Category Archives: Uncategorized

Normal, but Not Ordinary


Since the first generation of Pokèmon the normal type has been fairly special. It is the only type that hits nothing for super effective damage and only has 1 weakness in fighting. To make up for the lack of super effective offense, most of its Pokèmon have a wide move-pool and interesting abilities to gain an edge in battle. This generation has also brought us some curious specimen.


I don’t want to talk too much about this guy since VirtualSpivey wrote an article on it already, but it is probably the most exciting new pokèmon. It rocks 95 base stats across the board which sort of reminds me of the mythical legends (Mew, Manaphy etc.). So far it has not had a very big impact in the OU format, but the versatility that its ability brings to the table will make it very interesting for any draft format. Its pre-evolution Type:Null is also notable since it shares the same stats except for a lower base speed. Eviolite has been nerfed but is still a very good item and might even let it outshine its big brother.


This ‘mon is already defining big parts of the VGC metagame, as it is currently a prime Trick Room setter. The synergy between its ability and unique move instruct coupled with its special bulk makes it stand out in the early stages of the meta. Trainers are already adapting to it and include hard counters in their teams like Z-Move Krookodile and Dragon Tail Garchomp. Currently, it has no relevance to the singles meta, so you should try your luck in VGC if you want to give it a shot.


The cuddly murder machine is a fairly classic bulky physical attacker. The best stats are HP and Atk, while its Fluffy ability allows it to take most physical attacks. Its move-pool is were I see most of its problems since the best fighting attacks it learns are Hammer Arm and Superpower, which have some serious downsides to them. The speed drop of Hammer Arm doesn’t seem like too big of a deal to me since Bewear is fairly slow already, which is why I think it will be superior to Superpower.

Normalium Z

Z-Attacks are the biggest new feature and some normal moves gained new effects due to it. For example, Conversion used to change your typing to be the same as the first attack in your moveset, but its Z-version also boosts each of your stats by 1 stage. Porygon-Z is the best abuser of this right now and can even take quite a few hits with its boosted defenses and Recover. Another interesting move is Z-Bellydrum, which, instead of removing 50% of your total HP, sets your HP to 50% of its max value. This means that you can heal up by using Belly Drum if your Pokèmon is below 50% already and still boost your attack. Snorlax and Azumarill can turn into extremely threatening sweepers by using this move.

Sun and Moon have brought us many unique Pokèmon, and I didn’t even mention all the normal types yet. From Toucannon to Komala, Drampa and Alolan Raticate, it is the most entertaining type right now. I can’t wait to see all of them put into action.

[Dec. 9th 2016]



Something in the water

by: Wutpulver

Sun and Moon have been out for a bit now, andwhile the singles Meta still has to settle, I would like to share some thoughts on some of our new toys. This time, the focus will be on Water Pokèmon. Golisopod will not appear here  but if you are interested in that particular Pokèmon, TangelaBoots will have an article about that ‘Mon soon.


is my favourite Water type of the new generation and for good reason. Its ability Water Bubble is unique and powerful but also makes it very predictable. It doubles the power of any Water attack and reduces the damage of Fire attacks against Araquanid by 50%. Most Water types would not care about the second part, but Araquanid’s secondary type (Bug) causes Fire to be neutral against it. Still, the offensive part of this ability contains most of its power. Its stats overall aren’t that great; the only exception is its SpDef base of 132. Its offensive capabilities (without Water Bubble) are quite awful. 70 base Atk doesn’t exactly sound like a wallbreaker and its SpAtk of 50 is even worse. Water Bubble is the only reason why anybody should even use it and you are probably choosing a Water move most of the time. Other coverage moves just don’t have the oomph behind them. The most common item seems to use Waterium Z right now, which, combined with Water Bubble and Liquidation, has 320 base power. Yep. 
The best format for it seems to be VGC right now. I, personally, am mainly using it with an Oranguru to set up Trick Rooms and spam Liquidation with Instruct to maul anythig in front of it. It doesn’t seem to do that well in singles because there are too many switches into it right now. One of these switches is:


Anyone who played the new OU format has seen this thing and either hated facing it or loved using it. Toxapex is one of the few Pokèmon that keep Pheromosa in check and can wall almost anything. Its absurd defenses (152 Def, 142 SpDef) are only acceptable due to its abysmal HP stat of 50. On top of that, it has the outstanding wall ability Regenerator and is immune to Toxic. Since the Burn status condition has been nerfed it is almost impossible to wear it down. The only way to get around it is by using powerful super effective moves. Every team needs to be able to deal with this Pokèmon somehow, and I wouldn’t be surprised if it got banned sometime in the future. The most common moves are Scald, Haze to stop it from becoming set up fodder, Recover and Light Screen. It is easier to deal with in the VGC format because it has no notable offensive pressure and can usually be ignored for most of the game. The only notable support move it has is Wide Guard.


Pelipper is no Generation 7 Pokèmon, but since it can now have Drizzle it is, for the first time ever, a viable Pokèmon. Being a rain setter has great synergy with its moves and is the biggest reason for rain teams to be a notable archetype again. Sadly, Mega Swampert is not available in this generation but Kingdra seems to fill its spot just fine and Mega Scizor is just as strong as ever. 
So why is Drizzle THAT amazing on Pelipper? When comparing it to Politoed, there are a few distinct advantages that Pelipper holds. For example, there is Hurricane, which is 100% accurate in rain and allows it have some sort of offensive presence. U-Turn is also great to get the rain abusers in without risk. Roost only adds to that, since recovery allows you to set the rain more often. That in itself would be enough to make it viable but it also recieved a boost to its SpAtk.

I hope you are enjoying the new generation as much as I do. Sun/Moon has really shaken things up and this wont be the last time we examined some of the newcomers. Next week I will take a look at Normal types.

[November 27th, 2016]

How good are the Island Guardians?

by: Wutpulver

After Generation 6 broke with the tradition of having a legendary trio Sun and Moon are bringing the first true quartet to the pokèmon series. Probably in an attempt to redeem X/Y. Since we know about their typings and abilities it’s about time to speculate their strengths and to prematurely answer the most pressing question of them all: Wich Tapu is the best?


Like most legendary families the Island Deities share some characteristics. All of them have a fairy typing, set terrain on entry and have the same signature move. This signature move is Nature’s Madness which halves the opposing Pokèmon’s HP. It pretty much works like Superfang. I am a little disappointed by it and don’t believe that it will be a commonly used move. Fairy is one of the best typings in the game and part of the infamous fantasy core (Fairy/Dragon/Steel). It favors special attackers more since Play Rough does not have wide distribution and has a chance to miss unlike the superior Moonblast.


The best typing of the bunch probably belongs to Tapu Koko with the unique combination of Electric and Fairy. Poison and Ground are its only weaknesses and all of its resistances ( Dark, Electric, Fighting, Flying) are incredibly useful in the current metagame. It can stop bird spam, takes Knocks Offs and gladly endures Volt Switches. Its typing will most likely allow it to use Volt Switch as well wich is another big advantage of this combination. A+

Next up is Tapu Bulu the Grass Fairy. The immediate concern is its 4x weakness to Poison. Poison is not exactly a common offensive typing but it is still a problem. Its other weaknesses (Fire/Steel/Flying/Ice) are frequently found on offensive pokèmon and really don’t help the bull fairy. The resistances Fairy brings to the table are still very good but all of these pokèmon benefit from it to the same degree. C

Tapu Lele recycles Gardevoir’s typing with Psychic/Fairy. Psychic seems a bit redundant on a Fairy type, at least offensively. They are both effective against Fighting and both struggle against Steel. Granted Fairy helps against Dark Pokemon and Psychic can deal with Poison types but there are far better combinations out there. Psychic isn’t that great defensively either. It’s most valuable resist is probably itself. Psychic Pokemon usually have a plethora of useful utility moves like Trick or Thunder-Wave (which is still going to be amazing even though it only halves speed now and no longer sports 100% accuracy) so I don’t want to completely dismiss it. C+

