Donphan (Update)

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http://www.smogon.com/dp/pokemon/donphan

I'll get around to this.

[Overview]

<p>Donphan is a reliable Pokémon who can spin away entry hazards that are common in UU. Donphan has the ability to beat the most common Ghost-types you are likely to encounter in UU, ranging from Mismagius to Rotom. However, the lack of a reliable recovery move,and a low Special Defense stat really does hamper Donphan's ability to tank hits repeatedly. Outside of Stealth Rock, Donphan has very few support moves to take advantage of. Either way, the sturdy elephant is a solid and reliable supporter who can hit hard when the need arises.</p>

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Assurance / Stone Edge
move 4: Stealth Rock / Stone Edge / Roar
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[Set Comments]

<p>Donphan is one of the few viable Rapid Spin users in UU. His huge base 120 Attack and Defense stats are what sets him apart from Claydol and Hitmontop, two other common Rapid Spinners. He also has the ability to hit Ghost-types with Assurance. Donphan also acts as a counter to physical threats such as Swords Dance Drapion, Swords Dance Toxicroak, and Swords Dance Scyther (assuming you are running Stone Edge).</p>

<p>Rapid Spin removes any entry hazards your opponent might have laid down during the match, while Earthquake deals hefty damage to any switch-in who doesn't resist or have an immunity to it; even Spiritomb has a chance to be 2HKOed after taking damage from Stealth Rock. Assurance hits Levitating Ghost-types, namely Rotom and Mismagius, who will inevitably switch in to block Rapid Spin, dealing in excess of 75% factoring in damage from Stealth Rock. Stone Edge is another decent option as it allows Donphan to hit the likes of Moltres who are immune to Earthquake. Stealth Rock is a useful support option on Donphan, as it gets many opportunities to switch in and cause further trouble for the opponent.</p>

[Additional Comments]

<p>Max Attack gives Donphan the ability to immediately threaten Ghost-types who attempt to switch in to block Rapid Spin. 252 HP EVs allow Donphan to take physical hits; when you consider his already huge Defense, Donphan becomes a very bulky Pokemon. As an alternative, 252 HP / 252 Def / 4 Spe can also be run on this set, along with moves like Roar, Rest, or Knock Off, but the lower physical Defense of Pokémon in UU makes maxing out Attack a better option.</p>

<p>An alternative spread Donphan can use is 252 HP / 68 Atk / 188 SpD with Stone Edge instead of Assurance. This lets Donphan survive many special hits that would ordinarily OHKO, allowing him to check Pokemon like Alakazam, Blaziken, Moltres, and Houndoom. The additional Special Defense also lets Donphan survive a hit from defensive Milotic and Blastoise in order to spin away entry hazards in an emergency. Roar can be used with this spread as it allows Donphan to phaze Rock Polish Torterra and SubPunch Aggron, removing any stat boosts they may have accumulated</p>

<p>Donphan is best paired with teammates who can switch into Water-, Ice-, and Grass-type moves. Milotic can switch into Water- and Ice-type attacks, and her access to recovery allows her to also counter some other special attackers who give Donphan trouble, such as Life Orb Blaziken and Calm Mind Mismagius; granted, the aforementioned Pokemon are unlikely to switch into Donphan to begin with, but they can still threaten him nonetheless Grass-type attacks are covered by Scyther and Moltres, both of whom pack a 4x resistance. Although both are dangerously weak to Stealth Rock, pairing either Scyther or Moltres with Donphan is extremely beneficial because of Donphan's ability to spin away Stealth Rock, essentially nullifying said weakness.</p>

<p>If you wish to use Donphan on a more defensive team, there are several noteworthy teammates you can consider. Chansey is useful because she can switch into special attacks that threaten Donphan and can use Wish to restore Donphan's HP, who otherwise lacks recovery of his own. Venusaur has the benefit of carrying resistances to the Grass- and Water-type attacks directed at Donphan and can absorb Toxic Spikes, which cause Donphan trouble.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Assurance
move 3: Stone Edge / Ice Shard
move 4: Rapid Spin / Ice Shard
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[Set Comments]

<p>This set focuses on abusing Donphan's base 120 Attack stat. Choice Band provides Donphan with an Attack stat of 558, which is simply overwhelming against some of the previous set's counters. For example, Spiritomb is always outsped and 2HKOed by Earthquake, while Rotom and Mismagius are always OHKOed by a 100 Base Power Assurance after Stealth Rock. When coupled with an already great physical Defense and an even higher Attack (with Choice Band equipped), Donphan is capable of putting large holes in the opponent's team with little effort.</p>

<p>Earthquake is Donphan's primary attacking option, and puts a serious dent in anyone who doesn't resist or is not immune to it. Assurance is needed to hit Levitating Ghost-types like Rotom and Mismagius for at least 75% after factoring in Stealth Rock. The third moveslot gives Donphan an option to hit Flying-types who are immune to Earthquake. Stone Edge has a much higher Base Power than Ice Shard, making it the preferred option despite its shaky accuracy; nevertheless, Ice Shard is a useful option for its 100% accuracy and ability to prevent Torterra from walling you with ease. For the last moveslot, Rapid Spin eliminates the opponent's entry hazards, which is capitalized by this set's ability to beat any Ghost-type one-on-one. If your team does not have an issue with entry hazards, then Ice Shard can be used over Rapid Spin as well.</p>

[Additional Comments]

<p>The EVs maximize Donphan's offensive capabilities. Max Attack is obvious, while the rest of the EVs are placed into HP since Donphan doesn't need to outrun anyone with his mediocre base 50 Speed. The 4 Speed EVs allow Donphan to outrun base 50s, such as Chansey and Registeel, who do not investment in Speed. However, you may run 20 Speed EVs to outspeed 16 Speed Azumarill.</p>

<p>This set's teammates should handle Flying-types, Torterra, and Milotic, all of whom can switch into Donphan's Earthquake with impunity. Registeel counters most Flying-types in UU and can set up Stealth Rock to cripple the ones it doesn't. It also provides Thunder Wave support to make up for Donphan's poor Speed, though Earthquake won't 2HKO Milotic with Marvel Scale activated. Venusaur is a good counter for Milotic if your team does not have paralysis support, as he can switch into Milotic's Water-type attacks with ease and threaten her with an STAB Leaf Storm or Power Whip or set up Swords Dance as Milotic deals minimal damage. Spikes support is useful since Donphan is great at forcing switches; they can easily be set up by Omastar. Torterra is a bit trickier to handle, as not many Pokémon can switch into Torterra without the risk of getting outsped after a Rock Polish; however, having a Pokémon who can bypass Torterra's Speed with priority, such as Hitmontop, or simply having a revenge killer, such as Choice Scarf Rotom with Hidden Power Ice, is often the best response to Torterra. Defensive versions are easier to handle since you don't have to worry about taking too much damage from either Earthquake / Wood Hammer and getting outsped, but it's often best if you can just force Torterra to switch out by switching in a Pokémon likely to carry an Ice-type move. Moltres is an overall good counter, provided Torterra doesn't carry a Rock-type move, and also benefits from Donphan's ability to remove Stealth Rock.</p>

