DPP Skarmory (Update) +



Changes:
-Made Brave Bird the only attacking option on Spiker set, with Drill Peck in the Set Comments, mentioning its usefulness alongside Shed Shell
-largely edited Spiker set (huff huff)
-Added updated information on all sets in relation to Aldaron's sticky
-Removed Stealth Rock from Sleep Talk set as it is redundant with the extra time Skarmory gets to play with
-Rewrote Sleep Talk set
-Added ability tag to Taunt set
-Removed Swords Dance set until further notice; I'd like to hear anyone's opinions on this
-rewrote Other Options
-rewrote most of Opinion and added to it
-edited counters section
-added Team Options section!
-edited grammar/spelling of the entire analysis in relation to the Grammar and Spelling sticky

http://www.smogon.com/dp/pokemon/skarmory

[SET]
name: Spiker
move 1: Brave Bird
move 2: Roost
move 3: Spikes / Stealth Rock
move 4: Whirlwind
item: Shed Shell / Leftovers
ability: Keen Eye
nature: Impish
evs: 252 HP / 64 Atk / 176 Def / 16 Spe

[SET COMMENTS]
<p>This set has become the new DPP standard for Skarmory. Roost gives Skarmory improved tanking ability compared to Advance, when its only recovery methods were Rest and Leftovers. This, when compared with the fact that physical attackers have grown much more powerful this generation, makes it an appropriate physical wall and support Pokemon.</p>

<p>Brave Bird is there to let Skarmory deal damage when called for, especially against the likes of bulky attackers like Gyarados. Drill Peck, a more conservative choice, may seem appropriate to retain some HP, however it is not recommended, as your damage output will be significantly reduced thanks to Skarmory's mediocre Attack stat. If, however, Shed Shell is the preffered item choice, the recoil from Brave Bird may take a toll on Skarmory, so Drill Peck is a suitable replacement. Roost lets Skarmory recover HP taken by switching in or setting up entry hazards. In situations where Skarmory is faster than its opponent, Skarmory can also use Roost to remove its Flying-type for the rest of the turn in order to reduce damage from normally effective attacks like Stone Edge and ThunderPunch.</p>

<p>The choice between Spikes and Stealth Rock depends on your team and your preferences. Spikes takes longer to fully set up, but will do more damage to things that aren't weak to Rock. If you have problems with powerful sweepers weak to Rock like Gyarados or Salamence, Stealth Rock is the recommended choice. Keep in mind that Stealth Rock is learned by many competent Pokémon, whereas there are few good Spikers. Whirlwind allows Skarmory to force out attackers that are using stat raising moves and simultaneously makes whatever comes in take damage from Spikes or Stealth Rock. If whatever is forced out is ineffective at doing damage to Skarmory, you can either use Whirlwind again or attack with Brave Bird.</p>

<p>Your choice of item is largely dependent on how hesitant you are in allowing Magnezone to switch in and KO you, and how conservative you are to scout the opponent's team before bringing Skarmory in. Leftovers will give Skarmory better tanking abilities and heal Brave Bird recoil, while Shed Shell will allow Skarmory to give Magnezone (or the rare Probopass) the slip. Although Leftovers has become the widely popular choice, Shed Shell is recommended should you not be extremely careful upon bringing Skarmory in. While unlikely, Shed Shell can also prevent rare trapping Pokemon from walking all over you, such as Mean Look + Baton Pass Umbreon or Absol.</p>

<p>Maximum HP is a must on any Skarmory to allow it better walling capabilities against both special and physical attacks. 64 Attack EVs allow Skarmory to 2HKO offensive Gyarados if it has taken Stealth Rock damage (assuming Skarmory has not been Intimidated) and will also OHKO Infernape switch-ins. The given Attack EVs also allow Skarmory to KO most Lucario after a Defense drop from Close Combat and one Life Orb recoil. 16 Speed EVs grant Skarmory the ability to outrun maximum Speed Adamant Rhyperior, allowing it to Roost stall its Stone Edge. The remaining EVs are delegated to Defense.</p>

