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Community POTW #021

Discussion in 'POTW Collaboration' started by Serebii, Mar 16, 2014.

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  1. Serebii

    Serebii And, as if by magic, the webmaster appeared... Staff Member Admin

    Time for the next Pokémon of the Week, and this time we have a Kalos Pokémon


    It's Aromatisse, the weird Fairy-type Pokémon. Despite its looks, Aromatisse works well in Support


    Go nuts
  2. TurtwigAndSquirtle

    TurtwigAndSquirtle I like turtles

    Ability: Any
    Hidden Power (ground)
    Echoed Voice
    Skill Swap
    Healing Pulse
    Item: Choice Scarf
    EV: 252 sp. atk, 252 speed, 4 def
    Hidden Power ground is super effective against steel and poison. Echoed Voice will eventually very powerful. Skill Swap to get good abilities.
  3. Golurk

    Golurk PokeRanger

    Aromatisse at Leftovers
    Ability: Aroma Veil
    EVs: 252 HP / 240 Def / 16 SpD
    Relaxed Nature (+Def, -Spe), 0 Spe IV
    - Wish
    - Protect
    - Moonblast
    - Aromatherapy / Toxic
  4. ditz58

    ditz58 Member

    Calm Mind Set
    Nature: quiet/relaxed
    EVs: 252 HP, 252 SpAtk, 4 Def/252 HP, 252 Def, 4 SpAtk
    Item: leftovers/Chesto Berry
    - Calm mind
    - Moonblast
    - Psychic/HP Ground
    - Wish/Rest/Refresh
    Calm mind and then attack. Moonblast is for STAB, while Psychic is for Poison types, but you can also use HP Ground for both Poison and Steel types. Wish and ChestoRest are for recovery, while Refresh... I don't even know why did I wrote it... (obviously this set works well with Trick room)

    Trick Room Support
    Nature: Relaxed
    EVs: 252 HP/252 Def/4 SpDef
    Item: Leftovers/Mental Herb
    - Trick Room
    - Aromatic Mist/Reflect/Light Screen
    - Aromatherapy/Reflect/Light Screen
    - Wish/Reflect/Light Screen
    This set can be used both in Single and Double Battles. Aromatic mist and Light Screen are for Special Defense boost, Aromatherapy is for the status conditions of the whole team and Wish is for recovery. You can also run a Trick Room Dual Screen set with Wish or Aromatherapy.

    Trick Room Sweep
    Nature: Quiet
    EVs: 252 HP/ 252 SpAtk/ 4 Def
    Item: Lum Berry/Iron Ball/Leftovers
    - Trick Room
    - Moonblast
    - HP Ground/Psychic/Energy Ball/Thunderbolt/Charge Beam
    - HP Ground/Psychic/Energy Ball/Thunderbolt/Charge Beam
    Use Trick Room and then attack until you get knocked out. Moonblast is for Dragons, and bla bla bla bla bla, while Thunderbolt and Charge Beam are for coverage: Thunderbolt is more powerful and has more base power, but Charge Beam can boost you Special Attack.

    The Fairy Gyarados(?)
    Nature: Quiet/Relaxed
    EVs: 252 HP/252 Def/4 SpAtk
    Item: Leftovers/Mental Herb
    - Rest
    - Sleep Talk
    - Calm Mind
    - Moonblast
    Why the Fairy Gyarados? Because it's like the fairy version of a Gyarados set. Gyarados has Dragon Dance and Waterfall. Aromatisse has Calm Mind and Moonblast. Just keep Calm Minding until you need to Rest and then Sleep Talk. When you get the +6 Special Attack boost keep attacking with Moonblast. Mental Herb is for those who are scared of being Taunted.
  5. philzone

    philzone Ready for trumpets

    Aromatisse in VGC is a pretty good support pokemon, and has access to fairy typing, a brilliant ability, great support, and some decent offencive options too. However, it isn't the bulkiest of pokemon, and mawile wrecks you if you even come close to it.
  6. Crash & Charm

    Crash & Charm Change is coming!

    I always seem to be falling back to this little guy for my support in doubles and triples its abilities. It just screams support.

    -heal pulse
    -moon blast

    toxic to hurt the opponents, attract to infatuate, moon blast as a good move, and heal pulse to help your partner
    ability:aroma veil
    item: focus band
  7. Sala-imence

    Sala-imence Rock type trainer

    Item: Leftovers
    Nature: Calm
    EVs: 252 HP / 252 SP.Def / 4 Def
    Ability: Aroma Veil
    - Wish
    - Aromatherapy
    - Protect
    - Moon Blast
  8. Mestorn

    Mestorn Wandering Battler

    Aromatisse… I don’t like this thing: its design is weird, and is a pain in the pokeball to get due to being an item trade evolution.

