PU Probopass

Raiza

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World Defender


QC: Magnemite / Anty / Galbia
GP: Winry. / Psywaves

Overview
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Probopass is one of the best pivots in PU thanks to its access to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, it loses to common Ground-types and coverage moves but still manages to take on physical attackers that don't have Ground-type coverage moves. Probopass works nicely both on offensive and defensive teams because it can run various sets thanks to access to both Sturdy and Magnet Pull, various utility moves, and decent coverage. Probopass's lack of firepower on defensive sets is compensated most of the time by the utility it provides, which mainly consists of crippling the enemy team with residual damage or slowing it down with Thunder Wave; however, Probopass still lacks any form of reliable recovery, so it shouldn't take unnecessary damage and get worn down.

Offensive Pivot
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name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gain free turns and bring teammates in safely. Flash Cannon is Probopass's main STAB move and is used to hit the majority of the tier really hard, especially Fairy- and Rock-types such as Mr. Mime, Togetic, Golem, and Armaldo, respectively. Earth Power is used mainly to KO Steel-types once Probopass has trapped them with Magnet Pull; it can also be used to damage Fire-types if Probopass isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they switch in, and it works well with the momentum the team gains with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Power Gem is Probopass's alternate STAB move, which hits Flying-types such as Jumpluff and Fire-types such as Ninetales and Heatmor harder than Earth Power. Toxic is an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls in general, as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP EVs make Probopass a bit bulkier so it can tank a few neutral hits while running an offensive set. Maximum Special Attack investment paired with a Modest nature gives Probopass as much firepower as possible and allow it to deal significant damage and open holes in the enemy team. 84 Speed EVs make Probopass outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base Speed, especially special walls such as Lickilicky. Magnet Pull is a game-changing ability, as it puts massive pressure on the Steel-type foes that can get trapped and KOed easily. Leftovers keeps Probopass healthy even as it takes Stealth Rock damage. Air Balloon is an option to have a temporary immunity to a Ground-type move, allowing Probopass to check a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one of the best pivots, checking special attackers such as Haunter, Ninetales, and Misdreavus while having the ability to Volt Switch out into a more favorable matchup. Probopass should Volt Switch most of the time to gain momentum for the team, especially after it switches in on Pokemon it walls, such as Zebstrika and Chatot, as they will probably switch out. Volt Switch should not be used when the opponent carries Pokemon immune to Electric-type moves, especially Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offensive Pokemon with this variant of Probopass, especially ones with good coverage, because its typing makes it really vulnerable to Ground- and Fighting-type coverage moves from Pokemon such as Raichu, Rapidash, and Stoutland. If the opponent has troublesome special attacking threats, such as Ninetales and Rotom-F, or Steel-type Pokemon, such as Pawniard and Klang, on their team, keep Probopass healthy to make sure it can trap them and win in 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types, such as Togetic, Jumpluff, Leafeon, Tangela, and Gourgeist-XL, are good teammates for Probopass, as many can also easily check or stall out Water- and Ground-types that trouble Probopass, such as Simipour, Poliwrath, and Marowak. Spikes support is good when paired with Volt Switch pressure and the decent firepower of Probopass, causing foes to take high damage when they switch out and sometimes forcing them to stay in, giving Probopass a chance to cripple them with Thunder Wave. Offensive spinblockers, such as Misdreavus and Haunter, prevent entry hazards from being removed and also appreciate having Steel-types worn down, giving them the opportunity to run other coverage moves, as Hidden Power Fighting will be less needed. Chatot highly appreciates trapping of Steel-types, such as Probopass and Pawniard, as they can easily handle it. Slow Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave, such as Marowak, Poliwrath, and Pawniard, are also decent alongside Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team, as it deals damage to foes every time they switch in and breaks Focus Sash and Sturdy. Volt Switch makes Probopass an excellent pivot, letting it safely switch out and gain momentum and free turns for the team. Thunder Wave cripples opposing offensive Pokemon, slowing them and making them more easy to kill with a slow-paced team. Toxic puts a timer on opposing walls, forcing them to switch and take damage from Stealth Rock if they switch in again. Earth Power allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes Probopass setup fodder, as Earth Power is weaker than Probopass's main STAB moves. Power Gem is a STAB move that can be useful most of the time to hit Flying- and Fire-types. Flash Cannon is also a STAB move that is used to hit Fairy- and Ice-types, and it has a decent chance to lower a foe's Special Defense, usually causing them to switch out.

Set Details
========

Maximum HP investment and 168 Special Defense EVs allow Probopass to stay alive as long as possible, though it lacks any form of reliable recovery aside from Leftovers. The EVs also allow it to tank any hits from special attackers such as Ninetales with ease, checking and crippling them thanks to Thunder Wave or Toxic. 84 Speed EVs let Probopass outspeed slow uninvested Stealth Rock setters such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least one hit most of the time. Leftovers provides Probopass with passive recovery, which helps it to make up for residual damage and keep Sturdy intact.

Usage Tips
========

Probopass works best as a pivot, so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass's main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure foes, especially against Pokemon it walls, such as Ninetales and Rotom-F, and rack up more residual damage against the enemy team. Even though Probopass is known for being an excellent wall against special attackers, be wary about switching into Pokemon such as Kadabra, which might carry Hidden Power Fighting and other coverage against it. Because Probopass gives a lot of utility to a team, try to not lose it early in the battle, especially if it has to check a specific threat on the enemy team, such as Pawniard or Jumpluff, as it lacks recovery. Don't be overconfident with Sturdy if the foe can KO Probopass easily; it's nice to have guaranteed Stealth Rock or cripple a foe early, but Probopass will probably be needed throughout the game, with Sturdy also being important as a last-ditch play to cripple a setup sweeper such as Leafeon or Misdreavus.

Team Options
========

On hazard-stacking teams, Spikes setters such as Roselia and Whirlipede are good with Probopass to stack up residual damage along with spinblockers such as Misdreavus and Haunter, which keep entry hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave, and being brought into the field safely thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter and a Pokemon that can set momentum, work as a pivot thanks to Volt Switch, and has a possibility to cripple or wear down foes with Thunder Wave and Toxic. Slow teams benefit from Thunder Wave to revenge kill threats, and Toxic fits stalling strategies well. Bulky Grass-type Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch in addition to Thunder Wave and Toxic support.

Other Options
########

Taunt is an option to prevent utility Pokemon such as Grumpig from supporting their team force them to switch, or to stop slow entry hazard setters such as Golem, Quilladin, and Armaldo from setting up. Magic Coat is also viable to bounce back status moves, entry hazards, and moves such as Whirlwind or Roar. Pain Split or Chesto Berry and Rest could be used on a defensive set to give Probopass a form of recovery, though they are unreliable. Magnet Rise on an offensive set can give Probopass an immunity to Ground-type moves and allow it to check a lot of offensive threats in the tier such as Golem, Armaldo , and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish switches hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour, and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STAB moves, so most of the time Probopass will be forced to switch out, though they don't appreciate taking a Thunder Wave or Toxic.

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra, and Piloswine don't appreciate getting hit by STAB Flash Cannon or Toxic, but can check Probopass well by preventing it from using Volt Switch, therefore killing momentum and easily KO Probopass with their Ground-type STAB moves. Marowak is notable as it can OHKO Probopass despite Sturdy with Bonemerang.

**Fighting-types**: Fighting-type Pokemon that have high bulk and decent damage output, such as Poliwrath, are optimal counters to Probopass, as they can tank a lot of hits and recover the damage with Rest or directly KO Probopass with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Hidden Power Fighting are viable on specially offensive Pokemon that could struggle against Probopass, such as Misdreavus, Haunter, Grumpig, and Mr. Mime, but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that Probopass should wall very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia, don't care about any hit from Probopass, as most of them have reliable recovery. However, Volt Switch can catch them off guard, letting Probopass pivot out to a favorable matchup. They also dislike Thunder Wave and Toxic, which cripple them and cause them to waste a turn using Heal Bell.
 
