Thursday, December 10, 2015

Thoughts on the VGC 2016 Format

At first, I was afraid, I was petrified. The thought of having to go toe to toe with a Mega Rayquaza in every battle made me angry. Mega Rayquaza is literally the strongest Pokemon in the game. I usually don't agree or even follow Smogon bans, but for Smogon to completely ban a Pokemon from pretty much the entire game outside of a tier with no rules, you know something is up. But the more I theorymonned and the more I looked into it, Rayquaza wasn't the problem. Rayquaza takes up a Mega slot, and while it certainly doesn't waste the slot, being pigeonholed into it wasn't always the best option. It is strong but I wouldn't say it's unbeatable. We do have access to Pokemon like Dialga who can go 1v1 with Mega Rayquaza. But that's the other thing. This is doubles. The reason why Mega Kangaskhan isn't as strong as she is in comparison to her Smogon counterpart is because Both teams have two Pokemon out on the field. Mega Rayquaza falls into this spot. Rayray is a buffed Kangaskhan, but he's able to be handled.

Overall, I seemingly had fun building teams. Finding out Dialga can learn Trick Room made me so overjoyed. Finally. A good steel type that can set Trick Room. Move over Bronzong, you can't survive many things anyway! I truly enjoy this format and maybe this is something that can turn out to be awesome. But that's when I discovered something worse than Rayquaza. But before we go into that: TL;DR I enjoy the metagame and maybe we can develop good strategies. Hopefully it's even more diverse than '15. I look forward optimistically.

(continuing) No, Mega Rayquaza isn't the witch hunt we should be considering. I lead you to the Primals. Let me give you a brief rundown of these primordial beasts. Kyogre and Groudon up ante by bringing in weather that can not be cancelled with few exceptions. The weather lasts forever, has the same effect as their lesser counter parts and add an extra dastardly effect. For Kyogre, all fire type moves are completely nullified. They won't work or go off. For Groudon, all water type moves are completely nullified. So thus begins the hardest weather wars known to the Pokemon world. The only ways to change the weather? Switch in Mega Rayquaza, switch in either Primal Kyogre or Primal Groudon (whichever is the opposite, Rain for Sun, Sun for Rain), or use a Pokemon with the abilities Air Lock and Cloud Nine. The latter options don't remove the weather, but simply stop it from having effects.

However, I do want to note, Primal Kyogre can be dealt with. Unfortunately for Kyogre, Primordial Sea makes Thunder always hit. So while incredibly powerful, Kyogre is certainly without faults. But Groudon? No sir. Groudon can, and will, screw you over.

So why does Primal Groudon seem to be broken? Well, Not only does Groudon gain infinite sun, but he also gets a few nifty effects. The first is now he can abuse the Sun with his brand new Fire typing. Yes, Primal Evolving grants Groudon a new Ground/Fire typing. But Ryan, I hear you shouting, that means Groudon is super weak to Water! Alas young one, this is why Groudon is broken. Desolate Land makes all Water type moves completely ineffective. They simply get evaporated and nothing happens. So now, we are stuck with a Pokemon who has the base stats of: 100/180/160/150/90/90 who is only weak to Ground type attacks. But wait, there's more. Let's look at some of the strongest Ground type Pokemon in the game compared to Primal Groudon.

252+ Atk Primal Groudon Precipice Blades vs. 0 HP / 0 Def Primal Groudon: 144-170 (82.2 - 97.1%) -- guaranteed 2HKO

That's a fully invested Primal Groudon using a STAB base 120 (spread) move. And it can't even OHKO a non-invested Primal Groudon. Ain't that cheeky? For reference:

252+ Atk Primal Groudon Precipice Blades vs. 248 HP / 0 Def Filter Mega Aggron: 76-91 (43.1 - 51.7%) -- 10.5% chance to 2HKO

That's a Mega Aggron with 248 EVs in HP as well as the ability Filter. 10.5% chance to 2HKO doesn't seem all that great, but when you realize that Mega Aggron can't out trade Primal Groudon, you'll realize just how potent this guy is defensively. Ok, but maybe Primal Groudon can't OHKO because it can't run an item. So let's look at the strongest Ground move from a Pokemon that can run an item:

252+ Atk Choice Band Rampardos Earthquake vs. 0 HP / 0 Def Primal Groudon: 112-134 (64 - 76.5%) -- guaranteed 2HKO

So Rampardos. Let's just entertain the fact that you're under Trick Room, it's a 1v1, and both parties are still full HP. Rampardos has the highest base Atk that can use an item and even then it can't OHKO. But ok, I can just see your doubts. It isn't STAB and it's spread. Ok. So now we should look at the strongest Pokemon that can attack it with STAB. 

252+ Atk Choice Band Groudon Earthquake vs. 0 HP / 0 Def Primal Groudon: 156-186 (89.1 - 106.2%) -- 31.3% chance to OHKO

Oh, wow! So finally, we have hope! But, is it really worth using regular Groudon when Primal is so much stronger in every regard and you will be using your one of two slots on it? Probably not. But I think we can maybe find something useful.

252+ Atk Choice Band Mold Breaker Excadrill Earthquake vs. 0 HP / 0 Def Primal Groudon: 146-174 (83.4 - 99.4%) -- guaranteed 2HKO

So, I went down the list running Choice Band on every Ground type. Rhyperior and Landorus-Therian were both able to OHKO with Earthquake. Of course, it was vs no investment Primal Groudon AND it wasn't a sure-shot OHKO. So Excadrill is the strongest Pokemon that can't even potentially OHKO. And that's with CHOICE BAND. I don't need to say how Choice Band isn't the best item in VGC. It locks you into a move and unlike 6v6, you're pretty limited on switching around. So what about Life Orb?

252+ Atk Life Orb Groudon Earthquake vs. 0 HP / 0 Def Primal Groudon: 135-164 (77.1 - 93.7%) -- guaranteed 2HKO
(literally have no idea why the font is so big. Can't fix it)

So, that's a no. Basically, what I've getting at is this; If you want to beat a Primal Groudon physically, you need to run Groudon, Rhyperior or Landorus-Therian AND run Choice Band on them. Now, outside of Groudon, the other two are pretty solid choices in general. So maybe there is hope?

Well, what about on the special side? Certainly with his lower SpDef, this will bring into play possible stronger options. Well, let's see. Now, I don't think we'll be seeing super defensive Primal Groudon running around. However, I think negative speed, max HP/Atk Groudon is what we will be seeing. The slower he is, the better chance he has of winning the weather war vs Kyogre. So with that in mind, I'm going to be considering the special portion of these calcs with Primal Groudon running Max Hp!

