect can be useful to scout for moves but is mainly used to ensure Wish takes effect and to allow Audino to slowly recover health via Leftovers; in just two turns, Audino is able to recover 62% of its health, on top of Regenerator, making Audino able to recover 95% health in just three turns. Knock Off is extremely weak, but it is used for its utility in removing Leftovers, Eviolite, and other items. Instead of Knock Off, both Encore and Return are options. Encore prevents Audino from becoming setup fodder, while Return is a consistent and semi-powerful STAB move. However, if you choose to run Encore, Audino will be stopped by Taunt. When using Audinite, Dazzling Gleam should be run in the last slot. If another teammate is already providing Heal Bell or Aromatherapy support, then Toxic is a very useful option in this slot because it means Audino can actually cripple Pokemon it's supposed to wall.</p>\n<h1>Set Details</h1>\n<p>Audinite is an option because it provides Audino with a fantastic Fairy typing and much more bulk. However, Leftovers and Regenerator give it fair competition. Maximum Special Defense investment is used to better take and pivot out of special attacks from the likes of Choice Scarf Rotom-C, Sigilyph, Jolteon, Choice Scarf Meloetta, and Mega Camerupt. A Careful nature is chosen to further increase Audino's bulk. Regenerator is extremely useful because it allows Audino to regain health just by switching and works well in tandem with Wish.</p>\n<h1>Usage Tips</h1>\n<p>Audino should be played like a typical defensive Pokemon: switch into hits it's able to take and go from there. Abusing Regenerator to the fullest is a good place to start when using Audino; it shouldn't be afraid to switch. If you fear that a setup sweeper is coming in, the best course of option is to immediately switch out to a partner. Wish can be used to recover health, but it's often going to be passed to a teammate. Heal Bell is a bit rarer because status isn't nearly as widespread, but it's useful nonetheless; just don't expect to be using it too often. Protect is useful to scout for Fighting-type coverage and ensure Wish is received, so be sure to take advantage of its uses!</p>\n<h1>Team Options</h1>\n<p>Steel-types, such as Registeel, Bronzong, and Mega Steelix when not running Audinite, make for good partners because of the synergy between them and Audino. Audino is best used on balanced teams for its cleric capabilities and ability to pass Wish. Amoonguss and Tangrowth both form powerful Regenerator cores that can be quite hard to take down. Alomomola can also take on this role, but it and Audino's roles are very similar and it is a bit redundant to use them together. Typical defensive Pokemon, such as Registeel, Lanturn, Bronzong, Spiritomb, and Tangrowth, that lack instant recovery are good partners as well. Not-so-defensive Pokemon that also appreciate Wish support include Kabutops, Seismitoad, Druddigon, Rhyperior, and Escavalier.</p>\n",
"abilities": ["Regenerator"],
"items": ["Leftovers"],
"moveslots": [
["Wish"],
["Heal Bell"],
["Protect"],
["Knock Off"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 4,
"spa": 0,
"spd": 252,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Careful"]
}, {
"name": "Mega Tank",
"description": "<h1>Moves</h1>\n<p>Mega Audino's fantastic coverage moves and decent base 80 Special Attack stat make it a great lure and a proficient tank that is capable of dishing out some serious damage while utilizing its great bulk and support movepool to pivot out of weaker offensive threats and support its team. Dazzling Gleam is Mega Audino's best STAB move and is used to take out Hitmonlee, Tyrantrum, and Medicham and deal good neutral damage to Drapion and Jolteon. Fire Blast is used to fry the various Steel-types that like to switch in on Mega Audino, such as Cobalion and Mega Steelix, one-shot Durant, and do a significant amount of damage to Grass-types such as Tangrowth and Rotom-C. Surf pulverizes both Rhyperior and Mega Camerupt while dealing with the Pokemon that can stomach Mega Audino's other two attacks, mainly Fire-types such as Fletchinder and Delphox. Healing Wish is used late-game to restore a teammate of choice to full health and is used when Mega Audino is worn down or has done its job in luring out a specific target.</p>\n<p>Psychic is an alternative coverage move that can be quite useful by preventing Garbodor, Qwilfish, and other Poison-types from freely switching in on Mega Audino and setting up multiple layers of entry hazards. Grass Knot is another workable coverage move that can OHKO certain Rhyperior sets and hit Omastar and Seismitoad for good damage. Thunder Wave can also work well by preventing overly ambitious setup sweepers such as Calm Mind Delphox from coming in on Audino and setting up. Knock Off can also find use by crippling the various defensive Pokemon that can freely switch in on Mega Audino otherwise, mainly Alomomola, Aromatisse, and Uxie. Hyper Voice may seem tempting to use, but keep in mind that Mega Audino is absolutely dependent on hitting its targets super effectively in order to deal any real damage, so more often than not, Mega Audino will usually find Hyper Voice a waste of a moveslot in contrast to its various coverage and support moves.</p>\n<h1>Set Details</h1>\n<p>A base 80 Special Attack stat with no boosting item is far from impressive for a Mega Evolution; as such, Mega Audino needs to max out its Special Attack stat in order for it to not hit like a wet paper bag. The rest of the EVs are best invested into its HP stat, as Audino appreciates the ability to pivot out of weaker offensive threats via Regenerator before it Mega Evolves. Furthermore, there aren't many specific targets that Mega Audino must outspeed, making Speed investment unnecessary. Audinite is a given as the item of choice, as Audino needs it to Mega Evolve and gain Fairy STAB and the extra 20 points in its Special Attack stat.</p>\n<h1>Usage Tips</h1>\n<p>Contrary to what would usually be expected, Audino does not need to Mega Evolve immediately, as it can make use of Regenerator to pivot in and out of weaker special attackers such as Choice Scarf Rotom-C and Mesprit; in fact, it is advised to only Mega Evolve Audino if the Special Attack boost, extra bulk, or Fairy typing is needed. This Audino works best as a lure for certain offensive threats that appreciate bulky Steel-types out of the way in order to sweep, those being Durant, Tyrantrum, and Drapion. Mega Audino can also be a very helpful teammate for Tyrantrum and Escavalier by ridding them of Mega Steelix and weakening Rhyperior and Mega Camerupt.</p>\n<h1>Team Options</h1>\n<p>Getting rid of Steel-type walls and other bulky Pokemon with exploitable weaknesses is what this Pokemon excels at, so pairing it with Rock Polish Tyrantrum and Swords Dance Drapion is a good place to start, as Audino can draw in some of their strongest checks while they can turn the tables on the bulky Psychic-types that threaten to exploit Mega Audino's middling offenses. Choice Scarf users such as Emboar and Durant that require certain tanks out of their way to clean would appreciate Audino as a teammate, as it can take out Mega Steelix for Durant and Rhyperior for Emboar.</p>\n",
"abilities": ["Regenerator"],
"items": ["Audinite"],
"moveslots": [
["Dazzling Gleam"],
["Fire Blast"],
["Surf"],
["Healing Wish"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 8,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Modest"]
}, {
"name": "Calm Mind",
"description": "<h1>Moves</h1>\n<p>Calm Mind boosts Mega Audino's Special Defense to very high heights and boosts its mediocre Special Attack to a somewhat threatening level. Rest and Sleep Talk restore Mega Audino's health and remove any harmful status instantly. Sleep Talk can also pick Calm Mind while Mega Audino is asleep to continue to boost. Dazzling Gleam is Mega Audino's attacking move and is used over Hyper Voice because nothing is immune to it and Dazzling Gleam gets very good neutral coverage. Flamethrower is an option to hit Steel-types, but then Mega Audino is walled by Houndoom and gives it free setup turns, and Dazzling Gleam is more useful in general.</p>\n<h1>Set Details</h1>\n<p>Maximum Defense and HP investment and a Bold nature increase Mega Audino's physical bulk because Clam Mind boosts Mega Audino's Special Defense. Audinite boosts Audino's bulk all-around and gives it a useful Fairy typing. Regenerator is super useful pre-Mega Evolution because it allows Audino to shrug off damage and recover health for later in the match.</p>\n<h1>Usage Tips</h1>\n<p>Save Mega Evolving Audino until later in the match so it is able to take advantage of Regenerator. After Mega Evolving, Mega Audino is better equipped to take on Dragon-types so keep this in mind when choosing the specific time to Mega Evolve. Mega Audino faces massive competition from Aromatisse, which is more powerful off the bat, has a better typing, and is immune to Taunt, so Audino has to be careful to use Regenerator and its ability to Mega Evolve to the fullest or it runs the risk of being outclassed. Mega Audino's only coverage is Fairy, so don't try to set up too early or Mega Audino will be forced out. Thus, beginning to set up with Calm Mind mid- or late-game is often best so Mega Audino can attempt a sweep on weakened teams. Mega Audino should only use Rest when it is nearing a bit under 40% health if possible, as Sleep Talk can be a bit unreliable and select Rest instead of Calm Mind or Dazzling Gleam. Mega Audino can switch into Knock Off with ease, so it can also take a pivotal role pre-Mega Evolution.</p>\n<h1>Team Options</h1>\n<p>Pokemon that eliminate Steel-types, which resist Dazzling Gleam, such as Dugtrio and Emboar make for good partners. Other Calm Mind users such as Meloetta work well because they can use their coverage moves to be a pain for the opposing team. Golbat takes on Fighting-types for non-Mega Audino and is a useful partner to keep entry hazards away and pivot in with U-turn. Powerful hitters such as Mega Glalie and Mega Camerupt are pains for Mega Audino, thus making defensive Pokemon such as Bronzong and Lanturn good partners. Lanturn is also able to bring in Mega Audino via Volt Switch and can use Heal Bell in case Mega Audino is forced out after using Rest.</p>\n",
"abilities": ["Regenerator"],
"items": ["Audinite"],
"moveslots": [
["Calm Mind"],
["Rest"],
["Sleep Talk"],
["Dazzling Gleam"]
],
"evconfigs": [{
"hp": 252,
"atk": 0,
"def": 252,
"spa": 0,
"spd": 4,
"spe": 0
}],
"ivconfigs": [],
"natures": ["Bold"]
}]
}]
},
"axew": {
"name": "Axew",
"alts": [{
"suffix": "",
"hp": 46,
"atk": 87,
"def": 60,
"spa": 30,
"spd": 40,
"spe": 57,
"weight": 18,
"height": 0.6,
"types": ["Dragon"],
"abilities": ["Mold Breaker", "Rivalry", "Unnerve"],
"formats": ["LC"]
}],
"evos": ["Fraxure"],
"genfamily": ["BW", "XY"],
"learnset": ["Aerial Ace", "Aqua Tail", "Assurance", "Attract", "Confide", "Counter", "Cut", "Dig", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Dance", "Dragon Pulse", "Dragon Rage", "Dual Chop", "Endeavor", "Endure", "Facade", "False Swipe", "Fling", "Focus Energy", "Frustration", "Giga Impact", "Guillotine", "Harden", "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", "Incinerate", "Iron Tail", "Leer", "Night Slash", "Outrage", "Payback", "Poison Jab", "Protect", "Rain Dance", "Razor Wind", "Rest", "Return", "Reversal", "Roar", "Rock Smash", "Rock Tomb", "Round", "Scary Face", "Scratch", "Secret Power", "Shock Wave", "Slash", "Sleep Talk", "Snore", "Strength", "Substitute", "Sunny Day", "Superpower", "Swagger", "Swords Dance", "Taunt", "Toxic", "X-Scissor"],
"strategies": [{
"format": "LC",
"overview": "<p>Like all Dragon-types, Axew has suffered from the introduction of the Fairy-type this generation. Fairy-types are now another obstacle that the once mighty Dragon-types will have to deal with, but that does not mean they are no longer viable. With a great Attack, decent Speed, and access to Dragon Dance, Axew has all the necessary tools needed to sweep through teams.</p>\n<p>Despite this, Axew does have some notable downsides. First, our little dragon suffers from subpar defenses, even with the Eviolite boost. Second, unlike its older brother Haxorus, Axew does not have access to Earthquake to reliably take down Steel-types, another obstacle in the life of a Dragon-type. With all advantages and disadvantages taken into account, Axew is still a fearsome threat when given the chance to set up.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Life Orb can be used to add some extra power, but this makes Axew easier to be taken down since the Eviolite bulk is quite important. Substitute is also an option to avoid Will-O-Wisp, Spore, and Sucker Punch. All of these hinder sweeping potential, so preventing them from happening can be useful. Lastly, Axew has the option of utilizing Dual Chop with Choice Scarf to break opposing Substitutes and Focus Sashes.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fairy-types</strong>: Fairy-types are immune to Axew's STAB Dragon-type moves and can survive an unboosted Poison Jab, sometimes even Iron Tail. Snubbull even carries Intimidate to weaken Axew. Most Fairy-type STAB attacks will OHKO Axew as well.</p>\n<p><strong>Steel-types</strong>: Steel-types resist Axew's STAB Dragon-type moves and are really only wary of Superpower. A Pokemon like Honedge is also immune to Superpower, rendering Axew useless against it. Also, since dealing with Steel-types requires the use of Superpower, Axew will be weakened afterwards due to its Attack and Defense drops.</p>\n<p><strong>Ice-type Moves</strong>: Since many Pokemon with Ice-type moves are not necessarily Ice-type, Axew cannot simply use Superpower. Bulky Water-types like Chinchou can be problematic with Ice Beam, and Protean Froakie is another example of a non Ice-type getting an Ice-type move.</p>\n<p><strong>Faster Choice Scarf Users</strong>: Since Axew does miss out on extra bulk on the Choice set, faster Choice Scarf users do pose a threat to Axew and can usually take it out with ease.</p>\n<p><strong>Priority</strong>: Axew does have to watch for Prankster status moves so it will not be crippled, and it also takes good damage from strong Sucker Punch users, so they can be problematic.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>As this set's main selling point is Dragon Dance, it will obviously take the first move slot. After a boost or two, Axew becomes a strong sweeper that can be hard to take down. Outrage is the ideal powerful Dragon-type STAB; even when unboosted, the damage output is quite strong. The downside to Outrage would be the confusion afterwards. Due to this, Dragon Claw becomes a feasible alternative as it has no drawbacks. Although Axew does not have Earthquake to deal with all Steel-types, it does have a way to get rid of troublesome Fairy-types thanks to Poison Jab and Iron Tail. If Cottonee has been problematic, run Poison Jab as it will be a clean OHKO. Otherwise, stick with Iron Tail for dealing with other Fairy-types. The last slot must be saved for Superpower as it functions as a reliable way to deal with many Steel-types that would otherwise wall Axew.</p>\n<h1>Set Details</h1>\n<p>Due to Axew's mediocre defenses, Eviolite is pretty much a necessity in order to increase its bulk as well as the possibility of a sweep. The EV spread speaks for itself here as it is quite standard for a sweeper of this sort. Maximum Speed and Attack will allow Axew to make the most out of its power, and after a Dragon Dance, this power will just be further increased. While the Adamant nature gives Axew some added power and lets it reach 22 Speed at +1, it will make Axew vulnerable to some crucial threats that a +1 Jolly Axew would be able to outspeed, namely Choice Scarf Pokemon such as Chinchou, Mienfoo, and Magnemite.</p>\n<h1>Usage Tips</h1>\n<p>As a setup sweeper, Axew is usually saved until later in the match or at least until its checks and counters are out of the way. Also, be wary when using Superpower, as using it too early can stop the chances of sweeping due to the Attack and Defense drops. Do not get greedy when setting up; Dragon Dance should only be used when there is an extremely high chance Axew will be able to survive a hit, or as a last resort attempt. If a risky choice is made and it goes in favor of the opponent, it could cost the win. In addition, you do not want Axew to be locked into Outrage when there is a Steel-type on the other team as it wastes turns and will end up confusing Axew anyway without much damage being done. On the other hand, Fairy-types will just block Outrage, allowing Axew to use Poison Jab after Outrage is nullified.</p>\n<h1>Team Options</h1>\n<p>Due to Axew's lack of bulk, bulky teammates that are able to sponge super effective hits for Axew are recommended. A few examples of these Pokemon are Chinchou to take Ice-type moves and Trubbish to take Fairy-type moves. Axew also benefits from having teammates that can take care of these checks and counters. Drilbur is a good example of a Pokemon that can take care of these by being able to defeat Steel-types with Earthquake and Fairy-types with Poison Jab. As with all sweepers, Axew benefits from having teammates with Knock Off. This will make Axew's job easier when it comes to sweeping as Eviolite will be out of the way. Another thing that Axew benefits from is having entry hazards out. This will mean that Axew needs to deal less damage in order to secure a KO and will increase the possibility of a sweep.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Eviolite"],
"moveslots": [
["Dragon Dance"],
["Outrage", "Dragon Claw"],
["Iron Tail", "Poison Jab"],
["Superpower"]
],
"evconfigs": [{
"hp": 68,
"atk": 220,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 220
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}, {
"name": "Choice",
"description": "<h1>Moves</h1>\n<p>This set is identical to the last except that Dragon Claw is in the first slot. Dragon Claw is more of a necessity on this set as opposed to an option because Axew, by virtue of holding a choice item, will be locked into Outrage even after the first round. Dragon Claw is spammable on a Choice set without the confusion drawback that Outrage comes with. Outrage does still get its own slot, however, as it is more powerful and can secure a late-game sweep. Superpower is once again used as a coverage move to hit Steel- and Ice-types super effectively, while Iron Tail and Poison Jab are the coverage move for Fairy-types. The warning does still exist for Superpower, though, as using it too early could cost you and ruin the sweep.</p>\n<h1>Set Details</h1>\n<p>A Choice Scarf will make Axew a fast sweeper and revenge killer, while a Choice Band will give Axew some more power. Generally, Choice Scarf is the better option for Axew as it can outspeed other Choice Scarf threats and OHKO them. Some of these include Snover and Amaura, but be careful of priority Ice Shard. The same spread from the last set applies to this set. A Jolly nature will give Axew the chance to outspeed certain Pokemon. For example, Jolly Choice Scarf Axew can outspeed +1 Tirtuoga and OHKOes the standard Shell Smash set when at -1 Defense.</p>\n<h1>Usage Tips</h1>\n<p>A lot from the last set applies to this one. Firstly, Axew functions better when its checks and counters are out of the picture. Secondly, using Superpower too early can prevent a sweep from happening, and the same goes for Outrage, thus the option of Dragon Claw early on. Remember, Choice Scarf Axew will outspeed Pokemon that it normally would not, so pay attention to what it can and cannot outspeed if using Choice Scarf. Lastly, when the end-game comes around, go for that win with Outrage!</p>\n<h1>Team Options</h1>\n<p>Once again, many of the same concepts from the Dragon Dance set can be used here since they are both sweeper-oriented sets. As with all sweepers, Pokemon that clear threats or obstacles that could stop a sweep need to be taken care of. In Axew's case, Drilbur can deal with Steel-types, and Pawniard can take care of Fairy-types as well as Ice-types. Since this set will be switching more often than the Dragon Dance set, Rapid Spin users are more useful here as Axew can be worn down from just switching in and out. In addition, having hazards on the opponent's side of the field makes sweeping and cleaning up easier. Once again, teammates with Knock Off make life easier for Axew since Berry Juice and Eviolite will be out of the way.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Choice Scarf", "Choice Band"],
