Probopass (Update)

Komodo

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

[Overview]

<p>Probopass is an odd-looking fellow, isn't he? Well, he certainly is bulky, sporting an immense 145 base Defense and 150 base Special Defense; as such, Probopass has the ability to take many hits and support his teammates with decent support moves such as Stealth Rock, Thunder Wave, and Gravity. Additionally, Probopass's Magnet Pull ability is somewhat useful, as it traps the few Steel-types in UU: Registeel, Steelix, Aggron, and Magneton. Everything looks good so far! However, upon closer inspection you'll notice that he's lacking in HP, while his typing gives him an unfortunate 4x weakness to both Ground- and Fighting-type attacks. Probopass is a flawed Pokemon, but if you give him the right support and cover his crippling weaknesses, he becomes a decent supporter and an unbreakable wall capable of checking many threatening Pokemon that reside in UU, such as Houndoom, Rotom, and some variants of Spiritomb.</p>

[SET]
name: Specially Defensive
move 1: Stealth Rock
move 2: Thunder Wave / Toxic
move 3: Power Gem
move 4: Earth Power / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Probopass's great Special Defense and usable HP stats, turning him into a good special wall. The heavy focus on Special Defense gives Probopass the ability to take on special attackers such as Rotom, Houndoom, and Spiritomb much easier, and the moveset is designed to make the best of the support options given to him. Stealth Rock, Thunder Wave, and Toxic are all helpful moves, and with Probopass's immense bulk, he can abuse said moves numerous times if need be. Power Gem is for STAB, while Earth Power and Thunderbolt are used for better type coverage, hitting Steel-types and bulky Water-types harder, respectively. Toxic should only be used alongside Earth Power, as Steel-types are immune to Toxic and take less damage from Thunderbolt, while Thunder Wave can be used to overcome Probopass's low Speed.</p>

[ADDITIONAL COMMENTS]

<p>As for other move options, Probopass can utilize Explosion, enabling him to deal huge damage and take out a possible threat to your team; when using Explosion, a Sassy nature is recommended since it doesn't lower Probopass's Attack. Explosion also turns Probopass into a lure for Ground-, Fighting-, and Water-types, letting him easily take them out and pave the way for a teammate to potentially sweep. Alternatively, Gravity can be used to support Probopass's teammates and boost the accuracy of more shaky moves. Other benefits of Gravity include an Earthquake which cannot be evaded, and the ability to use moves such as Zap Cannon. Chople, Shuca, or Passho Berry can be used to weaken super effective Fighting-, Ground-, or Water-type attacks. Rest and Sleep Talk overcome Probopass's lack of recovery, and they turn Probopass into a great sleep absorber and wall.</p>

<p>Below are some damage calculations demonstrating Probopass's walling ability:</p>

<ul class="damage_calculation">
<li>Timid 252 SpA Vensaur Leaf Storm vs. 252 HP / 252 SpD Probopass: 41.7% - 49.1%</li>
<li>Timid 252 SpA Houndoom +2 Fire Blast vs. 252 HP / 252 SpD Probopass: 57.4% - 68.5%</li>
<li>Modest 252 SpA Moltres Fire Blast vs. 252 HP / 252 SpD Probopass: 45.7% - 53.7%</li>
<li>Timid 252 SpA Rotom Thunderbolt vs. 252 HP / 252 SpD Probopass: 27.2% - 32.4%</li>
</ul>

<p>Unfortunately, due to Probopass's typing, he carries a nasty 4x weakness to Ground- and Fighting-type attacks, so a teammate who can switch into such moves is extremely helpful. Flying-types such as Altaria and Moltres are effective, as they are immune to Ground-type attacks and resist Fighting-type moves. Ghost-types such as Mismagius and Rotom are also great, as they pack immunities to both Fighting- and Ground-type attacks, while their Ghost typing gives them an immunity to Rapid Spin, preventing the Stealth Rock Probopass sets up from being removed.</p>

