Avalugg (QC 2/3) written up

Tricking

MALDINI
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World Defender
took over from rubsomebacononit's previous analysis.

[OVERVIEW]

Avalugg is a Rapid Spinner with access to Recover, like Cryogonal, which increases its longevity, unlike Hitmonchan, Claydol and Kabutops which do not have access to recovery moves. Therefore, Avalugg should be played as a defensive spinner because of its incredible bulk, although its has high Attack. It has extremely high Defense that allows it to take attacks from physical attackers, such as Kangaskhan, Archeops, Scyther, and Tauros, even if uninvested. It has also a sort of offensive presence with 117 base Attack and 120 BP Avalanche, as well as defensive presence. It's one of the slowest Pokemon in the tier, though, which means that it will have to take at least one hit before spinning and struggles to deal with Ghost-types which act as spinblockers. Ice-type is bad as it gives Avalugg a weakness to Stealth Rock, making it more easier to OHKO or 2HKO, and unlike Cryogonal, it lacks an immunity to Spikes and Toxic Spikes, making it vulnerable to Spikes and Toxic Spikes; this further reduces its longevity because it is easily 2HKOed if Stealth Rock and a layer of Spikes are up. Its typing makes it weak to Fire-, Fighting-, Steel-, and Rock-types, which are all very common in the tier. It also doesn't have any resistances other than Ice-type, and it's 2HKOed by Specs Aurorus after Stealth Rock damage and by Psychic Jynx. It gets walled by Ghost-types, such as Misdreavus, Gourgeist-XL, and Rotom, that carry Will-O-Wisp if it lacks Toxic.

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Recover
move 3: Avalanche
move 4: Toxic / Earthquake / Roar
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Atk / 252 SpD

[SET COMMENTS]
Moves
========
Rapid Spin removes entry hazards providing to hazards control, which is useful for the team. Recover heals Avalugg's HP and damage taken from switching into entry hazards. Avalanche is Avalugg's main Ice-type attack and deals double damage when it is hit by an attack, and hits Grass-, Ground-, and Flying-types, such as Torterra, Claydol, and Archeops super effectively. Toxic allows Avalugg to hit Ghost-types, such as Misdreavus and Rotom, and walls such as Regirock and Quagsire, whereas Earthquake hits super effectively Fire- and Steel-types, such as Magmortar, Pyroar, Mawile, and Klinklang on the switch-in. Roar is also an option to force setup sweepers, such as Musharana, Klinklang and Mega Audino, out.

Set Details
========
252 EVs are given into Special Defense in order to maximize this stat alongside a Careful Nature. The rest of the EVs is given into HP to further increase its bulk. This will allow Avalugg to softcheck Lilligant and Vivillon when at +1 and it won't lose much resistances in the physical defensive side. This EVs spread check Normal-types and especially Fire Blast Tauros which could wear down easily a physical defensive variant of Avalugg. Sturdy is Avalugg's only relevant ability as it lets it tank at least one attack, although it isn't useful as avalugg will need to switch into entry hazards before using Rapid Spin. Leftovers provide additional recovery, while Rocky Helmet wears down physical attackers, such as Kangaskhan, Archeops, and Tauros, with some useful residual damage.

Usage Tips
========
Avalugg should focus on Rapid Spinning if entry hazards such as Stealth Rock is up, but it must be wary of spinblockers such as Mismagius, Rotom, and Gourgiest-S. If Avalugg has Toxic, predict a spinblocker switching in and use Toxic, but if Avalugg does not have Toxic, it should not stay in, as it will have no way of getting past them. Switch Avalugg into physical attackers such as Kangaskhan, Archeops, or Scyther, but don't try to switch it into special attackers because of its subpar special bulk even if boosted. Use Recover when Avalugg is weakened, especially if it has just switched into entry hazards, so you can stay alive for the rest of the match. You can play safe without double-switches if you have a check for everything in the opposing team, or you have to play more aggressively with Avalugg, as it attracts powerful special attackers' switch-ins. Don't switch into a status move, such as Toxic, or Will-O-Wisp, as it will cripple it for the rest of the game reducing its longevity. Use Rapid Spin when you need to remove entry hazards, especially if the opponent doesn't have any spinblocker. If there's a Ghost-type on the opposing team, you should switch in a Pokemon able to deal with or Pursuit trap them. Be wary of Taunt users, such as Mismagius, Samurott, and Misdreavus, as they can prevent Avalugg from using its recovery and utility moves.

Team Options
========
Avalugg finds a place only in fat defensive teams. Psychic-types, such as Musharna and Xatu are able to deal with Fighting-types for Avalugg. Xatu, in particular can switch into Fighting-types with ease. Xatu and Avalugg complement each other and maintain hazards control in bulkier teams thanks to Magic Bounce. Fairy-types such as Granbull and Poison-types such as Garbodor and Roselia are able to take Fighting-type attacks as well. Additionally, the former has Heal Bell to cure status while the latter two can remove Toxic Spikes for Avalugg so it doesn't get worn down by Poison damage. Dark-types, such as Liepard, Skuntank, and Shiftry, are great for dealing with Ghost-types, with the former ones additionally being able to provide Pursuit support. Fire-types, such as Ninetales, and bulky Water-types, such as Lanturn, greatly appreciate hazard removal support and are able to take Fire-type attacks. Furthermore, the former can set up with Nasty Plot while the latter is able to cripple Avalugg's switchins with Scald.

