XxX_N00b-Sl4y3r_XxX Absol - UsadaPekora
Get in. Destroy. Score. Rotate
Build Path
FeintFirst Pick
Dash. True Dmg.
Night Slash
Damage. Then: Damage and Crit% up. (+)Heal.
Psycho Cut
Damage. Slow. Attack up. (+)Movement Speed up near opponents.
Midnight SlashUNITE
Damage. Displacement.
Razor Claw
After using a move, the Pokémon's next basic attack deals more damage. If held by a melee Pokémon, the basic attack also slows opposing Pokémon.
Stat Boosts
Critical Damage
Attack Damage (Upon Goal)
Guide
This build specializes in bursting down your opponents safely before they get to plan a successful counterattack.
Start off by choosing Feint and hoping over the wall to your Lillipup, once you knock it out continue with your jungle until lv.5, we'll go Night Slash in this build since Pursuit is not only more of a 1v1 move, but it's also too inconsistent if the enemy decides to fight back and you miss their back, with Night Slash you'll have more team fight potential and also if you hit the 1st hit you'll still have the follow-up to get away if things don't go as expected.
Consider some factors before deciding which lane to gank:
1) If the opposing jungler has already gone to a lane then gank the opposing one, that way the chances of you succeding in your gank are higher in a 3v2 than a 3v3.
2) If they haven't finished yet then consider going to the lane with the weaker Pokémon in your team, that way you can help them secure the Combee farm and potentially KO the enemy laners.
3) If both sides seem equally able to defend themselves then gank the lane that has the squishier enemy Pkmn, that way you can burst them down easily and quickly.
4) If you're done jungling and one enemy lane is pushing against your team go defend that lane, after they finish pushin and/or scoring you'll get easy KOs since they're far away from their base, even if their jungler comes to support them.
Once you're done with the gank, make sure to dunk your points in order to both empty your Aeos storage and start building up your Attack Weight stacks. If wild Pkmn spawn after your gank then take them down to dunk those points too and get even more stacks before leaving the lane.
Go back to your jungle by either going back to base or going from the middle path after your gank and taking the Corphish in that path, after your 2nd round of jungle you'll be lv.7+ and will have access to your 2nd move, Psycho Cut. Psycho Cut will deal a bit of damage, slow the opponent and give you 3 stacks against them, that will increase greatly your next 3 basic attacks at them. Use Psycho Cut before Night Slash in order to slow the opponent and be able to avoid their attacks more easily while looking for the right chance to strike (or to leave the fight if other enemies show up that have the chances to take you down) If you have the odds of beating the opposing Pkmn then dash in with Night Slash, hit your boosted basic attacks thanks to Psycho Cut and once they're low finish them off with Night Slash's Follow-Up, which has increased critical hit chance the lower the enemy's HP is.
At this point you have free choice to which lane gank. Would you gank the same lane in order to attempt to destroy their base and get ready for Rotom/Drednaw? Or would you gank the opposing lane in order to help them catch up on Exp from the past enemy gank?
Once that's done what happens next depends on if the enemy team has rotated to Drednaw, if they still haven't then use this time to get your 3rd round of jungle in order to get to lv.9 and unlock your Unite Move, which will greatly help in the team fight at Drednaw, if the enemy has already rotated and the enemy jungler is there then consider staying for a bit longer to help with your team's pressure and defensive play (unless the enemy has rotated but the jungler isn't in sight, in that case consider doing your jungle to get your Unite Move)
After Drednaw has been dealt with (either your team or the enemy's defeated it) rotate to Rotom if it is still alive, if not then you'll farm until the next objective spawn. If the timer hasn't reached +5Min then consider grouping with your teammates and push to the enemy's 2nd goal, since they don't have the Jump pads available yet KOing the enemy team will not cause them to continously spawn and jump to defend their base, which can lead to a destroyed goal if your team has gathered enough Energy.
Rotate to objectives, defend your bases and farm when there's nothing else to do until the last 2 minutes. Get to either the Top or Bottom grass conecting to the Top/Bottom lane and wait for either the Team Fight to occur or an enemy trying to make a sneaky score on your base trying to put your team at a disadvantage (Thanks to Absol's incredible mobility you'll reach them and break their score shield before they get the points in [unless they're running Goal Getter]). Absol is incredibly squishy, specially with this build which pushes its burst potential rather than help its poor bulk, so when the Team Fight starts stay at the back of your team and look for weakened opponents or the enemy team's carry and chase and burst them down, use your Unite Move to either lower the enemy team's HP or to use its invincibility to get some time for your other teammates to come support you.
Works Well With
All tanks with any form of Crowd Control can help Absol greatly, allowing you to burst down opponents with them not being able to fight back, while also tanking the enemy team while you retreat until your cooldowns are ready.
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