LC Pineco

Xayah

San Bwanna
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QC: OP / Sparktrain / Fiend
GP: CryoGyro / The Dutch Plumberjack

[OVERVIEW]

Thanks to a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usually ensure that it gets its own entry hazards up while preventing your opponent from setting theirs up. However, Pineco is incredibly one-dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing Pineco's entry hazards in order to take advantage of them. Thus, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, and more versatile Dwebble.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is a great entry hazard that only requires one turn of setup in order to deal significant damage every time a Pokemon switches in and affects every Pokemon. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to grounded Pokemon that switch in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, enabling a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

Set Details
========

The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP to make sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.

Usage Tips
========

Pineco should typically be used as a lead, as switching it into an attack or entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard that can severely weaken the opponent's team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. Rapid Spin can also be used to break Sturdy on opposing entry hazard setters such as Onix and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat and only on the turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to it. Pineco should always avoid being hit by Taunt, as it will be left unable to perform its role. Thus, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo and Onix.

Team Options
========

Spinblockers, such as Pumpkaboo-XL, Honedge, and Frillish, and Defog deterrents such as Pawniard are mandatory in order to prevent the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often setup bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill sweepers that have set up on Pineco and appreciate Pineco's hazards. Similarly, Abra can deal with certain setup sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.

[STRATEGY COMMENTS]
Other Options
=============

Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.

Checks and Counters
===================
**Taunt Users**: Taunt users such as Mienfoo, Onix, and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.

**Entry Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, Magic Bounce.

**Setup Sweepers**: Due to Pineco's passive nature, setup sweepers such as Timburr, Scraggy, and Zigzagoon can easily gain boosts against it. They do not appreciate taking an Explosion, however.
 
Last edited:
Overview

I would mention facing competition from Onix and Omanyte as well as hazard setters.
I would also mention that Explosion isn't that powerful, especially with Pinecos mediocre Attack stat, and that it fails to KO a good amount of mons.

Moves

I would mention that Stealth Rock and Spikes can break Sashes/Sturdies which can be very useful
Also I suppose this is a GP thing, but its not and absorb, its or absorb explosion. Pineco cant both spin and explode at the same time.


Set Details

I would't say guarantee to take three hits, I would say guarantees at least one layer of Hazards as Knock Off exists.
Mention why you don't put EVs into health (so you heal to full with BJ)

Usage Tips

Mention that Rapid Spin can break other set up mons sturdies such as Onix and Dwebble.
Also mention that Explosion can be used to take out Pokemon that set up on Pineco

Team Options

Mention Frillish under spinblockers too.
I wouldn't call Mienfoo a wallbreaker exactly, I would say things such as Corphish or Pawniard fit that description better.

OO

I would also mention that poison doesn't do as much damage in LC due to small health stats when talking about TSpikes

Checks and counters looks fine to me, mention that set up sweepers dont appreciate getting exploded on tho.
 
Overview

I would mention facing competition from Onix and Omanyte as well as hazard setters.
I would also mention that Explosion isn't that powerful, especially with Pinecos mediocre Attack stat, and that it fails to KO a good amount of mons.

Moves

I would mention that Stealth Rock and Spikes can break Sashes/Sturdies which can be very useful
Also I suppose this is a GP thing, but its not and absorb, its or absorb explosion. Pineco cant both spin and explode at the same time.


Set Details

I would't say guarantee to take three hits, I would say guarantees at least one layer of Hazards as Knock Off exists.
Mention why you don't put EVs into health (so you heal to full with BJ)

Usage Tips

Mention that Rapid Spin can break other set up mons sturdies such as Onix and Dwebble.
Also mention that Explosion can be used to take out Pokemon that set up on Pineco

Team Options

Mention Frillish under spinblockers too.
I wouldn't call Mienfoo a wallbreaker exactly, I would say things such as Corphish or Pawniard fit that description better.

OO

I would also mention that poison doesn't do as much damage in LC due to small health stats when talking about TSpikes

Checks and counters looks fine to me, mention that set up sweepers dont appreciate getting exploded on tho.

Thanks for the check, implemented everything! I did actually mention why I didn't put EVs into HP (last bullet point) and I also mentioned how TSpikes doesn't ramp up quickly, which I meant to imply was because of the low health stats, but I reworded that. Once again ready for QC!
 