<p>Bulky Water-types can be troublesome; however, such foes are easily defeated by the likes of Venusaur and Ludicolo, while Chansey and Clefable can stall them with Seismic Toss and Softboiled. Toxic and Toxic Spikes are also helpful, as they cause worsening damage each turn, making it much harder to recover the damage. Dragon Dance Feraligatr can set up on most bulky Water-types who lack Hidden Power Grass, while Altaria can set up against those who lack Ice Beam. Finally, Hippopotas can be used alongside Probopass, as the sandstorm Hippopotas provides boosts Probopass's Special Defense by 50%. This allows Probopass to tank special hits much more effectively, and it ensures that Probopass will never be 2HKOed by +2 Houndoom's Fire Blast. Just be sure that the sandstorm doesn't hinder the rest of your team.</p>

[SET]
name: Steel Trapper
move 1: Magnet Rise
move 2: Taunt / Substitute
move 3: Earth Power
move 4: Power Gem / Hidden Power Grass / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe

[SET COMMENTS]

<p>With his Ground-type weakness eliminated, Probopass is surprisingly difficult to KO, especially when Steel-types such Magneton and Steelix cannot escape, and Probopass stops their attempts to phaze him with Taunt. Substitute is an alternative to Taunt, as it protects Probopass from status while giving him a turn to set up Magnet Rise or hit the opposing Pokemon with an attack. Earth Power deals great damage to Steel-, Fire-, and Electric-types, Power Gem hits Flying-types such as Moltres and Altaria, and Hidden Power Grass is used to 2HKO Ground-types such as Dugtrio and Donphan. Thunderbolt is mainly used for bulky Water-types such as Milotic, though support from Toxic Spikes is usually more effective in dealing with such foes; Thunderbolt also scores a super effective hit against most Flying-types.</p>

[ADDITIONAL COMMENTS]

<p>Using a Modest nature along with 88 Speed EVs ensures that Probopass outruns most Steel-types who lie in UU, most notably 4 Speed Registeel, which is seen on the Rain Dance set. Alternatively, you could run a more defensive spread without Speed or Special Attack, while using Toxic to stall bulkier opponents such as Donphan or Milotic.</p>

<p>Ground- and Fighting-type moves are a problem for Probopass, so a teammate who can switch into them is recommended. Claydol can switch into both Ground- and Fighting-type moves with an immunity and resistance, respectively; Claydol also has access to Stealth Rock and Rapid Spin to support teammates. If you wish to go down a more offensive route, Moltres is a viable choice, as it can switch in quite easily and threaten opponents with STAB Fire-type moves; however, if you use Moltres, make sure you have Rapid Spin support, as the Flame Pokemon loses half of its health upon switching into Stealth Rock.</p>

<p>As the main goal of this set is to trap and get rid of Steel-types, Pokemon who benefit from their removal are great teammates. Venusaur and Espeon can take advantage of a team which lacks Registeel, while Scyther, Absol, and Swellow can power through an opponent who lacks Steelix.</p>

<p>Here are some damage calculations to give you an idea of the damage Probopass will be dealing to common UU Steel-types:</p>

<ul class="damage_calculation">
<li>252 SpA Modest Probopass Earth Power vs. 252 HP / 252 SpD Steelix: 40.1% - 47.5%</li>
<li>252 SpA Modest Probopass Earth Power vs. 0 HP / 0 SpD Magneton: 185.9% - 219.1%</li>
<li>252 SpA Modest Probopass Earth Power vs. 0 HP / 0 SpD Aggron: 160.9% - 190.7%</li>
<li>252 SpA Modest Probopass Earth Power vs. 252 HP / 252 SpD Registeel: 22.5% - 26.9%<li>
</ul>

<p>Although the calculation against Registeel is unimpressive, it is easily defeated with Taunt; Iron Head deals a maximum of 20% to Probopass, while Magnet Rise makes Earthquake useless. If Registeel is proving to be a problem, Spikes support from Qwilfish or Cloyster may be helpful.</p>

[Other Options]

<p>Choice Specs can be used to give Probopass more power, and his special movepool isn't too shabby, either; he has access to moves such as Thunderbolt, Earth Power, Flash Cannon, and Power Gem. Zap Cannon can be used alongside Lock On, though this strategy wastes valuable turns, and it only really works against Steel-types (the opponent can just switch out of the Lock On); Magnet Rise would also be necessary, as many Steel-types carry Earthquake. Probopass has access to Rock Polish, though his low offensive stats and poor Speed aren't going to help him accomplish a sweep any time soon. A Shuca or Chople Berry may be used to reduce damage from Ground- or Fighting-type attacks, respectively. Block can be used to trap opposing Pokemon other than Steel-types, though it isn't very useful, as Probopass will usually be trapping a dangerous switch-in. Discharge can be used over Thunderbolt for its higher paralysis rate, which is helpful due to Probopass's terrible Speed. AncientPower can be used for STAB, and the small chance of boosting Probopass's stats is nice, too. Finally, Torment can be used alongside Protect, taking advantage of Probopass's decent typing and stalling ability; Toxic Spikes are great when paired with such a set.</p>

