Gen 1 Moltres (NU) [QC 2/2] [GP 2/2]

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with significant bulk, the tier's most powerful special attack in Fire Blast, and a decent Speed tier that ties Mr. Mime, Poliwhirl, and Venomoth. Moltres 2HKOes notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, and it deals a significant chunk to most resistant switch-ins such as Golem and Water-types—barring Kabutops—while threatening to burn them. Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam finishes off Fire-resistant threats, and various utility moves such as Reflect, Toxic, and Agility enable it to take on different roles, walling certain threats or sweeping late-game. Defensively, it brings Earthquake immunity and enough bulk to avoid a 3HKO from neutral attacks; even Charizard's Slash is a 4HKO, leaving Swords Dance-less sets unable to break Moltres.

Despite its legendary status, Moltres suffers from the ubiquity of the pedestrian Fire / Flying type in Charizard, which can set up on standard Moltres freely. It's also hindered by the prevalence of teams stacking Fire- and Water-types, which leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying is a flawed type combination, suffering greatly against Rock Slide and carrying common weakness; even if Moltres often avoids 2HKOs from Blizzard, Thunderbolt, and Surf, it'd rather not be weak to them at all. Fire Blast and Hyper Beam are Moltres's only real, strong attack options; both are just inaccurate enough to make it inconsistent and punishable. Utilizing Moltres means running a second Fire / Flying type alongside Charizard in a metagame full of Water- and Rock-types, and one where super effective moves abound. Despite this, its sheer stat total gives it a place on many teams as a terrifying damage dealer, bulky roadblock, or endgame sweeper.

[SET]
name: Offensive
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic

[SET COMMENTS]
Set Description
=========
This set leans on Moltres's huge damage output. Because NU tends to be fast-paced and lacking in recovery, nothing but Kabutops switches fearlessly into Fire Blast. A single hit leaves a number of foes in precarious positions. It puts Mr. Mime in KO range for Charizard's Hyper Beam and usually its Fire Blast, leaves Golem unable to safely switch into Charizard's Earthquake or Mr. Mime's Psychic, and leaves Poliwhirl in range of Mr. Mime's Thunderbolt, to name a few examples. Hyper Beam lets Moltres finish off Water-types after repeatedly taking Fire Blast, notably dealing 42% minimum to Poliwhirl and 35% minimum to Seadra; this damage can add consistency in securing KOs and allows a 3HKO on Seadra if Fire Blast burns. Fire Spin lets Moltres pivot out of threats such as Golem and Water-types and can provide crucial chip damage on a foe that is just out of Fire Blast range.

The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or create a headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combination has dubious accuracy. Agility Moltres can also easily be saved for a late-game sweep, with teammates removing threats that can trade with or beat Moltres such as Water-types and Charizard. Then, Moltres can set up and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, though this is always risky.

Moltres benefits from teammates that can cover its weaknesses; Blastoise matches up well against Fire- and Water-types, and Golem comes in on Fire-types that would otherwise exploit Moltres's poor coverage. Electrode is an offbeat option to exploit Water-types but leaves the team especially Golem-weak. Moltres also benefits from Mr. Mime and Clefable, which should be on every team, as both can typically remove key threats such as themselves or Kabutops.

[SET]
name: Defensive
move 1: Fire Blast
move 2: Fire Spin / Reflect
move 3: Toxic / Fire Spin
move 4: Rest

[SET COMMENTS]
Set Description
=========
Defensive Moltres can annoy and weaken various threats that handle its offensive set well. Toxic wears down foes hoping to set up such as Charizard and Kabutops, especially in combination with Fire Spin, which wastes their turns as Toxic damage ramps up. However, remember that Toxic has 84.4% accuracy and Fire Spin has a horrid 69.5% accuracy, and this fast-paced metagame heavily punishes misses. Even without Toxic, Fire Spin still allows Moltres to harass burned foes or pivot out of threats. If running Toxic, Reflect is an option to stall out Charizard; Slash is only a 4HKO, and Hyper Beam does not 2HKO until Charizard boosts to +6. This means that Charizard has to spend several turns setting up followed by several turns to KO, usually forcing Charizard to switch out instead. This does not work against Kabutops, as Surf is a guaranteed 3HKO. Reflect additionally has utility in slowing down Nidoking and Raticate if set up in advance, though Nidoking can still 3HKO with Blizzard and Raticate can break through with Super Fang and critical hit Body Slam or Hyper Beam. Rest, of course, provides Moltres with recovery, though it is hard to wake Moltres up against most of the tier; it can attempt to do so against Charizard without Swords Dance, Clefable without Blizzard, Venomoth, Moltres, and the occasional Ninetales and Porygon, and it can switch in on Charizard's Earthquake, Fire Spin, and various Thunder Wave users.

Moltres can enable double switches to catch foes as they attempt to switch into its Rest, getting Kabutops or Blastoise against Golem or Charizard. Reflect sets additionally benefit from setting up a Moltres versus Charizard endgame, surprising the opponent with an unexpectedly bulky Moltres as Toxic racks up damage; to this end, allies that are effective at trading one-for-one such as Nidoking, Golem, and Blastoise are beneficial.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks other move options. Although Fire Blast can't be dropped, one can combine its other moves in varying ways to meet different threats, such as running Hyper Beam on a Rest set. Double-Edge is an option, providing far more PP than Fire Blast or Hyper Beam, but fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack's charge time is easy to maneuver around.

Checks and Counters
===================
**Charizard**: Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, which allows it to tank any Charizard set. Toxic whittles Charizard down, but running Toxic sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops**: Fire Blast might as well be Ember to Kabutops, and it resists Hyper Beam too, rendering Moltres entirely ineffective. It threatens to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam, and it essentially ignores burn. While Moltres outspeeds it and can use Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres's HP.

**Golem**: Golem takes Fire Blast easily, only having a 14% chance to be 3HKOed, and threatens to OHKO in return with Rock Slide 92% of the time. However, a burn significantly hampers Golem, so it must carefully consider the risk, especially if other options such as Water-types are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the burn Attack drop, making Golem's Rock Slide barely 4HKO.

**Bulky Water-types**: Blastoise takes Fire Blast well; Moltres needs to land three Fire Blasts and Hyper Beam to 4HKO, potentially missing in the process, while Blastoise is able to 3HKO with Surf. Less specially bulky options like Seadra and Kingler can check Moltres in a pinch, being 4HKOed and 3HKOed by Fire Blast while 2HKOing with their STAB options in return. However, they want to come in against a weakened Moltres due to their lower Speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOed like most other Water-types, but threatens the moves Hypnosis and Amnesia; this allows it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2. Moltres gains little from winning the Speed tie.

**Paralysis**: A paralyzed Moltres becomes much easier to handle, outsped by its checks and less likely to land already inconsistent moves such as Fire Blast. Paralysis also creates many revenge killers such as Nidoking, Clefable, and Mr. Mime. While Moltres often runs Agility and can counteract the Speed loss, this does not prevent full paralysis from inhibiting its reliability.

**Arcanine**: While uncommon in the modern metagame, Arcanine is uniquely able to wall Moltres . Not only does it outrun Moltres, but it also shrugs off any move and can retaliate with Body Slam and Hyper Beam, targeting Moltres's weaker Defense and threatening paralysis. However, Rest Moltres sets can engage in a stall war with Arcanine, and Toxic sets often win in the long term as well.

[CREDITS]
- Written by: [[Sabelette, 583793]]
- Quality checked by: [[phoopes, 96315], [May, 236353]]
- Grammar checked by: [[Adeleine, 517429], [CryoGyro, 331519]]
 
Last edited:
[OVERVIEW]
Moltres is a fearsome threat in NU, with the most powerful Special attack in the tier in Fire Blast, notable bulk that allows it to take even super effective hits without much trouble, and a decent Speed tier that allows it to tie Mr. Mime, Poliwhirl, and Venomoth. Moltres threatens to 2HKO notable threats such as Mr. Mime and Nidoking, OHKOs Venomoth 74% of the time, and OHKOs Exeggcute, while also dealing a significant chunk to most resistant switch-ins such as Golem and Water-types (barring Kabutops); it additionally is one of the few Pokemon able to go toe-to-toe with Clefable well, nearly 2HKOing with Fire Blast and easily sealing the deal if it connects with Fire Spin. Moltres additionally has Fire Spin to chip down and pivot around its checks, Hyper Beam to finish off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility to enable it to take on different roles, walling out certain threats or enabling a late-game sweep. Defensively, it brings Earthquake immunity, takes 4 Slashes for Charizard to KO, and is only 3HKOd by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier.

