Friday, November 20, 2015

Individual Pokemon Analysis - Entei

Hey guys! So as per request, I'm doing a Pokemon analysis on Entei. Entei has always been a confusing Pokemon for me (and I've been using it on almost every team lately), and that's because of it's very specific niche, and also the fact that it can work in several situations despite that niche.



Base Stats


StatRange
At Lv. 50At Lv. 100
HP:115
175 - 222340 - 434
Attack:115
108 - 183211 - 361
Defense:85
81 - 150157 - 295
Sp.Atk:90
85 - 156166 - 306
Sp.Def:75
72 - 139139 - 273
Speed:100
94 - 167184 - 328
Total:580












As you can see, Entei's base stats are pretty average overall, with nothing sticking out. That however, by no means a bad thing, as it means that it is a fairly well rounded Pokemon.

Entei has the coveted, yet cluttered speed stat of 100, which can be very nice for getting over Pokemon such as Landorus-T, Arcanine, and Kangaskhan prior to Mega Evolution. This blessing is also a curse, as it puts you at a tie with Pokemon such as post-Mega Kangaskhan, and below Pokemon like Garchomp and Mega Metagross.

Entei also has respectable bulk, with a bit of investment it can survive Adamant Landrorus' spread Earthquake, and bulky Rotom-W's Hydro Pump.  Jolly Nature seems almost mandatory in order for Entei to do its job effectively, and get off timely burns. However World Championships Top 4 Competitor Naohito Mizobachi would disagree, as he used an Adamant Entei with significant bulk invested into it.

Usable Moves


-Sacred Fire: A must have on Entei. There is absolutely no reason for you to be using Entei without it. It can do solid damage, as well as getting a potentially crucial burn.

-Stone Edge: In my opinion, if you arn't using Stone Edge, you might as well be using another Fire Type such as Arcanine. Stone Edge gives you a nice way to hit Pokemon like Thundurus and Salamence for solid damage, as well as opposing Fire Types.

-Protect: A mandatory move, as it allows you to basically stall a turn for burn damage, or just for the general uses. Protect is Protect

-Substitute:  Another certainly viable move. Allows Entei to function similarly to how HEatran used to function early in the season. This can help endgame situations, or even just make Entei more of a priority to KO to your opponent.

-Snarl: This helps several different match ups, but it is rather situation and very team specific. Snarl should only be used on teams with problems to common Pokemon such as Sylveon and even Heatran.

-Will-o-Wisp: A relatively weaker option in my opinion, This is only used when you desperately need that burn onto your opponents Landorus and Azumarill. In my opinion, you should just be using Arcanine at that point.

-Toxic: This is a cool option that has been used lately. This is probably the best option for Entei to beat Calm Mind Cresselia as well as bulky Water types, both of which are big problems for Entei.

-Rest: This is a good option to recover off all your lost HP, when used with a Chesto Berry, this can turn around some momentum and make your opponents efforts in vain. This helps against Amoonguss as well, but should only be used with a Chesto Berry.

Usable Items


-Safety Goggles: My personal favorite item. This allows you to become an an Amoonguss counter, as well as help in several other match ups against Breloom and such. This set decimates Amoonguss + Kangakshan, and helps against Amoonguss + Azumarill as well.

-Leftovers: This should really only be used by sets that want to go the Substitute route. Once again, this allows Entei to function similarly to Heatran, but obviously different in aspects of Attacking Stat and Speed.

-Sitrus Berry: Sitrus Berry adds just a bit of short-term bulk. It may come in handy, but a lot of the attacks that are going to be activating Sitrus, will be 2HKO'ing through it anyway, such as Landorus' Earthquake and Heatran's Earth Power.

-Charcoal: Now this is probably the mosti interesting item I will ever recommend. It has only had one notable use, and that was on Luka Trejgut (Zephyl)'s  Fort Wayne Senior Division winning team. It adds some extra damage, allowing you to OHKO Amoonguss and 2HKO Landorus at -1 without having to snag a burn.

-Chesto Berry: Helps with the set that utilizes Rest. This also helps you Amoonguss match up if your Safety Goggles are taken, but obviously not to the same degree.

