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Thread: Community POTW #43

  1. #26

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    Ah yes, the typical Halloween Ghost-type for Pokemon of the Week. And its the Pokemon you can't trade over GTS without nicknaming it because it has a cuss word in its English name... Cofagrigus.

    I really like this Pokemon. It has a crazy-high base 145 Defense stat, an above average base 105 Sp. Defense stat, and a decent base 95 Sp. Attack. On the downside, its defensive abilities are somewhat crippled by a rather low base 58 HP stat, and it sits at a sluggish base 30 Speed. However, that low Speed can work to great advantage to Cofagrigus if you use Trick Room, which it can set up itself. It also gets Nasty Plot and Calm Mind to enhance its Sp. Attack, increasing its sweeping possibilities. You can even run both Trick Room and a boosting move on the same set, because Cofagrigus gets perfect coverage with Shadow Ball and Hidden Power Fighting.

    Even with low HP, those massive Defenses can let Cofagrigus take many hits before being taken down. Like many Ghost types, it also gets Will-O-Wisp, which cripples any physical attacker that isn't a Fire type or lacks Guts. However, it lacks any form of recovery outside of Rest. It can't even learn Pain Split, which is a great disappointment. A reliable cleric is a good thing to have if you run a defensive Cofagrigus.

    The most unique thing about Cofagrigus, however is its ability: Mummy. The only Pokemon who get this ability are Cofagrigus and its pre-evolution, Yamask. If a Pokemon makes physical contact with Cofagrigus, their Ability becomes Mummy as well. The abilities are reset to normal if there is a switch of Pokemon, however. As Cofagrigus will usually be brought in against physical attackers (and nearly all physical attacks make physical contact), this ability is of great use. Getting rid of Darmanitan's Sheer Force, Conkledurr's Guts, or the infamous Iron Head Jirachi's Serene Grace will severely hinder the opponent and likely force many switches. This makes for great synergy with entry hazards. Mummy is also fantastic in Doubles and Triples, as you can have a Slaking, Regigigas, or Archeops attack Cofagrigus to get rid of their crippling abilities. On the other hand, if you come across any of those Pokemon in singles, you probably will want to switch Cofagrigus out.

    Confagrigus also gets two thinly spread moves: Power Split and Guard Split. These moves work like Pain Split, but with the Pokemon's offensive and defensive stats, respectively. I'd say these moves are best utilized in Double and Triple Battles; sharing power and/or guard with an ally can be a very effective strategy (I actually have an entire team based off of those moves).

    Countering Cofagrigus:

    No matter how bulky a Pokemon is, it will hate Toxic if it lacks Rest. This holds true for Cofagrigus as well. It also detests Taunt unless it runs a Choice set, which you probably will never see because of a limited offensive movepool. As for actually taking it out, Sp. Attacks are recommended, as its Sp. Defense is much lower than its physical. LO Gengar Shadow Ball is a good example. If you come across the Trick Room set and lack a Trick Room user of your own, it becomes tricky, especially if Cofagrigus has gotten off a Sp. Attack boost or two. It is immune to four priority moves: Quick Attack, Mach Punch, Extremespeed, and Vacuum Wave. Sucker Punch and Shadow Sneak can work, but even then Cofagrigus can still take a number of hits before falling. Stalling out Trick Room is the best idea in that case.

    I know Cofagrigus is considered RU, but I think it can compete with the bad boys of OU just as well because its positives are greater than its negatives. Underestimate this coffin at your own peril.

    Little Cup

    Yamask is one of my favorite Little Cup Pokemon. It's just so adorable. It can run just about anything Cofagrigus can run, and does it quite well thanks to its impressive defenses and good Sp. Attack. I recommend using it on a Trick Room team, as it is slow.
    Last edited by ClefairyRox; 23rd October 2011 at 5:59 PM.

  2. #27
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    Cofagrigus is a great pokemon. especially with it's ability.

