Phanpy [QC: 0/3]

Overview
########

Pros--

  • Stats are solid all around or at least the Evs are set up well so you can be good all around, also its attacking moves are hardhitting and pretty well ranged for coverage
  • Some of its moves can hit unsuspecting mons because phanpy is relatively unknown
  • 25 HP surprisingly helpful in letting Phanpy stay in

Cons--
  • Stats are not very good at one specific thing which hurts its ability to role play
  • Somewhat outclassed by other ground types, drilbur, onix, hippopotas because stats are lesser, abilities of previous mons are better
  • No rapid spin which would help it lead
  • It can only be considered bulky if you invest Evs to make it so, it'll worn down easily


Diversity
########
name: Diverse Slugger
move 1: Head Smash
move 2: Knock Off
move 3: Earthquake
move 4: Gunk Shot
ability: Pickup
item: Eviolite
evs: 80 HP / 196 Atk / 116 Def / 116 SpD
nature: Adamant

Moves
========
  • HeadSmash- Flying types powerful in general, differentiTes from rockslides on other ground types that won't KO flyers
  • Knockoff- Amazing move and good for softening enemies by taking off their eviolites, also major bonus, only viable ground type in LC with knockoff (not 100% sure cause ps is down)
  • EQ- STAB and really good in general
  • Gunk Shot- powerful with poiosn chance, also great for assorted grass types and fairy-types, however it does not help in any other way
  • Gunk shot and ice shard can alternate, ice shard can hurt sashers and be super effective versus grass and can give a final hit for a KO

Set Details
========

Evs---
  • Hp-leftover evs brings total to 26 HP though
  • Atk- 16 attack with moves makes good hitter
  • Def- 14 def is good with evio
  • specD- 12 lets it survive some water and grass with evio, 11->12 gives it 18 with evio versus 16 without investment
  • Adamant- give max attack
  • Using eviolite with the even stats in the defenses you can become a lot bulkier
  • Berry juice isn't very good because phanpy is risking getting KOd by a lot of moves easier, because you run the risk of losing a lot of overall defense without evio lite, Phanpy has very high HP anyway
  • pickup is a poor ability, but can give evio lite back after a knockoff sometimes

Usage Tips
========
  • fits most anywhere
  • can switch in well sometimes
  • as false stealth rock lead it is really god wth knockoff and EQ
  • drilburr is generally a better mon, but in a team with enough attackers surrounding the min, drilbur can be to fragile when offensive and cause a team with to many low defense mons,
  • Phanpy with access to knockoff and its other moves can help take out a mon that the rest of the team cannot

Team Options
========
  • works best with mons that can stop water and grass (common stabs) AKA use grass
  • foongus counters anything that counters Phanpy, assuming it's not ice
  • staryu is good to follow Phanpy with with access to ice beam and thunderbolt, it's fast and can hit to revenge Phanpy well
  • goes well with fast attackers that are opposite of phanpys style
  • ghastly and abra can be very good because of their special attacking and are have super effective moves that can KO versus foongus, and chinchou with EBall helping along with psychic, recommended to use sub ghastly for spores on foonugus

Lead
########
name: Stealth Rock Lead
move 1: Stealth Rock
move 2: Knock Off
move 3: Earthquake
move 4: Ice Shard
ability: Pickup
item: Eviolite
evs: 192 Atk / 196 Def / 120 SpD
nature: Impish

Moves
========
  • Stealthrock for hazard
  • knockoff will soft them up by removing eviolites/berry juices
  • EQ for STAB
  • Ice shard for priority before fainting and to hit flying types and grass types, also good for finishing sashers or breaking the sash (abra)

Set Details
========

  • Def- max its def to make it hard to faint
  • 12 specD to get evio working well
  • attack evs are give to make its attack usable
  • eviolite for bulk
  • Impish to get def to 16
  • pickup can recover eviolite sometimes

Usage Tips
========
  • Lead stealthrock setter, however it can be used late game to wear down opponent if that is needed
  • can use other moves besides ice shard (interchangeable)
  • can take out 1 or two mons or knock them off at least
  • this phanpy is comparable to lead drilbur
  • ice shard can help provide a suprise on opposing pokemon especially against another stealthrock setter giving phanpy advatage 1v1 against other SR setters
  • Phanpy defensivly can saftly switch into a lot of different moves so long as there are not supereffective vs phanpy



