***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.