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Probopass (Analysis) (QC 3/3) (GP 3/3)

Discussion in 'Uploaded Analyses' started by kloms, Apr 13, 2013.

  1. Psylink

    Psylink

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    What you said.

    Kloms, you said that with support it can do well, but are there any particular reasons?
  2. kloms

    kloms

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    Psylink, did you noticed I rewrote my analysis.

    As for why Probopass can do well, he can take out anything that isn't in the C&C
  3. BKC

    BKC <&gr8astard> thrash metal! woo
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    seeing as this is written

    qc approved 3/3
  4. Vertex

    Vertex

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    Cool. You wrote this. So, there are some formatting mistakes so just Copy + Paste this. No writing has been changed.

    Copy + Paste (open)
    [Overview]

    <p>Probopass is one of the strongest FEAR users around. Probopass possesses unique abilities, such as to switch in even with a hazard up and use FEAR multiple times. Many common sets in OU can do little to nothing to Probopass, while many other common sets straight up counter him. As such Probopass needs to be used like a scalpel than a sledgehammer. With a good amount of support and careful use, Probopass can [some way of saying "be helpful" without overselling]</p>

    [Set]
    name: F.E.A.R. (Level 2)
    move 1: Pain Split
    move 2: Protect
    move 3: Toxic
    move 4: Magic Coat / Taunt
    item: Leftovers
    ability: Sturdy
    nature: Bold
    evs: 252 Spe
    ivs: 0 HP

    [SET COMMENTS]

    <p>The one and only reason Probopass should be used in OU. The concept is simple: Sturdy keeps you alive to use Pain Split, which recovers you health while draining the opponents. Pain Spilt should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers damage taken from Stealth Rocks or one layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic stops those who try to recover health, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming set up bait. Aron is Probopass's main competition, and with good reason: Aron works fast and well. Probopass can switch in to a hazard and use Magic Coat or Taunt are it's advantages over Aron.</p>

    <p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippodown are good friends. Toxic Spikes users, such as Forretress or Tentacruel, helps the residual damage front. They also are Rapid Spinners, which aren't required but recommended, as one to many layers of spikes pushes Probopass over the edge.<p>

    [ADDITIONAL COMMENTS]

    <p>Taunt can be used but the priority of Magic Coat is gives sleep users trouble. Berry Juice can ease prediction and give you a free turn for a mis-predict or to do something silly like Stealth Rocks, the ability to switch in to Stealth Rocks or one layer of Spikes are severely missed.</p>

    [Other Options]

    <p>Very little. Maybe a full on tank, but Probopass has atrocious typing, so fear the omnipresent Earthquake and Close Combat.</p>

    [Checks and Counters]

    <p>Probopass's only true counters are Shedninja and other FEAR users, as nothing likes eating a Pain Split. That said, Probopass fears status, Leech Seed multi hitting moves, flinch, substitute, hail, Mold Breaker, and low priority moves, so anything with a move listed will be a problem. Most teams already have a check to Probopass, the challenge is to keep the check alive. Common OU checks include Jirachi, Kyurem-B, Gengar, Ferrothorn, and Breloom.</p>


    There is a space between the bracket form and text

    Other Options, and Checks and Counters are not in CAPS

    Overview is in brackets.

    Checks and Counters goes last.

    No Space: <p> Word -- NO, <p>Word -- YEA

    Added in <p> </p> for Other Options

    Changed the Title Name to F.E.A.R. (Level 2) to fit flavored to the Aron analysis name

    FEAR is F.E.A.R.
  5. blitzlefan

    blitzlefan shake it off!

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    Amateur check
    I changed quite a bit, but some of it is a little subjective. Hopefully this helps! :)

    additions deletions comments

    Show Hide
    [Overview]

    <p>Probopass is one of the bestrongest utilizers of the FEAR users aroundstrategy. Probopass possesses unique trabilities, such as the ability to switch in even with a hazards up and use FEARtilize its strategy multiple times. Many common setsPokemon in OU can do very little to nothing to Probopass, whilethough many other common sets straight upcompletely counter himit. As such, Probopass needs to be used like a scalpel rather than a sledgehammer. With, and needs a good amount of support an. When used careful usely, Probopass can [some way of saying "be helpbe very useful" without overselling] on teams.</p>

    [Set]
    name: F.E.A.R. (Level 2)
    move 1: Pain Split
    move 2: Protect
    move 3: Toxic
    move 4: Magic Coat / Taunt
    item: Leftovers
    ability: Sturdy
    nature: Bold
    evs: 252 Spe
    ivs: 0 HP

    [SET COMMENTS]

