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Malaconda

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:115
Attack:100
Defense:60
Sp. Atk:40
Sp. Def:130
Speed:55
Min (-ve nature, 0 IVs)103
Default146
Max Neutral209
Max Positive229
Max Neutral (+1)313
Max Positive (+1)343
Max Neutral (+2)418
Max Positive (+2)458
Create-A-Pokemon
Sun Setter146

Evolutions

Strategies

  • en
Formats:
  • CAP
Written by Anchor9

Sun Setter

Move 1
  • Knock Off
    1.5x damage if foe holds an item. Removes item.
    TypeDark
    CategoryPhysical
    Power65 BP
    Accuracy100%
Move 2
  • Parting Shot
    Lowers target's Atk, Sp. Atk by 1. User switches.
    TypeDark
    Accuracy100%
Move 3
  • Glare
    Paralyzes the target.
    TypeNormal
    Accuracy100%
  • Synthesis
    Heals the user by a weather-dependent amount.
    TypeGrass
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%
Move 4
  • Synthesis
    Heals the user by a weather-dependent amount.
    TypeGrass
  • Rapid Spin
    Free user from hazards/bind/Leech Seed; +1 Spe.
    TypeNormal
    CategoryPhysical
    Power50 BP
    Accuracy100%

Set Details

With vast utility, the ability to pivot, and special bulk, Malaconda cements itself as the best Drought user in the tier. Knock Off allows Malaconda to threaten Galarian Slowking and punish potential switch-ins such as Venomicon, Great Tusk, and Hemogoblin with item removal. As Malaconda is often the best switch-in to Dragapult, Knock Off gives Malaconda a way to meaningfully threaten it. In addition, Knock Off heavily deters Galarian Slowking from switching in to change the weather with Chilly Reception. Parting Shot provides essential slow pivoting to safely bring an ally in while weakening the opposing Pokemon's offenses. This makes setting up for sweepers such as Raging Bolt and Chuggalong much easier. Malaconda's last two moveslots are extremely flexible. Glare shuts down setup sweepers such as Chuggalong, Ogerpon-W, Darkrai, and Roaring Moon while crippling Cresceidon. Rapid Spin allows Malaconda to remove entry hazards for its team. This helps allies such as Raging Bolt and Chuggalong set up. Synthesis can be used instead to provide Malaconda longevity, preventing Galarian Slowking from quickly wearing it out while resetting weather. Tera Fairy allows Malaconda to shed its massive weakness to U-turn and pivot against threats such as Dragapult and Roaring Moon. Tera Water prevents Fire-types such as Iron Moth and Heatran from forcing Malaconda out while allowing it to use Glare on Iron Moth and Chuggalong in a pinch. Heat Rock is the preferred item, as it extends sun's duration, allowing Malaconda's teammates to wallbreak more easily. Heavy-Duty Boots can be used instead to increase Malaconda's longevity by ignoring hazards, allowing it to switch in against Galarian Slowking and Krilowatt more consistently.

Malaconda's sun-setting ability enables a plethora of excellent teammates such as Walking Wake, Raging Bolt, and Roaring Moon. Walking Wake is synonymous with sun, as its sun-boosted Hydro Steam is able to decimate walls such as Galarian Slowking and Equilibra. Raging Bolt pairs well as a teammate thanks to its ability to easily break through Malaconda's checks such as Mollux and Venomicon. Raging Bolt also has a good matchup against Arghonaut and rain, which sun teams can struggle against. Choice Band Roaring Moon can slot excellently with Malaconda, as it easily pressures threats that check Malaconda such as Galarian Slowking and Mollux while providing excellent speed control with Protosynthesis's Speed boost. Sun structures are extremely vulnerable to threats such as Roaring Moon and Great Tusk, so Hemogoblin is an excellent revenge killer for these threats. In addition, Hemogoblin appreciates its Flare Blitz getting boosted by sun. Hemogoblin itself is a large threat against Malaconda. Therefore, Venomicon and Chuggalong are excellent allies. Great Tusk can slot in as a secondary spinner and a potential wincon with Bulk Up. With Protosynthesis's Speed boost, it is able to revenge kill threats such as Darkrai, while Protosynthesis's Defense boost allows it to counter Kingambit. Heatran is another possible teammate and can provide excellent value by trapping threats such as Arghonaut and Cresceidon with Magma Storm and removing them with Solar Beam. Hatterene is also a good fit, as it provides entry hazard control and Healing Wish support. Both of these qualities increases Malaconda's longevity, allowing it to be used more aggressively.

