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ADV 50 Analysis - Mightyena

Jul 23rd, 2021
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  1. Mightyena
  2. Type: Dark
  3. Stats: 70 | 90 | 70 | 70 | 60 | 70
  4. Abilities: Intimidate
  5.  
  6. Introduction
  7.  
  8. Mightyena has lackluster stats, but its fairly unique typing helps it stand out. Its attacking stats are too lackluster, especially without a physical STAB, and its movepool and coverage too shallow, for a purely offensive set to be viable. However, with its access to the rare Heal Bell, it can use its limited defensive traits to find a niche as a cleric in the metagame.
  9.  
  10. Sets
  11.  
  12. Heal Bell
  13.  
  14. Mightyena @ Leftovers
  15. Ability: Intimidate
  16. EVs: 204 SpA / 172 SpD / 132 Spe OR 40 HP / 248 SpA / 220 Spe
  17. Calm OR Timid Nature
  18. IVs: 2 Atk / 30 SpA / 30 Spe
  19. - Heal Bell
  20. - Crunch
  21. - Hidden Power [Fire]
  22. - Roar / Protect / Toxic
  23.  
  24. Set Details
  25.  
  26. Heal Bell is what makes Mightyena stand out - the ability to assist teammates such as Curse Muk, Calm Mind Chimecho, or other boosting, resting sweepers is huge. Crunch is its STAB option - it is preferred over Shadow Ball (which would also hit Ghost- and Psychic-types super-effectively, off of its higher attacking stat), since it doesn't require splitting EVs when used with Hidden Power Fire. Hidden Power Fire is used to prevent Mightyena from being bait for Forretress (as well as cacturne), whilst Crunch lets it beat Banette and Chimecho.
  27.  
  28. The first listed EV spread (with a Calm nature) makes it a reliable answer to Psychic-types, with the special bulk enabling it to beat Calm Mind Kadabra one on one, while outspeeding base 45s such as Golem and 2HKOing Forretress with Hidden Power Fire. The EVs of the second listed spread (used with a Timid nature) sacrifices the ability to reliably beat Calm Mind Kadabra, as well as beat Slowking (that don't carry both Calm Mind and Surf) to be able to outspeed Banette. The remaining EVs on that spread are thrown into HP to marginally increase its bulk, but could be moved to Speed or Special Attack if desired.
  29.  
  30. The remaining moveslot is fairly free: Roar is a good option on teams lacking a phazer, as it can help to deal with boosting sweepers after they have been forced to rest. The most noteworthy alternative option is Protect, useful for stalling weather turns and limited HP regeneration. Toxic is another option in the final slot, as the slot is largely filler anyway, and can punish some of the Pokemon which may come in and try to set up on Mightyena.
  31.  
  32. Other Options
  33.  
  34. Shadow Ball OHKOs Kadabra reliably without any investment, enabling Mightyena to beat it reliably without having to shift EVs from Speed to Special Defense. Taunt is an option to prevent it from being spikes bait, but given its average speed, and its typing ensuring that it doesn't switch in often during most matches, any sort of Taunt Toxic set is pretty underwhelming.
  35.  
  36. Checks and Counters
  37.  
  38. Unlike Forretress and Cacturne, Glalie can spike up on Mightyena fairly happily. Any specially bulky Pokemon that's not weak to Dark or extremely weak to Fire, such as Muk, Flareon, or Altaria, can come in and set up or use their utility moves. For offensive Pokemon such as Banette and Chimecho, spikes and repeated hits can be used to wear it down, as it lacks reliable recovery.
  39.  
  40. Analysis written by Disaster Area
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