    <p>The onis is the and only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps youProbopass alive tso it can use Pain Split, which recovers you health while drainings it and the opponent's health. Pain Splilt should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rocks or onea layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic stophinders those whothat try to recoverutilize healthing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming set up bait. Aron is Probopass's main competition, and ws ith good reason: Aron works fast and well. Probopass can switch in to a hazards, and useits access to Magic Coat orand Taunt are it's advantages over Aron.</p>

    <p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippowdown are good friendpartners. Toxic Spikes users, such as Forretress orand Tentacruel, helps th provide residual damage front. T. Furthermore, they also arcan provide Rapid Spinners support, which areisn't required but definitely recommended, as one too many layers of sSpikes pushes Probopass over the edge.<p>

    [ADDITIONAL COMMENTS]

    <p>Taunt can be used, but the priority of Magic Coat is gives sleep users trouble. Berry Juice can ease prediction and give youProbopass a free turn for a mis-predict or to do something silly like set up Stealth Rocks, but the ability to switch in to Stealth Rocks or one layer of Spikes are sevehazards is sorely missed.</p>

    [Other Options]

    <p>VProbopass has very little. Maybe a full few other options. It could function as a tank, but Probopass haits atrocious typing, so fear renders it weak to the omnipresent Earthquake and Close Combat.</p>

    [Checks and Counters]

    <p>Probopass's only true counters are Shedninja and other FEAR users, as nothing likereally enjoys eataking a Pain Split. That said, Probopass fears Pokemon with status, Leech Seed moves, multi -hitting moves, flinpriority moves, Leech Seed, sSubstitute, hail, Mold Breaker, and low priority movabilities, so anything with a move listed will bat bypass Sturdy. Flinches and hail are a plso very troublesome. Most teams already have a check to Probopass, the challenge is to keep the check alive. Common OU checks include Jirachi, Kyurem-B, Gengar, Ferrothorn, andor Breloom, so all players need to do is keep it alive.</p>


    New
    Show Hide
    [Overview]

    <p>Probopass is one of the best utilizers of the FEAR strategy. Probopass possesses unique traits, such as the ability to switch in even with hazards up and utilize its strategy multiple times. Many common Pokemon in OU can do very little to Probopass, though many other ones completely counter it. As such, Probopass needs to be used like a scalpel rather than a sledgehammer, and needs a good amount of support. When used carefully, Probopass can be very useful on teams.</p>

    [Set]
    name: F.E.A.R. (Level 2)
    move 1: Pain Split
    move 2: Protect
    move 3: Toxic
    move 4: Magic Coat / Taunt
    item: Leftovers
    ability: Sturdy
    nature: Bold
    evs: 252 Spe
    ivs: 0 HP

    [SET COMMENTS]

    <p>This is the only reason Probopass should be used in OU. The set's concept is simple: Sturdy keeps Probopass alive so it can use Pain Split, which heals it and drains the opponent's health. Pain Split should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive. Protect recovers the damage taken from Stealth Rock or a layer of Spikes, scouts, and stacks up sandstorm or poison damage. Toxic hinders those that try to utilize healing moves, and Magic Coat bounces back moves such as Taunt and Spore. Alternatively, Taunt can be used to stop Probopass from becoming setup bait. Aron is Probopass's main competition, as it works fast and well. Probopass can switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron.</p>

    <p>Probopass needs support. Sandstorm is a must, so Tyranitar or Hippowdon are good partners. Toxic Spikes users, such as Forretress and Tentacruel, help provide residual damage. Furthermore, they can provide Rapid Spin support, which isn't required but definitely recommended, as too many layers of Spikes pushes Probopass over the edge.<p>

    [ADDITIONAL COMMENTS]

    <p>Taunt can be used, but the priority of Magic Coat gives sleep users trouble. Berry Juice can ease prediction and give Probopass a free turn to do something silly like set up Stealth Rock, but the ability to switch into a layer of hazards is sorely missed.</p>

    [Other Options]

    <p>Probopass has very few other options. It could function as a tank, but its atrocious typing renders it weak to the omnipresent Earthquake and Close Combat.</p>

    [Checks and Counters]

    <p>Probopass's only true counters are Shedinja and other FEAR users, as nothing really enjoys taking a Pain Split. That said, Probopass fears Pokemon with status moves, multi-hit moves, priority moves, Leech Seed, Substitute, and abilities that bypass Sturdy. Flinches and hail are also very troublesome. Most teams already have a check to Probopass, like Jirachi, Kyurem-B, Gengar, Ferrothorn, or Breloom, so all players need to do is keep it alive.</p>
  6. Jukain

    Jukain .leaf
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    with this change:
    I'll call this

    [gp]1/2[/gp]
  7. kloms

    kloms

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    Thank you all that gave me GP advice, but Ginganinja has a few changes he wanted to implement so It will need to be rechecked. My apologies.
  8. Geodude6

    Geodude6

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    I think you mean severely outclassed.
  9. sirndpt

    sirndpt
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    [gp]1/2[/gp]

    just note that it's Steel-types :>
  10. kloms

    kloms

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    Thank you sirndpt. Also, I fixed that weird sentience (idk what i was think either).
  11. Namso

    Namso Guest

    AM check.

