Annihilape, the Rage Monkey Pokémon. When its anger rose beyond a critical point, this Pokémon gained power that is unfettered by the limits of its physical body. It imbues its fists with the power of the rage that it kept hidden in its heart. Opponents struck by these imbued fists will be shattered to their core.
Overview
While Primeape wasn’t expected to get an evolution, one can’t say it didn’t deserve one. Languishing in obscurity for the first 3 generations due to lack of reliable Fighting STAB and by the time reliable Fighting STAB rolls around Primeape was horribly outclassed by Infernaple who boasted better Speed that was Primeape’s original selling point and a far more diverse movepool. Annihilape may have been a step too far however, being a perfect storm of traits that make it completely overwhelming. Its bulk is effectively higher than Zapdos’, and with Bulk Up and STAB Drain Punch, Annihilape can stick around for a long time. 115 Attack, while not world breaking, is perfectly usable, especially with the near perfect neutral coverage Fighting and Ghost STABs provides. What pushes Annihilape beyond the pale is Rage Fist. Normally, physical Ghost types are kept in check by a lack of good STAB. Rage Fist is beyond good, being a base 50 power move that gains 50 in power each time Annihilape is hit, capping out on an absurd Base 350 power, 100 points higher than Explosion. These are hits Annihilape is well equipped to take, given its great bulk and Normal types are no recourse from Rage Fist due to Fighting STAB destroying them. The fact that Rage Fist doesn't reset upon Annihilape switching out is absurd, allowing it to tank hits at any point in the game for a deadly sweep later.
Annihilape isn’t the perfect engine of destruction. Its base 90 Speed is slow by the measure of most offensive Pokémon, forcing it to take unnecessary hits. Annihilape’s typing also leaves a bit to be desired, leaving it exposed to powerful Ghost, and Fairy attackers like Flutter Mane, Enamorus, and Dragapult, to say nothing of the glut of Psychic attackers in restricted formats. Further exasperating this issue is only having Drain Punch for recovery, which does not fully make up for a recovery move, leaving Annihilape unable to heal in bad matchups. Rage Fist is an absurd move, but it takes time to setup, time that Annihilape may not have if it can’t find an opportunity to take a hit it can survive without being compromised. This has done little to lessen Annihilape’s power, as for all but the highest echelons, Annihilape remains a threat that shaped the landscape around it.
Positives
Base 115 Attack with boosting options in Defiant and Bulk Up allow Annihilape to escalate out of control quickly.
Rage Fist is frankly an absurd move, quickly building in power to the point of becoming unresistable and Fighting STAB compliments it nicely.
110/80/90 bulk is impressive, allowing Annihilape to take a wealth of hits with Drain Punch enabling it to do so repeatedly.
Negatives
Base 90 Speed falls short of many offensive threats, forcing Annihilape to take hits from such threats before acting.
Typing offers exploitable Fairy and Ghost weaknesses with few meaningful resistances to show for it.
Movesets
Rage Broken
-Rage Fist
-Drain Punch
-Bulk Up
-Taunt
Ability: Defiant
Item: Leftovers
EVs and Nature:
4 HP / 252 Atk / 252 Spe
Jolly Nature
Bulk Up Annihilape has gained infamy in both singles and doubles for both being seemingly immortal and hitting like a truck and it all ties back to rage fist. Thanks to Rage Fist, Annihilape is fantastic at absorbing stray attacks. Random U-Turns, Volt Switches, Knock Offs, Rock Tombs, Chilling Waters and more, all weak attacks used to generate momentum or sap it away from the opponent just become fuel for Annihilape’s Rage Fist, quickly building to a point where it can’t be resisted. Drain Punch is vital for this equation too, not only threatening the Normal and Dark types that could stomach Rage Fist, but providing the needed recovery for Annihilape to do so repeatedly. Bulk Up is for one it is time for Annihilape to go on the offensive, giving its blows a killer boost while making Annihilape more difficult to remove by bolstering its Defense. Taunt is great against defensive Pokémon, not only depriving them of the status moves they could try to use to turn the tables on Annihilape but forcing them to attack with their relatively weak attacks, fueling Rage Fist and making opportunities for Annihilape to setup.