[Checks and Counters]

<p>Bulky Ground-types such as Donphan and Claydol are both ideal counters, as they are immune to Thunder Wave and Thunderbolt, take little damage from Power Gem, and have STAB Earthquake to hit Probopass with; just make sure he doesn't have a chance to use Magnet Rise. Gligar can switch into Earth Power or Thunderbolt, while it can use Taunt to set up on Probopass. Dugtrio can switch into almost all of Probopass's attacks, trap him with Arena Trap, and KO him with STAB Earthquake (provided he hasn't already set up Magnet Rise).</p>

<p>Bulky Water-types can take a few hits from Probopass, and even Hidden Power Grass and Thunderbolt can be recovered from, while they can hit Probopass with a super effective STAB Surf. Chansey and Clefable can take on most special-based sets thanks to their high HP and Special Defense stats, while using Seismic Toss to overcome Probopass's massive defenses. Most Fighting-types can take on Probopass, especially Hitmonlee with Limber and Hariyama with Guts; neither of them mind paralysis, while they can batter Probopass with STAB Fighting-type moves.</p>
 
Set 1: Mention Thunder in AC if using Gravity? Mention Pain Split in AC as well, maybe even a secondary slash besides Earth Power or Stealth Rock? Not sure if Gravity merits mention on Set 1.

Set 2: Rename it to Steel Trapper. Looks fine.

OC: Add Flash Cannon and Explosion.

Counters: Watch out for Fighting type attacks...
 

Komodo

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1) Gravity and Thunder have been moved to AC. Pain Split is pretty good, and I'll mention that in Set Comments.

2) Renamed the set.

3)Mentioned Flash Cannon and Explosion, as well as Fighting- and Ground-type attacks.
 

Eo Ut Mortus

Elodin Smells
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You'll probably want Taunt > Substitute on the Steel killer set or else Steelix will just Roar you out.

Otherwise, QC Approved 2/2.
 

Oglemi

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Tik-Toc on the clock

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[Overview]

<p>Probopass is an odd looking fellow isn't he? Well, he certainly is bulky, 145 base Defense and 150 base Special Defense is nothing to scoff at; Probopass certainly has the ability to take many hits and support his teammates with decent support moves such as Stealth Rock, Thunder Wave, and Gravity. Magnet Pull is somewhat useful as it traps the few Steel-types in UU: Registeel, Steelix, Aggron, and Magneton. Everything looks good so far, though with closer inspection you'll notice that he's lacking in HP, while his typing gives him an unfortunate 4x weakness to both Ground- and Fighting-type attacks. Probopass is nothing if not a flawed Pokemon, but if you give him the right support and cover his crippling weaknesses, he becomes a decent supporter and an unbreakable wall capable of checking many threatening Pokemon that reside in UU, like Houndoom, Rotom, and some variants of Spiritomb. Cover Probopass's weaknesses and he becomes a decent supporter and helps your team check Houndoom, Rotom, and some variants of Spiritomb.</p>

[SET]
name: Specially Defensive
move 1: Stealth Rock
move 2: Thunder Wave / Toxic
move 3: Power Gem
move 4: Earth Power / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Probopass's great Special Defense and usable HP, turning him into a good special wall. This extra bulk focus on Special Defense gives Probopass the ability to take on special attackers such as Rotom, Houndoom, and Spiritomb much easier, while using his great support moves to help his teammates and the moveset is designed to make the best of the support options given to him. Stealth Rock, Thunder Wave, Gravity, and Toxic are all helpful moves, and with Probopass's immense bulk, he can set them up numerous times if need be. Pain Split can be used to heal Probopass, though its it's not always reliable, (comma) as the opponent may switch in a weakened Pokemon and actually recover health.</p>

(Power Gem, Thunderbolt, and Earth Power need to be explained. Right now I'm left wondering why there are any attack moves on this set at all. You might also want to explain the choice between Toxic and Thunder Wave.)

