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Published on May 22nd, 2014 | by Dark51

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An Eerie New World: An Analysis of Generation 6 Movepool Additions

Hi. My name is Dark51, and you may recognize me as a familiar face from the Pokémon Showdown community. Quite recently, I struck up a conversation with PM6491 (Pokemaster649) about some of the interesting moves that the new generation has offered us. During this conversation, it came to my attention that some of these moves are rather underutilized. Without further ado, here is the analysis of said moves:

The recent transition from Generation 5 to Generation 6 saw the shift to a largely hyper-offensive metagame. In such a blitz-offensive battle style, setup or status moves, which sacrifice a critical turn for an offensive option, are often underrated. Because of this, many of the new additions to the movepool have not been experimented with. Still, some of these moves, though underutilized in the current metagame, have untapped potential that may prove to be be extremely influential to the metagame in the months to come. The full list of the aforementioned 6th generation additions can be found here.

Now, for an assessment of viable options:

Eerie Impulse (かいでんぱ)

Largely one of the most underused moves in the game, Eerie Impulse has amazing potential. This is practically a special variant of Charm. With the current metagame evolving to compensate for Attack drops from Intimidate, burns, and Charm, Eerie Impulse very likely balances the special/physical offensive scale. The recent popularity of King’s Shield special-offensive Aegislash could see a change in the metagame with an increase in Eerie Impulse usage, as Eerie Impulse disregards King’s Shield and can shut down Aegislash’s offensive presence. With two of its wielders being the fastest Pokémon in the format, Eerie Impulse is definitely something most Special Attackers want to watch out for, even if it does not have the priority boost like Prankster Charm. However, for slower users carrying the move, Trick Room is always an option, as in the calculations below, the assumption is made that the defensive maneuver is made before an attacker has the chance to deal significant damage.

Potential wielders:

Manectric

manectric-mega

Mega Manectric is already a Pokémon whose potential is obvious, having access to Snarl, Intimidate, and dual Electric+Fire coverage with Overheat and its STABs. However, people seem to have skimmed over Mega Manectric’s potential in its new move, Eerie Impulse. Manectric’s Speed makes it one of the most viable options for reducing Special offensive pressure. This series of calculations show Mega-Manectric’s technical special bulk (even when uninvested) after an Eerie Impulse.

  • -2 252+ SpA Rotom-W Hydro Pump vs. 0 HP / 4 SpD Mega Manectric: 54-64 (37.2 – 44.1%) — guaranteed 3HKO
  • -2 252+ SpA Choice Specs Salamence Draco Meteor vs. 0 HP / 4 SpD Mega Manectric: 97-115 (66.8 – 79.3%) — guaranteed 2HKO

Electrode

electrode

Electrode’s base Defensive stats are probably enough to turn most people away. However, its access to Eerie Impulse and its absurdly high base 140 Speed stat seem to remedy that quite nicely, as a Focus Sash would make it a good support ally with an extensive movepool. Electrode also benefits from Eerie Impulse itself:

  • -2 252 SpA Choice Specs Gardevoir Moonblast vs. 252 HP / 0 SpD Electrode: 72-85 (43.1 – 50.8%) — 3.1% chance to 2HKO

Ampharos

ampharos-mega

Mega Ampharos is a great wielder of this move when Trick Room is set up. Mega Ampharos is a bulky Pokémon that has insane offensive potential, and can supplement its offense by using Cotton Guard and Eerie Impulse to increase its theoretical bulk. There seem to be a lot of people using Mega Ampharos, but few people carry Eerie Impulse on it. These calculations indicate the potential that Eerie Impulse offers:

  • -2 252+ SpA Life Orb Kingdra Draco Meteor vs. 252 HP / 4 SpD Mega Ampharos: 117-140 (59.3 – 71%) — guaranteed 2HKO

And for non-super-effective hits (Chandelure being one of the hardest hitting neutral special threats):

  • -2 252+ SpA Life Orb Chandelure Shadow Ball vs. 252 HP / 4 SpD Mega Ampharos: 51-60 (25.8 – 30.4%) — guaranteed 4HKO

Lanturn

lanturn

Though Lanturn has relatively poor defensive stats (58 base Defense and 76 base Special Defense) and mediocre Speed, its colossal HP stat (base 125) can make up for it. After an Eerie Impulse, Lanturn’s Special bulk becomes wall-worthy. Though its Defense does leave something to be desired, one can enhance Lanturn’s longevity with a partner with Surf or Discharge (depending on Lanturn’s chosen Ability) or by simply using a Sitrus Berry. Lanturn can also serve as a support Pokémon, especially when equipped with a Choice Scarf. As Arti has demonstrated at the recent Spring Seattle Regional, Lanturn certainly has a lot of potential.

