Gorebyss

feen

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QC: metaphysical / Punchshroom / Disjunction
GP: Queez / Malley

[OVERVIEW]

Gorebyss has a great boosting move in Shell Smash, an impressive base 114 Special Attack, and a great offensive movepool with Hydro Pump, Ice Beam, and Signal Beam, which make it a threatening sweeper. Gorebyss also has access to Swift Swim, making it really dangerous in rain. Due to its low Speed stat, however, Gorebyss fails to outspeed Choice Scarf Rotom and Rotom-S even at +2, making it vulnerable to being revenge killed, and has a hard time setting up against various Pokemon. Gorebyss also lacks special bulk, making it hard to set up against powerful special attackers such as Rotom, Lilligant, and Ludicolo.

[SET]
name: All-Out Attacker
move 1: Shell Smash
move 2: Hydro Pump / Scald
move 3: Signal Beam / Ice Beam
move 4: Substitute / Hidden Power Grass
item: Life Orb
ability: Swift Swim
nature: Modest / Timid
evs: 4 HP / 252 SpA / 252 Spe

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

Shell Smash boosts Gorebyss's Special Attack and Speed by two stages. Hydro Pump hits really hard after a Shell Smash boost. Alternatively, the more reliable, yet weaker Scald can be used, which has a 30 percent chance to burn the foe. Signal Beam is used to KO common switch-ins such as Ludicolo and Jynx as well as Malamar. Ice Beam lets Gorebyss deal with Grass-types such as Vileplume, Gourgeist, and Roselia, which otherwise wall it. Substitute can be used to block status ailments, letting Gorebyss destroy stall teams. Hidden Power Grass lets Gorebyss deal with Water-types such as Lanturn and Prinplup.

Set Details
========

Maximum Special Attack and Speed investment enhances Gorebyss's power and Speed in order to allow it to sweep the opposing team. Life Orb is used to increase Gorebyss's damage output at the cost of HP with each attack. A Modest nature is used to maximize Gorebyss's Special Attack. However, a Timid nature can also be used to further increase its Speed, which makes Gorebyss outspeed Jolly Cacturne, Exeggutor, and Aurorus before a Shell Smash boost, and Jolly Choice Scarf Sawk, Jolly Choice Scarf Pinsir, and Timid Choice Scarf Mesprit after a Shell Smash boost. If Gorebyss is running Substitute, it should run a spread of 152 HP / 132 SpA / 224 Spe with a Modest nature to stop Gurdurr from breaking its Substitute with Mach Punch.

Usage Tips
========

Due to Gorebyss's low Speed, it cannot set up a Shell Smash on most Taunt users, such as Archeops and Mismagius. However, once Gorebyss gets to +2, it outspeeds the entire unboosted metagame and certain Choice Scarf users, though it still fails to outspeed Choice Scarf Rotom, Lilligant, and Rotom-S. Gorebyss should use slow defensive Pokemon such as Rhydon, Carracosta, Gourgeist, and Weezing, as well as Choice-locked Fire-types such as Pyroar, as setup bait by forcing them to switch out. Gorebyss's decent physical bulk and good defensive typing allow it to set up on various offensive Pokemon, although it should not set up on specially offensive Pokemon, as it lacks special bulk. Gorebyss should be used as a late-game cleaner; when the opponent's team is weakened, Gorebyss can set up easily.

Team Options
========

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Dual screens support from Uxie makes it easier for Gorebyss to set up a Shell Smash. Uxie can also use Memento to make it easier for Gorebyss to set up. Uxie, Liepard, and other Rain Dance users can aid Gorebyss by triggering Swift Swim. Liepard can use Encore and then U-turn to Gorebyss, giving it an easier time to set up and sweep.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Ice Beam
move 3: Signal Beam / Hidden Power Grass
move 4: Baton Pass
item: Choice Specs
ability: Swift Swim
nature: Modest
evs: 4 HP / 252 SpA / 252 Spe

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

Hydro Pump deals a lot of damage to anything that does not resist it. Scald can be used over Hydro Pump for a more reliability, as well as the 30 percent chance to burn the target. Ice Beam lets Gorebyss deal with Grass-types, such as Torterra and Vileplume. Hidden Power Grass lets Gorebyss deal damage to bulky Water-types such as Prinplup, Samurott, and Lanturn, which otherwise wall Gorebyss. Signal Beam is used to KO common switch-ins such as Ludicolo and Jynx, as well as Malamar. Baton Pass is used to gain momentum, which gives Gorebyss a niche over Samurott.

Set Details
=============

Maximum Speed and Special Attack EVs let Gorebyss have optimal attacking prowess while being as fast as it can. Choice Specs makes Gorebyss a dangerous wallbreaker. A Modest nature allows Gorebyss to hit as hard as possible.

Usage Tips
=============

Gorebyss should switch into Ground- and Rock-types and attempt to KO them or use Baton Pass to gain momentum. Gorebyss should not stay in on an offensive Pokemon unless it's completely necessary, as it does not have the Speed to attack first and would take heavy damage, leaving it vulnerable for even a wall to KO it. Gorebyss should be used as a wallbreaker, denting walls so that it becomes easier for a sweeper to clean the opposing team.

