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National Dex Sinistcha [QC 2/2] [GP 1/1]

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:SV/Sinistcha:

[SET]
Calm Mind (Sinistcha) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]
Sinistcha functions as a physically defensive Calm Mind late-game sweeper, using the combination of Matcha Gotcha and Strength Sap to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting, notably guaranteeing a 2HKO on specially defensive Galarian Slowking and having a good chance to OHKO Hatterene at +1, while Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, as the Special Defense boosts make it progressively harder to revenge kill with special attacks.

Sinistcha fits best on balance and bulky offense teams that appreciate a late-game sweeper with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta and Great Tusk pressure Dark-types such as Kingambit and Mega Tyranitar, while Toxapex and Alomomola can act as physically bulky pivots and more comfortably absorb Knock Off from physical threats like Weavile, with Alomomola also using Flip Turn to bring Sinistcha in safely. On the special side, Galarian Slowking can help check threats such as Tapu Lele and Kyurem. Dark-types such as Hisuian Samurott and Ting-Lu are useful against troublesome Ghost-types; Hisuian Samurott threatens Gholdengo and Ceruledge with its STAB moves, whereas Ting-Lu can check Gholdengo and phaze Ceruledge with Whirlwind. Against Mega Charizard Y, Dragonite and Moltres are useful, as they can Roost off its attacks, while Garchomp can use it as an opportunity to set entry hazards or boost with Swords Dance. Gliscor, Great Tusk, and Ting-Lu especially appreciate Sinistcha checking Ogerpon-W, which can otherwise exploit their Water weakness. Sinistcha also provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even a boosted Power Whip fails to immediately overwhelm it, while Strength Sap lets Sinistcha heal off the damage and Matcha Gotcha pressures Ogerpon-W with heavy chip and a potential burn, putting it into range of Never-Ending Nightmare if it tries to boost further. Sinistcha teams should have ways to exploit Gliscor switching in on an anticipated Calm Mind, since Toxic and Spikes can wear Sinistcha down quickly even if it can beat Gliscor one-on-one, so partners such as Ogerpon-W, Kyurem, Swords Dance Gliscor, and Hatterene can punish opposing Gliscor or limit its hazard progress. In return, Sinistcha pressures bulky Ground- and Water-types that can slow down Zamazenta, Ogerpon-W, and Garchomp, such as Great Tusk, Gliscor, Alomomola, and Dondozo with Matcha Gotcha also threatening burns on other physical walls, making it easier for the trio to break through them.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/slopcat.661238/
https://www.smogon.com/forums/members/medasus.632421/
Grammar checked by:
https://www.smogon.com/forums/members/earthfromthefuture.697682/
 
Last edited:
add remove comment looks pretty solid just a couple things i'd like to see added before stamping
[SET]
Sinistcha (Calm Mind) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]

Sinistcha functions as a physically defensive Calm Mind wincon, using the combination of Strength Sap and Matcha Gotcha to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while Special Defense boosts make it progressively harder to revenge kill with special attacks.

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta pressures Dark-types such as Kingambit, Weavile, and Mega Tyranitar, while Galarian Slowking can help check special attackers such as Tapu Lele and Kyurem. Heatran is useful against Mega Charizard Y every yard carries scorching sands so not rly, i think spdef chomp/dnite/moltres fit better here t Sand can also pressure Steel-types that try to exploiinistcha , while Toxapex gives the team a sturdier pivot into physical attackers like Weavile. I'd mention wellspring somewhere in here since sinistcha does a pretty unique job of countering the fighters AND wellspring all in one slot which is extremely hard to come by. In return, Sinistcha pressures the bulky Ground- and Water-types that can slow down Zamazenta and Heatran, such as Great Tusk, Gliscor, Alomomola, and Dondozo. Matcha Gotcha also threatens burns on physical walls, making it easier for Zamazenta to break through them and giving Heatran more room to make progress.
I would probably mention having gliscor counterplay somewhere- tox/spikes glisc can be extremely annoying for sinis despite the fact that it can 1v1 glisc. getting toxic'ed and having to deal with myriad spikes chip can really quickly ruin its day so i would probably mention somewhere that sinis teams generally need a way to exploit glisc coming in on the anticipated first CM (eg wellspring kyurem SD glisc of ur own hatterene etc)
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
thanks for the check, implimented :)
add remove comment looks pretty solid just a couple things i'd like to see added before stamping
[SET]
Sinistcha (Calm Mind) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]

Sinistcha functions as a physically defensive Calm Mind wincon, using the combination of Strength Sap and Matcha Gotcha to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while Special Defense boosts make it progressively harder to revenge kill with special attacks.