"moveslots": [
["Dragon Claw"],
["Outrage"],
["Superpower"],
["Iron Tail", "Poison Jab"]
],
"evconfigs": [{
"hp": 68,
"atk": 220,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 220
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"fraxure": {
"name": "Fraxure",
"alts": [{
"suffix": "",
"hp": 66,
"atk": 117,
"def": 70,
"spa": 40,
"spd": 50,
"spe": 67,
"weight": 36,
"height": 1,
"types": ["Dragon"],
"abilities": ["Mold Breaker", "Rivalry", "Unnerve"],
"formats": ["PU"]
}],
"evos": ["Haxorus"],
"genfamily": ["BW", "XY"],
"learnset": ["Aerial Ace", "Aqua Tail", "Assurance", "Attract", "Confide", "Counter", "Cut", "Dig", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Dance", "Dragon Pulse", "Dragon Rage", "Dragon Tail", "Dual Chop", "Endeavor", "Endure", "Facade", "False Swipe", "Fling", "Focus Energy", "Frustration", "Giga Impact", "Guillotine", "Harden", "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", "Incinerate", "Iron Tail", "Leer", "Low Kick", "Night Slash", "Outrage", "Payback", "Poison Jab", "Protect", "Rain Dance", "Razor Wind", "Rest", "Return", "Reversal", "Roar", "Rock Smash", "Rock Tomb", "Round", "Scary Face", "Scratch", "Secret Power", "Shadow Claw", "Shock Wave", "Slash", "Sleep Talk", "Snore", "Strength", "Substitute", "Sunny Day", "Superpower", "Swagger", "Swords Dance", "Taunt", "Toxic", "X-Scissor"],
"strategies": [{
"format": "PU",
"overview": "<p>Fraxure's access to both Dragon Dance and Swords Dance allows it to perform the role of either a sweeper or a wallbreaker. Fraxure's huge Attack stat coupled with a nearly unresisted STAB type in Dragon and an extremely powerful move in Outrage makes it rather threatening to take on defensively, and it even has the coverage moves necessary to eliminate the few Dragon-resistant and -immune Pokemon of PU. Additionally, its good set of resistances combined with Eviolite grants it many setup opportunities against offensive and defensive Pokemon alike. Mold Breaker allows Fraxure to bypass Sturdy and, in rare cases, Oblivious and Wonder Guard. However, Fraxure's low Speed tier for an offensive Pokemon leaves it susceptible to revenge killing, as every viable Choice Scarf user outspeeds it even after a Dragon Dance boost. Fraxure is also heavily reliant on Outrage to get KOs, but locking into the move can lead to an unfavorable situation against foes such as Pawniard.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Life Orb and Lum Berry can be used instead of Eviolite, but the loss of bulk is extremely noticeable and not worth the extra power or one-time status immunity. For example, Pawniard's Sucker Punch does over 50% to Dragon Dance Fraxure without Eviolite, and Life Orb Raichu's Hidden Power Ice OHKOes Fraxure after Stealth Rock damage. Iron Tail can be used over Poison Jab to hit the niche Carbink, but it's uncommon enough to be not worth it. Iron Tail does not OHKO or 2HKO any variant of Clefairy or Mr. Mime that Poison Jab doesn't.</p>\n<p>Aqua Tail is an option to OHKO Golem from full health and hit Solrock for super effective damage, but other moves are generally more useful. Dragon Claw and Dual Chop provide an alternate STAB move for Swords Dance Fraxure, but the difference in power compared to Outrage is huge and not worth it, and Fraxure would prefer to hit Fairy-types. Choice Band is an option, but the Swords Dance set provides better wallbreaking potential in addition to better bulk with Eviolite, allowing Fraxure to perform better against offensive teams.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Revenge Killers</strong>: The most reliable way to check Fraxure is to outspeed and KO it. Choice Scarf users such as Rotom-F and Mr. Mime can easily OHKO Fraxure, while others such as Chatot and Sawsbuck need some prior damage in order to guarantee the KO. Timid Electrode and Ninjask both naturally outspeed Fraxure at +1, though they both need significant prior damage on it. Weather sweepers can also easily stop Fraxure, and Kadabra can survive a hit with its Focus Sash and paralyze or KO Fraxure in return.</p>\n<p><strong>Status Ailments</strong>: Will-O-Wisp from Misdreavus and Rapidash ends Fraxure's ability to do significant damage, while Toxic and Toxic Spikes limit its ability to maintain its sweep. Paralysis from foes like Kadabra, Murkrow, Meowstic, and Stunfisk heavily cripples Fraxure.</p>\n<p><strong>Physically Defensive Pokemon</strong>: Though Swords Dance Fraxure can easily break through defensive walls, Dragon Dance Fraxure is stopped cold by bulky Pokemon such as Vullaby, Metang, Stunfisk, and Tangela. These Pokemon can cripple Fraxure with status, remove its Eviolite with Knock Off, or, in Vullaby's case, simply KO it with Foul Play.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance turns Fraxure into a fearsome sweeper by boosting its Attack and Speed. Outrage is Fraxure's most powerful move, and while it can be taken advantage of, it is usually quite spammable after Fraxure has acquired a boost. Low Kick takes care of Steel-types, most notably Pawniard and Probopass, and lets Fraxure hit Rock-types and most Normal-types hard without locking into Outrage. Alternatively, Superpower can be used for its more reliable damage output against certain targets like Klang, but the Attack and Defense drops can cause Fraxure's sweep to end early by putting it in KO range of a priority move or making it unable to KO a target.</p>\n<p>For the fourth moveslot, Taunt can be used in certain situations to prevent Misdreavus from crippling Fraxure with Will-O-Wisp or Thunder Wave or to prevent Vigoroth from setting up alongside it. Dual Chop can be used as a STAB move that doesn't lock Fraxure in, preventing opposing teams from taking advantage of a locked or confused Fraxure. Dragon Claw can be used for its accuracy, but Dual Chop OHKOes the common Kadabra through its Focus Sash. However, these options leave Fraxure completely unable to touch Clefairy and Mr. Mime. Poison Jab nails these Fairy-types and also lets Fraxure hit Grass-types, especially Tangela, hard without locking into Outrage.</p>\n<h1>Set Details</h1>\n<p>The given EV spread maximizes Fraxure's offensive capabilities, letting it hit as hard and as fast as possible. A Jolly nature is required in order to outspeed fast threats such as Zebstrika and Floatzel after a Dragon Dance boost. Eviolite gives Fraxure many additional setup opportunities due to the increase in bulk; it also allows Fraxure to survive priority moves from Pokemon such as Pawniard and Monferno more easily. Mold Breaker is Fraxure's only useful ability, letting it KO Probopass and Golem through Sturdy.</p>\n<h1>Usage Tips</h1>\n<p>Dragon Dance Fraxure works best on bulky and hyper offense teams as a late-game cleaner. Physically bulky Pokemon such as Stunfisk and Metang should be eliminated before Fraxure attempts to set up. Fraxure can find setup opportunities on special attackers that can't hit it too hard, such as Roselia and Zebstrika. However, against offensive teams with Choice Scarf users or Ninjask, Fraxure will likely need two boosts in order to complete its sweep. If this is unlikely to be achieved, it should simply be used to throw out its powerful Outrage mid-game. Avoid locking Fraxure into Outrage until necessary, but be wary of Dual Chops's lack of power; for instance, Fraxure cannot OHKO Eviolite Monferno with a +1 Dual Chop even after Stealth Rock damage. Fraxure can fish for Poison with Poison Jab on certain foes such as Tangela early in the game to aid in beating them later on.</p>\n<h1>Team Options</h1>\n<p>Because Fraxure needs bulky Pokemon removed before it sets up, physical wallbreakers that can KO the likes of Stunfisk and Vullaby support it well. Swords Dance Monferno and Swords Dance Pawniard can both weaken these walls; they can also check common Choice Scarf users with their priority if need be. Pawniard can also Pursuit trap many Choice Scarf users that threaten Fraxure, including Chatot, Rotom-F, and Mr. Mime, putting them into KO range of Stealth Rock. Other teamamtes that can to weaken physically defensive Pokemon include Choice Band Stoutland, Swords Dance Bouffalant, and Life Orb Simisage.</p>\n<p>Entry hazard support is required; offensive Stealth Rock setters such as Golem can ensure Stealth Rock support. Spikes support from offensive Roselia is great to wear down Steel-types, Stunfisk, and Tangela; Roselia can also remove Toxic Spikes that could prevent Fraxure from maintaining its sweep. Memento support from Jumpluff and Misdreavus as well as dual screens support from Meowstic-M can ease setup against stronger attackers. Sticky Web support from Leavanny enables Fraxure to outspeed grounded Choice Scarf users and Electrode after only one Dragon Dance boost, greatly reducing the number of Pokemon that can revenge kill it.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Eviolite"],
"moveslots": [
["Dragon Dance"],
["Outrage"],
["Low Kick", "Superpower"],
["Taunt", "Dual Chop", "Poison Jab"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>With Swords Dance, Fraxure works as a bulky wallbreaker capable of at least 2HKOing the entire tier after a single boost. Outrage is Fraxure's most powerful move, with only a few resistances and immunities in the tier. Superpower hits Steel-types super effectively with the exception of Metang; as Fraxure's job is to do as much damage as possible, Superpower is used over Low Kick for its higher damage output against many foes such as Klang, Vigoroth, and Bouffalant. Poison Jab KOes Clefairy and Mr. Mime while also being very useful against Tangela, which is 2HKOed at +2 after Stealth Rock damage. Taunt can replace Poison Jab at the cost of becoming walled by Fairy-types; however, most status users that Fraxure would like to cripple with Taunt, such as Misdreavus and Meowstic-M, outspeed it anyway. Dragon Dance can also be used in the last moveslot to boost Fraxure's Speed, which could be useful in certain situations. It is unlikely that Fraxure will have the opportunity to set up both Dragon Dance and Swords Dance, however.</p>\n<h1>Set Details</h1>\n<p>160 Speed EVs allow Fraxure to outspeed neutral-natured base 55 Speed Pokemon, such as Exeggutor and Relicanth, and everything slower. Full Attack investment and an Adamant nature maximize Fraxure's damage output. The remaining EVs are put into HP to increase Fraxure's bulk marginally, giving it a better shot to survive certain hits, including Choice Specs Floatzel's Ice Beam. More investment can be placed into Speed; 200 Speed EVs allow it to outspeed neutral-natured base 60 Speed Pokemon such as Pawniard, or Fraxure's Speed can simply be maximized. Mold Breaker allows Fraxure to KO Golem and Probopass through Sturdy. Eviolite provides Fraxure with some much-needed bulk to survive hits from the likes of Zebstrika, Monferno, and Stoutland.</p>\n<h1>Usage Tips</h1>\n<p>Swords Dance Fraxure works well on offensive teams as a way to KO or severely weaken physically bulky Pokemon that can be troubling for its teammates. Fraxure can be sent in early-game to set up and muscle through defensive Pokemon such as Stunfisk and Tangela. Against offensive teams, it is unlikely that Fraxure will have the opportunity to set up, so it should simply use its typing and bulk to check certain attackers and hit foes with its powerful Outrage.</p>\n<h1>Team Options</h1>\n<p>Fast physical attackers, such as Choice Scarf Dodrio and Speed Boost Ninjask, greatly enjoy Fraxure's ability to force in and power through their checks. Other teammates that can take advantage of Fraxure's support include Rock Polish Relicanth, Swords Dance Jumpluff, and various Choice Scarf users. Entry hazard support from offensive Stealth Rock setters such as Golem and Probopass is needed to ensure certain KOs, such as a 2HKO on defensive Tangela and a chance to OHKO maximum Defense Vullaby. Spikes Support from offensive Roselia makes it even easier to wear down Metang and Stunfisk.</p>\n<p>Sticky Web support from Leavanny helps Fraxure perform well against offensive teams, though Fraxure should run a Jolly nature on these teams in order to outspeed possible revenge killers such as Floatzel. Memento and dual screens support from the likes of Misdreavus, Jumpluff, and Meowstic-M works well with the types of teams that Fraxure fits on and can enable it to land more hits against offensive teams. Thunder Wave support from teammates such as Murkrow, Kadabra, and Misdreavus can allow Fraxure to outspeed many of the offensive Pokemon that can normally revenge kill it.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Eviolite"],
"moveslots": [
["Swords Dance"],
["Outrage"],
["Superpower"],
["Poison Jab", "Taunt"]
],
"evconfigs": [{
"hp": 96,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 160
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}, {
"format": "NU",
"overview": "<p>Fraxure possesses a high Attack stat, which, along with high-powered moves and good coverage, makes it remarkably hard to switch into. Additionally, Fraxure's access to the coveted Dragon Dance allows it to threaten offensive builds. Fraxure's useful mono-Dragon typing gives it resistances to the common Electric-, Fire-, Water-, and Grass-type moves thrown around the tier, and base 67 Speed is enough to outspeed most defensive Pokemon. On top of all this, Mold Breaker allows Fraxure to ignore abilities such as Sturdy, Solid Rock, and Unaware. However, Fraxure is quite frail, even getting 2HKOed by strong resisted hits and relying on Eviolite for any sort of bulk. This can make it difficult for Fraxure to set up and sweep at times. Furthermore, Fraxure's Speed stat isn't the best, as it gets outrun by most offensive Pokemon without a Speed boost including Sawk, Tauros, Archeops, and Jynx.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Low Kick could be used over Superpower if you're worried about Superpower's stat drops, but it is significantly weaker against Ferroseed and Mawile, two of Superpower's main targets. A Choice Scarf would fix Fraxure's subpar Speed, but this would leave it relatively weak and frail, not to mention it would still be outrun by other Choice Scarf users such as Rotom and Sawk. Swords Dance could be a good option to pressure defensive teams more, but because Fraxure is rather slow, the Speed boost from Dragon Dance benefits it more. Swords Dance and Dragon Dance can be run simultaneously, but it's difficult to set up with both moves unless the opponent's team is very passive. Aqua Tail hits Rhydon for 4x super effective damage but otherwise has little merit besides hitting a good number of Pokemon neutrally. Sleep Talk allows Fraxure to switch into and sponge sleep-inducing moves from Grass-types such as Vileplume and Lilligant and could have some merit on the Choice Band set. Lum Berry ensures that stray status moves such as Will-O-Wisp, Thunder Wave, and Scald won't prevent Fraxure from setting up, particularly giving it more wiggle room to set up against passive Water- and Grass-types such as Prinplup, Lanturn, and Roselia. Dual Chop could be used over Dragon Claw to break through Substitute and Focus Sash, but these moves are rather uncommon, and Dual Chop often becomes a liability due to its shaky accuracy. Substitute is an option on the Dragon Dance set to avoid status and ease prediction, though it forces Fraxure to forgo one of its coverage moves. Poison Jab still hits Fairies hard while having 100% accuracy, although the drop in power is noticeable, failing to 2HKO Mega Audino at +1 or even touch Mawile due to its secondary Steel typing.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fairy-types</strong>: Fairy-types such as Mawile and Mega Audino are immune to Outrage and don't take much from Fraxure's coverage moves while being able to heavily damage Fraxure in return. Mawile has Intimidate to minimize the impact Fraxure will have on the rest of its team, while Mega Audino can take on Fraxure at a reasonably high HP and 2HKO with Dazzling Gleam.</p>\n<p><strong>Steel-types</strong>: Steel-types such as Mawile, Ferroseed, and Klinklang resist Fraxure's STAB moves and can often retaliate by attacking Fraxure directly or by crippling it with a status move. The latter two should be wary of Superpower, however, and the former should watch out for repeated or Choice Band-boosted Iron Tails on the switch.</p>\n<p><strong>Offensive Pressure and Priority Moves</strong>: Because of Fraxure's bad defenses and middling Speed tier, it succumbs easily to offensive pressure from common Pokemon such as Sawk, Jynx, Tauros, and Archeops. In a similar vein, priority users such as Gurdurr, Pilowsine, and Shiftry are able to pick off a weakened Fraxure and cut its sweep short.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance turns Fraxure from shoddy to potent in one turn, boosting its Attack and Speed by one stage each and letting it take on offensive teams. Outrage is an insanely powerful STAB move that easily 2HKOes most neutral defensive Pokemon after a boost. Dragon Claw is a good alternative over Outrage, as it doesn't lock Fraxure in; it does miss out on a lot of KOs, though, which is a problem because many Pokemon will be able to take a hit and KO back thanks to Fraxure's unsatisfactory bulk. Superpower covers Rock- and especially Steel-types, such as Rhydon, Klinklang, Ferroseed, and Mawile. Iron Tail nails Fairy-types such as Mega Audino while also providing a decently powerful option if you don't want to lock Fraxure into Outrage. It's also a decent move for targeting Mawile without lowering Fraxure's Attack and Defense. Taunt is a nice option in the last moveslot for shutting down passive defensive Pokemon such as Musharna, Quagsire, and Vileplume.</p>\n<h1>Set Details</h1>\n<p>The given EV spread maximizes Fraxure's attacking power and Speed. A Jolly nature enables Fraxure to outrun maximum Speed Swellow, Sceptile, Zebstrika, Tauros, and Archeops after using Dragon Dance. An Adamant nature could be used for more power, but Fraxure will miss out on the aforementioned threats, though it notably still manages to outspeed Pyroar at +1. Eviolite gives Fraxure a solid amount of bulk, which allows it to set up on a greater variety of Pokemon and survive weaker priority moves. Life Orb can be used for a significant boost in power; although forgoing Eviolite greatly restricts Fraxure's setup opportunities, Life Orb does grant Fraxure the ability to reliably 2HKO Mega Audino with Iron Tail at +1 with even a Jolly nature. Finally, Mold Breaker allows Fraxure to get past Quagsire by negating its Unaware ability.</p>\n<h1>Usage Tips</h1>\n<p>Fraxure generally shouldn't be brought into battle until its checks have been removed or sufficiently weakened, although this can be skipped over if Fraxure is needed to wear down a teammate's checks or if a teammate is carrying Healing Wish. Fraxure still has a decent amount of bulk with Eviolite, which can allow it to take weaker attacks and priority moves, such as Gurdurr's Mach Punch, Skuntank's Sucker Punch, and Samurott's Aqua Jet, depending on how much HP Fraxure has left after boosting up. Likewise, Fraxure can survive some powerful attacks when carrying an Eviolite, such as Life Orb Tauros's Rock Climb, but this should only be done if the opponent no longer carries any priority move users. If one opts for Life Orb on Fraxure, it should usually be played more aggressively and used to punch holes for a teammate to take advantage of. Though Fraxure doesn't get a ton of setup opportunities, some Pokemon Fraxure is able to set up on include Vileplume, non-Hidden Power Ice Lilligant, Claydol, Prinplup, Pelipper, Roselia, and other defensive Pokemon that Fraxure can OHKO at +1. Choice-locked Sceptile also makes for great setup fodder.</p>\n<h1>Team Options</h1>\n<p>This set appreciates entry hazard support from the likes of Mesprit, Garbodor, and Ferroseed to guarantees KOs on defensive Pokemon that could otherwise survive a hit and KO Fraxure. Additionally, Stealth Rock secures the 2HKO with +1 Iron Tail on Mega Audino, one of Fraxure's biggest checks. Fraxure likes having teammates that can deal with or weaken Mawile and Mega Audino, especially when you account for Iron Tail's shaky accuracy. Arbok and Klinklang can set up on Mega Audino, Mawile itself can switch into and set up on Mega Audino, and Fire-types such as Magmortar and Pyroar can deal with Mawile nicely. Because Mega Audino and Mawile both have ways of boosting their stats, a defensive answer, such as a Weezing or Skuntank with Taunt, could ensure that Fraxure's team isn't swept after Fraxure is forced out. Fraxure isn't able to switch into much besides passive Water- and Grass-types; therefore, Pokemon such as Scyther, Lanturn, Swellow, and Musharna are helpful to bring Fraxure in through pivoting moves without taking unwanted damage. Memento support from the likes of Jumpluff, Skuntank, and Mismagius is useful to give Fraxure a much easier time setting up. In a similar vein, Healing Wish users such as Mesprit and Lilligant can bestow Fraxure a second chance to sweep, especially if it has been crippled with a status condition.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Eviolite"],
