Gen 1 Aerodactyl [QC 1/1] [GP 1/1]

:gs/aerodactyl:
[OVERVIEW]

Aerodactyl finds a niche on defensive teams in Ubers for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock / Flying typing. Once it sets up Reflect, it takes negligible damage from even a +6 Mew Body Slam. Aerodactyl is also gifted with an exceptional base 130 Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo as the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo and Slowbro switch in with little issue. Aerodactyl also cannot meaningfully threaten physical attackers outside of trying to burn them with Fire Blast, which is extremely risky, as it risks accidentally burning a special attacker switching in. Aerodactyl's movepool is extremely shallow, forcing it to run Double-Edge as its main attacking option, and recoil combined with stray hits from Mew and Snorlax wears it down quickly. This chip damage will eventually force it to use Rest, and while it may be able to do so safely against standard Mew and Snorlax, it's forced out by strong special attackers, such as Mewtwo, Slowbro, and Starmie. Once forced out while asleep, Aerodactyl has difficulty getting back in safely due to its frailty and passivity.

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets as well as Tauros lacking Blizzard. Aerodactyl can take up to 5 Body Slam hits from a +6 Mew and 11 Body Slams from Snorlax once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP, as it can switch in repeatedly to shut them down offensively; special attackers like Mewtwo and Slowbro will usually switch in, so Aerodactyl needs to be partnered with teammates that can switch into them consistently, such as Chansey, Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl, as without it, it can be broken through with ease by Mew carrying Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl issues if it lacks Reflect. With paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does serviceable damage to less bulky foes. However, Double-Edge deals poor damage to bulkier foes such as Mewtwo and Slowbro, which threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros. However, Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason, as it has a mere 8 PP and will rarely ever burn its intended target, instead usually burning a special attacker that can shrug off the chip damage and block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew, as Aerodactyl cannot burn it anymore. Sky Attack can be used, as it is Aerodactyl's only way of doing meaningful damage to bulky foes, as a critical hit Sky Attack does 79.2% minimum to Mewtwo and 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable due to the charge turn. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam. However, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56 PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112 spare PP to slowly stall out Mew and Snorlax.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with little issue, taking negligible damage from even a critical hit Double-Edge while forcing Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this allows it to block other status later on. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks with ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and, unlike Mewtwo, is slower than Aerodactyl and lacks immediate recovery.

**Ice-type Moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as Aerodactyl is OHKOed by a +2 Blizzard, preventing it from fulfilling its role as a Snorlax check.

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, whereas Zapdos takes negligible damage in return from Double-Edge and does not fear burn from Fire Blast. Jolteon Speed tying Aerodactyl means Aerodactyl can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge.

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burned by Fire Blast limit's Gengar's longevity as a pivot. Burn also halves the power of Gengar's already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super effective coverage moves, while Aerodactyl can only 4HKO it with Double-Edge; however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to no damage from Double-Edge and Fire Blast; however, they have to be wary of getting burned by Fire Blast, as a burned Rhydon or Golem is effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew, special attacking Mew, and Transform Mew can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with Reflect up, and special attacking Mew 2HKOes Aerodactyl with super effective moves and 3HKOes with Psychic. Special attacking Mew also does not fear burn from Fire Blast. Transform Mew stalls Aerodactyl out of PP over time.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:
https://www.smogon.com/forums/members/adorluigi.528364/
https://www.smogon.com/forums/members/sabelette.583793/
 
Last edited:

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
Maybe QC 1/2, also did a bunch of preemptive GP; honestly I'm concerned about quality here with the sheer number of comments I wrote.

Pls use spell check and copy the skeletons, there's a lot of typos including formatting typos

:gs/aerodactyl:
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in the tier for its ability to completely stonewall standard Mew and Snorlax sets, as well ("aswell" isnt a word) as some varients variants of Tauros thanks to its unique Rock/Flying type combination that gives it a resistance to Normal-type attacks and an immunity to Ground-type attacks, (dex info) letting it take negligable negligible damage from even a +6 Mew's Body Slam if it has Reflect up. This, in combination with Aerodactyl's exeptional exceptional base 130 base speed Speed, which gives it a sky high 25.39% critical hit rate and ties it with Mewtwo and Jolteon for second fastest Pokemon in the game, lets Aerodactyl find its way onto more defensive teams. (not sure what the speed/crit rate have to do with the defensive utility, outspeeding mew is really the only relevant bit and you're gonna get paralyzed most times anyway)

However, Aerodactyl's flaws massively outweigh its benefits. It's Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage while it gets 2/3HKOed 2HKOed or 3HKOed in return by most special attacks due to its frailty. Aerodactyl's movepool is also extremely shallow, being forced to run Double-Edge as its main attacking option, which can leave it worn down by recoil and chip damage from Mew and Snorlax' Body Slam. This chip damage will eventually force it to Rest, and while it may be able to Rest up safely against standard Mew and Snorlax, its forced out by strong special attackers such as Mewtwo, Slowbro, and Exeggutor. Fire Blast can also burn unwanted foes, such as Mewtwo or Starmie, giving them a free status block while the chip damage is negligable. (It should be noted that it's free entry for Mewtwo and Slowbro literally at any time - they aren't threatened at all by Dedge crit)

