Challenge Pokemon Scarlet Monotype Run (Grass)

Two for the price of one!
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Ever since Cottonnee left Petilil behind in the Galar region, Petilil had not been version exclusive in its recent appearances and is readily available in the wild for two consecutive regions. Petilil is a great candidate for a team slot if you have not picked up other Grass-type Pokemon yet, and Petilil can be found in some early areas. Petilil is not easy to hunt down though, as it appears in South Province Area Four and West Province Are One, where flower patches are not commonly seen and are at places where resetting is not easy. At that point, you might’ve already beaten Brassius or at least come really close to doing so, which would open up the Sunflora Hide-and-Seek for getting a free Sun Stone guaranteed. Petilil should not wait to evolve into Lilligant, as it would not need to worry about missing moves in these games. There are thus no reasons to use Petilil in battles, though it will do fine with its great Special Attack and the plethora of Grass-type moves it learns. Alternatively, you can wait until you reach the northmost region to find wild Petilil and Lilligant at a higher level, which honestly might be a little too late to recruit this family since it will miss out on many important fights.

Being a traditionally special attacking type, the Grass-type does not lack special attackers. However, this type isn’t well known for its Speed and mostly sees bulkier attackers. Lilligant stands out, in the Paldea region, as one of the few fast Grass-type special attackers, the others being Rotom-Mow and, if you like, Toedscruel. Lilligant’s best stat is its base 110 Special Attack, higher than every Grass-type not named Arboliva or Cacturne. Lilligant’s base 90 Speed may not look as impressive, but it is more than fast enough for single-player purposes, being able to outspeed many fast targets if given good nature and investments. Lilligant can even further boost its power and speed with different tools. Chlorophyll allows for a sun sweeper set, while Own Tempo can be useful at certain situations and its self-induced confusions. Both are great abilities that fit different playstyles, with Own Tempo being more generally helpful if it isn’t specifically used on sun teams and Chlorophyll’s speed boost isn’t too necessary. While having status immunities is nice, Leaf Guard is not as good as Chlorophyll given Lilligant’s fast attacking role. That’s pretty much all the good sides of Lilligant, unfortunately. The pure Grass-typing isn’t the worst, but Lilligant has no way to cover for Grass resists, making its offense wasted against the many birds and dragons flying around. Lilligant also has five glaring weaknesses, backed up by an unamazing 70/75/75 bulk. It can often take at least one hits, but it can be worn down easily, especially on the physical side. Lilligant has different ways to work around these flaws, but it struggles against certain targets. The Starmobiles, being speedy powerhouses, often make sure Lilligant has no time dancing around, while the Elite Four features three members who can take its hits well. Lilligant’s attributes are not great but also not that bad as far as being a Grass-type goes. Things certainly look better when we go to its moves though.

Aside of its promising stats, Lilligant’s biggest appeal is its access to one of the best setup moves ever in Quiver Dance. Quiver Dance is of course a wonderful way to power up Lilligant’s firepower and speed, as well as giving it workable special bulk. But the best thing is, Lilligant can remember this move right off the bat, which means that Lilligant at any levels can learn this move. If Lilligant’s raw stats are not good enough, then they certainly will be after a Quiver Dance boost. Not only that, but Lilligant also has access to pretty much every move it needs right after evolution. Having all of Giga Drain, Energy Ball, Leaf Storm and Petal Dance before you even hit the twenties is amazing, and Lilligant can crush almost every opponent early-game without even needing a single boost. Petal Dance synergizes with Lilligant the most, since it has Own Tempo to prevent the confusion, which allows it to stay in battle for as long as possible to maintain its stat boosts. Giga Drain can be pretty helpful for longevity and can be used alongside Petal Dance without needing to worry about wasted moveslots. Energy Ball is the most reliable option if you are not going for Own Tempo, while Leaf Storm is more of a one-time nuke, something that Lilligant doesn’t usually go with. Solar Beam is available later on as a TM, if you are going for a sun sweeper set. Lilligant mostly uses its STAB moves for offenses, which makes it a great user of Tera-Gras to further power up its moves, though that might be an overkill sometimes. Lilligant also has a good selection of status moves, and it makes great uses of them thanks to its high Speed. Lilligant is a fast user of Sleep Powder, which creates more opportunities for it to set up or acts as an annoying tactic for foes that can take Grass-type moves well. Synthesis and Leech Seed mitigates Lilligant’s average bulk, and the latter also serves as a residual damage for bulkier foes. Charm, Teeter Dance and Stun Spore are all some ways to slow down opposing foes, particularly fast physical attackers, something that Lilligant doesn’t like facing. These moves are great in helping Lilligant set up but also allow Lilligant to provide support for the team. Entrainment can be useful removing strong abilities, but there aren’t really too many notable uses, and it might be more handy checking abilities of wild Pokemon you want to check. Lilligant isn’t the best sun setter around, but slapping Sunny Day on won’t hurt for Chlorophyll users. In terms of level-up moveset, Lilligant has an alright selection, albeit with an obvious lack of variety. This problem will not be solved its TM moves and Egg moves, unfortunately. Pollen Puff is pretty much the only coverage, and it is offensively pretty useless when it is still resisted by Fire, Poison, Flying and Steel. Lilligant doesn’t even learn good Normal-type moves as the only special Normal-type moves it gets are Hyper Beam and Tera Blast. Tera Blast is too weak and redundant for Tera-Grass, while Hyper Beam does not fit sweeper sets at all. Lilligant has absolutely nothing outside of these three moves for coverage, and its effectiveness in sweeping largely depends on the matchups. At least most Fire and Steel-types cannot stand boosted Petal Dance, but Flying-types are usually big problems with their high Speed. Lilligant at least gets some support options, with Light Screen protecting the team in the special spectrum and Encore locking opponents into undesirable moves potentially. For Egg moves, you may consider Healing Wish for itemless runs and Ingrain for a better sweeping potential. Lilligant simply does not have enough offensive moves to be an effective sweeper, but its Grass-type moves are still very strong when given time to do the dance. It is pretty much forced to run some random moves on its move slots, which at least opens up for some interesting strategies for support and giving up on Quiver Dance just to run more supportive moves might not be the worst decision after all.

Kitakami is the land that hates Grass-types and Lilligant is nothing more than just a Grass-type. Lilligant offers nothing against Kieran’s Flying-type assault or the Loyal Three’s brutal toxicity, since its only coverage of Pollen Puff wouldn’t do anything to these foes either. Lilligant does gain an additional coverage in Weather Ball, which is a perfect fit for Chlorophyll sets. Kieran might be a little easier to handle since Yanmega and Gligar can still be broken with brute force. The Loyal Three, however, is so bulky that Weather Ball won’t help too much either. The big boss at the end of this DLC wave also proves to be a major counter to Lilligant, as a fast physical attacker that resists many of Lilligant’s moves, but that isn’t the biggest problem since not many Pokemon has a good matchup with thing anyways. Lilligant overall would rather skip over Kitakami, with the unfortunate type matchups and increasing power level harming its effectiveness severely.

Lilligant hit the lowest low in Kitakami, and it can only get better from there. In the Indigo Disk, Weather teams are better than ever, and Lilligant is a great Chlorophyll-abuser. Under sun, Lilligant can make good use of Sleep Powder and put its foes to sleep before they can even move. Lilligant also forms an even better strategy with Torkoal, as Lilligant’s access of After You can help Torkoal move before their opponents as well, allowing the fire turtle to destroy everything with its Drought-boosted attacks. Entrainment can be used to a similar effect, allowing Lilligant to turn its allies to Chlorophyll users as well. Other than these, Lilligant is mostly still doing the same thing, finding good timing to use Quiver Dance. Though the problem is, setting up can be difficult in doubles, when there are two dangerous foes around potentially double targeting Lilligant, and Lilligant might not be immediately powerful enough to go without boosts. Own Tempo is not going to be as effective, since Lilligant cannot choose which target to hit with Petal Dance. The good thing is, Lilligant finally gets a more interesting coverage in Alluring Voice, which still does not fix Steel or Fire matchups, but can be helpful against Drayton. I do not usually consider changing Tera-Types when writing these thoughts, but with Tera Shards being much more accessible in the BBA, Lilligant can really use a type change to help out certain type matchups and pretty much any types other than Grass/Bug/Normal would be better. Amarys and Crispin are going to be big problems though, since Crispin also doesn’t mind using sun to his advantage. Even outside of these important fights, Lilligant also just isn’t as good as staying on the field with its average bulk. However, remember that even if Lilligant has no good moves to use, it can always be effective with After You, Entrainment or even just Helping Hand. Lilligant loves going back to single battles in the expedition trip, since it is faster enough to threaten the big boss, who does not run types that resist Grass, making Lilligant an even better choice for Tera in that particular battle. After that, the Kitakami revisit is not going to better than your first visit, since there are still so many Poison-types around. Lilligant overall is still pretty usable, though it requires more tricks to work around its flaws. The Blueberry Academy also introduces some more Chlorophyll users, each with more interesting attacking options, bringing in some competitions. Lilligant has some merits, but it might not be your first choice when picking up suitable team members.

Coverage moves are everything in Monotype runs and Lilligant is not well known for those. Lilligant offers next to nothing for a Grass-type team both offensively and defensively, since Lilligant is helpless against common issues like Flying-types and Fire-types. Lilligant is good at using Grass-type moves and they are of low demand since everything on the team can use Grass-type moves. Quiver Dance is a neat trick, but Lilligant won’t be able to set up against Grass resists and the team won’t need a Quiver Dance sweeper against Grass-weak foes. Without the power of confusion-free Petal Dance, Lilligant is mostly limited to using powder moves and Sunny Day, which is mostly done better by Jumpluff. Lilligant has a great power under sun, which can be useful with a team full of Chlorophyll users. However, Scovillain and maybe even Sunflora would be able to pull off the strategy better with their selection of moves. Lilligant can of course stay true to itself and function as the main Grass-type attacker on the team, but there would be multiple Pokemon more suitable in doing so. If you really want to use Lilligant for its Chlorophyll potentials, there might just be a better alternative way to do so.

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The sunlight in Hisui shines more brightly than any other region, and Petilil evolves into a different form of Lilligant as a result. Lilligant-H is exclusively available to those who have access to Legends Arceus, as it currently can only be evolved from Petilil in that game. If the connectivity isn’t an issue to you, then you have just gained access to yet another fast physical attacker. Lilligant-H shifts to using a base 105 Attack and receives a faster base 105 Speed as well that will outspeed pretty much anything not above its level. It also takes on an additional Fighting-type with its new physical-oriented battle style. Just like Breloom before it, Lilligant-H finds common super effective targets as its STABs are strong against seven different types. Of course, the combination of Grass and Fighting is not too effective against opposing Poison, Bug and Flying, which are quite a lot, especially if Lilligant-H takes on a setup approach. Lilligant-H of course has ways to deal with this glaring issue, as unlike Breloom, Lilligant-H actually has a great Speed. Grass/Fighting is less appealing in the defensive side, since Lilligant-H has a total of six weaknesses, including a quadruple weakness to Flying. Combining with its 70/75/75 bulk, Lilligant-H may struggle to face certain strong targets. With access to status moves and coverage, Lilligant-H often still finds great opportunities to save a bad matchup and strikes before its opponents do. That being said, Lilligant-H still finds most trouble with Atticus and Ortega, as their Starmobiles are too tough for it to handle. Larry might be a challenge on his second fight, while Hassel is just a general rough battle. All things considered, Lilligant-H still finds more favourable fights than not, which is already a great reason to recruit it on the team. Lilligant-H even has two great abilities to cement its strengths. Just like Unovan Lilligant, Lilligant-H has access to Chlorophyll, which allows it to get more speed under strong sunlight. Though Lilligant-H is naturally faster than Lilligant-U and has even less use of a speed doubling effect. Alternatively, Lilligant-H can have the Hustle ability, which gives it a further boost on its power, but the lowered accuracy can be risky to use. Both abilities are great, but Lilligant-H can function well without them as well, so just make sure it doesn’t have Leaf Guard. By looking at stats and abilities, Lilligant-H is already looking good.

Lilligant-H has its movepool mirroring its Unovan counterpart, and the two of them share many great attributes in terms of moves. Just like Lilligant-U, Lilligant-H can remember all of its moves as long as it is above Level 5. Considering Lilligant-H can just be obtainable around the low Level 18, its options are extremely powerful. Lilligant-H’s signature move, Victory Dance, is basically a physical version of the fantastic Quiver Dance. Bulk Up is already a great setup move, and Victory Dance is just Bulk Up that also provides Speed boost. Thanks to Lilligant-H’s high natural speed, it can safely dance in front of physical attackers and take their upcoming hit. 70/75 physical bulk is good enough to take on strong enemies after a +1 boost, and of course the 105 Attack and Speed are just amazing after the boosts as well. Lilligant-H also has great attacking options to go with Victory Dance. Gaining access to Petal Blizzard and Leaf Blade immediately is great, as these moves have consistent power and accuracy. Leaf Blade is mostly the better option with a higher chance of critical hit. Speaking of blades, Lilligant-H even has the rare Solar Blade, which is a great fit for Chlorophyll sets, but it is the strongest option even without Chlorophyll. Lilligant-H also gets a brand-new Fighting-type move to go with its newfound STAB. Axe Kick is a base 120 power move that may also confuse targets, though Lilligant-H risks damaging itself if the move misses. Its other Fighting-type attacks come from TMs, with Close Combat being the only one that rivals Axe Kick’s power. Close Combat has a relatively minor drawback considering Lilligant-H is not meant to be bulky anyways, though the fewer PPs can be quite annoying. It should be noted that Lillligant-H can only naturally come with Tera-Grass, and not Tera-Fighting. Tera-Grass does allow boosted Grass damage, but it isn’t too defensively useful. Lilligant-H’s STABs are strong, but they might not be too useful against certain targets. Just like its Unovan counterpart, Lilligant-H doesn’t get too many coverage options, but it has just enough to make things work. The first accessible TMs include Acrobatics and Aerial Ace, which hit most of the Grass resists for neutral damage outside of a few specific ones. Acrobatics will basically mean Lilligant-H needs to run itemless, but that is a small price to pay for such a strong move. Poison Jab is mostly used to handle Fairy-type but doesn’t offer too much neutral hits otherwise. Ice Spinner after you beat the eighth Gym serves as a fantastic option to hit Flying-type as well as Dragon-type. Ice Spinner offers great type matchups, but using it against Flying-type can be a little risky and some Flying-types might be able to take an Ice Spinner as well. Lilligant-H already needs to run Victory Dance and its dual STABs, so there is only one slot left which cannot perfectly covers everything regardless which move to use. This also applies to status moves as well, since Lilligant-H cannot open up a moveslot for the plethora of choices it has. Sleep Powder and Stun Spore can effectively buy time for Lilligant-H to set up, as Lilligant-H would cast these status effects before most of its foes. Leech Seed, Ingrain and Synthesis are useful tools for longevity, as Lilligant-H does not have the luxury of running draining moves. Charm and Encore still function well to nerf its opponents, while Swords Dance provide an alternate setup option if Lilligant-H wants to go for more power at once. Sunny Day lets Lilligant-H set up the weather, but it isn’t too necessary as it does not benefit that much from sun. Defog isn’t too useful when hazards are not common, but it does make Axe Kick more reliable. Lilligant-H still has the mixed attacking and support movepool like Lilligant-U, but Lilligant-H just has a tad bit more options that allow it to be much more usable than its Unovan friend.

The Kitakami region is a testament of how well a Pokemon faces against Flying-type and Poison-type. Lilligant-H does not like Pokemon of these types and thus does not enjoy the Teal Mask expansion. Kieran’s Flying-types are still manageable since Lilligant-H can still outspeed Yanmega and Gliscor and hope to threaten them with Ice Spinner. The Loyal Three, however, are way too bulky for Lilligant-H’s weak coverage. They also have super effective STAB moves that likely will KO Lillligant-H in one shot. Firepon of course is a big problem as well, since Ogerpon is just naturally powerful and fast. Lilligant-H did not even gain any new tools for the TM expansion. Even in the Hisuian form, Lilligant would much rather not visit the Kitakami region.

Lilligant-H’s useful tools are not limited to single battles, as evident in the Indigo Disk expansion. Petal Blizzard gains new uses as STAB if Lilligant-H is paired with something that doesn’t mind taking friendly fire. Sun-based teams are always great in doubles, and Lilligant-H can make better use of Chlorophyll since Pokemon around are getting much faster. Lilligant-H’s access of After You and Entrainment with Chlorophyll provide interesting support options for slower allies, similar to Lilligant-U. Lilligant-H will find it difficult to setup though, facing two foes at once, but Victory Dance is always a worthwhile gamble and is likely why you want to use Lilligant-H in the first place. Lilligant-H can even give its allies a Bulk Up boost by its new access of Coaching, but it may not be the best use of this Pokemon. Speaking of new TM moves, Lilligant-H gains a new Ice-type move, Triple Axel, which is 50% stronger than Ice Spinner when connecting all three hits. Lilligant-H can use Wide Lens to boost up the probabilities and the item will help out Axe Kick as well. Unfortunately, Lilligant-H would need to give up on Acrobatics as a strong Flying-type coverage. However, Lilligant-H still has more than enough to handle most foes despite the increasing power level and can leave things for its allies to handle during difficult matchups. Lilligant-H struggles to battle Lacey and Crispin, while other trainers can bring in Pokemon that it doesn’t want to fight as well. Kieran’s battle isn’t going to be a cakewalk, but Lilligant-H’s STAB combination allows it to target a few Pokemon specifically as well. After that, the big boss in expedition trip actually won’t be too big of a problem, since Lilligant-H is faster and can make good use of Tera to break barriers. The Epilogue won’t be too nice though, as there are so many Poison-type running around. Lilligant-H is still an overall great Pokemon, as its Attack and Speed are so good they can handle all sorts of situations.
The Fighting-type does not go too well with Grass-type and Lilligant-H does not help out Grass-type teams too much in terms of type matchups. Flying-type is big problem and Lilligant-H can’t do much against them. It also does not fare well against other issues like Scizor. However, Lilligant-H at least has a good Speed to work with its offenses and its attacking options can be really helpful at times. Lilligant-H is at least faster than most Ice-type and makes sure Ice-type Pokemon are in control, as other anti-Ice options like Breloom and Scovillain need to compete to go first. Lilligant-H is also the faster Grass-type option with Ice-type moves available, at least before the Indigo Disk dropped, which makes it a fast answer to opposing Dragon-types. Lilligant-H also offers synergy with fellow Grass-type simply because it has Chlorophyll for sun teams, which makes it especially helpful during the Blueberry Academy trip for Double battles strategies. Lilligant-H is not the best member for a mono-Grass team, but it can always be a safe backup. While it has a lack of utilities to contribute to the team, it is very good at doing what it does and that makes for a good enough reason for some considerations.
 
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In recent generations of games, some species of Pokemon might be incompatible with the games and cannot be transferred through any methods. Rotom has the ability to possess electronic devices and successfully infiltrate every region since the Pokemon Sword and Shield games came out. Game Freak’s favourtism aside, this is a great news for trainers as the Plasma Pokemon has always been a great Pokemon for single-player and multi-player purposes. In the Paldea region, Rotom can be found around Levincia or Porto Marinada, making it an easy Pokemon to find no matter which way you go. Levincia is home to lower levelled Rotom, but you would need to go to the auction market anyways to get the Rotom Catalog. Thus, at the mid-twenties, Rotom-Mow can be obtained by having a Rotom hop into a lawn mower through the catalog.

Rotom-Mow has some high base stats for how early it is available. Its best attributes are its dual defenses, both at base 107. Rotom-Mow provides great defensive uses with its wide array of support moves. However, the pitiful base 50 HP is a major letdown and greatly limits Rotom-Mow’s defensive capabilities. Rotom-Mow is by no means a perfect wall, but it still has some great things going for it. Its base 86 Speed isn’t the fastest option around, but it will be enough for Rotom-Mow to mess up most opponents before they get to strike. Thunder Wave and Confuse Ray should be available at the start, and they are some nasty status effects to prevent your foes from executing moves. There should be a Will-O-Wisp TM if you go further north from Levincia, and Rotom-Mow is a rare Electric or Grass to learn this move. Burning your foe gives residual damage and half their Attack, both are things that Rotom-Mow appreciates. Double Team is an early access for those who like playing with evasiveness, and Rotom-Mow isn’t too weak to perfect accuracy moves. Rotom-Mow is also pretty good at setting screens with its good speed, further strengthening its defenses. Eerie Impulse should also be around the area, and that is more or less the special version of Charm. Rotom-Mow also makes great use of its speed as a weather setter with access to Sunny Day and Rain Dance.

People often say, “The best defense is a good offense”, and Rotom-Mow lives with that saying. In fact, Rotom-Mow’s offense option is a great base 105 Special Attack, which is Rotom-Mow’s yet another great asset. Rotom-Mow functions well as a special attacker with a good enough speed and a satisfactory attacking typing, as the Grass-typing and the Levitate ability allow it to be an Electric-type that handles Ground-type well. Rotom-Mow learns Leaf Storm when it inhabits the lawn mower, which is a really strong move for the level twenties. Sure, the Special Attack drop is unfortunate, but Rotom-Mow can always switch after a KO or pivot with Volt Switch, though Volt Switch isn’t really that necessary in single-player. Other than that, Electro Ball is an early-game Electric-type attack that pairs well with Thunder Wave, while Charge Beam is an alternative for the potential Special Attack boosts. Discharge is pretty late at Level 50, and you are likely to get the Thunderbolt TM before that. Thunder is a little later and has an unreliable accuracy, but it has an unrivaled power among the Electric-type moves. Rotom-Mow can further power up its strong STABs with Nasty Plot setup, which can be safely pulled off with the help of Substitute. The Electric and Grass STAB combination works out fine as Grass hits Electric-immune Pokemon well, but they have problems against opposing Grass and Dragon. Rotom-Mow lacks strong options against these types, but it has some moves to go for neutral hits. Being a poltergeist itself, Rotom-Mow has access to some Ghost-type and Dark-type moves. Shadow Ball is a steady option, while Hex pairs well with Thunder Wave or Will-O-Wisp, doubling to 130 power with status conditions on the foes. Dark Pulse is offensively redundant with the Ghost-type moves, but the flinch chance is neat. Foul Play heavily depends on how strong the foe is, but is pretty useful for a defensive build. Hyper Voice may also be surprisingly effective, since there is a lack of Normal-resists that can take Electric/Grass moves (RIP Hyper Beam). In general, the Ghost-type moves hit the most super effective targets and are the most reliable options. Rotom-Mow can also naturally come with Tera-Ghost, which completely changes its type matchups in addition to the Ghost-type damage boosts. Alternatively, Tera-Electric gives a stronger STAB and leaves Rotom-Mow with no weaknesses thanks to Levitate. Rotom-Mow usually has free moveslots after putting its STABs on and it has a variety of moves to use which is highly customizable for your preference.