"moveslots": [
["Dragon Dance"],
["Outrage", "Dragon Claw"],
["Superpower"],
["Iron Tail"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Choice Band",
"description": "<h1>Moves</h1>\n<p>Outrage completely destroys everything in its path bar Steel-types and Fairies. Superpower hits most Steel-types for good damage, as well as threats like Piloswine that can barely tank an Outrage. Iron Tail provides key coverage on Mega Audino while also hitting Mawile without having to lower Fraxure's Attack and Defense. Dragon Claw gives Fraxure a more reliable STAB move that still hits fairly hard and doesn't lock Fraxure in, which makes it a bit more spammable than Outrage.</p>\n<h1>Set Details</h1>\n<p>A simple spread of maximum Attack and Speed with a Choice Band is used to maximize Fraxure's damage output and Speed. An Adamant nature is preferred on this set to further bolster Fraxure's jaw-dropping power. Despite this, Jolly is still a very good option, allowing Fraxure to outrun neutral-natured base 70s such as Samurott and Ludicolo. Mold Breaker ignores Sturdy and Solid Rock from the likes of Sawk and Carracosta.</p>\n<h1>Usage Tips</h1>\n<p>Being a user of Choice Band, Fraxure will be employing more of a hit-and-run tactic, but it can stay in and sacrifice itself if there is a clear opening for a teammate to clean up. Fraxure should be brought into battle with pivoting moves or on weak resisted hits due to this set's lack of Eviolite. Fraxure is free to spam its STAB moves if the opponent is not carrying a Steel- or Fairy-type. However, in the case that the opponent is carrying a Steel- or Fairy-type, Fraxure should mostly use its coverage moves to hit them on the switch. Likewise, Outrage should be used sparingly or not at all if the opponent happens to be carrying a Fairy-type. Fraxure should also be wary of locking itself into Outrage against more offensive teams, as doing so will make it an easy target for revenge killers.</p>\n<h1>Team Options</h1>\n<p>Like any other offensive Pokemon, Fraxure appreciates entry hazard support from the likes of Mesprit, Rhydon, and Garbodor to wear down its switch-ins. Scyther appreciates this set's ability to wear down certain physical walls, including Rhydon and Mawile, and can use U-turn to bring Fraxure in safely. Though this set is very powerful, Fraxure likes having a teammate that it can fall back on to deal with bulky Steel- and Fairy-types, such as Magmortar or Pyroar. Sticky Web support from Kricketune or Leavanny is a decent option for this set, allowing Fraxure to threaten offensive Pokemon such as Tauros, Sawk, and Jynx a bit better. Fraxure also appreciates speed control in general; Combusken can pass Speed boosts to Fraxure, while Thunder Wave users such as Liepard, Xatu, and Uxie can neuter offensive Pokemon. Due to this set's lack of Eviolite, Pokemon with pivoting moves, such as Scyther, Mesprit, and Lanturn, are especially important in order for Fraxure to switch in safely.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Choice Band"],
"moveslots": [
["Outrage"],
["Superpower"],
["Iron Tail"],
["Dragon Claw"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 4,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}]
}, {
"format": "Middle Cup",
"overview": "<ul>\n<li>Fraxure has the second highest Attack in the tier combined with respectable base 67 Speed</li>\n<li>Has decent physical bulk, so it can switch into resisted attacks relatively well</li>\n<li>One of the best sweepers in the tier because of high Attack and great coverage options</li>\n</ul>\n",
"comments": "<h1>Other Options</h1>\n<ul>\n<li>Fraxure can potentially run a Choice Band set, making it an instantly devastating wallbreaker</li>\n<li>Taunt can prevent opposing setup and hazard setting</li>\n</ul>\n<h1>Checks and Counters</h1>\n<p><strong>Doublade</strong>: Doublade hard counters every Fraxure set other than Swords Dance Life Orb</p>\n<p><strong>Piloswine</strong>: Not even a Superpower from Fraxure OHKOes Piloswine, while an Ice Shard has a large chance to do so after Stealth Rock damage</p>\n<p><strong>Fairy-types</strong>: Fraxure has Poison Jab, but it fails to 2HKO physically defensive Togetic, which nearly OHKOes back with even an unboosted, uninvested Dazzling Gleam</p>\n<p><strong>Faster Special Attackers</strong>: Frogadier, Electabuzz, Seadra, and others do massive damage to Fraxure with their super effective coverage moves</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<ul>\n<li>Dragon Dance boosts Fraxure's Attack and Speed</li>\n<li>Outrage is Fraxure's most powerful STAB move, but results in Fraxure being locked-in for 2 to 3 turns then confused afterwards</li>\n<li>Dragon Claw is less powerful but more reliable STAB that doen't lock you in for 2 to 3 turns</li>\n<li>Poison Jab hits Fairy-types such as Clefairy and Togetic super effectively</li>\n<li>Aqua Tail decimates Rhydon and gets neutral coverage on Steel-types</li>\n</ul>\n<h1>Set Details</h1>\n<ul>\n<li>The given EVs with a Jolly nature let Fraxure hit as hard as possible while outspeeding +2 Rhydon and Doublade and Adamant Scarf Krokorok after one Dragon Dance</li>\n<li>Lum Berry eliminates crippling status and allows Fraxure to use Outrage more freely while Life Orb improves Fraxure's wallbreaking capabilities</li>\n</ul>\n<h1>Usage Tips</h1>\n<ul>\n<li>Save Fraxure for late in a game, when its checks have been weakened or eliminated</li>\n<li>Avoid using Outrage unless threats that resist it have been dealt with</li>\n<li>Life Orb sets should be especially careful to remove priority users, as they tend to do massive damage, especially Piloswine</li>\n</ul>\n<h1>Team Options</h1>\n<p>-Fire-types such as Magmar that counter the meta's Steel-types\n-Clerics that can remove crippling status for non-Lum Berry Fraxure\n-Fairy-type checks such as Klang and Golbat</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Lum Berry", "Life Orb"],
"moveslots": [
["Dragon Dance"],
["Outrage", "Dragon Claw"],
["Poison Jab"],
["Aqua Tail"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<ul>\n<li>Swords Dance quickly skyrockets Fraxure's Attack stat turning it into a menacing wallbreaker</li>\n<li>Outrage is Fraxure's most powerful STAB move, destroying most swtich-ins at +2</li>\n<li>Poison Jab exclusively hits Fairy-types: use Outrage on Grass-types</li>\n<li>Aqua Tail ensures the OHKO on Rhydon while giving Fraxure something to hit Steel-types with</li>\n<li>If Doublade proves bothersome, run Night Slash in the last slot, since Aqua Tail is primarily for Rhydon and a +2 Outrage will KO after some chip damage</li>\n</ul>\n<h1>Set Details</h1>\n<ul>\n<li>EVs and nature maximize Attack and Speed, although an Adamant nature can be used if Croconaw is of no concern to your team</li>\n<li>A Lum Berry is mandatory for this set: the goal is to spam Outrage and you can't afford to take confusion recoil while at +2. Being able to shrug off status is important too</li>\n</ul>\n<h1>Usage Tips</h1>\n<ul>\n<li>Swords Dance Fraxure excells in the late game when faster threats have been eliminated and bulkier threats have been weakened</li>\n<li>A lack of bulk prevents Fraxure from switching in on most attacks, so the use of a pivot to get it in safely is recommened</li>\n<li>This set doesn't fear Fairy-types: a +2 Poison Jab slaughters all of them after Stealth Rock damage</li>\n</ul>\n<h1>Team Options</h1>\n<ul>\n<li>This set especially appreciates entry hazard support from Whirlipede, Roselia, or Piloswine, as the combination of Spikes and Stealth Rock chip damage turn the majority of Fraxure's 2HKOs into OHKOs</li>\n<li>Slow pivots like Togtic recommended</li>\n<li>Fraxure appreciates having Piloswine and most other strong attackers removed from play before setting up. Pair it with Gurdurr and other similar wallbreakers</li>\n</ul>\n",
"abilities": ["Mold Breaker"],
"items": ["Lum Berry"],
"moveslots": [
["Swords Dance"],
["Outrage"],
["Poison Jab"],
["Aqua Tail"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}, {
"name": "Choice Scarf",
"description": "<h1>Moves</h1>\n<ul>\n<li>Outrage is Fraxure's most powerful move, and Scarf locks it into a move anyway</li>\n<li>Poison Jab hits Fairy-types super effectively, although being locked into it is awful</li>\n<li>Aqua Tail hits Rhydon 4x super effectively but also gets neutral damage on Doublade</li>\n<li>Superpower allows Fraxure to break through Steel-types that would otherwise wall it</li>\n</ul>\n<h1>Set Details</h1>\n<ul>\n<li>Choice Scarf immediately raises Fraxure's Speed, making it a phenomenal cleaner</li>\n<li>The given EVs with a Jolly nature let Fraxure hit as hard as possible while outspeeding +2 Rhydon and Doublade and Adamant Scarf Krokorok</li>\n</ul>\n<h1>Usage Tips</h1>\n<ul>\n<li>Fraxure cannot clean unless its counters have been completely eliminated</li>\n<li>Fraxure misses out on many OHKOs when it isn't boosted, so whittling down the opposing team is key</li>\n<li>Be wary of using Outrage too freely, as confusion is bothersome with no Lum Berry to undo it, and being locked into Poison Jab, as many common Pokemon in the tier resist or are immune to it</li>\n</ul>\n<h1>Team Options</h1>\n<ul>\n<li>Pokemon such as Seadra and Frogadier that can check Doublade</li>\n<li>Clerics such as Togetic that can use Heal Bell or Aromatherapy to remove status</li>\n<li>Pokemon such as Lampent that can counter Fairy-types that prevent Fraxure from spamming Outrage</li>\n<li>Roselia and other Spikes users, which can rack up vital chip damage</li>\n</ul>\n",
"abilities": ["Mold Breaker"],
"items": ["Choice Scarf"],
"moveslots": [
["Outrage"],
["Poison Jab"],
["Aqua Tail"],
["Superpower"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}]
},
"haxorus": {
"name": "Haxorus",
"alts": [{
"suffix": "",
"hp": 76,
"atk": 147,
"def": 90,
"spa": 60,
"spd": 70,
"spe": 97,
"weight": 105.5,
"height": 1.8,
"types": ["Dragon"],
"abilities": ["Mold Breaker", "Rivalry", "Unnerve"],
"formats": ["UU"]
}],
"evos": [],
"genfamily": ["BW", "XY"],
"learnset": ["Aerial Ace", "Aqua Tail", "Assurance", "Attract", "Brick Break", "Bulldoze", "Confide", "Counter", "Cut", "Dig", "Double Team", "Draco Meteor", "Dragon Claw", "Dragon Dance", "Dragon Pulse", "Dragon Rage", "Dragon Tail", "Dual Chop", "Earthquake", "Endeavor", "Endure", "Facade", "False Swipe", "Fling", "Focus Blast", "Focus Energy", "Frustration", "Giga Impact", "Grass Knot", "Guillotine", "Harden", "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", "Incinerate", "Iron Tail", "Leer", "Low Kick", "Night Slash", "Outrage", "Payback", "Poison Jab", "Protect", "Rain Dance", "Razor Wind", "Rest", "Return", "Reversal", "Roar", "Rock Slide", "Rock Smash", "Rock Tomb", "Round", "Scary Face", "Scratch", "Secret Power", "Shadow Claw", "Shock Wave", "Slash", "Sleep Talk", "Snore", "Strength", "Substitute", "Sunny Day", "Superpower", "Surf", "Swagger", "Swords Dance", "Taunt", "Toxic", "X-Scissor"],
"strategies": [{
"format": "UU",
"overview": "<p>Haxorus has fallen from grace since the beginning of ORAS, especially now that Salamence and Tyrantrum provide more competition to Haxorus as a Dragon-type. Haxorus has access to two amazing boosting moves, however, in Dragon Dance and Swords Dance, as well as an amazing Attack stat; unfortunately, its Speed and bulk are lacking.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Haxorus can run a Choice Scarf set, but it's usually beaten by a majority of the other Choice Scarf users in the tier. A Hone Claws set might seem viable but is outclassed by the Swords Dance set. Despite learning a variety of support moves such as Roar and Taunt, Haxorus doesn't have the typing nor the bulk to run a good defensive set. Dual Chop is an option over Dragon Claw on any Haxorus set, as it breaks through Focus Sashes, Sturdy, and Substitutes; however, it has a chance to miss, which can be crucial.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Granbull</strong>: Granbull checks all Haxorus variants, being able to take a Poison Jab and OHKO with Play Rough in return.</p>\n<p><strong>Faster Choice Scarf Users</strong>: Choice Scarf users that outspeed Haxorus at +1 Speed such as Hydreigon and Mienshao check Haxorus fairly well.</p>\n<p><strong>Fairy-types</strong>: Bulky Fairy-types such as Aromatisse and Florges check Haxorus fairly well but have to be wary of Poison Jab, while Whimsicott, a faster Fairy-type, can switch into a setup move and Encore Haxorus into said move.</p>\n<p><strong>Faster Dragon-types</strong>: Faster Dragon-types such as Hydreigon and Salamence easily outspeed Haxorus and OHKO with a STAB Dragon-type move.</p>\n<p><strong>Bulky Water-types with Ice Beam</strong>: Bulky Water-types that run Ice-type coverage, such as Ice Beam Suicune and Ice Beam Vaporeon, check Haxorus fairly well.</p>\n<p><strong>Ice Shard Users</strong>: Pokemon with STAB Ice Shard such as Cloyster and Abomasnow can easily revenge kill Haxorus by hitting it super effectively before it can do anything.</p>\n",
"movesets": [{
"name": "Double Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance allows Haxorus to break through more defensively oriented teams by boosting its Attack stat by two stages. Dragon Dance, on the other hand, boosts Haxorus's Speed and Attack stats at the same time, allowing it to beat more offensive teams. Dragon Claw is a reliable STAB move, although its damage output can be underwhelming at times. Outrage, on the other hand, hits hard but has the drawback of locking Haxorus into it, leaving it open to being revenge killed. Earthquake is a great coverage move that allows Haxorus to hit the Steel- and Fairy-types that can take its Dragon-type moves with ease; it also allows Haxorus to hit Levitate Pokemon such as Rotom-H thanks to Mold Breaker.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and Speed EVs allow Haxorus to sweep as efficiently as possible. Mold Breaker is the chosen ability, as it has the most use out of all three choices, nullifying defensive abilities such as Mega Aggron's Filter and Rotom-H's Levitate. A Lum Berry gives Haxorus a means of setting up more easily. A Jolly nature allows Haxorus to outspeed many threats ranging from Nidoking to Lucario. An Adamant nature can also be used, should the extra power be appealing to you.</p>\n<h1>Usage Tips</h1>\n<p>Haxorus should be sent in during the mid- and late-game against more offensive teams to have a good chance of cleaning up. Against more defensive teams, however, it should be sent in from the get-go or during the mid-game to wear down the opposing team for another Pokemon to clean after it.</p>\n<h1>Team Options</h1>\n<p>Haxorus appreciates entry hazard support, making Forretress and Roserade good teammates. Haxorus can wear down opposing teams fairly well, making cleaners such as Yanmega and Mega Sharpedo excellent partners to it. Lastly, wallbreakers such as Choice Band Darmanitan and Life Orb Hydreigon can wear down foes for Haxorus to clean up.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Lum Berry"],
"moveslots": [
["Swords Dance"],
["Dragon Dance"],
["Dragon Claw", "Outrage"],
["Earthquake"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}, {
"name": "Choice Band",
"description": "<h1>Moves</h1>\n<p>Outrage warrants the first moveslot, as it hits extremely hard in conjunction with a Choice Band. Earthquake gives perfect neutral coverage with Outrage and hits the Steel-types that tend to switch into Haxorus. Poison Jab hits Fairy-types for super effective damage, which is important, as they're the best switch-ins for Haxorus. Dragon Claw is a viable option if you don't want to lock Haxorus into Outrage. Sleep Talk is an alternative, should you want Haxorus to serve as a sleep absorber on your team.</p>\n<h1>Set Details</h1>\n<p>Haxorus's Speed and Attack EVs are maximized to augment its offensive capabilities. Choice Band is the item for the set, as it allows Haxorus to be an amazing wallbreaker, nailing 2HKOs and OHKOs on a majority of the tier's premier walls such as Suicune and Florges. An Adamant nature is used to increase Haxorus's damage output as much as possible. A Jolly nature can also be used should outspeeding positive-natured base 85s and above seem more important. Mold Breaker is the chosen ability as it provides the most use out of all three choices, nullifying defensive abilities such as Levitate.</p>\n<h1>Usage Tips</h1>\n<p>This particular Haxorus set is most effective during the mid-game, when it can start to break down opposing walls or significantly dent the opposing team. Haxorus shouldn't be locked into Outrage if opposing Fairy- or Steel-types are still active on the opposing team.</p>\n<h1>Team Options</h1>\n<p>Shaymin is an amazing teammate, as it not only forms a good wallbreaking core with Haxorus but also has access to Healing Wish, which allows Haxorus to have another chance at wallbreaking should it be weakened at some point during the game. Sharpedo, Mega Beedrill, and Swords Dance Lucario are examples of cleaners, which highly appreciate the wallbreaking capabilities that Haxorus possesses. Vaporeon and Florges are clerics, making them good partners, as they can heal off any status Haxorus incurs. Haxorus appreciates entry hazard support, making Pokemon such as Nidoqueen and Chesnaught good partners. An excellent partner for Choice Band Haxorus is Choice Scarf Heracross, as Haxorus lures in most of its defensive checks, making it easier for Heracross to clean. Speed control support, such as Stun Spore and Tailwind, really helps this Haxorus set fare well against more offensive teams; therefore, Tornadus and Whimsicott are amazing teammates.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Choice Band"],
"moveslots": [
["Outrage"],
["Earthquake"],
["Poison Jab"],
["Dragon Claw", "Sleep Talk"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}, {
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance raises Haxorus's Speed and Attack stats by one stage, making it a deadly sweeper. Outrage hits relatively hard but confuses Haxorus after two to three turns and locks Haxorus into it during that period. Dragon Claw doesn't have the flaws Outrage does but is lacking in the damage department. Earthquake is the most important coverage move for Haxorus, being able to hit anything that resists Haxorus's STAB type for at least neutral damage. Taunt allows Haxorus to set up on walls relying on support moves to prevent Haxorus from sweeping, such as Will-O-Wisp Rotom-H and Roar Swampert; however, it should only be used with a Life Orb, as Lum Berry usually makes Taunt less useful. Poison Jab can be used over Taunt as an alternate coverage move to hit Fairy-types such as Aromatisse and Granbull super effectively.</p>\n<h1>Set Details</h1>\n<p>Life Orb gives Haxorus a nice damage boost at the cost of 10% HP each time it uses an attacking move. Lum Berry gets rid of status only once per match; it is also a good option when using Outrage, removing the that the move causes. Maximum Attack and Speed EVs are being used to maximize Haxorus's sweeping potential. A Jolly nature allows Haxorus to outspeed positive-natured base 85s, whereas an Adamant nature gives Haxorus a 10% damage increase.</p>\n<h1>Usage Tips</h1>\n<p>This Haxorus set should be sent in during mid- or late-game to sweep or weaken the opposing team. Haxorus should set up on Pokemon that can't OHKO it, don't have phazing moves, or are forced out by it. Haxorus should only set up when the opposing team doesn't have a Choice Scarf user or any priority users left.</p>\n<h1>Team Options</h1>\n<p>This Haxorus set aims to sweep or clean mid- to late-game; therefore, wallbreakers make for excellent partners, such as Life Orb Hydreigon and Choice Band Darmanitan. Physically defensive Steel-types usually stop Haxorus from sweeping unless they're weakened, which makes Ground-, Fighting-, and Fire-types good partners. Examples of them are Nidoking, Heracross, and Entei, respectively. Shaymin is an amazing partner to this Haxorus set, as it can wallbreak as well as use Healing Wish to allow Haxorus more than one chance to sweep the opposing team.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Life Orb", "Lum Berry"],
