Trubbish (GC 0/2)

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[OVERVIEW]

Trubbish has a hard time surviving in the hostile meta of LC at the moment, but it occupies a niche in its access to sticky hold combined with it's good overall bulk and defensive typing. Sticky hold acts as a double-edged sword, allowing Tubbish to switch into knock-off without losing it's berry juice, yet forcing it to take the full damage every time it does so. As such, Trubbish is often called upon to wall fighting types and the ever-so-popular Pawniard, in spite of their access to knock-off. It's high overall bulk provides it with the ability to reliably set up spikes against almost any lead. Its access to recycle allows it to keep it's health up while it lays spikes and capitalizes on it's bulk. While Trubbish can be surprisingly fast with the right EVs, it is fairly passive, and is very vulnerable to Diglett.

[SET]
name: Spikes
move 1: Spikes
move 2: Recycle
move 3: Gunk Shot
move 4: Drain punch
item: Berry Juice
ability: Sticky Hold
nature: Jolly
evs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe

[SET COMMENTS]
Moves
========
Spikes is Trubbish's bread and butter, or in this case, his bin and truck. Unfortunately, Trubbish is not bulky enough to lay three spikes without dying first. Luckily, it's access to recycle provides a powerful source of recovery along with berry Juice. To keep it's health even higher, Trubbish is able to use Drain punch as an answer to ice types, dark types, and even occasionally a rock type. Drain punch also allows Trubbish to act as a Pawniard check when combined with sticky hold and it's unmatched speed. Finally, Gunk shot is a strong STAB move capable of hitting Fairy and grass-types.

Set Details
========

Berry Juice keeps Trubbish topped up so it can set up in safety, while also providing recovery combined with recycle. The maximum EVs put into speed can mean the difference between life and death, allowing
Trubbish to drain punch/recycle before even the likes of unscarfed Pawniard can hit it. The rest of the EVs are invested in bulk and attack to allow Trubbish to comfortably switch into most attacks, while still providing as much offensive pressure as possible.

Usage Tips
========

Trubbish can switch into fighting/fairy types relatively safely while provoking a switch. It should also be switching into knock-off as often as possible to allow it's teammates to hold on to their important items such as eviolite and berry juice. When the opponent is predicted to switch, Trubbish should use Recycle so it can come back in to the battle when necessary after it switches out. Unfortuantely Trubbish may have to wait on the bench against teams with a Diglett, which can remove Trubbish from play without much counterplay on Tribbish's part.

Team Options
========

Trubbish is a spikesetter, and as such it is near-necessary to pair it with a spinblocker such as Pumpkaboo-Super, which covers trubbish's weakness to ground-types, while Trubbish checks dark-types via drain punch. Sweepers able to capitalize on the free damage provided by the spikes as they finish off the pre-damaged Pokemon. Sweepers such as Shellder and Carvannah appreciate spikes as they hurt fighting types for more damage than stealth rocks would, and they are able to finish off the pre-damaged Pokemon without being killed. Likewise, phasers such as munchlax can force the opponent's team can force the opposing team to cycle through their Pokemon and make them take additional spike damage. Finally, Pokemon such as Houndour that appreciate a check to fighting types will always be happy with Trubbish by it's side. Likewise, Trubbish enjoys the ghost-type coverage that dark-types provide with pursuit. Pawniard is the most notable example of this, as it can also serve as a defog deterrent, allowing Trubbish's spikes to stay up for longer.

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

On slower teams, Trubbish can opt for toxic spikes instead of spikes. Clear smog is also usable to prevent the opponent from setting up on Trubbish, which is complimented by Trubbish's high speed. Rock blast can be considered as an additional coverage move to deal with the likes of weak armor Vullaby and Dwebble, as well as providing a chance to OHKO Abra despite it's use of focus sash. Similarly, seed bomb can be included to hit the likes of Staryu and Squirtle , which would otherwise spin away Trubbish's spikes. Alternatively, a specially offensive version of the set can be considered, replacing gunk shot with sludge bomb, and drain punch with giga drain for water/ground type coverage and to deal with most of the common rapid spinners in the tier. On such sets, Dark pulse is a viable option to hurt ghost types that would otherwise wall Trubbish

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

**Ghost types**: Trubbish has a hard time hurting the likes of ghastly, and his lack of dark-type coverage does not help the matter.

