RU Pangoro (QC 3/3) (GP 2/2)

QC: EonX / Molk / Spirit
GP: horyzhnz / (macrarazy / Legitimate Username)

pangoro.png


Overview
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In a metagame where there are so many faster and seemingly better Fighting-types, Pangoro seems to lack anything notable over its competition. However, a high Attack stat, great STAB moves that break through most Pokemon that resist Fighting, a good set of resistances, and, above all, exclusive access to Parting Shot give Pangoro a great niche as an excellent wallbreaker that can also grant setup opportunities via its unique move. Regardless, one needs to take into account its low Speed, lack of priority, and weakness to common Flying-and Fighting-type attacks before slapping it on a team, as it needs to take advantage of its niche for it to stand out from the crowd of Fighting-types in RarelyUsed.

NEVER SAY NO TO PANDA (Choice Band)
########
name: NEVER SAY NO TO PANDA (Choice Band)
move 1: Hammer Arm / Sky Uppercut
move 2: Crunch
move 3: Poison Jab
move 4: Parting Shot
ability: Iron Fist
item: Choice Band
evs: 180 HP / 252 Atk / 76 Spe
nature: Adamant

Moves
========

Pangoro's Iron Fist-boosted Hammer Arm hits incredibly hard, being only surpassed by Hitmonlee's Reckless Life Orb Hi Jump Kick in terms of raw power and can 2HKO physically bulky Pokemon like Tangrowth with Stealth Rock and Alomomola without it. One can use Sky Uppercut over Hammer Arm, as it still gains the Iron Fist boost and avoids lowering Pangoro's Speed, which might be key if it needs to hit switch-ins with a Fighting-type move first the following turn. However, it loses out on key 2HKOs that Hammer Arm achieves, so Hammer Arm is preferred. Crunch is Pangoro's secondary STAB move and although it doesn't get a boost from Iron Fist, it hits fairly hard nonetheless and hits pesky Ghost- and Psychic-types trying to sponge a Hammer Arm. Poison Jab rounds off Pangoro's coverage by mauling Fairy-type Pokemon that take both of Pangoro's STAB moves with ease. Finally, Parting Shot is a great scouting move that, while not doing damage, lowers both the target's Attack and Special Attack and then switches Pangoro out, creating a setup opportunity for many Pokemon.

Set Details
========

The EVs allow Pangoro to outpace uninvested Lanturn and below, while bolstering bulk and maximizing power in tandem with an Adamant nature. Iron Fist is used to boost the power of Pangoro's Hammer Arm. In combination with Choice Band, this gives Pangoro a good deal of wallbreaking potential, while not having the recoil from Life Orb which would detract from Pangoro's decent bulk. Additionally, one can run a EV spread of 36 HP / 252 Atk / 220 Spe that, in exchange for bulk, can outpace minimum Speed Cresselia and nail it with Crunch before it can use Moonlight or OHKO Pangoro with Moonblast.

Usage Tips
========

Take advantage of Pangoro's resistances to switch into most Dark- and Ghost-type Pokemon without Will-O-Wisp and start making gaping holes in the opposing team. This is aided by the fact that there are very few relevant Fairy-type Pokemon roaming about, so most of the time Pangoro can just use its STAB moves to deal damage. Against teams it struggles against, specifically defensive teams that carry its few counters and hyper-offensive ones, it can still use Parting Shot to create openings for a teammate to set up. Against more defensive teams, this can be done to great effect as most members of these have little offensive presence to begin with, and lowering their damage will almost guarantee successful setup. Parting Shot neuters nearly all attackers on hyper-offense teams, not only creating a setup opportunity, but also taking away momentum from the opposing team as the neutered attacker is forced to switch. However, be cautious of spamming Parting Shot against teams with Braviary, as it gains a +3 Attack boost from Parting Shot due to Defiant.

Team Options
========

As it's fairly slow, Sticky Web or paralysis support can help Pangoro break through more offensive teams, while also counteracting Hammer Arm's side effect when it's going for 2HKOs against certain walls. Shuckle is the best user of the former, while also setting up Stealth Rock, and the likes of Slowking and Uxie can help with the latter, also being able to take Fighting-type moves for it. Registeel can also provide Thunder Wave and entry hazard support and can switch into Flying- and Fairy-type Pokemon, although they share a Fighting weakness. Specially Defensive Meloetta can spread paralysis as well and can force switches via Perish Song, which can be useful for Pangoro to get back in battle if it was forced out by a counter. Pokemon that appreciate physical walls like Alomomola and Tangrowth being weakened are great team mates. Doublade stands out as it's countered fairly easily by the two walls and can switch into all of Pangoro's weaknesses, while Pangoro can take on Doublade's weaknesses bar Ground easily. Delphox loves Pangoro's ability to easily get rid of the likes of Slowking without getting stopped by physical walls that can also stop it, like Alomomola. In return, it can switch into Aromatisse should Pangoro use Parting Shot or be locked in a STAB move and start setting up Calm Mind or cripple it with Switcheroo. Other Pokemon that appreciate Pangoro's wallbreaking include other Fighting-types who can sweep more easily when Ghost- and Psychic-type Pokemon are removed from play, in particular Hitmonlee, who can now use Hi Jump Kick more freely. In a similar vein, Pokemon that can set up easily in front of Pangoro's counter at -1 offenses are particularly useful. This includes Doublade and Delphox, who both set up ridiculously easy on a -1 Aromatisse, and also Pokemon that punish switch-in attempts into resisted STAB moves from Pangoro, ranging from Fighting-types to Poison- and Flying-types. For Poison-types, Psychic-types like Reuniclus and Gallade fit the bill, while Meloetta and Sigilyph can get similar results. Finally, for Flying-types, especially Gligar, Pokemon like Jolteon, Heliolisk, and Clawitzer (in the case of Gligar) can take them on and even start a pseudo VoltTurn chain. In general, if it can switch in via Parting Shot into Pokemon that threaten Pangoro easily and set up or keep up pressure, it's most likely a good teammate for Pangoro.

Other Options
########

The Choice Band set can use Mold Breaker over Iron Fist and Earthquake over Poison Jab to take out Weezing and be able to use Parting Shot in the face of Xatu. However, Weezing can be worn down fairly easily and Xatu is OHKOed by Crunch. Scrappy can be used to hit Ghost-types with a Fighting-type move, which is useful for OHKOing Spiritomb, but this makes Hammer Arm lose out on key KOs and Pangoro has Crunch for them anyway. Storm Throw is there if you really need to break a Bulk Up user, but the Pokemon most likely to use it either resist it, can take one regardless or just take it out with its own attacks, such as Gallade, Gurdurr, and Braviary.

Checks & Counters
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**Gligar**: With its Eviolite boosted defenses, Gligar can take any hit from Pangoro, Roost it off, and then proceed to wear Pangoro down with Toxic and Earthquake.

**Weezing**: Weezing can potentially get 2HKOed by Crunch with prior damage, but if it's healthy it can barely avoid the 2HKO every time and neuter it with Will-O-Wisp.

**Fighting-types**: Faster Fighting-types like Cobalion, Virizion and Hitmonlee can revenge kill Pangoro easily. However, none of these actually can switch into anything but Crunch without taking massive damage.

**Flying-types**: Flying-types like Braviary and Fletchinder can also revenge kill easily due to superior Speed, but face the same issue switching in as the Fighting-types.

**Burn**: Will-O-Wisp can severely cripple Pangoro and as most of the users have decent Speed, it will be easy to burn Pangoro before it can attack. However, note that most defensive reactions to Pangoro can be turned into its advantage by using Parting Shot, and even some offensive ones, so keep that in mind.
 
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Before you get any further, bump the speed EVs up to 220. I know it costs a lot a bulk, but the ability to outspeed 0 EV Cresselia and deal plenty of damage to it is worth it.
 
Before you get any further, bump the speed EVs up to 220. I know it costs a lot a bulk, but the ability to outspeed 0 EV Cresselia and deal plenty of damage to it is worth it.
I'll wait for a bit more input before making it the main spread, but I'll mention the spread in Set Details for the time being, as Cressy can actually threaten it due Moonblast (and a way to fuck up Cress is always nice).
Scrappy is rather good. It eases prediction on ghosts and hits Spiritomb hard.
Max HP/Max Def+ Spiritomb has a 99.6% chance of getting 2HKO'd by Crunch after SR. Offensive sets get smacked and can't do anything back anyway if lacking Wisp.
I guess if you really need a mon that can kill Spiritomb right of the bat, you can use that, so I'll mention it in OO. I'd still prefer to be able to breeze through Alomomola with some SW/Paralysis support though. And again, Crunch is there for Ghosts. Maybe it reduces prediction, but losing Iron Fist and thus, a semi-reliable way to KO what is by far the most prominent Physical wall in RU doesn't sound appealing tbh.
 
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I'd definitely try to emphasize on Parting Shot a bit more in the usage tips and teammates section. Imo Parting Shot is THE reason to use Pangoro over any other powerful Choice Band Pokemon, simply because of how good the move is (it basically functions like a nerfed, but reusable memento). Its a pretty good move for grabbing momentum in general and makes it quite easy to give your teammates free opportunities to set up and possibly sweep, especially considering Pangoro's powerful STAB moves force quite a bit of switches. In team options in particular, be sure to mention Pokemon that can use this mini memento most effectively (especially if they can take advantage of fighting mons and Aromatisse in particular), you already have Doublade mentioned so thats a good start. Others that you could mention include say Mismagius, Reuniclus, Gallade, and Meloetta.
 
I'd definitely try to emphasize on Parting Shot a bit more in the usage tips and teammates section. Imo Parting Shot is THE reason to use Pangoro over any other powerful Choice Band Pokemon, simply because of how good the move is (it basically functions like a nerfed, but reusable memento). Its a pretty good move for grabbing momentum in general and makes it quite easy to give your teammates free opportunities to set up and possibly sweep, especially considering Pangoro's powerful STAB moves force quite a bit of switches. In team options in particular, be sure to mention Pokemon that can use this mini memento most effectively (especially if they can take advantage of fighting mons and Aromatisse in particular), you already have Doublade mentioned so thats a good start. Others that you could mention include say Mismagius, Reuniclus, Gallade, and Meloetta.
Done. I might make more of a point of needing something to take down Gligar, because it walls Pangoro quite comfortably (Max HP/Def only gets 3HKO'd by Crunch after SR). Also, another item that can bluff Choice Band so that late game you can use Parting Shot on an unsuspecting opponent for game ending set up might be worth a mention, but I need opinions on that.
 
should probably mention defiant or competitive users like braviary, primeape, milotic, wigglytuff etc, if it's relevant; switching in on a parting shot gives them +3 attack / spa and pangoro can't really do anything back to them if it stays in.
 
should probably mention defiant or competitive users like braviary, primeape, milotic, wigglytuff etc, if it's relevant; switching in on a parting shot gives them +3 attack / spa and pangoro can't really do anything back to them if it stays in.
Already mentioned Braviary, the most prominent one, in Usage tips, tho. Milotic is UU and Wigglytuff is eh. I'll mention Primeape if it's seen at all for this purpose but I've yet to see one at all one the ladder (maybe it's me tho). Just saying that Parting Shot also forces you to switch, so you could always force the Defiant/Competitive user out if you have a check.

