shaian
you love to see it
i literally can not for the life of me remember what the fuck the format for this should look like so i just copied the dude writing up the LC Riolu s/o corporal levi
[OVERVIEW]
pros:
- top threat in bw doubles tbh; only like jellicent can really safely switch in on this beast --> this a lie cuz like other shit such as cress can too but they all eat like 40% min from this fiends moves
- water / fighting is pretty sick neutral coverage
- dope speed tier and high as shit special attack lets it do powerful fast things
- good on a medley of teambuilds and is easily supported
cons:
- latis and thund and torn exist
- overall utility from fighting types means hitmontop is typically a safer pick however lets be real, they play a whole lot differently
- while most things are hard pressed to comfortably switch in on it, quite a few things are dead stops to keld once in
- limited movepool --> predictable as shit
- other teams speed control hurts it cuz it relies on being faster than its opponents to put in that bidness
overall:
- dope
[SET]
name: All-Out Attacker
move 1: Hydro Pump / Scald
move 2: Secret Sword
move 3: Protect
move 4: Taunt / Icy Wind
item: Life Orb / Water Gem
ability: Justified
evs: 252 SpA / 252 Spe / 4 SpD
nature: Timid nature
[SET COMMENTS]
- Hydro / Scald --> hit hard as fuck STAB
- Secret Sword --> same as above but with different intended targets
- Protect --> protect
- Taunt --> disrupt things which use support moves and what not
- Icy Wind --> speed control / punish switchins from like a ballsy torn or the latis
^ usage tips for the above in writing
[ADDITIONAL COMMENTS]
- Max speed for fast as possible
- Max special attack for strong as possible
- lorb for all around boost
- Gem if you want that sexy one time boost
- team options goes here or something honestly idk anymore: answer to team options though is like everything but trick room actually works well with keld but like i'll give specifics later once i figure out where this section goes
[STRATEGY COMMENTS]
Other Options
============
- like sub
- you can forego that last move slot option for a secondary water stab of either hydro or scald depending on what you used as your main and how much you dont give a shit about taunt or icy wind
- i guess you could yolo it up and use like calm mind if you're an absolute madman
- ebelt probably to bluff a gem if you dont mind not using your other stab or something
- quick guard though it doesnt stop prankster so whats the point other than fake outs
- hp grass or electric arent bad if you're stupid weak to gastro / jelli or gyara but thats literally it
Checks and Counters
============
- electrics --> zap, rotom-w, thund
- grass' --> skymin, amoong, ludifaglo in rain, abomasnow under tr / or if its sash is still intact
- psychics --> deo-a, latis, cress
- trick room shit --> cress, abomasnow
- twaves tbh though like all twave users would probably just ko it except for the mostly irrelevant rotom-h or the mythical bw support gyara which doesnt exist
[OVERVIEW]
pros:
- top threat in bw doubles tbh; only like jellicent can really safely switch in on this beast --> this a lie cuz like other shit such as cress can too but they all eat like 40% min from this fiends moves
- water / fighting is pretty sick neutral coverage
- dope speed tier and high as shit special attack lets it do powerful fast things
- good on a medley of teambuilds and is easily supported
cons:
- latis and thund and torn exist
- overall utility from fighting types means hitmontop is typically a safer pick however lets be real, they play a whole lot differently
- while most things are hard pressed to comfortably switch in on it, quite a few things are dead stops to keld once in
- limited movepool --> predictable as shit
- other teams speed control hurts it cuz it relies on being faster than its opponents to put in that bidness
overall:
- dope
[SET]
name: All-Out Attacker
move 1: Hydro Pump / Scald
move 2: Secret Sword
move 3: Protect
move 4: Taunt / Icy Wind
item: Life Orb / Water Gem
ability: Justified
evs: 252 SpA / 252 Spe / 4 SpD
nature: Timid nature
[SET COMMENTS]
- Hydro / Scald --> hit hard as fuck STAB
- Secret Sword --> same as above but with different intended targets
- Protect --> protect
- Taunt --> disrupt things which use support moves and what not
- Icy Wind --> speed control / punish switchins from like a ballsy torn or the latis
^ usage tips for the above in writing
[ADDITIONAL COMMENTS]
- Max speed for fast as possible
- Max special attack for strong as possible
- lorb for all around boost
- Gem if you want that sexy one time boost
- team options goes here or something honestly idk anymore: answer to team options though is like everything but trick room actually works well with keld but like i'll give specifics later once i figure out where this section goes
[STRATEGY COMMENTS]
Other Options
============
- like sub
- you can forego that last move slot option for a secondary water stab of either hydro or scald depending on what you used as your main and how much you dont give a shit about taunt or icy wind
- i guess you could yolo it up and use like calm mind if you're an absolute madman
- ebelt probably to bluff a gem if you dont mind not using your other stab or something
- quick guard though it doesnt stop prankster so whats the point other than fake outs
- hp grass or electric arent bad if you're stupid weak to gastro / jelli or gyara but thats literally it
Checks and Counters
============
- electrics --> zap, rotom-w, thund
- grass' --> skymin, amoong, ludifaglo in rain, abomasnow under tr / or if its sash is still intact
- psychics --> deo-a, latis, cress
- trick room shit --> cress, abomasnow
- twaves tbh though like all twave users would probably just ko it except for the mostly irrelevant rotom-h or the mythical bw support gyara which doesnt exist
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