Trapinch

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Anty

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[OVERVIEW]

Trapinch posseses a unique niche in the PU metagame thanks to Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although Trapinch has bad defenses, Eviolite and Special Defense investment allow it to survive multiple hits from certain Pokemon and OHKO or 2HKO back. However, it has a pretty limited trapping pool, as its bulk is not enough to take strong STAB attacks, it is very slow, and it has poor coverage. Overall, Trapinch usually isn't worth using unless you pair it with Pokemon that appreciate specific threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Pokemon that resist Ground neutrally and allows Trapinch to beat Grumpig. Quick Attack can deal some chip damage before Trapinch gets KOed as well as finish off weakened Pokemon. Toxic cripples Pokemon such as Tangela, which Trapinch otherwise cannot touch.

Set Details
========

252 EVs in HP and Special Defense along with a Careful nature and Eviolite allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, preventing them from switching thanks to Arena Trap.

Usage Tips
========

During Team Preview, you should decide what Pokemon you want Trapinch to trap and then try to bait the threat into the field to trap it and KO it. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a super effective move, so Trapinch should freely switch into them. However, Trapinch cannot switch in against Pokemon such as Grumpig, as it risks being KOed before it can KO back, so it should try to get a safe switch after a teammate has fainted. Trapinch will usually be able to trap only one Pokemon, so it is alright if it gets worn down while doing so. After Trapinch has trapped and KOed a foe or if it cannot trap any other Pokemon, it should be sacrificed to provide a safe switch for a teammate.

Team Options
========

Trapinch works best on offensive teams with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth benefit from the removal of Steel- and Rock-types, as it means their STAB moves are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double-Edge hurts Grass-types, but none of these moves allow Trapinch to trap any other notable Pokemon. A more offensive set can be used with heavy pivot support or a Trick Room setter. Mud-Slap can be used to lower a passive Pokemon's accuracy in order to get a free setup opportunity for a teammate.

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

**Strong Pokemon**: Grass- and Water-types such as Simisage and Floatzel can outspeed Trapinch and OHKO it with their STAB moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.
 
Last edited:

ManOfMany

I can make anything real
is a Tiering Contributor
You should mention Mud-Slap in Other Options, it's pretty hilarious and can turn some passive pokemon into set-up bait like Clefairy.
 

TONE

I don't have to take this. I'm going for a walk.
is a Community Contributoris a Top Contributoris a Site Content Manager Alumnusis a Forum Moderator Alumnus
For the main set its SpD, not SDef. You also said Special Attack in set Details instead of Special Defense. Other than that, everything else looks good.
3/3.
 
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[OVERVIEW]

Trapinch posses a unique niche in the PU Metagame with thanks to its ability Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it has bad defenses, with Eviolite and investment into Special Defense, Eviolite and Special Defense investment allow Trapinch has enough bulk to live multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool in what it traps, (AC) as its bulk is not enough to take strong STAB attacks, it is very slow, and its has poor coverage is very limited. Overall, (AC) it Trapinch usually isn't worth using unless you pair it with Pokemon such as most Flying-types that appreciate specific Pokemon threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Ground-resistant Pokemon resists neutrally, as well as and allowsing Trapinch to beat Grumpig. Quick Attack can score deal some chip damage before Trapinch gets KOed as well as finishing off weakened Pokemon. Toxic can cripples Pokemon such as Tangela, (AC) which Trapinch cannot otherwise touch.

Set Details
========

252 EVs in HP and Special Defense, along with a Careful nature and Eviolite, (AC) allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, and Arena Trap preventings them foe from switching thanks to Arena Trap. (If this was not meant to refer to those special attackers, I would remove "and.." and split it into another sentence)

Usage Tips
========

At During Team Preview, the user you should decide see what Pokemon you want Trapinch can to trap, then from there try to bait the Pokemon in threat into the field to trap it and KO it, then get Trapinch in the field and KO the threat. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a correct prediction super effective move, so Trapinch should freely switch into on it them. Otherwise, against Pokemon such as Grumpig, However, Trapinch cannot switch in against Pokemon such as Grumpig, and as it risks being KO'd KOed before it can KO back, so it should try to get a safe switch-in (add-hyphen) after a teammate has fainted KO (not strictly necessary but it's the third "KO" already). Trapinch will usually only be able to trap one Pokemon only, so it is alright if it gets warn worn down when while doing so. After Trapinch has trapped something, or if it cannot trap anything else, then it should be sacked (not sure) to get provide a safe switch-in (add hyphen) for a teammate.

Team Options
========

Trapinch works best on offensive teams, (RC) with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn out on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel also appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth appreciate benefit from the removal of Steel- and Rock-types, (AC) meaning their STAB moves is are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double Edge hurts Grass-type more, but neither move allows Trapinch to trap any different Pokemon. (?) A more offensive set could can only be used, but that can only be abused with heavy pivot support or Trick Room. Mud-Slap can be used to try and lower a passive Pokemon's accuracy in order to get a free set-up with a teammate. (AP)
Checks and Counters
===================

**Strong Pokemon (define "Strong")**: Stoutland, Grass-, (AC and hyphen) and Water-types such as Simisage and Stoutland can outspeed and OHKO back Trapinch with their STABs moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.
 

Empress

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[OVERVIEW]

Trapinch posses a unique niche in the PU Metagame with thanks to its ability Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it has bad defenses, with Eviolite and investment into Special Defense, Eviolite and Special Defense investment allow Trapinch has enough bulk to live survive multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool in what it traps, (AC) as its bulk is not enough to take strong STAB attacks, it is very slow, and its has poor coverage is very limited. Overall, (AC) it Trapinch usually isn't worth using unless you pair it with Pokemon such as most Flying-types that appreciate specific Pokemon threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Ground Pokemon that resist Ground resists neutrally, as well as and allowsing Trapinch to beat Grumpig. Quick Attack can score deal some chip damage before Trapinch gets KOed as well as finishing off weakened Pokemon. Toxic can cripples Pokemon such as Tangela, (AC) which Trapinch cannot otherwise touch.

Set Details
========

252 EVs in HP and Special Defense, (RC) along with a Careful nature and Eviolite allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, and Arena Trap preventings them foe from switching thanks to Arena Trap. (If this was not meant to refer to those special attackers, I would remove "and.." and split it into another sentence)

Usage Tips
========

At During Team Preview, the user you should decide see what Pokemon you want Trapinch can to trap, and then from there try to bait the Pokemon in threat into the field to trap it and KO it, then get Trapinch in the field and KO the threat. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a correct prediction super effective move, so Trapinch should freely switch into on it them. Otherwise, against Pokemon such as Grumpig, However, Trapinch cannot switch in against Pokemon such as Grumpig, and as it risks being KO'd KOed before it can KO back, so it should try to get a safe switch after a teammate has fainted KO (not strictly necessary but it's the third "KO" already). Trapinch will usually only be able to trap only one Pokemon, so it is alright if it gets warn worn down when while doing so. After Trapinch has trapped something, and KOed a foe or if it cannot trap anything else ("else" is incorrect, as the writer is referring to when Trapinch can't trap a foe at all) , then it should be sacked (not sure) (yeah, use sacrificed) to get provide a safe switch in for a teammate.

Team Options
========

Trapinch works best on offensive teams, (RC) with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn out on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel also appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth appreciate benefit from the removal of Steel- and Rock-types, (AC) meaning their STAB moves is are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double-(AH)Edge hurts Grass-type more, but neither none of these moves allows Trapinch to trap any other notable different Pokemon. (?) A more offensive set could can be used, but that can only be abused with heavy pivot support or a Trick Room setter. Mud-Slap can be used to try and lower a passive Pokemon's accuracy in order to get a free set-(RH)up opportunity for with a teammate. (AP)

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

**Strong Pokemon (define "Strong")**: Grass-(add hyphen) and Water-types such as Simisage and Stoutland (are you sure?) can outspeed and OHKO back Trapinch with their STABs moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.

