Primeape (Update)

Oglemi

Borf
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So, after seeing the Encore set go through QC, I noticed Primeape hasn't been updated since May of 2009 by Fuzznip, so I decided to give Primeape an update.

Status: Done, waiting on GP checks

Plans:
- Keep Choice Band? Or just add onto Choice Scarf or Life Orb?
- Strongly question viability of Hazerider set
- Scrap Lead set and add mention in Scarf set
- Rewrite OC, Counters, and Overview
- Obviously add Encore set
- Punishment even worth slash?


http://www.smogon.com/dp/pokemon/primeape



[Overview]

<p>Primeape is just one among many in UU. His Speed is the highest of the multitude of Fighting-types in UU, his movepool is extensive, and his ability, Vital Spirit, is amazing to have in a tier overrun with Sleep Powder-carrying Grass-types. The only things holding back this furious ape are his low defenses and stiff competition in a tier filled to the brim with other able-bodied Fighting-types. However, Primeape's aforementioned perks are what separate him from the competition and make him a unique and admirable choice for any team.</p>

[SET]
name: Choice Scarf
move 1: U-turn
move 2: Close Combat
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Choice Scarf
nature: Jolly / Adamant
ability: Vital Spirit
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

<p>Primeape's awesome Speed stat is exploited to the fullest extent with a Choice Scarf, turning him into both an efficient scout and an excellent revenge killer. U-turn is the crux of this set, allowing Primeape to come in on a Pokemon whom he can scare out, like Chansey, and scout for the opponent's counter. Close Combat is the obligatory STAB move of choice because of its high Base Power; Primeape will be doing a lot of switching with a Choice item, effectively negating the troubles caused by the defense drops. Stone Edge hits Ghost- and Flying-types, such as Rotom and Moltres respectively, who resist the aforementioned moves. The choice in the final moveslot comes down to personal preference. Ice Punch, in tandem with Vital Spirit, allows Primeape to become an effective check to Venusaur. Earthquake can be used to hit Poison- and Electric-types super effectively, but they are mostly uncommon and are usually already dealt with by Primeape's other moves. Finally, Punishment is an option to score a reliable blow on Ghost-types, particularly Rotom and Mismagius; however, outside of hitting the rare stat boosting Psychic-types, that is quite literally the furthest extent of its uses in UU.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature are designed to give Primeape as much attacking power as possible while also giving him enough Speed to outpace the entire UU metagame with a Choice Scarf, including Choice Scarf Rotom. The remaining EVs are placed into HP to give Primeape a minor buffer against weaker attacks from the likes of Registeel and Chansey. An alternative spread of 4 HP / 252 Atk / 252 Spe with an Adamant or Jolly nature can be utilized to maximize Primeape's offensive game.</p>

<p>With a Choice Scarf and U-turn, Primeape works wonderfully as a scout. When using Primeape, the idea is to switch into a Pokemon whom Primeape will force out, such as Registeel, and proceed to use U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. In this way, Primeape ensures that momentum will stay on your side and keeps the opponent on his toes. After the majority of your opponent's team has been revealed, Primeape is free to start raining down STAB Close Combats or one of the appropriate coverage moves.</p>

<p>This Primeape can also make an effective lead, as he is immune to Sleep Powder, which forces Choice Scarf Venusaur into attacking on turn one, as well as forcing other sleep inducers out thanks to the threat of Primeape's large movepool. Primeape's early U-turn permits him to do decent damage to Uxie and Mesprit and scouts the opponent's early switch-in to Primeape. He easily beats other common leads such as Ambipom (though Primeape will still get hit by a powerful Fake Out), Alakazam, Mismagius, Moltres, and Registeel. Primeape also beats Scyther, Cloyster, and Omastar if they do not carry Focus Sash. While Primeape can gain you early momentum, he does little to prevent entry hazards from being set up by the opponent, which can prove problematic in the long run considering all the switching he will be doing with U-turn. He also has trouble with lead Arcanine, Hariyama, Qwilfish, and Spiritomb.</p>

<p>To ensure momentum stays on your side, pairing Primeape with other U-turn users who lure out Pokemon he can counter is a good idea. Swellow and Scyther are both good examples, as they lure out Steel- and Rock-types whom Primeape can scare away with his STAB Close Combat. Weezing and Slowbro are hard stops to any attempt Primeape might have for a sweep, so Pokemon who can easily eliminate them, such as Lanturn, will prove useful. Registeel makes a good partner thanks to its ability to absorb various attacks aimed at Primeape when he is locked into the wrong move. Pairing Primeape with a Pursuit user, such as Absol or Skuntank, provides Primeape with a way to easily bypass Rotom and Mismagius and eliminates the need to waste a moveslot for Punishment. Primeape will be issuing a lot of switches, so setting up entry hazards on the opponent's field will help to more quickly wear out the opposition; good teammates to set up entry hazards include Uxie, Omastar, and Cloyster. In the same realm, keeping entry hazards off of Primeape's side of the field is recommended. Claydol is a good teammate to provide Rapid Spin support as it can easily switch into Weezing in addition to setting up Stealth Rock. Finally, as Primeape makes a good scout and wallbreaker, pairing him with a second Fighting-type, such as Hitmonlee, is a good strategy. The main idea is to scout out the opponent's Fighting-type counters with Primeape early game and eliminate them with the rest of your team, which will then allow the second Fighting-type to wreak havoc upon your opponent's ravaged team late game.</p>

[SET]
name: Encore
move 1: Encore
move 2: Close Combat
move 3: Stone Edge / Toxic
move 4: Substitute / U-turn
item: Leftovers
ability: Vital Spirit
nature: Jolly
evs: 8 HP / 248 Atk / 252 Spe

[SET COMMENTS]

<p>This set aims to disrupt and halt the opponent's strategy with Encore while following up with the appropriate move afterward. Encore allows Primeape to lock the foe into a single move, which is useful against set-up and support moves that are not harmful to Primeape. However, if you predict that your foe will switch out instead of attacking Primeape, using Substitute or U-turn to scout is more beneficial. Substitute essentially gives Primeape a temporary extra life against attacks, as well as immunity to status. U-turn does decent damage and gains momentum for your team by allowing Primeape to switch to a counter at the same time. Offensively, Close Combat is Primeape's main STAB attack, dealing deadly damage to any Pokemon who doesn't resist it. Stone Edge has good coverage in conjunction with Close Combat, hitting Flying-, Bug-, and Fire-type Pokemon, such as Moltres, Scyther, and Arcanine, for super effective damage. Lastly, Toxic helps cripple opponents who resist or take little damage from Primeape's attacks.</p>

