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Old 01-31-2011, 08:24 PM
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Default From Fourth Gen to Fifth: A Competitive Guide and Resource Thread

Thread to-do List;


Task: Complete sections three and four.
Status: In progress, analyses of new OU and Uber threats completed, awaiting posting.

(Feel free to contribute anything you feel is helpful or contest anything I have said)

Hi all,

With the newest set of Pokemon games having hit Western soil, it's only natural for competitive play to transition over to this most current generation, and the advances it brings. However I have seen very little said about these games from a competitive standpoint here on PE2K, so I thought I'd compile a guide to everything that's known about the competitive environment in the fifth generation!

Note: This guide is centred around standard play (Uber, OU and UU tiers) only. Unreleased Pokemon, unreleased Dream World Abilities, and multi-battles are not taken into account.

Contents (Click link to jump to that post)
1. New gameplay mechanics, moves, items and abilities (Part 1)(Part 2)
2. Changes to pre-existing gameplay mechanics, moves, items and abilities
3. Analysis of newly introduced threats in each metagame
4. Analysis of old threats in each metagame

Last edited by Viva la Gofre; 07-04-2011 at 11:45 AM.
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Old 01-31-2011, 08:27 PM
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Viva la Gofre Offline
Stand your ground, this is ancient land.
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Default 1. New Gameplay Mechanics, Moves, Items and Abilities (Part 1)

New Gameplay Mechanics, Moves, Items and Abilities

With each new generation comes a wealth of new options to play with. This section will explore new additions that Black and White have brought with them.

New Game Mechanics
The Dream World

Newly introduced game mechanics are not as radical this gen as the physical/special split was for the previous one, with only a single major new feature affecting standardised competitive play: The Dream World. Players and now able to upload their save files to Nintendo and continue their journey in a new fashion online. What this boils down to from a competitive standpoint is that a horde of Pokemon can gain access to new moves, or abilities (In some instances brining their total up to three, for the first time). However these new features are being introduced to the Dream World periodically, meaning not every Pokemon has access to their newly acquired gains (For example, there are no fifth gen pokes with access to their DW options yet).
For a list of released Dream World abilities available for standard play, click here.
For a full list of Dream World abilities, click here.
For a full list of Dream World moves, click here.

New Moves
As expected, with this new generation come a new set of moves, 92 in total for this generation. Click here for a full list. While largely weak or gimmicky attacks, there have been several new attacks that have broken into the competitive game with aplomb. Click each link to be taken to their Serebii page, where a full list of the Pokemon that learn each move can be found.

Psycho Shock/PsyStike
Type: Psychic
Base Power: 80 (Psycho Shock)/100 (PsyStrike)
Accuracy: 100
PP: 16
Effect: Inflicts special damage, however damage is calculated against the opponent's Defense state.
This move has revolutionised how many Pokemon are played. In previous generations, there was a sure-fire stop to virtually any special sweeper in the game- the pink fat blob known as Blissey. unless you could boost to astronomical levels while simultaneously being impervious to Blissey's own offensive options and status attacks, or running a decent strength physical attack, there was little hope of beating Blissey one-on-one. All this has changed with Psycho Shock. By hitting opponents with what is essentially a physical attack calculated off of your SpAtt stat, all manner of Pokemon can essentially function as mixed attackers without actually having to invest in both offensive stats. That means Blissey now has to function off of it's rather pathetic base 10 Defence, making it easy meat for 2HKOs off of even unboosted attacks.

However it is not without its disadvantages to its counterpart move, Psychic. As well as being weaker by a pretty large margin, you now have to contend with high Defence stats instead. While few pokes have the raw defensive prowess like Blissey does on the special spectrum, Steels such as Skarmory can no longer be bypassed by mono-attackers by sheer stat boosting. It's a choice that you should always weigh up when deciding which of the two moves you should pick.

PsyStrike functions identically to the aforementioned Psycho Shock, albeit with the higher base power of 100. However this move is exclusive to Mewtwo, a Pokemon limited to the Uber tier. While this certainly limits the exposure this move can get, it finds itself in an odd niche for this tier- a viable Psychic attack! With Ubers being populated with so many Psychic and Steel types, the coverage of Psychic moves is at an all time low in this tier, making them highly ineffective even as secondary STAB options. However the unique way in which damage is calculated can make Psycho Break a worthy option when a mixed Mewtwo set is called for.

Quiver Dance
Type: Bug
Base Power: N/A
Accuracy: N/A
PP: 20
Effect: Raises the user's SpAtt, SpDef and Speed stats by one stage.
This is a big one, the first of the three-stat boosting moves in the game, and arguably the best boosting move at that. The benefits of a Calm Mind with the speed increase give a truly new meaning to the term "bulky sweeper".

Flame Charge
Type: Fire
Base Power: 50
Accuracy: 100
PP: 20
Effect: Inflicts physical damage, increases the user's Speed by one stage.
In the same vein as Charge Beam, this attack inflicts minimal damage while providing a decent secondary effect, in this case a stat boost. While too weak to act as a primary attacking option or to replace conventional statting-up, it can be used as a scouting move in order to gain the ability to overcome whatever the opponent switches in.

Type: Poison
Base Power: N/A
Accuracy: N/A
PP: 20
Effect: Raises the user's Att, Def and Accuracy stats by one stage.
The second of the three-stat boosting moves, Coil Around essentially functions like Bulk Up, with the somewhat negligible Accuracy boost being a nice, if often unnecessary bonus. However there are several situations where this could come in handy. Arbok can now make use of Gunk Shot as a consistent STAB option, while Sand Veil and Snow Cloak abusers lose the advantage their abilities confer.

Clear Smog
Type: Poison
Base Power: 50
Accuracy: N/A
PP: 15
Effect: Deals special damage, resets changes to the target's stats.
A new method of PHazing, and the first to inflict actual damage (The first of two this generation, at least), Clear Smog is an excellent way of nullifying stat boosts by the opponent in that it is blocked by neither Taunt nor Substitute. Likewise it does not cause a switch, which can be of particular use if the newly-reset Pokemon is of little use without its stat rises, or if you do not risk letting a baton passer back onto the field.

Type: Water
Base Power: 80
Accuracy: 100
Effect: Deals special damage, has a 30% chance to burn the target. Thaws out frozen targets.
Another great new move which radicalises how an entire sub-set of Pokemon can play, this time bulky waters. While already known for their proficiency at taking physical hits, Scald's high burn rate can exponentially increase their bulk, given the Attack drop burns cause. It can also condense two moveslots down to one, that of STAB attack and status move, allowing for more set versatility. Alternatively, the move reduces the reliance on Defence EVs to provide protection against physical attacks, leaving players with the option to invest in SpDef or other stats. A very impressive move indeed.

Shell Smash
Type: Normal
Base Power: N/A
Accuracy: N/A
PP: 15
Effect: Raises the user's Attack, Special Attack and Speed stats by two stages. Lowers the user's Defence and Special Defence stats by one stage.
The final three-stat boosting move, and also the only five-stat changing move, Shell Smash is both a sweeper's dream and nightmare. In essence, the user trades instant sweeping ability for all defensive capability. You'll be sure to crush most things with extremely powerful attacks, but anything that gets through to your HPis going to hurt a lot. Priority is especially dangerous. In short, an excellent move but not one to be spammed at the start of the game.

Type: Ghost
Base Power: 50
Accuracy: 100
PP: 10
Effect: Inflicts special damage. Base power is doubled if target is afflicted with a status ailment.
Somewhat situational, but of great use to spin blockers. Because if you've got a spin blocker, toxic spikes can't be very far away! A base 100 STAB attack against foes who poison themselves just by switching in can be very painful for the opponent.

Circle Throw/Dragon Tail
Type: Fighting (Circle Throw)/Dragon (Dragon Tail)
Base Power: 60
Accuracy: 90
PP: 10
Effect: Forces the target to switch. Negative priority.
Another new set of PHazing moves, these moves inflict decent damage and force switches, but at the cost of lower accuracy and being blocked by substitute. Both good choices if no other PHazing move is available, also great for racking up entry hazard damage.

Type: Flying
Base Power: 55
Accuracy: 100
PP: 15
Effect: Inflicts physical damage, base power is doubled if the user is not holding an item.
This move can potentially make for an excellent attack for users with consumable items or fling, becoming a base 110 move with no drawbacks. A common strategy is to combine this move with a Flight Jewel (See "New Items"), to generate a base 165 power attack before STAB is even applied.

