Carbink

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qc : kiyo/boltsandbombers/punchshroom
gp: snobalt/dutch plumberjack

[OVERVIEW]
Carbink is a staple on Trick Room teams in NU because it is a reliable setter of both Trick Room and Stealth Rock able to preserve momentum for your team with Explosion. To amplify its effectiveness, Carbink is one of the few Trick Room setters that resist Dark- and Bug-type moves. Carbink solidifies its position as an extraordinary support Pokemon thanks to Magic Coat; this allows it to redirect Taunt back to the user, which would normally completely shut Carbink down by preventing it from setting up Trick Room or Stealth Rock. Magic Coat also can bounce back entry hazards as well as a potential Lovely Kiss or Sleep Powder from Jynx or Vivillon, respectively. Carbink's unique typing alongside its good bulk allows it to check many of the Fire-, Normal-, and Flying-types in the tier such as Magmortar, Kangaskhan, and Swellow. However, Carbink's typing also leaves it vulnerable to the many Grass-, Water-, Ground-, and Steel-type Pokemon, making it an easy target for the likes of Lilligant, Lanturn, Rhydon, and Klinklang, which are all prominent threats in NU. To make matters worse, Carbink's excellent defensive stats are hindered by its measly HP stat and lack of reliable recovery.

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Lum Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

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

Trick Room allows Carbink to support its team, turning slow wallbreakers' low Speed into an advantage while making a faster foe slower. Stealth Rock damages foes upon switching in and helps Carbink weaken its foes for a more offensively inclined teammate to take advantage of. Magic Coat provides nifty utility, as it can bounce status moves back at the user, making it risky for the foe to use Taunt or to set up their own entry hazards. Explosion allows Carbink to deal respectable damage to the foe once Carbink has fulfilled its role and preserves momentum. Explosion also allows Carbink to safely bring in a sweeper or wallbreaker without them having to risk switching into an attack and taking damage.

Set Details
========

Maximum HP and Defense EVs are used to take physical hits better, giving Carbink maximum opportunities to set up Stealth Rock or Trick Room while up against certain physical attackers. In order to be as fast as possible under Trick Room, Carbink uses 0 Speed IVs and a Speed-reducing nature. Sturdy allows Carbink to always survive a hit from full health in order to be guaranteed to set up one of Trick Room or Stealth Rock, but it will most likely not come into play due to Carbink's decent bulk. Lum Berry allows Carbink to cure itself of Lilligant's Sleep Powder at least once. Similarly, Lum Berry is also useful to make Carbink less reliant on Magic Coat to fulfill its role when up against Jynx and Vivillion, as it cures Carbink once of the sleep induced by Lovely Kiss and Sleep Powder, respectively.

Usage Tips
========

Magic Coat should be used when predicting that the foe will use Taunt, as it shuts Carbink down completely. Magic Coat can also be used to bounce back Stealth Rock; however, this is risky, as Carbink loses to many common Stealth Rock users such as Rhydon and Torterra. Stealth Rock should be set up early-game to start racking up passive damage on the foes as early as possible. Leading with Carbink is your best choice in most situations, setting up Stealth Rock and Trick Room, using Magic Coat if necessary, and then using Explosion when its job is done if possible. However, if Carbink risks being 2HKOed, setting up Trick Room before Stealth Rock is usually your best course of action. Explosion should be used after at least one of Stealth Rock or Trick Room is set up if Carbink isn't needed to check something, as getting decent damage on the foe and a free switch to a teammate is excellent.

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyem, and Golurk can use their traditionally low Speed stats to their advantage under Trick Room. Carbink also synergizes well with these Pokemon, as most of them are weak to Fire-, Flying-, or Dark-type attacks. Other Trick Room setters, such as Musharna, can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and it can also set Trick Room reliably.

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

A set utilizing Rest, Sleep Talk, Calm Mind, and Moonblast with maximum HP and Defense investment can be used, setting up on common attackers such as Swellow and Fletchling, though this set is mostly outclassed by Mega Audino due to Mega Audino's better bulk and defensive typing. A defensive set can be used to check many common threats such as Zangoose and Archeops, but it's outclassed by Rhydon, Mawile, and Regirock, which have more bulk and better offensive presence. A set using Sunny Day can be used to support sun sweepers, but Carbink is overshadowed by Uxie for this role, as Uxie has higher Speed, an immunity to Ground-type attacks, and a resistance to Fighting-type attacks, all of which sun teams benefit more from. Skill Swap can be used over Magic Coat in order to get past Xatu's Magic Bounce, but Magic Coat is less situational and matchup-reliant. Normal Gem can boost the power of Explosion, but Carbink becomes far less consistent without a Lum Berry.

Checks and Counters
===================

**Steel-types**: Due to Carbink's 4x weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink while it can do very little in return. Ferroseed, Mawile, and Klinklang can use Carbink as setup bait for entry hazards or boosting moves, and Klinklang can OHKO Carbink with Gear Grind, bypassing Sturdy.

**Grass-types**: Grass-types such as Lilligant, Vileplume, and Tangela take damage little from Carbink's attacks, and all three of these Pokemon can use Sleep Powder to prevent Carbink from doing its job, which cannot effectively be reflected back at them by Magic Coat due to their immunity to Sleep Powder. They also deal significant damage to Carbink with a STAB Giga Drain.

**Water-types**: Water-types such as Prinplup, Lanturn, and Carracosta care little about Carbink's attacks and can 2HKO it with their STAB attacks. Prinplup and Kabutops in particular can use Defog and Rapid Spin, respectively, removing Carbink's Stealth Rock from the field.

**Ground-types**: Ground-types such as Rhydon, Claydol, and Torterra take pitiful damage from Explosion and can hit back with a super effective STAB attack for a hefty amount of damage. Sandslash and Claydol are especially bothersome for Carbink, as they can remove Carbink's Stealth Rock with Rapid Spin.
 
