PU Drampa

uploaded -zard

[OVERVIEW]

Drampa's monstrous base 135 Special Attack, access to high-Base Power STAB moves, solid offensive typing, and excellent Special movepool cement its role as one of the most devastating wallbreakers in the PU metagame, with almost no safe switch-ins. Thanks to its typing and access to Sap Sipper, Drampa functions as a solid pivot into Grass-type moves from Pokemon such as Lilligant and Gourgeist, and it can use its somewhat decent bulk to switch into passive Pokemon like Gastrodon, Ferroseed, Qwilfish, and Weezing without taking much damage. Despite Drampa's exceptional offensive prowess, it is plagued with being one of the slowest Pokemon in the tier, and its typing gives it notable weaknesses to Ice-, Fairy-, and the common Fighting-type Pokemon. This, more often than not, leaves Drampa vulnerable to Pokemon such as Hitmonchan, Jynx, and Silvally-Fairy picking it off once they've been sent in.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast / Flamethrower
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========

Draco Meteor is Drampa's most powerful move, capable of achieving OHKOs on bulky Pokemon such as Musharna and Regirock after Stealth Rock. Hyper Voice offers a secondary STAB move that allows Drampa to hit Fairy-types hard, with the potential of 2HKOing Togetic and Clefairy. It's also the move with the least drawback, as long as there are no Ghost-type Pokemon on the field. Fire Blast is Drampa's best option for hitting Bronzor and Mr. Mime, with a chance to OHKO the latter after Stealth Rock, but Flamethrower can be used for better accuracy while still maintaining coverage against these Pokemon and other bulky Steel-types. Focus Blast allows Drampa to ensure a 2HKO against Type: Null and Munchlax, as well as a very strong chance of OHKOing Audino after Stealth Rock.

Set Details
========

The EV spread alongside a Modest nature and Choice Specs maximizes Drampa's offensive prowess while giving it enough Speed to outspeed uninvested base 50 Speed Pokemon such as Regirock, Sableye, and Audino. The rest of the EVs are invested into to take hits better, allowing Drampa to always survive Ice Beam from Timid Choice Specs Mesprit and a Life Orb-boosted Focus Blast from special Floatzel at full HP. Sap Sipper allows Drampa to more easily pivot into Grass-type moves, protecting it from utility options like Sleep Powder and Leech Seed from the likes of Lilligant and Ferroseed

Usage Tips
========

Drampa should look for opportunities to come in early- and mid-game to punch holes against the opposing team, as it paves the way for teammates to clean up later in the battle. Against defensive teams, Drampa is very capable of pressuring the likes of Grass-type Pokemon like Gourgeist and other passive Pokemon such as Lanturn, defensive Carracosta, and Sableye, as they usually can’t do much in return. Against more offensively oriented teams, it's best to try to use Drampa as a pivot against Pokemon that can’t touch it much like Lilligant and Togedemaru and use that opportunity to nab a KO against the opponent's team. Unless a Pokemon is immune to Drampa's STAB moves, you're generally safe to fire them off against these types of teams, as even resisted hits will deal a significant amount of damage. While Drampa can be sent out on weaker neutral attacks and resisted hits, avoid sending it out against strong neutral attacks or super effective coverage, as that makes it much easier to wear down. After using Draco Meteor, Drampa still has enough power to take out Pokemon like Carracosta that try to take advantage of the Special Attack drops, but it should be switched out against bulkier Pokemon that can set up, like Type: Null and Gurdurr.

Team Options
========

Part of making the most out of Drampa involves providing as many opportunities for it to grab a free switch as possible. Momentum support from the likes of defensive Mesprit, Lanturn, Liepard, Silvally-Fairy, and Primeape is appreciated, as many either provide a slow VoltTurn or tend to lure in bulky Pokemon for Drampa to take advantage of. Lanturn invites in lots of Grass-types, while Liepard, Silvally-Fairy, and Primeape tend to lure physically defensive Pokemon such as Weezing, Qwilfish, and Gurdurr, respectively. Stealth Rock support is crucial in securing certain OHKOs on Pokemon like Musharna and Audino, and Mesprit is fantastic for this due to the aforementioned ways it helps out Drampa, while Piloswine can help take on bothersome Ice-types like Jynx. Wish support can give Drampa more longevity against defensive teams; Togedemaru makes for a solid partner, since it also takes Ice-types moves that threaten Drampa and offers potential free switches with U-turn. Similarly, Healing Wish from Mesprit gives Drampa another opportunity to come in freely and grants it another opportunity to wallbreak after it has been weakened. Lastly, late-game cleaners such as Lilligant, Z-Lovely Kiss Jynx, Ludicolo, Lycanroc, and Choice Scarf Primeape all benefit from the massive holes that Drampa punches into teams, easing their win conditions.

[STRATEGY COMMENTS]
Other Options
=============

Using Berserk as the ability of choice makes Drampa more immediately threatening due to the Special Attack boost it receives after taking a moderately powerful hit, but this option is eclipsed by Sap Sipper's utility, as Drampa already has the firepower to 2HKO the entire metagame. Dragon Pulse can serve as a more reliable Dragon-type STAB move, but it's much weaker and doesn't provide the benefit of OHKOing certain Pokemon that Draco Meteor does. Life Orb or Dragonium Z with Roost can allow Drampa to repeatedly take advantage of Berserk and switch moves, but it prefers to be able to nuke right off the bat as opposed to committing to using Roost. Assault Vest can help Drampa check weather teams effectively thanks to its typing, but the lack of a boosting item limits its wallbreaking potential. Finally, Calm Mind boosts Drampa's Special Attack and Special Defense by one stage, but it sacrifices moveslots that are usually used in the form of coverage moves.

