Donphan (Analysis)

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The 4th slot on the first set is kinda slashy. The order should be Toxic / Roar / Knock Off.

Toxic is invaluable for targeting defensive pokemon like Latias, Jellicent, Blastoise and other Pokemon are capable of using Donphan as set up fodder. Roar is good for phazing and Knock Off has always been an inferior option (even with the introduction of Evolite) so I moved it to the 3rd slash.

QC APPROVED (1/3)
 

AccidentalGreed

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So much clutter in the OU folder...

Anyways, I made changes, and mentioned Attack investment in the AC of the Defensive set.
 
I think an Endeavor + Ice Shard set should be added. While being a bit of a gimmick, it is more effective than Aron with this strategy due to it having Ice Shard. Combining it with Sandstorm could make it a real threat. The moveset could be Toxic, Ice Shard, Endeavor, Stealth Rock (for lack of a better move, and it could be used when predicting a switch) with a Shell Bell. As I said, even though it is somewhat of a gimmick, it at least deserves a mention.
 

AccidentalGreed

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I think an Endeavor + Ice Shard set should be added. While being a bit of a gimmick, it is more effective than Aron with this strategy due to it having Ice Shard. Combining it with Sandstorm could make it a real threat. The moveset could be Toxic, Ice Shard, Endeavor, Stealth Rock (for lack of a better move, and it could be used when predicting a switch) with a Shell Bell. As I said, even though it is somewhat of a gimmick, it at least deserves a mention.
Well, if it's mentionable, it's mentionable. Other Options it goes.

P.S. And thanks for catching that mistake, SMB.

Awaiting the other two QC checks.
 
Deslash Fire Fang from the 4th slot on Offensive Rapid Spin, because it is already slashed on the 3rd slot with Stone Edge and Ice Shard / Stealth Rock are more useful anyway.
So like this:

[SET]
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Stone Edge / Fire Fang
move 4: Ice Shard / Stealth Rock
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

QC APPROVED (2/3)
 
On the defensive set still slash Ice Shard as it helps prevent Gliscor from completely walling you and can help revenge things like weakened dragonite and landorus which are both fairly Anti-sun.
 

AccidentalGreed

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On the defensive set still slash Ice Shard as it helps prevent Gliscor from completely walling you and can help revenge things like weakened dragonite and landorus which are both fairly Anti-sun.
Ice Shard finds better use on the Offensive set, and it's only notable for revenge killing Dragonite and Landorus in this set, not hitting Gliscor. Therefore, it will not warrant a slash, but rather a mention in OO.

Still waiting on those GP Checks.
 

Pocket

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Smooth read, Accidental Greed! I know that quality check is completed, but Superpower should be mentioned at least in the OO section. It is great on the offensive set, providing great coverage in conjunction with EQ and Stone-Edge. The main appeal of Superpower is that it allows Donphan to counter Balloon Excadrills and check Balloon Terrakions. In the defensive set, Donphan can reliably counter all variants of Excadrills and a Balloon Terrakion. Although less significant, the offensive Donphan can also OHKO Scrafty with Superpower with little residual damage, and the defensive Donphan counters Scrafty without LO+HJK, 2-shotting the DDer with EQ + Superpower.

The defensive spread should go with 252 HP / 80 Atk / 176 Def to give Superpower the umph that it needs; Superpower will probably replace SR.

Basically by having Superpower, it does not only perform its job as a Rapid Spinner, but also serves as a check / counter to some of the most dangerous physical threats.
 
Ice Shard finds better use on the Offensive set, and it's only notable for revenge killing Dragonite and Landorus in this set, not hitting Gliscor. Therefore, it will not warrant a slash, but rather a mention in OO.

Still waiting on those GP Checks.
OO is a bit far, ice shard still has plenty utility on the defensive set, at the very least give it an AC comment.
 

AccidentalGreed

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Smooth read, Accidental Greed! I know that quality check is completed, but Superpower should be mentioned at least in the OO section. It is great on the offensive set, providing great coverage in conjunction with EQ and Stone-Edge. The main appeal of Superpower is that it allows Donphan to counter Balloon Excadrills and check Balloon Terrakions. In the defensive set, Donphan can reliably counter all variants of Excadrills and a Balloon Terrakion. Although less significant, the offensive Donphan can also OHKO Scrafty with Superpower with little residual damage, and the defensive Donphan counters Scrafty without LO+HJK, 2-shotting the DDer with EQ + Superpower.

The defensive spread should go with 252 HP / 80 Atk / 176 Def to give Superpower the umph that it needs; Superpower will probably replace SR.

Basically by having Superpower, it does not only perform its job as a Rapid Spinner, but also serves as a check / counter to some of the most dangerous physical threats.
Okay, sure. Seems good. The best place is to put it in OO as a mention for both sets.

Scarfwynaut said:
OO is a bit far, ice shard still has plenty utility on the defensive set, at the very least give it an AC comment.
My mistake; I meant to write it off as "AC", and if you scan the analysis, it mentions Ice Shard.
 

Pocket

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thanks, Accidental Greed!

