Indigo Plateau
UU Leader
[OVERVIEW]
Darmanitan carves its niche in the UU metagame by being one of the hardest-hitting Pokemon in the tier due to its Sheer Force-boosted Flare Blitz, making it incredibly hard to switch into when holding a Choice Band and able to easily 2HKO some of the tier's most common physical walls, such as Gligar, Hippowdon, and Tentacruel. However, Darmanitan's poor Fire typing leaves it vulnerable to Stealth Rock damage and the plethora of Water- and Ground-type moves that flood the tier. Moreover, its terrible defensive stats mean that Darmanitan struggles to switch into resisted attacks, fails to check Pokemon like Scizor, Bisharp, and Cobalion, which most other Fire-types have defensive utility against, and heavily relies on prediction or VoltTurn support to come in safely. Recoil damage from Flare Blitz also severely hinders Darmanitan's longevity and only gives it a few opportunities to fire off Flare Blitz throughout the match. These aforementioned flaws usually make Darmanitan's use hard to justify over other Fire-types with better movepools or stats, such as Infernape and Moltres.
[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Earthquake
move 4: Rock Slide / Fire Punch
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
U-turn is a useful pivoting move that allows Darmanitan to gain momentum against Pokemon that Flare Blitz fails to break, such as Slowbro and Alomomola. Earthquake is a good coverage move for hitting certain Rock- and Fire-types that can tank a Flare Blitz, such as Terrakion, Stakataka, and Chandelure. Rock Slide is the preferred move of choice in the last slot to OHKO Flying-types, specifically Moltres and Mega Aerodactyl, without Flare Blitz's recoil damage. Fire Punch is a good alternative STAB attack that can be used to target certain Pokemon like Scizor and Cobalion when Flare Blitz's recoil damage is unwanted.
Set Details
========
Choice Band and Sheer Force transform Darmanitan into a fearsome wallbreaker that is able to 2HKO almost the entire tier, including common answers to Fire-types like Tentacruel and Mega Altaria, with the exception of some physically defensive Water-types, namely Slowbro, Alomomola, Quagsire, and Suicune.
Usage Tips
========
Darmanitan can get worn down extremely quickly when using Flare Blitz, and because of this, you should avoid using it when the opponent has a sturdy answer to it like Alomomola in the back to avoid unnecessary recoil damage. Darmanitan can also be used as a wallbreaker to punch holes against opposing teams early- and mid-game if the ultimate goal is cleaning late-game with another teammate. Take advantage of the number of switches that Darmanitan produces to gain momentum and weaken the opposing team as much as possible. U-turn should be used if the opponent has a sturdy Water-type counter in the back, such as Alomomola or Slowbro. This will give Darmanitan a much easier time clicking Flare Blitz later on and possibly allow it to sweep late-game against bulkier teams. Try to bring Darmanitan in through VoltTurn support or predicted double switches because its poor defensive stats and typing mean that it will take a sizable amount of damage against resisted hits.
Team Options
========
Entry hazard control is imperative to keep Darmanitan healthy throughout the game. Gligar, Hydreigon, and Tentacruel are good examples of teammates that can remove entry hazards and check problematic Pokemon like Terrakion, Krookodile, and Alomomola, respectively. Darmanitan has trouble switching in safely due to its lackluster defensive stats. As such, VoltTurn support from the likes of Hydreigon, Scizor, and Mega Manectric is helpful. Grass-types that can beat the Water- and Ground-types that trouble Darmanitan make for good teammates; Celebi can muscle past these troublesome Pokemon with Nasty Plot and absorb status thanks to Natural Cure, while Rotom-C can provide Defog and Volt Switch support. Darmanitan's mediocre Speed allows it to be revenge killed by several offensive Pokemon in the tier, such as Mega Aerodactyl, Latias, and Terrakion, so having a way of dealing with these is important. Scizor can offensively check several faster threats with Bullet Punch, while some defensive Pokemon with status moves like Toxic Gligar and Thunder Wave Slowbro can help defensively. Choice Scarf users like Hydreigon can also revenge kill the faster threats that outspeed and threaten Darmanitan. Teammates that appreciate Water-type Pokemon being weakened, such as Swords Dance Scizor, Swords Dance Cobalion, and Mega Aerodactyl, offensively synergize well with Darmanitan. Darmanitan struggles to check Steel-types like Scizor, Bisharp, and Cobalion that other Fire-types are better at checking, so Pokemon that can help in checking these Pokemon such as Doublade, Cobalion, and Mega Slowbro are helpful teammates. Entry hazard setters that synergize well with Darmanitan are crucial, as they can facilitate Darmanitan's wallbreaking abilities and help check troublesome Pokemon. Mega Aggron can check Dragon-types that would otherwise force Darmanitan out and has Toxic to give Fire- and Water-types a harder job at checking Darmanitan. Diancie can also check Dragon- and Flying-types as well as provide Heal Bell or Toxic support. Lastly, Chesnaught can set up Spikes and Leech Seed to wear down the opposing team and check most of the Water-, Ground-, Steel-, and Rock-types that are hard for Darmanitan to switch into or beat one-on-one.