Of course, Moltres is not without its flaws, suffering from the ubiquity of Charizard, who can set up on it freely, and also being hindered by the prevalence of both Fire- and Water-type “spam” teams that leave it with few opportunities to truly unleash its Fire Blast. Fire/Flying is also a difficult type combination despite Earthquake immunity, suffering greatly against Rock Slide and carrying weaknesses to the common Ice, Electric, and Water moves of the tier. Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its only real options. Despite this, its sheer stat total allows it to deal significant damage and serve as a bulky roadblock in the way of its opposition. I'd add that Moltres relies on inaccurate moves which are heavily punished when missing. It is also, on a compositional level a pain to fit into teams since it competes with the other fire types and doesn't work that well with them unless on niche structures like fire spam which are hard to run because there are just too many rocks/waters, Charizard has far more sweeping potential and utility and Ninetales is more annoying to face and a better lead even tho it is worse.

[SET]

name: Standard
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility/Toxic


[SET COMMENTS]
Set Description
=========
This set utilizes Moltres’ huge damage output to break holes in the enemy team, primarily leaning on Fire Blast to do so. With a base speed of 90, Moltres outspeeds the majority of the tier and ties crucial threats such as Mr. Mime, Venomoth, and Poliwhirl. Fire Spin gives Moltres a way to pivot out of threats such as Golem or Water-types while safely bringing in a better-suited Pokemon, or may provide crucial chip damage to a foe that is just out of Fire Blast range. The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide an additional headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combo has dubious accuracy.

Moltres can also easily be saved for a late-game sweep, playing toward removing threats that can trade with or beat Moltres such as Water-types and Charizard. After trading down and weakening the enemy team, Moltres can set up Agility and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage (though this is always risky). Due to the way NU works, its hard unless there is lead charizard to force charizard removal.

.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks offensive options outside of the moves listed above. Double-Edge fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack’s charge time provides opponents plenty of opportunity to maneuver around it. However, Moltres can run a Reflect + Rest + Toxic set to specifically stall out Swords Dance Charizard, or can run Reflect alone to set up if it expects a free turn, reducing Nidoking’s Rock Slide to a 4HKO 95% of the time and still effectively stalling Charizard for a little while while it lands some chip damage. This does, however, leave Moltres with limited attacking PP and no pivoting ability, making it even more vulnerable to Water-types.

Checks and Counters
===================

**Charizard** - Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, allowing it to tank any Charizard set while Toxic whittles it down, but this sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops** - Kabutops shrugs off Fire Blasts as though they were mere Embers, rendering Moltres entirely ineffective while threatening to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam. While Moltres outspeeds it and can Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres’ HP. Tops also does not mind fire blast burn

**Golem** - . Golem can take multiple blasts but hates burn.

**Bulky Water-types** - Blastoise takes Fire Blasts well, only being tenuously 4HKOd by Fire Blast spam (though 3 Fire Blasts and a Hyper Beam should do it) while 3HKOing in return. Less Specially-bulky options like Seadra or Kingler can check Moltres in a pinch, being 4HKOd and 3HKOd respectively by Fire Blast while 2HKOing with their STAB options in return, but likely will want to come in against a weakened Moltres due to their lower speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOd like most other Water-types, but threatens Hypnosis with the speed tie as well as Amnesia, allowing it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2. Losing the speed tie as whirl in the lead matchup is merely annoying whereas it is devastating for moltres player since you get full hp whirl if hypnosis lands. Blastoise/whirl similar to kabutops don't care too much about burn

**Paralysis** - a paralyzed Moltres loses much of its threat, being easily checked by any Water-type and reducing Fire Spin to horrid odds. Paralysis also allows many Pokemon intimidated by Moltres’ Fire Blasts, such as Nidoking, Clefable, or Mr. Mime to finish it off. While Moltres often runs Agility and can counteract the speed loss, this still inhibits Fire Spin and makes Moltres less able to switch in in the future. Fire Blast accuracy compounded drop to 63.75% meaning you will only hit 5 blasts even if you were theoretically to use all of them is awful. 80% of Moltres is honestly hitting blasts.

[CREDITS]
- Written by: [[, ]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 
Last edited:

Plague von Karma

Banned deucer.
Let's give this a look. I'll do the grammar while I'm at it so GP's job is easier later; I may be a bit pedantic, so only implement what you see as correct for now. You know where to find me for any questions. For easy implementation, see https://spo.ink/gpvideo.
Add
Remove
Comments

Great work so far!

[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with the most powerful special attack (attack categories aren't capitalised, stats are, it's weird) in the tier in Fire Blast, notable bulk that allows it to take even super effective hits without much trouble, and a decent Speed tier that allows it to tie Mr. Mime, Poliwhirl, and Venomoth. Moltres threatens to 2HKO notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, while also dealing a significant chunk to most resistant switch-ins such as Golem and Water-types (barring Kabutops); it additionally is one of the few Pokemon able to go toe-to-toe with Clefable well, (or "effectively") nearly 2HKOing with Fire Blast and easily sealing the deal if it connects with Fire Spin. On that note, Moltres additionally (cohesion w/ prev. sentence) has Fire Spin to chip down and pivot around its checks, Hyper Beam to finish off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility to enable it to take on different roles, walling out certain threats or enabling a late-game sweep. Defensively, it brings Earthquake immunity, takes 4 Slashes for Charizard to KO, and is only 3HKOed by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier.

Of course, Moltres is not without its flaws, suffering from the ubiquity of Charizard, who can set up on it freely, and also being hindered by the prevalence of both Fire- and Water-type “spam” teams stacking Fire- and Water-types (flow) that leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying (spacing) is also a difficult flawed type combination despite the Earthquake immunity, suffering greatly against Rock Slide and carrying weaknesses to the common Ice, Electric, and Water moves of the tier. Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its only real options; both are just inaccurate enough to make it inconsistent and punishable. Finally, it competes with other Fire-types such as Charizard and Ninetales for a team slot in a metagame full of Water-types and Golem. (you could perhaps use this opportunity to describe its usage) Despite this, its sheer stat total allows it to deal significant damage and serve as a bulky roadblock in the way of its opposition.

[SET]
name: Standard Offensive (Or whatever suits it. Given the existence of Rest Moltres sets I think this should be the set name. "Standard" is usually used if there's no other name substitute)
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic (always space slashes or the code breaks!)

[SET COMMENTS]
Set Description
=========
This set utilizes Moltres's (I promise this is how it works, GP upholds it) huge damage output to break holes in the enemy team, primarily leaning on Fire Blast to do so. (lay down some KO ranges etc) With a base speed of 90, Moltres outspeeds the majority of the tier and ties crucial threats such as Mr. Mime, Venomoth, and Poliwhirl. (the overview covered this) Fire Spin gives Moltres a way to pivot out of threats such as Golem or Water-types while safely bringing in a better-suited Pokemon, or may provide crucial chip damage to a foe that is just out of Fire Blast range. The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide an additional headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combo has dubious accuracy.

Moltres can also easily be saved for a late-game sweep, playing toward removing threats that can trade with or beat Moltres such as Water-types and Charizard. After trading down and weakening the enemy team, Moltres can set up Agility and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, (AC) (though this is always risky).

Some things to note;
- In terms of team usage, noting good Toxic users to use alongside it is always helpful. Run the reader through a basic, surface-level Moltres team composition; "Moltres is weak to x, so x x and x helps".
- Fire Blast -> Hyper Beam stuff may be handy. In fact, min rolls for notable Hyper Beam KOs should be noted very early in.


.

(I personally believe a Rest set should be here, it's seen enough usage over the past year for me to care at the very least. Shellnuts and Volk can share a lot about that. I wouldn't be shocked if it's fallen out of favour, but since we're analysing stuff like Arcanine - which is known for this - I also think it's fair to write about it. If you want, I can write up the set myself and you can credit me as a co-writer.)

