LC Pumpkaboo-XL

Overview
########

Pumpkaboo-XL is the slowest but bulkiest of the Pumpkaboo formes. It is primarily used because of its ability to beat common Rapid Spin users. Pumpkaboo has many useful support options in its movepool, such as Will-O-Wisp, Shadow Sneak, Trick Room, and Synthesis, along with a decent attacking stat to supplement them. Unfortunately, Pumpkaboo's Ghost typing comes with a weakness to the prevalent Knock Off, and Pumpkaboo is almost entirely walled by Fire-types.

Spinblocker
########
name: Spinblocker
move 1: Bullet Seed
move 2: Synthesis
move 3: Will-O-Wisp
move 4: Shadow Sneak / Fire Blast
ability: Frisk
item: Eviolite
evs: 204 HP / 36 Def / 236 SpD / 28 Spe
nature: Careful / Sassy

Moves
========

Bullet Seed is Pumpkaboo's primary STAB move, as it's super effective against all common Rapid Spin users. Due to the nature of damage rolls in Little Cup, it can hit very hard even with no investment. Synthesis provides much-needed, consistent recovery. Will-O-Wisp threatens many Pokemon that could otherwise freely switch into Pumpkaboo, such as Pawniard and Fletchling. Shadow Sneak has merit in being able to finish off a weakened target and hitting Gastly but it is very weak. Alternatively, Fire Blast 2HKOes Pawniard and Ferroseed, discouraging setup. Fire Blast also enables Pumpkaboo to check Pokemon weak to Fire, such as Magnemite and Foongus.

Set Details
========

The EVs are designed to maximize special bulk in order to beat Staryu more easily, but a spread of 204 HP / 196 Def / 76 SpD / 28 Spe with an Impish nature can be used to take on Drilbur better. This alternative EV spread also keeps Pumpkaboo healthier when taking a super effective move to burn a threat. Frisk is the preferred ability over Insomnia and Pickup because Pumpkaboo is already immune to most sleep-inducing moves and should be avoiding Knock Off and Thief anyway. Frisk lets you learn what item the foe is holding, which is particularly useful in cases where it may not be certain, such as facing Chinchou and Tirtouga.

Usage Tips
========

Pumpkaboo should be switching into potential Rapid Spins to keep entry hazards on the opposing side. The majority of Rapid Spin users are unable to 2HKO Pumpkaboo, even if they predict the switch in. Keep Pumpkaboo alive for as long as the opponent has a Rapid Spinner to ensure that your entry hazards stay on the opposing side of the field. Many checks and counters to Pumpkaboo are crippled by Will-O-Wisp, so using it early-game can be very beneficial, unless the opponent has a Fire-type. A Sassy nature should be used alongside Fire Blast, meaning Pumpkaboo will drop to 9 Speed and be outsped by Pokemon such as Porygon and Timburr.

Team Options
========

Entry hazard setters such as Dwebble, Ferroseed, and Surskit appreciate Pumpkaboo's ability to prevent opposing Rapid Spins. Pawniard discourages the use of Defog and makes it very difficult for opposing Pokemon to remove entry hazards when used with Pumpkaboo. Because of Pumpkaboo's weakness to Knock Off, Pokemon that can easily switch into the move, such as Trubbish and Mienfoo, are very helpful. Pumpkaboo is also weak to Pursuit, so Diglett is an appreciated teammate to trap the move's common users as well as the Fire-types that Pumpkaboo has difficulty damaging at all. Another Pokemon that makes an excellent teammate because of its ability to beat Fire-types is Ponyta, specifically variants with the move Toxic. Chinchou has great type synergy with Pumpkaboo because of its resistances to Fire, Flying, and Ice, while Pumpkaboo resists Chinchou's only two weaknesses.

Trick Room
########
name: Trick Room
move 1: Trick Room
move 2: Bullet Seed
move 3: Will-O-Wisp
move 4: Destiny Bond / Explosion
ability: Frisk
item: Eviolite
evs: 44 HP / 68 Atk / 196 Def / 156 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Trick Room supports Pumpkaboo's team by allowing slow, powerful threats to sweep. Bullet Seed is used because it is the hardest-hitting attack with good coverage that Pumpkaboo has. Will-O-Wisp is used to cripple many of Pumpkaboo's checks that would want to switch in otherwise. Destiny Bond and Explosion are typically used after Trick Room has been set up and often allow Pumpkaboo to KO an opposing Pokemon or give you momentum in the battle.

