Anchors Aweigh – Dhelmise Analysis for Sun Series (VGC 2019)

Dhelmise SunSeries

 

***THIS PAGE WILL BE UPDATED WITH MORE BENCHMARKS AS THE METAGAME STABILIZES***

 

OVERVIEW

 

The Grass and Ghost Type combination saw a bit of an overload over the past two Generations, with 4 fully evolved introductions since the release of Pokemon X and Y. As the last member of this group in National PokeDex order, Dhelmise requires a niche of its own to properly carve out a place in the metagame. Luckily for the Sea Creeper Pokemon, its release in Generation VII meant that it was blessed with a Signature Ability of its own: Steelworker.

Steelworker grants Dhelmise a very useful third STAB without having to suffer from its Type Weaknesses. With Kyogre and Xerneas metagame dominating influences, having two out of three possible STAB options striking both for super effective damage makes Dhelmise a much-appreciated tool in one’s arsenal. As a Ghost Type Pokemon, it is not only immune to Fake Out but also great against the likes of Tapu Lele and the Light Trio.

In this article, we shall look at how to construct a Dhelmise set for the Sun Series metagame. We will first explore its move combinations, followed by Hold Item choice, and finally, useful EV Benchmarks to wrap up the process.

 

MOVES

 

Slot 1

The first move out of any Dhelmise spread would be one of its three STAB options. In this case, a good starting point would be its Ghost Type STAB. This would usually be Phantom Force, Dhelmise’s strongest Ghost Type move. The two turn mechanic can be simultaneously a blessing and a curse, the latter simply because the opponent can simply switch out the most probable target into something that resists Ghost Type moves. However, Phantom Force’s protection lifting effect and granting temporary semi-invulnerability makes it a nifty skill to have. The other alternative would be Shadow Claw, which does less but immediate damage.

Slot 2

Dhelmise’s next move would be its Grass Type STAB. For the Sea Creeper Pokemon, its only Physical Grass Type move, Power Whip, becomes the non-disputable choice. While it strikes hard, it is not the most reliable in terms of accuracy, so players will have to keep that in mind.

Slot 3

The third slot goes to Dhelmise’s effective third STAB. The two typical choices are Anchor Shot and Gyro Ball. Anchor Shot, Dhelmise’s signature move, might have the same Base Power as Iron Head, but is rather consistent in terms of damage output and has the additional effect of preventing the target from switching conventionally. This means that, unless the target is Golisopod or holding an Eject Button, it is forced to stay until Dhelmise leaves the battlefield. Gyro Ball, on the other hand, synergizes well with Dhelmise’s low Base Speed, and is great against faster Fairy Type foes like Xerneas and Tapu Lele.

Slot 4

Players often carry Protect as Dhelmise’s last move to help it bide a turn as Trick Room is being set up. However, this slot can also be replaced for alternative team support or coverage if the team requires it. Examples would include Ally Switch, Helping Hand or Pain Split for support, or Knock Off for coverage. Each choice has their own utility, so players will have to decide what would aid their team the most.

 

HOLD ITEM

 

The Hold Item choice for Dhelmise is rather straightforward. The player either bolster Dhelmise’s damage output or help the Sea Creeper Pokemon take hits better in the current metagame. Three possible alternatives will be showcased here, namely: Life Orb, Zoom Lens, and Assault Vest.

 

Life Orb

 

Dhelmise @ Life Orb
Ability: Steelworker
Level: 50
EVs: 188 HP
Brave Nature
IVs: 0 Spe
– Anchor Shot / Gyro Ball
– Phantom Force / Shadow Claw
– Power Whip
– Protect / Ally Switch / Helping Hand

 

Self-explanatory Dhelmise set. Life Orb helps Dhelmise secure the OHKO on certain bulky Xerneas with Gyro Ball, 252 HP Lunala through Shadow Shield with Phantom Force, as well as certain bulky Kyogre through Intimidate with Power Whip. The HP EVs given are optimized for use with Life Orb.

 

Zoom Lens

 

Dhelmise @ Zoom Lens
Ability: Steelworker
Level: 50
Brave Nature
IVs: 0 Spe
– Anchor Shot / Gyro Ball
– Phantom Force / Shadow Claw
– Power Whip
– Protect / Ally Switch / Helping Hand

 

This is effectively the same set as Life Orb Dhelmise, but with Zoom Lens instead. This trades the power bonus for added reassurance on Power Whip, with the Zoom Lens working well with Dhelmise’s low Base Speed to patch up Power Whip’s accuracy.

