LC Piplup

Gummy

...three, smiles go for miles!

qc: AD Thunderboy / Hilomilo / Corporal Levi
gp: P Squared / Fireflame479

[OVERVIEW]

Piplup has a niche as one of the few LC Pokemon that can both set up hazards with Stealth Rock and get rid of the opponent's with Defog, giving it decent role compression. It's also a Defog user that isn't weak to Stealth Rock, allowing it to switch in more easily. Supporting this are its decent defenses and good defensive typing, letting it take resisted attacks and some neutral ones. Its access to a Water-type STAB move in Scald lets it beat most traditional Stealth Rock setters like Onix and Dwebble. However, Piplup is extremely passive, making it setup bait for sweepers like Shellder and Calm Mind Spritzee. It is also forced into performing its predictable niche, as it's outclassed as a Water-type attacker by Chinchou and defensive Staryu due to their better Speed and movepools. Piplup has access to no recovery outside of Rest, making it prone to getting worn down over time. Finally, it faces competition from Kabuto, a Water-type hazard setter with Rapid Spin, Knock Off, and Weak Armor, as well from Slowpoke and Mareanie, bulkier Water-types with access to Regenerator and recovery.

[SET]
name: Utility
move 1: Stealth Rock
move 2: Defog
move 3: Scald
move 4: Ice Beam
item: Eviolite
ability: Torrent
nature: Bold
evs: 92 HP / 252 Def / 148 SpD

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

Stealth Rock breaks Sturdy on Pokemon like Magnemite and Onix and chips into threats like Vullaby and Ponyta. Defog removes all entry hazards, allowing Piplup to support its team. Scald gives Piplup a main STAB attack and increases its utility, allowing it to spread burns to cripple physical attackers. Ice Beam hits Grass- and Flying-types like Snivy and Doduo, but it won't do very significant damage, failing to 2HKO bulkier foes like Vullaby. Yawn can be used to put on pressure and force switches, but it makes Piplup even more of a Taunt bait and gives it no coverage against Grass-types.

Set Details
========

A Bold nature, 92 HP EVs, and 252 Defense EVs maximize Piplup's physical bulk, letting it tank a hit in order to set up Stealth Rock. These EVs also allow Piplup to avoid the 2HKO from any of Onix's and Dwebble's moves, unless they get lucky with Rock Blast. 148 Special Defense EVs let Piplup hit even Eviolite numbers, allowing it to take two of Staryu's Thunderbolts and avoid the 2HKO from Focus Sash Abra's Psychic. Torrent is the only ability compatible with Defog; it's rarely useful, but it does power up Water-type moves at low HP.

Usage Tips
========

Piplup should focus on hazard control and not be used for offensive purposes, as its offensive presence is incredibly low. It performs best when coming in on a slow Volt Switch or U-turn, as it doesn't get worn down as quickly. Piplup functions as a decent lead, as it can beat other common leads like Onix and Dwebble. It also has good bulk, so it can usually switch in on resisted and neutral hits. However, Piplup lacks recovery, so try to avoid switching it in often, especially into powerful attacks like Pawniard's Knock Off and Doduo's Brave Bird. Be careful about using Defog if there is a Pawniard on the other team, as it can switch in and get a +2 Attack boost thanks to Defiant. Finally, Defog can remove all hazards, including the ones you've set, so it can be counterproductive if used directly after Stealth Rock. Try using Defog before using Stealth Rock.

Team Options
========

Fire-types like Ponyta and Larvesta have great synergy with Piplup; they can muscle past bulky Grass-types like Pumpkaboo-XL and Foongus, which Piplup can't beat. They also appreciate Piplup removing Stealth Rock. Flying-types that prefer entry hazards removed, like Vullaby, Doduo, and Rufflet, all appreciate Piplup's Defog, and they can beat Grass-types as well. Grass-types like Snivy and Foongus resist both of Piplup's weaknesses and can check Water-types that resist both of Piplup's attacks. Ground-types like Choice Scarf Drilbur and Diglett can revenge kill Electric-types like Magnemite and Chinchou that threaten Piplup. Slow, bulky U-turn and Volt Switch users like Mienfoo and Chinchou can get Piplup in safely. Sturdy users like Magnemite and Onix also need hazards removed to function best. Wish passers like Spritzee and Lickitung can help keep Piplup alive to keep controlling hazards. Chinchou can switch into Electric-type Pokemon that Piplup can't beat like Magnemite and Elekid; it can also deal with opposing Water-types.