<p>Offensively, Moltres is one of the best partners to this set, as it can usually sweep through a team that has been weakened by Donphan's Earthquake and entry hazard support. As mentioned many times before, Donphan has the ability to remove Stealth Rock, meaning Moltres has little reason to worry about taking any Stealth Rock damage as it switches in, something that's the bane of almost any Moltres set. Mismagius carrying Taunt is also an interesting option for an offensive partner, as with Calm Mind or Nasty Plot, he gets multiple opportunities to benefit from the holes in the opponent's team made by Donphan and sweep. For example, Milotic, normally a counter to Mismagius, will often be weakened enough by Donphan's Earthquake to where she can no longer switch in and Haze away Mismagius's stat boosts.</p>

[Team Options]

<p>Donphan appreciates entry hazard support since he forces many switches. Donphan is capable of setting up Stealth Rock on his own; however, Donphan can be paired with other Stealth Rock users, such as Uxie, if you'd rather have the fourth moveslot open for another attack. Spikes support works even better than Stealth Rock, since with three layers of Spikes set up, incoming foes will lose a quarter of their maximum health each time upon switching in, provided they aren't part Flying or have the Levitate ability. Omastar is a good choice to consider for laying down Spikes, since he has excellent defensive stats and can switch into a variety of UU's physical attackers, like Scyther and Drapion. Dual screen support could be helpful, but it is largely unneeded as Donphan already has a massive Defense stat and won't be switching into special attacks anytime soon.</p>

<p>Offensively, Donphan has trouble getting past bulky Water-types, Flying-types who can switch into Earthquake, and Torterra. Milotic is best handled by a Grass-type such as Venusaur, who has no problem coming into Milotic's Water-type attacks and forcing her to switch out. Venusaur can either take the opportunity to set up Swords Dance, use Sleep Powder to incapacitate Milotic, or simply attack her with Leaf Storm or Power Whip. He can easily plow through most of Donphan's counters after a Salac Berry boost as well, while Donphan is capable of handling common priority users who put an end to Venusaur's sweep. A combination of a Water- and Steel-type on your team will ensure that you can take on the majority of Flying-types in UU. Defensive Milotic is a good choice to consider for the bulky Water-type role, as Ice Beam can handle Altaria, and and Surf hits Moltres; Hidden Power Grass is an added bonus that helps Milotic take on the aforementioned Water-types. Registeel ensures both Swellow and Scyther are stopped cold, and can even provide paralysis support, making it easier for Donphan to weaken opponents who could previously outspeed. Torterra can be checked by a Choice Scarf Pokémon running an Ice-type attack, such as Rotom, as long as he's capable of outpacing max Speed Adamant Torterra after a Rock Polish; be careful when switching into Wood Hammers, though. Weezing is the best counter to Torterra in UU due to his immunity to Ground-type attacks and resistance to Grass-type attacks, along with the ability to use Will-O-Wisp.</p>

<p>Defensively, Donphan has trouble taking Grass-, Water-, and Ice-type attacks that often bypass Donphan's poor Special Defense stat and 2HKO or OHKO. Grass-type attacks are easily resisted by Steel-, Poison-, Fire-, and Flying-types, so there are a myraid of teammates who you can use to remedy this weakness. However, the most common Grass-type, Venusaur, also has STAB Sludge Bomb in his arsenal. Scyther is a decent choice here as he can survive a single Life Orb-boosted Sludge Bomb and takes less than 30% from Leaf Storm. It should also be emphasized that Scyther pairs well with Donphan offensively, as Scyther can easily sweep after Donphan softens up the opponent's team. For example, Donphan's Earthquake can wear down defensive Steel-types, while Assurance and Stone Edge wears down Flying-types who give Scyther trouble.</p>

<p>As far as checking special attackers goes, Chansey is the best choice, as she can take on both Venusaur and Milotic at the same time. Other common teammates seen alongside Milotic and Venusaur are Registeel and Mismagius. Registeel is easily countered by Donphan as long as you avoid Toxic, as even the base 150 Defense stat won't save it from Donphan's 100 Base Power STAB Earthquake. The best way to counter Mismagius depends on the moveset he's running. Calm Mind or Nasty Plot variants running Hidden Power Fighting are easily stopped by Milotic with Haze, while Thunderbolt variants are easily countered by Steelix and Registeel. Taunt + Will-O-Wisp Mismagius is a bit trickier to handle. Life Orb Moltres is a good counter because it doesn't take much from Shadow Ball and can immediately threaten Mismagius with its powerful STAB Fire Blast. Moltres, like Scyther, greatly benefits from Donphan's ability to spin away Stealth Rock. Torterra, a counter previously addressed, is most commonly seen paired with Uxie. Any good Pursuit user who can outspeed defensive variants, such as Drapion or Absol, is a decent choice in dealing with it. Hitting Uxie with status is an alternative option in wearing it down, since it poses no immediate offensive presence and is quite easily stalled out itself.</p>

[Optional Changes]

<p>A combination of Rest + Sleep Talk can be utilized if your team is in essential need of a defensive tank who is guaranteed to last, but the mediocre type coverage between Earthquake and either Assurance and Stone Edge is not enough in consideration of the amount of Pokémon who can potentially set up on Donphan while asleep. Donphan can run Toxic in the fourth moveslot of either of the two sets, but it is largely unneeded when Donphan can simply eliminate common switch-ins with Earthquake or Assurance. A Rock Polish set can be considered, but Donphan lacks the Speed and type coverage to pull off a sweep most of the time. Body Slam can be used to paralyze opponents if you're lucky, but the lack of power makes it a lesser option. Poison Jab can hit Tangrowth for super effective damage, but Tangrowth's massive Defense stat makes it a worthless option. Counter can nab a surprise KO against physical attackers like Altaria. Endeavor and Flail are gimmicky options at best.</p>

[Counters]

