Wooper

Corporal Levi

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[OVERVIEW]

Wooper has one notable niche, which is that its unique set of immunities and access to reliable recovery allow it to almost completely wall several prominent threats. In addition, its decent physical bulk and access to Scald allow it to act as a soft check to certain physical attackers. However, Wooper remains a generally unviable Pokemon, as its pitiful offensive presence makes it extremely passive, its terrible special bulk means that it loses to almost any special attacker that has a neutral or super effective STAB move, and its double weakness to Grass means that rarer coverage moves shut it down.

[SET]
name: Water Absorb
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Yawn / Toxic / Encore / Haze
item: Eviolite
ability: Water Absorb
nature: Sassy
evs: 76 HP / 236 Def / 156 SpD

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

Scald is Wooper's most spammable move, as it is boosted by STAB and carries a handy burn chance. Earthquake is Wooper's most powerful move, and it hurts the Electric- and Steel-types that Wooper will be switching into most often. Recover is necessary for Wooper to stick around and counter what it needs to counter repeatedly. The remaining slot is best used to help deter setup sweepers: Yawn pairs well with entry hazards, as it forces plenty of switches, Toxic cripples certain walls and puts a timer on foes, Encore can be used to gain momentum with proper prediction, and Haze ensures that the foe cannot set up on Wooper.

Set Details
========

The given EVs allow Wooper to reach respectable 23 / 21 / 18 bulk factoring in Eviolite, which is enough to usually avoid the 2HKO from Elekid's Life Orb-boosted Psychic from full health, even if the first Psychic lowers Wooper's Special Defense. The combination of EVs and nature gives Wooper Eviolite numbers for greater mixed bulk. Eviolite is necessary for Wooper to consistently avoid KOs from the Pokemon it needs to check. Water Absorb allows Wooper to wall a number of key Pokemon that could otherwise be difficult to deal with for many teams.

Usage Tips
========

Switch into Magnemite, Chinchou, Skrelp, Staryu, Stunky, Honedge, and Slowpoke with impunity; except for niche coverage moves, they barely threaten Wooper. Omanyte, Elekid, Surskit, and Tentacool are more likely to run Grass-type coverage moves, but they are otherwise mostly walled as well. Tirtouga, Ponyta, Larvesta, and Croagunk lose handily to Wooper; however, they can cripple Wooper with Knock Off or Will-O-Wisp in the process, so be careful if you need Wooper to check other threats. Wooper has the raw physical bulk needed to check some physical attackers, such as Eviolite Drilbur without Swords Dance. Use Recover frequently to stay healthy enough to wall what is necessary. Avoid Knock Off when possible, as Wooper needs its Eviolite to avoid a multitude of important 2HKOs. The most Wooper can do to most of its switch-ins is try to burn them with Scald, so use that most of the time; be wary of Guts Timburr, however.

Team Options
========

Wooper is far too ineffective overall to be used on a team that does not appreciate a full stop to one or more of the Pokemon that Wooper counters, so use it on a team that appreciates such a stop. Entry hazard removal is helpful to ensure that Wooper is not crippled by Toxic Spikes or other entry hazards, which may impede its walling capabilities. In particular, Skrelp and Tentacool greatly enjoy having a hard wall to most of their checks and can absorb Toxic Spikes; the latter is also able to utilize Rapid Spin to clear away other entry hazards. Entry hazard control in general is helpful; Wooper is somewhat adept at forcing switches to take advantage of hazards on the opponent's side of the field, so setters such as Ferroseed are beneficial. Wooper should only be used on slower teams, as it tends to kill momentum. Knock Off absorbers such as Mienfoo and Trubbish are good teammates, as Wooper needs to maintain its Eviolite. Clerics such as Spritzee can be used to deal with burns that Wooper may sustain from switching into Fire-types.

