QC checks: Corkscrew / macle / DTC
GP checks: /
Overview
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Wingull is LC's friendly neighbourhood seagull, it's cute, awesome, and totally viable. The thing about Wingull is his very rare typing, water/flying, unique to itself and mantyke. The good bit about the typing is that it has just two weaknesses, but the bad thing is that these are not good weaknesses to possess. Wingull is weak to rock, which makes him hard to bring in too often when your opponent has stealth rocks set up, and the prominence of chinchou in the tier makes Wingull's 4x weakness to electric a huge problem. Wingull's main positive is it's speed, with a beneficial nature and maximum EVs, it reaches 19 speed, on par with threats like Misdreavus and Murkrow, which is just one of the ways it outclasses Mantyke. Another plus for Wingull is it's versatile movepool with a great choice of STAB moves, scald most notably on the water side of things, hurricane and air slash on the other. Each of which has a great side effect which can really go to Wingull's advantage. The last main good point about Wingull is the fact that he resists some of the most problematic priority in the tier, such as mach punch, vacuum wave, bullet punch, which makes him ideal for switching into mons like Timburr or Meditite and taking them out. Onto the cons, Wingull is very frail, making it hard for it hard for it to take any neutral hits at all, which is disappointing given it's great defensive typing. He is also crippled by paralysis, due to the fact it relies on it's speed to avoid taking hits. It is also rather annoying that Wingull lacks a water STAB apart from scald, so it cannot hit as hard as it would like on the water side of it's movepool, however it does have the burn chance which can be great for Wingull if this comes off before Wingull can take a hit.
Life Orb
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name:Life Orb
move 1: Scald
move 2: Hurricane
move 3: U-Turn
move 4: Air Slash / Knock Off
ability: Rain Dish
item: Life Orb
evs: 36 Def / 236 SpA / 236 Spe
IVs: 0HP
nature: timid / naive
moves
========
Scald is the STAB of choice, it has the chance to burn, and in turn cripple pesky physical attackers. Wingull doesn't mind that it can't use Hydro Pump because of the high burn chance of Scald. Hurricane is Wingull's most powerful flying type STAB move, at 110 power, but is unreliable at only 70 accuracy. It does however have the 30% confuse chance, which can compensate for it's bad accuracy. Hurricane is one way in which Wingull outclasses Mantyke as Mantyke has no access to such a powerful flying STAB. Air Slash works as another flying STAB on the same set, as it can be used when extra power is not needed for a more reliable chance of hitting, it also has the notorious flinch chance which can get Wingull out of a lot of sticky situations. Another option in this slot is Knock Off, due to it's buff this gen Wingull can still utilise it despite Wingull's pitiful Atk stat. It also works for knocking off opposition items for the rest of your team to take prey on further in the battle. U-turn is the final move on the set, as due to Wingull's exceptional base speed, it allows Wingull to pivot with ease.
Set details
========
Max speed and a beneficial nature are a must on Wingull, they bring him into the 19 speed tier, on par with threats such as Misdreavus and Murkrow. Max SpA is necessary too, as Wingull needs to hit as hard as possible to protect it's defensive frailties. 36 Def EVs adds a little extra, but probably not noticable, bulk to Wingull, and long with 0 HP IVs, helps to minimise Life Orb recoil. Speaking of Life Orb, it allows Wingull to hit extra hard, which turns it's typically sub-par Special Attack into a formidable one while outspeeding most of the tier. The nature choice depends on whether you decide to run Air Slash or Knock Off. As timid reduces Wingull's attack stat, it doesn't want to be running this in conjunction with Knock Off (it doesn't mind with U-Turn as hitting hard is not the objective of it). In this case, naive is the best nature to run as it reduces Defence, which Wingull has little usage for anyway due to it's poor bulk, but timid is best for a set with Air Slash.
Usage tips
========
It is imperative that you use Wingull with caution, he doesn't take neutral hits well, let alone super effective ones, and has a whole host of checks and counters in the tier. Hurricane can be unreliable, so if it makes no damage to KO turns, use Air Slash for reliability. Scald can be used regardless of the opposition most of the time, and should be used as often as possible to provide a greater chance of burning as much of the opposition team as possible. If in doubt, U-turn, Wingull's huge speed means he can outspeed almost anything in the tier so pivoting is one of its major strong points.
