PU Stunfisk

scorpdestroyer

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You accidentally removed Foul Play from OO too lel

In Team Options, mention that some of the clerics can pass Wishes as well as cure other status (such as Toxic) for Stunfisk

In Checks and Counters, move Taunt down to somewhere below Status. In addition mention that Stunfisk is pretty weak which is the main reason Taunt is bad for it.

I trust you'll not mess this one up :> take your time to implement the checks so you don't leave out anything

QC 2/3
 
Mysteria
[overview]
looks fine, maybe remove the space
[set]
"A mixed spread of 252 HP / 168 Def / 88 SpD with a Bold nature is viable to take hits from both sides." Explain what it does or remove this.
Also i give a very big mention to a specially defensive spread as it is on par with physically defensive at worst.
Mention some of the pokemon it can check with the max defense spread (dodrio/purugly/scyther/other).
Mention u-turn as an example physical attack to pivot into
Mention swanna in partners as it has nice offensive synergy and hates volt switch. Scyther too i'd say.
[oo]
give a big mention to choice specs and sleep talk.
remove magnet rise
[c&c]
this needs mayor improvement. every section is very skimpy
you also need to add offensive pressure and entry hazards

I don't feel like stamping just yet because c&c in particular needs quite a bit of work but do what i pointed out and i'll be more than happy to do so :]
 
Mysteria
[overview]
looks fine, maybe remove the space
[set]
"A mixed spread of 252 HP / 168 Def / 88 SpD with a Bold nature is viable to take hits from both sides." Explain what it does or remove this.
Also i give a very big mention to a specially defensive spread as it is on par with physically defensive at worst.
Mention some of the pokemon it can check with the max defense spread (dodrio/purugly/scyther/other).
Mention u-turn as an example physical attack to pivot into
Mention swanna in partners as it has nice offensive synergy and hates volt switch. Scyther too i'd say.
[oo]
give a big mention to choice specs and sleep talk.
remove magnet rise
[c&c]
this needs mayor improvement. every section is very skimpy
you also need to add offensive pressure and entry hazards

I don't feel like stamping just yet because c&c in particular needs quite a bit of work but do what i pointed out and i'll be more than happy to do so :]
Implemented, please take a look at this :)
 
ok i'll go over this another time as there are some little errors.
-"A specially defensive spread can be used to take hits from special attackers, although Stunfisk misses out on having a chance to paralyze physical attackers."
This is actually not true and Stunfisk is still pretty bulky without max defense so either reword or remove it. And move the specially defensive set thing right after you talk about the main spread, before ability and item.
-stunfisk doesnt get oblivious lol
-Mention that Toxic has good synergy with Ground STAB hitting Steel and Poison-types
-You say that Stunfisk resists u-turn, which isnt true
-add some words on how/when to use Stealth Rock in usage tips
-Remember to tell that Bouffalant and Flareon are good partner because they handle the grass types which are a bane for stunfisk.
-"Choice Specs is Stunfisk's second best set, due to its wide coverage and respectable damage output."
reword this to something along the lines of "Choice Specs is a viable option on Stunfisk as it finds a lot of opportunities to switch in and it can do surprisingly good damage"
-Make grass-types first in C&C
 
ok i'll go over this another time as there are some little errors.
-"A specially defensive spread can be used to take hits from special attackers, although Stunfisk misses out on having a chance to paralyze physical attackers."
This is actually not true and Stunfisk is still pretty bulky without max defense so either reword or remove it. And move the specially defensive set thing right after you talk about the main spread, before ability and item.
-stunfisk doesnt get oblivious lol
-Mention that Toxic has good synergy with Ground STAB hitting Steel and Poison-types
-You say that Stunfisk resists u-turn, which isnt true
-add some words on how/when to use Stealth Rock in usage tips
-Remember to tell that Bouffalant and Flareon are good partner because they handle the grass types which are a bane for stunfisk.
-"Choice Specs is Stunfisk's second best set, due to its wide coverage and respectable damage output."
reword this to something along the lines of "Choice Specs is a viable option on Stunfisk as it finds a lot of opportunities to switch in and it can do surprisingly good damage"
-Make grass-types first in C&C
All done.
 
Change the first phrase about Sr as it is very obvious and weird.

