Skuntank (Update)

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
http://www.smogon.com/dp/pokemon/skuntank



Status: Updated, needing input, working on OU analysis

tl;dr changes so far (original submission):

  • wrote non-choiced physical attacker, CB, mixed Life Orb sets
  • removed Screech set and moved it to Other Options
  • wrote team part for Rest+Sleep Talk set
  • wrote Team Options, Other Options, EVs, Opinion, Counters
  • spelling, grammar changes (thanks September/Komodo!)
  • wrote a few comments on Skuntank's role due to a suggestion from diinbong
Summary of update changes:

  • moving mixed Life Orb set to OU analysis; it works better and was geared for standard. Fire Blast doesn't hurt enough in UU to warrant its own set. Mentioned in OO.
  • moving Rest + Sleep Talk set to OU analysis. I did not write the set but from the looks of it, it was geared towards standard (tbqh, I do see it being shot down there, no offense to whoever wrote it originally...)
  • added Trapper set. Thanks to Dark_123 for suggesting it and providing helpful input to my write-up.
  • removed references to Honchkrow and Gallade, who are now BL. I held off on mentioning Cresselia, who imo looks to be banned soon.
  • obviously removed all references to the OU metagame (original analysis had comments like "Skuntank is functional in the OU metagame", etc)
  • rewrote several sections of the analysis. Some of the wording may be different than the original.
My only concern is that I didn't put too much emphasis on the trapper set since I still refer to it as an offensive Pokemon in team options, opinion, etc, but honestly since most Skuntank are offensive, I just left the original language there.

As always, I welcome and appreciate input! Though I think after this update, this should be close to the final product.

[Overview]

<p>Skuntank is often overlooked in favor of its more defensive Dark / Poison counterpart Drapion or more powerful Dark-types like Absol. Skuntank has a few unique factors that set it apart from these other Pokemon, most notably its access to Explosion, a movepool that can effectively back it up, and the Speed to use it. With base 103 HP, Skuntank also lacks the utter fragility of other UU offensive Dark-types, and when it does go down, Aftermath takes 25% off the offender’s HP if Skuntank fell to a contact attack. This coupled with Skuntank's neutrality to Fighting moves commonly carried by fragile Psychic- and Ghost-types makes it one of the most dependable switch-ins to these Pokemon. Skuntank's ability to absorb Toxic Spikes, take down faster threats with Sucker Punch, and Explode on enemy walls makes it a wonderful and unique addition to any UU team.</p>


[SET]
name: Non-Choiced Physical Attacker
move 1: Sucker Punch
move 2: Explosion
move 3: Poison Jab / Crunch
move 4: Pursuit / Return
item: Life Orb / Leftovers
ability: Aftermath
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Taking advantage of Skuntank’s STAB and Explosion, this set is the UU standard. Sucker Punch deals massive damage to faster, fragile Pokemon who dare attack Skuntank; in many cases it is able to revenge kill something that is sweeping your team. Skuntank is one of only two Dark-types that get Explosion (the other being Shiftry), which complements its STAB since few Ghost-types will switch into it. If Skuntank is low on health or an enemy wall is giving your team problems, it can Explode and potentially turn the game in your favor. Poison Jab is Skuntank’s secondary STAB attack, and it does not require the opponent to attack in order to work. While Poison has relatively poor super effective coverage, it is balanced out by great neutral coverage. Crunch can be used over Poison Jab if you prefer having reliable Dark STAB. Since a number of Ghost-types like to use Substitute, it might be to your advantage to run it. The last move is up to preference. Pursuit makes a death trap for fragile Psychic- and Ghost-types, who are unable to switch out without being KOed. Return is mostly for dealing damage to enemy Skuntank and Toxicroak, who resist your STAB.</p>

[ADDITIONAL COMMENTS]

<p>Skuntank’s niche is being a somewhat bulky check to Psychic- and Ghost-types and should be played as such. With Life Orb, Sucker Punch or Crunch OHKOes every major Ghost-type in UU except for Spiritomb and every offensive Psychic type. Defensive Psychic-types such as Claydol, Mesprit, and Uxie are 2HKOed. While it can deal significant damage to certain other Pokemon such as bulky Grass-types, this set is more designed to eliminate the aforementioned Pokemon in order to make room for a sweep than to sweep by itself.</p>

<p>The EVs are straightforward, max Attack to boost Skuntank’s decent Attack stat and max Speed to outrun Modest Magmortar.</p>

<p>Steel-types completely wall this set so it is ideal that your team has Fire or Ground attacks available. Moltres and Charizard are excellent partners since in addition to Fire STAB, they are also immune to Skuntank’s only weakness, Ground. Many Rock-types have the defenses to weather Skuntank’s moves, even if they risk being poisoned, with the likes of Aggron being part Steel as well. Claydol can switch into these Pokemon, being immune to Ground, and appreciates Skuntank removing its Ghost-, Dark-, and Grass-type foes. Water-types like Blastoise can also eliminate the Rock-types, backed by Skuntank’s Poison STAB destroying Grass-types that dare try to wall them.</p>

[SET]
name: Choice Band
move 1: Crunch / Pursuit
move 2: Poison Jab
move 3: Explosion
move 4: Return / Double-Edge
item: Choice Band
ability: Aftermath
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Choice Band Skuntank improves on the power of the basic physical attacker, making it a more potent threat. Crunch returns as a main form of STAB, but Pursuit can nab you a few KOs on fleeing opponents. Poison Jab acts as a secondary STAB that doesn’t leave you short on power if you choose to run Pursuit over Crunch. A Choice Banded Explosion is extremely dangerous, dealing on average 74% to a standard Careful Registeel, 82% to Rhyperior that run no HP or Defense EVs, and 57% to standard Regirock and Steelix. Because it does colossal damage to even things that resist it, Explosion should never be used until you are certain all enemy Ghost-types are KOed. The last move defeats certain enemies who resist Crunch and Poison Jab. The choice between Return and Double-Edge rests on personal preference, whether you prefer extra power or safety from recoil damage. <p>

[ADDITIONAL COMMENTS]

<p>Sucker Punch is absent from the main options because it requires more prediction than usual for a Choice Band set. If opponents catch on to the fact that you are holding a Choice Band, they can switch in anything on Sucker Punch and have a few turns of free set up while you sit and do zero damage, wasting valuable PP.</p>

