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| Competitive Analysis: Gellin |
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Posted by: Dragonstrike - 06-09-2017, 02:51 PM - Forum: Competitive Discussion
- Replies (10)
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Welp, Windos did Arbok already, so he gave me Gellin from his list! How nice! I have a soft spot for this giant, Grass and Electric, single cell organism that medium sized humans can ride since it was on my first team in Uranium! Let's see what it can do outside of the story, shall we?
![[Image: latest?cb=20160827182130]](https://vignette3.wikia.nocookie.net/pokemon-uranium/images/a/a7/Icon89.png/revision/latest?cb=20160827182130)
Look at the adorable thing. It's awesome. One of my favorite pokemon designs in Uranium by far. But we're not here to hear me gush, we're here to analyze! Incoming stats!
HP: 90
Attack: 35
Defense: 75
Special Attack: 120
Special Defense: 100
Speed: 85
Total: 505
Look at that. That's an awesome stat spread. Just enough bulk to take one or two physical hits, just enough speed to get by, enough special bulk to tank, and enough special attack to compete with Yatagaryu. How about abilities?
Chlorophyll: Doubles speed when the weather is sunny
Solar Power (Hidden Ability, Unreleased as of 1.1.0): Increases Special Attack by 1.5 when the weather is sunny, but the pokemon loses 1/8 of their HP every turn this ability is active.
Fun stuff, sun teams. How's it perform, though?
A Cell that Grows in Sunlight? (Sun Booster)
- Solar Beam/Giga Drain
- Thunderbolt
- Hidden Power (Varying types)
- Growth
Ability: Chlorophyll
EVs: 252 Sp Attack, up to 80 Speed, rest in HP
Nature: Modest
Item: Life Orb/Leftovers
This set needs dedicated sun support to work, and not from Gellin itself. This makes it a little awkward to use since the only pokemon with Drought in the current version of Uranium is Mega Archilles, and the sun only lasts 5 turns if set up by it. You'll have to bring some dedicated Sunny Day and Heat Rock pokemon for this one. Pull it off though, and you've got a monster on your hands. Double Speed in the sun. +2 special attack from Growth in the sun. 120 base power move with no drawbacks in the sun. This is a very sun dependent set, if you couldn't tell already. 
Before I continue, let me just say that Gellin seems to be designed as an anti-water pokemon. If there's a water type, Gellin can hit it super effectively with one of its STAB moves (with the sole exception of Ludicolo). Ground, Rock, and Flying types that are weak to its STAB moves also need to beware. Unlike Neopunk, though, Gellin's STAB coverage is fairly lackluster, since more pokemon are resistant to them than weak to them. Primarily dragon and grass types.
And that's what Hidden Power is for. There's several types that you can make it to try and broaden your coverage options, but every option will leave you at the mercy of something that a different Hidden Power would have helped with.
- Fire roasts Metalynx, other Steel types not named Tracton, Ice types not named Fafninter, Grass types not named Coatlith or Frikitiki, and Bugs. When Super Effective, it's also stronger than a neutral Thunderbolt and equal in strength to a neutral Solar Beam as long as the sun is up, unlike the other Hidden Power types. (lowers speed, defense, and special attack by 1 IV)
- Fighting still hits Metalynx, and also hits Fafninter, Tracton, and Actan. (lowers everything except Hp and attack by 1 IV)
- Ice hits all the dragons except Fafninter and Tracton, Grass types not named Frikitiki or Metalynx, and Gliscor. (lowers speed by 1 IV)
- Fairy hits all the dragons bar Tracton, hits some Dark and Fighting types, and annihilates Baariette. (All IVs 31, attack can be any odd number instead)
- Ground hits Chimaconda, Yatagaryu, M-Ampharos, and Tracton. It also gives you a Super Effective weapon against M-Electruxo if Solar Beam is your only Grass move. (lowers special attack and special defense by 1 IV)
Pick your Hidden Power type carefully based on what team members you have. It makes a massive difference for Gellin.
Now, as for EVs...this is where things get fun. If you're running Chlorophyll, you don't need to run any speed while the sun is up. That's right. Zero. Zip. Nada. Even if you're using a Modest Nature. This is because base 85 speed with a neutral speed nature gives it a minimum of 206 speed at level 100. Double that, and you have over 400 speed, which is enough to outspeed all unboosted Alpico. Put in just a little speed investment of up to 80 speed, and you'll outspeed unboosted Mega Archilles while under the sun (provided it doesn't take advantage of the sun and Flame Impact your face off). Forget trying to outspeed M-Inflagetah, Inflagetah, and non mega Archilles, though. Those ones will DEFINITELY Flame Impact your face off, so don't even bother trying.
Remember, this is just against unboosted pokemon. And while under the sun. If you're facing another pokemon with Chlorophyll or the sun is not up, you need more speed investment than your opponent has to outspeed them. Coatlith in particular is a worrying competitor for Gellin as a Chlorophyll user, as a modest Gellin needs 128 speed EVs to outspeed a Modest Coatlith with 0 speed investment and a 31 speed IV. That 15 base speed difference and nature can make a huge difference when you actually have to worry about something outspeeding you, after all (not that Coatlith has much that it can do to Gellin. But it can do more to Gellin than Gellin can do to it if the cell lacks a super effective hidden power, so...).