Last but not (maybe) least is Tapu Fini and its Water/Fairy typing. Bulky Water is a common and powerful archetype which mainly benefits from only being weak to two kind of attacks. Since Water pokèmon usually also have access to Ice Beam they can even deal with Grass which is supposed to be one of their main counters. Scald is one of the best moves in the game as well. Fairy is a great defensive typing which mainly benefits from only being weak to two kind of attacks….. wait a minute. If we put these two together we get one of the best defensive type combinations. A


Electric Terrain boosts Electric attacks of grounded Pokèmon by 50%. That has the potential to be huge and could make Tapu Koko one of the scariest threats to face in any format. Stopping grounded Pokèmon from falling asleep is neat but fairly niche. However this could be the end of Amoonguss` stint in OU and might even cause Breloom to drop as well. B

Grassy Terrain boosts Grass attacks instead but Electric is just a better offensive typing. It also provides recovery for grounded Pokemon but since both teams will receive additional Leftovers this Terrain is largely useless. Secret Power becomes a Grass attack with 70 base power which gets boosted even more by the terrain. The cherry on top is the additional 30% chance to put targets to sleep. C

Psychic Terrain protects grounded Pokemon from priority attacks and boosts Psychic attacks. It is fairly niche but neat nonetheless. C+

Misty Terrain prevents status infliction on grounded Pokemon and reduces the power of dragon attacks. Since the Island Guardians are Fairies anyway this will be useless. D


I do not know any stats so far so this is the most speculative part of the article. All I have to go on is their typing, revealed moves design and lore. I predict Tapu Koko to be a fast attacker, Tapu Bulu to be a slow bulky physical attacker, Tapu Lele to be a special defensive wall and Tapu Fini to be a mixed wall.

How good are they going to be?

Their Fairy typing and hopefully above average BST should secure all of them a place in the OU/UU tiers. The best one will most likely be Tapu Koko. Tapu Fini should also have a place in the new metagame as long as it gets decent recovery. Unlike Suicune wich is another bulky Water pokèmon without great recovery it can not fall back on Rest since Misty Terrain prevents you from falling asleep. Tapu Bulu and Lele are most likely going to be quite useful but are also easier to exploit than the other two. I do not believe that they will reach OU unless they will be backed by an insane BST. Just remember that all of this is purely speculation and just an educated guess. The new metagame will be drastically different and will shift a lot of power around. Anyway I will probably be spamming Tapu Koko on the OU ladder as soon as it comes out.

[Oct 31st 2016]

Revamping The Mega Tier List

by: Wutpulver

Why should the list change at all?

I believe that the current mega-tierlist stops many Pokémon from being drafted and severely limits the amount of viable choices.
Pokemon like Garchomp, Houndoom and Glalie went undrafted on the last 2 seasons and need to be more attractive.
If we take a closer look we see that 20 out of a total 36 available mega Pokémon are placed in tier 1.
Shouldn’t tier 1 be reserved to the absolute best Pokémon in the draft format?
How can that be the case when over half of choices are supposed to be the cream of the crop?
It is hard to justify having M-Sceptile in the same tier as M-Lopunny.

How can we improve it?

To make as many Pokémon as possible a viable choice i think we have to spread them out a bit .
First I want to expand the tiers to 5 just like the tierlist for regular Pokémon.
Also I want to make sure to slim out tier 1 and distribute them more evenly (Spoiler: My list is still pretty top-heavy).
This will decrease the average prize of megas so we might want to think about decreasing the total funds by a bit so that more low tier Pokémon get a chance to shine.

My Tiering Principles

  • Ideally every Mega is a viable choice.
  • It is better to have a Pokémon that is too strong in its tier than the other way around to ensure no mega feels like a flat-out bad pick.
  • If Pokémon are very much alike each other (Medicham and Gallade for example) they should be in different tiers so that one does not outshine the other.
  • A mega Pokémon can be in a lower tier than its regular counterpart because it has to compete against the other megas and in some cases (Tyranitar/Garchomp) is worse than the original.

