Monotype Skarmory (Steel)

[OVERVIEW]
* As one of two Steel / Flying types in the game, Skarmory marks itself as one of the premier options on balance and hyper offense Steel teams.
* Skarmory's excellent bulk combines with a great defensive typing that gives it an immunity to Ground and a neutrality to Fighting to let it counter threats such as Excadrill and Choice Scarf Terrakion.
* It has an excellent support movepool that includes reliable recovery in Roost, entry hazards in Spikes and Stealth Rock, and utility in Taunt and Whirlwind, letting it function effectively on hyper offense and balanced teams.
* Because of this, Skarmory can compress many roles for a Steel team by being a physical wall, covering Ground- and Fighting-type weaknesses, providing entry hazards, and phazing physical setup sweepers.
* Skarmory faces competition from Celesteela, another Steel / Flying type, trading off Celesteela's offensive movepool, Beast Boost, Leech Seed, and mixed bulk for better physical bulk and access to Stealth Rock, Spikes, and Roost.
* Sturdy along with a usable Speed tier allows Skarmory to function as the best hyper offense lead on Steel teams because it can reliably put down multiple entry hazards.
* It has a case of four-moveslot syndrome; defensive sets would like the utility of moves like Toxic and leads would appreciate Tailwind, but in most cases Skarmory cannot afford to run anything other than its standard moves.
* It also doesn't have that much special bulk, getting 2HKOed by common special moves such as Kingdra's Surf even outside of rain.
* Its typing leaves it neutral to Water and weak to Electric, making it another Steel-type Pokemon that has trouble switching into common Water- and Electric-type moves such as Scald and Thunderbolt.

[SET]
name: Defensive Wall
move 1: Roost
move 2: Spikes / Stealth Rock
move 3: Whirlwind
move 4: Brave Bird
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Impish
evs: 224 HP / 252 Def / 32 SpD

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

* Roost gives Skarmory longevity and lets it rack up Rocky Helmet damage on opposing Fighting-types while letting it stall out several Ground-types such as Choice Band Excadrill and Landorus-T.
* Spikes will deal more damage than Stealth Rock does against Ground, Steel, and Fighting teams, making it easier to deal with Pokemon such as Garchomp, Excadrill, and Terrakion.
* Stealth Rock, which is only used when no other teammate carries it, will chip away at every Pokemon that switches in including Levitate and Air Balloon users such as Hydreigon and Heatran. Additionally, it will punish Pokemon such as Victini, Kyurem-Black, and Volcarona more than Spikes does, wearing them down faster.
* Whirlwind is used to prevent Pokemon from using Skarmory as setup bait and to rack up hazard damage when Brave Bird cannot force foes out.
* Brave Bird is the preferred attack, giving Skarmory a STAB super effective move to use against the Fighting-types it's trying to wall. It also lets Skarmory break Infernape's Focus Sash in a lead situation.

Set Details
========

* Sturdy lets Skarmory survive any one hit from full health, letting it lead in some match ups such as Fire and get a guaranteed entry hazard down.
* Sturdy also lets it function as an emergency check to certain Pokemon such as Volcarona, as Brave Bird will nearly always OHKO offensive sets. Additionally, Skarmory can survive a Hydro Pump from Keldeo and retaliate with Brave Bird, putting it in range to be revenge killed.
* Maximum Defensive EVs are used to make Skarmory as bulky as possible, letting it switch into common physical attackers such as Mega Scizor.
* 224 HP EVs let Skarmory take less damage from Stealth Rock and allows two turns of Leftovers recovery to exactly heal Skarmory to full HP, and the remaining 32 EVs are placed in Special Defense to improve its bulk slightly.
* Rocky Helmet is an alternative to Leftovers in order to deal damage to opposing Pokemon that try to hit Skarmory with contact moves such as Mega Charizard X, which will be in range for Bisharp's Sucker Punch after Flare Blitz and Rocky Helmet recoil.
* Rocky Helmet Skarmory should use 252 HP EVs in order to maximize its physical bulk.

Usage Tips
========

* Skarmory can use its physical bulk to switch into most physical attackers in the metagame such as Choice Band Azumarill, which can otherwise threaten Steel teams with Superpower and Waterfall.
* Because of this, Skarmory will find a way into the game in many matchups such as Ground and Bug by being an effective pivot.
* Skarmory should be stacking as many entry hazards as possible while pivoting in and out in order to punish foes for switching.
* Hazards make it easier to play against Ground and Steel teams because they lack hazard removal except for the occasional Rapid Spin Excadrill.
* Keeping Skarmory's health full is important to make sure it can check powerful Fighting-types such as Heracross, Buzzwole, and Terrakion that can KO Skarmory if its health is begins to fall.
* If Skarmory has a Rocky Helmet, it can wear down some physical attackers just by spamming Roost.
* Rocky Helmet Skarmory also has the benefit of punishing weak contact attacks such as U-turn Landorus-T and Rapid Spin Armaldo, and if a Rapid Spin user faints from Rocky Helmet damage while spinning, hazards will not be removed from their side of the field.
* Skarmory should be wary of certain physical attackers that have access to Fire Blast such as Garchomp and Tyranitar that easily 2HKO Skarmory because of its poor Special Defense.
* Keeping Skarmory alive is important for making sure Steel teams don't get swept by powerful Ground or Fighting moves, specifically checking and countering Pokemon like Dragon Dance Dragonite that otherwise sweeps teams with Earthquake or Heracross, which can sweep or heavily damage teams with Close Combat and Moxie.
* Skarmory should be careful when attempting to Roost against slower foes that can hit Skarmory with a super effective attack, such as Earthquake from Hippowdon amd Rhyperior.
* Skarmory can easily switch into most physical setup sweepers such as Mega Scizor and Doublade to Whirlwind them out. Additionally, Whirlwind will rack up hazard damage and can prevent the opponent from successfully switching to a Skarmory check.
* Trappers like Gothitelle and Magnezone force Skarmory to be more careful because they can easily trap and remove it, although Whirlwind can potentially save Skarmory if it catches them on the switch.
* Burns should be avoided because they remove the effect of Sturdy and negate any passive recovery from Leftovers. A burn will also lessen Skarmory's already mediocre Attack and make it harder to KO Fighting-types with Brave Bird.
* Brave Bird will also remove the effect of Sturdy, and combined with Skarmory's less than impressive HP stat, recoil will quickly wear Skarmory down.

Team Options
========

* Pokemon that cover Skarmory's weaknesses make great teammates, and in return, Skarmory switches into Ground- and Fighting-type moves for them.
* Heatran is a good example of this, being able to take weaker Electric-type attacks and being immune to Fire-type moves with it's ability Flash Fire while being able to set its own Stealth Rock, freeing up Skarmory to use Spikes.
* Excadrill is a great Fire- and Electric- type check that can make full use of Skarmory's entry hazards to damage opposing foes. Excadrill makes a good switch-in to Electric-type attacks. However, because it cannot take neutral or super effective attacks that well, it is a risky switch if the opponent predicts it.
* Ferrothorn is another good teammate for Skarmory because its Grass typing gives it a resistance to Electric and Water, letting it switch into Thunderbolts and Hydro Pumps that generally threaten Skarmory. Ferrothorn also appreciates Skamory using hazards, freeing it up to use its own moveslots for more utility.
* Celesteela can lighten Skarmory's load in taking on Fighting- and Ground-types, specifically beating wallbreakers that can defeat Skarmory such as Fire Blast Garchomp and Focus Blast Landorus.
* Setup sweepers that rely on weaker priority moves enjoy the hazards Skarmory can bring. Having a full set of Spikes or Stealth Rock on the field makes it easier for Bisharp and Mega Scizor to clean with Sucker Punch and Bullet Punch, respectively.
* Bisharp and Doublade also make excellent choices for keeping hazards on the field. Bisharp's Defiant and Doublade's Ghost typing allows them to discourage the use of Defog and Rapid Spin.
* Magearna also appreciates hazards laid down by Skarmory that make it easier to accumulate Soul Heart boosts and clean late game.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Salac Berry
ability: Sturdy
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

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

* Stealth Rock allows Skarmory to set up an entry hazard that affects almost all Pokemon and deals more damage than Spikes to Fire- and Flying-types such as Darmanitan and Landorus.
* Spikes is used to be able to stack up hazard damage, making it easier to KO bulky Pokemon such as Toxapex and Porygon 2 while dealing more damage to Steel-, Fighting-, and Ground-types.
* Combining Spikes and Stealth Rock also puts a limit on how many times Pokemon such as Breloom and Klefki can switch in.
* Taunt is used to prevent opposing Pokemon from using Skarmory as set up bait and also prevents foes from setting or removing hazards.
* Brave Bird is the sole attacking move on this set, letting Skarmory KO itself with recoil to prevent Defog and Rapid Spin while also dealing quite a bit of damage.

Set Details
========

* Sturdy is by far Skarmory's best ability, letting it survive one hit to guarantee at least one entry hazard.
* Maximum Speed investment is used to be as fast as possible to anti-lead with Taunt and allow as many hazards as possible to go up.
* 0 IVs in Health, Defense, and Special Defense make it easier to activate Sturdy and Salac Berry, allowing Skarmory to get a boost in Speed that lets it set another layer of entry hazards or suicide with Brave Bird reliably.
* Skarmory's Attack is maxed out to take full advantage of Brave Bird and because Sturdy lets it survive any one hit regardless of bulk.