Team Options
========
Ground lures such as Honedge and Pawniard are good teammates for Wingull, as Wingull can switch in safely on ground type moves due to it's immunity to them. Wingull's rock weakness means he is weak to Stealth Rocks, so when they are in play Wingull cannot come in too often, as it takes 25% damage everytime. Therefore, Rapid Spin support is great to clear the rocks, allowing Wingull's safe entry into the battle. Drilbur is best for the job, as he can switch in from Wingull on Wingull's main 4x weakness, electric. Chinchou, while Wingull's main counter, can also be his best teammate. This is due to the fact it has volt absorb, so can switch easily in on electric moves, and more specifically, other Chinchous, which is great for protecting Wingull. It can also run Hidden Power Grass to surprise other Chinchous and Tirtougas, and switches in on Thunder Wave which would usually cripple Wingull too. Hazard setters are also good teammates as they help to get residual damage on the opposition pokemon, making them easier for Wingull to take down at a later date.
Other Options
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Roost is an option for Wingull as it provides reliable recovery and dampens Wingull's electric weakness. It is also something Wingull has over Mantyke, which has to use Rest in order to recover. Rain Dance is another option as it provides a damage boost to Scald and an accuracy boost to Hurricane, it also slowly revitalises Wingull's health due to it's ability, Rain Dish. Choice Scarf is viable due to Wingull's intense speed and ability to pivot. Choice Specs is also viable, again due to Wingull's blistering speed, and it turns Wingull's formerly low Special Attack into a terrifying one. Hidden Power Ground can be used to take out less defensively solid, or low health electric types that Wingull outspeeds. Hidden power grass can also be used to finish off bulky waters and do a lot of damage to Tirtouga and Omanyte, but the lack of stab and low base power makes Hidden Power in general a very weak move for Wingull.
Checks & Counters
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Electric types in general are threats to Wingull, but mainly Chinchou due to his versatility, it has the possibility of a scarf set and has excellent pivoting capabilities with volt switch, which is 4x effective on our bird friend. Not to mention it resists both of Wingull's STAB moves and can cripple Wingull with Thunder Wave. Bulky waters such as Slowpoke and Frillish wall Wingull, able to absorb Wingull's attacks at low damage and either burden Wingull's with status or take advantage of Wingull's lack of bulk. Bulky Eviolite users are scary for Wingull too, as it can hardly touch them while they set up boosting moves and/or status on Wingull, or simply knock him out straight away. Sturdy + Berry Juice users such as Dwebble are great for taking down Wingull, as it takes Wingull several turns to start doing any meaningful damage, in which time they can set up hazards or worse, KO Wingull. Lastly, Sucker Punch is a threat to Wingull, as he is advised to run all damaging moves, and Sucker Punch will more often than not KO Wingull straight off the bat.
GP checks: /
Overview
########
Wingull is LC's friendly neighbourhood seagull, it's cute, awesome, and totally viable. The thing about Wingull is his very rare typing, water/flying, unique to itself and mantyke. The good bit about the typing is that it has just two weaknesses, but the bad thing is that these are not good weaknesses to possess. Wingull is weak to rock, which makes him hard to bring in too often when your opponent has stealth rocks set up, and the prominence of chinchou in the tier makes Wingull's 4x weakness to electric a huge problem. Wingull's main positive is it's speed, with a beneficial nature and maximum EVs, it reaches 19 speed, on par with threats like Misdreavus and Murkrow, which is just one of the ways it outclasses Mantyke. Another plus for Wingull is it's versatile movepool with a great choice of STAB moves, scald most notably on the water side of things, hurricane and air slash on the other. Each of which has a great side effect which can really go to Wingull's advantage. The last main good point about Wingull is the fact that he resists some of the most problematic priority in the tier, such as mach punch, vacuum wave, bullet punch, which makes him ideal for switching into mons like Timburr or Meditite and taking them out. Onto the cons, Wingull is very frail, making it hard for it hard for it to take any neutral hits at all, which is disappointing given it's great defensive typing. He is also crippled by paralysis, due to the fact it relies on it's speed to avoid taking hits. It is also rather annoying that Wingull lacks a water STAB apart from scald, so it cannot hit as hard as it would like on the water side of it's movepool, however it does have the burn chance which can be great for Wingull if this comes off before Wingull can take a hit.
Life Orb
########
name:Life Orb
move 1: Scald
move 2: Hurricane
move 3: U-Turn
move 4: Air Slash / Knock Off
ability: Rain Dish
item: Life Orb
evs: 36 Def / 236 SpA / 236 Spe
IVs: 0HP
nature: timid / naive
moves
========
Scald is the STAB of choice, it has the chance to burn, and in turn cripple pesky physical attackers. Wingull doesn't mind that it can't use Hydro Pump because of the high burn chance of Scald. Hurricane is Wingull's most powerful flying type STAB move, at 110 power, but is unreliable at only 70 accuracy. It does however have the 30% confuse chance, which can compensate for it's bad accuracy. Hurricane is one way in which Wingull outclasses Mantyke as Mantyke has no access to such a powerful flying STAB. Air Slash works as another flying STAB on the same set, as it can be used when extra power is not needed for a more reliable chance of hitting, it also has the notorious flinch chance which can get Wingull out of a lot of sticky situations. Another option in this slot is Knock Off, due to it's buff this gen Wingull can still utilise it despite Wingull's pitiful Atk stat. It also works for knocking off opposition items for the rest of your team to take prey on further in the battle. U-turn is the final move on the set, as due to Wingull's exceptional base speed, it allows Wingull to pivot with ease.
