Quilladin [QC 3/3] [GP 2/2]

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
QC: dodmen / Anty / Tone114
GP: The Dutch Plumberjack / Snobalt

[OVERVIEW]

Quilladin's high Defense stat coupled with Eviolite and its access to reliable recovery in Synthesis allows it to reliably set up Spikes on many physical attackers in the tier, such as Golem, Mightyena, and Sawsbuck. While it competes with other, bulkier Grass-types for a team slot, Quilladin can be used over Tangela for its access to Spikes and over Roselia for its better physical bulk and resistance to Ground-type moves. Additionally, Quilladin's unique ability, Bulletproof, gives it an immunity to bomb- and ball-based attacks such as Sludge Bomb, Focus Blast, and Shadow Ball, meaning Pokemon like Roselia that are reliant on these moves can be used as setup fodder for it to lay Spikes. Alternatively, Quilladin can forgo a defensive spread in favor of a more offensive one so that it can take advantage of its access to Taunt in order to prevent slower Pokemon such as Probopass and Roselia from laying their entry hazards or prevent Defoggers like Vullaby and Vibrava from removing its Spikes. On the downside, however, Quilladin has low Special Defense, which can easily be exploited by faster special attackers with super effective coverage, such as Rotom-F and Simisear. What's more, Quilladin is reliant on its Eviolite in order to tank hits, meaning it is liable to be crippled by Knock Off from Pokemon like Machoke and Pawniard. Despite these flaws, Quilladin is still overall an advantageous choice as a Spikes setter and excels on both balanced and offensive team archetypes as either a Taunt lead or a physically defensive wall.

[SET]
name: Offensive Spikes
move 1: Spikes
move 2: Taunt
move 3: Wood Hammer
move 4: Zen Headbutt / Drain Punch
item: Eviolite
ability: Bulletproof
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

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

Spikes provides support for Quilladin's teammates by damaging switch-ins and possibly deactivating Sturdy and Focus Sashes. Taunt lets Quilladin prevent opposing entry hazard setup and removal while it sets up its own Spikes. The move can also be used to protect Quilladin from various status effects. Wood Hammer is Quilladin's STAB move of choice, and even uninvested, it is able to OHKO offensive Water-types such as Floatzel and Simipour. The recoil from Wood Hammer can also be used to KO Quilladin in order to avoid being hit by Rapid Spin. Zen Headbutt is used to hit Roselia hard on its weaker Defense stat after Taunt stops it from setting up Spikes, as well as hit predicted Monferno switch-ins that may try to use Quilladin as a free opportunity to set up Swords Dance or gain momentum via U-turn. Drain Punch is a secondary option that can be used to OHKO Pawniard after one layer of Spikes or some prior damage, 2HKO both Sawsbuck and Probopass, and break Bouffalant's Substitute.

Set Details
========

Bulletproof protects Quilladin from all bomb- and ball-based attacks, most notably Sludge Bomb, Shadow Ball, and Focus Blast. Eviolite bolsters Quilladin's bulk, allowing it to reliably switch into predicted Ground-type attacks. A Jolly nature in conjunction with maximum Speed investment ensures that Quilladin outspeeds common entry hazard setters like Golem and Relicanth in order to prevent them from laying Stealth Rock. Quilladin uses maximum Attack investment in order to threaten Pokemon weak to its STAB Wood Hammer and coverage options more effectively, such as Roselia and Solrock. An Adamant nature can be used over Jolly in order to OHKO Pawniard with Drain Punch and Politoed with Wood Hammer while still outspeeding targets like Modest Gorebyss.

Usage Tips
========

Offensive Quilladin should use Taunt early-game against common leads like Golem in order to prevent the foe from setting up entry hazards. Quilladin can be preserved and used mid- and late-game so that it can use its Taunt to stop Defoggers like Vullaby from removing its own Spikes, as well as prevent walls like Audino and Clefairy from restoring their HP. On the turns following a successful Taunt, Quilladin should lay as many layers of Spikes as possible to weaken your opponent's team. In general, Quilladin should utilize its ability Bulletproof and resistances as a bulky Grass-type to find as many opportunities to lay Spikes as possible. Threatening out entry hazard setters like Roselia and Golem via its typing and ability will be conducive to keeping entry hazards on your opponent's side of the field and away from yours. Wood Hammer should be used against targets weak to Grass-type attacks, especially slower Pokemon like Politoed that are able to threaten Quilladin with their Ice-type coverage moves. If Quilladin is low on health, it can use Wood Hammer's recoil in order to KO itself before being hit by Rapid Spin so as to prevent its Spikes from being removed.

Team Options
========

With its ability Thick Fat, Grumpig can be used to protect Quilladin from Ice- and Fire-types, such as Nasty Plot Simisear and Rotom-F. At the same time, Grumpig is also able to keep entry hazards on the field with its own Taunt, as well as rack up Spikes damage with Whirlwind. Stealth Rock setters such as Relicanth, Probopass, Golem, and Stunfisk help whittle down opposing teams in conjunction with Quilladin's Spikes, and provide it protection from Flying- and Fire-types like Dodrio and Rapidash. Misdreavus is an ideal partner given its ability to both spinblock and cripple slower Defoggers such as Vullaby and Vibrava with Taunt. Defiant users such as Pawniard and Purugly are particularly good partners given their ability to deter the use of Defog. Similarly, Pokemon that are able to pressure Defoggers, such as Regice, Rotom-F, and Zebstrika, are all helpful for keeping Quilladin's Spikes on the field. Anti-lead Quilladin fits best on offensive teams, so sweepers like Nasty Plot Ninetales and Swords Dance Monferno especially appreciate the chip damage from Spikes, and they provide Quilladin with some much-needed resistances to Fire-, Bug-, and Ice-type attacks in return.

