Azumarill (QC: 1/3)

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Taken over from Snobalt (whosyourpapa)
Azumarill (Quality Control)
QC: 1/3 (sparktrain)
GP: 0/2

[OVERVIEW]

+ Has an great defensive typing in the form of Water/Fairy, with 6 resistances, and an immunity to Dragon. It is also damaged normally by Steel-types, something many Fairy-types cannot claim.
+ Can deal with many top tier threats in the CAP Metagame with its Fairy and Water STAB. For example, it can OHKO Colossoil, Levitate Stratagem and Talonflame, but it should not switch in to a Earthquake, Energy Ball, or Brave Bird, respectively; and it can 2HKO Cyclohm, but it should not switch in to a Discharge or Thunderbolt.
+ Absolutely amazing ability in Huge Power, turning its horrible base 50 Attack stat into a great 150 Attack stat. Great bulk, with 100 HP and 80/80 defenses.
+ Has a wide attacking movepool, great STAB priority in the form of Aqua Jet, and a
+ Can run multiple offensive sets such as Assault Vest and Belly Drum, making it fairly flexible and often unpredictable.
- Horrible speed stat, with only 50 base Speed, which allows it to get outsped by lots of things.
- Therefore, often a Pokemon can check it, outspeed it, and revenge kill it.
- Has two great checks in the form of Mollux and Plasmanta, which can only be hit by Bulldoze.

[SET]
name: Belly Drum
move 1: Belly Drum
move 2: Aqua Jet
move 3: Play Rough
move 4: Knock Off
ability: Huge Power
item: Sitrus Berry
evs: 4 HP / 252 Atk / 252 Spe
nature: Adamant

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

- Belly Drum increases Azumarill's attack to astronomical levels, and allows it to gain a massive amount of power.
- Aqua Jet is a good STAB priority move that works well with Belly Drum, bypassing Azumarill's horrible speed to hit the common Ground, Rock and Fire types of the CAP Metagame hard, even without a +6 boost.
- Play Rough is another strong STAB move that provides some nice coverage alongside Aqua Jet, hitting Dark, Fighting and Dragon types.
- Knock Off can badly cripple many Pokemon by removing their item, and also adds to Azumarill's already good coverage, hitting potential threats such as Mega-Metagross super-effectively. Knock Off can be used as a general option to hit anything as it does massive damage against lots of other Pokemon at +6, such as OHKOing Physically Defensive Plasmanta, 2HKOing Physically Defensive Pyroak, and having a 87.5% chance of OHKOing Utility Ferrothorn.


Set Details
========

- Sitrus Berry is vital in the Belly Drum set, allowing it to regain some of the health back it lost from using Belly Drum.
- Maximum Attack is required for Azumarill to hit as hard as possible. 252 Speed allows Azumarill to outspeed uninvested base 81 Speed Pokemon, particularly Cyclohm, Necturna, and Gyarados. The rest of the EVs are put into HP, to get an even HP number.
- Adamant is used to be as powerful as possible.
- Huge Power is the chosen ability, as it allows Azumarill to become a threatening physical attacker.

Usage Tips
========

- The main objective of this set is to set up Belly Drum, then use Azumarill's various moves to clean up or do some major damage.
- To use Belly Drum as effectively as possible, bring Azumarill in after one of your Pokemon is KOed.
- Azumarill should set up on walls such as Chansey, Pokemon that are Choice-locked into a non-threatening move, and also forced switches on Pokemon that are threatened by Azumarill, such as Colossoil.
- To make sure Azumarill is not checked or KOed by a threatening Pokemon, try to use Azumarill fairly late-game, after the physical wall and the various threats to Azumarill are KOed, and therefore Azumarill can use the boosts to its full extent.
- It is advisable but not necessary to use Belly Drum every game, Azumarill is fairly threatening even without a boost, and the Sitrus Berry can certainly aid it in fulfilling defensive purposes.

