Moltres (Gen 4, full revamp)

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Thanks to Xia for the helping hand and KnightoftheWind for writing the Sunny Day set.

This is my first analysis. Fucking exhausting. Like work, but this is the reason I love Smogon. Everyone here is so dedicated and willing to help and contribute to the community

http://www.smogon.com/dp/pokemon/moltres

Changes:
- tailored for UU play. The entire analysis before was solely for OU play.
- Scarf lead set has been mashed up with Specs for a more general choice set
- who the fuck uses the Agility set? Moved to Other Options.
- added LO attacking set
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[SET]
name: Special Sweeper
move 1: Fire Blast / Flamethrower
move 2: Air Slash
move 3: Hidden Power [Grass]
move 4: Roost
item: Life Orb / Leftovers
nature: Modest / Timid
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 2 Atk

[SET COMMENTS]

<p>Moltres is one of the most fearsome special attackers of the Underused metagame, capable of OHKOing and 2HKOing the vast majority of the tier with its powerful STAB moves and excellent type coverage. Fire Blast is one of Moltres’ strongest moves. To show the power of Moltres’ STAB Life Orb Fire Blast, a standard Chansey takes an average of 70% from two Fire Blasts, meaning with support from entry hazards and previous attacks, Moltres taking out the pink blob is a very probable scenario. Air Slash is a great STAB move that is able to quickly take out Fighting-types. The higher PP and flinch chance make Air Slash the option to go with when one wants to attempt a late game sweep. Hidden Power Grass compliments Moltres’ STAB moves nicely, hitting both Rock- and Water-types very hard. Hidden Power Grass can also OHKO the lesser seen Water/Ground-types Quagsire and Gastrodon. Roost is a great move for Moltres because it can replenish health lost from Life Orb recoil and Stealth Rock, aiding Moltres to further blast away at the opposing team. Roost coupled with Moltres' Pressure ability can be used to stall out the PP of moves from weak attackers.</p>

<p>Life Orb is the preferred option for this set because it pushes Moltres’ power to incredible levels. However, if you prefer durability over power, Leftovers is a fine option. Moltres has the ability to counter Fighters, Grass-types, and opposing Fire-types with it’s decent defenses and speed, and Leftovers helps Moltres switchin more easily.</p>

<p>Choosing between a Modest and Timid nature is a tough choice. Modest allows Moltres to deal insane amounts of damage, but a Timid nature allows Moltres to outspeed many additional threats such as max speed Blaziken, neutral natured base 100s such as Charizard and Shaymin, and most versions of Roserade.</p>

<p>Hitmontop is excellent as both an offensive and defensive partner for Moltres. Hitmontop is one of UU’s most reliable spinners with the Foresight + Rapid Spin combination, freeing Moltres of its worst enemy, Stealth Rock. Hitmontop also has the ability to come in on and threaten many Pokemon that are able to withstand Moltres’ assaults, such as Chansey, specially defensive Clefable, and Regirock. Hitmontop can also take the Rock attacks aimed at Moltres. Moltres appreciates having a Pokemon to take Water attacks. Grass pokemon such as Roserade and Venusaur can switchin with ease on Water-types with their high special defense and retaliate with Grass attacks and status moves. Lanturn also makes a great partner, stopping both Water- and Electric-type pokemon from ruining Moltres.</p>

<p>For offensive partners, Pursuit users work well with their ability to scare off Chansey and wear her down with Pursuit. Moltres can then procede to blast away one of UU’s toughest special walls, freeing its own sweep. Steelix is a cool partner in that it can take Rock- and Electric-attacks like nothing, set up Stealth Rock for Moltres, and Explode on water types, paving the way for heavy Moltres hits. Steelix is also a great switch into Chansey. Dugtrio can trap both Chansey and Regirock, giving Moltres a much easier time.</p>

<p>For a Modest nature, 26 IVs in Attack and 30 IVs in Special Attack is necessary for a maximum base power Hidden Power Grass. For a Timid nature, 2 IVs in Attack and 30 IVs in Special Attack is necessary.</p>

[SET]
name: Staller
move 1: Flamethrower
move 2: Substitute
move 3: Roost
move 4: Toxic
item: Leftovers
nature:

[SET COMMENTS]

[SET]
name: Choice
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power [Grass] / Hidden Power [Ice]
move 4: U-turn / Overheat
item: Choice Scarf / Choice Specs
nature: Modest / Timid
evs: 252 SAtk / 4 SDef / 252 Spe
ivs: 26 Atk

[SET COMMENTS]

<p>Moltres is able to utilize Choice items effectively due to its type coverage, excellent Special Attack, and decent Speed. Fire Blast is always a great move on Moltres, but Flamethrower is a reliable move and acceptable move on Choice item Moltres due to the power of Choice Specs or the sweeping ability of the Scarf set. Air Slash is another great STAB move. The choice of Hidden Power is much different on a Choice set because of the lack of versatility and/or power. Hidden Power Grass is probably the best option with its ability to hit Water-, Ground-, and Rock-types very hard, making it a very good general attack for hitting Moltres’ counters. Hidden Power Ice is useful on the Scarf set for revenge killing Dragon Dance Altaria, but other than that it does not have much use. U-turn is a fun move to have, wearing down counters and scouting the opposing team by forcing switches. Overheat is available to deliver a fierce blow stronger than a SpecsMence Draco Meteor on anything without the Flash Fire trait. Choice sets are usually used in a hit-and-run manner, and the significant power drop from Overheat reflects that.</p>

<p>A Choice Scarf set with U-turn always makes an effective lead due to its scouting ability and a bit of a surprise factor. Stealth Rock also gets up rather early in the game, so Moltres is free from it on the first turn. Moltres can also scare off Registeel and Steelix leads with its Fire STAB, and prevent Stealth Rocks from getting down early. Moltres does not care about opposing Trick Scarf leads like Uxie and Mesprit, and can procede to wear down the bulky Psychics, either by U-turning or attacking right away. The Choice Specs set does not make Moltres as effective as a lead, but the boost makes Moltres a monstrous attacker capable of taking out many of its counters, provided you use the correct attack. As with any Choice user, keen prediction is needed in order to both blast holes in the opposing team, and conserve Moltres’ HP from unnecessary Stealth Rock damage. Be careful about abusing U-turn when Stealth Rock is set up.</p>

