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[Skeleton] Typhlosion

Discussion in 'NU Analyses' started by Spoovo The Pirate, Mar 9, 2015.

  1. Spoovo The Pirate

    Spoovo The Pirate Meep! Article Contributor Article Contributor

    Sep 29, 2012
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    == Overview ==

    *Meet Typhlosion. While it's never been a stellar pokemon, having all of its movepool on the wrong side of the spectrum, and having to make do with dregs, much like Sceptile, it's still sported an impressive base 109 Special Attack and base 100 Speed, which has the markings of a potent sweeper.
    *It always found itself overshadowed however, due to its small movepool. While it had a couple of tricks up its sleeve, the most notable being its trademark Eruption, Typhlosion really struggled to stand out.
    *Things have changed for the honey badger however, with the release of Flash Fire. Typhlosion's Hidden Ability gives it a useful Fire immunity, and a huge power boost to its STABs, making it a potent offensive threat in the NU metagame. It may not be the biggest buff in the world, but it was enough to give Typhlosion the impact it needed, and become the tier's leading Fire-type. It has competition in mega Camerupt, however Typhlosion doesn't take up a mega slot, packs almost as much power thanks to Flash Fire boosting its STABs, and it's also a lot faster, meaning it can clean up late game; something Mega Camerupt can't do.

    *It may be flawed, with pure Fire typing giving it several unwanted weaknesses, most notably to (Stealth) Rock, however all you really need is a spinner and some support, and Typhlosion's ready to wreck.

    == Choice ==

    Typhlosion @ Choice Scarf / Choice Specs
    Trait: Flash Fire
    EVs: 252 SAtk / 4 SDef / 252 Spd
    Timid Nature (+Spd, -Atk)
    - Eruption
    - Fire Blast / Flamethrower
    - Focus Blast
    - Hidden Power Grass / Hidden Power Electric / Hidden Power Ice

    *Armed with a Choice Scarf, Typhlosion follows the best niche it possesses, as that of a hard hitting Scarfer. Even bulky resists can find themselves 2HKOed by a Flash Fire boosted Eruption, which is damn impressive considering Typhlosion is only holding a Choice Scarf.
    *That said, the Choice Specs are available on back slash for even more power. The lack of Speed is really detrimental to the strategy however, and there are few times where the extra power comes in useful.

    *Eruption is the first listed STAB on the set, packing a face melting base 150 power when Typhlosion is at full health. Two more Fire STABs are available in slot 2, namely Fire Blast and Flamethrower. These come in more useful when Typhlosion's not at full health, due to hazard or other passive damage. Fire Blast is inaccurate but powerful, while Flamethrower is very reliable, and still hits plenty hard.

    *Focus Blast in slot 3 is the primary coverage, mostly due to Typhlosion's lack of movepool. It hits the Rock-types that resist Typhlosion's main STAB, as well as bulky Normal-types and incoming Water-types. Bulkier ones won't find themselves threatened by a non STAB neutral hit though, so it's not always the best move to just throw around. Its accuracy is less than stellar, too.
    *Finally, slot 4 has the remains of Typhlosion's non-situational movepool; Hidden Power. There are three types available, Grass, Electric, and Ice. The former two are to help Typhlosion break into bulky Waters, with Hidden Power Grass helping to smite the likes of Seismitoad, and Hidden Power Electric faring better against Pelliper and friends. Hidden Power Ice however lets Typhlosion revenge kill Noivern and other Dragons fairly easily, making it another good choice. Choose carefully, because obviously Typhlosion cannot run all three Hidden Powers, and they won't hit hard if they don't hit super effective.

    == Options ==

    *Nature Power and Extrasensory are about all that's left of Typhlosion's workable movepool. Neither have any real reason for usage, as a STAB Eruption will pretty much always hit the target harder.

    *Solar Beam is in Typhlosion's movepool too, and can combine with Sunny Day for some reliability. It'll also power up Typhlosion's Fire STABs to brutal levels, which is worth considering, however it requires the sacrifice of a Choice item unless you employ sun support.

    *Speaking of alternate hold items, Typhlosion has a few options here. the Flame Plate and Expert Belt are among the most common, helping Typhlosion bluff a choice item fairly well. The Life Orb would usually be recommended on something with Typhlosion's stat spread, however loss of HP cripples its Eruption, so it's not a good idea in this case. The Lum Berry can keep Typhlosion status free for one turn, which may come in useful.

    *Typhlosion's physical movepool is actually quite remarkable, containing Flare Blitz, Earthquake, Focus Punch, Thunder Punch, Quick Attack, Shadow Claw and Rock Slide among others. However, it's very rare that Typhlosion's physical movepool will come in use, short of luring in a would-be counter like Munchlax.

    *Overheat and Lava Plume are two other Fire STABs that are at least worth mentioning. The former functions just like Draco Meteor, but encourages switching a lot, which Typhlosion doesn't like very much, while the latter lacks power, but has a high burn rate, which can come in useful.

    *Lastly, Typhlosion can run the RestoChesto strategy to repair its Eruption's damage output if absolutely needed. Wish support will generally yield far superior results however.

    == Synergy ==

    *On teams supporting a Typhlosion, the first and foremost thing to include would be a pokemon that can deal with entry hazards. Whether this is something with Magic Bounce (Natu), a Rapid Spinner (Starmie, Wartortle etc), or a Defogger (...Skuntank?), Typhlosion needs entry hazards removing if it wants to function at all well in NU.

    *Of those mentioned, Starmie would be the most appropriate choice, being another cleanup sweeper with recovery and Natural Cure to keep it status free and healthy, and also resistance to Water, one of Typhlosion's biggest annoyances. It can also use Thunderbolt to help break down opposing bulky Waters too, making Starmie a good choice. Typhlosion also resists Grass and Bug moves for Starmie too, making for decent synergy.

    *However, there's no decent answer for Rock-, Ground-, Electric-, Dark- or Ghost-types, which can all hit one of the two pokemon for super effective damage. Therefore, employing something like Virizion or Torterra could work out well, creating a Fire/Water/Grass core, and eliminating almost all of those problem types, with Virizion resisting all but Ghost, and Torterra resisting all but Ghost and Dark.

    *Claydol makes another fair choice for a Rapid Spinner, being nearly immune to entry hazards, and resisting Ground and Rock moves for Typhlosion, while Typhlosion resists Ice for Claydol.

    == Checks ==

    *Special walls are seen as the first port of call for stopping Typhlosion. While there are few absolute full stops, the most prominent available are Jellicent, Milotic, and Munchlax. None of these pokemon fear any single attack that Typhlosion can use, and all have at least somewhat reliable recovery, so that they can keep coming in and threatening.

    *Bulky waters like Lanturn and Seismitoad are soft answers to Typhlosion, tanking hits well enough in the right situations, but lacking the recovery to keep coming in on Typhlosion. Assault Vest Regirock is another soft answer, taking any hit Typhlosion can throw and threatening a KO with a Rock STAB.

    *Other Flash Fire pokemon like Flareon can be considered a check to Typhlosion, as they prevent it from using its primary attack. Flareon also has good special bulk, and can hit back with its base 130 Attack, however it needs to use a non STAB attack to do so, otherwise it'll just power Typhlosion up.

    *If it doesn't resist Fire however, it will have a lot of trouble coming in on Typhlosion safely. Even bulky resists risk taking heavy damage from a Flash Fire boosted Eruption. Chipping its HP away with priority hits can be a worthwhile investment however, as even the tiniest loss of HP will take a lot of power out of the Eruption, and thus make Typhlosion easier to handle.

    How's this looking? I kinda rushed it a bit in places...