Checks and Counters
===================

**Fighting-types**: Assualt Vest Hitmonchan is the only Fighting-type that can directly switch into Drampa, as it can take one STAB attack at full health and threaten Drampa with its powerful Drain Punch. In addition, Hitmonchan, as well as Primeape and Passimian in particular, can always OHKO Drampa.

**Fairy-types**: Although many of them don't take a Choice Specs-boosted Hyper Voice very well, they're all immune to Drampa's strongest STAB attack. Silvally-Fairy can take a Hyper Voice at full HP and has a strong chance of OHKOing back with Multi-Attack after Stealth Rock damage. Clefairy can easily tank any hit besides Hyper Voice, and it can pressure Drampa with its STAB and utility moves. Soundproof Mr. Mime is immune to both of Drampa's STAB moves, can survive Fire Blast, and can OHKO Drampa with All-Out Pummeling or set up on it if it's locked into its other moves.

**Offensive Pressure**: Because Drampa is so slow, keeping up offensive pressure with faster hitters such as Primeape, Jynx, and Abomasnow can prevent it from getting many opportunities to do its job. Pokemon with super effective coverage like Floatzel and Magmortar can pick it off after prior damage. Making correct predictions such as switching in on a Choice-locked move with a Pokemon that can take the move well can also help put Drampa in a bad position, and racking up hazards can hinder its durability.
 
Last edited by a moderator:

ManOfMany

I can make anything real
is a Tiering Contributor
[OVERVIEW]

  • killer spa, offensive typing (esp with dragon resists being few and far between), and coverage that lets it nuke practically everything
  • can actually get past the spdef things that guzzlord usually struggles a lot vs, such as type null, munchlax, audino, av jackie chan, throh and togetic
  • sap sipper lets it check certain grasses better like lilligant, ferroseed, and gourgeist
  • still faces competition with guzzlord because while it kills so much more, guzzlord generally has much better defensive utility for teams due to its better bulk and defensive typing. offensively, eggy-alola doesn't wallbreak quite as well either, but it lacks a fighting weakness and can function as a trick room sweeper to threaten offense teams
  • slow as hell
obvious but remove all guzz mentions now that it's left the tier, and this is great

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========
  • Draco for strongest stab, and it can ohko even bulky mons like gurdurr, gastrodon, musharna, and after rocks
  • Hyper Voice for most reliable STAB and its best option for fairies, 2hkoing clefairy and togetic after rocks
  • Fire Blast to hit ferroseed and is drampa's best option against bronzor and mr. mime, 2hkoing the former and having a 30+% chance to ohko the latter after stealth rock. Slash with Flamethrower, both destroy steel-types but it can be nice not missing.
  • Focus Blast to hit OHKO Audino after rocks and to secure a solid 2hko on type null and munchlax.

Set Details
========
  • speed evs outspeed min 50s like audino, sableye, and regirock
  • modest max special attack to hit as hard as possible
  • rest into bulk
  • sap sipper to more easily pivot into grass moves from things like lilligant and ferroseed

Usage Tips
========
  • kill everything early to mid-game
  • good at taking advantage of passive play, so try to come in on mons such as weezing, qwilfish, or grass-types in general like ferroseed and gourgeist
  • against offensive teams, unless there's an immunity, you're generally best off spamming dual stab as even resists don't take it well cause drampa is so strong
  • vs bulky teams, prediction is key as you need to click the appropriate move in the right situation such as focus blast on a predicted switch to type null. also note that draco ohkos majority of physically defensive mons, so they'll rarely stay in unless there's nothing that can take its dual stab. other than that, just make smart double switches and try to preserve your hp so you can switch in and out against defensive pokemon as much as you can
  • even at -2 after draco meteor, you're still strong enough to say in on certain setup mons like carracosta but vs bulkier ones like gurdurr you should get out

Team Options
========
  • momentum support from the likes of defensive mesprit, lanturn, liepard, silvally-fairy, and primeape are great for grabbing free switches. silvally-fairy and mesprit are also great for checking fighting types, lanturn invites in lots of grass-types, and lanturn/primeape tend to invite physically defensive mons for drampa to exploit
  • stealth rock support is crucial in securing certain ohkos with draco meteor such as gurdurr, gastrodon and musharna. mesprit is fantastic for this due to the aforementioned ways it helps out drampa, and things like piloswine can take on ice-types pretty well
  • wish support is optional but nice for keeping it healthy against defensive teams. togedemaru in particular is cool since it takes on ice-types that threaten drampa and can offer u-turn support
  • setup sweepers and cleaners like lilligant, z-lovely kiss jynx, ludicolo, lycanroc, and absol adore the near omni-wallbreaking support that drampa brings these two "types" of pokemon can be explained in two separate bullets
  • mention how drampa checks certain special attackers like Pyroar and Lilligant so pokemon who are weak to them like it.
  • in general this should have more emphasis on the offensive partners that benefit from drampa's wallbreaking, especially since Drampa can often hard-switch on walls like Weezing and Gastrodon

