LC Karrablast

nv

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Overview
########

Karrablast's ability, No Guard, gives it a 100% accurate 120 Base Power STAB move in Megahorn. It also has access to the newly buffed Knock Off, giving it a great coverage and utility move that hits Ghost-types super effectively and gets rid of Eviolite and Berry Juice held by opposing Pokemon. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it resists the prevalent Fighting-type moves in LC.

While Karrablast's Bug typing gives it an amazing resistance to Fighting-type moves, it also gives it weaknesses to Fletchling's Acrobatics and the ever-present Stealth Rock. Another problem is that while Karrablast resists Fighting-type moves, it has trouble taking down bulky Fighting-types such as Mienfoo and Timburr, which resist both Megahorn and Knock Off. Another problem with Karrablast is that its decent 16 Speed stat means a lot of prominent threats outspeed it if it doesn't hold a Choice Scarf, such as Abra, fast Mienfoo, Archen, and Timid Chinchou.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn gives Karrablast a powerful, spammable STAB move that will never miss thanks to No Guard. Knock Off gets rid of the foe's item and hits Ghost-types, which resist Megahorn, for super effective damage. Drill Run is super effective against other types that resist Megahorn, such as Poison-, Fire-, and Steel-types, as well as hitting Rock- and Electric-types. Poison Jab is another move that hits Fairy-types, which resist Megahorn. Alternatively, Pursuit can be used over Poison Jab to trap Psychic-types, as Megahorn scares them out.

Set Details
========

Choice Scarf improves Karrablast's middling Speed, allowing it to perform more effectively as a revenge killer. 236 Attack EVs are used to max out Karrablast's Attack stat, while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves more easily. No Guard is a great ability for Karrablast, allowing it to not have to worry about missing Megahorn or Drill Run. A Jolly nature is preferred, as it allows Karrablast to Speed tie with Jolly Choice Scarf Cranidos, Jolly Choice Scarf Bunnelby, +1 Jolly Carvanha, and Timid Choice Scarf Chinchou. With a Jolly nature, Karrablast also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite. However, an Adamant nature can be used if these threats are handled by the rest of the team.

Usage Tips
========

This set should be used as a revenge killer, especially against Pokemon that are either weakened by teammates or weak to Megahorn. Karrablast also is a reliable revenge killer, as its ability means it won't have to worry about missing a hit. This set can also force switches, as a 120 BP STAB move is going to take a chunk out of anything that doesn't resist it and/or isn't very bulky.

Team Options
========

Archen is an amazing partner for Karrablast, as it takes care of the Fighting- and Flying-types that resist Karrablast's Megahorn and gets rid of Fletchling, Karrablast's main issue. Archen is also a great entry hazard setter and remover, with Stealth Rock and Defog in its arsenal. Bulky Fighting-types such as Mienfoo and Timburr can get rid of Steel-types that stop Karrablast from spamming Megahorn. Poison-types such as Foongus and Croagunk are great partners as well, as they can take down the Fairy-types that resist Megahorn. Entry hazard support from Pokemon such as Dwebble, Trubbish, and Ferroseed is necessary for Karrablast, securing some crucial 2HKOs and OHKOs and allowing Karrablast to continue spamming Megahorn. Tirtouga is especially helpful in this role, as it resists Flying and Fire, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner, as it has a slow U-turn which can bring Karrablast in safely, and they weaken each other's counters. Due to Larvesta's ability, Flame Body, it can also take on Fighting-types a lot more easily than Karrablast can. Entry hazard removal is also necessary, as Karrablast is susceptible to all types of entry hazards. Thus, Pokemon such as Drilbur, Archen, Staryu, Tentacool, and Stunky are recommended to spin or Defog away entry hazards so that Karrablast can reliably perform its role as a revenge killer.

Swords Dance
########
move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 SpD / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is used as the STAB move because it doesn't miss thanks to No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire-types, which resist Megahorn. Knock Off acts as a great support move to get rid of the foe's item; it also hits the Ghost-types that resist Megahorn for super effective damage.

Set Details
========

The Attack EVs and nature get Karrablast to 18 Attack. The Defense and Special Defense EVs allow Karrablast to hit Eviolite numbers. The rest of the EVs are dumped into Speed to give Karrablast 14 Speed, which lets it outspeed every unboosted Pokemon after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rock up, +2 Karrablast is able to OHKO Fletchling and offensive Archen, as well as defensive Chinchou and Cottonee. Karrablast can also run an Impish nature with the given EVs to survive Fletchling's Acrobatics and take it down at +2 after Stealth Rock damage. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weakened for Swarm to be truly effective, and a 100% accurate Megahorn is usually better.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon, such as a burned physical attacker or a sleeping Pokemon. Pivoting moves, such as U-turn and Volt Switch, can give Karrablast a free switch in. Even if you cannot set up, Karrablast is still powerful enough to straight-up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good Pokemon that can not only provide a somewhat slow Volt Switch or U-turn, but also take out Fletchling, which is a huge problem for Karrablast. Fire-types such as Houndour and Vulpix are good partners to absorb Will-O-Wisp and spread burns throughout the opposing team. Sticky Web is an essential entry hazard, as it allows Karrablast to outspeed the entire unboosted metagame; thus, Pokemon such as Surskit and Spinarak are helpful teammates. Other entry hazard support is nice as well, and Pokemon such as Dwebble and Archen can provide easy hazard support. Drilbur and Archen are good Pokemon in general and can provide entry hazard removal via Rapid Spin and Defog, respectively.

Other Options
########

Aerial Ace is a good option for taking on Fighting-types, but it doesn't offer much else in terms of coverage, and bulky Fighting-types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. Double-Edge and Return are powerful, but provide no coverage. Shed Skin can get rid of a stray burn, but No Guard is the superior ability because it allows Karrablast to continue spamming Megahorn. X-Scissor can be used in conjunction with Shed Skin, but Megahorn's raw power is superior.

Checks & Counters
########

**Fighting-types**: Fighting-types such as Mienfoo, Croagunk, and Timburr can all take on Karrablast, as they resist its STAB move and Karrablast tends not to run coverage for Fighting-types. Mienfoo can overpower Karrablast with a full-power Acrobatics or use U-turn to switch out to something that can reliably take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb or Gunk Shot. Timburr can set up in front of Karrablast and force it out.

**Flying-types**: Fletchling is a huge problem to Karrablast, as Gale Wings Acrobatics outprioritizes even the Choice Scarf set, and the Eviolite set doesn't tend to run coverage for Fletchling and still dies to an unboosted Acrobatics. Vullaby is another problem, as it can OHKO Karrablast with Brave Bird while avoiding the 2HKO from Karrablast's Megahorn if it is at full health.

