Pokémon Alcremie

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Alcremie
Fairy.png


Base Stats: 65 HP | 60 Atk | 75 Def | 110 SpA | 121 SpD | 64 Spe

Abilities: Sweet Veil (1) | Sweet Veil (2) | Aroma Veil (H)


Level Up Moves:
- [00] Decorate
- [00] Aromatic Mist
- [00] Sweet Kiss
- [00] Sweet Scent
- [00] Tackle
- [15] Draining Kiss
- [20] Aromatherapy
- [25] Attract
- [30] Acid Armor
- [35] Dazzling Gleam
- [40] Recover
- [45] Misty Terrain
- [50] Entrainment

TMs:
- [TM08] Hyper Beam
- [TM09] Giga Impact
- [TM10] Magical Leaf
- [TM11] Solar Beam
- [TM17] Light Screen
- [TM19] Safeguard
- [TM21] Rest
- [TM24] Snore
- [TM25] Protect
- [TM28] Giga Drain
- [TM29] Charm
- [TM31] Attract
- [TM39] Facade
- [TM41] Helping Hand
- [TM44] Imprison
- [TM47] Fake Tears
- [TM59] Fling
- [TM63] Drain Punch
- [TM71] Wonder Room
- [TM72] Magic Room
- [TM76] Round
- [TM87] Draining Kiss
- [TM89] Misty Terrain
- [TM92] Mystical Fire

TRs:
- [TR 11] Psychic
- [TR14] Metronome
- [TR19] Tri Attack
- [TR20] Substitute
- [TR25] Psyshock
- [TR26] Endure
- [TR27] Sleep Talk
- [TR30] Encore
- [TR49] Calm Mind
- [TR65] Energy Ball
- [TR82] Stored Power
- [TR90] Play Rough
- [TR92] Dazzling Gleam

Egg Moves:
- Baby-Doll Eyes
- Last Resort
Notable Moves:
- Decorate
- Aromatherapy
- Acid Armor
- Dazzling Gleam
- Recover
- Calm Mind
- Mystical Fire
- Psychic
- Psyshock
- Stored Power


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(Gigantimax)
G-Max Finale (Fairy): Heals user and allies.

[New Move!]

Decorate: Sharply raises the target's Attack and Special Attack stats. (Note: You cannot target yourself with this move.)

[Pros]
- A good defensive typing in Fairy, access to recovery, and a good Special Defense stat in 121 makes Alcremie a good soft check to special attackers that cannot hit it super-effectively.
- Respectable 110 Special Attack with set-up options such as Calm Mind prevent Alcremie from being passive or a potential momentum drain for more offensive teams.
- Decent coverage options in Psychic/Psyshock and Mystical Fire allow Alcremie to potentially threaten Poison- and Steel-types respectively that may try and abuse it for free turns.

[Cons]
- Despite Alcremie's great bulk specially, its Physically Defensive side leaves much to be desired. A rather poor HP stat in 65 and mediocre 75 Defense means it can easily get overwhelmed by strong physical attackers such as Barraskewda, Cinderace, and Mamoswine.
- A pitiful 64 Speed means that it will have trouble against offensively-oriented teams, as it is does not have the physical bulk to live several hits without getting overwhelmed.
- Furthermore, Alcremie suffers major competition from Clefable, which has better physical bulk and is overall more versatile with more utility.

Potential Movesets:

Alcremie (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 252 Def / 4 SpA
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Aromatherapy
- Recover
- Mystical Fire

This will likely be the most common Alcremie set in lower tiers, since it seems like it won't make OU. The moves are rather self-explanatory - Dazzling Gleam is Alcremie's main attacking move, while Aromatherapy allows it to act in the role of a cleric and Recover lets it retain longevity to reliably check threats throughout the game. Mystical Fire prevents Ferrothorn from switching in freely and setting up hazards or firing off a Leech Seed. 0 Speed IVs and a Sassy nature may seem strange, but Alcremie is slower than most things it checks and likes taking less damage from Ferrothorn's Gyro Ball.