Type: Normal
Base Power: 70
Accuracy: 100
PP: 5
Effect: Inflicts physical damage, base power is doubled if one of the users Pokemon was knocked out in the previous turn.
A great move for revenge killers, allowing you to hit like a truck after getting a "free" switch in.

Life Gambit
Type: Fighting
Base Power: N/A
Accuracy N/A
PP: 5
Effect: User faints. Target takes damage equal to the remaining HP of the user when the move was used.
A new addition to the line of self-sacrifice moves, Life Gambit can strip virtually anything of huge chunks of HP if the user was healthy before going kamikaze. It also comes with the advantage that if used against a foe using protect or a substitute, it will simply fail rather that KOing the user needlessly.

Volt Change
Type: Electric
Base Power: 70
Accuracy: 100
PP: 20
Effect: Inflicts special damage, causes user to switch immediately after use.
The special equivalent to the ever-popular U-Turn, Volt Change makes an excellent scouting move for speedy pokes. The downside being that Electric has an immunity, making it less effective on choice-item users. Still a great move for spreading damage around though.

Work Up
Type: Normal
Base Power: N/A
Accuracy: N/A
PP: 30
Effect: Raises the user's Att and SpAtt stats one stage.
Another great new stat-up move, this time being of great benefit to mixed sweepers. It can also play mind games with opponents on non-mixed sweepers, making their ability to predict what kind of set they are facing, giving opportunities to grab surprise KOs.

Wild Charge
Type: Electric
Base Power: 90
Accuracy: 100
PP: 20
Effect: Inflicts physical damage, user takes recoil equal to 25% of the damage inflicted.
At last, electric types get a widely available physical STAB option to use over the rather underwhelming Thunder Punch. The recoil is also pretty low, although it may start to sting against high-HP targets (Blissey, for example).

Sacred Sword
Type: Fighting
Base Power: 90
Accuracy: 100
PP: 20
Effect: Inflicts physical damage, ignores changes to the target's stats.
While the four users of this move (The Musketeer Quartet) all have access to the more powerful Close Combat, this move's secondary effect makes it a worthy option, namely for its ability to break stat boosters with ease, while also leaving their own defences intact. With a perfectly decent base power, this is a very good choice for players looking for consistency rather than raw power.

Cotton Guard
Type: Grass
Base Power: N/A
Accuracy: N/A
PP: 10
Effect: Raises the user's defence stat three stages.
Another new variety of stat-up move, being the first to raise a single stat by anything more than two stages (Barring those with the Simple ability). The ability to escalate to +6 defence so quickly can turn any user into a defensive behemoth with ease.

Night Burst
Type: Dark
Base Power: 85
Accuracy: 95
PP: 10
Effect: Inflicts special damage, has a 40% chance of reducing the target's accuracy by one stage.
The signature move of Zoroak's line, this move functions as a very effective Dark STAB. The combination of the mind games it's Transform ability can cause and the potential accuracy drop can make Zoroak very difficult to pin down.

Ball of Flame
Type: Fire
Base Power: 100
Accuracy: 100
PP: 5
Effect: Inflicts special damage, has a 30% chance of burning the target.
Another signature move, this time exclusive to Victini. Essentially a superior version of Flamethrower in every regard, aside from the far lower PP. Still a very good option for this poke, however.

Bolt Strike
Type: Electric
Base Power: 130
Accuracy: 85
PP: 5
Effect: Inflicts physical damage, has a 20% of paralysing the target.
Still in signature move territory, this one belongs the Pokemon White's mascot, Zekrom. Arguably the best electric move in the game, it couples massive base power with decent paralysis rate and no drawback aside from accuracy.

Blue Flare
Type: Fire
Base Power: 130
Accuracy: 85
PP: 5
Effect: Inflicts special damage, has a 20% chance of burning the target.
The Yin to Zekrom's Yang, this is the signature move of Reshiram, overtaking Fire Blast as the highest damage Fire attack with no drawbacks. Another important thing to bare in mind is that thanks to Reshiram's ability Turboblaze, which negates the opponent's ability if it would weaken or negate a move, Reshiram can hit everything in the game with just its STAB combination for at least neutral, something that will never change unless nintendo introduce a completely new type.

Fiery Dance
Type: Fire
Base Power: 80
Accuracy: 100
PP: 10
Effect: Inflicts special damage, has a 50% chance of raising the user's SpAtt stat one stage.
The signature move of Volcarona, this move is especially useful when you consider its huge SpAtt stat and its access to Quiver Dance. The damage drop lost to Flamethrower is somewhat negligible when after a BD you are safe to throw Fiery Dances around until you reach sky-high attacking stats.

Honorable Mentions

Hone Claws: A move that raises Attack and Accuracy by one stage apiece, it's a somewhat underwhelming stat-up move that may benefit those with no other options, but even then will provide a pretty negligible effect, and rarely preferable to the immediate boost offered by Choice Band.

Power Share/Guard Share: These moves average out the stats of the user and the target. Pain Split for the stats, if you will. Can potentially cripple opponents or elevate your own stats, but given how the averages tend to be low and how stat changes are removed by switching, they aren't likely to see any real use.

Venom Shock: A base 65 power Poison move that doubles if the opponent is poisoned, it can be useful in the same way Retaliation is. However poor coverage and the fact that poison is not guaranteed to be widespread make it a somewhat risky option.

Body Purge: Another Agility clone with an interesting secondary effect in that it halves the opponents weight, reducing the damage from Low Kick and Grass Knot. Unfortunately the vast majority of users are either so heavy that they still take base 100 damage from these moves, or have a quad weakness to them, or both.

Mountain Storm/Ice Breath: Base 40 damage moves (physical Fighting and special Ice respectively), that always get critical hits, essentially making them base 80 moves. Can be useful against stat-uppers, but otherwise inferior to Stone Edge and Ice Beam.

Gear Change: A perfectly decent stat-up move that increases Att by one stage and Speed by two, but if unfortunately limited to Gigigiaru's line, none of whom can make real use of it.

Incinerate: A base 30 Fire attack that instantly destroys the target's berry, if it is holding one. Very useful Little Cup where berries are very common, nigh on useless in the standard metagames.

Double Chop: A base 40 Dragon move which hits twice. Can be useful for hitting opponents hiding behind substitutes, but the low damage and base 90 accuracy rarely make it useful in the place of Outrage or Dragon Claw.

Afro Break: The signature move of Buffalon, this high damage/low recoil attack is by no means bad, but so limited that it will rarely be come across in any metagame.

Glaciated: A base 65 Ice attack exclusive to Kyurem, its utility comes in its ability to drag its opponent's speed down, easing prediction of switches and giving Kyurem the chance to attack whatever appears before it can. Too weak to be a reliable STAB move, however.

Icicle Drop: A base 85 Ice move, making it the strongest physical Ice attack excluding a boosted Avalanche or a 4-hit chain from the newly improved Icicle Spear. Not a bad move by any stretch, but the only Pokemon who learn it all have better STAB options, making it relatively redundant.

Cross Flame/Cross Thunder: The second signature attacks of Reshiram and Zekrom respectively, These base 100 moves are perfectly usable but overshadowed by their other signature moves in every instance other than multi-battles (Where they have to be used simultaneously to gain any benefit)

Last edited by Viva la Gofre; 07-10-2011 at 10:18 AM.
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Old 01-31-2011, 08:28 PM
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Default 1. New Gameplay Mechanics, Moves, Items and Abilities (Part 2)

New Items
This generation has also brought a selection of competitively viable items to the fore, bringing new dynamics to the game. Click each link for more info including how to obtain the item, or here for a full list of new additions.

If the holder is capable of evolving, its Def and SpDef stats are raised by 50%.
This item has radically changed how viable NFE Pokemon can be in standard play, as all manner of defensive pokes become bulkier than their older brothers. For example Chansey with MoE can reach higher defensive stats than Blissey, and avoids several key OHKO and 2HKO boundries with this item. Similarly Porygon 2, an already great Pokemon in any tier, becomes an even more impressive staller. However this does come at the cost of HP, given that this stat is almost always higher as you move up the evolutionary chain, and access to something most walls would not be seen dead without- Leftovers.
Where MoE really shines is in the diminutive tier of Little Cup, where literally everything in the tier can make use of this item! A metagame dominated by offensive powerhouses in the previous gen, now a whole horde of pokes are capable of reaching equally high levels of defensive bulk.

Air Balloon
The holder is immune to Ground attacks until the are hit by an attack.
A very effective item for certain Pokemon, giving them extra options to switch in on or the ability to force an opponent to use a weaker attack while they set up.