    Show Hide


    Corrections.
    Deletions.
    Comments.


    Nice job with the analysis.
  12. Psylink

    Psylink

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    Oh.
  13. tehy

    tehy

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    So hi

    The AC needs to be fleshed out more i'd say, take out Taunt since the set comments talk about it. Talk about EVs (Speaking of which, where'd the defensive EVs go, and why a bold nature? This is especially important since the onsite Aron set actually has an attack, so it might get attacked on occasion). Say why sandstorm is a must, how Toxic Spikes help it, how Rapid Spin helps it more specifically (how many hazards are too many?)

    Checks and counters, i'd separate out Status and Negative-priority moves from that list. You're mostly only talking about Dragon Tail and Burn, somewhat sleep, para, and Trick Room. With Magic Coat, and with Dragon Tail being the main negative-priority move you fear (And a rare one at that), those two are much less threatening than something like a Kyurem-B, which can OHKO him with anything, or a Bullet Seed Breloom.

    Also, Substitute doesn't render Sturdy useless, it renders Probopass useless. Also, anything with scald "should" burn probopass, weirdly put there. Maybe just say will eventually or something. Instead of finishing with a list of examples that teams have to check it, i'd put that list after your initial list of bad stuff that kills Probopass. "It fears multi-hit moves blah blah blah blah. Some examples of this are Kyurem-B BlahBlahBlah". The ending sentence is good as is, even without that sentence before it. Flinching and hail are troublesome, why? Flinches obviously end you, so you can just say that;hail means hazards stomp you, i'd include that. Also, instead of saying "abilities that ignore Sturdy like", just say 'Mold Breaker and Teravolt, which ignore Sturdy' or something to that effect. A lot of players don't know about Teravolt and that's about the same length anyhow


    Include hail support in OO;it lets it finish off Steel-types, Rock-types, and Ground-types. As long as you can keep hazards off the field (Something hail teams are often concerned with anyhow), it can still function. Although then Ice-types stomp it instead.

    How does Protect recover damage? Protect+Leftovers is doing that, you could say this in a few different ways without specifically mentioning leftovers but the way you say it isn't great.

    'Pain Split should be used sparingly when the opponent is low on health, as the opponent needs 26 HP left to keep Probopass alive'.

    A bit confusing. Just explain that if the opponent drops below 26 health, Pain Split won't keep Probopass alive. (By the way, is that factored with Leftovers, and then another turn of Leftovers with Protect?)

    'Aron is Probopass's main competition, as it works fast and well. Probopass can switch into hazards, and its access to Magic Coat and Taunt are its advantages over Aron.'

    Badly written, both sentences can be one, and you don't say that switching into hazards is an advantage, which it totally is, especially not auto-losing to SR, which Aron does. It also doesn't only have 8 pp to attack with, isn't smashed by ghosts or Iron barbs/rough Skin/Rocky Helmet, doesn't 100% lose to hail. In the realm of Magic Coat, it more specifically isn't smashed by any status move.

    Edit: Rohail he said Ginga wanted him to do some changes so it'll have to be rechecked
    And personally i think my stuff here needs to be taken into account
  14. Rohail

    Rohail Vaporeon <3
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    Note to the writer: I don't know why it says GP 1/2. This has already gotten two GP checks (one by sirndpt, and one by Jukain/blitzefan), and you've implemented them (to the best of my knowledge). Please change it to GP 2/2.
  15. kloms

    kloms

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    I implemented major updates after the first GP check by request of ginganinja, so it wasn't valid. I still need an additional check.
  16. Rohail

    Rohail Vaporeon <3
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    I'm sorry, I should have read the post after the first GP check :<
    To make it up to you, I'll give this analysis its second GP check.
    P.S I'll implement the things I like in Namso's check into my own, as many of his changes are unnecessary.

    [​IMG]GP Check[​IMG]
    ADD
    REMOVE
    COMMENTS

    Because I changed quite a bit, I would like this to get an additional GP stamp before it is completed. Sorry for the inconvenience (if any was caused by this change).

    [​IMG]
    GP Approved 2/3
  17. kloms

    kloms

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    I found out my parent signed me up for camp (without telling me), so I will be on hiatus for 6 weeks. I apologize. I will implement everything then.
  18. Oglemi

    Oglemi berlin,,, pls
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    I've implemented Rohail's check and added one of my own, this is ready for upload
  19. PK Gaming

    PK Gaming Pursuing My True Self
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