Monotype Analyses Mega-thread

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Is this ready for GP?
[QC]

• Choice Band
→ You can add Superpower in the set like you're talking about in #Moves.
→ For the spread, I wouldn't say 252/252 but 80HP/252Atk/176speed → This is enough to outspeed Adamant 70's as you can't outspeed Jolly 70's. It gives a little more bulk instead "useless extra invest" in speed. (In my opinion).

• Dragon Dance
→ Spread can be removed by this one: 32HP/252Atk/224speed → This spread was calculated by me to be able to outspeed most scarf next 2 DD:
Base speed (252Speed): 259 → After one DD: 388.5 → After second DD: 518
Base speed (208Speed): 252 →After one DD: 376 → After second DD: 504

What does it mean?
Knowing 110 base speed scarf as Latios have 525 in speed, it's useless to run max speed to not being able to outspeed that.
Knowing 100 Base speed scarf as Victini,... have 492 in speed, so, the condition is to outspeed that run next your second DD.

After one DD, you're supposed to outspeed all no scarf Pokemon, so 388.5 is able to outspeed every Pokemon with a base speed equal to 127
After one DD (with my spread), you're able to outspeed every Pokemon with 121 base speed (as M-Pidgeot, Tornadus,...).
You're outspeeded by Weavile but it doesn't matter as you've to use Extreme Speed to not be killed by Ice Shard.
So, only Noivern and Swellow, 2 useless Pokemon in this metagame are able to outspeed you.

It gives a little more bulk who is useful to a Dragon Dancer.
→ You can add the possibility to use the Weakness Policy in this set thanks to its ability.
 

Sobi

Banned deucer.
Finished, ready for GP.

Mega Gyarados (Water) Overview
[Overview]
Mega Gyarados is water's best Dragon Dance user with great STABs and plenty of utility moves, including Taunt, Substitute and Rest/Sleep Talk. As non mega, it gets intimidate which helps Mega Gyarados' already wonderful bulk. Non-Mega Gyarados provides a much needed ground immunity as Water generally has a lack of Ground resists. As mega it offers a helpful immunity to Psychic. Mega Gyarados is also known to be able to destroy Psychic, which is one the best types overall, with ease. Substitute allows it to set up on passive Pokemon while Crunch OHKOs most Pokemon on Psychic even without a boost up. Mega Gyarados also has Mold Breaker which breaks through annoying abilities like Sturdy, Unaware or Water Absorb which can stop it from sweeping after it has set up. Another niche that Mold Breaker provides is that it allows Taunt to go through Magic Bounce, shutting down Mega Sableye completely and making it set up fodder. Mega Gyarados' mediocre speed holds it back as well as the 4x weakness to electric as non mega. A weakness to Stealth Rock while switching in and no reliable recovery outside of Rest is problematic but it finds a spot on any good water team looking for a set up sweeper.


Mega Gyarados (Water) Offensive Dragon Dance
[Set]
Gyarados @ Gyaradosite
Ability: Intimidate
EVs: 252 Atk / 4 SpD / 252 Spe
Adamant Nature
- Substitute / Taunt / Earthquake
- Dragon Dance
- Crunch
- Waterfall

#Moves
The most popular set in the current metagame, Substitute + Dragon Dance Mega Gyarados proves itself to be a fearsome set up sweeper. Crunch is its main STAB that makes it a win con vs Psychic and Ghost teams while Waterfall makes it a unparalleled win condition vs Fire, Ground and Rock teams. Substitute is arguably the best utility move (besides Dragon Dance) that Mega Gyarados has. It sets up freely on passive Pokemon that rely on status. Dragon Dance boosts its Attack and Speed to fearsome levels. Taunt can be used instead of Substitute if you're having problems facing Pokemon that can phase you out with Whirlwind/Roar but it leaves you free to get burnt by Scald or Lava Plume and letting Mega Gyarados get burnt cripples it completely. Ice Fang is also an option to beat plethora of types including Dragon and Grass but is usually not worth because Substitute/Taunt makes it easier for Mega Gyarados to set up. Earthquake is also an option over Taunt or Substitute to hit Electric types.

#Set Details
252 Attack EVs allow it to hit as hard as it can. Having a great speed tier, Mega Gyarados appreciates maximum speed to make use of it. Jolly nature is an option to outspeed scarf Hoopa-u, Chandelure, or Togekiss at +1 but Mega Gyarados appreciates the extra power much more. Intimidate is the preferred ability over Moxie as Intimidate increases its chances to set up a Dragon Dance. Mold Breaker proves itself to be a helpful ability letting Taunt bypass Magic Bounce, breaking through Water immunity abilities and letting Earthquake hit Rotom W which can be an annoyance to Water teams.

#Usage Tips
Mega Gyarados should not be switched in on Stealth Rock continuously because it does not appreciate getting worn down quickly, having access to no reliable recovery. Gyarados should also be mega evolved wisely. In cases like vs Ground teams it is wiser to keep Gyarados non mega as a check to Banded Excadrill in sand if you do not have any other immunity to ground. Mega Gyarados also causes plenty of 50/50s when predicting whether to mega or not to mega because of its change in typing. Always try to preserve the Intimidate that Mega Gyarados gets access to as non mega until you are ready for a sweep. In cases like vs Fighting teams, Intimidate along with the flying type proves itself to be much more useful than Mold Breaker or the dark typing it gets when it mega evolves. Setting up Dragon Dances when a check or a counter is still alive is not smart. For example, against Psychic, setting up substitute and Dragon Dancing against Slowbro is a smart play but it needs to watch out for Mega Gardevoir which can trace Intimidate and Hyper Voice to go through Substitute.

#Team Options
Gyarados likes having defog support as it gets worn down quickly by Stealth Rock. Empoleon provides Defog support as well as stealth rocks which make it wear down the opponents team/breaks sashes to make it easier for Gyarados to sweep. Spinners like Tentacruel or Starmie (if you want a more offensive one) can also work here. Tentacruel can set up Toxic Spikes to weaken opposing teams. It also beats Clefable, which is a check to Mega Gyarados. Mega Gyarados likes having a wallbreaker like Azumarill in the back to break through annoyances like Ferrothorn before it sets up and sweeps. Another reason why Azumarill is a great partner to Mega Gyarados is because it manages to check Mega Gyarados' threats easily. It beats Specs Keldeo which threatens Mega Gyarados as well as Kyurem B if it is locked into Outrage. Electric immunities in the back are appreciated because it is doubly weak to it while non mega and heal bell support by Lanturn allows the player to play more recklessly with Mega Gyarados without the fear of getting burnt or paralyzed. Swampert provides Stealth Rock AND an electric immunity, also proving to be a good partner.
gp'ed ready for upload
 

DoW

formally Death on Wings
[QC]

  • Not too much here as ditto has a very simple analysis. In team options you talk about supporting semi stall and semi stall normal builds. I would probably get a bit more specific with it and directly mention how it's a godsend for the eviolite core (Chansey + P2) as it takes advantage of pretty much anything that breaks that core. "supporting stall and semi stall" just seems a bit too general for me and it would be good to know for newer players that it really goes well with that core so they can work with it.

Everything else seems fine, it should be ready for GP.
[QC]

I also think it would be useful to mention how Ditto is not only effective offensively, but defensively as well. Copying the ability, stats, typing, and moves of the opponent allows it to switch in to various attacks, by either resisting them or being immune to them (most notably when copying a gengar using focus blast). Also ditto can be used as temporary support, by providing heal-bell, rocks, spikes, toxic, and other support moves to weaken the enemy team. Ditto is also an effective way to scout the opponent's moveset, as well as helping in stalling out the opponent because you get 5 pp to use every time you switch in. This can be effective against stockpile mons, curse, and cm setters at times. Also, because of having 2 eviolites on the team, there are times when you will suspect the use of the move trick of switcheroo, and the item being switched is more often than not a choice scarf. So during those crucial times, ditto can come in as a switch, without causing harm to the defensive core.

I think you should also mention some of the best mons that Ditto can copy, Mega Pinsir, Mega Medicham and Mega Gallade (both on fighting), BD Azumarill, and Heatran (take in the lava plume for flash fire and threaten it back with earth power). There may be more but these are the ones that i can remember from the top of my head.
I've implemented these, so I think the analysis is now ready for GP unless anyone else has any more QC comments.
 

Maleovex

Lt. Col. of The Kyergrzstan Killer Beez
Galvantula

[SET]
Galvantula @ Focus Sash
Ability: Compound Eyes
EVs: 252 SpA / 4 HP / 252 Spe
Timid Nature
- Sticky Web
- Thunder
- Bug Buzz
- Hidden Power [Ice]/ Energy Ball

#Moves
Sticky Web is the main draw of Galvantula, and the main draw of using it over other Pokemon on your bug team. Thunder is chosen over Thunderbolt as with Compound Eyes the accuracy is negligible when compared with the Paralyze chance and the increase in power. Bug Buzz is a secondary STAB that hits Grass, Dragon and Electric types that resist Thunder. Energy Ball or Hidden Power Ice are used to hit the ground types like Hippowdon that resist both of Galvantula's STAB's. Energy Ball hits the Water/Ground-Type Pokemon like Gastrodon and Seismitoad while also being stronger. Hidden Power Ice is much more reliable and able to hit Flying or Dragon types like Garchomp and Landorus-T.

#Set Details
Maximum Speed investment with a Timid nature and a Focus Sash allows Galvantula to hit a decent speed tier, able to speed tie with Keldeo, meaning it can usually set up sticky webs and get an attack off. 252 Special Attack EVs are used to maximise damage output as investing in its defenses is not worth it, as Galvantula is to frail to take even neutral hits with investment.