**Fairy-types**: Intimidate Snubbull completely neuters Karrablast, as its resistance to Megahorn and the Attack drop mean Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-types**: Ponyta is a thorn in Karrablast's side, as not only does it resist Megahorn, it also has Flame Body to potentially cripple Karrablast with a burn. Intimidate Growlithe is like Snubbull in that it resists Megahorn and neuters Karrablast with the Attack drop.

**Defensive Rock-types**: Tirtouga and Archen can easily take a Megahorn and threaten Karrablast with a Rock-type STAB move. Archen can potentially have a Flying-type STAB move as well.

**Walls**: Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn if they haven't lost their Eviolites through Knock Off, as they both can avoid the 2HKO.
 
Last edited:

nv

The Lost Age
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Imma post right after this saying I will work on this as fast as possible as I am currently moving places so anytime I am on I will work on this, :)
 

nv

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is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
Ok I got the write up done if anyone is willing to do last QC check before I head into GP, lol.
 

Corporal Levi

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Overview:
Another problem with Karrablast is it is stuck at the 16 Speed Tier, meaning a lot of prominent threats outspeed it if it does not hold a Choice Scarf, such as Abra, Fast Mienfoo, Archen, Timid Chinchou, and so on.

Choice Scarf Set Details:
Mention that if the listed Pokemon that Jolly Karrablast speed ties with or outspeeds can be easily handled by the rest of the team, Adamant is an option for more raw power.

Choice Scarf Team Options:
Mention that Archen is also capable of both setting up Stealth Rock and removing it with Defog.

Swords Dance Set Details:
Mention that Impish is also a viable nature with the given EVs because it allows Karrablast to avoid the OHKO from Fletchling's Acrobatics from full health the majority of the time while still OHKOing with a +2 Megahorn after Stealth Rock in return, if you're willing to rely on a forced switch to set up Swords Dance.

Other Options:
Mention that X-Scissor can be used as a Bug-type STAB if No Guard isn't used, but Megahorn's raw power is usually superior.

Checks and Counters:
Add Vullaby to the Flying-type section and say that it can avoid the 2HKO from Karrablast's Megahorn if it is at full health and OHKO Karrablast with Brave Bird.
Add a wall section. Mention that Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn because they can avoid the 2HKO, but will struggle to do so if they have been Knocked Off beforehand.

Ready for GP
 
Heya here's a amcheck I did n_n

add / remove / Capitalize or lowercase

Karrablast is a decent Pokemon in LC Little Cup. It has a great combo of No Guard and Megahorn, meaning it has a 100% accurate 120 BP STAB move in Megahorn that Megahorn will be 100% accurate. It also as access to the newly buffed Knock Off, giving it a great coverage and utility move , hitting Ghost- types super effectively, and a utility move, (RC) getting rid of Eviolites and Berry Juices. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it can resist the ever prevalent Fighting- type in LC.

While Karrablast's Bug typing gives it an amazing resist to Fighting- types, it is weak to Fletchling's Acrobatics and the ever present prevalent Stealth Rocks. Another problem is that while although Karrablast resists Fighting- type's STAB moves, it has trouble taking down bulky Fighting- types such as Mienfoo and Timburr. Another problem with Karrablast is it is stuck at the 16 Speed Tier, meaning a lot of prominent threats outspeed it, such as Abra, Fast Mienfoo, Archen, Timid Chinchou, and so on.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab/Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn is the obligatory 120 BP Base Power STAB move which coupled with its No Guard ability this gives Karrablast a spammable powerful move that will never miss. Knock Off acts as a support move to get rid of the opponent's item, as well as hit the Ghost- types that resists Megahorn for super effective damage. Drill Run is super effective to other types that resist Megahorn, such as Poison-, Fire-, and Steel- types, as well as hitting Rock- and Electric- types. Poison Jab is another move that Karrablast can be used to hit the Fairy- types that resist Megahorn. Pursuit can be used over Poison Jab to trap Psychic- types as its STAB move can scare them out.

Set Details
========

Choice Scarf is the basis of this set, making Karrablast's role as a revenge killer more effective whilst improving its middling Speed. 236 Attack EVs are used to max out Karrablast's Attack stat while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves a little better. No Guard is a great ability for Karrablast, allowing it not to worry about missing its STAB move, (RC) Megahorn, and buff Drill Run's 95% accuracy in the process. Jolly nature is preferred as it allows Karrablast to speedtie with Jolly Scarfed Cranidos, Jolly Scarfed Bunnelby, +1 Jolly Carvanha, and Timid Scarfed Chinchou. With Jolly, it also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite.

Usage Tips
========

This set should be used as a revenge killer, especially against the Pokemon that are either weakened by teammates or are weak to Megahorn. Karrablast also is a reliable revenge killer as its ability means has the ability No Guard meaning it won't have to worry about missing a hit, and can reliably revenge killing many weakened Pokemon. This set can also force switches, as a 120 BP Base Power STAB move that can't miss is gonna take a chunk out of anything that doesn't resist and/or is very bulky.

Team Options
========

Archen is an amazing partner for Karrablast as it takes care of most Fighting- and Flying- types that resist Karrablast's Megahorn. It also can gets rid of Fletchling, Karrablast's main issue. While bulky Fighting- types give Karrablast a problem, they can also be his best asset. Pokemon, such as Mienfoo and Timburr, can get rid of Steel types that stop Karrablast from spamming its No Guard Megahorn. Poison- types, such as Foongus or Croagunk, are great partners as well as they can take down the Fairy- types that resist Megahorn from Karrablast. Hazard support is necessary for Karrablast, securing some 2HKOs and OHKOs, thus allowing Karrablast to continue spamming Megahorn. Dwebble, Trubbish, and Ferroseed are all great partners in this case for this. Tirtouga is especially helpful as it resists Flying- (add hyphen) and Fire- (add hyphen) types, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner as it has a slow U-turn which can bring Karrablast in safely and they weaken each other's (RA) counters. Due to Larvesta's ability, Flame Body, it can also take on the Fighting- types a lot easier than Karrablast. Hazard removal is also necessary as Karrablast is weak to all types of hazards so Pokemon such as Drilbur, Archen, Staryu, Tentacool, or Stunky can help spin or Defog away hazards so Karrablast can reliably do its role as be a revenge killer.

Swords Dance
########
move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 Spd / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is the obligatory STAB move as it doesn't miss thanks to Karrablast's ability: No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire- types that would normally resist Megahorn. Knock Off acts as a great support move to get rid of the opponent's item, as well as hit the Ghost- types that resists Megahorn for super effective damage.

