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Crawdaunt(QC 2/2 GP 2/2)

Discussion in 'Uploaded Analyses' started by Biosci, Jan 5, 2012.

  1. Biosci

    Biosci !
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    [​IMG]
    [Overview]

    <p>Crawdaunt has an impressive base 120 Attack stat, and with the right attack, it can put some huge dents into many common threats, such as Latios, Cresselia, and Metagross. Its low base Speed of 55 lets it shine in Trick Room. However, weaknesses to Electric-, Grass-, and Fighting-type moves make Crawdaunt very hard to use. Its Dream World ability, Adaptability, gave Crawdaunt a significant boost in BW; however, it doesn't quite make up for Crawdaunt's many weaknesses.</p>

    [SET]
    name: Trick Room Attacker
    move 1: Crunch
    move 2: Crabhammer / Waterfall
    move 3: Superpower
    move 4: Protect
    item: Life Orb / Dark Gem
    nature: Brave
    ability: Adaptability
    evs: 252 HP / 252 Atk / 4 SpD
    ivs: 0 Spe

    [SET COMMENTS]

    <p>The combination of Crawdaunt's high Attack and low Speed make Trick Room a natural choice for it. Crunch is Crawdaunt's strongest and most reliable STAB move; it can gain a power boost from either Life Orb or Dark Gem to hit the enemy hard. The second moveslot is dedicated to Crawdaunt's secondary STAB. Crabhammer is the stronger choice, but misses can be costly, making Waterfall an equal option. Superpower is mainly for coverage, and the fact that Crawdaunt doesn't have much else to use for this slot. Protect is a common utility move to use in VGC; it enables Crawdaunt to stall out burn or poison damage, prevent damage from an obvious Fake Out, scout out an opponent's moves, or simply enable Crawdaunt to evade damage for a turn.</p>

    [ADDITIONAL COMMENTS]

    <p>A Brave nature optimizes Crawdaunt's stats, giving it as high an Attack and as low a Speed as possible. Similarly, as is standard for Trick Room abusing Pokemon, maximum Attack investment lets Crawdaunt hit as hard as possible, and the rest of the EVs are put in HP for some added bulk. 0 Speed IVs should also be used to maximize Crawdaunt's Speed when under Trick Room. Crawdaunt's most useful ability is Adaptability because of the boost it gives to Crawdaunt's STAB moves. Life Orb grants all of Crawdaunt's moves a nice boost, while Dark Gem gives Crawdaunt's main attack, Crunch, much more power the first time it is used.</p>

    <p>Rain support in the form of Drizzle Politoed would be nice to have, so as to ensure Crawdaunt hits harder with Crabhammer or Waterfall. More importantly, Psychic- or Ghost-types that set up Trick Room are necessary to maximize Crawdaunt's potential. Pokemon that can provide excellent Trick Room support include Cresselia, Dusknoir, Jellicent, and Reuniclus. Fighting-types hold as steady checks to Crawdaunt, so Psychic-type teammates might be preferred to Ghost-type ones. Lightningrod support from Pokemon such as Marowak and Seaking will also be handy, as they draw in Electric-type attacks that could otherwise KO Crawdaunt.</p>

    [Other Options]

    <p>Fling is an interesting option that must be used with Iron Ball to work best. Iron Ball Fling normally has a Base Power of 130, but thanks to STAB and Adaptability boosts, Fling's power is doubled to 260, so it's definitely not to be taken lightly. However, it's a one-shot move, and if you get out-predicted, you will effectively have wasted a moveslot, an item slot, and a turn. The Hyper Cutter ability can be used to prevent Crawdaunt's Attack from being lowered, particularly by Intimidate; however, Adaptability is more useful all around. X-Scissor and Rock Slide are some other attacking options that Crawdaunt can use to take out common threats, such as Zapdos and Ludicolo, respectively. Their downside, though, is their lack ofpower. All in all, Crawdaunt doesn't really have many other useful options offensively, and trying to play it defensively is very gimmicky and risky.</p>

    [Checks and Counters]

    <p>As said before, Fighting-types, such as Hitmontop, Hariyama, and Conkeldurr, can be huge problems for Crawdaunt. Zapdos can take pretty much anything Crawdaunt can hit it with, except maybe Iron Ball Fling; Rotom-W fares similarly against Crawdaunt. To make matters worse, both of these threats can swiftly KO Crawdaunt with Thunderbolt. Scizor is a problem for Crawdaunt because the latter can't hit hard enough to KO, and Scizor can retaliate with Bug Bite, which OHKOes Crawdaunt. Crawdaunt also has trouble dealing with common Grass-types, such as Ludicolo, Ferrothorn, and even Amoonguss, because Crawdaunt can't do much to hurt them. Breloom in particular is nearly impossible for Crawdaunt to handle; the punching mushroom can easily outspeed Crawdaunt and either cripple with Spore or KO with either of its STAB attacks, Seed Bomb or Drain Punch.</p>
  2. Solace

