Karrablast (Analysis) [GP 0/2]

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[Overview]
 
<p>Karrablast is an atypical physical sweeper in every regard. It has a good Attack stat backed up by the incredibly deadly Megahorn and a powerful boosting move in Swords Dance, but is slightly betrayed by its shallow movepool and only decent Speed stat. Although it technically has trouble hitting Steel-types, all of the most notable varieties (Tesshido, Bronzor, and Pawniard) are hit for neutral by Megahorn, so Rock-types are the real thing Karrablast has to be worried about. It has a rather passively helpful ability in Shed Skin, but it's better than the situational Swarm in most cases. Overall, Karrablast can be a helpful addition to your team if you note its weaknesses and build on its strengths.</p>

[Set]

name: Swords Dancer
move 1: Swords Dance
move 2: Megahorn
move 3: Double Edge / Return
move 4: Hidden Power Ice
item: Life Orb / Oran Berry
ability: Shed Skin
nature: Jolly / Hasty
evs: 36 HP / 236 Atk / 196 Spe / 36 SpA

[Set Comments]
 
<p>Karrablast reaches a staggering 34 Attack after a Swords Dance, enough to wipe the floor with most Pokemon whenutilizing its powerful Megahorn. Double-edge and return-base power 120 and 90, respectively-are for Pokemon who resist Megahorn. Hidden Power Ice seems like an odd choice, but it can ruin Gligar, 2HKOing or even OHKOing it on the switch. Gligar's huge defenses and resistance to Bug-type moves makes it seem like a perfect counter to Karrablast, but an Ice-type move will make it think again. Life Orb or Oran Berry really depends on what you're using Karrablast for; a suicidal death machine or a powerful Pokemon that can take a hit. Keep in mind that at max 16 Speed, this Pokemon cannot outspeed some of the quicker LC Pokemon.</p>

[Additional Comments]
 
<p>An Adamant nature can be used over Jolly or Hasty if you want pure power instead of the extra Speed. Double Edge and Return are interchangeable; again, depending on what you're using Karrablast for.</p>

[SET]

name: Choice
move 1: Megahorn
move 2: Double Edge / Return
move 3: Aerial Ace
move 4: Toxic / Rest

item: Choice Band / Choice Scarf
ability: Shed Skin
nature: Jolly / Adamant
evs: 76 HP / 236 Atk / 196 Spe

[Set Comments]
 
<p>You can use either Choice Band or Choice Scarf depending on the role you want Karrablast to follow on your team. The moves don't change much between items. However, Double Edge is preferable on the Choice Scarf Set, as you need as much power as possible, and Return is better on the Choice Band Set, so that the recoil doesn't mess you up with overkill. The last two moves are mostly filler. Aerial Ace can finish off something like a Sand Veil Cacnea in sandstorm or Snow Cloak Cubchoo in hail at low health, Toxic can be used to somewhat counteract Pururiru, and Rest can be used for a 30% chance of waking up immediately with Shed Skin and being at full health and status free. Jolly nature for the Choice Band, Adamant nature for the Choice Scarf.</p>

[SET]

name: SubSalac
move 1: Megahorn
move 2: Flail / Protect
move 3: Swords Dance
move 4: Substitute
item: Salac Berry
ability: Swarm
nature: Adamant
evs: 236 Atk / 76 Def / 196 Spe
ivs: 0 HP

[Set Comments]
 
<p>The way this set works is simple. Switch into a Pokemon slower than Karrablast, like Tesshido, Slowpoke, etcetera. Get up a Substitute as they status you/attack you/switch, and keep Substituting all the way down to your last hit point, where you activate Swarm and your Salac Berry. With Swarm and STAB, Megahorn becomes a ridiculous 270 base power technique coming off an 18 Attack stat. Flail hits 200 base power as well, perfect for hitting anything that resists Megahorn. Use Protect over Flail if you fear Fake Out users. Just Protect once when something that can learn Fake Out comes in, and then smash them with Megahorn.</p>

[Team Options]
 
<p>Karrablast isn't very good against many Steel- and Rock-type Pokemon, both of which are hit super effectively by Fighting types, so any Pokemon with that typing would be a solid team-mate. A Steel-type trapper would be appreciated, too. Karrablast would love being Baton Passed an Agility, and if it's a planned recipient, run an Adamant nature to pick up more power.</p>