Solar Power is not very recommended for this set since you can't really afford to take a turn to set up Growth if you're losing 1/8 of your HP every turn, unfortunately. You do have the option to add or take away as much speed in exchange for HP as you like, though. The fastest pokemon in Uranium have a lot of freedom in the amount of speed they can invest in, after all.
Also of note is that this set performs terribly when the sun isn't up. You can invest in max speed at the expense of the better bulk and use Giga Drain over Solar Beam if you're worried about the downsides of being completely weather centric.
Suicidal Cell Power (Sun Attacker)
- Solar Beam
- Thunderbolt
- Hidden Power (Varying types)
- Giga Drain/Sunny Day
Ability: Either
EVs: 252 Sp Attack, up to 80 Speed, rest in HP (if using Chlorophyll)
OR 252 Sp Attack, 252 Speed, 4 HP (if using Solar Power)
Nature: Modest or Timid
Item: Life Orb/Heat Rock/Choice Specs/Choice Scarf
Forget boosting with Growth. This set aims to try and do as much damage as possible in the little time allotted by the sunlight. Giga Drain replaces Growth here to increase Gellin's longevity, or you can use Sunny Day to make Gellin a little more self sufficient. Otherwise, the set is rather similar to the previous one.
Water? Pssssh (Rain Support)
- Energy Ball/Giga Drain
- Hidden Power (Varying types)
- Thunder/Rain Dance
- Thunderbolt/Rain Dance
Ability: Either
EVs: 252 Sp Attack, 252 Speed, 4 HP
Nature: Modest or Timid
Item: Life Orb/Damp Rock/Choice Specs/Choice Scarf
Ironically enough, Gellin can also function well on a rain team, helping to eliminate enemy water types handily. You'll have to drop Hidden Power Fire as a viable option, though, and your ability won't help at all unless you're facing a sun team, unfortunately.
Interestingly, you can replace HP-Fire with HP-Water if so desired. It doesn't hit a whole lot other than fire types in gellin's case, though, so I don't recommend it too much. Though, it'd be hilarious to predict the non-mega Archilles or Inflagetah switch in and nail them with it while the rain is up, no?
The EVs on this one are a standard special attacker spread, as you can't take advantage of Chlorophyll reliably. This Gellin ends up a little frailer overall as a result, but can still work to great effect.
Why's it wearing glasses when it has no eyes? (Choiced)
- Energy Ball/Giga Drain
- Thunderbolt/Thunder
- Psyshock/Solar Beam
- Hidden Power (Varying types)
Ability: Either
EVs: 252 Sp Attack, up to 80 Speed, rest in HP (if using Chlorophyll)
OR 252 Sp Attack, 252 Speed, 4 HP (if using Solar Power or not using a Sun Team)
Nature: Modest or Timid
Item: Choice Specs/Scarf
Gellin just barely has enough of a movepool and just enough speed to pull this off. Chlorophyll is for those who want to sweep, while Solar Power is for those who wish to break walls.
And Thunder isn't recommended if you're running anything besides a Rain Team, and Solar Beam isn't recommended on anything but a Sun Team.
The Single Cell Wall (Special Wall)
- Giga Drain/Energy Ball/Infestation
- Thunderbolt/Infestation
- Toxic/Thunder Wave
- Recover
Ability: Chlorophyll
EVs: 252 HP, 252 Defense, 4 Sp Atk
OR 252 HP, 252 Sp Defense, 4 Sp Atk
Nature: Bold/Calm
Item: Leftovers
Anyone up for a bulky cell? Status your foes, trap them with Infestation, whittle them down little by little...just don't try to do it for too long against attackers with super effective moves, and you'll be fine. Gellin can actually take quite a beating if its defense is fully invested and it takes nothing but neutral hits. Or you can fully invest in its Special Defense and laugh at all those special attackers as they try to break you. (Gellin's no Brainor or Syrentide, but it's still pretty dang specially bulky) Even with no special defense investment and a neutral special defense nature, a Timid M-S51-A T's 150 special attack backed STAB psychic is still only a 3 hit KO.
A Wall of Walls (Dual Screens)
- Reflect
- Light Screen
- Giga Drain
- Thunderbolt/Hidden Power (Varying types)/Recover
Ability: Chlorophyll
EVs: 252 Speed, remaining 256 split between HP and Sp Attack (suggestions for a decent mixture between bulk and power are welcome)
Nature: Timid or Modest
Item: Light Clay (not currently available as of version 1.1.0)
Screen support! What more is there to say? Just don't use Solar Power on this set since you're aiming to try and stay alive so you can set up the screens multiple times.
Main choice for the EVs this time is if you'd rather have maximum bulk, maximum power, or something in between. Gellin has a decent amount of natural bulk and a respectable base power, so doing any of those can work rather well.
Unfortunately, Light Clay's absence in the current version of the game is...bad news as far as this set is concerned. Dual Screen sets are highly dependent on getting those extra 3 turns out of both screens, so it won't be a set you see all that commonly if Light Clay remains non-existent in Tandor.
