Colossoil Analysis Workshop

Status
Not open for further replies.

Matthew

I love weather; Sun for days
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
Hi we've got the best sets ready, I'll start working on Comments ASAP, however people writing Team Options, Other Options, EVs, Opinion and Counters is always welcome. Also we do need a CAP section, but we don't really know how that will work out.

<script language="JavaScript">
var set = new CAPSet();
set.name = "Offensive Soil";
set.move[1] = "Earthquake";
set.move[2] = "Pursuit";
set.move[3] = "Sucker Punch";
set.move[4] = ["Stone Edge", "Taunt", "Selfdestruct"];
set.item = "Life Orb";
set.nature = ["Jolly", "Adamant"];
set.ability = "Guts";
set.evs.Atk = 252;
set.evs.Def = 4;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>

<p>Colossoil can use a mixture of its sky high Attack and HP stats along with its above average Speed stat to become an extremely threatening sweeper. With great dual STABs very few Pokémon can switch into Colossoil without being remotely threatened. Also due to its ability, Guts, Colossoil can often beat the powerful Rotom formes without having to worry about being defeated itself.</p>

<p>The moveset is very straightforward and is meant to take advantage of Colossoil’s STABs and Speed stat. Earthquake is hitting any Pokémon who isn’t immune or resistant to it fairly hard, while Pursuit can catch Pokemon such as Blissey as they are switching away from this monster. However easily this set deals with the Rotom formes, Rotom-C and Rotom-W with a Choice Scarf can still outpace Colossoil and hurt it with either Leaf Storm or Hydro Pump, respectively. Since no one wants their Colossoil to get taken out early, Sucker Punch can be used to effectively handle the faster Ghost-types. On top of that, Colossoil can also hit faster Pokemon, such as offensive Celebi, Starmie, and Latias, extremely hard before they have a chance to OHKO it. The choice of Stone Edge, Taunt, or Selfdestruct is a difficult choice, but depends on what Pokemon are more threatening to your team. Stone Edge is the preferred option, hitting Gyarados and Salamence extremely hard, while Taunt stops Skarmory from coming in and sending you away with Whirlwind or setting up Spikes. Since no Ghost-type in its right mind will come in against Colossoil, Selfdestruct can be used as a last ditch effort to deal damage to your opponent when Colossoil has very little HP left.</p>

<p>When using this Colossoil, max Attack and Speed EVs are a must, while the remaining 4 EVs are placed in Defense as Colossoil already has a huge HP stat. Life Orb is the preferred item, allowing Colossoil to come in on status and get the Life Orb and Guts boost, however if you feel that Life Orb and Guts is unnecessary you can opt to choose either Flame Orb or Toxic Orb to be placed on Colossoil. Flame Orb is preferred if you plan to keep Colossoil in for 4 turns or more, while Toxic Orb does less damage over the first 2 turns.</p>

<p>Colossoil is a monster of an attacker, and it is hard to find a solid counter to it; however, Colossoil does have problems with bulky Water-types. Pokemon like Suicune and Vaporeon can come in on Colossoil thanks to their high HP and good Defense stats and then hit back with a STAB super effective Water-type attack. To take care of the majority of the bulky Water-types, you can use a Choice Scarf Latias, who will handle the majority of them. Pokemon such as Suicune rely on their ability to use their bulk to set-up, and nothing hurts them more than getting locked into Calm Mind when what they needed to do next turn is use Rest. Latias also resists Water-type attacks, which makes switching in even easier. Latias also resists Fighting-type attacks, things which Colossoil will not enjoy taking. Latias, on the other hand, needs to watch out for Bug- and Dark-type attacks, so a Pokemon such as Heatran can work well by taking both of those types of attacks. Heatran also has wonderful typing mesh with Latias; all of the weaknesses between them are resisted or immune.</p>

<script language="JavaScript">
var set = new CAPSet();
set.name = "Scarf Soil";
set.move[1] = "Crunch";
set.move[2] = "Earthquake";
set.move[3] = "U-turn";
set.move[4] = ["Selfdestruct", "Pursuit"];
set.item = "Choice Scarf";
set.nature = "Jolly";
set.ability = "Guts";
set.evs.HP = 4;
set.evs.Atk = 252;
set.evs.Spe = 252;
document.write(composeSet(set));
</script>

<p>Though Colossoil may seem to be preferred as a heavy hitter who takes down Pokémon as though they were wet paper, it can also function quite well as a Choice Scarf user. With a 95 base Speed stat, sky high Attack, and lots of HP, Colossoil can switch in time in and time out while crippling walls with STAB Dark- and Ground-type moves. Colossoil still manages to do a great job at beating the powerful Rotom formes, now able to revenge kill even Choice Scarf Rotom-W and Rotom-C, who often forced it out with super effective attacks.</p>

<p>Like most Choice Scarf users, Colossoil's moveset happens to not have a lot of extra options to it. Crunch is to take out Ghost- and Psychic-types whom Colossoil happens to have no trouble switching in on, while Earthquake is a general move which is used to clean up your opponents final Pokémon. Early-game scouting is the best idea, as such U-turn proves to accomplish searching for your opponents counters while slowly dealing damage to them. Finally on the fourth option there are a few select choices to pick from. Selfdestruct may be used after Colossoil has taken down the opponent's Ghost-type and has taken enough damage to no longer be an effective clean-up sweeper or scout. Pursuit may be used to hurt that Ghost-type who always manages to switch out when Crunch is used.</p>


<p>Colossoil wants to hit as hard as it can as fast as it can, so maximizing Speed and Attack first are the best options. The remaining EVs are then thrown into Defense to give an extra point. A Jolly nature is preferred over an Adamant one, as with a Jolly nature you'll now outpace standard Choice Scarf Rotom-A.</p>

<p>Much like the previous set, Suicune and Vaporeon are still hassles to deal with due to their high HP, good Defense stats, and Water-type STAB attacks. Latias, once again, proves to be a useful counter to both of these Pokémon, as it resists Water-type attacks, can use Trick to give them a Choice Scarf, or can simply set up on them with a combo of Calm Mind, Refresh, and Recover. Skarmory also proves to cause this set trouble, so Magnezone can be used to trap Skarmory and OHKO it with super effective STAB Electric-type attacks. </p>