[Optional Changes]
 
<p>Karrablast gets Counter, which could be used for a surprise KO against an enemy physical attacker, but probably isn't too worthwhile. X-Scissor is a more accurate option over Megahorn. Pursuit can be used for hitting Ghost-types, as well as Psychic-types fleeing from your Megahorn. Finally, if you really want to, you can run a utility set with Evolution Stone, Shed Skin, and Knock Off, but Karrablast has pretty mediocre defenses.</p>

[Counters]
 
<p>Defensively, many Steel- and Rock-types can easily take Karrablast's moves. Gligar is a perfect counter if you're not packing Hidden Power Ice. Offensively, any fast, hard hitting Fire- or Flying-types can ruin Karrablast's day by hitting its mediocre defenses with powerful STAB moves.</p>

[Dream World]

<p>If you don't have Dream World, use Shed Skin. Swarm isn't worth your time. If you do have Dream World, No Guard is great with Megahorn, nullifying its base 85 accuracy.</p>
 
I'm not GP, but...

Additions in Blue
Removals in Red
Comments in Green

[Overview]

<p>Karrablast is an atypical physical sweeper in every regard. It has a good Attack stat backed up by the incredibly deadly Megahorn and a powerful boosting move in Swords Dance, but it is slightly betrayed by its shallow movepool and unimpressive only decent Speed stat. Although it technically has trouble hitting Steel-types, all of the most notable ones, varieties Tesshido, Bronzor, and Pawniard, are all hit for neutral by Megahorn, so Rock-types are the real threats to Karrablast thing Karrablast has to be worried about. It has a rather passively helpful ability in Shed Skin, but in most cases, it's a better ability than the situational Swarm in most cases. Overall, Karrablast can be a helpful addition to your team if you are aware of and cover note its weaknesses and build on its strengths.</p>

[Set]

name: Swords Dancer
move 1: Swords Dance
move 2: Megahorn
move 3: Double Edge / Return
move 4: Hidden Power Ice
item: Life Orb / Oran Berry
ability: Shed Skin
nature: Jolly / Hasty
evs: 36 HP / 236 Atk / 196 Spe / 36 SpA

[Set Comments]

<p>Karrablast reaches a staggering 34 Attack after a Swords Dance, enough to OHKO wipe the floor with most Pokemon when (space) utilizing its powerful Megahorn. With its Base 120 Double-Edge (capitalize) or and Base 102 Return (capitalize)-base power 120 and 90, respectively-are for hit most Pokemon who resist Megahorn hard. Hidden Power Ice seems like an odd choice, but it can ruins Gligar, possibly 2HKOing or even OHKOing some variantsit on the switch. Gligar's huge defenses and resistance to Bug-type moves makes it seem like a perfect counter to Karrablast, but an Ice-type move will make it think again. Life Orb or Oran Berry really depends on what you're using Karrablast for; a suicidal death machine or a powerful Pokemon that can take a hit. Keep in mind that at max 16 Speed, this Pokemon cannot outspeed some of the quicker LC Pokemon.</p>

[Additional Comments]

<p>Gligar's huge defenses and resistance to Bug-type moves makes it seem like a perfect counter to Karrablast, but an Ice-type move will make it think again.</p>

<p>Life Orb should be used for maximum power after a Swords Dance, but an Oran Berry will allow Karrablast to set up Swords Dance more easily. An Adamant nature can be used over Jolly or Hasty if you want pure power instead of the extra Speed. Double Edge and Return are interchangeable; again, depending on what you're using Karrablast for.</p>

[SET]

name: Choice
move 1: Megahorn
move 2: Double Edge / Return
move 3: Aerial Ace
move 4: Toxic / Rest
item: Choice Band / Choice Scarf
ability: Shed Skin
nature: Jolly / Adamant
evs: 76 HP / 236 Atk / 196 Spe

[Set Comments]