Usage Tips
========

* Skarmory should prioritize the most effective entry hazard in each matchup. Fire-types will take more damage from Stealth Rock while Spikes will deal more damage to Ground and Steel teams.
* Suicide lead Skarmory's main purpose is to set hazards then faint via Brave Bird so a teammate can come in safely. It should be led in every game unless there is a Magic Bounce or Taunt user such as Mega Sableye or Aerodactyl that can prevent hazards.
* Skarmory can cause itself to faint with Brave Bird once it has been brought down to Sturdy. Doing this will prevent foes from successfully using Defog or Rapid Spin on that turn.
* Because of the Speed boosting effect of Salac Berry, Skarmory should prioritize hazards first, since it will most likely move first the following turn.
* Be careful around Pokemon such as Garchomp and Infernape that can Stone Edge or Close Combat Skarmory to break Sturdy without activating Salac Berry, preventing Skarmory from getting an additional layer of entry hazards or taking itself out with Brave Bird.
* Skarmory should Taunt foes such as Mew and Mantine to prevent them from Defogging. Additionally, Taunt can also be used to prevent foes such as Clefable and Hippowdon from setting up on Skarmory or laying down their own hazards.
* Skarmory should also be preserved against types such as Flying that can carry multiple entry hazard removers such as Defog Mantine and Defog Skarmory on the same team. This makes it hard to prevent foes from Defogging, making it more important that Skarmory can lay down hazards later on in the match.

Team Options
========

* This Skarmory likes having hyper offensive teams built around it that can prevent opposing teams from removing hazards and puts a lot of pressure on foes.
* Bisharp has Defiant, allowing it to deter specially defensive Defog users such as Zapdos and Mantine.
* Doublade is a Ghost-type, and combined with its natural bulk and Eviolite, it can wall spinners such as Armaldo and Forretress.
* Doublade and Bisharp also have an easier time KOing foes after entry hazard damage, giving them more opportunities to sweep after setting up with Swords Dance. Magearna is also a good setup sweeper, taking advantage of weakened foes by KOing them for a Special Attack boost with Soul Heart.
* Offensive Mega Scizor also has an easier time sweeping with Bullet Punch after chip damage from Skarmory's hazards.
* Offensive Heatran with Taunt can prevent common Defoggers such as Zapdos and Mandibuzz while OHKOing Forretress and Torkoal after Stealth Rock, two common spinners on Bug and Fire teams.
* Choice Scarf Magnezone can trap Defoggers such as Skarmory and Empoleon.


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

* Defog can be used on Skarmory to remove entry hazards. However, Steel teams generally don't need hazard removal and Skarmory tends to not find enough moveslots to run Defog on Steel. On top of this, Excadrill is also better at removing hazards with Rapid Spin.
* Shed Shell can be used to escape certain trappers such as Magnezone on opposing Steel teams and Alolan Golem on Rock; however, Skarmory's other items are more useful in more matchups.
* Defensive Skarmory sets can use Toxic to hit common Defoggers on the switch such as Zapdos, Mandibuzz, Latios, and Mew. However, replacing Whirlwind lets even Substitute Mega Gyarados use Skarmory as setup fodder.
* Counter can be used as an alternative to Brave Bird in order to damage foes without receiving recoil. However, this leaves Skarmory unable to damage special attackers such as Keldeo.
* Tailwind can be used on lead Skarmory sets to boost the Speed of its teammates; however Skarmory often prefers Taunt to be able to prevent Defog.

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

**Fire-types**: Strong Fire-types will easily break through Skarmory. Most STAB moves like Flare Blitz from Darmanitan will 2HKO Skarmory without needing a sun boost. Even weaker Pokemon such as Torkoal have no trouble OHKOing Skarmory with Lava Plume.
**Electric-types**: Electric-types can also 2HKO Skarmory with almost any STAB move. Tapu Koko's Wild Charge, Zapdos's Discharge, and Xurkitree's Thunderbolt will all easily OHKO Skarmory. Electric-types also resist Brave Bird, and their Defogger Zapdos can easily remove hazards while forcing Skarmory out. Zapdos also tends to carry Heat Wave, making it difficult to switch out of safely.
**Trappers**: Alolan Golem, Gothitelle, and Magnezone can all trap Skarmory and 2HKO or OHKO it with powerful Electric-type moves such as Wild Charge and Thunderbolt, leaving Steel teams weak to Pokemon such as Terrakion and Excadrill.
**Stallbreakers**: Common Taunt users such as Mandibuzz, Mega Gyarados, and Gliscor can shut down Skarmory while taking very little from Brave Bird. Mega Sableye is a common Magic Bounce user that can shut down Skarmory while setting up with Calm Mind or spread burns with Will-O-Wisp.
**Strong Wallbreakers**: Pokemon like Landorus, Kingdra, and Choice Band Terrakion can 2HKO Skarmory with their powerful STAB moves.
**Strong Setup Sweepers**: Strong setup sweepers like Swords Dance Continental Crush Landorus-T and Terrakion can OHKO Skarmory with Continental Crush after chip damage.
**Water-types**: Many Water-types can easily 2HKO Skarmory with common moves such as Scald and Hydro Pump. Skarmory also dislikes being burnt, so even weaker Scald users should be avoided whenever possible.
**Entry Hazard Removers**: Defog users such as Zapdos and Mantine and Rapid Spin users like Torkoal can remove entry hazards once lead Skarmory has fainted, putting Steel teams at a disadvantage without hazards. However, Defog users should be wary of Skarmory's Taunt preventing them from removing hazards.
**Burns**: Will-O-Wisp users such as Mew and Rotom-W can burn Skarmory, removing the safety net of Sturdy, nullifying Leftovers, and making Brave Bird weaker.
 
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ready for qc i hope xd

i doubt Suicide Lead Skarmory is worthy of its own set. OO at most. You should put Specially Defensive as the second set on the analysis, I've used it with great success and I think it's atleast more worthy of a seperate set than Suicide Lead which seems pretty unnecessary, as both Skarmory and Ferrothorn can set up SR + Spikes, and as Steel is a generally slow type without any Spinblockers, I doubt 'wasting' your Skarmory with a set like this is really necessary.

i pmd shadestep about this on ps but basically my reasons for not including spdef skarm atm are 1) its outclassed by celes/tran/ferro 2) it still gets 2hkod by strong special wallbreakers like lando and keld and 3) now common physical attacks will break skarm like keld secret sword, kyub fusion bolt, and terrak with close combat is a roll after rocks so at best imo it should be oo or mentioned to say that celes/etc is better (in case spdef skarm is popular in ou)

also suicide lead enables ho steel (at least imo) since it gives the only ho lead that steel has (only ferro and forre have sr+spikes and they just arent good enough imo without tailwind/taunt and speed skarm has (which makes it the only other viable set not including spdef which is already very niche)
 
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i doubt Suicide Lead Skarmory is worthy of its own set. OO at most. You should put Specially Defensive as the second set on the analysis, I've used it with great success and I think it's atleast more worthy of a seperate set than Suicide Lead which seems pretty unnecessary, as both Skarmory and Ferrothorn can set up SR + Spikes, and as Steel is a generally slow type without any Spinblockers, I doubt 'wasting' your Skarmory with a set like this is really necessary.
 
edit: @ above comments/QC

SpDef isn't useful in Mono b/c you use Skarm to check Ground/Fighting attacks, which are almost always physical. Also, Mega Garde and Mega Diancie (the two main Fairies it counters) aren't released. Lead Skarm is a really big thing in Mono b/c HO Steel is such a good archetype (a gen 7 team might look something like: Lead Skarm, Offensive Tran, Megagross/Mega-zor, Bish, Doublade, Magearna / other filler).


The lead set wasn't quite right, but you did a nice job otherwise! Implement for QC 1/3

Overview

– Remove the word "defensive" from the first bullet. Use the next 3-4 points to explain why it is a great defensive option on balance and a great lead on HO.
– Talk about Skarmory's excellent support movepool and how that lets it function as a lead for HO (Taunt, etc.).
– Mention a respectable Speed stat for a lead.
– We need to talk about Sturdy and breifly mention that it is useful on both sets
– Talk about 4 MSS when discussing negatives.

Defensive Set

Gonna re-arrange this set quite a bit and change the EVs.

name: Defensive Support
move 1: Roost
move 2: Spikes / Stealth Rock
move 3: Whirlwind
move 4: Brave Bird
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Impish
evs: 224 HP / 252 Def / 32 SpD

– Roost is the most important move and should be listed first. It gives Skarmory staying power throughout the match and lets it check many physical attackers.
– Hazards are 2nd most important on Steel (imo). You're often employing hazard stack strategies and Skarmory is an important part of that. Spikes before SR because more Steel types learn SR and it fits better on them (e.g. heatran).
– Don't slash Toxic. Whirlwind is your defense against setup sweepers (else Steel is 6-0'd by gyara, etc). Brave Bird is needed to hit the Pokemon you're meant to switch in on (same reason we almost always run Earth Power on Heatran in Mono). The only saving grace for Toxic this gen is the complete lack of Fighting types in the metagame. Medi and Gallade are gone, Fighting as a type isn't particularly common, etc. Toxic is good for OO where you can expound upon why it leaves your Skarmory unable to perform important tasks.
– On Leftovers sets, 224 HP is used so Skarmory takes less damage from Stealth Rock and can recover that damage off after two rounds of Leftovers.
– The remaining EVs are dumped into Special Defense or Speed.

