Not something that looks like you want to fuck with, does it? Code: [B][Name][/B] Rohpushin [B][Type][/B] Fighting [B][Base Stats][/B] 105 HP 140 Atk 95 Def 55 SpA 65 SpD 45 Spe [B][Abilities][/B] [U]Guts[/U] If the Pokemon is Burned, Paralyzed, or Poisoned, the wielder's Attack stat is raised by 50%. [U]Encourage[/U] Moves that have a secondary effect (for example: Waterfall has a flinch rate) have their base power raised by 30%, but the secondary effects are nullified. [U]Iron Fist[/U] Boosts Fist-based Attacks base power by 20% [B][Moves][/B] [U]Level Up[/U] Lv1: Pound Lv1: Leer Lv1: Focus Energy Lv1: Bide Lv4: Focus Energy Lv8: Bide [B]Lv12: Low Kick[/B] Lv16: Rock Throw Lv20: Wake-Up Slap Lv24: Payment Plan - Normal Physical Power: 70 / Accuracy: 100 Target's stat changes don't affect this attack [B]Lv29: Bulk Up Lv33: Rock Slide[/B] Lv37: DynamicPunch [B]Lv41: Scary Face Lv45: Hammer Arm Lv49: Stone Edge Lv53: Focus Punch Lv57: Superpower[/B] Egg Moves [B]Drain Punch[/B] Endure [B]Counter[/B] Comet Punch [B]Foresight[/B] SmellingSalt Detect Wide Guard - Rock Other Power: --- / Accuracy: --- User and allies protected from multi-target attacks [B]Force Palm[/B] Reversal [B]Mach Punch[/B] TMs and HMs TM06 - Toxic TM08 - Bulk Up TM10 - Hidden Power TM11 - Sunny Day [B]TM12 - Taunt[/B] TM15 - Hyper Beam TM17 - Protect TM18 - Rain Dance TM21 - Frustration TM23 - Strike Down - Rock Physical Power: 50 / Accuracy: 100 Target falls to the ground TM26 - Earthquake TM27 - Return TM28 - Dig [B]TM31 - Brick Break[/B] TM32 - Double Team TM39 - Rock Tomb [B]TM42 - Facade[/B] TM44 - Rest TM45 - Attract [B]TM47 - Ankle Sweep - Fighting Phyiscal Power: 60 / Accuracy: 100 Lowers opponent's Speed.[/B] TM48 - Troll - Normal Special Power: 60 / Accuracy: 100 Power increases when allies also use Troll. TM52 - Focus Blast TM56 - Fling [B]TM66 - Payback[/B] TM67 - Get Even - Normal Physical Power: 70 / Accuracy: 100 Power increases if an ally was KOed the previous turn. TM68 - Giga Impact TM71 - Stone Edge TM78 - Smooth Over - ? TM80 - Rock Slide [B]TM83 - Cheer Up - Normal Other Raises Attack and Special Attack one stage TM84 - Poison Jab[/B] TM86 - Grass Knot TM87 - Swagger [B]TM90 - Substitute[/B] TM94 - Rock Smash HM04 - Strength [Rohpushin At a Glance] Taunt - This is a big perk for Rohpushin. To be fair, Machamp has Encore and Hariyama has Whilrwind. Even so, Taunt is effective because it shuts down the vast majority of wall's options such as recovery and pseudo-Hazing. It also prevents sweepers from getting an edge versus Rohpushin and kills Baton Pass teams that lack a Taunt user. Hammer Arm / Force Palm - Believe it or not, these are perks for two reasons. First off, Machamp's only move that it can use while being bulky is Dynamicpunch, which requires No Guard. If it tries to use Guts, its only option is Cross Chop, which has 80% accuracy and 5 PP. Force Palm can induce paralysis while Hammer Arm offers Rohpushin a safe move that lowers its Speed, which barely matters unless it needs to be faster to Taunt a Pokemon (which in most cases it won't). Hammer Arm is great for Trick Room purposes since it actually speeds up Rohpushin. Access to 101 HP Substitutes and Iron Fist - This makes Rohpushin an excellent choice for a SubPuncher. It's more beneficial that he's slower since he should be able to take less than 76% damage and still safely set up a Substitute (assuming no Sandstorm conditions). Iron Fist Focus Punches hurt coming from base 140 Attack. Mach Punch - This is a big one. Machamp and Hariyama's only priority move is Bullet Punch. Rohpushin makes great use of a Revenge Killer. While it can't touch those that resist or are flat out immune to it, it provides a big perk for taking out Pokemon like Infernape, for example. This is a welcome move for the Bulk Up, Choice Band, hell even the Standard set. Encourage - While it lacks a lot of moves to make use of it, and some of the moves are unkown, Encourage Rock Slide means that Rohpushin has access to a 97.5 BP Rock-type move that has 90% accuracy. Can't really frown upon that. Lack of Sleep Talk - This is a disadvantage, since Rest + Sleep Talk Rohpushin would be excellent behind Guts. Fuck you Dragon Tail TM. Lack of Close Combat - Let's be frank: It is unlike many of the Fighting-types such as Machamp and Hariyama in that it lacks this key move. It hurts Rohpushin as a sweeper, but it is nevertheless not a huge disadvantage since Rohpushin does like being bulky in general. Possible Lack of Speed? - While Machamp's Speed is still a questionable stat, it can wield a Choice Scarf slightly better than Rohpushin. Furthermore, it does have the edge on being able to outspeed a couple of walls, albeit it still is borderline Speed-creep. NOTE: MACH PUNCH + FORCE PALM IS ILLEGAL! - It's nothing huge to note, but just in case people got the random idea to "try it". [Commentary: EVs] Figured out a solid EV spread thanks to X-Act's Defensive applet. 