Author Topic: Momiji  (Read 2732 times)

Offline DoctorShanks

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« on: December 21, 2012, 05:51:43 PM »

Type: Beast/Steel
Abilities: Intimidate or Guts
Base Stats:
HP: 80
Atk: 130
Def: 80
Spd: 90
SpAtk: 50
SpDef: 50


Momiji is a near-perfect replica of Salamence in this game (bar obvious typing differences), and her job is essentially the same as it too. So as it stands, Momiji is currently one of the most reliable Tailwind (Dragon Dance) sweepers in the game. Momiji can come on in many threats such as the Konpakus and many other Ghost types virtually unharmed while landing a free Attack drop in the process. It is at this time that Momiji is free to wreak havoc on the opponent by either setting up or hitting their Momiji counter HARD before you're forced out. Momiji is something that can fit on just about every competitive team, and is something that every competitive team should have an answer for; a free Tailwind from this puppy might just spell doom for the opposing team.


Momiji @ Lum Berry
Ability: Intimidate
EVs: 36 HP/252 Atk/220 Spd
Adamant nature (+Atk,-SpAtk)
- Tailwind
- Braver
- Crunch / Earthquake
- Extremespeed / Blade Flash / Earthquake

Without a doubt, the best way to get Momiji into the fray is to switch her in on a resisted physical attack, and then play it by ear. Your opponent will likely switch into their Momiji counter from here, at which point you hit it on the switch. Under normal circumstances, you now know that your opponent has at least one way of dealing with Momiji, and you can dispose of it through other means. Just like Salamence, you do not want to attempt a sweep until your opponent's Momiji answer is dead; setting up early game is a terrible idea.

Momiji's moves give her plenty of neutral and super-effective coverage. Braver is a staple and no Momiji is seen without it. Crunch is recommended in the third slot as it reaches 120BP after STAB, and nips the Ghost-types that you will be countering/switching in on. There are many scenarios in which Momiji needs to chip off the last bits of an opponent's health, and this is where Extremespeed comes in. Blade Flash is similar, but it is weaker than Extremespeed after STAB. It may seem odd to put a priority move on something with Tailwind, but remember that early game, you have literally no time to set it up. If priority isn't your cup of tea for a set like this, then Earthquake is there for a little extra coverage against the dreaded Fire-types who will inevitably try to ruin your day, and it completes the dreaded Steel/Earth combination. However, do note that Earthquake is weaker than Crunch when hitting neutrally as Momiji does not get the STAB boost on it, but on paper, Earthquake would help Momiji immensely when pulling off a sweep, so don't be afraid to try it.


Momiji @ Choice Ribbon / Special Bloomers
Ability: Intimidate
EVs: 4 HP/252 Atk/252 Spd
Adamant nature (+Atk,-SpAtk)
-Crunch / Killing Bite

If setting up isn't your thing and you prefer the straight up hit-and-run approach, then this is for you. With a Choice item equipped, Momiji's Attack stat reaches an astonishing 591, which is not something that an intimidated opponent is going to want to stay in on. Depending on your playstyle, it might be easy to fool your opponent into thinking you're running the standard Tailwind set. Adamant is recommended, but you can run Jolly if you're feeling good about her base 90 Speed and/or you know your speed tiers really well.


The 36 HP/252 Atk/220 Spd spread reaches a speed stat just high enough to outpace Lyrica, Advent Marisa, and Choice Band Youki after a Tailwind, the former of which would otherwise obliterate you with Hyper Voice. However, a standard 4 HP/252 Atk/252 Spd spread is recommended on any set that doesn't utilize Extremespeed in order to outpace Mimi-chan after a Tailwind, and it would also force Speed Aya as well as Lily Black to use Detect for their Speed Boost.

Other Options

The big issue with other options for Momiji is that they have a hard time competing for a move-slot. Substitute could work rather nicely if you predict your opponent will switch out, but straight up attacking the counter is a more reliable option, as Momiji doesn't like losing a chunk of her HP unless she's going to attempt Sub-Punching or setting up a Tailwind right after. Momiji also has access to Swords Dance, but her base 90 speed is practically screaming for Tailwind. There's also the famous Guts/Rage combo, but that only works well in the actual game, and Rage does not work on the Pokemon Lab server just yet.


While Momiji has a 4x weakness to fire, that does not mean it is safe to just park a Fire type in front of her and hope your team will be saved, as a lot of Momiji do in fact run Earthquake alongside Crunch and Braver. Some can make Momiji think twice, though. A physically defensive Defense Mokou can take two Earthquakes from a +1 Momiji and three Earthquakes from a +0, but other than that, you just need to play your cards right with your Fire-type of choice. Helper Star Sapphire is way up there in terms of non-fire counters as she resists everything Momiji throws at her, and can threaten an OHKO with an unboosted Surf most of the time, and all the time after Spikes damage. A physically defensive Defense Hina pose quite the threat as well with Flamethrower/Fire Blast and does not fear anything Momiji can do to her. Defense Meiling can come in on any attack and proceed to set up Bulk Up, or if she comes in on an attack she can threaten to use DynamicPunch/Hi Jump Kick to put a serious dent in Momiji or even OHKO her after Spikes damage.
« Last Edit: May 26, 2013, 07:53:30 PM by DoctorShanks »