[STRATEGY COMMENTS]
Other Options
=============
  • Give a mention to Dragon Pulse in the last slot here for a consistent Dragon-type STAB. It can also go into Moves, I'll leave it up to you until other QC chime in.
  • Berserk can be scary as it gets stronger after taking a hit, but it already 2HKOs the entire relevant tier and Sap Sipper offers increased defensive utility
  • Life Orb with Roost, but it sacrifices coverage coverage isn't really the issue here, moreso LO chip and Drampa usually prefers to nuke stuff rather than Roost up anyway
  • Calm Mind
  • A specially bulky spread with Roost to check Pyroar and a few other special attackers
  • AV attacker can check various threats in Sun and Rain teams pretty well, but is largely outclassed by Guzzlord in that role remove Guzz mention
Checks and Counters
===================

**Fairy-types**: although many of them don't take specs hyper voice well, soundproof mr. mime is immune to both, can survive fire blast most of the time, and threaten it. fairy types are also immune to drampa's strongest attack and all of clefairy, togetic, and granbull can easily force it out Clefairy should get a stronger mention here as it is the most relevant

**Fighting-types**: they can't switch in either bar a full hp throh with no hazards up, but they hit it super effectively and primeape, passimian, and hitmonchan can ohko. Mention how AV Hitmonchan can switch in

**Offensive Pressure**: because drampa is so slow, keeping up offensive pressure with faster hitters such as primeape, jynx, and abomasnow can prevent it from getting many opportunities to do its job. momentum can also help

i think Super-Effective Coverage (ice beam, focus blast, etc) should get its own section or you should merge that with Offensive Pressure

**Entry Hazards**: it's not weak to any of them, but defensive teams often rely on this to check drampa as it hinders its durability and thus limits its opportunities to wallbreak this doesn't need its own section, entry hazards destroy every mon :(
1/3

jklioe this is really good stuff, especially for a newer user

Screen Shot 2017-10-10 at 12.34.02 AM.png
 
thanks many, i appreciate the kind words! i've implemented everything, but with a few exceptions based on my opinions:
  • i've bumped fighting types up on the checks and counters list over fairy-types. basically, the bulky stuff that can take a hit (throh and av hitmonchan) can either threaten it back or in throh's case generally can heal up just fine compared to the fairy types. there's also the fact that many of the offensive checks can threaten to ohko, whereas the fairy-types bar sylvally-fairy are either slower or need a bit of prior damage, making them less effective checks overall in my opinion.
  • speaking of the fairy-types, the reason why i didn't give that strong of a mention to clefairy is because of how unreliable of a check it honestly is, as it's a 45.3% chance for specs hyper voice to 2hko the spdef variant and clefairy doesn't do enough damage back to take it out (moonblast does less than half most of the time, so it's still very much in drampa's favor upon clefairy switching in on a hyper voice). if clefairy responds in any manner other than spamming recover when it switches in on hyper voice, then it'll just get 2hkod, and there's always the chance of crits to occur over time if it does decide the route of spamming softboiled. in any case, i gave a stronger mention to silvally-fairy since it can take a specs hit at full health and has the damage output needed to actively threaten drampa.
  • i've pretty skeptical about dragon pulse and i've personally added it to oo. basically, draco meteor is already a massive nuke and drampa is mostly a hit and run hole puncher anyway, and if it's ever wanting to spam something late-game or something, hyper voice is probably better anyway. there's also the fact that 2 dracos is already stronger than 2 dragon pulses, and drampa generally appreciates its fire/fighting coverage, so i'm just generally unconvinced that it's really worth bumping up.
hopefully this makes some things clear.
 

yogi

I did not succumb...
is a Tutor Alumnusis a Social Media Contributor Alumnusis a Community Contributor Alumnusis a Contributor Alumnus
[OVERVIEW]

  • killer spa, offensive typing (esp with dragon resists being few and far between), and coverage that lets it nuke practically everything
  • can actually get past even spdef things that other special attackers usually struggle vs, such as type null, munchlax, audino, av jackie chan, and throh (thanks to coverage and high BP moves)
  • sap sipper lets it check certain grasses better like lilligant, ferroseed, and gourgeist (ferro isn't really doing anything to it anyways, remove imo)
  • competes offensivevly with Eggy-Alola. while Eggy doesn't quite have the wallbreaking power that drampa provides, it lacks a fighting weakness and can function as a trick room sweeper to threaten offensive teams
  • slow as hell
[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast / Flamethrower
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========
  • Draco for strongest stab, and it can ohko even bulky mons like gurdurr, gastrodon, musharna, and after rocks
  • Hyper Voice for most reliable STAB and its best option for fairies, 2hkoing clefairy and togetic after rocks (change the order so; 2hkoing togetic after rocks and 2hkoing Clefairy)
  • Fire Blast to hit ferroseed and is drampa's best option against bronzor and mr. mime, 2hkoing the former and having a 30+% chance to ohko the latter after stealth rock, but Flamethrower is more accurate
  • Focus Blast to hit OHKO Audino after rocks and to secure a solid 2hko on type null and munchlax (high chance to ohko audino after rocks, it's still a roll)