[STRATEGY COMMENTS]

Other Options
=============
Mirror Coat allows Avalugg to punish Special Attackers, but it is very situational and unreliable. This would work well in tandem with Sturdy because you will resist a special attack for sure if you are at full health. It is unpredictable though and can seldom get a free kill. A defensive set with 248 HP / 8 Atk / 252 Def and an Impish Nature can be used to take slightly less damage from physical attacks, but it is overkill and Avalugg would be better with taking less damage from special attacks and softchecking some special threats such as Lilligant, as well. Curse, alongside Ice- and Ground-type coverage and its reliable recovery move, allows Avalugg to get past physically oriented teams. Choice Band Avalugg can deal a lot of damage thanks to its respectable base attack, its STAB move and its good neutral coverage. It lacks a good STAB, though and it's very slow. Moreover, the loss of Recover further reduces its longevity.

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

**Fighting-types**: Fighting-types, such as Sawk can easily 2HKO with a Choice Band Close Combat. Hariyama has Thick Fat, allowing it to take Avalanche more easily. Avalugg is Gurdurr's set up fodder as it can easily set up Bulk Up and can take a Toxic thanks to Guts. However, Gurdurr must be wary of Roar.

**Residual Damage**: Avalugg is worn down by status such as burns and poison combined with entry hazard damage from Stealth Rock and Spikes, and its low Speed stat means that it will often need to take at least one hit, making it easier to wear down.

**Fire-types**: Fire-types, such as Magmortar and Pyroar can take advantage of Avalugg's poor Special Defense and can KO with their Fire-type moves if entry hazards are on the field. However, they must be wary of Earthquake and Toxic when switching in.

**Ghost-types**: Ghost-types, such as Gourgeist-S and Rotom, are immune to Rapid Spin and can cripple it Will-O-Wisp. Moreover, the former can wear Avalugg down with Leech Seed while the latter can cripple it with Trick. However, they must both watch out for Toxic on the switch.

**Steel-types**: Steel-types, such as Ferroseed and Mawile, are immune to Toxic and can cripple Avalugg with Toxic. Ferroseed can also wear Avalugg down with Leech Seed. However, Mawile has to watch out for Earthquake.

**Special attackers**: powerful special attackers, such as Samurott, Pyroar, Magmortar, Jynx, and Lilligant, can easily deal with Avalugg that isn't bulky enough to check them.
 
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shiloh

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Tiering Lead
took over from rubsomebacononit's previous analysis.

[OVERVIEW]
  • It is a Rapid Spinner with access to Recover, like Cryogonal, which increases its longevity, unlike Hitmonchan, Claydol and Kabutops which do not have access to recovery moves.
  • Extremely high defense that allows it to take attacks from physical attackers, such as Kangaskhan, even if uninvested.
  • It has a sort of offensive presence with 117 base Attack as well as defensive presence.
  • It's one of the slowest Pokemon in the tier, though, which means that it will have to take at least one hit before spinning.
  • Ice-type is bad as it gives Avalugg a weakness to Stealth Rock, making it more easier to OHKO or 2HKO, and unlike Cryogonal, it lacks an immunity to Spikes and Toxic Spikes, making it vulnerable to Spikes and Toxic Spikes; this further reduces its longevity. Its typing makes it weak to Fire-, Fighting-, Steel-, and Rock-types, which are all very common in the tier.
  • It gets walled by Ghost-types, such as Misdreavus, Gourgeist-XL, and Rotom, that carry Will-O-Wisp if it lacks Toxic; it gets walled by Steel-types, such as Mawile and Klinklang, if it lacks Earthquake.
  • Sturdy is almost useless as Avalugg's job is to remove entry hazards and it often switches into entry hazards. Other abilities it has access to aren't useful as well.
[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Recover
move 3: Avalanche
move 4: Toxic / Earthquake / Roar
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Atk / 252 SpD

[SET COMMENTS]
Moves
========
  • Rapid Spin removes entry hazards providing to hazards control, which is useful for the team.
  • Recover heals Avalugg's HP and damage taken from switching into entry hazards.
  • Avalanche is Avalugg's main Ice-type attack and deals double damage when it is hit by an attack, and hits Grass-, Ground-, and Flying-types, such as Torterra, Claydol, and Archeops super effectively
  • Toxic allows Avalugg to hit Ghost-types, such as Misdreavus and Rotom, and walls such as Regirock and Quagsire.
  • Earthquake hits super effectively Fire- and Steel-types, such as Magmortar, Pyroar, Mawile, and Klinklang on the switch-in.
  • Roar is an option to force setup sweepers out, such as Musharana, Klinklang and Mega Audino.
Set Details
========
  • 252 EVs are given into Special Defense in order to maximize this stat alongside a Careful Nature. The rest of the EVs is given into HP to further increase its bulk. This will allow Avalugg to softcheck Lilligant and Vivillon when at +1 and it won't lose much resistances in the physical defensive side. Also mention this helps it check normal types like Fire Blast Tauros easier.
  • Sturdy is Avalugg's only relevant ability as it lets it tank at least one attack, although it isn't useful as avalugg will need to switch into entry hazards before using Rapid Spin.
  • Leftovers provide additional recovery, while Rocky Helmet wears down physical attackers, such as Kangaskhan, Archeops, and Tauros, with some useful residual damage.
Usage Tips
========
  • Avalugg should focus on Rapid Spinning if entry hazards such as Stealth Rock is up, but it must be wary of spinblockers such as Mismagius, Rotom, and Gourgiest-S.
  • If Avalugg has Toxic, predict a spinblocker switching in and use Toxic, but if Avalugg does not have Toxic, it should not stay in, as it will have no way of getting past them.
  • Switch Avalugg into physical attackers such as Kangaskhan, Archeops, or Scyther, but don't try to switch it into special attackers because of its subpar special bulk even if boosted.
  • Don't switch into a status move, such as Toxic, or Will-O-Wisp, as it will cripple it for the rest of the game reducing its longevity.
  • Use Recover when Avalugg is weakened so you can stay alive for the rest of the match.
  • Be wary of Taunt users, such as Mismagius, Samurott, and Misdreavus, as they can prevent Avalugg from using its recovery and utility moves.
Team Options
========
  • Psychic-types, such as Mesprit and Jynx are able to revenge kill Fighting-types for Avalugg. Xatu, in particular can switch into Fighting-types with ease. Xatu and Avalugg complement each other and maintain hazards control in bulkier teams thanks to Magic Bounce.
  • Fairy-types such as Granbull and Poison-types such as Garbodor and Roselia are able to take Fighting-type attacks as well. Additionally, the former has Heal Bell to cure status while the latter two can remove Toxic Spikes for Avalugg so it doesn't get worn down by Poison damage.
  • Dark-types, such as Liepard, Skuntank, and Shiftry, are great for dealing with Ghost-types, with the former ones additionally being able to provide Pursuit support.
  • Fire-types, such as Ninetales, and bulky Water-types, such as Lanturn and Mantine, greatly appreciate hazard removal support and are able to take Fire-type attacks. Furthermore, the former can set up with Nasty Plot while the latter is able to cripple Avalugg's switchins with Scald. Remove the mention of Mantine, it is the one that removes hazards with defog and there is no reason to use non-defog matinee. replace it with another mon that appreciates support and resists fire
[STRATEGY COMMENTS]