<p>The EVs are straightforward for a sweeper: max Attack to hit as hard as you can with Choice Band and max Speed will outrun all base 80s unless they run a positive nature.</p>

<p> While Raikou shares a Ground weakness with Skuntank, Skuntank can remove Chansey and give Raikou time to set up. Poison Jab comfortably 2HKOes walls like most Tangrowth, Chansey, and Lanturn in addition to offensive Venusaur. Special based Water-types like Milotic are a good match as they have the added bonus of defeating foes such as Weezing and Donphan who cause Skuntank problems.</p>

[SET]
name: Trapper
move 1: Taunt
move 2: Pursuit
move 3: Sucker Punch
move 4: Toxic / Poison Jab / Roar
item: Leftovers
ability: Aftermath
nature: Careful
evs: 240 HP / 16 Spe / 252 SpD

[SET COMMENTS]

<p>Taunt set ups and force them to attack or switch; then hit them with one of your strong STAB moves. The main advantage Skuntank has over Spiritomb is improved Speed that lets it take better advantage of Taunt because you can actually outrun things, preventing it from being set-up fodder for Pokemon like Umbreon. Roar is also something Spiritomb cannot do and is a useful option if you have many entry hazards on the field. Toxic depletes the health of Pokemon who think they can try and outlast you, while Poison Jab provides secondary STAB with a 30% chance of poisoning the opponent. In the way of supporting a stall team, Skuntank has another important niche over Spiritomb: it absorbs Toxic Spikes and cannot be poisoned itself.</p>

<p>The EVs are designed to maximize Skuntank’s staying power. This, coupled with its immunity to Poison, allows it to effectively stall out Pokemon like Milotic, Lanturn, Chansey, and even opposing Spiritomb in addition to its regular duties in killing fragile Psychic- and Ghost-types.</p>

[ADDITIONAL COMMENTS]

<p>This Skuntank is stall-oriented, unlike its previous offensive sets; it performs best when adequately supported by its team. Wish support from Chansey, Clefable, Gardevoir, or otherwise is essential to its success, since it lacks any form of healing. Skuntank can KO a Dugtrio with Sucker Punch if a layer of Spikes and Stealth Rock are down, so entry hazards will be important. Skuntank can help Cloyster lay them on the field and buy time for it to Rapid Spin due to being specially defensive and resisting Grass. As usual, Skuntank likes Pokemon who resist or are immune to Ground; having Pokemon like Tangrowth or Claydol will greatly increase its longevity.</p>

[Team Options]

<p>Skuntank, like most offensive Pokemon, appreciates Stealth Rock support, as it is crucial for guaranteeing certain OHKOs and 2HKOs. Skuntank does well on any bulky or heavy offense team, cleaning up the enemy’s team lategame with a combination of strong priority and Explosion. Espeon, Alakazam, and Mismagius are heavy end-game sweepers who benefit from Skuntank removing some of their usual counters, appreciating its resistances to Dark and Ghost. Fighting-types in general are excellent complements to Skuntank. Skuntank can remove faster Ghost- and Psychic-types who pose a threat to them, while the Fighting-types can remove the Steel-types who wall it, and sweep unopposed. Since Skuntank gets STAB on Poison moves, it can be a nice companion to bulky Waters, removing enemy Grass-types like Tangrowth and Sceptile as they check some of Skuntank’s usual counters. Pokemon who resist or are immune to Ground like Claydol have been mentioned several times, and for good reason: Skuntank only has one weakness, sadly a common one, and Earthquake does not activate Aftermath.</p>

[Optional Changes]

<p>Fire Blast, with a mixed nature, Life Orb, and at least 100 Special Attack EVs 2HKOes Aggron and Steelix. While Registeel is still dealt only a 3HKO, it prevents Skuntank from being wholly walled by Steel-types short of an Explosion. Screech can replace any move except for Pursuit on the physical attacker set. Leftovers is the recommended item if you do run it. Since Screech will cause switches, it makes a wonderful combo with Pursuit. Rock Smash can be used with Screech to deal heavy damage to Rock / Steel-types like Aggron but has little use otherwise, and Fire Blast generally does more damage. Night Slash has a high critical hit rate, but Sucker Punch and Crunch are more reliable forms of STAB. The low PP attack Punishment is in the same boat but can be useful if you anticipate running into a Calm Mind Spiritomb or something similar.</p>

<p>Attack should always maximized except for on the Rest + Sleep Talk set. For the most part, the spreads listed with the sets should be used. 116 Speed EVs allow you to outrun minimum Speed Uxie and Jolly Torterra if you would like to invest more in its good HP and less in its Speed. If you want to run any more, it’s best to run max Speed. While Skuntank has the benefit of a unique speed tier, Speed boosting natures are not recommended since Skuntank needs every point of Attack (or in the case of the Trapper set, defenses) it can get.</p>

[Counters]

<p>Countering Skuntank is difficult in UU since Explosion can take any potential counter down with it. Registeel is generally a good switch-in, resisting almost everything Skuntank does except for a Life Orb Fire Blast, which fails to 3HKO to a standard variant. Weezing is in the same position. Rhyperior has massive defenses and can freely set up on anything Skuntank does. All are severely crippled by a Choice Banded Explosion, however. Spiritomb takes paltry damage from most of Skuntank’s moves and can burn away its main form of attack, bolstered by its immunity to Explosion. However, it loses to Taunt variants. Houndoom is faster and can come in on a predicted Fire Blast or Sucker Punch, and it can either blast it away with its STAB or use Nasty Plot. Drapion is faster and has access to Earthquake (which is unaffected by Aftermath), more often than not gaining free turns to set up. Anything faster that can survive a Sucker Punch after Skuntank has been significantly worn down by either Stealth Rock or Life Orb recoil is a good candidate to beat it.</p>
 
Before you go any further, NU is not actually a tier yet, so you shouldn't be referencing it. Also Poison doesn't affect steels, so the won't be getting poisoned by Poison Jab.
 