[SET]
name: Defensive Spikes
move 1: Spikes
move 2: Roar / Taunt
move 3: Seed Bomb / Wood Hammer
move 4: Synthesis
item: Eviolite
ability: Bulletproof
nature: Impish
evs: 248 HP / 8 Atk / 252 Def

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

Spikes damages Pokemon that attempt to switch into Quilladin and can consistently weaken your opponent's team. Roar should be used to rack up Spikes damage and to phaze Pokemon like Bouffalant attempting to set up Swords Dance behind a Substitute. Taunt is an option over Roar that, when run in tandem with a small amount of Speed investment, is able to prevent Vullaby's Defog from removing Spikes. Seed Bomb is defensive Quilladin's STAB move of choice and allows it to beat Ground-types like Stunfisk and Golem. Wood Hammer can be used over Seed Bomb without Attack investment for OHKOs on both Simipour and Floatzel; however, the recoil can be counterproductive, as Quilladin needs to stay at high health in order to reliably check Pokemon like Stoutland. Quilladin's most reliable form of recovery is Synthesis, and it is an essential tool that allows Quilladin to repeatedly switch into physical attackers. As a final option, defensive Quilladin can use Drain Punch to pressure Pawniard, rather than relying on Roar to phaze it.

Set Details
========

Quilladin uses Eviolite together with maximum investment in HP and Defense and an Impish nature in order to wall and set up Spikes on physical attackers like Gabite and Golem. Bulletproof provides Quilladin with useful immunities to bomb- and ball-based attacks, letting it switch into moves like Roselia's Sludge Bomb and Mr. Mime's Focus Blast. 36 EVs in Speed can be used with Taunt over Roar in order to prevent Vullaby from removing Quilladin's Spikes with Defog.

Usage Tips
========

Defensive Quilladin can be used at any point in the match in order to counter physical attackers like Golem, Sawsbuck, and Mightyena. On the turn it forces out an opposing physical attacker, Quilladin should use this opportunity to set up a layer of Spikes. Quilladin needs to stay at high health in order to beat strong wallbreakers like Stoutland, so it should use Synthesis after switching into attacks. If Spikes has been set up and Quilladin is at high health, it can use this opportunity to rack up Spikes damage via Roar. Quilladin should be switched out of special attackers with super effective coverage moves, such as Ninetales and Regice. Additionally, Quilladin should also switch out of Knock Off users in order to preserve its Eviolite, as it is necessary to continuously beat the Pokemon it checks.

Team Options
========

Defensive Quilladin relies on its Eviolite in order to consistently switch into physical threats, so Pokemon that are able to switch into Knock Off aimed at Quilladin, such as Machoke and Monferno, are useful partners for being able to preserve its Eviolite. Quilladin appreciates partners that can accommodate its lower Special Defense stat, meaning Pokemon like Probopass and Audino that are able to switch into super effective attacks aimed at Quilladin and pivot out are especially useful. Camerupt can also switch into special attacks for Quilladin, especially Ice- and Fire-type moves, while being able to phaze foes and rack up entry hazard damage from Quilladin's Spikes and its own Stealth Rock at the same time. While Quilladin is able to hits from many physical attackers, it cannot switch into those it has a type disadvantage against, such as Dodrio and Monferno. To remedy this, Quilladin pairs well with checks to Flying- and Fire-types, like Golem and Altaria. Ghost-types like Misdreavus and Dusknoir are able to keep Quilladin's Spikes on the field by switching into Rapid Spin. Misdreavus also has access to Taunt, meaning it can stop slower Defoggers as well. Similarly, Pokemon like Pawniard and Purugly are excellent partners for being able to deter Defog with their access to Defiant. Generally, sweepers and cleaners that appreciate the prior damage that Quilladin's Spikes may provide are useful for picking off weakened threats mid- and late-game.

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

With a specially defensive EV spread, Quilladin is able to check offensive Water-types such as Floatzel and Simipour by surviving their Ice Beam and OHKOing with an uninvested Wood Hammer in return. Special Defense investment also allows Quilladin to use Synthesis on Zebstrika's Overheat, eventually forcing Zebstrika out due to Life Orb recoil and Special Attack drops. Leech Seed is an option on Quilladin's physically defensive set that can be used to whittle down foes while regaining a small portion of its HP back every turn; however, it is inferior to the recovery Synthesis provides and is difficult to fit over Taunt or Roar. Endeavor with Focus Sash can be used on Quilladin's Taunt lead set for a guaranteed layer of Spikes while simultaneously damaging foes heavily once Quilladin has been weakened sufficiently. On offensive sets, Pin Missile can be used to OHKO Kadabra by hitting it multiple times on the same turn and bypassing its Focus Sash while also hitting opposing Grass-types such as Leafeon and Sawsbuck. However, Zen Headbutt and Drain Punch often provide better offensive coverage than Pin Missile does. Toxic can be used on both defensive and offensive sets to whittle away at foes' HP and is especially effective when used together with Taunt to prevent foes from recovering HP lost due to Toxic.

Checks and Counters
===================

**Strong Special Attackers**: Pokemon that can hit Quilladin on its weaker Special Defense stat pressure it offensively and disallow the usage of Spikes or Synthesis. For example, Sap Sipper Zebstrika is able to outspeed and OHKO defensive Quilladin with Overheat while being immune to Seed Bomb and Wood Hammer. Other special attackers like Articuno and Rotom-F are able to threaten Quilladin by outspeeding it and OHKOing it with their STAB moves.