[STRATEGY COMMENTS]
Other Options
=============
A Choice Scarf set could be used for its revenge killing capabilities, but it gets worn down very easily and is outclassed by other Choice Scarf users like Krookodile, Hydreigon, and even Infernape. Krookodile offers Intimidate support and the ability to trap naturally faster Pokemon with Pursuit, Hydreigon has access to Levitate and non-recoil STAB attacks, and Infernape has a useful secondary typing in Fighting.
Checks and Counters
===================
**Defensive Water-types**: Physically defensive Water-types like Alomomola, Slowbro, and Suicune avoid the 2HKO from Darmanitan's attacks and have recovery to heal off any damage done.
**Faster Pokemon**: Faster offensive Pokemon such as Mega Aerodactyl, Terrakion, and Nihilego can OHKO Darmanitan with their super effective STAB attacks but cannot switch into it safely.
**Defensive Ground-types**: Although they can't directly switch into Darmanitan, defensive Ground-types like Gligar, Hippowdon, and Palossand can usually tank a hit and proceed to OHKO back with their Ground-type STAB attacks.
**Residual damage**: Entry hazards, Toxic poison, Rocky Helmet from physical walls, and recoil damage from Flare Blitz all severely hinder Darmanitan's longevity throughout the game.
[CREDITS]
- Written by: [[Indigo Plateau, 216712]]
- Quality checked by: [[Nuked, 382658], [vivalospride, 151509], [Hilomilo, 313384], [Surgeon, 347604]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Nixhex, 40064]]
Darmanitan carves its niche in the UU metagame by being one of the hardest-hitting Pokemon in the tier due to its Sheer Force-boosted Flare Blitz, making it incredibly hard to switch into when holding a Choice Band and able to easily 2HKO some of the tier's most common physical walls, such as Gligar, Hippowdon, and Tentacruel. However, Darmanitan's poor Fire typing leaves it vulnerable to Stealth Rock damage and the plethora of Water- and Ground-type moves that flood the tier. Moreover, its terrible defensive stats mean that Darmanitan struggles to switch into resisted attacks, fails to check Pokemon like Scizor, Bisharp, and Cobalion, which most other Fire-types have defensive utility against, and heavily relies on prediction or VoltTurn support to come in safely. Recoil damage from Flare Blitz also severely hinders Darmanitan's longevity and only gives it a few opportunities to fire off Flare Blitz throughout the match. These aforementioned flaws usually make Darmanitan's use hard to justify over other Fire-types with better movepools or stats, such as Infernape and Moltres.
[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Earthquake
move 4: Rock Slide / Fire Punch
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
[SET COMMENTS]
Moves
========
U-turn is a useful pivoting move that allows Darmanitan to gain momentum against Pokemon that Flare Blitz fails to break, such as Slowbro and Alomomola. Earthquake is a good coverage move for hitting certain Rock- and Fire-types that can tank a Flare Blitz, such as Terrakion, Stakataka, and Chandelure. Rock Slide is the preferred move of choice in the last slot to OHKO Flying-types, specifically Moltres and Mega Aerodactyl, without Flare Blitz's recoil damage. Fire Punch is a good alternative STAB attack that can be used to target certain Pokemon like Scizor and Cobalion when Flare Blitz's recoil damage is unwanted.
Set Details
========
Choice Band and Sheer Force transform Darmanitan into a fearsome wallbreaker that is able to 2HKO almost the entire tier, including common answers to Fire-types like Tentacruel and Mega Altaria, with the exception of some physically defensive Water-types, namely Slowbro, Alomomola, Quagsire, and Suicune.
