recursal/Fanatic-Fandom huggingface dataset:
Bliss DADDY!

**Bliss DADDY!** is a Blissey created by SoFtBOILeDYT. To nobody's surprise, a Blissey with Fluffy is extremely bulky and tough to take down. To make matters worse, King's Shield punishes many of the physical Fighting moves that may seek to break it and give it ridiculous winning matchups like against a Close Combat Kudamon's Lycanroc. It is also one of the better defensive Stealth Rock setters of the format and a very annoying Toxic spreader. Bliss does have some weak points; it will eventually succumb to repeated blows if it doesn't get Soft-Boiled, and Fluffy adds a Fire weakness that makes it unable to handle special Fire attackers like hot turkey and Beelzebug. Its offensive movepool is also quite awful, with Dazzling Gleam being very weak, Hyper Voice a bit better because of STAB but still nothing to write home about, and Stored Power absolutely useless unless it somehow gets to set up Calm Mind. This makes Bliss DADDY! sometimes come off as an annoying stally mon that just sits there but doesn't accomplish anything outside of halting momentum and not dying.

## Moves

-Calm Mind

-Soft-Boiled

-Toxic

-Stored Power

-Dazzling Gleam

-Substitute

-King's Shield

-Stealth Rock

-Hyper Voice

## Usage Tips

The entire point of this behemoth is to dish out and cripple physical attackers and stall them to death using toxic. Just make your opponent mad and have them click X.

## Replays

https://replay.pokemonshowdown.com/dawn-gen8azuremonschallengecup1v1-487676

https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-507183
Icarus

**Icarus** is a Talonflame created by Echo Torterra. Icarus can fulfill the role of a fast attacker thanks to its good speed tier and acceptable power level. Magic Guard not only lets it ignore Stealth Rock, which would be a major Achilles Heel because of its typing, but also freely lets it use Life Orb and ignores the recoil on its two best STAB moves, Brave Bird and Flare Blitz. Its typing is even decent defensively, boasting important resistances such as Fire and Fighting albeit at the cost of a notable Electric weakness. However, while its speed tier of 274 is good (being a point ahead of Deadmau5 and Esca's Girlfriend), it's not as blazing fast as one would expect as it's also a point below Saint Ntilwell; Flame Charge can somewhat patch this up if it gets a free turn or is able to pick off something very weakened, though. Its raw Attack stat is also rather low, meaning it is very reliant on its 120BP moves for damage output and is rather weak otherwise. Icarus also suffers from poor bulk and is walled by the majority of the Flash Fire Steels.

## Moves

-Brave Bird

-Flare Blitz

-U-Turn

-Dual Wingbeat

-Swords Dance

-Roost

-Flame Charge

-Taunt
Apollo

**Apollo** is a Kommo-o created by Astral Observatory. Its wide special coverage, most of which is boosted by Punk Rock, allows it to deal some serious damage after a Throat Spray boost. It notably has very good bulk for an offensive mon, which makes sweeping with Clangorous Soul in the lategame a viable strategy, since 33% HP can be expendable especially when defensive boosts are obtained in return. However, Apollo should usually be preserved until the lategame or to handle specific threats, as the Throat Spray boost is lost upon switching out and its Special Attack isn't very impressive without it. Even after a Clangorous Soul boost, it cannot sweep most healthy teams without some team support beforehand, and once again it will usually only get one chance at sweeping. Lastly, without a boost, its mediocre speed and exploitable Psychic and Ice weaknesses make it a prime target for mons like cold turkey and RSReina's Abra after it gets a kill.

## Moves

-Clangorous Soul

-Clanging Scales

-Hyper Voice

-Boomburst

-Overdrive

-Flash Cannon

-Flamethrower

-Aura Sphere

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandomdoublesbattle-464292
Ginger

**Ginger** is a Dusk Forme Lycanroc created by Aeonex1. Ginger sits at a good 273 speed tier, allowing it to outrun a significant part of the format, from where it can comfortably fire off its powerful moves. Ginger's power comes from its high-BP (mostly recoil-inducing) moves and Life Orb, both of whose drawbacks get negated by its ability Magic Guard, making it more resilient to getting worn down than other offensive mons (though it does not appreciate taking actual hits at all). Ginger's crown piece is obviously its ridiculously strong Head Smash, but it can use its coverage like Close Combat and Volt Tackle to take on other bulky mons and utilize Accelerock to revenge kill faster things like Kudamon's Noivern and weakened SaintRevent's Barraskewda. Ginger's speed tier, while good, still puts it behind a couple other threats that can take it out when not in Accelerock range. It does also not appreciate bulky Steels that can take a hit from its coverage and KO back, with Ascalon and Renfur's Melmetal being its biggest headaches.

## Moves

-Swords Dance

-Head Smash

-Accelerock

-Volt Tackle

-Close Combat

-Wood Hammer

-Rock Slide

-Flare Blitz
Forging Oven

**Forging Oven** is a Rotom Heat created by EsCa(SO4)2. Forging Oven is meant to trap and dispose of the Steel-types of the format, with Fire/Electric/Fighting coverage hitting almost all of them super effectively. Ascalon is a notable exception to this, but cannot be trapped either way because of its Ghost typing (and does not appreciate a Specs Thunderbolt either). Its powerful super effective STAB moves are capable of OHKOing pretty much every Steel-type in the format, with Der Bauer, BOLK and STAKATAKATAKA dropping to Aura Sphere because of their x4 weakness and Solenop.sys being glassy enough to still drop to Thunderbolt. Forging Oven also outspeeds the large majority of the Steels, but admittedly the faster ones can give it some trouble; The Underminer may not be locked into Rock Slide or a Ground move, Solenop.sys cannot OHKO but might U-Turn out, TACTICAL LUC's Aura Sphere deals massive damage and Demon Ant's Rock moves are not a pleasure to take though they won't OHKO. Forging Oven preys on primarily the slow Steel-types of the format, but its matchup against just about everything else is very shaky, as it lacks great bulk, is not very fast and is weak to common offensive types like Ground and Water.