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

Berry Juice is an option that gives Piplup some longevity, but it removes from its bulk and consequently its ability to switch in. Brick Break can deal with Pawniard, but it's very situational and doesn't hit much else. Hidden Power Grass hits Water-types that otherwise wall Piplup, but it is very weak. Icy Wind can be used to help Piplup support its teammates with speed control, but it's much weaker than Ice Beam.

Checks and Counters
===================
**Bulky Grass-types**: Despite Piplup's access to Ice Beam, Foongus and Pumpkaboo-XL can easily take one and deal heavy damage back with their STAB attacks, regaining their lost health in the process.

**Taunt Users**: Cottonee and Mienfoo can render Piplup near useless with Taunt, forcing it to switch in order to get another opportunity to set or remove hazards.

**Electric-types**: Piplup has nothing to handle Pokemon like Magnemite or Chinchou and is essentially forced to switch. Electric-types can take advantage of this and use Volt Switch to gain momentum.

**Water-types**: Water-types like Chinchou, Slowpoke, Shellder, and Staryu resist both of Piplup's STAB moves and completely wall it. Chinchou, in particular, can hit back hard with Volt Switch, while Staryu can spin away the hazards Piplup places.

**Residual Damage**: Since Piplup lacks any form of recovery, and it wants to come in often, hazards and status conditions can quickly wear it down.
 
Last edited:

churine

lunatic+
is a Smogon Discord Contributor Alumnusis a Contributor Alumnus
im gonna try amchecking again, so obviously this isnt an official qc check.

[OVERVIEW]
• Merge the "role compression" point with the hazard setting & removing points.
• Scald is a big asset that should be mentioned in the overview as well, and likely within the "beats other leads" point.

[SET]

i would change the name to like "Utility" as it fits more but that's just me.

[SET COMMENTS]
Moves
========
• The first point is more of an overview thing so remove that. (and you mentioned it there too)
• The second part about the Defog point fits more into Usage Tips imo, but keep the part about removing your hazards.
• Mention why Scald burns are so good. (crippling physical attackers)

Set Details
========
• It sounds dumb but definitely mention how much more bulk Piplup gets by Eviolite.
• Explain what an Eviolite number is. (an even number)

Usage Tips
========
• Re-order the points to make it so that it's about bringing in Piplup first, then mentioning the rest of the points once its in. (for the flow of the to be paragraph)
• Point about Defog being counterproductive of your own hazards goes here.
• Good bulk so it can tank attacks seems pretty vague, and almost like an overview line, it's only skeletons but specify what that actually means.
• Say that Pawniard can switch in on Defog and gain a +2 Attack boost so be careful.

Team Options
========
• Mention that Flying-types beat Grasses as well.
• Grass-types deserve a mention here since they resist both of Piplup's weaknesses and can check Water-types that wall Piplup.
• You mention U-turn & Volt Switch in Usage Tips so mention some users of it here.
• I know you want to mention Skitty whenever you can but a more relevant mon like Lickitung should be mentioned instead.

[STRATEGY COMMENTS]
Other Options
=============
• I would only mention Pawniard in the Brick Break line, as Magnemite will be faster and isn't OHKOed by it.
• Hidden Power Grass could be worth a mention as it hits Water-types that otherwise resist Scald & Ice Beam but is still pretty weak.
• Toxic isn't good in LC due to low HP numbers, a fast paced meta, so I'd remove it, especially since you have Scald and 2 mandatory slots.

