Cherrim, The Blossom Pokémon. It blooms during times of strong sunlight. It tries to make up for everything it endured as a bud. It is docile as a bud, but turns cheerful when it blooms. It folds back into a bud if sunlight wanes. ť
Cherrim is a gimmick Pokémon, hands down, no questions asked. Its gimmick? Flower Gift, an ability catered to 2v2 play. It's still useful in 1v1, just certainly not useful enough to bump Cherrim out of the Never-Used tier. Disregarding its ability, its move-pool is very typical of a Grass type and its stats are unimpressive but passable. Once again, I cannot reiterate this enough: it is a gimmick Pokémon. Use it in 2v2 for its ability, and use a different Grass type in 1v1.
Flower Gift: activates during Sunlight, and gives a 1.5x boost to Cherrim's Attack and Special Defence, and also to the Attack and Special Defence of its partner in 2v2 play. It benefits Cherrim, but most of the time you'll be using it to benefit your partner.
- Sunny Day
Very much a typical move-set for any Grass type with a Sun-related ability, although in 1v1 play this is better pulled off by the Chlorophyll-equipped Grass types. In 2v2 however, your ability is also going to give your team-mate a boost. Sunny Day is a must (unless you happen to be paired up with Groudon), and Heat Rock is generally your preferred item for extending the duration of the Sunlight. Solarbeam and Hidden Power [Fire] have perfect synergy with Sunny Day and are obvious offensive staples.
With your remaining move-slot (or move-slots if you happen to be paired with Groudon), you have some options:
Grasswhistle can give some sleep support, albeit with a very shaky 55% accuracy.
Protect is nice in 2v2 for stopping your opponents from targeting Cherrim (and therefore keeping Flower Gift around at least a turn longer). Very good for 2v2, rather unnecessary in 1v1.
Helping Hand is a completely 2v2-oriented move. It's a 50% boost to your team-mate's moves for that turn, so if you're throwing all of your eggs into the “let's make my team-mate an unstoppable brute force” basket, it works nicely.
EVs and Nature:
You want Speed to launch Sunny Day first and well… either Special Attack to make yourself more of an attacking menace or HP to last a little longer. Pretty simple.
Leech Seed, Substitute, Toxic, Synthesis, Worry Seed.
You've got another Grass type classic at your disposal: Sub-Seed. Throw a Leech Seed at the opponent and stall for time with a countless string of Substitutes, with your HP being comfortably recovered by the aforementioned Leech Seed. Perfectly usable, but also perfectly usable by just about every other Grass type under the sun.
Toxic is just another stalling option for long-term damage. It doesn't really fit in with Sub-Seed due to move-slot restrictions or with the main Sunny Day set because it's too slow for 2v2 play. I can't think of much use for it, but it's usable.
Synthesis has synergy with Sunny Day for an impressive 66% healing under Sunlight (and a standard 50% without the Sun and an awful 33% under Hail, Sandstorm and Rain). You don't quite have the defences to play around with HP recovery (especially in 2v2 where you'll probably attract both of your foe's attentions), but it's worth some consideration.
Worry Seed is another 2v2-oriented move. If your team-mate has a hindering ability (like Slaking), you can help fix their troubles by changing their ability to Insomnia.
Well, there's always Fire types, resistant to Hidden Power [Fire] and Solarbeam and benefactors of its often used Sunny Day. Torkoal, Ninetales and Flareon represent the more defensively-inclined Fire types from the Underused environment. 2v2 is more loosely organised as far as tiers go, but if you can't take down Cherrim directly, it'd be advisable to change the weather from Sunlight, pretty much nullifying its usefulness.
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