 

Assault Vest

 

Dhelmise @ Assault Vest
Ability: Steelworker
Level: 50
Brave Nature
IVs: 0 Spe
– Anchor Shot
– Knock Off
– Phantom Force
– Power Whip

 

Dhelmise’s tendency to move last means that Assault Vest is greatly appreciated to help it survive till its turn. As such, Knock Off takes the place of Protect and other support moves as Dhelmise’s fourth coverage, though it is more useful for its Hold Item ridding effect than for actual damage.

 

EV BENCHMARKS

 

Speed

NONE

 

Defense

-1 252+ Atk Incineroar Flare Blitz vs. 188 HP / 0 Def Dhelmise: 138-164 (81.6 – 97%) — guaranteed 2HKO
252+ Atk Groudon Fire Punch vs. 252 HP / 52 Def Dhelmise in Sun: 148-176 (83.6 – 99.4%) — guaranteed 2HKO

 

+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 52 SpD Assault Vest Dhelmise: 148-175 (83.6 – 98.8%) — guaranteed 2HKO

 

Offense

252+ Atk Dhelmise Anchor Shot vs. 164 HP / 92 Def Tapu Lele: 170-202 (102.4 – 121.6%) — guaranteed OHKO
252+ Atk Dhelmise Power Whip vs. 4 HP / 0 Def Ludicolo: 151-178 (96.7 – 114.1%) — 81.3% chance to OHKO
252+ Atk Life Orb Dhelmise Gyro Ball (103 BP) vs. 4 HP / 0 Def Xerneas: 265-312 (131.1 – 154.4%) — guaranteed OHKO
252+ Atk Life Orb Dhelmise Power Whip vs. 252 HP / 4 Def Groudon: 218-260 (105.3 – 125.6%) — guaranteed OHKO
-1 252+ Atk Life Orb Dhelmise Power Whip vs. 252 HP / 0 Def Kyogre: 218-257 (105.3 – 124.1%) — guaranteed OHKO
252+ Atk Life Orb Dhelmise Power Whip vs. 252 HP / 0 Def Ludicolo: 196-231 (104.8 – 123.5%) — guaranteed OHKO
252+ Atk Life Orb Dhelmise Anchor Shot vs. 4 HP / 0 Def Xerneas: 205-244 (101.4 – 120.7%) — guaranteed OHKO
252+ Atk Life Orb Dhelmise Phantom Force vs. 252 HP / 0 Def Shadow Shield Lunala: 244-291 (100 – 119.2%) — guaranteed OHKO

 

COUNTERS AND CHECKS

 

Yveltal

 

Being a Ghost Type leaves Yveltal vulnerable to Dark Type moves, and Yveltal makes for a great threat thanks to its Dark Aura. It can smash through the Sea Creeper Pokemon with either STAB Knock Off or Foul Play, but none of what Dhelmise can muster can truly threaten the Destruction Pokemon.

 

Incineroar

 

Dhelmise might be immune to Fake Out, but it is weak to both of Incineroar’s STAB options in Knock Off and Flare Blitz. Intimidate also reduces Dhelmise’s effectiveness against the threats it is supposed to handle, and the Sea Creeper Pokemon doesn’t have anything in its arsenal to eliminate the Heel Pokemon. Lastly, it is slower than Incineroar, meaning that unless Trick Room is active, Dhelmise is unlikely to survive until its turn when facing Incineroar.

 

Lunala

 

Lunala represents Dhelmise’s other major Type Weakness as a Ghost Type Pokemon. Moongeist Beam is a solid KO on Dhelmise without Assault Vest, but running that means that the Sea Creeper Pokemon misses out on the instant OHKO. Its low Base Speed also means that it is heavily dependent on Trick Room to finish off Lunala, something the Moon Pokemon can reverse.

 

TEAMMATES

 

Kyogre

 

Kyogre, through Drizzle, sets up the Rain that is crucial at reducing the damage Dhelmise takes from Fire Type moves. While opponents can switch in Groudon to suppress Rain, it has to watch out for an incoming Power Whip, which can be rather hefty if Dhelmise carries Life Orb. STAB Power Whip is also capable of dealing massive damage to frail variants of Ludicolo, a commonly seen accomplice to opposing Kyogre.

