[overview]
Draft order: Early- or mid-round 1
Price range: 18-19 points
Overview: The Hero, with its base 160 Attack, puts enormous pressure on opposing teams, often forcing an opponent to use defensive Terastallization and still managing to muscle past that. It also has a multitude of other tools that let you mold it into a plethora of roles to fit into in any given matchup. The only thing holding Palafin-H back is the creativity of its user.
[strategy comments]
Common Roles
========
* Physical wallbreaker: Palafin-H can tear up teams with Choice Band-boosted Wave Crash coming off its enormous base 160 Attack—even against team compositions with multiple Water resistances. It also has an exceptional ability to clean with access to its strong signature priority in Jet Punch.
* Setup sweeper: With Bulk Up, access to strong priority in Jet Punch, and the ability to heal itself with Drain Punch, Palafin-H makes for a potent setup sweeper that can instantly end games given the smallest of opportunities.
* Special wallbreaker: With a respectable base 106 Special Attack and one of the strongest no-drawback special attacks in Boomburst, along with coverage like Ice Beam and Grass Knot, Palafin-H’s special sets can be surprisingly potent. Boomburst is often used with Throat Spray, though Life Orb or Choice Specs may have merit. This can take up a cleaner role with Agility in its moveset. Note that Palafin-H can still fit Jet Punch in special sets, though it would have to take a hit in bulk due using a Defense- or Special Defense-lowering nature.
Common Moves
========
* STAB moves: Jet Punch, Wave Crash, Flip Turn, Liquidation, Surf, Hydro Pump
* Setup moves: Bulk Up, Agility
* Utility moves: Substitute, Encore, Taunt, Haze
* Coverage: Ice Punch, Drain Punch, Close Combat, Acrobatics, Iron Head, Zen Headbutt, Throat Chop, Body Slam, Ice Beam, Grass Knot, Boomburst, Aura Sphere, Focus Blast.
Niche Moves
========
* Fling: Palafin-H holding a Big Nugget has access to a risky one-time 130 Base Power Dark-type move that Slowking, one of its best checks, does not want to be on the receiving end of.
* Facade: Facade is one of the more niche ways that Palafin-H has to play around status, as common counterplay to Palafin relies around inflicting it with status either via Toxic Spikes or via contact abilities like Static.
* Whirlpool: With this move and Taunt, Palafin-H can run a decent trapper set to lure some of its checks, though it is generally able to have a bigger impact on the game with its breaking or sweeping prowess.
Common Items
========
* Choice Band: Palafin-H, with its base 160 Attack, makes use of the damage boost really well, especially since it doesn't have to lock itself into a move by using Flip Turn.
* Sitrus Berry/Leftovers: They are not interchangeable, though they do have a similar role. Both generally belong on Bulk Up sets, with Sitrus Berry finding itself on sets that either don’t intend to last as long or need Acrobatics to hit something like Appletun or Amoonguss. Leftovers is more useful when the game plan is to use Bulk Up multiple times and sit on the field for an extended duration versus a more passive team.
* Mystic Water: Mystic Water is useful on sets that run multiple Water-type moves like Jet Punch, Wave Crash, and Flip Turn—all which do different things without locking Palafin-H into one of those moves.
* Punching Glove/Protective Pads: With one of the foremost checks to Palafin-H being Rocky Helmet, sets with Drain Punch and Jet Punch use Punching Glove to great effect. Protective Pads replaces this when the set has moves like Flip Turn or Wave Crash.
Niche Items
========
* Life Orb/Expert Belt: Life Orb is niche, because one of the main Palafin-H counterplays is to switch around with Rocky Helmet users and getting Palafin-H to chip itself into range of a priority move or faster Pokemon that resist Jet Punch. It has its place, but do keep in mind this puts it on a fast track to fainting. An Expert Belt can be equipped in its stead if Palafin-H hits the damage benchmarks it needs in order to sidestep the recoil downside.
