vs
Post
I want to preface this by saying I don't think either is too good, but their shared role as an early game pivot that can live any hit and set up rocks is fairly useful on certain offense teams, as well as checking regieleki. As for which one people use, its swampert almost every time, so I gave toad a chance in this post dracovish meta.
So what are the differences? Well, toad has slightly worse bulk on both sides and and slightly less physical power. In reality, with some EV shuffling its not a huge deal, but obvious swampert's superior stats do give it competition. And since both lack recovery every percentage is key in prolonged games, but in general they get three hit KO'd by the same threats, and two hit KO'd by the same threats. The other trade off between them is flip turn vs water absorb, and honestly flip turn is what pert clicks 70% of the time so losing it kinda blows. That said a water immunity is always much appreciated.
The sets:
CB
I find this set gimmicky at best for pert. The idea is when the opponent gets walled and sends in something passive like Clef to trade rocks and the like you can blow it back with a strong eq. The issue is pert is slow and needs defense investment to be bulky. Water/Ground doesn't resist too much physically, and 100/90/90 is merely OK.
So what about the toad? Well, toad has even less natural bulk and seriously is useless defensively without it. Don't run this set on toad, like seriously. Can't even 2hko clef with adamant 252 CB EQ, its a roll. If you really want, here is a spread, but I can't think of a real team to run this on.
CB for mag and volc (Seismitoad) @ Choice Band
Ability: Water Absorb
EVs: 240 HP / 184 Atk / 80 SpD
Adamant Nature
- Stealth Rock
- Ice Punch
- Earthquake
- Liquidation
The set has enough attack to OHKO max hp mag with EQ. Has enough SpeDef for a +1 volc bug buzz. You can flip it to defense if volc isn't an issue for you. Rocks are here because toad has no better options, power whip is less powerful than other moves almost always, and I like the role compression.
Defensive (the better set)
Pert gets the benefit of better stats and flip turn, meaning it pivots and tanks better. Toad gets a water immunity instead of a neutrality. That being said, a water immunity is merely a benefit, not a selling point. For one, never use seismitoad as your only water resist. Most things that use water stab have other stabs that hit toad neutrally, and hard. As a generic physical wall, it can generally take any two neutral non boosted/choice physical hits but no more. This means if you switch into something like a lando t eq, and they predict you to setup rocks and EQ again, your toad is at like 10% and is basically dead.
So what is water absorb good for? Well, it punished choiced water attacks with rocks. That's really the extend of its usefulness. However, this is a very useful trait for switching into pex, Urshifu rapid, of rain kingdra. Being able to pivot around other water attacks and healing is useful as well. It also switched into generic fat mons to get up rocks as well as most fire and non grass move electrics, but so does pert. Both hate status and knock of equally, so I'd only recommend these mons on offense teams who want some hit taking capabilities to buy them time to mount their own attack.
I have two spreads for you all:
Standard (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 12 Atk / 140 Def / 108 SpD
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Protect/Toxic/Knock Off
This is the bread and butter. Defense investment allows for toad to survive two max attack jolly lando EQs. 12 attack is so EQ always kills 4/0 zygarde substitutes (optional but cheap). The SpDef is arbitrary but useful for tapu koko dazzling gleam and heatran. Use EQ and scald for sure (EQ kills SpDef heatran, hits most mags harder), rocks are equally necessary since that's the whole reason you run the set. Protect can help with longevity but exasperates toads weaknesses to status and knock off. Knock off is generally better in longer games in which toad is bad anyways. Toxic is the most consistent since while the scald + toxic combo isn't unbeatable, its tried and true.
Zygarde Killer (Seismitoad) @ Leftovers
Ability: Water Absorb
EVs: 248 HP / 72 Atk / 188 Def
Relaxed Nature
- Scald
- Earthquake
- Stealth Rock
- Ice Punch
This set is like previous, but sacrifices SpDef so it can better check zygarde. More physdef to take arrows better, and 72 attack evs + ice punch 2hkos 4 defense zygarde. Not a perfect check, but one or two imperfect checks to zygarde is generally enough for offense. Can replace scald with toxic or knock if you want, but I'd keep EQ.
All in all, toad is OK, and definitely has a niche over pert. But a niche over a niche pokemon is basically pittance so if you feel like seismitoad is too bad to legitimately use I can't say I disagree.