Carracosta

Pokedots

How should I live to be happy
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6th Gen:

[OVERVIEW]

A solid typing combined with excellent physical bulk lets Carracosta check Archeops, Scyther, Normal-types, Fire-types, and various other physical attackers. Solid Rock further enhances its defensive capabilities, allowing it to take weak or non-STAB super effective moves with ease. Carracosta also boasts access to the coveted Shell Smash, the best setup move in the game, which it finds ample opportunity to use due to its aforementioned qualities. Shell Smash pairs well with Carracosta's high Attack and decent Special Attack stats, as it is able to attack with boosted physical or special hits to surprise its checks and counters. Carracosta isn't perfect, however; its low Speed stat means that it can't outspeed much of anything, and even at +2 it's not that fast and is reliant on Aqua Jet. A low Special Defense stat makes Carracosta struggle to check most moderately strong special attackers. For all its advantages, its typing leaves it weak to several common types, most notably giving it an exploitable 4x weakness to Grass and a susceptibility to Fighting- and Electric-types. Carracosta also faces competition from Barbaracle as a physical Shell Smash user, as Barbaracle has important niches in its wide coverage, Tough Claws, and, most importantly, a higher Speed stat that lets it outspeed most Choice Scarf users.

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Scald
move 3: Rock Slide
move 4: Knock Off / Toxic / Protect / Aqua Jet
item: Leftovers
ability: Solid Rock
nature: Relaxed
evs: 252 HP / 192 Def / 64 SpD


[SET COMMENTS]
Moves
========

Stealth Rock is one of the best moves in the game and Carracosta is one of its better setters, finding ample opportunities to set it up and having decent matchups against most spinners and Defoggers. Scald has decent power and has a high chance to burn the foe, severely crippling physical attackers and wearing down otherwise hard counters to Carracosta such as Vileplume and Torterra. Rock Slide hits from Carracosta's higher Attack stat and has solid coverage alongside Scald, and it has higher accuracy and PP than Stone Edge. It also smacks Xatu, which might want to try to bounce back Carracosta's Stealth Rock. Carracosta has a very versatile last slot. Knock Off removes items and cripples switch-ins such as Tangela. Toxic statuses switch-ins and helps Carracosta more quickly wear down the foe. Protect gives Carracosta a little extra HP from Leftovers, gains an extra turn for burn damage on the foe, and lets Carracosta scout Choice-locked Pokemon such as Sawk and Mesprit. Aqua Jet picks off weakened foes and Pokemon weak to it, notably allowing Carracosta to hit Double Dance Rhydon, as well as Fire-types before they can KO Carracosta with a Grass-type coverage move, but is generally very weak. Stone Edge can be used over Rock Slide, as it hits harder in general and, in particular, OHKOes Pyroar after one round of Life Orb recoil.

Set Details
========

The spread and a boosting nature make Carracosta ridiculously physically bulky, and the Special Defense investment ensures Carracosta can avoid an OHKO from Life Orb Pyroar's Hidden Power Grass. Relaxed is chosen as to not weaken Carracosta's attacking options, and Carracosta is exceedingly slow anyways. A spread of 252 HP / 92 Def / 168 SpD lets Carracosta take special attacks significantly better, specifically allowing it to take a Life Orb Pyroar's Hidden Power Grass after Stealth Rock. Solid Rock lets Carracosta take non-STAB physical super effective moves, notably Earthquake coverage, much better.

Usage Tips
========

Come in on the Normal-, Flying-, and Fire-types, such as Kangaskhan, Archeops, and Choice Specs Pyroar, and various other physical attackers that Carracosta walls throughout the game. Set up Stealth Rock early-game, unless the opponent has Prinplup or any other entry hazard remover that beats Carracosta, against which it's better for Carracosta to cripple them as they switch in with Toxic, Knock Off, or even a Scald burn. If the opponent has a Xatu and they are aware this is defensive Carracosta, go for Rock Slide or Scald if predicting it to switch in to bounce back Stealth Rock. Scald is Carracosta's most spammable move due to its burn chance, allowing Carracosta to wear down even otherwise hard counters such as Vileplume and Tangela. Knock Off and Toxic are similarly spammable if Carracosta runs them, as they severely cripple most common switch-ins. Use Protect when in against Choice-locked Pokemon such as Sawk and Mesprit to see which move they use, and then switch or stay in accordingly. If running Aqua Jet, Carracosta can be used as a revenge killer for Pokemon weak to the move or low on health. Due to its lack of reliable recovery, be careful switching in if Carracosta is needed for another threat, as, for example, the Fire-types it checks can severely weaken if not outright KO it with super effective coverage.

Team Options
========

A check to Grass-types is a mandatory partner for Carracosta, with Xatu, Scyther, Ice-types, Poison-types, and Fire-types all working well as partners. Garbodor or Roselia also forms an entry hazard-stacking core with Carracosta, with the former being an overall better Grass and Fighting check and the latter being a check to the Water-, Electric-, and Ground-types that trouble Carracosta. Most Grass-types make quick work of the Water-, Electric-, and Ground-types that wall or threaten Carracosta, and in return it takes on Flying- and Fire-types for them. Thanks to its access to Freeze-Dry and great special bulk, Cryogonal also serves as a solid answer to the aforementioned threats to Carracosta. Psychic-, Flying-, Poison-, and Ghost-types can check or counter Fighting-types, which can severely dent if not outright KO Carracosta with their STAB moves. Pokemon such as Klinklang and Electric-types appreciate Carracosta's ability to cripple the likes of Quagsire and Grass-types with Toxic, Scald burns, and Knock Off. Due to Carracosta's passivity, it gives common sweepers a lot of setup opportunities, making answers to the likes of Malamar, Gurdurr, and Calm Mind Psychic-types, such as Scyther and Signal Beam Psychic-types, very welcome partners.

[SET]
name: Physical Shell Smash
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Waterfall
item: Life Orb / Lum Berry
ability: Solid Rock
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
========

Shell Smash is the best boosting move in the game, boosting Carracosta's bad Speed to solid levels and making its already good attacking stats even more powerful. Aqua Jet helps remedy Carracosta's bad Speed and allows it to KO weakened Choice Scarf users and faster Pokemon at +2. Stone Edge is Carracosta's most powerful physical STAB move and has decent coverage with Water, hitting Grass- and opposing Water-types. Waterfall is significantly more powerful than Aqua Jet and has perfect accuracy, unlike Stone Edge. Ice Beam is a good option over Waterfall to nail Carracosta's physically defensive Grass-type answers, such as Torterra and Tangela, and can allow Carracosta to act as a lure for its teammates.

Set Details
========

Carracosta's spread is standard for an offensive sweeper. Jolly allows Carracosta to outspeed everything up to Tauros and Jumpluff at +2, while Adamant significantly increases its power and outspeeds everything up to Swanna. Jolly also allows Carracosta to use Aqua Jet on Liepard before it can Encore Carracosta into Shell Smash. A Naughty or Naive nature should be run if Carracosta is running Ice Beam, however. Solid Rock lets Carracosta take non-STAB super effective physical attacks, such as Archeops's Earthquake, with greater ease and generally helps Carracosta set up more easily. Life Orb makes Carracosta incredibly strong, especially after a Shell Smash boost. Lum Berry, on the other hand, lets Carracosta set up against status users.

Usage Tips
========

Early-game, Carracosta can come in to check Pokemon such as Tauros and Archeops, in addition to most physical attackers that can't hit it with a super effective STAB move. However, Carracosta has to be mindful of its HP if it wants to sweep, and it should generally be saved for late-game if it is your primary win condition, unless it is paired with Healing Wish support. If the opponent has a counter to Carracosta, such as Poliwrath or Torterra, it's best to double switch to a teammate in order to force the foe to take entry hazard damage and to put Carracosta in a more favorable position. Aqua Jet lets Carracosta pick off Pokemon weak to the move or low on health throughout the match. Set up Shell Smash on Pokemon that can't do too much to Carracosta, such as Tauros and Archeops, when Choice Scarf users are in +2 Aqua Jet range and Carracosta's checks have been worn down.

Team Options
========

Entry hazards make Carracosta's job of sweeping significantly easier by wearing down anything that can take a +2 hit, such as Tangela and non-RestTalk Poliwrath; Garbodor and Cacturne are both very good hazard setters that pair decently with Carracosta. Flying-, Poison-, Ice-, and Fire-types that check Grass-types are mandatory partners, with all of them having decent offensive or defensive synergy with Carracosta. Garbodor, in particular, also sets up deeply appreciated entry hazards, while both Articuno and Cryogonal also double as counters to Quagsire. Grass-types are excellent checks or counters to the Water- and Electric-types Carracosta struggles against, especially Quagsire, and in return Carracosta can handle Fire- and Flying-types for them. Choice Scarf Lilligant in particular can also use Healing Wish to return Carracosta back to full health and give it an opportunity to sweep. Poison- and Psychic-types help Carracosta against the troublesome Fighting-types it struggles against, particularly Gurdurr. Physical wallbreakers such as Tauros, Mawile, and Zangoose wear down if not outright beat physical walls inhibiting Carracosta, such as Poliwrath, Weezing, Ferroseed, and the aforementioned Quagsire, with their powerful STAB moves and coverage. Healing Wish users such as Mesprit, Audino, Lilligant, and Musharna allow Carracosta to do work early-game and still be able to sweep late-game.

[SET]
name: Special Shell Smash
move 1: Shell Smash
move 2: Hydro Pump
move 3: Ice Beam
move 4: Hidden Power Grass / Focus Blast
item: Life Orb
ability: Solid Rock
nature: Timid
evs: 252 SpA / 252 Spe / 4 Def

[SET COMMENTS]
Moves
========

Shell Smash boosts Carracosta's average Special Attack and bad Speed to dangerous levels and allows it to sweep. Hydro Pump is Carracosta's strongest move and its main damage source. Ice Beam hits Grass-types super effectively, luring Pokemon that would usually check Carracosta such as Tangela, Torterra, and Gourgeist. Hidden Power Grass rounds out Carracosta's coverage nicely and hits Water-types such as Quagsire, Poliwrath, and Lanturn. Focus Blast allows Carracosta to get past Ferroseed, in addition to hitting most Water-types about as hard as a super effective Hidden Power Grass, though it has terrible accuracy. It also hits Cryogonal super effectively. Stone Edge helps against specially defensive walls, notably Lanturn, Cryogonal, and Mantine.

Set Details
========

This is a standard offensive spread, with a Timid nature letting Carracosta outspeed everything up to base 110 Speed Pokemon, but note that you should run Naive if running Stone Edge. Solid Rock eases setup by letting Carracosta take super effective coverage from physical attackers better. Life Orb gives Carracosta a much-needed boost in power, letting it 2HKO Vileplume with Ice Beam.

