[WIP] Druddigon


This handsome fellow's name is Druddigon, and he likes his personal space.

[Pros]

<ul>
<li>Decent overall defenses give it just enough bulk to fulfil its job.</li>
<li>Respectable 120 base attack combined with high base power moves allow it to pose some offensive threat.</li>
<li>Good defensive typing with no 4x weaknesses and a nice assortment of resistances.</li>
<li>Hosts a great set of abilities, allowing it to deal residual damage to physical attackers on the switch, or take on a more offensive role if necessary.</li>
<li>Has a surprising amount of utility, boasting the ability to inflict Paralysis, Phase out opponents, and attack with priority. </li>
<li>Works well as a fast, bulky sweeper on Trick Room teams. </li>
</ul>

[Cons]

<ul>
<li>Slow as molassas. Don't count on outspeeding anything without Sucker Punch or Trick Room in effect.</li>
<li>Has no reliable form of recovery, meaning that it needs to be employed with extreme caution and is vulnerable to being worn down over the course of a match.</li>
<li>Doesn't have much of an answer to defensive fairy-types, who are immune to Dragon Tail and barely use contact moves.</li>
<li>Has competition from bulky Rough Skin Garchomp, who sports slightly greater bulk, vastly superior speed, the ability to boost, immunity to sandstorm, stealth rock resistance and a lot more power.
<li>Lacks a 2x boosting move, having only Hone Claws and Power up Punch to increase its power.</li>
<li>Neutral vulnerability to all kinds of entry hazards and weather damage.</li>
<li>Will often need to act as a sacrificial lamb against many opponents. </li>
</ul>

[Set Recommendations]

<p> Name: Bulky Rough Skin Phaser<br />
- Glare<br />
- Sucker Punch<br />
- Dragon Tail<br />
- Earthquake/Superpower/Revenge</p>
Item: Rocky Helmet<br/>
EVs: 252 HP / 252 Def / 4 Atk <br />
Ability: Rough Skin<br />
Nature: Impish (+Def, -Spa)<br />

<p>
  • A combination of Rocky Helmet and Rough Skin will bring recoil physical attackers and life orb users to near or under half HP if Druddigon switches in against a physical attack.
  • Barely 2KOed at best by Adamant Choice Banded Talonflame's Brave Bird.
  • Glare will drop Talonflame and other speedy priority attackers down a speed tier, allowing Druddigon to strike first with Sucker Punch.
  • Survives modest Mega Gengar's Dazzling Gleam with no special defense investment and 2KOs back with Sucker Punch
  • Superpower or Revenge will 2KO defensive variants of Tyranitar. OHKO if Tyranitar uses a physical move on the first turn. This allows Druddigon to spend a turn using Glare to prevent Dragon Dance, then deal with Tyranitar at its own pace.
  • Survives unboosted Return, Fake Out, Sucker Punch and Power up Punch from Mega Kangaskahn and paralyzes it with Glare, while ripping off half of its health on contact or OKOing with Revenge or Superpower (after contact).
  • Earthquake or Revenge 2KOes Mega Lucario soundly, while Druddigon takes 79.3% at most from unboosted adaptability Close combat from Adamant variants.
  • Earthquake allows it to take on Aegislash without fear of King's Shield. Aegislash also does not appreciate being Glared and then out prioritised with super effective Sucker Punch. Shadow Sneak is a contact move.
  • Mega Heracross's arm thrust is a guaranteed self-KO against a healthy Druddigon.
  • Takes very little damage from Choice Band Azumarill's Aqua Jet and chips it down.</p>


[Checks and Counters]

<p>
  • Bulky special attackers such as Reuniclus or Slowking have no trouble destroying Druddigon and rarely care too much about Paralysis.
  • Bulky fairy types such as Sylveon can come in on Druddigon with ease and set up, not having to worry about being phased.
  • Avalugg is a complete and total counter, caring little for Superpower or Revenge and KOing back with Avalanche.
  • Harvest Trevenent can set up Leech Seed and wear it down, as can other bulky grass types such as Mega Venasaur who resist Fighting/Ground coverage.
  • Checked by many faster special attackers, especially those carrying non-contact ice moves.
  • Substitute Gengar can come in and do whatever it wants, as Druddigon's only real answer to it is Sucker Punch and Glare.
  • Cloyster outspeeds and OKOs with Icicle Spear, which is a non-contact move. It's also not too bothered by Superpower thanks to its great defense.
  • It doesn't have a way to deal with Rotom W, as Earthquake and Glare are both ineffective, while Rotom is free to threaten with Will-o-whisp.</p>
[Teammates]