Komodo

Huff
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EDIT - READ EVERYTHING BELOW EVS SECTION, MADE SOME MORE CHANGES

[SET]
name: Non-Choiced Physical Attacker
move 1: Sucker Punch
move 2: Explosion
move 3: Poison Jab
move 4: Pursuit / Return
item: Life Orb / Leftovers
ability: Aftermath
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Taking advantage of Skuntank’s STAB and Explosion, this set is the NU standard. Sucker Punch deals massive damage to faster, fragile Pokemon that dare attack Skuntank, in many cases being able to revenge kill something that is sweeping your team. Skuntank is one of only two Dark types that get Explosion (the other being Shiftry) which compliments its STAB since few Ghost types will switch in to it. If Skuntank is low on health or an enemy wall is giving your team problems, it can explode and potentially turn the game in your favor. Poison Jab is Skuntank’s secondary STAB attack that does not require the opponent to attack in order for it to work. While Poison has relatively poor coverage, Steel types do not plague NU as much as in the higher tiers,[Replaced "and" with a comma] even if the opponent sends in something that takes paltry damage from it, the 30% chance to poison can prove crippling to the opponent. The last move is up to preference. Pursuit makes a death trap for fragile Psychic and Ghost types, who are unable to switch out without being KO’d. Return is mostly for dealing damage to enemy Skuntank and Toxicroak who resist your STAB as well as any other Poison types who cannot be poisoned by Poison Jab.</p>

<p>The EVs are straightforward, max Attack to boost Skuntank’s decent Attack and max Speed to outrun Modest Magmortar.</p>

<p>Steel types completely wall this set so it's ideal that your team has [replaced "you"] Fire or Ground moves available. Moltres and Charizard are excellent partners,[removed since] in addition to Fire STAB, they are also immune to Skuntank’s only weakness, Ground. Many Rock types have the defenses to weather through Skuntank’s moves, even if they risk being poisoned, with the likes [Replaced some] of Aggron being part Steel as well. Claydol can switch in to these Pokemon as well as [removed also] being immune to Ground and appreciates Skuntank removing its Ghost-, Dark-, and Grass-type foes so it can have opportunities to support your team. Water types like Blastoise can also eliminate the Rock-types, backed by Skuntank’s Poison STAB destroying Grass-types that dare try to wall them.</p>
A few mistakes I noticed in the first set, I'll go back through later.

After each type you need to use a hyphen ( for example Ghost-type)

[SET]
name: Choice Band
move 1: Crunch / Pursuit
move 2: Poison Jab
move 3: Explosion
move 4: Return / Double-Edge
item: Choice Band
ability: Aftermath
nature: Adamant
evs: 4 HP / 252 Atk / 252 Spe

[SET COMMENTS]

<p>Choice Band Skuntank improves on the power of the basic physical attacker, making it a more potent threat. Crunch returns as a main form of STAB but Pursuit can nab you a few KOs on fleeing opponents. Poison Jab acts as a secondary STAB that doesn’t leave you short on power if you choose to run Pursuit over Crunch. A Choice Banded Explosion is extremely dangerous, even dealing on average 74% to a standard Careful Registeel, 82% to Rhyperior that run no HP or Defense, and 57% to standard Regirock and Steelix. Because it does colossal damage to even things that resist it, Explosion should never be used until you are certain all enemy Ghost-types are removed. The last moveslot allows you to defeat certain enemies that resist Crunch and Poison Jab. The choice between Return and Double-Edge rests on personal preference, depending on whether you want the extra power, or safety from recoil damage.</p>

<p>Sucker Punch is absent from the main options because it requires more prediction than usual for a CB set. If the opponent catches on to the fact that you are holding a Choice Band, they can switch in anything on Sucker Punch and have a few turns of free set up while you sit and do zero damage, wasting valuable PP. However, it will allow you to outrun Jolly Gallade and take care of it with Crunch.</p>

<p>The EVs are straightforward for a sweeper. Max Attack to hit as hard as you can with Choice Band, max Speed will allow Skuntank to outspeed all base 80 Pokemon even if they are running a positive nature.</p>

<p> While Raikou shares a Ground weakness with Skuntank, Skuntank can remove Chansey and allow Raikou for easier set-up. Poison Jab comfortably 2HKOs walls like Tangrowth, Chansey, and Lanturn in addition to offensive Venusaur. Special based water-types like Omastar are a good match, as they have the added bonus of defeating [Removed "Skuntank"] foes like Weezing and Donphan, which cause Skuntank problems.</p>
[SET]
name: Mixed Life Orb
move 1: Sucker Punch
move 2: Fire Blast
move 3: Explosion
move 4: Toxic / Crunch
item: Life Orb
ability: Aftermath
nature: Lonely
evs: 252 Atk / 112 SpA / 144 Spe

[SET COMMENTS]

<p>Unlike Skuntank’s previous sets, this set utilizes [ Removed "its access to"] Fire Blast so that it is no longer walled by Steel types. Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash, always garnering a 2HKO. It is functional in the standard metagame, OHKOing Scizor and 2HKOing most variants of non-Occa Berry Metagross, Jirachi, Magnezone and Celebi with Stealth Rock down. While it may not seem like much, Fire Blast coming from base 71 Special Attack can cause problems for many walls weaker on the special side [replaced negative comments]. Sucker Punch will OHKO Azelf, most Latias, Gengar, offensive Rotom-A, and Starmie, in addition to being able to revenge kill Pokemon later [Replaced "Things"] in the game that do not resist it.</p>

<p>The rest of the set operates similarly to previous physical attacking sets. Sucker Punch provides excellent priority STAB and Explosion almost guarantees a kill on anything that doesn’t resist it. The last slot is up to personal preference. Since Skuntank generally forces switches from fragile to bulky Pokemon, it can take advantage of the situation and Toxic whatever comes in. In this way, it can cripple walls without having to explode on them and support the rest of the team, potentially paving the way for something else to sweep. Crunch is also an option to destroy popular Substituting Ghost types like Mismagius, Drifblim, and Gengar. Crunch also allows you to beat Rotom-A without having to use the risky Sucker Punch, since you deal on average 78% on the standard Bold variant and 39% after if it burns you.</p>