<p>Although it would seem Skarmory's defensive abilities and natural resistances could fit on nearly any team, one without the proper immediate response to its counters, or one not able to take full advantage of its utility will find Skarmory's performance mildly underwhelming. Any team with a Skarmory in the wings should have the utmost reliability in taking special hits often fired at it, as well as the ability to handle common counters and weaknesses Skarmory provides. For these reasons are why specially dependable Pokemon like Blissey and Latias are often seen paired with Skarmory, as they can take advantage of the special attacker switch-ins. Pokemon that resist Skarmory's main weaknesses also do well alongside it. Swampert, for example, resists Fire- and is immune to Electric-type attacks, plus has the ability to provide Stealth Rock support useful in allowing Skarmory to use Whirlwind all the more effectively.</p>

<p>Offensive teams will most likely find Skarmory's meager offensive presence unworthy of use, and teams without the ability to shuffle an opponent's Pokemon with pseudo-hazing moves like Roar and Whirlwind will also likely find Skarmory's utility disappointing. For these reasons, the best support for Skarmory is one that acts similarly in an attempt to wear down the opponent's Pokemon through indirect damage, most frequently defined as stall. A combination of other entry hazards and pseudo-hazing moves, damaging weather effects, and unbreakable defensive abilities will likely leave your opponent in a bad spot. In a similar vein, a Ghost-type is also recommended on any team using Skarmory to prevent Rapid Spin from ruining your attempts at setting up Spikes and Stealth Rock.</p>


[SET]
name: Sleep Talk
move 1: Rest
move 2: Sleep Talk
move 3: Whirlwind
move 4: Spikes
item: Leftovers
ability: Keen Eye
nature: Impish
evs: 252 HP / 252 Def / 4 Spe

[SET COMMENTS]
<p>Skarmory is akin to taking damaging status and normally fatal hits upon attempting to set up its entry hazard of choice, limiting its ability to succesfully support the team. This, in combination with Roost sometimes being an unreliable recovery move by supplying a Ground and Fighting weakness upon use, warrants Rest + Sleep Talk to ensure Spikes go up every game. Stealth Rock is not recommended on this set, as the extra turns provided by a status immunity and full recovery will go to waste after one turn of set up, not to mention making Sleep Talk choose a useless move 3/4 of the time it is used while asleep. Whirlwind is especially useful on this set given its -5 priority is nonexistant when selected by Sleep Talk. Brave Bird is also a worthwhile option on this set as a single attacking move should you not want to be completely disabled by Taunt, however this should only be considered if your team already has much residual damage support.</p>

<p>While having no attacking move on such a set may seem a damaging component versus Skarmory's walling capabilities, the truth is quite the opposite; having the opposing Pokemon switch in repeatedly on a full set of Spikes will take its toll on them quite soon. This set will likely get Spikes up each game, so Pokemon who can take advantage of this fact will do well in unison with Skarmory. Any Pokemon able to shuffle the opponent's Pokemon either through a Roar or Whirlwind of its own, or through damaging stat-negations like Charm and Intimidate will aid Skarmory's role as a utility Pokemon. The same previously mentioned type combinations are as much a blessing to this set as they are the last; any Pokemon who resists Skarmory's weaknesses will find many switch-in opportunities. This set has problems dealing with last Pokemon who can simply set up in Skarmory's face, and strong special attackers capable of KOing before Skarmory has the chance to send it back to its Pokeball with Whirlwind.</p>


[SET]
name: Taunt
move 1: Taunt
move 2: Toxic
move 3: Roost
move 4: Spikes / Whirlwind / Brave Bird
item: Shed Shell / Leftovers
nature: Impish
evs: 252 HP / 72 Def / 184 Spe

[SET COMMENTS]
<p>One of Spiking Skarmory's biggest problems has always been dealing with that last Pokémon, especially if it's utilizing a stat-upping move, such as Curse Snorlax, Tyranitar, or Swampert, as well as dealing with Rest Gyarados, among others. This set tries to rectify the problem through the use of the move Taunt. This particular set also has its uses against stall teams.</p>