Set Details
========

The EVs and nature are used to maximize Pumpkaboo's defensive stats and Attack. The nature along with the lowered IVs minimize Pumpkaboo's Speed to allow it to be as fast as possible in Trick Room. Frisk is often be the best ability because Pumpkaboo already has an immunity to most sleep-inducing moves and wants to avoid Knock Off and Thief anyway. Frisk also tells you what item the opposing Pokemon is holding, which is especially useful in cases where it may not be certain.

Usage Tips
========

Often, Pumpkaboo is used as a suicide lead because of the good match-ups it has against common leads and its access to Destiny Bond and Explosion. If not leading with it, switch Pumpkaboo into a Pokemonon it checks, set up Trick Room, and use Destiny Bond or Explosion to get a Trick Room sweeper insafely while KOing or heavily damaging the opponent. Using Will-O-Wisp often in the early-game to cripple counters can be useful but is not as important.

Team Options
========

Trick Room sweepers such as Cubone, Inkay, and Clamperl appreciate the inversion of movement order. Cubone and Clamperl in particular are good for defeating Fire-types, which Pumpkaboo can't really damage. Pancham and Timburr can be used to deal with Knock Offs aimed at Pumpkaboo. Slowpoke can also set Trick Room and deals with the Fire-types that Pumpkaboo is unable to touch.

Other Options
########

Rock Slide can be used to hit Fire-, Flying-, and Ice-types that threaten Pumpkaboo, but isn't very strong. Giga Drain and Shadow Ball could be used as alternate special STAB moves, but the damage rolls of Bullet Seed and the priority of Shadow Sneak make these inferior options. Leech Seed can be used for passive damage and additional recovery. Protect works well in conjunction with Leech Seed and Will-O-Wisp. Light Screen is an interesting option, but the Pokemon switching into Pumpkaboo are generally physical attackers. Pain Split could potentially be used over Synthesis because of its additional PP and the fact that it damages the foe, but it lacks the reliability of Synthesis. Toxic has merit in wearing down Pokemon that Pumpkaboo normally wouldn't be able to, such as Fire-types. Trick can be used with a Choice item to hinder many Pokemon that commonly switch into Pumpkaboo, as well as enabling Pumpkaboo to revenge kill foes more easily thanks to its higher Speed with a Choice Scarf or stronger Shadow Sneak with a Choice Band.

Checks & Counters
########

**Fire-types**: Fire-types, especially Houndour, which can get a Flash Fire boost from Will-O-Wisp, can switch into Pumpkaboo safely due to their immunity to Will-O-Wisp, resistance to Bullet Seed, and ability to beat it easily with a STAB move. Houndour can Pursuit trap Pumpkaboo and resists Shadow Sneak as well.

**Pokemon with Guts**: Will-O-Wisp helps Guts Pokemon boosting their Attack stats, instead of crippling it. Timburr and Taillow are particularly threatening to Pumpkaboo because they can hit it with Knock Off and Brave Bird, respectively.

**Dark- and Flying-types**: Although most Dark- and Flying-types don't want to be burned, they all threaten Pumpkaboo with a super effective move such as Knock Off or Acrobatics. Shed Skin Scraggy as well as the previously mentioned Taillow and Houndour can be particularly troublesome.
 
Last edited:

The Avalanches

pokemon tcg
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Overview:

Pumpkaboo actually has a decent attack stat, certainly worth a mention

Set Details (both sets): Frisk can also give you some insight to what kind of set an opponent is running in ambiguous cases, things like Chinchou and Mienfoo

Usage Tips (Trick Room)

Pumpkaboo tends to be more of a suicidal trick room user, typically a lead, as matches up fairly well against leads like Tirtouga and Onix.

