Dec 28, 2016, 03:31 PM
Flygon
Art by Mark331
Type:
Weaknesses: (x2) (x4)
Resistances: (x0.5)
Immunities: (If the ability is Levitate) (x0)
Weaknesses: (x2) (x4)
Resistances: (x0.5)
Immunities: (If the ability is Levitate) (x0)
Ability:
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Unaffected by Spikes, Toxic Spikes and Sticky Web.
Levitate: Damage dealing Ground-type moves have no effect on this Pokémon. Cannot be trapped by Arena Trap ability. Unaffected by Spikes, Toxic Spikes and Sticky Web.
Base Stats: 80 HP / 100 Attack / 80 Defense / 80 Sp. Attack / 80 Sp. Defense / 100 Speed
Flygon was one of those Pokemon that has never really caught my attention previous to Sun and Moon. Decent Attack and Speed stats of 100, meh defenses with 80 all across the board, alright movepool, neat ability, nothing really stood out. That was until Game Freak gave the poor man's Garchomp a desperately needed move; Dragon Dance. This one, very small add to Flygon makes it so much better for competitive play, and I'm here to show you how.
Flygon (M) @ Life Orb
Ability: Levitate
EVs: 4 HP / 252 Atk / 252 Spe
Adamant Nature
- Earthquake
- Dragon Dance
- Dragon Claw
- Thunder Punch/Fire Punch
Milestones:
- Hits Celesteela incredibly hard with Thunder Punch at +1
- Destroys Lele with a +1 EQ
- Big chance to OHKO Dhelmise with a +1 Fire Punch and Rocks
- Fire Punch + Mega Scizor = Pain and Suffering
- EQ hits Bewear for tons of damage
While it's nice for a Jolly nature to speed tie against Jolly Zard-X, I prefer Adamant nature, since it can take more kills under it's belt when paired with Stealth Rocks. The EV spreads are pretty basic, since Flygon needs to hit as hard as possible and Flygon needs to outspeed anything it needs to. On top of that, it's defenses aren't really anything great, so any EVs put into them wouldn't really matter. It's ability Levitate makes it much easier to sweep, not only being immune to incoming ground type attacks, but isn't affected by Spikes, Toxic Spikes' poison, and Sticky Web's speed drop.
So you may be wondering, "Why run Dragon Dance when I can just use Choice Band/Scarf like in ORAS?". First off, while Choice Band or Scarf gives an immediate +1 to either Attack or Speed, D-dancing gives out both of them in a single turn, even +2 if you're greedy. Secondly, Choice items lock you into a single move until you switch out, but with D-dance, not only can you add a Life Orb onto Flygon, you can also freely switch between moves.
For the moves Flygon runs, Earthquake is simple; 100 Base Power STAB, making it Flygon's hardest hitting move. Dragon Claw is also Flygon's best forms of STAB, just like EQ, but used more exclusively to play it safe and also hit opposing dragon types for huge damage. However, I should explain the elemental punches Flygon gets, Fire Punch and Thunder Punch. Fire Punch can allow for a clean OHKO on Scizor and Ferrothorn, 2HKO's Tapu Bulu and deals with other grass types to deal great amounts of damage. Thunder Punch allows for more damage on Tapu Fini (About a 2HKO at +1), deals much needed damage on a Celesteela, and OHKO's Gyarados even after Intimidate.
So you may be wondering, "Why run Dragon Dance when I can just use Choice Band/Scarf like in ORAS?". First off, while Choice Band or Scarf gives an immediate +1 to either Attack or Speed, D-dancing gives out both of them in a single turn, even +2 if you're greedy. Secondly, Choice items lock you into a single move until you switch out, but with D-dance, not only can you add a Life Orb onto Flygon, you can also freely switch between moves.
For the moves Flygon runs, Earthquake is simple; 100 Base Power STAB, making it Flygon's hardest hitting move. Dragon Claw is also Flygon's best forms of STAB, just like EQ, but used more exclusively to play it safe and also hit opposing dragon types for huge damage. However, I should explain the elemental punches Flygon gets, Fire Punch and Thunder Punch. Fire Punch can allow for a clean OHKO on Scizor and Ferrothorn, 2HKO's Tapu Bulu and deals with other grass types to deal great amounts of damage. Thunder Punch allows for more damage on Tapu Fini (About a 2HKO at +1), deals much needed damage on a Celesteela, and OHKO's Gyarados even after Intimidate.
Defensive Calcs:
Offensive Calcs:
Potential Pairings include, but aren't limited to:
- Nihilego - Sash + Hazards makes for a great lead to set up Stealth Rock and Toxic Spikes
- Gyarados - Can force Mamoswine out with Intimidate and cripple anything with Thunder Wave
- Tapu Fini - Tanks all that Flygon is weak to and cleans up Dragon types
- Mega Metagross - Resists all of Flygon's weaknesses, cleans up Fairy and Ice types very easily
- Status Absorbers - Komala, Magnezone, Fini's Misty Surge, etc.
- Tanky Steel Types to take Dragon, Fairy and Ice type attacks and switch into Flygon for incoming Ground Type attacks
- Tanky Water Types to take Ice type attacks and switch into Flygon for incoming Electric Type attacks
Threats include, but aren't limited to:
- Unaware Users - Clefable, Quagsire, etc.
- Priority moves - Mach Punch, Bullet Punch, Sucker Punch and especially Ice Shard hinders Flygon's longevity in battle
- Bulky Grass Types - Tangrowth, Bulu w/o Fire Punch, Celebi, Ferrothorn and more
- Bulky Water Types - Quagsire, Rotom-Wash, Slowbro, Suicune and much more
- Ice Shard Mamoswine/Weavile - OHKO's Flygon
Other Notable Moves
- Stone Edge - OHKO's Mega Pinsir, Minior-Shield at +1, and deals a lot of damage to Mandibuzz
- Roost - Gives Flygon back some health for more longevity, don't recommend because of the lack of bulk
- Outrage - Hits harder than Dragon Claw, but don't recommend because of the Fairy/Steel types running around
I'm just here.
#RowletBois