Accidental Greed said:
I can't find myself using Assurance when I know Scald or Will-o-Wisp from Jellicent is pretty inevitable anyways.
Assurance is probably a dead issue now, but just a nitpick: You're using Assurance on the switch. It's not Payback - it won't double in power by moving second. Assurance doubles in power when Jellicent takes damage on that turn before the move is used (ie Jellicent switching in and taking SR / Spikes damage). If you're keeping Donphan in on Jellicent for any reason, EQ would do more damage than Assurance (unless that Jellicent has Life Orb lol).
 
My first time doing this. Not a GP member so no stamp for you.

Sorry if I did something wrong!

Remove the stuff in Red
Add the stuff in Bold

[Overview]

<p>The mere availability of other utility Pokemon, most especially Hippowdon, in the OU metagame leaves the premier physical tank of UU unnoticed and untouched by players quite often. Don't be fooled by Donphan's current placement in UU, however, as it has quite a few perks to support its team and differentiate itself from the competition. Before you consider Donphan among others, keep in mind that your team will have to play to its main attributes, and be wary of its weaknesses to special attackers and consisting of low Special Defense and vulnerability to Ghost-type Pokemon (especially Jellicent).</p>

<p>For starters, Donphan's main function is to eliminate entry hazards with Rapid Spin, and thanks to its fantastic physical bulk and Ground typing, it will most likely achieve this goal with little costs. Donphan also sports a base 120 Attack stat, which, paired with STAB Earthquake, makes it a durable, hard-to-ignore offensive tank. As a nice side bonus, its ability, Sturdy, has been improved so it survives attacks at full health, aiding in its survival against powerful OU attackers. Donphan, ideally, should be played with diversity in mind, since it can function well as a utility Pokemon while standing up head to head with major threats, unlike its competition. Overall, if you need a different defensive buffer not named Skarmory, Ferrothorn, or Forretress, Donphan can be counted on to reliably utilize Rapid Spin and sponge strong physical attacks for its team.</p>

[SET]
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake
move 4: Toxic / Roar / Knock Off
item: Leftovers
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]

<p>As previously stated stated beforehand, Donphan is a fantastic user of Rapid Spin in its own respect due to its Ground-typing, good physical bulk, Sturdy, and ability to stand up against many threats with gusto. After Ghost-type threats have been removed (which is easily executable thanks to Team Preview and the use of a Pursuit user), Rapid Spin is an almost always guaranteed prospect. Donphan also fares well against other hazard users because it typically takes little damage from them, while completely retracting them from their usual duties.</p>

<p>If entry hazards have been successfully removed, and Donphan is healthy enough, it's looking at a few more options; Stealth Rock is always helpful for providing passive damage if your team needs it, while Earthquake is useful for battering foes such as Terrakion, Tyranitar, and Excadrill (Terrakion, Tyranitar, and Excadrill to name a few) before going down. In the last slot, Toxic is listed primarily to cripple any wall or Ghost-type, especially Jellicent, that might come in Donphan's way. With Toxic, the likes of Hippowdon and Tyranitar are unable to do anything useful while being repeatedly deteriorated by poison, Earthquake and Rapid Spin (if they so happen to pack Stealth Rock). Roar is available to phaze out troublesome threats, and finally, Knock Off is a lesser option that ensures item-reliant Pokemon are sufficiently crippled, including which includes holders of Leftovers and Eviolite.</p>

[ADDITIONAL COMMENTS]

<p>Donphan won't gain too much outside of maximizing its HP and Defense with an Impish nature, but its naturally high Attack shouldn't be ignored either. Ideally, a benchmark spread of 252 HP / 80 Atk / 176 Def enables Donphan to always 2HKO Haxorus with Earthquake after with Stealth Rock damage., and sometimes without. Meanwhile, Donphan sacrifices about 5% in overall defensiveness, which isn't usually a exactly significant difference, depending on your mileage. Ice Shard is another attacking option, As far as other attacking options go, Ice Shard is notable for stopping specific threats, most notably such as Dragonite and Landorus. Otherwise, Donphan is better off crippling or shuffling the opposing team with its the last two moveslots.</p>

<p>Defensively speaking, Donphan appreciates being paired with specially defensive Pokemon with relative neutralities or impunities resistances to against Grass- and Water-type moves. For starters, Blissey and Jirachi are good teammates to consider due to their access to Wish (amongst other helpful support options)., while Celebi should also be noted for its ability to fend off Rotom-W, Gastrodon, and Jellicent, three popular counters to Donphan. Because Donphan is often easily set up on, Whimsicott, with priority Stun Spore and Encore in its disposal, provides invaluable insurance against cocky set up threats.</p>

<p>As a special mention, Donphan performs wonderfully when used in sunlight, for a few reasons, mainly being able to remove entry hazards for sun abusers and stand up against common threats in sandstorm. Additionally, Donphan's Water-type weakness is removed, though it shouldn't push its luck against predicted Surfs and Scalds. In return, its these same Grass- or Fire-type teammates can switch into Will-O-Wisp (and weakened Scalds to an extent) and wreak havoc with colossally powerful attacks.</p>