Tera Types:
Annihilape can certainly excel without Terastalizing, but it often finds its base typing lacking and appreciates an emergency Tera to suck up an otherwise huge attack or for a select status immunity. Tera Fire is a popular example, not only for the many resistances Fire provides, but the Burn immunity that prevents Moltres, Skeledirge, and Gouging Fire from stopping Annihilape cold. Steel is another great type, providing resistances to Fairy, Psychic and Flying while being a general excellent defensive typing and prevent Toxic and Mortal Spin from placing Annihilape on a timer.
EVs and Items:
Standard attacker investment of Max Attack and Speed investment are recommended. With Max Speed, you are guaranteed to outrun targets like Gholdengo, some variants of Gliscor, Baxcalibur, Glimmora, Ceruledge, and more. One can drop Speed investment for more HP, allowing Annihilape to more reliably tank attacks and get more Bulk Ups off. If wanting a mix of speed and bulk, 116 Speed with Jolly is the minimum required to outrun neutral Gholdengo, while 212 Speed and Jolly is the magic number for Timid Gholdengo. 108 Speed with a Neutral Nature is necessary to guarantee to outrun max Speed base 60s and below like Primarina, Kingambit, and Sylveon. Leftovers is recommended, allowing for persistent recovery from the numerous hits Annihilape aims to tank. Sitrus Berry is an option that allows for burst healing and makes it easier for Annihilape to absorb Knock Off once expended.
Partners:
:
Partners that can cover Annihilape’s weaknesses work well in enabling it. Steel types are notable, their resistances to Psychic, Flying and Fairy covering most of Annihlape’s weaknesses while Annihilape is a solid switch-in to opposing Fighting types. Gholdengo and Archaludon are both solid options given their Special Offense complimenting Annihilape’s physical, especially their Electric coverage making quick work of Dondozo who hard walls this set otherwise.
Annihilape also enjoys most hazard setters, as not only do they chip Annihilape’s targets down for easy pickings, but Annihilape loves their ability to bait opponents in using Defog and Rapid Spin which are free points of entry for Annihilape, while most setters in turn enjoy Annihilape at dissuading such tactics. Sticky Web users like Ribombee and Araquanid stand out due to their ability to sap opponent’s Speed which is often Annihilape’s biggest sticking point.
Other Options:
Encore is an interesting option, allowing for Annihilape to lock a target into a move for easy setup and Rage Fist accumulation, though requires better prediction than Taunt.
Annihilape makes for a great user of Stealth Rock due to Defiant punishing Defog and being immune to Rapid Spin to defy its removal.
Doubles and VGC Options
Annihilape’s traits translate just as beautifully to Doubles as they do Singles. Ghost typing is fantastic at stopping the primary form of disruption in Fake Out, and Defiant has Annihilape get boosted from Intimidate instead of hindered, making Annihilape very difficult to stop. Add in Fighting STAB and Annihilape is a very clean check to format superstar Incineroar. Rage Fist is just as overwhelming in Doubles as in Singles, with Annihilape’s own teammates able to boost Rage Fist quickly with Beat Up, turns Annihilape into an instant win condition. The fact that Annihilape doesn’t even need Rage Fist to excel in Doubles speaks volumes to the efficacy its blend of bulk, typing, ability, and power. Being a natural Ghost type isn’t without its downsides, with Annihilape having a poor matchups into Flutter Mane and Calyrex Ghost Rider making it difficult for Annihilape to even make an impact in the face of such threats.
