Wingull (LC Life Orb + Choice Scarf)

Brambane

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

As I was told to do on #littlecup, I posted the two Wingull sets to go into the analysis for approval. I am not sure if Brine is a good option for the sets, but it is Wingull's best Water STAB. A quick highlight of Wingull's perks in Little Cup:

  • 19 Speed
  • Immunity to Ground-type moves
  • Access to 19 HP to reduce Life Orb recoil
  • Priority (Quick Attack)
  • STAB Air Slash
Wingull's notable issues include:


  • Same type as Mantyke offers stiff competition
  • Lack of a good Water STAB
  • Poor ability
  • Frail and weak to Stealth Rock

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[SET]
name: Life Orb
move 1: Air Slash
move 2: Ice Beam
move 3: Hidden Power Ground
move 4: Brine / Shock Wave / Quick Attack
item: Life Orb
nature: Timid
evs: 240 SpA / 236 Spe
ivs: 2 HP / 30 SpA

[SET COMMENTS]


  • Air Slash hits the very common Snover, Machop and Croagunk for super effective damage. Does ~33% to Munchlax from experience. The 30% Flinch rate is also nice.

  • Ice Beam OHKOes Gligar and gets good coverage with HP Ground / Grass and Air Slash.

  • Hidden Power Ground / Grass hits all the Pokemon that resist Air Slash and Ice Beam for at least neutral damage. Does ~75% - 90% to Chinchou. Hidden Power Grass is better if you are using Brine so you can hit Water-types super effectivly, while Hidden Power Ground is a better choice if you are using Shock Wave for OHKOing Aron while hitting other Rock-types.

  • Brine is very good late game if all your opponent's Pokemon are under 50% and is Wingull's best Water STAB.

  • Shock Wave OHKOes Mantyke, but that's pretty much its only use.

  • Quick Attack finishes off Pokemon holding Focus Sash can can be used to beat Croagunk's Sucker Punch.

  • EVs allow wingull to reach an impressive 19 Speed and a usable 15 Special Attack with a Timid nature.

  • IVs allow Wingull to have 19 HP to take advantage of Life Orb and 70 Base Power Hidden Power Grass.

  • Wingull works best with Stealth Rock support, but screen support is also helpful. Rapid Spin support is nice.

  • Partners: Chinchou and Ground-types can take advantage of Wingull's 4x weakness to Electric-type moves. Wingull works well with Aron, being able to switch in on Ground-type moves and Fighting-type moves to an extant.

  • Counters: Munchlax can come in if it is at full health. Oran Berry on Munchlax helps just in case Wingull gets a lucky flinch. Mantyke does decent if Wingull isn't running Shock Wave. Wingull is frail, so Choice Scarf and priority shouldn't have many problems revenge killing it. Stealth Rock and Hail do a good job wearing down Wingull.

[SET]
name: Choice Scarf
move 1: Air Slash
move 2: U-Turn
move 3: Ice Beam
move 4: Hidden Power Ground / Hidden Power Grass
item: Choice Scarf
nature: Naive / Rash
evs: 240 SpA / 236 Spe

[SET COMMENTS]


  • Scarf Wingull outspeeds Choice Scarf Machop, Mankey and Snover and can hit them with STAB Air Slash for super effective damage. Main STAB move.

  • U-Turn can be used for scouting or revenge killing.

  • Ice Beam OHKOes Scarf Gligar, which Wingull outspeeds with a Naive nature. Wingull also outspeeds +1 Bagon and Dratini.

  • Hidden Power Ground and Grass hits most Rock-types and Chinchou for super effective damage. Hidden Power Ground is more useful against Aron, which Wingull outspeeds even after a Rock Polish. Hidden Power Grass hits other Water-types.

  • Wingull reaches a fantastic 28 Speed with a Naive nature and the given EVs. Rash Wingull ties with Gligar, but you gain more firepower.

  • Partners: Chinchou and Ground-types work well with Wingull due to its type combination. Pokemon that can set up Stealth Rock and other hazards are always nice.

  • Counters: Munchlax can work if Wingull isn't running Brine, or if it is over 50%, thanks to its huge HP and Special Defense. Prediction is your best bet against Wingull. Aron can easily come in on Air Slash, U-turn or Ice Beam. A Flying-type like Taillow or Doduo can take a Hidden Power Grass / Ground. Mantyke and Croagunk can come in on Brine and use it as healing.
 
I approve the LO set, but remove QA. Shock Wave is a cool option, but isn't HP Grass + Brine always better unless you're concerned about Mantyke? I mean Aron won't survive a Brine. I'd slash HP Grass over HP Ground, and keep Brine / Shock Wave slashed.

I'm not sure about the Scarf set, but I have used a Lead set pretty effectively before. 19 speed, Air Slash for flinch, and Quick Attack for finishing off other Sashers like Kabuto. It makes a pretty good Anti-lead, but I need to test the Scarf set before I approve the whole thing.
 
Gosh all the little cup analysis' so inactive... Anyway, I think an anti-lead would be really cool. Air Slash/Quick Attack/U Turn/ and a Hidden Power designed to beat its counters. It beats Machop (#1 lead), Snovere (#2), Kabuto with Hp Grass + Quick Attack, Chimchar (kinda he can still get rocks up, unless you quick attack on his fake out then air slash him.)
Anyways, I think an anti-lead could totally deserve a set.
 
i told you i would approve this like a month ago sorry for backlog =x

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