Checks and Counters
===================
• A bit nitpicky but just mention Grass-types, Piplup is pretty weak anyways.
• Mention Water-types here, since they resist both of Piplup's moves.

this is some good shit btw.
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
[OVERVIEW]
  • Piplup's SpA isn't good when uninvested; it only hits 12. As such, remove this from your fourth line.
  • Archen is not that common of a lead anymore. Change it to Dwebble.
  • Add a line saying that its relative passivenesss means it can be set up bait, especially for Water types like Carvanha (resist both Ice Beam and Scald) and bulkier set up sweepers like Spritzee
  • No recovery is incorrect; it gets Rest. Change to 'No recovery outside of Rest'.
  • Mention that it also faces competition from other bulky waters like Mareanie and Slowpoke, both of which have reliable recovery and Regenerator
[SET]
name: Utility
move 1: Stealth Rock
move 2: Defog
move 3: Scald
move 4: Ice Beam
item: Eviolite
ability: Torrent
nature: Bold
evs: 92 HP / 252 Def / 148 SpD

[SET COMMENTS]
Moves
========
  • Remove the first line, it's useless fluff
  • Explain how Scald lets Piplup switch in easier (burned opponents are weaker thus easier to switch into)
Set Details
========
  • Merge the lines about HP and Def investment and mention Eviolite in there, since all these together are what allows it to take hits from Onix and Dwebble (change Archen mention to Dwebble again).
  • Mention that the SpD investment raises Piplup's mixed bulk as much as possible, and mention that it takes two TBolts from defensive Staryu and two Psychics from SashBra
Usage Tips
========
  • Start by mentioning that Piplup should focus on hazard control
  • Why does it perform best when coming in on a slow VoltTurn (doesn't get worn down as quickly)
  • Good bulk so it can usually tank attacks What is this doing in usage tips? Try to explain a bit
Team Options
========
  • Ground-types can also switch into Electric-types, mention them (and examples) in your last line
[STRATEGY COMMENTS]
Other Options
=============

good

Checks and Counters
===================
  • Cottonee doesn't run Taunt usually, remove its mention. The relevant Taunt users are Onix and Mienfoo, it's up to you if you want to mention Onix or not (it can Taunt Piplup if Sturdy is up)
  • Mention in your Water-type section that Chinchou threatens Piplup with Electric STAB and Staryu can remove its SR with Spin
QC 1/3, nice work
 

Hilomilo

High-low My-low
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Overview
* Elaborate a little in your first line. What move does it set up entry hazards with (Stealth Rock), and how does it get rid of them? (Defog)
* Your line on Piplup's defenses is quite vague. Say that its defenses alongside its good defensive typing altogether allow it to take resisted and weak neutral hits quite comfortably.
* Don't say 'Shell Smashers' - that may confuse newer players reading. Instead, say Shell Smash sweepers and give some examples. I also wouldn't say that bulky sweepers can set up on Piplup, since sweepers in general can just take advantage of its passiveness.
* Elaborate as to why Piplup is outclassed offensively by Staryu and Chinchou (much worse Speed and general lack of good coverage options)
* "Slow" shouldn't be all you say in the line regarding Piplup's Speed. Why exactly is Piplup's poor Speed a problem for it? Elaborate.
* Your line about Piplup's lack of recovery also needs some more elaboration. Why is its lack of recovery a problem for it? Explain (it's prone to getting worn down throughout the match).
* I'd also add that Kabuto has a better ability than Piplup and Knock Off, since just saying that it has Rapid Spin makes it sound like that's the only reason it's worse than Kabuto, which isn't true.

Set
Looks good!

Moves
* Gives examples of Pokemon with the Sturdy ability, since you say that Stealth Rock breaks the ability.
* Reword your Defog line, it honestly sounds a little odd at the moment and I can't exactly put my finger on what's bothering me. Just say that it removes hazards, thus allowing Piplup to support its teammates.
* I think Yawn is good enough to add here. You can say something similar to the line that you currently have in Other Options (forces switches and allows Piplup to use Scald or Defog on switch-ins), though you shouldn't say that it comes at the cost of Scald burns. Piplup will still use Scald if it uses Yawn, so you should instead say that the move keeps Piplup from hitting Grass-types for unresisted damage.

