Popular Post Matt. Posted June 2, 2020 Popular Post Share Posted June 2, 2020 (edited) Crests are powerful items which provide large and unique buffs to certain Pokemon. Here are my recommended movesets for each crest Pokemon. Shoutouts to Falirion for compiling the Crest effect guide and all of the Rejuvenation devs for the great game! Check out the Item Location Guide to see where to get each Crest (you can't get them until near the end of V12). The intention of this is not to replace the Crest effect guide, but rather to explore the viability and uses of Crest Pokemon. One thing to consider is the concept of opportunity cost. By holding a Crest, you cannot hold another item. Therefore, you should consider the benefits of a Crest not in a vacuum, but compared to another item you might want to hold. Also, we do have data on some Crests that are currently unobtainable by the player as of V12 (e.g. Silvally), but I will not be including those for now. This post can be updated as more Crests are released. Anyway, here are all of the Crests available for the player to use in Rejuvenation. Ariados Spoiler Crest Effect: Increases Ariados' Speed stat by 50%. If the opponent is Poisoned or slowed, Ariados' attack will always be a critical hit. Rating: This is a pretty nice buff for Ariados. It's now a much better setter of Sticky Web and is able to take advantage of it very well if it has Sticky Web support from a teammate. With the speed boost from the Crest and the lowered speed from Sticky Web, Ariados will often move first, and its critical hits will do even more damage due to its Sniper ability. However, if the opponent isn't slowed by Sticky Web, such as if they're not grounded or on the turn Ariados is setting up the webs, Ariados is still not fast, and is frail overall. Ariados @ Ariados Crest Ability: Sniper EVs: 252 Atk / 4 Def / 252 Spe Jolly / Adamant Nature - Poison Jab - Megahorn - Stomping Tantrum - Sticky Web / Swords Dance It might seem like Toxic Thread is a natural choice for this set given how the Crest works, but I don't think it's worth it. Once you set up Sticky Web, all grounded opponents that switch in will be slowed, without you needing to waste a turn. Stomping Tantrum is important because opposing Poison and Steel Pokemon resist both of its STAB moves. A Jolly nature is used because the most important thing is that Ariados is able to get up Sticky Web in the first place, and even with the Crest boost, Adamant Ariados is not that fast. An Adamant Nature and Swords Dance should only be run if your team has another Sticky Web user. Toxic Spikes support is also helpful but not nearly as effective as Sticky Web due to Crest Ariados still not being that fast. But, with Sticky Web support, Swords Dance Crest Ariados becomes very threatening. Bastiodon Spoiler Crest Effect: When Bastiodon takes damage, it deals damage to the attacker equal to 50% of the damage Bastiodon took. Bastiodon also heals the amount of damage dealt this way. Rating: This is a massive improvement to Bastiodon, allowing it to simultaneously heal and deal a good amount of damage. Rest + Sleep Talk fits this set well, but as of V12 there is no Rest TM. Until then, Bastiodon has a much harder time beating opposing Pokemon 1v1. Bastiodon @ Bastiodon Crest Ability: Sturdy EVs: 252 HP / 4 Def / 252 SpD Careful Nature - Metal Burst - Rock Slide (replace with Rest once Rest TM is available, or not if you're fine just using potions) - Iron Defense / Taunt (replace with Sleep Talk once Rest TM is available, or not if you're fine just using potions) - Roar / Stealth Rock Bastiodon still has terrible offensive stats, so Metal Burst is Bastiodon's best way of doing damage, alongside the damage from its Crest. Once the Rest TM becomes available, Rest allows Bastiodon to fully heal and regain its Sturdy; the healing from its Crest is good, but it's not enough for Bastiodon to stick around for as long as it needs to. Until then, there are a few utility moves it can use. Roar phases out opponents trying to set up and also accumulates potential hazard damage. I wouldn't recommend Taunt + Roar because they're slightly redundant, but if you have Stealth Rock, you can use Taunt to prevent setup and force them to attack you (which will do damage to themselves in the process due to the Crest), or if not, Iron Defense makes you extremely bulky on the physical side. Beheeyem Spoiler Crest Effect: If its opponent attacks first, the damage Beheeyem takes is reduced by 33%. It also disables the first move that hits Beheeyem (unless the opponent has a disabled move already). Rating: This is an excellent improvement to Beheeyem's defensive capabilities. In addition to the obvious damage decrease, sometimes opposing Pokemon will only have one move to hit Beheeyem with well, and if that gets disabled, then Beheeyem could end up walling the rest. Beheeyem @ Beheeyem Crest Ability: Analytic EVs: 208 HP / 252 SpA / 48 Spe Modest Nature - Psychic - Signal Beam - Calm Mind / Nasty Plot - Psychic Terrain / Recover (if no potions) Signal Beam is the best coverage because it hits opposing Psychic and Dark Pokemon. Both Calm Mind and Nasty Plot are justifiable, as Crest Beheeyem's added bulk make the Special Defense boost from Calm Mind worth it in some scenarios. Psychic Terrain makes Psychic more powerful and doubles Calm Mind/Nasty Plot boosts, among other things. The Speed EVs are to outspeed everything up to uninvested base 45s, which there are plenty of. The Crest makes Beheeyem a lot better off if it moves last, but if you can outspeed something and take it out before you take damage yourself, then that's preferred. Recover is a fantastic move for Crest Beheeyem and should be used in situations where you cannot use items, but it's only listed as a secondary move because you can usually just use potions instead. Beheeyem does get Telepathy and thus gets double speed under Psychic Terrain, but then it's less bulky, doesn't get the Analytic power boost, and requires the terrain to be up in order for it to have any effect. Castform Spoiler Crest Effect: Castform automatically uses its first weather move upon switch-in. Its weather forms have the following stats and additional abilities: Rain: 100 HP / 70 Atk / 80 Def / 70 SpA / 80 SpD / 70 Spe & Rain Dish Sun: 70 HP / 70 Atk / 70 Def / 90 SpA / 70 SpD / 100 Spe & Solar Power Hail: 70 HP / 70 Atk / 70 Def / 100 SpA / 70 SpD / 90 Spe & Slush Rush Castform also sets up Sandstorm on switch-in if Sandstorm is the first move, but Castform doesn't have a Sandstorm form. Rating: This is one of the biggest buffs of any Crest. Castform is still not the most incredible Pokemon, even with the Crest, but in addition to getting better stats and a beneficial ability for the weather it automatically sets up, Castform can act as a secondary weather setter, as it essentially acts as Drizzle/Drought/Snow Warning/Sand Stream. The Sandstorm set is not recommended because Castform doesn't have a Sandstorm form. Here is a set for each of the other forms. The Rain form is the least viable I'd say, but it's still solid and it can definitely be the right choice depending on what your team is. The Hail form is the fastest, but the Sun form is the strongest, at the cost of taking Solar Power damage. However, I think the one you should use is the one which complements the rest of your team best, because none of these forms are really bad. Castform @ Castform Crest Ability: Forecast EVs: 252 HP / 252 SpA / 4 Spe Modest Nature - Rain Dance - Weather Ball - Hurricane - Thunder Water is a good defensive typing and the Crest makes Rain-Castform bulkier but not faster, so a tank set is used. Hurricane won't miss in the rain and provides coverage against Grass types. There's no Ice Beam TM in V12. Once we get that, replace Hurricane with it for additional coverage against Dragon types. Thunder won't miss in the rain either and provides coverage against Water types. Hydro Pump is an option over Weather Ball, but it has less PP and accuracy. Castform @ Castform Crest Ability: Forecast EVs: 4 HP / 252 SpA / 252 Spe Timid Nature - Sunny Day - Weather Ball - Solar Beam - Thunderbolt The Crest makes Sun-Castform faster and stronger. A Timid nature is preferred to outspeed as much as possible, Weather Ball is your strong, reliable STAB attack, Solar Beam has no charge turn in the sun, and it and Thunderbolt give you coverage versus all Water types. First Blast is an option over Weather Ball, but it has less PP and accuracy. Castform @ Castform Crest Ability: Forecast EVs: 4 HP / 252 SpA / 252 Spe Modest Nature - Hail - Blizzard - Flamethrower - Thunderbolt A Modest nature is used because with the doubled speed from Slush Rush and the speed buff from the Crest, Castform will be faster than pretty much everything anyway. Under hail, Blizzard is 100% accurate, stronger than Weather Ball, targets both opponents in doubles, and has a chance to freeze. Flamethrower and Thunderbolt hit opposing Water, Steel, and Ice types that resist Blizzard. Cherrim Spoiler Crest Effect: Flower Gift is always active, regardless of the weather (Cherrim and its allies receive a 50% boost to Attack and Special Defense). Rating: Unfortunately, this is one of the least beneficial Crests for singles battles. Always having boosted Attack and Special Defense is nice, but Cherrim's Attack stat is terrible and the Swords Dance TM isn't available in V12. The Attack buff from Flower Gift is a good buff in doubles battles, but even with the Crest, Cherrim isn't great. If you like Cherrim then absolutely go for it! But if you're just looking for a Grass type that's excellent in battle, then there are many better options. Cherrim @ Cherrim Crest Ability: Flower Gift EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - Petal Blizzard - Return - Leech Seed (replace with Swords Dance once TM is available) - Grassy Terrain If you want to use Crest Cherrim, this is what it should use for singles battles. You don't need to necessarily run a Sunny Day set because Flower Gift is always active, though I suppose you could if you wanted (it would just make the Crest nearly useless to the point where you would probably just want to run another item). The Crest makes Cherrim do more damage on the physical side. Return is kind of the only physical coverage it gets. Cherrim @ Cherrim Crest Ability: Flower Gift EVs: 252 HP / 252 Def / 4 SpD Bold Nature - Helping Hand - Leech Seed - Giga Drain - Grassy Terrain / Healing Wish / Worry Seed / Heal Pulse / Synthesis This set attempts to make Cherrim useful in a doubles-specific setting. The motivation for such a set would be to give Cherrim's ally the 50% Attack and Special Defense boost (mainly Attack though). Cherrim has very poor damage output on its own, and therefore a fully supportive set is used. Petal Blizzard is not used here because it hits your ally in doubles. Helping Hand is usually the main move, boosting a partner's move even further, such as Rock Slide. There are many moves slashed in the final slot but that's because they're all niche; which one you should use depends on your partner, and whether you're going to use potions or not (in which case Healing Wish, Synthesis, and Heal Pulse are not really useful). This set only works in very few and very specific situations, namely if you have a strong partner spamming a physical attack that hits both targets (again, Rock Slide). Because of how limited this set is, I would not recommend you use it, but it is one of the best things Crest Cherrim can do, so it's listed. Claydol Spoiler Crest Effect: When Claydol uses a special attack, Claydol's Defense stat instead of its Special Attack stat is used in the damage calculation. "Beam" moves are boosted in power by 50%. "Beam" moves do not have a charge-up or recharge turn. Rating: This is a fantastic Crest. Not only does Claydol's damage output increase by a ridiculous amount, but you can simultaneously increase your physical bulk and damage output due to it using Claydol's Defense stat in the damage calculation. This also means that effectively, Cosmic Power boosts Claydol's Defense, Special Defense, and Special Attack. Ice Beam is not yet available in V12. Claydol @ Claydol Crest Ability: Levitate EVs: 252 HP / 252 Def / 4 Spe Bold Nature - Hyper Beam - Solar Beam - Earth Power - Cosmic Power Maximum Defense investment is used to simultaneously make Claydol as bulky and powerful as possible. Some EVs can be taken from HP and put into Speed if desired. Hyper Beam doesn't have a recharge turn and Solar Beam doesn't have a charge turn with the Crest. Hyper Beam is a nuke that is used against anything you don't have super-effective coverage against. Solar Beam is the next strongest attack and provides good coverage while being perfectly accurate. As stated above, due to the mechanics of the crest, Cosmic Power provides a massive buff to Claydol. Earth Power is not a "Beam" move and thus is not boosted, but all of Claydol's "Beam" moves (except Charge Beam but that's really weak) are resisted by Steel, so Earth Power is by far your strongest move against Steel Types, especially because Claydol gets STAB on it. Cofagrigus Spoiler Crest Effect: Increases Cofagrigus's Special Attack and Special Defense stats by 25%. Rating: This is a solid buff, patching up Cofagrigus' lower Special Defense and making it fairly strong. Cofagrigus' best set isn't available to it because the Trick Room TM isn't available yet, so it'll have to do as a tank for now. Cofagrigus @ Cofagrigus Crest Ability: Mummy EVs: 252 HP / 252 SpA / 4 SpD Modest Nature (Quiet when Trick Room TM is available) - Shadow Ball - Energy Ball - Psychic (Replace with Trick Room once TM is available) - Nasty Plot If you manage to get the IVs for Hidden Power Fighting, that is the best coverage. Otherwise, Energy Ball and Psychic is what it has. Cofagrigus functions best as a Trick Room sweeper, but the Trick Room TM isn't available yet. Darmanitan Spoiler Crest Effect: Forces Darmanitan to stay in Zen mode. Only works if its ability is Zen Mode. Rating: To be brutally honest, this is a very poor Crest. Crest Darmanitan is, in my opinion, worse than the regular, standard Darmanitan. In its defense, Darmanitan-Zen is quite bulky, has a secondary Psychic STAB to attack with, and has some nice resistances, but it is slow. If you really like Darmanitan-Zen, then this Crest allows you to always utilize that form, but regular Darmanitan is a better Pokemon. This is because Crest Darmanitan is essentially a Darmanitan-Zen that has no ability and no item, compared to regular Darmanitan which has Sheer Force and Life Orb, which, while more frail, is much faster and almost 70% stronger. Darmanitan @ Darmanitan Crest Ability: Zen Mode EVs: 128 HP / 252 SpA / 128 Spe Modest Nature - Psychic - Flamethrower - Grass Knot - Overheat / Work up (could replace with Focus Blast once TM is available) If you insist on using Crest Darmanitan, here is the set. Overheat provides you with a nuke that can pick up on some OHKOs that Flamethrower can't. Alternatively, Work Up can boost its power, though Darmanitan-Zen's slow speed makes it less effective. Focus Blast is more great coverage, but the TM isn't available yet. Flame Charge might seem appealing to patch up the low speed, but it'll do next to no damage due to Darmanitan-Zen's atrocious Attack stat, and it's still outsped by the faster offensive Pokemon even after a boost. 128 Speed EVs allow Darmanitan to outspeed uninvested base 70s, and thus most defensive Pokemon. Again though, overall Crest Darmanitan is worse than regular Darmanitan. Dedenne Spoiler Crest Effect: When Dedenne uses a physical attack, its Speed stat is used rather than its Attack stat in the damage calculation. Rating: This crest allows Dedenne to hit a decent amount harder, and allows it to have alright (as opposed to terrible) bulk. It's still not the greatest Pokemon even with the Crest, but having rare access to Nuzzle is a plus. Dedenne @ Dedenne Crest Ability: Plus EVs: 252 HP / 4 Def / 252 Spe Timid Nature - Wild Charge - Play Rough - Nuzzle - Dig / Volt Switch (could replace with U-turn once TM is available) Due to the Crest, all it needs is speed investment to hit hard, so the rest can go into bulk. Wild Charge is your strongest Electric attack, but Thunder Punch can be used instead if you don't like the recoil. Dig is kind of shaky due to it being a 2-turn move, but could work due to the fact that the AI is much less intelligent than opposing humans. Volt Switch, while very weak, allows Dedenne to pivot out of unfavorable situations. Once the U-Turn TM is released, that is preferred because Volt Switch is very weak due to no Special Attack investment, and U-turn allows Dedenne to pivot out even versus Electric immunities. Dusknoir Spoiler Crest Effect: Increases Dusknoir's Attack stat by 20% and boosts Dusknoir's weaker moves (like Technician does). Rating: Both of these boosts allow Dusknoir to have an extremely strong priority attack in Shadow Sneak. Overall, this