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[12:16:05 PM] I am Kingler: yo mag
[12:16:18 PM] I am Kingler: raiza asked for his probo analysis to be qc'ed
[12:16:22 PM] I am Kingler: he's probs bumped it
[12:16:30 PM] Magnemite: ok i'm gonna go on a qc rampage
[12:16:34 PM] Magnemite: let's go

-slash air balloon on the first set, as it lets you beat some Ground types like Piloswine and Golem with a bit of prior damage one-on-one as they're 2HKOed by Flash Cannon and you outspeed Pilo with the given spread. It also makes it harder for opposing Probo to trap you which is cool.

-i honestly think Power Gem can be dropped to moves, Flash Cannon just hits more stuff and everything that Power Gem hits is also hit by Vswitch/EP

-mention chatot in team options, it loves opposing Probo being trapped

-how does torterra appriciate the removal of steel types lol

-on the second set, mention stuff about defensive teams in team options

-remove mention of Throh

Raiza.
 

Anty

let's drop
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In the overview you definitely should talk about its defensive typing, as it can wall most spatkers, especcially since most of its weaknesses are physically based

First set:
Mention jumpluff as a specific power gem target. In UT say that getting up stealth rocks is its main priority, and also that most of the time it should volt switch to gain momentum. In UT you should talk about pokes that deal with ground types who can block a volt switch and tank coverage, and maybe some that can deal with water types, as they are the main spatkers who can beat probopass.

Second set:
I dont think epower should be slashed, as that last moveslot is to prevent it being set up fodder, and epower is much weaker than its STABs, and you can volt switch vs epower targets (+ trapping probo run balloon so you lose to that). In UT say that probo should be weary about switching into pokes like kadabra who might carry coverage against it.

c&c:
Im not sure if the hidden power title can/should be like that, maybe just rename it **Super Effective Coverage**, and then you can talk about stuff like stoutlands superpower. Also i think **bulky pokemon** should be a section as there are some like licki/rose who really dont care about any hit.

Do this and Qc 2/3
 

Raiza

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World Defender
In the overview you definitely should talk about its defensive typing, as it can wall most spatkers, especcially since most of its weaknesses are physically based

First set:
Mention jumpluff as a specific power gem target. In UT say that getting up stealth rocks is its main priority, and also that most of the time it should volt switch to gain momentum. In UT you should talk about pokes that deal with ground types who can block a volt switch and tank coverage, and maybe some that can deal with water types, as they are the main spatkers who can beat probopass.

Second set:
I dont think epower should be slashed, as that last moveslot is to prevent it being set up fodder, and epower is much weaker than its STABs, and you can volt switch vs epower targets (+ trapping probo run balloon so you lose to that). In UT say that probo should be weary about switching into pokes like kadabra who might carry coverage against it.

c&c:
Im not sure if the hidden power title can/should be like that, maybe just rename it **Super Effective Coverage**, and then you can talk about stuff like stoutlands superpower. Also i think **bulky pokemon** should be a section as there are some like licki/rose who really dont care about any hit.

Do this and Qc 2/3
I implemented changes but: ''In UT say that getting up stealth rocks is its main priority'' I implemented this into the defensive set as the offensive set cares more about trapping opponent's steel-types and doesn't always run Stealth Rock
''In UT you should talk about pokes that deal with ground types who can block a volt switch and tank coverage, and maybe some that can deal with water types, as they are the main spatkers who can beat probopass.'' you meant TO right? if yes I already had them mentioned, otherwise i'll add them into usage tips.


e: wrote this up, rdy for 3rd check
 
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Add more detail to usage tips especially for the first set. id also like toxic in moves for it since ground types will switch into it regardless and Flash Cannon doesnt exactly do that much to a lot of them.
Move the 4 evs in defense to spd in second set if they dont do anything
rest is great 3/3
 

Ares

Fool me...can't get fooled again
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Probopass is one of the best pivots thanks to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, its typing leaves it vulnerable to common physical attacks, making it underwhelming against physical threats in the tier.
That isn't necessarily true, fighting types aren't common outside of wrath and while Ground-types and ground coverage are pretty common you can still check some physically offensive threats due to its massive defensive Stat, stuff like Jumpluff, Dodrio, and Pawniard (you can live +2 and KO with ep). I would reword it to say that it loses to common Ground-types and coverage but still manages to take on physical attackers who don't have that coverage.

In moves rearrange them in the order they are slashed, so put flash cannon last.

Usage Tips
========

This set should be used as a pivot because Probopass is one if not the best pivot, checking Special Attackers name some and then Volt Switching out. Probopass should Volt Switch most of the time to gain momentum when shouldn't I volt switch?, especially after it got brought in against a Pokemon it walls what Pokemon does it wall?. Be careful when checking some Pokemon with this offensive variant, especially the ones with a good coverage because its typing makes it really vulnerable to common types such as Ground and Fight what Pokemon are these?. If the opponent has troublesome special attacking threats such as? or Steel-types Pokemon such as? in its team keep Probopass at high health to make sure it can trap them and win 1v1 situations.
You don't mention anything about Stealth Rock or twave, I think that twave should be used before Volt Switch in most cases to spread para throughout the team first.

Usage Tips
========

Probopass works best as a pivot so try to use it to check dangerous threats such as? and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass' main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure and rack up more residual damage against then enemy team what do I setup rocks against? First turn? . Even if Probopass is known for being an excellent wall against special attackers, be weary about switching into Pokemon such as Kadabra who might carry coverage against it.Hp fighting? Because Probopass gives a lot of utility to a team try to not blow him up at the start especially if it has to check a specific threat such as? on the enemy team, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that can KO it easily, it's nice to have guaranteed Stealth Rock or a crippled foe early but Probopass will probably be needed through the game. sturdy can also be a last ditch play to cripple a setup sweeper
Pretty much mention in all of C&C that none of the Pokemon that are trying to check / counter probo enjoy taking a twave or toxic.
 

rubsomebacononit

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Dear Raiza., please look at AM check.

Overview
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Probopass is one of the best pivots thanks to Volt Switch along with its high bulk and typing, .(Add Full Stop) as they This allows it to check a variety of special threats; however, it and take down physical attackers, (AC) but loses to common Ground-types and their coverage but still manages to take on physical attackers who don't have that coverage. Probopass works nicely both on both offensive and defensive teams because it can run various sets variants thanks to access to both its abilities Sturdy and Magnet Pull, various utility moves and decent coverage. Probopass' lack of fire power on defensive sets is compensated most of the time by the utility it provides, which mainly consists in by its ability to cripple to opponent crippling the enemy team with residual damage or slowing it down with Thunder Wave. (Add Full Stop) ; However, (AC) Probopass still lacks a reliable recovery, so it and can't take unnecessary damage and gets worn down after a bit.