<p>A Rapid Spinner is absolutely necessary for a Choice item wielding Moltres because it loses the ability to Roost and possible Leftovers recovery. Other noteworthy spinners besides Hitmontop are Claydol, Donphan and Blastoise. Claydol and Donphan can take Electric and Rock attacks nicely and also can set up Stealth Rock. Blastoise can take Stone Edges from Ground-types, but other than that it doesn’t help Moltres much type-wise. These spinners mentioned are not as useful as Hitmontop as a partner, but spinners are difficult to come by and Choice Scarf or Specs Moltres definitely needs it.</p>

<p>For a Modest nature, 26 IVs in Attack and 30 IVs in Special Attack is necessary for a maximum base power Hidden Power Grass. For a Timid nature, 2 IVs in Attack and 30 IVs in Special Attack is necessary. If you opt for Hidden Power Ice, 22 IVs in Attack and 30 IVs in Defense is necessary for maximum base power. If you're using a Modest nature, 10 IVs in Attack and 30 IVs in Defense is necessary.</p>

[SET]
name: Sunny Day
move 1: Sunny Day
move 2: Fire Blast / Flamethrower
move 3: Solarbeam
move 4: Roost / Morning Sun / Air Slash
item: Life Orb / Heat Rock
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe

[SET COMMENTS]

<p>Sunny Day was one of Moltres' best options in RSE. Thanks to the improvements in Moltres' movepool and item choices, it is more commonly seen using a Life Orb, using Choice items, and even stalling. Therefore, many doubt the old Sunny Day set's potential. Sunny Day is still an effective option in the UU metagame and if the conditions are right, Moltres will crush the opposition.</p>

<p>Sunny Day benefits Moltres in various ways. Firstly, the shining sun will boost the power of Moltres' STAB moves to the power Choice Specs provides. With a Life Orb, Moltres can actually do more damage with Fire moves than if it was using Choice Specs. Secondly, it allows Moltres to use a stronger Grass attack in the form of Solarbeam. While some Water Pokemon can switch in on Hidden Power Grass and recover off the damage, Solarbeam will deal a lot more damage and can take down Pokemon other sets struggle with. For example, a defensive Milotic will only take around 35% damage from a Life Orb Hidden Power Grass on average. Solarbeam will 2HKO the same Milotic. And thirdly, the sun will make Moltres neutral to Water. Water is a common type in UU, and most Moltres will be under threat by Pokemon such as Azumarill. By removing this weakness, in conjunction with Solarbeam, Moltres is much more adept in taking out Water Pokemon than other sets.</p>

<p>Fire Blast is the primary option for a STAB move, but Flamethrower can be used if the accuracy worries you. Roost is useful for the ability to remove its Electric weakness and soften Rock attacks, but Morning Sun can prove efficient as it recovers 66% health in the sun. Air Slash is mainly put in because Moltres' movepool is fairly limited. It can allow Moltres to use the flinch chance to fight its way past slower opponents. Air Slash isn't necessarily needed, as Fire Blast will do a ton of damage on most Fighting types. If the Sun is up, a Modest Life Orb Fire Blast will OHKO Adamant Hitmontop and Rash Blaziken, and has a chance of OHKOing Mild Blaziken. It is still a nice move to have, to hit Hariyama super-effectively and Fire types for neutral damage.

<p>The item choice is rather tricky. With a Life Orb, Moltres can pack an extremely powerful punch with all its attacks. However, Heat Rock allows Moltres and its teammates to utilize the benefits of the sun for a few more turns. If you have another Pokemon around to set up sun, Life Orb is the superior option.</p>

<p>Moltres is a great asset to Sunny Day teams, thanks to a high base speed and powerful STAB Fire attacks coming off of 125 base Special Attack. If you are using Moltres in a Sunny Day team, it is ideal to have a Pokemon that can quickly set it up. Ambipom can run Sunny Day, as most people expect a standard lead and Sunny Day can be summoned easily thanks to the element of surprise. If Moltres is using Sunny Day, having some team members that can take advantage of it will be helpful. Tangrowth can use the sun to activate Chlorophyll, doubling its speed and attempting a sweep. Tangrowth also has good defensive synergy with Moltres, easily taking Rock type attacks aimed at Moltres. Roserade works with the sun as well. The variants that set up entry hazards can take advantage of an improved Synthesis.</p>

[Team Options]
<p>Moltres, being 4x weak to Stealth Rock, normally has a hard time switching in. Adding a Rapid Spinner to your team will allow Moltres to switch in and utilize its massive Special Attack stat more often. Hitmontop is one of the best overall teammates to Moltres with its reliable Foresight + Rapid Spin combination. It can also take on UU’s best special walls, Chansey and Clefable. Blastoise also possesses the Foresight + Rapid Spin combination. However, type-wise it does not help Moltres much, struggling vs. bulky water types, the aforementioned special walls, and adding another electric weakness. Both Claydol and Donphan can aid a Moltres sweep by clearing away Stealth Rock and setting up a Stealth Rock of its own. It can come in on both Rock and Electric attacks aimed at Moltres. Other notable spinners in the UU tier are Hitmonlee and Kabutops. Though they are never used as such, a mention is deserved because spinners are rare and Moltres absolutely needs it.</p>

<p>Many of Moltres’ weaknesses can be covered by a great offensive teammate. Azumarill covers the most obvious Rock weakness, but be careful; Azumarill will add another Electric weakness to your team. Azumarill also has the power to threaten the special walls that Moltres attracts. Roserade might do the best job of covering Moltres from an offensive standpoint, because it can take down Water- and Rock-type Pokemon, as well as resist Electric attacks. Lanturn is also a great partner because it can take on both water and electric types. Pursuit users are very cool to use alongside Moltres. Absol, Drapion, and Honchkrow can threaten Chansey and chase her down with Pursuit. If Chansey dares to come in on Moltres a second time, she will be weak enough so that Moltres is able to take her down with ease, provided you’re using one of its stronger attacks. Dugtrio can trap Chansey with its ability Arena Trap and remove her with ease. Dugtrio can also deliver a guaranteed KO on Regirock. Steelix and Registeel can take Rock and Electric attacks, set up Stealth Rock, and Explode, hopefully on a bulky Water-type to free a Moltres sweep. Steelix is also a great switch into Chansey.</p>

