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Community POTW #154

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Serebii

And, as if by magic, the webmaster appeared...
Staff member
Admin
Time for the next Pokémon of the Week and this week we have a classic Alola Pokémon

746.png
746-s.png


It's Wishiwashi

https://www.serebii.net/pokedex-sm/746.shtml

Go nuts
 

XaelOstigian

Competitive...kinda
I guess GameFreak is a fan of "Finding Nemo"
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Anyways, Golisopod isn't the only "Magikarp" we got in gen 7. Wishiwashi also fits into this party, and while it looks good on paper with 140 stats in offenses and similar in defense in its Schooling form, Wishiwashi unfortunately lacks speed and has a meager offensive movepool to be a proper powerhouse, and 45 HP hampers its ability to take hits as a tank or a wall. Not to mention it becomes next to useless if its health drop to 25% or less. Much as I would like to love this legion fish, I just can't get past its issues despite its cool gimmick. Sometimes a school is only worth the sum of its parts in this particular circumstance.
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Discount Jaws
Item: Life Orb
Nature: Quiet (+Sp. Att. -Speed)
EV's: HP: 252 Att: 4 Sp. Att: 252

Moves:
Hydro Pump
Ice Beam
Earthquake
Endevour

Set Details:
A mixed tank that tries to play into all of Wishiwashi's strengths. Hydro Pump is the most powerful STAB, Ice Beam handles Grass types and Dragon types, Earthquake is for Electric types and has good general coverage, and Endevour is just assurance that Wishiwashi won't be completely useless set-up bait once below a quarter health. Life Orb boosts all damage, EV's are pumped into HP for bulk and Sp. Att. for damage.

My Name is Legion
Item: Leftovers
Nature: Bold (+Def. -Att.)
EV's: HP: 252 Def: 156 Sp. Def: 100

Moves:
Scald
Toxic
Rest
Sleep Talk/Aqua Ring

Set Details:
A bulky set that relies focus on whittling down the opposition while maintaining your own health. Scald is the gold-standard for bulky Water types that does decent damage and has a 30% chance of burn, which is welcome to scorch off the opposition's health while halving their physical attack making you all the harder to KO. Toxic is a defensive mandatory to help Wishiwashi outlast in long skirmishes. Rest is the only form of recovery sadly, so Sleep Talk should be considered to compensate for the two turn cooldown, but you can consider using Aqua Ring instead just to give you an added source of recovery.

Gotta feel sorry for all the Wishiwashi, but at least they get to hang out with best girl:
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Mestorn

Wandering Battler
I have found that Wishiwashi works great on Trick Room teams. It's low speed becomes an asset and has a good array of moves that work well in doubles and with investment in bulk, Wishiwashi becomes decently bulky. Also note that Schooling doesn't end until the end of the turn where Wishiwashi's HP drops below the threshold, so a pinch Healing berry can be great for keeping Wishiwashi in the fight longer.

Take This Fish to School
Wishiwashi
Ability: Schooling
Item: Wiki Berry
-Surf/Muddy Water
-Hidden Power Grass/Ice Beam
-Hydro Pump
-U-Turn
Nature: Quiet (+SATK, -SPE)
EVs: 252 HP/252 SATK/4 ATK

Schooling Wishiwashi is a terror to behold under Trick Room. Base 145 Offenses are nothing to scoff at, even uninvested, and those STAB water attacks hurt. Surf/Muddy Water are the spread moves of choice, the former being more reliable, but the other is more friendly to team mates. Hidden Power Grass hits Water targets like Gastrodon, Tapu Fini, Azumarill and other targets harder than Wishiwashi's STAB moves, while Ice Beam is good against Dragons and Grass types. Hydro Pump is single target devastation -anything without a resist or obscene SDEF is being hit hard -great for moments when you suspect Wide Guard. U-Turn is a great pivoting option, getting Wishiwashi out if the field is arrayed against it.

I recommend pairing this with Instruct Oranguru, as Oranguru will guarantee few things will be conscious after two Surfs/Muddy Waters while a decent Trick Room setter as well.
 
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