**Fire-types**: Fire-types like Ninetales and Monferno are able to switch into Quilladin's STAB moves and set up on the turn Quilladin is forced out with Nasty Plot and Swords Dance, respectively.

**Flying-types**: Dodrio, Drifblim, and Jumpluff take little damage from Quilladin's Seed Bomb and can threaten Quilladin out with STAB Acrobatics or, in Dodrio's Case, Brave Bird.

**Entry Hazard Removers**: If Quilladin is not running Taunt, Pokemon like Vullaby are able to switch into Quilladin's STAB moves and easily remove the Spikes it has set up. In particular, Swanna is able to outspeed Quilladin, threaten it out with its STAB Hurricane, and use Defog as Quilladin switches out.
**Knock Off Users**: Losing its Eviolite to Knock Off hampers Quilladin's ability to check the threats it beats, so Pokemon with access to Knock Off like Simisage and Armaldo are easily able to cripple Quilladin and follow up with a super effective move like Gunk Shot or X-Scissor.

**Taunt Users**: Faster Pokemon with access to Taunt, such as Grumpig and Misdreavus, are able to outspeed Quilladin and prevent it from setting up Spikes or using Synthesis. At the same time, they are able to incapacitate Quilladin with Toxic or Will-O-Wisp, respectively.
 
Last edited by a moderator:
I think drain punch is worth a mention for defensive to beat SD pawniard more easily. Also I'm not sure that ice types deserve their own section in C&C, especially since they all fall under strong special attackers already. 1/3
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
Overview
Looking very good here but i think you should mention Pokemon it has comp from and why to use it over them (ie spikes over tang and phdef over rose)

1st set:
You say in moves that drain punch OHKOs pawn but then in SD you say it only ohko's with adamant. I calced and its like 44% chance to KO, so maybe say in moves OHKO Pawn after a layer of spikes/chip damage

I dont think the first line in TO is too crucial here as you aren't using quilladin for its defensive capabilities. Grumpig is a good partner tho so maybe just remove the Specially defensive part, as sdef pig is a big momentum kill on offence i find. Also you should mention that this set fits best on offensive teams

2nd:
minor but the order you mention the moves in moves should be the same as the order of them in the set

Nitpicky but in TO 'priority moves like Mightyena and Aqua Jet Floatzel' that isnt very relevant so probably unnecessary

2xTheTap looks good 2/3
 

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
Overview
Looking very good here but i think you should mention Pokemon it has comp from and why to use it over them (ie spikes over tang and phdef over rose)

1st set:
You say in moves that drain punch OHKOs pawn but then in SD you say it only ohko's with adamant. I calced and its like 44% chance to KO, so maybe say in moves OHKO Pawn after a layer of spikes/chip damage

I dont think the first line in TO is too crucial here as you aren't using quilladin for its defensive capabilities. Grumpig is a good partner tho so maybe just remove the Specially defensive part, as sdef pig is a big momentum kill on offence i find. Also you should mention that this set fits best on offensive teams

2nd:
minor but the order you mention the moves in moves should be the same as the order of them in the set

Nitpicky but in TO 'priority moves like Mightyena and Aqua Jet Floatzel' that isnt very relevant so probably unnecessary

2xTheTap looks good 2/3
implemented. given adamant drain punch is needed to OHKO Pawniard without prior damage, should I give adamant a slash on its offensive set? adamant pin missile also gets the 87.5% chance to OHKO on Kadabra with a 2 hit (meh, but still).

E: Ready for 3rd check
 
Last edited:

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
For Team Options on the second set, when you talk about Pokemon to take special attacks for Quilladin, mention Camerupt as well as it can provide Stealth Rock, check Fire- and Ice-types and can phaze foes with Roar as well.

3/3.
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
hi, GP

remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/2
[OVERVIEW]

Quilladin's high Defense stat coupled with Eviolite and its access to reliable recovery in Synthesis allows Quilladin it to reliably set up Spikes on many physical attackers in the tier, such as Golem, Mightyena, and Sawsbuck. While it competes with other bulkier bulky (or if you actually meant "bulkier than Quilladin", put it between commas or put a comma before it) Grass-types for a team slot, Quilladin can be used over Tangela for its Spikes (RC) and over Roselia for its better physical Defense bulk and resistance to Ground-type moves. Additionally, Quilladin's unique ability Bulletproof gives it an immunity to bomb- (add hyphen) and ball-based attacks such as Sludge Bomb, Focus Blast, and Shadow Ball, meaning Pokemon like Roselia that are reliant on these moves can be used as setup fodder for it to lay Spikes. Alternatively, Quilladin can forgo a defensive spread in favor of a more offensive one (RC) so that it can use take advantage of its access to Taunt in order to prevent slower Pokemon such as Probopass and Roselia from laying their entry hazards (RC) or prevent Defoggers like Vullaby and Vibrava from removing Quilladin's its Spikes. On the downside, however, Quilladin has low Special Defense, which can easily be exploited by faster special attackers with super effective coverage, such as Rotom-F and Simisear. What's more, Quilladin is reliant on its Eviolite in order to tank hits, meaning it is liable to be crippled by Knock Offs from Pokemon such as Machoke and Pawniard. Despite these flaws, Quilladin is still overall an advantageous choice as a setter of Spikes and excels on both balanced and offensive team archetypes as either a Taunt lead or a physically defensive wall.