[SET]
name: Mixed Attacking Wall (not a fan of the set name, the attacks are incidental more than anything. You run Aero purely for the defensive typing, its offense is basically just chip damage to occasionally force a recover)
move 1: Rest
move 2: Reflect
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, aswell as well as Tauros lacking Blizzard. Aerodactyl can take up to 5 Body Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl wear down sets lacking Soft-Boiled and Rest, respectively, over enough time, forcing them to switch out or explode on Aerodactyl once low on HP. (This is a mischaracterization IMO, Mew/Lax have zero reason to stay in when they can freely go to M2 on Reflect or even on attacks. Aero only really uses reflect when the opponent makes stubborn bad plays or to stop a mew that's already set up and trying to fish for paraslam before switching) Reflect is imperative on Aerodactyl as without it, it can be broken through with ease by Mew carrying Body Slam, as it is cleanly 3HKOed by a +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl without Reflect issues, with full paralysis from Body Slam and Tauros's 21.48% critical hit rate. (You should talk about the typical case here, Stomp Bull) Snorlax with Rest can be exploited while resting sleeping, as it lets in one of Aerodactyl's teammates, such as Mewtwo or Slowbro, giving them free setup opportunity as Snorlax is forced to switch out to something that can attempt to handle them. (Aero is not the mon that is forcing that rest. Aero is reactive and comes in to wall. Nobody is gonna leave their lax in on it. This whole paragraph needs to spend more time talking about the defensive dynamics and how to not get completely fucked by M2 coming in as you click reflect)

Aerodactyl's main attacking move is Double-Edge, as it does good damage to physically frail Pokemon, 3HKOing Alakazam and Jynx, and 4HKOing Chansey, and decent damage to foes with more moderate bulk, such as Tauros and Starmie. (This sentence needs a rework, the last comma is a fragment, the comma before the chansey bit is unnecessary, and Aero does not do "good damage" by any means, it relies entirely on critting them. And again, they have no need to stay in on it) Aerodactyl's high critical hit rate also lets Aerodactyl break these foes faster. (Aero is literally never breaking through Zam or Chansey by repeatedly clicking Dedge, it's getting paralyzed and then exploited easily. The only time it is ever breaking these is if they, for some reason, switch into it and take a crit.) However the recoil from Double-Edge can end up adding up quickly in the face of something with recovery, forcing Aerodactyl to eventually Rest, where it can then be exploited by a strong special attacker, such as Mewtwo, Slowbro, or Zapdos. (again this is just not what Aero is used for at all, we do not need to spend so much time trying to talk about the offense of a mon that exists to just force mew/lax to switch out and do absolutely nothing else) Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros, however Aerodactyl has to be weary wary (weary = tired, wary = cautious) of burning foes such as Mewtwo, Starmie, or and Chansey, as the burn damage is negligable negligible to them and lets them switch in and block paralysis and sleep later in the game. Fire Blast is also Aerodactyl's best option to hit Exeggutor and Cloyster, 4HKOing Exeggutor and having a 45.3% chance to 4HKO Cloyster.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason as it has a mere 8 PP (space), which can leave Aerodactyl susceptible to being PP stalled by Mew with Soft-Boiled and Snorlax with Rest. (This is just not a real concern, Mew does not want to take the burn and be victimized by stat reapplication forever, and Restlax is M2 fodder) Fire Blast is also completely useless in front (in front.) of a paralyzed Mew as Aerodactyl cannot burn it anymore. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, Body Slam, or Earthquake. (EQ is definitely not useful, and Mimic has a huge issue - if they just go to something like Mewtwo or Slowbro you're forced out anyway, whatever you get.) Wing Attack can be used as it has a whopping 56PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP, (RC). This lets Aerodactyl stall out Mew with Soft-Boiled and Snorlax with Rest. (Again its not really about this. It's about stalling out their attacks. You can still run this to waste turns on a defensive team but it's not for fighting a 1v1 versus these mons, they are just going to switch out. You waste 1 PP per entry.) Sky Attack can be used as it is Aerodactyl's strongest STAB move, having a 28.2% chance to OHKO Exeggutor, 2HKOing Chansey, Alakazam, and Starmie, and doing good damage to foes with more moderate bulk. Aerodactyl's 25.39% crit rate means it can also break (dislike the word choice, a lot of this analysis makes it sound like aero is staying in to hit things repeatedly and break through when it just... cannot do that. at all.) even foes with good bulk, 2HKOing even Cloyster and Slowbro with a critical hit Sky Attack. However Sky Attack is extremely exploitable, (AC) as Aerodactyl has to wait a turn before being able to attack. Letting a strong special attacier attacker in to take advantage of its poor special bulk. (This is a sentence fragment. I would also emphasize that sky attack is literally the only option that lets aero do meaningful damage and that on a crit it nearly OHKOes Mewtwo, which is way more relevant than Cloyster and actually makes aero concerning to switch into for paralyzed M2)

Checks and Counters (All of these need better elaboration, this section is super basic. You can mention things like it giving up free twaves/ setup instead of focusing on just the KO ranges. It's also worth noting that things without recovery have no reason to switch in unless desperate + Mewtwo being paralyzed, they just want to let Mewtwo handle it almost certainly)
===================
**Slowbro**: Slowbro takes pitiful damage from all of Aerodactyl's attacks and 2HKOes it in return with Surf.

**Mewtwo**: Mewtwo 2HKOes Aerodactyl with Psychic, Thunderbolt, and Ice Beam, while only being 5HKOed by Double-Edge.

**Pokemon with Ice-type coverage Coverage**: Pokemon with Ice-type coverage, such as Tauros, Chansey, or even the uncommon Amnesia and Ice Beam Snorlax, 2HKO Aerodactyl with their coverage, with Ice Beam Snorlax 3HKOing Aerodactyl. (more concerning is that Aero is free Amnelax setup + fails to do one of its main jobs)

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it with Thunderbolt, while taking negligable negligible damage in return. (I think the speed tie with jolt is relevant here, you can't even fish Sky Attack if Jolteon exists without risking a 50% chance to get blown out of the sky)

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, (AC) while it 2HKOes Aerodactyl with Thunderbolt, although it fears getting burnt by Fire Blast as it can makes its already middling Explosion even weaker. (It fears Sky Attack a lot more and I don't think it cares thaaaaat much about the burn. Noncrit boom already isnt killing anything and is more for positioning than landing KOes, but yes, being burnt is annoying.)

**Starmie**: Starmie threatens Aerodactyl with paralysis and a 2HKO from Surf, Thunderbolt, and Blizzard, while Aerodactyl can only 4HKO it in return with Double-Edge. (Starting to think Sky Attack should just be main set at this point over Fblast... Sky Attack also deletes Mie on a crit.)

