LC Trapinch

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus

QC:
Fiend / Coconut / Tahu
GP: P Squared / CryoGyro

[OVERVIEW]

Trapinch distinguishes itself from Diglett as a Ground-type trapper with its much higher Attack stat and greater bulk. Furthermore, Trapinch's defenses allow it to trap and KO several important threats that Diglett struggles with, such as Pawniard and Ponyta. However, outside of trapping specific threats, Trapinch is heavily outclassed by Diglett. Trapinch has incredibly low Speed and will nearly always take a hit before it gets to KO the Pokemon it traps. Its typing leaves it vulnerable to the common Water- and Grass-types in the tier. Trapinch also has a limited movepool, meaning it doesn't have enough coverage to hit most of the tier for super effective damage. Lastly, once Trapinch KOes a foe that it traps, it is susceptible to being revenge killed. Because of these flaws, Diglett is usually a superior choice over Trapinch, as it is much faster, has more utility, has priority, and can do roughly the same amount of damage.

[SET]
name: Trapper
move 1: Earthquake
move 2: Rock Slide
move 3: Feint
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

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

Earthquake is Trapinch's main attacking move, denting anything that doesn't resist it. Rock Slide allows Trapinch to hit Flying-types like Vullaby, Doduo, and Rufflet. Feint gives Trapinch priority in order to pick off weakened threats such as Magnemite brought down to 1 HP by Sturdy, and it is used over Quick Attack due to its higher priority, meaning Trapinch can get chip damage off against priority users. The last moveslot is a filler move and should be geared towards specific needs. Toxic cripples Trapinch's switch-ins like Vullaby, Cottonee, and defensive Mudbray. Superpower can be used to always OHKO Pawniard and 2HKO Ferroseed and Scraggy.

Set Details
========

The given EV spread enables Trapinch to almost always avoid the OHKO from Analytic Magnemite's Flash Cannon and Adamant Life Orb Pawniard's Knock Off after Stealth Rock damage. The Attack investment with an Adamant nature lets Trapinch reach 18 Attack, allowing it to 2HKO non-Eviolite Spritzee most of the time as well as get a guaranteed OHKO on Croagunk. Berry Juice usually allows Trapinch to heal back to full HP after it has trapped and KOed its target. Eviolite can be run instead, giving Trapinch increased bulk and an easier time trapping foes in exchange for longevity. If Eviolite is run, an alternative EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable, as it allows Trapinch to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes.

Usage Tips
========

It is best to use Trapinch as a revenge killer if there is a foe on the opposing team that it needs to trap. Try to get Trapinch in safely through a double switch or a pivot, as Trapinch is slow and thus needs to preserve its health for trapping and KOing a foe. Do not try to trap Magnemite unless its Sturdy has been broken or its Berry Juice has been used up, as Magnemite can severely weaken Trapinch otherwise. Similarly, avoid trapping and revenge killing Pawniard and Ponyta until their Eviolites are removed; Ponyta can potentially burn Trapinch, though Trapinch can still 2HKO offensive Ponyta when burned. Trapinch is able to trap Diglett effectively, as Trapinch can survive Diglett's Earthquake while it can OHKO Diglett with its own Earthquake. Trapinch can become predictable, so double switching on a predicted Trapinch switch-in from the opponent will keep momentum. Trapinch should use Earthquake liberally when KOing a foe affected by Arena Trap unless it is hit harder by Rock Slide or Superpower. It is best to use Feint only if it will KO the target or if Trapinch is about to faint. If running Toxic, it should only be used on Pokemon that take little damage from Earthquake and Rock Slide, such as Cottonee and Mudbray.

Team Options
========

Trapinch is able to trap and remove specific threats, so Pokemon that appreciate these threats being gone, such as Snivy, Timburr, and Croagunk, value Trapinch as a teammate. Lickitung and Spritzee can provide Wish support for Trapinch, greatly increasing its longevity. In return, Trapinch is able to trap and remove Pawniard and Croagunk for them. Flying-type checks such as Magnemite, Chinchou, and Onix can threaten Flying-types for Trapinch, which allows it to focus on using Earthquake when KOing threats. Pokemon like Foongus, Croagunk, and Ferroseed can take on the Water- and Grass-types that threaten Trapinch, while it can remove Ponyta and Diglett for them. Entry hazards from Pokemon like Ferroseed and Onix can get decent chip damage on foes and can also break potential Focus Sashes and Sturdy, which makes Trapinch's job much easier. Because Trapinch needs as much health as possible when sent out, hazard removal from Pokemon such as Staryu will improve Trapinch's longevity. Setup sweepers like Belly Drum Zigzagoon and Shell Smash Shellder value Trapinch's ability to trap and remove threats to them. U-turn and Volt Switch users like Mienfoo and Magnemite can bring in Trapinch safely.