Moves:
- For the fourth point: I like the idea, but Pineco is slower than almost every hazard remover, try to rephrase this to convey that better

Set Details:
- I wouldn't mention Spinarak; it's just way too niche. Better examples of what the speed does might be outspeeding Mudbray, Mareanie, and Rowlett.

Usage Tips:
- I'd change 'always' to something like 'most of the time'. Sometimes its just bad to lead it if they have obvious counters like Onix or Staryu
- Mention using Payback on predicted Ghost switch-ins

Team Options:
- I wouldn't consider Snivy a defog deterrent; it loses to almost every user of it unless it's very lucky.

Other Options:
- Natu isn't really relevant at all. A-Vulpix is probably the only relevant screen setter.

Checks and Counters:
- Again, I don't think Natu is worth mentioning even if it's great at shutting Pineco down. You could maybe give it a short sentence in hazard removers?

Nice work, QC 1/3!

Good check Sam :toast:
 
Moves:
- For the fourth point: I like the idea, but Pineco is slower than almost every hazard remover, try to rephrase this to convey that better

Set Details:
- I wouldn't mention Spinarak; it's just way too niche. Better examples of what the speed does might be outspeeding Mudbray, Mareanie, and Rowlett.

Usage Tips:
- I'd change 'always' to something like 'most of the time'. Sometimes its just bad to lead it if they have obvious counters like Onix or Staryu
- Mention using Payback on predicted Ghost switch-ins

Team Options:
- I wouldn't consider Snivy a defog deterrent; it loses to almost every user of it unless it's very lucky.

Other Options:
- Natu isn't really relevant at all. A-Vulpix is probably the only relevant screen setter.

Checks and Counters:
- Again, I don't think Natu is worth mentioning even if it's great at shutting Pineco down. You could maybe give it a short sentence in hazard removers?

Nice work, QC 1/3!

Good check Sam :toast:

Thanks for the check, implemented
 
Other Options
- remove the defensive Pain Split set, this is outclassed by lord Shelmet which has Recover and usable special bulk.
- same thing with dual screens, I can't imagine ever using it on a serious team when Alolapix exists.

Checks and Counters
- "Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide." <-- I'm assuming you mean +2 Drilbur here, clarify that

That's all I got, good work! QC 2/3
 
Other Options
- remove the defensive Pain Split set, this is outclassed by lord Shelmet which has Recover and usable special bulk.
- same thing with dual screens, I can't imagine ever using it on a serious team when Alolapix exists.

Checks and Counters
- "Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide." <-- I'm assuming you mean +2 Drilbur here, clarify that

That's all I got, good work! QC 2/3

Thanks for the check, implemented.

This is literally the first post on smogon forums of you I have ever seen, hope to see more in the future :D. I also completely forgot about the existence of Shelmet.

Writing up now
 
[OVERVIEW]
Pineco has a lot of qualities that make it into a good suicide lead, such as access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin and Explosion, Sturdy and a great Defense stat.

phrasing is awkward maybe change it but not really sure how. otherwise okay.

[SET COMMENTS]
Moves
========

Stealth Rock is a great hazard that only requires one turn of set up in order to deal significant damage every time a Pokemon switches in, and also hits every Pokemon. Spikes is a secondary hazard that can be stacked and, if multiple layers are set up, deals significant damage to every grounded Pokemon that switches in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove an opponents entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch in for a teammate after Pineco has done its job. If Pineco moves first, it also prevents a foe from using Rapid Spin or Defog to remove Pineco's hazards. However, due to Pineco's low Speed, it will almost always move last. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

nothing slower fogs or spins?

Set Details
========
good

Usage Tips
========
mention to switch out vs taunt users and general taunt counterplay.

Team Options
========
fast revenge killers like scarf mienfoo, gastly, and doduo helps offset pineco's passive nature and love hazard support. similarly abra is a near catch all check and is very difficult to handle

[STRATEGY COMMENTS]
Other Options
=============
okay.

Checks and Counters
===================
good!

qc: 3/3
Y6w1OAK.gif
 
[OVERVIEW]
Pineco has a lot of qualities that make it into a good suicide lead, such as access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin and Explosion, Sturdy and a great Defense stat.

phrasing is awkward maybe change it but not really sure how. otherwise okay.