Set Details
* Say Focus Sash Abra instead of Sash Abra.
* Don't say that Torrent powers up Water-type moves 'in a pinch' - say that it powers up Scald when Piplup is low on HP.

Usage Tips
* Why exactly shouldn't Piplup be used for offensive purposes? Explain.
* Specify that Piplup can switch in on resisted hits and weak neutral hits multiple times, just saying that it can switch in is a little vague otherwise.
* When you say that you should avoid switching Piplup in too often, clarify that it should also avoid switching in on powerful attacks, and give some examples (Pawniard's Knock Off and Doduo's Brave Bird are good examples)
* Clarify that Defiant is what gives Pawniard its Attack boost from Defog.
* In your last line, you should add that because of the counter productivity of Defogging Piplup's own hazards, it should aim to Defog opposing entry hazards away before using Stealth Rock if possible.

Team Options
* Give more examples of Electric-types that you say Ground-types switch into, one isn't enough. You also need to give some examples of Ground-types.
* Give more examples of Sturdy mons as well.
* In your Chinchou line, change opposing Chinchou to Elekid as your example, and also add that Chinchou can properly deal with the Water-types that wall Piplup.

Other Options
* Remove Yawn, since I'm having you move it up to Moves
* I honestly think Berry Juice is worth adding here. Say that it provides Piplup with longevity but prevents it from surviving super effective attacks as reliably.
* In your Icy Wind line, replace "maximize Piplup's utility" with "help Piplup support its teammates with Speed control" - it's clearer this way.
* Remove Defiant mentions, the ability isn't viable on Piplup at all considering it can't use Defog with it.

Checks and Counters
* Specify that Foongus and Pump threaten Piplup with STAB Giga Drain, and replace "then regain their health" with "regaining their health in the process" You also need to specify which Pumpkaboo, since there are multiple forms.
* Replace Onix with Cottonee when talking about Taunt users, since Onix still loses to Scald.
* If Staryu and Chinchou are getting special mentions in your Water-type section, then it doesn't make much sense to list them as examples before. Use Shellder and Slowpoke as examples instead (keep your specific Chin and Staryu mentions, of course)

Make sure you implement everything here, and give yourself 2/3 afterwards.
 

Corporal Levi

ninjadog of the decade
is a Community Contributoris a Top Tiering Contributoris a Top Contributoris a Site Content Manager Alumnusis a Team Rater Alumnusis a Social Media Contributor Alumnusis a Community Leader Alumnus
Set Details:
Specify defensive Staryu

Team Options:
"Grass-types like Snivy and Foongus resist both of Piplup's weaknesses and can check Water-types that resist both of Piplup's STAB attacks."
both of Piplup's attacks

nice work 3/3, move it to gp
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
the GANG is here

GP 1/2
add remove comment



[OVERVIEW]

Piplup has a niche as being one of the few LC Pokemon that can both set up hazards with Stealth Rock and get rid of others at the same time the opponent's with Defog, giving it decent role compression. It's also a Defog user that isn't weak to Stealth Rock, allowing it to switch in more easily. Supporting this are its decent defenses and good defensive typing, letting it take resisted attacks and some neutral ones. Access to a Water-type STAB move in Scald lets it beat most traditional Stealth Rock setters like Onix and Dwebble. However, Piplup is extremely passive, making it set-up setup bait for sweepers like Shellder and Calm Mind Spritzee. It is also forced into performing its predictable niche, as it's outclassed as a Water-type attacker by Chinchou and defensive Staryu due to their better Speed and movepools. Piplup has access to no recovery outside of Rest, making it prone to getting worn down over time. Finally, it faces competition from Kabuto, a Water-type hazard setter with Rapid Spin, Knock Off, and Weak Armor, as well from Slowpoke and Mareanie, bulkier Water-types with access to Regenerator and recovery.