<p>Taunt has several attractive qualities. First of all, it stops the opponent from setting up with their stat-up moves. This allows Skarmory to wear the opponent down rather easily with Toxic, while Taunt also stops the opponent from using Rest, Heal Bell, or Aromatherapy which would otherwise stop the set rather quickly, meaning Skarmory can beat Curse Snorlax and Tyranitar relatively easily, as well as beating a myriad of other Pokémon. It also means that the opponent's Pokémon cannot use healing moves such as Recover, which results in a quicker loss for their team. Taunt means opposing defensive Pokémon cannot set up their own hazards, which stops Pokémon such as Forretress from doing anything pretty easily. It also means opposing Skarmory will be forced to use Brave Bird, and eventually be forced to use Struggle as your own Skarmory will be able to outspeed and consistently Taunt. Toxic has the extra advantage of crippling common switch-ins such as Zapdos badly, making it much easier to take out as you switch to your designated counter.</p>

<p>Roost keeps Skarmory's HP topped up and helps against Choice Band Tyranitar's Stone Edge, and other non-boosted moves. One should be careful however, due to Skarmory running more Speed it is also easier for opposing Scizor to damage it with Superpower on the Roost, hitting it for super effective damage and allowing Scizor to do upwards of 83% damage.</p>

<p>Many moves can go in the last slot. Spikes is perhaps the most preferred, as it allows Skarmory to make more use of the turns where the opponent is attacking and doing mediocre damage due to Taunt. Spikes also helps break opposing stall teams; Skarmory can force switches with the Taunt and Toxic combination, which then racks up Spiking damage. This also potentially gives Skarmory a good chance at poisoning more of the opponent's team, limiting their walling ability. Whirlwind however, allows Skarmory to scout and rack up any potential entry hazard damage placed by the rest of the team. Finally, Brave Bird means that Skarmory can hit Infernape for high damage on the switch-in, as well as helping against Heracross who may want to grab a Guts boost.</p>

<p>The selected EV spread allows Skarmory to outspeed Adamant Tyranitar. 252 EVs are placed into HP for overall defensive ability, and the remainder are placed into Defense, which allows Skarmory to take hits like RestTalk Gyarados' Waterfall much easier.</p>

<p>This Skarmory works well with 252 HP / 40 Atk / 216 Spe Jolly Gliscor, who beats out Choice Band Heracross and Swords Dance Lucario; two Pokemon who will come in on Skarmory with glee (Lucario being immune to Toxic and Heracross absorbing it with Guts). Gliscor also sets up Stealth Rock to work in a similar fashion of slowly weakening the opponent. A STAB Earthquake and Electric-type resistance are also helpful against Pokemon like Jirachi and Jolteon, repectively. Along with these Pokemon, Gliscor can also handle select trouble Pokemon to this Skarmory, some examples being defensive Zapdos without Hidden Power Ice (Heat Wave is likely a 3HKO, while Hidden Power Ice has the possibility of OHKOing), and a Choice-locked Electric-type attack.</p>

<p>Residual damage also puts this set at a huge advantage, so naturally, Hippowdon works well when paired with it. Hippowdon does, however, have a bigger problem with Heracross and Lucario, as it can't outspeed either. Vaporeon with Hidden Power Electric or another bulky Water-type that can take on similar threats will work to ward off Gyarados, Salamence, and assorted Fire-types like Infernape and Heatran. Special tanks like Blissey and Latias work almost as well paired with this set as the last two, however one will have trouble with Heracross. Choice Scarfed Pokemon with Fire-type attacks (Heatran, Zapdos) also work well with this set to take care of the aforementioned Fighting-types. It should be noted that in any Skarmory VS Heracross situation, it is best to scout with a slow Roost (should you be over about 70% health) first to ensure the proper switch-in.</p>