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta pressures Dark-types such as Kingambit, Weavile, and Mega Tyranitar, while Galarian Slowking can help check special attackers such as Tapu Lele and Kyurem. Heatran is useful against Mega Charizard Y every yard carries scorching sands so not rly, i think spdef chomp/dnite/moltres fit better here t Sand can also pressure Steel-types that try to exploiinistcha , while Toxapex gives the team a sturdier pivot into physical attackers like Weavile. I'd mention wellspring somewhere in here since sinistcha does a pretty unique job of countering the fighters AND wellspring all in one slot which is extremely hard to come by. In return, Sinistcha pressures the bulky Ground- and Water-types that can slow down Zamazenta and Heatran, such as Great Tusk, Gliscor, Alomomola, and Dondozo. Matcha Gotcha also threatens burns on physical walls, making it easier for Zamazenta to break through them and giving Heatran more room to make progress.
I would probably mention having gliscor counterplay somewhere- tox/spikes glisc can be extremely annoying for sinis despite the fact that it can 1v1 glisc. getting toxic'ed and having to deal with myriad spikes chip can really quickly ruin its day so i would probably mention somewhere that sinis teams generally need a way to exploit glisc coming in on the anticipated first CM (eg wellspring kyurem SD glisc of ur own hatterene etc)
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
comment
[SET]
Calm Mind (Sinistcha) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]

Sinistcha functions as a physically defensive Calm Mind wincon, using the combination of Strength Sap and Matcha Gotcha to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while Special Defense boosts make it progressively harder to revenge kill with special attacks. good para

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta pressures Dark-types such as Kingambit, Weavile, and Mega Tyranitar, while Galarian Slowking can help check special attackers such as Tapu Lele and Kyurem. Dragonite and Moltres are useful against Mega Charizard Y, as they can Roost off its attacks, while Garchomp can use Mega Charizard Y as an opportunity to set entry hazards or retaliate with Swords Dance. Toxapex gives the team a sturdier pivot into physical attackers like Weavile,while Sinistcha itself provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even +2 Knock Off only 2HKOes it while Strength Sap lets it heal off the damage and keep Ogerpon-W from breaking through I think lots more appreciates sinis checking woger than just pex, maybe talk about stuff like glisc and co. Sinistcha teams should however have ways to exploit Gliscor switching in on an anticipated Calm Mind, since Toxic and Spikes can wear Sinistcha down quickly even if it can beat Gliscor one-on-one, so partners such as Ogerpon-W, Kyurem, Swords Dance Gliscor, and Hatterene can punish Gliscor or limit its hazard progress. In return, Sinistcha pressures bulky Ground- and Water-types that can slow down Zamazenta, Ogerpon-W, and Garchomp, such as Great Tusk, Gliscor, Alomomola, and Dondozo. Matcha Gotcha also threatens burns on physical walls, making it easier for Zamazenta, Ogerpon-W, and Garchomp to break through them.

- Prolly wanna mention Dark-types to beat ghosts like Dengo Ceru
- Probably also wanna focus in a bit more on answering Dark-types than just Zama especially as it doesn't really like coming in on stuff like knock


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/slopcat.661238/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

Good work, 2/2 when implemented
 
comment
[SET]
Calm Mind (Sinistcha) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]

Sinistcha functions as a physically defensive Calm Mind wincon, using the combination of Strength Sap and Matcha Gotcha to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while Special Defense boosts make it progressively harder to revenge kill with special attacks. good para