"moveslots": [
["Dragon Dance"],
["Outrage", "Dragon Claw"],
["Earthquake"],
["Taunt", "Poison Jab"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}, {
"name": "Swords Dance",
"description": "<h1>Moves</h1>\n<p>Swords Dance allows Haxorus to break through more defensively orientated teams by boosting its Attack stat by two stages. Outrage pairs well with Swords Dance due to its amazing damage output coupled with a STAB boost. Given that Outrage users such as Haxorus commonly lure in Steel- and Fairy-type Pokemon, super effective coverage against them is most appreciated in the last two slots, thus making Earthquake and Poison Jab perfect fits.</p>\n<h1>Set Details</h1>\n<p>Due to Haxorus not having any significant bulk, the EVs are put into Attack and Speed instead. A Lum Berry gives Haxorus a one-time immunity to status. A Life Orb, on the other hand, gives Haxorus a 1.3x damage boost, but at the cost of 1/10 of its HP with each hit. A Jolly nature is crucial for outspeeding positive-natured base 85s. Meanwhile, an Adamant nature can be used for more power.</p>\n<h1>Usage Tips</h1>\n<p>This particular set is most effective against defensively oriented teams and is best set up when no faster threats are left. This set should also be sent in mid-game.</p>\n<h1>Team Options</h1>\n<p>A set such as this is always paired best with cleaners, as they can usually sweep after Haxorus does its job; as such, Mega Sharpedo, Yanmega, and Choice Scarf Mienshao make the best of partners. Lunar Dance and Healing Wish are both moves that can remove status and heal the recipient to full, giving Haxorus another chance to wear down walls. Therefore, Lunar Dance and Healing Wish users, such as Cresselia and Shaymin, respectively, make for excellent teammates.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Lum Berry", "Life Orb"],
"moveslots": [
["Swords Dance"],
["Outrage"],
["Earthquake"],
["Poison Jab"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Adamant"]
}]
}, {
"format": "OU",
"overview": "<p>In a tier rife with Dragons of all shapes and sizes, Haxorus maintains several noteworthy traits over its dragon brethren. It retains the highest Attack stat of all non-legendary Dragon-types, surpassed only by Kyurem-B and Mega Garchomp, neither of which have access to Dragon Dance. Haxorus's pure Dragon typing, being oddly uncommon, makes it far less susceptible to non-STAB Ice attacks that are often carried for the likes of Dragonite and Garchomp. Furthermore, Haxorus's relatively rare ability, Mold Breaker, allows it to disregard Pokemon with otherwise problematic abilities like Levitate Rotom-W, Filter Mega Aggron, Unaware Clefable, numerous Sturdy users, and Multiscale Dragonite. However, Haxorus is not without its faults. Haxorus's overall lack of bulk means that it is easily 2HKOed by strong neutral hits and is potentially vulnerable while setting up. Fairy-types will also make you hesitate to use Outrage, meaning that it isn't just the ubiquitous Steel-types it needs to worry about anymore. While Haxorus has enough coverage options to handle most Steel- and Fairy-types, it can't cover everything and can find itself hard-walled without the right team support. Base 97 Speed is acceptable for wallbreaking and sufficient with enough boosts to clean up late-game with an unresisted Outrage. Haxorus has the right stats, ability, moves, and typing to perform its role very well.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Low Kick is Haxorus's best attack against Ferrothorn and can OHKO Mamoswine and Mega Gyarados at +1, as well as hitting Heatran that carry Air Balloon. Rock Slide is a fair choice on Choice Scarf sets, being able to hit many of the faster 4x weak Pokemon like Charizard Y, Talonflame, and Volcarona with the potential to flinch. Superpower with Swords Dance is the most efficient way to consistently deal with Skarmory, but offers little else. Dragon Claw is Haxorus's most conservative and reliable STAB move if you hate Outrage's lock-in and Dual Chop's accuracy, but it comes with a severe reduction in power. Aqua Tail provides good neutral coverage with Dragon-type attacks and can be particularly useful against Air Balloon Heatran and Excadrill, but leaves Haxorus walled by Azumarill and Ferrothorn.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Airborne Steel-types</strong>: Haxorus's most common sets are not tailored to handling airborne Steel-types. Without Taunt for Skarmory or Aqua Tail for Air Balloon Heatran and Excadrill, Haxorus will be hard-pressed to come out on top.</p>\n<p><strong>Speedy Sweepers</strong>: Pokemon with immediate access to Speed and power like Keldeo demolish stallbreaker sets, and even then certain Choice Scarf users like Garchomp and priority users can take advantage of Dragon Dance Haxorus, even after a boost. Requiring setup time to be effective puts Haxorus at an immediate disadvantage against most Pokemon that outspeed it.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance is Haxorus's boosting move of choice, giving it the power and Speed he needs to rip through weakened walls and slower sweepers. Earthquake is great for handling Steel-types like Heatran and Klefki, and is also great for hitting Rotom-W. Taunt completely shuts down would-be walls like Skarmory that don't carry Brave Bird, helping Haxorus nab additional boosts. For wallbreaking or sweeping, Outrage will benefit Haxorus the most with its insane power, as Dragon Claw and Dual Chop severely lack power in general and prevent Haxorus from fulfilling its role.</p>\n<h1>Set Details</h1>\n<p>Dragon Dance is the better boosting move to let Haxorus compete with hyper-offensive teams, as the Speed boosts are crucial. Once Haxorus ideally gets to +2, simply use Outrage, assuming no Fairy-types remain, and never look back. 240 Speed EVs maintains an advantage over Jolly Dragonite and other max Speed base 80s as well as Jolly Gyarados, and max Speed Kyurem-B if you choose a Jolly nature. Life Orb gives Haxorus some extra oomph and compensates in situations where it can't get as many desired Dragon Dances in, helping it continue its rampage. Haxorus is still threatening without boosts against slow or weakened Pokemon like Heatran and Tyranitar with Earthquake, or Breloom with Poison Jab. Taunt often makes slow walls like Chansey and Skarmory switch out, giving Haxorus breathing room to boost.</p>\n<h1>Usage Tips</h1>\n<p>Haxorus requires safe opportunities to boost to overpower sturdy walls and bypass faster and frailer threats. Getting two Dragon Dances is your goal and is often enough to shift the odds in your favor against many would-be checks and counters. A weakened team with Steel- and Fairy-types eradicated simply cannot stand up to its mighty Outrage. Don't try to switch Haxorus into anything, and ideally remove priority users beforehand. A slow Volt Switch or U-turn is a reliable method of getting Haxorus in unscathed against favorable matchups. Rotom-W can be Taunted and often has to Volt Switch out as a result, which Haxorus fortunately resists. Heatran fears Earthquake, and Air Balloon versions can safely be Taunted and thus are unable to use Substitute, Will-O-Wisp, or Roar. Having Stealth Rock is generally helpful against priority users such as Talonflame and Dragonite. Zapdos carries no threatening moves and is easy to set up against, with Taunt as insurance. Ferrothorn that lack Gyro Ball are also pure setup and Taunt bait, and Earthquake doesn't activate Iron Barbs or incur Rocky Helmet damage.</p>\n<h1>Team Options</h1>\n<p>Most Steel-types protect Haxorus from all three of its weaknesses. Heatran's plethora of resistances and great bulk make it a reliable team player with Fire STAB for other Steel-types and the ability to lay Stealth Rock. Any U-turn or Volt Switch user can help get Haxorus in for free against an unwilling opponent, allowing for more boosting opportunities. Rotom-W is a popular choice that is easy to fit onto most teams and is a good answer for Talonflame, Scizor, Air Balloon Heatran, and Landorus-T, slows down faster enemies with Thunder Wave, and can scout with Volt Switch. Rotom-H similarly handles Talonflame but is also great against many Steel-types such as Scizor, Skarmory, and Ferrothorn, handily resisting their common moves and threatening to OHKO with Overheat. Being immune to burn as well as paralysis like Rotom-W is also beneficial. Landorus-T can prompt switches with Intimidate and can U-turn Haxorus in safely on top of setting up Stealth Rock. Klefki protects you from opposing Dragon-, Fairy-, and Ice-type attacks, has access to Prankster Thunder Wave, can set up dual screens for Haxorus to boost behind more safely.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Life Orb", "Lum Berry"],
"moveslots": [
["Dragon Dance"],
["Outrage"],
["Earthquake"],
["Taunt", "Poison Jab"]
],
"evconfigs": [{
"hp": 16,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 240
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}, {
"name": "Stallbreaker",
"description": "<h1>Moves</h1>\n<p>Swords Dance with Mold Breaker makes Haxorus an insane wallbreaker and the most potent Dragon-type capable of defeating Fairy-types. Outrage is for maddening power, but Dual Chop is better for handling Substitute and Focus Sash users, especially Substitute Kyurem-B. Earthquake hits the majority of Steel-types and +2 Poison Jab makes short work of even Unaware Clefable, Azumarill, Togekiss, and Sylveon.</p>\n<h1>Set Details</h1>\n<p>For pure wallbreaking purposes, Swords Dance gives Haxorus the power it needs to be one hell of an anti-stall Pokemon. Lum Berry is a great item to let Haxorus boost in the face of slower walls that would depend on a burn or Toxic to cripple it, and is recommended if Haxorus forgoes Taunt. Otherwise, use Life Orb to wallbreak better. However, Lum Berry does cure confusion caused by Outrage, so keep that in mind. 240 Speed EVs keeps Haxorus faster than max Speed neutral-natured Kyurem-B, which can be crucial without Dragon Dance to boost its Speed, and a Jolly nature guarantees it. Mold Breaker is by far Haxorus's best and most consistent ability, ignoring Sturdy, Multiscale, Magic Bounce, Unaware, and Levitate.</p>\n<h1>Usage Tips</h1>\n<p>As a pure stallbreaker set, Haxorus is forgoing Speed for power. Use a Lum Berry to setup in the face of would-be threats, and after it has taken out Steel- and Fairy-types with Earthquake and Poison Jab you are free to demolish with Outrage. Chansey can waste a turn trying to use Toxic if Haxorus has a Lum Berry, and a +2 Outrage is a guaranteed OHKO after Stealth Rock or with Life Orb and no Stealth Rock. Thundurus is OHKOed by Outrage no matter what, so don't attempt to use Swords Dance when it has priority Taunt and instead hope it wastes a turn using Thunder Wave or Nasty Plot.</p>\n<h1>Team Options</h1>\n<p>Stallbreaker Haxorus struggles against hyper-offensive teams, and as such wants naturally fast partners and priority users. Assault Vest Conkeldurr is great for sponging some special hits as well as status effects and has Mach Punch. Mega Aggron is also very bulky and has Thunder Wave and Dragon Tail to slow down or phaze the opponent. Bisharp threatens Fairy-types and Defog users with Defiant and has Sucker Punch. Azelf is a great dual screens user and can lay some entry hazards for easier KOes, as well as threaten fast and frail threats like Keldeo, Thundurus, and Terrakion. Talonflame is one of the best priority users around, and Tailwind makes Haxorus immediately more threatening and better suited for fighting balance and heavy offense. Klefki has access to priority Thunder Wave and dual screens while resisting all of Haxorus's weaknesses. If you opt to have a Chansey for Wish, Aromatherapy, and Natural Cure support, you can rationalize forgoing Lum Berry for Life Orb. Choice Scarf Excadrill is a natural at handling fast threats and can spin the opponent's entry hazards away while preserving your own. Focus Sash Alakazam is also insanely fast and is able to revenge kill or eliminate fast sweepers with strong special attacks. Terrakion is also a fast teammate that doesn't particularly mind Talonflame's priority and even benefits from Sucker Punch, courtesy of Justified.</p>\n",
"abilities": ["Mold Breaker"],
"items": ["Lum Berry", "Life Orb"],
"moveslots": [
["Swords Dance"],
["Outrage", "Dual Chop"],
["Earthquake"],
["Poison Jab", "Taunt"]
],
"evconfigs": [{
"hp": 16,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 240
}],
"ivconfigs": [],
"natures": ["Adamant", "Jolly"]
}]
}]
},
"azelf": {
"name": "Azelf",
"alts": [{
"suffix": "",
"hp": 75,
"atk": 125,
"def": 70,
"spa": 125,
"spd": 70,
"spe": 115,
"weight": 0.3,
"height": 0.3,
"types": ["Psychic"],
"abilities": ["Levitate"],
"formats": ["UU"]
}],
"evos": [],
"genfamily": ["DP", "BW", "XY"],
"learnset": ["Acrobatics", "Calm Mind", "Charge Beam", "Confide", "Confusion", "Dazzling Gleam", "Detect", "Double Team", "Dream Eater", "Endure", "Energy Ball", "Explosion", "Extrasensory", "Facade", "Fire Blast", "Fire Punch", "Flamethrower", "Flash", "Fling", "Frustration", "Future Sight", "Giga Impact", "Grass Knot", "Headbutt", "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", "Hyper Beam", "Ice Punch", "Imprison", "Incinerate", "Iron Tail", "Knock Off", "Last Resort", "Light Screen", "Magic Coat", "Magic Room", "Mud-Slap", "Nasty Plot", "Natural Gift", "Payback", "Power-Up Punch", "Protect", "Psychic", "Psych Up", "Psyshock", "Rain Dance", "Recycle", "Reflect", "Rest", "Return", "Role Play", "Round", "Safeguard", "Sandstorm", "Secret Power", "Shadow Ball", "Shock Wave", "Signal Beam", "Skill Swap", "Sleep Talk", "Snore", "Stealth Rock", "Substitute", "Sunny Day", "Swagger", "Swift", "Taunt", "Telekinesis", "Thunder", "Thunderbolt", "Thunder Punch", "Thunder Wave", "Torment", "Toxic", "Trick", "Trick Room", "Uproar", "U-turn", "Water Pulse", "Wonder Room", "Zen Headbutt"],
"strategies": [{
"format": "UU",
"overview": "<p>When taking a look at Azelf, its impressive base 125 Attack and Special Attack next to an excellent base 115 Speed are sure to stand out. Taking this into mind when considering its expansive movepool, Azelf has quite a bit of flexibility, having moves such as Stealth Rock, Knock Off, Reflect, Light Screen, and Nasty Plot in its arsenal. Despite Azelf's frailness due to its poor defenses, the tools it has at its disposal allow it to function as a reliable setter of entry hazards or dual screens, or as a sweeper with Nasty Plot, making it a good choice for offensive teams.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Azelf's movepool is nothing short of expansive, boasting many options for it to take advantage of, though the viability of some are questionable. For instance, an offensive set utilizing Stealth Rock and three attacks such as Psyshock, Fire Blast, and Dazzling Gleam, Thunderbolt, or Energy Ball can be used if an offensive Stealth Rock user is required. An all-out attacking set with Life Orb and four attacks can also be used, with the coverage moves being tailored to what Azelf's team needs additional coverage against. A set using Choice Band, Choice Specs, or Choice Scarf can be used in conjunction with Trick to allow Azelf to play as a wallbreaker or revenge killer that can cripple defensive Pokemon by giving them a Choice item. Rain Dance or Sunny Day can be used on the lead set to tailor Azelf to the needs of a weather team, further supporting its partners with the respective weather move. Lastly, a full physical attacking set can be used thanks to Azelf's base 125 Attack stat and access to moves such as Zen Headbutt, Knock Off, U-turn, Explosion, Drain Punch, and the elemental punches.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Faster Pokemon</strong>: Faster threats such as Crobat, Noivern, Mega Aerodactyl, and Pokemon holding a Choice Scarf can easily outpace Azelf and KO it with ease due to its frailness, making it difficult both for the Nasty Plot set to sweep and for the lead set to do much more than set up Stealth Rock. This can also apply to base 115 Speed Pokemon such as Mega Absol, Mega Houndoom, and Cinccino, against which Azelf has to risk losing a Speed tie.</p>\n<p><strong>Dark-types</strong>: Dark-type Pokemon such as Hydreigon, Krookodile, Honchkrow, Mega Absol, and Umbreon can switch in on Psyshock and threaten to KO Azelf, especially if it lacks Dazzling Gleam. Krookodile and Honchkrow also have access to Pursuit to ensure Azelf cannot safely escape once they have been brought in. Mega Absol's Magic Bounce ability also means the lead set will ultimately lose one-on-one against it, being forced to either switch out and give Mega Absol a free turn, or immediately use Explosion, forgoing the use of Stealth Rock altogether. While Umbreon is slower than Azelf, it threatens to OHKO Azelf with Foul Play, while Umbreon itself is only 2HKOed by a +2 Dazzling Gleam after Stealth Rock.</p>\n<p><strong>Priority Users</strong>: Pokemon with access to priority moves, such as Toxicroak, Lucario, Entei, Mega Absol, Honchkrow, and Arcanine, can quickly pick off Azelf after it has been weakened, stopping it before it can act. Mega Absol, Honchkrow, and Toxicroak are especially bothersome, as they all carry Sucker Punch and can quickly OHKO Azelf.</p>\n<p><strong>Steel-types</strong>: Steel-types such as Empoleon, Forretress, and Mega Aggron can all switch in on Psyshock and can give Azelf problems in some way. Empoleon can survive a boosted Fire Blast from the Nasty Plot set while being able to use Defog to get rid of Stealth Rock and dual screens after Azelf has fainted. Forretress can break Azelf's Focus Sash with Volt Switch or even Rapid Spin as Azelf uses Stealth Rock, getting a teammate in safely or ridding its side of entry hazards. Gyro Ball also deals serious damage to Azelf due to the major Speed difference between the two. While Mega Aggron is KOed by a +2 Fire Blast, it can set up its own Stealth Rock, phaze Azelf out, or threaten to KO it with Heavy Slam.</p>\n<p><strong>Taunt Users</strong>: Opposing Taunt users, such as Crobat, Mega Aerodactyl, Whimsicott, and Tornadus, can outpace Azelf and keep the lead and dual screens sets from using their respective setup moves, forcing Azelf to switch out or use a less favorable move.</p>\n<p><strong>Strong Attacks</strong>: Azelf is frail to the point that even most neutral STAB hits will deal serious damage to it, making it hard for it to stand up to abuse from the majority of the offensive Pokemon in the tier, as well as even bulkier or defensive ones, such as Suicune, Florges, and Snorlax.</p>\n",
"movesets": [{
"name": "Suicide Lead",