#Usage Tips
Galvantula should be used as a Suicide Lead, setting up sticky web, dealing some damage before dying. It is extremely important to look out for any hazard removal and try not give it a chance to remove the sticky webs, as they help check some of the biggest threats to Bug like Victini. While Galvantula's sticky webs have no effect against a flying team, it is still very good as its main STAB hits much of the team super effectively, and if Hidden Power Ice is being run, that can hit the Ground/Flying types like Landorus and Gliscor. Galvantula has great utility against water teams with Thunder and Energy Ball hitting almost all Water-Type Pokemon super effectively

#Team Options
Pokemon which appreciate Sticky Webs such as Mega Pinsir and Volcarona are good teammates for Galvantula, as Galvantula is able to aid them in preparing for a sweep, making them able to outspeed the entire unboosted meta bar flying types in the case of Mega Pinsir, and if Volcarona is running Speed investment the same goes for that. Armaldo is a good partner as the opponent then has to predict what Pokemon you will lead with. Mega Heracross and Banded Durant appreciate the speed buff as they are both quite slow.

Will do an overview later, not sure if this is in enough detail or not though.
 
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scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Reckon this is now ready for GP
[Overview]
Ditto's ability, Imposter, combined with a Choice Scarf, allow it to be an excellent revenge killer that in the monotype metagame can even threaten to sweep unwary opponents. While Ditto often doesn't shine in other tiers, it finds a niche on stallier normal teams in monotype. Although Porygon2, Chansey and Staraptor are capable of defending against many attackers, often a setup sweeper will be able to break through the core and sweep the team. However, Ditto is able to copy an opponent's stat boosts, making it risky to set up too far and often threatening to sweep the opponent if they set up enough to break the defensive core.
[Set]
Ditto @ Choice Scarf
Ability: Imposter
EVs: 248 HP / 252 Def / 8 SpD
Relaxed Nature
IVs: 1 Atk / 0 Spe
- Transform
-
-
-

#Moves
Transform is Ditto's only move, and is unlikely ever to be used. Its only real use it preventing ditto from running out of PP when sent out against opponents it can't transform into, such as those with a Substitute.

#Set Details
Choice Scarf is required as otherwise Ditto will speed tie with the opponent it imposters, and this risk isn't worth the benefit gained from any other item. 248 HP EVs minimize damage taken from stealth rock, and otherwise maximise Ditto's HP as this is the only stat it doesn't copy from the opponent. IVs should be chosen to give a generally useful Hidden Power, with types such as Ice, Fire, and Ground generally being good options, the IVs given are for HP Ice. The remaining details help Ditto in the unlikely situation that it is sent out at the same time as an opposing ditto. In this case, minimum speed ensures that the opposing ditto will transform, causing yours to be unable to, and giving the opponent only 5pp compared to your 16. Next, Attack is minimised and Defense is maximised so that the opposing ditto's struggle will do as little damage to you as possible. Finally, remaining EVs are placed in Special Defense in the unlikely hope that they might help Ditto live a special attack. Note that Ditto's happiness value can be changed to 0 if opponents are more likely to run Frustration than Return, however there isn't a huge difference in usage between the two.

#Usage Tips
Ditto is best used to revenge kill opposing setup sweepers and wallbreakers, and possibly sweep opposing teams if given the opportunity by the opponent. Note that it's very frail, however, so try not to switch it directly into the opponent - instead, either send it in when a pokemon has fainted, or bring it in via a slow u-turn or similar. It's also possible to bring Ditto in on an attack it will be immune to, such as Gengar's Focus Blast or Heatran's Lava Plume, but beware the opponent predicting this and selecting a different attack instead. Also note that it's worth being patient with Ditto - even if it seems like Ditto isn't doing anything and isn't getting any opportunities to take out opponents, it may be preventing opponents from setting up and thus still doing its job.

#Team Options
Ditto is especially good at supporting stall and semi-stall teams, as opponents that would otherwise set up and break the defensive core can't do so without risking Ditto hitting them back hard. It can be especially useful against pokemon such as Mega Pinsir, Mega Gallade, Mega Medicham, Heatran, and others that threaten their own teams if impostered. However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Note that revenge killing isn't Ditto's only function - it can also scout the opponent's moveset, and can be useful in other places such as switching into a trick from a scarfed opponent, or using moves such as Heal Bell and Defog copied from opposing teams, without fear of these moves being pp stalled. It can also effectively pp stall pokemon like Mega Sableye, which might otherwise threaten the team, due to having 5pp every time it switches in. Ditto appreciates slow u-turners or similar in order to come in safely on opposing pokemon, although it functions well without this support. In general, however, Ditto doesn't need support in the way other pokemon do as it fits relatively well onto many kinds of team and doesn't need synergy with the other pokemon on the team.
Nice job, as always! :) Just a couple minor things:

Some of the stuff in the team options section would be better served in the Usage Tips.
However, it can still be used on more offensive teams as a revenge killer, capable of reliably taking out most threats not holding a Choice Scarf. Note that revenge killing isn't Ditto's only function - it can also scout the opponent's moveset, and can be useful in other places such as switching into a trick from a scarfed opponent, or using moves such as Heal Bell and Defog copied from opposing teams, without fear of these moves being pp stalled. It can also effectively pp stall pokemon like Mega Sableye, which might otherwise threaten the team, due to having 5pp every time it switches in.
Explicitly mention the ChanPory + raptor core in the team options opposed to just calling it Stall/semi-stall. You mention it earlier, but someone that just reads the team options section might not get that.

Normal doesn't really have any "slow u-turners" to get Ditto in safely with (and you'd almost always go to Diggersby, Melo, or a Mega Evo if it did). I think it is a good point, but make it in the context of the 'mons that force switches and need to pivot off them (Mega-Bird, Diggersby, Melo, Heliolisk, Staraptor).
 
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Confluxx [Old]

Banned deucer.
Ready for GP.

Azumarill (Fairy) Overview
Azumarill is one of the few physical attacking Pokemon that Fairy gets and it plays an important roll on all Fairy team due to it's access to Belly Drum. It's Water/Fairy typing gives it nice resistances to Fire, Water, Ice and neutral damage from Steel, all of which Fairy lacks. That combined with it's decent bulk allow it to take a hit and set-up or hit back. The Huge Power ability that Azumarill possesses makes Azumarill's base 50 attack equivalent to a base 150 attack. That plus it's Water typing access to moves like Superpower and Knock Off let it take on Heatran and Empoleon, two specially defensive Steel type Pokemon that nothing else on Fairy appreciates facing. However Azumarill's Speed stat is very low which is why Azumarill tends to speed creep other Pokemon, or is forced it to take a hit before being able to set-up or hit back.


Azumarill (Fairy) Belly Drum
Azumarill (M) @ Sitrus Berry
Ability: Huge Power
EVs: 92 HP / 252 Atk / 164 Spe
Adamant Nature
- Belly Drum
- Aqua Jet
- Play Rough
- Knock Off / Superpower

#Moves
Belly Drum allows Azumarill to get to +6 Attack which it can find many opportunities to do so with support from Dual Screens by Klefki or against a Pokemon that can't do much to Azumarill. Aqua Jet is Azumarill's Water STAB and it's the move it's mostly gonna use if it sets up a Belly Drum because in most cases it's gonna get a kill. Play Rough is it's Fairy STAB which hits very hard even without set-up. Knock Off is a great coverage move for Azumarill and helps it hit Pokemon that resit it's two STAB moves. Superpower is also a good option and helps out vs Steel.

#Set Details
Sitrus Berry restores 25% of Azumarill's health when it gets bellow 50% which is useful when setting up a Belly Drum. 252 EVs in Attack and an Adamant Nature allows Azumarill to hit as hard as it can. 164 EVs in Speed allows Azumarill to outspeed 0 speed Skarmory and take it out with Knock Off after Stealth Rock. The rest of the EVs are invested in HP because Azumarill doesn't need it in anything else. Running more Speed on Azumarill is optional but you should always run enough to outspeed Pokemon with base 70 speed, notably Skarmory if it's running 0 speed, and make sure the HP number is even so you get down to 50% after a Belly Drum and not 51%.

#Usage Options
Since Azumarill's main job is to Belly Drum and sweep you shouldn't switch it in to take an attack if your game plan is to sweep with it. Safely coming in and setting up a Belly Drum, even better if under screens, will allow Azumarill to be as healthy as possible after taking a turn to set up. It can be used as an offensive pivot to moves it resists and create offensive pressure if the game plan isn't to Belly Drum and sweep.

#Team Options
Klefki's Prankster ability and access to Reflect and Light Screen make it an amazing partner for Azumarill as it supports the Belly Drum sweep. Pokemon that can get rid of things that prevent Azumarill from setting up for free are appreciated. These include Togekiss that can get rid of Grass types and other threats such as Nidoking with Choice Scarf Air Slash or at least weaken them, Clefable which can set up Stealth Rock to break Skarmory's Sturdy, Gardevoir which can help get rid of Poison types, Mega Diancie which prevents hazards with it's Magic Bounce ability, something Azumarill doesn't appreciate since it needs to be as healthy as possible to set up a Belly Drum.
I need a second QC for this.
 

scpinion

Life > Monotype... unfortunately :)
is a Site Content Manager Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Battle Simulator Moderator Alumnus
Done, reapy for GP

Chansey (Normal) Overview
With Eviolite, Chansey is one of the bulkiest special walls in Monotype. Chansey can effectively beat almost every special attacker in the entire Monotype metagame. However, she hates getting her Eviolite knocked off. In addition to shutting down most special sweepers, Chansey provides a vast array of support due to its expansive support movepool, including moves such as Heal Bell, Soft-Boiled, Wish, and Stealth Rock. However, she struggles against Fighting-types and falls to powerful wallbreakers.

