Sunday, July 20, 2014

League Spotlight #1: 059' Arcanine

Hello once again Trainers! Now that we've covered most of the basics, I've been debating a lot about where to take this beginner guide's direction to next, and I have finally come to a conclusion. Personally I feel the best way to further educate is to pull out some (perhaps many) examples of how specific Pokemon work in today's meta game. This new segment will cover the strengths and weaknesses of the species and how it can best be utilized on a team. What better species to start with than our very own guide mascot, Arcanine!

Arcanine, also known as the "Legendary Pokemon", is ironically not a legendary at all by Pokemon standards. It has however been a fan favorite since its conception way back in the first Generation, and for good reason. The police dog can be quite a power house with a base 110 attack and a decent 95 base speed. Flare Blitz is the primary attack option for our furry mono-fire type friend, while Wild Charge and Close Combat round out coverage to smack those bulky Rock and Water types that would otherwise like to switch in. It also has access to a very powerful priority move in Extreme-Speed, which was once Arcanine's signature move, allowing it to worry less about incoming revenge-killers. 

Arcanine's stat spread is very well rounded, with the bulk 90/80/80(HP/Def/SpD, respectively), and even a special attack of 100. This makes Arcanine a bit tricky to predict, as it can function as both a physical or special sweeper. Having access to the move Overheat can also work well on a mixed-attacking set. Morning Sun can be useful for recovering the recoil from Flare Blitz and Wild Charge, while his Intimidate ability combined with a high bulky EV spread and Will-o-wisp can turn him into a surprising Defensive Pivot. 

While he is inherently powerful, Arcanine does have a few drawbacks for trainers to take into consideration. Outside of a Flash Fire ability boost (which boosts only Fire type moves), Arcanine doesn't have access to attack boosting moves like Swords Dance, limiting its overall sweeping potential. This means that the most common variants will utilize items like Life Orb, Expert Belt and Choice Band. Life Orb variants have the least longevity due to compounding recoil with Flare Blitz and Wild Charge, while Expert Belt variants typically don't pack as large a punch as one would like, and Choice Banded Arcanine is unable to utilize its impressive movepool to the fullest.  

The second largest problem for Arcanine is its less than stellar speed. 95 is decent but there are many fast, powerful special sweepers that pose a huge threat to Arcanine. Dragon Dancers are also often able to tank most hits from it while returning the following round with a one hit KO. Bulky Water and Rock types are able to completely wall Arcanine if it doesn't carry the proper coverage moves. 

Lastly, we cannot forget the weakness to entry hazards, especially Stealth Rocks. While all entry hazards can cripple Arcanine, Stealth Rocks are and have been the most prevalent since the fourth generation. Taking 25% to its max HP upon switching in severely limits Arcanine's potential to knock something out without being knocked out in return. This being said, it's best to pair Arcanine with a Rapid Spinner or Defogger to clear hazards off the field. Good partners include Pokemon like Tentacruel and Starmie, as they both resist incoming Water attacks and can spin away hazards. Tentacruel can also form a walling core with defensive Arcanine, although to round it out a Flying or Grass type is recommended to brush off those powerful Earthquakes. 

Overall, Arcanine can fit onto many teams because of its versatility and large move pool, but it is key to be aware of its heavily present weaknesses, and to build around them accordingly.


Thursday, July 3, 2014

Intro to Battling: Preface III, Held Items

It's been a couple weeks since I last posted, but fear not trainers! I am back and today the discussion is going to cover one of the more daunting topics; item usage. It's well known that there are just about as many items in game as there are Pokemon. What is no longer important are those usable items, like potions and revives. Those play absolutely no role in competitive play. What is important however is the vast plethora of held items at a trainers disposal. Which items work best for what? Why are some items so popular? Deciding what item to hold generally determines even what moves and 'EV spread' a Pokemon will carry.

Since there are so many held items to choose from, it's extremely important to know which items every trainer should start with. For example, Leftovers was one of the very first held items introduced that played a significant role in battle. Having a passive recovery (1/16th or ~6%) of your maximum HP every round is extremely important for the longevity of bulkier Pokemon, or walls as mentioned before. Many bulky Pokemon do not have access to recovery type moves making this item all the more useful. Black Sludge works in a similar fashion when equipped to a Poison type, and works in the opposite manner(-6%HP/round) when equipped to anything else. This makes Trick/Switcheroo users wary of poison types as they generally do not care for residual damage.

Another great item for beginners works in almost an opposite manner, but is just as important. The Life Orb actually inflicts 10% (Max HP) damage every time you successfully land an attack. Now you might be asking, why is this useful? It also gives a flat 30% power bonus to any move used by the holder. This is one of the signature sweeper items as it generally gives attacks just enough extra 'oomph' to turn a two or three hit KO into a one or two hit KO. It can also be very handy for Pokemon who take advantage of having lower HP with moves like Pain Split. A similar item known as Expert Belt gives a 20% damage boost without the recoil damage, but it must be a super effective hit, whereas Life orb's bonus is constant.

