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ADV OU (OverUsed) Skarmory [GP Ready]

Discussion in 'Individual Analyses' started by Cowboy Dan, Jan 5, 2016.

  1. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Skarmory [​IMG]
    Type: Steel / Flying
    Stats: 65 | 80 | 140 | 40 | 70 | 70
    Abilities: Keen Eye / Sturdy


    Introduction

    Skarmory stands out as the tier's best Spikes user and one of the better physcial walls. Skarmory's stats while not impressive give it exactly what it needs. A huge physical Defense stat, and mediocre but usable stats for HP, Attack and Special Defense. Skarmory's typing is nearly perfectly suited for its role. It grants it no physical weaknesses and resistances for all but 2 physical attacking types. It does however provide it with 2 exploitable weaknesses on its weaker special side, and makes it vulnerable to Magneton. Skarmory's move pool while also not impressive, again gives it exactly what it needs in the niche move Spikes, making it a strong consideration in any team that appreciates the extra residual damage, all the way from Stall teams to Offensive ones.

    Sets

    Spikes

    Skarmory @ Leftovers
    Trait: Keen Eye
    EVs: 252 HP / 252 SpD / 4 Spe
    Careful Nature
    - Spikes
    - Whirlwind / Roar
    - Protect / Rest / Taunt / Drill Peck
    - Toxic / Drill Peck / Sleep Talk

    Set Details

    This set is the tier's most reliable Spikes setter. Spikes are the reason to use this set and allow Skarmory to support the team by applying residual damage and pressure for the rest of the team to abuse. It also gives Skarmory something to do while it is walling opponent's physical attackers. Whirlwind is one of the main reasons to use Skarmory over other Spikers as it prevents it from being set up bait for the opponent. It also allows Skarmory to abuse the Spikes it lays down. Protect gives Skarmory extra recovery and is quite effective due to Skarmory's immunity to most forms of residual damage. It also gives Skarmory a method of scouting for surprise Fire and Electric attacks. Rest can be used as an alternative to Protect that allows it to remove Status and regain more health at the cost of two sleep turns. Taunt can be used as it allows Skarmory to take advantage of opposing Spikers. This is particularly useful on more offensive teams that can't afford a rapid spinner and don't need the recovery. It is recommended to run a decent speed investment with Taunt to outspeed opposing Skarmory. Toxic allows Skarmory to threaten spinners such as Claydol and Cloyster who would otherwise be able to switch in and Spin away Spikes without fear. It also allows it to threaten Pokemon such as Swampert and Tyranitar and pairs great with Protect for applying more Toxic damage. Even defensive Starmie can have trouble with Toxic Protect Skarmory. Drill Peck can be used instead however as it allows Skarmory to OHKO Heracross, damage Gyarados, and prevent Gengar from switching in for free. It is also useful when pairing Skarmory with Magneton as Forretress can often barely survive Magneton's Hidden Power Fire, and Drill Peck prevents it from regaining health with leftovers against Skarmory. Keep in mind that Skarmory can't use Drill Peck and Whirlwind on the same move set so Roar must be used in place of Whirlwind. Drill Peck can also be used alongside Toxic at the cost of a recovery move. Finally Sleep Talk can be used in the last slot alongside Rest. It makes Skarmory less useless while asleep and allows it to make use of Whirlwind without negative priority. Skarmory often doesn't need to attack so the new Sleep Talk mechanics aren't as much of a drawback for it making it a great Sleep absorber with Sleep Talk to allow Sleep to last indefinitely.

    The EVs simply max Skarmory's Special Defense. This allows Skarmory to switch in to weak special attackers such as Swampert with ease and prevents it from taking much from Fire Blasts tacked on to Pokemon like Snorlax and Flygon. It also gives it about an 80% chance of surviving Magneton's Thunderbolt. A more physically defensive spread can be used as it allows Skarmory to take on foes such as Heracross, Tyranitar and Aerodactyl more effectively however with Skarmory's resistances and huge natural Defense, it is not necessary and the loss in Special Defense is quite noticeable.