[Team Options]
<p>Skarmory can't be placed on any team; it needs the proper support for its use to be completely worthwhile. This will usually come in two forms: extra residual damage like entry hazards and damaging weather, or in resistances. Tentacruel is probably the most effective user of Toxic Spikes in OU, so it pairs naturally well with Skarmory. Hippowdon can provide a safeguard against physical attackers too powerful for Skarmory to handle, Sandstorm support, and Stealth Rock should Skarmory be lacking it itself. In general, you'll want strong defensive Pokemon who can set up health-chipping effects of their own, or who can simply take advantage of the ones Skarmory set up with Roar or Whirlwind. In terms of resistances, Swampert is a great partner to Skarmory, as it is immune to Electric- and is resistant to Fire-type attacks, both of which Skarmory fear. Lanturn resists these types similarly, but has the added advantage of actually benefiting from switching into Electric-type moves thanks to Volt Absorb. Blissey, Cresselia, Latias, and other sturdy specially-oriented defenders work tremendously well alongside Skarmory as they sponge normally fatal special hits. Due to Skarmory's nonexistent offensive presence, it is suggested its use on offensive teams is avoided, as it will generally mark a slow pace among entrance.</p>


[Other Options]
<p>Skarmory's more viable options have already been mentioned, however there are a few semi-usable other moves available. Agility, Curse, and Swords Dance are available as boosting moves, however an offensive Skarmory is usually not worthwhile compared to stronger attackers like Metagross and Staraptor. Roar is available as an alternative to Whirlwind should breeding be a problem, however it is usually not recommended, as Sounproof Pokemon like Mr.Mime will succeed in Baton Passing. In a similar vein, Steel Wing is an alternate move choice to nail Tyranitar and Rhyperior, however it makes it even easier for Pokemon like Lucario, Heatran, and Infernape to switch in (not to mention its low Base Power). Rest is not recommended on any defensive set not carrying Sleep Talk, since Skarmory will essentially be dead weight on your team for two turns. Skarmory can also set up Sunny Day should there be a need, however this just capatilizes on its Fire-weakness.</p>

<p>Always use Keen Eye on Skarmory over Sturdy if used in competitive play, because OHKO moves are banned, but Sand Attack is not.</p>

[Opinion]
<p>Skarmory is still a top tier OU Pokemon, even after the physical / special attacking split of DPP. In fact, DPP providing it an instant recovery move and more usable STAB might even have added to its usability. Skarmory can't switch in on quite as much as it has been able to in the past, but it is still able to stop more physical attackers than just about anything else.</p>

[Counters]
<p>Skarmory will always lose to unresisted special attacks, especially those that are super effective. Electric- and Fire-type special attackers with a super effective STAB move can usually 2HKO, or even OHKO, depending on investment. Heatran in particular gets a safe switch in because of its resistance to Skarmory's STAB attacks, and can threaten it out with a Fire move of its own.</p>

<p>Strong stat-uppers with neutral STAB attacks like Lucario, Gyarados, Rhyperior, and Tyranitar will usually come out on top against Skarmory, provided it doesn't just Whirlwind them away before they have the chance to attack.</p>

<p>Magnezone and Probopass are the bane of Skarmory's existence — with their ability Magnet Pull, they prohibit it from switching out (unless Skarmory is holding Shed Shell), proceeding to KO Skarmory with their STAB attacks or with Taunt.</p>

/edited with RestTalk set.
/edited with Taunt Skarm Update.
/edited with Other Options, Team Options, Opinion, and Counters sections.
 
Just a few small grammatical things I saw:

These reasons are why specially dependable Pokemon like Blissey and Latias are often seen paired with Skarmory

Removed unnecessary "for" at the start of the sentence.
<p>Offensive teams will most likely find Skarmory's meager offensive presence unworthy of use, and teams without the ability to shuffle an opponent's Pokemon with pseudo-hazing moves like Roar and Whirlwind will also likely find Skarmory's utility disappointing.
That's all I noticed. Otherwise, the analysis itself is well-written.

I agree with you about removing the Swords Dance set; there are MUCH betters users of Swords Dance, and they can actually do something to their counters on the switch, whereas Skarmory really can't put a dent in things like Heatran and Zapdos(Rock Slide is still pathetic). It's Other Options at best, imo.
 
