Tepig (QC: 3/3) (GP: 2/2)

Fiend

someguy
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[OVERVIEW]

Tepig is a brutal attacker that utilizes powerful moves with large drawbacks. Due to being weak to Stealth Rock, using Life Orb, relying on recoil-heavy moves, and having lackluster stats, Tepig's impact is limited but intense. However, more powerful attackers such as Darumaka give Tepig competition, as Darumaka hits far harder than Tepig due to Hustle and has U-turn to preserve momentum, with Tepig's saving grace being its reliability and ability to hit Water-types super effectively with Wild Charge. Tepig's better coverage options also let it edge out Ponyta as an all-out attacker despite Tepig being slower and lacking recovery.

[SET]
name: Life Orb
move 1: Flare Blitz
move 2: Head Smash
move 3: Sucker Punch
move 4: Wild Charge / Superpower
item: Life Orb
ability: Blaze
nature: Jolly
evs: 252 Atk / 236 Spe

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

Flare Blitz is Tepig's most powerful attack, with few Pokemon truly wanting to take it; only Pokemon that resist Fire can switch into it well. Head Smash complements Flare Blitz's coverage and power, OHKOing walls such as Ponyta and Vullaby after Stealth Rock. Sucker Punch gives Tepig the ability to pick off weakened Pokemon and can often be used to finish off Pokemon that dared to switch into it. The last slot is dedicated to rounding out Tepig's offensive presence, with Wild Charge allowing Tepig to obliterate all Water-types except Goldeen and Chinchou, and Superpower giving Tepig a way to remove Porygon, the rarer Lileep, and other Rock-types. However, Flame Charge is another option to consider, as it puts Tepig into a Speed tier above the unboosted metagame, giving it more time to launch brawny attacks.

Set Details
========

Life Orb provides Tepig with incredible power and allows it to switch moves, making it superior to Choice Band. Due to Tepig being weak to Stealth Rock, using Life Orb, and employing recoil-intensive moves, Blaze makes Tepig's inevitable low-HP final hurrah hit insanely hard. The EVs and nature are tailored to maximize Tepig's strength while also outspeeding or Speed tying all common Water-types.

Usage Tips
========

Tepig should never switch into an attack; rather, it should come in off a slow U-turn or to revenge kill opposing Pokemon. Tepig's health is a valuable resource, so strive to clear entry hazards from the field and remove the opponent's Stealth Rock setter early. Flare Blitz will do a large amount of damage to everything bar the uncommon dependable Pokemon that resist Fire, so it should be used most often.

Team Options
========

Entry hazard removers, such as Staryu, Drilbur, Archen, and Vullaby, are great for keeping up Tepig's longevity, as Tepig has to worry enough about recoil as is without adding Stealth Rock damage into the mix. Tepig appreciates all forms of entry hazard support, especially Stealth Rock setters such as Archen, Dwebble, Tirtouga, and Pawniard, as the residual damage helps Tepig bust through most of its common switch-ins. Toxic Spikes setters such as Skrelp and Omanyte also reliably provide extra chip damage on the foe, making it easier for Tepig to shatter through opposing teams of all varieties. Both Dwebble and Omanyte also have access to Spikes, which turns many 2HKOs into OHKOs for Tepig. Sticky Web support from Surskit or Spinarak gives Tepig the ability to outspeed all of the grounded metagame, making it much harder for the opposing team to deal with. Grass-types such as Snivy and Cottonee can make quick work of the Ground-, Rock-, and Water-types that pester Tepig. Pumpkaboo-S is especially synergistic, as it provides spinblocking support to help keep entry hazards on the field, securing OHKOs for Tepig. Archen, Fletchling, and Cottonee all have access to Tailwind and can use it to allow Tepig to outspeed everything for several turns and potentially pickup a handful of KOs. Lastly, Buneary has access to Healing Wish and Thunder Wave, which can give Tepig a second chance and cripple faster Pokemon for Tepig.