[set]
Chansey @ Eviolite
Ability: Natural Cure
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
- Stealth Rock
- Thunder Wave / Toxic / Heal Bell
- Soft-Boiled
- Seismic Toss

#Moves
Chansey is by far the most reliable and useful Stealth Rock user on Normal teams. She finds plenty of opportunities to switch in, and she has recovery letting her stay healthy. Thunder Wave or Toxic are two standard support moves ran on Chansey depending on your team. Toxic forces switches while putting everything on a timer which works great on bulkier teams whereas Thunder Wave is useful for crippling fast opponents which is important for slow sweepers such as Diggersby and Meloetta. Heal Bell provides support to your team, getting rid of status. Soft-Boiled is for recovery. Wish can be used, but Chansey has a hard time fitting it in, and it may be hard to pull off without Protect. Seismic Toss is mandatory since it prevents Chansey from being setup and Taunt fodder.

#Set Details
Max HP and Defense with a Bold nature let Chansey be as physically bulky as possible. A set of 4 HP /252 Def /252 SpD can be run, but Chansey has more than enough bulk to take special moves without the extra investment. Natural Cure is chosen because it lets Chansey be a status absorber, saving her precious Heal Bells for later.

#Usage Tips
Do not be afraid to switch Chansey in when you're facing a special attacker. Chances are, even if it carries Fighting coverage, it'll fail to do a significant amount of damage to her. The only exception is Secret Sword as it hits Chansey's physically defensive side. Chansey can also take physical attacks, but strong STAB moves hurt. With Natural Cure, Chansey is also a nice status absorber, as she can be used as a pivot as well as conserving Heal Bells. Soft-Boiling often is a good idea as well, as Chansey will be switching in and out.

#TeamOptions
Chansey forms the Eviolite core with Porygon2. Porygon2 acts as a physical wall and can further whittle down the opposing team with whatever it wants due to its expansive movepool. Staraptor also forms a great core because of its access to Intimidate and Defog. Intimidate shuts down physical attackers while Defog removes entry hazards, which take off a chunk of Chansey's HP every time she switches in. Staraptor also acts as a Knock Off sponge, since Chansey hates having her Eviolite knocked off. Ditto is also a good teammate as it can discourage people from setting up on her.
Overview
Mention her being Taunt bait and exceptionally passive when you talk about the downsides to using Chansey.
Mention status when you talk about the support movepool.
Give examples of the potent special attackers Chansey walls (m-garde, lando, etc.)

Analysis

In usage tips talk about spreading status.
Also mention how checks/counters to chansey are pretty easy to identify from team preview (and she really does force them in), which leads to some very safe doubles into offensive teammates on balanced builds.
Mention how Staraptor takes neutral damage from Fighting attacks in the team options.
Mention Mega-Audino as a partner for bulkier normal builds to take fighting-type attacks and knock off.
Mention Miltank as the other option for stealth rocks if one opts to forego them on chansey. Emphasize the opportunity cost that comes with that choice, though.
 

Confluxx [Old]

Banned deucer.
Ready for GP.
QC1 (Wanka)
QC2 (all falls down)


Togekiss (Fairy) Overview
Togekiss possesses great bulk, decent typing and a variety of offensive and utility moves. It's the only Fairy type Pokemon who can use Defog and it can support it's team with moves like Heal Bell and Thunder Wave. It's access to Air Slash, combined with the Serene Grace ability it possesses give it a 60% chance to flinch slower opponents which makes it an excellent stallbreaker and Choice Scarf user. It's access to offensive moves such as Fire Blast, Aura Sphere and Nasty Plot allow it to deal with Steel types that threaten Fairy such as Heatran, Empoleon, Ferrothorn, even an unboosted Mega Scizor. Togekiss' Flying typing give Fairy a Ground switch-in and a check, something Fairy would normally struggle with. Being able to check Garchomp, Choice Band Dragonite and even Landorus depending on the set is important and helps out it's team. With most Fairy-type Pokemon being slow, Togekiss is a great revenge killer with a Choice Scarf. Despite the many things it has going for it, Togekiss is weak to many common types like Ice, Electric, and Rock, the latter of which gives it a Stealth Rock weakness which hurts its defensive capabilities. It also has a mediocre Speed stat leaving it outsped by many other Pokemon and faster Choice Scarf users.


Togekiss (Fairy) Choice Scarf
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Fire Blast
- Aura Sphere / Dazzling Gleam
- Trick / Heal Bell
#Moves
Air Slash is the move that Choice Scarf Togekiss is gonna lock itself into most of the time because of it being a STAB attack with a 60% chance to flinch thanks to Togekiss' Serene Grace ability and hardly any drawbacks other than being 95% accurate. Fire Blast deals with Steel type Pokemon like Mega Scizor, Ferrothorn, Magnezone, Doublade which are big threats to Fairy. Flamethrower is an option for it's consistent accuracy but it fails to OHKO Magnezone and bulky variants of Mega Scizor after Stealth Rock. Dazzling Gleam can be used as a secondary STAB move against Pokemon that resist Air Slash, however Togekiss doesn't usually need Fairy STAB as Aura Sphere is more useful for hitting Steel types that Fire Blast won't be that effective against such as Heatran and Empoleon. Aura Sphere also does hits Tyranitar much harder than Dazzling Gleam due to Tyranitar's amazing bulk on the special side and it's also a more reliable way of taking out Bisharp as anything that wants to switch out expecting a Fire move such as Heatran, Empoleon and Tyranitar gets hit by Aura Sphere. Trick allows Togekiss to give it's Choice Scarf to another Pokemon, potentially locking them into a non-attacking move. Trick is especially useful for breaking the Eviolite Core of Chansey and Porygon2 on Normal and crippling other Pokemon that are annoying to Fairy such as Mew and Lanturn. Heal Bell is another option to cure other Pokemon from crippling status such as paralysis and burn.

#Set Details
Maximum speed investment helps Togekiss be as fast as possible since it's running a Choice Scarf set. The rest of the EVs go into Special Attack because an offensive Togekiss doesn't need it in anything else, and it allows it to deal as much damage as possible on a Choice Scarf set.

#Usage Tips
Since it outspeeds most Pokemon due to it's Choice Scarf and having the 60% chance to flinch with Serene Grace Air Slash, that's Togekiss' primary strategy in dealing with other Pokemon. This makes it an amazing revenge killer. It's decent bulk allow it to comfortably switch in to resisted attacks, but due to it's weakness to Stealth Rock and offensive spread it shouldn't be brought in recklessly to take a neutral hit.

#Team Options
Togekiss has a weakness to Stealth Rock which means it appreciates Pokemon that can prevent hazards such as Mega Diancie which has the Magic Bounce ability. Another good partner for Togekiss is Klefki because it can switch into many of Togekiss' weakness such as Rock and Ice, which it resists, Poison which it has an immunity to and Steel which it takes neutral from. Klefki is also able to spread paralysis which Togekiss appreciates since it has a better chance to outspeed the opponent if it was a faster Choice Scarf user and flinch them down. Azumarill is also an Ice resist that Togekiss appreciates because it's physical wallbreaking capabilities allow it to take out or weaken Pokemon that Togekiss has a hard team dealing with if they're healthy such as Heatran and Empoleon.
 
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Terrakion (Rock) Choice Band - written, ready for QC
Choice Band
Terrakion @ Choice Band
Ability: Justified
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Close Combat
- Stone Edge
- Earthquake
- Quick Attack / Iron Head

#Moves
Close Combat, powered up by Choice Band, is great Fighting-type STAB with few drawbacks and is best for dismantling the opposing team. Stone Edge provides stellar coverage alongside Close Combat, hitting Poison-, Flying-, and Ghost-types well; it also has a nifty chance to land a critical hit. Earthquake won't see much use since it has redundant coverage with Close Combat, but it is still useful for hitting Doublade and Nidoqueen, and a few other targets that resist Terrakion's STABs. Quick Attack, although it isn't a good move to lock yourself into, is still a handy form of priority that lets you pick off weakened threats, such as Belly Drum Azumarill and Focus Sash-reliant setup sweepers, that could successfully sweep the team otherwise. Rock Slide is a decent alternative for either Quick Attack and Earthquake because it has a slightly higher accuracy than Stone Edge and should be used when the power difference between the two doesn't matter. It also provides a chance to flinch which could make a huge difference when breaking down walls. Lastly, Iron Head may also be used to hit Clefable and other bulky Fairy-types more reliably, as relying on Stone Edge's poor accuracy may be frustrating at times.

#Set Details
The EVs maximize both Attack and Speed to aid Terrakion in destroying the opposing team, and there is little reason to invest in other stats. Equipped with a Choice Band, Terrakion becomes an excellent wallbreaker and needs much less support in getting past the opposing team than if it didn't have a Choice Band. For instance, it now lands an OHKO on Mega Gardevoir, Ferrothorn, Keldeo, and Physically Defensive Porygon2 (after Stealth Rocks), and 2HKOs Skarmory and Hippowdon (after Stealth Rock damage and if they lacks Leftovers).

#Usage Tips
Choice Band Terrakion is one of the best wallbreakers that Rock has to offer, so providing it free switches to land a good hit on the opposing team is key. Bluffing the Choice Scarf will allow you to dismantle walls that the opponent wouldn't switch in otherwise, giving you a slight advantage. If Terrakion has done its job in breaking down the other team, feel free to play a bit more recklessly with it late-game. If used on a team that relies on Sticky Web and other hazards, Terrakion can also switch in for free when you predict that the opponent is going to use Defog or Rapid Spin and typically threaten them out.

