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[Final] Kecleon

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, Feb 17, 2013.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    updated

    {{Header}}

    {{Tier|BW2 NU}}

    {{Overview|Kecleon is one of the game's weirdest pokemon, period. Boasting a 'colourful' movepool, with interesting options sticking out from every angle, it shines as an extremely versatile addition.

    However, despite having a ridiculous movepool and a highly coveted specially bulky stat spread, Kecleon is struggling in the bottom of NU. At first you may ask why. The answer is fairly simple; Kecleon is a jack of all trades, but the master of none. Aside from its colourful movepool, its unreliable ability Color Change is basically the only thing that makes it stick out. Granted, it's a very '''fun''' ability, and it excels in trolling many of NU's walls, but that's not a great reason to use something.

    Things get worse for the poor chameleon, however. Aside from its exceptional base 120 Defence, its stats are extremely lackluster, where an average base 90 Attack is its next best stat, and an awful base 40 Speed is its worst.

    Kecleon suits its chameleon origins well, it would seem; it blends in too well to stick out...}}

    {{Set|Karma Chameleon|
    Kecleon @ Leftovers
    Trait: Color Change
    EVs: 252 HP / 252 SDef / 4 Spd
    Careful nature (+SDef, -SAtk)
    - Stealth Rock / Magic Coat
    - Thunder Wave / Toxic
    - Recover
    - Return / Knock Off / Foul Play}}

    {{Comments|Specially bulky support pokémon are very rare in NU, and Kecleon comes with the unique niche of being a specially bulky pokemon that can also set up Stealth Rock for the team. If you’re feeling lucky, Stealth Rock can be dropped for Magic Coat instead, which can bounce back opposing Stealth Rocks, as well as Taunts, status attempts, etc.

    Thunder Wave slows down offensive threats that rely on their speed, like Sawk, while Toxic breaks down common walls such as Alomomola. Recover keeps Kecleon healthy, and it’ll find plenty of time to use it because of Color Change’s amazing ability to force switches. Anything that relies on mono attacking will instantly find itself in a difficult situation.

    Return is a solid, reliable move that is boosted by Kecleon’s original STAB, and it can be used in a pinch, but if you’re confident that you won’t need it, Knock Off is a highly useful move for stripping opposing pokémon of their items, most particularly Eviolite, as there are so many abusers of the item in NU. Foul Play also gets a mention for inflicting heavy damage on physically based opponents who don’t resist Dark, as it uses their Attack stat to damage them with. However, as a lot of the offensive pokemon that really like to switch in on Kecleon are Fighting-types (which resist Foul Play), most of whom are pretty bulky, it's a risky tactic.

    The EVs are configured so that Kecleon is as specially bulky as possible, with the remaining 4 being thrown into Speed to outrun other base 40s such as Gurdurr and defensive Camerupt. More investment into Speed can be done if you feel it necessary, as can Defence or even Attack investment, but be wary that any of these alternative spreads will cut into Kecleon’s special bulk, which is its main selling point.}}

    {{Set|Bulky Offensive|
    Kecleon @ Choice Band / Life Orb
    Trait: Color Change
    EVs: 252 HP / 252 Atk / 4 Spd
    Adamant nature (+Atk, -SAtk)
    - Return / Body Slam
    - Drain Punch
    - Shadow Sneak / Sucker Punch
    - Aqua Tail / Ice Punch / Trick}}

    {{Comments|This set capitalises on Kecleon’s lesser used, but deceptively powerful base 90 Attack. Maximal Attack and HP are invested to make the most out of its base stats, but more Speed can be invested if you need to outrun a specific threat.

    Slot 1 yields Return, which is a powerful, reliable move that uses Kecleon’s original STAB, but Body Slam’s a slightly weaker alternative that can help throw paralysis around, and this can alleviate Kecleon's poor Speed somewhat. Drain Punch is a fairly rare move that offensive Kecleon sets make pretty good use of, despite not receiving STAB on it (assuming its typing doesn’t get changed to Fighting). It’ll also keep Kecleon healthy, and take large chunks out of any Normal-types that cross its path, as well as the Rock/Steel types that lurk in NU (Probopass, Lairon and Bastiodon). Low Kick and Brick Break are other Fighting-type moves you can try, but it’ll be hard finding a reason to use them over Drain Punch.