Set Details
========
  • speed evs outspeed min 50s like audino, sableye, and regirock
  • modest max special attack to hit as hard as possible
  • rest into bulk (does the extra bulk do anything specific?)
  • sap sipper to more easily pivot into grass moves from things like lilligant and ferroseed

Usage Tips
========
  • Kill everything early to mid-game (break/wall break sounds more suitable)
  • Good at taking advantage of passive play, so try to come in on mons such as weezing, qwilfish, or grass-types in general like ferroseed and gourgeist (I keep noticing it but you aren't capitalising the names of mons, can you go back and edit this?)
  • against offensive teams, unless there's an immunity, you're generally best off spamming dual stab as even resists don't take it well cause drampa is so strong
  • vs bulky teams, prediction is key as you need to click the appropriate move in the right situation such as focus blast on a predicted switch to type null. also note that draco ohkos majority of physically defensive mons, so they'll rarely stay in unless there's nothing that can take its dual stab. other than that, just make smart double switches and try to preserve your hp so you can switch in and out against defensive pokemon as much as you can
  • even at -2 after draco meteor, you're still strong enough to say in on certain setup mons like carracosta but vs bulkier ones like gurdurr you should get out


Team Options
========
  • Momentum support from the likes of defensive Mesprit, Lanturn, Liepard, Silvally-Fairy, and Primeape are great for grabbing free switches (be specific with this, and Id be more hard pressed to prioritise slow volt turn over fast volt turn, because it allows you to come in safely). Silvally-Fairy and Mesprit are also great for checking fighting types, Lanturn invites in lots of grass-types, and Lanturn/Primeape tend to invite physically defensive Pokemon for Drampa to exploit
  • Stealth Rock support is crucial in securing certain OHKOs with Draco Meteor such as Gurdurr, Gastrodon and Musharna. Mesprit is fantastic for this due to the aforementioned ways it helps out Drampa, and things like Piloswine can take on ice-types pretty well (both Gurdurr and Gastro drop to a Draco, so remove them and put something like spd Audino)
  • Wish support is optional but nice for keeping it healthy against defensive teams. Togedemaru in particular is nice since it takes on Ice-types that threaten Drampa and can offer U-turn momentum (mention mesprit and hwish support here too)
  • Setup sweepers and cleaners like Lilligant, Z-Lovely Kiss Jynx, Ludicolo, Lycanroc, and Absol adore the near omni-wallbreaking support that Drampa brings

[STRATEGY COMMENTS]
Other Options
=============
  • Berserk can be scary as it gets stronger after taking a hit, but it already 2HKOs the entire relevant tier and Sap Sipper offers increased defensive utility (remove relevant, it 2hkos everything, relevant or not lol)
  • Dragon Pulse can serve as a more reliable STAB move, but it's much weaker and doesn't provide the benefit of KOing certain Pokemon that Draco Meteor allows for.
  • Life Orb with Roost, but it sacrifices coverage, causes recoil, and result (sounds like you cut off mid sentence)
  • Calm Mind (expand, explain cm roost)
  • AV attacker can check various threats in Sun and Rain teams pretty well, but sacrifices immediate power
Checks and Counters
===================

**Fighting-types**: Throh and Assualt Vest Hitmonchan can take one STAB attack at full health and threaten Drampa with their respective STAB moves. Primeape, Passimian, and Hitmonchan in particular can OHKO. (state that none bar av hitmonchan can actually directly switchin)

**Fairy-types**: Although many of them don't take a Specs Hyper Voice very well, they're all immune to Drampa's strongest STAB attack. Silvally-Fairy can also take a Specs Hyper Voice at full HP and has a strong change of OHKOing back after Stealth Rock damage. Soundproof Mr. Mime is immune to both STABs, can survive Fire Blast most of the time, and threaten it. (it's been discussed and Id still mention clefairy here)

**Offensive Pressure**: Because Drampa is so slow, keeping up offensive pressure with faster hitters such as Primeape, Jynx, and Abomasnow can prevent it from getting many opportunities to do its job. Pokemon with super effective coverage like Floatzel and Magmortar can pick it off after prior damage.
Looks good, the wording does need touching up so please have a good read over; but I'm sure GP will fix anything that's incorrect! QC 2/3
 

MZ

And now for something completely different
is a Site Content Manager Alumnusis a Top Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
[OVERVIEW]

Drampa's monstrous base 135 Special Attack, access to high-Base Power STAB moves, a solid offensive typing, and an excellent Special movepool cements its role as one of the most devastating wallbreakers in the PU metagame, with almost no safe switch-ins. Thanks to its typing and access to Sap Sipper, Drampa functions as a solid check to Pokemon such as Lilligant and Gourgeist, and it can use its somewhat decent bulk to switch into passive Pokemon like Gastrodon, Ferroseed, Qwilfish, and Weezing without taking much damage. Despite Drampa's exceptional offensive prowess, it is plagued with being one of the slowest Pokemon in the tier, and its typing gives it notable weaknesses to Ice, Fairy, and the common Fighting-type Pokemon. This, more often than not, leaves Drampa prone to Pokemon such as Hitmonchan, Jynx, and Silvally-Fairy picking it off once they've been sent in.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast / Flamethrower
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========