Moves

– Make sure you discuss the moves in this section based on the new ordering.
– Flip the points you make when discussing Brave Bird. Hitting Fighting types should be the first point you make, then you can make a mention of hitting lead Infernape. (Although I'm not sold we need the Infernape point b/c I've yet to see one in the gen 7 meta. I'll let another QC decide if this should stay though.)
– Move Toxic to OO. We need to change this discussion point so it emphasizes that you're hitting these Pokemon as they switch in on Skarmory to remove hazards. As written, it (unintentionally, I think) implies that Skarm is staying in vs. those 'mons to Toxic and reset hazards. Mandibuzz is literally the only one it could think about doing that against and even then it will probably get Taunted.

Set Details
– biggest problem: odd HP does not necessarily mean <insert pokemon> takes less damage from SR (only true for 4x SR weak pokemon). Use the stuff I listed under the set to describe the HP stat.
– The EV spread we're going to suggest depends on the item choice.
– Lefties uses the one above
– Helmet uses the one you had listed (248 HP). (side note: Other QC members might suggest a set that lives two Ice Beams from Kyu-B, but I don't think that is important for Steel teams. If it comes up, idc if you add it. )

Usage Tips
I added comments in bold to your existing tips
Points that start with a – are things I think we need to add.
I'm copying the phrasing from my ORAS analysis, just re-write in your own words.


* Skarmory should be used as a general switch-in to a majority of physical moves and either Roosting off the damage or setting up hazards. Lets break this point up so we can discuss them in slightly more detail and give examples.
– Utilize Skarmory's excellent physical bulk to switch in on opposing physical attackers that threaten a Steel-type team, such as... .
– Skarmory is an effective pivot and finds many opportunities to switch in throughout a match.
– Stack Spikes or set Stealth Rock as Skarmory pivots in and out, especially in the early game.
– Skarmory should frequently use Roost to keep its health topped off. This ensures it checks physical attackers, such as... .
– Skarmory can spam Roost against many opponents to chip away with Rocky Helmet.
– If Skarmory has Rocky Helmet, switch it in on predicted U-turns from Pokemon such as Scizor and Landorus-Therian and on a predicted Rapid Spin from Pokemon like Excadrill or Armaldo.
* Know which physical attackers are likely to run coverage to beat Skarmory such as Tyranitar and Garchomp with Fire Blast.
* Keeping Skarmory alive is important in making sure Steel teams don't get swept by powerful Ground or Fighting moves, specifically checking and countering Pokemon like Dragon Dance Dragonite which otherwise sweeps teams with Fire Punch and Earthquake or Heracross, which can sweep or heavily damage teams with Close Combat and Moxie.
* Stealth Rocks should only rarely be prioritized over Skarmory's life, as in most matchups it is needed to check or counter powerful threats such as Mega Metagross, Excadrill, and Bisharp. Talk about the fire and electric matchups here. That is pretty much the only time this is true. Also, move this after the point about Spikes.
* Spikes variants of Skarmory should try to stack as many hazards as soon as possible against types such as Ground or Steel which lack hazard removal except for the occasional Rapid Spin Excadrill.
* Skarmory should be careful when attempting to Roost against slower foes that can take advantage and hit Skarmory with a super effective attack, such as Earthquake from Hippowdon. Also mention Hammer Arm Megagross here (drops speed until it hits for SE damage).
– Skarmory should switch in on physical setup sweepers such as... to Whirlwind them out
– Whirlwind is also effective against opposing Pokemon that struggle to damage Skarmory, such as Armaldo or Excadrill, as it racks up hazard damage and prevents the opponent from reliably switching into a check.
– Use Skarmory as a pivot to bring in checks against mixed attackers that threaten Steel-type cores, such as Mega Garchomp, Infernape or Landorus.
– Play Skarmory carefully when the opponent has a trapper, such as Magnezone or Gothitelle.
– Skarmory should avoid burns as it negates Sturdy and leaves it a less reliable check to opposing attackers.

Team Options
* Pokemon that cover Skarmory's weakness' make great teammates. In return, Skarmory covers their weaknesses to Ground- and Fighting-type attacks.
– Let's add Magearna and Megagross to this section.

Suicide Lead

name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Mental Herb
ability: Sturdy
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

– Tailwind is OO at best. It isn't really that useful in the early game, when the Skarm set is doing all its work. In OO emphasize that it is generally inferior b/c it lets common defoggers come in and remove any hazards you set.
– Move Spikes into the 2nd slot. 2 layers of hazards is the main draw of this set.
– Make sure you edit the Moves section to reflect this.
– Shame that Custap is unreleased :(

Set Details
* Mental Herb lets Skarmory set up hazards or Taunt any opposing Taunt users, allowing it to set up more hazards or Tailwind.

Usage Tips
– Prioritize the most effective hazard against the opponents team. SR vs. Fire, etc.
– Sometimes Skarmory should prioritize damaging with Brave Bird vs threatening Pokemon for Offensive Steel-type teams (Infernape, Keldeo, Garchomp)
– vs ground teams, it is worth saving skarm to deter EQ spam.
* Mental Herb and Taunt allow Skarmory to counter Taunt any opposing Taunt users, letting it get a few turns to set up Stealth Rock or Tailwind.

Team Options
This is way too sparse. Remove both the points about Tailwind support (We want to keep Scarf Latios around! :P That's setup fodder for Doublade, Magearna, M-zor). We need offensive Pokemon that appreciate the hazard damage and can help keep those hazards up throughout the match in this section.

– This Skarmory set should be paired with offensive Steel types.
– Offensive Heatran with Taunt. (helps keep hazards vs Defoggers)
– Use your point about Bish/Doublade discouraging hazard removal.
– Megagross appreciates the chip damage and helps with troublesome Pokemon like Nape, Keldeo, and Garchomp.
– TR and Shift Gear Magearna
– Scarf Mag to trap Skarm/Celesteela/Ferro and threaten Water types
– Mega Scizor, Bish, Doublade as setup sweepers that appreciate the chip damage

Other Options
– Remove the Drill Peck mention
– Add the Toxic and Tailwind stuff here

Checks and Counters
– Add Water types.
– Add trappers as a separate section from Electric types (mag, goth, golem).
– Talk about the other things that let Electric types counter skarm (mention Zappy and how it can Defog + Heat Wave other Steel types)
– Add Taunt users
– Add Mega Sableye
 
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AM QC check, doesn't count for 2/3; if you find something you disagree with, you don't have to implement, but consider it. Also a lot of this is nitpicks...
[OVERVIEW]
Steel
======

* As one of two Steel / Flying types in the game Skarmory marks itself as one of the premier options on balanced and hyper offense Steel teams.
* Skarmory's excellent bulk along combined with a great defensive typing that gives it an immunity to Ground and a neutrality to Fighting let it counter threats such as Excadrill and Choice Scarf Terrakion.
* Skarmory has an excellent movepool which includes reliable recovery in Roost, access to both hazards, Taunt, and Whirlwind letting it function effectively an hyper offense and balanced teams. Both hazards? there are four. Just say spikes and stealth rock; also, entry hazards not hazards.
* While SM introduced Celesteela, another Steel / Flying type, Skarmory still has a reason to be used, trading off Celesteela's offensive movepool, Beast Boost, Leech Seed, and mixed bulk for better physical bulk, access to Stealth Rock and Spikes, and Roost. Don't mention the generation or generational changes, that's a no-go. Just compare the two.
* Sturdy lets Skarmory survive any one hit from full health, making it useful on its lead and defensive sets. Does it have any other set? Not to my knpwledge. If there isn't any set that runs another ability (There aren't to my knowledge), don't mention specific sets.
* It has a case of 4MSS, defensive sets would like the utility of moves like Toxic and leads would appreciate Tailwind but in most cases Skarmory cannot afford to run anything other than it's default moves. four-moveslot syndrome, not 4MSS
* Skarmory will add another Fire weak Pokemon to a Steel team, adding onto one of the natural weaknesses of the team.
* It also doesn't have that much special bulk, getting 2HKOd by common special moves such as Life Orb Kingdra's Surf outside of rain.
* It's typing leaves it neutral to Water and weak to Electric, making it another Steel-type Pokemon that has trouble switching into common Water- and Electric-type moves such as Scald and Thunderbolt.

[SET]
name: Defensive Wall
move 1: Roost
move 2: Spikes / Stealth Rock
move 3: Whirlwind
move 4: Brave Bird
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Impish
evs: 224 HP / 252 Def / 32 SpD

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

* Roost gives Skarmory longevity and lets it rack up Rocky Helmet damage on opposing Fighting-types while letting it stall out several Ground-types such as Choice Band Excadrill and Landorus-T.
* Spikes will deal more damage than Stealth Rocks against Ground, Steel, and Fighting teams and is generally used when a teammate already has Stealth Rocks. If it's the first slash, that means it should just be generally used. No need to mention "If a teammate has Stealth Rock"
* Stealth Rocks will chip away at every Pokemon that switches in, while also getting rid of Focus Sash and Sturdy on Pokemon such as Breloom and Avalugg. Spikes do that to; this should mention what it does over spikes (Ie flying, levitate, fire types, etc)
* Brave Bird is the preferred attack on Skarmory, giving it a STAB super effective move to use against opposing Fighting types it's trying to wall. It also lets Skarmory bring opposing lead Infernape's down to their Focus Sash.
* Whirlwind is used to prevent Pokemon from using Skarmory as setup bait and to rack up hazard damage when Brave Bird cannot force foes out. It's on the set first, so put this before Brave Bird.

