OU Choice Band Roaring Moon

viivian

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:roaring_moon:
Choice Band (Roaring Moon) @ Choice Band
Ability: Protosynthesis
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe OR 252 Atk / 4 Def / 252 Spe
Tera Type: Dark / Steel
Jolly Nature
- Knock Off
- Outrage
- Iron Head / Earthquake
- U-turn​

Choice Band Roaring Moon is an elite physical wallbreaker on sun teams thanks to its phenomenal Attack and great Speed stats, either of which can be further boosted by its Protosynthesis. Knock Off is extremely spammable and difficult to safely switch into, giving Roaring Moon a strong STAB move that can even support the rest of its team with item removal. Outrage is a brutally strong STAB move that is impossible to switch into without a Fairy-type, easily allowing Roaring Moon to break past physical walls like Gliscor and Dondozo. Iron Head is used to hit Fairy-types such as Clefable and Enamorus for super effective damage; however Earthquake is an alternative to Iron Head that allows Roaring Moon to hit Steel-types, particularly Archaludon and Kingambit for super effective damage. U-turn is pivotal for maintaining momentum, allowing it to safely bring in threats such as Walking Wake onto the field. 220 Attack EVs and maximum Speed investment with a Jolly nature are necessary for Roaring Moon to attain a boost to its Speed via Protosynthesis, allowing it to always outspeed Dragapult, Iron Valiant, and Choice Scarf Enamorus. Alternatively, simply running maximum Attack and Speed EVs gives Roaring Moon an Attack boost through its Protosynthesis, letting it 2HKO Skarmory with Knock Off and Dondozo with Outrage, alongside always netting an OHKO on Kingambit with Earthquake. Tera Dark is the premier Tera type for this set, as it powers up Knock Off to unprecedented levels of power, inflicting heavy damage on Gliscor, Skarmory, and even Clefable, whereas Tera Steel can be used to gain STAB on Iron Head and to withstand Dragon- and Fairy-type attacks.


This set functions best on sun teams, leveraging Torkoal to set the sun for Roaring Moon to take advantage of, with the former also checking Bug-, Ice-, and Fairy-types for the latter. Roaring Moon is vulnerable to repeated chip damage from entry hazards, which can wear it down very quickly if left unchecked. Hatterene and Great Tusk are much appreciated forms of hazard control that can also check some of the threats Roaring Moon struggles against, with Hatterene forcing out Dragon- and Fighting-types, namely Dragonite, Iron Valiant, and Zamazenta, and Great Tusk being able to force out Kingambit while generally acting as a reliable physical tank. Venusaur and Kingambit also pair very well with Roaring Moon on sun, with Venusaur forcing Primarina and Great Tusk out alongside Kingambit's reliability in taking on Meowscarada and Swords Dance Weavile. In return, Roaring Moon is able to soften up the opposing team for Venusaur and Kingambit to clean up in the late-game. Walking Wake and Raging Bolt can form an incredibly potent wallbreaking core with Roaring Moon, as both appreciate its Knock Off crippling their checks, and Raging Bolt can form a potent pivoting core with Roaring Moon that can easily take advantage of forced switch-ins. Gouging Fire also appreciates checks such as Gliscor and Dondozo being worn down, giving it an easier time sweeping teams in mid- or late-game scenarios.

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:roaring_moon:
Choice Band (Roaring Moon) @ Choice Band
Ability: Protosynthesis
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe OR 252 Atk / 4 Def / 252 Spe
Tera Type: Dark / Ground / Steel
Jolly Nature
- Knock Off
- Outrage
- Earthquake / Iron Head
- U-turn​

