Moltres
[OVERVIEW]
Moltres' high Special Attack, powerful STAB coverage, resistance to Double Iron Bash and immunity to Earthquake, and access to useful moves such as Will-O-Wisp and Agility are all extremely desirable attributes. Unfortunately, all of its functions are severely hindered by losing half its health to Stealth Rock every time it switches in. Defensively, although it somewhat checks Melmetal and threatens to ohko it with its fire stab or cripple it with burn, it cannot afford any mispredictions, as Stealth Rock means that being forced out without using Roost can be fatal, while using Roost on Melmetal's Earthquake leaves Moltres in a dangerous predicament. As a result, Zapdos is almost always preferable in terms of defensive utility. Offensively, while it can act as a weaker Mega Charizard Y without taking up the team's mega slot, its lower speed tier if Agility is not set up means that it is even more vulnerable to being forced out, which a pokemon that is four times weak to Stealth Rock really cannot afford.
[SET]
name: Special Attacker
move 1: Fire Blast
move 2: Will-o-wisp / Agility
move 3: Agility / Air Slash
move 4: Roost
item: No item
nature: Modest
[SET COMMENTS]
Set Information
========
Fire Blast is Moltres' strongest STAB option, allowing it to ohko Melmetal, potentially ohko Sandslash, and potentially 2hko Alolan Muk and Rhydon after Stealth Rock damage. Will-o-wisp allows Moltres to cripple physical checks like Mega Gyarados, Dragonite, and Mega Aerodactyl that otherwise check Moltres safely. Agility enables Moltres to sweep sufficiently weakened teams, and also outspeed and burn Mega Aerodactyl that attempt to revenge kill it. Roost lets Moltres regain health on predicted switches or against pokémon that cannot adequately threaten it, and can synergize with Will-o-wisp to enable Moltres to use Roost safely against many burned physical attackers. Air Slash can be used over Agility for a decent secondary stab that notably threatens Poliwrath and can help in breaking through Pokemon Moltres would otherwise lose to with its decent flinch chance, especially after boosting its Speed; however, doing so requires forgoing the utility of Will-o-wisp or Agility, which leaves Moltres either blanked by checks like Mega Gyarados or unable to threaten a sweep. A modest nature allows Moltres to hit as hard as possible.
Usage Tips
========
Against teams that do not have Aerodactyl, Moltres can be a fairly safe anti-lead, as it has good matchups with many probable Stealth Rock setters identifiable from team preview such as Sandslash, Nidoqueen, Clefable, Nidoking, and standard Mew. This also allows Moltres to start at full rather than half health, making it far safer to throw off attacks or Will-O-Wisp.
Moltres needs to be extremely careful with when it chooses to come in due to losing half its health to Stealth Rock. Typically its best opportunities to come in are against Melmetal, either by being pivoted in or after a teammate is ko'ed, due to Moltres' ability to burn or OHKO it. Since many common pokemon that avoid the 2hko from Fire Blast are crippled by Will-o-Wisp, many teams may be forced to make an unfavorable 50/50 prediction of whether Moltres will use Fire Blast or Will-o-wisp. Against teams that do have a reliable Moltres switch-in such as Starmie or Chansey, Moltres will need to more aggressively use Roost, as being forced out before healing usually leaves it as little more than a sacrifice. Agility can help with this somewhat by preventing Moltres from being revenge killed, enabling it to burn Mega Aerodactyl and heavily damage or ko the other fast Mega Evolutions.
If Moltres is running both Agility and Air Slash, try to bluff Will-o-wisp as long as possible, as this can deter its checks and improve its effectiveness in the early game. Try to weaken Moltres's checks into the KO range of Fire Blast or Air Slash to enable an agility sweep. Against targets that are not in Fire Blast ko range, it may be worth trying for an Air Slash flinch, which will keep Moltres's sweep going if successful.
While Moltres generally does not want to take status, in some cases it may have to risk taking Toxic on the turn it sets up Agility from pokémon such as Sandslash, Nidoqueen or a weakened Mew, as these targets often provide Moltres its best setup opportunities.
