Ampharos (UU Revamp - QC 0/2) - WIP

#1

The shepherd lights the way though the night. (really bad, I know, but you get the idea)

[overview]
<p>Ampharos is no example of a standard fast-and-fragile Electric type; it has reasonable 90/75/90 defenses, but is quite slow. As a result, it distinguishes itself from other Electrics in the tier, such as Electabuzz and Manectric, being played much differently than them. It also has access to the rare Heal Bell, allowing it to clear its teammates of status, which very few other Pokemon in UU can do. Inside Ampharos' movepool lies other useful moves, such as Reflect, Thunder Wave, and Fire Punch, all of which can be put to good use. Put a solid base 115 Special Attack into the mix, and Ampharos has a solid niche in the UU metagame, being able to help its teammates against status conditions that would normally cripple them, while taking out the bulky Water-types that would otherwise give them trouble.</p>

<p>However, Ampharos still has some issues. It gets repeatedly worn down by switching into strong attacks, especially when Spikes are up. It also faces competition from other Electrics in the tier offensively due to its lack of speed. As a result, it can tend to be a bit of a liability. However, despite these flaws, Ampharos is still a threat in the UU metagame that needs to be accounted for.</p>

[SET]
name: Support
move 1: Heal Bell
move 2: Thunderbolt
move 3: Hidden Power Grass / Hidden Power Ice
move 4: Fire Punch / Toxic
item: Leftovers
ability: Static
nature: Bold
evs: 252 HP / 148 Def / 76 SpA / 32 SpD

[Set Comments]
<p>This set takes all of Ampharos' best qualities and uses them to their highest potential. Ampharos is one of three viable clerics in UU, the others being Granbull and Vileplume. With all of the Pokemon in UU running Rest, such as Omastar, Walrein, and Grumpig, Ampharos can wake many of them up using Heal Bell. It also has offense on its side as well, taking a base 115 Special Attack into account. Thunderbolt is Ampharos' STAB of choice. Hidden Power Grass is its second attack of choice, being able to deal a lot of damage to Quagsire, which Ampharos tends to lure in. However, Hidden Power Ice hits the Ground types that come in on Ampharos, such as Nidoking and Gligar, and hits Altaria hard. Fire Punch is in the third slot to hit the Grass-types that will attempt to put Ampharos to sleep. However, Toxic is a viable option over Fire Punch to wear down bulky Pokemon. Toxic should mainly be used with Hidden Power Ice, as Fire and Ice have redundant coverage together.</p>

[Additional Comments]
<p>The EVs allow Ampharos to survive an Earthquake from +1 Brave Quagsire and OHKO back with Hidden Power Grass. If desired, more Special Defense EVs can be used to handle Water-types like Slowking and Sharpedo better. If Hidden Power Ice is chosen, the Special Attack EVs can be moved to Special Defense to take some special hits better. Rest users like Blastoise and Walrein are good teammates; Blastoise in particular can Rapid Spin away the Spikes that threaten to wear down Ampharos. Both of them also can hit Ground-types hard, and can check Dragon Dance Altaria with Ice Beam. Aside from Blastoise, Hitmontop is also a good teammate for Ampharos, not only being able to use Rapid Spin, but appreciates the removal of status from it. In return, Hitmontop can Intimidate Nidoking and Nidoqueen, and though it is still getting smacked around a bit, can use Earthquake on them to hit them hard. Ampharos appreciates Wish support, so Hypno and Kangaskhan aer good teammates.Ampharos' ability to dispose of Quagsire by luring it in and KOing it with Hidden Power Grass is also something that is useful. Golduck, Kabutops, Sharpedo, Nidoking, and Aggron are good teammates that can take advantage of Quagsire being eliminated.</p>

[Other Options]
<p>Ampharos' movepool is not particularly large, but there are some other tricks up its sleeve. Thunder Wave can be used to cripple non-Ground types and cut their speed. Reflect and Light Screen can be used to weaken enemy attacks for a few turns. Ampharos can go all-out offensive, but it is not bulky or fast enough to go down that route, and is better left to Electabuzz or Manectric. Ampharos has access to Counter, which can help against Kangaskhan, Swords Dance Vileplume, and Muk, but it is too easily beaten by the Ground-types that plague UU. Ampharos can use Rest + Sleep Talk as a form of recovery, but it does not have the bulk nor resistances to run it effectively. Focus Punch looks good on paper, but the only opponents it is hitting are Aggron and Clefable, who are hit hard by Thunderbolt to begin with.</p>

