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Community POTW #092

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KillerDraco

Well-Known Member
Without lefties it really can switch in only so many times if it's given no opportunites to roost. Plus having it defog, forcing it to tank rocks + whatever hits it. It really can be worn down easier than one would expect without lefties which are pretty important. Rocky Helmet is probably good too, shame you aren't fixing the mag issue lmao. At least you get to punish.

It's still not "easy to wear down" (at least on the physical side) in the grand scheme of things because 1) Solid typing which gives it 8 resistances, and makes it immune to Ground and Poison, which of course protects it from Toxic stalling and sandstorm as well, 2) Reliable recovery in Roost, 3) Immunity to spikes while still maintaining neutrality to Stealth Rock, and of course, 4) An amazing defense stat. Is it easier to wear down without leftovers than with? Sure. But the same can be said of any Pokemon, and thus this will not be listed as a con for Skarmory. It's got plenty of means of preventing itself from being worn down easily.
 
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Eaglehawk

Banned
Skarmory.
Cons
- This thing is arguably pathetically passive without something niche like Counter or Toxic, or if it isn't phasing. Brave Bird really isn't hitting all that hard.
- Unless you are running Shed Shell it runs the risk of being trapped by Magnezone. However, it's much easier to wear down without Leftovers. Which brings us to...
- A lot of what it's supposed to switch into (Weavile, AV Azumarill, Lando T ect)carries Knock Off. Regardless of held item this proves annoying, as without Leftovers it's worn down easily, and without Shed Shell the commonly accompanying Magnezone traps it dead.
- Custap Lead has lost a lot of viability since gen 5 as suicide leads are in general less viable due to Defog.
- Some people try to use SD Skarmory. DO NOT USE SD SKARMORY. It is bad.

Okay. Let's address the copious amount of issues in the con-section.
1) Skarmory's "passiveness' really depends on how you use it. The argument that it's pathetically passive is only if you choose to run it completely passive (i.e. Spikes/Roost/BB/Taunt w/ Leftovers). In reality, moves such as Counter and Rocky Helmet mitigates the passiveness. Counter can almost OHKO many physical threats after a bit of hazard damage and Rocky Helmet chip damage. The ability to snag kills in clutch moments greatly contributes to preserving Offensive momentum to some degree.

2) Knock off isn't that big of an issue for Skarm because of Roost. Leftovers is definitely a buff but it can operate decently without it unlike other Pokemon that lack HP recovery outside of Rest. Even without Leftovers Skarm still checks its intended targets well (Weavile, Bisharp, MegaGross, etc.)

3) Custap Leads are perfectly fine against Defog because of teammates such as Defiant Thundurus and Bisharp pressuring opponents to not Defog. Custap Lead doesn't work in OU very well because of Mega-Sableye and Mega-Diancie matchups (Magic Bounce).

4) The Shed Shell issue isn't a big one because the player should recognize when to play carefully against teams with Magnezone, Wobbuffet, and Gothitelle. If the Skarmory-user is a competent player, he or she should use Skarmory a bit less liberally to prevent any opportunities for Magnezone or Shadow Taggers to capitalize on.
 

Karxrida

Lost in the Waves
Cutsap Skarmory can beat Mega Diancie if it runs Iron Head, but then you have to drop Taunt/Brave Bird/Spikes (if you remove Brave Bird you can't remove yourself from the field, which is a separate issue). Regardless it's not a very consistent lead since it auto-loses to Mega Sableye, any remotely fast Taunter, Mega Lopunny with Fake Out (then again this screws up every suicide lead in the game and HO in general), and fellow suicide lead Azelf.
 

Eaglehawk

Banned
Frankly speaking the only sets that should be mentioned are the Defensive and Specially Defensive ones. Don't know what else is actually possible at the moment that isn't a huge gimmick. For this POTW, I highly suggest that we separate the Rocky Helmet Skarmory variant from the Leftovers Skarmory variante because they are used on (mostly) different playstyles, and I don't want to confuse the general public who reads this POTW to get overly confused. Thus, the defensive sets should be split as such:

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog/Spikes
- Brave Bird
- Whirlwind

This is your standard run-of-the-mill Skarmory that you use on Defensive teams (like stall) or really bulky Balance. It'd be great if someone could elaborate on this.

Skarmory @ Leftovers
Ability: Sturdy
EVs: 252 HP / 252 Def / 4 SpD
Impish Nature
- Roost
- Defog/Spikes
- Counter
- Taunt

Functions as a pivot-ish kind of thing that's more suited for Offensive teams (hence counter and whatnot). It'd be great if someone could also help elaborate on this. I'm drawing blanks atm and OU isn't my most familiar tier, so any clarification is appreciated.
 

AWILDBIBAREL

New Member
The Slicer
Ability: Keen Eye
Nature:Let's admit it, Skarmory doesn't need the special attack stat with this move set, so either Admant, Jolly or Carefull would be ideal as the bad side of those natures is a decreased special attack.
Moves:
Night Slash- While most people tend to skip this move, it is a great choice for a Skarmory with Keen Eye, Skarmory may not have that high attack stat that other Pokemon do, but a guaranteed hit that improves your chances of a critical hit occurring is a good deal.
X-Scissor- The flying type with the bug type move? Surprisingly, this does give a good stab to Grass, Psycic and Dark Types if you don't have good coverage, with a power of 80, it's hard to pass up.
Air Slash- While a lot more weaker than Fly, Air Slash has a decent chance of flinching your opponent, in double battles, if you paralyze the opponent, it is almost guaranteed to make them flinch.
Swords Dance- While Skarmory has the weakened moves compared to others, Swords Dance make up for it, boosting the power of its physical moves by two stages.

Other options: Rock Slide can be used to take care of those pesky little fire types and cause flinching.
Automize or Agility is the other option if you forgo Swords Dance, a boost to its speed is one thing it badly needs.
Sand Attack, while it make it sound ridiculous, just remember Pidgey's in Gen I took down Brock this way. You opponent not being able to hit you is a good thing. Especially when it comes to moves like Thunder or Fire Blast
Leer- The classic defense lowering attack can annoy everyone if you can use it right.
That set is unviable:
Air Slash is a special move;
Night Slash and X-Scissor are very weak without STAB; it does only 16.7% to 19.7% to 252/252+ Mega Slowbro. You are definitely not going to break through any walls at all.
Besides, Skarm mainly focusing on attacking are bad, it's a lot weaker than most attackers, and its STABS aren't very threatening.
I'd also like to add that defensive Skarm does not necessarily need an attacking move; partly because Skarm sort of has 4MSS.
 
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