Other Options
=============
  • Mirror Coat allows Avalugg to punish Special Attackers, but it is unreliable Mention that this is cool with Sturdy because you can live a hit without hazards up and pretty much guarantee a kill on special attackers
  • Defensive set of 248 HP / 8 Atk / 252 Def and an Impish Nature to take slightly less damage from physical attacks, but it is overkill and Avalugg would be better with taking less damage from special attacks and softchecking some special threats such as Lilligant, as well.
  • Curse, alongside Ice- and Ground-type coverage and its reliable recovery move, allows Avalugg to get past physically oriented teams.
Mention CB here, its around the same level as Curse in terms of viability

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

**Fighting-types**: Fighting-types, such as Sawk can easily 2HKO with a Choice Band Close Combat. Hariyama has Thick Fat, allowing it to take Avalanche more easily. Avalugg is Gurdurr's set up fodder as it can easily set up Bulk Up and can take a Toxic thanks to Guts. However, Gurdurr must be wary of Roar.

**Residual Damage**: Avalugg is worn down by status such as burns and poison combined with entry hazard damage from Stealth Rock and Spikes, and its low Speed stat means that it will often need to take at least one hit, making it easier to wear down.

**Fire-types**: Fire-types, such as Magmortar and Pyroar can take advantage of Avalugg's poor Special Defense and can KO with their Fire-type moves if entry hazards are on the field. However, they must be wary of Earthquake and Toxic when switching in.

**Ghost-types**: Ghost-types, such as Gourgeist-S and Rotom, are immune to Rapid Spin and can cripple it Will-O-Wisp. Moreover, the former can wear Avalugg down with Leech Seed while the latter can cripple it with Trick. However, they must both watch out for Toxic on the switch.

**Steel-types**: Steel-types, such as Ferroseed and Mawile, are immune to Toxic and can cripple Avalugg with Toxic. Ferroseed can also wear Avalugg down with Leech Seed. However, Mawile has to watch out for Earthquake.
Looks really good, changes in bold. Once you implement QC 1/3
 

Ares

Fool me...can't get fooled again
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comments in bold
took over from rubsomebacononit's previous analysis.

[OVERVIEW]
  • It is a Rapid Spinner with access to Recover, like Cryogonal, which increases its longevity, unlike Hitmonchan, Claydol and Kabutops which do not have access to recovery moves. Idk if comparing them to offensive spinners when lugg is a defensive spinner is the way to go, you should mention at this point that Avalugg plays differently from offensive spinners as even tho it has high attack its incredible bulk means its better off as a defensive spinner.
  • Extremely high defense that allows it to take attacks from physical attackers, such as Kangaskhan add in more relevant examples as this got worse with sneasel leaving, i think tauros does dick all even with fire blast, even if uninvested.
  • It has a sort of offensive presence with 117 base Attack avalanche is a 120 bp move if hit (or something like that) as well as defensive presence.
  • It's one of the slowest Pokemon in the tier, though, which means that it will have to take at least one hit before spinning not to mention it struggles KOing ghost types.
  • Ice-type is bad as it gives Avalugg a weakness to Stealth Rock, making it more easier to OHKO or 2HKO, and unlike Cryogonal, it lacks an immunity to Spikes and Toxic Spikes, making it vulnerable to Spikes and Toxic Spikes; this further reduces its longevity. Its typing makes it weak to Fire-, Fighting-, Steel-, and Rock-types, which are all very common in the tier. As well as the fact that it struggles to switch in without getting 2hko'd if more than one layer of rocks / spikes is up and if its status'd
  • It gets walled by Ghost-types, such as Misdreavus, Gourgeist-XL, and Rotom, that carry Will-O-Wisp if it lacks Toxic; it gets walled by Steel- this is kind of irrelevant as it can still spin on them and they can't really set up on it if its carrying roartypes, such as Mawile and Klinklang, if it lacks Earthquake.
  • Sturdy is almost useless as Avalugg's job is to remove entry hazards and it often switches into entry hazards. Other abilities it has access to aren't useful as well.
[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Recover
move 3: Avalanche
move 4: Toxic / Earthquake / Roar
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Atk / 252 SpD