Mentioning set details that such sdef sets helps with electric types the most
3/3
 

P Squared

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Overview
########

Stunfisk at first glance doesn't look like much, but looks can be deceiving. Stunfisk carves itself a huge niche in the PU metagame as being one of, if not the best status spreaders in the tier. Between Stunfisk's ability in Static which has a chance to paralyze the opponent on contact, Stunfisk's good movepool in Discharge and Toxic, and (I took this out because you talk about how Static, Discharge, and Toxic can spread status later in the sentence too) With its reasonably good bulk, Stunfisk is able to paralyze opponents with its ability or Discharge, or poison them with Toxic. Stunfisk also has access to Stealth Rock, which provides good team support to a team. Stunfisk also makes for a good counter to common Electric-types in the tier because of its unique Ground / Electric typing, as well as being a good check to physical attackers who that may be reluctant to attack due to Static. However, Stunfisk's multiple flaws hold it back from being a top-tier Pokemon. (this is fine, but fluff-ish, so eh) Stunfisk's common weaknesses to the ever-so common Water-, Ice-, and Grass-type attacks make it difficult to stay in for very long. Stunfisk also has a very, very low Speed stat, leaving it outsped by the entire tier bar Avalugg. Stunfisk also has no reliable recovery outside of the somewhat unreliable Rest, which detracts from using it a bit. Like all walls, Stunfisk is also very prone susceptible to Toxic and burns, which requires it to have cleric support.

Support
########
name: Support
move 1: Stealth Rock
move 2: Discharge
move 3: Earth Power
move 4: Toxic
ability: Static
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
========

Stealth Rock provides the utility of wearing down each opponent foe that switches in. Discharge is a STAB move that has a high chance to paralyze, allowing Stunfisk to cripple opposing Pokemon and sweepers. Earth Power is a good STAB move that provides coverage and hits opposing Electric-types, such as opposing Stunfisk. Toxic is a good move to cripple opposing walls that are not hit hard by Stunfisk's other attacks, and it has good synergy with Earth Power, (comma) as Earth Power threatens Poison- and Steel-type Pokemon who that attempt to switch into Toxic. Yawn is another option if Stunfisk wants to force switches or immobilize the opponent. Rest is also an option as it recovers all of Stunfisk's health, but while Stunfisk is bulky, it is very risky to keep it in while it is being unable to do anything.

Set Details
========

252 HP EVs add on to Stunfisk's overall bulk, allowing it to sustain more hits and spread more status. 252 Defense EVs with a Bold nature maximize Stunfisk's Defense stat, allowing it to take any physical hit well, and possibly paralyze the opponent with Static. However, a specially defensive spread can be used to take hits from special attackers, and deals well against specially-based attackers (kind of redundant with the earlier part of that sentence). The aforementioned Static is the ability, (comma) as it has a high chance to paralyze the opponent if hit on contact. Leftovers are used for passive recovery.

Usage Tips
========

Stunfisk should stay throughout the match and spread status between with Discharge and Toxic, to cripple most of the opposing team. Stunfisk can also provide support with Stealth Rock, making it another priority. Stealth Rock is best used after it Stunfisk has already induced status or if it forces a switch due to type advantage. With its good Defense and Static, Stunfisk does a great job of keeping physical attackers such as Dodrio, Purugly, and Scyther in check, which allows it to be a good check to these Pokemon due to Static. This allows means that Stunfisk can pivot into physical attacks to try to activate Static. U-turn, in particular, is a great attack to pivot into, as Stunfisk can activate paralysis, which is detrimental to the users of the move as they are normally reliant on being quick. That being said, Stunfisk should not pivot recklessly into attacks that are powerful, as they can easily wear it down.

Team Options
========

Stunfisk's paralysis support is greatly appreciated by Pokemon who that are relatively slow albeit powerful, such as Bouffalant and Flareon. These two Pokemon also can cover Grass-types for Stunfisk. Garbodor, Roselia, and other hazard setters can set their hazards in combination with Stunfisk's Stealth Rock to apply extreme pressure to the opponents. Grass-types such as Roselia and Serperior can keep Water- and Ground-type Pokemon at bay, making them good partners. Clerics such as Lickilicky and Togetic are vital partners for sets using Rest, as Stunfisk usually is unable to risk 3 three turns sleeping. In general, clerics are also good partners, as they rid Stunfisk of poison and burns, and can provide Wish support for sets not using Rest. Spinblockers such as Haunter can also keep Stealth Rock on the field, as well as other hazards. If Defog is a threat, Purugly is a good partner, (comma) as it has Defiant, which forces the Evasion drop from Defog to activates Defiant, which and boosts Purugly's Attack by two stages. Swanna and Scyther also both have great synergy with Stunfisk, and they both despise Volt Switch, which Stunfisk can block.