## Moves

-Overheat

-Thunderbolt

-Volt Switch

-Trick

-Hyper Voice

-Electroweb

-Aura Sphere

-Fusion Flare
Azuremons Wiki

**Welcome to the Azuremons Wiki!**
So I heard y'all don't like scrolling for ages in Google Docs so I built this thing as a resources hub.
 I know it's free to edit for anyone but please, don't vandalize or I'll have to lock every article :3
 Sincerely, ya boi (or gal, who knows) Esca

# Current Mon Count: 397

## Important articles

Viability Rankings

CC1v1 Viability Rankings

Doubles Viability Rankings

Speed Tiers

Move Shop

imagine naming them "important articles" but then making them all redlinks but then putting half of them up but then you forget to protect the page so people continue the sentence

## Levels

Don't know where else to put this, so here's the levels based on BST:

1-300: 90

301-350: 88

351-400: 86

401-450: 82

451-500: 78

501-550: 74

551-660: 70

661-700: 66
Gently Weeping

**Gently Weeping** is a Toxtricity created by EsCa(SO4)2. Similarly to Hatsune Miku, Gently Weeping combines its STAB with an -Ate ability to get BoltBeam coverage that's very hard to switch into. While its lower SpA makes its STAB overall a bit weaker, Boomburst over Hyper Voice gives its secondary attack notably more power--in fact, Boomburst has more power than both of its STABs. Poison STAB also allows it to hit specially defensive Fairies like Pixxx Harder Daddy and Tapu Nani? for much more damage and gives it the ability to break past treesarecool's Lombre much more easily. Its speed tier only outspeeds everything up to unboosted tank trouble-complete, though, and with its bad bulk it's easily revenge killed despite its interesting set of resistances. While it is very rewarding when given the chance to wallbreak, it generally requires a lot of careful positioning to actually come in and fire off its devastating attacks, making it harder to use than other dedicated wallbreakers.

## Moves

-Boomburst

-Thunderbolt

-Hyper Beam

-Hyper Voice

-Sludge Wave

-Volt Switch

-Sludge Bomb

-Searing Shot
ATTEN-SHUN!

**ATTEN-SHUN!** is a Falinks created by Renfur. Simple coupled with No Retreat or Swords Dance can very quickly make this mon spiral out of control; Swords Dance instantly brings it to +4 Attack, after which defensive counterplay is as good as non-existent as long as it gets the desired coverage moves. Meanwhile, No Retreat instantly boosts all of its stats to +2; in many cases, games end right when it clicks that move already. What mainly holds ATTEN-SHUN! back is the fact it struggles setting up, usually only being able to afford this versus slower opponents because it doesn't tank hits well pre-setup. Its moveset is also a bit unideal, only having one STAB move, so its sweeping chances can get neutered if it doesn't get the right moves to take the opposition down. Lastly, a notable downside of Simple is that Close Combat drops its defenses by two stages, meaning that even after a No Retreat it can be revenge killed with strong priority after using the move a couple times.

## Moves

-No Retreat

-Iron Head

-Close Combat

-Throat Chop

-Poison Jab

-Rock Slide

-Zen Headbutt

-Swords Dance
BOLK

**BOLK** is a Bastiodon created by EsCa(SO4)2. True to its name, BOLK boasts incredible bulk that would make it one tough nut to crack. However, in practice, it ends up falling flat as a defensive mon because of its awful defensive typing. Ground and Fighting moves are very common, and even with Prism Armor it folds to them in one or two hits. Unlike STAKATAKATAKA, another semi-defensive mon with the same typing, BOLK doesn't really have the tools to take advantage of its sparse free turns--usually it sets Stealth Rock and that's kind of it. It is incredibly hard to actually OHKO it though, even with its biggets weaknesses, so foes that aren't careful risk getting struck by a Metal Burst and losing most if not all of their HP, but besides that, BOLK doesn't pose much of a threat on the battlefield.

## Moves

-Stealth Rock

-Toxic

-Metal Burst

-Curse

-Iron Head

-Earthquake

-Avalanche

-Roar

-Rock Slide
Der Bauer

**Der Bauer** is a Pawniard created by Echo Torterra. Der Bauer has good bulk and, with Flash Fire taken into account, a nice defensive typing that allows it to check a variety of threats like V For All, MENMA and treesarecool's Marowak-Alola. Its good attack prevents it from being too passive for a tank, as it has a strong Knock Off and Iron Head to hit Fairies. It can also force mindgames with its access to Sucker Punch, where one can bluff having the move to force out threats such as SaintRevent's Barraskewda. Its good bulk and capability to force switches also makes it a good Stealth Rock user. However, the presence of "random" Fighting coverage on a lot of mons can hinder Der Bauer's actual effectiveness, as a hit of a Fighting move will either KO it or put it at such low health that it can't really check anything anymore. Der Bauer is also notorious for drawing very bad movesets, as it only has three good attacking moves and can wind up with exceedingly passive sets when it gets too many status moves.