Usage Tips
========
Darmanitan can get worn down extremely quickly when using Flare Blitz, and because of this, you should avoid using it when the opponent has a sturdy answer to it like Alomomola in the back to avoid unnecessary recoil damage. Darmanitan can also be used as a wallbreaker to punch holes against opposing teams early- and mid-game if the ultimate goal is cleaning late-game with another teammate. Take advantage of the number of switches that Darmanitan produces to gain momentum and weaken the opposing team as much as possible. U-turn should be used if the opponent has a sturdy Water-type counter in the back, such as Alomomola or Slowbro. This will give Darmanitan a much easier time clicking Flare Blitz later on and possibly allow it to sweep late-game against bulkier teams. Try to bring Darmanitan in through VoltTurn support or predicted double switches because its poor defensive stats and typing mean that it will take a sizable amount of damage against resisted hits.
Team Options
========
Entry hazard control is imperative to keep Darmanitan healthy throughout the game. Gligar, Hydreigon, and Tentacruel are good examples of teammates that can remove entry hazards and check problematic Pokemon like Terrakion, Krookodile, and Alomomola, respectively. Darmanitan has trouble switching in safely due to its lackluster defensive stats. As such, VoltTurn support from the likes of Hydreigon, Scizor, and Mega Manectric is helpful. Grass-types that can beat the Water- and Ground-types that trouble Darmanitan make for good teammates; Celebi can muscle past these troublesome Pokemon with Nasty Plot and absorb status thanks to Natural Cure, while Rotom-C can provide Defog and Volt Switch support. Darmanitan's mediocre Speed allows it to be revenge killed by several offensive Pokemon in the tier, such as Mega Aerodactyl, Latias, and Terrakion, so having a way of dealing with these is important. Scizor can offensively check several faster threats with Bullet Punch, while some defensive Pokemon with status moves like Toxic Gligar and Thunder Wave Slowbro can help defensively. Choice Scarf users like Hydreigon can also revenge kill the faster threats that outspeed and threaten Darmanitan. Teammates that appreciate Water-type Pokemon being weakened, such as Swords Dance Scizor, Swords Dance Cobalion, and Mega Aerodactyl, offensively synergize well with Darmanitan. Darmanitan struggles to check Steel-types like Scizor, Bisharp, and Cobalion that other Fire-types are better at checking, so Pokemon that can help in checking these Pokemon such as Doublade, Cobalion, and Mega Slowbro are helpful teammates. Entry hazard setters that synergize well with Darmanitan are crucial, as they can facilitate Darmanitan's wallbreaking abilities and help check troublesome Pokemon. Mega Aggron can check Dragon-types that would otherwise force Darmanitan out and has Toxic to give Fire- and Water-types a harder job at checking Darmanitan. Diancie can also check Dragon- and Flying-types as well as provide Heal Bell or Toxic support. Lastly, Chesnaught can set up Spikes and Leech Seed to wear down the opposing team and check most of the Water-, Ground-, Steel-, and Rock-types that are hard for Darmanitan to switch into or beat one-on-one.
[STRATEGY COMMENTS]
Other Options
=============
A Choice Scarf set could be used for its revenge killing capabilities, but it gets worn down very easily and is outclassed by other Choice Scarf users like Krookodile, Hydreigon, and even Infernape. Krookodile offers Intimidate support and the ability to trap naturally faster Pokemon with Pursuit, Hydreigon has access to Levitate and non-recoil STAB attacks, and Infernape has a useful secondary typing in Fighting.
Checks and Counters
===================
**Defensive Water-types**: Physically defensive Water-types like Alomomola, Slowbro, and Suicune avoid the 2HKO from Darmanitan's attacks and have recovery to heal off any damage done.
**Faster Pokemon**: Faster offensive Pokemon such as Mega Aerodactyl, Terrakion, and Nihilego can OHKO Darmanitan with their super effective STAB attacks but cannot switch into it safely.
**Defensive Ground-types**: Although they can't directly switch into Darmanitan, defensive Ground-types like Gligar, Hippowdon, and Palossand can usually tank a hit and proceed to OHKO back with their Ground-type STAB attacks.
**Residual damage**: Entry hazards, Toxic poison, Rocky Helmet from physical walls, and recoil damage from Flare Blitz all severely hinder Darmanitan's longevity throughout the game.
[CREDITS]
- Written by: [[Indigo Plateau, 216712]]
- Quality checked by: [[Nuked, 382658], [vivalospride, 151509], [Hilomilo, 313384], [Surgeon, 347604]]
- Grammar checked by: [[The Dutch Plumberjack, 232216], [Nixhex, 40064]]
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