Usage Tips
========

Carracosta can be useful early in the game by checking Pokemon such as Tauros and Archeops and forcing out the likes of Pyroar or Magmortar by bluffing Aqua Jet. This can critically wear down Carracosta over time, however, keeping it from sweeping late-game, so if Carracosta is your main win condition, save it for later in the game. If it is not your win condition, however, Carracosta can act as a early- and mid-game wallbreaker by spamming its powerful Hydro Pump and hitting physical Carracosta's common switch-ins, such as Torterra, Quagsire, and Ferroseed, with a super effective coverage move, weakening them for a teammate to sweep. Using Shell Smash early further increases Carracosta's wallbreaking potential by allowing Carracosta to plow through opposing teams for another sweeper, and generally eases prediction when choosing which coverage move to go for when Carracosta forces something out. Late-game, once Carracosta's checks and counters have been worn down, set up Shell Smash against a foe that it checks, such as Tauros, to sweep.

Team Options
========

Special Carracosta works best as a lure for its typical answers, so Pokemon that want them gone are its best teammates. Klinklang, Electric-types, and Samurott appreciate Carracosta's ability to lure Grass-types, bulky Water-types, Quagsire, Gurdurr, or even just physical walls in general. Entry hazards wear down the bulky Water-types, most importantly Lanturn, every time they come in to check or counter Carracosta, eventually putting them in range of a +2 attack. Garbodor sets both Spikes and Toxic Spikes and has particularly good synergy with Carracosta due to its resistances to Grass and Fighting, though other hazard setters work just fine. Checks to Grass-types are important partners due to Grass-types' ability to either take an unboosted Ice Beam or outspeed Carracosta, with the likes of Fletchinder, Cryogonal, and Articuno being solid partners. A check to the Water-types that check Carracosta is also important; Grass-types such as Ludicolo and Ferroseed, Cryogonal, Articuno, and Electric-types pair well with it.

[STRATEGY COMMENTS]
Other Options
=============

An offensive Stealth Rock set still has plenty of opportunities to set it up, has an excellent matchup against Xatu, spinners, and Defoggers, and functions as as a powerful bulky attacker. White Herb allows Carracosta to retain its bulk after setting up and makes it less susceptible to priority, but it comes at the significant cost of Life Orb's power boost. Superpower or Zen Headbutt can be used on the physical Shell Smash set to beat Ferroseed or Gurdurr and Poliwrath, respectively. Weakness Policy gives Carracosta a ridiculous power boost combined with Shell Smash, and it pairs nicely with both Solid Rock, Sturdy, and Carracosta's many common weaknesses. However, this strategy is rather unreliable, and Carracosta will more consistently benefit from other items.


Checks & Counters
===================

**Grass-types**: Most Grass-types can come in with relative ease as Carracosta goes for a Water-type move, outspeed, and OHKO with their STAB move. After a Shell Smash, however, only very physically bulky Grass-types, such as Tangela, Leafeon, and Ferroseed, can survive a +2 Stone Edge, though the former two are beaten by Ice Beam variants of Carracosta.

**Bulky Water-types**: Bulky Water-types can usually take even a boosted Stone Edge and severely weaken if not outright beat Carracosta with Scald or even a super effective secondary STAB or coverage move. Poliwrath and Quagsire in particular counter most sets, with the former resisting both of Carracosta's STAB moves and having access to Vacuum Wave and the latter simply ignoring any boosts because of Unaware, though Poliwrath is OHKOed by the occasional +2 Zen Headbutt, and they both fear the special set.

**Gurdurr**: At high health and with its Eviolite intact, Gurdurr can take even a +2 Life Orb Waterfall from Carracosta and KO it at -1 after some prior damage with Drain Punch or even just revenge kill Carracosta instantly with Mach Punch if Carracosta's HP is under 45%. Gurdurr fares even better against the defensive set, as it's not afraid of Scald due to Guts, though it hates having its Eviolite Knocked Off. Gurdurr loses to the special set and the occasional Zen Headbutt, however.

**Fast Pokemon and Choice Scarf Users**: Due to Carracosta's extremely low Speed stat, it is outsped even at +2 by Pokemon with a Speed stat higher than 98 if Adamant or 110 if Jolly or Timid, which includes basically all common Choice Scarf users, Floatzel, and Zebstrika. However, Aqua Jet bypasses their higher Speed and can KO weakened foes or those hit super effectively by it. Choice Scarf Lilligant and Jynx get special mentions due to their resistance and immunity to Aqua Jet, respectively.

**Super Effective Coverage Moves**: Grass- and Electric-type coverage allows Fire-types that would otherwise be walled by Carracosta, such as Pyroar and Magmortar, to beat it as it comes in; however, Aqua Jet can KO them before they can attack. Physical super effective coverage moves, such as Earthquake from Tauros and Archeops, on the other hand, don't deal much damage due to Solid Rock and Carracosta's high physical defense.
 
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Pokedots

How should I live to be happy
is a Contributor Alumnus
Unsure of whether mixed is worth its own set or if it should simply be slashed with the standard Shell Smash. Also I'm sure there's a more efficient wall Carracosta spread, so any suggestiongs are appreciated :)
 

nv

The Lost Age
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Unsure of whether mixed is worth its own set or if it should simply be slashed with the standard Shell Smash. Also I'm sure there's a more efficient wall Carracosta spread, so any suggestiongs are appreciated :)
Imo Mixed is a p cool set as it has more powerful coverage on the special side with things like Ice Beam, Earth Power, and Focus Blast, but it does have access to things like EQ, Knock Off, and Zen Headbutt on the physical side. I would just mention the special options in the Set Details tbh.

Now onto the Turtle Tank EV Spread, there are a bunch of spreads I have tried but the one I like personally is a more SpD spread just because Carracosta can be a nice Pyroar check since it resists both STABs, so the spread I like is 248 HP / 92 Def / 168 SpD with a Relaxed nature to allow Carracosta to avoid any chance of OHKO from HP Grass on Pyroar, if your opponent is smart, after Stealth Rock while also still tanking a lot of the physical hits it already takes on.

vs. Archeops:

252 Atk Archeops Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 102-121 (28.9 - 34.3%) -- 4.4% chance to 3HKO after Stealth Rock and Leftovers recovery

252 Atk Archeops Earthquake vs. 248 HP / 92+ Def Solid Rock Carracosta: 115-136 (32.7 - 38.7%) -- 99.8% chance to 3HKO after Stealth Rock and Leftovers recovery

(Just remember Defeatist means it won't hit as hard after a Scald / Rock Slide)

0 SpA Carracosta Scald vs. 0 HP / 4 SpD Archeops: 210-248 (72.1 - 85.2%) -- 68.8% chance to OHKO after Stealth Rock

0 Atk Carracosta Rock Slide vs. 0 HP / 0 Def Archeops: 246-290 (84.5 - 99.6%) -- guaranteed OHKO after Stealth Rock

vs. Sneasel:

252 Atk Choice Band Sneasel Knock Off (97.5 BP) vs. 252 HP / 252+ Def Carracosta: 112-133 (31.8 - 37.7%) -- 93% chance to 3HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Sneasel Knock Off (97.5 BP) vs. 248 HP / 92+ Def Carracosta: 127-150 (36.1 - 42.7%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Sneasel: 278-330 (110.7 - 131.4%) -- guaranteed OHKO

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Eviolite Sneasel: 186-222 (74.1 - 88.4%) -- 87.5% chance to OHKO after Stealth Rock

vs. Pyroar:

252 SpA Life Orb Pyroar Hidden Power Grass vs. 252 HP / 4 SpD Solid Rock Carracosta: 320-378 (90.9 - 107.3%) -- guaranteed OHKO after Stealth Rock

252 SpA Life Orb Pyroar Hidden Power Grass vs. 248 HP / 168 SpD Solid Rock Carracosta: 257-304 (73.2 - 86.6%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Carracosta Scald vs. 0 HP / 0 SpD Pyroar: 206-246 (65.8 - 78.5%) -- 25% chance to OHKO after Stealth Rock

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Pyroar: 224-266 (71.5 - 84.9%) -- 75% chance to OHKO after Stealth Rock

vs. Kangaskhan:

252+ Atk Kangaskhan Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 85-102 (24.1 - 28.9%) -- 47.9% chance to 4HKO after Stealth Rock and Leftovers recovery

252+ Atk Kangaskhan Earthquake vs. 248 HP / 92+ Def Solid Rock Carracosta: 96-114 (27.3 - 32.4%) -- guaranteed 4HKO after Stealth Rock and Leftovers recovery

vs. Tauros:

252 Atk Life Orb Tauros Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 105-125 (29.8 - 35.5%) -- 21.5% chance to 3HKO after Stealth Rock and Leftovers recovery

252 Atk Life Orb Tauros Earthquake vs. 248 HP / 92+ Def Solid Rock Carracosta: 119-140 (33.9 - 39.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

vs. Zangoose:

252+ Atk Toxic Boost Zangoose Close Combat vs. 252 HP / 252+ Def Solid Rock Carracosta: 175-207 (49.7 - 58.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Toxic Boost Zangoose Close Combat vs. 248 HP / 92+ Def Solid Rock Carracosta: 195-231 (55.5 - 65.8%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

vs. Scyther:

252 Atk Choice Band Technician Scyther Bug Bite vs. 252 HP / 252+ Def Carracosta: 117-138 (33.2 - 39.2%) -- 100% chance to 3HKO after Stealth Rock and Leftovers recovery

252 Atk Choice Band Technician Scyther Bug Bite vs. 248 HP / 92+ Def Carracosta: 130-154 (37 - 43.8%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Scyther: 412-492 (146.6 - 175%) -- guaranteed OHKO

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Eviolite Scyther: 276-328 (98.2 - 116.7%) -- 81.3% chance to OHKO

vs. Lanturn:

0 SpA Lanturn Volt Switch vs. 252 HP / 4 SpD Solid Rock Carracosta: 127-153 (36 - 43.4%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

0 SpA Lanturn Volt Switch vs. 248 HP / 168 SpD Solid Rock Carracosta: 103-123 (29.3 - 35%) -- 13.3% chance to 3HKO after Stealth Rock and Leftovers recovery

vs. Rhydon:

252+ Atk Rhydon Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 159-189 (45.1 - 53.6%) -- 89.8% chance to 2HKO after Stealth Rock and Leftovers recovery

252+ Atk Rhydon Earthquake vs. 248 HP / 92+ Def Solid Rock Carracosta: 177-211 (50.4 - 60.1%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 SpA Carracosta Scald vs. 4 HP / 0 SpD Eviolite Rhydon: 372-436 (105.6 - 123.8%) -- guaranteed OHKO

16+ Atk Rhydon Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 135-159 (38.3 - 45.1%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

16+ Atk Rhydon Earthquake vs. 252 HP / 92+ Def Solid Rock Carracosta: 150-177 (42.6 - 50.2%) -- 37.9% chance to 2HKO after Stealth Rock and Leftovers recovery

0 SpA Carracosta Scald vs. 252 HP / 240 SpD Eviolite Rhydon: 252-300 (60.8 - 72.4%) -- guaranteed 2HKO after Stealth Rock

vs. Rotom-Fan:

252 SpA Rotom-S Thunderbolt vs. 252 HP / 4 SpD Solid Rock Carracosta: 267-316 (75.8 - 89.7%) -- 18.8% chance to OHKO after Stealth Rock

252 SpA Rotom-S Thunderbolt vs. 248 HP / 168 SpD Solid Rock Carracosta: 216-256 (61.5 - 72.9%) -- guaranteed 2HKO after Stealth Rock and Leftovers recovery

0 Atk Carracosta Rock Slide vs. 0 HP / 4 Def Rotom-S: 164-194 (68 - 80.4%) -- 43.8% chance to OHKO after Stealth Rock

vs. Samurott:

+2 252+ Atk Samurott Waterfall vs. 252 HP / 252+ Def Carracosta: 141-166 (40 - 47.1%) -- 0.4% chance to 2HKO after Stealth Rock and Leftovers recovery

+2 252+ Atk Samurott Waterfall vs. 248 HP / 92+ Def Carracosta: 159-187 (45.2 - 53.2%) -- 89.5% chance to 2HKO after Stealth Rock and Leftovers recovery

vs. Sandslash:

252+ Atk Sandslash Earthquake vs. 252 HP / 252+ Def Solid Rock Carracosta: 132-157 (37.5 - 44.6%) -- guaranteed 3HKO after Stealth Rock and Leftovers recovery

252+ Atk Sandslash Earthquake vs. 248 HP / 92+ Def Solid Rock Carracosta: 150-177 (42.7 - 50.4%) -- 40.2% chance to 2HKO after Stealth Rock and Leftovers recovery

0 SpA Carracosta Scald vs. 172 HP / 0 SpD Sandslash: 236-282 (70.6 - 84.4%) -- guaranteed 2HKO after Stealth Rock


So at least this spread should get a mention in Set Details, but I like it for the main spread as it still walls what it needs to wall while taking on special attackers nicely as well thanks to the investment plus Solid Rock. Also I would vote that Knock Off be the main slash in the 4th moveslot as it is a good utility move even if it doesn't hit hard and Aqua Jet should be left off.