<p>Most Water-types are capable of switching into Donphan with ease and threatening him with an STAB Surf. Both Milotic and Slowbro have enough physical Defense to withstand an Earthquake or two, with the former outpacing Donphan. Ludicolo resists Earthquake and can threaten Donphan with either of his STAB moves. Azumarill can survive one Earthquake and deal heavy damage with boosted Waterfalls. Even Blastoise can come in a few times and KO Donphan with Surf, although his lack of recovery hurts. Poliwrath can also switch into Earthquake with little trouble and deal huge damage with Waterfall.</p>

<p>Flying-types are capable of switching into Donphan's Earthquake with immunity and threatening him with boosted attacks, provided Donphan does not have Stone Edge or Ice Shard in the fourth moveslot. Moltres can scorch Donphan with a Life Orb-boosted Fire Blast, Swellow can easily wear down Donphan with a Guts-boosted STAB Facade, and Altaria can set up on Donphan with Dragon Dance and deal heavy damage with Outrage.</p>

<p>Torterra and Tangrowth can switch into any of Donphan's sets with ease due to their mighty physical Defense and KO with a super effective Grass-type attack or stall out Donphan with Leech Seed. Venusaur, while he doesn't resist Earthquake, can switch in and KO Donphan with Leaf Storm, set up Swords Dance, or put someone to sleep with Sleep Powder. Outside of Torterra and Tangrowth, Weezing is the most reliable counter to Donphan, as his high Defense and immunity to Earthquake means that Donphan will hardly be able to scratch him. Will-O-Wisp also shuts down Donphan completely, further nullifying his attempts to weaken Weezing. With some EV investment in Special Attack, Weezing can even 3HKO Donphan with Flamethrower or Fire Blast.</p>
 
Blue - Parts you should add.
Red - Parts you should remove.
Green - Parts that have been edited.
Purple - Comments you should consider.

[Overview]

<p>Donphan is a reliable Pokémon who can Spin away the entry hazards common in UU. Donphan has the ability to beat most of UU's Ghost-types, ranging from Mismagius to Rotom. However, the lack of a reliable recovery move, along with a low Special Defense stat, really does hamper Donphan's ability to tank hits repeatedly. Outside Stealth Rock, Donphan has very few support moves to take advantage of. (Included a transitional phrase to adjust the flow of ideas. ->) Either way, the sturdy elephant is a solid and reliable supporter who can also hit hard when the need arises.</p>

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Assurance
move 4: Stealth Rock / Ice Shard / Stone Edge
item: Leftovers
nature: Adamant
evs: 52 HP / 252 Atk / 204 Def

[Set Comments]

<p>Donphan is one of the few viable Spinners in UU. Its huge base 120 Attack and Defense stats are what sets it apart from Claydol and Hitmontop. It also has the ability to hit Ghost-types with Assurance. Donphan also acts as a counter to physical threats such as Swords Dance Drapion, Swords Dance Toxicroak, and Swords Dance Scyther (assuming you are running either Ice Shard or Stone Edge in the fourth moveslot).</p>

<p>Rapid Spin removes any entry hazards your opponent might have laid down during the match. Earthquake deals hefty damage to any switch-in that doesn't resist or have an immunity to it; even Spiritomb has a chance of being 2HKOed after taking damage from Stealth Rock. Assurance hits Levitating Ghost-types, namely Rotom and Mismagius, for at least 75% after factoring in Stealth Rock. (There's little need to state that Ghost-types are immune to Rapid Spin since it should be common knowledge.) Stealth Rock is a useful support option on Donphan, as it gets many opportunities to switch in and cause further trouble for the opponent. Ice Shard allows Donphan to hit Flying-types, like Altaria, and it also deals hefty damage to Torterra. Stone Edge is appealing due to its higher Base Power, though its mediocre accuracy is a turn off.</p>

[Additional Comments]

<p>Max Attack gives Donphan the ability to immediately threaten Ghost-types who attempt to switch in to block Rapid Spin. 52 HP / 204 Def allows Donphan to take physical hits about 5% better than by simply maxing out HP. As an alternative, 252 HP / 252 Def / 4 Spe can also be run on this set, along with moves like Roar, Rest, or Knock Off, but the lower physical Defense of Pokémon in UU makes maxing out Attack a better option.</p>

<p>Donphan is best paired with teammates that can switch into Water-, Ice-, and Grass-type moves. Milotic can switch into Water- and Ice-type attacks, and its access to recovery allows Milotic to also counter some other special attackers that give Donphan trouble, such as Life Orb Blaziken and Calm Mind Mismagius; granted, they are unlikely to switch into Donphan to begin with. Grass-type attacks are covered by Scyther and Moltres, both of which pack a 4x resistance. Although both are dangerously weak to Stealth Rock, pairing either Scyther or Moltres with Donphan is extremely beneficial because of Donphan's ability to Spin away Stealth Rock.</p>

<p>If you wish to use Donphan on a more defensive team, there are several noteworthy teammates you can consider for Donphan. Chansey is useful because she can switch into special attacks that threaten Donphan and can heal Donphan with Wish, who otherwise lacks recovery of its own. Froslass is another useful partner, as she can lay down Spikes, but the entry hazards laid down by her are most effective when Donphan is running Roar. (You could mention that Froslass also helps block attempts to Spin away Stealth Rock.) Venusaur has the benefit of carrying resistances to the Grass- and Water-type attacks directed at Donphan and can absorb Toxic Spikes, which causes Donphan the most trouble.</p>

I think you should write a paragraph explaning on how to use this set properly. I've encountered many Donphan, and it seems as if they just attempt to Spin without even considering whether the opponent has a Ghost-type or not. Since Donphan can get worn down over time, I think you should emphasize that Donphan should use either Earthquake or Assurance before attempting to Spin, primarily if the opponent uses Spikes.