[ADDITIONAL COMMENTS]

<p>Leftovers is the preferred item because it recovers HP lost from Substitute and residual damage, greatly extending Primeape's longevity. With the recovery provided by Leftovers, Primeape has more chances to switch in and use Encore on various threats. The HP EVs allow Primeape to use Substitute five times from full health with Leftovers factored in.</p>

<p>Entry hazard support from Omastar, Mesprit, or Drapion is excellent with this Primeape since Encore causes a lot of switches. This means more indirect damage will pile up and weaken your enemy, which allows a late-game sweeper, such as Alakazam, Swellow, or Scyther, to clean up more easily. Even with Toxic Spikes support, using Toxic is an option because it hits Flying-types and Levitators who would otherwise wall Primeape. Stealth Rock is perhaps the best entry hazard to use alongside this set, since it smashes the Bug- and Flying-type Pokemon who resist Close Combat.</p>

<p>Most physical walls or tanks, such as Milotic, Uxie, and Weezing, are annoying to Primeape. However, Primeape can hinder the aforementioned walls (with the exception of Weezing) with Toxic and clean them up later in the match with Close Combat and Stone Edge. Primeape cannot stall them out by himself, though, so bulky Pokemon such as Rotom, Milotic, and Venusaur can help block their advances while Toxic takes effect. Using Scyther and Arcanine can help defeat Venusaur, who takes little damage from any of Primeape's attacks. Pursuit users are also helpful at removing the Psychic-type walls.</p>

[SET]
name: Life Orb
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Life Orb
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This set plays very similarly to the Choice sets, but with one big distinction: the ability to switch between moves, giving Primeape the freedom to fire off Close Combats without the fear of Ghost-types setting up on him. Primeape's main job is the same: scout out the opponent by switching into a Pokemon whom Primeape will force out, such as Chansey, and proceed to use U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. Late-game is where Life Orb Primeape really shines, as he can outpace a large portion of the UU metagame and bring the hurt with his large movepool. The premise is simple: come in after the opposing team has been scouted on a Pokemon who is easily threatened by Primeape, and fire off the appropriate coverage move. Close Combat is the obligatory STAB move, and as Primeape will probably be played at the end of the match and outspeed most threats, the defense drops are negligible. U-turn remains Primeape's strongest hit on bulky Psychic-types such as Uxie, Exeggutor, and Slowbro. Stone Edge has great coverage alongside Close Combat and is Primeape's best attack on Flying-types and scores a good hit on Ghost-types. The last slot is again up to the player's discretion. Ice Punch pairs well with Vital Spirit and gives Primeape a nice way to threaten Venusaur and Tangrowth, whom Primeape can come in on with his immunity to Sleep Powder. Earthquake can be used in the last slot to provide Primeape with the infamous QuakeEdge combo, but it has a lot of overlapping coverage with Close Combat. Finally, Punishment is Primeape's strongest move against Rotom, Mismagius, and Dusclops.</p>

[ADDITIONAL COMMENTS]

<p>Unlike the Choice Scarf set, since Primeape no longer outspeeds all of the unboosted metagame, he will need some insurance against faster threats. Swellow, Alakazam, Sceptile, Mismagius, and Dugtrio all pose a significant threat to Primeape's existence, so packing checks to them will grant Primeape a new lease on life should he encounter them. Registeel easily switches into the first three threats thanks to his Steel typing and large bulk. Primeape's nemesis Mismagius now outspeeds him, so pairing Primeape with Mixed Houndoom will produce positive results; Houndoom is resistant to Shadow Ball, benefits from Will-O-Wisp, and can eliminate Mismagius with Pursuit. Primeape is again stopped cold by Weezing and Slowbro, so including Lanturn or Milotic, the latter of whom also walls Dugtrio, on your team will again bolster Primeape's performance. With a Life Orb and entry hazards, such as Stealth Rock and Spikes, Primeape obtains a few KOs he normally couldn't, such as against Venusaur. Good teammates to provide entry hazards include Uxie, Omastar, Cloyster, and Qwilfish.</p>

[SET]
name: Choice Band
move 1: Close Combat
move 2: U-turn
move 3: Punishment
move 4: Ice Punch / Stone Edge
item: Choice Band
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This Primeape plays extremely similarly to the Choice Scarf variant but trades Speed for more power. Choice Band gives Primeape the capacity to 2HKO many prominent defensive walls, such as Milotic and Donphan, with Close Combat, whom he normally would miss out on. While rushing onto the battlefield with fists flying may seem like the way to play this Primeape, it's usually smarter to feign a Choice Scarf by utilizing Primeape's now-boosted U-turns to scout out the opponent beforehand. The idea is to switch into a Pokemon who will be forced out by Primeape, such as Registeel, and instead of using the obvious Close Combat, scout the opposition with U-turn. After the majority of your opponent's team has been revealed, Primeape is free to start annihilating his opponents with STAB Close Combats or one of the appropriate coverage moves. The extra power in Primeape's U-turn can stealthily chip away his counter's health faster, allowing him to unleash his Close Combats earlier and surprise the opponent with his boosted power.</p>

[ADDITIONAL COMMENTS]

<p>Primeape may be fast, but he's far from outpacing the entirety of the UU metagame, so you should use him cautiously. Registeel again makes a good partner, as he can absorb blows from most of the fast and powerful hitters who threaten Primeape, including Swellow, Alakazam, and Sceptile. Spikes support is highly recommended with this set, as U-turn + Spikes will quickly rack up a lot more residual damage, especially on grounded walls such as Milotic. Qwilfish and Omastar are good candidates for providing said Spikes, and Omastar can even add Stealth Rock to the mix. Another good teammate to pair up with Primeape is Houndoom, who, with Flash Fire and Pursuit, can switch into the majority of Ghost-types with little worry and eliminate them.</p>


[Team Options]

