Just thinking about it makes me shiver...
I believe this Cofagrigus could work pretty well, I mean it's got more than decent defenses and its offense is correct. One thing that Cofagrigus does the best, though, is setting Trick Room, which is something you won't be able to do with yours. I'm not really good at reviewing competitive Pokémon sets but I prefer originality over effectiveness, so go ahead and try (have you tried already ? Seems pretty annoying and good to me). Not sure if Psychic is a 'must' attack here, so maybe replacing it for Knock Off and keep Hidden Power Fighting instead would be a neat idea, but it's all up to you, I guess.
I'm thinking infestation could work over either energy ball or psychic to trap things like blissey/chansey and kill them with something else. Never thought about using cofagrigus this way though, will definitely try it even if its HP only caps at 320. Also, having psychic as a coverage move seems pretty useless as shadow ball/HP fighting hit perfectly and energy ball hits many of the common switch ins to this thing for super effective damage (rotom-w being the best example).
Infestation wouldn't work. Partial trapping moves' traps end on the turn a pokemon switches. Cofagrigus would make a nice trapper with something like Will-O-Wisp/Infestation/Shadow Ball/Rest, but obviously that's not going to work with Assault Vest. I did check on Psychic versus Energy Ball as my added coverage move, and found that they both hit pretty much the same number of things SE, so if I keep Shadow Ball/Knock Off/HP Fighting on him, whether I go Psychic or Energy Ball will just depend on the type of coverage that'd best help out his team. I'd say Energy Ball is probably more valuable since there's more things it hits for 4x weakness (the only thing 4x weak to Psychic is Toxicroak, as opposed to the plethora of Water/Ground and Water/Rock types, as well as the handful of Ground/Rock types running around in UU), but Psychic would be preferable if you've also got something like, say, Shaymin or Leafeon that can use STAB grass moves, and could be better if the opponent swaps in a Grass/Fighting.
And yes, I've tried this set out already, sans HP Fighting, and it's put in some work for sure. Since Cofagrigus generally runs more of a support role, I've often seen him attract Taunts, and Energy Ball has been used almost more often than Shadow Ball has. The big downside, though, is the fact that he does give up those support moves, and his best role in a team is to stall, spread DoTs, and drop Trick Room. I think the fact that this set is somewhat unexpected helps it to be more effective, though.
As for me, I just had a little question. I'm trying to make a classic supportive Florges
(Calm, Leftovers, max EVs HP and Special Defense and leftovers EVs in Special Attack) and I was wondering what moves were the most effective. The most popular moves used on Florges are Toxic, Protect, Aromatherapy, Moon Blast and Wish. Problem is, all of these moves are
really good and I'm struggling to take out one of them; they all have their crucial utility. So the moveset I was thinking the most lately was...
- Moon Blast (classic offensive move; prevention against Taunt, mostly ?)
- Toxic (residual damages dealing move, as Florges does that well)
- Protect (good way to pick up Wish's healing and cripple more with Toxic)
- Wish (recovery)
... HOWEVER! Aromatherapy can come up really handy in certain situations but is Aromatherapy
that useful ? Isn't it too... situational ? And what about Protect ? Would it be too predictable and let the opponent get a free switch or set up ? Is Taunt enough popular and used to keep Moon Blast on ?
I would like to hear what you guys have to say about it! Thanks!
To be honest I don't think I've ever seen Taunt on a Florges, and on the right set it could be effective, since Florges eats Special hits all day long. I'd say Protect, Wish, and Moonblast are all pretty much mandatory; Wish for healing obviously, and Moonblast to keep her from being Taunt bait, but Protect is needed because it can stall out Toxic damage and Leftovers healing as well as ensuring she gets healed by a Wish if she decides to stay in. Mine runs with Aromatherapy over Toxic, but that's because the same team I use her on also has Alomomola with a nearly identical set (Wish, Protect, Toxic, Waterfall). Also one of the best ways to keep a Florges out of one's hair is Burn and Toxic, and those statuses can demolish a team built with bulk in mind that can't somehow remove them. You could run a different tank, though, such as Vaporeon, Umbreon, Miltank, or whatever and have that pokemon with Aromatherapy/Heal Bell, and that could allow Florges to keep Toxic.
That in mind, I've actually seen a Blame Truth set that might be worth trying that bears a similar philosophy as my Assault Vest Cofagrigus:
Florges @ Choice Specs/Leftovers
Flower Veil/Symbiosis
Modest
252 HP, 252 SpAtt, 4 SpDef
- Moonblast
- Psychic
- Energy Ball
- Hidden Power [Fire/Rock/Ground]
Assault Vest on a Florges would probably be rather redundant; she has so much SpDef naturally that adding to it would just result in diminishing returns unless you really REALLY want her to survive more than two Magnezone Flash Cannons. You can reduce some of her SpAtt EVs and put them into Speed until she can outspeed what you want her to, since she does have SpAtt to spare as well. Like Cofagrigus, she's going to rely on Psychic, Energy Ball, and a Hidden Power for coverage to support her STAB, but the options are a little greater on which HP type to go with. Ground has the worst SE coverage of the three options I mentioned, but is your best method to counter a Magnezone, Aggron, or Heatran that tries to come in on her. Rock will leave her badly walled by Steel types, but actually offers the best SE coverage, making her a better revenge killer. Fire is the middle ground, allowing you to hit most Steel types for SE damage and giving her great SE coverage, but leaving her walled by Heatran and most other Fire types with decent SpDef and no Psychic weakness. As with my Cofagrigus set, it's great for baiting an enemy into using Taunt or hitting her with a Burn, which this version really doesn't care about since her whole purpose is dealing damage.