Trapinch (UU Analysis)

Komodo

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http://www.smogon.com/dp/pokemon/trapinch

[Overview]

<p>Although Trapinch may seem like an inferior Dugtrio, he has a few advantages over the triple mole. Notably, Trapinch has higher Attack, and his low Speed makes him usable in Trick Room. Arena Trap is the main selling point for Trapinch, enabling him to trap the opposing Pokemon while threatening them with STAB Earthquake. Trapinch also, and thankfully, has an immunity to Electric-type attacks, which makes switching in a little easier. The main problem with Trapinch is the fact that he is quite litterly unable to take any kind of hit (outside of said Electric attacks). Because of this, Trapinch is very difficult to switch in, and doesn't last very long in battle.</p>

[SET]
name: UU Trick Room Trapper
move 1: Earthquake
move 2: Crunch
move 3: Rock Slide
move 4: Bug Bite / Quick Attack
item: Life Orb / Choice Band
ability: Arena Trap
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]

<p>To the common battler, Trapinch seems like a useless Pokemon who is essentially a waste of a team slot. However, he does have a niche in the UU metagame, albeit a very slight one: his low Speed and Arena Trap ability turn him into a good revenge killer when you have Trick Room set up. With a measly 22 Speed, nothing will outspeed Trapinch in Trick Room, unless it carries a priority move. Just beware when switching him in, as he is unable to take any kind of hit. Earthquake hits Registeel and Fire-types, though most Fire-types have priority (Arcanine with ExtremeSpeed, Blaziken with Vacuum Wave, and Houndoom with Sucker Punch). Crunch deals immense damage to Ghost- and Psychic-types, while Rock Slide is used to hit Flying-types who are immune to Earthquake. Bug Bite hits Dark- and Grass-types hard, and it also has the ability to steal an opposing Pokemon's Berry. Finally, Quick Attack may be used to finish off weakened foes, and brings some priority to the table which can be useful outside of Trick Room. Using a Choice Band gives Trapinch more power, though it doesn't score any notable KOs when compared to Life Orb. It cannot be stressed enough that Trapinch is extremely frail, so much so that he can't afford to take a single hit. Because of this, make sure you bring him in on an Electric-type attack or after a teammate has been KOed. An Exploding partner can manage to bring Trapinch in safely, too.</p>

[ADDITIONAL COMMENTS]

<p>0 Speed EVs and a Brave nature give Trapinch a grand total of 22 Speed, making him one of the slowest Pokemon in the (only Munchlax is slower). Max Attack EVs give Trapinch some much-needed power, while the rest of the EVs are placed into HP. Trapinch's defenses are so low that they aren't worth investing in.</p>

<p>Trick Room support is vital to Trapinch's success, making him faster than every Pokemon in UU when it's set up. Claydol and Solrock are both excellent choices to set up Trick Room, as they can provide Stealth Rock and dual screens, then Explode afterwards, granting Trapinch a safe switch-in. More bulky partners include Porygon2 and Slowbro, both of which have access to Trick Room and a reliable recovery move.</p>

[Team Options]

<p>As Trapinch is unable to survive any kind of hit, Pokemon who can switch into Grass-, Ice-, and Water-type attacks are recommended as teammates. Exeggutor can switch into Grass- and Water-types, while Slowbro and Slowking can switch into Water- and Ice-type attacks. Pokemon with the ability to hit Grass-, Ice-, and Water-types super effectively also make good partners. Fire-types can deal with Grass- and Ice-types, while Electric-types can deal with Water-types. In this vein, Camerupt and Ampharos both have poor Speed, good attacking stats, and have great type coverage, making them valuable partners under Trick Room.</p>

<p>Trapinch has trouble with priority moves, so using a Pokemon capable of switching in on common priority attacks is a good idea. Uxie, Mesprit, and Porygon2 are good choices; Uxie and Mesprit can set up Stealth Rock and dual screens, while Porygon2 has access to Recover. Dual screen support is also helpful due to Trapinch's frailness. Good Pokemon to set up screens include Claydol, Uxie, and Mesprit.</p>

