[OVERVIEW]
Drampa's rainbow of a movepool, unique typing, and useful abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and strong coverage moves, Drampa can prove quite difficult to switch into for walls like Copperajah and Dhelmise. Drampa can also use its utility moves in Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, and Stakataka. However, Drampa's poor Speed often leaves it on the back foot against many metagame staples, especially given a type disadvantage, such as Sylveon, Toxicroak, and Tyrantrum. It also falls victim to smart pivoting; opponents can bring in a faster check on a resisted attack, such as Talonflame on Flamethrower or Diancie on Hyper Voice. This can make mispredicting or setting up at the wrong time quite costly.
[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe
[SET COMMENTS]
Set Details
====
Hyper Voice is Drampa's best STAB attack for sweeping; with Flamethrower to hit Steel-types or Surf to hit Rock-types, it can have near-perfect coverage. It can use Fire Blast or Hydro Pump as a stronger alternative, or it can opt for Focus Blast to cover both Steel- and Rock-types. However, the lower PP and accuracy can make these moves not worth it, especially since the listed moves get the job done anyway. With the given Speed and HP EVs, Drampa can reliably use Calm Mind on incoming defensive Sylveon and keep boosting to beat them one-on-one, avoiding a 2HKO from Hyper Voice at +2 and getting Berserk boosts every so often as well. The Speed also prevents maximum Speed Copperajah from revenge killing with Superpower. Sap Sipper coupled with Roost makes Drampa a sturdy check to common Grass-types such as Vileplume and Decidueye but makes beating Sylveon harder.
Because of Drampa's ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those foes such as Choice Scarf Indeedee-F and Heliolisk make for great partners, especially since they compensate for Drampa's relatively poor Speed. Reliable checks to Fighting-types like Toxicroak and Scrafty help Drampa a lot, making Weezing and Talonflame very suitable teammates as well. Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. Lastly, Poison-types such as Vileplume and the aforementioned Weezing help Drampa, as they take on both Fairy- and Fighting-types.
[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
Set Details
====
Choice Specs Drampa makes the most of its amazing coverage and incredibly high Special Attack, threatening OHKOs or 2HKOs on a vast majority of the metagame, given it locks into the right move. Fire Blast and Surf are essentially interchangeable with Flamethrower and Hydro Pump, which provide obvious tradeoffs and benefits. Focus Blast compresses coverage and hits the likes of Copperajah, Stakataka, and Snorlax. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-C while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's Special Attack, although it becomes somewhat redundant given how powerful Drampa already is.
Common pivots such as Silvally-Ground and Rotom-C provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup against the Grass-types that commonly respond to those pivots makes this pairing even better. Steel-types such as Stakataka and Escavalier naturally pair well with Drampa, as they take on Fairy- and Dragon-types such as Sylveon and Alolan Exeggutor, both of which can outspeed and threaten an OHKO on Drampa.
[STRATEGY COMMENTS]
Other Options
====
Drampa can meet both sets in the middle through a Life Orb set with three attacks and Roost, although it may find itself lacking in either damage output or longevity. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, not even half are listed; boasting coverage options like Energy Ball, Hurricane, Shadow Ball, and Thunderbolt, each with varying degrees of actual viability, Drampa has many specific moves that may be the perfect piece in a puzzle for any given team.
Drampa can make use of its support moves such as Defog and Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.
Checks and Counters
====
**Fairy-types**: Sylveon can check Drampa, but Calm Mind + Roost Drampa can beat defensive sets, while Choice Specs Sylveon struggles to hit the field if Drampa is wielding its own Choice Specs. Diancie can pivot into a majority of Drampa's moves, although it fears repeated Water-type attacks.
**Fighting-types**: Although many often cannot switch in directly, all viable Fighting-types force Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs-boosted Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.
**Special Tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can tank Drampa's STAB moves and unboosted coverage moves, retaliating with huge damage or forcing Drampa out to prevent a Calm Mind sweep. Beyond these, most specially defensive Pokemon such as Vaporeon and Galarian Stunfisk require a commitment from Drampa to be hit for any meaningful damage, often being threatened by one specific move.
[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Adeleine, 517429], [Rabia, 336073]]
Drampa's rainbow of a movepool, unique typing, and useful abilities make it a phenomenal anti-meta Pokemon. Boasting a nuclear Draco Meteor and strong coverage moves, Drampa can prove quite difficult to switch into for walls like Copperajah and Dhelmise. Drampa can also use its utility moves in Calm Mind and Roost to set up on special attackers, even beating traditional checks like Sylveon, Diancie, and Stakataka. However, Drampa's poor Speed often leaves it on the back foot against many metagame staples, especially given a type disadvantage, such as Sylveon, Toxicroak, and Tyrantrum. It also falls victim to smart pivoting; opponents can bring in a faster check on a resisted attack, such as Talonflame on Flamethrower or Diancie on Hyper Voice. This can make mispredicting or setting up at the wrong time quite costly.