Draco Meteor is Drampa’s most powerful move, capable of achieving OHKOs on bulky Pokemon such as Musharna and Regirock after Stealth Rock. Hyper Voice offers a secondary STAB that allows Drampa to hit Fairy-types hard, with the potential of 2HKOing Togetic and Clefairy plus it doesn't have drawbacks like every other move as long as there aint ghosts around. Fire Blast is Drampa’s best option for hitting Bronzor for the 2HKO and having a 31.3% chance to OHKO after Stealth Rock damage u don't need to include the exact damage roll on bronzor, saying fire blast helps vs bulky steels such as bronzor is sufficient, but Flamethrower can be used for better accuracy while still maintaining coverage against Bronzor and other Steel-types. Focus Blast allows Drampa to ensure a 2HKO against Type: Null and Munchlax, as well as a very strong chance of OHKOing Audino after Stealth Rock.

Set Details
========

The EV spread alongside Modest and choice specs nature maximizes Drampa’s offensive prowess while giving it enough speed to outspeed uninvested base 50 Speed Pokemon such as Regirock, Sableye, and Audino. The rest is invested into to take hits better, allowing Drampa to always survive Ice Beam from Timid Choice Specs Mesprit and a Life Orb Focus Blast from Special Floatzel at full HP. Sap Sipper allows Drampa to more easily pivot into Grass-type moves, protecting it from utility options like Sleep Powder and Leech Seed from the likes of Ferroseed and Lilligant.

Usage Tips
========

Drampa should look for opportunities to come in early and mid game to punch holes against the opposing team, as it paves the way for teammates to clean up later in the battle. Against defensive teams, Drampa is very capable of pressuring the likes of Grass-type Pokemon like Gourgeist and other passive Pokemon such as Gastrodon, Qwilfish, Weezing, and Lanturn, u don't need to cp the same exact 4 examples, there's plenty more stuff it comes in on from def costa to sab as they usually can’t do much in return. Against more offensively oriented teams, it’s best to try to use Drampa as a pivot against Pokemon that can’t touch it much like Lilligant and Togedemaru and use that opportunity to nab a kill against the opponent’s team. Unless a Pokemon is immune to your STAB, you’re generally safe to fire off those moves against these types of teams, as even resisted hits will take a significant amount of damage. While Drampa can be sent out on weaker neutral attacks and resisted hits, avoid sending it out against strong neutral attacks or super effective coverage as it makes it much easier to wear down. After using Draco Meteor, Dramps still has enough power to take out Pokemon like Carracosta that tries to take advantage of the special attack drops, but it should be switched out against bulkier Pokemon that can set up, like Type: Null and Gurdurr.

Team Options
========

Part of making the most out of Drampa involves providing as many opportunities for it to grab a free switch as possible. Momentum support from the likes of defensive Mesprit, Lanturn, Liepard, Silvally-Fairy, and Primeape are solid partners, as many either provide a slow Volt-Turn, or they tend to lure in bulky Pokemon for Drampa to take advantage of. Lanturn invites in lots of Grass-types, while Liepard, Silvally-Fairy, Primeape tend to invite physically defensive Pokemon such as Weezing, Qwilfish, and Gurdurr, respectively. Stealth Rock support is crucial in securing certain OHKOs on Pokemon like Musharna and Audino, and Mesprit is fantastic for this due to the aforementioned ways it helps out Drampa, while Piloswine can help take on bothersome Ice-types like Jynx. Wish support can provide Drampa longevity against defensive teams; Togedemaru makes for a solid partner, while also taking Ice-types that threaten Drampa and offering potential free switches with U-turn. Similarly, Healing Wish from Mesprit gives Drampa another opportunity to come in freely and grant another opportunity to wallbreak after it has been weakened. Lastly, late-game cleaners such as Lilligant, Z-Lovely Kiss Jynx, Ludicolo, Lycanroc, and Choice Scarf Primeape all benefit from the massive holes that Drampa punches into teams, easing their win conditions.

[STRATEGY COMMENTS]
Other Options
=============

Using Berserk as the ability of choice makes Drampa more immediately threatening due to the Special Attack boost it receives after taking a moderately powerful hit, but this option is eclipsed by Sap Sipper's utility, as Drampa already has the firepower to 2HKO the entire metagame. Dragon Pulse can serve as a more reliable Dragon STAB move, but it's much weaker and doesn't provide the benefit of OHKOing certain Pokemon that Draco Meteor has. Life Orb or dragonium z with Roost can allow Drampa to repeatedly take advantage of Berserk and switch moves, but it prefers to be able to nuke right off the bat as opposed to committing to using Roost. Assault Vest can help Drampa check weather teams effectively thanks to its typing, but the lack of a boosting item limits its wallbreaking potential. Finally, Calm Mind boosts Drampa's Special Attack and Special Defense by one stage, but it sacrifices moveslots that are usually used in the form of coverage moves.

Checks and Counters
===================

**Fighting-types**: Assualt Vest Hitmonchan is the only Fighting-type that can directly switch in, as it can take one STAB attack at full health and threaten Drampa with its powerful Drain Punch. In addition, Hitmonchan, as well as Primeape and Passimian in particular, can always OHKO Drampa.

