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[Final] Drapion

Discussion in 'Gen 5 NU Analyses' started by Spoovo The Pirate, May 12, 2013.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    updated

    {{Header}}

    {{Tier|BW2 NU}}

    {{Overview|Drapion has been blessed with great Poison/Dark typing, which is shared only by rival Skuntank, and has only one weakness (to the ubiquitous Ground) It has three average abilities, of which Sniper and Battle Armor can both see some viable use.

    Its 70/110/75 bulk is brilliant, especially when Drapion has but one weakness. A base 95 Speed also makes Drapion deceptively fast, outrunning every wall in the tier aside from Miltank. Its base 90 Attack can't be laughed at either. A wide and varied movepool makes Drapion powerful, unpredictable and dangerous. While it may have fallen out of favour in LU, Drapion is by no means a bad pokemon, and every NU team should take it into account when building.}}

    {{Set|Stallbreaker|
    Drapion @ Black Sludge
    Trait: Battle Armor
    EVs: 224 HP / 16 Def / 252 SDef / 16 Spd
    Careful nature (+SDef, -SAtk)
    - Taunt
    - Toxic Spikes
    - Whirlwind / Pursuit / Knock Off
    - Crunch / Poison Jab}}

    {{Comments|Drapion's fun and interesting movepool lets it excel as a stall breaker in NU, with its access to a fast Taunt, and the ability to lay down Toxic Spikes. In a tier without decent Rapid Spinners, these can be deadly (although there are plenty of grounded Poison-types that exacerbate things here).

    With the given EVs, it hits one above its highest Leftovers number with the HP EVs, while the Special Defense is maxed out, 16 Speed EVs let it outrun Timid Exeggutor and neutral Emboar, and the rest are placed into Defense for optimal bulk. This set goes specially defensive because its physical defense is already plentiful, and Drapion will find itself taking special hits more often than physical, so defending against them is more recommended. Physically defensive can be done, but is generally considered inferior.

    The Black Sludge is Drapion's hold item choice, as it provides useful steady recovery. Drapion will force plenty of free turns to heal up with, so it's pretty useful. Taunt and Toxic Spikes help Drapion break stall, as no wall likes being Taunted, and Misdreavus is the only common one that doesn't care about Toxic Spikes.

    This is mostly what Pursuit is for in slot 3. It'll catch a fleeing Misdreavus on the switch out and help wear it down. If Pursuit doesn't appeal, Whirlwind is highly useful (and pretty strange for a scorpion), as it can phaze things and help the poison accumulate. It'll also help with stat boosting pokemon. Whirlwind is preferred over Roar because it isn't stopped by Soundproof. It's more often than not a negligible difference, but Whirlwind pays off when things like Mr. Mime and Abomasnow can't be phazed with Roar, but can by Whirlwind.

    Finally, Knock Off also gets a mention for removing the precious hold items of whatever it hits. Seeing as NU is riddled with Eviolite users, it'll see plenty of usage. In the last slot, Crunch is available as Drapion's best STAB, and it also hits the tier's many Ghost- and Psychic-types pretty hard. It also checkmates Misdreavus. However, if you find yourself never using Crunch, give Poison Jab a try, as that can poison floating and flying targets. Crunch is usually the recommended attack though, in spite of the tier's many Fighting-types.

    Battle Armor is the listed ability to prevent those annoying critical hits from happening. It's unlikely that it'll make a difference, but a defensive set has no need for Sniper, and no Drapion set has any need for Keen Eye, as accuracy reducing moves are basically never seen in competitive play. So Battle Armor it is.}}

    {{Set|Offensive Swords Dance|
    Drapion @ Life Orb / Black Sludge
    Trait: Sniper
    EVs: 252 Atk / 4 Def / 252 Spd
    Jolly nature (+Spd, -SAtk)
    - Swords Dance
    - Crunch / Night Slash
    - Poison Jab / Substitute
    - Earthquake / Aqua Tail}}

    {{Comments|Although often overlooked, Drapion has a very viable Swords Dance set. Thanks to its decent bulk, great typing and awesome stat spread, it can instantly threaten a lot of the NU tier immediately after just one Swords Dance.

    The Life Orb is the main item choice this time, as Drapion really appreciates the power boost. However, the Black Sludge is listed again as it complements Drapion's bulk. Sniper is the listed ability this time to take advantage of a critical hit, should it happen. It's an offensive set, so receiving a critical hit will be much less likely to make a difference.