Alcremie (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 4 SpA / 252 SpD
Sassy Nature
IVs: 0 Atk / 0 Spe
- Dazzling Gleam
- Aromatherapy
- Recover
- Mystical Fire

This is identical to the set above, but with one difference - the EVs are invested primarily in Special Defense. This allows it to more reliably check Nasty Plot Hydreigon and mixed Dragapult. However, this comes at the unfortunate cost of being more vulnerable to Physical attackers and losing the ability to reliably check Poison Jab Kommo-O.

Alcremie (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Dazzling Gleam
- Calm Mind
- Acid Armor
- Recover

Double Dance is a set that I thought sounded decent on paper, before realizing that, without Mystical Fire, Ferrothorn is free to set up hazards or annoy Alcremie with Leech Seed. Obviously Toxapex is also a major issue for this set, but I still think it could be a fun little gimmick nonetheless. The idea is simple - come in on something you force out or threaten once your checks/counters are gone, set up, and profit.

Alcremie-Gmax (F) @ Leftovers
Ability: Sweet Veil
EVs: 252 HP / 252 SpA / 4 SpD
Modest Nature
IVs: 0 Atk
- Dazzling Gleam
- Mystical Fire/Psyshock
- Calm Mind
- Recover

The last set that I believe has potential is a Two Attacks + Calm Mind + Recover set. As opposed to the other three sets above that capitalize on Alcremie's defensive capabilities, this one focuses on its offensive ones. Mystical Fire was already covered and hits Ferrothorn mainly, but Psyshock is slashed to hit Toxapex, which would otherwise completely wall this set.

Final Thoughts:

The resident "Collect-A-Thon-Mon" will certainly shine in lower tiers. It also has potential in doubles that wasn't covered, especially with its signature move, Decorate, which allows it to severely buff an ally. Unlike other defensive Fairy-types that will likely be under OU such as Sylveon, Galarian Weezing, and Togekiss, its access to reliable recovery, good set-up options, and decent coverage allow it to have a notable niche.
 

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Can we have a section talking about Dynamax/Gigantamax potential? I'm mainly asking about Gigantamax because G-Max Finale actually looks usable because it's a G-max that literally heals you but I still don't even know how much.
 
Can we have a section talking about Dynamax/Gigantamax potential? I'm mainly asking about Gigantamax because G-Max Finale actually looks usable because it's a G-max that literally heals you but I still don't even know how much.
The reason why I didn't mention G-Max Finale is because it only heals 25% (if my math isn't wrong) which is less than Recover and is barely sustainable as it is. I don't believe Alcremie will have much Dynamax/Gigantimax potential since it'll probably mainly be a defensive mon. You could theoretically use it on the offensive sets, but I believe that there are better canidates for Dynamaxing anyway.
 
The reason why I didn't mention G-Max Finale is because it only heals 25% (if my math isn't wrong) which is less than Recover and is barely sustainable as it is. I don't believe Alcremie will have much Dynamax/Gigantimax potential since it'll probably mainly be a defensive mon. You could theoretically use it on the offensive sets, but I believe that there are better canidates for Dynamaxing anyway.
It's a heal + huge damage nuke. It's not like a bad sustain move like Life Dew where you waste a turn to recover 25% of your HP and that's all.
 
I like boosting sets, so here's my approach:

Panna Cotta
Ability: Sweet Veil/Aroma Veil
Item: Leftovers/Big Root
Nature: Bold
EV's (HP 252) (Def 252) (Sp.Att 4)
Calm Mind
Draining Kiss
Psychic/Psyshock
Mystical Fire


This set forgoes Recover for Draining Kiss. The power difference is notable, but it effectively blends Dazzling Gleam and Recover into one STAB move. Combined with Big Root, Draining Kiss goes from heal 75% to 97.5% of the damage deal, which is almost 100%! And by going this route you are able to run Psychic/Psyshock AND Mystical Fire on the same set. Nature and EV's are all put into HP and physical defense to compensate for its difficulty taking physical attacks. I actually suggested the same set on Hatterene's forum post, though Alcreamie is likely the better one to run such a set given the higher speed between the two of them.
 