Skarmory works well with 252 HP / 40 Atk / 216 Spe Jolly Gliscor which beats out CB Heracross and Swords Dance Lucario, which will come in on Skarmory with glee. Gliscor also sets up Stealth Rock which helps the whole situation, and obviously takes Thunderbolts, although you'll probably want to note that Electric-type attacks are generally paired with Ice-type attacks, which obviously causes problems. I guess Gliscor somewhat helps with Substituting Calm Mind Jirachi. These are all faster and are immune, or take advantage of, Toxic. Gliscor will also be able to take Choice Banded ThunderPunches from Metagross. Gliscor is easily able to take on defensive Zapdos if Skarmory Toxic'd it which is likely upon switch in, provided it obviously doesn't have Hidden Power Ice (Heat Wave does 31.36% - 37.01%, Hidden Power Ice does 88.14% - 103.95% so can actually be outstalled I guess as when Gliscor Roosts it takes 44.07% - 51.98%, so mention one should Roost first to scout).

Hippowdon can work in somewhat of the same situation, but is slightly worse as it cannot outspeed Heracross and Lucario.

Vaporeon is also good as it can help versus Gyarados (which walks over Skarmory and Gliscor if it has Taunt), and Salamence somewhat who will both cause problems for Skarmory, especially if the former has Taunt, and the latter (likely) has Fire Blast. Vaporeon can take on non-SD Infernape, and Heatran.

Latias takes on Thunderbolts like a real man and can take an Ice Beam or two from Starmie. However CB Heracross will then cause problems so that should be recognized. It helps against Infernape, and Heatran.

Zapdos can outspeed non-Scarf Heracross and Lucario and can Heat Wave, only being fearful of Stone Edge from Heracross which Skarmory takes on. Zapdos takes on Heracross's Megahorn and Close Combat, but needs to be severely careful around Choice Band Heracross if Stealth Rock is down as it does 33.59% - 39.58% to Zapdos. But obviously, Zapdos takes that and with the Special Defense drop, does tons back. I would suggest noting that in a Skarmory vs. Heracross situation, Skarmory should possibly Roost if it can, scouting. It takes a net damage of about 20%, but its so advantageous. Aside from scouting, you can Roost, go to Zapdos for the second Special Defense drop, and smash an OHKO with Heat Wave.

:toast:
 

cim

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Is there really a reason ever to not use Shed Shell? If your opponent has a Magnezone, then you lose a member of your stall team, and that leaves you potentially vulnerable to Salamence. It just seems like the reward of Leftovers doesn't outweigh the risk of someone breaking a giant hole in your team by carrying one Pokémon.
 

Darkmalice

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[SET]
name: Spiker
move 1: Brave Bird
move 2: Roost
move 3: Spikes / Stealth Rock
move 4: Whirlwind
item: Leftovers / Shed Shell
ability: Keen Eye
nature: Impish
evs: 252 HP / 64 Atk / 176 Def / 16 Spe

[SET COMMENTS]
<p>This set has become the new DPP standard for Skarmory. Roost gives Skarmory improved tanking ability compared to Advance, when its only recovery methods were Rest and Leftovers. This, when compared with the fact that physical attackers have grown much more powerful this generation, makes it an appropriate physical wall and support Pokemon.</p>

<p>Brave Bird is there to let Skarmory deal damage when called for, especially against the likes of bulky attackers like Gyarados. Drill Peck, a more conservative choice, may seem appropriate to retain some HP, however it is not recommended, as your damage output will be significantly reduced thanks to Skarmory's mediocre Attack stat. Roost lets Skarmory recover HP taken by switching in or setting up entry hazards. In situations where Skarmory is faster than its opponent, Skarmory can also use Roost to remove its Flying-type for the rest of the turn in order to reduce damage from normally effective attacks like Stone Edge and ThunderPunch.</p>