Offensive Pivot
########
name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gaining free turns and bringing in team mates in with safety safely. Flash Cannon is Probopass' main STAB and its used to hits the majority of the tier really hard, (AC) especially Fairy- and Rock- types Pokemon such as Golem, Armaldo, Mr. Mime, and Togetic. Power Gem is Probopass' secondary STAB, which sees usage to hits effectively Flying-types effectively, such as Jumpluff and Fire-types Pokemon ones such as Jumpluff, (AC) Ninetales and Heatmor harder than Earth Power. Earth Power is used mainly to KOs Steel-types Pokemon once Probopass has trapped them with Magnet Pull and Fire-types Pokemon, although it does not have as much power as Power Gem in the case it isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they it switches in and it's really good with the momentum gains momentum the team gains along with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Toxic could be an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls that Probopass cannot touch in general as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP investment makes Probopass a bit bulkier so it can have the ability to tank a few hits even running an offensive set. Maximum Special Attack investment paired with a Modest nature gives Probopass the higher fire most power possible and allow it to deal massive damage and open holes in the enemy team especially trapping Steel-types Pokemon. 84 Speed investment make helps Probopass to outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base speed, especially special walls such as Lickilicky. Magnet Pull is one of the main reasons this set is used, being a game-changing ability as it puts a that traps massive pressure on the Steel-type foes that can get trapped and KOed them easily. Leftovers keeps Probopass healthy against Stealth Rock's damage and sometimes recovering it up a bit if it recover HP if it gets free turns. Air Balloon could be an option over Lefties Leftovers on this set to have a temporary immunity to Ground-type moves, (RC) offensively checking a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one if not the best pivot, (RC) to checking Special Attackers such as Haunter, Ninetales, and Misdreavus, still being wary about coverage and then Volt Switching out into a more favorable matchup on the probable enemy switch. Probopass should Volt Switch out most of the time to gain momentum for the team, especially after it got brought in against Pokemon it walls, (AC) such as Zebstrika and Chatot, as they will probably switch out. Volt Switch is risky and should not be abused when the opponents carries has Pokemon immune to Electric-type moves on their team, mostly which include Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offesive Pokemon with this variant, (RC) especially the ones with a good coverage, because its typing makes it really vulnerable to common Ground- and Fighting-types Pokemon such as Marowak, Torterra, and Poliwrath. If the opponent has troublesome special attacking threats such as Ninetales and Rotom-F or Steel-types Pokemon such as Pawniard and Klang in its team, (AC) keep make sure that Probopass is at high health in order to make sure it can trap them and win 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types such as Togetic, Jumpluff, Leafeon, and other Bulky-grass Pokemon such as Tangela and Gourgeist are good teammates of Probopass, (RC) also and easily checking or stalling out annoying Water- and Ground- types Pokemon that trouble Probopass such as Marowak, Simipour, and Poliwrath. Spikes support is good paired with Volt Switch pressure and the decent fire power of Probopass, (RC) making inflicts foes take high damage on foes when they switch out and sometimes forcing force them to stay in, getting which gives it a chance to cripple them enemies with Thunder Wave. Offensive spinblockers such as Misdreavus and Haunter prevent the removal of entry hazards from being removed and also appreciate Steel-types worn down, (AC) giving them the opportunirty opportunity to run other coverage moves as Hidden Power Fighting will be less needed less necessary. Chatot highly appreciates the trapping of other Steel-types Pokemon such as Probopass and Pawniard and opposing Probopass, which it can easily handle as they easily handle it. Slow paced but offensive Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave such as Marowak, Poliwrath and Pawniard are also decent along with Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 SpD / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team and dealing opponent's Pokemon, dealing damage to foes every time they switch in, (RC) also breaking and breaking their Focus Sash or Sturdy. Volt Switch makes Probopass an excellent pivot, letting allowing it to safely switch out and gaining momentum and free turns for the team. Thunder Wave cripples enemies' offensive Pokemon to slowing them down and making them more make them easy easier to kill with a slow paced team. Toxic puts a timer on enemies' walls, forcing their a switch, (RC) and dealing damage with Stealth Rock and pivoting away. Power Gem is a decent STAB that can be is useful for most of the time to hitting Flying- and Fire-types Pokemon. Earth Power isn't a doesn't have STAB but allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes it set up fodder as Earth Power is weaker than its main STABs. Flash Cannon is the other Probopass' other STAB which used to hits Fairy- and Ice-types Pokemon, with a decent chance to drop foes' Special Defense, to force forcing their a switch or hitting harder.

Set Details
========

Maximum HP and 168 Special Defense investment allow Probopass to stay alive as long as possible as it lacks a reliable recovery, still tanking Special Attackers with ease, (RC) and checking and crippling cripple them thanks to with Thunder Wave or Toxic. 84 Speed investment let allow Probopass to outspeed slow Stealth Rock setters without Speed EVs such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least an one hit most of the time. Leftovers give Probopass a passive recovery, which even if it's little it helps it a lot especially to make up for residual damage and keep Sturdy.

Usage Tips
========

Probopass works best as a pivot so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, (RC) and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away out immediately. Probopass' main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure, especially against Pokemon it walls such as Ninetales and Rotom-F, (RC) and rack up more residual damage against then enemy team. Even if Probopass is known for being an excellent wall against special attackers, be weary about of switching into Pokemon such as Kadabra who that might carry Hidden Power Fighting and other coverage, (AC) such as Kadabra against it. Because Probopass gives a lot of utility to a team, (AC) try to not blow him up at the start especially if it has to check a specific threat such as Pawniard and Jumpluff on the enemy team, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that can KO it easily, (RC) . (Add Full Stop) It's nice to have guaranteed Stealth Rock or a crippled foe early in the match but Probopass will probably be needed through later in the game, with Sturdy also being important as a last ditch play to cripple a setup sweeper such as Leafeon and Misdreavus.

Team Options
========

Spikes setters such as Roselia and Whirlipede on hazard-stacking teams are good pair well with Probopass to and are capable of stacking up residual damage along with and spinblockers such as Misdreavus and Haunter to help keep hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave and being brought in field with safety thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter, a Pokemon that can set momentum, work as a pivot thanks to Volt Switch and has a possibility to cripple or wear down foes with access to Thunder Wave and Toxic. Slow paced teams benefit from Thunder Wave in order to revengekill revenge kill threats and Toxic fits Stalling strategies also helps with stall. Bulky Grass Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch, (AC) other than Thunder Wave and Toxic support.

Other Options
########

Probopass has many ways of setting up thanks to its high bulk and Sturdy. Taunt is decent to blocks utility based Pokemon such as Grumpig, (AC) which forces forcing their switch or prevents slow Entry Hazards setters such as Golem, Quilladin and Armaldo from setting up their entry hazards. In An alternative to Taunt, Magic Coat is also viable to bounce back status moves, entry hazards and phazing moves such as Whirlwind or and Roar. A combination of Pain Split, (AC) or Chesto Berry and Rest could be used on a defensive set to give recover Probopass's HP a recovery, that even if not really reliable, (RC) and can help it out if it needs to switch in on the field a lot of multiple times. Magnet Rise on an Offensive set can make gives Probopass have a good ground-immunity that allows ,(AC) allowing it to check a lot of offensive threats in the tier such as Golem, Armaldo and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish enemy's switches really hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STABs, so most of the time Probopass will be forced to switch out, although they don't appreciate taking a Thunder Wave or Toxic. (Add Full Stop)

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra and Piloswine don't appreciate a STAB Flash Cannon and getting hit by Toxic, but can check Probopass well by blocking its Volt Switch, therefore killing stopping momentum and easily KOing it with their Ground-type STABs.

**Fighting-types**: Popular Fighting-type Pokemon such as Poliwrath are optimal counters to Probopass because of are well known for their high bulk, (AC) decent damage output and are optimal counters to Probopass as they can ,(AC) ability to tank a lot of hits, (RC) and recovering them up with Rest or directly KO it with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Fighting are viable on offensive special attacking Pokemon that could struggle struggling to kill with Probopass a bit, to cut cutting down its HP heavily. (Add Full Stop) , (RC) counting Misdreavus, Haunter, Grumpig, (RC) and Mr. Mime, and others, are example of these types of Pokemon, (RC) but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that otherwise Probopass should wall, (RC) very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia don't care about can absorb any hit from Probopass, as most of them also have a can recovery, but are caught off guard by apart from Volt Switch because it can catch them off guard on their switch, letting Probopass pivot out to a favorable matchup, and or Thunder Wave or and Toxic, as they which can severely cripple or let them waste a turn to Heal Bell.
 
Last edited:

Winry

Super Graduate-Level Napper
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Overview
########

Probopass is one of the best pivots thanks to its access to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, it loses to common Ground-types and coverage moves but still manages to take on physical attackers that who don't have Ground-type that coverage moves. Probopass works nicely both on offensive and defensive teams because it can run various sets variants thanks to access to both Sturdy and Magnet Pull, various utility moves, [ac] and decent coverage. Probopass's lack of firepower on defensive sets is compensated most of the time by the utility it provides, which mainly consists of in crippling the enemy team with residual damage or slowing it down with Thunder Wave; however, [ac] Probopass still lacks any form of reliable recovery, so it can't take unnecessary damage and gets worn down after a bit.

