Four abilities?! What is this madness?! Let's Play Pokemon Elite Redux! (2024)

Dialga
Dialga is obscenely tanky, even moreso than before considering the fact that, thanks to its Primal Armor innate, it effectively has no weaknesses. Power Core also lets Dialga get extra leverage from its bulk.

Dialga's abilities are Bulletproof, Stamina and Lead Coat, and its innates are Primal Armor, Impenetrable and Power Core.

Palkia
The yin to Dialga's yang, Palkia is an offensive juggernaut- ESPECIALLY in Rain. This makes it a perfect partner for Kyogre, especially as the two both have access to Swift Swim and Sea Guardian.

Palkia's abilities are Rampage, Swift Swim and Drizzle, and its innates are Primal Armor, Sea Guardian and Power Core.

Giratina/Giratina-Origin
Giratina's Altered Forme is also a Great Wall- arguably moreso than Lugia thanks to its incredible defensive typing, combined with its newfound access to an innate Shadow Shield, and Shadow Tag is a horrifying ability on anything, LET ALONE Giratina.

Giratina-O doesn't have Shadow Shield, but Levitate is arguably just as useful, if not moreso, especially since the Ground-types it will be switching in on can be trapped by Shadow Tag!

Giratina's abilities are Intimidate, Scare and Twisted Dimension, and its innates are Shadow Shield (!!), Shadow Tag (!!!) and Soul Eater. The Origin Forme is almost identical in this regard, only replacing Shadow Shield with Levitate.

Hoopa/Hoopa-Unbound
Hoopa is... weird. It's very fast for something with Twisted Dimension, but it's also got Illusion and Mystic Power as abilities. That being said, Hypnotist+Prankster gives it priority 90% accurate Hypnosis, which can be terrifying.

Hoopa-Unbound is a lot more straightforwards, though- and Hyperspace Fury coming from it hurts a lot.

Hoopa's abilities are Mystic Power, Illusion and Twisted Dimension, and its innates are Prankster, Vengeance and Hypnotist.

Hoopa-Unbound's only ability is Magician, and its innates are Soul Eater, Hyper Aggressive and Infiltrator.

Darkrai
Dark Void is pre-nerf, and Darkrai is now Dark/Ghost-type and has Levitate, giving it some neat defensive utility. If that weren't enough, it also has access to extremely powerful STAB moves on both sides of the spectrum. Base 90 Attack isn't all that impressive, but when you look at Dark Aura-boosted Wicked Blow, it sure doesn't feel "unimpressive". As for special attacking, access to Moongeist Beam, shared only with Lunala, is a horrifying thing, especially since Darkrai can boost its damage output by putting something to sleep.

Darkrai's abilities are Soul Eater, Bad Dreams and Dark Aura. Its innates are Levitate, Phantom and Dreamcatcher.

Cresselia
Cresselia can actually take an offensive or defensive lean now thanks to its choice of ability and its innates. It also helps that Cresselia got 10 points added to its defenses.

Cresselia's abilities are Prism Scales, Mystic Power and Magic Bounce (!) and its innates are Levitate, Sweet Dreams and Lunar Eclipse.

Xerneas
Xerneas has become even more terrifying than before, as it now has newfound access to Pixilate-boosted Boomburst (a very sizeable upgrade over Moonblast), and Earth Power hits almost everything that resists Fairies. What, that alongside its age-old standby of Power Herb Geomancy isn't enough for you? It also has Soul-Heart so whenever something crumples to its Boomburst (which is 90% of the game), it gets even stronger.

Xerneas' abilities are Pixilate, Competitive and Self-Sufficient, and its innates are Fairy Aura, Illuminate and Soul-Heart.

Yveltal
The main changes to Yveltal are its new Air Blower innate making it borderline the fastest unboosted Pokemon in the game (thanks to the free Tailwind) and the fact that it now actually has access to Nasty Plot.

Yveltal's abilities are Opportunist, Bad Luck and Scare, and its innates are Dark Aura, Air Blower and Giant Wings. In future versions, Bad Luck will be replaced by a new ability, Fae Hunter, which makes the user deal 50% more damage to Fairy-types.

Articuno-G
The Galarian icebirb, who is not so icy. It's considerably bulkier than before thanks to its new abilities in Scare and Intimidate, and its innates channel some of the power of its Kantonian cousin, letting it unleash frosty assaults on the target.

