Pokémon Feraligatr

churine

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THE KING IS BACK


Base Stats: 85 HP / 105 Atk / 100 Def / 79 SpA / 83 SpD / 78 Spe (BST: 530)
Abilities: Torrent | Sheer Force (H)
Notable Moves:
- Swords Dance
- Dragon Dance
- Liquidation
- Crunch
- Ice Punch
- Superpower
- Aqua Jet
- Earthquake
- Agility
- Psychic Fangs
- Flip Turn
- Scale Shot
- Body Slam
- Rock Slide

Pros:
- insanely hard hitting wallbreaker thanks to sheer force and life orb combo; has movepool to take advantage of the no life orb recoil mechanic
- tera water only makes gatr hit even harder, esp if paired with rain
- great boosting option with sd and dd, letting gatr function as both a wallbreaker and potential cleaner
- solid coverage options, many of which are boosted by sheer force
- priority in aqua jet lets it somewhat overcome its below average speed and pick off weakened foes

Cons:
- faces stiff competition from other offensive water types that are more immediately threatening; crawdaunt has similar damage output with a strong secondary dark stab, ogerpon-w is an all-around solid pokemon with many utility options, and swift swim users outspeed most things with rain up. in more layman terms, power creep is too much
- below average speed means many offensive mons outspeed it even with a dd. with jolly nature and +1 speed it misses out on outpacing dragapult by 1 point, and many scarfers and booster energy mons will easily outspeed. it does learn agility which gives it the jump on most of these threats
- bulk is not bad but it doesnt really offer much in the way of defensive utility
- hardwalled by dondozo and ogerpon-w, amoongus gives u a hard time if u dont have ice punch. doesnt want to do anything with zapdos, rillaboom, walkingwake.


Tera Potential:
- tera water is the most straightforward as it follows the same idea as other mons like crawdaunt, floatzel, and barraskewda in simply wanting to hit hard with ur stab. fits well on rain teams.
- tera dragon is p interesting with scale shot as it turns ur weaknesses into resistances and can be run on a swords dance set like ur baxcalibur at home or smth lol

Potential Sets:

all of gatrs sets here use sheer force life orb combination with mainly the same attacks, but they have differing answers (unless ur dondozo)

SWORDS DANCE

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water / Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Liquidation
- Crunch
- Ice Punch / Aqua Jet / Scale Shot

a standard set since gen 4, gatr functions as a full-on wallbreaker here. scale shot is a pretty cool addition this gen as it allows for gatr to get a speed boost while still giving leeway to run sd. tera dragon boosts scale shot while providing resistances to gatrs normal weaknesses which can be useful when setting up. loaded dice can also be an option here to make scale shot more threatening, though u miss out on the power boost for the other moves, and ur also relying on scale shot, a 90% accurate move.

DRAGON DANCE

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Liquidation
- Crunch
- Ice Punch

another go-to set since gen 4. u boost attack and speed by 1 and try to clean up that way. in this sv ou i dont think the dd set is that amazing though, particularly with all the booster energy sweepers, scarfers, and dragapult going around; ur just not fast enough at +1 to viably clean up. itll prob be a much more sound set in uu or ru wherever it ends up this gen.

AGILITY

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Liquidation
- Crunch
- Ice Punch

agility gatr trades the extra wallbreaking power of sd and dd sets to outspeed most of the metagame. jolly nature is required to actually outspeed booster energy ironvaliant after an agility as adamant doesnt cut it, but gatr especially needs hazard support as it misses out on many ko thresholds otherwise

Closing:

feraligatr has seen fringe uses in ou during gens 4-6, but its safe to say that sv ou is simply way too inhospitable for it with mons like dondozo, ogerpon, rillaboom, etc, not even mentioning fierce competition from other offensive waters. gatr has historically been solid in uu due to its very idealized traits, and with tera at hand, its possible that it can carve out a niche in this gens uu. wherever it ends up, itll be a threat for sure.
 
Last edited:
THE KING IS BACK


Base Stats:
Abilities: Torrent | Sheer Force (H)
Notable Moves:
- Swords Dance
- Dragon Dance
- Liquidation
- Crunch
- Ice Punch
- Superpower
- Aqua Jet
- Earthquake
- Agility
- Psychic Fangs
- Flip Turn
- Scale Shot
- Body Slam
- Rock Slide

Pros:
- insanely hard hitting wallbreaker thanks to sheer force and life orb combo; has movepool to take advantage of the no life orb recoil mechanic
- tera water only makes gatr hit even harder, esp if paired with rain
- great boosting option with sd and dd, letting gatr function as both a wallbreaker and potential cleaner
- solid coverage options, many of which are boosted by sheer force
- priority in aqua jet lets it somewhat overcome its below average speed and pick off weakened foes

Cons:
- faces stiff competition from other offensive water types that are more immediately threatening; crawdaunt has similar damage output with a strong secondary dark stab, ogerpon-w is an all-around solid pokemon with many utility options, and swift swim users outspeed most things with rain up. in more layman terms, power creep is too much
- below average speed means many offensive mons outspeed it even with a dd. with jolly nature and +1 speed it misses out on outpacing dragapult by 1 point, and many scarfers and booster energy mons will easily outspeed. it does learn agility which gives it the jump on most of these threats
- bulk is not bad but it doesnt really offer much in the way of defensive utility
- hardwalled by dondozo and ogerpon-w, amoongus gives u a hard time if u dont have ice punch. doesnt want to do anything with zapdos, rillaboom, walkingwake.