"description": "<h1>Moves</h1>\n<p>Stealth Rock allows Azelf to support its team by weakening opposing Pokemon for its teammates. Taunt keeps opposing Pokemon from using their own entry hazards, status moves, or setup moves, ensuring that slower leads fail to set up against Azelf. Flamethrower dispatches Steel-types, primarily Forretress, which otherwise gives this set trouble if it lacks Flamethrower due to Forretress's ability to clear Stealth Rock with Rapid Spin or break Azelf's Focus Sash with Volt Switch. On the other hand, Knock Off can let Azelf support its team early-game by removing items while allowing it to hit Ghost-types that may switch in to block Explosion, such as Chandelure. Explosion allows Azelf to prevent opposing Pokemon from using Rapid Spin or Defog once it has used Stealth Rock, giving a teammate a free switch while dealing respectable damage to most Pokemon. Fire Blast can be used over Flamethrower for its extra power, though its imperfect accuracy can occasionally backfire.</p>\n<h1>Set Details</h1>\n<p>Focus Sash is essential on a lead, as it ensures that Azelf can set Stealth Rock even against faster Pokemon. The given EVs and nature allow Azelf to be as fast as possible, outpacing a decent portion of the tier, while giving Explosion and Knock Off as much power as possible. If Flamethrower is chosen, a Naive nature is preferred in order to not hinder Azelf's Special Attack. If Fire Blast is chosen, a spread of 82 Atk / 168 SpA / 252 Spe with a Naive nature can be used in order to reliably 2HKO Mega Aggron while still allowing Explosion to hit fairly hard.</p>\n<h1>Usage Tips</h1>\n<p>Because this set is designated as a lead, it's best to always send Azelf out first to either set up Stealth Rock or use Knock Off on the first turn based on what the opponent leads with. Use Taunt only if the opposing Pokemon is capable of setting its own entry hazards in order to keep them off your side or is capable of Defogging away the entry hazards you set yourself. Once Azelf has done its job of setting up Stealth Rock, go out with a bang by using Explosion to get a teammate in safely afterwards. Be wary of opposing Fake Out and Choice Scarf users, especially if they have access to U-turn, as both can break Azelf's Focus Sash, with the latter going to a faster Pokemon to finish it off quickly. Be wary of faster Pokemon that may carry Taunt, such as Crobat and Mega Aerodactyl, as they can both hinder Azelf by keeping it from using Stealth Rock.</p>\n<h1>Team Options</h1>\n<p>This set is meant to be used only for offensive teams, so pair it with Pokemon such as Nidoking, Beedrill, Hydreigon, Lucario, Darmanitan, and Mienshao, as they are all capable of providing heavy offensive pressure and appreciate Stealth Rock being present on the opposing side. Ghost-types such as Jellicent and Chandelure can spinblock, keeping Stealth Rock from being removed by Rapid Spin users. Fast Taunt users such as Crobat, Mega Aerodactyl, Tornadus, and Whimsicott can keep opposing Pokemon from using Defog to remove Stealth Rock as well.</p>\n",
"abilities": ["Levitate"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Taunt"],
["Flamethrower", "Knock Off"],
["Explosion"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Naive", "Jolly"]
}, {
"name": "Nasty Plot",
"description": "<h1>Moves</h1>\n<p>Nasty Plot allows Azelf to boost its Special Attack and attempt to sweep, dealing serious damage to most of the tier after a single boost. Psyshock gets a STAB boost while hitting specially defensive Pokemon such as Blissey and Florges on their weaker Defense stat, allowing Azelf to tear through them uninterrupted after a boost. Fire Blast allows Azelf to take out Steel-types that would otherwise be hard stops to it, such as Mega Aggron and Forretress. Dazzling Gleam allows Azelf to more reliably take out Dark-types such as Hydreigon and Krookodile, and it is Azelf's only means of breaking through Umbreon after a boost, though bear in mind a +2 Fire Blast can dispose of every Dark-type in the tier barring Hydreigon and Umbreon. Taunt can be used if Dark-types aren't as much of a concern, as it allows Azelf to both support its team by preventing entry hazards and status moves, as well as hinder defensive Pokemon such as Alomomola, Porygon2, and Vaporeon, which may try to inflict status or phaze Azelf after it has set up. Moves such as Energy Ball, Shadow Ball, and Thunderbolt can be used if your team needs more coverage against specific threats that can be more quickly dealt with after a boost, though the moves listed can 2HKO the majority of the tier at +2 at the very least.</p>\n<h1>Set Details</h1>\n<p>Maximum Special Attack and Speed investment with a Timid nature maximizes Azelf's sweeping potential, making it as fast and as strong as possible. Life Orb is necessary to give Azelf as much power as it can get in order to sweep and break through defensive Pokemon after setting up with Nasty Plot.</p>\n<h1>Usage Tips</h1>\n<p>Azelf is frail and can be worn down by Stealth Rock and Life Orb recoil, so it will generally have only one opportunity to set up Nasty Plot while it is healthy. Preserve Azelf wisely until the chance to set up is presented. To keep Azelf from being revenge killed easily, ensure that faster Pokemon, Choice Scarf users, and Pokemon that utilize priority moves, namely Sucker Punch, are eliminated before attempting to sweep. Although Dazzling Gleam does allow Azelf to beat Hydreigon one-on-one, it is a common user of Choice Scarf, so make sure it isn't holding the item before trying to use Dazzling Gleam on it, otherwise Azelf will simply be outsped and KOed.</p>\n<h1>Team Options</h1>\n<p>Entry hazards are vastly appreciated for helping Azelf to sweep, so pair it with Stealth Rock users such as Mega Aggron, Forretress, Nidoqueen, or Swampert. Similarly, Spikes users such as Chesnaught, Forretress, Froslass, and Roserade are also beneficial partners. Choice Scarf users of your own, such as Infernape, Mienshao, and Hydreigon, can deal with Pokemon faster than Azelf as well as some opposing Choice Scarf users. Strong attackers such as Darmanitan, Krookodile, Nidoking, and Roserade can soften up defensive Pokemon to give Azelf an easier time sweeping later in the match. If Taunt is chosen over Dazzling Gleam, Pokemon such as Machamp, Life Orb Mienshao, and Calm Mind Florges can be used to deal with Hydreigon and Umbreon more easily.</p>\n",
"abilities": ["Levitate"],
"items": ["Life Orb"],
"moveslots": [
["Nasty Plot"],
["Psyshock"],
["Fire Blast"],
["Dazzling Gleam", "Taunt"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid"]
}, {
"name": "Dual Screens",
"description": "<h1>Moves</h1>\n<p>Dual screens bolster the defenses of Azelf's team for several turns, allowing it to support its teammates by making them harder to take down. Taunt can be used to keep opposing Pokemon from using their own entry hazards, status, or setup moves, while Stealth Rock allows Azelf to take an all-purpose supportive role by also setting entry hazards for its team to take advantage of. Knock Off can be used to offer some early-game utility by removing items as well as hitting Ghost-types that may try to switch in on Explosion, which itself lets Azelf deal a large chunk of damage while blocking Defog or Rapid Spin, giving a teammate a free turn to switch in. However, U-turn can be used as a safer alternative to Explosion, allowing Azelf to bring in a partner while preserving Azelf to set up screens again later in the match.</p>\n<h1>Set Details</h1>\n<p>HP is maximized to give Azelf enough bulk to safely set up both screens reliably, while a Jolly nature and maximum Speed investment let Azelf set up as quickly as possible. Light Clay causes Light Screen and Reflect to last for 8 turns instead of 5, giving a sweeper ample time to safely set up and sweep. This set faces a bit of competition from Espeon, which boasts access to the ability Magic Bounce, though it is noteworthy that Azelf has better Speed, slightly better physical bulk, and access to Stealth Rock and Explosion for free momentum while preserving Light Screen and Reflect.</p>\n<h1>Usage Tips</h1>\n<p>Set up the appropriate screen depending on which Pokemon Azelf is up against; Reflect when facing a physical attacker, and Light Screen when facing a special attacker. Once both screens are up, use Explosion or U-turn to safely bring in a wallbreaker or a sweeper to put pressure on the opposing Pokemon. While this set is best used as a lead, it can also be used during the early- or mid-game if Azelf's support isn't required immediately. This allows for more conservative play until a sweeper's checks have been weakened enough that it can take full advantage of Azelf's support. Beware of Crobat and Mega Aerodactyl, as they are the only Defog users faster than Azelf, which means they can quickly remove its screens while also having access to Taunt to keep Azelf from setting up. Crobat's Infiltrator ability lets it outright ignore Reflect, while Mega Aerodactyl can threaten Azelf with Pursuit.</p>\n<h1>Team Options</h1>\n<p>Nearly every setup sweeper appreciates having dual screens to allow them to set up more easily; Mega Absol, Lucario, Salamence, and Suicune are just a few examples. Offensive Pokemon such as Mega Aerodactyl, Mega Abomasnow, Rotom-H, and Nidoking can apply offensive pressure to Defog users that aim to blow your screens away. Fast Taunt users such as Mega Aerodactyl, Crobat, Tornadus, and Whimsicott can also stop Pokemon from using Defog, allowing you to keep your screens up.</p>\n",
"abilities": ["Levitate"],
"items": ["Light Clay"],
"moveslots": [
["Light Screen"],
["Reflect"],
["Taunt", "Stealth Rock", "Knock Off"],
["Explosion", "U-turn"]
],
"evconfigs": [{
"hp": 252,
"atk": 4,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly"]
}]
}, {
"format": "OU",
"overview": "<p>Azelf has all the required tools to make an excellent lead in the OU metagame. Its access to Stealth Rock as well as its good base 115 Speed all but guarantee it can set up a layer of entry hazards for its team. Explosion puts a dent in nearly everything and prevents a Defogger or spinner from removing Azelf's entry hazards or dual screens in the same turn. Combine all of the stated qualities with access to Taunt and Skill Swap to cripple opposing entry hazard leads and Magic Bounce users, and Azelf will give your team early-game momentum easily. Once Azelf has been brought down to its Focus Sash, it is prone to being picked off by Choice Scarf holders and priority attackers. As Azelf typically just sets up Stealth Rock and then faints, its work can go to waste if the opponent has a Defogger on their team. Azelf is also extremely predictable because it will almost always be leading, meaning that it is easy for the opponent to recognize this and send out an anti-lead. Nonetheless, Azelf is a great choice for any offensive team that desires momentum in the early- and mid-game.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Azelf's high Speed makes it a good user of Trick in order to lock a foe into a single move, but it has better things to do and already stallbreaks well enough with Taunt. Thunder Wave can be used to shut down opposing sweepers, but Azelf lacks room for the move. Rain Dance and Damp Rock can be used to set up rain for offensive rain teams that want to wait on bringing Politoed in. A special attacking lead set can be used due to Azelf's colorful offensive movepool, but it is almost completely outclassed by Alakazam and its Mega Evolution; nevertheless, Azelf has access to Fire Blast, Nasty Plot, and Explosion to set it apart.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Mega Sableye</strong>: Mega Sableye with Fake Out is capable of completely beating every Azelf variant because of its ability to break the Focus Sash with Fake Out and then OHKO with Foul Play or Knock Off.</p>\n<p><strong>Dark-types</strong>: Tyranitar will OHKO Azelf with Crunch, while Azelf cannot do anything back. Weavile and Bisharp will bring Azelf down to its Focus Sash, and both will move first due to the former's higher Speed and the latter's access to Sucker Punch.</p>\n<p><strong>Faster Pokemon</strong>: Once Azelf’s Focus Sash has been broken, it can be easily revenge killed by faster Pokemon such as Weavile and Tornadus-T, Choice Scarf users such as Terrakion and Keldeo, and priority moves from the likes of Mega Scizor, Azumarill, and Talonflame.</p>\n<p><strong>Entry Hazard Removal</strong>: Though Defoggers and Rapid Spin users such as Latios and Starmie cannot threaten Azelf directly due to the threat of Taunt and Explosion, they can easily wipe out your team's entry hazards once Azelf faints.</p>\n<p><strong>Fast Taunt Users</strong>: Tornadus-T, Thundurus, and Sableye can all Taunt Azelf and prevent it from setting up entry hazards. Fortunately, faster Taunt users are rare.</p>\n<p><strong>Passive Damage</strong>: Sandstorm damage, poison, and burn are all ways to break Azelf's Focus Sash, allowing it to be OHKOed.</p>\n<p><strong>Multi-hit Moves</strong>: Mega Heracross's Pin Missile and Breloom's Bullet Seed are two ways to break Azelf's Focus Sash. However, Azelf outspeeds both these Pokemon, so it will always be able to at least set up Stealth Rock before fainting.</p>\n",
"movesets": [{
"name": "Lead",
"description": "<h1>Moves</h1>\n<p>Azelf's objective is to set up Stealth Rock quickly, which it can do easily because of its high Speed. Explosion deals an insane amount of damage even on a resisted hit and prevents foes from removing entry hazards on the turn it is used. Skill Swap can be used instead to steal Magic Bounce from Mega Diancie and Mega Sableye, allowing Azelf to not have to worry about its Stealth Rock being bounced back, while Hidden Power Steel is an option to hit Mega Diancie for super effective damage and potentially OHKO it, preventing Skill Swap mind games. Taunt allows Azelf to shut down slower entry hazard leads and users of status moves in general.</p>\n<h1>Set Details</h1>\n<p>228 Defense EVs are used to avoid the 2HKO from Mega Lopunny’s Fake Out followed by Return, preventing it from anti-leading Azelf and turning it into dead weight. 28 Special Attack EVs give Azelf a 50% chance to OHKO Naive Mega Diance. The remaining EVs go into Speed to allow Azelf to outspeed everything up to base 115 Speed, meaning that it can usually set up Stealth Rock very easily. A Naive nature is necessary to maximize Azelf's Speed without cutting into either of its offensive stats. Focus Sash is critical due to the suicide nature of the set, as it guarantees that Azelf will survive a single powerful attack.</p>\n<h1>Usage Tips</h1>\n<p>Keep in mind that Azelf will almost always be using Stealth Rock and then Explosion directly after. However, if the foe does not threaten Azelf offensively, feel free to use Taunt should Azelf be running the move. Because Azelf is a very obvious choice as a lead, don't lead with it if the opponent has a reliable answer to it, such as Bisharp for non-Fire Blast variants. If facing a Pokemon that can use Azelf as setup bait, Taunt it. However, not many Pokemon can reliably set up on Azelf due to the threat of Explosion. Prediction is key if you are running Skill Swap, as the opponent can decide whether or not to Mega Evolve their Diancie or Sableye right away.</p>\n<h1>Team Options</h1>\n<p>Azelf finds a home on many hyper offense teams that appreciate its Stealth Rock support. Sweepers such as Keldeo enjoy having their foes softened a bit, thus allowing them to land crucial KOs that they would not achieve without the chip damage. Bisharp can help keep Stealth Rock on the opponent's side of the field because it threatens users of Defog as well as Starmie. Gengar can attempt to spinblock in order to gain momentum against the likes of Starmie, but it can find itself OHKOed by Psyshock.</p>\n",
"abilities": ["Levitate"],
"items": ["Focus Sash"],
"moveslots": [
["Stealth Rock"],
["Explosion"],
["Skill Swap", "Hidden Power Steel"],
["Taunt"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 228,
"spa": 28,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Naive"]
}]
}]
},
"bagon": {
"name": "Bagon",
"alts": [{
"suffix": "",
"hp": 45,
"atk": 75,
"def": 60,
"spa": 40,
"spd": 30,
"spe": 50,
"weight": 42.1,
"height": 0.6,
"types": ["Dragon"],
"abilities": ["Rock Head", "Sheer Force"],
"formats": ["LC"]
}],
"evos": ["Shelgon"],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Attract", "Bite", "Body Slam", "Brick Break", "Captivate", "Confide", "Crunch", "Cut", "Defense Curl", "Double-Edge", "Double Team", "Draco Meteor", "Dragon Breath", "Dragon Claw", "Dragon Dance", "Dragon Pulse", "Dragon Rage", "Dragon Rush", "Ember", "Endure", "Facade", "Fire Blast", "Fire Fang", "Flamethrower", "Focus Energy", "Frustration", "Fury Cutter", "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", "Hydro Pump", "Hyper Voice", "Incinerate", "Iron Defense", "Leer", "Mimic", "Mud-Slap", "Natural Gift", "Outrage", "Protect", "Rage", "Rain Dance", "Rest", "Return", "Roar", "Rock Slide", "Rock Smash", "Rock Tomb", "Round", "Scary Face", "Secret Power", "Shadow Claw", "Sleep Talk", "Snore", "Strength", "Substitute", "Sunny Day", "Swagger", "Thrash", "Toxic", "Twister", "Wish", "Zen Headbutt"],
"strategies": [{
"format": "LC",
"overview": "<p>Bagon is blessed with a great ability in Sheer Force, boosting the power of moves with a secondary effect. It also has access to Dragon Dance and Hone Claws, two great setup moves that complement Sheer Force, and great coverage moves to take advantage of it as well. Bagon maxes out at 18 Attack, equaling prominent threats such as Timburr and Jolly Pawniard. There are several negative qualities about Bagon, however. It has mediocre Speed and defenses, and requires turns to set up to be useful. Lastly, it is forced out by Fairies with no way of dealing any reasonable damage to them, which is detrimental to its use.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>There are a few other options for Bagon. It can run a specially based set with Hydro Pump, Dragon Breath / Draco Meteor, Fire Blast, and a Hidden Power. A support set consisting of Wish / Protect / Dragon Claw / Toxic is also viable. Rock Head can be used in tandem with Double-Edge on an alternative Dragon Dance set. Brick Break can be used to deal with Steel-types such as Aron and Pawniard. Finally, Hone Claws can be used as Sheer Force helps with the inaccurate moves, but Bagon does not have enough Speed or bulk to pull this off effectively. Dragon Rush works especially well in tandem with Sheer Force, Life Orb, and Hone Claws.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Fairy-types</strong>: Spritzee always forces a switch, unless it is at low health. Cottonee can come in and Encore either Dragon Dance or Dragon Claw to force a switch. They can also hit Bagon with Dazzling Gleam for super effective damage.</p>\n<p><strong>Ice-types</strong>: Ice-types such as Choice Scarf Snover and Smoochum can easily come in and KO Bagon, provided it hasn't set up a Dragon Dance yet. Bear in mind that they only check Bagon, as a Rock Slide or Fire Fang will KO with a boost.</p>\n<p><strong>Steel- and Rock-types</strong>: Shieldon and Aron take little damage even from boosted attacks, so they can force a switch and can set up Stealth Rock in the process.</p>\n<p><strong>Status</strong>: All forms of status hinder Bagon. Poison whittles it down and can cut short a sweep, paralysis renders its Speed boosts useless, and a burn halves its Attack.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance is the move of choice to set up and sweep, allowing Bagon to outspeed many threats and gain an Attack boost. Dragon Claw is the preferred STAB move for this set, but it is not boosted by Sheer Force and causes Bagon to take recoil damage from Life Orb. Rock Slide is a great coverage move that deals with Flying- and Fire-types such as Vullaby, Fletchling, Archen, Ponyta, Larvesta, and Houndour. Zen Headbutt hits Fighting-types such as Mienfoo and Timburr and Poison-types such as Koffing, Grimer, and Trubbish super effectively. Fire Fang allows Bagon to hit Bug-, Steel-, and Grass-types including Cottonee, which otherwise beats it, while Crunch is for handling Ghost-types.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack investment is preferred to hit as hard as possible, and 196 Speed EVs allow Bagon to outspeed the whole unboosted tier. An Adamant nature allows it to hit extra hard while still being able to reach 21 Speed at +1. Life Orb allows Bagon to hit hard without taking damage thanks to Sheer Force, while Eviolite gives it some bulk and improves its longevity. Keep in mind that Eviolite gives Bagon less offensive prowess and may leave it underwhelming damage-wise.</p>\n<h1>Usage Tips</h1>\n<p>Bagon appreciates entry hazards to get past pesky Sturdy + Berry Juice users or other Pokemon with Sturdy that can stop a sweep in its tracks. A slow pivot such as Magnemite works well with Bagon, as Volt Switch allows it to get into battle unscathed. Setting up on a support Pokemon is recommended, as a Dragon Dance boost or two is crucial for Bagon to outspeed threats and improve its sweeping capabilities. Fairy-types should also be eliminated before setting up, as they stop Bagon dead in its tracks.</p>\n<h1>Team Options</h1>\n<p>As far as team options go, Bagon needs lots of support. Bagon appreciates entry hazards to KO threats that would otherwise survive an attack, especially Sturdy users. Ferroseed makes a great teammate, as it takes hits for Bagon very well and can also set up entry hazards. Staryu is a good specially based spinner which ensures that Bagon's HP isn't whittled down by entry hazards. Bagon still struggles against Spritzee, so it appreciates a teammate like Pawniard or Croagunk to take care of it. Pawniard also can also deter the use of Defog and gets rid of threats like Fletchling for Bagon.</p>\n",
