Offensive
LC Generation 9- Item
- Leben-Orb
- Fähigkeit
- Hydration
- Wesen
- Timid
- Tera-Typ
- Unlicht Boden
- EVs
- Verteidigung 36 / Sp. Angriff 236 / Initiative 236
- IVs
- KP 19
Attacken
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Stärke 90 Genauigkeit 100 AP 15
Eine Welle bricht über alle Pokémon in der Nähe des Anwenders herein. Macht Surfen möglich.
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Stärke 110 Genauigkeit 70 AP 10
Anwender greift das Ziel an, indem er es mit heftigen Windböen umgibt. Ziel wird eventuell verwirrt.
Pocket Champion
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Analyse
Wingull is the gambler's fast attacker: a potent wallbreaker with a threatening STAB move combination that can OHKO or 2HKO nearly the entire metagame but is limited by its longevity and Hurricane's accuracy. Ice Beam provides a more reliable alternative to Hurricane for targets like Vullaby, Foongus, and Toedscool. Meanwhile, Tera Blast Ground improves Wingull's great coverage to pick off its few defensive checks, notably Chinchou, Mareanie, and Tinkatink. Protect blocks Mienfoo's Fake Out, alleviating chip damage and the pressure to switch out, and allows Wingull to scout attacks from Choice Scarf users. On teams where switching out is less of a concern, Substitute protects Wingull from Sucker Punch users like Stunky and opens it up for a free attack on switch-ins or sacrifices in exchange for worse longevity. Both fourth-move options allow Wingull to scout for defensive Tera types such as Steel and Water, allowing it to deal extra damage or safely switch out. By allotting only 19 HP IVs, Wingull takes reduced Life Orb recoil and Stealth Rock chip damage. Tera Dark shields Wingull from revenge kill attempts by Gothita while Wingull is out of Energy Ball's range or after it has scouted for Psychic with Protect; Tera Dark also lets Wingull resist Sucker Punch from Stunky and Diglett. In addition to its offensive utility with Tera Blast, Tera Ground opens up surprise KOs on Volt Switch Elekid and reduces Stealth Rock damage. Wingull's Speed and few switch-ins make it a good fit for bulkier structures that compensate for its frailty with entry hazard removal and pivots or offensive structures that don't require repeated switching. Relatively passive cores featuring Tinkatink, Toedscool, and Mareanie bolster Wingull teams with a bulky Vullaby switch-in, a hazard removal option that can switch in on Elekid, and a consistent switch-in to most Choice Scarf users like Hisuian Growlithe and Mienfoo, respectively. In turn, they benefit from its ability to make progress nearly every time it attacks. Elekid and Stunky appreciate a Ground-immune teammate and can dish out Knock Off to open up OHKOs for Wingull. Swords Dance Mienfoo and Hisuian Growlithe may fit on more offensive structures, pressuring shared checks like Stunky and Mareanie. These Pokemon pair exceptionally well with Tera Blast Ground Wingull, which can remove Mareanie for physically oriented allies and Chinchou for Elekid. Wingull is very vulnerable to Electric-type Pokemon like Chinchou and opposing Elekid, so it should be paired with Electric-immune teammates such as Mudbray, Toedscool, and your own Chinchou. Protect variants are checked by Sucker Punch users, most notably Stunky, thus they pair well with checks like Mudbray and Trapinch. Substitute variants, on the other hand, can be forced out by Mienfoo's Fake Out. Therefore, Substitute Wingull appreciates Mienfoo switch-ins like Foongus and Mareanie, as well as hazard removal options like Toedscool, Alolan Sandshrew, and Defog Vullaby to reduce Stealth Rock chip damage when it is switching back in.