Other Options:

Trick + Frisk can be decently useful, as you know what item you're getting, but pumpkin doesn't hold choice items well

QC 2/3

 
Levi and I actually discussed Trick and thought it would be more appropriate on the Pumpkaboo-small analysis, which would outclass it with all the choice items. Whoever does the 3rd QC, please weigh in on this. Other than that, I implemented everything.
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
put toxic in OO - as we said it doesn't get much options for its last slot so toxic is cool anyway - helps vs. anything that it can't really touch such as fire types

maybe bump up team options for the TR set? slowpoke has decent synergy with pumpkin, taking on fires, and helps wiith TR support.

I really think fire blast should be moved to OO. wisp already cripples pawn and ferro, and ferroseed can do nothing to pumpkaboo. i'd prefer to burn pawniard than not even KO it with FBlast. sneak is much more useful and gives pumpkin some utility on a team, especially helpful with gastly, but also any weakened sweeper

how does pumpkaboo analysis work? is there only 1 dex page or is there 4? if there's 1 then trick+choice should be in OO with a mention that pumpkaboo small does it best

3/3 once i get some input on fire blast
 

Goddess Briyella

Banned deucer.
how does pumpkaboo analysis work? is there only 1 dex page or is there 4? if there's 1 then trick+choice should be in OO with a mention that pumpkaboo small does it best

3/3 once i get some input on fire blast
If there are multiple analyses for the other forms, I think only Small and Super should be getting analyses. As far as I know, each form is classed as a different Pokemon in the onsite dex, probably due to the stat changes.

Also chiming in to agree that Fire Blast is not as viable as Shadow Sneak and I would rather burn Pawniard than hit it too. It should be moved to Other Options with Shadow Sneak unslashed. Trick belongs in Other Options as well.
 
I really disagree with Shadow Sneak being considered far more viable than Fire Blast. Shadow Sneak is solely for Gastly and to break Abra's potential sash when you're not healthy enough to use Bullet Seed. It doesn't OHKO either of them and can't be used to revenge threats because of how weak it is and the fact that very little in the meta is weak to Ghost. You can still burn Pawniard with WoW, but having Fire Blast allows you to punish multiple switchins and discourages any attempt to setup. Fire Blast limits Ferroseed to just 1 hazard. It allows Pumpkaboo to check Cottonee, Foongus, and Magnemite. It can also hit the rare Snover on a switch and gives Pumpkaboo a much better matchup in a mirror. Many pokemon with Substitute can freely setup on Pumpkaboo and this prevents it from being complete setup bait when it has failed to predict the switch. Notable examples would be the ever increasing in popularity Fletchling and the less common Substitute Pawniard. Oh, and starting Jan 9th I believe, Fire Blast will be helpful for hitting Snivy.

TL;DR: Shadow Sneak helps with 2 pokemon; Fire Blast with many.
 
Last edited:

The Avalanches

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is a Contributor Alumnusis a Smogon Media Contributor Alumnus
Light nitpick; Pumpkaboo needs only 28 Speed EVs on the first set in order to reach it's desired number.

Also in Fire types under checks and counters, you put Ponyta as a Flash Fire user, however, it normally runs flame body.

Very well written man, take it to GP.
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
1/2 :)

add remove (comments)

(change all curly quotes ’ to regular quotes '; also, it's formatted "Pumpkaboo-XL")

Overview
########

Pumpkaboo-XLSuper is the slowest, (remove comma) but bulkiest of the Pumpkaboo formes. It is primarily used because of its ability to beat common Rapid Spin users of Rapid Spin. Pumpkaboo has many useful support options in its movepool, (comma) such as Will-O-Wisp, Shadow Sneak, Trick Room, and Synthesis, along with a decent attacking stat to support supplement them. Unfortunately, Pumpkaboo's Ghost typing comes with a weakness to the very prevalent Knock Off, (comma) and Pumpkaboo is almost entirely walled by Fire-types.

