SkullCandy
She Bangs The Drums
[SET]
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
<p>Instead of trying to get both Spikes and Toxic Spikes on the field early, this set focuses on hitting hard first and setting up entry hazards when it gets the chance. Spikes is generally the better option to rack up residual damage on the opposing team, but some teams might prefer Toxic Spikes to cripple bulky Pokemon such as Cofagrigus, Spiritomb, and Gallade. Whichever entry hazard you choose to use, Scolipede can set it up with relative ease thanks to its blistering base 112 Speed. Megahorn is an obligatory STAB move and hits extremely hard thanks to Life Orb and its 120 Base Power. Rock Slide hits Flying-types that resist Megahorn and are immune to Earthquake, as well as 2HKOing opposing Scolipede. Earthquake hurts Steel-types that try to ruin Scolipede's fun and is its best option against grounded Fire-types such as Entei and Typhlosion.</p>
[ADDITIONAL COMMENTS]
<p>To demonstrate the brute strength that Scolipede possesses with a Life Orb, here are some damage calculations.</p>
<ul class="damage_calculation">
<li>Megahorn vs. 252/0 Accelgor 110.7% - 130.5%</li>
<li>Megahorn vs. 252/4 Clefable 65% - 76.4%</li>
<li>Megahorn vs. 252/252+ Claydol 85.2% - 101%</li>
<li>Megahorn vs. 252/16 Sigilyph 61.21% - 71.94%</li>
<li>Megahorn vs. 0/4 Honchkrow 97.7% - 114.7%</li>
<li>Rock Slide vs. 4/0 Scolipede 70.5% - 83.5%</li>
<li>Rock Slide vs. 0/4 Charizard 137.4% - 161.6%</li>
<li>Earthquake vs. 52/0 Aggron 91.2% - 107.5%</li>
<li>Earthquake vs. 252/252+ Qwilfish 57.5% - 67.7%</li>
</ul>
<p>This set works best as a "lead" of sorts thanks to its high Speed and reliability in setting up entry hazards. Also, Scolipede doesn't like switching into entry hazards or attacks, and sending it out first circumvents this problem. However, you should use Team Preview to your advantage when deciding whether to lead with Scolipede. If it looks like your opponent will be leading with a Pokemon that beats Scolipede, such as Aerodactyl, then you're better off keeping Scolipede in reserve. Team Preview can also help when deciding whether to use an attack or set up entry hazards. If you know the opponent has a Gligar or Steelix that can tank Scolipede's hits all day, then you should set up entry hazards as they switch in rather than waste a turn launching an ineffective attack. The EVs are straightforward: maximize Attack in order to hit as hard as possible, and maximize Speed with a Jolly nature to outspeed all positive-natured base 110 Speed Pokemon and tie with other Scolipede. Life Orb is the most consistently useful item for this set, as the boost to Scolipede's attacks makes it much more threatening. However, Focus Sash is always worth considering on a lead; it guarantees Scolipede will have at least one turn to attack or set up entry hazards, and it also allows Scolipede to fire off an incredibly powerful Swarm-boosted Megahorn before it goes down.</p>
<p>Gligar hard counters this set. It takes little damage from any of Scolipede's attacks and can Taunt Scolipede to prevent it from setting up more than one layer of entry hazards. Similarly, Steelix walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or 2HKO Scolipede with Gyro Ball. Because of this, Gallade makes an excellent teammate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, and it greatly appreciates Spikes to wear down its counters.</p>
name: Spikes + 3 Attacks
move 1: Spikes / Toxic Spikes
move 2: Megahorn
move 3: Rock Slide
move 4: Earthquake
item: Life Orb / Focus Sash
ability: Swarm
nature: Jolly
evs: 4 HP / 252 Atk / 252 Spe
[SET COMMENTS]
<p>Instead of trying to get both Spikes and Toxic Spikes on the field early, this set focuses on hitting hard first and setting up entry hazards when it gets the chance. Spikes is generally the better option to rack up residual damage on the opposing team, but some teams might prefer Toxic Spikes to cripple bulky Pokemon such as Cofagrigus, Spiritomb, and Gallade. Whichever entry hazard you choose to use, Scolipede can set it up with relative ease thanks to its blistering base 112 Speed. Megahorn is an obligatory STAB move and hits extremely hard thanks to Life Orb and its 120 Base Power. Rock Slide hits Flying-types that resist Megahorn and are immune to Earthquake, as well as 2HKOing opposing Scolipede. Earthquake hurts Steel-types that try to ruin Scolipede's fun and is its best option against grounded Fire-types such as Entei and Typhlosion.</p>
[ADDITIONAL COMMENTS]
<p>To demonstrate the brute strength that Scolipede possesses with a Life Orb, here are some damage calculations.</p>
<ul class="damage_calculation">
<li>Megahorn vs. 252/0 Accelgor 110.7% - 130.5%</li>
<li>Megahorn vs. 252/4 Clefable 65% - 76.4%</li>
<li>Megahorn vs. 252/252+ Claydol 85.2% - 101%</li>
<li>Megahorn vs. 252/16 Sigilyph 61.21% - 71.94%</li>
<li>Megahorn vs. 0/4 Honchkrow 97.7% - 114.7%</li>
<li>Rock Slide vs. 4/0 Scolipede 70.5% - 83.5%</li>
<li>Rock Slide vs. 0/4 Charizard 137.4% - 161.6%</li>
<li>Earthquake vs. 52/0 Aggron 91.2% - 107.5%</li>
<li>Earthquake vs. 252/252+ Qwilfish 57.5% - 67.7%</li>
</ul>
<p>This set works best as a "lead" of sorts thanks to its high Speed and reliability in setting up entry hazards. Also, Scolipede doesn't like switching into entry hazards or attacks, and sending it out first circumvents this problem. However, you should use Team Preview to your advantage when deciding whether to lead with Scolipede. If it looks like your opponent will be leading with a Pokemon that beats Scolipede, such as Aerodactyl, then you're better off keeping Scolipede in reserve. Team Preview can also help when deciding whether to use an attack or set up entry hazards. If you know the opponent has a Gligar or Steelix that can tank Scolipede's hits all day, then you should set up entry hazards as they switch in rather than waste a turn launching an ineffective attack. The EVs are straightforward: maximize Attack in order to hit as hard as possible, and maximize Speed with a Jolly nature to outspeed all positive-natured base 110 Speed Pokemon and tie with other Scolipede. Life Orb is the most consistently useful item for this set, as the boost to Scolipede's attacks makes it much more threatening. However, Focus Sash is always worth considering on a lead; it guarantees Scolipede will have at least one turn to attack or set up entry hazards, and it also allows Scolipede to fire off an incredibly powerful Swarm-boosted Megahorn before it goes down.</p>
<p>Gligar hard counters this set. It takes little damage from any of Scolipede's attacks and can Taunt Scolipede to prevent it from setting up more than one layer of entry hazards. Similarly, Steelix walls Scolipede, taking a super effective Earthquake well thanks to its immense Defense stat. It can then proceed to set up Stealth Rock or 2HKO Scolipede with Gyro Ball. Because of this, Gallade makes an excellent teammate for Scolipede. It easily takes care of the previous two Pokemon with Ice Punch and Close Combat, respectively, and it greatly appreciates Spikes to wear down its counters.</p>