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Aipom

In-battle formes

HP:55
Attack:70
Defense:55
Sp. Atk:40
Sp. Def:55
Speed:85
Min (-ve nature, 0 IVs)157
Default206
Max Neutral269
Max Positive295
Max Neutral (+1)403
Max Positive (+1)442
Max Neutral (+2)538
Max Positive (+2)590
ZeroUsed
Choice Band295
All-out Attacker295

Strategies

  • en
Formats:

Choice Band

Move 1
Move 2
  • Brick Break
    Destroys screens, even if the target is immune.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
Move 4
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%

Aipom's high Speed and Attack make it a potent wallbreaker with Choice Band and Double-Edge. Brick Break targets Rock-types such as Corsola and Rhyhorn, as well as hitting Magnemite. Baton Pass lets Aipom pivot out, easing prediction against foes likely to switch out against it. Return provides a powerful hit without costing Aipom's HP, but its lower power matters in some matchups, such as it failing to 2HKO physically bulky variants of Gloom and Koffing. Both of Aipom's abilities are useless; it does not matter which is chosen.

Aipom best fits on offensive and balance teams looking for a potent wallbreaker, something helped by the lack of viable Pokemon that resist Normal-type moves. The ability to remove physical and special walls and tanks such as Koffing, Noctowl, and Flaaffy makes it a great partner for offensive teammates such as Elekid, Ponyta, and Gloom. Calm Mind Corsola is Aipom's hardest counter, taking minimal damage from Double-Edge and failing to be 2HKOed by Brick Break. Grass-types such as Tropius and Gloom can break through Corsola before it accumulates too many boosts, though they must watch out for Ice Beam. Powerful wallbreakers such as Clamperl and Cubone can break through Aipom's defensive checks like Corsola, Rhyhorn, and Lileep, while it in return provides them with the means to switch in with Baton Pass. Toxic users such as Porygon can also cripple these foes, limiting their ability to check Aipom. Aipom struggles with faster Pokemon such as Ponyta and Abra, making bulky Pokemon such as Mightyena and Tropius good teammates. Choice Band Aipom can be used as a lead, providing instant power against opposing leads and the ability to pivot out of bad matchups and predicted switches using Baton Pass.

All-out Attacker

Move 1
Move 2
  • Brick Break
    Destroys screens, even if the target is immune.
    TypeFighting
    CategoryPhysical
    Power75 BP
    Accuracy100%
Move 3
  • Return
    Max 102 power at maximum Happiness.
    TypeNormal
    CategoryPhysical
    Accuracy100%
Move 4
  • Focus Punch
    Fails if the user takes damage before it hits.
    TypeFighting
    CategoryPhysical
    Power150 BP
    Accuracy100%
    Priority-3
  • Baton Pass
    User switches, passing stat changes and more.
    TypeNormal

Aipom's Normal-type STAB moves and Fighting-type coverage moves are virtually perfect coverage against all of the ADV ZU metagame besides the rare Shuppet, and its high Speed enables it to easily revenge kill foes like Quilava, Doduo, and Meditite and clean up weakened teams. Brick Break lacks Double-Edge's recoil as a coverage move for Pokemon that resist Normal like Lileep, Magnemite, and Rhyhorn, though Double-Edge is still stronger against most of them, including Anorith. Return trades Double-Edge's recoil drawback for lower power, though this is helpful to Aipom given its lack of defensive utility and longevity. Focus Punch can catch Corsola and other Pokemon weak to Fighting like Mightyena and Lileep trying to switch into Aipom, dealing way more damage than Double-Edge or Brick Break despite the riskiness of using it. Baton Pass enables Aipom to be an offensive pivot, taking advantage of switch-ins to switch to an appropriate teammate and letting Aipom escape bad matchups against defensive Pokemon such as Corsola. A Silk Scarf maximizes the power of Aipom's STAB moves and lacks the drawbacks of locking in that Choice Band inflicts.

All-out Attacker Aipom fits more offensive teams as a cleaner thanks to its high Speed, and its utility as a revenge killer is also appreciated by bulkier teams. Wallbreakers like Seaking, Quilava, and Ponyta can soften up teams for Aipom to clean up while checking opposing Ponyta. Choice Band wallbreakers such as Doduo, Volbeat, and Meditite can respectively break down physically defensive Pokemon such as Koffing, Mightyena, and Corsola for Aipom. Pokemon that can check or counter Koffing such as Tentacool, Drowzee, and Dustox are helpful teammates for Aipom due to it struggling to overcome Koffing on its own. Physically defensive Gloom and Tropius are a pain for Aipom to break without support, so it appreciates help from partners like Koffing and Fire-types like Ponyta and Quilava to neutralize them. Aipom appreciates bulkier partners that can check the few Pokemon faster than it; Castform and Wartortle can handle Ponyta, Mightyena and Porygon check Abra, and Chinchou and Delcatty answer Elekid. Aipom especially struggles to break Corsola, so it appreciates checks to it such as Flaaffy and Gloom. Other Baton Pass users such as Ariados and Delcatty synergize with Aipom by creating pivot cores and allowing it to come in more safely.