Team Options
=============

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Flying-, Fire-, Grass-, Normal-, and Electric-type sweepers are good partners for Gorebyss because Gorebyss takes care of the Pokemon that these sweepers struggle to break through and gives them a safe switch in with Baton Pass. Such sweepers include Swellow, Pyroar, Cacturne, Rotom, Electivire, and Kangaskhan. Slow U-turn and Volt Switch users such as Uxie, Xatu, and Lanturn help Gorebyss switch in safely, forming a great momentum core with Gorebyss. Rain Dance users such as Uxie and Liepard aid Gorebyss as well, boosting its Speed and making it able to outspeed most offensive Pokemon as well as boosting the power of its STAB moves. Spikes users such as Garbodor and Roselia handle Grass-types fairly well, and most of Choice Specs Gorebyss's switch-ins are grounded Pokemon and don't have reliable recovery.


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

Surf can be used instead of Hydro Pump or Scald for more power than Scald and more reliability than Hydro Pump. Hidden Power Fire can be used to hit Ferroseed, and Hidden Power Electric can be used to hit Pelipper and Mantine. White Herb can be used over Life Orb in the first set to increase Gorebyss's longevity and make it less prone to being revenge killed, but reduces the power of Gorebyss's attacks. Focus Sash can be used over Life Orb to guarantee a set up, but decreases Gorebyss's attack prowess as well. Hydration can be used instead of Swift Swim on rain teams to prevent Gorebyss from being inflicted by any status ailments. Psychic can be used alongside Signal Beam to hit Vileplume and Roselia.

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

**Choice Scarf Users**: Choice Scarf Rotom, Lilligant, Jynx, and Rotom-S outspeed Gorebyss even at +2 and can OHKO Gorebyss with a powerful super effective attack.

**Liepard**: Liepard's Prankster Encore allows it to lock Gorebyss into Shell Smash, meaning it can turn Shell Smash against Gorebyss entirely, although Liepard does not like taking a Hydro Pump. Liepard also has access to Sucker Punch, which can KO a weakened Gorebyss.

**Offensive Pressure**: Most attackers have little trouble 2HKOing Gorebyss, making it very difficult for Gorebyss to set up Shell Smash safely. Pokemon such as Mismagius, Primeape, Pyroar, Samurott, Sawk, Tauros, and Zangoose can revenge kill Choice Specs Gorebyss and put pressure on switch-ins.

**Haze Users**: Cryogonal may survive a +2 Hydro Pump and either directly OHKO Gorebyss with Freeze-Dry or Haze away the Shell Smash boosts that Gorebyss has accumulated. Mantine can also take hits and Haze away Gorebyss's Shell Smash boosts.

**Priority Moves**: Kangaskhan's Fake Out + Sucker Punch, Cacturne's Sucker Punch, and Fletchinder's Acrobatics damage Gorebyss heavily after a Shell Smash, limiting its sweeping capabilities. Priority attacks from Kabutops and Gurdurr won't deal much damage, however.

**Bulky Water-types**: Ludicolo can survive most hits from Gorebyss at +2 and KO it with Giga Drain, but loses to Signal Beam. Lanturn resists Gorebyss's STAB moves and can cripple it with Thunder Wave or heavily damage it with Thunderbolt, although it must be wary of Hidden Power Grass. Poliwrath resists most of Gorebyss's moves and can retaliate with either Focus Blast or Circle Throw. Mantine doesn't take much damage from Gorebyss's attacks, has the ability Water Absorb, and can damage Gorebyss with Air Slash or cripple it with Toxic.
 
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i think a specs set deserves a set for sure, Gorebyss is very powerful by NU standards with 114 SpA, and it is incredibly hard to switch into, and punishes offensive Pokemon that try to punish Shell Smash Gorebyss

the set I run is scald / hydro pump / signal beam / ice beam. im still not 100% sure what the best EVs for it are, but you'd want at least enough for min speed malamar because it can serve as a check to it in a pinch

tagging Can-Eh-Dian because he used it first and has used it more than me
 
definitely throw baton pass over scald cuase you keep momentum which is cool but yea. I just ran max max speed and special attack and I think what gives it a niche over samurott is the ability to pivot with baton pass which rott cant do
 

feen

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ok I think Specs should be in OO? Or does it deserve a set ?_?

bolts edit: it deserves a set, it was kinda clear in what ras and can said
 

shiloh

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Tiering Lead
I know hollywood was using Shell Smash with Sub, so maybe it could get a mention. I'll let him comment on how it worked out for him though.
QC: / /
GP: /

[OVERVIEW]

  • Gorebyss has a great boosting move in Shell Smash, which makes it a threatening sweeper.
  • Gorebyss also has access to Swift Swim, making it really dangerous in Rain.
  • However, with the new Baton Pass clause, it cannot pass Shell Smash boosts to another Pokemon, which nullifies its original niche.
  • Gorebyss also fails to outspeed Choice Scarf Rotom and Rotom-S even at +2, making it vulnerable to being revenge killed.
  • Gorebyss also has a mediocre special bulk, making it hard to set up against powerful special attackers such as Mismagius, Choice Specs Aurorus, and Haunter. Maybe mention mons that can actually kill it instead of Mismagius / Haunter, mons like Rotom or Zebtrika probably work better here

[SET]
name: All-Out Attacker
move 1: Shell Smash
move 2: Hydro Pump / Scald
move 3: Ice Beam
move 4: Hidden Power Grass / Hidden Power Fire
item: Life Orb
ability: Swift Swim
nature: Modest
evs: 4 Def / 252 SpA / 252 Spe

