Metagame Statattack

MAMP

MAMP!
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STATATTACK
Mechanic: Any Pokemon may replace one of it's moveslots with the name of a stat — Attack, Defense, Special Attack, Special Defense, or Speed — to get a +1 boost to that stat whenever it switches in. This comes at the cost of only being able to use 3 moves. For example:
like so.PNG

Whenever this Keldeo switches in, it would recieve a +1 boost to its Speed. However, it would only have access to 3 moves in battle.
Clauses: OU Clauses
Bans: OU Banlist

Strategy: Pokemon that generally don't need all 4 moveslots benefit a lot from this meta, getting to trade in a situational 4th move for a free stat boost. Mons with good speed but poor offensive stats can alleviate their deficiencies by sacrificing a moveslot, and vice versa, but they have to contend with defensive mons with +1 to their defensive stats.

Q&A:
Q
: Can I put Accuracy or Evasion in my Pokemon's moveslots?
A: No you may not

Q: Can I replace more than one of my moves with a stat boost?
A: No you may not

Q: Do things like Simple and Contrary affect the boosts?
A: Yessir
 
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MAMP

MAMP!
Some cool sets I came up with:


Gengar @ Life Orb
Ability: Cursed Body
EVs: 4 HP / 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Shadow Ball
- Sludge Wave
- Focus Blast
- Special Attack


Chansey (F) @ Eviolite
Ability: Natural Cure
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Soft-Boiled
- Seismic Toss
- Toxic
- Defense


Ferrothorn @ Leftovers
Ability: Iron Barbs
EVs: 248 HP / 4 Atk / 252 Def
Impish Nature
- Power Whip
- Leech Seed
- Spikes
- Special Defense / Defense


Medicham @ Medichamite
Ability: Telepathy
EVs: 252 Atk / 4 Def / 252 Spe
Jolly Nature
- High Jump Kick
- Ice Punch
- Zen Headbutt
- Speed


Zygarde @ Choice Band
Ability: Aura Break
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Thousand Arrows
- Extreme Speed
- Outrage
- Attack
 
Wait, doesn't this allow something like double choice items?

Just about everything benefits from this lol. Just get a mon, add to its best or worst stat and yay.
 

RNGIsFatal

Banned deucer.
Love the premise and love to see this OM to be alive.
The first thing I would like to point out about this OM would be possible prevalence of stall due to these changes:




Dugtrio @ Groundium Z / Focus Sash
Ability: Arena Trap
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Earthquake
- Substitute / Screech
- Pursuit / Reversal
- Attack​

Before:

252 Atk Dugtrio Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Toxapex: 264-312 (86.8 - 102.6%) -- 12.5% chance to OHKO
252 Atk Dugtrio Earthquake vs. 0 HP / 4 Def Charizard-Mega-X: 248-294 (83.5 - 98.9%) -- guaranteed 2HKO
252 Atk Dugtrio Reversal (200 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 482-568 (68.5 - 80.7%) -- guaranteed 2HKO
252 Atk Dugtrio Tectonic Rage (180 BP) vs. 0 HP / 0 Def Manaphy: 246-289 (72.1 - 84.7%) -- guaranteed 2HKO after Stealth Rock

After:

+1 252 Atk Dugtrio Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Toxapex: 390-462 (128.2 - 151.9%) -- guaranteed OHKO
+1 252 Atk Dugtrio Earthquake vs. 0 HP / 4 Def Charizard-Mega-X: 372-440 (125.2 - 148.1%) -- guaranteed OHKO
+1 252 Atk Dugtrio Reversal (200 BP) vs. 248 HP / 252+ Def Eviolite Chansey: 720-848 (102.4 - 120.6%) -- guaranteed OHKO
+1 252 Atk Dugtrio Tectonic Rage (180 BP) vs. 0 HP / 0 Def Manaphy: 367-433 (107.6 - 126.9%) -- guaranteed OHKO

Dugtrio alone is crazy to deal with; previously, Dugtrio needed prior damage on Mega Charizard X (to revenge kill with sash), and had to Screech to pulverize Chansey and Toxapex but it doesn't care anymore. It just presses Tectonic Rage on slow targets or wears sash and kills anything that has around half HP. Arena Trap will now revenge kill about tripled number of threats in OU metagame and I honestly want this added to banlist, but we will see how Statattack goes.