<p>Attack is maximized as with previous sets. The Speed EVs garner 240 speed, which outruns neutral base 70s, base 100s that do not run any speed at all, defensive Rotom-A, and most Uxie. Since Skuntank generally relies on priority STAB to hurt faster Pokemon and explodes on slower defensive Pokemon, more Speed will only cause it to miss important 2HKOs with Fire Blast. The remainder of the EVs are poured into Special Attack to boost Fire Blast’s power. A Lonely nature is chosen so that Skuntank keeps its ability to switch into special attacks from [removed "the"] Psychic- and Ghost-types [Removed "it normally switches in to"].</p>

<p>This Skuntank is designed to eliminate late-game threats to pave the way for a final sweep. A Dragon Dance Tyranitar makes an ideal partner in standard since Skuntank’s Fire Blast deters many of its Steel type nemeses from switching in and can explode on or poison anything else that may hinder its sweep. Special attackers in UU[Reworded] benefit from the fact that Skuntank can easily stall out Chansey. [Removed "UU partners are as much the same as in physical sets."]</p>
[SET]
name: Rest + Sleep Talk
move 1: Rest
move 2: Sleep Talk
move 3: Payback
move 4: Toxic / Roar
item: Leftovers
ability: Aftermath
nature: Careful
evs: 216 HP / 40 Atk / 252 SpD

[SET COMMENTS]

<p>With its brilliant typing and base 103 HP, Skuntank can absorb [Removed "many"] hits surprisingly well. This set takes special attacks better than the similar Drapion set, and when you consider it's [replaced "their"] Earthquake weakness. [removed "this is probably a good thing."] Skuntank takes a maximum of 42% from a max Special Attack Rotom-A's Thunderbolt, while Payback easily 2HKOes the same Rotom, this also has a good chance to 2HKO more defensive Rotom-A.</p>

<p>Skuntank also makes a good switch-in to other common threats, such as Alakazam, which when runnning a Timid nature, it has a mere 2.1% chance to 3HKO with Focus Blast, provided that it is unboosted. A Nasty Plotted Life Orb Flamethrower from Azelf only manages 75% at best, whilst Gengar's Life Orb Focus Blast never 2HKOes without Stealth Rock, and even with Skuntank has a 69% chance to survive two. Choice Specs Froslass Ice Beam doesn't 2HKO without Stealth Rock either, and if it is in play you have over a 70% chance to live. [removed repeated comments] It can also absorb status from Drifblim, Venusaur, Hypno and Vileplume in UU, and Gengar and Roserade in OU. Also note that you can absorb Toxic Spikes.</p>

<p>Payback is boosted to 100 Base Power if you go second, and since Skuntank is going to be moving second quite often with this set it is generally the superior option. This usually provides more power than Crunch, which would guarantee the OHKO on Gengar, whereas Crunch may fall short. The last moveslot is a choice of Toxic or Roar. Toxic allows you to win stall wars against Blissey and certain Cresselia and Zapdos, whereas Roar can help shuffle, and rack up damage from entry hazards.</p>

<p>Teammates must be prepared to deal with the many Steel types present in the standard metagame, many of whom switch freely into this Skuntank. As with the physical attacking sets, anything with strong Fire and Ground moves compliment this set well. Rotom-H is an ideal partner, scaring Steel-types away in addition to being immune to Ground. Gliscor helps get rid of Heatran and Tyranitar, two of Skuntank’s greatest nemeses, while Skuntank sponges special attacks that are headed its way. In UU, this Skuntank can help pave the way for a Gallade sweep since its usual counters will either be KO’d by Payback or stalled out by Toxic. [removed unneccessary comment]</p>
[Team Options]

<p>Skuntank, like most offensive Pokemon, appreciates Stealth Rock support, as it is crucial for guaranteeing certain OHKOs and 2HKOs. Skuntank does well on any bulky or heavy offense team, cleaning up the enemy’s team late-game with a combination of strong priority and Explosion. Espeon, Alakazam, and Mismagius are heavy end-game sweepers that benefit from Skuntank removing some of their usual counters, appreciating its resistance to Dark and Ghost. [removed unneccessary comment] Fighting-types in general are excellent compliments to Skuntank as it can remove faster Ghost- and Psychic-types that pose a threat to them, while the Fighting-types can remove the Steel-types that wall it and sweep unopposed. Since Skuntank gets STAB on Poison moves, it can be a nice companion to bulky waters, removing enemy Grass-types like Tangrowth and Sceptile (in addition to Chansey) as they check some of Skuntank’s usual counters.</p>

[Other Options]

<p>Screech can replace any move except for Pursuit on the physical attacker set. Leftovers is the recommended item if you do run it. Since Screech [removed "much of the time"] will cause switches, it makes a wonderful combo with Pursuit. Rock Smash can be used with Screech to deal heavy damage to Rock / Steels like Aggron but has little use otherwise and Fire Blast generally does more damage. Taunt takes advantage of Skuntank’s decent speed to shut down an enemy set up and perhaps guarantee an attack for Sucker Punch. Roar can force an enemy out although Screech and Toxic are generally more useful while also causing switches. Night Slash has a high critical hit rate but Sucker Punch and Crunch are more reliable forms of STAB. The low PP Punishment is in the same boat but can be useful if you anticipate running into a Calm Mind Spiritomb or something simular.</p>
[EVs]

<p>Attack should always maximized except for the Rest-Talk set. For the most part, the spreads listed with the sets should be used. 164 Speed EVs reaches 245 Speed, which allows you to outspeed defensive base 100s that run 32 speed EVs, Bulky Gyarados [Don't shorten names], and neutral natured Honchkrow. If you want to run any more, it’s best to run max Speed. Speed boosting natures are generally not recommended since Skuntank needs all the offensive power it can get, although they could work for a LO set in standard if you wish to take advantage of Skuntank’s unique speed tier and outrun any Gyarados and explode on or poison them.</p>

[Opinion]