Set Details
========

The Attack EVs get Karrablast to 18 Attack with a Adamant nature 236 Attack EVs are used to max out Karrablast's Attack stat to 18 with a Adamant nature. The Defense and Special Defense EVs get Karrablast to 12 Def / 12 SpD respectively before for Eviolite numbers. The rest of the EVs are dumped into Speed to give Karrablast 14 Speed, which outspeeds every non scarfer (remove hyphen) after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rocks and an Adamant nature at +2, Karrablast is able to OHKO Fletchling and offensive Archen. It can also OHKO defensive Chinchou and defensive Cottonee. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weaken weakened for it to be truly effective.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon such as a burned physical attacker or a sleeping Pokemon. Using Pokemon with momentum moves, such as U-turn and Volt Switch, can give a free switch-in to Karrablast. If you cannot set up a SD Swords Dance, Karrablast is still powerful enough to just straight up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good mons teammates that can not only provide a somewhat slow Volt Switch / U-turn, but they can also take out Fletchling, a huge problem to Karrablast. Fire- types, such as Houndour and Vulpix, are good partners to absorb Will-O-Wisps as well as spreading burns to the opposing team. Sticky Web is an essential hazard so Karrablast can outspeed all of the non-scarfed (remove hyphen) metagame, so Pokemon such as Surskit and Spinarak are helpful teammates. Other hazard support is nice as well, so Pokemon such as Dwebble and Archen can provide easy hazard support that. Drilbur and Archen are good Pokemon in gneral general and can provide easy hazard removal via with Rapid Spin or Defog.

Other Options
########

Aerial Ace is a good option for Fighting- types, however it doesn't offer much else in terms of coverage and Bulky Fighting- types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. It can bring some power to the table in the form of Double-Edge / Return but those moves provide no coverage. Its access to Shed Skin which allows it to have an interesting niche since it can get rid of a stray burn,; (add semicolon) although, (AC) No Guard is the superior ability, allowing Karrablast to continue spamming Megahorn.

Checks & Counters
########

**Fighting-types**: Mienfoo, Croagunk, and Timburr can all take Karrablast as they resist its STAB move and Karrablast tends to not run coverage for Fighting- types. Mienfoo can overpower with Acrobatics (if it has lost its item) or U-turn to switch out reliably to something that can take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb / Gunk Shot. Timburr can set up in front of Karrablast, thus forcing the Karrablast out.

**Flying-types**: Fletchling is a huge problem to Karrablast as the Choice Scarf set is still outspeed thanks to Gale Wings, (AC) Acrobatics whilst the Eviolite set doesn't tend to run coverage for Fletchling and the Eviolite set still dies to an unboosted Acrobatics.

**Fairy-types**: Snubbull with Intimidate completely neuters Karrablast as the -1 plus the resist to Megahorn means Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-Types**: Ponyta is a thorn in Karrablast's side as not only does it resist Megahorn from Karrablast, it also has Flame Body to potentially cripple Karrablast with a burn. Growlithe with Intimidate is like Snubbull in that it resists Megahorn and neuters Karrablast.

**Defensive Rock-Types**: Tirtouga and Archen can easily take a Megahorn and can threaten with a Rock STAB move (And Archen can potentially have Flying STAB as well).
 

frenzyplant

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1/2 :)

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Overview
########

Karrablast's ability is a decent Pokemon in LC. It has a great combo of No Guard and Megahorn, meaning it has gives it a 100% accurate 120 Base Power STAB move in Megahorn. It also has access to the newly buffed Knock Off, giving it a great coverage move, hitting Ghost-types super effectively, and as well as a utility move, getting rid of Eviolites and Berry Juices. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it resists can resist the ever prevalent Fighting-type moves in LC.

While Karrablast's Bug typing gives it an amazing resistance to Fighting-type moves, it is weak to Fletchling's Acrobatics and the ever-present Stealth Rocks. Another problem is that while Karrablast resists Fighting-types' STAB moves, it has trouble taking down bulky Fighting-types such as Mienfoo and Timburr, which resist both Megahorn and Knock Off. Another problem with Karrablast is its only decent 16 Speed it is stuck at the 16 Speed Tier, meaning a lot of prominent threats outspeed it if it doesn't hold a Choice Scarf, such as Abra, fast Mienfoo, Archen, and Timid Chinchou, and so on.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn is the obligatory 120 BP STAB move which coupled with its No Guard ability gives Karrablast a powerful, spammable STAB move that will never miss thanks to No Guard. Knock Off acts as a support move to gets rid of the foe's opponent's item, (remove comma) and as well as hits the Ghost-types that resists Megahorn for super effective damage. Drill Run is super effective to against other types that resist Megahorn, such as Poison-, Fire-, and Steel-types, as well as hitting Rock- and Electric-types. Poison Jab is another move that Karrablast can be used to hit the Fairy- types that resist Megahorn. Pursuit can be used over Poison Jab to trap Psychic-types, (comma) as Megahorn scares its STAB move can scare them out.

Set Details
========

Choice Scarf is the basis of this set, making Karrablast's role as a revenge killer more effective whilst improving its improves Karrablast's middling Speed, allowing it to perform more effectively as a revenge killer. 236 Attack EVs are used to max out Karrablast's Attack stat, (comma) while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves more easily. No Guard is a great ability for Karrablast, allowing it to not have to worry about missing Megahorn or Drill Run its STAB move, Megahorn, and buff Drill Run's 95% accuracy in the process. A Jolly nature is preferred as it allows Karrablast to Speed tie with Jolly Choice Scarfed Cranidos, Jolly Choice Scarfed Bunnelby, +1 Jolly Carvanha, and Timid Choice Scarfed Chinchou. With a Jolly nature, Karrablast it also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite. An Adamant nature can be used if these threats are handled by the rest of the team, however.

Usage Tips
========

This set should be used as a revenge killer, especially against the Pokemon that are either weakened by teammates or are weak to Megahorn. Karrablast also is a reliable revenge killer, (comma) as its ability means it won't have to worry about missing a hit, reliably revenge killing many weakened Pokemon. This set can also force switches, as a 120 BP STAB move that can't miss is gonna going to take a chunk out of anything that doesn't resist it and/or isn't very bulky.