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

Life Orb can be used to give Trapinch extra damage output, but it severely reduces Trapinch's longevity, which it sorely needs, making it inferior to Berry Juice and Eviolite. Similarly, Choice Band can be run to boost Trapinch's damage output without Life Orb recoil; however, being locked into a move makes it harder for Trapinch to KO certain Pokemon such as Abra after it has trapped them. Crunch can be used to OHKO Gastly as well as hit Pumpkaboo-XL and Slowpoke, but it has little use outside of that, and Ghost-types cannot be trapped, meaning they are not hit reliably by Crunch. Hidden Power Poison can be used in the last moveslot to 2HKO Cottonee, a common Trapinch switch-in. An Adamant nature doesn't change the damage Hidden Power Poison does, so Trapinch can still have 18 Attack. Rock Tomb can be used over Rock Slide for utility in lowering the foe's Speed, but Trapinch is too slow to take advantage of the Speed drop, and it is better off using Earthquake if the target takes neutral damage from it. Trapinch can use Quick Attack over Feint, which gets higher damage rolls against common Shell Smash users; however, these rolls are not worth sacrificing the increased priority that Feint grants. Trapinch can run minimum Speed for Trick Room, but it lacks the power to KO bulkier Pokemon without Life Orb or Choice Band, which wastes Trick Room turns. Furthermore, Trapinch is better off being used as a revenge killer instead of a sweeper. An alternative EV spread of 156 HP / 36 Atk / 156 Def / 156 SpD with an Eviolite can be used to always trap and KO Chinchou from full HP, but Trapinch then loses physical bulk.

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

**Pokemon Unaffected by Arena Trap**: Flying-types, Ghost-types, and Levitate users like Vullaby, Pumpkaboo, Bronzor, and Gastly are unaffected by Arena Trap, meaning Trapinch can't perform its role as a trapper. Flying-types and Levitate users are also immune to Earthquake, meaning that Trapinch has to rely on its inferior coverage moves if it wants to hit them.

**Grass-types**: Grass-types like Foongus and Snivy can switch into Trapinch's Earthquake and threaten it with their super effective STAB moves. Furthermore, Foongus and Ferroseed are not 2HKOed by Earthquake and can 2HKO Trapinch in return. However, Cottonee must be wary of Hidden Power Poison, which 2HKOes it, while Ferroseed has to be careful of Superpower.

**Water-types**: Water-type Pokemon can force Trapinch out with their super effective STAB moves. Bulky Water-types like Staryu can take an Earthquake relatively well and heal any damage they take with recovery moves, while Shell Smash users like Shellder can threaten Trapinch and use it as setup bait once in safely.

**Bulkier Pokemon**: Bulkier Pokemon like Mienfoo, Mudbray, and Spritzee are not 2HKOed by any of Trapinch's moves and can easily threaten Trapinch out. However, these Pokemon do not like taking Trapinch's Toxic.
 
Last edited:

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
I'll give you a qc check shortly, but I'm pretty sure you're allowed to go ahead and write this out now. Trapinch already had 2 qc checks, so no need to start from 0 all over again! :)
So I'm writing this up?
and what should i do about the title?
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
So according to QC, since the old Trapinch analysis already got 2 QC checks, this analysis already starts off at 2 QC checks and should be written...

So..

Ready for final check?
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
So according to QC, since the old Trapinch analysis already got 2 QC checks, this analysis already starts off at 2 QC checks and should be written...

So..

Ready for final check?
Yes, if the previous Trapinch analysis had two checks, you get to continue from that point. However, that is only if you pretty much copied that analysis and wrote it up.
 
QC: Fiend / Coconut / x
GP: x / x

[OVERVIEW]

Trapinch distinguishes itself from Diglett as a Ground-type trapper due to its much higher Attack stat and greater bulk. Furthermore, Trapinch's defenses allow it to trap and KO several important threats that Diglett otherwise struggles with, such as Pawniard and Ponyta. However, outside of trapping specific threats, it is heavily outclassed by Diglett. Trapinch has incredibly low Speed and will always take a hit before it gets to KO the Pokemon it traps. Its typing leaves it vulnerable to common Water- and Grass-types in the tier. Trapinch also has a limited movepool, meaning it doesn't have enough coverage to hit the tier for super effective damage. Lastly, once Trapinch KOes a foe that it traps, it is susceptible to being revenge killed. Because of these flaws, Diglett is usually a superior choice over Trapinch, as it is much faster, has more utility, also has priority, and can do roughly the same damage.

[SET]
name: Trapper
move 1: Earthquake
move 2: Rock Slide
move 3: Feint
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

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

Earthquake is Trapinch's main STAB move, denting anything that doesn't resist it. Rock Slide allows Trapinch to hit Flying-types like Vullaby, Doduo, and Rufflet. Feint gives Trapinch priority in order to pick off weakened threats such as Focus Sash Magnemite, and it is used over Quick Attack due to its higher priority, meaning Trapinch can get chip damage off against priority users. The last moveslot is a filler move and should be geared towards specific needs. Toxic cripples Trapinch's switch-ins like Vullaby, Cottonee, and defensive Mudbray. Superpower can be used to always OHKO Pawniard as well as 2HKOing Ferroseed and Scraggy. Crunch can be run to OHKO Gastly as well as hit Pumpkaboo-XL. Don't mention Crunch here if it's in OO.

Set Details
========

The given EV spread enables Trapinch to almost always avoid the OHKO from Analytic Magnemite's Flash Cannon and Adamant Life Orb Pawniard's Knock Off after Stealth Rock.
The Attack investment with an Adamant nature lets Trapinch reach 18 Attack, allowing it to 2HKO non-Eviolite Spritzee most of the time as well as guaranteeing the OHKO Croagunk. Line breaks
Berry Juice usually allows Trapinch to heal back to full HP after it has trapped and KOed its target. Eviolite can be run instead, giving Trapinch increased bulk and an easier time trapping foes in exchange for longevity. If Eviolite is run, an alternate EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable, as Trapinch can usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes.