Set Details
========

* Sturdy lets Skarmory survive any one hit from full health, letting it lead in some match-ups such as Fire and get a guaranteed hazard down. Sturdy also lets it function as an emergency check to certain Pokemon such as Volcarona, as Brave Bird will nearly always OHKO offensive sets.
* Maximum Defensive EVs are used to make Skarmory as bulky as possible, switching into common physical attackers such as Mega Metagross.
* 224 HP EVs lets Skarmory take less damage from Stealth Rocks and recover that damage after 2 rounds of leftovers with the remaining 32 EVs placed in Speed or Special Defense.
* Rocky Helmet is an alternative to Leftovers in order to deal damage to opposing Pokemon that try to hit Skarmory with physical moves.
* Rocky Helmet Skarmory will use 252 HP EVs in order to be as bulky as possible and because the leftovers spread

Usage Tips
========

* Skarmory can use its physical bulk to switch into most of the physical attackers in the tier such as Choice Band Azumarill and Krookodile which can otherwise threaten Steel teams with Superpower and Earthquake.
* Because of this Skarmory will find a way into the game in many matchups such as Ground and Bug, making it an effective pivot.
* Skarmory should be stacking as many hazards as possible while pivoting in and out in order to punish foes for switching.
* Keeping Skarmory's health full is important in making sure it can check powerful Fighting-types such as Heracross, Buzzwole, and Terrakion who can KO Skarmory if its health is below two thirds.
* If Skarmory has a Rocky Helmet it can heavily damage physical attackers that attempt to stay in just by spamming Roost.
* Rocky Helmet Skarmory also has the benefit of punishing weak physical attacks such as U-turn Landorus-T and Rapid Spin Armaldo, and if a Rapid Spin user faints while from Rocky Helmet damage hazards will not be removed from their side of the field.
* Know which physical attackers are likely to run coverage to beat Skarmory such as Tyranitar and Garchomp with Fire Blast.
* Keeping Skarmory alive is important in making sure Steel teams don't get swept by powerful Ground or Fighting moves, specifically checking and countering Pokemon like Dragon Dance Dragonite which otherwise sweeps teams with Fire Punch and Earthquake or Heracross, which can sweep or heavily damage teams with Close Combat and Moxie.
* Spikes variants of Skarmory should try to stack as many hazards as soon as possible against types such as Ground and Steel which lack hazard removal except for the occasional Rapid Spin Excadrill.
* Stealth Rocks should only rarely be prioritized over Skarmory's life, as in most matchups it is needed to check or counter powerful threats such as Mega Metagross, Excadrill, and Bisharp. Maybe mention a non-steel thing it answers?
* Skarmory should be careful when attempting to Roost against slower foes that can take advantage and hit Skarmory with a super effective attack, such as Earthquake from Hippowdon or Hammer Arm from Mega Metagross that is at -2 speed.
* Skarmory can easily switch into most setup sweepers such as Mega Scizor and Doublade and Whirlwind them out. Additionally Whirlwind will rack up hazard damage and can prevent the opponent from successfully switching to a Skarmory check. Specify physical setup sweepers; it should be obvious, but.
* You can use Skarmory as a pivot to safely bring in checks to mixed wallbreakers that can easily break through Steel's defensive core such as Infernape, Mega Garchomp, and Landorus. However this required careful prediction so that Skarmory is not lost in the process.
* Pokemon such as Gothitelle, Alola Golem, and Magnezone can all trap Skarmory with their abilities and KO it with powerful Electric-type moves.This reads like a Checks & Counter's section, explain how to play arounf these or similar because this is UT.
* Burns should be avoided because they remove the effect of Sturdy and negate any passive recovery from Leftovers. A burn will also lessen Skarmory's already mediocre attack and makes it harder to KO Fighting-types with Brave Bird.

Team Options
========

* Pokemon that cover Skarmory's weakness' make great teammates and in return Skarmory will switch into Ground- and Fighting-type moves for them.
* Heatran is a good example of this, being able to take weaker Electric attacks and being immune to Fire-type moves with it's ability, Flash Fire, while being able to set its own Stealth Rocks, freeing up Skarmory to use Spikes.
* Excadrill can make a good switch-in to Electric-type attacks, however its not particularly bulky and does not take any other attacks that well making it risky if your opponent predicts the switch.
* Ferrothorn is another good teammate for Skarmory, being able to set either Spikes or Stealth Rocks freeing up a moveslot for Skarmory. It's Grass Typing also gives it a resistance to Electric and Water, letting it switch into Thunderbolts and Hydro Pumps which generally threaten Skarmory. However this Pokemon increases your Fire weakness by bringing a double weakness to the type.
* Setup sweepers that rely on weaker priority moves enjoy the hazards Skarmory can bring. A full set of Spikes or having Stealth Rocks on the field will make it easier for Bisharp or Scizor to clean with Sucker Punch or Bullet Punch.
* Bisharp and Doublade also make excellent choices in keeping hazards on the field. With Defiant and a Ghost typing they can discourage the use of Defog and Rapid Spin.
* Magearna also appreciates hazards laid down by Skarmory, making it easier to accumulate Soul Heart boosts and clean later in the game.
* Mega Metagross can also benefit from hazards as pokemon such as Alola Muk, Hydreigon, Alola Marowak, and Heatran who cannot switch into Stealth Rocks or a few layers of Spikes more than once before getting KOd by Mega Metagross' powerful coverage..

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Mental Herb
ability: Sturdy
nature: Jolly
evs: 252 Atk / 4 Def / 252 Spe

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

* The first move is usually Stealth Rocks, letting Skarmory set up a hazard that nullifies Focus Sash and Sturdy from opposing Pokemon while chipping everything else for a bit of damage to make it easier to sweep. If it's usually, when isn't it? unless you mean the first move used?
* Spikes is used to be able to set up a few more hazards making foes that switch take more damage.
* Taunt is used to prevent opposing Pokemon from using Skarmory as set up bait and also prevents foes from setting or removing hazards.
* Brave Bird is the sole attacking move on this set, letting Skarmory KO itself with recoil and having a bit of damage output with the base 120 power move.

Set Details
========

* Sturdy is by far Skarmory's best ability, letting it survive one hit when leading against opposing teams.
* Maximum speed is chosen to be as fast as possible when using Taunt and allowing as many hazards as possible to go up.
* Skarmory's attack is maxed out to take full advantage of Brave Bird and because Sturdy lets it survive any hit regardless of bulk.
* Mental Herb lets Skarmory set up hazards or Taunt any opposing Taunt users, allowing it to set up more hazards.

Usage Tips
========

* Skarmory should prioritize the most effective hazard in each matchup. Fire-types will take more damage from Stealth Rocks while Spikes will deal more damage to Ground and Steel teams.
* Suicide Lead Skarmory's main purpose is to set hazards then faint itself so a teammate can come in safely. It should be led in every game unless your opponent has a Magic Bounce user such as Mega Sableye that can prevent hazards. Maybe just specify hazard answers? Like leading versus Zapdos is generally a bad idea as it can both threaten heavily and Defog, or how bulky spinners just make a mockery of this set.
* Skarmory can afford to prioritize damage against foes such as Keldeo, Infernape, and Garchomp which would otherwise be difficult to deal with. Probably should be should instead of "can afford to"
* Mental Herb and Taunt allow Skarmory to counter Taunt any opposing Taunt users, letting it get a few turns to set up Stealth Rock or Tailwind. Tailwind isn't slashed or in moves?

Team Options
========

* This Skarmory likes having hyper offensive teams built around it which can prevent opposing teams from removing hazards and puts a lot of pressure on your foes.
* Bisharp and Doublade make great partners who can prevent opposing teams from removing hazards set by Skarmory.
* Offensive Heatran with Taunt can prevent common Defoggers such as Zapdos and Mandibuzz while OHKOing Forretress and Torkoal after Stealth Rocks, two common spinners on Bug and Fire teams.
* Mega Metagross can also take advantage of entry hazard damage by OHKOing Breloom, a common Focus Sash user. Hazards also allows Mega Metagross to OHKO bulkier Garchomp spreads who would otherwise have a chance to survive and threaten Metagross with Earthquake.
* Hazards also help when facing against pokemon such as Keldeo and Infernape, as every time they switch out they are forced to take more hazard damage. What does this have to do with team options?
* Choice Scarf Magnezone can trap pokemon such as Skarmory, Celesteela, Empoleon, and Ferrothorn and can threaten most Water-types.
* Magearna appreciates hazards because sweeping and accumulating Soul Heart boosts will be easier.
* Setup Sweepers such as Mega Scizor, Doublade, and Bisharp have an easier time KOing foes after hazard damage.

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

Steel
------


* Defog can be used on Skarmory to remove hazards, however Steel teams generally don't need hazard removal and Skarmory tends to not find enough moveslots to run Defog on Steel.
* Shed Shell can be used to escape certain trappers such as Magnezone on opposing Steel teams and Alolan Golem on Rock. However Skarmory's other items are generally more useful in more matchups.
* Defensive Skarmory sets can use Toxic to hit common Defoggers on the switch such as Zapdos, Mandibuzz, Latios, and Mew. However replacing Brave Bird leaves Skarmory vulnerable to Taunt and unable to OHKO Infernape and Keldeo and replacing Whirlwind lets Substitute Mega Gyarados use Skarmory as setup fodder.
Mention tailwind here if the above was intentional.