[SET]
name: Offensive Spikes
move 1: Spikes
move 2: Taunt
move 3: Wood Hammer
move 4: Zen Headbutt / Drain Punch
item: Eviolite
ability: Bulletproof
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

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

Spikes provides support for Quilladin's teammates by damaging switch-ins and possibly deactivating Sturdy and Focus Sashes. Taunt lets Quilladin prevent opposing entry hazard setting setup and removal while it sets up its own Spikes. Taunt The move can also be used to protect Quilladin from various status effects. Wood Hammer is Quilladin's STAB move of choice, and even uninvested, it is able to OHKO offensive Water-types such as Floatzel and Simipour. The recoil from Wood Hammer can also be used to KO Quilladin in order to avoid being hit by Rapid Spin. Zen Headbutt is used to hit Roselia hard on its weaker Defense stat after it has been Taunted out of Spikes, as well as hitting predicted Monferno switch-ins that may try to use Quilladin as a free opportunity to set up Swords Dance or gain momentum via U-turn. Drain Punch is a secondary option that can be used to OHKO Pawniard after 1 one layer of Spikes or some prior damage, 2HKO both Sawsbuck and Probopass, and break Bouffalant's Substitutes.

Set Details
========

Quilladin's ability Bulletproof protects it from all bomb- and ball-based attacks, most notably Sludge Bomb, Shadow Ball, and Focus Blast. Eviolite bolsters Quilladin's bulk, allowing it to reliably switch into predicted Ground-type attacks. A Jolly nature in conjunction with maximum Speed investment ensures that Quilladin outspeeds common entry hazard setters (RC) like Golem and Relicanth (RC) in order to prevent them from laying Stealth Rock. Quilladin uses maximum investment in Attack in order to more effectively threaten Pokemon weak to its STAB Wood Hammer and coverage options, such as Roselia and Solrock. An Adamant nature can be used over Jolly in order to OHKO Pawniard with Drain Punch and Politoed with Wood Hammer (RC) while still outspeeding targets like Modest Gorebyss.

Usage Tips
========

Offensive Quilladin should use Taunt early-game against common leads like Golem in order to prevent entry hazards from being set by your opponent. Quilladin can be preserved and used mid- to late-game so that it can use its Taunt to stop Defoggers like Vullaby from removing its own Spikes, as well as prevent walls like Audino and Clefairy from restoring their HP via Wish and Soft-boiled, respectively. On the turn (plural imo, judging by "as many layers as possible"?) following a successful Taunt, Quilladin should lay as many layers of Spikes as possible to weaken your opponent's team. In general, Quilladin should use its ability Bulletproof and resistances as a bulky Grass-type to find as many opportunities to lay Spikes as possible. Threatening out entry hazard setters like Roselia and Golem via its typing and ability will be conducive to keeping entry hazards on your opponent's side of the field and away from yours. Wood Hammer should be used against targets weak to Grass-type attacks, especially slower Pokemon like Politoed, (AC) that are which also is able (or "<no comma> that are ... with their" etc) to threaten Quilladin with its Ice-type coverage. If Quilladin is low on health, it can use Wood Hammer's recoil in order to faint KO itself before being hit by Rapid Spin (RC) so as to prevent its Spikes from being removed.

Team Options
========

With its ability (RC) Thick Fat, Grumpig can be used to protect Quilladin from Ice- and Fire-types, such as Nasty Plot Simisear and Rotom-F. At the same time, Grumpig is also able to keep entry hazards on the field with its own Taunt, as well as rack up Spikes damage with Whirlwind. Stealth Rock setters such as Relicanth, Probopass, Golem, and Stunfisk help whittle down opposing teams with both Stealth Rock and Quilladin's Spikes, as well as benefit Quilladin by providing it protection from Flying- and Fire-types (RC) like Dodrio and Rapidash. Misdreavus is an ideal partner given its ability to both spinblock and Taunt slower Defoggers such as Vullaby and Vibrava. Defiant users such as Pawniard and Purugly are particularly good partners given their ability to deter the use of Defog. Similarly, Pokemon that are able to pressure Defoggers, like such as Regice, Rotom-F, and Zebstrika, (AC) are all helpful for keeping Quilladin's Spikes on the field. Anti-lead Quilladin fits best on offensive teams, so sweepers like Nasty Plot Ninetales and Swords Dance Monferno especially appreciate the chip damage from Spikes, while in return they provide Quilladin with some much-needed resistances to Fire-, Bug-, and Ice-type attacks.

[SET]
name: Defensive Spikes
move 1: Spikes
move 2: Roar / Taunt
move 3: Seed Bomb / Wood Hammer
move 4: Synthesis
item: Eviolite
ability: Bulletproof
nature: Impish
evs: 248 HP / 8 Atk / 252 Def

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

Spikes damage Pokemon that attempt to switch into Quilladin (RC) and are able to consistently weaken your opponent's team. Roar should be used to rack up Spikes damage and to phase out phaze Pokemon like Bouffalant as it attempts attempting to set up Swords Dance behind a Substitute. Taunt is an option over Roar, which that, (AC) when ran run in tandem with a small amount of Speed investment, is able to protect prevent Spikes from being removed by Vullaby's Defog. Seed Bomb is defensive Quilladin's STAB move of choice that and allows it to beat Ground-types (RC) like Stunfisk and Golem. Wood Hammer can be used over Seed Bomb without Attack investment for OHKOes OHKOs on both Simipour and Floatzel; (SC) however, (AC) the recoil from Wood Hammer can be counterproductive, as Quilladin needs to stay at high health in order to reliably check Pokemon like Stoutland. Quilladin's most reliable form of recovery is Synthesis, and it is an essential tool which that allows Quilladin to repeatedly switch into physical attackers. As a final option, defensive Quilladin can use Drain Punch to pressure Pawniard, rather than relying on Roar to phaze it out.

