Monday, December 29, 2014

Pokemon Bootcamp Pt.17: Empoleon

Get ready for another smashing edition of Pokemon Bootcamp!

There are many reasons to use this Pokemon: a unique typing, a decent stat distribution, and a flexible move pool. However, it cannot justify its sophistication and power from its higher-tier competitors. Regardless, this Pokemon has a lot of things going for.

WELCOME TO POKEMON BOOTCAMP!

Subject No. 17
Name: Empoleon
Species: The Emperor Pokemon
Height: 5'7"
Weight: 186.3 lbs.
Type: Water, Steel
Possible Abilities: Torrent, Defiant
Smogon Tier: UnderUsed

Insights: Empoleon has a very unique typing combination; Water and Steel. This can allow Empoleon to have ten different resistances while balancing it out with having certain weakness against the more common types in the metagame. Empoleon has solid stats, focusing on its Special Attack and overall defenses, that can go on par with other Pokemon on its tier. Additionally, Empoleon has a lot of synergy within team compositions focusing on bulky attackers and teams that is dedicated to Rain Dance.

Recommended Ability: Torrent
Torrent adds a little more consistency when it comes to competitive battles, but Defiant can allow Empoleon to wreck teams by becoming a sweeper. Ability choice depends on your team composition and overall synergy for your team's success. However, because Empoleon's Attack is mediocre, Torrent is a more suitable choice due to its high Special Attack and a more dedicated move set that aligns well with the mentioned stat. Honestly, I prefer my Empoleon as a physical sweeper nonetheless.

Recommended moves:
1. Hydro Pump - Empoleon's main special STAB move that can deal hefty damage in the rain. The only letdown here is its accuracy.

2. Flash Cannon - another special STAB that lowers the foe's Special Defense. A very nice debuff against those pesky walls that kicks you with status ailments all around the corner.

3. Ice Beam - good coverage move with decent power and it has a chance to freeze enemies in their tracks. It's also a good way to deal with Dragons.

4. Scald - burns foes while dealing decent STAB. It's a hot thing, I tell you!

Other recommended moves:
1. Waterfall - Empoleon's main physical STAB that flinches opponents and deals hefty damage. An indispensable move that focuses more on Defiant sets but can also work with Torrent's boosts.

2. Steel Wing - another physical STAB that raises the user's Defense. A quite decent attack.

3. Aqua Jet - when running a physical set, this is certainly a no-brainer. This priority move has good typing and it always strikes first. Seriously, who doesn't even want this move?

4. Swords Dance - increases Attack. Pretty good because Empoleon can resist certain attacks to allow the boosts to rack up.

5. Earthquake - the most unique move for a Physical Empoleon build. It wrecks teams with its powerful attack and perfect accuracy. It's THAT reliable!

Recommended items:
1. Splash Plate - one of Empoleon's main niche items that increases the damage output of its Water attacks. Usable on either physical or special sets.

2. Life Orb - sweeper Empoleon can wreck teams if used properly, and this item can does that exponentially well. The recoil can be a hassle, however.

3. Metal Coat - another solid niche item. Increases Steel moves in a pinch.

4. Assault Vest - a great choice for a tank build which increases its Special Defense exponentially. Also, in addition to an already durable Pokemon, it helps the mentioned Pokemon survive a lot.

Recommended nature: Adamant or Modest
There are only two natures that can be viable for the beloved Emperor Pokemon. It can either be a muscular penguin with high Attack or a powerful nuke that boasts its outstanding Special Attack. Nothing else. However, with a decent overall stat, it's not bad to experiment on other builds.

Overall: Empoleon has a decent niche... and it has a lot of potential in store for it. Now that Omega Ruby and Alpha Sapphire has been released, Empoleon has now gained access to some potentially powerful moves that can help the Emperor Pokemon gain the upper hand.

--END TRANSMISSION--


Monday, November 24, 2014

Pokemon Bootcamp Pt.16: Gyarados

Get your lifeboats ready and prepare to get washed away, as this next specimen has a violent sense of humor! Man, those things are hard to even get a brighter perspective with all the smashing and thrashing!

WELCOME TO POKEMON BOOTCAMP!

Subject No.16
Name: Gyarados
Species: The Atrocious Pokemon
Height: 21'4"
Weight: 518.1 lbs. (672.4 lbs in Mega form)
Type: Water, Flying (Water, Dark in Mega form)
Possible Abilities: Intimidate, Moxie
Mega Ability: Mold Breaker
Smogon Tier: OverUsed
Insights: After Magikarp gets enough rejection and bitterness, it evolves into a monstrosity like never before. As people exudes this jaw-dropping expression, this particular Pokemon stares at them with a menacing glare and starts to thrash the entire city into a living oblivion. Gyarados is infamously known for its pre-evolution that many considered to be the "weakest" of them all. Fortunately, Magikarp also has one of the easiest evolution curves to ever exist in a Pokemon, evolving at an early level of 20. In addition to a variety of move sets, Gyarados also possesses on of the best Abilities in the game, Intimidate.

Recommended Ability: Moxie
Moxie allows Gyarados to destroy as much as possible; gaining Attack every time it knocks out a Pokemon in battle. A very destructive and useful ability for something so abominable and terrifying. It's not saying that Intimadate is a less reliable Ability, though. Mold Breaker, on the other hand, is also a good Ability for its Mega form; stacking up extremely well with previous Moxie build-ups and Dragon Dances. Seriously, you really don't want to piss the dragon (a pseudo-dragon, in this case) off.

Recommended moves:
1. Waterfall - the only STAB move that you can ever need. It deals powerful damage while also flinches opponents. It is quite a nasty attack to begin with.

2. Dragon Dance - Gyarados' main boost move and for good reasons. Attack and Speed are Gyarados' key stats that must be maintained high to sustain offensive momentum and this Pokemon benefit from such a move. Additionally, Gyarados can naturally learn this move so it won't be even a chore to get one.

3. Earthquake - Gyarados' coverage move against certain types it is weak against (like Rock and Electric) and an overall reliable move due to its outstanding damage and perfect accuracy.

4. Ice Fang - another reliable coverage move for Gyarados. This is to help alleviate the case of the overwhelming amount of Dragons roaming around the metagame.

Other recommended moves:
1. Bounce - a good STAB move that paralyzes foes, but this move is so rare to get unless you get a Magikarp from an event during the Generation V boom.

2. Rock Smash - an odd choice due to its low attack, but it can also reduce the foe's Defenses which adds some momentum for the pseudo-dragon.

3. Crunch - a nice STAB for Mega Gyarados with decent damage and a chance to lower the foe's physical defenses which synergizes well with Gyarados' brutal prowess.

Recommended items:
1. Gyaradosite - it allows Gyarados to be a bulky Pokemon while still capable on dishing out enough damage. Additionally, its new typing can benefit Gyarados well since it will grant him some reduced damage against certain types while gaining new weaknesses to balance out its power.

2. Life Orb - it screams viciousness as the item racks up Gyarados' power into a whole new level; destroying foes with the Moxie boosts and the effects of Life Orb. Be warned: the cost is too much for anything, even the Atrocious Pokemon, to bear.

3. Splash Plate - just increases the power of Waterfall. Other than that, it's generally useless.

4. Icicle Plate - like the effects of Splash Plate, it only increases a handful of moves.

Recommended natures: Jolly
Gyarados' Attack is already high enough to the point that giving it a beneficial nature is pretty pointless. However, an Adamant nature grants it a better fighting chance to destroy foes with ease. On the other hand, a Jolly nature is recommended to gain enough Speed after a Dragon Dance; allowing it to outrun most Pokemon in its tier (except for scarfed variants) effortlessly.

Overall: Gyarados is practically a Pokemon that can be potentially included in any team composition due to its outstanding strength and versatility, However, like most Pokemon in its tier, it suffers greatly from a four-move set syndrome which can greatly affect a great Gyarados user from a terrible one so always watch out for your team's needs while predicting possible opponents.

--END TRANSMISSION--

Friday, November 21, 2014

Pokemon Bootcamp Pt.15: Sceptile

The wheels of destiny have finally taken its turn as the new Pokemon game goes center stage to unleash its awesomeness! However, this doesn't mean Pokemon Bootcamp will go on vacation just because of that! The bootcamp has still a lot of things to do and the never-ending quest to exploit every Pokemon's potential continues!

WELCOME TO POKEMON BOOTCAMP!

Subject No. 15
Name: Sceptile
Species: The Forest Pokemon
Height: 5'1" (6'3" in Mega form)
Weight: 115.1 lbs. (121.7 lbs. in Mega form)
Type: Grass (Grass, Dragon during Mega form)
Possible Abilities: Overgrow, Unburden
Mega Ability: Lightning Rod
Smogon Tier: NeverUsed

Insights: Sceptile is just... a mixed bag of sorts. It has this particular niche of being a special nuke while being fast enough to do so. Another unique trait of Sceptile is that it is the fastest non-legendary Grass-type to ever exist in the current meta, meaning to say that it can go par with Greninja except the latter is 2 points faster than Sceptile, but at least there's potential. In addition, Sceptile is also one of the lucky ones to ever receive a Mega Evolution; gaining a Dragon typing as it evolves. Man, talk about a feisty lizard!

Recommended Ability: Unburden
Simply put, Sceptile's best Ability to have. This Ability allows Sceptile to outrun even the fastest of Choice Scarf users in its tier, and for a gecko that has a powerful move pool, it deserves such an Ability in the first place. It gains Lightning Rod as it Mega evolves; which adds more power to its key stat, Special Attack, into even more dangerous levels.

Recommended moves:
1. Leaf Storm - Sceptile's main STAB move that deals a hefty amount of damage but lowers its Special Attack in the process. Best used with White Herb and Unburden.

2. Giga Drain - another STAB move that grants this Pokemon some form of sustain while still dealing hefty damage to opponents.

3. Focus Blast - basically a coverage move against Steels that can otherwise shrug off your attacks with ease. The accuracy of this move is detrimental to its offensive promise, however.

4. Dragon Breath - damages foes as well as paralyzing them. Not bad, especially if it Mega Evolves.

5. Leech Seed - Sceptile's main set-up move that grants it more sustain against some nasty opponents that has lots of Health.