Much better Haund. Stamping this.
GP 1/2
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
amcheck
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[OVERVIEW]

Trapinch posses a unique niche in the PU Metagame with thanks to its ability Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it has bad defenses, with Eviolite and investment into Special Defense, Eviolite and Special Defense investment allow Trapinch has enough bulk to live multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool in what it traps, (AC) as its bulk is not enough to take strong STAB attacks, it is very slow, and its has poor coverage is very limited. Overall, (AC) it Trapinch usually isn't worth using unless you pair it with Pokemon such as most Flying-types that appreciate specific Pokemon threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Ground-resistant Pokemon resists neutrally, as well as and allowsing Trapinch to beat Grumpig. Quick Attack can score deal some chip damage before Trapinch gets KOed as well as finishing off weakened Pokemon. Toxic can cripples Pokemon such as Tangela, (AC) which Trapinch cannot otherwise touch.

Set Details
========

252 EVs in HP and Special Defense, along with a Careful nature and Eviolite, (AC) allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, and Arena Trap preventings them foe from switching thanks to Arena Trap. (If this was not meant to refer to those special attackers, I would remove "and.." and split it into another sentence)

Usage Tips
========

At During Team Preview, the user you should decide see what Pokemon you want Trapinch can to trap, then from there try to bait the Pokemon in threat into the field to trap it and KO it, then get Trapinch in the field and KO the threat. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a correct prediction super effective move, so Trapinch should freely switch into on it them. Otherwise, against Pokemon such as Grumpig, However, Trapinch cannot switch in against Pokemon such as Grumpig, and as it risks being KO'd KOed before it can KO back, so it should try to get a safe switch-in (add-hyphen) after a teammate has fainted KO (not strictly necessary but it's the third "KO" already). Trapinch will usually only be able to trap one Pokemon only, so it is alright if it gets warn worn down when while doing so. After Trapinch has trapped something, or if it cannot trap anything else, then it should be sacked (not sure) to get provide a safe switch-in (add hyphen) for a teammate.

Team Options
========

Trapinch works best on offensive teams, (RC) with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn out on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel also appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth appreciate benefit from the removal of Steel- and Rock-types, (AC) meaning their STAB moves is are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double Edge hurts Grass-type more, but neither move allows Trapinch to trap any different Pokemon. (?) A more offensive set could can only be used, but that can only be abused with heavy pivot support or Trick Room. Mud-Slap can be used to try and lower a passive Pokemon's accuracy in order to get a free set-up with a teammate. (AP)
Checks and Counters
===================

**Strong Pokemon (define "Strong")**: Stoutland, Grass-, (AC and hyphen) and Water-types such as Simisage and Stoutland can outspeed and OHKO back Trapinch with their STABs moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.
Haund add
Haund remove
Haund comment


Snobalt add
Snobalt remove

Snobalt comment


[OVERVIEW]

Trapinch posses a unique niche in the PU Metagame with thanks to its ability Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it has bad defenses, with Eviolite and investment into Special Defense, Eviolite and Special Defense investment allow Trapinch has enough bulk to live survive multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool in what it traps, (AC) as its bulk is not enough to take strong STAB attacks, it is very slow, and its has poor coverage is very limited. Overall, (AC) it Trapinch usually isn't worth using unless you pair it with Pokemon such as most Flying-types that appreciate specific Pokemon threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Ground Pokemon that resist Ground resists neutrally, as well as and allowsing Trapinch to beat Grumpig. Quick Attack can score deal some chip damage before Trapinch gets KOed as well as finishing off weakened Pokemon. Toxic can cripples Pokemon such as Tangela, (AC) which Trapinch cannot otherwise touch.