By all means, Rotom-Mow is a great and splashable Pokemon, but it is really difficult to recommend. Well, the problem is, Rotom’s gimmick revolves around its ability to change forms freely and all appliance forms share pretty much the same great attributes. If you are using a Rotom, you would want to switch around its forms and Rotom-Mow isn’t really the best form you want to keep it as. Rotom-Mow’s main advantage is its super effective hits on Ground, which is accomplished by Rotom-Wash and Rotom-Frost as well. These two forms of Rotom also have strong secondary STAB moves that do not drop their Special Attack, giving them more chances to stay in the field. Grass and Water have always had a rivalry sharing two super effective targets. Rotom-Wash especially destroys Rotom-Mow in this regard, as their Electric-typing basically makes the Grass-typing’s strength over Water obsolete. Rotom-Wash’s only problem is the unfavourable matchup against Grass, and that can be handled by Rotom-Heat or Rotom-Fan. Rotom-Mow really only hits Gastrodon and Whiscash better than Rotom-Mow. They are pretty rare and may not be something you always prepare for. Otherwise, if you are fighting Water, Rotom-Wash is a safe option since Water-types around don’t run Grass-type moves. If you are fighting Grass, Rotom-Heat is fine as Grass-types don’t hit with Water or Rock. Rotom-Mow’s only real defensive benefit is actually its double resistance to Electric, which isn’t a big problem for all the Rotom forms anyways. Not to mention Rotom-Mow’s four weaknesses, when the Rotom appliances aim to provide defensive assistance with their wonderful typings. The Grass-type actually works well with Electric since it offsets the Ground weakness, but that doesn’t matter because all forms have Levitate and Rotom-Fan especially makes sure it avoids Ground-type moves. There are not many fights where you want to keep Rotom-Mow in this form. It is mostly good at handling the Dragon Titan battles, Rika’s fight, the Top Champion fight and the Iono rematch. Unless you already have a Ghost-type, a Water-type, a Fire-type, a Flying-type and an Ice-type on the team, otherwise Rotom-Mow really isn’t the best way to use your Rotom.

Paldea wasn’t too harsh to Grass-types and Rotom-Mow still struggles to beat its siblings. Kitakami, being the land that bullies Grass-types, gives Rotom-Mow no advantages over the other appliances. Kieran runs several Flying-types, which are perfect for Rotom to handle. Rotom-Mow, however, does not resist Flying and is even weak to Yanmega’s Bug Buzz. Rotom-Heat is better at battling Carmine for a better matchup against her Grass-types and Ninetales. The Loyal Three are of course some tough fights for Rotom-Mow, as it takes super effective damage from Poison-type moves and doesn’t do much in general. The fearsome Firepon is also without a doubt better left for another Rotom form, with Rotom-Wash being a great choice for most of that fight. The only good battles for Rotom-Mow seem to be the Water-type Ogre Clan member, since it handles Ludicolo really well, the Electric-type member who runs a bug Pokemon on the team and the final member. However, even for these fights, Rotom-Mow is prone to getting worn down as they are pretty tough. In fact, 50/107/107 bulk doesn’t look so appealing anymore when everything around is getting powerful and Rotom-Mow’s typing just isn’t the best for exploring the Kitakami region.

Rotom has historically been a decent choice for Double Battles. With a good Special Attack and a good bulk supported by Levitate, Rotom finds itself useful on all sorts of team and against all sort of enemies. But, as per usual, the other forms of Rotom are probably better than poor little Rotom-Mow. Rotom-Mow’s four weaknesses just don’t work out well when Rotom-Wash and Rotom-Heat provide a much better defensive use. Rotom-Mow is weak to common spread moves like Blizzard and Heat Wave, which makes it a poor choice especially for the Polar Biome and the Crispin fight. Drayton and Amarys also have a team of Pokemon that can take hits well from Rotom-Mow, and Rotom-Wash would do a better job against Kieran. Even Lacey has a few Pokemon strong against Rotom-Mow, but at least it can handle Excadrill pretty well. Rotom-Mow has some new tricks for the Indigo Disk though. It gained Pain Split, a good “recovery” move to work with its low HP, and Electroweb, a STAB speed control option. Trick wasn’t too useful in the base game, but it can now be a neat way to remove your opponents’ powerful items. Levitate is always a great ability, and now it enables your allies to use Earthquake freely. It can thus form a great combo using Discharge with a Ground-type Earthquake user. This wave of DLC also bring in a new level of powercreep, which can be difficult for Rotom-Mow to handle occasionally due to a rather average bulk. Rotom-Mow then moves on with a decent matchup against the big boss of the DLC wave, thanks to its great Speed and good resistances. After that, the Epilogue won’t treat it too nicely since it is weak to Poison. Rotom-Mow is still not a bad Pokemon, but it still struggles to find niches over its plasma siblings. Unless you have strong reasons to keep a Grass-type, Rotom-Wash pretty much outclasses Rotom-Mow in all sorts of way.

The first thing Rotom-Mow likes about a Mono-Grass team is no more Rotom-Wash to compete with. Without needing to worry about form changes, Rotom-Mow can finally shine bright with its great movepool and solid stats. Judging its offensive and support capabilities, Rotom-Mow is already a great Pokemon with several neat tricks. Rotom-Mow gets even more amazing when we look at its synergy with its Grass-type friends. Rotom-Mow is the only Grass-type in Paldea that isn’t weak to Flying, as well as the only one with a STAB strong against Flying outside of Abomasnow. When the Flying-type is one of the most commonly type seen in Paldea, having a Rotom-Mow is almost necessary just so you don’t automatically lose to all the Squawkabilly and Staraptor. Rotom-Mow is thus a great backbone in the two Larry fights and the Hassel battle as well. Its resistance to Steel can be handy as well, as the Steel-type’s good defense and resistance to Grass can make it difficult for other Grass-types to handle. Though Scizor is still pretty annoying with its Bug-type moves. Even with the DLC waves introducing more type combinations for the Grass-types, Rotom-Mow still provides great offensive use with its Electric-type moves against Flying-type Pokemon. Having Levitate for the Indigo Disk is also great when some Grass-type allies want to run Earthquake as coverage, and Rotom-Mow handles the Flying-type Pokemon immune to Earthquake. It is a shame Rotom-Mow doesn’t do too much outside of the Flying-type matchups, but it is still an essential Pokemon for a full team of Grass-type.

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Game Freak loves turning dead people into Ghost-type Pokemon and this generation gives us Bramblin. Bramblin is formed when a lost soul gets tangled up with dried grass, giving it a unique (in Paldea) Grass/Ghost typing. As an evolved Pokemon, Bramblin is pretty powerful and strong Pokemon as it should come with the moves Bullet Seed and Hex already. Bramblin isn’t too early in game, but it is obtainable at around Level 25 both eastwards and westwards, which is still early enough for a valuable addition to the team. If you know what you are doing, Bramblin can evolve into Brambleghast in just one level after you catch it, making it a highly accessible fully-evolved Pokemon that can be obtained before you hit Level 30.

Brambleghast is a promising attacker with an Attack of base 115, which is higher than many strong Grass-types like Meowscarada and Flapple, and ties with fellow Ghosts like Annihilape and Banette. Brambleghast mostly focuses on physical attacks, but its special attacks are usable too with its base 80 Special Attack. Grass/Ghost isn’t the best attacking typing, but they are enough to hit many targets for at least neutral damage. Grass/Ghost is also arguably better than the highly similar Grass/Dark since there are so many strong Fighting-types around. Brambleghast makes good uses of its offenses with a great 90 Speed, which allows it to outspeed most things in the Paldea region. Defensively, Brambleghast isn’t that impressive as it still has five weaknesses pairing with an unsatisfactory 55/70/70 bulk, which means it won’t be too useful against powerful foes. On the plus side, it still has two immunities and four regular resistances that allow it to have some advantages over different types of targets. It also has some interesting immunities to wind moves thanks to its ability Wind Rider, which would make moves like Hurricane and Blizzard do no damage. Wind Rider is also particularly helpful for Brambleghast’s offensive use as it gives the tumbleweed Pokemon an Attack boost when hit by a wind move or when sent out while Tailwind is in effect. Infiltrator, while not a bad ability for such an offensive Pokemon just for the random screens, is not really Brambleghast’s signature trick and not worthwhile for the Hidden Ability. Overall, Brambleghast still finds a good number of good matchups. It is available just early enough for the Water-type Gym, and later on it fights well against the Ghost-type, the Psychic-type and the Ground-type users. Unfortunately, its poor bulk means it doesn’t fare well against the Starmobiles, and despite the immunity to Fighting, it won’t do much to Eri’s bulky Pokemon. The Top Champion and the secret bosses are pretty tough with their powerful Pokemon, and Brambleghast will have a harder time in the Scarlet version specifically. Still, Brambleghast is looking decent with its stats and typing, but it doesn’t follow things up with its movepool.

Grass and Ghost are two types that don’t treat physical attackers too well, and Brambleghast will struggle for quite a while in your adventure. Brambleghast naturally comes with Bullet Seed, which is actually its best Grass-type move for thirty more levels. Bullet Seed is pretty unreliable, though that can be fixed with the Loaded Dice. Brambleghast’s next physical Grass-type move is learn Power Whip at Level 55, if you haven’t given up on it yet, which is a wonderful move to work with its great Attack. Between these moves, Brambleghast only gets Mega Drain and Giga Drain, which won’t do much damage, but it gives Brambleghast some decent healing thanks to its low HP. Things aren’t much better on the Ghost-type side either, as Brambleghast only starts with Astonish and Hex. Hex already has a disappointing base power, and Brambleghast lacks status moves to go with it as well. Brambleghast will learn its final Ghost-type attack, Phantom Force at Level 35, which is actually pretty early for how strong it is. Phantom Force taking two turns to hit can be pretty annoying, but it is still a solid base 90 power move that is good enough for single-player uses. Phantom Force also works pretty well with residual damage, with Brambleghast learning Infestation and Curse for that. Brambleghast gets some strong STABs and is thus a good user of Tera. Tera-Grass has a stronger power with Power Whip, while Tera-Ghost is better defensively. Brambleghast doesn’t learn too many moves outside of its own types, with Defense Curl and Rollout being a pretty neat combo, but Brambleghast doesn’t have enough bulk to make that work. Rapid Spin lacks utility since not enough opponents use hazards, but its Speed boost can be interesting to use. Another utility option includes Disable, which can be utilized pretty well by Brambleghast’s good Speed. Pain Split provides an alternate healing option, since most foes have higher HP than Brambleghast. From Egg Moves, Brambleghast can get Leech Seed, which is a steady residual damage that Brambleghast often needs to finish its foes and goes well with Phantom Force. Strength Sap is another healing option that lowers foes’ Attack, which can be helpful as well. Shadow Sneak is the only priority option, but it is too weak to be useful and Brambleghast has enough Speed to run without priorities. In terms of TMs, Brambleghast gets basically nothing. Trailblaze and Seed Bomb are fine as early options, but they are pretty weak to be used. Energy Ball, Shadow Ball, Leaf Storm and Solar Beam are some strong special attacks, which can take some moveslots if Brambleghast has nothing else to use. The reason of that is because Brambleghast learns basically no coverage. Thief is offensively redundant with Ghost-type moves. Pounce is way too weak, though it can be useful early on. Outside of these moves, Brambleghast only gets Normal-type damaging moves. Giga Impact at least works fine for dealing neutral damage, while Tera Blast is mostly used for dedicated Tera-Ghost user as a more reliable STAB than Phantom Force. Brambleghast doesn’t get too much non-damaging moves either. Spikes is the most notable one, but it has limited use when opponents don’t switch around often. Scary Face can be useful if it runs into a fast threat. Protect can be helpful as well, since Brambleghast has some residual damage moves to run. Despite having an Ability that can be triggered by Tailwind, Brambleghast doesn’t actually learn the move itself and must rely on its teammates to set it up. Brambleghast’s lack of good moves is by far its biggest flaw, which hurts a lot when common bird Pokemon around can take its hits pretty well. Squakwabilly and Staraptor has good resistances to its STABs, while Corviknight just has such a high defense. Brambleghast ends up being mostly a disappointment with a subpar STAB learnset and a bad TM learnset. That being said, if you need a Pokemon to do both Grass and Ghost damage, Brambleghast still does its job really well and will be a good enough team member.

Brambleghast doesn’t live in Kitakami naturally, but it manages to adapt to the tough environment around. Grass-types in general does not like the Teal Mask expansion, since it features several strong Flying-type and Poison-type. Kieran’s main Flying-type, Yanma, actually runs Air Cutter for a long time, which is blocked by Wind Rider. Since Brambleghast takes neutral from Bug, it actually does fine against Yanma in particular. Cramorant has a poor Defense and takes neutral from the powerful Power Whip. Gligar/Gliscor are really the only issue on his team. The Poison-type around, namely the Loyal Three, are still going to be rough, but Brambleghast has some advantages as well. Brambleghast is immune to Okidogi’s Close Combat, which is the big dog’s strongest move by far, though Brambleghast still needs to be careful about Okidogi’s other moves. Munkidori has a low Defense and is weak to Ghost. Fezandipiti also has a low Defense and isn’t too threatening in general. While Brambleghast won’t be the one winning these fights, it still provides enough uses to stall out the battle for the team. Unfortunately, Brambleghast still doesn’t like the Ogerpon fight all that much, but nothing really likes it anyways. Brambleghast’s rare typing serves it well, though it isn’t so unique anymore. The biggest problem for Brambleghast is that it gains some competitors in Trevanant and the brand new Sinistcha, which might be the better Pokemon to use in the long run. Shiftry also shows up snatching Wind Rider, and seems to be a better Pokemon for that as well. Brambleghast lost some uniqueness, which was a big reason to use it, so its use certainly goes down, just not to rock bottom yet.

Brambleghast goes wherever the wind brings it to and the wind around the Blueberry Academy seems to be pretty strong. Brambleghast itself didn’t change too much, with it only gaining Skitter Smack as a new move. While Skitter Smack is still not the ideal coverage Brambleghast needs, it hits Dark-types really well and the Special Attack drop can provide great support as well. What Brambleghast actually likes is how Wind Rider is such a great Ability for doubles. Tailwind has a rather limited duration, which makes it difficult to utilize in Singles. Brambleghast previously needs to switch into an already set Tailwind, but it can now pair with an ally that sets Tailwind while it goes for attack immediately after taking the Attack boost. Wind Rider isn’t just useful offensively though, as the immunities provided are still wonderful. Blocking Blizzard makes the whole Polar Biome trip safer; blocking Heat Wave makes Cripsin less threatening; blocking Hurricane makes Kieran’s fight go a little better. These random immunities are much more useful in Double Battles and gives Brambleghast better matchups. Things aren’t just all good for the tumbleweed though, as Crispin and Kieran have better plans than just spamming wind moves, and Brambleghast doesn't offer too much in terms of type advantage. Brambleghast’s five weaknesses also leave it vulnerable all the time, as its 55/70/70 bulk looks even worse in the powercrept BBA. Even its Attack and Speed aren’t so reliable, and Brambleghast can often fail to threaten bulky foes and become a deadweight for the team (Get it? DEADweight?). Pain Split and Shadow Sneak might be necessary, and Brambleghast doesn’t have too many moves to use anyways. After conquering the BBA, Brambleghast has a pretty good run in the expedition thanks to its high Speed and a good offensive typing that hits the big boss for super effective damage. The Epilogue is also alright, as Brambleghast doesn’t mind the Poison-types around, though it cannot take advantage of Wind Rider anymore. Brambleghast is actually not bad for the Indigo Disk, as it enables neat Tailwind strategies for the team, though that job is also accomplished by Shiftry, which gets more coverage. Still, Brambleghast can make things work if you want it to.
(EDIT: Brambleghast previously gained Poltergeist from the Teal Mask expansion, which ends up being more useful in the BBA as more Pokemon run items. Brambleghast finally makes good use of its base 115 Attack with such a powerful STAB, though it may not be reliable against consumable items or when paired up with Knock Off users.)

In a surprising turn of events, Brambleghast’s biggest use in a Mono-Grass run is its defensive capabilities. Nope, April Fool’s was long gone. Brambleghast’s Ghost-typing makes it neutral to Poison and Bug. While these two types aren’t big enemies of Grass, they can still be pretty threatening to most Grass-types. Brambleghast makes use of its high Speed and good secondary typing to hit these nasty Poison or Bug for big damage, often stopping them before they strike Brambleghast down. Brambleghast’s immunity to Fighting is also wonderful, as Grass-types in Paldea don’t answer Fighting too well. While Brambleghast’s poor bulk severely limits its defensive uses, not taking super effective damage is already a major advantage against strong foes like Atticus or Eri. Brambleghast’s use drops when Trevenant and Sinistcha arrive, but Brambleghast still has some nice synergy with mono-Grass team thanks to Wind Rider. Wind Rider blocking Blizzard and Heat Wave is also really helpful, and that can be notably useful during the Indigo Disk expansion. Shiftry, being another user of Wind Rider, also gives Brambleghast some compettition, but Brambleghast is faster and stronger, and honestly the two Pokemon can just work together as well. If only Brambleghast learns more coverage or gets more utilities, it would be significantly better. But for right now, Brambleghast is still looking decent as a mono-Grass team member just by virtue of its typing and good stats.
 
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Trainers venturing in the Asado Desert will run into the cactus Pokemon Cacnea, which is a friend-shaped Pokemon perfect for hugging. However, despite its adorable appearance, Cacnea is a highly dangerous Pokemon as evident in its strong offensive stats. Cacnea’s base 85 Attack and Special Attack are very much usable right off the bat and are even higher than some of the fully-evolved Pokemon around. With access to Bullet Seed and some other TM moves immediately, Cacnea provides decent damage output and isn’t too difficult to raise up. However, its low bulk and unimpressive pure-Grass typing mean it still struggles a lot against strong opponents. Cacnea being obtainable at the early twenties means it takes around ten more levels to evolve. If you would rather skip this process, the less huggable Cacturne is actually directly available in the Desert as well at a much higher level. The Cacturne will be a lot harder to catch, but the level advantage can be really useful if you don’t need this family at the twenties.

Cacturne is the second Grass/Dark Pokemon available in your Paldea journey, though it plays pretty differently from Meowscarada. Hailing from the Hoenn region, Cacturne is a typical case of mixed attacker with poor bulk and speed. Having both offenses at base 115, Cacturne has an Attack better than Meowscarada and a Special Attack better than Houndoom. While it isn’t the strongest on either spectrum, it is definitely one of the more powerful mixed attackers around. Offensively, Grass hits many targets for super effective damage, while Dark is mostly there for strong neutral hits, though Cacturne definitely needs coverage to support its STAB moves. However, since Cacturne is pretty slow with a base 55 Speed, it does not make for a clean sweeper and is guaranteed to trade hits with its opponents. Grass/Dark is significantly worse defensively, as the two types do not cancel out weaknesses at all. Cacturne has a whopping seven weaknesses in total, with one of them being a quadruple weakness to Bug. Combining that with a subpar 70/60/60 bulk, Cacturne faints to super effective hits really easily. Cacturne does have decent synergy with Assault Vest, but not even that would offer much help for it, and it would much rather run other items. If Cacturne plays around its weaknesses, which isn’t easy with so many of them, it can still take some good hits thanks to its useful resistances as well. This is further supported by Cacturne’s abilities, which are both more defense-inclined. Cacturne regularly comes with Sand Veil, which gives it a sand immunity and an evasion boost in sand. It is really handy when exploring the Asado Desert, but it can be a little unreliable and cheesy. Outside of the desert, it still pairs well with sand setter like Hippowdon or Tyranitar, providing a much-appreciated Grass-type coverage for its allies. Sand Veil is understandably not everyone’s favourite ability and Cacturne can go for its decent Hidden Ability, Water Absorb. Cacturne is not the best of this ability, but it likes having an immunity to Water since its poor bulk doesn’t like taking resisted hits much. Thanks to its interesting dual typing, it has a good matchup against the Ghost and Psychic Gyms, as well as the Rika fight. However, its weaknesses can be easily exploited and make it unrealible even with type advantage. Finally, it should be noted that Cacturne evolved from Cacnea would only have Tera-Grass, which a pretty powerful option for its stronger STABs. Tera-Dark requires getting wild Cacturne, but it removes some of its weaknesses and powered up Dark-type moves are always helpful. So far, Cacturne isn’t looking too bad, though it certainly has some notable issues as well.

Oriented around its great attacking stats, Cacturne keeps learning all sorts of attacks. After it evolves, it should have Bullet Seed as its main Grass-type STAB, which can be made more reliable with the Loaded Dice. Cacturne unfortunately doesn’t learn too many Grass-type physical moves other than that, with Seed Bomb being the only other option with decent power, and Trailblaze is a weaker move that gives Cacturne a much-needed Speed boost. Just like many other Grass-types, Cacturne has more moves on the special side, mostly from TMs. Energy Ball at Level 44 provides steady damage, while Giga Drain is Cacturne’s best draining move and helps it stay in battle for a little longer. Leaf Storm is Cacturne’s strongest special moves and can be helpful even on dedicated physical sets. Cacturne doesn’t fit on sun too much, but Solar Beam is always a strong option under strong sunlight. Cacturne learns a bit more Dark-type physical moves. Payback at Level 26 is a strong option as Cacturne often moves after its foes, which doubles the power of Payback to base 100. Sucker Punch at Level 35 is another great tool as Cacturne needs priority moves to fully utilize its strength. Cacturne’s Sucker Punch is strong enough to revenge kill most of the opponents and makes it a great answer to faster and frailer foes in general. Power Trip starts off weak, but it pairs well with Cacturne’s setup options. For the TM moves, Fling can be a pretty strong one-time nuke when using a heavy item like the Big Nugget, but it may not be too useful for longer fights. Foul Play is strong, but it depends heavily on the opponents and honestly puts Cacturne’s great Attack to a waste. Dark Pulse is the only Dark-type special move, and Cacturne unfortunately doesn’t make good use of the flinch chance. Cacturne has a few STAB moves to choose from, but they are all not that strong. Cacturne’s best move is Sucker Punch, which is at a mere base 70 power, making its power level lower than what you expect from a base 115 dual Attack Pokemon. Cacturne similarly learns many coverage options, but they are all not too strong. At Level 38, Cacturne learns Pin Missile, which is yet another move that goes well with the Loaded Dice, as it turns into a guaranteed base 100 power move that crushes fellow Grass-types and Dark-types. Bug-type coverage is not the worst for Cacturne, but it does not offer much for a Grass-type Pokemon and Cacturne needs more. Focus Blast is another strong coverage, though this one hitting on the special side. Focus Blast is a great addition for special sets or mixed sets to deal with bulky Steels, though the accuracy leaves a lot to be desired. If Cacturne wants to focus on the physical spectrum instead, it learns Low Kick, Brick Break and Drain Punch, which all go well for it with Drain Punch giving it longevity. Cacturne also gets some Ground-type moves to hit Steels, with an additional benefit of hitting Fire-types and Poison-types as well. Bulldoze is available early on and helps Cacturne outspeed its foes if necessary. Dig is more consistent, though taking two turns to hit can be pretty annoying. Stomping Tantrum is potentially even stronger, but Cacturne usually cannot afford failing a turn first. Belch from Egg moves is the next strongest move, but Cacturne doesn’t quite have the bulk to run berries with Belch. Alternatively, Poison Jab and Venoshock are some other Poison-type coverage to hit Fairy-types, but they are both very weak and Cacturne doesn’t have any moves to inflict poison directly for Venoshock. Zen Headbutt is a great option to hit Poison and Fighting, while Thunder Punch is the best move to deal with Flying-types. Cacturne actually never runs out of options, but the problem is all of them are not strong enough and do not give that great of a type coverage. As a strong and frail Pokemon, Cacturne still hits hard with these coverage, but it needs stronger moves to deal bigger blows. In that regard, Giga Impact and Hyper Beam might not be the worst just because of how powerful they are. Cacturne isn’t just about direct attacks though, as it has some good setup moves to further power up itself. Swords Dance is great for physical attacking sets, while Nasty Plot is for special sets. Fell Stinger from Mirror Herb can potentially maximize Cacturne’s Attack, though it requires good timing to be effective. Cacturne would love to buff itself, but its bulk doesn’t give it too many opportunities to do so. Your best bet of buffing Cacturne is to use Swords Dance first, hoping it would survive and just use Sucker Punch afterwards. Cacturne’s wide movepool doesn’t stop at these options, as it learns several interesting support tools as well. Leech Seed gives Cacturne some healing options but more importantly finishes up opponents that barely hang on with some HP left. Spiky Shield can be used to do a few damage as well against most physical attackers and works well Leech Seed stalling. In terms of healing, Cacturne gets Ingrain as well, but it seriously has no hope staying in the field for long. Having dual Spikes is neat as Cacturne loves extra damage provided by Spikes, but it isn’t a very good setter, and Spikes are not that helpful anyways. Cotton Spore helps slow down faster foes, while Destiny Bond and Counter punish stronger opponents that threaten to KO Cacturne. Substitute, Encore and Disable all give Cacturne better opportunities to set up, but its low Speed significantly limits the use of these moves. Cacturne isn’t too good at setting weathers, but it does learn three of the weathers and Sandstorm does give Cacturne an evasion boost. Cacturne really doesn’t lack options to run, but its poor bulk and low speed severely limit what it can do in battles. Its movepool is wide enough, but is also here and there, mixing all sorts of physical and special options. Cacturne is forced to be a mixed attacker, which isn’t too bad for a single-player adventure. Cacturne is still pretty good at handling Pokemon weak to its types, but it should not be expected to do much else outside of a possible place on a sand team. It is just that Cacturne really seems to have the potential to be better, but it simply just isn’t that good to use and not to mention all the competitions it has.

