Ninjask (QC: 0/3) Dropped, please move to L&O

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Empress

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Taken over from blinkie and Rhythms

Ninjask
QC: 0/3
GP: 0/2

Overview
########

+ Fastest Pokemon in the entire metagame
+ Solid check to Grass-types, which are plentiful in PU
+ Fills a role as a revenge killer, late-game cleaner, and momentum grabber
+ Is great on Volt-turn teams
+ Can pass a Speed boost to one of its teammates in order to give them an easier time sweeping
- Struggles to get past physically bulky Pokemon
- Extremely frail, so a priority move can easily pick it off
- Possesses a crippling double weakness to Stealth Rock
- Has no recovery, so it is worn down easily
- Struggles to accumulate many Speed boosts due to its frailty

Choice Band
########
name: Choice Band
move 1: U-turn
move 2: Aerial Ace
move 3: X-Scissor
move 4: Giga Drain / Night Slash
ability: Infiltrator
item: Choice Band
evs: 252 Atk / 4 Def / 252 Spe
nature: Naughty / Adamant

Moves
========

- U-turn hits fairly hard with the damage boosts from Choice Band and STAB while allowing Ninjask to maintain momentum by bailing out of a bad matchup
- Aerial Ace hits Fighting-types such as Poliwrath as well as the Fire-types that resist X-Scissor
- X-Scissor is a more powerful STAB attacks that rips through most Grass-types. Both Aerial Ace and X-Scissor allow Ninjask to clean up without having to switch out
- Giga Drain allows Ninjask to function as a lure to Carracosta, Golem, and Barbaracle
- Night Slash is an alternative to hit Misdreavus hard and to help Ninjask do something to opposing Steel-types

Set Details
========

- Maximum investment in Speed and Attack are necessary to make Ninjask hit as quickly and as hard as possible
- A Naughty nature raises Ninjask's Attack without reducing the power of Giga Drain, though Adamant is preferred if not running Giga Drain. A positive Speed nature is not necessary because Ninjask outspeeds the entire unboosted metagame already
- Choice Band is necessary to maximize Ninjask's damage output
- Infiltrator allows Ninjask to hit foes behind a Substitute

Usage Tips
========

- Should be used primarily as a revenge killer
- In the early- to mid-game, you should use U-turn essentially all the time in order to maintain momentum while wearing down the opposing team
- Ninjask can be walled easily, so try not to lock it into a move besides U-turn before the late-game
- Once the opposing team has been sufficiently weakened, however, Ninjask is free to spam a fast Aerial Ace or X-Scissor to clean up
- Stealth Rock should be off the field in order for Ninjask to switch in safely, so try to KO the opponent's Stealth Rock setter as early as possible

Team Options
========

- Works well alongside Volt-turn staples such as Zebstrika, Rotom-F, and Raichu
- An entry hazard remover such as Pelipper or Armaldo will remove Stealth Rock, allowing Ninjask to enter the battlefield without worry
- Entry hazard support from the likes of Golem and Torterra will wear down foes with passive damage, allowing Ninjask to pick them off more easily
- Grass-types such as Leafeon and Roselia can defeat Rock-types so that Ninjask does not have to rely on Giga Drain to KO them
- Rock-types such as Carracosta appreciate Ninjask's ability to check Grass-type Pokemon
- Probopass has access to a slow Volt Switch and can trap opposing Probopass for Ninjask
- Fire-types such as Ninetales and Heatmor can wear down the Steel-types that wall Ninjask
- Poliwrath takes out the Steel-types such as Pawniard and Probopass that threaten Ninjask, while Ninjask deals with the Psychic-types that give Poliwrath a hard time
- A special wallbreaker such as Misdreavus can wear down the opposing team, making it easier for Ninjask to clean its foes up

Baton Pass
########
name: Baton Pass
move 1: Baton Pass
move 2: Protect
move 3: X-Scissor / Aerial Ace
move 4: Substitute
ability: Speed Boost
item: Leftovers
evs: 248 HP / 224 Def / 36 Spe
nature: Impish

Moves
========

- Baton Pass allows Ninjask to give a large Speed boost to one of its teammates
- Protect gives Ninjask a free turn to gain an extra boost to its Speed
- An attacking move is necessary so that Ninjask isn't complete Taunt bait and can function as a desperation revenge killer. X-Scissor is more powerful overall, while Aerial Ace lets Ninjask deal with Fighting-types
- Substitute helps Ninjask safely accumulate Speed boosts or set up a Swords Dance and lets it pass a shield to a teammate in order to protect it from status moves and weaker attacks
- Alternatively, Swords Dance can be used to aid a physical sweeper, though it is very risky for Ninjask to be setting up

Set Details
========

- 248 HP EVs are necessary to maximize Ninjask's bulk and allow it to switch into Stealth Rock three times
- 36 Speed EVs are enough to outspeed Jolly Zebstrika, so Ninjask can pick off a weakened Zebstrika if it needs to
- The remaining EVs are placed into Defense along with an Impish nature so Ninjask can take priority attacks more easily
- Leftovers gives Ninjask passive recovery after it uses Substitute or switches into Stealth Rock, allowing it to potentially use Baton Pass more than once in the battle
- Speed Boost is required to allow Ninjask to Baton Pass Speed boosts to its teammates

Usage Tips
========

- Ninjask should set up on passive, defensive Pokemon that cannot break the Substitutes it sets up
- The combination of Protect and Substitute can create several free turns for Ninjask. Be sure to use Substitute against predicted status moves and switches while using Protect against predicted attacks
- Try not to get greedy with Speed Boost because Ninjask's frailty means it won't have much time to use Baton Pass
- Watch out for opposing Rock Blast users and Icicle Spear Piloswine, as they will OHKO Ninjask through its Substitute

Team Options
========

- Entry hazard removal from the likes of Prinplup and Togetic allow Ninjask to use Baton Pass multiple times throughout the match if it needs to
- Aside from that, Ninjask does not need a lot of support; instead, you need teammates that it can provide support to
- Slower offensive Pokemon such as Misdreavus, Mightyena, Torterra, Ursaring, Aurorus, Marowak, Pawniard, and Fraxure all appreciate boosts to their Speed in order to aid their sweep

Other Options
########

- An offensive Baton Pass set with Baton Pass, X-Scissor, Aerial Ace, and Substitute is an alternative way for Ninjask to function as an attacker

Checks & Counters
########

**Stealth Rock**: If Stealth Rock is on the field, Ninjask will have a very difficult time switching in, as it will then be revenge killing or using Baton Pass at 50% of its health.

**Physical Walls**: Ninjask's meager base 90 Attack stat means that it struggles to break through the likes of Piloswine and Avalugg even with a Choice Band equipped.

**Rock-types**: Carracosta, Golem, and Barbaracle all can take Ninjask's X-Scissor and OHKO Ninjask with their Rock-type STAB attacks. However, none can switch into Ninjask's Giga Drain.

**Revenge Killers**: Due to Ninjask's frailty, it can be easily picked off by opposing priority attackers such as Mightyena, Pawniard, and Basculin, or by Choice Scarf users such as Rotom-F, Haunter, and Mr. Mime.

**Multi-Hit Moves**: Icicle Spear from Piloswine and Rock Blast from Armaldo and Golem will OHKO Ninjask through its Substitute, preventing it from passing its Speed boosts to a teammate.

**Phazers**: Phasing moves from the likes of Poliwrath, Avalugg, and Hippopotas eliminate any stat boosts that Ninjask has accumulated, forcing it to start over.
 
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A few comments about CB as I haven't used the BP set (and I'm still not sure it's worthy of getting a set but w/e)

-This was probably an oversight but Naughty should be slashed before Adamant as Giga Drain is the first slash. Also, mention Naive in set details as it lets you outspeed scarf Rotom at the cost of a decent amount of power.

-This analysis needs a lot more mention of volt-turn, as volt-turn teams are by far Ninjask's best use and it's honestly really mediocre otherwise. Talk about this a little in the overview, but especially do so in team options. Mention Zebstrika, Rotom, and Raichu as partners, as well as Probopass as it can trap opposing Probopass for Ninjask and has access to Volt Switch. Hazard setters are good partners too (as long as you're using a spinner and not a defogger), as well as other fast Pokemon in general.

-You could also be more specific when you talk about hazard removers, as they're really important to Ninjask. Hazard removers like Swanna and Armaldo work best with Ninjask because they're the best Pokemon at reliably removing hazards, which it desperately needs.

I'll probably give this a full check later, but that's all for now.
 

Raiza

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I'm starting off saying that I don't think Baton Pass needs a mention as a set
apart from that and some other things you could add, including the ones Magnemite stated, the analysis it's well done

In Overview mention that its attack is decent and along with a Choice Band set, which increases its damage output, it can heavily damage enemy team. For a U-Turn user that needs to keep momentum alive from its side, lack of recovery is a drawback along with its mediocre bulk. Coverage and typing also let Steel-types Pokemon tank Ninjask's moves with ease.