Set would probably be Fire Blast / Fire Spin / Double-Edge or Hyper Beam / Rest, with Reflect slashed somewhere, probably DEdge.


[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks offensive options outside of the moves listed above. (note what should and shouldn't be dropped) Double-Edge fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack’s charge time provides opponents plenty of opportunities to maneuver around it. However, Moltres can run a Reflect + Rest + Toxic set to specifically stall out Swords Dance Charizard, or can run Reflect alone to set up if it expects a free turn, reducing Nidoking’s Rock Slide to a 4HKO 95% of the time and still effectively stalling Charizard for a little while bit, (AC) while it lands some chip damage. This does, however, leave Moltres with limited attacking PP and no pivoting ability, making it even more vulnerable to Water-types.

Checks and Counters
===================
all hyphens should be :s instead
**Charizard** - Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, allowing it to tank any Charizard set. In contrast, while Toxic whittles it down, but this sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops** - Kabutops shrugs off Fire Blasts as though they were mere Embers, rendering Moltres entirely ineffective while threatening to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam. Kabutops essentially ignores burn While Moltres outspeeds it and can Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres’ HP.

**Golem** - Golem takes multiple Fire Blasts easily, only having a 14% chance to be 3HKOd, and threatens to OHKO in return with Rock Slide 92% of the time. However, Golem is significantly hampered by burn and therefore must carefully consider whether to risk switching into Fire Blast, especially if other options such as a Water-type are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the Attack drop from the Burn, making Golem’s Rock Slide deal pitiful damage, barely 4HKOing Moltres.

**Bulky Water-types** - Blastoise takes Fire Blasts well, only being tenuously 4HKOd by Fire Blast spam (though 3 Fire Blasts and a Hyper Beam should do it) while 3HKOing in return. Less Specially-bulky options like Seadra or Kingler can check Moltres in a pinch, being 4HKOd and 3HKOd respectively by Fire Blast while 2HKOing with their STAB options in return, but likely will want to come in against a weakened Moltres due to their lower speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOd like most other Water-types, but threatens Hypnosis with the speed tie as well as Amnesia, allowing it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2; Moltres gains little from winning the speed tie.

**Paralysis** - a paralyzed Moltres loses much of its threat, being easily checked by any Water-type and reducing Fire Spin to horrid odds. Paralysis also allows many Pokemon intimidated by Moltres’ Fire Blasts, such as Nidoking, Clefable, or Mr. Mime to finish it off. While Moltres often runs Agility and can counteract the speed loss, this still inhibits Moltres’ accuracy greatly, reducing Fire Blast to an effective 63.75% chance to hit, and leaves it vulnerable to revenge KOs if it does not manage to find a turn for Agility.

[CREDITS]
- Written by: [[ClairDeLuna, 583793]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

phoopes

I did it again
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
This looks really good Clair! Some minor notes:

Moltres threatens to 2HKO notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, while also dealing a significant chunk to most resistant switch-ins such as Golem and Water-types (barring Kabutops); it additionally is one of the few Pokemon able to go toe-to-toe with Clefable, nearly 2HKOing with Fire Blast and easily sealing the deal if it connects with Fire Spin.
Mr. Mime is a clean 2HKO and Nidoking is a 2HKO 99.7% of the time, so maybe make that more clear that these are very safe bets instead of saying "threatens to 2HKO." (I guess there's always ~85% accuracy to take into account but yeah). In addition, I would mention the chance to burn the switch-ins, not just chunk them. That's a really good asset after all. I also understand where you're coming from with Clefable, but with Clef able to Thunder Wave and then Blizzard 3HKO I don't exactly think it's a favorable matchup, not one where I would want my Molt to go "toe-to-toe" with anyway.

On that note, Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam lets it to finish off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility to enable it to take on different roles, walling out certain threats or enabling a late-game sweep.
Some minor things with this sentence.

Finally, it competes with other Fire-types such as Charizard and Ninetales for a team slot in a metagame full of Water-types and Golem.
I kind of disagree with this. IMO, Charizard should be on every serious NU team so there's no real competition there. This leaves Ninetales, which I guess is a kind of competition? Since Ninetales is most often a lead that's a dedicated team choice much like Moltres is a dedicated team choice coming out from the back so I guess that's competition but I feel like Moltres is just much better overall which makes me think this could be worded a bit differently. I'm going to be very unhelpful and not offer a suggestion as to what to change it to lol

A single Fire Blast leaves Mr. Mime in range for a Charizard Hyper Beam and usually in range of Fire Blast, Golem unable to safely switch into Charizard or a Mr. Mime Psychic, and Poliwhirl in range of Mr. Mime's Thunderbolt.
I know what you're trying to say here but it reads as a little confusing. I'd consider rewording/splitting into multiple sentences.

Moltres also benefits from the ubiquitous Mr. Mime and Clefable, who are typically able to help it trade down to a more favorable gamestate.
With this again I think I know what you're saying, but I would spell it out more for the new reader.

---

As for the defensive set... count me as one of the haters that doesn't really believe in it too much but I know there was a bunch of discussion on the Discord about it and I think it has some merit so I'm not going to say cut it or anything like that. The paragraph about the set itself looks pretty good, I would just maybe throw in another mention about ToxiSpin accuracy to really warn the reader about the inconsistency.

Reflect sets additionally benefit from trading down to Moltres vs Charizard endgames and surprising the opponent with a surprisingly hard-to-break Moltres as Toxic racks up damage; to this end, allies that are effective at trading down one-for-one such as Nidoking, Golem or Blastoise are beneficial.
Idk if I've said this clearly yet but I'm not sure if "trading" is an acceptable Dex thing. Because again I know what you're talking about but I don't know if the new reader will.

Checks and Counters is really good for the most part.

Blastoise takes Fire Blasts well, only being tenuously 4HKOed by Fire Blast spam (though 3 Fire Blasts and a Hyper Beam should do it) while 3HKOing in return.
The part in parentheses doesn't flow well in my opinion though and could be reworded.

a paralyzed Moltres loses much of its threat, being easily checked by any Water-type and reducing Fire Spin to horrid odds.
"loses much of its threat" doesn't quite sound right to me either.

---

Yeah overall though this looks really well done to me. Let me know when it's implemented and it'll be a QC 1/2
 

Plague von Karma

Banned deucer.
Implement for QC 2/2, my limbo QC status has finally been resolved...
Add
Remove
Comment
Highlight

Great work overall! Mostly grammar stuff here, but also added an uncommon check to the bottom.

[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with the most powerful special attack in the tier in Fire Blast, notable bulk that allows it to take even super effective hits without much trouble, and a decent Speed tier that allows it to tie Mr. Mime, Poliwhirl, and Venomoth. Moltres 2HKOs notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, while also dealing a significant chunk to most resistant switch-ins such as Golem and Water-types (barring Kabutops) (replace brackets with — as GP dislikes bracket usage) and threatening to Burn them. Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam lets it finish off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility enables it to take on different roles, walling out certain threats or enabling a late-game sweep. Defensively, it brings Earthquake immunity, takes 4 four Slashes for Charizard to KO, and is only 3HKOed by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier.

Of course, Despite its legendary status, (it's cool and performative :3 )Moltres is not without its flaws, suffering from the ubiquity of Charizard, who can set up on it freely, and also being hindered by the prevalence of teams stacking Fire- and Water-types that leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying is also a flawed type combination despite the Earthquake immunity, suffering greatly against Rock Slide and carrying weaknesses to the common Ice, Electric, and Water moves of the tier. Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its only real options; both are just inaccurate enough to make it inconsistent and punishable. Finally, utilizing Moltres means running a second Fire- and Flying-type in addition to Chairzard Charizard (unless we're in some weird BDSM fanfiction...) in a metagame full of Water- and Rock-types, and one where Thunderbolts, Blizzards, and Rock Slides abound. Despite this, its sheer stat total allows it to deal significant damage and serve as a bulky roadblock in the way of its opposition. (maybe with ", finding its place on..." to be more conclusive?)