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

Unaware can be used over Water Absorb to make Wooper check a completely different set of Pokemon, including Zigzagoon and Fletchling. However, the Pokemon that Unaware Wooper attempts to check often have means to get around it; for example, Seed Bomb is a common coverage move on Zigzagoon. Additionally,Water Absorb Wooper arguably walls a more unique set of threats than Unaware Wooper does. None of Wooper's moves other than the ones listed are of any notable use. Ice-type coverage moves are much too weak to be worth using. Scald is superior to Waterfall because of its burn chance, which provides the majority of Wooper's damage output. Setup moves such as Stockpile and Curse are unlikely to result in a sweep, as they do not mitigate Wooper's enormous drawbacks.

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

**Grass-types**: Grass-types resist both of Wooper's STAB types and easily force it out with their own.

**Gothita**: Wooper is weak enough to allow Gothita to directly switch into it. Once it's in play, Gothita can trap Wooper and eliminate it with Energy Ball.

**Grass-type Coverage Moves**: Running uncommon moves such as Hidden Power Grass allows Pokemon that Wooper would otherwise wall to beat it, although Wooper alone is not nearly viable enough to actually warrant doing so.

**Powerful Special Attackers**: Special attackers are able to prey on Wooper's lower Special Defense and KO it with powerful STAB moves, provided Wooper does not resist them.

**Knock Off**: Without its Eviolite, Wooper is quite frail, putting it into 2HKO range against a variety of Pokemon that it could otherwise check.

**Burns and Poison**: Damaging status conditions can force Wooper to use Recover more often than it would otherwise need to, eventually stalling out its PP, and can also make it harder to check threats in general.
 
Last edited:

Tricking

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World Defender
4th slot: Yawn/Toxic/Encore/Haze

I would always use Yawn because it can be very annoying along with hazards damage and Scald burns on the switch-ins.

Elekid should be listed with Omanyte, Surskit and Tentacool, as HP Grass isn't that rare if you don't have many issues with Magnemite, so that you don't need to run HP Ground.

However, just expand a bit the Team Options. For instance, you can add checks to Knock Off users (as you stated that Wooper should try to maintain its item throughout the whole match) and hazards setters which work very well, as Wooper is supposed to force switches. Talk about hazards control in general because the common Spikes are almost as annoying as the rarer Toxic Spikes because Wooper gets some 2HKOs from Pokemon that otherwise could resist.

When you talk about c&c I'd mention status conditions, Knock Off, and everything else that prevents Wooper from effectively doing its job.

QC 1/3
 

Berks

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Overview looks solid

Set looks solid

When you write this up, mention that every fourth move is meant to help prevent Wooper from being setup bait, then list the other benefits you list there

Under set details in the bit about Elekid's Psychic drop, say that Wooper can usually live it even if Psychic drops SpD cause that's a 10% occurrence. It makes Wooper sound more convincing in the role you're giving it as well.

Skrelp actually seems like a fantastic partner to Wooper, as it can remove TSpikes and also appreciates the removal of just about every mon listed in Usage Tips

You list powerful special attackers as the second most important checks and counters but just about everything listed in Usage Tips is a powerful Special Attacker. I say move it down a few spaces, probably between grass coverage and knock off.

Looks solid as usual, Levi! 2/3
 

Bughouse

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Hi just saying I approve of Wooper getting a Water Absorb set :)

Such a funny mon. Fuck Chinchou! I been using this little guy on the ladder for ages and it just gets so many free Scald burns when the opponent with Chinchou or Magnemite or Staryu, etc, loses all momentum.

I also, like Tricking, strongly recommend Yawn over the alternative 4th move slots.
 

Berks

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AMCHECK CITY BABY

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[OVERVIEW]

Wooper has one notable niche, which is that its unique set of immunities, in conjunction with reliable recovery, allows and access to reliable recovery allow it to almost completely wall several prominent threats. In addition, its decent physical bulk and access to Scald allow it to act as a soft check to certain physical attackers. However, Wooper remains a generally unviable Pokemon, because as its pitiful offensive presence makes it extremely passive, its terrible special bulk means that it loses to almost any special attacker that has a neutral or super-effective STAB move, and its double weakness to Grass means that rarer coverage moves shut it down.