Other recommended moves:
1. Leaf Blade - Sceptile's main physical STAB. It has a greater chance to unleash a critical hit and capable of slicing baddies like churned butter.

2. Pursuit - deals more damage the moment your foe switches out. A pesky move against Psychic-types, but the absence of STAB makes the move detrimental.

3. X-Scissor - another decent move that takes care of Dark and Psychic-types with ease.

4. Energy Ball - decent STAB that also lowers the foe's Special Defense. Pretty nice move since it will allow Sceptile to hit even harder.

5. Grass Knot - gets rid of heavy Pokemon for heavy damage.

6. Solar Beam - heavy damage with sunlight support. It's a monstrous move no matter how you put it.

7. Fling - throws away certain items with additional effects depending on the item you are holding. It activates Unburden.

Recommended items:
1. White Herb - heals recoil coming from Leaf Storm while also activating Unburden as well.

2. Lum Berry - heals the first status ailment that may affect Sceptile and it activates Unburden, but keep in mind that subsequent status ailments will cripple Sceptile considerably.

3. Assault Vest - increases the user's Special Defense significantly. Use it on an Overgrow build since Unburden won't be doing much about it unless the item is Knocked off.

4. Life Orb - deals additional damage while sacrificing the speed boosts from Unburden.

Recommended nature: Timid or Modest
Sceptile's move pool is so diverse that it can either go physical or special sweeper very well regardless of the role. However, most people will prefer it to be a special nuke due to its wide array of special attacks and coverage moves. Thus, Timid or Modest are the preferred choice since both of these natures boosts Sceptile's key stat; Speed and Special Attack, respectively. In addition, the Mega Evolution will boosts these key stats to even greater heights.

Overall: Sceptile screams speed and power over anything else and it is also capable of dealing tons of damage while being agile enough to outrun certain threats in the higher tiers. The main problem with Sceptile is its typing; pure Grass just begs to get annihilated by the common types in the metagame (most notably Fire) and it's also frail enough to even withstand a neutral hit. Nevertheless, Sceptile remains to have this particular potential which is only hindered by bad typing and low defenses. However, with a variety of move sets, who cares?

--END TRANSMISSION--

Thursday, November 20, 2014

Pokemon Bootcamp Pt.14: Swampert

Today is another day for Pokemon Bootcamp, and because the much-awaited release of the Generation III remakes are finally here, this edition of Pokemon Bootcamp will feature one of the starters that will get some much-appropriate screen time in the near future. Who's that Pokemon? Find out and get yourselves dirty!

WELCOME TO POKEMON BOOTCAMP!

Subject No. 14
Name: Swampert
Species: The Mud Fish Pokemon
Height: 4'11" (6'3" in Mega Form)
Weight: 180.6 lbs (224.9 lbs in Mega Form)
Type: Water, Ground
Possible Abilities: Torrent, Damp
Mega Ability: Swift Swim
Smogon Tier: UnderUsed

Insights: Swampert is a beast that can be capable of unleashing brute force under that sea of blue skin. It's base stats are solid (sans Speed) and it has that perfect balance between physical nuke and special attacker. Also, with a very unique typing, Swampert is capable of withstanding the test of time (and a flurry of attacks) with little to no effort at all and being only 4x weak to Grass is such a nice pay-off for having decent resistances as well. :)

Recommended Ability: Torrent
It increases the power of all Water attacks when HP is severely low. Not a bad Ability for Swampert since it will be taking hits most of the time and with an extensive amount of move pool, Swampert can be both as strong and as versatile as it can be. Damp is useless outside Explosion and Aftermath so don't even dare and try to work this out, bub! :P

Recommended moves:
1. Earthquake - Swampert's main Ground STAB move for awesome reasons like strong power, perfect accuracy, and overall reliability. Man, it's just that useful.

2. Waterfall - main Water STAB of Swampert that also flinches the opponent. Way to go, you fish!

3. Avalanche - one of Swampert's reliable coverage move that forces Swampert to go last but doubles the power of the attack if it gets hit prior, Such a nasty move against those Dragon types that scattered throughout the metagame.

4. Counter/Mirror Coat - Swampert's natural bulkiness makes it a candidate of being a pseudo-Wobuffet without the Shadow Tag; allowing it to learn Counter and Mirror Coat at the same time via breeding.

Other recommended moves:
1. Ice Beam - a perfect substitute for Avalanche when taking the role of special nuke. Deals decent damage and it has perfect accuracy.

2. Muddy Water - good STAB move that lowers foes' accuracy. It's banned by Smogon so there really is no reason to use this.

3. Protect - good scouting move and it protects you from all forms of attacks, which is always a good thing.

4. Bulldoze - a weaker version of Earthquake but slows down the opponent. Handy.

5. Stone Edge - additional coverage and nice power. The accuracy is a letdown, though.

6. Surf - another great STAB move. Deals decent damage while being reliable overall.

7. Scald - good STAB that can burn foes. Now that's hot!

Recommended items:
1. Swampertite - this item can give Swampert some rock-hard abs as well as a power boost to its main stat; Attack. It also gives Swampert access to Swift Swim, a very devastating move to have under the rain. This can allow Swampert to build up strength naturally while relying on Swift Swim to give it some additional speed.

2. Choice Band - practically a niche item if you already have assigned someone else to take the Mega role. Boosts Attack but it sticks you to the last move you used. Not really that reliable in the long run.

3. Leftovers - Swampert's main source of sustain, and the only one at that. Swampert's defenses may be on-par but the 5% regen isn't enough to survive in the longer fights. Nevertheless, it's reliable in every possible way.

Recommended nature: Adamant
Swampert was meant to hit hard... EVEN TODAY! Adamant is the preferred choice since you'll be needing every attack boosts it need to be on top of the competition. In addition, you can also add some certain EV points on Defense or Special Defense, depending on what is Swampert's overall role in the team.

Overall: Swampert is a solid contender for the higher tiers but the problem with this particular Pokemon is that there are certain that can fill the role better than Swampert, but nevertheless, it has its strengths that made it stand out compared to its competitors. There's really nothing much to stay about this guy. It's just that TOUGH!

--END TRANSMISSION--

Wednesday, November 19, 2014

Pokemon Bootcamp Pt.13: Greninja

Splash in to the fun because its time for a new day for Pokemon Bootcamp!

Generation VI has defined the meta known as the "Mega" era,  where certain Pokemon gains a degree of viability after being blessed by a peculiar power known as Mega Evolutions. However, despite these modern mechanics, there lies a Pokemon lurking in the shadows; ready to take them down with one swift blow... ACK!

WELCOME TO POKEMON BOOTCAMP!

Subject No.13
Name: Greninja
Species: The Ninja Pokemon
Height: 4'11"
Weight: 88.2 lbs.
Type: Water, Dark
Possible Abilities: Torrent, Protean
Smogon Tier: OverUsed

Insights: Greninja is simply a beast gameplay-wise. It possesses one of the best (if not THE best) hidden Abilities in the game, Protean, which can allow this ninja to become of any type on the fly. It's simply a nasty and an infuriating Ability to begin with. You fire a Thunderbolt to destroy it? It turns Grass thanks to Grass Knot and Protean. Try to punch in a Fire Blast? Nope, because it becomes Water again. Hit it with Psystrike? Your argument becomes invalid because it turns Dark due to a move similar to it. See? It's pretty imbalanced and unfair to feel the unfairness of changing its Type, and that's what made Greninja ruthlessly strong.

Recommended Ability: Protean
This powerful Ability changes your Type depending on the last move you used. It's clearly what makes Greninja so popular. All of its moves benefits from STAB due to type changes while also dealing massive super-effective damage to any enemy that is weak from those attacks. Man, just hearing their cries of frustration shivers me to the bone.

Recommended moves:
1. Ice Beam - using Greninja is useless without it. It is the ninja's main STAB and coverage move against certain threats like Dragons and Grass Pokemon that litters everyone on the spot. While it does deal decent damage even without Protean, Ice Beam is coverage move that requires a lot of boosts to make it worth owning.

2. Dark Pulse - Greninja's Dark STAB and it deals a hefty amount of damage. Plus, it has a decent flinch rate.

3. Scald - one of Greninja's main Water STAB moves that deals decent damage while burning foes with intense temperature. So it's basically a Water-type Will-o-Wisp that also deals damage.

4. Grass Knot -  another helpful STAB that helps Greninja from getting fatally damaged by Electric Pokemon and it also deals a hefty amount of damage against heavy opponents.

5. Surf - this is a solid move for Greninja and it has a lot of promise, especially in Double and Triple battles. It has decent damage even without Protean and deals twice the damage against diving foes.

Other recommended moves:
1. Hydro Pump - a more powerful Water STAB move than Surf and Scald, but its usefulness becomes questionable due to its mediocre accuracy.

2. Extrasensory - with Protean, this can allow Greninja to go Psychic-type and to prevent foes from attacking this Pokemon by flinching them.

3. Mat Block - prevents attacks from connecting to Greninja as well as its partner Pokemon. Quite versatile for Double and Triple battles.

4. Shadow Sneak - a perfect coverage move... for a physical attacker build. It also strikes first which can be very helpful in defeating a variety of foes in the meta such as Gengar.

5. Water Shuriken - also viable in a physical build, this move is an increased-priority attack that strikes foes multiple times, but even with Protean, the damage can still be mitigated very easily.

6. Night Slash - a good coverage move for obvious reasons. It also has an increased critical-hit chance.

Recommended items:
1. Life Orb - the staple of every Greninja build that increases the power of their offensive moves by 30%. A very nasty item for an already nasty Pokemon which doesn't care for the recoil because it is meant to go down so easily anyway.

2. Expert Belt - with many super-effective coverage moves that Greninja can actually learn, this item is best if Trainers want their Greninja to hit too hard.

3. Splash Plate - Water is Greninja's primary Type so it's the more obvious choice than Dread Plate.

4. Choice items - don't even attempt to use every Choice item on this bad boy. This will limit Protean's utility severely. It's not listed here as a recommended item, but it is something to watch out.