Red Card
When the holder is hit by an attack, the holder must switch immediately (One use only).
An interesting item which can act as a one-time PHaze move that can save you from being swept if the opponent sets up on you. Alternatively you can force out the counter of your own setup sweeper while you build up your boosts.

Cell Battery and Absorb Bulb
If the holder is hit by an Electric (CB) or Water (AB) attack, their SpAtt (CB) or Attack (AB) stats are raised by one stage. Damage is not nullified. One use only.
A cool, if limited, way of receiving additional stat boosts. Mis-prediction can leave you crippled however, or you may never even encounter the correct attack to benefit from these items. They can be handy if there's no other options available, however.

Elemental Gems
Each type has its own respective gem. When the holder uses a move of that type, that move's power is increased by 50% (One use only).
These things are like the type-boosting plates from 4th gen, only decent. They provide a huge boost of power for the turn they're used. The aforementioned Flight Jewel and Acrobatics combo is especially lethal, because the item is removed before Acrobatics' damaged is calculated, making it stronger than Self-Destruct when used by a Flying type!

EV Wings
Each stat has its own respective wing. Each wing adds one EV to that stat.
While they have no effect as a hold item, the wing will revolutionise EV training because unlike vitamins, there is no cap on the amount you can use! On surface level, that means it's going to be a lot easier to EV train each poke if you have enough Feathers. But they have a whole new use that will revolutionise Ubers: You can now fully EV Arceus legally. Given that he's only available at level 100, he could only legally gain EVs though vitamins. Now that's no longer the case, The Original One's true potential can be accessed!

New Abilities
This is arguably the most exciting set of additions, as not only do they provide new ways for Pokemon to be used, they provide new ways for old Pokemon to be used, largely thanks to Dream World. And many of the 41 new abilities are very viable in a competitive situation. Clicking on each ability will take you to its Serebii page, where all Pokemon with each ability are found, or click here for a full list.

Sheer Force
All moves with a chance of having a secondary effect have 33% extra base power, but lose their secondary effect. Grants immunity to Life Orb Recoil.
A very potent ability. Between Life Orb and Sheer Force, a Pokemon can gain a 63% boost to all of its moves without any recoil. However, this ability only applies to moves which have a chance of inflicting it's secondary effect- moves with 100% certainty, or no effect at all, remain at their base power.

Prevents the use of Berries by the opponent.
Not really of any use in standard play, but very handy in Little Cup where large percentages of the metagame carry berries as standard. Blocking their recovery can be very useful.

For each stage the opponent lowers your Pokemon's stat, it gains two stages to its attack stat. Doesn't apply to self-induced drops.
Potentially a very handy ability. Watch as your opponents attempts to cripple you begin to make you stronger, even Intimidate users leave you at +1 rather than -1. Quite situational, but can leave you in a very good position if you're lucky.

Multi Scale
When at 100% HP, this Pokemon receives 50% damage from any attack.
A huge ability for the two Pokemon that can learn it- Dragonite and Lugia. As it gets more and more overshadowed with every generation, Dragonite finally gets a chance to shine it it's only niche, that of a Bulky Dragon. He can even survive decent powered Ice Beams with ease using this ability, allowing him ample time to set up. The same goes for Lugia, who has arguably the best defensive stat line in the entire game. Better still, they both have access to Roost, giving them the opportunity to abuse this ability multiple times per game.

Toxic Boost/Heat Rampage
When this Pokemon is poisoned/burnt, their attack(PR)/special attack(HR) stat is raised 50%
New ways to abuse the Status Orbs become available this gen, specifically in the form of non-Guts stat boosts. It's also the first time a status affliction will ever raise your SpAtt.

Whenever this Pokemon uses it's held berry, this berry is made available again at the end of the turn.
Essentially, this is infinite berries. Unlimited status immunity? Strap on a Lum. For every turn you spend under 25% HP, you gain a Pinch Berry Boost. A very nice ability indeed.

Sudden Impulse
At the end of each turn, this Pokemon increases one stat by two stages, and decreases one stat by one stage.
Behold, the first ability to ever be banned to the Uber tier. You are looking at the ability that allows Bidoof to sweep even the most prepared team. This ability, combined with Substitute and Protect, allows almost any user to get to +6 in any number of stats, with no skill whatsoever. You won't be seeing this ability outside of Ubers, and it looks to have set a trend that Drizzle and Drought are soon to follow (See: Analysis of Old Threats in Each Metagame).

This Pokemon is immune to weather damage.
A nice ability that increases survivability, something that can be of great use in beating sand or hail stall teams.

This Pokemon restores 33% of its max HP each time it switches out.
A great ability for bulky pokes, now even those with no recovery moves can have huge longevity. It's an especially great gift for Ho-oh, which counteracts its crippling Stealth Rock weakness to some degree.

Sand Throw
This Pokemon's speed is doubled during Sandstorm.
The sandy equivalent to Swift Swim, offensive SS teams are becoming a lot more viable this generation.

Miracle Skin
Status moves only have a 50% chance of affecting this Pokemon, if they hit.
A nice utility move in the same vein as Shed Skin, added protection from status is always a bonus. It has no effect on the secondary effects of moves like Thunderbolt, however.

If this Pokemon moves last, it's attacks become 30% stronger.
A great boon to slower pokes who gain the equivalent of a Life Orb boost without recoil or sacrificing their item slot.

This Pokemon will appear identical to the last Pokemon in your party until it is hit by an attack.
A great way of playing mind games with your opponent, or forcing them to switch in pokes you can easily KO or set up upon. It starts to become less useful as the game progresses, however, as the opponent will be able to identify your pokes by their HP gauge.

This Pokemon ignore the effects of the opponent's Safeguard, Reflect or Light Screen.
A nice ability that can hamper baton pass chains as you attack their Pokemon unfazed, although the majority of the users of this ability have superior options for most circumstances.

When another Pokemon makes contact with this Pokemon, it's ability becomes Mummy.
A very interesting ability that can strip an opponent's of it's own (Until they switch out, at least). Can easily cripple Pokemon using weather to sweep or its ability to protect against status. Another daring strategy is to "infect" an opponent with Mummy, then have Slaking switch in and hit it with Pursuit, shedding its own crippling ability. Aakeosu and Regigigas can try similar plans as well.

Each time this Pokemon KO's an opponent, it receives one attack stage.
Once a Pokemon gets going with this ability, it can become incredibly hard to stop. If it can get a regular boost in or revenge kill a weakened opponent, it will continue getting stronger and stronger. It doesn't help that two of the best users of this ability are the Dragon Dancing menaces Salamence and Gyarados, either.

Justice Heart
This Pokemon's attack is raised by one stage if hit by a Dark type move.
A nice way of nabbing free boosts, considering every user of this ability (aside from the Arcanine line) resists Dark.

Magic Bounce
All non damaging moves aimed at this Pokemon are automatically reflected back at their user:
-Entry Hazards (Spikes, Stealth Rock etc)
-Stat Lowering Moves (Growl, Screech etc)
-Status Moves (Thunder Wave, Spore etc)
-"Volatile Status" (These moves here)
This is arguably the best ability in the game. Not only is the Pokemon completely immune to all of these things, they are actively used against the opponent at the same time. They try and set up hazards? Enjoy your Spikes? Brelom using Spore? Watch it drift of to sleep. This move has almost limitless utility.

This Pokemon's attack is raised by one stage when his by a Grass type move.
Another nice way of gaining stat boosts in the same vein as Heart of Justice.

All of this Pokemon's non-damaging attacks receive +1 priority.
Second in line (in my opinion) to the title of "best ability in the game", this can turn any status move into an ever-present danger. Sweepers boosts will count for nothing if they get paralysed or burnt before they even get a chance to move. Throwing out Substitutes becomes increasingly frustrating when there's no way of getting in before them, especially when couple with the priority Leech Seed of Elfuun (See: Analysis of Newly Introduced Threats). Pokemon with this ability have all manner of ways of crippling anything you care to name.

Sand Force
Ground, Rock and Steel attacks from this Pokemon are 50% stronger during sandstorm
Just as Rain and Sun boost certain attacks, now sand can too, and a larger variety at that. Now in sand both halves of the classic QuakeEdge combination are boosted.

This Pokemon's attacks are unaffected by the opponent's ability.
The signature abilities of the version Mascots, these abilities prevent the opponent's attempts to wall their attacks by absorbing them with their own abilities. As mentioned before, this is most useful for Reshiram whose dual STAB will never be resisted by any Pokemon Game Freak ever make, unless a new type is added that simultaneously resists both attacks.

