Pokémon X and Y/Species Strategies (Generation III Families): Difference between revisions

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Shedinja is a very gimmicky Pokemon that could either be completely invincible or dead weight depending on the opponent's team, though the latter is much more common. Shedinja only ever has 1 HP and thus will fall to the weakest hits, but it's protected by the best defensive ability in the game, Wonder Guard, which gives Shedinja an immunity to everything except super effective hits. Unfortunately, Shedinja's Bug/Ghost typing gives it some common weaknesses to Dark, Fire, Flying, Ghost and Rock, so foes will likely have a coverage move to take it down. The Wonder Guard ability also offers no protection against residual damage, so status, weather and entry hazards are death sentences. Despite all of these traits, Shedinja can potentially wall even the strongest legendaries, but its extremely situational effectiveness makes it a poor Pokemon overall.
Shedinja is a very gimmicky Pokemon that could either be completely invincible or dead weight depending on the opponent's team, though the latter is much more common. Shedinja only ever has 1 HP and thus will fall to the weakest hits, but it's protected by the best defensive ability in the game, Wonder Guard, which gives Shedinja an immunity to everything except super effective hits. Unfortunately, Shedinja's Bug/Ghost typing gives it some common weaknesses to Dark, Fire, Flying, Ghost and Rock, so foes will likely have a coverage move to take it down. The Wonder Guard ability also offers no protection against residual damage, so status, weather and entry hazards are death sentences. Despite all of these traits, Shedinja can potentially wall even the strongest legendaries, but its extremely situational effectiveness makes it a poor Pokemon overall.


Shedinja is one of the few Pokemon that benefits from Protect in single battles, since deadly coverage moves and chip damage are practically everywhere, which Protect can scout out. When it comes to attacks, Shedinja has it better than its non-ethereal cousin. X-Scissor is again its best STAB move, while Shadow Claw is a strong secondary STAB. Shadow Sneak and Sucker Punch provide priority to overcome Shedinja's horrible Speed. While Sucker Punch is stronger, a successful activation means that Shedinja will likely faint if it doesn't KO the enemy first, and makes Shedinja more vulnerable to status. Dig and Phantom Force renders Shedinja completely invulnerable for one turn due to Wonder Guard, but effectively invites the Pokemon Shedinja is weak to to switch in. Shedinja can take advantage of the switches it forces in various ways. It can use Swords Dance to boost its Attack, Toxic and Will-O-Wisp to status incoming foes, or Baton Pass to bring in an answer to the Pokemon the foe switches in.
Shedinja is one of the few Pokemon that benefits from Protect in single battles, since deadly coverage moves and chip damage are practically everywhere, which Protect can scout out. When it comes to attacks, Shedinja has it better than its non-ethereal cousin. X-Scissor is again its best STAB move, while Shadow Claw is a strong secondary STAB. Shadow Sneak and Sucker Punch provide priority to overcome Shedinja's horrible Speed. While Sucker Punch is stronger, a successful activation means that Shedinja will likely faint if it doesn't KO the enemy first, and makes Shedinja more vulnerable to status. Dig and Phantom Force renders Shedinja completely invulnerable for one turn due to Wonder Guard, but effectively invites the Pokemon Shedinja is weak against to switch in. Shedinja can take advantage of the switches it forces in various ways. It can use Swords Dance to boost its Attack, Toxic and Will-O-Wisp to status incoming foes, or Baton Pass to bring in an answer to the Pokemon the foe switches in.


==Whismur, Loudred and Exploud==
==Whismur, Loudred and Exploud==
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Spinda has a balanced range of stats, and every single one of them sucks. There is really no reason to use Zygarde over any other Normal-type Pokemon, as there are much better Normal-types when it comes to offensive, defensive or support roles. Spinda has a rich selection of support moves, but once again it lacks both the bulk and the speed to use it to any semblence of effectiveness. However, Spinda is notable for being the only Pokemon with Contrary that learns Skill Swap, so at least it can find a place on gimmicky doubles teams by Skill Swapping Contrary on to better teammates.
Spinda has a balanced range of stats, and every single one of them sucks. There is really no reason to use Spinda over any other Normal-type Pokemon, as there are much better Normal-types when it comes to offensive, defensive or support roles. Spinda has a rich selection of support moves, but once again it lacks both the bulk and the speed to use it to any semblence of effectiveness. However, Spinda is notable for being the only Pokemon with Contrary that learns Skill Swap, so at least it can find a place on gimmicky doubles teams by Skill Swapping Contrary on to better teammates.


Skill Swap is the sole trait for using Spinda in a serious battles, for a loose definition of the term "serious". Therefore, Skill Swap is an absolutely necessary move on it. Outside of that, all Spinda really does is to annoy the foe with status moves, although it is more advisable to switch Spinda out so that it could Skill Swap again. Swagger is a potent confusion spreader, though Teeter Dance is a safer and more accurate alternative. Toxic is also a good choice for wearing down the opponent. It can buff up its teammate with Helping Hand, or maybe Trick an unhelpful item. Another alternative is using Spinda with Own Tempo, which lets it use STAB Thrash without any drawbacks and access a wider range of support options, but as mentioned before, Spinda's terrible stats prevent it from doing anything well outside of Contrary.
Skill Swap is the sole trait for using Spinda in a serious battles, for a loose definition of the term "serious". Therefore, Skill Swap is an absolutely necessary move on it. Outside of that, all Spinda really does is to annoy the foe with status moves, although it is more advisable to switch Spinda out so that it could Skill Swap again. Swagger is a potent confusion spreader, though Teeter Dance is a safer and more accurate alternative. Toxic is also a good choice for wearing down the opponent. It can buff up its teammate with Helping Hand, or maybe Trick an unhelpful item. Another alternative is using Spinda with Own Tempo, which lets it use STAB Thrash without any drawbacks and access a wider range of support options, but as mentioned before, Spinda's terrible stats prevent it from doing anything well outside of Contrary.
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| 330 || Flygon || Ground/Dragon || 80 || 100 || 80 || 80 || 80 || 100 || Levitate
| 330 || Flygon || Ground/Dragon || 80 || 100 || 80 || 80 || 80 || 100 || Levitate
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Flygon is a pretty standard, if not often overshadowed, Dragon-type. A Ground/Dragon typing combined with Levitate gives it a decent amount of resistances and few weaknesses, while giving it excellent neutral coverage with its STAB moves alone. Flygon's stats are also very balanced all around, with passable bulk and great Attack and Speed. It is also notable for being one of the very few users of Defog with a resistance to Stealth Rock. Unfortunately, Flygon's somewhat middling Attack means it has trouble taking down foes fast enough, and it is vulnerable to popular Dragon, Fairy and Ice moves. However, the ultimate issue with Flygon is that it can't compete with Garchomp, another Dragon and Ground type that has better stats, better offensive movepool and a Mega Evolution.
Flygon's STAB are pretty standard. Earthquake is the best STAB move for any Ground-type, while Outrage has the sheer power to tear through foes. Dragon Claw is the next best alternative to Outrage that doesn't let Fairy-types switch in for free, but the loss in power is very significant. Draco Meteor is another option for hitting physical walls, and Flygon's Special Attack is decent enough for it. Fire Blast provides coverage against the Steel-types that aren't weak to Earthquake, and Iron Tail is effective for smashing Fairies. Stone Edge is another option for great super effective coverage with Earthquake, while U-Turn lets Flygon maintain offensive momentum. Lastly, Flygon is a great Defogger due to an immunity to most entry hazards with Levitate, and an important resistance to Stealth Rock, making it well-suited for hazard removal.