Edit: Now Dugtrio OHKOs Marowak-A after Stealth Rock with +1 Pursuit so this makes 50/50 situation LOL

+1 252 Atk Dugtrio Pursuit (80 BP) vs. 0 HP / 0 Def Marowak-Alola: 202-238 (77.3 - 91.1%) -- guaranteed OHKO after Stealth Rock

--

The next major change I see from OU stall is this:



Quagsire @ Leftovers
Ability: Unaware
EVs: 252 HP / 252 Def / 4 SpD
Bold / Relaxed Nature
- Scald / Earthquake
- Toxic
- Recover
- Defense​

Previously, Quagsire struggled walling dangerous physical threats such as Landorus-T, Marowak-A, and Mega Mawile due to its mediocre Defense stat despite having good ability in Unaware. However, since Quagsire's viable moveset is very one-dimensional, it can opt to ditch one of Scald and Earthquake and choose to boost its defense further to do stuff like this:

Before:

252+ Atk Landorus-Therian Tectonic Rage (180 BP) vs. 252 HP / 252+ Def Quagsire: 280-330 (71 - 83.7%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Huge Power Mawile-Mega Play Rough vs. 252 HP / 252+ Def Quagsire: 222-262 (56.3 - 66.4%) -- guaranteed 2HKO after Leftovers recovery
252+ Atk Thick Club Marowak-Alola Shadow Bone vs. 252 HP / 252+ Def Quagsire: 177-208 (44.9 - 52.7%) -- 25.8% chance to 2HKO after Stealth Rock and Leftovers recovery

After:

252+ Atk Landorus-Therian Tectonic Rage (180 BP) vs. +1 252 HP / 252+ Def Quagsire: 187-222 (47.4 - 56.3%) -- 30.5% chance to 2HKO after Leftovers recovery
252+ Atk Huge Power Mawile-Mega Play Rough vs. +1 252 HP / 252+ Def Quagsire: 148-175 (37.5 - 44.4%) -- guaranteed 3HKO after Leftovers recovery
252+ Atk Thick Club Marowak-Alola Shadow Bone vs. +1 252 HP / 252+ Def Quagsire: 118-139 (29.9 - 35.2%) -- guaranteed 4HKO after Leftovers recovery

Now our Quaggy switches into Lando-T's Z-move, laughs at it, and walls it. Stallbreakers called Mega Mawile and Marowak-A can't do jack unless their team decides to lay couple layers of Spikes which won't really happen in HO or Offense teams they are in.

--

Lastly I would like to present how would the behemoth of OU stall, Mega Sableye will change:




Sableye-Mega @ Sablenite
Ability: Magic Bounce
EVs: 248 HP / 116 Def / 144 SpD
Careful Nature
- Knock Off
- Will-O-Wisp
- Recover
- Special Defense​

Some might wonder why sacrifice Protect / Fake Out / other utility move for stat boost, but here are changes:

Before:

252 SpA Heatran Magma Storm vs. 248 HP / 144+ SpD Sableye-Mega: 117-138 (38.6 - 45.5%) -- guaranteed 3HKO - Risk of dying to next Magma Storm with trapping damage
0 SpA Tapu Fini Moonblast vs. 248 HP / 144+ SpD Sableye-Mega: 140-168 (46.2 - 55.4%) -- 61.3% chance to 2HKO
252 SpA Tapu Lele Moonblast vs. 248 HP / 144+ SpD Sableye-Mega: 222-264 (73.2 - 87.1%) -- guaranteed 2HKO
252+ SpA Celesteela Air Slash + Supersonic Skystrike (190 BP) vs. 248 HP / 144+ SpD Sableye-Mega: 240-283 (79.2 - 93.3%) -- 37.5% chance to OHKO after Stealth Rock

After:

252 SpA Heatran Magma Storm vs. +1 248 HP / 144+ SpD Sableye-Mega: 78-93 (25.7 - 30.6%) -- guaranteed 4HKO
0 SpA Tapu Fini Moonblast vs. +1 248 HP / 144+ SpD Sableye-Mega: 96-114 (31.6 - 37.6%) -- 78.6% chance to 3HKO
252 SpA Tapu Lele Moonblast vs. +1 248 HP / 144+ SpD Sableye-Mega: 150-176 (49.5 - 58%) -- 95.3% chance to 2HKO
252+ SpA Celesteela Air Slash vs. +1 248 HP / 144+ SpD Sableye-Mega: 160-189 (52.8 - 62.3%) -- guaranteed 2HKO after Stealth Rock

Notice how Mega Sableye now deals with all opponents that annoy stall singlehandedly? Heatran can't even threaten to 2HKO Mega Sableye with Magma Storm will just run out of PP as Mega Sableye spams Recover, Tapu Fini will just lose its Leftovers at Turn 1 against Sableye who doesn't even care about uninvested Moonblast from full HP, and Tapu Lele no longer forces out Sableye Turn 1 because Mega Sableye won't have to use Protect to Mega Evolve safely: it can literally just press recover to stay around 90% HP at least and switch to stuff like Chansey on the back (which most likely is ready to handle Psyshock thanks to Defense boost). Also Celesteela can't even now bluff Leech Seed and lure and KO Mega Sableye with Air Slash + Supersonic Skystrike.

--

So this is what I think about this new meta. Who knows? Offense teams may pressure stall teams harder than before with their newfound boosts. Let's have the thoughts shared.
 
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Sounds kinda fun, but I see this devolving into hyper offense (speed smeargle or something + 5 attack / special attack mons). Or heavy stall to counter it, seems very hard to do some sort of balance b/c you're gonna need at least two defense and sp. defense mons because something strong with type advantage over boosted defense stat will still overcome it, need another one to sufficiently handle type advantage. can't see not using this modification; everything will just be either offensive with three attacks or three defensive moves + defense / sp defense walls. I could be wrong, but I definitely foresee this becoming a problem. I don't see much besides full stall competing with choice item + boost in that stat (or even just life orb.)

Some sets:


Greninja @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Hydro Pump
- Dark Pulse
- Water Shuriken
- Special Attack


Tapu Lele @ Choice Specs
Ability: Psychic Surge
EVs: 252 SpA / 252 Spe
Timid Nature
IVs: 0 Atk
- Moonblast
- Psyshock
- Focus Blast
- Special Attack
 

Ludicrousity

You humour me greatly with your arrogance and c...
is a Forum Moderator Alumnus
Lemme post a couple sets for fun:

Keldeo @ Choice Specs
Ability: Justified
EVs: 252 SpA / 4 SpD / 252 Spe
IVs: 1 Atk
Modest / Timid Nature
- Scald / Hydro Pump
- Secret Sword
- Hidden Power Electric
- Speed

Why just get the boosts of SpA or Speed with the choice items, when you can have both? With the speed boost, it reaches a very good 472 speed (519 if timid). The Choice Specs magnify the SpA to very good levels, reaching 588 (535 if timid) with these stats, it can dish out very good damage, while outspeeding all of the unboosted meta.


Greninja-Ash (M) @ Choice Specs
Ability: Battle Bond
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Scald
- Dark Pulse
- Ice Beam
- Special Attack

Let me give the quick rundown: 910 Special Attack and STAB Scald / Dark Pulse... Nothing's living an attack from that... Oh, and it has 399 speed too, which is very nice


Beedrill-Mega @ Beedrillite
Ability: Adaptability
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- X-Scissor
- Poison Jab
- Drill Run
- Attack

Beedrill has always been one of my favourite megas, and I've never really understood why... Anyway, this set has a blazing 427 speed and an amazing 598 attack. Couple that attack with the power of Adaptability, and it's sure to decimate. Although it does give up a moveslot for this...
 
Charizard-Mega-X @ Charizardite X
Ability: Tough Claws
EVs: 252 Atk / 4 SpD / 252 Speed
Jolly Nature
- Dragon Claw
- Fire Punch
- Belly Drum
- Speed

After Quagsire died, this eats balance and stall for breakfast. Dugtrio is an excellent partner, being able to remove said toad and an occasional heatran.