Last edited by Viva la Gofre; 07-10-2011 at 10:17 AM.
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Old 01-31-2011, 08:29 PM
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Default 3. Changes to Pre-exsisting Game Mechanics, Moves and Abilities

Changes to Pre-existing Game Mechanics, Moves and Abilities

Adjusted Game Mechanics

The Mechanics of Sleep
In every previous generation has behaved under the same mechanics: The pokemon will remain asleep for a randomly decided 1-5 turns (Or a set number for Rest). This is the same for fifth gen. However, in gen 1-4 switching out would not effect the overall time spent asleep, as the game remembered the number of turns that had been spent in battle compared to the amount chosen when originally affected by sleep. So if you were put to sleep for an allocated 3 turns, you would wake up after 3 turns regardless of how often you'd switched. However, in 5th generation, the counter is reset every time you switch out. This makes switching out repeatedly a more risky strategy, especially if you're allocated a 5 turn slumber.

Rotom's Mechanical Transformations
In Platinum, a new feature was introduced which allowed Rotom to change it's formes into a variety of household objects. While each of these new forms shared the same stat line, they all gained a new move which separated them from one another. Now this game, the divergence is further expanded upon by the change of type depending on forme. Now, while retaining its electric type, Rotom sheds it's ghost typing to match it's repective appliance:
Heat Forme: Fire/Electric w. Overheat
Wash Forme: Water/Electric w. Hydro Pump
Cut Forme: Grass/Electric w. Leaf Storm
Spin Forme: Flying/Electric w. Air Slash
Frost Forme: Ice/Electric w. Blizzard
The good? generates several new unique type combinations (Heat, Cut and Frost formes), providing some interesting new builds to play with. The bad? The game loses five of the best spin blockers of the lest generation.
And in a great display of trolling, Game Freak gift us with Rotom-Spin, a flying type with Levitate =P

Adjusted Moves
A wealth of moves have also been changed. Below are a list of the competitively viable ones, along with their respective changes, along with links to their Serebii pages. A list of all updated moves can be found here.

Note: Each move will be formatted as following:
aa/bb/cc- [Effect]
aa= Power, bb= Accuracy, cc= PP, [Effect]= additional effects/information.
You'll get the picture [=

Tail Glow
4th Gen: NA/NA/20- Raises the user's SpAtt 2 stages
5th Gen: NA/NA/20- Raises the user's SpAtt 3 stages

Petal Dance
4th Gen: 90/100/20- Locks the user into Petal Dance for 2-3 turns. Becomes confused upon unlock
5th Gen: 120/100/10- Locks the user into Petal Dance for 2-3 turns. Becomes confused upon unlock

4th Gen: NA/NA/40- Raises user's SpAtt one stage
5th Gen: NA/NA/40- Raises user's Att and SpAtt one stage. Raises user's Att and SpAtt two stages in sunny weather.

4th Gen: NA/85/10- Badly poisons the target
5th Gen: NA/90/10- Badly poisons the target

4th Gen (Diamond/Pearl): NA/70/20- Induces sleep on the target
4th Gen (Platinum/HGSS): NA/60/20- Induces sleep on the target
5th Gen: NA/70/20- Induces sleep on the target

High Jump Kick
4th Gen: 100/90/20- If the user misses, they take recoil equal to 50% of the damage that would have been dealt
5th Gen: 120/90/10- If the user misses, they lose 50% of their own max HP

4th Gen: NA/75/30- Paralyses the target
5th Gen: NA/90/30- Paralyses the target

4th Gen: 90/85/10- High critical hit ratio
5th Gen: 90/90/10- High critical hit ratio

Giga Drain/Drain Punch
4th Gen: 60/100/10- Restores HP equal to 50% of damage inflicted
5th Gen: 75/100/10 Restores HP equal to 50% of damage inflicted

Bullet Seed/Icicle Spear/Rock Blast
4th Gen: 10/100/30- Hits 2-5 times successively
5th Gen: 25/100/30- Hits 2-5 times successively

Doom Desire
4th Gen: 120/85/5- Calculates damage and inflicts this quantity two turns later
5th Gen: 140/100/5 Calculates damage and inflicts this quantity two turns later

Notable Changes

Tail Glow's rise to a +3 move has secured its signature user Manaphy an instant suspect test, especially with Drizzle Politoed providing infinite rain. Another of the most notable transformations is to High Jump Kick. As well as the substantial increase in lethality, it has a far more consistent (And forgiving) recoil system. Assuming your max HP is an odd number you can potentially miss twice and still survive. This is now a great STAB move for the poor fighting types who never got Close Combat and had to suffice with Brick Break, and in some cases may even be preferred over CC on those pokes. The boost to Drain Punch and Giga Drain is also rather substantial, being a full 25% stronger. This can make them perfectly decent STAB options on any of the bulkier Pokemon who have access to them, or further complement the aims of a SubSeeder. Icicle Spear and Co may seem like odd choices, but this generation has brought one Pokemon to the forefront that makes excellent use of them: Cloyster. With the addition of Shell Smash to its movepool, A Cloyster with Skill Link now has access to two faultless base 125 attacks, both hitting extraordinarily hard and fast after boosting its Att and Speed simultaneously.

Adjusted Abilities
Several abilities have seen some degree of tweaking this gen, quite significant tweaking in some instances. Click on each ability to see it's Serebii page, or click here for a full list.

Original Effect: No in-battle effect
New Effect: All contact moves have the chance to make the opponent flinch.

Original Effect: This Pokemon is immune to OHKO moves.
New Effect: If hit by an attack while at 100% HP, this Pokemon will never be KO'd (See: Focus Sash)

Lighting Rod
Original Effect: All Electric attacks are redirected at this Pokemon
New Effect: All Electric attacks are redirected at this Pokemon. This Pokemon is immune to Electric attacks. If hit by an Electric attack, this Pokemon receives +1 Special Attack stage.

Storm Drain
Original Effect: All Water attacks are redirected at this Pokemon.
New Effect: All Water attacks are redirected at this Pokemon. This Pokemon is immune to Water Attacks. If hit by a Water attack, this Pokemon receives +1 Special Attack stage.

Last edited by Viva la Gofre; 07-04-2011 at 11:36 AM.
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Old 01-31-2011, 08:30 PM
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Default 3. Analysis of newly introduced threats in each metagame (Part 1)

Analysis of newly introduced threats in each metagame
Click on the Sprites to find full details on each Pokemon.



HP:100 Attack:120 Defence:100 Special Attack:150 Special Defence:120 Speed:90

Overview: Arguably one of the most threatening Ubers in the game, Reshiram is the Yin to Kyogre's Yang- a powerful sweeper made all the more powerful through the introduction of sun. Aside from having the staples of any successful Uber (Excellent stats, expansive movepool etc), Reshiram has arguably the best offensive STAB combination in existence, with Dragon and Fire offering perfect coverage- thanks to TurboBaze literally everything in the game takes at least a neutral hit. One of those STABs is further augmented by sunny weather, eagerly provided by another Ubers staple, Groudon.

Playing with Reshiram: Reshiram's most widely used sets fall into one of two separate categories, choice attackers or Flame Charge sweepers. As excellent as it's typing is for attacking, Reshiram is entirely unsuited to defensive roles, with a Stealth Rock weakness and a weakness to the omnipresent Dragon moves, as well as other common physical attacking types. Straight offense is the only way to go with this thing. Thanks to it's excellent 120 Att and 150 SpAtt, Reshiram can make effective use of both special and mixed sets (Physical sets can be used, but they're somewhat gimmicky given that there are far more suitable pokes for the role), with Dragon Pulse, Draco Meteor and it's signature move Blue Flare featuring on the majority of it's sets, with the last move differing between the different sets. Choice sweepers and mixed attackers typically go for Outrage or Stone Edge, allowing Reshiram to beat Blissey and Lugia respectively, while it should be obvious what features in the final slot on a Flame Charge set! EVs and nature are all out offensive, with maxed SpAtt and Spe with either a Timid or Hasty nature, depending on whether or not a physical attack is present.

Playing Against Reshiram: Given the incredible coverage Reshiram gets and the sheer power behind a STAB, sun boosedt Blue Flare, switching into Reshiram's attacks can be extremely problematic. Therefore the first priority should be to neutralise the weather advantage. Bulky variants of Tyranitar and Kyogre are arguably the best switch ins, both resisting Blue Flare and negating sun's boosts upon entry. From here both can tank a second hit thanks to Tyranitar's 50% boost to it's special defence and Kyogre's excellent special bulk, before threatening back with their own powerful STABs. Lugia is also capable of stalling out Reshiram outside of the sun, with the standard walling set not being 2HKO'd by anything up to a specs boosted Blue Flare. Reshiram also occupies the base 90 speed tier, making it easy meat for Scarf Palkia, one of the most effective revenge killers in the tier.


