NU Pangoro

Overview
#######

Pangoro and its pre-evolution, Pancham, are the only Pokemon to have access to the move Parting Shot, which lowers the opponent's attacking stats and allows Pangoro to bring in teammates safely. Pangoro is a fantastic Choice Band user thanks to its high Attack stat and three solid abilities to choose from. Of these abilities, each one has a specific perk; Mold Breaker allows Pangoro to hit Weezing with Earthquake, Scrappy means that Ghost-types cannot switch into Storm Throw, and Iron Fist boosts Hammer Arm's power immensely. Pangoro also has other powerful STAB moves, such as Storm Throw and Crunch, though it does lack Drain Punch and Knock Off, unlike other Dark- and Fighting-type Pokemon. Unfortunately, Pangoro's low Speed stat really holds it back from being a top tier threat because it will almost always be taking damage before attacking; Pangoro's bulk is also quite lacking. Pangoro struggles against common threats such as Slurpuff and Vileplume. Finally, Pangoro is weak to Fairy- and Fighting-type moves, which are quite common.

Physical Attacker
#######
name: Physical Attacker
move 1: Storm Throw / Hammer Arm
move 2: Crunch
move 3: Parting Shot
move 4: Poison Jab
ability: Scrappy / Iron Fist
item: Choice Band / Fist Plate
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
=======

Storm Throw is useful because it is a reliable STAB move with 100% accuracy and has an added effect of always landing a critical hit, meaning that all defensive boosts will be ignored. Hammer Arm, on the other hand, is much more powerful alongside Iron Fist and the Speed drop is not much of a problem because Pangoro is quite slow anyways. Crunch is another solid STAB option to prevent Ghost-types from gaining a free switch-in and is especially useful when Iron Fist is being used. Parting Shot is one of Pangoro's niches, allowing it to keep up momentum and give a teammate an easier time in setting up; it's also great because Pangoro is slow so its teammate will almost always have a safe switch-in. Poison Jab is mainly used to hit Fairy-type switch-ins, namely Slurpuff, hard. Earthquake can also be used over Poison Jab alongside Mold Breaker to hit Weezing and other Poison-types such as Garbodor. Finally, Taunt works well alongside Parting Shot because it allows Pangoro to prevent the opponent from setting up and then to pivot into a teammate.

Set Details
=======

The ability chosen is dependent on the move: Scrappy when using Storm Throw and Iron Fist when using Hammer Arm. Scrappy is often the better choice because Storm Throw is more reliable and it prevents Rotom and Mismagius from gaining a free switch in and threatening a burn with Will-O-Wisp. While Mold Breaker is not seen on this set, it can be used if Earthquake is being run to hit Weezing. Choice Band is usually the item of choice because it makes it tough for Pokemon to switch into Pangoro, although Fist Plate can be used to bluff a Choice Band. A simple spread of 252 HP / 252 Atk is advised, although one can also run Speed investment. Some benchmarks to hit with Speed investment that allow Pangoro to outspeed select Pokemon include running 60 Speed EVs for Roselia, 112 EVs for Carracosta, and 132 EVs for Seismitoad.

Usage Tips
=======

Parting Shot should be the go-to move in most instances because it works wonderfully on predicted switches to keep momentum up and get Pangoro out of unfortunate circumstances. When not using Parting Shot, however, using a Fighting-type STAB move is often the best choice for the wide coverage provided. Be careful about being locked into either Earthquake or Poison Jab, as Earthquake can be taken advantage of by Flying-types and Poison Jab in general does not have very good coverage, and it's especially worse because Pangoro lacks STAB on both moves. When switching in Pangoro, be sure to only bring it in on weak neutral attacks or Psychic-types such as Mesprit once you are sure that Dazzling Gleam is not being used.