Team Options
========

Archen is an amazing partner for Karrablast as it takes care of most the Fighting- and Flying-types that resist Karrablast's Megahorn. It also gets rid of Fletchling, Karrablast's main issue. Archen It is also a great hazard setter / and remover, (comma) with Stealth Rock and Defog in its arsenal. While Bulky Fighting-types give Karrablast a problem, they can also be his best asset. Pokemon, such as Mienfoo and Timburr, (remove comma) can get rid of Steel-types that stop Karrablast from spamming its No Guard Megahorn. Poison-types, (remove comma) such as Foongus or and Croagunk, (remove comma) are great partners as well, (comma) as they can take down the Fairy-types that resist Megahorn from Karrablast. Entry hazard support from Pokemon such as Dwebble, Trubbish, and Ferroseed is necessary for Karrablast, securing some crucial 2HKOs and OHKOs, thus and allowing Karrablast to continue spamming Megahorn. Dwebble, Trubbish, and Ferroseed are all great partners in this case. Tirtouga is especially helpful in this role, as it resists Flying and Fire, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner, (comma) as it has a slow U-turn which can bring Karrablast in safely, (comma) and they weaken each other's counters. Due to Larvesta's ability, Flame Body, it can also take on the Fighting-types a lot easier more easily than Karrablast can. Hazard removal is also necessary, (comma) as Karrablast is weak susceptible to all types of hazards. (period) so Thus, Pokemon such as Drilbur, Archen, Staryu, Tentacool, or and Stunky are recommended to can help spin or Defog away hazards so that Karrablast can reliably do perform its role as a revenge killer.

Swords Dance
########
move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 SpD / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is the obligatory used as the STAB move because as it doesn't miss, (comma) thanks to Karrablast's ability: No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire-types, which that would normally resist Megahorn. Knock Off acts as a great support move to get rid of the opponent's foe's item; it also as well as hits the Ghost-types that resists Megahorn for super effective damage.

Set Details
========

The Attack EVs and nature get Karrablast to 18 Attack with a Adamant nature. The Defense and Special Defense EVs get Karrablast to even Eviolite numbers 12 Def / 12 SpD respectively before Eviolite. The rest of the EVs are dumped in Speed to give Karrablast 14 Speed, which lets it outspeeds every unboosted Pokemon non-scarfer after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rocks up and an Adamant nature at +2, +2 Karrablast is able to OHKO Fletchling and offensive Archen as well as defensive Chinchou and Cottonee. It Karrablast can even also run an Impish nature with the given EVs to survive Fletchling's Acrobatics and take it down at +2 after Stealth Rock damage. so that it can kill it at +2 with Rocks damage. It can also OHKO defensive Chinchou and defensive Cottonee. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weakened for it Swarm to be truly effective, and a 100% accurate Megahorn is usually better.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon, (comma) such as a burned physical attacker or a sleeping Pokemon. Using Pokemon with momentum Pivoting moves, such as U-turn and Volt Switch, can give Karrablast a free switch in to Karrablast. Even if you cannot set up SD, Karrablast is still powerful enough to just straight-up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good Pokemon mons that can not only provide a somewhat slow Volt Switch / U-turn, but they can also but also take out Fletchling, a huge problem to Karrablast. Fire-types, (remove comma) such as Houndour and Vulpix, (remove comma) are good partners to absorb Will-O-Wisps as well as spreading burns throughout the opposing team. Sticky Web is an essential entry hazard so that Karrablast can outspeed the unboosted all of the non-scarfed metagame; thus, so Pokemon such as Surskit and Spinarak are helpful teammates. Other hazard support is nice as well, so and Pokemon such as Dwebble and Archen can provide easy hazard support. Drilbur and Archen are good Pokemon in general and can provide easy hazard removal via Rapid Spin or and Defog, respectively.

Other Options
########

Aerial Ace is a good option for taking on Fighting-types, however but it doesn't offer much else in terms of coverage, (comma) and bulky Fighting-types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. It can bring some power to the table in the form of Double-Edge / and Return are powerful but those moves provide no coverage. Its access to Shed Skin allows it to have an interesting niche since it can get rid of a stray burn, although but No Guard is the superior ability, allowing because it allows Karrablast to continue spamming Megahorn. X-Scissor can be used in conjunction with Shed Skin because of this as well, but Megahorn's raw power is superior.

Checks & Counters
########

**Fighting-types**: Mienfoo, Croagunk, and Timburr can all take Karrablast on, as they resist its STAB move and Karrablast tends not to not run coverage for Fighting-types. Mienfoo can overpower Karrablast with a full-power Acrobatics (if it has lost its item) or use U-turn to switch out reliably to something that can reliably take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb / or Gunk Shot. Timburr can set up in front of Karrablast, thus forcing the Karrablast it out.

**Flying-types**: Fletchling is a huge problem to Karrablast, (comma) as Gale Wings Acrobatics outprioritizes even the Choice Scarf set, and is still outspeed thanks to Gale Wings Acrobatics whilst the Eviolite set doesn't tend to run coverage for Fletchling and the Eviolite set still dies to an unboosted Acrobatics. Vullaby is another problem, mon as it can OHKO Karrablast with Brave Bird while avoiding the 2HKO from Karrablast's Megahorn if it is at full health.

**Fairy-types**: Intimidate Snubbull with Intimidate completely neuters Karrablast, (comma) as its resistance to Megahorn and the Attack drop the -1 plus the resist to Megahorn means Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-types**: Ponyta is a thorn in Karrablast's side, (comma) as not only does it resist Megahorn from Karrablast, it also has Flame Body to potentially cripple Karrablast with a burn. Intimidate Growlithe with Intimidate is like Snubbull in that it resists Megahorn and neuters Karrablast with the Attack drop.

**Defensive Rock-types**: Tirtouga and Archen can easily take a Megahorn and can threaten Karrablast with a Rock-type STAB move (And Archen can potentially have Flying STAB as well). Archen can potentially have a Flying-type STAB move as well.

**Walls**: Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn if they haven't lost their Eviolites through Knock Off because they can both avoid the 2HKO if they haven't lost their Eviolites through Knock Off.
 

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
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add remove (comments)

Overview
########

Karrablast's ability is a decent Pokemon in LC. It has a great combo of No Guard and Megahorn, meaning it has gives it a 100% accurate 120 Base Power STAB move in Megahorn. It also has access to the newly buffed Knock Off, giving it a great coverage move, hitting Ghost-types super effectively, and as well as a utility move, getting rid of Eviolites and Berry Juices. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it resists can resist the ever prevalent Fighting-type moves in LC.

While Karrablast's Bug typing gives it an amazing resistance to Fighting-type moves, it is weak to Fletchling's Acrobatics and the ever-present Stealth Rocks. Another problem is that while Karrablast resists Fighting-types' STAB moves, it has trouble taking down bulky Fighting-types such as Mienfoo and Timburr, which resist both Megahorn and Knock Off. Another problem with Karrablast is its only decent 16 Speed it is stuck at the 16 Speed Tier, meaning a lot of prominent threats outspeed it if it doesn't hold a Choice Scarf, such as Abra, fast Mienfoo, Archen, and Timid Chinchou, and so on.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn is the obligatory 120 BP STAB move which coupled with its No Guard ability gives Karrablast a powerful, spammable STAB move that will never miss thanks to No Guard. Knock Off acts as a support move to gets rid of the foe's opponent's item, (remove comma) and as well as hits the Ghost-types that resists Megahorn for super effective damage. Drill Run is super effective to against other types that resist Megahorn, such as Poison-, Fire-, and Steel-types, as well as hitting Rock- and Electric-types. Poison Jab is another move that Karrablast can be used to hit the Fairy- types that resist Megahorn. Pursuit can be used over Poison Jab to trap Psychic-types, (comma) as Megahorn scares its STAB move can scare them out.

Set Details
========

Choice Scarf is the basis of this set, making Karrablast's role as a revenge killer more effective whilst improving its improves Karrablast's middling Speed, allowing it to perform more effectively as a revenge killer. 236 Attack EVs are used to max out Karrablast's Attack stat, (comma) while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves more easily. No Guard is a great ability for Karrablast, allowing it to not have to worry about missing Megahorn or Drill Run its STAB move, Megahorn, and buff Drill Run's 95% accuracy in the process. A Jolly nature is preferred as it allows Karrablast to Speed tie with Jolly Choice Scarfed Cranidos, Jolly Choice Scarfed Bunnelby, +1 Jolly Carvanha, and Timid Choice Scarfed Chinchou. With a Jolly nature, Karrablast it also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite. An Adamant nature can be used if these threats are handled by the rest of the team, however.

Usage Tips
========

This set should be used as a revenge killer, especially against the Pokemon that are either weakened by teammates or are weak to Megahorn. Karrablast also is a reliable revenge killer, (comma) as its ability means it won't have to worry about missing a hit, reliably revenge killing many weakened Pokemon. This set can also force switches, as a 120 BP STAB move that can't miss is gonna going to take a chunk out of anything that doesn't resist it and/or isn't very bulky.

Team Options
========

Archen is an amazing partner for Karrablast as it takes care of most the Fighting- and Flying-types that resist Karrablast's Megahorn. It also gets rid of Fletchling, Karrablast's main issue. Archen It is also a great hazard setter / and remover, (comma) with Stealth Rock and Defog in its arsenal. While Bulky Fighting-types give Karrablast a problem, they can also be his best asset. Pokemon, such as Mienfoo and Timburr, (remove comma) can get rid of Steel-types that stop Karrablast from spamming its No Guard Megahorn. Poison-types, (remove comma) such as Foongus or and Croagunk, (remove comma) are great partners as well, (comma) as they can take down the Fairy-types that resist Megahorn from Karrablast. Entry hazard support from Pokemon such as Dwebble, Trubbish, and Ferroseed is necessary for Karrablast, securing some crucial 2HKOs and OHKOs, thus and allowing Karrablast to continue spamming Megahorn. Dwebble, Trubbish, and Ferroseed are all great partners in this case. Tirtouga is especially helpful in this role, as it resists Flying and Fire, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner, (comma) as it has a slow U-turn which can bring Karrablast in safely, (comma) and they weaken each other's counters. Due to Larvesta's ability, Flame Body, it can also take on the Fighting-types a lot easier more easily than Karrablast can. Hazard removal is also necessary, (comma) as Karrablast is weak susceptible to all types of hazards. (period) so Thus, Pokemon such as Drilbur, Archen, Staryu, Tentacool, or and Stunky are recommended to can help spin or Defog away hazards so that Karrablast can reliably do perform its role as a revenge killer.

Swords Dance
########
move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 SpD / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is the obligatory used as the STAB move because as it doesn't miss, (comma) thanks to Karrablast's ability: No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire-types, which that would normally resist Megahorn. Knock Off acts as a great support move to get rid of the opponent's foe's item; it also as well as hits the Ghost-types that resists Megahorn for super effective damage.

Set Details
========

The Attack EVs and nature get Karrablast to 18 Attack with a Adamant nature. The Defense and Special Defense EVs get Karrablast to even Eviolite numbers 12 Def / 12 SpD respectively before Eviolite. The rest of the EVs are dumped in Speed to give Karrablast 14 Speed, which lets it outspeeds every unboosted Pokemon non-scarfer after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rocks up and an Adamant nature at +2, +2 Karrablast is able to OHKO Fletchling and offensive Archen as well as defensive Chinchou and Cottonee. It Karrablast can even also run an Impish nature with the given EVs to survive Fletchling's Acrobatics and take it down at +2 after Stealth Rock damage. so that it can kill it at +2 with Rocks damage. It can also OHKO defensive Chinchou and defensive Cottonee. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weakened for it Swarm to be truly effective, and a 100% accurate Megahorn is usually better.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon, (comma) such as a burned physical attacker or a sleeping Pokemon. Using Pokemon with momentum Pivoting moves, such as U-turn and Volt Switch, can give Karrablast a free switch in to Karrablast. Even if you cannot set up SD, Karrablast is still powerful enough to just straight-up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good Pokemon mons that can not only provide a somewhat slow Volt Switch / U-turn, but they can also but also take out Fletchling, a huge problem to Karrablast. Fire-types, (remove comma) such as Houndour and Vulpix, (remove comma) are good partners to absorb Will-O-Wisps as well as spreading burns throughout the opposing team. Sticky Web is an essential entry hazard so that Karrablast can outspeed the unboosted all of the non-scarfed metagame; thus, so Pokemon such as Surskit and Spinarak are helpful teammates. Other hazard support is nice as well, so and Pokemon such as Dwebble and Archen can provide easy hazard support. Drilbur and Archen are good Pokemon in general and can provide easy hazard removal via Rapid Spin or and Defog, respectively.

Other Options
########

Aerial Ace is a good option for taking on Fighting-types, however but it doesn't offer much else in terms of coverage, (comma) and bulky Fighting-types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. It can bring some power to the table in the form of Double-Edge / and Return are powerful but those moves provide no coverage. Its access to Shed Skin allows it to have an interesting niche since it can get rid of a stray burn, although but No Guard is the superior ability, allowing because it allows Karrablast to continue spamming Megahorn. X-Scissor can be used in conjunction with Shed Skin because of this as well, but Megahorn's raw power is superior.