[SET]
name: Choice Band
move 1: Earthquake
move 2: Assurance
move 3: Stone Edge / Ice Shard
move 4: Rapid Spin / Ice Shard
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[Set Comments]

<p>This set instead focuses on abusing Donphan's base 120 Attack stat. Choice Band provides Donphan with an Attack stat of 558, which is simply overwhelming against some of the previous set's counters. For example, Spiritomb is always outsped and 2HKOed by Earthquake, while Rotom and Mismagius are always OHKOed by a 100 Base Power Assurance after Stealth Rock damage. Simply put, coupled with an already great physical Defense and an even higher Attack (with Choice Band equipped), Donphan is capable of putting large holes in the opponent's team with little effort.</p>

<p>Earthquake is Donphan's primary attacking option, and it puts a serious dent in anything that doesn't resist or is not immune to it. Assurance is needed to hit Levitating Ghost-types like Rotom and Mismagius, both of whom enjoy switching into Rapid Spin and setting up themselves. The third moveslot gives Donphan an option to hit Flying-types who are immune to Earthquake. Stone Edge has a much higher Base Power that Ice Shard, making it the preferred option, despite the shaky accuracy; nevertheless, Ice Shard is a useful option for its 100% accuracy and ability to prevent Torterra from walling you with ease. For the last moveslot, Rapid Spin is eliminates the opponent's entry hazards, which is capitalized by this set's ability to beat any Ghost-type one-on-one. If your team does not have an issue with entry hazards, then Ice Shard can be used over Rapid Spin as well.</p>

[Additional Comments]

<p>The EVs maximize Donphan's offensive capabilities. Max Attack is obvious, while the rest of the EVs are placed into HP since Donphan doesn't need to outrun anything with its mediocre base 50 Speed. The 4 Speed EVs allow Donphan to outrun base 50's, such as Chansey and Registeel, that do not have any investment in Speed. However, you may run 20 Speed EVs, to outspeed variants of Azumarill that run 16 Speed EVs.</p>

<p>This set's teammates should handle Flying-types, Torterra, and Milotic, all of which can switch into Donphan's Earthquake with impunity. Registeel counters most of the Flying-types of UU and can set up Stealth Rock to cripple the ones it doesn't. It also provides support with Thunder Wave to make up for Donphan's poor Speed, though Earthquake won't 2HKO Milotic with Marvel Scale activated. Venusaur is a good counter for Milotic if your team does not have paralysis support, as it can switch into Milotic's Water-type attacks with ease and threaten it with a STAB Leaf Storm or Power Whip or set up Swords Dance as Milotic deals minimal damage. Spikes support is useful since Donphan is great at forcing switches; they can be easily set up by Froslass or Omastar. Torterra is a bit trickier to handle, as not many Pokémon can switch into Torterra without the risk of getting outsped after a Rock Polish; however, having a Pokémon that can bypass Torterra's Speed with priority, such as Hitmontop, or simply having a revenge killer, such as Choice Scarf Rotom with Hidden Power Ice, is often the best response to Torterra. Defensive versions are easier to handle since you don't have to worry about taking too much damage from either Earthquake / Wood Hammer and getting outsped, but it's often best if you can just force Torterra to switch out by switching in a Pokémon likely to carry an Ice-type move. Moltres is an overall good counter, provided Torterra doesn't carry a Rock-type move, and also benefits from Donphan's ability to remove Stealth Rock.</p>

<p>Offensively, Moltres is one of the best partners to this set, as it can usually sweep through a team that has been weakened by Donphan's Earthquake and entry hazard support. As mentioned many times before, Donphan has the ability to remove Stealth Rock, meaning Moltres has little reason to worry about taking any damage as it switches in. Mismagius carrying Taunt is also an interesting option for an offensive partner, as with Calm Mind or Nasty Plot, it also gets multiple opportunities to benefit from the holes in the opponent's team made by Donphan and sweep. For example, Milotic, normally a counter to Mismagius, will often be weakened enough by Donphan's Earthquake to where it can no longer switch in and Haze away Mismagius's (possible) stat boosts.</p>

[Team Options]

<p>Donphan appreciates entry hazard support since it forces many switches. Donphan is capable of setting up Stealth Rock on its own; however, Donphan can be paired with other Stealth Rock users, such as Uxie, if you'd rather have the fourth moveslot open for another attack. Spikes support works even better than Stealth Rock, since incoming foes will lose a quarter of their max health each time upon switching in, provided they aren't part Flying or have the Levitate ability. Froslass is a good choice to consider for laying down Spikes, since it is faster than the majority of UU and can act as a spinblocker if need be. Dual screen support could be helpful, but it is largely unneeded as Donphan already has a massive Defense stat and won't be switching into special attacks anytime soon.</p>

<p>Offensively, Donphan has trouble getting past bulky Water-types like Milotic, Flying-types, who can switch into Earthquake, and Torterra, a common deterrent to all of the main sets. Milotic is best handled by a Grass-type such as Venusaur, who has no problem coming into Milotic's Water-type attacks and forcing it to switch out. Venusaur can either take the opportunity to set up Swords Dance, use Sleep Powder to incapacitate Milotic, or simply attack with Leaf Storm or Power Whip, capable of inflicting a large amount of damage to even those Pokémon that pack a resistance to Grass. (I feel this section is irrelevant and therefore unneeded, considering you're focusing on beating Milotic.) It can easily plow through most of Donphan's counters after a Salac Berry boost as well, while Donphan is capable of handling common priority users that put an end to Venusaur's sweep. A combination of a Water-type and Steel-type on your team will ensure that you can take on the majority of Flying-types. Defensive Milotic is a good choice to consider for the bulky Water-type role, as Ice Beam can handle Altaria, and Moltres will not enjoy taking a STAB Surf; Hidden Power Grass is an added bonus to taking on the aforementioned Water-types as well. Registeel ensures both Swellow and Scyther are stopped cold. Registeel can even provide paralysis support, making it easier for Donphan to weaken opponents who could previously outspeed, and Registeel even does a nice job of luring in Water- and some Flying-types as well. Torterra can be checked by a Scarfed Pokémon running an Ice-type attack, such as Rotom, as long as it is capable of outpacing max Speed Adamant Torterra after a Rock Polish; be careful when switching into Wood Hammers though. Weezing is the best counter to Torterra in UU for its immunity to Ground-type attacks and resistance to Grass-type attacks along with the ability to use Will-O-Wisp.</p>

<p>Defensively, Donphan has trouble taking Grass-, Water-, and Ice-type attacks that often bypass Donphan's poor Special Defense stat and 2HKO or OHKO. Grass-type attacks are easily resisted by Steel-, Poison-, Fire-, and Flying-types, so pretty much anything works here. However, the most common Grass-type, Venusaur, also has STAB Sludge Bomb in its arsenal, so it is often best to consider a Pokémon that can survive one Life Orb-boosted Sludge Bomb, outrun Venusaur, and KO in return. Scyther is a decent choice here as long as Stealth Rock is out of the picture, as its 4x resistance means that a Life Orb-boosted Leaf Storm can only deal up to 30%, and it is immune to Earthquake. Sludge Bomb will 2HKO, although since you outpace Venusaur (assuming it lacks a Choice Scarf), the damage taken is less of an issue. It should also be emphasized that Scyther can also pair well with Donphan offensively, as Scyther can easily sweep through holes created by Donphan on the opponent's team. For example, Donphan's Earthquake can wear down defensive Steel-types, while Assurance and Stone Edge wears down Flying-types that give Scyther trouble. Drapion is also a good choice to combat Venusaur, as it resists both Grass- and Poison-type attacks, and it can utilize Taunt to prevent Venusaur from using Sleep Powder, Synthesis, or Leech Seed, while you can set up Swords Dance or shuffle with Whirlwind. Water- and Ice-type attacks are best handled by a Water-type of your own, such as Milotic. Milotic has Hidden Power Grass to hit other Water-types super effectively and Haze negates any unwanted boosts from your opponent. Chansey is an effective partner for taking on any special attack that can give Donphan trouble; Wish, in particular, complements Donphan perfectly, as Donphan lacks recovery outside of Leftovers and Rest.</p>