    Typing: New monotype! Hooray! Resists 3 types and immune to 1 in exchange for being weak to 2. Considering three of the types it resists are the popular Fighting, Dark and Dragon types, in exchange for being to the until recently rare Steel and Poison types, pure Fairy is not that bad a type defensively.
    Offensively, Fairy STAB does have some problems on its own. Being walled by steel types is bad news, for they are still popular as a defensive pivot. And there are enough Poison and Fire types to make them a problematic existence as well.

    Stats: What the Houndoom? That’s what I think when I see Aromatisse’s stats. That base 101 HP is nice, but is let down by average (82 SDEF) to below average (72 DEF) defenses. Base 99 SATK is definitely usable, but still leaves you wanting, while its below average (72) ATK should be left for the dogs. Finally, how the heck is this thing slower than Magcargo?! At base 29 SPD it is blistering fast in Trick Room and Magcargo (1 point difference) slow otherwise. I think Aromatisse is supposed to be some sort of tank with a heavy support emphasis. But that feeling comes more from its movepool and abilities, than its stats.

    Moves: Aromatisse has quite a somewhat varied special movepool. In addition to the obligatory special STAB, it possesses Psychic, Psyshock, Thunderbolt, Thunder, Flash Cannon, and Energy Ball. That’s pretty good, but its support movepool puts that to shame. In addition to the standard WTPS, Aromatise possesses Heal Pulse, Aromatherapy(!), Misty Terrain, dual screens, Trick Room(!) and Wish. There is also Aromatisse’s signature move Aromatic Mist, but seriously, the benefit is way too small and you are better off using Light Screen.

    Abilities: Aromatisse’s abilities were built for doubles. In fact its default ability Healer is basically a Shed Skin for allies in doubles. Aromatisse’s hidden ability, Aroma Veil is usable in singles as well as doubles, but the benefit is even smaller. Of the moves it blocks, the only common ones are Taunt and Encore. A party wide Taunt block can be useful, depending on the makeup of your team, but Aromatisse will almost certainly get mileage out of it.

    The Verdict: “This smell is characteristic…” Aromatisse by and large is built for support, but can hit when need be. It’s somewhat bulky, but shouldn’t be a chore to take down… This thing just confuses me.

    P.S. courtesy of bulbapedia, here is the list of moves (effects?) the Aroma Veil blocks; Taunt, Torment, Encore, Disable, Heal Block, and Attract.
  9. Ironthunder

    Ironthunder The Uncultured One

    OK, Aromatisse.
    Stats-wise Aromatisse is odd. 29 base speed ensures that you will hit last, unless in trick room. Quite literally, it has a slightly higher base speed than Gigalith. The base defense of 72 is average, but overshadowed by the 89 base SpDef and the 99 SpAtk, which could be useful. The Atk stat of 72 is fairly OK, but it is hardly used.

    Offensively, it gets a rather decent movepool. Dazzling Gleam, Energy Ball, Flash Cannon, Thunderbolt, Moonblast and Psychic make it a potential Trick Room sweeper. However, the support set is just... awesome. Wish, Aromatherapy, Reflect, Calm Mind, Aromatic Mist, Heal Pulse and Refresh are all useful, plus it can set up Misty Terrain, Rain Dance, Sunny Day and Trick Room. And then there's the ever-present HP Ground.

    The choice here is Healer or Aroma Veil. In Singles, neither are useful, as they are ally protectors. In Doubles, Healer is slightly better, due to the generic status healers, although Aroma Veil helps against confusion or infatuation. If anyone uses them.

    Aromatisse is definitely one for the multi battles. Both its abilities aid its allies, and the wide range of support moves make it better. In a Trick Room team, it can both set up and sweep, so it can be useful across the board.

    Countering Aromatisse
    Steel types. They often outspeed Aromatisse and resist almost everything that it can throw at them. Just be wary of Thunderbolt. Also, Physical moves tend to work better against the aroma 'mon, used by anything that outspeeds it. So, everything except Gigalith and Ferrothorn.


    Tricky Smells
    Aromatisse@Pixie Plate
    252 SpDef, 252 SpAtk, 4 HP
    -Moonblast/Dazzling Gleam
    -Trick Room
    -Heal Pulse
    -HP Ground/Calm Mind
    This set is a fairly standard Doubles set. Trick Room makes Aromatisse fairly usable, with Heal Pulse and Healer for ally support. Clam Mind bulks you up, and Moonblast sweeps. Dazzling Gleam is better for Doubles, but sometimes you need the extra power.