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

Tepig has access to some utility options such as Will-O-Wisp and Taunt, but it is usually better off with an all-out attacker set. Hidden Power Grass provides savvy coverage versus Rock / Water and Rock / Ground types such as Tirtouga and Onix, which can otherwise wall Tepig decently with their defensive sets. Unfortunately, this forces Tepig to go mixed and thus run a Naive nature, worsening its matchup against Staryu and Skrelp. Zen Headbutt gives Tepig the ability to muscle past the likes of Timburr and Koffing. Additionally, Tepig can don a Choice Scarf to outspeed unboosted Pokemon and reduce the recoil damage it takes; however, this makes Tepig incredibly weak and prone to being taken advantage of.

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

**Faster Attackers**: Although Tepig possesses moderate Speed, faster Pokemon such as Mienfoo, Staryu, Archen, and Choice Scarf Magnemite are fairly common and able to revenge kill it easily.

**Priority Attackers**: Due to its poor defenses, Tepig is vulnerable to powerful priority attacks, such as Fletchling's Acrobatics, Pawniard's Sucker Punch, and Corphish's Aqua Jet.

**Entry Hazards**: Tepig is already easily worn down by recoil damage, but entry hazards put Tepig on even more of a timer and limit how often it can switch.

**Hippopotas**: Hippopotas is unbelievably bulky, so it can stall out Tepig and either set up Stealth Rock or OHKO it with Earthquake.
 
Last edited:
-Flame charge should at least be an OO, if it gets one off Tepig can be a hassle to deal with
-Mention hippo in checks/counters, it isn't 2HKOed by any of Tepig's attacks and can set up rocks, stall it out with recoil and sand damage, or.just OHKO with eq.
-no grass knot mention please, everything in LC weighs very little and HP grass hits onix hard enough.
Good job Fiend, 1/3
 

Tricking

MALDINI
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World Defender
[OVERVIEW]

  • With mediocre stats, but high powered attacks, Tepig has very limited impact
  • Largely overshadowed by darumaka, who, on average, hits far harder than Tepig, has U-turn to preserve momentum, with Tepigs saving grace being its reliability and ability to super effectively hit Water-types with Wild Charge.
  • Best attacking options have major downsides, be it recoil for Flare Blitz, Wild Charge, and Head Smash, or drops from using Superpower. Head Smasher's accuracy also leaves much to be desired.
[SET]
name: Life Orb
move 1: Flare Blitz
move 2: Head Smash
move 3: Sucker Punch
move 4: Wild Charge / Superpower
item: Life Orb
ability: Blaze
nature: Jolly
evs: 252 Atk / 236 Spe

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

  • Flare Blitz obliterates most switchins and is Tepig's strongest attack.
  • Head Smash provides great, powerful coverage for Tepig allowing it to hit super effectively X, Y, though it comes with an overwhelming amount of recoil.
  • Sucker Punch provides Tepig with some utility in revenge killing and ability to provide chip damage on the likes of Diglett and Staryu.
  • Wild charge hits waters, such as Tirtouga, Omanyte, and Skrelp, and Flying-types such as Archen and Vullaby.
  • Superpower allows for Tepig to dent Porygon while also providing coverage on Ground types such as Onix and Numel.
  • Flame Charge is also an option to forgo coverage in favor of gaining speed which allows for Tepig to plausibly clean.

Set Details
========

  • Life Orb allows for Tepig to pack a punch.
  • The EVs and nature are tailored to maximise Tepig's strength while also outspeeding or tieing all common Water-types.
  • Due to the Tepig being Stealth Rock weak, abusing Life Orb, and commonly firing off Flare Blitz, Blaze is the ability of choice to make Tepig's final hurrah hit insanely hard.