Set Details
========

Quilladin uses Eviolite together with maximum investment in HP and Defense and an Impish nature in order to wall and set up Spikes on physical attackers like Gabite and Golem. Bulletproof provides Quilladin with useful immunities to bomb- (add hyphen) and ball-based attacks, letting it switch into moves like Roselia's Sludge Bomb and Mr. Mime's Focus Blast. 36 EVs in Speed can be used with Taunt over Roar, in order to prevent Vullaby from removing Quilladin's Spikes with Defog.

Usage Tips
========

Defensive Quilladin can be used at any point in the match in order to counter physical attackers (RC) like Golem, Sawsbuck, or and Mightyena. On the turn it forces opposing physical attackers out, Quilladin should use this free turn the opportunity to set up a layer of Spikes. Quilladin needs to stay at high health in order to beat strong wallbreakers like Stoutland, so it should use Synthesis after switching into attacks. If Spikes have been set up and Quilladin is at high health, it can use this opportunity to rack up Spikes damage via Roar. Quilladin should be switched out of special attackers with super effective coverage, like such as Ninetales and Regice. Additionally, Quilladin should also switch out of Knock Off users in order to preserve its Eviolite, as it is necessary to continuously beat the Pokemon it checks.

Team Options
========

Defensive Quilladin relies on its Eviolite in order to consistently switch into physical threats, so Pokemon that are able to switch into Knock Offs aimed at Quilladin, such as Machoke and Monferno, are useful partners for being able to preserve its Eviolite. Quilladin appreciates partners that can accommodate its lower Special Defense stat, meaning partners Pokemon like Probopass and Audino that are able to switch into super effective attacks aimed at Quilladin and pivot out are especially useful. Camerupt can also switch into special attacks for Quilladin, especially Ice- and Fire-type moves, while being able to phaze foes and rack up entry hazard damage from Quilladin's Spikes and its own Stealth Rock at the same time. While Quilladin is able to sponge many physical hits on the physical end of the spectrum, it cannot switch into those it has a type disadvantage against, such as Dodrio and Monferno. To remedy this, Quilladin pairs well with checks to Flying- and Fire-types, like Golem and Altaria. Ghost-types like Misdreavus and Dusknoir are useful partners, as they are able to keep Quilladin's Spikes on the field by switching into Rapid Spin. Misdreavus also has access to Taunt, meaning it can prevent slower Defogs as well. Similarly, Pokemon like Pawniard and Purugly are excellent partners for being able to deter Defogs with their access to Defiant. Generally, sweepers and cleaners that appreciate the prior damage that Quilladin's Spikes may provide are useful for picking off weakened threats mid- to late-game.

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

With a specially defensive spread, Quilladin is able to check offensive Water-types such as Floatzel and Simipour by surviving an Ice Beam and OHKOing with an uninvested Wood Hammer in return. Special Defense investment also allows Quilladin to use Synthesis on Zebstrika's Overheat, eventually forcing Zebstrika out due to Life Orb recoil and drops in Special Attack. Leech Seed is an option on Quilladin's physically defensive set that can be used to whittle down foes while regaining a small portion of its HP back every turn; (SC) however, (AC) it is inferior to the recovery Synthesis provides and is difficult to fit over Taunt or Roar. Endeavor with a Focus Sash can be used on Quilladin's Taunt lead set for a guaranteed setup of Spikes (RC) while simultaneously damaging foes heavily once Quilladin has been weakened sufficiently. On offensive sets, Pin Missile can be used to OHKO Kadabra by hitting it multiple times in on the same turn and bypassing its Focus Sash (RC) while also hitting opposing Grass-types such as Leafeon and Sawsbuck. However, Zen Headbutt and Drain Punch often provide better offensive coverage than Pin Missile can. Toxic can be used on both defensive and offensive sets to whittle away foes' HP and is especially effective when used together with Taunt to prevent foes from recovering HP lost due to Toxic.

Checks and Counters
===================

**Strong Special Attackers**: Pokemon that can hit Quilladin on its weaker Special Defense stat pressure it offensively and disallow the usage of Spikes or Synthesis. For example, Sap Sipper Zebstrika is able to outspeed and OHKO defensive Quilladin with Overheat (RC) while being immune to Seed Bomb and Wood Hammer. Other special attackers like Articuno and Rotom-F are able to threaten Quilladin by outspeeding and OHKOing it with their STAB moves.

**Fire-types**: Fire-types like Ninetales and Monferno are able to switch into Quilladin's STAB moves (RC) and set up on the turn Quilladin is forced out with Nasty Plot and Swords Dance, respectively.

**Flying-types**: Dodrio, Drifblim, and Jumpluff take little damage from Quilladin's Seed Bomb (RC) and can threaten Quilladin out with STAB Acrobatics or Brave Bird, in Dodrio's case.

**Taunt**: Faster Pokemon with access to Taunt, such as Grumpig and Misdreavus, are able to outspeed Quilladin and prevent it from setting Spikes or using Synthesis. At the same time, they are able to incapacitate Quilladin with Toxic or a burn, respectively.

**Entry Hazard Removal**: If Quilladin is not running Taunt, Pokemon like Vullaby are able to switch into Quilladin's STAB moves and easily remove the Spikes it has set. In particular, Swanna is able to outspeed Quilladin, threaten it out with its STAB Hurricane, and Defog as Quilladin switches out.