<h2>Team Options</h2>

<p>It’s recommended to use Pokemon who can deal with the problems Colossoil comes across when it’s sweeping. Skarmory, one of the most common Colossoil switch-ins, can be easily beaten by Magnezone, trapping it with its ability, Magnet Pull, and finishing it off with Thunderbolt. Scizor also falls under Magnezone’s grips, especially since Scizor enjoys threatening Colossoil with Bullet Punch. Vaporeon and Suicune have the defenses to switch into Colossoil numerous amounts of times and finish it off with their STAB Surf, meaning Magnezone once again deserves to be mentioned to deal with them, knocking them both out with its STAB Thunderbolt. Heatran is an excellent Pokemon who can dispose of Grass-types who cause Colossoil trouble, especially Celebi and Tangrowth, and can also destroy Skarmory and Scizor.</p>

<p>Since Colossoil is almost guaranteed to bring down Rotom-A and Gengar with its STAB Pursuit or Sucker Punch, it’s not a bad idea to use Pokemon who appreciate them out of the way. Scizor and Lucario are two common examples of Pokemon who Rotom-A and Gengar can generally stop, as Rotom-A resists both of Scizor’s STAB moves and Gengar is immune to ExtremeSpeed from Lucario. With a Rotom-A and Gengar-free battle, Scizor and Lucario can be used with great effectiveness. Gyarados also works the same way as Scizor and Lucario, since Rotom-A is a very common switch-in to Gyarados, which means Colossoil can absorb the Thunderbolt and proceed to eliminate Rotom-A with Pursuit or Sucker Punch. Colossoil is also capable of destroying the #1 special wall in the game: Blissey. That means that strong special sweepers, such as Porygon-Z, Heatran, and Gengar, will be much more difficult to handle, since Blissey is no longer available to deal with them.</p>

<p>Entry hazard support can be extremely beneficial for Colossoil, as it can potentially turn its mere 2HKOs into solid OHKOs. Skarmory and Celebi are great examples of reliable entry hazard supporters, the former setting up Spikes, while the latter setting up Stealth Rock. Speaking of entry hazards, Colossoil’s ability to abuse Rapid Spin to remove them can help out Pokemon who are weak to them, like Gyarados or Salamence. Both Gyarados and Salamence hate the presence of Stealth Rock and it really hinders their ability to keep switching in, so when Stealth Rock is out of the picture, they become much better sweepers.</p>

<h2>Other Options</h2>

<p>Colossoil’s gigantic movepool, consisting of both offensive and defensive moves, opens it up to many other moves that it can use to its advantage.</p>

<p>On the offensive side, Colossoil can use Aqua Tail and Brine to deal heavy damage to bulky Ground-types like Hippowdon, Brine dealing more damage if the opponent is below 50% HP. Drill Peck may be proven useful to OHKO both Heracross and Breloom, two Pokemon who resist both of Colossoil’s STAB moves. Since Colossoil has sets that abuse its Guts ability, Facade’s Base Power shoots up to 140, causing a great deal of damage to many Pokemon. Fake Out and Ice Shard may be useful on Colossoil leads, the former knocking off Focus Sashes from the likes of Azelf and Aerodactyl, with the latter finishing off weakened opponents. Flail may be used in a Substitute + Leichi Berry set, dealing huge amounts of damage. Megahorn’s ability to destroy Celebi and Tangrowth is worth noting, as both of those threats can give Colossoil somewhat of a hard time. Payback can be useful in hitting for 100 Base Power against Pokemon switching in, as well as hitting faster Pokemon, like Salamence, for 100 Base Power. Superpower, although not much of a helpful move, can be used to hurt opposing Colossoil, and Zen Headbutt can hurt Heracross, Breloom, and other bulky Fighting-types, like Machamp. Even though Colossoil is generally used as a physical sweeper because of its huge Attack, it can still use various special moves with its usable base 71 Special Attack. These moves include Dark Pulse, Earth Power, and Muddy Water. Colossoil can also use a Substitute Focus Punch somewhat effectively, though it tends to not hit as hard as the standard Life Orb set does.</p>

<p>On the defensive spectrum, Colossoil has a variety of options to choose from. With Heal Bell, Colossoil can become a reliable cleric, and it also helps it abuse Rebound more often, in case it gets hit by status while it’s in on the field. Knock Off can help remove items from threatening Pokemon, such as Shed Shell from Skarmory or Choice Band from Salamence. Moonlight can be proven useful to aid Colossoil’s survivability, as well as rejuvenating it from the Life Orb recoil or poison or burn status. It can also use it in tandem with Stockpile, making it a tough tank to take down. Colossoil can use an interesting move combination of Perish Song and Mean Look or Whirlpool, giving it the ability to trap a Pokemon and stall it out until the Perish Song count reaches zero. Psych Up, although a bit risky, has a chance to steal Dragon Dance boosts from Salamence or Gyarados, or even Swords Dance boosts from Lucario, and can also work well with Swagger. Rapid Spin is an excellent move on Colossoil, since Colossoil generally always beats Ghost-types with Pursuit or Sucker Punch. A combination of Screech and Pursuit can also be useful, dealing severe damage the opposing Pokemon.</p>

<h2>EVs</h2>

<p>In general, Colossoil should always be running maximum Attack and Speed. Its huge base 122 Attack stat should be taken full advantage of, and its base 95 Speed helps it outpace threats such as Lucario, Gyarados, Rotom-A, and Roserade, in addition to tying Pokemon like Gliscor and Electivire. The only exception to not running maximum Speed is for the SubPunch set, who only needs 220 Speed EVs to outrun the necessary opponents.</p>

<h2>Cap Metagame</h2>

<p>In the CAP metagame, Colossoil still is a great weapon against stall, even with newer threats, such as Arghonaut and Revenankh. If played correctly, Colossoil can usually dismantle the opponent's core, giving other Pokémon the opportunity to sweep. It is able to switch into Blissey with ease, and threaten it with moves such as Pursuit or Earthquake, and is also capable of Taunting. With Colossoil's wide variety of moves, it is a very unpredictable Pokémon and can catch anybody off guard. Being able to soften up the common stall CAPs, such as Arghonaut, Fidgit, and Revenankh, in addition to the usual stall staples, such as Rotom-A and Blissey, it is by far the biggest contributor to CAP anti-stall, also referred to as offense.</p>