<p>To ensure that momentum stays on your side, pairing Primeape with other U-turn users who lure out Pokemon he can counter is a good idea. Swellow and Scyther are both good examples as they can lure out Steel- and Rock-types whom Primeape can scare away with the threat of STAB Close Combat. Registeel makes a good partner thanks to his immense bulk and ability to absorb various attacks aimed at Primeape if he is locked into the wrong move or up against faster threats such as Swellow, Alakazam, and Sceptile; Registeel also makes a good candidate to set up Stealth Rock. Including a Dark-type Pursuit user, such as Absol or Drapion, on your team provides Primeape with a way to bypass Rotom and Mismagius. Drapion also has the added benefit of providing Primeape with Toxic Spikes. Mixed Houndoom with Pursuit is another good teammate as he is able to absorb Will-O-Wisp, thanks to his Flash Fire ability, and has the added benefit of easily disposing of Spiritomb.</p>

<p>Primeape will be the cause of a lot of switches, so setting up entry hazards on the opponent's field will allow Primeape to quickly wear out the competition. Good teammates to set up entry hazards include Uxie, Omastar, Qwilfish, and Cloyster. In the same vein, keeping entry hazards off of Primeape's side of the field is recommended. A good teammate to provide Rapid Spin support is Claydol, seeing as it resists Psychic-type attacks and can easily switch into Weezing and Donphan. Lanturn makes a good teammate as well, as he can switch into the bulky Water-types of UU who threaten Primeape, such as Slowbro and Milotic, without much trouble and eliminate them with Thunderbolt or spread paralysis with Thunder Wave. Finally, as Primeape makes a good scout and wallbreaker, pairing him with a second Fighting-type, such as Hitmonlee, Toxicroak, or Blaziken, is a good strategy to put extra pressure on the opponent at the end of the battle.</p>

[Optional Changes]

<p>Primeape has a very extensive movepool, but unfortunately most of the moves are too situational to be of much use. Primeape is able to utilize a Hazerider set consisting of Substitute, Close Combat, Ice Punch, and Stone Edge while holding a Salac Berry to abuse his other ability, Anger Point. The idea is to continually use Substitute until the opponent scores a critical hit, causing Primeape's Attack stat to be maxed out, and then unleash all of hell with Primeape's attacks. The is a high risk-high reward strategy but is usually too unreliable to be worth a team slot, and Primeape is much better used as a scout. Primeape also lacks the bulk to pull off the strategy multiple times even with the help of a Wish user.</p>

<p>Other Fighting-type moves in Primeape's repertoire include Low Kick, Cross Chop, Focus Punch, and Vacuum Wave. While all of them have their uses, Close Combat is usually the more reliable choice, and its damage output is high enough to outweigh the loss in defenses. Primeape can use Counter in a lead set, but he's better off attacking outright rather than relying on the opponent to attack him. Screech is a unique option to force even more switches and can allow Primeape to easily 2HKO Milotic and Tangrowth, but the accuracy is an issue as Primeape can't afford to miss. Bulk Up is Primeape's only set-up move, but he likes the instant power boost provided by a Life Orb and Choice Band and cannot find time to set up with his below-average defenses. Finally, Primeape's other coverage moves consist of Seed Bomb, Poison Jab, Gunk Shot, Fire Punch, and Payback.</p>

[Counters]

<p>Primeape is hard to counter outright thanks to his constant switching with U-turn. However, whenever he is not switching, Weezing is counter numero uno to any Primeape set. Primeape's only real hope against him is with a Hazerider set as described in the Optional Changes section, which is highly unreliable. Slowbro is another hard stop to any sweep that Primeape may attempt, as it takes little damage from all of Primeape's moves and can easily heal off any damage from U-turn thanks to Slack Off. Paralysis and burn are two of Primeape's greatest fears and will immediately put a stop to Primeape's fun. Venusaur, Tangrowth, Claydol, and Exeggutor can all comfortably check Primeape as they resist or take little damage from Close Combat and Stone Edge. However, they must be wary of Ice Punch and/or U-turn, and Primeape will usually be immune to Sleep Powder thanks to Vital Spirit.</p>

<p>Defensive Arcanine with Intimidate and Will-O-Wisp can easily stop Primeape and eliminate him with either Flare Blitz or ExtremeSpeed. Donphan survives anything that Primeape throws at him, but he can't take repeated hits due to his lack of recovery. Milotic and Blastoise can withstand multiple Close Combats and proceed to KO Primeape with Surf after his defenses have been dropped. Finally, Ghost-types such as Spiritomb, Mismagius, Rotom, and Dusclops get a free switch into Primeape any time he uses Close Combat and can threaten him with Will-O-Wisp.</p>
 
This is a minor but with the current speed EVs on the scarf set, you have a speed tie with Modest scarfed Rotom, it would be helpful if you change it from 220 speed to 224. Also are the HP EVs invested for any specific reason? Also it would be worth mentioning Slowbro and Spiritomb as viable counters to the scarf set. (Slowbro can be a counter to both sets though).
 
counters: if you mention eggy, what about tangrowth and claydol? Physically defensive Arcanine with Intimidate and Donphan also work ...

team options: other fighting types, U-Turn hurts the bulky Psychics...
 

Oglemi

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@ YaM - Thanks, made your suggestions

@ SOMALIA - I honestly don't know what the HP EVs are for, I just c/p from the analysis on-site. When I used Primeape, I just used a 252/252 spread, so I wouldn't know.
 
No mention of Heracross should be included until it is officially UU, which shouldn't be long from now. You could write something about it, save it, and update the analysis when it is moved down though.
 
Looks like a pretty good update to me. I think that the overview should mention how Primeape's abillity gives a team a reliable switch in to Venusaurs Sleep Powder. Other than that, good job!
 
Punishment should keep the slash. It does a great job of revenging things like Mismagius and Alakazam (nearly always have boosting moves) and even things like CM uxie. Also gives excellent coverage with fighting STAB
 

Oglemi

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Well, while Punishment does help against Mismagius, U-turn already sufficiently kills Alakazam, and at least maims Uxie. Stone Edge is still a clean KO on most Mismagius iirc, so that's why I'm wondering if Punishment is even worth it, when Ice Punch is so much more useful, (hitting most notably Venusaur harder than any of Primeape's other moves).
 