    Solace falling slowly
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  3. Biosci

    Biosci !
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    The OP of the other analysis gave me permission to take over. I have link in my last post in the reservations thread. I wouldn't have made this thread if I didn't ask the guy first...
  4. Solace

    Solace falling slowly
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    my mistake, sorry
  5. Biosci

    Biosci !
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    Ready for QC now I suppose. He isn't as good I remember =/
  6. JRank

    JRank
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    Should be "252 Atk" "4 SpD" and "0 Spe".

    Scizor can take a Crabhammer and hit back with a super effective Bug Bite, mention that in Checks and Counters. Add Grass-types (in Checks and Counters) too, as long as they can move first or take a Fling/Crunch they should be able to beat it, ie Amoonguss, Ferrothorn (I'd bet it can take a Superpower, and possibly another -1 SP), and Ludicolo.

    After that this is pretty much the best Crawdaunt can do, looks fine QC 1 / 2

    EDIT: oh yeah Breloom counters the heck out of it
  7. Biosci

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    Thanks, but yeah Crawdaunt sucks...
  8. makiri

    makiri My vast and supreme will shall be done!
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    Spent some time playing with it, and while Crawdaunt isn't very good it is what it is. I have the same concerns as JRank, but this is likely as good as it gets for this guy.

    QC 2/2
  9. Alakapimp

    Alakapimp All washed up
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    I'm not sold on the one off Fling. Crawdaunt shouldn't really need the speed drop that much, and if you intend to use it as a TR attacker you'll end up burning your Fling while people Protect to stall TR and you'll be stuck without dark stab.
  10. Biosci

    Biosci !
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    I'll flip Crunch over Fling and Life Orb over Iron Ball then, because even if it may be gimmicky, you can predict if your opponent already used Protect, you know they won't(Or at least shouldn't) try protect next turn.
  11. TheMantyke

    TheMantyke ᴵ ᶰᵉᵉᵈ ᵃ ᵐᵒᶰˢᵗᵉʳ ᵗᵒ ᶜᶫᵒᵇᵇᵉʳ ᵗʰᵃᵗ ᵗʰᵉʳᵉ ᴷᶦʳᵇʸ
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    Talked to you about this over IRC, but seriously consider just slashing a Dark Gem on the first set and scrapping the Iron Ball Fling. Iron Ball Fling only has 10 more base power than a Dark Gem Crunch, but it doesn't rob you of one of your STAB moves or just outright fail if your opponent Protects (since gems don't activate if the attack hits Protect). You're pretty slow already so the extra speed "boost" only helps against opposing trick room.

    Edit: Nevermind then, lol.
  12. Biosci

    Biosci !
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    Through suggestions made by TheMantyke I'm just taking out Fling from the main set and into OO, while adding Dark Gem over Iron Ball and putting Iron with the mention of Fling in OO. Making changes now.

    edit: dang TM beat me to it .____.
    edit2: All changes made. Thanks for the advice TM :D
  13. sirndpt

    sirndpt
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    [​IMG]

    GP APPROVED 1/2

    don't be too worried about the length—I don't know that much about VGC, but I think you covered all you needed to in this analysis, and that's what's important. we don't need (or want for that matter) fluff-ridden analyses in order to just meet a certain minimum length :)
  14. Biosci

    Biosci !
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    Alright thanks sirndpt, implemented and double checked. I looked after posting it, and apparently whenever I copy bold text and unbold it in the edit box it removes spaces randomly(I'm not joking there were so many mistakes that I'm 100% weren't there before.) xD
  15. sirndpt

    sirndpt
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    three more spacing errors xD don't worry about it, technology gets the best of everyone sometimes

    copypastable version (open)
    [Overview]

    <p>Crawdaunt has an impressive base 120 Attack stat, and with the right attack, it can put some huge dents into many common threats, such as Latios, Cresselia, and Metagross. Its low base Speed of 55 lets it shine in Trick Room. However, weaknesses to Electric-, Grass-, and Fighting-type moves make Crawdaunt very hard to use. Its Dream World ability, Adaptability, gave Crawdaunt a significant boost in BW; however, it doesn't quite make up for Crawdaunt's many weaknesses.</p>