[SET]
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Stone Edge / Fire Fang
move 4: Ice Shard / Stealth Rock
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This set takes on a more offensive approach, taking semblance to take advantage of Donphan's often forgotten, yet undeniably impressive, Attack stat. Even with the set's slant towards offense, Donphan retains most of its defense, and the decrease in bulk (albeit a moderate one) is somewhat neutralised helped by its Stealth Rock resistance and Sturdy. somewhat Donphan's function, however, remains unchanged, so using Rapid Spin should still be its main priority if entry hazards are present.</p>

<p>As always, Earthquake is a staple for putting a dent in anything that doesn't resist it. Even Jellicent, one of Donphan's initial counters, is 2HKOed with prior damage. Besides Earthquake and Rapid Spin, Donphan has room for more coverage or support options in the last slots. Stone Edge, paired with Earthquake, provides near-perfect coverage, the two being resisted by only a few choice threats such as Bronzong. Fire Fang is an acceptable replacement, even if just simply for threatening certain Steel-types, particularly Scizor and Ferrothorn. The aforementioned two, both of which are popular threats in OU, are enough of a reason to utilize Fire Fang, especially when Ferrothorn, which can threaten with Power Whip. In the last slot, Ice Shard should be used to revenge kill weakened threats and targets with weaknesses to Ice-type attacks, especially Dragonite and Haxorus. If your team is lacking in entry hazards, Donphan is certainly bulky enough to utilize Stealth Rock in place of Ice Shard.</p>

[ADDITIONAL COMMENTS]

<p>Just maximizing Donphan's HP and Attack with an Adamant nature ensures that it stays bulky while hitting hard, hence fulfilling the purpose of this set. You may also consider placing some EVs from HP into Speed so Donphan can outrun specific threats such as Blissey, although doing so squanders Donphan's bulk quite a bit in return. For other coverage moves, Head Smash can replace Stone Edge for more power (though the recoil can be detrimental to its bulk disappointing most of the time), while Seed Bomb deserves is worthy a mention simply for fending off Quagsire and Gastrodon.</p>

<p>Simply put, Donphan isn't as bulky as it is in the previous set, so when placing it in your team, don't expect it to weather too many enormous hits (e.g. Choice Band Haxorus's Outrage). Despite this, and the fact that Donphan still has trouble with certain special attacks and Ghost-types, it should pull through long enough (with defensive planning in mind) to use Rapid Spin and do inflict damage to soften up an enemy for another teammate. Victini, for example, appreciates the removal of all entry hazards, and can return the favor by utilizing an incredibly powerful V-Create to badly injure the opponent. Even moreso, both can be utilized with Drought Ninetales and Chlorophyll Venusaur to deal beautiful, catastrophic damage together.</p>

<p>Paralysis support is another option to consider, as it allows Donphan to outspeed and 2HKO its normal checks and counters without fainting beforehand. Defensively-speaking, Celebi, Ferrothorn, and Jirachi can easily spread paralysis while having maintaining some offensive presence against Donphan's counters. Celebi is the preferred choice out of the three, as the latter two are crippled by burns from Will-O-Wisp or Scald from Rotom-W and Jellicent.</p>

[Other Options]

<p>Outside of the Rapid Spin sets delineated above, Donphan shouldn't bother ventureing much further in the offensive department. Choice Band, nevertheless, is worth considering because of the power behind Earthquake and other moves when holding it. Donphan can even run Rapid Spin on the same set so it doesn't retract itself from to maintain its usual niche. Regarding attacks, Assurance, Seed Bomb, Head Smash, and the other elemental fangs can be used for coverage or power, though Donphan typically won't use anything outside of Earthquake and the other moves mentioned above. However, Superpower is most notable on either set over Stealth Rock, as it allows Donphan to reliably counter certain Dark-types and Balloon users, such as mainly Scrafty and Excadrill, respectively.</p>

<p>Counter is also an odd, but creditable option on Donphan. Thanks to its Ground typing, high Defense, and Sturdy, it often weathers enormously powerful physical attacks, such as Choice Band Haxorus's Outrage. Such opportunities are ideal for Counter, enabling Donphan to take out troublesome physical threats before they can touch the rest of its teammates. Counter generally does require some prediction to use effectively, so be prepared to face the consequences if the target attempts to play around it with support moves.</p>

[Checks and Counters]

<p>Technically, not much can stop Donphan from fulfilling its main duty: eliminating entry hazards. Even Skarmory and Hippowdon, in spite of walling Donphan otherwise, both can't do anything else to stop it outside of a weak attack or phazing. However, like all Rapid Spin users, Donphan's job is delayed if the opposing team's Ghost-type Pokémon hasve not yet fainted. Most defensive Ghost-types Donphan will meet have Will-O-Wisp (or Scald in Jellicent's case) in their disposal, although they have to stay clear of the occasional Toxic or Knock Off. If Donphan lacks multiple coverage moves besides Earthquake, it will be unable to do significant damage to SubDisable Gengar as well. Generally, unless it has the appropriate tool for the appropriate Ghost-type, don't expect Donphan to retaliate too effectively.</p>