[SET]
name: Water Absorb
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Yawn / Toxic / Encore / Haze
item: Eviolite
ability: Water Absorb
nature: Sassy
evs: 76 HP / 236 Def / 156 SpD

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

Scald is Wooper's most spammable move, being as it is boosted by STAB and carrying carries a handy burn chance. Earthquake is Wooper's most powerful move, and it (necessary when using a comma before and because it's a new clause) hurts the Electric- and Steel-types that Wooper will mostly be switching into most often. Recover is necessary for Wooper to stick around and counter what it needs to counter (this one's a lil subjective but its helps sentence flow and doesn't really detract from what you're saying) repeatedly. The remaining slot is filler, but is best used for something to help deter set-up sweepers: Yawn pairs well with hazards to force entry hazards, as it forces plenty of switches, Toxic cripples certain walls [add something here about putting a timer on setup sweepers, possibly "and puts a timer on setup sweepers"], Encore can potentially be used to gain momentum with proper prediction, and Haze ensures that the opponent cannot set up on Wooper.

Set Details
========

The given EVs allow Wooper to reach respectable 23/21/18 bulk after Eviolite, enough to usually survive avoid (makes more sense in the connotation) the 2HKO from Elekid's Life Orb Psychic from full health, even if the first Psychic lowers Wooper's Special Defense. The combination of EVs and nature give Wooper Eviolite numbers for greater mixed bulk. Eviolite is necessary for Wooper to consistently avoid KOs from what the Pokemon (also a little subjective, but helps specificity) it needs to check. Water Absorb is the preferred ability because it allows Wooper to wall a number of key Pokemon that could otherwise be difficult to deal with for many teams.

Usage Tips
========

Switch into Magnemite, Chinchou, Skrelp, Staryu, Stunky, Honedge, and Slowpoke with impunity; except for niche coverage moves, they barely threaten you Wooper ("you" refers to the battler). Omanyte, Elekid, Surskit, and Tentacool are more likely to run Grass-type coverage moves, but are otherwise also mostly walled. Tirtouga, Ponyta, Larvesta, and Croagunk lose handily to Wooper; however, they can cripple Wooper with Knock Off or Will-O-Wisp in the process, so be careful if you need Wooper to check other threats. Wooper has the raw physical bulk needed to check some physical attackers, such as Eviolite Drilbur without Swords Dance. Use Recover frequently to stay healthy enough to wall what is necessary. Avoid Knock Off when possible, as Wooper needs Eviolite to avoid a multitude of important 2HKOs. The most Wooper can do to most of its switch-ins is try to burn them with Scald, so use that most of the time; be wary of Guts Timburr, however.

Team Options
========

Wooper is far too ineffective overall to be used on a team that does not appreciate a full stop to one or more of the Pokemon that Wooper counters, so use it on a team that does appreciate such a stop. A Poison-type or any means to remove hazards Entry hazard removal (you mention the Poison-type part later with Skrelp & Tentacool, and this helps flow significantly) is helpful to ensure that Wooper is not crippled by Toxic Spikes or other entry hazards which may impede its walling capabilities. In particular, Skrelp and Tentacool greatly enjoy having a hard wall to most of their checks, and can absorb Toxic Spikes; the latter is also able to utilize Rapid Spin to clear away other entry hazards. Entry hazard control in general is helpful; Wooper is somewhat adept at forcing switches to take advantage of opposing hazards on the opponent's side of the field (opposing hazards are the ones your opponent sets, no?), so entry hazard setters such as Ferroseed are beneficial. Wooper should only be used on slower teams because teams, as it tends to lose momentum. Knock Off absorbers such as Mienfoo and Trubbish are good teammates, as Wooper needs to maintain its Eviolite. Clerics such as Spritzee can be used to deal with burns that Wooper may get from switching into Fire-types.