    Coffin Wall
    Item: leftovers or chesto berry
    Ability: Mummy
    Nature: Modest
    EVs: 252 Def/252 SpDef/4 HP

    -Rest
    -Hex
    -Hidden Power Fighting/Will-o-wisp/Toxic
    -Hidden Power Fighting/Will-o-wisp/Toxic

    Rest to heal you up and Hex for damage when combined with a status. The last two is up to you; Hidden Power fighting if you want to worry about normal types, Will-o-wisp if you want the pp and lower your foe's attack or Toxic if you want accuracy and damage.

    Taunt will hurt. A lot. Especially when you are up against a normal type. Pokemon that can get rid of their status will be annoying to take down. Really that's it. The main focus is to let the status take care of the work with the attacks to help it.

  3. #28

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    Support @Leftovers
    Sassy/Relaxed
    252 HP/252 Sp. D/6 Def/0 Spd

    Trick Room
    Destiny Bond
    Will-o-wisp
    Hex

    Set up Trick Room, and proceed to Burn/hit as much as many as you can with Hex. When you see a K.O. coming your way, take advantage of your Trick Room priority and Destiny Bond.
    !

  4. #29
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    Cofragrigus @ Leftovers
    Nature: Impish/ Bold
    EVs: 252 HP/ 252 Def 4 SpDef
    Trait: Mummy
    -Will-O-Wisp
    -Protect
    -Power Split
    -Hex/ Shadow Ball/ Night Shade
    This set is fun to use and it counters Excadrill to a degree. Lets see... Will-O-Wisp is for obvious reasons, Protect is for stalling Wisp and Lefties recovery. Power Split helps a lot here. Its like a Pain Split for Attack and SpAtk, giving Cofragrigus an advantage against weak special threats. Hex is for STAB and is more powerful than Shadow Ball after burn, but Shadow Ball is more powerful otherwise, especially against Fire-types that laugh to Will-O-Wisp. Night Shade helps if you don't want to rely on Cof's mediocre SpAtk.
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  5. #30
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    Since I've actually used one, I thought I'd offer some of my thoughts.

    Firstly, as for as partners are concerned, you may want to shy away from anything that both a: uses contact moves and b: NEEDS their ability. Case point, I've used it with BU Scrafty and accidently Mummifying myself hurts. (even worse it that, since Scrafty and Cofagrigus cover eachothers weaknesses, I find myself switching between them a lot.)

    Remember Earthquake is not a contact move, neither is Stone Edge. For this reason Ground type sweepers need not worry about this. (I'm looking at you, Excadrill)

    Secondly, lack of reliable recovery really hurts Cofagrigus' survivability. It does a good job of walling many things, but you can't really rely on it to wall multiple Pokes in a row. Against physical sweepers, burning them is of the highest priority, in the hope thst their now-pathetic Attack and your monstrous Defence leaves them doing less damage than Leftovers recovers. Though this tends not to work on non-choiced Fightings as nearly all of them have Payback, which WILL outdamage your leftovers.

    Finally, here's a set I'd like to share. I haven't actually tried it so I don't know if it works, but anyway:

    Ubreakable Coffin
    Nature: Bold (+Def -Atk)
    @Leftovers

    -Substitute
    -Calm Mind
    -Shadow Ball
    -HP Fighting/Toxic

    The theory here is that, with 145/105 defences, Cofagrigus should be able to set up the "ubreakable sub" pattern. For those not in the know, it means that by the time your sub breaks, Lefties has recovered the HP used to make it. The goal is to get so many Calm Minds up that any special attacker is doomed to meet this fate, and any physical attacker will be OHKO'd before it can break the sub... except in this case it's highly unlikely physical attackers will be able to break it either, so you can just use them as CM bait. Of course, low speed makes putting up the initial sub a problem. But I could see this being pretty powerful if it gets going.
    HP Fight is for coverage, though I hate suggesting HP without providing an alternative. Still, it is Coff's best coverage option. Toxic is because the ideal targets of this set are weak walls who have a very hard time breaking your subs even with no CMs, so Toxic can shut them down and slowly eat away their HP while you're busy buffing yourself.