Offensive Pivot
########
name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gaining free turns and bringing teammates in safely with safety. Flash Cannon is Probopass's main STAB move and is its used to hit the majority of the tier really hard, [ac] especially Fairy- and Rock-types Pokemon such as Mr. Mime, [ac] Togetic, [ac] Golem, and Armaldo, respectively [matching order where Fairy and Rock is mentioned] Mr. Mime, and Togetic. Power Gem is Probopass's secondary STAB move, which sees usage to hit effectively Flying-types Pokemon such as Jumpluff and Fire-types ones such as Ninetales and Heatmor harder than Earth Power. Earth Power is used mainly to KO Steel-types Pokemon once Probopass has trapped them with Magnet Pull; [semi] it can also be used to damage and Fire-types Pokemon in the case it if Probopass isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they switch in and it's really good works well with the momentum the team gains with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Toxic could be an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls in general, [ac] as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP EVs investment make Probopass a bit bulkier so it can tank a few hits even while running an offensive set. Maximum Special Attack investment paired with a Modest nature give Probopass as much firepower as the higher fire power possible and allow it to deal massive damage and open holes in the enemy team especially trapping Steel-Types Pokemon. 84 Speed EVs investment make Probopass outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base Speed, especially special walls such as Lickilicky. Magnet Pull is one of the main reasons this set is used, [rc] being a game-changing ability, [ac] as it puts a massive pressure on the Steel-type foes that can get trapped and KOed easily. Leftovers keeps Probopass healthy even as it takes Stealth Rock damage against Stealth Rock's damage and sometimes recovering it up a bit if it gets free turns. Air Balloon could be an option over Lefties on this set to have a temporary immunity to a Ground-type move, allowing Probopass to check offensively checking a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one of if not the best pivots, checking special attackers such as Haunter, Ninetales, and Misdreavus, [rc] while having the ability to Volt Switch still being wary about coverage and then Volt Switching out into a more favorable matchup on the probable enemy switch. Probopass should Volt Switch most of the time to gain momentum for the team, especially after it switches in on Pokemon it walls got brought in against Pokemon it walls such as Zebstrika and Chatot, as they will probably switch out. Volt Switch is risky and should not be abused when the opponent carries a Pokemon immune to Electric-type moves, mostly Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offesive Pokemon with this variant, especially the ones with a good coverage, because its typing makes it really vulnerable to common Ground- and Fighting-types Pokemon such as Marowak, Torterra, and Poliwrath. If the opponent has troublesome special attacking threats such as Ninetales and Rotom-F or Steel-types Pokemon such as Pawniard and Klang in their its team, [ac] keep Probopass healthy at high health to make sure it can trap them and win in 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types such as Togetic, Jumpluff, Leafeon, and other bulky Grass-type Pokemon such as Tangela and Gourgeist are good teammates for of Probopass, as they can also easily checking or stalling out Water- and Ground-types Pokemon that trouble Probopass such as Marowak, Simipour, and Poliwrath. Spikes support is good when paired with Volt Switch pressure and the decent firepower of Probopass, making foes take high damage when they switch out and sometimes forcing them to stay in, getting a chance to cripple them with Thunder Wave. Offensive spinblockers such as Misdreavus and Haunter prevent entry hazards from being removed and also appreciate Steel-types worn down, [ac] giving them the opportunity to run other coverage moves, [ac] as Hidden Power Fighting will be less needed. Chatot highly appreciates trapping of Steel-types Pokemon such as Probopass and Pawniard, as they can easily handle it. Slow paced Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave such as Marowak, Poliwrath, [ac] and Pawniard are also decent alongside with Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team, [ac] as it deals dealing damage to foes every time they switch in, [rc] also breaking their and breaks Focus Sash and Sturdy. Volt Switch makes Probopass an excellent pivot, letting it safely switch out and gaining momentum and free turns for the team. Thunder Wave cripples enemies' opposing offensive Pokemon, [ac] slowing them and making them more easy to kill with a slow-paced team. Toxic puts a timer on opposing enemies' walls, [ac] forcing them to their switch, [rc] dealing and take damage from with Stealth Rock if they switch in again and pivoting away. Power Gem is a decent STAB move that can be useful most of the time to hit Flying- and Fire-types Pokemon. Earth Power isn't a STAB but allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes it Probopass setup fodder, [ac] as Earth Power is weaker than its Probopass's main STAB moves. Flash Cannon gains STAB and is the other Probopass' STAB used to hit Fairy- and Ice-types Pokemon, and it has with a decent chance to drop a foe's foes' Special Defense, usually causing them to switch out to force their switch or hit harder.

Set Details
========

Maximum HP investment and 168 Special Defense EVs investment allow Probopass to stay alive as long as possible, [ac] as it lacks any form of reliable recovery aside from Leftovers. [period > comma] The EVs also allow it to tank any hits from special attackers still tanking Special Attackers with ease, checking and crippling them thanks to Thunder Wave or Toxic. 84 Speed EVs investment let Probopass outspeed slow Stealth Rock setters without investment Speed EVs such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least one an hit most of the time. Leftovers give provides Probopass with a passive recovery, which even if it's little it helps it a lot especially to make up for residual damage and keep Sturdy.

Usage Tips
========

Probopass works best as a pivot so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass' main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure, especially against Pokemon it walls such as Ninetales and Rotom-F, and rack up more residual damage against then enemy team. Even if Probopass is known for being an excellent wall against special attackers, be weary about switching into Pokemon such as Kadabra who might carry Hidden Power Fighting and other coverage against it. Because Probopass gives a lot of utility to a team try to not blow him up at the start especially if it has to check a specific threat such as Pawniard and Jumpluff on the enemy team, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that can KO it easily, it's nice to have guaranteed Stealth Rock or a crippled foe early but Probopass will probably be needed through the game, with Sturdy also being important as a last ditch play to cripple a setup sweeper such as Leafeon and Misdreavus.

Team Options
========

Spikes setters such as Roselia and Whirlipede on hazard-stacking teams are good with Probopass to stack up residual damage along with spinblockers such as Misdreavus and Haunter to keep hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave and being brought in field with safety thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter, a Pokemon that can set momentum, work as a pivot thanks to Volt Switch and has a possibility to cripple or wear down foes with access to Thunder Wave and Toxic. Slow paced teams benefit from Thunder Wave to revengekill threats and Toxic fits Stalling strategies also well. Bulky Grass Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch other than Thunder Wave and Toxic support.

Other Options
########

Taunt is decent option to block prevent utility-based Pokemon such as Grumpig from moving, [ac] forcing them to their switch, [ac] or to stop slow entry hazard setters such as Golem, Quilladin, [ac] and Armaldo from setting up their hazards. In alternative to Taunt, [rc] Magic Coat is also viable to bounce back status moves, entry hazards, [ac] and moves such as Whirlwind or Roar. Pain Split or Chesto Berry and Rest could be used on a defensive set to give Probopass a form of recovery, though it is that even if not really reliable, [rc] can help it out if it needs to switch in on the field a lot of times. Magnet Rise on an offensive set can give make Probopass an immunity to Ground-type moves and allow have a good ground-immunity that allows it to check a lot of offensive threats in the tier such as Golem, Armaldo, [ac] and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish enemy's switches really hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour, [ac] and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STAB moves, so most of the time Probopass will be forced to switch out, though they don't appreciate taking a Thunder Wave or Toxic

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra, [ac] and Piloswine don't appreciate getting hit by a STAB Flash Cannon or and getting hit by Toxic, but can check Probopass well by preventing it from using blocking its Volt Switch, therefore killing momentum and easily KOing it with their Ground-type STAB moves.

