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Competitive Guide: Xenoqueen
#1
Hello Hello, my faithful followers (I hope so, anyway)~! Once again, the holiday season has infused me with the spirit of giving, so this Christmas has I bring you one of the less appreciate Nuclear menaces that grace Uranium: Xenoqueen! Let usher in a jolly nuclear winter with this xenomorph queen of nuclear energy, shall we?

[Image: latest?cb=20160812023924]


BASE STATS

HP: 96                  S.ATK: 116
ATK: 45                S.DEF: 114
DEF: 96                SPD: 84

Nuclear could be considered the “All or Nothing” type in Uranium. First things, those Pokémon have access to a move type that is so effective that calling it apocalyptic would not be an understatement in the slightest. Secondly, most of the Corrupted Nuclear types in the game have decent to great Attacks stats, deep enough movepools that, paired with their Nuclear moves, giving then near-to total super effective coverage. Their abilities also tend to synergize just as well as when they were non-irradiated, making them even deadlier. With prestige and power like that, why wouldn’t everyone want one on their team?

Unfortunately (or fortunately), they have several weaknesses that really put them down under, or should I most of them. For those unaware, Nuclear types are super effective against all types except themselves and steels, but they are also weak to every type in the game as well. Combine that inherent weakness with bad defensive types and most of the Nuclear ‘mons lacking in Speed, and you have Pokémon so unstable they decay right before your eyes. To put the red hot cherry on top the isotope, Corrupted Nuclear ‘mons can’t be breed and are disobedient until the late game, making them a major inconvenience to both train and use the, unless you go through the process of Synchronize Nature hunting and/or some intense radioactivity when you go hunting for scads of them in hopes of decent IVs.
So with all that information in mind, where does that leave Xenoqueen at? Well, it’s a Pure/Natural Nuclear type, so it only has to worry about 2X damage from most types; a small blessing indeed, all things considering. More importantly, as of patch 1.04H, you can actually breed Pure Nuclear types, making it possible to both bring a true Nuclear power to play and re-enact the Aliens franchise. Its speed, while not in the Speed Demon Level (Archilles, both Inflagetahs, Alpico, and any Speed Boost Pokemon [Eventually]), makes it just fast enough to outpace the slower bulkier ‘mons like Beliaddon or M-Syrentide and use Choice Scarf to a similar degree to Nucleon.

On that note, most of its stats are similar to its to the little irradiated furball, the main differences being that its HP and DEF stats are somewhat higher than, and its ATK marginally lower. It also has access to a much wider movepool than Nucleon, sporting great Special Attacks moves like Overheat, Fire Blast, Sludge Bomb, Dark Pulse, Ice Beam etc. Given recent changes and being able to be IV breed, why hasn’t the xenomorph itself usurped the Heavy Metal throne from Nucleon? I can think of two reasons, Nucleon’s wombo combo and simplicity. There is only one real set for Nucleon, but it is so robust that it doesn’t matter, and works extremely well with C.S. Since Atomizate turns any Normal type move into Nuclear, Hyper Voice becomes a 90 Power move with no draw backs and can bypass Substitutes: Yikes! Meanwhile, while Xenoqueen can run a similar set, it does not have access to a similarly overpowered move with no drawback and is slightly slower than it, making others overlook it.

They should have taken a few more shaded peeks, though, because if they did, they find out it can do so much more than just sweep. It has access to better coverage moves  than Nucleon to defend itself, and has support/utility moves such as Glare, Nuclear Waste, Taunt etc. Its higher HP and better Def also lets it be able to buff itself with Nasty Plot and use Substitute to a degree that Nucleon can only half-replicate it. The move Fallout, though, is what really makes the mutated abomination glow. It is a weather state that is supposed to function like Nuclear Stealth Rock every odd turn, vaporizing any Pokémon that is not part Steel/Nuclear type or has a weather canceling ability/move of their own. Factor in actual Stealth Rock/Spikes/BOTH and Toxic, and it is assured that no matter what the other team does, they are still screwed. Perhaps most importantly, it is also supposed to reduce a Nuclear type’s weakness, turning Xenoqueen from having a bad case of brittle exoskeleton disease to a bulky nightmare monster  that pays true homage to its inspiration! The best part is that the weather confers this weakness neutralization to the rest of its Nuclear breathen, making it essential for Nuclear type team’s long term survival.