    Swords Dance is the obvious setup move, boosting Drapion's Attack to a threatening 558 in one turn. Crunch is the main STAB once again, boasting decent neutral coverage and power at the same time. If you're feeling lucky, give Night Slash a try instead, as it has a better chance of scoring a critical hit, and thus making use of Sniper.

    Poison Jab also gets a STAB boost in slot 3, but Substitute protects Drapion from crippling status (especially burns!), and works best with the Black Sludge. Cross Poison can also be used here, for the same reasons as Night Slash. In the last slot, Earthquake and Aqua Tail are Drapion's coverage options. Earthquake provides the better coverage of the two moves, with only obscurities like Murkrow resisting both moves, while Aqua Tail has better use sometimes, for nailing common switch ins like Golem and other Ground-types, with Camerupt being an extremely notable mention. Use whichever appeals most.

    Another option for this set is Brick Break, as it has brilliant coverage with the Dark STAB. It would go well in slot 3, and can be used to break the tier's Normal-types more efficiently. Lickilicky in particular will be easy prey if it doesn't have Body Slam, especially if Drapion can hide behind Substitutes, which Lickilicky's Dragon Tail won't break in one hit.}}

    {{Set|Bulky Swords Dance|
    Drapion @ Black Sludge
    Trait: Battle Armor
    EVs: 224 HP / 108 Atk / 176 Spd
    Jolly nature (+Spd, -SAtk)
    - Swords Dance
    - Taunt
    - Crunch / Poison Jab
    - Earthquake / Aqua Tail}}

    {{Comments|Essentially a combination of the two previous sets, this Drapion attempts to break stall and set up on it at the same time.

    With the given EVs, it hits its favourite Leftovers number once again, while the Speed EVs outrun max Speed offensive Misdreavus (the fastest wall in the tier) and also Jolly Sawk - another annoyance - while the remains go into Attack for some more power. The Speed can be changed to suit the team's needs. Here are some speed points to consider:

    188 EVs takes Drapion to 300, which outruns neutral natured base 100s, and positive natured Rotom-A.
    224 EVs takes Drapion to 310, which outruns Modest Manectric and other neutral base 105s.
    140 EVs takes Drapion to 287, which outruns Timid Gardevoir, Mesprit, and other positive natured base 80s.

    Swords Dance boosts Drapion's Attack once again, while Taunt prevents it from getting phazed or afflicted with nasty status. It also stops opponents from setting up alongside it. Crunch is once again the primary STAB, packing reasonable coverage all on its own and mauling the tier's many Ghost- and Psychic-types. If Crunch doesn't appeal, Poison Jab is available for its steady power and the off chance of poisoning. Earthquake and Aqua Tail have pretty much the same targets as last time.}}

    {{Set|Bulky Trapper|
    Drapion @ Black Sludge
    Trait: Battle Armor
    EVs: 224 HP / 16 Def / 252 Atk / 16 Spd
    Adamant Nature (+Atk, -SAtk)
    - Crunch
    - Pursuit
    - Poison Jab
    - Earthquake / Aqua Tail}}

    {{Comments|People forget that Drapion is also an extremely viable trapper in NU, overshadowed by Houndoom because of the hellhound's ability to mix offenses. However, Drapion is far bulkier, and has much better typing, meaning it can last a lot longer and threaten more efficiently, whereas Houndoom tends to be all but dead after two switch ins (at the most).

    The EV spread is similar to the Stallbreaker set, hitting the same HP, Speed and Defense numbers. The only difference between them is the nature and Attack investment, which has been maxed out to optimise Drapion's trapping potential.

    Pursuit and Crunch form the infamous 'checkmate' combination that rivals Houndoom and Skuntank are known for, and Drapion has the bonus of actually hitting harder than the former, because Houndoom usually runs a neutral Attack nature. Poison Jab is secondary STAB, providing reasonable neutral coverage and hitting the Fighting-types that can take a Crunch. In the last slot, Earthquake and Aqua Tail are the usual coverage options, hitting would be threats like Rhydon, Camerupt, Stunfisk and similar for heavy damage. Both have their merits, such as Aqua Tail hitting Fire- and Ground-types harder than Earthquake, while Earthquake hits Steel-. Poison- and Electric-types harder than Aqua Tail.