    As for EVs, max HP is a given. From there the most obvious route is to just max Def, as you'll be increasing your Sp Def anyway. There could be other options though, it may be worth putting a little into Sp. Def just so you can start stalling specials earlier. And besides, Coff's physical defence is so high that even without EVs it's impressive.

  6. #31
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    I hate to break it to you, but the mole is uber now, and it cannot even learn Stone Edge anyway. Plus you spelled "unbreakable" wrong.
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  7. #32
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    Quote Originally Posted by pika250 View Post
    I hate to break it to you, but the mole is uber now, and it cannot even learn Stone Edge anyway. Plus you spelled "unbreakable" wrong.
    Really? Why am I not surprised. I, however, tend to go by random WiFi, where it's still very common.

  8. #33
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    TOMBED (offensive wall)
    Nature: Bold
    Will-o-Wisp
    Calm Mind
    Shadow Ball/Hex
    Energy Ball/Rest
    —This makes Cofagrigus both a near unbreakable wall and an offensive force (sort of). Will-o-Wisp and Calm Mind both boost your defenses while weakening the opposition's. Choosing between Shadow Ball and Hex is tricky—Shadow Ball provides you with immediate power but Hex becomes much more powerful against statused foes. The later can work well with Will-o-Wisp support or if you have something like Tentacruel, which can lay down Toxic Spikes, as a partner. Energy Ball is mentioned for type coverage as Cofagrigus doesn't have a large offensive movepool, but Rest can help make you last longer.

    RESTFUL SPIRIT (the “Bulky Ghost”)
    Nature: Bold/Calm
    1. Will-o-Wisp/Toxic
    2. Shadow Ball/Hex
    3. Haze
    4. Rest
    —The “Bulky Ghost” that seems to be so popular. Will-o-Wisp offers the same support, chipping at the opposition's HP while also making Cofagrigus sturdier against physical attackers. Toxic saps more HP over time, however, and with Rest support Cofagrigus has the high potential to stick around for it. Haze screws up stat boosters, like Swords Dancers or Calm Minders/Nasty Ploters.

    POLTERGEIST
    Nature: Relaxed
    1. Trick Room
    2. Rest
    3. Destiny Bond
    4. Shadow Ball
    —Cofagrigus would offer great support on a Trick Room team thanks to its natural bulkiness and low speed. When you're about to be killed, take the foe with you with D-Bond. Shadow Ball is there for offense, preventing you from becoming Taunt fodder. The main problem with this set is it faces competition from fellow phantoms Dusclops and Banette—Dusclops (with Eviolite) can attain higher defenses and has better recovery with Pain Split, and Banette is immune to sleep with Insomnia and can Taunt the opposition into attacking so it can kill them its own D-Bond, but Cofagrigus still has most of the right moves for it. . .as well a contact version of Mold Breaker.

    WRATH OF THE MUMMY
    Nature: Modest
    1. Nasty Plot
    2. Shadow Ball
    3. Energy Ball
    4. Hidden Power Fighting/Psychic
    —It would be best to use this on a Trick Room team or when most things have been paralyzed. Nasty Plot powers you up, of course, Shadow Ball is for STAB, Energy Ball for coverage. HP Fighting would be preferable in the last slot because otherwise you'd be walled by Steel-types. If you don't want to work that hard, however, Psychic's always there. I'd highly advise bringing alone something that can reliably check those pesky Steels, though in which case.