Other Options
========

Choice Specs is a viable option on Stunfisk, (comma) as it finds a lot of opportunities to switch in and it can do surprisingly good damage. Sleep Talk is an option to reliably use Rest, but Stunfisk doesn't particularly have enough space to fit it in. Foul Play seems like a good option to hit physically based setup sweepers, but it is rather weak as it has no STAB boost, and Stunfisk would much rather use a status-inducing move. Scald has a chance to cause a burn, but is usually inferior to Discharge, as it has worse coverage, doesn't get a STAB boost, due to the less coverage it hits, has no STAB, and doesn't always cause a burn, whereas Discharge is also backed up by Static. Protect can be used to rack up Toxic damage and add Leftovers recovery, but Stunfisk will rarely have a slot for it. Sludge Wave can hit Grass- and Fairy-types, but it is rather weak. Thunderbolt is better on stall teams who which would rather have Stunfisk poison opponents with Toxic, as well as having a higher damage output.

Checks & Counters
########

**Grass-types**: Grass-types, (remove comma) aren't threatened by any of Stunfisk's attacks and can OHKO it or set up on it. Roselia in particular is a threat, (comma) as it has the bulk to take Earth Power, and resists Stunfisk's coverage moves, while it sets up Spikes or OHKOes.

**Ground-types**: Faster Ground-types such as Marowak usually will outspeed Stunfisk and hit it hard with a STAB move, although Stunfisk carrying Scald can take a hit and potentially burn. Pokemon who that carry Earthquake as a coverage move also threaten Stunfisk.

**Water-types**: Water-types such as Simipour and Frogadier can hit Stunfisk hard with their STAB moves, but must be wary of Stunfisk using Discharge, which will either OHKO or paralyze in return.

**Status**: Status such as poison and burn, (remove comma) instantly puts a timer on Stunfisk's longevity and negates its Leftovers recovery, wearing it down. Toxic in particular stacks up, making it even harder for Stunfisk to stay on the field.

**Taunt**: Taunt stops Stunfisk from using its utility moves, which really cripples it. Stunfisk is also rather weak, which means any offensive move it is forced to use will not be doing much damage.

**Clerics**: Clerics such as Lickilicky and Togetic can eliminate the status Stunfisk spreads, and they can easily wall it and wear it down.

**Entry hazards**: Entry hazards, namely stacked Spikes, will wear down Stunfisk each time it switches in. Two layers of Toxic Spikes stacked will badly poison Stunfisk, which makes it very hard for it to function as a proper wall.

**Offensive Pressure**: Despite proper defensive investment, Stunfisk struggles against offensive pressure between special attackers and balanced cores, as most invested attackers can still hit it hard and make it easier to wear down.
 

frenzyplant

Inertia is a property of matter.
is a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
hello, here is an amcheck

Overview
########

Stunfisk at first glance doesn't look like much, but looks can be deceiving. Stunfisk carves itself a huge niche in the PU metagame as being one of, if not the best status spreaders in the tier. Between Stunfisk's ability in Static which has a chance to paralyze the opponent on contact, Stunfisk's good movepool in Discharge and Toxic, and (I took this out because you talk about how Static, Discharge, and Toxic can spread status later in the sentence too) With its reasonably good bulk, Stunfisk is able to paralyze opponents with its ability or Discharge, or poison them with Toxic. Stunfisk also has access to Stealth Rock, which provides good team support to a team. Stunfisk also makes for a good counter to common Electric-types in the tier because of its unique Ground / Electric typing, as well as being a good check to physical attackers who that may be reluctant to attack due to Static. However, Stunfisk's multiple flaws hold it back from being a top-tier Pokemon. (this is fine, but fluff-ish, so eh) Stunfisk's common weaknesses to the ever-so common Water-, Ice-, and Grass-type attacks make it difficult to stay in for very long. Stunfisk also has a very, very low Speed stat, leaving it outsped by the entire tier bar Avalugg. Stunfisk also has no reliable recovery outside of the somewhat unreliable Rest, which detracts from using it a bit. Like all walls, Stunfisk is also very prone susceptible to Toxic and burns, which requires it to have cleric support.