With Cacturne’s seven weaknesses, it should not be too surprising that Cacturne will keep running into foes strong against it in the Teal Mask expansion. Kieran and his Flying-type Pokemon are rough, with his Yanmega being particularly troublesome for Cacturne, but even his Poliwrath has Fighting-type moves to deal with the cactus. Carmine isn’t too big of a problem, but her Ninetales and Leavanny are definitely no easy targets. And, of course, the Loyal Three all threaten to KO Cacturne before it can do anything. Munkidori is already the nice one since it is weak to Sucker Punch, but that very well can give it easy timing to set up Nasty Plot as well. Okidogi and Fezandipiti threaten Cacturne is more than one way, with Feznadipiti running four moves that are all strong against Cacturne (assuming you do this after you finish the main story of Paldea). Even if Cacturne is lucky enough to take a hit, it certainly won’t like being poisoned by Toxic Chain. Cacturne is also helpless against the fast and powerful Firepon, with other forms of Ogerpon not being too easy either. Cacturne basically has no good matchups in the whole land of Kitakami and thus won’t be too helpful at all. At least it gets even more moves with Knock Off and Lash Out as new Dark-type STABs, an alternate Bug-type coverage in Lunge and a Grass-type priority move in Grassy Glide, though that one will take some set up to be truly effective.

The Double Battles in the Indigo Disk encourage trainers to try out all types of strategies to beat the strong foes around. Cacturne appreciates getting supported by teammates who run Fake Out, Tailwind or redirections, as these support give it more time to wreak havoc and more protection for its abysmal bulk. Yes, its bulk was downgraded from poor to abysmal because everything in the Blueberry Academy hits strong and Cacturne won’t even be able to take any neutral hits. All the Heat Wave and Blizzard running around threaten to KO Cacturne easily. It also basically has no good matchups against any of the Elite Four or Champion fights, when everyone runs great coverage on their Pokemon. Having Sucker Punch for faster foes is really neat, but Cacturne’s power also starts to fall apart with its weak moves, since everyone also puts great defensive investments on their Pokemon. At least Cacturne has some specialties in Double Battles, like how Spiky Shield is an even more wonderful move in Doubles, potentially hurting both targets while protecting itself. Knock Off is a great STAB to use when most opponents run items. Sand Veil is easier to abuse since Cacturne can be sent alongside a sand setter, with Spiky Shield and even Dig being great ways to stall out sand damage. Water Absorb also synergizes well with Surf user and can be helpful against foes that use Muddy Water as well. Cacturne doesn’t need new moves, but it did get some more. Skitter Smack is too weak and slow to be utilized. Throat Chop is strong, but not strong enough. Curse is a great setup move that goes well with Sucker Punch, but setting up in Double Battles is next to impossible for something so frail. Cacturne continues to not perform great with the expedition trip as it is too slow to use Tera well, though it does have STABs super effective against the big boss. The revisit to Kitakami isn’t great either, when Cacturne doesn’t really fix its flaws and there are too many Pokemon preying on its weaknesses. Cacturne isn’t the worst Pokemon you can use, but that is only because Game Freak put Luvdisc in this game. Cacturne really feels like it has been forgotten, but it really isn’t, with how many moves it has received over the years. It is just unfortunate that its good traits aren’t really put together and are difficult to utilize.

When the Scarlet/Violet games give us so many Grass/Dark Pokemon to choose from, Cacturne isn’t meant to have a great niche in Monotype runs. You are most likely using the Sprigatito family for a mono-Grass run, and that is already a good enough reason to not recruit Cacturne. Cacturne also just doesn’t offer too much for the team. Having Focus Blast for slower Normal or Steel-types can be neat, but that move isn’t available too early on. Having Swords Dance and Thunder Punch for the birds is fantastic actually, but no birds would allow the scarecrow to survive that long. And that’s pretty much it. Cacturne’s real advantage is having one of the strongest priorities among all Grass-type Pokemon, but even that isn’t too important for single-player purposes and Grass-type has enough naturally fast attackers. Cacturne just doesn’t synergize too well other Grass-types; it loves to play in sand while others want to sunbathe. Cacturne most probably won’t be too useful for mono-Grass teams, and if you really need a Dark-type, there are plenty of other options.
 
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Commonly mistaken as a Poke Ball, Foongus can be found around the forest area of Tagtree Thicket or around Medali. Despite looking tiny and stubby, Foongus shows trainers what Grass-type and Poison-type are capable of by wide asset of annoying moves. Foongus comes around at the high twenties, for which it should be pretty close at getting Giga Drain, a move that ensures Foongus stays alive at battles. Stun Spore and Clean Smog also help it handle dangerous foes. Foongus’ stats are not the best, with it having an acceptable bulk and mediocre offenses for an unevolved Pokemon, but they are just enough to make things work. Foongus won’t win every battle, but its utilities can be helpful around the level it is caught at, and it won’t be that big of a burden until it reaches Level 39 to evolve. Alternatively, Amoonguss can be directly caught in the bamboo forest around Eri. While it will still work fine as a late-game addition, it surely enjoys joining the team early to at least get more random EVs.

Amoonguss is well known for its defenses and achieves success in competitive plays because of that. As expected, Amoonguss’ 114/70/80 bulk is pretty solid, allowing it to eat up even stronger super effective hits and to function well as a blanket defensive answer. Amoonguss also has two great abilities to help out the team. Effect Spore is the standard ability, which allows Amoonguss to punish contact-inducing opponents with random status conditions. Effect Spore is not bad, but it can sometimes mess up the status effects Amoonguss is planning. Its Hidden Ability, Regenerator, is of course amazing, giving Amoonguss HP healing by just switching out. It is a great ability since you get free switch-outs easily in single-player mode, but going out of your way to get this ability isn’t necessary. There are not going to be that many manual switching and you have several ways to recover your HP anyways. Amoonguss can function with either ability, so just use whatever you get. Grass isn’t exactly ideal as a defensive typing, but it works well when paired with the wonderful Poison-type. Amoonguss has four weaknesses, with some notable unfortunate matchups against Ice and Flying, which can be an issue since so many trainers use Flying-type Pokemon. On the plus side, Amoonguss provides five helpful resistances, with the resistances to Fairy and Fighting giving it an easier time in the final two Team Star battles. Other than that, Amoonguss mostly shines when handling Rika or during some of the Gym Leader rematches. However, the rest of the Elite Four battles might not be too easy as they feature some particularly strong Pokemon that Amoonguss isn’t too good at dealing with, though Amoonguss can always make things work regardless of type matchups. Defensive Pokemon won’t be too useful for single-player campaigns as AI trainers don’t know how to switch around to work with them and instead just brute force everything they see. Amoonguss’ defensive traits aren’t as valuable as they are in competitive, which is why it needs to do more than just taking hits. Its base 85 dual attacks aren’t great and its offensive typing leaves it walled by many Pokemon around. However, if you need something to do Grass or Poison damage, Amoonguss still suffices and has just enough to not be a momentum sink as you are likely to get some EVs in its offenses during your Treasure Hunt. However, Amoonguss is not going to the powerhouse to take out tough foes and doesn’t make good use of the Tera mechanic. Tera-Poison is workable just because it removes some weaknesses, Tera-Grass is simply not strong enough though it can work in a pinch. The only “bad” stat of Amoonguss is its base 30 Speed, but it really is fine moving last most of the time and is something you’d expect for such a bulky and defensive Pokemon anyways. Amoonguss is already shaping great, maybe not what you expected from a random mushroom hiding in the grass.

Amoonguss doesn’t have a very wide movepool, but it has just enough to do what it wants to do. By the time it evolves, Amoonguss should already have Stun Spore and Toxic, both are nasty status effects to cast upon your opponents. Poison Powder from breeding can be used instead of Toxic, as it is more immediately helpful. Amoonguss’ bread and butter is of course Spore, but it is learned at the late Level 54. Sleep or paralysis are more useful for teammates to follow up, while poison is for Amoonguss to stall out the battle itself, so it depends on the team structure which ones work better. For better stalling effect, Amoonguss can also use Synthesis and Ingrain for some direct recovery. Giga Drain provides an alternative for healing, though it might not be too reliable with Amoonugss’ less than ideal Special Attack and too high HP. Solar Beam at Level 48 is strong with sun support, but it is not as good as just using Giga Drain twice otherwise. Clear Smog is the only Poison-type damaging move Amoonguss learns on its own, and it is wonderful for removing stat buff on your opponents. It can be pretty situational, but it is really helpful when it works. Growth can be surprisingly effective as Amoonguss’ only setup, since the mushroom has just enough attacks on both physical and special sides to hit strong, not to mention its bulk and utilities creating many opportunities to do so. These are pretty much all Amoonguss learns leveling up, which are not too diverse all things considered. Amoonguss gets Worry Seed from breeding, which can be helpful removing strong abilities, but it is pretty incompatible with Spore. Defense Curl and Rollout form an interesting strategy, but Amoonguss doesn’t really flow that way. Amoonguss’ TM movepool is similarly shallow, though it gets slightly better. Venoshock will be its best Poison-type move for a while, and it works great with Toxic or Poison Powder, turning into a base 130 power STAB move with them. Hex similarly works well with status conditions and allows Amoonguss to turn the tables on Psychic-type Pokemon. Foul Play offers the same coverage in terms of super effective hits, and it is most useful against powerful foes with low Defense. Amoonguss can always go with the more standard attacking options as there are many great Grass-type moves to choose from. Bullet Seed is its strongest physical move, which still hits hard with four or five hits. Energy Ball is slightly stronger than Giga Drain, though it loses out the draining effect. Leaf Storm is always powerful with its high base power despite Amoonguss’ mediocre offense, and Amoonguss still has plenty to do even after losing Special Attack. Stomping Tantrum is a wonderful coverage for handling Poison-types and Steel-types, the two types that don’t mind Amoonguss’ STABs or Toxic shenanigans. It can also double power to base 150, if Effect Spore causes Amoonguss’ status moves to fail. Pollen Puff is the only other coverage option, though it doesn’t offer too much in terms of type matchups. If none of these moves look good enough, Body Slam can always be useful with its paralysis chance for Amoonguss not running Stun Spore. Amoonguss follows the “quality over quantity” principle and only gets the moves that work well with it. It is still likely just spreading random status conditions and using Giga Drain to heal itself. It is unfortunate it doesn’t get Leech Seed, but it has enough to stall out the game. Being a defensive Pokemon, Amoonguss may not suit all sorts of teams. Being the only Grass/Poison in the Paldea region, it works better than many Grass or Poison with its wonderful attributes.

The Teal Mask is about a battle between Grass-type and Poison-type Pokemon, and Amoonguss caught fire amidst the war. As a Grass-type, Amoonguss understandbly struggles against Kieran’s Flying-type Pokemon. While Amoonguss may be able to handle each of the Flying-type Pokemon on their own, it will be heavily worn down fighting them in a row. Another thing about Kieran and Carmine is that they both run two Grass-type Pokemon, which are immune to Amoonguss’ powder moves. While it isn’t the end of the world, Amoonguss still feels limited because of that. The Poison-typing comes in extra handy for the Loyal Three fights, as Amoonguss doesn’t need to worry about Toxic Chain, something that can ruin a defensive Pokemon easily. However, unlike other poison-immune Pokemon, Amoonguss takes neutral damage from Poison-type moves and super effective from Munkidori’s secondary STAB, which mean it can’t take that many hits after all. It at least has a great matchup against the other two, resisting their strongest moves. Unfortunately, Amoonguss won’t be tanking hits from Firepon, but it may still be able to slow it down before going down. Effect Spore isn’t too great since some strong foes are immune to at least one of the effects, while Regenerator can’t be used too often in the big boss battles. Amoonguss also gains no moves from this DLC, but it is pretty much fine using the same old moves.

In the land of Double Battles, Pokemon with great support value is of high demand, and Amoonguss is one of them. Amoonguss has the coveted redirection in Rage Powder, which allows it to act as a meat shield for its offensive partner. Thanks to Effect Spore, redirected contact moves might even harm the opponents by catching the nasty status conditions. Other than that, Amoonguss still doesn’t change too much with it gaining no new moves yet again. Spore and Toxic are always helpful, while Foul Play becomes stronger against the EV-trained attackers. Pollen Puff also gains new use of healing its allies when necessary. Clear Smog is still useful, though Haze users might be better at resetting stats. Unfortunately, Amoonguss doesn’t help much against spread moves, with its weaknesses to Heat Wave and Blizzard being especially unhelpful. Thus, it isn’t too helpful against Cripsin except hoping Effect Spore to trigger against his team. It is fine facing other League Club members though, but it needs to be careful about strong foes using Hurricane or strong Psychic-type moves. With a low Speed and subpar damage output, Amoonguss wouldn’t be too helpful against the big boss of the DLC, since it is also weak to the annoying Zen Headbutt and the flinching afterwards. It has an alright time with the Epilogue, as it doesn’t mind taking on fellow Poison-types, but its redirection strategy might not be as necessary. Amoonguss really is a Pokemon that adapts to the environment well. Even if the attacks in the Indigo Disk are tougher to take, it will still do well protecting its teammates and enable trainers to use all types of strategies.

Amoonguss is the only Grass/Poison Pokemon that made it to the Paldea border, which works well with its great defenses to give it a niche in a mono-Grass challenge. Amoonguss takes neutral damage from Poison and Bug, which might not be big threats for Grass-types, but they can get annoying sometimes. The immunity to the poison status also makes it a wonderful answer to Poison-type Pokemon that wants to spread the status condition. The Poison-type also helps in other regards, namely resistances to Fighting and Fairy. Grass-types in Paldea do not have too many resistances in these types, making Amoonguss one of the few reliable answers to these types of Pokemon. Ortega and Eri can be pretty rough just from their high power level, but Amoonguss definitely take a few hits for the team. Even when the DLC opens up more Poison-type Pokemon, Amoonguss is still the best defensive Pokemon among them, though Venusaur and Vileplume might be more helpful in their own way as well. Amoonguss’ biggest problem is the lack of offensive presence, which can make it passive against certain big threats. Amoonguss might not be the best of the Grass-type Pokemon around, but its great attributes translate well to a mono-Grass run and at least earn it some considerations for a team slot.

(Amoonguss stopped looking like a Pokemon's name after writing this.)

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Oh Tropius, I wish you aren’t atrocious!

The fruit Pokemon Tropius can be found hanging around the West Province Areas at around Level 30, which isn’t too late, or later in the lake at a much higher level. There isn’t really an ideal level to obtain this Pokemon, though things would probably go better if Tropius is caught as early as possible. Tropius the second Grass/Flying available in Paldea, with the other being Jumpluff, which has some issues with its offenses. Tropius has slightly more promising than Jumpluff, with its highest stat going to its base 99 HP. Coupled with its good 83/87 defenses, Tropius is undoubtedly bulkier than the physically frail Jumpluff and is on par with defensive behemoths like Amoonguss. Tropius even gets better offenses than its competitor, though “not as bad” would be a more accurate comparative. With its base 72 Special Attack and base 68 Attack, Tropius’ offensive presence is still not great, and it very much should stick to playing defensively. However, Tropius gets two standard abilities that are both more offense-oriented. Solar Power fixes Tropius’ low damage output by boosting its Special Attack, under strong sunlight only. Chlorophyll similarly works with sun only and boosts Tropius’ base 51 speed instead. Being naturally weak and slow, Tropius very much need both abilities to activate together to be good, and with just one of them, Tropius is at best average even under sun. Its best ability is actually its Hidden Ability, Harvest, which allows it to use berries multiple time. While it works great for Tropius’ defensive stat spread, it is still not a great ability and wasting Ability Patch on Tropius is mostly not a wise idea. Thanks to the Grass/Flying typing, Tropius struggles against Ice-type and Flying-type a lot, not that it matters, since it is not great facing pretty much anything else. Judging stats and abilities, Tropius is still not the worst, but every Pokemon needs a fitting movepool to get things going and that’s where things turn sour.

With a focus on its defensive stats, Tropius is shaping up to be a great user of support moves. Well, it gets Leech Seed from breeding, Whirlwind and Dragon Tail for spikes team, Tailwind for boosting speed, weather for whatver reasons, Grassy Terrain that it doesn’t enjoy and Bulldoze for lowering speed. To put it mildly, Tropius has a f**king terrible selection of support options. Tropius is basically forced to run attacks, and its Special Attack might be the next most eyecatching attribute thanks to Solar Power. Tropius’ best advantage is its immediate access to the powerful Leaf Storm, which still hits hard despite the low base Special Attack. Air Slash at Level 36 will be Tropius’ best Flying-type move for a while, though it might not be fast enough to utilize the flinch chance. The TM for Hurricane will be available a little later, but it also doesn’t match well with sun. Speaking of sun, Solar Beam at Level 56 will be the best move to use, having no drawbacks under sun. Tropius actually has some strong moves to use, but the incompatibility with Solar Beam and Hurricane is unfortunate, and Tropius is often forced to run lower power moves that just don’t do enough damage. Tropius actually gained access to Calm Mind in a patch, which still isn’t enough to make Tropius a powerhouse. Tropius still lacks coverage in the special spectrum, with Dragon Pulse and Hyper Beam being the only ones. Tera Blast isn’t strong enough, and Tropius isn’t a great Tera user, but it very much needs the extra power to be threatening. Tropius actually manages to get more tools for physical sets. Leaf Blade and Bullet Seed are strong STAB moves, while Fly is the strongest Flying-type move though it burns out sun turns. Earthquake is a wonderful coverage to hit Steel-types, while Zen Headbutt, Body Press and U-turn are some weaker options. The reason why Tropius can possibly run physical sets is its access to Swords Dance, Dragon Dance and Curse. It has enough bulk to boost itself for more than one time, but it really needs several stat boosts to start becoming threatening. Tropius’ movepool really is a mess, with it having many moves that straight up don’t go well together. It can still work when provided all sorts of support, but you are probably better just running something better, even Sunflora will be a better Solar Power sweeper.

If you are using a Tropius, you are likely sticking with it regardless how bad it is. With so many Flying-type Pokemon used by Kieran and how he would not give you time to set up sun and Dragon Dance at the same time, Tropius is not going to do well. The Loyal Three can crush through Tropius’ bulk and threaten to knock it out before it can even do anything meaningful. Tropius at least has a neat resistance to Okidogi’s Close Combat, but it in general doesn’t like facing the three sinister Pokemon because of Toxic Chain. Tropius also has two unfavourable matchups in the final four-part battle, being weak to Fire and Rock. If you are crazy enough to use Tropius, it gets two good physical moves in Solar Blade and Dual Wingbeat, both are useful for physical sun sweeping Tropius. Tropius never lacks moves, it just lacks a way to put these moves together.

Despite having multiple setup moves, Tropius really isn’t a good offensive Pokemon. The good news is, it finally gets better support tools in the land of Blueberry Academy thanks to its access of Wide Guard. Tropius is one of the few Pokemon to have both Wide Guard and Tailwind, making it a great support for pretty much any Pokemon. With Wide Guard, Tropius can patch up its own weaknesses to Rock Slide, Heat Wave, Icy Wind and Blizzard, which are all pretty common around the academy. Tropius is also naturally immune to Earthquake and resists Surf and Petal Blizzard, making it a great partner for allies using these moves. Speaking of Petal Blizzard, Tropius also learns this move now, which can be used to trigger Sap Sipper or Wind Rider for its allies. Otherwise, Tropius can still run Bulldoze for further speed control or U-turn its way out to set up Tailwind more than once. Tropius still doesn’t have too much going for it, with its abilities being pretty difficult to utilize as well, though it generally fits well with sun teams using Harvest-berry combo. Because of that, Tropius isn’t too helpful against the Crispin fight, as the Fire-type Elite Four member uses sun himself as well. Tropius also needs to be careful about its weaknesses, as it cannot block single-targeting moves. After an alright trip in the Blueberry Academy, Tropius will not perform well in the expedition trip due to its poor Speed and low damage output. The Epilogue also won’t treat it too nicely, as you cannot plan strategies with your ally. Tropius won’t complain though, as it finally has something going for it, all thanks to the amazing Wide Guard, which really shows how one move can change everything. Tropius still very much needs better selection of support options to utilize its strength, otherwise it will still never see the sunlight in any future games.

A secondary Flying-type is pretty helpful for mono-Grass teams as the Flying-type provides crucial Fighting resistance and a neural matchup against Bug. However, Tropius’ flaws are still right there with its complete lack of offensive uses being the biggest issue. Tropius often just feels like a waste of team slot when there are so many stronger Grass-type Pokemon out there. In fact, Tropius being so bad is the reason why mono-Grass needs Fighting resistance, as Tropius can’t even threaten Eri with its weak Flying-type moves. Things still get better in the Indigo Disk, thanks to its rare access of Wide Guard. Tropius needs to compete with Torterra and Chesnaught for this use though, as the other two have their own merits as well. Tropius having great synergy with sun is still a major advantage, as sun-based strategiesare easy to form with a full team of Grass-type Pokemon. Tropius still isn’t the best Pokemon around, unfortunately, but at least its Grass-type buddies will appreciate eating the fruits grown around its neck, probably.
 