Some held items are consumable, meaning that they have only one use per battle. A prime example of an item of this type are Berries. Some berries instantly restore a percentage of HP while others reduce damage from super effective hits. There are literally dozens of useful berries for competitive use, but there are a couple that stand out the most. Chesto Berry was one of the first items to allow players to utilize the move Rest with little consequence, as it wakes up the holder upon falling asleep. The Resto/Chesto combination was popularized by bulky set-up sweepers such as Snorlax with the move curse, allowing the bearlike creature to take a short nap and continue to set up two, three, possibly even five or six Curses almost entirely securing a victory. Lum Berries cure any form of status ailment upon infliction. This is particularly useful for sweepers who would be completely neutered if they were Burned or Paralyzed.

Have a fragile Pokemon who needs more longevity? Focus Sash is a one-time use item which when consumed, leaves your Pokemon at 1 HP when hit by a move that would knock it out. The ability known as 'Sturdy' works in a very similar way. Keep in mind that the sash/sturdy ability can only activate when you're currently at full HP. This guarantees one free turn for the Pokemon to either set up a boosting move, put something to sleep, or just ensure you can survive a hit and retaliate. It is also important to note that entry hazards such as Stealth Rocks will essentially break the Focus Sash, so having Rapid Spin/Defog support is often necessary.

Air Balloons are also consumable, and are exceptionally useful for any and all of the Pokemon weak to Ground type moves, as it grants immunity to ground type moves until it's 'popped' by another type of move. Earthquake is one of the best staple offensive moves in the game, so having an immunity (outside of Flying types) is quite useful.

Among the new items to enter the fray, Weakness Policy might be the most game changing. It allows for Pokemon to get a 'free' boost (+2 to both attack and special attack, equivalent to a x2 power increase) when hit by a super effective move. This may not seem that great at first, because who actually wants to take a super effective hit? There are quite a few bulky sweepers, generally who also have access to priority moves, who can take advantage of this quite well. Dragonite (with Multiscale) and Aegislash are the primary users because they both have substantial bulk and access to strong priority moves(the moves that 'always' go first), so they worry less about being revenge-KO'ed. It is also possibly for less bulky Pokemon to take advantage of this item if they have the move Endure(to survive the super effective hit) and have a substantial amount of speed. Once again, priority moves like Sucker Punch or Extremespeed are key.

The other new item worth mentioning is the Assault Vest. While it restricts the move choice to only attacking moves, it grants a (massive)50% bonus to Special Defense! This combined with high natural bulk and/or attacking moves such as Giga Drain or Drain Punch can spell doom for opposing special sweepers as they'll be hard pressed to do almost any damage while likely being forced out or KO'ed in return.

Lastly, but perhaps most importantly, the 'Choice Items'. There are three held items known as Choice Band, Choice Specs, and Choice Scarf which every trainer will encounter eventually, likely many times. Equipping any of these items restricts the Pokemon's move choice to the first move selected, however switching out and back in will grant you a choice of all your moves again, until you select a move. Also known as "Locking" your moves in, it greatly reduces a Pokemon's coverage. That said, it is still important for holders of such items to have good coverage, because there's no point in locking yourself into a boosting move and little point to locking yourself into a status move (although some advanced strategies utilize this as a "surprise" factor). These items take the most amount of prediction to use correctly, and are often best used toward the end of a match, however they do serve slightly different roles.

Choice Band/Specs increase the holders Attack/Special attack by 50% respectively. Generally speaking, holders of these items are referred to as "Wallbreakers" because the extra damage output allows for 1-2 hit KOs on even some of the bulkiest, most defensive Pokemon. The 'trick' of the matter is making sure the right move hits the right target. A resisted hit from a 'choiced' Pokemon will likely force a switch of the user, losing precious momentum. Some banded/specs Pokemon can actually work very well as sweepers too, although they almost always have exceptionally high speed or access to a powerful priority attack like Bullet Punch, or both.





Choice Scarf is its own entity entirely. Granting a bonus of 50% to a Pokemon's speed can be completely game changing, allowing slower Pokemon to surprise and out-speed their generally faster opponents, helping it to eliminate faster threats while clearing the way for its fellow sweeper(s). Equipping a Choice Scarf to an already fast Pokemon grants it almost uncontested late game sweeping potential. Experienced Trainers will generally try to bluff/disguise a Pokemon as un-scarfed, while bluffing a non-scarfer as scarfed can prove equally valuable. Once the opposing threats/walls are out of the way, it's smooth sailing for a speedy sweeper who cannot be out-sped by anything but another scarfed Pokemon.



As with move sets, item usage is also a matter of prediction. Predicting correctly can only come with experience but knowing what each item does and how it may influence a battle are the first rungs on the ladder to victory. Many Pokemon can take advantage of several of the aforementioned items, so it's important to analyze current popular trends, and to experience many battles to try and stay one step ahead of the competition.