Xurkitree @ Focus Sash / Life Orb / whatever
Ability: Beast Booost
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Tail Glow
- thunderbolt
- Hidden Power [Ice] / Energy Ball
- Speed

Similar to a z-hypnosis set, but without having to use a Psychium Z and with the speed boost being always there - so that it is much more threatening, even without setup (Choice Spex and an attack over Tail Glow is possible too)
 
Ooh i really like this metagame (though it sounds unbalanced at first sight with stuff like sticky web, ash gren, and new sableye stall)

Anyways heres some potential sets l like:

Swellow @ Choice Specs
Ability: Scrappy
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Boomburst
- Heat Wave
- U-turn
- Special Attack

Double specs boosted boomburst, this thing destroys anything slower than it


Lopunny-Mega @ Lopunnite
Ability: Scrappy
Happiness: 0
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Fake Out
- High Jump Kick
- Frustration
- Attack

Lopunny (and pokemon with good stab combo in general) really benefits from this


Garchomp-Mega @ Garchompite
Ability: Sand Force
EVs: 252 Atk / 4 SpA / 252 Spe
Naive Nature
- Swords Dance
- Earthquake
- Fire Blast
- Speed

This is the mega garchomp i needed in my life
 
Guys when you make set please do keep in mind that the other mons you trynna beat will also have a boost in a stat, so yeah on paper your speed boosted charizard or whatnot might seem like it's beating everything but, y'know... it isn't.

Shit like quag ofc being the exception and unaware are probably gonna be really good on stall n shit cause you're getting a boost while ignoring the opponent's boost. So in the case of quag you can actually compare it to how it would be in OU cause it makes no difference to him. Bless up.

Also how does dug take out quag when tectonic rage only does 30%? Like wat bruh?
Regarding the mega sableye calcs I think in general you can pretty much assume rocks aren't up.

I do wonder if like sniper, super luck or just crit abuse in general is gonna see some use as opposed to just stat boosting.
 
have we found swoobat: the meta yet?

Swoobat @ Choice Scarf
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Psychic
- Heat Wave
- Energy Ball
- Special Attack
a free +2 Special Attack boost? not bad.
you can also run specs if you just want a wallbreaker and you can use psyshock over psychic if you want.
 
ey i'll take a shot at this one, theorymon time boyyyyyys



Mawile-Mega @ Mawilite
Ability: Huge Power
EVs: 252 HP / 252 Atk / 4 Spe
Adamant Nature
- Play Rough
- Iron Head / Any option listed right below here
- Fire Fang / Thunder Punch / Ice Punch
- Attack


Yeah, Mawile is fun in standard. Why not make it even more powerful?

+1 Mawile essentially takes out the middleman of setting up on a turn in order to become an even more fearsome wallbreaker. With nigh few direct counters besides the defensive god in this of Quagsire, little wants to switch in. Landorus doesn't appreciate taking +0 Play Roughs or dying to Ice Punches, especially offensive variants, while defensive ones aren't afraid of a 40.3% max damage Play Rough, they still fear Ice Punch on switchin. Offensive threats now have more to worry about concerning Sucker Punch, as a previous mere 2HKO that took out most of your health now can become a direct OHKO with even slight chip damage depending on who the sweeper is, making you have to play a bit more carefully around it.

A Max Speed Jolly set with Speed as your last moveslot is also feasible, although you hit just below the benchmark for base 100 positive natured mons by a singular point. If you really hate Tapu Lele and other base 95s or lower, and/or don't want to see +1 Specs Tapu Lele ruining your day, Speed is an option alongside Swords Dance in order to wallbreak against a bit less fat teams. Landorus gets outsped and doesn't appreciate Ice Punch bar defensive spreads (who still gets 2HKO'd anyways before SDing), and Mawile doesn't really rely too much on coverage for breaking things, since a STAB option and then a move to beat what resists said move such as Fire Fang for either STAB due to Steels or Ice Punch just because fuck Lando/Zygarde.




Quite a few walls, even with Defense boosts, can struggle to deal with a +1 Huge Power Mawile. Not that they really could in standard play either, but hey.