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Kiyo

the cowboy kid
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Toxic + Protect should probably be the last two moves on the support set, with power gem slashed behind protect. mention big metagame threats like fletch and sneasel that bink checks/counters. i know this is wip but i figured i'd drop my 2 cents real quick.

qc thoughts on TR setter getting its own set? it's got a big enough niche(being one of the few good ones) and its one of the only carbink sets i've used effectively (the other being fugas defensive support set)

you can tag me for your first qc check when this is moved out of WIP if you want, astroboy
 

boltsandbombers

i'm sorry mr. man
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Add trick room set please, and also re-order the overview so that the positives come first and then list the negatives.

There was a calm mind rest talk set on the original analysis, qc thoughts on adding that here? I don't really care much, seems like it might be too passive.
 
will do the two things in the first para. tbh the mono attacking set is trash and pretty outclassed by m-audino. id personally like to see it out of oo, but i wanna make sure qc is cool with it.
 
No mention of Sturdy anywhere? I understand Carbink is pretty bulky and usually doesn't die in one hit but it is nice to generally almost always get SR up.
 

Kiyo

the cowboy kid
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[OVERVIEW]

  • carbinks main niche is the lack of a fighting weakness, allowing it to check zangoose, which is a big problem for defensive teams where carbink finds its home
  • pretty solid and reliable trick room setter
  • pretty good defense, but ultimately let down by bad hp stat
  • defensive set relies on lefties for recovery, and as such is easily worn down by hazards and status and the likes
  • typing lets it check normal-, fire-, and flying-types dark types i.e. sneasel aka threat number 1 in tier
  • largely outclassed by regirock or rhydon
  • passive as hell
  • set up bait for common set up sweepers, such as lilligant and KLINKLANG
  • water, ground, and grass types are everywhere
[SET]
name: Support
move 1: Stealth Rock
move 2: Moonblast
move 3: Protect / Power Gem make this moveslot 4, toxic is more important so it goes first
move 4: Toxic
item: Leftovers
ability: Clear Body
nature: Bold
evs: 252 HP / 252 Def / 4 SpDef

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

  • sr is a staple for comletitive teams
  • moonblast is carbinks strongest stab, while also super effectively hitting fighting types, such as gallade, sawk, and hariyama i think its worth mentioning that 30% spatk drop is great on a phys def mon
  • protect allows carbink to scout, rack up lefties recovery, and wear opponents down with toxic
  • power gem lets carbink counter fletchinder, while being reliable and having good pp scyther too~!
  • toxic allows carbink to stack up passive damage on the foe, particularly in tandem with protect
  • explosion for a last-ditch effort to do damage on somethkng can be used, after carbink sets up rocks, to prevent being set-up fodder and preserving momentum
Set Details
========

  • max hp max defense with a bold nature to take physical hits well, allowing carbink to be a better check to zangoose, sneasel, and fletch
  • lefties for passive recovery
  • clear body is the only ability lol. p cool so you dont get random spdef drops from rotoms shadow ball or something of the sort

Usage Tips
========
  • switch out against most set up sweepers, such as lilligant, cause carbink cant do anything to them lol
  • use protect often to maximize lefties recovery
  • send carbink out early game to set up rocks
Team Options
========

  • grass types appreciate carbink checking flying types, and stop water and opposing grass types. tangela in particular can counter steel types that can trash carbink
  • bulky waters, such as prinplup or poliwrath, counter klinklang and handle fellow water types
  • clerics, such as audino, can cure annoying status and pass wishes to compensate for carbinks lack of reliable recovery
  • mention having things to check stuff that sets up on bink, think gurdurr to deal with klinklang, ninetales to deal with lilligant, torterra to deal with rhydon, etc.
[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpDef
ivs: 0 Spe

[SET COMMENTS]
Moves
========
  • trick room allows carbink to support its team, turning slow wallbreakers low speed into a positive and vice versa
  • stealth rock is needed for any serious team
  • magic coat bounces back taunts and hazards that the opponent might want to try and set up. also status, but mainly taunt and hazards
  • explosion to not waste trick room turns and preserve momentum

Set Details
========

  • 0 speed ivs and a reducing nature for min speed and ensuring carbink is fastest under trick room
  • max defense to take physical hits well while still checking sneasel, fletchinder, and zangoose
  • sturdy is the preferred ability, allowing carbink to take atleast one attack, although very few things can ohko carbink
  • custap to get off a last-ditch stealth rock, trick room, or explosion

Usage Tips
========
  • use magic coat to bounce back hazards taunts and such. this also allows carbink to be an anti-lead of sorts mention this is risky vs common sr setters as they usually hit bink seffectively (rhydon, torterra, etc.)
  • set up stealth rock early game
  • explode after rocks and tr are set up (if you dont need bink to check something like sneasel, or if you really need the free switch)

Team Options
========

  • strong and slow wallbreakers, such as mawile, beheeyum, or exeguttor, that use their low speed to their advantage when under trick room that carbink sets up
  • other trick room setters, such as uxie, can help support the team, taking a lot of weight off of carbinks shoulders

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

cro-bink (cm resttalk moonblast) give this a strong mention, its actually decent rn imo but not analysis worthy
screen setter with sr and explosion

Checks and Counters
===================

**Steel-types**: Due to Carbinks four-times weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink, while it can do very little in return. In particular, Ferroseed and Klinklang use Carbink as set-up bait

**Grass-types**: Grass-types, such as Lilligant, Torterra, or Tangela, take little from Carbinks attacks, and can deal heavy damage to it in return. Lilligant in particular can easily use Carbink as set-up fodder.