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta pressures Dark-types such as Kingambit, Weavile, and Mega Tyranitar, while Galarian Slowking can help check special attackers such as Tapu Lele and Kyurem. Dragonite and Moltres are useful against Mega Charizard Y, as they can Roost off its attacks, while Garchomp can use Mega Charizard Y as an opportunity to set entry hazards or retaliate with Swords Dance. Toxapex gives the team a sturdier pivot into physical attackers like Weavile,while Sinistcha itself provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even +2 Knock Off only 2HKOes it while Strength Sap lets it heal off the damage and keep Ogerpon-W from breaking through I think lots more appreciates sinis checking woger than just pex, maybe talk about stuff like glisc and co. Sinistcha teams should however have ways to exploit Gliscor switching in on an anticipated Calm Mind, since Toxic and Spikes can wear Sinistcha down quickly even if it can beat Gliscor one-on-one, so partners such as Ogerpon-W, Kyurem, Swords Dance Gliscor, and Hatterene can punish Gliscor or limit its hazard progress. In return, Sinistcha pressures bulky Ground- and Water-types that can slow down Zamazenta, Ogerpon-W, and Garchomp, such as Great Tusk, Gliscor, Alomomola, and Dondozo. Matcha Gotcha also threatens burns on physical walls, making it easier for Zamazenta, Ogerpon-W, and Garchomp to break through them.

- Prolly wanna mention Dark-types to beat ghosts like Dengo Ceru
- Probably also wanna focus in a bit more on answering Dark-types than just Zama especially as it doesn't really like coming in on stuff like knock


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/slopcat.661238/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

Good work, 2/2 when implemented

thanks so much!

ready for GP Team
 
GP Team done 1/1
feel free to ask questions regarding the changes
add remove comment

[SET]
Calm Mind (Sinistcha) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]
Sinistcha functions as a physically defensive Calm Mind wincon late-game sweeper This is gets hilariously long after "wincon" is changed to "late-game sweeper" under standards so maybe reword, using the combination of Strength Sap Matcha Gotcha and Matcha Gotcha Strength Sap to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting maybe list some guys you can stuff after boosting, this is a bit dex info-y, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while as the Special Defense boosts make it progressively harder to revenge kill with special attacks. this makes it sound like the weaker defensive side is physdef. Feel free to reword it if the cut content was necessary.

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon late-game sweeper with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta and Great Tusk pressure Dark-types such as Kingambit and Mega Tyranitar, while Toxapex and Alomomola can act as physically bulky pivots and more comfortably absorb Knock Off from physical threats like Weavile, with Alomomola also using Flip Turn to bring Sinistcha in safely. On the special side, (AC) Galarian Slowking can help check special attackers threats such as Tapu Lele and Kyurem. Dark-types such as Samurott-Hisui Hisuian Samurott and Ting-Lu are also useful against troublesome Ghost-types; Samurott-Hisui Hisuian Samurott threatens Gholdengo and Ceruledge with its STAB moves, while whereas Ting-Lu can check Gholdengo and phaze Ceruledge with Whirlwind. Against Mega Charizard Y, (AC) Dragonite and Moltres are useful against Mega Charizard Y, as they can Roost off its attacks, while Garchomp can use Mega Charizard Y it as an opportunity to set entry hazards or retaliate boost with Swords Dance. Toxapex gives the team a sturdier pivot into physical attackers like Weavile, while redundancy Gliscor, Great Tusk, and Ting-Lu especially appreciate Sinistcha checking Ogerpon-W, which can otherwise exploit their Water weakness. Sinistcha also provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even Ogerpon-W's +2 Knock Off only 2HKOes it while Strength Sap lets it heal off the damage and keep Ogerpon-W from breaking through. Also, please ask QC, but can't Wellspring keep boosting? I don't imagine Sinistcha can threaten an OHKO or even a 2HKO without exhausting Z, and +4 should just blow it up. I've never seen an SD Knock Wellspring before (not even in dex, since it typically wants PR/superpower to deal with common checks like dnite and ferro), but it would uniquely be the only variant to beat incoming Sinistcha one-on-one. Sinistcha teams should however have ways to exploit Gliscor switching in on an anticipated Calm Mind, since Toxic and Spikes can wear Sinistcha down quickly even if it can beat Gliscor one-on-one, so partners such as Ogerpon-W, Kyurem, Swords Dance Gliscor, and Hatterene can punish opposing Gliscor or limit its hazard progress. In return, Sinistcha pressures bulky Ground- and Water-types that can slow down Zamazenta, Ogerpon-W, and Garchomp, such as Great Tusk, Gliscor, Alomomola, and Dondozo (RP), (AC) with Matcha Gotcha also threatens threatening burns on other physical walls, making it easier for Zamazenta, Ogerpon-W, and Garchomp the trio to break through them.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/slopcat.661238/
https://www.smogon.com/forums/members/medasus.632421/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
Last edited:
GP Team done 1/1
feel free to ask questions regarding the changes
add remove comment