Recommended nature: Timid or Jolly
Greninja's stellar 122 base speed is an eye-candy for anyone who will do whatever it takes to win even the most serious and senseless of battles. Timid is the preferred nature on Greninja which makes it one of the fastest Pokemon in its tier and for a good reason; its a ninja with a vicious attitude.

Overall: Greninja is a solid teammate suitable in any team environment. Whether it is used on casual play or in the competitive field, Greninja is capable of dealing enough damage to go on par with the many enemies it may encounter in the battlefield. Greninja, truly, is not just for show after all.

--END TRANSMISSION--

Sunday, November 16, 2014

Pokemon Bootcamp Pt.12: Ferrothorn

Get your Iron Barbs ready and put in some nerves of steel, because its another time for Pokemon Bootcamp!

Ferrothorn! The time has finally come for this pesky Pokemon to prove its worth inside the bootcamp! So what does this baby can do? Well... it destroys you in the slowest yet most painful way; by getting splinted with its sharp, metallic spikes. It hurts just thinking about it!

WELCOME TO POKEMON BOOTCAMP!

Subject No.12
Name: Ferrothorn
Species: The Thorn Pod Pokemon
Height: 3'3"
Weight: 242.5 lbs.
Type: Grass, Steel
Possible Abilities: Anticipation, Iron Barbs
Smogon Tier: OverUsed
Insights: This Pokemon is basically a thorn pod with a lot of defensive potential and also has a very nasty move pool; primarily focusing on status moves and entry hazards that wears down foes slowly to their own demise. In addition, its Ability Iron Barbs can hurt even the most fearsome of- Waaaaaaaaarrrgghhh!!!!

Recommended Ability: Iron Barbs
WAAAAAAAARRRRRGGGGHHH!!!!

Recommended moves:
1. Stealth Rock - Ferrothorn's main entry hazard and one of the main reasons to use this Pokemon. This particular move reduces the HP of your opponent's Defending Pokemon equal to a certain percentage while dealing more residual damage to any Pokemon that is weak against Rock. Also, with the many Fire and Flying types that lurk throughout the competitive field, it's a move that you should never leave without.

2. Toxic - this is basically a status move that helps you deal more residual damage by poisoning your foes. Poison damage intensifies every turn but the damage resets if the foe switches out. First, floating rocks then poisonous grimes. What's next? Severe electricity?

3. Thunder Wave - if you want an answer to the previous question, then yes. Ferrothorn can also incapacitate an opposing Pokemon through paralyzing them. However, keep in mind that Ferrothorn is still slow enough to outrun certain paralyzed Pokemon, so only use it to aid someone who is fast enough to pick up the slack.

4. Gyro Ball - one of Ferrothorn's offensive attacks. This can allow Ferrothorn to hit hard despite of its more defensive stature. Furthermore, the damage it deals is based on how slow the user is; which works extremely well for Ferrothorn due to its abysmal 20 base Speed.

5. Leech Seed - adds more sustainability while wearing down your opponent even more. A combination of this, Stealth Rock, and status ailments can be devastating if not taken care of.

Other recommended moves:
1. Power Whip - basically a STAB move with high base power but the accuracy can be punishing.

2. Iron Defense - boosts your Defense. Hmph, quite pointless due to its already high Defense in the first place.

3. Spikes - another entry hazard that is quite dangerous if left unattended.

4. Protect - protects you from attacks. It's a good way to scout for some potential threats against Ferrothorn.

5. Rest - removes status ailments and heals your HP to full, but it will leave you helpless for a few turns.

Recommended items:
1. Leftovers - the only item that makes every tank viable. Adds 5% of max HP per turn. A very solid choice for Ferrothorn, no matter how you build it.

2. Choice Band - typically a niche item for Brave Ferrothorn with Gyro Ball, but why waste time and effort to damage your foes with attacks if you can give them a slower yet even more painful defeat?

3. Rocky Helmet - works in conjunction with Iron Barbs. There's nothing more to say other than it REALLY hurts!

4. Lum Berry - works pretty well with Rest, if not yet consumed.

Recommended natures: Impish, Sassy, or Brave
Ferrothorn is a solid tank that has a potential to fulfill a variety of roles, but it still depends on how you build this baby up. Impish or Sassy are some of the best natures to have around for Ferrothorn because its Special Attack is pretty laughable and does not have any redeeming qualities for it (other Flash Cannon, I think). A Brave nature can be used instead of Impish or Sassy to add some more firepower to Ferrothorn while still tanking incredible amounts of damage in the process.

Overall: There is no doubt that Ferrothorn is one of the best tanks in the game and for a variety of good reasons; an overall decent base stat, a flexible move pool, and an exceptional item synergy. There are better tanks that can deal tons of damage while still capable of fending off enough damage, but Ferrothorn has this unique blend of toughness and trickiness that no tank can ever afford to imitate.

--END TRANSMISSION--

Saturday, November 15, 2014

Pokemon Bootcamp Pt.11: Blaziken

Feeling hot today? Yes? No? Then how do you feel today? Cold? Humid? Sad? Happy? Well, if you are going to ask, then the answer is pretty simple; it's time for another Pokemon Bootcamp!

So who is the next one to be given the PB treatment? Well, let's just say that this next Pokemon is said to be a fearsome one that even Legendary Pokemons are even afraid to tread near this particular Pokemon... or so I would assume. Nevertheless, here is the next Pokemon to be featured and what a perfect opportunity to show this one off (it's cold right now in the Philippines despite the absence of snow)!

WELCOME TO POKEMON BOOTCAMP!

Subject No.11
Name: Blaziken
Species: The Blaze Pokemon
Height: 6'3"
Weight: 114.6 lbs.
Type: Fire, Fighting
Possible Abilities: Blaze, Speed Boost
Smogon Tier: Uber

Insights: Blaziken is, by far, the strongest among the starter Pokemons yet due to one Ability; Speed Boost. This is to ensure that it can outrun EVERY Pokemon in the entire game and with additional boosts like Bulk Up and Swords Dance, Blaziken can literally destroy everyone with ease. It's not being biased, but the truth that if Blaziken is left unattended, then there's no stopping the fire.

Recommended Ability: Speed Boost
Speed Boost is the definitive choice for Blaziken. This Ability is what made Blaziken THE strongest among the non-legendaries in the game. In addition to its stellar Ability, it can also use a variety of status modifiers like Swords Dance and Bulk Up which makes it a brutal sweeper by all means. To make matters worse, it can also learn Baton Pass to pass these boosts to another fearsome ally which can pick up the slack in case that Blaziken has already fulfilled its role of pumping up its teammates. In short, a well-played Blaziken is truly terrifying.

Recommended moves:
1. Flare Blitz - Blaziken's ultimate Fire attack. It deals massive damage with STAB, but the recoil can sometimes hurt the blazing chicken very bad. The question is; who cares if it has massive recoil? Blaziken can kick a whole lot of opponents effortlessly.

2. High Jump Kick - another solid STAB move for the blazing chicken. Just watch out for Protect users since it can mess up your strategy very bad with all that recoil.

3. Swords Dance - one of Blaziken's key moves that can allow the blazing chicken to rack up some Attack boosts; unleashing more firepower on its kicks.

4. Protect - this is to ensure that one stack of Speed Boost will kick in to Blaziken; giving it the potential to outrun AND outgun the entire metagame.

5. Bulk Up - another key move for Blaziken which not just only increases its Attack, but also its Defenses as well. Wow, talk about harsh!

Other recommended moves:
1. Stone Edge - coverage against those pesky Flying-types that will try to destroy Blaziken. Just toss them some rocks and you are good to go.

2. Baton Pass - passes down all buffs that Blaziken receives to another ally. After that, sit down and watch your opponents faint from your powerful blows.

3. Blaze Kick - a substitute for Flare Blitz with a higher critical-hit chance but lesser accuracy. Just stick to Flare Blitz. Really.

4. Fire Punch - ain't nobody got time for this when you already have Flare Blitz in the first place.

5. Hone Claws - so you think that an unavoidable High Jump Kick is impossible? Think again! This helps you not just in increasing its Attack but also its accuracy as well.

6. Brave Bird - not really necessary, but the damage is noteworthy nonetheless.

7. Knock Off - takes down Psychics and Ghosts. Nothing else.

Recommend items:
1. Blazikenite - this is all you need for using this BEAST of a Pokemon. It gives Blaziken Speed Boost if it Mega Evolves; giving Blaze a degree of use prior Mega Evolving.

2. Life Orb - use it if you want to take your time on seeing your opponent's inevitable defeat. Other than that, it boosts your damage output.

3. Focus Sash - you can use this item if you want a 100% success rate on passing down your buffs to an ally.

4. Air Balloon - Earthquake pissing you off? No problem! Air Balloon gets the job done for you.

Recommended nature: Adamant
This is to make sure that your attacks will hit as hard as possible while trying to survive most attacks with 4 Defense EVs. Pick standard EV distribution of 252 in both Attack and Speed and 4 Defense EVs to make sure that pesky Stealth Rock won't hurt you as much. Raise it wisely and watch things burn to its mighty presence.

Overall: Blaziken is a terrifying sight to behold in general. With the combination of a flexible moveset, a broken Ability, and a fearsome presence, there is nothing that Blaziken can't beat to the ground. While there are many others who can still counter the blazing chicken, there's no telling on how the battles may end up from such a formidable foe.

--END TRANSMISSION--

Friday, November 14, 2014

Pokemon Bootcamp Pt.10: Nidoking

Battles fit for a king? No! It's just another edition of Pokemon Bootcamp. :)

So there are rumors running amok that Nidoking has been falling down short lately in the competitive field... Well, isn't that silly? It seems that their sources are already outdated... or is it? Regardless, there seems to be no reason to panic about it, because Nidoking is as viable as ever, and you'll see why.

WELCOME TO POKEMON BOOTCAMP!