Bloo

Banned deucer.
I think the Choice Band should stay. Primeape is a pretty good CBer. His high Speed, access to U-turn, and powerful 1.5x boosted Close Combat allow it to muscle through various Pokemon and 2HKO some prominent walls. Here are some calculations of Jolly Primape's CC versus some common walls:

  • Close Combat vs Bold Milotic - 53.7% - 63.6%
  • Close Combat vs Spinner Donphan - 56.5% - 66.7%
  • Close Combat vs Specially Defensive Weezing - 29.3% - 34.7%
Anyway, U-turn in tandem with Spikes is pretty damn cool. Basically, you'll lure in physical walls, hit them with a U-turn, and watch as Spikes damage takes its toll. Once everything is scouted and softened up, fire off some Close Combat's. Also, since you'll be using U-turn frequently, you can effectively feign a Choice Scarf set. Then, later on in the game, your opponents will be surprised when they see Primeape dealing an absurd amount of damage with Close Combat.

For partners, I'd add Qwilfish / Omastar for Spikes support. Not only does Qwilfish provide Spikes support, but it can also use Explosion to eliminate certain physical walls, giving Primeape more breathing room. For removing Ghost-types and ultimately making it easier to launch Close Combat's, you can pair this up with Pursuit Houndoom. Rotom + Mismagius cannot Will-O-Wisp him thanks to Flash Fire. They will most likely flee and get OHKOed by Pursuit. The only bothersome Ghost is Spiritomb, but takes a decent sized chunk from a CB U-turn as Spikes damage piles up.

The Choice Band set should look something like this:

[SET]
name: Choice Band
move 1: Close Combat
move 2: U-turn
move 3: Punishment
move 4: Ice Punch / Stone Edge
item: Choice Band
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

I think Punishment deserves to be a main option on this set to deal with Rotom. 95 base Spe outpaces Rotom, and Punishment can severely hurt it as well. Ice Punch and Stone Edge are in the last slot to hit stuff like Venusaur, Scyther, and Altaria, respectively.

The on-site Choice Band set has Earthquake listed as main option; Earthquake offers redundant coverage alongside Close Combat, so it's not worth it, in my opinion. It does hit Poison-types like Toxicroak, Nidoking, and Nidoqueen, though; however, the aforementioned 'mons won't like taking / switching-in on CB Close Combat's, especially if you've scouted them with U-turn and weakened them with Spikes. I guess Earthquake deserves a slash somewhere, I just don't think it should be a main option. Perhaps it can be the last slash with Ice Punch / Stone Edge?

Jolly is the nature of choice here, mainly because it allows you to tie with Arcanine, Houndoom, and opposing Primeape. Adamant can be listed in Additional Comments for more power and whatnot. So yeah, I think this warrants its own set, since it plays differently from the other sets Primeape can run.
 

Oglemi

Borf
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Thank you for the input Bloo! I didn't realize that CB Close Combat got a 2HKO on Milotic. OK, so when I write this I'm basically going to just c/p what you have in your post because that is a lot of good info, (obviously I'll add more).

Thank you!
 

Oglemi

Borf
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Bumping the angry monkey because i know people have stuff to say about him and he's on the second page.
 

Nexus

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Screech seems like a good option for OC at least, since most of what's switching into primeape is physically bulky, they won't like having their precious Defense lowered and it helps with causing switches to rack up entry hazard damage if they switch. Also, since Choice Band is now a set it should be removed from OC.
 

uragg

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everything looks good here, nice job on this. just one thing, for OC all those physical options should be lumped into one sentence and described as situational; don't list each one's uses and whatever. but yeah three good sets and encore is already done.
 

Oglemi

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Thanks uragg, and yeah that's normally what I do with OC stuff anyway, lol. If I don't list them though, people seem to have a conniption *coughYaMcough* lol, jk.

OK, one down, one to go!
 

Aeron Ee1

Nom nom nom
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Overview and First Set

Changes in bold
Removals in red

[Overview]
<p>Primeape is just one among the many Fighting-types of UU, but he sets himself apart by sporting the highest Speed stat among them, an extensive movepool, and with his ability, Vital Spirit, which is very useful to have in a tier overrun with Sleep Powder-carrying Grass-types. Really, the only things holding back this furious ape are his rather low defenses, and stiff competition in a tier filled to the brim with other able Fighting-types. However, Primeape's aforementioned perks make him a unique and admirable choice for any team.</p>

[SET]
name: Choice Scarf
move 1: U-turn
move 2: Close Combat
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Choice Scarf
nature: Adamant
ability: Vital Spirit
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

<p>Primeape's awesome Speed stat is exploited to the fullest extent with a Choice Scarf, turning Primeape into both an efficient scout and revenge killer. U-turn is the crux of this set, allowing Primeape to come in on something he can scare out, like Chansey, and scout for the opponent's counter to him. Close Combat is the obligatory STAB move of choice because of its high Base Power; Primeape will be doing a lot of switching with a Choice item, effectively negating the defense drops. Stone Edge allows Primeape to hits the Ghost- and Flying-types, such as Rotom or Moltres, that would normally resist his aforementioned moves. The choice in the final moveslot comes down to personal preference. Ice Punch is the recommended move as it is Primeape's strongest move with which to hit Venusaur, making him a good check to it thanks to his ability, Vital Spirit, which makes him immune to Sleep Powder. Earthquake can be used to hit Poison- and Electric-types super effectively, but they are uncommon, and most are already easily dealt with enough with Primeape's other moves. Finally, Punishment is an option to score a reliable blow on Ghost-types, particularly Rotom and Mismagius; however, that is the quite literally furthest extent of its uses in UU.</p>

[Additional Comments]

<p>The EVs are designed to give Primeape as much attacking power as possible while also giving him enough Speed to outpace the entirety of the unboosted UU metagame with a Choice Scarf(wouldn't 208 Spe EVs be enough for that?), and the remainder are placed into HP to give Primeape a minor buffer against weaker attacks from the likes of Registeel and Chansey.</p>

<p>With a Choice Scarf and U-turn, Primeape works wonderfully as a scout. When using Primeape, the idea is to switch into a Pokemon Primeape will force out, such as Registeel, and proceed to use U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. In this way, Primeape ensures momentum will stay on your side while keeping the opponent on their toes. After the majority of your opponent's team has been revealed, Primeape is free to start raining down STAB Close Combats, or one of the appropriate coverage moves.</p>

