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Movesets / Speed Kogasa
« on: June 18, 2012, 06:30:04 AM »

Speed Kogasa
Type: Ghost
Abilities: Intimidate
Base Stats:
HP: 75
Attack: 70
Defense: 70
Speed: 115
Special Attack: 90
Special Defense: 80

Speed Kogasa is among the cutest and the deadliest of 'mons, and has plenty of utility to boot. She has a threatening base 115 speed stat, ensuring that she goes first in most confrontations and does her job. Said job can be anything from KOing a weakened foe to using Twister to remove Spikes. One thing to keep in mind is that while handy, Kogasa has barely any defenses; defensively, she has 75/70/80 stats, which does not look promising at all. That said, she is a ghost type, which means that she is immune to powerful Illusion moves such as Explosion and Extremespeed, and is immune to Dark moves as well. Kogasa may not have as much type coverage as most other offensive-oriented puppets, but her efficiency and utility make her a great inclusion on nearly any team.

Kogasa has only one ability: Intimidate. Switching her into a physical sweeper either during a revenge kill or a properly predicted move will lower their attack stat by one stage, likely forcing them to switch out and allowing Kogasa an opportunity to get a free hit in. This is only part of Speed Kogasa's amazing utility, as you will soon see.

The Suncrusher
-Shadow Ball
-Hydro Pump/Surf
-Dream Eater/Ice Beam/Substitute
-Nasty Plot
Item: Salac Berry/Petaya Berry/Lum Berry
Nature: Timid (+Spd, -Atk)
Ability: Intimidate
EVs: 252 Spd/252 SpAtk/4 HP

The Suncrusher set is built with a fairly simple mindset: get an opportunity to use Nasty Plot, then sweep. STAB Shadow Balls coming from a 558 special attack stat really hurt, and the coverage granted by this set allows her to sweep with ease. Hydro Pump is a great option for taking out Earth and Fire types, but if you dislike its accuracy, go with Surf instead. Dream Eater and Ice Beam are for coverage, but Substitute allows you to activate your pinch berry if you decided to use one, and gives even more opportunities to use Nasty Plot. Salac Berry is probably your best option here as Nasty Plot is more than a sufficient boost, and poor Kogasa can't outspeed everything without some help. However, after a Salac proc and a Nasty Plot, only special tanks and priority moves can stop her.

Anti-Spikes Utility
-Shadow Ball
-Hydro Pump/Surf
Item: Petaya Berry/Lum Berry
Nature: Timid (+Spd, -Atk)
Ability: Intimidate
EVs: 252 Spd/252 SpAtk/4 HP

This set looks similar to the Suncrusher set, but it has more of a focus on utility as opposed to actual sweeping. Shadow Ball and Hydro Pump retain their usage from the previous set, but Twister allows Kogasa to blow away Spikes and prevent her teammates from taking any additional damage from the entry hazard. Substitute retains its use as a utility, but Whirlwind is worth mentioning in its own right. Any pseudo-hazing move is good on any team, and as a bonus, allows you to Spike shuffle your opponent for a little bit. Petaya Berry is a nasty surprise when you get low; Kogasa can start to sweep at this time and potentially destroy a good chunk of your opponent's team.

Speed Kogasa has a few other options, too. Earth types will be immune to Twister and ruin your day when trying to get rid of your Spikes, which means that Rapid Spin is a great alternative to Twister. Kogasa can use Flash and Sonicboom, but her other moves are likely better candidates unless you are, for some reason, starved for a Faith or Steel move. Icy Wind can be annoying as it lowers your opponent's speed, so it might be a viable utility move. Other than that, Speed Kogasa doesn't have many other practical options.

Counters: Since Heart resists Kogasa's STAB, many of her counters are of the Heart type. Advent Alice is a notable example, being able to shrug off anything Kogasa can do and simply Wish off the damage. Koishi, Defense Kaguya, and Defense Reisen give her a rough time as well due to their special bulk. Since Speed Kogasa is also not terribly fast or bulky, a move with massive base power coming from something faster can kill her as well. Speed Rumia, while slower, laughs at Kogasa's attacks and kills her with Shadow Ball. If you can steer Kogasa clear of her counters, though, she will be able to destroy your opponent with ease.

Movesets / Defense Daiyousei
« on: June 16, 2012, 11:19:48 PM »

Defense Daiyousei
Type: Nature/Wind
Abilities: Serene Grace/Natural Cure
Base Stats:
HP: 80
Attack: 40
Defense: 70
Speed: 50
Special Attack: 80
Special Defense: 160

Daiyousei is one of the most effective special walls in the game simply because of her excellent typing and massive special defense stat. While she lacks a perfectly reliable recovery move, she does get Wish, which means that she can also support her teammates if need be. Defense Daiyousei's typing makes her only weak to Fire, Miasma, and Ice type moves. While Fire moves are uncommon, the same cannot be said for Miasma and Ice type moves, so be wary of this when building a team with Daiyousei on it. Daiyousei is also fairly slow - there are some very fast tanks in the game, and unfortunately, Defense Daiyousei is not one of them. She does get a bit of utility in the form of Thunder Wave, so that helps her out a lot. All in all, Defense Daiyousei is a very viable option for a special tank as long as you have a method of dealing with her weaknesses.

