[SET]
name: Spiker
move 1: Drill Peck
move 2: Roost
move 3: Spikes / Stealth Rock
move 4: Whirlwind
item: Leftovers / Shed Shell
nature: Impish
evs: 252hp/252def/6speed
[SET COMMENTS]
<p>This set has become the new D/P standard for Skarmory. Roost gives Skarmory improved tanking ability compared to Advance, when his only recovery methods were Rest and Leftovers.</p>
<p>Drill Peck is there to let Skarmory deal damage when called for, letting him OHKO Heracross and reliably 2HKO most other Fighting, Grass, and Bug types. </p>
<p>Roost lets Skarmory recover HP, and in situations when he's faster than his opponent he can use Roost's removal of his flying type for the rest of the turn to reduce damage from things like Stone Edge. </p>
<p>The choice between Spikes and Stealth Rock depends on your team, your preferences, and what bothers your team more. Spikes takes longer to fully set up, but will do more damage to things that aren't weak to rock. If you have more problems with things like Gyarados and Salamence then Stealth Rock will probably work better. </p>
<p>Whirlwind allows Skarmory to force things that are using stat raising moves to switch out and simultaneously makes whatever comes in take damage from Spikes or Stealth Rock. If whatever is forced out is ineffective against Skarmory then you can then either Whirlwind again or use Drill Peck.</p>
<p>Your choice of item depends on whether you are playing under item clause, and if you're afraid of Magnezone. Leftovers will give Skarmory better tanking abilities, while Shed Shell will allow Skarmory to give Magnezone or the rare Probopass the slip.</p>