benefits Dusknoir a good amount because it has a lot of great coverage moves, many of which are boosted by the Technician-esque effect. Dusknoir @ Dusknoir Crest Ability: Pressure EVs: 252 HP / 252 Atk / 4 SpD Adamant Nature - Shadow Sneak - Brick Break - Rock Tomb / Ice Punch / Thunder Punch - Bulldoze / Fire Punch / Shadow Punch Shadow Sneak is mandatory because Dusknoir is so slow, and Brick Break provides the best coverage. Dusknoir has a ton of options from here and can be catered to what your team needs most. Rock Tomb and Bulldoze are both boosted by the Crest (due to them being 60 power), and them lowering your opponent's speed is a nice bonus. Dusknoir also learns the 3 elemental punches, which aren't boosted by "Technician", but are good coverage nonetheless. If more coverage isn't needed, Shadow Punch is Dusknoir's strongest STAB attack, and it hits hard due to being boosted by the Crest. Once the Earthquake TM becomes available, that is an option as well. Empoleon Spoiler Crest Effect: Stat changes are doubled. Rating: After a boost, Crest Empoleon can be very threatening. Taking the Crest into account, both Defiant and Swords Dance boost Empoleon's mediocre Attack by 4 stages. At this point, Empoleon will have higher attack than an Adamant Mega Salamence after 2 Dragon Dances. Coupled with STAB priority in Aqua Jet, this boost could allow Empoleon to sweep weakened teams. Alternatively, Empoleon can run a specially-based Agility set to also sweep. Empoleon @ Empoleon Crest Ability: Defiant EVs: 252 HP / 252 Atk / 4 SpD Adamant Nature - Swords Dance - Aqua Jet - Drill Peck - Power Trip Drill Peck provides coverage versus Grass types which resist Aqua Jet. After one boost, Power Trip will increase all the way to 100 power. Other options include Brick Break and Liquidation. Earthquake is also a fantastic move, but the TM isn't available yet. Empoleon isn't very fast and Aqua Jet has priority anyway, so investment is put into bulk due increase Empoleon's already good bulk - Empoleon also has a great defensive typing. Empoleon @ Empoleon Crest Ability: Defiant EVs: 72 HP / 252 Atk / 184 Spe Adamant Nature - Swords Dance - Liquidation - Power Trip - Agility 184 Speed EVs allow Empoleon, after an Agility, to outspeed Jolly Excadrill in Sand. Power Trip becomes 100 Power after using either Swords Dance or Agility, and becomes 180 Power after using the other one. After one boost, this set is less potent than the other two sets, but with both boosts it reaches a much higher ceiling. Empoleon @ Empoleon Crest Ability: Torrent EVs: 72 HP / 252 SpA / 184 Spe Modest Nature - Surf / Hydro Pump - Blizzard (replace with Ice Beam once the TM is available) - Grass Knot - Agility This set has gives Empoleon the best coverage and only requires one turn of setup. Overall, I would say that the other sets are better than this one, but this is definitely a viable set. 184 Speed EVs allow Empoleon, after an Agility, to outspeed Jolly Excadrill in Sand. As usual, Ice and Grass coverage hit opposing Grass, Dragon, and Water types which resist your Water STAB. This is a special set, so Defiant is useless - Torrent is used instead. Fearow Spoiler Crest Effect: If the opponent is below 75% health, Fearow's attack will always be a critical hit. Rating: With Fearow's Sniper ability giving critical hits a 2.25x boost (rather than a 1.5x boost), if the target is under 75% health, Fearow has a pretty good shot of knocking it out. Combined with Fearow's solid Speed stat, and Fearow is quite potent, but only under this circumstance. Fearow isn't that strong if the opponent is at high health. Crest Fearow is relatively inconsistent because it's not good unless you can get yourself into that situation, which is not always easy due to how frail Fearow is. Hazard support is essential. Fearow @ Fearow Crest Ability: Sniper EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Return - Drill Peck - Drill Run - Quick Attack The first 3 moves are mandatory and self-explanatory. Thank goodness it gets Drill Run to hit Rock and Steel types. Quick Attack is extremely strong priority considering the Sniper-boosted critical hit and STAB. Fearow's terrible bulk makes it kind of a "kill or be killed" Pokemon, and so even though you have Quick Attack, a Jolly nature is used to outspeed as much as possible. Feraligatr Spoiler Crest Effect: Feraligatr's first attack after switching in has priority. Biting moves are boosted in power by 20%. Rating: This Crest is an interesting tradeoff. Because Feraligatr has Sheer Force, which negates Life Orb recoil, Crest Feraligatr is actually weaker all-around than Life Orb Feraligatr is. In exchange, the benefit is that the first move Feraligatr uses is priority. This turns its Liquidation (or its other moves) into ridiculously strong priority moves which can bail you out of situations. Personally, I might value this one-time priority as slightly more than the higher overall damage output given by Life Orb, but you could argue either way. Also, using the Crest here allows one of your other Pokemon to benefit from having the Life Orb, because you only get one in the game. Whether you should use the Crest or Life Orb depends on your team, your preference, and even the battle. And of course, whether you've already put your Life Orb on another one of your Pokemon. Feraligatr @ Feraligatr Crest Ability: Sheer Force EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature - Liquidation - Ice Fang - Crunch - Dragon Dance An Adamant nature is used to boost the power of the first move, which will be priority. Ice Fang and Crunch provide good coverage and are both boosted by the Crest. Dragon Dance is necessary to drastically improve Feraligatr's offensive potential. The Swords Dance TM is not available yet, but Dragon Dance would still be preferred due to Feraligatr's mediocre speed. Glaceon Spoiler Crest Effect: Instead of being weak to Rock and Fighting attacks, Glaceon resists them instead. Glaceon loses 1/16 of its health when switching into Stealth Rock instead of 1/4. Rating: This Crest changes Glaceon's defensive typing from terrible to decent, as it's now weak to Fire and Steel but resists Ice, Rock, and Fighting. This does help, especially considering Glaceon's bulk isn't bad, but Glaceon still suffers from poor speed. And, Glaceon's best move, Ice Beam, is unavailable as of V12. Glaceon @ Glaceon Crest Ability: Snow Cloak EVs: 4 Def / 252 SpA / 252 Spe Modest Nature - Frost Breath (change to Ice Beam once the TM is available) - Shadow Ball - Blizzard / Hidden Power (if you get one that hits Water, Ice, Fire, or Steel types super-effectively) - Yawn / Mirror Coat / Hail As of now, Frost Breath is Glaceon's most reliable STAB attack. Blizzard is slashed later if you need more power, you're in a double battle, or if it's hailing. If you manage to get a Hidden Power that hits a type that resists Ice super-effectively, then that could be useful. Although Yawn takes 2 turns, Sleep is an incredible status, so you can either force a switch or allow Glaceon or a teammate to take advantage of a sleeping foe. Glaceon also gets Mirror Coat, but due to Glaceon's low HP, you'd need to move the Speed EVs into HP for it to be really worth it, leaving you with the problem of Glaceon being outsped by a lot more things. Hypno Spoiler Crest Effect: Increases Hypno's Special Attack stat and Accuracy by 50%. Rating: This is quite a nice buff for Hypno. Hypnosis goes from an abysmal accuracy of 60% to a respectable 90%. Hypno's base Special Attack stat is not good, but the large boost from the Crest, allows Hypno to hit pretty hard. Psychic isn't the greatest typing, but Hypno is very bulky on the special side. Hypno @ Hypno Crest Ability: Insomnia EVs: 4 Def / 252 SpA / 252 Spe Modest Nature - Psychic - Shadow Ball - Nasty Plot / Focus Blast (once TM is available) - Hypnosis Dream Eater might seem appealing, but Hypno is slow and you're not always going to be in a situation where you can put the opponent to sleep, so I prefer Psychic due to its reliability. A 90% accurate Sleep-inducing move is incredible due to how powerful Sleep is. Shadow Ball hits opposing Psychic types. Nasty Plot boosts Hypno's power to insane levels and can be used more freely when the opponent is asleep. Alternatively, Focus Blast (which isn't available yet), is 100% accurate due to the Crest and provides great coverage. The Speed investment is to ensure that Hypno outspeeds pretty much every defensive Pokemon, allowing it to put them to