EDIT: I would also add Gurdurr to C&C as while most Fighting-types are crippled by Scald, Gurdurr actually enjoys the burn as it boosts its Attack thanks to Guts.

EDIT 2: Just fyi not QC lol.
 
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Pokedots

How should I live to be happy
is a Contributor Alumnus
Ready for QC. C&C could maybe use some expanding, though atm it covers basically everything I can think of rn
 

scorpdestroyer

it's a skorupi egg
is a Tiering Contributor Alumnusis a Top Contributor Alumnus
I'm probably not the best person to comment on the mixed set since I haven't used it but in theory it seems good enough for a set. I don't mind either way. Blastral has used it quite a bit afaik, he can give input

SHELL SMASH

UT:
- making Tangela take hazard damage by double switching is useless because of regenerator, change to Torterra or Poliwrath or something

TANK

Moves:
- Mention that Aqua Jet is really weak, doesn't always KO Pyroar after SR and LO recoil for example
- you mention that Knock Off removes Magneton's only form of recovery but no Magnet runs Leftovers

Set Details:
- I'd rather you not mention Carracosta living HP Grasses. With the current spread Carracosta is always OHKOed by Pyroar's HP Grass after SR anyway

Usage Tips:
- I wouldn't say Vileplume and Tangela are "crippled" by Scald, you could say it helps to wear them down

Not stamping until we decide the placement of mixed

Edit @ below: sturdy should still be in OO cos sturdy + WP is more reliable than solid rock and lets you break stuff early game. Neutral on defensive set being placed first
 
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scorpdestroyer sniped me
suggestions \/

rock polish carracosta

6th Gen:

[OVERVIEW]


  • Solid typing and excellent physical bulk let it check Archeops, Sneasel, Scyther, Normal-types, Fire-types, and various other physical attackers
  • Access to Shell Smash, the best boosting move in the game
  • High attack, combined with decently BP moves in Stone Edge and Waterfall, and a solid Special Attack stat
  • Solid Rock is very helpful both in setting up and allowing it to wall even more Pokemon
  • Aqua Jet somewhat remedies its low Speed stat, and helps pick off weakened foes
  • Very slow, meaning it's not that fast even after a Shell Smash boost and is reliant on Aqua Jet
  • Meh special defense
  • Weak to several common types, most prominently a 4x weakness to Grass
  • Direct from competition from Barbaracle, as while Carracosta generally outclasses it, Barbaracle has important niches in its wide coverage, Tough Claws, and, probably most importantly, a higher speed stat that lets it outspeed most Choice Scarf users. Kabutops also gives Carracosta competition because of its access to Rapid Spin and much higher speed stat
[SET]
name: Shell Smash
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Waterfall
ability: Solid Rock
item: Life Orb / White Herb
evs: 252 Atk / 4 Def / 252 Spe
nature: Adamant / Jolly

[SET COMMENTS]
Moves
========


  • Shell Smash is the best boosting move in the game, boosting Carracosta's bad speed to solid levels and making its already good attacking stats even more powerful
  • Aqua Jet helps remedy Carracosta's bad speed and allows it to KO weakened Scarf users and faster Pokemon at +2
  • Stone Edge is Carracosta's most powerful physical STAB move and has decent coverage with Water, hitting Grass- and opposing Water-types
  • Waterfall is significantly more powerful than Aqua Jet and has perfect accuracy, unlike Stone Edge
  • Ice Beam is an option over Waterfall to nail Carracosta's physically defensive Grass-type answers, such as Leafeon and Tangela

Set Details
========


  • Max attack maximizes power
  • Max speed lets Carracosta outspeed everything up to base 98 Pokemon after a Shell Smash boost if Adamant, or Jumpluff and Tauros if Jolly, though it sacrifices a significant amount of power
mention that Jolly lets you outpace Liepard at +2 so you can AJ before they encore you, which is the main reason to use jolly
  • Solid Rock lets it take non-STAB super effective physical attacks, such as Archeops's Earthquake, with greater ease and generally helps Carracosta set up more easily
  • Life Orb makes Carracosta incredibly strong, especially after a Shell Smash boost, while White Herb sacrifices a lot of power, such as the ability to OHKO Vileplume at +2 with Stone Edge after Stealth Rock, to allow Carracosta to retain its bulk after setting up
  • A Naughty or Naive nature should be run if Carracosta is running Ice Beam

Usage Tips
========


  • Carracosta can come in with relative ease on Flying-, Normal-, and Fire-type moves such as Archeops, Kangaskhan, and Pyroar and force them out
  • Very good physical bulk, even uninvested, also lets Carracosta check most physical attackers that can't hit it with a super effective STAB move, though it prefers to not directly switch into them if it wants to attempt a sweep later in the game
  • Early game, it's best to double switch to a teammate if the opponent has a counter to Carracosta, such as Quagsire and Tangela, to force them to take hazard damage and put yourself in more favorable position
i dont think its necessary to talk about doubling to wear down counters because Tangela has regen and quag has reliable recovery
  • Aqua Jet lets Carracosta pick off Pokemon weak to the move or low on health throughout the match
  • Unless Carracosta is needed to weaken a certain threat for a teammate, it's generally best to save it for late game, when Choice Scarf users are in +2 Aqua Jet range and Carracosta's checks have been worn down
  • Set up Shell Smash on Pokemon that can't do much to you, preferably physical attackers, when Carracosta can sweep
Team Options
========


  • Hazards make Carracosta's job of sweeping significantly easier by wearing down anything that can take a +2 hit; Garbodor, Crustle, and Cacturne are all very good hazard setters that pair decently with Carracosta
  • Flying-, Poison, Ice, and Fire-types that check Grass-types are mandatory partners, with all of them having decent offensive or defensive synergy with Carracosta. Garbodor, in particular, also sets up deeply appreciated hazards, while both Articuno and Cryogonal also double as counters to Quagsire
  • Grass-types are excellent checks or counters to the Water- and Electric-types Carracosta struggles against, especially Quagsire, and in return Carracosta can handle Fire-types, Xatu, and Sneasel for them. Choice Scarf Lilligant particularly can Healing Wish Carracosta back to health and give it an opportunity to sweep
  • Poison- and Psychic-types help Carracosta against the troublesome Fighting-types it struggles against, particularly Gurdurr
  • Physical wallbreakers such as Tauros, Mawile, and Zangoose wear down if not outright beat physical walls inhibiting Carracosta, such as Poliwrath, Weezing, Ferroseed, and the aforementioned Quagsire, with their powerful STAB moves and coverage

[SET]
name: Turtle Tank
move 1: Stealth Rock
move 2: Scald
move 3: Rock Slide
move 4: Aqua Jet / Toxic / Knock Off
ability: Solid Rock
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Relaxed

knock off should be 1st slash imo because of the utility it has in knocking off stuff like Tauros LO or sneasel CB, jet should prolly be last because of how weak it is.

[SET COMMENTS]
Moves
========


  • Stealth Rock is the best move in the game and Carracosta is a good setter, finding ample opportunities to set it up and having decent match-ups against most spinners and defoggers
  • Scald has a fairly high chance to burn the foe, which helps is very useful in most occasions, and is generally a nice STAB move
  • Rock Slide hits from Carracosta's higher Attack stat and has solid coverage alongside Scald, and has higher accuracy and PP than Stone Edge. It also smacks Xatus who might want to try to bounce back Carracosta's Stealth Rock
  • Aqua Jet picks off weakened opponents and Pokemon weak to it, notably allowing Carracosta to hit Fire-types before they can kill it with a Grass-type coverage move
  • Toxic cripples switch-ins and helps Carracosta more quickly wear down the foe
  • Knock Off removes items, severely crippling switch-ins such as Magneton or Tangela by removing their only form of recovery or their Eviolite, respectively

Set Details
========


  • The spread and a boosting nature maximize Carracosta's excellent defense
  • Relaxed is chosen as to not weaken Carracosta's attacking options on either side, and Carracosta is exceedingly slow anyways
  • A spread of 252 HP / 92 Def / 168 SpD lets Carracosta take attacks significantly better, letting it more easily check Fire-types while still retaining a lot of physical bulk
  • Solid Rock lets it take non-STAB physical super effective moves much better, in addition to allowing it to survive random Hidden Power Grasses
Usage Tips
========


  • Come in on the Normal-, Flying-, and Fire-types and various other physical attackers that Carracosta walls throughout the game
  • Set up Stealth Rock early game, unless the opponent has Prinplup or any other hazard-remover that beats Carracosta, against which it's better for it to cripple them as they switch in with Toxic, Knock Off, or even a Scald burn.
  • If the opponent has a Xatu and they are aware this is defensive Carracosta, go for Rock Slide or Scald if predicting it to switch in to bounce back Stealth Rock
  • Scald is Carracosta's most spammable move due to its burn chance, crippling even otherwise hard counters such as Vileplume and Tangela
  • Knock Off and Toxic are similarly spammable if Carracosta runs them, as they severely cripple most common switch-ins, such as Quagsire, Magneton, and Grass-types.
remove magneton from the examples of mons knock off cripples because it doesnt really cripple it.
  • If running Aqua Jet, Carracosta can be used as a revenge killer for Pokemon weak to the move or low on health
  • Due to its lack of reliable recovery, be careful switching in if Carracosta is needed for another threat, as, for example, Fire-types it checks can severely weaken if not outright KO it with Grass coverage

Team Options
========


  • A check to Grass-types is a mandatory partner for Carracosta, with Xatu, Scyther, Ice-types, Poison-types, and Fire-types all working as partners. Garbodor or Roselia also form a hazard-stacking core with Carracosta, with the former being an overall better Grass and Fighting check and the latter being a check to the Water-, Electric-, and Ground-types that trouble Carracosta
  • Most Grass-types make quick work of the Water-, Electric-, and Ground-types that wall or threaten Carracosta, and in return it takes on Flying- and Fire-types and Sneasel for them. Thanks to its access to Freeze Dry and great special bulk, Cryogonal also serves as a solid answer to the aforementioned threats to Carracosta
  • Psychic-, Flying-, Poison-, and Ghost-types can check or counter Fighting-types, which can severely dent if not outright KO Carracosta with their STAB moves
  • Pokemon such as Klinklang and Electric-types appreciate Carracosta's ability to cripple the likes of Quagsire and Grass-types with Toxic or Knock Off

[STRATEGY COMMENTS]
Other Options
=============


  • Specially-based mixed or fully special Shell Smash with Hydro Pump | Ice Beam | Focus Blast, Hidden Power Grass, or Stone Edge, and lets Carracosta beat typical answers to the standard set, such as Tangela, Quagsire, and Ferroseed, though this set faces some competition from Gorebyss
  • Superpower on the Shell Smash set for Ferroseed
  • Weakness Policy + Sturdy
Zen Headbutt in OO to hit Gurdurr, poliwrath, weezing and guarantee the OHKO on plume from full which edge doesnt do. Also remove sturdy from weakness policy because solid rock WP works too.