    Shadow Sneak is a weak, but reliable priority move that can pick off weakened targets (Kadabra and Haunter are good ones), while Sucker Punch isn’t so reliable, but twice as powerful if you don’t mind the risk. In slot 4, Aqua Tail threatens Rhydon, Golem, Camerupt and Torkoal among many others, while Ice Punch breaks through Torterra and Altaria (as long as the latter doesn’t Roost beforehand). Finally, Trick is a great means of crippling a wall like Wartortle.

    The Choice Band packs raw power, but the Life Orb has the balance between power and ability to switch moves. Drain Punch is there to restore the lost HP anyway, so it’s a good idea if you’re not using Trick. Note that you shouldn’t use Trick if you are using the Life Orb.}}

    {{Set|SubPunch|
    Kecleon @ Leftovers
    Trait: Color Change
    EVs: 48 HP / 252 Atk / 208 Spd
    Adamant nature (+Atk, -SAtk)
    - Substitute
    - Focus Punch
    - Sucker Punch
    - Thunder Wave / Body Slam}}

    {{Comments|Kecleon’s famed SubPunch set makes a return in Gen V, and it’s just as annoying as ever. Color Change is one of the best abilities in the game for forcing switches, especially those who rely on one attack.

    The given EVs Speed creep Alomomola (outrunning uninvested sets by 2 points) to get in a Substitute before Alomomola can poison it with Toxic, with the HP stat hitting 273, which is one above a Leftovers number, and the Attack is maximised. Substitute, Focus Punch and Sucker Punch all work extremely well together. Focus Punch encourages the opponent to attack you, whilst Sucker Punch penalises it, and both of them are perfectly safe to use when Kecleon is safe behind its Substitute.

    Thunder Wave in slot 4 paralyses things so that Kecleon can force yet more switches, not to mention outrun things to get his Substitute up more easily, while Body Slam has a chance of paralysing them as well as dealing some actual damage. If Kecleon is still a Normal-type when it uses Body Slam, it also receives a nice STAB bonus. Seeing as this set aims to ruin Alomomola, feel free to try out Toxic in slot 4.

    The Leftovers are the recommended item on this set, as Kecleon likes to remain as healthy as possible. Swapping them out for the Life Orb is worth a shot if you need more damage, but Kecleon will lose its HP a lot faster. Recover would be a welcome addition to the set if you can find room for it, however nothing's really all that expendable.}}

    {{Set|Offensive Trick Room|
    Kecleon @ Life Orb / Leftovers
    Trait: Color Change
    EVs: 252 HP / 252 Atk / 4 Def
    IVs: 0 Spd
    Brave nature (+Atk, -Spd)
    - Trick Room
    - Return / Double-Edge
    - Drain Punch
    - Sucker Punch / Shadow Claw}}

    {{Comments|Access to Trick Room is pretty uncommon in NU, and Kecleon’s unpredictability makes it a great user of the move, with its constantly changing type and huge movepool proving advantageous. At minimum, Kecleon has just 76 Speed, which is the same as an uninvested Torkoal (the slowest common pokemon in NU) for perspective.

    Return’s the reliable STAB once again, but seeing as this set focuses on dealing as much damage in as little time as possible, Double-Edge is a very fun alternative. Drain Punch can just heal off the damage anyway, so there’s no real reason not to. Sucker Punch is Kecleon’s most powerful coverage option, but Shadow Claw is listed because reliability is sometimes preferred, and Sucker Punch’s priority is less needed on a set that outruns pretty much everything.

    You can try to fit Recover on this set if you want, but Trick Room sets tend to adhere to a fast and furious battle style, and Kecleon will therefore have few - if any - opportunities to use it.}}

    {{Options|The rest of Kecleon’s physical movepool contains Aerial Ace, Fire Punch, Thunderpunch and Rock Slide. All of them have at least SOME reason for use, but not much…

    Kecleon has a massive Special movepool, consisting of Thunderbolt, Flamethrower, Ice Beam, Shadow Ball, Grass Knot and various Hidden Powers, as well as access to Nasty Plot to boost its paltry base 60 Special Attack stat with, but with no powerful STAB to rely on (assuming it stays a Normal-type, for arguments' sake), it’ll have a lot of trouble sweeping.