[ADDITIONAL COMMENTS]

<p>As for other move options, Probopass can learn Explosion, dealing huge damage and taking out a possible threat to your team; when using Explosion, a Sassy nature is recommended as it doesn't lower Probopass's Attack. Alternatively, Gravity can be used to support his teammates and boost the accuracy of more shaky moves. Other benefits of Gravity include an Earthquake which cannot be evaded, and the ability to use moves such as Zap Cannon.</p>

(Mention that Probopass can be used as a lure with Explosion to take out either Ground-, Fighting-, or Water-types. Also make a mention of Chople, Shuca, and Passho Berry while you're at it. RestTalk can be added here too, Probopass makes a decent sleep absorber as he pretty much walls Venusaur and other Grass-types not named Torterra. RestTalk also completely fucks with stall once Chansey and Milotic are gone.)

<p>Unfortunately, due to Probopass' typing, (comma) he carries a nasty 4x weakness to Ground- and Fighting-type attacks, so a teammate who can switch into them is extremely helpful. Flying-types such as Altaria and Moltres are effective as they are immune to Ground-type attacks and resist Fighting-type moves. Ghost-types such as Mismagius and Rotom are also great as they are immune to both Fighting- and Ground-type attacks, while their Ghost typing gives them an immunity to Rapid Spin.</p>

(Probopass needs partners to take on Milotic and company as well, unless Thunderbolt actually does something significant to them, which would then need to be explained. You might also want to mention that Probopass is a nice check to special Venusaur and Moltres too. I would even go so far as to add calcs on this set so people have a feel for just how much damage Houndoom and company are doing to Probopass.)

[SET]
name: Steel Trapper
move 1: Magnet Rise
move 2: Taunt / Substitute
move 3: Earth Power
move 4: Power Gem / Hidden Power Grass / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe

[SET COMMENTS]

<p>With his Ground-type weakness eliminated, Probopass is surprisingly difficult to KO, especially when Steel-types like Magneton and Steelix cannot escape, and Probopass stops their attemt at phazing him with Taunt. Substitute is an alternative to Taunt as it protects Probopass from status, while giving him a turn to set up Magnet Rise or hit the opponent with one of his attacks. Earth Power deals great damage to Steel-, Fire-, and Electric-types, Power Gem hits Flying-types such as Moltres and Altaria, and Hidden Power Grass is used to hit Ground-types such as Dugtrio and Donphan for a 2HKO. Thunderbolt is mainly used for bulky Water-types such as Milotic, though support from Toxic Spikes are is usually better; Thunderbolt also scores a super effective hit against most Flying-types.</p>

[ADDITIONAL COMMENTS]

<p>Using a Modest nature along with 88 Speed EVs ensures that Probopass outruns most Steel-types who lie in UU, most notably 4 Speed Registeel, which is seen on the Rain Dance set. Alternatively, you could run a more defensive spread without Speed or Special Attack, while using Toxic to stall bulkier opponents such as Donphan or Milotic.</p>

<p>Ground- and Fighting-type moves are a problem for Probopass, so a teammate who can switch into them is recommended. Claydol can switch into both Ground- and Fighting-type moves with an immunity and resistance, respectively; Claydol also has access to Stealth Rock and Rapid Spin to support teammates. If you wish to go down the more offensive route, Moltres can switch in quite easily and threaten opponents with STAB Fire-type moves, though if you use Moltres, make sure you have Rapid Spin support as it loses half of its health upon switching into Stealth Rock.</p>

(You need to make a mention of who benefits from Steel-types being removed (Venusaur loves Registeel gone, Scyther when Steelix is out, etc.). Also, Explosion could use a mention here as well. I actually think damage calcs would be good on this set too, just so people have a feel for how much damage they'll be doing with Probopass.)