Checks & Counters
===================


  • **Grass-types**: Most Grass-types can come in with relative ease as Carracosta goes for a Water-type move, outspeed, and OHKO with their STAB move. After a Shell Smash, however, only very physically bulky Grass-types, such as Tangela, Leafeon, and Ferroseed, can survive a +2 Stone Edge, though the former two are beaten by Ice Beam variants of Carracosta
  • **Bulky Water-types**: Bulky Water types can usually take even a boosted Stone Edge and severely weaken if not outright beat Carracosta with Scald or even a super effective secondary STAB or coverage move. Poliwrath and Quagsire in particular counter most sets, with the former resisting both of Carracosta's STAB moves and the latter simply ignoring any boosts because of Unaware
  • **Gurdurr**: Gurdurr can take even a +2 Life Orb Waterfall from Carracosta at high health and with its Eviolite intact, and KO it at -1 after some prior damage with Drain Punch, or even just revenge kill Carracosta before it can attack with Mach Punch if its HP is under 45%. Gurdurr fares even better against the defensive set, as it's not afraid of Scald due to Guts, though it hates having its Eviolite Knocked Off
  • **Fast Pokemon and Choice Scarf Users**: Due to Carracosta's extremely low Speed stat, it is outsped even at +2 by Pokemon with a higher speed stat than 98 if Adamant or 110 if Jolly, which includes basically all common Choice Scarf users. However, Aqua Jet bypasses their higher speed and can KO weakened foes or those hit super effectlvely by it. Choice Scarf Lilligant and Jynx get special mentions due to their resistance and immunity to Aqua Jet, respectively
  • **Super Effective Coverage Moves**: Grass- and Fighting-type coverage allows Fire-types that would otherwise be walled by Carracosta to beat it as it comes in, however Aqua Jet can KO them before they can attack. Physical super effective coverage moves, on the other hand, don't deal much damage due to Solid Rock and Carracosta's high physical defense
also we might need some more discussion from other QCs but i think that the defensive set should prolly be the 1st set b/c of how good it is rn at checking all sorts of common threats in the meta. plus barbaracle is kind of a better smasher because of it's speed and great neutral coverage with return.

lmk what you think
 

boltsandbombers

i'm sorry mr. man
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Make defensive set first, its easily the best in practice and on paper.
Unbold all the bolded parts.
I disagree with having knock be the first slash on defensive, Aqua Jet seems more useful to me, but knock seems better than Toxic.

edit: fair enough, good points
 
Last edited:
0 attack jet is doing literally dick all to anything.

0 Atk Carracosta Aqua Jet vs. 4 HP / 0 Def Eviolite Rhydon: 108-132 (30.6 - 37.5%) -- 67% chance to 3HKO

0 Atk Carracosta Aqua Jet vs. 0 HP / 4 Def Pyroar: 120-144 (38.3 - 46%) -- guaranteed 3HKO

It doesnt revenge anything relevant at all and knock off has way more utility throughoit the game because it can cripple mons that rely on their item as opposed to aqua jet which only has utility if mons that are 4x and 2x weak respectively are at <40%
 

Pokedots

How should I live to be happy
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Made basically all the suggested changes scorpdestroyer Can-Eh-Dian boltsandbombers. Tbh I don't think mixed deserves its own set, not because it's not good enough but because it isn't all that different from the standard smash set, it just plays somewhat differently and can be used as a lure for a teammate. I can definitely make a bigger mention of it though
 
Remove Kabu from the Overview because they are 2 completely different mons outside of the typing and arent really comparable imo.

Lum berry as a slash on Shell Smash because setting up on stuff with Wisp or T-Wave Xatu is cool.

Implement the stuff i mentioned in my previous post about jolly costa and ZHB in OO.

Do that and QC 1/3
[Insert cool QC badge here]
 

Blast

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yeah I used mixed Smash a lot in the past. Great set, but I think it's too niche compared to standard physical to get an analysis in this meta. Ultimately just depends on how important you think luring phdef stuff is, but idt it's too necessary right now

Remove White Herb from Smash, it's not as useful compared to LO or Lum. Also Jolly should be first slash imo, it's pretty nice to be able to outspeed and kill Scyther and Tauros at full so they don't do a fuckton with EQ or CB U-turn
 

Pokedots

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yeah I used mixed Smash a lot in the past. Great set, but I think it's too niche compared to standard physical to get an analysis in this meta. Ultimately just depends on how important you think luring phdef stuff is, but idt it's too necessary right now

Remove White Herb from Smash, it's not as useful compared to LO or Lum. Also Jolly should be first slash imo, it's pretty nice to be able to outspeed and kill Scyther and Tauros at full so they don't do a fuckton with EQ or CB U-turn
Removed White Herb, but want a little more input before making Jolly the first slash. I'm fairly neutral, though I typically run Adamant
 
- change the order for the nature on the shell smash set to jolly / adamant as jolly outspeeds base 110's which is especially crucial for taking down things like Tauros.

- under set details for the shell smash set, you dont need to mention Xatu. Just say, lum berry increases your set up opportunities because you dont fear status moves such as will-o-wisp or thunder wave.

- cut crustle from team options because it is awful in this meta. Kiyo and hollywood agree.

- Lastly, you should add a full Special Shell Smash set. For example, hollywood recommends smash, hydro, ice beam, hp grass/hp fire.
 
Last edited:

ryan

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specifically, outspeeding Tauros is important because:

+2 252+ Atk Life Orb Carracosta Aqua Jet vs. 0 HP / 0 Def Tauros: 172-203 (59.1 - 69.7%) -- guaranteed 2HKO
+2 252+ Atk Carracosta Aqua Jet vs. 0 HP / 0 Def Tauros: 132-156 (45.3 - 53.6%) -- 34.4% chance to 2HKO
252 Atk Life Orb Tauros Earthquake vs. -1 4 HP / 0 Def Solid Rock Carracosta: 209-246 (72 - 84.8%) -- guaranteed 2HKO

maybe mention Shuca in Set Details. works on Barbaracle, I'm sure it would work on Carracosta.

also the reason why special Smash Carracosta is still good despite being notable weaker than Gorebyss is because 1. most importantly it can check Normal- and Flying-types, Scyther, Sneasel, Tauros, etc. and 2. it can choose its counters with Stone Edge, Ice Beam, Ice Beam, HP Fire, and HP Grass.
 

Blast

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Pokedots please finish the special Smash set

Deslash Ice Beam from physical Smash too, I'm ok with a Moves mention but it shouldn't be a full slash
 

Ares

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comments in bold

rock polish carracosta

6th Gen:

[OVERVIEW]

  • Solid typing and excellent physical bulk let it check Archeops, Sneasel, Scyther, Normal-types, Fire-types, and various other physical attackers
  • Access to Shell Smash, the best boosting move in the game
  • High attack, combined with decently BP moves in Stone Edge and Waterfall, and a solid Special Attack stat this by itself isn't really good, I could just look at its dex entry and get that info. The reason why its good is because it means that costa can go physical or special for its shell smash sets meaning that one "counter" might not actually be a counter making it p scary. Reword this to include relevant info
  • Solid Rock is very helpful both in setting up and allowing it to wall even more Pokemon I'd mention this along with the first point as Solid Rock is relevant to how it can take weak super effective hits and be a more effective wall
  • Aqua Jet somewhat remedies its low Speed stat, and helps pick off weakened foes
  • Very slow, meaning it's not that fast even after a Shell Smash boost and is reliant on Aqua Jet
  • Meh special defense
  • Weak to several common types, most prominently a 4x weakness to Grass
  • Direct from competition from Barbaracle, as Barbaracle has important niches in its wide coverage, Tough Claws, and, probably most importantly, a higher speed stat that lets it outspeed most Choice Scarf users. it only has direct competition from barbaracle as a shell smasher, carracosta is much better as a defensive rock setter.
[SET]
name: Defensive
move 1: Stealth Rock
move 2: Scald
move 3: Rock Slide
move 4: Knock Off / Toxic / Aqua Jet
ability: Solid Rock
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Relaxed

[SET COMMENTS]
Moves
========

  • Stealth Rock is the best move in the game and Carracosta is a good setter, finding ample opportunities to set it up and having decent match-ups against most spinners and defoggers
  • Scald has a fairly high chance to burn the foe, which helps is very useful in most occasions why is it useful? Maybe cause it checks mostly physical attackers and can also help to wear down special attackers switching in, and is generally a nice STAB move
  • Rock Slide hits from Carracosta's higher Attack stat and has solid coverage alongside Scald, and has higher accuracy and PP than Stone Edge. It also smacks Xatus who might want to try to bounce back Carracosta's Stealth Rock
  • Knock Off removes items, severely crippling switch-ins such as Quagsire and Tangela by removing their only form of Quagsire gets recover xd recovery or their Eviolite, respectively
  • Toxic cripples switch-ins and helps Carracosta more quickly wear down the foe
  • Aqua Jet picks off weakened opponents and Pokemon weak to it, notably allowing Carracosta to hit Fire-types before they can kill it with a Grass-type coverage move, but is generally very weak

Set Details
========

  • The spread and a boosting nature maximize Carracosta's excellent defense
  • Relaxed is chosen as to not weaken Carracosta's attacking options on either side, and Carracosta is exceedingly slow anyways
  • A spread of 252 HP / 92 Def / 168 SpD lets Carracosta take attacks significantly better, letting it more easily check Fire-types while still retaining a lot of physical bulk
  • Solid Rock lets it take non-STAB physical super effective moves, notably the common Earthquake coverage, much better

