Introduction
I still kind of think the
whole line is just a duplicate of Seel/Dewgong. Mystery Dungeon helped make that
up a bit, though, with the cute way Spheal rolls around as it moves. Too bad
Walrein doesn't exactly roll around. Nonetheless, Walrein is going to be a solid addition to many teams, as it adds diversity, defense, and an interesting variety of moves to offer.
About the Pokemon
This Pokemon swims
through sub-zero temperatures easily with its Thick Fat protecting it. In the
meantime, it shatters ice floes with its large tusks. For some reason. It
also gets into territorial battles over other Pokemon; likely including other
Walrein. In other news, Walrein is an obvious candidate for a Navy
SEAL.
Height: 4'7"; Weight: 332 lbs. Mind you, a real walrus weighs about
2000 pounds...
Capture/Training
Catching Spheal will be
no easy task. First of all, they're not available in Diamond, so transferring
one from there is out of the question.
Which unfortunately leaves only the Safari Zone. And
how does one catch a Spheal there?
Well, first, you need to be able to
lay down Blocks. 18 Water Blocks in the Cliff area will do the trick, and Spheal
will start appearing there... in 40 days. Needless to say, it will be a
LONG time before you can have a Walrein on your team.
The nice thing is,
said Spheal will be at Level 45. Its evolved form Sealeo evolves into Walrein
at... Level 44. Which means, two levels and you'll have Walrein. The only
question, then, is if you want Spheal to know Sheer Cold early, which is a 3
level delay to learn the move 14 levels earlier. A nice deal, but not strictly
necessary.
Statistics
110
HP, 80 Atk, 90 Def, 95 Sp. Atk, 90 Sp. Def, 65 Spd
Bulky Water-type,
anyone? High HP and solid defenses help Walrein soak in damage. In addition, it
has good Special Attack and a decent Attack that can be boosted with Curse. It's
only bad stat is Speed, which for a defensive Pokemon (that is likely to Curse
itself anyway) isn't that much of a problem.
Basically, Walrein's job is
to wall and reign. *groan*
Hard to pick a good nature; it's easiest to
just go with the flow, what with how hard Spheal are to catch as it is. Pretty
much any Nature will work in some way or another, and will likely just help
dictate the exact moveset used.
As for EV-refocusing, again, it depends
on the moveset, but out of Speed is likely safe for this Pokemon.
Movesets
Well, here
goes.
Abilities, abilities. Thick
Fat is okay, and makes it easy to switch in against Fire and Ice types.
Ice Body is likely preferable, though.
Free healing in Hail makes it that much harder to take down Walrein, and if you
combine it with Leftovers (and possibly Aqua Ring), it really helps Walrein do
its job.
Walrein's Special Attack is better than its Attack, so special
moves will be the focus. Of course, Surf
is the premier move on the Water side and Ice
Beam is the same for the Ice side. Blizzard is also a candidate, if it will be
placed on a Hail team featuring Abomasnow: the move will always hit in that
circumstance. Brine is useable, if you
consider how Walrein works: as a bulky Water-type, it will soak up damage, so it
can use weaker Brines or Ice Beams to chip away at an opponent's health, then
smack it with a full-powered Brine when said health drops below half. There's
another way to take advantage of this move, which will come up in a
bit...
That's really it, though, as far as Walrein's special attacks go.
The only other ones worth considering is Signal
Beam, which might catch a Psychic or Dark-type off-guard, and a
nicely-typed Hidden Power. (Probably
either Electric to knock down Gyarados, Grass to smack around Water/Ground
types, or Flying to take care of certain Fighting-types...) And maybe one more,
which will be covered later...
Physical attacks are not out of the
question, though. Walrein does have access to Curse; since it is slow enough as it is, the
Speed drop is pretty negligible, Walrein will wall better, during which it can
then unload its physical attacks. Waterfall serves as the main Water attack.
Avalanche works well with Walrein's high
defensive stats, since it can soak up the attack it needs to take in order for
the power to go up. There's also Ice
Fang, but that one is less effective since Walrein won't be making anyone
flinch, unless they're paralyzed.
Earthquake is easily the most attractive
physical attack option outside of its STAB moves, though not its only one. For
Normal-type moves, you can either go with the reliable Return, or attempt to paralyze enemies with
Body Slam, thus likely getting your Speed
advantage back. Crunch hits Ghosts and
Psychics. Those are the big ones, really...
