
Originally Posted by
League
Hmm, I had the idea to use Snore as well, but, perversely, I prefer Meloetta to go Pirouette in doing so. Why? Well, the speed is naturally good for a flincher who doesn't fear the paralysis status, and the type change meanwhile will better defend Meloetta against two annoying attacks, U-turn and Pursuit, effectively turning a weakness to each into a resistance to each.
On that note, the POTW review should make sure to note that the weaknesses of each of Meloetta's forms are exclusive to that form, and that Meloetta can effectively drop any of its weaknesses at any time, making finding a perfect counter who can exploit Meloetta's typing for weaknesses impossible.
So, anyway, my gimmicky core is composed of Rest, Snore, and Relic Song. What should the third move be used for? With Thunder and its paralysis chance, Meloetta could flinch pokemon in either form (its Aria form most notably) more effectively. (Thunder of course has shaky unboosted accuracy, but people here have gone on about Hurricane Tornadus.) With Zen Headbutt, Meloetta can flinch its opponents while it is awake. (Zen Headbutt will always be lacking either Meloetta's STAB or its full attack power though.) With Close Combat and Drain Punch, Meloetta gets Fighting STAB. (I shudder at the first as this Meloetta is kinda sorta like a ResTalker, although it really is nothing of the kind or sort.) Stone Edge, I've decided, has decent neutral coverage against a modest array of threats. Dual Chop also would provide for like modest coverage. U-turn lets Meloetta sing, sting, and then flee the ring.
Why use this Meloetta? Well, despite its many-minded muddled makeup, or rather, because of its many-minded muddled makeup, the set gets great recovery and free attacking chances. Each Snore that causes a flinch is free damage and makes your use of Rest more free of penalty as well.
This Meloetta's item could either be Leftovers or King's Rock, the latter being allowed as far as I know. (That was a declarative question!?) The first boosts recovery directly and is especially helped by the hoped-for flinch, and the latter gives hoped-for flinches. (Would this item also make Dual Chop an especially keen attack choice? You tell me, that was an inquisitive question?.)
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Oh, on a different note, if you have a White Kyurem that knows Fusion Flare, does it lose the move when you revert it to normal form? Otherwise, there's no reason aside from Hidden Power's PP for you to not run Fusion Flare over HP Fire. Well then, never mind.