Other Options

Grav Apple can be used to put pressure on Arghonaut and Cresceidon in order to force them to switch. However, due to Malaconda's relatively small damage output, Glare is usually more effective long-term. Sucker Punch can be run to surprise and KO threats. This is especially useful against Dragapult. However, the loss of utility or longevity makes the move niche. Malaconda can opt to invest EVs in Special Defense instead of Defense in order to switch into Galarian Slowking and Mollux more easily. However, this runs the risk of Malaconda getting OHKOed by U-turn from Dragapult and Landorus-T.

Checks and Counters

U-turn: Malaconda's 4x weakness to Bug can be easily taken advantage of by Pokemon carrying U-turn such as Roaring Moon, Dragapult, and Landorus-T. This often forces Malaconda in awkward positions where it must sacrifice momentum to avoid being OHKOed.

Physical Attackers: Because of Malaconda's low physical bulk, it is easily taken advantage of by strong physical attackers such as Hemogoblin, Great Tusk, and Iron Valiant.

Knock Off: Pokemon such as Gliscor and Ogerpon-W can remove Malaconda's Heat Rock with Knock Off. The loss of Heat Rock greatly limits Walking Wake and Raging Bolt's wallbreaking potential and allows sun turns to more easily be stalled out by Equilibra and Gliscor with Protect.

Entry Hazards: Malaconda is vulnerable to all forms of hazards, often causing it to struggle to set up multiple instances of sun if hazards are down. However, Malaconda can mitigate this threat should it forgo Heat Rock for Heavy-Duty Boots.

Miasmaw: Miasmaw can act as an anti-lead against Malaconda by preventing sun with Neutralizing Gas and threatening to sweep on the spot, usually forcing Malaconda out.

Credits

Moves

 
Power
120
Accuracy
90%
PP
10
Cannot be selected until the user eats a Berry.
 
Power
60
Accuracy
100%
PP
15
100% chance to lower the foe(s) Attack by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to lower the target's Defense by 1.
 
Power
80
Accuracy
100%
PP
15
20% chance to make the target flinch.
 
Power
Accuracy
PP
15
Ally: Crit ratio +1, or +2 if ally is Dragon type.
 
Power
60
Accuracy
90%
PP
10
Forces the target to switch to a random ally.
 
Power
Accuracy
PP
10
User survives attacks this turn with at least 1 HP.
 
Power
90
Accuracy
100%
PP
10
10% chance to lower the target's Sp. Def by 1.
 
Power
70
Accuracy
100%
PP
20
Power doubles if user is burn/poison/paralyzed.
 
Power
30
Accuracy
100%
PP
10
Nullifies Detect, Protect, and Quick/Wide Guard.
 
Power
Accuracy
PP
20
The foes' moves target the user on the turn used.
 
Power
95
Accuracy
100%
PP
15
Uses target's Attack stat in damage calculation.
 
Power
75
Accuracy
100%
PP
10
User recovers 50% of the damage dealt.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
Accuracy
100%
PP
30
Paralyzes the target.
 
Power
Accuracy
100%
PP
20
More power the heavier the target.
 
Power
55
Accuracy
100%
PP
20
User on Grassy Terrain: +1 priority.
 
Power
80
Accuracy
100%
PP
10
Target: 100% -1 Def. During Gravity: 1.5x power.
 
