Wailrein

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  1. ¬Hitomoshi
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    dpiconani365Walrein dpiconani365




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    Grassospesso

    Le mosse di tipo :ghiaccio: e :fuoco: fanno il 50% dei danni che dovrebbero fare.

    Corpogelo

    Recupera PS quando č attivo l'attacco Grandine.

    Indifferenza
    Mondo dei Sogni

    Indifferenza previene l'attrazione e fa fallire Incanto quando usato dall'avversario.



    Tipo

    Tier

    :acqua: :ghiaccio:

    NU



    StatMin-MinMaxMax+
    PS
    110
    -361424-
    Att.
    80
    176196259284
    Dif
    90
    194216279306
    Att.Sp
    95
    203226289317
    Dif.Sp
    90
    194216279306
    Vel
    65
    149166229251



    Nome MovesetStrumentoAbilitŕNatura
    RompicazzoAvanziCorpogeloSicura


    MosseEvs
    ~ Sostituto
    ~ Protezione
    ~ Terremoto / Boato / Tossina
    ~ Bora / Surf
    220 PS / 252 Dif / 36 Vel

    This set is based around taking advantage of Walrein's Ice Body ability and using it to stall turns.This set needs to be partnered with Abomasnow to get a constant stream of hail going. With Ice Body activated and Leftovers equipped, Walrein can alternate between Substitute and Protect, without losing any health, forcing the opponent to suffer up to 32 turns of hail and other residual damage.

    Poisoning the opponent is key to this set's success. Once Walrein has afflicted an opponent with Toxic, the stalling can commence. Simply alternate between Protect and Substitute (there is no net change in your health), healing yourself and intensifying the poison damage each turn, draining your opponent of its HP. This is the direct approach. There is another way to do this, however, but it requires some additional support. Adding a Toxic Spikes user such as Forretress or Tentacruel into the mix can really add to this set's effectiveness. Bear in mind that if you are unable to get both layers of Toxic Spikes in play, you will be inflicting the weaker variety of poison, making stalling the opponent out a slightly slower process.

    With Toxic Spikes support, Walrein can afford to drop Toxic from its moveset. However, if you keep it, Walrein will be able to poison Flying-type Pokemon and Pokemon with Levitate. Other than Toxic, you have a couple of options to use in its place. Roar works if your team is in need of a phazer and also has applications more specific to this set. First of all, you can shuffle opponents around to let Toxic Spikes take effect. Secondly, you can prevent Swampert from Roaring your Substitute away by Roaring it out first. Having Roar also means that Gyarados cannot simply Dragon Dance in Walrein's face and forces it to take even more residual damage upon re-entry. Earthquake is a great choice to hit Poison-types like Tentacruel that like to ruin your set-up by coming in to absorb Toxic Spikes. It also helps to wear down Steel-types, which are immune to poison. Super Fang can also be used to slice the opponent's HP in half. This ultimately makes the stalling process much faster with Toxic Spikes down. Finally, you have your choice of STAB move so Walrein's respectable Special Attack doesn't go to waste. Surf helps to wear down Tyranitar, whose ability to change the weather is a real pain. Surf also hits Steel-types for neutral damage and has the potential to 2HKO Forretress, whose immunity to Toxic and access to Rapid Spin can ruin Walrein's strategy. It also has a lot more PP than Blizzard, meaning that Walrein won't be quite so vulnerable to Taunt. Blizzard is still a worthy option, however, as it provides Walrein with good attacking coverage and smacks around most Flying-, Grass-, and Poison-types many of whom are immune to Toxic Spikes or the poison status altogether.



    Nome MovesetStrumentoAbilitŕNatura
    MaledettoAvanziGrassospessoCauta


    MosseEvs
    ~ Maledizione
    ~ Slavina
    ~ Terremoto
    ~ Sbadiglio / Riposo
    252 PS / 6 Dif / 252 Dif. Sp

    Walrein is a slow bugger to begin with, so the one negative effect of Curse barely hinders it at all, especially as it will almost always be going last when using Avalanche. Rest recovers off damage incurred while Cursing and gets rid of crippling status conditions like Will-O-Wisp and Toxic. Yawn can help you set up by sending a counter to sleep or forcing them to switch, giving you another chance to Curse.

    This is mostly designed for UU, as the likes of Snorlax, Regirock and Swampert make more effective Cursers in OU.



    Nome MovesetStrumentoAbilitŕNatura
    RipetitivoAvanziGrassospessoSicura/Scaltra/Placida


    MosseEvs
    ~ Ripeti
    ~ Slavina / Geloraggio
    ~ Terremoto / Tossina / Surf
    ~ Sostituto
    252 PS / 252 Dif / 6 Dif. Sp


    Walrein is highly unlikely to be sweeping, but it can use Encore to help a teammate set up. Encore a Thunderbolt, switch to a Ground-type, Encore a Fighting attack, switch to a Ghost, you get the idea. You can also Encore stat boosting attacks, recovery moves, etc., giving a teammate another possibility of a free switch in. Substitute helps to ensure you don't take too much damage from Encored attacks. Toxic can be used to spread status when Encore forces a switch.



    Other Options

    Charm comes via Spheal in XD and can be used to annoy physical attackers. Stockpile is available over Curse if you wish to boost both defenses. Hidden Power Electric works okay alongside Ice Beam, hitting Water-types for reasonable damage, especially Gyarados. Hidden Power Grass also hurts Water-types, particularly the likes of Quagsire and Gastrodon. If your opponent allows OHKO moves, Walrein can abuse both Sheer Cold and Fissure. A Choice Band is plausible but aren't really where Walrein's strengths lie. If you want a CB set then Crunch, Body Slam, Rock Slide, Ice Fang and Waterfall are available for physical attacks.