Choice Band Roaring Moon is an elite physical wallbreaker on sun teams between its phenomenal Attack and great Speed stats, either of which can be further boosted by its Protosynthesis. Knock Off is extremely spammable and difficult to safely switch into, giving Roaring Moon a strong STAB move that can even support the rest of its team, with Dragon Dance Gouging Fire and Choice Specs Walking Wake particularly enjoying their checks repeatedly getting worn down by hazard damage after losing their item. Outrage is a brutally strong STAB move that is impossible to switch into without a Fairy type, easily allowing Roaring Moon to break past physical walls such as Gliscor and Dondozo through raw power. Earthquake is used to hit Steel-types such as Archaludon and Kingambit for super effective damage, although Iron Head could be used instead to hit Fairy-types such as Clefable and Enamorus who would otherwise be able to take on Earthquake Roaring Moon variants. U-turn is pivotal for maintaining momentum, allowing it to safely bring in threats such as Walking Wake onto the field. 220 Attack EVs with a neutral nature is necessary for Roaring Moon to attain a boost to its Speed via Protosynthesis, while simply running 252 Atk / 4 Def / 252 Speed can give Roaring Moon the Attack boost for Protosynthesis. What noteworthy mons are you outspeeding with Speed Proto (i.e. Scarf Enam, Booster Valiant, etc.) that you can't with an Attack Proto? If you're running Attack Proto, are there any OHKOs that this nets you that you wouldn't get if you were Speed Proto? Be specific with these; in general, when we have specific EVs, multiple natures, various Proto/Quark benchmarks, etc. we want to be sure we're discussing why you'd run one over the other. Tera Dark is the premier Tera type for this set as it powers up Knock Off to unpredecented levels of power, whereas Tera Ground and Steel can be run to gain STAB on Earthquake and Iron Head respectively. We're discussing dropping Tera Ground internally within QC right now since we're not entirely sure if it's worth running, but the sample had it listed already so you having it listed won't be a big deal. As for Tera Dark and Tera Steel: are there any specific OHKOs that Knock achieves with Tera Dark? Similarly, are there any important KOs Tera Steel nets? Moreover, what are some defensive benefits that Tera Steel might net you? (think turning your 4x Fairy weakness into a resistance, giving you a Poison/T-Spikes immunity if that's relevant, etc.).

This set functions best on sun teams, leveraging Torkoal to set the sun for Roaring Moon to take full advantage of, with the former also checking Bug-, Ice- and Fairy-types for the latter. Roaring Moon is vulnerable to repeated chip damage from entry hazards, which can wear it down very quickly if left unchecked. Hatterene and/or a lot of sun teams rely on both, so just keeping "and" covers your bases since it covers most sun teams running both but doesn't entirely rule out that you could just run one or the other in theory. Great Tusk are much-appreciated forms of hazard control that can also check some of the threats Roaring Moon struggles against, with Hatterene forcing out Dragon- and Fighting-types and Great Tusk forcing out Kingambit and generally acting as a reliable physical tank. Venusaur and Kingambit also pair very well with Roaring Moon on sun, with the former two checking Fairy-, Fighting- and Ice-types for it while the latter softens up the opposing team for Venusaur and Kingambit to clean up in the late-game. This is worded a little weirdly as it's presented currently, although I get what you mean. Gambit and Venusaur are both very good at checking Fairies, obviously, but the wording implies that Venusaur's checking Ice-types (which it isn't doing naturally) or that Kingambit's checking Fighting-types (lol no). Definitely point out who's checking what here, and try listing one or two specific examples for each. Walking Wake forms an incredibly potent wallbreaking core with Roaring Moon, appreciates its Knock Off crippling its checks and can form a potent pivoting core that can easily take advantage of forced switch-ins. Gouging Fire also appreciates checks such as Gliscor and Dondozo being worn down by Roaring Moon, giving it an easier time sweeping teams in mid/late-game scenarios. Could make room for Raging Bolt here for somewhat similar reasons to Wake (extreme wallbreaking power, Bolt appreciates stuff getting Knocked, etc.), but these are fine as is and it wouldn't be a huge deal to not mention it.

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Solid work thus far, though! Let me know when these changes are implemented and I'll give this a second look.
 
1705688751991.png


Great work! Consider the first two points in prep for your second stamp, but this is QC 1/2 as is now!
 