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

Steel
------


**Fire-types**: Strong Fire-types will easily break through Skarmory. Most STAB moves like Flare Blitz from Darmanitan will 2HKO Skarmory without needing a sun boost. Even weaker Pokemon such as Torkoal have no trouble OHKOing Skarmory with Lava Plume.

**Electric-types**: Electric-types can also 2HKO Skarmory with almost any STAB move. Tapu Koko's Wild Charge, Zapdos's Discharge, and Xurkitree's Thunderbolt will all easily OHKO Skarmory. Electric-types will also resist Brave Bird, and their Defogger Zapdos can easily remove hazards while forcing Skarmory out. Zapdos also tends to carry Heat Wave, making Excadrill and Ferrothorn unable to switchin safely.

**Water-types**: Many Water-types can easily 2HKO Skarmory with common moves such as Scald and Hydro Pump. Skarmory also dislikes being burnt, so even weaker Scalds should be avoided when possible.

**Trappers**: Alola Golem, Gothitelle, and Magnezone can all trap Skarmory and 2HKO or OHKO with powerful Electric moves such as Wild Charge and Thunderbolt, leaving Steel teams weak to pokemon such as Terrakion and Mega Metagross.

**Special Fire coverage**: Pokemon such as Garchomp or Tyranitar may occasionally use Fire Blast to break past Skarmory.

**Taunt**: Common Taunt users such as Mandibuzz, Mega Gyarados, and Gliscor can shut down Skarmory while taking very little from Brave Bird.

**Mega-Sableye**: Mega Sableye is a common Magic Bounce user that can shut down Skarmory while setting up with Calm Mind or spreading burns that annoy switchins.

**Landorus**: Landorus can break through Skarmory with either Focus Blast or Gravity and Earth Power which also heavily dents any switch-ins.

**Special STAB Moves**: Most special attackers will have no trouble breaking past Skarmory. Choice Specs or Life Orb Kingdra will 2HKO with Scald or Surf and Latios can break past Skarmory with a Thunderbolt or Ice Beam.

**Strong Wallbreakers**: Pokemon like Choice Band Terrakion can 2HKO Skarmory with its powerful STAB moves.

Hazard removal should probably be somewhere here, and trappers should probably be above water types. Some rearranging at the bottom would probably also be handy, like Garchomp shouldn't be so high with fire coverage.
 
Implement Quantum Tesseract's amcheck. I'll be working on top of it, good job. Two comments I have btw:
* Sturdy lets Skarmory survive any one hit from full health, making it useful on its lead and defensive sets. Does it have any other set? Not to my knpwledge. If there isn't any set that runs another ability (There aren't to my knowledge), don't mention specific sets. Agree with the logic, but I would prefer to keep this line if it could be reworded to explain that Sturdy helps Skarmory reliably set more than one entry hazard from full health, making it the best suicide lead for HO teams.

Mention tailwind here if the above was intentional.
Yep. Tailwind should be OO.

Overview:
- This line is unnecessary:
* Skarmory will add another Fire weak Pokemon to a Steel team, adding onto one of the natural weaknesses of the team.

- I'd mention somewhere just how ridiculous Skarmory's role compression is. Ground immunity, Fighting neutrality, physical wall, phazer, entry hazard setter, it's actually crazy. This is why Skarmory is almost an autoinclude on every Steel team, and even with Celesteela I really prefer to use Skarmory personally.

Defensive Wall:
Moves:
- About Spikes vs. Stealth Rock, make it clear that Skarmory is the best Spikes user for Steel teams. And alternatively it can use Stealth Rock if no other teammate uses it.

Set Details:
- The remaining 32 EVs should always go to Special Defense.
- For Sturdy + Brave Bird combo, add Keldeo. Surviving a Hydro Pump to deal a huge 80% is actually really nice, since most Water teams don't really care about Skarmory anyway.
- For Rocky Helmet, use Mega Charizard X as an example. With Rocky Helmet + Flare Blitz recoil, it's much easier to revenge kill.

Usage Tips:
- These lines are repeating prior information:
* Spikes variants of Skarmory should try to stack as many hazards as soon as possible against types such as Ground and Steel which lack hazard removal except for the occasional Rapid Spin Excadrill.
* Stealth Rocks should only rarely be prioritized over Skarmory's life, as in most matchups it is needed to check or counter powerful threats such as Mega Metagross, Excadrill, and Bisharp.

- You might want to mention that Brave Bird will break Sturdy, so Skarmory should generally avoid using it when it isn't absolutely necessary. Probably goes well near the burn section.
- This line really isn't that helpful in my opinion.
* Know which physical attackers are likely to run coverage to beat Skarmory such as Tyranitar and Garchomp with Fire Blast.
Can this be reworded to say "Due to Skarmory's unimpressive HP and poor Special Defense, it cannot handle even most coverage special attacks like Tyranitar's Fire Blast" or something like this? It helps also warn about special attackers in general because Skarmory kinda just falls over to them.

- I'm not really sure how well this actually works. Nothing really comes into a Fire Blast from either Infernape or Mega Garchomp other than Heatran, which is outsped and OHKOed by both's other attacks. Landorus's Focus Blast does the same to pretty much everything but Mega Metagross, which takes a serious amount of damage.
* You can use Skarmory as a pivot to safely bring in checks to mixed wallbreakers that can easily break through Steel's defensive core such as Infernape, Mega Garchomp, and Landorus. However this required careful prediction so that Skarmory is not lost in the process.

Team Options:
- Excadrill is a premier check to Fire- and Electric-types, so I'd mention that. It's a bit of a negative line right now.
- Regarding Ferrothorn, it actually prefers to not set any entry hazards and enjoys having Skarmory set Spikes to allow it to use other utility. So say that. Also I'd just not bring up the double weakness.
- Add Celesteela. It may seem counterintuitive to run both due to their shared typing, but they really help each other out by relieving pressure. Importantly, Celesteela actually beats Fire Blast Garchomp and Landorus without Gravity, both of which can be huge problems for Skarmory.

Suicide Lead:
Set:
- Yeah losing Custap Berry was huge. Salac Berry was something I tried to use to make up for it, and it kinda works. Most of the time you're not really worried about being Taunted, and Salac Berry sort of emulates Custap Berry.
- Adding changes to the spread and nature as well. We want to minimize defenses to make it easier to be knocked into Salac Berry range.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Salac Berry
ability: Sturdy
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

Moves:
- Be a bit more descriptive about what Stealth Rock and Spikes do. Stealth Rock is nice for wearing down Pokemon and being especially effective against Fire- and Flying-types that often threaten Steel teams. Spikes can be stacked and deals significant damage to grounded Pokemon when combined with Stealth Rock.

Set Details:
- For Salac Berry, explain that if Skarmory activates Sturdy, it'll eat its Salac Berry and gain Speed to hopefully either set another layer of entry hazards or suicide with Brave Bird.
- Explain that 0 IVs in its bulk stats and a Hasty nature make it easier to knock into range of Salac Berry.

Usage Tips:
- Explain that Skarmory should suicide with Brave Bird when it's against entry hazard removers, as if it goes down, the foe cannot successfully use Rapid Spin or Defog that turn.
- Against faster foes that Skarmory wants to hit with Brave Bird, such as Keldeo, Skarmory should avoid attacking directly on the first turn, as it will survive an attack with 1 HP thanks to Sturdy and then suicide immediately with Brave Bird's recoil. As a result, setting an entry hazard on the first turn is almost always the right decision.
- You can still talk about using Taunt to prevent Defog from Pokemon like Mantine and Mandibuzz.

Team Options:
- Explain Bisharp's Defiant scares off many Defoggers and Doublade has the Ghost typing.
- I think this line should be narrowed down:
* Choice Scarf Magnezone can trap pokemon such as Skarmory, Celesteela, Empoleon, and Ferrothorn and can threaten most Water-types.
Skarmory and Empoleon are Defoggers, so they're relevant. Celesteela, Ferrothorn, and Water-types really don't matter that much imo.
You should definitely add Excadrill, which can be baited into using Rapid Spin because of the entry hazards Skarmory sets and trapped by Magnezone.

- You mentioned Bisharp and Doublade here again. Put it together at the top.

Other Options:
- You wouldn't replace Brave Bird with Toxic. You would replace Whirlwind, as Toxic is another way to deter setup sweepers. It's less reliable of course.
- Add Counter here, which can replace Brave Bird to beat many physical attackers. Those Mega Metagross users always love going for the 10% freeze or Hammer Arm crit for some reason.

Nice work both of you QC 2/3
psnqb7S.gif
 
AM QC check
implemented

* Pokemon such as Gothitelle, Alola Golem, and Magnezone can all trap Skarmory with their abilities and KO it with powerful Electric-type moves.This reads like a Checks & Counter's section, explain how to play arounf these or similar because this is UT.

broke above up into this, but was wondering if i should include an example (terrakion) or if the first bullet is enough
* Trappers like Gothitelle and Magnezone force Skarmory to use a risky switching strategy or else be trapped and KOd.
* For example, Terrakion on Rock can 3HKO any Skarmory set after Stealth Rocks damage, making Skarmory choose between Roosting to be able to counter Terrakion again, risking getting trapped by Alola Golem, or performing a risky double switch to a Pokemon such as Mega Metagross who can OHKO Alola Golem.