## Moves

-Sucker Punch

-Knock Off

-Iron Head

-Swords Dance

-Power-Up Punch

-Stealth Rock

-Substitute

-Protect

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandomdoublesbattle-468464
Cancer

**Cancer** is a Galarian Corsola created by Marnie. Amazing mixed bulk, great utility options and most notably, multiple forms of recovery make it the undoubtedly best purely defensive mon in the meta, only facing real competition for that title with Nevermore. Due to an oversight in early movepool coding, it got access to Recover, but staff decided against forcibly removing it due to the need for more reliable bulky mons in the meta. Cancer tanks hits like nothing and can easily recover with, well, Recover and Strength Sap all the while spreading burns, chip damage and setting Stealth Rock. Aiding its tanking powers is its ability Stamina, which boosts its defense for every hit it takes and even allows it to handle some things like Renfur's Muk-Alola if it switches in on a resisted move first. However, its own damage output is nothing to write home about, and it is susceptible to Toxic, Knock Off and extremely strong and/or super effective hits. Still, these downsides are not enough to knock the dead piece of coral off its stally throne.

## Moves

-Strength Sap

-Will-O-Wisp

-Scald

-Stealth Rock

-Mirror Coat

-Recover

-Scorching Sands

-Night Shade

-Body Press
AlphaNinja's Haxorus

**AlphaNinja's Haxorus** is a Haxorus created by Ntilikina, an alt of SaintRevent. Haxorus has a terrifying attack stat coupled with a wide movepool that makes it very hard to wall. Every kill it gets makes it stronger and stronger, which means the best way to kill it is through a lot of offensive pressure. Because giving this thing kills is so deadly, it can force many switches, which would allow it to patch up its bad speed by using Dragon Dance. Still, its speed is rather bad without a boost, which makes it not overly difficult to force out after a kill if it can't get a Dragon Dance up. Even after a Dragon Dance, most Scarfers like diegoblu and Anserimimus still outrun it; setting up Dragon Dance also only really works on switches because of its poor bulk.

## Moves

-Bolt Strike

-Outrage

-Earthquake

-Poison Jab

-Dragon Claw

-Close Combat

-Crunch

-Dragon Dance

-Crafty Shield

-Swords Dance
Biscuit

**Biscuit** is an Alcremie created by Bisgit. Biscuit utilizes a +3 priority Draining Kiss to revenge kill targets and possibly clean in the lategame--it greatly appreciates Calm Mind setup if it tries to do the latter. It also has good bulk on the special side and a great defensive typing that lets it switch into things like Hermes and naruto. While slow, it is not very prone to getting worn down because of a +3 priority Recover and the fact Draining Kiss slowly but surely gives it health back. Draining Kiss is not very strong without a boost, however, so it might struggle to get kills in the early game. Biscuit's checks and counters are also pretty hard, as it can't really damage Poison-types at all and Flash Fire Steels like Ascalon and Solenop.sys wall it to hell and back. Lastly, Biscuit's physical bulk is subpar, leaving it very vulnerable to hits from things like memomiguel and Kachow, but the very high priority of Draining Kiss lets it fight back if they're weakened.

## Moves

-Giga Drain

-Draining Kiss

-Mystical Fire

-Calm Mind

-Recover

-Dazzling Gleam

-Psychic

-Parabolic Charge
Dankrai

**Dankrai** is a Darkrai created by attitude adjuster. This mon basically takes the entire "No Guard dual sleep move" concept from treesarecool's Meowth-Alola and takes it up to 11. Sure, its speed is a bit lower, notably sitting below memomiguel's 270, but it has many other qualities that make it even more obnoxious to deal with. For one, while its bulk isn't amazing, it's at least high enough to not die to random stuff like sneaky turkey's U-Turn in one hit. In fact, it also has Focus Sash to protect it from getting oneshot (though Meowth has since gotten a Focus Sash of its own), which almost guarantees something will be put to sleep. Unlike Meowth, Darkrai also has the offensive pressure to actually do things after putting something to sleep, as outside of an already notably more powerful STAB Dark Pulse it has numerous other hard-hitting moves like Thunder, Blizzard and Focus Blast. These are all backed up by a pretty high 259 SpA and a possible use of Nasty Plot, making Darkrai useful even when it doesn't get sleep moves. Its mediocre speed will plague it no matter what though, and Sash is getting less and less useful as more and more hazard setters make their entré in the format.

## Moves

-Dark Void

-Hypnosis

-Blizzard

-Focus Blast

-Sludge Bomb

-Thunder

-Dark Pulse

-Incinerate

-Nasty Plot

-Substitute
AlphaNinja's Marshadow

**AlphaNinja's Marshadow** is a Marshadow created by RS Reina. Unresisted STAB with high-BP Adaptability moves make this thing a menace to switch into and a great breaker VS slower teams. Faster teams aren't completely safe either, as a strong Shadow Sneak is well capable of dealing some serious damage to things like SaintRevent's Barraskewda and can help it revenge kill a lot of things. Ghost STAB also lets it deal with cancer, probably the meta's most notorious wall that would stop a lot of other mons dead in their tracks. However, Marshadow isn't the bulkiest, meaning it can't really afford to tank any strong hits. Its 269 speed just barely sits below 270, where memomiguel and RSReina's Abra reside, leaving it outsped by quite some other offensive threats like Saint Ntilwell and Kudamon's Noivern.