<p>Skuntank is often overlooked in favor of its more defensive Dark/Poison counterpart Drapion or more powerful Darks like Honchkrow and Absol. Skuntank has a few unique factors that set it apart from these other Pokemon, most notably its access to Explosion, a movepool that can effectively back it up, and the speed to use it. With base 103 HP, Skuntank also lacks the utter fragility of other UU offensive Dark-types but when it does go down, Aftermath takes 25% off the offender’s HP if it fell to a physical attack. It is highly viable in the standard environment, the mixed Life Orb variant scoring OHKOs and 2HKOs on a few big threats in addition to posing a threat to anything else that doesn't resist Explosion. Skuntank is a wonderful addition to any UU bulky offense team for its ability to absorb Toxic Spikes, take down faster threats with Sucker Punch and explode on enemy walls. However, if you do not plan on using and abusing Skuntank’s unique aspects to their fullest extent (in particular its typing, Aftermath, and access to Explosion), use another Pokemon.</p>

[Counters]

<p>The omnipotent Explosion make countering Skuntank a risky job. If Skuntank lacks Fire Blast, any Steel-type can switch into it freely.</p>

<p>In standard, Tyranitar, Heatran and Empoleon can switch in safely to almost anything Skuntank does and set up. Rotom-A can outrun Skuntank and burn it with Will-O-Wisp, but risks taking significant damage from Crunch. Tyranitar and Rotom-A risk being poisoned. Heracross and Guts Machamp take minimal damage from most of Skuntank’s attacks and benefit from being poisoned, after which they can easily dispatch it.</p>

<p>Countering Skuntank is more difficult in UU since Explosion can take any potential counter down with it. Registeel is generally a good switch-in, resisting almost everything Skuntank does except for a Life Orb boosted Fire Blast, which misses a 3HKO to a standard variant. [the weezing part is unneccessary] Rhyperior has massive defenses and can freely set up on anything Skuntank does. All are severely crippled by a Choice Banded [don't shorten] Explosion, however. Spiritomb takes paltry damage from most of Skuntank’s moves and can burn away its main form of attack, bolstered by its immunity to Explosion. Houndoom is faster and can come in on a predicted Fire Blast or Sucker Punch, and can either blast it away with its STAB or use Nasty Plot.</p>

<p>Many Pokemon were not mentioned due to the risk of being exploded on. Pokemon with Protect deserve special mention, as you can protect on a predicted Explosion and force the Skuntank user to lose a Pokemon with no damage to yourself. Indirect damage like Stealth Rock, Spikes, and sandstorm cut into Skuntank’s huge HP, making it easier for strong STAB moves to kill it. Nearly anything faster that can survive a Sucker Punch can eradicate Skuntank at that point. Physical attackers must beware of Aftermath, though it does not take off 25% if Skuntank was KO'd by Earthquake.</p>
 

Komodo

Huff
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Oh, I notice. For every stat name (Speed, Attack, Special Defense etc...) you need a capital letter. Watch the post above so I'll keep editing.
 
You really need to talk about Skuntank's use as a Ghost- and Psychic-type counter. That's probably his primary use if I'm not mistaken. I don't think it'd be going too far to even name the first set after this role (considering the other sets are better if you're just looking for an attacker. Thanks so much for contributing this, though!
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
You really need to talk about Skuntank's use as a Ghost- and Psychic-type counter. That's probably his primary use if I'm not mistaken. I don't think it'd be going too far to even name the first set after this role (considering the other sets are better if you're just looking for an attacker. Thanks so much for contributing this, though!
You are correct, but the reason I didn't go too much into it is because I was afraid it would sound redundant. It won't be right away, but I know what you mean and I'll be adding in a few revisions to expand on that. Thank you for the feedback.
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
I apologize for the double post, but I made a few additions.

I took diinbong's suggestion and expanded on Skuntank's role as a psychic and ghost killer. While it was a small excerpt:

<p>Skuntank’s #1 niche is being a somewhat bulky check to Psychic- and Ghost-types and should be played as such. With Life Orb, Sucker Punch OHKOs every major Ghost-type in UU except for Spiritomb and every offensive Psychic-type (including the neutral Gallade). Defensive Psychic-types such as Claydol, Mesprit, and Uxie are 2HKO’d. While it can deal significant damage to certain other Pokemon such as bulky Grass-types, this set is more designed to eliminate the aforementioned Pokemon in order to make room for a sweep than to sweep by itself.</p>
it does change the tone of the first set. I didn't change the set name because it does hurt things other than psychic and ghost types. I also wrote another excerpt for the opinion section to further expand on this role.

I think the only other change I made is adding Skarmory to the list of Pokemon 2HKO'd by the mixed Life Orb set. Again, it seems minor, but it does make the set look more viable in standard since absolutely none of Skuntank's other moves hurts it.



I would welcome more suggestions as always but the mixed Life Orb and Rest + Sleep Talk sets will be moved to the OU analysis for Skuntank as I have reserved it. It shouldn't change this too much, besides a few minor rewrites for the UU segment and does to an extent solve my "I need to expland team options" spiel. I will post again when my reservation is approved and I have organized things correctly.
 
I feel this set needs a mention, even if it only goes in OO. But im sure a few people have seen/used it before and yes this was tested.

[SET]
name: Trapper
move 1: Taunt
move 2: Pursuit
move 3: Sucker Punch
move 4: Toxic / Poison Jab / Roar
item: Leftovers
ability: Aftermath
nature: Careful
evs: 240 HP / 16 Spe / 252 SpD

This is basically the same as the s.defensive version except it forgoes rest talk for the utility options Skuntank gets and the ability to 'trap' pretty much all ghosts and psychics and even things like Chansey, basically anything Pursuit bait. Toxic the things that causes it problems (mainly bulky grounds and non steel walls) and Taunt recovery and Will-O-Wisps/status etc. In short if they stay in they eat Sucker Punch and if they switch Pursuit gets them. Poison Jab is there just for a reliable STAB move or Roar to rack up hazards, phaze stuff and what not.

Good job on this though.
 
I feel this set needs a mention, even if it only goes in OO. But im sure a few people have seen/used it before and yes this was tested.

[SET]
name: Trapper
move 1: Taunt
move 2: Pursuit
move 3: Sucker Punch
move 4: Toxic / Poison Jab / Roar
item: Leftovers
ability: Aftermath
nature: Careful
evs: 240 HP / 16 Spe / 252 SpD

This is basically the same as the s.defensive version except it forgoes rest talk for the utility options Skuntank gets and the ability to 'trap' pretty much all ghosts and psychics and even things like Chansey, basically anything Pursuit bait. Toxic the things that causes it problems (mainly bulky grounds and non steel walls) and Taunt recovery and Will-O-Wisps/status etc. In short if they stay in they eat Sucker Punch and if they switch Pursuit gets them. Poison Jab is there just for a reliable STAB move or Roar to rack up hazards, phaze stuff and what not.