Spinblocker
########
(remove line break) name: Spinblocker
move 1: Bullet Seed
move 2: Synthesis
move 3: Will-O-Wisp
move 4: Shadow Sneak / Fire Blast
ability: Frisk
item: Eviolite
evs: 204 HP / 36 Def / 236 SpD / 28 Spe
nature: Careful / Sassy

Moves
========

Bullet Seed is Pumpkaboo's primary STAB move, as it's super effective against all common Rapid Spin users. Due to the nature of damage rolls in Little Cup, it can hit very hard even with no investment. Bullet Seed is super effective against all of the common users of Rapid Spin. Synthesis provides much-needed consistent recovery. Will-O-Wisp threatens many Pokemon that would otherwise freely switch into Pumpkaboo, (comma) such as Pawniard and Fletchling. Shadow Sneak has merit in being able to finish off a very low weakened target and hitting or to hit Gastly, but it is very weak. Alternatively, Fire Blast 2HKOes Pawniard and Ferroseed, discouraging them to setup on Pumpkaboo. Fire Blast also enables Pumpkaboo to check additional Pokemon weak to it, such as Magnemite and or Foongus. A Sassy nature should be is used alongside Fire Blast it, meaning Pumpkaboo will which means you'll drop to 9 Speed and be outsped by Pokemon new things such as Porygon and Timburr. (belongs in set details)

Set Details
========

The EVs are designed to maximize special bulk in order to more easily beat Staryu, but however a different spread of 204 HP / 196 Def / 76 SpD / 28 32 Spe with an Impish nature can be used to better take on Drilbur. This (alternative or not?) EV spread also keeps Pumpkaboo healthier when taking a super effective move to burn a threat. Frisk is the preferred ability over Insomnia and Pickup because Pumpkaboo is already immune to most sleep moves and should be avoiding Knock Off or and Thief anyway. Frisk lets you the user learn what item the foe is holding may have, which is particularly useful in cases where it may not be certain, (comma) such as Chinchou and Tirtouga.

Usage Tips
========

Pumpkaboo should be switching into on potential Rapid Spins to keep entry hazards on the opposing side. The majority of Rapid Spin the users of Rapid Spin are unable to 2HKO Pumpkaboo, even if they predict the switch in it switching in. You should attempt to keep Pumpkaboo alive for as long as the foe opponent (opponent refers to the human player, foe/enemy/target/opposing Pokemon refer to the Pokemon) has a Rapid Spinner to ensure that your hazards stay on the opposing side of the field. Many checks and counters to Pumpkaboo are crippled by Will-O-Wisp, so using it early-game can be very beneficial, unless the opponent has a Fire-type.

Team Options
========

Entry hazard setters such as Dwebble, Ferroseed, or and Surskit appreciate Pumpkaboo's ability to prevent Rapid Spin. Pawniard discourages the use of Defog, (remove comma) and together with Pumpkaboo, the duo makes it very difficult for the opponent to remove entry hazards when used with Pumpkaboo. Because of Pumpkaboo's weakness to Knock Off, Pokemon that can easily switch into on it, (comma) such as Trubbish or and (only use "or" in a "such as" phrase if the thing it's referring to is singular as well, e.g. "A Pokemon such as x or y" but "Entry hazard setters such as x and y") Mienfoo are very helpful. Pumpkaboo is also weak to Pursuit, so Diglett is an appreciated teammate to trap the common users of it as well as the Fire-types that Pumpkaboo has difficulty damaging at all. Another Pokemon that makes an excellent teammate because of its ability to beat Fire-types is Ponyta, specifically variants with the move Toxic. Chinchou has great typing type synergy with Pumpkaboo because of its resistances to Fire, Flying, (comma) and Ice, (comma) while Pumpkaboo resists Chinchou's only two weaknesses.

Trick Room
########
(remove line break) name: Trick Room
move 1: Trick Room
move 2: Bullet Seed
move 3: Will-O-Wisp
move 4: Destiny Bond / Explosion
ability: Frisk
item: Eviolite
evs: 44 HP / 68 Atk / 196 Def / 156 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Trick Room is the crux of the set and (try to avoid constructions like this that tell the reader nothing; it's known that it's the crux of the set because it's the first move on the set) supports Pumpkaboo's team by allowing slow, powerful threats to attempt to sweep. Bullet Seed is used because it is the hardest-hitting attack with good coverage that Pumpkaboo has. Will-O-Wisp is used to cripple many a huge amount of Pumpkaboo checks that would want to switch in otherwise. Destiny Bond and Explosion are typically used after Trick Room has been set up and can often allow you Pumpkaboo to faint KO an opposing Pokemon or give you momentum in the battle.

Set Details
========

The EVs and nature are used intented to maximize defensive stats and Attack. The nature along with the lowered IVs are intended to minimize Pumpkaboo's Speed to allow it lower speed as much as possible, to be as fast as possible in Trick Room. Frisk will most is often be the best ability because Pumpkaboo already has an immunity to most sleep moves and would wants to avoid Knock Off or and Thief anyway. Frisk also tells you what item the opposing Pokemon has, which is especially useful in cases where it may not be certain.

Usage Tips tips
========

Oftentimes Pumpkaboo is used as a suicide lead because of the good match-ups it has against over common leads and its access to Destiny Bond and Explosion. If not leading with it, switch Pumpkaboo in on something it checks, set up Trick Room, (do not use abbreviations in analyses) and use Destiny Bond or Explosion to get a Trick Room sweeper in, (remove comma) while crippling the opponent. Using Will-O-Wisp WoW often in the early-game early game to cripple counters can still be useful on this set, (remove comma) but is not as important.

Team Options options
========
Trick Room sweepers such as Cubone, Inkay, and Clamperl appreciate the inversion of movement order Speed. Cubone and Clamperl in particular are good for killing defeating Fire-types, which Pumpkaboo can't damage. Pancham and Timburr can be used to deal with the Knock Offs aimed at Pumpkaboo. Slowpoke can also set Trick Room and deals with the Fire-types that Pumpkaboo is unable to touch.

Other Options options
########

Rock Slide can be used to hits Fire-, Flying-, (comma) and Ice-types that threaten Pumpkaboo, but it isn't very strong. Giga Drain and Shadow Ball could be used as alternate special STAB moves, but the damage rolls of Bullet Seed and the priority of Shadow Sneak make can these inferior options. Leech Seed can be used for passive damage and additional recovery. Protect works well in conjunction with this Leech Seed and Will-O-Wisp. Light Screen is an interesting option, but the Pokemon switching into Pumpkaboo are generally physical attackers. Pain Split could potentially be used over Synthesis because of its additional PP and the fact that it does damage, but it lacks the consistency and reliability (they mean the same thing) of Synthesis. Toxic has merit in wearing down anything that it Pumpkaboo normally wouldn't be able to, especially Fire-types. Trick can be used together with a Choice item to hinder a lot of common Pokemon that switch into Pumpkaboo, (remove comma) as well as enabling Pumpkaboo to better revenge kill foes thanks to through its faster higher Speed with a Choice Scarf or its stronger Shadow Sneak with a Choice Band.

Checks & Counters and counters
########

**Fire-types**: Fire-types, especially Houndour as it can get a Flash Fire boost from Will-O-Wisp, can switch into on Pumpkaboo safely due to their immunity to Will-O-Wisp, resistance to Bullet Seed, and ability to easily kill beat it with a STAB move. Houndour can Pursuit trap Pumpkaboo and resists Shadow Sneak as well.

**Guts Users**: Using Will-O-Wisp on these targets with will boost their Attack stats, (remove comma) instead of crippling them it. Timburr and Taillow are particularly threatening to Pumpkaboo because they can hit it with Knock Off or and Brave Bird, respectively.

**Dark- and Flying-types**: Although most of them won't don't want to be burned, they all threaten Pumpkaboo with a super effective move such as Knock Off or Acrobatics. Shed Skin Scraggy as well as the previously mentioned Taillow and Houndour can be particularly troublesome.
 
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Overview
########

Pumpkaboo-XL is the slowest but bulkiest of the Pumpkaboo formes. It is primarily used because of its ability to beat common Rapid Spin users. Pumpkaboo has many useful support options in its movepool, (AC) such as Will-O-Wisp, Shadow Sneak, Trick Room, and Synthesis, along with a decent attacking stat to supplement them. Unfortunately, Pumpkaboo's Ghost typing comes with a weakness to the prevalent Knock Off, and Pumpkaboo is almost entirely walled by Fire-types.