HP:100 Attack:150 Defence:120 Special Attack:120 Special Defence:100 Speed:90

Overview: Zekrom is something of a runt in the Ubers litter. Not that it isn't a threat, with excellent stats and powerful moves just like it's fiery counterpart, but rather because it has trouble excelling in any role that isn't already occupied by another member of the tier. It's prowess as a physical attacker is matched by its dragon brethren Rayquaza and Garchomp, with the former having access to Dragon Dance and the other sitting in a superior speed tier. Mixed sets are done better by the likes of Palkia, with similar attacking stats but superior speed. It also lacks any decent boosting moves, has a somewhat redundant Electric STAB, and an entirely useless ability.

Playing with Zekrom: Zekrom needs to play to its strengths to find a meaningful place in most teams. In most cases, this is mixed attacking, abusing it's powerful physical Electric STAB Bolt Strike (Which while mostly being redundant given the prominence of Dragons in the tier, does make an excellent way of breaking Lugia or CM Kyogre) and STAB Draco Meteor. Another niche Zekrom can play towards is it's position as one of the only Ubers to learn Volt Switch, making it an excellent scout if your opponent lacks Groudon.

Playing against Zekrom: While walling Zekrom can be problematic given it's tendency to run mixed sets, it's certainly not impossible. Ferrothorn, for example, eats it for breakfast in most cases, only fearing the unreliable Focus Blast while being capable of stalling it out with Leech Seed and Toxic. Groudon can also take most attacks short of a Draco Meteor, or at least long enough to kill it with Earthquake. Zekrom also has "base 90 speed syndrome", leaving it prone to being revenge killed with no way of speed boosting outside of a Scarf.



HP:110 Attack:135 Defence:65 Special Attack:50 Special Defence:65 Speed:88

Overview: Introducing Excadrill, the king of weather sweepers in OU. With excellent stats in all the right places and amazing abilities, this Pokemon is a staple on any Sandstorm team. The primary reason for it's incredible success it it's access to Sand Rush. Combined with it's impressive base 88 speed, a Jolly Excadrill outspeeds Deoxys Speed Forme, and everything else in OU even with a Choice Scarf. Needless to say, a sweeper with this kind of speed coupled with a Base 135 Attack is terrifying indeed!

Playing with Excadrill: The most common way of playing with this monster is to make it even more monstrous with Swords Dance. At +2 it is one of the most dangerous Pokemon in the game, with 738 Att, 608 Spe and STAB Earthquake. Coupled with Rock Slide for coverage, there is very little that Excadrill cannot 2HKO. Swords Dance sets are typically rounded off with either Return for more neutral coverage or Brick Break for levitating Steels. Choice Band sets are also popular to get immediate kills, but Excadrill is so effective at forcing switches opportunities to Swords Dance aren't exactly difficult to obtain.

Playing against Excadrill: Bronzong is quite possibly the best counter to Excadrill available, with physically defensive sets being capable of tanking anything up to a +4 X Scissor and retaliating back with a super effective Earthquake. Walling varieties of Gliscor perform the role admirably as well, although allowing it two gain 2 Swords Dances before dealing with the threat will typically lead to it losing if Excadrill is using Return. Skarmory performs equally well as a check, but cannot threaten Excadrill outside of Whirlwind. Those two aside, the best way to hard counter Excadrill is undoubtedly to kill its weather support. Without sand, base 88 speed is very low in this generation's highly offensive metagame, and base 65 defences will not stand up to STAB or super effective attacks. Alternatively Excadrill has weaknesses to common priority moves Aqua Jet and Mach Punch/Vacuum Wave. Coming off a decent STAB like Conkeldurr can dispatch an Excadrill quickly.


HP:105 Attack:140 Def:95 Special Attack:55 Special Defence:65 Speed: 45

Overview: Imagine Machamp beefed up a little bit more and moved away with the circus, and you have Conkeldurr. Both play in fundamentally similar roles, that of the Fighting type tank, but with some key differences. The most striking one is in the abilities, specifically the lack of No Guard on Conkeldurr, who instead relies on Guts for it's primary ability. This aside, Conkeldurr is largely superior to Machamp, with more attacking power, superior physical bulk, and access to STAB priority. Guts being primary ability choice rather than No Guard is also a mixed blessing, with Conkeldurr welcoming status rather than cowering like Machamp.

Playing with Conkeldurr: Looking at the stat line should be enough to show that Conkeldurr isn't exactly going to be your team's speed demon. Bulky attacking is what this thing does best, and boy does it do it well. Bulk Up is it's most common set, with it's stellar attack reaching new heights while simultaneously taking physical hits better and better each time. The key to this set's success is how Conkeldurr can make excellent use of the newly buffed Drain Punch, hitting hard enough to replenish substantial volumes of HP with every attack. Stone Edge or Payback provide great coverage, with Mach Punch rounding off the set to get the jump on faster threats. Choice Band and Sub Punch sets are also popular, but tend to be less effective than the boosting set.

Playing against Conkeldurr: Unfortunately for Conkeldurr it has no way of patching up it's terrible SpDef stat, so anything faster than it with STAB Psychic (This is one of the few occasions that Psychic is preferable to Psycho Shock, which would get significantly weaker with every Bulk Up), or indeed and super effective special attack will have no trouble dispatching Conkeldurr. Physical walls like Skarmory and Gliscor will also laugh in it's face, as will Jellicent if it lacks Payback. Essentially the stuff that counters Machamp will do equally well here.


HP:60 Attack:67 Defence:85 Special Attack:77 Special Defence:75 Speed: 116

Overview: Behold, the most annoying Pokemon Game Freak have ever trolled us with. Whimsicott can be a complete nightmare for any team to come against thanks to it's combination of Prankster and ridiculously wide support movepool. Priority Taunt is guaranteed to shut any setup down. Priority Encore screws up anything that uses a non attacking move. Priority SubSeed can be very tough to bring down. It even makes use of rarely seen debuff moves like Cotton Spore, making the foe easy bait for switch ins. Simply put, a Whimsicott can effectively shut down any plan relying on any non-attacking move.

Playing with Whimsicott: Whimsicott is remarkably easy to be a pain in the ass with. Predict a setup move, switch in as it's used, Encore it. From here you can either employ Whimsicott's most effective strategy, that of Leech Seed, or use the guaranteed free switch to bring in your own sweeper or counter. It also pairs extremely well with Tyranitar for it's STAB Purstuit. Whimsicott also makes an effective lead, all but guaranteeing entry hazards won't go down thanks to its ability to Taunt anything in the game before they can move.

Playing against Whimsicott: Don't try and play around opposing Whimsicott, they will usually win. The best course of attack is to simply beat on it hard and not give it an opportunity to turn you into setup fodder. However one of the single best counters to Whimsicott is Thundurus, because it can beat Wimsicott at it's own game. Most Whimsicott sets run 4 non-attacking moves, making speed investment largely pointless what every attack gets priority. Enter Thundurus, another user of Prankster and Taunt. This faster attack will easily shut down opposing Whimsicott. The Magic Mirror users from the lower tiers also laugh at it, and happily use it as setup fodder without any risk of repercussions.


/ (Zen Mode)
HP:105 Attack:140 Defence:55 Special Attack:30 Special Defence:55 Speed:95
HP:105 Attack:30 Defence: 105 Special Attack:140 Special Defence:105 Speed:55 (Zen Mode)

Overview: Darmanitan is a Pokemon capable of generating ridiculous amounts of power thanks to it's base 140 Attack and Sheer Force. In fact its STAB Flare Blitz can break some of the biggest walls in OU with Life Orb and Sheer Force behind it. Unfortunately it's frail as hell and base 95 speed leaves a lot to be desired in a lot of cases, and such a powerful Flare Blitz will routinely lead to speedy suicidal streaks, but that doesn't detract from Darmanitan's ability to rip anything in half if they don't resist it's attacks. We'll gloss over it's useless alternative form, but the option's there if you're using a Trick Room team in doubles and are after some lulz.