Set details
========
Max speed and a beneficial nature are a must on Wingull, they bring him into the 19 speed tier, on par with threats such as Misdreavus and Murkrow. Max SpA is necessary too, as Wingull needs to hit as hard as possible to protect it's defensive frailties. 36 Def EVs adds a little extra, but probably not noticable, bulk to Wingull, and long with 0 HP IVs, helps to minimise Life Orb recoil. Speaking of Life Orb, it allows Wingull to hit extra hard, which turns it's typically sub-par Special Attack into a formidable one while outspeeding most of the tier. The nature choice depends on whether you decide to run Air Slash or Knock Off. As timid reduces Wingull's attack stat, it doesn't want to be running this in conjunction with Knock Off (it doesn't mind with U-Turn as hitting hard is not the objective of it). In this case, naive is the best nature to run as it reduces Defence, which Wingull has little usage for anyway due to it's poor bulk, but timid is best for a set with Air Slash.
Usage tips
========
It is imperative that you use Wingull with caution, he doesn't take neutral hits well, let alone super effective ones, and has a whole host of checks and counters in the tier. Hurricane can be unreliable, so if it makes no damage to KO turns, use Air Slash for reliability. Scald can be used regardless of the opposition most of the time, and should be used as often as possible to provide a greater chance of burning as much of the opposition team as possible. If in doubt, U-turn, Wingull's huge speed means he can outspeed almost anything in the tier so pivoting is one of its major strong points.
Team Options
========
Ground lures such as Honedge and Pawniard are good teammates for Wingull, as Wingull can switch in safely on ground type moves due to it's immunity to them. Wingull's rock weakness means he is weak to Stealth Rocks, so when they are in play Wingull cannot come in too often, as it takes 25% damage everytime. Therefore, Rapid Spin support is great to clear the rocks, allowing Wingull's safe entry into the battle. Drilbur is best for the job, as he can switch in from Wingull on Wingull's main 4x weakness, electric. Chinchou, while Wingull's main counter, can also be his best teammate. This is due to the fact it has volt absorb, so can switch easily in on electric moves, and more specifically, other Chinchous, which is great for protecting Wingull. It can also run Hidden Power Grass to surprise other Chinchous and Tirtougas, and switches in on Thunder Wave which would usually cripple Wingull too. Hazard setters are also good teammates as they help to get residual damage on the opposition pokemon, making them easier for Wingull to take down at a later date.
Other Options
########
Roost is an option for Wingull as it provides reliable recovery and dampens Wingull's electric weakness. It is also something Wingull has over Mantyke, which has to use Rest in order to recover. Rain Dance is another option as it provides a damage boost to Scald and an accuracy boost to Hurricane, it also slowly revitalises Wingull's health due to it's ability, Rain Dish. Choice Scarf is viable due to Wingull's intense speed and ability to pivot. Choice Specs is also viable, again due to Wingull's blistering speed, and it turns Wingull's formerly low Special Attack into a terrifying one. Hidden Power Ground can be used to take out less defensively solid, or low health electric types that Wingull outspeeds. Hidden power grass can also be used to finish off bulky waters and do a lot of damage to Tirtouga and Omanyte, but the lack of stab and low base power makes Hidden Power in general a very weak move for Wingull.
Checks & Counters
########
Electric types in general are threats to Wingull, but mainly Chinchou due to his versatility, it has the possibility of a scarf set and has excellent pivoting capabilities with volt switch, which is 4x effective on our bird friend. Not to mention it resists both of Wingull's STAB moves and can cripple Wingull with Thunder Wave. Bulky waters such as Slowpoke and Frillish wall Wingull, able to absorb Wingull's attacks at low damage and either burden Wingull's with status or take advantage of Wingull's lack of bulk. Bulky Eviolite users are scary for Wingull too, as it can hardly touch them while they set up boosting moves and/or status on Wingull, or simply knock him out straight away. Sturdy + Berry Juice users such as Dwebble are great for taking down Wingull, as it takes Wingull several turns to start doing any meaningful damage, in which time they can set up hazards or worse, KO Wingull. Lastly, Sucker Punch is a threat to Wingull, as he is advised to run all damaging moves, and Sucker Punch will more often than not KO Wingull straight off the bat.
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