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

  • Shell Smash boosts Gorebyss' Special Attack and Speed to high levels, making it a terrifying cleaner.
  • Hydro Pump is Gorebyss' strongest STAB move, which hits really hard after a Shell Smash boost.
  • On the other hand, a weaker Scald can be used, which has a 30% to burn the foe, denting the opposing team. Mention that it doesn't miss, you aren't saying why they should use Scald>Hydro
  • Ice Beam lets Gorebyss deal with Grass-types, such as Liligant, Vileplume, and Exeggutor, which otherwise wall it.
  • Hidden Power Grass lets Gorebyss deal with Water-types, such as Lanturn, Kabutops, Quagsire, and Prinplup.
  • However, Gorebyss can run Hidden Power Fire to deal with Ferroseed, which otherwise, walls it.
I'll let Holly comment about Sub here

Set Details
========

  • Max Special Attack and Speed maximizes Gorebyss' power and speed in order to sweep the opposing team.
  • Life Orb is used to increase Gorebyss' damage output at the cost of HP. Maybe also mention White Herb down here, but it might not be the best so idk
  • Modest nature is used to maximize Gorebyss' Special Attack. However, Timid nature can also be used to further increase its speed. Mention what Timid has over Modest, take a look at the speed tiers to find this out

Usage Tips
========

  • Due to Gorebyss's low Speed, it cannot set up a Shell Smash on most users of Taunt, such as Archeops and Mismagius.
  • However, once Gorebyss gets to +2, it will outspeed the entire unboosted metagame and certain Choice Scarf users, though it still fails to outspeed Choice Scarf Rotom and Rotom-S. Liligant is also a big scarfer
  • Gorebyss should use slow, defensive Pokemon such as Uxie for setup bait, as well as Choice-locked Fire-types such as Pyroar. Don't mention Uxie, it can T-Wave it which completely sucks
  • If necessary, Gorebyss's decent bulk and good defensive typing allow it to set up on various offensive Pokemon. Mention that its the physical bulk thats decent, as it has shitty special bulk
  • Gorebyss should be used as a late-game cleaner; when the opponent's team is weakened so that Gorebyss can set up easily.

Team Options
========

  • Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively.
  • Dual screens support from Uxie makes it easier for Gorebyss to set up a Shell Smash and protects the recipient of Shell Smash from a revenge kill. Uxie can also use Memento to make it easier for Gorebyss to set up.
  • Uxie, Liepard, and other Rain Dance users can aid Gorebyss by triggering Swift Swim. Uxie can further aid with Memento while Liepard can use Encore on the target and then U-turn to Gorebyss, giving it an easier time to set up and sweep.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Ice Beam
move 3: Hidden Power Grass / Signal Beam / Hidden Power Fire
move 4: Baton Pass
item: Choice Specs
ability: Swift Swim
nature: Modest
evs: 80 HP / 252 SpA / 176 Spe

Moves
=============

  • Hydro Pump has great power when paired with Choice Specs, dealing great damage to anything that does not resist it.
  • Scald can be used over Hydro Pump for a more reliable move, as well as the 30% chance to burn the target.
  • Ice Beam lets Gorebyss deal with Grass-types, KOing most of them. What grass types, mention them here again
  • Hidden Power Grass lets Gorebyss deal damage to bulky waters, such as Prinplup, Samurott, and Lanturn, who otherwise walls Gorebyss.
  • Signal Beam can be used alternatively to deal with Uxie and Mesprit, preventing them from inflicting Gorebyss with paralysis. Mention Malamar here
  • Hidden Power Fire lets Gorebyss deal with Ferroseed, which otherwise is painful for Gorebyss to beat.
  • Baton Pass is used to gain momentum which gives Gorebyss a niche over Samurott. Also has the higher special attack. Instead mentioning Rott, mention that it grabs momentum

Set Details
=============

  • The Speed EVs let Gorebyss outspeed an uninvested Malamar, and the rest are dumped into HP to increase its longevity.
  • Choice Specs makes Gorebyss a dangerous wallbreaker to the opponent.
  • Modest Nature means Gorebyss can hit as hard as possible.

Usage Tips
=============

  • Gorebyss should switch into Ground- and Rock-types, and attempt to KO them, or use Baton Pass to gain momentum.
  • Gorebyss should not stay in on an offensive Pokemon unless it's completely necessary, because it does not have the Speed to attack and would take heavy damage, leaving it vulnerable for a wall to KO it.
  • Gorebyss should be used as a wallbreaker, denting walls so that it becomes easier for a sweeper to clean the team.

Team Options
=============

  • Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively.
  • Slow U-turn and Volt Switch users such as Uxie, Lanturn, and Xatu helps Gorebyss switch in safely.
  • Mega Audino, Lickilicky, and Miltank are good partners for Gorebyss as the former two can provide Wish support, while all of them can aid Gorebyss with Heal Bell.
  • Rain Dance users such as Uxie and Liepard aid Gorebyss as well, boosting its speed and making it able to outspeed most offensive Pokemon.


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

  • Gorebyss can use Signal Beam to hit Uxie, Mesprit, and Exeggutor, but a +2 Hydro Pump and Ice Beam does the job quite well. Why are you mentioning Signal Beam here when it is already a slash on the Specs set
  • Hidden Power Electric can be used to hit Mantine, but Gorebyss has no room for that. Peliperr > Mantine
  • Focus Sash can be used over Life Orb to guarantee a setup, but it reduces the power of Gorebyss' attacks.
  • Hydration can be used instead of Swift Swim on rain teams to prevent Gorebyss from being inflicted by a status ailment.