Here is a super-effective attack from the Special spectrum to display Lanturn’s bulk after an Eerie Impulse:

  • -2 252+ SpA Mega Venusaur Giga Drain vs. 252 HP / 4 SpD Lanturn: 84-102 (36.2 – 43.9%) — guaranteed 3HKO

Heliolisk

heliolisk

Heliolisk is another interesting wielder of Eerie Impulse and, like Lanturn, gains it upon leveling up in its normal moveset. Heliolisk has the ability to outspeed many common threats (such as Zapdos, Hydreigon, and non-Scarfed Salamence) and cripple them with an Eerie Impulse. For example, Choice Specs or Life Orb Zapdos poses a huge threat to Mega-Charizard-Y, as it has the potential to OHKO and win a possible Speed tie between the two. Heliolisk outspeeds Zapdos and can support Charizard with an Eerie Impulse.

  • 252 SpA Choice Specs Zapdos Thunderbolt vs. 4 HP / 0 SpD Mega Charizard Y: 200-236 (129.8 – 153.2%) — guaranteed OHKO
  • -2 252 SpA Choice Specs Zapdos Thunderbolt vs. 4 HP / 0 SpD Mega Charizard Y: 102-120 (66.2 – 77.9%) — guaranteed 2HKO

In this situation, Charizard could then proceed to OHKO Zapdos with a Sun-boosted Overheat or Fire Blast.

Quagsire

quagsire

Quagsire is a very unique user of this move. Quagsire is the only non-Electric type Pokémon to get Eerie Impulse, and its defensive typing lends it a certain amount of help when fitting it into a team. While running Water Absorb (as Unaware contradicts this move), Quagsire boasts immunity to two heavily used offensive types and effectively walls Rotom-Wash. Because of Quagsire’s atrocious Speed stat, however, it is probably limited to use on a Trick Room team. Though his Special Defense fares poorly against the majority of Special Attackers, it can withstand much more from the Special side with an Eerie Impulse.

  • -2 252 SpA Mega Charizard Y Solar Beam vs. 252 HP / 148+ SpD Quagsire: 168-200 (83.1 – 99%) — guaranteed 2HKO

Electric Terrain (エレキフィールド):

Heliolisk, Ampharos, and Magnezone have the privilege of using this new terrain move, known as Electric Terrain. Manectric also gets this move, although its potential in stopping sleep-inducing status is overshadowed by Manectric itself underspeeding max Speed Choice Scarfed Smeargle by several points. Nevertheless, Electric Terrain yields Mega Manectric a 1.5 boost to its Electric attacks, and still shuts down Amoonguss and can threaten a first turn double Protect from Mega-Charizard Y and Chlorophyll Venusaur. Electric Terrain boosts Mega Manectric’s Electric attacks to a monstrous level while also preventing Venusaur from using Sleep Powder on an ally the following turn. Therefore, despite its setbacks, this move still has immense potential.

heliolisk

Electrify (そうでん):

I recently came across this move on Pokémon Showdown! Electrify is a move that changes the target’s move to an Electric-type attack for that turn. Again, as you will see, Heliolisk has this move as well (making it a reoccurring candidate on this list). In fact, Heliolisk is the only pokemon (other than Smeargle) to get this move. This can be very useful, as it can be used in conjunction with a Volt Absorb user to heal an ally by an opponent’s attack, or simply reduce damage done to Heliolisk or its allies. A very strange signature move indeed, but it definitely has potential.

florges

Flower Shield (フラワーガード):

Flower Shield is a new move that raises the defensive stats of all Grass-type Pokémon in the battle. Though this move does have potential (particularly for bulky Grass-types fearing physical attackers), the current problem with Flower Shield is that only one of the three Pokémon that learn it can be used in VGC ’14. That one Pokémon is Florges. (Sunflora and Cherubi do not have a spot in the Kalos Dex.) Sadly, because Florges is purely a Fairy-type Pokémon, it does not benefit itself from the move. This pretty much invalidates much of the need for this move (until Sunflora becomes legal). However, it can still be used, as a protecting Grass-type ally can suddenly have a +2 physical bulk, and proceed to tank the opponents’ hits the following turn.