    Disable would be a great way to make Kecleon even more annoying, and it can easily fit on the support and SubPunching sets. Rest and Sleep Talk can work on pretty much anything with at least some bulk, and Kecleon is one of them. It's far from recommended on something that has access to Recover, though.}}

    {{Checks|Seeing as Kecleon’s type can’t be relied on, it wouldn’t be fair to say that it can be well and truly countered.

    If its type remains Normal, a powerful Fighting move will threaten, as long as it’s physically based. There are plenty of those in NU, so pokémon such as Sawk and Gurdurr are good initial choices. Sawk will hate switching in on a Thunder Wave however, and won’t like facing a Kecleon that’s behind a Substitute, and Gurdurr won’t be able to handle being tricked a Choice Band, as that will leave it extremely vulnerable to the likes of Misdreavus.

    One of the best methods against Kecleon is to remain in control of its type. VoltTurn cores are effective against a Kecleon, as that will not only take away his STAB, but also give you a free opportunity to switch in something that can hit the Bug or Electric types for Super Effective damage. Physical powerhouses like Emboar and Rhydon are fairly safe choices here, as they’re big and ugly enough to take at least one hit, then launch back a powerful STAB move, hopefully OHKOing the poor lizard.

    Taunting Kecleon is a decent means of disrupting it, but offensive sets won’t care about being Taunted. If Misdreavus can switch in safely (i.e. not into Trick or Knock Off), it can completely wall most sets, as Sucker Punch will only connect if she attacks. Heal Bell will rid Misdreauvs of any status attempts, and it can simply stall out Sucker Punch’s PP. Misdreavus must watch out for Shadow Sneak or Shadow Claw, though.

    If you can remove Kecleon’s Color Change (by whatever means), it becomes a little easier to manage, as its type won’t change to whatever type your pokémon is using. Changing its type to Ghost or Dragon is a good means of inflicting constant, heavy damage on a Kecleon, but as Dragons are uncommon in NU, and Kecleon is initially immune to Ghost moves, neither option is too reliable.

    Offensive pressure is a good way to wear Kecleon down, especially from physical moves. Constant abuse from moves that are neutral to their own types, such as Earthquake and Stone Edge, are good choices, once again giving the likes of Rhydon a reason to switch into Kecleon. Pokémon with Encore can lock Kecleon into something useless, even if it’s just used Substitute. Item trickers must be more careful though, as Kecleon could have Trick itself.}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. The Real Elmo

    The Real Elmo Caterpie hungers...

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    OO Stuffs:
    Snatch is a fun move to use with Kecleon to mess up opponents. Stealin their boosts, or Encore, or subs, or Toxic's :p
    Kecleon gets Ice Punch in his physical movepool as well. Could probably condense the mention to just "the Elemental Punches".
    Skill Swap could be used to mess up ability reliant mons while giving Kecleon a boost (like regen or shed skin mons).

    Other than that, it looks great! Just consider adding my OO stuff
    Approved
     
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Ahh, I've already got Snatch and Skill Swap in OO, and Ice Punch as a main listing on the offensive set for Torterra and Altaria purposes. Good enough, ae? :3
     
  4. The Real Elmo

    The Real Elmo Caterpie hungers...

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    oh, I definitely missed those when I read over it. oops xD

    Aye, good enough matey. :3
     
  5. emac

    emac Emad

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    I know absolutely nothing about kecleon, but if Elmo says its good, go with it.

    APPROVED
     
  6. ZoroDark

    ZoroDark i know everything

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    Lol I don't know anything about Kecleon at all; in the subpunch set you mentioned color change being a move though
     
  7. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Oop, so it does. Thanks for noticing. :3

    So are we allowing just 2/3 on the QC now that we've only got 2 QCs, or is Dzi still allowed to approve things?

    Owait, Incon too...
     
    Last edited: Feb 19, 2013
  8. meeps

    meeps Well-Known Member

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    PO Trainer Name:
    meeps
    okay i think i'm offically qc now

    Approved
     
  9. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    O, that's good. Thanks Meeps. I'll get this online soon. :D