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

Unaware can be used over Water Absorb on the current set, which makes Wooper check a completely different set of Pokemon, including Zigzagoon and Fletchling. However, the Pokemon that Unaware Wooper attempts to check often have means to get around it; for example, Seed Bomb is a common coverage move on Zigzagoon. Regardless, it is arguably more difficult to find something that walls what Water Absorb Wooper can wall than it is to find something that walls what Unaware Wooper can wall. (these edits help readability severely) None of Wooper's moves other than the ones listed are of any notable use. Ice-type coverage moves are much too weak to be worth using. Scald is superior to Waterfall because of its burn chance, which is the majority of Wooper's damage output. Set-up moves such as Stockpile and Curse are unlikely to result in a sweep, as they do not mitigate Wooper's enormous drawbacks.

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

**Grass-types**: Grass-types resist both of Wooper's STABs and easily force it out with their own.

**Gothita**: Wooper is weak enough for to allow Gothita to directly switch into it. Once in play, Gothita can trap and eliminate Wooper with Energy Ball.

**Grass-type Coverage Moves**: Running uncommon moves such as Hidden Power Grass allows Pokemon that Wooper would otherwise wall to beat it, although Wooper alone is not nearly viable enough to actually warrant this running these moves by itself.

**Powerful Special Attackers**: Special attackers are able to prey on Wooper's lower Special Defense (I know what you meant here, but still) and KO it with powerful STAB moves, provided they are not resisted.

**Knock Off**: Without its Eviolite, Wooper is quite frail, putting it into 2HKO range against a variety of Pokemon that it could otherwise check.

**Burn and Poison**: Damaging status conditions can force Wooper to use Recover more often than it needs would otherwise need to, eventually stalling out its PP, as well as making and can also make it harder in general to check threats.
From a QC standpoint, you should consider expanding just a bit on C&C, but you don't have to!
 
Last edited:

Lumari

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tdp
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GP 1/2
[OVERVIEW]

Wooper has one notable niche, which is that its unique set of immunities, in conjunction with reliable recovery, allows and access to reliable recovery allow it to almost completely wall several prominent threats. In addition, its decent physical bulk and access to Scald allow it to act as a soft check to certain physical attackers. However, Wooper remains a generally unviable Pokemon, because as (because is fine too) its pitiful offensive presence makes it extremely passive, its terrible special bulk means that it loses to almost any special attacker that has a neutral or super effective (remove hyphen) STAB move, and its double weakness to Grass means that rarer coverage moves shut it down.

[SET]
name: Water Absorb
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Yawn / Toxic / Encore / Haze
item: Eviolite
ability: Water Absorb
nature: Sassy
evs: 76 HP / 236 Def / 156 SpD

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

Scald is Wooper's most spammable move, being as it is boosted by STAB and carrying carries a handy burn chance. Earthquake is Wooper's most powerful move, and it (necessary when using a comma before and because it's a new clause) (y) hurts the Electric- and Steel-types that Wooper will mostly be switching into most often. Recover is necessary for Wooper to stick around and counter what it needs to counter (this one's a lil subjective but its helps sentence flow and doesn't really detract from what you're saying) (aight) repeatedly. The remaining slot is filler, but is best used for something to help deter set-up setup sweepers: Yawn pairs well with hazards to force entry hazards, as it forces plenty of switches, Toxic cripples certain walls [add something here about putting a timer on setup sweepers, possibly "and puts a timer on setup sweepers"] ("on foes" imo, avoids repetition and "setup sweepers" has already been specified anyways), Encore can potentially ("can potentially" constitutes a redundancy error in most cases, unless it's actually "has the potential to potentially", which is possible but is really rare) be used to gain momentum with proper prediction, and Haze ensures that the opponent cannot set up on Wooper.