<p>Apart from that, Colossoil's problems are essentially the same as they are in OU. Scizor and Salamence can kill off Colossoil and can last a hit. Gyarados is also a common switch-in and check to most Colossoil, although the combination of the residual damage from Stealth Rock and a Sucker Punch will leave Gyarados barely alive, and a Crunch + Stealth Rock switch-in would spell death. Despite this, Colossoil makes a great asset to offense and is one of the best revenge killers around.</p>


<h2>Opinion</h2>

<p>Colossoil has been noticed as one of the most, if not the most reliable, offensive Ground-type in the metagame. With its monstrous base 133 HP, huge base 122 Attack, excellent base 95 Speed, fantastic offensive typing, and excellent abilities, Colossoil can potentially give many teams a huge amount of trouble to bring it down. Those characteristics of Colossoil are definitely great; however, those aren’t its main selling point.</p>

<p>The main reason that makes Colossoil so threatening and valuable is its ability to overcome various users of secondary moves, such as Rotom-A, who is completely destroyed by Colossoil’s powerful Dark-type STAB moves. This is why it is so helpful on offensive teams, being able to switch into various secondary moves with relative impunity that many offensive teams dislike and dispose of them quite easily.</p>

<h2>Counters</h2>

<p>When looking for counters to Colossoil, Skarmory immediately comes to mind. Its high Defense, excellent typing, and resistance to Colossoil's Dark-type attacks and immunity to its Ground-type attacks makes it a primary counter. The only issue Skarmory will face is if Colossoil is using Taunt, since it will be incapable of Roosting, using Whirlwind, or setting up Spikes.</p>

<p>Bulky Water-types, specifically Vaporeon and Suicune, can handle Colossoil with relative ease. Vaporeon has access to Wish and Protect, making it more difficult for Colossoil to take down, while Suicune’s great defensive bulk allows it to set up multiple Calm Minds and Rest off any damage taken. Gyarados, although not as bulky as the aforementioned Water-types, can switch into a predicted Earthquake, activate its Intimidate, and finish off Colossoil with Waterfall. Salamence works the same way, except it can bring down Colossoil with a powerful Draco Meteor or Outrage.</p>

<p>Tangrowth and Celebi are also great switch-ins to Colossoil. Tangrowth boasts excellent defensive stats, those being base 100 HP and 125 Defense, and can easily destroy Colossoil with Power Whip. Celebi has the ability to outpace Colossoil, which means that it can hit Colossoil with Grass Knot first before it can move; however, Celebi must be wary of Sucker Punch, as it will do some heavy damage.</p>

<p>Fighting-types, like Hitmontop, Machamp, Heracross, and Breloom[, can switch into Crunch with ease and proceed to destroy Colossoil with their STAB Fighting moves. Hitmontop in particular has Intimidate to cut Colossoil’s Attack, which makes it much harder for Colossoil to take down Hitmontop with Earthquake. Both Heracross and Breloom resist both of Colossoil's STAB attacks, making them excellent Pokemon to deal with Colossoil.</p>
 
Ok, here's a set that is designed to acheive what Colossoil was built for. EDIT: Ok, since U_D made a mini write-up, why not I do that?

[SET]
name: Stallbreaker
move 1: Crunch / Pursuit / Sucker Punch
move 2: Superpower / Earthquake / U-turn
move 3: Taunt
move 4: Moonlight
item: Leftovers
ability: Rebound
nature: Careful
evs: 56 HP / 120 Def / 80 SpDef / 252 Spe

<p>Thanks to Colossoil's exceptional bulk, good typing, decent speed and an amazing ability make it an effective choice in shutting down common members of stall teams.</p>

<p>Colossoil can easily switch-in on many common members of stall teams, including Blissey, Skarmory, most Rotom and defensive Latias. What Colossoil has over Gliscor is its ability, Rebound, meaning it doesn't risk being crippled by Toxic or Will-O-Wisp. Even if they attack Colossoil when it switches in, Colossoil can hit them with Taunt, preventing status moves and recovery, then Colossoil can proceed to take them out. Since Colossoil will be expected to take a fair amount of attacks, Moonlight gives Colossoil a fair amount of lasting power.</p>

<p>The combination of Crunch and Superpower gives Colossoil the best coverage it can get with only two attacks. Earthquake can still be used over Superpower, as it hits most of the same targets for more power and doesn't drop Colossoil's Attack, but it bumps up the number of OU Pokemon that resist Colossoil's attacks from one to three. U-turn can be a handy move at times, in order to scout what the opponent does after being Taunted and having to switch out. Pursuit can be used over Crunch, to hurt Rotom and Latias if they decide to switch, but they won't take as much damage if they stay in. Sucker Punch is another option, letting you hit Latias first and packs good synergy with Taunt, guaranteeing that the attack is performed. However, you risk wasting a turn if they switch. You could theoretically use both Sucker Punch and Pursuit as attacks to aleviate this, but this means Colossoil gets walled by Steel-types.</p>
 
i haven't got time to write a full set right now, but here's some groundwork for the obvious offensive set:

[SET]
name: Offensive Colossoil
move 1: Earthquake
move 2: Pursuit
move 3: Sucker Punch
move 4: Ice Shard / Stone Edge / Selfdestruct
item: Toxic Orb / Flame Orb
nature: Jolly / Adamant
ability: Guts
evs: 252 Atk / 216 Speed / 40 SpD

<p>This set is designed simply to hit as hard as possible. While it has very little capacity for survival, it packs the strongest non-choiced Earthquake and Pursuit in the metagame.</p>

<p>The Pursuit vs Sucker Punch is one of the most ferocious mindgames in Pokemon. Colossoil often finds itself in a position in which is is capable of KOing or being KOed, such as against Starmie, Latias, or Gengar. If the opposing Pokemon tries to switch, Colossoil can chase it out with Pursuit, and if it attacks, it risks taking a Sucker Punch. However, a miss-prediction could result in the loss of Colossoil; Starmie's Life Orb Hydro Pump will OHKO, for example.</p>

<p>The last move is a filler and is highly variable. Ice Shard has great coverage with Earthquake, and is infinitely useful against a Dragon Dance Salamence or a Choice Scarf Flygon about to U-turn. Stone Edge has much more power and also has good coverage, including scoring a super effective hit on Gyarados, however, its accuracy is shaky and it doesn't hit with priority. As this Colossoil intends to simply wreck as much havoc as possible before it falls apart, Selfdestruct is an obvious choice.</p>