Usage Tips
========

It is best to use Trapinch as a revenge killer if there is a foe on the opposing team that it needs to trap. Try to get Trapinch in safely through a double switch or a pivot, as due to the fact Trapinch is slow, it needs to preserve its health for trapping and KOing a foe. Do not try to trap Magnemite unless its Sturdy has been broken or its Berry Juice was used up, as Magnemite can severely weaken Trapinch otherwise. Similarly, avoid trapping and revenge killing Pawniard and Ponyta until their Eviolites are removed. How much does a burned Trapinch do to Ponyta? Trapinch is able to trap Diglett and KO it successfully, as Trapinch can survive Diglett's Earthquake while it can OHKO Diglett with its own Earthquake. Trapinch can become predictable, so double switching on a predicted Trapinch switch-in from the opponent will keep the momentum. Trapinch should use Earthquake liberally when KOing a foe affected by Arena Trap unless it is hit harder by Rock Slide or Superpower. It is best to use Feint only if it will KO the target or if Trapinch is about to faint. If running Toxic, it should only be used on Pokemon that take little damage from Earthquake and Rock Slide, such as Snivy, Cottonee, Mudbray, and Mienfoo You don't need more than 2 examples here. I'd use Cottonee and Mudbray.

Team Options
========

Trapinch is able to trap and remove threats like Pawniard, Diglett, Mareanie, Croagunk, Abra, Ponyta, and Magnemite. You cover this sentence in the overview so you can get rid of it. Therefore, Pokemon that appreciate these threats gone, such as Foongus, Mienfoo, Spritzee, Snivy, Timburr, and Croagunk appreciate Trapinch as a teammate. You don't need all these examples. I'd stick with more offensive threats like Timburr and Snivy here. Lickitung and Spritzee can provide Wish support for Trapinch, greatly increasing its longevity. In return, Trapinch is able to trap and remove Pawniard and Croagunk for them. Flying-type checks, such as Magnemite, Chinchou, Onix, and Archen Too many examples can threaten Flying-types for Trapinch, which allows Trapinch to focus on using Earthquake when KOing threats. Pokemon like Foongus, Croagunk, Magnemite, and Ferroseed Too many examples can take on the Water- and Grass-types that threaten Trapinch, while Trapinch can remove Ponyta and Diglett for them. Entry hazards from Pokemon like Ferroseed, Onix, and Mareanie Drop Mareanie here get get decent chip damage on foes and can also break potential Focus Sashes and Sturdy, which makes Trapinch's job much easier. Because Trapinch needs as much health as it can when sent out, hazard removal from Drilbur, Staryu, and Vullaby I'd just use Staryu here will improve Trapinch's longevity. Setup sweepers like Swords Dance Pawniard, Belly Drum Zigzagoon, and Shell Smash users Use Zigzagoon and Shellder here value Trapinch's ability to trap and remove threats to them. U-turn and Volt Switch users like Mienfoo and Magnemite can bring in Trapinch safely.

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

Life Orb can be used to give Trapinch extra damage output, but it severely reduces Trapinch's longevity, which it sorely needs, making it inferior to Berry Juice and Eviolite. Similarly, Choice Band can be run to boost Trapinch's damage output but without Life Orb recoil; however, being locked into a move makes it harder for Trapinch to KO certain Pokemon after it has trapped them, such as Abra. Crunch can be used to OHKO Gastly as well as hit Pumpkaboo-XL, but has little use outside of that. Mention that Ghost-types can't be trapped and maybe mention Slowpoke here as well. Hidden Power Poison can be used in the last moveslot to 2HKO Cottonee, a common Trapinch switch-in. An Adamant nature doesn't change the damage Hidden Power Poison does, so Trapinch can still have 18 Attack. Rock Tomb can be used over Rock Slide for utility in lowering the foe's Speed, but Trapinch is too slow to take advantage of the Speed drop, and it is better off using Earthquake if the target takes neutral damage from it. Trapinch can run minimum Speed for Trick Room, but Trapinch lacks the power to KO bulkier Pokemon without Life Orb or Choice Band, which wastes Trick Room turns. Furthermore, Trapinch is better off being used as a revenge killer instead of a sweeper. An alternative EV spread of 156 HP / 36 Atk / 156 Def / 156 SpD can be used to always trap and KO Chinchou from full HP, but Trapinch loses physical bulk. Is this with Eviolite or Berry Juice? Make sure to specify.
Mention Quick Attack here; it gets better rolls vs a couple things, namely Shell Smash users, but these rolls are rarely worth sacrificing the increased priority of Feint.


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

**Pokemon Unaffected by Arena Trap**: Flying-types, Ghost-types, and Levitate users like Vullaby, Doduo, Rufflet, Frillish, Gastly, and Koffing are unaffected by Arena Trap, meaning Trapinch can't perform its role as a trapper. Again, trim the examples here. I'd stick with Vullaby and Gastly. Flying-types and Levitate users are also immune to Earthquake, meaning that Trapinch has to rely on its inferior coverage moves if it wants to hit them.