  9. #34
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    Quote Originally Posted by x_vandslaux_x View Post
    Really, only the first set is close to standard, except you NEVER run Ice Beam on a bulky Water that's neutral to Grass.
    1) 16 Speed EVs is useless. 32 outruns Tyranitar and is a good start. 44 Speed is best because it outruns most Gliscor. Also he didn't really post a real EV spread.. "EVs and Nature:
    EVs: 252 HP / 240 Def / 16 Spd or 252 HP / 240 SDef / 16 Spd
    Bold Nature (+Def, -Atk) or Calm Nature (+SDef, -Atk)".
    So basically all he said was "run some speed for some reason and run max / max defenses."
    2) Ice Beam is of no use against anything. What will you hit? Salamence / Haxorus? Both outrun and easily OHKO you.. they also survive an Ice Beam. Gliscor / Landorus? Both outrun you with those EVs and hit you with Earthquake. Also in the Rain (WHICH IS THE MAIN REASON TO USE TENTA) Scald hits with 94% the power. Also Ice Beam won't OHKO either one. Ice Beam to hit Celebi / Ferrothorn? Celebi is 3HKOed and Nasty Plot sweeps while Ferrothorn Spikes 3 layers. Lati@s / Hydreigon? Ice Beam doesn't OHKO (or even get close to 3HKO on Latias) while the offensive dragons OHKO you (and Latias CM sweeps). What else does Ice Beam hit? Tornadeus? Scald in Rain (if not your rain, their rain).
    3) No mention of Protect AT ALL on the entire POTW. Protect is one of Tentacruel's most commonly used moves. How else would it live damn near forever in Rain?
    4) No mention of Rain stall or Tenta's important role on it.

    I don't care about the gimmick stuff but if I saw someone using the POTW Tenta in a RMT I would immediately suggest it be changed.

  10. #35
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    This pokemon was born for rotation battles, it has an interesting niche there. Because of it's massive defense, it can rotate in on a predicted physical move. Later, Slaking/Regigas, or even Archeops, can rotate in and use a physical attack to gain Mummy.

    Might work well with Zoroark, people won't use Scizor at the very least like they will with Gengar.

    It's also a good Trick Roomer, and can use Haze. It's also a nice check/counter for scizor, as it will remove technician and use will-o-wisp.
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  11. #36
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    Finally! Confagrigus is my favorite pure ghost type. Bulky, good movepool (especially in support) and "cool" ability.

    Ability:
    Mummy: An ability that turn whoever attacked him with mummy. I cannot say that this is the best ability but... well at least Darumaka cannot change its form.

    Trick Coffin
    @LeftOvers
    Relaxed (252 Def, 200 SpDef, 56 HP)
    -Trick Room
    -Will-O-Wisp
    -Hex
    -Disable

    This set is... kinda annoying. With Confagrigus terrible speed, Trick Room gives him a upper hand. Wiil-o-wisp + Great Bulk? Well, I believe this is cool! Combine with Hex, wasn't this coffin make an upper hand? Disable make this set more annoying. Spam it.

    Other options:
    Haze. Haze reset the stat change.
    Night Shade. Night Shade always deal 100 damage.
    Power Split. This is another cool move. Try it and it will ruin the sweepers.

    Physical Wall
    @Leftovers
    Relaxed (252 Def, 240 HP, 16 SpAtk)
    -Ominious Wind/Shadow Ball/Hex/Night Shade
    -Will-o-Wisp
    -Protect
    -Embargo

    Well, i love this set. If you have notice, this is the only set with no Trick Room. Well, who cares with Speed anyway? You're just bulking. Anyway, STAB moves for the first slot. Its a waste that Confagrigus don't have taunt. Will-o-wisp burn the opponent and lowered their attack by 50%. You remain healthy. Protect stalls burn. Embargo prevent them from using berries like Lum.

    Other options...

    Heal Block. Embargo might prevent them from using berries etc., they cannot prevent them from using Rest and Refresh. This is the purpose of Heal Block.

    Offensive Coffin
    @Life Orb
    Modest (242 Def, 252 SpAtk, 14 HP)
    -Trick Room
    -Nasty Plot/Calm Mind
    -Shadow Ball
    -HP [Ice] / HP [Fighting]

    This is the only offensive set of Confagriggus. Trick Room reversed the speed. Nasty Plot and Calm Mind boost your SpAtk. Shadow Ball as STAB moves. HP [Ice] don't have immunity while HP [Fighting] kick Prankster Liepard that will resist your Trick Room.

    Partners:

    Double Battle.
    Snorlax, Absol and other offensive pokemon that will benefit your Trick Room. For the Physical Wall set, I suggest Special Sweeper like Gardevoir and Alakazam.