Set Details
========

The given EVs allow Wooper to reach respectable 23 / 21 / 18 (sapces) bulk after Eviolite, enough to usually survive avoid (makes more sense in the connotation) the 2HKO from Elekid's Life Orb-boosted Psychic from full health, even if the first Psychic lowers Wooper's Special Defense. The combination of EVs and nature gives Wooper Eviolite numbers for greater mixed bulk. Eviolite is necessary for Wooper to consistently avoid KOs from what the Pokemon (also a little subjective, but helps specificity) (optional honestly, and you could have done this more often so seems a tad arbitrary) it needs to check. Water Absorb is the preferred ability because it allows Wooper to wall a number of key Pokemon that could otherwise be difficult to deal with for many teams.

Usage Tips
========

Switch into Magnemite, Chinchou, Skrelp, Staryu, Stunky, Honedge, and Slowpoke with impunity; except for niche coverage moves, they barely threaten you Wooper ("you" refers to the battler). Omanyte, Elekid, Surskit, and Tentacool are more likely to run Grass-type coverage moves, but they are otherwise also mostly walled. Tirtouga, Ponyta, Larvesta, and Croagunk lose handily to Wooper; however, they can cripple Wooper with Knock Off or Will-O-Wisp in the process, so be careful if you need Wooper to check other threats. Wooper has the raw physical bulk needed to check some physical attackers, such as Eviolite Drilbur without Swords Dance. Use Recover frequently to stay healthy enough to wall what is necessary. Avoid Knock Off when possible, as Wooper needs Eviolite to avoid a multitude of important 2HKOs. The most Wooper can do to most of its switch-ins is try to burn them with Scald, so use that most of the time; be wary of Guts Timburr, however.

Team Options
========

Wooper is far too ineffective overall to be used on a team that does not appreciate a full stop to one or more of the Pokemon that Wooper counters, so use it on a team that does appreciate such a stop. A Poison-type or any means to remove hazards Entry hazard removal (you mention the Poison-type part later with Skrelp & Tentacool, and this helps flow significantly) (y) is helpful to ensure that Wooper is not crippled by Toxic Spikes or other entry hazards, (AC) which may impede its walling capabilities. In particular, Skrelp and Tentacool greatly enjoy having a hard wall to most of their checks (RC) and can absorb Toxic Spikes; the latter is also able to utilize Rapid Spin to clear away other entry (once per paragraph is plenty honestly, and that's been taken care of in the second sentence... obviously it is fine for the author to specify "entry" hazards every single time if they want to, but this "entry" and the following three are optional at best and -although it's not that bad here- harmfully repetitive at worst) hazards. Entry hazard (same) control in general is helpful; Wooper is somewhat adept at forcing switches to take advantage of opposing hazards on the opponent's side of the field (opposing hazards are the ones your opponent sets, no?), (y) so entry hazard (same here, and tbqh it makes more sense to just axe "hazard" too to avoid repetition) setters such as Ferroseed are beneficial. Wooper should only be used on slower teams because teams, as (original is fine) it tends to lose momentum. Knock Off absorbers such as Mienfoo and Trubbish are good teammates, as Wooper needs to maintain its Eviolite. Clerics such as Spritzee can be used to deal with burns that Wooper may get from switching into Fire-types.

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

Unaware can be used over Water Absorb on the current set, which makes Wooper check a completely different set of Pokemon, including Zigzagoon and Fletchling. However, the Pokemon that Unaware Wooper attempts to check often have means to get around it; for example, Seed Bomb is a common coverage move on Zigzagoon. Regardless Additionally, it is arguably more difficult to find something that walls what Water Absorb Wooper can wall than it is to find something that walls what Unaware Wooper can wall. (these edits help readability severely) (y) None of Wooper's moves other than the ones listed are of any notable use. Ice-type coverage moves are much too weak to be worth using. Scald is superior to Waterfall because of its burn chance, which is provides the majority of Wooper's damage output. Set-up Setup moves such as Stockpile and Curse are unlikely to result in a sweep, as they do not mitigate Wooper's enormous drawbacks.

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

**Grass-types**: Grass-types resist both of Wooper's STAB types ("STABs" refers to the boost only. Something like "Mega Gyarados's Dark-type STAB allows it to plow through the likes of Slowbro and Starmie" still works because it's true even when viewing STAB as literally the boost, but you cannot "resist" a boost period) and easily force it out with their own.