**Grass-types**: Grass-types like Foongus, Ferroseed, Bellsprout, Snivy, and Cottonee can switch into Trapinch and threaten it with their super effective STAB moves. Too many examples; stick with Foongus and Snivy. Also, how are they switching in? Foongus and Ferroseed are not 2HKOed by Earthquake and can 2HKO Trapinch in return with Giga Drain and Bullet Seed, respectively. This sentence seems unnecessary. However, Cottonee must be wary of Hidden Power Poison, which 2HKOes it. Mention Superpower for Ferroseed

**Water-types**: Water-type Pokemon like Staryu, Slowpoke, Shellder, Frillish, Chinchou, Omanyte, and Tirtouga can force Trapinch out with their super effective STAB moves. Get rid of all the mentions in this sentence. Staryu, Slowpoke, and Frillish can switch into Trapinch relatively easily and can Recover off the damage they take. Just say "Bulky waters like Staryu" here. Again, they can't switch in... The latter three have trouble switching into Trapinch, but once in safely, they can threaten Trapinch, and Omanyte and Tirtouga can use Trapinch's switch as setup bait. Merge the second half of this sentence with the previous one, and just mention Shellder here.

**Bulkier Pokemon**: Bulkier Pokemon like Staryu, Mienfoo, Foongus, Mudbray, Ferroseed, Slowpoke, and Hippopotas are not 2HKOed by any of Trapinch's moves and can easily threaten Trapinch out. You've mentioned half these Pokemon already. Use Mudbray and Spritzee here. Staryu, Slowpoke, and Hippopotas can also use Recover and stall out Trapinch. Foongus and Ferroseed can 2HKO Trapinch, and Foongus can heal off the damage it takes due to regenerator. Mudbray and Mienfoo can use Trapinch as setup bait. Get rid of these three sentences and mention that bulkier Pokemon hate Toxic.

**Offensive Pokemon**: Mienfoo, offensive Staryu, Gastly, Carvanha, and other offensive Pokemon can KO and threaten Trapinch after it has trapped a foe. However, these Pokemon usually can't switch into Trapinch directly. I don't think "Offensive Pokemon" really warrants its own section. Everything here is pretty well covered already, and if Trapinch loses to offensive and bulky Pokemon, what does it beat?


Comments in bold. 3/3
 

Xayah

San Bwanna
is a Community Contributoris a Forum Moderator Alumnusis a Contributor Alumnus
GP amcheck, you know how it works. Standard colors

[OVERVIEW]

Trapinch distinguishes itself from Diglett as a Ground-type trapper due to its much higher Attack stat and greater bulk. Furthermore, Trapinch's defenses allow it to trap and KO several important threats that Diglett otherwise struggles with, such as Pawniard and Ponyta. However, outside of trapping specific threats, Trapinch is heavily outclassed by Diglett. Trapinch has incredibly low Speed and will nearly always take a hit before it gets to KO the Pokemon it traps. Its typing leaves it vulnerable to common Water- and Grass-types in the tier. Trapinch also has a limited movepool, meaning it doesn't have enough coverage to hit most of the tier for super effective damage. Lastly, once Trapinch KOes a foe that it traps, it is susceptible to being revenge killed. Because of these flaws, Diglett is usually a superior choice over Trapinch, as it is much faster, has more utility, also has priority, and can do roughly the same damage.

[SET]
name: Trapper
move 1: Earthquake
move 2: Rock Slide
move 3: Feint
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

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

Earthquake is Trapinch's main STAB move, denting anything that doesn't resist it. Rock Slide allows Trapinch to hit Flying-types like Vullaby, Doduo, and Rufflet. Feint gives Trapinch priority in order to pick off weakened threats such as Focus Sash Magnemite brought down to its Sturdy (um… I’m pretty sure this should be Sturdy, so change it to that), and it is used over Quick Attack due to its higher priority, meaning Trapinch can get chip damage off against priority users. The last moveslot is a filler move and should be geared towards specific needs. Toxic cripples Trapinch's switch-ins like Vullaby, Cottonee, and defensive Mudbray. Superpower can be used to always OHKO Pawniard and 2HKO Ferroseed and Scraggy.

Set Details
========

The given EV spread enables Trapinch to almost always avoid the OHKO from Analytic Magnemite's Flash Cannon and Adamant Life Orb Pawniard's Knock Off after Stealth Rock. (remove Enter) The Attack investment with an Adamant nature lets Trapinch reach 18 Attack, allowing it to 2HKO non-Eviolite Spritzee most of the time as well as guaranteeing the OHKO on Croagunk. (remove Enter) Berry Juice usually allows Trapinch to heal back to full HP after it has trapped and KOed its target. Eviolite can be run instead, giving Trapinch increased bulk and an easier time trapping foes in exchange for longevity. If Eviolite is run, an alternate EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable, as it allows Trapinch canto usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes.

Usage Tips
========

It is best to use Trapinch as a revenge killer if there is a foe on the opposing team that it needs to trap. Try to get Trapinch in safely through a double switch or a pivot, as due to the fact Trapinch is slow, it and thus needs to preserve its health for trapping and KOing a foe. Do not try to trap Magnemite unless its Sturdy has been broken or its Berry Juice was used up, as Magnemite can severely weaken Trapinch otherwise. Similarly, avoid trapping and revenge killing Pawniard and Ponyta until their Eviolites are removed; Trapinch can still 2HKO offensive Ponyta when even if it gets burned, though. (feels really weird. Maybe explain that Ponyta can burn Trapinch and then say Trapinch can still 2HKO?) Trapinch is able to counter-trap (I’m not sure if counter-trap is allowed, maybe change this to just trap) Diglett and KO it successfully, as Trapinch can survive Diglett's Earthquake while it can OHKO Diglett with its own Earthquake. Trapinch can become predictable, so double switching on a predicted Trapinch switch-in from the opponent will keep the momentum. Trapinch should use Earthquake liberally when KOing a foe affected by Arena Trap unless it is hit harder by Rock Slide or Superpower. It is best to use Feint only if it will KO the target or if Trapinch is about to faint. If running Toxic, it should only be used on Pokemon that take little damage from Earthquake and Rock Slide, such as Cottonee and Mudbray.