    Triple Battle:
    Physical>Offensive<Special
    This is the set I suggest.

    Countering:
    Anything that will resist its STAB move AND Trick Room. Aside from that, Sucker Punch and Screech will also hurt Confagrigus a lot. Mawile is the best Choice, with Screech, Sucker Punch, terrible speed and can resist ghost type moves. Tricker can also ruins Confagrigus. Sableye is the best one with Choice Band, Trick and Terrible Speed. Just make sure to choose the boosting moves.. To resist the ability, use Worry Seed. Ferrothorn is the best pokemon that can use it while they will be benefit with Trick Room.

    Pre-Evolution Corner:

    Yamask, much like Confagrigus, is a bulky and have terrible speed. Thanks to Eviolite, Yamask can also battle. 443 Def and 376 SpDef make it more bulky than its evolution.

    Relaxed (252 Def, 104 HP, 152 SpDef)
    -Power Split
    -Will-o-wisp
    -Hex
    -Disable

    Power Split give the average of your and the target's atk and spatk. Although power split serves as annoyer, it can benefit your Hex. Will-o-wisp reduces the atk of the opponent by 50%. Disable disable the opponent.
    Last edited by menametlg; 30th October 2011 at 7:54 AM.

  12. #37
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    Item: Leftovers
    Night Shade
    Payback
    Energy Ball
    Will-o-wisp

    Countering
    Its ability and the fact that its sp defense is lower requires you to use special-type moves; especially dark or ghost, like Shadow Ball and Dark Pulse.
    It's also important to have a move that changes its ability like Simple Beam.
    Choose a pokemon that can't be burned, for likely possibly that it might use will-o-wisp. Particularly, one that has high sp defense and strong against Ghost-type attacks.
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  13. #38
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    Can I remind everyone to keep this thread to discussion of the PotW in question. Thank you.

  14. #39
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    Status Move Options
    -Cof' has access to so many "offensive" Status Moves that you won't be too disappointed. The Ghost Type learn-standards (Toxic, Will-o-Wisp, and Mean Look) and Disable wreak absolute havoc on Physical and Mixed Attackers, let alone what Mummy Ability can do. Special Attackers will have an easier time, but not by much.
    -"Defensive" Status Moves are also plentiful. Calm Mind works quite well at covering your lower Sp.Def, giving you an option over Nasty Plot. Rest may be weak, but if your opponent can't pound you back into the sandy grave you came from, you stall them out an incredible while longer.
    -Trick Room is great because you can learn it AND use it quite well. Using Guard Split or Power Split after a few Calm Minds (or Nasty Plots with Power Split) can be quite interesting in Multi. Special-based Choice Item users will reap a ton of benefits with this support.
    -Grudge and Memento. As far as a final attack option goes, these are quite useful. Grudge can help with the PP shortage if your opponent has to pound away at you to get a 4+ Hit KO on you. Memento helps support your replacement when it comes to defending (especially if they can't too well), but also requires you to soak damage for a long time.
    -Safeguard. Like Grudge and Memento, you really only need this as a last resort. If you feel that you'll go down next turn, Safeguard and protect your allies from Status Effect Flingers like Tentacruel and Stunfisk. Situational, but effective.

    Normally, I like using Nasty Plot over Calm Mind. Cof' is one major instance where I flip that decision, especially with the beefy defenses and Sp.Def being the lower one.

  15. #40
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    Hi all

    Overview

    Cofagrigus is quite possibly the epitome of a defensive spinblocker, thanks to its great defensive stats and Ghost typing. Unfortunately, these assets may not be enough to let it keep up with the extremely offensive metagame of the new generation. The main reason why people may shy away from Cofagrigus is simply the intense competition for a team slot; Jellicent, for example, which can also block Rapid Spin with its Ghost typing, possesses many more resistances thanks to secondary Water typing. A shallow movepool also lets Cofagrigus down quite a bit, so its standard support set doesn't have many options, aside from Haze, to use as a filler move. Finally, with Rapid Spin becoming less and less common, Cofagrigus's primary role is slowly becoming less and less important.