Tera Potential:
- tera water is the most straightforward as it follows the same idea as other mons like crawdaunt, floatzel, and barraskewda in simply wanting to hit hard with ur stab. fits well on rain teams.
- tera dragon is p interesting with scale shot as it turns ur weaknesses into resistances and can be run on a swords dance set like ur baxcalibur at home or smth lol

Potential Sets:

all of gatrs sets here use sheer force life orb combination with mainly the same attacks, but they have differing answers (unless ur dondozo)

SWORDS DANCE

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water / Dragon
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Swords Dance
- Liquidation
- Crunch
- Ice Punch / Aqua Jet / Scale Shot

a standard set since gen 4, gatr functions as a full-on wallbreaker here. scale shot is a pretty cool addition this gen as it allows for gatr to get a speed boost while still giving leeway to run sd. tera dragon boosts scale shot while providing resistances to gatrs normal weaknesses which can be useful when setting up. loaded dice can also be an option here to make scale shot more threatening, though u miss out on the power boost for the other moves, and ur also relying on scale shot, a 90% accurate move.

DRAGON DANCE

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Dragon Dance
- Liquidation
- Crunch
- Ice Punch

another go-to set since gen 4. u boost attack and speed by 1 and try to clean up that way. in this sv ou i dont think the dd set is that amazing though, particularly with all the booster energy sweepers, scarfers, and dragapult going around; ur just not fast enough at +1 to viably clean up. itll prob be a much more sound set in uu or ru wherever it ends up this gen.

AGILITY

Feraligatr @ Life Orb
Ability: Sheer Force
Tera Type: Water
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Agility
- Liquidation
- Crunch
- Ice Punch

agility gatr trades the extra wallbreaking power of sd and dd sets to outspeed most of the metagame. jolly nature is required to actually outspeed booster energy ironvaliant after an agility as adamant doesnt cut it, but gatr especially needs hazard support as it misses out on many ko thresholds otherwise

Closing:

feraligatr has seen fringe uses in ou during gens 4-6, but its safe to say that sv ou is simply way too inhospitable for it with mons like dondozo, ogerpon, rillaboom, etc, not even mentioning fierce competition from other offensive waters. gatr has historically been solid in uu due to its very idealized traits, and with tera at hand, its possible that it can carve out a niche in this gens uu. wherever it ends up, itll be a threat for sure.
Did you forget to add the Base Stats? They’re not listed
 
Might be worth considering terra dark, you have the boosted crunch already from SF and the dark/water stab has very nice coverage, letting gator muscle through its counters as nature intended alligators to do XD
 
Tera Ice is not very intuitive, but can be useful with Glowking as a partner. With Tera Ice, Feraligatr will lose the useful Water resistances, but will gain physical bulk. This is relevant in situations like this one:


252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Feraligatr: 198-234 (63.6 - 75.2%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Tera Ice Feraligatr in Snow: 132-156 (42.4 - 50.1%) -- 0.4% chance to 2HKO


If the physical Mon that Feraligatr is facing does not run Steel, Fire, Rock or Fight moves, Feraligatr will be able to boost twice, which vs some teams will be an autowin.
 
Tera Ice is not very intuitive, but can be useful with Glowking as a partner. With Tera Ice, Feraligatr will lose the useful Water resistances, but will gain physical bulk. This is relevant in situations like this one:


252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Feraligatr: 198-234 (63.6 - 75.2%) -- guaranteed 2HKO
252 Atk Great Tusk Headlong Rush vs. 0 HP / 0 Def Tera Ice Feraligatr in Snow: 132-156 (42.4 - 50.1%) -- 0.4% chance to 2HKO


If the physical Mon that Feraligatr is facing does not run Steel, Fire, Rock or Fight moves, Feraligatr will be able to boost twice, which vs some teams will be an autowin.
Gatr is definately a wild card to play, viable, definately not a staple mon but play it right and it's an easy win con if in the hands of a smart player.

Through there is the option of stellar as a terrastize. This i would be intrested in hearing your thoughts about. Gatr has already got a typing thats perfect on it's own so defensively keeping water doesn't matter but a one off nuke from gatr might be just what it needs to bully past the rest of the team as it's counter goes down.
 

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