[SET]
name: Calm Mind Sweeper
move 1: Calm Mind
move 2: Roost
move 3: Hyper Voice
move 4: Flamethrower / Surf
item: Leftovers
ability: Berserk / Sap Sipper
nature: Modest
evs: 52 HP / 240 SpA / 216 Spe
[SET COMMENTS]
Set Details
====
Hyper Voice is Drampa's best STAB attack for sweeping; with Flamethrower to hit Steel-types or Surf to hit Rock-types, it can have near-perfect coverage. It can use Fire Blast or Hydro Pump as a stronger alternative, or it can opt for Focus Blast to cover both Steel- and Rock-types. However, the lower PP and accuracy can make these moves not worth it, especially since the listed moves get the job done anyway. With the given Speed and HP EVs, Drampa can reliably use Calm Mind on incoming defensive Sylveon and keep boosting to beat them one-on-one, avoiding a 2HKO from Hyper Voice at +2 and getting Berserk boosts every so often as well. The Speed also prevents maximum Speed Copperajah from revenge killing with Superpower. Sap Sipper coupled with Roost makes Drampa a sturdy check to common Grass-types such as Vileplume and Decidueye but makes beating Sylveon harder.
Because of Drampa's ability to effectively weaken or beat supposed checks like defensive Sylveon and Steel-types, Pokemon that may struggle to break through those foes such as Choice Scarf Indeedee-F and Heliolisk make for great partners, especially since they compensate for Drampa's relatively poor Speed. Reliable checks to Fighting-types like Toxicroak and Scrafty help Drampa a lot, making Weezing and Talonflame very suitable teammates as well. Steel-types can help manage opposing Fairy-, Dragon-, and Ice-types for Drampa. Lastly, Poison-types such as Vileplume and the aforementioned Weezing help Drampa, as they take on both Fairy- and Fighting-types.
[SET]
name: Choice Specs
move 1: Draco Meteor
move 2: Hyper Voice
move 3: Fire Blast
move 4: Focus Blast / Surf
item: Choice Specs
ability: Sap Sipper / Berserk
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe
[SET COMMENTS]
Set Details
====
Choice Specs Drampa makes the most of its amazing coverage and incredibly high Special Attack, threatening OHKOs or 2HKOs on a vast majority of the metagame, given it locks into the right move. Fire Blast and Surf are essentially interchangeable with Flamethrower and Hydro Pump, which provide obvious tradeoffs and benefits. Focus Blast compresses coverage and hits the likes of Copperajah, Stakataka, and Snorlax. Sap Sipper allows Drampa another method of entry to wreak havoc, something many powerful wallbreakers so desperately want, pivoting in on common Grass-types such as Rotom-C while completely walling Decidueye's STAB moves and preventing Vileplume from healing with Strength Sap. Berserk can be used to further boost Drampa's Special Attack, although it becomes somewhat redundant given how powerful Drampa already is.
Common pivots such as Silvally-Ground and Rotom-C provide relatively safe points of entry for Drampa to wreak havoc. Drampa's positive matchup against the Grass-types that commonly respond to those pivots makes this pairing even better. Steel-types such as Stakataka and Escavalier naturally pair well with Drampa, as they take on Fairy- and Dragon-types such as Sylveon and Alolan Exeggutor, both of which can outspeed and threaten an OHKO on Drampa.
[STRATEGY COMMENTS]
Other Options
====
Drampa can meet both sets in the middle through a Life Orb set with three attacks and Roost, although it may find itself lacking in either damage output or longevity. Beyond this, despite the myriad of moves mentioned that Drampa can feasibly run, not even half are listed; boasting coverage options like Energy Ball, Hurricane, Shadow Ball, and Thunderbolt, each with varying degrees of actual viability, Drampa has many specific moves that may be the perfect piece in a puzzle for any given team.
Drampa can make use of its support moves such as Defog and Glare along with Roost and a great, albeit double-edged, defensive typing, although generally there are better Pokemon to fulfill these niches.
Checks and Counters
====
**Fairy-types**: Sylveon can check Drampa, but Calm Mind + Roost Drampa can beat defensive sets, while Choice Specs Sylveon struggles to hit the field if Drampa is wielding its own Choice Specs. Diancie can pivot into a majority of Drampa's moves, although it fears repeated Water-type attacks.
**Fighting-types**: Although many often cannot switch in directly, all viable Fighting-types force Drampa to switch out quite reliably. Gallade and Scrafty have the natural bulk to switch into most moves besides a Choice Specs-boosted Draco Meteor, and Passimian and Toxicroak can take a hit from an unboosted Drampa.
**Special Tanks**: Pokemon such as Snorlax, Assault Vest Copperajah, and Stakataka can tank Drampa's STAB moves and unboosted coverage moves, retaliating with huge damage or forcing Drampa out to prevent a Calm Mind sweep. Beyond these, most specially defensive Pokemon such as Vaporeon and Galarian Stunfisk require a commitment from Drampa to be hit for any meaningful damage, often being threatened by one specific move.
[CREDITS]
- Written by: [[Togkey, 400664]]
- Quality checked by: [[Rabia, 336073], [S1nn0hC0nfirm3d, 231074]]
- Grammar checked by: [[Adeleine, 517429], [Rabia, 336073]]
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