    Overwhelming Scent
    Aromatisse@Life Orb
    252 SpAtk, 128 Def, 128 SpDef
    -Trick Room
    -Energy Ball/Psychic/Thunderbolt/Flash Cannon/HP Ground
    -Energy Ball/Psychic/Thunderbolt/Flash Cannon/HP Ground
    This set is fairly simple. Set up Trick Room and sweep. End of.
  10. sbktdreed

    sbktdreed Veteran Trainer

    Aroma Veil w/ Leftovers
    Modest/Quiet w/ 252 HP, 252 Sp Attack, 6 Defense/Sp Defense
    Hidden Power [Fire]/Sweet Kiss
    Sweet Kiss/Calm Mind

    High Attack and Sp Defense with Steel/Poison-type moves like Muk, Poison Jab/Iron Head Boufflant, Ferrothorn, Iron Tail Magmortar, or Escavalier.
  11. Kraleck

    Kraleck Well-Known Member

    Aromatisse. Pretty decent, but I'm a smidge wary about something that only has Abilities related to Doubles and Triples.

    -HP - Great - Base 101 gives you great Substitutes and lots of bulk you wouldn't otherwise have.
    -Attack - Below Average - Base 72 isn't bad, but isn't going to be used much.
    -Defense - Below Average - Base 72 is the weak point of Aromatisse and is kinda hard to work around Steel, Poison, and wide-shot Physical Moves (like Earthquake).
    -Sp.Atk - Great - Base 99 is pretty good with a Movepool that is mostly Special on offense.
    -Sp.Def - Good - Base 89 is nice for tanking a Surf, Lava Plume, Discharge, Blizzard or two, but that's the risk of Doubles and Triples.
    -Speed - Good-bordering-Great (Trick Room) - I like low Speed Pokémon for Doubles and Triples if they can use lots of defensive-Support Moves or Trick Room. Aromatisse is no slouch with that Base 29, great Support Movepool, and access to Trick Room.

    -Healer - Allies in Multi have a 30% chance to shrug off a Status Effect. Can be a double-edged sword if you like Guts, Façade, Flare Boost, Poison Heal, or a number of other Status-reliant things. Too bad it's useless in Singles.
    -Aroma Veil - Allies in Multi cannot be Confused or Attracted. Confusion-proofing is the main appeal of this since Attract is so worthless. Also worthless in Singles.

    Overall, we got something with good Stats, lots of Support and Special Moves, the new Fairy Type, and Abilities that are reliant upon Multi Battles. Aromatisse is pretty cool for someone, like me, who appreciates the nuances of Multi, but it's a bit of a letdown for Singles play. Not much of a letdown, actually. More of an annoyance.
  12. Clone™

    Clone™ Ded

    Aromatisse was built for doubles. Most of her move pool is based around team support, and her abilities aren't made for singles. She makes an excellent Trick Room setter. Once trick room is up, she can use her great bulk and typing to either go on the offensive, or continue to support the team. Her ability, Aroma Veil, prevents her and her teammate from being taunted, which allows her to set up Trick Room without any problems, while her teammates can set up unhindered.


    Trick Room Support
    Aromatisse @ Leftovers
    Relaxed Nature
    Aroma Veil
    252 HP 252 Def 4 SpDef
    -Trick Room
    -Heal Pulse

    This set is based on pure team support. Aromatisse is able to set up Trick Room fairly easily with her great bulk. Maximizing her defense EVs allow her to sponge up physical hits, such as Rock Slide and Earthquake, two common spread moves in doubles. Heal Pulse allows Aromatisse to quickly heal her teammate thanks to her low speed. The last move is a toss up between being able to heal herself, and further supporting the team by removing status. Each move has its own perks. Moonblast is used so she's not complete set up bait, and it hits relatively hard against things it's super effective against.

    Trick Room Sweeper
    Aromatisse @ Life Orb
    Aroma Veil
    Quiet Nature
    252 HP 252 SpAtk 4 SpDef
    -Dazzling Gleam/Moonblast
    -Trick Room
    -Energy Ball

    This set is made to set up Trick Room then sweep under it. Trick room is the obvious move to use, especially when she has a slow teammate that can abuse it as well. Dazzling Gleam is a STAB move that hits both of the opposing Pokémon while keeping her teammate safe from harm. Moonblast can be used as well, as it keeps the high base power, but it can be a wasted turn if your opponent protects correctly. Energy Ball and Thunderbolt provide decent coverage. However, you'll need a teammate to deal with Steel Types.
    Last edited: Mar 17, 2014
  13. Limakun

    Limakun New Member

    With it's hidden ability (aromaveil), Aromatisse cannot be taunted anyway, so mental herb it's just a waste of an item.
  14. MugoUrth

    MugoUrth Bibarel's adorable.