Articuno-G's abilities are Competitive, Scare and Intimidate, and its innates are Aurora Borealis, Permafrost and Refrigerate.

Zapdos-G
The Galarian Thunderbirb, who is not so shocking. It has newfound access to great abilities that really help it out, even moreso than Defiant already did. Thunderous Kick is now always the preferred fighting STAB over Close Combat thanks to its innate Striker, and it, alongside its Kantonian cousin, also gained access to Bolt Beak. Zapdos-G is the weaker user of the move because no STAB, but it is still a terrifying prospect. However, Zapdos-G generally prefers Mega Kick as its Electric coverage instead (Thanks to Galvanize), because it benefits from Striker, making it generally more reliable than Bolt Beak.

Zapdos-G's abilities are Defiant, Aerodynamics and Scrappy, and its innates are Striker, Lightning Rod and Galvanize.

Moltres-G
The Galarian Firebirb, who is not so fiery. With that being said, Galarian Moltres might be the scariest of the Galarian Birds thanks to its combination of innates and abilities. It has newfound access to both Aeroblast and Oblivion Wing for Flying STAB, and its Dark Aura innate makes its Fiery Wrath sting all the more. And of course, there's also the fact that one-shotting this thing is very very difficult because it has Shadow Shield.

Moltres-G's abilities are Berserk, Soul Eater and Giant Wings, and its innates are Dark Aura, Shadow Shield and Burnate.

Entei
The physically offensive doge. Right now it's merely good, but it's going to be buffed in the next version. With that being said, it DOES have access to Drought and Flaming Soul to go with its access to Sacred Fire.

Entei's abilities are Avenger, Drought and Flaming Soul, and its innates are Strong Jaw, Beast Boost and Molten Down. In a future version, Entei will lose Avenger, Strong Jaw will become an ability, and it will have Volcano Rage as an innate in its place (see Part 6 Ability Archive).

Raikou
The fast doge. Raikou is all about that Electric-type offense. It's got a slew of abilities to further enhance its ability to zap things, including removing the ability for opposing Ground and Electric-types to resist. It can also forego Ground Shock to use Drizzle instead, allowing it to more easily spam Thunder (and use Weather Ball to obliterate ground-types), or Transistor to boost all Electric moves. Electric Surge is also fantastic, too.

Raikou's abilities are Transister, Ground Shock and Drizzle, and its innates are Overcharge, Beast Boost and Electric Surge.

Suicune
The bulky doge. Suicune is a tank who is very hard to get rid of, least of all because it now always has passive recovery. Added access to 3 turns of Aurora Veil or the ability to reduce incoming Special damage by 30% is also incredible.

Suicune's abilities are North Wind, Prism Scales and Drizzle, and its innates are Aurora Borealis, Water Veil and Sea Guardian.

Azelf/Uxie/Mesprit
The Lake Guardians fulfill the same dynamic as in vanilla- Azelf is a fast and fragile attacker, Uxie is a slow and bulky support, and Mesprit is the midpoint who splits the difference.

They all have Magic Guard and Sage Power as possible abilities, and their innates are identical- Levitate, Psychic Mind and Natural Cure. Their unique abilities are Neuroforce (Azelf), Soul Linker (Uxie) and Power Core (Mesprit).

Phione
...Why are you using Phione, again? This thing sucks- even Elite Redux can't salvage it.

Phione's abilities are Hydration, Friend Guard and Healer, and its innates are Levitate, Water Veil and Inflatable.

Manaphy
Manaphy is a terrifying Tail Glow sweeper, especially in Rain where it cannot be statused- and having access to free, in-built passive recovery gives it more flexibility in item choice. That newfound Ground Immunity doesn't hurt, either!

Manaphy's abilities are Swift Swim, Friend Guard and Healer, and its innates are Levitate, Water Veil and Hydration.

Celebi
Celebi underwent a type-change which was sorely welcome. Celebi, like most flat-100 mythicals, splits the difference on Offense and Defense, though Celebi is generally more of a defensive stalwart, especially with its newfound access to Jungle Healing.

Celebi's abilities are Self-Sufficient, Avenger and Grassy Surge, and its innates are Psychic Mind, Natural Cure and Grass Pelt. It's also a Grass/Fairy-type now!