[SET]
Calm Mind (Sinistcha) @ Ghostium Z
Ability: Heatproof
EVs: 248 HP / 252 Def / 8 SpA
IVs: 0 Atk
Bold Nature
- Calm Mind
- Matcha Gotcha
- Strength Sap
- Shadow Ball

[SET COMMENTS]
Sinistcha functions as a physically defensive Calm Mind wincon late-game sweeper This is gets hilariously long after "wincon" is changed to "late-game sweeper" under standards so maybe reword, using the combination of Strength Sap Matcha Gotcha and Matcha Gotcha Strength Sap to take advantage of physical attackers such as Great Tusk, Landorus-T, Mega Lopunny, and Urshifu-R. Matcha Gotcha's burn chance makes switching physical attackers into Sinistcha risky, while Strength Sap gives it recovery and can weaken foes that try to break through it directly. Shadow Ball gives Sinistcha a consistent STAB attack after boosting maybe list some guys you can stuff after boosting, this is a bit dex info-y, and Ghostium Z lets it use Never-Ending Nightmare to break through bulkier targets that could otherwise stomach Shadow Ball, such as Galarian Slowking, Pecharunt, and Gholdengo. Heatproof softens Fire-type attacks from Pokemon such as Heatran and Moltres, making Sinistcha harder to force out immediately. The physically defensive spread complements Calm Mind, covering Sinistcha's weaker defensive side while as the Special Defense boosts make it progressively harder to revenge kill with special attacks. this makes it sound like the weaker defensive side is physdef. Feel free to reword it if the cut content was necessary.

Sinistcha fits best on balance and bulky offense teams that appreciate a wincon late-game sweeper with defensive utility against physical attackers. Entry hazard support from teammates such as Ferrothorn, Ting-Lu, Garchomp, and Gliscor helps put targets into range of boosted Shadow Ball or Never-Ending Nightmare. Sinistcha struggles with Dark-types and strong special attackers, so its partners should cover those matchups directly. Zamazenta and Great Tusk pressure Dark-types such as Kingambit and Mega Tyranitar, while Toxapex and Alomomola can act as physically bulky pivots and more comfortably absorb Knock Off from physical threats like Weavile, with Alomomola also using Flip Turn to bring Sinistcha in safely. On the special side, (AC) Galarian Slowking can help check special attackers threats such as Tapu Lele and Kyurem. Dark-types such as Samurott-Hisui Hisuian Samurott and Ting-Lu are also useful against troublesome Ghost-types; Samurott-Hisui Hisuian Samurott threatens Gholdengo and Ceruledge with its STAB moves, while whereas Ting-Lu can check Gholdengo and phaze Ceruledge with Whirlwind. Against Mega Charizard Y, (AC) Dragonite and Moltres are useful against Mega Charizard Y, as they can Roost off its attacks, while Garchomp can use Mega Charizard Y it as an opportunity to set entry hazards or retaliate boost with Swords Dance. Toxapex gives the team a sturdier pivot into physical attackers like Weavile, while redundancy Gliscor, Great Tusk, and Ting-Lu especially appreciate Sinistcha checking Ogerpon-W, which can otherwise exploit their Water weakness. Sinistcha also provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even Ogerpon-W's +2 Knock Off only 2HKOes it while Strength Sap lets it heal off the damage and keep Ogerpon-W from breaking through. Also, please ask QC, but can't Wellspring keep boosting? I don't imagine Sinistcha can threaten an OHKO or even a 2HKO without exhausting Z, and +4 should just blow it up. I've never seen an SD Knock Wellspring before (not even in dex, since it typically wants PR/superpower to deal with common checks like dnite and ferro), but it would uniquely be the only variant to beat incoming Sinistcha one-on-one. Sinistcha teams should however have ways to exploit Gliscor switching in on an anticipated Calm Mind, since Toxic and Spikes can wear Sinistcha down quickly even if it can beat Gliscor one-on-one, so partners such as Ogerpon-W, Kyurem, Swords Dance Gliscor, and Hatterene can punish opposing Gliscor or limit its hazard progress. In return, Sinistcha pressures bulky Ground- and Water-types that can slow down Zamazenta, Ogerpon-W, and Garchomp, such as Great Tusk, Gliscor, Alomomola, and Dondozo (RP), (AC) with Matcha Gotcha also threatens threatening burns on other physical walls, making it easier for Zamazenta, Ogerpon-W, and Garchomp the trio to break through them.