    However, despite all these setbacks, Cofagrigus still has its merits. 58/145/105 defenses are great, giving Cofagrigus the ability to wall entire teams once certain threats have been removed. Being the sole fully-evolved Pokemon with the Mummy ability helps as well, allowing Cofagrigus to fare well against certain threats such as Conkeldurr, Scizor, and Breloom. Cofagrigus's usefulness doesn't end there, though; access to Calm Mind allows it to go on the offensive and rip apart unprepared teams.

    Bulky Ghost

    Leftovers

    Bold

    EVs:252 HP / 136 Def / 120 SpD

    Moveset:

    ~ Rest
    ~ Haze
    ~ Shadow Ball / Hex
    ~ Will-O-Wisp

    This standard bulky set takes advantage of Cofagrigus's natural bulk in order to serve as a defensive pivot and team supporter. In addition to being the second bulkiest Ghost-type (after Eviolite Dusclops), Cofagrigus has a more than passable Special Attack stat, which can ward off frail attackers, and a useful ability in Mummy, which allows Cofagrigus to fare well against certain Pokemon that are dependent on their abilities. Shadow Ball is Cofagrigus's main attacking option, as it gets STAB and has a consistent Base Power. Will-O-Wisp allows Cofagrigus to cripple physical attackers while slowly whittling away their HP at the same time. Haze is largely a filler option, but can be a life saver when going up against defensive stat-boosting Pokemon such as Wish Calm Mind Jirachi and Curse Snorlax.

  16. #41
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    Quote Originally Posted by arceusvictini View Post
    Sorry, Cofagrigus is a ghost type and so doesn't get the defense increse from curse. It gets rid of 1/8th of oppoents HP every turn for half you def. Sorry, svenosman.
    Quote Originally Posted by DarkRecon
    Just as a reminder, Curse on ghosts-types halve their HP and curses their opponent who loses 1/8 of their HP per turn. Confagrigus is a ghost type so it loses HP, it doesn't get the stat boosts and reductions. You might want to change that.

    v You got ninja'ed
    Sorry, I forgot about that. I normally use Curse on a non-Ghost Pokémon, so I forgot the whole Ghost-thing. Thanks for reading and responding!
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  17. #42
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    Quote Originally Posted by vince9409 View Post
    Cofagrigus is awesome. This is the set I'm using:

    Cofagrigus @ leftovers

    Will-o-wisp
    Nasty plot
    Shadow ball
    Trick room

    Calm nature (+SDef, -att)
    Ev's: 252 hp, 252 SDef, 4 def

    It's all about support, but when you've used Will-o-wisp and trick room, you can go for a sweep. Nasty plot for boosting you okay special attack and shadow ball for your strongest STAB move.

    You may be wondering: why not def investment but Sdef? Well, base 140 def is good enough without any EV's or nature boosting it. Plus, you're using will-o-wisp which halves the opponents attack, making you physically impossible to beat already. max Sdef means you can take hits from both sides. it works!
    Shadow Ball isn't your strongest STAB move. Hex is, but only if the opponent has a status problem, which will likely happen when you use Will-o-wisp against them.
    3009 7432 7055

    3 things about me:
    1. My mother tongue (if it is called that way) is not English (its Dutch, btw), so if I do make mistakes, sorry.
    2. Please send back a PM to me untill the trade is done. I hate it when people suddenly stop sending PMs.
    3. When I talk about a Pokémon in the POTW, I talk about its options in Random Matchup. So no UU, OU, NU, ubers or "drizzle won't activate swift swim" for me.