Spinblocker
########
name: Spinblocker
move 1: Bullet Seed
move 2: Synthesis
move 3: Will-O-Wisp
move 4: Shadow Sneak / Fire Blast
ability: Frisk
item: Eviolite
evs: 204 HP / 36 Def / 236 SpD / 28 Spe
nature: Careful / Sassy

Moves
========

Bullet Seed is Pumpkaboo's primary STAB move, as it's super effective against all common Rapid Spin users. Due to the nature of damage rolls in Little Cup, it can hit very hard even with no investment. Synthesis provides much-needed, (AC) consistent recovery. Will-O-Wisp threatens many Pokemon that would could otherwise freely switch into Pumpkaboo, such as Pawniard and Fletchling. Shadow Sneak has merit in being able to finish off a weakened target and hitting Gastly, (RC) but it is very weak. Alternatively, Fire Blast 2HKOes Pawniard and Ferroseed, discouraging setup. Fire Blast also enables Pumpkaboo to check additional (redundant with "also.") Pokemon weak to it Fire, (add space) such as Magnemite and Foongus.

Set Details
========

The EVs are designed to maximize special bulk in order to more easily beat Staryu more easily, but a different spread of 204 HP / 196 Def / 76 SpD / 28 Spe with an Impish nature can be used to better take on Drilbur better. This alternative EV spread also keeps Pumpkaboo healthier when taking a super effective move to burn a threat. Frisk is the preferred ability over Insomnia and Pickup because Pumpkaboo is already immune to most sleep-inducing moves and should be avoiding Knock Off and Thief anyway. Frisk lets you learn what item the foe is holding, which is particularly useful in cases where it may not be certain, such as facing Chinchou and Tirtouga.

Usage Tips
========

Pumpkaboo should be switching into potential Rapid Spins to keep entry hazards on the opposing side of the field. The majority of Rapid Spin users are unable to 2HKO Pumpkaboo, even if they predict the switch in. You should attempt to Keep Pumpkaboo alive for as long as the opponent has a Rapid Spinner to ensure that your entry hazards stay on the opposing side of the field. Many checks and counters to Pumpkaboo are crippled by Will-O-Wisp, so using it early-game can be very beneficial, unless the opponent has a Fire-type. A Sassy nature should be used alongside Fire Blast, meaning Pumpkaboo will drop to 9 Speed and be outsped by things Pokemon such as Porygon and Timburr.

Team Options
========

Entry hazard setters such as Dwebble, Ferroseed, and Surskit appreciate Pumpkaboo's ability to prevent opposing Rapid Spins. Pawniard discourages the use of Defog and makes it very difficult for the opponent opposing Pokemon to remove entry hazards when used with Pumpkaboo. Because of Pumpkaboo's weakness to Knock Off, Pokemon that can easily switch into it the move, such as Trubbish and Mienfoo, (AC) are very helpful. Pumpkaboo is also weak to Pursuit, so Diglett is an appreciated teammate to trap the move's common users of it as well as the Fire-types that Pumpkaboo has difficulty damaging at all. Another Pokemon that makes an excellent teammate because of its ability to beat Fire-types is Ponyta, specifically variants with the move Toxic. Chinchou has great type synergy with Pumpkaboo because of its resistances to Fire, Flying, and Ice, while Pumpkaboo resists Chinchou's only two weaknesses.

Trick Room
########
name: Trick Room
move 1: Trick Room
move 2: Bullet Seed
move 3: Will-O-Wisp
move 4: Destiny Bond / Explosion
ability: Frisk
item: Eviolite
evs: 44 HP / 68 Atk / 196 Def / 156 SpD
ivs: 0 Spe
nature: Brave

Moves
========

Trick Room supports Pumpkaboo's team by allowing slow, powerful threats to sweep. Bullet Seed is used because it is the hardest-hitting attack with good coverage that Pumpkaboo has. Will-O-Wisp is used to cripple many of Pumpkaboo's checks that would want to switch in otherwise. Destiny Bond and Explosion are typically used after Trick Room has been set up and often allow Pumpkaboo to KO an opposing Pokemon or give you momentum in the battle.