Usage Tips
========

  • Come in on the Normal-, Flying-, and Fire-types and various other physical attackers that Carracosta walls throughout the game such as? gotta list the important ones here
  • Set up Stealth Rock early game, unless the opponent has Prinplup or any other hazard-remover that beats Carracosta, against which it's better for it to cripple them as they switch in with Toxic, Knock Off, or even a Scald burn.
  • If the opponent has a Xatu and they are aware this is defensive Carracosta, go for Rock Slide or Scald if predicting it to switch in to bounce back Stealth Rock
  • Scald is Carracosta's most spammable move due to its burn chance, allowing it to wear down even otherwise hard counters such as Vileplume and Tangela
  • Knock Off and Toxic are similarly spammable if Carracosta runs them, as they severely cripple most common switch-ins, such as Quagsire and Grass-types.
  • If running Aqua Jet, Carracosta can be used as a revenge killer for Pokemon weak to the move or low on health
  • Due to its lack of reliable recovery, be careful switching in if Carracosta is needed for another threat, as, for example, Fire-types it checks can severely weaken if not outright KO it with Grass coverage

Team Options
========

  • A check to Grass-types is a mandatory partner for Carracosta, with Xatu, Scyther, Ice-types, Poison-types, and Fire-types all working as partners. Garbodor or Roselia also form a hazard-stacking core with Carracosta, with the former being an overall better Grass and Fighting check and the latter being a check to the Water-, Electric-, and Ground-types that trouble Carracosta
  • Most Grass-types make quick work of the Water-, Electric-, and Ground-types that wall or threaten Carracosta, and in return it takes on Flying- and Fire-types and Sneasel for them. Thanks to its access to Freeze Dry and great special bulk, Cryogonal also serves as a solid answer to the aforementioned threats to Carracosta
  • Psychic-, Flying-, Poison-, and Ghost-types can check or counter Fighting-types, which can severely dent if not outright KO Carracosta with their STAB moves
  • Pokemon such as Klinklang and Electric-types appreciate Carracosta's ability to cripple the likes of Quagsire and Grass-types with Toxic or Knock Off

[SET]
name: Physical Shell Smash
move 1: Physical Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Waterfall
ability: Solid Rock
item: Life Orb / Lum Berry
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

[SET COMMENTS]
Moves
========

  • Shell Smash is the best boosting move in the game, boosting Carracosta's bad speed to solid levels and making its already good attacking stats even more powerful
  • Aqua Jet helps remedy Carracosta's bad speed and allows it to KO weakened Scarf users and faster Pokemon at +2
  • Stone Edge is Carracosta's most powerful physical STAB move and has decent coverage with Water, hitting Grass- and opposing Water-types
  • Waterfall is significantly more powerful than Aqua Jet and has perfect accuracy, unlike Stone Edge
  • Ice Beam is a good option over Waterfall to nail Carracosta's physically defensive Grass-type answers, such as Leafeon and Tangela, and can allow it to act as a lure for its teammates

Set Details
========

  • Max attack maximizes power just say standard offensive spread, but then mention why jolly is important
  • Max speed lets Carracosta outspeed everything up to base 98 Speed Pokemon after a Shell Smash boost if Adamant, or base 110 Speed if Jolly, which is especially significant for Tauros, though it sacrifices a fair amount of power. Jolly also also allows Carracosta to Aqua Jet Liepard before it can Encore it into Shell Smash
  • Solid Rock lets it take non-STAB super effective physical attacks, such as Archeops's Earthquake, with greater ease and generally helps Carracosta set up more easily
  • Life Orb makes Carracosta incredibly strong, especially after a Shell Smash boost. Lum Berry lets Carracosta set up against status
  • A Naughty or Naive nature should be run if Carracosta is running Ice Beam

Usage Tips
========

  • Carracosta can come in with relative ease on Flying-, Normal-, and Fire-type moves such as Archeops, Kangaskhan, and Pyroar and force them out so should I switch in on these things and get weakened? Thats kind of what I'm getting from this
  • Very good physical bulk, even uninvested, also lets Carracosta check most physical attackers that can't hit it with a super effective STAB move, though it prefers to not directly switch into them if it wants to attempt a sweep later in the game
  • Early- game, it's best to double switch to a teammate if the opponent has a counter to Carracosta, such as Poliwrath and Torterra, to force them to take hazard damage and put Carracosta in a more favorable position
  • Aqua Jet lets Carracosta pick off Pokemon weak to the move or low on health throughout the match
  • Unless Carracosta is needed to weaken a certain threat for a teammate what threats would those be? and for what teammates?, it's generally best to save it for late game, when Choice Scarf users are in +2 Aqua Jet range and Carracosta's checks have been worn down
  • Set up Shell Smash on Pokemon that can't do much to you, preferably physical attackers, when Carracosta can sweep such as?
Team Options
========

  • Hazards make Carracosta's job of sweeping significantly easier by wearing down anything that can take a +2 hit; Garbodor, Crustle, and Cacturne are all very good hazard setters that pair decently with Carracosta does it get any notable KO's with hazards, cause everything apprieciates hazard support
  • Flying-, Poison, Ice, and Fire-types that check Grass-types are mandatory partners, with all of them having decent offensive or defensive synergy with Carracosta. Garbodor, in particular, also sets up deeply appreciated hazards, while both Articuno and Cryogonal also double as counters to Quagsire
  • Grass-types are excellent checks or counters to the Water- and Electric-types Carracosta struggles against, especially Quagsire, and in return Carracosta can handle Fire-types, Xatu, and Sneasel for them. Choice Scarf Lilligant particularly can Healing Wish Carracosta back to health and give it an opportunity to sweep
  • Poison- and Psychic-types help Carracosta against the troublesome Fighting-types it struggles against, particularly Gurdurr
  • Physical wallbreakers such as Tauros, Mawile, and Zangoose wear down if not outright beat physical walls inhibiting Carracosta, such as Poliwrath, Weezing, Ferroseed, and the aforementioned Quagsire, with their powerful STAB moves and coverage

[SET]
name: Special Shell Smash
move 1: Shell Smash
move 2: Hydro Pump
move 3: Ice Beam
move 4: Hidden Power Grass / Focus Blast
item: Life Orb
ability: Solid Rock
nature: Timid
evs: 252 SpA / 252 Spe / 4 Def

[SET COMMENTS]
Moves
========

  • Shell Smash boosts Carracosta's average special attack and bad speed to dangerous levels and allows it to sweep
  • Hydro Pump is a strong, albeit inaccurate, Water STAB move
  • Ice Beam hits Grass-types super effectively, luring Pokemon that would usually check Carracosta such as Tangela and Gourgeist
  • Hidden Power Grass rounds out Carracosta's coverage nicely and most notably hits Water-types such as Quagsire, Poliwrath, and Lanturn
  • Focus Blast allows Carracosta to get past Ferroseed, in addition to hitting most Water-types about as hard as a super effective Hidden Power Grass, though it has terrible accuracy
  • Stone Edge helps against specially defensive walls, notably Lanturn and Mantine

Set Details
========

  • Max Special Attack and Speed make Carracosta as strong and fast as possible, with a Timid nature letting it outspeed everything up to base 110
  • Solid Rock eases set-up by letting it take super effective coverage from physical attackers better
  • Life Orb further increases Carracosta's power and lets it actually kill things
Usage Tips
========

  • Carracosta can come in early-game on a Pokemon it checks such as Tauros and Archeops, and force out the likes of Pyroar or Magmortar by bluffing Aqua Jet
  • Carracosta can act as a early- and mid-game wallbreaker by spamming its powerful Hydro Pump and hitting physical Carracosta's common switch-ins, such as Tangela, Poliwrath, and Ferroseed, with a super effective coverage move, luring them for a teammate
  • Using Shell Smash early can allow Carracosta to plow through opposing teams for another sweeper, and generally eases prediction when choosing which coverage move to go for when it forces something out
  • Save Carracosta for the late-game, however, when its checks are gone or weakened if it is to sweep w0t, you just told me to use it early game. These usage tips are a bit sparce, spruce them up a bit.

Team Options
========

  • Special Carracosta works best as a lure for its typical answers, so Pokemon that appreciate the gone are its best teammates. Klinklang, Sneasel, Electric-types, and Samurott appreciate Grass-types, Gurdurr, or even just physical walls in general that Carracosta lures gone
  • Hazards wear down the bulky Water-types every time they come in to check or counter Carracosta, eventually putting them in range of a +2 attack. Garbodor sets both Spikes and Toxic Spikes and has particularly good synergy with Carracosta due to its resistances to Grass and Fighting, though other hazard setters work just fine
  • Checks to Grass-types are an important partner due to Grass-types' ability to either take an unboosted Ice Beam or outspeed Carracosta, with the likes of Fletchinder, Cryogonal, and Articuno being solid partners
  • A check to the Water-types that check Carracosta are also important. Grass-types such as Ludicolo and Ferroseed, Cryogonal, Articuno, and Electric-types work in this regard

[STRATEGY COMMENTS]
Other Options
=============

  • Superpower on the Shell Smash set for Ferroseed
  • Zen Headbutt for Gurdurr, Poliwrath, and Weezing
  • Weakness Policy


Checks & Counters
===================
these don't need to be bullet points and you should also have spaces between each thing for readability
  • **Grass-types**: Most Grass-types can come in with relative ease as Carracosta goes for a Water-type move, outspeed, and OHKO with their STAB move. After a Shell Smash, however, only very physically bulky Grass-types, such as Tangela, Leafeon, and Ferroseed, can survive a +2 Stone Edge, though the former two are beaten by Ice Beam variants of Carracosta
  • **Bulky Water-types**: Bulky Water types can usually take even a boosted Stone Edge and severely weaken if not outright beat Carracosta with Scald or even a super effective secondary STAB or coverage move. Poliwrath and Quagsire in particular counter most sets, with the former resisting both of Carracosta's STAB moves and the latter simply ignoring any boosts because of Unaware
  • **Gurdurr**: Gurdurr can take even a +2 Life Orb Waterfall from Carracosta at high health and with its Eviolite intact, and KO it at -1 after some prior damage with Drain Punch, or even just revenge kill Carracosta before it can attack with Mach Punch if its HP is under 45%. Gurdurr fares even better against the defensive set, as it's not afraid of Scald due to Guts, though it hates having its Eviolite Knocked Off
  • **Fast Pokemon and Choice Scarf Users**: Due to Carracosta's extremely low Speed stat, it is outsped even at +2 by Pokemon with a higher speed stat than 98 if Adamant or 110 if Jolly, which includes basically all common Choice Scarf users. However, Aqua Jet bypasses their higher speed and can KO weakened foes or those hit super effectlvely by it. Choice Scarf Lilligant and Jynx get special mentions due to their resistance and immunity to Aqua Jet, respectively
  • **Super Effective Coverage Moves**: Grass- and Fighting-type coverage allows Fire-types that would otherwise be walled by Carracosta to beat it as it comes in, however Aqua Jet can KO them before they can attack. Physical super effective coverage moves, on the other hand, don't deal much damage due to Solid Rock and Carracosta's high physical defense
 

boltsandbombers

i'm sorry mr. man
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[Overview]
83 special attack is more decent than solid, but thats kinda nitpicky.

[Tank]
Make the EV spread 252 HP / 192 Def / 64 SpD please. Hits a jump point in defense and avoids the OHKO from LO Pyroar's HP Grass with no prior damage, and from a logical standpoint with its exceptional base defense stat I really do not think it needs max defense.
Mention Stone Edge in moves, as it hits harder in general and OHKOes Pyroar after one round of LO recoil which Rock Slide cant do [it has a 75% chance to kill Pyroar from full HP as well].