[SET]
name: Offensive
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic

[SET COMMENTS]
Set Description
=========
This set utilizes Moltres's huge damage output to break holes in the enemy team, primarily leaning on Fire Blast to do so. Because NU tends to be fast-paced and lacking in recovery, nothing switches fearlessly into Fire Blast barring Kabutops. A single Fire Blast leaves a number of opponents foes (gp has opponent be who you're playing against, foe be the opposing Pokemon) in precarious positions. It leaves puts (reduces some repetition later) Mr. Mime in range for a Charizard Hyper Beam and usually in range of Charizard’s Fire Blast, leaves Golem unable to safely switch into Charizard’s Earthquake or Mr. Mime’s Psychic, and leaves Poliwhirl in range of Mr. Mime's Thunderbolt, to name a few examples. Hyper Beam gives Moltres the ability to finish off several Water-types after they have been worn down by switching into Fire Blasts, notably dealing 42% minimum to Poliwhirl and 35% minimum to Seadra; this can add consistency in securing KOs and allows a 3HKO on Seadra if Fire Blast burns. Fire Spin gives Moltres a way to pivot out of threats such as Golem or Water-types while safely bringing in a better-suited Pokemon, or may provide crucial chip damage to a foe that is just out of Fire Blast range.

The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide an additional headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combo has dubious accuracy. Agility Moltres can also easily be saved for a late-game sweep, playing toward removing threats that can trade with or beat Moltres such as Water-types and Charizard. After trading down and weakening the enemy team, Moltres can set up and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, though this is always risky.

Moltres benefits from teammates that can cover its weaknesses such as Blastoise, who matches up well against the varying Fire- and Water-types of the tier, and Golem, who can come in on Fire-types that would otherwise exploit Moltres’s poor coverage. Electrode is an offbeat option to exploit Water-types but leaves the team especially Golem-weak. Moltres also benefits from Mr. Mime and Clefable, who should be on every team, as both are typically able to remove key threats or their counterparts on the opposing team and make way for Moltres to shine.

[SET]
name: Defensive
move 1: Fire Blast
move 2: Fire Spin / Toxic
move 3: Fire Spin / Reflect
move 4: Rest

[SET COMMENTS]
Set Description
=========
Moltres can be used as a bulky defensive Pokemon, utilizing a combination of Toxic, Fire Spin, Reflect, and Rest to annoy and wear down various threats that would normally handle its offensive set well. Toxic allows Moltres to wear down opponents such as Charizard or Kabutops that might otherwise use it as setup fodder, especially in combination with Fire Spin, which allows it to waste their turns as Toxic ramps up. Without Toxic, Fire Spin still allows it to harass burned foes or pivot out of threats. However, it is worth noting that Fire Spin and Toxic + Fire Spin (ToxSpin could be allowed maybe) strategies are inconsistent; Toxic has 84.4% accuracy and Fire Spin has a horrid 70% 69.5% accuracy, (we notate with the accurate numbers in GP as they're a constant, the "proper" ones are just misleading) meaning that this strategy often misses the mark in this fast-paced metagame. Reflect allows Moltres to stall out Charizard when combined with Toxic; Slash is only a 4HKO against Moltres, and Hyper Beam does not 2HKO until Charizard boosts to +6. This means that Charizard has to spend several turns setting up followed by several turns to KO, extended even further by Rest, usually resulting in Charizard having to switch out instead. This does not work against Kabutops, as Surf is a guaranteed 3HKO. Reflect additionally has utility in slowing down Nidoking and Raticate if set up in advance, though Nidoking can still 3HKO with Blizzard and Raticate can break through with Super Fang + and a crit Body Slam or Hyper Beam. Rest, of course, provides Moltres with recovery, though it is hard to wake Moltres up on most of the tier; it can attempt to exploit Swords Dance-less Charizard, Blizzardless Clefable, Venomoth, opposing Moltres, or the occasional Ninetales or Porygon as wakeup opportunities, and can switch in on Charizard’s Earthquake, Fire Spin, or various Thunder Wave users.

As with the offensive set, Moltres benefits from teams that cover whatever it cannot, as it cannot run coverage for all situations and all of its defensive options can falter due to accuracy or critical hits. It can also enable double-switches to catch the opponent as they attempt to switch into it on Rest, such as allowing Kabutops or Blastoise in on an opposing Golem or Charizard. Reflect sets additionally benefit from setting up a Moltres vs Charizard endgame and surprising the opponent with an unexpectedly bulky Moltres as Toxic racks up damage; to this end, allies that are effective at trading down one-for-one such as Nidoking, Golem or Blastoise are beneficial.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks options outside of the moves listed above. While Fire Blast is undroppable, one can combine its other moves in varying ways to meet different threats, such as running Hyper Beam alongside a Rest set. Double-Edge is an option, providing far more PP than Fire Blast or Hyper Beam, but fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack’s charge time provides opponents plenty of opportunities to maneuver around it, such as by switching in a Golem or Kabutops.

Checks and Counters
===================
**Charizard**: Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, allowing it to tank any Charizard set. Toxic whittles it down, but this sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops**: Kabutops shrugs off Fire Blasts as though they were mere Embers, rendering Moltres entirely ineffective while threatening to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam. Kabutops essentially ignores burn While Moltres outspeeds it and can Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres’ HP.

**Golem**: Golem takes multiple Fire Blasts easily, only having a 14% chance to be 3HKOed, and threatens to OHKO in return with Rock Slide 92% of the time. However, Golem is significantly hampered by burn and therefore must carefully consider whether to risk switching into Fire Blast, especially if other options such as a Water-type are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the Attack drop from the Burn, making Golem’s Rock Slide deal pitiful damage, barely 4HKOing Moltres.

**Bulky Water-types**: Blastoise takes Fire Blasts well; Moltres needs to land three Fire Blasts and a Hyper Beam to 4HKO, while Blastoise is able to 3HKO with Surf. Less Specially-bulky options like Seadra or Kingler can check Moltres in a pinch, being 4HKOed and 3HKOd respectively by Fire Blast while 2HKOing with their STAB options in return, but likely will want to come in against a weakened Moltres due to their lower speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOed like most other Water-types, but threatens Hypnosis with the speed tie as well as Amnesia, allowing it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2; Moltres gains little from winning the speed tie.

**Paralysis**: A paralyzed Moltres becomes much easier to handle, as paralysis allows its checks to outspeed and KO it while reducing its chance to land already-inconsistent moves such as Fire Blast. Paralysis also allows many Pokemon intimidated by Moltres’ Fire Blasts, such as Nidoking, Clefable, or Mr. Mime to finish it off in revenge. While Moltres often runs Agility and can counteract the speed loss, this does not prevent full paralysis from inhibiting its damage.

**Arcanine**: While uncommon in the modern metagame, Arcanine is uniquely able to wall Moltres in ways other Pokemon cannot. Not only does it outrun Moltres, but it also shrugs off anything Moltres throws at it. Worse still, Arcanine can target Moltres's worse Defense with Body Slam and Hyper Beam, the former of which can encumber it with paralysis. However, Rest Moltres builds can engage in a stall war with Arcanine, and because Rest does not reset the Toxic counter, Toxic Moltres builds can win in the long-term as well.
(It's rarer but still in the metagame - it's ranked C2 and will likely remain around there next year, and I know I'd still bring it to tournament games personally - so it's best to at least keep our readers in the know)

[CREDITS]
- Written by: [[ClairDeLuna, 583793]]
- Quality checked by: [[, ], [, ]]
- Grammar checked by: [[, ], [, ]]
 

Adeleine

after committing a dangerous crime
is a Top Social Media Contributoris a Community Contributoris a Smogon Discord Contributoris a Top Contributoris a Smogon Media Contributoris a Battle Simulator Moderator Alumnus
Add/Fix Remove Comment
(AC): Add Comma
(AA): Fix apostrophe to straight '
[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with the tier's most powerful special attack in the tier in Fire Blast, notable bulk that allows it to take even super effective hits without much trouble, (because the last sentence in paragraph covers it) and a decent Speed tier that allows it to tie ties Mr. Mime, Poliwhirl, and Venomoth. Moltres 2HKOs 2HKOes notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, while also dealing and it deals a significant chunk to most resistant switch-ins such as Golem and Water-types–barring Kabutops—and Water-types&mdsah;barring Kabutops—while threatening to burn them. Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam lets it finish finishes off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility enables it to take on different roles, walling out certain threats or enabling a late-game sweep. sweeping late-game. Defensively, it brings Earthquake immunity, takes four Slashes for Charizard to KO, and is even (optional) only 3HKOed by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier.