Alright, now let's move on to something a little different:
![[Image: latest?cb=20160816195941]](https://vignette1.wikia.nocookie.net/pokemon-uranium/images/4/45/089_1.png/revision/latest?cb=20160816195941)
Nuclear Gellin. This little monster is terrifying under the correct conditions. With Chlorophyll active, it's the fastest Nuclear type in terms of raw speed (since Nuclears, barring Nucleon, can't have HAs currently, it can't have Solar Power). It trades its Electric STAB for Nuclear, and the damaging Nuclear move it gets is the deadly Radioacid, which is basically a Nuclear type Scald. If you manage to catch one of these things with the right IVs, consider giving it a try!
Get Burned by a Grass Type! (Nuclear Sweeper)
- Radioacid
- Hidden Power Fire/Fighting
- Solar Beam/Giga Drain
- Growth
Ability: Chlorophyll
EVs: 252 Sp Attack, up to 80 Speed, rest in HP
OR 252 Sp Attack, 252 Speed, 4 HP
Nature: Timid or Modest
Item: Life Orb/Choice Scarf/Choice Specs
The entire aim of this set is to capitalize on Radioacid as much as possible. Solar Beam and Growth are there as additional support for the sun that Gellin oh so loves, Giga Drain is present as an alternative grass move should Solar Beam seem too risky, and Hidden Power covers the Steel types that would stand in Gellin's way. Bring sun support, and watch as Gellin outspeeds practically everything on the opponent's side of the field with minimal speed investment! Just keep it away from Inflagetah and Archilles...
Other Move Options
- Psychic and Psyshock: What odd coverage for Gellin. Psychic type moves work rather well with Electric for some nice neutral coverage in Uranium, though. And you can lay the hurt on some Poison and Fighting types with this too.
- Shadow Ball: Okaaaaayyyy...again, you get some nice neutral coverage, and Ghost and Psychic pokemon will be caught off guard very easily.
- Attract: Again, why does a genderless pokemon learn this?
- Acid Armor: Now you can take physical hits well without a ton of investment! Awesome!
- Taunt: Always useful to shut down enemy walls.
- Magic Coat: Reflects your opponent's status moves, much like the ability Magic Bounce. This is an interesting move choice for bulky Gellin, since it allows it to reflect taunts, toxics, stealth rocks, and the like.
- Leech Seed and Power Gem: Currently unavailable moves on Gellin since they're in its egg move list, and it's a genderless pokemon. They could be interesting additions if they become legal options in the future, though...
- Acupressure: Want to have a little fun? This is the move for you, then! It raises a random stat by +2, including accuracy and evasion! This can either be amazingly clutch or backfire horribly, but it's a blast if you're just battling a friend. It can also raise an ally's stats instead of the user's in a Double Battle! (as long as they aren't behind a substitute)
- Hidden Power Rock: If you REALLY hate fire types for some reason (and Power Gem is not an option for some reason), and still want to handle bug and ice types, this Hidden Power is the one for you. However, I don't recommend it too much since the fire types should be handled by another member of the team instead of Gellin since Archilles and Inflagetah are the main issues, and Thunderbolt hits Beliaddon harder than HP-Rock will. What, Pajay? A 2x SE STAB Thunderbolt is still stronger than a non STAB, 4x SE Hidden Power. This is Gellin's only good weapon for dealing with Frikitiki without specializing too much, though. (Poison is only for Coatlith, Frikitiki, Luxelong, and other Gellin, while Flying hits the first two and bugs)
Checks, Counters, and Partners
Gellin abhors Dragon and Grass types, as they resist its dual STAB and force it to run Hidden Power to deal with them. Partners with good ice, fire, dragon, and fairy moves to remove those obstacles make Gellin's job a lot easier. M-Arbok and Chimaconda are also a problem for Gellin since they can Petrify it and follow up with a Super Effective move before it can act as long as the sun isn't up. Inflagetah and Archilles roast the single cell organism completely with their fire attacks, outspeeding it with priority Flame Impact. The sun is as harmful as it is helpful with all that fire flying around. Bulky water and ground pokemon that can handle taking those attacks help a lot as well because of that. Seikamater is another pokemon Gellin has issues with, as the bug can throw out Ice, Fire, and Bug moves at a whim, while taking any attack Gellin throws at it rather easily (except maybe a Hidden Power Fire boosted by the sun).
Physical attackers will melt any Gellin with no physical bulk investment. And while it can afford to invest in HP and take some hits, it will be whittled down bit by bit if it lacks Recover, due to a lack of any useful resistances to many common attacking types. It pays to bring physical walls and tanks to help compensate for that Archilles heel.
Summary
Gellin is a special tank through and through. It takes and deals special damage like it's nobody's business, while still offering a surprising amount of physical bulk due to its freedom to invest more in HP than speed while running Chlorophyll. It's rather shallow movepool and reliance on the weather for its most powerful strategies is a highly limiting factor, though.