[Moves]
Stealth Rock is one of the best moves in the game, but its not the best move entirely, reword that pls.
The 168 spdef spread avoids the OHKO from LO Pyroar's HP Grass after rocks, note that.

[Usage Tips]
In the last bullet point, change grass coverage to just coverage in general since Magmortar has tbolt and focus blast.

In either usage tips or team options, not sure which would be best, note how passive costa is as a defensive Pokemon so that should be accounted for with teammates that can cover some of the specific setup sweepers which can take advantage of this passiveness.

[Physical Shell Smash]
move 1: Physical Shell Smash
fix that pls xd

Mention that ice beam hits Torterra, a pretty big target.

[UT]
Give some more specific examples of what mons it can set up on.

[Special SS]
Do the same about torterra as I said above.
Focus Blast and Stone Edge also hit Cryogonal.
Mention Naive in SD if running Stone Edge.

OO
Put White Herb here.

C&C:
Zebstrika and Floatzel naturally outspeed Carracosta at +2, and scarf Mesprit is a decent check since it can chew a boosted jet and revenge with tbolt.
Note that Gurdurr loses to the special smash set, but has to be wary of the ~occasional~ Zen Headbutt.
Note that Poliwrath has to be wary of Zen Headbutt and ti can also revenge a weakened costa with Vacuum Wave.
Give examples in the last section of mons that would carry coverage moves to hit costa with.

QC 2/3
 

GatoDelFuego

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Pokedots

REMOVE CHANGE COMMENTS

[OVERVIEW]

A solid typing combined with excellent physical bulk let Carracosta check Archeops, Scyther, Normal-types, Fire-types, and various other physical attackers. Solid Rock further enhances its defensive capabilities, allowing it to take weak or non-STAB super effective moves with ease. Carracosta also boasts access to the coveted Shell Smash, the best setup move in the game, which it finds ample opportunity to use due to its aforementioned qualities. Shell Smash pairs well with Carracosta's high Attack and decent Special Attack stats, as it is able to attack with boosted physical or special hits from either side of the spectrum and thus to surprise its checks and counters. Carracosta isn't perfect, however. Its low Speed stat means that it can't outspeed much of anything, and even at +2 it's not that fast and is reliant on Aqua Jet, which though helps with its speed problems, it doesn't fix them. A low Special Defense stat makes Carracosta struggle to check most moderately strong special attackers. For all its advantages, its typing leaves it weak to several common types, most notably an exploitable 4x weakness to Grass and a susceptibility to Fighting- and Electric-types. Carracosta also faces competition from Barbaracle as a physical Shell Smash user, as Barbaracle has important niches in its wide coverage, Tough Claws, and, most importantly, a higher Speed stat that lets it outspeed most Choice Scarf users.

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Scald
move 3: Rock Slide
move 4: Knock Off / Toxic / Protect / Aqua Jet
ability: Solid Rock
item: Leftovers
evs: 252 HP / 192 Def / 64 SpD
nature: Relaxed

[SET COMMENTS]
Moves
========

Stealth Rock is one of the best move in the game and Carracosta is one of the better setters, finding ample opportunities to set it up and having decent match-ups against most spinners and Defoggers. Scald has decent power and has a high chance to burn the foe, severely crippling the physical attackers it checks and wearing down otherwise hard counters to Carracosta such as Vileplume and Torterra. Rock Slide hits from Carracosta's higher Attack stat and has solid coverage alongside Scald, and has higher accuracy and PP than Stone Edge. It also smacks Xatus who which might want to try to bounce back Carracosta's Stealth Rock. Carracosta has a very versatile last slot. space Knock Off removes items and cripples switch-ins such as Tangela. Toxic statuses switch-ins and helps Carracosta more quickly wear down the foe. Protect allows gives Carracosta a little extra HP from Leftovers, gains an extra turn for burn damage on the opponent foe, and lets it Carracosta scout choiced Choice-locked Pokemon such as Sawk and Mesprit. Aqua Jet picks off weakened opponents and Pokemon weak to it, notably allowing Carracosta to hit Double Dance Rhydon, and Fire-types before they can kill KO Carracosta it with a Grass-type coverage move, in addition to Double Dance Rhydon, but is generally very weak. Stone Edge can be used over Rock Slide as it hits harder in general and, in particular, OHKOes Pyroar after one round of Life Orb recoil.

Set Details
========

The spread and a boosting nature make Carracosta ridiculously physically bulky, and the Special Defense investment avoids an OHKO from Life Orb Pyroar's Hidden Power Grass. Relaxed is chosen as to not weaken Carracosta's attacking options on either side, and Carracosta is exceedingly slow anyways. A spread of 252 HP / 92 Def / 168 SpD lets Carracosta take special attacks significantly better, specifically allowing it to take a Life Orb Pyroar's Hidden Power Grass after Stealth Rock. Solid Rock lets it Carracosta take non-STAB physical super effective moves, notably the common Earthquake coverage, much better.

Usage Tips
========

Come in on the Normal-, Flying-, and Fire-types, such as Kangaskhan, Archeops, and Choice Specs Pyroar, and various other physical attackers that Carracosta walls throughout the game. Set up Stealth Rock early-game, unless the opponent has Prinplup or any other entry hazard remover that beats Carracosta, against which it's better for Carracosta to cripple them as they switch in with Toxic, Knock Off, or even a Scald burn. If the opponent has a Xatu and they are aware this is defensive Carracosta, go for Rock Slide or Scald if predicting it to switch in to bounce back Stealth Rock. Scald is Carracosta's most spammable move due to its burn chance, allowing it Carracosta to wear down even otherwise hard counters such as Vileplume and Tangela. Knock Off and Toxic are similarly spammable if Carracosta runs them, as they severely cripple most common switch-ins. Use Protect when in against Choice-locked Pokemon such as Sawk and Mesprit to see which move they use, and then switch or stay in accordingly. If running Aqua Jet, Carracosta can be used as a revenge killer for Pokemon weak to the move or low on health. Due to its lack of reliable recovery, be careful switching in if Carracosta is needed for another threat, as, for example, the Fire-types it checks can severely weaken if not outright KO it with super effective coverage.

Team Options
========

A check to Grass-types is a mandatory partner for Carracosta, with Xatu, Scyther, Ice-types, Poison-types, and Fire-types all working as partners. Garbodor or Roselia also form an entry hazard-stacking core with Carracosta, with the former being an overall better Grass and Fighting check and the latter being a check to the Water-, Electric-, and Ground-types that trouble Carracosta. Most Grass-types make quick work of the Water-, Electric-, and Ground-types that wall or threaten Carracosta, and in return it takes on Flying- and Fire-types for them. Thanks to its access to Freeze Dry and great special bulk, Cryogonal also serves as a solid answer to the aforementioned threats to Carracosta. Psychic-, Flying-, Poison-, and Ghost-types can check or counter Fighting-types, which can severely dent if not outright KO Carracosta with their STAB moves. Pokemon such as Klinklang and Electric-types appreciate Carracosta's ability to cripple the likes of Quagsire and Grass-types with Toxic, Scald burns, and Knock Off. Due to Carracosta's passivity, it gives setup opportunities a lot of common sweepers, making answers to the likes of Malamar, Gurdurr, and Calm Mind Psychic-types, such as Scyther and Signal Beam Psychic-types, very welcome partners.

[SET]
name: Physical Shell Smash
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Waterfall
ability: Solid Rock
item: Life Orb / Lum Berry
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

[SET COMMENTS]
Moves
========

Shell Smash is the best boosting move in the game, boosting Carracosta's bad Speed to solid levels and making its already good attacking stats even more powerful. Aqua Jet helps remedy Carracosta's bad Speed and allows it to KO weakened Choice Scarf users and faster Pokemon at +2. Stone Edge is Carracosta's most powerful physical STAB move and has decent coverage with Water, hitting opposing Grass- and opposing Water-types. Waterfall is significantly more powerful than Aqua Jet and has perfect accuracy, unlike Stone Edge. Ice Beam is a good option over Waterfall to nail Carracosta's physically defensive Grass-type answers, such as Torterra and Tangela, and can allow it Carracosta to act as a lure for its does 'its' mean Torterra and Tangela? I'm confused by this teammates. (period)

Set Details
========

Carracosta's spread is standard for an offensive sweeper. Jolly allows Carracosta to outspeed everything up to Tauros and Jumpluff at +2, while Adamant significantly increases its power and outspeeds everything up to Swanna. Jolly also also allows Carracosta to Aqua Jet Liepard before it can Encore it Carracosta into Shell Smash. A Naughty or Naive nature should be run if Carracosta is running Ice Beam, however. Solid Rock lets it Carracosta take non-STAB super effective physical attacks, such as Archeops's Earthquake, with greater ease and generally helps Carracosta set up more easily. Life Orb makes Carracosta incredibly strong, especially after a Shell Smash boost. Lum Berry, on the other hand, lets Carracosta set up against status users.

Usage Tips
========

Early-game, Carracosta can come in to check Pokemon such as Tauros and Archeops, in addition to most physical attackers that can't hit it with a super effective STAB move. However, Carracosta has to be mindful of its HP if it wants to sweep, and should generally be saved for late-game if it is your primary win condition, unless it is paired with Healing Wish support. If the opponent has a counter to Carracosta, such as Poliwrath and Torterra, it's best to double switch to a teammate, such as Poliwrath and Torterra, in order to force them to take entry hazard damage and put Carracosta in a more favorable position. Aqua Jet lets Carracosta pick off Pokemon weak to the move or low on health throughout the match. Set up Shell Smash on Pokemon that can't do too much to you Carracosta, such as Tauros and Archeops, when Choice Scarf users are in +2 Aqua Jet range and Carracosta's checks have been worn down.

Team Options
========

Entry hazards make Carracosta's job of sweeping significantly easier by wearing down anything that can take a +2 hit, such as Tangela and non-RestTalk Poliwrath; Garbodor and Cacturne are both very good hazard setters that pair decently with Carracosta. Flying-, Poison-, Ice-, and Fire-types that check Grass-types are mandatory partners, with all of them having decent offensive or defensive synergy with Carracosta. Garbodor, in particular, also sets up deeply appreciated hazards, while both Articuno and Cryogonal also double as counters to Quagsire. Grass-types are excellent checks or counters to the Water- and Electric-types Carracosta struggles against, especially Quagsire, and in return Carracosta can handle Fire- and Flying-types for them. Choice Scarf Lilligant in particular particularly can also use Healing Wish to return Carracosta back to health and give it an opportunity to sweep. Poison- and Psychic-types help Carracosta against the troublesome Fighting-types it struggles against, particularly Gurdurr. Physical wallbreakers such as Tauros, Mawile, and Zangoose wear down if not outright beat physical walls inhibiting Carracosta, such as Poliwrath, Weezing, Ferroseed, and the aforementioned Quagsire, with their powerful STAB moves and coverage. Healing Wish users such as Mesprit, Audino, Lilligant, and Musharna allow Carracosta to do work early-game and still be able to sweep late-game.