**Knock Off**: Losing its Eviolite to Knock Off hampers Quilladin's ability to check the threats it beats, so Pokemon with access to Knock Off like Simisage and Armaldo are easily able to cripple Quilladin (RC) and follow up with a super effective hit like Gunk Shot or X-Scissor on the following turn.
 
Last edited:

2xTheTap

YuGiOh main
is a Community Leader Alumnusis a Community Contributor Alumnusis a Top Tiering Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Staff Alumnus
GP check 1 implemented.

BTW dutch, I was looking at your edits and it seems I've made the same mistake multiple times. Just to clarify, when you're creating a list that's not exhaustive in order to cite examples, is it correct to use "such as" preceded by a comma and "like" without a comma?
 

Lumari

empty spaces
is a Site Content Manageris a Top Social Media Contributoris a Member of Senior Staffis a Community Contributoris a Top Contributoris a Top Smogon Media Contributoris an Administrator Alumnus
TFP Leader
GP check 1 implemented.

BTW dutch, I was looking at your edits and it seems I've made the same mistake multiple times. Just to clarify, when you're creating a list that's not exhaustive in order to cite examples, is it correct to use "such as" preceded by a comma and "like" without a comma?
Uhm, pretty much, and I can also see "such as" without a comma being fine; there's a couple subtleties going on and there's also a ton of overlap between the various possibilities, but the difference is basically that:

-"like" implies that the given examples are similar to each other (because like = similar to ofc), which by extension implies that not all examples from the given category apply. E.g., (disregard incorrect content please) "Pokemon like Rapidash and Ninetales have good offensive synergy with Regice", because there's plenty of examples from the category "Pokemon" that don't have good offensive synergy with Regice.
-"such as" implies that the given examples are just that, examples. E.g. "setup sweepers such as Monferno and Barbaracle appreciate the chip damage from Quilladin's Spikes."

Generally, with narrow categories, "such as" is better because the nuance "not similar to unlisted examples" is a lot less likely to come into play there, but again, there's a lot of overlap. As for the changes that I recall making here, those were basically like -> such as changes for categories where I really couldn't get the nuance "similar to these but dissimilar to others" to reconcile in my mind.

However, there is a ton of overlap here, because the writer's perception also comes into play. E.g., "Pokemon such as Rapidash and Ninetales" can be fine too, because "Pokemon" is pretty obviously meant in a sense "offensive Fire-types". Same with the setup sweepers example; "setup sweepers like Monferno and Barbaracle" is perfectly valid too if you want to convey the nuance that you specifically mean offensive boosters and that defensive boosters like Duosion don't apply.

(the difference between such as with and without a comma is that the former implies that all relevant examples from the category could fit there--because the commas essentially make the list a nonessential, appositive element--whereas no comma implies that there's also some examples that don't not fit there
However, because, again, the obvious subjectivity and writer's perception in "relevant" and because of the obvious overlap between such as without a comma and like, there are very few cases where I'd consider either expressly "wrong" here. Not sure if comma + like works fwiw because there's a contradiction between nonessential element + "similar to", if that makes sense, and if so I probs missed some of those in Monferno yeah v.v).

idk if this is what you were looking for, but the generally paragraph at least should answer your question :x
 

Empress

Warning: may contain traces of nuts
is a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnus
Add Remove Comment
[OVERVIEW]

Quilladin's high Defense stat coupled with Eviolite and its access to reliable recovery in Synthesis allows it to reliably set up Spikes on many physical attackers in the tier, such as Golem, Mightyena, and Sawsbuck. While it competes with other, bulkier Grass-types for a team slot, Quilladin can be used over Tangela for its access to Spikes and over Roselia for its better physical bulk and resistance to Ground-type moves. Additionally, Quilladin's unique ability Bulletproof gives it an immunity to bomb- and ball-based attacks such as Sludge Bomb, Focus Blast, and Shadow Ball, meaning Pokemon like Roselia that are reliant on these moves can be used as setup fodder for it to lay Spikes. Alternatively, Quilladin can forgo a defensive spread in favor of a more offensive one so that it can take advantage of its access to Taunt in order to prevent slower Pokemon such as Probopass and Roselia from laying their entry hazards or prevent Defoggers like (use "such as" if Taunt can stop all Defoggers, though I don't believe it can) Vullaby and Vibrava from removing its Spikes. On the downside, however, Quilladin has low Special Defense, which can easily be exploited by faster special attackers with super effective coverage, such as Rotom-F and Simisear. What's more, Quilladin is reliant on its Eviolite in order to tank hits, meaning it is liable to be crippled by Knock Offs from Pokemon such as like Machoke and Pawniard. Despite these flaws, Quilladin is still overall an advantageous overall choice as a setter of Spikes setter (subjective) and excels on both balanced and offensive team archetypes as either a Taunt lead or a physically defensive wall.