<p>As Colossoil often stays in battle for two turns or less, Toxic Orb generally inflicts less damage. However, if Colossoil is in battle for too long, Toxic damage begins to build up. If you intend Colossoil to stays in for four turns or more, Flame Orb is the preferable choice.</p>

<p>The choice between Jolly and Adamant is tough. Jolly is normally preferable, as it guarantees that Colossoil outruns all Lucario, Gyarados, Rotom-a and Heracross, as well as base 100 Pokemon like Salamence that don't use a +Speed nature. However, Adamant provides a significant boost to Colossoil's attacking power. The EVs, on the other hand, are simple. 216 Speed outruns the base 90 group, which includes Lucario and Porygon-z. The remaining EVs are thrown into Special Defense, as Colossoil is generally inferior at taking physical attacks. If you'd prefer balanced defenses, split them to 20 and 20; Colossoil's high HP stat means that investment there has little effect. If Adamant is used, Speed should be maxed, as that outruns Jolly Gyarados and everything below.</p>
 

reyscarface

is a Tournament Director Alumnusis a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnusis a Dedicated Tournament Host Alumnusdefeated the Smogon Frontier
World Defender
Ok I have some sets in mind (note this ones are the ones I used during the test, I know there are more viable sets but im just posting the ones I know that work):

Scarf Colossoil
Colossoil @ Choice Scarf
Nature: Jolly
Ability: Guts
EVs: 4 HP/252 Atk/252 Spe
- Crunch
- Earthquake
- U-Turn
- Selfdestruct / Pursuit / Fire Blast

This set is the one I liked the most and the one I found the most useful. Its very fast, bulky, resists SR, has tremendous attack, U-Turn, excellent dual STAB and a Suicide move, what else can you ask for? You can get in on Thunderbolts from Starmies, Latias, Rotom, etc. and instantly threaten them with Crunch or U-Turn to scout counters and still do massive damage. Not only that but thanks to Guts, this thing is one of the few scarfers that can actually hit stall walls very hard. Selfdestruct is on the last spot because its the best way to kill a troublesome wall when in late game and no need to revenge any more. It OHKOs Vaporeon, Blissey, Swampert, and even Suicunes if Guts is activated, and its also a last resort move if lets say a Gyarados got a DD and its at 100%. It can be replaced though, Pursuit is a great way to ensure Psychics and Ghosts wont escape from you once they know youre scarfed and can support something like a DD Gyarados or SD Scizor sweep. Fire Blast wasnt implemented but it seems like a very good option too to OHKO Scizor and Forretress while easily 2HKOing Skarmory, who is the "best Colossoil counter".

Ill post more stuff later.
 
For the scarf set I'd suggest slashing Stone Edge against Self destruct, this allows it to revenge Gyara without losing Collosoil. It also grants Collosoil great coverage with the rock/ ground combo. Also I don't really understand Jolly 252 speed with collosoil, The only real extra threat you'll be outspeeding is Adament DD Salamence (or rain teams), If mence is what you want to outspeed only 188 speed Ev's are needed with the rest put in to buffer up the defences. I personally use find an Adament 252 att/ 20 def/ 20 sp def/ 216 speed choice scarf collosoil very effective as it allows me to outspeed adament +1 Gyara and scarf Heatran which is basically most common +1 threats that Collosoil can outspeed.
 
I would suggest the set I used to good enough effect most of the playtesting period for now:

[SET]
name: Sub Punch
move 1: Substitute
move 2: Encore
move 3: Sucker Punch / Crunch
move 4: Focus Punch
item: Leftovers
nature: Jolly
ability: Rebound
evs: 36 HP / 252 Atk / 220 Spd

This set abuses Colossoil's resistances and rebound to get in safely and afterward Substitute or just Encore. Encore will come in useful if you switch in on Electric attacks, some slow ghost attacks (like Rotom-A's Shadow Ball) and more, letting you set up a Substitute and start messing wit hyour opponents. The only thing really disrupting this set is U-Turn Pokemon that are resistant to Sucker Punch, such as Scizor and Infernape, but aside from that this set has the ability to rip through teams Pokemon by Pokemon. Crunch is an option if you have trouble against opponents who won't attack you and is faster (so you can't Encore the non-attacking move), like Mismagius and Latias.

This set isn't "gimmicky" for what I've seen. People have seen this set in action and have immediately tried it out too. If anyone thinks this is gimmicky, just try it out for yourself.

If anyone has more ideas for other options, I guess I can add those in. So - oppinions?
 
I know Blue tornado just posted it, but here is a more formal write up:

[SET]
name: SubPunch
move 1: Focus Punch
move 2: Sucker Punch
move 3: Substitute
move 4: Encore
Item: Leftovers
Ability: Guts
Nature: Adamant
EVs: 40 HP / 252 Atk / 108 Def / 108 SpD

<p>Aside from Slaking, Colossoil has the highest attack of any pokemon with both Sucker Punch and Focus Punch, making it a prime user of this set. Encore is used to trap an opponent into a resisted or non-damaging move, while you set up a Substitute. While behind the Substitute you are free to Focus Punch nearly anything for quite a bit of damage. Sucker Punch is a vital move here as it allows Colossoil to take down threats like Gengar who is immune to Focus Punch.</p>

<p>The given EVs optimize Colossoil's offense, while keeping its defensive capabilities strong. Attack is maximized first, allowing Colossoil to deal as much damage as possible. 40 HP gives Colossoil a substitute number, allowing for 5 substitutes, provided you use Leftovers. The rest are then split between the two defenses. Guts is the prefered ability. While being burned or poisoned may shorten Colossoil's life, it gives him a massive boost in power.</p>

<p>This set will have trouble with bulky Flying-types thst resist Punch, like Gyarados and Salamence. Porygon2 is a great counter both, as it can Trace Intimidate and cripple them with Thunderbolt and Ice Beam respectively. Porygon2 also helps with Vaporeon, who walls Colossoil quite well. Celebi is also quite annoying. While the standard Celebi is 2HKOed by Sucker Punch, it can recover most of the damage easily and can PP stall you out of Sucker Punches or hit you with Grass Knot. Taunt is ineffective against this set if it already has a Substitute up, but it will completely shut down those that don't</p>

<p>Considering its massive movepool, Colossoil has quite a few options over Encore. Stone Edge can hit those afformentioned bulky Flying-types for good damage. U-Turn can surprise Celebi, but it doesn't do much more damage than Sucker Punch. Taunt may seem like a good move to go along with Sucker Punch, but it doesn't give you a free set up turn, like Encore does. Crunch could be used over Sucker Punch for more stability, but it won't provide you with priority to shut down Azelf and Gengar before they break your substitute</p>
 
Don't consider this a formal write-up... I just wanted to make sure that a more support oriented (rapid spin) Collosoil didn't immediately get shafted to OO. This is one of the only options I actually tested, so no, its not just a theorymon'd gimmick. I just wanted to explain the EVs so whoever actually ends up writing this knows what to say.

