Anty
let's drop
[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.
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.
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