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Plasmanta

NOTE: This non-official Pokemon was created as part of the Create-A-Pokemon project, and is only usable on our Pokemon Showdown server.

In-battle formes

HP:60
Attack:57
Defense:119
Sp. Atk:131
Sp. Def:98
Speed:100
Min (-ve nature, 0 IVs)184
Default236
Max Neutral299
Max Positive328
Max Neutral (+1)448
Max Positive (+1)492
Max Neutral (+2)598
Max Positive (+2)656
Create-A-Pokemon
Substitute + 3 Attacks328

Evolutions

Strategies

  • en
Formats:
  • CAP
Written by snake

Overview

Plasmanta can take advantage of Substitute to capitalize on its ability to force out Grass- and Fairy-types and use the appropriate coverage more easily. Additionally, its unique Electric / Poison typing allows it to break past Jumbao and Tangrowth, which most Electric-types cannot do easily. Despite these positives, Plasmanta is basically unviable and should not be considered for most serious teams. Plasmanta requires its STAB moves and Hidden Power coverage to hit the metagame effectively, and its STAB attacks are easy to play around due to the ubiquity of Ground- and Steel-types, while Hidden Power is easy to punish due to the low Base Power. Without Volt Switch, Plasmanta struggles to gain momentum as well as other Electric-types like Krilowatt and Tapu Koko. It's stuck in an awkward Speed tier of 100, falling short of one of its hardest counters, Pajantom. No recovery outside of Leftovers prevents even a well-played Plasmanta from consistently checking Grass- and Fairy-types like it's supposed to. Furthermore, offensive Pokemon that it would otherwise want to check such as Tapu Koko and Tornadus-T are special attackers, which prey on its pitiful special bulk. Finally, defensive Pokemon that Plasmanta can break open like Arghonaut, Jumbao, and Tangrowth commonly run Ground-type coverage, further limiting its opportunities to switch in.

Substitute + 3 Attacks

Move 1
Move 2
Move 3
  • Sludge Bomb
    30% chance to poison the target.
    TypePoison
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4

Moves

Substitute not only eases prediction for the Plasmanta user but also allows Plasmanta to scout for Choice Scarf from Pokemon like Landorus-T and lets Plasmanta beat Ferrothorn cleanly if it opts to run Hidden Power Fire. Thunderbolt is used over Discharge to reliably 2HKO Arghonaut and OHKO Tornadus-T. Hidden Power Fire 2HKOes Ferrothorn, which would otherwise wall Plasmanta, and reliably OHKOes Kartana. It's also Plasmanta's best available way to damage Equilibra. Alternatively, Hidden Power Ice 2HKOes Gliscor and Mega Garchomp, and OHKOes most Landorus-T sets.

Set Details

48 HP EVs prevent Ferrothorn's Knock Off from breaking Plasmanta's Substitute. Running a Timid nature allows Plasmanta to outspeed non-Choice Scarf Tapu Lele, offensive Jumbao, and maximum Speed Landorus-T.

Usage Tips

Switching into Pokemon like Caribolt, Toxapex, and Kartana ensures Plasmanta will take as little damage as possible when switching in, though it should be wary of Knock Off from Toxapex and Kartana. Once in, it is generally best to use Substitute on the forced switch to gauge the opponent's best response to Plasmanta. Also, it eases prediction, which Plasmanta would be very reliant on. Then, use the appropriate coverage move to damage the switch-in or fish for a poison with Sludge Bomb. However, if the opponent has a hard counter to Plasmanta like Smokomodo or Chansey, it's usually best to double switch out. Opponents will likely be careful not to use Water-type moves with Choice Scarf Volkraken or Ash-Greninja when Plasmanta is alive. Use this to your advantage, limiting these powerful wallbreakers' actions.

Team Options

Despite the fact that Plasmanta can lure some Ground-types and take them out with Hidden Power Ice, Ground-type checks like Jumbao, Tangrowth, Tornadus-T, and Landorus-T are vital. Psychic-type checks like Celesteela, Magearna, and Ferrothorn are also necessary. Entry hazard setters like Greninja and Landorus-T help Plasmanta better punish switches, and hazard removers like Tornadus-T and Kitsunoh improve its ability to switch in. Pursuit trappers like Weavile, Mega Tyranitar, and Colossoil trap many of Plasmanta's checks like Mega Latios, Pajantom, and Tapu Lele Choice-locked into Psychic. Because Plasmanta draws in Ferrothorn, Pokemon that appreciate it worn down like Tapu Lele and Magearna are useful teammates. If Plasmanta is not running Hidden Power Fire, though, Pokemon like Heatran and Volkraken that like Ferrothorn to switch in make for good partners. Similarly, Necturna, Mega Pinsir, Gyarados, and Aurumoth appreciate Plasmanta's ability to lure out Ground-types.

Other Options

Plasmanta can run Taunt or Encore over Substitute, but these are generally inferior because they don't ease prediction as Substitute does.

Checks and Counters

Faster Attackers: Pokemon that commonly appear on teams wear down Plasmanta quickly before it can set up a Substitute. Tornadus-T nearly KOes Plasmanta with Hurricane + Supersonic Skystrike and OHKOes with Hidden Power Ground. Syclant and Greninja demolish Plasmanta with Earthquake and Ice Beam. Ash-Greninja and Choice Scarf Volkraken can use their secondary STAB moves to bypass Plasmanta's Storm Drain and KO it. Pajantom can avoid being 2HKOed by Hidden Power Ice and OHKO back with Earthquake.