"abilities": ["Sheer Force"],
"items": ["Life Orb", "Eviolite"],
"moveslots": [
["Dragon Dance"],
["Dragon Claw"],
["Rock Slide", "Zen Headbutt"],
["Fire Fang", "Crunch"]
],
"evconfigs": [{
"hp": 0,
"atk": 236,
"def": 76,
"spa": 0,
"spd": 0,
"spe": 196
}],
"ivconfigs": [],
"natures": ["Adamant"]
}]
}]
},
"salamence": {
"name": "Salamence",
"alts": [{
"suffix": "",
"hp": 95,
"atk": 135,
"def": 80,
"spa": 110,
"spd": 80,
"spe": 100,
"weight": 102.6,
"height": 1.5,
"types": ["Dragon", "Flying"],
"abilities": ["Intimidate", "Moxie"],
"formats": ["UU"]
}, {
"suffix": "Mega",
"hp": 95,
"atk": 145,
"def": 130,
"spa": 120,
"spd": 90,
"spe": 120,
"weight": 102.6,
"height": 1.5,
"types": ["Dragon", "Flying"],
"abilities": ["Aerilate"],
"formats": ["Uber"]
}],
"evos": [],
"genfamily": ["RS", "DP", "BW", "XY"],
"learnset": ["Aerial Ace", "Air Cutter", "Aqua Tail", "Attract", "Bite", "Body Slam", "Brick Break", "Bulldoze", "Captivate", "Confide", "Crunch", "Cut", "Defense Curl", "Defog", "Double-Edge", "Double Team", "Draco Meteor", "Dragon Breath", "Dragon Claw", "Dragon Dance", "Dragon Pulse", "Dragon Rage", "Dragon Rush", "Dragon Tail", "Earthquake", "Ember", "Endure", "Facade", "Fire Blast", "Fire Fang", "Flamethrower", "Fly", "Focus Energy", "Frustration", "Fury Cutter", "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", "Hydro Pump", "Hyper Beam", "Hyper Voice", "Incinerate", "Iron Defense", "Iron Tail", "Leer", "Mimic", "Mud-Slap", "Natural Gift", "Ominous Wind", "Outrage", "Protect", "Rage", "Rain Dance", "Refresh", "Rest", "Return", "Roar", "Rock Slide", "Rock Smash", "Rock Tomb", "Rollout", "Roost", "Round", "Scary Face", "Secret Power", "Shadow Claw", "Sleep Talk", "Snore", "Steel Wing", "Stone Edge", "Strength", "Substitute", "Sunny Day", "Swagger", "Swift", "Tailwind", "Thrash", "Thunder Fang", "Toxic", "Twister", "Wish", "Zen Headbutt"],
"strategies": [{
"format": "Uber",
"overview": "<p>With its Mega Evolution aileron-rolling into existence in ORAS, Salamence finally assumes its position as a formidable threat in the Ubers tier. Salamence's offensive stats as a whole are absolutely solid, with its base 120 Speed tying with Arceus's and its powerful base 145 Attack stat that is backed up by Aerilate. Salamence's 95 / 130 / 90 bulk is solid by Ubers standards and when combined with one of its pre-Mega Evolution abilities in Intimidate, it gives Salamence a plethora of setup opportunities and extra utility and making it a chore to revenge kill. By virtue of its typing, bulk, and Intimidate, Salamence also finds it easy to fit in a team slot because it can check Primal Groudon, Extreme Killer Arceus, Ho-Oh, and Mega Blaziken, a role that many team archetypes greatly appreciate. These traits as a whole make Salamence extremely self-sufficient and great team glue for offense and balance archetypes. However, Salamence's Dragon / Flying typing gives it flaws such as a 4x weakness to Ice and a 2x weakness to Stealth Rock, though these can be easily alleviated. Salamence's potency in the Ubers tier cannot be overlooked when teambuilding, as it will steamroll unprepared teams if left unchecked.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>A defensive variant of Salamence with Wish can still hit hard enough with an Aerialate-boosted Return, pass relatively solid Wishes, and is useful when one realizes that Salamence checks a nice amount of the physical Ubers metagame, but the amount of offensive pressure that Salamence offers with Dragon Dance outweighs its defensive capabilities. Salamence is capable of pulling off a specially offensive set with moves such as Hyper Voice and Draco Meteor, but has no way to boost its mediocre base 120 Special Attack. Defog is also nice for Salamence, as it can provide entry hazard removal for its team, but usually does not offer as much offensive utility as Salamence's other moves do. Dragon Tail has decent utility on defensive sets to phaze out foes and on offensive sets to wear down Salamence's checks, but it doesn't really enforce the offensive pressure Salamence exerts on foes.Tailwind is a nice move on wallbreaker sets with Double-Edge to boost the Speed of Salamence and its teammates. Dragon Claw or Outrage gives Salamence the ability to utilize its Dragon STAB, but doesn't offer the coverage or power that Return or Double-Edge do, respectively, in addition to giving Fairy-types a free switch-in. Iron Defense, though very niche, lets Salamence bypass physically defensive Yveltal variants if used alongside Dragon Dance. Headbutt does not have much damage output compared to Return, but the 30% chance to flinch can be life-saving in difficult situations.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Lugia</strong>: By far the most useful check to Salamence, Lugia can take multiple hits from a boosted Salamence and either phaze it out with Whirlwind or 2HKO it with Ice Beam (0 SpA Ice Beam has a 25% chance to OHKO 248 HP Mega Salamence after Stealth Rock damage). However, Lugia cannot switch into a +1 Double-Edge or Return from an Adamant Mega Salamence if Stealth Rock is set up.</p>\n<p><strong>Primal Groudon</strong>: Primal Groudon's Stone Edge can 2HKO standard Earthquake-lacking Salamence after Stealth Rock. However, bulky Dragon Dance variants of Salamence can switch into Stone Edge, use Roost, then set up on Primal Groudon. Also, Primal Groudon does not do significant damage to regular Salamence if it has been Intimidated.</p>\n<p><strong>Rock Arceus</strong>: Rock Arceus can cripple Salamence with Will-O-Wisp and OHKO all variants of Mega Salamence after Stealth Rock with Judgment. However, Rock Arceus without defensive investment does not have an easy time taking on Earthquake variants of Salamence.</p>\n<p><strong>Skarmory</strong>: Skarmory can take boosted Returns and Double-Edges from Salamence extremely well, and can phaze it out with Whirlwind, hit it with Counter, or set up Stealth Rock as Salamence switches out, discouraging it from coming back in. Unfortunately, Skarmory gets 2HKOd by a 0- SpA Fire Blast, a move that has to be taken into account.</p>\n<p><strong>Tyranitar</strong>: Tyranitar will always pack the EVs, or Shuca Berry necessary to survive a +1 Earthquake from Mega Salamence and paralyze it with Thunder Wave. From there, Tyranitar can try to flinch Salamence with Rock Slide. This makes it very difficult for Salamence to get past Tyranitar with both Rock Slide's 30% flinch chance along with the 25% chance paralysis has of causing Salamence not to move. Tyranitar on stall teams will always carry Roar to phaze Salamence.</p>\n<p><strong>Water Arceus</strong>: A healthy Water Arceus will take any hit from +1 Mega Salamence in order to KO offensive Salamence or maim max HP variants with Ice Beam.</p>\n<p><strong>Klefki</strong>: Klefki, though it does not appreciate taking boosted Double-Edges and Returns, can cripple Salamence with Thunder Wave and 3HKO it with Play Rough. However, Refresh or Earthquake variants of Salamence can easily break through Klefki.</p>\n<p><strong>Shuca Berry Dialga</strong>: Shuca Berry variants of Dialga can take at least one boosted Earthquake from Mega Salamence thanks to their Berry and always OHKO it back with Draco Meteor or phaze it with Roar.</p>\n<p><strong>Mega Metagross</strong>: Mega Metagross with Ice Punch can adequately deal with and OHKO all variants of Salamence. However, +1 Adamant Earthquake from Mega Salamence has a small chance to OHKO 136 HP Mega Metagross after Stealth Rock damage, so exercise caution against wallbreaker variants of Salamence.</p>\n<p><strong>Electric Arceus</strong>: Similarly to Rock Arceus, Electric Arceus can take boosted Returns and Double-Edges and OHKO Salamence with Ice Beam or Blizzard. However, because most Electric Arceus variants are offensive and do not carry defensive investment, Electric Arceus often falls prey to Earthquake variants of Salamence.</p>\n",
"movesets": [{
"name": "Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance lets Salamence outspeed the entire unboosted metagame and hit extremely hard after a single boost. Roost coupled with Salamence's natural bulk allows it to set up consistently throughout the match. Double-Edge is nearly as powerful as Life Orb Rayquaza's Dragon Ascent, but the recoil can be a bit of a hassle, as Salamence is then forced to Roost frequently or risk being revenge killed. Return is a safer move, but it is noticeably weaker than Double-Edge. Earthquake gives Salamence the best possible coverage with Return or Double-Edge, hitting the Rock- and Steel-types that resist Flying. Substitute can be used instead of Earthquake to safely boost and avoid revenge kills but should not be used with Double-Edge, as otherwise, Salamence will be worn down considerably. Refresh lets Salamence absorb status and shake off a burn or paralysis. Thrash can be used as an alternate Double-Edge, but be careful of Steel-types such as Klefki and Skarmory that can take advantage of a move-locked Salamence. Facade is a formidable move that outdamages Double-Edge if Salamence is statused and means that it will not be crippled by a stray Will-O-Wisp. If Skarmory and Bronzong are concerns to Salamence's team, Fire Blast is a coverage option over Earthquake to hit them. It leaves Salamence vulnerable to Tyranitar and Rock Arceus who are far more common, making Earthquake the superior option a large amount of the time.</p>\n<h1>Set Details</h1>\n<p>Maximum Attack and an Adamant nature bestows Salamence the ability to pose as a solid wallbreaker. 176 Speed EVs allow Salamence to outpace 252 EV invested base 90 Speed Pokemon prior to Mega Evolving. An EV Spread of 40 HP / 252 Atk / 216 Spe with a Jolly nature lets Salamence outspeed the base 100 Speed tier and while still giving it some bulk to ease setup and pose more of a threat to opposing walls. If even more bulk and power is desired, then an EV spread of 248 HP / 132 Atk / 40 SpD / 88 Spe with an Adamant nature gives Salamence the ability to outspeed Choice Scarf Xerneas when at +1 while giving it adequate special bulk to avoid the 2HKO from support Arceus's neutral Judgment. Maximum Speed can be used in order to tie with maximum Speed Arceus formes.</p>\n<h1>Usage Tips</h1>\n<p>If Salamence is not running Earthquake, removing opposing Steel-types is a top priority, unless the Steel-types on the opponent's team do not have recovery, such as Klefki and Aegislash, in which case Salamence can simply wear them down with Double-Edge or Return. Playing cautiously against paralysis and burn spreaders is also recommended, but if Salamence is carrying Substitute or Refresh, this style of play is not completely necessary. Double-Edge has very high recoil due to the proportions of Salamence's power, so be aware of the residual damage that Salamence has to take when sweeping with a +1 Double-Edge, especially if Stealth Rock is set up.</p>\n<h1>Team Options</h1>\n<p>Rayquaza is an outstanding teammate for Salamence, as the two exert insane amounts of offensive pressure on the opponent's walls at the cost of defensive synergy. Primal Groudon can set up Stealth Rock for Salamence to damage opposing walls and can soak up the Stone Edges and Ice Beams that Salamence cannot. Other Stealth Rock setters such as Landorus-T and Dialga are also helpful, and Dialga in particular can save a possible Shuca Berry due to Salamence's useful Ground-immunity. Darkrai and Yveltal are solid answers to Lugia and Skarmory, two of Salamence's biggest checks. The two have their own ups and downs when partnered with Salamence; Darkrai does not stack a Stealth Rock weakness, whereas Yveltal has a lot more longevity and bulk than Darkrai. Klefki is an excellent entry hazard partner with Salamence, as it checks support Arceus and Xerneas, sets up Spikes to help Salamence sweep, and the two have great type synergy with each other. Ho-Oh soft checks Xerneas and can annihilate the Steel-types that give Salamence some trouble, but is 4x weak to Stealth Rock. Support Arceus variants with Defog can be useful entry hazard removers and can alleviate Salamence's Stealth Rock weakness, but other Defoggers such as the Latios, Latias, and Giratina-O can be used, at the cost of sharing weaknesses to Dragon and Ice with Salamence.</p>\n",
"abilities": ["Intimidate"],
"items": ["Salamencite"],
"moveslots": [
["Dragon Dance"],
["Roost"],
["Double-Edge", "Return"],
["Earthquake", "Substitute", "Refresh"]
],
"evconfigs": [{
"hp": 80,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 0,
"spe": 176
}],
"ivconfigs": [],
"natures": ["Adamant"]
}, {
"name": "Bulky Dragon Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance and Roost allow Salamence to set up throughout the match, which is a very solid wincon with bulk investment. Return is the most reliable move Salamence can use without any drawbacks and is very useful when Salamence has set up repeatedly. Refresh allows Salamence to absorb status effectively, which lets it take Sacred Fires from Ho-Oh and Lava Plumes from Primal Groudon, making this variant of Salamence solid checks to them. Earthquake can be an option over Refresh to hit Primal Groudon and Steel-types harder than Return does, but it removes Salamence's ability to check Ho-Oh and utility as a status sponge. Body Slam can be used over Return to spread paralysis and have even more utility but needs more accumulated boosts than Return to do effective damage.</p>\n<h1>Set Details</h1>\n<p>The above EVs and an Impish nature give Salamence as much bulk as possible while outspeeding the base 90 Speed tier. If threats in the base 100 Speed tier such as Palkia and Mega Kangaskhan pose as threats to Salamence's team, then a spread of 248 HP / 48 Def / 212 Spe with an Impish nature can outspeed the base 100 Speed tier at the cost of bulk.</p>\n<h1>Usage Tips</h1>\n<p>Bulky Dragon Dance Salamence does not absolutely need to set up to be effective, as it hard checks Ho-Oh, Extreme Killer Arceus, Primal Groudon, and Mega Blaziken, so using it as a pivot against these Pokemon early- to mid-game is highly recommended. Using Refresh frequently when afflicted with a status condition is important, as Salamence is weak to Stealth Rock and has no passive recovery. Mega Evolving immediately is not always the correct course of action, as Intimidate is extremely useful for Salamence and allows it to take hits, but Mega Evolving to outspeed Primal Groudon or Palkia, for example, is also appropriate.</p>\n<h1>Team Options</h1>\n<p>Rock Arceus can help by providing a solid backup check to Ho-Oh and Defog support, giving Salamence a lot more wiggle room to set up in a match. Other support Arceus formes work well as Defoggers, as Latios, Latias, and Giratina-O stack weaknesses to Dragon and Ice with Salamence. Aegislash hard checks Xerneas, something that bulky Dragon Dance Salamence has trouble with, can Pursuit trap Latios and Latias, and can cripple most of Salamence's non-Steel-type checks such as Lugia and Primal Groudon with Toxic. Support Primal Groudon with Lava Plume is an almost-devious partner for this variant of Salamence, as it provides Stealth Rock support, a check to Xerneas, and can defeat almost all of Salamence's checks other than Lugia. Speaking of which, Lugia is a very good support Pokemon to Salamence, as it checks Primal Groudon and Xerneas, in addition to providing residual damage with Toxic and Whirlwind, whittling down the opposing teams tanks. Lugia also appreciates Refresh from Salamence, as having a status absorber eases the pressure put on Lugia.</p>\n",
"abilities": ["Intimidate"],
"items": ["Salamencite"],
"moveslots": [
["Dragon Dance"],
["Roost"],
["Return"],
["Refresh"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 136,
"spa": 0,
"spd": 0,
"spe": 124
}],
"ivconfigs": [],
"natures": ["Impish"]
}, {
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>Dragon Tail is very effective at exerting defensive pressure on the foe, which Salamence can do with its solid bulk. Roost usefully keeps Salamence alive throughout the match to check threats and remove entry hazards. Body Slam also keeps offensive threats on their toes with above-average damage and a looming paralysis chance. Salamence's ability to use Defog is assisted by Intimidate and its above-average offensive presence, letting it do its job against powerhouses such as Primal Groudon and Extreme Killer Arceus. If balance or stall is a concerning problem to the team, Toxic can be used over Defog or Body Slam to whittle down opposing walls and tanks if needed, and Refresh can take the place of Dragon Tail to keep Salamence status free and make it a more consistent Ho-Oh check.</p>\n<h1>Set Details</h1>\n<p>The EV spread lets Mega Salamence outspeed Adamant Rayquaza and Modest Kyurem-W. If one wishes to aim for a higher benchmark, an EV spread of 248 HP / 172 Def / 88 Spe with an Impish nature lets Salamence outspeed Modest Xerneas and Yveltal. An even higher benchmark is 248 HP / 136 Def / 124 Spe with an Impish nature, letting Salamence outspeed maximum Speed Primal Groudon and Primal Kyogre. Overall, each of the above options largely depend if the team is specifically weak to any of the threats mentioned, which helps Salamence act as a more flexible defensive Pokemon.</p>\n<h1>Usage Tips</h1>\n<p>When to Mega Evolve is key to using Salamence, as balancing Intimidate and the increased Speed and power of its Mega Evolution during a match increases Salamence's effectiveness. This is because Salamence can effectively check common offensive threats such as Rock Polish Primal Groudon and Extreme Killer Arceus, but it sometimes needs to Mega Evolve to either take particularly powerful attacks or use Mega Salamence's Speed tier. If a wallbreaker is likely to switch in to punish Salamence for trying to Defog, using either Dragon Tail or Body Slam can deter or cripple them, which therefore makes Defog less difficult to utilize. Also, if Refresh is not opted for, avoid burn, paralysis, and poison, as they can reduce Salamence's effectiveness in checking most offensively oriented Pokemon.</p>\n<h1>Team Options</h1>\n<p>Support variants of Primal Groudon are good partners for Salamence, as Primal Groudon checks the Fairy-types that can threaten Salamence in addition to providing Stealth Rock for Salamence to take advantage of with Dragon Tail. In the same vein, Klefki has great type synergy with Salamence, checks Xerneas, Latios, and Latias, absorbs Toxic, and can set up Spikes to defensively pressure the opponent with the help of Salamence's Dragon Tail. Aegislash also has good synergy with Salamence, checking Latios and Latias through Pursuit and can check Xerneas, which are three major offensive threats to Salamence. Defensive variants of Primal Kyogre appreciate having Primal Groudon checked by Salamence, can soak up most Ice-type attacks, and almost freely have the ability to spread burns with Scald, giving Salamence's defenses more of an edge. Ghost Arceus can cover Stone Edge Extreme Killer Arceus for Salamence, and the freedom of not running Defog can let Ghost Arceus run multiple different utility moves to support its team better. Ferrothorn and Skarmory also assist Salamence in checking Stone Edge Extreme Killer Arceus and have access to entry hazards that Salamence can use in conjunction with Dragon Tail.</p>\n",