<p>When it comes to defensive pairings, Moltres has many friends. Steelix and Registeel can absorb Rock-type attacks, while Moltres covers their Fighting and Ground weakness, thanks to its typing. Milotic soaks up Water attacks, while luring out the Grass-types that Moltres completely destroys. Ground types such as Steelix and Claydol can take rock and electric attacks.<p>

<p>Moltres is an effective late game sweeper, and should stay hidden until then (unless, of course, you’re using the Scarf-Lead set). The most important thing, though, is taking down Stealth Rockers- as long as they’re still around, Moltres is severely crippled.</p>

[Other Options]

<p>Agility can be used on the Life Orb set over Roost to allow for a more fluid sweep late game once Moltres has done its fair share of damage. The lack of Roost means you must plan your moves carefully, otherwise Life Orb and Stealth Rock will quickly end Moltres’ life before a sweep can even begin. Safeguard can be paired up with U-turn if you’re in desperate need of status protection, but it’s not really the niche Moltres fits in. Extrasensory deserves a mention, but has redundant coverage with more powerful moves in Moltres’ arsenal. Roar can also be used on more defensive sets, possibly even over Toxic on the staller set. Roar can help scout the opposing team and build up residual damage for when foes switch out in fear of getting PP stalled. Will-o-Wisp can also work on more defensive sets to cripple physical attackers. AncientPower can be used to quickly take out opposing Moltres and Charizard, but does not have much use outside of that.</p>

[EVS]

<p>Moltres boasts an above average 90 base speed. Speed EVs can be added or taken from sets depending on what pokemon you would like to outspeed. Some important benchmarks: 227 (neutral nature, 44 speed EVs) outruns minimum speed Uxie and Drapion, 243 (neutral nature, 108 speed EVs) outruns most common Blaziken and Honchkrow, 270 (neutral nature, 216 speed EVs) outruns 252 EVs neutral nature Nidoking and Toxicroak, 288 (positive nature, 184 EVs) outruns all Milotic and Blaziken, 301 (positive nature, 232 EVs) outruns Hitmonlee and 252 EVs neutral nature Charizard, and 306 (max speed) at worst ties with Roserade and opposing Moltres.</p>

<p>Choice Scarf speeds: 423 (positive nature, 164 EVs) outruns Adamant Torterra after a Rock Polish, 450 (positive nature, 228 EVs) outruns Modest Scarf Typhlosion and Charizard, 459 (max speed) ties with Timid Scarf Roserade.</p>

<p>Remember, if you’re using a Moltres without Leftovers, making the HP odd means that Moltres can switch into Stealth Rock twice and survive with 1 HP given that it has not taken any previous hits. If using a simple 252 SpA/252 Spe spread, the extra 4 EVs are better placed into Defense or Special Defense.</p>

[Opinion]

<p>The high usage of Stealth Rock and overabundance of Dragon- and Water-types in the OU tier has pushed Moltres out of the standard metagame. Moltres’ position in the UU tier is fairly comfortable, with less emphasis on suicidal Stealth Rock leads and high speed offense.</p>

<p>If you can get past the Stealth Rock weakness, Moltres has tons of opportunities to come in with numerous resistances, decent defenses, and ground immunity. Once safely in, Moltres’ sheer offensive presence is fearsome, with its ability to deal heavy damage to any team with its raw power. The ability to force switches allows Moltres to score heavy hits or begin its stalling cycle. It's also rather frightening that the Staller and attacking sets have very different counters, so coming into one Moltres when expecting another can mean trouble for your team.</p>

<p>The key to using Moltres is working around the Stealth Rock weakness, whether it’s by preventing and removing set up altogether, or planning your switches carefully so its HP is conserved. One must not carelessly throw Moltres onto the field, even when coming in on resistances because if Stealth Rock is up, Moltres’ chances of sweeping are slim, and Roosting all the time may just mean free switches for your opponent. Moltres is one of those pokemon that only needs a few turns to completely destroy a team, either by blasting away defensive cores or stalling PP and health away. Moltres takes extreme care both using it and fighting against it.</p>

[Counters]

<p>If you haven’t caught the drift by now, the main thing keeping Moltres from being a total team wrecker is Stealth Rock. As long as you set them up, and have something that out speeds it, Moltres’ wings are clipped.</p>

<p>Besides Stealth Rocks, Moltres really isn’t interested in battling bulky Water-types. Most notable are Milotic, with its excellent special defense, and Lanturn, with an additional resistance to Air Slash. Rest / Sleep Talk versions of bulky Water-types can both take hits from Life Orb sets and stall the Sub Toxic set. Azumarill and Kabutops can switch in on Fire moves and a couple of Air Slashes and threaten an Aqua Jet. Water-types are reliable initial switch-ins, but Hidden Power Grass can deal heavy damage to them.</p>

<p>Chansey always remains as a huge obstacle to special attackers. Chansey can cripple the Life Orb version with paralysis and wear it out, or stall Fire Blast out of PP if it comes in healthy (above 70%). Chansey will easily be forced out by the Staller set with poison or stalled out of Seismic Tosses. It is not an easy battle for either pokes, as Chansey must predict when Substitutes will be set up in order to status Moltres, and Moltres must predict the same. Clefable’s ability prevents poison damage, and can Softboiled away Flamethrowers quite easily.</p>

<p>Altaria can take most of Moltres’ attacks with its high special defense and Roost off the damage. From there, it can Heal Bell poison status away, set up Dragon Dances, or even use Perish Song to force the Sub Toxic set out. Be careful though, because even specially defensive Altaria can be 2HKO’d by Air Slash after Stealth Rock damage.</p>

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Needs to be addressed:
- Stall set: I'm currently testing the set myself, but if anyone has used the set extensively and is willing to do the write up I will love you forever.
- alternate EVs on the stall set: the EVs I explained are just some EVs made because I wanted it to come in on pokes it should be countering. Help!
- name for the first set: LOMoltres? But then I listed Leftovers as an option. Special Attacker? Fucking Awesome? What should the first set be named?
- just general grammar things/punctuation
 
Hey, can you edit this into the Sunny Day set after the Air Slash sentence:

Air Slash isn't necessarily needed, as Fire Blast will do a tonne of damage on most Fighting types. If the Sun is up, a Modest Life Orb Fire Blast will OHKO Adamant Hitmontop and Rash Blaziken, and has a chance of OHKOing Mild Blaziken.

Remove the however from the next sentence.
 
You'll want to remove Umbreon from the Counters section, now that he has been moved to OU, or at least mention that he is a decent Counter for any Moltres found playing in OU.

