taking this through QC again, it needs it
Skuntank
qc'd:
gp'd:
[Overview]
[SET]
name: Bulky Attacker
move 1: Sucker Punch
move 2: Pursuit
move 3: Taunt
move 4: Poison Jab / Crunch
item: Leftovers / Life Orb
ability: Aftermath / Stench
nature: Adamant
evs: 88 HP / 252 Atk / 60 Def / 76 SpD / 32 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[SET]
name: Mixed
move 1: Sucker Punch
move 2: Crunch
move 3: Sludge Bomb
move 4: Hidden Power Grass / Hidden Power Ground
item: Life Orb
ability: Aftermath / Stench
nature: Lonely
evs: 252 Atk / 224 SpA / 32 Spe
[SET COMMENTS]
[ADDITIONAL COMMENTS]
[Other Options]
[Checks and Counters]
Need a little advice on the mixed set especially! I've used that set to decent effect, but not really sure about anything and everything on it.


Skuntank
qc'd:
gp'd:
[Overview]
- quite the unique scent!
- beat them ghost/psychic-types; importantly, beats all spinblockers provided it doesn't get in on a will-o-wisp
- absorb tspikes, which is awesome
- sucker punch + pursuit
- hits fairly hard too, despite only base 93 attack
- just barely outruns magmortar (and in turn underspeeds sawk, pinsir, and rotom-s) but won't be making much use of that speed anyway
- its bulk is decent, base 103 HP is cool but meh defenses
- 71 SpA is just enough to be able to wield a mixed set decently
- only one weakness! but it's pretty easy to be taken advantage of, ground is a pretty common type and golem is everywhere
- it's so cute
[SET]
name: Bulky Attacker
move 1: Sucker Punch
move 2: Pursuit
move 3: Taunt
move 4: Poison Jab / Crunch
item: Leftovers / Life Orb
ability: Aftermath / Stench
nature: Adamant
evs: 88 HP / 252 Atk / 60 Def / 76 SpD / 32 Spe
[SET COMMENTS]
- taunt psychics/ghosts
- mindgame them with pursuit/sucker punch
- ???
- profit
- pjab hits grass-types and provides stab, but crunch is often equally useful and offers the strongest hit on missy + friends without having to guess... it's really a 50/50 thing there
- leftovers is preferred, life orb could be used but it hits enough with just lefties and the recovery is v important
- not much else to say
[ADDITIONAL COMMENTS]
- ...dat strange ev spread
- faster spread, forgo power for outrunning max mesprit, magmortar, gardevoir, drifblim; however sucker punch does this already and retains power sooo
- aftermath and stench are both useful, explain their usefulness etc
- lum berry
- pair with fighting-types, they have good synergy with skuntank
- gurdurr + duosion
- they also lure these psy/ghost-types
- bring things to beat golem, tangela, alomomola, as skuntank is endlessly beaten by them (toxic spikes? then again all of the users share a weakness with skuntank which is disappointing...)
- hazards are cool because skuntank scares things with its smell
- para support
- things that can switch in on earthquakes are great; skuntank removes ghosties which allow free spins, removing their sr (...i probably won't include that actually)
- rapid spin users, too
[SET]
name: Mixed
move 1: Sucker Punch
move 2: Crunch
move 3: Sludge Bomb
move 4: Hidden Power Grass / Hidden Power Ground
item: Life Orb
ability: Aftermath / Stench
nature: Lonely
evs: 252 Atk / 224 SpA / 32 Spe
[SET COMMENTS]
- actually breaks through standard NU walls fairly well
- sucker for being a great move in general and making up for skuntank's meh speed
- crunch hits things hard without needing them to attack
- sludge bomb for bulky grasses, though it sort of struggles with those stupid grass/poison-types (should i slash fire blast behind crunch, for that reason alone?)
- hp grass and hp ground are both useful, but grass moreso imo; it busts bulky water-types (alomomola, quagsire, and wartortle) while hp ground beats probopass, bastiodon, etc
- life orb is much better on this set, helps net a few 2HKOes
[ADDITIONAL COMMENTS]
- fire blast, if i don't end up slashing it in - also should use a +SpA nature if fire blast > crunch, prolly
- not entirely sure of the spread, but it outruns 0 spe missy and adamant torterra (do i need to run faster?) and then maximizes power really
- can run mild as well, but maximizing sucker punch's power should be most important imo, though a +SpA nature does help ensure the 2HKO on alom switching in on SR + hp grass (alom is super bulky, hard for skuntank to break through on its own really because wish sucks)
- should obviously be coupled with pokemon that like physical walls to not be there
- likewise should be paired with things that beat alom because it still struggles with it, though it can be beaten
- subsd leafeon is lovely, appreciates tang being destroyed; they do both struggle with grass/poisons
- bring magmortar or something to deal with them, or run fire blast
- man the old skelly isn't helpful at all with this
- hazards ensure several KOs
- twave support, as skuntank doesnt invest in speed
[Other Options]
- haze
- boom
- toxic
- rock smash....
- memento
- cb
- screech
- return
[Checks and Counters]
- bastiodon
- fighting-types; gurdurr + throh
- golem
- other ground-types, camerupt
- alomomola
- mixed set doesn't have a whole lot of counters, though bulky stuff with no weaknesses to any of its moves (altaria) can handle it
- vileplume/amoonguss, though they dont hurt it much in return but wall the hell out of it
Need a little advice on the mixed set especially! I've used that set to decent effect, but not really sure about anything and everything on it.