[SET]
name: Spinner
move 1: Rapid Spin
move 2: Crunch
move 3: Earthquake
move 4: Encore / Sucker Punch / Pursuit
Item: Leftovers
Ability: Rebound / Guts (do we just leave this blank?)
Nature: Adamant
EVs: 40 HP / 172 Atk / 80 Def / 216 Spe

Collosoil can always 2HKO Rotom-a with the given Attack. The speed lets him outspeed Jolly Lucario, who may try to set up on him every now and again. 40 HP puts him one above a leftovers number, but really that can be thrown anywhere (much like the Defense).

Encore helps Collosoil support the team even more (allowing it to come in on like slower Zapdos or a CroCune's CM, etc). However Sucker Punch is useful for faster offensive pokemon like Gengar/Starmie/Latias, while Pursuit is... Pursuit. Really though that last slot can be fitted to the team (I've even used Heal Bell in it... and I can imagine one using Roar or Taunt or Perish Song in it on more stall/defensive oriented teams... which is where this set really shines)


In other news if anyone suggest Perish Song/Trapping set... its a gimmick (I'm sure that went without saying though).
 
[SET]
Name: Guts Band
move 1: Earthquake
move 2: Crunch
move 3: U-Turn
move 4: Selfdestruct / Ice Shard / Sleep Talk
Item: Choice Band
Ability: Guts
Nature: Jolly
EVs: 252 Att, 252 Spd, 4 Def

<p> Colossoil is in the same boat as a few other pokemon: The raw power of the Choice Band is tempting, but it also has Guts to work with, and both give the same boost. This set gives that idea the finger, combining the power of Choice Band with the Guts boost.</p>

<p> Send this Colossoil in on a Blissey or something, and if you get Toxic'd, you're in good shape. If you get T-Waved, while it won't affect you, Blissey will be hesitant to use that, knowing Collosoil can get in. Also, oposing Fidget (and possibly Foretris, but who uses them?) are your friend, with their Toxic Spikes. Try to switch in while only 1 layer is up, possibly even switching into Fidget itself. </p>

<p> Anyway, once you ARE statused, the set is that of a standerd Choice Bander. U - Turn is there to scout for counters, EQ is the main STAB move, Crunch is if you don't want to be setup bait (watch for Lucario though). The last move is a toss up. Selfdestruct is so that when Colossoil is on it's last legs, it literally "goes out with a bang" Ice Shard is reliable priority, and is also your best move against Flygon (with the Choice Band, it is an OKAO) and Salamence (Must be statused with the band, but it KOs through Intimidate). Sleep Talk is more novelty, in the same vein as CB Hera, but if you do get put to sleep, it helps. </p>

<p> When using this set, you must be careful. Gyara handly stops you no matter WHAT you run. If you do not have Ice Shard, Celebi, Tangrowth, Flygon, Salamance, and a whole host of others can stop you. If you get stuck on EQ, you will be setup bait, but that doesn't mean that Crunch is the best move either: Lucario, for instance, loves it. It is always best to rid your opponents of their Flying types or Levitators before, or perhaps even use Gravity with Colossoil. But the biggest counter is Heal Bell. If you use this set, do NOT run heal bell! </p>
 
After spending quite a bit of time reading over the analyses for Collosoil, I feel I could make up a viable set. This is my first post ever in the CAP, so I'm not sure how formatting exactly works, so correct my formatting if it's off. Correct my calculations as well.

[SET]
name: StockSoil
move 1: Stockpile
move 2: Roar
move 3: Moonlight / Substitute
move 4: Earthquake / Crunch / Substitute
Item: Leftovers
Ability: Rebound
Nature: Impish
EVs: 40 HP / 92 Atk / 180 Def / 192 SpD

<p>With excellent defensive and offesnive typing, access to an instant recovery move, and a massive base HP stat of 133, Collosoil functions excellently as a pure phazing wall or a tank by the use of Stockpile.</p>

<p>This set seems very similar to Hippowdon's Stockpilapotamus set, but there are quite a few great seeling points for Collosoil. For one, his Dark-typing gains him immunity to Trick, one of the best wall breaking/crippling moves in the game. His speed lets him outrun other phazers and walls such as Skarmory, Hippowdon, and Swampert. He is only outsped by Defensive Zapdos as far as phazers go. This means he will always phaze them out before they do to him, which is excellent when focusing on boosting walling purposes. To add on, he cannot by paralyzed by Thunder Wave due to his secondary Ground-typing, which allows him to consistently outspeed phazers and other threats. However, he is prone to paralysis by Body Slam from Togekiss or Jiarachi. Outspeeding certain threats to your team is another good selling point. Should you opt for an attack, he can destroy Tyranitar and Metagross with Earthquake, scoring a 2HKO on both of them with no EV investment at all.</p>

<p>There is a fork in the road when it comes to the last two moveslots. As you can see, Substitute is viable for both of them, in turn of sacrificing either an attack or a healing move. It is mostly preference as to what role you would like Collosoil to play with Stockpile: two-way tank or pure phazing wall? As mentioned in the above paragraph, Earthquake scores some good 2HKOs on two big OU threats in Metagross and Tyranitar with absolutely zero EV investment and an Impish nature. This seems very compelling and works excellently as a tank. Crunch is equally useful, 2HKOing most Jirachi and is more reliable overall, as nothing is totally immune to it. However, since you are primarily phazing with this set, you want the Flying-types and Levitaters to be crippled by Stealth Rock while attacking everything on the ground. The role of a tank is excellent for Collosoil, and it seems to be his best bet as a role in a team. However, as previously mentioned, he can take the role as a marvelous two-way wall. With one Stockpile, no unboosted attack can OHKO him. The move choice for this is role is Substitute. Getting a subsitute up means getting a free Stockpile, which means the next sub is even harder to take down. At +3 it seems as if nothing can even 3HKO him, meaning the worst-case scenario at this point is a sub being broken. The main and most obvious problem with this set is Taunt. Any and all Taunt users shut down Collosoil without an attack, likewise to other walls. The Taunt problem is solved if you opt for dropping Moonlight for Substitute and adding in an attack. This gives him Focus Punch for an attack option, which will dent anything which doesn't resist because of his massive attack. If you are one of those people worried about PP, then you can put Taunt or Encore in place of Moonlight. They both have excellent crippling functions and work generally the same way in terms of the role the play on the set. They allow for slower Taunt users to be rendered useless, and forces a switch if used against opposing walls/tanks. However, loss of an instant recovery move means it is harder to get those first one or two Stockpiles up without being severely damaged. Again, it preference here.</p>