Team Options
=======

Slurpuff makes for a useful partner because it can force out Fighting-types and enjoys Parting Shot because it eases setup and allows for an easier switch-in. Probopass can beat other Slurpuff and also pivot into Pangoro with Volt Switch, and the two share decent synergy as well. Garbodor has good synergy with Pangoro and can take on Fairy-type attacks aimed at Pangoro with ease. Mesprit has nearly flawless synergy with Pangoro and enjoys Ferroseed and Audino being weakened so it can sweep late-game. Other setup sweepers such as Feraligatr enjoy being able to take advantage of the opponent's weakened offense to ease set up. Pangoro fits very well on Trick Room teams, a very underrated playstyle; Mesprit can also be used to set it up.

Other Options
#######

A set utilizing Swords Dance can be devastating under Trick Room, Trick Room does not last for long and Pangoro has trouble setting up. Stone Edge can be used for all-around coverage but it isn't amazing by any means and is not a great move to be locked into. Choice Scarf is a viable option to boost Pangoro's Speed, but it loses a bunch of bulk by running too much Speed investment, and its Speed is still quite lackluster compared to other Choice Scarf users. Finally, Bulk Up could see use to boost Pangoro's Attack stat, but Pangoro's not bulky enough to truly utilize it.

Checks and Counters
#######

**Fairy-types**: Pangoro is 4x weak to Fairy-type attacks and Fairy-types such as Slurpuff and Granbull resist both of its STAB moves, although they must be wary of Poison Jab.

**Fairy-type Coverage**: Ghost- and Psychic-types such as Mismagius and Mesprit that commonly carry Fairy-type coverage moves threaten Pangoro.

**Physically Bulky Pokemon**: Pokemon with high Defense stats that also resist Pangoro's STAB moves such as Garbodor, Weezing, and Gurdurr can wall Pangoro.

**Faster Pokemon**: Because Pangoro is quite slow, anything with a higher Speed stat will likely be hitting Pangoro before it can even attack.

**Residual Damage**: Various forms of residual damage such as Will-O-Wisp can wear down Pangoro rather quickly. In particular, entry hazards wear it down the most thanks to its constant switching.

Overview
#######
  • Only Pokemon with access to Parting Shot to keep up momentum and bring in a teammate to allow it to take advantage of the opponent's lowered stats.
  • Hits especially hard with a Choice Band and has three abilities perfectly suited to take advantage of this.
  • Going off of the abilities, each one has its own specific perk; Mold Breaker allows Pangoro to break Sturdy and use Earthquake on Weezing, while Scrappy means not much will enjoy switching into its Fighting-type STAB moves, meanwhile Iron Fist boosts Hammer Arm's power immensely.
  • Solid STAB moves as well, which is especially useful, although no Drain Punch is a bit of a bummer, nor does it have Knock Off or Sucker Punch.
  • Low Speed stat means it's usually going to get hit before it actually attacks this is augmented by Pangoro's generally bad bulk.
  • Has trouble dealing with popular threats like Slurpuff and Vileplume and requires a bit of prediction to effectively use.
  • Weaknesses to Fairy- and Fighting-type moves, two common attacking types.

Physical Attacker
#######
name: Physical Attacker
move1: Storm Throw / Hammer Arm
move2: Crunch
move3: Parting Shot
move4: Poison Jab
ability: Scrappy / Iron Fist
item: Choice Band / Fist Plate
evs: 252 HP / 252 Atk / 4 SpD
nature:Adamant

Moves
=======
  • Storm Throw is neat and always lands a critical hit, while being an all-around reliable STAB choice because of its power and accuracy.
  • Hammer Arm is incredibly strong when used with Iron Fist, the Speed drop is also not minded because Pangoro is quite slow anyways.
  • Crunch is another solid STAB option and is especially useful when running Iron Fist to prevent Ghost-types from gaining a free switch in.
  • Parting Shot is especially nice because it keeps up momentum and provides an ease of a teammate setting up; it's also great because Pangoro is slow so its teammate will almost always have a very safe switch-in.
  • Poison Jab has the use of hitting Poison-type switch ins such as Slurpuff and preventing setup; although Earthquake can be used for Weezing [Only with Mold Breaker.] and other Poison-types which wall Pangoro otherwise.
  • Taunt has fantastic synergy with Parting Shot and makes a great choice in the final slot.

