2 months ago #10

    The difference one event can make...

    I have written up some ideas for the new Defiant Passimian and discovered how an AV set can make an incredible anti-meta annoyance.

    Not gonna type it again. See here: https://gamefaqs.gamespot.com/boards/210930-pokemon-ultra-sun/77597655

    I trained one up real quick and inserted it into one of my Geomancy Smeargle team ideas. The end result was definitely worth it so far. While I only won 3 out of 5, both losses were either due to a minor wrong call or incredible bad luck. Lando got a crit in one on my Geomancied Kommo-o with Earthquake, it lived but at 8 HP and under TR... Double Protect failed and a frustrating loss due to bad luck because my positioning was perfect. It was just a Zard Y left which would have posed no problem without the crit.

    I totally screwed over an 1770ish opponent right away. ;)

    Smeargle @ Power Herb
    252 HP / 4 Def / 252 Spe
    - Fake Out
    - Geomancy
    - Baton Pass
    - Follow Me

    Modest Kommo-o
    244 SpA / 12 SpD / 252 Spe
    - Clanging Scales
    - Flamethrower
    - Shockwave
    - Protect

    Timid Charizard @ Charizardite Y
    44 HP / 4 Def / 148 SpA / 100 SpD / 212 Spe
    - Heat Wave
    - Solar Beam
    - Overheat
    - Protect

    Timid Whimsicott @ Focus Sash
    252 HP / 252 Spe
    - Encore
    - Fake Tears
    - Tailwind
    - Taunt

    Passimian @ Assault Vest
    Jolly Nature
    Ability: Defiant
    EVs: 20 HP / 4 Atk / 12 Def / 228 SpD / 244 Spe
    - Close Combat
    - Gunk Shot
    - Rock Tomb
    - Knock Off

    Jolly Tapu Koko @ Choice Band
    - Wild Charge
    - Iron Head
    - Sky Drop
    - U-Turn

    The last two slots were originally Incineroar and Bulu... After several attempts I had to conclude that without a proper Fighting/Ground move, I actually had trouble dealing damage to Incineroar.

    AV Passimian can take some impressive damage, put Koko and Lele into red, KO Bulu and two shot Fini... assuming Gunk Shot luck. The fact that AV tanks so well, actually forces my opponent to acknowledge Passimian, giving me more freedom even if the first shot fails... And +1 CC destroys Incineroar which is always a plus.

    I was debating between either Tapu other than Bulu but eventually settled for the odd choice of Band Koko. Passimian can force Incineroar out, giving more freedom to physical sweepers and Banded Wild Charge can possibly get rid of Fini in one go even out of terrain. Iron Head can snipe Lele. Sky Drop can be used in approriate situations with say one faster and one slower (special attacker) in a Koko+Smeargle lead to get Geomancy up relatively safe and then Baton Pass out before they come back down.

    I may change Follow Me to King's Shield for positioning. It's a tough choice. After Smeargle Baton Passes and comes back in later it often only gets one turn. Fake Out in the setup gives me more options since the team can actually function without a successful Geomancy (albeit less effective). So I need to keep it. Problem is Smeargle can be totally ignored after its turn of Fake Out after that. Of course, using Follow Me means it falls anyway, so it's a mood point. Fake Out serves better for opening play.

    Whimsicott can get really nasty. In my second win I got it out for free next to my Geomancied Charizard (who also got a lucky Moody boost to SpD). Fake Tears into Mega Blaziken+Heat Wave = OHKO.

    This can still be improved but it's actually looking very nice right now. I may drop Overheat though. I don't need Fighting coverage anymore but it's problematic for Charizard mirrors and other stuff. Air Slash/Dragon Pulse (Hydreigon, Kommo-o etc.) maybe or a second Tailwind option since I often don't have the room to bring Whimsicott.

    A Geomancied Charizard is scary... but so is a Geomancied Kommo-o throwing out a Clangerous Soulblaze. It tore through Cressie at near full health.

    Videos will come later.
    FC: 3841-0076-6306, IGN (USUM): Aurora
    My Sheet: https://goo.gl/U1qVzv Looking for legit/uncloned Shinies and 0 Speed Primals