<p>Chansey is the best option if you wish to take on both Venusaur and Milotic at the same time. Possible teammates apart from Chansey have been addressed in the previous paragraph. Other common teammates seen with both Milotic and Venusaur are Registeel and Mismagius. Registeel is easily countered by Donphan as long as you avoid Toxic, as even the base 150 Defense stat won't save it from Donphan's 100 Base Power STAB Earthquake. Curse variants of Registeel could potentially outstall Donphan though, but will hardly do anything in return without a few boosts. The best way to counter Mismagius depends on the moveset it is running. Calm Mind or Nasty Plot variants running Hidden Power Fighting are easily stopped in their tracks by Milotic with Haze, while Thunderbolt variants are easily countered by Steelix and Registeel. Taunt + Will-O-Wisp Mismagius is a bit trickier to handle. Life Orb Moltres is a good counter because it doesn't take much from Shadow Ball and can immediately threaten Mismagius. Moltres, like Scyther, greatly benefits from Donphan's ability to Spin away Stealth Rock. Torterra, a counter previously addressed, is most commonly seen paired with Uxie. Uxie is often seen in the lead position, so any good Pursuit user that can outspeed defensive variants, such as Drapion or Absol, is a decent choice in dealing with it. Hitting Uxie with status is an alternative option in wearing it down, since it poses no immediate offensive threat and is quite easily stalled out itself.</p>

[Optional Changes]

<p>A combination of Rest + Sleep Talk can be utilized if your team is in essential need of a defensive tank that is guaranteed to last, but the mediocre type coverage between Earthquake and either Assurance and Stone Edge is not enough in consideration of the amount of Pokémon that can potentially set up on Donphan while asleep. Donphan can run Toxic in the fourth moveslot of either of the two sets, but Toxic is largely unneeded when Donphan can simply eliminate common switch-ins with Earthquake or Assurance. A Rock Polish set can be considered, but Donphan lacks the Speed and type coverage to pull off a sweep most of the time. Body Slam can be used to paralyze opponents if you're lucky, but the lack of power is noticeable. Poison Jab can hit Tangrowth for super effective damage, but its massive Defense stat makes it a worthless option. Counter can nab a surprise kill against physical attackers like Altaria. Endeavor and Flail are gimmicky options at best.</p>

[Counters]

<p>Most Water-types are capable of switching into Donphan with ease and threatening it with a STAB Surf. Both Milotic and Slowbro have enough physical Defense to withstand an Earthquake or two, with the former outpacing Donphan. Ludicolo resists Earthquake and can threaten Donphan with either of its STAB moves. Azumarill can survive one Earthquake and deal heavy damage with boosted Waterfalls. Even Blastoise can come in a few times and KO Donphan with Surf, although the lack of recovery hurts. Poliwrath can also switch into Earthquake with little trouble and deal huge damage with Waterfall in return.</p>

<p>Flying-types are capable of switching into Donphan's Earthquake with impunity and threaten it with boosted attacks, provided Donphan does not have Stone Edge or Ice Shard in the fourth moveslot. Moltres can scorch Donphan with a Life Orb-boosted Fire Blast, and Swellow can easily wear down Donphan with a Guts-boosted, STAB Facade, while Altaria can set up on Donphan with Dragon Dance and proceed to deal heavy damage with Outrage.</p>

<p>Torterra and Tangrowth can switch into any of Donphan's sets with ease due to their mighty physical Defense and KO with a super effective Grass-type attack or stall out Donphan with Leech Seed. Venusaur, while it doesn't resist Earthquake, can switch in and KO Donphan with Leaf Storm, set up Swords Dance, or put something to sleep with Sleep Powder.</p>

<p>Outside of Torterra and Tangrowth, Weezing is the most reliable counter to Donphan, as its high Defense and immunity to Earthquake means that Donphan will hardly be able to land a scratch. Will-O-Wisp also shuts down Donphan completely, further nullifying its attempts to weaken you down. With some EV investment in Special Attack, Weezing can even 3HKO Donphan with Flamethrower or Fire Blast.</p>

<p>In general, a reliable (special) Grass-, Ice-, or Water-type will do a lot of damage to Donphan, so the best counters have such a move as well as a high defensive ability to take Earthquake / Assurance.</p>

---

Sorry about that! Text editor glitched up; still working on this!

Other Info: After reading through this analyses, I feel it presents too much unneeded information. I don't consider it my task to point out such information at this point, but feel free to PM me if you agree with my point of view and I will happily help in cutting down some of the unneeded information. Other than that, you had some errors, most notably, run-on sentence. Overall, the analysis was great!
 

macle

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[SET]
name: Choice Band
move 1: Earthquake
move 2: Assurance
move 3: Stone Edge / Ice Shard
move 4: Rapid Spin / Ice Shard
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[Set Comments]
<p>Earthquake is Donphan's primary attacking option, and it puts a serious dent in anything that doesn't resist or is not immune to it. Assurance is needed to hit Levitating Ghost-types like Rotom and Mismagius, for at least 75% after factoring in Stealth Rock. The third moveslot gives Donphan an option to hit Flying-types who are immune to Earthquake. Stone Edge has a much higher Base Power that Ice Shard, making it the preferred option, despite the shaky accuracy; nevertheless, Ice Shard is a useful option for its 100% accuracy and ability to prevent Torterra from walling you with ease. For the last moveslot, Rapid Spin eliminates the opponent's entry hazards, which is capitalized by this set's ability to beat any Ghost-type one-on-one. If your team does not have an issue with entry hazards, then Ice Shard can be used over Rapid Spin as well.</p>
good job
 

Komodo

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I added this paragraph below the additional comments EV section.

