- Aegislash: Leftovers
I figured this was already on the analysis somewhere but its mentioned without actually being there... will add to the to-do list
- Arceus-Water, Arceus-Dragon: Should survive 2 Pdon Eruptions from full (24 spd)
yes
- Arceus-Grass: Slash Grassium Z if the team has no other Z user
I think this is a difficult justification when it has no real targets and adds to opportunity cost - without Meadow Plate it can't OHKO Kyogre after rocks or 2HKO a decently bulky Groudon. would pass on this one
- Arceus-Ground: Should survive 1 Pdon Eruption from full (24 spd)
reasonable
- Arceus-Poison: Should be 248 HP / 8 SpD / 252 Spe to live +2 Xern Thunder into +2 Thunder after a Calm Mind boost
if it gets 2 absolute max rolls it deserves it... but yes
- Bronzong: Should get analysis
- Able to role compress checking Fairies and Ground-types which is hard to do otherwise because of how good Ground / Fairy coverage is
- Checks CM Arc-Ground, unlike Necrozma
- Handles SD Arc-Ground (even w/ Sub), dual dance Pdon better than Skarm/Celes thanks to its Rock resistance. Able to break Sub w/ Gyro Ball
- However, lack of recovery and more vulnerable to Mgar trapping because of typing/passivity
if this makes it to the VR next update then sure, its been mentioned a bunch internally and likely worthwhile
- Celesteela: 252 HP
sure
- Deo-S: 248 HP
- Mention Knock Off, Twave
248 vs 252 on a suicide lead is whatever imo. those 2 moves have fringe benefits that i'll need to go over w qc once we reach the deo-s analysis
- Diancie: Move HB to OO. Mention Explosion to prevent Defog/Rapid Spin. Hasty is probably better since it's most commonly used as a switch-in to Yveltal.
hasty is probably worth a slash but taking the physical hits (ho-oh/mence/ekiller) is important as well, arguably more so to me.
- Ditto: The builder is auto-inserting 0 Attack IVs which causes it to be HP Psychic, put 29 Attack IVs or explicitly 31 IVs so it carries over and stays HP Ice.
will fix at the time, good catch
- Gengar: Mention that Sub enables it to evade Pursuit trapping on the turn it Mega evolves, letting it get 1/more kills even if there is a Pursuit user on the opp's team
makes sense but 1+ kills is game dependent so i wouldnt word it like that
- Giratina-O: Should survive 2 Pdon Eruptions from full (248 hp / 52 spd)
this was already on my to-do list since mid upl so yes
- Groudon
- Mixed SR should have 254 speed, 263 with Rock Tomb to outspeed Unec after drop
- Mixed RP: 264 speed to outspeed Gengar/Unec with Sticky Webs on your side
- SR + SD: Should have 8 HP to survive 0 atk Pdon Pblades, 254/306 speed or 263 w/ Rock Tomb
- RP + SD: Should have 8 HP, 264 speed
The thing about Groudon atm is that it should be relatively slow or max because the speed benefits in the middle (the 254-264 area) are kinda whatever. Basically every set besides defensive SR can go 254, 264, or 306 for different reasons and in a single sweep that's too much prose to add - 10+ other analyses were waiting. i'll think more about this with qc.
- Ho-oh
- CB should not have even HP number
- CB should always survive 2 CCs from Mega Lucario (36 def)
- LO and CB should have the same spreads?
i lean towards yes for same spreads on lo/cb, the base 90 tier is getting really silly with speed atm. even hp number seems weird to chase when ho-oh has regenerator anyway, no?
- Kyogre: Physical should be 76 Def / 180 Atk / 252 Spe to live 0 Atk Pdon Pblades after 2 SR switchins, lives 252 Jolly Pdon Pblades after 1 switchin, lives 252+ Pblades from full, Salamence Double-Edge/Lucario CC, etc
- Base atk is high so not much difference in damage output
would need to give more thought because physical kyogre really needs the attack for arc/pdon rolls.