**Water-types**: Water-types, such as Prinplup, Laturn, or Carracosta, care little about Carbinks attacks and can use their STAB attacks to 2hko back.

**Ground-types**: Ground-types, such as Rhydon, Claydol, or Stunfisk resist Rock, dont care about Moonblast, and hit back with a STAB attack for a hefty chunk of Carbinks health. However, the aforementioned Ground-types are crippled by Toxic.
comments in bold. solid enough for my QC 1/3
 

boltsandbombers

i'm sorry mr. man
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[OVERVIEW]
  • pretty solid and reliable trick room setter. pretty much a staple for trick room teams add here why it is so good of a setter, which is because of how much utility it compresses into one teamslot being mainly sr and trick room along with boom and magic coat to help versus opposing leads. when you write this up emphasize on this the most since its describing exactly what carbinks role in the tier is, some of the other stuff is just common type matchup knowledge
  • pretty good defense, but ultimately let down by bad hp stat and god awful defensive typing
  • typing lets it check normal-, fire-, and flying-types
  • passive as hell only the defensive set is passive, tr set isnt
  • set up bait for common set up sweepers, such as lilligant and KLINKLANG its not really setup bait for them since if they try to set up on it you can tr and then boom, getting into a "slower" mon to outspeed and attack them, remove this as well - those to are threats to carbink but not in the sense which would belong in the overview
  • water, ground, and grass types are everywhere
[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

[SET COMMENTS]
Moves
========
  • trick room allows carbink to support its team, turning slow wallbreakers low speed into a positive and vice versa
  • stealth rock is needed for any serious team yes its needed on any serious team but you always need to state the mechanics of a move, no matter how obvious - so just say it damages foes upon switch in
  • magic coat bounces back taunts and hazards that the opponent might want to try and set up. also status, but mainly taunt and hazards
  • explosion to not waste trick room turns and preserve momentum it also helps get in a sweeper or wallbreaker for free

Set Details
========

  • 0 speed ivs and a reducing nature for min speed and ensuring carbink is fastest under trick room
  • max defense to take physical hits well while still checking sneasel, fletchinder, and zangoose eh its not really checking fletch since it just sets up an sd in front of it and carbink cant do much back apart from boom which doesnt do much since uninvested and does even less if burned, fletch on its own is a huge threat to tr
  • sturdy is the preferred ability, allowing carbink to take atleast one attack, although very few things can ohko carbink
  • custap to get off a last-ditch stealth rock, trick room, or explosion

Usage Tips
========
  • use magic coat to bounce back hazards taunts and such. this also allows carbink to be an anti-lead of sorts. however, this must be performed cautiously, as carbink loses to common sr setters, like torterra or rhydon
  • set up stealth rock early game
  • explode after rocks and tr are set up if u dont need carbink to check something or if you need the switch\
note that rocks should be set before tr so you dont waste turns of trick room

Team Options
========

  • strong and slow wallbreakers, such as mawile, beheeyum, or exeguttor, that use their low speed to their advantage when under trick room that carbink sets up
  • other trick room setters, such as uxie, can help support the team, taking a lot of weight off of carbinks shoulders audino is a solid tr setter as well as well as musharna and exeggutor, not a huge fan of tr uxie but you can leave it

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

cro-bink (cm resttalk moonblast)
defensive set
screen setter with sr and explosion

mention what mons perform these roles better and why, I think you have a general idea of what I mean here but lmk if youre not sure on something

Checks and Counters
===================

**Steel-types**: Due to Carbinks four-times weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink, while it can do very little in return. In particular, Ferroseed and Klinklang use Carbink as set-up bait

klinklang's gear grind breaks through carbinks sturdy which is super important to note

**Grass-types**: Grass-types, such as Lilligant, Torterra, or Tangela, take little from Carbinks attacks, and can deal heavy damage to it in return. Lilligant in particular can easily use Carbink as set-up fodder.

lilligant doesnt use it as setup fodder bc boom, it puts it to sleep preventing it from doing its job (tangela and plume do this as well, add the latter as well) and banded torterra can use bullet seed which breaks through sturdy

**Water-types**: Water-types, such as Prinplup, Laturn, or Carracosta, care little about Carbinks attacks and can use their STAB attacks to 2hko back. Prinplup in particular can use Defog, removing Carbinks Stealth Rock from the field.

**Ground-types**: Ground-types, such as Rhydon, Claydol, or Stunfisk resist Rock, take minimal damage from Moonblast, and hit back with a STAB attack for a hefty amount of Carbinks health. However, the aforementioned Ground-types are crippled by Toxic.

dont mention moonblast bc you removed the defensive set, same goes for toxic
Comments in bold.
QC 2/3
 
Mention Sunny Day in OO - Carbink is a good Sunny Day setter for most of the same reasons it's a good Trick Room setter

Oh and real nitpicky, but Custap can't be used to get off a last-gasp Trick Room, as it doesn't override priority brackets and Trick Room's priority is still -7.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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Yeah Custap isn't worth the item slot since Carbink is already using Trick Room. An item that would boost Carbink's consistency would be preferable, though Magic Coat alone seems to cover what Mental Herb and Lum Berry would do. Perhaps a Red Card to force out Xatu so you can set up SR (though it would be tricky to time it correctly) or just force out setup sweepers like Costa and Torterra, or a simple Normal Gem just to boost the Explosion can be considered.

Another idea you could try is to slash Skill Swap after Magic Coat, primarily to set up SR on Xatu, but also can be used to disrupt certain ability-reliant foes outside of Xatu, such as Malamar and Aurorus. If Skill Swap is used, Mental Herb and Lum Berry can be mentioned in Set Details to compensate for Magic Coat.
 