<p>In terms of attacking though, Donphan can be easily stopped by physical walls if it doesn't pack Toxic or invest significantly in Attack. Its initial attacking power is somewhat hampered by a lack of effective coverage outside of Earthquake and Stone Edge, so some bulky foes with a set up move will have find little problems taking advantage of this. A strong special attack, such as Heatran's Fire Blast or Latias's Dragon Pulse, will typically 2HKO Donphan thanks to its low Special Defense. If Donphan's Sturdy ability remains intact, however, most attacking foes can expect to take a lot of damage or be crippled before the elephant goes down.</p>

[Dream World]

<p>Donphan receives Sand Veil as its Dream World ability, which isn't bad at all, considering it is one of the reasons behind Garchomp's ban. Outside of sandstorm teams, however, Donphan does require Sturdy to survive attacks it couldn't survive otherwise in order to successfully use Rapid Spin or set up Stealth Rock. Unless Donphan's team can handle opposing weathers, Swords Dance Gliscor should prove to be a more fruitful choice.</p>
 

AccidentalGreed

Sweet and bitter as chocolate.
is a Forum Moderator Alumnusis a Top Contributor Alumnus
My first time doing this. Not a GP member so no stamp for you.

Sorry if I did something wrong!

Remove the stuff in Red
Add the stuff in Bold

[Overview]

<p>The mere availability of other utility Pokemon, most especially Hippowdon, in the OU metagame leaves the premier physical tank of UU unnoticed and untouched by players quite often. Don't be fooled by Donphan's current placement in UU, however, as it has quite a few perks to support its team and differentiate itself from the competition. Before you consider Donphan among others, keep in mind that your team will have to play to its main attributes, and be wary of its weaknesses to special attackers and consisting of low Special Defense and vulnerability to Ghost-type Pokemon (especially Jellicent).</p>

<p>For starters, Donphan's main function is to eliminate entry hazards with Rapid Spin, and thanks to its fantastic physical bulk and Ground typing, it will most likely achieve this goal with little costs. Donphan also sports a base 120 Attack stat, which, paired with STAB Earthquake, makes it a durable, hard-to-ignore offensive tank. As a nice side bonus, its ability, Sturdy, has been improved so it survives attacks at full health, aiding in its survival against powerful OU attackers. Donphan, ideally, should be played with diversity in mind, since it can function well as a utility Pokemon while standing up head to head with major threats, unlike its competition. Overall, if you need a different defensive buffer not named Skarmory, Ferrothorn, or Forretress, Donphan can be counted on to reliably utilize Rapid Spin and sponge strong physical attacks for its team.</p>

[SET]
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake
move 4: Toxic / Roar / Knock Off
item: Leftovers
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]

<p>As previously stated stated beforehand, Donphan is a fantastic user of Rapid Spin in its own respect due to its Ground-typing, good physical bulk, Sturdy, and ability to stand up against many threats with gusto. After Ghost-type threats have been removed (which is easily executable thanks to Team Preview and the use of a Pursuit user), Rapid Spin is an almost always guaranteed prospect. Donphan also fares well against other hazard users because it typically takes little damage from them, while completely retracting them from their usual duties.</p>

<p>If entry hazards have been successfully removed, and Donphan is healthy enough, it's looking at a few more options; Stealth Rock is always helpful for providing passive damage if your team needs it, while Earthquake is useful for battering foes such as Terrakion, Tyranitar, and Excadrill (Terrakion, Tyranitar, and Excadrill to name a few) before going down. In the last slot, Toxic is listed primarily to cripple any wall or Ghost-type, especially Jellicent, that might come in Donphan's way. With Toxic, the likes of Hippowdon and Tyranitar are unable to do anything useful while being repeatedly deteriorated by poison, Earthquake and Rapid Spin (if they so happen to pack Stealth Rock). Roar is available to phaze out troublesome threats, and finally, Knock Off is a lesser option that ensures item-reliant Pokemon are sufficiently crippled, including which includes holders of Leftovers and Eviolite.</p>

[ADDITIONAL COMMENTS]

<p>Donphan won't gain too much outside of maximizing its HP and Defense with an Impish nature, but its naturally high Attack shouldn't be ignored either. Ideally, a benchmark spread of 252 HP / 80 Atk / 176 Def enables Donphan to always 2HKO Haxorus with Earthquake after with Stealth Rock damage., and sometimes without. Meanwhile, Donphan sacrifices about 5% in overall defensiveness, which isn't usually a exactly significant difference, depending on your mileage. Ice Shard is another attacking option, As far as other attacking options go, Ice Shard is notable for stopping specific threats, most notably such as Dragonite and Landorus. Otherwise, Donphan is better off crippling or shuffling the opposing team with its the last two moveslots.</p>

<p>Defensively speaking, Donphan appreciates being paired with specially defensive Pokemon with relative neutralities or impunities resistances to against Grass- and Water-type moves. For starters, Blissey and Jirachi are good teammates to consider due to their access to Wish (amongst other helpful support options)., while Celebi should also be noted for its ability to fend off Rotom-W, Gastrodon, and Jellicent, three popular counters to Donphan. Because Donphan is often easily set up on, Whimsicott, with priority Stun Spore and Encore in its disposal, provides invaluable insurance against cocky set up threats.</p>