<p>The choice between Spikes and Stealth Rock depends on your team and your preferences. Spikes takes longer to fully set up, but will do more damage to things that aren't weak to Rock. If you have problems with powerful sweepers weak to Rock like Gyarados or Salamence, Stealth Rock is the recommended choice. Keep in mind that Stealth Rock is learned by many competent Pokémon, whereas there are few good Spikers. Whirlwind allows Skarmory to force out attackers that use stat raising moves and simultaneously makes whatever comes in take damage from Spikes or Stealth Rock. If whatever is forced out is ineffective at doing damage to Skarmory, you can either use Whirlwind again or attack with Brave Bird.</p>

<p>Your choice of item is largely dependent on how hesitant you are in allowing Magnezone to switch in and KO you. Leftovers will give Skarmory better tanking abilities, while Shed Shell will allow Skarmory to give Magnezone (or the rare Probopass) the slip. While unlikely, Shed Shell can also prevent rare trapping Pokemon from walking all over you, such as Mean Look + Baton Pass Umbreon.</p>

<p>Maximum HP is a must on any Skarmory to allow it better walling capabilities against both special and physical attacks. 64 Attack EVs allow Skarmory to 2HKO offensive Gyarados if it has taken Stealth Rock damage (assuming Skarmory has not been Intimidated) and will also OHKO Infernape switch-ins. The given Attack EVs also allow Skarmory to KO most Lucario after a Defense drop from Close Combat and one Life Orb recoil. 16 Speed EVs grants Skarmory the ability to outrun maximum Speed Adamant Rhyperior, allowing it to Roost stall its Stone Edge. The remaining EVs were delegated to Defense.</p>

<p>Although it would seem Skarmory's defensive abilities and natural resistances could fit on nearly any team, one without the proper immediate response to its counters, or one not able to take full advantage of its utility, will find Skarmory's performance mildly underwhelming. Any team with a Skarmory (removed "in the wings") should have the utmost reliability in taking special hits often fired at it, as well as the ability to handle common counters and weaknesses that Skarmory provides. For these reasons, specially dependable Pokemon like Blissey and Latias are often seen paired with Skarmory, as they can take advantage of the special attacker switch-ins. Pokemon that resist Skarmory's main weaknesses also do well alongside it. Swampert, for example, resists Fire- and is immune to Electric-type attacks, plus has the ability to provide Stealth Rock support useful in allowing Skarmory to use Whirlwind all the more effectively.</p>

<p>Offensive teams will most likely find Skarmory's meager offensive presence unworthy of use, and teams without the ability to shuffle an opponent's Pokemon with pseudo-hazing moves like Roar and Whirlwind will also likely find Skarmory's utility disappointing. For these reasons, the best support for Skarmory is one that acts similarly in an attempt to wear down the opponent's Pokemon through indirect damage, most frequently defined as stall. A combination of other entry hazards and pseudo-hazing moves, damaging weather effects, and unbreakable defensive abilities will likely leave your opponent in a bad spot. In a similar vein, a Ghost-type is (removed "also") recommended on any team using Skarmory to prevent Rapid Spin from ruining your attempts at setting up Spikes and Stealth Rock.</p>


[SET]
name: Sleep Talk
move 1: Rest
move 2: Sleep Talk
move 3: Whirlwind
move 4: Spikes
item: Leftovers
ability: Keen Eye
nature: Bold (it has no attacking moves, so Bold > Impish to reduce Confusion damage)
evs: 252 HP / 252 Def / 4 Spe

[SET COMMENTS]
<p>currently rewriting</p>


[SET]
name: Taunt
move 1: Taunt
move 2: Toxic
move 3: Roost
move 4: Spikes / Whirlwind / Brave Bird
item: Shed Shell / Leftovers
nature: Impish
evs: 252 HP / 72 Def / 184 Spe

[SET COMMENTS]
<p>One of Spiking Skarmory's biggest problems has always been dealing with that last Pokémon, especially if it's utilizing a stat-upping move, such as Curse Snorlax, Tyranitar, or Swampert, as well as dealing with Rest Gyarados, among others. This set tries to rectify the problem through the use of the move Taunt. This particular set also has its uses against stall teams.</p>