Actually Lum Berry can come in useful versus sleep-inducing Grass-types as Magic Coat doesn't work against them because they are immune to their own Sleep Powder. The only sleep inducers Magic Coat is actually helpful against are Vivillon and Jynx.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
is a Community Contributoris a Tiering Contributoris a Top Contributor

[OVERVIEW]

Carbink finds itself being a staple on Trick Room teams in NU, thanks to it being a reliable setter of Trick Room and Stealth Rock, while also preserving momentum for your team via Explosion. Carbink solidifies its position as an extraordinary support Pokemon, thanks to its unique utility move in Magic Coat; this allows it to redirect Taunt back to the user, which would normally completely shut Carbink down by preventing it from setting Trick Room or Stealth Rock. Carbink's unique typing alongside its substantial defenses allow it to check many of the Fire-, Normal- and Flying-types in the tier such as Magmortar, Kangaskhan and Swellow. However, Carbink's typing also leaves it vulnerable to the many Grass-, Water-, Ground- and Steel-type Pokemon, making it an easy target for the likes of Lilligant, Lanturn, Rhydon or Klinklang, which are all prominent threats in NU. To make matters worse, Carbink's excellent defensive stats are hindered by its measly HP and lack of reliable recovery.
- Magic Coat can also reflect Lovely Kiss and Sleep Powder from the likes of Jynx and Vivillon back toward them, and can also reflect opposing entry hazards (most notably Spikes) to set them back and buy Carbink some time.
- Carbink also provides a resistance to Dark and Bug, which is rare among Trick Room setters as they normally sport a weakness to either of these.

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Custap Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpDef
ivs: 0 Spe
You've yet to actually change Carbink's item, but I actually have something else other than Normal Gem in mind (in Set Details). SpDef should be changed to SpD.

Set Details
========

Max HP and Defense are used to take physical hits better, giving Carbink maximum opportunities to set up Stealth Rock or Trick Room while up against certain physical attackers. As to be as fast as possible under Trick Room, Carbink possesses 0 speed IVs and a speed-reducing nature. Sturdy is the preferred ability, as it allows Carbink to always live a hit from full health, in order to atleast get up Trick Room or Stealth Rock, but it will most likely not come into play due to Carbi kss decent bulk. Normal Gem is the preferred item, as it allows Explosion to do even more damage to compliment its high base value.
Name some of the physical attackers that Carbink would be able to fend off with maximum physically defensive investment, namely Zangoose, Kangaskhan, Archeops, Swellow, etc. Also this is probably the most notable change, but I suggest slotting in Lum Berry as the item of choice, as Grass-type Sleep Powder users would totally shut down Carbink otherwise, which would be terrible as Carbink wants to be as consistent as possible. Normal Gem can still be mentioned in Set Details as an alternative item choice to boost Explosion's power, but it doesn't boost Carbink's consistency like Lum Berry would.

Usage Tips
========

Magic Coat should be used when predicting the opponent to use Taunt, as it shuts Carbink down completely otherwise. Magic Coat can also be used to bounce back Stealth Rock; however, this is risky, as Carbink loses to many common Stealth Rock users such as Rhydon or Torterra. Stealth Rock should be set up early-game to start racking up passive damage on the foes as early as possible. If possible, setting up Stealth Rock before Trick Room with Carbink is preferred, as to not waste Trick Room teams. Explosion should be used after Stealth Rock and or Trick Room are set up if Carbink isn't needed to check something, as getting decent damage on the foe and a free switch to a teammate is excellent.
Setting up Trick Room before using Stealth Rock is actually preferred if Carbink is at risk of getting 2HKOed (since it means Carbink doesn't need to Explode). Otherwise, setting up SR, using Trick Room, then Exploding would be the correct procedure. Listing the appropriate procedure for each situation is of paramount importance when elaborating on Carbink's Usage Tips, as it is meant to be a very linear and straightforward lead.

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyum or Cacturne that use their traditionally low speed to their advantage when under Trick Room that Carbink sets up. Other Trick Room setters such as Musharna can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and a reliable setter of Trick Room, which takes advantage of Carbink being a reliable switch-in to Flying-types.
- First off it's Beheeyem.
- Golurk could also use a mention as a powerful Trick Room sweeper with unparalleled coverage.
- Finally, Carbink's resistances to Fire, Flying, Bug, and Dark actually benefit almost all Trick Room sweepers / setters, not just Exeggutor, so be sure to emphasize that; however, also note that since Carbink is commonly played as a suicide lead, it usually won't stick around long enough to make use of its resistances to help its teammates.

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

A set utilizing Rest, Sleep talk, Calm Mind, and Moonblast with maximum HP and Defense investment, can be used, setting up on common attackers such as Swellow or Fletchling, however this set is mostly outclassed by Audino using the same set but with Dazzling Gleam over Moonblast due to its better bulk and Special Attack. A defensive set can be used, however it's outclassed by Rhydon or Regirock, who have more bulk and offensive presence. A set using Sunny Day can be used for the same reason one would use Trick Room on Carbink, but sun is a less viable playstyle than Trick Room, and even then is overshadowed by Uxie. Skill Swap can be used over Magic Coat in order to get past Xatu's Magic Bounce, but Magic Coat is less situational and based off match-up.
- It's Fletchinder, not Fletchling.
- The higher Special Attack is mostly irrelevant, but note that Mega Audino has less weaknesses than Carbink, making the former harder to revenge kill.
- Add Mawile into the list of mons that outclass the defensive set, and instead of having more bulk / offensive presence, note that Mawile is less prone to losing momentum via its access to moves such as Baton Pass, Taunt, and Super Fang.
- Sun is not a less viable playstyle than Trick Room; it's just that Uxie does indeed outperform Carbink due to its superior Speed, while also having a coveted Ground immunity and Fighting resistance, although Carbink does still sport useful resistances to Fire and Flying.

