The “Under The Lights” essay series delves further into Pokémon that are of special relevance in PvP. Today, it means a last-minute glimpse at the Mythical, musical Pokémon that will be available at this weekend’s GO Fest 2021. I wanted to preview it sooner, and I’d had the skeleton of this post prepared for almost a week now, but I couldn’t go further until we knew the numbers of the exclusive move. So, of course, GO Fest has come, and… we still don’t have any statistics on that move. It was made available sans its signature move! Niantic, you’re a good troll.

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Enough time has already been squandered, so let’s get right into it and put Meloetta… under the lights!

Now, there are two types to examine here, and although there are apparent parallels, I’ll discuss them individually. Let’s get started!

ON THIS PAGE: Pokemon Go Guide: A PvP Analysis on Meloetta

648 Pokemon Go Guide: A PvP Analysis on Meloetta MeloettaMeloetta (Aria)NormalPsychic

Ultra League Stats

Attack Defense HP
165 (162 High Stat Product) 151 (155 High Stat Product) 152 (154 High Stat Product)

(Highest Stat Product IVs: 0-14-13, 2500 CP, Level 23.5; not achievable for research reward Meloetta)

(Highest Stat Product IVs at Research/Raid Level: 10-14-15, Level 22.5)

Master League Stats

Attack Defense HP
209 190 189

(Assuming 15-15-15 IVs; CP 3972 at Level 40)

Hey, now there’s another Normal/Psychic type in GO besides Garafi–er, Farigama–um, I mean… umm… Girafamarigarif? That kind of stuff. In any case, that type is important since Psychic and Normal are remarkably complimentary. Normals are notoriously vulnerable to Fighting damage, right? That is not the case with psychics.

And Psychics, of course, are terrified of Ghost harm, right? Normal/Psychics, on the other hand… Because Normal 2x resists Ghost harm, they really resist it. As a consequence, Meloetta is immune to Psychic and Ghost damage and vulnerable to Dark and Bug. That is all there is to it. That’s very nice!

The numbers are adequate, but nothing to write home about. Aria has slightly greater Attack and slightly lower mass than Swampert, Origin Giratina, Venusaur, Melmetal, and Talonflame in Ultra League, while her total stats are similar to Togekiss. And they aren’t renowned for being very tanky, so that tells you pretty much everything you need to know about Aria Forme.

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Let’s get started with the movements!

Fast Moves

  • Quick Attack – Normal type, 2.5 DPT, 3.5 EPT, 1.0 CoolDown
  • Confusion Psychic type, 4.0 DPT, 3.0 EPT, 2.0 CD

Quick Attack isn’t a terrible move (we’ll go over it more later), but Confusion is the one you want, with excellent overall stats and strong coverage. Even creatures that are resistant to Confusion lose noticeable chunks of HP to it and its tremendous raw strength.

Charge Moves

  • Psyshock – Psychic type, 70 damage, 45 energy
  • Thunderbolt – Electric type, 95 damage, 55 energy
  • Dazzling Gleam – Fairy type, 110 damage, 70 energy
  • Hyper Beam – Normal type, 150 damage, 80 energy
  • Relic Song? – Normal type, ?? damage, ?? energy

So, first and foremost, a bit about Relic Song. After postponing this article for a week waiting for stats after it was teased back in June (and having its sound file uploaded only three days ago), Niantic never completed putting it to the game beyond that, and Meloetta has now arrived without it. Ugh.

In MLG, it’s a Normal damage-dealing move that also transforms Meloetta into its Pirouette Forme (more on that below), thus we don’t have a method to switch forms for the time being. Niantic, you’re such a liar. So where does it leave us? *shakes fist* ✊

First and foremost, why, oh why, didn’t Meloetta ever master Disarming Voice in MLG? So themed, and a much superior Fairy coverage move than Dazzling Gleam! (Disarming Voice is an underrated and underrepresented move in GO… it’s a clone of Foul Play/Magnet Bomb/Psyshock with 45 energy and 70 damage. Shame.) So be it.