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Game Freak is determined to lock Ice-type Pokemon behind the last parts of their games, and the Paldea region unsurprisingly puts its snowy mountain far away from your starting point. Snover can be found wandering around the Glaseado Mountain, spawning at around Level 37, which isn’t the worst as Snover has always been intended as a rather late option. Snover’s attacking stats aren’t great, when many other fellow Grass-type Pokemon have already fully evolved. It also has not learned too many strong moves, requiring the uses of TMs if Snover needs to be immediately helpful. Snover doesn’t quite have the bulk to take strong hits, when trainers around the mountain start to use more powerful Pokemon. Basically, Snover really doesn’t have what it takes to join the team at high thirties and is likely there just to gain a few more levels to reach Level 40 for its evolution. Alternatively, Abosmanow is just a rarer and harder to catch spawn in the mountain, which might be the better way to recruit this family of Pokemon.

Abomasnow is the first Grass/Ice-type Pokemon ever created, and Game Freak stopped making more of those because they realized it isn’t a very good type combination. Abomasnow has a total of seven weaknesses, with one of them being a quadruple weakness to Fire. To say that Abomasnow has enemies from all directions is an understatement, Abomasnow struggles against big battles like Eri and Poppy’s fights. It has a workable matchup against the other Elite Four members, though it needs to work around its flaws. Thankfully, Abomasnow has a workable 90/75/85 bulk that allows to eat up most neutral hits and even some weaker super effective hits. Its physical defense is particularly better than it seems thanks to the change of the snow mechanic. Abomasnow’s Snow Warning now boosts the defense of Ice-type Pokemon including itself, instead of doing residual damage to non-Ice-type Pokemon. More importantly, Snow Warning allows Abomasnow to take more of a support role, enabling its Ice-type teammates and even other teammates to take advantage of the snow to wreak havoc. Pokemon with Slush Rush, Ice Body and Snow Cloak or frailer setup Pokemon all appreciate being backed up by Abomasnow. Soundproof, on the other hand, is pretty situational and isn’t the best way to utilize this Pokemon. Just like many Ice-type Pokemon, Abomasnow is actually stronger at its offenses. Abomasnow’s base 92 Attack and Special Attack are not amazing, but it is pretty good at landing big hits with its strong moves and good typing. The Ice/Grass combination hits six types of Pokemon for super effective hits, with the Ice-typing covering Grass for Dragon and Flying matchups, while the Grass-typing hits Water well in return. Its inability to threaten Fire or Steel is unfortunate, though Abomasnow has something planned for them as well. Abomasnow’s base 60 Speed means it cannot outspeed everything around, meaning that it often needs to take a hit or two, which can be especially difficult against strong foes found in the Area Zero. Finally, using Tera always allow Abomasnow to remove some of its weaknesses. Tera-Ice gives it a higher power that crush through Ice-weak targets. Tera-Grass is slightly better defensively, but it needs to give up the defense boost provided by Snow Warning.

Abomasnow’s stats are not too impressive, but they are bolstered by some really good moves. Snow Warning enables the use of two great moves, Aurora Veil and Blizzard. Aurora Veil, which can be learned any time after evolution, basically gives Abomasnow a free way to halve any incoming damage. If Abomasnow isn’t running Icy Rock to extend snow, it can run Light Clay to prolong Aurora Veil for its teammates to take cover. It is a shame Abomasnow doesn’t have more utilities to go with Aurora Veil as it only has Ingrain and Leech Seed to help with its mediocre longevity. On the offensive side, Snow Warning turns Blizzard into a base 110 power move with perfect accuracy, which is one of the strongest Ice-type moves around. Not running Blizzard almost feels like a waste of Abomasnow’s potential, but it does have some other Ice-type moves to choose from. Abomasnow learns Ice Punch at evolution, but the lack of power is quite obvious and makes it not as helpful when more options open up. Ice Shard has an even lower power, but Abomasnow can really use some priority moves to finish up faster foes. Ice Spinner is a reliable physical option though terrains aren’t too common yet, while Avalanche often gets the power boost with how Abomasnow is. For special moves, Blizzard really is the strongest option, but Ice Beam and Weather Ball are pretty close in power with more PPs to use, while Icy Wind is helpful for slowing foes down. Sheer Cold is a risky gamble, but that gives Abomasnow a way to handle some extremely bulky and problematic Pokemon. Abomasnow has many choices for the Grass-type spectrum as well, its best physical move will be Wood Hammer at Level 43. The recoil damage is unfortunate, but it is worth the base 120 power. Trailblaze is a much weaker move, but Abomasnow can really use the speed boost. Bullet Seed can possibly be stronger without bringing recoil damage, but Abomasnow may not want to run Loaded Dice for it, making it unreliable. For special moves, Giga Drain and Energy Ball are still great, with Giga Drain being useful on a more defensive build. Leaf Storm is always great for mixed attackers, but the Special Attack drop can harm the power of Blizzard. Abomasnow doesn’t usually play in sun, but Solar Beam and Fire Weather Ball form an interesting combo. While Grass/Ice cannot hit Fire or Steel very well, Abomasnow luckily has some good coverage to work around them. Abomasnow has access to two great Ground-type moves, Earthquake and Earth Power, covering on both categories. Abomasnow usually invests in Special Attack, and Earth Power is in general stronger to hit bulky Steels. Another way to hit Steel-type Pokemon is strong Fighting-type moves. Focus Blast is by far the strongest option, but the accuracy can be a problem. Brick Break and Body Press are notably weaker, but they are still not bad. Abomasnow has some more tools to deal with its archenemy, Fire-type Pokemon. Water Pulse, Chilling Water, Rock Tomb and Rock Slide all do their jobs fine, but the lack of power can be quite obvious with Abomasnow’s low attacking stats. If nothing fits well, Giga Impact, Hyper Beam and Outrage are always powerful neutral options. Abomasnow has two useful setup tools in Growth and Sword Dance, though it usually doesn’t have slots to put them on or the time to boost itself in battle. The biggest problem of Abomasnow is it often doesn’t make great use of its additional tools because of its low Speed and just likes to spam Blizzard and Wood Hammer for more direct damage output. Despite having one of the worst typing in the games, Abomasnow manages to be quite effective thanks to having just the right moves to use. It might be surprising but the snow tree yeti is one that Game Freak has taken great care of.

Kitakami isn’t exactly a cold place, but Abomasnow still brings snow to wherever it goes. Kitakami is well known for three things: Syrupy Apples, Flying-types and Poison-types. Just like many fellow Grass-types, Abomasnow is weak to the latter two, but it can at least trade super effective hits with Kieran’s Flying-types. Its Ice-typing actually makes it a good answer to Gligar/Gliscor as the snow would give Abomasnow enough defense to tank hits. It also does well against Carmine, since she mostly has physical attackers and two Grass-types that can be blown away with Blizzard. The Loyal Three, however, will be much rougher, as they can punch through Abomasnow’s defenses with their powerful Poison attacks and Close Combat in Okidogi's case. Abomasnow has only the non-STAB Ground-type moves to hit them back, which isn't bad, but it might not live long enough to take great use of that. Abomasnow of course does terribly against Firepon and even Cornerstone Ogerpon, but then again, most Pokemon don’t like this fight anyways. Abomasnow actually gets even more moves, with Icicle Spear being a great addition to Bullet Seed-Loaded Dice strategy, though it usually wants to put something else on. Grassy Glide and Focus Punch are not as useful, but Abomasnow is not complaining with a surprisingly not bad run in the Teal Mask expansion.

Blizzard is one of the strongest multi-target moves in Double Battles, which is already a great reason to consider using Abomasnow. Whether you want to utilize Abomasnow’s own Blizzard offense or take advantage of Snow Warning for other stronger Blizzard users, Abomasnow is a key element in Blizzard teams, though it needs to compete with the newly available Alolan Ninetales for that. Even outside of Blizzard, snow can also be useful for enabling other abusers like Beartic and Alolan Sandslash, which is notably easier than ever in Doubles. Aurora Veil is also doubly effective when protecting two Pokemon at once in the fast-paced environment of Blueberry Academy. Icy Wind is an extremely useful way to provide speed control for slower allies, while Rock Slide and Earthquake are standard spread damage. Abomasnow didn’t change too much, outside of gaining Curse and Hard Press, which aren’t too useful with the higher power level in the Academy. However, Abomasnow finally shows how good it can be supporting others with its mixed offenses and utilities. Its use is limited in Crispin’s fight and even Amarys’ battle, while the Pokemon around Polar Biome might even enjoy Snow Warning more than Abomasnow itself. Abomasnow then has an unsatisfactory run in the expedition trip with is subpar speed and average Special bulk making it unable to utilize Tera. It is also not too great in the Epilogue, as it doesn’t enable Kieran’s Pokemon to do much, while taking super effective hits left and right. Abomasnow still makes things work despite its notable bad traits. While it doesn’t have too much direct support, its offensive capabilities and Snow Warning just allow trainers to create different types of teams to take advantage of the weather. It will never be snow-covered Tyranitar, but it is pretty close to being one.

The Ice-typing is difficult to work with, but it also has some valuable traits that a mono-Grass run enjoys. In Abomasnow’s case, the one resistance provided by the Ice-type, which is to Ice itself, is something that Grass-type Pokemon desperately needs. Abomasnow and Scovillain are the only Grass-type Pokemon in Paldea not weak to Ice, which makes Abomasnow the only defensive answer to Ice, or more specifically, Grusha’s tanky team. Offensively, Abomasnow’s abilities to hit Flying and Dragon for super effective damage are both highly desired for a team full of Grass. Granted, Abomasnow’s sheer number of weaknesses still severely limit its uses against these types of Pokemon, in addition to the fact that it ruins sun-based strategies if not running Soundproof. Abomasnow isn’t a superstar on the team, but its usual Aurora Veil shenanigans are still useful for protecting its teammates, as many Grass-type Pokemon enjoy battling behind the screens. Abomasnow is really just a unique Pokemon, as its traits are almost irreplaceable by other Grass-type even if it isn’t very good at its job. Its uses fall off when the Ice-neutral Ludicolo and the Dragon-immune Whimsicott join the roster, but Abomasnow will never be a bad choice as a team member.

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(I actually forgot to take a photo of Lurantis until a week ago. Sorry, but it really isn't the most memorable team member!)

Fomantis is an orchid based Pokemon so tiny that many trainers in Paldea miss it while venturing the region. Fomantis actually can be found in the Tagtree Thicket as a common spawn, but it ends up being a pretty rare find because of the lack of flower patches in that area. Fomantis can be caught at the thicket at around Level 30, or more commonly at the northmost area at a much higher level. As a mid-to-late game option, Fomatis has depressing stats with its highest stat being its base 55 Attack. Coupling that with Fomantis’ lack of interesting attacking options, it is better staying at the back of the team to gain experience. Make sure it is daytime when Fomantis reaches Level 34, and it will evolve into Lurantis.

Hailing from the Alola region, Lurantis is a slow bulky attacker. Lurantis isn’t the best attacker with its base 105 Attack, but it is still pretty handy with the strong attacks it is given. Lurantis is considered “bulky” because its 70/90/90 bulk is its next best strength. Lurantis still isn’t as defensive as it hopes, as its pure Grass-typing leaves it with five weaknesses. Its bulk isn’t bad, but it often needs to take two or more hits thanks its poor base 45 Speed, which severely harms its longevity. Luranits evolving at Level 34 means it would just miss out on the Kofu and Iono fights, two fights that it would be great at. It has an alright matchup against the Ground-type Pokemon and basically nothing else. Even worse, it will have a rough time against Larry and Hassel’s Elite Four Battle, as well as the big bosses of the whole story. Lurantis needs some strong abilities to back up its average stats, but all it got are Leaf Guard and Contrary. Leaf Guard gives Lurantis a status immunity under sun, but status conditions aren’t really the biggest issues of Lurantis. Contrary is probably the more interesting option outside of being harder to obtain, as it laughs at opposing trainers’ stat-nerfing moves and opens up to more strategies. Lurantis’ base 80 Special Attack is not the worst but is only usable with certain boosts. Just judging its stats, typing and abilities, Lurantis is not doing the hottest, considering how late it is obtained at.

As a physical-orienting Grass-type, Lurantis does not lack good Grass-type moves to use. Right after evolution, it learns Petal Blizzard, a steady and reliable attack that can be useful in the Double Battle arena. Leaf Blade is a few more levels ahead, and it offers a higher damage output with a better chance of landing critical hits. Solar Blade goes with the sun attacking strategy, but it is learned at Level 63, making it only available for the biggest battles. Speaking of sun, Lurantis can set up sun itself and get extra healing from Synthesis. Growth also gives Lurantis a better boosting option in both spectrums, allowing it to fire off strong Solar Beam as well. Lurantis still mostly focuses on its physical side though, as it learns some other physical coverage leveling up. X-Scissor and Night Slash should both be available after Lurantis evolves. They are neat options earlier on, but their power falls off after a while. With Lurantis’ average Special Attack, unless it wants Giga Drain for recovery, it should only run Leaf Storm because of how strong it is. From TMs, Lurantis learns a better Bug-type coverage in Leech Life, which also gives it the longevity it really needs if it isn’t running Ingrain. Low Sweep and Brick Break are not terrible, but Lurantis gets the super powerful Superpower from Mirror Herb, though Leaf Guard Lurantis would not like the harsh drawbacks. Poison Jab is really the only other option, which isn’t the strongest outside of hitting fairies. Lurantis doesn’t exactly lack coverage, but it isn’t too good at fighting birds and bugs, ironically. Lurantis wants to further boost its attack with Swords Dance or patch up its low speed with Trailblaze, but it isn’t too easy to find opporutnites to set up with its low natural Speed. Lurantis has a better time boosting its stats with Contrary, which turns Superpower into a Bulk Up that does damage and Leaf Storm into a Nasty Plot that does immense damage. With its good selection of STAB regardless of which ability it runs, Lurantis is a good user of Tera-Grass to power up its attacks, though it offers no defensive utilities. Lurantis is meant to be a bulky sun attacker, but it isn’t a useful niche, and Lurantis isn’t that good at doing that. There are plenty of Grass-type Pokemon that are capable of much more than what Lurantis does, and it really shouldn’t be the first choice of a Grass-type companion for travelling through the Paldea region.

Lurantis mostly runs Grass, Bug and Fighting-type moves, which share common walls of Flying-type and Poison-type Pokemon. It should thus come as no surprise Lurantis won’t be too helpful in the land of Kitakami, despite naturally living around the area. Kieran’s Flying-types and the Loyal Three all destroy Lurantis and crush through its defenses. Lurantis also doesn’t enjoy the Ogerpon fight too much, as it is too slow to handle Firepon’s burning Ivy Cudgel. Lurantis’ passable bulk is looking less impressive when everything around is capable of doing big hits. Most Grass-types do not like journeying through Kitakami, and Lurantis just doesn’t have anything to set it apart from fellow Grass-types.

Lurantis needs help from allies to be effective, and the Blueberry Academy seems to the right place to do so. Sun teams are better than ever in Double Battles, and Lurantis still shines as a bulky Solar Blade user. Petal Blizzard is a reliable Grass-type move for spread damage with allies that don’t mind taking that hit. Knock Off was a workable addition from the Kitakami, but it gets even better since everything runs some useful items. Skitter Smack is a new addition that supports Lurantis’ bulk with a Special Attack drop on the target. Contrary also gets more chances to shine in the BBA, as many Pokemon runs Intimidate or Speed-dropping moves. Lurantis can also pair with a Bulldoze user for a more direct Speed boost while receiving minimal damage from the move. If not, Lurantis actually works well as a Trick Room attacker, with the archetype being easier to use as well in Double Battles. That being said, Lurantis is usable but still not too good, with many Pokemon outclassing it on sun-based or Trick Room teams. Lurantis also struggles heavily in important fights in the League Club, having next to no advantages in all of them. It still won’t do good in the expedition trip to Area Zero, since it is too slow to utilize Tera. It also does not perform too well in the Epilogue, with it having no coverage to hit most of the Pokemon around. Lurantis has enough to make things work under the right support, but whether it is worth the hard work or not is up to you to decide.

Pure Grass-types needs wonderful coverage to provide niche for a mono-Grass teams. Lurantis has Leech Life and Superpower, which are both not useful against common Grass answers. Lurantis still leaves the team helpless against problematic Pokemon like Scizor and Talonflame. Lurantis works fine with sun-based teams, but it is still not the ideal sun attacker with so many other better Pokemon to choose from. Lurantis still rather runs Contrary anyways, as that ability provides a better and more irreplaceable niche. Still, Lurantis has it rough as a pure Grass-type Pokemon and likely isn’t the best candidate for a team member on a mono-Grass team.
 
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The Grasswither Shrine is one the most peculiar landmarks found early in most trainers’ Treasure Hunt, or rather, found before they even start their Treasure Hunt. To unlock the shrine isn’t easy, as trainers need to travel the Southern Province to pull out eight stakes found on all sorts of difficult spots. Most likely, trainers would only have access to the treasure behind the shrine after finishing all Titan Battles. In fact, the Tablets of Ruin, Wo-Chien, is supposed to be caught after obtaining all 18 badges at a high Level 60, although it is entirely possible to encounter it before that. Being the signature Legendary quadruplet of Paldea, the Treasures of Ruin did not disappoint trainers with their competitive success. Well, three of them didn’t. Wo-Chien is commonly regarded as the worst member among the group, which might be the reason why they sealed this Pokemon at an early access area. However, lack of competitive viabilities doesn’t always translate to poor performance in single-player mode, as Wo-Chien is far away from being the worst Pokemon around the Paldea region.

Wo-Chien is the third Grass/Dark-type Pokemon you can find in Paldea and will not be the last one. Grass and Dark match horribly with their defenses and bring notable issues with its seven weaknesses. Wo-Chien’s weaknesses to common types like Flying, Bug or Fighting are unfortunate, as it is very much supposed to be a defensive Pokemon. Wo-Chien’s highest stat goes to its base 135 Special Defense, which is among one of the best in the whole region, tying that with the bulky devil Blissey. Its 100 Defense is also great, as it won’t fall apart when touched by a physical move. This Defense is further boosted Wo-Chien’s signature Ability, Tablets of Ruin, which lowers Attack of Pokemon around it, being similarly effective as Intimidate. Together with its good 85 HP, Wo-Chien is one of the bulkiest Grass or Dark-type Pokemon around, with a stat spread similar to the fellow Dark-type Umbreon. Unlike Umbreon, Wo-Chien actually has a good enough offensive presence, with its base 95 Special Attack being pretty good even, and its base 85 Attack is workable as well. Wo-Chien may not outspeed everything around as a snail as evident in its base 70 Speed, but that can be surprisingly helpful as well. While the Grass/Dark certainly is not great as a tanky Pokemon like Wo-Chien, it can still take a few super effective hits while providing steady damage output as well. Wo-Chien can even shred its awful typing with a defensive Tera, with Tera-Grass or Tera-Dark both doing the job just fine as it enjoys a power boost to either STAB.

Grass/Dark is pretty good offensively, and Wo-Chien still makes good use of this type combination with its attacks. Giga Drain makes sure Wo-Chien can drain enough HP with its good Special Attack, ensuring the ruinous snail stays on field for as long as possible. Wo-Chien should’ve also learned Power Whip by the time it was caught, which is its strongest Grass-type move despite firing off from a weaker Attack. Leaf Storm is available later at Level 75 or through TM, but it is so strong it makes Wo-Chien looks like an offensive powerhouse while Wo-Chien can still function after a harsh Special Attack drop. Energy Ball is a possible alternative option for reliable damage, while Solar Beam can be funny when used under strong sunlight. Wo-Chien has several Dark-type attacks as well, though they are not as powerful as some of the stronger Grass-type moves. Dark Pulse will be pretty much the only good special attacking option, though it is not too strong, and Wo-Chien may not be able to flinch that many targets with its Speed. However, its Speed also isn’t that slow, and Payback may not always get the power boost either, which would’ve made it the strongest Dark-type option. Foul Play has a higher base power, but it depends on the attack of the opponent, which makes it unreliable at times. Knock Off at Level 70 has the potential to be good, but not in the itemless Paldea region. Wo-Chien’s mixed attacking capabilities can be further boosted by Growth, as the Tablets of Ruin have enough bulk to setup more than once. Wo-Chien gets a few more moves from TMs, including some good coverage options. Body Press makes use of Wo-Chien’s Defense, but it being a base 80 power non-STAB move is still fairly weak. Zen Headbutt flips matchup against Poison-type and Fighting-type Pokemon, but it does not seem to be too useful in other cases. Pollen Puff is also an alright coverage, though it is mostly used to hit fellow Grass or Dark Pokemon. Hex does not offer much in terms of type matchups, but Wo-Chien does have the tools to make use of that move. Wo-Chien does not lack attacking options, but it is not going to provide big damage on its own. Its offesnes are mostly used for trading hits with strong targets while tanking their big hits. Alternatively, Wo-Chien can use some of its utilities to wear down its foes or support the team while taking hits. It shares the move Ruination with the other Treasures of Ruin, which cuts every opponent’s HP to half. This move works perfectly for the defense-oriented Wo-Chien, as it can handle even the bulkiest Pokemon around. Outside of that, Wo-Chien has standard Grass-type access to Poison Powder and Leech Seed, which are both great for their residual damage. Stun Spore is also a possible option for paralyzing faster foes, messing up their plans. Wo-Chien also reliably sets up screens, protecting its teammates from strong attacks. Snarl is a slower way to lower opponents’ Special Attack, but it is still pretty handy. Taunt can be an option since Wo-Chien doesn’t mind taking attacks, but it is not too helpful for single-player uses. Ingrain allows Wo-Chien to get steady recovery, while Protect goes well with residual damage or healing. While Wo-Chien might not be as flashy as some other options, it still has solid stats and a great ability to make things work. Wo-Chien will fit in the team easily despite being a late addition and it serves well against the strong attackers in the late game fights. Alternatively, it can be caught at any point of the game, so it is also possible to crush through enemies with a giant Level 60 snail.


Pokemon around the Kitakami region is stronger, which makes Wo-Chien’s good bulk more valuable. However, its typing really starts to bite, as it is left open to all sorts of strong attacks. Kieran and Carmine are still mostly fine, as Wo-Chien is just that bulky to take strong hits, but the two of them both use Bug-type Pokemon that Wo-Chien still does not like to fight. The bigger problem is definitely the Loyal Three and the masked heroine. The purple stakes sealing Wo-Chien signify the snail’s weakness to Poison, and it should not be surprising that Wo-Chien does not fare well against the poisonous Loyal Three. Okidogi and Fezandipiti both threaten Wo-Chien with dual STABs with Okidogi’s Close Combat being especially hard to tank. Munkidori is weak to Wo-Chien’s Dark-type move, but it is also fast enough to make sure Wo-Chien can’t touch it. Wo-Chien is not powerful enough to threaten the Loyal Three in return, and it dislikes being poisoned by Toxic Chain, in addition to disliking Poison-type moves in general. The Ogerpon fights are also not nice to Wo-Chien, since the ogre breaks through all sorts of tough defenses. Wo-Chien gained some moves in this DLC wave, but they are mostly physical moves like Solar Blade and Lash Out, which aren’t too suitable for Wo-Chien. With the increasing power level and bulk level, Wo-Chien’s stats are looking less great.