[SET COMMENTS]
Moves
========
  • Rapid Spin removes entry hazards providing to hazards control, which is useful for the team.
  • Recover heals Avalugg's HP and damage taken from switching into entry hazards.
  • Avalanche is Avalugg's main Ice-type attack and deals double damage when it is hit by an attack, and hits Grass-, Ground-, and Flying-types, such as Torterra, Claydol, and Archeops super effectively
  • Toxic allows Avalugg to hit Ghost-types, such as Misdreavus and Rotom, and walls such as Regirock and Quagsire.
  • Earthquake hits super effectively Fire- and Steel-types, such as Magmortar, Pyroar, Mawile, and Klinklang on the switch-in.
  • Roar is an option to force setup sweepers out, such as Musharana, Klinklang and Mega Audino.
Set Details
========
  • 252 EVs are given into Special Defense in order to maximize this stat alongside a Careful Nature. The rest of the EVs is given into HP to further increase its bulk. This will allow Avalugg to softcheck Lilligant and Vivillon when at +1 and it won't lose much resistances in the physical defensive side. This EVs spread check Normal-types and especially Fire Blast Tauros which could wear down easily a physical defensive variant of Avalugg.
  • Sturdy is Avalugg's only relevant ability as it lets it tank at least one attack, although it isn't useful as avalugg will need to switch into entry hazards before using Rapid Spin
  • Leftovers provide additional recovery, while Rocky Helmet wears down physical attackers, such as Kangaskhan, Archeops, and Tauros, with some useful residual damage.
Usage Tips
========
  • Avalugg should focus on Rapid Spinning if entry hazards such as Stealth Rock is up, but it must be wary of spinblockers such as Mismagius, Rotom, and Gourgiest-S.
  • If Avalugg has Toxic, predict a spinblocker switching in and use Toxic, but if Avalugg does not have Toxic, it should not stay in, as it will have no way of getting past them.
  • I feel like you need more info on how to properly spin as that is one of the biggest reasons to use avalugg
  • Switch Avalugg into physical attackers such as Kangaskhan, Archeops, or Scyther, but don't try to switch it into special attackers because of its subpar special bulk even if boosted.
  • Don't switch into a status move, such as Toxic, or Will-O-Wisp, as it will cripple it for the rest of the game reducing its longevity.
  • Use Recover when Avalugg is weakened so you can stay alive for the rest of the match. put this point in conjunction with the physical attackers and say when to pull a double and when to recover, i.e. below X amount of health are rocks up a
  • Be wary of Taunt users is this really that important?, such as Mismagius, Samurott, and Misdreavus, as they can prevent Avalugg from using its recovery and utility moves.
Team Options
========
  • Psychic-types, such as Mesprit uhhhh, revenge killing means that avalugg is ded. mention more relevant defensive psyhcic types like Musharna and Jynx are able to revenge kill Fighting-types for Avalugg. Xatu, in particular can switch into Fighting-types with ease. Xatu and Avalugg complement each other and maintain hazards control in bulkier teams thanks to Magic Bounce.
  • Fairy-types such as Granbull and Poison-types such as Garbodor and Roselia are able to take Fighting-type attacks as well. Additionally, the former has Heal Bell to cure status while the latter two can remove Toxic Spikes for Avalugg so it doesn't get worn down by Poison damage.
  • Dark-types, such as Liepard, Skuntank, and Shiftry, are great for dealing with Ghost-types, with the former ones additionally being able to provide Pursuit support.
  • Fire-types, such as Ninetales, and bulky Water-types, such as Lanturn, greatly appreciate hazard removal support and are able to take Fire-type attacks. Furthermore, the former can set up with Nasty Plot while the latter is able to cripple Avalugg's switchins with Scald.
  • mention that this is to be used one more defensive teams
[STRATEGY COMMENTS]

Other Options
=============
  • Mirror Coat allows Avalugg to punish Special Attackers, but it is very situational and unreliable. This would work well in tandem with Sturdy because you will resist a special attack for sure if you are at full health. mirror coat is so much fun lol
  • Defensive set of 248 HP / 8 Atk / 252 Def and an Impish Nature to take slightly less damage from physical attacks, but it is overkill and Avalugg would be better with taking less damage from special attacks and softchecking some special threats such as Lilligant, as well.
  • Curse, alongside Ice- and Ground-type coverage and its reliable recovery move, allows Avalugg to get past physically oriented teams.
  • Choice Band Avalugg can deal a lot of damage thanks to its respectable base attack, its STAB move and its good neutral coverage.
Checks and Counters
===================

**Fighting-types**: Fighting-types, such as Sawk can easily 2HKO with a Choice Band Close Combat. Hariyama has Thick Fat, allowing it to take Avalanche more easily. Avalugg is Gurdurr's set up fodder as it can easily set up Bulk Up and can take a Toxic thanks to Guts. However, Gurdurr must be wary of Roar.

**Residual Damage**: Avalugg is worn down by status such as burns and poison combined with entry hazard damage from Stealth Rock and Spikes, and its low Speed stat means that it will often need to take at least one hit, making it easier to wear down.

**Fire-types**: Fire-types, such as Magmortar and Pyroar can take advantage of Avalugg's poor Special Defense and can KO with their Fire-type moves if entry hazards are on the field. However, they must be wary of Earthquake and Toxic when switching in.

**Ghost-types**: Ghost-types, such as Gourgeist-S and Rotom, are immune to Rapid Spin and can cripple it Will-O-Wisp. Moreover, the former can wear Avalugg down with Leech Seed while the latter can cripple it with Trick. However, they must both watch out for Toxic on the switch.

**Steel-types**: Steel-types, such as Ferroseed and Mawile, are immune to Toxic and can cripple Avalugg with Toxic. Ferroseed can also wear Avalugg down with Leech Seed. However, Mawile has to watch out for Earthquake.
Let me know when you've implemented and I'll recheck.
 
Still gonna say that Own Tempo should be the recommended ability; it at least allows you to beat SR Golurk with Dynamic Punch, which however minor is more than Sturdy achieves.
 

shiloh

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Tiering Lead
Sturdy is still extremely useful in like 99% of situations because DynamicPunch Golurk is no where near at enough usage to dictate using another ability.
Take this scenario, Rocks are off the field and your opponent just killed a mon with Magmortar and nothing else switches in. You can still go to Avalugg in this scenario since you have sturdy and cleanly kill it with EQ. Situations like that are a lot more common than a situation with DynamicPunch Golurk, and even then you have a chance to break through confusion.
 