**Gothita**: Wooper is weak enough for to allow Gothita to directly switch into it. Once in play, Gothita can trap and eliminate Wooper with Energy Ball.

**Grass-type Coverage Moves**: Running uncommon moves such as Hidden Power Grass allows Pokemon that Wooper would otherwise wall to beat it, although Wooper alone is not nearly viable enough to actually warrant this running these moves by itself. (this seems unnecessarily wordy + a tad repetitive, the original is fine imo and for a bit more specifity "doing so" is an option too)

**Powerful Special Attackers**: Special attackers are able to prey on Wooper's lower Special Defense (I know what you meant here, but still) (original is fine, if "special attackers" is specified it's apparent he means SpD) and KO it with powerful STAB moves, provided they are not resisted.

**Knock Off**: Without its Eviolite, Wooper is quite frail, putting it into 2HKO range against a variety of Pokemon that it could otherwise check.

**Burn and Poison**: Damaging status conditions can force Wooper to use Recover more often than it needs would otherwise need to, eventually stalling out its PP, as well as making and can also make (depends honestly, beware; the original is on the same level syntactically as "stalling out" whereas the edit is on the same level as "force it to use Recover", so the original is saying that Wooper being forced to use Recover makes it harder to check the threats whereas the edit says the status conditions make it harder to check the threats. Neither is a problem contentwise as far as I can tell, so I would have left this alone, but obv the writer is free to use the edit if he feels that one is more appropriate. The grammar isn't an issue here) it harder in general to check threats.

couple accuracy issues and still some questionable changes h&m but good check overall, and good to see you've been taking our feedback to heart :)
 
Last edited:

Empress

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[OVERVIEW]

Wooper's has one notable niche, which is that its (Its immunities and recovery are not a niche, they are attributes) unique set of immunities and access to reliable recovery allow it to almost completely wall several prominent threats. In addition, its decent physical bulk and access to Scald allow it to act as a soft check to certain physical attackers. However, Wooper remains a generally unviable Pokemon, as its pitiful offensive presence makes it extremely passive, its terrible special bulk means that it loses to almost any special attacker that has a neutral or super effective STAB move, and its double weakness to Grass means that rarer coverage moves shut it down.

[SET]
name: Water Absorb
move 1: Scald
move 2: Earthquake
move 3: Recover
move 4: Yawn / Toxic / Encore / Haze
item: Eviolite
ability: Water Absorb
nature: Sassy
evs: 76 HP / 236 Def / 156 SpD

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

Scald is Wooper's most spammable move, as it is boosted by STAB and carries a handy burn chance. Earthquake is Wooper's most powerful move, and it hurts the Electric- and Steel-types that Wooper will be switching into most often. Recover is necessary for Wooper to stick around and counter what it needs to counter repeatedly. The remaining slot is best used to help deter setup sweepers: Yawn pairs well with entry hazards, as it forces plenty of switches, Toxic cripples certain walls and puts a timer on foes, Encore can be used to gain momentum with proper prediction, and Haze ensures that the opponent foe cannot set up on Wooper.

Set Details
========

The given EVs allow Wooper to reach respectable 23 / 21 / 18 bulk after factoring in Eviolite, which is enough to usually avoid the 2HKO from Elekid's Life Orb-boosted Psychic from full health, even if the first Psychic lowers Wooper's Special Defense. The combination of EVs and nature gives Wooper Eviolite numbers for greater mixed bulk. Eviolite is necessary for Wooper to consistently avoid KOs from the Pokemon it needs to check. Water Absorb is the preferred ability because it allows Wooper to wall a number of key Pokemon that could otherwise be difficult to deal with for many teams.