N-Gellin, meanwhile, is a speed demon in the sun with a highly lethal attack with a powerful secondary effect. It's not as lethal as a Nucleon, but it's still very dangerous. Even without the sun, a Choice Scarfed N-Gellin is not to be trifled with unless you have a Flame Impact handy (which instantly vaporizes it, particularly if the sun is up).
As usual, if you have any suggestions, constructive criticisms, requests for the next guide, etc., I'm more than happy to listen!
EDIT 1: Light Clay is currently available as of version 1.1.0
EDIT 2: More clarification on the first set's sun dependence and alternative options, as well as in a couple other places.
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| RECAP: WTE4 |
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Posted by: CodySP - 06-06-2017, 10:35 PM - Forum: Rules and Official News
- Replies (2)
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Uranium Fans!
This post was long overdue, but after some calculations we finally have all of the number crunchy goodness that comes with the Good'ol Fashioned Event recaps. So without further delay, let's get started!
Stats from WTE4
The Great Wondertrade Extravaganza 4 took place on Saturday, May 27th
36 Expert breeders answered the Call to Action
The highest recorded Single trainer trades was @Pheonixia52 with 500 Pokemon given away!
WTE4 lasted an extended period of 6 Hours.
During the event period 19,561 Wondertrades were completed Successfully, That's 39,122 Pokemon travelling through the Wondertube!
During the event period, we had attendees join us from Canada, United States, Mexico, Spain, Brazil, Germany, Singapore, China, Italy, Japan, South Korea, France, Venezuela, Norway, Russia, India and more!
As of the writing of this post, Pokemon Uranium players have completed 1531942 Wondertrades
As a final, but certainly most important mention, A truly massive thank you goes out again to @EeveeBailey for helping organize, collect data, answer general questions and spearheading all of the tasks required to host the event in my absence. You have my undying thanks and admiration.
See you all at WTE5!
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| Competitive Analysis: Neopunk |
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Posted by: Dragonstrike - 06-05-2017, 04:48 PM - Forum: Competitive Discussion
- Replies (32)
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It's been awhile, but I'm getting an itch to write another guide! So let's do one on a newer pokemon in Uranium!
![[Image: latest?cb=20160816134015]](https://vignette1.wikia.nocookie.net/pokemon-uranium/images/0/02/180.png/revision/latest?cb=20160816134015)
Say hello to Neopunk! Let me start off by saying one thing though. Don't use this pokemon:
![[Image: latest?cb=20160816133839]](https://vignette3.wikia.nocookie.net/pokemon-uranium/images/9/93/179.png/revision/latest?cb=20160816133839)
Praseopunk is essentially an inferior version of Neopunk in all regards. They have the exact same movepool, and Neopunk has a WAY better stat spread. Speaking of which...
Neopunk's Stats Praseopunk's Stats
HP: 65 HP: 85
Attack: 100 Attack: 80
Defense: 65 Defense: 85
Special Attack: 120 Special Attack: 100
Special Defense: 60 Special Defense: 70
Speed: 90 Speed: 80
Total: 500 Total: 500
What advantages Praseopunk has over Neopunk in bulk are eclipsed by Neopunk's vastly more powerful offensive abilities. Praseopunk would be okay if Psychic/Electric was a decent defensive type...but it's not in Uranium's meta, which is filled with Ground types, the occasional bug and dark types, and the ever present Nuclears if allowed. So mediocre bulk isn't going to cut it in the end.
Instead, capitalize on Neopunk's actually decent offenses (which are on par with Yatagaryu's, discounting Stormbringer)! It's a one trick 'mon, but it's a good trick!
Blazing Fast Tempos (Choiced):
- Volt Switch
- Instant Crush/Psychic
- Focus Blast
- Thunderbolt/Psychic/Trick
EVs: 252 Sp Atk, 252 Speed, 4 HP
Item: Choice Scarf/Specs
Nature: Modest or Timid
With 120 Special Attack , 90 speed, and the amount of coverage in Neopunk's movepool, a Choice set should be obvious, right? Volt Switch is a given on choiced electric types that can learn the move, allowing you to keep up the offensive pressure with constant switching. Psychic is a very powerful attack, but Instant Crush is an option for Psychic STAB as well. It's no Flame Impact, but it's still a 60 power +1 priority move! It's a little more potent if using a Choice Specs, so keep that in mind.
Focus Blast is for annihilating Steel and Dark types that would give you a hard time otherwise. Thunderbolt and Psychic take the last slot as a more powerful STAB option, depending on which you feel the team needs more. Or you can use Trick to absolutely cripple your opponent's wall by locking them into a single move and stealing their Leftovers.
Shattered Like Glass (All Out Attacker with Life Orb)
- Instant Crush
- Psychic
- Thunderbolt/Volt Switch
- Focus Blast
EVs: 252 Sp Atk, 252 Speed, 4 HP
Item: Life Orb
Nature: Modest or Timid
Okay, so Psychic and Electric coverage isn't optimal in Uranium for the most part. Why would you use this set? Why, to take advantage of that priority psychic attack, of course! Even if the super effective coverage isn't great, psychic is still a rather unresisted type. There's actually a lot that Neopunk can hit neutrally with its STAB combination. If you aren't a Steel, Dark, or Psychic type with a resistance to Electric (or a great deal of special bulk), you're going to take a hard hit from this pokemon.