Team Options
========

- A Ground-type is a wonderful team-mate, as a Ground-type deals with Poison, Steel and Electric-types, three types that Azumarill is weak too, and also Plasmanta and Mollux. Colossoil is a good option, as it can also use Rapid Spin to remove hazards and Rebound/Guts to stop burns and Toxics.
- An entry hazard remover is very helpful to make sure Azumarill has as much prior health as possible before it uses Belly Drum. A entry hazard setter can also be handy, as it allows the enemy Pokemon to be hopefully weakened enough for an Aqua Jet to KO it. Tomohawk is a fantastic example of both roles, but Latias and Colossoil are also good hazard removers due to their great defensive synergy with Azumarill.
- A teammate that can lure in Pokemon that Azumarill can set up on, is greatly appreciated. Special attackers such as Stratagem can lure in specially defensive walls like Chansey, and then Azumarill can come in, often causing a forced switch, then it can use Belly Drum.
- A powerful special attacker can help Azumarill deal with troublesome physical walls, all of which stop its boosted rampage. Some great examples are Mollux, which can deal with Ferrothorn and Fairy-type walls, and Stratagem, which can deal with Mega Slowbro, but does not like to switch in to Mega Slowbro's attacks.
- Fidgit is a great Trick Room setter, should Azumarill be placed on a Trick Room team. Belly Drum Azumarill is a wonderful Pokemon to consider on a Trick Room team, as it is a solid win condition if it has set up, and it can still maintain its offensive presence even without Trick Room up.

[SET]
name: Choice Band
move 1: Aqua Jet
move 2: Play Rough
move 3: Knock Off / Waterfall
move 4: Superpower / Bulldoze
ability: Huge Power
item: Choice Band
evs: 88 HP / 252 Atk / 4 Def / 164 Spe
nature: Adamant

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

- Aqua Jet is a great priority Water-type STAB move, that is fairly spammable and hits the Ground, Rock and Fire-types hard with a Choice Band, for example, 2HKOing Landorus-Therian.
- Play Rough is Azumarill's Fairy-type STAB move, which works great against Dark, Fighting and Dragon-type Pokemon and also does nice damage with a Choice Band.
- Knock Off hits the Psychic and Ghost-type Pokemon very hard, but it can hurt many Pokemon hard with its effect of removing the opponent's item, as well as doing extra damage if an item was removed.
- Waterfall is another STAB Water-type move that is twice as strong as Aqua Jet, allowing it to OHKO many Ground, Fire and Rock-types that Aqua Jet can't OHKO, such as OHKOing Landorus-T, OHKOing a Bulk Up Talonflame at +1 Defense, and also having a 81.3% chance to OHKO Mega Charizard Y under Sun. However, with a Choice Band providing extra power to Aqua Jet, more coverage is preferred with this set.
- Superpower deals with Normal, Rock, Dark, Ice and Steel-types, such as having a 43.8% chance of OHKOing Utility Ferrothorn. The Attack and Defense drops are troublesome as usual, but Choice Band Azumarill does not mind switching, due to Choice Band locking Azumarill into a move.
- Bulldoze somewhat deals with two of Azumarill's most prominent checks in the CAP Metagame, Mollux and Plasmanta, and Azumarill has enough space on this set to fit Bulldoze in; however, Bulldoze needs to hit Mollux and Plasmanta on the switch, otherwise they outspeed and deal heavy damage with their Poison-type STAB moves, and Bulldoze has a rather low Base Power.

Set Details
========

- Choice Band is obviously required in this set, greatly boosting Azumarill's attack, but it locks Azumarill into a single move.
- Maximum Attack is invested to give Azumarill as much hitting power as possible. 164 Speed allows Azumarill to outspeed uninvested base 70 Speed Pokemon such as Skarmory, and also outspeed Clefable. 88 EVs in HP and 4 in Defense minimise the damage Azumarill takes from entry hazards, while giving it some much appreciated bulk.
- Adamant is used to gain as much Attack power as possible.
- Huge Power is the obvious chosen ability, giving Azumarill the fearsome Attack stat that works so well with Choice Band.

Usage Tips
========

- This set is preferred as a mostly early-game wallbreaker, and also a hit-and-run artist due to Choice Band and Superpower as well, if it is being run.
- Use Choice Band Azumarill to punch holes in the opposing team, to allow a sweeper to sweep the team.
- Be wary of entry hazards, as Azumarill may have to switch out many times.
- Be careful of which move you lock Azumarill in, as being locked into Play Rough allows Cawmodore to set up; being locked into a Water-type move allows Mega Altaria to set up, and for Mollux and Plasmanta to come in and gain health; and being locked into Bulldoze allows Flying-types and many other Pokemon to come in.