As for her ability, you should always pick Natural Cure, as you likely won't be using attack moves with bonus effects anyway; leave Serene Grace to Attack Daiyousei. Natural Cure allows her to remove annoying statuses such as burn or Toxic, and switch back in cleanly. As Toxic is extremely effective against tanks, Natural Cure is easily your best bet.

Special Tank
-Giga Drain
-Thunder Wave/Encore
Item: Leftovers
Nature: Calm (+SpDef, -Atk)
Ability: Natural Cure
EVs: 252 HP/252 SpDef/4 SpAtk

You see that big threatening special sweeper wanting to ruin your day? Switch Defense Daiyousei in and let her do her thing. Wish is important since it's Daiyousei's recovery move and, as stated earlier, can also give health to her teammates. Daiyousei also benefits from STAB Giga Drain, granting her extra survivability. Detect allows you to Wish and then gain health without any fear of opposition. Aeroblast is also a fine option if you want to utilize Daiyousei's second STAB, but Detect is usually a better option. Running Aeroblast over Giga Drain is a bad idea since Earth types will be able to walk all over you. Anyway, Daiyousei's last move is usually Thunder Wave or Encore. Either option will undoubtedly enrage your opponent, as Thunder Wave neuters any fast non-Earth sweeper and Encore locks your opponent into one move, and locking them into the wrong move may cost them a few valuable turns or force them to switch.

Other options for Daiyousei include Leech Seed and Smile. Smile can be used as your opponent switches out to their physical sweeper, and it shuts them down if used correctly. Leech Seed, much like Encore and Thunder Wave, is an excellent annoyance move that should definitely be considered. While Selfdestruct is funny, it won't do much as Daiyousei has this pitiful base 40 attack stat. Other fairies make bigger explosions, so use those instead if you like exploding fairies.

Counters: Defense Daiyousei has a few. Advent Mokou is a good example of a physical sweeper that packs a super effective STAB move that will likely KO Daiyousei. Speed Yamame is another great example, as it takes a Giga Drain for neutral damage, and usually packs STAB Poison Jab. Said Poison Jab, coming from a Jolly Speed Yamame, will do around 306-360 damage, which won't OHKO Daiyousei, but will severely maim her. Mimi-chan will also be able to switch in onto a Giga Drain and force her out, since Mimi-chan's STAB Flare Blitz hits like a train. Basically, anything faster than Daiyousei with a super effective STAB physical attack will probably kill it.

Movesets / Speed Youmu
« on: March 17, 2012, 05:00:08 PM »

Speed Youmu
Type: Ghost/Steel
Abilities: Inner Focus/Early Bird
Base Stats:
HP: 85
Attack: 105
Defense: 90
Speed: 120
Special Attack: 70
Special Defense: 60

Youmu's speed form doesn't hit quite as hard as her standard form, having only 105 base attack instead of a more menacing 120, but she is loads faster. This speed makes her a powerful revenge killer. Also, she potentially has the capacity to tear through enemy teams if she ever gets a Swords Dance up. One of her other strong points is that she has access to STAB Shadow Dance, which is essentially a Ghost-type Outrage-like move. Defensively, her 85/90/60 defenses mean that she can probably take a couple neutrally effective physical moves, but likely can't stand a single special attack. In addition to this, Speed Youmu, and her other forms as well, are weak to one of the most common attacking types - Earth. Don't let this stop you from using her, though, but just know what her biggest weaknesses are, so that you can act accordingly.

Her ability is a bit of a toss-up: it's between either Early Bird, which allows Speed Youmu to wake up from sleep status quickly, and Inner Focus, which prevents flinching. Inner Focus probably isn't a bad choice as there are a few puppets that outspeed Youmu and have flinching moves, and it stops Fake Out from possibly ruining your day. However, there is some worth in using Early Bird, as sleep is generally very annoying. Really, both flinch and sleep aren't terribly common, and Speed Youmu's ability probably comes down to personal preference.

Swords Dance Revenge Killer
-Swords Dance
-Draw The Line/Battle Chant
-Shadow Dance/Shadow Hit
-High Jump Kick/Night Slash/Poison Jab/Blade Flash
Item: Leftovers/Lum Berry
Nature: Adamant (+Atk, -SpAtk)/Jolly (+Spd, -SpAtk)
Ability: Inner Focus/Early Bird
EVs: 252 Atk/252 Spd/4 HP

The premise behind this set is simple: wait until one of your puppets faints, switch in Youmu, Swords Dance up, and go to town. You can also switch into a not-very-effective physical attack if you so desire. A Jolly nature will allow you to tie your speed with other pesky base 120 speed puppets such as Attack Remilia. Swords Dance is basically the bread-and-butter of this set, allowing a Jolly Speed Youmu's attack to jump up to 618. Draw The Line and Shadow Dance are both very good STAB moves. You can run Battle Chant over Draw The Line if you feel good about the 85% accuracy, and you can run Shadow Hit over Shadow Dance if you're really scared of the confusion or being locked into one move. The last move is up to preference and is dependent on what the rest of your team can do. High Jump Kick is something that Youmu gets that Youki doesn't, so it's worth abusing. Night Slash and Poison Jab are for coverage and Blade Flash is for when you really, really need a priority move on Youmu.

Counters: pretty much anything faster than Youmu with a super effective special move, and Mimi-chan. The missile has access to Earth AND Fire moves, in addition to outspeeding Youmu. Youmu should also take great care around things that have access to Rock Bullet.

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