Usage Tips
========
  • Tepig should always come in on something it can either revenge with Sucker Punch or something slower than it.
  • Tepig's health is a valuable resource, thus strive to clear hazards from the field often.
  • Flare Blitz will do a large percentage to everything, and should thus be clicked most often.
Team Options
========

Expand this a bit. For example, sticky web, Tailwind, volt-turn, spikes setters + spinblockers/pawn are all great team options.
  • Entry hazard removers Staryu, Drilbur, or Archen and Vullaby are great for keeping up tepigs longevity, as tepig has to worry about recoil wearing it down enough without adding Stealth Rock into the mix.
  • Stealth Rock setters such as Archen, Dwebble, and even Toxic Spikes setters like Skrelp make for good partners, as they get off chip damage on the opponent, making it easier for Tepig to damage opposing teams.
  • Grass-types, such as Snivy or Cottonee, make for good partners, as they can make quick work of the Ground, Rock, and Water-types that pester Tepig. Mention Pumpkaboo-XL which spinblocks as well.
[SET]
name: Choice Scarf
move 1: Flare Blitz
move 2: Head Smash
move 3: Wild Charge
move 4: Superpower / Sleep Talk
item: Choice Scarf
ability: Blaze
nature: Adamant
evs: 252 Atk / 236 Spe

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

  • Flare blitz is tepigs best physical stab and what you shall clicking a majority of the time.
  • Head smash hits fire types, most notably ponyta, and provides decent neutral coverage with flare blitz. It hits Flying-types as well, most notably Archen which resists Flare Blitz.
  • Wild charge hits waters, such as Tirtouga, Omanyte, and Skrelp, and Flying-types such as Archen and Vullaby.
  • Superpower is used for hitting Chinchou a tad bit harder while also providing coverage versus Rock-types akin to Nosepass and Lileep.
  • Sleep Talk allows for Tepig to absorb Spores and Sleep Power for your team while not being entirely useless afterwards.

Set Details
========

  • Choice Scarf boosts Speed letting Tepig outspeed the whole unboosted metagame. is the best item in the meta, yadda yadda
  • Max Attack / Max Speed for good Scarfing
  • blaze is the preferred ability, as tepig will be worn down very quickly due to (complete the sentence, pls)
  • Adamant for great rolls and cause it already gets 14 Speed (mention evs in this sentence saying something more consistent than "for good scarfing")

Usage Tips
========

  • Tepig should function as a revenge killer instead of trying to pivot around due to the lack of U-turn and Stealth Rock weakness.
  • Stealth Rock in tandem with Wild Charge, Head Smash, and Flare Blitz limits Tepig's switch in opportunities. Do your best to keep hazards off the field.
  • Most often, Flare Blitz will be used if everything else hits neutrally or the target is low.
[STRATEGY COMMENTS]
Other Options
=============

  • Some cool utility moves, such as Will-O-Wisp, Taunt, or Sucker Punch, can be used alongside an eviolite, however this is done far better by ponyta or even larvesta
  • HP grass provides savvy coverage versus Rock/Water and Rock/Ground types such as Tirtouga and Onix.
  • Zen Headbutt gives Tepig the ability to muscle past the likes of Timburr and Koffing.
Checks and Counters
===================

**Faster Attackers**: Although Tepig outspeeds the unboosted metagame, boosted faster attackers, such as Choice Scarf Chinchou, Carvanha after a Speed Boost, and boosted Shell Smashers, such as Tirtouga and Omanyte and Binacle, can easily outspeed and OHKO Tepig.

**Priority moves**: Due to its poor defenses, Tepig is vulnerable to powerful priority attacks, such as Fletchling's Acrobatics, Pawniard's Sucker Punch, or Corphish's Aqua Jet.

**Entry hazards** As it will be taking damage most of the time it attacks due to recoil, Tepig is easily worn down as it is, but entry hazards put Tepig on even more of a timer, and limit its switches.

**Hippopotas**: Hippopotas in unbelievably bulky and can stall out Tepig and set up rocks or OHKO with Earthquake.

**Spoink**: Spoink with Resttalk has the ability to endlessly wall Tepig.

**Seel**: Wacan Berry Seel switches into Tepig reliably and threatens back with its STAB of choice.
QC 2/3. Changes in bold. Remember to expand team options in the 1st set. The 2nd set is missing Team Options, so remember to add them.
 

Berks

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I think the Choice Scarf set needs to be in OO

In C&C Faster Attackers, Tepig's Life Orb set no longer outspeeds the unboosted meta, so probably rework that section a bit

Your write up still reads like a bunch of bullet points, so I'd add like some transition words and put them in like paragraph format.