Checks & Counters
########

**Fighting-types**: Mienfoo, Croagunk, and Timburr can all take Karrablast on, as they resist its STAB move and Karrablast tends not to not run coverage for Fighting-types. Mienfoo can overpower Karrablast with a full-power Acrobatics (if it has lost its item) or use U-turn to switch out reliably to something that can reliably take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb / or Gunk Shot. Timburr can set up in front of Karrablast, thus forcing the Karrablast it out.

**Flying-types**: Fletchling is a huge problem to Karrablast, (comma) as Gale Wings Acrobatics outprioritizes even the Choice Scarf set, and is still outspeed thanks to Gale Wings Acrobatics whilst the Eviolite set doesn't tend to run coverage for Fletchling and the Eviolite set still dies to an unboosted Acrobatics. Vullaby is another problem, mon as it can OHKO Karrablast with Brave Bird while avoiding the 2HKO from Karrablast's Megahorn if it is at full health.

**Fairy-types**: Intimidate Snubbull with Intimidate completely neuters Karrablast, (comma) as its resistance to Megahorn and the Attack drop the -1 plus the resist to Megahorn means Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-types**: Ponyta is a thorn in Karrablast's side, (comma) as not only does it resist Megahorn from Karrablast, it also has Flame Body to potentially cripple Karrablast with a burn. Intimidate Growlithe with Intimidate is like Snubbull in that it resists Megahorn and neuters Karrablast with the Attack drop.

**Defensive Rock-types**: Tirtouga and Archen can easily take a Megahorn and can threaten Karrablast with a Rock-type STAB move (And Archen can potentially have Flying STAB as well). Archen can potentially have a Flying-type STAB move as well.

**Walls**: Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn if they haven't lost their Eviolites through Knock Off because they can both avoid the 2HKO if they haven't lost their Eviolites through Knock Off.
Thanks a ton frenzy. :)
 

Winry

Super Graduate-Level Napper
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gp 2/2
Overview
########

Karrablast's ability, (AC) No Guard, (AC) gives it a 100% accurate 120 Base Power STAB move in Megahorn. It also has access to the newly buffed Knock Off, giving it a great coverage and utility move, (RC) that hits hitting Ghost-types super effectively, (RC) as well as a utility move, (RC) getting and gets gettings rid of Eviolites and Berry Juices held by opposing Pokemon. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it resists the prevalent Fighting-type moves in LC.

While Karrablast's Bug typing gives it an amazing resistance to Fighting-type moves, it is also gives it weaknesses to Fletchling's Acrobatics and the ever-present Stealth Rock. Another problem is that while Karrablast resists Fighting- types' STAB moves, it has trouble taking down bulky Fighting-types such as Mienfoo and Timburr, which resist both Megahorn and Knock Off. Another problem with Karrablast is that its only decent 16 Speed, (RC) stat meanings a lot of prominent threats outspeed it if it doesn't hold a Choice Scarf, such as Abra, fast Mienfoo, Archen, and Timid Chinchou.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn gives Karrablast a powerful, spammable STAB move that will never miss thanks to No Guard. Knock Off gets rid of the foe's item and hits the Ghost-types that, (AC) which resist Megahorn, (AC) for super effective damage. Drill Run is super effective against other types that resist Megahorn, such as Poison-, Fire-, and Steel-types, as well as hitting Rock- and Electric-types. Poison Jab is another move that Karrablast can use to hits the Fairy- types that, (AC) which resist Megahorn. Alternatively, (AC) Pursuit can be used over Poison Jab to trap Psychic-types, as Megahorn scares them out.

Set Details
========

Choice Scarf improves Karrablast's middling Speed, allowing it to perform more effectively as a revenge killer. 236 Attack EVs are used to max out Karrablast's Attack stat, while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves more easily. No Guard is a great ability for Karrablast, allowing it to not have to worry about missing Megahorn or Drill Run. A Jolly nature is preferred, (AC) as it allows Karrablast to Speed tie with Jolly Choice Scarf Cranidos, Jolly Choice Scarf Bunnelby, +1 Jolly Carvanha, and Timid Choice Scarf Chinchou. With a Jolly nature, Karrablast also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite. However, (AC) an Adamant nature can be used if these threats are handled by the rest of the team, (RC) however.

Usage Tips
========

This set should be used as a revenge killer, especially against Pokemon that are either weakened by teammates or (space) weak to Megahorn. Karrablast also is a reliable revenge killer, as its ability means it won't have to worry about missing a hit. This set can also force switches, as a 120 BP STAB move is going to take a chunk out of anything that doesn't resist it and/or (remove spaces) isn't very bulky.

Team Options
========

Archen is an amazing partner for Karrablast, (AC) as it takes care of the Fighting- and Flying-types that resist Karrablast's Megahorn. It also and gets rid of Fletchling, Karrablast's main issue. Archen is also a great entry hazard setter and remover, (AC) with Stealth Rock and Defog in its arsenal. Bulky Fighting-types such as Mienfoo and Timburr can get rid of Steel-types that stop Karrablast from spamming Megahorn. Poison-types such as Foongus and Croagunk are great partners as well, as they can take down the Fairy-types that resist Megahorn. Entry hazard support from Pokemon such as Dwebble, Trubbish, and Ferroseed is necessary for Karrablast, securing some crucial 2HKOs and OHKOs and allowing Karrablast to continue spamming Megahorn. Tirtouga is especially helpful in this role, as it resists Flying and Fire, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner, as it has a slow U-turna which can bring Karrablast in safely, and they weaken each other's counters. Due to Larvesta's ability, Flame Body, it can also take on Fighting-types a lot more easily than Karrablast can. Entry hazard removal is also necessary., (period to comma) as Karrablast is susceptible to all types of entry hazards. Thus, Pokemon such as Drilbur, Archen, Staryu, Tentacool, and Stunky are recommended to spin or Defog away entry hazards so that Karrablast can reliably perform its role as a revenge killer.

Swords Dance
########
move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 SpD / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is used as the STAB move because it doesn't miss thanks to No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire-types, which resist Megahorn. Knock Off acts as a great support move to get rid of the foe's item; it also hits the Ghost-types that resist Megahorn for super effective damage.

