Draft Moltres

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[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-11 points

**Overview**: Moltres’s stats coupled with its great defensive typing create a neat defensive profile that can also threaten foes. Access to Will-O-Wisp and Flame Body means it can spread burn, while U-turn enables it to act as a pivot. Moltres’s high Special Attack allows it to deal consistent damage even on bulky sets, and Roost can keep it healthy throughout the game. However, it heavily relies on Heavy-Duty Boots or team support to negate damage from Stealth Rock. Its average Speed also makes it struggle against faster threats.

Common Roles
========
**Defensive Pivot**: Moltres's typing allows it to come in on a great number of attacks. It can take a hit and in return threaten a burn or use U-turn to grant its team momentum. Heavy-Duty Boots is virtually always required for this set to be effective.

**Offensive Pivot**: Moltres's good attacking stats combined with its access to high-powered STAB moves in Fire Blast and Hurricane make it a solid offensive pivot. Its power can further be heightened by Choice Specs if necessary, but Heavy-Duty Boots is often imperative.

Common Moves
========
**Primary STAB Moves**: Flamethrower, Fire Blast, Hurricane, Flare Blitz, Brave Bird, Overheat, Air Slash

**Setup Moves**: Agility, Flame Charge

**Utility Moves**: U-turn, Roost, Will-O-Wisp, Roar, Substitute

**Coverage**: Scorching Sands, Ancient Power

Niche Moves
========
**Solar Beam**: Solar Beam can be used to break through Water- and Rock-type Pokemon that would normally hamper Moltres. It can be used under sun or once with Power Herb.

**Tailwind**: Access to Tailwind means that Moltres can help its team with speed control. Tailwind also allows Moltres to act as a fast wallbreaker for the few turns it is up.

**Fire Spin**: Moltres can trap foes or guarantee a favorable pivot using Fire Spin.

Common Items
========
**Heavy-Duty Boots**: This is by far the most common item on Moltres due to its massive weakness to Stealth Rock and should always be used unless it needs a different item to function.

Niche Items
========
**Choice Scarf**: With a Choice Scarf, Moltres outspeeds the entire unboosted metagame, allowing it to act as a potent wallbreaker or revenge killer.

**Choice Specs**: Choice Specs requires more team support as Moltres isn't exactly fast; however, it makes up for it by letting Moltres punch significant holes in the opposing team without completely sacrificing its use as a pivot, as U-turn is a very Choice item-friendly move.

Tera
========
Moltres should not be drafted with the intent to make it a Tera Captain, as it has solid typing already, but it can make some use of Tera. Tera Steel is a great all-around option for defensive sets, letting Moltres resist Stealth Rock and making it neutral against Water and Electric. Tera Grass is an option to mitigate Moltres's weaknesses to Water and Electric. Lastly, Tera Ground gives it a STAB move to hit the only type that naturally resists its STAB combination, Rock, and can also give it free turns against Electric-type moves.

Draft Strategy
========
Moltres is most commonly used as a support Pokemon, meaning it can be drafted to fit on many types of teams. Drafts should not be planned around it, but it will almost always fulfill its role by spreading burn, pivoting in offensive threats, or becoming an offensive threat itself.

**Knock Off Absorbers**: Moltres loves its item, whatever it is. Therefore, having allies that can safely absorb Knock Off is of great help. Fighting- and Fairy-types are the most common examples, but Dark-types are also solid options. Great Tusk, Iron Hands, and Iron Valiant come to mind specifically, as Moltres can also enable them.

**Entry Hazard Control**: Moltres loves entry hazard control, as it opens up its more niche items. Iron Treads, Great Tusk, and Tsareena are great partners, as they can also help beat the Electric- and Rock-types that threaten Moltres.

**Wallbreakers**: Moltres's role as a pivot allows it to get its hard-hitting allies in safely. Raging Bolt is a particularly good option, as it resists two of Moltres's more common weaknesses.

**Setup Sweepers**: Spreading burn around means that Moltres can enable potent setup sweepers. Combining this with the ability to pivot them in safely can lead to game-ending sweeps. Iron Valiant, Latios, Latias, and Gouging Fire all love the ability to get a single free boost to sweep.

