Deerling's main niche in the Little Cup metagame lies in its ability Sap Sipper, which gives it an immunity to Grass-type moves. Thanks to Sap Sipper, Deerling serves as one of the only offensive Snivy checks, able to switch in on a Leaf Storm, gain an Attack boost, and outspeed and KO the opposing Snivy. Deerling also forces out various other Grass-types and can capitalize on that fact thanks to its wide movepool. Additionally, Deerling's great base Speed stat allows it to hit 18 Speed, outspeeding much of the unboosted metagame. Deerling's unique STAB combination lets it hit common Grass-type checks with Normal coverage, and it is the only offensive Grass-type that can do this. This unique typing holds it back, however, giving it a weakness to common powerful Flying- and Fighting-type priority moves, which somewhat offsets its high Speed, and leaving it weak to common moves such as Ice Beam and U-turn. Deerling also is easily crippled by status, which many of the Pokemon it aims to check can easily inflict (such as Glare Snivy and Scald or Thunder Wave Chinchou). Additionally, Deerling's defensive stats, though acceptable, are not much more than that, which gives it limited durability in a match.
[SET]
name: Life Orb
move 1: Return
move 2: Seed Bomb
move 3: Jump Kick / Baton Pass
move 4: Substitute / Wild Charge / Baton Pass
item: Life Orb
ability: Sap Sipper
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe
[SET COMMENTS]
Moves
========
Return and Seed Bomb serve as Deerling's two STAB moves and capitalize on its unique type combination. Both hit quite hard thanks to Life Orb, especially after a Sap Sipper boost. Jump Kick hits Steel-types, which resist both of Deerling's STAB moves. In the last slot, Substitute lets Deerling take advantage of the switches it forces, as well as check Ferroseed with no fear of getting paralyzed. Wild Charge lets Deerling lure in and remove Drifloon and, to a lesser extent, Archen, which would otherwise wall it. Baton Pass gives Deerling a way to keep momentum alive by pivoting out on one of the switches it forces to bring in the appropriate counter and can let Deerling pass the Attack boosts it gets from Sap Sipper off to a teammate. Baton Pass can also be run over Jump Kick on teams that don't really require coverage to hit Steel-types.
Set Details
========
Sap Sipper gives Deerling a pseudo-immunity to Grass-type moves, allowing it to check Snivy, Cottonee, Ferroseed, and other common Grass-types. The given Attack EVs, plus Life Orb, allow Deerling to make the most use of the Attack boosts it gets from Sap Sipper, as well as force out the Pokemon it checks and hit the switch-ins as hard as possible. Maximum Speed EVs and a Jolly nature are used so Deerling can hit 18 Speed, outspeeding a majority of the metagame, most notably Snivy. The remaining EVs go into HP and Defense to bolster Deerling's physical bulk.
Usage Tips
========
This set works best by capitalizing on Deerling's unique ability to wall certain Pokemon: Ferroseed, Cottonee, and Snivy, specifically. Deerling should be sent in against these Pokemon to get a Sap Sipper boost if possible and then force the Pokemon out. Deerling can also be used to force out Chinchou and, to a lesser extent, Magnemite. However, Deerling does need to be wary of status moves, such as Snivy's Glare and Chinchou's Scald. Additionally, due to its excellent Speed tier, Deerling can be used to revenge kill weakened opposing Pokemon throughout the match. This Deerling set struggles against opposing priority, and so it should usually be switched out of Pokemon such as Pawniard, Fletchling, and Timburr, which carry powerful priority moves.
Team Options
========
Because of the switches that Deerling forces, teammates that set up entry hazards make for good partners. Onix and Drilbur are good options that can set Stealth Rock for Deerling, and in return they appreciate having Water- and Grass-type attacks sponged that they're weak to. Onix can also check the Fire- and Flying-types that make Deerling's life miserable. Fighting-type checks such as Skrelp and Snubbull are necessary for Deerling to do its job. Skrelp and Deerling form a very solid resistance core as well. Likewise, a Fletchling check is absolutely essential. Archen, Omanyte, and the aforementioned Onix counter Fletchling while retaining good synergy with Deerling. Pokemon that appreciate a +1 Speed boost Baton Passed to them such as Drifloon, Choice Scarf Drilbur, and Shellder all make for good partners as well. Lastly, sweepers that need Grass-types worn down, such as Corphish, appreciate Deerling doing so.