Is Primeape even relevant anymore with the two musketeers roaming about, tho?
 
well i meant more of a check in a sense, since just the mere presence of braviary kinda deters the use of parting shot, lest something wants to eat a +3 brave bird.
 
well i meant more of a check in a sense, since just the mere presence of braviary kinda deters the use of parting shot, lest something wants to eat a +3 brave bird.
I thoroughly agree with being careful with Parting Shot when Braviary rears it's head. But I already mentioned that in Usage Tips. I'll give the Defiant boost an extra mention to it in C&C when I write it up in paragraph form, I suppose, as it IS absolutely terrifying with +3 CB Brave Bird. Can't mention it more then those two places tho, without overdoing it.
 
Max HP/Max Def+ Spiritomb has a 99.6% chance of getting 2HKO'd by Crunch after SR. Offensive sets get smacked and can't do anything back anyway if lacking Wisp.
I guess if you really need a mon that can kill Spiritomb right of the bat, you can use that, so I'll mention it in OO. I'd still prefer to be able to breeze through Alomomola with some SW/Paralysis support though. And again, Crunch is there for Ghosts. Maybe it reduces prediction, but losing Iron Fist and thus, a semi-reliable way to KO what is by far the most prominent Physical wall in RU doesn't sound appealing tbh.
The reason that it I feel that Scrappy is pretty good on the set is because it eases prediction on a set which can't switch moves. This is big as, if Spiritomb does end up coming in on a Hammer Arm or Sky Uppercut, you can't then switch moves. Furthermore:
  • 252+ Atk Choice Band Pangoro Sky Uppercut vs. 252 HP / 252+ Def Spiritomb: 302-356 (99.3 - 117.1%) -- 93.8% chance to OHKO
in the words of Jar Jar Binks, "Meesa likey very much".

You say that Storm Throw is shitty because it is outdamaged by Hammer Arm, but the reason people use it isn't because it is more powerful (as you clearly state it isn't in your description), but because critical hits ignore Intimidate and Reflect (as well as the random, useless Cotton Guard Whimsicott and Cotton Guard/Calm Mind Slurpuff which noobs seem to use for some reason, but I will not refer to them in my next statement as they are useless and any serious player shouldn't be seeing them). This is huge for Pangoro, as they have a big effect on it when it decides to not go for Parting Shot and either one or both of the aforementioned conditions are in effect. This is great especially for Scrappy variants, and its why it is so good for laddering.
 
The reason that it I feel that Scrappy is pretty good on the set is because it eases prediction on a set which can't switch moves. This is big as, if Spiritomb does end up coming in on a Hammer Arm or Sky Uppercut, you can't then switch moves. Furthermore:
  • 252+ Atk Choice Band Pangoro Sky Uppercut vs. 252 HP / 252+ Def Spiritomb: 302-356 (99.3 - 117.1%) -- 93.8% chance to OHKO
in the words of Jar Jar Binks, "Meesa likey very much".

You say that Storm Throw is shitty because it is outdamaged by Hammer Arm, but the reason people use it isn't because it is more powerful (as you clearly state it isn't in your description), but because critical hits ignore Intimidate and Reflect (as well as the random, useless Cotton Guard Whimsicott and Cotton Guard/Calm Mind Slurpuff which noobs seem to use for some reason, but I will not refer to them in my next statement as they are useless and any serious player shouldn't be seeing them). This is huge for Pangoro, as they have a big effect on it when it decides to not go for Parting Shot and either one or both of the aforementioned conditions are in effect. This is great especially for Scrappy variants, and its why it is so good for laddering.
Why would you stay in Whimsicott and slurpuff lol they OHKO with a 4x Super-Effective STAB? Besides, most things that boost defense either threaten Pangoro (Gurdurr, Braviary, Hitmontop although is meh some people use it) or aren't hit that hard by Storm Throw (Gallade, the mighty Cotton Guard Banette, Arbok because it's the closest thing I can remember facing with a defense boosting move other than Acid Armor Muk, which is bad). The intimidate factor is also not very good since usially what carries it either resist, such as Qwilfish and Granbull, or threaten Pangoro directly, like Hitmontop.

Not to mention, Hammer Arm, as Ningildo said, 2HKOes Alomomola. If a physical Pokemon can do something like this, it should.
 
Why would you stay in Whimsicott and slurpuff lol they OHKO with a 4x Super-Effective STAB? Besides, most things that boost defense either threaten Pangoro (Gurdurr, Braviary, Hitmontop although is meh some people use it) or aren't hit that hard by Storm Throw (Gallade, the mighty Cotton Guard Banette, Arbok because it's the closest thing I can remember facing with a defense boosting move other than Acid Armor Muk, which is bad). The intimidate factor is also not very good since usially what carries it either resist, such as Qwilfish and Granbull, or threaten Pangoro directly, like Hitmontop.

Not to mention, Hammer Arm, as Ningildo said, 2HKOes Alomomola. If a physical Pokemon can do something like this, it should.
I wan't saying to use it, I was saying that that is the main reason that people run it as he said that it is shit dispite having its limited uses. Also, read this part:
the random, useless Cotton Guard Whimsicott and Cotton Guard/Calm Mind Slurpuff which noobs seem to use for some reason, but I will not refer to them in my next statement as they are useless and any serious player shouldn't be seeing them
before you say why I would mention them when they have a 4x STAB super effective STAB move.