<p>As a special mention, Donphan performs wonderfully when used in sunlight, for a few reasons, mainly being able to remove entry hazards for sun abusers and stand up against common threats in sandstorm. Additionally, Donphan's Water-type weakness is removed, though it shouldn't push its luck against predicted Surfs and Scalds. In return, its these same Grass- or Fire-type teammates can switch into Will-O-Wisp (and weakened Scalds to an extent) and wreak havoc with colossally powerful attacks.</p>

[SET]
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Stone Edge / Fire Fang
move 4: Ice Shard / Stealth Rock
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This set takes on a more offensive approach, taking semblance to take advantage of Donphan's often forgotten, yet undeniably impressive, Attack stat. Even with the set's slant towards offense, Donphan retains most of its defense, and the decrease in bulk (albeit a moderate one) is somewhat neutralised helped by its Stealth Rock resistance and Sturdy. somewhat Donphan's function, however, remains unchanged, so using Rapid Spin should still be its main priority if entry hazards are present.</p>

<p>As always, Earthquake is a staple for putting a dent in anything that doesn't resist it. Even Jellicent, one of Donphan's initial counters, is 2HKOed with prior damage. Besides Earthquake and Rapid Spin, Donphan has room for more coverage or support options in the last slots. Stone Edge, paired with Earthquake, provides near-perfect coverage, the two being resisted by only a few choice threats such as Bronzong. Fire Fang is an acceptable replacement, even if just simply for threatening certain Steel-types, particularly Scizor and Ferrothorn. The aforementioned two, both of which are popular threats in OU, are enough of a reason to utilize Fire Fang, especially when Ferrothorn, which can threaten with Power Whip. In the last slot, Ice Shard should be used to revenge kill weakened threats and targets with weaknesses to Ice-type attacks, especially Dragonite and Haxorus. If your team is lacking in entry hazards, Donphan is certainly bulky enough to utilize Stealth Rock in place of Ice Shard.</p>

[ADDITIONAL COMMENTS]

<p>Just maximizing Donphan's HP and Attack with an Adamant nature ensures that it stays bulky while hitting hard, hence fulfilling the purpose of this set. You may also consider placing some EVs from HP into Speed so Donphan can outrun specific threats such as Blissey, although doing so squanders Donphan's bulk quite a bit in return. For other coverage moves, Head Smash can replace Stone Edge for more power (though the recoil can be detrimental to its bulk disappointing most of the time), while Seed Bomb deserves is worthy a mention simply for fending off Quagsire and Gastrodon.</p>

<p>Simply put, Donphan isn't as bulky as it is in the previous set, so when placing it in your team, don't expect it to weather too many enormous hits (e.g. Choice Band Haxorus's Outrage). Despite this, and the fact that Donphan still has trouble with certain special attacks and Ghost-types, it should pull through long enough (with defensive planning in mind) to use Rapid Spin and do inflict damage to soften up an enemy for another teammate. Victini, for example, appreciates the removal of all entry hazards, and can return the favor by utilizing an incredibly powerful V-Create to badly injure the opponent. Even moreso, both can be utilized with Drought Ninetales and Chlorophyll Venusaur to deal beautiful, catastrophic damage together.</p>

<p>Paralysis support is another option to consider, as it allows Donphan to outspeed and 2HKO its normal checks and counters without fainting beforehand. Defensively-speaking, Celebi, Ferrothorn, and Jirachi can easily spread paralysis while having maintaining some offensive presence against Donphan's counters. Celebi is the preferred choice out of the three, as the latter two are crippled by burns from Will-O-Wisp or Scald from Rotom-W and Jellicent.</p>

[Other Options]

<p>Outside of the Rapid Spin sets delineated above, Donphan shouldn't bother ventureing much further in the offensive department. Choice Band, nevertheless, is worth considering because of the power behind Earthquake and other moves when holding it. Donphan can even run Rapid Spin on the same set so it doesn't retract itself from to maintain its usual niche. Regarding attacks, Assurance, Seed Bomb, Head Smash, and the other elemental fangs can be used for coverage or power, though Donphan typically won't use anything outside of Earthquake and the other moves mentioned above. However, Superpower is most notable on either set over Stealth Rock, as it allows Donphan to reliably counter certain Dark-types and Balloon users, such as mainly Scrafty and Excadrill, respectively.</p>

<p>Counter is also an odd, but creditable option on Donphan. Thanks to its Ground typing, high Defense, and Sturdy, it often weathers enormously powerful physical attacks, such as Choice Band Haxorus's Outrage. Such opportunities are ideal for Counter, enabling Donphan to take out troublesome physical threats before they can touch the rest of its teammates. Counter generally does require some prediction to use effectively, so be prepared to face the consequences if the target attempts to play around it with support moves.</p>

[Checks and Counters]

<p>Technically, not much can stop Donphan from fulfilling its main duty: eliminating entry hazards. Even Skarmory and Hippowdon, in spite of walling Donphan otherwise, both can't do anything else to stop it outside of a weak attack or phazing. However, like all Rapid Spin users, Donphan's job is delayed if the opposing team's Ghost-type Pokémon hasve not yet fainted. Most defensive Ghost-types Donphan will meet have Will-O-Wisp (or Scald in Jellicent's case) in their disposal, although they have to stay clear of the occasional Toxic or Knock Off. If Donphan lacks multiple coverage moves besides Earthquake, it will be unable to do significant damage to SubDisable Gengar as well. Generally, unless it has the appropriate tool for the appropriate Ghost-type, don't expect Donphan to retaliate too effectively.</p>