Sturdy is still extremely useful in like 99% of situations because DynamicPunch Golurk is no where near at enough usage to dictate using another ability.
Take this scenario, Rocks are off the field and your opponent just killed a mon with Magmortar and nothing else switches in. You can still go to Avalugg in this scenario since you have sturdy and cleanly kill it with EQ. Situations like that are a lot more common than a situation with DynamicPunch Golurk, and even then you have a chance to break through confusion.
When are you actually going to get a situation when there is no SR on the field and Avalugg is at 100% health? (Well unless it's the first turn, in which case why are you leading with Avalugg?) If there are no rocks on the field, it's almost certainly because your Avalugg spun them away, and it had to take SR damage in order to do so, so RIP Sturdy. In addition you would much rather be using a revenge-killer in such a situation (because it sucks wasting 99% of a Mon's health to check something), and if you have nothing which can revenge-kill a Magmortar then you are kind of fucked anyway. Unless you are running a stall team, but then the chances of having been able to Avalugg's powder dry throughout the match for this one highly unlikely scenario are even slimmer.

I'm not saying Own Tempo is good, I'm saying Sturdy is even worse. I've used Avalugg a fair bit (relative to how not-particularly-good a mon it is) and I think Own Tempo has been useful once; but that's once more than I have thought to myself "Man, I really wish I were running Sturdy instead". Realistically, though, I don't think the distinction is big enough to derail the conversation on what's otherwise shaping up to be a solid analysis.
 
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Disjunction

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When are you actually going to get a situation when there is no SR on the field and Avalugg is at 100% health? (Well unless it's the first turn, in which case why are you leading with Avalugg?) If there are no rocks on the field, it's almost certainly because your Avalugg spun them away, and it had to take SR damage in order to do so, so RIP Sturdy. In addition you would much rather be using a revenge-killer in such a situation (because it sucks wasting 99% of a Mon's health to check something), and if you have nothing which can revenge-kill a Magmortar then you are kind of fucked anyway. Unless you are running a stall team, but then the chances of having been able to Avalugg's powder dry throughout the match for this one highly unlikely scenario are even slimmer.

I'm not saying Own Tempo is good, I'm saying Sturdy is even worse. I've used Avalugg a fair bit (relative to how not-particularly-good a mon it is) and I think Own Tempo has been useful once; but that's once more than I have thought to myself "Man, I really wish I were running Sturdy instead". Realistically, though, I don't think the distinction is big enough to derail the conversation on what's otherwise shaping up to be a solid analysis.
Being able to prevent Rocks from being set or having Avalugg already Rapid Spin and subsequently Recover back to full are both much more realistic and relevant scenarios to keep Sturdy than preparing for a Confuse Ray mon or Chatter.
 

Pokedots

How should I live to be happy
is a Contributor Alumnus
took over from rubsomebacononit's previous analysis.

[OVERVIEW]
  • It is a Rapid Spinner with access to Recover, like Cryogonal, which increases its longevity, unlike Hitmonchan, Claydol and Kabutops which do not have access to recovery moves. Therefore, Avalugg should be played as a defensive spinner because of its incredible bulk, although its has high Attack.
  • Extremely high defense that allows it to take attacks from physical attackers, such as Kangaskhan, Archeops, Scyther, and Tauros, even if uninvested.
  • It has a sort of offensive presence with 117 base Attack and 120 BP Avalanche, as well as defensive presence.
  • It's one of the slowest Pokemon in the tier, though, which means that it will have to take at least one hit before spinning and struggles to deal with Ghost-types which act as spinblockers.
  • Ice-type is bad as it gives Avalugg a weakness to Stealth Rock, making it more easier to OHKO or 2HKO, and unlike Cryogonal, it lacks an immunity to Spikes and Toxic Spikes, making it vulnerable to Spikes and Toxic Spikes; this further reduces its longevity because it is easily 2HKOed if Stealth Rock and a layer of Spikes are up. Its typing makes it weak to Fire-, Fighting-, Steel-, and Rock-types, which are all very common in the tier. mention how it also doesn't have any resistances other than Ice, and even then it's 2HKOed by Specs Aurorus w/ Rocks half the time and by Psychic Jynx
  • It gets walled by Ghost-types, such as Misdreavus, Gourgeist-XL, and Rotom, that carry Will-O-Wisp if it lacks Toxic.
  • Sturdy is almost useless as Avalugg's job is to remove entry hazards and it often switches into entry hazards. Other abilities it has access to aren't useful as well. meh this isn't the most important point I'd remove it
the fact that it beats most SR setters (even non offensive Regirock) except for Rhydon and Ferroseed with Toxic might be worth mentioning, and it beats Garbodor and Roselia too
[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Recover
move 3: Avalanche
move 4: Toxic / Earthquake / Roar
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Atk / 252 SpD