## Moves

-Close Combat

-Shadow Sneak

-Spectral Thief

-Superpower

-Poison Jab

-Thunder Punch

-Poltergeist

-Low Kick

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-471707
PAIN TRAIN

**PAIN TRAIN** is a Steelix created by EsCa(SO4)2. If a weak Water or Fire move activates both Steam Engine and Weakness Policy, brakes can be hard to find on this Pain Train, as it muscles its way past frailer offensive threats with an amazing boosted speed tier of 300. The sad thing is that, while the Pain Train may have no brakes, the start button can be quite hard to find too; the majority of Fire and Water moves are special, hitting it on its weaker defensive side, and it is more likely to be OHKOed by many of these moves. To make matters worse, it has a complex relationship with cancer and treesarecool's Lombre: while these two are often ideal fodder to activate Weakness Policy on, with their Scald, Whirlpool and Fire Punch, their massive bulk and typing make them ironically enough also the best answers to a boosted PAIN TRAIN (albeit Lombre can be hit with Shell Side Arm). There are also things that still outspeed PAIN TRAIN even at +6, including many scarfers and hyperfast mons like SaintRevent's Barraskewda. But, while actual sweeps of the train may be rare, its massive physical bulk and ability to punish super effective hits allow it to still 1v1 almost every physical threat--you'd be surprised at just how much this thing can tank, it even lives a Flare Blitz from V For All! It's just a shame that in a 6v6 scenario, this will generally only work once, and its matchup spread against the rest of the meta is quite poor.

## Moves

-Earthquake

-Power Trip

-Heavy Slam

-Drill Run

-Iron Tail

-Thunder Fang

-Stone Edge

-Shell Side Arm

-Fire Fang
Der Frosch

**Der Frosch** is a Frogadier created by Echo Torterra. Der Frosch is among the fastest Scarfers around, and uses Protean and its usable special movepool to revenge kill. Its rather low SpA gives it underwhelming damage output, but the ability to get STAB on coverage moves puts it somewhat on par with other scarfers in terms of viability. Bluffing certain moves can force switches, which allows it to scout around with U-Turn or even set Toxic Spikes on a predicted switch. Unfortunately its bulk is downright horrible, which prevents it from using Protean in a more defensive way unless it adopts a type that's actually immune to what the opponent might use. Said poor bulk also means that Der Frosch is very reliant on immediately KOing what is in front of it, thus needing things to either be heavily weakened or weak to the move it wants to use, and even then it probably won't KO from full.

## Moves

-Scald

-Dark Pulse

-Ice Beam

-U-Turn

-Gunk Shot

-Toxic Spikes

-Blizzard

-Grass Knot

## Checks and Counters

* **Bulky Pokémon:** As Frogadier's power level is rather mediocre, bulky Pokémon that aren't weak to its moves often have no problem switching in and taking it out.
* **Resists:** Once Frogadier is locked into a move, it's often not hard to find a mon that resists the move it's locked into and switch in. Because of its mediocre power level, often a neutrality will do the job too if it's not exceptionally frail. Because Frogadier is highly reliant on super effective damage to revenge kill properly, it's often not that hard to predict what move it's going to select.
* **Powerful priority**: While it resists Refrigerate FakeSpeed before changing types, Frogadier does not take priority well at all and only a bit of chip damage is necessary before it drops easily to it.
* **Faster Scarfers**: The Jester easily OHKOes Frogadier with any of its STABs when they're neutral, while tactics and MENMA require minimal chip or outright OHKO when super effective.
Cave Canem

**Cave Canem** is a Zygarde-10% created by Astral Observatory. Cave Canem has a usable Attack stat with great speed that allows it to function as a breaker and cleaner. Adaptability and Choice Band raise its power to threatening levels, drawing parallels with a similar high-speed breaker in BonK. Ground/Dragon is a great STAB combination and Thousand Arrows is incredibly spammable, which lets Cave Canem 2HKO almost the entire format, with Outrage even picking up a lot of OHKOs. However, Cave Canem is also incredibly frail, so despite its decent defensive typing it folds to about every strong hit. While its dual STAB combination is great, it is a Choiced mon in the end, and both its STABs have immunities associated with them. Thousand Arrows admittedly overcomes this immunity, but even then it does not OHKO a lot, allowing bulkier mons to revenge kill it.

## Moves

-Thousand Arrows

-Outrage

-Earthquake

-Crunch

-Rock Slide

-Extreme Speed

-Thousand Waves

-Dragon Darts

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-474159
Erdmoney's Bronzor

**Erdmoney's Bronzor** is a Bronzor created by Erdmoney. Bronzor has excellent bulk that makes it very difficult to take down. Filter aids it immensely, as it lets it accomplish ridiculous things like surviving the 2HKO from diegoblu's STAB Earthquake. Bronzor has a couple tricks up its sleeve to accompany said bulk, like being a very reliable Stealth Rock setter, getting Screens up to help it tank even more, having a Toxic+Protect strat, and even Speed Swap. Speed Swap is a very interesting move on this mon, as Bronzor can switch into a fast offensive threat, use Speed Swap to make it horrendously slow, and then try to get a teammate in for an easy revenge kill. Bronzor is very susceptible to Knock Off though, as it's not nearly as bulky without Eviolite. Dark types in general are a hard matchup, as they're immune to Psywave and Bronzor winds up being very passive against them, only being able to hurt them with Infestation and Toxic (and in cases of things like Kum and Skull, not even that last one). Bronzor also lacks any recovery besides Rest, though admittedly it is hard to 3HKO and can often get away with just Rest.

## Moves

-Toxic

-Stealth Rock

-Protect

-Light Screen

-Reflect

-Infestation

-Psywave

-Speed Swap

-Rest

## Replays

https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-473675
CUT IT DEEPER

**CUT IT DEEPER** is a Kabutops created by EsCa(SO4)2. CUT IT is able to fulfill many roles on a team, having Stealth Rock, Rapid Spin, Knock Off, decently powerful priority and even Swords Dance to wallbreak. However, while it can do all of these, it does none of them particularly well. At only 223 speed, CUT IT DEEPER is outrun by the majority of the offensive meta, which easily deals with it because of its poor bulk and common weaknesses to Fighting and Electric. While its power is not particularly bad, it's nowhere near on the level of dedicated breakers either, at least not without a Swords Dance that it has a lot of trouble setting up. Despite this, it still checks many Grass spammers like Bananas! and treesarecool's Carnivine, and Rapid Spin is always appreciated in a meta with so many hazards and so little removal.