 

Incineroar

 

Incineroar can, through Fake Out and Intimidate, halt Dhelmise’s counters so that the Sea Creeper Pokemon can strike its designated target properly. With its Fire Type STAB, it is also extremely valuable at dealing with opposing Grass Type Pokemon like Venusaur, Amoonguss, Ferrothorn, and Kartana, and can bring in Dhelmise safely on the turn Trick Room is set up with a slow U Turn.

 

Nihilego

 

Nihilego is one of the few Trick Room setters out there that doesn’t aggravate the team’s vulnerability to Yveltal and/or Lunala. In return, Dhelmise helps the Ultra Beast eliminate opposing Water and/or Ground Type threats like Kyogre and Groudon with STAB Power Whip. Dhelmise can also pressure Psychic Type foes like Tapu Lele with STAB Phantom Force (or Shadow Claw). As one of the few Rock Type Pokemon that hits from the Special Spectrum, its corresponding STAB is essential when facing against Yveltal and Incineroar, especially since it is not affected by the latter’s Intimidate.

Aura Blast – Lucario Analysis for Sun Series (VGC 2019)

Lucario SunSeries

 

***THIS PAGE WILL BE UPDATED WITH MORE BENCHMARKS AS THE METAGAME STABILIZES***

 

OVERVIEW

 

Lucario is rather unique, as it is the only eligible Fighting Type that has a higher Base Special Attack than Base Attack. With both stats over 110, Lucario is one of the few that can function effectively as a sweeper from either spectrum. When Ultra Series returns Lucarionite to eligibility, Lucario can become the true force that it was meant to be.

In a metagame that largely revolves around Fairy Type Pokemon like Xerneas and the Alolan Guardians, running a frail Fighting Type with mediocre Base Speed, especially one that Speed ties the likes of Kyogre and Groudon, might not be the best option. However, as the only Steel and Fighting Type Pokemon, its STAB combination allows it to fill a very important niche and role for teams struggling to deal with Xerneas and opposing Steel Type Pokemon.

In this article, we shall look at how to construct a Lucario set for the Sun Series metagame. We will first explore its move combinations, followed by Hold Item choice, and finally, useful EV Benchmarks to wrap up the process.

 

MOVES

 

Slot 1

The first slot is typically given to a Steel Type move, considering the influence that Xerneas has on the metagame. In Lucario’s case, this would be Meteor Mash. It hits slightly harder than Iron Head, but at the cost of 10% in accuracy. Players looking to run a Special based Lucario would see this slot be taken up by Flash Cannon instead.

Slot 2

The second slot is subsequently reserved for Lucario’s Fighting Type STAB. Here, the Aura Pokemon has multiple options to choose from. Lucario is rather spoilt for choice on the Physical spectrum, with Close Combat, Hi Jump Kick, Low Kick, Drain Punch, and Power Up Punch all possible moves that it can run as its Fighting Type STAB.

The first three deal the massive damage, but each comes with its own drawbacks. Close Combat leaves Lucario with a nasty -1 in both Defense and Special Defense, which may not be a good thing due to its low bulk of 70 70 70. Hi Jump Kick does the most damage but comes with somewhat shaky accuracy and a hefty crash recoil if it misses or hits in a Protect. Low Kick, on the other hand, while good against the heavier Restricted Legendaries roaming the metagame, does pitiful damage to lighter targets like Kartana. Drain Punch and Power Up Punch deal significantly less damage, but pack their own unique niches: Drain Punch grants Lucario a makeshift form of recovery, while Power Up Punch can help negate Intimidate and literally power up Lucario’s next hit.

On the Special spectrum, Lucario only has Aura Sphere to rely on, unless players are willing to take a risk with the horribly inaccurate Focus Blast, a move more affectionately known as “Focus Miss”.

Slot 3

The third slot goes to Protect, so as to help the Aura Pokemon bide a turn as Trick Room is set up. If players are worried about Imprison, however, they can run Detect instead, at the cost of lower PP.

Slot 4

The final slot is largely dependent on the team’s needs. The moves can be split into three main categories: support, priority, and coverage. In terms of support, players can choose between Feint, Follow Me, and Helping Hand, all fantastic team support moves for different occasions. Feint lifts Protect on the target so Lucario’s partner is guaranteed a hit, while Follow Me helps to draw away unwanted moves like Grass Knot or Moonblast. Lastly, Helping Hand boosts the damage output of Lucario’s partner.