**Ground types**: a STAB earthquake will OHKO Trubbish. Drain punch will do very little against most of the ground-type threats in the tier, and while a seed bomb may be supereffective, it lacks accuracy as well as falling short to the likes of mudbray, who maxes it's special defense. Drillbur can switch in with ease and swords dance/rapid spin while Trubbish is forced to switch out.Diglett, as mentioned before, will neutralize Trubbish entirely, without taking much damage in return.

**Setup** Pokemon such as croagunk and scraggy (which Trubbish is supposed to wall) can set up on Trubbish without taking much damage in return.

**Hazard removal** without a spinblocker on it's team, Trubbish fails to deal with the defoggers and rapid spinners in the tier such as Staryu and Vullaby. Trubbish's low offensive power allows even the frailest of defoggers to survive long enough to defog, even if all the gunk shots hit

**Psychic types** Despite the obvious type advantage, every relevant psychic type has a way of dealing with Trubbish. Abra and Slowpoke are not especially affected by spikes, and do not care about Trubbish's high speed. Due to trubbish being dead/crippled after taking a hit from either psychic type respectively, he may be forced to forgo laying spikes against teams that include a psychic type.
 
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Overview:
- Mention Trubbish's downsides like losing to Trappers and being pretty passive.
- Remove the Aftermath part, Sticky Hold is Trubbish's whole niche

Moves:
- Recycle doesn't really punish switches. I'd just say that it gives Trubbish a source of recovery along with Berry Juice.
- Make the point about Gunk Shot more broad i.e. say Gunk Shot can hit Fairy- and Grass-types, the examples are good to mention after the broad explanation

Set Details:
- Remove the mentions of Eviolite from here, it's unnecessary.
- You mention SturdyJuice a lot? Trubbish does not have Sturdy. Delete the second point.
- Give more notable things that the speed lets Trubbish do. The important one is outspeeding Pawniard.
- Remove the earthquake thing, it's not very relevant, Trubbish dies to most Earthquake users anyway.

Team Options:
- Replace Phantump with Pumpkaboo-Super
- Trubbish doesn't really care about hazards, remove the last point
- Pokemon that appreciate a check to Fighting-types and Pawniard make good teammates.

Other Options:
- Mention Toxic Spikes, Rock Blast, Seed Bomb, Payback, and Clear Smog.
- Remove the first point
- Explain the benefits of a special set. Also mention using Dark Pulse on such a set. (Unaffected by burns, can hit Ghost-types better, etc.)

Checks and Counters:
- Add spaces between each one
- List Trappers first, it's the #1 thing holding Trubbish back
- Change Mudbray to Ground-types. Specifically mention Drilbur because it can Rapid Spin Trubbish's hazards. Don't mention giga drain in this.
- Change Rapid Spin to Hazard Removal. Give examples such as Staryu and Vullaby.

Awesome work for your first analysis, QC 1/3 after you implement this! :toast:
 

Conni

katharsis
Remember to change the tag once you've entered a phase (eg. during QC, change tag to Quality Control), it makes it more easier for Quality Control / Grammar Prose members to identify what analysis they need to check

OP edit: changed the tag and updated the title
 
Last edited by a moderator:
Overview:
-Mention that Trubbish isn't particularly bulky and always takes full damage from Knock Off.
-Remove the bit about Trubbish surviving non-STAB Earthquakes; everything that runs EQ has STAB on it.

Moves:
-Remove the last bullet point; it doesn't add anything. Move the bit about hitting Pawniard under Drain Punch (it does 0 to Ferroseed, so don't mention it).

Set Details:
-Combine the 2nd and 3rd bullet points; they really say the same thing.
-Your description of the EV spread is incorrect; make sure to mention that Trubbish invests not just in Defensse, but in its overall bulk and Attack.

Team options:
-Mention that Pawniard can also serve as a Defog deterrent.

OO:
-Explain what Seed Bomb and Rock Blast hit. (fitzy72 if you could help me out with Rock Blast that would be awesome)
-Mention Sludge Bomb on the special set.
-Remove Self-Destruct; it's not worth a moveslot.

Checks/Counters:
-Add a section for Psychic-types. The two relevant ones besides Gothita, Abra and Slowpoke, don't really care about Spikes and can either outspeed and OHKO or cripple Trubbish with Status, respectively.