Team Options
========

Trapinch is able to trap and remove specific threats, so Pokemon that appreciate these threats gone, such as Snivy, Timburr, and Croagunk, value Trapinch as a teammate. Lickitung and Spritzee can provide Wish support for Trapinch, greatly increasing its longevity. In return, Trapinch is able tocan (repetition) trap and remove Pawniard and Croagunk for them. Flying-type checks such as Magnemite, Chinchou, and Onix can threaten Flying-types for Trapinch, which allows it to focus on using Earthquake when KOing threats. Pokemon like Foongus, Croagunk, and Ferroseed can take on the Water- and Grass-types that threaten Trapinch, while Trapinch (maybe change this one to it, but I’m not sure and you’re the GPer) can remove Ponyta and Diglett for them. Entry hazards from Pokemon like Ferroseed and Onix can get decent chip damage on foes and can also break potential Focus Sashes and Sturdy, which makes Trapinch's job much easier. Because Trapinch needs as much health as it canpossible when sent out, hazard removal from Pokemon such as Staryu will improve Trapinch's longevity. Setup sweepers like Belly Drum Zigzagoon and Shell Smash Shellder value Trapinch's ability to trap and remove threats to them. U-turn and Volt Switch users like Mienfoo and Magnemite can bring in Trapinch safely.

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

Life Orb can be used to give Trapinch extra damage output, but it severely reduces Trapinch's longevity, which it sorely needs, making it inferior to Berry Juice and Eviolite. Similarly, Choice Band can be run to boost Trapinch's damage output but without Life Orb recoil; however, being locked into a move makes it harder for Trapinch to KO certain Pokemon after it has trapped them, such as Abra. Crunch can be used to OHKO Gastly as well as hit Pumpkaboo-XL and Slowpoke, but has little use outside of that, and Ghost-types cannot be trapped, meaning they are not hit reliably by Crunch. Hidden Power Poison can be used in the last moveslot to 2HKO Cottonee, a common Trapinch switch-in. An Adamant nature doesn't change the damage Hidden Power Poison does, so Trapinch can still have 18 Attack. Rock Tomb can be used over Rock Slide for utility in lowering the foe's Speed, but Trapinch is too slow to take advantage of the Speed drop, and it is better off using Earthquake if the target takes neutral damage from it. Trapinch can use Quick Attack over Feint, which gets higher damage rolls against common Shell Smash users; however, these rolls are not worth sacrificing the increased priority that Feint grants. Trapinch can run minimum Speed for Trick Room, but Trapinch lacks the power to KO bulkier Pokemon without Life Orb or Choice Band, which wastes Trick Room turns. Furthermore, Trapinch is better off being used as a revenge killer instead of a sweeper. An alternative EV spread of 156 HP / 36 Atk / 156 Def / 156 SpD with an Eviolite can be used to always trap and KO Chinchou from full HP, but Trapinch loses physical bulk.

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

**Pokemon Unaffected by Arena Trap**: Flying-types, Ghost-types, and Levitate users like Vullaby, (RC) and Gastly (hmmm… three categories and only two examples doesn’t feel right. I know Gastly is both Ghost and Levitate, but still. Maybe change to Vullaby, Pumpkaboo, and Bronzor or something along those lines) are unaffected by Arena Trap, meaning Trapinch can't perform its role as a trapper. Flying-types and Levitate users are also immune to Earthquake, meaning that Trapinch has to rely on its inferior relatively weak (it sounds like EQ is a coverage move) coverage moves if it wants to hit them.

**Grass-types**: Grass-types like Foongus and Snivy can switch into Trapinch's Earthquake and threaten it with their super effective STAB moves. Furthermore, Foongus and Ferroseed are not 2HKOed by Earthquake and can 2HKO Trapinch in return. However, Cottonee must be wary of Hidden Power Poison, which 2HKOes it. Furthermore,, while Ferroseed has to be careful of Trapinch's Superpower.

**Water-types**: Water-type Pokemon can force Trapinch out with their super effective STAB moves. Bulky Water-types like Staryu can take an Earthquake relatively well and can Recover off the damage they take, while Shell Smash users like Shellder can threaten Trapinch and use it as setup bait once in safely.

**Bulkier Pokemon**: Bulkier Pokemon like Mienfoo, Mudbray, and Spritzee are not 2HKOed by any of Trapinch's moves and can easily threaten Trapinch out. However, these Pokemon do not like taking Trapinch's Toxic.
 

Fireflame

Silksong when
is a Top Contributoris a Smogon Media Contributoris a Social Media Contributor Alumnus
Thank you for the amcheck. I implemented the majority of it; you did spot good changes. There were some parts that didn't need the change, but your reasoning for those was fine.
 