**Fighting-types**: Popular Fighting-type Pokemon such as Poliwrath that have are well known for their high bulk and decent damage output and are optimal counters to Probopass, [ac] as they can tank a lot of hits, [rc] recovering them up and recover the damage with Rest or directly KO it Probopass with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Fighting are viable on offensive special attacking Pokemon that could struggle with Probopass a bit, such as to cut down its HP heavily, [rc] counting Misdreavus, Haunter, Grumpig, Mr. Mime, and others, but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that otherwise Probopass should wall, [rc] very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia, [ac] don't care about any hit from Probopass, as most of them also have a recovery. [period > comma] apart from Volt Switch because it can catch them off guard on their switch, letting Probopass pivot out to a favorable matchup. [period > comma] They also dislike and Thunder Wave and or Toxic, which cripple and cause them to waste a turn using Heal Bell as they can severely cripple or let them waste a turn to Heal Bell.
1/2

sorry this took forever, got really distracted x.x
 
Last edited:

Raiza

is a Forum Moderator Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Two-Time Past SPL Championis a Past WCoP Championis a Former Old Generation Tournament Circuit Champion
World Defender
add/correct remove comments
Overview
########

Probopass is one of the best pivots thanks to its access to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, it loses to common Ground-types and coverage moves but still manages to take on physical attackers that who don't have Ground-type that coverage moves. Probopass works nicely both on offensive and defensive teams because it can run various sets variants thanks to access to both Sturdy and Magnet Pull, various utility moves, [ac] and decent coverage. Probopass's lack of firepower on defensive sets is compensated most of the time by the utility it provides, which mainly consists of in crippling the enemy team with residual damage or slowing it down with Thunder Wave; however, [ac] Probopass still lacks any form of reliable recovery, so it can't take unnecessary damage and gets worn down after a bit.

Offensive Pivot
########
name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gaining free turns and bringing teammates in safely with safety. Flash Cannon is Probopass's main STAB move and is its used to hit the majority of the tier really hard, [ac] especially Fairy- and Rock-types Pokemon such as Mr. Mime, [ac] Togetic, [ac] Golem, and Armaldo, respectively [matching order where Fairy and Rock is mentioned] Mr. Mime, and Togetic. Power Gem is Probopass's secondary STAB move, which sees usage to hit effectively Flying-types Pokemon such as Jumpluff and Fire-types ones such as Ninetales and Heatmor harder than Earth Power. Earth Power is used mainly to KO Steel-types Pokemon once Probopass has trapped them with Magnet Pull; [semi] it can also be used to damage and Fire-types Pokemon in the case it if Probopass isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they switch in and it's really good works well with the momentum the team gains with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Toxic could be an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls in general, [ac] as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP EVs investment make Probopass a bit bulkier so it can tank a few hits even while running an offensive set. Maximum Special Attack investment paired with a Modest nature give Probopass as much firepower as the higher fire power possible and allow it to deal massive damage and open holes in the enemy team especially trapping Steel-Types Pokemon. 84 Speed EVs investment make Probopass outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base Speed, especially special walls such as Lickilicky. Magnet Pull is one of the main reasons this set is used, [rc] being a game-changing ability, [ac] as it puts a massive pressure on the Steel-type foes that can get trapped and KOed easily. Leftovers keeps Probopass healthy even as it takes Stealth Rock damage against Stealth Rock's damage and sometimes recovering it up a bit if it gets free turns. Air Balloon could be an option over Lefties on this set to have a temporary immunity to a Ground-type move, allowing Probopass to check offensively checking a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one of if not the best pivots, checking special attackers such as Haunter, Ninetales, and Misdreavus, [rc] while having the ability to Volt Switch still being wary about coverage and then Volt Switching out into a more favorable matchup on the probable enemy switch. Probopass should Volt Switch most of the time to gain momentum for the team, especially after it switches in on Pokemon it walls got brought in against Pokemon it walls such as Zebstrika and Chatot, as they will probably switch out. Volt Switch is risky and should not be abused when the opponent carries a Pokemon immune to Electric-type moves, mostly Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offesive Pokemon with this variant, especially the ones with a good coverage, because its typing makes it really vulnerable to common Ground- and Fighting-types Pokemon such as Marowak, Torterra, and Poliwrath. If the opponent has troublesome special attacking threats such as Ninetales and Rotom-F or Steel-types Pokemon such as Pawniard and Klang in their its team, [ac] keep Probopass healthy at high health to make sure it can trap them and win in 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types such as Togetic, Jumpluff, Leafeon, and other bulky Grass-type Pokemon such as Tangela and Gourgeist are good teammates for of Probopass, as they can also easily checking or stalling out Water- and Ground-types Pokemon that trouble Probopass such as Marowak, Simipour, and Poliwrath. Spikes support is good when paired with Volt Switch pressure and the decent firepower of Probopass, making foes take high damage when they switch out and sometimes forcing them to stay in, getting a chance to cripple them with Thunder Wave. Offensive spinblockers such as Misdreavus and Haunter prevent entry hazards from being removed and also appreciate Steel-types worn down, [ac] giving them the opportunity to run other coverage moves, [ac] as Hidden Power Fighting will be less needed. Chatot highly appreciates trapping of Steel-types Pokemon such as Probopass and Pawniard, as they can easily handle it. Slow paced Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave such as Marowak, Poliwrath, [ac] and Pawniard are also decent alongside with Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team, [ac] as it deals dealing damage to foes every time they switch in, [rc] also breaking their and breaks Focus Sash and Sturdy. Volt Switch makes Probopass an excellent pivot, letting it safely switch out and gaining momentum and free turns for the team. Thunder Wave cripples enemies' opposing offensive Pokemon, [ac] slowing them and making them more easy to kill with a slow-paced team. Toxic puts a timer on opposing enemies' walls, [ac] forcing them to their switch, [rc] dealing and take damage from with Stealth Rock if they switch in again and pivoting away. Power Gem is a decent STAB move that can be useful most of the time to hit Flying- and Fire-types Pokemon. Earth Power isn't a STAB but allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes it Probopass setup fodder, [ac] as Earth Power is weaker than its Probopass's main STAB moves. Flash Cannon gains STAB and is the other Probopass' STAB used to hit Fairy- and Ice-types Pokemon, and it has with a decent chance to drop a foe's foes' Special Defense, usually causing them to switch out to force their switch or hit harder.

Set Details
========

Maximum HP investment and 168 Special Defense EVs investment allow Probopass to stay alive as long as possible, [ac] as it lacks any form of reliable recovery aside from Leftovers. [period > comma] The EVs also allow it to tank any hits from special attackers still tanking Special Attackers with ease, checking and crippling them thanks to Thunder Wave or Toxic. 84 Speed EVs investment let Probopass outspeed slow Stealth Rock setters without investment Speed EVs such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least one an hit most of the time. Leftovers give provides Probopass with a passive recovery, which even if it's little it helps it a lot especially to make up for residual damage and keep Sturdy.

Usage Tips
========

Probopass works best as a pivot so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass' main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure, especially against Pokemon it walls such as Ninetales and Rotom-F, and rack up more residual damage against then enemy team. Even if Probopass is known for being an excellent wall against special attackers, be weary about switching into Pokemon such as Kadabra who might carry Hidden Power Fighting and other coverage against it. Because Probopass gives a lot of utility to a team try to not blow him up at the start especially if it has to check a specific threat such as Pawniard and Jumpluff on the enemy team, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that can KO it easily, it's nice to have guaranteed Stealth Rock or a crippled foe early but Probopass will probably be needed through the game, with Sturdy also being important as a last ditch play to cripple a setup sweeper such as Leafeon and Misdreavus.