==Cacnea and Cacturne==
==Cacnea and Cacturne==
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| 332 || Cacturne || Grass/Dark || 70 || 115 || 60 || 115 || 60 || 55 || Sand Veil / {{abbr|Water Absorb|Hidden}}
| 332 || Cacturne || Grass/Dark || 70 || 115 || 60 || 115 || 60 || 55 || Sand Veil / {{abbr|Water Absorb|Hidden}}
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Cacturne has an uncommon Grass/Dark typing and the stats to make it a powerful mixed attacker. A Dark subtype combined with Water Absorb gives it two immunities, which gives it opportunities to switch in despite its poor bulk. Its STAB combination has pretty good coverage by themselves, and it has a nice selection of both physical and special moves to choose from. It can also learn several useful status moves as well, letting it provide some extra utility to its team. While it had respectable strength, Cacturne is terrible defensively, with seven weaknesses of varying popularity and very poor defensive stats. The final spiky nail in Cacturne's coffin is its poor Speed, which makes it very easy to take down by faster Pokemon.
On the special side, Cacturne's main STAB moves are Dark Pulse and Giga Drain. Dark Pulse has good neutral coverage and is the most reliable Dark STAB move Cacturne has. Giga Drain provides some extra utility by healing Cacturne, though Energy Ball can be used instead for sheer power. Focus Blast is also an option to take on opposing Dark-types and Steel-types. For physical attacks, Cacturne relies on Sucker Punch and Seed Bomb instead. Sucker Punch in particular is a vital move no matter which attack stat Cacturne leans toward due to its priority, which is crucial for Cacturne to survive encounters against faster offensive Pokemon. Drain Punch is a notable coverage move as it provides the life leeching on more physical sets. Cacturne also gets both Nasty Plot and Swords Dance to boost its offensive stat of choice, though Substitute should be use to give Cacturne room to set up. Cacturne can also serve as an offensive Spikes setter. Spiky Shield is a decent Protect clone for scouting out the enemy's moves. Lastly, Destiny Bond can be used to bring the opponent down with Cacturne, but its poor Speed makes it difficult to set up.


==Swablu and Altaria==
==Swablu and Altaria==
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| Mega Altaria || Dragon/Fairy || 75 || 110 || 110 || 110 || 105 || 80 || Pixilate
| Mega Altaria || Dragon/Fairy || 75 || 110 || 110 || 110 || 105 || 80 || Pixilate
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Altaria was one of the more unimpressive Dragon-types in the game, sporting decent bulk and Natural Cure, but having poor stats otherwise and sharing a typing with much better Dragons. However, it has now received a Mega Evolution, which raises its offenses up to par with its bulk, giving it a more balanced range of stats. Mega Altaria also changes its typing to the unique Dragon/Fairy, an amazing typing with few common weaknesses and a lot of resistances, as well as granting it Pixilate, giving it some very powerful Fairy moves. Mega Altaria also has an excellent movepool, letting it be either a physical or special threat with useful support options to boot. Mega Altaria's Speed is a big flaw, but it is actually quite hard to revenge kill a healthy one due to Altaria's bulk. It also has trouble against fellow Fairy-types, and needs to beware of Steel-types as well.
Mega Altaria is a top user of Dragon Dance, due to having great bulk to set up and benefiting immensely from the Attack and Speed boost it provides. Since Dragon has redundant and poorer coverage compared to Fairy, Mega Altaria usually just run a single Fairy STAB instead. Return is Mega Altaria's main STAB move, sporting a lot of power at max happiness. Hyper Voice is a good alternative for specially-inclined or bulkier playstyles, since it isn't boosted by Dragon Dance but can hit through Substitutes. Earthquake is used to defeat Steel-types that resist Fairy, while Fire Blast targets part-Steels neutral to Ground. Roost bolsters Mega Altaria's health, while Heal Bell protects Mega Altaria from status as well as let it provide team support. Substitute is another nice defensive move usually used with Dragon Dance to give Mega Altaria space to set up and avoid status.


==Zangoose==
==Zangoose==
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| 335 || Zangoose || Normal || 73 || 115 || 60 || 60 || 60 || 90 || Immunity / {{abbr|Toxic Boost|Hidden}}
| 335 || Zangoose || Normal || 73 || 115 || 60 || 60 || 60 || 90 || Immunity / {{abbr|Toxic Boost|Hidden}}
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Zangoose is a straightforward Normal-type bruiser that trades health for big damage. It has the exclusive Toxic Boost ability, which powers up Zangoose's Attack when poisoned, and it gets STAB Facade to further make use of this status. It is also fairly fast for a self-inflicted status user, which gives it an offensive edge compared to the mainly slow and bulky Guts users. Zangoose's attacking movepool is small but effective, giving it perfect neutral coverage. Unfortunately, Zangoose is forced to use a Toxic Orb unlike Guts users, since its ability only activates on poison status. Zangoose is also very frail, which is compounded by the poison damage it inevitably takes for the Attack boost. Lastly, Zangoose's Speed is pretty average offensively, which makes it easy to revenge kill by faster attackers.
Facade is without a doubt Zangoose's main STAB move. This move hits nearly as hard as Giga Impact when Zangoose is poisoned and lacks any negative secondary effects. It also works well with Zangoose's reliance on Toxic Boost, since it will always have doubled base power as long as Zangoose is poisoned. Quick Attack is a good secondary STAB move that provides important priority, letting Zangoose take on faster, weakened foes. Close Combat is a great coverage move for crushing Rock and Steel types that resist Facade, and the defense drop isn't a big problem considering Zangoose's already paper thin defenses. Knock Off rounds out Zangoose's coverage by hitting Ghost-types, and has additional utility by removing the foe's items.


==Seviper==
==Seviper==
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| 336 || Seviper || Poison || 73 || 100 || 60 || 100 || 60 || 65 || Shed Skin / {{abbr|Infiltrator|Hidden}}
| 336 || Seviper || Poison || 73 || 100 || 60 || 100 || 60 || 65 || Shed Skin / {{abbr|Infiltrator|Hidden}}
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Seviper is an offensive Poison-type, with above average attacking stats for a Poison-type Pokemon, and the only pure Poison that can play as a mixed attacker somewhat effectively. Shed Skin lets Seviper brush off harmful status ailments, though Infiltrator is also useful for hitting through enemy Substitutes. Seviper also has a pretty wide attacking movepool to make use of both offensive stats and give it well-rounded coverage. However, Seviper has terrible bulk, which undermines its good defensive typing. It also has horrible Speed as well, which makes it very vulnerable to most offensive Pokemon in the game, many of which can simply faint it before it can do anything in return.
Sludge Wave is Seviper's strongest STAB move, while Poison Jab is a usable physical alternative with a higher chance of poisoning foes. Sludge Bomb combines the best of both world by having near equivalent power to Sludge Wave and a high poison chance. Sucker Punch gives Seviper a form of priority, which is extremely important due to its horrible Speed, so that is has a better chance against offensive teams. Earthquake is an excellent coverage move that threatens Rocks, Steels and fellow Poison-types that resist its STAB. Flamethrower is a good alternative answer to Steel-types, especially the ones neutral to Ground. Giga Drain provides healing and works well against Rock and Ground types, while Aqua Tail provide similar coverage and more power but no secondary effects.


==Lunatone==
==Lunatone==
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| 337 || Lunatone || Rock/Psychic || 70 || 55 || 65 || 95 || 85 || 70 || Levitate
| 337 || Lunatone || Rock/Psychic || 70 || 55 || 65 || 95 || 85 || 70 || Levitate
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Lunatone and Solrock are obvious duos being both Rock/Psychic types with Levitate, with Lunatone being the more specially-inclined of the two. Lunatone has a variety of support moves to function as a utility Pokemon, but it has many things holding it back. Its bulk is rather lackluster, especially physically, and its unique typing gives it many undesirable weaknesses. Offensively, Lunatone's Special Attack stat is pretty mediocre and it is easily stopped by special walls. While its STAB + Ground combination of attacks have unresisted coverage, its attacking movepool is pretty lacking. Finally, Lunatone's Speed is quite poor as well, which makes it easy pickings for many offensive Pokemon.
Psychic is Lunatone's main STAB move, being its strongest attack without any drawbacks or unwieldy mechanics. Unfortunately, Lunatone has to settle with Ancient Power for its Rock-type STAB, since all of its other Rock attacks make use of its vastly inferior physical Attack stat, and the occasional mass boost can be handy at least. Earth Power hits exactly as hard as STAB Ancient Power, and the two attacks have excellent coverage among themselves. Lunatone can also set up Stealth Rock, has Moonlight to heal itself, both Reflect and Light Screen for team support, and good boosting moves in Calm Mind and Rock Polish. Although it is rather frail for a setup sweeper, it can use Baton Pass instead to pass these boosts, as well as the rare Ancient Power boost, along to a teammate.