Despite its legendary status, Moltres is not without its flaws, suffering suffers from the ubiquity of a mere starter, Charizard, who which can set up on it freely, and also being standard Moltres freely. It's also hindered by the prevalence of teams stacking Fire- and Water-types that Water-types, which leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying is also a flawed type combination despite the Earthquake immunity, suffering greatly against Rock Slide and carrying weaknesses to the common Ice, Electric, and Water moves of the tier. common weakness; even if Moltres often avoids 2HKOs from Blizzard, Thunderbolt, and Surf, it'd rather not be weak to them at all. (I imagine this tracks?) Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its only real, strong options; both are just inaccurate enough to make it inconsistent and punishable. Finally, utilizing Moltres means running a second Fire- and Flying-type in addition to Fire / Flying type alongside Charizard in a metagame full of Water- and Rock-types, and one where Thunderbolts, Blizzards, and Rock Slides super effective moves abound. Despite this, its sheer stat total allows it to find a place on many teams as a terrifying damage dealer, bulky roadblock, or endgame sweeper.

[SET]
name: Offensive
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic

[SET COMMENTS]
Set Description
=========
This set utilizes Moltres's huge damage output to break holes in the enemy team, primarily leaning on Fire Blast to do so. Because NU tends to be fast-paced and lacking in recovery, nothing switches fearlessly into Fire Blast barring the 4x resistant Kabutops. A single Fire Blast leaves a number of foes in precarious positions. It puts Mr. Mime in KO range for a Charizard Hyper Beam and usually in range of Charizard's (AA) Fire Blast, leaves Golem unable to safely switch into Charizard's (AA) Earthquake or Mr. Mime's (AA) Psychic, and leaves Poliwhirl in range of Mr. Mime's Thunderbolt, to name a few examples. Hyper Beam gives Moltres the ability to lets Moltres finish off several Water-types after they have been worn down by switching into Fire Blasts, notably dealing 42% minimum to Poliwhirl and 35% minimum to Seadra; this damage can add consistency in securing KOs and allows a 3HKO on Seadra if Fire Blast burns. Fire Spin gives Moltres a way to lets Moltres pivot out of threats such as Golem or and Water-types while safely bringing in a better-suited Pokemon, or it may provide crucial chip damage to on a foe that is just out of Fire Blast range.

The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide an additional headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combo combination has dubious accuracy. Agility Moltres can also easily be saved for a late-game sweep, playing toward with teammates removing threats that can trade with or beat Moltres such as Water-types and Charizard. After trading down and weakening the enemy team, Then, Moltres can set up and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, though this is always risky.

Moltres benefits from teammates that can cover its weaknesses such as Blastoise, who which matches up well against the varying Fire- and Water-types of the tier, and Golem, who which can come in on Fire-types that would otherwise exploit Moltres's (AA) poor coverage. Electrode is an offbeat option to exploit Water-types but leaves the team especially Golem-weak. Moltres also benefits from Mr. Mime and Clefable, who which should be on every team, as both are typically able to can typically remove key threats or their counterparts on the opposing team and make team, making way for Moltres to shine.

[SET]
name: Defensive
move 1: Fire Blast
move 2: Fire Spin / Toxic
move 3: Fire Spin / Reflect / Fire Spin (picking all first slashed moves should give you a valid set. if toxic is better than reflect, consider like Fire Spin / Reflect + Toxic / Fire Spin)
move 4: Rest

[SET COMMENTS]
Set Description
=========
Moltres can be used as a bulky defensive Pokemon, utilizing a combination of Toxic, Fire Spin, Reflect, and Rest to annoy and wear annoying and wearing down various threats that would normally handle its offensive set well. Toxic allows Moltres to wear down opponents wears down foes such as Charizard or and Kabutops that might otherwise use it as setup fodder, set up freely, especially in combination with Fire Spin, which allows it to waste wastes their turns as Toxic damage ramps up. Without Toxic, Fire Spin still allows it to harass burned foes or pivot out of threats. (moved a bit below) However, it is worth noting remember that Toxic + Fire Spin strategies are inconsistent; Toxic has 84.4% accuracy and Fire Spin has a horrid 69.5% accuracy, meaning that this strategy often misses the mark in this fast-paced metagame. and the fast-paced metagame heavily punishes misses. (I imagine this is a bit more explicit and makes sense? change if desired) Reflect allows Moltres Even without Toxic, Fire Spin still allows Moltres to harass burned foes or pivot out of threats. If running Toxic, Reflect is an option to stall out Charizard when combined with Toxic; Slash is only a 4HKO against Moltres, and Hyper Beam does not 2HKO until Charizard boosts to +6. This, alongside Rest, (moving this here bc, without Rest, i assume zard wouldnt bother setting up and would go for slash 4hko? change if needed) means that Charizard has to spend several turns setting up followed by several turns to KO, extended even further by Rest, usually resulting in Charizard having forcing Charizard to switch out instead. This does not work against Kabutops, as Surf is a guaranteed 3HKO. Reflect additionally has utility in slowing down Nidoking and Raticate if set up in advance, though Nidoking can still 3HKO with Blizzard and Raticate can break through with Super Fang + and a critical hit Body Slam or Hyper Beam. Rest, of course, provides Moltres with recovery, though it is hard to wake Moltres up on most of the tier; it can attempt to exploit Swords Dance-less Charizard, Blizzard-less (added hyphen) Clefable, Venomoth, opposing Moltres, or the occasional Ninetales or Porygon as wakeup wake up opportunities, and it can switch in on Charizard's (AA) Earthquake, Fire Spin, or various Thunder Wave users.

As with the offensive set, Moltres benefits from teams that cover whatever it cannot, as it cannot run coverage for all situations and all of its defensive options can falter due to accuracy or critical hits. It can also Moltres can (not entirely sure on the intention of the first sentence, because all mons benefit from teams covering what it cant, and this set has no coverage moves and will run 4/5 of its wanted moves. if you want to elaborate some, especially on what teammates are good because of your mentioned reasons reasons, that can probably work, eg like "Moltres's defensive options can falter due to accuracy or critical hits, so a teammate like ___ can do ___ if Moltres fails.") enable double-switches to catch the opponent foes as they attempt to switch into it on its Rest, such as allowing Kabutops or Blastoise in on an opposing Golem or Charizard. Reflect sets additionally benefit from setting up a Moltres versus Charizard endgame, (AC) and surprising the opponent with an unexpectedly bulky Moltres as Toxic racks up damage; to this end, allies that are effective at trading down one-for-one such as Nidoking, Golem or Golem, and Blastoise are beneficial.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks options outside of the moves listed above. While Although Fire Blast is undroppable, can't be dropped, one can combine its other moves in varying ways to meet different threats, such as running Hyper Beam alongside on a Rest set. Double-Edge is an option, providing far more PP than Fire Blast or Hyper Beam, but fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack's (AA) charge time provides opponents plenty of opportunities to maneuver around it, such as by switching in a Golem or Kabutops.

Checks and Counters
===================
**Charizard**: Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, allowing which allows it to tank any Charizard set. Toxic whittles it Charizard down, but this running Toxic (I imagine? if not, pls clarify) sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops**: Kabutops shrugs off Fire Blasts as though they were mere Embers, and it resists Hyper Beam (or "Normal" if you want for dedge) too, rendering Moltres entirely ineffective while threatening ineffective. It threatens to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam. Kabutops Beam, and it essentially ignores burn. (added period) While Moltres outspeeds it and can use Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres’ Moltres's HP.

**Golem**: Golem takes multiple Fire Blasts easily, only having a 14% chance to be 3HKOed, and threatens to OHKO in return with Rock Slide 92% of the time. However, Golem is significantly hampered by burn and therefore burn significantly hampers Golem, so it must carefully consider whether to risk switching into Fire Blast, especially if other options such as a Water-type are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the Attack drop from the Burn, making Golem’s Rock Slide deal pitiful damage, barely 4HKOing burn Attack drop, making Golem's Rock Slide barely 4HKO Moltres.