Team Options
========

Spikes setters such as Roselia and Whirlipede on hazard-stacking teams are good with Probopass to stack up residual damage along with spinblockers such as Misdreavus and Haunter to keep hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave and being brought in field with safety thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter, a Pokemon that can set momentum, work as a pivot thanks to Volt Switch and has a possibility to cripple or wear down foes with access to Thunder Wave and Toxic. Slow paced teams benefit from Thunder Wave to revengekill threats and Toxic fits Stalling strategies also well. Bulky Grass Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch other than Thunder Wave and Toxic support.

Other Options
########

Taunt is decent option to block prevent utility-based Pokemon such as Grumpig from moving, [ac] forcing them to their switch, [ac] or to stop slow entry hazard setters such as Golem, Quilladin, [ac] and Armaldo from setting up their hazards. In alternative to Taunt, [rc] Magic Coat is also viable to bounce back status moves, entry hazards, [ac] and moves such as Whirlwind or Roar. Pain Split or Chesto Berry and Rest could be used on a defensive set to give Probopass a form of recovery, though it is that even if not really reliable, [rc] can help it out if it needs to switch in on the field a lot of times. Magnet Rise on an offensive set can give make Probopass an immunity to Ground-type moves and allow have a good ground-immunity that allows it to check a lot of offensive threats in the tier such as Golem, Armaldo, [ac] and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish enemy's switches really hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour, [ac] and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STAB moves, so most of the time Probopass will be forced to switch out, though they don't appreciate taking a Thunder Wave or Toxic

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra, [ac] and Piloswine don't appreciate getting hit by a STAB Flash Cannon or and getting hit by Toxic, but can check Probopass well by preventing it from using blocking its Volt Switch, therefore killing momentum and easily KOing it with their Ground-type STAB moves.

**Fighting-types**: Popular Fighting-type Pokemon such as Poliwrath that have are well known for their high bulk and decent damage output and are optimal counters to Probopass, [ac] as they can tank a lot of hits, [rc] recovering them up and recover the damage with Rest or directly KO it Probopass with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Fighting are viable on offensive special attacking Pokemon that could struggle with Probopass a bit, such as to cut down its HP heavily, [rc] counting Misdreavus, Haunter, Grumpig, Mr. Mime, and others, but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that otherwise Probopass should wall, [rc] very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia, [ac] don't care about any hit from Probopass, as most of them also have a recovery. [period > comma] apart from Volt Switch because it can catch them off guard on their switch, letting Probopass pivot out to a favorable matchup. [period > comma] They also dislike and Thunder Wave and or Toxic, which cripple and cause them to waste a turn using Heal Bell as they can severely cripple or let them waste a turn to Heal Bell.
1/2

sorry this took forever, got really distracted x.x
Implemented
Ready for a second check
 

Psywaves

Procrastinating Pedantic Perfectionist™
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Overview
########

Probopass is one of the best pivots thanks to its access to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, it loses to common Ground-types and coverage moves but still manages to take on physical attackers that don't have Ground-type coverage moves. Probopass works nicely both on offensive and defensive teams because it can run various sets thanks to access to both Sturdy and Magnet Pull, various utility moves, and decent coverage. Probopass's lack of firepower on defensive sets is compensated most of the time by the utility it provides, which mainly consists of crippling the enemy team with residual damage or slowing it down with Thunder Wave; however, Probopass still lacks any form of reliable recovery, so it can't take unnecessary damage and gets worn down after a bit.

Offensive Pivot
########
name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gain free turns and bring teammates in safely. Flash Cannon is Probopass's main STAB move and is used to hit the majority of the tier really hard, especially Fairy- and Rock-types such as Mr. Mime, Togetic, Golem, and Armaldo, respectively. Power Gem is Probopass's secondary STAB move, which sees usage to hit Flying-types such as Jumpluff and Fire-types such as Ninetales and Heatmor harder than Earth Power. Earth Power is used mainly to KO Steel-types once Probopass has trapped them with Magnet Pull; it can also be used to damage Fire-types if Probopass isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they switch in, (AC) and it works well with the momentum the team gains with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Toxic could be is an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls in general, as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP EVs make Probopass a bit bulkier so it can tank a few hits while running an offensive set. Maximum Special Attack investment paired with a Modest nature gives Probopass as much firepower as possible and allows it to deal massive damage and open holes in the enemy team. 84 Speed EVs make Probopass outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base Speed, especially special walls such as Lickilicky. Magnet Pull is a game-changing ability, as it puts a massive pressure on the Steel-type foes that can get trapped and KOed easily. Leftovers keeps Probopass healthy against Stealth Rock's damage even as it takes Stealth Rock damage. Air Balloon could be is an option to have a temporary immunity to a Ground-type move, allowing Probopass to check a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one of the best pivots, checking special attackers such as Haunter, Ninetales, and Misdreavus while having the ability to Volt Switch out into a more favorable matchup. Probopass should Volt Switch most of the time to gain momentum for the team, especially after it switches in on Pokemon it walls, (AC) such as Zebstrika and Chatot, as they will probably switch out. Volt Switch should not be abused when the opponent carries Pokemon immune to Electric-type moves, mostly Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offensive Pokemon with this variant of Probopass, especially the ones with a good coverage, because its typing makes it really vulnerable to common Ground- and Fighting-types such as Marowak, Torterra, and Poliwrath. If the opponent has troublesome special attacking threats such as Ninetales and Rotom-F or Steel-type Pokemon such as Pawniard and Klang in their team, keep Probopass healthy to make sure it can trap them and win in 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types, (AC) such as Togetic, Jumpluff, Leafeon, and other bulky Grass-type Pokemon such as Tangela, (AC) and Gourgeist-XL, (AC) ("Gourgeist" refers to the outclassed average size forme) are good teammates for Probopass, as they can also easily check or stall out Water- and Ground-types that trouble Probopass, (AC) such as Marowak, Simipour, and Poliwrath, and Marowak (this is nitpicky of me but I put Marowak last because the sentence says Water- and Ground-types rather than Ground- and Water). Spikes support is good when paired with Volt Switch pressure and the decent firepower of Probopass, making foes take high damage when they switch out and sometimes forcing them to stay in, getting a chance to cripple them with Thunder Wave. Offensive spinblockers such as Misdreavus and Haunter prevent entry hazards from being removed and also appreciate having Steel-types worn down, giving them the opportunity to run other coverage moves, as Hidden Power Fighting will be less needed. Chatot highly appreciates trapping of Steel-types such as Probopass and Pawniard, as they can easily handle it. Slow Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave, (AC) such as Marowak, Poliwrath, and Pawniard, (AC) are also decent alongside Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team, as it deals damage to foes every time they switch in and breaks Focus Sash and Sturdy. Volt Switch makes Probopass an excellent pivot, letting it safely switch out and gain momentum and free turns for the team. Thunder Wave cripples opposing offensive Pokemon, slowing them and making them more easy to kill with a slow-paced team. Toxic puts a timer on opposing walls, forcing them to switch and take damage from Stealth Rock if they switch in again. Power Gem is a decent (if it wasn't decent it wouldn't be on the set) STAB move that can be useful most of the time to hit Flying- and Fire-types. Earth Power allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes Probopass setup fodder, as Earth Power is weaker than Probopass's main STAB moves. Flash Cannon gains STAB and is used to hit Fairy- and Ice-types, and it has a decent chance to drop lower a foe's Special Defense, usually causing them to switch out.

Set Details
========

Maximum HP investment and 168 Special Defense EVs allow Probopass to stay alive as long as possible, as it lacks any form of reliable recovery aside from Leftovers. The EVs also allow it to tank any hits from special attackers with ease, checking and crippling them thanks to Thunder Wave or Toxic. 84 Speed EVs let Probopass outspeed slow uninvested Stealth Rock setters without investment such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least one hit most of the time. Leftovers provides Probopass with passive recovery, which helps it a lot especially to make up for residual damage and keep Sturdy intact.