[SET]
name: Offensive Spikes
move 1: Spikes
move 2: Taunt
move 3: Wood Hammer
move 4: Zen Headbutt / Drain Punch
item: Eviolite
ability: Bulletproof
nature: Jolly / Adamant
evs: 252 Atk / 4 Def / 252 Spe

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

Spikes provides support for Quilladin's teammates by damaging switch-ins and possibly deactivating Sturdy and Focus Sashes. Taunt lets Quilladin prevent opposing entry hazard setup and removal while it sets up its own Spikes. The move can also be used to protect Quilladin from various status effects. Wood Hammer is Quilladin's STAB move of choice, and even uninvested, it is able to OHKO offensive Water-types such as Floatzel and Simipour. The recoil from Wood Hammer can also be used to KO Quilladin in order to avoid being hit by Rapid Spin. Zen Headbutt is used to hit Roselia hard on its weaker Defense stat after it has been Taunted out of stops it from setting up Spikes, as well as hitting predicted Monferno switch-ins that may try to use Quilladin as a free opportunity to set up Swords Dance or gain momentum via U-turn. Drain Punch is a secondary option that can be used to OHKO Pawniard after one layer of Spikes or some prior damage, 2HKO both Sawsbuck and Probopass, and break Bouffalant's Substitutes.

Set Details
========

Quilladin's ability Bulletproof protects it Quilladin from all bomb- and ball-based attacks, most notably Sludge Bomb, Shadow Ball, and Focus Blast. Eviolite bolsters Quilladin's bulk, allowing it to reliably switch into predicted Ground-type attacks. A Jolly nature in conjunction with maximum Speed investment ensures that Quilladin outspeeds common entry hazard setters like Golem and Relicanth in order to prevent them from laying Stealth Rock. Quilladin uses maximum investment in Attack investment (subjective) in order to more effectively (split infinitive) threaten Pokemon weak to its STAB Wood Hammer and coverage options more effectively, such as Roselia and Solrock. An Adamant nature can be used over Jolly in order to OHKO Pawniard with Drain Punch and Politoed with Wood Hammer while still outspeeding targets like Modest Gorebyss.

Usage Tips
========

Offensive Quilladin should use Taunt early-game against common leads like Golem in order to prevent the foe from setting up entry hazards from being set by your opponent. Quilladin can be preserved and used mid- to and late-game so that it can use its Taunt to stop Defoggers like Vullaby from removing its own Spikes, as well as prevent walls like Audino and Clefairy from restoring their HP. On the turns following a successful Taunt, Quilladin should lay as many layers of Spikes as possible to weaken your opponent's team. In general, Quilladin should use utilize its ability Bulletproof and resistances as a bulky Grass-type to find as many opportunities to lay Spikes as possible. Threatening out entry hazard setters like Roselia and Golem via its typing and ability will be conducive to keeping entry hazards on your opponent's side of the field and away from yours. Wood Hammer should be used against targets weak to Grass-type attacks, especially slower Pokemon like Politoed that are able to threaten Quilladin with their Ice-type coverage moves. If Quilladin is low on health, it can use Wood Hammer's recoil in order to KO itself before being hit by Rapid Spin so as to prevent its Spikes from being removed.

Team Options
========

With its ability Thick Fat, Grumpig can be used to protect Quilladin from Ice- and Fire-types, such as Nasty Plot Simisear and Rotom-F. At the same time, Grumpig is also able to keep entry hazards on the field with its own Taunt, as well as rack up Spikes damage with Whirlwind. Stealth Rock setters such as Relicanth, Probopass, Golem, and Stunfisk help whittle down opposing teams in conjunction with both Stealth Rock and Quilladin's Spikes, as well as benefit and provide Quilladin by providing it with protection from Flying- and Fire-types like Dodrio and Rapidash. Misdreavus is an ideal partner given its ability to both spinblock and Taunt cripple slower Defoggers such as Vullaby and Vibrava with Taunt. Defiant users such as Pawniard and Purugly are particularly good partners given their ability to deter the use of Defog. Similarly, Pokemon that are able to pressure Defoggers, such as Regice, Rotom-F, and Zebstrika, are all helpful for keeping Quilladin's Spikes on the field. Anti-lead Quilladin fits best on offensive teams, so sweepers like Nasty Plot Ninetales and Swords Dance Monferno especially appreciate the chip damage from Spikes, while in return and they provide Quilladin with some much-needed resistances to Fire-, Bug-, and Ice-type attacks in return.

[SET]
name: Defensive Spikes
move 1: Spikes
move 2: Roar / Taunt
move 3: Seed Bomb / Wood Hammer
move 4: Synthesis
item: Eviolite
ability: Bulletproof
nature: Impish
evs: 248 HP / 8 Atk / 252 Def

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

Spikes damages Pokemon that attempt to switch into Quilladin and are able to can consistently weaken your opponent's team. Roar should be used to rack up Spikes damage and to phaze Pokemon like Bouffalant attempting to set up Swords Dance behind a Substitute. Taunt is an option over Roar that, when run in tandem with a small amount of Speed investment, is able to prevent Spikes from being removed by Vullaby's Defog from removing Spikes. Seed Bomb is defensive Quilladin's STAB move of choice and allows it to beat Ground-types like Stunfisk and Golem. Wood Hammer can be used over Seed Bomb without Attack investment for OHKOs on both Simipour and Floatzel; however, the recoil can be counterproductive, as Quilladin needs to stay at high health in order to reliably check Pokemon like Stoutland. Quilladin's most reliable form of recovery is Synthesis, and it is an essential tool that allows Quilladin to repeatedly switch into physical attackers. As a final option, defensive Quilladin can use Drain Punch to pressure Pawniard, rather than relying on Roar to phaze it.

Set Details
========

Quilladin uses Eviolite together with maximum investment in HP and Defense and an Impish nature in order to wall and set up Spikes on physical attackers like Gabite and Golem. Bulletproof provides Quilladin with useful immunities to bomb- and ball-based attacks, letting it switch into moves like Roselia's Sludge Bomb and Mr. Mime's Focus Blast. 36 EVs in Speed can be used with Taunt over Roar, (RC) in order to prevent Vullaby from removing Quilladin's Spikes with Defog.

