Frosmoth


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Base Stats: 70 HP / 65 Atk / 60 Def / 125 SpA / 90 SpD / 95 Spe
Ability: Shield Dust / Ice Scales (Hidden Ability)
Notable Moves:
  • Aurora Veil
  • Blizzard
  • Defog
  • Giga Drain
  • Hurricane
  • Ice Beam
  • Quiver Dance
  • Snowscape
  • Tailwind
  • Tera Blast
  • U-turn
Pros:
  • Frosmoth has access to Quiver Dance, allowing it to boost into a dangerous special attacking sweeper in combination with its great natural Special Attack.
  • Ice Scales halving damage from special attacks in combination with Quiver Dance boosts allows Frosmoth to become very specially bulky. In addition, Frosmoth is only weak to one type that commonly uses special attacks (Fire), allowing it to take on even very powerful special attacks like Choice Specs Hydreigon's Dark Pulse.
  • Frosmoth, being an Ice type, is able to take advantage of Snow boosting its Defense, which can make it even tougher to take out if brought in under Snow, such as with Slowking's Chilly Reception.
Cons:
  • Frosmoth has a horrible defensive typing, giving it weaknesses to Flying and Steel and double weaknesses to Fire and Rock. This, along with Frosmoth's lack of a recovery move and terrible physical bulk, makes it difficult to bring Frosmoth in safely. The Steel and Rock weaknesses also make Frosmoth very vulnerable to two priority attacks in Bullet Punch from Lucario and Accelerock from Lycanroc-Dusk.
  • Frosmoth has poor Speed for an offensive Pokemon before a Quiver Dance, allowing it to be taken out easily by many offensive Pokemon if it does not get an opportunity to use the move.
  • Frosmoth's Ice/Bug typing means that it is deathly afraid of Knock Off, as losing Heavy-Duty Boots will cause Frosmoth to lose a whopping 50% of its HP upon switching into Stealth Rocks. This makes Frosmoth more afraid of switching into some Pokemon than it would otherwise be, such as Donphan, Wo-Chien, and Toedscruel.
Terastalizing Potential:
  • Tera Fire gives Frosmoth coverage to break through Steel-types, as well as important resistances to Steel and Fire. Pure Fire typing also gives other resistances to Bug, Grass, Ice, and Fairy, which can be situationally useful.
  • Tera Ground also allows Frosmoth to break through Steel-types, while providing super effective coverage against Fire-types. Tera Ground additionally turns Frosmoth's Rock double weakness into a resistance, and gives it a resistance to Poison and immunity to Electric. However, Tera Ground will not help Frosmoth against Levitating or part Flying-type Steel and Fire-types, like Bronzong and Talonflame, though these fear boosted Bug Buzzes and Ice Beams, respectively.
  • Tera Water functions as a more defensive analogue to Tera Fire on Frosmoth. It provides Frosmoth with important resistances to Steel, Water, and Fire, while giving it an option to hit Steel-types neutrally and Fire-types super effectively.
Potential Sets:
Quiver Dance Sweeper
Frosmoth @ Heavy-Duty Boots
Ability: Ice Scales
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk
- Quiver Dance
- Ice Beam
- Tera Blast
- Bug Buzz

A straightforward sweeper. Frosmoth is best brought in through the use of Slowking's Chilly Reception, or by making use of its ability Ice Scales to allow it to be brought in on a special attacker. From this position, Frosmoth will usually want to Quiver Dance, and then start attacking to hopefully sweep. If Frosmoth's teammates have some means of healing it, such as Wish or Healing Wish, or if a sweep is unlikely, Frosmoth can also be used as a wallbreaker, especially after accruing a boost.

Other Options
  • A Timid nature can be used instead of Modest on Frosmoth if Speed is more important than power (i.e. if it is more likely that Frosmoth will be used to sweep, rather than to wallbreak). Timid max Speed Frosmoth reaches 376 Speed after a Quiver Dance boost, while Modest reaches only 343 Speed. Significant targets within this range include: Adamant Choice Band Barraskewda outside of rain (371 Speed); Salazzle (366 Speed); Jolly Floatzel outside of rain (361 Speed); Timid max Speed Choice Scarf Magnezone (360 Speed); Timid max Speed Scream Tail (353 Speed); Espeon, Froslass, Gengar, Grafaiai, Jumpluff, and Lycanroc-Dusk (350 Speed); and Timid Iron Jugulis (346 Speed).
  • Giga Drain could be run instead of Bug Buzz for a harder hit on Water-types, as well as to give Frosmoth a means of recovery.
  • Hurricane is another option for attacking coverage. This might be particularly effective if Frosmoth is used on a rain team (which would also help mitigate Frosmoth's double Fire weakness) and in combination with Tera Flying.
  • Blizzard could be used over Ice Beam for additional power. In snow, Blizzard's accuracy check is bypassed, making it an attractive option if snow can be reasonably expected to be set up, such as via Slowking's Chilly Reception or Abomasnow's Snow Warning.
  • Frosmoth has a decent support movepool of its own with moves like Tailwind, U-turn, Aurora Veil, Snowscape, and Defog, which might allow Frosmoth to use some combination of utility and attacking moves to perform multiple roles on certain teams.
 

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Frosmoth is a really interesting concept for a pokemon. It is a lot more dangerous than many people believe it to be. It hits the vast majority of the metagame for a at least neutral if not super effective damage and has the coveted Quiver Dance. It also can set up on many of the bulky waters and wreak havoc. It does have some crippling flaws though such extreme vulnerability to entry hazards, many common weaknesses and quite slow. It has performed a lot better than I expected it to.
 

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