Set Details
========

The EVs and nature are used to maximize Pumpkaboo's defensive stats and Attack. The nature along with the lowered IVs minimize Pumpkaboo's Speed to allow it to be as fast as possible in Trick Room. Frisk is often be the best ability because Pumpkaboo already has an immunity to most sleep-inducing moves and wants to avoid Knock Off and Thief anyway. Frisk also tells you what item the opposing Pokemon has is holding, which is especially useful in cases where it may not be certain.

Usage Tips tips
========

Often, (AC) Pumpkaboo is used as a suicide lead because of the good match-ups it has against common leads and its access to Destiny Bond and Explosion. If not leading with it, switch Pumpkaboo into a Pokemon on something it checks, set up Trick Room, and use Destiny Bond or Explosion to get a Trick Room sweeper in, (RC) safely while crippling KOing or heavily damaging the foe opponent. Using Will-O-Wisp often in the early-game to cripple counters can still be useful on this set but is not as that important. (Don't use cross-set referencing.)

Team Options
========
(add empty space)
Trick Room sweepers such as Cubone, Inkay, and Clamperl appreciate the inversion of movement order. Cubone and Clamperl in particular are good for defeating Fire-types, which Pumpkaboo can't really damage. Pancham and Timburr can be used to deal with Knock Offs aimed at Pumpkaboo. Slowpoke can also set Trick Room and deals with the Fire-types that Pumpkaboo is unable to touch.

Other Options
########

Rock Slide can be used to hits Fire-, Flying-, and Ice-types that threaten Pumpkaboo, (RC) but it isn't very strong. Giga Drain and Shadow Ball could be used as alternate special STAB moves, but the damage rolls of Bullet Seed and the priority of Shadow Sneak make these inferior options. Leech Seed can be used for passive damage and additional recovery. Protect works well in conjunction with Leech Seed and Will-O-Wisp. Light Screen is an interesting option, but the Pokemon switching into Pumpkaboo are generally physical attackers. Pain Split could potentially be used over Synthesis because of its additional PP and the fact that it does damages the foe, but it lacks the reliability of Synthesis. Toxic has merit in wearing down anything Pokemon that Pumpkaboo normally wouldn't be able to, especially such as (The wording kinda makes it seem as if Toxic works especially well against Fire-types; Toxic does no more damage to Fire-types than to any other Toxiced Pokemon.) Fire-types. Trick can be used with a Choice item to hinder a lot of common many Pokemon that commonly switch into Pumpkaboo, as well as enabling Pumpkaboo to better revenge kill foes more easily thanks to its higher Speed with a Choice Scarf or its stronger Shadow Sneak with a Choice Band.

Checks & Counters
########

**Fire-types**: Fire-types, especially Houndour, (AC) which as it can get a Flash Fire boost from Will-O-Wisp, can switch into Pumpkaboo safely due to their immunity to Will-O-Wisp, resistance to Bullet Seed, and ability to easily beat it easily with a STAB move. Houndour can Pursuit trap Pumpkaboo and resists Shadow Sneak as well.

**Pokemon with Guts Users**: Using Will-O-Wisp helps Guts Pokemon on these targets will boosting their Attack stats, instead of crippling it. Timburr and Taillow are particularly threatening to Pumpkaboo because they can hit it with Knock Off and Brave Bird, respectively.

**Dark- and Flying-types**: Although most of them Dark- and Flying-types don't want to be burned, they all threaten Pumpkaboo with a super effective move such as Knock Off or Acrobatics. Shed Skin Scraggy, (AC) as well as the previously mentioned Taillow, (AC) and Houndour can be particularly troublesome. (Perhaps explain why.)

GP 2/2

This thread's title still says Pumpkaboo-Super; change it to Pumpkaboo-XL.
 
Last edited:
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I don't really understand why its called "Pumpkaboo-XL" or why we don't remain consistent with that on the sim or this page, but I implemented it anyway. This is done!
 

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