Set Details
=======
  • Scrappy should be used alongside Storm Throw, Iron Fist should be used alongside Hammer Arm. This is helpful because it means Rotom and Mismagius can not pivot into Pangoro and threaten with a burn or Dazzling Gleam.
  • Mold Breaker is not seen on this set, but it can be used over Scrappy for the added side effect of hitting Weezing.
  • Choice Band is the item of choice because of the immense boost in power it provides.
  • Running a simplistic spread of 252 / 252 is advised, though running Speed investment isn't a horrible idea.
  • Fist Plate is a nice idea for a boost in power to Pangoro's Fighting-type STAB moves, the most commonly used, without recoil; although the miss of Choice Band's immediate boost in power to all moves.
  • Various Speed investment: 60 for Roselia, 112 to outspeed Carracosta, 132 for Seismitoad

Usage Tips
=======
  • Parting Shot should be the go-to move in most instances when you predict a switch because it keeps momentum going and can be beneficial to get Pangoro out of an unfortunate situation.
  • When not using Parting Shot, it's best to just use a Fighting-type STAB move thanks to the great coverage it provides.
  • Be careful locking into either Earthquake or Poison Jab, both are very unfavorable to be locked into, especially when there's no STAB.
  • Pangoro should be used to come into weak neutral attacks or on Mesprit you are sure does not carry Dazzling Gleam.

Team Options
=======
  • Slurpuff is neat because it can take on Fighting-types and enjoys Parting Shot for a free switch and an ease of setup.
  • Probopass can pivot, beat Slurpuff, and carries decent synergy with Pangoro as well.
  • Garbodor is also a nice partner because of the two's synergy and Garbodor's ability to take on Fairy-type attacks aimed at Pangoro.
  • Mesprit has flawless synergy and really enjoys the weakening of Ferroseed and Audino that Pangoro provides.
  • Other setup sweepers such as Swords Dance Feraligatr really love having the opponents offenses lowered to help sweep.
  • Trick Room is a very underappreciated playstyle that Pangoro fits well on, Mesprit is a great Trick Rooms setter with great synergy with Pangoro.

Other Options
#######
  • Firstly, a Swords Dance set is very viable under Trick Room to absolutely nuke everything with insane power.
  • Stone Edge is primary coverage, but it's not amazing by any means and isn't the best move to be locked into.
  • Choice Scarf is cute and all but Pangoro loses a bunch of bulk by running it and Pangoro's Speed tier is quite lacking compared to other scarfers.
  • Bulk Up is alright, but mainly outclassed in this regard.

Checks and Counters
#######
  • **Fairy-types**: Resist STAB moves, 4x SE [Slurpuff, Granbull]
  • **Fairy-type Coverage**: Ghost- and Psychic-types commonly carrying Fairy-type coverage [Mesprit, Mismagius, etc]
  • **Physically Bulky Pokemon**: Pokemon with nice bulk and resist STAB moves [Garbodor, Weezing, Gurdurr]
  • **Faster Pokemon**: Slow, always takes a hit [Lots of stuff]
  • **Residual Damage**: Will-O-Wisp + entry hazards rack up really fast thanks to constant switching
 
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Ares

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I'm wondering if scarf should get a set, it's been pretty decent every time I've used it. Has parting shot for momentum (or if you predict wrong you have the drops from parting shot to help you take the hit), good offensive dual stabs, good abilities to help with numerous things. Although it does have mediocre speed for a scarfed mon. :/ not the best, but certainly not unviable. (Tbh it's the only Pangoro set I've actually used).
 

Punchshroom

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Montsegur Scarf seems only OO mention-worthy, especially when it cannot go for its strongest Fighting attack, and people have talked about how weak Scarf Sawk and Primeape (that have access to Close Combat!) are so idk about this.

Remove Aerial Ace from OO since Crunch and Fighting STAB hits all targets harder/just as hard. Since you have Mold Breaker EQ on the main set you might as well remove it from OO. Ferroseed doesn't seem like a good Taunt target when it fears getting thrashed by Fighting STAB, maybe list other relevant targets, like um, Weezing's Will-O-Wisp? I feel inclined to just remove Taunt from OO in all honesty.
 