Usage Tips
========

Probopass works best as a pivot, (AC) so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass's main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure foes, especially against Pokemon it walls, (AC) such as Ninetales and Rotom-F, and rack up more residual damage against then enemy team. Even if though Probopass is known for being an excellent wall against special attackers, be weary (weary = tired; wary cautious) about switching into Pokemon such as Kadabra, (AC) whoich might carry Hidden Power Fighting and other coverage against it. Because Probopass gives a lot of utility to a team, (AC) try to not blow him up lose it at the start, (AC) especially if it has to check a specific threat such as Pawniard and Jumpluff on the enemy team, such as Pawniard or Jumpluff, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that foe can KO it Probopass easily,; (comma -> semicolon) it's nice to have guaranteed Stealth Rock or a crippled a foe early, (AC) but Probopass will probably be needed throughout the game, with Sturdy also being important as a last-(hyphen)ditch play to cripple a setup sweeper such as Leafeon and or Misdreavus.

Team Options
========

On hazard-stacking teams, Spikes setters such as Roselia and Whirlipede on hazard-stacking teams are good with Probopass to stack up residual damage along with spinblockers such as Misdreavus and Haunter, (AC) to which keep entry hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave, (AC) and being brought into the field with safety safely thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter,(RC) and a Pokemon that can set momentum, work as a pivot thanks to Volt Switch, (AC) and has a possibility to cripple or wear down foes with access to Thunder Wave and Toxic. Slow paced teams benefit from Thunder Wave to revenge(space)kill threats, (AC) and Toxic fits stalling strategies also well. Bulky Grass-type Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch other than in addition to Thunder Wave and Toxic support.

Other Options
########

Taunt is decent an option to prevent utility-based Pokemon such as Grumpig from moving, forcing them to switch, or to stop slow entry hazard setters such as Golem, Quilladin, and Armaldo from setting up. Magic Coat is also viable to bounce back status moves, entry hazards, and moves such as Whirlwind or Roar. Pain Split or Chesto Berry and Rest could be used on a defensive set to give Probopass a form of recovery, though it is really they are unreliable. Magnet Rise on an offensive set can give Probopass an immunity to Ground-type moves and allow it to check a lot of offensive threats in the tier such as Golem, Armaldo, and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish switches hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour, and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STAB moves, so most of the time Probopass will be forced to switch out, though they don't appreciate taking a Thunder Wave or Toxic

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra, and Piloswine don't appreciate getting hit by STAB Flash Cannon or Toxic, but can check Probopass well by preventing it from using Volt Switch, therefore killing momentum and easily KO Probopass with their Ground-type STAB moves.

**Fighting-types**: Fighting-type Pokemon such as Poliwrath that have high bulk and decent damage output, such as Poliwrath, and are optimal counters to Probopass, as they can tank a lot of hits, (RC) and recover the damage with Rest or directly KO Probopass with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Hidden Power Fighting are viable on offensive special attacking specially offensive Pokemon that could struggle with against Probopass a bit, such as Misdreavus, Haunter, Grumpig, Mr. Mime, and others, ("such as" already implies that there are more than the listed examples) but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that Probopass should wall very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia, don't care about any hit from Probopass, as most of them also have a reliable recovery. Apart from However, Volt Switch because it can catch them off guard, letting Probopass pivot out to a favorable matchup. They also dislike Thunder Wave and Toxic, which cripple them and cause them to waste a turn using Heal Bell.


GP 2/2
 

Raiza

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Overview
########

Probopass is one of the best pivots thanks to its access to Volt Switch along with its high bulk and typing, as they allow it to check a variety of special threats; however, it loses to common Ground-types and coverage moves but still manages to take on physical attackers that don't have Ground-type coverage moves. Probopass works nicely both on offensive and defensive teams because it can run various sets thanks to access to both Sturdy and Magnet Pull, various utility moves, and decent coverage. Probopass's lack of firepower on defensive sets is compensated most of the time by the utility it provides, which mainly consists of crippling the enemy team with residual damage or slowing it down with Thunder Wave; however, Probopass still lacks any form of reliable recovery, so it can't take unnecessary damage and gets worn down after a bit.

Offensive Pivot
########
name: Offensive Pivot
move 1: Volt Switch
move 2: Flash Cannon
move 3: Earth Power
move 4: Stealth Rock / Thunder Wave
ability: Magnet Pull
item: Leftovers / Air Balloon
evs: 172 HP / 252 SpA / 84 Spe
nature: Modest

Moves
========

Volt Switch is what makes Probopass act as a pivot, allowing it to gain free turns and bring teammates in safely. Flash Cannon is Probopass's main STAB move and is used to hit the majority of the tier really hard, especially Fairy- and Rock-types such as Mr. Mime, Togetic, Golem, and Armaldo, respectively. Power Gem is Probopass's secondary STAB move, which sees usage to hit Flying-types such as Jumpluff and Fire-types such as Ninetales and Heatmor harder than Earth Power. Earth Power is used mainly to KO Steel-types once Probopass has trapped them with Magnet Pull; it can also be used to damage Fire-types if Probopass isn't running Power Gem. Stealth Rock deals chip damage to the foes every time they switch in, (AC) and it works well with the momentum the team gains with Volt Switch. Thunder Wave cripples and limits the potential of fast enemy Pokemon such as Kadabra and Jumpluff, which tear offensive teams apart. Toxic could be is an option to rack up residual damage against bulky Ground-type Pokemon such as Torterra and specially defensive walls in general, as Flash Cannon won't do that much to a lot of them.

Set Details
========

172 HP EVs make Probopass a bit bulkier so it can tank a few hits while running an offensive set. Maximum Special Attack investment paired with a Modest nature gives Probopass as much firepower as possible and allows it to deal massive damage and open holes in the enemy team. 84 Speed EVs make Probopass outspeed common Stealth Rock leads and pivot out from common Pokemon with 50 or less base Speed, especially special walls such as Lickilicky. Magnet Pull is a game-changing ability, as it puts a massive pressure on the Steel-type foes that can get trapped and KOed easily. Leftovers keeps Probopass healthy against Stealth Rock's damage even as it takes Stealth Rock damage. Air Balloon could be is an option to have a temporary immunity to a Ground-type move, allowing Probopass to check a lot of Pokemon.

Usage Tips
========

This set should be used as a pivot because Probopass is one of the best pivots, checking special attackers such as Haunter, Ninetales, and Misdreavus while having the ability to Volt Switch out into a more favorable matchup. Probopass should Volt Switch most of the time to gain momentum for the team, especially after it switches in on Pokemon it walls, (AC) such as Zebstrika and Chatot, as they will probably switch out. Volt Switch should not be abused when the opponent carries Pokemon immune to Electric-type moves, mostly Ground-types such as Piloswine, Golem, and Torterra. Be careful when checking offensive Pokemon with this variant of Probopass, especially the ones with a good coverage, because its typing makes it really vulnerable to common Ground- and Fighting-types such as Marowak, Torterra, and Poliwrath. If the opponent has troublesome special attacking threats such as Ninetales and Rotom-F or Steel-type Pokemon such as Pawniard and Klang in their team, keep Probopass healthy to make sure it can trap them and win in 1v1 situations.

Team Options
========

Pokemon that appreciate the removal of Steel-types, (AC) such as Togetic, Jumpluff, Leafeon, and other bulky Grass-type Pokemon such as Tangela, (AC) and Gourgeist-XL, (AC) ("Gourgeist" refers to the outclassed average size forme) are good teammates for Probopass, as they can also easily check or stall out Water- and Ground-types that trouble Probopass, (AC) such as Marowak, Simipour, and Poliwrath, and Marowak (this is nitpicky of me but I put Marowak last because the sentence says Water- and Ground-types rather than Ground- and Water). Spikes support is good when paired with Volt Switch pressure and the decent firepower of Probopass, making foes take high damage when they switch out and sometimes forcing them to stay in, getting a chance to cripple them with Thunder Wave. Offensive spinblockers such as Misdreavus and Haunter prevent entry hazards from being removed and also appreciate having Steel-types worn down, giving them the opportunity to run other coverage moves, as Hidden Power Fighting will be less needed. Chatot highly appreciates trapping of Steel-types such as Probopass and Pawniard, as they can easily handle it. Slow Pokemon with an offensive presence that can make use of enemies slowed by Thunder Wave, (AC) such as Marowak, Poliwrath, and Pawniard, (AC) are also decent alongside Probopass.