==Solrock==
==Solrock==
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| 338 || Solrock || Rock/Psychic || 70 || 95 || 85 || 55 || 65 || 70 || Levitate
| 338 || Solrock || Rock/Psychic || 70 || 95 || 85 || 55 || 65 || 70 || Levitate
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Lunatone and Solrock are obvious duos being both Rock/Psychic types with Levitate, with Solrock having the better physical stats of the two. Among the two, Solrock's traits make it more well-off in battles. For starters, Solrock has a much better attacking movepool to make good use of its physical Attack. Furthermore, Solrock's higher Defense also lets it wall Normal, Flying and Fire moves better, as these types are commonly physical. Other than that, Solrock isn't much different from Lunatone, having good support moves and passable offenses. Also like Lunatone, Solrock's typing gives it several common weaknesses, and its bulk and Speed leaves much to be desired.
Solrock's best STAB move is Stone Edge, being quite strong and hitting a good number of Pokemon super effectively. Rock Slide is a good alternative due to its accuracy, spread and flinch, but has noticeably lower power. Zen Headbutt is a decent secondary STAB, particularly effective for taking down Fighting-types that resist Rock. Earthquake rounds out Solrock's coverage, and is particularly good against Steel-types that resist both of Solrock's STAB moves. Solrock can also use Explosion to deal serious damage as a last ditch effort. For utility moves, Solrock can set up Stealth Rock, Reflect or Light Screen as field effects. It can heal itself using Morning Sun and weaken physical attackers with Will-O-Wisp. Like Lunatone, Solrock can also Baton Pass Rock Polish boosts to its allies.


==Barboach and Whiscash==
==Barboach and Whiscash==
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| 340 || Whiscash || Water/Ground || 110 || 78 || 73 || 76 || 71 || 60 || Oblivious / Anticipation / {{abbr|Hydration|Hidden}}
| 340 || Whiscash || Water/Ground || 110 || 78 || 73 || 76 || 71 || 60 || Oblivious / Anticipation / {{abbr|Hydration|Hidden}}
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Whiscash is one of the few Pokemon with the rare Water/Ground typing, a combination that leaves it with only one fairly uncommon Grass weakness. It has a really balanced range of stats, but unfortunately this means that Whiscash isn't particularly effective at anything, since it lacks both offensive presence, significant bulk or good Speed. Whiscash is notable for being one of the few non-Dragons that gets Dragon Dance. Unfortunately, with such poor stats to start with, it doesn't take much to take Whiscash down, even without a Grass-type move. When it comes to Water/Ground types or Dragon Dance users, there are plenty of better candidates out there.
Whiscash has access to a range of both physical and special moves, and both of its offensive stats are about the same. However, Whiscash usually prefers to use physical attacks due to Dragon Dance being one of its more notable features. Earthquake is the obvious primary STAB move, capable of hitting a wide range of Pokemon super effectively. Waterfall is a great secondary STAB, as while it has some coverage overlap with Earthquake, its flinch chance is useful once Whiscash has boosted its Speed. Stone Edge provides excellent coverage in conjunction with Earthquake. Alternatively, Whiscash can use a more specially-oriented moveset, but it's significantly weaker due to the lack of a boosting move. However, it does have the advantage of a strong Ice Beam, which deals with Grass-types effectively. Earth Power combined with Hydro Pump, Surf or Scald are the special STAB moves of choice.


==Corphish and Crawdaunt==
==Corphish and Crawdaunt==
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| 342 || Crawdaunt || Water/Dark || 63 || 120 || 85 || 90 || 55 || 55 || Hyper Cutter / Shell Armor / {{abbr|Adaptability|Hidden}}
| 342 || Crawdaunt || Water/Dark || 63 || 120 || 85 || 90 || 55 || 55 || Hyper Cutter / Shell Armor / {{abbr|Adaptability|Hidden}}
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As a Water-type Pokemon, Crawdaunt boasts some of the strongest physical Water attacks in the game, owing to its high Attack stat and amazing ability in Adaptability. With Adaptability, Crawdaunt's STAB gets boosted to frightening levels, and it can heavily dent any Pokemon that doesn't resist its respectable type combination of Water and Dark. Notably, Crawdaunt is the only Adaptability user that gets STAB Knock Off, making it a fearsome user of that move. As with many offensive Pokemon, Crawdaunt has middling to poor bulk, especially with its terrible Special Defense and weakness to Electric, Fighting and Fairy moves. Crawdaunt is also held back by its poor speed, and while it can play around it with priority attacks, it makes Crawdaunt vulnerable to getting revenge killed.
Crabhammer is, without a doubt, Crawdaunt's best STAB move. This uncommon and powerful physical Water attack is the strongest STAB move Crawdaunt has, and it only gets stronger after a boost from Adaptability. Aqua Jet gives Crawdaunt much appreciated priority to get around its poor Speed, and can potentially let it sweep late in the match against a team of weakened foes. Knock Off is an excellent secondary STAB move that not only has incredible power with Adaptability, but also the helpful ability to remove opponents' items, ensuring anything that survives a hit is left much worse for wear. Superpower and X-Scissor gives Crawdaunt some extra coverage against the very few Pokemon that resists both of its Adaptability moves. Lastly, Swords Dance and Dragon Dance can be used to bolster Crawdaunt's offensive power, provided it can find an opportunity to set up.


==Baltoy and Claydol==
==Baltoy and Claydol==
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| 344 || Claydol || Ground/Psychic || 60 || 70 || 105 || 70 || 120 || 75 || Levitate
| 344 || Claydol || Ground/Psychic || 60 || 70 || 105 || 70 || 120 || 75 || Levitate
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Claydol is a pretty conventional support Pokemon with great defensive stats, but underwhelming offenses and Speed. It is a notable entry hazard remover, as it can learn Rapid Spin, is immune to most hazards due to Levitate, and most importantly resists Stealth Rock. Claydol also has an impressive movepool of support moves, boosting moves and a variety of strong attacks covering multiple types. Unfortunately, Claydol's Ground/Psychic combination is more of a curse than a blessing, giving it six weaknesses, with Dark, Ice and Water being particularly problematic due to their popularity. Claydol's weak attacks also make it prime setup bait for any decently bulky sweepers. Finally, Claydol lacks a recovery move outside of Rest, so it can still be worn down with repeated hits despite its great bulk.
Rapid Spin is one of Claydol's highlights, being able to remove annoying entry hazards, though Claydol can also lay entry hazards of its own with Stealth Rock. When it comes to STAB moves, Claydol can use a combination of Earthquake and Zen Headbutt physically or Earth Power and Psychic or Psychock for special attacks. Rock Slide, Dazzling Gleam, Ice Beam and Shadow Ball can provide more coverage, but Claydol's offenses are pretty poor. Outside of Rapid Spin, Claydol has a myriad of support tools, though none of them are particularly notable. It can set up Reflect and Light Screen, activate Trick Room, spread Toxic status, Trick Choice items or buff up with Calm Mind. Last but not least, Claydol can learn Explosion, but it's unwise to sacrifice a utility Pokemon just for damage, especially considering its rather poor Attack stat.


==Lileep and Cradily==
==Lileep and Cradily==
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| 346 || Cradily || Rock/Grass || 86 || 81 || 97 || 81 || 107 || 43 || Suction Cups / {{abbr|Storm Drain|Hidden}}
| 346 || Cradily || Rock/Grass || 86 || 81 || 97 || 81 || 107 || 43 || Suction Cups / {{abbr|Storm Drain|Hidden}}
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Cradily is a unique fossil Pokemon most notable for its exclusive Rock/Grass typing, which cancel out many of each other's weaknesses. Cradily is designed to be a defensive Pokemon, with a focus on sponging special attacks, as it has nice bulk but lackluster offensive power. To further complement its typing, it gets the Storm Drain ability, giving it a useful Water immunity and a potential boost to its strength. Unfortunately, for all the weaknesses its type combination cancels out, it still leaves Cradily weak to very common Fighting and Ice moves, while leaving it with few resistances in return. With poor Speed and offenses, Cradily is rather passive, making it vulnerable to setup Pokemon and a decently fast Taunt.
Cradily's STAB moves are usually Giga Drain and Rock Slide, though it doesn't rely on them very much due to its defensive nature. Giga Drain would be Cradily's main STAB move with a helpful ability to leech health from the enemy. Rock Slide's flinch chance is wasted due to Cradily's poor Speed, but it does lots of damage to Fire, Bug and Flying types that can comfortably sponge Grass moves. Stone Edge does more damage, but Rock Slide's superior accuracy is more beneficial to a support Pokemon. Cradily can support its team by setting up Stealth Rock, a great entry hazard as always, or it can spread Toxic status to wear down opposing Pokemon. It also gets Synthesis and Recover as healing moves, with Recover healing a consistent amount while Synthesis's effectiveness varies with weather. While very uncommon, Cradily can also put Curse to good use, due to its poor Speed and good bulk to start with.