<p>I know it's a long analysis, but the many possibilities mean a longer analysis of each of those because of comparing them to each other and whatnot. Onto EVs, I can say they work well at taking hits and using the moveset to a good extent. The HP EVs allow for five substitutes which is quite helpful in setting up Stockpiles. It also ensurs that the standard MixNape will never OHKO with Close Combat boosted by Life Orb. If you opt for more HP because you aren't using Subtitute, take some EVs from SpD or attack. The Attack EVs allow for Collosoil to always 2HKO Max HP Metagross and Tyranitar without Stealth Rock damage. This is with an Impish nature. With an Adamant nature, his Earthquake is feared by anything unresisting on the ground. With Stealth Rock up, his KOs come quickly, and he can perhaps sweep teams just with a combination of phazing and attacking. The defense EVs with an Impish nature let Collosoil to only be 3HKOd by Ice Punches from Max Attack Adamant, Metagross, Tyranitar, and almost all others all before a Stockpile. Weavile's Jolly nautre Choice Banded Ice Punch only 2HKOs before a Stockpile, while Metagross and Tyranitar's Adamant Choice Banded Ice Punch does the same. Again, keep in mind this is all before a single Stockpile, which would otherwise render all of these 2HKOs into 4HKOs at full health. The rest of the EVs are in Special Defense to help take Surf and Ice Beams from many other pokemon. You can place them into Speed, along with some Defense EVs to outspeed Timid Heatran and others below. The choice between Impish and Adamant is your choice for both roles that have been previously stated. Impish is excellent for surviving hits from the top physical threats in America i.e. the metagame, while Adamant hits many things harder and balances out the defenses, so mixed attackers will have some problems.</p>

<p>If you aren't using Substitute, and you're worried about Toxic, Guts is an excellent choice for an ability. His Earthquake/Crunch will then become remarkably devastating while maintaining an impenetrable defense. If you want further power, again, Adamant is a viable nature to make Collosoil an impenetrable wall that destroys anything in sight. Kind of like a giant tree that can walk.</p>




Was that ok? Or is it too long?
 

Matthew

I love weather; Sun for days
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
I'd prefer if you guys didn't write set comments, as your set may not even make it in. Once we have the sets that are for sure making it in we will then start the set comments.
 
[SET]
name: Guts Abuse
move 1: Earthquake
move 2: Crunch
move 3: Stone Edge
move 4: Self Destruct / Sucker Punch
item: Flame Orb / Toxic Orb
nature: Jolly / Adamant
ability: Guts
evs: 4 HP / 252 Atk / 252 Spd

<p>This set is destructive in the late game, when everything is weakened / paralyzed. It deals huge damage to most everything in sight though it sacrifices Colossoil's bulk for his attack pwoer.

<p>Earthquake is the obligatory STAB, and, when boosted by Guts, Colossoil has access to the strongest non-choice Earthquake in OU. Crunch is the secondary STAB, which also becomes very powerful when boosted by Guts. Crunch also has the sexy chance to drop your opponents Defense one stage, and it gets great coverage with Earthquake. Stone Edge covers up many of the holes in coverage, and with 100 Base Power, it is also a powerful attack under Guts. It OHKOs one of Colossoil's chief counters, Offensive Gyarados, and can OHKO 252 HP/252 Def with a +defensive nature, factoring in Stealth Rock & Intimidate. The sheer power of Self Destruct is disgusting: Guts boosted Adamant Self Destruct deals ~63% to 252 HP/252 Def Skarmory, meaning that a combination of Stone Edge + Self Destruct and SR always OHKOs his best counter. However, Sucker Punch allows it to wtfpwn any Latias or Gengar who think they can land super effective blows on you.

<p>As this Colossoil is best used in the later stages of the game where he will be staying in for more than two turns, Flame Orb is the preferred option considering the damage doesn't stack. However, if you are using Colossoil as a midgame attacker, then use Toxic Orb which deals less damage over 2 turns.

<p>Jolly is the preferred nature on this Colossoil, as it allows it to outspeed many base 100s, any less than 252 Spd + Jolly Base 95s, and all base 90s and under. It also allows it to beat any Colossoils that aren't running max speed / Choice Scarf. The EVs are very sweeperish: 4 HP is filler, 252 Atk maxes damag output, and 252 Spd + Jolly nature attains very respectable Speed.</p>


EDIT: Sorry for the set comments; I posted it in an old window in which that wasn't written yet.
 
I disagree with the use of Focus Punch on any set for the simple reason that its power is equal to a STAB Earthquake (or within 1-2 points). why would you use that set over substitute / crunch / encore / earthquake?

also why did maci12 just steal what i wrote
 
I disagree with the use of Focus Punch on any set for the simple reason that its power is equal to a STAB Earthquake (or within 1-2 points). why would you use that set over substitute / crunch / encore / earthquake?

also why did maci12 just steal what i wrote
Focus Punch hits Skarm, Bronzong, and Breloom much harder than EQ. In OU, EQ only does morre to the following that FP doesn't KO:

Infernape: FP is a KO if you follow it with a Sucker Punch, so not really important.
Jolteon: lol
Magnezone: see Jolteon
Jirachi and Metagross: EQ 1HKO's and 2HKOs their standard sets respectively, while FP takes one more hit on each.
Starmie: This set would use Sucker Punch either way, so it doesn't mean much
Tentacruel-EQ has a great advantage over FP against this guy.