[SET COMMENTS]
Moves
========

Stealth Rock is a great hazard that only requires one turn of set up in order to deal significant damage every time a Pokemon switches in, and also hits every Pokemon. Spikes is a secondary hazard that can be stacked and, if multiple layers are set up, deals significant damage to every grounded Pokemon that switches in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove an opponents entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch in for a teammate after Pineco has done its job. If Pineco moves first, it also prevents a foe from using Rapid Spin or Defog to remove Pineco's hazards. However, due to Pineco's low Speed, it will almost always move last. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

nothing slower fogs or spins?

Set Details
========
good

Usage Tips
========
mention to switch out vs taunt users and general taunt counterplay.

Team Options
========
fast revenge killers like scarf mienfoo, gastly, and doduo helps offset pineco's passive nature and love hazard support. similarly abra is a near catch all check and is very difficult to handle

[STRATEGY COMMENTS]
Other Options
=============
okay.

Checks and Counters
===================
good!

qc: 3/3
Y6w1OAK.gif
Implemented, ready for GP
 
1YBbHEn.gif

GP 1/2
remove add comments

[OVERVIEW]

Thanks to access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, a great ability and Sturdy, and a great Defense stat, a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usuallt usually ensure that it gets its own entry hazards up while preventing your opponent from setting them theirs up. However, Pineco is incredibly one-(hyphen)dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on the very passive Pineco it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing from removing Pineco's entry hazards in order to take advantage of them well. As such, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, (comma) and more versatile Dwebble.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is a great entry hazard that only requires one turn of set(space)up in order to deal significant damage every time a Pokemon switches in, (comma) and also hits every Pokemon typing. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to every (not true, Magic Guard is a thing) grounded Pokemon that switches in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove an opponents the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch in for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

Set Details
========

The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP, (comma) as that to makes sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.

Usage Tips
========

Pineco should most of the time typically be used as a lead, as switching it into an attack or an entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard and that can severely weaken the opponent'(apostrophe)s team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. It Rapid Spin can also be used to break Sturdy on opposing entry hazard setters, (comma) such as Onix or and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat, (comma) and only on the last turn Pineco will be alive turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to them it. Pineco should always avoid being Taunted hit by Taunt, as it will be left unable to perform its role when it is. As such, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo or and Onix.

Team Options
========

Spinblockers, (comma) such as Pumpkaboo-XL, Honedge, and Frillish, (comma) and Defog deterrents such as Pawniard are mandatory in order to prevent an the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often set(space)up bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win the game in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill set up sweepers that have set up on Pineco, (comma) and also appreciate Pineco's hazards. Similarly, Abra can deal with certain set(space)up sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.

[STRATEGY COMMENTS]
Other Options
=============

Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't ramp rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.

Checks and Counters
===================
**Taunt users Users**: Taunt users such as Mienfoo, Onix, (comma) and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.

**Entry hazard removers Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, (comma) Magic Bounce.

**Setup Sweepers up sweepers**: Due to Pineco's passive nature, set(space)up sweepers such as Timburr, Scraggy, and Zigzagoon can easily abuse it to gain boosts against it. They do not appreciate taking an Explosion, however.
Don't forget, they're not simply hazards, they're entry hazards.
 
Last edited:
1YBbHEn.gif

GP 1/2
remove add comments

[OVERVIEW]

Thanks to access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, a great ability and Sturdy, and a great Defense stat, a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usuallt usually ensure that it gets its own entry hazards up while preventing your opponent from setting them theirs up. However, Pineco is incredibly one-(hyphen)dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on the very passive Pineco it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing from removing Pineco's entry hazards in order to take advantage of them well. As such, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, (comma) and more versatile Dwebble.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is a great entry hazard that only requires one turn of set(space)up in order to deal significant damage every time a Pokemon switches in, (comma) and also hits every Pokemon typing. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to every (not true, Magic Guard is a thing) grounded Pokemon that switches in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove an opponents the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch in for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

Set Details
========

The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP, (comma) as that to makes sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.

Usage Tips
========

Pineco should most of the time typically be used as a lead, as switching it into an attack or an entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard and that can severely weaken the opponent'(apostrophe)s team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. It Rapid Spin can also be used to break Sturdy on opposing entry hazard setters, (comma) such as Onix or and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat, (comma) and only on the last turn Pineco will be alive turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to them it. Pineco should always avoid being Taunted hit by Taunt, as it will be left unable to perform its role when it is. As such, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo or and Onix.