Cute mon cute user QC 3/3
 

Berks

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Take me down to amcheck city where the checks aren't checks and the G's are P-y

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[OVERVIEW]

Tepig is a brutal attacker utilizing which utilizes powerful moves with large drawbacks. Due to being Stealth Rock weak, using Life Orb, relying on recoil-heavy moves, and having lackluster stats, Tepig's impact is limited but intense. However, more powerful attackers such as Darumaka give Tepig competition, (AC) as Darumaka hits far harder than Tepig, (RC) due to Hustle and has U-turn to preserve momentum, with Tepig's saving grace being its reliability and ability to super effectively hit Water-types super effectively with Wild Charge. Tepig's better coverage options also allow for Tepig to also let it edge out Ponyta as an all out attacker, despite Tepig being slower and lacking recovery.

[SET]
name: Life Orb
move 1: Flare Blitz
move 2: Head Smash
move 3: Sucker Punch
move 4: Wild Charge / Superpower
item: Life Orb
ability: Blaze
nature: Jolly
evs: 252 Atk / 236 Spe

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

Flare Blitz is Tepig's most powerful attack and thus is obligatory. Few and is an attack which few (the word obligatory is really overused and this will help sentence flow) Pokemon truly want to take a Flare Blitz from Tepig; only Fire-type resists switch in well. Head Smash complements Flare Blitz's coverage and power, hitting OHKOing walls such as Ponyta and Vullaby harder, OHKOing both after Stealth Rock. Sucker Punch gives Tepig the ability to pick off weakened opposing (what, are you gonna pick off your own teammate? n_n) Pokemon and can often be used to finish opposing off Pokemon which dared to switch into Tepig. The last slot is dedicated to rounding out Tepig's offensive presence, with Wild Charge allowing for Tepig to obliterate all Water-types sans Goldeen and Chinchou, (AC) though opting for and Superpower giving Tepig tools a way (technically it's only one tool) to remove Porygon, (AC) and the rarer Lileep, (AC) and other Rock-types. However, Flame Charge is another option to consider, (AC) as it boosts Tepig into a Speed tier above the unboosted metagame, (AC) giving Tepig more time to fire off brawny attacks. (AP) though Flame Charge is situational and struggles to find usage over Sucker Punch or Wild Charge and Superpower due to this. (this really isn't necessary)

Set Details
========

The item of choice is Life Orb, (AC) as (ffr an "as" clause is always preceded by a comma) it provides Tepig with incredible power but maintains flexibility, (AC) making it superior to Choice Band. However this wears down Tepig much more quickly, making switchins ill advised. (this belongs in usage tips) Due to the Tepig being Stealth Rock weak, abusing Life Orb, and employing recoil-intensive moves, Blaze is the ability of choice to make Tepig's inevitable low-HP final hurrah hit insanely hard. The EVs and nature are tailored to maximize Tepig's strength while also outspeeding or tying all common Water-types.
(Only one empty line)
Usage Tips
========

Tepig should never switch into an attack; (AS) only coming rather, it should come in off of slow U-turns or to revenge kill opposing Pokemon. Tepig's health is a valuable resource, thus so strive to clear hazards from the field often and remove their the opponent's Stealth Rocker early. Flare Blitz will do a large percentage to everything as a result of the sparsity of dependable Fire-type resists, and should thus be clicked most often.