So that leaves Jirachi, Metagross and Tentacruel as EQs advantages, while FP hits Skarm, Zong, Breloom, Togekiss, Blissey, Snorlax, Mamoswine, etc better. FP also has much greater PP. With EQ, this set only has 24 attacks, making it easier to stall out.

I guess EQ could be a slashed option, but it isn't superior to FP, on that set at least.
 

Plus

中国风暴 trademark
is a Top Tutor Alumnusis a Team Rater Alumnusis an Artist Alumnusis a Community Leader Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Smogon Media Contributor Alumnus
After spending quite a bit of time reading over the analyses for Collosoil, I feel I could make up a viable set. This is my first post ever in the CAP, so I'm not sure how formatting exactly works, so correct my formatting if it's off. Correct my calculations as well.
I'm glad you read the analyses but did you test this set lol
 
i've seen a stockpile arghonaut or two on the playtest ladder; it's not an impressive set. i think the main problems with the set are that colossoil has way too many common weaknesses (making it difficult to set up) and that the set fails to present much of a threat (and is easy to wall).

in any case, those EVs are pretty awful :(

The Attack EVs allow for Collosoil to always 2HKO Max HP Metagross and Tyranitar without Stealth Rock damage.
if you're using a stockpile pokemon, you should be expected to have at least stealth rock, and usually a layer or more of spikes.

216 hp / 124 def / 168 sdef impish optimizes defenses at +3 (i'm assuming you can get +3 because if you can't, you shouldn't be using stockpile). this roughly balances the defenses while also scoring a free defense point.

alternatively, 64 hp / 80 def / 112 sdef / 252 spe impish. the advantages here are obvious; while one normally wouldn't run max speed on a stockpile pokemon, the ability to stockpile before lucario/heracross/jolly gyarados can hit you could seriously save your ass.

and yeah, dont delete your ideas just because objection says to, lol :(

focus punch: i'm still not seeing it. so what if focus punch has better type coverage with only two moves? why does colossoil need substitute at all? i think taunt (or, later, fire blast) messes with skarmory just as much if not more than focus punch does. in fact, why not use taunt over encore and use yet another attack in substitute's place?

anyway, if gliscor can run this set, why not colossoil?

[SET]
name: Stallbreaker
move 1: Earthquake
move 2: Taunt
move 3: U-turn / Pursuit
move 4: Toxic / Moonlight
item: Leftovers
nature: Jolly
ability: Guts
evs: 68 HP / 112 Def / 112 SpD / 216 Speed
 
Focus punch: i'm still not seeing it. so what if focus punch has better type coverage with only two moves? why does colossoil need substitute at all? i think taunt (or, later, fire blast) messes with skarmory just as much if not more than focus punch does. in fact, why not use taunt over encore and use yet another attack in substitute's place?

That's kind of like saying "CBApe shouldn't be on the analysis, because NPApe is better-it can take down Swampert!" Yes, NPApe can kill Swampert with Grass Knot, but it doesn't like Latias. CBApe can U-Turn Latias, while NPApe is a sitting duck if it has Grass Knot. Yes the SubPunch is not the flagship set for Colossoil, but it is still a good, viable option, that is somewhat popular. The two sets accomplish different things. FP/Sucker Punch/Sub/Encore is one of the best ways to take down Bronzong and Skarm, who wall most Colossoil, whithout splitting your EV's.

Substitute is an excellent way easing prediction. Colossoil has a lot of weakness to common types. When behind a Sub, you have a free turn before you have to switch-you could Encore their move allowing your Counter to get in easily. Encore+Substitute is a great combo, and Colossoil is a prime user of it, considering there are only two other pokemon with Encore in OU.

And Fire Blast, honestly, is terrible on Colossoil. A Max SpA Colossoil using FB against Standard Skarm: 265 Atk vs 176 Def & 334 HP (120 Base Power): 260 - 306 (77.84% - 91.62%). It only OHKO's 20% of the time after SR, which means that you are using 252 EVs, your boosting nature, and a moveslot in order to get a 2HKO. On Bronzong, FB is only a 3HKO. And if you use FB, you'll have an EV mess: how can you make Colossoil outspeed Luke, have enough attack to hurt stuff well, and have a bit of bulk. So why again are you using FB?
 
i've seen a stockpile arghonaut or two on the playtest ladder; it's not an impressive set. i think the main problems with the set are that colossoil has way too many common weaknesses (making it difficult to set up) and that the set fails to present much of a threat (and is easy to wall).

in any case, those EVs are pretty awful :(



if you're using a stockpile pokemon, you should be expected to have at least stealth rock, and usually a layer or more of spikes.

216 hp / 124 def / 168 sdef impish optimizes defenses at +3 (i'm assuming you can get +3 because if you can't, you shouldn't be using stockpile). this roughly balances the defenses while also scoring a free defense point.

alternatively, 64 hp / 80 def / 112 sdef / 252 spe impish. the advantages here are obvious; while one normally wouldn't run max speed on a stockpile pokemon, the ability to stockpile before lucario/heracross/jolly gyarados can hit you could seriously save your ass.

and yeah, dont delete your ideas just because objection says to, lol :(
Either way I didn't test it :X But yea, I'm not so stellar on EVs myself. I just used Stockpile Hippowdon with Stockpile/Ice Fang/Roar/Slack Off and he got almost every poke on the opponents team down to ~50% with a Gyarados dead. I just though since Collosoil has a better Attack, SpD and HP stat, he could do the same, only more effectively because of his own Taunt / Encore. Looked good on paper, and Hippowdon is quite similar to Collosoil IMO, so I thought it woud work. So, I deleted it on the grounds that I did not test it, that's all.
 
Scarf Colossoil
Colossoil @ Choice Scarf
Nature: Jolly
Ability: Guts
EVs: 4 HP/252 Atk/252 Spe
- Crunch
- Earthquake
- U-Turn
- Selfdestruct / Pursuit / Fire Blast
I've been using something somewhat similar, but as a lead, so there are some modifications:

[SET]
LeadSoil
Colossoil @ Choice Scarf
Nature: Adamant
Ability: Guts
EVs: 252 Atk/148 Spe/110 Def
-Earthquake
-Stone Edge
-Selfdestruct
-U-Turn/Crunch

Since set comments aren't preferred right now, I'll just do a more casual explanation of this set.