Intimidate is a fantastic ability in Doubles, and Tablets of Ruin is basically a slightly different Intimidate. With so many Pokemon in the Blueberry Academy running rampage with their strong Attack, Wo-Chien is an effective way to protect allies from physical attackers. As Wo-Chien did not gain any new moves, it sticks to its usual tricks. Knock Off is a good way to remove items, which is another way to lower power level of opponents. Ruination allows Wo-Chien to hit even the bulkier Pokemon around the Academy for steady damage. Pollen Puff can be helpful for Wo-Chien to heal its teammates. However, Wo-Chien needs to be careful about Tablets of Ruin weakening its partners as well, which makes it easier to use with special attackers. Wo-Chien also doesn’t like the unfavourable matchups around the Academy, as it struggles against pretty much every League Club member. Things won’t get any better in the deeper Area Zero, as Wo-Chien is not effective with its Tera thanks to its low Speed. It at least resists most moves used by the big boss, so it won’t go down too easily. The Epilogue is still not going to too great as Wo-Chien yet again needs to face the annoying Poison-types. Wo-Chien might not be the best Pokemon to use, and not even the best Grass/Dark-type Pokemon available. However, it is still pretty usable with its great attributes being always reliable.


Picking a Dark-type Pokemon is probably the last thing you do in a Mono-Grass run in Paldea, since every Grass/Dark Pokemon ever created can be found in the games. Wo-Chien basically provides nothing in terms of type matchups, since Meowscarada, Cacturne and Brute Bonnet all perform better with their Dark-type offenses. Wo-Chien’s main use is the same as a regular run, tanking big damage for the team while providing acceptable damage. Its defenses are even more important, as a monno-Grass team might not always be able to find suitable switch-ins based on type effectivenesses. Wo-Chien is tasked to handle strong physical attackers, especially ones that Grass isn’t particularly great at dealing with. Other than that, Wo-Chien has nothing special, and it might not be able to find consistent uses throughout your journey, but Wo-Chien is still very much a solid Pokemon to choose.
 
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Trainers studying in the Naranja Academy should not enter Area Zero without permission, as the place is home to scary Pokemon living in the past, such as a mushroom dinosaur with tiny legs. Brute Bonnet is exclusively available to Pokemon Scarlet players after the main story is concluded. It is thus going to miss out on all the important battles in the base game, mostly acting as a reward for beating the game. It still can be used in random rematches or, of course, prepare for what’s to come with the DLC. Brute Bonnet is *taking off my glasses* another Grass/Dark-type Pokemon living in the Paldea region. Grass and Dark still do not mix well together, but they work fine offensively as the two types don’t share too many common resists. Brute Bonnet excels at physical attack with a whopping base 127 Attack that almost makes it look like a distant relative of Breloom instead. Brute Bonnet isn’t just about landing big hits though, as it also capable of taking big hits. With its amazing 111/99/99 bulk, Brute Bonnet is one of the bulkiest Grass or Dark Pokemon around, being able to eat up even strong super effective hits. Brute Bonnet doesn’t stop at raw stats either, thanks to its Protosynthesis Ability that allows it to boost its best stat which would usually be its Attack but could be one of its defenses as well. Granted, Protosynthesis requires harsh sunlight or the Booster Energy item to activate, but those are some small prices to pay for such an effective power up. Unfortunately, Brute Bonnet seems to be the ancestor of Cacturne as well, as the two Pokemon share the unpleasant base 55 Speed. While Brute Bonnet definitely has the bulk to take a hit or two before striking, the slow speed still largely limits its offensive capability, and it can struggle heavily against faster foes. While Brute Bonnet’s Special Attack of base 79 isn’t great, it can still function and that might be necessary for reasons. Just like its fellow strong-hitting Grass/Dark-types, Brute Bonnet doesn’t mind using Tera to get rid of either typing and it would very much enjoy the power boost as well. Despite the awful typing, Brute Bonnet is still shaping like a great powerhouse, albeit a slower one.

Brute Bonnet’s leveling up learnset resembles its descendant, Amoonguss, which means it doesn’t learn too many physical attacks. Despite shaping up to be a powerful Grass-type attacker, Brute Bonnet comes with zero Grass-type physical moves. Brute Bonnet’s natural access to Giga Drain and Solar Beam (at Level 91, though) is not awful, but they don’t utilize the dinosaur’s strength. Brute Bonnet needs to use TMs for better moves, with the usual Trailblaze, Seed Bomb and Bullet Seed being the only options. Trailblaze and even Seed Bomb don’t feel strong enough with their low power, though Brute Bonnet would enjoy a speed boost from Trailblaze. Bullet Seed is its strongest move, but Brute Bonnet doesn’t want to hold the Loaded Dice when it can get a free Attack boost from the Booster Energy. Loaded Dice + Bullet Seed still works when Brute Bonnet is teamed with a auto sun setter. Brute Bonnet gets slightly better Dark-type moves, as it comes with Payback and Sucker Punch, which both work well to compensate for its low Speed. Payback gets double power quite often and would become its strongest move, while Sucker Punch is a useful tool against faster opponents. Crunch from TM is the most reliable, but it doesn’t have that high power and might be quite disappointing. To patch up its mediocre move powers, Brute Bonnet can use Growth to boost its stats, or set up Sunny Day to trigger its own Protosynthesis if not running Booster Energy, or set up Sunny Day for Protosynthesis and then use Growth for two-stage boosts. Brute Bonnet can also just fill its moveslots with more attacks, as it gets several options as well. Close Combat is the most powerful coverage it gets, which is in fact as strong as the STAB Seed Bomb and Crunch. Brute Bonnet doesn’t really like having its defenses drop though, as it would much rather utilitze its bulk to the fullest, but the tradeoff might be worth it. Body Press is another possible Fighting-type coverage, but it will be significantly weaker as Brute Bonnet naturally has a better Attack. Stomping Tantrum is also a strong coverage with potentially 150 power, but Brute Bonnet is unlikely to get the power boost. These three moves all synergize well with Brute Bonnet’s Grass/Dark-typing, especially they hit the sturdy Steel-types pretty hard. Zen Headbutt covers Brute Bonnet’s weakness to Poison and Fighting, though it might not want to face Pokemon of these types directly and Zen Headbutt is still rather weak power-wise. Outside of these, Brute Bonnet only has Outrage and Thrash, which are pretty strong as the drawback isn’t that harsh for single-player purposes. Brute Bonnet doesn’t have too many support options, but it gets some really good ones, most notably Spore at Level 63. The Paradox Pokemon can take advantage of a sleeping foe to unleash its mighty offenses or just switch out for a teammate. Stun Spore works similarly, and paralysis might be more reliable than sleep at times. The status effects can also be used in conjunction with Hex, though it isn’t a great attack choice for Brute Bonnet. Ingrain at whopping Level 70 gives it steady recovery, while Clear Smog removes opposing stat boosts. Speaking of special attacks, Leaf Storm, Energy Ball, Dark Pulse and Earth Power aren’t the best moves to use, but they are options to hit certain physical walls. Brute Bonnet in general doesn’t have too great of a movepool, putting its huge Attack to a waste. It still performs fine as a bulky attacker and can be considered as a late addition if you need a Grass or Dark on the team.



Brute Bonnet is yet another victim of the Grass-bullying in Kitakami, as it doesn’t have the Poison-typing that makes Amoonguss workable. Brute Bonnet doesn’t get to utilize its great bulk when it keeps taking super effective hits from Kieran’s Flying-type Pokemon. It is unable to threaten them back in return, as they have good enough defenses to take some hits. The Loyal Three all outpaces Brute Bonnet and are able to strike with all sorts of strong hits that come with additional poison chances. Since Poison resists Grass and Brute Bonnet’s Fighting-type coverages, Okidogi and Fezandipiti hard walls the paradox mushroom, especially thanks to their heightened health. Munkidori is a little less scary since it is really weak to Sucker Punch, but it can get scary with Nasty Plot. The Ogerpon battles are of course not easy for Brute Bonnet either, since it crumbles to Firepon’s mighty attacks and doesn’t do enough damage either. Brute Bonnet’s unpleasant trip only earns it Lash Out, which can possibly be its strongest STAB but isn’t too reliable. It is unfortunate Brute Bonnet didn’t receive Solar Blade to go with its sun attacking role, but c’est la vie.

Brute Bonnet visits Amoonguss’ homeland, Unova, in the Indigo Disk expansion, where it shares some useful traits with its modern counterpart. For the Double Battles around the Blueberry Academy, Brute Bonnet has the much-coveted Rage Powder, which allows it to take hits for its teammates with its great bulk. It should however be noted that Rage Powder is learned at Level 77, limiting its use during the earlier parts of the DLC wave. Combining that with its access to Spore and Stun Spore, Brute Bonnet is capable of creating setup opportunities for its partner. Brute Bonnet sets itself apart from other redirection users for being an offensive powerhouse itself. It has always liked using Sucker Punch, but this move is even better in the BBA against the faster opponents around. Brute Bonnet is pretty good at picking up weakened target and giving the team a 2-on-1 advantage. Sun teams are much easier to use in Doubles, and Brute Bonnet is back again being a powerful Pokemon under sun thank to Protosynthesis. Things aren’t always sunny though, and Brute Bonnet will run into several issues. Grass/Dark has never been a great typing, but the problem gets more serious in the BBA. Lacey’s Fairy-types and Crispin’s Fire-types make sure Brute Bonnet won’t be staying that long, while all the Ice-type Pokemon around the Polar Biome will be annoying with their Blizzard spam ignoring Rage Powder. Brute Bonnet also looks less impressive offensively with the increasing bulk level, and the remaining Elite Four members have some tanky Pokemon to handle it. Brute Bonnet also absolutely hates Intimidate, which is really common around the Academy, as the ability can potentially ruin an Attack boost from Protosynthesis on top of just lowering the Attack regularly. Its coverage options are also harder to use, with Thrash and Outrage locking it with confusion, and Close Combat hurting its longevity. Brute Bonnet only gained Double-Edge, which isn’t too bad power-wise, but the recoil damage is also terrible for something that wants to run support. Brute Bonnet then continues to have poor performance in the expedition trip, as it is way too slow to use Tera in the boss battle, though it at least resists several moves in that battle. The Epilogue isn’t too nice either, as the nasty Poison-types are back again. Brute Bonnet overall isn’t the best Pokemon to use in the DLC, though it certainly has some good tools that can be utilized under the right situation.



Being the fourth Dark-type Pokemon found in a mono-Grass challenge isn’t the best. Brute Bonnet doesn’t offer much in terms of coverage, as Close Combat doesn’t help against most of the Grass resists. Brute Bonnet still has solid stats to work with, and it is easily one of the best sun attackers around. When mono-Grass already likes running sun strategies because of all the available abilities, Brute Bonnet makes for an easy fit as pretty much the only Grass-type that gains physical attack in the weather. However, Brute Bonnet’s unfortunate moveset still hurts, and it doesn’t do much even with its Dark-typing. It is also much later than the other Grass/Dark-type around (except Shiftry), and cannot achieve much in the remaining battles. Brute Bonnet doesn’t provide much to a mono-Grass team, though it still is usable with its great attributes.
 
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Sewaddle is a welcoming Pokemon that waits at the bus stop for the player to visit the Kitakami region. With an adorable appearance, Sewaddle may be one of the first Pokemon trainers caught in the new region. Raising levels would not be too easy for the little bug when caught at an already high level, assuming players visit the region after completing the main game. Getting friendship with Swadloon may thus take some time. However, Leavanny is a promising Pokemon with sweeping potential and might be worthwhile to obtain.

Those who have visited the Unova region before may find Leavanny a useful Pokemon thanks to its high Speed and Attack. Indeed, Leavanny’s highest stat goes to its base 103 Attack. It isn’t common to see bugs with high base stats like this, and Leavanny certainly impresses trainers already. To couple with the high Attack, Leavanny can outspeed many enemies with its good base 92 Speed. Bug/Grass isn’t exactly a great type combination, but the typing hits six types for super effective damage, which means it can keep finding good targets like Water-types or Psychic-types. Leavanny even gets two good abilities to go with its offenses. Chlorophyll allows Leavanny to double its Speed under sun, while Swarm powers up Bug-type moves when Leavanny is at low health. Overcoat is unfortunately not too helpful, as it only protects Leavanny from Sandstorm, which isn’t around. Leavanny’s good traits unfortunately end here. Bug/Grass is not great offensively, as they are commonly resisted by Fire, Flying, Poison and Steel. Fire, Flying and Poison happen to be the three most dangerous types around the Kitakami region, and Leavanny has bad matchups in pretty much every single important fight. At least Leavanny has somewhat decent fights against Carmine’s Dark-type Pokemon and her own Leavanny. Defensively speaking, Leavanny still has issues with Fire, Flying and Poison, which makes things even worse in those important battles. It is also weak to Rock, despite being super effective against Rock itself, which means even Cornerstone Ogerpon would not be easy to handle. Leavanny’s 75/80/80 bulk is pretty average, which is unfortunately not enough for it to take big hits during the titan battles without proper bulk investments. Because of that, Leavanny doesn’t get to use Swarm too often, when it crumbles to big hits immediately and doesn’t always want to use its Bug-type moves. Pulling a sun sweeping set with Chlorophyll also isn’t going to be easy when Leavanny lacks bulk and power to do so. Leavanny can sort of mitigate its defensive problems with a Tera, since having just either of its type will be better than mixing them together, but you don’t necessarily want to waste your Tera on Leavanny when it struggles so much. Leavanny might’ve been better as an earlier Pokemon, which means trainers who visit Kitakami before finishing their Treasure Hunt might find an easier time utilizing it. However, trainers are not advised to do that, and Leavanny is doomed to not perform great in the Teal Mask expansion.

Pokemon caught at a higher level has the benefit of having all the strong moves. At the early sixties, Leavanny would’ve had all the moves it needs, like X-Scissor and Leaf Blade for some good STAB on both fronts. Leaf Storm might not be as strong coming from the special side, but Leavanny’s base 70 Special Attack still hits hard with such a powerful move. Leavanny even gets two good ways to boost its Attack, with it naturally learning Swords Dance and Fell Stinger. Unfortunately, Leavanny isn’t very bulky and doesn’t get too many opportunities to use Swords Dance, while Fell Stinger requires good timing to be effective, which may be difficult when many Pokemon around resist that move. Still, if you want to utilize Leavanny’s offensive potential, you want to run at least one boosting option. Leavanny gets more options of STAB with TMs, most notably Bullet Seed is its strongest STAB when equipped with the Loaded Dice. Lunge is also an upgrade to X-Scissor due to the additional Attack drop on the opponent. Trailblaze and Pounce both help against faster targets, but their low powers mean Leavanny probably wants to run something else. Leavanny doesn’t learn any useful coverage on its own and must rely on TMs to get around its unimpressive STAB combination. Low Kick is a good coverage to hit Steel-types, since they are usually pretty heavy, though it can be pretty unreliable as well. Poison Jab is the next strongest coverage, but it doesn’t offer too much outside of hitting Fairy-types and a nasty poison chance. Shadow Claw and Knock Off are both ways to hit Ghost-types hard, but they are still fairly weak power-wise without a boost. Leavanny might need to run Giga Impact for an actually strong neutral hit move, though it can be a little risky if Leavanny cannot KO the target. Leavanny actually gets an interesting selection of support moves, which might be an even better way to utilize this Pokemon. Leavanny gets Sticky Web, which helps slower allies outpace faster opponents. Entry hazards aren’t that useful around Kitakami as there are not many trainer battles with enough Pokemon on the opposing team, and Leavanny might not have the bulk to set it up. Leavanny also needs to never forget this move as the move is not in its natural reminder movepool, but it is a great move to keep that lets it distinct from other Pokemon. Other than that, Leavanny can provide defensive assistance by setting up dual Screens or using Charm or physical attackers. Alternatively, Leavanny can use Iron Defense too boost itself, but that isn’t as helpful as using screens. Leavanny can set up Sunny Day for its own Chlorophyll shenanigans, though it is better off using a teammate’s sun most of the time. Leavanny can also be pretty helpful catching Pokemon around, thanks to its access to Entrainment and False Swipe. Overall, Leavanny has some good moves, but they are mostly useful for an early-game journey. Unfortunately, it is probably too late if you are visiting Kitakami after wrapping up the main game.

With the increasing bulk level in the Blueberry Academy, Leavanny has no business acting like an offensive powerhouse with its poor STAB combination. Its average defenses aren’t exactly horrible, but they aren’t very reliable as it has so many weaknesses to get targeted by opposing Flying or Fire Pokemon. Its one saving grace is its decent Speed, alongside its interesting support tools, which makes it a surprisingly helpful support Pokemon that allows its partner to wreak havoc in Double Battles. Sticky Web is still Leavanny’s best utility. While it may not be as effective when opposing trainers at most has four Pokemon at the back, it still is very helpful in nerfing fast attackers. Leavanny isn’t the fastest user of Sticky Web, but it does have some other tricks that make it a decent option. Knock Off is always useful in removing powerful items, and Leavanny still hurts with its good Attack stat. It newly gains Electroweb, which is a more direct Speed control, and pairs with Leaf Blade to remove most of the Electric-immune Pokemon around. Screens are still effective as direct defensive boosts, while Helping Hand is a direct power boost for its allies. Lunge is alternatively another way to nerf opposing physical attacks that can also heavily damage the opponent; the newly gained Skitter Smack is similar but nerfs special attacks instead. Throat Chop is another newly gained move, though it is mostly inferior to Knock Off. Triple Axel flips matchups against opposing Flying-types, but many Flying-type Pokemon around are faster than Leavanny and threaten to KO it first. The old trick Entrainment can now be used to give its partner Swarm or Chlorophyll, depending on which one they want. Speaking of Chlorophyll, Leavanny most likely fits on sun teams as a fast support that can also do damage, though it isn’t completely limited to that. Leavanny still won’t be the best Pokemon to use, as it has unfavourable matchups against all important trainers. It also won’t last more than two turns in most battles, making its wide movepool pretty pointless. However, it is still good at what it wants to do and will be able to help the team before it goes down. It also surprisingly has a decent run in the expedition trip, as its STABs are able to hit the big boss’ weaknesses. It is also a fast Tera user, allowing it to unleash a Tera-boosted attack before getting revenged by a Tera Starstorm. That trip will be its peak though, as it still struggles in the Kitakami for your second visit thanks to the Poison-type Pokemon around the village. Leavanny has some good attributes despite being basically an “early-game Bug-type option”. It is unfortunate that Scarlet/Violet won’t be the time for it to shine, but it inherently still isn’t a bad Pokemon to use.



Pokemon with unique type combination are usually valuable in a Monotype challenge as they can provide unrivaled strong coverage. For a mono-Grass team, Leavanny is the only Bug-type Pokemon available, but that type is probably not what you want. Bug is equally helpless against strong Grass resists like Flying and Fire, which are the biggest problems in the DLC waves. Its Bug-type moves are also not strong enough power-wise to be anything notable, as Megahorn users like Sawsbuck might just be better with their coverage. Just using a stronger Grass-type Pokemon will probably accomplish what Leavanny wants to do but better. It does have a good stat spread to go for a sun sweeper role, as sun is useful for a full team of Grass, but it is far away from being the only good Chlorophyll Pokemon around. Leavanny overall is still heavily limited by its unfortunate typing, and it won’t be too helpful whatsoever. Things will get better once you reach the BBA and obtain Triple Axel, but there are plenty of other Grass-type Pokemon that can utilize that move as well. Leavanny might be better in other types of challenges, but a Mono-Grass run in Scarlet/Violet isn’t it.

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Never judge a book by its cover and never judge a sprout by its bell. Do not get fooled by Bellsprout’s tiny flower face, as it has surprisingly good mixed offenses disproportionate to its small body. Bellsprout even comes with strong attacks of its types, making it pretty threatening to frailer Pokemon. Raising a Bellsprout isn’t too difficult thanks to its powerful moves, and it can find several preys with its typing, however, it needs to be pay attention to its poor bulk. Bellsprout is unlikely to take any hits in return, making it tough to find good opportunities to send it in. Once Bellsprout gains a level, it evolves into an even more powerful Weepinbell. After that, with the touch of a Leaf Stone, it can evolve immediately into a Victreebel, making it an accessible fully-evolved Pokemon in the Kitakami region.

Just like its pre-evolution, Victreebel is a mixed attacker with a slightly stronger emphasis on its base 105 Attack. Its base 100 Special Attack is equally great, and it is up to trainers to decide which offense to use more. Grass/Poison isn’t exactly ideal offensively, as they are not too effective against Poison-types and Steel-types. Unfortunately, that would mean Victreebel won’t be too helpful against the Loyal Three battles as they can take Victreebel’s hits pretty well. Defensively, Victreebel has an unimpressive base 80/65/70 bulk and won’t like taking too many strong hits. (A piece of useless trivia: Victreebel effectively has had 3 different base Special Defense, as it has base 100 Special in Gen I and a base 60 Special Defense from Gen II to V before it got updated to the present value.) Victreebel’s defensive profile isn’t too awful thanks to the utility of the Poison-type. It does still have weaknesses to Flying and Fire, which limit its uses in battles against the siblings and of course, the Ogerpon fight. However, its immunity to the poison status gives it an acceptable time against Okidogi and Fezandipiti, which both have secondary STABs ineffective to Victreebel. With its five good resistances, Victreebel actually finds better uses in the Ogre Clan battles, though those fights will still be rough. Victreebel’s mixed attacking strategy is also letdown by its base 70 Speed, as it really needs to outspeed its foes to be effective. Chlorophyll fixes its subpar Speed under sunlight, making Victreebel a decent sun attacker. Alternatively, Victreebel’s Hidden Ability, Gluttony, might be a little harder to utilize and probably won’t be as good as Chlorophyll. Victreebel is shaping good as a mixed attacker, though it certainly has issues in other areas.

Pokemon cannot be a powerful attacker without backing up by strong moves. Victreebel certainly has a good selection of Grass-type attacks, with it learning, the two strongest Grass-type moves, Power Whip and Leaf Storm, on its own. Of course, these two moves have some drawbacks that may make trainers uninterested to use them. Power Whip has a shaky accuracy and doesn’t have any interesting effects. Leaf Storm harshly lowers Victreebel’s Special Attack and may be better for a more physical oriented set. Alternatively, Victreebel can use Leaf Blade, which provides a steadier physical damage output thanks to its 100% accuracy. From TMs, Victreebel gets Energy Ball and Solar Beam for better special moves in the long run, with the latter being a great fit for dedicated sun sweeping set. It is unfortunate Victreebel doesn’t get the physical counterpart, Solar Blade, as it would be a great user of that move. Trailblaze is really weak in comparison, but Victreebel can really use a Speed boost. Bullet Seed is still strong with Loaded Dice, but Victreebel has enough options in Leaf Blade and Power Whip. In terms of Poison-type moves, Victreebel doesn’t shine as much. It only learns Poison Jab as a physical move, which is at a mediocre base 80 power, a disappointingly low number that pales next to Power Whip. The poison chance is nice but not reliable enough for a sweeping role. Sludge Bomb on the special side might be a tad bit stronger, but it still isn’t that strong most of the time. Victreebel does have access to Poison Powder and Toxic to go with Venoshock, but the set up might not be worth it against stronger targets. With a stronger focus on the Grass-typing, Victreebel likes using Tera-Grass to unleash powerful Power Whip or Leaf Storm, but Tera-Poison is better with its defensive uses. Alternatively, a more direct way to power up Victreebel is by using setup moves like Growth and Swords Dance, with the former boosting both attacking stats by two stages under strong sunlight. Setting up Sunny Day itself is useful for triggering Chlorophyll, though Victreebel prefers support by teammates in that regard. Victreebel still has rooms to run coverage options, but there aren’t too many to choose from. Leech Life and Lunge are Bug-type moves that can punish opposing Psychic-type Pokemon and give Victreebel better longevity with their effects. However, the mediocre base 80 powers may not be too helpful, since Bug is resisted by many Pokemon that resist Poison or Grass, and a super effective hit is not even stronger than a neutral Power Whip. Pounce is even weaker, but it can help slow down faster foes. Knock Off offers slightly better type advantages as it isn’t resisted by much, but it will not get the base power boost that often. Sucker Punch is an alternative that is more directly helpful against fast opponents, though the low base power can make it awkward at times. Weather Ball is strictly only helpful when sun is out, but the Fire-typing and base 100 power would be exactly what Victreebel wants as coverage. Finally, Giga Impact and Hyper Beam always available if there really aren’t anything else to use. Victreebel also has a surprisingly wide movepool of support tools, though they don’t fit well with Victreebel’s flimsy defenses and slow Speed. Sleep Powder and Stun Spore seem to the best ones, as they buy time for Victreebel to set up its Attack. Other options include: Wrap, Poison Powder and Toxic for residual damage; Reflect and Strength Sap for defensive boosts; Clear Smog and Acid Spray for messing around big bosses; Gastro Acid and Worry Seed for removing abilities; Ingrain for reliable recovery. Victreebel still wants to focus on offenses and should only run support moves because it doesn’t have enough attacks to use. Overall, Victreebel can use a slightly better movepool, with it missing Solar Blade and Gunk Shot being especially unfortunate. It only needs better coverage, as its own types aren’t too suitable for offensive uses in the DLC waves.

When the Indigo Disk dropped, Victreebel realized it doesn’t like Double Battles all that much. First things first, Victreebel gained Sludge Wave, a Poison-type widespread move that even hits its partner, which is easily its most spammable STAB now. Unfortunately, that pretty much requires a Steel-type or Poison-type partner, as other types of Pokemon run the risk of being poisoned by the move. Victreebel also likes the fact that sun-based teams are more effective in the fast-paced Double Battles. Knock Off being more useful with opponents using held items also gives the move a power boost. The problem is, Victreebel just isn’t that offensively threatening anymore. With the increasing bulk level around the Blueberry Academy, Victreebel doesn’t do that much damage without a boost. The powerful foes around also make sure Victreebel wouldn’t live that long to pull out its boosting moves. Victreebel needs a lot of help, from sun setters to redirection to screens to pretty much everything else. Even then, it wouldn’t be very useful in the battles against Drayton, Amarys and Crispin. Victreebel continues to perform poorly in the Area Zero trip, as it is too slow and frail to fight the big boss. The Epilogue isn’t any better, since Victreebel’s attacks won’t do much to the Pokemon around. Victreebel becomes suboptimal due to its less than stellar stat spread and movepool, not to mention the fact that there are some better Grass/Poison brought back by the Indigo Disk expansion. Victreebel arguably would be better if it is obtainable in the base Paldea region, but it isn’t, so who knows.



In a mono-Grass setting, Victreebel sets itself apart from Amoonguss as a more offensive Poison-type Pokemon. However, if you are going to use a Poison-type Pokemon, you really are doing so because of its defensive utility. Offensively, with a Poison-type STAB and Bug-type coverage, Victreebel doesn’t help against most Grass resists around, when the team most desparately needs options to damage the Loyal Three. By the time you finish the Teal Mask, you arrive to the more friendly place of the Blueberry Academy, where you can just find the more well-rounded Venusaur and Vileplume. Victreebel doesn’t offer much of a niche due to it being caught at an awkward time. While it isn’t unviable, there are just probably better options around, and there aren’t going to be any team slots for Victreebel to take in a Grass-type Monotype team.
 
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Absolutely no one was expecting Applin to get another evolution, but here it comes. The land of Kitakami is well known for their apple production in the Apple Hills, which feature Applin as their mascot. Applin caught in the Kitakami doesn’t have to evolve into Dipplin, but that probably is the reason why you catch it so late. Do note that Syrupy Apples are found around the Mossfell Confluence, which features some higher-levelled Pokemon and might not be the first place you want to visit during your orienteering. Once evolved, Dipplin is a physical wall with a good Special Attack. With a physical bulk of 80/110, Dipplin can take on most of the physical attackers around, even those with super effective hits. Its base 80 Special Defense isn’t amazing, but it can still eat up some special hits. It is also discovered that Dipplin’s defenses can be boosted by Eviolite for some reasons, which makes it even more unkillable, being bulkier than its brother Appletun. Dipplin is unfortunately weak to Flying and Poison, the two most annoying types around the Kitakami region, which limit its uses in matches against Kieran and against the Loyal Three. It has a fair matchup against the masked ogre though, as its sky-high defenses allow it to take a few hits while it employs its stalling tactics to weaken the boss. Dipplin doesn’t just sit around taking hits only, as it is capable of lashing out with its base 95 Special Attack. Grass/Dragon covers most of the Pokemon except Steel-types, but those are not commonly seen in Kitakami. Dipplin is a typical slow bulky attacker though, as evident in its low base 40 Speed, which means it often needs to move after its foes. It isn’t too big of a problem, as Dipplin finds ways to slow down its opponents. Dipplin also enjoys using Tera, as it would rather remove some of its annoying weaknesses with Tera-Dragon, though Tera-Grass can be helpful as well depending on the situation. A Tera-Bug Applin can be caught in the Apple Hills, but it doesn’t seem to help too much in terms of type matchups.

As the star of the DLC waves, Game Freak made sure Dipplin has enough moves to work with. Dipplin’s main strategy is stalling, wearing foes down while tanking all incoming hits. Its signature move, Syrup Bomb, lowers the target’s Speed for several turns, which essentially allows Dipplin to outspeed its target or to switch to a faster ally. For actual residual damage, Infestation is a good way to directly wear down its foes. Dipplin even learns Protect, Recover and Substitute on its own, which ensure the candy apple lasts longer than its opponents. Reflect gives Dipplin an even better time tanking physical hits, as well as protecting its teammates. Syrup Bomb’s 85 accuracy might seem a little shaky, but Dipplin’s Supersweet Syrup basically gives it a 4/3 accuracy boost on entry, allowing the bomb to pretty much always hit. The other powerful attacks that appreciate an accuracy boost would be the one-time nukes, Draco Meteor and Leaf Storm, one for each of Dipplin’s types, though these moves hurt Dipplin’s longevity by quite a bit. Alternatively, Dipplin can have Gluttony, just like its apple siblings, which can be used to trigger stat-boosting berries more easily. Recycle can even allow Dipplin to reuse its berries. Dipplin’s Hidden Ability, Sticky Hold, is really situational, since not many Pokemon runs moves that remove items. Outside of these, Dipplin mostly learns the same moves you expect for a Grass/Dragon-type. Energy Ball, Giga Drain and Solar Beam are stronger than Syrup Bomb as STAB and all have their use. Dragon Pulse is pretty much the only reliable Dragon-type special move to use. If Infestation feels too weak as coverage, then Pollen Puff might be what you need, though a Bug-type move might not be what you need. With no other viable coverage options, Dipplin can instead use Growth to power up its offenses to get around hard resists. Dipplin starts out as a pretty interesting Pokemon, with a main focus on its defenses. It can be pretty passive in battles, and it would most certainly enjoy a power boost in some forms.

Come the Indigo Disk expansion, Dipplin gained exactly one move, Dragon Cheer, but this move is enough to change everything about the candy apple Pokemon as it now evolves into the Apple Hydra, Hydrapple. Hydrapple maintain Dipplin’s bulky attacking style, with a much stronger emphasis on the offense. Hydrapple’s best stat is now its base 120 Special Attack, which is almost, but not quite, as strong as special powerhouses like Hydreigon and Walking Wake. Hydrapple didn’t receive much update in other departments, other than a new base 106 HP and a 4-point increment in Speed. Hydrapple won’t be as bulky as Eviolite Dipplin, but 106/110/80 is still more than enough for Hydrapple to be a tank. Hydrapple even traded away its Gluttony for Regenerator, which gives it strong longevity in battles. Unfortunately, Regenerator isn’t that easy to use in Double Battles without pivot moves, whereas Supersweet Syrup might be slightly more useful as it has decent support values for allies who need an accuracy boost. Contrary to speculations before it was released, Hydrapple keeps the Grass/Dragon-typing and runs into several problems because of that. Lacey’s Fairy-types and Kieran’s fully trained team all keep Hydrapple in check and make sure it won’t be taking that many hits. Amarys and Crispin both use Pokemon that don’t mind Hydrapple’s STAB moves, though Hydrapple can work around that. Hydrapple should be glad it is locked behind Drayton’s fight, as it would not do great in that battle or anywhere in his snowy biome. Hydrapple also doesn’t like the big boss in Area Zero too much, though it has Syrup Bomb to slow it down and good resistances to its attacks. The Epilogue won’t be too nice either with so many Poison-types around, but Hydrapple is fine even under type disadvantages. Hydrapple is at least a pretty good user of Tera, as it can unleash powerful hits while changing its less than ideal defensive typing. Overall, Hydrapple is a reliable bulky attacker, and it is no wonder why the Champion is raising one too.

Hydrapple doesn’t feel too different from Dipplin yet, outside of gaining a few heads and quite many Special Attack points. Its biggest upgrade is probably its move expansion from the limited selection Dipplin has. Hydrapple received yet another signature move, this time being a Dragon-type attack, Fickle Beam. Despite being 5 point weaker than Dragon Pulse in base power, Fickle Beam can potentially be stronger than even Draco Meteor in addition to having no drawbacks, if Hydrapple is in the mood of destroying its opponents. With this new move, Hydrapple doesn’t really need to consider its other Dragon-type options, though Fickle Beam can be really fickle sometimes and may not get the damage you want at certain times. Hydrapple didn’t gain too much for Grass-type moves, with the physical-based Power Whip being the only one. Physical moves aren’t great tools for the apple hydra, but it does have full accuracy under Supersweet Syrup. Hydrapple otherwise continues to run Syrup Bomb and/or Energy Ball for its Grass-type STAB, and it seems to struggle a bit choosing between the two. Yawn is an interesting status option, but that move might not be suitable for the fast-paced Blueberry Academy. Dipplin barely has any coverage with Pollen Puff being pretty much the only choice, but Hydrapple is not like the apple you caught in Kitakami, and it’ll show trainers it can change again. Its best new coverage is Earth Power, which rounds off an almost perfect coverage with Grass/Dragon, as Earth Power hits annoying Steel-types hard and not many Fairy-types can take that either. Hydro Pump has a great base power coupled with a perfect accuracy under Supersweet Syrup and punishes Fire-types that try to burn the apple. However, Water-type moves aren’t necessary when Grass and Ground handle most of the types hit by Water. Its high power is still appreciated and can be really useful at times. Hydrapple even gets Nasty Plot as a faster and more effective way to boost its Special Attack, and Hydrapple certainly has the bulk to set things up. Body Press unfortunately does not benefit from Nasty Plot and might not be as strong as Hydrapple’s special attacks, but it can be a pretty neat option to hit specially bulky foes. Despite being introduced in the Doubles-oriented Indigo Disk, Hydrapple doesn’t have too much special for Double Battles. Breaking Swipe is probably the best option, as it allows Hydrapple to provide defensive support. Pollen Puff can be neat healing allies while being compatible with Assault Vest, but as an attack, it is pretty underwhelming. Earthquake is a stronger move, but it is mostly inferior to Earth Power. Dragon Cheer is even more niche and probably won’t be helpful after evolution. Hydrapple likes running Nasty Plot + 3 special attacks as an easy setup Pokemon, though Assault Vest + 4 offensive moves also works well with Hydrapple’s attributes. The youngest child always gets spoiled the most, and Hydrapple makes absolute sure it is the best apple around. Hydrapple is a great addition unlocked by the Indigo Disk and an easy recommendation for trainers in need of Grass or Dragon Pokemon in general.


Flapple and Appletun are great additions to mono-Grass teams thanks to their unique type combinations in Paldea. Hydrapple is pretty much a direct upgrade to these two in terms of defensive capabilities and is thus a great member as well. The only real problem it has is how late it is and the fact that its secondary Dragon-typing isn’t in dire need when it becomes available. As the DLC waves open up Ludicolo, Ogerpon and Ability Patch for Thick Fat Appletun, Hydrapple’s neutral matchup to Fire is not the best answer to that type anymore. Eviolite Dipplin, however, is a neat option just for its ability to stall out Firepon. That being said, Hydrapple is still a well-rounded Pokemon that fits easily on teams. It doesn’t synergize too well with fellow Grass-types outside of its interesting Ground-type coverage, but it really doesn’t need anything special to be good. Hydrapple isn’t a must-have on Grass-type teams, but it certainly is a viable option simply thanks to its great attributes.
 
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Everyone loves pecking at acorns, but trainers around the Kitakami region must be careful picking at acorns dangling from tree banches as they very well can be the Pokemon, Seedot. Seedot isn’t exactly the most interesting Pokemon around, being a pure Grass-type with low stats. With low offenses and weak damaging moves, Seedot won’t be able to provide much for the team. Fortunately, it evolves rather early. Regardless of when it is caught, it should be ready to evolve very soon. It will then turn evil and become the Grass/Dark-type Nuzleaf. Nuzleaf is a lot more useful with some workable attacking stats, but you are still probably better off evolving it again as soon as possible, and it won’t need to worry about missing any moves after evolving. It will require a Leaf Stone to evolve, but that shouldn’t be difficult if you have already finished exploring the Paldea region.

Shiftry is the Wicked Pokemon, as in how wicked Game Freak is for putting yet another Grass/Dark Pokemon in the game. Apparently, plants are just really evil now. In particular, Shiftry shares a similar stat distribution with its Hoennian buddy, Cacturne, except with a little more Speed and a little more in dual defenses and a little higher HP and a little lower attacking stats. Shiftry is basically a milder mixed attacker with workable bulk and speed. Its base 100 Attack and base 90 Special Attack might not be the strongest offenses around, but it works well with its offensive typing. (For the fifth f***ing time,) Grass/Dark forms a useful type combination that hits many Pokemon around for at least neutral damage along with the ability to handle common types like Water or Psychic well. Shiftry can power up itself even more with Tera, though it will only have Tera-Grass if it was caught as a Seedot. Tera-Grass and Tera-Dark both have their uses, with Tera-Dark being mostly better for defensive purposes. Shiftry is no Meowscarada, but it still has a respectable base 80 Speed, which is enough to outspeed quite many Pokemon. Shiftry even gets two great abilities to work with its offensive capabilities. Chlorophyll gives Shiftry an even higher Speed under harsh sunlight and Shiftry gets a few tools to work with the weather as well. Its other standard ability is Early Bird, well, was Early Bird as it was changed to the new Wind Rider. Wind Rider gives Shiftry immunities to certain wind moves and boosts its Attack when hit by such moves. It is a generally useful Ability with both offensive and defensive utility and is easier to use than Chlorophyll in most cases. Pickpocket is not great and isn’t worth it as a Hidden Ability. Shiftry’s defenses aren’t too terrible, with a 90/60/60 bulk being able to take a hit or two, though it should try to avoid strong hits and be weary of its seven weaknesses. Shiftry struggles in the land of Kitakami, as its weaknesses to Flying, Poison and Fire leave it helpless in most of the important fights, though it still can be useful with coverage options. Even for other battles, Shiftry doesn’t have too many advantages and needs to compete with other Grass or Dark Pokemon that unleashes stronger damage. All things considered, Shiftry is setting itself as a good mixed attacker though it doesn’t excel at attacking all that much compared to other Grass/Dark Pokemon.

Simply put, Shiftry has a WIDE movepool. Even just from its natural moveset, it has plenty of options. Its strongest STABs are Leaf Blade and Sucker Punch, which threaten most Pokemon that don’t have dual resistances to its types. Payback unfortunately doesn’t mesh well with Shiftry’s fast pacing and wouldn’t get power boosted too often anyways. Thanks to its association with wind, Shiftry even learns the powerful Hurricane. The problems are, Hurricane doesn’t go well with Chlorophyll as sun nerfs the already unreliable accuracy, and Shiftry usually wants to focus on physical attacks with Wind Rider sets. Extrasensory is not too strong as a coverage, but it is helpful against the Poison-types around as well as strong Fighting-types. Explosion is an honourable way for Shiftry to go out and do big damage, and it is up to you whether Shiftry wants to go that way. Just like many Chlorophyll users, Shifty can possibly set up the sun for itself, which synergizes well with Growth and Synthesis, with the former combining Swords Dance and Nasty Plot into one moveslot under sunlight. Expanding its movepool to include TMs and Egg Moves, Shiftry gets even more options. Bullet Seed, Energy Ball and Giga Drain are not going to be as strong as Leaf Blade, though they are acceptable as well. Leaf Storm is a powerful nuke even if Shiftry wants to run a primarily physical set. Solar Blade and Solar Beam are absolutely amazing on sun teams, though not so much outside of the weather. Lash Out loses out the priority offered by Sucker Punch, but it is a tad bit stronger and can become even better in the right situation. Dark Pulse and Foul Play are less reliable, but they can potentially be really effective against certain targets. As for coverage, the most interesting option is Heat Wave, which goes well with Sunny Day strategies for a powerful hit, particularly on Steel-types. If Shiftry is not running Chlorophyll, it can use Tailwind to reliably trigger its own Wind Rider, giving it an Attack boost and a Speed boost at the same time, which is kind of like using Dragon Dance. With that niche, Shiftry is perhaps the best user of Tailwind in single battles, but even with that, Shiftry sometimes would rather use its turns for raw damage. Weather Ball does the same damage under sunlight but doesn’t offer much without weather. For physical attacks, Shiftry can choose between Brick Break, Rock Slide and X-Scissor as coverage, though their mild base power can be pretty disappointing at times. In terms of special moves, Air Slash and Focus Blast can be considered for specific targets, Chilling Water and Icy Wind are more for utility purposes, and Vacuum Wave is a helpful priority. Shiftry’s natural damage output is largely limited by the weak moves it usually runs, which means it wants to receive stat boosts before damaging its foes. Wind Rider is of course one way to do so, but Swords Dance is a more direct and an effective setup option for physical attacks. On the other hand, Nasty Plot can make Shiftry threatening on the special side instead despite the relatively lower Special Attack, and Shiftry most definitely has more than enough special moves to make good use of that. Last but not least, Shiftry isn’t exactly a Pokemon that likes to run support, but it certainly has some options. Will-O-Wisp cripples its foes, finishing any opponents that barely hang on from Shiftry’s attacks, and nerfs physical attackers to buy time for Shiftry to do its evil deeds. Leech Seed lacks the defensive part, but it gives Shiftry a good way to heal itself if not running Synthesis or Giga Drain. Finally, Toxic Spikes is of course a great hazard, but there aren’t too many battles where that might be helpful as most Ogre Clan members only use four Pokemon. Shiftry is extremely flexible with which moves to use, which is why it can always find a use even in battles with type disadvantages. It is certainly an example of Pokemon that shines with the tools it receives despite not having the best base stats.

Shiftry absolutely loves Double Battles as its great attributes are just tailor-made for them. The Blueberry Academy encourages its students to try out battle strategies, with Sun and Tailwind being two great tactics that work out well in general. As a Sun sweeper, Shiftry does face stiff competition with other Chlorophyll users, though its unique selection of Solar Blade, Sucker Punch and Heat Wave will prove to be useful. Shiftry finds a more interesting niche as a Tailwind abuser, since it has much better offensive tools than fellow Wind Rider Brambleghast. Shiftry can even be a decent Tailwind setter if it wants to support another stronger attacker. Shiftry is already looking good just because of its Abilities, but as per usual, its movepool is what makes it even better. Fake Out is one of the most desired moves for Double Battles, as it allows the team to take control of the pacing at the start of the battle. Knock Off is finally useful in-game, as trainers in the BBA like to hold items. Not many Pokemon like to take a +1 Knock Off from Shiftry when they also need to lose their held items. Sucker Punch is helpful against the speedcrept environment and is great at picking up weakened foes. Shiftry also has a fantastic selection of widespread moves, like Heat Wave and Rock Slide, which are still very effective as coverage options. If nothing else works, Explosion is always a good way to leave the field, but it requires Ghost-type teammates or Protect/Wide Guard users. The Indigo Disk expansion even gifts Shiftry Petal Blizzard, a multi-targeting STAB move, to use! Petal Blizzard easily takes the spot as Shiftry’s best move within the BBA, though it needs to be careful about hitting its allies. Alternatively, an ally using Petal Blizzard will not damage Wind Rider Shiftry and will instead give it an Attack boost, giving it an easy way to snowball Shiftry’s offensive power. Shiftry even gains a Dark-type move in Throat Chop, though it isn’t too dazzling in terms of raw power and cutting your opponents’ throats might not be that helpful. Shiftry certainly has many good traits, but it still has its issues. When every Pokemon around has gotten so much bulkier, Shiftry’s offensive power is not satisfying. The lower base power of its moves starts to bite, especially when factoring in spread move damage reduction. It also has a poor matchup in pretty much every single important battle and struggles to do big damage. Its weakness to Extreme Speed is unfortunate, as Tailwind and Sucker Punch still won’t help it outspeed its foes. That being said, Shiftry still finds comfortable time hanging around the BBA, simply for its immunity to Heat Wave, Hurricane and Blizzard shutting down many trainers. Shiftry then keeps things going in the Area Zero trip and the Epilogue, where it still wants Sunny Day or Tailwind to unleash its full potential and is pretty weak otherwise. Shiftry is one of the most buffed returning Pokemon in Scarlet/Violet and is pretty fun to use. Between its new Ability and wide selection of moves, using Shiftry as a permanent or temporary member is not a bad idea.



Things did not change too much for Shiftry in a mono-Grass run. Grass/Dark is still not the best typing, especially when Grass-type specialists would have already had access to four other Pokemon with this typing in the Paldea region. It also doesn’t particularly help in any notable matchups due to a lack of Ghost or Psychic users in the remaining battles (except one of the optional but important trainer in Kitakami). Shiftry still is a pretty good Pokemon though, as its Abilities are still as valuable here. Chlorophyll of course synergizes well with other sun abusers Grass has, with it offering a neat Heat Wave to go with the strategy, though it obviously cannot compete with Scovillain in that regard. Wind Rider is again a great new toy, with it pairing well with Tailwind users like Jumpluff or Whimsicott. Its immunity to Heat Wave, Hurricane and Blizzard are especially useful against important trainers like Crispin and Kieran, as not many Grass-type Pokemon like taking these moves. Yet again, Shiftry proves that every Pokemon needs a suitable moveset to make things work, as the tengu would otherwise be pretty useless without its wide selection of tools. Shiftry may not be the star of a mono-Grass team, but it would not be a bad choice either.
 