Sorry I was unclear, but just stating there is a reason to run it and that the point should be reworded, but no higher than a moves or OO mention only.
 
I wan't saying to use it, I was saying that that is the main reason that people run it as he said that it is shit dispite having its limited uses. Also, read this part:

before you say why I would mention them when they have a 4x STAB super effective STAB move.

Sorry I was unclear, but just stating there is a reason to run it and that the point should be reworded, but no higher than a moves or OO mention only.
From the analysis OO before you made a comment about me saying Storm Throw is shit:

  • [*]Scrappy can be used to hit Ghosts types with a Fighting STAB, which is useful for OHKOing Spiritomb, but this makes Hammer Arm lose out on key KO's and Pangoro has STAB Crunch for them anyway.
    [*]Storm Throw is there if you really need to break a Bulk Up user out of control, but the Pokemon most likely to use it either resist it (Gallade), can take one regardless (Gurdurr) or just take it out with it's STAB (Braviary and the former two)
I already made my response regarding Scrappy, so nothing there. But Storm Throw is shit in damn near all situations, bar vs Hitmontop and Reflect. Thing is, there are far more situations where Iron Fist Hammer Arm is far more powerful then when you need to use Storm Throw (as, realistically, there are three things that commonly have the former, Qwilfish, Hitmontop and Grandbull, of whom you can only really annoy Hitmontop with (Intimidate should generally go max physical bulk imo) and Reflect will only be seen on Meowstic and MAYBE Uxie/Cresselia, so unless you're talking about hitting the things that are weak against Fighting behind screens hard, you will be running Storm Throw...for Hitmontop alone). I mentioned here why you shouldn't attempt to use Storm Throw against common BU users (cause you won't get the hit, ever, unless hitting on the switch at which point you should be using IF Hammer Arm...) and defensive boosters are non existent on decent/good teams.

And for future reference, don't say "because it's only very useful on the ladder, it deserves a mention" because analysis sets (and moves) are meant to be good in any situation, not just in a place where Hitmonchan and Electivire get the nod over things like Mismagius, CARRACOSTA and other, actually useful things. The ladder is better then it was in BW RU, I admit, but not to the point where ladder trends are reflecting what top tier threats are. If that was the case, Electivire, Hitmonchan and Claydol would all be B- and up in terms of viability, lol.
 
Ok, finally getting to this Ningildo.

[Overview]

- Secondary Dark typing gives it Ghost resistance and Psychic immunity, both of which are p. cool for Fighting-types.

[Choice Band]

- Poison Jab is not boosted by Iron Fist, so there's your clarity on that ;)
- Make mention of SpDef Meloetta for paralysis users. It also has Perish Song to continue to force switches, which can help Pangoro get back in the match if it's forced out
- Make sure to flesh out the Team Options a bit when you write this up.

I'm tired af right now, so I'm sure I missed some things. Oh, and confirming that this thing is hard af to switch into.

QC Approved 1/3
 
Ningildo
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Overview
########

In a metagame where there are so many faster and seemingly better Fighting-types, Pangoro seems to lack anything notable over its competition. However, a high Attack stat, great STABs moves that break through most Fighting resists Pokemon that resist Fighting that plague it's rivals, a good set of resistances,(AC) and, above all, exclusive access to Parting Shot give Pangoro a great niche as an excellent wallbreaker that can also grant setup opportunities via its unique move. Regardless, one needs to take into account its low Speed, lack of priority,(AC) to circumvent this and weakness to common Flying-and Fighting-type attacks before slapping it on a team, as it needs to take advantage of it's its fairly unique niche for it to stand out from crowd of Fighting-types in RarelyUsed.
NEVER SAY NO TO PANDA (Choice Band)
########
name: NEVER SAY NO TO PANDA (Choice Band)
move 1: Hammer Arm / Sky Uppercut
move 2: Crunch
move 3: Poison Jab
move 4: Parting Shot
ability: Iron Fist
item: Choice Band
evs: 180 HP / 252 Atk / 76 Spe
nature: Adamant

Moves
========

Pangoro's Iron
Fist-boosted Hammer Arm hits incredibly hard, being only surpassed by Hitmonlee's Reckless Life Orb Hi Jump Kick in terms of raw power and easily 2HKOing ridiculously physically bulky Pokemon like Tangrowth with Stealth Rock and Alomomola without it. One can use Sky Uppercut over Hammer Arm, as it still gains the Iron Fist boost and avoids lowering Pangoro's Speed, which might be key if it needs to hit switch-ins with a Fighting-type STAB move first the following turn. However, it loses out on key 2HKOs that Hammer Arm achieves, so Hammer Arm is preferred. Crunch is Pangoro's secondary STAB move and although it doesn't get a boost from Iron Fist, it hits fairly hard nonetheless and hits pesky Ghost-and Psychic-types thinking about trying to sponging sponge a Hammer Arm. Poison Jab rounds off Pangoro's coverage by mauling Fairy-type Pokemon that take both of Pangoro's STABs moves with ease. Finally, Parting Shot is a great scouting move that, while not doing damage, lowers both the target's Attack and Special Attack and then switches Pangoro out, creating a setup opportunity for many Pokemon.
Set Details
========