## Moves

-Swords Dance

-Stealth Rock

-Rapid Spin

-Stone Edge

-Liquidation

-Rock Slide

-Superpower

-Knock Off

-Aqua Jet

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-530471
Artemis

**Artemis** is a Decidueye created by Astral Observatory. Neuroforce lets it quickly dispatch of things weak to its STABs, including otherwise annoying walls like THICCCLOPS and cancer. While its speed is generally bad, it has access to dual priority to sort of deter frail revenge killers, especially fellow Ghost-types like MENMA. The ultimate utility of Neuroforce+Expert Belt is very limited, though, as Artemis just doesn't have the movepool to hit a lot of things super effectively; Ghost is a great type because of its neutral coverage, not its super effective one; Dark has the same super effective coverage as Ghost, Grass has no real good coverage to begin with, and Flying is also mostly for neutral coverage except it's not even STAB. Artemis' Attack is good, but not amazing either and Expert Belt rarely comes into play as a boosting item. Ultimately, its mediocre damage output, sluggishness and lack of bulk make it a very subpar mon outside of dealing with specific defensive mons (that can still burn it).

## Moves

-Brave Bird

-Leaf Blade

-Knock Off

-U-Turn

-Poltergeist

-Sucker Punch

-Shadow Sneak

-Dual Wingbeat
Goddess Klara

**Goddess Klara** is a Dustox created with love and care by EsCa(SO4)2. While its mediocre stats might not suggest it, Klara can be one of the most threatening sweepers of the entire format. Simple Quiver Dance is effectively a one-turn Geomancy, while Simple Iron Defense in conjunction with Roost can very quickly make it nearly unbreakable on the physical side. If it gets a setup opportunity, a single Quiver Dance can quickly turn the tides of battle. However, it is very matchup and moveset-reliant compared to other sweepers, as Steel-types like Nevermore can wall it pretty harshly if it doesn't get Thunderbolt and Poison-types can hold their own against variants without Earth Power. Its mediocre Special Attack also makes it hard to put in consistent work without Quiver Dance, while variants without Iron Defense drop easily to strong physical attacks, especially priority. This is assuming it even gets those moves; a Klara without Quiver Dance is essentially just a mon with good coverage but little actual breaking power. Mediocre bulk and speed pre-setup make it tough to actually find setup opportunities despite its set of x4 resistances. Finally, while its speed tier is good at +2, it requires multiple boosts to outpace all scarfers and some hyperfast stuff like SaintRevent's Barraskewda, meaning that Klara often cannot sweep in practice.

## Moves

-Quiver Dance

-Iron Defense

-Roost

-Bug Buzz

-Sludge Bomb

-Fiery Dance

-Thunderbolt

-Earth Power

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-462070
Ari

**Ari** is a Primarina created by Rs salty213. Ari has incredible offensive power, boasting an amazing Special Attack stat, high-BP moves with good offensive types and Choice Specs. It also has a great defensive typing, with Lightning Rod letting it resist the common BoltBeam combination and even use it to bolster its offensive capabilities even further. Sadly, said amazing typing is compromised by unimpressive bulk, as a lot of its EVs were dumped into speed. Even so, its speed is not particularly amazing. Strong physically offensive mons can very easily outspeed and OHKO it before it can ravage them, and its status as a BoltBeam check is subpar as things like Superconductivity's Glacial Lance can still 2HKO despite the resistance.

## Moves

-Moonblast

-Sparkling Aria

-Dazzling Gleam

-Ice Beam

-Hydro Cannon

-Energy Ball

-Psychic

-Hydro Pump

-Draining Kiss

-Surf

-Shadow Ball
Cotton Poly

**Cotton Poly** is a Cinccino created by Bisgit. With a decent enough Attack stat, Life Orb, and multihit moves that could theoretically get up to 125BP, Cotton Poly looks like a decent offensive mon at first; sadly, it faces many hardships as an attacker. For starters, in order to get the power it currently has, it had to run an Adamant nature, which puts it at an awkward speed tier below things like Marnie-Angel and Dankrai. It also does not have access to Skill Link, which makes its power rather unreliable, as it can just as well get only two hits and fire off a 50BP move. Sniper as an ability doesn't really help it, as individual hits of a multihit move aren't very spectacular even with a boosted crit, and it will very rarely get to use Laser Focus and get off an attack after that (not to mention just attacking twice deals more damage). Lastly, its offensive coverage is very awkward, being nearly hardwalled by Steels, and its defensive presence is nihil because of very poor bulk, a lack of resistances and Life Orb recoil.

## Moves

-Tail Slap

-Laser Focus

-Rock Blast

-Bullet Seed

-U-Turn

-Triple Axel

-Knock Off

-Play Rough
Frostbite

**Frostbite** is a Weavile created by Aeonex1. Frostbite holds the title of being the fastest mon in the format thanks to its high speed and Choice Scarf, meaning that only powerful priority users are able to revenge kill it without taking damage themselves. Frostbite is also nearly impossible to switch into, as it boasts good offensive presence of its own thanks to a decent Attack stat, high-BP moves and Adaptability, which all allow it to 2HKO nearly everything in the format save for the bulkiest physical walls not weak to its STABs. Because of this, pretty much every time Frostbite is sent out against something it check, something is dying on the opposing team unless the opponent can perfectly predict which move Frostbite is going for. Frostbite is nowhere near as powerful as BonK though and usually has to settle for 2HKOs rather than OHKOs, which means reckless usage can lead to an early demise rather than the game-ending cleans it is infamous for, but a well-played Frostbite is one of the most powerful wincons in the game.