Team Options
========

Spinblockers, (comma) such as Pumpkaboo-XL, Honedge, and Frillish, (comma) and Defog deterrents such as Pawniard are mandatory in order to prevent an the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often set(space)up bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win the game in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill set up sweepers that have set up on Pineco, (comma) and also appreciate Pineco's hazards. Similarly, Abra can deal with certain set(space)up sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.

[STRATEGY COMMENTS]
Other Options
=============

Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't ramp rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.

Checks and Counters
===================
**Taunt users Users**: Taunt users such as Mienfoo, Onix, (comma) and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.

**Entry hazard removers Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, (comma) Magic Bounce.

**Setup Sweepers up sweepers**: Due to Pineco's passive nature, set(space)up sweepers such as Timburr, Scraggy, and Zigzagoon can easily abuse it to gain boosts against it. They do not appreciate taking an Explosion, however.
Don't forget, they're not simply hazards, they're entry hazards.

Thanks for the check, implemented. Ready for GP 2/2
 
kVLLx3K.gif


remove
add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 2/2
[OVERVIEW]

Thanks to a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usually ensure that it gets its own entry hazards up while preventing your opponent from setting theirs up. However, Pineco is incredibly one-dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing Pineco's entry hazards in order to take advantage of them. As such, Thus, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, and more versatile Dwebble.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is a great entry hazard that only requires one turn of set up setup in order to deal significant damage every time a Pokemon switches in and hits affects every Pokemon typing. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to grounded Pokemon that switches switch in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for enabling a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

Set Details
========

The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP to make sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.

Usage Tips
========

Pineco should typically be used as a lead, as switching it into an attack or entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard that can severely weaken the opponent's team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. Rapid Spin can also be used to break Sturdy on opposing entry hazard setters such as Onix and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat and only on the turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to it. Pineco should always avoid being hit by Taunt, as it will be left unable to perform its role. As such, Thus, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo and Onix.

Team Options
========

Spinblockers, such as Pumpkaboo-XL, Honedge, and Frillish, and Defog deterrents such as Pawniard are mandatory in order to prevent the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often setup bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill sweepers that have set up on Pineco and appreciate Pineco's hazards. Similarly, Abra can deal with certain setup sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.

[STRATEGY COMMENTS]
Other Options
=============

Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.

Checks and Counters
===================
**Taunt Users**: Taunt users such as Mienfoo, Onix, and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.

**Entry Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, Magic Bounce.

**Setup Sweepers**: Due to Pineco's passive nature, setup sweepers such as Timburr, Scraggy, and Zigzagoon can easily gain boosts against it. They do not appreciate taking an Explosion, however.
 
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[OVERVIEW]

Thanks to a great ability in Sturdy, a great Defense stat, and access to Stealth Rock, Spikes, Toxic Spikes, Rapid Spin, and Explosion, Pineco can function as a great suicide lead, as it can usually ensure that it gets its own entry hazards up while preventing your opponent from setting theirs up. However, Pineco is incredibly one-dimensional. Opponents will easily be able to predict a Pineco lead and act accordingly. Oftentimes, they will be able to set up on it, as it's very passive. It also has a very low Speed stat, meaning it will often be unable to set up multiple entry hazards and then go for Explosion. In addition, your team needs to prevent your opponent from removing Pineco's entry hazards in order to take advantage of them. As such, Thus, a spinblocker and a Defiant user are mandatory, which restricts teambuilding a lot. Lastly, Pineco faces a lot of competition from the faster, stronger, and more versatile Dwebble.

[SET]
name: Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Rapid Spin
move 4: Explosion / Payback
item: Berry Juice
ability: Sturdy
nature: Jolly
evs: 236 Atk / 36 Def / 236 Spe

[SET COMMENTS]
Moves
========

Stealth Rock is a great entry hazard that only requires one turn of set up setup in order to deal significant damage every time a Pokemon switches in and hits affects every Pokemon typing. Spikes is a secondary entry hazard that can be stacked and, if multiple layers are set up, deals significant damage to grounded Pokemon that switches switch in. Both Spikes and Stealth Rock can break Focus Sashes and Sturdy, allowing for enabling a potential sweep from one of Pineco's teammates. Rapid Spin is used to remove the opponent's entry hazards, which is great support for Pineco's team. Explosion does a large amount of damage and can provide a free switch for a teammate after Pineco has done its job. Payback is an option to hit the Ghost-types that might switch in to prevent Pineco from using Rapid Spin and absorb an Explosion.