<p>This Primeape can also make an effective lead, as he is immune to Sleep Powder, which forces Choice Scarf Venusaur into attacking on turn one, as well as forces other sleep inducers to switch out thanks to the threat of Primeape's large movepool. Primeape's early U-turn permits him to do decent damage to Uxie and Mesprit, and scouts the opponent's early switch-in to Primeape. He also easily beats other common leads such as Ambipom, (though it will still gets a Fake Out hit in), Alakazam, Mismagius, Moltres and Registeel. If they lack a Focus Sash, Primeape also beats Scyther, Cloyster and Omastar. While Primeape can gain you early momentum, he does little to prevent entry hazards from being set up by the opponent, which could prove problematic in the long run considering all the switching he will be doing with U-turn. He also has trouble with lead Arcanine, Hariyama, Qwilfish, and Spiritomb.</p>

<p>To ensure momentum stays on your side, pairing Primeape with other U-turn users that lure out Pokemon he can counter is a good idea. Swellow and Scyther are both good examples as they lure out Steel- and Rock-types whom Primeape can scare away with his the threat of STAB Close Combat. Weezing and Slowbro are hard stops to any attempt Primeape might have for a sweep, so including Pokemon who can easily eliminate them, such as Lanturn, will prove useful. Registeel makes a good partner thanks to its ability to absorb various different attacks aimed at Primeape when he is locked into the wrong move. Pairing Primeape with a Dark-type Pursuit user, such as Absol or Skuntank, provides Primeape with a way to easily bypass Rotom and Mismagius and eliminate the need to waste a moveslot for Punishment. Primeape will be issuing a lot of switches, so setting up entry hazards on the opponent's field will help to more quickly allow Primeape to wear out the opposition. Good teammates to set up entry hazards include Uxie, Omastar, and Cloyster. In the same realm, keeping entry hazards off of Primeape's side of the field is recommended. A good teammate to provide Rapid Spin support is Claydol as it can easily switch into Weezing and possibly explode on Slowbro when the deed is done. Finally, as Primeape makes a good scout and wallbreaker, pairing him with a second Fighting-type, such as Hitmonlee, is good strategy. The main idea is to scout out the opponent's Fighting-type counters with Primeape early-game, and eliminate them with the rest of your team, which will then allow a second Fighting-type to wreak havoc upon your opponent's ravaged team late-game.</p>

EDIT:
[SET]
name: Life Orb
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Life Orb
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This set plays very similarly to the first set but with one big distinction, the ability to switch moves, giving Primeape the freedom to fire off Close Combats without the fear of Ghost-types setting up on him. Primeape will still make a good scout with access to U-turn, but it's the late-game where Life Orb Primeape really shines, outpacing a large portion of the UU metagame and bringing the hurt with his large movepool.</p>

[Additional Comments]

<p>Unlike the first set, Primeape no longer outspeeds everything, and so Primeape will need some insurance against faster threats. Swellow, Alakazam, Sceptile, Mismagius, and Dugtrio all pose a significant threat to Primeape's existence, so packing checks to them will grant Primeape a new lease on life should he encounter them. Registeel easily switches into the first three threats thanks to its Steel-typing and large bulk. Because of Dugtrio's ability, switching into a counter to him is technically impossible; however, should Primeape survive an Earthquake (from the rarer Choice Scarf versions), he can U-turn to something like Claydol, to threaten Dugtrio with Ice Beam. Primeape's nemesis Mismagius now outspeeds him, so pairing Primeape with Mixed Houndoom will produce positive results; Houndoom is resistant to Shadow Ball, immune to and benefits from Will-O-Wisp, and can eliminate Mismagius with Pursuit. Primeape is again stopped cold by Weezing and Slowbro, so including Lanturn or Milotic in your team will again bolster Primeape's performance. With a Life Orb and entry hazards, such as Stealth Rock and Spikes, Primeape obtains a few KOs he normally couldn't, such as against Venusaur. Good teammates to provide the entry hazards include Uxie, Omastar, Cloyster, and Qwilfish.</p>
 

Oglemi

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ZOMG this is done!

Thanks for the proofread Aearon, made a bulk of your changes like always.

This is ready for GP checks!
 

Aeron Ee1

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[SET]
name: Choice Band
move 1: Close Combat
move 2: U-turn
move 3: Punishment
move 4: Ice Punch / Stone Edge
item: Choice Band
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This Primeape plays extremely similar to the Choice Scarf variant, but trades Speed for more power. Choice Band gives Primeape the capacity to 2HKO many prominent defensive walls, such as Milotic and Donphan with Close Combat, that he normally would miss out on (wasn't wrong, but prosed it up a little =P). While rushing onto the battle(backspace, one word)field with fists flying may seem like the way to play this Primeape, it's usually smarter to feign a Choice Scarf by utilizing Primeape's now-boosted U-turns to scout out the opponent beforehand. The extra power in Primeape's U-turn can stealthily chip away his counter's health faster, allowing him to unleash his Close Combats earlier and surprise the opponent with his now boosted power.</p>

[Additional Comments]

<p>Primeape faces the same unfortunate side effect as the Life Orb set in that he no longer outpaces the entirety of the UU metagame, causing you as the player to use him more cautiously. Registeel makes a good partner once again, absorbing blows from most of the fast and powerful hitters that threaten Primeape, including Swellow, Alakazam, and Sceptile. Spikes support is highly recommended with this set, as U-turn + Spikes will rack up a lot more residual damage faster, especially on the grounded walls such as Milotic. Qwilfish and Omastar are good candidates for providing said Spikes, and Omastar can even add Stealth Rock to the mix. Another good teammate to pair up with Primeape is Houndoom, with Flash Fire and Pursuit as it can switch into the majority of Ghost-types with little worry and eliminate them.</p>
 
This needs some work before it gets GPed, so I hope Snorlaxe hasn't prematurely finished it without it being on the queue. In the Life Orb and Choice Band sets, you say "plays like previous" set and stuff, and then do not actually describe how it plays as you relate it to other sets. This is unacceptable. Each set must be stand-alone and discuss how it plays on its own. This is important particularly because sets may be reorganized due to popularity and entirely removed if they fall completely out of favor; in order to prevent the constant need for analysis updates, the sets should all be written as though they were the only set with full description given to their intricacies.