## Moves

-Wicked Blow

-Glacial Lance

-Icicle Crash

-Pursuit

-Knock Off

-Triple Axel

-Close Combat

-Parting Shot
Chimaera

**Chimaera** is a Type:Null created by Renfur. Through Eviolite, Dauntless Shield and naturally decent defensive stats, it is able to gain a lot of bulk; sadly, it does not really have the tools to abuse said bulk. Its Attack stat is rather low, and even after a Swords Dance boost, it does not have the STAB combo nor the moveset to take advantage of it. Its damage output is rather pitiful outside of Toxicing things. To make matters worse, it has no recovery outside of Rest, yet also doesn't have the extreme bulk that would let it actually live through a Rest cycle even if we discount how incredibly more passive it already is while asleep. In the end, while it might take a while for Chimaera to die, you're not actually threatened that much by it staying alive.

## Moves

-Flame Charge

-Swords Dance

-Rest

-Sleep Talk

-Payback

-Roar

-Double-Edge

-Toxic
FLASHBACKS

**FLASHBACKS** is an Arrokuda created by Astral Observatory. FLASHBACKS is a subpar revenge killer. Despite being a measly Arrokuda, it tries to simulate the effectiveness of SaintRevent's Barraskewda back when Protean was still allowed on that thing. It... fails pretty horribly. Because of a much lower Attack stat and the lack of a boosting item, its damage output is not even comparable; if anything, other than Close Combat, it's pretty weak despite the Protean boost. FLASHBACKS does not have Dragon Ascent or Pyro Ball, so Close Combat is its only 120BP move. FLASHBACKS will often not KO neutral targets unless they are signigicatnly weakened, and even targets weak to its moves are hard to OHKO unless they're weak to Close Combat. Its speed tier is actually comparable to Barraskewda's, however it is still on the very slow end of Scarf users and outsped by other Scarfers and hyperfast mons like Kachow.

## Moves

-Drill Run

-Aqua Jet

-Close Combat

-Crunch

-Dragon Ascent

-Poison Jab

-Liquidation

-Ice Fang
AlphaNinja's Scizor

**AlphaNinja's Scizor** is a Scizor created by TheSeelGoesMeow. This thing does what most Scizor are expected to do, and that is packing a strong Bullet Punch. Except its Bullet Punch is not actually very strong. Scizor is very reminiscent of an unfinished Azuremon, having no item and a vanilla ability, though truth to be told Technician isn't that bad. Literally all of its moves are Technician-boosted moves, which is more of a downside than an upside; things like Vacuum Wave and Double Hit are frankly terrible even with the boost, while great moves like Knock Off, Swords Dance, U-Turn and Superpower are forfeited for things it will very rarely ever click. Scizor is only really good if you manage to get Bullet Punch, at which point it can act as a passable revenge killer for things weak to Steel, but otherwise, it's a very mediocre mon with a huge tendency to get terrible movesets.

## Moves

-Bullet Punch

-Dual Wingbeat

-Bug Bite

-Pursuit

-Rock Smash

-Double Hit

-Brutal Swing

-Vacuum Wave

## Usage Tips

Dont use until N finishes it. If you see him online dm him to hurry up.
AlphaNinja's Alakazam

**AlphaNinja's Alakazam** is an Alakazam created by SaintRevent. Its wide coverage, great Special Attack and amazing speed tier allow it to function as a great cleaner. Soul-Heart makes it progressively harder to stop with every kill it gets, allowing it to very quickly snowball out of control when it gets even a single kill. Its aforementioned coverage aids it in getting these kills, as it is able to hit many things super effectively and get an additional Expert Belt boost this way. However, a full snowball sweep is not possible unless all faster things are removed first, as its terrible bulk makes it food for the likes of SaintRevent's Barraskewda and Kachow when these get a free switch. Despite its great Special Attack, it still struggles to get the first kill without super effective moves because Expert Belt doesn't help in that case, but this problem becomes more or less irrelevant after Soul-Heart boosts.

## Moves

-Expanding Force

-Psychic

-Psyshock

-Energy Ball

-Focus Blast

-Dazzling Gleam

-Shadow Ball

-Pika Papow

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-463034
Bananas!

**Bananas!** is a Thwackey created by Aeonex1. Bananas has a decent Attack stat that gives it a good damage output on its Grass moves when factoring in the Grassy Terrain boost. Wood Hammer deals devastating damage with the terrain recovery sort of remedying the recoil, while Grassy Glide is a good priority attack. Bananas can also provide support to its team through a decently slow U-Turn, Knock Off, Leech Seed and Taunt. Swords Dance can also help it sweep in the lategame through Grassy Glide. The biggest thing holding it back is Grass' mediocrity as a type, as Grass resists are very common to block its sweeping and breaking potential, and Flying and Fire types like Kudamon's Noivern and Saint Ntilwell can easily take Bananas out.

## Moves

-Wood Hammer

-Grassy Glide

-Swords Dance

-U-Turn

-Knock Off

-Leech Seed

-Drain Punch

-Taunt

## Replays

https://replay.pokemonshowdown.com/dawn-gen8azuremonschallengecup1v1-569809
Boat

**Boat** is a Lapras created by Shady Icy. Boat uses its workable bulk in conjunction with its x4 Ice resistance and Water Absorb to become a very effective answer to BoltBeam users, most notably memomiguel. A poor speed stat and only decent Special Attack prevent it from accomplishing much else though. Furthermore, a Stealth Rock weakness and lack of reliable recovery can make it eventually get overwhelmed, especially if the BoltBeam user manages to hit it with something like a Knock Off on the switch. Despite this, with BoltBeam being very common in the format, it can be appreciated to have such a hard check to it, and Freeze-Dry sets of Boat are even capable of beating Back To School.