In terms of priority, Lucario has two options to choose from, though they are largely bound to the attack spectrum it operates from. Bullet Punch hits off Lucario’s Base Attack and is better suited for hitting Fairy Type foes like Xerneas after Geomancy. Vacuum Wave, on the other hand, hits off Lucario’s Base Special Attack and is better suited for sniping opposing Kartana.

Lastly, Lucario can delve into its diverse move pool to better handle threats to the player’s team. Examples would include but not be restricted to: Blaze Kick for opposing Grass Type Pokemon like Venusaur, Amoonguss, and Tsareena; Crunch for opposing Lunala; Thunder Punch for opposing Kyogre and Yveltal; and Zen Headbutt for Poison Type foes.

 

HOLD ITEM

 

Lucario’s Hold Item choice is one of the most flexible, considering that it works well with almost every popular Hold Item. Three possible alternatives will be showcased here, namely: Focus Sash, Choice Scarf, and Assault Vest.

 

Focus Sash

 

Lucario @ Focus Sash
Ability: Inner Focus / Justified
Level: 50
EVs: 252 Spe
Jolly Nature / Timid Nature
– Bullet Punch / Vacuum Wave / Feint / Follow Me / Helping Hand
– Low Kick / Aura Sphere
– Meteor Mash / Flash Cannon
– Protect

 

Basic Lucario set. Focus Sash buys Lucario one hit as it uses either Follow Me or Helping Hand, while either Inner Focus or Justified can be used as Lucario’s Ability. The former shields Lucario from unwanted flinches, while the latter gives the Aura Pokemon a nifty +1 boost to its Attack for each Daryk Type hit it takes. Lucario’s Nature will be dependent on its attack spectrum: Jolly for Physical variants; Timid for Special variants.

 

Choice Scarf

 

Lucario @ Choice Scarf
Ability: Inner Focus / Justified
Level: 50
EVs: 252 HP / 68 Atk / 188 Spe
Adamant Nature
– Final Gambit
– Low Kick / Close Combat
– Meteor Mash
– Rock Slide

 

Choice Scarf Lucario harkens back to the days of VGC 2017, where Final Gambit was a great method for players to hard swap Lucario for a dangerous threat on the opponent’s side of the battlefield. When paired along with a Trick Room user, this strategy is fantastic to take out the main threat to the team’s Trick Room mode, ensure Trick Room is set up, and bring in the team’s Trick Room sweeper for free. However, with the return of the Restricted Legendaries, their high Base HP makes the strategy slightly less effective, when considering Lucario’s low Base HP.

Running Choice Scarf does allow Lucario to outspeed unboosted foes like Tapu Koko and Pinch Berry Kyogre, so as to secure a hard-hitting move or launch a Rock Slide in hopes of landing a flinch or two. While having a Physical Lucario allows it to hit foes with higher Base Power moves, it also leaves the Aura Pokemon somewhat vulnerable to Intimidate. Hence, players can consider running Special Lucario instead if that is a concern.

The EVs given allow Lucario to outspeed Timid Tapu Koko, with the rest distributed to HP and Attack in a manner that maximizes the (limited) efficiency of  Final Gambit. If Final Gambit is not a move that the player fancies, however, they can divert the EVs into Lucario’s Attack or Special Attack respectively.

 

Assault Vest

 

Lucario @ Assault Vest
Ability: Inner Focus / Justified
Level: 50
Jolly Nature
– Bullet Punch
– Close Combat
– Meteor Mash
– Zen Headbutt

 

Assault Vest allows Lucario to take Special hits better, most notably Xerneas’ Moonblast. The rest of the moves, after factoring in the two primary STAB options, largely depend on Lucario’s role on the team. Here, Zen Headbutt is a stronger recommendation as it is able to strike the likes of Venusaur and Amoonguss even when Rain is active, while also benefitting from Psychic Terrain.