For example, Mega-Venusaur can abuse this fairly well, with its superb bulk. Assuming Tlyee61’s Mega Venusaur spread (which can be found here):

  • 252 Atk Choice Band Talonflame Brave Bird vs. +2 252 HP / 76+ Def Mega Venusaur: 84-98 (44.9 – 52.4%) — 18% chance to 2HKO
  • 60 SpA Mega Venusaur Sludge Bomb vs. 4 HP / 0 SpD Talonflame: 85-102 (55.1 – 66.2%) — guaranteed 2HKO

So the move still has its uses, but is largely a kind of gimmick.

Freeze Dry (フリーズドライ):

Freeze Dry, though it has already partially assimilated into the public mind, is widely considered largely useless, due to the lack of rain in the current metagame. Its base 70 BP seems like a problematic move to get KOs from, even with a STAB boost. It seems that its only perk is its ability to hit Water types super-effectively. However, with the top two Pokémon in the usage statistics for this month weak to it (Garchomp and Rotom-W) Freeze Dry can be extremely effective as an option for Ice-types. You may wonder what the benefits of this move are over the more common Ice Beam. With the presence of Rain teams on the rise, one can never be too cautious against opposing Ludicolo, Politoed, and Kingdra. Freeze Dry can often KO Ludicolo and Kingdra, while dealing a nice amount of super-effective damage to Politoed and other Water-types.

vanilluxe

Vanilluxe

Vanilluxe is just one of those Pokémon that has decent potential, but is widely rejected, probably due to its mediocre Speed, and sub-par defenses. However, Vanilluxe’s offensive capability, coupled with proper bulk investment, can do wonders. Even offensively uninvested Vanilluxe with a positive Special Attack nature can pick up the KO on a max HP Garchomp or Salamence, possibly reducing the need for another primary STAB.

Against Garchomp:

  • 252 Atk Garchomp Stone Edge vs. 156 HP / 0 Def Vanilluxe: 132-156 (79.5 – 93.9%) — guaranteed 2HKO
  • 0+ SpA Vanilluxe Freeze Dry vs. 252 HP / 0 SpD Garchomp: 216-256 (100.4 – 119%) — guaranteed OHKO
  • Not to mention its Weak Armor ability, which allows it to raise its Speed and potentially launch another attack the next turn, in the case of a Focus Sash or Yache Berry.

Against Rotom-W (with just 92 Speed, it can outspeed most speed-creeping Rotom):

  • 156+ SpA Vanilluxe Freeze Dry vs. 252 HP / 228+ SpD Rotom-W: 78-92 (49.6 – 58.5%) — 96.5% chance to 2HKO
  • 252 SpA Rotom-W Hydro Pump vs. 156 HP / 100 SpD Vanilluxe: 76-91 (45.7 – 54.8%) — 62.1% chance to 2HKO

However, Vanilluxe does struggle greatly with the growing presence of Rotom-H, and is heavily threatened by any special attackers that outspeed it. An option here could be to use an Assault Vest to raise Vanilluxe’s mediocre defenses or a Choice Scarf to outspeed most opponents (though this option would lock it into a weaker STAB). Focus Sash is another option, which guarantees at least one extra turn of survival for Vanilluxe.

articuno

Articuno

It is difficult to overestimate Articuno’s potential with this move. It has the ability, when equipped with a Charti Berry, to take any Rock Slide with an effective EV spread, and it can survive sun-boosted Charizard-Y Heat Waves. This allows Articuno to set up Tailwind or screens quite nicely, as well as hitting many common threats super-effectively, gaining critical coverage.