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I like boosting sets, so here's my approach:

Ability: Sweet Veil/Aroma Veil
Item: Leftovers/Big Root
Nature: Bold
EV's (HP 252) (Def 252) (Sp.Att 4)
Calm Mind
Draining Kiss
Psychic/Psyshock
Mystical Fire


This set forgoes Recover for Draining Kiss. The power difference is notable, but it effectively blends Dazzling Gleam and Recover into one STAB move. Combined with Big Root, Draining Kiss goes from heal 75% to 97.5% of the damage deal, which is almost 100%! And by by going this route you are able to run Psychic/Psyshock AND Mystical Fire on the same set. Nature and EV's are all put into HP and physical defense to compensate for its difficulty taking physical attacks. I actually suggested the same set on Hatterene's forum post, though Alcreamie is likely the better one to run such a set given the higher speed between the two of them.
I use that set on Hatterene and love it, and can see it working just as well on Alcreamy. Its quite good and Alcreamy is more tanky due to being just a monotype.
 
I like that this has Recover but still Clefable exists so it's hard to validate with a team spot. But maybe the double dance set can clean up late game by Gigantomaxing and nuking + Healing each turn.

At least it's slightly usable. Much better than most early route faries.
 
The reason why I didn't mention G-Max Finale is because it only heals 25% (if my math isn't wrong) which is less than Recover and is barely sustainable as it is. I don't believe Alcremie will have much Dynamax/Gigantimax potential since it'll probably mainly be a defensive mon. You could theoretically use it on the offensive sets, but I believe that there are better canidates for Dynamaxing anyway.
Finale recovers 50%
 
I wonder what this cake tastes like.

Also, you listed it as female in all of the sets, is there any benefit to it being female?
 
Alcremie is defenitely meant to be a doubles support mon, not a singles powerhouse. As much as I love it, almost everything Alcremie can do is done better by Hatterene. Still, it eill be welcome in the lower tiers once they stabilize and a bit more personality can come out.
 
Alcremie-Gmax @ Leftovers
Ability: Aroma Veil
EVs: 248 HP / 252 Def / 8 SpD
Bold Nature
IVs: 0 Atk
- Calm Mind
- Dazzling Gleam
- Mystical Fire / Stored Power
- Recover

This set is decent. Faces heavy competition from Reuniclus and Clefable, but Alcremie isn't shut down by Taunt/Encore thanks to Aroma Veil. It's vulnerable to status, unlike Reuniclus and Clefable, which is unfortunate. However, Toxic's distribution is very limited this generation so it shouldn't be too much of an issue. Also, Clefable needs to depend on Wish/Protect or Moonlight for recovery (Soft-Boiled is illegal currently), which isn't as reliable as Recover. Alcremie's GMax form is really nice too since G-Max Finale heals HP while nuking. Hatterene is better suited for offensive CM sets imo since it doesn't have recovery aside from Rest.

Overall this set gives Alcremie some niche in the current OU metagame. It'll mostly be obsolete once Clefable can get Soft-Boiled again.
 
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Is their any real reason to run this over clef? The Gmax heal is cool but I feel wasting your dynamax on a much worse clef or reuni is not worth it, lots of opportunity cost when wasting your dynamax. I've also not seen very much of it in general, if anybody has some replays that would be sweet
 
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Why do all of the sets prefer Sweet Veil when Aroma Veil would be considerably more useful given how its low speed leaves it susceptible to Taunt?
 