It has its own unique ability Aftermath is also quite interesting on its own merits. Anything that knocks it out with contact damage lose a quarter of its health, making most Opponents hesitate in taking the thing out if they are either have Low Maximum HP or who already banged up. If they decide to bite the uranium slug, it opens up the offenders to OHKOs or outright melts them. This mean that you can use it to deter Physical Sweepers or Walls from staying in against it, force the opposition switch out to a better counter, or use it as a suicide bomber if it is heavily wounded and you want to punish some pesky nuisance. Add in hazards and Fallout, and nothing will end up without looking like crisp, burnt meat. Opens up a whole lot of mind games to be had~! Damp is so situational that its comical, so Aftermath is the obvious choice for ability.

In conclusion, while a little overshadowed by its more famous cousin, this thing is still an unholy force of nature, demonstrating just how wrong (or right) is the wondrous power of Nuclear energy.

MOVESETS

Dr. Xenomorph: Or how I Stop Worrying and learned to love the Facehugger (Fallout Set)
Fallout
Proton Beam/Radio Acid
Overheat/Fire Blast
Glare/Taunt/Half-Life/Torment
Ability: Aftermath
Item: Expert Belt or Focus Sash
Nature: Timid; Bold or Calm (For Defensive/Hybrid EV distribution)
EV’s: 252 S.ATK and SPD;  252 Defenses ; 156 S.ATK, 252 SPD, 100 DEF

This is the bugger’s standout set, burning its niche via scorching Nuclear storms. Fallout is the first move you should be using when its switch in, as it immediately levels the playing field against and begin the cycle of pain. The Choice between Proton Beam/Radio Acid and Overheat/Fire Blast is whether or not you want powerful, crippling moves on it that forces switching in and out of the field, or moves that let is maintain its momentum and staying power. I recommend that if you only have one cripplingly powerful move on the set at any given time, but feel free to experiment. The last move choices depend on what you specifically want it to accomplish. Glare lets it somewhat reliably stay ahead of faster targets if they get themselves caught in it, while Taunt would get rid of Hazard/Weather/Status users and prevent the opponent from trying to buff their own ‘mons. Half-Life, together with Aftermath and Fallout damage, would kill anything not resistant or neutral to the dynamic sequence, while Torment royal ruins Choice item users (particularly Nucleon, its prime competitor) and buys it more time act as it can, or forces even more switches. A thoroughly troublesome moveset, this is what you want for a Nuclear team, or make things as painful as possible to play against. The EV’s depends on whether you want pure power to incinerate every in your way, enough Bulk to survive a hit so that it can set up weather, or a hybrid their of.

The Anti-Radiation Containment Unit (Trapper Set)

Toxic/Taunt/Nasty Plot/Substitute/Flamethrower
Radio Acid
Fallout
Infestation
Ability: Aftermath
Items: Rocky Helmet/Binding Band/Leftovers
Nature: Lax or Bold
EV’s: 252 Defenses, 4 SPD; 252 DEF, 252 SPD 4 S.DEF

While not a set everyone would expect on the irradiated abomination, it is non-of the less effective in purging their weaker supports, or finishing off their straggling Sweepers. As always, Fallout is there to set the weather condition to your favor, and help chip down anything trapped within its caustic grasp. Nasty Plot is there to buff Radio Acid to insane levels of damage, since it does consistent damage and has the power to further waylay Physical Attackers with Burn. However, seeing as this is more of a defensive set, Taunt, Toxic or Substitute can allow it to more easily wear down an opponent without worrying about setting up, and Flamerthrower can allow you to trap and eliminate Steel types with ease, which would otherwise wall you. Finally, we have Infestation, which is there to lock down your target and throw them into a death match, and to erode an opponent’s defenses too quickly before they could react.  This moveset is perfect in dealing with Bulky Physical Attackers like Beliaddon, Cocancer, and Metalynx, as it traps them in situation that will either out right outright liquidize them, or cripple them to the point that they are easy pickings for the rest of your team. EV training depends on if you need it to endure heavier bombardment, or you can afford to forsake its Special Defense in favor of mobility. The items depend on on whether you want enhance contact damage, enhance Infestation’s strangle hold on the enemy, or give the mean green xenomorph some form of long term recovery.