Subject No.10
Name: Nidoking
Species: The Drill Pokemon
Height: 4'7"
Weight: 136.7 lbs.
Type: Ground, Poison
Possible Abilities: Rivalry, Poison Point, Sheer Force
Smogon Tier: UnderUsed

Insights: Nidoking is originally built as a physical attacker; learning moves such as Earthquake, Poison Jab, and even Megahorn. However, when Generation V arrives, he was given a new Ability that made him risen from the ranks; Sheer Force. This ability becomes so viable for Nidoking, that many people utilizes its use by unleashing a new move build for the Drill Pokemon; from being a physical powerhouse into a special nuke. Also, with a decent Special Attack rating of 85, the Drill Pokemon has a lot of potential coming on.

Recommended Ability: Sheer Force
The only viable ability for Nidoking competitively is Sheer Force. This gives off the firepower it desperately needs by adding additional 30% damage to all offensive moves with secondary effects while removing the secondary effects in the process. Nidoking became a beast in competitive battles because of Sheer Force. In addition, Life Orb + Sheer Force - the recoil = one nasty wallbreaker.

Recommended moves:
1. Earth Power - Nidoking's main STAB and can benefit from Sheer Force's boost. Nothing much more to say about this other than this move HURTS!

2. Sludge Wave - second STAB move and another Sheer Force-worthy contender. Slap both of these moves to Nidoking and its almost unstoppable. Just don't use it on Double or Triple battles or your allies will surely get hurt.

3. Thunderbolt - a nice coverage move with solid damage and can benefit from Sheer Force.

4. Ice Beam - another coverage move with some decent damage to boot, thanks to Sheer Force.

5. Shadow Ball - coverage. Decent damage. Sheer Force. Enough said.

Other recommended moves:
1. Poison Jab - a nice physical move and one of the many of Nidoking's physical STABs that can utilize Sheer Force.

2. Earthquake - a strong move all throughout, even without the Sheer Force boost. Just be sure to invest on some Attack stat EV if you are going to use it, though.

3. Megahorn - an exceptional coverage move with decent damage and an OK accuracy. No boosts from Sheer Force, unfortunately, but it can surely kick slower Psychics in their places.

4. Shadow Claw - coverage move against Psychics and Ghosts, as well as Sheer Force boosts, are one of the few reasons to use it.

5. Sludge Bomb - a weaker alternative for Sludge Wave.

Recommended items:
1. Life Orb - Nidoking's main arsenal of choice. The orb allows Nidoking to increase its attacks without worrying much of the recoil; making Nidoking one of the best users of the Life Orb's powerful effect.

2. Choice Scarf - Nidoking's Speed is the main reason why Trainers use him less than usual. Even despite his outstanding bursts, he still cannot outrun some of the most dangerous Pokemon in the higher tiers. This is where Choice Scarf kicks in which allows the user to gain additional Speed boosts and to go on par with certain fast Pokemon like Garchomp and Dragonite. The drawback here is that you'll stick to one move only, which is a shame because Nidoking's coverage moves will be put to waste.

Recommended Natures: Timid, Naive, or Jolly
Speed matters for Nidoking and 85 base Speed does not make its case pretty well. Paralysis is not the issue here but the matter of raising its EV's in Speed as well as running a Nature that benefits Speed. Timid is the usual choice for special Nidoking but you can also run a Naive nature if you also want to utilize his extensive physical movepool. Jolly is preferred if you are going for a full physical build.

Overall: Nidoking's offensive capabilities are flexible in every possible way but the main problem for this particular variable is its Speed. Also, choosing the right item for Nidoking is crucial and it can be a deciding factor between a great Nidoking and a terrible one. Regardless of these circumstances, Nidoking remains to be a powerful Pokemon that is only threatened by the much quicker foes it can encounter in the future.

--END TRANSMISSION--

Pokemon Bootcamp Pt.9: Zoroark

It's time for another Pokemon Bootcamp with this nasty little fellow.

Zoroark. Yup, Zoroark. How to describe this guys? Well, it's a black fox that can make illusions of its allies to confuse opponents. Well, pretty decent, but does it live up to its potential? It's up to you to find out, of course!

WELCOME TO POKEMON BOOTCAMP!

Subject No.9
Name: Zoroark
Species: The Illusion Fox Pokemon
Height: 5'3"
Weight: 178.8 lbs.
Type: Dark
Ability: Illusion
Smogon Tier: BorderLine2

Insights: So Zoroark is basically a prankster... without Prankster. It does have this nice niche of confusing your opponents, though. Dark is also a type that many consider to be a strong one but it is also weak enough to stand alone. Also, there many Pokemon who can simply destroy Zoroark once the strategy is foiled, but nevertheless, Zoroark has particular strengths that it can be concealed within someone else's face and strike them down before even knowing what to get them.

Recommended Ability: Illusion
An exclusive Ability for Zoroark, It's distinctly useless in-game but it shines in competitive battles. It allows Zoroark to copy the appearance of the last Pokemon you have in your roster which is basically predictable and unpredictable at the same time. Truly, the confusion that Zoroark may cause can practically help you win fights for as long as you are crafty enough not to let Zoroark faint so easily.

Recommended moves:
1. Dark Pulse - Zoroark's main STAB move and with a good amount of power and flinch rate. There is no reason to forego this move for something else.

2. Flamethrower - burn your opponents with such sheer magnificence through this move. It's a more convenient coverage move than Fire Blast simply in its accuracy alone. In addition, it inflicts a burn rate which can be always beneficial against the hard-liners of the metagame such as Bouffalant (did I spelled that correctly?).

3. Grass Knot - there are many heavy Pokemons that scatter in the metagame, and this is where Grass Knot comes in handy. It inflicts damage based on the opposing Pokemon's weight. The heavier the foe, the more damage it deals. Convenient way to get rid of those bulky monsters like Donphan.

4. Nasty Plot - all it takes is an excellent plot to take down the most nefarious of opponents, and Zoroark makes great use of its powerful ability to set up at least one boost from Nasty Plot. It only takes one nefarious plot and you can count on that.

5. Extrasensory - a nice coverage move for Zoroark against Fighting-Types and its flinch rate can be helpful to withstand against certain threats.

Other recommended moves:
1. Shadow Ball - another coverage move and it synergizes well with a Ghost Pokemon on your party; creating an actual diversion of sorts against certain Pokemon.

2. Night Slash - surprisingly enough, Zoroark has the potential to be a mixed attacker in every way possible due to its decent 105 Attack stat. It has STAB and an increased critical-hit rate.

3, Sucker Punch - one of the few Pokemon who can manage to pull-off a STAB-powered Sucker Punch which is always a good thing for any Pokemon who relies on great offensive capabilities.

4. Night Daze - Zoroark's signature move that damages foes as well as reducing foe's accuracy. If you are using Smogon rules, however, then this skill is not that particularly useful since means of increasing evasion is never allowed.

5. Counter - in conjunction with Focus Sash, Counter allows Zoroark to beat down foes into a juicy pulp, provided that a physical move recently hits Zoroark.

6. U-Turn - a perfect scouting move for Zoroark, but for as long as it runs a physical set.

7. Pursuit - it deals STAB damage as well as to prevent injured Psychic types from escaping Zoroark.

Recommended items:
1. Life Orb - main offensive item. 30% boost for all attacks is always a sweet thing.

2. Dread Plate - this is mainly for its Dark moves such as Night Slash, Dark Pulse, Sucker Punch, Night Daze, and Pursuit.

3. Choice Specs - big boosts for its special attacks but will force you to stick on one move. Pretty reliable but it takes a lot of switching to maximize its effect.

4. Choice Band - same as Specs but for physical attacks.

5. Focus Sash - best used with Counter, but prediction is another story.

Recommended natures: Timid or Jolly
Speed is what Zoroark needs the most; whether you are going physical or special. 252 Speed is to make sure to outrun most of its enemies in the tier. Also, you might want to consider Jolly for a physical attacker build. That's all there is to it; straightforward build for this nostalgic fox.

Overall: Zoroark's mixed movepool has a lot of potential against high-tier foes, but its only hindered by a limited array of coverage moves that can be either too weak or just too unreliable. However, everything may not seem as bad for Zoroark as it can cover itself with Illusion, and that effort to puzzle your foes is always rewarding. All in all, proper prediction and intuition are the most valuable key factors in winning battles with Zoroark.

--END TRANSMISSION--

Thursday, November 13, 2014

Pokemon Bootcamp Pt.8: Accelgor

Gather your weapons, blend in the shadows, and unleash your inner ninja within you for an another refreshing edition of Pokemon Bootcamp!

Accelgor is one of the fastest (if not THE fastest) Pokemon out there and the fastest Pokemon introduced in Generation V with a whopping Speed of 145 and with that Speed, it can allow to do a variety of things; dish out damage while setting up traps. The very same things that ninjas do.

WELCOME TO BOOTCAMP!

Subject No.8
Name: Accelgor
Species: The Shell Out Pokemon
Height: 2'7"
Weight: 55.8 lbs.
Type: Bug
Possible Abilities: Hydration, Sticky Hold, Unburden
Smogon Tier: NeverUsed

Insights: The main highlight of this escargot is its Speed which makes it one of the best setters in the game (beside Baton Pass users) with Spikes. However, it doesn't mean that it cannot fight back very well. 100 Special Attack is quite decent enough and it has this certain degree of surprise value that despite its weak defensive stat, it can enable outrun most Pokemons in the higher tiers (with the exception of Scarfed variants). It's just too fast!

Recommended Moves:
1. Bug Buzz - Accelgor's main STAB move that destroys Substitute users with ease.

2. Giga Drain - deals damage, drains HP, and cause sheer terror at the hearts of its foes.

3. Spikes - with enough Speed to spare, Accelgor is just one of the fastest Spikers in the game. Talk about a nin-errr... a ninescargot with an attitude for a swift end (Ninescargot? Ok that was lame).

4. Toxic - poisons opponents with a mysterious grime. Nasty.

5. Focus Blast - Accelgor's main coverage move that annihilates Rock-types very easily. It also reduces the foe's Special Defense by a chance. Tyranitar, eat your heart out!

Other recommended moves:
1. Final Gambit - while it doesn't have enough HP to come around, it's a perfect way to deal massive damage early on. This move knocks out Accelgor, however.

2. Struggle Bug - another STAB move for Accelgor that lowers the opponent's Special Attack. Quite usable in Double and Triple Battles, weakening their offensive capabilities.