The List

Tier 1

  • Medicham
  • Pinsir
  • Sableye
  • Charizard-X
  • Scizor
  • Venusaur
  • Altaria
  • Lopunny

Tier 2

  • Slowbro
  • Manectric
  • Heracross
  • Gardevoir
  • Alakazam
  • Diancie
  • Gallade
  • Charizard Y

Tier 3

  • Gyarados
  • Aerodactyl
  • Garchomp
  • Absol
  • Beedrill
  • Swampert
  • Blastoise
  • Aggron
  • Tyranitar

Tier 4

  • Sceptile
  • Ampharos
  • Houndoom
  • Pidgeot
  • Glalie
  • Sharpedo
  • Steelix

Tier 5

  • Camerupt
  • Bannette
  • Audino
  • Abomasnow

What are the upsides to this version?

This would give players a reason to draft Pokémon we haven’t seen so far.
Especially the Tyranitar/Garchomp duo, who would finally have a reason to be picked instead of just using the non mega versions. Other Pokémon, such as Steelix or Camerupt, can also be serious value picks.

Final thoughts

The list I presented is obviously not perfect and up to change, but I wanted to give an example of how a new list could look and mostly start a discussion about it.
Sun/Moon will shake the tiers up anyway, but I do think that a more nuanced list can go a long way to allow for more creative but competitive teams.
People can even make a decent argument for the tierings being better when they are unbalanced because it allows the players who have a better understanding of the format to draft significantly stronger teams and by that reward game knowledge more.
Personally I don’t buy into it because in my opinion a strong draft should be about carefully fitting pieces together instead of mashing the overpowered ones into each other.


[Sun and Moon Speculation] – Alolan Ninetales


by Ben Hyman

With the release of Pokemon Sun and Moon on the horizon, there’s still a lot of things we don’t know too much about. Ultra Beasts, Z-Moves, the possibility of Mega Evolutions disappearance or return, and much more. Will Game Freak shake up the type matchups again like they did when Steel received its nerf, or will the status quo remain the same? There’s so much to speak on regarding this, but for now I’ll focus on what I’m personally most excited for: Alolan Forms!

When Alolan Forms were first revealed, I nearly lost my mind. I mean how couldn’t I? Alolan Exeggutor is the most ridiculous thing! Being a fan of Ice types far more than is probably competitively healthy, I also instantly fell in love with the Alolan Sandslash/Ninetales lines….And I’ll be primarily focusing on the latter today. Alolan Ninetales is an interesting beast, and it’s time for some rampant competitive speculation. Let’s dive right in, shall we?

To start, let’s go over the non-Alolan form. Ninetales has always been an interesting pokemon. With pretty much average or below average stats all around, save for base 100 Sp.Def and Speed, there needed to be a very good reason to use the crafty fox. Then, Generation 5’s Dream World came and blessed it with the amazing ability of Drought. Bringing the Sun for a ride whenever it came into play was a metagame changing event, one that warped Black and White’s meta, for better or for worse. So, what can Alolan Ninetales get to make it better than its brethren?

Let’s start with stat distribution, shall we? Ninetales stat-line is as follows: 73/76/75/81/100/100. Not too impressive, as it stands. Assuming Ninetales receives only buffs to important stats and/or decreases from irrelevant stats to put into relevant stats, we may end up with something along the lines of: 73/51/65/101/105/105. Much more fitting of an Ice/Fairy type, right? Ice types are generally fast and decently strong, whilst Fairy types tend to be weaker on the physical side whilst very strong on the special side, a nice mixture! Speaking of that Ice/Fairy typing, it’s definitely a double-edged sword. Defensively, you are now 4x weak to Steel, gain a Poison weakness, are now neutral to Fighting, and gain a Dragon immunity. Seems pretty good to me, you weren’t staying in on Steel types anyways! Offensively, there’s really not much to say other than holy crap. Two of the best offensive typings in the game on one Pokemon? Sign me up! Watch out for those dastardly steel types as per usual, but Dragons beware, a new Dragon Killer has usurped Azumarill.