* You can use Skarmory as a pivot to safely bring in checks to mixed wallbreakers that can easily break through Steel's defensive core such as Infernape, Mega Garchomp, and Landorus. However this required careful prediction so that Skarmory is not lost in the process.
- I'm not really sure how well this actually works. Nothing really comes into a Fire Blast from either Infernape or Mega Garchomp other than Heatran, which is outsped and OHKOed by both's other attacks. Landorus's Focus Blast does the same to pretty much everything but Mega Metagross, which takes a serious amount of damage.

thats kinda what i was referencing, baiting fire blasts for psm empoleon or focus miss for megagross but looking back i probably shouldnt have added this, its been removed for now

* Suicide Lead Skarmory's main purpose is to set hazards then faint itself so a teammate can come in safely. It should be led in every game unless your opponent has a Magic Bounce user such as Mega Sableye that can prevent hazards. Maybe just specify hazard answers? Like leading versus Zapdos is generally a bad idea as it can both threaten heavily and Defog, or how bulky spinners just make a mockery of this set.

kinda iffy on this, implemented as of now but dont you want to lead vs things that threaten? you can just rocks and brave bird since they bring you to sturdy, bulky spinners also cant spin against doublade (except for torkoal, but it cant ko skarmory without risking rocks staying up).

- Against faster foes that Skarmory wants to hit with Brave Bird, such as Keldeo, Skarmory should avoid attacking directly on the first turn, as it will survive an attack with 1 HP thanks to Sturdy and then suicide immediately with Brave Bird's recoil. As a result, setting an entry hazard on the first turn is almost always the right decision.

added but i also added a line talking about how something like garchomp can stone edge to prevent skarmory from entering salac range (also giving less risk to them because it hits heatran on the switch)

ive also added another line after above talking about how you can save lead skarm in some matchups like flying, which sometimes have double defog now (mantine and skarm) which makes it easier to remove hazards (so saving skarm can be good if you want rocks vs them)

Hazard removal should probably be somewhere here, and trappers should probably be above water types. Some rearranging at the bottom would probably also be handy, like Garchomp shouldn't be so high with fire coverage.

im not really sure what you mean about hazard removal, defensive skarm sets love rapid spinners since rocky helm (except torkoal) and can re setup rocks against most defoggers (not including things like zapdos or mantine) so this would include a lot of repeated information (skarm is weak to fire elec and has bad spdef doesnt like taunt or burn etc) ive added a line but i feel like this is repeating whats already there :s
 
SubMindRaikou
* Pokemon such as Gothitelle, Alola Golem, and Magnezone can all trap Skarmory with their abilities and KO it with powerful Electric-type moves.This reads like a Checks & Counter's section, explain how to play arounf these or similar because this is UT.

broke above up into this, but was wondering if i should include an example (terrakion) or if the first bullet is enough
* Trappers like Gothitelle and Magnezone force Skarmory to use a risky switching strategy or else be trapped and KOd.
* For example, Terrakion on Rock can 3HKO any Skarmory set after Stealth Rocks damage, making Skarmory choose between Roosting to be able to counter Terrakion again, risking getting trapped by Alola Golem, or performing a risky double switch to a Pokemon such as Mega Metagross who can OHKO Alola Golem.
Don't need the second line. In the first line, I'd change the "...Skarmory to use a risky switching strategy..." to be: "...Skarmory to be more careful when attacking..."

* You can use Skarmory as a pivot to safely bring in checks to mixed wallbreakers that can easily break through Steel's defensive core such as Infernape, Mega Garchomp, and Landorus. However this required careful prediction so that Skarmory is not lost in the process.
- I'm not really sure how well this actually works. Nothing really comes into a Fire Blast from either Infernape or Mega Garchomp other than Heatran, which is outsped and OHKOed by both's other attacks. Landorus's Focus Blast does the same to pretty much everything but Mega Metagross, which takes a serious amount of damage.

thats kinda what i was referencing, baiting fire blasts for psm empoleon or focus miss for megagross but looking back i probably shouldnt have added this, its been removed for now

* Suicide Lead Skarmory's main purpose is to set hazards then faint itself so a teammate can come in safely. It should be led in every game unless your opponent has a Magic Bounce user such as Mega Sableye that can prevent hazards. Maybe just specify hazard answers? Like leading versus Zapdos is generally a bad idea as it can both threaten heavily and Defog, or how bulky spinners just make a mockery of this set.

kinda iffy on this, implemented as of now but dont you want to lead vs things that threaten? you can just rocks and brave bird since they bring you to sturdy, bulky spinners also cant spin against doublade (except for torkoal, but it cant ko skarmory without risking rocks staying up).

My bad for not catching this. Skarmory leads against pretty much everything other than faster Taunt users and Magic Bounce. So keep it.

- Against faster foes that Skarmory wants to hit with Brave Bird, such as Keldeo, Skarmory should avoid attacking directly on the first turn, as it will survive an attack with 1 HP thanks to Sturdy and then suicide immediately with Brave Bird's recoil. As a result, setting an entry hazard on the first turn is almost always the right decision.

added but i also added a line talking about how something like garchomp can stone edge to prevent skarmory from entering salac range (also giving less risk to them because it hits heatran on the switch)

ive also added another line after above talking about how you can save lead skarm in some matchups like flying, which sometimes have double defog now (mantine and skarm) which makes it easier to remove hazards (so saving skarm can be good if you want rocks vs them)

I'm not too sure about this last line, so we'll see how other QC feels. It's not wrong, but idk something about it doesn't sit well with me. Hard to explain sorry lol.

Hazard removal should probably be somewhere here, and trappers should probably be above water types. Some rearranging at the bottom would probably also be handy, like Garchomp shouldn't be so high with fire coverage.

im not really sure what you mean about hazard removal, defensive skarm sets love rapid spinners since rocky helm (except torkoal) and can re setup rocks against most defoggers (not including things like zapdos or mantine) so this would include a lot of repeated information (skarm is weak to fire elec and has bad spdef doesnt like taunt or burn etc) ive added a line but i feel like this is repeating whats already there :s

The way I interpreted this was that hazard removal can remove suicide lead Skarmory's entry hazards after it's gone. You are correct that defensive Skarmory really doesn't care in most cases. If you could clarify that distinction, that would be good.
Think I got all your questions. Feel free to ask for more clarification!
 
Comments omit
[OVERVIEW]
* As one of two Steel / Flying types in the game Skarmory marks itself as one of the premier options on balanced and hyper offense Steel teams.
* Skarmory's excellent bulk along combined with a great defensive typing that gives it an immunity to Ground and a neutrality to Fighting let it counter threats such as Excadrill and Choice Scarf Terrakion.
* It has an excellent movepool which includes reliable recovery in Roost, Spikes, Stealth Rocks, Taunt, and Whirlwind letting it function effectively an hyper offense and balanced teams. maybe say it has an excellent support movepull or something like that
* Because of this Skarmory can compress many roles for a Steel team, being a physical wall, covering Ground- and Fighting-type weaknesses, providing entry hazards, and phazing physical setup sweepers.
* Skarmory faces competition from Celesteela, another Steel / Flying type, trading off Celesteela's offensive movepool, Beast Boost, Leech Seed, and mixed bulk for better physical bulk, and access to Stealth Rock, Spikes, and Roost.
* Sturdy, along with a usable base Speed, allows Skarmory to function as the best hyper offense lead on Steel teams because it can reliably put down multiple entry hazards.
* It has a case of four-moveslot syndrome, defensive sets would like the utility of moves like Toxic and leads would appreciate Tailwind but in most cases Skarmory cannot afford to run anything other than it's default moves.
* It also doesn't have that much special bulk, getting 2HKOd by common special moves such as Life Orb Kingdra's Surf outside of rain.
* It's typing leaves it neutral to Water and weak to Electric, making it another Steel-type Pokemon that has trouble switching into common Water- and Electric-type moves such as Scald and Thunderbolt.

[SET]
name: Defensive Wall
move 1: Roost
move 2: Spikes / Stealth Rock
move 3: Whirlwind
move 4: Brave Bird
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Impish
evs: 224 HP / 252 Def / 32 SpD

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

* Roost gives Skarmory longevity and lets it rack up Rocky Helmet damage on opposing Fighting-types while letting it stall out several Ground-types such as Choice Band Excadrill and Landorus-T.
* Spikes will deal more damage than Stealth Rocks against Ground, Steel, and Fighting teams making it easier to deal with Pokemon such as Garchomp, Excadrill, and Terrakion.
* Stealth Rocks will chip away at every Pokemon that switches in, including Levitate and Air Balloon users such as Hydreigon and Rotom-W. Additionally it will punish Pokemon such as Victini, Kyurem-Black, and Landorus more than Spikes, allowing them to be worn down faster. mention how Stealth Rock should only be used if nothing else on the team has it
* Whirlwind is used to prevent Pokemon from using Skarmory as setup bait and to rack up hazard damage when Brave Bird cannot force foes out.
* Brave Bird is the preferred attack on Skarmory, giving it a STAB super effective move to use against opposing Fighting types it's trying to wall. It also lets Skarmory bring opposing lead Infernape's down to their Focus Sash.

Set Details
========

* Sturdy lets Skarmory survive any one hit from full health, letting it lead in some match-ups such as Fire and get a guaranteed hazard down.
* Sturdy also lets it function as an emergency check to certain Pokemon such as Volcarona, as Brave Bird will nearly always OHKO offensive sets. Additionally Skarmory can survive a Hydro Pump from Keldeo and retaliate with Brave Bird, putting it in range to be revenge killed.
* Maximum Defensive EVs are used to make Skarmory as bulky as possible, switching into common physical attackers such as Mega Scizor.
* 224 HP EVs lets Skarmory take less damage from Stealth Rocks and recover that damage after 2 rounds of leftovers with the remaining 32 EVs placed in Special Defense.
* Rocky Helmet is an alternative to Leftovers in order to deal damage to opposing Pokemon that try to hit Skarmory with physical moves such as Mega Charizard X, after Flare Blitz and Rocky Helmet recoil it will be in range for Bisharp's Sucker Punch.
* Rocky Helmet Skarmory will use 252 HP EVs in order to be as bulky as possible and because the leftovers spread. what?