<p>Another alternative spread Donphan can use is 252 HP / 68 Atk / 188 SpD. This set is played more defensively, allowing Donphan to check common special attackers in UU like Alakazam, Blaziken, Moltres, and Houndoom. Special Defense EVs allow you to stay in against weaker opponents like Milotic and Blastoise and remove entry hazards if neccessary. Roar is ideal alongside this spread as it allows you to phaze the likes of Rock Polish Torterra and SubPunch Aggron.</p>

EDIT. Thank you whistle :)
 
i changed it to more accurately describe how the set is played

<p>An alternative spread Donphan can use is 252 HP / 68 Atk / 188 SpD with Stone Edge instead of Assurance. This lets Donphan survive many special hits that would ordinarily OHKO, allowing it to check Pokemon like Alakazam, Blaziken, Moltres, and Houndoom. The added Special Defense also lets Donphan survive a hit from defensive Milotic and Blastoise in order to spin away entry hazards in an emergency. Roar can be used with spread as it allows Donphan to phaze Rock Polish Torterra and SubPunch Aggron.</p>

<p>Another alternative spread Donphan can use is 252 HP / 68 Atk / 188 SpD. This set is playe with Stone Edge instead of Assurance. This lets Donphan survive many special hits that would more defensivelydinarily OHKO, allowing Donphanit to check common special attackers in UUPokemon like Alakazam, Blaziken, Moltres, and Houndoom. The added Special Defense EVs allow you to stay in against weaker opponents like Milotic and Blastoise and remove entry hazards if neccessary. Roar is ideal alongside this spread as it allows you to phaze the likes ofalso lets Donphan survive a hit from defensive Milotic and Blastoise in order to spin away entry hazards in an emergency. Roar can be used with spread as it allows Donphan to phaze Rock Polish Torterra and SubPunch Aggron.</p>
 

Snorlaxe

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Hi, I'm going to just proofread the first half of this for right now, as I'm on a super unfamiliar computer and it takes me ages to do stuff !_!

pink is grammar edits
blue is prose/content edits


[Overview]

<p>Donphan is a reliable Pokémon who can spin away entry hazards that are common in UU. Donphan has the ability to beat the most common Ghost-types you are likely to encounter in UU, ranging from Mismagius to Rotom. However, the lack of a reliable recovery move and a low Special Defense stat really does hamper Donphan's ability to tank hits repeatedly. Outside of Stealth Rock, Donphan has very few support moves to take advantage of. Either way, the sturdy elephant is a solid and reliable supporter who can hit hard when the need arises.</p>

[SET]
name: Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Assurance / Stone Edge
move 4: Stealth Rock / Stone Edge / Roar
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[Set Comments]

<p>Donphan is one of the few viable Rapid Spin users in UU. His huge base 120 Attack and Defense stats are what sets him apart from Claydol and Hitmontop, two other common Rapid Spinners. He also has the ability to hit Ghost-types with Assurance. Donphan also acts as a counter to physical threats such as Swords Dance Drapion, Swords Dance Toxicroak, and Swords Dance Scyther (assuming you are running Stone Edge).</p>

<p>Rapid Spin removes any entry hazards your opponent might have laid down during the match, while Earthquake deals hefty damage to any switch-in who doesn't resist or have an immunity to it; even Spiritomb has a chance to be 2HKOed after taking damage from Stealth Rock. Assurance hits Levitating Ghost-types, namely Rotom and Mismagius, who will inevitably switch in to block Rapid Spin, dealing in excess of 75% factoring in damage from Stealth Rock. Stone Edge is another decent option as it allows Donphan to hit the likes of Moltres who are immune to Earthquake. Stealth Rock is a useful support option on Donphan, as it gets many opportunities to switch in and cause further trouble for the opponent.</p>

[Additional Comments]

<p>Max Attack gives Donphan the ability to immediately threaten Ghost-types who attempt to switch in to block Rapid Spin. 252 HP EVs allow Donphan to take physical hits; when you consider his already huge Defense, Donphan becomes a very bulky Pokemon. As an alternative, 252 HP / 252 Def / 4 Spe can also be run on this set, along with moves like Roar, Rest, or Knock Off, but the lower physical Defense of Pokémon in UU makes maxing out Attack a better option.</p>

<p>An alternative spread Donphan can use is 252 HP / 68 Atk / 188 SpD with Stone Edge instead of Assurance. This lets Donphan survive many special hits that would ordinarily OHKO, allowing him to check Pokemon like Alakazam, Blaziken, Moltres, and Houndoom. The additional Special Defense also lets Donphan survive a hit from defensive Milotic and Blastoise in order to spin away entry hazards in an emergency. Roar can be used with this spread as it allows Donphan to phaze Rock Polish Torterra and SubPunch Aggron, removing any stat boosts they may have accumulated.</p>

<p>Donphan is best paired with teammates who can switch into Water-, Ice-, and Grass-type moves. Milotic can switch into Water- and Ice-type attacks, and her access to recovery allows her to also counter some other special attackers who give Donphan trouble, such as Life Orb Blaziken and Calm Mind Mismagius; granted, the aforementioned Pokemon are unlikely to switch into Donphan to begin with, but they can still threaten him nonetheless. Grass-type attacks are covered by Scyther and Moltres, both of whom pack a 4x resistance. Although both are dangerously weak to Stealth Rock, pairing either Scyther or Moltres with Donphan is extremely beneficial because of Donphan's ability to spin away Stealth Rock, essentially nullifying said weakness.</p>

<p>If you wish to use Donphan on a more defensive team, there are several noteworthy teammates you can consider. Chansey is useful because she can switch into special attacks that threaten Donphan and can use Wish to restore Donphan's HP, who otherwise lacks recovery of his own. Venusaur has the benefit of carrying resistances to the Grass- and Water-type attacks directed at Donphan and can absorb Toxic Spikes, which cause Donphan trouble.</p>

[SET]
name: Choice Band
move 1: Earthquake
move 2: Assurance
move 3: Stone Edge / Ice Shard
move 4: Rapid Spin / Ice Shard
item: Choice Band
nature: Adamant
evs: 252 HP / 252 Atk / 4 Spe

[Set Comments]

<p>This set focuses on abusing Donphan's base 120 Attack stat. Choice Band provides Donphan with an Attack stat of 558, which is simply overwhelming against some of the previous set's counters. For example, Spiritomb is always outsped and 2HKOed by Earthquake, while Rotom and Mismagius are always OHKOed by a 100 Base Power Assurance after Stealth Rock. When coupled with an already great physical Defense and an even higher Attack (with Choice Band equipped), Donphan is capable of putting large holes in the opponent's team with little effort.</p>