The Uranium Bunker (Nasty/Fallout Sub Set)

Substitute
Nasty Plot/Fallout
Proton Beam/Radio Acid
Flamethrower/Fire Blast
Ability: Aftermath
Item: Leftovers or Salac Berry
Nature: Timid
EV’s: 208-204 HP, 48-52 S.ATK, 252 SPD

This moveset is designed to keep it safe long enough to build up some terrifying damage, semi safely set up Fallout weather and better utilize Lefties, or for it to function without having to support a Nuclear type team. For a change of pace, I’ll talk about EV’s first, as the mutant is in the details here in this case. 208 EVs in HP give you a total health of 385 (At Lv 100), letting you switch into Stealth Rocks more, better endure hazards like Sand Storm/Spikes, create 96 HP Subs, and recover more from Leftovers; better survival for the queen, overall. 204 HP EV’s, meanwhile, lets you trigger the Salac Berry only after 3 Subs instead of 4 (without relying on chip damage), which would allow you to hunt down threats that much faster (again, at Lv. 100). As for the moves, Substitute is your best friend, as it takes a hit or two for you so that you can amp up its Special Attack with Nasty Plot and start firing off Flamethrower/Fire Blast and Proton Beams with impunity. If it has the Salac berry instead, it might be a good idea to run Fallout and Radio Acid together instead, so that it can enjoy its speed for a longer period time before its inevitable demise. You could siphon some EV’s out of Speed to further enrich Xenoqueen’s attack if that suits your purpose, but I would not recommend it over optimizing its speed.

N.P.C.S. : Nuclear Powered Choice Scarf

Radio Acid/Proton Beam
Fire Blast/Flamethrower
Taunt
Shadow Ball/Half-Life/Glare
Ability: Aftermath
Item: Choice Scarf
Nature: Timid
EV’s: 252 S.ATK, 252 SPD, 4 S.DEF

Nucleon v2.0, essentially. The difference with this set here are rather obvious, as it has access to much more powerful Fire Blast to turn Steel types into slag (Or Flamethrower for less risky sweeping), making it more capable of defending itself in regards to its counter. Glare also has a place on this set, as while it will most likely cost the radioactive xenomorph greatly to get it off, crippling ANY of the Speed demons of the game with Paralysis is extremely useful and valuable. Otherwise, this is just another CS sweeper/revenge killer, one that is slightly inferior to the current Nuclear Scarf Champeon. When Nucleon is inevitably banished into Ubers tier for devastating power, though, Xenoqueen can just pick right off where it left. Since the glowing insectoid isn’t broken to the same degree as Nucleon, it is less likely it will face the banhammer, and more likely continue on its merry way.

OTHER MOVES

Dark Pulse and Signal Beam: Can be used over Shadow Ball in the Choice Scarf set, but Fighting and Ghost types (respectively) would have an easier go at the queen bee as a result.

Its Physical Attacks other than Infestation: Given its 45 ATK stat, any moves utilizing it would be woefully ineffective. Beside, Proton Beam/Overheat kill everything in the game anyway.

Caustic Breath: While not a Fire type move, its ability to erode Defense could force more switches and help deal with Proton’s Beams debuff without Nasty Plot.

Rest: While Fallout can iron out its weakness, it does not mean that it would be sturdy enough to take a few hits long enough to fully utilize a ResTalk Set. It could work, but it also become Taunt bait in the process with ¾ of its moves being non-damaging options.

Fission Burst: Can be used as a suicide button, but there are better ways to inflict crippling damage. That, and there is no assurance that it will finish of a target, since Xenoqueen has terrible ATK.

Double Team: If they can’t hit you, they can’t exploit your biggest weakness!

Partners to Xenoqueen

The Xenomorph’s biggest problem is its speed, as its powerful enough to take just about any threat by itself. Tailwind from a Nuclear Eshouten or Whimsicott can certainly speed things up for it, as well as a Sticky Web from Seikamater. Luxelong, Jolteon, or Stenowatt Baton Passing a speed boost would also be a terrific option for its long-term survival. Luxelong and Metalynx can be used to get rid of Yatagaryu, Alpico, and Astronite, while Laissure can cripple/OHKO Archilles, Inflagetah, and Tracton, while also be able to lay out Stealth Rock/Spikes to combo with Fallout’s damage. Status users like Atarki, Whimsicott, and Winotinger can slow down or cripple the enemy team with Paralysis/Burn, or Taunt/Encore a Pokémon to set up an opportunity for it to safely switch in.
If your building a Nuclear Team, then having a Gararewl would be a smart decision, as its completely immune to Fallout, can lay Stealth Rocks and trap ‘mons with Metal Whip, and tank Physical damage much more readily than Xenoqueen could. Metalynx, on the other hand, has more option for recovery and stalling other teams out with Synthesis/Leech Seed + Toxic. N-Baariette would greatly benefit from Fallout, and be able to safely Sweep after triggering Guts/Moxie then Mega Evolving. A Ratfitti using Expunge would also like Fallout’s conditions, but it would have to watch for that Fallout damage. Tracton, meanwhile, would work perfectly fine in a Nuclear comp, and may even be able to nab a few extra speed boosts with all the commotion that will happen.