Team Options
========

Entry hazard removers Staryu, Drilbur, or Archen and Vullaby are great for keeping up
Entry hazard removers, (AC) such as Staryu, Drilbur, Archen, and Vullaby, (AC) are great for keeping up Tepig's longevity, as Tepig has to worry enough about recoil wearing it down as it is without adding Stealth Rock damage into the mix. Tepig appreciates all forms of entry hazard support, especially Stealth Rock setters such as Archen, Dwebble, Tirtouga, and Pawniard, (AC) as their hazard support helps Tepig bust through most of its common switchins. (AP) , extremely helpful due to Fire-type resists with recovery being weak to Stealth Rock or frail and dislike Knock Off. (honestly bro) Toxic Spikes setters like such as Skrelp and Omantye make for good partners also, as they get off reliably provide extra chip damage on the opponent reliably, making it easier for Tepig to shatter through opposing teams of all varieties. Both Dwebble and Omantye also have access to Spikes, which turn many 2HKOs into OHKOs (-es is the verb form) for Tepig. Sticky Web support from Surskit or Spinarak gives Tepig the ability to outspeed all of the grounded metagame, making Tepig unavoidably difficult to deal with it much harder for the opponent to deal with Tepig. (moves the preposition around) Grass-types, (RC) such as Snivy or and Cottonee, (RC) make for good partners, as they can make quick work of the Ground-, Rock-, and Water-types that pester Tepig. Pumpkaboo-Super is especially synergistic, (AC) as this it provides spinblocking support to help secure OHKOes for Tepig. Archen, Fletchling, and Cottonee all have access to Tailwind, (RC) allowing and can use it to allow for Tepig to outspeed everything for several turns and to potentially pickup a handful of KOs. Lastly, Buneary has access to Healing Wish and Thunder Wave, (AC) to which can give Tepig a second wave {replace this with a word that makes sense there like life or something I've just never heard wave used in that connotation} and cripple faster Pokemon for Tepig.



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

Tepig has access to some utility options such as Will-O-Wisp and Taunt, though this is typically a poor choice and less viable to an but it is usually better off with an all out attacker set and is directly inferior to Larvesta and Ponyta in these rolls. (I think the Pony and Larv point is already fairly established) **Hidden Power Grass provides savvy coverage versus Rock / Water and Rock / Ground types such as Tirtouga and Onix who which can otherwise wall Tepig decently with their defensive sets. This does force Tepig to go mixed and run a Naive nature and suffer from weaker offenses versus Staryu and Skrelp.** (this is a qc thing that I missed - sorry! - but what's the point of going mixed when Superpower hits these two without forgoing Wild Charge?) Zen Headbutt gives Tepig the ability to muscle past the likes of Timburr and Koffing. Additionally, Tepig can don a Choice Scarf to outspeed unboosted Pokemon and reduce the recoil damage Tepig it takes; (AS) however, (AC) this makes Tepig incredibly weak and prone to being taken advantage of. (I can't figure out how to move that preposition and it's part of a pretty common phrase so...)

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

**Faster Attackers**: Although Tepig possesses moderate Speed, most faster Pokemon such as Mienfoo, Staryu, Archen, and Choice Scarf Magnemite are fairly common, such as Mienfoo, Staryu, Archen, Choice Scarf Magnemite, and are able to revenge kill Tepig easily.

**Priority moves**: Due to its poor defenses, Tepig is vulnerable to powerful priority attacks, such as Fletchling's Acrobatics, Pawniard's Sucker Punch, or and Corphish's Aqua Jet.

**Entry hazards** As it will be taking damage most of the time it attacks due to recoil, Tepig is easily worn down as it is, Tepig is already easily worn down due to it taking recoil damage every time it attacks, but entry hazards put Tepig on even more of a timer, and limit its switches.

**Hippopotas**: Hippopotas in is unbelievably bulky, (AC) and so it can stall out Tepig and set up rocks Stealth Rock or OHKO Tepig with Earthquake.
 

Empress

Warning: may contain traces of nuts
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HMB add HMB remove HMB comment
Snobalt add Snobalt remove Snobalt comment
[OVERVIEW]

Tepig is a brutal attacker utilizing that utilizes powerful moves with large drawbacks. Due to being weak to Stealth Rock weak, using Life Orb, relying on recoil-heavy moves, and having lackluster stats, Tepig's impact is limited but intense. However, more powerful attackers such as Darumaka give Tepig competition, (AC) as Darumaka hits far harder than Tepig, (RC) due to Hustle and has U-turn to preserve momentum, with Tepig's saving grace being its reliability and ability to super effectively hit Water-types super effectively with Wild Charge. Tepig's better coverage options also allow for Tepig to also let it edge out Ponyta as an all-(AH)out attacker, (RC) despite Tepig being slower and lacking recovery.