[SET]
name: Utility
move 1: Stealth Rock
move 2: Defog
move 3: Scald
move 4: Ice Beam
item: Eviolite
ability: Torrent
nature: Bold
evs: 92 HP / 252 Def / 148 SpD

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

Stealth Rock breaks the Sturdy of on Pokemon like Magnemite and Onix, (RC) and chips into threats like Vullaby and Ponyta. Defog removes all entry hazards, allowing Piplup to support its team. Scald gives Piplup a main STAB attack and increases its utility, allowing it to spread burns to cripple physical attackers. Ice Beam hits Grass- and Flying-types like Snivy and Doduo, respectively, but it won't do very significant damage, failing to 2HKO bulkier foes opponents like Vullaby. Yawn can be used to put on pressure and force switches, but it makes Piplup even more of a Taunt bait and gives it no coverage against Grass-types.

Set Details
========

A Bold nature, 92 HP EVs, and 252 Defense EVs maximize Piplup's physical bulk, letting it tank a hit in order to set up Stealth Rock. These EVs also allow Piplup to avoid the 2HKO from any of Onix's and Dwebble's moves, unless they get lucky with Rock Blast. 148 Special Defense EVs let Piplup hit even Eviolite numbers, allowing it to take two of Staryu's Thunderbolts and avoiding the 2HKO from Focus Sash Abra's Psychic. Torrent is the only ability compatible with Defog. It's rarely useful, but it does powers up Water-type moves at low HP.

Usage Tips
========

Piplup should focus on hazard control and not be used for offensive purposes, as its offensive presence is incredibly low. It performs best when coming in on a slow Volt Switch or U-turn, as it doesn't get worn down as quickly. Piplup functions as a decent lead, as it can beat other common leads like Onix and Dwebble. It also has good bulk, so it can usually switch in on resisted and neutral hits. However, Piplup lacks recovery, so try to avoid switching it in often, especially into powerful attacks like Pawniard's Knock Off and Doduo's Brave Bird. Be careful about using Defog if there is a Pawniard on the other team, as it can switch in and get a +2 Attack boost thanks to Defiant. Finally, Defog can remove all hazards, but it also removes the ones you've set, so it can be counterproductive if used directly after Stealth Rock. Try using Defog before using Stealth Rock.

Team Options
========

Fire-types like Ponyta and Larvesta have great synergy with Piplup; they can muscle past bulky Grass-types like Pumpkaboo-XL and Foongus, which Piplup can't beat. They also appreciate Piplup removing Stealth Rock. Flying-types that prefer hazards removed, like Vullaby, Doduo, and Rufflet, all appreciate Piplup's Defog, (add comma) and they can beat Grass-types as well. Grass-types like Snivy and Foongus resist both of Piplup's weaknesses and can check Water-types that resist both of Piplup's attacks. Ground-types like Choice Scarf Drilbur and Diglett can revenge kill Electric-types like Magnemite and Chinchou that threaten Piplup. Slow, bulky U-turn and Volt Switch users like Mienfoo and Chinchou can get Piplup in safely. Sturdy users like Magnemite and Onix also need hazards removed to function best. Wish passers like Spritzee and Lickitung can help keep Piplup alive to keep controlling hazards. Chinchou can switch into Electric-type Pokemon that Piplup can't beat like Magnemite and Elekid; it can also deal with opposing Water-types.

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

Berry Juice is an option that gives Piplup some longevity, it but removes from its bulk and consequently its ability to switch in. Brick Break can deal with Pawniard, but its it's very situational and doesn't hit much else. Hidden Power Grass hits Water-types that otherwise wall Piplup, but its it is very weak. Icy Wind can be used to help Piplup support its teammates with speed control, but it's much weaker than Ice Beam.

Checks and Counters
===================
**Bulky Grass-types**: Despite Piplup's access to Ice Beam, Foongus and Pumpkaboo-XL can easily take one and deal heavy damage back with their STAB attacks, regaining their lost health in the process.

**Taunt Users**: Cottonee and Mienfoo can render Piplup near useless with Taunt, forcing it to switch in order to get another opportunity to set or remove hazards.

**Electric-types**: Piplup has nothing to handle Pokemon like Magnemite or Chinchou, (RC) and is essentially forced to switch. Electric-types can take advantage of this and use Volt Switch to gain momentum.