[SET]
name: Pivot
move 1: Return / Seed Bomb
move 2: Baton Pass
move 3: Substitute / Return
move 4: Thunder Wave
item: Berry Juice
ability: Sap Sipper
nature: Jolly
evs: 36 HP / 36 Atk / 196 SpD / 236 Spe
[SET COMMENTS]
Moves
========
Return and Seed Bomb both deal respectable damage and keep Deerling from being complete Taunt and setup bait. Thunder Wave allows Deerling to support its team by paralyzing switch-ins. Baton Pass lets Deerling switch out of an unfavorable matchup without having to predict, as well as often pass a Substitute to give a free switch to a teammate or pass a Sap Sipper Attack boost. Substitute gives Deerling a way to capitalize on the switches it forces, as well as get around Grass-types that might attempt to paralyze it, such as Glare Snivy and Thunder Wave Ferroseed.
Set Details
========
The given Special Defense EVs allow Deerling to sponge special hits as well as possible. Maximum Speed investment and a Jolly nature put Deerling at 18 Speed, which lets it outspeed the majority of the metagame. The rest of the EVs go into HP, to give Deerling an odd-numbered HP stat and allow it to pass as many Substitutes as possible, and Attack, to make it a little less passive. Sap Sipper allows Deerling to switch in against Grass-types with no fear. Berry Juice gives Deerling the ability to create more Substitutes over the course of a match.
Usage Tips
========
Defensive Deerling is designed to take advantage of the switches Deerling forces to support its team through paralysis and chip damage on opposing Pokemon. Deerling should not take repeated hits, even neutral ones, due to its overall mediocre defenses and lack of recovery. Thunder Wave is easy to spam early in the match to slow down whatever switches into Deerling. Late-game, Deerling can begin to attack to get chip damage on foes so a teammate can sweep.
Team Options
========
Defensive Deerling works best on teams that need a more defensively reliable Grass-type check. Fighting-type checks are a must when using Deerling. Snubbull makes for a good partner because it can switch in on the Fighting-types that threaten Deerling while dealing damage to Poison-types with Earthquake. Croagunk resists both Fighting- and Poison-type moves for Deerling and can weaken opposing teams with Knock Off. Ponyta is a good partner for Deerling because it checks Fighting-types, Fletchling, Pawniard, and Drifloon and can weaken Skrelp and Archen, all of which prevent Deerling from doing its job. Stunky can remove the Ghost-types that trouble Deerling, can weaken Pawniard, and appreciates Deerling checking Ground-types for it. This Deerling set has good defensive synergy with Water-types, such as Chinchou and Skrelp, the latter of which also resists Fighting and works well with offensive Pokemon that need Grass-types removed, such as Tirtouga and Corphish.
[STRATEGY COMMENTS]
Other Options
=============
Aromatherapy can be run on either set to give Deerling a way to heal itself and its teammates, since many of the Pokemon it switches into run status moves, such as Scald Chinchou and Glare Snivy. A Chlorophyll set is possible, since Deerling is one of the only physical Chlorophyll sweepers and the fastest Pokemon with the ability. Usually, though, sun teams don't need a Pokemon to fulfill this specific role, and Deerling is already fast without Chlorophyll. A Work Up set can also be run, with Deerling either taking advantage of the boosts itself or Baton Passing them to a teammate with its good Speed, but Deerling lacks the bulk to reliably pull off such a set. Feint Attack, despite its low Base Power, gives Deerling a way to hit Honedge, Pumkaboo, and Gastly, which would all otherwise wall it, but running it over another move usually causes Deerling to miss out on vital coverage.
Checks and Counters
===================
**Strong Priority Users**: Strong priority users such as Fletchling, Timburr, and Pawniard can take advantage of Deerling's poor defensive stats and hit it hard with super effective attacks.
**Super Effective Moves**: Deerling has a plethora of weaknesses, including some to the common Fighting-, Flying-, and Ice-type moves that many Pokemon run as coverage in LC. Deerling cannot consistently take these attacks, and they wear it down very quickly.
**Faster Pokemon**: Faster Pokemon such as Cross Chop Elekid, Brick Break Aipom, Choice Scarf Mienfoo and Scraggy, and Taillow all easily revenge kill Deerling with their super effective attacks.