Weaknesses



Entei simply can't touch them hard. Sure you can burn a Rotom-W or Milotic, but afterwards Stone Edge isn't doing enough damage to beat them, especially since most carry a recovery move or item. If you carry Toxic, this problem can be alleviated to a certain degree, and won't be helping too much very fast.



Entei once again, can't hit Heatran for good damage. Snarl helps this a bit, but by no means is a solid answer. This match up requires smart playing with Entei's team mares in order to do well.

Sample Sets

Naohito Mizobachi's 2015 World Championships Top 4 Entei

Entei @ Leftovers
Ability: Pressure
EVs: (Unknown)
Adamant Nature
- Protect
- Substitute
- Sacred Fire
- Stone Edge
As you can see here, Naohito went with a slower Entei, probably investing on a bit more bulk and attack. 

My Entei from Lancaster Regionals

Entei @ Safety Goggles
Ability: Pressure
EVs: 36 HP / 124 Atk / 44 Def / 52 SpD / 252 Spe
Jolly Nature
- Protect
- Snarl
- Sacred Fire
- Stone Edge

My Entei was very team specific. As you see I had Snarl, which was to help my horrid Heatran match up. The spread takes some attacks like a spread Landorus' Earthquake and a bulky Rotom-W's Hydro Pump. 

Luka Trejgut (Zephyl)'s from Fort Wayne Regionals

Entei @ Charcoal
Ability: Pressure
EVs: 4 HP / 252 Atk / 252 Spe
Jolly Nature
- Protect
- Substitute
- Sacred Fire
- Stone Edge

Essentially here Luka wanted a more offensive variant of Entei, and it ended up working for him. I was skeptical at first, but the damage output really turned me onto it. I definitely recommend testing it out.

Thank you guys for reading! I had a great time writing this, and the next analysis will probably be up next time I have free time during class, or during a free block. I have a few already in the works, so look out!

Wednesday, November 18, 2015

Individual Pokemon Analysis - Jellicent

Hey guys! So today I'm going to be starting something new on my blog which is basically an analysis of some underused pokemon that I think can be extremely good in this metagame. Today's post will be on the topic of Jellicent.


Base Stats

HP:100
160 - 207310 - 404
Attack:60
58 - 123112 - 240
Defense:70
67 - 134130 - 262
Sp.Atk:85
81 - 150157 - 295
Sp.Def:105
99 - 172193 - 339
Speed:60
58 - 123112 - 240









So as you can see, Jellicent has very good stats for bulk, but do not match that of another Pokemon such as Cresselia. Depending on how you train Jellicent, it can survive attacks from both Charizard-Y and non-Life Orb Bisharp. It also has a respectable special attack stat which can be nice to pick up some key KO's on Pokemon such as Landorus.

The speed stat is also very unique, making it slow enough to abuse and set Trick Room effectivly, although that tends to not be how most people use it do to the fact that it is very weak to Pokemon that are used to commonly check other Trick Room users such as Bisharp and Hydreigon. Back in 2011-13 a Choice Scarf variant was certainly viable, but it just doesn't hit common threats as hard as it needs to anymore, especially on Pokemon such as Kangaskhan, as well as the fact that it doesn't out speed Salamence after Mega Evolution, quite detrimental to a Choice Scarf Variants job.

Usable Moves


-Water Spout: A very strong move that allows you to have a very nice damage output, but its rather inconsistent on a slow Pokemon like Jellicent.

-Recover: A very great move on Jellicent that allows you to be a wall and be very hard for opposing Pokemon to knock you out. In My opinion this move is almost mandatory on Jellicent.

-Toxic: Can help wear down other bulky Pokemon such as Milotic and Cresselia, which helps win games a bit faster due to the mechanics of the Badly Poisoned status.

-Taunt: A useful move to help slow down your opponents shenanigans. Not too useful as Jellicent is usually too slow to actually stop something, but can help in certain situations in instances Jellicent is faster, such as Taunting Azumarill before it can set up a Belly Drum.

-Ice Beam: An awesome secondary attacking move on Jellicent. It allows you to knock out or get respectable damage onto Landorus, as well as a way to hit Pokemon like Thundurus and Amoonguss for super effective damage.