You may note how U-Turn on any set to lead off is a great tactic, allowing Moltres to switch to (the now UU) Dugtrio, to trap and kill Chansey, Omastar, or gutsy Fire Pokemon trying to switch into Fire Blast. To a lesser extent Dugtrio can handle Regirock only carrying Stone Edge, and not Curse, or Ice Punch.
 
The thing is, how are tier changes handled? Is is something we just have to edit on every analysis every three months?

If so, I'll add Dugtrio and Donphan as great partners, and remove Umbreon as a counter.

Added the bit about Hariyama on the Sunny Day set.
 
first set, don't have time for a full check atm.



[SET]
name: Special Sweeper
move 1: Fire Blast / Flamethrower
move 2: Air Slash
move 3: Hidden Power Grass
move 4: Roost
item: Life Orb / Leftovers
nature: Modest / Timid
evs: 252 SpA / 4 SpD / 252 Spe
ivs: 2 Atk [I'm assuming this is for HP Grass, but you need to mention that in your set comments]

[SET COMMENTS]

<p>Moltres is one of the most fearsome special attackers of the Underused metagame, capable of OHKOing and 2HKOing the vast majority of the tier with its powerful STAB moves and excellent type coverage. [you have put two spaces after each sentence, it's supposed to be one; so I won't mention this change later on] Fire Blast is one of Moltres’ strongest moves. To show the power of Moltres’ STAB Life Orb Fire Blast, a standard Chansey takes an average of 70% from two Fire Blasts, meaning with support from entry hazards and other damage Chansey has taken prior, Moltres taking out the pink blob is a very probable scenario. Air Slash is a great STAB move that is able to quickly take out Fighting-types (eliminated "and score hits on Water-types" because you have HP Grass for that). The higher PP and flinch chance make Air Slash the option to go with when one wants to attempt a late game sweep. Hidden Power Grass compliments Moltres’ STAB moves nicely, hitting both Rock and Water-types very hard. Hidden Power Grass can also OHKO the lesser seen Water/Ground types Quagsire and Gastrodon. Roost is a great move for Moltres because it can replenish health lost from Life Orb recoil and Stealth Rock, aiding Moltres to further blast away at the opposing team. Roost coupled with Moltres' Pressure ability can be used to stall out the PP of moves from weak attackers.</p>

<p>Life Orb is the preferred option for this set because it pushes Moltres’ power to incredible levels. However, if you prefer durability over power, Leftovers is a fine option. Moltres has the ability to counter Fighters, Grass-types, and opposing Fire-types with it’s decent defenses and speed, and Leftovers helps Moltres switch-in more easily.</p>

<p>Choosing between a Modest and Timid nature is a tough choice. Modest allows Moltres to deal insane amounts of damage, but a Timid nature allows Moltres to outspeed many additional threats such as max speed Blaziken, neutral natured base 100s such as Charizard and Shaymin, and most versions of Roserade.</p>
 

Xia

On porpoise
is a Contributor Alumnus
Picking up where Draco Left off...
[SET]
name: Choice
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power [Grass] / Hidden Power [Ice]
move 4: U-turn / Overheat
item: Choice Scarf / Choice Specs
nature: 252 SAtk / 4 SDef / 252 Spe
ivs: 26 Atk

[SET COMMENTS]

<p>Moltres is able to utilitze Choice items effectively due to its [misspelling] type coverage, excellent Special Attack [capitalize stats], and decent Speed. Fire Blast is always a great move on Moltres, but Flamethrower is a reliable and acceptable move [rearranged to aid sentence flow] on Choice item Moltres due to the power of Choice Specs or the sweeping ability of the Scarf set. Air Slash is another great STAB move. The choice of Hidden Power is much different on a Choice [capitalize] set because of the lack of versatility and/or power. Hidden Power Grass is probably the best option with its [misspelling] ability to hit Water-, Ground-, and Rock-types [grammar standard] very hard, making it a very good general attack for hitting Moltres’ counters. Hidden Power Ice is useful on the Scarf set for revenge killing Dragon Dance Altaria, but other than that it does not have much use. U-turn is a fun move to have, wearing down counters and scouting the opposing team by forcing switches. Overheat is available to deliver a fierce blow stronger than a SpecsMence Draco Meteror vs. anything without the Flash Fire trait. Choice sets are usually used in a hit-and-run manner, and the significant power drop from Overheat reflects that.</p>

<p>A Choice Scarf set with U-turn always makes an effective lead due to its [misspelling] scouting ability and a bit of a surprise factor. Stealth Rock also gets up rather early in the game, so Moltres is free from it on the first turn. Moltres can also scare off Registeel and Steelix leads with its [misspelling] Fire STAB, and prevent Stealth Rocks from getting down early. Moltres does not care about opposing Trick Scarf leads like Uxie and Mesprit, and can procede to wear down the bulky Psychics [capitalize types], either by U-turning or attacking right away. The Choice Specs set does not make Moltres as effective as a lead, but the boost makes Moltres a monstrous attacker capable of taking out many of its [misspelling] counters, [added comma] provided you use the correct attack [attack > move, typically]. As with any Choice [capitalize] user, keen prediction is needed in order to both [added to add sentence structure] blast holes in the opposing team, [added comma] and conserve Moltres’ HP [stat makes more sense than life, imo] from unnecessary Stealth Rock damage. Be careful about abusing U-turn when Stealth Rock is set up.</p>

<p>A Rapid Spinner is absolutely necessary for a Choice [capitalize] item wielding Moltres because it loses the ability to Roost and possible Leftovers recovery [reworked to aid flow]. Other notworthy spinners besides Hitmontop are Claydol and Blastiose. Claydol can take Electric and Rock attacks nicely and can also set up Stealth Rock. Blastiose can take Stone Edges from Ground-types [grammar standard], but other than that it doesn’t help Moltres much coverage-wise. Both spinners mentioned are not as useful as Hitmontop as a partner, but spinners are difficult to come by and Choice Scarf or Specs Moltres definitely needs it.</p>
And just so you know, "it's" is the contraction of "it is", and should only be used when the phrase "it is" can be used (otherwise, use "its").
 
[SET]
name: Choice
move 1: Fire Blast
move 2: Air Slash
move 3: Hidden Power [Grass] / Hidden Power [Ice]
move 4: U-turn / Overheat
item: Choice Scarf / Choice Specs
nature: Modest/Timid
EVs: 252 SAtk / 4 SDef / 252 Spe

ivs: 26 Atk
Small typo there.
 