[SET COMMENTS]
Moves
========
  • Rapid Spin removes entry hazards providing to hazards control, which is useful for the team.
  • Recover heals Avalugg's HP and damage taken from switching into entry hazards.
  • Avalanche is Avalugg's main Ice-type attack and deals double damage when it is hit by an attack, and hits Grass-, Ground-, and Flying-types, such as Torterra, Claydol, and Archeops super effectively
  • Toxic allows Avalugg to hit Ghost-types, such as Misdreavus and Rotom, and walls such as Regirock and Quagsire.
  • Earthquake hits super effectively Fire- and Steel-types, such as Magmortar, Pyroar, Mawile, and Klinklang on the switch-in.
  • Roar is an option to force setup sweepers out, such as Musharana, Klinklang and Mega Audino.
Set Details
========
  • 252 EVs are given into Special Defense in order to maximize this stat alongside a Careful Nature. The rest of the EVs is given into HP to further increase its bulk. This will allow Avalugg to softcheck Lilligant and Vivillon when at +1 and it won't lose much resistances in the physical defensive side. This EVs spread check Normal-types and especially Fire Blast Tauros which could wear down easily a physical defensive variant of Avalugg.
  • Sturdy is Avalugg's only relevant ability as it lets it tank at least one attack, although it isn't useful as avalugg will need to switch into entry hazards before using Rapid Spin.
  • Leftovers provide additional recovery, while Rocky Helmet wears down physical attackers, such as Kangaskhan, Archeops, and Tauros, with some useful residual damage.
Usage Tips
========
  • Avalugg should focus on Rapid Spinning if entry hazards such as Stealth Rock is up, but it must be wary of spinblockers such as Mismagius, Rotom, and Gourgiest-S.
  • If Avalugg has Toxic, predict a spinblocker switching in and use Toxic, but if Avalugg does not have Toxic, it should not stay in, as it will have no way of getting past them. meh this isn't totally true, offensive Mismagius and Rotom are both 3HKOed by Avalanche and have no recovery
  • Switch Avalugg into physical attackers such as Kangaskhan, Archeops, or Scyther, but don't try to switch it into special attackers because of its subpar special bulk even if boosted. Use Recover when Avalugg is weakened, especially if it has just switched into entry hazards, so you can stay alive for the rest of the match. You can play safe without double-switches if you have a check for everything in the opposing team, or you have to play more aggressively with Avalugg, as it attracts powerful special attackers' switch-ins.
  • Don't switch into a status move, such as Toxic, or Will-O-Wisp, as it will cripple it for the rest of the game reducing its longevity.
  • Use Rapid Spin when you need to remove entry hazards, especially if the opponent doesn't have any spinblocker. If there's a Ghost-type on the opposing team, you should switch in a Pokemon able to deal with or Pursuit trap them.
  • Be wary of Taunt users, such as Mismagius, Samurott, and Misdreavus, as they can prevent Avalugg from using its recovery and utility moves.
Team Options
========
  • Psychic-types, such as Musharna and Xatu are able to deal with Fighting-types for Avalugg. Xatu, in particular can switch into Fighting-types with ease remove this sentence, both of them switch into them well, in fact mush does so even better. Xatu and Avalugg complement each other and maintain hazards control in bulkier teams thanks to Magic Bounce.
  • Fairy-types such as Granbull and Poison-types such as Garbodor and Roselia are able to take Fighting-type attacks as well. Additionally, the former has Heal Bell to cure status while the latter two can remove Toxic Spikes for Avalugg so it doesn't get worn down by Poison damage.
  • Dark-types, such as Liepard, Skuntank, and Shiftry, are great for dealing with Ghost-types, with the former ones additionally being able to provide Pursuit support.
  • Fire-types, such as Ninetales and Magmortar, and bulky Water-types, such as Lanturn, greatly appreciate hazard removal support and are able to take Fire-type attacks. Furthermore, the former can set up with Nasty Plot while the latter is able to cripple Avalugg's switchins with Scald.
  • Avalugg finds a place only in fat defensive teams. nitpick but I'd make this the first point to really emphasize it
[STRATEGY COMMENTS]

Other Options
=============
  • Mirror Coat allows Avalugg to punish Special Attackers, but it is very situational and unreliable. This would work well in tandem with Sturdy because you will resist a special attack for sure if you are at full health. It is unpredictable though and can seldom get a free kill.
  • Defensive set of 248 HP / 8 Atk / 252 Def and an Impish Nature to take slightly less damage from physical attacks, but it is overkill and Avalugg would be better with taking less damage from special attacks and softchecking some special threats such as Lilligant, as well.
  • Curse, alongside Ice- and Ground-type coverage and its reliable recovery move, allows Avalugg to get past physically oriented teams.
  • Choice Band Avalugg can deal a lot of damage thanks to its respectable base attack, its STAB move and its good neutral coverage. mention lack of good STAB and how slow it is, and how it can struggle to check much due to the loss of bulk and recover; band piloswine's probably better and even that's not a good set
Checks and Counters
===================

**Fighting-types**: Fighting-types, such as Sawk can easily 2HKO with a Choice Band Close Combat. Hariyama has Thick Fat, allowing it to take Avalanche more easily. Avalugg is Gurdurr's set up fodder as it can easily set up Bulk Up and can take a Toxic thanks to Guts. However, Gurdurr must be wary of Roar.

**Residual Damage**: Avalugg is worn down by status such as burns and poison combined with entry hazard damage from Stealth Rock and Spikes, and its low Speed stat means that it will often need to take at least one hit, making it easier to wear down.

**Fire-types**: Fire-types, such as Magmortar and Pyroar can take advantage of Avalugg's poor Special Defense and can KO with their Fire-type moves if entry hazards are on the field. However, they must be wary of Earthquake and Toxic when switching in.

**Ghost-types**: Ghost-types, such as Gourgeist-S and Rotom, are immune to Rapid Spin and can cripple it Will-O-Wisp. Moreover, the former can wear Avalugg down with Leech Seed while the latter can cripple it with Trick. However, they must both watch out for Toxic on the switch.

**Steel-types**: Steel-types, such as Ferroseed and Mawile, are immune to Toxic and can cripple Avalugg with Toxic. Ferroseed can also wear Avalugg down with Leech Seed. However, Mawile has to watch out for Earthquake.
add a special attackers section
do this and 2/3, nice job
 
not qc so u dont gotta implement if u dont want. comments in bold
took over from rubsomebacononit's previous analysis.