"abilities": ["Intimidate"],
"items": ["Salamencite"],
"moveslots": [
["Dragon Tail"],
["Roost"],
["Body Slam"],
["Defog"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 204,
"spa": 0,
"spd": 0,
"spe": 56
}],
"ivconfigs": [],
"natures": ["Impish"]
}]
}, {
"format": "UU",
"overview": "<p>Salamence has great overall stats; its Attack is far above the rest, and although its defensive stats aren't anything special, it can use them with great success thanks to Intimidate. This, combined with Salamence's fantastic movepool, makes it one of the most versatile Pokemon in the UnderUsed metagame, as it is capable of running many different sets. Physically offensive sets are a bit reliant on Outrage, which isn't a bad move by any means but can be risky to use in certain situations. Salamence's typing has some important weaknesses and takes 25% from Stealth Rock, but it also has some important resistances to common attacking types such as Fighting and Bug, as well as a Ground immunity, which allows it to check plenty of top threats.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Salamence is a decent user of Choice Band and Choice Specs, but running them makes Salamence significantly less versatile and the Life Orb boost is usually more than enough. A bulky Dragon Dance set with Refresh to deal with Scald burns can be used with decent success; however, most bulky Water-type Pokemon carry Ice Beam or Roar, which means Salamence usually won't be able to beat them. Hone Claws boosts Salamence Attack and allows it to use Dragon Rush and Iron Tail without being too worried about missing, but Dragon Dance's Speed boost is better in almost every possible scenario. Hydro Pump is Salamence's best move against Mamoswine and Donphan, but both already lose to the Mixed Attacker set and Fire Blast hits significantly more targets. Crunch and Brick Break can be used to hit some specific Pokemon, such as Cresselia and Blissey, decently hard without having to lock Salamence into Outrage, but Outrage is significantly stronger and those moves are extremely situational.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Porygon2</strong>: Porygon2 has excellent bulk and Trace, which copies Intimidate, allowing Porygon2 to easily switch into any of Salamence's attacks. However, Moxie Salamence's Life Orb-boosted Outrage 2HKOes specially defensive variants, but this scenario is extremely unlikely.</p>\n<p><strong>Cresselia</strong>: Cresselia's superb bulk allows it to not be 2HKOed by any combination of moves, and it has no issues tanking +1 boosted attacks from Salamence. Cresselia can retaliate with Thunder Wave, Moonblast, and Ice Beam to cripple and KO Salamence .</p>\n<p><strong>Fairy-type Pokemon</strong>: Fairy-type Pokemon can deal with most of Salamence's moves easily. However, Iron Tail 2HKOes all Fairy-types except Granbull.</p>\n<p><strong>Steel-type Pokemon</strong>: Mega Aggron, Bronzong, Doublade, and Forretress beat sets without Fire Blast and can easily take advantage of Salamence if it gets locked into Outrage. Empoleon walls sets without Earthquake but is 3HKOed by Outrage if it doesn't invest into its physical bulk.</p>\n<p><strong>Bulky Water-types</strong>: Bulky Water-type Pokemon, such as Suicune and Vaporeon, can deal with Dragon Dance variants if Salamence is not running Life Orb or if they switch into Dragon Dance. However, Life Orb variants can break through them. Note that they need Ice Beam to be able to deal with the Dragon Dance set without relying on Scald burns; otherwise, the odds are with Salemence.</p>\n<p><strong>Stealth Rock</strong>: Stealth Rock makes switching in and setting up significantly harder for Salamence. As long as Stealth Rock is on the field, Salamence is significantly less threatening.</p>\n<p><strong>Faster Pokemon</strong>: Faster Pokemon that can KO Salamence, such as Mega Sceptile and Mega Aerodactyl, can revenge kill it as long its Speed isn't boosted; if holding a Choice Scarf or after using Dragon Dance, Salamence is faster than most Choice Scarf users, which means outspeeding usually isn't a possibility apart from a select few fast Pokemon such as Choice Scarf Mienshao.</p>\n<p><strong>Priority Users</strong>: Pokemon such as Mega Abomasnow, Choice Band Entei, and Mega Absol can revenge kill Salamence with their priority moves; however, Salamence is bulky enough to survive all of them, except STAB-boosted Ice Shard, as long as it is healthy.</p>\n",
"movesets": [{
"name": "Just Dance",
"description": "<h1>Moves</h1>\n<p>Dragon Dance boosts Salamence's already massive Attack and Speed, allowing it to sweep. Outrage is by far its strongest move; it can potentially 2HKO Suicune with Life Orb, and after a Dragon Dance, only the bulkiest physical walls and Fairy- and Steel-type Pokemon avoid getting OHKOed. Dragon Claw, despite being significantly weaker, can be used instead of Outrage because it doesn't have any drawbacks. Fire Blast breaks most Steel-type Pokemon, such as Mega Aggron and Forretress, and it also helps against Chesnaught. Iron Tail hits Fairy-type Pokemon for massive damage. Earthquake is mostly for Empoleon, but it also provides good super effective coverage on Pokemon such as Nidoqueen and Arcanine without using Outrage. Roost can be used to give Salamence more longevity and helps it check some threats, such as Heracross and Infernape, without getting worn down too easily.</p>\n<h1>Set Details</h1>\n<p>The given EVs maximize Salamence's Attack and Speed. 4 Special Attack EVs make Fire Blast slightly stronger. A Naive nature boosts Salamence's Speed to make it harder to revenge kill and is necessary to let it outspeed some threats, such as Hydreigon and Haxorus, before boosting; this nature is used over Hasty to help Salamence tank hits from Pokemon such as Heracross and Darmanitan better. Life Orb makes Salamence significantly stronger, which is necessary to have a chance of 2HKOing Suicune with Outrage and Mega Aggron with Fire Blast and guarantees the OHKO on Florges after a boost. Alternatively, Lum Berry gives Salamence more opportunities to set up and helps with Outrage confusion. Intimidate gives Salamence many chances to set up and helps it check some physical attackers. On the other hand, Moxie helps Salamence sweep, as it boosts Salamence's Attack every time it gets a KO. A bulkier spread can be used with Roost, Intimidate, and Leftovers to improve Salamence's longevity and opportunities to set up; however, Salamence has to lose a significant amount of Speed or Attack in order to use this spread.</p>\n<h1>Usage Tips</h1>\n<p>Use Salamence's good bulk and typing to find opportunities to set up and sweep. Note that Salamence's 4x weakness to Ice can be exploited easily, so be careful of foes that may carry Ice-type coverage moves. Salamence can sweep late-game or open holes in the opponent's team early on, which allows it to fulfill the roles of sweeper and wallbreaker.</p>\n<h1>Team Options</h1>\n<p>Having entry hazard control is important when using Salamence. Rapid Spin or Defog users, such as Blastoise and Empoleon, are necessary to remove Stealth Rock from the field. Entry hazard setters, such as Swampert and Roserade, can help Salamence break through some of its switch-ins. Pokemon such as Heracross and Mega Aerodactyl can wear down potential checks and counters for Salamence, which makes sweeping easier. Bulky Water-types usually give Salamence trouble, so Pokemon that can take advantage of them, such as Shaymin and Rotom-C, are good teammates. Shaymin in particular is a good teammate because it can use Healing Wish to support Salamence.</p>\n",
"abilities": ["Intimidate", "Moxie"],
"items": ["Lum Berry", "Life Orb"],
"moveslots": [
["Dragon Dance"],
["Outrage", "Dragon Claw"],
["Fire Blast", "Earthquake"],
["Iron Tail", "Earthquake"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 4,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Naive"]
}, {
"name": "All Out Attacker",
"description": "<h1>Moves</h1>\n<p>Draco Meteor allows Salamence to hit physical walls expecting a physical set extremely hard, and it is very spammable because not many Pokemon in the tier resist or are immune to it. Fire Blast hits Steel-type Pokemon, which resist Draco Meteor, and can help against Grass-types such as Chesnaught and Shaymin. Outrage allows Salamence to break through special walls such as Blissey and Umbreon, both of which can take Draco Meteor really well. Defog can be used to remove entry hazards from the field. Even though Salamence is weak to Stealth Rock, its decent bulk, useful resistances, access to Roost, and Intimidate provide it many switch in opportunities to come in and use Defog. Iron Tail hits Fairy-types for good damage. Roost gives Salamence more longevity and helps it deal with Life Orb recoil. Earthquake hits Empoleon, which is otherwise able to wall this set, super effectively and also provides good super effective coverage on Pokemon such as as Nidoqueen and Arcanine so that Salamence does not have to use Draco Meteor.</p>\n<h1>Set Details</h1>\n<p>The given EVs maximize Salamence's Special Attack and Speed. The 4 Attack EVs make Salamence's physical moves slightly stronger. A Speed-boosting nature is needed to allow Salamence to outspeed Pokemon such as Hydreigon, Lucario, and Krookodile; Naive is used over Hasty nature because it doesn't lower Salamence's Defense, which is useful for checking Pokemon such as Infernape and Heracross. Life Orb helps Salamence 2HKO most of the walls in the tier, such as Suicune, Swampert, and Blissey. Intimidate gives Salamence more opportunities to switch in and allows it to check some physical attackers.</p>\n<h1>Usage Tips</h1>\n<p>Use Salamence's great bulk and typing to find opportunities to switch in and threaten the opposing team. Opening up with Draco Meteor is usually the best option, because it will do significant damage to most Pokemon in the tier, and the few that have no issues with the move are threatened by Salamence's other moves. This set is meant to be used as a wallbreaker; Salamence won't be able to sweep, but it'll help teammates do that.</p>\n<h1>Team Options</h1>\n<p>Having teammates that can provide entry hazard control is necessary. Rapid Spin and Defog users, such as Mega Blastoise and Empoleon, can remove Stealth Rock from the field for Salamence. Entry hazard of your own increase Salamence's chance of 2HKOing walls such as Blissey, so using entry hazard setters such as Swampert and Forretress is recommended. Using Pokemon that can take advantage of Salamence's ability to lure in and break some walls, such as Kingdra and Mega Aerodactyl, is a must.</p>\n",
"abilities": ["Intimidate"],
"items": ["Life Orb"],
"moveslots": [
["Draco Meteor"],
["Fire Blast"],
["Outrage", "Defog", "Iron Tail"],
["Roost", "Iron Tail", "Earthquake"]
],
"evconfigs": [{
"hp": 0,
"atk": 4,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Naive"]
}, {
"name": "FatMence",
"description": "<h1>Moves</h1>\n<p>Roost helps Salamence stay alive, which is extremely important for this set. Dragon Claw is Salamence's main attacking move, as it does consistent damage to most Pokemon and has great neutral coverage. Earthquake helps Salamence hit Steel- and Poison-types, such as Empoleon and Toxicroak, for super effective damage. Toxic can be used to spread status and wear down some switch-ins, such as Vaporeon and Swampert. Dragon Tail and Roar shuffle the opponent's team, potentially forcing foes take entry hazard damage; Roar is more reliable, but Dragon Tail does a decent amount of damage thanks to Salamence's high base Attack. Defog can be used to remove entry hazards from the field, because Salamence is bulky enough to pull it off even with its weakness to Stealth Rock. Flamethrower hits Forretress and Mega Aggron for super effective damage, OHKOing the former even with no Special Attack investment.</p>\n<h1>Set Details</h1>\n<p>The 24 Speed EVs allow Salamence to outspeed Adamant Honchkrow. The remaining EVs are put into HP and Defense to maximize Salamence's physical bulk. An Impish nature is used to further boost its Defense. Leftovers gives Salamence more longevity, but Rocky Helmet can be used to wear down certain foes, especially U-turn users. Intimidate combined with Salamence's good defenses is what makes this set great, as it decreases the foe's Attack upon switching in, which allows Salamence to deal with some of the strongest wallbreakers in the tier. A faster EV spread can be used to let Salamence outpace Heracross and use Roost before its Choice Band-boosted Stone Edge, but this means Salamence will have problems dealing with Heracross's STAB attacks.</p>\n<h1>Usage Tips</h1>\n<p>It's fairly obvious that set is meant to be a wall instead of a sweeper, so don't expect Salamence to do a significant amount of damage without any investment. This set's best tool is Intimidate, so smart switching is the best way to use it. Salamence's 4x weakness to Ice can be exploited easily, so be careful against Pokemon that might carry Ice-type coverage moves, such as bulky Water-types.</p>\n<h1>Team Options</h1>\n<p>If Salamence isn't running Defog, a different Pokemon capable of removing entry hazards, such as Forretress or Tentacruel, is necessary. Entry hazard support of your own helps Salamence wear down the opponent's team with Roar or Dragon Tail, which makes entry hazard setters such as Roserade, Forretress, and Empoleon good teammates. Pokemon that can cover Salamence's weaknesses are necessary. Blissey can deal with special attackers, which are the most common users of Ice- and Fairy-type attacks, and Porygon2 deals with important threats such as Hydreigon, Mega Aerodactyl, and opposing Salamence; note that both Blissey and Porygon2 have great synergy with Salamence, as it can deal with the Fighting-type Pokemon that threaten both of them. This set is really susceptible to status moves, especially Scald, which makes clerics such as Umbreon and the aforementioned Blissey necessary teammates.</p>\n",
"abilities": ["Intimidate"],
"items": ["Leftovers"],
"moveslots": [
["Roost"],
["Dragon Claw"],
["Earthquake", "Toxic"],
["Dragon Tail", "Roar", "Defog"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 236,
"spa": 0,
"spd": 0,
"spe": 24
}],
"ivconfigs": [],
"natures": ["Impish"]
}, {
"name": "Choice Scarf",
"description": "<h1>Moves</h1>\n<p>Outrage is Salamence's strongest move, which makes it the best move to clean up with. Dragon Claw is a secondary STAB attack with no drawbacks; it's weaker than Outrage, but if Salamence defeats a weakened foe with it, Dragon Claw becomes significantly more threatening. Earthquake deals super effective damage to Steel- and Poison-types, such as Empoleon and Nidoqueen. Fire Blast allows Salamence to wear down or KO Forretress, Mega Aggron, and Chesnaught. It doesn't benefit from Moxie and heavily relies on prediction, but it's Salamence's only way of dealing with those Pokemon. Iron Tail hits Fairy-type Pokemon for super effective damage.</p>\n<h1>Set Details</h1>\n<p>The given EVs maximize Speed and Attack. The 4 remaining EVs should be put in Special Defense to prevent Download users from getting a Special Attack boost. Use a Jolly nature to let Salamence outspeed almost every Choice Scarf user in the tier as well as every Pokemon without a Speed boost. If running Fire Blast, you should instead use 4 Special Attack EVs and a Naive nature. Moxie can create an snowball effect that allows Salamence to become a massive threat late-game.</p>\n<h1>Usage Tips</h1>\n<p>This set is a fantastic late-game cleaner, but it's subpar as a revenge killer because it heavily relies on Outrage to do damage. The opponent's team needs to be weakened before you should attempt to sweep with Salamence. All of Salamence's non-STAB moves heavily rely on prediction to work, but if Salamence manages to hit the intended targets, it'll have an easier time cleaning up. This Salamence set should only be used on offensive teams.</p>\n<h1>Team Options</h1>\n<p>Considering the opponent's team needs to be worn down before you can sweep with Salamence, entry hazard setters, such as Froslass and Azelf, can be good teammates. Salamence's Stealth Rock weakness isn't as important on this set because Salamence most likely won't need to switch in more than twice in most games, but a Rapid Spin user, such as Mega Blastoise or Custap Berry Forretress, or a fast lead with Taunt, such as Aerodactyl or Azelf, can be used to make Salamence's job easier. Wallbreakers and other sweepers, such as Hydreigon, Haxorus, and Mega Swampert, are necessary teammates, as they are capable of wearing down the opponent's team to help Salamence sweep late-game.</p>\n",
"abilities": ["Moxie"],
"items": ["Choice Scarf"],
"moveslots": [
["Outrage"],
["Dragon Claw"],
["Earthquake", "Fire Blast"],
["Iron Tail"]
],
"evconfigs": [{
"hp": 0,
"atk": 252,
"def": 0,
"spa": 0,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Jolly", "Naive"]
}]
}, {
"format": "OU",
"overview": "<p>Once the king of ORAS OU, Salamence has been left with little to do in the tier after the banning of Salamencite. However, its all-around high stats, great movepool, good typing, and useful ability in Intimidate give it a niche as a bulky Defogger that can threaten the majority of the bulky entry hazard users in the tier. Although it cannot beat many short-lived entry hazard users such as Garchomp and Mamoswine, Salamence's longevity allows it to hang around throughout the match and gives it many chances to support the team. Overall, while Salamence is by no means the best Defogger in OU, it carves out a niche for itself with its solid combination of attributes.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Salamence has a wide movepool, but not many options are viable for it in OU. Toxic could be considered to cripple Pokemon such as Slowbro, Hippowdon, and specially defensive Talonflame, but the opportunity cost of losing valuable coverage makes it a subpar choice. Dragon Tail could be considered over Hydro Pump or Earthquake if the team has adequate means of dealing with Heatran, it allows Salamence to phaze Pokemon that try to set up on it and also deters Dragon-types such as Latios from freely switching into Salamence. Finally, Salamence can use Refresh to remove crippling status, but because all four of Salamence's moveslots are vital, it's usually better off being paired with a cleric.</p>\n<p>Alternatively, Salamence can use a Choice Scarf set with Moxie or a boosting Dragon Dance set. The former is not recommended, because of the prominence of Fairies, which can take advantage of Salamence when it's locked into Outrage, whereas the latter is outclassed by Dragonite, which has better bulk and finds more opportunities to set up, thanks to Multiscale.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Bulky Stealth Rock Leads</strong>: Stealth Rock Clefable is the premier counter to Salamence, as it can beat Salamence in a one-on-one situation and prevents it from doing its job as an &quot;immediate&quot; Defogger. If Salamence isn't carrying Hydro Pump or Toxic, Hippowdon can force it into a standstill, which will eventually end in favor of Hippowdon because Stealth Rock has more PP than Defog does.</p>\n<p><strong>Fairy-types</strong>: Salamence is complete setup fodder for Pokemon such as Clefable, Sylveon, and Azumarill, which can all threaten it with their powerful STAB attacks.</p>\n<p><strong>Hard-hitters</strong>: Although the nature of Salamence's set makes it hard to prevent it from Defogging, Pokemon such as Latios, Latias, Garchomp, and offensive Starmie can switch into it as it Defogs and threaten an OHKO.</p>\n<p><strong>Bulky Setup</strong>: Pokemon such as Slowbro, Gyarados, Keldeo, specially defensive Gliscor, and Celebi can take or stall out Salamence's attacks and set up on it.</p>\n<p><strong>Water-types</strong>: Gyarados, Keldeo, and Rotom-W all take little damage from Salamence's attacks and can either cripple it with status or set up on it.</p>\n",
"movesets": [{
"name": "Defensive",