Power
Accuracy
PP
30
Eliminates all stat changes.
 
Power
150
Accuracy
90%
PP
5
User cannot move next turn.
 
Power
65
Accuracy
95%
PP
15
10% chance to freeze. 10% chance to flinch.
 
Power
65
Accuracy
100%
PP
20
1.5x damage if foe holds an item. Removes item.
 
Power
75
Accuracy
100%
PP
5
2x power if the user had a stat lowered this turn.
 
Power
90
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
100%
PP
30
Lowers the foe(s) Defense by 1.
 
Power
Accuracy
PP
20
Raises the user's Sp. Atk by 2.
 
Power
70
Accuracy
100%
PP
15
High critical hit ratio.
 
Power
Accuracy
100%
PP
20
Lowers target's Atk, Sp. Atk by 1. User switches.
 
Power
50
Accuracy
100%
PP
10
Power doubles if the user moves after the target.
 
Power
Accuracy
75%
PP
35
Poisons the target.
 
Power
50
Accuracy
100%
PP
25
High critical hit ratio. 10% chance to poison.
 
Power
120
Accuracy
85%
PP
10
No additional effect.
 
Power
Accuracy
PP
10
Prevents moves from affecting the user this turn.
 
Power
50
Accuracy
100%
PP
40
Free user from hazards/bind/Leech Seed; +1 Spe.
 
Power
Accuracy
PP
10
Restores the item the user last used.
 
Power
Accuracy
PP
5
User sleeps 2 turns and restores HP and status.
 
Power
Accuracy
PP
20
Forces the target to switch to a random ally.
 
Power
25
Accuracy
90%
PP
20
Hits 2-5 times. User: -1 Def, +1 Spe after last hit.
 
Power
Accuracy
100%
PP
10
Lowers the target's Speed by 2.
 
Power
Accuracy
85%
PP
40
Lowers the target's Defense by 2.
 
Power
80
Accuracy
100%
PP
15
No additional effect.
 
Power
70
Accuracy
90%
PP
10
100% chance to lower target's Sp. Atk by 1.
 
Power
80
Accuracy
75%
PP
20
No additional effect.
 
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
120
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
125
Accuracy
100%
PP
10
Charges turn 1. Hits turn 2. No charge in sunlight.
 
Power
Accuracy
PP
10
Protects from moves. Contact: loses 1/8 max HP.
 
Power
Accuracy
100%
PP
10
Lowers the PP of the target's last move by 4.
 
Power
Accuracy
75%
PP
30
Paralyzes the target.
 
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
Accuracy
PP
5
For 5 turns, intense sunlight powers Fire moves.
 
Power
Accuracy
100%
PP
20
Lowers the foe(s) evasiveness by 2.
 
Power
Accuracy
PP
5
Heals the user by a weather-dependent amount.
 
Power
Accuracy
100%
PP
20
Target can't use status moves its next 3 turns.
 
Power
75
Accuracy
100%
PP
10
Power doubles if the user's last move failed.
 
Power
80
Accuracy
100%
PP
10
If Terastallized: Phys. if Atk > SpA, type = Tera.
 
Power
60
Accuracy
100%
PP
25
If the user has no item, it steals the target's.
 
Power
80
Accuracy
100%
PP
15
For 2 turns, the target cannot use sound moves.
 
Power
65
Accuracy
95%
PP
15
10% chance to paralyze. 10% chance to flinch.
 
Power
50
Accuracy
100%
PP
20
100% chance to raise the user's Speed by 1.
 
Power
70
Accuracy
100%
PP
20
User switches out after damaging the target.
 
Power
45
Accuracy
100%
PP
25
No additional effect.
 
Power
50
Accuracy
100%
PP
10
Power doubles and type varies in each weather.
 
Power
90
Accuracy
100%
PP
15
Has 1/4 recoil.
 
Power
15
Accuracy
90%
PP
20
Traps and damages the target for 4-5 turns.
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