252+ SpA Primal Groudon Earth Power vs. 252 HP / 0 SpD Primal Groudon: 204-242 (98.5 - 116.9%) -- 87.5% chance to OHKO

So already, I like these odds. Primal Groudon can't run an item and Earth Power isn't the strongest move in the game. It does help that the only option for special ground types is single target, so there is always that! Moving on, there has to be something that can't potentially OHKO. 

252+ SpA Life Orb Gastrodon Earth Power vs. 252 HP / 0 SpD Primal Groudon: 190-226 (91.7 - 109.1%) -- 43.8% chance to OHKO


Now, Mega Camerupt and Nidoking always OHKOs with Earth Power. Regular Camerupt and Landorus-Incarnate also work out. They have a chance to OHKO, so there's that. I'm avoiding things like Special Lando-T, since they aren't really good in general and barely anyone will be using it. So near the end, hyper offensive Gastrodon can catch out Groudon.

But here's a slight issue with some of these choices. All varients of Camerupt and Nidoking can not take a Precapice Blades from Primal Groudon. Considering this is most spammable move, it makes it impossible to switch in against. But, like I said, there isn't a lot of switching going on in VGC, so that's not awful.

So long story short, special attackers work, but there is an inherent risk about a lot of them not being able to take a hit. You'd need optimal conditions in order to beat it out. Trick Room not up for the likes of Nidoking (since it will most likely outspeed), or Trick Room being up for things like Camerupt and Gastrodon.

But that's not where this argument ends. No. Just because a few Pokemon can 1v1 in optimal conditions doesn't mean they are counters. They are simply checks. Things that can work, but won't always. You can't rely on them winning you the game. So what about the other counters to Groudon's weather? Sure Groudon is strong, but a good set of resistance and you don't have to worry too much about it's power. It's the complement that it's ability gives to his movepool and typing that makes him very hard to counter. Get rid of the ability and he's just a very strong Pokemon that isn't bullshit.

So what about Rayquaza? How does a normal Rayquaza fair? Well, before we get into calcs, I refer to the argument that I used for regular Groudon. Is regular Rayquaza really worth half of your legendary spots when you have access to the Primals, Mega Rayquaza, Dialga, Xerneas, etc.? I won't answer that as a fact, but in my opinion, no. I don't care how strong the weather wars will be, Rayquaza doesn't want to stay in vs a Primal Kyogre, regardless on the lack of rain. Ice Beam will destroy it. But what about Groudon?

For the purpose of science, I'm going to assume the Rayquaza is running Life Orb, but with a Speed positive nature. Reason? Rayquaza doesn't really want to lose out on the most speed it can get since it's only base 95, and Life Orb is the most accessible, stronger power boosting item in VGC. So with that in mind:

252 SpA Life Orb Rayquaza Surf vs. 252 HP / 0 SpD Primal Groudon: 239-286 (115.4 - 138.1%) -- guaranteed OHKO
252 Atk Life Orb Rayquaza Aqua Tail vs. 252 HP / 0 Def Primal Groudon: 203-239 (98 - 115.4%) -- 87.5% chance to OHKO

Specially, Rayquaza obliterates Primal Groudon. But Surf? Really? I mean, sure it works, but is it really worth the moveslot? It's a pretty weak, un-STAB move. So I'll chalk that up as a "meh". Physical has options. Both Waterfall and Aqua Tail have good chances to OHKO, but those are just chances. They are no surefire. But, can Rayquaza effectively dual with Groudon?

252+ Atk Primal Groudon Dragon Claw vs. 0 HP / 0 Def Rayquaza: 140-166 (77.7 - 92.2%) -- guaranteed 2HKO
252+ Atk Primal Groudon Rock Slide vs. 0 HP / 0 Def Rayquaza: 98-116 (54.4 - 64.4%) -- guaranteed 2HKO
252+ Atk Primal Groudon Stone Edge vs. 0 HP / 0 Def Rayquaza: 176-208 (97.7 - 115.5%) -- 87.5% chance to OHKO

Pretty much. Outside of the rogue Stone Edge, Rayquaza has the edge. Now, outside of Trick Room, Rayquaza will win this matchup. But it will lose if it gets a min roll inside of Trick Room. Still, it's promising.

Ok, now that we covered the only Pokemon in existence to get Air Lock, let's move onto Cloud Nine. We have the beautiful options of; Altaria, Lickilicky and Golduck. Whoopie.

252+ Atk Choice Band Lickilicky Aqua Tail vs. 252 HP / 0 Def Primal Groudon: 172-204 (83 - 98.5%) -- guaranteed 2HKO
252+ SpA Choice Specs Lickilicky Surf vs. 252 HP / 0 SpD Primal Groudon: 204-240 (98.5 - 115.9%) -- 87.5% chance to OHKO
252 SpA Golduck Scald vs. 252 HP / 0 SpD Primal Groudon: 244-292 (117.8 - 141%) -- guaranteed OHKO

So, Altaria doesn't learn any Water moves and we've already deemed that even Ground types have an issue with physical ground moves. So Altaria is automatically disqualified for being useless. Lickilicky is also laughably useful.  Choice Band Aqua Tail doens't OHKO and Choice Specs Surf doesn't always OHKO. So yeah, pretty awful choices. Golduck, on the other hand, has a lot of potential. Just check out this calc:

252+ Atk Primal Groudon Precipice Blades vs. 252 HP / 0 Def Golduck: 132-156 (70.5 - 83.4%) -- guaranteed 2HKO

I know what you're thinking, 252 Hp Golduck? Why not speed? As I mentioned earlier, in order for Primal Groudon to one up opposing Primal Kyogres, it wants a little speed as possible. Golduck doesn't need the speed to outspeed this Groudon. But, you can run Scarf if you want without the 252 investment. There's a chance Groudon will OHKO, so that's the drawback. But is Golduck worth a slot? What the hell does Golduck do for your team outside of killing Primal Groudon? It can't beat Primal Kyogre and it can sometimes beat Mega Rayquaza, under the right conditions (aka Scarf or Trick Room). So other than Groudon? Not really. There are much better water types.