**Bulky Water-types**: Blastoise takes Fire Blasts Blast well; Moltres needs to land three Fire Blasts and a Hyper Beam to 4HKO, potentially missing in the process, while Blastoise is able to 3HKO with Surf. Less Specially-bulky specially bulky options like Seadra or and Kingler can check Moltres in a pinch, being 4HKOed and 3HKOd respectively 3HKOed, respectively, by Fire Blast while 2HKOing with their STAB options in return, but likely will return. However, they want to come in against a weakened Moltres due to their lower speed Speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOed like most other Water-types, but threatens Hypnosis with the speed its Speed tie as well as Amnesia, allowing Amnesia; this allows it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2; +2. Moltres gains little from winning the speed Speed tie.

**Paralysis**: A paralyzed Moltres becomes much easier to handle, as paralysis allows its checks to outspeed and KO it while reducing its chance outsped by its checks and less likely to land already-inconsistent moves such as Fire Blast. Paralysis also allows many Pokemon intimidated by Moltres’ Fire Blasts, Moltres's Fire Blast, such as Nidoking, Clefable, or Mr. Mime to finish it off in revenge. and Mr. Mime, to revenge kill it. While Moltres often runs Agility and can counteract the speed Speed loss, this does not prevent full paralysis from inhibiting its damage. reliability.

**Arcanine**: While uncommon in the modern metagame, Arcanine is uniquely able to wall Moltres in ways other Pokemon cannot. Not only does it outrun Moltres, but it also shrugs off anything Moltres throws at it any move and can retaliate with Body Slam and Hyper Beam, targeting Moltres's weaker Defense and threatening paralysis. However, Rest Moltres sets can engage in a stall war with Arcanine, and because Rest does not reset the Toxic counter, Toxic Moltres builds sets often win in the long term (removed hyphen) as well.

[CREDITS]
- Written by: [[ClairDeLuna, 583793]]
- Quality checked by: [[phoopes, 96315], [May, 236353]]
- Grammar checked by: [[Adeleine, 517429], [, ]]
Adeleine.gif
1/2
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
Add/Fix Remove Comment
(AC): Add Comma
(AA): Fix apostrophe to straight '
[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with the tier's most powerful special attack in the tier in Fire Blast, notable bulk that allows it to take even super effective hits without much trouble, (because the last sentence in paragraph covers it) and a decent Speed tier that allows it to tie ties Mr. Mime, Poliwhirl, and Venomoth. Moltres 2HKOs 2HKOes notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, while also dealing and it deals a significant chunk to most resistant switch-ins such as Golem and Water-types–barring Kabutops—and Water-types&mdsah;barring Kabutops—while threatening to burn them. Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam lets it finish finishes off Fire-resistant threats, and access to various utility moves such as Reflect, Toxic, and Agility enables it to take on different roles, walling out certain threats or enabling a late-game sweep. sweeping late-game. Defensively, it brings Earthquake immunity, takes four Slashes for Charizard to KO, and is even (optional) only 3HKOed by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier.

Despite its legendary status, Moltres is not without its flaws, suffering suffers from the ubiquity of a mere starter, Charizard, who which can set up on it freely, and also being standard Moltres freely. It's also hindered by the prevalence of teams stacking Fire- and Water-types that Water-types, which leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying is also a flawed type combination despite the Earthquake immunity, suffering greatly against Rock Slide and carrying weaknesses to the common Ice, Electric, and Water moves of the tier. common weakness; even if Moltres often avoids 2HKOs from Blizzard, Thunderbolt, and Surf, it'd rather not be weak to them at all. (I imagine this tracks?) Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its only real, strong options; both are just inaccurate enough to make it inconsistent and punishable. Finally, utilizing Moltres means running a second Fire- and Flying-type in addition to Fire / Flying type alongside Charizard in a metagame full of Water- and Rock-types, and one where Thunderbolts, Blizzards, and Rock Slides super effective moves abound. Despite this, its sheer stat total allows it to find a place on many teams as a terrifying damage dealer, bulky roadblock, or endgame sweeper.

[SET]
name: Offensive
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic

[SET COMMENTS]
Set Description
=========
This set utilizes Moltres's huge damage output to break holes in the enemy team, primarily leaning on Fire Blast to do so. Because NU tends to be fast-paced and lacking in recovery, nothing switches fearlessly into Fire Blast barring the 4x resistant Kabutops. A single Fire Blast leaves a number of foes in precarious positions. It puts Mr. Mime in KO range for a Charizard Hyper Beam and usually in range of Charizard's (AA) Fire Blast, leaves Golem unable to safely switch into Charizard's (AA) Earthquake or Mr. Mime's (AA) Psychic, and leaves Poliwhirl in range of Mr. Mime's Thunderbolt, to name a few examples. Hyper Beam gives Moltres the ability to lets Moltres finish off several Water-types after they have been worn down by switching into Fire Blasts, notably dealing 42% minimum to Poliwhirl and 35% minimum to Seadra; this damage can add consistency in securing KOs and allows a 3HKO on Seadra if Fire Blast burns. Fire Spin gives Moltres a way to lets Moltres pivot out of threats such as Golem or and Water-types while safely bringing in a better-suited Pokemon, or it may provide crucial chip damage to on a foe that is just out of Fire Blast range.

The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide an additional headache for Charizard with Toxic; it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combo combination has dubious accuracy. Agility Moltres can also easily be saved for a late-game sweep, playing toward with teammates removing threats that can trade with or beat Moltres such as Water-types and Charizard. After trading down and weakening the enemy team, Then, Moltres can set up and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, though this is always risky.

Moltres benefits from teammates that can cover its weaknesses such as Blastoise, who which matches up well against the varying Fire- and Water-types of the tier, and Golem, who which can come in on Fire-types that would otherwise exploit Moltres's (AA) poor coverage. Electrode is an offbeat option to exploit Water-types but leaves the team especially Golem-weak. Moltres also benefits from Mr. Mime and Clefable, who which should be on every team, as both are typically able to can typically remove key threats or their counterparts on the opposing team and make team, making way for Moltres to shine.

[SET]
name: Defensive
move 1: Fire Blast
move 2: Fire Spin / Toxic
move 3: Fire Spin / Reflect / Fire Spin (picking all first slashed moves should give you a valid set. if toxic is better than reflect, consider like Fire Spin / Reflect + Toxic / Fire Spin)
move 4: Rest

[SET COMMENTS]
Set Description
=========
Moltres can be used as a bulky defensive Pokemon, utilizing a combination of Toxic, Fire Spin, Reflect, and Rest to annoy and wear annoying and wearing down various threats that would normally handle its offensive set well. Toxic allows Moltres to wear down opponents wears down foes such as Charizard or and Kabutops that might otherwise use it as setup fodder, set up freely, especially in combination with Fire Spin, which allows it to waste wastes their turns as Toxic damage ramps up. Without Toxic, Fire Spin still allows it to harass burned foes or pivot out of threats. (moved a bit below) However, it is worth noting remember that Toxic + Fire Spin strategies are inconsistent; Toxic has 84.4% accuracy and Fire Spin has a horrid 69.5% accuracy, meaning that this strategy often misses the mark in this fast-paced metagame. and the fast-paced metagame heavily punishes misses. (I imagine this is a bit more explicit and makes sense? change if desired) Reflect allows Moltres Even without Toxic, Fire Spin still allows Moltres to harass burned foes or pivot out of threats. If running Toxic, Reflect is an option to stall out Charizard when combined with Toxic; Slash is only a 4HKO against Moltres, and Hyper Beam does not 2HKO until Charizard boosts to +6. This, alongside Rest, (moving this here bc, without Rest, i assume zard wouldnt bother setting up and would go for slash 4hko? change if needed) means that Charizard has to spend several turns setting up followed by several turns to KO, extended even further by Rest, usually resulting in Charizard having forcing Charizard to switch out instead. This does not work against Kabutops, as Surf is a guaranteed 3HKO. Reflect additionally has utility in slowing down Nidoking and Raticate if set up in advance, though Nidoking can still 3HKO with Blizzard and Raticate can break through with Super Fang + and a critical hit Body Slam or Hyper Beam. Rest, of course, provides Moltres with recovery, though it is hard to wake Moltres up on most of the tier; it can attempt to exploit Swords Dance-less Charizard, Blizzard-less (added hyphen) Clefable, Venomoth, opposing Moltres, or the occasional Ninetales or Porygon as wakeup wake up opportunities, and it can switch in on Charizard's (AA) Earthquake, Fire Spin, or various Thunder Wave users.