So, the premise of this set? Instant Crush whenever an opportunity to kill the opponent presents itself and you can't outspeed your foe. Psychic is there if you need the psychic coverage but Instant Crush isn't powerful enough to nab the kill. Thunderbolt versus Volt Switch depends on if you would rather have power or momentum. Focus Blast is there to optimize your coverage, nailing everything that resists your STAB combination except for other punks.
Nasty Notes (Nasty Plot)
- Nasty Plot
- Instant Crush/Psychic
- Thunderbolt
- Focus Blast/Psychic/Substitute
EVs: 252 Sp Atk, 252 Speed, 4 HP
Item: Life Orb/Twisted Spoon
Nature: Modest or Timid
Nasty Plot! 'Nuff said, right? Raise that special attack sharply once your counters are KOed or crippled and go to town! The trick is finding a good opportunity to set up the boost...Substitute can give you that opportunity if you don't mind forgoing the 3rd attacking move. Just remember that Psychic is significantly more powerful than Instant Crush before deciding on which one you want as your sole psychic STAB if you want Focus Blast or Substitute.
Other Move Options
Dazzling Gleam: Fairy coverage is actually pretty nice for those annoying dragons. Except Tracton. Also helps with a few dark types.
Shadow Ball and Dark Pulse: Really want enemy psychic and ghost types KOed (particularly Dramsama)? These are the moves for you then!
Charge Beam: Attempt to boost while attacking at the same time! Very risky, but it might pay off if played correctly!
Thunder Wave: Always a useful move for crippling sweepers. A bit tricky to use on this pokemon, though...
Discharge: Not as reliable at paralyzing opponent's as Thunder Wave, but it does a respectable amount of damage while fishing for the paralysis, at least, so it's a decent alternative to Thunderbolt
Flash Cannon: Coverage against fairies and ice types! In particular, Luxelong!
Calm Mind: Don't use this, use Nasty Plot. If you want to use this, use Praseopunk instead since it can actually take a special attack or two after using this. That's practically Praseopunk's only niche over Neopunk.
Hidden Power Ice and Energy Ball: Neopunk's weapons of choice for eliminating most ground types that might give it trouble. Just be careful when picking which one you want to use, since you don't have enough room for both!
Hidden Power Fire: Rather inferior for coverage compared to Focus Blast, but it reliably roasts Metalynx without having to worry about missing if you aren't worried about Neopunk's other dark and steel type checks.
Attract: Why do the punks even learn this? They're genderless...
Light Screen and Reflect: Okay, so there's another niche for Praseopunk, I guess...don't use these on Neopunk, though.
Explosion: Neopunk still has 100 attack! Going BOOM! is going to hurt quite a bit even without a ton of investment into attack!
Thunder: If using Yatagaryu or a rain team, consider using Neopunk's most powerful attack as well!
Taunt: Can provide an opportunity to safely set up Nasty Plots on some walls. A good surprise factor.
Get Lucky: The name of one of Daft Punk's most iconic tunes and albums (well, Instant Crush is the name of one of their singles as well, but it's not nearly as iconic...). It's also an interesting gimmick for the punks. It's a 70 power Psychic type move that raises their critical hit chance. The increased chance to crit can help keep up the offensive pressure since nailing your opponent with super effective STAB might be a little difficult. Slotting it in is a little tricky, though...and the move itself isn't suited for Choiced sets, either.
Physical Neopunk: Don't even consider a pure physical set. Neopunk's physical movepool is absolute trash. Aside from Explosion and Return, Psycho Cut, Bounce, and Thunder Punch are its only notable physical moves, and it has nothing that can boost its physical attack. A physical Neopunk might catch your opponent off guard, but it will only work for so long before they bring in something that completely shuts it down.
Checks, Counters, and Partners
As stated earlier, there's only six pokemon in Uranium that resist the punks' STAB combination: Tracton, other punks, Metalynx, Drilgann, and Lanthan. Really bulky special walls that aren't weak to Psychic and Electric, such as Luxelong, are able to mostly shut Neopunk down as well if it isn't boosting with Nasty Plot and lacks the appropriate Super Effective coverage. Facing a Neopunk is a gamble if you don't know what coverage it has. And Focus Blast takes care of almost all of the big problem pokemon for it practically by itself.
Neopunk highly appreciates any pokemon that can reliably take out those checks, such as Archilles for the Steel types and Metalynx for Luxelong. Beware of Nucleon as well when using Neopunk. When Choice Scarfed, it speed ties with the little monster. Of course, you can always just smack it with an Instant Crush...but that's assuming it doesn't Quick Attack you into oblivion first, or survive the hit with its amazing special defense before retaliating with a guaranteed to be lethal Hyper Voice. A Raffiti with a Shell Smash under its belt also has some choice words for Neopunk, as its dark type allows it to avoid Instant Crush completely and proceed to kill Neopunk with either its Dark STAB or Atomic Punch. Mega Arbok is also a dangerous threat that needs to be watched for, as its Petrify ability and dark typing allows it to outspeed and attempt to KO Neopunk rather easily if Neopunk is not choice scarfed, and can pursuit trap it if it attempts to switch out.
Healing Wish users are great partners for the Nasty Plot set, since it can give the punk another go at setting up and cleaning the opponent's team out.
Anything faster than Neopunk that carries a strong Super Effective move will also trash Neopunk. Which is quite a few things. Archilles, Laissure, Gliscor, Shell Smashed Cocancer, Inflagetah, Tracton with Drill Run or Crunch...have some pokemon on hand that can help you deal with those faster threats, though, and they aren't as scary any more.
Healthy Speed Boost Tracton (using Protect against Scarfed Neopunk) and Mega Drilgann in the sand are the hard counters to Neopunk though, since it has no hope of outspeeding and killing either with Focus Blast no matter what it does (unless something baton passes it Speed Boosts), and the setup for boosting their speed is dirt easy. Eliminate these pokemon or cripple their speed heavily before attempting to bring in Neopunk against them.
Summary
Neopunk is a dangerous offensive pokemon, with just enough speed and more than enough special attack to to be a considerable danger. Its great neutral coverage from its STAB moves, variety of uncommon and useful move effects, and an ability to handle almost all of its checks and counters with the appropriate coverage makes it a force to be reckoned with. Low bulk makes it difficult to use, though, as it can't switch in reliably on much of anything, and there's quite a few faster threats that can and will OHKO it with a ground or dark attack. It's a glass cannon through and through, but one you definitely need to account for. When it switches in, something is going to be hurting.
What, I never said anything about the punks' abilities? Oh yeah...that's because they're useless in Single Battles. Neopunk has Minus, and Praseopunk has Plus. The abilities are only useful in Double Battles. And if species clause is enforced, you have to use both Praseopunk and Neopunk at the same time to benefit from the effects. If you do, though, both become fearsome attackers. And the real kicker is that if species clause isn't enforced, two Neopunk at the same time will still trigger Minus. Brutal. Gimmicky, but brutal (like Get Lucky and random coverage and utility moves).
As usual, I'm open to constructive criticisms and suggestions! Tell me what you think of this guide! I'm also looking at what I'll write a guide for next...I've got a brief list still, but I'll take suggestions into account before I write the next one.
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Competitive Guide: M-Arbok |
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Posted by: Lord Windos - 05-30-2017, 09:35 PM - Forum: Competitive Discussion
- Replies (20)
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Greeting, everyone! I have lately been looking through the catalogue of Mega Evolutions in
Uranium, and spot one that was particularly interesting to me: M-Arbok! Without further or do, let’s sink our fangs into this topic!
Mega Arbok
![[Image: latest?cb=20160816122206]](https://vignette2.wikia.nocookie.net/pokemon-uranium/images/a/a0/045_1.png/revision/latest?cb=20160816122206)
BASE STATS
HP: 60 S.ATK: 65
ATK: 130 S.DEF: 95
DEF: 100 SPD: 90
Unlike other Mega Evolutions in Uranium, what makes M-Arbok so good isn’t just stat increases or an ability change. On paper, compared to the likes of M-Archilles, M-Dramsama, or M-Drillagan, its stat boosts look poultry, since its spread rather evenly among its ATK, DEF, S.DEF, and SPD, making it seem like its Mega Form is stretching itself very thin across multiple fronts. Its Poison typing, while quite helpful in giving the many Fairies around the lethal injection, its Ground and Psychic weakness make it quite vulnerable in the higher tiers, where such moves are spammed with wild abandon.
The factors that give this mighty snake such a nasty sting, however, lay coiled up within its typing and movepool. Upon Mega Evolving, M-Arbok gains a Dark typing along with its Poison type, which is an absolutely huge boon for the toxic constrictor, as it gains one of the best type combination in the entire series! Its Poison/Dark grants it’s a crucial immunity towards Psychic types, reducing its weakness to only Ground, which unlike other mono weakness Pokemon (besides Ghost-Dark) is only 2X effective instead of 4X. Even with a deadly weakness to grit, its solid defenses and access Coil enable it to shrug off at least a hit, and retaliate with either a Seed Bomb or Ice Fang. Combine its typing, solid defensive bulk, and boosting moves, and it can weather a lot of thrashing!
Speaking of the snake’s moves, it has a surprising amount of coverage available to it. It has the three elemental Fangs to deal with the vast majority of types, nailing Ground and Steel types with the aforementioned Ice Fang or a Fire Fang. Through breeding, it also has access to Sucker Punch and Pursuit, which make it capable of being both a capable trapper AND revenge killer, and has access to Crunch for those that just want a plain Dark STAB. In addition, it also has access to Earthquake, giving it a solid option to take down the Steel types that try to wall it, and a great option to bury the Fearsome Fiery Trio (Inflagetah, Archilles, and Beliaddon)! It even has access to recovery other than Rest in Swallow, albeit it only working with Stockpile.