- Magearna: Slash Normalium Z, mention Sassy/16 Spe as an option for teams with few Toxic immunities so you can absorb Toxic from Bliss/Chans, Alomuk Knock Off, Celes Leech, etc and pivot out slowly
slashing normalium would need more thoughts because it has big costs (no ultra/alternative breaker options) but will consider. i tend to avoid underspeeding arguments on fat mons because from the analysis perspective - whats stopping them going slower to counteract you? this came up back when we debated putting mag slower to volt on another mag, but reverse speed creep is a thing and we avoid it like regular creep and let the players opt into these optimisations themselves, understanding the slippery slope.
- Marshadow (and various other LO pokes like Reshiram/Shaymin-S): 29 HP IVs to minimize LO recoil
this is generally case by case and id have to break out the ancient
jibaku article to check if these are all valid which puts anyone to sleep. if i remember to check them at the time i will.
- Mewtwo X: 48 HP / 208 Atk / 252 Spe to survive +2 Ekiller ESpeed after switching into rocks as base forme Mewtwo
- Use Naive w/ Ice Beam to OHKO uninvested Zyg and have a favorable chance to OHKO 252 HP Zyg
- Zen Headbutt should be mandatory so you're not walled by pex/gar/fairies
sure
- Muk: Remove Def EVs, Superpower's Attack drop makes them irrelevant
4 Atk Life Orb Deoxys-Attack Superpower over 2 turns vs. 252 HP / 28 Def Muk-Alola: 383-453 (92.5 - 109.4%) -- 43.8% chance to 2HKO
half-right. def evs do help but not consistently. will prob revise when we get this far down
- Necrozma-DM
- Ultra SD: 216 Atk / 32 Def / 8 SpD / 252 Spe
- Add Ultra SR set
ultra sr is coming with the revamp (might just be set additions but undecided)
- Sableye: 248 HP
see above article comment
- Salamence
- 136 HP / 152 Atk / 8 Def / 212 Spe should be suggested for Sub, prevents defensive Zygarde from breaking w/ TA
having 2 spreads for a super niche variant already is too many imo.
- Scizor
- Curse should be mentioned alongside/instead of SD, w/ spread of 248 HP / 60 Def / 200 SpD Relaxed to tank +2 Unec LTBTS after rocks
would be the first thing to address when we get here
- Slowbro should be 248 HP / 216 Def / 44 SpD to live 2 consec Overheats from max spa Pdon
most likely.
- Tapu Koko: Offensive utility should be 24 HP / 228 SpA / 4 SpD / 252 Spe to live 2 Modest Scarf Yveltal DP from full and minimize SR damage
jibaku x3
- Toxapex: 248 HP, slash Shuca Berry
jibaku x4, shuca seems pretty bad though. whats it practically doing for pex?
- Venusaur: More specially defensive spread (252 HP / 60 Def / 196 SpD Sassy, 19 Spe IVs) to handle special Ogre better. Lives +2 Xern Psyshock, underspeeds Mage so Leech goes after Volt
- Power Whip should be primary option to deal more damage to Ogre, esp CM Ogre / Geo Xern
i'd have to find a venusaur user to confirm the ogre/move idea but the reverse speed creep argument applies to that spread.
- Xerneas: 164 Def / 224 SpA / 120 Spe
- Lives Jolly Dusk Sunsteel / 2 LO Spectrals from full
- Outspeeds Gengar/Unec after boosting if Sticky Webs is set on your side
this slipped past me despite us using it in upl (120 spe). will consider the others
- Yveltal
- Scarf should have 32 def to live Unec Stone Edge from full
- Stallbreaker/Physdef should have 248 HP to get more SR switchins
sure. jibaku x5
- Zygarde
- Coil and Yache Berry should be slashed on defensive set. Dragon Tail should be 2ndary option or deleted
- Z-Outrage should be mentioned on DD
dropping leftovers on defensive zyg is nuts, yache is a bandaid to the special pdon issues that a defensive zyg team should be covering anyway (ho-oh, arc-water, etc). coil should probably exist here in some way though yes. z-outrage already exists on the dd set - look closer.