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing from Double-Edge and Fire Blast, however they have to weary wary of burn from Fire Blast, as a burned Rhydon and Golem are effectively decommisioned decommissioned. (and they actually wall Sky Attack, wow)

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew or special attacking Mew can catch Aerodactyl off guard, with a +6 Mew 2HKOing Aerodactyl with Rock Slide even with a Reflect up, and an Ice Beam or Thunderbolt from Mew 2HKOing Aerodactyl. Mew's Psychic also 3HKOes Aerodactyl. (And special attacking mew doesnt give a shit about burn)

[CREDITS] (missing bracket)
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammaer checked by: (watch your spelling here, "Grammer" doesn't upload correctly)
 
Maybe QC 1/2, also did a bunch of preemptive GP; honestly I'm concerned about quality here with the sheer number of comments I wrote.

Pls use spell check and copy the skeletons, there's a lot of typos including formatting typos

:gs/aerodactyl:
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in the tier for its ability to completely stonewall standard Mew and Snorlax sets, as well ("aswell" isnt a word) as some varients variants of Tauros thanks to its unique Rock/Flying type combination that gives it a resistance to Normal-type attacks and an immunity to Ground-type attacks, (dex info) letting it take negligable negligible damage from even a +6 Mew's Body Slam if it has Reflect up. This, in combination with Aerodactyl's exeptional exceptional base 130 base speed Speed, which gives it a sky high 25.39% critical hit rate and ties it with Mewtwo and Jolteon for second fastest Pokemon in the game, lets Aerodactyl find its way onto more defensive teams. (not sure what the speed/crit rate have to do with the defensive utility, outspeeding mew is really the only relevant bit and you're gonna get paralyzed most times anyway)

However, Aerodactyl's flaws massively outweigh its benefits. It's Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage while it gets 2/3HKOed 2HKOed or 3HKOed in return by most special attacks due to its frailty. Aerodactyl's movepool is also extremely shallow, being forced to run Double-Edge as its main attacking option, which can leave it worn down by recoil and chip damage from Mew and Snorlax' Body Slam. This chip damage will eventually force it to Rest, and while it may be able to Rest up safely against standard Mew and Snorlax, its forced out by strong special attackers such as Mewtwo, Slowbro, and Exeggutor. Fire Blast can also burn unwanted foes, such as Mewtwo or Starmie, giving them a free status block while the chip damage is negligable. (It should be noted that it's free entry for Mewtwo and Slowbro literally at any time - they aren't threatened at all by Dedge crit)

[SET]
name: Mixed Attacking Wall (not a fan of the set name, the attacks are incidental more than anything. You run Aero purely for the defensive typing, its offense is basically just chip damage to occasionally force a recover)
move 1: Rest
move 2: Reflect
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, aswell as well as Tauros lacking Blizzard. Aerodactyl can take up to 5 Body Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl wear down sets lacking Soft-Boiled and Rest, respectively, over enough time, forcing them to switch out or explode on Aerodactyl once low on HP. (This is a mischaracterization IMO, Mew/Lax have zero reason to stay in when they can freely go to M2 on Reflect or even on attacks. Aero only really uses reflect when the opponent makes stubborn bad plays or to stop a mew that's already set up and trying to fish for paraslam before switching) Reflect is imperative on Aerodactyl as without it, it can be broken through with ease by Mew carrying Body Slam, as it is cleanly 3HKOed by a +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl without Reflect issues, with full paralysis from Body Slam and Tauros's 21.48% critical hit rate. (You should talk about the typical case here, Stomp Bull) Snorlax with Rest can be exploited while resting sleeping, as it lets in one of Aerodactyl's teammates, such as Mewtwo or Slowbro, giving them free setup opportunity as Snorlax is forced to switch out to something that can attempt to handle them. (Aero is not the mon that is forcing that rest. Aero is reactive and comes in to wall. Nobody is gonna leave their lax in on it. This whole paragraph needs to spend more time talking about the defensive dynamics and how to not get completely fucked by M2 coming in as you click reflect)

Aerodactyl's main attacking move is Double-Edge, as it does good damage to physically frail Pokemon, 3HKOing Alakazam and Jynx, and 4HKOing Chansey, and decent damage to foes with more moderate bulk, such as Tauros and Starmie. (This sentence needs a rework, the last comma is a fragment, the comma before the chansey bit is unnecessary, and Aero does not do "good damage" by any means, it relies entirely on critting them. And again, they have no need to stay in on it) Aerodactyl's high critical hit rate also lets Aerodactyl break these foes faster. (Aero is literally never breaking through Zam or Chansey by repeatedly clicking Dedge, it's getting paralyzed and then exploited easily. The only time it is ever breaking these is if they, for some reason, switch into it and take a crit.) However the recoil from Double-Edge can end up adding up quickly in the face of something with recovery, forcing Aerodactyl to eventually Rest, where it can then be exploited by a strong special attacker, such as Mewtwo, Slowbro, or Zapdos. (again this is just not what Aero is used for at all, we do not need to spend so much time trying to talk about the offense of a mon that exists to just force mew/lax to switch out and do absolutely nothing else) Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros, however Aerodactyl has to be weary wary (weary = tired, wary = cautious) of burning foes such as Mewtwo, Starmie, or and Chansey, as the burn damage is negligable negligible to them and lets them switch in and block paralysis and sleep later in the game. Fire Blast is also Aerodactyl's best option to hit Exeggutor and Cloyster, 4HKOing Exeggutor and having a 45.3% chance to 4HKO Cloyster.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason as it has a mere 8 PP (space), which can leave Aerodactyl susceptible to being PP stalled by Mew with Soft-Boiled and Snorlax with Rest. (This is just not a real concern, Mew does not want to take the burn and be victimized by stat reapplication forever, and Restlax is M2 fodder) Fire Blast is also completely useless in front (in front.) of a paralyzed Mew as Aerodactyl cannot burn it anymore. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, Body Slam, or Earthquake. (EQ is definitely not useful, and Mimic has a huge issue - if they just go to something like Mewtwo or Slowbro you're forced out anyway, whatever you get.) Wing Attack can be used as it has a whopping 56PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP, (RC). This lets Aerodactyl stall out Mew with Soft-Boiled and Snorlax with Rest. (Again its not really about this. It's about stalling out their attacks. You can still run this to waste turns on a defensive team but it's not for fighting a 1v1 versus these mons, they are just going to switch out. You waste 1 PP per entry.) Sky Attack can be used as it is Aerodactyl's strongest STAB move, having a 28.2% chance to OHKO Exeggutor, 2HKOing Chansey, Alakazam, and Starmie, and doing good damage to foes with more moderate bulk. Aerodactyl's 25.39% crit rate means it can also break (dislike the word choice, a lot of this analysis makes it sound like aero is staying in to hit things repeatedly and break through when it just... cannot do that. at all.) even foes with good bulk, 2HKOing even Cloyster and Slowbro with a critical hit Sky Attack. However Sky Attack is extremely exploitable, (AC) as Aerodactyl has to wait a turn before being able to attack. Letting a strong special attacier attacker in to take advantage of its poor special bulk. (This is a sentence fragment. I would also emphasize that sky attack is literally the only option that lets aero do meaningful damage and that on a crit it nearly OHKOes Mewtwo, which is way more relevant than Cloyster and actually makes aero concerning to switch into for paralyzed M2)