[SET]
name: Life Orb
move 1: Flare Blitz
move 2: Head Smash
move 3: Sucker Punch
move 4: Wild Charge / Superpower
item: Life Orb
ability: Blaze
nature: Jolly
evs: 252 Atk / 236 Spe

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

Flare Blitz is Tepig's most powerful attack, with and thus is obligatory. Few few (the word obligatory is really overused and this will help sentence flow) Pokemon truly wanting to take a Flare Blitz from Tepig it; only Pokemon that resist Fire-type resists can switch into it well. Head Smash complements Flare Blitz's coverage and power, hitting OHKOing walls such as Ponyta and Vullaby harder, OHKOing both after Stealth Rock. Sucker Punch gives Tepig the ability to pick off weakened opposing (what, are you gonna pick off your own teammate? n_n) Pokemon and can often be used to finish opposing off Pokemon which that dared to switch into Tepig. The last slot is dedicated to rounding out Tepig's offensive presence, with Wild Charge allowing for Tepig to obliterate all Water-types sans Goldeen and Chinchou, (AC) though opting for and Superpower giving Tepig tools a way (technically it's only one tool) to remove Porygon, (AC) and the rarer Lileep, (AC) and other Rock-types. However, Flame Charge is another option to consider, (AC) as it boosts Tepig into a Speed tier above the unboosted metagame, (AC) giving Tepig it more time to fire off launch brawny attacks. (AP) though Flame Charge is situational and struggles to find usage over Sucker Punch or Wild Charge and Superpower due to this. (this really isn't necessary)

Set Details
========

The item of choice is Life Orb as (ffr an "as" clause is always preceded by a comma) [ding ding ding ;) Too bad it's fluffy here] it provides Tepig with incredible power but maintains flexibility and allows it to switch moves, (AC) making it superior to Choice Band. However this wears down Tepig much more quickly, making switchins ill advised. (this belongs in usage tips) Due to the Tepig being weak to Stealth Rock weak, abusing Life Orb, and employing recoil-intensive moves, Blaze is the ability of choice to makes Tepig's inevitable low-HP final hurrah hit insanely hard. The EVs and nature are tailored to maximize Tepig's strength while also outspeeding or Speed tying all common Water-types.
(Only one empty line)
Usage Tips
========

Tepig should never switch into an attack; (AS) only coming rather, it should come in off of a slow U-turns or to revenge kill opposing Pokemon. Tepig's health is a valuable resource, thus so strive to clear entry hazards from the field often and remove their the opponent's Stealth Rocker setter (unlike "Spiker," you can't say this, unfortunately) early. Flare Blitz will do a large percentage amoung of damage to everything as a result of the sparsity of bar the uncommon dependable Pokemon that resist Fire-type resists, and so it should thus be clicked used most often.

Team Options
========

Entry hazard removers Staryu, Drilbur, or Archen and Vullaby are great for keeping up
Entry hazard removers, (AC) such as Staryu, Drilbur, Archen, and Vullaby, (AC) are great for keeping up Tepig's longevity, as Tepig has to worry enough about recoil wearing it down as it is without adding Stealth Rock damage into the mix. Tepig appreciates all forms of entry hazard support, especially Stealth Rock setters such as Archen, Dwebble, Tirtouga, and Pawniard, (AC) as the residual damage helps Tepig bust through most of its common switch-(AH)ins. (AP) , extremely helpful due to Fire-type resists with recovery being weak to Stealth Rock or frail and dislike Knock Off. (honestly bro) Toxic Spikes setters like such as Skrelp and Omantye make for good partners also, as they get off reliably provide extra chip damage on the foe opponent reliably, making it easier for Tepig to shatter through opposing teams of all varieties. Both Dwebble and Omantye also have access to Spikes, which turns many 2HKOs into OHKOs (-es is the verb form) for Tepig. Sticky Web support from Surskit or Spinarak gives Tepig the ability to outspeed all of the grounded metagame, making Tepig unavoidably difficult to deal with it much harder for the opposing team to deal with Tepig. (moves the preposition around) Grass-types, (RC) such as Snivy or and Cottonee, (RC) make for good partners, as they can make quick work of the Ground-, Rock-, and Water-types that pester Tepig. Pumpkaboo-Super is especially synergistic, (AC) as this it provides spinblocking support to help keep entry hazards on the field, securing secure OHKOes for Tepig. Archen, Fletchling, and Cottonee all have access to Tailwind, (RC) allowing and can use it to allow for Tepig to outspeed everything for several turns and to potentially pickup a handful of KOs. Lastly, Buneary has access to Healing Wish and Thunder Wave, (AC) to which can give Tepig a second wave {replace this with a word that makes sense there like life or something I've just never heard wave used in that connotation} and cripple faster Pokemon for Tepig.