#Team Options
Terrakion reaches a good speed tier but will still find itself being outsped by many threats; Sticky Webs Shuckle can remedy this, allowing Terrakion to outspeed Choice Specs Keldeo, Mega Lopunny, and Choice Scarf Heracross and cleanly OHKO all three. Shuckle and reliable Stealth Rock users in general help secure a few KOs and remove Focus Sashes. Terrakion struggles with a few faster Flying- and Psychic-types, most notably Thundurus-I, Choice Scarf Togekiss, and Latios, so Pursuit Tyranitar is a good partner since it can remove them and provide Sandstorm, giving Terrakion a chance to take a few special attacks. Mega Diancie has great offensive synergy with Terrakion since Terrakion removes several Steel-types that hinder Mega Diancie and just weakens the opposing team in general. In return, Mega Diancie can remove Mega Sableye and Fighting-types that threaten Terrakion and bounce away Will-O-Wisp and hazards. Lastly, Rhyperior and Mega Aggron can take on Steel-types that aren't immediately threatened by Terrakion like Doublade as well as common priority aimed at Terrakion after a Close Combat. Mega Aggron also takes Fairy-types very well for Terrakion since it may OHKO several of them with Heavy Slam.


Cradily (Rock) Physically Defensive - written, ready for QC
Physically Defensive
Cradily @ Leftovers
Ability: Storm Drain
EVs: 252 HP / 252 Def / 4 SpD
Bold Nature
IVs: 0 Atk
- Giga Drain
- Recover
- Toxic
- Mirror Coat / Stealth Rock / Earth Power

#Moves
Giga Drain is the reliable STAB of the set and allows Cradily to hit Water- and Ground-types for respectable damage. Recover is useful, immediate healing and is important for keeping Cradily around longer. Toxic helps Cradily wear down setup sweepers and hopefully impede their sweep and should be Cradily's main method of dealing damage if the opponent takes little from Giga Drain. The last slot is very flexible as the first three allow Cradily to do what it needs to do for the team. Mirror Coat is a nasty surprise for many special attackers, which is important since Cradily can't do much damage otherwise since it is so passive, but this move requires careful prediction. Stealth Rock could be used in this slot as well since Cradily can usually stick around in the match and reset Stealth Rock if need be, but it should only be used if you can't fit Stealth Rock anywhere else. Earth Power could also be used here, but Cradily should focus on more defensive roles and doesn't hit hard anyways.

#Set Details
Leftovers is useful recovery and helps Cradily tank more hits, and extra healing on a defensive wall is always appreciated. The EV spread allows Cradily to take on Ground-types more easily since they tend to be physically biased, like Landorus-T, Garchomp, and Mega Swampert. Storm Drain is Cradily's main selling point, since it provides the Water-type immunity that all of Cradily's teammates like.

#Usage Tips
Cradily is terribly passive, but it is nearly necessary on most Rock teams since they otherwise struggle with Water- and Ground-types. Keeping it healthy by liberally using Recover is important against Ground, Water, and Dragon Monotypes since it needs to be able to check what the team needs it to. Since it usually only deals damage with Giga Drain and Toxic, your opponent may try to set up or heal their Pokemon; allowing Scizor to Swords Dance or Mega Sableye to Recover can turn the match in favor of your opponent, so you may want to utilize double switches more often when using Cradily.

#Team Options
Cradily forms a great defensive core with Assault Vest Tyranitar and Rhyperior because its access to Storm Drain and Recover let it take constant Earthquakes and Scalds unlike Tyranitar and Rhyperior. In return, Tyranitar provides sandstorm and checks special attackers, and Rhyperior checks several physical attackers which may setup on Cradily, like Dragon Dance Dragonite or Swords Dance Scizor. Mega Aggron operates like Rhyperior, but, at the cost of a Mega slot, it checks Steel-types more comfortably and may also use Dragon Tail to both rack up Stealth Rock damage and remove setup sweepers that take advantage of Cradily. However, Cradily easily fits on most Rock Monotypes other than the hyper offensive styles due to how passive it is; it isn't necessary to build around Cradily since it focuses on supporting its teammates.


Rhyperior (Rock) Defensive - written, ready for QC
Defensive
Rhyperior @ Weakness Policy
Ability: Solid Rock
EVs: 252 HP / 4 Atk / 252 Def
Impish Nature
- Earthquake
- Stone Edge
- Fire Punch
- Avalanche / Ice Punch

#Moves
Earthquake is reliable STAB that lets Rhyperior check Steel-types well, and Stone Edge is another STAB move that compliments Earthquake by hitting Flying-types, forming the infamous EdgeQuake combination. Fire Punch threatens Steel-types that don't care about Earthquake, like Mega Scizor or Ferrothorn. Both Avalanche and Ice Punch hit Dragon- and Ground-types for respectable damage, but the former hits harder and Rhyperior is slow anyways, while the latter is more reliable.

#Set Details
The Weakness Policy, although strange on a defensive set, lets Rhyperior take a hit from strong physical attackers like Mega Gallade or Mega Medicham and OHKO back, something it can't do without the Weakness Policy. Solid Rock supports Rhyperior's physical bulk further by helping it take hits from Ground-, Steel-, and Fighting-types and works well in conjunction with the Weakness Policy. The EV spread allows Rhyperior to take as many physical attacks as possible.

#Usage Tips
Rhyperior needs to be used very carefully; as a defensive Pokemon that lacks reliable recovery and relies on the one-time-use Weakness Policy, it can't simply switch into physical attackers freely all the time. Allow it to focus on checking more dangerous attackers like Mega Scizor, Sand Rush Excadrill, and Terrakion instead of attackers that its teammates can handle instead. Because of this, you may need to keep Rhyperior until late-game, as a smart opponent will keep those threats around until then.

#Team Options
Rhyperior pairs particularly well with Cradily and Tyranitar since Cradily takes on Ground- and Water-types and lets Rhyperior focus on what's more dangerous. Tyranitar checks special attackers and provides sandstorm, which Rhyperior can use (but should only in dire situations) to check Mega Diancie or possibly Gengar. Mega Aggron and Rhyperior fill similar roles but perform well alongside each other since they can sometimes be overwhelmed by what they need to check unless used side-by-side. Rhyperior acts as a general answer to physical attackers, so Mega Diancie, Terrakion, and Archeops can use it to take priority like Mach Punch and Bullet Punch for them.



Edit 1: Confluxx ~ added Mega Aggron to Team Options
Edit 2: QC1 - Wanka ~ added Iron Head to CB Terrakion
Needs one more QC from QC team before moving on to GP
 

Wanka

is a Community Leader Alumnusis a Tiering Contributor Alumnus
UUPL Champion
Waiting for QC.

Togekiss (Fairy) Overview
Togekiss possesses great bulk, decent typing and a variety of offensive and utility moves. It's the only Fairy type Pokemon who can use Defog and it can support it's team with moves like Heal Bell and Thunder Wave. It's access to Air Slash, combined with the Serene Grace ability it possesses give it a 60% chance to flinch slower opponents which makes it an excellent stallbreaker and Choice Scarf user. It's access to offensive moves such as Fire Blast, Aura Sphere and Nasty Plot allow it to deal with Steel types that threaten Fairy such as Heatran, Empoleon, Ferrothorn, even an unboosted Mega Scizor. Despite the many things it has going for it, Togekiss is weak to many common types including Stealth Rock and has a mediocre Speed stat leaving it outsped by many other Pokemon and faster Choice Scarf users.


Togekiss (Fairy) Choice Scarf
Togekiss (F) @ Choice Scarf
Ability: Serene Grace
EVs: / 252 SpA / 4 SpD / 252 Spe
Timid Nature
IVs: 0 Atk
- Air Slash
- Flamethrower / Fire Blast
- Dazzling Gleam / Aura Sphere / Heal Bell
- Trick
#Moves
Air Slash is the move that Choice Scarf Togekiss is gonna lock itself into most of the times because of it being a STAB attack with a 60% chance to flinch thanks to Togekiss' Serene Grace ability and hardly any drawbacks other than being 95% accurate. Flamethrower or Fire Blast deals with Steel type Pokemon like Mega Scizor, Ferrothorn, Magnezone, Doublade which are big threats to Fairy. Dazzling Gleam can be used as a secondary STAB move against Pokemon that resist Air Slash, however Togekiss doesn't usually need Fairy STAB as Aura Sphere is more useful for hitting Steel types that Fire Blast won't be that effective against such as Heatran and Empoleon. Heal Bell is another option to cure other Pokemon from crippling status such as paralysis and burn and works well with the last move which is Trick, allowing Togekiss to give it's Choice Scarf to another Pokemon, potentially locking them into a non-attacking move.

#Set Details
Maximum speed investment helps Togekiss be as fast as possible since it's running a Choice Scarf set. The rest of the EVs go into Special Attack because an offensive Togekiss doesn't need it in anything else, and it allows it to deal as much damage as possible on a Choice Scarf set.

#Usage Tips
Since it outspeeds most Pokemon due to it's Choice Scarf and having the 60% chance to flinch with Serene Grace Air Slash, that's Togekiss' primary strategy in dealing with other Pokemon. It's decent bulk allow it to comfortably switch in to resisted attacks, but due to it's weakness to Stealth Rock and offensive spread it shouldn't be brought in recklessly to take a neutral hit.