Montsegur: I don't really think I'm going to include Scarf Pangoro, I've used it before and it was just... average. It'll get an OO mention for sure, though.

Punchshroom: Will remove Aerial Ace + Earthquake and will think about Taunt. I used a Life Orb set with Taunt before and it was neat, it was cool for general stuff like preventing Ferroseed from Thunder Waving or setting Spikes or from Will-O-Wisp from Weezing as you mentioned. It's a neat move in tandem with Parting Shot.
 

Blast

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Taunt is definitely a good option on Pangoro. I always use it over coverage on non-Choice sets because like unfixable it has really great synergy with PShot (stops status, hazards, and other stuff which is nice for maintaining momentum). I would even bump it up to Moves since Pangoro's coverage is slightly weak without CB

While I'm here I think the main set should also use some Speed. I like 132 personally for beating neutral uninvested Toad but I'd like to hear some other QC opinions on that

Also the set should be renamed to Physical Attacker or something since CB is slashed with Fist Plate
 

soulgazer

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i dont think EQ should be slashed if Mold Breaker isnt.

just mention EQ alone in moves and explain it should only rly be used with mold breaker. btw poison-types dont rly wall u; psure CB can 2hko all of them with Crunch lol (correct me if im wrong). EQ just helps against like Garbodor and Weezing since they can be annoying (one gives u ton of recoil and the other can easily switch on you, outspeed, and burn you)

n C&C, mention Ghost- and Psychic-types that commonly use or can use Fairy-type coverage. Mismagius, Mesprit, Xatu, Uxie, and Musharna are more of them.

Granbull deserves to be mentionned with Slurpuff in Fairy-types.

Also Poison-types only resist Fighting-type moves. Crunch does a ton. If you are gonna mention thos emight aswell talk about Gurdurr or other stuff that can take a crunch lol

do all of this and i will check later
 

soulgazer

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High Attack stat as well and an ok HP stat as well, very lackluster otherwise.
remove that from overview

in C&C, mention Ghost- and Psychic-types that commonly use or can use Fairy-type coverage. Mismagius, Mesprit, Xatu, Uxie, and Musharna are more of them.
u forgot to add that

2/3
 

Blast

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Choice Scarf fills a different role than Band / Fist Plate so it should be in OO rather than SD

Mention some benchmarks to hit when you mention Speed investment (too lazy to list them but you can probably do that yourself)

In C&C, split Fairy-types and random Dazzling Gleam users into two different sections. They play differently in the sense that the former can actually switch in but the latter is more focused on luring Pangoro.

Do and I'll stamp
 

Blast

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I would talk about why Scrappy is useful even alongside Pangoro's Dark STAB, since it prevents Rotom and Mismagius from pivoting into Storm Throw and Volt Switch / burn / Dazzling Gleam.

"Various Speed investment: 64 for Seismitoad and like Roselia, 112 to outspeed Carracosta, 132 for Garbodor"
132 is actually for netural Seismitoad. Also just a nitpick but only 60 Spe is needed for Roselia :toast:

Also I think your wording for Choice Scarf is a little off. It's not really that "easy" to RK by standard means (outspeeds everything up to base 110s with Jolly) but I would note that its Speed tier is pretty lackluster compared to other Scarfers

QC 3/3 unfixable
 

Weebl

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Hey unfixable, this is an amcheck. :)

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Overview
#######

Pangoro and its pre-evolution, Pancham, is are the only Pokemon to have access to the move Parting Shot, which lowers the opponent's attacking stats and allows Pangoro to bring in teammates safely. Pangoro is a fantastic Choice Band user thanks to its high Attack stat and three solid abilities to choose from. Of these abilities, each one has a specific perk; Mold Breaker allows Pangoro to hit Weezing with Earthquake, Scrappy means that Ghost-types can not cannot (extra space) switch into Storm Throw, and Iron Fist boosts Hammer Arm's power immensely. Pangoro also fortunately has powerful STAB moves such as Storm Throw and Crunch, although it does lack Drain Punch or and Knock Off, unlike other Dark- and Fighting-type Pokemon. However, Pangoro's low Speed stat really holds it back from being a top tier threat because it means Pangoro will almost always be taking damage before attacking; Pangoro's bulk is also quite lacking. Pangoro struggles against popular common threats such as Slurpuff and Vileplume as well. Finally, Pangoro is weak to Fairy- and Fighting-type moves, two common attacking types.