Thanks everybody. Changed and edited everything that was necessary.

I would like some help on these things:
- How should tier changes be handled? Should I put Dugtrio as a good partner because it can take Electric attacks and trap Regirock and Chansey? Should I put Donphan is another great spinner to use? Should I remove Umbreon as a counter?

- the Stall set: I haven't had much time to test the set extensively. If anyone has had lots of experience with the set and is willing to do the write-up, I would greatly appreciate it. Also, alternative EV spreads for the set. Having mine survive special hits easier was just preference. Maybe some found that it makes a good fighting type counter and have completely different EVs?

-IVs for different natures: how should these be presented? Moltres requires different IVs for different natures. Should these all be in the set comments, and what should I do for the little part on the actual set under the EVs?

-general grammar things/punctuation/overall "flow"
 

Xia

On porpoise
is a Contributor Alumnus
On the subject of Donphan, Dugtrio, and Umbreon; I say go with the current metagame set up (Umbreon OU, Dugtrio and Donphan UU), because it will be nearly impossible to keep up with tier changes as often as they are being made. Just go with what's established and know that there's a possibiltiy it could be outdated in a few months.
 

Erazor

✓ Just Doug It
is a Smogon Media Contributor Alumnus
I'd say use the present tier standings(OU Umbreon, Dugtrio in UU)

If you mention Donphan as a spinner, be sure to mention that they share a water weakness, which is quite dangerous in UU due to the presence of Azumarill/Milotic/Slowbro.

About the IVs - I believe that there is a section under the EVs of the set.
 
Just a passive comment - I have used the first set as lead in many of my UU teams, and it is one of the best leads there is in UU IMO. There were some changes, though, I switched Roost for Will-o-wisp, and used Modest+LO. Moltres can OHKO every lead in UU hands-down, except for opposing Moltres. Stealth Rock isn't there on turn one, so that makes its job a lot easier too. Leads with U-turn usually switch out to a) a Bulky Water or b) a physical attacker, usually a Sucker Puncher. Air Slash + HP Grass 2HKOs almost every bulky water I've seen, and Will-o-wisp absolutely cripples physical Sucker Punchers. Using this lead correctly, I almost always end up 6-4 or 6-5 early in the game.

Don't use square brackets when listing Hidden Powers. Just say Hidden Power Grass, not [Grass].
 
I have used a defensive Moltres quite a lot. Still do. I suck at doing complete write-ups, but I do have a few suggestions:

- Slash Will-O-Wisp in with Toxic. The ability to cripple opposing physical sweepers should never be underestimated, and there are quite a few common UU pokes who laugh at Toxic.
- Bold nature.
- Give it 136 Speed EVs, as that is the magic number needed to outspeed neutral-natured 252 Speed Absol. Then put 252 in HP and 120 in Defense.
- Mention bulky Hitmontop as a source of team support. Rapid Spin is practically necessary for this Moltres to function, and since most of Moltres' counters lurk on the special side, a specially defensive Hitmontop can help a lot.

Also, some minor nitpicks:
<p>Hitmontop is excellent as both an offensive and defensive partner for Moltres. Hitmontop is one of UU’s most reliable spinners with the Foresight + Rapid Spin combination, freeing Moltres of its worst enemy, Stealth Rock.
<p>For offensive partners, Pursuit users work well with their ability to scare off Chansey and wear her down with Pursuit. Moltres can then procede to blast away one of UU’s toughest special walls, freeing its own sweep.
<p>A Rapid Spinner is absolutely necessary for a Choice item wielding Moltres because it loses the ability to Roost and possible Leftovers recovery. Other noteworthy spinners besides Hitmontop are Claydol and Blastoise. Claydol can take Electric and Rock attacks nicely and also can set up Stealth Rock. Blastoise can take Stone Edges from Ground-types, but other than that it doesn’t help Moltres much type-wise.
<p>The item choice is rather tricky. With a Life Orb, Moltres can pack an extremely powerful punch with all its attacks. However, Heat Rock allows Moltres and its teammates to utilize the benefits of the sun for a few more turns. If you have another Pokemon around to set up sun, Life Orb is the superior option.</p>
<p>Moltres, being 4x weak to Stealth Rocks, normally has a hard time switching in. Adding a Rapid Spinner to your team will allow Moltres to switch in and utilize its massive Special Attack stat more often. Hitmontop is one of the best overall teammates to Moltres with its reliable Foresight + Rapid Spin combination. Hitmontop has the ability to come in on Rock attacks and threaten Close Combat. It can also take on UU’s best special walls, Chansey, Clefable, and Umbreon. Blastoise also possesses the Foresight + Rapid Spin combination. However, type-wise it does not help Moltres much, struggling vs. bulky water types, the aforementioned special walls, and adding another electric weakness. Claydol can aid a Moltres sweep by clearing away Stealth Rock and setting up a Stealth Rock of its own.
If Chansey dares to come in on Moltres a second time, she will be weak enough so that Moltres is able to take her down with ease, provided you’re using one of its stronger attacks. Steelix and Registeel can take Rock and Electric attacks, set up Stealth Rock, and Explode, hopefully on a bulky Water-type to free a Moltres sweep. Steelix is also a great switch into Chansey.</p>
<p>Agility can be used on the Life Orb set over Roost to allow for a more fluid sweep late game once Moltres has done its fair share of damage.
<p>The speed EVs on the SubToxic set are meant to outrun common wallbreaker Blaziken sets. The HP and Special Defense EVs allow Moltres to never be 2HKO’d by Fire Blast/Superpower followed by a Vacuum Wave from the wallbreaker Blaziken sets after Stealth Rock damage. They also allow Moltres to survive a Timid Life Orb Roserade Sludge Bomb after Stealth Rock damage.</p>
What SubToxic set?