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

**Rotom and Rotom-S**: Choice Scarf Rotom and Rotom-S outspeed Gorebyss even at +2 and can usually OHKO Gorebyss with Thunderbolt if they carry it. Is it a roll for the to kill?

**Liepard**: Liepard's Prankster Encore allows it to lock Gorebyss into Shell Smash, meaning it can turn Shell Smash against Gorebyss entirely. Mention that it can't really take Hydro Pumps though, so it is a 50/50

**Haze Users**: Cryogonal can survive a +2 Scald and either directly OHKO Gorebyss with Freeze-Dry or Haze away the Shell Smash boosts that Gorebyss has accumulated. Mantine can also Haze away Gorebyss's Shell Smash boosts, though it must be careful of Hidden Power Electric. Why mention scald when hydro pump is the first slash?

**Ludicolo**: Ludicolo can survive a hit from Gorebyss at +2 and can KO it with Giga Drain. Does it take +2 Signal Beam?
Tag me and then I will give it QC 1/3
 

marilli

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IMO you if you're mentioning scald at least mention Surf in OO as well. If you're using Gorebyss as a win condition, you don't want to miss (+2 LO attacks are pretty strong, it's often easy enough to whittle neutral targets to KO range using hazards), and ideally you would like to KO things, so you don't care about Scald burning because burning them = they lived a neutral +2 lo scald. Main reason you want to use scald is to have perfect accuracy and to be useful when Gorebyss is not the best wincon (they have a Scarf Rotom, etc.), for when you can start playing like a LO Samurott of sorts, firing off attacks, etc. only using Shell Smash to break walls. And Surf is much less useful in such scenarios, and the damage drop from Surf > Scald is minor, and can be played around with hazards, but Scald > Surf provides something entirely different which you cannot compensate with something else. If you want to actually set up with Gorebyss, though, letting it take the LO + SR damage continuously will deny you from setting up late unless healing wish.

Kabutops and Quagsire die to water STAB anyways, HP Grass mainly targets Samurott, Lanturn, etc.

Timid outspeeds those Scarf Lilli, etc. only if they're Modest. Same goes for +1 Vivillon. And +1 vivi vs. +2 gorebyss doesn't really happen all that much. Changing from Timid to Modest outspeeds Timid Mesp / Jolly Sawk / Modest Lilli, and those would be the only things really worth mentioning that Timid outspeeds after +2. Just as notable is Timid Gorebyss's speed increase before it uses Shell Smash, allowing it to outspeed wallbreakers: likes of neutral Max Cacturne, Exeggutor, Aurorus, etc.

I used the Specs set before on a fake Smashpass team, it's pretty good. I would say Signal Beam / HP Grass / HP Fire should be the order of slashes on 3rd slot in my opinion.

Wish and Heal Bell support are not what you need with the Specs set. Yes, it'd be nice but that's not the goal of this set, and you should prioritize team support that more directly helps with the goal of this set: getting momentum vs Lanturns + wallbreaking, not falling back into passivity with Wish + Heal Bell Lickilicky. You want something to take advantage of passive switch-ins such as Lanturn vs. balanced teams. Not spoonfeeding everything but something like Lilligant works well here. Against offensive teams, it'll get outsped most of the time, so either you want to get it in safely vs. a big threat on the opposing team Gorebyss is tanky enough to survive most hits, if barely. The big threat will most likely be compelled to stay in because of the consequences of free shell smash, letting you take out the threat. Ideally, they'll usually carry a rock type for SR+Norm resist and Gorebyss should just try taking advantage of that matchup if there's nothing in particular that need be taken down.

I would like to mention max speed on Specs set as well just because it outspeeds max speed Mawile.
 
Last edited:

Punchshroom

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Discussed on Showdown and made a lot of changes (some of which included marilli's suggestions). Just gonna go ahead and stamp this QC 2/3 for now. Also add marilli's stuff obviously XD
 
Yes, SubSmash is the best set outside of rain, where I assume without reading the analysis itself is where you would use it. I also like running bulk on SubSmash because it helps it have an easier time setting up against defensive Pokemon and absolutely ravages stall teams. Three attacks Smash is probably still fine, though I tend to prefer Carracosta even as a special Smasher because even though it is weaker and slower, it has a much easier time setting up because of its killer typing, can lure traditional checks and counters, and contributes to its team better in general because of that typing.

On the amount of bulk, I haven't figured out a single optimal spread, but what I've been running is 152 HP / 132 SpA / 224 Spe Modest, which off the top of my head I believe outspeeds Adamant Scarf Sawk / Modest Scarf Mesprit at +2 and never loses its Substitute to Gurdurr's Mach Punch. It probably doesn't need to cut that much Special Attack normally, but on the team where I used it, I really needed something that could manhandle stall. It was basically impossible to find a reasonable EV spread because everything seems to do a ton or do nothing to Gorebyss, but 72 HP / 212 SpA / 224 Spe sacrifices very little power in exchange for never being OHKOed by Tauros's Rock Climb after Stealth Rock or one layer of Spikes.
 
woooaohahh I was thinking more like:

move 1: Shell Smash
move 2: Hydro Pump
move 3: Signal Beam / Ice Beam
move 4: Substitute / Hidden Power Grass

with HP Fire and Surf both mentioned in moves. signal beam/sub together because water/bug is the best 2 move coverage and ice beam/hp grass together for all-out attacking.