3. Sludge Bomb - Accelgor's coverage move that beats Fairies down to where they should be; on the ground! It also has a nice poison chance.

4. Venoshock - quite a very versatile and deadly move... if your opponent is poisoned, that is.

5. Energy Ball - another Grass coverage move that damages foes while lowering their Special Defense by one level. Neat.

Recommended Nature: Timid
Timid is the best nature for Accelgor, although I am pretty sure that you have something in mind as well, nevertheless. It's best for Accelgor to have this nature because you can be able to outrun most non-scarfed Pokemon in the higher tiers while still being capable of being a threat to your foe's team with your awesome array of coverage moves. However, due to its natural frailty, its best to put this baby out once all checks have been eliminated or to die trying with Final Gambit.

Overall: Speed is the name of Accelgor's game and that is what you should remember as well while playing this particular Pokemon. It's offenses are subpar but manageable, but its use comes from launching off Spikes with ease. In addition, Accelgor has a neat design. Who does not want a ninja in their team? Nobody! Just by looking at Accelgor already feels promising.

--END TRANSMISSION--

Pokemon Bootcamp Pt.7: Staraptor

Soar high into the vanilla sky, as Pokemon Bootcamp will take it towards the clouds with this featured Pokemon!

WELCOME TO POKEMON BOOTCAMP!

Subject No.7
Name: Staraptor
Species: The Predator Pokemon
Height: 3'11"
Weight: 55 lbs.
Type: Normal, Flying
Possible Abilities: Intimidate, Reckless
Smogon Tier: BorderLine

Insights: Staraptor is like a Talonflame without the Gale Wings. It is very underrated but can still deal tremendous amounts of damage. In addition, unlike most Flying Pokemon that can be potentially walled by certain Rock and Steel Pokemon, Staraptor has an edge among its fellow birds and that edge is Close Combat, a powerful Fighting move that defines Staraptor as one bird that not even Talonflame can simply outmatch when it comes to versatility and sheer power. It is true that Talonflame has Gale Wings, but Staraptor has an incredible niche that makes it a powerful contender in the first place.

Recommended Ability: Intimidate and Reckless
Both of Staraptor's Abilities are useful in every way. Intimidate forces physical attackers to switch out in battle while Reckless makes Staraptor's Brave Birds and Double-Edges hit like gunfire. There is no Ability too useless for Staraptor at this rate. Now if only it can also learn Gale Wings...

Recommended moves:
1. Brave Bird - Staraptor's strongest Flying STAB move for obvious reasons. This move allows Staraptor to wreck teams with just a push of the button that says "FAINT THEM ALL!" in bold lettering. Plus, Reckless.

2. Double-Edge - another of Staraptor's powerful STAB moves that also does a massive ouch on Staraptor; boosting it further with Reckless. However, if you think that Brave Bird is just too much of an ouch for you, then disregard this.

3. Close Combat - Staraptor's main coverage against physical walls that may otherwise block the other Flying-types dead in their tracks. It deals incredible amounts of damage in a split second, but it also cripples your defenses at the same time.

4. Quick Attack - a perfect revenge-fainting move for Staraptor. While it does not gain any boosts from Reckless, it can still benefit from STAB. 40 damage may seem to be underwhelming for some, but it gets the job done.

5. U-Turn - an excellent scouting move for Staraptor, as well as to allow it to escape from certain foes that may otherwise shut the predator down.

6. Pursuit - is your opponent trying to get away from Staraptor's offensive prowess? Then you might want to slap this in for your Pokemon which can allow you to pick off against weakened foes who are about to cry uncle and tries to escape. This will surely bring forth that annoying sensation against your foes.

7. Return - well you know how it goes, but it's a VERY strong move, regardless.

Other recommended moves:
1. Fly - a two-turn move that has decent power and gives you a chance to avoid one attack, but the move can be blocked very easily.

2. Roost - Staraptor's only means of healing itself. The trade-off here is that it will lose its Flying type during the turn it is used, which is a good way to minimize the damage done to you by Electric, Ice, and Rock moves but also damages you against Ground attacks.

3. Final Gambit - oddly enough, many Trainers find this move useful. It deals damage against foes equal to the user's current HP but faints the user. Use this only if you are crazy enough about winning battles.

4. Detect - it's basically Protect with fewer PP. It can learn this move via breeding, though.

5. Protect - same as Detect with more PP.

6. Take Down - a toned-down version of Double-Edge, but why waste so much power if you can take down opponents faster with Double-Edge?

7. Aerial Ace - it's an unavoidable attack that has decent power and can benefit from STAB. Ok, never mind that, 60 damage is pretty negligible and besides, you already got Brave Bird.

Recommended items:
1. Choice Band - basically the only recommended item for Reckless Staraptor. This item will pump up its Attack by 50% but causes Staraptor to stick on one move unless you switch it out. But why do you want that if you could just spam those Brave Birds all day?

2. Choice Scarf - on the other hand, if you wanna be some sort of a pseudo-Talonflame, then favor speed instead with this item. Like its Band counterpart, it increases your Speed significantly while also forces you to stick on the last move you used. It sucks, but hey, at least you're seeing your foes faint left and right.

3. Life Orb - seriously? Does it even need an explanation? No. It's just that reliable for anyone.

4. Flying/Normal Gem - these items can give you the firepower early on. Decent damage is what you need for Staraptor, after all, and these items just do those things.

Recommended Natures: Adamant and Jolly
This depends on what you prefer; more power to outgun foes coming from higher tiers or more speed to outrun supposedly faster threats. Regardless of what nature you want for Staraptor, stick to the standard hitter EV distribution of 252 Attack, 252 Speed, and 4 on a defensive stat. Don't waste that 4 precious stat on HP because Staraptor is not even durable enough to begin with.

Overall: Staraptor is one of those Pokemon that defines a glass-cannon (that is not a Fire-type); being frail enough while still kicking a lot of damage. In addition, Staraptor has a wide array of offensive to take advantage of its base 120 Attack. It may not be as popular as Talonflame, but keep in mind that Staraptor is the only bird that can access Close Combat naturally, and that is more than enough a reason to use Staraptor.

--END TRANSMISSION--






Pokemon Bootcamp Pt.6: Blastoise

Time to cool off everyone because it's time for another Pokemon Bootcamp!

Blastoise is one of the first fully-evolved starter Pokemon to get a Mega Evolution in Generation VI, along with Venusaur and the ever-popular Charizard. However, just because that Charizard is getting the limelight in competitive battling doesn't mean it's no longer that useful. It's recent Mega Evolution has caused Blastoise to rise up in the competitive field, and for a variety of good reasons; power, durability, and versatility.

WELCOME TO POKEMON BOOTCAMP!

Subject No.6
Name: Blastoise
Species: The Shellfish Pokemon
Height: 5'3"
Weight: 188.5 lbs.
Type: Water
Possible Abilities: Torrent, Rain Dish
Mega Abilities: Mega Launcher
Smogon Tier: UnderUsed

Insights: Ummm... what a blue, bulky tortoise. That's what this creature is; a blue, bulky tortoise. Other than that, it's a bulky Special Attacker with decent bulk, a large array of special moves, and Rapid Spin. Seriously, its just one of the main reasons to use Blastoise in this Stealth-Rock ridden meta. In addition, Generation VI blessed this particular turtle with a Mega Evolution which gives it additional arm cannons and whole lot of firepower! Man, so many bulks, so little time.

Recommended Abilities: Mega Launcher (Torrent/Rain Dish in base)
There's really no reason to use base form Blastoise in competitive battles unless you already have a Mega Pokemon in mind. Mega Launcher increases the power of all "pulse" and "aura" moves by 20% which is a very big boost for Blastoise. But wait! How on Blastoise can utilize Mega Launcher if it doesn't have any moves, other than Water Pulse, that it can learn to maximize its purpose? Fortunately, this is where Clawitzer, another Mega Launcher user, hops in. It gives up Aura Sphere as an Egg move for Blastoise to use, which is simply an amazing move all throughout. However, if you are a Trainer who would rather use another Mega Evolution, then pick Torrent. It's more consistent than Rain Dish, but the latter has more use in mono-Water teams that gathers strength under the rain.

Recommended moves:
1. Hydro Pump - Blastoise's strongest STAB move that can pump up the volume under the rain. It has high base power even without the rain but the accuracy is something to watch out.

2. Surf - practically a more accurate version of Hydro Pump, but it doesn't have the strength to take down certain key targets that Hydro Pump do. Regardless, it''s still a solid move to consider.

3. Ice Beam - a coverage move that also freezes opponents. Pretty reliable in any battle and that's about it.

4. Dragon Pulse - another useful coverage move that deals decent damage and it benefits Mega Launcher's boost.

5. Flash Cannon - only a few Pokemon that are not Steels can benefit from Flash Cannon and Blastoise is one of them. It does not only has decent power, but it has a chance to reduce the opponent's Special Defense by one level. This makes Blastoise a powerful glass-cannon against Ice types.

6. Rapid Spin - this is a crucial move for support Blastoise; allowing it to remove entry hazards with ease (specifically Stealth Rock). Never leave this move behind if your Blastoise will go full support.

Other recommended moves:
1. Dark Pulse - another move which can benefit from the Mega Launcher boost. The flinch rate is also a plus.

2. Water Pulse - with many Water-type moves already in its arsenal, it's very unnecessary to include this move on Blastoise. But because of Mega Launcher and its decent confuse chance, it has a degree of usefulness.

3. Rain Dance - support Blastoise is rarely seen in competitive battles, but its bulk is more than enough to successfully set up rain in battle.

4. Heal Pulse - not really a beneficial move against your opponents, but it increases the heal rate of this move through Mega Launcher. Use it only on double battles.

5. Skull Bash - Blastoise's Attack is pretty decent but what is the point on building it physically if it can already deal tons of damage in its Mega form? Nevertheless, it has a nice effect on increasing your Defense the first turn then attacking the foe on the second turn. It's basically a physical Solar Beam without the STAB.

6. Earthquake - use it on a physical build for obvious reasons.

7. Waterfall - another good physical move for Blastoise. It might not benefit from Mega Launcher's boosts, but it can still benefit from STAB and it also has a good flinch rate.