#Team Options
Togekiss has a weakness to Stealth Rock which means it appreciates Pokemon that can prevent hazards such as Mega Diancie which has the Magic Bounce ability. Another good partner for Togekiss is Klefki because it it can switch into many of Togekiss' weakness such as Rock and Ice, which it resists, Poison which it has an immunity to and Steel which it takes neutral from. Klefki is also able to spread paralysis which Togekiss appreciates since it has a better chance to outspeed the opponent if it was a faster Choice Scarf user and flinch them down. Azumarill is also an Ice resist that Togekiss appreciates because it's physical wallbreaking capabilities allow it to take out or weaken Pokemon that Togekiss has a hard team dealing with if they're healthy such as Heatran and Empoleon.
[QC]
  • In the overview towards the beginning of your paragraph I'd mention how togekiss's typing allows gives it an immunity to ground moves which would be a very big weakness to fairy teams otherwise. Being able to check things like lando T, Lando I (depending your set), diggersby, garchomp (potrntially), band dnite etc. Is very important for the klefki + clefable core. You don't need to go in depth like I just did because its just the overview but defo find a way to get its ground immunity in there.
  • Mention in the moves section on the scarf set that aura sphere does very good amounts of damage to tyranitar and that it is a much more reliable way to take out bisharp as anything that wants to switch in after bisharp predicting ur fire move gets chunked by aura sphere (ttar, empo, tran).
  • Be more specific with what trick deals with. I would directly mention how it helps break down normals eviolite core as tricking chansey is immensly helpful for fairy teams. Also being able to cripple common checks like gastrodon and mew who can also be pests for fairy teams to deal with. Mention how crippling all of those things with trick makes diancie a massive threat to those respective types with its ability to shut down anything that tries to take on mega diancie.
Looks alright other than that. QC 1/2
 
Finished (Ready for QC)


Togekiss (Flying)

Togekiss has an important role on Flying teams as a check to Fighting, Dark, and Dragon-type teams due to it's typing letting it resist Dark and Fighting moves, while being immune to Dragon moves. Togekiss can also revenge kill threats such as Landorus and can check some set-up sweepers like Mega Gyarados as well, letting it provide great offensive utility to Flying teams. However, Togekiss is weak to common types such as Electric and Ice, and fails to outspeed some other Choice Scarf users such as Terrakion, and it is also rather weak, making it hard to OHKO or even 2HKO some Pokemon. Togekiss also relies on it's Choice Scarf to outspeed many offensive threats in the metagame, which makes it's resistance to Knock Off obsolete.


[SET]
Togekiss @ Choice Scarf
Ability: Serene Grace
EVs: 252 SpA / 4 SpD / 252 Spe
Timid Nature
- Air Slash
- Dazzling Gleam
- Fire Blast / Flamethrower
- Trick / Heal Bell

#Moves
Air Slash is Togekiss's main STAB move and has a great flinching chance with Serene Grace, which makes up for it's low power. Air Slash also hits Grass and Fighting-types super effectively. Dazzling Gleam is used as a secondary STAB move that hits Dark-types such as Mandibuzz and Dragon-types like Latios super effectively. Fire Blast is used to hit Steel-types super effectively, broadening Togekiss's coverage. However, Flamethrower can be used as a less powerful but more accurate option. Trick can be used to cripple defensive Pokemon such as Lanturn by Tricking them a Choice Scarf. However, Heal Bell can be used to provide an offensive cleric to heal Togekiss's teammates of status; however, it is not a great move to be locked into. Aura Sphere is an option over Fire Blast to hit Heatran and Tyranitar, but it can't hit Scizor or Doublade, and doesn't hit other Steel-types as hard as Fire Blast.

#Set Details
Maximum Special Attack investment augments Togekiss's offensive potential, and maximum Speed investment lets Togekiss outspeed almost all of the unboosted tier bar base 145 Speed Megas like Mega Beedrill. A Choice Scarf is essential for Togekiss to outspeed threats like Latios and Keldeo.

#Usage Tips
Togekiss should be iused as a revenge killer or as a late-game cleaner once it's checks are removed. Togekiss has a great matchup against Fighting, Dark, and Dragon teams as they rarely have a Pokemon who can take a Fairy or Flying STAB move. So, Togekiss can be used as a win condition against these types of teams.

#Team Options
Wallbreakers such as Choice Band Dragonite are good partners for Togekiss as they weaken walls that could take Togekiss's attacks easily. VoltTurn users such as Zapdos and Mega Pidgeot can bring in Togekiss safely, allowing it to sweep safer. Since Togekiss cannot outspeed faster Choice Scarf users such as Kyurem-Black and Keldeo, checks to these Pokemon such as Skarmory or Zapdos are appreciated. Defensive pivots in general such as Zapdos and Gliscor help patch up Togekiss's weaknesses to types like Electric, Poison, and Steel.
Overview:
This section isn't an overview for specifically the set, but an overview for the Pokemon as a whole. Feel free to mention some of the sets that the Pokemon may use, but keep it general to Togekiss. If you could revamp this I'll check it again later.

Choice Scarf
Set:
I would actually consider the third moveslot like this: Flamethrower / Aura Sphere / Roost.
Flamethrower gets all the kills Fire Blast does, against Steel-types, except for Skarmory and the VERY rare full bulk Mega Scizor.
Aura Sphere hits specifically Bisharp most importantly, which can be annoying to deal with.
Roost is very useful if running Trick as well. Just great for recovering HP and being Togekiss.

Moves:
I would rework the Fire Blast/Flamethrower. Flamethrower's accuracy is appreciated more than the power of Fire Blast.
Add Bisharp to Aura Sphere explanation.
Add Roost explanation, but note it should only be used with Trick.
Going 4 attacks is also an option although usually not used, so mention that if they want the extra way to hit Bisharp/Tyranitar, dropping Trick/Heal Bell is a possibility.

Set Details:
Serene Grace is used for doubling Air Slash's flinch rate. At least give it one mention.
Modest can be used over Timid, although if a Jolly Bisharp hits Togekiss with a Knock Off, it can outspeed. The power isn't THAT necessary either. No slash required, just should be mentioned.

Usage Tips:
Togekiss has pretty decent bulk even without investment, and can switch into some special attacks. It can do this more riskily if it carries Roost too.
Talk about using Trick. It's great for crippling walls and allowing it to use Roost if needed. Not only do all walls hate Choice Scarf, Eviolite users lose their Eviolite, which can even worse be Tricked again onto another target to cripple two Pokemon. (Most notably for Normal)
Mention that Air Slash is pretty spammable, as almost everything hates risking the flinch.
Togekiss should be wary of physical attackers, as it lacks physical bulk. (For example don't switch into something like Gyarados lol)
It should avoid status, as toxic/burn will wear it down significantly, and paralysis makes Togekiss prohibitively slow, rendering Air Slash flinch also impossible.
While Togekiss resists Knock Off and takes very little from it, losing its Choice Scarf can be devastating, so it's to be avoided.

Team Options:
Probably should be left for GP, but it's Volt Switch or U-turn users, not VoltTurn users.
Speaking of which, Landorus-T is a better example of U-turn than the almost never used Mega Pidgeot.
Mention that Thundurus is another good pairing for faster Choice Scarf users, as it can cripple them with Prankster Thunder Wave.
Note that Gliscor can absorb status for Togekiss.
Togekiss hates Stealth Rock, as it loves having the option to be pivoted in and out. Talk about Defog, which is great on Zapdos but also Skarmory.
Speaking of Stealth Rock, Togekiss loves it on the opposing side. Talk about users such as Skarmory, Landorus-T, and Gliscor.


Good work. If you want a quick QC for the overview, feel free to tag me when it's rewritten.

QC (1/2)
 
Last edited:

Funbot28

Banned deucer.
Done (Ready for QC)



Dark

[Overview]
Mega Sableye is a staple wall in the Monotype metagame, as its secondary Ghost typing allows it to be immune from Fighting-type attacks which is a invaluable to Dark-type teams. Its amazing defenses coupled with its fantastic ability to bounce back status moves and hazards that couple cripple offensive wallbreakers such as Hoopa-U and Weavile, which turns it into wonderful bulky pivot. Mega Sableye also contains an amazing support movepool, and possess setup moves that can tranform it into a deadly win condition. However, Mega Sableye is often worn down quite easily due to its abysmal HP and low Speed. It can also be pressured tremendously, as it is often used as a switchin due to the lack of hazard removal option on Dark-type teams.

[Set]
Sableye-Mega @ Sablenite
Ability: Prankster
EVs: 252 HP / 252 Def / 4 SpA
Bold Nature
IVs: 0 Atk
- Calm Mind
- Will-O-Wisp
- Shadow Ball / Dark Pulse / Snarl
- Recover

#Moves
Calm Mind allows Mega Sableye to become a deadly setup sweeper, as KO'ing it can be very difficult after a couple of boosts. Will-O-Wisp is a great utility move that can halve the attack of your opponent, which in conjunction with the Calm Mind boosts can be very frightening towards your opponent. Shadow Ball is the main STAB move of choice that allows Mega Sableye to hit most targets neutrally. However, Dark Pulse can be used instead so that Mega Sableye does not get countered by Normal-type Pokemon. Snarl is another Dark-type STAB option that lowers your opponents Special Attack by 1 stage, although it is quite weak in power compared to the other two moves. Recover
is a useful move that replenishes half the HP of Mega Sableye, which allows it to increase its longevity in order to stall out most threats.

#Set Details
EV's were maxed out in HP and Defense with the Bold nature in order for Mega Sableye to counter physical attackers who try to face Mega Sableye after a couple of Calm Mind boosts. Prankster is an amazing ability pre-mega evolution that gives priority to all of Sableye's status moves, which means it can effectively cripple physical attackers or recover half its HP on the turn it mega evolves. No IV is invested so that Mega Sableye takes minimal damage from Foul Play and confusion recoil.

#Usage Tips
Mega Sableye can be used predominantly later throughout the match when more bulky walls have been taken down. Mega Sableye can also be used as a bulky pivot to counteract opposing status moves as well, although your opponent may predict these switchins and use powerful attacks instead. Also try to avoid moves with secondary effects such as Scald and Sludge Bomb, as these moves can cripple and severely weaken Mega Sableye's walling capabilities. Mega Sableye is a perfect switchin however to Fighting-type physical attackers, as the lack of holding a removable item decreases the power of Knock Off significantly.