Defensive Stealth Rock
########
name: Defensive Stealth Rock
move 1: Stealth Rock
move 2: Volt Switch
move 3: Thunder Wave / Toxic
move 4: Power Gem / Flash Cannon
ability: Sturdy
item: Leftovers
evs: 252 HP / 4 Def / 168 SpD / 84 Spe
nature: Calm

Moves
========

Stealth Rock pressures the enemy team, as it deals damage to foes every time they switch in and breaks Focus Sash and Sturdy. Volt Switch makes Probopass an excellent pivot, letting it safely switch out and gain momentum and free turns for the team. Thunder Wave cripples opposing offensive Pokemon, slowing them and making them more easy to kill with a slow-paced team. Toxic puts a timer on opposing walls, forcing them to switch and take damage from Stealth Rock if they switch in again. Power Gem is a decent (if it wasn't decent it wouldn't be on the set) STAB move that can be useful most of the time to hit Flying- and Fire-types. Earth Power allows Probopass to hit Steel-type Pokemon really hard, especially other Probopass and Pawniard, but also makes Probopass setup fodder, as Earth Power is weaker than Probopass's main STAB moves. Flash Cannon gains STAB and is used to hit Fairy- and Ice-types, and it has a decent chance to drop lower a foe's Special Defense, usually causing them to switch out.

Set Details
========

Maximum HP investment and 168 Special Defense EVs allow Probopass to stay alive as long as possible, as it lacks any form of reliable recovery aside from Leftovers. The EVs also allow it to tank any hits from special attackers with ease, checking and crippling them thanks to Thunder Wave or Toxic. 84 Speed EVs let Probopass outspeed slow uninvested Stealth Rock setters without investment such as Golem and Armaldo. Sturdy lets Probopass set up Stealth Rock safely and tank at least one hit most of the time. Leftovers provides Probopass with passive recovery, which helps it a lot especially to make up for residual damage and keep Sturdy intact.

Usage Tips
========

Probopass works best as a pivot, (AC) so try to use it to wall dangerous threats such as Zebstrika, Ninetales, and Chatot, and set up Stealth Rock or a status move to cripple the enemy team or just Volt Switch away immediately. Probopass's main priority when running a defensive set is to get Stealth Rock up as soon as possible to pressure foes, especially against Pokemon it walls, (AC) such as Ninetales and Rotom-F, and rack up more residual damage against then enemy team. Even if though Probopass is known for being an excellent wall against special attackers, be weary (weary = tired; wary cautious) about switching into Pokemon such as Kadabra, (AC) whoich might carry Hidden Power Fighting and other coverage against it. Because Probopass gives a lot of utility to a team, (AC) try to not blow him up lose it at the start, (AC) especially if it has to check a specific threat such as Pawniard and Jumpluff on the enemy team, such as Pawniard or Jumpluff, as it lacks a recovery. Don't be overconfident with Sturdy if the opponent has on the field a Pokemon that foe can KO it Probopass easily,; (comma -> semicolon) it's nice to have guaranteed Stealth Rock or a crippled a foe early, (AC) but Probopass will probably be needed throughout the game, with Sturdy also being important as a last-(hyphen)ditch play to cripple a setup sweeper such as Leafeon and or Misdreavus.

Team Options
========

On hazard-stacking teams, Spikes setters such as Roselia and Whirlipede on hazard-stacking teams are good with Probopass to stack up residual damage along with spinblockers such as Misdreavus and Haunter, (AC) to which keep entry hazards safe from Rapid Spin. Sweepers and cleaners that appreciate Stealth Rock and Toxic residual damage, foes crippled by Thunder Wave, (AC) and being brought into the field with safety safely thanks to Volt Switch, such as Kadabra, Regice, and Ursaring, are good teammates. Defensive teams love the support given by defensive Probopass, as it gives them a bulky Stealth Rock setter,(RC) and a Pokemon that can set momentum, work as a pivot thanks to Volt Switch, (AC) and has a possibility to cripple or wear down foes with access to Thunder Wave and Toxic. Slow paced teams benefit from Thunder Wave to revenge(space)kill threats, (AC) and Toxic fits stalling strategies also well. Bulky Grass-type Pokemon such as Tangela and Torterra check Ground- and Water-types Pokemon for Probopass and also appreciate Volt Switch other than in addition to Thunder Wave and Toxic support.

Other Options
########

Taunt is decent an option to prevent utility-based Pokemon such as Grumpig from moving, forcing them to switch, or to stop slow entry hazard setters such as Golem, Quilladin, and Armaldo from setting up. Magic Coat is also viable to bounce back status moves, entry hazards, and moves such as Whirlwind or Roar. Pain Split or Chesto Berry and Rest could be used on a defensive set to give Probopass a form of recovery, though it is really they are unreliable. Magnet Rise on an offensive set can give Probopass an immunity to Ground-type moves and allow it to check a lot of offensive threats in the tier such as Golem, Armaldo, and Marowak. Rock Polish makes Probopass an unexpected setup sweeper that can punish switches hard, finding a lot of ways to set up thanks to its high bulk and Sturdy.

Checks & Counters
########

**Water-types**: Water-type Pokemon such as Poliwrath, Simipour, and Carracosta can tank some hits and deal massive damage to Probopass with their Water-type STAB moves, so most of the time Probopass will be forced to switch out, though they don't appreciate taking a Thunder Wave or Toxic

**Ground-types**: Ground-type Pokemon such as Marowak, Torterra, and Piloswine don't appreciate getting hit by STAB Flash Cannon or Toxic, but can check Probopass well by preventing it from using Volt Switch, therefore killing momentum and easily KO Probopass with their Ground-type STAB moves.

**Fighting-types**: Fighting-type Pokemon such as Poliwrath that have high bulk and decent damage output, such as Poliwrath, and are optimal counters to Probopass, as they can tank a lot of hits, (RC) and recover the damage with Rest or directly KO Probopass with their STAB moves.

**Super Effective Coverage**: Coverage moves such as Hidden Power Ground and Hidden Power Fighting are viable on offensive special attacking specially offensive Pokemon that could struggle with against Probopass a bit, such as Misdreavus, Haunter, Grumpig, Mr. Mime, and others, ("such as" already implies that there are more than the listed examples) but they still don't appreciate being hit by Flash Cannon most of the time. Other coverage moves such as Superpower on Stoutland threaten Probopass a lot, making Pokemon that Probopass should wall very threatening.

**Bulky Pokemon** : Bulky Pokemon, especially special walls such as Lickilicky and Roselia, don't care about any hit from Probopass, as most of them also have a reliable recovery. Apart from However, Volt Switch because it can catch them off guard, letting Probopass pivot out to a favorable matchup. They also dislike Thunder Wave and Toxic, which cripple them and cause them to waste a turn using Heal Bell.


GP 2/2
Implemented.
This is done.
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
I'm confused as to why there are 4 defense evs on the second set, does it help it live anything? I don't see any reason not to just put them in SpDef.
E: Galbia said this earlier I think you missed it
 
Last edited:

Anty

let's drop
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I'm confused as to why there are 4 defense evs on the second set, does it help it live anything? I don't see any reason not to just put them in SpDef.
E: Galbia said this earlier I think you missed it
Those 4 spdef ev's do absolutely nothing for spdef while they actually allow probo to take just a bit less from physical hits on average
 

WhiteDMist

Path>Goal
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I've uploaded this. I had to make some edits to the usage tips for set 1, you were talking about Ground and Fighting coverage moves, and then listed Pokemon of those types rather than Pokemon who used those type of moves as coverage. Probopass never checks Ground and Fighting types, so I had to edit that as well.
 

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