Recommended Nature: Modest or Bold or Calm or Adamant
To fully maximize the damage of Blastoise's special moves, pick a Modest nature with 252 Special Attack, 252 HP, and 4 on a defensive stat of your choice. If you are going support, however, get Bold or Calm nature with 252 HP, 252 on the beneficial stat for those natures and 4 on Special Attack so that you can still have a fighting chance even while supporting teammates. An Adamant nature is ideal for any Blastoise users who wants to utilize its nice array of physical moves and to catch enemies off-guard.

Overall: Blastoise is a well-rounded Water Pokemon with a wide array of moves that can allow it to be a supporter, a special nuke, and a wall, all at the same time. Just be sure to have the right team composition along the way to maximize its use.

--END TRANSMISSION--


Wednesday, November 12, 2014

Pokemon Bootcamp Pt.5: Aegislash

En garde, Trainers! The Pokemon Stadium is always filled with tough Trainers and its up for you to embrace the challenge once more with another edition of Pokemon Bootcamp!

Aegislash is... uhhh... a very interesting character. It becomes a sword on one point, then it becomes a shield the next. I mean, what in the world is it? Simple, it's a weapon, and a deadly one at that. Just even making eye contact on this thing cringes even the boldest of Trainers with its amazing offenses and its signature move, King Shield, that not only just protect it from attacks, but it also reduces an opponent's Attack when it touches Aegislash. It may seem unfair, but just by looking at it, it makes me feel restless... in battling against it, of course. No other reasons whatsoever.

WELCOME TO POKEMON BOOTCAMP!

Subject No.5
Name: Aegislash
Species: The Royal Sword Pokemon
Height: 5'7"
Weight: 116.8 lbs.
Type: Ghost, Steel
Ability: Stance Change
Smogon Tier: Uber


Insights: The most infuriating aspect when dealing against Aegislash is its versatility. This Pokemon can be both played offensively AND defensively at the same time without any hassle whatsoever. Whether it becomes a shield or a sword, you will have a very difficult time to deal with this thing unless you've any Pokemon to counter against it. The only main problem about Aegislash is that its too predictable to become someone so genuinely strong, but nevertheless, Aegislash is a threat not to be messed with.

Recommended Ability: Stance Change
The one and only Ability that Aegislash can use is this. This can allow Aegislash to switch forms on the fly, depending on the moves it uses. Whenever Aegislash uses an offensive ability, then it will transform in its Sword Form, but if Aegislash tries to play defensively and uses King's Shield, then it transforms into its Shield Form. Each form redistributes its 4 important key stats; Attack, Defense, Special Attack, and Special Defense; some of which are absent from one form while being manifested on the other. It's THAT versatile.

Recommended Moves:
1. King's Shield - the main course of any Aegislash build, This can allow Aegislash to transform back into its Shield Form while blocking attacks in the process. In addition of preventing that attack from damaging Aegislash, any move that touches it will get the user's move's Attack reduced by two levels. A very punishing move against those hard hitters out there like Tyranitar and Garchomp. There is a catch, though. It cannot block status-inflicting moves like Thunder Wave and Will-o-Wisp, so better watch out for those things.

2. Swords Dance - using a sword requires a lot of grace, but in this case, using a sword requires a lot of dancing... in order to increase the sharpness of the blade and making it deadlier. Wait! You don't get it? In short, never use Aegislash without Swords Dance. This is a nifty move that turns a harmless weapon into a brutal destroyer; increasing its Attack by two levels. In addition, there are many people who will expect for Aegislash to use King's Shield, but without their knowledge, uses Swords Dance instead. Hmmm, it seems that being predictable also has its perks, after all.

3. Shadow Sneak - another "a must" move for Aegislash, benefitting from STAB as well as it is an increased priority move. After a Swords Dance boost, this can annihilate even the most annoying of Gengars and other threats like Ghost Arceus and Giratina. There are more targets to consider, but it's a very good move, nonetheless.

4. Iron Head - STAB, flinch rate, and 100 accuracy. Need I say more?

5. Sacred Sword - one of Aegislash's coverage moves that ignores Defense boosts when using this attack. In short, a perfect glass-breaking move with decent power to boot.

Other recommended moves:
1. Shadow Claw - another STAB move that can replace Shadow Sneak's place. It has decent power and an increased critical hit-ratio. However, this will leave Aegislash wide open from faster foes.

2. Gyro Ball - use this in conjunction with a Speed-hindering nature. The slower it becomes, the harder it hits. Wow, talk about convenient.

3. Protect - while it cannot stack very well with King's Shield, it can be a perfect substitute for the latter since it blocks ALL harmful attacks with ease. It doesn't have a secondary effect, though.

4. Shadow Ball - a Special Attacker build is also viable for Aegislash due to its surprise factor. Many battlers will expect that Aegislash may might as well be a physical attacker by all means due to its Swords Dance + Shadow Sneak combo, but this move can catch an oblivious predator off-guard.

5. Flash Cannon - another surprising viable move for Special Aegislash. It has decent power and it has a chance to lower the opponent's Special Defense by one level. Quite useful for a glass-breaker like this.

Recommended Items:
1. Weakness Policy - honestly, there are little Pokemon who can benefit the full use of this item and Aegislash is one of them. Threats like Tyranitar and Weavile has the Ability to take down Aegislash with their super-effective moves, but with Weakness Policy, this can allow Aegislash to have this fighting chance against terrible odds; increasing its offensive stats with ease. Who says that Aegislash can do nothing but defend itself?!

2. Spooky Plate - a pseudo-Spell Tag that increases the power of Ghost moves by 20%. Nothing special, but it has some uses too. Oh and by the way Aegislash, Arceus called. It wants it's Plate back! :P

3. Life Orb - self-explanatory.

4. Muscle Band - use this only on a physical set. It has a measly 10% boost to all of your physical moves. The power increase is not noteworthy but it doesn't have nasty drawbacks to worry about.

5. Wise Glasses - similar to Muscle Band, except if you run a special set.

Recommended Natures: Adamant/Brave (for a physical set) and Modest/Quiet (for a special set)
There are two kinds of glass-cannons; heavy-duty and quicksilver. Thankfully, whether it turns out to be a deadly claymore or a slender rapier, Aegislash can do both weapon roles extremely well. An Adamant nature can give it enough firepower to deal with the faster threats, while a Brave nature allows the use of Gyro Ball. On a Special set, Modest and Quiet are two important natures to consider.

Overall: Aegislash is a powerful Pokemon no matter how you build it. The versatility of this Pokemon is a work of art that not even the most dangerous of Pokemon can predict its movements. It can either be a special attacker spamming Shadow Balls, or perhaps a physical nuke that bashes enemies with its Sacred Sword, and that's what makes Aegislash special among others.

--END TRANSMISSION--


Pokemon Bootcamp Pt.4: Pyroar

A spectacular day to everyone and its time for another edition for Pokemon Bootcamp!

Pyroar is a Fire-Type Pokemon that has a lot of promise ahead of it, only to be hindered by other Special Attackers out there who can dish out more damage and faster than the Royal Pokemon. It may sound like ridiculous at first but Pyroar is one of the most nostalgic among the Kalos Pokemon roster out there due to its varying designs depending on the gender of the Pyroar. It also has access to certain moves that can utilize its Type, Fire and Normal, which is very good.

WELCOME TO POKEMON BOOTCAMP!

Subject No.4
Name: Pyroar
Species: The Royal Pokemon
Height: 4'11"
Weight: 179.7 lbs.
Type: Normal, Fire
Possible Abilities: Rivalry, Unnerve, Moxie
Smogon Tier: NeverUsed
Other info: 25% Male, 75% Female

Insights: Whether it is male or female, Pyroar is a powerful contender which is only hindered by its many competitors like Greninja, Jolteon, and Gengar. This Pokemon also has a limited movepool that focuses more on its Fire and Normal typing. However, there are some certain perks that make Pyroar stand out, even in the Smogon Tier it's in right now. Also, 109 Special Attack is something that is not to be taken lightly at all.

Recommended Ability: Unnerve
Rivalry and Moxie are pretty situational Abilities to have since that the former will be difficult to utilize due to a randomized team composition, while the latter Ability is negligible due to its low Attack. Unnerve is the best ability for Pyroar to have because of the many Trainers using Berries to help them out in battle by boosting their defenses against certain moves and heal HP. This ability will help you shut down these strategies very well.

Recommended Moves:
1. Fire Blast - this is Pyroar's most powerful STAB move. At 110 Power and under the sun, Pyroar can enable to melt down most enemies that doesn't resist it. Additionally, the 30% burn chance is always pleasant.

2. Hyper Voice - 80 Power is not something to boast of, but it's not something to underestimate either. Pyroar's Normal typing, and the right items in hand, can really help the case of this one; boosting this attack considerably. While it doesn't have any additional effects, it can get the job done.

3. Dark Pulse - a coverage move for those nasty Ghosts that scatters around the metagame like Gengar and Gourgeist. It also has a nice flinch chance; something you don't want to forego.

4. Will-o-Wisp - a very dependable support move for Pyroar which burns certain key Pokemon on your opponent's party like Garchomp and Tyranitar. Also, due to its natural frailty, its one of the best ways for Pyroar to survive an attack that it may be weak against the lion.

5. Incinerate - a Fire move that burns opposing Pokemon's held Berries. Quite redundant when using it along with Unnerve, but if you want to make sure that the Berry will be immediately useless the time Pyroar faints, then use it to your advantage.

Other recommended moves:
1. Echoed Voice - a Normal move that intensifies the more you use it. It can benefit very well from its Normal typing, but the problem is that Pyroar won't probably last long before achieving full power.

2. Flamethrower - a more accurate version of Fire Blast, but the power loss is significantly evident in every possible way. Fire Blasts and Flamethrowers can never be together. Keep in mind about that fact.

3. Hyper Beam - a strong move but the recharge time is very detrimental for any Pokemon. Use it only as a last resort move by all means.

4. Overheat - another powerful STAB move for Pyroar which deals considerable amounts of damage. However, Pyroar's key stat, Special Attack, will fall considerably low. This best used in conjunction with White Herb.