<p>Trapinch needs Trick Room support to be effective, making Pokemon like Claydol and Solrock great teammates. These two are especially good as they can Explode, giving Trapinch a safe switch-in. Porygon2 and Slowbro are bulkier options who both have reliable recovery moves at their disposal. Finally, Pokemon who can take advantage of Trick Room are excellent partners; Rhyperior, Clamperl, and Camerupt are all great choices due to their low Speed and high attacking stats.</p>

[Optional Changes]

<p>Trapinch has a very limited movepool, though there are a few options to consider. Substitute protects Trapinch from status, though if Trick Room is in effect, it's just wasting turns. Flail can be used late-game when Trapinch has been weakned by entry hazards or Life Orb recoil, hitting the opponent with a powerful Normal-type move with a Base Power of up to 200. Hyper Cutter is a viable ability, though using it forces Trapinch to lose the only thing that sets him apart from most other Ground-types: the ever-useful Arena Trap ability. An Adamant nature could be used with 252 Speed EVs and some Speed passing, though switching in Trapinch is extremely risky.</p>

[Counters]

<p>Bulky Ground-types such as Donphan and Torterra take little damage from any of Trapinch's attacks, while they can threaten him with Ice Shard and Wood Hammer, respectively. Weezing is immune to Earthquake, and can use Will-O-Wisp to cripple Trapinch or damage him with Flamethrower. Cloyster can switch in pretty easily thanks to its huge Defense, and can swiftly KO Trapinch with Ice Shard. Spiritomb can burn Trapinch with Will-O-Wisp, while Sucker Punch will KO him. Almost any Pokemon with a priority move and the ability to switch in safely can KO Trapinch with ease, since his defenses are so awful that he will fall to almost any kind of hit.</p>
 
Team Options-Pokemon who can switch into Grass-, Ice-, and Water-type attacks. Venusaur, Ludicolo, Exeggutor, Registeel. Pokemon with Fire- and Electric-type attacks are good too -- Camerupt, Blaziken, Moltres etc.
Honestly Trapinch is so frail you probably need teammates to cover every single type. And since there is only merit to use Trapinch on a TR team you should only mention teammates suitable for a TR team, because Some of these Pokemon wouldn't really be seen on a Trick Room team (Registeel/Moltres/Ludicolo) You can leave Eggy since he gets TR and covers Grass and Water, and Slowking/bro covers Ice and Water. Camerupt does appear on TR teams so it's ok I guess, but I wouldn't consider many of the rest for a TR team. Uxie is FAT/bulky and it gets TR so give it a mention to sponge anything Trapinch attracts.
 

Komodo

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God I hate doing notes like this >.> I know what I'm talking about, just getting the idea across to others is a pain! :P let's make things better...

edit -- Things should be okay now :P
 

Bluewind

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is a Top Contributor Alumnus
name: UU Trick Room Trapper
move 1: Earthquake
move 2: Crunch
move 3: Rock Slide
move 4: Bug Bite / Quick Attack
item: Life Orb / Choice Band
ability: Arena Trap
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

First of all, I don't know if there are any restrictions regarding movesets, so if there are, sorry =x . Anyways, I slashed a CB there just for the sake of doing so, but you should clarify Trapinch doesn't really need it as it can comfortably KO Chansey with 328 Atk + LO. I also removed the Quick Attack main option and made it a slash because I just found it... really weak... Bug Bite allows you to get rid of / severely damage Exeggutor, Sceptile, Leafeon, Torterra and every other pure Grass-type out there; while Quick Attack is there just to give you some priority against a handful of really weakened Pokemon or those with awful defenses. Outside of that, approved.
 

uragg

Walking the streets with you in your worn-out jeans
is a Contributor Alumnus
yeah mention in Counters that it pretty much can't take any attacks or it'll get KOed, but yeah QC APPROVED 2/2
 

bugmaniacbob

Was fun while it lasted
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Getting back into the GP groove

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[Overview]