==Anorith and Armaldo==
==Anorith and Armaldo==
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| 348 || Armaldo || Rock/Bug || 75 || 125 || 100 || 70 || 80 || 45 || Battle Armor / {{abbr|Swift Swim|Hidden}}
| 348 || Armaldo || Rock/Bug || 75 || 125 || 100 || 70 || 80 || 45 || Battle Armor / {{abbr|Swift Swim|Hidden}}
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|}
Armaldo is an odd Pokemon with passable bulk and high Attack, but its very uncommon typing is its main feature. Its good physical strength lets it play the role of a conventional physical attacker, though it can also help remove entry hazards with Rapid Spin. It also has a nice offensive movepool to make use of, including several boosting moves and a form of priority, and becomes fairly threatening in rain due to Swift Swim. However, while Armaldo's Rock/Bug typing is certainly unique, it doesn't provide many resistances, and its weaknesses to Water, Rock and Steel are very common. Armaldo is also extremely slow, which holds it back offensively and usually forces it to sponge hits before making a move. Finally, it is poorly suited for hazard removal, given that it is affected by every grounded hazard and weak to Stealth Rock.
Stone Edge is Armaldo's strongest Rock-type attack, and thus is its main STAB move, though Rock Slide and Rock Blast are nice alternatives. Earthquake is an excellent coverage move in conjunction with Stone Edge. X-Scissor is a nice secondary STAB, though it doesn't provide a lot of useful coverage outside of targeting Grass, Dark and Psychic types. Aqua Tail is another usable coverage move that works well with Swift Swim due to its power boost in rain. Aqua Jet on the other hand provides vital priority to help Armaldo retaliate against faster attackers. Stealth Rock lets Armaldo set up entry hazards, while Rapid Spin removes the enemy's hazards. Knock Off is an amazing utility move in general, but synergizes greatly with Rapid Spin by warding off Ghost-types immune to it. Swords Dance greatly improves Armaldo's power, while Rock Polish can patch up its horrendous Speed.


==Feebas and Milotic==
==Feebas and Milotic==
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| 350 || Milotic || Water || 95 || 60 || 79 || 100 || 125 || 81 || Marvel Scale / Competitive / {{abbr|Cute Charm|Hidden}}
| 350 || Milotic || Water || 95 || 60 || 79 || 100 || 125 || 81 || Marvel Scale / Competitive / {{abbr|Cute Charm|Hidden}}
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|}
With good HP and excellent Special Defense, Milotic is a pretty orthodox bulky Water-type. What seperates it from other Water-types is its Marvel Scale ability, which boosts its Defense when afflicted by a status ailment, and its above average Speed for its bulk. It also has a decent Special Attack stat, letting it still deal respectable damage, as well as instant recovery in Recover to improve longevity. Milotic has a pretty poor Defense stat, which limits its capability to sponge hits from physical attackers. While it has Marvel Scale, Milotic still dislikes status ailments that can gradually wear it down. Due to its middling Special Attack, it has major trouble against special walls, which can easily inflict the aforementioned status. Finally, Milotic also faces competition from a myriad of other bulky Water-types, the most populous typing in the game.
For any bulky Water-type, Scald is the most obvious STAB move. This attack not only deals decent damage, but also has a high chance to burn, crippling many physical attackers and making up for Milotic's lackluster Defense. Ice Beam is a great complement, giving Milotic a fighting chance against opposing Grass and Dragon types that resist its Water moves. Recover lets Milotic heal up a big chunk of its health back to better wall foes, while Rest fully heals, cures status and activates Marvel Scale at the cost of leaving Milotic a sitting duck or reliant on Sleep Talk for a few turns. Haze or Dragon Tail keeps Milotic from becoming setup bait by removing accumulated stat changes or forcing the target out. Lastly, Toxic is a straightforward status in addition to Scald burns to wear opposing bulky Pokemon down.


==Castform==
==Castform==
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| Castform (Snowy) || Ice
| Castform (Snowy) || Ice
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With completely balanced and completely mediocre stats all around, Castform is a terrible Pokemon for battling, known more for its weather switching gimmick. Its unique Forecast ability lets it change its type depending on weather, while it can use the uncommon Weather Ball that also have different effects in different weather. Unfortunately, this limited adaptability doesn't save Castform from its bad stat spread, being a poor weather setter due to its low Speed, poor attacker due to its low offenses and poor tanker due to its low bulk. At the very least, Castform has a massive movepool of special attacks spanning a variety of types, but against anything it doesn't hit super effectively, it's always at a disadvantage.
Given that Castform is a Pokemon created entirely for weather, using it on a weather team is probably the most useful it will ever be, and Castform learns every weather inducing move available. In intense sunlight, Weather Ball functions like a stronger Flamethrower or a more accurate Fire Blast. Solar Beam provides coverage for Water-types, though Energy Ball also works outside of sun. In heavy rain, Weather Ball becomes a stronger Surf instead, and it can use an always accurate Thunder and Hurricane. Weather Ball is unfortunately useless in hail since Blizzard is a straight upgrade with hail's accuracy boost. Meanwhile, sandstorms make Weather Ball an uncommon Rock-type special move, but since Castform doesn't have a form for Sandstorm, it's an unappealing option since it can still take chip damage from the weather. Lastly, Castform can simply use its great movepool as a conventional special attacker, with moves like Hydro Pump, Scald, Thunderbolt, Ice Beam, and Shadow Ball in addition to the moves previously mentioned.


==Kecleon==
==Kecleon==
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| 352 || Kecleon || Normal || 60 || 90 || 70 || 60 || 120 || 40 || Color Change / {{abbr|Protean|Hidden}}
| 352 || Kecleon || Normal || 60 || 90 || 70 || 60 || 120 || 40 || Color Change / {{abbr|Protean|Hidden}}
|}
|}
Kecleon used to be another Pokemon doomed by a silly gimmick in Color Change, which altered its type at the whims of the opponent. However, with the introduction of Greninja, it has gained a much better type changing ability in Protean, which lets it actively control its own type and gives it STAB on all attacks. Its stats are not too shabby either, with a good Attack stat and great special bulk. Kecleon also has an appreciable movepool to take advantage of Protean or to provide general utility and coverage. Unfortunately, Kecleon's poor Defense makes it vulnerable to physical attackers, while its terrible Speed prevents Kecleon from being able to quickly change its type to adapt to its opponent. Lastly, Kecleon cannot compete with Greninja as a Protean user, with the latter having superior Speed, offenses and a wider movepool.
Knock Off is a nice attack to start off for any Pokemon, as it deals lots of damage to any target holding an item and makes them lose said item as well. Drain Punch provides awesome coverage with Knock Off and saps the opponent's health, while having different type matchups between the two types to play around opponents with its Protean. Sucker Punch and Shadow Sneak provide important priority to let it circumvent its abysmal Speed stat, the former providing more power while the latter triggering more reliably and having extra utility with Protean. For extra coverage and Protean mindgames, Kecleon learns the three elemental punches, as well as Aqua Tail, Iron Tail and Rock Slide. Additionally, Kecleon gets a variety of utility moves like Thunder Wave, Trick Room, Fake Out, Stealth Rock and Recover, but these moves are better left to more dedicated support Pokemon.