**Rock- and Water-type Answers**: Moltres struggles offensively and defensively with Rock- and Water-types, so teammates that can deal with them are greatly appreciated. Grass-types such as Rillaboom, Serperior, and Meowscarada are able to offensively threaten both. Defensive answers include Archuladon and Hisuian Goodra, which form excellent defensive cores with Moltres.

Checks and Counters
========
**Knock Off**: Moltres needs Heavy-Duty Boots to function because of its massive Stealth Rock weakness, especially since it commonly wants to come in repeatedly, so losing its item severely hampers its capabilities.

**Rock-types**: Rock-types resist Moltres's STAB combination and in return threaten to OHKO it.

**Electric- and Water-types**: Electric- and Water-types both resist one of Moltres's STAB types and can threaten it in return for super effective damage. Faster threats such as Greninja, Zapdos, and Walking Wake also threaten to OHKO it.


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[overview]
**Draft Order**: Round 4 onwards (remove period)

**Price Range**: 8-10 points

**Overview**: Moltres’s stats coupled with its great defensive typing in Fire/Flying create a neat defensive profile that can also threaten enemies. Access to Will-O-Wisp and Flame Body means Moltres can spread around burns while U-turn enables it to act as a pivot. Moltres’ strong Special Attack stat allows it to threaten back with dual stabs and Roost can keep it healthy to fight on. Unfortunately, it is heavily reliant on Heavy-Duty Boots or team support to negate Stealth Rocks. Its average Speed also makes it struggle against many of the faster threats in the metagame.
[strategy comments]


Common Roles
========
**Defensive Pivot**: Moltres’s typing allows it to come in on a great number of attacks, resisting Fighting and Fairy and being immune to Ground. Furthermore, Flame Body discourages U-turn, which helps Moltres keep momentum for its team. Access to U-turn itself allows it to take a hit and pivot away to gain momentum for its team again. Roost allows it to keep healthy while doing so.

**Wallbreaker**: Moltres has access to high-powered stab-moves on either side of the attacking spectrum. Flare Blitz and Brave Bird on the physical side and Overheat Flame Blast, and Hurricane on the special side. You have It has the option of running a damage-boosting item like Choice Specs or Life Orb if you have paired with sufficient hazard removal in your team. Of course you It can can always just run Heavy-Duty Boots and invest in offenses.

**Setup Sweeper**: With access to Agility and Flame Charge, Moltres can become a great late-game setup sweeper after its checks have been weakened or killed. With base 90 Speed you outspeed basically It can outspeed the entire unboosted metagame after a single Agility allowing for either bulk or mixed investment.

Common Moves
========
**Primary STAB Moves**: Flamethrower, Fire Blast, Hurricane, Flare Blitz, Brave Bird, Overheat, Air Slash.

**Setup Moves**: Agility, Flame Charge.

**Utility Moves**: U-turn, Roost, Will-O-Wisp, Roar, Substitute.

**Coverage**: Scorching Sands. Ancient Power could be added (or mentioned in niche)
(remove periods at the end of each list of moves)


Niche Moves
========
**Solar Beam**: While Moltres is not a common Sun abuser since one of its special stabs is Hurricane it can be used on sun teams. This allows it to use Solar Beam instead of Hurricane to muscle past bulky waters and pesky rocks trying to tank Moltres' strong fire stabs. You also have the option to use Power Herb if you need Solar Beam to hit something once. Solar Beam can be used to break through Water- and Rock-type Pokemon that would normally check Moltres. It can be used under sun as a one-time use with Power Herb. Rewording to get the point across quicker, feel free to modify - also for the record, don't use the term "abuser" in analyses

**Tailwind**: Access to Tailwind means that Moltres can help its team with speed control and allows itself to become a strong fast wallbreaker for a few turns.

**Fire Spin**: Moltres can function as a trapper using Fire Spin, or use Fire Spin as a way to guarantee a solid pivot. Expand on the "solid pivot" part - I don't really know what it's trying to say, is moltres pivoting or is the opponent?

Common Items
========
**Heavy-Duty Boots**: This is by far the most common item on Moltres. A quad weakness to Stealth Rocks Rock means taking half on switch-in without it, severely limiting whatever Moltres wants to do.