Team Options
========

- An entry hazard remover is even more important with Choice Band Azumarill, as it may have to switch out many times. A entry hazard setter is also more important with this set, as it certainly aids Choice Band Azumarill in punching holes in the opposing team. Latios is a good example of a hazard remover, and has great type synergy with Azumarill, but Tomohawk is superior as it performs both roles and does not rely on Defog.
- A Ground-type is a great teammate, as Ground-types deal with Electric- and Poison- types, which both threaten Azumarill greatly. Colossoil and Landorus-T are prime examples, as both of them can deal with Mollux and Plasmanta, as well as spinning and setting up Stealth Rock, respectively.
- Thundurus appreciates Latias and bulky Ground-types such as Hippowdon being removed by Azumarill, and in return, Thundurus deals with Skarmory and some bulky Water-types.
- Pokemon that appreciate Azumarill's wallbreaking capabilities, such as Stratagem, are great teammates. Stratagem also deals with Electric- and Poison- types such as Cyclohm and Mollux, which both threaten Azumarill.
- Fidgit is the most suitable Trick Room setter, if Azumarill chooses to be on a Trick Room team. Fidgit can also effectively set up Tailwind, for Azumarill to both wallbreak easier and to possibly sweep.

[SET]
name: Assault Vest
move 1: Aqua Jet
move 2: Play Rough
move 3: Waterfall / Knock Off
move 4: Superpower / Bulldoze
ability: Huge Power
item: Assault Vest
evs: 240 HP / 252 Atk / 16 SpD
nature: Adamant

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

- Aqua Jet is a good STAB priority move, that allows it to bypass its horrible speed to KO any weakened Pokemon, or do nice super-effective damage.
- Play Rough is Azumarill's second STAB move, hitting the common Fighting, Dark and Dragon types in the CAP Metagame, such as a 2HKO on Physically Defensive Cyclohm, a 2HKO on Physically Defensive Tomohawk, and a clean OHKO on Assault Vest Colossoil.
- Waterfall provides a much more powerful Water-type STAB move, and does a significantly more amount of damage than Aqua Jet. For example, Aqua Jet 2HKOs Stratagem, while Waterfall OHKOs it.
- Knock Off badly cripples foes by removing their item. Knock Off also does good damage against Psychic and Ghost-types, which is certainly very helpful to Azumarill.
- Superpower is a strong Fighting-type move, whose main use is 2HKO Utility Ferrothorn, as otherwise Ferrothorn would badly wall Azumarill.
- Bulldoze provides some good Ground coverage, however, their main purpose is for hitting Plasmanta and Mollux. Thanks to Assault Vest, Azumarill can take a hit from either of those two Pokemon and Bulldoze back

Set Details
========

- Assault Vest raises Azumarill's Special Defense to a very high 300, allowing it to sponge hits from threatening Pokemon such as Mollux, and also allows it to become generally bulky.
- This EV spread of 240 HP/252/16 SpD allows it to become very bulky, and the 16 SpD perfectly complements its Assault Vest. Azumarill needs maximum Attack for as much power as possible.
- An Adamant nature is there to give Azumarill as much power as possible.
- Huge Power is the obvious ability choice, to allow Azumarill to become a threatening force.

Usage Tips
========

- Azumarill can switch into many special attackers due to the Assault Vest, such as Latias, Syclant, Stratagem, and Volkraken. Due to Azumarill's general bulk, it can also pivot into some physical attackers, such as Mega Charizard X. Therefore, it can easily be used as a general wall.
- Azumarill can also be effectively used as a wallbreaker due to its power and moves, albeit less than Belly Drum and Choice Band Azumarill.
- Azumarill has a third role as well, as a revenge killer, with Aqua Jet and its high power.
- Assault Vest allows Azumarill to survive and beat many of its would-be checks and counters, such as Thundurus and Gengar.

Team Options
========

- A Ground-type is a fantastic choice for a teammate, such as Colossoil. Colossoil can take any Electric-type move, and threaten Poison-, Electric-, and Steel-type Pokemon, while Azumarill deals with the Fighting-types and walls the Water- and Ice-types that threaten Colossoil.
- A powerful special attacker can deal with physical walls, some prominent physical walls being Clefable, Slowbro, Garchomp and Quagsire. Mollux can easily demolish Fairy-type physical walls, Ferrothorn, Mega Scizor and Mega Venusaur; Mega Gardevoir can take down Garchomp, Tomohawk and also Mega Venusaur; Serperior can deal with Quagsire and other Water- and Ground-type physical walls; and Stratagem is a generally powerful special attacker.
- Entry hazard removers and setters are recommended, as Azumarill loves to preserve its bulk and does not want to get worn out by hazards, and hazards on the opposing team aids Azumarill's roles as a wallbreaker and revenge killer. Tomohawk is the best example of both roles, but Colossoil is a fantastic spinner with great type synergy.