[Team Options]

<p>As Because Probopass is so bulky, Toxic Spikes are a great addition to your team,; not only do they poison your opponent, but they help cripple bulky walls such as Milotic, Chansey, and Donphan. Qwilfish, Cloyster, and Drapion are all fine choices to set them up as they have decent defensive stats, while Qwilfish and Drapion can set them up quickly with their good Speed. When using any entry hazard, a spinblocker such as Rotom or Mismagius is a recommended teammate.</p>

<p>Hippopotas may be used alongside Probopass as its permanent sandstorm is good for raising Probopass' Special Defense by 50%. Pokemon who can switch into Ground- and Fighting-type attacks are useful teammates as well; Flying-types such as Moltres, Altaria, and Scyther and Levitating Ghost-types such as Rotom and Mismagius are excellent opions. Chansey and Clefable are also good partners as they can switch into common special attacks in which that Probopass is weak to; Surf, Earth Power, and Hidden Power Fighting are just a few examples.</p>

<p>Pokemon who lure in Steel-types are helpful, giving and give Probopass an easier time switching in, while certain teammates can sweep much easier when the opponent lacks a Steel-type. Scyther and Swellow are two examples,; both of them can take advantage of a weakened Steel-type, while they are both great lures. Wish support is helpful as Probopass only has Pain Split and Rest to restore his health, both of which are unreliable at the best of times. Chansey, Clefable, and Leafeon are a few good choices for this role, while they have a variety of other moves to support the rest of their teams.</p>

[Optional Changes]

<p>Choice Specs can be used to give Probopass more power, and his special movepool isn't too shabby either, with moves such as Thunderbolt, Earth Power, Flash Cannon, and Power Gem can be used. Zap Cannon can be used alongside Lock On, though this wastes turns, and it only really works against Steel-types as the opponent can just switch out (the opponent can just switch out of the Lock On); Magnet Rise would also be necessary as a lot of Steel-types carry Earthquake. Probopass has access to Rock Polish, though his low offensive stats and poor Speed aren't going to help him accomplish a sweep any time soon. A Shuca or Chople Berry may be used to reduce damage from Ground- or Fighting-type attacks, respectively. Block can be used to trap in other opponents without Magnet Pull, though it isn't very useful as Probopass will usually be trapping a dangerous switch in. Discharge can be used over Thunderbolt for its higher paralysis, which is helpful as Probopass is so slow. AncientPower can be used for STAB, and the small chance of boosting Probopass's stats is nice too. Finally, Torment can be used alongside Protect, taking advantage of Probopass' decent typing and stalling ability; Toxic Spikes are great when paired with this set.</p>

[Counters]

<p>Bulky Ground-types like Donphan and Claydol are both ideal counters, as they are immune to Thunder Wave and Thunderbolt, take little damage from Power Gem, and have STAB Earthquake to hit Probopass with; just make sure he doesn't have a chance to use Magnet Rise. Gligar can switch into Earth Power or Thunderbolt, while it can use Taunt to set up on Probopass. Dugtrio can switch into almost all of Probopass's attacks, trap him with Arena Trap, and KO him with STAB Earthquake, providing provided he hasn't set up Magnet Rise.</p>

<p>Bulky Water-types can take a few hits from Probopass, and even Hidden Power Grass and Thunderbolt can be recovered from, while they can hit Probopass with a super effective STAB Surf. Chansey and Clefable can take on most special-based sets with their high HP and Special Defense, while using Seismic Toss to overcome Probopass' massive defenses. Most Fighting-types can take on Probopass, especially Hitmonlee with Limber and Hariyama with Guts; neither of them mind paralysis, while they can batter Probopass with STAB Fighting-type moves.</p>


All of your analyses sound the same >.< I feel like this is just an extension of your Xatu analysis. It has the same exact mistakes and the same tone, lol.

GP 1/2

 

Komodo

Huff
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Okie dokie, I added a little information as reccommended by Oglemi, and edited GP as well. Awaiting check number 2!
 

Snorlaxe

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GP CHECK 2/2

additions
removals
(comments)

[Overview]

<p>Probopass is an odd-looking fellow, isn't he? Well, he certainly is bulky, sporting an immense 145 base Defense and 150 base Special Defense; as such, is nothing to scoff at; Probopass certainly has the ability to take many hits and support his teammates with decent support moves such as Stealth Rock, Thunder Wave, and Gravity. Additionally, Probopass's Magnet Pull ability is somewhat useful, as it traps the few Steel-types in UU: Registeel, Steelix, Aggron, and Magneton. Everything looks good so far, though with far! However, upon closer inspection you'll notice that he's lacking in HP, while his typing gives him an unfortunate 4x weakness to both Ground- and Fighting-type attacks. Probopass is nothing if not a flawed Pokemon, but if you give him the right support and cover his crippling weaknesses, he becomes a decent supporter and an unbreakable wall capable of checking many threatening Pokemon that reside in UU, like such as Houndoom, Rotom, and some variants of Spiritomb.</p>

(imo the overview could use a wrap-up sentence. you know, something to tie the analysis together. i'll let you come up with it yourself, though; it's your analysis after all!)