Usage Tips
========

Switch into Magnemite, Chinchou, Skrelp, Staryu, Stunky, Honedge, and Slowpoke with impunity; except for niche coverage moves, they barely threaten Wooper. Omanyte, Elekid, Surskit, and Tentacool are more likely to run Grass-type coverage moves, but they are otherwise also mostly walled as well. Tirtouga, Ponyta, Larvesta, and Croagunk lose handily to Wooper; however, they can cripple Wooper with Knock Off or Will-O-Wisp in the process, so be careful if you need Wooper to check other threats. Wooper has the raw physical bulk needed to check some physical attackers, such as Eviolite Drilbur without Swords Dance. Use Recover frequently to stay healthy enough to wall what is necessary. Avoid Knock Off when possible, as Wooper needs its Eviolite to avoid a multitude of important 2HKOs. The most Wooper can do to most of its switch-ins is try to burn them with Scald, so use that most of the time; be wary of Guts Timburr, however.

Team Options
========

Wooper is far too ineffective overall to be used on a team that does not appreciate a full stop to one or more of the Pokemon that Wooper counters, so use it on a team that does appreciates such a stop. Entry hazard removal is helpful to ensure that Wooper is not crippled by Toxic Spikes or other entry hazards, which may impede its walling capabilities. In particular, Skrelp and Tentacool greatly enjoy having a hard wall to most of their checks and can absorb Toxic Spikes; the latter is also able to utilize Rapid Spin to clear away other entry hazards. Hazard Entry hazard control in general is helpful; Wooper is somewhat adept at forcing switches to take advantage of entry hazards on the opponent's side of the field, so setters such as Ferroseed are beneficial. Wooper should only be used on slower teams, as it tends to lose kill momentum. Knock Off absorbers such as Mienfoo and Trubbish are good teammates, as Wooper needs to maintain its Eviolite. Clerics such as Spritzee can be used to deal with burns that Wooper may get sustain from switching into Fire-types.

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

Unaware can be used over Water Absorb on the current set, which to makes Wooper check a completely different set of Pokemon, including Zigzagoon and Fletchling. However, the Pokemon that Unaware Wooper attempts to check often have means to get around it; for example, Seed Bomb is a common coverage move on Zigzagoon. Additionally, it is arguably more difficult to find something that walls what Water Absorb Wooper can wall than it is to find something that walls what arguably walls a more unique set of threats than Unaware Wooper can wall does. (Yikes. This was a mouthful.) None of Wooper's moves other than the ones listed are of any notable use. Ice-type coverage moves are much too weak to be worth using. Scald is superior to Waterfall because of its burn chance, which provides the majority of Wooper's damage output. Setup moves such as Stockpile and Curse are unlikely to result in a sweep, as they do not mitigate Wooper's enormous drawbacks.

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

**Grass-types**: Grass-types resist both of Wooper's STAB types and easily force it out with their own.

**Gothita**: Wooper is weak enough to allow Gothita to directly switch into it. Once it's in play, Gothita can trap and eliminate Wooper and eliminate it with Energy Ball.

**Grass-type Coverage Moves**: Running uncommon moves such as Hidden Power Grass allows Pokemon that Wooper would otherwise wall to beat it, although Wooper alone is not nearly viable enough to actually warrant doing so.

**Powerful Special Attackers**: Special attackers are able to prey on Wooper's lower Special Defense and KO it with powerful STAB moves, provided they are Wooper does not resisted them.

**Knock Off**: Without its Eviolite, Wooper is quite frail, putting it into 2HKO range against a variety of Pokemon that it could otherwise check.

**Burns and Poison**: Damaging status conditions can force Wooper to use Recover more often than it would otherwise need to, eventually stalling out its PP, and can also make it harder in general to check threats in general.
GP 2/2
 

P Squared

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Wooper's has one notable niche, which is that its (Its immunities and recovery are not a niche, they are attributes) unique set of immunities and access to reliable recovery allow it to almost completely wall several prominent threats.
the niche isn't the immunities/recovery, it's Wooper's ability "to almost completely wall several prominent threats", which is made possible by Wooper's "unique set of immunities and access to reliable recovery", so imo this doesn't need to be changed unless the OP prefers it this way
 

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