Please expand these sets before I add this to the GP queue.
 

Oglemi

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That's fine, but I feel that just makes the analysis unprofessional as I'm basically stating the same thing 3 times over with only minor differences in each one; which kind of makes it counter-intuitive to the whole Conciseness ordeal. But, I'm not complaining too much, I'll write it out more.

EDIT: I reworded a bunch, so I hope it's better. Primeape plays the role of scout in all of the Choice Scarf, Life Orb, and Choice Band sets, so it's hard to write the same thing and make it sound different. I actually found that the Choice Band doesn't play much differently from the Choice Scarf set, it just has the added benefit of 2HKOing Milotic, tbh.
 

Komodo

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[Overview]

<p>Primeape is just one among many in UU; his Speed is the highest within the multitude of Fighting-types in UU, he has an extensive movepool, and his ability, Vital Spirit, is amazing to have in a tier overrun with Sleep Powder-carrying Grass-types. The only things holding back this furious ape are his low defenses, and stiff competition in a tier filled to the brim with other able-bodied Fighting-types. However, Primeape's aforementioned perks are what separate him from the competition and make him a unique and admirable choice for any team.</p>

[SET]
name: Choice Scarf
move 1: U-turn
move 2: Close Combat
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Choice Scarf
nature: Jolly / Adamant
ability: Vital Spirit
evs: 32 HP / 252 Atk / 224 Spe

[SET COMMENTS]

<p>Primeape's awesome Speed stat is exploited to the fullest extent with a Choice Scarf, turning Primeape it into both an efficient scout and revenge killer. U-turn is the crux of this set, allowing Primeape to come in on something he can scare out, like Chansey, and scout for the opponent's counter to him. Close Combat is the obligatory STAB move of choice because of its high Base Power; Primeape will be doing a lot of switching with a Choice item, effectively negating the defense drops. Stone Edge hits Ghost- and Flying-types that resist Primeape's STAB and U-turn, such as Rotom or Moltres, that resist his aforementioned moves. The choice in the final moveslot comes down to personal preference; Ice Punch is the recommended move as it's Primeape's strongest move with which to hit Venusaur, making him a good check to it thanks to his ability, Vital Spirit, which makes him immune to giving him an immunity to Sleep Powder. Earthquake can be used to hit on Poison- and Electric-types super effectively, but they are uncommon, and most are already dealt with Primeape's other moves. Finally, Punishment is an option to score a reliable blow on Ghost-types, particularly Rotom and Mismagius; however, that is quite literally the furthest extent of its uses in UU.</p>

[ADDITIONAL COMMENTS]

<p>The EVs and nature are designed to give Primeape as much attacking power as possible, while also giving him enough Speed to outpace the entirety of the unboosted UU metagame with a Choice Scarf, including Choice Scarf Rotom by one point. The remaining EVs are placed into HP, to giving Primeape a minor buffer against weaker attacks from the likes of Registeel and Chansey. An alternative spread of 4 HP / 252 Atk / 252 Spe with an Adamant or Jolly nature can be utilized to maximize Primeape's damage output.</p>

<p>With a Choice Scarf and U-turn, Primeape works wonderfully as a scout. When using Primeape, the idea is to switch into a Pokemon Primeape will force out, such as Registeel, and proceed to use with U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. In this way, Primeape ensures momentum will stay on your side while keeping the opponent on their toes. After the majority of your opponent's team has been revealed, Primeape is free to start raining down STAB Close Combats or one of the appropriate coverage moves.</p>

<p>This Primeape can also makes an effective lead, as he is being immune to Sleep Powder, which forcing Choice Scarf Venusaur into attacking on turn one, as well as forcing other sleep inducers out thanks to the threat of Primeape's large movepool. Primeape's early U-turn permits him to do decent damage to Uxie and Mesprit, and scouts the opponent's early switch-in to Primeape. He easily beats other common leads such as Ambipom, (though it will still get a Fake Out hit in), Alakazam, Mismagius, Moltres, and Registeel. If they lack a Focus Sash, Primeape also beats Scyther, Cloyster, and Omastar. While Primeape can gain you early momentum, he does little to prevent entry hazards from being set up by the opponent, which could prove problematic in the long run considering all the switching he will be doing with U-turn. He also has trouble with lead Arcanine, Hariyama, Qwilfish, and Spiritomb.</p>

<p>To ensure momentum stays on your side, pairing Primeape with other U-turn users that lure out Pokemon he can counter is a good idea; Swellow and Scyther are both good examples as they lure out Steel- and Rock-types whom Primeape can scare away with his STAB Close Combat. Weezing and Slowbro are hard stops to any attempt Primeape might have for a sweep, so Pokemon who can easily eliminate them, such as Lanturn, will prove useful. Registeel makes a good partner thanks to its ability to absorb various attacks aimed at Primeape when he is locked into the wrong move. Pairing Primeape with a Dark-type Pursuit user, such as Absol or Skuntank, provides Primeape with a way to easily bypass Rotom and Mismagius and eliminate the need to waste a moveslot for Punishment. Primeape will be issuing a lot of switches, so setting up entry hazards on the opponent's field will help to more quickly wear out the opposition. Good teammates to set up entry hazards include Uxie, Omastar, and Cloyster. In the same realm, keeping entry hazards off of Primeape's side of the field is recommended. A good teammate to provide Rapid Spin support is Claydol as it can easily switch into Weezing and possibly Explode when the deed is done. Finally, as Primeape makes a good scout and wallbreaker, pairing him with a second Fighting-type, such as Hitmonlee, is a good strategy. The main idea is to scout out the opponent's Fighting-type counters with Primeape early-game, and eliminate them with the rest of your team, which will then allow a second Fighting-type to wreak havoc upon your opponent's ravaged team late-game.</p>

[SET]
name: Encore
move 1: Encore
move 2: Close Combat
move 3: Stone Edge / Toxic
move 4: Substitute / U-turn
item: Leftovers
ability: Vital Spirit
nature: Jolly
evs: 8 HP / 248 Atk / 252 Spe

[SET COMMENTS]