  • 4 SpA Articuno Freeze Dry vs. 0 HP / 4 SpD Kingdra: 160-192 (106.6 – 128%) — guaranteed OHKO
  • 252+ SpA Life Orb Kingdra Draco Meteor vs. 252 HP / 180+ SpD Articuno: 86-101 (43.6 – 51.2%) — 3.1% chance to 2HKO
  • 4 SpA Articuno Freeze Dry vs. 4 HP / 0 SpD Ludicolo: 156-184 (100 – 117.9%) — guaranteed OHKO
  • 252+ SpA Choice Specs Ludicolo Hydro Pump vs. 252 HP / 180+ SpD Articuno: 79-94 (40.1 – 47.7%) — guaranteed 3HKO
  • 4 SpA Articuno Freeze Dry vs. 4 HP / 0 SpD Garchomp: 180-216 (97.8 – 117.3%) — 87.5% chance to OHKO
  • 252 Atk Garchomp Stone Edge vs. 252 HP / 0 Def Charti Berry Articuno: 114-136 (57.8 – 69%) — guaranteed 2HKO

With Freeze Dry, Articuno gains the ability to hit so many threats super-effectively, while still retaining much of its bulk in the process.

cryogonal

Cryogonal

This Pokémon has been seen with increasing popularity, after its surprise appearance in the Virginia Regionals. No doubt, its Speed and Special Defense are selling points for Cryogonal. Its offensive capability is not bad, either, but its physical bulk is lacking with only a base 30 Defense stat. Wide Guard Aerodactyl remedied this problem in the aforementioned team, as Rock Slide is the move-of-choice for many physical Pokémon because of Stone Edge’s unreliable accuracy. Freeze Dry increases the coverage of this snowflake Pokémon. Since Cryogonal’s base Special Attack is exactly the same as Articuno, one can refer to the offensive calcs above. As for defensive capability, (Assault Vest being a viable option for Cryogonal), here are some calculations:

  • 252 SpA Mega Gengar Focus Blast vs. 252 HP / 156 SpD Assault Vest Cryogonal: 146-174 (42.4 – 50.5%) — 2.3% chance to 2HKO
  • 252 SpA Mega Charizard Y Overheat vs. 252 HP / 252+ SpD Assault Vest Cryogonal in Sun: 152-182 (85.8 – 102.8%) — 12.5% chance to OHKO

Or, if a Cryogonal decides to run a more mixed-offensive set:

  • 252 Atk Garchomp Rock Slide vs. 252 HP / 16 Def Cryogonal: 148-176 (83.6 – 99.4%) — guaranteed 2HKO
  • 4 SpA Cryogonal Freeze Dry vs. 4 HP / 0 SpD Garchomp: 180-216 (97.8 – 117.3%) — 87.5% chance to OHKO

Cryogonal can still outspeed opposing Jolly Garchomp, and with uninvested Attack, it can still hit hard with Freeze Dry, while hitting opposing Rotom-Wash and rain teams effectively. Uninvested Freeze Dry can still remove many opposing threats, such as the aforementioned Kingdra and Ludicolo.

Keewan’s Kingdra:

  • 252+ SpA Choice Specs Kingdra Draco Meteor vs. 252 HP / 0 SpD Cryogonal: 114-135 (64.4 – 76.2%) — guaranteed 2HKO
  • 4 SpA Cryogonal Freeze Dry vs. 4 HP / 0 SpD Kingdra: 168-196 (111.2 – 129.8%) — guaranteed OHKO

Against rain sweeper Ludicolos:

  • 0 SpA Cryogonal Freeze Dry vs. 4 HP / 0 SpD Ludicolo: 156-184 (100 – 117.9%) — guaranteed OHKO

However, against bulkier variants of Ludicolo,Cryogonal must rely on a more offensive EV investment.

mamoswineauroruslaprasdelibird

Other Pokémon that have the ability to use this move include:

Mamoswine, Aurorus, Lapras, and Delibird. Lapras may have some potential with the set, as some Japanese players have been discovering on Battle Spot. As for the others, Mamoswine is a physical attacker, Aurorus is too slow to hit common threats (and too fast for Trick Room), and Delibird just does not hit hard enough. Oh wait..

  • 252+ SpA Delibird Blizzard vs. 4 HP / 0 SpD Garchomp: 232-276 (126 – 150%) — guaranteed OHKO

Grassy Terrain (グラスフィールド):

This move is similar to its supercharged counterpart, Electric Terrain. While raising the power of Grass type moves to an additional 1.5 base power, it also allows for a 1/16 Recovery option. While this option definitely has a plethora of uses, the main limitation is that it can only boost Grass-type moves, similar to Electric Terrain’s boost to only Electric-type moves.