 

EV BENCHMARKS

 

Speed

NONE

 

Defense

NONE

 

Offense

36 Atk Lucario Meteor Mash vs. 4 HP / 0 Def Tapu Lele: 146-174 (100 – 119.1%) — guaranteed OHKO
236 Atk Lucario Zen Headbutt vs. 252 HP / 252+ Def Amoonguss in Psychic Terrain: 112-132 (50.6 – 59.7%) — guaranteed 2HKO
252 Atk Lucario Close Combat vs. 252 HP / 0 Def Incineroar: 200-236 (99 – 116.8%) — 87.5% chance to OHKO
252 Atk Lucario Zen Headbutt vs. 4 HP / 0 Def Venusaur in Psychic Terrain: 144-170 (92.3 – 108.9%) — 56.3% chance to OHKO
252 Atk Lucario Close Combat vs. 252 HP / 0 Def Ferrothorn: 146-174 (80.6 – 96.1%) — guaranteed 2HKO
252 Atk Lucario Low Kick (120 BP) vs. 252 HP / 4 Def Dialga: 156-186 (75.3 – 89.8%) — guaranteed 2HKO
252 Atk Lucario Meteor Mash vs. 4 HP / 0 Def Xerneas: 144-170 (71.2 – 84.1%) — guaranteed 2HKO
252 Atk Lucario Low Kick (120 BP) vs. 0 HP / 0 Def Kyogre: 100-118 (57.1 – 67.4%) — guaranteed 2HKO
252 Atk Lucario Bullet Punch vs. 4 HP / 0 Def Xerneas: 66-78 (32.6 – 38.6%) — 93.8% chance to 3HKO
252 Atk Choice Band Lucario Meteor Mash vs. 4 HP / 0 Def Xerneas: 216-254 (106.9 – 125.7%) — guaranteed OHKO

 

0- SpA Lucario Aura Sphere vs. 252 HP / 4 SpD Stakataka: 180-216 (107.1 – 128.5%) — guaranteed OHKO
148 SpA Lucario Vacuum Wave vs. 4 HP / 0 SpD Kartana: 138-164 (102.2 – 121.4%) — guaranteed OHKO
228 SpA Lucario Psychic vs. 252 HP / 4 SpD Amoonguss: 112-132 (50.6 – 59.7%) — guaranteed 2HKO
252 SpA Lucario Psychic vs. 4 HP / 0 SpD Venusaur in Psychic Terrain: 144-170 (92.3 – 108.9%) — 56.3% chance to OHKO
252 SpA Lucario Aura Sphere vs. 252 HP / 0 SpD Incineroar: 138-164 (68.3 – 81.1%) — guaranteed 2HKO

 

COUNTERS AND CHECKS

 

Kyogre

 

Kyogre might not carry a move that hits Lucario for super effective damage, but with Lucario’s poor bulk, Rain boosted Water Spout or Origin Pulse will still drop Lucario to its Focus Sash. Since both share the same Base Speed and Kyogre is well known as a potential Choice Scarf carrier, Lucario might not be able to outspeed the Sea Basin Pokemon and end up getting flattened before getting to do its job.

 

Incineroar

 

Incineroar may not be able to flinch Lucario with Fake Out due to Inner Focus, but it is still capable of either breaking Focus Sash with it or steamroll through the Aura Pokemon outright with Flare Blitz. Its Intimidate is also enough to weaken Lucario’s offensive capabilities upon switch in.

 

Tapu Lele

 

Tapu Lele is naturally faster than Lucario and can OHKO it with either of its STAB, Psyshock or Moonblast. Even carrying Assault Vest doesn’t affect Psyshock, since it hits the target’s Defense instead of Special Defense. With a significant portion of Tapu Lele (as of writing time) carrying either Choice Scarf or Focus Sash, it may not be the best time for Lucario, at least until it gets its power and Speed boost from Mega Evolution.

 

TEAMMATES

 

Whimsicott

 

Whimsicott is able to set up Tailwind for Lucario, as well as utilize Beat Up to activate Lucario’s Justified Ability to significantly bolster the Aura Pokemon’s Attack stat. This is somewhat reminiscent of the Terra-cott combination from previous Generations.

 

Xerneas

 

Lucario’s value to Xerneas comes in the form of its support moves: Feint, Follow Me, and Helping Hand. Feint lifts Protect so Xerneas doesn’t waste an attack after setting up Geomancy, while Helping Hand heightens the damage Xerneas deals with its Geomancy boosted moves. The most important aspect out of all would be Follow Me, since it draws away moves that threaten Xerneas. As a Steel Type Pokemon, Lucario resists Steel Type moves and is outright immune to Poison Type moves, making it a great redirection option for Xerneas.

