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Moltres-Galar

In-battle formes

HP:90
Attack:85
Defense:90
Sp. Atk:100
Sp. Def:125
Speed:90
Min (-ve nature, 0 IVs)166
Default216
Max Neutral279
Max Positive306
Max Neutral (+1)418
Max Positive (+1)459
Max Neutral (+2)558
Max Positive (+2)612
1v1
Custap Berry216
Assault Vest220
Rocky Helmet223

Formes

Strategies

Written by glitched

Custap Berry

Move 1
  • Fiery Wrath
    20% chance to make the foe(s) flinch.
    TypeDark
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
Move 4
  • Endure
    User survives attacks this turn with at least 1 HP.
    TypeNormal
    Priority4

Set Description

Galarian Moltres is a bulky special attacker that uses Special Attack boosts from Berserk and Nasty Plot to overwhelm its opponents. Its typing allows it to beat Dragapult, Cresselia, Spectrier, and both Urshifu formes with STAB Fiery Wrath and Hurricane. Endure + Custap Berry provides a free turn versus most Pokemon to attack, setup Nasty Plot, or use Endure on frail offensive Pokemon like Choice item Galarian Darmanitan. Galarian Moltres has good matchups against Pokemon like stall Azumarill, some Ferrothorn, and most Celesteela thanks to Nasty Plot.

EVs

140 HP and 248 Defense EVs allow Galarian Moltres to survive Outrage from Adamant Choice Band Haxorus and Fishious Rend from Adamant Choice Scarf Dracovish. The remaining EVs are put into Special Attack for maximum damage output.

An alternate EV spread of 80 HP / 192 Def / 124 SpA / 112 Spe with a Modest nature has a better SubSeed Celesteela and Taunt Corviknight matchup, but has worse matchups versus Haxorus and Dracovish. The Defense EVs survive Close Combat from Choice Band Urshifu, while the HP EVs allow Galarian Moltres to live Choice Specs Volcanion's Overheat. The Speed investment is for Celesteela while the remaining EVs are put in Special Attack.

Usage Tips

Against Pokemon that cannot threaten to OHKO Galarian Moltres, such as Haxorus, Urshifu, and Naganadel, it should attack on turn 1. An exception to this is Celesteela, where Galarian Moltres should use Nasty Plot once and 2HKO with Fiery Wrath afterward. Against foes that threaten to OHKO Galarian Moltres, such as Galarian Darmanitan, Endure allows it to survive the hit and OHKO back.

When facing foes that both have the option of OHKOing Galarian Moltres or not, such as Porygon-Z and Life Orb Dracovish, Galarian Moltres can either use Endure against a move that would otherwise OHKO, or predict that the foe will play around it and use an attacking move or Nasty Plot to save Endure for the next turn. Some prediction is also required versus Metagross, since Nasty Plot should be used on Weakness Policy variants, while Fiery Wrath is used on other variants.

Assault Vest

Move 1
  • Fiery Wrath
    20% chance to make the foe(s) flinch.
    TypeDark
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 2
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%
Move 3
  • Snarl
    100% chance to lower the foe(s) Sp. Atk by 1.
    TypeDark
    CategorySpecial
    Power55 BP
    Accuracy95%
Move 4
  • Sucker Punch
    Usually goes first. Fails if target is not attacking.
    TypeDark
    CategoryPhysical
    Power70 BP
    Accuracy100%
    Priority1

Set Description

Assault Vest Galarian is strong against special attackers, such as Magnezone, Volcanion, and non-Life Orb Porygon-Z. It is also strong against common Custap Berry users, such as Magnezone and Sawk. Snarl has reliable matchups against Porygon-Z, Magnezone, Volcanion, and Heatran.

EVs

The HP and Defense investment enables Galarian Moltres to survive a Meteor Mash from +2 Adamant Metagross.

The Special Defense allows it to beat Choice Specs Magnezone. The Speed investment is for Modest Magnezone, and the remaining EVs are put into Special Attack.

Usage Tips

Against an opposing Porygon-Z, Galarian Moltres should use Snarl on turn 1, Fiery Wrath on turn 2, and Sucker Punch on turn 3. Against an opposing Metagross, Galarian Moltres should use Fiery Wrath turn 1. If the damage reveals Assault Vest Metagross, then it should use another Fiery Wrath and then use Sucker Punch on turn 3. If the opposing Metagross either is a Weakness Policy or Choice Band set, Galarian Moltres should use Sucker Punch immediately afterward. Against an opposing Magnezone, Galarian Moltres should use Snarl on the first two turns, Fiery Wrath on turn 3, and Sucker Punch on turn 4.