Team Options
========
  • followed by a sweeper generally
  • Gastly, Abra, or an offensive ponyta (willo wisp or to take a grass move or ice at phanpy)
  • grasstype to counter phanpy counters
  • foongus (really good)
  • ponyta can work well defensivly here also
  • goes well with a heavily defensive mon for stalls
  • ferrothorn is a great pairing because of its resistances to water and grass with fire being its only weakness and phanpy can easily take a fire attack


Other Options
########

  • Iceshard can be fun vs abra or fletchs
  • counter is also possible when facing fighting types to get a suprise KO(requires good predicting though)
  • doing a super physically defensive phanpy with HP and Def EVS ( cant really make it good vs special)
  • sub could work vs chinc switch ins or fongus to EQ them or Stealth rock then switch out
  • choice band can also be used by using its max attack and many moves to get some suprising KOs on the opponent
  • because of phanpy's high HP with defense investment you can run endeavor with iceshard for a fun trick


Checks & Counters
########
Counter
*Grass-
  • foongus
*Water*
  • Staryu, chinchou(if they can take an EQ or scald burns), tirtouga, slowpoke
*normal*
  • porygon defenses and recover make phanpy unable to faint (unless running superpower)

Checks
*grass*
  • monograss types only check if you run gunk shot or else ther are counters, phantump
*fighting* (checks with drain punch) mienfoo, timburr
*water*
  • mantkye,
*fairy types*
  • spiritzee, snubull gunk shot can still hti them though
 

Attachments

Last edited:
Now, regarding the analysis n_n. I've actually been using Phanpy myself lately, it's neat.
Overview
########

Pros--
>Good all around stats you say this but then say that they're not amazing, and they're really not //that// good, so I'd remove this
>Great versatility both in stats and move-sets not really because it has like two movesets that can switch moves about, ya know?
>Adorable not really a pro but still true :]
>Unpredictable i wouldn't go this far honestly, it's got a kinda not amazing movepool and it's generally not amazing

Cons--
>Not amazing stats stress this!
>Somewhat outclassed by other ground types stress this!!!! also stress how drilbur is often the better choice, hippo is bulkier, etc
no rapid spin ;_;
not exactly that amazing bulk
lacks recovery, gets worn down very quickly, etc


Unpredictable
########
name: Unpredictable Slugger
move 1: Head Smash
move 2: Knock Off
move 3: Earthquake
move 4: Gunk Shot
ability: Pickup
item: Eviolite
evs: 80 HP / 196 Atk / 116 Def / 116 SpD
nature: Adamant

move order: earthquake --> knock off --> head smash --> gunk shot

Moves
========
>HeadSmash- Flying types powerful in general
>Knockoff- Amazing move and good for softening enemies stress how it removes eviolite :o
>EQ- STAB and really good in general
>Gunk Shot- powerful with poiosn chance, also great for assorted grass types and fairy-types, mention how it's not very useful otherwise thoguh
>make note of other possible moves be sure to do this in the QC stage, also, I'd probs run ice shard > head smash because it fulfills a similar task and differentiates itself from drilbur

maybe play rough > gunk shot btw


Set Details
========

Evs---
>Hp-leftover evs brings total to 26 HP though
>Atk- 16 attack with moves makes good hitter
>Def- 14 def is good with evio
>specD- 12 lets it survive some water and grass with evio ehh not exactly, but do mention that the evs allow it to hit even numbers and thus hit eviolite numbers!
Adamant- give max attack

mention that eviolite > berry juice for bulk yada yada
and that pickup is really meh but is helpful should knock off take away its eviolite


Usage Tips
========
>fits most anywhere
>can switch in well sometimes
>as false stealth rock lead it is really god wth knockoff and EQ

why would i use this over drilbur on hyperoffense though? stress that it has a few certain niches in its coverage, specifically ice shard. also be sure to stress that it lacks recovery so it must be careful.

Team Options
========
>works best with mons that can stop water and grass (common stabs) AKA use grass
list certain pokemon here!
>goes well with fast attackers that are opposite of phanpys style
like what?