<p>Although Trapinch looks may seem like an inferior Dugtrio, he has a few advantages over the triple mole. Notably, he has higher Attack, and his low Speed makes him usable in Trick Room. Arena Trap is the main selling point for Trapinch, it traps the opponent which enables Tapinch to trap the opponent while Trapinch threatens threatening them with STAB Earthquake or otherwise. Trapinch also has an immunity to Electric-type attacks, which makes switching in a little easier. The main problem with Trapinch is his awful defenses; the fact that he is quite unable to take any kind of hit. Because of this, Trapinch is , this makes him very difficult to switch in, and he doesn't last very long in battle.</p>

[SET]
name: UU Trick Room Trapper
move 1: Earthquake
move 2: Crunch
move 3: Rock Slide
move 4: Bug Bite / Quick Attack
item: Life Orb / Choice Band
ability: Arena Trap
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]

<p>Most of you are probably thinking "why on earth would you use Trapinch?", and that's a fair question to ask. However, though he does have a niche in the UU metagame, albeit a very slight one: ; his low Speed and Arena Trap turn him into a good revenge killer when you have Trick Room set up. With a measly 22 Speed, nothing will outspeed Trapinch unless it carries a priority move. , just Just beware of switcing switching him in as he is unable to take any kind of hit. Earthquake hits Registeel and Fire-types, though most Fire-types have priority (Arcanine with ExtremeSpeed, Blaziken with Vacuum Wave, and Houndoom with Sucker Punch). Crunch deals immense damage to Ghost- and Psychic-types, while Rock Slide is used to hit Flying-types who are immune to Earthquake. Bug Bite deals damage to Dark- and Grass-types, and it also has the ability to steal the an opponent's Berry. Finally, Quick Attack may be used to finish off weakened opponents, and brings some priority to the table. Using a Choice Band gives Trapinch more power, though it doesn't score any notable KOs. I cannot stress this It cannot be stressed enough, that Trapinch is extremely frail, so much so frail that he can't afford to take a single hit. , Because of this, make sure you bring him in on an Electric-type attack or after a fellow teammate has been KOed. An Exploding partner is a good example too.</p>

[ADDITIONAL COMMENTS]

<p>0 Speed EVs and a Brave nature give Trapinch a grand total of 22 Speed, making him one of the slowest Pokemon in the game, with only Munchlax being slower. Max Attack EVs give Trapinch some much-needed power, while the rest of the EVs are placed into HP. Trapinch's defenses are so low that they aren't worth investing in.</p>

<p>Trick Room support is vital to Trapinch's success, making him faster than every Pokemon in UU when it's set up. Claydol and Solrock are both excellent choices to set up Trick Room, as they can set up Stealth Rock, dual screens, and Explode afterwards, granting Trapinch a safe switch in. More bulky partners include Porygon2 and Slowbro, both of which have access to reliable recovery moves.</p>

[Team Options]

<p>As trapinch Trapinch is unable to survive any kind of attack, Pokemon who can switch into Grass-, Ice-, and Water-type attacks are recommended. Exeggutor can switch into Grass- and Water-types, while Slowbro and Slowking can switch into Water- and Ice-type attacks. Pokemon with Fire- and / or Electric-type attacks also make good partners as they can hit Grass-, Ice-, and Water-types super effectively Pokemon with the ability to hit Grass-, Ice-, and Water-types super effectively also make god partners. Fire-types can deal with Grass- and Ice-types, and Electric-types can deal with Water-types. In this vein, Camerupt and Ampharos both have poor Speed, good attacking stats, and have great type coverage with their attacks, making them valuable partners under Trick Room.</p>

<p>Trapinch has trouble with priority moves, making a defensive switch in a good idea. Uxie, Mesprit, and Porygon2 are good choices; Uxie and Mesprit can set up Stealth Rock and dual screens, while Porygon2 has access to Recover. Dual screen support is also helpful as Trapinch is so frail. , good Good Pokemon to set them up include Claydol, Uxie, and Mesprit.</p>