This is coming along, 2/3
 
I've not used Trubbish at all in SM Tahu but reasons to use Rock Blast:

Chance to KO Abra switch ins through the sash.
Beats the more popular Weak Armour Vullaby sets now, similar situation with dwebble.
General damage on Larvesta, Doduo, Ponyta and anything else rock weak.
 

Rowan

The professor?
is a Community Leader Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnus
hi
overview
mention it's a good fighitng type and pawniard switch in because it can absorb their knock offs. i feel this is important enough to go in the overview since it's trubbbish's main function

moves
mention that drain punch is primarily for pawniard. this allows trubbish to be a reliable pawniard check with the combination of sticky hold and drain punch, and since it is 17 speed it outspeeds it.

team options
i don't think scarf users shiould be mentioned specifically, instead just say that sweepers appreciate spikes. particularly stuff like carvanha and shellder appreciate entry hazards that hit fighting-types for more damage than stealth rock.
mention the the dark types (houndour and pawnaird) can pursuit trap ghosts and psychics for trubbish, whilst trubbish can counter the fighting types. this is also why munchlax can form a good defensive core with trubbish

checks and counters
under ground types, specifically mention drilbur who can come in with ease and use rapid spin. swords dance variants also use it as set-up bait.
remove gothita's double mention - you already mentioned it under trappers, no need to mention it under set up as well

once you done this it's 3/3


e: sorry just saw the reservation thread. I understand waiting till the suspect since all 3 severely impact on trubbish's viability :)
 
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K

Add Remove (Comment) AC = Add Comma RC = Remove Comma/apostrophe

[OVERVIEW]

Although Trubbish has a hard time surviving in the hostile metagame of LC at the moment, but it occupies a small niche due in its access to its ability Sticky Hold (capitalize) and combined with it's good overall bulk and defensive typing. Sticky Hold acts as a double-edged sword, allowing Trubbish to switch into Knock-Off (remove hyphen, add space and capitalize) without losing it's (RC) Berry Juice (capitalize), yet forcing it to take the increased full damage every time it does so. As such, Trubbish is often called upon to wall Fighting-types (capitalize, add hyphen) and the ever-so-popular Pawniard, (RC) in spite of their access to knock-off. It's (RC) high overall bulk provides it with the ability to reliably set up Spikes against almost any lead. Its and its access to Recycle (capitalize) allows it to stay healthy keep it's health up while it lays spikes and capitalizes on it's bulk (redundant). While Trubbish can be surprisingly fast with the right EVs, it is fairly passive, and is very vulnerable to Diglett.

[SET]
name: Spikes
move 1: Spikes
move 2: Recycle
move 3: Gunk Shot
move 4: Drain punch
item: Berry Juice
ability: Sticky Hold
nature: Jolly
evs: 116 HP / 36 Atk / 100 Def / 20 SpD / 236 Spe

[SET COMMENTS]
Moves
========
Spikes is Trubbish's bread and butter, or in this case, his bin and truck. Unfortunately, Trubbish is not bulky enough to lay three spikes without dying first. Luckily, it's access to recycle provides a powerful source of recovery along with berry Juice. To keep it's health even higher, Trubbish is able to use Drain punch as an answer to ice types, dark types, and even occasionally a rock type. Drain punch also allows Trubbish to act as a Pawniard check when combined with sticky hold and it's unmatched speed. Finally, Gunk shot is a strong STAB move capable of hitting Fairy and grass-types.

Set Details
========

Berry Juice keeps Trubbish topped up so it can set up in safety, while also providing recovery combined with recycle. The maximum EVs put into speed can mean the difference between life and death, allowing
Trubbish to drain punch/recycle before even the likes of unscarfed Pawniard can hit it. The rest of the EVs are invested in bulk and attack to allow Trubbish to comfortably switch into most attacks, while still providing as much offensive pressure as possible.

Usage Tips
========

Trubbish can switch into fighting/fairy types relatively safely while provoking a switch. It should also be switching into knock-off as often as possible to allow it's teammates to hold on to their important items such as eviolite and berry juice. When the opponent is predicted to switch, Trubbish should use Recycle so it can come back in to the battle when necessary after it switches out. Unfortuantely Trubbish may have to wait on the bench against teams with a Diglett, which can remove Trubbish from play without much counterplay on Tribbish's part.