<p>In terms of attacking though, Donphan can be easily stopped by physical walls if it doesn't pack Toxic or invest significantly in Attack. Its initial attacking power is somewhat hampered by a lack of effective coverage outside of Earthquake and Stone Edge, so some bulky foes with a set up move will have find little problems taking advantage of this. A strong special attack, such as Heatran's Fire Blast or Latias's Dragon Pulse, will typically 2HKO Donphan thanks to its low Special Defense. If Donphan's Sturdy ability remains intact, however, most attacking foes can expect to take a lot of damage or be crippled before the elephant goes down.</p>

[Dream World]

<p>Donphan receives Sand Veil as its Dream World ability, which isn't bad at all, considering it is one of the reasons behind Garchomp's ban. Outside of sandstorm teams, however, Donphan does require Sturdy to survive attacks it couldn't survive otherwise in order to successfully use Rapid Spin or set up Stealth Rock. Unless Donphan's team can handle opposing weathers, Swords Dance Gliscor should prove to be a more fruitful choice.</p>
It's not a bad check at all, so I implemented 95% of your changes, the remaining overlooked to maintain the flow of the analysis.
 

elDino

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[Overview]

<p>The mere availability of other utility Pokemon, most especially Hippowdon, in the OU metagame, leaves the premier physical tank of UU unnoticed and untouched by players quite often a lot of the time. Don't be fooled by Donphan's current placement in UU, however, as it has quite a few perks to support its team and differentiate itself from the competition. Before you consider Donphan among others, keep in mind that your team will have to play to its main attributes, and be wary of its weaknesses to strong special attacks and several Ghost-type Pokemon (especially Jellicent).</p>

<p>Donphan's main function is to eliminate entry hazards with Rapid Spin, and thanks to its fantastic physical bulk and Ground typing, it will most likely achieve this goal with little cost. Donphan also sports a base 120 Attack stat, which, paired with STAB Earthquake, makes it a durable, hard-to-ignore offensive tank. As a nice side bonus, its ability, Sturdy, has been improved so it survives attacks at full health, aiding in its survival against powerful OU attackers. Donphan, ideally, should be played with diversity in mind, since it can function well as a utility Pokemon while standing up head to head with major threats, unlike its competition. Overall, if you need a defensive buffer not named Skarmory, Ferrothorn, or Forretress, Donphan can be counted on to reliably utilize Rapid Spin and sponge strong physical attacks for its team.</p>

[SET]
name: Defensive Rapid Spin
move 1: Rapid Spin
move 2: Stealth Rock
move 3: Earthquake
move 4: Toxic / Roar / Knock Off
item: Leftovers
nature: Impish
evs: 252 HP / 4 Atk / 252 Def

[SET COMMENTS]

<p>As previously stated, Donphan is a fantastic user of Rapid Spin due to its Ground-typing, good physical bulk, Sturdy, and ability to stand up against many threats with gusto. After Ghost-type threats have been removed (which is easily executable thanks to Team Preview and the use of a Pursuit user), Rapid Spin is an almost guaranteed prospect you are virtually guaranteed to be able to use Rapid Spin whenever you feel the need to do so. Donphan also fares well against other hazard users because it typically takes little damage from them, while completely retracting them from their usual duties.</p>

<p>If entry hazards have been successfully removed, and Donphan is healthy enough, it's looking at a few more options; Stealth Rock is always helpful for providing passive damage if your team needs it, while Earthquake is useful for battering foes, such as Terrakion and Excadrill, before going down. In the last slot, Toxic is listed primarily to cripple any wall or Ghost-type, especially Jellicent, that might come get in Donphan's way. With Toxic, the likes of Hippowdon and Tyranitar are unable to do anything useful while being deteriorated by poison, Earthquake, and Rapid Spin (if they so happen to pack Stealth Rock). Roar is available to phaze out troublesome threats, and finally, Knock Off is a lesser option that ensures item-reliant Pokemon are sufficiently crippled, including holders of Leftovers and Eviolite.</p>

[ADDITIONAL COMMENTS]

<p>Donphan won't gain too much outside of maximizing its HP and Defense with an Impish nature, but its naturally high Attack shouldn't be ignored either. Ideally, a benchmark spread of 252 HP / 80 Atk / 176 Def enables Donphan to always 2HKO Haxorus with Earthquake after Stealth Rock damage. Meanwhile, Donphan sacrifices about 5% in overall defensiveness, which isn't exactly a significant difference. Ice Shard is another attacking option, notable for stopping specific threats such as Dragonite and Landorus. Otherwise, Donphan is better off crippling or shuffling the opposing team with its last two moveslots.</p>