P Squared

a great unrecorded history
is a Site Content Manageris a Community Contributoris a Top Contributoris a Top Social Media Contributor Alumnusis a Senior Staff Member Alumnusis a Top Smogon Media Contributor Alumnus
o ww o

GP 1/2
[OVERVIEW]

Trapinch distinguishes itself from Diglett as a Ground-type trapper due to its much higher Attack stat and greater bulk. Furthermore, Trapinch's defenses allow it to trap and KO several important threats that Diglett struggles with, such as Pawniard and Ponyta. However, outside of trapping specific threats, Trapinch is heavily outclassed by Diglett. Trapinch has incredibly low Speed and will nearly always take a hit before it gets to KO the Pokemon it traps. Its typing leaves it vulnerable to common Water- and Grass-types in the tier. Trapinch also has a limited movepool, meaning it doesn't have enough coverage to hit most of the tier for super effective damage. Lastly, once Trapinch KOes a foe that it traps, it is susceptible to being revenge killed. Because of these flaws, Diglett is usually a superior choice over Trapinch, as it is much faster, has more utility, has priority as well, and can do roughly the same damage.

[SET]
name: Trapper
move 1: Earthquake
move 2: Rock Slide
move 3: Feint
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

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

Earthquake is Trapinch's main STAB move, (it is in fact Trapinch's only STAB move here so I would just go straight to how it dents stuff) denting anything that doesn't resist it. Rock Slide allows Trapinch to hit Flying-types like Vullaby, Doduo, and Rufflet. Feint gives Trapinch priority in order to pick off weakened threats such as Magnemite brought down to its Sturdy, and it is used over Quick Attack due to its higher priority, meaning Trapinch can get chip damage off against priority users. The last moveslot is a filler move and should be geared towards specific needs. Toxic cripples Trapinch's switch-ins like Vullaby, Cottonee, and defensive Mudbray. Superpower can be used to always OHKO Pawniard and 2HKO Ferroseed and Scraggy.

Set Details
========

The given EV spread enables Trapinch to almost always avoid the OHKO from Analytic Magnemite's Flash Cannon and Adamant Life Orb Pawniard's Knock Off after Stealth Rock. The Attack investment with an Adamant nature lets Trapinch reach 18 Attack, allowing it to 2HKO non-Eviolite Spritzee most of the time as well as guaranteeing the OHKO on Croagunk. Berry Juice usually allows Trapinch to heal back to full HP after it has trapped and KOed its target. Eviolite can be run instead, giving Trapinch increased bulk and an easier time trapping foes in exchange for longevity. If Eviolite is run, an alternate EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable, as it allows Trapinch to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes.

Usage Tips
========

It is best to use Trapinch as a revenge killer if there is a foe on the opposing team that it needs to trap. Try to get Trapinch in safely through a double switch or a pivot, as Trapinch is slow and thus needs to preserve its health for trapping and KOing a foe. Do not try to trap Magnemite unless its Sturdy has been broken or its Berry Juice was has been (feels a bit weird using has been and was in the same sentence) used up, as Magnemite can severely weaken Trapinch otherwise. Similarly, avoid trapping and revenge killing Pawniard and Ponyta until their Eviolites are removed; Ponyta can potentially burn Trapinch, though but Trapinch can still 2HKO offensive Ponyta when burned, though. Trapinch is able to trap Diglett effectively and KO it successfully, as Trapinch can survive Diglett's Earthquake while it can OHKO Diglett with its own Earthquake. (reasoning here is it feels like you are going from point A to B to A again, so I wanted to remove the first "and KO it", and then when it just had "successfully" left it sounded like it was saying like... 'yes Arena Trap will work'. idk. if you have a different idea on how to fix it go ahead) Trapinch can become predictable, so double switching on a predicted Trapinch switch-in from the opponent will keep the momentum. Trapinch should use Earthquake liberally when KOing a foe affected by Arena Trap unless it is hit harder by Rock Slide or Superpower. It is best to use Feint only if it will KO the target or if Trapinch is about to faint. If running Toxic, it should only be used on Pokemon that take little damage from Earthquake and Rock Slide, such as Cottonee and Mudbray.

Team Options
========

Trapinch is able to trap and remove specific threats, so Pokemon that appreciate these threats gone, such as Snivy, Timburr, and Croagunk, value Trapinch as a teammate. Lickitung and Spritzee can provide Wish support for Trapinch, greatly increasing its longevity. In return, Trapinch is able to trap and remove Pawniard and Croagunk for them. Flying-type checks such as Magnemite, Chinchou, and Onix can threaten Flying-types for Trapinch, which allows it to focus on using Earthquake when KOing threats. Pokemon like Foongus, Croagunk, and Ferroseed can take on the Water- and Grass-types that threaten Trapinch, while it can remove Ponyta and Diglett for them. Entry hazards from Pokemon like Ferroseed and Onix can get decent chip damage on foes and can also break potential Focus Sashes and Sturdy, which makes Trapinch's job much easier. Because Trapinch needs as much health as possible when sent out, hazard removal from Pokemon such as Staryu will improve Trapinch's longevity. Setup sweepers like Belly Drum Zigzagoon and Shell Smash Shellder value Trapinch's ability to trap and remove threats to them. U-turn and Volt Switch users like Mienfoo and Magnemite can bring in Trapinch safely.