    The Black Sludge is once again the hold item for the steady recovery it provides. Give the Lum Berry a try if you fear status, however employing a cleric can solve that problem. Battle Armor is the ability again, seeing as bulkier Drapion sets really hate being struck by a critical hit (as does pretty much everything), and Battle Armor will prevent that admittedly small chance.}}

    {{Options|Rain Dance and Sunny Day both exist in Drapion's movepool. While it gets next to no benefit from using them, it can easily support a team with them, as Drapion has no difficulty freeing up a couple of turns.

    Agility's there if you need your Drapion to be faster. Acupressure is highly gimmicky, but also extremely fun, and it just may let Drapion sweep. Hone Claws also exists, but Drapion doesn't have much in its movepool that would really benefit from the accuracy boost, as Aqua Tail is generally considered reliable. Iron Tail benefits, but doesn't really deserve a moveslot. If you're willing to let Drapion sacrifice its only form of recovery, the Lum Berry is a good option for letting it switch in on status abusing pokemon (like Misdreavus) for free. Wish support is highly recommended if you do this however, as Drapion is fairly easy to wear down without its precious Black Sludge.

    Screech and Pursuit can combine well together. Manual Toxic is doable, but doesn't really stick out. Payback, Rock Slide and X-Scissor are basically the only other attacks worth mentioning. The three element fangs are also there, but they're horribly underpowered. Torment is highly useful, seeing as Drapion has only one weakness, and can use that to its advantage.

    Choice sets can be done, and are great for trapping and removing Psychic- and Ghost-types with the usual checkmate combination of Crunch and Pursuit, but Drapion tends to find a turn for setting up with, so it'll rarely be necessary. Choice sets will likely want the same EV spread as either the offensive Swords Dance or Bulky Trapper set, depending on the team's needs.

    Finally, Drapion is a fairly viable user of RestTalk, seeing as it has bulk, only one weakness, and access to Whirlwind. Its negative priority will be negated if Sleep Talk selects it, meaning it'll potentially be able to phaze things before they can attack. A STAB move like Crunch would be appropriate for the last slot.}}

    {{Checks|With Drapion's one weakness being Ground, it would make sense to give some of those a try in countering Drapion. Rhydon is one of the best mentions, taking even boosted Earthquakes pretty well thanks to its incredible Eviolite bulk and retaliating with an Earthquake of its own, that'll 2HKO at the worst. Stunfisk isn't nearly as bulky, but also threatens with a STAB Earth Power, and can take on defensive sets fairly easily. The same applies to Camerupt, who can't take an Aqua Tail, and would rather not take a +0 Earthquake, but instantly threatens if it gets a chance to attack. The same applies to Regirock if it has Earthquake, as its epic physical bulk allows it to sponge a few attacks and retaliate appropriately. Note that all of these pokemon are vulnerable to Toxic Spikes, however.

    Quagsire gets a solid mention, as Unaware completely negates Drapion's stat boosts, meaning it won't care even if Drapion boosts to +6. It can then throw Earthquakes at Drapion until it dies. Quagsire won't appreciate being Taunted or poisoned, however.

    None of NU's Rapid Spinners like being poisoned, especially when Drapion can Taunt attempts to heal said poison, but grounded Poison-types can remove its Toxic Spikes from the battlefield instantly. Vileplume is probably the best answer out of these, as it can come in repeatedly as long as Drapion doesn't Taunt it, due to its reliable recovery in Moonlight and great overall bulk. Vileplume can't really threaten Drapion outside of using Sleep Powder, however, which can be Taunted. None of NU's other Poison-types can either, really, as they risk being hit by a super effective Earthquake, not to mention outrun. Weezing isn't grounded, but Drapion can't do a thing to it except Taunt it, while Weezing can spam Flamethrowers until Drapion dies, maybe even chancing a Will-o-Wisp against the sets that lack Taunt.

    Bulky Fighting-types like Gurdurr can wall Drapion pretty efficiently, and will even welcome poison. Being Taunted will slow Gurdurr's advance, but it will happily just spam Drain Punch to wear Drapion down with, and finds plenty of opportunities to switch in on one of Drapion's Dark moves. Bear in mind that it may lose its Eviolite via Knock Off, though. Guts Throh and Hariyama are also in a similar position to Gurdurr. Choice Scarf Emboar can also switch into a Crunch and smash Drapion with a powerful Flare Blitz, which will 2HKO most sets.