Set Details
========

252 EVs in HP and Special Defense, (RC) along with a Careful nature and Eviolite allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, and Arena Trap preventings them foe from switching thanks to Arena Trap. (If this was not meant to refer to those special attackers, I would remove "and.." and split it into another sentence)

Usage Tips
========

At During Team Preview, the user you should decide see what Pokemon you want Trapinch can to trap, and then from there try to bait the Pokemon in threat into the field to trap it and KO it, then get Trapinch in the field and KO the threat. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a correct prediction super effective move, so Trapinch should freely switch into on it them. Otherwise, against Pokemon such as Grumpig, However, Trapinch cannot switch in against Pokemon such as Grumpig, and as it risks being KO'd KOed before it can KO back, so it should try to get a safe switch after a teammate has fainted KO (not strictly necessary but it's the third "KO" already). Trapinch will usually only be able to trap only one Pokemon, so it is alright if it gets warn worn down when while doing so. After Trapinch has trapped something, and KOed a foe or if it cannot trap anything else ("else" is incorrect, as the writer is referring to when Trapinch can't trap a foe at all) , then it should be sacked (not sure) (yeah, use sacrificed) to get provide a safe switch in for a teammate.

Team Options
========

Trapinch works best on offensive teams, (RC) with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn out on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel also appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth appreciate benefit from the removal of Steel- and Rock-types, (AC) meaning their STAB moves is are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double-(AH)Edge hurts Grass-type more, but neither none of these moves allows Trapinch to trap any other notable different Pokemon. (?) A more offensive set could can be used, but that can only be abused with heavy pivot support or a Trick Room setter. Mud-Slap can be used to try and lower a passive Pokemon's accuracy in order to get a free set-(RH)up opportunity for with a teammate. (AP)

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

**Strong Pokemon (define "Strong")**: Grass-(add hyphen) and Water-types such as Simisage and Stoutland (are you sure?) can outspeed and OHKO back Trapinch with their STABs moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.

Much better Haund. Stamping this.
GP 1/2
Thanks for the checks! Also implemented
 

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
quick one, GP 2/2
[OVERVIEW]

Trapinch posseses a unique niche in the PU metagame thanks to Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it Trapinch has bad defenses, Eviolite and Special Defense investment allow it Trapinch to survive multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool, as its bulk is not enough to take strong STAB attacks, it is very slow, and it has poor coverage. Overall, Trapinch usually isn't worth using unless you pair it with Pokemon that appreciate specific threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Pokemon that resist Ground neutrally and allows Trapinch to beat Grumpig. Quick Attack can deal some chip damage before Trapinch gets KOed as well as finish off weakened Pokemon. Toxic cripples Pokemon such as Tangela, which Trapinch cannot otherwise cannot touch.

Set Details
========

252 EVs in HP and Special Defense along with a Careful nature and Eviolite allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, preventing them from switching thanks to Arena Trap.

Usage Tips
========

During Team Preview, you should decide what Pokemon you want Trapinch to trap, (RC) and then try to bait the threat into the field to trap it and KO it. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a super effective move, so Trapinch should freely switch into them. However, Trapinch cannot switch in against Pokemon such as Grumpig, as it risks being KOed before it can KO back, so it should try to get a safe switch after a teammate has fainted. Trapinch will usually be able to trap only one Pokemon, so it is alright if it gets worn down while doing so. After Trapinch has trapped and KOed a foe or if it cannot trap anything other Pokemon, it should be sacrificed to provide a safe switch for a teammate.

Team Options
========

Trapinch works best on offensive teams with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth benefit from the removal of Steel- and Rock-types, as it means meaning their STAB moves are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double-Edge hurts Grass-types, but none of these moves allow Trapinch to trap any other notable Pokemon. A more offensive set can be used with heavy pivot support or a Trick Room setter. Mud-Slap can be used to lower a passive Pokemon's accuracy in order to get a free setup opportunity for a teammate.