Ghostly Gambit
-Final Gambit
-U-Turn
-Coaching
-Close Combat
Ability: Defiant
Item: Choice Scarf
Tera Type: Grass
EVs and Nature:
252 HP / 4 Atk / 252 Spe
Jolly Nature
While Annihilape's power and bulk is impressive, it falls short against most restricted Pokémon. Scarf Annihilape turns this on its head, pushing its speed ahead of any Pokémon not named Regieleki, allowing it to act as both speedy support and targeted removal for a team's biggest threat. Final Gambit is the crux of the set allowing Annihilape to trade itself for knocking out all but the highest HP Pokémon on the opposing team. With Annihilape's massive base 110 HP, it is guaranteed to OHKO the vast majority of restricted Pokémon, including Miraidon, Koraidon, Zamazenta Crowned, Calyrex-Ice Rider, Terapagos pre-Tera, Kyogre, and Groudon. Add in Annihilape's natural immunity to Fake Out makes this difficult to stop, but the one for one nature of Final Gambit makes it risky to use. Trading Annihilape for an opponents Restricted Pokémon and what is often their win condition is game warping, but having Final Gambit go into a Protect or Ghost type or be redirected to a less consequential member of the opposing team can be ruinous in turn. The remaining moves are for when Final Gambit isn't the right answer. U-Turn is self-evident, allowing Annihilape to pivot off the field while contributing by chipping the opponent as well as scout for opposing switches and Terastalizations. Scarf Coaching is an instant Bulk Up on allies, even if they Protect, allowing them to safely boost with little risk. Close Combat rounds out the set as an offensive option that doesn't reequire Annihilape to destroy itself, allowing it to eliminate Incineroar while inflicting significant chip damage to post Tera Terapagos and Ursaluna. Max HP and Max Speed investment are recommended. Max HP to get as many one hit knock outs as possible with Final Gambit and Max Speed to prevent most Pokémon from acting before Annihilape uses Final Gambit. Due to the self-destructive nature of this set, you almost never want to Terastalizing Annihilape. Tera Grass does have some minor utility, to get around Rage Powder redirection from Amoonguss and Volcarona.
Other Options:
Shadow Claw is an option for Ghost types like Lunala, Calyrex-Shadow Rider, and Gholdengo who would otherwise try to pivot in and waste Final Gambit. Rage Fist runs contrary to Final Gambit, as powering up Rage Fist weakens Final Gambit.
Taunt is great for shutting down support and setup moves before they get out of hand and Scarf Annihilape's is one of the fastest non-Prankster Taunts, so it isn't stopped by Dark types, Psychic Terrain, Armor Tail, or Queenly Majesty.
Physical Attackers love the Coaching variant of this set, allowing them to escalate and be even harder to remove. Calyrex-Ice Rider is a natural partner as a result, appreciating the instant pressure Annihilape provides against the opposing team's often faster Restricted Pokémon on top of Coaching making it near impossible to remove physically.
Barrel Full of Rage
-Rage Fist
-Drain Punch
-Close Combat
-Protect
Ability: Defiant
Item: Safety Goggles
Tera Type: Fire
EVs and Nature:
180 HP / 116 Atk / 212 Spe
Jolly Nature
In lower power formats, Annihilape can be an outright win condition with Rage Fist. Low power attacks are in no short supply, let alone self-setup with allies using Beat Up, allowing Annihilape to reach terrifying levels of power quickly, that cannot be stopped by conventional means. Drain Punch is as standard, keeping Annihilape around for longer, while Close Combat costs some defenses in exchange for a big Fighting hit, helpful for breaking through targets like Archaludon, Porygon2 and Ursaluna. Protect rounds out the set, being the best move in Doubles formats for its utility in scouting moves, terastalizations, punishing doubling up, stalling out opposing field conditions, stalling for allied field conditions and more.
212 Speed EVs and Jolly Nature are to ensure Annihilape outruns Timid Gholdengo. 180 HP and 116 Attack provides a good balance of bulk for hit taking ability and power for taking out bulky targets. Terastalization is very flexible; like in singles Annihilape likes changing types to avoid big hits to further few Rage Fist. In this instance, any non-Dark weak Terastalization works well. Fire is preferred for the immunity to Burns, but other Terastalizations like Water and Electric that have few exploitable weaknesses or Grass if not using Safety Goggles are viable.
Other Options:
Bulk Up is common on sets centering around Rage Fist, making Annihilape harder to remove and sky rocketing its power.