As for moveset, this is where things get interesting. Assuming Alolan Ninetales (Now referred to as A. Ninetales for convenience)has its only ability available at the start to be Snow Cloak, it effectively has no ability since it cannot afford to set up Hail on its own. Awkward. Moving on, we can assume it’ll get both Ice Beam AND Moonblast, so that’ll likely be on every set. At least part of Ninetales normal move-set will carry over…which isn’t too useful but will give us some neat options like Dark Pulse and Psyshock. Really, anything to hit Steel types neutrally is what we want. Calm Mind is also an interesting option, boosting that speculated Special Attack stat even higher, threatening many a wall with the possibility of just getting blown away by a +1 Moonblast or Ice Beam. On the other hand, the rest of the support move-pool will likely be…lacking. Unless Game Freak blesses A. Ninetales with Will o Wisp, there’s not much else this icy fox is going to be able to do. It’ll be one dimensional, but it’ll be very very good at its job.

Now, for probably the set it’ll run 90% of the time

Alolan Ninetales @ Life Orb

Ability: Snow Cloak

EVs: 252 SpA / 4 SpD / 252 Spe

Timid Nature

– Ice Beam

– Moonblast

– Calm Mind

– Dark Pulse


Keep in mind, as with all speculation none of this is even REMOTELY confirmed, so keep your ear to the ground and eyes to places like Serebii, you never know what info might pop up.


[September 13th, 2016]

Tauros – Under Rated in League Format

by Cyndurr


Although majorly outclassed as a physical Normal type by many ‘Mons from higher tiers, as a Tier 5 pick it can be a useful addition to many teams due to its base 110 Speed stat and its Sheer Force ability. Despite a lack of powerful Physical moves that make use of Sheer Force boosts, with a base 100 Attack stat and a Life Orb to boot, it can still punch holes in the opponent’s team.
The Sheer Force, Life Orb physical attacker is Tauros’ where its main usage lies, with Rock Climb hitting at nearly 240 base power (after Life Orb, Sheer Force and STAB boosts) you have a spamable move that will deal massive damage to anything that isn’t Defensive or resisted. The biggest drawback of Rock Climb is its 85% accuracy that makes using it a bit of a risk, especially when Body Slam has 5 less base power and is 100% accurate but as we all know, if you train in the mountains, you never miss so you won’t be needing the improved accuracy. As for the other 3 moves, it depends on what you’ll be facing, however, Earthquake or Bulldoze is advised if you’re walled by Steel or Rock-Types, Earthquake hits harder even without the Sheer Force boost but does mean you’ll be taking Life Orb recoil that you won’t take if you go with Bulldoze. Zen Headbutt helps take down Fighting-Types that take advantage of Normal-Types only weakness, Iron Head can take down Fairy and Rock-Types and Rock Slide is viable if you have an issue with Flying, Fire, Ice or Bug types and have a slot spare. Other options include Pursuit to trap Ghost-Types, Façade for if you get burnt, Retaliate for a revenge killer set, Natural Gift can help deal with any weaknesses on your team and Wild Charge or Outrage if the coverage is needed but you will take heavy recoil from Wild Charge + Life Orb and Outrage leaves you susceptible to whatever comes in.
However, what makes Tauros a wild card and hard to predict is its range of Special Attacks in its arsenal. Fire Blast/Flamethrower, Blizzard/Ice Beam, Thunder/Thunderbolt and Water Pulse take advantage of the Sheer Force boost and despite a base 40 Sp. Att stat it can still hit harder than expected. This is especially true to Pokemon that may have walled it before with 4x weaknesses, Landorus-T and Gliscor can be OHKO’d by Ice coverage, Ferrothorn, Scizor and Forretress get hit hard and potentially OHKO’d by Fire Coverage and Gyarados gets OHKO’d by Electric coverage, even 2x weaknesses can be taken advantage of and deal massive damage to making predicting Tauros very difficult and to an extent, giving it a case of 4-move syndrome. It even has Solar Beam that can help take down bulky ‘Mons such as Quagsire, Gastrodon, Rhyperior and Swampert, however, that is very situational and gimmicky.
Another possibility is a Choice Band set that lets you run any physical move without the recoil damage but limits you against physical walls but still takes advantage of Tauros’ very good speed. An Expert Belt set takes a little power away but also lets you run any move without the recoil from non-Sheer Force boosted moves and can still deal with walls but finds itself relying on rolls to OHKO even 4x weak ‘Mons. Choice Specs can catch your opponent off guard and take down a physical wall, though it does leave you in a limited role. A Choice Scarf can let you outspeed anything not scarfed and can act as a very competent revenge killer but lacks the power to OHKO many things that can OHKO it in response. All of these sets are viable but need team support to either sets up hazards to make it easier to KO late game or weaken down walls and threats so Tauros can come in and revenge fallen team-mate.
Although from first look an All-Out Attacker seems like Tauros’ only niche, it isn’t. Another ability Tauros has is Intimidate, couple that with decent bulk of 75/95 on the physical side and you have a decent physical wall that also can make use of Refresh, can Rest-Talk to chip away at an opponent as well as Toxic for residual damage, in the right situation you can stall out slightly less powerful physical attackers. Also, without Sheer Force, Body Slam has a chance to Paralyze and cripple anything on your opponent’s team.
Another move that could be used is Work Up, in conjunction with Substitute, Tauros can be a lethal set-up sweeper on either the physical or special side. Though it means you don’t have the same coverage with one or two slots filled, you can still hit hard once set up and once certain threats are dealt with can sweep through the rest of an opposing team with ease.
Lastly, Tauros has access to Sunny Day, Rain Dance and Sandstorm. With its 110 Speed it can be a strong weather setter on any team and with a Focus Sash can soak any one hit to either make sure you can set the weather up again or come in later to deal damage once faster threats have been dealt with. With access to Fire Blast/Flamethrower and Solar Beam it can hit hard in the Sun and Water Pulse and Thunder to hit hard in the rain, meaning it doesn’t have to switch and can still deal damage on weather teams. Alternatively, Endeavor can be run to bring down a threat to 1 HP to be picked off by another teammate later on.
To Conclude, Tauros has its flaws and is outclassed but for a Tier 5 pick it can still do a number of jobs for your team and should not be overlooked. Not many Normal types have the same wide movepool Tauros does and that gives it a niche not only offensively but defensively as well, certainly a very underrated ‘Mon.
July 2nd, 2016