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

**Strong Pokemon**: Grass- and Water-types such as Simisage and Floatzel can outspeed Trapinch and OHKO Trapinch it with their STAB moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.
 

Anty

let's drop
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Smogon Media Contributor Alumnus
quick one, GP 2/2
[OVERVIEW]

Trapinch posseses a unique niche in the PU metagame thanks to Arena Trap, which lets it trap and KO several specific Pokemon such as Zebstrika, Grumpig, and Raichu. Although it Trapinch has bad defenses, Eviolite and Special Defense investment allow it Trapinch to survive multiple hits from certain Pokemon and OHKO or 2HKO back. However, it is has a pretty limited trapping pool, as its bulk is not enough to take strong STAB attacks, it is very slow, and it has poor coverage. Overall, Trapinch usually isn't worth using unless you pair it with Pokemon that appreciate specific threats being KOed, such as most Flying-types.

[SET]
name: Arena Trap
move 1: Earthquake
move 2: Crunch
move 3: Quick Attack
move 4: Toxic
item: Eviolite
ability: Arena Trap
nature: Careful
evs: 252 HP / 4 Atk / 252 SpD

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

Earthquake is Trapinch's strongest STAB move, OHKOing Pokemon such as Zebstrika and Raichu. Crunch hits many Pokemon that resist Ground neutrally and allows Trapinch to beat Grumpig. Quick Attack can deal some chip damage before Trapinch gets KOed as well as finish off weakened Pokemon. Toxic cripples Pokemon such as Tangela, which Trapinch cannot otherwise cannot touch.

Set Details
========

252 EVs in HP and Special Defense along with a Careful nature and Eviolite allow Trapinch to switch into special attackers such as Raichu and Zebstrika even on a Hidden Power Ice, preventing them from switching thanks to Arena Trap.

Usage Tips
========

During Team Preview, you should decide what Pokemon you want Trapinch to trap, (RC) and then try to bait the threat into the field to trap it and KO it. Pokemon such as Zebstrika and Raichu cannot 2HKO Trapinch even with a super effective move, so Trapinch should freely switch into them. However, Trapinch cannot switch in against Pokemon such as Grumpig, as it risks being KOed before it can KO back, so it should try to get a safe switch after a teammate has fainted. Trapinch will usually be able to trap only one Pokemon, so it is alright if it gets worn down while doing so. After Trapinch has trapped and KOed a foe or if it cannot trap anything other Pokemon, it should be sacrificed to provide a safe switch for a teammate.

Team Options
========

Trapinch works best on offensive teams with teammates that can make use of the removal of certain Pokemon. Flying-types such as Dodrio and Chatot appreciate Trapinch's support the most, as it can KO or severely weaken Electric-, Rock-, and Steel-types. Ninjask can U-turn on Rock- and Steel-types switching in, making it easier for Trapinch to trap them. Water-types such as Simipour and Floatzel appreciate the removal of Electric-types, and Grass-types such as Simisage and Roselia enjoy the removal of Fire-types. Normal-types such as Stoutland and Vigoroth benefit from the removal of Steel- and Rock-types, as it means meaning their STAB moves are more spammable, while Linoone also likes Kadabra's Focus Sash being broken.

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

Superpower deals more damage to Normal-types and Piloswine, Rock Slide does more damage to Flying-types, and Double-Edge hurts Grass-types, but none of these moves allow Trapinch to trap any other notable Pokemon. A more offensive set can be used with heavy pivot support or a Trick Room setter. Mud-Slap can be used to lower a passive Pokemon's accuracy in order to get a free setup opportunity for a teammate.

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

**Strong Pokemon**: Grass- and Water-types such as Simisage and Floatzel can outspeed Trapinch and OHKO Trapinch it with their STAB moves.

**Defensive Pokemon**: Although they cannot switch into it, defensive Pokemon such as Piloswine and Pelipper still wall Trapinch, though they dislike Toxic. Vigoroth can Taunt Trapinch and then freely set up with Bulk Up.
Thanks for the check!

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