sleep before they can move. Hypno also learns Dynamic Punch and Zap Cannon, but both are still only 75% accurate even after the Crest boost. Infernape Spoiler Crest Effect: Swaps Infernape's Defense and Attack stats with each other. Also swaps Infernape's Special Attack and Special Defense stats with each other. Rating: Like with Darmanitan, unfortunately I'm going to say that this Crest actually makes Infernape worse. Usually, Infernape is fast and strong, but frail. Crest Infernape becomes fast and kind of bulky, but weak. In its defense, Infernape does learn some good support and utility moves, and Fire/Fighting has several useful resistances. You can make Crest Infernape work, but overall the offensive potential provided by regular Infernape is almost always more valuable. Infernape @ Infernape Crest Ability: (It doesn't matter. Both abilities do nothing on this set) EVs: 252 HP / 4 Def / 252 Spe Jolly Nature - Close Combat - Will-O-Wisp - Encore - Endeavor / Taunt / Slack Off (if no potions) Even with its higher offenses becoming its defenses, Infernape's mediocre-at-best HP doesn't make it as bulky as you might think. With its wide variety of utility moves, this is why I think it's better to invest in Speed than fully into Defense. Even without Attack investment and with Crest Infernape's lower Attack, if it's super-effective then Close Combat will still do a solid amount of damage and allows Infernape to actually do direct damage. Burning opponents with Will-o-Wisp is very valuable. A fast Encore allows you to take advantage of an opponent that's locked into a move. It gets Slack Off by pre-evolution only, but for in-game it's not necessary because you can just use potions. Endeavor is Crest Infernape's best way of dealing damage if it has low health. Taunt is another utility move it gets. Leafeon Spoiler Crest Effect: Instead of being weak to Fire and Flying attacks, Leafeon resists them instead. Rating: Leafeon now has a good defensive typing. It resists Water, Ground, Electric, Grass, Fire, and Flying, while being weak to Bug, Ice, and Poison. All Leafeon have solid Speed and Attack stats along with its ability to boost in Swords Dance, but now with the Crest making it harder to take down, Leafeon can act as an offensive threat that also has quite a bit of defensive utility. However, Grass is not a great offensive type as always due to how many types resist it. Leafeon @ Leafeon Crest Ability: Chlorophyll EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Swords Dance - Leaf Blade - X-Scissor - Knock Off Jolly is preferred because Leafeon's Speed is solid, but not amazing, so it needs to outspeed as much as it can. It doesn't have many coverage moves but it has just enough to get by. It needs X-Scissor to get past other Grass types, but Grass and Bug do not provide great offensive coverage, with Knock Off only hitting most things that wall it neutrally. Ledian Spoiler Crest Effect: Punching moves hit 4 times. If these moves have secondary effects, they only activate on the first 2 hits. Rating: This is probably the biggest buff of any item in the entire game, turning Ledian from a meme into a legitimate offensive powerhouse. Adamant Ledian, when considering that all of its attacks hit 4 times and are boosted by Iron Fist, effectively has 892 Attack. For comparison, after a Swords Dance, Adamant Arceus effectively has 744 Attack. Ledian has less power than the previous sentence would lead you to believe due to none of its attacks getting STAB and its attacks having lower power, but nonetheless with its great coverage, ability to do damage while boosting quickly, and potential for both priority and healing along with a high damage output, Ledian is legitimately powerful. It still has a horrible typing and physical bulk though, so there are quite a few Pokemon it can't even survive one attack from. Ledian @ Ledian Crest Ability: Iron Fist EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Power-Up Punch - Ice Punch - Thunder Punch - Mach Punch Power-Up Punch boosts Ledian's Attack by 2 stages and deals solid damage due to the Crest and due to the later hits being boosted by the earlier ones. Ice and Thunder Punch provide impeccable coverage, with Mach Punch serving as important priority to clean up teams, especially at +2 Attack. Due to Ledian's physical frailty, poor defensive typing, and only average Speed, a Jolly nature is completely justifiable because you're not always going to be able to set up with Power-Up Punch or hit your target well with Mach Punch. Drain Punch could be put over either Thunder Punch or Ice Punch, but the loss of coverage is usually not worth it, and the priority of Mach Punch or the boosting ability of Power-Up Punch are not worth giving up. Magcargo Spoiler Crest Effect: Swaps Magcargo's Defense and Speed stats (as in, when calculating turn order, uses Magcargo's Defense stat. When Magcargo is hit by a physical attack, Magcargo's Speed stat is used in the damage calculation). Additionally, increases Magcargo's Special Attack stat by 10%. Rating: Although the Crest makes it so it's no longer outsped by nearly everything and makes it a little stronger, Magcargo still suffers from its poor defensive typing, and as a result of the Crest, now suffers from awful bulk. Shell Smash is not recommended because due to the mechanics of the Crest, Shell Smash lowers Crest Magcargo's Speed by 1 stage. Magcargo @ Magcargo Crest Ability: Flame Body EVs: 4 HP / 252 Def / 252 SpA Bold Nature - Flamethrower / Fire Blast - Ancient Power - Nature Power - Earth Power / Hidden Power Grass This setup makes Crest Magcargo the same speed as Dugtrio, which is quite fast. Because Magcargo can't really take hits, this is a simple all-out offensive route. Fire Blast is less consistent but justifiable because even with the Crest boost, Magcargo still isn't all too powerful. Due to how often you're battling on a Terrain in Rejuvenation, Nature Power is used, and the move that Nature Power is used on is often buffed by the Terrain as well. If you manage to get the IVs for Hidden Power Grass, then use that because Grass is by far Magcargo's most needed coverage, but if not then Earth Power is the best remaining coverage option. Weak Armor is not used because it actually lowers Magcargo's Speed. Meganium Spoiler Crest Effect: Reduces damage Meganium and its ally takes by 20%. Meganium and its ally heal 1/16 of their health after every turn. Rating: Meganium typically holds Leftovers, so this Crest is a 20% bulk increase on top of that, along with it giving the same bonuses to its ally in double battles. This definitely helps it do its job of being a defensive cleric/supporter better as it's now quite bulky, though it's still pretty passive and not going to be doing much damage. But sometimes all your team needs is a bulky Grass type that can handle opposing problematic Water and Ground types, and this usually do the trick. Meganium @ Meganium Crest Ability: Overgrow EVs: 252 HP / 4 Def / 252 SpD Calm Nature - Giga Drain - Synthesis / Poison Powder - Leech Seed / Reflect - Aromatherapy / Light Screen Meganium is a defensive Pokemon, which is why Giga Drain is chosen over other attacking options. Even though it has Giga Drain plus the Crest recovery, those two combined still aren't much healing, so Synthesis is necessary. If you're fine using potions, then replace Synthesis with one of the slashed options. Leech Seed allows for further needed recovery, plus some damage. Aromatherapy is a good utility move for the team but again, if you think that healing items will suffice and it isn't needed, it can be replaced for screens. Oricorio Spoiler Crest Effect: Increases Oricorio's Special Attack and Speed stats by 25%. Rating: Oricorio has base 93 Speed, but with the Crest, now it outspeeds everything up to and including Pokemon with base 128 Speed. Oricorio's Special Attack is higher than it's Speed and receives the same boost, turning Oricorio into a fairly potent threat with the ability to change its typing. However, its movepool is fairly shallow as always. Oricorio can be a Fire, Psychic, Electric, or Ghost type. Which one you should use will depend on your team and what it needs, and even the battle. Oricorio @ Oricorio Crest Ability: Dancer EVs: 4 Def / 252 SpA / 252 Spe Timid Nature - Revelation Dance - Air Slash - Hurricane / Taunt - Work Up / Taunt (replace with Calm Mind once TM is available) Hurricane is significantly stronger than Air Slash but is inaccurate. You can keep it on