* Throat Spray/Choice Specs: Throat Spray is niche, because the special set itself is fairly niche. Palafin-H uses Boomburst to trigger this item. Choice Specs can be used over Throat Spray if immediate power is needed and there isn't a need to switch moves.
* Choice Scarf: Choice Scarf is rare, because Jet Punch generally has Palafin-H covered when it needs to move first. However, in some matchups, you want Wave Crash to hit first, though be advised to not leave Jet Punch at home even on these sets.
* Resistance Berry/Weakness Policy: Resistance Berries help lure threats to open up the game, and Weakness Policy helps secure cheeky setup for Palafin-H off of weak Volt Switch that can be expected from the preparation stage and lets it instantly end the game.
* Heavy-Duty (ah) Boots: Specifically relevant on Flip Turn sets, Heavy-Duty Boots aid Palafin-H pivoting in and out of the field through avoiding accumulated entry hazard damage.
Tera
========
Palafin-H is generally banned from using Tera. If yours has the liberty to Tera, congratulations in advance. When allowed to do so, it can run Tera Fighting to boost damage from Drain Punch or Close Combat, Tera Water for stronger Jet Punch and Wave Crash, Tera Normal for Boomburst, or a defensive option like Tera Fairy or Poison to facilitate setting up.
Draft Strategy
========
While Palafin can be built to beat each of Palafin-H's checks, it cannot take on all of them at once. It forces teams to bring all their Water resistances and even cater their chosen Tera to resist Palafin-H's attacks, so drafting Pokemon that can take advantage of this is extremely advantageous.
*Fast Water-type checks/teammates that force other Tera types for foes: Fast Pokemon that pressure Water-types like Meowscarada and Serperior can chip foes down into range of Palafin-H's Jet Punch. Pokemon that can force other Tera types like Raging Bolt, which can push an opponent to bring a Pokemon with Tera Ground, and Zapdos, which applies pressure on their Water- and Grass-types, are good options.
* Entry hazard removal: Reliable hazard removal from Pokemon like Iron Treads and Cyclizar, or at least a grounded Poison-type, is generally advised on Palafin drafts, as Palafin-H dislikes Toxic Spikes and seldom wants to run Heavy-Duty Boots.
* Bulky backbone: Since Palafin needs to swap out of its Zero forme, consider not using it on hyper offense archetypes; it greatly appreciates a backbone that it can fall back on before it gets back on the field to take control. Pokemon such as Ting-Lu or Landorus-T, or at lower price points, something like a Tinkaton, would go a long way to support a Palafin draft.
Checks and Counters
========
* Water resistances: Palafin-H has no true defensive counters, but Water resistances go a long way in keeping it at bay, as it typically wants to spam STAB moves whenever possible. Pokemon such as Amoonguss, Slowking, and Volcanion do a solid job of limiting the sets it can afford to run, while faster Pokemon that resist Jet Punch, such as Ogerpon-W, Latios, and Iron Bundle provide effective offensive checks, though they should be careful when switching into it directly. Teams lacking in Water resistances should strongly consider Terastallizing one of their Tera Captains into the Grass-, Water-, or Dragon-types in order to limit the damage Palafin-H is capable of doing.
* Residual damage: Palafin-H strongly dislikes taking residual damage from entry hazards or Rocky Helmet, as it has no reliable means of recovery, though it's not unusual to see it running items such as Heavy-Duty Boots or Protective Pads or Punching Glove in order to mitigate said weakness. It also appreciates Knock Off support to deal with Rocky Helmet users.
* Aggressive play: Since Palafin is significantly weaker before it has activated the Hero forme, it should be attempted to deny it from doing so easily, as it makes it much easier to handle. Teams with a strong offensive profile can often exploit the sorts of builds Palafin typically finds itself on, denying it the turns it needs in order to truly become effective.