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When two Pokemon really love each other, they sometimes produce Eggs. When your homeroom teacher really loves you, they sometimes … give you Pokemon Eggs! Turtwig is one of the three possible Pokemon obtainable from hatching the Egg given by Mr. Jacq after your relaxing picnic in Reveler’s Road. Turtwig obtained this way would be available at the lowest of the low, Level 1. It will be useless for most of your Kitakami orienteering if you are visiting the region after beating the main story unless you want to dedicate training session for the grass turtle. As per most starter Pokemon, Turtwig and Grotle are not bad Pokemon at all, but they really aren’t going to do much at a much lower level than its surrounding. Your best shot is to evolve Turtwig and Grotle as soon as possible, though it will still need to catch up for thirty more levels after fully evolving into Torterra at Level 32. The Turtwig family is meant to be a sneak peek at the next wave of DLC, and they can be recruited later on with a much higher level instead if you do not wish to raise the turtle from an Egg.

Once Torterra catches up with other Pokemon, it will prove itself to be a good bulky physical attacker. Torterra’s gigantic tree behind its back correspond to its equally gigantic base 109 Attack, which to be honest, isn’t the best around anymore. However, to go with it great Attack, Torterra gained an amazing secondary Ground-typing, which is one of the best attacking types in the games. Ground happens to super effective against some big bosses around like the Loyal Three and two different phases of the masked ogre. Grass isn’t exactly the best offensively, but it helps in matchups against Water-types, which would otherwise be pretty annoying. Unfortunately, the Grass/Ground type combination is resisted by Flying-types, Bug-types and Grass-types, which means Torterra isn’t too threatening to Kieran or Carmine. Grass/Ground also doesn’t work too well defensively, with four glaring weaknesses to Flying, Bug, Fire and Ice, all are things you don’t want around Kitakami. On the other hand, resistances/immunity to Ground, Rock and Electric are neat but insufficient, especially since the Rock-type trainer in the area also uses Ice-type to cover their weaknesses. Its neutrality to Water is really unfortunate as it mostly will be tasked to deal with Water-types as a Grass-type. Similarly, being weak to Fire limits its ability to handle Fire-type as a Ground-type. Its neutrality to Poison and an absolute distaste for the poison status also leave it unsatisfying as an answer to the Loyal Three. Having a low base 56 Speed, Torterra often needs to take a strong hit before it can lash out at its opponents, which means it heavily relies on its bulk to function. Torterra’s defensive profile is luckily bolstered by a great 95/105/85 bulk. On the physical side, not many Pokemon can take out Toterra in one shot, while it can also take some good special hits as well. Torterra certainly still has a pretty good longevity in battles and is a reliable defensive backbone that works well in general. To get a slightly better defensive typing, Tera-Grass leaves Torterra with slightly better resistances while also powering up its Grass-type moves. Tera-Ground is unfortunately not available for Torterra without Tera Shards, which would have been really helpful in important battles. All things considered, Torterra still maintains a good balance of offense and defense, which allows it to utilize Overgrow, since it often stays in the health range to trigger the ability and power up its Grass-type moves. Alternatively, Torterra gets Shell Armor as Hidden Ability, which is more defensively helpful and finds better use on setup sets, as well as removes player frustration in Nuzlocke challenges. Starter Pokemon are almost never terrible, and Torterra certainly is equipped with great assets to compensate for its flaws.

The Sinnoh region was the star of the second half of Generation VIII, and the love Torterra received was followed up well in the Scarlet/Violet games. Torterra’s biggest draw is its strong STAB options right off the bat. The moment Grotle evolves into Torterra, it would be able to learn Wood Hammer and Earthquake, which are more or less its best moves. Having STAB on moves with base 100 power or above, Torterra has enough firepower to threaten even neutral targets for a KO. Most Pokemon cannot dream for such a great combination of moves, but Torterra somehow gets an even stronger option in the base 120 power Headlong Rush at Level 63. Torterra’s biggest problem is that Wood Hammer and Headlong Rush both severely harm its longevity, when that is supposed to be one of its great traits as well. Earthquake might still end up being a better choice simply to prevent Torterra from losing its stats. With such a strong set of STAB options, Torterra doesn’t really need to consider other moves, though Giga Drain mitigating its recoil damage and Trailblaze fixing its low Speed are both desirable. Other than that, Leaf Storm, Bullet Seed and High Horsepower can all work as alternate options. Somehow Game Freak thinks that Torterra still needs to power up itself further and gives it a great setup move through Egg Moves. Shell Smash turns Torterra into a powerful and fast sweeper in a single turn, and the wood turtle has enough bulk to take hits even after dropping its defenses. If Torterra doesn’t want to lose out on its bulk, Swords Dance is always an effective boost though the lack of Speed boost can leave Torterra at an awkward spot as a sweeper. Torterra can go even slower with Curse boosts, which are safe and reliable, if not a little too slow for impatient trainers. A good sweeper would need good coverage to cover for its weak spots, but it is not easy to find a suitable one to match with Torterra’s gigantic STABs. Superpower is super strong in its power, but the Attack drop is devastating for longer battles, not to mention the inability to hurt Flying-type Pokemon. Stone Edge is probably your best option, since it crushes Flying-types and Bug-types that would otherwise eat up even Headlong Rush, though the shaky accuracy can be frustrating as well. Rock Blast can bring a similar effect, but it pretty much forces Torterra to run Loaded Dice and Bullet Seed. Outrage is strong, but Torterra doesn’t really want to lock into a Dragon-type move that confuses itself. Other than these, Torterra’s other choices are a little too weak and might not be actually better than just using resisted Wood Hammer or Headlong Rush. Rock Tomb, Rock Slide and Smack Down are all weaker Rock-type moves, though Smack Down threatens airborne Pokemon with a Headlong Rush follow-up. Body Press mostly works with Curse and Iron Defense only. Crunch, Zen Headbutt, Iron Head, Heavy Slam, Double-Edge, Giga Impact and Body Slam all struggle to be helpful, though they have their niches as well. Because of that, Torterra might find its fourth slot open after picking a Grass-type move, a Ground-type move and a setup move. It can freely run a status move to complete its moveset, and it certainly has choices. Leech Seed and Synthesis work well for setups, as Torterra wants to offset its recoil damage and/or lowered defenses. Substitute allows Torterra to find opportunities for boosts, though it isn’t necessary. Dual screens are nice for team support, and they can pretty much never go wrong. Stealth Rock is unfortunately not that great when trainers don’t switch around, though it forms a nasty combo with Roar. Torterra surprisingly has a wide movepool, which upgrades its good attributes as bulky attacker to at least great. Its longevity can be disappointing with so many moves that wear itself down, but it needs to bite that bullet if it wants to be useful for trainers who decide to give it a try.

Ground-types have a fun time in the Blueberry Academy as they handle Crispin and Amarys fairly well. Yet again, Torterra is mostly let down by its Grass-typing in terms of matchups, as it is actually weak to Crispin. Its slow speed means it struggles to threaten these strong opponents with their fast teams, but Torterra still has what makes things work. Torterra still shines with its variety of moves. Wide Guard is probably the best move to have for the Indigo Disk expansion, and Torterra makes great use of the move thanks to its good defenses. Wide Guard protects Torterra’s teammates and more importantly helps against Pokemon using Heat Wave or Blizzard, as these moves aim at Torterra’s weaknesses to strong super effective special moves. Speaking of spread moves, Torterra is also a good user of them. Earthquake is always a strong STAB and now offers a niche over Headlong Rush for hitting both targets at the same time, if Torterra is paired with something that can take the hit. Rock Slide is a lot weaker, but it is still helpful against levitating targets. Torterra can even pair with Discharge or Earthquake users and bombard the opponents with two multi-targeting moves in one turn. Screens are of course still useful in Double Battles, and Torterra can make use of a strong support set in conjunction with Wide Guard. Setting up can be pretty risky in Doubles, but Torterra doesn’t mind taking the risks thanks to its reliable bulk. Torterra even has the right speed to underspeed its foes naturally and outspeed with a Shell Smash boost without needing to worry much about the defense drops. Curse can be a fun strategy as well, since Trick Room is also easier to use in Doubles. Torterra even gets some new toys, with Scorching Sands being a fun move to fish for burns and Hard Press being a strong nuke against Fairy-types, though they are usually not the best options. Torterra overall struggles a bit with an increased bulk and power level, but it survives and finds good use of its tools. It then has an unimpressive run in the expedition trip, as it is way too slow to fight the big boss and isn’t that bulky for the high damage thrown at its face. The Epilogue, however, will be fine as Torterra doesn’t mind shaking everything around with Earthquake with so many Poison-types around. Torterra is a modest one, despite what its preferred natures suggest otherwise, as it is a steady worker that saves the team at difficult times. With a great selection of offensive and supporting tools, Torterra can work well as flexible member on your team.



Toedscruel finds a comfortable spot in mono-Grass teams thanks to the Grass/Ground-typing. Torterra wants to perform a similar role as its Ground-type moves are even stronger than the wood jellyfish. However, Torterra’s low Speed means it doesn’t quite match with Toedscruel’s fast offensive capabilities and it often doesn’t do that well against Grass-type enemies like Fire or Poison. Torterra still has some great niches, as it is the only Grass-type available with access to Stealth Rock. That move would have been a little more useful if Torterra was brought back in the base game, but it wasn’t, and that niche ends up being not too notable. Torterra still performs well in the Indigo Disk, being one of the few Pokemon that has access to the wonderful Wide Guard, as well as its usual set of widespread moves. Torterra doesn’t play too differently in a mono-Grass run than in a standard run, which means there might be some other better Grass-type Pokemon that would suit the team better. Torterra is not a flashy addition, but its interesting typing will still be helpful if the team faces tough challengers like strong Fire-types or Poison-types.
 
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Stories about the kappa yokai are well known around Japanese regions. Pokemon trainers may find mysterious creatures living in rivers to be Lotad instead. Around the riverside near the Reveler’s Road, Lotad is a rather common sight waddling around. Lotad is designed to be parallel to Seedot, which means it is similarly weak and is supposed to be an early-game addition. Just like Seedot, Lotad will not be too useful at level sixties with poor stats across the board, especially since it doesn’t learn too many strong moves on its own. Lotad is better off leveling up as quickly as possible to evolve into Lombre, which grows a full kappa body but is still rather weak power-wise. Lombre is still not going to provide too much damage in battles. Trainers should thus give it a Water Stone as soon as possible to fully evolve the Jolly Pokemon into Ludicolo.

Ludicolo captivates trainers around the world with its unique Water/Grass-typing, well, unique for right now at least. Just like many fellow Water or Grass, Ludicolo shines with its defensive capability. Ludicolo’s interesting typing covers up the only two weaknesses of the Water-typing, while the Grass-type gets two of its weakness cancelled out as well, resulting in a total of three weaknesses to Flying, Poison and Bug. Unfortunately, those are some of the worst weaknesses to have in the land of Kitakami, as Ludicolo struggles in important battles like the siblings or the Loyal Three. It does at least have a good time in the Ogre fight, as it has ways to deal with Firepon and doesn’t do too poorly against the other forms either. Ludicolo is specialized in its Special bulk at 80/100; while it isn’t Blissey-tier of amazing, Ludicolo still has enough to eat up several special hits. Its 80/70 physical bulk is rather average, and Ludicolo can be worn down quickly by strong physical attackers around, but it is still pretty reliable for taking hits at important times. Ludicolo’s offenses are even more average though, with its base 90 Special Attack being the better front and is still not too great. Water is a pretty good offensive type in the Teal Mask for hitting Rock, Fire and Ground. Grass, on the other hand, doesn’t offer much outside of handling opposite Water-types. Ludicolo will find many targets to prey on, but it would need coverage moves to work around resists like Grass or Dragon. Base 70 Speed is also not great for attacking, as Pokemon around Kitakami are pretty fast. However, those who are familiar with tales of Ludicolo will know it can fix its speed with the Swift Swim ability. In rain, Swift Swim allows Ludicolo to enjoy both a power boost in Water-type STAB and a speed boost to outspeed most opponents. Ludicolo has another ability to work well with rain in Rain Dish, which is more of a defensive approach to abuse the weather and is effective nonetheless. Its Hidden Ability, Own Tempo, is unfortunately not too helpful in battles and is better off left for Ludicolo’s solo dance practices. With Ludicolo’s great synergy with rain, it loves using Tera-Water for an even greater power boost to its Water-type moves and for removing all of its weaknesses. Tera-Grass can be more effective for rain teams, as it resists common rain problems like Electric or Grass. Ludicolo’s stats aren’t the best, but as expected, it aims to function as a rain abuser more than anything else.

Being two of the starter types, Water and Grass always have decent selections of moves, and Ludicolo gets to enjoy on both sides. Ludicolo comes with its most destructive move, Hydro Pump, which compensates for its mild Special Attack, especially when fired off under rain. From TMs, Weather Ball is stronger on average under rain thanks to the better accuracy, while Surf is more reliable if Ludicolo isn’t dancing in the rain. Ludicolo in general still prefers to work with rain and is not bad as a rain setter itself with Rain Dance, though Drizzle support from teammates is appreciated. Ludicolo’s Grass-type options are not as powerful, with it mostly using Energy Ball or Giga Drain, depending on if it wants for extra power or nice recovery. Leaf Storm is still a force to be reckoned with, though Ludicolo usually wants to stay in battles for long without the harsh drop on Special Attack. Ludicolo doesn’t really like sun all that much, though Weather Ball and Solar Beam can be pretty interesting to use. Ludicolo doesn’t get too many coverage moves, but it has some strong ones to choose. Blizzard is probably the best options, as Water/Grass/Ice hits every Pokemon for at least neutral hit. (You are not going to run into Sap Sipper Azumarill.) Ice Beam works as well for Ice-type coverage, but Ludicolo needs the extra power of Blizzard to work with its unimpressive offense. In fact, even running Blizzard, Ludicolo still feels rather weak when not using its STABs. Focus Blast faces a similar issue, especially since Fighting isn’t exactly what Ludicolo needs. Hyper Beam might actually be a possible option, if Ludicolo wants the strongest move as coverage. Ludicolo can opt for Counter from Egg Moves instead, if it wants to play with strong physical attackers and doesn’t mind taking big hits. With a good special bulk and great selection of attacks, Ludicolo is not a bad user of Assault Vest, verifying the old saying “The best defense is a good offense.” Ludicolo can also run for a funny physical set with its access to Swords Dance allowing it to abuse Waterfall under rain instead, though that is mostly suboptimal. Despite having a defensive stat distribution, Ludicolo doesn’t get too many support options. For Rain Dish users, Substitute, Leech Seed (can only be reminded before evolution) and Synthesis (Egg Move) give Ludicolo as much longevity as it wants, while Chilling Water and Icy Wind are good ways to nerf its opponents. Ludicolo doesn’t have the biggest movepool of all Pokemon, but it has just enough to be an effective rain sweeper and very well can be one of the reasons why the weather is used at the first place. Its mediocre power level is disappointing, and it very well wants to use power-enhancing items to fix that issue.

Weather abusers love the Double Battles brought back the Indigo Disk, and Ludicolo has always shined in those. Ludicolo’s subpar initial speed is not great for manual rain, but now it can pair with a faster rain setter or Drizzle Pokemon to enjoy the speed boost immediately to unleash its strong Water attacks. Surf is always a good spread moves for rain abuser and pairs well with Water-immune Pokemon to trigger their special ability effects. If Ludicolo wants to avoid hitting its partner, it can use the newly gained Muddy Water, though it has an unsatisfactory accuracy. Hydro Pump is of course necessary to maximize Ludicolo’s damage output, especially since the Pokemon in the Blueberry Academy are much bulkier. Blizzard continues to work great as coverage, since it hits both targets and snow is quite common around the Polar Biome either naturally or from trainers’ Pokemon. Icy Wind acts as a support option, providing speed control for slower powerful allies. Ludicolo also gets to utilize some previously useless moves. Fake Out allows Ludicolo to control which opponent to not move on the first turn, while Knock Off is a great utility for removing powerful items. For a more stalling approach, Ludicolo also gained Whirlpool for residual damage. Ludicolo still prefers to just wreak havoc with its strongest moves, and these moves are mostly there to fill its moveslots. Thanks to its helpful defensive profile, Ludicolo has good matchups around the Academy and even takes advantage of the rain set by the Champion’s team. However, Ludicolo must be careful about Hurricane users, which are its biggest enemies around. With a good special bulk and resistances to Earth Power/Water Pulse, Ludicolo is not too bad in the expedition trip, though it needs to work around its mediocre initial speed to take advantage of Tera. The Epilogue won’t be that great since weather teams are not as great without coordinations with your partner, and the Poison-type around are not going to be too nice to the dancing lily pad. Ludicolo still is a good rain abuser and not great outside of that. While its average stats are looking less than stellar against the strong opponents around the BBA, it certainly still has enough strategies to work around its flaws and will consistently put in efforts in battles.



Mono-Grass teams in Paldea need Toedscruel to hit Fire-types effectively and Appletun to take Fire-type moves. Ludicolo combine these traits and become the new best option against Fire-type in general. When the biggest boss in Kitakami is a fearsome Fire-type, Ludicolo easily gets an automatic teamslot just so the Grass-type team doesn’t lose to Firepon. Ludicolo is very much needed to slow down Ogerpon with Rain Dance and Hydro Pump. After that battle, Ludicolo loses out a bit of its niche as Ogerpon itself takes away its unique typing, though the two can work together as Ogerpon doesn’t mind using its other masks to work with Ludicolo. Ludicolo’s neutrality to Ice is also cool when facing Blizzard spam, though Ogerpon takes away that niche as well. Instead, Ludicolo picks up a new role in using Ice-type moves to deal with problematic Dragon-types or Flying-types or Dragon/Flying-types that are common around the BBA. Ludicolo doesn’t offer much outside of hitting specific targets, as Water doesn’t provide other super effective hits outside of Fire. It also synergizes poorly with sun abusers, which makes it not great as a teammate for certain Pokemon. With all being said, Ludicolo still find great use on Mono-Grass teams, being almost compulsory for the climax of the Teal Mask and works well even after that. Ludicolo is just another example of how rare typing is highly valued in Monotype runs and all the Grass/Dark-types should really take note of that.
 
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Just like how Galarian chums like drinking tea, Kitakami folks are well known for their love of matcha. Trainers travelling around Kitakami may found haunted bottles of matcha, also known as the Pokemon Poltchageist. Poltchageist can be found in the Reveler’s Road or the Mossfell Confluence, but it can be pretty difficult to spot. Being ecologically similar to Sinistea, the matcha Pokemon has the same stat distribution as the teacup Pokemon, which means it has pretty good Special Attack for an unevolved Pokemon. However, it might be a little too late as that wouldn’t be too useful at Level 60. Luckily, Poltchageist doesn’t need to level up to evolve, requiring items only for evolution. Unless you go out of your way to grab the items, Poltchageist will need take a while longer to get the teacups it wants, especially if it is the rare Artisan Form. The teacups should still arrive before most of the important fights though, allowing trainers to use the brand new DLC special, Sinistcha.

Sinistcha looks like Polteageist, behaves like Polteageist and drains people’s life force like Polteagist, but it really isn’t Polteageist. First of all, unlike Polteageist, Sinistcha doesn’t have the Mismagius-on-drugs level of stat distribution. While Sinistcha’s base 121 Special Attack is still awesome, its power level isn’t as destructive as Polteageist and may struggle against some bulkier targets. To compensate for the slightly lower offense, Sinistcha gets another type for STAB, forming an effective Grass/Ghost offensive typing. Ghost is mostly there to provide neutral coverage, while Grass preys on bulky Water, Ground or Rock for super effective hits. The promising offensive profile also comes with unfortunate defensive matchups, as Grass/Ghost result in five weaknesses, including issues like Flying, Fire and Dark. Sinistcha, as a result, struggles against Kieran, Carmine and most devastatingly Ogerpon. The good thing is, Sinistcha has slightly better bulk than the frail sweeper Polteageist and has a strong focus on physical defense. Sinistcha can eat hits with its base 71/106/80 bulk, which can be effective against the Titan Pokemon around as Sinistcha doesn’t fear any of them too badly. Unfortunately, Sinistcha isn’t that fast with a base 70 Speed, which forces it to take a bulky attacker approach most of the time, but it at least has the right tools to play like that. Sinistcha often feels the need to Tera for a stronger blow on certain targets, with Tera-Grass and Tera-Ghost both being powerful options. Tera-Ghost will probably be better in the long run as Sinistcha wants to keep its immunities to Normal and Fighting, while Tera-Grass is mostly for offensive purposes. Sinistcha evolved from wild Poltchageist will have the peculiar Hospitality Ability, which doesn’t do much outside of healing Carmine’s Pokemon in the Titan battles. Its Hidden Ability, Heatproof, may be more immediately helpful as the removed Fire weakness is a great boon to its defensive use. However, even with Heatproof it may struggle against the local strong Fire-type, and using an Ability Patch might not be a wise idea since Hospitality will become much better in the future. As the new toy dropped in the Teal Mask expansion, Sinistcha isn’t too impressive. Its bulky attacking approach isn’t highly sought-after, but it certainly still works fine.

Back in Generation VIII, Polteageist made a splash in the playerbase with its strong offense boosted by Shell Smash. People don’t store matcha in shells, and Sinistcha unfortunately doesn’t get that setup move, severely weakening its offensive use. The one thing the two Pokemon share though, is how they both do not learn many moves. Sinistcha learns enough STAB moves, with its signature move being the new Grass-type move Matcha Gotcha, which is a powered-up Giga Drain that can potentially burn its targets. Together with the reliable Shadow Ball, Sinistcha is good at providing steady damage, but their mediocre base 80 power limits Sinsitcha’s potential to be a full-on powerhouse. Sinistcha can go for a stronger Grass-type STAB with Leaf Storm, though its harsh stat drops are annoying to work with, and Matcha Gotcha gives Sinsitcha the longevity that it wants in addition to a good support utility. From TMs, Giga Drain, Energy Ball and Solar Beam are not the worst options, but Sinistcha usually wants to be special with its matcha powder. In terms of Ghost-type moves, Sinistcha has even fewer choices. Hex can be stronger than Shadow Ball when using with Stun Spore, though it can be pretty slow as a strategy at times. Night Shade is probably not going to help much, when foes around have gigantic HP stats, and Sinsitcha would just be better off using direct attacks. Sinistcha unfortunately doesn’t get too many coverage moves, with it learning Foul Play only through leveling up. Foul Play can be pretty strong and Sinitcha doesn’t mind facing powerful physical attackers, but the move offers next to no type coverage to Sinistcha’s Ghost-typing and goes against some of Sinistcha’s status options. Sinistcha is a lucky one to receive Scald from TM to fish for better chances of burning. However, that move is unfortunately redundant to Matcha Gotcha outside of hitting unburnable Fire-types. Sinistcha has only one more move for coverage (other than specific Tera Blasts) in Hyper Beam, which more likely functions as a neutral nuke. Sinistcha can use its remaining slots to power up itself. Sinistcha can use the simple and destructive Nasty Plot to better utilize its great Special Attack, while Calm Mind is a bulkier power-up as a way to fix its rather average special bulk. Thanks to Sinistcha’s preferred attack draining HP, it likes using Substitute for safer setup as it can quickly heals from the HP loss. What Sinistcha really shines at is its unique set of support options that are highly customizable depending on the team structure. The aforementioned Stun Spore paralyzes faster foes and buys time for Sinistcha to pull off other tricks. Strength Sap uniquely fuses an Attack nerf with recovery, which can be helpful against the physical-hitting bosses as well. If Sinistcha doesn’t mind sacrificing itself, Memento is an even more effective way to nerf big bosses and opens opportunity for teammates to set up. Sinistcha only gets Reflect as screen support, but that reinforces its role as a physical tank. Sinistcha’s speed is a little awkward for Trick Room, but it isn’t too terrible as a setter thanks to its good bulk. Despite having a stat distribution that suggest an offensive role, Sinistcha usually ends up playing support with its interesting selection of utility. While Sinistcha still has a great offensive capability, trainers must be aware of its limitation in that regard before recruiting the teacup for their journey.