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

Tepig has access to some utility options such as Will-O-Wisp and Taunt, though this is typically a poor choice and less viable to an but it is usually better off with an all-(AH)out attacker set and is directly inferior to Larvesta and Ponyta in these rolls. (I think the Pony and Larv point is already fairly established) **Hidden Power Grass provides savvy coverage versus Rock / Water and Rock / Ground types such as Tirtouga and Onix, (AC) who which can otherwise wall Tepig decently with their defensive sets. This does Unfortunately, this forces Tepig to go mixed and thus run a Naive nature, worsening its matchup against and suffer from weaker offenses versus Staryu and Skrelp.** (this is a qc thing that I missed - sorry! - but what's the point of going mixed when Superpower hits these two without forgoing Wild Charge?) Zen Headbutt gives Tepig the ability to muscle past the likes of Timburr and Koffing. Additionally, Tepig can don a Choice Scarf to outspeed unboosted Pokemon and reduce the recoil damage Tepig it takes; (AS) however, (AC) this makes Tepig incredibly weak and prone to being taken advantage of. (I can't figure out how to move that preposition and it's part of a pretty common phrase so...)

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

**Faster Attackers**: Although Tepig possesses moderate Speed, most faster Pokemon such as Mienfoo, Staryu, Archen, and Choice Scarf Magnemite are fairly common, such as Mienfoo, Staryu, Archen, Choice Scarf Magnemite, and able to revenge kill Tepig it easily.

**Priority moves Attackers**: Due to its poor defenses, Tepig is vulnerable to powerful priority attacks, such as Fletchling's Acrobatics, Pawniard's Sucker Punch, or and Corphish's Aqua Jet.

**Entry hazards Hazards**: (colon) As it will be taking damage most of the time it attacks due to recoil, Tepig is easily worn down as it is, Tepig is already easily worn down due to it taking recoil damage every time it attacks, but entry hazards put Tepig on even more of a timer, (RC) and limit how often its can switches.

**Hippopotas**: Hippopotas in is unbelievably bulky, (AC) and so it can stall out Tepig and either set up rocks Stealth Rock or OHKO Tepig with Earthquake.
Pretty solid work man. There was quite a bit to change here to begin with, so I'll stamp it, but next time be sure to take a closer look at the analysis. Don't fear making even more changes if they need to be made!
GP 1/2
 
Last edited:

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 2/2
[OVERVIEW]

Tepig is a brutal attacker that utilizes powerful moves with large drawbacks. Due to being weak to Stealth Rock, using Life Orb, relying on recoil-heavy moves, and having lackluster stats, Tepig's impact is limited but intense. However, more powerful attackers such as Darumaka give Tepig competition, (AC) as Darumaka hits far harder than Tepig due to Hustle and has U-turn to preserve momentum, with Tepig's saving grace being its reliability and ability to hit Water-types super effectively with Wild Charge. Tepig's better coverage options also let it edge out Ponyta as an all-out attacker despite Tepig being slower and lacking recovery.

[SET]
name: Life Orb
move 1: Flare Blitz
move 2: Head Smash
move 3: Sucker Punch
move 4: Wild Charge / Superpower
item: Life Orb
ability: Blaze
nature: Jolly
evs: 252 Atk / 236 Spe

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

Flare Blitz is Tepig's most powerful attack, with few Pokemon truly wanting to take it; only Pokemon that resist Fire can switch into it well. Head Smash complements Flare Blitz's coverage and power, OHKOing walls such as Ponyta and Vullaby after Stealth Rock. Sucker Punch gives Tepig the ability to pick off weakened Pokemon and can often be used to finish off Pokemon that dared to switch into Tepig it. The last slot is dedicated to rounding out Tepig's offensive presence, with Wild Charge allowing Tepig to obliterate all Water-types sans except Goldeen and Chinchou, and Superpower giving Tepig a way to remove Porygon, the rarer Lileep, and other Rock-types. However, Flame Charge is another option to consider, as it boosts puts Tepig into a Speed tier above the unboosted metagame, giving it more time to launch brawny attacks.