I'm not sure how the rest of QC feels about it but imo we have way too many slashes right now
 

Disjunction

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sorry, little late with this one, but I got you bro
QC: metaphysical / Punchshroom /
GP: /

[OVERVIEW]

Mention somewhere in here Gorebyss's impressive SpA stat. A mention of its great offensive movepool with Hydro Pump/Ice Beam/Signal Beam is also cool because it's a defining trait of special Water-types in NU.
Gorebyss has a great boosting move in Shell Smash, which makes it a threatening sweeper. Gorebyss also has access to Swift Swim, making it really dangerous in Rain. However, with the new Baton Pass clause, it cannot pass Shell Smash boosts to another Pokemon, which nullifies its original niche. <Remove this, it's a time sensitive topic and players will know if it's illegal. Gorebyss also fails to outspeed Choice Scarf Rotom and Rotom-S even at +2, making it vulnerable to being revenge killed. <I think this could be reworded better, talking about how Gorebyss's speed in general holds it back, before and after a boost. Talk about how its speed holds it back from setting up vs offense etc. Gorebyss also has a mediocre special bulk, making it hard to set up against powerful special attackers such as Rotom, Lilligant, and Ludicolo.

[SET]
name: All-Out Attacker
move 1: Shell Smash
move 2: Hydro Pump / Scald
move 3: Signal Beam / Ice Beam
move 4: Substitute / Hidden Power Grass
item: Life Orb
ability: Swift Swim
nature: Modest / Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Shell Smash boosts Gorebyss' Special Attack and Speed to high levels, making it a terrifying cleaner. Hydro Pump is Gorebyss' strongest STAB move, which hits really hard after a Shell Smash boost. On the other hand, a more reliable, yet weaker Scald can be used, which has a 30% to burn the foe, denting the opposing team. Signal Beam is used to KO common Gorebyss switch-ins such as Ludicolo and Jynx, as well as KOing Malamar. Ice Beam lets Gorebyss deal with Grass-types, such as Liligant, Vileplume, and Exeggutor, which otherwise wall it just mention Vileplume, Gourgeist, and Roselia here, who are the only Grass-types in NU that take neutral from Signal Beam, but not Ice Beam. Substitute can be used to block status ailment and letting Gorebyss destroy stall teams. Hidden Power Grass lets Gorebyss deal with Water-types, such as Lanturn and Prinplup.

Set Details
========

Max Special Attack and Speed maximizes Gorebyss' power and speed in order to sweep the opposing team. Life Orb is used to increase Gorebyss' damage output at the cost of HP. Modest nature is used to maximize Gorebyss' Special Attack. However, Timid nature can also be used to further increase its speed, which makes Gorebyss outspeed Jolly Cacturne, Exeggutor and Aurorus before a Shell Smash boost, and Jolly Choice Scarf Sawk, Jolly Choice Scarf Pinsir, and Timid Choice Scarf Mesprit after a Shell Smash boost. If Gorebyss is running Substitute, it should run
152 HP / 132 SpA / 224 Spe EVs with Modest nature to stop breaking the Substitute by Mach Punch Gurdurr.

Usage Tips
========

Due to Gorebyss's low Speed, it cannot set up a Shell Smash on most users of Taunt, such as Archeops and Mismagius. However, once Gorebyss gets to +2, it will outspeed the entire unboosted metagame and certain Choice Scarf users, though it still fails to outspeed Choice Scarf Rotom, Lilligant and Rotom-S. Gorebyss should use slow, defensive Pokemon such as Rhydon, Carracosta, Gourgeist, and Weezing for setup bait by forcing them to switch out, as well as Choice-locked Fire-types such as Pyroar. If necessary, Gorebyss's decent physical bulk and good defensive typing allow it to set up on various offensive Pokemon, although it should not set up on specially offensive Pokemon, due to its poor special bulk. Gorebyss should be used as a late-game cleaner; when the opponent's team is weakened so that Gorebyss can set up easily.

Team Options
========

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Dual screens support from Uxie makes it easier for Gorebyss to set up a Shell Smash and protects the recipient of Shell Smash from a revenge kill. Uxie can also use Memento to make it easier for Gorebyss to set up. Uxie, Liepard, and other Rain Dance users can aid Gorebyss by triggering Swift Swim. Uxie can further aid with Memento while Liepard can use Encore on the target and then U-turn to Gorebyss, giving it an easier time to set up and sweep.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Ice Beam
move 3: Signal Beam / Hidden Power Grass / Hidden Power Fire
move 4: Baton Pass
item: Choice Specs
ability: Swift Swim
nature: Modest
evs: 12 HP / 252 SpA / 244 Spe

Moves
=============

Hydro Pump has great power when paired with Choice Specs, dealing great damage to anything that does not resist it. Scald can be used over Hydro Pump for a more reliable move, as well as the 30% chance to burn the target. Ice Beam lets Gorebyss deal with Grass-types, KOing most of them, such as Torterra and Vileplume. Hidden Power Grass lets Gorebyss deal damage to bulky waters, such as Prinplup, Samurott, and Lanturn, who otherwise walls Gorebyss. Signal Beam is used to KO common Gorebyss switch-ins such as Ludicolo and Jynx, as well as KOing Malamar. Hidden Power Fire lets Gorebyss deal with Ferroseed, which otherwise is painful for Gorebyss to beat I don't think HP Fire is worth a slash if it only beats one mon and a mon that's on the decline at that. you have a mention of it in OO which is fine imo. Baton Pass is used to gain momentum which gives Gorebyss a niche over Samurott alongside having a higher Special Attack stat.