All this said and done, we did find some potential options. Golduck and Surf Rayquaza can beat Primal Groudon. Switching in Primal Kyogre can beat Primal Groudon. Gastrodon, Special Primal Groudon, Choice Band Rhyperior, Choice Band regular Groudon, Mega Camerupt, regular Camerupt, Landorus-Incarnate, Nidoking, and Landorus-Therian all have a higher than 50% chance to OHKO Primal Groudon. Many of which can NOT switch into his main move, Precapice Blades. So, while there are options, I'd say there are very minimal counters. Remember, I've only been talking about physical Primal Groudon. Remember, this guy has base 150 SpAtk, only 9 points shy of Charizard Y. Unlike ZardY, Groudon's sun is infinite and removes a weakness. So, while I'd love to calculate all of those matchups, I'll leave a calc vs what I think the best option for Primal Groudon, Landorus-Therian:

252+ SpA Primal Groudon Flamethrower vs. 252 HP / 0 SpD Landorus-T in Harsh Sun: 169-199 (86.2 - 101.5%) -- 12.5% chance to OHKO

Groudon gets Overheat and Eruption. 'Nuff said.

I'll let you guys decide. Overall, I definitely enjoy the format, but Primal Groudon is way to overcentralizing. Even more so than VGC '15 was. Still, could be fun.

~Ryan


Saturday, January 3, 2015

Top 5 Trick Room Setters - In Depth



Hey guys, this is a post to go along my latest Competitive Corner video that will go into more depth that I couldn't go into in my video. There will be a few things repeated, but it will be in text form without the gorgeous layout that TheAverageJoeYT made for us!

As stated in the video, this is in relation to the VGC Format, or Doubles in general. Also, as noted, these are my OPINIONS, and while I will back it up with data and calculations, this isn't a definitive list and not every Pokemon will fit your team!

Without further ado:

#5
File:356Dusclops.png

What Dusclops has to offer:
-Great defenses
-Solid support options

Duslops is #5 because it lacks diversity. There isn't much it can do, but what it does do, it excels at! So what does Dusclops do? It survives. Next to Cresselia, this is the bulkiest Trick Room setter in the game. It can survive basically any attack. To give you a few examples, using a spread that is seemingly optimal to me:
252+ Atk Strong Jaw Mega Sharpedo Crunch vs. 252 HP / 160 Def Eviolite Dusclops: 114-134 (77.5 - 91.1%) -- guaranteed 2HKO
252 Atk Mega Tyranitar Crunch vs. 252 HP / 160 Def Eviolite Dusclops: 78-92 (53 - 62.5%) -- guaranteed 2HKO after sandstorm damage
252+ SpA Choice Specs Aegislash-Blade Shadow Ball vs. 252 HP / 96+ SpD Eviolite Dusclops: 114-134 (77.5 - 91.1%) -- guaranteed 2HKO

Those are literally the strongest super effective, STAB moves in the game/format. It survives them all. What's even crazier is that it doesn't even need eviolite. However, Aegislash and Sharpedo will OHKO you. But still, that is pretty ridiculous.

#4
File:233Porygon2.png

What Porygon2 has to offer:
-Great defenses with Eviolite
-Useful Typing and Ability
-Good offensive presence
-Wide Movepool

Porygon2 comes in a little higher than Cofagrigus for a few reasons. First of all, Porygon2 has better overall defenses with Eviolite. Its Defense is pretty much identical to Cofagrigus, while it has better Hit Points and Special Defense. Secondly, its Typing and Ability are very useful. Normal only have one weakness and one immunity makes it a very solid type to use. Not much can break through P2's defenses, so the lack of weaknesses makes that even easier. It's access to the ability Trace gives it the ability to copy opponent's abilities. This can be good if you get something like Protean or Intimidate. In addition, it gets Download and Analytic, which has the potential to further increase it's offensive presence. Finally, its movepool is very wide. It has access to moves all over the spectrum, both offensive and status. Here are a few calcs to show you P2's defensive prowess. While not as bulky as Dusclops, it still has the ability to survive:
252 Atk Mega Heracross Close Combat vs. 252 HP / 236 Def Eviolite Porygon2: 152-182 (79.1 - 94.7%) -- guaranteed 2HKO
252 Atk Choice Band Terrakion Close Combat vs. 252 HP / 236+ Def Eviolite Porygon2: 158-188 (82.2 - 97.9%) -- guaranteed 2HKO
252 Atk Adaptability Mega Lucario Close Combat vs. 252 HP / 236+ Def Eviolite Porygon2: 156-188 (81.2 - 97.9%) -- guaranteed 2HKO
252 SpA Adaptability Mega Lucario Aura Sphere vs. 252 HP / 20 SpD Eviolite Porygon2: 136-160 (70.8 - 83.3%) -- guaranteed 2HKO
252 Atk Choice Band Mienshao High Jump Kick vs. 252 HP / 236+ Def Eviolite Porygon2: 168-200 (87.5 - 104.1%) -- 31.3% chance to OHKO

So basically, if you want to run a CB Mienshao, you can possibly OHKO P2. Otherwise, good luck!


#3
File:576Gothitelle.png

What Gothitelle has to offer:
-Amazing Ability (Shadow Tag)
-Large support movepool
-Good defenses and offense

Gothitelle offers something that no other setter (except for Mega Gengar) can offer: Shadow Tag. This ability turns a strong lead in your favor into a sweep potential. Since most Pokemon can no switch out, you can put yourself in a very strong position. However, Gothitelle isn't just good for trapping. It also has a very good support movepool. It can pull off incredibly strong combinations with heavy hitters like Mega Kangaskhan and Mega Mawile with it's access to both Tickle and Helping Hand. This Pokemon has a lot to offer.

#2
File:683Aromatisse.png

What Aromatisse has to offer:
-Amazing Ability (Aroma Veil)
-Large support movepool
-Good defenses and good offense

Aromatisse may seem like an odd choice above something as good as Gothitelle, but I do have my reasons. First, it's ability Aroma Veil means Taunt and Encore will not affect Aromatisse or its partner. This is HUGE as both those moves are very troublesome to Trick Room setters. And unlike Oblivious (which does the same thing), Aroma Veil affects the partner as well! So this means no one needs to fear the ever present Whimsicott or the fairly used Taunt. In addition, Aromatisse gets a massive support movepool. Finally, it's defenses are fairly good, enabling it to survive nearly all super effective STAB moves.