[SET]
name: Special Shell Smash
move 1: Shell Smash
move 2: Hydro Pump
move 3: Ice Beam
move 4: Hidden Power Grass / Focus Blast
item: Life Orb
ability: Solid Rock
nature: Timid
evs: 252 SpA / 252 Spe / 4 Def

[SET COMMENTS]
Moves
========

Shell Smash boosts Carracosta's average Special Attack and bad Speed to dangerous levels and allows it to sweep. Hydro Pump is an extremely strong, albeit inaccurate, Water STAB move Carracosta's strongest move, and is Carracosta's main damage source. Ice Beam hits Grass-types super effectively, luring Pokemon that would usually check Carracosta such as Tangela, Torterra, and Gourgeist. Hidden Power Grass rounds out Carracosta's coverage nicely and most notably hits Water-types such as Quagsire, Poliwrath, and Lanturn. Focus Blast allows Carracosta to get past Ferroseed, in addition to hitting most Water-types about as hard as a super effective Hidden Power Grass, though it has terrible accuracy. It also hits Cryogonal super effectively. Stone Edge helps against specially defensive walls, notably Lanturn, Cryogonal, and Mantine

Set Details
========

This is a standard offensive spread, with a Timid nature letting Carracosta outspeed everything up to base 110 Speed Pokemon, but run Naive if running Stone Edge. Solid Rock eases setup by letting it Carracosta take super effective coverage from physical attackers better. Life Orb gives Carracosta a much-needed boost in power, letting it 2HKO Vileplume with Ice Beam for example.

Usage Tips
========

Carracosta can be useful early in the game by checking Pokemon such as Tauros and Archeops, and forcing out the likes of Pyroar or Magmortar by bluffing Aqua Jet. This can critically wear down Carracosta over time, however, keeping it from sweeping late-game, so if Carracosta is your main win condition, save it for later in the game. If it is not your win condition, however, Carracosta can act as a early- and mid-game wallbreaker by spamming its powerful Hydro Pump and hitting physical Carracosta's common switch-ins, such as Torterra, Quagsire, and Ferroseed, with a super effective coverage move, luring weakening them for a teammate so it can to sweep. Using Shell Smash early further increases its Carracosta's wallbreaking potential by allowing Carracosta to plow through opposing teams for another sweeper, and generally eases prediction when choosing which coverage move to go for when it forces something out. Late-game, once Carracosta's checks and counters have been worn down, set up Shell Smash against a foe that it checks, such a Tauros, to sweep.

Team Options
========

Special Carracosta works best as a lure for its typical answers, so Pokemon that want them gone are its best teammates. Klinklang, Electric-types, and Samurott appreciate Carracosta's ability to lure Grass-types, bulky Water-types, Quagsire, Gurdurr, or even just physical walls in general. Entry hazards wear down the bulky Water-types, most importantly Lanturn, every time they come in to check or counter Carracosta, eventually putting them in range of a +2 attack. Garbodor sets both Spikes and Toxic Spikes and has particularly good synergy with Carracosta due to its resistances to Grass and Fighting, though other hazard setters work just fine. Checks to Grass-types are an important partner due to Grass-types' ability to either take an unboosted Ice Beam or outspeed Carracosta, with the likes of Fletchinder, Cryogonal, and Articuno being solid partners. A check to the Water-types that check Carracosta is also important; Grass-types such as Ludicolo and Ferroseed, Cryogonal, Articuno, and Electric-types pair well with it.

[STRATEGY COMMENTS]
Other Options
=============

White Herb allows Carracosta to retain its bulk after setting up and makes it less susceptible to priority, but it comes at the significant cost of Life Orb's power boost. Superpower or Zen Headbutt can be used on the physical Shell Smash set to beat Ferroseed or Gurdurr and Poliwrath, respectively. Weakness Policy gives Carracosta a ridiculous power boost combined with Shell Smash, and it pairs nicely with both Solid Rock, Sturdy, and Carracosta's many common weaknesses. However, this strategy is rather unreliable, and Carracosta will more consistently benefit from other items.


Checks & Counters
===================

**Grass-types**: Most Grass-types can come in with relative ease as Carracosta goes for a Water-type move, outspeed, and OHKO with their STAB move. After a Shell Smash, however, only very physically bulky Grass-types, such as Tangela, Leafeon, and Ferroseed, can survive a +2 Stone Edge, though the former two are beaten by Ice Beam variants of Carracosta.

**Bulky Water-types**: Bulky Water-types can usually take even a boosted Stone Edge and severely weaken if not outright beat Carracosta with Scald or even a super effective secondary STAB or coverage move. Poliwrath and Quagsire in particular counter most sets, with the former resisting both of Carracosta's STAB moves and having access to Vacuum Wave and the latter simply ignoring any boosts because of Unaware, though Poliwrath is OHKOed by the occasional +2 Zen Headbutt, and they both fear the special set

**Gurdurr**: Gurdurr can take even a +2 Life Orb Waterfall from Carracosta, (AC) at high health and with its Eviolite intact, and KO it at -1 after some prior damage with Drain Punch, or even just revenge kill Carracosta before it can attack instantly this is mostly to avoid the funky 'it' usage with Mach Punch if its Carracosta's HP is under 45%. Gurdurr fares even better against the defensive set, as it's not afraid of Scald due to Guts, though it hates having its Eviolite Knocked Off. Gurdurr loses to the special set and the occasional Zen Headbutt, however.

**Fast Pokemon and Choice Scarf Users**: Due to Carracosta's extremely low Speed stat, it is outsped even at +2 by Pokemon with a higher Speed stat higher than 98 if Adamant or 110 if Jolly or Timid, which includes basically all common Choice Scarf users, Floatzel, and Zebstrika. However, Aqua Jet bypasses their higher Speed and can KO weakened foes or those hit super effectively by it. Choice Scarf Lilligant and Jynx get special mentions due to their resistance and immunity to Aqua Jet, respectively.

**Super Effective Coverage Moves**: Grass- and Electric-type coverage allows Fire-types that would otherwise be walled by Carracosta, such as Pyroar and Magmortar, to beat it as it comes in, however Aqua Jet can KO them before they can attack. Physical super effective coverage moves, such as Earthquake from Tauros and Archeops, on the other hand, don't deal much damage due to Solid Rock and Carracosta's high physical defense.

1/2

Great work on this! Very informative and error-free article
 
Last edited:

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[OVERVIEW]

A solid typing combined with excellent physical bulk lets Carracosta check Archeops, Scyther, Normal-types, Fire-types, and various other physical attackers. Solid Rock further enhances its defensive capabilities, allowing it to take weak or non-STAB super effective moves with ease. Carracosta also boasts access to the coveted Shell Smash, the best setup move in the game, which it finds ample opportunity to use due to its aforementioned qualities. Shell Smash pairs well with Carracosta's high Attack and decent Special Attack stats, as it is able to attack with boosted physical or special hits to surprise its checks and counters. Carracosta isn't perfect, however. Its; its low Speed stat means that it can't outspeed much of anything, and even at +2 it's not that fast and is reliant on Aqua Jet. A low Special Defense stat makes Carracosta struggle to check most moderately strong special attackers. For all its advantages, its typing leaves it weak to several common types, most notably giving it an exploitable 4x weakness to Grass and a susceptibility to Fighting- and Electric-types. Carracosta also faces competition from Barbaracle as a physical Shell Smash user, as Barbaracle has important niches in its wide coverage, Tough Claws, and, most importantly, a higher Speed stat that lets it outspeed most Choice Scarf users.

[SET]
name: Defensive
move 1: Stealth Rock
move 2: Scald
move 3: Rock Slide
move 4: Knock Off / Toxic / Protect / Aqua Jet
ability: Solid Rock (order should be item / ability / nature / evs, fix pls)
item: Leftovers
evs: 252 HP / 192 Def / 64 SpD
nature: Relaxed

[SET COMMENTS]
Moves
========

Stealth Rock is one of the best moves in the game and Carracosta is one of the its better setters, finding ample opportunities to set it up and having decent matchups (sorry Gato but I like it this way! :p) against most spinners and Defoggers. Scald has decent power and has a high chance to burn the foe, severely crippling physical attackers and wearing down otherwise hard counters to Carracosta such as Vileplume and Torterra. Rock Slide hits from Carracosta's higher Attack stat and has solid coverage alongside Scald, and it has higher accuracy and PP than Stone Edge. It also smacks Xatu, (comma) which might want to try to bounce back Carracosta's Stealth Rock. Carracosta has a very versatile last slot. Knock Off removes items and cripples switch-ins such as Tangela. Toxic statuses switch-ins and helps Carracosta more quickly wear down the foe. Protect gives Carracosta a little extra HP from Leftovers, gains an extra turn for burn damage on the foe, and lets Carracosta scout Choice-locked Pokemon such as Sawk and Mesprit. Aqua Jet picks off weakened opponents foes and Pokemon weak to it, notably allowing Carracosta to hit Double Dance Rhydon, and as well as Fire-types before they can KO Carracosta with a Grass-type coverage move, but is generally very weak. Stone Edge can be used over Rock Slide, (comma) as it hits harder in general and, in particular, OHKOes Pyroar after one round of Life Orb recoil.

Set Details
========

The spread and a boosting nature make Carracosta ridiculously physically bulky, and the Special Defense investment ensures Carracosta can avoids an OHKO from Life Orb Pyroar's Hidden Power Grass. Relaxed is chosen as to not weaken Carracosta's attacking options, and Carracosta is exceedingly slow anyways. A spread of 252 HP / 92 Def / 168 SpD lets Carracosta take special attacks significantly better, specifically allowing it to take a Life Orb Pyroar's Hidden Power Grass after Stealth Rock. Solid Rock lets Carracosta take non-STAB physical super effective moves, notably Earthquake coverage, much better.

Usage Tips
========

Come in on the Normal-, Flying-, and Fire-types, such as Kangaskhan, Archeops, and Choice Specs Pyroar, and various other physical attackers that Carracosta walls throughout the game. Set up Stealth Rock early-game, unless the opponent has Prinplup or any other entry hazard remover that beats Carracosta, against which it's better for Carracosta to cripple them as they switch in with Toxic, Knock Off, or even a Scald burn. If the opponent has a Xatu and they are aware this is defensive Carracosta, go for Rock Slide or Scald if predicting it to switch in to bounce back Stealth Rock. Scald is Carracosta's most spammable move due to its burn chance, allowing Carracosta to wear down even otherwise hard counters such as Vileplume and Tangela. Knock Off and Toxic are similarly spammable if Carracosta runs them, as they severely cripple most common switch-ins. Use Protect when in against Choice-locked Pokemon such as Sawk and Mesprit to see which move they use, and then switch or stay in accordingly. If running Aqua Jet, Carracosta can be used as a revenge killer for Pokemon weak to the move or low on health. Due to its lack of reliable recovery, be careful switching in if Carracosta is needed for another threat, as, for example, the Fire-types it checks can severely weaken if not outright KO it with super effective coverage.