Set Details
=============

The Speed EVs let Gorebyss outspeed max speed Mawile and Rhydon, while let other Shell Smash Gorebyss outspeed it so that Choice Specs Gorebyss can hit harder after the opposing Gorebyss used Shell Smash. Choice Specs makes Gorebyss a dangerous wallbreaker to the opponent. Modest Nature means Gorebyss can hit as hard as possible.

Usage Tips
=============

Gorebyss should switch into Ground- and Rock-types, and attempt to KO them, or use Baton Pass to gain momentum. Gorebyss should not stay in on an offensive Pokemon unless it's completely necessary, because it does not have the Speed to attack and would take heavy damage, leaving it vulnerable for a wall to KO it. Gorebyss should be used as a wallbreaker, denting walls so that it becomes easier for a sweeper to clean the team.

Team Options
=============

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Flying-, Fire-, Grass-, Normal- and Electric-type sweepers are good partners for Gorebyss, because Gorebyss takes care of the Pokemon that these sweepers have tough time to break through and gives them a safe switch-in with Baton Pass. Such sweepers are Swellow, Pyroar, Cacturne, Rotom, Electivire, and Kangaskhan. Slow U-turn and Volt Switch users such as Uxie, Lanturn, and Xatu helps Gorebyss switch in safely mention how Baton Pass forms a momentum core with these mons too. Rain Dance users such as Uxie and Liepard aid Gorebyss as well, boosting its speed and making it able to outspeed most offensive Pokemon as well as boosting pump/scald even more. Also Spikes mons like Garb/Roselia are good because most of specs lanturns switchins are grounded and don't have reliable recovery. plus they handle Grass-types well


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

Surf can be used instead of Hydro Pump / Scald for more power and reliability, but the damage output isn't much greater than that of Scald, and is significantly lower than that of Hydro Pump. Hidden Power Fire can be used to hit Ferroseed. Hidden Power Electric can be used to hit Pelipper and Mantine, but Gorebyss has no room for that. White Herb can be used over Life Orb in the first set to ensure Gorebyss' longevity and makes it less prone of being revenge killed. Focus Sash can be used over Life Orb to guarantee a setup, but it reduces the power of Gorebyss' attacks. Hydration can be used instead of Swift Swim on rain teams to prevent Gorebyss from being inflicted by a status ailment. Mention Psychic somewhere in here because it synergizes with Signal Beam in hitting Vileplume/Roselia.

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

**Choice Scarf Users**: Choice Scarf Rotom, Lilligant, Jynx, and Rotom-S outspeed Gorebyss even at +2 and can OHKO Gorebyss with Thunderbolt if they carry it.

**Liepard**: Liepard's Prankster Encore allows it to lock Gorebyss into Shell Smash, meaning it can turn Shell Smash against Gorebyss entirely, although Liepard does not like taking a Hydro Pump, but Liepard also has access to Sucker Punch which can KO a weakned Gorebyss.

**Offensive Pressure**: Most teams have attackers have little issue of 2HKOing Gorebyss, making it very difficult for Shell Smash Gorebyss to set up safely. If one cannot prevent Choice Specs Gorebyss from snagging a KO, preventing it from snagging an additional KO is the next best thing. Gorebyss' sluggishness doesn't make this a challenging task. This forces out slower Gorebyss or simply damages them beyond repair. However, the defending player has to be wary about Baton Pass putting them in another unfavorable matchup.

**Haze Users**: Cryogonal may survive a +2 Hydro Pump and either directly OHKO Gorebyss with Freeze-Dry or Haze away the Shell Smash boosts that Gorebyss has accumulated. Mantine can also Haze away Gorebyss's Shell Smash boosts, though it must be careful of Hidden Power Electric I wouldn't mention HP Electric here if your own mention of it is "it doesn't have room for it".

**Priority Moves**: Kangaskhan's Fake Out + Sucker Punch, Cacturne's Sucker Punch, and Fletchinder's Acrobatics damage Gorebyss heavily after a Shell Smash and limits its sweep. Priority from Kabutops and Gurdurr won't deal much damage, however.

**Ludicolo**: Ludicolo can survive a hit from Gorebyss at +2 and can KO it with Giga Drain, but loses to Signal Beam.

**Lanturn**: Lanturn resists Gorebyss' main moves and can cripple it with Thunder Wave or heavily damage it with Thunderbolt, although it must be wary of Hidden Power Grass which wears it down. combine this one with the one above it to just say bulky Water-types, which Gorebyss does struggle with. relevant mons are ludi/lanturn/poliwrath/mantine
tag me when you're done
 
Last edited:

Disjunction

Everything I waste gets recycled
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final comments in bold
QC: metaphysical / Punchshroom /
GP: /

[OVERVIEW]

Gorebyss has a great boosting move in Shell Smash, an impressive 114 Special Attack, and a great offensive movepool examples please, which makes it a threatening sweeper. Gorebyss also has access to Swift Swim, making it really dangerous in Rain. Due to low Speed stat, Gorebyss also fails to outspeed Choice Scarf Rotom and Rotom-S even at +2, making it vulnerable to being revenge killed. Gorebyss also has a hard time setting up against various Pokemon and against offensive teams due to its poor Speed stat. Gorebyss also has a mediocre special bulk, making it hard to set up against powerful special attackers such as Rotom, Lilligant, and Ludicolo.