Lead
########
name: Stealth Rock Lead
move 1: Stealth Rock
move 2: Knock Off
move 3: Earthquake
move 4: Seed Bomb
ability: Pickup
item: Eviolite
evs: 192 Atk / 196 Def / 120 SpD
nature: Impish

ice shard > seed bomb bc it doesn't wanna be walled by flying-types and archen

Moves
========
>Stealthrock for hazard
>knockoff will soft them up and remove eviolite!
>EQ for STAB
>seedbomb for any rock/groundtypes or tirts
eq hits tirt hard either way honestly, so ice shard imo

Set Details
========

>Def- max its def to make it hard to faint
>12 specD to get evio working well
>attack evs are give to make its attack usable
>eviolite for bulk
>Impish to get def to 16
mention thing about pickup once again!

Usage Tips
========
>Lead stealthrock setter
>can use other moves besides seedbomb (interchangeable)
>can take out 1 or two mons or knock them off at least

phanpy will rarely be KOing pokemon so remove that
mention what it does on switch ins, how it uses stealth rock
mention it can still set stealth rock late game, not always a lead
ice shard for lead matchups, which is why it should be added!!!
also mention that knock off and ice shard are reasons to use it over drilbur, which HAS to be stressed


Team Options
========
>followed by a sweeper generally
like?
>grasstype to counter phanpy counters
like?
>goes well with a heavily defensive mon for stalls
like?

be sure to include specific pokemon, usually three or four examples!!


Other Options
########

>Iceshard can be fun vs abra or fletchs
and should be on any set ;_;
>counter is also possible when facing fighting types to get a suprise KO(requires good predicting though)
>doing a super defensive phanpy with HP and def Evs can be tough to stop
not really, ice- and water-type moves are prominently special. that's why special is bad. mention that.
>sub could work vs chinc switch ins or fongus to take them out
doesn't exactly take them out but allows it a turn to set SR or hit them with earthquake; mention that phanpy is worn down quickly as it is and this worsens it

also a choice band set is cool, i tested out a simple set and it was pretty effective and distances itself from drilbur
heavy slam is interesting as well
mention lead endeavor sets that are usually ineffective, especially mention ice shard on these sets


Checks & Counters
########
Counter
>foongus(can be just a check if phanpy is set up to not be fonongus'd)
>chinchou(sometimes)

Checks
>chinchou
>grassmons mono(but gunk stops counter)
>mienfoo
>timburr

combine into one, not specifically checks & counters individually.
also, they have to be **stuff**:
so like

**Grass- and Water-types**: chinchou, foongus, bulky stuff likes this
**Fighting-types**: mienfoo, timburr, NOT croagunk
**Residual damage**: status, entry hazards
**Fairy-types**: spritzee walls it without gunk shot, snubbull as well

would probably suffice, though fighting gotta watch out for play rough, etc, but mention that these aren't always standard
also the coverage isn't ////that//// wide, but should be mentioned


Just some things to think about! Not a QC member, just some advice :]. Also, be sure to fix the formatting and make all > into bullet points!
 
Thanks tio contact me, that's my cent for you.


Lead set

  • You have to consider Roar and Toxic as good options. Roar is useful to force a opponent switch, so making useless sweepers boosting and damaging switch-in mon if SR are just up. Toxic could be useful to cripple walls
  • Correct EVs are 196 HP,196 Def, 116 SpD
 
If you could actually implement everything unfixable said, that'd be amazing. He did a pretty good job and I don't particularly disagree with anything n_n

I'll QC it afterwards if you let me know by posting here or telling me on PS since I feel like I see you pretty often.
 
Play Rough is now compatible with Knock Off. In the last slot, slash Play Rough with Gunk Shot, but make Play Rough the first slash. Fighting-types are much more common than the two fairies are, so Play Rough will be much more helpful in the long run.

The EVs of the first set should be: 36 HP / 196 Atk / 116 Def / 36 SpD / 116 Spe with an Adamant nature. These EV's give Phanpy solid physical bulk of 26/14, maxed out Attack, and a Speed stat of 12. The remaining EVs are in SpD which gives it 11, unfortunately it's not an Eviolite number.

The second set should be: 196 Atk / 196 Def / 116 SpD with an Impish nature, as The Quasar said. I also think the second set should have Play Rough slashed with Ice Shard, not sure if as second or first, but the QC team can decide that.

Also, as unfixable pointed out, you should add specific options after you mention things like sweepers, grass-types, and so on.

Also, mention how it is outclassed by other Ground-types like Drilbur, Sandshrew, and Hippopotas. Sandshrew has Stealth Rock, Knock Off, and Rapid Spin. Drilbur has much better Speed, Attack, Rapid Spin, and Stealth Rock. Hippopotas has superior bulk and Stealth Rock.
 

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