Chansey: Chansey easily walls Plasmanta, and while it fears odd options like Taunt and Encore, Plasmanta rarely runs these moves.

Psychic-types: With naturally high Special Defense, Mega Latios, Hoopa-U, and Mega Alakazam can generally take Plasmanta's hits well enough to retaliate, but they hate being crippled by poison. Mega Medicham Speed ties with Plasmanta and OHKOes it with Zen Headbutt but doesn't like to take repeated hits. Choice Scarf Tapu Lele cannot switch into Sludge Bomb but soundly OHKOes Plasmanta otherwise.

Ground-types: Gliscor and Landorus-T need to avoid Hidden Power Ice, but they can OHKO Plasmanta otherwise. Fidgit and Colossoil can take a couple of rounds of Hidden Power Ice and OHKO with Earth Power or Earthquake. However, if Plasmanta reveals to be Hidden Power Fire, these Pokemon are very safe switch-ins. Equilibra and Gastrodon can switch into Plasmanta quite easily and force it out as well.

Steel-types: Though Ferrothorn cannot break Plasmanta's Substitute easily, it can use Plasmanta as fodder for setting up entry hazards and isn't forced out unless Plasmanta runs Hidden Power Fire. Magearna, while usually running resisted coverage, nearly OHKOes with +1 Twinkle Tackle and Hidden Power Ground and 2HKOes with +1 Ice Beam. Kitsunoh and Heatran don't appreciate repeated hits from Thunderbolt but can OHKO Plasmanta easily with Earthquake and Earth Power.

Credits

Moves

 
Power
40
Accuracy
100%
PP
30
10% chance to lower the foe(s) Sp. Def by 1.
 
Power
90
Accuracy
90%
PP
10
No additional effect.
 
Power
Accuracy
100%
PP
15
A target of the opposite gender gets infatuated.
 
Power
80
Accuracy
PP
20
This move does not check accuracy.
 
Power
Accuracy
PP
5
Prevents the target from switching out.
 
Power
50
Accuracy
90%
PP
10
70% chance to raise the user's Sp. Atk by 1.
 
Power
50
Accuracy
PP
15
Resets all of the target's stat stages to 0.
 
Power
Accuracy
PP
20
Lowers the target's Sp. Atk by 1.
 
Power
70
Accuracy
100%
PP
20
High critical hit ratio. 10% chance to poison.
 
Power
50
Accuracy
95%
PP
30
No additional effect.
 
Power
80
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
80
Accuracy
100%
PP
15
30% chance to paralyze adjacent Pokemon.
 
Power
Accuracy
PP
15
Raises the user's evasiveness by 1.
 
Power
Accuracy
100%
PP
15
Lowers the target's Sp. Atk by 2.
 
Power
Accuracy
PP
10
5 turns. Grounded: +Electric power, can't sleep.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Speed by 1.
 
Power
Accuracy
100%
PP
5
Target repeats its last move for its next 3 turns.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
80
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
Accuracy
100%
PP
20
Max 102 power at minimum Happiness.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
60
Accuracy
100%
PP
15
Varies in type based on the user's IVs.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
PP
25
Normal moves become Electric type this turn.
 
Power
100
Accuracy
75%
PP
15
30% chance to lower the target's Defense by 1.
 
Power
Accuracy
PP
10
For 5 turns, the user has immunity to Ground.
 
Power
65
Accuracy
100%
PP
20
User recovers 50% of the damage dealt.
 
Power
80
Accuracy
100%
PP
20
30% chance to poison the target.
 
Power
15
Accuracy
100%
PP
35
30% chance to poison the target.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio. 10% chance to poison.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
80
Accuracy
100%
PP
10
Damages target based on Defense, not Sp. Def.
 
Power
Accuracy
100%
PP
15
Random damage equal to 0.5x-1.5x user's level.
 
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
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
60
Accuracy
PP
20
This move does not check accuracy.
 
Power
75
Accuracy
100%
PP
15
10% chance to confuse the target.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
90
Accuracy
100%
PP
10
30% chance to poison the target.
 
Power
95
Accuracy
100%
PP
10
10% chance to poison adjacent Pokemon.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
Accuracy
PP
40
No competitive use.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
Accuracy
55%
PP
20
Causes the target to become confused.
 
Power
Accuracy
85%
PP
15
Raises the target's Attack by 2 and confuses it.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
110
Accuracy
70%
PP
10
30% chance to paralyze. Can't miss in rain.
 
Power
90
Accuracy
100%
PP
15
10% chance to paralyze the target.
 
Power
40
Accuracy
100%
PP
30
10% chance to paralyze the target.
 
Power
Accuracy
90%
PP
20
Paralyzes the target.
 
Power
Accuracy
90%
PP
10
Badly poisons the target. Poison types can't miss.
 
Power
Accuracy
100%
PP
20
Lowers Atk/Sp. Atk/Speed of poisoned foes by 1.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target is poisoned.
 
Power
60
Accuracy
100%
PP
20
20% chance to confuse the target.
 
Power
Accuracy
PP
10
Protects allies from multi-target moves this turn.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
80
Accuracy
90%
PP
15
20% chance to make the target flinch.
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