Good job on this though.
This seems like an inferior version of Spiritomb. Why not put more EVs into Atk and make it Adamant? This thing doesn't really seem like it can do anything but trap ghosts and slightly annoy everything else, to be honest. Sucker Punch and Pursuit don't do a whole lot from a mediocre, unboosted attack stat.
 
Well to be fair its small niche over Spiritomb is a faster Taunt plus Roar, reliable STAB in Poison Jab, and different counters, while it has Sucker Punch over Drapion. Just put mention of other utility options in the set comments of the defensive set.
 
Well to be fair its small niche over Spiritomb is a faster Taunt plus Roar, reliable STAB in Poison Jab, and different counters, while it has Sucker Punch over Drapion. Just put mention of other utility options in the set comments of the defensive set.
^That and it absorbs Toxic Spikes, does better against specially oriented Grass types, and actually HAS resistances to dark and ghost (which lets it come in on said ghosts better without losing massive amounts of health, especially specs variants), actually, has resistances period. All these distinguish it from Spiritomb.
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
@Sceats: I'll lay off on that because the first set is really the only one that focuses on them and Life Orb / Leftovers seem to be the best options. I may mention it on OO with the excerpt about Screech + Pursuit, but Life Orb is typically best since Poison Jab is also extremely important. If not Life Orb, Leftovers increases its longevity since it already OHKOs what it needs to most of the time. I'm too lazy to do calcs but the only thing it may miss an OHKO on with Leftovers is Gallade but like Sucker Punch on the CB set, it's too situational.

@others: Skuntank has far better speed than Spiritomb which is important since Taunt seems to be the crux of the set.

All of those moves were included in OO but what I'll do is list it as a separate set in the UU analysis. The Rest + Sleep Talk set seems geared for the standard metagame so I'll move it to there once we're allowed to post OU analyses of UU Pokemon. I'll make a separate write-up, but it won't be posted here with the rest of the analysis until I separate the UU and OU sections. Thanks for the suggestions.
 
You mention special water types as partners for Skuntank on the Choice Band set to deal with Weezing and Donphan. However, I wouldn't use Omastar as an example. His Special Defense is poor, so he'd take a lot from a Weezing Thunderbolt (he's slower, so he'd take two, actually), and he is weak to Earthquake, which Donphan is likely going to be trying to use against Skuntank when you switch out. Milotic would be a much better choice, with Special Defense to take Weezing's Thunderbolt, Marvel Scale for his Will-o-Wisp, and no weakness to Earthquake. Omastar really has a niche as an all-out entry hazard supporter, so he's more likely to be a team option for Stall pokemon or pure late-game sweepers.
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
Miltoic isn't a sweeper per say, but I definitely see your point. Omastar is more vulnerable to grass types than some others in addition to having attacking prowess, which is why I included it. I don't play UU much though, as I said in the OP all of my experience comes from the standard metagame so I'll change it.
 

Xia

On porpoise
is a Contributor Alumnus
Just so you know, nHKOes (where "n" is any number) is a verb (Skuntank nHKOes Mismagius with Pursuit), while nHKOs is a noun (Skuntank can nab helpful nHKOs with Explosion). Also, the correct term is KOed, not KO'd.

I'll go through this with a fine tooth comb for you tomorrow (since grammar checking is best done when wide awake ;]). Good write up overall.
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
Thanks a lot! I'll go through it later correcting those unless you do first lol.


I was double checking the calcs in the analysis on Doug's damage calculator, and Skuntank only OHKOs Gallade with the CB set. I'm putting this here so no one kills me, I will be editing later but I'm not going to be on much this morning. The other calcs I have checked so far, in particular to OU ones listed on the mixed LO set, are correct. Will be re-checking UU ones again later.

note: well, it does if you look at it technically, lo sets do 75.9% - 89.6% with sucker punch so if gallade kills it with cc or something, aftermath will kill it so gallade will not survive an encounter with skuntank but it's still incorrect

more edits: i re-did aggron calcs, it still 2HKOs but only offensive sets that do not invest in HP so "always" isn't the best term

edit: reflect support starmie is not OHKO'd

last edit for now: except for gallade and reflect support starmie, all calcs have been double checked and are correct
 

Xia

On porpoise
is a Contributor Alumnus
As promised, here's a full grammar check:
<p>Taking advantage of Skuntank’s STAB and Explosion, this set is the UU standard. Sucker Punch deals massive damage to faster, fragile Pokemon that dare attack Skuntank, in many cases is able to revenge kill something that is sweeping your team. Skuntank is one of only two Dark-types that get Explosion (the other being Shiftry) which compliments its STAB since few Ghost-types will switch in to it. If Skuntank is low on health or an enemy wall is giving your team problems, it can Explode and potentially turn the game in your favor. Poison Jab is Skuntank’s secondary STAB attack that does not require the opponent to attack in order to work. While Poison has relatively poor coverage, even if the opponent sends in something that takes paltry damage from it the 30% chance to poison can prove crippling. The last move is up to preference. Pursuit makes a death trap for fragile Psychic- and Ghost-types, who are unable to switch out without being KOed. Return is mostly for dealing damage to enemy Skuntank and Toxicroak who resist your STAB as well as any other Poison-types who cannot be poisoned by Poison Jab.</p>

<p>Skuntank’s #1 (personally, I say remove this, but it's your call) niche is being a somewhat bulky check to Psychic- and Ghost-types and should be played as such. With Life Orb, Sucker Punch OHKOes every major Ghost-type in UU except for Spiritomb and every offensive Psychic-type (including the neutral Gallade). Defensive Psychic-types such as Claydol, Mesprit, and Uxie are 2HKOed. While it can deal significant damage to certain other Pokemon such as bulky Grass-types, this set is more designed to eliminate the aforementioned Pokemon in order to make room for a sweep than to sweep by itself.</p>

<p>The EVs are straightforward: max Attack to boost Skuntank’s decent Attack stat and max Speed to outrun Modest Magmortar.</p>