==Shuppet and Banette==
==Shuppet and Banette==
Line 766: Line 826:
| Mega Banette || 64 || 165 || 75 || 93 || 83 || 75 || Prankster
| Mega Banette || 64 || 165 || 75 || 93 || 83 || 75 || Prankster
|}
|}
Banette has always been a rather forgettable Ghost-type Pokemon, having excellent physical Attack but terrible stats everywhere else. Unfortunately, its new Mega Evolution is no different, giving it one of the highest Attack stats of any Pokemon but still leaving the rest of its stats barely improved. However, Mega Banette also gets the Prankster ability, and is the only Prankster user that has Destiny Bond, so it can be a suicidal stop to any strong offensive threats, while its poor Speed actually helps it get an attack in if it lives to a second turn, since Destiny Bond doesn't wear off until it performs another move. Despite its powerful gimmick, Mega Banette is pretty limited considering it takes up a Mega slot, and unlike Mega Gengar it can't guarantee Destiny Bond will trigger on the desired target.
As stated before, Destiny Bond is Mega Banette's selling point, as it ensures it can get off a Destiny Bond before the opponent makes a move, barring fast priority users. Mega Banette also has a plethora of other status moves it can abuse with Prankster, such as Taunt, Swagger, Will-O-Wisp, Toxic, Thunder Wave and Disable. Note that since Prankster doesn't come into effect on the turn Banette Mega Evolves, Protect is a prudent choice to ensure it lives long enough to make use of its ability. Shadow Claw is Mega Banette's main STAB move, being a strong and straghtforward physical Ghost move. Phantom Force is slightly stronger, but it can be played around due to being a two-turn attack. Knock Off has less power and redundant coverage, but provides a lot more utility by removing the opponents' items. Lastly, Shadow Sneak is a priority attack to get around Mega Banette's poor Speed.


==Duskull, Dusclops and Dusknoir==
==Duskull, Dusclops and Dusknoir==
Line 779: Line 843:
| 477 || Dusknoir || Ghost || 45 || 100 || 135 || 65 || 135 || 45 || Pressure / {{abbr|Frisk|Hidden}}
| 477 || Dusknoir || Ghost || 45 || 100 || 135 || 65 || 135 || 45 || Pressure / {{abbr|Frisk|Hidden}}
|}
|}
Dusknoir is a very flawed Ghost-type Pokemon. Its stats are spread out like a bulky attacker, boasting impressive defenses on both fronts and a respectable Attack stat, but poor Speed. Unfortunately, Dusknoir's abysmal HP stat undermines its high defense stats, and it lacks a quick recovery move outside of Pain Split, which makes it susceptible to getting worn down from chip damage. Furthermore, it is outclassed defensively by its own pre-evolution Dusclops, whose overall base defensive stats are only 5 points lower than Dusknoir and has the ability to hold an Eviolite to shoot its bulk skyward. On offense, Dusknoir has a nice selection of coverage moves, but its STAB attacks have pitiable power. All in all, both Dusclops and Dusknoir have major issues holding them back, with Dusclops being slightly more successful due to its sheer bulk.
As mentioned before, Dusknoir doesn't have any decently powerful STAB move, being stuck with the disappointing Shadow Punch. Meanwhile, both of Dusclops offenses are so poor it could deal more damage in many cases using Night Shade. Shadow Sneak lets Dusknoir move first, bypassing its horrendous Speed. Toxic is another way to wear down bulky foes, and Curse can be used to deal heavy indirect damage at the cost of Dusknoir or Dusclops health. For Dusknoir's attacks, it has Brick Break for Normal-types, the three elemental punches, as well as Rock Slide and Earthquake for great coverage. For status moves, Will-O-Wisp cripples physical attackers, while Trick Room turns Dusclops and Dusknoir into one of the fastest Pokemon in the game. Destiny Bond, Disable and Trick are other choices that can mess with the opponent's strategy. Pain Split can be used for quick healing, while you could try to tough things out with Rest.


==Tropius==
==Tropius==
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| 357 || Tropius || Grass/Flying || 99 || 68 || 83 || 72 || 87 || 51 || Chlorophyll / Solar Power / {{abbr|Harvest|Hidden}}
| 357 || Tropius || Grass/Flying || 99 || 68 || 83 || 72 || 87 || 51 || Chlorophyll / Solar Power / {{abbr|Harvest|Hidden}}
|}
|}
Tropius is not a very notable Pokemon, with its main traits being its uncommon Grass/Flying type combination as well as its ability to use Harvest to recycle its held berries. None of Tropius's stats are particularly outstanding, though it is slightly better at sponging attacks than dishing them out. Hence, when Tropius is used at all, it is usually played to maximize its longevity while wearing down the foe bit by bit. It has an impressive movepool consisting of a variety of attacks, boosting moves and utility moves, but it's simply held back by its overall mediocre stats. Tropius's Grass/Flying typing doesn't do it any favors, as it provides few useful resistances but plenty of weaknesses, including a terrible double weakness to Ice.
Tropius is most often seen using a combination of Substitute and Leech Seed, setting up a Substitute to protect from attacks and status, then using Leech Seed to wear down the opponent. This is often used in conjunction with Harvest and a Sitrus Berry for extra sources of healing so that Tropius stays alive as long as it can. Giga Drain and Energy Ball are fairly strong STAB attacks, while Air Slash has a high flinch chance if Tropius is ever faster than its foe. Toxic is an extra source of chip damage on top of Leech Seed, while Protect can be used to stall for turns. Roost and Synthesis let it recover even more health at the cost of making it more passive. Outside of these few moves, Tropius has plenty of options that it simply can't use effectively due to the myriad of better Pokemon that learn them. For attacks, there's Leaf Blade, Leaf Storm, Earthquake, Dragon Pulse and Outrage. For status moves, it has Tailwind, Whirlwind, Defog, Swagger, Safeguard, Growth, Swords Dance and Dragon Dance.


==Chingling and Chimecho==
==Chingling and Chimecho==
Line 799: Line 871:
| 358 || Chimecho || Psychic || 65 || 50 || 70 || 95 || 80 || 65 || Levitate
| 358 || Chimecho || Psychic || 65 || 50 || 70 || 95 || 80 || 65 || Levitate
|}
|}
Chimecho is a pretty forgettable Pokemon, being a conventional if not mediocre Psychic type with Levitate. None of its stats are particularly amazing, though its Special Attack is decent and its bulk is passable. Chimecho's main selling point is its incredible support movepool, with a ridiculous number of ways to assist its teammates, either by directly healing them or by disrupting the opponent. Unfortunately, Chimecho's terrible stats really hold it back no matter what moves it runs, and it is outclassed in the support role by Pokemon that simply have better stats, even among fellow Psychic-types. Even without its competition, Chimecho still makes a poor supporter, as it is easily stopped by special walls and Taunt, and has a rather poor defensive typing in pure Psychic.
One of Chimecho's highlights is the multitude of ways it can help out its teammates. Wish lets it pass massive chunks of HP to teammates, being the most useful in singles, while Heal Pulse directly heals allies in double or triple battles. Heal Bell is another excellent healing move, this time specifically removing lingering status effects from its whole team. It is also one of the few Pokemon that can perform the ultimate sacrifice with Healing Wish, fainting itself to completely restore a weakened teammate. Chimecho can also use plenty of other popular support moves, such as Safeguard, Reflect, Light Screen, Swagger, Toxic, Thunder Wave, Taunt, Trick Room and Helping Hand. It can also keep itself alive with Recover. In terms of attacks, Chimecho doesn't have a lot of options, nor does it have much space for them with only 4 moveslots, so Psychic is usually the sole damaging move it has or needs.


==Absol==
==Absol==
Line 810: Line 886:
| Mega Absol || 65 || 150 || 60 || 115 || 60 || 115 || Magic Bounce
| Mega Absol || 65 || 150 || 60 || 115 || 60 || 115 || Magic Bounce
|}
|}
Absol is notable for having a massive Attack stat, but poor Speed and paper-thin defenses meant it rarely has the chance to showcase its physical power. With its Mega Evolution, Absol has a very usable Special Attack stat, excellent Speed and an even more frighteningly strong Attack stat. While its bulk is unaltered, Mega Absol also gains one of the best defensive and utility abilities in the game in Magic Bounce, which bounces back any status and hazard setting moves back at the opponent. This incredible ability lets Mega Absol shut down many utility and defensive Pokemon, after which it can start ripping into the enemy team. Mega Absol's main weakness is still its terrible bulk, so it fears just about anything that can move before it, especially with its Mach Punch weakness. Absol also struggles to find a chance to Mega Evolve at all, having trouble switching in with its weak defenses and being stuck with bad Speed on the turn it Mega Evolves.
One of Absol's most important tools is Sucker Punch, as it lets it defend itself with priority on the turn it Mega Evolves while still being able to threaten faster attackers as Mega Absol. Knock Off is Mega Absol's main STAB move, dealing ridiculous damage on anything holding an item, while having the extremely useful effect of discarding the target's held item. Pursuit is also an option that lets Mega Absol trap its target. Play Rough is an excellent coverage move that is particularly effective for crushing opposing Dark and Fighting-types. Iron Tail on the other hand deals with Fairies. It has several good special moves to use as well, such as Flamethrower, Ice Beam, and Thunderbolt. Swords Dance raises Mega Absol's attack through the roof, and it can choose to Baton Pass its Attack boosts to teammates if it wishes. A fast Swagger and Taunt are also useful support options, though Mega Absol usually prefers to go fully offensive.