<p>Earthquake is Donphan's primary attacking option, and puts a serious dent in anyone who doesn't resist or is not immune to it. Assurance is needed to hit Levitating Ghost-types like Rotom and Mismagius for at least 75% after factoring in Stealth Rock. The third moveslot gives Donphan an option to hit Flying-types who are immune to Earthquake. Stone Edge has a much higher Base Power than Ice Shard, making it the preferred option despite its shaky accuracy; nevertheless, Ice Shard is a useful option for its 100% accuracy and ability to prevent Torterra from walling you with ease. For the last moveslot, Rapid Spin eliminates the opponent's entry hazards, which is capitalized by this set's ability to beat any Ghost-type one-on-one. If your team does not have an issue with entry hazards, then Ice Shard can be used over Rapid Spin as well.</p>

[Additional Comments]

<p>The EVs maximize Donphan's offensive capabilities. Max Attack is obvious, while the rest of the EVs are placed into HP since Donphan doesn't need to outrun anyone with his mediocre base 50 Speed. The 4 Speed EVs allow Donphan to outrun base 50s, such as Chansey and Registeel, who do not invest in Speed. However, you may run 20 Speed EVs to outspeed 16 Speed Azumarill.</p>

<p>This set's teammates should handle Flying-types, Torterra, and Milotic, all of whom can switch into Donphan's Earthquake with impunity. Registeel counters most Flying-types in UU and can set up Stealth Rock to cripple the ones it doesn't. It also provides Thunder Wave support to make up for Donphan's poor Speed, though Earthquake won't 2HKO Milotic with Marvel Scale activated. Venusaur is a good counter for Milotic if your team does not have paralysis support, as he can switch into Milotic's Water-type attacks with ease and threaten her with an STAB Leaf Storm or Power Whip or set up Swords Dance as Milotic deals minimal damage. Spikes support is useful since Donphan is great at forcing switches; they can easily be set up by Omastar. Torterra is a bit trickier to handle, as not many Pokémon can switch into Torterra without the risk of getting outsped after a Rock Polish; however, having a Pokémon who can bypass Torterra's Speed with priority, such as Hitmontop, or simply having a revenge killer, such as Choice Scarf Rotom with Hidden Power Ice, is often the best response to Torterra. Defensive versions are easier to handle since you don't have to worry about taking too much damage from either Earthquake / Wood Hammer and getting outsped, but it's often best if you can just force Torterra to switch out by switching in a Pokémon likely to carry an Ice-type move. Moltres is an overall good counter, provided Torterra doesn't carry a Rock-type move, and also benefits from Donphan's ability to remove Stealth Rock.</p>

<p>Offensively, Moltres is one of the best partners to this set, as it can usually sweep through a team that has been weakened by Donphan's Earthquake and entry hazard support. As mentioned many times before, Donphan has the ability to remove Stealth Rock, meaning Moltres has little reason to worry about taking any Stealth Rock damage as it switches in, something that is the bane of most any Moltres set. Mismagius carrying Taunt is also an interesting option for an offensive partner, as with Calm Mind or Nasty Plot, he gets multiple opportunities to benefit from the holes in the opponent's team made by Donphan and sweep. For example, Milotic, normally a counter to Mismagius, will often be weakened enough by Donphan's Earthquake to where she can no longer switch in and Haze away Mismagius's stat boosts.</p>
Good job so far. Notes:

-you oftentimes lost sight of what pronoun you were using when you referred to Donphan throughout the analysis. Like sometimes Donphan was a he, sometimes Donphan was an it, etc.. I changed every Donphan pronoun to "he" simply because that seemed to be what you were using the most throughout the analysis, but I dunno if you'd rather have something else as the pronoun, then you can change it to that; just make sure your pronouns stay consistent!
-there were some "Pokemon are people; who > that" stuff in the analysis. apparently there's some talk in C&C at the moment regarding the whole Pokemon are people issue, but for all intents and purposes on this analysis, I just went ahead and corrected all of the "that"s and "anything"s that I saw. sorry if the rule gets changed in a few days, but as it stands Pokemon are still people, so yeah
-from a prose standpoint, some certain paragraphs were kinda choppy in my opinion, so I fixed them up as best I can. changes in blue are mostly subjective, however, so if you happen to disagree with one of my prose changes, then like you dont have to add it at all; theyre mostly just suggestions as to improving how your analysis reads in terms of smoothness, etc

I'm hoping to do the rest of this later today, so hopefully I can remember 9.9

EDIT: the rest

[Team Options]

<p>Donphan appreciates entry hazard support since he forces many switches. Donphan is capable of setting up Stealth Rock on his own; however, Donphan can be paired with other Stealth Rock users, such as Uxie, if you'd rather have the fourth moveslot open for another attack. Spikes support works even better than Stealth Rock, since with three layers of Spikes set up, incoming foes will lose a quarter of their maximum health each time upon switching in, provided they aren't part Flying or have the Levitate ability. Omastar is a good choice to consider for laying down Spikes, since he has excellent defensive stats and can switch into a variety of UU's physical attackers, like Scyther and Drapion. Dual screen support could be helpful, but it is largely unneeded as Donphan already has a massive Defense stat and won't be switching into special attacks anytime soon.</p>

<p>Offensively, Donphan has trouble getting past bulky Water-types, Flying-types who can switch into Earthquake, and Torterra. Milotic is best handled by a Grass-type such as Venusaur, who has no problem coming into Milotic's Water-type attacks and forcing her to switch out. Venusaur can either take the opportunity to set up Swords Dance, use Sleep Powder to incapacitate Milotic, or simply attack her with Leaf Storm or Power Whip. He can easily plow through most of Donphan's counters after a Salac Berry boost as well, while Donphan is capable of handling common priority users who put an end to Venusaur's sweep. A combination of a Water- and Steel-type on your team will ensure that you can take on the majority of Flying-types in UU. Defensive Milotic is a good choice to consider for the bulky Water-type role, as Ice Beam can handle Altaria, and and Surf hits Moltres; Hidden Power Grass is an added bonus that helps Milotic take on the aforementioned Water-types. Registeel ensures both Swellow and Scyther are stopped cold, and can even provide paralysis support, making it easier for Donphan to weaken opponents who could previously outspeed. Torterra can be checked by a Choice Scarf Pokémon running an Ice-type attack, such as Rotom, as long as he's capable of outpacing max Speed Adamant Torterra after a Rock Polish; be careful when switching into Wood Hammers, though. Weezing is the best counter to Torterra in UU due to his immunity to Ground-type attacks and resistance to Grass-type attacks, along with the ability to use Will-O-Wisp.</p>