    [SET]
    name: Trick Room Attacker
    move 1: Crunch
    move 2: Crabhammer / Waterfall
    move 3: Superpower
    move 4: Protect
    item: Life Orb / Dark Gem
    nature: Brave
    ability: Adaptability
    evs: 252 HP / 252 Atk / 4 SpD
    ivs: 0 Spe

    [SET COMMENTS]

    <p>The combination of Crawdaunt's high Attack and low Speed stats make Trick Room a natural choice for it. Crunch is Crawdaunt's strongest and most reliable STAB move; it can gain a power boost from either Life Orb or Dark Gem to hit the enemy hard. The second moveslot is dedicated to Crawdaunt's secondary STAB. Crabhammer is the stronger choice, but misses can be costly, making Waterfall an equal option. Superpower is mainly for coverage, filler, and the sheer fact that Crawdaunt doesn't have much else to use for this slot as far as attacking goes. Protect is a common utility move to use in VGC; it enables Crawdaunt to stall out burn or poison damage, prevent damage from an obvious Fake Out, scout out an opponent's moves, or simply enable Crawdaunt to evade damage for a turn.</p>

    [ADDITIONAL COMMENTS]

    <p>A Brave nature optimizes Crawdaunt's stats, giving it as high an Attack and as low a Speed as possible. Similarly, as is standard for Trick Room abusing Pokemon, maximum Attack investment lets Crawdaunt hit as hard as possible, and the rest of the EVs are put in HP for some added bulk. 0 Speed IVs should also be used to maximize Crawdaunt's Speed when under Trick Room. Crawdaunt's most useful ability is Adaptability because of the boost it gives to Crawdaunt's STAB moves. Life Orb grants all of Crawdaunt's moves a nice boost, while Dark Gem gives Crawdaunt's main attack, Crunch, much more power the first time it is used.</p>

    <p>Rain support in the form of Drizzle Politoed would be nice to have, so as to ensure Crawdaunt hits harder with Crabhammer or Waterfall. More importantly, Psychic- or Ghost-types that set up Trick Room are necessary to maximize Crawdaunt's potential. Pokemon that can provide excellent Trick Room support include Cresselia, Dusknoir, Jellicent, and Reuniclus. Fighting-types hold as steady checks to Crawdaunt, so Psychic-type teammates might be preferred to Ghost-type ones. Lightningrod support from Pokemon such as Marowak and Seaking will also be handy, as they draw in Electric-type attacks that could otherwise KO Crawdaunt.</p>

    [Other Options]

    <p>Fling is an interesting option that must be used with Iron Ball to work best. Iron Ball Fling normally has a Base Power of 130, but thanks to STAB and Adaptability boosts, Fling's power is doubled to 260, so it's definitely not to be taken lightly. However, it's a one-shot move, and if you get out-predicted, you will effectively have wasted a moveslot, an item slot, and a turn. The Hyper Cutter ability can be used to prevent Crawdaunt's Attack from being lowered, particularly by Intimidate; however, Adaptability is more useful all around. X-Scissor and Rock Slide are some other attacking options that Crawdaunt can use to take out common threats, such as Zapdos and Ludicolo respectively. Their downside, though, is their lack of sheer power. All in all, Crawdaunt doesn't really have many other useful options offensively, and trying to play it defensively is very gimmicky and risky.</p>

    [Checks and Counters]

    <p>As said before, Fighting-types, such as Hitmontop, Hariyama, and Conkeldurr, can be huge problems for Crawdaunt. Zapdos can take pretty much anything Crawdaunt can hit it with, except maybe Iron Ball Fling; Rotom-W fares similarly against Crawdaunt. To make matters worse, both these threats can swiftly KO Crawdaunt with Thunderbolt. Scizor is a problem for Crawdaunt because the latter can't hit hard enough to KO, and Scizor can retaliate with Bug Bite, which OHKOes Crawdaunt. Crawdaunt also has trouble dealing with common Grass-types, such as Ludicolo, Ferrothorn, and even Amoonguss, because Crawdaunt can't do much to hurt them. Breloom in particular is nearly impossible for Crawdaunt to handle; the punching mushroom can easily outspeed Crawdaunt and either cripple with Spore or KO with either of its STAB attacks, Seed Bomb or Drain Punch.</p>
  16. Biosci

    Biosci !
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    man, screw technology :c Thanks for the double check, now I'm off to Kona
  17. Jellicent

    Jellicent ~the spirit who loves spirits~
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    Show Hide
    [Overview]

    <p>Crawdaunt has an impressive base 120 Attack stat, and with the right attack, it can put some huge dents into many common threats, such as Latios, Cresselia, and Metagross. Its low base Speed of 55 lets it shine in Trick Room. However, weaknesses to Electric-, Grass-, and Fighting-type moves make Crawdaunt very hard to use. Its Dream World ability, Adaptability, gave Crawdaunt a significant boost in BW; however, it doesn't quite make up for Crawdaunt's many weaknesses.</p>