**Water-types**: Water-types like Chinchou, Slowpoke, Shellder, and Staryu resist both of Piplup's STAB moves and completely wall it. Chinchou, in particular, can hit back hard with Volt Switch, while Staryu can spin away the hazards Piplup places.

**Residual Damage**: Since Piplup lacks any form of recovery, and it wants to come in often, hazards and status conditions can quickly wear it down.
 
Last edited:

Gummy

...three, smiles go for miles!
the GANG is here

GP 1/2
add remove comment



[OVERVIEW]

Piplup has a niche as being one of the few LC Pokemon that can both set up hazards with Stealth Rock and get rid of others at the same time the opponent's with Defog, giving it decent role compression. It's also a Defog user that isn't weak to Stealth Rock, allowing it to switch in more easily. Supporting this are its decent defenses and good defensive typing, letting it take resisted attacks and some neutral ones. Access to a Water-type STAB move in Scald lets it beat most traditional Stealth Rock setters like Onix and Dwebble. However, Piplup is extremely passive, making it set-up setup bait for sweepers like Shellder and Calm Mind Spritzee. It is also forced into performing its predictable niche, as it's outclassed as a Water-type attacker by Chinchou and defensive Staryu due to their better Speed and movepools. Piplup has access to no recovery outside of Rest, making it prone to getting worn down over time. Finally, it faces competition from Kabuto, a Water-type hazard setter with Rapid Spin, Knock Off, and Weak Armor, as well from Slowpoke and Mareanie, bulkier Water-types with access to Regenerator and recovery.

[SET]
name: Utility
move 1: Stealth Rock
move 2: Defog
move 3: Scald
move 4: Ice Beam
item: Eviolite
ability: Torrent
nature: Bold
evs: 92 HP / 252 Def / 148 SpD

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

Stealth Rock breaks the Sturdy of on Pokemon like Magnemite and Onix, (RC) and chips into threats like Vullaby and Ponyta. Defog removes all entry hazards, allowing Piplup to support its team. Scald gives Piplup a main STAB attack and increases its utility, allowing it to spread burns to cripple physical attackers. Ice Beam hits Grass- and Flying-types like Snivy and Doduo, respectively, but it won't do very significant damage, failing to 2HKO bulkier foes opponents like Vullaby. Yawn can be used to put on pressure and force switches, but it makes Piplup even more of a Taunt bait and gives it no coverage against Grass-types.

Set Details
========

A Bold nature, 92 HP EVs, and 252 Defense EVs maximize Piplup's physical bulk, letting it tank a hit in order to set up Stealth Rock. These EVs also allow Piplup to avoid the 2HKO from any of Onix's and Dwebble's moves, unless they get lucky with Rock Blast. 148 Special Defense EVs let Piplup hit even Eviolite numbers, allowing it to take two of Staryu's Thunderbolts and avoiding the 2HKO from Focus Sash Abra's Psychic. Torrent is the only ability compatible with Defog. It's rarely useful, but it does powers up Water-type moves at low HP.

Usage Tips
========

Piplup should focus on hazard control and not be used for offensive purposes, as its offensive presence is incredibly low. It performs best when coming in on a slow Volt Switch or U-turn, as it doesn't get worn down as quickly. Piplup functions as a decent lead, as it can beat other common leads like Onix and Dwebble. It also has good bulk, so it can usually switch in on resisted and neutral hits. However, Piplup lacks recovery, so try to avoid switching it in often, especially into powerful attacks like Pawniard's Knock Off and Doduo's Brave Bird. Be careful about using Defog if there is a Pawniard on the other team, as it can switch in and get a +2 Attack boost thanks to Defiant. Finally, Defog can remove all hazards, but it also removes the ones you've set, so it can be counterproductive if used directly after Stealth Rock. Try using Defog before using Stealth Rock.