As with the offensive set, Moltres benefits from teams that cover whatever it cannot, as it cannot run coverage for all situations and all of its defensive options can falter due to accuracy or critical hits. It can also Moltres can (not entirely sure on the intention of the first sentence, because all mons benefit from teams covering what it cant, and this set has no coverage moves and will run 4/5 of its wanted moves. if you want to elaborate some, especially on what teammates are good because of your mentioned reasons reasons, that can probably work, eg like "Moltres's defensive options can falter due to accuracy or critical hits, so a teammate like ___ can do ___ if Moltres fails.") enable double-switches to catch the opponent foes as they attempt to switch into it on its Rest, such as allowing Kabutops or Blastoise in on an opposing Golem or Charizard. Reflect sets additionally benefit from setting up a Moltres versus Charizard endgame, (AC) and surprising the opponent with an unexpectedly bulky Moltres as Toxic racks up damage; to this end, allies that are effective at trading down one-for-one such as Nidoking, Golem or Golem, and Blastoise are beneficial.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks options outside of the moves listed above. While Although Fire Blast is undroppable, can't be dropped, one can combine its other moves in varying ways to meet different threats, such as running Hyper Beam alongside on a Rest set. Double-Edge is an option, providing far more PP than Fire Blast or Hyper Beam, but fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack's (AA) charge time provides opponents plenty of opportunities to maneuver around it, such as by switching in a Golem or Kabutops.

Checks and Counters
===================
**Charizard**: Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, allowing which allows it to tank any Charizard set. Toxic whittles it Charizard down, but this running Toxic (I imagine? if not, pls clarify) sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops**: Kabutops shrugs off Fire Blasts as though they were mere Embers, and it resists Hyper Beam (or "Normal" if you want for dedge) too, rendering Moltres entirely ineffective while threatening ineffective. It threatens to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam. Kabutops Beam, and it essentially ignores burn. (added period) While Moltres outspeeds it and can use Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres’ Moltres's HP.

**Golem**: Golem takes multiple Fire Blasts easily, only having a 14% chance to be 3HKOed, and threatens to OHKO in return with Rock Slide 92% of the time. However, Golem is significantly hampered by burn and therefore burn significantly hampers Golem, so it must carefully consider whether to risk switching into Fire Blast, especially if other options such as a Water-type are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the Attack drop from the Burn, making Golem’s Rock Slide deal pitiful damage, barely 4HKOing burn Attack drop, making Golem's Rock Slide barely 4HKO Moltres.

**Bulky Water-types**: Blastoise takes Fire Blasts Blast well; Moltres needs to land three Fire Blasts and a Hyper Beam to 4HKO, potentially missing in the process, while Blastoise is able to 3HKO with Surf. Less Specially-bulky specially bulky options like Seadra or and Kingler can check Moltres in a pinch, being 4HKOed and 3HKOd respectively 3HKOed, respectively, by Fire Blast while 2HKOing with their STAB options in return, but likely will return. However, they want to come in against a weakened Moltres due to their lower speed Speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOed like most other Water-types, but threatens Hypnosis with the speed its Speed tie as well as Amnesia, allowing Amnesia; this allows it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2; +2. Moltres gains little from winning the speed Speed tie.

**Paralysis**: A paralyzed Moltres becomes much easier to handle, as paralysis allows its checks to outspeed and KO it while reducing its chance outsped by its checks and less likely to land already-inconsistent moves such as Fire Blast. Paralysis also allows many Pokemon intimidated by Moltres’ Fire Blasts, Moltres's Fire Blast, such as Nidoking, Clefable, or Mr. Mime to finish it off in revenge. and Mr. Mime, to revenge kill it. While Moltres often runs Agility and can counteract the speed Speed loss, this does not prevent full paralysis from inhibiting its damage. reliability.

**Arcanine**: While uncommon in the modern metagame, Arcanine is uniquely able to wall Moltres in ways other Pokemon cannot. Not only does it outrun Moltres, but it also shrugs off anything Moltres throws at it any move and can retaliate with Body Slam and Hyper Beam, targeting Moltres's weaker Defense and threatening paralysis. However, Rest Moltres sets can engage in a stall war with Arcanine, and because Rest does not reset the Toxic counter, Toxic Moltres builds sets often win in the long term (removed hyphen) as well.

[CREDITS]
- Written by: [[ClairDeLuna, 583793]]
- Quality checked by: [[phoopes, 96315], [May, 236353]]
- Grammar checked by: [[Adeleine, 517429], [, ]]
View attachment 4675261/2
Implemented, thank you!
 
GP 2/2
[OVERVIEW]
Moltres is a fearsome threat in RBY NU, with significant bulk, the tier's most powerful special attack in Fire Blast, notable bulk, and a decent Speed tier that ties with Mr. Mime, Poliwhirl, and Venomoth. Moltres 2HKOes notable threats such as Mr. Mime and Nidoking, OHKOes Venomoth 74% of the time, and OHKOes Exeggcute, and it deals a significant chunk to most resistant switch-ins such as Golem and Water-types—barring Kabutops—while threatening to burn them. Fire Spin allows Moltres to chip down and pivot around its checks, Hyper Beam finishes off Fire-resistant threats, and various utility moves such as Reflect, Toxic, and Agility enable it to take on different roles, walling out certain threats or sweeping late-game. Defensively, it brings Earthquake immunity, takes four Slashes for Charizard to KO, and is only 3HKOed by super effective Blizzards, Thunderbolts, and Surfs from the various threats in the tier. and enough bulk to avoid a 3HKO from any attack that isn't Blizzard, Thunderbolt, or Surf; even Charizard's Slash is a 4HKO.

Despite its legendary status, Moltres suffers from the ubiquity of a mere starter, the pedestrian Fire / Flying type in Charizard, which can set up on standard Moltres freely. (so why does the slash 4hko matter) It's also hindered by the prevalence of teams stacking Fire- and Water-types, which leave it with few opportunities to truly unleash its Fire Blast. Fire / Flying is a flawed type combination despite the Earthquake immunity, suffering greatly against Rock Slide and carrying common weakness; even if Moltres often avoids 2HKOs from Blizzard, Thunderbolt, and Surf, it'd rather not be weak to them at all. Moltres also suffers from a shallow offensive movepool, with Fire Blast and Hyper Beam being its are Moltres's only real, strong attack options; both are just inaccurate enough to make it inconsistent and punishable. Finally, Utilizing Moltres means running a second Fire / Flying type alongside Charizard in a metagame full of Water- and Rock-types, and one where super effective moves abound. Despite this, its sheer stat total allows it to find gives it a place on many teams as a terrifying damage dealer, bulky roadblock, or endgame sweeper.

[SET]
name: Offensive
move 1: Fire Blast
move 2: Hyper Beam
move 3: Fire Spin
move 4: Agility / Toxic

[SET COMMENTS]
Set Description
=========
This set utilizes leans on Moltres's huge damage output to break holes in the enemy team, primarily leaning on Fire Blast. Because NU tends to be fast-paced and lacking in recovery, nothing but Kabutops switches fearlessly into Fire Blast barring the 4x resistant Kabutops. A single Fire Blast hit leaves a number of foes in precarious positions. It puts Mr. Mime in KO range for a Charizard's Hyper Beam and usually in range of Charizard's its Fire Blast, leaves Golem unable to safely switch into Charizard's Earthquake or Mr. Mime's Psychic, and leaves Poliwhirl in range of Mr. Mime's Thunderbolt, to name a few examples. Hyper Beam lets Moltres finish off several Water-types after they have been worn down by switching into Fire Blasts repeatedly taking Fire Blast, notably dealing 42% minimum to Poliwhirl and 35% minimum to Seadra; this damage can add consistency in securing KOs and allows a 3HKO on Seadra if Fire Blast burns. Fire Spin lets Moltres pivot out of threats such as Golem and Water-types while safely bringing in a better-suited Pokemon, or it may and can provide crucial chip damage on a foe that is just out of Fire Blast range.