==Snorunt, Glalie and Froslass==
==Snorunt, Glalie and Froslass==
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| 478 || Froslass || Ice/Ghost || 70 || 80 || 70 || 80 || 70 || 110 || Snow Cloak / {{abbr|Cursed Body|Hidden}}
| 478 || Froslass || Ice/Ghost || 70 || 80 || 70 || 80 || 70 || 110 || Snow Cloak / {{abbr|Cursed Body|Hidden}}
|}
|}
Totally balanced stats caused Glalie to be a pretty unpopular Pokemon in the past, since there wasn't really much it could do better than other Pokemon. Indeed, Froslass was usually the more popular Snorunt evolution, due to her incredible Speed, unique typing and excellent array of support moves. However, with a brand new Mega Evolution, Mega Glalie is making a name for itself with buffed offenses and Speed, as well as an incredible ability in Refrigerate. Formerly the signature feature of Aurorus, Refrigerate powers up Glalie's Normal-type moves while turning them into Ice-type, giving it a wider and more powerful array of STAB moves than most Ice-types. Unfortunately, Mega Glalie is still hindered by rather average stats for a Mega Evolution, so it has minor trouble both surviving hits with its poor bulk and typing as well as dealing damage with its relatively middling offensive stats.
Due to Refrigerate and a usable physical Attack stat, Mega Glalie has access to several interesting STAB moves. Return and Double-Edge are the most straightforward STAB attacks, being straightforward physical damaging moves with good Base Power. Super Fang still deals fixed damage but isn't stopped by Ghosts, and can wear down walls just enough for Mega Glalie to ensure a kill, while Body Slam could be used to spread paralysis. Refrigerate also gives Glalie an Ice-type Hyper Beam, Giga Impact and Explosion, with Explosion being one of the deadliest moves in the game, capable of KOing just about anything that doesn't resist Ice in one fell swoop. Freeze-Dry deals with Water-types nicely, while Ice Shard gives Glalie priority, handy against faster attackers. Lastly, Earthquake rounds out Mega Glalie's coverage, taking down Fire, Rock and Steel types.
Despite Glalie's renewed usage, Froslass is still a very interesting Pokemon by herself. A Ghost sub-type gives her a great immunity to Fighting moves, and she gets a variety of utility moves with all the right features to use them, particularly when it comes to setting Spikes. She has a naturally high Speed for preemptively stopping opposing Taunts, Normal immunity to block Rapid Spin and Ice STAB for scaring off most Defoggers. Her frailty means she usually gets only one chance to set up Spikes, however, and anything faster or with priority can put a stop to her support early. As a support Pokemon, Taunt is vital for stopping enemy Taunts, ensuring Froslass gets to layer Spikes while stopping opposing utility Pokemon. Ice Beam is a nice STAB move with great coverage on its own, though Icy Wind's guaranteed Speed drop could prove more valuable despite its low power. Finally, Froslass can try to bring down her foe with Destiny Bond once she has expended her usefulness.


==Spheal, Sealeo and Walrein==
==Spheal, Sealeo and Walrein==
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| 365 || Walrein || Ice/Water || 110 || 80 || 90 || 95 || 90 || 65 || Thick Fat / Ice Body / {{abbr|Oblivious|Hidden}}
| 365 || Walrein || Ice/Water || 110 || 80 || 90 || 95 || 90 || 65 || Thick Fat / Ice Body / {{abbr|Oblivious|Hidden}}
|}
|}
Walrein is an Ice/Water type, and plays pretty similarly to the most of the few Pokemon that share its typing, that is being a wall or bulky attacker. Walrein has a great ability in Thick Fat, which makes it excellent for sponging incoming Ice and Fire moves. While it has great mixed bulk, its poor offensive presence makes it effectively a sitting duck against any decently bulky setup sweeper or special wall. Walrein's typing is also rather middling defensively, having only two resistances without Thick Fat but weaknesses to common Electric, Fighting and Rock moves. Terrible Speed and lack of reliable recovery further undermines Walrein's bulk, so it's one of the more rarely seen Ice-types in the game.
Walrein doesn't have much in way of attacks, given its middling Special Attack. Ice Beam provides the most coverage on its own, though Surf is also a decent choice. Since Walrein's offense is so poor, Toxic and Super Fang are also options to look into to deal more consistent damage. Substitute and Protect are good moves to stall out Toxic turns, with the former having the extra benefit of blocking status and sponging attacks. Sheer Cold can also be used along with Substitute for the thin chance of instantly KOing the foe. Roar can be used to shuffle Pokemon around, especially if there's entry hazards on the field. Encore on the other hand can force foes out if Walrein catches a foe using an ineffective attack or status move, and can give teammates opportunities to switch in. Finally, Walrein can boost up with Curse to make use of its physical movepool, having good coverage in Waterfall, Avalanche and Earthquake.


==Clamperl, Huntail and Gorebyss==
==Clamperl, Huntail and Gorebyss==
Line 851: Line 941:
| 368 || Gorebyss || Water || 55 || 84 || 105 || 114 || 75 || 52 || Swift Swim / {{abbr|Hydration|Hidden}}
| 368 || Gorebyss || Water || 55 || 84 || 105 || 114 || 75 || 52 || Swift Swim / {{abbr|Hydration|Hidden}}
|}
|}
Being the evolutions of Clamperl, Huntail and Gorebyss are mostly known for one tactic: Shell Smash Baton Pass. Both Pokemon share the same defenses and Speed, so the only difference between them is how their offensive stats are distributed as well as different Hidden Abilities, though the lack of permanent rain makes neither ability particularly useful. Huntail's strongest offensive stat is lower than Gorebyss, but results in more balanced set of offenses, letting it benefit from both attack boosts of Shell Smash. Meanwhile, Gorebyss's higher Special Attack stat lets it hit harder with focused special moves. Due to their poor Special Defense and average Speed after a boost, they're rarely kept as a setup sweeper, instead usually passing their boosts on to a more solid teammate.
As mentioned before, the combination of Shell Smash and Baton Pass are the main reasons to use Huntail and Gorebyss. Shell Smash doubles either Pokemon's Speed and offenses in exchange from a drop in bulk, which can be negated with a White Herb, which is useful for both personal use and for Baton Passing to others. For attacks, Huntail can use Aqua Ring for strong physical STAB, Ice Beam for great coverage and Sucker Punch for priority. Return or Double-Edge also provides extra neutral coverage. For Gorebyss, it can choose from either power with Hydro Pump or utility with Scald. Ice Beam remains a good coverage move, though it can also make use of Shadow Ball, Signal Beam or even Hidden Power Grass to hit a wider range of targets.


==Relicanth==
==Relicanth==
Line 860: Line 954:
| 369 || Relicanth || Water/Rock || 100 || 90 || 130 || 45 || 65 || 55 || Swift Swim / Rock Head / {{abbr|Sturdy|Hidden}}
| 369 || Relicanth || Water/Rock || 100 || 90 || 130 || 45 || 65 || 55 || Swift Swim / Rock Head / {{abbr|Sturdy|Hidden}}
|}
|}
For a Rock-type Pokemon, Relicanth's stats are pretty par for the course. It has incredible physical Defense backed up by a solid Attack stat, but suffers from terrible special stats and Speed. While base 90 Attack doesn't sound like a lot, Relicanth is also one of several Pokemon in the game that gets the powerful combination of Rock Head and Head Smash, giving it an 150 Base Power STAB move without any drawbacks. Its typing and amazing Defense lets it do well against Normal, Flying and Fire Pokemon, while its STAB combination gives it nice coverage. Like many Rock-types, Relicanth suffers from having poor Special Defense and copious weaknesses, including a double weakness to Grass. Poor Speed also contribute to its poor survivability and middling offense, and its Attack stat often falls short outside of Head Smash.
As stated before, Relicanth gets the rare combination of Rock Head, which removes recoil damage, and Head Smash, an obscenely powerful move that deals serious recoil damage. Together, Relicanth can safely use Head Smash to deal serious damage without any unwanted secondary effects. Aqua Tail is a strong secondary STAB move, though Waterfall may be the preferred choice for its reliable accuracy. Earthquake is a nice coverage move that complements Head Smash really well. Double-Edge and Zen Headbutt gives Relicanth total neutral coverage, with Double-Edge having higher neutral damage and Zen Headbutt targeting Fighting and Poison types, particularly Grass and Poison types. Relicanth can also set up Stealth Rock, though there are better choices for a Rock-type utility Pokemon.