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

- The only other moves that are viable are Encore and Aqua Tail. Encore can be useful in various situations, and Aqua Tail is more powerful than Waterfall but it has shaky accuracy.
- Life Orb can be used instead of Choice Band, but the power drop is noticeable, and Azumarill does not appreciate Life Orb constantly whittling down its health.

Checks & Counters
========

**Poison-types**: The two most prominent Poison-type counters to Azumarill are Plasmanta and Mollux Both of them can switch into an Aqua Jet or Waterfall, gain a boost in Special Attack or health, respectively, and OHKO or 2HKO Azumarill with their Poison-type attacks. Another threatening Poison-types is Mega Venusaur, who also walls all of Azumarill's moves and does not mind a Knock Off at all.

**Physical Walls**: Even in the Belly Drum set, dedicated physical walls can take Azumarill's attacks. Some great physical walls which have a defensive type advantage are Skarmory, Mega Scizor, Ferrothorn, Clefable, Rotom-W, and Mega Slowbro, although most do not like a Knock Off bar the Mega Pokemon.

**Entry Hazards**: Choice Band and Assault Vest Azumarill have to constantly swap, yet retain its bulk to wall many various Pokemon, so entry hazards can constantly eat away at its health and wear it down significantly.

**Faster Attackers**: Azumarill is slow, so a powerful attacker that is faster can remove a significant amount of its health or KO it with a super-effective move. For example, Serperior has an 81.3% chance to OHKO all variants of Azumarill except for Assault Vest, which it 2HKOs; and physically offensive Kyurem-B's Fusion Bolt OHKOs Azumarill.
 
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This is extremely harsh, but maybe a change of focus from susceptibility or vulnerability to hazards to the fact that having to switch into them wears it, particularly with sets that lack any form of recovery and/or have take a lot of damage from Belly Drum already. You could then comment on the possibility of using Wish passers e.g. Sylveon and dedicated hazard removers e.g. Defensive Mega Scizor to deal with this.
 
This is extremely harsh, but maybe a change of focus from susceptibility or vulnerability to hazards to the fact that having to switch into them wears it, particularly with sets that lack any form of recovery and/or have take a lot of damage from Belly Drum already. You could then comment on the possibility of using Wish passers e.g. Sylveon and dedicated hazard removers e.g. Defensive Mega Scizor to deal with this.
Thanks for the advice! This is all Snobalt's work, I will heavily revamp it later, but yeah, I'll make sure to add Wish Passers and Hazard Removers (which are in literally every single mon's Team Options).
Also, I'll put Assault Vest as the first set. I think Assault Vest is more important, as Belly Drum is not as good in the CAP Metagame, due to Cawmodore (outclasses Azu), Plasmanta and Tomohawk (very effective hazers) and Mollux (immune to Water, resists Fairy and Fighting, same as Plasmanta).
But remember, I'll have to do these later, as I'm going to need to do a big revamp. As such, this post is still WIP.
 
Half of the first set is revamped. I also made Assault Vest the first set, as it is the most common and best set in the CAP Metagame, unlike OU
 

HeaLnDeaL

Let's Keep Fighting
is an Artistis a Forum Moderator Alumnusis a CAP Contributor Alumnus
Azu @1500:
Sitrus Berry 45.425% | | Choice Band 25.338% | | Assault Vest 18.756% | | Leftovers 1.579% | | Mystic Water 1.533% | | Lum Berry 0.989% | | BrightPowder 0.945% | | Abomasite 0.939% | | Other 4.495%

Azu @ 1630:
Items | | Sitrus Berry 49.185% | | Choice Band 33.258% | | Assault Vest 17.530% | | Other 0.026%

Azu @1760:
Items | | Sitrus Berry 52.176% | | Choice Band 35.065% | | Assault Vest 12.759% | | Other 0.000%

Though usage does not always equate usefulness, I just wanted to point out that your assumption that AV Azu is the most common in CAP is a very wrong assumption, as all the data points towards Sitrus Berry (Belly Drum). Because of this, I also encourage you to rethink your ordering... Once again, usage does not equate usefulness by itself, but clearly AV is not the most common like you asserted... I've talked to other QC members about Azumarill before, and the most discussed sets have been BD (it's insanely good if set up, and it is only moderately difficult to set up) and CB (it's just easy to use and does massive damage).
 