Team Options
========

Trubbish is a spikesetter, and as such it is near-necessary to pair it with a spinblocker such as Pumpkaboo-Super, which covers trubbish's weakness to ground-types, while Trubbish checks dark-types via drain punch. Sweepers able to capitalize on the free damage provided by the spikes as they finish off the pre-damaged Pokemon. Sweepers such as Shellder and Carvannah appreciate spikes as they hurt fighting types for more damage than stealth rocks would, and they are able to finish off the pre-damaged Pokemon without being killed. Likewise, phasers such as munchlax can force the opponent's team can force the opposing team to cycle through their Pokemon and make them take additional spike damage. Finally, Pokemon such as Houndour that appreciate a check to fighting types will always be happy with Trubbish by it's side. Likewise, Trubbish enjoys the ghost-type coverage that dark-types provide with pursuit. Pawniard is the most notable example of this, as it can also serve as a defog deterrent, allowing Trubbish's spikes to stay up for longer.

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

On slower teams, Trubbish can opt for toxic spikes instead of spikes. Clear smog is also usable to prevent the opponent from setting up on Trubbish, which is complimented by Trubbish's high speed. Rock blast can be considered as an additional coverage move to deal with the likes of weak armor Vullaby and Dwebble, as well as providing a chance to OHKO Abra despite it's use of focus sash. Similarly, seed bomb can be included to hit the likes of Staryu and Squirtle , which would otherwise spin away Trubbish's spikes. Alternatively, a specially offensive version of the set can be considered, replacing gunk shot with sludge bomb, and drain punch with giga drain for water/ground type coverage and to deal with most of the common rapid spinners in the tier. On such sets, Dark pulse is a viable option to hurt ghost types that would otherwise wall Trubbish

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

**Ghost types**: Trubbish has a hard time hurting the likes of ghastly, and his lack of dark-type coverage does not help the matter.

**Ground types**: a STAB earthquake will OHKO Trubbish. Drain punch will do very little against most of the ground-type threats in the tier, and while a seed bomb may be supereffective, it lacks accuracy as well as falling short to the likes of mudbray, who maxes it's special defense. Drillbur can switch in with ease and swords dance/rapid spin while Trubbish is forced to switch out.Diglett, as mentioned before, will neutralize Trubbish entirely, without taking much damage in return.

**Setup** Pokemon such as croagunk and scraggy (which Trubbish is supposed to wall) can set up on Trubbish without taking much damage in return.

**Hazard removal** without a spinblocker on it's team, Trubbish fails to deal with the defoggers and rapid spinners in the tier such as Staryu and Vullaby. Trubbish's low offensive power allows even the frailest of defoggers to survive long enough to defog, even if all the gunk shots hit

**Psychic types** Despite the obvious type advantage, every relevant psychic type has a way of dealing with Trubbish. Abra and Slowpoke are not especially affected by spikes, and do not care about Trubbish's high speed. Due to trubbish being dead/crippled after taking a hit from either psychic type respectively, he may be forced to forgo laying spikes against teams that include a psychic type.


Okay so just after doing the first paragraph and skimming the rest, I am going to ask you to go through your writing and fix any capitalization errors and usage of "its" vs "it's" before I complete the check. You use the incorrect version of "its" multiple times within the first paragraph and presumably throughout the rest of the analysis. Its refers to the possessive of it, which in this case would be the correct version (i.e. "Its high overall bulk..." vs. It's high overall bulk..."), whereas it's is an abbreviation of "it is". I would also highly recommend going over Smogon's Spelling and Grammar Standards and proofreading before submitting work to the GP team because many of the things I noticed are easily fixed by the writer and cause a ton of unnecessary work for any GP member checking the analysis. We are here to help edit the grammar so that the analysis is readable, not fix every capitalization error you make or simple grammatical error such as the use of "its" vs "it's". While I understand that you might be new to analysis writing, it really helps both you and the GP team if you're well-versed in our Spelling and Grammar Standards beforehand so that these types of errors are minimized.

In case it wasn't clear, I am requesting the OP to proofread and fix both capitalization and its vs. it's errors before I revisit this for a check.

Feel free to PM me or any member of the GP team if you have further questions.

Thank you.
 
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