Rather than listing out each user (because this list is somewhat extensive), this list will simply address the ones that have begun to show more viability.

Full list (most of the Pokémon in this list are not VGC ‘14 eligible):

Oddish Gloom Tangela Roserade Tangrowth Flabébé Floette Florges Bulbasaur Ivysaur Venusaur Exeggcute Exeggutor Chikorita Hoppip Skiploom Jumpluff Sunkern Treecko Seedot Nuzleaf Shiftry Turtwig Snivy Maractus

jumpluff

Jumpluff

Largely popularized by Tyler Bachtiari (Pokeguru01) and MissingNoL on PS!, this little critter has the ability to fire off Infiltrator Sleep Powders, redirect with Rage Powder, and outspeed much of the metagame. Since it is a fast support Pokémon, Jumpluff can use Grassy Terrain effectively, allowing its partner to fire off a stronger attack, with some healing capability. Its effect is very similar to Helping Hand, with Leftover-like healing capabilities. Jumpluff has a ridiculous support movepool, and gains some application with the ability to use this move. It has been rumored that this move also limits Ground-type moves for grounded Pokémon, but no database has been updated to match this rumor yet.

venusaur-mega 

Mega Venusaur

With its already fantastic bulk and decent offensive options, Venusaur can use and/or benefit from Grassy Terrain greatly. Grassy Terrain allows Mega Venusaur to OHKO almost all variants of Rotom-Wash, and even knocks out neutral targets easily without full investment. Venusaur has been seeing more and more use in the competitive scene, but as many will concede, it lacks the moveslot to use this move. This does not mean that it is not a viable user though, as Leech Seeding an opponent and setting up Grassy Terrain can be very hard for the opposing player to deal with. Roserade, another Grassy Terrain user, has similar offensive power and a bit more Speed, making it a decent alternative to use if Venusaur is not an option.

  • 156+ SpA Mega Venusaur Helping Hand Leaf Storm vs. 4 HP / 0 SpD Garchomp: 186-220 (101 – 119.5%) — guaranteed OHKO
  • 156+ SpA Mega Venusaur Helping Hand Giga Drain vs. 252 HP / 252+ SpD Rotom-W: 132-156 (84 – 99.3%) — guaranteed 2HKO

(Helping Hand imitates Grassy Terrain’s effect in this case)

Ion Deluge (プラズマシャワー)

The last move is one that is very interesting to me, as well. Ion Deluge is actually an increased priority move that changes all Normal-type moves used during a turn to Electric-type moves. It can also be used to make an opponent trigger a Lightningrod or Volt Absorb ability, without setting off the ability itself.

Ampharos

ampharos-mega

Ah, back to Mega Ampharos. This Pokémon, with Ion Deluge (priority +1), is the answer to Mega-Kangaskhan, one of the most over-used Pokémon in the current metagame. By tanking a 4x resisting Return (after Ion Deluge), Ampharos can create a mind game by forcing Kangaskhan to Sucker Punch, switch out, or Power-Up Punch. Kangaskhan now have to be careful when launching their STAB options, a factor that could warp the entire metagame. For Ampharos, Thunderbolt easily 2HKOs anything that doesn’t resist, and its dual STABs OHKO on any super-effective target. This can also serve as a useful move in a best of three match, allowing Ampharos to surprise the opponent and support its partner.

After Ion Deluge:

  • 252+ Atk Parental Bond Mega Kangaskhan Return vs. 252 HP / 0 Def Mega Ampharos: 22-25 (11.1 – 12.6%) — possible 8HKO

However, this is still remains a largely situational move, as it relies almost entirely on prediction, and wasting a moveslot solely for use against one Pokemon remains rather questionable.

Lanturn/Pachirisu

lanturn      pachirisu

Both Lanturn and Pachirisu have access to Ion Deluge, and can both gain HP by Volt Absorb. Pachirisu can even use Follow Me to redirect Normal-type moves to itself to heal its HP. Just like in Ampharos’ case, however, Ion Deluge’s viability is limited due to its limited application. Furthermore, each of these Pokemon have lower defensive capabilities, which Kangaskhan can still abuse after the loss of its primary STAB.

All in all, this analysis was simply to give an insight on what could possibly change the current metagame. As a community, we carry the obligation to learn as much as possible to represent ourselves, so we can remain competent among other communities. I’m sure that there are some moves that I might have skipped over, so I have provided a link to each one. Research whatever moves interest you! Thanks for your time, and happy move-searching!


About the Author

Is a mutt.



24 Responses to An Eerie New World: An Analysis of Generation 6 Movepool Additions

  1. Scrappy says:

    I always wanted to try out a Freeze Dry Mamoswine, I think I’ll breed one on the weekend, great article btw, I might want to try out Eerie Impulse when I make a 2nd TR team

  2. Gandkaidos says:

    Excellent research Dark. Would love to experiment with you some time.

  3. Aggi says:

    I’m really glad to see, that I’m not the only one to love using Jumpluff for its Infiltrator shenanigans.
     
    On a related note, this was a really nice read, and definitely had some useful information. For some reason, I didn’t know that Freeze Dry would be so devastating on things like Ludicolo, Gastrodon and Kingdra, despite it being so obvious. I’m definitely gonna try some of these things out now (looking at you, Cryogonal. You specially fragile snowflake, you).

  4. Sam says:

    I’ve been a fan of Ion Deluge for some time, one user worth mentioning might be Emolga as it his a nice speed tier (103 IIRC), gets Ion Deluge, and has the Motor Drive ability to boost its speed further when hit with an Ion Deluge-changed move.

  5. Grumpy Greg says:

    I always wanted to try out a Freeze Dry Mamoswine, I think I’ll breed one on the weekend, great article btw, I might want to try out Eerie Impulse when I make a 2nd TR team

    Imo don’t try Freeze-Dry Mamo. Base 70 SAtk is weak. You could Specs it, but its special move pool is very terrible.

  6. blutrane says:

    i enjoyed this – thanks!

  7. Architeuthis says:

    Nice article. I think I’ll give weakness policy Lapras another shot.

  8. The WaywardDelibird says:

    Overall I very much enjoyed the article, and I like h

  9. The WaywardDelibird says:

    (Continued) ow you did not just say “this is op don’t ask why or what if?!” And how you also stated the fact that some of these strategies have their flaws.
    Still a little disappointed in the lack of Misty Terrain. I use it on my Meowstic because with priority, I no longer have to worry about Smeargle or any Dragon types. It’s really wonderful and a great substitute for Safeguard, as it last 5 turns whereas SG lasts only three(correct?)

  10. BlakDragon says:

    A bit of clarification regarding Grassy Terrain: the move halves the power of Earthquake, Bulldoze, and Magnitude while the attack is in effect. The move was explored in-depth in the following thread:

    http://nuggetbridge.com/forums/topic/5531-secret-secondary-effects-of-terrains/?hl=%2Bgrassy+%2Bterrain

  11. Nateman1442 says:

    WHAT ABOUT ROTOTILLER??

  12. shinryu says:

    Eh I was using Jumpluff before it was cool XD

    Nothing like terrorizing an opponent with one, great supporting Pokemon that can beat a lot of Pokemon in a 1vs1 situation if it comes to that with Sub Seed and Sleep Powder, unless they’re like grass or immune to sleep.

    Ion Deluge is fun, I think I saw someone on the IC thread paired it with a Hydreigon Hyper Beam, that would’ve been cool to see. I didn’t realize it had +1 priority though, making it better since you don’t have to outspeed your partner to benefit from it.

  13. Mudkip421 says:

    Is it bad I never even heard about eerie impulse? Honestly, I had no idea what you were talking about and I thought it was the Japanese name of some move translated.

  14. Dark51 says:

    A bit of clarification regarding Grassy Terrain: the move halves the power of Earthquake, Bulldoze, and Magnitude while the attack is in effect. The move was explored in-depth in the following thread:

    http://nuggetbridge.com/forums/topic/5531-secret-secondary-effects-of-terrains/?hl

    Yes, it seems that bit of information came out to be confirmed, though it’s still strange how it went relatively unknown until now.
     
     
     

    WHAT ABOUT ROTOTILLER??

    If you want to try out roto, give it a shot. :D I didn’t include it because few grass types run a mixed set, and sacrificing one turn to get one offensive stat boost in each category is kind of a hard gimmick. Furthermore, of the mons that can use it, few can outspeed opponents and set up the move without taking a lot of damage.
     

    Overall I very much enjoyed the article, and I like how you did not just say “this is op don’t ask why or what if?!” And how you also stated the fact that some of these strategies have their flaws.
    Still a little disappointed in the lack of Misty Terrain. I use it on my Meowstic because with priority, I no longer have to worry about Smeargle or any Dragon types. It’s really wonderful and a great substitute for Safeguard, as not only am I safe from DV, but also Draco Meteors. :)

    Thanks! Yes, I assumed that Misty Terrain was already fairly common from the numerous sets running around PS! and BS, so I didn’t choose to analyze it. Do remember, though, that it only works on grounded mons. :P
     
     

    Nice article. I think I’ll give weakness policy Lapras another shot.

    Thanks, and do watch out for freeze dry’s use on most targets. Since it has a low power, Freeze dry, like Birch mentioned before on IRC, can struggle to deal significant damage to even some super-effective pokes. For example: Let’s cite Rotom-W.
    172 SpA Lapras Freeze Dry vs. 252 HP / 132+ SpD Rotom-W: 66-78 (42 – 49.6%) — guaranteed 3HKO
    76 SpA Rotom-W Thunderbolt vs. 204 HP / 68+ SpD Lapras: 102-122 (44.1 – 52.8%) — 18.4% chance to 2HKO
    So you might want to consider a primary STAB or something more reliable at times. :D Good luck!
     
     

    I’ve been a fan of Ion Deluge for some time, one user worth mentioning might be Emolga as it hits a nice speed (103 IIRC), gets Ion Deluge, and has the Motor Drive ability to boost its speed further when hit with an Ion Deluge-changed move.

    And yes, this might be fun to use, but I am not too sure how much emolga would be able to capitalize on from that speed boost. Mons like Mega Ampharos can intentionally mind game opposing kangas into not using STABs, and punish with hard-hitting attacks. Emolga could spread status, I guess.
     
     

    I’m really glad to see, that I’m not the only one to love using Jumpluff for its Infiltrator shenanigans.
     
    On a related note, this was a really nice read, and definitely had some useful information. For some reason, I didn’t know that Freeze Dry would be so devastating on things like Ludicolo, Gastrodon and Kingdra, despite it being so obvious. I’m definitely gonna try some of these things out now (looking at you, Cryogonal. You specially fragile snowflake, you).

    Haha, yes, and please do note that Gastrodon is not eligible for VGC ’14 rules. Kalos-dex mons can be found External.

  15. Dark51 says:

    Is it bad I never even heard about eerie impulse? Honestly, I had no idea what you were talking about and I thought it was the Japanese name of some move translated.

    Well, now you do.

  16. Wyrms Eye says:

    Excellent article! I think people often forget to explore certain moves because of their niche factor, but there are definitely ways where they can be made incredibly useful in the VGC meta. I think, particularly with the electric moves you’ve mentioned, there are a lot of ways that you can make great use of them to really get a fearsome combination off, but would require a lot of co-ordination to really make them work.

  17. Latsu7 says:

    It appears that you either didn’t want to, or forgot to mention about Magnetic Flux, which is a move what raises the Defense and Spec. D of all Pokémon with the Plus/Minus -ability, I recall.

    Personally, I’ve been able to utilize the move quite well with the team I had with Ampharos and Manectric, and admitably, not too many Pokémon gain access to the said move, however!
    It still has it’s uses, and can make things a bit more difficult to play against, especially when a Plus/Minus -core has a lot of offensive power behind it, even if it can be somewhat risky to play in this metagame, where Garchomp is as common as it is, but still, parring Yache/Sash, Manectric’s HP Ice on +1 does OHKO.

    +1 252 SpA Manectric Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 204-244 (110.8 – 132.6%) — guaranteed OHKO

  18. Dark51 says:

    It appears that you either didn’t want to, or forgot to mention about Magnetic Flux, which is a move what raises the Defense and Spec. D of all Pokémon with the Plus/Minus -ability, I recall.