Support
########
name: Support
move 1: Stealth Rock
move 2: Discharge
move 3: Earth Power
move 4: Toxic
ability: Static
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
========

Stealth Rock provides the utility of wearing down each opponent foe that switches in. Discharge is a STAB move that has a high chance to paralyze, allowing Stunfisk to cripple opposing Pokemon and sweepers. Earth Power is a good STAB move that provides coverage and hits opposing Electric-types, such as opposing Stunfisk. Toxic is a good move to cripple opposing walls that are not hit hard by Stunfisk's other attacks, and it has good synergy with Earth Power, (comma) as Earth Power threatens Poison- and Steel-type Pokemon who that attempt to switch into Toxic. Yawn is another option if Stunfisk wants to force switches or immobilize the opponent. Rest is also an option as it recovers all of Stunfisk's health, but while Stunfisk is bulky, it is very risky to keep it in while it is being unable to do anything.

Set Details
========

252 HP EVs add on to Stunfisk's overall bulk, allowing it to sustain more hits and spread more status. 252 Defense EVs with a Bold nature maximize Stunfisk's Defense stat, allowing it to take any physical hit well, and possibly paralyze the opponent with Static. However, a specially defensive spread can be used to take hits from special attackers, and deals well against specially-based attackers (kind of redundant with the earlier part of that sentence). The aforementioned Static is the ability, (comma) as it has a high chance to paralyze the opponent if hit on contact. Leftovers are used for passive recovery.

Usage Tips
========

Stunfisk should stay throughout the match and spread status between with Discharge and Toxic, to cripple most of the opposing team. Stunfisk can also provide support with Stealth Rock, making it another priority. Stealth Rock is best used after it Stunfisk has already induced status or if it forces a switch due to type advantage. With its good Defense and Static, Stunfisk does a great job of keeping physical attackers such as Dodrio, Purugly, and Scyther in check, which allows it to be a good check to these Pokemon due to Static. This allows means that Stunfisk can pivot into physical attacks to try to activate Static. U-turn, in particular, is a great attack to pivot into, as Stunfisk can activate paralysis, which is detrimental to the users of the move as they are normally reliant on being quick. That being said, Stunfisk should not pivot recklessly into attacks that are powerful, as they can easily wear it down.

Team Options
========

Stunfisk's paralysis support is greatly appreciated by Pokemon who that are relatively slow albeit powerful, such as Bouffalant and Flareon. These two Pokemon also can cover Grass-types for Stunfisk. Garbodor, Roselia, and other hazard setters can set their hazards in combination with Stunfisk's Stealth Rock to apply extreme pressure to the opponents. Grass-types such as Roselia and Serperior can keep Water- and Ground-type Pokemon at bay, making them good partners. Clerics such as Lickilicky and Togetic are vital partners for sets using Rest, as Stunfisk usually is unable to risk 3 three turns sleeping. In general, clerics are also good partners, as they rid Stunfisk of poison and burns, and can provide Wish support for sets not using Rest. Spinblockers such as Haunter can also keep Stealth Rock on the field, as well as other hazards. If Defog is a threat, Purugly is a good partner, (comma) as it has Defiant, which forces the Evasion drop from Defog to activates Defiant, which and boosts Purugly's Attack by two stages. Swanna and Scyther also both have great synergy with Stunfisk, and they both despise Volt Switch, which Stunfisk can block.

Other Options
========

Choice Specs is a viable option on Stunfisk, (comma) as it finds a lot of opportunities to switch in and it can do surprisingly good damage. Sleep Talk is an option to reliably use Rest, but Stunfisk doesn't particularly have enough space to fit it in. Foul Play seems like a good option to hit physically based setup sweepers, but it is rather weak as it has no STAB boost, and Stunfisk would much rather use a status-inducing move. Scald has a chance to cause a burn, but is usually inferior to Discharge, as it has worse coverage, doesn't get a STAB boost, due to the less coverage it hits, has no STAB, and doesn't always cause a burn, whereas Discharge is also backed up by Static. Protect can be used to rack up Toxic damage and add Leftovers recovery, but Stunfisk will rarely have a slot for it. Sludge Wave can hit Grass- and Fairy-types, but it is rather weak. Thunderbolt is better on stall teams who which would rather have Stunfisk poison opponents with Toxic, as well as having a higher damage output.

Checks & Counters
########

**Grass-types**: Grass-types, (remove comma) aren't threatened by any of Stunfisk's attacks and can OHKO it or set up on it. Roselia in particular is a threat, (comma) as it has the bulk to take Earth Power, and resists Stunfisk's coverage moves, while it sets up Spikes or OHKOes.

**Ground-types**: Faster Ground-types such as Marowak usually will outspeed Stunfisk and hit it hard with a STAB move, although Stunfisk carrying Scald can take a hit and potentially burn. Pokemon who that carry Earthquake as a coverage move also threaten Stunfisk.