[SET]
name: All-Out Attacker
move 1: Shell Smash
move 2: Hydro Pump / Scald
move 3: Signal Beam / Ice Beam
move 4: Substitute / Hidden Power Grass
item: Life Orb
ability: Swift Swim
nature: Modest / Timid
evs: 4 Def / 252 SpA / 252 Spe

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

Shell Smash boosts Gorebyss's Special Attack and Speed to high levels, making it a terrifying cleaner. Hydro Pump is Gorebyss's strongest STAB move, which hits really hard after a Shell Smash boost. On the other hand, a more reliable, yet weaker Scald can be used, which has a 30% to burn the foe, denting the opposing team. Signal Beam is used to KO common Gorebyss switch-ins such as Ludicolo and Jynx, as well as KOing Malamar. Ice Beam lets Gorebyss deal with Grass-types, such as Vileplume, Gourgeist, and Roselia, which otherwise wall it. Substitute can be used to block status ailment and letting Gorebyss destroy stall teams. Hidden Power Grass lets Gorebyss deal with Water-types, such as Lanturn and Prinplup.

Set Details
========

Max Special Attack and Speed maximizes Gorebyss's power and speed in order to sweep the opposing team. Life Orb is used to increase Gorebyss's damage output at the cost of HP. Modest nature is used to maximize Gorebyss's Special Attack. However, Timid nature can also be used to further increase its speed, which makes Gorebyss outspeed Jolly Cacturne, Exeggutor and Aurorus before a Shell Smash boost, and Jolly Choice Scarf Sawk, Jolly Choice Scarf Pinsir, and Timid Choice Scarf Mesprit after a Shell Smash boost. If Gorebyss is running Substitute, it should run
152 HP / 132 SpA / 224 Spe EVs with Modest nature to stop breaking the Substitute by Mach Punch Gurdurr.

Usage Tips
========

Due to Gorebyss's low Speed, it cannot set up a Shell Smash on most users of Taunt, such as Archeops and Mismagius. However, once Gorebyss gets to +2, it will outspeed the entire unboosted metagame and certain Choice Scarf users, though it still fails to outspeed Choice Scarf Rotom, Lilligant and Rotom-S. Gorebyss should use slow, defensive Pokemon such as Rhydon, Carracosta, Gourgeist, and Weezing for setup bait by forcing them to switch out, as well as Choice-locked Fire-types such as Pyroar. If necessary, Gorebyss's decent physical bulk and good defensive typing allow it to set up on various offensive Pokemon, although it should not set up on specially offensive Pokemon, due to its poor special bulk. Gorebyss should be used as a late-game cleaner; when the opponent's team is weakened so that Gorebyss can set up easily.

Team Options
========

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Dual screens support from Uxie makes it easier for Gorebyss to set up a Shell Smash and protects the recipient of Shell Smash from a revenge kill. Uxie can also use Memento to make it easier for Gorebyss to set up. Uxie, Liepard, and other Rain Dance users can aid Gorebyss by triggering Swift Swim. Uxie can further aid with Memento while Liepard can use Encore on the target and then U-turn to Gorebyss, giving it an easier time to set up and sweep.

[SET]
name: Choice Specs
move 1: Hydro Pump / Scald
move 2: Ice Beam
move 3: Signal Beam / Hidden Power Grass
move 4: Baton Pass
item: Choice Specs
ability: Swift Swim
nature: Modest
evs: 12 HP / 252 SpA / 244 Spe

Moves
=============

Hydro Pump has great power when paired with Choice Specs, dealing great damage to anything that does not resist it. Scald can be used over Hydro Pump for a more reliable move, as well as the 30% chance to burn the target. Ice Beam lets Gorebyss deal with Grass-types, KOing most of them, such as Torterra and Vileplume. Hidden Power Grass lets Gorebyss deal damage to bulky waters, such as Prinplup, Samurott, and Lanturn, who otherwise walls Gorebyss. Signal Beam is used to KO common Gorebyss switch-ins such as Ludicolo and Jynx, as well as KOing Malamar. Baton Pass is used to gain momentum which gives Gorebyss a niche over Samurott alongside having a higher Special Attack stat.

Set Details
=============

The Speed EVs let Gorebyss outspeed max speed Mawile and Rhydon, while let other Shell Smash Gorebyss outspeed it so that Choice Specs Gorebyss can hit harder after the opposing Gorebyss used Shell Smash. Choice Specs makes Gorebyss a dangerous wallbreaker to the opponent. Modest Nature means Gorebyss can hit as hard as possible.

Usage Tips
=============

Gorebyss should switch into Ground- and Rock-types, and attempt to KO them, or use Baton Pass to gain momentum. Gorebyss should not stay in on an offensive Pokemon unless it's completely necessary, because it does not have the Speed to attack and would take heavy damage, leaving it vulnerable for a wall to KO it. Gorebyss should be used as a wallbreaker, denting walls so that it becomes easier for a sweeper to clean the team.

Team Options
=============

Gorebyss appreciates Pokemon that can take Grass- and Electric-type attacks aimed at it, such as Magmortar and Rhydon, respectively. Flying-, Fire-, Grass-, Normal- and Electric-type sweepers are good partners for Gorebyss, because Gorebyss takes care of the Pokemon that these sweepers have tough time to break through and gives them a safe switch-in with Baton Pass. Such sweepers are Swellow, Pyroar, Cacturne, Rotom, Electivire, and Kangaskhan. Slow U-turn and Volt Switch users such as Uxie, Lanturn, and Xatu helps Gorebyss switch in safely, as well as forms a great momentum core with Gorebyss. Rain Dance users such as Uxie and Liepard aid Gorebyss as well, boosting its speed and making it able to outspeed most offensive Pokemon as well as boosting the power of Hydro Pump and Scald. Spikes users such as Garbodor and Roselia are also good because they handle Grass-types fairly and most of Choice Specs Gorebyss's switchins are grounded Pokemon and don't have reliable recovery.