+1 252+ Atk Huge Power Mawile-Mega Play Rough vs. +1 248 HP / 252+ Def Eviolite Chansey: 367-433 (52.2 - 61.5%) -- guaranteed 2HKO
+1 252+ Atk Huge Power Mawile-Mega Fire Fang vs. +1 252 HP / 252+ Def Ferrothorn: 320-380 (90.9 - 107.9%) -- 50% chance to OHKO
+1 252 Atk Huge Power Mawile-Mega Play Rough vs. +1 248 HP / 252+ Def Sableye-Mega: 312-368 (102.9 - 121.4%) -- guaranteed OHKO
+1 252+ Atk Huge Power Mawile-Mega Thunder Punch vs. +1 252 HP / 192+ Def Toxapex: 172-204 (56.5 - 67.1%) -- guaranteed 2HKO after Stealth Rock and Black Sludge recovery
+1 252+ Atk Huge Power Mawile-Mega Thunder Punch vs. 252 HP / 4 Def Celesteela: 450-530 (113 - 133.1%) -- guaranteed OHKO [87.5% chance to OHKO with Fire Fang, fails to OHKO without rocks for either with Celes +def]

-1 252 Atk Huge Power Mawile-Mega Ice Punch vs. +1 252 HP / 252+ Def Landorus-Therian: 196-232 (51.3 - 60.7%) -- guaranteed 2HKO after Stealth Rock [For a Jolly Max Speed set, refer to above for why)]




After a bit of chip damage, a few faster, offensive threats that may have previously forced Mawile out now have a chance to be OHKO'd by Sucker Punch. Not saying these are perfect examples, but they're examples nonetheless. Char-X with an instant Speed boost, Excadrill with Attack boost (to not waste a turn of Sand), +1 SpA Gardevoir-Mega wallbreakers.

+1 252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 0 HP / 4 Def Charizard-Mega-X: 197-232 (66.3 - 78.1%) -- 25% chance to OHKO after Stealth Rock
+1 252+ Atk Huge Power Mawile-Mega Sucker Punch vs. 4 HP / 0 Def Excadrill: 326-384 (90 - 106%) -- 56.3% chance to OHKO after Stealth Rock
+1 252 Atk Huge Power Mawile-Mega Sucker Punch vs. 0 HP / 0 Def Gardevoir-Mega: 280-330 (101 - 119.1%) -- guaranteed OHKO




Quagsire walls it, though, but that's no surprise, +1 Defense for free and Mawile can't setup against it due to Unaware. Clef can't because lolsteelweakness

252+ Atk Huge Power Mawile-Mega Play Rough vs. +1 252 HP / 252+ Def Unaware Quagsire: 148-175 (37.5 - 44.4%) -- guaranteed 3HKO after Leftovers recovery




But I have no clue what I'm doing when it comes to actually describing things so lmao
I'm probably entirely wrong and I'll just look like an idiot later but hey, why not waste time before heading to the library


tl;dr: mawile already looks dumb and i cant wait to abuse it on ROM when this goes there. unless it already is.






Post-edit because I don't want to make a new post: If you switch out then back in, do you get the boost again? If so, I may have a new post to make soon lmao
 
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The biggest difference this makes is that offensive pokemon now have an easier time killing each other. All other situations sound like they will very likely come down to +att mons fighting +def mons. Probably means coverage against revengers and speed control are going to be important.
 

Dr. Phd. BJ

aphasia
is a defending SCL Champion
OMPL Champion
Well, first off weather abusers such as Kingdra, Mega Swampert, Excadrill and others get a lot stronger and could be very tough to handle for teams lacking a solid water resist / weather answer. Next, Mega Zam now gets essentially a specs boost with special attack on top of 175 special attack, and 150 speed is plenty enough to outspeed threats like greninja, and other quick mons that won't use speed as their fourth "move". Not to mention trace helps it versus weather if that becomes popular. Z-celebrate stored power Victini with speed sounds good in theory, but so do a lot of things Kek. Lots of mons will suffer from only having 3 move slots, while others won't. Lastly, Priority users can also get +2 right away with Choice Specs / Band and + attack or special attack. Seems fun
 