Checks and Counters (All of these need better elaboration, this section is super basic. You can mention things like it giving up free twaves/ setup instead of focusing on just the KO ranges. It's also worth noting that things without recovery have no reason to switch in unless desperate + Mewtwo being paralyzed, they just want to let Mewtwo handle it almost certainly)
===================
**Slowbro**: Slowbro takes pitiful damage from all of Aerodactyl's attacks and 2HKOes it in return with Surf.

**Mewtwo**: Mewtwo 2HKOes Aerodactyl with Psychic, Thunderbolt, and Ice Beam, while only being 5HKOed by Double-Edge.

**Pokemon with Ice-type coverage Coverage**: Pokemon with Ice-type coverage, such as Tauros, Chansey, or even the uncommon Amnesia and Ice Beam Snorlax, 2HKO Aerodactyl with their coverage, with Ice Beam Snorlax 3HKOing Aerodactyl. (more concerning is that Aero is free Amnelax setup + fails to do one of its main jobs)

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it with Thunderbolt, while taking negligable negligible damage in return. (I think the speed tie with jolt is relevant here, you can't even fish Sky Attack if Jolteon exists without risking a 50% chance to get blown out of the sky)

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, (AC) while it 2HKOes Aerodactyl with Thunderbolt, although it fears getting burnt by Fire Blast as it can makes its already middling Explosion even weaker. (It fears Sky Attack a lot more and I don't think it cares thaaaaat much about the burn. Noncrit boom already isnt killing anything and is more for positioning than landing KOes, but yes, being burnt is annoying.)

**Starmie**: Starmie threatens Aerodactyl with paralysis and a 2HKO from Surf, Thunderbolt, and Blizzard, while Aerodactyl can only 4HKO it in return with Double-Edge. (Starting to think Sky Attack should just be main set at this point over Fblast... Sky Attack also deletes Mie on a crit.)

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing from Double-Edge and Fire Blast, however they have to weary wary of burn from Fire Blast, as a burned Rhydon and Golem are effectively decommisioned decommissioned. (and they actually wall Sky Attack, wow)

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew or special attacking Mew can catch Aerodactyl off guard, with a +6 Mew 2HKOing Aerodactyl with Rock Slide even with a Reflect up, and an Ice Beam or Thunderbolt from Mew 2HKOing Aerodactyl. Mew's Psychic also 3HKOes Aerodactyl. (And special attacking mew doesnt give a shit about burn)

[CREDITS] (missing bracket)
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammaer checked by: (watch your spelling here, "Grammer" doesn't upload correctly)
Implemented
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
:gs/aerodactyl:
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in RBY Ubers for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock/Flying type combination that enables it to take negligible damage from even a +6 Mew Body Slam once it sets up Reflect. Aerodactyl is also gifted with an exceptional 130 base Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo for being the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo and Slowbro switch in with very little issue (lots of others too; the only threat it has vs physical attackers is burn which is risky to click). Aerodactyl's movepool is also extremely shallow, being forced to run Double-Edge as its main attacking option, which can leave it worn down by recoil and chip damage from Mew and Snorlax' Body Slam. This chip damage will eventually force it to Rest, and while it may be able to Rest up safely against standard Mew and Snorlax, it's forced out by strong special attackers such as Mewtwo, Slowbro, and Starmie. (Importantly, once forced out while asleep, it has difficulty getting back in safely and it's also incredibly easy to double switch against safely since its so passive)

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, as well as Tauros lacking Blizzard. Aerodactyl can take up to 5 Body Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP as it can switch in repeatedly over a long period of time to shut them down offensively; these foes will likely not stay in against Aerodactyl after it has hit the field, as Mewtwo and Slowbro are not threatened by Aerodactly at all and can come in with ease and threaten it with strong special attacks or paralysis, so Aerodactyl needs to be partnered with teammates that can switch into Mewtwo and Slowbro consistently over a long period of time, such as Chansey Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl as without it, it can be broken through with ease by Mew carrying Body Slam, as it's cleanly 3HKOed by +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl without Reflect issues, with full paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does decent chip damage to physically frail foes and serviceable damage to foes with more moderate bulk. However, Double-Edge relies entirely on critical hits to do even decent damage to bulkier foes such as Mewtwo and Slowbro, who threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros, however Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason as it has a mere 8 PP, and will rarely ever burn its intended target, instead usually burning a special attacker who can shrug off the chip damage, and can then block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew as Aerodactyl cannot burn it anymore. Sky Attack can be used as it is Aerodactyl's only way of doing meaningful damage to foes, doing good damage to even bulky foes such as Mewtwo and Slowbro, giving them a reason to be worried about switching in, as a critical hit Sky Attack does 79.2% minimum to Mewtwo, 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable, as Aerodactyl has to wait a turn before being able to attack, which can leave it taking heavy damage from a strong special attacker. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam, however, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP to slowly stall down Mew and Snorlax with over time.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with very little issue, taking negligable damage from even a critical hit Double-Edge, while it forces Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this also allows it to block other status later on while it shrugs off the burn damage. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and unlike Mewtwo is slower than Aerodactyl and lacks immediate recovery.