as a secondary option for when Air Slash won't net the KO, or you would with Taunt and Work Up. The TM for Calm Mind is not available as of V12. Roost is not listed because you can usually just use potions instead. Rampardos Spoiler Crest Effect: Once per battle, Rampardos survives at 1 HP regardless of its HP before taking damage. Rating: Rampardos has an enormous Attack stat, but what typically holds it back is that it's not that fast or bulky, along with Rock being a poor defensive typing, meaning it can often be taken out before it can dish out damage. This is no longer as much of an issue because Rampardos is pretty much guaranteed to survive at least one attack. This is a great buff because Rampardos will almost always be able to get at least one hit off which will do massive damage, often OHKOing. Head Smash is still slightly inaccurate though, and Rampardos' usual issues mean it's still hard for it to take out multiple Pokemon - the Crest just makes it much more likey it will take out at least one. Rampardos @ Rampardos Crest Ability: Sheer Force EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Head Smash - Zen Headbutt - Fire Punch - Stomping Tantrum Head Smash, while slightly inaccurate, is by far Rampardos' strongest attack. The remaining 3 moves each hit many different Pokemon super-effectively that resist Head Smash, and Zen Headbutt and Fire Punch are boosted by Sheer Force. For example, Zen Headbutt hits most Fighting types, Fire Punch hits most Steel types, and Stomping Tantrum hits several Pokemon that resist Head Smash that neither Zen Headbutt nor Fire Punch hit super-effectively, such as Aggron, Golem, and Empoleon. Relicanth Spoiler Crest Effect: Increases Relicanth's Attack stat by 20% and its Special Defense stat by 30%. Rating: Another solid buff. Relicanth already has great physical bulk and now it has good special bulk as well. That, coupled with changing its Attack from mediocre to good and it having a recoil-free Head Smash, makes Relicanth a much more viable Pokemon. Allowing it to survive any attack with Sturdy or the potential to patch up its poor speed with Swift Swim might seem appealing, but the main draw will always be Rock Head Head Smash. Relicanth @ Relicanth Crest Ability: Rock Head EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Head Smash - Waterfall - Rock Tomb - Zen Headbutt / Stomping Tantrum (replace with Earthquake once TM is available) Even though Relicanth now has better bulk, Speed investment ensure it will outspeed as much as it can. There will be situations where Relicanth is slower than its opponent but faster if its opponent is at -1 Speed. In situations like these, Rock Tomb is useful for a lot of free damage due to the turn order being reversed. It also provides a more accurate Rock move if Rock Tomb will get the KO anyway. Both Zen Headbutt and Stomping Tantrum provide very niche coverage. Seviper Spoiler Crest Effect: Increases Seviper's Speed stat by 50%. Damage is increased the higher % of HP the opponent is at (if the opponent is at 100% HP, Seviper receives a 50% damage boost). Rating: This is what Seviper needed. It has great coverage, but was always too slow and not quite strong enough. Now with a Speed-boosting nature, Crest Seviper outspeeds Pokemon such as Dugtrio and Alakazam. Unfortunately, the Earthquake TM is unavailable as of V12, and Seviper really needs that coverage versus Rock and Steel types. However, it can still run a physical set, in addition to its usual specially-based set. Seviper @ Seviper Crest Ability: Infiltrator / Shed Skin EVs: 4 Def / 252 SpA / 252 Spe Timid / Naive Nature - Sludge Wave / Sludge Bomb - Giga Drain - Flamethrower - Glare / Sucker Punch Because Crest Seviper is strong and frail, and thus is meant to do as much damage as possible, the extra 5 power that Sludge Wave provides is likely worth giving up the higher chance to poison. Giga Drain and Flamethrower provide essential coverage versus Ground, Rock, and Steel types. A fast Glare is useful to neuter a threat before it gets out of control - Seviper doesn't really need more coverage considering the utility of a 100% paralysis move. Alternatively, even though Crest Seviper is fast and this set doesn't have Attack investment, having priority is always useful, so Sucker Punch is an option, in which case a Naive nature should be used instead of Timid. This set doesn't really mind being burned, so Infiltrator's ability to hit through Substitute and screens may prove more useful overall than Shed Skin. Seviper @ Seviper Crest Ability: Shed Skin / Infiltrator EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Poison Jab - Bulldoze (replace with Earthquake once TM is available) - Sucker Punch - Swords Dance Bulldoze is physical Seviper's best coverage move, hitting opposing Rock, Steel, and Poison types. Because this is a physical set, Shed Skin is a more appealing option because this set is crippled by being burned. Swords Dance is used over Coil because Seviper isn't used any inaccurate moves (it doesn't get Gunk Shot), and because Seviper is strong and frail, boosting its Attack higher is more valuable than boosting its Defense. Even though Sucker Punch is used, a Jolly nature is still preferred because Sucker Punch is not the main move Seviper will be using, and Seviper sits at a critical speed tier. And even though Seviper is fast, considering how many Pokemon can still be faster due to Choice Scarf or all of the terrains, Sucker Punch is preferred over Crunch, as priority is usually worth a small decrease in power. Skuntank Spoiler Crest Effect: When Skuntank is hit by a Ground attack, Skuntank's Attack is boosted by 1 stage, and Sunktank is immune to the move. Rating: Skuntank is usually only weak to Ground, so now nothing can hit Crest Skuntank super-effectively and it gains a second immunity (adding to the Psychic immunity it already had). However, this is not nearly as overpowered as you might think. Having no weaknesses, 4 resistances, and 2 immunities sounds incredible, but Skuntank is still not all that strong (unless it gets the boost from being hit by a Ground move), not all that fast (though it does get STAB Sucker Punch), and its bulk is only decent, meaning it can still be overwhelmed by strong neutral attacks. The point is, while removing its only weakness is a really nice buff, Crest Skuntank is far from some unbeatable menace. Skuntank @ Skuntank Crest Ability: Aftermath EVs: 4 HP / 252 Atk / 252 Spe Adamant Nature - Throat Chop - Sucker Punch - Poison Jab - Play Rough Priority is extremely helpful, but Skuntank also needs a reliable option that will always do damage, hence having Throat Chop as well (Throat Chop is also stronger than Sucker Punch). Play Rough is good coverage against Dark and Fighting types that resist Skuntank's Dark moves. Toxic is another potential option to wear down bulkier foes. An Adamant nature is used as Sucker Punch is a priority move, and a Jolly nature isn't desperately needed. Stench only has a 10% chance of activating - Aftermath's 25% HP of damage is more useful on average. Spiritomb Spoiler Crest Effect: Spiritomb's attacks have their damage boosted by an amount equal to (30% multipled by the number of fainted allies). At the end of each turn, Spiritomb heals by an amount equal to (1/16 of Spiritomb's max HP multipled by the number of fainted foes). Rating: This is unquestionably one of the most overpowered Crests, if not the best one. If all of Spiritomb's teammates have fainted, it gets a 150% boost to its attacks, which is the same boost that you would get by using Work Up 3 times. On top of that, if your opponent had 6 Pokemon to start and are down to their last one, Spritomb will heal 5/16 of its health at the end of every turn, which is 5 times as much recovery as Leftovers gives. Obviously, Spiritomb will often be receiving power boosts and healing that are less than these maximums, but as long as Spiritomb isn't out at the very beginning of the battle, it's receiving massive buffs. This Crest is ridiculous. However, Spiritomb is still kind of walled by opposing Dark types. Spiritomb @ Spiritomb Crest Ability: Infiltrator EVs: 252 HP / 252 Atk / 4 Def Brave Nature - Sucker Punch - Will-o-Wisp - Taunt - Psychic Even though Spiritomb will have boosts in power, Will-o-Wisp is still useful for residual damage and to cripple physical attackers, which will make Spiritomb really hard to take down given the recovery it'll be getting. Taunt shuts down opposing setup and also will force