<p>This set aims to disrupt and halt the opponent's strategy with Encore, while following up with the appropriate move afterward. Encore allows Primeape to lock the foe into a single move, which is useful against set-up and support moves since they are not harmful to Primeape. However, if you predict that your foe will switch out instead of attacking Primeape, using Substitute or U-turn to scout is more beneficial. Substitute essentially gives Primeape a temporary extra life against attacks, as well as immunity to status. U-turn does decent damage, and gains momentum for your team by allowing you to switch to in a counter at the same time. Offensively, Close Combat is Primeape's main STAB attack, dealing deadly damage to any Pokemon who doesn't resist it. Stone Edge has good coverage in conjunction with Close Combat, hitting Flying-, Bug-, and Fire-type Pokemon, such as Moltres, Scyther, and Arcanine, for super effective damage. Lastly, Toxic helps cripple opponents who resist or take little damage from Primeape's attacks.</p>

[ADDITIONAL COMMENTS]

<p>Leftovers is the preferred item because it recovers HP lost from Substitute and residual damage, greatly extending Primeape's longevity. The HP EVs allow Primeape to use Substitute five times with Leftovers factored in. The longevity provided by Leftovers allows Primeape more chances to switch in and use Encore on a variety of threats.</p>

<p>Entry hazard support from Omastar, Mesprit, and Drapion is excellent with this Primeape since its Encore causes a lot of switches. This means more indirect damage will pile up and weaken your enemy, which allows a sweeper, such as Alakazam, Swellow, and Scyther, to clean up easier. Even with Toxic Spikes support, using Toxic is an option because it hits Flying-types and Levitators who otherwise wall Primeape. Stealth Rock is perhaps the best entry hazard to use since it smashes the Bug- and Flying-type Pokemon who resist Close Combat.</p>

<p>Most physical walls or tanks, such as Claydol, Milotic, Venusaur, Weezing, and Uxie, are annoying to Primeape; however, Primeape can hinder the walls (with the exception of Venusaur) with Toxic and clean them up later in the match with Close Combat and Stone Edge. Primeape cannot stall them out by itself, though, so bulky Pokemon such as Rotom, Milotic, and Venusaur can help block their advances while Toxic takes effect. Using Scyther and Arcanine can help defeat Venusaur, who takes little damage from any of Primeape's attacks. Pursuit users are also helpful at removing the Psychic-type walls.</p>

[SET]
name: Life Orb
move 1: Close Combat
move 2: U-turn
move 3: Stone Edge
move 4: Ice Punch / Earthquake / Punishment
item: Life Orb
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This set plays very similarly to the Choice sets, but with one big distinction, the ability to switch moves, and giving Primeape the freedom to fire off Close Combats without the fear of Ghost-types setting up on him. Primeape's main job is the same; scout out the opponent by switching into a Pokemon Primeape will force out, such as Chansey, and proceed with to use U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. In this way, Primeape ensures momentum will stay on your side while keeping the opponent on their toes. The late-game is where Life Orb Primeape really shines, outpacing a large portion of the UU metagame and bringing the hurt with his large movepool. The premise is simple, come in after the opposing team has been scouted, on a Pokemon that Primeape can easily threaten, such as Chansey or Registeel, and fire off the appropriate coverage move with abandon. Close Combat is the obligatory STAB, and as Primeape will probably be played at the end of the match and outspeeding most threats, the defense drops are negligible. U-turn remains Primeape's strongest hit on bulky Psychic-types such as Uxie, Exeggutor, and Slowbro. Stone Edge has great coverage alongside Close Combat and is Primeape's best hit on option against Flying-types, and scores a good hit on Ghost-types. The last slot is again up to the player's discretion; Ice Punch pairs well with Vital Spirit, and gives Primeape a nice way to threaten Venusaur and Tangrowth, whose Sleep Powder Primeape is immune to. Earthquake can be used in the last slot and gives Primeape the infamous QuakeEdge combo, but Earthquake has a lot of overlapping coverage with Close Combat. Finally, Punishment is there for Primeape's strongest move to eliminate Rotom, Mismagius, and Dusclops.</p>

[ADDITIONAL COMMENTS]

<p>Unlike with a Choice Scarf, Primeape no longer outspeeds all of the unboosted metagame, and so he will need some insurance against faster threats. Swellow, Alakazam, Sceptile, Mismagius, and Dugtrio all pose a significant threat to Primeape's existence, so packing checks to them will grant Primeape a new lease on life should he encounter them. Registeel easily switches into the first three threats thanks to its Steel typing and large bulk. Because of Dugtrio's ability, switching to a counter into him is technically impossible; however, should Primeape survive an Earthquake (from the rarer Choice Scarf versions), he can U-turn to a Pokemon such as Claydol, and threaten Dugtrio with Ice Beam. Primeape's nemesis Mismagius now outspeeds him, so pairing Primeape with Mixed Houndoom will produce positive results; Houndoom is resistant to Shadow Ball, benefits from Will-O-Wisp, and can eliminate Mismagius with Pursuit. Primeape is again stopped cold by Weezing and Slowbro, so including Lanturn or Milotic on your team will again bolster Primeape's performance. With a Life Orb and entry hazards, such as Stealth Rock and Spikes, Primeape obtains a few KOs he normally couldn't, such as against Venusaur. Good teammates to provide the entry hazards include Uxie, Omastar, Cloyster, and Qwilfish.</p>

[SET]
name: Choice Band
move 1: Close Combat
move 2: U-turn
move 3: Punishment
move 4: Ice Punch / Stone Edge
item: Choice Band
nature: Jolly
ability: Vital Spirit
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>This Primeape plays extremely similar to the Choice Scarf variant, but trades Speed for more power. A Choice Band gives Primeape the capacity to 2HKO many prominent defensive walls, such as Milotic and Donphan with Close Combat, that he normally would miss out on. While rushing onto the battlefield with fists flying may seem like the way to play this Primeape, it's usually smarter to feign a Choice Scarf by utilizing Primeape's now-boosted U-turns to scout out the opponent beforehand. The idea is to switch into a Pokemon Primeape will force out, such as Registeel, and proceed with to use U-turn, as opposed to Close Combat, to scout your opponent's Primeape counter. In this way, Primeape ensures momentum will stay on your side while keeping the opponent guessing. After the majority of your opponent's team has been revealed, Primeape is free to start annihilating his opponents with STAB Close Combats or one of the appropriate coverage moves. The extra power in Primeape's U-turn can stealthily chip away his counter's health faster, allowing him to unleash his Close Combats earlier and surprise the opponent with his boosted power.</p>