-Protect: Just an overall great move, not necessarily needed on a Pokemon like Jellicent who needs all 4 of its moves to be doing other things, but is never a bad option if other moves don't seem appealing.

-Scald: Once again a move that is almost mandatory on Jellicent. It is far more consistent than something like Water Spout. Burns can always be helpful, and it just gets off solid & consistent damage on Heatran and Landorus.

-Will-o-Wisp: Again an amazing move. Burns allow it to cripple things such as Kangaskhan and Mawile, and over time, it can 1v1 a lot of the Pokemon due to Brun chipping away at their health, Jellicent be really naturally bulky, and the ability to regain HP through Recover.

-Trick Room: A weaker option in my opinion, but certainly usable. Can help support a team through Speed Control, and allows Pokemon such as Mega Mawile, Abomasnow, and Camerupt to become all the more strong.

-Icy Wind: A very nice move that can provide speed control for your team. Is usually a weaker option due to not being able to pick up the KO on some Pokemon such as Landorus, but can still be useful nonetheless.

Usable Items


-Leftovers: The only item on a Jellicent that has done well at a regional this year. This allows Jellicent to Recover HP a bit faster, even on the turns that it is not using Recover, which can be invaluable in the end game of a match.

-Sitrus Berry: Can be very helpful on Trick Room variants that do not carry Recover. Sitrus Berry and Recover are kind of redundant, do I suggest only using it when you cannot seem to fit Recover onto your move set.

-Safety Goggles: The "Anti-Meta" option, which I have been loving lately. This allows you to beat a lot of the common Chalk cores that have been running around lately. The Safety Goggles allows you to Will-o-Wisp Kangaskhan and Landorus even through Amoonguss Rage Powder, which can help a lot in taking certain hits. This also allows you to beat Amoonguss 1v1 in theory and under the correct circumstances due to the combination of Will-o-Wisp, Recover and Ice Beam. 

Abilities


Water Absorb: Probably the more consistent ability. It gives you an extra imunity and helps many of the match ups against other Bulky Water types such as Suicune and Miltoic, by them having no way to burn Jellicent and get some consistent Chip Damage.

Cursed Body: The "best" ability for Jellicent. This ability can allow you to win games, and even beat some Pokemon you normally wouldn't such as Hydreigon, Bisharp, Scrafty, Zapdos, Thundurus and Amoonguss. Can give you some nice win conditions in the endgame, and can force your opponent to switch early game if they have no way to hit you otherwise, or if they are Choice Locked.

Threats


Dark Types: Pokemon such as Bisharp, Scrafty and Hydreigon are the most troublesome to Jellicent as they can hit it with several high powered super effective attacks. It is also very hard to stall most of these Pokemon due to how hard they hit you naturally, but it is possible if they have been weakened enough or have other targets they are attacking.

Electric Types: Thundurus and Zapdos mainly fall into this category, but other Pokemon such as Rotom-W & H can do very well against Jellicent. This problem can be alleaved however if you get a lucky and rightly timed Cursed Body activation.

Sample Sets


Zach Droegkamp's Winter Regionals Jellicent:

Jellicent (M) @ Leftovers
Ability: Cursed Body
Level: 50
EVs: 252 HP / 140 Def / 116 SpD
Sassy Nature
IVs: 0 Spe
– Scald
– Recover
– Will-O-Wisp
– Taunt

You can find out what this specific spread does in Zach's report over at NuggetBridge titled: L’Anse-aux-Méduses: A Missouri Regionals 2nd Place Report

My Premier Challenge Set:

Jellicent (M) @ Safety Goggles
Ability: Cursed Body
Level: 50
EVs: 236 HP / 148 Def / 8 SpA / 116 SpD
Calm Nature
IVs: 0 Atk
- Will-o-Wisp
- Recover
- Scald
- Ice Beam

I will release what this spread does later, but I'm too lazy to write it up right now, as well as the fact that I'm running out of time before class ends, so I want to get this finished. I will be posting a team report on the team I used later, so look out for that. 

I hope you enjoyed! I will try to keep this types of analysis' once a week, as they take a while to type up and I don't always have free time in class. Let me know via my twitter @LightCores on what Pokemon I should analyze next. See ya next time!