## Moves

-Hydro Pump

-Thunderbolt

-Freeze-Dry

-Ancient Power

-Psychic

-Sparkling Aria

-Dazzling Gleam

-Ice Beam
Suicide Birb V2.0

**Suicide Birb V2.0** is a Dodrio created by EsCa(SO4)2. Ridiculously powerful Reckless-boosted moves turn this thing into a real kamikaze nuke, being able to obliterate the majority of mons slower than it, even bulkier attackers like cold turkey and Crusader Escaval. STAB Brave Bird and Double-Edge are already enough to OHKO most neutral targets and 2HKO most resists, but it got coverage like High Jump Kick and Flare Blitz to OHKO said resists if need be too. Furthermore, while these moves are not ideal to be locked into, it also has Quick Attack to revenge kill weakened threats and Knock Off to cripple cancer on the switch, one of the few mons that can defensively take it on, but can get overwhelmed without Eviolite if Suicide Birb comes back later to Brave Bird it. However, powerful as it may be, its bulk is paper-thin, meaning that faster mons can take it out easily. A weakness to Stealth Rock combined with an overreliance on recoil moves also make it so that Suicide Birb ends up killing itself very quickly just by spamming its attacks.

## Moves

-Brave Bird

-Double-Edge

-Flare Blitz

-High Jump Kick

-Volt Tackle

-Quick Attack

-Knock Off

-Jump Kick
Esca's Girlfriend

**Esca's Girlfriend** is a Froslass created with love and care by EsCa(SO4)2. High speed with a good support movepool, most notably Aurora Veil, allows it to support its teammates in various ways. It is notably the fastest Spikes setter in the format. While its bulk and Special Attack are nothing to write home about, its typing allows it to check some specific things like BUG TITAN and a high-BP Blizzard helps elevate passivity versus foes that do not resist Ice. All in all though, it is still a pretty situational mon; its Hail can be detrimental to some of its teammates, it may struggle to do much without the right moves, and it is still rather weak, not even getting a guaranteed OHKO on memomiguel with its Blizzard. Aurora Veil can also be difficult to take advantage of because of its short duration without Light Clay, and speed creep has affected Esca's Girlfriend very harshly, as it is now outrun by dangerous offensive threats like SaintRevent's Barraskewda and BonK.

## Moves

-Aurora Veil

-Blizzard

-Thunderbolt

-Will-O-Wisp

-Destiny Bond

-Shadow Ball

-Spikes

-Psychic

-Taunt

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-542167
Jackpot

**Jackpot** is a Chansey created by EsCa(SO4)2. Using Lucky Punch's high crit rate and Sniper's big damage multiplier, it gets a usable damage output... 50% of the time. While oftentimes unreliable and not even that strong, its massive special bulk and great coverage nevertheless gives it good matchups against common special attackers, allowing it to check things like Kudamon's Noivern and cold turkey. Its only decent power level is also partially remedied by its wide coverage, allowing it to hit a large part of the meta super effectively, and Aeroblast and Frost Breath being guaranteed to crit help its consistency a lot.

## Moves

-Hyper Voice

-Soft-Boiled

-Calm Mind

-Flamethrower

-Frost Breath

-Thunderbolt

-Heal Bell

-Earth Power

-Aeroblast
Baby Blue

**Baby Blue** is a Marill created by Rs salty213. Huge Power paired with a Choice Band give it acceptable attacking power, to the point where few things appreciate switching into it directly. Baby Blue also sports acceptable bulk and a great defensive typing. However, these points are merely "acceptable" and not really outstandingly great. Baby Blue is plagued with awful speed for a wallbreaker, which makes it often have to take a hit before attacking, even against defensive mons. Its power is not particularly amazing either, so outside of using Knock Off it struggles to handle physically defensive behemoths like Evermore and cancer. Its typing might be great, but its bulk only carries it so far, and a weakness to Electric certainly hurts--offensive mons have no trouble taking it out in one or two hits.

## Moves

-Aqua Jet

-Play Rough

-Waterfall

-Aqua Tail

-Bounce

-Superpower

-Body Slam

-Strength

-Knock Off

-Mega Kick
GCrash's Machamp

**GCrash's Machamp** is a Machamp created by Rossling Slug. Machamp has a high Attack stat and a surprisingly wide movepool, which in conjunction with Neuroforce+Expert Belt allows it to dispatch of targets weak to its coverage moves while still dealing respectable neutral damage with Close Combat. Interesting to note is that Machamp is also not safely revenge killed by the many Fairy-types of the format, as things like treesarecool's Ribombee and Tapu Nani? risk getting OHKOed or at the very least taking massive damage from Bullet Punch; slower Fairies can even be struck with Poison Jab. Because Machamp's item of choice is Expert Belt, it is reliant on super effective hits to deal the most damage possible; neutral hits are generally weak unless they're its STAB Close Combat, which is not obscenely strong. Machamp's bulk is also merely passable and its speed really not good at all, which also hold it back in the offensively oriented format.

## Moves

-Close Combat

-Bullet Punch

-Fire Punch

-Earthquake

-Poison Jab

-Stone Edge

-Knock Off

-Ice Punch
Diddy Kong

**Diddy Kong** is a Zarude created by Shade Cashew. It is a decent all-around attacker, sporting good power, a nice offensive and usable defensive typing, workable speed and surprisingly decent bulk for an offensive mon. What sets it apart from other all-around attackers are its Dark typing, allowing it to threaten cancer despite a lack of Knock Off, and utility through U-Turn and Taunt. While it is a bit lacking in coverage, Close Combat lets it hit things like tank trouble 1 and STAKATAKATAKA harder than its other moves, while Stomping Tantrum is another Steel-hitting move for when it doesn't get that. STAB Darkest Lariat is particularly useful to ignore the Stamina boosts from THICCCLOPS and the aforementioned cancer. While it fulfills multiple roles decently, it doesn't really excel in anything; its power is lacking compared to dedicated breakers, its bulk is nowhere on the level of tanks like Crusader Escaval and its speed leaves it just barely outsped by massive threats like cold turkey and Suicide Birb V2.0. Its typing also makes it extremely vulnerable to opposing U-Turn users.