Sinistcha loves the focus on Double Battles in the Indigo Disk; one can even say that Sinistcha was made for Double Battles. To start things off, Hospitality turns into an amazing Ability offering free heal for Sinistcha’s ally. The ¼ HP recovery isn’t too big, but it is enough to save weakened teammates from being picked up by a priority move. The quick pacing in the Blueberry Academy also means it might not be a wise idea to manually heal as the healed Pokemon can be bullied by two opponents in the same turn, nullifying the HP recovery. Hospitality thus shines as the best way to heal Pokemon in general, thanks to it being triggered automatically. Speaking of recovery, Matcha Gotcha turns out to be an even better move to use in Doubles, as it is the only Grass-type attack and the only HP-draining attack to hit both opponents without hitting allies. Having two separate chances to burn opponents is also just a blessing, as Sinistcha loves to build up more physical bulk. Sinistcha is also a rare user of Rage Powder and is certain a great one as well. Sinistcha can use its ghostly immunities to protect teammates from strong Normal-type or Fighting-type assaults. Protecting weakened ally from priorities like Aqua Jet and Sucker Punch is neat too, but Rage Powder cannot always redirect Extreme Speed unfortunately. If Sinistcha wants to bring even more longevity to the team, it can even run Life Dew for double healing, though the low HP heal makes the move not as easy to use. Sinistcha even gets Pain Split from the TM expansion, which serves well as a way to both damage opponents and heal the matcha Pokemon up. Curse is also a new addition, but it isn’t as useful as it cuts Sinistcha’s health, and the curse might not be fast enough for the rapid pacing in Doubles. Sinistcha’s other utilities are still helpful, like Reflect and Trick Room, which can be used for specific team needs. In fact, Sinistcha’s biggest problem seems to be its 4MSS, as it would much rather put all support moves and all attacks on. Sinistcha unfortunately does not match up with the higher power level around the BBA and isn’t as good as playing offense, thanks to the low base power of Matcha Gotcha being further weakened by spread move damage reduction. Sinistcha is likely not the star on any teams, as it lacks notable good matchups around the Academy. However, its shift to a support role is a major success, and there are tons of Pokemon that appreciate its assistance. It will then most likely be ineffective in the expedition trip, as it is a tad bit too slow to fight the big boss and doesn’t quite have the special bulk to take hits. It will stay fine in the revisit to its homeland of Kitakami, as Matcha Gotcha still stays as a good move to use and Sinistcha doesn’t worry about the Poison-type Pokemon around too much. Overall, Sinistcha was like a teaser of the Indigo Disk, as it wasn’t too dazzling in the Teal Mask and only gets better in the second part of the DLC. However, once it reaches the land of Unova, it snatches the crown of one of the best support Pokemon in the roster, making it a great addition to offensive teams.


Sinistcha isn’t too eye-catching in a mono-Grass challenge, as any Grass teams would not lack Ghost or Dark coverage. However, any ways to handle Fire-type are appreciated, and Sinistcha finds a niche thanks to Heatproof and Scald. That being said, Heatproof is not the preferred Ability on Sinistcha, and Scald is not an optimal coverage either. Not to mention the fact that Ludicolo and the likes are more suitable to handle Fire-type opponents. Sinistcha is better off taking up its usual duty of team support in Double Battles. Sinistcha unfortunately doesn’t offer much in offense with it mostly running Shadow Ball, but its options in Rage Powder and Strength Sap are still much needed for slower Grass-type teammates. Sinistcha doesn’t change much in a mono-Grass run, but that is fine, because the matcha teacup spirit is already pretty good naturally and is still a valid team member choice.
 
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The Kitakami villagers might seem like nice people at first, but deep down they are clearly all children murderers, so much so that all the deceased children have turned into tree stumps around the forests. Phantump actually lives pretty closely to the Mossui Town, being readily available in the Reveler’s Road. However, since it is a nighttime spawn, it will not appear in the early part of your orienteering until you complete certain tasks in the story to move time forward. As a result, Phantump won’t be too early as an addition, which isn’t great as its stats really don’t work well as a late team member. Phantump luckily doesn’t require leveling up to evolve, as it only needs to be traded away to do so. It is unable to evolve for those who lack trading partners, but there is actually a wild Trevenant lurking in the deepest area of Kitakami, Timeless Woods. This Trevenant is available at Level 54 (for those who get to Kitakami before beating the main game) or 75, which restricts it to being an even later addition. Either way, Trevenant is available as a team member in the later part of, or even at the end at, the Teal Mask expansion.

Trees are pretty powerful, and Trevenant verifies that with its emphasis on Attack. Trevenant’s strength lies in its base 110 Attack, which goes well with its Grass/Ghost-typing for strong hits. Ghost is always effective finding neutral targets and hits most Grass resists for fair damage. Trevenant can further power up its STABs with Tera. Tera-Grass is a little more destructive, while Tera-Ghost keeps a more useful defensive profile. The Trevenant in the Timeless Woods comes with Tera-Normal, which isn’t really all that good, but it can useful fighting opposing Ghost-types. That’s unfortunately about it for the plus side, as Trevenant faces several issues. First of all, that promising Grass and Ghost aren’t exactly the best defensive pairing. Trevenant’s weaknesses to Flying, Ghost, Fire, Ice and Dark all limit its uses in important battles like Kieran, Carmine and Ogerpon. For that matter, Trevenant’s 85/76/82 bulk is just above average and nothing spectacular. The Elder Tree doesn’t really like taking that many strong hits, especially when Pokemon living in Kitakami has such a high power level. Trevenant also is pretty much forced to take hits with its low base 56 Speed underspeeding pretty much everything around. It feels like Trevenant only invests in its Attack and forgets about its other stats. Its Abilities are also oddly not meant for attacking purposes, with Natural Cure and Frisk being the standard ones available. Natural Cure has a good use against the Loyal Three’s Toxic Chain, though Trevenant needs to manually switch around to do that. (Natural Cure also seems to not trigger when Trevenant is in the field while the battle ends, hurting its QoL utility.) Frisk isn’t too useful for right now, being mostly used to hunt items on wild Pokemon, but it can be more useful in the future when trainers start putting items on. Trevenant’s most notable Ability is its Hidden one, Harvest, which allows the tree monster to eat held berries more than once. Harvest is good, but Trevenant doesn’t work too well with sun to utilize that and doesn’t have enough bulk without investments to eat berries multiple times. Trevenant is overall stuck at a weird spot, having a great Attack that doesn’t get to be utilized too well. It is difficult to justify using Trevenant, though it isn’t the worst Pokemon to use either.

Simply put, Trevenant is a f***ing mess in terms of moves. The biggest problem certainly lies in the lack of good Ghost-type moves, as Shadow Claw as your main move is rather underwhelming. Phantom Force might be a better option, as Trevenant has several accesses to residual damage and residual healing, working great for Harvest sets. However, no big bosses will let Trevenant set so many things up, and this strategy really isn’t that easy to use. Night Shade is unreliable when opponents have high HP, and Poltergeist isn’t useful in Kitakami. Its Grass-type options are better but not by much. Horn Leech is useful providing longevity, though it is rather weak power-wise. Wood Hammer is the polar opposite, being a powerful move that severely hurts Trevenant’s health. As a slow attacker with just above average bulk, Wood Hammer can really limit Trevenant’s effectiveness and might cut its time short. From TMs, Trailblaze fixes Trevenant’s Speed but offers an even worse damage, while Seed Bomb is barely stronger than Horn Leech, making these two not great as options. Trevenant doesn’t even learn Bullet Seed, which, to be fair, might not have helped much. If Trevenant wants to use Tera-Normal, it can run Giga Impact, Take Down, Tera Blast or Facade as its new STAB, but they are all suboptimal, and Trevenant feels like a waste of Tera running them. Trevenant wants to use coverage to support its offensive capability, and it gets a ton of them. Earthquake is the strongest in terms of power and offers nice combination with Grass to hit Steel, Fire and Poison, though that would leave the Elder Tree pretty useless against most Flying-types. Drain Punch also hits Steel with super effective damage, in addition to the ability to deal with Dark, Normal and Ice, but it is still useless against Flying-types. Sucker Punch from Egg Moves doesn’t do much in terms of type coverage, but it is a priority that helps with Trevenant’s slow Speed. Other coverage moves include Rock Slide, Poison Jab, X-Scissor, Lash Out, Foul Play and Bulldoze, which are all possibly helpful but more likely not with their low base power. Trevenant wants a good coverage option, but they are all a little lacking, which pretty much forces it to run utility instead. Leech Seed, Confuse Ray, Toxic and Will-O-Wisp are all great way to wear down opponents, with the latter being a great way to buff Trevenant’s physical bulk as well. Ingrain gives Trevenant reliable recovery, and Trevenant holds the specialty of being able to escape even after using that move by virtue of being a Ghost-type. Forest’s Curse is a neat way to create weaknesses on your foes, but Trevenant lacks good way to handle Grass-types anyways outside of X-Scissor or Poison Jab. Destiny Bond, Disable, Reflect and Haze are all good moves, except Trevenant doesn’t have the bulk or the speed to utilize them. Trevenant doesn’t get too many setup options, as it unfortunately needs to use the HP-cutting effect of Curse unless running Tera, and using Tera for a Curse user isn’t exactly ideal. Growth is incredibly slow for an already slow Pokemon, even if it is sunny out. Speaking of which, Trevenant can set up sun itself, though it isn’t very good at that. If it wants to set things up, the best choice might be Trick Room, as it turns the low base speed into an advantage, and Trevenant doesn’t to worry much about the recoil from Wood Hammer if it can outspeed foes. Trevenant wants to achieve a lot, but it really cannot do everything at once, leaving it at an awkward position where it isn’t that powerful with offenses and isn’t that bulky with defenses.

Stronger Pokemon can often fix their problems with the right support in Double Battles, and Trevenant is no exception. The first thing it likes in the Blueberry Academy is how every trainer put held items on their Pokemon, which makes Frisk and Poltergeist much more useful. Poltergeist especially is finally a move that highlights Trevenant’s great Attack without drawbacks. Unfortunately, that means Trevenant doesn’t make good use of Knock Off, as it wants to preserve opposing items. Earthquake and Bulldoze are back again as useful coverages, especially since they hit everyone around. Trick Room and sun both being good strategies also allow Trevenant to unlock its full potential, with it working great as a sweeper in Trick Room and a bulky support in sun. Trevenant even gets some new support moves to use, Ally Switch gains use as Trevenant can protect allies from strong Normal-type or Fighting-type moves and is just good for messing around trainer AIs. Pain Split is a great addition that fuses damage and healing under the right situation, but Trevenant’s HP isn’t that low, and it isn’t as good using this move as other Ghost-type Pokemon. Skitter Smack offers an alternate coverage, which is mostly useful for the Special Attack drop. It is a little slow though, and Trevenant might need to eat a special hit first before firing that off. Trevenant is still not too great in the Indigo Disk, as Pokemon around just get so bulky they don’t mind taking a hit from the Elder Tree. It also doesn’t offer too much type advantages, and its low speed means opponents can take advantage of its several weaknesses. Trevenant is as expected not too great in the Area Zero expedition trip, as it is too slow and not bulky enough to take on the big boss, though it can threaten the big boss with its strong STABs. It then goes back to Kitakami for an average Epilogue experience, with it being pretty much the same as it always has been. Trevenant is unfortunate, as it really feels like it would be better, but it just isn’t. If it were available earlier on, like in the base game, then maybe it would’ve been better. Trevenant is not a hot pick and not recommended in general.


Trevenant already struggles in standard playthroughs, and it doesn’t offer much to the many Ghost or Dark Pokemon found in a mono-Grass run. Thus, it should come as no surprise it isn’t the best Pokemon to use in such a run. Offensively, Brambleghast works slightly better thanks to a better speed tier, while Sinistcha handles things well defensively. There aren’t too many reasons to use Trevenant, though it has neat coverage in Earthquake, Drain Punch and Rock Slide. However, Trevenant also isn’t the only user of these moves. Will-O-Wisp is a great utility for a bulky approach, but Shiftry and even Scovillain are faster with that. Unless there are team slot open for dedicated Trick Room or Sunny Day teams, Trevenant most likely won’t find itself on a mono-Grass team.
 
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The whole Teal Mask part of the DLC is about the legend of an ogre living in Oni Mountain, and as the main character of the story, of course players are expected to have the ogre join their teams at the end. Ogerpon is only obtainable at the very end of the story, skipping over most of the important battles (one of them being itself) and can only be used in the optional Ogre Clan battles before the second part of the DLC. Luckily for all the ogre fans out there, Ogerpon is strong enough to be an effective late-game addition and will take no time at all to catch up with the team being caught at the high Level 70.

The Kitakami villagers fear Ogerpon for good reasons, as the ogre quickly proves itself to be a versatile Pokemon with great attributes across the board. As Ogerpon demonstrates in its trial of loyalty, its most notable strength is the amazing base 120 Attack, which can be further boosted by Ogerpon’s ability or special held items. Ogerpon even has an impressive base 110 Speed to work with its offenses, which is more than fast enough for single-player uses. Its 80/84/96 isn’t exactly the best, but it can definitely take some hits. Ogerpon has more than enough power to crush even neutral targets and always provides great damage output before going down in battles. Ogerpon already has great stats to begin with, but as the star of the story, it gets a special interaction with the Tera mechanic thanks to the Embody Aspect Ability, which gives Ogerpon a free stat boost on top of regular Tera bonus. With the aid of its three handmade masks, Ogerpon’s gimmick revolves around this ability as well as its four forms, which all feature rare or unique typings. The fiery Ogerpon-Hearthflame is all about attacking and gets Mold Breaker naturally to remove annoying defensive abilities. It is clearly designed to abuse Tera, as it receives a free Attack boost upon its Tera-Fire transformation. Its Grass/Fire-typing forms an effective offensive combination that hits seven different types for super effective damage, though it can be pretty helpless against opposing Fire or Dragon. It is a little lacking in terms of defensive profile as it doesn’t receive buffs in bulk, and resistances to Electric or Fairy seem to be its biggest draw already. The Wellspring Mask looks like a crying face, which represents the opponents’ emotions after fighting Ogerpon-Wellspring. This form of Ogerpon is more defense-oriented, as it has Water Absorb regularly and gets a Special Defense buff when Terastallized into a Water-type. It is a great fusion between two defensive types and is just pretty good at tanking hits in general, though it is mostly used to deal with Ground or Water. Offensively, Ogerpon-Wellspring doesn’t shine too brightly with the redundancy between its two STABs, but it finds enough neutral targets to make up for it. Ogerpon-Cornerstone is the only Grass/Rock-type around and focuses even more on defenses with Sturdy. It turns into a Rock-type and gains a Defense boost upon Terastallizing. Its defensive profile isn’t too impressive outside of that, as it has more weaknesses than resistances, resisting nothing other than Normal and Electric. It is also not the best Tera-user, since pure Rock is arguably worse defensively. It is actually more useful for offenses, as it hits everything other than Steel for at least neutral damage, and some of the Steel-types around do not even like facing this thing. Its strength over Flying-type is especially helpful, as none of the other Ogerpon forms can dream to do that. Ogerpon-Teal itself is not too notable with its pure Grass-typing, which leaves it supremely outclassed by its other forms in all sorts of way. It does have the great Defiant Ability, which is arguably the best among all of the pre-Tera Abilities, a mostly unnecessary Speed boost when Tera’d and the ability to hold items. Most likely, the choices of items are not going to be better than its masks, which grant Ogerpon free damage boosts, and Tera-Grass is also mostly inferior to the other options. However, Ogerpon-Teal very much is still a great Pokemon thanks to its great stats, and Ogerpon has the freedom to run any of its four forms.

Thanks to its versatility to bounce between four strong forms, Ogerpon doesn’t really have any battles it doesn’t want to participate in. Do note that Ogerpon-T lacks interesting matchups, as there will always be at least one other form that would be better, but it very much can be helpful as well. In the land of Kitakami, it can only possibly be used against the Ogre Clan members, which is pretty ironic as they seem to be great fans of the heroine. Ogerpon-H finds good preys in the Electric, Fairy and Ghost-type fights and the sun-based team; Ogerpon-W likes fighting the other weather teams; Ogerpon-C fares well against the Normal-type user. The only one member Ogerpon doesn’t like is the Fighting-type user, as it doesn’t like seeing Heracross too much and Kommo-O is the only Pokemon around that resists every possible STAB Ogerpon can have. After sweeping the Kitakami region for good, Ogerpon continues to dominate when it moves on to the Blueberry Academy. Ogerpon-H finds great uses against Amarays and Lacey, while Ogerpon-C is great at handling Drayton and Crispin. Ogerpon-W is just generally a great choice if nothing else seems to work. In a twist of fate, Ogerpon only really struggles against its biggest fan, Kieran, as his Hurricane+Water Weather Ball combo is troublesome for each of the Ogerpon form, though it still won’t do too bad in that battle. Ogerpon being such a great Tera user also means it has a great time venturing into the deeper Area Zero, as it crushes easily outpaces the big boss there. For the Epilogue, Ogerpon-C will have an easier time fighting Poison-types and Flying-types, but all forms work fine with Kieran’s support. Ogerpon really shines in every single battle, and it is quite clear the ogre is intended to directly join players’ team.

Ogerpon doesn’t have the biggest selection of moves, but it has pretty much everything it asks for. Many physical Grass-type Pokemon struggles to find the optimal STAB move, and they would kill for just any one between Horn Leech, Power Whip or Wood Hammer. Ogerpon, being Game Freak’s newest toy at the time, has accesses to all three moves. Wood Hammer is the strongest option, though the recoil damage can hurt Ogerpon’s longevity significantly. Power Whip removes the recoil for a shakier accuracy, making it not as reliable when Ogerpon wants to straight up unleash its strongest attacks consistently. Horn Leech is much weaker, but it works on more defensive builds or for Ogerpon that is more meant to play support. With a great pool of Grass-type moves, Ogerpon doesn’t need to go for Bullet Seed or Seed Bomb, especially since it doesn’t want to hold the Loaded Dice just to use Bullet Seed. Solar Blade is the only Grass-type TM worth of using, as it works well for Ogerpon-H to use under sun. Ivy Cudgel is technically the best Grass-type move around, having a base 100 power that can easily power up with a high critical hit chance. However, the move changes its type when Ogerpon is holding a mask, which it usually does. Ivy Cudgel will be the best secondary STAB whenever Ogerpon takes on a non-default form, which is better than pretty much any other Fire/Water/Rock-type physical moves for it having a perfect accuracy and no notable drawbacks. As a result, each of the non-standard Ogerpon form shines brighter than other physical attackers of their types. Unfortunately, Ogerpon doesn’t learn any other attacking moves from these three types outside of the weak Rock Tomb, but it certainly won’t complain as Ivy Cudgel is all it really needs. Ogerpon has several choices for coverage options, with it notably learning Superpower and Throat Chop naturally. Superpower has a wonderful base power, with a depressing drawback of lowering Ogerpon’s Attack and Defense, two things that it doesn’t want to lose out on. Together with the weaker options of Brick Break and Reversal, Ogerpon’s Fighting-type coverage works the best with the Cornerstone Mask to hit bulky Steel-types, with only a handful of Pokemon resisting Grass/Fighting/Rock in the DLC. Its inability to threaten Flying or Poison means it isn’t too useful for the other forms, and the lowered stats are especially difficult to work with in Doubles. Throat Chop is mostly there to hit Psychic or Ghost for extra super effective preys, but it isn’t too necessary. In that regard, Knock Off might be the better Dark-type move to use, as Ogerpon likes providing support by removing powerful items. Lash Out, on the other hand, is merely there for the occasional extra damage with a power boost. From TMs, Play Rough is a great move to use, as Ogerpon tends to struggle a bit against Dragon-types or Fighting-types for Ogerpon-C. Stomping Tantrum is a tad bit weak, but Ogerpon-H wants Ground-type coverage to hit opposing Fire. Zen Headbutt isn’t too helpful, but it covers Poison or Fighting depending on the Ogerpon form. Quick Attack is laughably weak, but it is Ogerpon’s only priority move, though it really isn’t needed at all. With all being said, Ogerpon mostly still prefers running its STABs only, and maybe only use Superpower or Play Rough as the third attack, as its coverage moves are usually rather situational. Ogerpon is, thus, freed up to run some interesting moves as its final moves. Ogerpon has the coveted Follow Me for redirection, which is one of the reasons why it is such a great support Pokemon. With its good bulk and interesting resistances, Ogerpon can often take hits for stronger teammates and heal itself back up with Horn Leech. Swords Dance is always an effective power up, and Ogerpon has the bulk to set up even in Double Battles. Alternatively, Substitute and Encore allow Ogerpon to find better opportunities to boost itself, with the latter being a good way to cover Ogerpon’s allies in general. Counter is a funny option to use against strong physical attackers, but it isn’t the best to use in Doubles. Protect is already a good enough move for Double Battles, but Spiky Shield is even better for punishing contact inducers, though it requires good predictions on AIs. Charm is effective for nerfing opponents’ damage output, while Leech Seed focuses on health snap. Ogerpon can even go for Synthesis for a more direct healing, which works better for sun sweeper sets, and Ogerpon can be a manual sun setter as well though it prefers having teammates do that. U-turn is meant for supporting teammates while keeping momentum, if Ogerpon wants to escape from the field so badly. Spikes is great, but difficult to use around the Blueberry Academy. Ogerpon has just enough tools to effectively have several workable sets and suits every type of playstyle. The biggest issue Ogerpon has, is how it cannot use all types at once and that it always finds problems against specific targets. That is an extremely minor problem, since Ogerpon can freely change between its forms depending on the upcoming type matchups. Unless you are one of the Kitakami villagers who want to banish the poor ogre, Ogerpon is easily one of the best Pokemon to use for your DLC journey.


Having the Grass-type as the primary type, Ogerpon can stick to its form-changing shenanigans in a mono-Grass run. Pokemon with unique type combinations always manage to find some niches, and Ogerpon gets three rare typing to use. Ogerpon-H is easily the better Fire-type than Scovillain, thanks to its higher speed tier and better physical damage. With that, Ogerpon-H takes the crown of being the best way to handle annoying Steel-types and chilling Ice-types. Ogerpon-W might find tougher time with Ludicolo around, but the crying ogre is more readily powerful without the need to set rain up first and outspeeds more Fire-types naturally. Ogerpon-C is actually the only Rock-type available, since Cradily and Lileep had been brutally murdered, and its Rock-type Ivy Cudgel clears common Grass-type issues like Flying, Bug, Fire and Ice all at once. Ogerpon can still swiftly change between its forms and always provides needed coverage that the team needs. Without a doubt, Ogerpon is one of the best Pokemon for a mono-Grass team, as it is always able to accomplish a lot and is almost mandatory on some of the tougher battles.
 

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