Arceus
Arceus is a strange one, as its viability varies between types, though some new buffs it appreciates regardless of forme include access to great new moves like Wave Crash and Wicked Blow, and a newfound Ground immunity for every Arceus form that ISN'T Arceus-Normal (this does mean Arceus-Electric in particular has no weaknesses).

Arceus' only ability is its signature Multitype. Arceus' fixed innates are Power Core and Pressure. If Arceus is Arceus-Normal, its third innate is Mystic Power. Otherwise, it is instead Levitate.

Shaymin/Shaymin-Sky
Shaymin's Land Forme now has a more defensive lean to it, and Shaymin itself is generally tougher to deal with in both formes- ESPECIALLY Sky Forme!

Shaymin's abilities are Magic Bounce, Regenerator and Pixilate, and its innates are Natural Cure, Harvest and Grass Pelt.

Shaymin-Sky's abilities are Magic Bounce, Aerodynamics and Pixilate, and its innates are Natural Cure, Serene Grace and Speed Boost.

Victini
Victini is largely marred by the fact that its abilities are by and large not great. Turboblaze doesn't mean much except against the few Pokemon who have Flash Fire as an ability and not an innate, Solar Flare's only benefit is firing off Solar Beam consistently thanks to the in-built Chloroplast (the Burnate portion is useless because Victini isn't running a Normal-type move over Blue Flare (Special sets) or V-Create (physical sets), since it doesn't get Boomburst, and Power Spot is a doubles-only ability. Victini's innates are fantastic, though- and it does get all of its event-exclusive moves (Fusion Flare/Bolt, Blue Flare/Bolt Strike and Glaciate) which is awesome.

Victini's abilities are Turboblaze, Solar Flare and Power Spot, and its innates are Victory Star, Magic Guard and Psychic Mind.

Thundurus
The differences between the Incarnate and Therian forms of the genies only go stat deep now, as their abilities and innates are all identical. In this instance, Thundurus easily beats out Thundurus-T due to its superior speed.

Thundurus' abilities and innates are identical across both forms. For abilities, they are Electrocytes, Teravolt and Ground Shock, and for innates, they are Overcharge, Weather Control, and Volt Absorb.

Tornadus
Tornadus-T is generally overall worse now, having lost its Regenerator ability due to its abilities being changed to keep parity with the base form. However, Tornadus generally appreciates the better bulk and higher speed of its Therian form more than the marginally higher offenses of the incarnate form.
Tornadus abilities (which are the same in both forms) are Air Blower, Cloud Nine and Speed Boost. Its innates (also the same in both forms) are Prankster, Weather Control and Keen Eye.

Landorus
Lando-I is now by far the better choice, since it retains all the benefits Lando-I had over Lando-T, PLUS newfound access to Intimidate. It also pilfered Regenerator from the wind genie, making it an excellent pivot.

Landorus has the same abilities and inates in both forms. Its abilities are Sheer Force, Aerilate and Moxie, and its innates are Sand Force, Intimidate and Regenerator.

Cobalion/Virizion/Terrakion/Keldeo
The Swords of Justice are all certified Dragonslayers, each with their own unique speciality. All of them have buffs coming in future versions, too.

Currently, all of the Swords of Justice have the same three abilities: Justified, Dragonslayer and Fighting Spirit, and there is some minute variation in their innates: Keldeo and Virizion are identical, having Inner Focus, Avenger and Keen Edge, whereas Cobalion replaces Keen Edge with Full Metal Body and Terrakion replaces Keen Edge with Solid Rock.

In future updates, their innates and abilities will be altered: Avenger will take Fighting Spirit's place as an ability on all four Pokemon, Cobalion's innates will become Keen Edge, Sweeping Edge (new ability: Artillery Clone for Keen Edge) and Mirror Armor, Virizion's innates will become Mighty Horn, Absorbant (new ability: Draining moves have 50% greater healing and inflict Leech Seed). and Keen Edge, Terrakion's innates will become Keen Edge, Mold Breaker and Solid Rock, and Keldeo's innates will become Steadfast, Field Explorer and Keen Edge.