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Gleam is a bad move in its current form, much inferior to Moonblast (which does the same damage for 10 less energy) and many other moves. (Hurricane, Sludge Wave, Payback, Outrage, and even the seldom used Petal Blizzard deliver 110 damage for less than 70 energy, while Return is even better, dealing 130 damage for the same 70 energy.)

As it is, I don’t believe Gleam is a move you’d ever desire. Neither is Hyper Beam, which, although capable of snatching victory from the jaws of defeat if it lands, takes a day and a half to build up, even with Quick Attack.

Rather, I believe (as do the Sims) that Aria’s strongest choices are Psyshock for spamming Psychic damage and Thunderbolt for coverage. But, sadly, even at its “best,” it isn’t fantastic at first look….

Because even a research Meloetta is too large for Great League (a 0-0-0 would only fit at Level 14.5), let’s start with Ultra League. Things seem bleak when combined with Confusion, and they become much worse when combined with Quick Attack. Confusion damage alone handles things like Gengar and Poliwrath, but beyond that it’s a bit of a shambles.

Thunderbolt regularly defeats Togekiss (with any fast move), but there isn’t much beyond that, with Quick Attack only outracing Gallade and Armored Mewtwo, and Confusion faring no better, with victories only against Machamp, Lapras, Drifblim, Articuno, and Origin Giratina. That’s all there is to it.

Even without V-Create, several other Confusion users outperform that, including Pokemon like Uxie (with considerably slower Psychic and Electric moves: Futuresight and Thunder), Slowbro, Celebi, and, of course, LAST YEAR’S GO Fest Mythical, Victini! Relic Song has the ability to alter all of that, but with her present movements, Aria seems to be a non-starter in Ultra League.

When maximized at Level 40, it does finish up just short of 4000 CP (3972, to be precise), thus it’s definitely large enough to compete at Master League level. Many of the other Confusioners can’t reach that high, with even Mythicals like Victini and Celebi peaking at less than 3300 CP.

And I’m pleased to announce that Aria can cause some havoc in Master. And it all comes with only Confusion and Psyshock, as well as a victory list that includes Dragonite and Garchomp, Toegkiss and Sylveon, Groudon and Rhyperior, Landorus, Swampert, Gyarados, Palkia, and, of course, Fighters like Machamp. It also gets to show off its Ghost resistance by defeating both Giratinas (if they’re using Shadow Claw), as well as Snorlax and its Licks.

Other choices from outside the traditional meta, like as Roserade, Gengar, Electivire, and Shadow Gardevoir, may also be used against Meloetta. And, with Thunderbolt not accomplishing much for you (though it is a lovely potential threat versus Kyogre and the like), you may want to try going for huge booms with Hyper Beam.

That wasn’t a solid choice in Ultra, but you have a far higher chance of achieving it in important circumstances at Master League level, and it can help you beat Swampert and Garchomp, as well as sneak a victory over Ho-Oh.

I have to confess that I’m shocked that something that essentially simply wails away with Psychic damage can perform that well at Master League level, but then then, how many other Confusioners compete up there? Mewtwo (who frequently runs Psycho Cut instead) and, um… that’s really all there is to it, isn’t it? All-out Psychic Pokemon are a rare commodity in Master League, but Meloetta Aria gets to stretch its high CP and fill a need… provided you’re prepared to spend some serious rare candies.

But for the time being, I’d hold off since we don’t know whether we’ll be able to convert our Aria into Pirouette (or if we’ll have to capture and build them up separately), and Pirouette is potentially even MORE promising….👀

648 f2 Pokemon Go Guide: A PvP Analysis on Meloetta MeloettaMeloetta (Pirouette)NormalFighting

Ultra League Stats

Attack Defense HP
179 (175 High Stat Product) 128 (131 High Stat Product) 152 (155 High Stat Product)

(Highest Stat Product IVs: 1-15-15, 2499 CP, Level 23.5; not achievable for research reward Meloetta)

(Highest Stat Product IVs at Research/Raid Level: 10-12-13, Level 23)

Master League Stats

Attack Defense HP
224 160 189

(Assuming 15-15-15 IVs; CP 3915 at Level 40)

There has been a significant typographical change here. Goodbye, Psychic, and welcome, Fighting. And, regrettably, additional flaws have emerged. Normal/Fighting does not have the same chemistry as Psychic and Normal.