[SET]
name: Specially Defensive
move 1: Stealth Rock
move 2: Thunder Wave / Toxic
move 3: Power Gem
move 4: Earth Power / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Calm
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS]

<p>This set takes advantage of Probopass's great Special Defense and usable HP stats, turning him into a good special wall. This The heavy focus on Special Defense gives Probopass the ability to take on special attackers such as Rotom, Houndoom, and Spiritomb much easier, and the moveset is designed to make the best of the support options given to him. Stealth Rock, Thunder Wave, Gravity, and Toxic are all helpful moves, and with Probopass's immense bulk, he can set them up abuse said moves numerous times if need be. Power Gem is used for STAB, while Earth Power and Thunderbolt are used for better type coverage, hitting Steel-types and bulky Water-types harder, respectively. Toxic should only be used alongside Earth Power, as Steel-types are immune to Toxic and take less damage from Thunderbolt, while Thunder Wave can be used to overcome Probopass's low Speed. Pain Split can be used to heal Probopass, though it's not always reliable, as the opponent may switch in a weakened Pokemon and actually recover health.</p>

(why are you mentioning so many AC moves in set comments? they don't belong there, imo. you should probably just stick to the listed moves, then talk about shit like Gravity and Pain Split in AC)

[ADDITIONAL COMMENTS]

<p>As for other move options, Probopass can learn utilize Explosion, dealing enabling him to deal huge damage and taking take out a possible threat to your team; when using Explosion, a Sassy nature is recommended as since it doesn't lower Probopass's Attack. Explosion also turns Probopass into a lure for Ground-, Fighting-, or and Water-types, taking them out letting him easily take them out and pave the way for a teammate to potentially sweep. Alternatively, Gravity can be used to support his Probopass's teammates and boost the accuracy of more shaky moves. Other benefits of Gravity include an Earthquake which cannot be evaded, and the ability to use moves such as Zap Cannon. Chople, Shuca, or Passho Berries Berry can be used to weaken super effective Fighting-, Ground-, or Water-type attacks. Rest and Sleep talk Talk overcome Probopass's lack of recovery, and they turn Probopass into a great sleep absorber and wall.</p>

<p>Below are some damage calculations demonstrating Probopass's walling ability:</p>

<ul class="damage_calculation">
<li>Timid 252 SpA Vensaur Leaf Storm vs. 252 HP / 252 SpD Probopass: 41.7% - 49.1%</li>
<li>Timid 252 SpA Houndoom +2 Fire Blast vs. 252 HP / 252 SpD Probopass: 57.4% - 68.5%</li>
<li>Modest 252 SpA Moltres Fire Blast vs. 252 HP / 252 SpD Probopass: 45.7% - 53.7%</li>
<li>Timid 252 SpA Rotom Thunderbolt vs. 252 HP / 252 SpD Probopass: 27.2% - 32.4%</li>
</ul>

<p>Unfortunately, due to Probopass' typing, he carries a nasty 4x weakness to Ground- and Fighting-type attacks, so a teammate who can switch into them such moves is extremely helpful. Flying-types such as Altaria and Moltres are effective, as they are immune to Ground-type attacks and resist Fighting-type moves. Ghost-types such as Mismagius and Rotom are also great, as they are immune pack immunities to both Fighting- and Ground-type attacks, while their Ghost typing gives them an immunity to Rapid Spin, preventing the Stealth Rock Probopass sets up from being removed.</p>

<p>Bulky Water-types can be troublesome, and they troublesome; however, such foes are easily defeated by the likes of Venusaur and Ludicolo, while Chansey and Clefable can stall them with Seismic Toss and Softboiled. Toxic and Toxic Spikes are also helpful, as they cause worsening damage each turn, making it much harder to recover the damage. Dragon Dance Feraligatr can set up on most bulky Water-types who lack Hidden Power Grass, while Altaria can set up against those who lack Ice Beam.</p>