#Team options
Mega Sableye is only weak to Fairy-type Pokemon, so Steel- and Poison-type partners such as Bisharp and Drapion can be a great addition to the team. Priority users like Crawdaunt and Weavile may also be useful to take out fast powerful offensive Pokemon that can threaten Mega Sableye. Defog Mandibuzz is a great utility partner that can ease the burden of a hazard remover that Mega Sableye is often forced to be, and can help Mega Sableye switch in more safely on enemy attacks. Tyranitar is also a great teammate that deals with powerful special attackers, which can help Mega Sableye sweep more easily later on. Choice Scarf Hoopa-U can also be used to weaken down the opposing team in order for Mega Sableye to revenge kill more often later on.
Just to mention again that this analyses is ready for QC
 

all falls down

thanks ugly god
is a Tiering Contributor Alumnus
Victini (Psychic) Overview [ready for feedback]

With a unique defensive typing, solid natural bulk, colorful movepool and access to one of the most powerful moves in the game in V-Create, it's no surprise to see that Victini finds its way onto nearly every Psychic team. Equipped with a Choice Scarf, Victini transforms into one of the best revenge killers Psychic teams have to offer, being able to check massive threats like Choice Scarf Hoopa-U and Heracross, Mega Gardevoir, Mega Charizard Y, Breloom, Volcarona and Mega Scizor. It also has a wide movepool that makes it difficult to switch in to, making it a great wallbreaker as well. Although Victini is a very good Pokemon and is near unparalleled in its role and utility, it is not perfect. V-Create's stat drops make Victini susceptible to being revenge killed or forced out, and this in combination with its Stealth Rock weak typing allows it to be worn down very quickly. And while Victini's typing does grant unique resistances to Psychic teams, it also gives Victini quite a bit of weaknesses to common attacking types like Water and Ground, giving it trouble with Pokemon that already threaten Psychic teams like Azumarill, Landorus and Excadrill.
still qc ready
 
Fírnen

Excadrill (Ground)

#Overview

"...and Iron Head as STAB move, which hurts a lot Ice-Type (especially under Sandstorm)."

- Get rid of (especially under Sandstorm). The way you said it makes it sound like it does more damage in Sand. You can't use ()'s anyways.

#Moves

- Use something like Slowbro instead of Latios / Latias as the example when talking about X-Scissor. Overall, Slowbro is more of a threat to Ground.
- Explain why you should use Swords Dance. What types does it work well against? Mention how 5 turns of Sandstorm can make this hard to use.
- Small comment about Rapid Spin getting rid of hazards, and it's the only viable hazard remover. (Notably Sticky Web)

#Set Details

Explain the difference between a Life Orb / Choice Band. Does a Choice Band let it 1HKO mons it normally can't with a Life Orb?

#Usage Tips

- Put the comment about Landorus beating Mega Venu etc in Team options
- Explain how to safely bring Excadrill in? (Since it dies so quickly with a Life Orb)
- Say that you should be careful of using Earthquake if there's something immune to it.

#Team Options

- Mention Lando-I (Things you said before) Lando also beats Fighting with a Rock Polish set.
- Maybe Mixed Mega Chomp for Flying teams? (Zapdos / Skarm / Gliscor walls Exca) Also beats Slowbro
- Say how Hippowdon's crucial in order for Excadrill to work.
 
Ready for QC
1/2

QC 1: Lax

Breloom (Fighting) Overview
[OVERVIEW]
Being the only viable Fighting Pokemon with the ability to put all foes except for Grass-types to sleep thanks to Spore, Breloom is almost unconditionally useful in any team. Breloom's Technician ability and enormous Attack stat make it a perfect wallbreaker. With Technician boosted moves such as Bullet Seed and priority Mach Punch, Breloom is a unique fit into almost any Fighting team that needs a blanket check to many threats, such as Slowbro and Sand Rush Excadrill. It even has the Poison Heal ability, allowing it to be one of Fighting's only stallbreakers. Due to the Hyper Offense nature of Fighting teams though, Technician is preferred for the extra power it brings. Breloom does unfortunately have despairingly low stats in everything but Attack, making it both nearly impossible to switch into even resisted hits and almost too slow to outspeed anything. It also suffers from an easily walled moveset and can find itself sitting in the back after it puts one target to sleep.


Breloom (Fighting) Technician Attacker
[SET]
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb / Swords Dance

#Moves
Spore is one of the best moves in the game, able to accurately put to sleep any Pokemon without a Grass typing. Bullet Seed is the primary STAB move of choice, thanks to the Technician boost, as it can break Focus Sashes and Substitutes while doing a great deal of damage. Mach Punch also gets the Technician boost, and is powerful priority that helps patch up Breloom's subpar Speed. Rock Tomb is the preferred last move of choice, as it hits Flying-types that would otherwise wall Breloom and Bug-types that easily threaten Fighting teams. Swords Dance may be used over Rock Tomb to make Breloom into an effective sweeper, but Rock Tomb's coverage is far more desirable in most cases.

#Set Details
Technician is the ability of choice, as it boosts the damage of all the attacking moves on the set by 50%. A Focus Sash is almost always the best item for Breloom, as it guarantees at least one move can be used, which lets Breloom stand as an emergency check or a lead. Maximum Speed EV investment is preferred with a Jolly nature on this set, as it makes sure Breloom at worst Speed ties with opposing base 70 Speed Pokemon, such as Cloyster and Bisharp, while outspeeding neutral natured base 80s, such as Mamoswine and Dragonite. 252 Attack EVs makes Breloom as strong as possible so that its Mach Punch can revenge kill more easily. Life Orb may be used over Focus Sash if more power is desired, giving Breloom a good chance to OHKO Mega Lopunny and 2HKO Kingdra with Mach Punch. An Adamant nature may be, but the Speed is far more useful to outspeed other priority users.

#Usage Tips
Focus Sash Breloom can be a reliable anti-lead in most matchups, as it forces the opponent to sacrifice one Pokemon to its Spore instantly. When using Breloom, but especially when using it as a lead, don't be afraid to use Rock Tomb, if it's being run, to scout the opponent's switch-in. Thanks to its Speed reduction, hitting a Rock Tomb first allows Breloom to outspeed any Pokemon under 393 Speed, such as Latias and Latios. In general, never Spore a target you can KO safely, as Breloom can always put something else to sleep. As Fighting teams lack entry hazard removal, leading Breloom may be the best way to get use out of its Focus Sash, especially against teams such as Ground that reliably get up Stealth Rock thanks to Hippowdon. Breloom's lack of any meaningful bulk means it can't switch into almost any move at all and because Breloom is commonly the team's check to Weather abusing threats such as Excadrill and Kingdra, its health needs to be conserved as much as possible. Breloom should primarily be used as a revenge killer with Mach Punch in the offense matchup, as it lacks the Speed to do anything else. As a result, Pokemon such as Choice Scarf Terrakion and Choice Scarf Heracross make great teammates to help take out many faster threats for Breloom. If Swords Dance is used over Rock Tomb, take advantage of Spore to easily set up against slower defesnive Pokemon. Even with a Swords Dance boost, don't expect Breloom to sweep however; treat it more as a wallbreaker and don't be afraid to set up early-game just to threaten out walls.

#Team Options
Stealth Rock is a must to help Breloom achieve certain KOs with Mach Punch, so Cobalion is one of the best teammates for Breloom, as it provides both Stealth Rock and potentially Volt Switch support. That being said, Infernape is just as notable as a Stealth Rock user, as Breloom is woefully walled by almost all Steel-types, of which Infernape can easily dismantle with its mixed STAB options. Keldeo is teammate that easily switches into many of Breloom's checks, such as faster Ice Shard users like Weavile, which can KO Breloom after very minimal damage, while also helping with walls such as Mega Sableye and Doublade that Breloom couldn't even hope to touch. Breloom is also well-paired with setup sweepers such as Mega Gallade and Hawlucha that can take advantage of sleeping foes, or having their checks put to sleep. In general, Breloom is a pretty self-sufficient Pokemon, and should be first used to support the members of its team.
 
Last edited:
This is well done man. Most of my comments are nit picks or just requesting additional details. Implement and I think we're on to GP!
Overview
  • I feel like the overview only describes the offensive support set you wrote an analysis on. It is my understanding it is the most effective set for grass teams, but we at least need to mention the other niches in this section. The goal is to overview how it can be used on Grass teams in general.
  • To take the emphasis away from one particular set, you can mention how Prankster meshes well with Whimsicott's wide support movepool, which includes multiple status moves, Encore, Memento, and Tailwind.
  • Mention how Grass teams lack the potent setup sweepers (Breloom is the best option?) to take advantage of things like Memento.
  • SubSeed is definitely worth a mention in the overview as a way to prey on the more passive builds in the meta.
  • Also talk about the speed tier it hits, which lets it threaten all the base 108 and 110 Fighting and Dragon types with Fairy STAB.
  • I think Whimsicott gets reasonably good attacking coverage (Psychic, Shadow Ball, Hurricane, Knock Off, and STABs), it just hits like a wet noodle with that SpA stat.
  • When discussing Whimsi's SpA it is ok to say it is low relative to other special attackers, but mention that in the context of it requiring a damage-boosting item to be an offensive threat since we're going to feature an offensive support set below the overview.