Team Options
========

Fire-types like Ponyta and Larvesta have great synergy with Piplup; they can muscle past bulky Grass-types like Pumpkaboo-XL and Foongus, which Piplup can't beat. They also appreciate Piplup removing Stealth Rock. Flying-types that prefer hazards removed, like Vullaby, Doduo, and Rufflet, all appreciate Piplup's Defog, (add comma) and they can beat Grass-types as well. Grass-types like Snivy and Foongus resist both of Piplup's weaknesses and can check Water-types that resist both of Piplup's attacks. Ground-types like Choice Scarf Drilbur and Diglett can revenge kill Electric-types like Magnemite and Chinchou that threaten Piplup. Slow, bulky U-turn and Volt Switch users like Mienfoo and Chinchou can get Piplup in safely. Sturdy users like Magnemite and Onix also need hazards removed to function best. Wish passers like Spritzee and Lickitung can help keep Piplup alive to keep controlling hazards. Chinchou can switch into Electric-type Pokemon that Piplup can't beat like Magnemite and Elekid; it can also deal with opposing Water-types.

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

Berry Juice is an option that gives Piplup some longevity, it but removes from its bulk and consequently its ability to switch in. Brick Break can deal with Pawniard, but its it's very situational and doesn't hit much else. Hidden Power Grass hits Water-types that otherwise wall Piplup, but its it is very weak. Icy Wind can be used to help Piplup support its teammates with speed control, but it's much weaker than Ice Beam.

Checks and Counters
===================
**Bulky Grass-types**: Despite Piplup's access to Ice Beam, Foongus and Pumpkaboo-XL can easily take one and deal heavy damage back with their STAB attacks, regaining their lost health in the process.

**Taunt Users**: Cottonee and Mienfoo can render Piplup near useless with Taunt, forcing it to switch in order to get another opportunity to set or remove hazards.

**Electric-types**: Piplup has nothing to handle Pokemon like Magnemite or Chinchou, (RC) and is essentially forced to switch. Electric-types can take advantage of this and use Volt Switch to gain momentum.

**Water-types**: Water-types like Chinchou, Slowpoke, Shellder, and Staryu resist both of Piplup's STAB moves and completely wall it. Chinchou, in particular, can hit back hard with Volt Switch, while Staryu can spin away the hazards Piplup places.

**Residual Damage**: Since Piplup lacks any form of recovery, and it wants to come in often, hazards and status conditions can quickly wear it down.
Implemented, ready for the last QC. Pretty colors btw :D
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Remove Add Comments (AC)= add comma (RC)= remove comma (AH)= add hyphen (RH)= remove hyphen
[OVERVIEW]

Piplup has a niche as one of the few LC Pokemon that can both set up hazards with Stealth Rock and get rid of the opponent's with Defog, giving it decent role compression. It's also a Defog user that isn't weak to Stealth Rock, allowing it to switch in more easily. Supporting this are its decent defenses and good defensive typing, letting it take resisted attacks and some neutral ones. Its access to a Water-type STAB move in Scald lets it beat most traditional Stealth Rock setters like Onix and Dwebble. However, Piplup is extremely passive, making it setup bait for sweepers like Shellder and Calm Mind Spritzee. It is also forced into performing its predictable niche, as it's outclassed as a Water-type attacker by Chinchou and defensive Staryu due to their better Speed and movepools. Piplup has access to no recovery outside of Rest, making it prone to getting worn down over time. Finally, it faces competition from Kabuto, a Water-type hazard setter with Rapid Spin, Knock Off, and Weak Armor, as well from Slowpoke and Mareanie, bulkier Water-types with access to Regenerator and recovery.

[SET]
name: Utility
move 1: Stealth Rock
move 2: Defog
move 3: Scald
move 4: Ice Beam
item: Eviolite
ability: Torrent
nature: Bold
evs: 92 HP / 252 Def / 148 SpD

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

Stealth Rock breaks Sturdy on Pokemon like Magnemite and Onix and chips into threats like Vullaby and Ponyta. Defog removes all entry hazards, allowing Piplup to support its team. Scald gives Piplup a main STAB attack and increases its utility, allowing it to spread burns to cripple physical attackers. Ice Beam hits Grass- and Flying-types like Snivy and Doduo, but it won't do very significant damage, failing to 2HKO bulkier foes like Vullaby. Yawn can be used to put on pressure and force switches, but it makes Piplup even more of a Taunt bait and gives it no coverage against Grass-types.