Sucker Punch to work (unless they switch). Psychic provides coverage against Fighting types primarily, and will do good damage even without Special Attack investment if enough of Spiritomb's allies have fainted. Infiltrator's bypassing of Substitute, Screens, and Safeguard is useful, as even with the recovery from the crest, you're probably not going to be PP stalling that much. However, PP stalling can definitely work with enough potions. Spiritomb @ Spiritomb Crest Ability: Infiltrator EVs: 252 HP / 4 Def / 252 SpA Quiet Nature - Dark Pulse - Psychic - Hidden Power Fighting / Hidden Power Bug / Will-o-Wisp / Shadow Ball - Sucker Punch Alternatively, Spiritomb can go a more specially-based route. This makes Sucker Punch weaker but increases the power of its more spammable, reliable attacks. However, I would probably say that the physical set is slightly better than this one due to how important of a move Sucker Punch is. If you manage to get a Hidden Power that's super-effective against Dark types, then that's great. Otherwise, Shadow Ball is pretty redundant considering Dark Pulse and Psychic, but does hit Fairy types harder. Being able to burn opponents is probably more useful overall. Stantler Spoiler Crest Effect: Increases Stantler's Attack stat and Accuracy by 50%. Rating: Stantler now effectively has 433 Attack, which is approximately the same amount that Kyurem-Black has, so it'll be hitting fairly hard. Like Hypno, the main use of the accuracy buff is to make Hypnosis fairly reliable at 90% accuracy. Stantler doesn't have access to two of its better moves, Double-Edge and Earthquake right now, but it can still make do. It's not terribly fast and pretty frail, even considering intimidate, so Crest Stantler still won't do well against faster offensive threats, but it can now put in a good work against everything else. Stantler @ Stantler Crest Ability: Intimidate EVs: 252 Atk / 4 Def / 252 Spe Jolly Nature - Return - Jump Kick - Sucker Punch - Hypnosis These are the best moves it gets. Intimidate is more useful overall than Sap Sipper due to being way less circumstantial. A Jolly nature is critical so Stantler can outspeed as much as it can and put them to sleep. Even with a Jolly nature, Stantler isn't terribly fast, which is why Sucker Punch is used over Throat Chop for coverage against Ghost types. Torterra Spoiler Crest Effect: Swaps Torterra's weaknesses and resistances. Crest Torterra is weak to Rock and Ground, but resists Fire, Flying, Bug, and has a 4x resistance to Ice. It is still immune to Electric. Rating: Overall this is beneficial for Torterra. Rock and Ground are fairly common coverage options whch is unfortunate, but despite Torterra's poor speed, it can still outspeed a decent chunk of Rock and Ground types and threaten them with its STAB attacks. Also, the 4 resistances that Crest Torterra picks up are all weak to Rock, meaning that by having a Rock move, Torterra can been seen as an answer to those types of Pokemon, as it resists their attack and can hit them all back super-effectively. However, none of Torterra's stats are boosted, so this is not the biggest buff, but it's interesting and usable. Torterra @ Torterra Crest Ability: Overgrow EVs: 252 Atk / 4 Def / 252 Spe Adamant Nature - Wood Hammer - Earthquake - Rock Slide - Rock Tomb / Curse (replace with Rock Polish once TM is available) Speed investment is used to ensure Torterra will outspeed most defensive Pokemon and slower offensive Pokemon up to and including base 55s. Although Wood Hammer has recoil, it's 50% stronger than the next best option in Seed Bomb. Torterra gets neither Rock Polish nor Swords Dance in this version. Rock Tomb might seem redundant with Rock Slide, but due to Torterra's Speed tier it will be in situations where it will be slower than its opponent, but faster after a Rock Tomb, meaning that you get free damage off. Curse is another option, in which case you'd want to switch the ability to Shell Armor, move the Speed EVs into HP, and probably move the Attack EVs into Special Defense to give Torterra good all-around bulk and ease in setting up. Typhlosion Spoiler Crest Effect: When Typhlosion uses a physical attack, its Special Attack stat is used in the damage calculation. Typhlosion's contact moves deal an additional second hit that has 20% of the power of the first hit. Rating: Crest Typhlosion has a lower maximum damage output compared to other items such as Choice Specs, Life Orb, or even Charcoal, but the Crest makes it so Typhlosion's weaker attacks will do much more damage. This Typhlosion's coverage moves have higher consistent damage because previous unviable physical options now do greatly increased damage with the 20% extra second hit and coming off of Typhlosion's higher Special Attack stat. Typhlosion @ Typhlosion Crest Ability: Blaze EVs: 252 SpA / 4 SpD / 252 Spe Timid Nature - Eruption - Flare Blitz - Slash and Burn - Stomping Tantrum (replace with Earthquake once TM is available) Eruption is still Typhlosion's strongest move and doesn't have the recoil issues that Flare Blitz does. Flare Blitz is effectively 144 power given the secondary hit and has a 19% chance to burn. The recoil is well worth the massive increase in power due to Typhlosion being a glass cannon. It's necessary because Eruption is circumstantial; Flare Blitz is reliable damage. Slash and Burn is the best coverage move, hitting Rock and Water types, and has effectively 108 power with a 19% chance to burn. As we don't have access to the Earthquake TM yet, Stomping Tantrum is the best option in the final slot to hit opposing Fire-types which resist the first 3 moves. Nature Power is another option as it is typically very potent in Rejuvenation, but its coverage is inconsistent. Whiscash Spoiler Crest Effect: When Whiscash is hit by a Grass attack, Whiscash's Attack is boosted by 1 stage, and Whiscash is immune to the move. Rating: In a similar vein to Skuntank, this Crest is a nice buff, taking Whiscash's only weakness and turns it into an immunity, so Crest Whiscash has 4 resistances, 2 immunities, and no weaknesses. Whiscash has decent bulk and little immediate offensive presence, but it does have access to Dragon Dance. The Crest makes it easier to set up and also allows Whiscash to beat or even set up on most Grass types, which it would usually get walled and OHKOd by. However, without a boost, Whiscash is very weak, and is still not incredibly strong or fast after one Dragon Dance. Whiscash @ Whiscash Crest Ability: Oblivious EVs: 4 HP / 252 Atk / 252 Spe Jolly Nature - Dragon Dance - Earthquake - Waterfall - Rock Slide Dragon Dance is what makes Whiscash capable of denting opposing teams. Aqua Tail and Stone Edge are more powerful, but less accurate options, and neither have the chance to flinch as opposed to its other moves. Whiscash is not frail, but it's not so bulky that it can reliably set up multiple Dragon Dances. This, combined with Whiscash's poor Speed, is why a Jolly nature is used. Oblivious is very niche and circumstantial, but for in-game it's better than Hydration because you can use items to heal status conditions, but you can't do that with Taunt or Infatuation that Oblivious protects from. Zangoose Spoiler Crest Effect: This Crest poisons Zangoose. If Zangoose is poisoned, rather than taking damage from the poison, Zangoose will restore HP instead. Rating: This is exactly the same as the set that Zangoose usually runs, except that Zangoose gradually recovers health rather than being chipped down. Zangoose is very frail and still can't survive strong neutral hits, but this helps get Zangoose out of the range of opposing priority or weaker attacks, rather than the poison putting Zangoose in the range of those attacks. It obviously is a straight buff, but it doesn't boost Zangoose's Attack or Speed, so this isn't as massive of a buff. Zangoose @ Zangoose Crest Ability: Toxic Boost EVs: 252 Atk / 4 Def / 252 Spe Adamant / Jolly Nature - Facade - Knock Off - Close Combat / Swords Dance - Quick Attack Again, Zangoose functions pretty much exactly the same as usual and will run the same set. Swords Dance allows Zangoose to potentially sweep with Quick Attack and break past bulky Pokemon, but you lose the extremely strong and useful coverage of Close Combat. Zangoose does get Belly Drum, but due to Zangoose's frailty, you're going to have a hard time finding opponents that you can set up on. Edited August 22, 2020 by MattL 14 Link to comment Share on other sites More sharing options...