Team Options
========

A check to Grass-types is a mandatory partner for Carracosta, with Xatu, Scyther, Ice-types, Poison-types, and Fire-types all working well as partners. Garbodor or Roselia also forms an entry hazard-stacking core with Carracosta, with the former being an overall better Grass and Fighting check and the latter being a check to the Water-, Electric-, and Ground-types that trouble Carracosta. Most Grass-types make quick work of the Water-, Electric-, and Ground-types that wall or threaten Carracosta, and in return it takes on Flying- and Fire-types for them. Thanks to its access to Freeze-Dry and great special bulk, Cryogonal also serves as a solid answer to the aforementioned threats to Carracosta. Psychic-, Flying-, Poison-, and Ghost-types can check or counter Fighting-types, which can severely dent if not outright KO Carracosta with their STAB moves. Pokemon such as Klinklang and Electric-types appreciate Carracosta's ability to cripple the likes of Quagsire and Grass-types with Toxic, Scald burns, and Knock Off. Due to Carracosta's passivity, it gives setup opportunities a lot of common sweepers a lot of setup opportunities, making answers to the likes of Malamar, Gurdurr, and Calm Mind Psychic-types, such as Scyther and Signal Beam Psychic-types, very welcome partners.

[SET]
name: Physical Shell Smash
move 1: Shell Smash
move 2: Aqua Jet
move 3: Stone Edge
move 4: Waterfall
ability: Solid Rock (order should be item / ability / nature / evs, fix pls)
item: Life Orb / Lum Berry
evs: 252 Atk / 4 Def / 252 Spe
nature: Jolly / Adamant

[SET COMMENTS]
Moves
========

Shell Smash is the best boosting move in the game, boosting Carracosta's bad Speed to solid levels and making its already good attacking stats even more powerful. Aqua Jet helps remedy Carracosta's bad Speed and allows it to KO weakened Choice Scarf users and faster Pokemon at +2. Stone Edge is Carracosta's most powerful physical STAB move and has decent coverage with Water, hitting Grass- and opposing Water-types. Waterfall is significantly more powerful than Aqua Jet and has perfect accuracy, unlike Stone Edge. Ice Beam is a good option over Waterfall to nail Carracosta's physically defensive Grass-type answers, such as Torterra and Tangela, and can allow Carracosta to act as a lure for its teammates.

Set Details
========

Carracosta's spread is standard for an offensive sweeper. Jolly allows Carracosta to outspeed everything up to Tauros and Jumpluff at +2, while Adamant significantly increases its power and outspeeds everything up to Swanna. Jolly also also allows Carracosta to use Aqua Jet on Liepard before it can Encore Carracosta into Shell Smash. A Naughty or Naive nature should be run if Carracosta is running Ice Beam, however. Solid Rock lets Carracosta take non-STAB super effective physical attacks, such as Archeops's Earthquake, with greater ease and generally helps Carracosta set up more easily. Life Orb makes Carracosta incredibly strong, especially after a Shell Smash boost. Lum Berry, on the other hand, lets Carracosta set up against status users.

Usage Tips
========

Early-game, Carracosta can come in to check Pokemon such as Tauros and Archeops, in addition to most physical attackers that can't hit it with a super effective STAB move. However, Carracosta has to be mindful of its HP if it wants to sweep, and it should generally be saved for late-game if it is your primary win condition, unless it is paired with Healing Wish support. If the opponent has a counter to Carracosta, such as Poliwrath and or Torterra, it's best to double switch to a teammate, such as Poliwrath and or Torterra, (is it a coincidence that the counter and teammate examples are the same Pokemon? idk something seems weird here...) in order to force them the foe to take entry hazard damage and to put Carracosta in a more favorable position. Aqua Jet lets Carracosta pick off Pokemon weak to the move or low on health throughout the match. Set up Shell Smash on Pokemon that can't do too much to Carracosta, such as Tauros and Archeops, when Choice Scarf users are in +2 Aqua Jet range and Carracosta's checks have been worn down.

Team Options
========

Entry hazards make Carracosta's job of sweeping significantly easier by wearing down anything that can take a +2 hit, such as Tangela and non-RestTalk Poliwrath; Garbodor and Cacturne are both very good hazard setters that pair decently with Carracosta. Flying-, Poison-, Ice-, and Fire-types that check Grass-types are mandatory partners, with all of them having decent offensive or defensive synergy with Carracosta. Garbodor, in particular, also sets up deeply appreciated entry hazards, while both Articuno and Cryogonal also double as counters to Quagsire. Grass-types are excellent checks or counters to the Water- and Electric-types Carracosta struggles against, especially Quagsire, and in return Carracosta can handle Fire- and Flying-types for them. Choice Scarf Lilligant in particular can also use Healing Wish to return Carracosta back to full health and give it an opportunity to sweep. Poison- and Psychic-types help Carracosta against the troublesome Fighting-types it struggles against, particularly Gurdurr. Physical wallbreakers such as Tauros, Mawile, and Zangoose wear down if not outright beat physical walls inhibiting Carracosta, such as Poliwrath, Weezing, Ferroseed, and the aforementioned Quagsire, with their powerful STAB moves and coverage. Healing Wish users such as Mesprit, Audino, Lilligant, and Musharna allow Carracosta to do work early-game and still be able to sweep late-game.

[SET]
name: Special Shell Smash
move 1: Shell Smash
move 2: Hydro Pump
move 3: Ice Beam
move 4: Hidden Power Grass / Focus Blast
item: Life Orb
ability: Solid Rock
nature: Timid
evs: 4 Def / 252 SpA / 252 Spe / 4 Def

[SET COMMENTS]
Moves
========

Shell Smash boosts Carracosta's average Special Attack and bad Speed to dangerous levels and allows it to sweep. Hydro Pump is Carracosta's strongest move, (remove comma) and is Carracosta's its main damage source. Ice Beam hits Grass-types super effectively, allowing Carracosta to lure in and defeat luring Pokemon that would usually check Carracosta it such as Tangela, Torterra, and Gourgeist. Hidden Power Grass rounds out Carracosta's coverage nicely and hits Water-types such as Quagsire, Poliwrath, and Lanturn. Focus Blast allows Carracosta to get past Ferroseed, in addition to hitting most Water-types about as hard as a super effective Hidden Power Grass, though it has terrible accuracy. It also hits Cryogonal super effectively. Stone Edge helps against specially defensive walls, notably Lanturn, Cryogonal, and Mantine. (add period)

Set Details
========

This is a standard offensive spread, with a Timid nature letting Carracosta outspeed everything up to base 110 Speed Pokemon, but note that you should run Naive if running Stone Edge. Solid Rock eases setup by letting it Carracosta take super effective coverage from physical attackers better. Life Orb gives Carracosta a much-needed boost in power, letting it 2HKO Vileplume with Ice Beam.

Usage Tips
========

Carracosta can be useful early in the game by checking Pokemon such as Tauros and Archeops, (remove comma) and forcing out the likes of Pyroar or Magmortar by bluffing Aqua Jet. This can critically wear down Carracosta over time, however, keeping it from sweeping late-game, so if Carracosta is your main win condition, save it for later in the game. If it is not your win condition, however, Carracosta can act as a early- and mid-game wallbreaker by spamming its powerful Hydro Pump and hitting physical Carracosta's common switch-ins, such as Torterra, Quagsire, and Ferroseed, with a super effective coverage move, weakening them for a teammate to sweep. Using Shell Smash early further increases Carracosta's wallbreaking potential by allowing Carracosta to plow through opposing teams for another sweeper, and it generally eases prediction when choosing which coverage move to go for when it Carracosta forces something out. Late-game, once Carracosta's checks and counters have been worn down, set up Shell Smash against a foe that it checks, such as Tauros, to sweep.

Team Options
========

Special Carracosta works best as a lure for its typical answers, so Pokemon that want them gone are its best teammates. Klinklang, Electric-types, and Samurott appreciate Carracosta's ability to lure Grass-types, bulky Water-types, Quagsire, Gurdurr, or even just physical walls in general. Entry hazards wear down the bulky Water-types, most importantly Lanturn, every time they come in to check or counter Carracosta, eventually putting them in range of a +2 attack. Garbodor sets both Spikes and Toxic Spikes and has particularly good synergy with Carracosta due to its resistances to Grass and Fighting, though other hazard setters work just fine. Checks to Grass-types are an important partners due to Grass-types' ability to either take an unboosted Ice Beam or outspeed Carracosta, with the likes of Fletchinder, Cryogonal, and Articuno being solid partners. A check to the Water-types that check Carracosta is also important; Grass-types such as Ludicolo and Ferroseed, Cryogonal, Articuno, and Electric-types pair well with it.

[STRATEGY COMMENTS]
Other Options
=============

An offensive Stealth Rock set still has plenty of opportunities to set it up, has an excellent matchup against Xatu, spinners, and Defoggers, and functions as as a powerful bulky attacker. White Herb allows Carracosta to retain its bulk after setting up and makes it less susceptible to priority, but it comes at the significant cost of Life Orb's power boost. Superpower or Zen Headbutt can be used on the physical Shell Smash set to beat Ferroseed or Gurdurr and Poliwrath, respectively. Weakness Policy gives Carracosta a ridiculous power boost combined with Shell Smash, and it pairs nicely with both Solid Rock, Sturdy, and Carracosta's many common weaknesses. However, this strategy is rather unreliable, and Carracosta will more consistently benefit from other items.


Checks & Counters
===================

**Grass-types**: Most Grass-types can come in with relative ease as Carracosta goes for a Water-type move, outspeed, and OHKO with their STAB move. After a Shell Smash, however, only very physically bulky Grass-types, such as Tangela, Leafeon, and Ferroseed, can survive a +2 Stone Edge, though the former two are beaten by Ice Beam variants of Carracosta.

**Bulky Water-types**: Bulky Water-types can usually take even a boosted Stone Edge and severely weaken if not outright beat Carracosta with Scald or even a super effective secondary STAB or coverage move. Poliwrath and Quagsire in particular counter most sets, with the former resisting both of Carracosta's STAB moves and having access to Vacuum Wave and the latter simply ignoring any boosts because of Unaware, though Poliwrath is OHKOed by the occasional +2 Zen Headbutt, and they both fear the special set. (add period)

**Gurdurr**: At high health and with its Eviolite intact, Gurdurr can take even a +2 Life Orb Waterfall from Carracosta, at high health and with its Eviolite intact, and KO it at -1 after some prior damage with Drain Punch, (remove comma) or even just revenge kill Carracosta instantly with Mach Punch if Carracosta's HP is under 45%. Gurdurr fares even better against the defensive set, as it's not afraid of Scald due to Guts, though it hates having its Eviolite Knocked Off. Gurdurr loses to the special set and the occasional Zen Headbutt, however.

**Fast Pokemon and Choice Scarf Users**: Due to Carracosta's extremely low Speed stat, it is outsped even at +2 by Pokemon with a Speed stat higher than 98 if Adamant or 110 if Jolly or Timid, which includes basically all common Choice Scarf users, Floatzel, and Zebstrika. However, Aqua Jet bypasses their higher Speed and can KO weakened foes or those hit super effectively by it. Choice Scarf Lilligant and Jynx get special mentions due to their resistance and immunity to Aqua Jet, respectively.

**Super Effective Coverage Moves**: Grass- and Electric-type coverage allows Fire-types that would otherwise be walled by Carracosta, such as Pyroar and Magmortar, to beat it as it comes in, however; however, (watch the punctuation here) Aqua Jet can KO them before they can attack. Physical super effective coverage moves, such as Earthquake from Tauros and Archeops, on the other hand, don't deal much damage due to Solid Rock and Carracosta's high physical defense.
 
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