Set Details
========

The Attack EVs and nature get Karrablast to 18 Attack. The Defense and Special Defense EVs get allow Karrablast to even hit Eviolite numbers. The rest of the EVs are dumped into Speed to give Karrablast 14 Speed, which lets it outspeed every unboosted Pokemon after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rock up, +2 Karrablast is able to OHKO Fletchling and offensive Archen, (AC) as well as defensive Chinchou and Cottonee. Karrablast can also run an Impish nature with the given EVs to survive Fletchling's Acrobatics and take it down at +2 after Stealth Rock damage. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weakened for Swarm to be truly effective, and a 100% accurate Megahorn is usually better.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon, such as a burned physical attacker or a sleeping Pokemon. Pivoting moves, such as U-turn and Volt Switch, can give Karrablast a free switch in. Even if you cannot set up, Karrablast is still powerful enough to straight-up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good Pokemon that can not only provide a somewhat slow Volt Switch /or U-turn, but also take out Fletchling, which is a huge problem to for Karrablast. Fire-types such as Houndour and Vulpix are good partners to absorb Will-O-Wisps as well as and spreading burns throughout the opposing team. Sticky Web is an essential entry hazard, (AC) as it allows so Karrablast can to outspeed the entire unboosted metagame; thus, Pokemon such as Surskit and Spinarak are helpful teammates. Other entry hazard support is nice as well, and Pokemon such as Dwebble and Archen can provide easy hazard support. Drilbur and Archen are good Pokemon in general and can provide easy entry hazard removal via Rapid Spin and Defog, respectively.

Other Options
########

Aerial Ace is a good option for taking on Fighting-types, but it doesn't offer much else in terms of coverage, and bulky Fighting-types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. Double-Edge and Return are powerful, (AC) but provide no coverage. Shed Skin can get rid of a stray burn, but No Guard is the superior ability, (RC) because it allows Karrablast to continue spamming Megahorn. X-Scissor can be used in conjunction with Shed Skin because of this, but Megahorn's raw power is superior.

Checks & Counters
########

**Fighting-types**: Fighting-types such as Mienfoo, Croagunk, and Timburr can all take on Karrablast on, (AC) as they resist its STAB move and Karrablast tends not to run coverage for Fighting-types. Mienfoo can overpower Karrablast with a full-power Acrobatics or use U-turn to switch out to something that can reliably take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb or Gunk Shot. Timburr can set up in front of Karrablast, (RC) and forcinge it out.

**Flying-types**: Fletchling is a huge problem to Karrablast, as Gale Wings Acrobatics outprioritizes even the Choice Scarf set, and the Eviolite set doesn't tend to run coverage for Fletchling and still dies to an unboosted Acrobatics. Vullaby is another problem, as it can OHKO Karrablast with Brave Bird while avoiding the 2HKO from Karrablast's Megahorn if it is at full health.

**Fairy-types**: Intimidate Snubbull completely neuters Karrablast, as its resistance to Megahorn and the Attack drop mean Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-types**: Ponyta is a thorn in Karrablast's side, as not only does it resist Megahorn from Karrablast, it also has Flame Body to potentially cripple Karrablast with a burn. Intimidate Growlithe is like Snubbull in that it resists Megahorn and neuters Karrablast with the Attack drop.

**Defensive Rock-types**: Tirtouga and Archen can easily take a Megahorn and threaten Karrablast with a Rock-type STAB move. Archen can potentially have a Flying-type STAB move as well.

**Walls**: Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn if they haven't lost their Eviolites through Knock Off, (AC) as because they both can avoid the 2HKO.
 
Last edited:

nv

The Lost Age
is a Community Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Staff Alumnus
gp 2/2
Overview
########

Karrablast's ability, (AC) No Guard, (AC) gives it a 100% accurate 120 Base Power STAB move in Megahorn. It also has access to the newly buffed Knock Off, giving it a great coverage and utility move, (RC) that hits hitting Ghost-types super effectively, (RC) as well as a utility move, (RC) getting and gets gettings rid of Eviolites and Berry Juices held by opposing Pokemon. Both of these great moves are backed by a very good base 75 Attack stat, which reaches 18 with Adamant and max investment. Another great boon for Karrablast is its access to Swords Dance, meaning it can easily double its already decent Attack stat. Last but not least, Karrablast's Bug typing means it resists the prevalent Fighting-type moves in LC.

While Karrablast's Bug typing gives it an amazing resistance to Fighting-type moves, it is also gives it weaknesses to Fletchling's Acrobatics and the ever-present Stealth Rock. Another problem is that while Karrablast resists Fighting- types' STAB moves, it has trouble taking down bulky Fighting-types such as Mienfoo and Timburr, which resist both Megahorn and Knock Off. Another problem with Karrablast is that its only decent 16 Speed, (RC) stat meanings a lot of prominent threats outspeed it if it doesn't hold a Choice Scarf, such as Abra, fast Mienfoo, Archen, and Timid Chinchou.

Choice Scarf
########
name: Choice Scarf
move 1: Megahorn
move 2: Knock Off
move 3: Drill Run
move 4: Poison Jab / Pursuit
ability: No Guard
item: Choice Scarf
evs: 236 Atk / 76 Def / 196 Spe
nature: Jolly / Adamant

Moves
========

Megahorn gives Karrablast a powerful, spammable STAB move that will never miss thanks to No Guard. Knock Off gets rid of the foe's item and hits the Ghost-types that, (AC) which resist Megahorn, (AC) for super effective damage. Drill Run is super effective against other types that resist Megahorn, such as Poison-, Fire-, and Steel-types, as well as hitting Rock- and Electric-types. Poison Jab is another move that Karrablast can use to hits the Fairy- types that, (AC) which resist Megahorn. Alternatively, (AC) Pursuit can be used over Poison Jab to trap Psychic-types, as Megahorn scares them out.

Set Details
========

Choice Scarf improves Karrablast's middling Speed, allowing it to perform more effectively as a revenge killer. 236 Attack EVs are used to max out Karrablast's Attack stat, while 196 Speed EVs are used to max out its Speed stat. The rest of the EVs are dumped into Defense, allowing Karrablast to take physical priority moves more easily. No Guard is a great ability for Karrablast, allowing it to not have to worry about missing Megahorn or Drill Run. A Jolly nature is preferred, (AC) as it allows Karrablast to Speed tie with Jolly Choice Scarf Cranidos, Jolly Choice Scarf Bunnelby, +1 Jolly Carvanha, and Timid Choice Scarf Chinchou. With a Jolly nature, Karrablast also outspeeds +1 Scraggy and Timid Choice Scarf Magnemite. However, (AC) an Adamant nature can be used if these threats are handled by the rest of the team, (RC) however.

Usage Tips
========

This set should be used as a revenge killer, especially against Pokemon that are either weakened by teammates or (space) weak to Megahorn. Karrablast also is a reliable revenge killer, as its ability means it won't have to worry about missing a hit. This set can also force switches, as a 120 BP STAB move is going to take a chunk out of anything that doesn't resist it and/or (remove spaces) isn't very bulky.