[Checks and Counters]
<p>Camerupt is the chief counter to Ampharos; it is immune to Thunderbolt, resists Fire Punch, is neutral to Hidden Powers Ice and Grass, and KO back with Earthquake. RestTalk variants can even get past Toxic. Vileplume is in the same boat, as the defensive variants are not even 3HKOd by Fire Punch, can set up on it with Leech Seed, Swords Dance, or Sunny Day, use Sleep Powder to put it out of commission, or beat it out with Sludge Bomb; it also has access to Moonlight to stall Ampharos out. RestTalk variants of Muk wall Ampharos hard. Quagsire is similar to the former three, resisting Fire Punch and being to Thunderbolt, but does not handle Hidden Power Grass or Toxic too well. Victreebel cannot switch into Fire Punch, but can put Ampharos to sleep with Sleep Powder to set up on it. Meganium does well against Ampharos, and can tank a Fire Punch, though Toxic will use up the PP on its Aromatherapy. Ground-types like Nidoking and Gligar need to watch out for Hidden Power or Toxic, but can give Ampharos problems by soaking its Thunderbolt and KOing back with Earthquake. Clefable can use Ampharos as set-up fodder for Calm Minds if it lacks Toxic, and can heal off any damage with Softboiled, or KO with Ice Beam. Finally, Spikes wears down Ampharos rather quickly, and can prevent it from doing its job.</p>
 
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#3
It isn't that long. Each paragraph is only a few sentences. It is not like the paragraphs are over 15 sentences long. When a person is reading an analysis, he/she should understand from the analysis what a Pokemon does, and not just a set with a very brief description that is generally not enough. The analysis explains exactly what it needs to explain.
 
#4
Thunderbolt is Ampharos' STAB, and comes handy in hitting Blastoise and Walrein hard.

- not needed

Ampharos is mainly used as a cleric, and as such, should be used as one.

-not needed

Blastoise has Rapid Spin to clear away Spikes, and Walrein has some key resistances to Water, Fire, and Ice-type moves.

- the resistances don't help Amph at all. just say rest users and get rid of the above

I overreacted n_n
 
#6
[overview]
<p>Ampharos is no example of a standard fast-and-fragile Electric type; it has reasonable 90/75/90 defenses, but is quite slow. As a result, it distinguishes itself from other Electrics in the tier, such as Electabuzz and Manectric, who would normally give it competition for a slot. It also has access to the rare Heal Bell, allowing it to clear its teammates of status, which very few other Pokemon in UU can do. Inside Ampharos' movepool lies other useful moves, such as Reflect, Thunder Wave, and Fire Punch, all of which can be put to good use. Put a solid base 115 Special Attack into the mix, and Ampharos has a solid niche in the UU metagame, being able to help its teammates against status conditions that would normally cripple them, while taking out the bulky Water-types that would otherwise give them trouble.</p>

<p>However, Ampharos still has some issues. It lacks a recovery move outside of Rest, and it is not bulky enough to take the most powerful attacks. As a result, it can be worn rather quickly. It also faces competition from other Electrics in the tier offensively due to its lack of speed. As a result, it can tend to be a bit of a liability. However, despite these flaws, Ampharos is still a threat in the UU metagame that needs to be accounted for.</p>

'Is not bulky enough to take the most powerful attacks' is kind of a vacuous statement. Same with 'it can be worn rather quickly.' I'd combine the two and say something along the lines of 'often finds itself getting worn down by repeated switching into strong attacks, especially alongside Spikes'. Also, I don't like the whole thing about it facing competition - it fulfils a completely different role to other Electric-types in the tier - they are offensive late-game cleaners, whereas Amph is a hardy supporter who's looking to last a long time out there.

[SET]
name: Support
move 1: Heal Bell
move 2: Thunderbolt
move 3: Hidden Power Grass / Hidden Power Ice
move 4: Fire Punch / Toxic
item: Leftovers
ability: Static
nature: Bold
evs: 252 HP / 148 Def / 76 SpA / 32 SpD

I'm happy with the set and spread, however a more Special Defense-oriented spread with a Calm nature is worthwhile to mention in the AC because it switches in better vs Waters like Slowking, Golduck, Sharpedo etc.

[Set Comments]
<p>This set takes all of Ampharos' best qualities and uses them as best as it can. Ampharos is one of three viable clerics in UU, the others being Granbull and Vileplume. With all of the Pokemon in UU running Rest, such as Omastar, Walrein, and Grumpig, Ampharos can wake many of them up using Heal Bell. It also has a bit of offense as well, taking a base 115 Special Attack into account. Thunderbolt is Ampharos' STAB of choice. Hidden Power Grass is its second attack of choice, being able to deal a lot of damage to Quagsire, which Ampharos tends to lure in. However, Hidden Power Ice hits the Ground types that come in on Ampharos, such as Nidoking and Gligar, and hits Altaria hard. Fire Punch is in the third slot to hit the Grass-types that will attempt to put Ampharos to sleep. However, Toxic is a viable option over Fire Punch to wear down bulky Pokemon. Toxic should mainly be used with Hidden Power Ice, as Fire and Ice have redundant coverage together.</p>

I think 'a bit of offense' is an understatement. For ADV UU standards 115 base hits hard. Also, your opening sentence is somewhat inelegant, what with the repetition of 'best'. 'This set uses Ampharos' qualities to their best potential' or something along those lines is more smooth reading.