Analysis
  • Reorder the moves; the most important moves should be listed first. I think it should be Moonblast, Encore, Stun Spore, Psychic + slashes.
  • I think you can just mention substitute in the moves section w/o slashing it. We'll have a full SubSeed Analysis in the long run.
  • You're the expert so take this with a grain of salt, but intuition tell me U-Turn is more valuable than Giga Drain on a Grass team for the second slot in the slashed moveslot.
  • In the set details, explicitly state that you should only use Life Orb if you opt to run attacking coverage outside Moonblast (you say it, but it is kinda buried).
  • When discussing life orb, mention that LO psychic will OHKO Gengar after rocks or most of the time after a single LO recoil, which makes Whimsi an effective check to a major threat.
  • For the EVs, a spread of 48 HP / 252 SpA / 208 Spe Timid is enough to outpace Jolly/Timid base 110. I don't think it is important for Whimsi to speed tie with Raikou or Starmie, so the extra HP investment is worth it. For instance, that HP investment guarantees you live one QA from m-pinsir from full HP, which could let you get off a stun spore or Moonblast on it. If you disagree and think those speed ties are important, at least mention this one in the set details so the reader knows it is an option.
  • For usage tips, you mention how this has no switch ins on Dragon, Fighting, and Dark, yet you say to play it cautiously. Those two things conflict in my opinion. I think you should say something like "try to bring Whimsicott in safely as often as possible against <those types> because it has no switch ins."
  • Give a couple examples of Pokemon that you should preserve Whimsicott for when you mention using Prankser Stun Spore to check threats. I don't know enough about the nuances of playing grass to tell you what are the 2-3 best examples to put here.
  • Mention using U-Turn to maintain moment on pokemon that whimsi threatens out, or that you have encored.
  • You need more in the team options section. Things like Ferrothorn or Cradily's hazards ensuring KO's for whimsi vs Dragon, Fighting and Dark and on things like Gengar and M-venu if you run Psychic.
  • Explicitly say that Venusaur and Ferrothorn can take the Ice, Fire, Poison, and Steel attacks aimed at Whimsicott.
  • Cradily isn't mentioned at all. It should be mentioned as a switch in for Fire attacks and a 'mon to set hazards.
Thanks for the review, scpinion! Implemented most of the suggestions.

PS: About the spread you provided (48 HP / 252 SpA / 208 Spe), I find it to be really interesting, but it still has a high chance of getting KO'ed by Mega-Pinsir's Quick Attack after stealth rocks damage (and it is hard to stop an Armaldo/Forretress from setting hazards in this matchup), which means you would still be counting on luck most of the time. Besides, the usual offensive spread allows it to revenge kill weakened Thundurus-I, Serperior, Starmie, Mega-Absol/Houndoom (It actually outspeeds base 115 speed Pokémon, instead of speed tie).

Guess I can move to GP now.
 
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scpinion

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Thanks for the review, scpinion! Implemented most of the suggestions.

PS: About the spread you provided (48 HP / 252 SpA / 208 Spe), I find it to be really interesting, but it still has a high chance of getting KO'ed by Mega-Pinsir's Quick Attack after stealth rocks damage (and it is hard to stop an Armaldo/Forretress from setting hazards in this matchup), which means you would still be counting on luck most of the time. Besides, the usual offensive spread allows it to revenge kill weakened Thundurus-I, Serperior, Starmie, Mega-Absol/Houndoom (It actually outspeeds base 115 speed Pokémon, instead of speed tie).

Guess I can move to GP now.
Just ignore that set I suggested. I had it in my head it was base 115 for some reason. There is no reason to give up that speed tier.
 
Ready for QC

Gothitelle Overwiew

Gothitelle may look weak on paper, but its ability Shadow Tag is its main selling point. This Pokemon can break defensive cores by eliminating key pokemon from strong defensive cores from types like Normal, Steel and others or just easily crippling a wall by tricking a choice item, opening up sweeps for powerful teammates.


Gothitelle Scarf

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Trick
- Psyshock
- Hidden Power [Ground]
- Energy Ball/Thunderbolt

#Moves
Trick is the main move of the set, which allows Gothitelle to trap and hardly cripple walls like Chansey, Mandibuzz, Ferrothorn, Gastrodon, Mew, Zapdos and Slowbro. Psyshock is the main STAB move and makes Gothitelle not a sitting duck after it takes down the main target, while also getting a 3HKO on Chansey after you trick the Eviolite from it. Hidden Power Ground 3HKOes any variant of Heatran, while Energy Ball takes care of the Water/Grounds like Gastrodon, Swampert and Seismitoad, while at least 3HKOing every Slowbro variant. Thunderbolt is an option if you want to get rid of Skarmory and Mandibuzz. Res is an option if you want to keep Gothitelle healthy and want to target mainly status spreaders like Chansey and Mandibuzz.

#Set Details
A Modest nature is preferred to guarantee the 2HKO on defensive Slowbro and the 3HKO on Chansey, although, a timid nature can be used to outspeed unboosted base 115's, while missing on those KOs. The IVs are for Hidden Power Ground, but can be fixed if a different move is picked. Lastly, a Choice Specs set can be used with a timid nature, 2HKOing Heatran and with a high chance of OHKOing most Water/Grounds, although it lacks on speed.

#Usage Tips
Gothitelle is really frail and weak offensivelly. Said that, it usually needs to be at full health to take out the foe it's meant to, so pivoting support and good predicting are crucial while using it. If the mon you're going to try to take out is a wall that'll probably try to status Gothitelle or place hazards on the field, use Trick as your first move, since this incapacitates the wall until it's taken out. Otherwise, against more offensivelly inclined threats, like Heatran and Seismitoad, go straight for the super-effective move.

#Team Options
Victini is the #1 teammate for Gothitelle, considering crucial checks to it like Gastrodon, Slowbro, Hippowdon and Heatran can all be removed by Gothitelle. Starmie is another mon that benefits a lot from Gothitelle's capability of removing Water/Grounds, while also removing hazards to guaranteeing Gothitelle an easier switch-in. Other sweepers like Mega-Medicham and Mega-Gallade all also apreciatte Gothitelle's support. Lastly, Gothitelle also likes hazard control from mons like Mew and Latias.
 
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Ready for QC

Gothitelle Overwiew

Gothitelle is one of the few trappers allowed in the monotype metagame, and its ability Shadow Tag is its main selling point. This Pokemon, although looking weak on paper, can break defensive cores by eliminating key pokemon from strong defensive cores from types like Normal, Psychic, Ground, Water, Steel, Dark and Flying or just easily crippling a wall by tricking a choice item, opening up sweeps for powerful teammates like Victini, Hoopa-U, Starmie and Mega-Gallade.


Gothitelle Scarf

Gothitelle @ Choice Scarf
Ability: Shadow Tag
EVs: 252 SpA / 4 SpD / 252 Spe
Modest Nature
IVs: 0 Atk / 30 SpA / 30 SpD
- Trick
- Psyshock
- Hidden Power [Ground]/Thunderbolt
- Energy Ball/Thunderbolt

#Moves
Trick is the main move of the set, which allows Gothitelle to trap and hardly cripple walls like Chansey, Mandibuzz, Ferrothorn, Gastrodon, Mew, Zapdos and Slowbro. Psyshock is the main STAB move and makes Gothitelle not a sitting duck after it takes down the main target, while also getting a 3HKO on Chansey after you trick the Eviolite from it. Hidden Power Ground 3HKOes any variant of Heatran, while Energy Ball takes care of the Water/Grounds like Gastrodon, Swampert and Seismitoad, while at least 3HKOing every Slowbro variant. Thunderbolt is an option if you want to get rid of Skarmory and Mandibuzz. Res is an option if you want to keep Gothitelle healthy and want to target mainly status spreaders like Chansey and Mandibuzz.

#Set Details
A Modest nature is preferred to guarantee the 2HKO on defensive Slowbro and the 3HKO on Chansey, although, a timid nature can be used to outspeed unboosted base 115's, while missing on those KOs. The IVs are for Hidden Power Ground, but can be fixed if a different move is picked.

#Usage Tips
Gothitelle is really frail and weak offensivelly. Said that, it usually needs to be at full health to take out the foe it's meant to, so pivoting support and good predicting are crucial while using it. If the mon you're going to try to take out is a wall that'll probably try to status Gothitelle or place hazards on the field, use Trick as your first move, since this incapacitates the wall until it's taken out. Otherwise, against more offensivelly inclined threats, like Heatran and Seismitoad, go straight for the super-effective move.

#Team Options
Victini is the #1 teammate for Gothitelle, considering crucial checks to it like Gastrodon, Slowbro, Hippowdown and Heatran can all be removed by Gothitelle. Starmie is another mon that benefits a lot from Gothitelle's capability of removing Water/Grounds, while also removing hazards to guaranteeing Gothitelle a free switch-in. Other sweepers like Mega-Medicham, Mega-Gallade, Latios, Hoopa-U and Mega-Gardevoir all also apreciatte Gothitelle's support. Saying that, Gothitelle is better utilized in Hyper-Offensive teams, mainly because of its ability to open up sweeps for its teammates. Lastly, Gothitelle also likes hazard control from the likes of Mew and Deoxys-S.
I don't have time right now, so I might formally QC this later, but isn't this specific moveset better utilized by Choice Specs? I would only use Choice Scarf on a Rest CM set that wants to sweep. Gothitelle needs all the power it can get when using this set in my opinion.
 
I don't have time right now, so I might formally QC this later, but isn't this specific moveset better utilized by Choice Specs? I would only use Choice Scarf on a Rest CM set that wants to sweep. Gothitelle needs all the power it can get when using this set in my opinion.
Well, i can mention a specs set, but most of the times i've seen it (and how i use it) is with a Scarf set. I consider the speed way more valuable than making a few KOes easier, especially consdering scarf modest outspeed unboosted base 100s. And i don't see gothitelle being able to sweep with the restcm set anyways, consdering it's not that bulky on the physical side and can be easily revenge killed due to its low speed tier
 
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Seo.

Nice guys always finish last...
Ready for QC

Special Defensive Heatran (steel)

Heatran @ Leftovers/Air Balloon
Ability: Flash Fire
EVs: 252 HP / 4 SpA / 252 SpD or 252 HP / 176 SpD / 80 Spe
Calm Nature
- Lava Plume
- Stealth Rock
- Toxic/Roar/Protect
- Earth Power

#Moves

Lava Plume is a great STAB and has a burn damage. Stealth Rock is to make Steel’s life easier sweeping, steel always enjoys the hazards on the opponents field. Protect is to gain a little HP by leftovers, aswell as for HJK users. Also able to scout what your opponent uses. Roar is for mons that set up, and Toxic is if you cant really hit anything with Earth Power/Lava Plume, to make them lose damage and easier for the other mons to take out. Lastly, Earth Power is for other fire mons.