[OVERVIEW]

Avalugg is a Rapid Spinner with access to Recover, like Cryogonal, which increases its longevity, unlike Hitmonchan, Claydol and Kabutops which do not have access to recovery moves. i feel like this is worded awkwardly, and could be somewhat merged with the next sentence, putting emphasis on the only reason youud use avalugg (physicalbulk) Therefore, Avalugg should be played as a defensive spinner because of its incredible bulk, although its has high Attack. It has extremely high Defense that allows it to take attacks from physical attackers, such as Kangaskhan, Archeops, Scyther, and Tauros, even if uninvested. It has also a sort of offensive presence with 117 base Attack and 120 BP Avalanche if avalugg moves last, as well as defensive presence. It's one of the slowest Pokemon in the tier, though, which means that it will have to take at least one hit before spinning and struggles to deal with Ghost-types which act as spinblockers. Ice-type is bad as it gives Avalugg a weakness to Stealth Rock, making it more easier to OHKO or 2HKO, and unlike Cryogonal, it lacks an immunity to Spikes and Toxic Spikes, making it vulnerable to Spikes and Toxic Spikes; this further reduces its longevity because it is easily 2HKOed if Stealth Rock and a layer of Spikes are up. Its typing makes it weak to Fire-, Fighting-, Steel-, and Rock-types, which are all very common in the tier. It also doesn't have any resistances other than Ice-type, and it's 2HKOed by Specs Aurorus after Stealth Rock damage and by Psychic Jynx. make note of how this diminishes the practicality of its stellar bulk It gets walled by Ghost-types, such as Misdreavus, Gourgeist-XL, and Rotom, that carry Will-O-Wisp if it lacks Toxic. mention how most physically oreinted mons have a way of getting around it (ie focus blast archeops, fire blast tauros, etc) or can beat it through typing alone (ie sawk or rhydon)

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Recover
move 3: Avalanche
move 4: Earthquake / Toxic / Roar (in my opinion, earthquake should absolutely be the first slash; while toxic is cool for catching rotoms and quagsires, earthquake is generally the better option, for its no longer a freeswitch for any maw or fire type ur opponent may have. )
item: Leftovers / Rocky Helmet ( ur rarely gonna be hitting avalugg with a physical attack anyways. oo worthy imo.)
ability: Sturdy
nature: Careful
evs: 248 HP / 8 Atk / 252 SpD

[SET COMMENTS]
Moves
========
Rapid Spin removes entry hazards providing to hazards control, which is useful for the team. Recover heals Avalugg's HP and damage taken from switching into entry hazards. Avalanche is Avalugg's main Ice-type attack and deals double damage when it is hit by an attack, and hits Grass-, Ground-, and Flying-types, such as Torterra, Claydol, and Archeops super effectively. Toxic allows Avalugg to hit Ghost-types, such as Misdreavus and Rotom, and walls such as Regirock and Quagsire, whereas Earthquake hits super effectively Fire- and Steel-types, such as Magmortar, Pyroar, Mawile, and Klinklang on the switch-in. Roar is also an option to force setup sweepers, such as Musharana, Klinklang and Mega Audino, out.

Set Details
========
252 EVs are given into Special Defense in order to maximize this stat alongside a Careful Nature. The rest of the EVs is given into HP to further increase its bulk. This will allow Avalugg to softcheck check (try not to say soft/hard check/counter. you either check/counter something or you dont) Lilligant and Vivillon when at +1 and it won't lose much resistances in the physical defensive side. This EVs spread check Normal-types and especially Fire Blast Tauros which could wear down easily a physical defensive variant of Avalugg. Sturdy is Avalugg's only relevant ability as it lets it tank at least one attack, although it isn't useful as avalugg will need to switch into entry hazards before using Rapid Spin. Leftovers provide additional recovery, while Rocky Helmet wears down physical attackers, such as Kangaskhan, Archeops, and Tauros, with some useful residual damage.

Usage Tips
========
Avalugg should focus on Rapid Spinning if entry hazards such as Stealth Rock is up, but it must be wary of spinblockers such as Mismagius, Rotom, and Gourgiest-S. gourgeist isnt switching in on you If Avalugg has Toxic, predict a spinblocker switching in and use Toxic, but if Avalugg does not have Toxic, it should not stay in, as it will have no way of getting past them. Switch Avalugg into physical attackers such as Kangaskhan, Archeops, or Scyther, but don't try to switch it into special attackers because of its subpar special bulk even if boosted. Use Recover when Avalugg is weakened, especially if it has just switched into entry hazards, so you can stay alive for the rest of the match. You can play safe without double-switches if you have a check for everything in the opposing team, or you have to play more aggressively with Avalugg, as it attracts powerful special attackers' switch-ins. Don't switch into a status move, such as Toxic, or Will-O-Wisp, as it will cripple it for the rest of the game reducing its longevity. Use Rapid Spin when you need to remove entry hazards, especially if the opponent doesn't have any spinblocker. If there's a Ghost-type on the opposing team, you should switch in a Pokemon able to deal with or Pursuit trap them. Be wary of Taunt users, such as Mismagius, Samurott, and Misdreavus, as they can prevent Avalugg from using its recovery and utility moves.

Team Options
========
Avalugg finds a place only in fat defensively oreinted teams, so its teammates should be chosen accordingly. Psychic-types, such as Musharna and Xatu are able to deal with Fighting-types for Avalugg. Xatu, in particular can switch into Fighting-types with ease. Xatu and Avalugg complement each other and maintain hazards control in bulkier teams thanks to Magic Bounce. Fairy-types such as Granbull and Poison-types such as Garbodor and Roselia are able to take Fighting-type attacks as well, with Additionally, the former granbull has having Heal Bell to cure status, while the latter two can remove Toxic Spikes for Avalugg so it doesn't get worn down by Poison damage. Dark-types, such as Liepard, Skuntank, and Shiftry, are great for dealing with Ghost-types, with the former ones two additionally being able to provide Pursuit support. Fire-types, such as Ninetales, and bulky Water-types, such as Lanturn, greatly appreciate hazard removal support and are able to take Fire-type attacks. Furthermore, the former Ninetales can set up with Nasty Plot while the latter is able to cripple Avalugg's switchins with Scald.