 

Tapu Fini

 

Tapu Fini is the best support option for Lucario owing to its effectiveness against the opposing Fighting, Fire, and Ground Type foes that threaten the Aura Pokemon. It can either Swagger under Misty Terrain to boost Lucario’s offensive power, or Haze to remove unwanted Intimidate drops. It can also use Icy Wind to help Lucario outspeed fellow Base 90 Pokemon.

Bubble Bath – Araquanid Analysis for Sun Series (VGC 2019)

Araquanid SunSeries

 

***THIS PAGE WILL BE UPDATED WITH MORE BENCHMARKS AS THE METAGAME STABILIZES***

 

OVERVIEW

 

VGC 2019’s metagame has seen the popularity of Grass Type Pokemon skyrocket due to their strengths against both Kyogre and Groudon, two of the metagame’s most influential Pokemon. Resistance to both of their STAB options are great, but not many can say the same about facing Ice Beam or Fire Punch. This is where a Pokemon like Araquanid comes in handy.

It naturally resists both Origin Pulse and Precipice Blades, while Water Bubble grants an additional effective resistance against Fire Type moves. With Water Bubble doubling the damage dealt by Water Type moves and a great Base Special Defense, Araquanid can be utilized as a low-cost Trick Room striker. Its appeal does not end there, however. Its arsenal of unique support moves is what truly sets it apart from its counterparts, and each can prove to be very useful in their own right.

In this article, we shall look at how to construct an Araquanid set for the Sun Series metagame. We will first explore its move combinations, followed by Hold Item choice, and finally, useful EV Benchmarks to wrap up the process.

 

MOVES

 

Slot 1

Liquidation serves as Araquanid’s best Water Type STAB, having the nice secondary effect chance (20%) of lowering the target’s Defense by 1 stage. With the power of Rain, it can 2HKO 4 HP Kyogre, as well as OHKO Groudon and Incineroar, the latter through Intimidate.

Slot 2

The other offensive coverage is usually given to Bug Bite, simply due to its effectiveness at ridding the target of its Berry. This is especially useful when facing against bulky foes, as ridding them of their potential Pinch Berries ensures that they remain in KO range after a hit. This slot is also one that players can consider dropping if a team support move is too good to not carry.

Slot 3

The third slot goes to Protect, so as to help the Water Bubble Pokemon bide a turn as Trick Room is set up. However, if there is a dire need to run more than one team support move, Protect can be dropped for Wide Guard, itself a very useful tool at shielding the team from the abundance of spread moves in the current metagame.

Slot 4

The final slot is the one that defines Araquanid’s role in the team. The default pick for most would be Wide Guard, but there are other options that could serve as the player’s ace in the hole. These options would include Entrainment, Power Split, and Sticky Web. Entrainment might be hard to pull off due to Araquanid’s low Base Speed, but it can give an allied Kyogre a significant power boost and a useful Ability to work with after setting up Rain with Drizzle.

Power Split, on the other hand, can be a powerful nerfing agent against opposing powerhouses due to Araquanid’s low Base Attack and Special Attack. For example, an Araquanid with minimum Special Attack investment will bring a Xerneas with maximum Special Attack investment’s Special Attack stat down from 201 to a paltry 125. After factoring in Geomancy, this results in a huge 152 point loss that more or less offsets Xerneas’ offensive boosts from Geomancy. The same can be applied to opposing threats that hit from the Physical spectrum.

Lastly, Sticky Web is an Ultra Sun and Ultra Moon exclusive egg move that penalizes the opponent’s switches. This sets up a non-damaging entry hazard that lowers the Speed of grounded foes upon entry, though Defiant, Competitive, and Contrary rules still apply. In a metagame full of hard-hitting Pokemon that share the same Base Speed, having a surefire way to ensure the target moves second is huge.

 

HOLD ITEM

 

Araquanid’s Hold Item choice is rather intriguing, especially since Sun Series prohibits the use of its preferred Waterium Z. Three possible alternatives will be showcased here, namely: Pinch Berry, Terrain Seed, and Assault Vest.