Well, first off weather abusers such as Kingdra, Mega Swampert, Excadrill and others get a lot stronger and could be very tough to handle for teams lacking a solid water resist / weather answer. Next, Mega Zam now gets essentially a specs boost with special attack on top of 175 special attack, and 150 speed is plenty enough to outspeed threats like greninja, and other quick mons that won't use speed as their fourth "move". Not to mention trace helps it versus weather if that becomes popular. Z-celebrate stored power Victini with speed sounds good in theory, but so do a lot of things Kek. Lots of mons will suffer from only having 3 move slots, while others won't. Lastly, Priority users can also get +2 right away with Choice Specs / Band and + attack or special attack. Seems fun
choice specs + sp.atk is a 2.25x boost, while +2 is a 2x boost, so it's actually slightly better :P
 
Ninkask looks strong

Ninjask @ Choice Band
Ability: Infiltrator
- Leech Life
- Night Slash
- U-turn
- Attack
Its speed helps him outspeed almost everthing (maybe dont outspeed the ones with a speed buff, but meh),
Infiltrator allows him to Revenge Kill something thats behind a substitute, U-Turn helps making (a lot) of momentum and Night Slash and Leech Life is for damage.
Looks impressive.
 
Ambipom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Fake Out
- Seed Bomb
- Return
- Attack

Might make ambipom good.
 
Ambipom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 252 Spe / 4 HP
Jolly Nature
- Fake Out
- Seed Bomb
- Return
- Attack

Might make ambipom good.
Shuckle @ Leftovers
Ability: Contrary
- Defense
- Sp.Def
- Infestation
- Toxic

Trapping then Toxing. Oh boy. This will be an interesting tier.
 
contrary does affect the stat boost, as does simple and anything similar. i've added this to the faq in the op
Swoobat @ Choice Specs
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Energy Ball
- Psyshock
- Sp.Attack

Bibarel @ Choice Band
Ability: Simple
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Aqua Jet
- Quick Attack
- Fling
- Attack

Boy. This is going to be lit.
Swoobat has 77 Sp.Atack and 114 Speed, more the Sp.Attack doubled of the boost + the choise specs, well... a lot of damage.
Bibarel has 85 attack and 71 Speed, with its attack doubled and banded. He has these 2 damaging moves, Aqua Jet and Quick Attack, both STAB. Fling is there so it can remove its Choice Band, if needed - If the oponent has many pokémons that resist, dealing less damage to secure some super-effective and normal-effectives may be the ideal. The best about it is that it Trick-proofs Bibarel: if they trick him a Choise Scarf, he can remove it, he wont be better with more speed. If they give him a Toxic Orb/Flame Orb, better: Fling uses the effect of these orbs: Toxic Orb with Fling badly poisons the oponent (Like Toxic does), while a Flame Orb will burn the oponent. Not the most used move, but can help sometimes.
 

AquaticPanic

Intentional Femboy Penguin
is a Community Leaderis a Community Contributor
Community Leader
For Swoobat I think something like this would be better:


Swoobat @ Weakness Policy
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Heat Wave
- Speed


It can already boost it's Special Attack with Calm Mind and Weakness Policity. This is basically your average Stored Power set but better and faster. I can't really see it being anything too relevant, but it is nice that it is more viable.
 
For Swoobat I think something like this would be better:


Swoobat @ Weakness Policy
Ability: Simple
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Calm Mind
- Stored Power
- Heat Wave
- Speed


It can already boost it's Special Attack with Calm Mind and Weakness Policity. This is basically your average Stored Power set but better and faster. I can't really see it being anything too relevant, but it is nice that it is more viable.
Problem here is that Swoobat will probably die before receiving the Weakness Policy boost because this tier has more power behind it and its bulk still absolutely sucks.
 
Problem here is that Swoobat will probably die before receiving the Weakness Policy boost because this tier has more power behind it and its bulk still absolutely sucks.
This is one of the reasons I used they with Choice-Lock. Their defenses are so bad, they need the 1HKO.
Specialy bibarel, that relys on Priority. if something resist its locked move, then he needs to switch. (This is why the flail: removing his item allows him to hit neutral better)
 

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