Niche Items
========
**Choice Scarf**: Moltres' base 90 Speed means it can act as a good scarfer. Outspeeding basically the entire unboosted field and threatens OHKOs or severely dent them. With a Choice Scarf, Moltres can outspeed all unboosted Pokemon and become a strong wallbreaker. This sentence had a lot of grammatical errors so I reworded it, again feel free to modify

**Choice Specs**: This Choice Specs requires more team support as base 90 Moltres's Speed isn't exactly fast however it makes up for it by punching significant holes in the opposing team without completely sacrificing its use in a pivot as U-turn is a very choice-friendly move.

**Power Herb**: This is really only run in combination with Solar Beam. But as mentioned it can be good to hit a check a single time. Power Herb is used alongside Solar Beam as a one-time answer to Water- and Rock-types that check Moltres. Don't say "as mentioned" since people may skip around in the analysis & it doesnt say where it was mentioned before

**Leftovers**: This is a great defensive option granted your opponent for some reason does not have hazards if the opponent lacks entry hazard setters. Or you yourself have an insane amount of hazard removal.


Tera
========

Moltres should not be drafted with the intent to make it your a Tera Captain. It has solid typing already however Moltres can make some use of Tera. Tera Steel is a great all-around option for defensive sets resisting Stealth Rocks Rock and being Neutral against Water and Electric. Tera Grass is an option to mitigate Moltres' weakness to Water and Electric. Lastly Tera Ground gives it a stab to hit the only type that naturally resists its dual stabs and can give you free turns against Electric moves.

Draft Strategy

========
Moltres is most commonly used as a support mon. This means that you can usually draft it as it fits on all kinds of teams. meaning it can be drafted to fit on many types of teams. You would rarely plan your draft around Moltres Drafts should not be planned around Moltres, but it will almost always fulfill its role. Either by spreading burns, getting in your offensive threats, or by becoming an offensive threat itself.

**Knock Off Absorbers**: Moltres loves its item, be that whatever it is. Therefore having allies who can safely absorb Knock Off is of great help. Fighting and Fairy types are the most common, but Dark is also a solid option. Great Tusk, Iron Hands, and Iron Valiant come to mind specifically as Moltres can also enable these.

**Hazard Control**: Moltres loves hazard control as it opens up options for its more niche items. Iron Treads, Great Tusk, and Tsareena are great partners as they can also help beat the Electric and Rock types that threaten Moltres.

**Wallbreakers**: Moltres's role as pivot allows it to get its hard-hitting allies in safely. Raging Bolt is a particularly good option as it resists two of the more common types to hit Moltres for super effective damage.

**Setup Sweepers**: Spreading burns around means that potent setup sweepers can be enabled. Combining this with the ability to pivot them in safely can enable game-ending sweeps. Iron Valiant, Latios, Latias, and Gouging Fire all love the ability to get a single free boost to sweep.

Checks and Counters

========
**Knock Off**: Moltres needs its item to function, especially since you it commonly wants it to come in repeatedly. Losing its item severely hampers whatever Moltres wants to do.

**Rock Types**: Rock types resist both of Moltres' stabs and in return threaten to OHKO it.

**Electric Types**: While not as bad as the Rock types due to them not resisting Moltres' Fire stab, Electric types generally threaten to OHKO or severely dent Moltres.

**Bulky Waters**: While you have the option to run Solar Beam with Power Herb to muscle through, this means forgoing Heavy-Duty Boots. In return bulky Waters can generally OHKO Moltres.

Combine Electric/Water types - Mention how they can both resist one of Moltres's STAB types and deal super effective damage. Don't mention power herb, as that's still pretty niche. Give some good examples (zapdos, greninja, rotom wash come to mind)



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qc 1/2 - you have all the right info, just some of it should be reorganized or reworded. Let me know if you have any questions
 

abriel

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[overview]
**Draft Order**: Round 4 5 onwards

**Price Range**: 8-10 points 9-11 points

**Overview**: Moltres’s stats coupled with its great defensive typing in Fire/Flying create a neat defensive profile that can also threaten enemies. Access to Will-O-Wisp and Flame Body means Moltres can spread around burns while U-turn enables it to act as a pivot. Moltres’ strong Special Attack stat allows it to threaten back with dual stabs deal consistent damage even on bulky sets and Roost can keep it healthy to fight on throughout the game. Unfortunately However, it is heavily reliant on Heavy-Duty Boots or team support to negate damage from Stealth Rocks. Its average speed also makes it struggle against the faster threats in the metagame.