**Fairy-types**: Although many of them don't take a Choice Specs Hyper Voice very well, they're all immune to Drampa's strongest STAB attack. Silvally-Fairy can take a Hyper Voice at full HP and has a strong chance of OHKOing back with Multi-Attack after Stealth Rock damage. Clefairy can easily tank any hit besides Hyper Voice, and can pressure Drampa with its STAB and utility moves. Soundproof Mr. Mime is immune to both STABs, can survive Fire Blast most of the time idk what most of the time means, it straight up tanks one fire blast. however it does get 2hkod and cant OHKO without using the z move so if u wanted to include a caveat that's something, and threaten Drampa with Dazzling Gleam or set up on it locked into its other moves.

**Offensive Pressure**: Because Drampa is so slow, keeping up offensive pressure with faster hitters such as Primeape, Jynx, and Abomasnow can prevent it from getting many opportunities to do its job. Pokemon with super effective coverage like Floatzel and Magmortar can pick it off after prior damage. offensive pressure is also critical because correctly predicting what coverage move drampa's gonna use and getting the right mon in puts it in quite a bad situation (they have sensu and clefairy and either something dies or drampa team loses a ton of momentum)
qcstamp.gif
3/3, when the check is implemented you can send this to gp
 
Additions
Removals
Comments
[OVERVIEW]

Drampa's monstrous base 135 Special Attack, access to high-Base Power STAB moves, a solid offensive typing, and an excellent Special movepool cements its role as one of the most devastating wallbreakers in the PU metagame, with almost no safe switch-ins. Thanks to its typing and access to Sap Sipper, Drampa functions as a solid check to Pokemon such as Lilligant and Gourgeist, (Comment: which one? or all of them? ) and it can use its somewhat decent bulk to switch into passive Pokemon like Gastrodon, Ferroseed, Qwilfish, and Weezing without taking much damage. Despite Drampa's exceptional offensive prowess, it is plagued with being one of the slowest Pokemon in the tier, and its typing gives it notable weaknesses to Ice, Fairy, Ice-, Fairy-, and the common Fighting-type Pokemon. This, more often than not, leaves Drampa prone to Pokemon such as Hitmonchan, Jynx, and Silvally-Fairy picking it off once they've been sent in.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast / Flamethrower
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========

Draco Meteor is Drampa’s most powerful move, capable of achieving OHKOs on bulky Pokemon such as Musharna and Regirock after Stealth Rock. Hyper Voice offers a secondary STAB that allows Drampa to hit Fairy-types hard, with the potential of 2HKOing Togetic and Clefairy. It's also the move with the least amount of drawbacks, as long as there's no Ghost-type Pokemon on the field. Fire Blast is Drampa’s best option for hitting Bronzor and Mr. Mime, with a chance to OHKO the latter after Stealth Rock, but Flamethrower can be used for better accuracy while still maintaining coverage against these Pokemon and other bulky Steel-types. Focus Blast allows Drampa to ensure a 2HKO against Type: Null and Munchlax, as well as a very strong chance of OHKOing Audino after Stealth Rock.

Set Details
========

The EV spread alongside a Modest nature and Choice Specs maximizes Drampa’s offensive prowess while giving it enough speed Speed to outspeed uninvested base 50 Speed Pokemon such as Regirock, Sableye, and Audino. The rest of the EVs is are invested into to take hits better, allowing Drampa to always survive Ice Beam from Timid Choice Specs Mesprit and a Life Orb Focus Blast from Special special Floatzel at full HP. Sap Sipper allows Drampa to more easily pivot into Grass-type moves, protecting it from utility options like Sleep Powder and Leech Seed from the likes of Ferroseed and Lilligant.

Usage Tips
========

Drampa should look for opportunities to come in early and mid game early- and mid-game to punch holes against the opposing team, as it paves the way for teammates to clean up later in the battle. Against defensive teams, Drampa is very capable of pressuring the likes of Grass-type Pokemon like Gourgeist (Comment: same as above. drampa is actually a case i think all formes are involved ) and other passive Pokemon such as Lanturn, Defensive Carracosta, and Sableye, as they usually can’t do much in return. Against more offensively oriented teams, it’s best to try to use Drampa as a pivot against Pokemon that can’t touch it much like Lilligant and Togedemaru and use that opportunity to nab a kill against the opponent’s team. Unless a Pokemon is immune to your STAB, Drampa's STAB moves, you’re generally safe to fire off those moves against these types of teams, as even resisted hits will take deal a significant amount of damage. While Drampa can be sent out on weaker neutral attacks and resisted hits, avoid sending it out against strong neutral attacks or super effective coverage coverage, as it makes it much easier to wear down. After using Draco Meteor, Dramps still has enough power to take out Pokemon like Carracosta that tries try to take advantage of the special attack Special Attack drops, but it should be switched out against bulkier Pokemon that can set up, like Type: Null and Gurdurr.

