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Community POTW #078

Discussion in 'POTW Collaboration' started by Serebii, May 13, 2018.

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  1. Serebii

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

  2. Mestorn

    Mestorn Wandering Battler

    Ah Alakazam, the terror of Gen I with its absurdly powerful typing, Special Attack and Speed, it would steamroll anything that came in its way... or at least maim its opposition before being KO'd in turn. The quintessential glass cannon, Alakazam is actually not that big a fan of Aslowla. Yes the rise of Toxapex is something for Alakazam to be excited about, but so many new threats are so bulky that Alakazam can't reach the OHKO that it needs.

    Spoony Psychic
    Alakazam
    Ability: Magic Guard
    Item: Life Orb
    -Psyshock
    -Shadow Ball
    -Dazzling Gleam/Focus Blast
    -HP Fire
    Nature: Timid (+SPD, -ATK) OR Modest (+SATK, -ATK)
    EVs: 4 HP/252 SATK/252 SPD

    Your standard sweeping Alakazam. Magic Guard synergizes well with Life Orb, giving Alakazam a free 1.3x boost at the cost of an item slot. Psyshock is Alakazam's STAB of choice enabling it to hit sponges that would otherwise wall it on their weaker physical defense. Shadow Ball is great for hitting opposing Psychics that resist Alakazam's STAB as well as worrying Ghost types. Dazzing Gleam and Focus Blast are both there for getting Dark types. Dazzling Gleam is more reliable and also hits Dragon types, while Focus Blast is more powerful and hits most Steel, Rock and Normal types. Hidden Power Fire rounds out the set, being a reliable anti-steel attack.

    Nature and EVs are to max SATK and Speed.

    Preferred Partners:
    -Psychic Terrain (Tapu Lele) -Alakazam loooooves Psychic Terrain. A 1.5 boost to its STAB + immunity to its biggest bane in priority attacks? Christmas just came early for Alakazam. However, Alakazam is a bit frail to be setting it up, so more often than not it will be relying on its allies/good prediction to do so. Its biggest competition in this generation is Tapu Lele, sets up Psychic terrain natively, but unfortunately shares a lot of weaknesses with Alakazam.
    -Entry Hazard setters -As with any frail sweeper, entry hazards are a crucial part to Alakazam's success, breaking Sturdy and Focus Sashes, turning 2HKOs into OHKOs and in the case of Sticky Web, enabling Alakazam to outspeed faster opponents.
    -Toxapex/Blissey/Ferrothorn -walls get along well with Alakazam enjoying its ability to greatly weaken/eliminate their threats (i.e. Fighting types for Blissey and Ferrothorn and opposing Psychics for Toxapex) while Alakazam enjoys having a meat shield to duck behind.
    -Terrakion -Terrakion breaks through the Dark types that Alakazam fears so much and can benefit from the Dark attacks Alakazam lures with Justified.

    Mega Alakazam is to normal Alakazam what dimes are to pennies. Mega Alakazam takes nearly all of Alakazam's strong points and improves on them. Base 120 speed is buffed to a truly blistering Base 150 (4th Highest in the game). Base 135 SATK is buffed to a cataclysmic Base 175 SATK (5th highest in the game -highest non Legendary). And 20 points to both defenses isn't too shabby either. The only downsides are the facts that Mega Alakazam can't use items, and trades the amazing Magic Guard for the situational trace. Don't get me wrong, tracing Water Absorb/Volt Absorb is fantastic, but it really comes down to who you are facing.

    Psycho Force
    Alakazam
    Ability: Magic Guard/Trace
    Item: Alakazite
    -Psychic/Psyshock
    -Shadow Ball
    -Focus Blast/Dazzling Gleam/Signal Beam
    -Calm Mind/Substitute/Psychic Terrain
    Nature: Timid (+SATK, -ATK)
    EVs: 4 HP/252 SATK/252 SPD

    Offensive sets, with the arguments for what moves detailed up above (STAB on SDEF vs DEF; Local Maple's excellent breakdown of what moves to use). The last move is up to personal preference. Mega Alakazam has a tiny bit more bulk to take a hit and its offensive force is great at forcing your opponents to switch. Calm Mind buffs Alakazam's fantastic SATK and SDEF, compensating for the lack of an item and enabling Mega Alakazam to break through anything foolish enough to try and wall it. Substitute is a great option if you can get a free turn, blocking Status moves (like Thunder Wave, Toxic (remember -no Magic Guard) and Spore) as well as giving Mega Alakazam a lifeline against priority, Sturdy and Focus Sash users. Psychic Terrain is a 1.5x Boost to Alakazam's STAB and blocks priority and prankster users as well as benefiting Mega Alakazam's team mates and worth consideration.