<p>
  • Having no self-recovery, Druddigon appreciates Wish support as well as a bulky special sponge to take super effective Ice Beams for it
  • Sylveon is a great option, as it can pass wishes to Druddigon, who punishes physical attacks aimed at it. Vaporeon is another potential partener, able to pass fat wishes and Acid Armor while tanking special Ice attacks handily.
  • Aromatisse can set up Trick Room for Druddigon, pass wishes, and heal off status with Aromatherapy which are all things Druddigon really appreciates. It's also immune to Taunt.
  • Florges does these things as well, while trading off taunt immunity for a more immediate offensive presence.
  • A fast pursuit trapper such as Weavile can take advantage of Pokemon weakened by Druddigon's residual damage.
  • Druddigon greatly appreciates entry hazard support, and can rack up damage fast by phasing with Dragon Tail. Stealth Rock especially helps with taking down Talonflame.
  • Pokemon with U-turn style moves such as Greninja, Meinshao, Heliolisk, Infernape and Crobat enjoy having Druddigon as a partner for obvious reasons.
  • Druddigon can use Earthquake or Superpower to harm Steel and Poison types that threaten fairy-type partners.</p>
notes: probably going to draft a Sheer Force set for trick room teams too, but not until I've had more experience with it in a practical situation.
 
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alexwolf

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Glare should be slashed alone, as it's one of the few things that Druddigon has over Garhcomp. Also, save the written version for later and use some bullets for now.
 

McGrrr

Facetious
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When specialising in one defense, bulk is always maximised when HP = defense. Therefore 4/252+ is sub-optimal:

252 Atk Adaptability Mega Lucario Close Combat vs. 4 HP / 252+ Def Druddigon: 220-260 (74.3 - 87.8%)
252 Atk Adaptability Mega Lucario Close Combat vs. 24 HP / 232+ Def Druddigon: 224-264 (74.4 - 87.7%)

The difference is minimal because 296/306 is damn close to 301/301, but the latter has 5 extra HP for special bulk.
  • Are you seriously suggesting that Dragon Tail should be the only STAB option?
  • There must be other options to a bulky physical/defensive role.
 

alexwolf

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Oh yeah, forgot to tell you to change the EVs. You need to go either max HP / max Def or max HP / max SpD, as with only max HP your bulk is only ok, and with that bad Speed getting 2HKOed or 3HKOed is not hard at all. If you want to take advantage of Druddigon's qualities to their fullest (Rough Skin + Sucker Punch + Glare) i suggest you go with a max HP / max Def spread to take hits from physical attackers best, especially from Mega Kangaskhan.

Also, McGrrr, having Dragon Tail as your only STAB is fine, as this Druddigon is played similarly to ParaShuffle Dragonite, which didn't have a strong STAB either. Glare / Dragon Tail / Sucker Punch / Earthquake or Superpower should be the moveset for such a set.
 
Edited for bullet points and changed the EV's back to a full defensive spread. I originally went with Attack/Def because I found that Adamant Talonflame 2KOes regardless and thought that we may as well make Sucker Punch hit harder. However, on some revision I find that full defensive spread is much more useful against Mega Kangaskahn and Mega Lucario. I presume it will also help out against Scizor.

Thinking that Fire Blast may still be an option somewhere as it 2 or 3KOs the likes of Ferrothorn, Scizor, Skarmory and Forretress, but of course Garchomp does that better.

edit2: Added some teammates and some mentions of Mega Heracross and Tyranitar. Added Rotom-W to the list of counters.
 
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Shroomisaur

Smogon's fantastical fun-guy.
I just don't understand what Druddigon can do that Garchomp/Zygarde don't do better. I like your analysis, but Chompy has better stats in every way, the same exact ability, but also packs STAB EQ and SD to boost. Druddigon only has a 2x Ice Weakness and Glare/Sucker Punch over Chomp... but then we come to Zygarde. Zygarde has better bulk, speed, access to Glare (but generally ignores it), and even better priority in Extremespeed, only lacking Rough Skin and base Attack.