**Ice-type moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as it's OHKOed by a +2 Blizzard, failing to do one of its main roles, which is walling Snorlax.

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, while they take negligible damage in return from Double-Edge; Jolteon Speed tying Aerodactyl also means it can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge. (Zapdos and Jolteon also generally benefit from burn, even if there are some downsides, so they have relatively easy entry)

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burnt by Fire Blast will place Gengar on a timer before it gets KOed by burn damage, it also halves the power of its already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super-effective coverage, while Aerodactyl can only 4HKO it in return with Double-Edge, however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing from Double-Edge and Fire Blast, however they have to be wary of getting burnt by Fire Blast, as a burned Rhydon and Golem are effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew or special attacking Mew can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with a Reflect up, and an Ice Beam or Thunderbolt from Mew 2HKOes Aerodactyl, Mew's Psychic also 3HKOes Aerodactyl. Special attacking Mew also does not fear burn from Fire Blast. (The rare Transform Mew also outstalls Aerodactyl and has no reason to fear burn)

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:

Last feedback then QC 1/1 and send to GP
 
:gs/aerodactyl:
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in RBY Ubers for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock/Flying type combination that enables it to take negligible damage from even a +6 Mew Body Slam once it sets up Reflect. Aerodactyl is also gifted with an exceptional 130 base Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo for being the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo and Slowbro switch in with very little issue (lots of others too; the only threat it has vs physical attackers is burn which is risky to click). Aerodactyl's movepool is also extremely shallow, being forced to run Double-Edge as its main attacking option, which can leave it worn down by recoil and chip damage from Mew and Snorlax' Body Slam. This chip damage will eventually force it to Rest, and while it may be able to Rest up safely against standard Mew and Snorlax, it's forced out by strong special attackers such as Mewtwo, Slowbro, and Starmie. (Importantly, once forced out while asleep, it has difficulty getting back in safely and it's also incredibly easy to double switch against safely since its so passive)

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, as well as Tauros lacking Blizzard. Aerodactyl can take up to 5 Body Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP as it can switch in repeatedly over a long period of time to shut them down offensively; these foes will likely not stay in against Aerodactyl after it has hit the field, as Mewtwo and Slowbro are not threatened by Aerodactly at all and can come in with ease and threaten it with strong special attacks or paralysis, so Aerodactyl needs to be partnered with teammates that can switch into Mewtwo and Slowbro consistently over a long period of time, such as Chansey Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl as without it, it can be broken through with ease by Mew carrying Body Slam, as it's cleanly 3HKOed by +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl without Reflect issues, with full paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does decent chip damage to physically frail foes and serviceable damage to foes with more moderate bulk. However, Double-Edge relies entirely on critical hits to do even decent damage to bulkier foes such as Mewtwo and Slowbro, who threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros, however Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason as it has a mere 8 PP, and will rarely ever burn its intended target, instead usually burning a special attacker who can shrug off the chip damage, and can then block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew as Aerodactyl cannot burn it anymore. Sky Attack can be used as it is Aerodactyl's only way of doing meaningful damage to foes, doing good damage to even bulky foes such as Mewtwo and Slowbro, giving them a reason to be worried about switching in, as a critical hit Sky Attack does 79.2% minimum to Mewtwo, 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable, as Aerodactyl has to wait a turn before being able to attack, which can leave it taking heavy damage from a strong special attacker. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam, however, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP to slowly stall down Mew and Snorlax with over time.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with very little issue, taking negligable damage from even a critical hit Double-Edge, while it forces Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this also allows it to block other status later on while it shrugs off the burn damage. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and unlike Mewtwo is slower than Aerodactyl and lacks immediate recovery.

**Ice-type moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as it's OHKOed by a +2 Blizzard, failing to do one of its main roles, which is walling Snorlax.

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, while they take negligible damage in return from Double-Edge; Jolteon Speed tying Aerodactyl also means it can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge. (Zapdos and Jolteon also generally benefit from burn, even if there are some downsides, so they have relatively easy entry)

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burnt by Fire Blast will place Gengar on a timer before it gets KOed by burn damage, it also halves the power of its already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super-effective coverage, while Aerodactyl can only 4HKO it in return with Double-Edge, however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing from Double-Edge and Fire Blast, however they have to be wary of getting burnt by Fire Blast, as a burned Rhydon and Golem are effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew or special attacking Mew can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with a Reflect up, and an Ice Beam or Thunderbolt from Mew 2HKOes Aerodactyl, Mew's Psychic also 3HKOes Aerodactyl. Special attacking Mew also does not fear burn from Fire Blast. (The rare Transform Mew also outstalls Aerodactyl and has no reason to fear burn)

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:

Last feedback then QC 1/1 and send to GP
Implemented. GP Team check when you can please.
 
amchecks
:gs/aerodactyl:
Add Remove Comment
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in RBY Ubers for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock/Flying type combination that enables it to take negligible damage from even a +6 Mew Body Slam once it sets up Reflect. Aerodactyl is also gifted with an exceptional 130 base Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo for being the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage,(comma) even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo,(remove comma) and Slowbro switch in with very little issue. Aerodactyl also cannot meaningfully threaten physical attackers outside of trying to burn them with Fire Blast, which is extremely risky,(comma) as it risks accidently accidentally burning a special attacker switching in. Aerodactyl's movepool is also extremely shallow, being forced to run Double-Edge as its main attacking option, which can leave it worn down by wear it down through recoil and chip damage from Mew and Snorlax's Body Slam(this feels unrelated to the rest of the sentence). This chip damage will eventually force it to Rest, and while it may be able to Rest up safely against standard Mew and Snorlax, it's forced out by strong special attackers,(comma) such as Mewtwo, Slowbro, and Starmie. Once forced out while asleep, Aerodactyl has difficulty getting back in safely due to its frailty and passivity.