Azu @1500:
Sitrus Berry 45.425% | | Choice Band 25.338% | | Assault Vest 18.756% | | Leftovers 1.579% | | Mystic Water 1.533% | | Lum Berry 0.989% | | BrightPowder 0.945% | | Abomasite 0.939% | | Other 4.495%

Azu @ 1630:
Items | | Sitrus Berry 49.185% | | Choice Band 33.258% | | Assault Vest 17.530% | | Other 0.026%

Azu @1760:
Items | | Sitrus Berry 52.176% | | Choice Band 35.065% | | Assault Vest 12.759% | | Other 0.000%

Though usage does not always equate usefulness, I just wanted to point out that your assumption that AV Azu is the most common in CAP is a very wrong assumption, as all the data points towards Sitrus Berry (Belly Drum). Because of this, I also encourage you to rethink your ordering... Once again, usage does not equate usefulness by itself, but clearly AV is not the most common like you asserted... I've talked to other QC members about Azumarill before, and the most discussed sets have been BD (it's insanely good if set up, and it is only moderately difficult to set up) and CB (it's just easy to use and does massive damage).
Oh, okay...I'll make sure to reorder it in the same order as Snobalt. I guess Snobalt was right.
 
Azu @1500:
Sitrus Berry 45.425% | | Choice Band 25.338% | | Assault Vest 18.756% | | Leftovers 1.579% | | Mystic Water 1.533% | | Lum Berry 0.989% | | BrightPowder 0.945% | | Abomasite 0.939% | | Other 4.495%

Azu @ 1630:
Items | | Sitrus Berry 49.185% | | Choice Band 33.258% | | Assault Vest 17.530% | | Other 0.026%

Azu @1760:
Items | | Sitrus Berry 52.176% | | Choice Band 35.065% | | Assault Vest 12.759% | | Other 0.000%

Though usage does not always equate usefulness, I just wanted to point out that your assumption that AV Azu is the most common in CAP is a very wrong assumption, as all the data points towards Sitrus Berry (Belly Drum). Because of this, I also encourage you to rethink your ordering... Once again, usage does not equate usefulness by itself, but clearly AV is not the most common like you asserted... I've talked to other QC members about Azumarill before, and the most discussed sets have been BD (it's insanely good if set up, and it is only moderately difficult to set up) and CB (it's just easy to use and does massive damage).
Okay, I've done this.

I've also almost finished revamping the Belly Drum set.
 
Okay, made some edits based on what cbrevan said on Pokemon Showdown.

He said:
In the Overview, list top tier threats Azumarill can beat rather than list off types that can be hit super effectively.
Remove Superpower, Waterfall and Bulldoze from the Belly Drum set (reason is below)
Belly Drum Azumarill should really only be running Aqua Jet, Play Rough, and Knock Off as its attacking moves. Waterfall has always been a subpar option on it, as it leaves it hard walled by Ferrothorn and Mega Venusaur, and Aqua Jet will already KO anything weak to Water after the boost. Its really only noticeable niche was hitting Skarmory and other defensive Steels not named Ferrothorn for massive damage. Superpower was really just for getting past Ferrothorn, since it would completely wall any other move Azumarill threw at it. With the advent of the ORAS mmove tutors, Azumaril has finally gotten the coverage move its always wanted in Knock Off. Behold:

+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 248 HP / 252+ Def Pyroak: 357-421 (80.5 - 95%) -- guaranteed 2HKO after Leftovers recovery
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Skarmory: 291-343 (87.1 - 102.6%) -- 18.8% chance to OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 88+ Def Ferrothorn: 344-405 (97.7 - 115%) -- 87.5% chance to OHKO
+6 252+ Atk Huge Power Azumarill Knock Off (97.5 BP) vs. 252 HP / 252+ Def Plasmanta: 328-386 (101.2 - 119.1%) -- guaranteed OHKO


These aren't even with Stealth Rock up. Knock Off hits everything Superpower and Waterfall every could have wanted with one move slot, as well as being able to remove items. As for Bulldoze, its just an inferior option on Belly Drum, it still leaves it walled by stuff like Skarmory, while failing to OHKO Ferrothorn like Knock Off can. Unless you want to be killing Mollux or Plasmanta before you boost, which isn't really the priority of the set, you should just be running Knock Off. If you really want, I suppose it can be mentioned in the Set Details, but just don't slash it on the set.