Aerodactyl – Under Rated in League Format

by Ben Hyman


Aerodactyl: A Gift From the Land Before Time


Oh Aerodactyl.  One of my favorite Generation 1 Pokemon, and yet another Tier 3 Pokemon that has gone undrafted, unlike its Mega Counterpart.  So, this begs the question: compared to other Tier 3 Pokemon, why should you have drafted non-Mega Aerodactyl instead of what you drafted?  Let’s get straight to the point, shall we?

Rock/Flying is not a very good typing defensively, let’s be perfectly honest.  Resisting pretty much nothing aside from Normal, as well as a ground immunity, the chances of Aerodactyl coming in on a safe switch are almost slim to none in most circumstances.  A stiff breeze could knock this thing over.  A statline of 80/105/65/60/75/130 doesn’t help it much either, but the bulk isn’t horrid.  You could feasibly switch into a resisted Normal STAB and live to tell the tale, but you’d definitely be bleeding afterwards.  With that said, Rock/Flying is a MUCH better typing offensively.  I don’t think much needs to be said about the coverage it offers, only that Aerodactyl really wishes it had access to Brave Bird or a better Flying STAB than Aerial Ace/Wing Attack in terms of power.  However, this brings me to my next point.

From what I only assume to be a blessing from the Gen 1 Gods themselves, Aerodactyl has quite a bit of coverage, on both sides of the offensive spectrum.  EdgeQuake(Stone Edge/Earthquake), all three elemental fangs, Aqua Tail, and a plethora of other interesting moves such as Fire Blast, Earth Power, and even Sunny Day AND Rain Dance.  This versatile movepool of course also includes the all important Stealth Rock.  Moving right along, let’s get to some sets to utilize this impressive movepool.