  18. #43
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    Cofagrigus: the coffin pokemon that eats people. Cool stats, cool typing, too bad it misses some moves that like every other ghost type gets (no Pain Split... SERIOUSLY?)
    Set Name: This bulky coffin will eat your soul
    Ability: Mummy
    Item: Leftovers
    Nature: Bold
    Evs: 252 Hp, 252 Def, 4 SpDef
    -Will-o-wisp
    -Hex/Shadow Ball
    -Curse/Haze
    -Rest/Disable
    Cofagrigus has an insane defence stat and ghost typing, so it can sponge phisical hits quite well. Will-o-wisp cripples completely any non-guts phisical sweeper, Hex gets 100 BP on a statused opponent so comboes very well with Will-o-wisp. Shadow Ball is still an option if you fear pokemon immune to burn or if you don't want to need a turn to status the opponent before you can start attacking. Ghost type Curse is an underrated move that forces switchs like crazy and demolishes Baton Pass chains. Haze is a rare move that Cofagrigus can use nicely to stop set up sweepers. Rest is your only form of recovery and is quite necessary if you run curse. Disable can be useful since many opponents only carry one move that can actually damage Cofagrigus. For the EVs ALWAYS max HP since 58 base stat, than you can go with max defence. Also max special defence is viable, but than why not using something else like Dusknoir?
    Other options
    Subsitute comboes well with disable. Toxic is an alternative status affliction. Heal block works well with Toxic against pokemon with reliable recovery. Protect stalls out the residual damage and gives you more Leftovers recovery.
    Power Swap can reduce your opponents attacking stats and increase yours.
    Partners
    A cleric makes your Rest more reliable. Blissey/Chansey are the best as they are immune to ghost while you're immune to fighting and because they are great special walls while you are a good phisical wall. They can also pass wishes. Wish passers in general aer good.
    Counters
    Swellow is immune to ghost, appreciates the burn and starts spamming boosted Brave Birds on everything. Houndoom is immune to burn too, resists ghosts and destroys you with a dark pulse. Chansey/Blissey can easily stall you unless you pack Toxic+Heal Block and force you to use Rest. Specially based dark types in general are great counters, so are ghost types, but they are hit hard by a ghost attack. Magic Guard Clefable completely laughs at everything you pack.

    Set Name: Bulky Calm Mind
    Ability: Mummy
    Item: Leftovers/Chesto Berry
    Nature: Bold
    Evs: 252 Hp, 252 Def, 4 SpAtk
    -Calm Mind
    -Shadow Ball
    -Hidden Power [Fighting]
    -Rest/Will-o-wisp/Substitute
    Cofagrigus was made to use Calm Mind: is has a monstrous defence, a nice SpAtk, perfect offensive coverage in two moves, only 2 weaknesses... just great. The only questions are abuot the last move. Rest is doable whith your monstrous defences after some Calm Minds. You can use a Chesto Berry to immediatly wake up after the set up and attempt a sweep. Otherwise, Will-o-wisp is still an option to cripple phisical threats, while Substitute works well with calm mind, since you substitute becomes almost unbreakable after some Calm Minds. For the EVs, max defence is recomended. You can invest in SpAtk, expecially with Rest-Chesto. Your defence is great even without EVs in defence.
    Other options
    Almost everything was listed, I guess...
    Partners
    Similar stuff to what was listed before.
    Counters
    Unlike many other special sweepers, the pink fat blobs are NOT good counters. Whithout Toxic, they can't do anything, and Rest-Chesto and Substitute varriants will win no matter what. P-hazers are great counters. Honchkrow can take you attacks and smashes you with Super Luck Night Slash. Banded Tyranitar doesn't like Hidden Power or Will-o-wisp, but smashes you with a scary powerful crunch. Mandibuzz is probably the perfect counter: it takes your moves all day long and blows you away with Whirlwind.
    Whimsicott comes in as you set up and encores you into your non attacking move.