Common Roles
========
**Defensive Pivot**: Moltres’ typing allows it to come in on a great number of attacks, resisting Fighting and Fairy and being immune to Ground. Furthermore, Flame Body discourages U-turn, which helps Moltres keep momentum for its team. Access to U-turn itself allows it to take a hit and pivot away to gain momentum for its team again. Roost allows it to keep healthy while doing so. rephrase this entire paragraph, this is dex info

**Wallbreaker Offensive Pivot**: Moltres has access to high-powered stab-moves on either side of the attacking spectrum. Flare Blitz and Brave Bird on the physical side and Overheat Flame Blast, and Hurricane on the special side. It has the option of running a damage-boosting item like Choice Specs or Life Orb if paired with sufficient hazard removal in your team. It can always just run Heavy-Duty Boots and invest in offenses. Moltres's good attacking stats combined with its access to high-powered STAB moves in Fire Blast and Hurricane makes it a solid offensive pivot. Its power can further be heightened by Choice Specs if necessary, but Heavy-Duty Boots are often imperative.

**Setup Sweeper**: With access to Agility and Flame Charge, Moltres can become a great late-game setup sweeper after its checks have been weakened or killed. With base 90 Speed you outspeed basically the entire unboosted metagame after a single Agility allowing for either bulk or mixed investment.

Common Moves
========
**Primary STAB Moves**: Flamethrower, Fire Blast, Hurricane, Flare Blitz, Brave Bird, Overheat, Air Slash

**Setup Moves**: Agility, Flame Charge

**Utility Moves**: U-turn, Roost, Will-O-Wisp, Roar, Substitute

**Coverage**: Scorching Sands, Ancient Power

Niche Moves
========
**Solar Beam**: Solar Beam can be used to break through Water- and Rock-type Pokemon that would normally hamper Moltres. It can be used under sun or as a one-time use with Power Herb.

**Tailwind**: Access to Tailwind means that Moltres can help its team with speed control. Tailwind also allows Moltres to act as a fast wall breaker for the few turns it is up.

**Fire Spin**: Moltres can function as a trapper using Fire Spin, or use Fire Spin as a way to guarantee a favorable pivot as your opponent cannot hard switch without you switching.

Common Items
========
**Heavy-Duty Boots**: This is by far the most common item on Moltres, and should always be used unless Moltres needs a different item to function due to its massive weakness to Stealth Rock. A quad weakness to Stealth Rock means taking half on switch-in without it, severely limiting whatever Moltres wants to do.

Niche Items
========
**Choice Scarf**: With a Choice Scarf, Moltres outspeed the entire unboosted metagame, allowing it to act as a potent wall breaker or revenge killer.

**Choice Specs**: Choice Specs requires more team support as Moltres's Speed isn't exactly fast however it makes up for it by punching significant holes in the opposing team without completely sacrificing its use in a pivot as U-turn is a very choice-friendly move.

**Power Herb**: Power Herb is used alongside Solar Beam as a one-time answer to Water- and Rock-types that check Moltres.

**Leftovers**: This is a great defensive option granted your opponent lacks entry hazard setters, or you yourself have an insane amount of hazard removal. don't think these are good enough to mention


Tera
========

Moltres should not be drafted with the intent to make it a Tera Captain. It has solid typing already however Moltres can make some use of Tera. Tera Steel is a great all-around option for defensive sets resisting Stealth Rock and being Neutral against Water and Electric. Tera Grass is an option to mitigate Moltres' weakness to Water and Electric. Lastly Tera Ground gives it a stab to hit the only type that naturally resists its dual stabs and can give you free turns against Electric moves.

Draft Strategy

========
Moltres is most commonly used as a support mon. piece and can thus Meaning it can be drafted to fit on many types of teams. Drafts should not be planned around Moltres, (ac) but it will almost always fulfill its role. can support its team through Either by spreading burns, getting in your offensive threats teammates, or by becoming an offensive threat itself.