**Water-types**: Water-types such as Simipour and Frogadier can hit Stunfisk hard with their STAB moves, but must be wary of Stunfisk using Discharge, which will either OHKO or paralyze in return.

**Status**: Status such as poison and burn, (remove comma) instantly puts a timer on Stunfisk's longevity and negates its Leftovers recovery, wearing it down. Toxic in particular stacks up, making it even harder for Stunfisk to stay on the field.

**Taunt**: Taunt stops Stunfisk from using its utility moves, which really cripples it. Stunfisk is also rather weak, which means any offensive move it is forced to use will not be doing much damage.

**Clerics**: Clerics such as Lickilicky and Togetic can eliminate the status Stunfisk spreads, and they can easily wall it and wear it down.

**Entry hazards**: Entry hazards, namely stacked Spikes, will wear down Stunfisk each time it switches in. Two layers of Toxic Spikes stacked will badly poison Stunfisk, which makes it very hard for it to function as a proper wall.

**Offensive Pressure**: Despite proper defensive investment, Stunfisk struggles against offensive pressure between special attackers and balanced cores, as most invested attackers can still hit it hard and make it easier to wear down.
Great amcheck, stamping. 1/2 :)
 
really nitpicky but i wouldn't say stunfisk has a huge niche (in the overview), i would just say notable or something, since stunfisk really isn't that common.
 

Lumari

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Overview
########

Stunfisk carves itself a huge notable (as per Magnemite's comment) niche in the PU metagame as one of the best status spreaders in the tier. With its reasonably good bulk, Stunfisk is able to paralyze opponents with its ability or Discharge, or poison them with Toxic. Stunfisk also has access to Stealth Rock, which provides good team support. Stunfisk also (cutting down a little on these, you used it in literally every sentence) makes for a good counter to common Electric-types in the tier because of its unique Ground / Electric typing, as well as a good check to physical attackers that may be reluctant to attack due to Static. However, Stunfisk's weaknesses to the ever-so common Water-, Ice-, and Grass-type attacks make it difficult to stay in for very long. Stunfisk also has a very, very low Speed stat, leaving it outsped by the entire tier bar Avalugg. Stunfisk also has no reliable recovery outside of the somewhat unreliable Rest. Lastly, like all walls, Stunfisk is also very susceptible to Toxic and burns, which requires it to have cleric support.

Support
########
name: Support
move 1: Stealth Rock
move 2: Discharge
move 3: Earth Power
move 4: Toxic
ability: Static
item: Leftovers
evs: 252 HP / 252 Def / 4 SpD
nature: Bold

Moves
========

Stealth Rock provides the utility of wearing down each foe that switches in. Discharge is a STAB move that has a high chance to paralyze, allowing Stunfisk to cripple opposing Pokemon and sweepers. Earth Power is a good STAB move that provides coverage and hits on opposing Electric-types, such as opposing Stunfisk (maybe not the best example if Stunfisk isn't that common like Magnemite says). Toxic is a good move to cripple opposing walls that are not hit hard by Stunfisk's other attacks, and it has good synergy with Earth Power, as Earth Power threatens Poison- and Steel-type Pokemon that attempt to switch into Toxic. Yawn is another option if Stunfisk wants to force switches or immobilize the opponent. Rest is also an option, (AC) as it recovers all of Stunfisk's health; (SC) but however, while Stunfisk is bulky, it is very risky to keep it in while it is unable to do anything.

Set Details
========

252 HP EVs add to Stunfisk's overall bulk, allowing it to sustain more hits and spread more status. 252 Defense EVs with a Bold nature maximize Stunfisk's Defense stat, allowing it to take any physical hit well and possibly paralyze the opponent with Static. However, a specially defensive spread can be used to take hits from special attackers. The aforementioned Static is the ability, as it has a high chance to paralyze the opponent if hit on contact. Leftovers are used for passive recovery.

Usage Tips
========

Stunfisk should stay throughout the match and spread status with Discharge and Toxic to cripple most of the opposing team. Stunfisk can also provide support with Stealth Rock. Stealth Rock is best used after Stunfisk has already induced status or if it forces a switch due to type advantage. With its good Defense and Static, Stunfisk does a great job of keeping physical attackers such as Dodrio, Purugly, and Scyther in check. This means that Stunfisk can pivot into physical attacks to try to activate Static. U-turn, in particular, is a great attack to pivot into, as users of the move are normally reliant on being quick. That being said, Stunfisk should not pivot recklessly into attacks that are powerful, as they can easily wear it down.