<p>The high usage of Stealth Rock and overabundance of Dragon- and Water- types in the OU tier has pushed Moltres out of the standard metagame.
<p>If you can get past the Stealth Rock weakness, Moltres has tons of opportunities to come in with numerous resistances, decent defenses, and ground immunity. Once safely in, Moltres’ sheer offensive presence is fearsome, with its ability to deal heavy damage to any team with its raw power. The ability to force switches allows Moltres to score heavy hits or start its stalling cycle.
<p>The key to using Moltres is working around the Stealth Rock weakness, whether it’s by preventing and removing set up altogether, or planning your switches carefully so its HP is conserved.
<p>Besides Stealth Rocks, Moltres really isn’t interested in battling bulky Water-types. Most notable are Milotic, with its excellent special defense, and Lanturn, with an additional resistance to Air Slash. Rest / Sleep Talk versions of bulky Water-types can both take hits from Life Orb sets and stall the Sub Toxic set. Azumarill can switch in on Fire moves and a couple of Air Slashes and threaten an Aqua Jet.</p>
-Again, what SubToxic set?

Umbreon is also a cool counter to the Sub Toxic set, Synchronizing back Toxic even when Moltres is behind a Sub. Clefable can take hits and Encore the Sub Toxic set. Clefable’s ability prevents poison damage, and can Softboiled away Flamethrowers quite easily.</p>
-Same problem here. Make sure the names are consistent.

<p>Regirock can take on the attacking sets with ease, resisting both STAB types and having the defense to take a couple of Hidden Powers. However, vs. the Sub Toxic set, if Regirock is using Stone Edge, one miss will mean that Regirock cannot beat Moltres before getting stalled out of PP.
-Here as well.

<p>Altaria can take most of Moltres’ attacks with its high special defense and Roost off the damage. From there, it can Heal Bell poison status away, set up Dragon Dances, or even use Perish Song to force the Sub Toxic set out. Be careful though, because even specially defensive Altaria can be 2HKO’d by Air Slash after Stealth Rock damage.</p>
-Ditto.

As a general rule on the "its/it's" thing: try replacing it with the phrase "it is". If it works, use "it's". If it doesn't work, use "its".
 
248 instead of 252 HP EVs gives Moltres 383 HP instead of 384 HP which isn't divisible by 2 so it'll survive two SR switch-ins. it shouldn't make much of a difference with leftovers, but there aren't really any drawbacks and it can be a good insurance policy just in case the leftovers get knocked off, etc.
 
Made all the corrections (I never really knew the rule on "it's" and "its") and took out some paragraphs about the Sub Toxic set.

I don't have as much free time as I thought I would to test the set out, so the Sub Toxic staller set is still open to anyone willing to do it.

And I'll handle tier changes once voting is finished and we've played with the new additions a bit. I don't want to say that Dugtrio is a good partner based on theorymon.
 
[SET]
name: Staller
move 1: Roost
move 2: Substitute
move 3: Flamethrower/Air Slash
move 4: Toxic/Will-O-Wisp
item: Leftovers
nature: Bold
evs: 248 HP/124 Def/136 Spe
ivs: 14 Atk

[SET COMMENTS]

<p>Moltres can also play the role of an extremely annoying staller, aided significantly in this role by its Pressure trait. It can switch in on Ambipom leads with impunity, as an Adamant Life Orb Technician Ambipom's Double Hit will always fail to 2HKO even if one of the hits is critical, and its weaker attacks naturally won't. It can also switch in easily on pretty much any purely physical attacker with a base Speed of 75 or below (most notably Absol), and is one of the most reliable counters to Blaziken available (especially as its EVs can be redistributed so that it outspeeds it). Once it's in, it can proceed to stall out much of an opponent's team, as many of the most intuitive "counters" won't actually help much at all. For example, a Regirock can be easily stalled out of Stone Edge PP all too quickly thanks to Roost and Pressure, though Moltres loses to Rock Slide variants without Will-O-Wisp. Chansey can Seismic Toss its Substitutes away, but needs good prediction to hit Moltres with status; otherwise, it will gladly sit there eating away Seismic Toss' PP with Pressure, as it will have inevitably hit Chansey with a status move that will eat away its HP as well.</p>

<p>The choice between Flamethrower and Air Slash typically comes down to Flamethrower's superior power against Air Slash's ability to hit the abundant UU Fighting-types super-effectively (and its 30% flinch chance, which can be helpful against walls like Clefable who otherwise counter this set). However, it should be noted that if you opt for Air Slash, you lose a valuable KO on Registeel (unless you get very lucky), and Rotom can easily switch in to counter you. The choice between Toxic and Will-O-Wisp can be a very difficult one. Toxic allows Moltres to beat Milotic and Lanturn, who counter this Moltres with Will-O-Wisp, and is extremely helpful against Uxie and Chansey. However, Will-O-Wisp allows this Moltres to cripple quite a few major physical threats, notably Azumarill and Feraligatr who counter the Toxic version, but also Absol and Drapion. Generally, it is recommended to use Flamethrower if you opt for Toxic, and Air Slash if you opt for Will-O-Wisp. Using Flamethrower alongside Will-O-Wisp would mean you would be walled by opposing Fire-types, while using Air Slash alongside Toxic would mean you would be walled by opposing Steel-types.</p>

<p>Since Stealth Rock is extremely detrimental to this Moltres' ability to switch in on physical attacks, it is absolutely vital to have Rapid Spin support. Hitmontop is probably the best means of this, as using Claydol or Donphan would mean having two defensive team members with a Water weakness. Dugtrio is another excellent means of team support, as it can trap and kill many Pokemon which this Moltres tends to fear. Roserade is also an extremely helpful partner, as their types complement each other very well, and Roserade can also provide Toxic Spikes support. A support Nidoqueen can also help in this manner, though it is less highly recommended as it shares a Water weakness with Moltres. It should be noted that if you are relying on Toxic Spikes, it is recommended to opt for Will-O-Wisp, as it hits the Pokemon that absorb it, most notably Drapion.</p>
 

jrrrrrrr

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[Team Options]
<p>Moltres, being 4x weak to Stealth Rock, normally has a hard time switching in. Adding a Rapid Spinner to your team will allow Moltres to switch in and utilize its massive Special Attack stat more often. Hitmontop is one of the best overall teammates to Moltres with its reliable Foresight + Rapid Spin combination as well as its resistance to Rock-type attacks aimed at Moltres. (removed this sentence about close combat). It can also take on UU’s best special walls, Chansey, Clefable, and Umbreon (umbreon isn't OU anymore). Blastoise also possesses the Foresight + Rapid Spin combination. However, type-wise it does not help Moltres much, struggling vs. bulky water types, the aforementioned special walls, and adding another electric weakness. Claydol can aid a Moltres sweep by clearing away Stealth Rock and setting up a Stealth Rock of its own. It can come in on both Rock and Electric attacks aimed at Moltres. Other notable spinners in the UU tier are Hitmonlee and Kabutops. Though they are never used as such, a mention is deserved because spinners are rare and Moltres absolutely needs it.</p>