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

Surf can be used instead of Hydro Pump / Scald for more power and reliability, but the damage output isn't much greater than that of Scald, and is significantly lower than that of Hydro Pump. Hidden Power Fire can be used to hit Ferroseed. Hidden Power Electric can be used to hit Pelipper and Mantine, but Gorebyss has no room for that I'd remove this "has no room" mention altogether. it's in OO for a reason. White Herb can be used over Life Orb in the first set to ensure Gorebyss's longevity and makes it less prone of being revenge killed. Focus Sash can be used over Life Orb to guarantee a setup, but it reduces the power of Gorebyss's attacks. Hydration can be used instead of Swift Swim on rain teams to prevent Gorebyss from being inflicted by a status ailment. Psychic can be used in conjunction with Signal Beam to hit Vileplume and Roselia.

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

**Choice Scarf Users**: Choice Scarf Rotom, Lilligant, Jynx, and Rotom-S outspeed Gorebyss even at +2 and can OHKO Gorebyss with Thunderbolt if they carry it.

**Liepard**: Liepard's Prankster Encore allows it to lock Gorebyss into Shell Smash, meaning it can turn Shell Smash against Gorebyss entirely, although Liepard does not like taking a Hydro Pump, but Liepard also has access to Sucker Punch which can KO a weakned Gorebyss.

**Offensive Pressure**: Most teams have attackers have little issue of 2HKOing Gorebyss, making it very difficult for Shell Smash Gorebyss to set up safely. If one cannot prevent Choice Specs Gorebyss from snagging a KO, preventing it from snagging an additional KO is the next best thing. Gorebyss's sluggishness doesn't make this a challenging task. This forces out slower Gorebyss or simply damages them beyond repair. However, the defending player has to be wary about Baton Pass putting them in another unfavorable matchup.

**Haze Users**: Cryogonal may survive a +2 Hydro Pump and either directly OHKO Gorebyss with Freeze-Dry or Haze away the Shell Smash boosts that Gorebyss has accumulated. Mantine can also Haze away Gorebyss's Shell Smash boosts.

**Priority Moves**: Kangaskhan's Fake Out + Sucker Punch, Cacturne's Sucker Punch, and Fletchinder's Acrobatics damage Gorebyss heavily after a Shell Smash and limits its sweep. Priority from Kabutops and Gurdurr won't deal much damage, however.

**Bulky Water-types**: Ludicolo can survive a hit from Gorebyss at +2 and can KO it with Giga Drain, but loses to Signal Beam. Lanturn resists Gorebyss's main moves and can cripple it with Thunder Wave or heavily damage it with Thunderbolt, although it must be wary of Hidden Power Grass which wears it down. Poliwrath resists most of Gorebyss's move and can retaliate with Focus Blast / Circle Throw. Mantine doesn't take much damage from Gorebyss's attacks and can damage Gorebyss with Air Slash or cripple it with Toxic.
QC 3/3 after those 2 small things
 

boltsandbombers

i'm sorry mr. man
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Wait hold up, whats the point of 12 HP EVs on the Specs set? They seem super arbitrary and unless 3 extra HP points let it live something useful just go with max Speed please.
 

feen

control
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Wait hold up, whats the point of 12 HP EVs on the Specs set? They seem super arbitrary and unless 3 extra HP points let it live something useful just go with max Speed please.
The EVs let other Shell Smash Gorebyss outspeed it so that Choice Specs Gorebyss can hit harder after the opposing Gorebyss used Shell Smash. 244 so that HP Fire Gorebyss outspeeds it. Suggested by Punchshroom
 

boltsandbombers

i'm sorry mr. man
is a Site Content Manager Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Top Contributor Alumnus
The EVs let other Shell Smash Gorebyss outspeed it so that Choice Specs Gorebyss can hit harder after the opposing Gorebyss used Shell Smash. 244 so that HP Fire Gorebyss outspeeds it. Suggested by Punchshroom
I know what those Speed EVs so but I dont agree with the spread. HP Fire isnt good on Gorebyss in the first place, and underspeeding opposing Gorebyss seems really situational and I really think that it should be just 4 Def / 252 SpA / 252 Spe for the sake of simplicity.
 

shiloh

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Tiering Lead
Wait, why are we including Psychic in OO. If you really need to hit Vileplume and Roselia just use Ice Beam, since it hits the two of them yet continues to hit Grass Types alongside Signal Beam. I would probably even use HP Fire > Psychic on that set, since hitting Ferro while also hitting the two of those is nicer then just hitting the two of those.
 

Disjunction

Everything I waste gets recycled
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
Wait, why are we including Psychic in OO. If you really need to hit Vileplume and Roselia just use Ice Beam, since it hits the two of them yet continues to hit Grass Types alongside Signal Beam. I would probably even use HP Fire > Psychic on that set, since hitting Ferro while also hitting the two of those is nicer then just hitting the two of those.
It also hits poliwrath and does neutral damage to bulky waters in general. It's an OO mention, it's not supposed to be the best thing in the world
 

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