Walrein gets an oddball move
in Super Fang. Under the right
conditions, this move can be paired with Brine: Super Fang brings the enemy to
that half-HP point, and from there it's theoretically a short path to that
double-power Brine, in what essentially turns out to be an automatic two-hit KO
on many enemies. The difficulty is that Brine only double-powers when the enemy
is below half-HP; and Super Fang only brings HP to at-half or one more than
half. How to get that extra point or two of HP out is key for any strategy
revolving around this moveset.
Feeling lucky? Sheer Cold is the place to go for all your
30%-chance-one-hit-KO needs.
Encore can be used with Avalanche. Lock the
enemy into using an attacking move, then Avalanche them down. The enemy might
switch, though, so be careful.
Hail has assorted uses, such as activating Ice
Body, bringing out full-accuracy Blizzards, or giving that one last little drop
of HP for the Super Fang-Brine combo. Alternatively, just put Walrein on an
Abomasnow team.
Disrupting enemies is something Walrein can do,
especially since its status as a bulky Water makes it good at taking hits.
Walrein can "phaze" out enemy stat boosts with Roar, if needed.
Toxic is always a good option, and the damage
from that can easily add up with that from Hail if that's in effect. You may
want to consider Block to lock in an
enemy in this case. Block also works with other moves where a switch can screw
over a combo, such as the Super Fang-Brine combo or the Encore-Avalanche combo.
On the other hand, Yawn will likely force a switch, if that's what
you want. Or you can Block-Yawn to put an enemy to sleep fairly reliably. Bonus
points if you use Protect to keep them
from doing anything to you in the meantime, or whatever.
Walrein can use
a Rest-Sleep Talk combo with relative
ease. It works as one of its better healing options, especially if it's faced
with a status condition. Walrein can also try Aqua Ring. If it's hailing, that plus Ice Body
and Leftovers will give you a very nice chunk of HP back every
round.
Stockpile is another way to
get Walrein's defenses up. The move can be used on its own, or it can be
combined with Swallow to give Walrein
some healing in a pinch, or probably more usefully, Spit Up to have a powerful Normal-type Special
move to launch at an unsuspecting foe.
Now, movesets.
Moveset 1: Cursed Walrein
- Curse
-
Waterfall
- Avalanche
- Earthquake
Really, all you need. If you
want, one or more can be replaced with another physical Normal attack, but it's
hardly necessary. These three have good type coverage and can take down most
opponents with ease. For a Choice Band set, replace Curse with
Return.
Moveset 2: Special Attacker
Walrein
- Surf
- Ice Beam/Blizzard
- Hidden
Power/(disruptor)/Stockpile/Hail/Rest
- Sleep Talk/Spit
Up/(disruptor)
Alas, Walrein's special attack options are limited. Here's
what I have to work with; a lot of choices can go into those last two,
really.
Moveset 3: Stallrein
-
Protect
- Roar/Block
- Curse/Stockpile
- Waterfall/Toxic
A
couple alternatives exist, but this one is pretty good at what it does,
especially if you go for the Toxic route, then Protect and watch as the enemy
wastes away. Block is there if you want to be mean and keep the opponent from
switching.
Moveset 4: Super
Brine
- Super Fang
- Brine
- Blizzard/Rest
- Hail/Block/Sleep
Talk
Trying to combine Super Fang and Brine here. The idea is to have
some way of pre-weakening the opponent beforehand. Stealth Rock and other entry
hazards can work; other than that, there's always Hail. Of course, Blizzard will
be nearly as powerful as Brine and with perfect accuracy in Hail, making the use
of Brine kind of superfluous, but oh well. Really, any of Walrein's secondary
options could work in the last two slots.
General Moveset
- (primary Water
attack)
- (primary Ice attack)
- (secondary attack)/(defensive
move)/(disruptor)
- (disruptor)/(defensive move)
What can I say,
really? Pick some moves and get going!
Effective Movesets
1. Super Stallrein
- Protect
- Substitute
- Super Fang
-
Brine
2. Standard Stallrein
-
Protect
- Substitute
- Toxic
- Blizzard/Surf
3. Cursed Walrus
- Curse
- Avalanche
-
Waterfall
- Earthquake
4. Feelin'
Lucky, Punk?
- Protect
-
Substitute
- Aqua Ring
- Sheer Cold
5. I Am The Walrus
- Protect
-
Substitute
- Roar
- Surf/Blizzard
6. Sleep-Talk
- Rest
- Sleep Talk
-
Ice Beam
- Toxic
7. Encore!
- Encore
- Substitute
- Surf
-
Ice Beam
CONCLUSION
It goes without saying that Walrein has his share of uses. How will you use him? (Hint: if you don't do it right this is what happens).
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