<p>When it comes to defensive pairings, Moltres has many friends. Steelix and Registeel can absorb Rock-type attacks, while Moltres covers their Fighting and Ground weakness, thanks to its typing. Milotic soaks up Water attacks, while luring out the Grass-types that Moltres completely destroys. Ground types such as Steelix and Claydol can take rock and electric attacks.<p>

<p>In order to effectively use Moltres, the playing field must be rid of a few things(remove this sentence, its vague and doesn't actually say anything). Moltres is an effective late game sweeper, and should stay hidden until then (unless, of course, you’re using the Scarf-Lead set). The most important thing, though, is taking down Stealth Rockers- as long as they’re still around, Moltres is severely crippled.</p>




<p>Besides Stealth Rocks, Moltres really isn’t interested in battling bulky Water-types. Most notable are Milotic, with its excellent special defense, and Lanturn, with an additional resistance to Air Slash. Rest / Sleep Talk versions of bulky Water-types can both take hits from Life Orb sets and stall the Sub Toxic set. Azumarill can switch in on Fire moves and a couple of Air Slashes and threaten an Aqua Jet. (a mention of HP Grass on Moltres to beat these counters would be nice here)</p>

<p>Chansey always remains as a huge obstacle to special attackers. Chansey can cripple the Life Orb version with paralysis and wear it out, or stall Fire Blast out of PP if it comes in healthy (above 70%). Chansey will easily be forced out by the Staller set with poison or stalled out of Seismic Tosses. It is not an easy battle for either pokes, as Chansey must predict when Substitutes will be set up in order to status Moltres, and Moltres must predict the same. Other general special walls such as Umbreon (not uu anymore) and Clefable do well. Umbreon(not uu anymore) can take hits and use the Wish/Protect cycle to stall Moltres out of Fire Blast PP. Umbreon is also a cool counter to the Sub Toxic set, Synchronizing back Toxic even when Moltres is behind a Sub. Clefable can take hits and Encore the Sub Toxic set. Clefable’s ability prevents poison damage, and can Softboiled away Flamethrowers quite easily.</p>

<p>Regirock can take on the attacking sets with ease, resisting both STAB types and having the defense to take a couple of Hidden Powers. However, vs. the Sub Toxic set, if Regirock is using Stone Edge, one miss will mean that Regirock cannot beat Moltres before getting stalled out of PP. Regirock also cannot status Moltres when it’s sitting behind a sub. Omastar and Kabutops resist both Fire and Flying, and do not have to resort to shaky rock moves in beating Moltres, but can instead use their Water attacks. Both suffer a quick OHKO from Hidden Power Grass however.</p>

383 Atk vs 299 Def & 364 HP (70 Base Power): 170 - 200 (46.70% - 54.95%). Max HP/Max SpDef Regirock (which is never seen but I digress) is 2hkod with SR and Leftovers by HP Grass. I wouldn't call that "taking the attacking sets with ease". Regirock is not a good counter to any Moltres. If Regirock comes into SubRoost, it gets stalled out easily. If it comes into the offensive sets it gets destroyed.

<p>Altaria can take most of Moltres’ attacks with its high special defense and Roost off the damage. From there, it can Heal Bell poison status away, set up Dragon Dances, or even use Perish Song to force the Sub Toxic set out. Be careful though, because even specially defensive Altaria can be 2HKO’d by Air Slash after Stealth Rock damage.</p>
I guess I can give the Staller set a try; though I'm sure there will be a few problems, it's better than nothing.

[SET]
name: Staller
move 1: Flamethrower
move 2: Substitute
move 3: Roost
move 4: Will-O-Wisp/Toxic Toxic needs to be the main option, I've never even seen a WOW Moltres personally
item: Leftovers
nature: Bold
evs: 248 HP/124 Def/136 Spe
ivs: 14 Atk

[SET COMMENTS]

<p>Moltres can also play the role of a physical wall (This set isn't meant to physically wall, it is meant to stall everything out), aided significantly in this role by its Pressure trait. It can switch in on Ambipom leads with impunity, as an Adamant Life Orb Technician Ambipom's Double Hit will always fail to 2HKO even if one of the hits is critical, and its weaker attacks naturally won't (why would Moltres switch into Ambipom with Stealth Rock likely up?You would be taking a Fake Out, then a Double Hit for a lot of damage before you can even attack. And Ambipom's Taunt stops this set cold)


. It can also switch in easily on pretty much any purely physical attacker with a base Speed of 75 or below (most notably Absol), and is one of the most reliable counters in UU to Blaziken available (especially as its EVs can be redistributed so that it outspeeds it). Once it's in, it can proceed to single-handedly wall much of an opponent's team, as many of the most intuitive "counters" won't actually help much at all. For example, a Regirock can be easily stalled out by burning it so that Stone Edge fails to OHKO (barring a crit), Roost off the damage, and watch as Regirock loses all its Stone Edge PP all too quickly thanks to Pressure (or you could Sub/Roost/Toxic stall too). Azumarill and Feraligatr have a similar problem; once burned, they can't beat Moltres. Chansey can Seismic Toss its Substitutes away, but needs good prediction to hit Moltres with status; otherwise, Moltres will gladly sit there eating away Seismic Toss' PP with Pressure, as its burn eats away its HP as well (Toxic is much more effective in dealing with Chansey).</p>

<p>Will-O-Wisp is recommended over Toxic as it greatly aids Moltres' stalling ability and cripples quite a few major threats. However, Toxic can be helpful against Uxie and Lanturn, and is very helpful against Chansey if you fear a prediction war.</p>

<p>Since this Moltres is made near-useless by Stealth Rock(no it isn't, the entire point of this Moltres is to sub-roost stall. It works just as well at 50% as it does at 100%), it is absolutely vital to have Rapid Spin support. Hitmontop is probably the best means of this, as using Claydol or Donphan would mean having two defensive team members with a Water weakness. Dugtrio is also an excellent means of team support, as it can trap and kill Espeon, Magmortar, Chansey, Houndoom, and Typhlosion, all of whom this Moltres tends to fear.</p>

You really need to mention Toxic Spikes support as well, from something like Roserade or Nidoqueen (or Tentacruel and Forretress in OU)

Phew, that took me a while. Well, it's not complete or perfect, but like I said before, it's certainly better than nothing.
 