<p>Steel-types completely wall this set so it is ideal that your team has Fire or Ground attacks available. Moltres and Charizard are excellent partners since in addition to Fire STAB, they are also immune to Skuntank’s only weakness, Ground. Many Rock-types have the defenses to weather through Skuntank’s attacks, even if they risk being poisoned, with the likes of Aggron being part Steel as well. Claydol can switch in to these Pokemon as well as being immune to Ground and appreciates Skuntank removing its Ghost-, Dark-, and Grass-type foes so it can have opportunities to support your team. Water-types like Blastoise can also eliminate the Rock-types, backed by Skuntank’s Poison STAB destroying Grass-types that dare try to wall them.</p>


<p>Choice Band Skuntank improves on the power of the basic physical attacker, making it a more potent threat. Crunch returns as a main form of STAB but Pursuit can nab you a few KOs on fleeing opponents. Poison Jab acts as a secondary STAB that doesn’t leave you short on power if you choose to run Pursuit over Crunch. A Choice Banded Explosion is extremely dangerous, dealing on average 74% to a standard Careful Registeel, 82% to Rhyperior that run no HP or Defense EVs, and 57% to standard Regirock and Steelix. Because it does colossal damage to even things that resist it, Explosion should never be used until you are certain all enemy Ghost-types are KOed. The last move defeats certain enemies that resist Crunch and Poison Jab. The choice between Return and Double-Edge rests on personal preference, whether you prefer extra power or safety from recoil damage. <p>

<p>Sucker Punch is absent from the main options because it requires more prediction than usual for a Choice Band set. If the opponent catches on to the fact that you are holding a Choice Band, they can switch in anything on Sucker Punch and have a few turns of free set up while you sit and do zero damage, wasting valuable PP. However, it will allow you to beat Jolly Gallade as you will outrun and OHKO a typical Adamant one with Crunch.</p>

<p>The EVs are straightforward for a sweeper: max Attack to hit as hard as you can with Choice Band and max Speed will outrun all base 80s unless they run a positive nature.</p>

<p> While Raikou shares a Ground weakness with Skuntank, Skuntank can remove Chansey and give Raikou time to set up. Poison Jab comfortably 2HKOes walls like Tangrowth, Chansey, and Lanturn in addition to offensive Venusaur. Special based Water-types like Milotic are a good match as they have the added bonus of defeating foes that cause Skuntank problems such as Weezing and Donphan.</p>


<p>Unlike Skuntank’s previous sets, this set utilizes Fire Blast so that it is no longer walled by Steel-types. Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash, always garnering a 2HKO. It is functional in the standard metagame, OHKOing Scizor and 2HKOing most variants of non-Occa Berry Metagross, Jirachi, Magnezone, Celebi, and all Skarmory with Stealth Rock down. While it may not seem like much, Fire Blast coming from only a base 71 Special Attack stat can cause many problems from walls weaker on the special side. Sucker Punch OHKOes Azelf, most Latias, Gengar, offensive Rotom-A, and Starmie, in addition to being able to revenge kill Pokemon later in the game that do not resist it.</p>

<p>The rest of the set operates similarly to previous physical attacking sets. Sucker Punch provides excellent priority STAB and Explosion kills almost everything that doesn’t resist it. The last slot is up to personal preference. Since Skuntank generally forces switches from fragile to bulky Pokemon, it can take advantage of the situation and Toxic whatever comes in. In this way, it can cripple walls without having to Explode on them and support the rest of the team, potentially paving the way for something else to sweep. Crunch is also an option to destroy popular Substituting Ghost-types like Mismagius, Drifblim, and Gengar. Crunch also allows you to beat Rotom-A without using the risky Sucker Punch, since you deal on average 78% on the standard Bold variant and 39% after if it burns you.</p>

<p>Attack is maximized as with previous sets. The Speed EVs garner 240 Speed, which outruns neutral base 70s, base 100s that do not run any Speed EVs at all, defensive Rotom-A, and most Uxie. Since Skuntank generally relies on priority STAB to hurt faster Pokemon and Explodes on slower defensive Pokemon, more Speed will only cause it to miss important 2HKOs with Fire Blast. The remainder of the EVs are poured into Special Attack to boost Fire Blast’s power. A Lonely nature is chosen so that Skuntank keeps its ability to switch into special attacks from Psychic- and Ghost-types.</p>

<p>This Skuntank is designed to eliminate late-game threats to pave the way for a final sweep. A Dragon Dance Tyranitar makes an ideal partner in standard since Skuntank’s Fire Blast deters many of its Steel-type nemeses from switching in and can Explode on or poison anything else that may hinder its sweep. Special attackers in UU benefit from the fact that Skuntank can easily stall out Chansey.</p>


<p>Skuntank also makes a good switch-in to other common threats, such as Alakazam, which when running a Timid nature has a mere 2.1% chance to 3HKO with Focus Blast, provided that it is unboosted. A Nasty Plotted Life Orb Flamethrower from Azelf only manages 75% at best, whilst Gengar's Life Orb Focus Blast never 2HKOes without Stealth Rock, and even with Skuntank has a 69% chance to survive two. Choice Specs Froslass Ice Beam doesn't 2HKO without Stealth Rock either, and if it is in play you have over a 70% chance to live. It can also take sleep from Drifblim, Venusaur, Hypno, and Vileplume in UU, and Gengar and Roserade in OU. Also note that you can absorb Toxic Spikes.</p>

<p>Teammates must be prepared to deal with the many Steel-types present in the standard metagame, many of whom switch freely into this Skuntank. As with the physical attacking sets, anything with strong Fire and Ground attacks complement (iirc, this is the correct spelling of this term) this set well. Rotom-H is an ideal partner, scaring Steel-types away in addition to being immune to Ground. Gliscor helps get rid of Heatran and Tyranitar, Skuntank’s greatest nemeses, while Skuntank sponges special attacks that are headed its way. In UU, this Skuntank can help pave the way for a Gallade sweep since its usual counters will either be KOed by Payback or stalled out by Toxic.</p>