Checks and Counters
===================

**Steel-types**: Due to Carbinks four-times weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink, while it can do very little in return. Ferroseed and Klinklang in particular use Carbink as set-up bait, and Klinklang can OHKO Carbink, bypassing Sturdy, by using Gear Grind.

**Grass-types**: Grass-types, such as Lilligant, Vileplume, or Tangela, take little from Carbinks attacks, and use Sleep Powder to prevent Carbink from doing its job. The aforementioned Grass-types can also deal significant damage to Carbink with a STAB Giga Drain.

**Water-types**: Water-types, such as Prinplup, Laturn, or Carracosta, care little about Carbinks attacks and can use their STAB attacks to 2HKO in retalition. Prinplup in particular can use Defog, removing Carbinks Stealth Rock from the field.

**Ground-types**: Ground-types, such as Rhydon, Claydol, or Stunfisk resist Rock, take petty damage from Explosion, and hit back with a super-effective STAB attack for a hefty amount of Carbinks health.
- Add Mawile into the Steel-type section, and also touch upon Ferroseed being able to outspeed Carbink in Trick Room.
- Note that Grass-types do not have to fear Sleep Powder getting Magic Coated back onto them as they are immune to it.
- Stunfisk isn't too relevant nowadays so you could instead mention Torterra over it in the Ground-type section. You can add Sandslash into the list of Ground-types, as well as mention that both Sandslash and Claydol can Rapid Spin its Stealth Rock away.
- Add Kabutops into the Water-type section and also mention its spinning capabilities.

Tag me again after you've made these changes.
 

Punchshroom

FISHIOUS REND MEGA SHARPEDO
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I see you've removed Normal Gem from Set Details entirely, even though I didn't ask you to. That is fine, as long as you at least make a brief mention Normal Gem in Other Options or something.

If possible, setting up Stealth Rock before Trick Room with Carbink is preferred, as to not waste Trick Room teams; that is, unless Carbink is at risk of being 2HKOed, as setting up Stealth Rock is essential for most competitive matches.
This could be phrased better; you can even be simple about: "lead with Carbink, set up Stealth Rock, use Trick Room, then Explode. If Carbink risks being 2HKOed, set up Trick Room before Stealth Rock instead."

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyem or Golurk that use their traditionally low speed to their advantage when under Trick Room that Carbink sets up. Other Trick Room setters such as Musharna can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and a reliable setter of Trick Room.
Yeah remember when I said:
Code:
- Finally, Carbink's resistances to Fire, Flying, Bug, and Dark actually benefit almost all Trick Room sweepers / setters, not just Exeggutor, so be sure to emphasize that; however, also note that since Carbink is commonly played as a suicide lead, it usually won't stick around long enough to make use of its resistances to help its teammates.
Where is this?

[STRATEGY COMMENTS]
Other Options
=============
Remove spacing here

A set utilizing Rest, Sleep talk, Calm Mind, and Moonblast with maximum HP and Defense investment, can be used, setting up on common attackers such as Swellow or Fletchinder,

however it's outclassed by Rhydon, Mawile, and Regirock, who have more bulk, offensive presence, and do not lose as much momentum.

A set using Sunny Day can be used for the same reason one would use Trick Room on Carbink, for its respectable bulk, resistances, and decent support movepool
**Ground-types**: Ground-types, such as Rhydon, Claydol, or Torterra take petty damage from Explosion, and hit back with a super-effective STAB attack for a hefty amount of Carbinks health.
You didn't add Sandslash. You also didn't add that Claydol and Sandslash can spin away Stealth Rock as well.

Tag me again when you are done.
 

Empress

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[OVERVIEW]

Carbink finds itself being is a staple on Trick Room teams in NU, thanks to it being because it is a reliable setter of Trick Room and Stealth Rock, while also preserving and can also preserve momentum for your team via with Explosion. To amplify its effectiveness, Carbink is one of the few Trick Room setters that have a resistance to resists Dark- and Bug-types moves. Carbink solidifies its position as an extraordinary support Pokemon, (RC) thanks to its unique utility move in Magic Coat; this allows it to redirect Taunt back to the user, which would normally completely shut Carbink down by preventing it from setting up Trick Room or Stealth Rock. Magic Coat also can bounce back entry hazards as(space)well as a potential Lovely Kiss or Sleep Powder from Jynx or Vilillion Vivillon, respectively. Carbink's unique typing alongside its substantial defenses good bulk allow it to check many of the Fire-, Normal- and Flying-types in the tier such as Magmortar, Kangaskhan and Swellow. However, Carbink's typing also leaves it vulnerable to the many Grass-, Water-, Ground- and Steel-type Pokemon, making it an easy target for the likes of Lilligant, Lanturn, Rhydon, (AC) or Klinklang, which are all prominent threats in NU. To make matters worse, Carbink's excellent defensive stats are hindered by its measly HP stat and lack of reliable recovery.

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Lum Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

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

Trick Room allows Carbink to support its team, turning slow wallbreakers'(apostrophe) low speed to their Speed into an advantage, (RC) while making a faster opponent foe slower. Stealth Rock damages foes upon switch-in, switching in and helps Carbink weaken its foes for a more offensively inclined teammate to take advantage of. Magic Coat provides nifty utility, as it can bounce status moves back at the user, making it risky for the for foe to use Taunt or to set up their own entry hazards, lest they be used against them. Explosion is chosen as the last move, as it allows Carbink to deal respectable damage to the foe once it Carbink has fulfilled its role, (RC) while preserving and preserves momentum. Explosion also allows Carbink to safely bring in a sweeper or wallbreaker without them having to risk switching into an attack and taking damage.