#1
File:488Cresselia.png
What Cresselia has to offer:
-Amazing defenses
-Good Ability
-Large support movepool

If you did not see this coming, you do not play with Trick Room enough! Cresselia has outstanding defense; 120 in Hp and Def and 130 in SpDef. Not only that, but it also has access to Levitate, making it immune to Ground attacks, which are fairly common. But what sets Cresselia even further ahead is its large support based movepool that is very similar to Aromatisse and Gothitelle. I just want to reiterate just how bulky Cresselia is. There are literally only SEVEN Pokemon in the game that can OHKO Cresselia. Those are: Mega Heracross, LO Heracross, LO Escavalier, CB Durant, Mega Sharpedo, and CB Scizor. And, to be honest, the only reason there are more here than Porygon2 is because of the typing. That's how ridiculous this thing is. Plus, a majority of those listed won't even be used!


Honorable Mentions
File:080Slowbro.png
Like Aromatisse, Slowbro has good defenses and an ability that prevents Taunt (but Oblivious prevents Attract instead of Encore). However, its ability doesn't help its partner and it has loads of weaknesses that usually hit on its weaker special defense side. It does have the option to become the incredibly physically defensive Mega Slowbro. However, that option does make you lose its better ability.

File:199Slowking.png
Slowking is pretty much the exact opposite of Slowbro, minus the inability to mega evolve. So, there really isn't much else to say about it. I just couldn't figure out how to put both their pictures next to each other. *shrugs*
File:563Cofagrigus.png



Cofagrigus is fairly bulky and can handle many physical threats in VGC. However, it falls a bit short on its special side. It makes up for that by have a fairly good offensive movepool that can pressure your opponent. In addition, it's ability Mummy stops many Pokemon who rely on their ability to deal their damage. Think Mega Kangaskhan, Mega Salamence and Mega Metagross.

File:282Gardevoir.png
Gardevoir has a very solid typing and fairly good defense. However, it isn't the bulkiest of Pokemon, so it does struggle to get Trick Room up. It also has a fair few weaknesses, and while not as bad as Slowbro(king), it is a little unfortunate. 

Monday, August 18, 2014

Worlds Article: Why I should Use Trick Room

What's up Team Shuckle, I thought it would be cool if I wrote about the battles I had at Worlds. Better yet, the battles I had during the Last Chance Qualifier (LCQ). 

Unfortunately, I only got one battle done. We will go into how that battle went, but here is the team I used: 
Quaxo (Politoed) @ Sitrus Berry
Ability: Drizzle
Level: 50
EVs: 252 HP / 76 Def / 148 SpA / 12 SpD / 20 Spe
Modest Nature
- Protect
- Encore
- Scald
- Ice Beam

Surge (Raichu) @ Life Orb
Ability: Lightningrod
Level: 50
EVs: 4 Atk / 252 SpA / 252 Spe
Hasty Nature
- Fake Out
- Thunder
- Focus Blast
- Hidden Power [Ice]

Ropapa (Ludicolo) @ Assault Vest
Ability: Swift Swim
Level: 50
EVs: 76 HP / 148 Def / 252 SpA / 4 SpD / 28 Spe
Modest Nature
- Fake Out
- Hydro Pump
- Giga Drain
- Ice Beam

Sazandora (Hydreigon) @ Safety Goggles
Ability: Levitate
Level: 50
EVs: 12 HP / 60 Def / 252 SpA / 12 SpD / 172 Spe
Timid Nature
- Protect
- Dragon Pulse
- Dark Pulse
- Flamethrower

Mistigrix (Meowstic) @ Mental Herb
Ability: Prankster
Level: 50
EVs: 244 HP / 140 Def / 124 SpD
Calm Nature
- Safeguard
- Quick Guard
- Rain Dance
- Helping Hand

Mystibule (Mawile) @ Mawilite
Ability: Intimidate
Level: 50
EVs: 252 HP / 52 Atk / 4 Def / 180 SpD / 20 Spe
Careful Nature
- Protect
- Play Rough
- Iron Head
- Sucker Punch

Pretty much a standard rain team, which is why I didn't do so well. I don't know what came over me, but I should have used Trick Room. It's clearly my best style haha. Maybe it was the hype from Nationals, where everyone seemed to be scared of rain. Maybe I brought rain because it was power and I thought I'd need power to get though. Oh well. I still had a grand old time.

My first, and last, battle was against Yuichi Sasaki. No idea who that is, but that's who I battled. Unfortunately for me, he brought Sun. His team was: Zapdos/Charizard/Gardevoir/Mawile/Garchomp/Aerodactyl.

Looking at his team, I thought a lead of Raichu and Ludicolo would be beneficial. Double Fake Out support and the option to switch into Politoed to clear Mega Charizard was my thought process and strategy. He started out with Zapdos and Garchomp, leaving me very happy. I decided to use Hidden Power Ice versus his Garchomp while using Fake Out from Raichu on the Zapdos. My opponent then decided to switch Garchomp out for Charizard, to take the HP Ice. It actually did a decent amount of damage, so I was somewhat please with that round. Here, however, is where I lost the game. I made a massive error thinking that Charizard's mega evolution would happen before I switched in my Politoed. My plan was to switch in Politoed, get the Rain up and then KO the Charizard with Thunder. Unfortunately, that isn't how it works and I ended up losing from there. I don't remember every play, but it ended with a 3-0, my opponent's favor.

In the second battle, I knew he would want to start with Charizard for the sun, since it does hamper my team quite a bit. Seeing this, I decided to start with Meowstic and Hydreigon. I made the mistake of not taking notes for this battle, however, I'll recollect as best as I can. If I remember correctly, he started with Charizard and Garchomp. Now, my Hydreigon is EV trained to survived a Dragon Claw from Garchomp. Charizard decided to opt out of Mega Evolving and went for a Protect. Garchomp, on the other hand, decided to use Dragon Claw on my Hydreigon. I expected this, though, and stayed in for Dragon Pulse. To my surprise, Garchomp OHKOs my Hydreigon, immediately telling me he was holding Choice Band. I believe with that in mind, I brought in Mawile to deal with it. Unfortunately, I foolishly thought the Charizard still wouldn't Mega Evolve, so I went for Safeguard. SAFEGUARD! Nothing on my opponent's side carried status, with the exception of potential Will-o-Wisp in Charizard. He ended up Mega Evolving and OHKOing my Mawile and doing enough damage with Chomp to KO my Meowstic. Left with only a Ludicolo, I lost that very quickly.

All in all, I believe I played completely crappily. I made some rookie mistakes. On the bright side, I had a lot of fun and now have more than enough reasons to qualify for worlds next year!