2/2 nice work
:roaring_moon:
Choice Band (Roaring Moon) @ Choice Band
Ability: Protosynthesis
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe OR 252 Atk / 4 Def / 252 Spe
Tera Type: Dark / Ground / Steel
Jolly Nature
- Knock Off
- Outrage / Earthquake
- Earthquake / Iron Head
- U-turn
discussed in qc

Choice Band Roaring Moon is an elite physical wallbreaker on sun teams between its phenomenal Attack and great Speed stats, either of which can be further boosted by its Protosynthesis. Knock Off is extremely spammable and difficult to safely switch into, giving Roaring Moon a strong STAB move that can even support the rest of its team, with Dragon Dance Gouging Fire and Choice Specs Walking Wake particularly enjoying their checks repeatedly getting worn down by hazard damage after losing their item (i think this would be better for the second paragraph with teammates + how moon benefits them). Outrage is a brutally strong STAB move that is impossible to switch into without a Fairy type, easily allowing Roaring Moon to break past physical walls such as Gliscor and Dondozo through raw power. Earthquake is used to hit Steel-types such as Archaludon and Kingambit for super effective damage, although Iron Head could be used instead to hit Fairy-types such as Clefable and Enamorus who would otherwise be able to take on Earthquake Roaring Moon variants. (rephrase this now iron head is a main slash to make ihead sound better) U-turn is pivotal for maintaining momentum, allowing it to safely bring in threats such as Walking Wake onto the field. (can also help it with poor matchups) 220 Attack EVs with a neutral nature is necessary for Roaring Moon to attain a boost to its Speed (saying "attack evs are essential for it to boost speed" could be confusing for a new player, so highlight the max speed part as well) via Protosynthesis, allowing it to always outspeed Dragapult, Iron Valiant, Walking Wake, Deoxys-Speed, Darkrai and Choice Scarf Enamorus (cut this to 3 imo). Alternatively, running 252 Atk / 4 Def / 252 Speed can give Roaring Moon the Attack boost for Protosynthesis, giving it enough breaking power to 2HKO Skarmory with Knock Off and Dondozo with Outrage, alongside always netting an OHKO on Kingambit with Earthquake. Tera Dark is the premier Tera type for this set as it powers up Knock Off to unpredecented levels of power, inflicting heavy damage on Gliscor, Skarmory and even Clefable, whereas Tera Ground and Steel can be run to gain STAB on Earthquake and Iron Head respectively. (remove tera ground, talk about iron head flipping fairy mu too)


This set functions best on sun teams, leveraging Torkoal to set the sun for Roaring Moon to take full advantage of, with the former also checking Bug-, Ice- and Fairy-types for the latter. Roaring Moon is vulnerable to repeated chip damage from entry hazards, which can wear it down very quickly if left unchecked. Hatterene and Great Tusk are much-appreciated forms of hazard control that can also check some of the threats Roaring Moon struggles against, with Hatterene forcing out Dragon- and Fighting-types (such as?) and Great Tusk forcing out Kingambit and generally acting as a reliable physical tank. Venusaur and Kingambit also pair very well with Roaring Moon on sun, as both are capable of checking Fairy-types, alongside Venusaur being able to handle Fighting-types and Kingambit being able to handle Ice-types. (this is pretty dex info / type charty - we don't need to explain the type chart and what resist what because that's something a reader could find out from the dex or through google. instead, giving some meta relevant examples of pokemon these teammates can check relates it back to the ou metagame. fights especially im not sure about for venu because you can't really hard into tusk *you do beat val but thats more for fairy resist and not fight resist) sun is also a pretty offensive playstyle so venu and gambit can only really switch into these things once or twice) In return, Roaring Moon softens up the opposing team for Venusaur and Kingambit to clean up in the late-game. Walking Wake and Raging Bolt can form an incredibly potent wallbreaking core with Roaring Moon, as both appreciate its Knock Off crippling their checks (the point in the first paragraph can be put here too or with the gfire example), and all three can form a potent pivoting core that can easily take advantage of forced switch-ins. (wake is rarely clicking flip turn on sun tbh and im not actually sure how common volt on bolt is) Gouging Fire also appreciates checks such as Gliscor and Dondozo being worn down by Roaring Moon, giving it an easier time sweeping teams in mid/late-game scenarios.