Teammates with Beat Up are invaluable for this strategy, as they can instantly power up Rage Fist to 250 Power, making it a game ending threat that can cleanly 2HKO targets even as bulky as Archaludon through Stamina. Maushold is popular for this, its own Friend Guard further reducing the sting of Beat Up, while having Follow Me support to keep Annihilape around longer. Whimsicott is also notable, providing excellent Speed control in Tailwind in addition to Beat Up support.
Countering Annihilape
Between Annihilape’s immense bulk, the absurd power of Rage Fist and incredibly complimentary Fighting STAB, it is hard to handle without taking obscene damage.
Hisuian Zoroark is notable for being the one Pokémon that often completely walls Annihilape, being immune to both STABs while Annihilape rarely runs anything outside of STABs, and of those, only Ice Punch isn’t resisted and struggles to 2HKO without boosting, while Hisuian Zoroark solidly 2HKOs back without issue. Dondozo can work well, ignoring Bulk Ups and overwhelming Annihilape with Curses, though it needs several Curses to deal a decisive blow, as errant Waterfalls before that point can boost Rage Fist to an unmanageable level and abhors Taunt as a result.
Burning Annihilape does go a long way in managing it, cutting not only its power, but recovery as well and placing it on a timer. Moltres is one of the best at this, resisting Annihilape’s Fighting STAB while not being weak to Rage Fist, and can Roar away any Bulk Up boosts. However, Moltres can also fuel Annihilape with its uninvested Flamethrowers and often lacks the Speed investment to outrun Annihilape, making it vulnerable to Taunt. Volcarona is naturally faster and can likewise Burn with both Will-O-Wisp and Flame Body but lacks the direct power to put Annihilape down quickly and can needlessly fuel Rage Fist.
The best defense against Annihilape is a good offense. Hit it hard enough that it can’t tank multiple attacks to start building up Rage Fist. Dragapult, Specs Flutter Mane, and Specs Chi-Yu are some of the few Special Attackers that outspeed and OHKO Annihilape without having to worry about Bulk Up. Physical Attackers include Dragapult, Banded Palafin, Tera Flying Acrobatics Sneasler, Choice Band Urshifu, and Mimikyu are just some of the faster physical attackers that can one shot Annihilape. Even if a Pokémon can’t OHKO Annihilape, they can prey upon its poor speed to take care of a damaged Annihilape before it can retaliate. Scarf Gholdengo, Choice Band Meowscarada, Choice Band Garchomp, Specs Hydreigon and more are all effective at picking off an Annihilape that has lost a fourth of its health.
When facing Final Gambit Annihilape, priority is the second most reliable method of dealing with it, weakening Final Gambit so it lacks its famed power. Raging Bolt is the best at this, its naturally higher HP enabling it to tank a Final Gambit and can Thunderclap to blunt it. Azumarill and Rillaboom can also blunt Final Gambit out of OHKO range, though one must be certain it is the Final Gambit set lest they power up Rage Fist instead. Tera Ghost or a Ghost type team mate are excellent at punishing Final Gambit, but risky if Annihilape goes for Ghost STAB instead.
Locations in Games
Red/Blue/Yellow:
Not in game
Gold/Silver/Crystal:
Not in game
Ruby/Sapphire/Emerald:
Not in game
FireRed/LeafGreen:
Not in game
Colosseum/XD:
Not in game
Diamond/Pearl/Platinum:
Not in game
HeartGold/SoulSilver:
Not in game
Black/White:
Not in game
Black 2/White 2:
Not in game
X/Y:
Not in game
Omega Ruby/Alpha Sapphire:
Not in game
Sun/Moon:
Not in game
Ultra Sun/Ultra Moon:
Not in game
Let's Go, Pikachu!/Let's Go, Eevee!:
Not in game
Sword/Shield:
Not in game
Brilliant Diamond/Shining Pearl:
Not in game
Legends: Arceus:
Not in game
Scarlet/Violet:
Kitakami Wilds, Timeless Woods
Tera Raid Battles: 5 Star Raid Battles, 6 Star Raid Battles
Anime Appearences
Annihilape has appeared in the anime several times. A few were in a mysterious forest that Liko, Dot & Roy explored, but kept fighting eachother.
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