    Set Name: A nasty coffin found in the trick room
    Ability: Mummy
    Item: Leftovers/Life Orb
    Nature: Quiet
    Evs: 252 Hp, 252 SpAtk, 4 SpDef
    IVs: 2 Spe and Atk, 30 Def, Sp Atk, SpDef , 31 Hp
    -Trick Room
    -Nasty Plot
    -Shadow Ball
    -Hidden Power [Fighting]
    This is a Trick Room sweeper, and a very good one. Your Speed is 60, so in Trick Room you outspeed anything faster than that. Nasty Plot doubles your attack thar reaches 632. Your last two moves give you unresisted coverage.
    Max Hp to take hits, max SpAtk to murder stuff. Leftovers to last longer and set up Trick Room repeatedly, Life Orb to get more instant power. Here are given the best IVs for a 70 BP Hidden Power [Fighting] with lowest possible speed and Atk (to do less damage to youself should you hit yourself in confusion).
    Other options
    Almost everything was listed, I guess...
    Partners
    Trick Room abusers.
    Counters
    Mandibuzz is still the best counter ever. Honchkrow outspeeds and spells your doom with Sucker Punch. Should you try to outstall it with non attacking moves, Trick Room will be outstalled too and he will just Night Slash or Brave Bird you. Bisharp does the same thing, but is x4 weak to Hidden Power. Whimsicott comes in as you set up and encores you into your non attacking move.

  19. #44
    Join Date
    Apr 2010
    Location
    Poole or the moon
    Posts
    37

    Default

    Hexagrigus
    252HP,252Def,4SDef
    Leftovers
    Hex
    Calm mind
    Will o wisp/toxic
    Haze

    Hex deals massive damage when the opponent is affected with toxic or will o wisp
    Calm mind increases damage
    Haze screws over boosters like the latis

  20. #45
    Join Date
    Jan 2011
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    Grasstown
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    250

    Default

    Name comes from coffin and egregious, they pulled a Feraligatr and messed with the spelling to make it fit. I still think it's pronounced "cough-a-griggus", not "cough-egregious", though (...kinda like how Blastoise should really be pronounced "blast-iss" since it comes from tortoise).

    ...but I digress.

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  21. #46

    Default

    Hrm, Cofa doesn't really have that much of a niche. While it lacks Jellicent's Recover, it boasts significantly more defensive power than Dusknoir. Dusknoir is more balanced, though, and Cofagrigus is not as offensively threatening and has less support options.

    Cofa's most interesting set, arguably, would be the usage of the Item Escape Button. Use this to apply the Mummy Ablility onto the opponent, switch to Slaking, and use Pursuit to guarantee a removal of Truant. I don't especially recommend such a strategy, but it is nonetheless viable.

  22. #47
    Join Date
    Sep 2010
    Posts
    476

    Default

    Quote Originally Posted by PhilosophicalPsychologica View Post
    Hrm, Cofa doesn't really have that much of a niche. While it lacks Jellicent's Recover, it boasts significantly more defensive power than Dusknoir. Dusknoir is more balanced, though, and Cofagrigus is not as offensively threatening and has less support options.

    Cofa's most interesting set, arguably, would be the usage of the Item Escape Button. Use this to apply the Mummy Ablility onto the opponent, switch to Slaking, and use Pursuit to guarantee a removal of Truant. I don't especially recommend such a strategy, but it is nonetheless viable.
    That's an excellent strategy, but not guaranteed if you still have non-contact Moves flying at you. It works for Archeops, too, but you won't have access to Pursuit if you go down that route. A Red Card would also help Cof' fight back against Slaking and Archeops.

  23. #48
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    Nov 2010
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    Default

    With Mummy-King, the foe can also switch as you switch to Slaking.


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  24. #49
    Join Date
    Oct 2011
    Posts
    1

    Default Mummy/slaking

    Slaking could be a good partner in doubles and triples. Hit an unboosted cofagrigus with punishment and slaking will lose truant. Its an idea.

  25. #50
    Join Date
    Jun 2011
    Posts
    11

    Default

    status-grigus
    will-o-wisp/toxic
    curse
    mean look/trick room
    shadow ball
    item: lum berry/sitrus berry
    nature:special attack raising.
    EV's: defense and special defense

    will-o-wisp induces a burn, which is one of the worst status conditions in the game. toxic gets worser as the target stays in, which pairs well with mean look. curse will take a chunk of health out of cofagrigus, but will take a huge chunk of hp out of the target each turn. trick room speeds up cofagrigus to get faster and also make it easier to induce status, and shadow ball is for taunt.

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