Platimous
Base Stats
HP |
73 |
STAMINA |
49 |
SPEED |
82 |
ATTACK |
56 |
DEFENSE |
39 |
SP ATTACK |
93 |
SP DEFENSE |
70 |
Overview
Platimous is a powerful special attacker with an interesting set of conditions. It lacks turn 1 pressure, has lopsided defensive stats, and its Toxic coverage is underwhelming. Toxin Shower does give it an interesting way to leverage its speed as survivability, and Aquatic Whirwind and Sharp Rain let is cycle through powerful Water techniques. Its traits and gear choices are flexible, and on the right team it can pull its weight.
PLATIMOUS BASIC BUILD
by East_25
Updated as of Patch 1.3
Techniques
Rotten Goo
Aqua Bullet Hell
Aquatic Whirlwind
Toxin Shower
TVs
|
Base |
TV |
Total |
HP |
73 |
2 |
333 |
STAMINA |
49 |
40 |
61 |
SPEED |
82 |
498 |
299 |
ATTACK |
56 |
0 |
155 |
DEFENSE |
39 |
0 |
126 |
SP ATTACK |
93 |
460 |
310 |
SP DEFENSE |
70 |
0 |
179 |
Description
(1.3 DUKE'S NOTES - REST IN PEACE WATER BLADE PLATIMOUS1.2-1.2 NOW THIS THING STILL KIND OF IN AN AWKWARD SPOT. ABH IS OKAY BUT DOESN'T SOLVE EVERYTHING)
Platimous has some flaws with its build - its clear lack of biceps give it a poor physical offense and defense. But it has a good combination of speed and special attack and a nifty shield it can hide behind with Toxin Shower. Plus, it has Aquatic Whirlwind, and it's hard to go wrong with that move.
The primary reason to select Platimous over more consistent turn one water attackers like Wiplump, Garyo, and Ukama is its defensive typing - Water/Toxic gives Platimous a better matchup into Natures, Waters, and even other Toxics - Plat can't damage them, but most Toxics have a hard time damaging things they can't inflict Poison on, leaving Platimous open to terrorize their allies.
There are some flexible options for Platimous. Playing it alongside other Toxics, you can run Urushiol for lots of Poison damage, and Slingshot instead of Sweatband for increased speed on Toxin Shower and Aquatic Whirlwind. Shuine's Horn does really well next to Sparks tems like Gazuma and Amphatyr, that give the synergy to Rotten Goo, turning it into a +1, rough 100 base power 3 prio water move on turn 1, an impressive technique.