Choice Band
In moves mention that Aerial Ace and X-Scissor are also useful because they don't force Ninjask to switch while still carrying power to hit hard foes and Night Slash can be decent to pull off some damage against Steel-types Pokemon. In set details specify why Ninjask runs Adamant or Naughty nature over Jolly. In TO mention strong Fire-types Pokemon that can possible wallbreak through physical walls and Steel-types to help Ninjask out, such as Heatmor and Ninetales. Entry Hazard support and status that deal residual damage such as Toxic and Burn are appreciated to wear down foes and bring a good synergy with the momentum Ninjask provides to the team.

Snobalt
 
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Anty

let's drop
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The overview looks solid but there are a few problems. Firstly you say performs well vs HO, but HO doesnt really exist in PU (hazard offense is the closest thing and that will always have stealth rock up), and ninjask doesnt really care too badly about matchup considering it main aim is to shuffle the opposing team around. It also its a great late game cleaner due to its weak moves and the typing of its STABs. Giga drain isnt really worth mentioning in the overview as it doesnt really help vs bulky pokes rather to prevent costa/baracle from setting up and possibly to RK +2 costa (mainly a filler). Also 'walled by most steel types' is incorrect as there are two relevant steels, one of which recieves neutral damage to bug. The overview needs to reflect more upon the BP set as currently it is focus'd on the CB one

For the CB set, aerial ace is pretty much just used as a physical attack which hits some targets bug doesnt like fire/fighting types (rose is not a target), giga drain isnt a lure (i have already said its use) and it certainly isnt hitting piloswine, and haunter gets OHKOd by AA anyway, so isnt a night slash target. In UT you should definitely mention ninjasks role as a revenge killer, and i wouldnt say that you shouldnt bring it in if rocks are present, rather just be careful of doing so. Even if Uturn is the main move, locking itself into other moves is fine, as it might need to use AA to revenge kill pokes like dodrio and machoke.

The bp set needs an attacking move and SD should be slashed with substitute (possibly moved to moves), also deslash mental herb. The attacking move isnt just for revenge killing use, it is more for general utility. For UT, i wouldn't really say that this should be used as a lead especcially considering other common leads destroy ninjask and when you baton pass, the receiver isnt really going to be sweeping w/o prior damage or hazards to the opposing team. You also need to specify pokes which ninjask should try and set up on, and say to be weary of piloswine + the rock blast users as they will OHKO it regardless of sub. In TO you need to list more pokes as recievers

Ninjask really doesnt have many other options, possibly mention toxic although that does lose momentum, and double edge which is as strong as xscis, but makes you die to 2 rock switch ins. Also mention an offensive sub pass set (sub pass + 2 attacks), i have tried it out and it is alright.

Stealth rock/passive damage should definitely be mentioned in c&c as that is the largest opportunity cost ninjask brings, maybe add a part for multi hits moves which destroy BP sets, also possibly merge choice scarf users with priority as pokes like scarf rotom dont have trouble revenge killing

Snobalt
 

WhiteDMist

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SD to Moves and Mental Herb to OO at best. I don't think the QC team would allow the BP set to go through otherwise (at least, I won't). A good chunk of the QC team is already iffy on allowing Baton Pass to stay a set, so I would not leave SD on the set when Ninjask already has a hard enough time passing Speed and would be considered lucky to pass a sub intact. SD is just pushing it. As for Mental Herb, you should naturally Baton Pass on any Taunt or Encore user, and never stay in on a Prankster user regardless.
 

MZ

And now for something completely different
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Idk why set descriptions says that a plus speed nature isn't needed. Magnemite kind of mentioned this, but jolly/naive or whatever it is beats adamant +2 torterra, jolly +2 whirlipede, modest +2 aurorus, jolly +2 Huntail and scarf mr mime and rotom-f. Huntail and RP aurorus aren't too common anymore but he rest are really good to beat.
 

Empress

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Idk why set descriptions says that a plus speed nature isn't needed. Magnemite kind of mentioned this, but jolly/naive or whatever it is beats adamant +2 torterra, jolly +2 whirlipede, modest +2 aurorus, jolly +2 Huntail and scarf mr mime and rotom-f. Huntail and RP aurorus aren't too common anymore but he rest are really good to beat.
Tell the next writer to implement that; I'm not writing something I have no knowledge of.
 
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