Team Options
========
Mega Beedrill is typically the only Mega Evolution Moltres should be used with, as it benefits having Moltres to bring in on a Melmetal that has switched into its U-turn, and Melmetal's importance in checking Mega Beedrill means that Moltres can use Roost relatively safely as Melmetal will not want to risk staying in. Moltres's presence also may force pokemon such as Poliwrath to take Mega Beedrill's U-turn instead of Melmetal, which Air Slash Moltres appreciates the chip damage on. Utility Alolan Persian can disrupt Stealth Rock setters, chip or toxic pokemon such as Poliwrath and Mega Gyarados, and potentially bring in Moltres with U-turn. Chansey can check Mega Alakazam, Nasty Plot Mew, and Starmie, inflict either toxic poison or paralysis which both can help Moltres wallbreak or sweep, and potentially bring in Moltres with Teleport. Rhydon and Golem are offensive Stealth Rock setters that tend to fit well on the Mega Beedrill teams Moltres is used on, benefitting from being pivoted in with U-turn to have opportunities to set Stealth Rock or use their poweful attacks, and are also good checks to Mega Aerodactyl. Sandslash is an alternative Stealth Rock setter that is a sturdier check to Mega Aerodactyl and can spread chip damage with Toxic to aid a Moltres sweep, but sacrifices the offensive threat provided by Rhydon or Golem.
[STRATEGY COMMENTS]
Other Options
=============
Moltres could potentially drop both Agility and Air Slash for U-turn, which gives Moltres a way to make progress against Starmie if Moltres is able to hit it with U-turn on the switch, as well as doing decent damage to Chansey. U-turn also improves Moltres's effectiveness as a lead, allowing it to pivot out of some unfavorable lead matchups and notably providing a consistent response to lead Mew, doing enough damage for adamant Mega Beedrill's U-turn to always ohko the following turn. However, once Stealth Rock is up using U-turn on a switch-in will leave Moltres at 1hp the next time it comes in, and being unable to safely use U-turn without having used Roost first is largely counterproductive to a pivoting move. On sets without Agility, Moltres could potentially use a timid nature to outspeed neutral natured base 100s, and positively natured Nidoking and Gyarados, but it is arguable whether that improves the overall matchup with defensive Mew as timid Fire Blast almost never 2hkos Mew, as well as losing out on damage rolls such as the probable 2hko of sassy Alolan Muk, potential ohko of Sandslash, and potential 2hko of Rhydon after Stealth Rock.
Checks and Counters
===================
Stealth Rock: Moltres loses half its health to Stealth Rock, so making sure rocks are up is the most effective way to pressure it, as a Moltres that switches into Stealth Rock and is not able to use Roost before being forced out is essentially a dead Moltres.
Chansey: Moltres does not have room to run either a physical move or Toxic, other than the rare U-turn, so Chansey can wall it consistently, and threaten it with its status move of choice.
Mega Aerodactyl and Starmie: Mega Aerodactyl and Starmie both resist Fire Blast, and outspeed and ohko unboosted Moltres. However, Will-o-wisp can cripple Mega Aerodactyl, or Air Slash can 2hko Starmie after an Agility boost.
Mega Gyarados: Mega Gyarados is at best 3hko'ed by Air Slash, and removes Moltres with either Waterfall or Dragon Tail. However, it is outsped and crippled by Will-o-wisp, and burned adamant Mega Gyarados is not guaranteed to 2hko Moltres with Waterfall so it can potentially be stalled out. Note that the rare jolly Mega Gyarados outspeeds modest Moltres.
Mega Charizard X and Y: Unless Moltres is running both Agility and Air Slash, it cannot break through Mega Charizard X since modest Air Slash never 2hko'es and does not have a flinch chance since Moltres is slower without an Agility boost. If Mega Charizard X has either Toxic or Dragon Tail it will win, and otherwise the matchup will come down to 50/50s and PP stalling, almost always in Mega Charizard X's favor. Although Moltres lacking Agility can outspeed modest Mega Charizard X if it uses a timid nature, the reduced damage output of timid Air Slash means that Moltres will need some luck with Air Slash flinches or damage rolls in order to break through Mega Charizard X's recovery, while it is often 2hko'ed back by modest Dragon Pulse. Moltres's matchup with Mega Charizard Y is similar but somewhat worse, as Agility + Air Slash Moltres will usually need to already be at +2 to beat it and even then will still need decent luck with flinches.
Revenge Killers: Unboosted Moltres is easily ohko'ed by Zapdos and Mega Alakazam after Stealth Rock damage, but both take a lot of damage from Fire Blast so they do not want to switch into it directly, although they can try to switch into a predicted Will-o-wisp. Note that timid Moltres outspeeds neutral natured Zapdos.
Specially bulky water and rock types: While none of these are very common, Omastar easily takes either of Moltres's stabs, does not mind being burned, and can potentially set up on Moltres; Vaporeon and Mega Blastoise are at best 3hko'd by Air Slash and ohko back; and Kabutops and Golem hate being burned but are never 2hko'ed and can ohko back with Rock Slide even when burned.
Snorlax: Snorlax avoids the 2hko from Fire Blast, does not mind being burned if it is running Facade, and at minimum it can use Self Destruct, which Moltres does not generally have the option to switch out of assuming rocks have been set.
