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Shuppet (Analysis)'

Discussion in 'Locked / Outdated Analyses' started by Banryu, Mar 7, 2010.

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  1. Banryu

    Banryu

    Joined:
    Feb 26, 2009
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    STATUS: INCOMPLETE-- Have not begun testing of all sets quite yet, just gonna put up some viable-seeming sets to remind myself that I need to test them. I haven't done anything with the new format yet, so let me know if I need to fix anything format-wise.
    - Added comments for Trick Room Setup set.
    - Added comments for Suicide Anti-Lead set.

    [Overview]

    <p>Shuppet was almost completely overshadowed by Misdreavus' presence prior to her ban; now that she's out of the way, Shuppet's unique qualities have a chance to shine. Shuppet's impressive offensive stats, rather poor speed, decent offensive movepool and access to Trick Room make it both excellent at setting up and effectively utilizing Trick Room. Its movepool also provides it with some handy support options that can be viably used outside TR.</p>

    [SET]
    name: Trick Room Setup
    move 1: Trick Room
    move 2: Destiny Bond
    move 3: Shadow Ball
    move 4: Hidden Power (Fight) / Thunderbolt
    item: Focus Sash
    ability: Insomnia
    nature: Quiet
    evs: 244 HP / 252 SpA / 12 SpD
    ivs: 30 Def / 30 SpA / 30 SpD / 0 Spe

    [SET COMMENTS]

    <p>This is probably Shuppet's most useful set, combining its ability to set up Trick Room with its ability to offensively utilize it. As a lead, it resists Fake Out thanks to typing and sleep thanks to Insomnia, and with a Focus Sash it can always successfully set up Trick Room (barring Taunt, which is uncommon in LC) and if attacked, it can then opt to take a foe down with Destiny Bond, giving an incoming TR sweeper a free switch-in. If your opponent opts not to attack in the first turn, you can go on the offensive yourself with the unresisted Ghost-Fighting type combo of Shadow Ball and Hidden Power (or Thunderbolt). </p>

    [ADDITIONAL COMMENTS]

    <p>Destiny Bond will, of course, fail against any lead utilizing any priority move other than Fake Out / Quick Attack, and against Snover (especially offensive variants) you will not likely get the chance to do anything outside of setting up TR. It should be noted that if you opt for HP Fighting, your Special Attack gets lowered by a point (and since 252 EVs are required to achieve 17 SpA with full EVs, it's impossible to invest any more) so Thunderbolt is an option to consider in its place, since Ghost / Electric still get pretty good coverage together.</p>

    [SET]
    name: Trick Room Sweeper
    move 1: Shadow Ball
    move 2: Hidden Power (Fight)
    move 3: Thunderbolt
    move 4: Sucker Punch / Shadow Sneak
    item: Life Orb
    ability: Insomnia / Frisk
    nature: Quiet
    evs: 8 HP / 236 Atk / 252 SAtk / 12 SDef
    ivs: 0 Spe

    [SET COMMENTS]

    <p></p>

    [ADDITIONAL COMMENTS]

    <p></p>

    [SET]
    name: Suicide Anti-Lead
    move 1: Trick
    move 2: Sucker Punch
    move 3: Destiny Bond
    move 4: Will-O-Wisp / Taunt / Thunder Wave / Confuse Ray
    item: Choice Scarf
    ability: Insomnia / Frisk
    nature:
    evs:
    ivs: 0 Spe

    [SET COMMENTS]

    <p>This is a set specifically designed to counter Stealth Rock or other setup leads. It's mostly a gimmick set, as I haven't had a great deal of success with it, but it IS surprising and can really screw people up if they're not expecting it. Trick locks your opponent's lead into setup moves like Stealth Rock, usually disabling it. You can then threaten the switch-in with a status move like Will-O-Wisp or Thunder Wave, or give yourself some breathing room with Destiny Bond. A nice side effect of Tricking your Scarf onto leads is that you often steal the common lead item, Focus Sash, giving you a little breathing room in the event that your opponent goes on the offensive from the outset. Outside of disabling SR or Screen leads, though, it's usually best to retreat to a waiting ally after or even before using Trick in most cases. Destiny Bond can be saved to take down sweepers, and Taunt can be utilized over status moves to disable setup leads while still letting you use Trick to disable someone else later. This Shuppet has a pretty short life span and you shouldn't really expect it to last too long outside of crippling foes, which is why having Destiny Bond helps (although with Shuppet's poor speed whien not using a Scarf, chances are you won't get to use it).</p>

    [ADDITIONAL COMMENTS]

    <p></p>

    [Team Options]

    <p></p>

    [Optional Changes]

    <p></p>

    [Counters]

    <p>Houndour</p>

    <p>Munchlax</p>

    <p>Stunky</p>
  2. Banryu

    Banryu

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    Added some comments for Trick Room Setup and Suicide Anti-Lead sets. Phrasing may be a bit awkward, possibly not concise enough, so I'll most likely go back to edit it later.
  3. Brammi

    Brammi

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    Not necessarily about the analysis already up but it has other options when setting up TR. Namely the TR Taunt Destiny Bond combo. Not sure if you want to put it in anywhere or even if it is viable but i have had success with a lead set based around those three moves.
  4. Banryu

    Banryu

    Joined:
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    ...hm... I hadn't thought of that. :0 Goes to show my lack of creativity... I'll go ahead and test it out, get Taunt up there as an option.

    Another thing I've noticed about D-Bond, that I should mention in the analysis, is that it acts as a switch-opener for your team against foes like Croagunk, Machop, Munchlax and other non-boosting attackers when used with proper prediction. Use D-Bond, and if they hesitate to attack you, you can use it again and then switch with the knowledge that your switchin will likely not be attacked.

    Thanks for your input, it's most appreciated.

    -EDIT- now that I actually think about it, there are a few reasons why Taunt-Dbond-TR isn't that favorable. One, Shuppet needs TR in order to use either of those moves effectively, which leads to two, using Taunt and Dbond both takes up two turns that Shuppet's teammates need to start sweeping. What's more, Shuppet can't prevent SR setup with Taunt until TR is used, being too slow, and by the time he's made it to his third turn to use DBond, he's probably dead before he gets the chance to use it. =\ This is purely presumption and prediction, of course, so I'll still need to test it to be sure, but it isn't sounding all that good for the reasons I mentioned.
  5. Alchemator

    Alchemator my god if you don't have an iced tea for me when i
    is a Forum Moderator Alumnusis a Smogon Media Contributor Alumnus

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    The second set doesn't flow particularly well. A lot of 'you'.
  6. Banryu

    Banryu

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    I know. =0 I was mostly planning on rewriting it all anway, but thanks for giving it a look-over.
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