Usage Tips
========

Defensive Quilladin can be used at any point in the match in order to counter physical attackers like Golem, Sawsbuck, and Mightyena. On the turn it forces out an opposing physical attackers out, (can only force out one at a time b/c this is singles) Quilladin should use this opportunity to set up a layer of Spikes. Quilladin needs to stay at high health in order to beat strong wallbreakers like Stoutland, so it should use Synthesis after switching into attacks. If Spikes have has (If you're referring just to Spikes itself [i.e. the move], use "has." If you're referring to multiple layers of spikes, use "have.") been set up and Quilladin is at high health, it can use this opportunity to rack up Spikes damage via Roar. Quilladin should be switched out of special attackers with super effective coverage moves, such as Ninetales and Regice. Additionally, Quilladin should also switch out of Knock Off users in order to preserve its Eviolite, as it is necessary to continuously beat the Pokemon it checks.

Team Options
========

Defensive Quilladin relies on its Eviolite in order to consistently switch into physical threats, so Pokemon that are able to switch into Knock Offs aimed at Quilladin, such as Machoke and Monferno, are useful partners for being able to preserve its Eviolite. Quilladin appreciates partners that can accommodate its lower Special Defense stat, meaning Pokemon like Probopass and Audino that are able to switch into super effective attacks aimed at Quilladin and pivot out are especially useful. Camerupt can also switch into special attacks for Quilladin, especially Ice- and Fire-type moves, while being able to phaze foes and rack up entry hazard damage from Quilladin's Spikes and its own Stealth Rock at the same time. While Quilladin is able to sponge hits from many physical hits attackers, it cannot switch into those it has a type disadvantage against, such as Dodrio and Monferno. To remedy this, Quilladin pairs well with checks to Flying- and Fire-types, like Golem and Altaria. Ghost-types like Misdreavus and Dusknoir are useful partners, as they are able to keep Quilladin's Spikes on the field by switching into Rapid Spin. Misdreavus also has access to Taunt, meaning it can prevent stop slower Defoggers as well. Similarly, Pokemon like Pawniard and Purugly are excellent partners for being able to deter Defogs with their access to Defiant. Generally, sweepers and cleaners that appreciate the prior damage that Quilladin's Spikes may provide are useful for picking off weakened threats mid- to and late-game.

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

With a specially defensive EV spread, Quilladin is able to check offensive Water-types such as Floatzel and Simipour by surviving an their Ice Beam and OHKOing with an uninvested Wood Hammer in return. Special Defense investment also allows Quilladin to use Synthesis on Zebstrika's Overheat, eventually forcing Zebstrika out due to Life Orb recoil and drops in Special Attack drops. Leech Seed is an option on Quilladin's physically defensive set that can be used to whittle down foes while regaining a small portion of its HP back every turn; however, it is inferior to the recovery Synthesis provides and is difficult to fit over Taunt or Roar. Endeavor with a Focus Sash can be used on Quilladin's Taunt lead set for a guaranteed setup layer of Spikes while simultaneously damaging foes heavily once Quilladin has been weakened sufficiently. On offensive sets, Pin Missile can be used to OHKO Kadabra by hitting it multiple times on the same turn and bypassing its Focus Sash while also hitting opposing Grass-types such as Leafeon and Sawsbuck. However, Zen Headbutt and Drain Punch often provide better offensive coverage than Pin Missile can does. Toxic can be used on both defensive and offensive sets to whittle away at foes' HP and is especially effective when used together with Taunt to prevent foes from recovering HP lost due to Toxic.

Checks and Counters
===================

**Strong Special Attackers**: Pokemon that can hit Quilladin on its weaker Special Defense stat pressure it offensively and disallow the usage of Spikes or Synthesis. For example, Sap Sipper Zebstrika is able to outspeed and OHKO defensive Quilladin with Overheat while being immune to Seed Bomb and Wood Hammer. Other special attackers like Articuno and Rotom-F are able to threaten Quilladin by outspeeding it and OHKOing it with their STAB moves.

**Fire-types**: Fire-types like Ninetales and Monferno are able to switch into Quilladin's STAB moves and set up on the turn Quilladin is forced out with Nasty Plot and Swords Dance, respectively.

**Flying-types**: Dodrio, Drifblim, and Jumpluff take little damage from Quilladin's Seed Bomb and can threaten Quilladin out with STAB Acrobatics or, in Dodrio's case, Brave Bird, in Dodrio's case.

**Taunt Users**: Faster Pokemon with access to Taunt, such as Grumpig and Misdreavus, are able to outspeed Quilladin and prevent it from setting up Spikes or using Synthesis. At the same time, they are able to incapacitate Quilladin with Toxic poison (either use this or change "a burn" to "Will-O-Wisp" as to keep it consistent) or a burn, respectively.

**Entry Hazard Removal Removers**: If Quilladin is not running Taunt, Pokemon like Vullaby are able to switch into Quilladin's STAB moves and easily remove the Spikes it has set up. In particular, Swanna is able to outspeed Quilladin, threaten it out with its STAB Hurricane, and use Defog as Quilladin switches out.

**Knock Off Users**: Losing its Eviolite to Knock Off hampers Quilladin's ability to check the threats it beats, so Pokemon with access to Knock Off like Simisage and Armaldo are easily able to cripple Quilladin and follow up with a super effective hit move like Gunk Shot or X-Scissor.
GP 2/2
 
Last edited:

Users Who Are Viewing This Thread (Users: 1, Guests: 0)

Top