**Ghost-types**: Ghost-types, especially Honedge, Pumkaboo, and Gastly, as well as Drifloon if Wild Charge is not run, are hard counters to Deerling, and all can set up or, in the case of Pumpkaboo, get free recovery, against it.
**Bulky Fire-types**: Ponyta and Larvesta switch into Deerling with no fear and threaten to burn it with Flame Body or Will-O-Wisp. Ponyta also is able to outspeed Deerling, while Larvesta has U-turn to give its side momentum.
[SET]
name: Life Orb
move 1: Return
move 2: Seed Bomb
move 3: Jump Kick / Baton Pass
move 4: Substitute / Wild Charge / Baton Pass
item: Life Orb
ability: Sap Sipper
nature: Jolly
evs: 36 HP / 196 Atk / 36 Def / 236 Spe
[SET COMMENTS]
Moves
========
Return and Seed Bomb serve as Deerling's two STAB moves and capitalize on its unique type combination. Both hit quite hard thanks to Life Orb, especially after a Sap Sipper boost. Jump Kick hits Steel-types, which resist both of Deerling's STAB moves. In the last slot, Substitute lets Deerling take advantage of the switches it forces, as well as check Ferroseed with no fear of getting paralyzed. Wild Charge lets Deerling lure in and remove Drifloon and, to a lesser extent, Archen, which would otherwise wall it. Baton Pass gives Deerling a way to keep momentum alive by pivoting out on one of the switches it forces to bring in the appropriate counter and can let Deerling pass the Attack boosts it gets from Sap Sipper off to a teammate. Baton Pass can also be run over Jump Kick on teams that don't really require coverage to hit Steel-types.
Set Details
========
Sap Sipper gives Deerling a pseudo-immunity to Grass-type moves, allowing it to check Snivy, Cottonee, Ferroseed, and other common Grass-types. The given Attack EVs, plus Life Orb, allow Deerling to make the most use of the Attack boosts it gets from Sap Sipper, as well as force out the Pokemon it checks and hit the switch-ins as hard as possible. Maximum Speed EVs and a Jolly nature are used so Deerling can hit 18 Speed, outspeeding a majority of the metagame, most notably Snivy. The remaining EVs go into HP and Defense to bolster Deerling's physical bulk.
Usage Tips
========
This set works best by capitalizing on Deerling's unique ability to wall certain Pokemon: Ferroseed, Cottonee, and Snivy, specifically. Deerling should be sent in against these Pokemon to get a Sap Sipper boost if possible and then force the Pokemon out. Deerling can also be used to force out Chinchou and, to a lesser extent, Magnemite. However, Deerling does need to be wary of status moves, such as Snivy's Glare and Chinchou's Scald. Additionally, due to its excellent Speed tier, Deerling can be used to revenge kill weakened opposing Pokemon throughout the match. This Deerling set struggles against opposing priority, and so it should usually be switched out of Pokemon such as Pawniard, Fletchling, and Timburr, which carry powerful priority moves.
Team Options
========
Because of the switches that Deerling forces, teammates that set up entry hazards make for good partners. Onix and Drilbur are good options that can set Stealth Rock for Deerling, and in return they appreciate having Water- and Grass-type attacks sponged that they're weak to. Onix can also check the Fire- and Flying-types that make Deerling's life miserable. Fighting-type checks such as Skrelp and Snubbull are necessary for Deerling to do its job. Skrelp and Deerling form a very solid resistance core as well. Likewise, a Fletchling check is absolutely essential. Archen, Omanyte, and the aforementioned Onix counter Fletchling while retaining good synergy with Deerling. Pokemon that appreciate a +1 Speed boost Baton Passed to them such as Drifloon, Choice Scarf Drilbur, and Shellder all make for good partners as well. Lastly, sweepers that need Grass-types worn down, such as Corphish, appreciate Deerling doing so.