Usage Tips
========

* Skarmory can use its physical bulk to switch into most of the physical attackers in the tier such as Choice Band Azumarill and Krookodile which can otherwise threaten Steel teams with Superpower and Earthquake. Krookodile isn't the best example
* Because of this Skarmory will find a way into the game in many matchups such as Ground and Bug, making it an effective pivot.
* Skarmory should be stacking as many hazards as possible while pivoting in and out in order to punish foes for switching.
* This makes it easier to play against Ground and Steel teams because they lack hazard removal except for the occasional Excadrill.
* Keeping Skarmory's health full is important in making sure it can check powerful Fighting-types such as Heracross, Buzzwole, and Terrakion who can KO Skarmory if its health is below two thirds.
* If Skarmory has a Rocky Helmet it can heavily damage physical attackers that attempt to stay in just by spamming Roost.
* Rocky Helmet Skarmory also has the benefit of punishing weak physical attacks such as U-turn Landorus-T and Rapid Spin Armaldo, and if a Rapid Spin user faints from Rocky Helmet damage while spinning hazards will not be removed from their side of the field.
* Because of Skarmory's mediocre Special Defense some physical attackers will run Fire Blast to 2HKO Skarmory such as Tyranitar and Garchomp. This isn't worded like a usage tip maybe say how it should be wary of those Pokemon because they often carry fire blast
* Keeping Skarmory alive is important in making sure Steel teams don't get swept by powerful Ground or Fighting moves, specifically checking and countering Pokemon like Dragon Dance Dragonite which otherwise sweeps teams with Fire Punch and Earthquake or Heracross, which can sweep or heavily damage teams with Close Combat and Moxie.
* Skarmory should be careful when attempting to Roost against slower foes that can take advantage and hit Skarmory with a super effective attack, such as Earthquake from Hippowdon or Rhyperior.
* Skarmory can easily switch into most physical setup sweepers such as Mega Scizor and Doublade and Whirlwind them out. Additionally Whirlwind will rack up hazard damage and can prevent the opponent from successfully switching to a Skarmory check.
* Trappers like Gothitelle and Magnezone force Skarmory to be more careful when attacking or else be trapped and KOd.
* Burns should be avoided because they remove the effect of Sturdy and negate any passive recovery from Leftovers. A burn will also lessen Skarmory's already mediocre attack and makes it harder to KO Fighting-types with Brave Bird.
* Brave Bird will also remove the effect of Sturdy, and combined with Skarmory's less than impressive HP stat recoil will quickly wear Skarmory down. this isn't worded like a usage tip maybe say something how it should avoid using Brave Bird unless it face

Team Options
========

* Pokemon that cover Skarmory's weakness' make great teammates and in return Skarmory will switch into Ground- and Fighting-type moves for them.
* Heatran is a good example of this, being able to take weaker Electric attacks and being immune to Fire-type moves with it's ability, Flash Fire, while being able to set its own Stealth Rocks, freeing up Skarmory to use Spikes.
* Excadrill is a great Fire- and Electric- type check, making full use of Skarmory's hazards to damage opposing foes. Excadrill can also make a good switch-in to Electric-type attacks, however because it cannot take neutral or super effective attacks that well it is a risky switch if your opponent predicts it.
* Ferrothorn is another good teammate for Skarmory, with it's Grass Typing giving it a resistance to Electric and Water, letting it switch into Thunderbolts and Hydro Pumps which generally threaten Skarmory. Ferrothorn also appreciates Skamory using hazards, freeing up its own moveslots for more utility.
* Celesteela can lighten Skarmory's load in taking on Fighting- and Ground-types, specifically beating wallbreakers that can defeat Skarmory such as Fire Blast Garchomp and Focus Blast Landorus.
* Setup sweepers that rely on weaker priority moves enjoy the hazards Skarmory can bring. A full set of Spikes or having Stealth Rocks on the field will make it easier for Bisharp or Mega Scizor to clean with Sucker Punch or Bullet Punch.
* Bisharp and Doublade also make excellent choices in keeping hazards on the field. With Defiant and a Ghost typing they can discourage the use of Defog and Rapid Spin.
* Magearna also appreciates hazards laid down by Skarmory, making it easier to accumulate Soul Heart boosts and clean later in the game.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Salac Berry
ability: Sturdy
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

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

* Stealth Rocks allows Skarmory to set up a hazard that deals more damage to Fire- and Flying-types than Spikes such as Darmanitan and Landorus. confusing
* Spikes is used to be able to stack up entry hazard damage making it easier to KO bulky Pokemon such as Toxapex and Porygon 2 while dealing more damage to Steel-, Fighting-, and Ground-types.
* Combining Spikes and Stealth Rock also puts a limit on how many times Pokemon such as Breloom and Klefki can switch in.
* Taunt is used to prevent opposing Pokemon from using Skarmory as set up bait and also prevents foes from setting or removing hazards.
* Brave Bird is the sole attacking move on this set, letting Skarmory KO itself with recoil and having a bit of damage output with the base 120 power move.

Set Details
========

* Sturdy is by far Skarmory's best ability, letting it survive one hit when leading against opposing teams.
* Maximum speed is chosen to be as fast as possible when using Taunt and allowing as many hazards as possible to go up.
* Minimum IVs in Health, Defense, and Special Defense make it easier to activate Salac Berry, allowing Skarmory to get a boost in Speed that lets it set another layer of entry hazards or suicide with Brave Bird.
* Skarmory's attack is maxed out to take full advantage of Brave Bird and because Sturdy lets it survive any hit regardless of bulk.

Usage Tips
========

* Skarmory should prioritize the most effective hazard in each matchup. Fire-types will take more damage from Stealth Rocks while Spikes will deal more damage to Ground and Steel teams.
* Suicide Lead Skarmory's main purpose is to set hazards then faint itself so a teammate can come in safely. It should be led in every game unless your opponent has a Magic Bounce or Taunt user such as Mega Sableye that can prevent hazards. avoid using your
* Skarmory can faint itself with Brave Bird once it has been brought down to Sturdy. Doing this will prevent foes from successfully using Defog or Rapid Spin on that turn.
* Because of the Speed boosting effect of Salac Berry Skarmory should prioritize hazards first since it will most likely move first the following turn.
* However some Pokemon such as Garchomp will choose to Stone Edge Skarmory to break Sturdy, making Salac Berry useless and preventing Skarmory from getting an additional layer of entry hazards or fainting itself with Brave Bird. this isn't worded like a usage tip maybe saying something skarmory should watch out for Garchomp because reason
* Taunt will prevent foes from laying down hazards or setting up against Skarmory while also preventing defoggers such as Mantine or Mew. This isn't worded like a usage tip
* Skarmory should also be preserved against types such as Flying which can carry multiple entry hazard removers such as Defog Mantine and Defog Skarmory on the same team. This makes it hard to prevent foes from Defogging, making it more important that Skarmory can lay down hazards later on in the match.

Team Options
========

* This Skarmory likes having hyper offensive teams built around it which can prevent opposing teams from removing hazards and puts a lot of pressure on your foes.
* Bisharp has Defiant, allowing it to deter specially defensive Defog users such as Zapdos or Mantine.
* Doublade is a Ghost-type, and combined with its natural bulk and Eviolite it can wall Rapid Spinners such as Armaldo and Forretress.
* Doublade and Bisharp also have an easier time KOing foes after entry hazard damage, making it easier for them to sweep after a Swords Dance. Mega Scizor and Magearna are also good setup sweepers, and Magearna takes advantage of easier KOs by boosting its Special Attack with Soul Heart.
* Offensive Heatran with Taunt can prevent common Defoggers such as Zapdos and Mandibuzz while OHKOing Forretress and Torkoal after Stealth Rocks, two common spinners on Bug and Fire teams.
* Choice Scarf Magnezone can trap defoggers such as Skarmory and Empoleon.
* Offensive Mega Scizor

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

* Defog can be used on Skarmory to remove hazards, however Steel teams generally don't need hazard removal and Skarmory tends to not find enough moveslots to run Defog on Steel. I would mention there's also Rapid Spin Excadrill which is generally a better hazard remover on steel
* Shed Shell can be used to escape certain trappers such as Magnezone on opposing Steel teams and Alolan Golem on Rock. However Skarmory's other items are generally more useful in more matchups.
* Defensive Skarmory sets can use Toxic to hit common Defoggers on the switch such as Zapdos, Mandibuzz, Latios, and Mew. However replacing Whirlwind lets Substitute Mega Gyarados use Skarmory as setup fodder.
* Counter can be used as an alternative to Brave Bird in order to damage foes without receiving recoil. However this leaves Skarmory unable to damage Special Attackers such as Keldeo.
* Tailwind can be used on lead Skarmory sets to boost the Speed of its teammates, however they often prefer Taunt to be able to prevent Defog.

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

**Fire-types**: Strong Fire-types will easily break through Skarmory. Most STAB moves like Flare Blitz from Darmanitan will 2HKO Skarmory without needing a sun boost. Even weaker Pokemon such as Torkoal have no trouble OHKOing Skarmory with Lava Plume.