Set Details
========

Maximum HP and Defense EVs are used to take physical hits better, giving Carbink maximum opportunities to set up Stealth Rock or Trick Room while up against certain physical attackers. As In order to be as fast as possible under Trick Room, Carbink possesses uses 0 speed Speed IVs and a speed-reducing Speed-reducing nature. Sturdy is the preferred ability, as it allows Carbink to always live survive a hit from full health, (RC) in order to atleast get up be guaranteed to set up one of Trick Room or Stealth Rock, but it will most likely not come into play due to Carbink's decent bulk. Lum Berry is the preferred item, as it allows Carbink to cure itself of Lilligant's Sleep Powder at(space)least once, allowing Carbink to always set up atleast Trick Room or Stealth Rock. Lum Berry is also useful for being to make Carbink less reliant on Magic Coat as to not be defeated by Jynx or Vivillion, as it bounces back their sleep-inducing attacks (this is very confusing; read it again to see how you can rephrase it because I don't know what you're going for).

Usage Tips
========

Magic Coat should be used when predicting the opponent to that the foe will use Taunt, as it shuts Carbink down completely otherwise. Magic Coat can also be used to bounce back Stealth Rock; however, this is risky, as Carbink loses to many common Stealth Rock users such as Rhydon or and Torterra. Stealth Rock should be set up early-game to start racking up passive damage on the foes as early as possible.(space)Leading with Carbink is your best choice in most situations, setting up Stealth Rock, (RC) and Trick Room, using Magic coat Coat if nesecary necessary, and then use using Explosion when your its job is done, (RC) if possible. However, if Carbink risks being 2HKOed, setting up Trick Room before Stealth Rock is usually your best course of action. Explosion should be used after at least one of Stealth Rock and or Trick Room are is set up if Carbink isn't needed to check something, as getting decent damage on the foe and a free switch to a teammate is excellent.

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyem, (AC) or Golurk that can use their traditionally low speed Speed stats to their advantage when under Trick Room that Carbink sets up.(space)Carbink also synergizes well with these pokemon Pokemon, as most of them are weak to Fire-, Flying-(AH), or Dark-type attacks. Other Trick Room setters such as Musharna can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and it's also a reliable setter of Trick Room.

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

A set utilizing Rest, Sleep talk Talk, Calm Mind, and Moonblast with maximum HP and Defense investment, (RC) can be used, setting up on common attackers such as Swellow or and Fletchling, however though this set is mostly outclassed by Mega Audino using the same set but with Dazzling Gleam over Moonblast due to its Mega Audino's better bulk and Defensive Typing defensive typing. A defensive set can be used to check many common threats, such as Zangoose or and Archeops, however but it's outclassed by Rhydon, Mawile, and Regirock, who which have more bulk and better offensive presence. A set using Sunny Day can be used for the same reason one would use Trick Room on Carbink, for its respectable bulk and decent support movepool to support sun sweepers, but Carbink is overshadowed by Uxie for this role, as Uxie has support higher Speed, with an immunity to Ground-type attacks, (AC) and a resistance to Fighting-type attacks, all of which sun that Sun teams benefit more from. Skill Swap can be used over Magic Coat in order to get past Xatu's Magic Bounce, but Magic Coat is less situational and based off of match-up matchup reliant. Normal Gem can also be Carbink's item of choice, however boost the power of Explosion, but Carbink becomes far less consistent without a Lum Berry.

Checks and Counters
===================

**Steel-types**: Due to Carbink'(apostrophe)s four-times 4x weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink, while it can do very little in return. Ferroseed, Mawile, or and Klinklang in particular can use Carbink as set-(RH)up bait for entry hazards or boosting moves, and Klinklang can OHKO Carbink, bypassing Sturdy, by using with Gear Grind, bypassing Sturdy.

**Grass-types**: Grass-types, such as Lilligant, Vileplume, or and Tangela, take damage little from Carbink'(apostrophe)s attacks, and all three of these Pokemon can use Sleep Powder to prevent Carbink from doing its job, which cannot be reflected back at them by Magic Coat due to their natural immunity to Sleep Powder. The aforementioned Grass-types can They also deal significant damage to Carbink with a STAB Giga Drain.

**Water-types**: Water-types, such as Prinplup, Lanturn, or and Carracosta, care little about Carbink'(apostrophe)s attacks and can use 2HKO it with their STAB attacks to 2HKO in retalition. Prinplup or and Kabutops in particular can use Defog or and Rapid Spin, respectively, removing Carbink'(apostrophe)s Stealth Rock from the field.

**Ground-types**: Ground-types, such as Rhydon, Claydol, or and Torterra, (AC) take petty pitiful damage from Explosion, (RC) and can hit back with a super-(RH) effective STAB attack for a hefty amount of Carbinks health damage. Sandslash and Claydol are especially bothersome for Carbink, as they can remove Carbink's Stealth Rock by use of with Rapid Spin.

GP 1/2

[OVERVIEW]

Carbink is a staple on Trick Room teams in NU because it is a reliable setter of Trick Room and Stealth Rock and can also preserve momentum for your team with Explosion. To amplify its effectiveness, Carbink is one of the few Trick Room setters that resists Dark- and Bug-type moves. Carbink solidifies its position as an extraordinary support Pokemon thanks to Magic Coat; this allows it to redirect Taunt back to the user, which would normally completely shut Carbink down by preventing it from setting up Trick Room or Stealth Rock. Magic Coat also can bounce back entry hazards as well as a potential Lovely Kiss or Sleep Powder from Jynx or Vivillon, respectively. Carbink's unique typing alongside its good bulk allow it to check many of the Fire-, Normal-, and Flying-types in the tier such as Magmortar, Kangaskhan, and Swellow. However, Carbink's typing also leaves it vulnerable to the many Grass-, Water-, Ground-, and Steel-type Pokemon, making it an easy target for the likes of Lilligant, Lanturn, Rhydon, and Klinklang, which are all prominent threats in NU. To make matters worse, Carbink's excellent defensive stats are hindered by its measly HP stat and lack of reliable recovery.