120 HP | 252 Atk | 136 SpD. This gives Rohpushin maximized attack while making it more defensive than Machamp and "slightly" inferior on the Special Defense side vs. Machamp. To compare them: Rohpushin: 381 HP | 417 Atk | 226 Def | 200 SpD Machamp: 384 HP | 394 Atk | 196 Def | 206 SpD If you want to match Machamp's Atk and invest more in Special Defense, you can take up to 80 more EVs out of Attack. Yeah, that's how much more room Rohpushin has to buff his Special Defense problem! It requires 12 EVs to tie HP, then 24 to tie SpD. So you can run with a grand total of: 132 HP | 220 Atk | 160 SpD Rohpushin will still have +14 Atk over Machamp, but of course it's just recommended to use 120 | 252 | 136 as suggested with an Adamant nature. Speed sounds appealing, but there's one problem: max Speed Adamant Rohpushin is outsped by Skarmory with minimal investment in Speed (around 52). Simply put: Keep Speed out of the picture. [Guts vs. Encourage] This is actually hard to make a solid decision. Encourage technically boosts Rock Slide only so far (yeah, a real bummer). Granted, it becomes more powerful, accurate, and PP conservative than Stone Edge was. Guts might be better on the sets, actually, since Rohpushin has a ridiculous Atk stat as is, and Guts just makes it more painful to face its attacks. This makes Toxic Orb and Flame Orb viable items if you're not looking for Rohpushin to last forever. [Potential Sets] Name: Standard move 1: Taunt move 2: Hammer Arm / Force Palm move 3: Payback move 4: Mach Punch / Stone Edge / Rock Slide ability: Guts item: Leftovers EVs: 120 HP | 252 Atk | 136 SpD nature: Adamant [Commentary] Taunt already screws up walls, so even if all it does is use Taunt Rohpushin accomplished its job. Offensively, it can fire off Hammer Arms while not worrying about the Speed drop much. Payback fends off Ghosts (barring Spiritomb, who at least is put aside with Taunt). Rock Slide vs. Stone Edge is accuracy vs. Power pretty much. Both are boosted to 120 and 150 base powers, respectively. Rock Slide also has a bigger PP usage, so it might help in situations with Pressure. A variation on Standard is to use Force Palm instead of Hammer Arm, then use Guts. This means that you can also use Guts and still be safe from a burn / toxic induction. Sadly Rock Slide drops in power, so you may need to use Stone Edge. Mach Punch is a good move for this set too since Rohpushin does nicely with a priority move on it. It can replace Payback or Rock Slide. If it replaces Rock Slide, simply use Guts. Deck Knight offers a better alternative to the next set: Name: Choice Band move 1: Superpower move 2: Stone Edge / Rock Slide move 3: Payback move 4: Mach Punch ability: Guts / Encourage item: Choice Band evs: 252 HP | 252 Atk | 4 Spe nature: Adamant [Commentary] What's the one thing Machamp lacks as far as a priority move goes? The lack of STAB behind it! Rohpushin uses this to his advantage thanks to Mach Punch being available. You can add Hammer Arm if you need a move that offers consistency. Guts might actually work better for this set, but the main drawback is if the opponent doesn't have a status move in their arsenal, it could bode problems with its usefulness. Still, consider that Toxic Orb / Flame Orb can also be slapped for the same effect as Choice Band with the advantage being versatility and the disadvantage being loss of HP. Name: Bulk Up move 1: Bulk Up move 2: Mach Punch move 3: Rock Slide / Stone Edge move 4: Payback / Hammer Arm ability: Guts item: Toxic Orb evs: 120 HP | 252 Atk | 136 SpD nature: Adamant [Commentary] Pretty much "go all out". Bulk Up + Guts puts Rohpushin at 832 Attack. With STAB Mach Punch going for you, you're bound to know that things will get deadly. Furthermore, with the Toxic Orb you're immune to status. Sadly, it isn't quite comparable to Swords Dance + Mach Punch Breloom, but being able to obtain a +1 Def is pretty nice, so it's possible to get more Bulk Ups in. 4 Moveslot Syndrome is this set's real weakness since it can set up on phazers such as Hippowdon with Taunt. That would require foregoing Hammer Arm and Payback or Rock-type move of your choice. Payback / Hammer Arm or Rock Slide / Stone Edge + Hammer Arm also works. Payback is more for pure Ghost-types. Facade also works nicely on this set, but be warned: it is cockblocked by Steels and Ghosts! [Conclusion] With access to Taunt and its cool abilities, Rohpushin is bound to make a threat one way or another. It is a bit of a middle road with Hariyama and Machamp in that it can abuse Guts to some extent, has access to being able to make decent Subs, fairly bulky, etc. It's sad that it is weak on the Special Defense side of the spectrum, but with its modest 105 base HP it helps cut for some of the slack. On the physical defensive side, Machamp can't compare, so it definitely is great on that part. There isn't much more to add, but hey! Maybe you guys can help throw some cool school ideas for the community. Let's hear it for the Pokemon that's so manly he carries two stones with his hands: Rohpushin!