Other Options

Focus Punch on Choice Band sets provides a stronger hit against Rock- and Steel-types, but it fails to OHKO Calm Mind Corsola, is extremely prediction-reliant, and can be exploited by foes after Aipom gets a KO. Aipom has a variety of utility options such as Taunt, Toxic, and Thunder Wave, but Aipom's its frailty makes it outclassed at using these moves. Shadow Ball provides Aipom with the means to threaten Shuppet, but its rarity makes Shadow Ball generally not worth using.

Checks and Counters

Rock-types: Corsola and the rare Lileep take minimal damage from Aipom's STAB moves, aren't 2HKOed by a Choice Band-boosted Brick Break, and can heal off damage with Recover, making them Aipom's hardest check. Rhyhorn lacks reliable recovery, but it can easily tank Aipom's STAB moves and threaten it and its team with heavy damage in return.

Faster Foes: While they are usually OHKOed back, faster foes such as Abra and Ponyta can easily revenge kill Aipom after it has taken the smallest amount of chip damage. Weather sweepers, such as Gloom, can easily OHKO Aipom when their favored weather is active, though they usually take heavy damage or are OHKOed outright by Aipom's attacks.

Shuppet: Since Aipom usually only runs Normal- and Fighting-type attacking moves, it cannot damage Shuppet at all.

Magnemite: With its resistance to Normal, Magnemite can tank Aipom's STAB moves and threaten it and its team with heavy damage and status, though it cannot switch into even resisted Choice Band-boosted Normal-type attacks and must be wary of Aipom's Fighting-type coverage.

Tropius: Offensive variants of Tropius can easily tank even a Choice Band-boosted Double-Edge and threaten heavy damage in return, notably with Tropius able to set up sun to outspeed Aipom next turn. Defensive variants of Tropius are bulky enough to not even be 2HKOed by a Choice Band-boosted Double-Edge, letting it wall Aipom.

Status: Being burned completely ruins Aipom, preventing it from meaningfully damaging most foes. Paralysis is similar, making Aipom easy to KO due to its frailty. While Toxic doesn't immediately stop Aipom, it tends to be worn down very quickly by poison damage and Double-Edge recoil.

Credits

Moves

 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
30
Accuracy
100%
PP
15
30% chance to make the target flinch.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
Accuracy
PP
40
User switches, passing stat changes and more.
 
Power
10
Accuracy
100%
PP
10
All healthy allies aid in damaging the target.
 
Power
85
Accuracy
100%
PP
15
30% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
Destroys screens, even if the target is immune.
 
Power
Accuracy
100%
PP
20
If hit by physical attack, returns double damage.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
Accuracy
PP
40
Raises the user's Defense by 1.
 
Power
60
Accuracy
100%
PP
10
Digs underground turn 1, strikes turn 2.
 
Power
120
Accuracy
100%
PP
15
Has 1/3 recoil.
 
Power
15
Accuracy
85%
PP
10
Hits 2-5 times in one turn.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
100
Accuracy
100%
PP
15
User gains 1/2 HP inflicted. Sleeping target only.
 
Power
100
Accuracy
50%
PP
5
100% chance to confuse the target.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
75
Accuracy
100%
PP
15
10% chance to burn the target.
 
Power
150
Accuracy
100%
PP
20
Fails if the user takes damage before it hits.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
10
Accuracy
95%
PP
20
Power doubles with each hit, up to 160.
 
Power
18
Accuracy
80%
PP
15
Hits 2-5 times in one turn.
 
Power
Accuracy
100%
PP
15
Varies in power and type based on the user's IVs.
 
Power
75
Accuracy
100%
PP
15
10% chance to freeze the target.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
120
Accuracy
75%
PP
5
No additional effect.
 
Power
80
Accuracy
85%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
Picks a random move.
 
Power
Accuracy
PP
10
The last move the target used replaces this one.
 
Power
20
Accuracy
100%
PP
10
100% chance to lower the target's accuracy by 1.
 
Power
Accuracy
PP
15
A sleeping target is hurt by 1/4 max HP per turn.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
40
Accuracy
100%
PP
20
Power doubles if the targeted foe is switching out.
 
Power
Accuracy
PP
5
For 5 turns, heavy rain powers Water moves.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
100%
PP
20
Max 102 power at maximum Happiness.
 
Power
20
Accuracy
100%
PP
15
50% chance to lower the target's Defense by 1.
 
Power
Accuracy
100%
PP
15
Lowers the target's accuracy by 1.
 
Power
40
Accuracy
100%
PP
35
No additional effect.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
70
Accuracy
100%
PP
20
Effect varies with terrain. (30% paralysis chance)
 
Power
Accuracy
100%
PP
20
Does damage equal to the user's level.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
Accuracy
PP
10
User steals certain support moves to use itself.
 
Power
40
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 2-5.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
90%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
20
For 2 turns, the target can't use status moves.
 
Power
40
Accuracy
100%
PP
10
If the user has no item, it steals the target's.
 
Power
120
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
95
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
75
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
Accuracy
100%
PP
20
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
Lowers the target's Attack and Defense by 1.
 
Power
Accuracy
85%
PP
10
Badly poisons the target.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
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