    Drapion's lack of reliable recovery means that it can be worn down fairly efficiently. Offensive sets will find themselves being 2HKOed by powerful STAB attacks, such as Glaceon's Ice Beam or Sawk's Close Combat, while Houndoom and Primeape will force a speed tie with offensive Drapion. The former can hit hard with a Fire Blast, while the latter can play mindgames with Close Combat or U-turn. If Alomomola can switch in without getting poisoned or Taunted, it can stall Drapion out forever with Wish, Protect and Waterfall (assuming Crunch defense drops don't accumulate).

    If all else fails, simply battering Drapion with powerful (preferably special) attacks will bring it down fairly quickly, as its lack of recovery makes it vulnerable to offensive pressure. Fast and powerful sweepers like Tauros, Zebstrika and Simipour are good choices.}}

    {{footer}}
     
    Last edited: May 24, 2015
  2. Dzi

    Dzi So Nyuh Shi Dae

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    Hmm that Bulky Swords Dance set looks good. *makes a team*

    Stall Breaker:
    Maybe compare Whirlwind and Roar and why Whirlwind should be used (not affected by soundproof, etc.)

    Offensive SD and Bulky SD:
    looks good.

    Other Options:
    Choice Band Drapion can effectively trap Psychic and Ghost types and the power given by Choice Band is superior.

    Mention Poison Fang next to the 3 elemental fangs.

    Checks and Counters:
    Unaware Quagsire doesn't mind if Drapion goes to +6.

    Gurdurr and yeah Scarf Emboar is good, Tauros can also revenge kill with Earthquake.

    Edit: Hariyama and Throh
     
  3. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    Ahh, completely forgot about Quaggy. Nice catch thur, Dzi. :3

    Not so sure about Poison Fang, though. Sure, it isn't stopped by Taunt, but Drapion's usually the one doing the Taunting, not the one being Taunted, lol. xD
     
  4. Xdevo

    Xdevo Phrasing Super Moderator Tour Director Super Moderator Tour Director

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    I don't see the need for Poison Fang, its not very powerful, and although the toxic chance is nice, most of the things that Drapion would be hitting would be hurt worse by either Toxic Spikes or a boosted attack.

    On the bulky SD set, I don't see the need for all of the extra attacks. With much less attack, Drapion's Pursuit isn't really going to be effective, and after an SD, Drapion will probably want to use Crunch anyway. I'd suggest having Crunch and Earthquake / Aqua Tail for the last two slots. Also, the bulky set appreciates Battle Armor a lot, since an untimely crit while setting up is a killer. I think you should also mention other speed tiers (above and below) for drapion to hit. Such as 300 base speed (188 EVs) for the neutral 100's, 308 (216 EVs) for Modest Manetric and other base 105s, 286 speed (136 EVs) for Timid Gardevoir and Mesprit, 270 speed for Adamant Sawk and other neutral base 85s.

    I also suggest adding a bulky attacker set. Using something like
    Drapion (F) @ Black Sludge
    Trait: Battle Armor
    EVs: 228 HP / 252 Atk / 28 Spd
    Adamant Nature (+Atk, -SAtk)
    - Crunch
    - Pursuit
    - Poison Jab
    - Earthquake / Aqua Tail

    It can trap ghosts, like Houndoom, but with a shitton more bulk. It has a similar role to Skuntank, but with a bit more speed and the ability to hit steels and Rhydon.

    I'd also mention Lum Berry in OO. It lets Drapion switch into Misdreavus freely, it also prevents any walls from statusing it on the switch.
     
    Last edited: May 14, 2013
  5. Dzi

    Dzi So Nyuh Shi Dae

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    Okay, I'm just pointing out that Drapion doesn't have only 3 Fang-moves but 4 with Poison fang. I was just pointing that out, nothing more. .-.
     
  6. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

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    This all seems good to me. I'll keep Poison Jab on the bulky SD set however, as it does have its uses (keeping clerics busy, still decent neutral coverage etc), but yeah, you're likely right with Pursuit.

    EDIT: How's it looking now? :3
     
    Last edited: May 14, 2013
  7. Dzi

    Dzi So Nyuh Shi Dae

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    Looks good to me, Approved.
     
  8. emac

    emac Emad

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    I would definitely throw lum berry on the offensive sd set. It allows it to switch into things like missy and tangela, throw up a sub, and go. Otherwise looks great!