The
EVs allows Pangoro to outpace uninvested Lanturn and below, while bolstering bulk and maximizing power in tandem with an Adamant nature. Iron Fist is used to boost the power of Pangoro's Hammer Arm. In combination with Choice Band, this lets gives Pangoro have a good deal of wallbreaking potential, while not having the HP draining effect recoil from Life Orb,(RC) which would detract from Pangoro's decent bulk. Additionally, one can run a EV spread of 36 HP / 252 Atk / 220 Spe that, in exchange for bulk, can outpace minimum Speed Cresselia and nail it with Crunch before it can use Moonlight itself or OHKO Pangoro with Moonblast.
Usage Tips
========

Take advantage of Pangoro's resistances to switch into most Dark- and non-Will-O-Wisp carrying Ghost-type Pokemon without Will-O-Wisp and start making gaping holes into the opposing team. This is aided by the fact that there are very few relevant Fairy-type Pokemon roaming about, so most of the time Pangoro can just use it's its STABs moves to deal damage. Against teams it struggles to do much of anything against, specifically defensive teams that carry its few counters and Hyper Offense hyper-offensive ones, it can still use Parting Shot to create openings for a teammate to set up. Against more defensive teams, this can be done to great effect as most members of these are weak offensively have little offensive presence to begin with, and lowering their damage from pitiful to laughable and almost guaranteeing set up will almost guarantee successful setup. Offensive teams, on the other hand, rely on momentum created by offensive pressure. Parting Shot neuters nearly all attackers on these hyper-offense teams, not only creating a setup opportunity, but also taking away momentum from the opposing team as the neutered attacker is forced to switch,(RC) lest it give more then one free turn. However, be cautious of spamming Parting Shot against teams with Braviary, as it gains a +3 Attack boost from Parting Shot due to Defiant and a +3, possibly Choice Band boosted Brave Bird is going leave its mark on anything.
Team Options
========

As it's fairly slow, Sticky Web or paralysis support can help it break through more offensive teams, while also counteracting Hammer Arm's side effect when it's going for 2HKOs against certain walls. Shuckle is the best user of the former, while also setting up Stealth Rock, and the likes of Slowking and Uxie can help with the latter, also being able to take Fighting-type moves for it. Registeel can also provide Thunder Wave and entry hazard support and can switch into Flying- and Fairy-type Pokemon to use these, although they stack share a Fighting weakness. Specially Defensive Meloetta can spread paralysis as well and can force switches via Perish Song, which can be useful for Pangoro to get back in battle if it was forced out by a counter. Pokemon that appreciate very weak or KO'd physical walls like Alomomola and Tangrowth being weakened are great team mates, doubly so if they can take on things that can smack it super effectively. Doublade stands out as it's countered fairly easy by the two walls and can switch into all of Pangoro's weaknesses, while Pangoro can take on Doublade's weaknesses bar Ground easily. Delphox loves Pangoro's ability to easily get rid of the likes of Slowking without getting stopped by physical walls that can also stop it, like Alomomola. It In return,(AC) it can switch into Aromatisse should Pangoro use Parting Shot or be locked in a STAB move and start setting up Calm Mind or cripple it with Switcheroo. Other Pokemon that appreciate Pangoro's wallbreaking include other Fighting-types who can sweep more easily when Ghost- and Psychic-type Pokemon are removed from play, in particular Hitmonlee, who can now spam use Hi Jump Kick far more freely. In a similar vein, Pokemon that can set up easily in front of Pangoro's counter at -1 offenses are particularly useful. This includes Doublade and Delphox, who both set up ridiculously easy on a -1 Special Attack Aromatisse, but and also Pokemon that punish switch-in attempts into a resisted STAB moves from Pangoro, ranging from Fighting-types aiming for a Crunch to Poison- and Flying-types wanting to take a Fighting move, only to be met with Parting Shot and turned into set up bait for the right Pokemon. For Fighting types, these include Reuniclus, Mismagius, Gallade, the aforementioned Doublade and the like, while Flying-types like Fletchinder and Braviary can also pressure them. For Poison-types, the Psychic-types just mentioned like Reuniclus and Gallade fit the bill, while Meloetta and Sigilyph can get similar results. Finally, for Flying-types, especially Gligar, Pokemon like Jolteon, Heliolisk,(AC) and Clawitzer (in the case of Gligar) can take them on and even start a pseudo VoltTurn chain due forcing them out, quickly racking up entry hazard damage and opening up a late game sweep if it keeps up long enough. In general, if it can switch in via Parting Shot into things Pokemon that threaten Pangoro easily and set up or keep up pressure, it's most likely a good teammate for Pangoro.
Other Options
########

The Choice Band set can use Mold Breaker over Iron Fist and Earthquake over Poison Jab to take out Weezing and be able to use Parting Shot in the face of Xatu. However, Weezing can be worn down fairly easy and Xatu is
OHKOed by Crunch. Scrappy can be used to hit Ghost-types with a Fighting-type move STAB, which is useful for OHKOing Spiritomb, but this makes Hammer Arm lose out on key KOs and Pangoro has STAB Crunch for them anyway. Storm Throw is there if you really need to break a Bulk Up user out of control, but the Pokemon most likely to use it either resist it (Gallade), can take one regardless (Gurdurr) or just take it out with it's STAB (Braviary and the former two) its own attacks, such as Gallade, Gurdurr, and Braviary.
Checks & Counters
########

**Gligar**: With it's its Eviolite boosted defenses, Gligar can take any hit from Pangoro, Roost it off,(AC) and then proceed to wear Pangoro down with Toxic and Earthquake.
**Weezing**: Weezing can potentially get 2HKOed by Crunch if it's even a bit worn down with prior damage, but if it's healthy it can barely avoid the 2HKO damn near every time and neuter it with Will-O-Wisp.