Team Options
========

Part of making the most out of Drampa involves providing as many opportunities for it to grab a free switch as possible. Momentum support from the likes of defensive Mesprit, Lanturn, Liepard, Silvally-Fairy, and Primeape are solid partners, is appreciated, as many either provide a slow Volt-Turn, or VoltTurn or they tend to lure in bulky Pokemon for Drampa to take advantage of. Lanturn invites in lots of Grass-types, while Liepard, Silvally-Fairy, and Primeape tend to invite lure physically defensive Pokemon such as Weezing, Qwilfish, and Gurdurr, respectively. Stealth Rock support is crucial in securing certain OHKOs on Pokemon like Musharna and Audino, and Mesprit is fantastic for this due to the aforementioned ways it helps out Drampa, while Piloswine can help take on bothersome Ice-types like Jynx. Wish support can provide give Drampa more longevity against defensive teams; Togedemaru makes for a solid partner, while since it also taking takes Ice-types moves that threaten Drampa and offering offers potential free switches with U-turn. Similarly, Healing Wish from Mesprit gives Drampa another opportunity to come in freely and grant grants it another opportunity to wallbreak after it has been weakened. Lastly, late-game cleaners such as Lilligant, Z-Lovely Kiss Jynx, Ludicolo, Lycanroc, and Choice Scarf Primeape all benefit from the massive holes that Drampa punches into teams, easing their win conditions.

[STRATEGY COMMENTS]
Other Options
=============

Using Berserk as the ability of choice makes Drampa more immediately threatening due to the Special Attack boost it receives after taking a moderately powerful hit, but this option is eclipsed by Sap Sipper's utility, as Drampa already has the firepower to 2HKO the entire metagame. Dragon Pulse can serve as a more reliable Dragon STAB move, but it's much weaker and doesn't provide the benefit of OHKOing certain Pokemon that Draco Meteor has. does. Life Orb or Dragonium Z with Roost can allow Drampa to repeatedly take advantage of Berserk and switch moves, but it prefers to be able to nuke right off the bat as opposed to committing to using Roost. Assault Vest can help Drampa check weather teams effectively thanks to its typing, but the lack of a boosting item limits its wallbreaking potential. Finally, Calm Mind boosts Drampa's Special Attack and Special Defense by one stage, but it sacrifices moveslots that are usually used in the form of coverage moves.

Checks and Counters
===================

**Fighting-types**: Assualt Vest Hitmonchan is the only Fighting-type that can directly switch in, into Drampa, as it can take one STAB attack at full health and threaten Drampa with its powerful Drain Punch. In addition, Hitmonchan, as well as Primeape and Passimian in particular, can always OHKO Drampa.

**Fairy-types**: Although many of them don't take a Choice Specs Hyper Voice very well, they're all immune to Drampa's strongest STAB attack. Silvally-Fairy can take a Hyper Voice at full HP and has a strong chance of OHKOing back with Multi-Attack after Stealth Rock damage. Clefairy can easily tank any hit besides Hyper Voice, and it can pressure Drampa with its STAB and utility moves. Soundproof Mr. Mime is immune to both STABs, of Drampa's STAB moves, can survive Fire Blast, and can OHKO Drampa with All-Out Pummeling or set up on it if it's locked into its other moves.

**Offensive Pressure**: Because Drampa is so slow, keeping up offensive pressure with faster hitters such as Primeape, Jynx, and Abomasnow can prevent it from getting many opportunities to do its job. Pokemon with super effective coverage like Floatzel and Magmortar can pick it off after prior damage. Making correct predictions such as switching in on a Choice-locked moved with a Pokemon that can take the move well can also help put Drampa in a bad position, and racking up hazards can hinder its durability.

1/2 good
 

P Squared

a great unrecorded history
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GP 2/2

[OVERVIEW]

Drampa's monstrous base 135 Special Attack, access to high-Base Power STAB moves, a solid offensive typing, and an excellent special movepool cements cement its role as one of the most devastating wallbreakers in the PU metagame, with almost no safe switch-ins. Thanks to its typing and access to Sap Sipper, Drampa functions as a solid pivot into Grass-type moves from Pokemon such as Lilligant and Gourgeist, and it can use its somewhat decent bulk to switch into passive Pokemon like Gastrodon, Ferroseed, Qwilfish, and Weezing without taking much damage. Despite Drampa's exceptional offensive prowess, it is plagued with being one of the slowest Pokemon in the tier, and its typing gives it notable weaknesses to Ice-, Fairy-, and the common Fighting-type Pokemon. This, more often than not, leaves Drampa vulnerable prone to Pokemon such as Hitmonchan, Jynx, and Silvally-Fairy picking it off once they've been sent in.

[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast / Flamethrower
move 4: Focus Blast
item: Choice Specs
ability: Sap Sipper
nature: Modest
evs: 136 HP / 252 SpA / 120 Spe

[SET COMMENTS]
Moves
========

Draco Meteor is Drampa's most powerful move, capable of achieving OHKOs on bulky Pokemon such as Musharna and Regirock after Stealth Rock. Hyper Voice offers a secondary STAB move that allows Drampa to hit Fairy-types hard, with the potential of 2HKOing Togetic and Clefairy. It's also the move with the least amount of drawbacks, as long as there's are no Ghost-type Pokemon on the field. Fire Blast is Drampa's best option for hitting Bronzor and Mr. Mime, with a chance to OHKO the latter after Stealth Rock, but Flamethrower can be used for better accuracy while still maintaining coverage against these Pokemon and other bulky Steel-types. Focus Blast allows Drampa to ensure a 2HKO against Type: Null and Munchlax, as well as a very strong chance of OHKOing Audino after Stealth Rock.