The final moveslot allows Moltres to either threaten a sweep and shrug off paralysis via Agility, or provide create an additional headache for Charizard with Toxic; (no headaches have been discussed yet) it can use Toxic plus Fire Spin to force Charizard to switch out rather than setting up, though this combination has dubious accuracy. Agility Moltres can also easily be saved for a late-game sweep, with teammates removing threats that can trade with or beat Moltres such as Water-types and Charizard. Then, Moltres can set up and potentially end the game, utilizing Fire Spin if necessary to earn crucial chip damage, though this is always risky.

Moltres benefits from teammates that can cover its weaknesses; (semi) Blastoise matches up well against Fire- and Water-types, and Golem comes such as Blastoise, which matches up well against the varying Fire- and Water-types of the tier, and Golem, which can come in on Fire-types that would otherwise exploit Moltres's poor coverage. Electrode is an offbeat option to exploit Water-types but leaves the team especially Golem-weak. Moltres also benefits from Mr. Mime and Clefable, which should be on every team, as both can typically remove key threats or their counterparts on the opposing team, making way for Moltres to shine such as themselves.

[SET]
name: Defensive
move 1: Fire Blast
move 2: Fire Spin / Reflect
move 3: Toxic / Fire Spin
move 4: Rest

[SET COMMENTS]
Set Description
=========
Defensive Moltres can be used as a bulky defensive Pokemon, annoying and wearing down annoy and weaken various threats that would normally handle its offensive set well. Toxic wears down foes hoping to set up such as Charizard and Kabutops that might otherwise set up freely, especially in combination with Fire Spin, which wastes their turns as Toxic damage ramps up. However, remember that Toxic + Fire Spin strategies are inconsistent; Toxic has 84.4% accuracy and Fire Spin has a horrid 69.5% accuracy, and this fast-paced metagame heavily punishes misses. Even without Toxic, Fire Spin still allows Moltres to harass burned foes or pivot out of threats. If running Toxic, Reflect is an option to stall out Charizard; Slash is only a 4HKO against Moltres, and Hyper Beam does not 2HKO until Charizard boosts to +6. This, alongside Rest, means that Charizard has to spend several turns setting up followed by several turns to KO, usually forcing Charizard to switch out instead. This does not work against Kabutops, as Surf is a guaranteed 3HKO. Reflect additionally has utility in slowing down Nidoking and Raticate if set up in advance, though Nidoking can still 3HKO with Blizzard and Raticate can break through with Super Fang and a critical hit Body Slam or Hyper Beam. Rest, of course, provides Moltres with recovery, though it is hard to wake Moltres up on against most of the tier; it can attempt to exploit Swords Dance-less Charizard, Blizzard-less Clefable, Venomoth, opposing Moltres, or the occasional Ninetales or Porygon as wake up opportunities do so against Charizard without Swords Dance, Clefable without Blizzard, Venomoth, Moltres, and the occasional Ninetales and Porygon, and it can switch in on Charizard's Earthquake, Fire Spin, or and various Thunder Wave users.

Moltres can enable double switches to catch foes as they attempt to switch into its Rest, such as allowing Kabutops or Blastoise in on an opposing getting Kabutops or Blastoise against Golem or Charizard. Reflect sets additionally benefit from setting up a Moltres versus Charizard endgame, surprising the opponent with an unexpectedly bulky Moltres as Toxic racks up damage; to this end, allies that are effective at trading down (this usually means bad for you) one-for-one such as Nidoking, Golem, and Blastoise are beneficial.

[STRATEGY COMMENTS]
Other Options
=============
Moltres generally lacks other move options outside of the moves listed above. Although Fire Blast can't be dropped, one can combine its other moves in varying ways to meet different threats, such as running Hyper Beam on a Rest set. Double-Edge is an option, providing far more PP than Fire Blast or Hyper Beam, but fails to outdamage Fire Blast even on Fire-resistant targets, while Sky Attack's charge time provides opponents plenty of opportunities to maneuver around it, such as by switching in a Golem or Kabutops is easy to maneuver around.

Checks and Counters
===================
**Charizard**: Charizard outspeeds Moltres and sets up Swords Dance freely, taking little from Fire Blast or Hyper Beam while 4HKOing with Slash or boosting up and KOing with a +6 Hyper Beam. Moltres has counterplay in the form of Toxic + Reflect, which allows it to tank any Charizard set. Toxic whittles Charizard down, but running Toxic sacrifices valuable utility elsewhere and renders Charizard immune to paralysis, allowing it to simply switch out and return later.

**Kabutops**: Kabutops shrugs off Fire Blasts as though they were mere Embers Fire Blast might as well be Ember to Kabutops, and it resists Hyper Beam too, rendering Moltres entirely ineffective. It threatens to set up Swords Dance or retaliate with a number of 3HKO options, including Surf, Blizzard, Slash, and Hyper Beam, and it essentially ignores burn. While Moltres outspeeds it and can use Fire Spin to pivot out, a miss will be punished to the tune of 30-40% of Moltres's HP.

**Golem**: Golem takes multiple Fire Blasts Fire Blast easily, only having a 14% chance to be 3HKOed, and threatens to OHKO in return with Rock Slide 92% of the time. However, a burn significantly hampers Golem, so it must carefully consider whether to risk switching into Fire Blast the risk, especially if other options such as a Water-types are available. If Moltres manages to apply burn, it can even freely set up Agility to reapply the burn Attack drop, making Golem's Rock Slide barely 4HKO Moltres.

**Bulky Water-types**: Blastoise takes Fire Blast well; Moltres needs to land three Fire Blasts and a Hyper Beam to 4HKO, potentially missing in the process, while Blastoise is able to 3HKO with Surf. Less specially bulky options like Seadra and Kingler can check Moltres in a pinch, being 4HKOed and 3HKOed, respectively, by Fire Blast while 2HKOing with their STAB options in return. However, they want to come in against a weakened Moltres due to their lower Speed and relative frailty. Poliwhirl takes quite a bit from Fire Blast normally, being 3HKOed like most other Water-types, but threatens Hypnosis with its Speed tie as well as Amnesia a Speed tie and the moves Hypnosis and Amnesia; this allows it to barricade Moltres almost as well as Kabutops while threatening significantly more damage in return, dealing minimum 77% with Hydro Pump at +2. Moltres gains little from winning the Speed tie.

**Paralysis**: A paralyzed Moltres becomes much easier to handle, outsped by its checks and less likely to land already inconsistent moves such as Fire Blast. Paralysis also allows many Pokemon intimidated by Moltres's Fire Blast, creates many revenge killers such as Nidoking, Clefable, and Mr. Mime, to revenge kill it. While Moltres often runs Agility and can counteract the Speed loss, this does not prevent full paralysis from inhibiting its reliability.

**Arcanine**: While uncommon in the modern metagame, Arcanine is uniquely able to wall Moltres . Not only does it outrun Moltres, but it also shrugs off any move and can retaliate with Body Slam and Hyper Beam, targeting Moltres's weaker Defense and threatening paralysis. However, Rest Moltres sets can engage in a stall war with Arcanine, and Toxic Moltres sets often win in the long term as well.

[CREDITS]
- Written by: [[ClairDeLuna, 583793]]
- Quality checked by: [[phoopes, 96315], [May, 236353]]
- Grammar checked by: [[Adeleine, 517429], [, ]]
 

Sabelette

from the river to the sea
is a Site Content Manageris a Community Contributoris a Top Contributoris a Forum Moderator Alumnus
We may want to hold off just a moment because there's a suspect that mildly affects this analysis that finishes next week - if it's okay I can wait till then and remove references to Poliwhirl if it's banned!
 

phoopes

I did it again
is a Site Content Manager Alumnusis a Senior Staff Member Alumnusis a Community Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
We may want to hold off just a moment because there's a suspect that mildly affects this analysis that finishes next week - if it's okay I can wait till then and remove references to Poliwhirl if it's banned!
Im going to upload today (when I get to a computer), and if Poli ends up being banned we can end up taking out references to Poliwhirl with CMS edits
 

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top