Playing with Darmanitan: As you'd expect, straight offence is always the way to go with Darmanitan, capitalising on Flare Blitz's ridiculous damage output. Life Orb is usually the item of choice, providing most of the power of a Choice Band with the ability to switch moves, with Sheer Force negating the recoil (Unfortunately it doesn't extend the same perk to FB). Coupled with coverage moves like Rock Slide and Superpower, and U Turn for scouting, Darmanitan can deal with most threats. Choice Scarf is also a popular set, making up for the slightly disappoint speed stat. This set in the sun is especially dangerous, with the Weather making up for the loss of Choice Band or Life Orb when spamming Flare Blitz.

Playing against Darmanitan: Bulky waters are the order of the day, resisting it's STAB and retaliating with their own. Most popular physical walls also have favourable typing, and can tank even a sun boosted Flare Blitz if they are unscathed in the first place. Otherwise it is quite easily revenge killed, with or without a scarf, whether it's through faster sweepers or priority, given it's frailness.


HP:65 Attack:90 Defence:115 Special Attack:45 Special Defence:115 Speed:58

Overview: Scrafty is a new breed of bulky Fighting type, one with even more of a focus of defences than its offences. With excellent base 115 Def and SpDef and Shed Skin as it's ability, Scrafty can shrug off all manner of attacks and status. He's certainly no offensive slouch either, capable of boosting with either Bulk Up or Dragon Dance, with a well developed movepool and excellent STAB coverage.

Playing with Scrafty: Scrafty is normally used in two fundamentally different ways, Bulk Up or Dragon Dance. The former makes use of Bulk up to become ridiculously tough to crack physically, using a combination or Drain Punch, Rest and Shed Skin to remain healthy. Dragon Dance, on the other hand, relies on latent bulk to carry it through a couple of boosts, before going on the assault and getting even more powerful through Moxie (Although Shed Skin is also used to avoid status, notable burns), this time using High Jump Kick as the primary STAB. Unfortunately for the opponent these sets are countered in entirely different ways, potentially making incorrect predictions very costly mistakes.

Playing against Scrafty: Both sets have one set of shared flaws, and that is super effective special attacks. Anything with a decent strength Focus Blast will be able to deal with Scrafty quite easily. Scrafty is also very slow until it has at lest two Dragon Dances under it's belt, making outspeeding it and avoiding attacks easier. PHazing it and forcing it to endure entry hazards multiple times also keeps it at bay, especially defensive sets which require at least one turn of setup before they become at all threatening.


HP:110 Attack:65 Defence:75 Special Attack:125 Special Defence:85 Speed:30

Overview: Reuniclus took everybody by surprise with how good it was when 5th gen first entered competitive play. At first glance it was thoroughly unremarkable, with decent stats and an excellent ability, but held back by a limited movepool and abysmal speed. Oh how wrong we were. With a surprising level of bulk, Reuniclus quickly demonstrated how easily it could tank hits, set up, and sweep with the limited scope of moves it had available. It's also largely responsible for singlehandedly popularising Trick Room again, becoming the flagship player on any TR team.

Playing with Reuniclus: Like so many Pokemon this generation, Reuniclus can lean heavily on either offence or defence and excel either way. A max HP/Def Reuniclus will have very few issues setting up multiple Calm Minds, especially given the popularity of Fighting types upon which it can switch in on, use Recover and begin attacking. Alternatively throwing out a Trick Room instantly turns Reuniclus into a sweeper with "speed" comparable to Excadrill in the sand, coupled with an immunity to Life Orb an the ability to pseudo-mix sweep with Psycho Shock nailing the likes of Blissey. It can also take a more defensive support role, absorbing status with no detriment while throwing out status moves of its own, or dual screens.

Playing against Reuniclus:One of the easiest ways to neutralise Reuniclus is with Taunt, and being slow as hell this is easy enough. Once taunted, it can be very difficult for Reuniclus to exhibit the dominance it can with a Calm Mind or Trick Room behind it. Scizor is still as popular as ever this generation, and capable of tearing Reuniclus apart with a CB U Turn. Tyranitar similarly destroys it, gaining a SpDef with the sand it summons while killing Reuniclus with Crunch or Pursuit. The pink fat blobs will also stop it cold if it opts for Psychic over Psycho Shock. Even if all you can do in return is PP stall it.

Last edited by Viva la Gofre; 07-10-2011 at 10:23 AM.
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Old 01-31-2011, 08:31 PM
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Default 3. Analysis of newly introduced threats in each metagame (Part 2)


HP:100 Attack:60 Defence:70 Special Attack:85 Special Defence:105 Speed:60

Overview: A very nice Bulky Water and arguably the best spin blocker in OU now that the Rotom Formes have been liberated of their Ghost typing, Jellicent is a solid choice of tank on most teams. Excellent typing and a great support movepool all contribute to its success, but it's the synergy it has with Ferrothorn that really brings out the best in it.

Playing with Jellicent: Jellicent is primarily played as a typical Bulky Water, with defensive EVs, instant recovery, and other support moves. One major perk that Jellicent gets is STAB Scald, which roles its offensive option and status move into one thanks to it's high burn rate. This either leaves more room on the moveset for additional support options, or allows you to carry multiple status attacks. Jellicent can make excellent use of either ability, with Water Absorb healing you on occasion and Cursed Body potentially saving you from being 2HKO'd through lucky disables.

Playing against Jellicent: While a perfectly decent tank, it's defences aren't the highest in the game and can typically be overwhelmed by super effective moves with ease. Thundurus, for example, can shut it down with Taunt or just destroy it with STAB Thunderbolt. Grass types fare even better with their Water resistance. It also falls to Toxic without external support, allowing stall teams to best it with Toxic Spikes.


HP:74 Attack:94 Defence:131 Special Attack:54 Special Defence:116 Speed:20

Overview: Here we have it, the new king of OU. Ferrothorn has reigned at the top of OU usage statistics since the introduction of competitive 5th gen play, and with good reason. Absolutely stellar stats in all the right, excellent typing, anda movepool with everything you could need bar instant recovery. Ferrothorn is quite literally the thorn in most players' sides.

Playing with Ferrothorn: Ferrothorn is first and foremost a wall, as evidenced by its sky high defences. Capable of taking hits on both sides of the spectrum, it makes an effective check to many threats. While it certainly isn't without counters, it does force plenty of switches, giving it time to set up different types of entry hazards or throw out status moves or Leech Seed. It's certainly no offensive slouch either, capable of throwing out strong STAB Power Whips and Gyro Balls. Latent damage from Iron Barbs certainly doesn't hurt either. One key way to make the most out of Ferrothorn is to use it in the rain, neutering the quad weakness which is one of the few things holding it back from true godliness.

Playing against Ferrothorn: It's quite obvious, but outside of rain Ferrothorn is destroyed by Fire attacks. Not even defensive stats like these counteract a quadruple strength fire move from even a moderately powerful foe. Conkeldurr can potentially use Ferrothorn as setup bait, it doesn't fear it's attacking options after a couple of Bulk Ups, welcomes Thunder Wave and counteracts Leech Seed with boosted Drain Punches. Tricking a choice item over to Ferrothorn will also completely cripple it.


HP:60 Attack:55 Defence:90 Special Attack:145 Special Defence:90 Speed:80

Overview: Chandelure is the single most powerful special attacker outside of Ubers, nothing else generates as much raw power at this monster. Worse still, it can generate even more power through the use of Calm Mind or Flash Fire, and it's decent base 90 defences offer ample opportunity to switch in. A decent base 80 speed and a great movepool round out this excellent sweeper. Now all we need is it's Dream World ability and we can ship it off to Ubers.

Playing with Chandelure: While capable of running many sets, they all have the same end goal- hit things, and hit them bloody hard. Most Chandelure sets revolve around maximised special attack and speed, and the moves Fire Blast and Shadow Ball. From here they diverge into sets running Calm Mind, SUbstitute, or Choice attacks, with sub and choice sets being the most successful. However if you have the Sun on your side as well, get ready to watch this thing tear virtually anything apart, even 2HKOing Blissey without any other kind of boost.

Playing against Chandelure: Heatran is an all star counter, resisting it's STAB moves and outspeeding, with Earth Power to KO with. Porygon2 with Trace boasts the same advantages switchin in, albeit without a way of retaliating, which is enough to force a switch in most sets for fear of status. Politoed and Tyarnitar can both abuse their weather to neuter STAB Fire Blasts, with TTar having the same qualities in it's typing as Heatran and Porygon2. Finally it is, once again, easy to revenge kill with it's middling speed.