Physical Attacker
#######
name: Physical Attacker
move1: Storm Throw / Hammer Arm
move2: Crunch
move3: Parting Shot
move4: Poison Jab (You mention Earthquake could be used over Poison Jab, yet it's not listed as a slash on the set.)
ability: Scrappy / Iron Fist
item: Choice Band / Fist Plate
evs: 252 HP / 252 Atk / 4 SpD
nature:Adamant

Moves
=======

Storm Throw is useful because it is a reliable STAB move with 100% accuracy and has an added effect of always landing a critical hit, meaning that all defensive boosts will be ignored. Hammer Arm, on the other hand, is much more powerful alongside Iron Fist and the Speed drop is not minded so much of a problem because Pangoro is quite slow anyways. Crunch is another solid STAB option and is especially useful when Iron Fist is being used to prevent Ghost-types from gaining a free switch in. Parting Shot is one of Pangoro's niches and allows it to keep up momentum and allow give (just used "allow.") a teammate an easier time in setting up; it's also great because Pangoro is slow so its teammate will almost always have a very safe switch-in. Poison Jab is mainly used to hit Fairy-type switch-ins, namely Slurpuff. Earthquake can also be used over Poison Jab alongside Mold Breaker to hit Weezing and other Poison-types such as Garbodor. Finally, Taunt works well alongside Parting Shot because it can prevent entry hazards from being set and pivot into a teammate.

Set Details
=======

The ability chosen is dependent on the move: Scrappy when using Storm Throughw (Was this the work of autocorrect?) and Iron Fist when using Hammer Arm. Scrappy is often the better choice though because Storm Throw is more reliable and it prevents Rotom and Mismagius from gaining a free switch in switch-in and threatening a burn with Will-O-Wisp. While Mold Breaker is not seen on this set, it can be used if Earthquake is being run to hit Weezing. Choice Band is usually the item of choice because of its raw power makinges it tough for Pokemon to switch into Pangoro, although Fist Plate can be run to bluff a Choice Band. A simplistic spread of 252 / 252 is advised, although one can also running Speed investment can also be used. Some benchmarks to hit with Speed investment includes running 60 EVs for Roselia, 112 EVs for Carracosta, and 132 EVs for Seismitoad. (Are these benchmarks made to outspeed or tie with them?)

Usage Tips
=======

Parting Shot should be the go-to move in most instances because it works wonderfully on predicted switches to keep momentum up and get Pangoro out of unfortunate circumstances. When not using Parting Shot, however, using a Fighting-type STAB move is often the best choice for the wide coverage provided. Be careful about being locked into both either Earthquake and or Poison Jab because Earthquake can be taken advantage of by Flying-types and Poison Jab in general does not have very good coverage, and it's especially worse because Pangoro lacks STAB on both moves. When switching in Pangoro, be sure to only bring it in on weak neutral attacks or Psychic-types such as Mesprit once you are sure that Dazzling Gleam is not being run.

Team Options
=======

Slurpuff makes for a useful partner because it can force out Fighting-types and enjoys Parting Shot because it can eases setup and allows for an easier switch in. Probopass can beat Slurpuff and also pivot into Pangoro with Volt Switch, and the two share decent synergy as well. Garbodor has good synergy with Pangoro and can take on Fairy-type attacks aimed at Pangoro well. Mesprit has nearly flawless synergy with Pangoro and enjoys Ferroseed and Audino being weakened so it can sweep at a later time late-game. Other setup sweepers such as Feraligatr enjoy being able to take advantage of the opponent's weakened offense to ease setting up. Pangoro fits very well on Trick Room teams, a very underrated playstyle; a good Trick Room setters that haves good synergy with Pangoro is Mesprit.