Rocky Helmet

Move 1
Move 2
  • Taunt
    Target can't use status moves its next 3 turns.
    TypeDark
    Accuracy100%
Move 3
  • Fiery Wrath
    20% chance to make the foe(s) flinch.
    TypeDark
    CategorySpecial
    Power90 BP
    Accuracy100%
Move 4
  • Hurricane
    30% chance to confuse target. Can't miss in rain.
    TypeFlying
    CategorySpecial
    Power110 BP
    Accuracy70%

Set Description

Rocky Helmet Galarian Moltres uses Nasty Plot and Taunt to have better matchups versus stall Pokemon, such as Ferrothorn and Chansey, and physical attackers, such as Assault Vest Metagross and specially defensive Haxorus, while still hitting Dark-, Ghost-, Fighting-, and Grass-types with its STAB moves.

EVs

The HP and Defense EVs allow Galarian Moltres to not be 2HKOed by Gyro Ball from non-Adamant Ferrothorn while maximizing odds against Choice Scarf Volcanion. The Special Attack allows Galarian Moltres to OHKO most Ferrothorn sets after a Nasty Plot, a boost from Berserk, and a turn of Rocky Helmet damage. The remaining EVs are put in Speed.

Usage Tips

Against an opposing Ferrothorn, Galarian Moltres should use Nasty Plot on turn 1, Taunt on turn 2, and Hurricane on turn 3. Against an opposing Chansey, Galarian Moltres should always use Taunt on turn 1, Nasty Plot on turn 2, and Fiery Wrath on turn 3. If Chansey uses Seismic Toss once during the first three turns, Galarian Moltres can use Taunt again and use Fiery Wrath twice to secure the win. If Chansey uses Seismic Toss twice during the first three turns, Galarian Moltres should use Taunt on turn 4 and Hurricane on turn 5 to secure the win. If Chansey uses Seismic Toss on all three of the first three turns, Galarian Moltres should use Fiery Wrath on turn 4 to secure the win. However, against specially defensive Chansey sets, some prediction is required with when to use Taunt.

Some prediction is also required against Metagross, as Galarian Moltres should use Nasty Plot against Weakness Policy variants and Fiery Wrath against all other sets.

Other Options

Galarian Moltres may also use Sitrus Berry to beat Assault Vest Entei or Wacan Berry to beat Regieleki.

Credits

Moves

 
Power
Accuracy
PP
15
The target makes its move right after the user.
 
Power
Accuracy
PP
30
Raises the user's Speed by 2.
 
Power
75
Accuracy
95%
PP
15
30% chance to make the target flinch.
 
Power
60
Accuracy
100%
PP
5
10% chance to raise all stats by 1 (not acc/eva).
 
Power
60
Accuracy
100%
PP
10
Power doubles if target was damaged this turn.
 
Power
120
Accuracy
100%
PP
15
Has 33% recoil.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
40
Accuracy
90%
PP
10
Hits 2 times in one turn.
 
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
90
Accuracy
100%
PP
10
20% chance to make the foe(s) flinch.
 
Power
90
Accuracy
95%
PP
15
Flies up on first turn, then strikes the next turn.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
40
Accuracy
100%
PP
35
Power doubles during Bounce, Fly, and Sky Drop.
 
Power
65
Accuracy
100%
PP
10
Power doubles if the target has a status ailment.
 
Power
110
Accuracy
70%
PP
10
30% chance to confuse target. Can't miss in rain.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
90
Accuracy
100%
PP
10
No additional effect. Hits adjacent foes.
 
Power
Accuracy
PP
10
No foe can use any move known by the user.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
100%
PP
10
Lowers target's Attack, Sp. Atk by 2. User faints.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
Accuracy
PP
10
User sleeps 2 turns and restores HP and status.
 
Power
60
Accuracy
100%
PP
15
Power doubles if others used Round this turn.
 
Power
Accuracy
PP
25
For 5 turns, protects user's party from status.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Sp. Def by 1.
 
Power
140
Accuracy
90%
PP
5
Charges, then hits turn 2. 30% flinch. High crit.
 
Power
Accuracy
PP
10
User must be asleep. Uses another known move.
 
Power
55
Accuracy
95%
PP
15
100% chance to lower the foe(s) Sp. Atk by 1.
 
Power
50
Accuracy
100%
PP
15
User must be asleep. 30% chance to flinch target.
 
Power
70
Accuracy
90%
PP
25
10% chance to raise the user's Defense by 1.
 
Power
Accuracy
PP
10
User takes 1/4 its max HP to put in a substitute.
 
Power
70
Accuracy
100%
PP
5
Usually goes first. Fails if target is not attacking.
 
Power
60
Accuracy
PP
20
This move does not check accuracy. Hits foes.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
60
Accuracy
100%
PP
35
No additional effect.
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