"description": "<h1>Moves</h1>\n<p>Defog allows Salamence to perform its primary role of hazard control. Salamence's next two moves allow it to threaten common entry hazard users. Fire Blast roasts Spikes users such as Ferrothorn, Skarmory, and Klefki, as well as attaining coverage on Scizor and Excadrill, both of which are easily checked by Salamence. The next attacking move is a choice between Hydro Pump and Earthquake. Hydro Pump threatens Ground- and Fire-type Pokemon such as Hippowdon, Gliscor, Landorus-T, Rhyperior, and Talonflame and also deals meaningful damage to Heatran. On the other hand, Earthquake hits Heatran, Tyranitar, and specially defensive Jirachi for significantly more damage than Fire Blast does and also boasts perfect accuracy. Finally, Roost increases Salamence's longevity and allows it to stall out weaker Stone Edges from Pokemon such as Hippowdon and Landorus-T.</p>\n<h1>Set Details</h1>\n<p>80 Speed EVs combined with a Speed-boosting nature allow Salamence to outspeed everything up to Jolly Diggersby, including Pokemon such as Timid Heatran (which can Taunt Salamence before it uses Defog), Adamant Lucario, and Adamant Excadrill outside of sand. Then, HP is maximized, and the rest of the EVs are put into Defense for optimal bulk. A Timid nature is preferred when using Hydro Pump, to minimize damage from Foul Play and confusion, but Salamence prefers a Jolly nature when using Earthquake, as with it, Salamence is guaranteed to 2HKO Tyranitar without Stealth Rock damage and OHKO specially defensive Heatran. Salamence never needs a nature that decreases its bulk or Speed, because Fire Blast still deals enough damage with a Special Attack-lowering nature. Leftovers is preferred over alternatives such as Rocky Helmet to provide longevity, which is important because of Salamence's Stealth Rock weakness. Leftovers also helps Salamence take various attacks that would otherwise 2HKO it, such as Life Orb Diggersby's Return.</p>\n<h1>Usage Tips</h1>\n<p>Salamence should be switched directly into any entry hazard user it can beat, such as Landorus-T, Ferrothorn, Heatran, Jirachi, Empoleon, Klefki, or Skarmory, before it sets up Stealth Rock, ensuring that Salamence does not take any crippling Stealth Rock damage, and then either use Defog or attack it. Make sure Salamence avoids status, as poison and burn damage severely cut its longevity, while paralysis prevents it from Roost stalling moves such as Stone Edge from the likes of Hippowdon and Landorus-T. On the flip side, Salamence loves having its foes crippled by Toxic, which helps it stall them out easily.</p>\n<h1>Team Options</h1>\n<p>Salamence fits onto bulky defensive teams that appreciate a Defogger that isn't afraid of bulky entry hazard users. Cleric support is mandatory to peel burns or Toxic poison from Salamence; Chansey has good defensive synergy with Salamence and can use Toxic to poison foes, while Clefable can switch into dangerous Dragon-types and threaten them with STAB Moonblast or set up on bulky Water-type Pokemon with Calm Mind. Celebi is also a good partner, as it can handle the Water-types that like to switch into Salamence while also offering Heal Bell support. In return, Salamence can handle Pokemon such as Scizor and Ferrothorn, which see Celebi as setup fodder.</p>\n<p>Beyond clerics, Heatran has very good defensive synergy with Salamence and can check threats such as Latios, Latias, and Clefable. In return, Salamence can threaten Ground-types with its Hydro Pump and can take Fighting- and Water-type attacks easily as well. Specially defensive Skarmory can check Dragon-types such as Latios, Latias, and Garchomp as well as Fairy-types such as Altaria, Diancie, and Gardevoir. Additionally, Salamence carrying Defog frees up a slot Skarmory's moveset to fit on Spikes or another support move. Between the two, most physical attackers are checked, and Salamence can handle Fire-types that threaten Skarmory as well as check strong Water-types such as Choice Specs Keldeo. Finally, bulky Talonflame appreciates Salamence's role as a bulky Defogger and ability to switch into physical walls such as Landorus-T and Hippowdon and to threaten Heatran. In return, Talonflame can set up on Fairy-types and threaten Pokemon such as Celebi, which can stall Salamence out.</p>\n",
"abilities": ["Intimidate"],
"items": ["Leftovers"],
"moveslots": [
["Defog"],
["Fire Blast"],
["Hydro Pump", "Earthquake"],
["Roost"]
],
"evconfigs": [{
"hp": 248,
"atk": 0,
"def": 180,
"spa": 0,
"spd": 0,
"spe": 80
}],
"ivconfigs": [],
"natures": ["Timid", "Jolly"]
}]
}, {
"format": "Doubles",
"overview": "<p>Salamence returns for another generation of Doubles as a powerful special attacker with support potential. Intimidate and Tailwind allow it to help out its allies, while its incredible movepool and solid offensive stats allow it to threaten its enemies. Salamence receives competition from Hydreigon or Latios as a specially attacking Dragon-type, but its ability is what really sets it apart. In truth, Intimidate and Salamence's fortunate typing are the main reasons to use Salamence over either of these Pokemon.</p>\n<p>However, despite its large special movepool, Salamence's Special Attack is only decent. Its most powerful STAB, Draco Meteor, forces it to switch out constantly, although Intimidate turns this constant switching into an advantage. Salamence would love to run a physically attacking set, but the prominence of Intimidate and burn and the unreliable nature of Outrage leave something to be desired. Its Dragon / Flying typing leaves holes both offensively and defensively, as it has no viable Flying-type attacks, and its weakness to Ice-, Fairy-, and Rock-type attacks severely hinder how freely it can be used.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Flamethrower or Heat Wave are both more accurate but weaker than Fire Blast, and Heat Wave can hit both opposing Pokemon. Dragon Pulse is also a more conservative option than Draco Meteor, sacrificing power for consistency and accuracy. Hidden Power Flying and Air Cutter are Salamence's only Flying-type STAB moves, but both of them are bloody weak. Roost can be used on the Life Orb set to compensate for the recoil and residual damage that accumulates over time.</p>\n<p>Salamence has an enormous base 135 Attack stat, maning, it can run a Dragon Dance set, increasing its Attack and Speed and then attempting to sweep with its wide physical movepool. Among these moves are some powerful options, including Outrage, Aqua Tail, Earthquake, Crunch, Dragon Claw, Iron Tail, Shadow Claw, and Zen Headbutt. This set's potential power can also be augmented by Moxie, which would increase its power for every Pokemon that it KOes. However, Moxie is considered to be a much less useful ability compared to Intimidate.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Ice-type Pokemon</strong>: Ice-type attacks pose a massive threat to Salamence and are common in Doubles. Though not Ice-type Pokemon, Thundurus and Mega Manectric commonly carry Hidden Power Ice and easily outpace the special attacker set, but have trouble outspeeding the Choice Scarf set. Abomasnow's or Mamoswine's Ice Shard will OHKO any Salamence without a Yache Berry and has priority to hit Salamence regardless of whether it has a Choice Scarf or not.</p>\n<p><strong>Fairy-type Pokemon</strong>: Fairy-types are immune to Draco Meteor and deal considerable damage to Salamence. Sylveon and Mega Gardevoir especially pose a threat, as their massive special bulk allows them to survive Salamence's other attacks with ease. Azumarill resists Fire Blast and Hydro Pump, is immune to Draco Meteor, and can easily OHKO if it avoids the Intimidate Attack drop.</p>\n<p><strong>Dragon-type Pokemon</strong>: Dragon-types deal super effective damage, and Garchomp or Latios outspeed the special attacker set and can OHKO, while either of them with a Choice Scarf will outspeed the Choice Scarf set.</p>\n<p><strong>Paralysis, Tailwind, and Trick Room</strong>: Trick Room will make Salamence move last almost all of the time. Salamence is impeded by Thunder Wave or opposing Tailwind, especially on the Choice Scarf set, as it needs to outspeed to be a serious threat.</p>\n<p><strong>Taunt and Encore</strong>: Priority Encore or priority Taunt from Whimsicott lock the first set into a move or keep Salamence from using Tailwind or Protect, both of which could inhibit Salamence's usefulness. Even merely fast Encores or Taunts can inhibit Salamence's usefulness, but most of the Pokemon that can get off a fast Encore can't comfortably take a Draco Meteor.</p>\n<p><strong>Defiant and Competitive</strong>: Bisharp and Miltoic have their respective attacking stats boosted when Salamence switches in on them. This makes them a problem and discourages Salamence from switching in. Bisharp, for example, can almost always OHKO with a Defiant-boosted Sucker Punch.</p>\n",
"movesets": [{
"name": "Special Attacker",
"description": "<h1>Moves</h1>\n<p>Draco Meteor is a STAB heavy nuke, hitting many Pokemon hard. Fire Blast sears through the Steel-types that resist Draco Meteor, such as Aegislash and Scizor. Hydro Pump hits Fire-, Ground-, and Rock-types much harder than Draco Meteor or Fire Blast, specifically Heatran, which resists Draco Meteor and is immune to Fire Blast because of Flash Fire. Tailwind doubles the Speed of Salamence and its allies for four turns, which can help slower Pokemon keep up with faster threats. Protect is a staple of Doubles because it gives Salamence a free turn of safety. During this turn, Salamence's partner can take out whatever is threatening Salamence.</p>\n<h1>Set Details</h1>\n<p>Maximum EVs should be invested into Special Attack and Speed to increase Salamence's damage potential. Life Orb increases Salamence's damage output significantly, but Yache Berry covers for Salamence's Ice-type weakness. Ice is common for an attacking type in Doubles, so Yache Berry can be a lifesaver. If Salamence is running Life Orb, it should only run 29 HP IVs in order to minimize recoil damage. If Salamence is running Yache Berry, though, it should run full HP IVs. Timid increases Speed while Modest increases Special Attack, both at the expense of Attack. The increased Speed that Timid provides should be used to keep up with base 100 Speed Pokemon, like Mega Charizard Y and Mega Kangaskhan. Intimidate lowers the Attack of both opposing Pokemon, which can inhibit a lot of would-be threats.</p>\n<h1>Usage Tips</h1>\n<p>Protect helps Salamence avoid dangerous attacks like Fake Out, and Tailwind helps slower allied Pokemon take out faster enemies. Salamence should switch in, use Draco Meteor, nuking a Pokemon, then switch out to rid itself of the Special Attack drop. This also reapplies the Intimidate. Salamence's typing, along with Intimidate and Protect, help it switch in and out with relative ease. There are occasions, however, when Intimidate can be dangerous. Defiant Pokemon, such as Bisharp and Tornadus, get an Attack boost when Intimidated, making them more dangerous as threats.</p>\n<h1>Team Options</h1>\n<p>Slower Pokemon that benefit from a Speed boost give Salamence purpose in carrying Tailwind. Some examples are Heatran, Excadrill, Mega Kangaskhan, Mega Heracross, and Sylveon; what you want are slower Pokemon with bulk and offensive capability that just need Speed to be a threat. These Pokemon are also helped out by Intimidate. Fake Out support from Kangaskhan and Hitmontop can give Salamence a free turn, which is useful to set up Tailwind or use a super effective attack. Hitmontop can also provide Wide Guard and Helping Hand support, but the second Intimidate can be dangerous considering the prominence of Bisharp. Helping Hand users, such as Cresselia and Jirachi, help increase Salamence's damage output. Pokemon that Salamence can switch to that absorb Ice-type attacks, like Rotom-W and Suicune, make good partners. Steel-type Pokemon, such as Jirachi, Heatran, and Aegislash, can take out Ice- and Fairy-type Pokemon with ease, as well as resist Ice-, Fairy-, and Dragon-type attacks. Jirachi can use Follow Me to redirect super effective attacks aimed at Salamence while resisting all of Salamence's weaknesses. Aegislash provides Wide Guard support, which is excellent at deterring Rock Slide, Icy Wind, and Pixilate Hyper Voice. Bisharp deters Icy Wind through Defiant while also benefiting immensely from Tailwind, due to its middling Speed. Scizor deals with Latios and Latias, as well as Terrakion, Choice Scarf Tyranitar, and Weavile.</p>\n",
"abilities": ["Intimidate"],
"items": ["Life Orb", "Yache Berry"],
"moveslots": [
["Draco Meteor"],
["Fire Blast"],
["Hydro Pump", "Tailwind"],
["Protect"]
],
"evconfigs": [{
"hp": 0,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 4,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Timid", "Modest"]
}, {
"name": "Choice Scarf",
"description": "<h1>Moves</h1>\n<p>Draco Meteor is an immensely powerful STAB attack. Fire Blast is used in order to destroy Steel-types that resist Draco Meteor. Hydro Pump deals with Landorus-T, as well as several dangerous Fire-types, such as Heatran, which resist Draco Meteor and Fire Blast. Despite being a physical move in a special set, Stone Edge merits use because it hits for 4x damage against some extremely common Pokemon, specifically Mega Charizard Y, Talonflame, and Volcarona. Although Rock Slide may seem like a better move to have, the damage it deals it minuscule and isn't worth the moveslot.</p>\n<h1>Set Details</h1>\n<p>Use Maximum Speed and Special Attack EVs to pose the biggest threat to opposing Pokemon. A Choice Scarf increases Salamence's Speed dramatically, allowing it to outspeed the entire unboosted metagame. Modest increases Special Attack at the expense of Attack, though Timid can be used to outspeed Choice Scarf Genesect and +2 base 70 Speed Pokemon, like Ludicolo in the rain or Bisharp with Tailwind, but the power drop is noticeable. Attack EVs or an Attack-positive nature are not necessary, as Stone Edge should OHKO Mega Charizard Y, Talonflame, and Volcarona, with no investment. Intimidate lowers the Attack of both opposing Pokemon, which can improve the longevity of Salamence and its team.</p>\n<h1>Usage Tips</h1>\n<p>If all attacks hit neutrally, Draco Meteor will hit for the most damage, so that is the preferred means of attack. However, the Special Attack drop from Draco Meteor will start to become apparent with increased usage, so be prepared to switch Salamence out. Because of this, Salamence's gameplay will be hit-and-run, coming in, Intimidating the enemies, firing off a Draco Meteor, then switching out to undo the Special Attack drop. It switches in and out with relative ease, due to its defensive typing and Intimidate. Be careful what move you lock Salamence into, as often times the wrong move could mean the game. Stone Edge is solely intended for 4x damage against Mega Charizard Y, Talonflame, and Volcarona, and won't deal much damage otherwise. Do not Intimidate Bisharp, Tornadus, or any other Defiant or Competitive Pokemon, because they will get a boost and deal tons of damage. Rage Power, Quick Guard, or Follow Me can help Salamence to avoid a Defiant-boosted Sucker Punch, and Salamence's Fire Blast can OHKO Bisharp.</p>\n<h1>Team Options</h1>\n<p>While Choice Scarf Salamence is fast, there are still faster Pokemon, so Pokemon that can check or counter these Pokemon are useful. For example, Heatran can take out Timid Choice Scarf Genesect. Cresselia and Jirachi are great as Helping Hand users, increasing Salamence's damage output. Steel-type Pokemon, like Heatran, Jirachi, and Aegislash, deal with Ice- and Fairy-types with their super effective attacks. They are also immensely useful for switch-ins, as they resist the Ice-, Fairy-, and Dragon-type attacks that scare Salamence. Jirachi can use Follow Me to redirect super effective attacks aimed at Salamence. Aegislash provides Wide Guard support, which is excellent at deterring Rock Slide, Icy Wind, and Pixilate Hyper Voice, and it can effectively take out the Pokemon that carry these moves. Bisharp deters Icy Wind through Defiant.</p>\n",
"abilities": ["Intimidate"],
"items": ["Choice Scarf"],
"moveslots": [
["Draco Meteor"],
["Fire Blast"],
["Hydro Pump"],
["Stone Edge"]
],
"evconfigs": [{
"hp": 4,
"atk": 0,
"def": 0,
"spa": 252,
"spd": 0,
"spe": 252
}],
"ivconfigs": [],
"natures": ["Modest"]
}]
}, {
"format": "Battle Spot Singles",
"overview": "<p>Sweeping in from the skies, Mega Salamence shows massive improvement over its base forme! The biggest factor in Mega Salamence's rise to stardom is its excellent ability, Aerilate, which gives it a powerful 30% boosted Flying-type STAB move when using Double-Edge, Return, or Hyper Voice. Mega Salamence has an excellent stat distribution as well, being extremely fast and powerful, and thanks to its great Defense stat and its non-Mega ability Intimidate, Mega Salamence actually takes physical hits better than notable walls such as Skarmory! Finally, Mega Salamence's movepool perfectly complements its offenses, as it has access to great coverage moves such as Earthquake and Fire Blast and useful non-attacking moves such as Dragon Dance, which turns Mega Salamence into a dangerous sweeper that can bust through weakened walls, and Roost, which gives Mega Salamence effective staying power.</p>\n<p>Mega Salamence may be an extremely dangerous Pokemon, but it is also very well prepared for in Battle Spot Singles. Along with a 4x weakness to Ice, which is exploited by popular offensive Pokemon such as Mamoswine and Greninja and defensive Ice Beam users such as Suicune, Porygon2, and Cresselia, Mega Salamence is also easily worn down by the common Rocky Helmet and Double-Edge recoil. Furthermore, there are other powerful Mega Pokemon that give Salamence serious competition, such as Kangaskhan, Gengar, Blaziken, and Charizard, which makes Mega Salamence lose some of its appeal. Overall, Mega Salamence is an extremely dangerous Pokemon, but it will need adequate team support in order to overcome its major problems.</p>\n",
"comments": "<h1>Other Options</h1>\n<p>Thrash is a decent alternative to Double-Edge, losing the recoil but instead locking Salamence in. Moxie can be used to let Salamence get a free Attack boost before it Mega Evolves, but Intimidate is usually better for giving Mega Salamence more setup opportunities. Finally, a set with Choice Scarf and Moxie makes Salamence a unique revenge killer, but it has severe problems with Fairy-types, making other revenge killers a better choice most of the time.</p>\n<h1>Checks and Counters</h1>\n<p><strong>Defensive Ice-type Move Users</strong>: Porygon2, Cresselia, Zapdos (with Hidden Power Ice), Suicune, and Mega Slowbro all survive a +1 Double-Edge and can severely damage Mega Salamence with Ice Beam. However, those that don't run Rest must be wary of the Toxic set.</p>\n<p><strong>Fast Special Attackers</strong>: Greninja, Mega Manectric, and, if Mega Salamence hasn't Mega Evolved yet or has an Adamant nature, Latios can all revenge kill Mega Salamence before it sets up Dragon Dance. Focus Sash Greninja in particular can even revenge kill a boosted Mega Salamence!</p>\n<p><strong>Mamoswine</strong>: Mamoswine gets hit hard by Mega Salamence's STAB attacks, but it can easily pick off a weakened Mega Salamence with Ice Shard. Choice Scarf sets can outright outspeed and OHKO Mega Salamence with Icicle Spear, which not even Substitute can save it from.</p>\n<p><strong>Weavile</strong>: Weavile can't take a hit from any of Mega Salamence's attacks, but it outspeeds Mega Salamence and can OHKO it with Icicle Crash, and it can revenge kill weakened boosted ones with Ice Shard as well.</p>\n<p><strong>Mega Mawile</strong>: Mawile takes a ton of damage from Earthquake and Fire Blast, but it can use Intimidate to switch in on a setup move or Double-Edge and OHKO with Play Rough after Mega Evolving.</p>\n<p><strong>Will-O-Wisp</strong>: Most Will-O-Wisp users, such as Rotom-W, Rotom-H, and Mega Sableye, take a huge amount of damage from boosted attacks but can cripple Mega Salamence if it isn't carrying Facade or Substitute.</p>\n<p><strong>Thundurus and Klefki</strong>: Even bulky Thundurus and Klefki take a lot of damage from Mega Salamence, but they can use their priority Thunder Wave to stop a Mega Salamence sweep, and both happen to resist its main STAB attack.</p>\n",
"movesets": [{
"name": "Dragon Dance",
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