Slither Wing
used First Impression!
Sword of Ruin (Roaring Moon) @ Choice Scarf / Choice Band
Ability: Sword of Ruin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Iron Head / Stone Edge
- U-turn
[SET COMMENTS]
With high Attack and Speed and a powerful Knock Off, Roaring Moon is a great offensive pivot and wallbreaker, capable of threatening KOes while also generating momentum with U-turn. Knock Off OHKOes other offensive pivots such as Azelf, Barraskewda, and Hisuian Electrode, while also crippling defensive switch-ins like Corviknight and Great Tusk. Earthquake threatens Steel-types like Heatran and Empoleon, Iron Head hits Fairy-types like Scream Tail and Diancie, and Stone Edge hits Flying-types like Zapdos and Mandibuzz. Choice Scarf allows Roaring Moon to safely outspeed previously mentioned pivots, increasing its effectiveness as speed control, while Choice Band turns Roaring Moon into more of a wallbreaker, notably 2HKOing Scream Tail with Iron Head and OHKOing Fluffy Zapdos with Stone Edge. Roaring Moon struggles greatly against defensive Great Tusk, Quaquaval, and Kommo-o, which makes specially offensive partners like Azelf and Walking Wake great, as they allow Roaring Moon to potentially sweep late-game after its checks have been heavily chipped down. Other offensive pivots like Barraskewda and Sandy Shocks also like Roaring Moon, as they can form VoltTurn cores and pressure common switch-ins like Corviknight, Great Tusk, and defensive Zapdos. While fast, Roaring Moon is still weak to priority moves from the likes of Weavile, Slither Wing, and Dragonite, which makes defensive partners such as Corviknight and Scream Tail appreciated as well as Azelf thanks to Psychic Surge negating priority. Roaring Moon racks up chip damage from entry hazards easily with U-turn increasing how often it switches in, meaning that Teammates with hazard removal like Corviknight and Great Tusk are also appreciated. Hazard setters like Garchomp and Kommo-o are also helpful, as they help wear down its checks like Corviknight, allowing VoltTurn cores to be more effective.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/i-am-bonk.603931/
Quality checked by:
https://www.smogon.com/forums/members/cat.580765/
https://www.smogon.com/forums/members/gimmickyasitgets.540420/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
Ability: Sword of Ruin
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Knock Off
- Earthquake
- Iron Head / Stone Edge
- U-turn
[SET COMMENTS]
With high Attack and Speed and a powerful Knock Off, Roaring Moon is a great offensive pivot and wallbreaker, capable of threatening KOes while also generating momentum with U-turn. Knock Off OHKOes other offensive pivots such as Azelf, Barraskewda, and Hisuian Electrode, while also crippling defensive switch-ins like Corviknight and Great Tusk. Earthquake threatens Steel-types like Heatran and Empoleon, Iron Head hits Fairy-types like Scream Tail and Diancie, and Stone Edge hits Flying-types like Zapdos and Mandibuzz. Choice Scarf allows Roaring Moon to safely outspeed previously mentioned pivots, increasing its effectiveness as speed control, while Choice Band turns Roaring Moon into more of a wallbreaker, notably 2HKOing Scream Tail with Iron Head and OHKOing Fluffy Zapdos with Stone Edge. Roaring Moon struggles greatly against defensive Great Tusk, Quaquaval, and Kommo-o, which makes specially offensive partners like Azelf and Walking Wake great, as they allow Roaring Moon to potentially sweep late-game after its checks have been heavily chipped down. Other offensive pivots like Barraskewda and Sandy Shocks also like Roaring Moon, as they can form VoltTurn cores and pressure common switch-ins like Corviknight, Great Tusk, and defensive Zapdos. While fast, Roaring Moon is still weak to priority moves from the likes of Weavile, Slither Wing, and Dragonite, which makes defensive partners such as Corviknight and Scream Tail appreciated as well as Azelf thanks to Psychic Surge negating priority. Roaring Moon racks up chip damage from entry hazards easily with U-turn increasing how often it switches in, meaning that Teammates with hazard removal like Corviknight and Great Tusk are also appreciated. Hazard setters like Garchomp and Kommo-o are also helpful, as they help wear down its checks like Corviknight, allowing VoltTurn cores to be more effective.
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/i-am-bonk.603931/
Quality checked by:
https://www.smogon.com/forums/members/cat.580765/
https://www.smogon.com/forums/members/gimmickyasitgets.540420/
Grammar checked by:
https://www.smogon.com/forums/members/clouds.356215/
Last edited: