20 November 2016

Battle Spot: Aromatissse Trick Room and Doubles Strategy


Build set as of Gen 6

Ability – Aroma Veil
Stats – HP (252), Special Attack (252), Special Defence (4)
Nature – Quiet/Modest
Item – Safety Goggles
Moveset – Moonblast (stab), Trick Room, Thunderbolt/Psychic, Protect

Judging by the stats and Aroma Veil ability, Aromatisse is a great Trick Room abuser not because of its bulky HP and massive Special Attack but also for its move versatility. Not forgetting for being a pure Fairy-type, that alone is strong enough against to stand on its own. Aside from being a Trick Room user, it can also do a full offence role in a Trick Room environment, certainly making it one of best ones to have in a team.

Strength
The ability Aroma Veil is chosen for obvious reasons, it can protect itself from Taunt or Encore after activating Trick Room, but it's not safe from Fake Out users and Sleepers, though; with this, Safety Goggles is a good item to consider to protect from Sleep status or Rage Powder. 

Healer ability isn't so bad either, which has a 30% chance to heal allies and comes in quite handy at times. Although Healer cannot heal Aroma from its status problem, but can still do so for its allies even if it’s still sleeping (awesome). 

As aforementioned, it can also learn a bunch of moves too. More on that later.

Weakness
Being slow is quite obvious, but it can take some hits thanks to its good defence spread and Fairy-type. However, because of its role, it can be too predictable for opponents to read you. In fact, 90% of opponents will know your Aromatisse is the default Trick Room setter, and they will do anything to stop it such as Fake Out, or literally double team to kill off your Aromatisse. 

Ok, maybe the Defence stat is just alright, strong physical Poison and Steel-type Pokemon will surely OHKO it. Which is why in this case, trainers would usually fully pump the Defence stat.

Moveset
Dazzling Gleam itself is not a bad move since its power is just 5 points difference from Moonblast (80 * STAB 1.5 * 75% spread = 90), if there’s one thing that Moonblast have any advantage of it is that Dazzling Gleam will revert back to 80 base power if there’s only one Pokemon left so that’s something to keep in mind. 

Aside from that, it can also learn Thunderbolt, Psychic and Energy Ball (least popular). Thunderbolt is a better secondary option as the rest of the moves can’t hit Steel-type very well, and Psychic is great for countering those nasty Poison-type Pokemon (stating the obvious, aren't I lol)

If you want some supportive moves, it can also learn Heal Pulse, Aromatherapy, Wish, Helping Hand and others. 

Closing thoughts

Fantastique Aromatisse by Jitterladybug

Any slow Pokemon will benefit being with Aromatisse, it's no doubt as being one of the best Trick Room users in the current metagame. But because I still have my Cofagrigous, I used Aromatisse as a full Trick Room offence Pokemon instead and it also worked marvellously, sending confusion to opponents on which one was the real Trick Room user and able to destroy most Pokemon that are weak to Moonblast, as well as with Thunderbolt and Psychic. 

So Aromatisse, I choose you. Glhf!

13 September 2016

Battle Spot: Sudowoodo Trick Room and Doubles Strategy


Build set as of Gen 6

Ability – Rock Head
Stats – HP (252), Attack (252), Defense (6)
Nature – Adamant 
Item – Focus Sash
Move set – Rock Slide, Wood Hammer, Sucker Punch, Protect

Ah, Sudowoodo, who could forget this tree wannabe during the Gold/Silver era. Many got fooled thinking it was a Grass-type but turned out to be pure Rock-type. Many trainers won't consider using this imitator for a good reason, being pure Rock-type is a really bad idea in the current metagame, as it faces off many weaknesses and it's super slow too. But does it work well in a Trick Room team?

Strength
To start off, Sudowoodo has two useful abilities - Rock Head and Sturdy, both are viable options but for me, I'd usually go for Rock Head because it negates recoil from recoil moves, like Wood Hammer which we will get to that later. If one chooses not to use Wood Hammer, then by all means, go for Sturdy. 

Another strong point is its Attack and Defense base stats, which are pretty high standing at 100 and 115 respectively.

Weakness
On the other hand, Sudowoodo has very low Special Defense which poses a big issue. As a pure Rock-type as aforementioned, being weak to five types (Fighting, Water, Ground, Grass, and Steel) is like being Bad Luck Brian in the metagame, but luckily you have Sturdy for that or a Focus Band.

Not only that, it's lacking quite a few useful moves, and the only two moves that are useful for Rock Head ability is Wood Hammer and Double Edge. 

Moveset
Having Rock Slide (or Stone Edge) is a must as this is its best STAB move for obvious reasons. The question remains is what other moved should it learn after that. With Rock Head ability at its disposal, this prompts Wood Hammer a must have to counter Water and Ground-type Pokemon, although Double Edge also benefits from the ability, this Normal-type move is out of place and it’s not super effective against anything. 

Sucker Punch is great to compensate its slow stat speed. Last but not least, Protect is a no brainer. Low Kick is also a move worth mentioning as it deals with Steel-type Pokemon, but that would mean you have to sacrifice one move slot for it.

Closing thoughts

My experience using Sudowoodo has not been that great, honestly speaking. Sometimes I do get to fool players who have never seen one thinking it was Grass-type, but when they don't, they tend to deal with it accordingly. What's more, Wood Hammer couldn't really OHKO most Water and Ground-type Pokemon as they tend to have respectable Defense base stats.

Choosing a pure Rock-type has never been recommended due to its glaring 5 weaknesses, not to mention there are always better options out there like Barbaracle if you want a kickass Rock Slide user with STAB. Oh well, it was nice knowing you.

So Sudowoodo, I don't choose you. Sorry :(

31 July 2016

Battle Spot: Druddigon Trick Room and Doubles Strategy


Build set of 
Gen 6

Ability – Sheer Force
Stats – HP (252), Attack (252), Special Defense/SpD (4)
Nature – Brave
Item – Life Orb
Move set – Dragon Claw (stab), Fire Punch, Iron Head/Gunk Shot, Protect

When it comes to dragons, it's one of the most favourite Pokemon types to use because of its sheer power and great defensive resistance. However, not many would consider using Druddigon due to its abysmal speed, nonetheless this thorny dragon has incredible 120 Attack stat. So in other words, its sole purpose is to kill everything it touches in Trick Room. 

Strength 
The only reason that you'd want to use Druddigon is for Sheer Force, combining it with Life Orb item, it could obliterate most Pokemon and not to mention, it has tons of moves at its disposal. 

Druddigon’s other two ability Rough Skin and Mold Breaker are also good, a defensive build should make use of Rough Skin + Rocky Helmet and maximizing Defense to the max. Mold Breaker on the other hand is the "least" useful which can be used too I guess, but I sure won't want to waste that 120 Attack stat away. 

Weakness
Being a pure Dragon-type, that makes it weak to Fairy, Ice and of course, Dragon. There's nothing much to say about its weakness, really, the defensive spread is good enough so it's quite a tough one to take down since HP stat is maxed. 

Oh wait, Dragon Claw cannot be utilized by Sheer Force. Oh well. 

Moveset
With the power of Sheer Force and Life Orb, it grants Fire Punch and Iron Head higher bonus power and it’s sure to go in for the kill immediately. Fire Punch is much needed to handle those steel type Pokemons, since Dragon Claw is weak against it. And Iron Head will decimate every single Fairy except Azumarill. Gunk Shot is also a worthy move to replace Iron Head to counter Fairy-type but its 80% accuracy says otherwise. 

Other than that, it also has many other moves to benefit from Sheer Force + Life Orb combo, depending on what your team lacks it can also learn Crunch, Thunder Punch, Rock Slide and Sucker Punch (ok, I know this move doesn't gain anything but it's to compensate for being slow).

Closing thoughts

Indirectly, Druddigon is the physical embodiment of Dragalge and these are the only two Pokemon Dragons that can OHKO Sylveon easily. A Trick Room Druddigon should never be messed around as this build's sole purpose is to kill everything it touches, it did well in my Trick Room team but eventually it got replaced because I have a better Fire alternative (Mega Camerupt) compared to the boosted Fire Punch, as well as a stronger Dragon-type like Dragalge, but it's still a good Pokemon to use for Trick Room. 

So Druddigon, I choose you! Glhf!

17 July 2016

Battle Spot: Cacturne Trick Room and Doubles strategy


Build set as of 
Gen 6

Ability – Sand Veil
Stats – Attack (252), Special Attack/HP (252), Defence/Special Defence (4)
Nature – Brave/Quiet
Item – Focus Sash
Moveset – Seed Bomb/Energy Ball (stab), Sucker Punch (stab), Destiny Bond, Spiky Shield

Much like Maractus, Cacturne is also quite unpopular due to its poor stats spread, but this is also why it's perfect for Trick Room since it's slow. What's more, with high Attack and SpA stats in its hands and two useful abilities, Cacturne has the potential of going two different builds and fit in four different kinds of playstyle, giving it much flexibility. With the correct build, you can give a scare to your opponent with fear. 

Strength
First, it has Sand Veil as its first ability and Water Absorb as the hidden ability. These two builds can be used in either a Sand or Rainy Team and both abilities are useful, but in my experience, I prefer using Sand Veil. 

Sand Veil works marvellously with Focus Sash item, so if you happen to face a Sand Team (or if you're one), Cacturne would be in paradise, being in the Sandstorm will give him a 20% chance of evasion and also granting it immunity to the Sandstorm pelts every round so your Focus Sash won't be wasted, not to mention, it adds on to the opponent's accuracy rate as well, like Fire Blast (85% accuracy) for example, awesome. 

Or, if you prefer Water Absorb then it's fine too. Having Water Absorb ability obviously works best in a Rainy Team or if your partner has Surf, this is because Water Absorb will absorb any incoming water type attack and heal its HP by 25% (too bad it’s not Storm Drain though). This also shuts opponents with Water-type Pokemon who uses Surf too, but most of the time they would just use Ice Beam to take it down. Also, your HP recovery is just 25% only, ain't helping much because it's incredibly fragile.  

Weakness
Talking about being fragile, Cacturne is one of the Pokemon that has the most weaknesses in the game. Being Grass/Dark-type makes it vulnerable to Fighting, Flying, Poison, Fairy, Fire, Ice and Bug (x4!), but on the bright side, at least it's resistant against many other types as well (Water, Grass, Ground, Electric, Dark and Ghost) 

Another minor issue is that for having high SpA, it lacks a lot of SpA moves to take advantage of it except for Energy Ball and Dark Pulse, Sucker Punch is most preferred, though, for speed compensation.

Moveset
Your moveset will determine your EV spread, so if you're going for a mix build, it's best to have Energy Ball and Sucker Punch as your main STAB with Quiet nature in order; if not, then you should go for a Physical set with Brave nature, switching SpA stat for HP and Energy Ball for Seed Bomb. Seed Bomb is a viable choice as most Water-type Pokemon tend to have lower Defence stat, as for those Rock and Ground-type, most of them have both of those types so it's a x4 weakness there. 

As for the third move slot, my persona favourite is Destiny Bond because of Focus Sash item. Once it's ready to faint, it can activate Destiny Bond and take down the opponent down with it. This of course, works splendidly well under Trick Room. 

For a non-Trick Room environment, it could learn Low Kick or Drain Punch which works well with your partner spamming Surf. Poison Jab is a nice move to have too for countering Fairies, and lastly, Spiky Shield is a great addition to harm opponents who uses physical contact moves.

Closing thoughts
(image credit to Heather R)

With my Sand Veil Cacturne build, it's a darling under the Sandstorm which occurs occasionally in the current metagame. Like its cousin, it's not seen around much so opponents are very likely to look down that will give you an advantage for a surprise attack. I actually did consider it to be one of my main Trick Room member but it loses out to Maractus in the end because of Storm Drain, well, really good Pokemon to have under Trick Room and Sand Team.

So Cacturne, I choose you! Glhf!

16 July 2016

Battle Spot: Escavalier Trick Room and Doubles strategy


Build Set as of Gen 6

Ability – Overcoat
Stats – HP (252), Atk (252), SpD (4)
Nature – Brave
Item – Lum Berry
Moveset – Megahorn (stab), Iron Head (stab), Drill Run/Knock Off, Protect

This little fella is no push over as it stands as one of the most powerful Bug/Steel-type Pokemon. With its snail-like speed, it screams for Trick Room and any Pokemon that are weak to bug and steel will instantly faint (even the bulky Cresselia) to it. This is quite a straight forward build for Trick Room so this won't take long. 

Strength
The best thing about this Pokemon is its Overcoat ability, since Overcoat got a nice buff in Gen 6, the ability allows it to easily face those pesky Spore/Sleep Powder users, as well as Rage Powder. However, it's too bad that prior to Gen 6, it's quite difficult to obtain the hidden ability because it's non-existent in the Pokemon Safari and ORAS. So the only way to get it is to transfer via Pokebank from Dreamworld (Gen 5). 

Tough luck to those who doesn't have Black & White 2, the next best ability is probably Shell Armor that resists critical hits which seem to be quite common these days. 

Besides that, it has amazing Attack and defensive stats overall. Its full EV pump Attack stat can OHKO a bulky Cresselia aforementioned, even those who are neutral against it are gonna get hit like a truck.  

Weakness
Aside from the obvious slow speed movement, it has a serious 4x weakness to Fire and Fire-type moves are super common in the metagame, so with that, you will need a good Water/Rock/Ground-type partner that deals with it.

Another way to counter this is using a Pokemon that has Flash Fire ability, you can always make a surprise switch and get a nice Fire boost. This also works for opponents who wants to use Will-O-Wisp on your bug knight, but watch out for Pokemon with Intimidate ability. 

Moveset
Although the bug knight is ridiculously strong, it lacks a wide variety of moves which makes it predictable. The two main STAB moves are Mega Horn and Iron Head by default, Protect is also needed to fend off incoming Will-O-Wisp or Fire-type moves. 

For the third attacking move slot, you can either go for Drill Run or Knock Off. Drill Run can counter Fire-type Pokemon nicely, but it is an egg move from another Pokemon that can only be obtained in Black and White Move Tutor. 

Knock Off is also a good option with the recent buff, with its already high Attack stat, it is likely to OHKO anything that moves, if not, at least it will “Knock Off” the item away. 

If you're thinking of Quick Guard, I guess you can consider it to stop those who has Prankster ability or those with priority moves, but it’s better off destroying when in Trick Room.

Closing thoughts

Had a blast using Escavalier, but it's unfortunate that I don't have any way of getting Overcoat ability or else it would have been one of my most important Trick Room members. Oh well...you can't have everything sometimes.

So Escavalier, I choose you! Glhf

05 July 2016

Battle Spot: Octillery Trick Room and Doubles strategy


Build set as of 
Gen 6

Ability – Sniper 
Stats – HP (252), Special Attack/SpA (252), Special Defence/SpD (4)
Nature – Quiet
Item – Focus Sash
Moveset – Hydro Pump (stab), Fire Blast, Ice Beam, Protect

Similarly to Seviper's case, Octillery also suffers the same problem with average HP, defensive capabilities and horrendous Speed. On the other hand, its Attack and SpA stats are quite good, making it ideal for a Trick Room candidate wrecking destruction with a wide array of moves. Let's take a look of how the octopus should be used. 

Strength
As mentioned earlier, both Attack and SpA stat are high enough to cause damage to your opponent, that also makes your movepool vast and you have many options to choose from there. Staying true to its name, Octillery's role is just simply an artillery in your Trick Room and use it to your heart's content when the move is activated. Pretty straight forward here. 

If you're brave enough, you could let loose Protect and slot in another attacking move then give it Assault Vest boosting its SpD. As a pure Water-type, its two weakness Electric and Grass (not forgetting the rare Freeze Dry Ice-move) are usually SpA-based so that makes it tougher to take it down.

Weakness
Aside from the obvious poor defensive capabilities, Octillery’s abilities are somewhat less desired. It has Sniper, Sticky Feet and Moody. Sticky Feet is the most useless one and Moody is too random. So it’s better off with Sniper since critical hits in the current metagame seems to be appearing more now for some reason.
Also, since you're better off with all SpA-based moveset. That pretty much means the Attack stat is rendered useless, quite a pity to be honest, unless if you really want Gunk Shot then it's only recommended to max both Attack and SpA. Speaking of moves...

Moveset
Hydro Pump should be Octillery's main STAB move for good reasons, but Surf can do too if you have a Pokemon that benefits from it like Maractus. Your second move should be Fire Blast to get rid of those pesky Grass-type Pokemon, and Ice Beam as well for wide coverage.

If you already have a Pokemon that has a Fire or Ice move, Octillery still has plenty of moves left. Namely Gunk Shot, Seed Bomb, Scald, Energy Ball, Sludge Bomb, Flamethrower, Psychic, Waterfall and Flash Cannon. So many choices!

One interesting thing to note is it can learn Focus Power too, and if it wears a Scope Lens item it can easily OHKO most Pokemon 99% of the time with critical hit since it's compatible with Sniper ability. But in order for that to work, Trick Room is not the right choice and you'd need a Fake Out Pokemon for Octillery to setup, that would also mean you'd have to sacrifice Focus Sash and make way for Scope Lens, just be wary of offensive physical attackers. 

Closing thoughts
(image credit to _Absol_'s Bucket)

Generally, it’s a much better idea to go with the SpA build as it can learn a wide variety of TMs (and SpA TMs have higher power). If you want to go for a physical set, that's ok too but it will lack the artillery power compared to SpA. Had some fun with Octillery, but in the end, there are better Trick Room Water-type Pokemon out there such as Clawitzer and others. 

So Octillery, I choose you! Glhf!

02 July 2016

Batte Spot: Seviper Trick Room and Doubles strategy


Build set as of 
Gen 6

Ability – Infiltrator
Stats – Attack (252), Special Attack (252), HP (4)
Nature – Brave
Item – Focus Sash
Moveset – Poison Jab (stab), Knock Off, Flamethrower/Aqua Tail/Earthquake, Protect

If a trainer was forced to choose between Seviper and Arbok, most of them would probably go for Arbok because of Coil + Gunk Shot combo. Stats-wise, Seviper is an inferior option compared to Arbok, but it doesn't change the fact that its natural high Attack and SpA stats are undeniably attractive. Also, the low Speed stat makes it an exssssscellent Trick Room member as a fearsome sweeper. Let's explore what this slow snake can do in Trick Room shall we? 

Strength
Seviper's ability Infiltrator is a good one as it allows the snake to penetrate those pesky Pokemon behind a Substitute, not many trainers have experience facing Seviper so this would totally catch them off-guard.

What's more, having the same 100 stat for both Attack and SpA, this makes Seviper one of those few Pokemon who can abuse moves from each side, which also means it can learn a wide variety of moves from its movepool. We will get to its moveset later on.

Weakness
For having respectable offensive powers, the other stats aren't that great so defensively it's frail like a worm. From my experience, it's pretty pointless if you pump the HP fully, so it doesn't matter if it's resistant to Fairy, Bug, Grass, Fighting and even Poison, powerful offensive Pokemon running around in the current metagame would likely crush it. So that's why it's better off being a mixed attacker and a Focus Sash is the default item.

Moveset
In this build, I prefer it to focus mainly on Attack with Brave nature because most Fairy and Grass-type Pokemon are defensively weak. So with this, Poison Jab is the perfect main STAB move since it has a 30% chance of poisoning which is quite handy. If you prefer it to be more specialize in SpA, then Sludge Bomb is great too, but then again, it won't be able to OKHO most Fairies since their SpD is high. 

Knock Off is nice to have to compliment the Attack stat since it got a nice buff in Gen 6, it's also counter Psychic (and Ghost, since they're resistant against Poison) Pokemon. It'd be nice if the current or next Move Tutor can teach Sucker Punch to compensate for its slow Speed, if you really need one, you'll need to transfer it out all the way back from Diamond/Pearl version. Crunch and Dark Pulse is viable too.

My favourite third attacking slot is Flamethrower, which gets the power from SpA. It’s to get rid of the overused Ferrothorn and Spore users, and even without the use of Trick Room; it can OHKO several Mega-evolved Pokemon instantly like Mega Scizor, Mega Mawile, Mega Abomasnow, Mega Aggron, and Mega Venusaur. 

The rest of the moves is entirely up to you, Giga Drain is also recommended as it counter Ground-type Pokemon and can regain its HP, it can also learn Aqua Tail and Earthquake. So learn either one of those moves from what your team is lacking.

Closing Thoughts
(image credit to livinlovindude)

You should never look down on a Seviper if it appears in a Trick Room team, as mentioned in the moveset above, the Flamethrower alone can melt away several threats like Mega Mawile and Mega Venusaur and it certainly took my opponents by surprise. Not to mention, Poison Jab is lethal against Fairy-type Pokemon, but I don't really remember if it can OHKO a Sylveon or not like Dragalge. So there's that, a straight forward build of a killer from the shadows of Trick Room. 

So Seviper, I choose you! Ghlf!