Set Details
========

The EV spread alongside a Modest nature and Choice Specs maximizes Drampa's offensive prowess while giving it enough Speed to outspeed uninvested base 50 Speed Pokemon such as Regirock, Sableye, and Audino. The rest of the EVs are invested into to take hits better, allowing Drampa to always survive Ice Beam from Timid Choice Specs Mesprit and a Life Orb-boosted Focus Blast from special Floatzel at full HP. Sap Sipper allows Drampa to more easily pivot into Grass-type moves, protecting it from utility options like Sleep Powder and Leech Seed from the likes of Ferroseed and Lilligant.

Usage Tips
========

Drampa should look for opportunities to come in early- and mid-game to punch holes against the opposing team, as it paves the way for teammates to clean up later in the battle. Against defensive teams, Drampa is very capable of pressuring the likes of Grass-type Pokemon like Gourgeist and other passive Pokemon such as Lanturn, defensive Carracosta, and Sableye, as they usually can't do much in return. Against more offensively oriented teams, it's best to try to use Drampa as a pivot against Pokemon that can't touch it much like Lilligant and Togedemaru and use that opportunity to nab a kill KO against the opponent's team. Unless a Pokemon is immune to Drampa's STAB moves, you're generally safe to fire them off those moves against these types of teams, as even resisted hits will deal a significant amount of damage. While Drampa can be sent out on weaker neutral attacks and resisted hits, avoid sending it out against strong neutral attacks or super effective coverage, as that it makes it much easier to wear down. After using Draco Meteor, Drampa Dramps still has enough power to take out Pokemon like Carracosta that try to take advantage of the Special Attack drops, but it should be switched out against bulkier Pokemon that can set up, like Type: Null and Gurdurr.

Team Options
========

Part of making the most out of Drampa involves providing as many opportunities for it to grab a free switch as possible. Momentum support from the likes of defensive Mesprit, Lanturn, Liepard, Silvally-Fairy, and Primeape is appreciated, as many either provide a slow VoltTurn or tend to lure in bulky Pokemon for Drampa to take advantage of. Lanturn invites in lots of Grass-types, while Liepard, Silvally-Fairy, and Primeape tend to lure physically defensive Pokemon such as Weezing, Qwilfish, and Gurdurr, respectively. Stealth Rock support is crucial in securing certain OHKOs on Pokemon like Musharna and Audino, and Mesprit is fantastic for this due to the aforementioned ways it helps out Drampa, while Piloswine can help take on bothersome Ice-types like Jynx. Wish support can give Drampa more longevity against defensive teams; Togedemaru makes for a solid partner, since it also takes Ice-types moves that threaten Drampa and offers potential free switches with U-turn. Similarly, Healing Wish from Mesprit gives Drampa another opportunity to come in freely and grants it another opportunity to wallbreak after it has been weakened. Lastly, late-game cleaners such as Lilligant, Z-Lovely Kiss Jynx, Ludicolo, Lycanroc, and Choice Scarf Primeape all benefit from the massive holes that Drampa punches into teams, easing their win conditions.

[STRATEGY COMMENTS]
Other Options
=============

Using Berserk as the ability of choice makes Drampa more immediately threatening due to the Special Attack boost it receives after taking a moderately powerful hit, but this option is eclipsed by Sap Sipper's utility, as Drampa already has the firepower to 2HKO the entire metagame. Dragon Pulse can serve as a more reliable Dragon-type STAB move, but it's much weaker and doesn't provide the benefit of OHKOing certain Pokemon that Draco Meteor does. Life Orb or Dragonium Z with Roost can allow Drampa to repeatedly take advantage of Berserk and switch moves, but it prefers to be able to nuke right off the bat as opposed to committing to using Roost. Assault Vest can help Drampa check weather teams effectively thanks to its typing, but the lack of a boosting item limits its wallbreaking potential. Finally, Calm Mind boosts Drampa's Special Attack and Special Defense by one stage, but it sacrifices moveslots that are usually used in the form of coverage moves.

Checks and Counters
===================

**Fighting-types**: Assualt Vest Hitmonchan is the only Fighting-type that can directly switch into Drampa, as it can take one STAB attack at full health and threaten Drampa with its powerful Drain Punch. In addition, Hitmonchan, as well as Primeape and Passimian in particular, can always OHKO Drampa.

**Fairy-types**: Although many of them don't take a Choice Specs-boosted Hyper Voice very well, they're all immune to Drampa's strongest STAB attack. Silvally-Fairy can take a Hyper Voice at full HP and has a strong chance of OHKOing back with Multi-Attack after Stealth Rock damage. Clefairy can easily tank any hit besides Hyper Voice, and it can pressure Drampa with its STAB and utility moves. Soundproof Mr. Mime is immune to both of Drampa's STAB moves, can survive Fire Blast, and can OHKO Drampa with All-Out Pummeling or set up on it if it's locked into its other moves.

**Offensive Pressure**: Because Drampa is so slow, keeping up offensive pressure with faster hitters such as Primeape, Jynx, and Abomasnow can prevent it from getting many opportunities to do its job. Pokemon with super effective coverage like Floatzel and Magmortar can pick it off after prior damage. Making correct predictions such as switching in on a Choice-locked moved move with a Pokemon that can take the move well can also help put Drampa in a bad position, and racking up hazards can hinder its durability.
 
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