<p>You can use either Choice Band or Choice Scarf depending on the role you want Karrablast to play follow on your team. The moves don't change much between items. However, Double Edge is preferable on the Choice Scarf Set, as Karrablast you needs as much power as possible, but and Return is better on the Choice Band Set, so that the recoil doesn't ruin a potential sweepmess you up with overkill. The last two moves are mostly filler. Aerial Ace can finish off something like a Sand Veil Cacnea in Sandstorm or Snow Cloak Cubchoo in Hail at low health, and Toxic can be used to somewhat counteract Pururiru. and Rest, however, can be used for a 30% chance of waking up immediately with Shed Skin . Unfortunately, Karrablast will have to switch out so it doesn't become set-up bait for other Pokemon. and being at full health and status free. Jolly nature is recommended for the Choice Band set, while an Adamant nature works best with for the Choice Scarf set.</p>

[SET]

name: SubSalac
move 1: Megahorn
move 2: Flail / Protect
move 3: Swords Dance
move 4: Substitute
item: Salac Berry
ability: Swarm
nature: Adamant
evs: 236 Atk / 76 Def / 196 Spe
ivs: 0 HP

[Set Comments]

<p>The way this set works is simple. The idea is to switch into a Pokemon slower than Karrablast, such as like Tesshido or , Slowpoke, etcetera. Then, it is best to useGet up a Substitute, then continue to use the move until Karrablast hits 1 Hit Point as they status you/attack you/switch, and keep Substituting all the way down to your last hit point, where the Salac Berry will activate you activate Swarm and your Salac Berry might want to say something about how Swarm actually triggers after 3 substitutes iirc. With Swarm and STAB, Megahorn becomes a ridiculous 270 Base Power move technique coming off an impressive 18 Attack stat. Flail hits 200 base power as well, perfect for hitting anything that resists Megahorn. However, Protect can be used over Flail for Fake Out users, who will ruin this set.Use Protect over Flail if you fear Fake Out users. Just Protect once when something that can learn Fake Out comes in, and then smash them with Megahorn.</p>

[Team Options]

<p>Karrablast isn't any very good against many Steel- and Rock-type Pokemon. However, both of those types which are hit super effectively by Fighting types, so any Pokemon like Timburr with that typing would be a solid teammates. A Steel-type trapper, like Magnemite, is also would be appreciated, too. Baton Passing Speed boosts are also great, and if so, Karrablast should run an Adamant nature.Karrablast would love being Baton Passed an Agility, and if it's a planned recipient, run an Adamant nature to pick up more power.</p>

[Optional Changes]

<p>Karrablast gets Counter, which could be used for a surprise KO against an enemy physical attacker, but probably isn't too worthwhile. X-Scissor is a more accurate option over Megahorn, and Pursuit can be used for hitting Ghost-types, as well as Psychic-types afraid of staying in and eating a fleeing from your Megahorn. Finally, if you really want to, you can run a utility set with Evolution Stone, Shed Skin, and Knock Off, may seem decent,but Karrablast has pretty mediocre defenses.</p>

[Counters]

<p>Defensively, many Steel- and Rock-types can easily take Karrablast's moves. Gligar is a perfect counter unless Karrablast is if you're not packing Hidden Power Ice. Offensively, any fast, hard-hitting Fire- or Flying-types can ruin Karrablast's day by hitting its mediocre defenses with powerful STAB moves.</p>

[Dream World]

<p>If you don't have Dream World, use Shed Skin, because. Swarm isn't as good of an optionworth your time. If you do have Dream World, No Guard is great with Megahorn, nullifying its imperfect base 85 accuracy.</p>
 
Changed mostly (thanks!), but you seem to have missed the point in terms to Shedrest, so I didn't edit that.
 
Hi, you asked me to put this on the queue, but it's missing some sections. First of all, remove Team Options, rename Optional Changes to Other Options, and rename Counters to Checks and Counters. Next, you need an ADDITIONAL COMMENTS section for both the Choice set and the SubSalac set. This is all detailed here.
 
You asked me to add this to the queue (again), but it is still not ready. Please do not copy and paste checks done by others, as you've introduced numerous very silly mistakes into the text that you should fix before GP gets to it. Furthermore, you have a single sentence as AC for a set. In AC, you are supposed to describe the EVs, nature, alternate moves, and teammates for a set! One sentence is far too short and the sets need a ton more explanation.
 
After very carefully reading that section one more time, I do believe I have covered everything, with a lot more meat in the Additional Comments section especially. Pardon me for my earlier mistakes.
 

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