[credits]
Written by:
https://www.smogon.com/forums/members/thinkingsceptile.556309/
Quality checked by:
https://www.smogon.com/forums/members/dartrix-joker.356084/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
Draft order: Early- or mid-round 1
Price range: 18-19 points
Overview: The Hero, with its base 160 Attack, puts enormous pressure on opposing teams, often forcing an opponent to use defensive Terastallization and still managing to muscle past that. It also has a multitude of other tools that let you mold it into a plethora of roles to fit into in any given matchup. The only thing holding Palafin-H back is the creativity of its user.
[strategy comments]
Common Roles
========
* Physical wallbreaker: Palafin-H can tear up teams with Choice Band-boosted Wave Crash coming off its enormous base 160 Attack—even against team compositions with multiple Water resistances. It also has an exceptional ability to clean with access to its strong signature priority in Jet Punch.
* Setup sweeper: With Bulk Up, access to strong priority in Jet Punch, and the ability to heal itself with Drain Punch, Palafin-H makes for a potent setup sweeper that can instantly end games given the smallest of opportunities.
* Special wallbreaker: With a respectable base 106 Special Attack and one of the strongest no-drawback special attacks in Boomburst, along with coverage like Ice Beam and Grass Knot, Palafin-H’s special sets can be surprisingly potent. Boomburst is often used with Throat Spray, though Life Orb or Choice Specs may have merit. This can take up a cleaner role with Agility in its moveset. Note that Palafin-H can still fit Jet Punch in special sets, though it would have to take a hit in bulk due using a Defense- or Special Defense-lowering nature.
Common Moves
========
* STAB moves: Jet Punch, Wave Crash, Flip Turn, Liquidation, Surf, Hydro Pump
* Setup moves: Bulk Up, Agility
* Utility moves: Substitute, Encore, Taunt, Haze
* Coverage: Ice Punch, Drain Punch, Close Combat, Acrobatics, Iron Head, Zen Headbutt, Throat Chop, Body Slam, Ice Beam, Grass Knot, Boomburst, Aura Sphere, Focus Blast.
Niche Moves
========
* Fling: Palafin-H holding a Big Nugget has access to a risky one-time 130 Base Power Dark-type move that Slowking, one of its best checks, does not want to be on the receiving end of.
* Facade: Facade is one of the more niche ways that Palafin-H has to play around status, as common counterplay to Palafin relies around inflicting it with status either via Toxic Spikes or via contact abilities like Static.
* Whirlpool: With this move and Taunt, Palafin-H can run a decent trapper set to lure some of its checks, though it is generally able to have a bigger impact on the game with its breaking or sweeping prowess.
Common Items
========
* Choice Band: Palafin-H, with its base 160 Attack, makes use of the damage boost really well, especially since it doesn't have to lock itself into a move by using Flip Turn.
* Sitrus Berry/Leftovers: They are not interchangeable, though they do have a similar role. Both generally belong on Bulk Up sets, with Sitrus Berry finding itself on sets that either don’t intend to last as long or need Acrobatics to hit something like Appletun or Amoonguss. Leftovers is more useful when the game plan is to use Bulk Up multiple times and sit on the field for an extended duration versus a more passive team.
* Mystic Water: Mystic Water is useful on sets that run multiple Water-type moves like Jet Punch, Wave Crash, and Flip Turn—all which do different things without locking Palafin-H into one of those moves.
* Punching Glove/Protective Pads: With one of the foremost checks to Palafin-H being Rocky Helmet, sets with Drain Punch and Jet Punch use Punching Glove to great effect. Protective Pads replaces this when the set has moves like Flip Turn or Wave Crash.
Niche Items
========
* Life Orb/Expert Belt: Life Orb is niche, because one of the main Palafin-H counterplays is to switch around with Rocky Helmet users and getting Palafin-H to chip itself into range of a priority move or faster Pokemon that resist Jet Punch. It has its place, but do keep in mind this puts it on a fast track to fainting. An Expert Belt can be equipped in its stead if Palafin-H hits the damage benchmarks it needs in order to sidestep the recoil downside.
* Throat Spray/Choice Specs: Throat Spray is niche, because the special set itself is fairly niche. Palafin-H uses Boomburst to trigger this item. Choice Specs can be used over Throat Spray if immediate power is needed and there isn't a need to switch moves.