Counters to Xenoqueen:

If it can’t set up Fallout in most situations, it will fall out of the battle pretty soon after the fact is discovered. Weather teams and M-Archilles, M-Elextrux, Encartress, HA Galvinug, Anderind, etc.. therefore, completely screw over your strategy, forcing you to duke it out and wrestle the weather back into your favor. Instant weather ability, like Drizzle and Drought, makes things turn even uglier for the irradiated monstrosity quickly, as, chances are, you won’t have time to set up again. If you do, it is just going to make it burn turns re-setting Fallout, while things like HA Encartress take potshot at you, then switch out to a much speedier threats like Astronite or Frostra. On that note, without any Speed modifiers on either side, Xenoqueen outlook is dire, as a lot of the heavy hitters of the ‘Meta’ have more than enough speed to OHKO. Even then, Alpico and Inflagetah probably won’t care about the modifiers anyway, as the former is still fast enough to run ramp shod on Xenoqueen after 1-2 Buff/Debuffs, while the former has access to Acceleration boosted STAB priority moves and its Megalution. Oh, then there is Yatagaryu, who has the worst of both world for the twisted creature, as its both faster AND has its ability Thunderstorm to ruin any plans of thermonuclear detonation from the bug. Beware the Stormbringer indeed!

Summery

Don’t overlook this terror, or otherwise you’ll be in for a world of pain. Its ability to set up Fallout, combined with a variety of ways to wear an opponent’s Pokémon down even further, makes it a force to be reckoned with. In addition, since Fallout (is supposed to) reduce a Nuclear type’s weaknesses, it paves the path for other Nuclear ‘mons to re-enter the scene. It is not solely reliant on Fallout, though, as it can run Substitute sets and Choice Scarf perfectly fine, while not being so blatantly overpowered that it would be a problem (Oh, Nucleon…). However, if it can’t or doesn’t get the chance to set up its weather, it’s a dead Pokémon walking in most cases. On top of that, without a least a little support from its own team, it will have a hard time actually trying to do its job. So if you don’t have a Baton Passer and/or Tailwind/Sticky Web user, or end of losing them in the fight, then god bless the queen! Even then, the Speed Demons of the game will still annihilate it before it has the opportunity to do ANYTHING, so if you don’t take them or switch out immediately to a counter… Yatagaryu and M-Electruxo are probably its hardest counters, as they are both sufficiently fast enough to deny it, and have a form instant weather that negates Fallout on switch-in/Megalution. In spite of the stiff competition, Xenoqueen can still be an excellent Pokémon to consider, as its potential for harm outweigh (or at least balance out) its Problems. Treat this radioactive xenomorph right, and you’ll soon feel sorry for the poor teams that will suffer its wrath.
Like the wind, I come and go as I please... but I am always there to provide a comforting breeze.

Member of Team PUNishment. Pun-pare for Struggle, make it Double Team!

Heart Phantom is my OTP~ Heart

Online ID: 000650
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Messages In This Thread
Competitive Guide: Xenoqueen - by Lord Windos - 12-25-2017, 12:37 PM
RE: Competitive Guide: Xenoqueen - by Lord Windos - 12-25-2017, 02:01 PM
RE: Competitive Guide: Xenoqueen - by Narshyl - 12-25-2017, 01:38 PM
RE: Competitive Guide: Xenoqueen - by Lord Windos - 12-25-2017, 01:58 PM
RE: Competitive Guide: Xenoqueen - by Lord Windos - 12-26-2017, 01:17 AM
RE: Competitive Guide: Xenoqueen - by Spiritmon - 12-25-2017, 08:34 PM
RE: Competitive Guide: Xenoqueen - by xaritscin - 01-13-2018, 10:48 PM
RE: Competitive Guide: Xenoqueen - by Lord Windos - 01-14-2018, 12:27 AM

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