    Trace Shenanigans
    Trace can be a very underwhelming ability, but there are times where it comes in handy.
    -Tracing any immunity granting ability (Flash Fire, Lightning Rod, Water Absorb, Volt Absorb, Sap Sipper, Storm Drain, Levitate) gives Alakazam extra opportunities to stay in and can even force switches in the event the opponent is Choiced or only has a single offensive move.
    -Tracing speed boosting abilities (Speed Boost, Swift Swim, Clorophyll, Slush Rush, Sand Rush) makes Alakazam all but impossible to outspeed and can make it a good counter for weather teams reliant on such sweepers.
    -Tracing Intimidate -Make Mega Alakazam more bulky, yay!
    -Tracing power boosting abilities (Competitive, Sheer Force)... Mega Alakazam can break worlds with abilities like these...
    -Tracing Telepathy -Mega Alakazam's utility in doubles is poor due to its frailty, but getting Telepathy allows you to pull off some insane combinations.
     
    Last edited: May 16, 2018 at 12:02 AM
  3. BillyBobJoe

    BillyBobJoe Member

    Positives:
    +Amazing Special Attack and Speed. Good Special Defense as well
    +Very wide move pool. Helps that it is old, giving it even more variety
    +Magic Guard is a really strong ability, blocking out weather and Stealth Rocks.
    +Did I mention it Mega Evolves?

    Negatives:
    -Bad Defense. While not necessarily bad, all of its weaknesses are primarily physical attackers.
    -Excluding Magic Guard, its other abilities are underwhelming. Inner Focus is near useless and Synchronize is very situational
    -With such a wide move pool, it can very easily suffer from 4 moveslot syndrome.
    -Ha ha Ha ha ha; Kinesis
     
  4. BillyBobJoe

    BillyBobJoe Member

    Alaka-BLAM
    -Psyshock
    -Psychic
    -Charge Beam
    -Dazzling Gleam/Shadow Ball
    Ability: Magic Guard
    Item: Life Orb
    Nature: Modest
    EVs: 252 SpAtk / 252 Speed

    Yes, this set is very similar to Mestorn’s set above. The Nature, EVs, Ability and Item are for all the same reason as his. However there are a few differences.

    Having both Psyshock and Psychic makes it so Alakazam can have STAB attacks against both psychical and special-oriented Pokémon. This allows it to deal with both physical and special walls.

    Charge Beam is the real difference here. The main purpose of Charge Beam is less for coverage and more for its effect. Charge Beam has the highest effect rate for a move that isn’t 100%. That Special Attack boost can help Alakazam deal with even more threats and give it even more sweeping ability. While giving up Shadow Ball or Dazzling is a risk, it hopefully should pay off.
     
  5. Local Maple

    Local Maple Member

    I would like to add that Z-Gravity increases Sp. Atk by 1 and reduces the evasion of all Pokémon by 3/5. Meaning that base 60 Accuracy Moves never miss. Unfortunately, Alakazam doesn’t have access to Hypnosis... I’ll get back to that.

    Graviton
    Psychium-Z
    Inner Focus or Magic Guard
    Timid, max Speed. Can run bulk (for setup) or max Sp. Atk
    Z-Gravity
    Focus Blast
    Psychic/Psyshock
    Dazzling Gleam/Coverage

    Since Graviton will be facing Quake in Agents of SHIELD this Friday, the name will work.
    Inner Focus is so you can lead against Fake Out for the setup. Magic Guard is for confusion, weather, poison/burn...
    I already explained Gravity above. Psychic/Psyshock are STAB for either Physical or Special attackers. Since Dark immunes Psychic, Focus Blast is the most powerful move; beware Dark-Ghost types like Sableye or Spiritomb. Dazzling Gleam will at least neutrally hit all Dark types, but the split damage will deal less damage.


    If your Alakazam is a Gen1 VC transfer, Mimic is an option to get Hypnosis or Spore onto Alakazam. This will require an ally that knows said move, who may also know Heal Pulse (Alakazam would like to survive the wake-up turn) and/or Follow Me/Rage Powder.

    Freddy Spoonger
    Item: Mega-Stone, Z-Gravity, or Leftovers/Big Root
    Timid
    IV-Mega: Bulk, maybe some speed.
    IV-Normal: Speed, Bulk or max Sp. Atk.
    Mimic->Spore/Hypnosis
    Dream Eater
    Dazzling Gleam
    Gravity/Charge Beam

    Since we are putting enemies to sleep, Dream Eater will restore HP while Dazzling Gleam hits Dark types and breaks Sturdy/Sash. Charge Beam raises attack (especially great for bulky sets), while Gravity (Z for power boost) helps with the accuracy of Hypnosis.
    Of course, with the use of Mimic, the choice of Allies is pivotal.
    With Breloom given a Scarf or a Sash, a quick Spore can shut down opponents while Alakazam uses Mimic. Since it has near perfect accuracy, Charge Beam will be preferred to raise damage while stalling sleep.
    M-Gengar, M-Gallade, Yanma, Purugly, (A-)Ninetales, (A-)Persian, or Crobat have a speedy Hypnosis. Doing this will require (M-)Alakazam to outspeed its ally for Gravity, to give it 100 accuracy. M-Gallade also provides Fighting coverage and a powerful physical presence; great for a Mono-Psychic team. Meanwhile, M-Gengar will trap in sleeping Pokémon to ensure they don’t escape Dream Eater. A-Nintails provides Aurora Veil (hail won’t hurt non-Mega since you have Magic Guard). A-Persian can provide Fake Out (set up Gravity), Hypnosis, Growl, and Snarl (force switches or reduced power upon waking up).
     