 

Pinch Berry

 

Araquanid @ Aguav Berry
Ability: Water Bubble
Level: 50
EVs: 252 HP
Careful Nature / Adamant Nature
IVs: 0 SpA
– Bug Bite
– Liquidation
– Protect
– Wide Guard / Entrainment / Power Split / Sticky Web

 

The standard Araquanid set. The choice between Careful and Adamant Nature lies between whether the player desires their Araquanid to take Special hits better or deal more damage with Liquidation. Similar reasonings apply for players who want to run Araquanid with minimum Speed investments. In this case, the Nature would be either Sassy or Brave in that case. For players who want to maximize their damage output, they could even drop Aguav Berry for Mystic Water instead.

 

Terrain Seed

 

Araquanid @ Grassy Seed
Ability: Water Bubble
Level: 50
EVs: 252 HP
Careful Nature / Adamant Nature
IVs: 0 SpA
– Bug Bite
– Liquidation
– Protect
– Wide Guard / Entrainment / Power Split / Sticky Web

 

A Terrain Seed like Grassy Seed helps to bolster Araquanid’s weaker Base Defense so that it takes Physical hits better. Otherwise, a Special Defense boosting Seed like Psychic or Misty Seed can be employed to further accentuate Araquanid’s impressive Base Special Defense. It should be noted that running a Terrain Seed can act against Araquanid when facing Intimidate since the Water Bubble Pokemon is more or less forced to sacrifice its defensive boost to restore its offensive capabilities.

 

Assault Vest

 

Araquanid @ Assault Vest
Ability: Water Bubble
Level: 50
EVs: 252 HP
Sassy Nature / Brave Nature
IVs: 0 SpA / 0 Spe
– Bug Bite
– Hidden Power [Fire]
– Liquidation
– Mirror Coat

 

Assault Vest serves as the more reliable Special Defense boost as compared to Psychic or Misty Seed, though it comes at the cost of robbing Araquanid of its precious supportive move pool. However, this does not imply that the Water Bubble Pokemon cannot be used in a fully offensive manner. Dropping the support moves allows Araquanid to run Mirror Coat, a niche move that can turn powerful Special hits back against the opponent. The last move falls to Hidden Power [Fire], a surprise tech to catch opposing Kartana off guard.

 

EV BENCHMARKS

 

Speed

NONE

 

Defense

252+ SpA Tapu Lele Psyshock vs. 252 HP / 0 Def Araquanid in Psychic Terrain: 121-144 (69.1 – 82.2%) — guaranteed 2HKO
252+ Atk Incineroar Flare Blitz vs. 252 HP / 0 Def Water Bubble Araquanid: 55-66 (31.4 – 37.7%) — 85.4% chance to 3HKO
252+ Atk Groudon Fire Punch vs. 252 HP / 0 Def Water Bubble Araquanid in Sun: 43-51 (24.5 – 29.1%) — 99.6% chance to 4HKO
-1 252+ Atk Dusk Mane Necrozma Photon Geyser vs. 252 HP / 44 Def Araquanid: 73-87 (41.7 – 49.7%) — guaranteed 3HKO
-1 252+ Atk Ho-Oh Brave Bird vs. 252 HP / 92 Def Araquanid: 146-174 (83.4 – 99.4%) — guaranteed 2HKO

 

252+ SpA Kyogre Water Spout (150 BP) vs. 252 HP / 0 SpD Araquanid in Rain: 69-81 (39.4 – 46.2%) — guaranteed 3HKO
252+ SpA Kyogre Origin Pulse vs. 252 HP / 28 SpD Araquanid in Rain: 49-58 (28 – 33.1%) — guaranteed 4HKO
+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 196 SpD Araquanid: 147-174 (84 – 99.4%) — guaranteed 2HKO
252+ SpA Kyogre Origin Pulse vs. 252 HP / 0+ SpD Araquanid in Rain: 46-54 (26.2 – 30.8%) — guaranteed 4HKO
+2 252 SpA Fairy Aura Xerneas Moonblast vs. 252 HP / 68+ SpD Araquanid: 147-174 (84 – 99.4%) — guaranteed 2HKO
252+ SpA Life Orb Tapu Koko Thunder vs. 252 HP / 76+ SpD Araquanid: 148-174 (84.5 – 99.4%) — guaranteed 2HKO

 