[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/skype.600060/
Quality checked by:
https://www.smogon.com/forums/members/slopcat.661238/
https://www.smogon.com/forums/members/medasus.632421/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

Shadow Ball gives Sinistcha a consistent STAB attack after boosting maybe list some guys you can stuff after boosting, this is a bit dex info-y

Shadow Ball gives Sinistcha a consistent STAB attack after boosting, notably guaranteeing a 2HKO on specially defensive Galarian Slowking and having a good chance to OHKO Hatterene at +1

+1 0 SpA Sinistcha Shadow Ball vs. 252 HP / 252+ SpD Slowking-Galar: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
+1 0 SpA Sinistcha Shadow Ball vs. 252 HP / 0 SpD Hatterene: 296-350 (93 - 110%) -- 62.5% chance to OHKO

Also, please ask QC, but can't Wellspring keep boosting? I don't imagine Sinistcha can threaten an OHKO or even a 2HKO without exhausting Z, and +4 should just blow it up. I've never seen an SD Knock Wellspring before (not even in dex, since it typically wants PR/superpower to deal with common checks like dnite and ferro), but it would uniquely be the only variant to beat incoming Sinistcha one-on-one.

Sinistcha also provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even a boosted Power Whip fails to immediately overwhelm it, while Strength Sap lets Sinistcha heal off the damage and Matcha Gotcha pressures Ogerpon-W with heavy chip and a potential burn, putting it into range of Never-Ending Nightmare if it tries to boost further.

qc lmk that +4 still doesn’t blow sinistcha up, oger needs the extra setup turn, during which matcha does around 35–40% and can burn, after which Z can force it out or KO it, so sinistcha does still check it, although knock variants are more awkward and are also extremely uncommon SD knock was removed
 
Shadow Ball gives Sinistcha a consistent STAB attack after boosting, notably guaranteeing a 2HKO on specially defensive Galarian Slowking and having a good chance to OHKO Hatterene at +1

+1 0 SpA Sinistcha Shadow Ball vs. 252 HP / 252+ SpD Slowking-Galar: 206-246 (52.2 - 62.4%) -- guaranteed 2HKO
+1 0 SpA Sinistcha Shadow Ball vs. 252 HP / 0 SpD Hatterene: 296-350 (93 - 110%) -- 62.5% chance to OHKO



Sinistcha also provides a rare answer to Ogerpon-W and Fighting-types in one slot, as even a boosted Power Whip fails to immediately overwhelm it, while Strength Sap lets Sinistcha heal off the damage and Matcha Gotcha pressures Ogerpon-W with heavy chip and a potential burn, putting it into range of Never-Ending Nightmare if it tries to boost further.

qc lmk that +4 still doesn’t blow sinistcha up, oger needs the extra setup turn, during which matcha does around 35–40% and can burn, after which Z can force it out or KO it, so sinistcha does still check it, although knock variants are more awkward and are also extremely uncommon SD knock was removed
yeah the +4 was in reference to knock oger, sorry if that was unclear
looks good, ty for addressing
 
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