**Fighting-types**: Faster,(RC) stronger Fighting-types like Cobalion, Virizion, and Hitmonlee and co can revenge kill Pangoro easily as they can outpace it every time. However, none of these actually can switch into anything but Crunch without taking massive damage if not getting outright KO'd and even then it will do a good chunk to all of them but Cobalion.
**Flying-types**: Flying-types like Braviary and Fletchinder can also revenge kill easily due to superior Speed, but face the same issue switching in as the fighters Fighting-types,(RC) as both have a high chance of fainting if Stealth Rock is up on an attempted switch-in.

**Burn inducing moves**: Will-O-Wisp and other burn inducing moves can severely cripple Pangoro and as most of the users have decent Speed, it will be easy to get the move off before Pangoro shows why they shouldn't say no to it burn Pangoro before it can attack. However, note that most defensive reactions to Pangoro can be turned into its advantage by using Parting Shot, and even some offensive ones, so keep that in mind lest you get set up on by one of Pangoro's teammates and subsequently swept, although Braviary is a stark exception to this.

GP 1/2
 
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Hello! AMcheck ahead.

add, remove, C/capitalization, comments
Overview
########

In a metagame where there are so many faster and seemingly better Fighting-types, Pangoro seems to lack anything notable over its competition. However, a high Attack stat, great STAB moves that break through most Pokemon that resist Fighting, a good set of resistances, and, above all, exclusive access to Parting Shot give Pangoro a great niche as an excellent wallbreaker that can also grant setup opportunities via its unique move. Regardless, one needs to take into account its low Speed, lack of priority, and weakness to common Flying- and Fighting-type attacks before slapping it on a team, as it needs to take advantage of its niche for it to stand out from the crowd of Fighting-types in RarelyUsed.

NEVER SAY NO TO PANDA (Choice Band)
########

name: NEVER SAY NO TO PANDA (Choice Band)
move 1: Hammer Arm / Sky Uppercut
move 2: Crunch
move 3: Poison Jab
move 4: Parting Shot
ability: Iron Fist
item: Choice Band
evs: 180 HP / 252 Atk / 76 Spe
nature: Adamant

Moves
========

Pangoro's Iron Fist-boosted Hammer Arm hits incredibly hard, being only surpassed by Hitmonlee's Reckless Life Orb Hi Jump Kick in terms of raw power and can easily 2HKOing physically bulky Pokemon like Tangrowth with Stealth Rock and Alomomola without it. One can use Sky Uppercut over Hammer Arm, as it still gains the Iron Fist boost and avoids lowering Pangoro's Speed, which might be key if it needs to hit switch-ins with a Fighting-type move first the following turn. However, it loses out on key 2HKOs that Hammer Arm achieves, so Hammer Arm is preferred. Crunch is Pangoro's secondary STAB move and although it doesn't get a boost from Iron Fist, it hits fairly hard nonetheless and hits pesky Ghost- and Psychic-types trying to sponge a Hammer Arm. Poison Jab rounds off Pangoro's coverage by mauling Fairy-type Pokemon that take both of Pangoro's STAB moves with ease. Finally, Parting Shot is a great scouting move that, while not doing damage, lowers both the target's Attack and Special Attack and then switches Pangoro out, creating a setup opportunity for many Pokemon.

Set Details
========

The EVs allow Pangoro to outpace uninvested Lanturn and below, while bolstering bulk and maximizing power in tandem with an Adamant nature. Iron Fist is used to boost the power of Pangoro's Hammer Arm. In combination with Choice Band, this gives Pangoro a good deal of wallbreaking potential, while not having the recoil from Life Orb which would detract from Pangoro's decent bulk. Additionally, one can run a EV spread of 36 HP / 252 Atk / 220 Spe that, in exchange for bulk, can outpace minimum Speed Cresselia and nail it with Crunch before it can use Moonlight or OHKO Pangoro with Moonblast.

Usage Tips
========

Take advantage of Pangoro's resistances to switch into most Dark- and Ghost-type Pokemon without Will-O-Wisp and start making gaping holes in the opposing team. This is aided by the fact that there are very few relevant Fairy-type Pokemon roaming about, so most of the time Pangoro can just use its STAB moves to deal damage. Against teams it struggles against, specifically defensive teams that carry its few counters and hyper - offensive ones, it can still use Parting Shot to create openings for a teammate to set up. Against more defensive teams, this can be done to great effect as most members of these have little offensive presence to begin with, and lowering their damage will almost guarantee successful setup. Parting Shot neuters nearly all attackers on hyper-offense teams, not only creating a setup opportunity, but also taking away momentum from the opposing team as the neutered attacker is forced to switch. However, be cautious of spamming Parting Shot against teams with Braviary, as it gains a +3 Attack boost from Parting Shot due to Defiant.