    Ice Body can replace Thick Fat on any of the sets listed, but with support from Abomasnow you're usually better off going with Stallrein.

    EVs

    For Stallrein, 220 HP EVs puts its stat at 416, which is divisible by 16. This is of great importance as with its max HP of 424, Walrein's Substitutes would require 106 HP to make, but over the two turns it spends stalling with Substitute and Protect it would only recover back 104 HP. A HP stat that is divisible by 16 is necessary to allow Walrein to stall indefinitely (or at least until its PP runs out). The 48 Speed EVs give Walrein the jump on neutral natured base 70s, most notably Skarmory and Metagross. This allows Walrein to use Roar against Skarmory before it can Whirlwind Walrein out, and also means that Skarmory can't Roost before your Blizzards. However, this 176 Speed - 180 Speed area is heavily contested as many Pokémon, such as Choice Band Tyranitar and Choice Band Machamp, run just enough speed to outrun these neutral base 70s, and so a little more speed can be added to the set as one feels fit.



    Maxing out both HP and Defense is fine for most other sets. Although not really required, some investment can be made in Attack to boost Earthquake and Avalanche, as Walrein's Attack stat is average at best. For the Curse set, you may want to focus more on Special Defense and use a Careful nature. Relaxed nature if you're using both attacking stats, Impish for purely physical sets or Bold if you're only using special attacks.

    Opinion

    As usual, Ice typing is very much a mixed blessing. Ice attacks are always useful on a team, but the trade off for gaining a STAB boost on them is an unfortunate list of defensive weaknesses. Stealth Rock can hinder its ability to function as a tank somewhat, as taking 25% each time he comes in will wear him down a little faster than is preferable. Even with those drawbacks considered, Walrein is a fine tank in UU play, sporting handy resists to Ice, Fire and Water, and while its offensive stats are nothing special, they are more than adequate for a predominantly defensive Pokémon.



    Back in ADV, the sight of Walrein in OU matches was rare to say the least. However, with its cool new Ice Body ability it can be a very useful—often integral—part of a Hail based team when he receives support from Abomasnow. Its stalling abilities with Hail support is impressive and with Toxic and/or Toxic Spikes flying around, he can be surprisingly difficult to take down.



    Overall, Walrein got some very useful boosts in the transition from ADV to DP. Whether it is tanking in UU or stalling on Hail teams, the sturdy walrus can prove to be a difficult opponent to beat.

    Counters

    UU: Poliwrath does well thanks to its decent defenses, Ice resist, STAB Fighting attacks and ability to score some free healing from Surf with his Water Absorb ability. Lapras is also blessed with Water Absorb and a 4x Ice resist and can wear down Walrein with Thunderbolts. Lanturn can beat it unless it carries Earthquake too. Slowking also works and can either set up or simply hit Walrein with Grass Knot, which has 100 base power against the weighty walrus. Tentacruel and Qwilfish can both set up Swords Dances against it if it doesn't have Earthquake to 2HKO them. Both have the added advantage of being immune to Toxic and are also capable of absorbing any Toxic Spikes laid out on the field.



    Hypno and Grumpig can both wall its special attacks well. Grumpig works more effectively than Hypno against the physical sets, thanks to his Ice resistance. Electric-types won't want to switch into an Earthquake, but the likes of Luxray, Ampharos and Manectric can usually survive at least one attack and hit Walrein hard with their STAB attacks, although they may require Choice Band/Choice Specs to ensure a OHKO. Clefable works great as Magic Guard makes him immune to the effects Toxic and can set up Calm Mind and batter Walrein with Thunderbolts.



    OU (Stallrein): Since he relies on Toxic to deal damage, most Steel-types can cause problems. Earthquake can dent them, but the likes of Metagross and Jirachi have the defenses to handle a few hits. Metagross can fire off Meteor Mash or Thunderpunch, while Jirachi can smack Walrein around with Thunderbolt or Grass Knot. Empoleon can beat it down with Grass Knot and also resists Water, making switching in a little easier. Empoleon can also Roar away a Substitute, but rarely has enough Speed EVs to ensure it will phaze Walrein before being phazed itself. Bronzong walls it if it doesn't carry Surf, but can't do much in return unless it has Grass Knot.



    Tyranitar screws up its Leftovers recovery and also removes Hail, making Ice Body useless. Repeated hits from Surf hurt, but Tyranitar will likely come out on top by firing off powerful Stone Edges and can also Taunt Walrein, effectively shutting it down. Gyarados can sponge hits from Ice and Water attacks and set up with Dragon Dance, before KOing Walrein with Stone Edge. Like Tyranitar, Gyarados also has access to Taunt. Suicune is faster than Walrein and can easily Roar it out, taking minimal damage from any of the Walrein's attacks. Clefable was already mentioned, but it makes an even better counter to Stallrein than it does for the other sets. It is immune to the effects of Hail and poison and can Encore Walrein's attacks, before setting up Calm Mind or simply hitting back with Thunderbolt. Breloom can be a problem if you don't have Blizzard, as like Clefable it is still able to recover HP during Hail and can't be worn down by poison.



    Edited by † Paul † - 6/11/2011, 17:09
     
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  2. -Drifblim-
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1 replies since 21/1/2011, 22:14   166 views
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