    [SET]
    name: Trick Room Attacker
    move 1: Crunch
    move 2: Crabhammer / Waterfall
    move 3: Superpower
    move 4: Protect
    item: Life Orb / Dark Gem
    nature: Brave
    ability: Adaptability
    evs: 252 HP / 252 Atk / 4 SpD
    ivs: 0 Spe

    [SET COMMENTS]

    <p>The combination of Crawdaunt's high Attack and low Speed stats make Trick Room a natural choice for it. Crunch is Crawdaunt's strongest and most reliable STAB move; it can gain a power boost from either Life Orb or Dark Gem to hit the enemy hard. The second moveslot is dedicated to Crawdaunt's secondary STAB. Crabhammer is the stronger choice, but misses can be costly, making Waterfall an equal option. Superpower is mainly for coverage, filler, and the sheer fact that Crawdaunt doesn't have much else to use for this slot as far as attacking goes. Protect is a common utility move to use in VGC; it enables Crawdaunt to stall out burn or poison damage, prevent damage from an obvious Fake Out, scout out an opponent's moves, or simply enable Crawdaunt to evade damage for a turn.</p>

    [ADDITIONAL COMMENTS]

    <p>A Brave nature optimizes Crawdaunt's stats, giving it as high an Attack and as low a Speed as possible. Similarly, as is standard for Trick Room abusing Pokemon, maximum Attack investment lets Crawdaunt hit as hard as possible, and the rest of the EVs are put in HP for some added bulk. 0 Speed IVs should also be used to maximize Crawdaunt's Speed when under Trick Room. Crawdaunt's most useful ability is Adaptability because of the boost it gives to Crawdaunt's STAB moves. Life Orb grants all of Crawdaunt's moves a nice boost, while Dark Gem gives Crawdaunt's main attack, Crunch, much more power the first time it is used.</p>

    <p>Rain support in the form of Drizzle Politoed would be nice to have, so as to ensure Crawdaunt hits harder with Crabhammer or Waterfall. More importantly, Psychic- or Ghost-types that set up Trick Room are necessary to maximize Crawdaunt's potential. Pokemon that can provide excellent Trick Room support include Cresselia, Dusknoir, Jellicent, and Reuniclus. Fighting-types hold as steady checks to Crawdaunt, so Psychic-type teammates might be preferred to Ghost-type ones. Lightningrod support from Pokemon such as Marowak and Seaking will also be handy, as they draw in Electric-type attacks that could otherwise KO Crawdaunt.</p>

    [Other Options]

    <p>Fling is an interesting option that must be used with Iron Ball to work best. Iron Ball Fling normally has a Base Power of 130, but thanks to STAB and Adaptability boosts, Fling's power is doubled to 260, so it's definitely not to be taken lightly. However, it's a one-shot move, and if you get out-predicted, you will effectively have wasted a moveslot, an item slot, and a turn. The Hyper Cutter ability can be used to prevent Crawdaunt's Attack from being lowered, particularly by Intimidate; however, Adaptability is more useful all around. X-Scissor and Rock Slide are some other attacking options that Crawdaunt can use to take out common threats, such as Zapdos and Ludicolo, comma respectively. Their downside, though, is their lack of sheer power. All in all, Crawdaunt doesn't really have many other useful options offensively, and trying to play it defensively is very gimmicky and risky.</p>

    [Checks and Counters]

    <p>As said before, Fighting-types, such as Hitmontop, Hariyama, and Conkeldurr, can be huge problems for Crawdaunt. Zapdos can take pretty much anything Crawdaunt can hit it with, except maybe Iron Ball Fling; Rotom-W fares similarly against Crawdaunt. To make matters worse, both of these threats can swiftly KO Crawdaunt with Thunderbolt. Scizor is a problem for Crawdaunt because the latter can't hit hard enough to KO, and Scizor can retaliate with Bug Bite, which OHKOes Crawdaunt. Crawdaunt also has trouble dealing with common Grass-types, such as Ludicolo, Ferrothorn, and even Amoonguss, because Crawdaunt can't do much to hurt them. Breloom in particular is nearly impossible for Crawdaunt to handle; the punching mushroom can easily outspeed Crawdaunt and either cripple with Spore or KO with either of its STAB attacks, Seed Bomb or Drain Punch.</p>

    [​IMG]
    2/2
  18. Biosci

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    Thanks for the Check Jellicent, this is now done =D
  19. Solace

    Solace falling slowly
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    uploaded

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