Finally, there is its Mega ability Petrify. In conjunction with Intimidate, it can either completely poison a Physical Attacker assault before it can even began, or force them out into a counter for the frightening snake, in which it can use Coil safely before triggering its Megalution to hobble the speed of its aggressor with any coverage move it can choose. Or fire off a boosted Gunk Shot, which is deadly to anything but Steel types, but you have Earthquake to scrap them!
Overall, despite its weakness to an extremely common and deadly type, M-Arbok’s typing, fine tuned stats, movepool and Abilities give this poisonous viper all the venom its needs to kill the competition!
MOVESETS
The Black Mamba! (Physical Sweeper)
Sucker Punch/Pursuit
Gunk Shot
Coil
Earthquake/Seed Bomb/Fire Fang
Nature: Adament/Jolly
EV’s: 252 ATK, 252 SPD, 4 S.DEF
If you want a deadly sweeper and powerful revenge killer in one hissing package, then feast your eyes on this set! The strategy for this set is simple: Either lead with M-Arbok to force a switch and use Coil, immediately Mega Evolve at the start to hobble the opposition even more to give you a chance for the first strike and/or screw over Choice Scarf users, or switch into a resisted hit and do one of the above options. Once you have boosted your stats or inflicted some damage on the opponent, you can proceed to tear into them with you choice of moves! Sucker Punch is an prime choice for a Dark STAB, as the boost provided by Coil and its high priority makes it a potent toxin to faster threats that try to switch in and outspeed you, such as Inflagetah, Archilles or Choice Scarfers like Nucleon, and is a great move for revenge killing. Pursuit, on the other hand, is great for trapping weakened targets, Ghost types like Dramsama, or Psychics once Arbok goes Mega, as its abilities often provoke switches that you can exploit with some prediction. Gunk Shot, in conjuction with a Coil, is a frightenly accurate move that hits like a truck full of toxic waste, proving absolutely ruinous to most Pokemon bar Steel types. The last move slot is all about what you need your venomous viper to cover for more. Earthquake is the first choice, as it deals with the vast majority of Steel types in the game and snuffs out Fire types like Chimiconda. Seed Bomb, on the other hand, is there to swiftly take care of any Ground types like Encartress of Laissure that try to switch in and muscle it out, and it’s a decent solution to the few Bulky Waters that room around, such as Brainroar and Evolite Regenerator Corsola. Fire Fang is mainly there for Metalynx and S-51A, if you don’t have any Fire types that are capable of dealing with them. The Nature you want depends on whether you want maxium power behind your attack, or want to take maximum advantage of Petrify to out speed your opponents.
The Diamond Back Rattle Snake! (Bulky Attacker)
Pursuit
Sucker Punch
Gunk Shot/Poison Jab
Seed Bomb/Earthquake
Nature: Adamant
EVs: 248 HP, 200 ATK, 60 SPD
Essentially Alola Muk’s set repurposed to accommodate M-Arbok’s needs and different movepool, but it is just as effect on it, if not more so! Pursuit is your first move of choice, as the constrictor’s abilities in either form often force the opponent to frequently shuffle there Pokémon in and out, allowing it to rake up an impressive amount of damage. Sucker Punch is there to have a semi-reliable Dark STAB, and a great way for the snake to get the alpha strike against a faster opponent. Gunk Shot is still a powerful move despite forgoing Coil, but if you miss with it, you will certainly pine for the accuracy boost the move provided, so Poison Jab is still a decently powerful alternative Poison STAB. The final move depends on what this hydra to muscle through. Seed Bomb gives it an option to threaten and Ground types not named Gliscor, and can combo well with either of your Dark STABs, while Earthquake shakes up all Steel types other than S-51A, and hits the Powerful Fire and Electric types present in the meta. Adamant nature ensures that every attack M-Arbok’s makes hits as hard as possible, and the EVs spread ensures that it can have as much health as possible, switch in a little more when Stealth Rocks are set up, and hit hard as possible while still out speeding certain targets after a Speed drop from petrify. While it does not have access to Knock Off like Alola Muk, but this poison python can still use this set to great effect! If you would prefer to have Coil/Stockpile on the set, however, you can replace either its Poison STAB or Sucker Punch with minimal hassle, but you would lose already powerful moves for simple stat boosts it doesn't absolutely need. The choice, however, is always left to you.
The Reticulated Python (Phase Tank Set)
Pursuit
Gastro Acid/Glare/Toxic
Stockpile
Swallow
Nature: Impish or Careful
EV’s: 248 HP, 252 DEF or 252 S.DEF
A Gimmicky set, but it’s a fun one to troll with! Pursuit is your main attacking move on this set, as it capitalizes on the many switches this snake moveset and ability will generate, and allows it to serve as a trapper if all else fails. Gastro Acid is very irritating move to be hit by, as it can hobble or outright cripple many Pokémon that depend on their abilities, forcing the opponent to switch out to reset its effects, which either allows this toxic creature to nail them with Pursuit, or have free opportunity to set up with Stockpile. Glare and Toxic can be used instead, however, to cripple tankier Pokémon that would want to switch in, or put the brakes on speedier Pokémon like Archilles while still generating momentum for your team. Stockpile and Swallow are used together to both allow M-Arbok to boosts its defenses to incredible levels, and heal off any damage at a moment’s notice at the sacrifice of the buff. Recovery heavily reliant on prediction, however, so if Swallow is used at the wrong time, you might end with a battered snake before you even know what hit you! Even is for maximum Health and Defense, but you can opt to split the DEF EVs into both defenses or into ATK, if you want Pursuit to hit harder. Not the most effective set out there, but it is still a somewhat viable one if you just want to mess around with the enemy team!