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, as well as Tauros sets lacking Blizzard. Aerodactyl can take up to 5 Body Slam hits Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP,(comma) as it can switch in repeatedly over a long period of time to shut them down offensively; these foes will likely not stay in against Aerodactyl after it has hit entered(feels too casual) the field, as Mewtwo and Slowbro are generally not threatened by Aerodactly Aerodactyl at all(don't think "at all" is correct because you mention a way for aero to deal 80% to these later) and can come in with ease and threaten it with strong special attacks or paralysis, so Aerodactyl needs to be partnered with teammates that can switch into Mewtwo and Slowbro consistently over a long period of time, such as Chansey,(comma) Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl,(comma) as without it, it can be broken through with ease by Mew carrying Body Slam, as since(slightly repetitive) it's cleanly 3HKOed by +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl issues if it lacks Reflect without Reflect issues,.(period) wWith full paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does decent chip damage to physically frail foes and serviceable damage to foes with more moderate bulk. However, Double-Edge relies entirely on critical hits to do even decent damage to bulkier foes such as Mewtwo and Slowbro, who which threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros,.(period) however However,(comma) Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason,(comma) as it has a mere 8 PP,(comma) and will rarely ever burn its intended target, instead usually burning a special attacker who that can shrug off the chip damage,(comma) and can then block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew,(comma) as Aerodactyl cannot burn it anymore. Sky Attack can be used,(comma) as it is Aerodactyl's only way of doing meaningful damage to foes, doing good damage to even bulky foes such as Mewtwo and Slowbro, giving them a reason to be worried about switching in, as a critical hit Sky Attack does 79.2% minimum to Mewtwo,(comma) and 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable, as Aerodactyl has to wait a turn before being able to attack, which can leave it vulnerable to taking heavy damage from a strong special attacker. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam, however, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56(space)PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP to slowly stall down out Mew and Snorlax with over time.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with very little issue, taking negligable negligible damage from even a critical hit Double-Edge, while it forces forcing Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this also allows it to block other status later on while it shrugs off the burn damage. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks with ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and,(comma) unlike Mewtwo,(comma) is slower than Aerodactyl and lacks immediate recovery.

**Ice-type moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as it's Aerodactyl is OHKOed by a +2 Blizzard, failing to do one of its main roles as a result, which is walling Snorlax.

**Electric-types**: Electric-types,(comma) such as Zapdos and Jolteon,(comma) deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, while they take whereas Zapdos takes negligible damage in return from Double-Edge and do does not fear burn from Fire Blast. Jolteon Speed tying Aerodactyl also means it Aerodactyl can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge.

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burned by Fire Blast will place Gengar on a timer before it gets KOed by burn damage,.(period) it The burn also halves the power of its Gengar's already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super-effective super effective coverage moves, while Aerodactyl can only 4HKO it in return with Double-Edge,(semicolon); however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing from Double-Edge and Fire Blast,;(semicolon) however,(comma) they have to be wary of getting burned by Fire Blast, as a burned Rhydon and Golem are effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew, special attacking Mew, or and Transform Mew,(comma) can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with a Reflect up, and an Ice Beam or Thunderbolt from Mew 2HKOes Aerodactyl, and Mew's Psychic also 3HKOes Aerodactyl. Special attacking Mew also does not fear burn from Fire Blast. Transform Mew stalls Aerodactyl out of its PP over time.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
GP 1/1 GP Team done

Gonna piggyback off the amcheck, same add/remove colors but purple for my comments; credit both

Add Remove Comment
[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in RBY Ubers (this is optional to remove, but cut "RBY" if you keep it) for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock/Flying Rock / Flying typing. type combination that Once it sets up Reflect, enables it to take it takes negligible damage from even a +6 Mew Body Slam once it sets up Reflect. Aerodactyl is also gifted with an exceptional base 130 base Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo for being as the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage,(comma) even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo,(remove comma) and Slowbro switch in with very little issue. Aerodactyl also cannot meaningfully threaten physical attackers outside of trying to burn them with Fire Blast, which is extremely risky,(comma) as it risks accidently accidentally burning a special attacker switching in. Aerodactyl's movepool is also extremely shallow, being forced forcing it to run Double-Edge as its main attacking option, and recoil combined with stray hits from Mew and Snorlax wears it down quickly. can leave it worn down by recoil and chip damage from Mew and Snorlax's Body Slam. This chip damage will eventually force it to use Rest, and while it may be able to do so Rest up safely against standard Mew and Snorlax, it's forced out by strong special attackers,(comma) such as Mewtwo, Slowbro, and Starmie. Once forced out while asleep, Aerodactyl has difficulty getting back in safely due to its frailty and passivity.