[SET CREDITS]
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Quality checked by:
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Add (AC=add comma, ASC=add semicolon, AP=add period)
Remove (RC=remove comma, RH=remove hyphen)

Choice Band (Roaring Moon) @ Choice Band
Ability: Protosynthesis
EVs: 32 HP / 220 Atk / 4 Def / 252 Spe OR 252 Atk / 4 Def / 252 Spe
Tera Type: Dark / Steel
Jolly Nature
- Knock Off
- Outrage
- Iron Head / Earthquake
- U-turn

Choice Band Roaring Moon is an elite physical wallbreaker on sun teams between thanks to its phenomenal Attack and great Speed stats, either of which can be further boosted by its Protosynthesis. Knock Off is extremely spammable and difficult to safely switch into, giving Roaring Moon a strong STAB move that can even support the rest of its team with item removal. Outrage is a brutally strong STAB move that is impossible to switch into without a Fairy-type, easily allowing Roaring Moon to break past physical walls like Gliscor and Dondozo through raw power. Iron Head is used to hit Fairy-types such as Clefable and Enamorus for super effective damage,(RC) ;(ASC) however,(AC) Earthquake is an alternative to Iron Head that allows Roaring Moon to hit Steel-types, particularly Archaludon and Kingambit for super effective damage,(RC) .(AP) U-turn is pivotal for maintaining momentum, allowing it to safely bring in threats such as Walking Wake onto the field. 220 Attack EVs and maximum Speed investment with a Jolly nature is are necessary for Roaring Moon to attain a boost to its Speed via Protosynthesis, allowing it to always outspeed Dragapult, Iron Valiant,(AC) and Choice Scarf Enamorus. Alternatively, simply running maximum Attack and Speed EVs gives Roaring Moon an Attack boost through its Protosynthesis, giving it enough breaking power to letting it 2HKO Skarmory with Knock Off and Dondozo with Outrage, alongside always netting an OHKO on Kingambit with Earthquake. Tera Dark is the premier Tera type for this set,(AC) as it powers up Knock Off to unpredecented unprecedented levels of power, inflicting heavy damage on Gliscor, Skarmory,(AC) and even Clefable, whereas Tera Steel can be used to gain STAB on Iron Head,(RC) and allows Roaring Moon to withstand Dragon- and Fairy-type attacks.

This set functions best on sun teams, leveraging Torkoal to set the sun for Roaring Moon to take advantage of, with the former also checking Bug-, Ice-,(AC) and Fairy-types for the latter. Roaring Moon is vulnerable to repeated chip damage from entry hazards, which can wear it down very quickly if left unchecked. Hatterene and Great Tusk are much-(RH)appreciated forms of hazard control that can also check some of the threats Roaring Moon struggles against, with Hatterene forcing out Dragon- and Fighting-types, namely Dragonite, Iron Valiant,(AC) and Zamazenta, and Great Tusk being able to force out Kingambit while generally acting as a reliable physical tank. Venusaur and Kingambit also pair very well with Roaring Moon on sun, with Venusaur forcing Primarina and Great Tusk out alongside Kingambit's reliability in taking on Meowscarada and Swords Dance Weavile. In return, Roaring Moon is able to soften up the opposing team for Venusaur and Kingambit to clean up in the late-game. Walking Wake and Raging Bolt can form an incredibly potent wallbreaking core with Roaring Moon, as both appreciate its Knock Off crippling their checks, and Raging Bolt can form a potent pivoting core with Roaring Moon that can easily take advantage of forced switch-ins. Gouging Fire also appreciates checks such as Gliscor and Dondozo being worn down, giving it an easier time sweeping teams in mid/ mid- or late-game scenarios.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/viivian.584916/
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