[ADDITIONAL COMMENTS]

<p>Primeape may be fast, but he's far from outpacing the entirety of the UU metagame, causing you to use him cautiously. Again, Registeel again makes a good partner, absorbing blows from most of the fast and powerful hitters that threaten Primeape, including Swellow, Alakazam, and Sceptile. Spikes support is highly recommended with this set, as U-turn + Spikes will quickly rack up a lot more residual damage, especially on grounded walls such as Milotic. Qwilfish and Omastar are good candidates for providing said Spikes, and Omastar can even add Stealth Rock to the mix. Another good teammate to pair up with Primeape is Houndoom, with Flash Fire and Pursuit it can switch into the majority of Ghost-types with little worry and eliminate them.</p>

[Team Options]

<p>To ensure momentum stays on your side, pairing Primeape with other U-turn users that lure out Pokemon he can counter is a good idea. Swellow and Scyther are both good examples as they lure out Steel- and Rock-types whom Primeape can scare away with the threat of STAB Close Combat. Registeel makes a good partner thanks to its immense bulk and it can absorb various different attacks aimed at Primeape if he is locked into the wrong move, or if there are faster threats such as Swellow, Alakazam, and Sceptile; Registeel also makes a good candidate to set up Stealth Rock. Pairing Primeape with a Dark-type Pursuit user, such as Absol or Drapion, provides Primeape with a way to easily bypass Rotom and Mismagius and eliminates the need to waste a moveslot for Punishment. Drapion also has the added benefit of providing Primeape with Toxic Spikes. Mixed Houndoom with Pursuit is another good teammate as it is able to absorb Will-O-Wisp, thanks to its ability Flash Fire, and has the added benefit of easily disposing of Spiritomb.</p>

<p>Primeape will be the cause a lot of switches, so setting up entry hazards on the opponent's field will allow Primeape to quickly wear out the competition. Good teammates to set up entry hazards include Uxie, Omastar, Qwilfish, and Cloyster. In the same vein, keeping entry hazards off of Primeape's side of the field is recommended. A good teammate to provide Rapid Spin support is Claydol as it resists Psychic-type attacks and can easily switch into Weezing and Donphan. Lanturn makes a good teammate as well as it can easily switch into the bulky Water-types of UU that threaten Primeape, such as Slowbro and Milotic, and eliminate them with Thunderbolt or spread paralysis with Thunder Wave. Finally, as Primeape makes a good scout and wallbreaker, pairing him with a second Fighting-type, such as Hitmonlee, Toxicroak, or Blaziken is good strategy to put extra pressure on the opponent at the end of the battle.</p>

[Optional Changes]

<p>Primeape has a very extensive movepool, but unfortunately most of the moves are too situational to be of much use. Primeape is able to utilize a Hazerider set to abuse his other ability, Anger Point, consisting of Substitute, Close Combat, Ice Punch, and Stone Edge while holding a Salac Berry. The idea is to continually use Substitute until the opponent scores a critical hit, causing Primeape's Attack stat to be maxed out, and then unleashing all hell with Primeape's attacks. The strategy is a high risk high reward situation, but is usually too unreliable to be worth a team slot and Primeape is much better used as a scout. Primeape also lacks the bulk to be able to attempt to pull off the strategy multiple times even with the help of a Wish user.</p>

<p>Other Fighting-type moves in Primeape's repertoire include Low Kick, Cross Chop, Focus Punch, and Vacuum Wave. While all have their use, Close Combat is usually the more reliable choice and its damage output is high enough to outweigh the loss in defenses. Primeape can use Counter on a lead set, but he's better off attacking outright rather than relying on the opponent to attack him. Screech is a unique option to force even more switches and can allow Primeape to easily 2HKO Milotic and Tangrowth, but the accuracy is an issue as Primeape can't afford to miss. Bulk Up is Primeape's only set up move available to him, however, he likes the instant power boost provided by a Life Orb and Choice Band and is not defensive enough to find time to set up. Finally, Primeape's other coverage moves consist of: Seed Bomb, Poison Jab, Gunk Shot, Fire Punch, and Payback.</p>

[Counters]

<p>Primeape is hard to counter outright thanks to his constant switching with U-turn. However, whenever he is not switching, Weezing is counter numero uno to any set Primeape can muster; Primeape's only real hope against it is with a Hazerider set as described in the Optional Changes section which is highly unreliable. Slowbro is another hard stop to any sweep Primeape may attempt, as it takes little damage from any of Primeape's moves and can easily heal off any damage from U-turn thanks to Slack Off. Paralysis and burn are two of Primeape's greatest fears and will immediately put a stop to any of Primeape's fun; Venusaur, Tangrowth, Claydol, and Exeggutor can all easily check Primeape as they resist or take little damage from Close Combat and Stone Edge. However, they must be wary of Ice Punch and / or U-turn, and Primeape will usually be immune to Sleep Powder thanks to his ability, Vital Spirit.</p>

<p>Defensive Arcanine with Intimidate and Will-O-Wisp can easily stop Primeape, and eliminate him with either Flare Blitz or ExtremeSpeed. Donphan easily survives anything Primeape throws at it, but can't take repeated hits due to lack of recovery. Milotic and Blastoise survive Close Combat and can proceed to KO Primeape with Surf after his defenses have dropped. Finally, Ghost-types such as Spiritomb, Mismagius, Rotom, and Dusclops get a free switch into Primeape any time he uses Close Combat and can threaten him with Will-O-Wisp.</p>
Red is removals
Blue is changes

not really an EXTENSIVE check, but I fixed the main things. Might give this a second look over when I'm less tired. My only concern is the mentions of U-turn in every set seem very repetetive, you might want to look at that.
 

Oglemi

Borf
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I appreciate the check Komodo, but uragg is probably still in the midst of checking this, and I don't want to change what I got until I implement his check. Sorry!

And, yeah, I realize that the U-turn thing is repetitive, but I couldn't figure out how to say the same thing differently for all 3 of those sets.
 

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