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Lum Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

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

Trick Room allows Carbink to support its team, turning slow wallbreakers' low Speed into an advantage while making a faster foe slower. Stealth Rock damages foes upon switching in and helps Carbink weaken its foes for a more offensively inclined teammate to take advantage of. Magic Coat provides nifty utility, as it can bounce status moves back at the user, making it risky for the foe to use Taunt or to set up their own entry hazards. Explosion allows Carbink to deal respectable damage to the foe once Carbink has fulfilled its role and preserves momentum. Explosion also allows Carbink to safely bring in a sweeper or wallbreaker without them having to risk switching into an attack and taking damage.

Set Details
========

Maximum HP and Defense EVs are used to take physical hits better, giving Carbink maximum opportunities to set up Stealth Rock or Trick Room while up against certain physical attackers. In order to be as fast as possible under Trick Room, Carbink uses 0 Speed IVs and a Speed-reducing nature. Sturdy allows Carbink to always survive a hit from full health in order to be guaranteed to set up one of Trick Room or Stealth Rock, but it will most likely not come into play due to Carbink's decent bulk. Lum Berry allows Carbink to cure itself of Lilligant's Sleep Powder at least once. Lum Berry is also useful to make Carbink less reliant on Magic Coat as to not be defeated by Jynx or Vivillion, as it bounces back their sleep-inducing attacks (this is very confusing; read it again to see how you can rephrase it because I don't know what you're going for).

Usage Tips
========

Magic Coat should be used when predicting that the foe will use Taunt, as it shuts Carbink down completely. Magic Coat can also be used to bounce back Stealth Rock; however, this is risky, as Carbink loses to many common Stealth Rock users such as Rhydon and Torterra. Stealth Rock should be set up early-game to start racking up passive damage on the foes as early as possible. Leading with Carbink is your best choice in most situations, setting up Stealth Rock and Trick Room, using Magic Coat if necessary, and then using Explosion when its job is done if possible. However, if Carbink risks being 2HKOed, setting up Trick Room before Stealth Rock is usually your best course of action. Explosion should be used after at least one of Stealth Rock or Trick Room is set up if Carbink isn't needed to check something, as getting decent damage on the foe and a free switch to a teammate is excellent.

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyem, and Golurk can use their traditionally low Speed stats to their advantage under Trick Room. Carbink also synergizes well with these Pokemon, as most of them are weak to Fire-, Flying-, or Dark-type attacks. Other Trick Room setters such as Musharna can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and it's also a reliable setter of Trick Room.

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

A set utilizing Rest, Sleep Talk, Calm Mind, and Moonblast with maximum HP and Defense investment, can be used, setting up on common attackers such as Swellow and Fletchling, though this set is mostly outclassed by Mega Audino due to Mega Audino's better bulk and defensive typing. A defensive set can be used to check many common threats, such as Zangoose and Archeops, but it's outclassed by Rhydon, Mawile, and Regirock, which have more bulk and better offensive presence. A set using Sunny Day can be used to support sun sweepers, but Carbink is overshadowed by Uxie for this role, as Uxie has higher Speed, an immunity to Ground-type attacks, and a resistance to Fighting-type attacks, all of which sun teams benefit more from. Skill Swap can be used over Magic Coat in order to get past Xatu's Magic Bounce, but Magic Coat is less situational and matchup reliant. Normal Gem can boost the power of Explosion, but Carbink becomes far less consistent without a Lum Berry.

Checks and Counters
===================

**Steel-types**: Due to Carbink's 4x weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink, while it can do very little in return. Ferroseed, Mawile, and Klinklang can use Carbink as setup bait for entry hazards or boosting moves, and Klinklang can OHKO Carbink with Gear Grind, bypassing Sturdy.

**Grass-types**: Grass-types, such as Lilligant, Vileplume, and Tangela, take damage little from Carbink's attacks, and all three of these Pokemon can use Sleep Powder to prevent Carbink from doing its job, which cannot be reflected back at them by Magic Coat due to their immunity to Sleep Powder. They also deal significant damage to Carbink with a STAB Giga Drain.

**Water-types**: Water-types, such as Prinplup, Lanturn, and Carracosta, care little about Carbink's attacks and can 2HKO it with their STAB attacks. Prinplup and Kabutops in particular can use Defog and Rapid Spin, respectively, removing Carbink's Stealth Rock from the field.

**Ground-types**: Ground-types, such as Rhydon, Claydol, and Torterra, take pitiful damage from Explosion and can hit back with a super effective STAB attack for a hefty amount of damage. Sandslash and Claydol are especially bothersome for Carbink, as they can remove Carbink's Stealth Rock with Rapid Spin.
 
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Lumari

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(comments); (AC=add comma; RC=remove comma; SC=semicolon)
[OVERVIEW]

Carbink is a staple on Trick Room teams in NU because it is a reliable setter of both Trick Room and Stealth Rock and can also able to preserve momentum for your team with Explosion. To amplify its effectiveness, Carbink is one of the few Trick Room setters that resists resist ("setters that resists" is, quite obviously, off) Dark- and Bug-type moves. Carbink solidifies its position as an extraordinary support Pokemon thanks to Magic Coat; this allows it to redirect Taunt back to the user, which would normally completely shut Carbink down by preventing it from setting up Trick Room or Stealth Rock. Magic Coat also can bounce back entry hazards as well as a potential Lovely Kiss or Sleep Powder from Jynx or Vivillon, respectively. Carbink's unique typing alongside its good bulk allows it to check many of the Fire-, Normal-, and Flying-types in the tier such as Magmortar, Kangaskhan, and Swellow. However, Carbink's typing also leaves it vulnerable to the many Grass-, Water-, Ground-, and Steel-type Pokemon, making it an easy target for the likes of Lilligant, Lanturn, Rhydon, and Klinklang, which are all prominent threats in NU. To make matters worse, Carbink's excellent defensive stats are hindered by its measly HP stat and lack of reliable recovery.