<p>Skuntank, like most offensive Pokemon, appreciates Stealth Rock support, as it is crucial for guaranteeing certain OHKOs and 2HKOs. Skuntank does well on any bulky or heavy offense team, cleaning up the enemy’s team late-game with a combination of strong priority and Explosion. Espeon, Alakazam, and Mismagius are heavy end-game sweepers that benefit from Skuntank removing some of their usual counters, appreciating its resistance to Dark and Ghost. Fighting-types in general are excellent compliments to Skuntank. Skuntank can remove faster Ghost- and Psychic-types that pose a threat to them, while the Fighting-types can remove the Steel-types that wall it and sweep unopposed. Since Skuntank gets STAB on Poison moves, it can be a nice companion to bulky Waters, removing enemy Grass-types like Tangrowth and Sceptile (in addition to Chansey) as they check some of Skuntank’s usual counters.</p>


<p>Screech can replace any move except for Pursuit on the physical attacker set. Leftovers is the recommended item if you do run it. Since Screech will cause switches, it makes a wonderful combo with Pursuit. Rock Smash can be used with Screech to deal heavy damage to dual Rock/Steel-types like Aggron but has little use otherwise and Fire Blast generally does more damage. Taunt takes advantage of Skuntank’s decent Speed to shut down an enemy set up and perhaps guarantee an attack for Sucker Punch. Roar can force an enemy out although Screech and Toxic are generally more useful while also causing switches. Night Slash has a high critical hit rate but Sucker Punch and Crunch are more reliable forms of STAB. The low PP attack Punishment is in the same boat but can be useful if you anticipate running into a Calm Mind Spiritomb or something similar.</p>


<p>Attack should always maximized except for the Rest + Sleep Talk set. For the most part, the spreads listed with the sets should be used. 164 Speed EVs reaches 245 Speed, which allows you to outrun defensive base 100s that run 32 Speed EVs, bulky Gyarados, and neutral natured Honchkrow. If you want to run any more, it’s best to run max Speed. Speed boosting natures are generally not recommended since Skuntank needs all the offensive power it can get, although they could work for a Life Orb set in standard if you wish to take advantage of Skuntank’s unique Speed tier to outrun any Gyarados and Explode on or poison them.</p>


<p>Skuntank is often overlooked in favor of its more defensive Dark / Poison counterpart Drapion or more powerful Dark-types like Honchkrow and Absol. Skuntank has a few unique factors that set it apart from these other Pokemon, most notably its access to Explosion, a movepool that can effectively back it up, and the Speed to use it. With base 103 HP, Skuntank also lacks the utter fragility of other UU offensive Dark-types but when it does go down, Aftermath takes 25% off the offender’s HP if it fell to a physical attack. This coupled with Skuntank's neutrality to Fighting commonly carried by fragile Psychic- and Ghost-types makes it one of the most dependable switch-ins to these Pokemon. It is highly viable in the standard environment, the mixed Life Orb variant scoring OHKOs and 2HKOs on a few big threats in addition to posing a threat to anything else that doesn't resist Explosion. Skuntank is a wonderful addition to any UU bulky offense team for its ability to absorb Toxic Spikes, take down faster threats with Sucker Punch and Explode on enemy walls. However, if you do not plan on using and abusing Skuntank’s unique aspects to their fullest extent (in particular its typing, Aftermath, and access to Explosion), use another Pokemon.</p>


<p>Countering Skuntank is more difficult in UU since Explosion can take any potential counter down with it. Registeel is generally a good switch-in, resisting almost everything Skuntank does except for a Life Orb Fire Blast, which misses a 3HKO to a standard variant. Weezing is in the same position. Rhyperior has massive defenses and can freely set up on anything Skuntank does. All are severely crippled by a Choice Banded Explosion, however. Spiritomb takes paltry damage from most of Skuntank’s moves and can burn away its main form of attack, bolstered by its immunity to Explosion. Houndoom is faster and can come in on a predicted Fire Blast or Sucker Punch, and can either blast it away with its STAB or use Nasty Plot.</p>

<p>Many Pokemon were not mentioned due to the risk of being Exploded on. Pokemon with Protect deserve special mention, as you can protect on a predicted Explosion and force the Skuntank user to lose a Pokemon with no damage to yourself. Secondary damage like Stealth Rock, Spikes, and sandstorm cut into Skuntank’s huge HP, making it easier for strong STAB moves to kill it. Nearly anything faster that can survive a Sucker Punch can eradicate Skuntank at that point. Physical attackers must beware of Aftermath,though it does not take off 25% if Skuntank was KOed by Earthquake.</p>
 
Another edit?

From the Mixed Life orb set

Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash, always garnering a 2HKO.

This seems confusing. Fire blast does more damage to aggron than a Max Attack Life Orb Rock Smash to what? Shouldn't it say

Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash to Skuntank, always garnering a 2HKO.

And even if that's what you meant, are you 100% sure Skuntank can take such a powerful attack better than Aggron can take a Fire Blast?

Anyway, good job
 
From the Mixed Life orb set

Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash, always garnering a 2HKO.

This seems confusing. Fire blast does more damage to aggron than a Max Attack Life Orb Rock Smash to what? Shouldn't it say

Fire Blast does more damage to Aggron than a max Attack Life Orb Rock Smash to Skuntank, always garnering a 2HKO.

And even if that's what you meant, are you 100% sure Skuntank can take such a powerful attack better than Aggron can take a Fire Blast?

Anyway, good job
Lol, she's talking about Aggron all the way through obviously. Besides, Rock Smash isn't that powerful, it does roughly two-thirds as much as Crunch would against other Skuntank, but with 2.5x more frequent Defense drops.
 

Age of Kings

of the Ash Legion
is a Forum Moderator Alumnus
Going through with Xia's edits and calc edits soon.

@omegamewtwo: I only mentioned a reason why Fire Blast warrants use in UU. I never suggested in any way that Skuntank should stay in a full health Aggron or be a reliable check to it, just that it does significant damage to it.
 

Age of Kings

of the Ash Legion
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Colonel_M told me I could do a Skuntank OU analysis if I could attest to its power (which isn't a problem for me, which is why I'm writing this in the first place), so I am in the process of splitting the analyses. This is obv the UU portion of it. Changes and concerns are listed in the OP.

If anyone likes the original more, I do have it backed up on a Word document, so don't worry, I didn't get rid of it.
 

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