Reshiram
The mighty white dragon is a destructive force to be reckoned with, especially with some newfound tricks up its sleeves. Thanks to its innate Pyromancy, Blue Flare is now effectively a 100% accurate Inferno. It also has access to Core Enforcer for reliable Dragon STAB that doesn't drop its offenses like Draco Meteor, and in a pinch, it can even use Burnate-boosted Extreme Speed coming off of its still respectable base 120 attack. It can also try to boost itself with the incredible Beast Boost (which believe it or not actually makes physically offensive Reshiram a viable set), and if it really wants to go full ham on raw destructive power, it can also combine Burnate with its newfound Boomburst for even more destructive power than the already strong Blue Flare... OR it can use Drought to push Blue Flare even further into obscenity. It's also immune to both Intimidate and Scare thanks to its innate White Smoke.

Reshiram's abilities are Beast Boost, Burnate and Drought, and its innates are Turboblaze, Pyromancy and White Smoke.

Zekrom
Not one to be outdone, Zekrom is also a force to be reckoned with. Generally speaking, it actually tends to prefer to NOT use Bolt Strike, because it has one of the strongest priority moves in the game in Galvanize, Transistor-boosted Extreme Speed coming off of its massive Base 150 Attack, and it can supplement this with Outrage or Scale Shot for Dragon STAB, Dual Wingbeat to maul Grass-types, and of course, the absolutely terrifying prospect of this thing Dragon Dancing in your face. It's also immune to Intimidate, so there's that.

Zekrom's abilities are Beast Boost, Galvanize and Electric Surge, and its innates are Teravolt, Transistor and Clear Body.

Kyurem/Kyurem-White/Kyurem-Black
Kyurem boasts outrageous power and coverage, and notable bulk as well. The base form is the bulkiest of the bunch thanks to its innate Ice Scales, but it lacks the raw destructive power of the two other forms- though getting access to fire and electric coverage even WITHOUT becoming Black/White Kyurem is still a sight to behold- especially the latter, given its access to Refrigerate boosted Extremespeed for priority or Glacial Lance for ridiculous power, to supplement its newfound access to not Fusion Bolt but the even more ludicrously powerful Bolt Strike.

Kyurem-White boasts immense destructive power from the word go. The one-two punch of Refrigerate-boosted Boomburst and STAB Blue Flare is already a terrifying prospect as is, even without taking into account auxillary moves Kyurem-White might run, such as Draco Meteor, Freeze-Dry or Volt Switch.

Kyurem-Black, however, is by far the most dangerous of the Kyurem forms, simply because it apes Zekrom's Dragon Dance Extreme Speed set, but adds BoltBeam Coverage on top of it, by having Ice-type Extreme Speed supplemented by STAB Bolt Strike and Outrage. It also has Multiscale, so have fun trying to stop it!

Kyurem's abilities are identical across all three formes, those being Beast Boost, Refrigerate and Snow Warning.

Kyurem's innates are Ice Scales, Permafrost and Whiteout. Kyurem-White replaces Ice Scales with Turboblaze (becoming Dragon/Ice/Fire in the process) and Kyurem-Black replaces Ice Scales with Teravolt (becoming Dragon/Ice/Electric in the process) and Whiteout with Multiscale.

Genesect
Genesect is mostly vanilla, but it does have some neat tricks if you're willing to put up with the downsides, like Sighting System Zap Cannon (which is also boosted by Mega Launcher, mind you), or it can go for its age-old Download set. Ironically enough, Signal Beam is Genesect's preferred Bug STAB of choice, as thanks to Mega Launcher it is stronger than Bug Buzz.

Unfortunately, Techno Blast is, as always, useless, at least on Genesect (Porygon-Z has a lot more success with the move).

Genesect's abilities are Download, Fatal Precision and Sighting System, and its innates are Mega Launcher, Predator and Full Metal Body.

Magearna
Magearna combines arguably the best typing in the game with fantastic abilities and innates, plus a great movepool, to become a devastating threat. It's also one of the many legendaries to gain access to Type-shifted Boomburst, this time being Pixilate, like Xerneas.

Magearna's abilities are Steelworker, Pixilate and Mirror Armor, and its innates are Clear Body, Soul-Heart and Power Core.

Volcanion
Volcanion is a strange 'mon, considering two of its abilities are Drought and Drizzle, letting it play to one of its STABs while weakening the other, though its third ability, Mountaineer, is nice to remove its Rocks weakness. Its innate Artillery makes Steam Eruption always its water STAB of choice as with Artillery, Steam Eruption cannot miss, and it also has access to the incredibly good Searing Shot for Fire STAB.