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, (RC) as well as Tauros sets lacking Blizzard. Aerodactyl can take up to 5 Body Slam hits Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP,(comma) as it can switch in repeatedly over a long period of time to shut them down offensively; these foes will likely not stay in against Aerodactyl after it has hit the field, as Mewtwo and Slowbro are not threatened by Aerodactly at all and can come in with ease and threaten it with strong special attacks or paralysis (this has all been said multiple times so let's pare it down) special attackers like Mewtwo and Slowbro will usually switch in, so Aerodactyl needs to be partnered with teammates that can switch into them Mewtwo and Slowbro consistently over a long period of time, such as Chansey,(comma) Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl,(comma) as without it, it can be broken through with ease by Mew carrying Body Slam, (RC) as it's cleanly 3HKOed by +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl issues if it lacks Reflect. without Reflect issues, wWith full paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does decent chip damage to physically frail foes and serviceable damage to less bulky foes foes with more moderate bulk. (too many words to say "it does some damage but isn't great") However, Double-Edge relies entirely on critical hits to do even decent damage to deals poor damage to bulkier foes such as Mewtwo and Slowbro, who which threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros,.(period) however However,(comma) Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason,(comma) as it has a mere 8 PP,(comma) and will rarely ever burn its intended target, instead usually burning a special attacker who that can shrug off the chip damage,(comma) and can then block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew,(comma) as Aerodactyl cannot burn it anymore. Sky Attack can be used,(comma) as it is Aerodactyl's only way of doing meaningful damage to bulky foes, doing good damage to even bulky foes such as Mewtwo and Slowbro, giving them a reason to be worried about switching in, (brevity, the next part already makes this clear) as a critical hit Sky Attack does 79.2% minimum to Mewtwo,(comma) and 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable due to the charge turn, (RC) as Aerodactyl has to wait a turn before being able to attack, which can leave it taking heavy damage from a strong special attacker. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam. (AP) , (RC) however However, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56(space)PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP to slowly stall down out Mew and Snorlax with over time.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with very little issue, taking negligable negligible damage from even a critical hit Double-Edge, (RC) while it forces forcing Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this also allows it to block other status later on while it shrugs off the burn damage. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks with ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and,(comma) unlike Mewtwo,(comma) is slower than Aerodactyl and lacks immediate recovery.

**Ice-type Moves moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as it's Aerodactyl is OHKOed by a +2 Blizzard, preventing it from fulfilling its role as a Snorlax check. failing to do one of its main roles, which is walling Snorlax.

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, while they take whereas Zapdos takes negligible damage in return from Double-Edge and do does not fear burn from Fire Blast. Jolteon Speed tying Aerodactyl also means it Aerodactyl can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge.

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burned by Fire Blast limit's Gengar's longevity as a pivot. will place Gengar on a timer before it gets KOed by burn damage,.(period) it Burn also halves the power of its Gengar's already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super-effective super effective coverage moves, while Aerodactyl can only 4HKO it in return with Double-Edge,(semicolon); however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing no damage from Double-Edge and Fire Blast,;(semicolon) however,(comma) they have to be wary of getting burned by Fire Blast, as a burned Rhydon and or Golem are is effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew, special attacking Mew, or and Transform Mew can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with a Reflect up, and special attacking Mew 2HKOes Aerodactyl with super effective moves and 3HKOes with Psychic. an Ice Beam or Thunderbolt from Mew 2HKOes Aerodactyl, Mew's Psychic also 3HKOes Aerodactyl. Special attacking Mew also does not fear burn from Fire Blast. Transform Mew stalls Aerodactyl out of its PP over time.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:
 
GP 1/1 GP Team done

Gonna piggyback off the amcheck, same add/remove colors but purple for my comments; credit both

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[OVERVIEW]

Aerodactyl finds itself a niche on defensive teams in RBY Ubers (this is optional to remove, but cut "RBY" if you keep it) for its ability to completely stonewall standard Mew and Snorlax sets as well as some variants of Tauros thanks to its unique Rock/Flying Rock / Flying typing. type combination that Once it sets up Reflect, enables it to take it takes negligible damage from even a +6 Mew Body Slam once it sets up Reflect. Aerodactyl is also gifted with an exceptional base 130 base Speed, which gives it a sky high 25.39% critical hit rate and ties it with Jolteon and Mewtwo for being as the second fastest Pokemon in the game.

However, Aerodactyl's flaws massively outweigh its benefits. Its damage output is mediocre at best, struggling to threaten strong special attackers such as Mewtwo and Slowbro for any meaningful damage,(comma) even on a critical hit, while it gets 2HKOed or 3HKOed in return by most special attacks; this lets Mewtwo,(remove comma) and Slowbro switch in with very little issue. Aerodactyl also cannot meaningfully threaten physical attackers outside of trying to burn them with Fire Blast, which is extremely risky,(comma) as it risks accidently accidentally burning a special attacker switching in. Aerodactyl's movepool is also extremely shallow, being forced forcing it to run Double-Edge as its main attacking option, and recoil combined with stray hits from Mew and Snorlax wears it down quickly. can leave it worn down by recoil and chip damage from Mew and Snorlax's Body Slam. This chip damage will eventually force it to use Rest, and while it may be able to do so Rest up safely against standard Mew and Snorlax, it's forced out by strong special attackers,(comma) such as Mewtwo, Slowbro, and Starmie. Once forced out while asleep, Aerodactyl has difficulty getting back in safely due to its frailty and passivity.

[SET]
name: Defensive Wall
move 1: Reflect
move 2: Rest
move 3: Double-Edge
move 4: Fire Blast

[SET COMMENTS]
Set Description
=========
The combination of Rest + Reflect lets Aerodactyl comfortably switch into most Mew and Snorlax sets, (RC) as well as Tauros sets lacking Blizzard. Aerodactyl can take up to 5 Body Slam hits Slams from a +6 Mew and 11 Body Slams from Snorlax before being KOed once it sets up Reflect, so it can use Rest very safely. This lets Aerodactyl stall these foes out of attacking PP,(comma) as it can switch in repeatedly over a long period of time to shut them down offensively; these foes will likely not stay in against Aerodactyl after it has hit the field, as Mewtwo and Slowbro are not threatened by Aerodactly at all and can come in with ease and threaten it with strong special attacks or paralysis (this has all been said multiple times so let's pare it down) special attackers like Mewtwo and Slowbro will usually switch in, so Aerodactyl needs to be partnered with teammates that can switch into them Mewtwo and Slowbro consistently over a long period of time, such as Chansey,(comma) Slowbro, and Soft-Boiled Mew. Reflect is imperative on Aerodactyl,(comma) as without it, it can be broken through with ease by Mew carrying Body Slam, (RC) as it's cleanly 3HKOed by +6 Body Slam. Snorlax and Tauros lacking Blizzard can also give Aerodactyl issues if it lacks Reflect. without Reflect issues, wWith full paralysis from Body Slam and Tauros's 21.48% critical hit rate, Tail Whip Tauros can also break a chipped Aerodactyl quite easily if it lacks Reflect.