~Ryan

Sunday, July 27, 2014

Gloomy Go Round - A WIP Round Team

A while ago, I was introduced to the concept of a specially attacking Sharpedo. While I loved the idea, I never really found anywhere to fit it. It lacked a certain power that Greninja, it's fellow Water/Dark type, had. Until recently. On showdown, I went up against a Sharpedo/Sylveon lead that I didn't really know what to do against. Until it hit me. Coming straight into the faces of my unaware Pokemon were massive Rounds. I realized how big of a potential this strategy had. I set out to make it my own.

Before we delve into the full team, you guys need to understand Round. Round is a 60 base power, normal-typed move. If used twice in a turn, the second instance of Round will now have a base power of 120 and will automatically be used instantly after the first instance. I'd also like to point out there are only four members of this team and it is a work in progress (WIP). I have a few concerns about it, but I'll get to that later down.

The Team:


Sharpedo @ Focus Sash
Ability: Speed Boost
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Hydro Pump
- Dark Pulse
- Round

Sharpedo is an interesting character. It only has base 95 SpAtk, so it isn't the strongest Pokemon out there, especially when you compare it to its massive base 140 Atk. However, what makes this still a strong set is its ability, Speed Boost. It doesn't need to run Timid because at the end of every turn, its speed raises a stage. This is primarily the reason why he is my go to Round initiate. After a boost, or two, he is the fastest Pokemon and will allow my Round abusers to basically dominate the field. He isn't the strongest Pokemon on my team, but he still hits pretty hard.

252+ SpA Sharpedo Dark Pulse vs. 252 HP / 0 SpD Aegislash-Shield: 86-104 (51.4 - 62.2%) -- guaranteed 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Talonflame: 224-266 (145.4 - 172.7%) -- guaranteed OHKO
252+ SpA Sharpedo Hydro Pump vs. 0 HP / 4 SpD Mega Kangaskhan: 84-99 (46.6 - 55%) -- 64.8% chance to 2HKO
252+ SpA Sharpedo Hydro Pump vs. 4 HP / 0 SpD Gardevoir: 75-88 (52 - 61.1%) -- guaranteed 2HKO

Sharpedo relies on STAB and super effective damage to inflict damage. However, it has immense utility with Round, as you will see.

File:282Gardevoir-Mega.png
Gardevoir @ Gardevoirite
Ability: Trace ----> Pixilate
EVs: 4 HP / 252 SpA / 252 Spe
Modest Nature
- Protect
- Round
- Psychic
- Focus Blast

This is how I changed the Sharpedo/Sylveon combo. I thought Gardevoir would be a bit better since it it faster than Sylveon and has a bit of a better movepool. This thing hits like a truck with Round. Without someone using Round before Gardevoir does, it becomes a 120 power attack. This factors in the original base 60, plus the 33% that pixilate adds and another 50% on top of that for STAB. When you use Round for the second time in a turn and it becomes base 120, you are now hitting with a 239 power move. This is so incredibly insane. I run Psychic and Focus Blast for coverage against those who resist Fairy. Let's get into the calculations. First I will demonstrate Round at 60 BP:

252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Gardevoir: 120-142 (83.3 - 98.6%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Scrafty: 472-564 (337.1 - 402.8%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Hydreigon: 580-688 (347.3 - 411.9%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 162-192 (80.1 - 95%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Tyranitar in Sand: 180-212 (86.9 - 102.4%) -- 12.5% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Mega Tyranitar in Sand: 152-182 (73.4 - 87.9%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 135-159 (68.1 - 80.3%) -- guaranteed 2HKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 4+ SpD Assault Vest Conkeldurr: 230-272 (108.4 - 128.3%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 133-157 (73.8 - 87.2%) -- guaranteed 2HKO

Now for Round at a base of 120 power:
252+ SpA Mega Gardevoir Moonblast vs. 0 HP / 4 SpD Mega Kangaskhan: 178-210 (98.8 - 116.6%) -- 93.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0 SpD Multiscale Dragonite: 178-211 (89.8 - 106.5%) -- 43.8% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Tyranitar in Sand: 204-242 (115.9 - 137.5%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 252+ SpD Umbreon: 216-254 (106.9 - 125.7%) -- guaranteed OHKO
252+ SpA Mega Gardevoir Moonblast vs. 4 HP / 0 SpD Mega Gardevoir: 139-165 (96.5 - 114.5%) -- 81.3% chance to OHKO
252+ SpA Mega Gardevoir Moonblast vs. 252 HP / 0+ SpD Rotom-W: 154-183 (98 - 116.5%) -- 87.5% chance to OHKO

Against anything that resists Gardevoir's Round, it doesn't do a whole lot of damage. I'd also like to note, specifically on the Mega Kangaskhan and Dragonite, you can attack them with the first Round to do enough damage to KO them that turn.


File:658Greninja.png
Greninja @ Expert Belt
Ability: Protean
Shiny: Yes
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Hydro Pump
- Hidden Power [Electric] / Ice Beam

- Round

Greninja is very simple. It's fast and hits hard. However, I have a small issue. I have SERIOUS four move slot syndrome. Without Hidden Power Electric, I sort of lose to Gyarados, if I don't play right with Gardevoir/Sharpedo. Without a Grass move, Rotom-Wash is fairly difficult to handle. Without an Ice Move, if I lose Gardevoir, Dragons run rampant. If I'd have to choose, I'd much rather "lose" to Gyarados than Garchomp. Gyarados is honestly a bit more manageable and not as plentiful. As for Rotom, Hidden Power Grass and Grass Knot don't do enough damage to OHKO.  

File:668Pyroar.png
Pyroar (M) @ Life Orb
Ability: Unnerve
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
- Protect
- Overheat
- Round
- Dark Pulse

A lot of thought and testing went into this slot. I had originally started off with a Refrigerate Aurorus, but I honestly felt it wasn't the best fit. While it had a just as powerful Ice move as Gardevoir has with Fairy, it was just too slow to function without Round. So I decided, with the weaknesses my team had, I'd run Pyroar. I thought it was a good idea since not only did it have STAB on Round, but it also provided a Fire nuke for things like Aegislash, Ferrothorn and Venusaur. It's been really useful so far.

So after all of those, the last two slots on my team are currently filled by Kangaskhan and Meowstic. However, for right now, they fulfill quite a different role on this team. In fact, neither one of them are EVER used. They simply sit there because I have had no idea what to do for the last two Pokemon and going into a battle with only four Pokemon is a terrible decision. I think it is a bad idea because a smart player can easily see the Round team. But once they see the Kangaskhan, they immediatly think that's the Mega and completely forget Round. It's the old Bait and Switch. I'm baiting them to think I'll use Kangaskhan, and then I obliterate their plans with Round.