Volcanion's abilities are Drought, Drizzle and Mountaineer, and its innates are Artillery, Storm Drain and Flash Fire.

Calyrex-Ice/Calyrex-Shadow
Curiously, the base Calyrex form is unobtainable, as are Spectrier and Glastrier. The Calyrex forms are vanilla but better- Ice Rider is a slow put incredibly bulky physical attacker, Calyrex-Shadow is a lightning-fast but rather frail special attacker. They're still ridiculously strong, though.

Calyrex-Ice's only ability is its signature As One (Glastrier), and its innates are Permafrost, Stamina and Whiteout.

Calyrex-Shadow's only ability is its signature As One (Spectrier), and its innates are Shadow Shield, Scare and Speed Boost.

Tapu Koko
This thing lives and thrives on supporting Electric-types, as per its usual Electric Surge shenanigans, but it's also a rain setter! And it naturally loves its newfound Levitate removing its Ground Weakness. With that in mind, Tapu Koko actually only has one weakness- the somewhat subpar Poison-type.

Tapu Koko's abilities are Speed Boost, Electric Burst and Overcharge, and its innates are Levitate, Electric Surge and Drizzle.

Tapu Bulu
Tapu Bulu sets up Grassy Terrain like it's nobody's business- and by god does it abuse it! With Grass Pelt and Regenerator, it is an incredibly physically bulky pivot.

Tapu Bulu's abilities are Grass Pelt, Chloroplast and Harvest, and its innates are Levitate, Grassy Surge and Regenerator. In future versions, Levitate will be replaced by Mighty Horn (boosts Horn and Drill-based moves by 30%).

Necrozma/Necrozma-DW/Necrozma-DM/Ultra Necrozma
Necrozma's interesting. Thanks to its Metallic innate it's now Psychic/Steel in its base form, and it has both Filter and Prism Armor to reduce the damage of supereffective hits. On the offensive side, Rampage plus Prismatic Laser is an immensely powerful combination considering Prismatic Laser actually has higher power than Hyper Beam.

The transformed Necrozmas are simultaneously worse and better. Worse, because they've lost access to Sunsteel Strike (Dusk Mane) and Moongeist Beam (Dawn Wings), respectively, but better, because they've both gained at least one new STAB type- Necrozma-DM has Fire STAB thanks to Solar Flare, and Necrozma-DW has Fairy and Dark STAB thanks to Lunar Eclipse. Dawn Wings also has a newfound immunity to Ground and actually keeps Lunala's Shadow Shield.

Ultra Necrozma is a whole new beast. As it's now a move based Mega Evolution a la Mega Rayquaza, it is a contender for the strongest overall Pokemon in the game, competing for the spot with Mega Rayquaza. In comparison to Mega Ray, Necrozma is slightly less powerful and bulky, but slightly faster as a result. Necrozma can also actually properly make use of its special attack without hamstringing itself thanks to Photon Geyser's adaptive damage, whereas Mega Rayquaza is forced to be a physical attacker- and this is especially compounded by Necrozma's Mega Launcher boosting Photon Geyser to be even more powerful than Rayquaza's Dragon Ascent. Ultra Necrozma can also passively set up simply by KOing things, thanks to its Beast Boost innate, which is something Rayquaza cannot do.

Necrozma's abilities, which are shared between the Base, Dawn Wings and Dusk Mane forms, are Neuroforce, Rampage and Mega Launcher. Ultra Necrozma is almost identical in this regard, only replacing Neuroforce with Soul Eater.

Necrozma's innates are Prism Armor, Metallic and Filter. Due to this, base Necrozma is now Psychic/Steel-type.

Necrozma-DW's innates are Lunar Eclipse, Shadow Shield and Levitate.

Necrozma-DM's innates are Solar Flare, Impenetrable and Prism Armor.

Ultra Necrozma's innates are Beast Boost, Neuroforce and Levitate.

Buzzwole (is too swole to control)
A physically attacking Quiver Dancer? What has the world come to? Indeed, Buzzwole gets Quiver Dance in this game, but doesn't use it to set up special attacks. Rather, it uses it to boost its Speed and Special Defense, its two weakest areas, so it can promptly bludgeon the opponent's face with powerful punches. It can supplement this with Bulk Up, too, and use Drain Punch to stick around for a long time.