I've looked into using Druddigon myself previously, since it has a lot going for it... but I could never really find a way to save it from being directly outclassed :/ All of the set comments are things bulky Chomp could do, except Chomp can run multiple sets (often causing your opponent to mispredict) and outright kill Talonflame with Stone Edge instead of needing to use Glare (this is making me think... Chomp doesn't even have a bulky set listed and it probably should).
 
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alexwolf

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Oh, totally forgot about Zygarde which outclasses Druddigon in defensive roles, if Garchomp wasn't doing enough of this already. Only thing that Druddigon has over Zygarde is lack of 4x Ice weakness and Rough Skin, which is not nearly enough to get it a preview.

QC REJECTED 1/3
 
ninja'd, but yeah, Chomp doesn't get Sucker Punch or any form of priority, has a nasty 4x ice type weakness and probably would be better off running a sweeper set anyway. The things that separate Druddigon from Garchomp are small but I still think it's enough for him to be an alternative choice on his own.

As for Zygarde, why would you even bring that up? It doesn't get Rough Skin so it can't be used the same way as bulkychomp/druddigon can in the first place. The whole point of this set is to cause damage on predicted physical attacks on switch with rough skin and rock helmet. Damage that can't be ignored by switching out on the next turn, which will always happen when Zygarde comes in on something that it walls. Switching Zygarde in against Talonflame's Brave Bird does nothing except allow Talonflame to switch out on the next turn, wheras switching in Garchomp or Druddigon will take out around near 50% of its HP.

Please take a good look at some of the scenarios and calcs I've run in the analysis. All of them factor rough skin/rock helmet which is not something that applies to Zygarde. This needs to be compared to bulky Garchomp and evaluated based on the usefulness of Glare and Sucker Punch.

Another thing to note is that Garchomp doesn't get Superpower or Revenge, which means it can't handle Tyranitar as efficiently. A bulky Garchomp's Earthquake is a 3KO against the most physically bulky T-Tar wheras Druddigon's Superpower/revenge is a 2KO. You also aren't going to want to set up with Swords Dance agianst a T-tar because it will outspeed and OKO you next turn, wheras Druddigon gets to Glare it and prevent it from utilising those boosts well ever again.

But yeah, if Druddigon is to be rejected, at least give Chomp's bulky rough skin set a proper coverage in the analysis, because I think it absolutely has merit in OU due to those specific threats of Talonflame, M.Kanga and U-turn users. (and I personally prefer Druddigon for reasons listed.)
 
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ninja'd, but yeah, Chomp doesn't get Sucker Punch or any form of priority, has a nasty 4x ice type weakness and probably would be better off running a sweeper set anyway. The things that separate Druddigon from Garchomp are small but I still think it's enough for him to be an alternative choice on his own.

As for Zygarde, why would you even bring that up? It doesn't get Rough Skin so it can't be used the same way as bulkychomp/druddigon can in the first place. The whole point of this set is to cause damage on predicted physical attacks on switch with rough skin and rock helmet. Damage that can't be ignored by switching out on the next turn, which will always happen when Zygarde comes in on something that it walls. Switching Zygarde in against Talonflame's Brave Bird does nothing except allow Talonflame to switch out on the next turn, wheras switching in Garchomp or Druddigon will take out around near 50% of its HP.

Please take a good look at some of the scenarios and calcs I've run in the analysis. All of them factor rough skin/rock helmet which is not something that applies to Zygarde. This needs to be compared to bulky Garchomp and evaluated based on the usefulness of Glare and Sucker Punch.

Another thing to note is that Garchomp doesn't get Superpower or Revenge, which means it can't handle Tyranitar as efficiently. A bulky Garchomp's Earthquake is a 3KO against the most physically bulky T-Tar wheras Druddigon's Superpower/revenge is a 2KO. You also aren't going to want to set up with Swords Dance agianst a T-tar because it will outspeed and OKO you next turn, wheras Druddigon gets to Glare it and prevent it from utilising those boosts well ever again.

But yeah, if Druddigon is to be rejected, at least give Chomp's bulky rough skin set a proper coverage in the analysis, because I think it absolutely has merit in OU due to those specific threats of Talonflame, M.Kanga and U-turn users. (and I personally prefer Druddigon for reasons listed.)
I dont feel strongly about this Pokemon however it does have its merits especially in Glare +Rough skin.
Im leaning towards approving but will wait for other qc members to chime in.
 

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