Adamant and 252 Attack for max-damage output. Similarly, I chose Guts as the ability since this thing isn't holding a boosting item, and the boost from a burn would thus be much appreciated. The 148 speed EVs give it enough speed to outspeed max-speed Aeordactyl, with the rest being invested in Defense (but Special Defense is also an acceptable option if you want Colossoil to take special hits better. Mine seems to be taking blows from physical attacks more often though, so I personally put them in defense) for added bulkiness.

As for the moves, it's pretty simple, really. Earthquake and Stone Edge give Colossoil good coverage together (including getting a good hit on Pokemon like Zapdos later in the game with Stone Edge, which is what motivated me to start trying out the move), with Selfdestruct letting it take care of anything else. U-turn rounds off the set by providing an option for when just getting out of there appears to be the best move (and also dealing a good hit to Pokemon like Azelf in the process).

If you don't mind the slight loss in switching ability, Crunch also works nicely late-game, allowing you to hit Pokemon like Latias and Starmie much harder and also without being forced to switch due to U-Turn.

Beyond that, I've also found Aqua Tail to be a useful option on the ladder, but it's really only other options material at best, as it's basically winds up being just for hitting other Colossoil without having to explode. As a result, it's generally not going to be worth it once playtesting ends.
 
CoLOssoil

Colossoil @ Life Orb
Nature: Jolly/Adamant
Ability: Guts (Rebound works too I guess)
252 Atk / 4 Def / 252 Spe
Earthquake
Taunt/Fire Blast/Selfdestruct
Uturn/Crunch/Sucker Punch/Stone Edge/Pursuit
Uturn/Crunch/Sucker Punch/Stone Edge/Pursuit

Versatile set. I personally used EQ/Taunt/Sucker Punch/Stone Edge with Jolly. Life Orb is definitely the way to go though. There are just so many options available to customize it for your team's needs.

EDIT: Refer to tennisace's set. Yeah, this was admittedly excessive, but the point that I wanted to get across on the second moveslot is that you really NEED something to take out skarm, and those three moves are the only things that really accomplish that. Colossoil is so versatile that it is really hard for me to decide what the main options are heh. I also forgot to mention moonlight as an option, but that would be best put in "Other Options" imo. Also, Life Orb Colossoil needs to be referred to as CoLOssoil. That is too perfect.
 

tennisace

not quite too old for this, apparently
is a Site Content Manager Alumnusis a Top Social Media Contributor Alumnusis a Community Contributor Alumnusis a Researcher Alumnusis a Top CAP Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis an Administrator Alumnus
Whoa slashitis. Taunt should be a slash, not a main option. U-turn should be set comments, same with Fire Blast. Rebound vs Guts will be a separate section on the analysis, like Levitate vs Technician on Stratagem. It should look something like this:

Colossoil @ Life Orb
Nature: Jolly
Ability: Guts
252 Atk / 4 Def / 252 Spe
Earthquake
Sucker Punch
Stone Edge
Pursuit/Taunt/Selfdestruct

Set Comment Exclusive:
U-turn, Crunch, Fire Blast+Naive, What Adamant will give you over jolly.
 

VKCA

(Virtual Circus Kareoky Act)
CoLOssoil

Colossoil @ Life Orb
Nature: Jolly/Adamant (I didn't use fire blast. If you use fire blast you want Naive)
Ability: Guts (Rebound works too I guess)
252 Atk / 4 Def / 252 Spe
Earthquake
Taunt/Fire Blast/Selfdestruct
Uturn/Crunch/Sucker Punch/Stone Edge/Pursuit
Uturn/Crunch/Sucker Punch/Stone Edge/Pursuit

Versatile set. I personally used EQ/Taunt/Sucker Punch/Stone Edge with Jolly. Life Orb is definitely the way to go though. There are just so many options available to customize it for your team's needs.
Is there any good reason to use naive? He still gets the two ko on skarm with lo and an oko on forretress.
 

Korski

Distilled, 80 proof
is a CAP Contributoris a Forum Moderator Alumnus
Well, the playtesting metagame really didn't give an anti-stall Colossoil much of a chance to shine, but I did manage to catch one stall team with this particular build, and it pretty much shut it down (my opponent quit the battle early).

Stop the Secondary!:
Colossoil @ Leftovers
Nature: Jolly
Ability: Rebound
4 HP / 64 Atk / 252 Def (or SpD) / 188 Spe
Rapid Spin
Taunt
U-turn/Pursuit
Earthquake/Toxic/Moonlight

It's similar to Gliscor, except that with Rapid Spin, better attacking options, an extra three weaknesses, and a lack of reliable recovery, it plays much differently. The Atk EVs are enough to 2HKO RestTalk Rotom-X with Pursuit and gives you a shot at 2HKOing Defensive Celebi with U-Turn. The Spe EVs are to outrun neutral base 100s and all Rotom-X. Defensive Evs are specialized to allow it to tank better, taking 29% on average from Skarmory's Brave Bird or Blissey's Ice Beam, assuming relevant investment. An alternative EV spread for outrunning Jolly Lucario would be 40 HP / 252 Def (or SpD) / 216 Spe. You lose some necessary attacking prowess there, which is why I ran the original set, but Lucario is a huge threat, so it's always an option. I liked Rebound over Guts, as it allows Colossoil a free switch-in on all Blissey and can gain momentum for your team when switched in on a known sleeper like Roserade leads. As I said before, this build was kind of a flop in the intensely speedy and offensive Colossoil metagame, but it did prove to be a huge success against one traditional stall team, so it's worth a look, imo.
 

Matthew

I love weather; Sun for days
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnus
The sets have been chosen, I will start writing the sets up, but input is always helpful. Likewise I also need people to write Team Options, Other Options, EVs, CAP Metagame, Opinion, and Counters section. No you don't have to write them all, but helpful information about each section would be great.
 
Issues/Comments with the sets:

1 Extra EVs shouldn't go to HP. It is statistically better to put it in defenses for something with such high HP. Sub soil is a kind of exception because it brings it to a leftovers number

2 The LO set shouldn't have sucker punch and pursuit as main options while slashing stone edge. I think that pursuit is something you may or may not want while stone edge is relatively necessary.

3 You are going to mention Flame Orb/Choice Band somewhere on the offensive colossoil set or something, correct? I don't think they are especially strong options but they deserve mention.

4 I think that Superpower needs to be mentioned as an option with Pursuit for taking out Blissey, etc.

I would help write something but I am extremely busy as of late so I don't have the time :(
 
Status
Not open for further replies.

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top