Buzzwole's abilities are Sheer Force, Compound Eyes and Defiant, and its innates are Beast Boost, Iron Fist and Raging Boxer.

Pheromosa
Pheromosa has one real strategy that leads it to extreme heights- Speed Force+Speed Boost+Striker (plus Beast Boost, potentially) to power up its Triple Axel and Triple Kick into the stuff of nightmares. It also has some potent other moves it can use such as Rapid Spin, Lunge, Drill Run and Outrage.

Pheromosa's abilities are Limber, Speed Force and Fatal Precision, and its innates are Beast Boost, Speed Boost and Striker.

Kartana
Just when you thought the origami sword couldn't get scarier, it proceeds to do just that. While Aerodynamics is useful for the speed boost and flying immunity, its other two abilities help crank Kartana's already considerable offensive presence up to eleven. Violent Rush gives it a one-turn boost upon entry for more pivot-focused playstyles, whereas for ones that are more direct offense-based, it'll generally prefer Keen Edge, as a vast majority of Kartana's viable moves are boosted by it (Including the added move Excalibur, a base 120 power 80 accuracy Steel-type slashing move that's super effective against Dragon-types- though the accuracy doesn't matter as Kartana has Deadeye meaning it'll never miss), and even some of the few that don't (like Bullet Punch, which Kartana loves having) are still great picks for other reasons.

Kartana's abilities are Keen Edge, Aerodynamics and Violent Rush, and its innates are Beast Boost, Hyper Cutter and Deadeye.

Celesteela
Celesteela is a tank to behold, its defensive innates leading the way to great defensive feats. It cannot be crit, and it's even going to be buffed in future versions!

Celesteela's abilities are Clear Body, Mirror Armor and Regenerator, and its innates are Beast Boost, Battle Armor and Lead Coat. In future versions, Celesteela's Regenerator will be replaced by a new ability, Self Repair (Self Sufficient+Natural Cure).

Nihilego
Nihilego suffers from only having two viable abilities and one of its innates not being great, as Rough Skin and Poison Touch are comparatively useless on it due to its poor attack and defense. With that being said, though, Nihilego's other two abilities and innates are excellent nonetheless.

Nihilego's abilities are Rough Skin, Corrosion and Soul Eater, and its innates are Beast Boost, Poison Touch and Hyper Aggressive.

Guzzlord
A contender for the most improved Ultra Beast, featuring three great abilities and innates that really work with its stat spread.

Guzzlord's abilities are Intimidate, Strong Jaw and Predator, and its innates are Beast Boost, Thick Fat and Grip Pincer. In future versions, Predator will be replaced by a new ability, Jaws of Carnage (given the wording "Devours half of the foe when defeating it", I'd assume it heals the user for half of the victim's Max HP upon scoring a KO).

Xurkitree
Xurkitree is mostly vanilla, though access to Ground Shock makes its sets even more threatening as Ground-types are no longer completely safe against its STAB.

Xurkitree's abilities are Electrocytes, Lightning Rod and Ground Shock, and its innates are Beast Boost, Illuminate and Infiltrator.

Stakataka
THIS thing is Blissey's physical counterpart, though rather than tank through HP, it instead tanks through an absolutely obscene defense stat boosted further by one innate always, and a second innate under certain conditions. Lead Coat's speed drop is actually a positive on it, since Stakataka always wanted to be ran in Trick Room anyway since about the limit of things it's capable of outspeeding even outside of it is literally just Shuckle, Munchlax, Pyukumuku, Trapinch, Bonsly and Ferroseed. It can even turn its completely over-the-top defense into offense thanks to its Juggernaut ability- its only competition in this role is Mega Aggron, who fills the same niche... but Stakataka doesn't take up your mega slot, especially given how its Gyro Ball is far more consistent than Mega Aggron's Heavy Slam.

Stakataka's abilities are Solid Rock, Sturdy and Juggernaut, and its innates are Beast Boost, Lead Coat and Fort Knox.