Team Options
========

Stunfisk's paralysis support is greatly appreciated by Pokemon that are relatively slow albeit powerful, such as Bouffalant and Flareon. These two Pokemon also can cover Grass-types for Stunfisk. Garbodor, Roselia, and other hazard setters can set their hazards in combination with Stunfisk's Stealth Rock to apply extreme pressure to the opponent. Grass-types such as Roselia and Serperior can keep Water- and Ground-type Pokemon at bay, making them good partners. Clerics such as Lickilicky and Togetic are vital partners for sets using Rest, as Stunfisk usually is unable to risk three turns sleeping. In general, clerics are good partners, as they rid Stunfisk of poison and burns, (RC) and can provide Wish support for sets not using Rest. Spinblockers such as Haunter can also keep Stealth Rock on the field, as well as other hazards. If Defog is a threat, Purugly is a good partner, as the Evasion drop from Defog activates Defiant and boosts Purugly's Attack by two stages. Swanna and Scyther also has have great synergy with Stunfisk, and while Stunfisk can block Volt Switch for them, which they both despise Volt Switch, which Stunfisk can block. (makes more sense this way: you're mentioning the positives, and them despising Volt Switch is not a positive)

Other Options
========

Choice Specs is a viable option on Stunfisk, as it finds a lot of opportunities to switch in and can do surprisingly good damage. Sleep Talk is an option to reliably use Rest more effectively (or w/e, but I don't like the wording because Sleep Talk really isn't reliable), but Stunfisk doesn't have enough space to fit it in. Foul Play seems like a good option to hit physical setup sweepers, but it is rather weak as it has no without (would require a comma before 'as', which would really hurt readability) STAB boost, and Stunfisk would much rather use a status-inducing move. Scald has a chance to burn but is usually inferior to Discharge, as it has worse coverage, doesn't get a STAB boost, and doesn't always cause a burn, whereas Discharge is also backed up by Static. Protect can be used to rack up Toxic damage and add Leftovers recovery, but Stunfisk will rarely have a slot for it. Sludge Wave can hit Grass- and Fairy-types, but it is rather weak. Thunderbolt is better on stall teams which would rather have Stunfisk poison opponents with Toxic, as well as having a higher damage output.

Checks & Counters
########

**Grass-types**: Grass-types aren't threatened by any of Stunfisk's attacks and can OHKO it or set up on it. Roselia in particular is a threat, as it has the bulk to take Earth Power and resists Stunfisk's coverage moves, while it sets up Spikes or OHKOes.

**Ground-types**: Faster Ground-types such as Marowak usually will outspeed Stunfisk and hit it hard with a STAB move, although Stunfisk carrying Scald can take a hit and potentially burn. Pokemon that carry Earthquake as a coverage move also threaten Stunfisk.

**Water-types**: Water-types such as Simipour and Frogadier can hit Stunfisk hard with their STAB moves but must be wary of Stunfisk using Discharge, which will either OHKO or paralyze in return.

**Status**: Status such as poison and burn instantly puts a timer on Stunfisk's longevity and negates its Leftovers recovery, wearing it down. Toxic in particular stacks up, making it even harder for Stunfisk to stay on the field.

**Taunt**: Taunt stops Stunfisk from using its utility moves, which really cripples it. Stunfisk is also rather weak, which means any offensive move it is forced to use will not be doing much damage.

**Clerics**: Clerics such as Lickilicky and Togetic can eliminate the status Stunfisk spreads, and they can easily wall it and wear it down.

**Entry hazards**: Entry hazards, namely stacked Spikes, will wear down Stunfisk each time it switches in. Two layers of Toxic Spikes will badly poison Stunfisk, which makes it very hard for it to properly function as a proper wall.

**Offensive Pressure**: Despite proper defensive investment, Stunfisk struggles against offensive pressure between special attackers and balanced cores, as most invested attackers can still hit it hard and make it easier to wear down.




GP 2/2
 
I find leftovers Rest, Sleep Talk, Discharge and Earth Power Stunfisk to be a great wall with Static and Discharge paralysing all over the place, and Rest providing Recovery meaning it is a premier switch into physical attackers for me even taking EQs
 
True, but if you don't need Stealth rock or another member provides it, it is a viable option.
I find leftovers Rest, Sleep Talk, Discharge and Earth Power Stunfisk to be a great wall with Static and Discharge paralysing all over the place, and Rest providing Recovery meaning it is a premier switch into physical attackers for me even taking EQs
No. This is already mentioned in OO.
 

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