HP:76 Attack:147 Defence:90 Special Attack:60 Special Defence:70 Speed:97

Overview: The antithesis of Reuniclus, Haxorus was a Pokemon everybody expected to immediately begin dominating everything, but surprisingly didn't. While it's attack stat is truly monstrous, with access to STAB outrage, a limited movepool and suckish speed tier (If you hadn't noticed by now, speed is exceedingly important in 5th gen OU) held it back from being the driving force everybody was anticipating. That said it's still a great sweeper with access to both Dragon Dance and Swords Dance, and should be rightfully considered when building a team.

Playing with Haxorus: Sweeping is the only way to go with Haxorus, with either a boosting move for full sweeps or a choice items for more focused damage. As powerful as it is, Haxorus is stopped cold by steel types like Skarmory, but unlike Excadrill it is actively at risk of being beat one-on-one by Brave Bird. Fielding a trapper like Dugtrio, Magnezone or Wobuffet is therefore essential for making the most out of Haxorus. Entry hazards are also highly recommended, because while it has no trouble OHKOing large quantities of things, it is quite frail itself and cannot risk being caught off guard by stray focus sashes.

Playing against Haxorus: Bulky, floating Steel types are the bane of Haxorus, because unlike other dragons it lacks Flamethrower or Fire Blast for assaulting their weaker stat. Not that it matters too much, given it's pathetic Special Attack stat. Ferrothorn copes similarly welll with it's Eathquake neutrality and all manner of moves to screw Haxorus over. And, once again, Haxorus is easily revenge killed.


Overview: If there's one thing 5th gen has been good for, it's introducing new fighting types. Mienshao is one of the few to be a traditional sweeper, rather than a tank like Conkeldurr and Scrafty. With a decent speed, wide movepool and great stats for either a physical or mixed attacker, Mienshao isn't short of options, and can catch a lot of people off guard.

Playing with Mienshao: The most popular way of using Mienshao has proven to be a set which can abuse the synergy between Life Orb and it's ability Regenerator. A set which seeks to immediately cause damage with a powerful STAB high jump kick is most common, often coupled with U Turn for causing damage as well as activating the health boost. However a more aggressive Swords Dance and Choice sets have also proven popular, with Hidden Power to deal with Gliscor in a similar manner to how MixApe functioned last generation. Lead sets are also successful, with a powerful Fake Out and well as a quick Taunt.

Playing against Mienshao: Mienshao likes to move around a lot, making status the best way to deal with him. Entry hazards, particularly spikes, also help counteract the healing it gets upon switching out, reducing its longevity. If you can hit it with paralysis or a burn, it becomes a hell of a lot more manageable, or at very least reduces the sting in his tail. Another excellent way would be force it to crash when using it's STAB of choice, High Jump Kick. While it is more accurate than last gen and the punishment arguably less severe, it is still easy to abuse with decent prediction and the use of Protect and Ghost types.


HP:92 Attack:105 Defence:90 Special Attack:125 Special Defence:90 Speed:98

Overview: This generations pseudo legendary, and the first to have a special bias, Hydreigon is quite a force in the metagame. With an excellent suite of resistances and immunities, Hydreigon has ample opportunities to switch in and raise hell. With an excellent all around stat line and varied movepool, Hydreigon can pull of multiple different sets to good effect.

Playing with Hydreigon: Offence is the way to go with Hydreigon, with STAB Draco Meteor being something to abuse on pretty much every set. Given the synergy between Fire and Dragon moves, Hydreigon can often cover the entire metagame in just half of its moveset. This leaves room for Dark Pulse as a secondary STAB, Dragon Pulse for a more consistent STAB, or U Turn for hitting special walls for damage as you escape. Choice items or Life Orb are typically the items of choice to capitalise on the raw power that Hydreigon can generate, however leftovers can be used on rarer, albeit viable, defensive sets.

Playing against Hydreigon: You may have noticed a trend in my suggestions for Pokemon under base 100 speed, they're all easy to revenge kill. Hydreigon especially so, given it's complete lack of boosting moves. Hydregion may have a lot of opportunities to switch in, but it's dark typng introduces additional weaknesses, most notable to Fighting, also making it susceptible to the ever common Mach Punch. Dedicated special walls, well, wall it, given it's inability to boost to a higher threshold to gain 2HKOs, forcing it resort to U Turn which often sees little EV investment.


HP:85 Attack:60 Defence:65 Special Attack:135 Special Defence:105 Speed:100

Overview: Of all the new Pokemon release this generation, Volcarona is one of the most threatening. Excellent typing and stats are a great start, coupled with an impressive movepool. While not particularly varied, it gets all the tools it needs to become a nightmare in multiple roles, most notable Quiver Dance and Fiery Dance. Quiver Dance, a move Volcarona is the exclusive user of in OU, is like a beautiful love child of Dragon Dance and Calm Mind, raising SpAtt, SpDef and Speed by one stage. A quick glance at Volcarona's stat line reveals it gains boosts in it's three best stats, and after a couple of boosts very little can dent Volcarona's special defence, if it is even allowed to live long enough to attack. Fiery Dance is Volcarona's signature move, and is essentially a weaker version of Flamethrower with a 50% chance of getting a Special Attack boost. Between these two moves Volcarona can become a viciously powerful sweeper, one that gets to boost every time it uses its STAB.

Playing with Volcarona: As mentioned above, a Quiver Dance set is truly impressive when used correctly, and typically the way to go with Volcarona. Bug Buzz and Hidden power typically round out the set for maximum coverage. However bulky Quiver Dance sets can also be highly effective, with HP and Defence maximised making it surprisingly bulky, and after a QD it's very difficult to OHKO on either side of the spectrum without a super effective STAB attack. This set can also make use of Will O Wisp or Morning Sun to make killing it even more problematic. Alternatively choice sets are effective, and can still get boosts from the ever useful Fiery Dance.

Playing against Volcarona: As powerful as Volcarona is, it is not without it's flaws. The glaring one is Rock types, in particular Stealth Rock, which sheds 50% of it's HP upon switching in. Weather can also severely limit it's effectiveness, with Rain neutering it's Fire STAB and sand providing 50% SpDef boosts to the Rock types best equipped to kill it. Alternatively most special walls can overcome Volcarona before it can boost high enough to 2HKO them.


HP:91 Attack:129 Defence:90 Special Attack:72 Special Defence:90 Speed:108

Overview: We now arrive at the first new legendary to make it into OU, and it's a hell of a good one. Terrakion has proven itself as one of the best physical attackers of the new generation, and even in the entire game. A huge attack stat, high speed, great STABs, and excellent movepool all make for an extremely threatening sweeper.

Playing with Terrakion: Making the most out of Terakion is quite simple- increase your Attack or Speed, start killing things. The most popular set is the doubler dancer, which uses both Rock Polish and Swords Dance in conjunction with dual STAB moves. Rather than attempting to get one boost of each (Although if this does happen, the better), it simply revolves around getting one of which ever boost is preferable; after a Rock Polish almost nothing can catch it, allowing it to work its way through offensive teams, while a Swords Dance allows it to crush all but the most defensive walls. Choice items achieve a similar effect while allowing for more move variety at the expense of not being able to tear through entire teams in one fell swoop.

Playing against Terrakion: Priority is the best way to go, given that it will spend a lot of time outspeeding your entire team. Whether it's priority attacks like Mach Punch or Aqua jet, or priority status from Thundurus or Whimsicott. The latter two may die as a result, but they allow you to at least revenge kill it. Gliscor is one of the few Pokemon who can survive a +2 Stone Edge and Close Combat, and can retaliate with Earthquake. A Quagsire running unaware can also tank most hits at least once, once again having a STAB Earthquake that can potentially KO after Close Combat's defence drops. But the fact that I can name such a specific set of Pokemon should indicate how substantial a threat this thing can be if it gets to set up.


HP:91 Attack:90 Defence:72 Special Attack:90 Special Defence:129 Speed:108

Overview: Virizion has found it's niche as an all encompassing check to weather in OU. With resistances to Rock, Ground, Water and Electric, it can happily switch into the most common moves of Sand and Rain teams, taking little damage and retaliate well with its impressive combination of bulk and speed. With a varied movepool on both sides of the spectrum, Virizion is capable of be tailored to your specific needs.

Playing with Virizion: Virizion is typically employed to abuse the easy switches weather teams provide and set up either Calm Mind or Swords Dance. Calm Mind aids its ability to take on rain teams even further, with STAB Giga Drain to replenish health from the multiple water types available, while Swords Dance is better against sand given that it does not have to content with SpDef boosts of rock types. Support sets are viable, with plenty of status options and even dual screens, but these roles are often performed better by other Pokemon.