I also use defensive Moltres, in OU and UU. A few things I found:

1) I prefer Air Slash > Flamethrower. Even without EVs (my spread is max HP/160 SDef/ balance Def), Moltres's speed is sufficiently high to get some nice flinch hax against many foes. The slot probably should list both moves as options, with Flamethrower being the primary since it is more common.

2) With max HP, 160 SDef and a Calm nature, Moltres can withstand two Surf hits from Milotic provided that SR is not up and there is no hail. This allows Moltres to switch in on Milotic, even if it uses Surf. Moltres will be faster than Milotic and will be able to land a Toxic before the second Surf hits, and then can Roost back up to over half health before the third hit lands. I've beaten countless Milotics this way, in both OU and UU.

3) Toxic should definitely be the main option provided that you don't run both like I do (mine doesn't use Sub). Not only does it allow the kill on Milotic, it also allows you to beat Chansey, and since Moltres isn't there for its speed it doesn't really care much about a T-Wave from Chansey.
 
Toxic needs to be the main option, I've never even seen a WOW Moltres personally
I use Will-O-Wisp, and as mentioned above, it allows me to easily beat out Azumarill and Feraligatr, and cripple several major threats like Drapion, Absol, Regirock, and Steelix (and the latter two can't even KO with Explosion after a burn). That being said, the ability to beat Milotic is by itself a good enough reason to make Toxic the main. Edited to reflect that.

(why would Moltres switch into Ambipom with Stealth Rock likely up?You would be taking a Fake Out, then a Double Hit for a lot of damage before you can even attack. And Ambipom's Taunt stops this set cold)
I get the feeling this is based on theorymon. Stealth Rock is not at all "likely up", since the vast majority of Ambipom are leads (and the phrase "lead Ambipom" is even used in the analysis). Few Ambipom run Taunt; it needs its type coverage. And those hits wouldn't even do 50% even if SR was down, so it's still a safe switch.

(no it isn't, the entire point of this Moltres is to sub-roost stall. It works just as well at 50% as it does at 100%)
The aforementioned Ambipom notwithstanding, most physical threats can 2HKO Moltres with Stealth Rock. So yeah, it sorta is.

That being said, those notes were generally very helpful, particularly the one on Toxic Spikes support. Fixed my post to reflect that.
 

jrrrrrrr

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I get the feeling this is based on theorymon. Stealth Rock is not at all "likely up", since the vast majority of Ambipom are leads (and the phrase "lead Ambipom" is even used in the analysis). Few Ambipom run Taunt; it needs its type coverage. And those hits wouldn't even do 50% even if SR was down, so it's still a safe switch.
Fake Out + Double Hit/Return does 65% minimum to Moltres, so you will be taking a lot of damage. With your EVs, Flamethrower doesn't even come close to OHKOing Ambipom, even after 2 turns of Life Orb damage.

You switch in, take a Fake Out for 25% min. Youre at 75%, Ambipom at 90%

You take a Double Hit or Return for ~40%. Youre at 35%, Ambipom at 80%
If you Flamethrower, Ambipom takes 70% max. Youre at 35%, Ambipom at 10%.
If you sub, youre at 15% and have a Sub, and Ambipom either KOs you on the next turn with Double Hit or breaks it as you Roost.

(or it could Taunt you, which is Ambipom's sixth most common move. Of course if you decide to use W-O-W then you have a 75% chance of beating it....but WOW isn't common =|)

If you Roost, you are at 65%, Ambipom is at 80% still because hitting a sub doesn't take LO recoil.

Ambipom then hits you out of Sub range and you fail to KO it, even if you use FT.

You can't switch in and beat Jolly LO Ambipom with your set. I am not insulting you, I am simply saying that the analysis is approaching the set from the wrong angle. Sub Roost isn't meant to switch in and counter things/wall, it is meant to stall. You shouldnt be trying to come into attacks with it unless they are resisted, like on a Registeel Iron Head. SubRoost thrives on forcing switches to get free Subs, it relies on opportunities and not defensive stats.

The aforementioned Ambipom notwithstanding, most physical threats can 2HKO Moltres with Stealth Rock. So yeah, it sorta is.
The point was that if you want something to wall, there are a lot more reliable things than Moltres. The Sub Roost set's purpose is to Toxic-Stall with Pressure, not to switch in and wall things. Something that takes 50% from Stealth Rock should not be relied on to take hits in the manner that you are suggesting.
 

Xia

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is a Contributor Alumnus
jrrrrrrr, you would suggest using Toxic Spikes in UU? In OU, where Poison-types don't choke out the tier I can understand, but I've always had better success using regular Spikes, that cannot be absorbed in the lower tier.

I'm refering to your previous post, not the one directly above mine, in case you're wondering.

EDIT: You raise a good point with the advent of Dugtrio, and I'm not saying don't add it if you feel it's plausible (you're a bit higher on the ladder than I am =P), but maybe some mention of the drawbacks of TS in UU could be added in?
 

jrrrrrrr

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Toxic Spikes are more difficult to use in UU, considering that Roserade is the #1 pokemon right now, but they help a lot in my experience with the set. They come in handy especially against things like Chansey and Milotic that think they can counter you. I was just giving him a suggestion to make his edit more complete...especially since Roserade is a bit easier to take out with Dugtrio around
 

Xia

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is a Contributor Alumnus
Good point jrrrrrrr, I see where you're coming from. I'm hoping Peachfuzz will add in some mention of them sooner rather than later so this thing can finally be finished.
 
Honestly, there's no reason to use Air Slash on the Sub/Roost/Toxic set. Flamethrower lets you hit steels, most importantly Registeel, the #1 Special Wall in UU, for SE damage, plus he's immune to Toxic. Without it, the set is completely walled by Registeel, especially the increasingly popular resttalk ones.

The only water type that outspeeds Moltres outside of a Rainstorm is one with Priority like Azumarril or Kabutops with Aqua Jet. Both of those can be Toxiced and then swapped to your water immune/resist.

Will-o-Wisp is a good option in place of Toxic, though. With Will-o-Wisp you definitely DO want to use Air Slash. That covers most fire types immune to WoW decently well and will KO the ever so common Blaziken.

tl;dr: Flamethrower with Toxic, Air Slash with Will-o-Wisp.
 
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