Why do all of the sets prefer Sweet Veil when Aroma Veil would be considerably more useful given how its low speed leaves it susceptible to Taunt?
Largely due to the gen 8 split. The majority of mons that can outspeed it with Taunt are weak to it's stab and those that aren't are either not in gen 8 or simply can't afford to run taunt over other moves. Furthermore, this mon was mostly designed for doubles. Sleep immunity for 2 mons is far more valuable then taunt immunity
 

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Largely due to the gen 8 split. The majority of mons that can outspeed it with Taunt are weak to it's stab and those that aren't are either not in gen 8 or simply can't afford to run taunt over other moves. Furthermore, this mon was mostly designed for doubles. Sleep immunity for 2 mons is far more valuable then taunt immunity
What is running a sleep move this generation though? Eldegoss? Shiinotic? Butterfree? Which means by extension there’s no Effect Spore either in the meta. There’s no Amoonguss nor Smeargle.

Aroma Veil also prevents Encore and Cursed Body which, in addition to Taunt, are way more of a factor in this meta so far especially with Cursola-G everywhere disabling moves while it stalls.

I’ve even seen a Disable Dragapult and have not once seen a single sleep move so far on ladder.
 
What is running a sleep move this generation though? Eldegoss? Shiinotic? Butterfree? Which means by extension there’s no Effect Spore either in the meta. There’s no Amoonguss nor Smeargle.

Aroma Veil also prevents Encore and Cursed Body which, in addition to Taunt, are way more of a factor in this meta so far especially with Cursola-G everywhere disabling moves while it stalls.

I’ve even seen a Disable Dragapult and have not once seen a single sleep move so far on ladder.
Don't get me wrong, both are useful. I will stress again, this mon was primarily designed for doubles, in which taunt is rarely seen.
Vileplume has been appearing again with it's usual Bold Effect spore set since amonguss is gone. Early into the game i've been seeing alot of Blunder Policy sets that utilize Hypnosis from Gardevoir.
 
Don't get me wrong, both are useful. I will stress again, this mon was primarily designed for doubles, in which taunt is rarely seen.
Vileplume has been appearing again with it's usual Bold Effect spore set since amonguss is gone. Early into the game i've been seeing alot of Blunder Policy sets that utilize Hypnosis from Gardevoir.
at one point having a speedy taunt lead to shut down setup sweepers was fairly common especially to shut down trick room teams from even getting TR off. Not sure how trick room is looking in galar pokedex because I haven't touched showdown yet but when I started looking at Alcremie I immediately thought maybe trick room lead. Something like this with alcremie and bronzong lead in doubles matches.

Alcremie-Gmax @ Room Service
Ability: Aroma Veil
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Def
Relaxed Nature
IVs: 0 Atk / 0 Spe
- Decorate
- Mystical Fire
- Aromatherapy/protect
- Dazzling Gleam

Bronzong @ Leftovers
Ability: Levitate
Level: 50
Shiny: Yes
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Gyro Ball
- Rock Slide
- Protect

honestly I've never built or cared to play a trickroom team but with room service you have a better chance to go first under trick room which is important if you are boosting allies under trick room because you want the boost to go off before they attack. If you think you can risk trick room and decorate wtihout playing protect mindgames all on turn one then bronzong's gyro ball can get pretty scary right into turn 2 or rockslide isn't slouchy either on 2 stage boost and flinch hax. thanks to aroma veil its not shut down by taunt. by the way decorate goes through protect according to serebii so protecting to gain a boost from alcrem doesn't seem terrible if they don't have access to a boost for extra coverage.

I believe alcremies speed would be rounded to either 40 or 41 after room service so 18 speed IV's gurantee bronzong goes after alcremie with roomservice under trick room to receive a boost before he attacks that turn but then he is basically gaining/losing 8 speed for gyroball damage so not sure if worth or misses any KO's on anything important.

Tyranitar (M) @ Choice Band/assaultvest
Ability: Unnerve
Level: 50
EVs: 252 HP / 252 Atk / 4 SpD
Brave Nature
IVs: 8 Spe
- Crunch
- whatever filler

on tyranitar 8 speed IV's gurantees he goes after alcremie in case room service is on her no longer active but trick room still is active to receive a boost before he attacks on that same turn.

