QC: OP / Sparktrain / Fiend
GP: CryoGyro / The Dutch Plumberjack
[OVERVIEW]
Thanks to a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usually ensure that it gets its own entry hazards up while preventing your opponent from setting theirs up. However, Pineco is incredibly one-dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing Pineco's entry hazards in order to take advantage of them. Thus, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, and more versatile Dwebble.
[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe
[SET COMMENTS]
Moves
========
Stealth Rock is a great entry hazard that only requires one turn of setup in order to deal significant damage every time a Pokemon switches in and affects every Pokemon. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to grounded Pokemon that switch in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, enabling a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.
Set Details
========
The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP to make sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.
Usage Tips
========
Pineco should typically be used as a lead, as switching it into an attack or entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard that can severely weaken the opponent's team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. Rapid Spin can also be used to break Sturdy on opposing entry hazard setters such as Onix and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat and only on the turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to it. Pineco should always avoid being hit by Taunt, as it will be left unable to perform its role. Thus, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo and Onix.
Team Options
========
Spinblockers, such as Pumpkaboo-XL, Honedge, and Frillish, and Defog deterrents such as Pawniard are mandatory in order to prevent the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often setup bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill sweepers that have set up on Pineco and appreciate Pineco's hazards. Similarly, Abra can deal with certain setup sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.
[STRATEGY COMMENTS]
Other Options
=============
Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.
Checks and Counters
===================
**Taunt Users**: Taunt users such as Mienfoo, Onix, and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.
**Entry Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, Magic Bounce.
**Setup Sweepers**: Due to Pineco's passive nature, setup sweepers such as Timburr, Scraggy, and Zigzagoon can easily gain boosts against it. They do not appreciate taking an Explosion, however.
GP: CryoGyro / The Dutch Plumberjack
[OVERVIEW]
Thanks to a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usually ensure that it gets its own entry hazards up while preventing your opponent from setting theirs up. However, Pineco is incredibly one-dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing Pineco's entry hazards in order to take advantage of them. Thus, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, and more versatile Dwebble.
[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe
[SET COMMENTS]
Moves
========
Stealth Rock is a great entry hazard that only requires one turn of setup in order to deal significant damage every time a Pokemon switches in and affects every Pokemon. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to grounded Pokemon that switch in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, enabling a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.
Set Details
========
The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP to make sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.
Usage Tips
========
Pineco should typically be used as a lead, as switching it into an attack or entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard that can severely weaken the opponent's team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. Rapid Spin can also be used to break Sturdy on opposing entry hazard setters such as Onix and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat and only on the turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to it. Pineco should always avoid being hit by Taunt, as it will be left unable to perform its role. Thus, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo and Onix.
Team Options
========
Spinblockers, such as Pumpkaboo-XL, Honedge, and Frillish, and Defog deterrents such as Pawniard are mandatory in order to prevent the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often setup bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill sweepers that have set up on Pineco and appreciate Pineco's hazards. Similarly, Abra can deal with certain setup sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.
[STRATEGY COMMENTS]
Other Options
=============
Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.
Checks and Counters
===================
**Taunt Users**: Taunt users such as Mienfoo, Onix, and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.
**Entry Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, Magic Bounce.
**Setup Sweepers**: Due to Pineco's passive nature, setup sweepers such as Timburr, Scraggy, and Zigzagoon can easily gain boosts against it. They do not appreciate taking an Explosion, however.
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