[SET]
name: Trick Room Support
move 1: Trick Room
move 2: Stealth Rock
move 3: Magic Coat
move 4: Explosion
item: Lum Berry
ability: Sturdy
nature: Relaxed
evs: 252 HP / 252 Def / 4 SpD
ivs: 0 Spe

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

Trick Room allows Carbink to support its team, turning slow wallbreakers' low Speed into an advantage while making a faster foe slower. Stealth Rock damages foes upon switching in and helps Carbink weaken its foes for a more offensively inclined teammate to take advantage of. Magic Coat provides nifty utility, as it can bounce status moves back at the user, making it risky for the foe to use Taunt or to set up their own entry hazards. Explosion allows Carbink to deal respectable damage to the foe once Carbink has fulfilled its role and preserves momentum. Explosion also allows Carbink to safely bring in a sweeper or wallbreaker without them having to risk switching into an attack and taking damage.

Set Details
========

Maximum HP and Defense EVs are used to take physical hits better, giving Carbink maximum opportunities to set up Stealth Rock or Trick Room while up against certain physical attackers. In order to be as fast as possible under Trick Room, Carbink uses 0 Speed IVs and a Speed-reducing nature. Sturdy allows Carbink to always survive a hit from full health in order to be guaranteed to set up one of Trick Room or Stealth Rock, but it will most likely not come into play due to Carbink's decent bulk. Lum Berry allows Carbink to cure itself of Lilligant's Sleep Powder at least once. Similarly, Lum Berry is also useful to make Carbink less reliant on Magic Coat to fulfill is its role when up against Jynx and Vivillion, as it is cured cures Carbink once of the sleep induced by Lovely Kiss and Sleep Powder, respectively, once.

Usage Tips
========

Magic Coat should be used when predicting that the foe will use Taunt, as it shuts Carbink down completely. Magic Coat can also be used to bounce back Stealth Rock; however, this is risky, as Carbink loses to many common Stealth Rock users such as Rhydon and Torterra. Stealth Rock should be set up early-game to start racking up passive damage on the foes as early as possible. Leading with Carbink is your best choice in most situations, setting up Stealth Rock and Trick Room, using Magic Coat if necessary, and then using Explosion when its job is done if possible. However, if Carbink risks being 2HKOed, setting up Trick Room before Stealth Rock is usually your best course of action. Explosion should be used after at least one of Stealth Rock or Trick Room is set up if Carbink isn't needed to check something, as getting decent damage on the foe and a free switch to a teammate is excellent.

Team Options
========

Strong and slow wallbreakers such as Mawile, Beheeyem, and Golurk can use their traditionally low Speed stats to their advantage under Trick Room. Carbink also synergizes well with these Pokemon, as most of them are weak to Fire-, Flying-, or Dark-type attacks. Other Trick Room setters, (AC) such as Musharna, (AC) can support the team to take pressure off of Carbink. Exeggutor in particular is a powerful wallbreaker, and it's also a reliable setter of can also set Trick Room reliably.

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

A set utilizing Rest, Sleep Talk, Calm Mind, and Moonblast with maximum HP and Defense investment (RC) can be used, setting up on common attackers such as Swellow and Fletchling, though this set is mostly outclassed by Mega Audino due to Mega Audino's better bulk and defensive typing. A defensive set can be used to check many common threats (RC) such as Zangoose and Archeops, but it's outclassed by Rhydon, Mawile, and Regirock, which have more bulk and better offensive presence. A set using Sunny Day can be used to support sun sweepers, but Carbink is overshadowed by Uxie for this role, as Uxie has higher Speed, an immunity to Ground-type attacks, and a resistance to Fighting-type attacks, all of which sun teams benefit more from. Skill Swap can be used over Magic Coat in order to get past Xatu's Magic Bounce, but Magic Coat is less situational and matchup-reliant. (add hyphen) Normal Gem can boost the power of Explosion, but Carbink becomes far less consistent without a Lum Berry.

Checks and Counters
===================

**Steel-types**: Due to Carbink's 4x weakness to Steel-type moves, any Steel-type can deal serious damage to Carbink (RC) while it can do very little in return. Ferroseed, Mawile, and Klinklang can use Carbink as setup bait for entry hazards or boosting moves, and Klinklang can OHKO Carbink with Gear Grind, bypassing Sturdy.

**Grass-types**: Grass-types (RC) such as Lilligant, Vileplume, and Tangela (RC) take damage little from Carbink's attacks, and all three of these Pokemon can use Sleep Powder to prevent Carbink from doing its job, which cannot effectively be reflected back at them by Magic Coat due to their immunity to Sleep Powder. They also deal significant damage to Carbink with a STAB Giga Drain.

**Water-types**: Water-types (RC) such as Prinplup, Lanturn, and Carracosta (RC) care little about Carbink's attacks and can 2HKO it with their STAB attacks. Prinplup and Kabutops in particular can use Defog and Rapid Spin, respectively, removing Carbink's Stealth Rock from the field.

**Ground-types**: Ground-types (RC) such as Rhydon, Claydol, and Torterra (RC) take pitiful damage from Explosion and can hit back with a super effective STAB attack for a hefty amount of damage. Sandslash and Claydol are especially bothersome for Carbink, as they can remove Carbink's Stealth Rock with Rapid Spin.



GP 2/2
 
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