<p>Defensively speaking, Donphan appreciates being paired with specially defensive Pokemon with relative neutralities or that have resistances to Grass- and Water-type moves. For starters, Blissey and Jirachi are good teammates to consider due to their access to Wish (amongst other helpful support options). Celebi should also be noted for its ability to fend off Rotom-W, Gastrodon, and Jellicent, three popular standard counters to Donphan counters. Because Donphan is often easily set up on, Whimsicott, with priority Stun Spore and Encore in its disposal, provides invaluable insurance against cocky set up threats.</p>

<p>As a special mention, Donphan performs wonderfully when used in sunlight, being able to remove entry hazards for sun abusers and stand up against common threats in sandstorm. Additionally, Donphan's Water-type weakness is removed, though it shouldn't push its luck against predicted Surfs and Scalds. In return, its Grass- or Fire-type teammates can switch into Will-O-Wisp (and weakened Scalds to an extent) and wreak havoc with colossally powerful attacks.</p>

[SET]
name: Offensive Rapid Spin
move 1: Rapid Spin
move 2: Earthquake
move 3: Stone Edge / Fire Fang
move 4: Ice Shard / Stealth Rock
item: Leftovers
nature: Adamant
evs: 252 HP / 252 Atk / 4 Def

[SET COMMENTS]

<p>This set tackles takes a more offensive approach, taking advantage of Donphan's often forgotten, yet undeniably impressive Attack stat. Even with the set's slant towards offense, Donphan retains most of its defense, and the decrease in bulk (albeit a moderate one) is somewhat redeemed by its Stealth Rock resistance and Sturdy. Donphan's function, however, remains unchanged; using Rapid Spin should still be its main priority if entry hazards are present.</p>

<p>As always, Earthquake is a staple for putting a dent in anything that doesn't resist it. Even Jellicent, one of Donphan's initial counters, is 2HKOed with prior damage. Besides Earthquake and Rapid Spin, Donphan has room for more coverage or support options in the last slots. Stone Edge, paired with Earthquake, provides near-perfect coverage, the two being resisted by only a few choice threats such as Bronzong. Fire Fang is an acceptable replacement, even if just for threatening certain Steel-types, particularly Scizor and Ferrothorn. The aforementioned two, both of which are popular threats in OU, are enough of a reason to utilize Fire Fang, especially Ferrothorn, who which can threaten with Power Whip. In the last slot, Ice Shard should be used to revenge kill weakened threats and targets with weaknesses to Ice-type attacks, especially Dragonite and Haxorus. If your team is lacking in entry hazards, Donphan is certainly bulky enough to utilize Stealth Rock in place of Ice Shard.</p>

[ADDITIONAL COMMENTS]

<p>Just maximizing Donphan's HP and Attack with an Adamant nature ensures that it stays bulky while hitting hard, fulfilling the purpose of this set. You may also consider placing some EVs from HP into Speed so Donphan can outrun specific threats such as Blissey, although doing so squanders Donphan's bulk quite a bit in return. For other coverage moves, Head Smash can replace Stone Edge for more power (though the recoil can be detrimental to its bulk), while Seed Bomb deserves mention simply for fending off Quagsire and Gastrodon.</p>

<p>Simply put, Donphan isn't as bulky as it is in the previous set, so when placing it in your team, don't expect it to weather too many enormous hits (e.g. Choice Band Haxorus's Outrage). Despite this, and the fact that Donphan still has trouble with certain special attacks and Ghost-types, it should pull through long enough (with defensive planning in mind) to use Rapid Spin and inflict damage to soften up an enemy for another teammate. Victini, for example, appreciates the removal of all entry hazards, and can return the favor by utilizing an incredibly powerful V-create to badly injure the opponent. Even moreso, both can be utilized with Drought Ninetales and Chlorophyll Venusaur to deal beautiful, (a bit ott...) catastrophic damage together.</p>

<p>Paralysis support is another option to consider, as it allows Donphan to outspeed and 2HKO its normal checks and counters without fainting beforehand. Defensively-speaking, Celebi, Ferrothorn, and Jirachi can easily spread paralysis while maintaining some offensive presence against Donphan's counters. Celebi is the preferred choice out of the three, as the latter two are crippled by burns from Will-O-Wisp or Scald from Rotom-W and Jellicent.</p>

[Other Options]

<p>Outside of the Rapid Spin sets delineated displayed above, Donphan shouldn't venture much further in the offensive department. Choice Band, nevertheless, is worth considering because of the power behind Earthquake and other moves when holding it. Donphan can even run Rapid Spin on the same set to maintain from its usual niche. Regarding attacks, Assurance, Seed Bomb, Head Smash, and the other elemental fangs can be used for coverage or power, though Donphan typically won't use anything outside of Earthquake and the other moves mentioned above. However, Superpower is most notable on either set over Stealth Rock, as it allows Donphan to reliably counter certain Dark-types and Balloon users, such as Scrafty and Excadrill.</p>

<p>Counter is also an odd, but creditable option on Donphan. Thanks to its Ground typing, high Defense, and Sturdy, it often weathers enormously powerful physical attacks, such as Choice Band Haxorus's Outrage. Such opportunities are ideal for Counter, enabling Donphan to take out troublesome physical threats before they can touch the rest of its teammates. Counter generally does require some prediction to use effectively, so be prepared to face the consequences if the target attempts to play around it with support moves.</p>