<p>Trapinch needs Trick Room support to be effective, making Pokemon like Claydol and Solrock great teammates. , these These two are especially good as they can Explode, giving Trapinch a safe switch in. Porygon2 and Slowbro are bulkier options, and they both have reliable recovery moves. Finally, Pokemon who can take advantage of Trick Room are good choices; Rhyperior, Clamperl, and Camerupt are all great choices due to their low Speed and great attacking stats.</p>

[Optional Changes]

<p>Trapinch has a very limited movepool, though there are a few options to consider. Substitute protects Trapinch from status, though if Trick Room is in effect, it's just wasting turns. Flail can be used late-game when Trapinch has been weakned by entry hazards or Life Orb Recoil recoil, hitting the opponent with a powerful Normal-type move with a Base Power of up to 200. Hyper Cutter is a viable ability, though Trapinch loses the only thing that sets him apart from most other Ground-types, Donphan would be a better option in this case. An Adamant nature could be used with 252 Speed EVs and some Speed passing, though switching in Trapinch is risky.</p>

[Counters]

<p>Bulky Ground-types such as Donphan and Torterra take little damage from any of Trapinch's attacks, while they can threaten him with Ice Shard and Wood Hammer, respectively. Weezing is immune to Earthquake, while it can use Will-O-Wisp to cripple Trapinch and damage him with Flamethrower. Cloyster can switch in pretty easily thanks to its huge Defense, and Ice Shard can be used to KO Trapinch. Spiritomb can burn Trapinch with Will-O-Wisp and Sucker Punch will KO him. Almost any Pokemon with a priority move and can the ability to switch in safely can KO Trapinch with ease, since his defenses are so frail he can't take any kind of hit.</p>


A few mistakes here and there, but then, grammar checking would be no fun if it was perfect.

 

Snorlaxe

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is a Top Contributor Alumnus
GP CHECK 2/2

additions
removals

[Overview]

<p>Although Trapinch may seem like an inferior Dugtrio, he has a few advantages over the triple mole. Notably, he Trapinch has higher Attack, and his low Speed makes him usable in Trick Room. Arena Trap is the main selling point for Trapinch, which enables Tapinch enabling him to trap the opponent opposing Pokemon while threatening them with STAB Earthquake. Trapinch also has an immunity to Electric-type attacks, which makes switching in a little easier. The main problem with Trapinch is the fact that he is quite completely unable to take any kind of hit. Because of this, Trapinch is very difficult to switch in, and doesn't last very long in battle.</p>

[SET]
name: UU Trick Room Trapper
move 1: Earthquake
move 2: Crunch
move 3: Rock Slide
move 4: Bug Bite / Quick Attack
item: Life Orb / Choice Band
ability: Arena Trap
nature: Brave
evs: 252 HP / 252 Atk / 4 Def
ivs: 0 Spe

[SET COMMENTS]

<p>Most of you are probably thinking "why on earth would you use Trapinch?", and that's a fair question to ask To the common battler, Trapinch seems like a useless Pokemon who is essentially a waste of a team slot. However, he does have a niche in the UU metagame, albeit a very slight one: his low Speed and Arena Trap ability turn him into a good revenge killer when you have Trick Room set up. With a measly 22 Speed, nothing will outspeed Trapinch unless it carries a priority move. Just beware of when switching him in, as he is unable to take any kind of hit. Earthquake hits Registeel and Fire-types, though most Fire-types have priority (Arcanine with ExtremeSpeed, Blaziken with Vacuum Wave, and Houndoom with Sucker Punch). Crunch deals immense damage to Ghost- and Psychic-types, while Rock Slide is used to hit Flying-types who are immune to Earthquake. Bug Bite deals damage to hits Dark- and Grass-types hard, and it also has the ability to steal an opponent's opposing Pokemon's Berry. Finally, Quick Attack may be used to finish off weakened opponents foes, and brings some priority to the table. Using a Choice Band gives Trapinch more power, though it doesn't score any notable KOs. It cannot be stressed enough, enough that Trapinch is extremely frail, so much so that he can't afford to take a single hit. Because of this, make sure you bring him in on an Electric-type attack or after a fellow teammate has been KOed. An Exploding partner is a good example can manage to bring Trapinch in safely, too.</p>