[Additional Comments]
<p>The EVs allow Ampharos to survive an Earthquake from +1 Brave Quagsire and OHKO back with Hidden Power Grass. If Hidden Power Ice is chosen, the Special Attack EVs can be moved to Special Defense to take some special hits better. Rest users like Blastoise and Walrein are good teammates; Blastoise in particular can Rapid Spin away the Spikes that threaten to wear down Ampharos. Aside from Blastoise, Hitmontop is also a good teammate for Ampharos, not only being able to use Rapid Spin, but appreciates the removal of status from it. In return, Hitmontop can check Nidoking and Nidoqueen for Ampharos. Ampharos' ability to dispose of Quagsire by luring it in and KOing it with Hidden Power Grass is also something that is useful. Golduck, Kabutops, Sharpedo, Nidoking, and Aggron are good teammates that can take advantage of Quagsire being eliminated.</p>

Top isn't really that good of a check to the Nidos - it's vulnerable to Sludge Bomb poision and even with Intimidate CB sets can still hurt it quite a bit. If you're gonna mention it though, specify that it has EQ. Explain why Walrein, Blastoise, and co are good partners - they help a lot vs Grounds and Ice Beam is good for DD Altaria. Also I'd advise something that switches well into Grasses and something that switches well into Muk. Also, I'd mention Wish support as something Amph massively benefits from, especially on the defensive teams Amph usually finds itself a member of.

[Other Options]
<p>Ampharos' movepool is not particularly large, but there are some other tricks up its sleeve. Thunder Wave can be used to cripple non-Ground types and cut their speed. Reflect and Light Screen can be used to weaken enemy attacks for a few turns. Ampharos can go all-out offensive, but it is not bulky or fast enough to go down that route, and is better left to Electabuzz or Manectric. Ampharos has access to Counter, but it is too easily beaten by the Ground-types that plague UU. Ampharos can use Rest + Sleep Talk as a form of recovery, but it does not have the bulk nor resistances to run it effectively. Focus Punch looks good on paper, but the only opponents it is hitting are Aggron and Clefable, who are hit hard by Thunderbolt to begin with.</p>

I would mention that Counter is decent if you're facing something like Muk or Kanga or Swords Dance Vilo though.

[Checks and Counters]
<p>Camerupt is the chief counter to Ampharos; it is immune to Thunderbolt, resists Fire Punch, is neutral to Hidden Powers Ice and Grass, and KO back with Earthquake. RestTalk variants can even get past Toxic. Quagsire is in a similar boat, resisting Fire Punch and being to Thunderbolt, but does not handle Hidden Power Grass or Toxic too well. Other Ground-types need to watch out for Hidden Power or Toxic, but can give Ampharos problems by soaking its Thunderbolt and KOing back with Earthquake. Clefable can use Ampharos as set-up fodder for Calm Minds if it lacks Toxic, and can heal off any damage with Softboiled, or KO with Ice Beam. Strong attackers, like Pinsir and Hitmonlee, can exploit Ampharos' average bulk and wear it down rather quickly. Finally, Spikes wears down Ampharos rather quickly, and can prevent it from doing its job.</p>

I'd be more specific than 'other grounds' - mention Gligar for its setup ability on non-HP Ice sets, and Nidoking too. Also, Vileplume is a major counter to Ampharos - Fire Punch doesn't 3HKO defensive variants, and it can easily beat it with Leech Seed and Sludge Bomb, or set up on it with Swords Dance or Sunny Day, or put it to sleep to prevent it from belling. It has instant recovery too in Moonlight. Victreebel too there, as while Fire Punch does considerably more, it has the threat of sleep or setup. Meganium is decent too here, but Toxic can use up its Aromatherapies. Also, Restalk Muk walls this thing to hell and back. The 'strong attackers' sentence is not great, because those aren't the kind of things you'd want to be switching into Amph.
 
#8
Overview - You're still mentioning competition from other Electrics. Sure, they're the same type but Amph is a different kettle of fish to the other Electrics.
AC - Amph massively benefits from Wish support, and in UU there's great Wishers for the job. Quag is also Amph's bro because it helps vs Nidos Gligar Muk Altaria etc.
OO - mention the phyiscal attackers Counter can work well vs.
C&C - You need to individualise the Ground-types - mention Gligar and Nidoking as opposed to just 'other Ground-types'. Also, mention Muk here, as the Restalk set walls it easily.
Other than that I'm fairly happy with this.