Playing against Virizion: While Virizion is typically an excellent stop to rain teams, Hurricane is rising in popularity now, and without a couple of CMs Virizion is not going to be taking a base 120 quadruple strength attack. Other flying moves are equally effective, with an unencumbered Acrobatics being more effective as it has no way of bolstering it's physical bulk. Psychic moves have a similar effect, Psycho Shocks from the Lati Twins and Reuniclus in particular.


HP:79 Attack:115 Defence:70 Special Attack:125 Special Defence:80 Speed:111

Overview: While often deemed inferior to the other genies, Tornadus is arguably more versatile and quite capable of being deadly. With a great movepool complemented by excellent stats and the ever useful Prankster, Tornadus can perform in all manner of roles.

Playing with Tornadus: Tornadus is often played to abuse either of it's two excellent STABs, Hurricane and Acrobatics. Both of these moves are obscenely powerful in the right conditions, and complemented by other attacks it has access to such as Hammer Arm and U Turn. Prankster is also capitalised on in most sets, whether it's taunting opposing walls, as well as setting up fast Rain Dances or Tailwinds.

Playing against Tornadus: Tornadus is quite a difficult Pokemon to counter in the strictest sense of the word. It fends off attempts to status it with Taunt and has enough attacking power and speed to maim most things that attack it. The best way would be to outspeed and hit it for super effective damage, which isn't a massive issue given the rarity of Choice Scarf sets. Priority Ice Shard also typically kills it, given that Ice Shard is almost always backed up by STAB. Figuring out whether it's physically or specially biased also makes walling it easier, given that it lacks any kind of boosting moves.

Last edited by Viva la Gofre; 07-10-2011 at 10:30 AM.
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Old 01-31-2011, 08:31 PM
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Default Re: 3. Changes to Pre-exsisting Game Mechanics, Moves and Abilities


HP:79 Attack:115 Defence:70 Special Attack:125 Special Defence:80 Speed:111

Overview: Tornadus' brother in arms, Thundurus and its fellow genie share both a stat line and an ability. This, however, is where the similarities end. With Electric typing and a very different movepool, Thundurus is far more of a direct offensive threat, and has had such an impact on the metagame that it is the first fifth gen Pokemon to earn itself suspect status in playtesting. Watch this space, Thundurus may not be found in the OU section for much longer.

Playing with Thundurus: Thunderus' most powerful set, the one which may earn him a banning, is by far the Nasty Plot variant. Capable of OHKOing most of the tier after a single boost is one thing, but when you can shut down Blissey long enough to go +6 and 2HKO it is another. Thunderus can also run an effective mixed set, capitalising on the raw power it's base stats give it than a boosting move.

Playing against Thundurus: Blissey with Ice Beam is one of the few things that can outright counter Thundurus, while it is also susceptible to faster Ice and Rock attacks in general like Tornadus. Quagsire also ignores it's boosts, has access to Stone Edge, and only fears the rare Grass Knot. If used in conjunction with rain, removing it's weather will essentially rob it of it's primary STAB option.


HP:89 Attack:125 Defence:90 Special Attack:115 Special Defence:80 Speed:101

Overview: The final genie plays substantially differently to its brethren, but is no less lethal in the right conditions. A powerful physical sweeper in it's own right, with an excellent stat line and movepool, Landorus really comes into its own in the sand.

Playing with Landorus: Getting a sandstorm going is the first step to making the most out of Landorus, in order to activate it's ability. The equivalent of a Life Orb boost to it's two most popular moves is certainly nothing to sniff at, and capable of wreaking havoc in conjunction with Swords Dance or Rock Polish. It's excellent SpAtt stat also complements its sets well, allowing it to best many physical walls with even an unboosted Hidden Power. Choice sets also see a lot of use for their ability to do quick immediate damage, but outside of sand it is almost always outclassed by Terrakion in this role.

Playing against Landorus: A unifying theme between the djinn is that Ice Shard wrecks them, and Landorus is the most susceptible of the lot. While he is not slow by any stretch of the imagination, base 101 isn't greatest speed tier for a sweeper with a quad weakness, and as such he can be easily revenge killed by a lot of threats. Which is just as well, because trying to wall Landorus in the sand is pretty damn difficult.


HP:125 Attack:130 Defence:95 Special Attack:130 Special Defence:95 Speed:90

Overview: The runt of the OU litter, although you wouldn't think so looking at those stats. Kyurem is the first Pokemon to join OU because it is too broken for UU, rather than earning its spot here. Despite having a very impressive combination of offences and bulk, with one of the best stat lines this side of Ubers, common weakness and limited options really hold Kyurem back. It is, however, a beast in the Hail both offensively and defensively.

Playing with Kyurem: You really need to play to Kyurem's strengths to make the most of it. That strength is it's prowess in the hail. A STAB Blizzard off of a base 130 SpAtt with 100% accuracy can maul a hell of a lot of OU, and coupled with Draco Meteor gives Kyurem a truly formidable STAB combination. The set can be rounded out with Focus Blast for Steel types and Dragon Pulse for more consistent STAB. Life Orb or Choice Specs are the way to go for offensive sets like these, allowing Kyurem to capitalise on its raw power. On the other side of the coin, Hail stall is very effective, with it's excellent bulk, the ability to make 101HP substitutes, and Protect and Pressure for easy PP stalling. With Toxic Spikes support, Kyurem can wear down huge quantities of the game.

Playing against Kyurem: Kyurem originally fell into UU because it had a hard time fitting into OU, and little has changed in the time it was gone. Most notably, Fighting types are all over the place, capable of tearing Kyrem apart with their STAB attacks. The Stealth Rock weakness doesn't help either. Steel types in general have an easy time walling Kyurem, forcing it to revert to the unreliable Focus Blast to hit them.

Last edited by Viva la Gofre; 07-10-2011 at 10:32 AM. Reason: 3. Analysis of newly introduced threats in each metagame (Part 3)
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Old 01-31-2011, 08:40 PM
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Default Re: 3. Changes to Pre-exsisting Game Mechanics, Moves and Abilities

[Reserved 4]
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Old 02-01-2011, 06:37 PM
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Default Re: 1. New Gameplay Mechanics, Moves, Items and Abilities (Part 1)

You missed off the first part of the sentence:

Originally Posted by Gofre
Another important thing to bare in mind is that thanks to Reshiram's ability Turboblaze, which negates the opponent's ability if it would weaken or negate a move...
Heatran's only resists it through it's Flash Fire ability, which is ignored by Turboblaze, meaning it takes neutral damage from fire attacks.
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Old 03-09-2011, 06:48 PM
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Default Re: 1. New Gameplay Mechanics, Moves, Items and Abilities (Part 1)

Thanks for the sticky, whoever did that =P

Parts 3 & 4 should be coming soon, when Smogon announce their full tier lists. ETA on that is mid-March, so hopefully this will all be finished by the time everybody's completed their game run-throughs and looking towards wifi.
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Old 06-26-2011, 07:47 PM
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Default Re: 1. New Gameplay Mechanics, Moves, Items and Abilities (Part 1)

Originally Posted by Viva la Gofre View Post
Thanks for the sticky, whoever did that =P

Parts 3 & 4 should be coming soon, when Smogon announce their full tier lists. ETA on that is mid-March, so hopefully this will all be finished by the time everybody's completed their game run-throughs and looking towards wifi.
Given that well defined tiers have existed for the last month or so, I feel now might be a good time to fill the remaining sections of this thread, those being an analysis of new threats and analyses of old threats in their new tiers. However with dozens of segments to write, I'd rather not waste my time if people don't think it's necessary. So if you'd like to see this article continue to be expanded, drop a message below and if there's enough support, I'll get cracking [=
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Old 07-04-2011, 11:43 AM
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Default Re: From Fourth Gen to Fifth: A Competitive Guide and Resource Thread

Ok, I've put a fair whack of work into this thread over the weekend. All names are now in English, a few definitions have been amended, and I've written out the Ubers and OU sections of the analyses of newly introduced threats portion of the guide. The only problem is that it weighs in at 43,000 characters currently, so I'm trying to get the character cap lifted so that I can post it in a single post, with UU and RU occupying another. I'm also moving this to the Competitive Battling forum, which is somewhat more relevant.
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Old 07-10-2011, 10:36 AM
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Default Re: From Fourth Gen to Fifth: A Competitive Guide and Resource Thread

Ok, OU introductions are all up, expect UU and maybe RU this week followed by revisions of old pokes the week after.
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