[STRATEGY COMMENTS]

Other Options
=============
Mirror Coat allows Avalugg to punish Special Attackers, but it is very situational and unreliable. This would work well in tandem with Sturdy because you will resist a special attack for sure if you are at full health. It is unpredictable though and can seldom get a free kill. A defensive set with 248 HP / 8 Atk / 252 Def and an Impish Nature can be used to take slightly less damage from physical attacks, but it is overkill and Avalugg would be better with taking less damage from special attacks and softchecking some special threats such as Lilligant, as well. Curse, alongside Ice- and Ground-type coverage and its reliable recovery move, allows Avalugg to get past physically oriented teams. worded really weird- there arent really "physically oreinted teams" Choice Band Avalugg can deal a lot of damage thanks to its respectable base attack, its STAB move and its good neutral coverage. It lacks a good STAB, though and it's very slow. Moreover, the loss of Recover further reduces its longevity. rocky helm should probably be mentioned her

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

**Fighting-types**: Fighting-types, such as Sawk can easily 2HKO with a Choice Band Close Combat. Hariyama has Thick Fat, allowing it to take Avalanche more easily. Avalugg is Gurdurr's set up fodder as it can easily set up Bulk Up and can take a Toxic thanks to Guts. However, Gurdurr must be wary of Roar.

**Residual Damage**: Avalugg is worn down by status such as burns and poison combined with entry hazard damage from Stealth Rock and Spikes, and its low Speed stat means that it will often need to take at least one hit, making it easier to wear down.

**Fire-types**: Fire-types, such as Magmortar and Pyroar can take advantage of Avalugg's poor Special Defense and can KO with their Fire-type moves if entry hazards are on the field. However, they must be wary of Earthquake and toxic when switching in.

**Ghost-types**: Ghost-types, such as Gourgeist-S Misdreavus and Rotom, are immune to Rapid Spin and can cripple it Will-O-Wisp. Moreover, the former can wear Avalugg down with Leech Seed while the latter can cripple it with Trick. However, they must both watch out for Toxic on the switch. (goureist isnt spinblocking avalugg o3o)

**Steel-types**: Steel-types, such as Ferroseed and Mawile, are immune to Toxic and can cripple Avalugg with Toxic. Ferroseed can also wear Avalugg down with Leech Seed, and use it as fodder while it sets up Spikes. However, Mawile Mawile, on the other hand, has to watch out for Avalugg's Earthquake.

**Special attackers**: powerful special attackers, such as Samurott, Pyroar, Magmortar, Jynx, and Lilligant, can easily deal with Avalugg that isn't bulky enough to check them.
 
I know this is already written and I hate to do this, but QC reject 1/3. Avalugg just doesn't have a good niche in this meta. Recovery over other spinners is nice until you realize Avalugg is weak to Stealth Rock and is so slow, meaning it has to take two hits each time it switches in, that it realistically cannot come in and get a spin off in lot of scenarios. Not to mention Cryogonal which has recovery and the same typing, only with Speed and Freeze-Dry over bulk is way more usable than this, and even that mon is mediocre. High physical bulk also means nothing when you lose the tier's top physical attackers (ie: Sawk, Klinklang if not running EQ, Gurdurr, and Rhydon). It's flaws are so apparent to the point where it should never be considered for a serious team.
 

boltsandbombers

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qc reject 2/3
Tricking - I apologize that you spent the time writing this, but Avalugg just isnt worth the analysis for the reasons stated above
 

erisia

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I'm not sure that Avalugg is completely irrelevant in this metagame. I've been using the above set with Rocky Helmet for quite a while and this thing's sheer bulk often compensates for its weaknesses. Klinklang will do 1/3 HP damage to itself if it attempts to Gear Grind, and Avalugg can Recover it off or hit it with Roar or Earthquake depending on what it wants to do. It can also take a CC from CB Sawk after Stealth Rock and OHKO with Avalanche in return, and that's if they predict you're going to stay in for some reason. Most other physical attackers can get stalled out by Rocky Helmet + Recover, although Knock Off can be a pain.
 
I'm not sure that Avalugg is completely irrelevant in this metagame. I've been using the above set with Rocky Helmet for quite a while and this thing's sheer bulk often compensates for its weaknesses. Klinklang will do 1/3 HP damage to itself if it attempts to Gear Grind, and Avalugg can Recover it off
this implies that klinklang doesnt sshift gear up and ohko u after that
It can also take a CC from CB Sawk after Stealth Rock and OHKO with Avalanche in return, and that's if they predict you're going to stay in for some reason. Most other physical attackers can get stalled out by Rocky Helmet + Recover, although Knock Off can be a pain.
252 Atk Choice Band Sawk Close Combat vs. 248 HP / 8 Def Avalugg: 332-392 (84.4 - 99.7%) -- guaranteed OHKO after Stealth Rock
252+ Atk Choice Band Sawk Close Combat vs. 248 HP / 8 Def Avalugg: 366-432 (93.1 - 109.9%) -- guaranteed OHKO after Stealth Rock
 

erisia

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I guess that dealing with Klinklang is only really possible with roar; perhaps it should be slashed higher as Toxic support can be accomplished by teammates more easily. And if i remember correctly the battle where i survived was one where i recovered as Sawk switched in.

If this analysis does get through, perhaps mention that Ice Body can be used alongside Snow Warning Aurorus to provide better passive recovery. The extra damage from hail is also nice if you're using Rocky Helmet, but obviously you'd need to build the team around the shared weaknesses.
 

Blast

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QC Reject 3/3

This mon isn't completely unusable but I think its niche is just far too limited to give it an analysis. That combined with the fact that it already tends to struggle with the roles it does fill doesn't do it any favors.
 

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