[ADDITIONAL COMMENTS]

<p>0 Speed EVs and a Brave nature give Trapinch a grand total of 22 Speed, making him one of the slowest Pokemon in the game, with (only Munchlax being is slower). Max Attack EVs give Trapinch some much-needed power, while the rest of the EVs are placed into HP. Trapinch's defenses are so low that they aren't worth investing in.</p>

<p>Trick Room support is vital to Trapinch's success, making him faster than every Pokemon in UU when it's set up. Claydol and Solrock are both excellent choices to set up Trick Room, as they can set up provide Stealth Rock, Rock and dual screens, and then Explode afterwards, granting Trapinch a safe switch-in. More bulky partners include Porygon2 and Slowbro, both of which have access to Trick Room and a reliable recovery moves move.</p>

[Team Options]

<p>As Trapinch is unable to survive any kind of attack hit, Pokemon who can switch into Grass-, Ice-, and Water-type attacks are recommended as teammates. Exeggutor can switch into Grass- and Water-types, while Slowbro and Slowking can switch into Water- and Ice-type attacks. Pokemon with the ability to hit Grass-, Ice-, and Water-types super effectively also make good partners. Fire-types can deal with Grass- and Ice-types, and while Electric-types can deal with Water-types. In this vein, Camerupt and Ampharos both have poor Speed, good attacking stats, and have great type coverage with their attacks, making them valuable partners under Trick Room.</p>

<p>Trapinch has trouble with priority moves, making a defensive switch in so using a Pokemon capable of switching in on common priority attacks is a good idea. Uxie, Mesprit, and Porygon2 are good choices; Uxie and Mesprit can set up Stealth Rock and dual screens, while Porygon2 has access to Recover. Dual screen support is also helpful as Trapinch is so frail . due to Trapinch's frailness Good Pokemon to set them up screens include Claydol, Uxie, and Mesprit.</p>

<p>Trapinch needs Trick Room support to be effective, making Pokemon like Claydol and Solrock great teammates. These two are especially good as they can Explode, giving Trapinch a safe switch-in. Porygon2 and Slowbro are bulkier options, and they options who both have reliable recovery moves at their disposal. Finally, Pokemon who can take advantage of Trick Room are good choices excellent partners; Rhyperior, Clamperl, and Camerupt are all great choices due to their low Speed and great high attacking stats.</p>

[Optional Changes]

<p>Trapinch has a very limited movepool, though there are a few options to consider. Substitute protects Trapinch from status, though if Trick Room is in effect, it's just wasting turns. Flail can be used late-game when Trapinch has been weakned by entry hazards or Life Orb recoil, hitting the opponent with a powerful Normal-type move with a Base Power of up to 200. Hyper Cutter is a viable ability, though using it forces Trapinch loses to lose the only thing that sets him apart from most other Ground-types: the ever-useful Arena Trap ability. An Adamant nature could be used with 252 Speed EVs and some Speed passing, though switching in Trapinch is extremely risky.</p>

[Counters]

<p>Bulky Ground-types such as Donphan and Torterra take little damage from any of Trapinch's attacks, while they can threaten him with Ice Shard and Wood Hammer, respectively. Weezing is immune to Earthquake, while it and can use Will-O-Wisp to cripple Trapinch and or damage him with Flamethrower. Cloyster can switch in pretty easily thanks to its huge Defense, and Ice Shard can be used to swiftly KO Trapinch with Ice Shard. Spiritomb can burn Trapinch with Will-O-Wisp, and while Sucker Punch will KO him. Almost any Pokemon with a priority move and the ability to switch in safely can KO Trapinch with ease, since his defenses are so frail awful that he can't take any kind of hit.</p>


nice stuff all around. what animal is trapinch supposed to be anyway? it looks like a fucked-up insect -___-


hahahaha ewww bmb

 

bugmaniacbob

Was fun while it lasted
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Snorlaxe said:
nice stuff all around. what animal is trapinch supposed to be anyway? it looks like a fucked-up insect -___-
I feel compelled to respond to this



Also @Komodo: We all make mistakes...
 

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