Aerodactyl's main attacking move is Double-Edge, as it does decent chip damage to physically frail foes and serviceable damage to less bulky foes foes with more moderate bulk. (too many words to say "it does some damage but isn't great") However, Double-Edge relies entirely on critical hits to do even decent damage to deals poor damage to bulkier foes such as Mewtwo and Slowbro, who which threaten it back with strong special attacks and paralysis. Fire Blast has a 30% chance to burn the foe, incapacitating physical attackers such as Mew, Snorlax, and Tauros,.(period) however However,(comma) Aerodactyl has to be wary of burning foes such as Mewtwo and Starmie, as the burn damage is negligible to them and lets them switch in and block other status later on.

[STRATEGY COMMENTS]
Other Options
=============
Fire Blast can be dropped within reason,(comma) as it has a mere 8 PP,(comma) and will rarely ever burn its intended target, instead usually burning a special attacker who that can shrug off the chip damage,(comma) and can then block other status later on. Fire Blast is also completely useless in front of a paralyzed Mew,(comma) as Aerodactyl cannot burn it anymore. Sky Attack can be used,(comma) as it is Aerodactyl's only way of doing meaningful damage to bulky foes, doing good damage to even bulky foes such as Mewtwo and Slowbro, giving them a reason to be worried about switching in, (brevity, the next part already makes this clear) as a critical hit Sky Attack does 79.2% minimum to Mewtwo,(comma) and 72.7% minimum to Slowbro. However, Sky Attack is extremely exploitable due to the charge turn, (RC) as Aerodactyl has to wait a turn before being able to attack, which can leave it taking heavy damage from a strong special attacker. Mimic can be used to attempt to copy a useful move from Mew, such as Swords Dance, Soft-Boiled, Thunder Wave, or Body Slam. (AP) , (RC) however However, Mewtwo and Slowbro can still switch in with little issue. Wing Attack has a whopping 56(space)PP, which, in combination with Reflect and Double-Edge, gives Aerodactyl 112PP spare PP to slowly stall down out Mew and Snorlax with over time.

Checks and Counters
===================
**Mewtwo**: Mewtwo switches into all of Aerodactyl's attacks with very little issue, taking negligable negligible damage from even a critical hit Double-Edge, (RC) while it forces forcing Aerodactyl out with the threat of a 2HKO from any of its special attacks. If Mewtwo gets burned by Fire Blast, this also allows it to block other status later on while it shrugs off the burn damage. Mewtwo only has to fear a critical hit Sky Attack, which does 79.2% minimum to it.

**Slowbro**: Slowbro, much like Mewtwo, switches into all of Aerodactyl's attacks with ease and threatens it out with the threat of paralysis and a 2HKO from Surf. Slowbro does have to fear a critical hit from Sky Attack though, as it takes 72.7% minimum and,(comma) unlike Mewtwo,(comma) is slower than Aerodactyl and lacks immediate recovery.

**Ice-type Moves moves**: Aerodactyl takes heavy damage from all Ice-type moves from the likes of Tauros, Chansey, and Amnesia Snorlax. Amnesia Snorlax can be a major issue for Aerodactyl, as it's Aerodactyl is OHKOed by a +2 Blizzard, preventing it from fulfilling its role as a Snorlax check. failing to do one of its main roles, which is walling Snorlax.

**Electric-types**: Electric-types, such as Zapdos and Jolteon, deal significant damage to Aerodactyl with Thunderbolt, with Zapdos even having a 46.2% chance to OHKO it, while they take whereas Zapdos takes negligible damage in return from Double-Edge and do does not fear burn from Fire Blast. Jolteon Speed tying Aerodactyl also means it Aerodactyl can't attempt to break through it with critical hits, as it risks getting KOed by Thunderbolt after recoil from Double-Edge.

**Gengar**: Gengar is immune to Aerodactyl's Double-Edge and is only 6HKOed by Fire Blast, while it 2HKOes Aerodactyl with Thunderbolt in return, although getting burned by Fire Blast limit's Gengar's longevity as a pivot. will place Gengar on a timer before it gets KOed by burn damage,.(period) it Burn also halves the power of its Gengar's already middling Explosion. Gengar also has to fear Sky Attack, as it's OHKOed by a critical hit.

**Starmie**: Starmie forces out Aerodactyl with the threat of paralysis and a 2HKO from any of its super-effective super effective coverage moves, while Aerodactyl can only 4HKO it in return with Double-Edge,(semicolon); however, Starmie has to fear Sky Attack, as it's OHKOed by a critical hit.

**Rhydon and Golem**: Rhydon and Golem both 2HKO Aerodactyl with Rock Slide and take next to nothing no damage from Double-Edge and Fire Blast,;(semicolon) however,(comma) they have to be wary of getting burned by Fire Blast, as a burned Rhydon and or Golem are is effectively decommissioned.

**Non-standard Mew**: Uncommon Mew sets, such as Rock Slide Mew, special attacking Mew, or and Transform Mew can catch Aerodactyl off guard; +6 Mew 2HKOes Aerodactyl with Rock Slide even with a Reflect up, and special attacking Mew 2HKOes Aerodactyl with super effective moves and 3HKOes with Psychic. an Ice Beam or Thunderbolt from Mew 2HKOes Aerodactyl, Mew's Psychic also 3HKOes Aerodactyl. Special attacking Mew also does not fear burn from Fire Blast. Transform Mew stalls Aerodactyl out of its PP over time.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/notverycake.625260/
Quality checked by:
https://www.smogon.com/forums/members/sabelette.583793/
Grammar checked by:
Implemented
 

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