A¹¹ Posted June 2, 2020 Share Posted June 2, 2020 It's nice to see a guide so that people have a better idea of what to run on crested mons, but I also have some suggestions for some of the crests that may be helpful You could also run swords dance Ariados for even more power instead of sticky webs, surely ariados isn't that fast and against offensive it struggles to set swords dance but after one or 2 boosts with either screens or sleep support is definitely devastating, plus you always have the option to run tspikes or webs in another pokemon Recover is an amazing move on crest beheeyem, since it pairs perfectly with the crest and helps you beat foes with super effective moves after you disabled that move, giving a lot of longevity to it, I personally used it over terrains since beheeyem can't hold an amplified stone and I don't like terrains but still recover is great on it and should definitely be considered Deddene could run volt switch for people that play on set mode, I know they aren't the majority but its definitely an option Empoleon has the bulk and typing to do a double dance set with sd and agility, probably running liquidation and power trip since steel stab isn't that useful Fal just said that but magcargo crest doesn't pair well with shell smash since it makes you slower by lowering your defense Oricorio definitely can use roost in their sets due to its passable bulk, specially electric and fire ones with their good typings Hypno gets nasty plot which is definitely a viable setup option, signal beam could potentially take down dark types but most of them are fast physical attackers which hypno hates Stantler gets sucker punch by RM, which can potentially be better than throat chop due to its average speed and most slower targets being put to sleep This is all I had to help, I hope I wasn't being rude Link to comment Share on other sites More sharing options...
Matt. Posted June 2, 2020 Author Share Posted June 2, 2020 (edited) 23 minutes ago, AAAAAAAAAAA said: It's nice to see a guide so that people have a better idea of what to run on crested mons, but I also have some suggestions for some of the crests that may be helpful You could also run swords dance Ariados for even more power instead of sticky webs, surely ariados isn't that fast and against offensive it struggles to set swords dance but after one or 2 boosts with either screens or sleep support is definitely devastating, plus you always have the option to run tspikes or webs in another pokemon Recover is an amazing move on crest beheeyem, since it pairs perfectly with the crest and helps you beat foes with super effective moves after you disabled that move, giving a lot of longevity to it, I personally used it over terrains since beheeyem can't hold an amplified stone and I don't like terrains but still recover is great on it and should definitely be considered Deddene could run volt switch for people that play on set mode, I know they aren't the majority but its definitely an option Empoleon has the bulk and typing to do a double dance set with sd and agility, probably running liquidation and power trip since steel stab isn't that useful Oricorio definitely can use roost in their sets due to its passable bulk, specially electric and fire ones with their good typings Hypno gets nasty plot which is definitely a viable setup option, signal beam could potentially take down dark types but most of them are fast physical attackers which hypno hates Stantler gets sucker punch by RM, which can potentially be better than throat chop due to its average speed and most slower targets being put to sleep This is all I had to help, I hope I wasn't being rude Thanks for the reply! - Yeah, Swords Dance is worth it if you have other Sticky Web support. If not, you need Sticky Web on Ariados because it's such a good move for your team overall. - I completely agree with you that Recover is a fantastic move, but I have fewer recovery moves on these sets compared to competitive sets due to the fact that this in-game, and you can use potions. Same for Roost on Oricorio. - Agree about Dedenne and Empoleon - Nasty Plot was an oversight on Hypno, but what you said about Signal Beam is why I didn't include it. Sure, you hit them, but they often outspeed and KO you anyway. - Didn't realize that the RM could teach transfer-only moves - Ice Punch is weaker than Ice Fang on Feraligatr due to the Crest boost. Edited June 2, 2020 by MattL Link to comment Share on other sites More sharing options...
Kikss Posted June 2, 2020 Share Posted June 2, 2020 Hell yeah, this is one of the threads i waited for (mainly bec i was too lazy to write it myself). Didnt read through all of it yet but definitly a really good guide, thank you:) I'm not sure about my baby claydol, i think i will be running ice beam on it once the tm comes available instead of a stab i think its more viable comined with the other attacks. Link to comment Share on other sites More sharing options...
Edo Posted June 2, 2020 Share Posted June 2, 2020 (edited) Really good guide, love it. Gives some pretty good tips one might not consider, like Power Trip on Empoleon which seems pretty broken. Typhlosion also has a very interesting option with Nature Power, since the move it turns into can be either physical or special, so Typhlosion can always cover both. By the way, you can teach egg moves with the second move relearner in Sheridan village, no need to breed. Thus it's really easy to get some of the sets. Also, it's nice that you made the EV spreads so detailed and considered other mons (e.g. still outspeeding others), but Rejuv often exceeds the 252 limit, especially on Intense, so it might sometimes not work out. Edited June 2, 2020 by Edo Link to comment Share on other sites More sharing options...
Matt. Posted June 2, 2020 Author Share Posted June 2, 2020 20 minutes ago, Edo said: Really good guide, love it. Gives some pretty good tips one might not consider, like Power Trip on Empoleon which seems pretty broken. Typhlosion also has a very interesting option with Nature Power, since the move it turns into can be either physical or special, so Typhlosion can always cover both. By the way, you can teach egg moves with the second move relearner in Sheridan village, no need to breed. Thus it's really easy to get some of the sets. Also, it's nice that you made the EV spreads so detailed and considered other mons (e.g. still outspeeding others), but Rejuv often exceeds the 252 limit, especially on Intense, so it might sometimes not work out. Didn't realize that about the egg moves, thanks! That is fantastic and I'll edit all of the sets. And I think Nature Power is worth a mention. Good point about some opponents having illegal EV spreads, but unfortunately that's hard to account for. Link to comment Share on other sites More sharing options...
Veterans Falirion Posted June 2, 2020 Veterans Share Posted June 2, 2020 (edited) Well illegal EVs are actually less of an issue: 1. Only intense even has illegal EVs at all (and by that i generaly mean exceeding the 510 EV total) 2. Only 1 singular Fight (so far) has mons that exceed 252 EVs in a stat (or multiple), which would be Ryland (glares at 348 Speed Adamant Sandrush Drill, and other fun stuff) As for the sets, the all look fun, and make sense, not sure if Power-Up Punch is avaiable for Ledian yet though (in fact i think it isn't, we don't have a TM for it iirc) Edited June 2, 2020 by Falirion 1 Link to comment Share on other sites More sharing options...
Ragnaborn Posted June 3, 2020 Share Posted June 3, 2020 My Man! Link to comment Share on other sites More sharing options...
Kikss Posted June 17, 2020 Share Posted June 17, 2020 So I try rating the crests and bring them into Tiers. I have to say that I didn´t try out all of them right now and I think I will change some of my opinions in V13 once more items are available. So here my opinions S Tier (overpowered): Claydol, Spiritomb A Tier (really good but not op): Bastiodon, Beheeyem, Dusknoir, Feraligatr, Ledian, Meganium, Typhlosion B Tier (perfectly balanced): Empoleon, Glaceon, Seviper, Leafeon, Stantler, Oricorio, Cofagrigus, Castform C Tier: (not that great but ok): Ariados, Dedenne, Fearow, Hypno, Rampardos, Relicanth, Skuntank, Torterra, Whiscash, Zangoose D Tier: (not really worth it) Cherrim, Darmanitan, Infernape, Magcargo Any other opinions about that? Link to comment Share on other sites More sharing options...
Crimson_Mc_Black Posted June 17, 2020 Share Posted June 17, 2020 Hold up, you can get power up punch on Ledian in the current version? how? I thought the only way was to use the tm on it. (Unless the tm is already available to us and i am just a blind bart) Link to comment Share on other sites More sharing options...
Kikss Posted June 17, 2020 Share Posted June 17, 2020 I don´t think its available yet sadly. Link to comment Share on other sites More sharing options...
SadMoney Posted June 22, 2020 Share Posted June 22, 2020 Rampardos could use his Crest to set up rock polish and then try to sweep, but still ends up disappointing. This Crest just sucks. F tier Link to comment Share on other sites More sharing options...