However, I feel like I shouldn't run two dead-weights, especially if the match could be best 2/3. So I need sugestions. I do have a few ideas that maybe you guys can help me with. But first, let me exemplify the flaws in this team.

1. Trick Room: My strategy requires speed, especially from the Pokemon I use Round on first, setting up Pyroar and Gardevoir. If I can't get rid of the Trick Room setter, I usually lose. And more often than not, the setter has a partner that can immobilize one of my Pokemon, destroying the ultra powerful Round combo.

2. Gardevoir going down: If Gardevoir goes down too quickly, this strategy can fall pretty easily. Gardevoir is the MVP of the team and deals the most damage.

3. Aegislash: Aegislash is a huge threat to this team, more so than most teams. I have three moves on this team to hit it, but unfortunately, only Pyroar's Overheat can OHKO Aegislash, even in shield form. And that is terrifying, especially since they can run Weakness Policy.

4. Priority: So far, the entire team is weak to some form of priority. Mach Punch and Bullet Punch can rip this team apart.

That's honestly, the only weaknesses I've found so far. At the time of me typing this up, I have a 1354 rating on the VGC ladder and a 1247 rating on the Battle Spot Doubles ladder. It's a lot less on the Battle Spot ladder since I decided to make this a VGC team and haven't moved on. I'm not done playing with it though, so the score can change. Here is a link, and I'll try to only use this team to keep it accurate: http://pokemonshowdown.com/users/rhuntern

And here are some ideas I had to sort of work around some of the problems:

1. Aurorus: Aurorus was originally dropped because it was too slow to function without another Round user. But, I do have a Trick Room weakness, and Aurorus is rather slow. It doesn't have the best moveset to work with either: Round, Frost Breath, Ancient Power, Dark Pulse and Thunderbolt. It does have slighty less power than Gardevoir, but still rocks a 236 power Ice move, making it not the worst if Gardevoir goes down.

2. Heliolisk: Heliolisk has the same SpAtk and Speed as Pyroar, also having access to Normal STAB and an Electric STAB. However, it doesn't really solve any problems other than the Greninja moveset issue.

3. Exploud: Exploud touts the Normal type STAB and a highly diverse movepool. Something useful it also brings is a very slow speed and a reliable Boomburst just in case!

That's all I can honestly think of that can run Round without losing a crucial moveslot. But all in all, that's the concept and I would love to have some input from you guys!

~Ryan

Saturday, July 19, 2014

The Lucky Brigade - A Commentary on Luck-Based Strategies

Hey guys, what's up? Today I'm bringing you a more opinion based article, that I went out to back up with credibility. I was caught up in a debate talking about whether the use of Evasion moves was skillful. In my opinion, I said no. I argued that by making the result of a battle up to a percentage, you basically rob both sides of any skillful plays. Luck based strategies, mainly those that force a luck element into the game, honestly add nothing. The two strategies that I really focus on are Swagger/Confuse Ray and Evasion moves (Double Team and Minimize). Now, I won't lie and say these strategies are completely broken. They have a variety of counters. The problem that arises is that most of these counters still need to go through the Confusion/Evasion check. There aren't many sure-fire ways to prevent these moves. So to begin with, I'll explain various ways you can help your team overcome these strategies.

Swagger/Confusion:
First and foremost, Confusion is ended upon switching out. This may not put you in the best position, but it does work. Secondly, Confusion can be nullified by the move Safeguard, while bounce back to the user with Magic Coat. The abilities Magic Bounce and Own Tempo prevent confusion from working. In addition, Confusion won't work if you are behind a Substitute.

Evasion Moves (Double Team and Minimize):
Both moves have their own set of moves and abilities that counter. For starters, the ability Keen Eye ignores the Evasion stat. Also, the moves Haze and Clear Smog have no accuracy check and clear all stat changes. In the same vein as those two, Roar and Whirlwind are also viable options that send the targeted Pokemon out of battle. However, if your opponent is on his/her last Pokemon this won't work. Another move that helps is Gravity. It decreases Evasion by two stages for the entire field. If your opponent has more than two stages of Evasion, then you can still miss. Finally, moves like Aerial AceAura SphereDisarming VoiceFeint AttackMagical LeafMagnet BombShadow PunchShock WaveSwift, and Vital Throw, have no accuracy check, so they will always hit. 

Specifically speaking, there are a few moves that counter Minimize only. StompSteamrollerBody SlamDragon RushFlying Press, and Phantom Force will never miss and their base power is doubled when used against the Minimize user.

Issues:
So while each of these strategies have counters, some issues will arise. First of all, you would have to run these moves and abilities in order to counter them. While most of these options aren't terrible, and you would find them on teams already, some are highly specialized. You will very rarely see Whirlwind or Roar in Doubles since it is a very fast paced format and not many people are setting up. The same thing goes with Haze and Clear Smog. In addition, Gravity really works when the team is made around it. Also, there are no Pokemon in existence that would rather run Keen Eye over another one of their abilities. Please correct me if you think I'm wrong here.

The problem with the list of moves that can not miss is that they tend to have lower base power, making them not useful in a normal situation. There are ways around it, such as Technician, but not many.

But this isn't my argument against these strategies. Quite the contrary. There is enough moves, abilities, and combinations, to counter these two strategies. My main concern, and arguement, is that these strategies require absolutely no skill to pull off. And once you get to higher levels, these strategies become less and less viable. All in all, these strategies add literally nothing to the game. What I want to try and do is convince as many people that they should drop these moves for strategies that will bring you far and will demonstrate skill.