Set Details
========

A Bold nature, 92 HP EVs, and 252 Defense EVs maximize Piplup's physical bulk, letting it tank a hit in order to set up Stealth Rock. These EVs also allow Piplup to avoid the 2HKO from any of Onix's and Dwebble's moves, unless they get lucky with Rock Blast. 148 Special Defense EVs let Piplup hit even Eviolite numbers, allowing it to take two of Staryu's Thunderbolts and avoid the 2HKO from Focus Sash Abra's Psychic. Torrent is the only ability compatible with Defog;(SC).(remove period) it's rarely useful, but it does power up Water-type moves at low HP.

Usage Tips
========

Piplup should focus on hazard control and not be used for offensive purposes, as its offensive presence is incredibly low. It performs best when coming in on a slow Volt Switch or U-turn, as it doesn't get worn down as quickly. Piplup functions as a decent lead, as it can beat other common leads like Onix and Dwebble. It also has good bulk, so it can usually switch in on resisted and neutral hits. However, Piplup lacks recovery, so try to avoid switching it in often, especially into powerful attacks like Pawniard's Knock Off and Doduo's Brave Bird. Be careful about using Defog if there is a Pawniard on the other team, as it can switch in and get a +2 Attack boost thanks to Defiant. Finally, Defog can remove all hazards, but it also removes including the ones you've set, so it can be counterproductive if used directly after Stealth Rock. Try using Defog before using Stealth Rock.

Team Options
========

Fire-types like Ponyta and Larvesta have great synergy with Piplup; they can muscle past bulky Grass-types like Pumpkaboo-XL and Foongus, which Piplup can't beat. They also appreciate Piplup removing Stealth Rock. Flying-types that prefer entry hazards removed, like Vullaby, Doduo, and Rufflet, all appreciate Piplup's Defog, and they can beat Grass-types as well. Grass-types like Snivy and Foongus resist both of Piplup's weaknesses and can check Water-types that resist both of Piplup's attacks. Ground-types like Choice Scarf Drilbur and Diglett can revenge kill Electric-types like Magnemite and Chinchou that threaten Piplup. Slow, bulky U-turn and Volt Switch users like Mienfoo and Chinchou can get Piplup in safely. Sturdy users like Magnemite and Onix also need hazards removed to function best. Wish passers like Spritzee and Lickitung can help keep Piplup alive to keep controlling hazards. Chinchou can switch into Electric-type Pokemon that Piplup can't beat like Magnemite and Elekid; it can also deal with opposing Water-types.

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

Berry Juice is an option that gives Piplup some longevity, but it removes from its bulk and consequently its ability to switch in. Brick Break can deal with Pawniard, but it's very situational and doesn't hit much else. Hidden Power Grass hits Water-types that otherwise wall Piplup, but it is very weak. Icy Wind can be used to help Piplup support its teammates with Speed control, but it's much weaker than Ice Beam.

Checks and Counters
===================
**Bulky Grass-types**: Despite Piplup's access to Ice Beam, Foongus and Pumpkaboo-XL can easily take one and deal heavy damage back with their STAB attacks, regaining their lost health in the process.

**Taunt Users**: Cottonee and Mienfoo can render Piplup near useless with Taunt, forcing it to switch in order to get another opportunity to set or remove hazards.

**Electric-types**: Piplup has nothing to handle Pokemon like Magnemite or Chinchou and is essentially forced to switch. Electric-types can take advantage of this and use Volt Switch to gain momentum.

**Water-types**: Water-types like Chinchou, Slowpoke, Shellder, and Staryu resist both of Piplup's STAB moves and completely wall it. Chinchou, in particular, can hit back hard with Volt Switch, while Staryu can spin away the hazards Piplup places.

**Residual Damage**: Since Piplup lacks any form of recovery, and it wants to come in often, hazards and status conditions can quickly wear it down.
GP 2/2
 

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