**Knock Off Absorbers**: Moltres loves its item, be that whatever it is. Therefore having allies who can safely absorb Knock Off is of great help. Fighting and Fairy types are the most common, but Dark is also a solid option. Great Tusk, Iron Hands, and Iron Valiant come to mind specifically as Moltres can also enable these.

**Hazard Control**: Moltres loves hazard control as it opens up options for its more niche items. Iron Treads, Great Tusk, and Tsareena are great partners as they can also help beat the Electric and Rock types that threaten Moltres.

**Wallbreakers**: Moltres's role as pivot allows it to get its hard-hitting allies in safely. Raging Bolt is a particularly good option as it resists two of the more common types to hit Moltres for super effective damage.

**Setup Sweepers**: Spreading burns around means that potent setup sweepers can be enabled. Combining this with the ability to pivot them in safely can enable game-ending sweeps. Iron Valiant, Latios, Latias, and Gouging Fire all love the ability to get a single free boost to sweep.

answers to water and rock types needs to be mentioned, talk about how moltres really struggles to deal with both types offensively and defensively

Checks and Counters

========
**Knock Off**: Moltres needs its item Heavy-Duty Boots to function because of its massive Stealth Rock weakness, especially since it commonly wants to come in repeatedly. Losing its item severely hampers whatever Moltres wants to do., so losing Heavy-Duty Boots severely hampers its capabilities.

**Rock Types**: Rock types resist both of Moltres' stabs and in return threaten to OHKO it.

**Electric Types**: While not as bad as the Rock types due to them not resisting Moltres' Fire stab, Electric types generally threaten to OHKO or severely dent Moltres.

**Bulky Waters**: While you have the option to run Solar Beam with Power Herb to muscle through, this means forgoing Heavy-Duty Boots. In return bulky Waters can generally OHKO Moltres. says same thing twice

**Electric- or Water Types**: Electric- and Water types both resist one of Moltres's Stabs and can threaten it in return for super effective damage. Faster threats such as Greninja, Zapdos and Walking Wake just threaten to OHKO it.


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qc2
 

SolarBeam

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Hey, I see this is your first analysis. Glad to have you writing. To save you time implementing this check, you can use the method described here. Thanks!
blue = add
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(orange) = comment


[overview]
**Draft Order**: Round 5 onwards

**Price Range**: 9-11 points

**Overview**: Moltres’s stats coupled with its great defensive typing create a neat defensive profile that can also threaten enemies foes. Access to Will-O-Wisp and Flame Body means Moltres it can spread around burns burn, (AC) while U-turn enables it to act as a pivot. Moltres’s high strong Special Attack stat allows it to deal consistent damage even on bulky sets, and Roost can keep it healthy throughout the game. However, it heavily relies on Heavy-Duty Boots or team support to negate damage from Stealth Rock. Its average speed Speed also makes it struggle against the faster threats in the metagame.

Common Roles
========
**Defensive Pivot**: Moltres's typing allows it to come in on a great number of attacks. Moltres It can take a hit and in return threaten a burn or use U-turn to grant its team momentum. Heavy-Duty Boots are is (items are singular) virtually always required for this set to be effective.

**Offensive Pivot**: Moltres's good attacking stats combined with its access to high-powered STAB moves in Fire Blast and Hurricane makes make it a solid offensive pivot. Its power can further be heightened by Choice Specs if necessary, but Heavy-Duty Boots are is often imperative.

Common Moves
========
**Primary STAB Moves**: Flamethrower, Fire Blast, Hurricane, Flare Blitz, Brave Bird, Overheat, Air Slash

**Setup Moves**: Agility, Flame Charge

**Utility Moves**: U-turn, Roost, Will-O-Wisp, Roar, Substitute

**Coverage**: Scorching Sands, Ancient Power

Niche Moves
========
**Solar Beam**: Solar Beam can be used to break through Water- and Rock-type Pokemon that would normally hamper Moltres. It can be used under sun or as a one-time use once with Power Herb.

**Tailwind**: Access to Tailwind means that Moltres can help its team with speed control. Tailwind also allows Moltres to act as a fast wall breaker wallbreaker for the few turns it is up.

**Fire Spin**: Moltres can function as a trapper trap foes or guarantee a favorable pivot (trapper isn't an accepted term unfortunately) using Fire Spin, or use Fire Spin as a way to guarantee a favorable pivot (first part is redundant so merged).