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

Life Orb can be used to give Trapinch extra damage output, but it severely reduces Trapinch's longevity, which it sorely needs, making it inferior to Berry Juice and Eviolite. Similarly, Choice Band can be run to boost Trapinch's damage output but without Life Orb recoil; however, being locked into a move makes it harder for Trapinch to KO certain Pokemon after it has trapped them, such as Abra. Crunch can be used to OHKO Gastly as well as hit Pumpkaboo-XL and Slowpoke, but it has little use outside of that, and Ghost-types cannot be trapped, meaning they are not hit reliably by Crunch. Hidden Power Poison can be used in the last moveslot to 2HKO Cottonee, a common Trapinch switch-in. An Adamant nature doesn't change the damage Hidden Power Poison does, so Trapinch can still have 18 Attack. Rock Tomb can be used over Rock Slide for utility in lowering the foe's Speed, but Trapinch is too slow to take advantage of the Speed drop, and it is better off using Earthquake if the target takes neutral damage from it. Trapinch can use Quick Attack over Feint, which gets higher damage rolls against common Shell Smash users; however, these rolls are not worth sacrificing the increased priority that Feint grants. Trapinch can run minimum Speed for Trick Room, but it Trapinch lacks the power to KO bulkier Pokemon without Life Orb or Choice Band, which wastes Trick Room turns. Furthermore, Trapinch is better off being used as a revenge killer instead of a sweeper. An alternative EV spread of 156 HP / 36 Atk / 156 Def / 156 SpD with an Eviolite can be used to always trap and KO Chinchou from full HP, but Trapinch then loses physical bulk.

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

**Pokemon Unaffected by Arena Trap**: Flying-types, Ghost-types, and Levitate users like Vullaby, Pumpkaboo, Bronzor, and Gastly are unaffected by Arena Trap, meaning Trapinch can't perform its role as a trapper. Flying-types and Levitate users are also immune to Earthquake, meaning that Trapinch has to rely on its inferior coverage moves if it wants to hit them.

**Grass-types**: Grass-types like Foongus and Snivy can switch into Trapinch's Earthquake and threaten it with their super effective STAB moves. Furthermore, Foongus and Ferroseed are not 2HKOed by Earthquake and can 2HKO Trapinch in return. However, Cottonee must be wary of Hidden Power Poison, which 2HKOes it, while Ferroseed has to be careful of Superpower.

**Water-types**: Water-type Pokemon can force Trapinch out with their super effective STAB moves. Bulky Water-types like Staryu can take an Earthquake relatively well and can Recover off the damage they take, while Shell Smash users like Shellder can threaten Trapinch and use it as setup bait once in safely.

**Bulkier Pokemon**: Bulkier Pokemon like Mienfoo, Mudbray, and Spritzee are not 2HKOed by any of Trapinch's moves and can easily threaten Trapinch out. However, these Pokemon do not like taking Trapinch's Toxic.

 
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GP 2/2
remove add

[OVERVIEW]

Trapinch distinguishes itself from Diglett as a Ground-type trapper due to with its much higher Attack stat and greater bulk. Furthermore, Trapinch's defenses allow it to trap and KO several important threats that Diglett struggles with, such as Pawniard and Ponyta. However, outside of trapping specific threats, Trapinch is heavily outclassed by Diglett. Trapinch has incredibly low Speed and will nearly always take a hit before it gets to KO the Pokemon it traps. Its typing leaves it vulnerable to the common Water- and Grass-types in the tier. Trapinch also has a limited movepool, meaning it doesn't have enough coverage to hit most of the tier for super effective damage. Lastly, once Trapinch KOes a foe that it traps, it is susceptible to being revenge killed. Because of these flaws, Diglett is usually a superior choice over Trapinch, as it is much faster, has more utility, has priority as well, and can do roughly the same amount of damage.

[SET]
name: Trapper
move 1: Earthquake
move 2: Rock Slide
move 3: Feint
move 4: Toxic / Superpower
item: Berry Juice / Eviolite
ability: Arena Trap
nature: Adamant
evs: 156 HP / 36 Atk / 236 Def / 76 SpD

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

Earthquake is Trapinch's main attacking move, denting anything that doesn't resist it. Rock Slide allows Trapinch to hit Flying-types like Vullaby, Doduo, and Rufflet. Feint gives Trapinch priority in order to pick off weakened threats such as Magnemite brought down to its 1 HP by Sturdy, and it is used over Quick Attack due to its higher priority, meaning Trapinch can get chip damage off against priority users. The last moveslot is a filler move and should be geared towards specific needs. Toxic cripples Trapinch's switch-ins like Vullaby, Cottonee, and defensive Mudbray. Superpower can be used to always OHKO Pawniard and 2HKO Ferroseed and Scraggy.

Set Details
========

The given EV spread enables Trapinch to almost always avoid the OHKO from Analytic Magnemite's Flash Cannon and Adamant Life Orb Pawniard's Knock Off after Stealth Rock damage. The Attack investment with an Adamant nature lets Trapinch reach 18 Attack, allowing it to 2HKO non-Eviolite Spritzee most of the time as well as guaranteeing the get a guaranteed OHKO on Croagunk. Berry Juice usually allows Trapinch to heal back to full HP after it has trapped and KOed its target. Eviolite can be run instead, giving Trapinch increased bulk and an easier time trapping foes in exchange for longevity. If Eviolite is run, an alternate alternative EV spread of 156 HP / 36 Atk / 76 Def / 236 SpD is preferable, as it allows Trapinch to usually avoid the 2HKO from Magnemite's Flash Cannon after Stealth Rock and the OHKO from Choice Scarf Chinchou's Hydro Pump after a layer of Spikes.