#Set Details

Heatrans usage is 98.9% on steel, it helps steel alot with flash fire to take on fire moves which things on your team such as skarmory, ferrothorn, doublade and scizor don’t appreciate. It is also a reliable stealth rocker, and deals with threats such as Victini and opposing Heatrans. Sometimes people tend to use 80 Speed to outspeed other heatrans and mandibuzz. Leftovers help it out with regaining HP, which protect is also used at times, yet at times people tend to run Air Balloon if their team is too weak to ground

#Usage Tips

One of the main things you can do with heatran is switch in on a fire move to boost up your fire moves with flash fire. On steel, fire mons such as Victini, Entei, Darmanitan and Chandelure are great threats to steel. Heatran basically covers those threats, and since they all tend to be choiced items, you just hit earth power, or its your chance to set up stealth rock if you did not do so already. Heatran also likes a physical defensive partner such as skarmory and doublade for things like Terrakion, Heracross and Medicham.

#Team Options

Skarmory is the best mon on steel to form a defensive core with heatran. Skarmory is weak to fire type attacks in which heatran is immune to, and heatran is weak to ground types which doesn’t have any affect on Skarmory. These two mons can also form a hazard stack team since Skarmory learns spikes and heatran learns stealth rock. Since Steel appreciates the hazards, mons like Doublade and Bisharp help alot since Doublade isn’t affected by rapid spin and Defog raises bisharps attack, not only do these mons help with hazard control but they both get access of swords dance which also helps late game sweeps, not to mention Doublade is also immune to fighting type attacks
can i get 2 QC's for Special Defensive Heatran on steel please
 

lax

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Ready for QC
0/2


Breloom (Fighting) Overview
[OVERVIEW]
Breloom's Technician ability and enormous Attack stat make it a perfect wallbreaker. Further, it has access to Spore, making it unconditionally useful in almost every matchup, except for Grass. With Technician boosted moves such as Bullet Seed and priority Mach Punch, Breloom is a unique fit into almost any Fighting team that needs a blanket check to many threats, such as Slowbro and Sand Rush Excadrill. It even has the Poison Heal ability, allowing it to be one of Fighting's only stallbreakers. Breloom does unfortunately have despairingly low stats in everything but Attack, making it both nearly impossible to switch into even resisted hits and almost too slow to outspeed anything. It also suffers from an easily walled moveset and can find itself sitting in the back after it puts one target to sleep.


Breloom (Fighting) Technician Attacker
[SET]
Breloom @ Focus Sash
Ability: Technician
EVs: 252 Atk / 4 SpD / 252 Spe
Jolly Nature
- Spore
- Bullet Seed
- Mach Punch
- Rock Tomb / Swords Dance

#Moves
Spore is one of the best moves in the game, able to accurately put to sleep any Pokemon without a Grass typing. Bullet Seed is the primary STAB move of choice, thanks to the Technician boost, as it can break Focus Sashes and Substitutes while doing a great deal of damage. Mach Punch also gets the Technician boost, and is powerful priority that helps patch up Breloom's subpar Speed. Rock Tomb is the preferred last move of choice, as it hits Flying-types that would otherwise wall Breloom and Bug-types that easily threaten Fighting teams. Swords Dance may be used over Rock Tomb to make Breloom into an effective wallbreaker, but Rock Tomb's coverage is far more desirable in most cases.

#Set Details
Technician is the ability of choice, as it boosts the damage of all the attacking moves on the set by 50%. A Focus Sash is almost always the best item for Breloom, as it guarantees at least one move can be used, which lets Breloom stand as an emergency check or a lead. Maximum Speed EV investment is preferred with a Jolly nature on this set, as it makes sure Breloom at worst Speed ties with opposing base 70 Speed Pokemon, such as Cloyster and Bisharp, while outspeeding neutral natured base 80s, such as Mamoswine and Dragonite. 252 Attack EVs makes Breloom as strong as possible so that its Mach Punch can revenge kill more easily. Life Orb may be used over Focus Sash if more power is desired, although this set should instead use an Adamant nature to always OHKO Mega Lopunny and 2HKO Kingdra with Mach Punch. An Adamant nature may be used with the Focus Sash set, but doesn't guarantee any particularly important KOs.

#Usage Tips
Focus Sash Breloom can be a reliable anti-lead in most matchups, as it forces the opponent to sacrifice one Pokemon to its Spore instantly. When using Breloom, but especially when using it as a lead, don't be afraid to use Rock Tomb, if it's being run, to scout the opponent's switch-in. Thanks to its Speed reduction, hitting a Rock Tomb first allows Breloom to outspeed up to at least Starmie, and more importantly allows it to outspeed Latias and Latios. In general, never Spore a target you can KO safely, as Breloom can always put something else to sleep. As Fighting teams lack entry hazard removal, leading Breloom may be the best way to get use out of its Focus Sash, especially against teams such as Ground that reliably get up Stealth Rock thanks to Hippowdon. Breloom's lack of any meaningful bulk means it can't switch into almost any move at all and because Breloom is commonly the team's check to Weather abusing threats such as Excadrill and Kingdra, its health needs to be conserved as much as possible. Breloom should primarily be used as a revenge killer with Mach Punch in the offense matchup, as it lacks the Speed to do anything else. As a result, Pokemon such as Choice Scarf Terrakion and Choice Scarf Heracross make great teammates to help take out many faster threats for Breloom. If Swords Dance is used over Rock Tomb, take advantage of Spore to easily set up against slower defesnive Pokemon. Even with a Swords Dance boost, don't expect Breloom to sweep however; treat it more as a wallbreaker and don't be afraid to set up early-game just to threaten out walls.

#Team Options
Stealth Rock is a must to help Breloom achieve certain KOs with Mach Punch, so Cobalion is one of the best teammates for Breloom, as it provides both Stealth Rock and potentially Volt Switch support. That being said, Infernape is just as notable, as Breloom is woefully walled by almost all Steel-types, of which Infernape can easily dismantle with its mixed STAB options. Keldeo is teammate that easily switches into many of Breloom's checks, such as faster Ice Shard users like Weavile, which can KO Breloom after very minimal damage, while also helping with walls such as Mega Sableye and Doublade that Breloom couldn't even hope to touch. Breloom is also well-paired with setup sweepers such as Mega Gallade and Hawlucha that can take advantage of sleeping foes, or having their checks put to sleep. In general, Breloom is a pretty self-sufficient Pokemon, and should be first used to support the members of its team.
QC:

One of Breloom's most useful qualities is its access to Spore, which is why I believe it should be added in front of the part mentioning its attack stat. While its attack is indeed powerful, Spore is its most relevant niche coupled with the power it gets from Technician. You mention the Poison Heal ability but you should explain that PH is the inferior ability when compared with Tech because Fighting is generally a Hyper Offensive type and Loom benefits much more from all-out offense instead of PH, which tends to be a bulkier set.

In this case, I don't believe boosts make a mon confirmed a "wallbreaker" so I'd just change that to SD makes Loom an effective sweeper with boosts.

I don't believe Adamant is actually necessary because the purpose of Life Orb was to add on power without taking anything besides HP back, so Jolly is also fine.
252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Mega Lopunny: 268-320 (98.8 - 118%) -- 93.8% chance to OHKO
+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 0 Def Kingdra: 266-316 (91.4 - 108.5%) -- 50% chance to OHKO Fighting tries to get up hazards right away so these kills are almost guaranteed if you do manage to set up, although I don't think mentioning +2 mach punch to Kingdra is a useful bonus.

Starmie isn't really a switch-in to Loom regardless, and people tend to preserve Starmie on Water teams because it is able to outspeed Loom and (usually) ohko it with a move, so remove that part. Scarf Latios is actually somewhat of a common set in Mono so you could probably change that sentence to "Thanks to its speed reduction, hitting a Rock Tomb allows Breloom to outspeed any mons under 393 Speed, some notable threats including Latias and Latios."

Mention Infernape as a notable rocker, offensive lead is not a bad set at all and pretty common.

Rest is good, QC 1/2
 
QC:

One of Breloom's most useful qualities is its access to Spore, which is why I believe it should be added in front of the part mentioning its attack stat. While its attack is indeed powerful, Spore is its most relevant niche coupled with the power it gets from Technician. You mention the Poison Heal ability but you should explain that PH is the inferior ability when compared with Tech because Fighting is generally a Hyper Offensive type and Loom benefits much more from all-out offense instead of PH, which tends to be a bulkier set.

In this case, I don't believe boosts make a mon confirmed a "wallbreaker" so I'd just change that to SD makes Loom an effective sweeper with boosts.

I don't believe Adamant is actually necessary because the purpose of Life Orb was to add on power without taking anything besides HP back, so Jolly is also fine.
252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 4 Def Mega Lopunny: 268-320 (98.8 - 118%) -- 93.8% chance to OHKO
+2 252 Atk Life Orb Technician Breloom Mach Punch vs. 0 HP / 0 Def Kingdra: 266-316 (91.4 - 108.5%) -- 50% chance to OHKO Fighting tries to get up hazards right away so these kills are almost guaranteed if you do manage to set up, although I don't think mentioning +2 mach punch to Kingdra is a useful bonus.

Starmie isn't really a switch-in to Loom regardless, and people tend to preserve Starmie on Water teams because it is able to outspeed Loom and (usually) ohko it with a move, so remove that part. Scarf Latios is actually somewhat of a common set in Mono so you could probably change that sentence to "Thanks to its speed reduction, hitting a Rock Tomb allows Breloom to outspeed any mons under 393 Speed, some notable threats including Latias and Latios."

Mention Infernape as a notable rocker, offensive lead is not a bad set at all and pretty common.

Rest is good, QC 1/2
Implemented. Thanks!
 
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