Common Items
========
**Heavy-Duty Boots**: (remove double space) This is by far the most common item on Moltres due to its massive weakness to Stealth Rock (this is the part the explanation goes with so moved) (RC) and should always be used unless Moltres it needs a different item to function due to its massive weakness to Stealth Rock.

Niche Items
========
**Choice Scarf**: With a Choice Scarf, Moltres outspeed outspeeds the entire unboosted metagame, allowing it to act as a potent wall breaker wallbreaker or revenge killer.

**Choice Specs**: Choice Specs requires more team support, (AC) as Moltres's Speed Moltres isn't exactly fast; (ASC) however, (AC) it makes up for it by punching letting Moltres punch significant holes in the opposing team without completely sacrificing its use in as a pivot, (AC) as U-turn is a very choice-friendly Choice item-friendly move.

Tera
========
(remove extra line)
Moltres should not be drafted with the intent to make it a Tera Captain, as it has solid typing already, but it can make some use of Tera. It has solid typing already however Moltres can make some use of Tera. (makes more sense merged- explanation followed by clarification) Tera Steel is a great all-around option for defensive sets, (AC) letting Moltres resist resisting Stealth Rock and being Neutral making it neutral against Water and Electric. Tera Grass is an option to mitigate Moltres's weaknesses weakness to Water and Electric. Lastly, (AC) Tera Ground gives it a stab STAB move to hit the only type that naturally resists its dual stabs STAB combination, Rock, (specify the type since it's not immediately obvious) and can also give you it free turns against Electric-type moves.

Draft Strategy
(remove extra line)
========
Moltres is most commonly used as a support Pokemon, meaning mon. Meaning it can be drafted to fit on many types of teams. Drafts should not be planned around Moltres it, (AC) but it will almost always fulfill its role (RP) Either by spreading burns burn, getting pivoting in your offensive threats, or by becoming an offensive threat itself.

**Knock Off Absorbers**: Moltres loves its item, be that whatever it is. Therefore, (AC) having allies who that can safely absorb Knock Off is of great help. Fighting- (AH) and Fairy-types (AH) are the most common examples, but Dark-types are is also a solid option options. Great Tusk, Iron Hands, and Iron Valiant come to mind specifically, (AC) as Moltres can also enable these them.

**Entry Hazard Control**: Moltres loves entry hazard control, (AC) as it opens up options for its more niche items. Iron Treads, Great Tusk, and Tsareena are great partners, (AC) as they can also help beat the Electric- (AH) and Rock-types (AH) that threaten Moltres.

**Wallbreakers**: Moltres's role as a pivot allows it to get its hard-hitting allies in safely. Raging Bolt is a particularly good option, (AC) as it resists two of the more common types to hit Moltres for super effective damage Moltres's more common weaknesses (awk).

**Setup Sweepers**: Spreading burns burn around means that Moltres can enable potent setup sweepers can be enabled (passive voice). Combining this with the ability to pivot them in safely can enable lead to (avoiding repetition) game-ending sweeps. Iron Valiant, Latios, Latias, and Gouging Fire all love the ability to get a single free boost to sweep.

**Rock- and Water Type answers Water-type Answers**: Moltres struggles offensively and defensively with Rock- and Water Types Water-types, so teammates that can deal with these offensively and defensively them are greatly appreciated. Grass-types such as Rillaboom, Serperior, and Meowscarada are able to offensively threaten both. Defensive answers include Archuladon and Goodra-Hisui who Hisuian Goodra, which form excellent defensive cores with Moltres.

Checks and Counters
(remove extra line)
========
**Knock Off**: (remove double space) Moltres needs Heavy-Duty Boots to function because of its massive Stealth Rock weakness, especially since it commonly wants to come in repeatedly, so losing Heavy-Duty Boots its item (avoiding repetition) severely hampers its capabilities.

**Rock Types Rock-types**: Rock-types (AH) resist both of Moltres's STAB combination stabs and in return threaten to OHKO it.

**Electric- or Water Types and Water-types**: Electric- and Water-types (AH) both resist one of Moltres's Stabs STAB types and can threaten it in return for super effective damage. Faster threats such as Greninja, Zapdos, (AC) and Walking Wake just also threaten to OHKO it.


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Written by:
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