[SET]
name: Steel Trapper
move 1: Magnet Rise
move 2: Taunt / Substitute
move 3: Earth Power
move 4: Power Gem / Hidden Power Grass / Thunderbolt
item: Leftovers
ability: Magnet Pull
nature: Modest
evs: 168 HP / 252 SpA / 88 Spe

[SET COMMENTS]

<p>With his Ground-type weakness eliminated, Probopass is surprisingly difficult to KO, especially when Steel-types like such Magneton and Steelix cannot escape, and Probopass stops their attemt at phazing attempts to phaze him with Taunt. Substitute is an alternative to Taunt, as it protects Probopass from status, status while giving him a turn to set up Magnet Rise or hit the opponent opposing Pokemon with one of his attacks an attack. Earth Power deals great damage to Steel-, Fire-, and Electric-types, Power Gem hits Flying-types such as Moltres and Altaria, and Hidden Power Grass is used to hit 2HKO Ground-types such as Dugtrio and Donphan. for a 2HKO. Thunderbolt is mainly used for bulky Water-types such as Milotic, though support from Toxic Spikes is usually better more effective in dealing with such foes; Thunderbolt also scores a super effective hit against most Flying-types.</p>

[ADDITIONAL COMMENTS]

<p>Using a Modest nature along with 88 Speed EVs ensures that Probopass outruns most Steel-types who lie in UU, most notably 4 Speed Registeel, which is seen on the Rain Dance set. Alternatively, you could run a more defensive spread without Speed or Special Attack, while using Toxic to stall bulkier opponents such as Donphan or Milotic.</p>

<p>Ground- and Fighting-type moves are a problem for Probopass, so a teammate who can switch into them is recommended. Claydol can switch into both Ground- and Fighting-type moves with an immunity and resistance, respectively; Claydol also has access to Stealth Rock and Rapid Spin to support teammates. If you wish to go down the a more offensive route, Moltres is a viable choice, as it can switch in quite easily and threaten opponents with STAB Fire-type moves, though moves; however, if you use Moltres, make sure you have Rapid Spin support, as it the Flame Pokemon loses half of its health upon switching into Stealth Rock.</p>

<p>As the main goal of this set is to remove trap and get rid of Steel-types, Pokemon who benefit from the removal of them their removal are helpful great teammates. Venusaur and Espeon can take advantage of a team which lacks Registeel, while Scyther, Absol, and Swellow can power through an opponent who lacks Steelix.</p>

<p>Here are some damage calculations to give you some an idea of how much the damage Probopass will be dealing to common UU Steel-types in UU:</p>

<ul class="damage_calculation">
<li>252 SpA Modest Probopass Earth Power vs. 252 HP / 252 SpD Steelix: 40.1% - 47.5%</li>
<li>252 SpA Modest Probopass Earth Power vs. 0 HP / 0 SpD Magneton: 185.9% - 219.1%</li>
<li>252 SpA Modest Probopass Earth Power vs. 0 HP / 0 SpD Aggron: 160.9% - 190.7%</li>
<li>252 SpA Modest Probopass Earth Power vs. 252 HP / 252 SpD Registeel: 22.5% - 26.9%<li>
</ul>

<p>Although the calculation against Registeel is unimpressive, it is easily defeated with Taunt; while Iron Head deals a maximum of 20% to Probopass, while Magnet Rise makes Earthquake useless. If this is Registeel is proving to be a problem, Spikes support from Qwilfish or Cloyster may be helpful.</p>

[Team Options]

<p>Because Probopass is so bulky, Toxic Spikes are a great addition to your team; not only do they poison your opponent opposing Pokemon, but they help cripple bulky walls such as Milotic, Chansey, and Donphan. Qwilfish, Cloyster, and Drapion are all fine choices to set them up, as they have decent defensive stats, while Qwilfish and Drapion can set them up quickly with thanks to their good Speed stats. When using any entry hazard, a spinblocker such as Rotom or Mismagius is a recommended teammate, preventing foes from spinning away said hazards.</p>

<p>Hippopotas may be used alongside Probopass, as its permanent sandstorm is good for raising raises Probopass's Special Defense by 50%, making it very difficult to KO. Pokemon who can switch into Ground- and Fighting-type attacks are useful teammates as well; Flying-types such as Moltres, Altaria, and Scyther, as well as and Levitating Ghost-types such as Rotom and Mismagius, are excellent opions. Chansey and Clefable are also good partners, as they can switch into common special attacks that Probopass is weak to; Surf, Earth Power, and Hidden Power Fighting are just a few examples.</p>