You have all the good (Normal double resistant Ghost, Fighting resisting Dark, Bug, and Rock) but also all the bad (Normal weak to Fighting, Fighting weak to Fairy, Flying, and Psychic) that each of those typings has to offer. Normal has no impact on Fighting, nor does Fighting have any effect on Normal. To summarize, Pirouette Forme is resistant to Dark, Bug, Rock, and Ghost (2x), but susceptible to Fighting, Flying, Psychic, and Fairy damage.

Pirouette Forme is also noticeably more Attack-centric, with an Attack stat around 15 higher than Aria and a Defense stat about 30 lower than Aria’s beefier bulk. Aside from that, keep in mind that Attack is the most heavily weighted stat in CP calculations, thus having an Attack number change be counterbalanced by a number double that in Defense seems odd, but it’s simply the CP formula doing its job.

This is why low Attack/high Bulk attributes are generally good for PvP, since they allow you to fit more total stat product within the CP limits. Anyway, it was a tangent….

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Pirouette is more squishier than Aria owing to lacking a large portion of Aria’s Defense and having numerous exploitable weaknesses. On the other hand, it strikes a lot harder, so let’s see what movements it hits with and whether they can compensate for this concerning tendency.

Fast Moves

  • Quick Attack – Normal type, 2.5 DPT, 3.5 EPT, 1.0 CD
  • Low Kick Fighting type, 2.0 DPT, 2.5 EPT, 1.0 CD

The major difference here is that there is no longer any Confusion. That makes sense given Pirouette’s lack of Psychic abilities, yet it leaves Pirouette without a hard-hitting quick move. What makes no sense is how terrible Low Kick is in this game.

As I often remind people, 3.0 is the average for both Damage Per Turn and Energy Per Turn, and as you can see, Low Kick falls well short of both. It’s a horrible move that is only obscured by the fact that Fighting also has the greatest fast move in the game (Counter), so we won’t discuss the horrors that are Low Kick and Rock Smash.

We are, thankfully, still left with Quick Attack. Yes, it has below-average damage output, but being a Normal move on a Normal type Pokemon, it gets STAB (Same Type Attack Bonus), so it’s a bit higher than it seems on paper. It also produces a lot of energy.

Quick Attack is a clone (apart from the typing, of course) of Wing Attack, which is a good (and frequently preferable for those who have it and Air Slash to select from) PvP move… Quick Attack is also a good PvP move. It just emphasizes Pirouette’s charge moves to accomplish the job, which is in contrast to Aria Forme’s high quick move damage.

Despite the concerning type, lack of mass, and poor fast move damage, things are finally looking better in the charge move area.

Charge Moves

  • Ice Punch – Ice type, 55 damage, 40 energy
  • Fire Punch – Fire type, 55 damage, 40 energy
  • Close Combat – Fighting type, 100 damage, 45 energy, Decreases User Defense -2 Stages
  • Hyper Beam – Normal type, 150 damage, 80 energy

So, whereas Aria was more sluggish and plodding, with middling energy production and slower charge moves, Pirouette seems like Speedy Gonzales thanks to Quick Attack and these cheaper techniques. (Or, if you prefer, The Roadrunner 💨.)  This is not just thematic for a dancer like Pirouette (which I always love), but it is also precisely what she needed to conceal her low mass and troublesome type weaknesses. If you can’t take a punch, get in your own shots before your opponent can take advantage of your glass jaw.

But what movements should you go with?

