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Community POTW #105

Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week and as we're going into the holiday season, we're picking a Deer!

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It's Wyrdeer!

 

KyogreThunder

Call of Fate
Wyrdeer
Jolly nature/Adamant nature
Ability: Intimidate
@Choice Scarf
EVs: 252 Attack/252 Speed/4 HP
-Double-Edge/Body Slam
-Psyshield Bash/Zen Headbutt
-Megahorn
-High Horsepower/Wild Charge/Throat Chop
 

XaelOstigian

Competitive...kinda
Many Pokemon are in dire need of an evolution to either keep themselves competitively relevant or to break themselves out of the category of near useless mons that are never used. Stantler fell into the latter category having no discernable reason to be used even in its original home of gen 2. But then came PLA where it gained an evolution, secondary Psychic typing, as well as additional bulk and power. And the end result? It's still underwhelming... I mean it isn't completely terrible now, but it still lacks any real reason to use it over competing Psychic types. It is bulky but lacks recovery. It has great mixed attack stats and wide movepool but lacks speed. But I'm just grateful Wyrdeer is a step in the right direction.

Double Dance Disorienting Deer
Ability: Intimidate
Item: Life Orb/Leftovers
Nature: Timid
EVs: (HP 4) (Sp. Attack 252) (Speed 252)

Moves:
Calm Mind
Agility
Psychic/Psyshock/Stored Power
Earth Power/Shadow Ball

Set Details:
A set up sweeper. Use Calm Mind to boost power output and Agility to jack up speed (It's a shame its speed dropped after evolving). From there unload your Psychic STAB with either the standard Psychic, special bypass Psyshock, or great potential in Stored Power. The last slot is for coverage with Shadow Ball hitting fellow Psychic types and general neutral coverage or Earth Power hitting Steel types and better super effective coverage. Invest everything into special attack and speed, use either Life Orb to grant extra power or Leftovers to give yourself more survivability, and Intimidate is the preferred ability as the attack drop allows you to set up easier on physical attacking targets.

At least Wyrdeer is invaluable in PLA as a mount and Bicycle replacement. And that alone warrants respect.
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Mestorn

Wandering Battler
The first ride Pokémon of Legends Arceus, Wyrdeer seemed to be nothing but up for Stantler who has spent all of its time merely existing without much notice. Wyrdeer... sadly does not do enough to stand out. Oh yay another Normal Psychic type when two of the best Pokémon around are Indeedee and Farigiraf (and then there's Oranguru as an alternative). Not to say Wyrdeer isn't interesting in its own right. Intimidate is one of the best abilities in Doubles, and having a Trick Room Pokémon outright immune to Amoongus' Spore via Sap Sipper are both attractive traits. However, Wyrdeer is completely bodied by the best Intimidate user Incineroar, whose Dark type bodies Wyrdeer's most prominent STABs. Biggest problem is that Wyrdeer is just too bland. Above 100 offenses are barely usable and honestly good HP is let down by a typing with no meaningful resistances and below average defenses. While Wyrdeer does have interesting tricks up its sleeve, the competition is just so much better.

Weird Deer
Wyrdeer

-Skill Swap
-Helping Hand
-Tera Blast
-Protect
Ability: Intimidate
Item Attached: Leftovers
EVs and Nature:
252 HP / 4 Def / 252 SDef
Calm Nature
Tera Types: Fairy/Ghost

This is a supportive Wyrdeer set, looking to take advantage of its unique combination of Skill Swap and Intimidate to repeatedly cycle Intimidate without leaving the field or even giving Intimidate to an opponent to not only deprive them of their ability but trigger an ally's Defiant, Competitive, or Guard Dog. Helping Hand doubles down on the support, helping compensate for Wyrdeer's passivity by bolstering its ally. Tera Blast is primary Special STAB running off of Wyrdeer's Special Attack (so it isn't kneecapping itself when Skill Swapping Intimidate to an opponent) that works best against Incineroar. Protect is Protect.

EVs are to maximize Special Bulk with Intimidate compensating for Wyrdeer's Defense, making it as durable as possible. As with every Normal Psychic type, Wyrdeer loves Tera Fairy for giving it resistances to Dark and Bug (along with restoring its resistance to Fighting), on top of giving it a potent Fairy Tera Blast. Tera Ghost helps with the Ghost types immune to Normal Tera Blast on top of giving Wyrdeer an immunity to Fake Out.

Preferred Partners:
Terrain and Weather setting allies love this Wyrdeer's Skill Swap shenanigans in the case of Terrain and weather wars, as if their Terrain expires or is overwritten, Skill Swap can reestablish their favored Terrain in addition to resetting Intimidate. Rillaboom is the most prominent, its Grassy Terrain combining with Leftovers to give Wyrdeer incredible staying power, though Indeedee-F is fun if running Expanding Force.
Allies that can take advantage of passing Intimidate to an opponent work well. Annihilape is a prime example, being a Defiant user with Fighting STAB to rock the Dark types that threaten Wyrdeer. Other notable users include Kingambit, Empoleon, and Milotic. Additionally, any Special Attacker with Adrenaline Orb can use the Intimidate for a free Speed boost.
Other Intimidate users like Incineroar and Salamence also love Wyrdeer Skill Swapping Shenanigans with a self targeting Skill Swap triggering Intimidate twice and gutting the offense of a large majority of physical attackers.

Other Options:
Psyshield Bash is Wyrdeer's signature move, but the Defense buff in conjunction with Intimidate can make Wyrdeer impossible to break physically.
Trick Room is potent speed control, but every other Normal Psychic type likes setting Trick Room as well.
Imprison pairs well with Trick Room and Protect, simultaneously denying a method of reversing Trick Room and preventing opponent from stalling out Wyrdeer's own Trick Room with Protect. Again every Normal Psychic type gets this.
 
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