==Luvdisc==
==Luvdisc==
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| 370 || Luvdisc || Water || 43 || 30 || 55 || 40 || 65 || 97 || Swift Swim / {{abbr|Hydration|Hidden}}
| 370 || Luvdisc || Water || 43 || 30 || 55 || 40 || 65 || 97 || Swift Swim / {{abbr|Hydration|Hidden}}
|}
|}
Luvdisc is simply a joke of a fully-evolved Pokemon. The only thing it can boast is being one of the fastest Pokemon in Swift Swim, but it's beaten out by Floatzel in that regard. Every other stat of Luvdisc is terrible. It has very poor bulk, and even its strongest attacks will only tickle most Pokemon, complemented by a barren movepool. It has a boring typing, and is outclassed by just about any fully-evolved Water-type in the game. Really, the most Luvdisc could do is annoy the foe with Toxic, Sweet Kiss or even the gimmicky but thematic Attract. Overall, there's no way to justify using Luvdisc for any serious battling at all.


==Bagon, Shelgon and Salamence==
==Bagon, Shelgon and Salamence==
Line 884: Line 984:
| Mega Salamence || 95 || 145 || 130 || 120 || 90 || 120 || Aerilate
| Mega Salamence || 95 || 145 || 130 || 120 || 90 || 120 || Aerilate
|}
|}
Salamence is a solid Dragon type boasting good mixed offenses and appreciable bulk along with great abilities in Intimidate and Moxie. While the advent of new and powerful Dragons throughout the generations and the introduction of Fairy-types have impacted its relevance, its new Mega Evolution solidifies Salamence as one of the top Dragon-types in the game. Mega Salamence has improved stats in offense, bulk and speed. It also gets Aerilate, which remedies Salamence's lack of strong Flying STAB by granting it a selection of new powerful Flying moves. The unpredictability of its movepool, amazing bulk and Speed for a Dragon-type and ability to make use of Intimidate or Moxie before Mega Evolving makes Mega Salamence one of the most dangerous Pokemon around. As strong as it is, Salamence still has significant weaknesses to Ice and Fairy, while strong special moves in general can leave a mark due to its lower Special Defense.
Salamence has a nice movepool to complement its excellent mixed attacking stats. Outrage is a powerful Dragon move that can tear through enemy teams, but lets Steel and Fairy types switch in freely, while Dragon Claw trades significant power but doesn't lock Salamence into the move. Mega Salamence has Double Edge for a deadly Flying-type STAB move, while Return is a weaker option without self-damage. On the special side, Salamence has Draco Meteor as a powerful nuke, and it doesn't mind the stat drop as much on a mixed set. Meanwhile, Aerilate Hyper Voice has its own uses over Mega Salamence's other Flying moves, namely to hit foes behind Substitutes and as a strong spread attack in doubles and triples. Earthquake and Fire Blast handily deals with Steel-types, while Iron Tail is an option for taking down Fairies. Finally, Salamence is a respectable setup sweeper with Dragon Dance, can heal itself through Roost, and provide team support with Defog.


==Beldum, Metang and Metagross==
==Beldum, Metang and Metagross==
Line 899: Line 1,003:
| Mega Metagross || 80 || 145 || 150 || 105 || 110 || 110 || Tough Claws
| Mega Metagross || 80 || 145 || 150 || 105 || 110 || 110 || Tough Claws
|}
|}
Like Salamence, Metagross was a once powerful threat whose usage was impacted by generational power creep and changes in type matchup, gaining weaknesses to Dark and Ghost in the case of Metagross. Also like its fellow pseudo-legendary, Metagross redeems itself with a Mega Evolution that turns it into a powerful and well-rounded threat. It gets a sizable boost in offense, having buffed attacking stats and the excellent Tough Claws ability, as well as a crucial increase in Speed. Meanwhile, it is also incredibly bulky, having an amazing Defense stat and admirable Special Defense as well, making Mega Metagross and excellent choice for a Mega Pokemon overall. Poor Speed before Mega Evolving means Metagross must be extra cautious in its default state, and even Mega Metagross still fears paralysis and burns that debilitate any physical attacker.
Metagross is one of the few Pokemon that learns Meteor Mash, and it is a great STAB move for Mega Metagross given that it gets a Tough Claw boost and has a chance to increase its Attack. Bullet Punch is a priority attack for securing a KO on weakened or frail Pokemon. Zen Headbutt is a decent secondary STAB move with a flinch chance that works well with Mega Metagross's good Speed. Earthquake has good coverage in general and is specifically strong against opposing Steel and Fire types. Hammer Arm similarly breaks past Steel-types while being enhanced by Tough Claws, though it has the detrimental effect of lowering Mega Metagross's Speed. Ice Punch also provides excellent coverage, namely for common Dragons, Ground, and Flying types, and has respectable strength with Tough Claws. Grass Knot is an uncommon option for hitting Water and Ground-types, especially more physically bulky Pokemon. Mega Metagross can also perform as a Pursuit trapper, as it can often force many Pokemon to switch out. Agility or Rock Polish increases Mega Metagross's Speed, making it a dangerous sweeper. Finally, Substitute protects Mega Metagross from attacks and status while giving it space to set up.


==Regirock==
==Regirock==
Line 906: Line 1,014:
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
|-
|-
| 377 || Regirock || Rock || 80 || 100 || 200 || 50 || 100 || 50 || Clear Body / {{abbr|Sturdy|Currently unavailable}}
| 377 || Regirock || Rock || 80 || 100 || 200 || 50 || 100 || 50 || Clear Body / {{abbr|Sturdy|Hidden}}
|}
|}
With its massive Defense stat, respectable Special Defense and resistances to Normal, Flying and Fire moves, Regirock is a strong defensive Pokemon with a variety of support moves at its arsenal. With good bulk on both fronts, Regirock can be used to sponge attacks from a range of Pokemon, and threatening back with status or a damaging move off of its respectable Attack stat. Unfortunately, while Regirock's pure Rock typing is a great stop to some common offensive physical types, it also comes with a lot of common weaknesses. Special Attackers can also wear Regirock down quickly due to its lower Special Defense stat. Regirock also lacks a recovery move outside of Rest, so status ailments and entry hazards are a major annoyance that slowly chip it down.
Stone Edge and Rock Slide are the obvious STAB moves, the former having good power while the latter having reliable accuracy. Thunder Wave is an excellent status move that cripples many offensive Pokemon, while Toxic is great for wearing down bulkier foes and is often Regirock's best option against Ground-types. Stealth Rock is an awesome entry hazard, and Regirock's huge bulk gives it opportunities to switch in and set it up. Earthquake has incredible coverage with Regirock's Rock-type STAB. Drain Punch lets Regirock to both deal damage and heal itself quickly. Finally, Regirock has Explosion, letting it deal massive damage after it has become to worn down to sponge hits for the team.


==Regice==
==Regice==
Line 915: Line 1,027:
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
|-
|-
| 378 || Regice || Ice || 80 || 50 || 100 || 100 || 200 || 50 || Clear Body / {{abbr|Ice Body|Currently unavailable}}
| 378 || Regice || Ice || 80 || 50 || 100 || 100 || 200 || 50 || Clear Body / {{abbr|Ice Body|Hidden}}
|}
|}
Regice is one of the most specially defensive Pokemon in the game while having great physical Defense to back it up. It also has great coverage in its special moves, having the excellent combination of Ice Beam and Thunderbolt and a strong Special Attack stat that lets it play like a bulky attacker. However, Regice suffers from having a terrible defensive typing, having barely any resistances for 4 common weaknesses, most of which usually strike its weaker Defense stat. Poor Speed also impacts the effectiveness of its offense, since it is easy for opponents to wear it down before it can do much in return. While its Special Attack is nothing to scoff at, it still has difficulty breaking past many special walls.
Ice Beam is Regice's best choice for an STAB move, having both excellent accuracy and great Base Power. Thunderbolt provides amazing coverage with Ice Beam, particularly for taking down bulky Water-types. Focus Blast provides perfect coverage for Regice, smacking the Steel and Rock types that usually threaten it with their super effective STAB moves. Regice can spread Thunder Wave fairly effectively, as Ground-types immune to it dislike Regice's Ice moves. Toxic is very helpful for wearing down specially bulky Pokemon that can comfortable take Regice's attacks. Lastly, Rock Polish allows Regice to boost its terrible Speed, making it a well-rounded special attacker on all fronts.