## Moves

-Close Combat

-U-Turn

-Taunt

-Grassy Glide

-Power Whip

-Darkest Lariat

-Crunch

-Stomping Tantrum
Omelette

**Omelette** is an Exeggcute created by EsCa(SO4)2. Its primary role in battle would be to set long-lasting Grassy Terrain for teammates, because the egg heap itself isn't capable of much. Its stats are generally poor and the fact it's not holding Eviolite compounds this inherent flaw even more. While its physical bulk is nonetheless still quite good, its bad defensive typing prevents it from checking much; even things whose STABs it resists often carry super effective coverage, like Leech Life on Mosasaurus. A low Special Attack stat also leaves Omelette very passive and highly reliant on Leaf Storm for notable damage output, which only hits hard once. It has some cool status moves like Leech Seed, Sleep Powder and Teleport, but these are not enough to justify keeping Omelette out for that long on the field. Best to just set terrain and switch to an actually good mon after that.

## Moves

-Leaf Storm

-Giga Drain

-Psychic

-Toxic

-Sleep Powder

-Teleport

-Leech Seed

-Moonlight
Tapu Nani?

**Tapu Nani?** is a Tapu Lele created by EsCa(SO4)2. Nani has great special bulk, which gives off the impression of being a good special tank, but it has certain notable downsides in this role. For one, this special bulk used up almost all of its EV points, meaning that despite its naturally high Special Attack it is not very strong and struggles to fight back against the special attackers if it can't hit them super effectively. Its own ability prevents it from Toxicing them too. Second, it has no recovery at all, not even Leftovers, and with how obscenely strong special attackers tend to be in the meta this makes it get worn down very quickly. Its physical bulk is also downright awful, so unless it can set a Reflect it will not be tanking physical hits anytime soon and it is thus an unreliable check against mixed attackers like Back To School. While its 1v1 capabilities are generally poor, the support Misty Terrain provides to teammates can be very appreciated for certain builds, and utility moves like Aromatherapy, Stealth Rock and Nature's Madness make it just viable enough to not become D Rank shit.

## Moves

-Calm Mind

-Reflect

-Moonblast

-Focus Blast

-Stealth Rock

-Aromatherapy

-Nature's Madness

-Psychic
Renfur's Spiritomb

**Renfur's Spiritomb** is a Spiritomb created by Renfur. After Flare Boost's activation, it reaches respectable power that allows it to function as a decent special breaker. Its typing is also quite solid defensively, giving it little weaknesses and 3 immunities for switchin opportunities. This is largely where the positives end though; it's terribly slow and its bulk isn't quite high enough to afford that. Flare Boost also takes a turn to kick in under most circumstances, and without Protect this only compounds its "slow and frail" issue. It is also not terribly powerful after activation because of an all-around low-BP moveset and a lack of coverage.

## Moves

-Shadow Ball

-Dark Pulse

-Protect

-Water Pulse

-Psychic

-Snarl

-Icy Wind

-Hypnosis
SaintRevent's Darmanitan-Galar

**SaintRevent's Darmanitan-Galar** is a Galarian Darmanitan created by SaintRevent. Sitting at a blazing 339 speed tier with Choice Scarf gives this mon a reputation of being an excellent revenge killer. Unlike other Scarfers, it's far from weak, being able to outright OHKO many non-resists with its nuclear Attack stat and the high BP of Refrigerate Head Charge. This notable power difference also makes it perform far better in 1v1 than other Scarfers, especially when it gets Giga Impact. It also has coverage in Flare Blitz and Earthquake for the few things that can tank Head Charge semi-comfortably, and even U-Turn. Checks are the few mons that are still faster than it, like The Jester and Kachow; the rest can only really check if it's locked into a move they resist. A Stealth Rock weakness and Head Charge recoil may wear the mountain gorilla down rather quickly but it's nonetheless a dominant presence on the battlefield.

## Moves

-Head Charge

-Giga Impact

-Icicle Crash

-Earthquake

-Flare Blitz

-U-Turn

-Superpower

-Body Slam
Patience3's Klang

**Patience3's Klang** is a Klang created by Patience3. The best part about this mon is its strong Technician Gear Grind, which does respectable damage to neutral targets and is oftentimes enough to OHKO targets weak to it. Klang can also use Shift Gear to set up, which places it at a better speed tier and makes its moves even more powerful. A pure Steel typing is also good, as this allows it to check top threats like treesarecool's Ribombee in a pinch. This is mostly where the positives end though; its moveset save for Gear Grind and Shift Gear leaves a lot to be desired, with its other moves providing mediocre coverage and being generally very weak even with a boost. 113 speed is also very bad, and even after a Shift Gear it is outsped by the majority of offensive threats. While it has Volt Switch, its Volt Switch is pathetically weak which mostly undermines the possible use of the move. Finally, Patience3's Klang is notorious for getting horrible movesets, since Gear Grind is its only STAB move and without it it tends to severely underperform.

## Moves

-Shift Gear

-Wild Charge

-Thunder Wave

-Assurance

-Return

-Substitute

-Volt Switch

-Gear Grind

## Replays

* https://replay.pokemonshowdown.com/dawn-gen8azuremonsrandombattle-511268