Team Options
========

Archen is an amazing partner for Karrablast, (AC) as it takes care of the Fighting- and Flying-types that resist Karrablast's Megahorn. It also and gets rid of Fletchling, Karrablast's main issue. Archen is also a great entry hazard setter and remover, (AC) with Stealth Rock and Defog in its arsenal. Bulky Fighting-types such as Mienfoo and Timburr can get rid of Steel-types that stop Karrablast from spamming Megahorn. Poison-types such as Foongus and Croagunk are great partners as well, as they can take down the Fairy-types that resist Megahorn. Entry hazard support from Pokemon such as Dwebble, Trubbish, and Ferroseed is necessary for Karrablast, securing some crucial 2HKOs and OHKOs and allowing Karrablast to continue spamming Megahorn. Tirtouga is especially helpful in this role, as it resists Flying and Fire, two of Karrablast's weaknesses, and can provide Stealth Rock support. Larvesta is a good partner, as it has a slow U-turna which can bring Karrablast in safely, and they weaken each other's counters. Due to Larvesta's ability, Flame Body, it can also take on Fighting-types a lot more easily than Karrablast can. Entry hazard removal is also necessary., (period to comma) as Karrablast is susceptible to all types of entry hazards. Thus, Pokemon such as Drilbur, Archen, Staryu, Tentacool, and Stunky are recommended to spin or Defog away entry hazards so that Karrablast can reliably perform its role as a revenge killer.

Swords Dance
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move 1: Swords Dance
move 2: Megahorn
move 3: Drill Run
move 4: Knock Off
ability: No Guard / Swarm
item: Eviolite
evs: 236 Atk / 76 Def / 76 SpD / 116 Spe
nature: Adamant

Moves
========

Swords Dance is a great boosting move, doubling Karrablast's great Attack stat. Megahorn is used as the STAB move because it doesn't miss thanks to No Guard. Drill Run is a great coverage move to hit Poison-, Steel-, and Fire-types, which resist Megahorn. Knock Off acts as a great support move to get rid of the foe's item; it also hits the Ghost-types that resist Megahorn for super effective damage.

Set Details
========

The Attack EVs and nature get Karrablast to 18 Attack. The Defense and Special Defense EVs get allow Karrablast to even hit Eviolite numbers. The rest of the EVs are dumped into Speed to give Karrablast 14 Speed, which lets it outspeed every unboosted Pokemon after Sticky Web. Eviolite allows Karrablast to take hits while setting up Swords Dance. With Stealth Rock up, +2 Karrablast is able to OHKO Fletchling and offensive Archen, (AC) as well as defensive Chinchou and Cottonee. Karrablast can also run an Impish nature with the given EVs to survive Fletchling's Acrobatics and take it down at +2 after Stealth Rock damage. Swarm can be used in place of No Guard to make Megahorn even stronger, but Karrablast has to be really weakened for Swarm to be truly effective, and a 100% accurate Megahorn is usually better.

Usage Tips
========

Karrablast may have a hard time setting up, so try to only set up on crippled Pokemon, such as a burned physical attacker or a sleeping Pokemon. Pivoting moves, such as U-turn and Volt Switch, can give Karrablast a free switch in. Even if you cannot set up, Karrablast is still powerful enough to straight-up attack.

Team Options
========

Archen, Chinchou, and Magnemite are good Pokemon that can not only provide a somewhat slow Volt Switch /or U-turn, but also take out Fletchling, which is a huge problem to for Karrablast. Fire-types such as Houndour and Vulpix are good partners to absorb Will-O-Wisps as well as and spreading burns throughout the opposing team. Sticky Web is an essential entry hazard, (AC) as it allows so Karrablast can to outspeed the entire unboosted metagame; thus, Pokemon such as Surskit and Spinarak are helpful teammates. Other entry hazard support is nice as well, and Pokemon such as Dwebble and Archen can provide easy hazard support. Drilbur and Archen are good Pokemon in general and can provide easy entry hazard removal via Rapid Spin and Defog, respectively.

Other Options
########

Aerial Ace is a good option for taking on Fighting-types, but it doesn't offer much else in terms of coverage, and bulky Fighting-types such as Mienfoo can heal back the damage with Drain Punch and Regenerator. Choice Band or Life Orb can be used over Choice Scarf; however, Karrablast's problem is its Speed stat and not its power. Double-Edge and Return are powerful, (AC) but provide no coverage. Shed Skin can get rid of a stray burn, but No Guard is the superior ability, (RC) because it allows Karrablast to continue spamming Megahorn. X-Scissor can be used in conjunction with Shed Skin because of this, but Megahorn's raw power is superior.

Checks & Counters
########

**Fighting-types**: Fighting-types such as Mienfoo, Croagunk, and Timburr can all take on Karrablast on, (AC) as they resist its STAB move and Karrablast tends not to run coverage for Fighting-types. Mienfoo can overpower Karrablast with a full-power Acrobatics or use U-turn to switch out to something that can reliably take out Karrablast. Croagunk 4x resists Megahorn and can hit back with a STAB Sludge Bomb or Gunk Shot. Timburr can set up in front of Karrablast, (RC) and forcinge it out.

**Flying-types**: Fletchling is a huge problem to Karrablast, as Gale Wings Acrobatics outprioritizes even the Choice Scarf set, and the Eviolite set doesn't tend to run coverage for Fletchling and still dies to an unboosted Acrobatics. Vullaby is another problem, as it can OHKO Karrablast with Brave Bird while avoiding the 2HKO from Karrablast's Megahorn if it is at full health.

**Fairy-types**: Intimidate Snubbull completely neuters Karrablast, as its resistance to Megahorn and the Attack drop mean Karrablast cannot overpower Snubbull. Spritzee is also bulky enough to take a hit and can easily set up Calm Minds in front of Karrablast.

**Fire-types**: Ponyta is a thorn in Karrablast's side, as not only does it resist Megahorn from Karrablast, it also has Flame Body to potentially cripple Karrablast with a burn. Intimidate Growlithe is like Snubbull in that it resists Megahorn and neuters Karrablast with the Attack drop.

**Defensive Rock-types**: Tirtouga and Archen can easily take a Megahorn and threaten Karrablast with a Rock-type STAB move. Archen can potentially have a Flying-type STAB move as well.

**Walls**: Porygon and Hippopotas can stall out Choice Scarf Karrablast's Megahorn if they haven't lost their Eviolites through Knock Off, (AC) as because they both can avoid the 2HKO.
Thanks a ton, :)

This is done, :D
 

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