[OVERVIEW]
Moltres' high Special Attack, powerful STAB coverage, resistance to Double Iron Bash and immunity to Earthquake, and access to useful moves such as Will-O-Wisp and Agility are all extremely desirable attributes. Unfortunately, all of its functions are severely hindered by losing half its health to Stealth Rock every time it switches in. Defensively, although it somewhat checks Melmetal and threatens to ohko it with its fire stab or cripple it with burn, it cannot afford any mispredictions, as Stealth Rock means that being forced out without using Roost can be fatal, while using Roost on Melmetal's Earthquake leaves Moltres in a dangerous predicament. As a result, Zapdos is almost always preferable in terms of defensive utility. Offensively, while it can act as a weaker Mega Charizard Y without taking up the team's mega slot, its lower speed tier if Agility is not set up means that it is even more vulnerable to being forced out, which a pokemon that is four times weak to Stealth Rock really cannot afford.
[SET]
name: Special Attacker
move 1: Fire Blast
move 2: Will-o-wisp / Agility
move 3: Agility / Air Slash
move 4: Roost
item: No item
nature: Modest
[SET COMMENTS]
Set Information
========
Fire Blast is Moltres' strongest STAB option, allowing it to ohko Melmetal, potentially ohko Sandslash, and potentially 2hko Alolan Muk and Rhydon after Stealth Rock damage. Will-o-wisp allows Moltres to cripple physical checks like Mega Gyarados, Dragonite, and Mega Aerodactyl that otherwise check Moltres safely. Agility enables Moltres to sweep sufficiently weakened teams, and also outspeed and burn Mega Aerodactyl that attempt to revenge kill it. Roost lets Moltres regain health on predicted switches or against pokémon that cannot adequately threaten it, and can synergize with Will-o-wisp to enable Moltres to use Roost safely against many burned physical attackers. Air Slash can be used over Agility for a decent secondary stab that notably threatens Poliwrath and can help in breaking through Pokemon Moltres would otherwise lose to with its decent flinch chance, especially after boosting its Speed; however, doing so requires forgoing the utility of Will-o-wisp or Agility, which leaves Moltres either blanked by checks like Mega Gyarados or unable to threaten a sweep. A modest nature allows Moltres to hit as hard as possible.
Usage Tips
========
Against teams that do not have Aerodactyl, Moltres can be a fairly safe anti-lead, as it has good matchups with many probable Stealth Rock setters identifiable from team preview such as Sandslash, Nidoqueen, Clefable, Nidoking, and standard Mew. This also allows Moltres to start at full rather than half health, making it far safer to throw off attacks or Will-O-Wisp.
Moltres needs to be extremely careful with when it chooses to come in due to losing half its health to Stealth Rock. Typically its best opportunities to come in are against Melmetal, either by being pivoted in or after a teammate is ko'ed, due to Moltres' ability to burn or OHKO it. Since many common pokemon that avoid the 2hko from Fire Blast are crippled by Will-o-Wisp, many teams may be forced to make an unfavorable 50/50 prediction of whether Moltres will use Fire Blast or Will-o-wisp. Against teams that do have a reliable Moltres switch-in such as Starmie or Chansey, Moltres will need to more aggressively use Roost, as being forced out before healing usually leaves it as little more than a sacrifice. Agility can help with this somewhat by preventing Moltres from being revenge killed, enabling it to burn Mega Aerodactyl and heavily damage or ko the other fast Mega Evolutions.
If Moltres is running both Agility and Air Slash, try to bluff Will-o-wisp as long as possible, as this can deter its checks and improve its effectiveness in the early game. Try to weaken Moltres's checks into the KO range of Fire Blast or Air Slash to enable an agility sweep. Against targets that are not in Fire Blast ko range, it may be worth trying for an Air Slash flinch, which will keep Moltres's sweep going if successful.
While Moltres generally does not want to take status, in some cases it may have to risk taking Toxic on the turn it sets up Agility from pokémon such as Sandslash, Nidoqueen or a weakened Mew, as these targets often provide Moltres its best setup opportunities.