[Checks and Counters]

<p>Technically, not much can stop Donphan from fulfilling its main duty: eliminating entry hazards. Even Skarmory and Hippowdon, in spite of walling Donphan otherwise, can't do anything to stop it outside of a weak attack or phazing. However, like all Rapid Spin users, Donphan's job is delayed if the opposing team's Ghost-type Pokemon has not yet fainted. Most defensive Ghost-types Donphan will meet have Will-O-Wisp (or Scald in Jellicent's case) in at their disposal, although they have to stay clear of the occasional Toxic or Knock Off. If Donphan lacks multiple coverage moves, it will be unable to damage SubDisable Gengar as well. Generally, unless it has the appropriate tool for the appropriate Ghost-type, don't expect Donphan to retaliate too effectively.</p>

<p>In terms of attacking though, Donphan can be easily stopped by physical walls if it doesn't pack Toxic or invest significantly in Attack. Its initial attacking power is somewhat hampered by a lack of effective coverage outside of Earthquake and Stone Edge, so some bulky foes with a set up move will have little problem taking advantage of this. A strong special attack, such as Heatran's Fire Blast or Latias's Dragon Pulse, will typically 2HKO Donphan thanks to its low Special Defense. If Donphan's Sturdy ability remains intact, however, most attacking foes can expect to take a lot of damage or be crippled before the elephant goes down.</p>

[Dream World]

<p>Donphan receives Sand Veil as its Dream World ability, which isn't bad at all, considering it is one of the reasons behind Garchomp's ban. Outside of sandstorm teams, however, Donphan does require Sturdy to survive attacks it couldn't survive otherwise in order to successfully use Rapid Spin or set up Stealth Rock. Unless Donphan's team can handle opposing weathers, Swords Dance Gliscor should prove to be a more fruitful choice.</p>


Nice work my friend :D
There were a few places where you went over the top a little, and you could vary your sentence structure slightly; a lot of them were written similarly.

Other than that...

GP Approved 2/2
:D
 

AccidentalGreed

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Thanks, bud.

So I officially declare thee (Done). Though its UU analysis being already uploaded causes problems...
 

DetroitLolcat

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On the offensive set, I think Head Smash should be slashed in with Stone Edge and Fire Fang. Head Smash provides the power of Earthquake without sacrificing any of Stone Edge's already bad accuracy. Though the recoil can be off putting, this assures that you can get the 2KO on Jellicent without having to worry about a prediction on EQ vs. Stone Edge. You also OHKO Gengar 100% of the time with Stealth Rock and OHKO Gengar 87% of the time without Stealth Rock.

Head Smash also blasts Rotom-W, doing about 65% to it while Stone Edge can barely do more than 40. You also get a guaranteed OHKO on Bulky Dragonite that Stone Edge fails to give. With Stealth Rock and one round of Life Orb recoil, Head Smash kills Latios as well. Though the recoil can be off-putting, taking out the opponent's Spin blocker or even a frail attacker can make it loads easier to Spin later in the game. You're still getting Leftovers recovery and (hopefully) some Wish support, so preserving Donphan's longevity isn't impossible.

Basically Head Smash is awesome.
 

AccidentalGreed

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On the offensive set, I think Head Smash should be slashed in with Stone Edge and Fire Fang. Head Smash provides the power of Earthquake without sacrificing any of Stone Edge's already bad accuracy. Though the recoil can be off putting, this assures that you can get the 2KO on Jellicent without having to worry about a prediction on EQ vs. Stone Edge. You also OHKO Gengar 100% of the time with Stealth Rock and OHKO Gengar 87% of the time without Stealth Rock.

Head Smash also blasts Rotom-W, doing about 65% to it while Stone Edge can barely do more than 40. You also get a guaranteed OHKO on Bulky Dragonite that Stone Edge fails to give. With Stealth Rock and one round of Life Orb recoil, Head Smash kills Latios as well. Though the recoil can be off-putting, taking out the opponent's Spin blocker or even a frail attacker can make it loads easier to Spin later in the game. You're still getting Leftovers recovery and (hopefully) some Wish support, so preserving Donphan's longevity isn't impossible.

Basically Head Smash is awesome.
Since it's weird that the UU analysis has it, and this one doesn't, I suppose it's okay. But seriously, the length of the second paragraph in offensive Rapid Spin...
 

Jukain

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^ it's kind of odd to not see Rapid Spin / Stealth Rock / Earthquake / Ice Shard on the same set together.
chou i agree completely i know this analysis is done and that this could qualify has an unnecessary bump but i feel that that is the best set on donphan and think it deserves a set or at least all slashed on at least one of the sets
 

Pocket

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non-STAB Ice Shard is really lackluster imo. Your moveset provides very little coverage for the offensive spread, and the defensive spread makes Ice Shard do crap damage.
 

Oglemi

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uploaded

AG, a thing I noticed in this analysis was that you referred to other sets as in "the set above." Don't do that, because the order and popularity of the sets could easily change, and if you write things like that, then it just makes it that much more aggravating when we switch stuff around.

Otherwise it was really good.
 

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