Other Options
#######

A set utilizing Swords Dance can be devastating under Trick Room, but it's quite a short timespan and Pangoro has a bit of trouble setting up. Stone Edge can be used for all-around coverage but it isn't amazing by any means and is not a great move to be locked into. Choice Scarf is a viable option to boost Pangoro's Speed, but it loses a bunch of bulk by running too much Speed investment, and its Speed is still quite lackluster compared to other Choice Scarf users. Finally, Bulk Up could see use to boost Pangoro's Attack stat, but Pangoro's not bulky enough to truly utilize it.

Checks and Counters
#######

**Fairy-types**: Pangoro is 4x weak to Fairy-type attacks and Fairy-types such as Slurpuff and Granbull resist both of its STAB moves, although they must be wary of Poison Jab.

**Fairy-type Coverage**: Ghost- and Psychic-types, such as Mismagius and Mesprit, that commonly carry Fighting-type coverage moves such as Mismagius and Mesprit threaten Pangoro with these moves. (Otherwise, it sounds like Mismagius and Mesprit are examples of Fighting-type coverage moves.)

**Physically Bulky Pokemon**: Pokemon with high Defense stats that also resist Pangoro's STAB moves such as Garbodor, Weezing, and Gurdurr can wall Pangoro.

**Faster Pokemon**: Because Pangoro is quite slow, anything with a faster higher Speed will likely be hitting Pangoro before it can even attack.

**Residual Damage**: Various forms of residual damage such as Will-O-Wisp can wear down Pangoro rather quickly. In particular, entry hazards wear it down the most thanks to its constant switching.
[/quote]
 

Weebl

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Oh also, I just caught this. Under the Physical Attacker set, there should be a space in between "nature:" and "Adamant".
 

Electrolyte

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Overview
#######

Pangoro and its pre-evolution, Pancham, are the only Pokemon to have access to the move Parting Shot, which lowers the opponent'(+Apos)s attacking stats and allows Pangoro to bring in teammates safely. Pangoro is a fantastic Choice Band user thanks to its high Attack stat and three solid abilities to choose from. Of these abilities, each one has a specific perk; Mold Breaker allows Pangoro to hit Weezing with Earthquake, Scrappy means that Ghost-types cannot switch into Storm Throw, and Iron Fist boosts Hammer Arm's power immensely. Pangoro also fortunately has other powerful STAB moves such as Storm Throw and Crunch, although it does lack Drain Punch and Knock Off, unlike other Dark- and Fighting-type Pokemon. However Unfortunately, (the last sentence ends in a negative note, so if you say "However" you imply that the next statement somehow ameliorates the last, but it doesn't) Pangoro's low Speed stat really holds it back from being a top tier threat because it will almost always be taking damage before attacking; Pangoro's bulk is also quite lacking. Pangoro struggles against common threats such as Slurpuff and Vileplume. Finally, Pangoro is weak to Fairy- and Fighting-type moves, two common attacking types.

Physical Attacker
#######
name: Physical Attacker
move(+Space)1: Storm Throw / Hammer Arm
move(+Space)2: Crunch
move(+Space)3: Parting Shot
move(+Space)4: Poison Jab
ability: Scrappy / Iron Fist
item: Choice Band / Fist Plate
evs: 252 HP / 252 Atk / 4 SpD
nature: Adamant

Moves
=======

Storm Throw is useful because it is a reliable STAB move with 100% accuracy and has an added effect of always landing a critical hit, meaning that all defensive boosts will be ignored. Hammer Arm, on the other hand, is much more powerful alongside Iron Fist and the Speed drop is not much of a problem because Pangoro is quite slow anyways. Crunch is another solid STAB option to prevent Ghost-types from gaining a free switch in and is especially useful when Iron Fist is being used to prevent Ghost-types from gaining a free switch in. Parting Shot is one of Pangoro's niches and allows it to keep up momentum and give a teammate an easier time in setting up; it's also great because Pangoro is slow so its teammate will almost always have a safe switch-(-Hyph)in. Poison Jab is mainly used to hit Fairy-type switch-ins, namely Slurpuff. Earthquake can also be used over Poison Jab alongside Mold Breaker to hit Weezing and other Poison-types such as Garbodor. Finally, Taunt works well alongside Parting Shot because it can allows Pangoro to prevent entry hazards from being set and and then to pivot into a teammate.