==Registeel==
==Registeel==
Line 924: Line 1,040:
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
! HP !! Attack !! Defense !! Special Attack !! Special Defense !! Speed  
|-
|-
| 379 || Registeel || Steel || 80 || 75 || 150 || 75 || 150 || 50 || Clear Body / {{abbr|Light Metal|Currently unavailable}}
| 379 || Registeel || Steel || 80 || 75 || 150 || 75 || 150 || 50 || Clear Body / {{abbr|Light Metal|Hidden}}
|}
|}
Of the Regis, Registeel has the best defensive typing by far, giving it a ton of resistances and few weaknesses. It also has much more balanced bulk, having incredible defenses against both physical and special moves. However, this improved defense comes at a cost, as neither of Registeel's offensive stats are very strong, causing it to lack offensive presence. This makes it vulnerable to bulky setup users that don't fear its status moves and can use the space to boost themselves up for a sweep. Its low Speed also makes it very weak to Taunt, which can pretty much shut it down by forcing it to rely on its weak attacks. Lastly, Registeel lacks a reliable form of recovery, so it can only depend on Rest to heal itself, making it even more passive, as well as making it easy to wear down over time from residual damage.
Registeel's good bulk and typing makes it a good candidate for setting up Stealth Rock. It also has two status moves, Thunder Wave and Stealth Rock. Thunder Wave is effective against frailer offensive Pokemon that heavily relies on their speed, while Toxic puts a hard timer on any Pokemon attempting to use its passiveness as a chance to set up. If Registeel is wearing down foes with Toxic, Protect could be used to stall for more damage. In terms of attacks, Iron Head is the best STAB move Registeel can use, though Seismic Toss is also a good option due to its fixed damage. Counter can also be used to catch physical hits and retaliate with massive damage.


==Latias==
==Latias==
Line 937: Line 1,057:
| Mega Latias || 80 || 100 || 120 || 140 || 150 || 110
| Mega Latias || 80 || 100 || 120 || 140 || 150 || 110
|}
|}
The Eon duo has obtained Mega Evolutions, as well as regained their signature Soul Dew item as of Omega Ruby and Alpha Sapphire. While Soul Dew's powerful effects make it undoubtedly the best held item for them, its illegality in battle facilities and official tournaments means their Mega Evolutions are a decent substitute for a well-rounded stat boost. Of the two, Latias is the more defensively-focused Pokemon of the two, so she is often tailored for a support role. She has great Special Defense and overall bulk, especially in Mega form, and her Dragon/Psychic typing in addition to Levitate gives her a slew of resistances. Latias is also quite fast compared to other support Pokemon and has a respectable Special Attack stat, as well as a movepool to take advantage of all these aforementioned traits. Unfortunately, her unique typing is also a flaw, as it gives Latias numerous weaknesses as well, particularly to Pursuit trappers.
Latias typically only needs two attacks: Draco Meteor and Psyshock. Draco Meteor gives her a form of burst damage to wear down bulky Pokemon. Dragon Pulse doesn't inflict a Special Attack drop, but is significantly weaker. Psyshock is Latias's main way to deal damage, and it is chosen over Psychic for its ability to get around special walls. Hidden Power is also occasionally seen to surprise common answers to Latias. When it comes to status moves, Latias has a wealth of moves to choose from. Recover extends Latias's longevity by giving her instant self-recovery. On the other hand, Heal Pulse directly helps teammates in a double or triple battle, while she can sacrifice herself with Healing Wish to completely restore a weakened ally. Latias can also improve her two best stats with Calm Mind, which works well due to her good bulk to begin with, and pairs well with Substitute or Stored Power. Defog removes entry hazards, Roar can rack up hazard damage on the enemy instead while Thunder Wave can shut down many offensive Pokemon.


==Latios==
==Latios==
Line 948: Line 1,072:
| Mega Latios || 80 || 130 || 110 || 160 || 120 || 110
| Mega Latios || 80 || 130 || 110 || 160 || 120 || 110
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The Eon duo has obtained Mega Evolutions, as well as regained their signature Soul Dew item as of Omega Ruby and Alpha Sapphire. While Soul Dew's powerful effects make it undoubtedly the best held item for them, its illegality in battle facilities and official tournaments means their Mega Evolutions are a decent substitute for a well-rounded stat boost. Of the two, Latias is the more offensively-focused Pokemon, so he is frequently used as a well-rounded attacker. Latios boasts an incredible Special Attack stat, a nice typing that grants him several resistances, pretty good Speed and even a few support moves. However, his typing also gives him an undesirable six weaknesses, many of which are common offensive types. Latios also benefits little from his Mega Evolution, usually preferring to raise its Special Attack higher with other items or directly increase its Speed given its offensive nature.
Being a Dragon-type with high Special Attack, Latios is one of the most well-known users of Draco Meteor, capable of dealing massive damage at the cost of lowering Latios's Special Attack. Dragon Pulse is another special STAB option that lets Latios stay in longer, but loses out a lot on power. Psyshock is a good secondary STAB that lets Latios hit the weaker defensive stat of most special walls. Hidden Power Fire or Hidden Power Ground deals with most Steel-types handily. Recover heals off damage and keeps Latios fit for facing future threats. Trick can be a devious option when using a Choice item, letting him cripple a defensive or utility Pokemon on the opposing team. Latios can also use its intimidating offensive presence to provide team support in the meantime. Defog removes entry hazards from the field, while Tailwind helps both Latios and other offensive Pokemon gain the speed advantage. Memento is Latios's offensive counterpart to Latias's Healing Wish, sacrificing himself to cripple an opposing attacker and giving a sweeper teammate free turns to set up.


==Kyogre==
==Kyogre==
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| 385 || Jirachi || Steel/Psychic || 100 || 100 || 100 || 100 || 100 || 100 || Serene Grace
| 385 || Jirachi || Steel/Psychic || 100 || 100 || 100 || 100 || 100 || 100 || Serene Grace
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Among the mythical pixie Pokemon, Jirachi's specialty is its great defensive type combination and the ability to be a major annoyance with Serene Grave. Jirachi has a well-rounded stat spread and a varied movepool, letting it function both as an effective physical attacker known for flinch locking its foes to fainting, to a wall that can sponge hits from a wide range of Pokemon while providing valuable team support. With the changes to the type chart, Jirachi has become one of the best answers to the newly-introduced Fairies, but at the same time gained weaknesses to Dark and Ghost, some of the most popular attacking types in the game. Its STAB combination is pretty lackluster offensively and its offensive stats aren't very high compared to many popular offensive Pokemon, so it tends to get walled if it doesn't sacrifice support moves for more coverage.
Jirachi's best STAB is, without a doubt, Iron Head. This Steel-type attack has nice Base Power, but more importantly a 30% flinch chance that is boosted to 60% through Serene Grace. With such a high chance of flinching, even if the attack doesn't do a lot of damage, Jirachi can reasonably count on continuous flinches to wear down its foe without any retaliation. Zen Headbutt is a decent secondary STAB that also has a chance to flinch, though Heart Stamp is a common alternative that has the same flinch chance as Iron Head for lower power, usually used where Iron Head would be resisted. Fire Punch is a nice coverage move that keeps Jirachi from getting completely stopped by Steel-types. U-turn is a great attack on more offensive teams and lets Jirachi maintain offensive momentum over the enemy. Body Slam is pretty weak, but comes with a 60% chance of paralysis with Serene Grace that can affect Ground-types. Wish and Healing Wish lets Jirachi restore health to its allies.


==Deoxys==
==Deoxys==
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