Blacephalon
Blacephalon doesn't actually use its signature Mind Blown that often, instead preferring Fire Blast to go with its newfound access to Pyromancy, giving Fire Blast a 100% burn chance. Its other two abilities, Prankster and Cursed Body, don't really fit Blacephalon's playstyle, though it could at least try to Prankster Trick an Iron Ball onto an unsuspecting victim.

Blacephalon's abilities are Pyromancy, Cursed Body and Prankster, and its innates are Beast Boost, Vengeance and Aftermath.

Poipole/Naganadel
Poipole is hot garbo, but what'd you expect from an NFE not named Chansey?

Naganadel, though? Hoo, boy... Naganadel is nasty. Sniper is probably the worst of Naganadel's three abilities, as while it does combo well with Merciless, you have to actively support Naganadel in order to get usage out of said combo, unlike Naganadel's other abilities. Corrosion is a moveslot saver, as it lets Naganadel splatter Steel-types with its Poison STAB, eliminating the need for fire coverage. However, Naganadel is also by far the strongest user of the extremely rare ability Spider Lair, which sets up a 5-turn Sticky Web on entry, which is exactly as game-busting as it sounds. It's also now got Levitate, turning its Ground Weakness into an Immunity.

Poipole's only ability is Poison Point, and its innates are Beast Boost, Levitate and Analytic.

Naganadel's abilities are Corrosion, Sniper and Spider Lair, and its innates are Beast Boost, Levitate and Merciless.

Zeraora
Zeraora is lightning fast and very strong, too. Its newfound access to Tough Claws and one of Power Fists and Iron Fist, alongside Speed Force, makes its punches, especially its Plasma Fists, hit like a truck. It's also got some neat coverage, like Fire Punch, Meteor Mash and Close Combat.

Zeraora's abilities are Iron Fist, Power Fists and Speed Boost, and its innates are Speed Force, Volt Absorb and Tough Claws.

Type:Null/Silvally
Type:Null is hot garbo. The Eviolite set doesn't really work any more, and it doesn't make up for its lack of innates and abilities.

Silvally, though, is no longer content being a poor man's Arceus. It isn't necessarily beholden to its RKS System ability any more (though it'll probably still want to use it if it's running Multi-Attack), having two other incredible abilities in Protean and Unaware, and Protean in particular also synergizes beautifully with Silvally's Adaptability innate, which is as terrifying as it sounds. Primal Armor also lets Silvally hang on for a lot longer than its 95/95/95 bulk would suggest, which goes great with Anger Point. It can even ape Arceus' Extreme Killer set to similar effectiveness with its newfound access to Extreme Speed which has the highest power of any priority move in the entire game, at an effective base 180 thanks to Adaptability (The second placer, Greninja's STAB, Torrent, Skill Link and Long Reach-boosted Water Shuriken, has an effective BP of 162 after STAB instead).

Type:Null's only ability is Adaptability, and its only innate is Battle Armor.

Silvally's abilities are its signature RKS System, as well as Protean and Unaware, and its innates are Adaptability, Anger Point and Battle Armor, though if it changes types with a Memory, it loses access to Protean and Unaware.

Marshadow
Marshadow actually doesn't use Spectral Thief that often in this hack, as thanks to having both Precise Fist and Iron Fist, the newly-buffed Shadow Punch is a better STAB choice. Other than that, though, Marshadow is mostly vanilla.

Marshadow's abilities are Technician, Opportunist and Fatal Precision, and its innates are Iron Fist, Precise Fist and Cursed Body.

Tapu Lele
Tapu Lele sets up Psychic Terrain and then nukes stuff- it ain't hard to understand, though Lele did get one hell of an upgrade in innate Multiscale. Lele's also got some pretty massive buffs coming in future versions.

Tapu Lele's abilities are Prism Scales, Unaware and Pastel Veil, and its innates are Natural Cure, Psychic Surge and Multiscale. In future versions, Pastel Veil will be replaced by Majestic Moth (because Tapu Lele is a moth, apparently?) and Natural Cure will be replaced by Berserk.

Tapu Fini
Tapu Fini can become either a hyper bulky setter of only Misty Terrain, or it can sacrifice some bulk to become a better pivot or set up Rain as well.

Tapu Fini's abilities are Water Veil, Regenerator and Drizzle, and its innates are Avenger, Misty Surge and Shell Armor.

Four abilities?! What is this madness?! Let's Play Pokemon Elite Redux! (2024)
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