<p>Pokemon who lure in Steel-types are helpful and give Probopass an easier time switching in, while certain teammates can sweep much easier when the opponent lacks a Steel-type. Scyther and Swellow are two examples,; examples; both of them can take advantage of a weakened Steel-type, while they are both great lures. Wish support is helpful, as Probopass only has Pain Split and Rest to restore his health, both of which are, to say the least, unreliable. at the best of times. Chansey, Clefable, and Leafeon are a few good choices for this role, while they have a variety of other moves to support the rest of their other teams teammates.</p>

[Optional Changes]

<p>Choice Specs can be used to give Probopass more power, and his special movepool isn't too shabby, either; he has access to with moves such as Thunderbolt, Earth Power, Flash Cannon, and Power Gem. Zap Cannon can be used alongside Lock On, though this strategy wastes valuable turns, and it only really works against Steel-types (the opponent can just switch out of the Lock On); Magnet Rise would also be necessary, as a lot of many Steel-types carry Earthquake. Probopass has access to Rock Polish, though his low offensive stats and poor Speed aren't going to help him accomplish a sweep any time soon. A Shuca or Chople Berry may be used to reduce damage from Ground- or Fighting-type attacks, respectively. Block can be used to trap in other opponents without Magnet Pull opposing Pokemon other than Steel-types, though it isn't very useful, as Probopass will usually be trapping a dangerous switch-in. Discharge can be used over Thunderbolt for its higher paralysis rate, which is helpful as Probopass is so slow due to Probopass's terrible Speed. AncientPower can be used for STAB, and the small chance of boosting Probopass's stats is nice, too. Finally, Torment can be used alongside Protect, taking advantage of Probopass's decent typing and stalling ability; Toxic Spikes are great when paired with this such a set.</p>

[Counters]

<p>Bulky Ground-types like such as Donphan and Claydol are both ideal counters, as they are immune to Thunder Wave and Thunderbolt, take little damage from Power Gem, and have STAB Earthquake to hit Probopass with; just make sure he doesn't have a chance to use Magnet Rise. Gligar can switch into Earth Power or Thunderbolt, while it can use Taunt to set up on Probopass. Dugtrio can switch into almost all of Probopass's attacks, trap him with Arena Trap, and KO him with STAB Earthquake, Earthquake (provided he hasn't already set up Magnet Rise).</p>

<p>Bulky Water-types can take a few hits from Probopass, and even Hidden Power Grass and Thunderbolt can be recovered from, while they can hit Probopass with a super effective STAB Surf. Chansey and Clefable can take on most special-based sets with thanks to their high HP and Special Defense stats, while using Seismic Toss to overcome Probopass's massive defenses. Most Fighting-types can take on Probopass, especially Hitmonlee with Limber and Hariyama with Guts; neither of them mind paralysis, while they can batter Probopass with STAB Fighting-type moves.</p>


mistakes scattered throughout, but good overall.

 

Komodo

Huff
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Well myself, I believe the closing sentence in the Overview is fine, it explains that Probopass is flawed and if you provide the correct team support it works well. We'll see what other people think? Other than that, thanks for the check :D
 

Fatecrashers

acta est fabula
is a Site Content Manager Alumnusis a Top Artist Alumnusis a Senior Staff Member Alumnusis a Top Contributor Alumnusis a Top Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
I think the closing sentence is fine as is, tacking on an extra sentence like 'Give Probopass a try, you'll be pleased with the results!' doesn't really tell you anything and seems unnecessary.
 

Snorlaxe

2 kawaii 4 u
is a Top Contributor Alumnus
eh, it's fine without one. it's just that so many analyses i've read have had a kinda conclusive sentence that i thought it was a bit odd that this analysis lacked one. it's just fine without, though!
 
Uploading this one instead of some other things because I'm lazy and don't feel like reading through the stuff with >2 sets. :P

EDIT:
Uploaded. It was a fairly good analysis, though you should really look into a way to make your writing more exciting to read. Feels too reference-textbook to me. Anyway, not a huge deal, and grammatically it was excellent. Good job!
 

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