<p>Taunt has several attractive qualities. First of all, it stops the opponent from setting up with their stat-up moves. This allows Skarmory to wear the opponent down rather easily with Toxic, while Taunt (removed 'also') stops the opponent from using Rest, Heal Bell, or Aromatherapy which would otherwise stop the set rather quickly, meaning Skarmory can beat Curse Snorlax and Tyranitar relatively easily, and a myriad of other Pokémon as well. Taunt also means that the opponent's Pokémon cannot use healing moves such as Recover, shortening the life of opposing Pokémon, and stopping opposing defensive Pokémon from setting up their own hazards. Forretress can only use Rapid Spin or Gyro Ball, whilst opposing Skarmory will have to use Brave Bird, and will eventually be forced to use Struggle as your own Skarmory will be able to outspeed it and consistently Taunt. Toxic has the extra advantage of crippling common switch-ins such as Zapdos badly, making it much easier to take out as you switch to your designated counter.</p>

<p>Roost keeps Skarmory's HP topped up and helps against Choice Band Tyranitar's Stone Edge, and other non-boosted moves. One should be careful however, due to Skarmory running more Speed it is also easier for opposing Scizor to damage it with Superpower on the Roost, hitting it for super effective damage and allowing Scizor to do upwards of 83% damage.</p>

<p>Many moves can go in the last slot. Spikes is perhaps the most preferred, as it allows Skarmory to make more use of the turns where the opponent is attacking and doing mediocre damage due to Taunt. Spikes also helps break opposing stall teams; Skarmory can force switches with the Taunt and Toxic combination, which then racks up Spiking damage. This also potentially gives Skarmory a good chance at poisoning more of the opponent's team, limiting their walling ability. Whirlwind however, allows Skarmory to scout and rack up any potential entry hazard damage placed by the rest of the team. Finally, Brave Bird means that Skarmory can hit Infernape for high damage on the switch-in, as well as helping against Heracross who may want to grab a Guts boost.</p>

<p>The selected EV spread allows Skarmory to outspeed Adamant Tyranitar. 252 EVs are placed into HP (removed 'for overall defensive ability', as this is already mentioned in the first set), and the remainder are placed into Defense, which allows Skarmory to take hits like RestTalk Gyarados' Waterfall more easily.</p>

<p>opinions from people who have used this set would be helpful; hello Twash</p>

Okay, I'll post this for now, but everything I mentioned is still being finished and should be uploaded tonight.

In regard to Chris' comment, I feel that Shed Shell should be mentioned as the main option over Leftovers - Items should be Shed Shell / Leftovers.


In your changes section Diinbong, you have said you have done a Team Options section, but I can't see it anywhere. You also said you have updated all sets in relation to Aldaron's Sticky, where as you have only done that for the first set, though the analysis descriptions seem to state that they are "in process."
 
About your concerns malice,
Okay, I'll post this for now, but everything I mentioned is still being finished and should be uploaded tonight.
Impish>Bold to increase Struggle damage if you're going to get specific. Brave Bird is also being mentioned in the Set Comments for that set; please don't try to make any more corrections on the sets until I upload them.

I have taken Chris' comment to regard and am going to give a bigger mention to the utility of each item in the set comments, however how their placed right now is fine.
 

JabbaTheGriffin

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I feel like Shed Shell/Brave Bird isn't really an optimal combination so I'd mention that if you're running Shed Shell you might prefer Drill Peck so that you're not piling on lack of lefties + recoil damage. Hell I think it should actually be recommended if you're running shed shell (i think it should be recommended in the first place because you don't exactly want one of your walls taking recoil damage and forcing those attack evs and brave bird on the set to try and counter pokemon that skarmory should never really try to counter anyway just seems a bit stupid to me.)
 
Thank you to the above posters for their insight and guide; I hope my additions appropriately match your positive visions of the set.

I've finished writing the analysis now, so further suggestion/change/editing/opinion is recommended. Thanks!
 

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