Aerodactyl is not going to switch in much; we have accepted this fact.  So, what’s a good way to avert this than to use it as a suicide lead?  I know that suicide leads can be frowned upon in this format due to differential, but Aerodactyl’s potential to be used as such is impressive, and should be considered.  Stealth Rock/Taunt/Earthquake/Stone Edge.  Note that the last two moveslots can be customized however you wish, ranging from Fire Blast to Iron Tail.  A simple spread of 252 Atk/252 Spe/4 HP with a Jolly Nature is used here, which once again, can be customized to your leisure to speed creep the opposing team.  This set aims to lead off, taunt whatever the heck is in front of you, set up hazards, and do as much damage with the attacking moves as possible.  If running a special move such as Fire Blast to nail Forretress, Ferrothorn, and the like, an alternative spread of 76 Sp.Atk/184 Atk/252 Speed with a Naïve nature should be utilized(once again, customized to your needs)to ensure Sturdy is broken on Forretress, and dealing massive damage to Ferrothorn.

Some calcs to illustrate the above point

72 SpA Aerodactyl Fire Blast vs. 252 HP / 168 SpD Ferrothorn: 180-212 (51.1 – 60.2%) — 84.4% chance to 2HKO after Leftovers recovery

72 SpA Aerodactyl Fire Blast vs. 252 HP / 4 SpD Forretress: 352-416 (99.4 – 117.5%) — 93.8% chance to OHKO


Next up, we have a much more offensively inclined set, and a bit off the wall.  Reaching deep into its movepool, one would find that Aerodactyl can do a passable impression of a Choice Specs set.  Air Cutter/Earth Power/Ancient Power/Coverage(or utility move).  Once again, a simple spread of 252 Speed/252 Sp.Atk/4 HP Modest Nature is used here.  Modest is to bring out as much power as you can from that base 60 Sp.Atk, and given your 130 speed tier, you aren’t likely to be needing that extra speed like the suicide lead set.  Air Cutter and Ancient Power are your STABs, whilst Earth Power completes the Pseudo EdgeQuake in terms of type coverage.  The last move slot is pretty much freestyle.  Whatever you need, jam it on there.  Sunny Day, Rain Dance, Stealth Rock, Sleep Talk, Toxic, ect ect.  You get the picture.  As always, these EVs and movesets are always up to customization based on the matchup.

Some calcs before we go to our final set.

252+ SpA Choice Specs Aerodactyl Ancient Power vs. 96 HP / 0 SpD Assault Vest Tornadus-T: 146-174 (45.2 – 53.8%) — guaranteed 2HKO after Stealth Rock

252+ SpA Choice Specs Aerodactyl Earth Power vs. 0 HP / 0 SpD Raikou: 198-234 (61.6 – 72.8%) — guaranteed 2HKO

Whilst it may be very situational, Choice Specs Aerodactyl might be exactly what you’re looking for to weaken and outspeed some key threats on the opposing team.  Be wary of speed tiers if using Modest.

Finally, we’re gonna rock out with a Choice Band set.   No games here, we’re just gonna load up with coverage and blast the enemy team to pieces.  Earthquake and Stone Edge are all you need to complete perfect neutral coverage, but with Aerodactyl’s versatile movepool you can go whichever way you like.  Some notable moves you should consider: Iron Tail/Head, Aqua Tail, Ice/Fire/Thunder Fang, Crunch, ect.  A spread of 252 Speed/252 Atk/4 HP is of course used, but once more customization and versatility is the name of League format.

252 Atk Choice Band Aerodactyl Iron Tail vs. 252 HP / 252+ Def Sylveon: 264-312 (67 – 79.1%) — guaranteed 2HKO after Leftovers recovery

252 Atk Choice Band Aerodactyl Stone Edge vs. 0 HP / 0 Def Landorus: 231-273 (72.4 – 85.5%) — guaranteed 2HKO

Yikes, this thing is strong.  RIP to White Canary on the SJ Sharpedos and Mr. Man of the Borussia Donphan, Aerodactyl wanted a snack and you two were close by.

In closing, Aerodactyl is a surprisingly versatile mon, if you can get past the lack of defenses.  Key things to note when playing with Aerodactyl: Remove priority, you lose to most forms of it.  Don’t switch in unsafely because chances are, you can’t live whatever hit is coming your way, and most importantly, do NOT be afraid to play reckless with this thing.  It’s fast and strong but it can’t take a hit.  A true glass cannon.

[July 1st, 2016]