Usage Tips
========

It is best to use Trapinch as a revenge killer if there is a foe on the opposing team that it needs to trap. Try to get Trapinch in safely through a double switch or a pivot, as Trapinch is slow and thus needs to preserve its health for trapping and KOing a foe. Do not try to trap Magnemite unless its Sturdy has been broken or its Berry Juice has been used up, as Magnemite can severely weaken Trapinch otherwise. Similarly, avoid trapping and revenge killing Pawniard and Ponyta until their Eviolites are removed; Ponyta can potentially burn Trapinch, though Trapinch can still 2HKO offensive Ponyta when burned. Trapinch is able to trap Diglett effectively(space), as Trapinch can survive Diglett's Earthquake while it can OHKO Diglett with its own Earthquake. Trapinch can become predictable, so double switching on a predicted Trapinch switch-in from the opponent will keep the momentum. Trapinch should use Earthquake liberally when KOing a foe affected by Arena Trap unless it is hit harder by Rock Slide or Superpower. It is best to use Feint only if it will KO the target or if Trapinch is about to faint. If running Toxic, it should only be used on Pokemon that take little damage from Earthquake and Rock Slide, such as Cottonee and Mudbray.

Team Options
========

Trapinch is able to trap and remove specific threats, so Pokemon that appreciate these threats being gone, such as Snivy, Timburr, and Croagunk, value Trapinch as a teammate. Lickitung and Spritzee can provide Wish support for Trapinch, greatly increasing its longevity. In return, Trapinch is able to trap and remove Pawniard and Croagunk for them. Flying-type checks such as Magnemite, Chinchou, and Onix can threaten Flying-types for Trapinch, which allows it to focus on using Earthquake when KOing threats. Pokemon like Foongus, Croagunk, and Ferroseed can take on the Water- and Grass-types that threaten Trapinch, while it can remove Ponyta and Diglett for them. Entry hazards from Pokemon like Ferroseed and Onix can get decent chip damage on foes and can also break potential Focus Sashes and Sturdy, which makes Trapinch's job much easier. Because Trapinch needs as much health as possible when sent out, hazard removal from Pokemon such as Staryu will improve Trapinch's longevity. Setup sweepers like Belly Drum Zigzagoon and Shell Smash Shellder value Trapinch's ability to trap and remove threats to them. U-turn and Volt Switch users like Mienfoo and Magnemite can bring in Trapinch safely.

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

Life Orb can be used to give Trapinch extra damage output, but it severely reduces Trapinch's longevity, which it sorely needs, making it inferior to Berry Juice and Eviolite. Similarly, Choice Band can be run to boost Trapinch's damage output but without Life Orb recoil; however, being locked into a move makes it harder for Trapinch to KO certain Pokemon such as Abra after it has trapped them, (comma) such as Abra. Crunch can be used to OHKO Gastly as well as hit Pumpkaboo-XL and Slowpoke, but it has little use outside of that, and Ghost-types cannot be trapped, meaning they are not hit reliably by Crunch. Hidden Power Poison can be used in the last moveslot to 2HKO Cottonee, a common Trapinch switch-in. An Adamant nature doesn't change the damage Hidden Power Poison does, so Trapinch can still have 18 Attack. Rock Tomb can be used over Rock Slide for utility in lowering the foe's Speed, but Trapinch is too slow to take advantage of the Speed drop, and it is better off using Earthquake if the target takes neutral damage from it. Trapinch can use Quick Attack over Feint, which gets higher damage rolls against common Shell Smash users; however, these rolls are not worth sacrificing the increased priority that Feint grants. Trapinch can run minimum Speed for Trick Room, but it lacks the power to KO bulkier Pokemon without Life Orb or Choice Band, which wastes Trick Room turns. Furthermore, Trapinch is better off being used as a revenge killer instead of a sweeper. An alternative EV spread of 156 HP / 36 Atk / 156 Def / 156 SpD with an Eviolite can be used to always trap and KO Chinchou from full HP, but Trapinch then loses physical bulk.

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

**Pokemon Unaffected by Arena Trap**: Flying-types, Ghost-types, and Levitate users like Vullaby, Pumpkaboo, Bronzor, and Gastly are unaffected by Arena Trap, meaning Trapinch can't perform its role as a trapper. Flying-types and Levitate users are also immune to Earthquake, meaning that Trapinch has to rely on its inferior coverage moves if it wants to hit them.

**Grass-types**: Grass-types like Foongus and Snivy can switch into Trapinch's Earthquake and threaten it with their super effective STAB moves. Furthermore, Foongus and Ferroseed are not 2HKOed by Earthquake and can 2HKO Trapinch in return. However, Cottonee must be wary of Hidden Power Poison, which 2HKOes it, while Ferroseed has to be careful of Superpower.

**Water-types**: Water-type Pokemon can force Trapinch out with their super effective STAB moves. Bulky Water-types like Staryu can take an Earthquake relatively well and can Recover off the heal any damage they take with recovery moves, while Shell Smash users like Shellder can threaten Trapinch and use it as setup bait once in safely.

**Bulkier Pokemon**: Bulkier Pokemon like Mienfoo, Mudbray, and Spritzee are not 2HKOed by any of Trapinch's moves and can easily threaten Trapinch out. However, these Pokemon do not like taking Trapinch's Toxic.
 
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