Team Options
========
Mega Beedrill is typically the only Mega Evolution Moltres should be used with, as it benefits having Moltres to bring in on a Melmetal that has switched into its U-turn, and Melmetal's importance in checking Mega Beedrill means that Moltres can use Roost relatively safely as Melmetal will not want to risk staying in. Moltres's presence also may force pokemon such as Poliwrath to take Mega Beedrill's U-turn instead of Melmetal, which Air Slash Moltres appreciates the chip damage on. Utility Alolan Persian can disrupt Stealth Rock setters, chip or toxic pokemon such as Poliwrath and Mega Gyarados, and potentially bring in Moltres with U-turn. Chansey can check Mega Alakazam, Nasty Plot Mew, and Starmie, inflict either toxic poison or paralysis which both can help Moltres wallbreak or sweep, and potentially bring in Moltres with Teleport. Rhydon and Golem are offensive Stealth Rock setters that tend to fit well on the Mega Beedrill teams Moltres is used on, benefitting from being pivoted in with U-turn to have opportunities to set Stealth Rock or use their poweful attacks, and are also good checks to Mega Aerodactyl. Sandslash is an alternative Stealth Rock setter that is a sturdier check to Mega Aerodactyl and can spread chip damage with Toxic to aid a Moltres sweep, but sacrifices the offensive threat provided by Rhydon or Golem.
[STRATEGY COMMENTS]
Other Options
=============
Moltres could potentially drop both Agility and Air Slash for U-turn, which gives Moltres a way to make progress against Starmie if Moltres is able to hit it with U-turn on the switch, as well as doing decent damage to Chansey. U-turn also improves Moltres's effectiveness as a lead, allowing it to pivot out of some unfavorable lead matchups and notably providing a consistent response to lead Mew, doing enough damage for adamant Mega Beedrill's U-turn to always ohko the following turn. However, once Stealth Rock is up using U-turn on a switch-in will leave Moltres at 1hp the next time it comes in, and being unable to safely use U-turn without having used Roost first is largely counterproductive to a pivoting move. On sets without Agility, Moltres could potentially use a timid nature to outspeed neutral natured base 100s, and positively natured Nidoking and Gyarados, but it is arguable whether that improves the overall matchup with defensive Mew as timid Fire Blast almost never 2hkos Mew, as well as losing out on damage rolls such as the probable 2hko of sassy Alolan Muk, potential ohko of Sandslash, and potential 2hko of Rhydon after Stealth Rock.
Checks and Counters
===================
Stealth Rock: Moltres loses half its health to Stealth Rock, so making sure rocks are up is the most effective way to pressure it, as a Moltres that switches into Stealth Rock and is not able to use Roost before being forced out is essentially a dead Moltres.
Chansey: Moltres does not have room to run either a physical move or Toxic, other than the rare U-turn, so Chansey can wall it consistently, and threaten it with its status move of choice.
Mega Aerodactyl and Starmie: Mega Aerodactyl and Starmie both resist Fire Blast, and outspeed and ohko unboosted Moltres. However, Will-o-wisp can cripple Mega Aerodactyl, or Air Slash can 2hko Starmie after an Agility boost.
Mega Gyarados: Mega Gyarados is at best 3hko'ed by Air Slash, and removes Moltres with either Waterfall or Dragon Tail. However, it is outsped and crippled by Will-o-wisp, and burned adamant Mega Gyarados is not guaranteed to 2hko Moltres with Waterfall so it can potentially be stalled out. Note that the rare jolly Mega Gyarados outspeeds modest Moltres.
Mega Charizard X and Y: Unless Moltres is running both Agility and Air Slash, it cannot break through Mega Charizard X since modest Air Slash never 2hko'es and does not have a flinch chance since Moltres is slower without an Agility boost. If Mega Charizard X has either Toxic or Dragon Tail it will win, and otherwise the matchup will come down to 50/50s and PP stalling, almost always in Mega Charizard X's favor. Although Moltres lacking Agility can outspeed modest Mega Charizard X if it uses a timid nature, the reduced damage output of timid Air Slash means that Moltres will need some luck with Air Slash flinches or damage rolls in order to break through Mega Charizard X's recovery, while it is often 2hko'ed back by modest Dragon Pulse. Moltres's matchup with Mega Charizard Y is similar but somewhat worse, as Agility + Air Slash Moltres will usually need to already be at +2 to beat it and even then will still need decent luck with flinches.
Revenge Killers: Unboosted Moltres is easily ohko'ed by Zapdos and Mega Alakazam after Stealth Rock damage, but both take a lot of damage from Fire Blast so they do not want to switch into it directly, although they can try to switch into a predicted Will-o-wisp. Note that timid Moltres outspeeds neutral natured Zapdos.
Specially bulky water and rock types: While none of these are very common, Omastar easily takes either of Moltres's stabs, does not mind being burned, and can potentially set up on Moltres; Vaporeon and Mega Blastoise are at best 3hko'd by Air Slash and ohko back; and Kabutops and Golem hate being burned but are never 2hko'ed and can ohko back with Rock Slide even when burned.
Snorlax: Snorlax avoids the 2hko from Fire Blast, does not mind being burned if it is running Facade, and at minimum it can use Self Destruct, which Moltres does not generally have the option to switch out of assuming rocks have been set.
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