<p>Defensively, Donphan has trouble taking Grass-, Water-, and Ice-type attacks that often bypass Donphan's poor Special Defense stat and 2HKO or OHKO. Grass-type attacks are easily resisted by Steel-, Poison-, Fire-, and Flying-types, so there are a myraid of teammates who you can use to remedy this weakness. However, the most common Grass-type, Venusaur, also has STAB Sludge Bomb in his arsenal. Scyther is a decent choice here as he can survive a single Life Orb-boosted Sludge Bomb and takes less than 30% from Leaf Storm. It should also be emphasized that Scyther pairs well with Donphan offensively, as Scyther can easily sweep after Donphan softens up the opponent's team. For example, Donphan's Earthquake can wear down defensive Steel-types, while Assurance and Stone Edge wears down Flying-types who give Scyther trouble. Drapion is another good choice to combat Venusaur, as he resists both Grass- and Poison-type attacks, and can utilize Taunt to prevent Venusaur from using Sleep Powder, Synthesis, or Leech Seed, while setting up Swords Dance or shuffling with Whirlwind. Water- and Ice-type attacks are best handled by a Water-type of your own, such as Milotic. Milotic has Hidden Power Grass to hit other Water-types super effectively, and Haze negates any unwanted boosts from your opponent. Chansey is an effective partner for taking on any special attack that can give Donphan trouble; Wish, in particular, complements Donphan perfectly, as Donphan lacks recovery outside of Leftovers and Rest.</p>

<p>As far as checking special attackers goes, Chansey is the best choice, as she can take on both Venusaur and Milotic at the same time. Other common teammates seen alongside Milotic and Venusaur are Registeel and Mismagius. Registeel is easily countered by Donphan as long as you avoid Toxic, as even the base 150 Defense stat won't save it from Donphan's 100 Base Power STAB Earthquake. The best way to counter Mismagius depends on the moveset he's running. Calm Mind or Nasty Plot variants running Hidden Power Fighting are easily stopped by Milotic with Haze, while Thunderbolt variants are easily countered by Steelix and Registeel. Taunt + Will-O-Wisp Mismagius is a bit trickier to handle. Life Orb Moltres is a good counter because it doesn't take much from Shadow Ball and can immediately threaten Mismagius with its powerful STAB Fire Blast. Moltres, like Scyther, greatly benefits from Donphan's ability to spin away Stealth Rock. Torterra, a counter previously addressed, is most commonly seen paired with Uxie. Any good Pursuit user who can outspeed defensive variants, such as Drapion or Absol, is a decent choice in dealing with it. Hitting Uxie with status is an alternative option in wearing it down, since it poses no immediate offensive presence and is quite easily stalled out itself.</p>

[Optional Changes]

<p>A combination of Rest + Sleep Talk can be utilized if your team is in essential need of a defensive tank who is guaranteed to last, but the mediocre type coverage between Earthquake and either Assurance and Stone Edge is not enough in consideration of the amount of Pokémon who can potentially set up on Donphan while asleep. Donphan can run Toxic in the fourth moveslot of either of the two sets, but it is largely unneeded when Donphan can simply eliminate common switch-ins with Earthquake or Assurance. A Rock Polish set can be considered, but Donphan lacks the Speed and type coverage to pull off a sweep most of the time. Body Slam can be used to paralyze opponents if you're lucky, but the lack of power makes it a lesser option. Poison Jab can hit Tangrowth for super effective damage, but Tangrowth's massive Defense stat makes it a worthless option. Counter can nab a surprise KO against physical attackers like Altaria. Endeavor and Flail are gimmicky options at best.</p>

[Counters]

<p>Most Water-types are capable of switching into Donphan with ease and threatening him with an STAB Surf. Both Milotic and Slowbro have enough physical Defense to withstand an Earthquake or two, with the former outpacing Donphan. Ludicolo resists Earthquake and can threaten Donphan with either of his STAB moves. Azumarill can survive one Earthquake and deal heavy damage with boosted Waterfalls. Even Blastoise can come in a few times and KO Donphan with Surf, although his lack of recovery hurts. Poliwrath can also switch into Earthquake with little trouble and deal huge damage with Waterfall.</p>

<p>Flying-types are capable of switching into Donphan's Earthquake with immunity and threatening him with boosted attacks, provided Donphan does not have Stone Edge or Ice Shard in the fourth moveslot. Moltres can scorch Donphan with a Life Orb-boosted Fire Blast, Swellow can easily wear down Donphan with a Guts-boosted STAB Facade, and Altaria can set up on Donphan with Dragon Dance and deal heavy damage with Outrage.</p>

<p>Torterra and Tangrowth can switch into any of Donphan's sets with ease due to their mighty physical Defense and KO with a super effective Grass-type attack or stall out Donphan with Leech Seed. Venusaur, while he doesn't resist Earthquake, can switch in and KO Donphan with Leaf Storm, set up Swords Dance, or put someone to sleep with Sleep Powder.</p>

<p>Outside of Torterra and Tangrowth, Weezing is the most reliable counter to Donphan, as his high Defense and immunity to Earthquake means that Donphan will hardly be able to scratch him. Will-O-Wisp also shuts down Donphan completely, further nullifying his attempts to weaken Weezing. With some EV investment in Special Attack, Weezing can even 3HKO Donphan with Flamethrower or Fire Blast.</p>

<p>In general, a specially-oriented Grass-, Ice-, or Water-type will do a lot of damage to Donphan, so the best counters have such a move as well as a high defensive ability to take Earthquake / Assurance.</p>
Okay, all done. more notes:

-team options is really, really long. I think that you repeat yourself several times in the section, and as a result, have lots of grammar and prose errors (not to mention general uneccessary wording). while the information in team options is quite good, I think you could easily condense it to either two long paragraphs, or three medium to short length ones. I dunno, it just seems uneccessary to have the section be so long when it isnt so hard to sumarize. consider going back and removing anything you see as uneccessary, or take out any repeated information
-I added some content where I felt was neccessary, as I believed some parts to be a little dry. namely, I added information regarding chansey at the start of the final paragraph in team options, and I added information in most of the paragraphs regarding pretty minor things. stuff like thats in blue, feel free to disagree/not add
-the counters section looks pretty choppy in my opinion with the five short paragraphs that you currently have written, so I would consider merging them into like two or three slightly larger paragraphs. the content is largely excellent as far as counters is concerned, but I think that merging some paragraphs would make it look a bit less choppy and overall more visually pleasing for the average reader. just a thought!

Great job overall!
 

Komodo

Huff
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Thanks for the check Snorlaxe. A lot of the pronoun errors were cause of the rule change. I took away some repeated comments in team options and will take another look next time I have access to a computer :) GP team may look over this if they think it's neccessary :D
 

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