    Personally, I’ve been able to utilize the move quite well with the team I had with Ampharos and Manectric, and admitably, not too many Pokémon gain access to the said move, however!
    It still has it’s uses, and can make things a bit more difficult to play against, especially when a Plus/Minus -core has a lot of offensive power behind it, even if it can be somewhat risky to play in this metagame, where Garchomp is as common as it is, but still, parring Yache/Sash, Manectric’s HP Ice on +1 does OHKO.

    +1 252 SpA Manectric Hidden Power Ice vs. 4 HP / 0 SpD Garchomp: 204-244 (110.8 – 132.6%) — guaranteed OHKO

    Yes, as I mentioned in the beginning of my post, I didn’t post some examples, and one is clearly free to research whatever approach they want to utilize. That said, the problem with the plus/minus ability is that you can’t mega with either of the wielders, and ground types other than chomp destroy any setup. But it can work, I suppose. It’s just, as you say, very hard to pull off in this gen.

  19. Blecco says:

    Great article; I tried to look into some new moves at the start of this gen and even though a lot of them seems interesting I never actually tried one. Didn’t know at all about Eerie Impulse; if that thing becomes used on Manectric it could be a problem. Ion Deluge is probably the one that interested me the most, in particular with the combination ID/Volt Absorb on Pachirisu. Sadly it only works on Normal moves so I think it can become too stituational.

    Btw, as anyone tried a set abusing Forest Curse/Trick Or Treat? It sounds devastating and, even though it requires setup, it should work most of the times since you actually make something weak to something you need. The only downside I can see -bar the turn to use it and the limited Pokémon that can use it- is that you will give STAB to the opponent, making Trick or Treat particularly meh. You could also use it to give STAB to your ally, but I think it would be better to just attack with Gourgeist or Trevenant at that point.

  20. aggrogahu says:

    Great article; I tried to look into some new moves at the start of this gen and even though a lot of them seems interesting I never actually tried one. Didn’t know at all about Eerie Impulse; if that thing becomes used on Manectric it could be a problem. Ion Deluge is probably the one that interested me the most, in particular with the combination ID/Volt Absorb on Pachirisu. Sadly it only works on Normal moves so I think it can become too stituational.

    Btw, as anyone tried a set abusing Forest Curse/Trick Or Treat? It sounds devastating and, even though it requires setup, it should work most of the times since you actually make something weak to something you need. The only downside I can see -bar the turn to use it and the limited Pokémon that can use it- is that you will give STAB to the opponent, making Trick or Treat particularly meh. You could also use it to give STAB to your ally, but I think it would be better to just attack with Gourgeist or Trevenant at that point.

    I tried pairing Trick Or Treat so Charizard Y and Talonflame could sweep, but it’s quite situational and most of the time Trevenant missed having that moveslot for something else that could help its own survival.

  21. Blecco says:

    I just read the report on Trevenant I missed. From what I see it usually runs STAB – WoW – Trick Room – Protect, or at least in a set which I’m perfectly ok with. Does he need Protect that much? I feel last year scouting was more important, while in this VGC wasting a time Protect is good only on some mons. First I can think of is Mawile to block WoW, while your partner brings Rotom down for a KO on the next turn. I don’t know, maybe it’s team related, but I think he need Quick Guard support more than protect.

  22. 3fiddy says:

    First post on NuggetBridge :). I’m a beginner July of last year.

    I read this article yesterday and I was wondering how a Diggersby in doubles with Ion Deluge would fair ?? Stab electric and ground attacks + Huge power. Hammer arm too. Just throwing it out there. I really appreciate everyones cutting edge insights. Brings me right to the battlefront.

  23. Dark51 says:

    First post on NuggetBridge :). I’m a beginner July of last year.

    I read this article yesterday and I was wondering how a Diggersby in doubles with Ion Deluge would fair ?? Stab electric and ground attacks + Huge power. Hammer arm too. Just throwing it out there. I really appreciate everyones cutting edge insights. Brings me right to the battlefront.

    Welcome! And though that combination seems interesting, it’s kind of hard to use, and electric coverage is kind of limited when used that way. But hey, it could work. Just watch out for grass types.

  24. Evilwolf says:

    I love this! This article gave me so many interesting ideas to try out new Pokemon and movesets in an innovative way, truly the SPARK I needed! 😛

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