TripleHHH Posted June 22, 2020 Share Posted June 22, 2020 Nice post and thanks for the link to the Crest Effect Guide! I would like to add my opinion about 2 crests: About Infernape crest, I think that running Close Combat on a defensive set undermines the whole point of the crest. And so us not using all of the amazing support options in its movepool, which at this version of the game is understandable, the only way that Chimchar is obtainable is via starter choice, so whoever pick it is probably using it as a offensive glass cannon through the whole game. This Pokemon has access to 3 setup moves in Calm Mind, Nasty Plot and Bulk Up (the TM already available right?), something that is really rare on both Rejuv and Reborn where set-up TMs are rarely distributed, while being able to recover with Slack Off. It's capable of cripple, trap and do residual damage on physical opponents with Will-O-Wisp and Fire Spin. If the Substitute TM is available it can also try to use Sub + Focus Punch after a couple Bulk Ups make so that the opponent can't break the Sub with a single hit, doing more damage than CC while not having its defenses dropped. It also has access to both physical and special STAB priority with Mach Punch and Vacuum Wave TM if choose to run defensive EVs instead of Speed EVs on the set-up sets. Another moves that could be mentioned are: Fake Out, Quick Guard, Helping Hand (the last 3 more useful to Double Battles), Stealth Rock, Endeavor, Encore, Taunt and Power-Up Punch. The main downsides is the lost of the item slot to run those options and the fact that its abilities doesn't help most of those options. About Meganium set, another option is make the Meganium a physical wall and add Counter (via Egg Move Tutor) as one its options do deal damage. It also learns Heal Pulse, complementing its role as a good partner for Doubles Battles. Link to comment Share on other sites More sharing options...
Veterans Falirion Posted June 26, 2020 Veterans Share Posted June 26, 2020 On 6/23/2020 at 12:34 AM, TripleHHH said: Nice post and thanks for the link to the Crest Effect Guide! I would like to add my opinion about 2 crests: About Infernape crest, I think that running Close Combat on a defensive set undermines the whole point of the crest. And so us not using all of the amazing support options in its movepool, which at this version of the game is understandable, the only way that Chimchar is obtainable is via starter choice, so whoever pick it is probably using it as a offensive glass cannon through the whole game. This Pokemon has access to 3 setup moves in Calm Mind, Nasty Plot and Bulk Up (the TM already available right?), something that is really rare on both Rejuv and Reborn where set-up TMs are rarely distributed, while being able to recover with Slack Off. It's capable of cripple, trap and do residual damage on physical opponents with Will-O-Wisp and Fire Spin. If the Substitute TM is available it can also try to use Sub + Focus Punch after a couple Bulk Ups make so that the opponent can't break the Sub with a single hit, doing more damage than CC while not having its defenses dropped. It also has access to both physical and special STAB priority with Mach Punch and Vacuum Wave TM if choose to run defensive EVs instead of Speed EVs on the set-up sets. Another moves that could be mentioned are: Fake Out, Quick Guard, Helping Hand (the last 3 more useful to Double Battles), Stealth Rock, Endeavor, Encore, Taunt and Power-Up Punch. The main downsides is the lost of the item slot to run those options and the fact that its abilities doesn't help most of those options. About Meganium set, another option is make the Meganium a physical wall and add Counter (via Egg Move Tutor) as one its options do deal damage. It also learns Heal Pulse, complementing its role as a good partner for Doubles Battles. CC on crest- ape is actually strange in that regard, as CC doesn't actually lower it's defenses with the crest it drops it's OFFENSES ( so it actually opperates more like Leaf storm or the like) because the crest swaps the stat wholesale including boost so -1 def is effectively -1 atk for it (aka the same issue that crest magcargo has with shell smash, making shell smash horrible on magcargo) Link to comment Share on other sites More sharing options...
Melons Posted July 6, 2020 Share Posted July 6, 2020 (edited) There is one crest that isn't available in game, but is available via debug. I thought I would share it since I didn't find any information about it anywhere. Anyway, it's the Cryogonogal Crest, which makes it use sp.atk for psysical moves. Edited July 6, 2020 by Melons Link to comment Share on other sites More sharing options...
DBA Posted July 6, 2020 Share Posted July 6, 2020 I appreciate the guide bro! Link to comment Share on other sites More sharing options...
Outside Indoorsman Posted July 8, 2020 Share Posted July 8, 2020 My thoughts on the Crests, are as follows. Please listen to or ignore my non-professional gamer opinions as you wish. One of the things about the Crests, I think, is that they are supposed to be not as good (usually) as Z moves, Megas, or dynamaxing. Mostly because you could slap a Crest onto everybody on your team if you wanted instead of the one each approach, so there's probably got to be a bit of balance (but since it is one-person and the fanbase is smaller, balance isn't as strict). Most of these are good, (Claydol and Spiritomb might actually need a nerf), but I would say Cherrim and Magcargo both could use a bit more of a buff on their Crests (and maybe Leafeon and Glaceon too, but those two aren't as stiffed in the metagame, I think). Maybe Castform should get a Sandstorm form, too... I think someone else suggested that the Darmanitan and Infernape Crests are intended more for playstyle changes than to amplify their typical approaches. That honestly makes the most sense to me, but since unlike, say, Ledian, they are good already, the effort of switching things up for them is probably more noticeable. Magcargo in particular, needs a buff. From what I've seen, that poor Mon seems to have been doing badly since it was introduced. Link to comment Share on other sites More sharing options...
Paperblade Posted July 9, 2020 Share Posted July 9, 2020 21 hours ago, Outside Indoorsman said: My thoughts on the Crests, are as follows. Please listen to or ignore my non-professional gamer opinions as you wish. One of the things about the Crests, I think, is that they are supposed to be not as good (usually) as Z moves, Megas, or dynamaxing. Mostly because you could slap a Crest onto everybody on your team if you wanted instead of the one each approach, so there's probably got to be a bit of balance (but since it is one-person and the fanbase is smaller, balance isn't as strict). Most of these are good, (Claydol and Spiritomb might actually need a nerf), but I would say Cherrim and Magcargo both could use a bit more of a buff on their Crests (and maybe Leafeon and Glaceon too, but those two aren't as stiffed in the metagame, I think). Maybe Castform should get a Sandstorm form, too... I think someone else suggested that the Darmanitan and Infernape Crests are intended more for playstyle changes than to amplify their typical approaches. That honestly makes the most sense to me, but since unlike, say, Ledian, they are good already, the effort of switching things up for them is probably more noticeable. Magcargo in particular, needs a buff. From what I've seen, that poor Mon seems to have been doing badly since it was introduced. Both crested and mega pokemon have a pretty wide range in power level. There's some that are still pretty weak for both (Crest Magcargo and Mega Audino). A lot of crests have pretty insane power gains but they are also buffing pokemon who are otherwise terrible, so even something like Ledian is still just a bit too good--its attacking power is insane but its speed tier is still just 85 with very bad physical bulk. On the other hand, around half of the mega evolutions are to pokemon who are already decent, if not great. Link to comment Share on other sites More sharing options...
Outside Indoorsman Posted July 9, 2020 Share Posted July 9, 2020 True enough. I suppose the "things should be more fair" part of me was speaking up there. Things are not always fair. Idea for a Crest just popped up... Since it was for Magcargo, I'll stay quiet. Link to comment Share on other sites More sharing options...
Crimson_Mc_Black Posted July 10, 2020 Share Posted July 10, 2020 Part of me just wants to see a crest that greatly jacks up the damage dealt by explosion and self-destruct and the user doesn't faint. I totally wouldn't abuse that 1 Link to comment Share on other sites More sharing options...
Notisma Posted May 8, 2022 Share Posted May 8, 2022 That's very helpful. Do you plan on adding the new ones, like the Druddigon crest and the Vespiquen crest ? Link to comment Share on other sites More sharing options...
VMeemes Posted May 11, 2022 Share Posted May 11, 2022 (edited) On 5/8/2022 at 12:37 PM, Notisma said: That's very helpful. Do you plan on adding the new ones, like the Druddigon crest and the Vespiquen crest ? This guide is actually more up to date (as well as it can be anyway since the last post was in November 2021) but it does have coverage for Druddigon and Vespiquen, in addition to others such as Delcatty, Swalot, and others who have been given crests in V13. There has been no other posts since then however, so hey now you get to possibly do that on your own. Edited May 11, 2022 by VMeemes Link to comment Share on other sites More sharing options...
Notisma Posted May 28, 2022 Share Posted May 28, 2022 On 5/11/2022 at 7:07 AM, VMeemes said: This guide is actually more up to date (as well as it can be anyway since the last post was in November 2021) but it does have coverage for Druddigon and Vespiquen, in addition to others such as Delcatty, Swalot, and others who have been given crests in V13. There has been no other posts since then however, so hey now you get to possibly do that on your own. Thank you ! Link to comment Share on other sites More sharing options...
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