    Last edited: May 14, 2018
  6. Lucario At Service

    Lucario At Service Calm Trainer

    Just asking, but is 'Signal Beam' not a good option for Alakazam instead of 'Dazzling Gleam' or 'Focus Blast'?
    All three moves are SE against Dark type, while 'Signal Beam' does give Alakazam the option to counter Psychic types (like Celebi).
     
  7. Sceptile Leaf Blade

    Sceptile Leaf Blade Well-Known Member

    It already has Shadow Ball to deal with other Psychic types and Dazzling Gleam to deal with Dark types, Signal Beam is just weaker and bug is so widely resisted it significantly reduces its value as coverage (for instance it doesn't cover the likes of Tapu Lele, Metagross, and so on). Shadow Ball's tendency to reduce Sp.Def is also generally a lot more useful than Signal Beam's low confusion chance and Dazzling Gleam gives Alakazam spread damage. Signal Beam doesn't cover anything noteworthy that its other moves don't cover better.
     
  8. Local Maple

    Local Maple Member

    Let's look at each combo, how many resistances they have, and how many super effective. All combos will have Psychic for STAB, and will use Shadow Ball and/or a counter-Dark type. Any other type (such as Charge Beam, Energy Ball...) not considered.

    Psychic-Bug: Shedninja Immune, 43 NFE, 276 SE.
    Psychic-Ghost: Alolan Rattata/Raticate immune, 55 NFE, 258 SE. Bug > Ghost.
    Psychic-Fighting: Sheninja, Sableye, and Spiritomb immune, 82 NFE, 338 SE. Trades more SE for more NFE, and Focus Blast's accuracy or HP Fighting's power.
    Psychic-Fairy: Shedninja immune, 57 NFE, 219 SE. Ghost > Fairy
    For 2-move sets: The best is between Psychic-Fighting's better SE and Psychic-Bug's ratio of NFE to SE.

    Psychic-Ghost-Bug: 0 NFE, 357 SE.
    Psychic-Ghost-Fighting: 0 NFE, 481 SE. Fighting > Bug.
    Psychic-Ghost-Fairy: 0 NFE, 349 SE. Bug > Fairy.
    Psychic-Bug-Fighting: Shedninja immune, Honedge+ NFE, 457 SE. PGF > PBF.
    Psychic-Bug-Fairy: Shedninja immune, 42 NFE, 335 SE. Use any triple with Ghost over this.
    Psychic-Fighting-Fairy: Shedninja immune, 6 NFE, 398 SE. Decent.
    For 3-move sets: The best is Psychic-Ghost-Fighting, with Psychic-Ghost-Bug being second. When looking at those with NFE, Psychic-Bug-Fighting has the best NFE to SE.

    Psychic-Bug-Ghost-Fighting: 0 NFE, 538 SE.
    Psychic-Bug-Ghost-Fairy: 0 NFE, 408 SE.
    Psychic-Bug-Fighting-Fairy: Shedninja immune, Honedge+ NFE, 507 SE.
    Psychic-Ghost-Fighting-Fairy: 0 NFE, 528 SE.
    For 4-move sets: Psychic-Bug-Ghost-Fighting is the clear winner.

    As a reminder, this didn't consider any moves not SE to Dark aside from Shadow Ball. That would make these sets crazier, and take longer.
     
  9. Luthor

    Luthor Well-Known Member

    Other options

    A few more move options that could be worth a mention but not really fit into any set

    Energy ball/ signal beam/grass knot/ other hidden power variants- coverage dependent options.
    Foul Play- A second option to really mess with those with weaker defence than special defence
    Recover- good healing move but Alakazam has other options
    Toxic- Could work as a surprising move but not the best use of Alakazam
    Kinesis- it's a signature move but not the most helpful.
    Knock off/trick- could be useful to mess with item dependant pokemon
    Tri attack- enables a lot of possible status impacts but it has better options. (gen 1 versions)
    Role Play- enables change of ability for Mega Alakazam but not the most useful otherwise.
    Seismic Toss- Deals consistent damage but the move is rare.
     
    Last edited: May 19, 2018 at 11:56 PM
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