Set Details
========

Life Orb provides Tepig with incredible power and allows it to switch moves, making it superior to Choice Band. Due to Tepig being weak to Stealth Rock, using Life Orb, and employing recoil-intensive moves, Blaze makes Tepig's inevitable low-HP final hurrah hit insanely hard. The EVs and nature are tailored to maximize Tepig's strength while also outspeeding or Speed tying all common Water-types.

Usage Tips
========

Tepig should never switch into an attack; rather, it should come in off of a slow U-turn or to revenge kill opposing Pokemon. Tepig's health is a valuable resource, so strive to clear entry hazards from the field and remove the opponent's Stealth Rock setter early. Flare Blitz will do a large amount of damage to everything bar the uncommon dependable Pokemon that resist Fire, so it should be used most often.

Team Options
========

Entry hazard removers, such as Staryu, Drilbur, Archen, and Vullaby, are great for keeping up Tepig's longevity, as Tepig has to worry enough about recoil as is without adding Stealth Rock damage into the mix. Tepig appreciates all forms of entry hazard support, especially Stealth Rock setters such as Archen, Dwebble, Tirtouga, and Pawniard, as the residual damage helps Tepig bust through most of its common switch-ins. Toxic Spikes setters such as Skrelp and Omanyte also reliably provide extra chip damage on the foe, making it easier for Tepig to shatter through opposing teams of all varieties. Both Dwebble and Omanyte also have access to Spikes, which turns many 2HKOs into OHKOs for Tepig. Sticky Web support from Surskit or Spinarak gives Tepig the ability to outspeed all of the grounded metagame, making it much harder for the opposing team to deal with Tepig. Grass-types such as Snivy and Cottonee can make quick work of the Ground-, Rock-, and Water-types that pester Tepig. Pumpkaboo-S is especially synergistic, as it provides spinblocking support to help keep entry hazards on the field, securing OHKOs for Tepig. Archen, Fletchling, and Cottonee all have access to Tailwind and can use it to allow Tepig to outspeed everything for several turns and potentially pickup a handful of KOs. Lastly, Buneary has access to Healing Wish and Thunder Wave, which can give Tepig a second chance and cripple faster Pokemon for Tepig.

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

Tepig has access to some utility options such as Will-O-Wisp and Taunt, but it is usually better off with an all-out attacker set. Hidden Power Grass provides savvy coverage versus Rock / Water and Rock / Ground types such as Tirtouga and Onix, which can otherwise wall Tepig decently with their defensive sets. Unfortunately, this forces Tepig to go mixed and thus run a Naive nature, worsening its matchup against Staryu and Skrelp.(space)Zen Headbutt gives Tepig the ability to muscle past the likes of Timburr and Koffing. Additionally, Tepig can don a Choice Scarf to outspeed unboosted Pokemon and reduce the recoil damage it takes; however, this makes Tepig incredibly weak and prone to being taken advantage of.

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

**Faster Attackers**: Although Tepig possesses moderate Speed, faster Pokemon such as Mienfoo, Staryu, Archen, and Choice Scarf Magnemite are fairly common and able to revenge kill it easily.

**Priority Attackers**: Due to its poor defenses, Tepig is vulnerable to powerful priority attacks, such as Fletchling's Acrobatics, Pawniard's Sucker Punch, or and Corphish's Aqua Jet.

**Entry Hazards**: Tepig is already easily worn down due to it taking by recoil damage every time it attacks, but entry hazards put Tepig on even more of a timer and limit how often it can switch.

**Hippopotas**: Hippopotas is unbelievably bulky, so it can stall out Tepig and either set up Stealth Rock or OHKO Tepig it with Earthquake.
 
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