Mimikyu
Ability: Disguise
Level: 50
EVs: 252 HP / 252 Atk / 4 Def
Brave Nature
IVs: 0 Spe
- Trick Room
- Destiny Bond
- Play Rough
- Shadow Sneak

Togekiss
Ability: Serene grace
Level: 50
EVs: 252 HP / 4 Def / 252 SpA
Quiet Nature
IVs: 0 Atk / 0 Spe
- Nasty Plot
- Air Slash
- Fire Blast
- Dazzling Gleam

honestly there is decent potential for a mono fairy trick room team. mimikyu gets pretty much a guranteed trick room off and will usually go after alcremie under trick room except shadow sneak (i think?) for the same turn boost and attack.

Togekiss is neat because she can baton pass A decorate boost back to anyone on the team which is great for a mixed sweeper or if you really are creaming your opponent (see what I did there) you can BM with a boost back to Alcremie with "this is cake town" meme G-Max.

anyway the team probably needs work but that's what I saw. Personally gonna be breeding for shinies on this one and try to get more of the special forms. Shiny G-max alcremie form with HA will be one of the rarest pokemon on the consoles even if they release her in a raid event, although I'm not entirely sure how the game generates her base form for raids since she has 63 of them.
 
Furthermore, Alcremie suffers major competition from Clefable, which has better physical bulk and is overall more versatile with more utility.
Riddle me this, though: what does Alcremie have that Clefable doesn't? That's right, Aroma Veil!

Sugar Rush (Alcremie) @ Rocky Helmet
Ability: Aroma Veil
Happiness: 160
EVs: 252 HP / 4 Def / 252 SpD
Calm Nature
IVs: 0 Atk
- Decorate
- Acid Armor
- Recover
- Aromatherapy
This set is designed to take advantage of one thing: the fact that Alcremie is likely the only viable Pokemon able to run just status moves. The Rocky Helmet is so that it can at least deal some damage: alternatively, you could use a Focus Sash to make sure it gets at least one Decorate in, or Leftovers for increased survivability. Acid Armor is used at the beginning of the match to patch up its iffy 75 Defense, Recover is to survive longer, and Aromatherapy is to dispel any Will-o-Wisps, Toxics, etc. it and its compatriots may run afoul of. After it's all well and safe, Alcremie goes to town on its ally with Decorate, effectively giving it not one but SEVERAL free Shell Smash boosts without the debuffs, or even having to stop attacking. Haze, one of the weapons of choice of Toxapex, may be a bit of a threat, but with the attacking ally's massively inflated attacking stats, there's a good chance it'll make short work of the thing before it can dispel your buffs. One thing this set really needs to watch out for is Dracovish, as Alcremie is quite slow, and as such, is easy prey for Dracovish (though I believe it's slightly less common in DOU.)
 
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What if you combine Calm Mind and Acid Armor together? It’s risky, but if you manage to pull it off Alcremie will be super bulky. Haven’t tried it yet but here is my set:

Heavy Cream:
Item:Leftovers
Ability:Sweet Veil/Aroma Veil

Moveset

Calm Mind
Acid Armor
Draining Kiss
Psyshock/Mystical Fire

Ev
252 Hp,252 Def.,4SpD
Nature: Bold


With Leftovers, Alcremie can stay in battle for longer. Ability wise, it depends if you hate sleep or hate taunt, both are pretty rare nowadays so it doesn’t matter. Calm Mind will raise her already good Special Attack and Defense to high levels. Acid Armor can raise her decent 75 defenses so she can be bulky on the physical side also. Draining Kiss is her stab, both healing her up and doing damage to foes. Last moveset depends on which weakness you want to cover. Toxapex and Toxitricity are running around so Psychic/Psyshock would be good. Mystical fire will scare Corviknight(unless it has Mirror Armor) and Ferrothorn from switching in.

Ev’s are made to make Alcremie bulky on the physical side as possible. Unless you are going for a special wall
swap the defense and special defense investments around. I love Alcremie, my second favorite fairy type right after Whimsicott and Grimmsnarl. Tell me what I need to change and I will be happy to change it :)
 
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