Set Details
========

The combination of Sturdy and Berry Juice usually guarantees that Pineco gets up at least one layer of entry hazards. Maximum Speed investment with a Jolly nature gives Pineco 12 Speed, which allows it to outspeed Mudbray, Mareanie, and Rowlet, giving it more opportunities to set up its entry hazards. 236 Attack EVs allow Pineco's Explosion to hurt as much as possible. The remaining EVs are put into Defense to increase Pineco's already good physical bulk. They are not put into HP to make sure Pineco is always back up to full HP after consuming Berry Juice, thus regaining its Sturdy.

Usage Tips
========

Pineco should typically be used as a lead, as switching it into an attack or entry hazards will break its Sturdy and often leave it unable to set up entry hazards. Stealth Rock should almost always be the first move used, as it is a great entry hazard that can severely weaken the opponent's team over time. Use Rapid Spin if your opponent sets up their own entry hazards while Pineco is still in. Rapid Spin can also be used to break Sturdy on opposing entry hazard setters such as Onix and Dwebble. Explosion should be used against more offensive teams to take out or heavily dent a threat and only on the turn just before Pineco will be KOed, as otherwise you waste a potential layer of Spikes. Explosion can also be used on Pokemon that set up on Pineco to significantly hurt them or sometimes even take them out. Payback can be used on a predicted switch to a Ghost-type to deal significant damage to it. Pineco should always avoid being hit by Taunt, as it will be left unable to perform its role. As such, Thus, it is usually recommended to switch out when Pineco is in against Taunt users such as Mienfoo and Onix.

Team Options
========

Spinblockers, such as Pumpkaboo-XL, Honedge, and Frillish, and Defog deterrents such as Pawniard are mandatory in order to prevent the opponent from removing Pineco's entry hazards after it goes down. Since Pineco is often setup bait, Encore Cottonee can be useful to make sure your opponent doesn't easily win in that way. Fast revenge killers such as Choice Scarf Mienfoo, Gastly, and Doduo can revenge kill sweepers that have set up on Pineco and appreciate Pineco's hazards. Similarly, Abra can deal with certain setup sweepers such as Timburr, and can be incredibly hard to switch into if entry hazards are on the field. Strong wallbreakers such as Corphish, Pawniard, and offensive Mudbray force a lot of switches, which takes advantage of Pineco's hazards.

[STRATEGY COMMENTS]
Other Options
=============

Toxic Spikes can be used on more defensive teams to stall out foes, but the damage doesn't rack up very quickly due to the small HP stats in Little Cup, which makes Spikes and Stealth Rock usually better. A defensive set with Mental Herb is an option to set up entry hazards against Taunt users such as Mienfoo and Onix, but it is more easily knocked out due to the lack of recovery. Endure is an option to regain Sturdy after it has been broken, but Pineco struggles to find the moveslot for it and Sturdy usually won't be broken without Pineco being knocked into Berry Juice range, meaning Endure won't come into play often.

Checks and Counters
===================
**Taunt Users**: Taunt users such as Mienfoo, Onix, and Stunky can prevent Pineco from setting up entry hazards. Onix can also set up its own Stealth Rock, while Stunky can remove any entry hazards Pineco had already set up with Defog.

**Entry Hazard Removers**: Rapid Spin and Defog users such as Drilbur, Staryu, and Vullaby can undo all of Pineco's hard work by removing its entry hazards. Drilbur can also bypass Sturdy thanks to Mold Breaker and thus OHKO Pineco with Rock Slide after a Swords Dance boost. Natu can prevent Pineco's hazards from going up at all thanks to its ability, Magic Bounce.

**Setup Sweepers**: Due to Pineco's passive nature, setup sweepers such as Timburr, Scraggy, and Zigzagoon can easily gain boosts against it. They do not appreciate taking an Explosion, however.

Thanks for the check, implemented. This is done
 
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