Team Options
========

As it's fairly slow, Sticky Web or paralysis support can help it Pangoro break through more offensive teams, while also counteracting Hammer Arm's side effect when it's going for 2HKOs against certain walls. Shuckle is the best user of the former, while also setting up Stealth Rock, and the likes of Slowking and Uxie can help with the latter, also being able to take Fighting-type moves for it. Registeel can also provide Thunder Wave and entry hazard support and can switch into Flying- and Fairy-type Pokemon, although they share a Fighting weakness. Specially defensive Meloetta can spread paralysis as well and can force switches via Perish Song, which can be useful for Pangoro to get back in battle if it was forced out by a counter. Pokemon that appreciate physical walls like Alomomola and Tangrowth being weakened are great team mates. Doublade stands out as it's countered fairly easy easily by the two walls and can switch into all of Pangoro's weaknesses, while Pangoro can take on Doublade's weaknesses bar Ground easily. Delphox loves Pangoro's ability to easily get rid of the likes of Slowking without getting stopped by physical walls that can also stop it, like Alomomola. In return, it can switch into Aromatisse should Pangoro use Parting Shot or be locked in a STAB move and start setting up Calm Mind or cripple it with Switcheroo. Other Pokemon that appreciate Pangoro's wallbreaking include other Fighting-types who can sweep more easily when Ghost- and Psychic-type Pokemon are removed from play, in particular Hitmonlee, who can now use Hi Jump Kick more freely. In a similar vein, Pokemon that can set up easily in front of Pangoro's counter at -1 offenses are particularly useful. This includes Doublade and Delphox, who both set up ridiculously easy on a -1 Aromatisse, and also Pokemon that punish switch-in attempts into resisted STAB moves from Pangoro, ranging from Fighting-types to Poison- and Flying-types. For Poison-types, Psychic-types like Reuniclus and Gallade fit the bill, while Meloetta and Sigilyph can get similar results. Finally, for Flying-types, especially Gligar, Pokemon like Jolteon, Heliolisk, and Clawitzer (in the case of Gligar) can take them on and even start a pseudo VoltTurn chain. In general, if it can switch in via Parting Shot into Pokemon that threaten Pangoro easily and set up or keep up pressure, it's most likely a good teammate for Pangoro.

Other Options
########

The Choice Band set can use Mold Breaker over Iron Fist and Earthquake over Poison Jab to take out Weezing and be able to use Parting Shot in the face of Xatu. However, Weezing can be worn down fairly easy easily and Xatu is OHKOed by Crunch. Scrappy can be used to hit Ghost-types with a Fighting-type move, which is useful for OHKOing Spiritomb, but this makes Hammer Arm lose out on key KOs and Pangoro has Crunch for them anyway. Storm Throw is there if you really need to break a Bulk Up user, but the Pokemon most likely to use it either resist it, can take one regardless or just take it out with its own attacks, such as Gallade, Gurdurr, and Braviary.

Checks & Counters
########

**Gligar**: With its Eviolite boosted defenses, Gligar can take any hit from Pangoro, Roost it off, and then proceed to wear Pangoro down with Toxic and Earthquake.

**Weezing**: Weezing can potentially get 2HKOed by Crunch with prior damage, but if it's healthy it can barely avoid the 2HKO every time and neuter it with Will-O-Wisp.

**Fighting-types**: Faster Fighting-types like Cobalion, Virizion and Hitmonlee can revenge kill Pangoro easily. However, none of these actually can switch into anything but Crunch without taking massive damage.

**Flying-types**: Flying-types like Braviary and Fletchinder can also revenge kill easily due to superior Speed, but face the same issue switching in as the Fighting-types.

**Burn**: Will-O-Wisp can severely cripple Pangoro and as most of the users have decent Speed, it will be easy to burn Pangoro before it can attack. However, note that most defensive reactions to Pangoro can be turned into its advantage by using Parting Shot, and even some offensive ones, so keep that in mind.
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Hello! AMcheck ahead.

add, remove, C/capitalization, comments
Overview
########

In a metagame where there are so many faster and seemingly better Fighting-types, Pangoro seems to lack anything notable over its competition. However, a high Attack stat, great STAB moves that break through most Pokemon that resist Fighting, a good set of resistances, and, above all, exclusive access to Parting Shot give Pangoro a great niche as an excellent wallbreaker that can also grant setup opportunities via its unique move. Regardless, one needs to take into account its low Speed, lack of priority, and weakness to common Flying- and Fighting-type attacks before slapping it on a team, as it needs to take advantage of its niche for it to stand out from the crowd of Fighting-types in RarelyUsed.

NEVER SAY NO TO PANDA (Choice Band)
########

name: NEVER SAY NO TO PANDA (Choice Band)
move 1: Hammer Arm / Sky Uppercut
move 2: Crunch
move 3: Poison Jab
move 4: Parting Shot
ability: Iron Fist
item: Choice Band
evs: 180 HP / 252 Atk / 76 Spe
nature: Adamant

Moves
========

Pangoro's Iron Fist-boosted Hammer Arm hits incredibly hard, being only surpassed by Hitmonlee's Reckless Life Orb Hi Jump Kick in terms of raw power and can easily 2HKOing physically bulky Pokemon like Tangrowth with Stealth Rock and Alomomola without it. One can use Sky Uppercut over Hammer Arm, as it still gains the Iron Fist boost and avoids lowering Pangoro's Speed, which might be key if it needs to hit switch-ins with a Fighting-type move first the following turn. However, it loses out on key 2HKOs that Hammer Arm achieves, so Hammer Arm is preferred. Crunch is Pangoro's secondary STAB move and although it doesn't get a boost from Iron Fist, it hits fairly hard nonetheless and hits pesky Ghost- and Psychic-types trying to sponge a Hammer Arm. Poison Jab rounds off Pangoro's coverage by mauling Fairy-type Pokemon that take both of Pangoro's STAB moves with ease. Finally, Parting Shot is a great scouting move that, while not doing damage, lowers both the target's Attack and Special Attack and then switches Pangoro out, creating a setup opportunity for many Pokemon.