The "Scientific" Study:
In order to have factual proof to back up my claims, I had to create a team that embodied this strategy. The team's goal was to win through sheer luck and a tiny bit of attacking power. I went through a few different Pokemon rotations, but finally settled for what was below. The few I switched out, I felt that they required too much strategy to actually pull off, thus disproving my theory. But, without further ado, the team I used:

Sableye @ Mental Herb
Ability: Prankster
EVs: 252 HP / 160 Def / 96 SpD
Impish Nature
- Swagger
- Detect
- Recover
- Double Team

Liepard @ Focus Band
Ability: Prankster
EVs: 252 HP / 252 Spe
Timid Nature
- Sand Attack
- Swagger
- Thunder Wave
- Protect

Smeargle @ Focus Sash
Ability: Own Tempo
EVs: 4 Atk / 252 Spe
Jolly Nature
- Dark Void
- Double Team
- Sand Attack
- Baton Pass

Clefable @ Leftovers
Ability: Magic Guard
EVs: 252 HP / 200 Def / 56 SpD
Relaxed Nature
IVs: 0 Spe
- Soft-Boiled
- Cosmic Power
- Minimize
- Dazzling Gleam

Murkrow @ Eviolite
Ability: Prankster
EVs: 252 HP / 164 Def / 92 SpD
Bold Nature
- Roost
- Double Team
- Swagger
- Snarl

Klefki @ Sitrus Berry
Ability: Prankster
EVs: 252 HP / 128 Def / 128 SpD
Bold Nature
- Swagger
- Substitute
- Double Team
- Dazzling Gleam

This team brought me a 9/6 win/loss record. It isn't impressive, until you realize I forfeited some games because they were complete stall wars. In addition, the first loss was due to what I believe was a glitch. My opponent hit three Sheer Colds in a row while his target was at effectively +1 Evasion. Either he was incredibly lucky, or there was some glitch. 

The purpose of this team was to avoid damage with Evasion and make the opponent KO themselves with Confusion. I had some moves in there for stall breaking, but overall it was mindless clicking. I tried to use spread moves to make it even more mindless. 

And when I say mindless, I truly mean mindless. As you can see in the battles below, I basically just spammed Double Team and Swagger, with the occasional other move. I didn't have to think twice on any move. And this is the exact reason why this strategy takes no skill. I could have been clicking Double Team for the entire game and still could have won. My opponent would either get frustrated or run out of PP and use Struggle. The reason I could do that, is because there's a chance my opponent will miss. So I bank on that miss. If you watch the battles, misses happen a lot!

Here are the battles. I would have gone much longer, more than 15, but my soul was drained after doing this. I was barely playing the game and it bored me. I also started feeling incredibly guilty against those who had nothing for me.

http://replay.pokemonshowdown.com/xybattlespotdoubles-142994981
http://replay.pokemonshowdown.com/xybattlespotdoubles-142996178
http://replay.pokemonshowdown.com/xybattlespotdoubles-142996609
http://replay.pokemonshowdown.com/xybattlespotdoubles-143000557
http://replay.pokemonshowdown.com/xybattlespotdoubles-143001783
http://replay.pokemonshowdown.com/xybattlespotdoubles-143007142
http://replay.pokemonshowdown.com/xybattlespotdoubles-143012481
http://replay.pokemonshowdown.com/xybattlespotdoubles-143014475
http://replay.pokemonshowdown.com/xybattlespotdoubles-143017373
http://replay.pokemonshowdown.com/xybattlespotdoubles-143019625
http://replay.pokemonshowdown.com/xybattlespotdoubles-143022714
http://replay.pokemonshowdown.com/xybattlespotdoubles-143041289
http://replay.pokemonshowdown.com/xybattlespotdoubles-143043525

http://replay.pokemonshowdown.com/xybattlespotdoubles-143048777

So thanks for joining me in a very long, fairly opinionated article. I hope I used enough evidence to back my claims. I also hope you guys know I took no pleasure from this!

~Ryan

Friday, July 18, 2014

Spotlight: Shuckle

Shuckle is a durable little monster. With 20/10/230/10/230/5 for its base stats, its role on your team is pretty obvious. It makes up for its bad HP with its phenomenal defenses.



Shuckle @ Binding Band
Ability: Contrary
Level: 50
EVs: 252 HP / 228 Def / 28 SpD
Calm Nature
IVs: 0 Spe
- Rest
- Shell Smash
- Toxic

- Infestation

The Shell Smash and Contrary combination is one for the record books. Each time you use it, Shuckle's defenses rise by one stage. That is a crazy amount of potential. 252 Hp investment is recommended because of the shoddy Hp stat. The other EVs should go into defenses, but the combination is all dependent on your team. If you run Sand, I recommend most go into Defese as Sand will boost your Special Defense. Remember the base stats? Its offenses are complete garbage. This set completely rectifies this. Infestation will always deal 1/6th damage at the end of each turn while holding the Binding Band. It lasts for 4-5 turns, so it will fall a bit short of knocking out the opponent. But remember, Infestation also traps the opponent, so this is a killer move. Judging by the smallest amount of turns for Infestation to last, with solely Infestation, your opponent will lose 68% (rounded up) of their HP. This means you only need enough damage to get rid of 32%. This is Toxic's job.

Turn 1:
Infestation: 17%

Opponent: 83% Hp left

Turn 2:
Infestation: 17%
Toxic: 6%

Opponent: 60% Hp left

Turn 3:
Infestation: 17%
Toxic: 12%

Opponent: 31% Hp left

Turn 4:
Infestation: 17%
Toxic: 19%

Opponent: -5% Hp left

As you can see, if all goes well, the opponent will be dead by the end of the 4th turn. Now obviously, there are some pitfalls to this set. Poison and Steel types can not be poisoned. In addition, while Infestation deals 20bp damage, with Shuckle's attack, you won't be able to break subs. Neither Infestation, the 1/6th effect, nor Toxic, goes through Substitute.

So with the offensive portion done, how would you guys like defensive calculations?
252+ SpA Mega Blastoise Hydro Pump vs. 252 HP / 28+ SpD Shuckle: 92-110 (72.4 - 86.6%) -- guaranteed 2HKO
252+ Atk Mold Breaker Mega Gyarados Waterfall vs. 252 HP / 228 Def Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO
252 Atk Life Orb Rampardos Head Smash vs. 252 HP / 228 Def Shuckle: 174-205 (137 - 161.4%) -- guaranteed OHKO
0 SpA Stone Plate Arceus-Rock Judgment vs. 252 HP / 28+ SpD Shuckle: 68-84 (53.5 - 66.1%) -- guaranteed 2HKO
252+ SpA Aegislash-Blade Flash Cannon vs. 252 HP / 28+ SpD Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO
252+ Atk Aegislash-Blade Iron Head vs. 252 HP / 228 Def Shuckle: 74-90 (58.2 - 70.8%) -- guaranteed 2HKO

These calculations factor in the strongest possible attacks that Shuckle is weak to. All of them, minus Rampardos, is a 2HKO without any boosts. It is crucial to know that while Shuckle is pretty sturdy, it can fall fast to its weaknesses. With that in mind, either bring it out early and get the boosts as quickly as you can, or save Shuckle for clean up when its weaknesses are gone. 