On Trick Room, just keep it on Team Options, its not that big of difference set wise, just mention to change the Speed IV's and EV's to zero. Be sure to emphasize it on the Belly Drum set as its an excellent mon for Trick Room teams, providing a solid win condition that can maintain its presence outside of Trick Room.
In the Belly Drum set, put teammates that can lure in what Azumarill can set up on, which are walls such as Chansey, Syclant, Choice-locked Pokemon, forced switches, etc.

And I did all that. I've also almost finished revamping the Choice Band set.
By the way, any suggestions for OO are greatly appreciated!
 
The set order looks good to me.

Overview
- In the bullet point with mons Azu can deal with, I'd be more specific with their interactions; for example, it sweeps past Cyclohm with enough Speed investment, but it's not a mon you just switch into Cyclohm

Belly Drum
- When you mention mons with certain amounts of Def, mention the HP too. Even better, if it's just the standard set, you can just reference the mon itself, or perhaps just a description if the mon has more than one set "physically defensive Plasmanta," "physically defensive Pyroak," etc

Choice Band
- When you mention Superpower, I'd prefer Ferrothorn be mentioned as a target instead; Chansey doesn't really stay in on Azumarill regardless and takes plenty from CB Play Rough / hates Knock Off, OHKOing Chansey is mostly just a small perk
- When you mention Bulldoze, note that it needs to catch those mons on the switch, or else they just outspeed and nuke it with Poison STAB. It's really only there to prevent the two from getting a free switch-in; it's kinda lackluster otherwise as you mentioned.
- In the Speed EV explanation, uninvested Bisharp isn't a relevant benchmark. Also, it kinda needs to be rephrased;
said:
164 Speed allows Azumarill to outspeed uninvested base 70 Speed Pokemon such as Clefable, Skarmory and bulky Bisharp
this implies these are all base 70 mons, when Clefable isn't one (i know what you were getting at but the reader might not)
- In Usage Tips, add a point to be wary when locking yourself into a move, being locked into Play Rough can let Caw set up, being locked into a Water-type move can let Mega Altaria set up, being locked into Bulldoze can let pretty much anything set up (lol), so just be careful when punching holes
- You could put Tailwind Fidgit in team options, actually sweeping with CB Azu in addition to wallbreaking is fun

Ass Vest
- In Usage tips, list some of the mons it can pivot in on and threaten; Stratagem, Syclant, Latias, etc

Looking good tho. Lemme know if you had questions on this stuff, once implemented you can count this as QC 1/3
 
The set order looks good to me.

Overview
- In the bullet point with mons Azu can deal with, I'd be more specific with their interactions; for example, it sweeps past Cyclohm with enough Speed investment, but it's not a mon you just switch into Cyclohm

Belly Drum
- When you mention mons with certain amounts of Def, mention the HP too. Even better, if it's just the standard set, you can just reference the mon itself, or perhaps just a description if the mon has more than one set "physically defensive Plasmanta," "physically defensive Pyroak," etc

Choice Band
- When you mention Superpower, I'd prefer Ferrothorn be mentioned as a target instead; Chansey doesn't really stay in on Azumarill regardless and takes plenty from CB Play Rough / hates Knock Off, OHKOing Chansey is mostly just a small perk
- When you mention Bulldoze, note that it needs to catch those mons on the switch, or else they just outspeed and nuke it with Poison STAB. It's really only there to prevent the two from getting a free switch-in; it's kinda lackluster otherwise as you mentioned.
- In the Speed EV explanation, uninvested Bisharp isn't a relevant benchmark. Also, it kinda needs to be rephrased;
this implies these are all base 70 mons, when Clefable isn't one (i know what you were getting at but the reader might not)
- In Usage Tips, add a point to be wary when locking yourself into a move, being locked into Play Rough can let Caw set up, being locked into a Water-type move can let Mega Altaria set up, being locked into Bulldoze can let pretty much anything set up (lol), so just be careful when punching holes
- You could put Tailwind Fidgit in team options, actually sweeping with CB Azu in addition to wallbreaking is fun

Ass Vest
- In Usage tips, list some of the mons it can pivot in on and threaten; Stratagem, Syclant, Latias, etc

Looking good tho. Lemme know if you had questions on this stuff, once implemented you can count this as QC 1/3
All changes implemented. Thanks for the QC!

Ready for second QC.
 
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