Set Details
=======

The ability chosen is dependent on the move: Scrappy when using Storm Throw and Iron Fist when using Hammer Arm. Scrappy is often the better choice because Storm Throw is more reliable and it prevents Rotom and Mismagius from gaining a free switch-(-Hyph)in and threatening a burn with Will-O-Wisp. While Mold Breaker is not seen on this set, it can be used if Earthquake is being run to hit Weezing. Choice Band is usually the item of choice because its raw power makes it tough for Pokemon to switch into Pangoro, although Fist Plate can be run used to bluff a Choice Band. A simplistic spread of 252 HP / 252 Atk is advised, although one can also run Speed investment. Some benchmarks to hit with Speed investment that allow Pangoro to outspeed select Pokemon include running 60 Speed EVs for Roselia, 112 EVs for Carracosta, and 132 EVs for Seismitoad.

Usage Tips
=======

Parting Shot should be the go-to move in most instances because it works wonderfully on predicted switches to keep momentum up and get Pangoro out of unfortunate circumstances. When not using Parting Shot, however, using a Fighting-type STAB move is often the best choice for the wide coverage provided. Be careful about being locked into either Earthquake or Poison Jab because Earthquake can be taken advantage of by Flying-types and Poison Jab in general does not have very good coverage, and it's especially worse because Pangoro lacks STAB on both moves. When switching in Pangoro, be sure to only bring it in on weak neutral attacks or Psychic-types such as Mesprit once you are sure that Dazzling Gleam is not being run used.

Team Options
=======

Slurpuff makes for a useful partner because it can force out Fighting-types and enjoys Parting Shot because it eases setup and allows for an easier switch in. Probopass can beat other Slurpuff and also pivot into Pangoro with Volt Switch, and the two share decent synergy as well. Garbodor has good synergy with Pangoro and can take on Fairy-type attacks aimed at Pangoro well. Mesprit has nearly flawless synergy with Pangoro and enjoys Ferroseed and Audino being weakened so it can sweep late-game. Other setup sweepers such as Feraligatr enjoy being able to take advantage of the opponent's weakened offense to ease set up. Pangoro fits very well on Trick Room teams, a very underrated playstyle; Mesprit can also be used to set it up. a good Trick Room setter that has good synergy with Pangoro is Mesprit.

Other Options
#######

A set utilizing Swords Dance can be devastating under Trick Room, but it's a short timespan and Pangoro has trouble setting up. Stone Edge can be used for all-around coverage but it isn't amazing by any means and is not a great move to be locked into. Choice Scarf is a viable option to boost Pangoro's Speed, but it loses a bunch of bulk by running too much Speed investment, and its Speed is still quite lackluster compared to other Choice Scarf users. Finally, Bulk Up could see use to boost Pangoro's Attack stat, but Pangoro's not bulky enough to truly utilize it.

Checks and Counters
#######

**Fairy-types**: Pangoro is 4x weak to Fairy-type attacks and Fairy-types such as Slurpuff and Granbull resist both of its STAB moves, although they must be wary of Poison Jab.

**Fairy-type Coverage**: Ghost- and Psychic-types,(RC) such as Mismagius and Mesprit,(RC) that commonly carry Fairy-type coverage moves threaten Pangoro.

**Physically Bulky Pokemon**: Pokemon with high Defense stats that also resist Pangoro's STAB moves such as Garbodor, Weezing, and Gurdurr can wall Pangoro.

**Faster Pokemon**: Because Pangoro is quite slow, anything with a higher Speed stat will likely be hitting Pangoro before it can even attack.

**Residual Damage**: Various forms of residual damage such as Will-O-Wisp can wear down Pangoro rather quickly. In particular, entry hazards wear it down the most thanks to its constant switching.


GP 1/2



Nice. Just be careful--"being used" >>>>> "being run"
 
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