5. Flame Charge - if you want to build Pyroar into a physical attacker that will benefit very well from Moxie, then consider adding this to it. It will not just benefit from STAB alone, but it can boost Pyroar's Speed every hit. A tip in mind; only use this when the foe is already weak enough to take another hit.

6. Wild Charge - another physical move that can utilize Moxie's Attack boosts. The recoil can sometimes be bothersome, though.

7. Noble Roar - Pyroar's signature move that reduces the foe's Attack and Special Attack. Quite usable on a supporter role, other than that, its really not that reliable due to the many Pokemon that can outspeed Pyroar before doing anything.

Recommended Items:
1. Life Orb - one of the main items that makes Special Attack Pyroar (and every other unorthodox Special Attacker Pokemon) viable. 30% boosts to all of your attacks is something you don't want to disregard, but be sure to keep an eye out of that 10% recoil since Pyroar is frail enough to get taken down by any move that deals super-effective damage.

2. Choice Specs - to be honest, this is more than a niche pick for Pyroar. It may increase your Special Attack significantly, but it will force you to stick on one move. Timing is critical for using this item because a wrong move may ended up Pyroar (or a teammate) being defeated single-handedly.

3. Chople Berry - with the many Fighting types that lurks the metagame (Lucario, Mienshao, Machamp, the lists goes on actually), it's very important to set-up against these threats before Pyroar falls down so take this Berry with you to try and neutralize these threats.

4. Wise Glasses - a weakened version of Choice Specs, but it will not restrict you from using one move, so it's not all that bad.

5. Lum Berry - restores status ailments inflicted on Pyroar. Pretty significant if you asked me since that most Pokemon relies on status ailments to soften the opposition, and this item is very helpful to neutralize such tactics.

Recommended Natures: Timid or Modest (for a Special build) Jolly or Adamant (for a Moxie build)
Pyroar has a Hidden Ability that helps in strengthening its other stat; Attack. However, 68 Attack is pretty ridiculous even with Moxie, but why bother on making it a Physical Attacker if you can just make it a Special Attacker like its supposed to be? Well? Two factors; decent amount of physical attacks and surprise factor. This has the potential to become a Fire version of Greninja (sans Protean) and a faster one at that due to Flame Charge's Speed boosts. EV Distribution works like this; 252 Attack, 4 Defense, 252 Speed. Honestly I never tried the physical build before, but its the distribution I have in mind in case of such circumstances. For a Special build, stick to the generic distribution of 252 Special Attack, 252 Speed, and 4 on something that you might want to boost at (in my case, I chose Defense).

Overall: Pyroar has an amount of potential within it that is only hindered by its mediocre stat distribution all throughout. It also has one of the most under-appreciated signature moves in a Pokemon game under the guise of Noble Roar. Nevertheless, whether you build it as a physical attacker or a special nuker, Pyroar has this certain potential that makes it stand out from certain Pokemon in its tier.

--END TRANSMISSION--

Monday, November 10, 2014

Pokemon Bootcamp Pt.3: Golurk

Another wonderful day, another time to grow, and another Pokemon Bootcamp!

Ever had this feeling of satisfaction when seeing gigantic robots? Well, if you are the type of person who likes giant robots and Pokemon, then you might want to consider having Golurk in your party. It's a huge powerhouse that has a lot of potential only to be hindered by certain threats that shuts the automaton down pretty easily. Regardless, it's a strong Pokemon with a LOT of promise.

WELCOME TO POKEMON BOOTCAMP!

Subject No.3
Name: Golurk
Species: The Automaton Pokemon
Height: 9'8"
Weight: 727.5 lbs.
Type: Ground, Ghost
Possible Abilities: Iron Fist, Klutz, No Guard
Smogon Tier: NeverUsed

Insights: Voltes, Combattler, Mazinger Z, and even Super Robot Taisen are just one of my many reasons why I am starting to like robots. Golurk LOOKS like a robot and it has such a wonderful design. However, it's not just the design that made me like Golurk, but because of its offensive capabilities. At 124 base Attack, Golurk can go on par with other hard-hitting Pokemon in the higher Smogon tiers; capable of dealing massive damage with its No Guard Earthquakes and Dynamic Punches. The only drawback of this Pokemon is that, like many Super Robots, Golurk also suffers from having very low Speed (55 can be extremely alarming for such a Pokemon with exceptional offensive promise) which can cause other Pokemon to annihilate it very easily. However, its not a reason NOT to try using Golurk, though.

Recommended Abilities: No Guard and Iron Fist
Golurk is a Pokemon that has a large array of fist moves, like Dynamic Punch and Shadow Punch, which is beneficial for this Pokemon because of Iron Fist. The effect? Increases the power of all "punching" attacks by 20% and its not bad. Pumping up those Ice Punches and Hammer Arms can really hurt foes once you hit them. On the other hand, if you want to hit your foes ALL the time, then consider No Guard. This will make sure that everything you blow to your foe WILL hit, no matter what, but the side-effect is that you WILL also get hit regardless on how low the accuracy of a move is; a fair trade-off on such a wonderful ability. Personally, I prefer No Guard more than Iron Fist because confusing foes instantly with a single Dynamic Punch always feels accomplishing.

Recommended Moves:
1. Earthquake -  Golurk's most powerful STAB move and (perhaps everyone else's) for obvious reasons. 100 Power and 100 accuracy is something that is stupid enough to be frowned upon.

2. Shadow Punch - another solid STAB move that Golurk can learn naturally. It has 60 base power that never misses. Also, with No Guard, it can hit even Shadow Force Giratina, Ghost Arceus, and Phantom Force users with ease. Now if only this Pokemon can learn Shadow Sneak...

3. Stealth Rock - this is a must for any Pokemon that relies on weakening the opposition before you go for broke. However, Stealth Rock Golurk is pretty hard to come by due to it being a Move Tutor move in Generation V, so pick something else if you do not want to backtrack. Otherwise, have fun with it.

4. Dynamic Punch - this punch is so dynamic that it shakes the opponent's head when making contact with it. Be sure to run No Guard if you want the maximum carnage you need to spam Dynamic Punches to no end!

5. Stone Edge - enhanced critical chance and high power is good a reason to include this move in any Golurk builds, especially No Guard.

Other recommended moves:
1. Fire/Ice/Thunder Punch - all of them are worth considering since it all provides coverage it needs against its weaknesses as well as additional firepower to the already monstrous juggernaut. Also, Iron Fist boosts.

2. Focus Punch - with conjunction to Substitute and Iron Fist, it can neutralize enemies very easily.

3. Drain Punch - another move that can benefit from Iron Fist. It also heals your HP as well, adding a degree of survivability for Golurk.

4. Rock Slide - a probable substitute for Stone Edge with a nice chance to flinch, but who needs it if you already have No Guard? Also, you won't be flinching anyone with this since its too slow to do so.

5. Rock Tomb - good move that lowers the foe's Speed, but its too weak.

6. Hammer Arm - another Iron Fist fodder but at the cost of Speed.

7. Gyro Ball - due to its natural slowness, Golurk can benefit from Gyro Ball, allowing it to destroy faster foes with it.

8. Heavy Slam - another Steel move that benefits from Golurk's heaviness.

9. Phantom Force - a pseudo-Shadow Force that breaks through an opponent's Protect, Detect, and King Shield with ease while nullifying their effects. Just run this on an Iron Fist set to avoid being damaged even when you are SUPPOSED to be invulnerable by that time.

Recommended items:
1. Assault Vest - many Special Attackers out there, so be sure to put this baby on to increase your survivability one notch higher. Besides, you won't be needing status moves for Golurk anyways (unless if you need Stealth Rock).

2. Kasib Berry - there are also many Ghosts who will try to shut down Golurk early on in the game so consider this as a defensive option against these threats. It reduces the next super-effective Ghost attack to hit the user by 50% although it is a bit situational to use it as well.

3. Lum Berry - burns simply snuffs out Golurk so always pick these up when you get the chance to do so. Otherwise, be prepared for a grueling fight!

4. Leftovers - a perfect item if you are going for a support role. Golurk's Defense and Special Defense are very decent to utilize a tank build and this item can do wonders for this Pokemon to survive.

5. Focus Sash - usable only with Stealth Rock or at least to confuse the opponent with a Dynamic Punch before falling down.

Recommended Natures: Adamant and Brave
Both of which benefits its outstanding Attack stat. Golurk's Special Attack is so low that its worth it to run Adamant and its also very sluggish that Jolly won't make the cut so Brave is another option to consider. Do you know what this means? That's right! Trick Room is stellar on Golurk. Also, if you are very itching to make it a pseudo-Jolly Tyranitar, then a Jolly Rock Polish Golurk build is a way to get the Speed Golurk needs while still dealing massive damage.

Overall: You can build Golurk into a variety of ways; a tank, a bruiser, and a support. All of which are a useful role for Golurk. However, there are some certain conditions to consider (such as items, team compositions, etc.) to maximize Golurk's effectiveness in battle.

--END TRANSMISSION--


Pokemon Bootcamp Pt.2: Mienshao

Cheers to another edition of Pokemon Bootcamp!

During the time I type the first entry for Pokemon Bootcamp, I mentioned a particular Pokemon that can also utilize U-turning against opposing Pokemon. That's right, it's Mienshao. Mienshao is a pseudo-Lucario that not just a particular copy of mentioned Pokemon, but it has a distinct strategy that also makes it a different Pokemon as well. It has speed, strength, and grace which Lucario can only dream to have (but at least it has a Mega Evolution and Adaptability).

So without further ado...

WELCOME TO POKEMON BOOTCAMP!

Subject No.2
Name: Mienshao
Species: The Martial Arts Pokemon
Height: 4'7"
Weight: 78.3 lbs.
Type: Fighting
Possible Abilities: Inner Focus, Regenerator, Reckless
Smogon Tier: UnderUsed

Insights: This particular Lucario rip-off (not really) is a powerful contender by any means. Like Ambipom, Mienshao is simply one of those Pokemons that can strike an opponent and escape in harm's way at the same time; making it a very tough customer to deal with. It also has a potential to annihilate enemies that doesn't resist Mienshao's powerful blows. From its fearsome Fake Outs to its devastating High Jump Kicks, the strength of Mienshao is definitely legit that it can even go par with its competitive rival, Lucario, and that means business.