    Aromatisse is just about the most adorable Pokemon next to Bidoof, but as far as competitiveness goes, I just don't see how this would be useful in 1V1 battles. It's stats are average at best except for its speed, which is basically WORTHLESS. It does get some good support moves, but it's just not bulky enough to take many hits, and unless Trick Room is set up before Aromatisse comes into play, it's going to be out-sped and killed by a lot of things. It does get points for having the most hilarious cry in the series, though. WoooOOOOOOOOOOO!
  15. ditz58

    ditz58 Member

    I've just realized right now that I didn't type anything about Aromatisse's abilities. My bad! Anyway, Mental Herb could be useful if someone uses a Healer Aromatisse
  16. The formatting could have a simple Calm Mind set after the intro w/ all the abilities and stuff, then can just go straight into the doubles, maybe put it as a title? Under Doubles and Triple battle options, more of the sets can go there, maybe. In addition, the Trick Room sets are very useful, as are the the support set.
  17. ScorchingShock

    ScorchingShock Champion of Kalos

    Actually, Aroma Veil is just like Sweet Veil, affecting the USER as well as allies. It's pretty usable in singles since Taunt is a thing.
  18. Mestorn

    Mestorn Wandering Battler

    Doubles Support
    Aromatisse (Aroma Veil)
    Item: Light Clay
    Light Screen
    Aromatherapy/Heal Pulse
    Moonblast/Thunderbolt/Heal Pulse
    Bold (+Def, -ATK)
    252 HP/128 DEF/124 SDEF

    This set I believe allows Aromatisse to fully abuse its supportive presence. Just by being on the field with Aroma Veil, Aromatisse offers great protection for setup sweepers and tanks, by preventing their supportive moves from being taunted. The dual screens drastically increases the bulk of all of its partners for 8 turns. Aromatherapy offers needed clerical support and rest, while Moonblast and Thunderbolt are insurance in case Aromatisse has nothing it can do. Heal Pulse is an option to give a partner a second wind without sacrificing their attack, but be warned if you have no offensive moves and Aromatisse is your last pokemon, you have already lost in most scenarios.

    Scizor is a check to this set, sometimes carrying Brick Break which destroys Screens and hitting Aromatisse right where it hurts the most with Bullet Punch.
  19. Nulava

    Nulava Banned

    Aromatisse @ Leftovers
    Nature: Relaxed
    Ability: Aroma Veil
    EVs: 252 HP / 240 Def / 16 SpD
    IVs: 0 Spe
    ~Aromatherapy / Toxic
  20. Chu Chu Jelly

    Chu Chu Jelly Banned

    Aromatisse @ Life Orb
    Nature: Modest
    Ability: Aroma Veil
    EVs: 248 HP / 8 Def / 252 SpA
    IVs: 0 Spe
    - Trick Room
    - Moonblast
    - Flash Cannon
    - Hidden Power Fire

    Instead of running Thunderbolt and Psychic, I went with Flash Cannon and HP Fire. Aromatisse's ability grants it immunity to Taunt and Encore which are both moves often found on Prankster users. While this ability does not shut down Prankster users (foul play+swagger is probably more common anyway smh), it does help alleviate some of the pressure they put on. By running Flash Cannon Aromatisse is able to be even more detrimental to Whimsicott and even has a 50% chance to OHKO after SR damage (Depending on spread). Moonblast OHKOs Liepard in any situation. HP Fire of course removes vulnerability to Steel-types e.g. Scizors, Escavalier, and Genesect if you are on PO. In a situation where any of the aforementioned Pokes switch in to check Aromatisse while Trick Room is up, they lose 1v1. Normal Scizor and Genesect are OHKOed outright and Mega Scizor is OHKOed if SR is up. If SR is not up, however, Mega Scizor cannot OHKO with Bullet Punch and will be KOed. Escavalier can survive one HP Fire, but by running 0 Speed IVs Aromatisse is slower and can KO the following turn. Banded Scizor is a problem though since it can OHKO with the Bullet Punch. Life Orb+SD can OHKO as well, but it's not a 100% chance as with Band. Guess it is worth mentioning that Scolipede also loses 1v1 granted Trick Room is active (Most common offensive variant does around 70-80% with Jab).
    Last edited: Mar 18, 2014
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