Set Details
========

The EVs allow Pangoro to outpace uninvested Lanturn and below, while bolstering bulk and maximizing power in tandem with an Adamant nature. Iron Fist is used to boost the power of Pangoro's Hammer Arm. In combination with Choice Band, this gives Pangoro a good deal of wallbreaking potential, while not having the recoil from Life Orb which would detract from Pangoro's decent bulk. Additionally, one can run a EV spread of 36 HP / 252 Atk / 220 Spe that, in exchange for bulk, can outpace minimum Speed Cresselia and nail it with Crunch before it can use Moonlight or OHKO Pangoro with Moonblast.

Usage Tips
========

Take advantage of Pangoro's resistances to switch into most Dark- and Ghost-type Pokemon without Will-O-Wisp and start making gaping holes in the opposing team. This is aided by the fact that there are very few relevant Fairy-type Pokemon roaming about, so most of the time Pangoro can just use its STAB moves to deal damage. Against teams it struggles against, specifically defensive teams that carry its few counters and hyper - offensive ones, it can still use Parting Shot to create openings for a teammate to set up. Against more defensive teams, this can be done to great effect as most members of these have little offensive presence to begin with, and lowering their damage will almost guarantee successful setup. Parting Shot neuters nearly all attackers on hyper-offense teams, not only creating a setup opportunity, but also taking away momentum from the opposing team as the neutered attacker is forced to switch. However, be cautious of spamming Parting Shot against teams with Braviary, as it gains a +3 Attack boost from Parting Shot due to Defiant.

Team Options
========

As it's fairly slow, Sticky Web or paralysis support can help it Pangoro break through more offensive teams, while also counteracting Hammer Arm's side effect when it's going for 2HKOs against certain walls. Shuckle is the best user of the former, while also setting up Stealth Rock, and the likes of Slowking and Uxie can help with the latter, also being able to take Fighting-type moves for it. Registeel can also provide Thunder Wave and entry hazard support and can switch into Flying- and Fairy-type Pokemon, although they share a Fighting weakness. Specially defensive Meloetta can spread paralysis as well and can force switches via Perish Song, which can be useful for Pangoro to get back in battle if it was forced out by a counter. Pokemon that appreciate physical walls like Alomomola and Tangrowth being weakened are great team mates. Doublade stands out as it's countered fairly easy easily by the two walls and can switch into all of Pangoro's weaknesses, while Pangoro can take on Doublade's weaknesses bar Ground easily. Delphox loves Pangoro's ability to easily get rid of the likes of Slowking without getting stopped by physical walls that can also stop it, like Alomomola. In return, it can switch into Aromatisse should Pangoro use Parting Shot or be locked in a STAB move and start setting up Calm Mind or cripple it with Switcheroo. Other Pokemon that appreciate Pangoro's wallbreaking include other Fighting-types who can sweep more easily when Ghost- and Psychic-type Pokemon are removed from play, in particular Hitmonlee, who can now use Hi Jump Kick more freely. In a similar vein, Pokemon that can set up easily in front of Pangoro's counter at -1 offenses are particularly useful. This includes Doublade and Delphox, who both set up ridiculously easy on a -1 Aromatisse, and also Pokemon that punish switch-in attempts into resisted STAB moves from Pangoro, ranging from Fighting-types to Poison- and Flying-types. For Poison-types, Psychic-types like Reuniclus and Gallade fit the bill, while Meloetta and Sigilyph can get similar results. Finally, for Flying-types, especially Gligar, Pokemon like Jolteon, Heliolisk, and Clawitzer (in the case of Gligar) can take them on and even start a pseudo VoltTurn chain. In general, if it can switch in via Parting Shot into Pokemon that threaten Pangoro easily and set up or keep up pressure, it's most likely a good teammate for Pangoro.

Other Options
########

The Choice Band set can use Mold Breaker over Iron Fist and Earthquake over Poison Jab to take out Weezing and be able to use Parting Shot in the face of Xatu. However, Weezing can be worn down fairly easy easily and Xatu is OHKOed by Crunch. Scrappy can be used to hit Ghost-types with a Fighting-type move, which is useful for OHKOing Spiritomb, but this makes Hammer Arm lose out on key KOs and Pangoro has Crunch for them anyway. Storm Throw is there if you really need to break a Bulk Up user, but the Pokemon most likely to use it either resist it, can take one regardless or just take it out with its own attacks, such as Gallade, Gurdurr, and Braviary.

Checks & Counters
########

**Gligar**: With its Eviolite boosted defenses, Gligar can take any hit from Pangoro, Roost it off, and then proceed to wear Pangoro down with Toxic and Earthquake.

**Weezing**: Weezing can potentially get 2HKOed by Crunch with prior damage, but if it's healthy it can barely avoid the 2HKO every time and neuter it with Will-O-Wisp.

**Fighting-types**: Faster Fighting-types like Cobalion, Virizion and Hitmonlee can revenge kill Pangoro easily. However, none of these actually can switch into anything but Crunch without taking massive damage.

**Flying-types**: Flying-types like Braviary and Fletchinder can also revenge kill easily due to superior Speed, but face the same issue switching in as the Fighting-types.

**Burn**: Will-O-Wisp can severely cripple Pangoro and as most of the users have decent Speed, it will be easy to burn Pangoro before it can attack. However, note that most defensive reactions to Pangoro can be turned into its advantage by using Parting Shot, and even some offensive ones, so keep that in mind.
Not much to do at all, well done. Tagging Legitimate Username to stamp this check.
Changes made. Awaiting second stamp.
 
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