Recommended Abilities: Regenerator or Reckless
Both of these abilities benefit Mienshao very well. Regenerator can help Mienshao regain lost health from Life Orb damage and entry hazards, while Reckless helps its High Jump Kicks hit like a burning mallet. Well, Inner Focus also has a certain niche against fellow Fake Out users, but you won't be encountering much of them; making this ability very situational. Just stick to the two abilities here and all will go smoothly.

Recommended Moves:
1. Fake Out - never, ever go without it. Despite not having additional damage due to its Normal typing, Mienshao already has enough firepower to chip away much Health to make things easier for this Pokemon. Plus, the sure-flinch rate is always a good thing.

2. High Jump Kick - Mienshao's most reliable STAB move and for a good reason. At 130 Power, along with STAB and Life Orb, Mienshao has the potential to faint an opponent outright that doesn't resists this powerful attack. This move can greatly benefit from Reckless, but keep in mind that it has a very massive recoil once it misses, so be careful on when to initiate a daring move.

3. U-Turn - this is basically a Fighting-Type Ambipom; it is VERY annoying. To make matters worse, U-Turn synergizes well with Regenerator; allowing Mienshao to restore health while dealing hefty amounts of damage in the process. How can it be as more annoying as it already is?

4. Stone Edge - to be honest, this move can be extremely situational due to its terrible accuracy. Although it has a promising 100 Power, the accuracy of this move blows so hard it ruins the purpose of using Stone Edge completely. Regardless, its a good way to get rid of Flying types that is NOT Gale Wings Talonflame.

5. Knock Off - it hits hard while removing your foe's held item. No other inquiries needed for this. It's just that strong!

Other recommended moves:
1. Drain Punch - Fighting-Type version of Giga Drain that absorbs HP equal to a certain amount of the damage dealt. A cool move to have when you run a Reckless set since you'll be breaking some walls most of the time while getting hurt doing it.

2. Jump Kick - A more accurate version of High Jump Kick... but a weaker version of it as well. Nice alternative to have, though.

3. Rock Slide - another accurate Rock move that is significantly weaker than Stone Edge but a more accurate one at that. It can also flinch foes so its not really all that bad.

4. Aura Sphere - this move is very helpful if you run a Mixed set or if you decided to utilize its 95 base Special Attack to good use (which is very decent). Also, it doesn't miss.

5. Hidden Power - another useful move for a Special set if you are not running Stone Edge. Get Ice, Rock, or Electric to beat the crap out of Flying Pokemons that may come in your way.

6. Poison Jab - doesn't benefit from STAB, but picks off Fairies with ease.

7. Aerial Ace - a physical version of Aura Sphere, but it has no STAB. Thus, making it a very situational move to have in the first place, but it can be useful regardless.

8. Acrobatics - another Flying move that doubles its power once the item Mienshao holds is gone. Perfect with Flying Gem in your arsenal.

Recommended Items:
1. Life Orb - this item pumps up Mienshao's already exceptional fighting style. The 30% boost in all of its offenses is a very big help for Mienshao while the 10% recoil is not an issue, thanks to Regenerator.

2. Flying/Fighting/Normal Gem - these items are used to power-up Acrobatics and High Jump Kick, respectively. Other than that, its pretty much nothing else. Normal Gem can be used for Fake Out, too.

3. Choice Band/Scarf - Mienshao both has good Speed and Attack power so it can benefit from these items. The only drawback is that it will be forced to switch out every once in a while; reducing its offensive momentum but helping it restoring lost health due to Regenerator

Recommended Nature: Jolly or Naive
Speed is all that matters for Mienshao, although you can run an Adamant build if you dare to maximize your damage output. However, due to the prevalence of faster threats like Greninja, Garchomp, and Manectric, Mienshao will be needing possible speed options to survive odds. Naive is the perfect nature if you want to run both physical and special attacks.

Overall: Mienshao, with both elegance and power in mind, has a lot of potential coming from it. Whether it is physical or special attacks that it composes of, Mienshao can definitely pack a punch!

--END TRANSMISSION--

Sunday, November 9, 2014

Pokemon Bootcamp Pt.1: Ambipom

Attention all Trainers!

That's right! All Trainers who are reading my blog right now. The time has come for you to rise up on the challenge to face the strongest of Trainers out there (or at least, invite them in a match) and I am here to help you out on how to gear up your Pokemon for battle.

However, I am gonna need the help of Smogon and Serebii regarding these matters since that most of these builds are fruits of their own research and I must say that they did their research well enough. Nevertheless, not all of the builds you are gonna see in this particular blog are part of their designs because I modified some of them to satisfy my own approach to these Pokemon.

So without further delay, I welcome you to the field where the greatest of the greatest, boldest of the boldest, and the strongest of the strongest gather around to seek Pokemon tips which they can use to train them to their fullest potential.

WELCOME TO POKEMON BOOTCAMP!

Subject No.1
Name: Ambipom
Species: The Long Tail Pokemon
Height: 3'11"
Weight: 44.8 lbs.
Type: Normal
Possible Abilities: Technician, Pickup
Smogon Tier: UnderUsed

Insights: Ambipom is likely one of the fastest (if not the fastest) Pokemons out there in the Underused tier. Probably because its so frail that most Pokemon will deal with it in a matter of seconds and there probably are much faster (and more powerful) ones out there, but the real potential of Ambipom lies in its hit-and-run tactic; hitting opponents with Fake Out and running away with U-Turn the next turn; infuriating players to no end. It is a brilliant tactic that certain Pokemon can emulate, but not as annoying as Ambipom since Fake Out can benefit well from its Type and STAB as well as its high Speed that can even outrun most of the non-scarfed Overused tier of Pokemons. It's just THAT annoying!

Recommended Ability: Technician
It is the only useful ability that Ambipom can rely on competitive battles which allows Ambipom to gain 50% additional damage to all of its offensive abilities with 60 Power or less; which can make a very horrendous threat if not countered well. Those Fake Outs will surely hurt you if you do not have something to wall against it.

Recommended Moves:
1. Return - this move begs to be used by Ambipom and perhaps by every other Normal-Types out there because it hits REALLY hard and for good reason. It's a Normal-Type move that has a base power of 102 with max Happiness and, along with STAB, it can hit Pokemon that does not resist or immune to Normal moves extremely well. In addition, Ambipom's Speed can enable to deal such burst damage very quickly.

2. Fake Out - this move is a staple for any Ambipom build (with the exception for a Nasty Plot build) that can flinch an opponent and can definitely utilize the Technician boost. Ambipom is just one of the few Pokemon who can utilize STAB Fake Outs which can make it an additional asset to any team composition, and that is JUST the beginning.

3. U-Turn - this makes up Ambipom's infamous hit-and-run technique, dealing enough damage with Fake Out and retreat from the fray with U-Turn. It's not just a way to survive fights but it can also take down Psychic and Dark Types with ease. Just be sure to watch out on what you pick on the switch or your offensive momentum may screw up!

4. Brick Break - Reflect users like Klefki can literally shut down Ambipom's amazing offenses, but with Brick Break, this can help you break said move into their place while dealing considerable damage to Weavile and Sassy Ferrothorn (just be prepared for residual damage from the latter).

5. Double Hit - a two-hit STAB attack that is also a signature move of Aipom and also needed to evolve into an Ambipom. I see no reason not to include this attack as recommended.

Other recommended moves:
1. Thunder Wave - an already annoying move that paralyzes enemy Pokemon with no penalty in accuracy. However, it can be redundant and unnecessary since Ambipom is already fast enough.

2. Payback - not really a helpful move to begin with, but it has a certain niche against Ghost-Types because of tendency of players to pick off foes with Fake Out and as an added coverage against said Type.

3. Quick Attack - another Priority move that acts as a secondary Fake Out but without the 100% flinch rate and 1st-turn only restriction. It is only useful for revenge-fainting Pokemons, and nothing else.

4. Toxic - this move is situational and sometimes uncalled for, but its worth adding up. Ambipom can set up some nasty effects on foes while being fast enough to do so, and that is always promising.

5. Baton Pass - this move synergizes well with Agility, Nasty Plot, and other stat-increasing modifiers to help allies get the boosts it need to fight against some serious opponents.

6. Swift - not really helpful due to its abysmal Special Attack (60 is not that good for a Special Attacker build) but Nasty Plot can be extremely helpful on raising it, regardless.

Recommended Items:
1. Silk Scarf - this increases Ambipom's Normal-Type moves by 20%. It's not a big boost but with Technician and STAB, it CAN hurt opponents.

2. Life Orb - increases the power of all of your moves by 30% in exchange for a certain amount of HP. It may not be a Mienshao which can heal its HP as it runs away, but this is what Ambipom is known for; hitting at your foes, taunting them, and running away.

3. Normal Gem - a one-time use item that powers up the next Normal move by 50%. A short burst of damage can be really helpful at times, but if you prefer a longer lasting damage increase, just pick the two previous items I mentioned. It's all that worth it, regardless.

4. Focus Sash - helps your Pokemon survive a lethal hit from full health. Use it only on a Baton Pass build. Do not use it on any other sets.

Recommended Nature: Jolly or Adamant
It's up to you on which one you want to prioritize. Do you want to deal more damage? Or do you want to chip away an amount of the opponent's Health while being a boss about it? The EV Distribution for Ambipom is the generic hitter build (252 in Attack and Speed and 4 on something) to maximize the damage potential of Ambipom. You can also build a Special Attacker one if you want to utilize Baton Pass and Nasty Plot for a more different approach, but choose Timid on that one as its preferred Nature. But why would you want it to fire up Swifts if you can knock them out cold with your harder STABs?

Overall: Ambipom is a swift striker with a lot of promise and it has that particular niche that only this Pokemon can pull it off flawlessly. Well there are other Pokemon who can copy this strategy, but Ambipom is the only one who can use such meticulous tactics to succeed in the even harder fights... and live to tell the tale.

--END TRANSMISSION--