The Scarlet King Snake (Substitute Set)
Substitute
Coil
Sucker Punch
Gunk Shot
Nature: Careful
EVs: 252 HP, 252 S.DEF, 4 ATK
Credit to shademonkey for this wonderfully brilliant set, an I can't believed I didn't think of when I originally posted this guide! The concept of this set is simple here, but how you execute is the key to victory. You either switch in on a hit you can safely resist (Or a Psychic attack, for no risk at all!), or wait until one of its teammates drops dead to safely let the hydra slither onto the battlefield. Once Intimidate and/or Petrify freezes the enemy in their tracks, start setting up a Substitute or Coil boost, depending on what you predict your opponent will do. Presuming that you get up the Substitute some venomous point down the line, you can then proceed to stack as many boosts as you can get away with, then start laying in with brutal Sucker Punches or Gunk Shots, depending on what you this hungery snake is staring down at the time. Since Substitute offer protection from status and at least one free action for the viper, this is a very puissant set, and fit perfectly in Defensive Tank teams or Stall. Nature and EVs are to ensure that M-Arbok has the toughest snake skin hide imaginable, as it has no way of boosting its S.DEF outside of a Calm Mind BP. Speaking of Baton Passer, I recommend you have a Cleric like Slyveon or Luxelong on the team with it to pass Wishes onto it and cure the occasional status, as it has no form of reliable recovery outside of Rest, which is a really hazardous move to have on it, given its weakness to Ground!
OTHER MOVES
Poison: Fang: If you don’t mind having a weaker Poison STAB for a 50% chance to Toxic the target, then go for it!
Dig: A good way to protect yourself, but the opponent could just switch to something Immune to it easily, or use Earthquake to bring the poison python’s a painful pummeling!
Beat Up: Great if you have a Hyper Offensive team full of Physical Attackers, and it would work especially well on the Phase Tank Set.
Swagger: Can be used in conjuction with Glare to set up the dreaded Parafusion combo, but while M-Arbok is bulky, it has no reliable recovery outside of Swallow, so….
Rest and Sleep Talk: Can be used together to get a ResTalk set going, but that Ground weakness and low base HP can make it pretty hard for it to survive long enough to make use of the combo!
Snatch: Switch into a target that going to try set up, steal those boosts, and use them for yourself! Nasty stuff right there…perfect for a Dark type!
Disable: Use it on a Choice item user or a Tank at the right time, and watch as they collapse! Finding a spot and opportunity to use it is the hardest part, though!
Aqua Tail: If you want to put the hurt on Ground and Fire types with just move and have something else to deal with Steel types, then this is an apt choice.
Ice Fang: Basically your using this to hunt down Gliscor or Harptera, while still having a semi-powerful move to deal with Ground types and Dragons with.
Nuclear Form: Don’t use it. Just don’t. It is not fast or strong enough to take advantage of its typing, and its moves are all Special based, so the Nuclear move it gets is absolutely worthless. Stick with Nucleon if you want a Nucmon on your team!
Partners for Mega Arbok:
Pranksteer Taunt users like Whimsicott and Sayble eye can greatly help cripple the enemy team before it encounter the deadly snake, and they can prevent Hazard users from doing there job, which is always great. Baton Passer like Stenowatt or Luxelong would be a great boon for the it as well, as they can pass along Speed, Attack, and Defense boost as necessary. The later can double as a cleric for the team, using Wish and Heal Bell to keep M-Arbok healthy and in prime fighting condition. Siekameter is also a great partner for the hydra, as it can lay down Sticky Webs to slow the enemy team down, switch into and resist incoming Ground type attacks, and use Ice Beam/Surf to take care of them as well! Having either Inflagetah or Archilles would also help extend M-Arbok’s stay on the field, as they can pick off Steel types that could wall one without Earthquake and take advantage of the disruption that the snake causes. Finally, Cocancer can soundly counter Ground and Steel types that try to close in on the snake with Wood Hammer and Earthquake, respectably, while M-Arbok can destroy Alpico and checks fellow Poison types like Chimiconda.
Counters to Mega Arbok:
Steel and Ground types, first and foremost. If it is not packing the appropriate coverage move, they can either wall them with impunity, or force it out on threat of Earthquake. It hates being burned or paralyzed too, so Status users like the aforementioned Whimiscott or Antarki will defang the venomous viper before it can even start sinking its fangs into its prey. Strong Fighting types such as Baariette/M-Baariette can put serious dents into while resisting its Dark STABs. Herolune and Lathan could be considered its greatest counters, as both have extremely painful moves to deal with, while the later laughs at Seed Bomb, Earthquake and Ice Fang, before a Sheer Force Metal Crusher or Subduction comes in to completely bury the hydra alive before it can even blink.
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