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Competitive Pokemon: Dhelmise

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Description

The release of Sun and Moon brought forth 2 additional Ghost/Grass types being Decidueye and Dhelmise. Decidueye, essentially, stole the spotlight away as the premiere Ghost/Grass type most likely due to its design, leaving Dhelmise away in the corner. But that's not to say that this rusty ol' anchor is bad, as Dhelmise is actually pretty powerful and has a number neat stuff that helps it differentiate itself from both Decidueye as well as all other Pokemon. For starters, Dhelmise is the first ever Pokemon to receive triple STAB thanks to its signature ability, Steel Worker, which powers up any Steel-type moves Dhelmise has by 1 stage (which is almost the equivalent of receiving a same type attack bonus or STAB). Dhelmise is also the first ever Ghost-type to receive Rapid Spin, and due to its typing, it is able to threaten out both spin blockers and spinners while still being both a spin blocker and spinner on its own (wait, does that make sense?). With a base of 131 Attack and acceptable 70/100/90 bulk, Dhelmise becomes a sheer bulky offense presence that can function as a bulky wallbreaker as well. However, Dhelmise has a lot of alternate move options such as Brick Break, Rock Slide, Earthquake, Rapid Spin, Toxic and several triple STAB moves from which to choose from that causes it to suffer from the four moveslot syndrome, because it either has to sacrifice coverage or STAB. It is also (like many Gen. 7 Pokemon) very, very slow with base 40 speed, but it can, of course, be remedied with Trick Room (God, Gen. 7 gave me so many good alternate options for Trick Room).

On a side note... now we all know Game Freak has a habit of making Pokemon designs based on inanimate objects (that people apparently still have a problem with it, despite Game Freak doing it for 20 years!), particularly to Ghost-types. But you'd think that because Dhelmise is an anchor, that it should be a Steel/Ghost-type like Aegislash. But the main reason that Dhelmise is actually Grass/Ghost is that the actual Pokemon is not the anchor itself, but the algae/seaweed that's wrapped around the anchor. Which explains why it gets Steel Worker because the possessed seaweed is swinging that anchor around. Which is actually pretty awesome! :D (Big Grin)

     

Here’s my Dhelmise's summary.
Nature: Adamant
Held Item: Assault Vest or Leftovers
Ability: Steel Worker 
EVs: 252 HP / 252 Atk / 6 SpDef
-Anchor Shot
-Phantom Force / Shadow Claw
-Power Whip
-Rapid Spin

This set I've given to my Dhelmise helps utilize its offensive capabilities and bulk. Anchor Shot is Dhelmise's signature move, it deals some pretty good damage since Dhelmise gets triple STAB from thanks to Steel Worker what's more is that once the move hits an opponent's Pokemon they're then trapped and unable to switch out of battle (in a way, it works very much like Decidueye's Spirit Shackle). Shadow Claw gives Dhelmise some good STAB, though you could also have it run Phantom Force which is a more powerful move that keeps Dhelmise safe for a turn as well as bypasses Protect meaning the opponent can't really defend against it as they would be able to for most other two-turn moves. Power Whip is another powerful STAB move that also utilizes Dhelmise's high base attack, despite it having low accuracy it's the only physical Grass-type STAB move that Dhelmise has access to so that's why it's worth using. Lastly, Earthquake gives Dhelmise good overall coverage and can be used to weaken Steel and Fire-types such as Excadrill, Heatran, and Bisharp upon switch-in.


Maximizing bulk and attack allow Dhelmise to survive hits better while also still being able to hit foes pretty hard. Assault Vest gives Dhelmise some better protection against both special Ghost, Ice, and Fire-type moves (plus Dhelmise doesn't really have a lot of good support moves, so it doesn't mind being forced to only use attack moves). Leftovers can also be used to give Dhelmise some form of recovery since it has no real good recovery moves that it can utilize. An Adamant nature is recommended since it gives Dhelmise max attack power, though you could run a Brave or Relaxed nature if you want to make it slower (and thus faster while in Trick Room). But having a base 40 speed already means that Dhelmise is gonna be more than fine in Trick Room even with a nature that doesn't hinder its speed.


Of course Dhelmise can run a variety of other moves. Here are some suggestions: 
-Gyro Ball is another good physical Steel-type move that Dhelmise has access to and can get STAB from thanks to Steel Worker. Though I would recommend that your Dhelmise has either a Brave or Relaxed nature and 0 speed IV's if you want to run Gyro Ball so that you're able to fully maximize its damage output. 
-Heavy Slam is the last good physical Steel-type move Dhelmise has access to and gets STAB from due to Steel Worker. But this move is probably the weakest compared to Anchor Shot, Gyro Ball, and Iron Head since Dhelmise is actually not that heavy of a Pokemon (despite having possessed an anchor). 
-Rapid Spin can be essential on this set for removes entry hazards since Dhelmise has the moves to deal with opposing spinblockers while simultaneously acting as a spinblocker as well (man, it still doesn't feel like it sounds right). 
-Iron Head gives Dhelmise something to help cover its weakness to Ice-types. I'd say it's a good alternate Steel-type move option should you want to run it instead of Anchor Shot.    
-Knock Off is always a good utility move to run on any physical Pokemon since it removes the held item of your opponent's Pokemon. Dhelmise especially benefits from this move because it also happens to cover its weakness to opposing Ghost-types.
-Dhelmise can run Swords Dance alongside Anchor Shot to be able to effectively set up after trapping its opponent into battle.
-Toxic can also be run alongside Anchor Shot so that Dhelmise is able to effectively trap an opponent's Pokemon into battle and have them succumb to poison.
-Switcheroo can be a very trolly way to cripple utility Pokemon or offensive attackers with Choice items that they cannot utilize. 
-Synthesis is a great healing option overall and Dhelmise was in serious need of it too. Just be aware that any weather conditions will alter the amount of HP Dhelmise will restore (though if there's sunlight, it'll restore up to 66% of the user's HP).
-Pain Split is Dhelmise's only other recovery option outside of Synthesis or a Rest/Sleep Talk combo, so it might be worth considering if you're interested in trying out a more defensive set. But then again, there's really no need to run it since Synthesis is a better healing option due to its consistency. 
-Spite is always good for depleting the PP of the moves of your opponent's Pokemon. 


     




Do you have your own Dhelmise moveset and strategy? Comment below with your moveset!

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