[SET]
name: Pivot
move 1: Return / Seed Bomb
move 2: Baton Pass
move 3: Substitute / Return
move 4: Thunder Wave
item: Berry Juice
ability: Sap Sipper
nature: Jolly
evs: 36 HP / 36 Atk / 196 SpD / 236 Spe
[SET COMMENTS]
Moves
========
Return and Seed Bomb both deal respectable damage and keep Deerling from being complete Taunt and setup bait. Thunder Wave allows Deerling to support its team by paralyzing switch-ins. Baton Pass lets Deerling switch out of an unfavorable matchup without having to predict, as well as often pass a Substitute to give a free switch to a teammate or pass a Sap Sipper Attack boost. Substitute gives Deerling a way to capitalize on the switches it forces, as well as get around Grass-types that might attempt to paralyze it, such as Glare Snivy and Thunder Wave Ferroseed.
Set Details
========
The given Special Defense EVs allow Deerling to sponge special hits as well as possible. Maximum Speed investment and a Jolly nature put Deerling at 18 Speed, which lets it outspeed the majority of the metagame. The rest of the EVs go into HP, to give Deerling an odd-numbered HP stat and allow it to pass as many Substitutes as possible, and Attack, to make it a little less passive. Sap Sipper allows Deerling to switch in against Grass-types with no fear. Berry Juice gives Deerling the ability to create more Substitutes over the course of a match.
Usage Tips
========
Defensive Deerling is designed to take advantage of the switches Deerling forces to support its team through paralysis and chip damage on opposing Pokemon. Deerling should not take repeated hits, even neutral ones, due to its overall mediocre defenses and lack of recovery. Thunder Wave is easy to spam early in the match to slow down whatever switches into Deerling. Late-game, Deerling can begin to attack to get chip damage on foes so a teammate can sweep.
Team Options
========
Defensive Deerling works best on teams that need a more defensively reliable Grass-type check. Fighting-type checks are a must when using Deerling. Snubbull makes for a good partner because it can switch in on the Fighting-types that threaten Deerling while dealing damage to Poison-types with Earthquake. Croagunk resists both Fighting- and Poison-type moves for Deerling and can weaken opposing teams with Knock Off. Ponyta is a good partner for Deerling because it checks Fighting-types, Fletchling, Pawniard, and Drifloon and can weaken Skrelp and Archen, all of which prevent Deerling from doing its job. Stunky can remove the Ghost-types that trouble Deerling, can weaken Pawniard, and appreciates Deerling checking Ground-types for it. This Deerling set has good defensive synergy with Water-types, such as Chinchou and Skrelp, the latter of which also resists Fighting and works well with offensive Pokemon that need Grass-types removed, such as Tirtouga and Corphish.
[STRATEGY COMMENTS]
Other Options
=============
Aromatherapy can be run on either set to give Deerling a way to heal itself and its teammates, since many of the Pokemon it switches into run status moves, such as Scald Chinchou and Glare Snivy. A Chlorophyll set is possible, since Deerling is one of the only physical Chlorophyll sweepers and the fastest Pokemon with the ability. Usually, though, sun teams don't need a Pokemon to fulfill this specific role, and Deerling is already fast without Chlorophyll. A Work Up set can also be run, with Deerling either taking advantage of the boosts itself or Baton Passing them to a teammate with its good Speed, but Deerling lacks the bulk to reliably pull off such a set. Feint Attack, despite its low Base Power, gives Deerling a way to hit Honedge, Pumkaboo, and Gastly, which would all otherwise wall it, but running it over another move usually causes Deerling to miss out on vital coverage.
Checks and Counters
===================
**Strong Priority Users**: Strong priority users such as Fletchling, Timburr, and Pawniard can take advantage of Deerling's poor defensive stats and hit it hard with super effective attacks.
**Super Effective Moves**: Deerling has a plethora of weaknesses, including some to the common Fighting-, Flying-, and Ice-type moves that many Pokemon run as coverage in LC. Deerling cannot consistently take these attacks, and they wear it down very quickly.
**Faster Pokemon**: Faster Pokemon such as Cross Chop Elekid, Brick Break Aipom, Choice Scarf Mienfoo and Scraggy, and Taillow all easily revenge kill Deerling with their super effective attacks.
**Ghost-types**: Ghost-types, especially Honedge, Pumkaboo, and Gastly, as well as Drifloon if Wild Charge is not run, are hard counters to Deerling, and all can set up or, in the case of Pumpkaboo, get free recovery, against it.
**Bulky Fire-types**: Ponyta and Larvesta switch into Deerling with no fear and threaten to burn it with Flame Body or Will-O-Wisp. Ponyta also is able to outspeed Deerling, while Larvesta has U-turn to give its side momentum.
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