* Choice Scarf: Choice Scarf is rare, because Jet Punch generally has Palafin-H covered when it needs to move first. However, in some matchups, you want Wave Crash to hit first, though be advised to not leave Jet Punch at home even on these sets.
* Resistance Berry/Weakness Policy: Resistance Berries help lure threats to open up the game, and Weakness Policy helps secure cheeky setup for Palafin-H off of weak Volt Switch that can be expected from the preparation stage and lets it instantly end the game.
* Heavy-Duty (ah) Boots: Specifically relevant on Flip Turn sets, Heavy-Duty Boots aid Palafin-H pivoting in and out of the field through avoiding accumulated entry hazard damage.
Tera
========
Palafin-H is generally banned from using Tera. If yours has the liberty to Tera, congratulations in advance. When allowed to do so, it can run Tera Fighting to boost damage from Drain Punch or Close Combat, Tera Water for stronger Jet Punch and Wave Crash, Tera Normal for Boomburst, or a defensive option like Tera Fairy or Poison to facilitate setting up.
Draft Strategy
========
While Palafin can be built to beat each of Palafin-H's checks, it cannot take on all of them at once. It forces teams to bring all their Water resistances and even cater their chosen Tera to resist Palafin-H's attacks, so drafting Pokemon that can take advantage of this is extremely advantageous.
*Fast Water-type checks/teammates that force other Tera types for foes: Fast Pokemon that pressure Water-types like Meowscarada and Serperior can chip foes down into range of Palafin-H's Jet Punch. Pokemon that can force other Tera types like Raging Bolt, which can push an opponent to bring a Pokemon with Tera Ground, and Zapdos, which applies pressure on their Water- and Grass-types, are good options.
* Entry hazard removal: Reliable hazard removal from Pokemon like Iron Treads and Cyclizar, or at least a grounded Poison-type, is generally advised on Palafin drafts, as Palafin-H dislikes Toxic Spikes and seldom wants to run Heavy-Duty Boots.
* Bulky backbone: Since Palafin needs to swap out of its Zero forme, consider not using it on hyper offense archetypes; it greatly appreciates a backbone that it can fall back on before it gets back on the field to take control. Pokemon such as Ting-Lu or Landorus-T, or at lower price points, something like a Tinkaton, would go a long way to support a Palafin draft.
Checks and Counters
========
* Water resistances: Palafin-H has no true defensive counters, but Water resistances go a long way in keeping it at bay, as it typically wants to spam STAB moves whenever possible. Pokemon such as Amoonguss, Slowking, and Volcanion do a solid job of limiting the sets it can afford to run, while faster Pokemon that resist Jet Punch, such as Ogerpon-W, Latios, and Iron Bundle provide effective offensive checks, though they should be careful when switching into it directly. Teams lacking in Water resistances should strongly consider Terastallizing one of their Tera Captains into the Grass-, Water-, or Dragon-types in order to limit the damage Palafin-H is capable of doing.
* Residual damage: Palafin-H strongly dislikes taking residual damage from entry hazards or Rocky Helmet, as it has no reliable means of recovery, though it's not unusual to see it running items such as Heavy-Duty Boots or Protective Pads or Punching Glove in order to mitigate said weakness. It also appreciates Knock Off support to deal with Rocky Helmet users.
* Aggressive play: Since Palafin is significantly weaker before it has activated the Hero forme, it should be attempted to deny it from doing so easily, as it makes it much easier to handle. Teams with a strong offensive profile can often exploit the sorts of builds Palafin typically finds itself on, denying it the turns it needs in order to truly become effective.
[credits]
Written by:
https://www.smogon.com/forums/members/thinkingsceptile.556309/
Quality checked by:
https://www.smogon.com/forums/members/dartrix-joker.356084/
https://www.smogon.com/forums/members/nyx.564960/
Grammar checked by:
https://www.smogon.com/forums/members/ken.594478/
Last edited: