# Mirepad

<h2 align="center">General Information</h2>

<p align="center">Tier: RUBL</p>

<figure><img src="/files/V37R7j3AtYPo7HPT1PJk" alt="" width="148"><figcaption></figcaption></figure>

<figure><img src="/files/cEFrB7TWudQ5F5NgAyQV" alt=""><figcaption></figcaption></figure>

<h3 align="center">Abilities</h3>

{% tabs %}
{% tab title="Liquid Ooze" %}
This Pokemon damages those draining HP from it for as much as they would heal.
{% endtab %}

{% tab title="Gooey" %}
Pokemon making contact with this Pokemon have their Speed lowered by 1 stage.
{% endtab %}

{% tab title="HA: Poison Heal" %}
If this Pokemon is poisoned, it restores 1/8 of its maximum HP, rounded down, at the end of each turn instead of losing HP.
{% endtab %}
{% endtabs %}

<h2 align="center">Strategies</h2>

{% tabs %}
{% tab title="National Dex" %}

#### Nasty Plot

Mirepad @ Toxic Orb\
Ability: Poison Heal\
Bold Nature\
EVs: 252 HP / 252 Def / 4 SpD\
IVs: 0 Atk

* Surf
* Recover / Protect
* Giga Drain
* Nasty Plot

Mirepad possesses a set of tools that allows it to sustain itself in an offensive manner. Utilizing a decent mixed bulk through Def investment in conjunction with Poison Heal, a strong defensive typing, and Giga Drain allows it to survive several turns of neutral, unboosted attacks. When against a match-up that forces the opponent to decide between staying in or switching, Mirepad can easily get a free Nasty Plot in to patch up its lack of SpA investment and hit stronger Giga Drains and Surfs. The choice of Recover and Protect is a preference of the user; Protect is better for scouting for unorthodox moves while getting a turn in for Poison Heal health while Recover can save you while low if you cannot heal enough out of a KO range but needs to be timed wisely.
{% endtab %}

{% tab title="Monotype" %}
Under Construction.
{% endtab %}
{% endtabs %}

### Team Options

Under construction.

### Weaknesses

Under construction.


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