Offense

-1 252 Atk Water Bubble Araquanid Liquidation vs. 252 HP / 4 Def Incineroar: 140-168 (69.3 – 83.1%) — guaranteed 2HKO
252 Atk Araquanid Bug Bite vs. 4 HP / 0 Def Ludicolo: 92-110 (58.9 – 70.5%) — guaranteed 2HKO
244 Atk Mystic Water Water Bubble Araquanid Liquidation vs. 4 HP / 0 Def Tapu Lele: 147-174 (100.6 – 119.1%) — guaranteed OHKO

 

52 Atk Water Bubble Araquanid Liquidation vs. 4 HP / 0 Def Tapu Lele in Rain: 148-175 (101.3 – 119.8%) — guaranteed OHKO
132 Atk Water Bubble Araquanid Liquidation vs. 4 HP / 0 Def Tapu Koko in Rain: 148-175 (101.3 – 119.8%) — guaranteed OHKO
252 Atk Water Bubble Araquanid Liquidation vs. 252 HP / 4 Def Groudon in Rain: 218-260 (105.3 – 125.6%) — guaranteed OHKO
-1 252 Atk Water Bubble Araquanid Liquidation vs. 252 HP / 4 Def Incineroar in Rain: 212-252 (104.9 – 124.7%) — guaranteed OHKO
252 Atk Water Bubble Araquanid Liquidation vs. 164 HP / 92 Def Tapu Lele in Rain: 165-195 (99.3 – 117.4%) — 93.8% chance to OHKO
180+ Atk Water Bubble Araquanid Liquidation vs. 252 HP / 4 Def Ho-Oh: 216-254 (101.4 – 119.2%) — guaranteed OHKO
252+ Atk Water Bubble Araquanid Liquidation vs. 4 HP / 0 Def Kyogre in Rain: 88-104 (50 – 59%) — guaranteed 2HKO
252+ Atk Mystic Water Water Bubble Araquanid Liquidation vs. 4 HP / 0 Def Xerneas in Rain: 202-238 (100 – 117.8%) — guaranteed OHKO

 

28 SpA Araquanid Hidden Power Fire vs. 4 HP / 0 SpD Kartana: 136-160 (100.7 – 118.5%) — guaranteed OHKO

 

COUNTERS AND CHECKS

 

Salamence

 

Salamence’s Intimidate cuts into Araquanid’s already low Base Attack, severely limiting the latter’s offensive capabilities. Unlike Incineroar, Salamence doesn’t have a Weakness to Water Type moves that Araquanid can exploit, making Salamence a nasty foe that Araquanid struggles against. When Ultra Series rolls into play, Aerilate boosted STAB from Mega Salamence will make short work of the Water Bubble Pokemon.

 

Groudon

 

Araquanid might be able to eat up most of what Groudon can muster and shield itself from Rock Slide with Wide Guard, but the Sun that the Continent Pokemon sets up with Drought is a huge setback since it halves Araquanid’s main outlet of damage, Liquidation. The boost to Fire Type moves from Sun also serves as a mitigation to Water Bubble’s nerfing effect.

 

Zekrom

 

Zekrom is one of the few Electric Type Pokemon popular in the metagame that hits from the Physical spectrum, which Araquanid is relatively weak to. As a Dragon Type, Zekrom bears a resistance to Water Type moves, making Araquanid effectively useless against the Deep Black Pokemon.

 

TEAMMATES

 

Kyogre

 

Despite sharing a Weakness to Electric Type moves, Kyogre is an important ally for Araquanid since it, through Drizzle, establishes the Rain that powers up the Water Bubble Pokemon’s main STAB option. In return, Araquanid can help shield Kyogre from spread moves like Precipice Blades, which is not affected by Rain. It can also, as mentioned above, help heighten Kyogre’s damage output through Entrainment.

 

Landorus Therian

 

Landorus Therian serves as the team’s answer to opposing Electric Type Pokemon like Zekrom and Tapu Koko without penalizing Araquanid’s main STAB. With Choice Scarf, it can outspeed fellow Choice Scarf holding Kyogre and Groudon, then smash them hard with Grass Knot. Landorus Therian’s Intimidate also helps to reduce the damage Araquanid takes from Physical hits.

 

Dusk Mane Necrozma

 

Dusk Mane Necrozma helps set up Trick Room for Araquanid, while the latter helps to deal with opposing Groudon and Incineroar in return. As a Psychic Type Pokemon, Dusk Mane Necrozma can help Araquanid deal with opposing Venusaur and Amoonguss, two foes that resist Liquidation thanks to them being Grass Type Pokemon.