    Skarmory can fit on a wide range of teams so it can go quite nicely with a number of team mates. First and foremost, Pokemon that appreciate Spikes pair quite nicely with Skarmory. Fast frail attackers like Starmie, Flygon and Aerodactyl need them to wear down the opponents team so they can clean up in the late game. Gengar is another example that has the added benefit of being able to block Rapid Spin. Powerful attackers such as Dragon Dance Tyranitar don't require them as much however Spikes can be quite useful for wearing down their grounded counters and making them even more dangerous. Stall teams need the extra residual damage to help put an end to matches. Pokemon such as Jolteon that force a lot of switches and keep tempo are also great alongside Spikes as the switches they force become that much more potent. Skarmory also appreciates the support of some other Pokemon. Dugtrio can trap opposing Magneton through the use of a double switch which can often be disastrous for teams that rely on Magneton to remove Skarmory. At the very least it can revenge kill Magneton making a 1 for 1 trade. Swampert has great type synergy with Skarmory and can back it up as a physical wall thanks to its resistance to Rock. Blissey forms an infamous combo with Skarmory in that it can handle the special attackers that trouble Skarmory, and in exchange Skarmory handles physical attackers such as Snorlax and Metagross who can take advantage of Blissey. As mentioned previously, it is recommended to use a Ghost such as Gengar alongside Skarmory to help keep Spikes down. Finally it is recommended that Skarmory is backed up with other answers to certain Physical attackers such as Snorlax as the existence of Magneton can make Skarmory quite unreliable as a Physical Wall.

    Other Options

    Hidden Power Flying can be used over Drill Peck in order to allow Whirlwind on the set. This allows Skarmory to PHaze Soundproof users. Hidden Power Flying is slightly less powerful however, and with Pokemon Perfect's Baton Pass clause, Soundproof users really aren't common enough to justify this. A set with max Special Defense and a Salac berry can be used for a good chance at getting 3 layers of Spikes down against a Magneton team, however the loss of Leftovers really hurts Skarmory's ability to recover health making this set quite inferior against teams lacking in Magneton.

    Checks and Counters

    Skarmory is quite easy to counter due to its lack of offense and weak Special Defense. Magneton is the best counter to it in the game as it can switch in, trap Skarmory with Magnet Pull and proceed to kill it with Thunderbolt. Any decently strong special attacker with a Fire or Electric move can scare it though particularly if they are not concerned with Toxic such as in the case of Gengar, Jirachi and Starmie. The main issue with Skarmory isn't in countering the Pokemon itself but rather dealing with Spikes. Rapid Spinners such as Starmie, Claydol, Forretress and Cloyster can remove Spikes. Starmie and Forretress especially as they don't care about Toxic and can threaten it in return, Starmie with attacks and Forretress with Spikes of its own. Without these measures though, simply not making your team weak to Spikes is often enough. Including a large number of Flying or Levitate Pokemon, or just simply making a team in which a significant number of Pokemon can threaten Skarmory are both fine solutions for making your team less vulnerable to Spikes.
     
    Last edited: Mar 29, 2017
    Disaster Area and prozac like this.
  2. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Does the whirlwind/roar thing matter since we have baton pass limited to 3 mons? Does Exploud get soundproof? I guess if it does then I can see why it matters.
     
  3. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Oh I thought the consensus was keeping smogon ou rules for this tier? I guess in that case drill peck might be better than HP Flying.
     
  4. Disaster Area

    Disaster Area Little Ball of Furr and Power Member

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    Yeah check here, think I floated it in the skype chat and got a go ahead and it does a lot for ADV 2U anyway.
     
  5. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Alright i'll put drill peck in the main set in that case.
     
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  6. magic9mushroom

    magic9mushroom BEST END. Member

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    You should probably give Roar a slash if Drill Peck gets a slash and Drill Peck necessitates Roar.
     
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  7. Cowboy Dan

    Cowboy Dan Host Emeritus

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    Good catch. Added that in.
     
  8. eden's embrace

    eden's embrace end. Host Emeritus

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    Sub/HP:Ground skarm(it's not the best set...) doesn't deserve a set, but should definitely be in other options; mention that Taunt skarm is decent again, and probably requires some speed investment. maybe mention that fire blast blissey becoming a thing means that its not spike bait anymore
     
  9. wyc2333

    wyc2333 Member

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    idk if 4 spe is suitable for an analysis
     

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