Shuckle can be very devastating when played right. Be wary of hard hitting Water, Steel, and Rock types and you should do well!

~Ryan



Monday, July 14, 2014

Spotlight: Talonflame

So this is the first installment of "Spotlight", a series of articles where I highlight some cool sets for specific Pokemon I've run. For the most part, these spotlights will be for VGC and Doubles formats. I'll go into as much detail as I can while I write these articles.

So for our first article, I decided to cover Talonflame. Talonflame is a very used Pokemon in pretty much all formats. I'll be covering two different sets; one that I created myself and one that is a pretty well known set. To start off with:



Talonflame @ Choice Band / Life Orb
Ability: Gale Wings
EVs: 4 Hp / 252 Atk / 252 Spe
Adamant Nature
- Brave Bird
- Flare Blitz
- U-Turn
- Steel Wing / Me First / Will-o-Wisp

Talonflame does not possess a lot of power, but it does possess a lot of speed. This set attempts to correct that lack of power with either Choice Band or Life Orb. You're item choice is completely personal, however, if you were to use a support move in your 4th slot, Choice Band isn't the way to go. Speaking of the 4th slot, Talonflame doesn't get much to pick from. The only useful physical move that Talonflame had left was Steel Wing. Talonflame may get access to a few Normal typed moves, but I believe the Steel type had a bit more utility, considering Talonflame's weakness to Rock. Me First is an interesting choice that when used correctly, can grant you some suprise KOs, especially against Pokemon using a move they themselves are weak to.

Here are a few calculations to show you Talonflame's power:
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Aegislash-Shield: 176-210 (105.3 - 125.7%) -- guaranteed OHKO
252+ Atk Life Orb Talonflame Flare Blitz vs. 252 HP / 0 Def Aegislash-Shield: 151-182 (90.4 - 108.9%) -- 43.8% chance to OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Venusaur: 288-342 (154 - 182.8%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Venusaur: 288-342 (154 - 182.8%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Brave Bird vs. 252 HP / 0 Def Mega Venusaur: 206-246 (110.1 - 131.5%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Thick Fat Mega Venusaur: 104-126 (55.6 - 67.3%) -- guaranteed 2HKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 252+ Def Ferrothorn: 300-352 (165.7 - 194.4%) -- guaranteed OHKO
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Mawile-Mega: 204-242 (129.9 - 154.1%
252+ Atk Choice Band Talonflame Flare Blitz vs. 252 HP / 0 Def Avalugg: 146-174 (72.2 - 86.1%)

As you can see, it does pack a punch. The fact that really strikes me, is that OHKO against the bulkiest possible Ferrothorn. Although, with all the recoil, I can't say you would survive! Also, be wary of attacks. This Talonflame can't take much and a super effective hit will spell your end.


Talonflame @ Leftovers
Ability: Gale Wings
EVs: 248 HP / 184 SpD / 76 Spe
Careful Nature
- Roost / Protect
- Will-O-Wisp / Tailwind
- Brave Bird
- Overheat

This set attempts to alleviate Talonflame's poor defenses while acting as a sort of wall breaker/support option. As I'll demonstrate below, the EV spread does add some surprising bulk that lets you survive hits people wouldn't dream of. The moveset is also pretty straight forward, but also quite odd. This Talonflame does three jobs: support, priority, and surprise power. Roost allows it to survive and take hits much better. Protect is plausible for scouting, but Roost is really helpful. The choice between Will-o-Wisp and Tailwind depends on your team. I run this on a Trick Room team, so Tailwind wasn't the best idea. Brave Bird is simply priority STAB while Overheat is basically a "nuke" option.

Here are a few calculations to demonstrate this monster:
0- SpA Talonflame Overheat vs. 252 HP / 0 SpD Ferrothorn: 184-220 (101.6 - 121.5%) -- guaranteed OHKO
4 SpA Rotom-W Hydro Pump vs. 248 HP / 184+ SpD Talonflame: 128-152 (69.5 - 82.6%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Rotom-H Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 132-156 (71.7 - 84.7%) -- guaranteed 2HKO after Leftovers recovery
252 SpA Rotom-H Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 66-78 (35.8 - 42.3%) -- 89.1% chance to 3HKO after Leftovers recovery (After a Roost)
252 Atk burned Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 132-156 (71.7 - 84.7%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery
252 Atk burned Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 66-78 (35.8 - 42.3%) -- guaranteed 3HKO after sandstorm damage and Leftovers recovery (After a Roost)
252 SpA Mega Manectric Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 156-186 (84.7 - 101%) -- 6.3% chance to OHKO
252 SpA Mega Manectric Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 78-93 (42.3 - 50.5%) -- guaranteed 3HKO after Leftovers recovery
0 SpA Zapdos Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 120-144 (65.2 - 78.2%) -- guaranteed 2HKO after Leftovers recovery
252+ SpA Mold Breaker Mega Ampharos Thunderbolt vs. 248 HP / 184+ SpD Talonflame: 99-117 (53.8 - 63.5%) -- guaranteed 2HKO after Leftovers recovery (After a Roost)
0 SpA Stone Plate Arceus-Rock Judgment vs. 248 HP / 184+ SpD Talonflame: 156-186 (84.7 - 101%) -- 6.3% chance to OHKO (After a Roost)
252 Atk Mega Tyranitar Rock Slide vs. 248 HP / 0 Def Talonflame: 152-180 (82.6 - 97.8%) -- guaranteed 2HKO after sandstorm damage and Leftovers recovery (After a Roost)
252+ SpA Mega Launcher Mega Blastoise Water Pulse vs. 248 HP / 184+ SpD Talonflame: 170-204 (92.3 - 110.8%) -- 56.3% chance to OHKO
252 Atk Garchomp Rock Slide vs. 248 HP / 0 Def Talonflame: 172-204 (93.4 - 110.8%) -- 62.5% chance to OHKO

As you can see, this Talonflame can take hits very well. The only downside is that it can't really do damage. That's why it's primary role is to provide support. This set functions in this role very well. Most people won't double target a Talonflame, because one move is normally enough. This will leave you alive allowing you to get a move off. It's attacks do enough damage to turn your other Pokemon's attacks from 2HKOs to OHKOs. In addition, its speed allows it to get Will-o-Wisp off before their physical attacker can attack. Be warned though: YOU DO NOT OUTSPEED GARCHOMP! So be wary of those Rock Slides. You can survive them, but there is a flinch chance.

So that's the first installment of "Spotlight". I hope you like these sets and find use for them!

~Ryan