Close Combat is practically a no-brainer since it not only does the only Fighting damage Pirouette has, but it’s also a very powerful move. Just ask Gallade how Close Combat affects its PvP chances! And, much as Gallade has Leaf Blade for coverage and particularly for baiting, Pirouette has excellent coverage/bait potential with Ice Punch or Fire Punch, which aren’t quite as inexpensive as Leaf Blade (35 energy), but are pretty close (just 40 energy).

So let’s put it all together and see what we have. Once again, Great League is out of the question at the moment since there is no way to fit Meloetta in under 1500 CP, so we’ll start with Ultra. Close Combat alone clearly isn’t enough, since it only defeats Snorlax, Scizor, and Empoleon. Ice Punch defeats Dragonite (normal and Shadow) and Origin Giratina, while Fire Punch makes Scizor easier and burns Escavalier and Shadow Abomasnow.

Meloetta can possibly defeat normal Aboma, Ferrothorn, Melmetal, Obstagoon, and Alolan Muk with either Punch by baiting with a Punch and finishing with CC (a la Gallade), and she can also beat Gengar by resisting its techniques and ending with Pirouette’s Punch of choice.

Overall, I like Ice Punch to grab those huge Dragons, but it’s a performance that is difficult to support unless you’re on the proper side. There are just far too many Waters in the Open Ultra League meta who fear Gallade’s Leaf Blade much more than Ice or Fire Punch. It doesn’t help that Leaf Blade delivers an additional 20 damage.

However, I want to finish this essay on a positive note, which we will, fortunately. Examine Pirouette in Master League. Close Combat and Ice Punch both perform well against the existing meta. Meloetta can knock out all the major Steels, Ices, Rocks, and Normals around with a finishing Close Combat, including Dialga, Melmetal, Mamoswine, Excadrill, Rhyperior, Snorlax, Magnezone, and Heatran.

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It’s also more than enough to take off Zekrom, Swampert, and even Landorus (in either form), as well as other ML Classic creatures like Scizor, Charizard, Typhlosion, and even Fighting Conkeldurr, and either Punch handily takes out Gengar and Roserade. Ice Punch adds the following large Dragons: both Giratinas, regular and Shadow Dragonite, and Garchomp in any move configuration.

It’s a really amazing performance, one of the best new entrants to enter Master League in a long time. It’s a decent enough performance that if I were going to utilize Pirouette in PvP, I’d spend in improving it for Master League Classic. (Or even full-fledged, Level 50 Master League if there was ever a method to grind for XL Candy, since Pirouette only loses Zekrom and sometimes Melmetal and gets Gyarados to compensate.)

So now all that’s left is our TL;DR:

  • Meloetta is its foundation. Aria Forme trails several superior Pokemon with Confusion in Ultra League, but leaves them all behind in Master League, clocking in what seems to be a performance as the top Confusion user in Master League, with approximately a 60% victory rate versus the current “core meta” in Master League Classic. Meloetta may suit the bill if that’s a format you play and you’re searching for something new AND powerful! But…
  • …Pirouette Forme is equally poor in Ultra but excellent in Master League as a Fighter who resists Ghost damage (and therefore performs most of the usual Fighter stuff as well as defeating ALL of the big Dragons, including both Giratinas!). The only drawback is that there is presently no method to capture it (or convert our Aria Forme into Pirouette, like the other games do through Relic Song), so we are forced to choose between investing in Aria now and saving our sweets for Pirouette later. Both are good, but I like the large waves of Pirouette. Trainer, it’s your call!
meoletta-analysis-pokemon-go
meoletta analysis in pokemon go

That’s it! Get out there and GO!

Continued gratitude to my PvP buddies, both local and global, who have contributed their own thoughts and recommendations throughout the past almost two years of PvP play, and helped educate me to be a better player and student of the game.

And thank you for taking the time to read… I appreciate your interest and words of support. Pokéfriends, we’ll see you next time. Have a great time this weekend, and remember to be safe!

 

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