**Electric-types**: Electric-types can also 2HKO Skarmory with almost any STAB move. Tapu Koko's Wild Charge, Zapdos's Discharge, and Xurkitree's Thunderbolt will all easily OHKO Skarmory. Electric-types will also resist Brave Bird, and their Defogger Zapdos can easily remove hazards while forcing Skarmory out. Zapdos also tends to carry Heat Wave, making Excadrill and Ferrothorn unable to switchin safely.

**Trappers**: Alola Golem, Gothitelle, and Magnezone can all trap Skarmory and 2HKO or OHKO with powerful Electric moves such as Wild Charge and Thunderbolt, leaving Steel teams weak to pokemon such as Terrakion and Excadrill.

**Water-types**: Many Water-types can easily 2HKO Skarmory with common moves such as Scald and Hydro Pump. Skarmory also dislikes being burnt, so even weaker Scalds should be avoided when possible.

**Burns**: Will O Wisp users such as Mew and Gourgeist can burn Skarmory, removing the safety net of Sturdy, nullifying Leftovers, and making Brave Bird weaker. Gourgeist isn't best example Rotom-W would be better

**Taunt**: Common Taunt users such as Mandibuzz, Mega Gyarados, and Gliscor can shut down Skarmory while taking very little from Brave Bird.

**Hazard Removers**: Defog users such as Zapdos and Mantine and Rapid Spin users like Torkoal can remove hazards once lead Skarmory has fainted, putting Steel teams at a disadvantage without hazards. Maybe talk about defogers have to wary of taunt on suicide lead sets

**Mega-Sableye**: Mega Sableye is a common Magic Bounce user that can shut down Skarmory while setting up with Calm Mind or spreading burns that annoy switchins.

**Landorus**: Landorus can break through Skarmory with either Focus Blast or Gravity and Earth Power which also heavily dents any switch-ins.

**Special STAB Moves**: Most special attackers will have no trouble breaking past Skarmory. Choice Specs or Life Orb Kingdra will 2HKO with Scald or Surf and Latios can break past Skarmory with a Thunderbolt or Ice Beam.

**Special Fire coverage**: Pokemon such as Garchomp or Tyranitar may occasionally use Fire Blast to break past Skarmory.

**Strong Wallbreakers**: Pokemon like Choice Band Terrakion can 2HKO Skarmory with its powerful STAB moves
I feel like maybe SD Lando-T and SD Terrakion with Continental Crush could be added. Best option is probably make a section called set up sweepers
Nice Work
QC 3/3
bbM5cDS.gif
 
Hey, you'll notice at the end that there are huge changes to Checks and Counters. Don't worry, you didn't make massive errors! Those are actually our mistakes and I'm just moving certain sections around.

As it turns out, this makes it a bit easier for you to implement the changes within those sections. I removed and merged a few to make things a bit simpler and more logical. For example, Landorus can fit in with other wallbreakers. Similarly, Mega Sableye can go in with other stallbreakers (formerly Taunt).

Sorry I failed to address this properly in the QC phase.

I also added a few examples in labeled as (QC), so please look at those as well. If there are any content changes you disagree with, please let me know and we can talk about it! Again, sorry about failing to bring these minor issues up earlier.

add
remove
(comments)
AC = add comma
RC = remove comma

[OVERVIEW]
* As one of two Steel / Flying types in the game, (AC) Skarmory marks itself as one of the premier options on balanced and hyper offense Steel teams.
* Skarmory's excellent bulk along combineds with a great defensive typing that gives it an immunity to Ground and a neutrality to Fighting to let it counter threats such as Excadrill and Choice Scarf Terrakion.
* It has an excellent support movepool whichthat includes reliable recovery in Roost, entry hazards in Spikes, (RC) and Stealth Rocks, and utility in Taunt, (RC) and Whirlwind, (AC) letting it function effectively aon hyper offense and balanced teams.
* Because of this, (AC) Skarmory can compress many roles for a Steel team, (RC) by being a physical wall, covering Ground- and Fighting-type weaknesses, providing entry hazards, and phazing physical setup sweepers.
* Skarmory faces competition from Celesteela, another Steel / Flying type, trading off Celesteela's offensive movepool, Beast Boost, Leech Seed, and mixed bulk for better physical bulk, (RC) and access to Stealth Rock, Spikes, and Roost.
* Sturdy, (RC) along with a usable base Speed, (RC) tier allows Skarmory to function as the best hyper offense lead on Steel teams because it can reliably put down multiple entry hazards.
* It has a case of four-moveslot syndrome,; (Replace comma with semicolon) defensive sets would like the utility of moves like Toxic and leads would appreciate Tailwind, but in most cases Skarmory cannot afford to run anything other than it's (Remove apostrophe) defaultstandard moves.
* It also doesn't have that much special bulk, getting 2HKOed by common special moves such as Life Orb Kingdra's Surf even outside of rain.
* It's (Remove apostrophe) typing leaves it neutral to Water and weak to Electric, making it another Steel-type Pokemon that has trouble switching into common Water- and Electric-type moves such as Scald and Thunderbolt.

[SET]
name: Defensive Wall
move 1: Roost
move 2: Spikes / Stealth Rock
move 3: Whirlwind
move 4: Brave Bird
item: Leftovers / Rocky Helmet
ability: Sturdy
nature: Impish
evs: 224 HP / 252 Def / 32 SpD

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

* Roost gives Skarmory longevity and lets it rack up Rocky Helmet damage on opposing Fighting-types while letting it stall out several Ground-types such as Choice Band Excadrill and Landorus-T.
* Spikes will deal more damage than Stealth Rock does against Ground, Steel, and Fighting teams, making it easier to deal with Pokemon such as Garchomp, Excadrill, and Terrakion.
* Stealth Rocks, which areis only used when no other teammate carries it, will chip away at every Pokemon that switches in including Levitate and Air Balloon users such as Hydreigon and Heatran. Additionally, it will punish Pokemon such as Victini, Kyurem-Black, and LandorusVolcarona (QC: A grounded target is better to directly compare Stealth Rock to Spikes) more than Spikes does, wearing them down faster.
* Whirlwind is used to prevent Pokemon from using Skarmory as setup bait and to rack up hazard damage when Brave Bird cannot force foes out.
* Brave Bird is the preferred attack on, (AC) giving Skarmory, giving it a STAB super effective move to use against opposingthe Fighting-types (Add hyphen) it's trying to wall. It also lets Skarmory bring opposing leadk Infernape's down to their Focus Sash in a lead situation.

Set Details
========

* Sturdy lets Skarmory survive any one hit from full health, letting it lead in some match-ups such as Fire and get a guaranteed entry hazard down.
* Sturdy also lets it function as an emergency check to certain Pokemon such as Volcarona, as Brave Bird will nearly always OHKO offensive sets. Additionally, (AC) Skarmory can survive a Hydro Pump from Keldeo and retaliate with Brave Bird, putting it in range to be revenge killed.
* Maximum Defensive EVs are used to make Skarmory as bulky as possible, letting it switching into common physical attackers such as Mega Scizor.
* 224 HP EVs lets Skarmory take less damage from Stealth Rocks and recover that damage after 2 roundallows two turns of lLeftovers withhealing to exactly heal Skarmory back to full HP, and the remaining 32 EVs are placed in Special Defense to improve its bulk slightly.
* Rocky Helmet is an alternative to Leftovers in order to deal damage to opposing Pokemon that try to hit Skarmory with physicalcontact moves such as Mega Charizard X, after Flare Blitz and Rocky Helmet recoil itwhich will be in range for Bisharp's Sucker Punch after Flare Blitz and Rocky Helmet recoil.
* Rocky Helmet Skarmory willshould use 252 HP EVs in order to maximize bulk since it does not need to reach a leftovers numberphysical bulk.

Usage Tips
========

* Skarmory can use its physical bulk to switch into most of the physical attackers in the tiermetagame such as Choice Band Azumarill, which can otherwise threaten Steel teams with Superpower and Waterfall.
* Because of this, (AC) Skarmory will find a way into the game in many matchups such as Ground and Bug, mak by being it an effective pivot.
* Skarmory should be stacking as many entry hazards as possible while pivoting in and out in order to punish foes for switching.
* ThiHazards makes it easier to play against Ground and Steel teams because they lack hazard removal except for the occasional Rapid Spin Excadrill.
* Keeping Skarmory's health full is important into makinge sure it can check powerful Fighting-types such as Heracross, Buzzwole, and Terrakion whothat can KO Skarmory if its health begins below two thirdsfall.
* If Skarmory has a Rocky Helmet, (AC) it can heavily damagwear down some physical attackers that attempt to stay in just by spamming Roost.
* Rocky Helmet Skarmory also has the benefit of punishing weak physicalcontact attacks such as U-turn Landorus-T and Rapid Spin Armaldo, and if a Rapid Spin user faints from Rocky Helmet damage while spinning, (AC) hazards will not be removed from their side of the field.
* Skarmory should be wary of certain physical attackers that have access to Fire Blast such as Garchomp and Tyranitar, who that easily 2HKO Skarmory because of its poor sSpecial dDefense.
* Keeping Skarmory alive is important infor making sure Steel teams don't get swept by powerful Ground or Fighting moves, specifically checking and countering Pokemon like Dragon Dance Dragonite whichthat otherwise sweeps teams with Fire Punch and Earthquake or Heracross, which can sweep or heavily damage teams with Close Combat and Moxie.
* Skarmory should be careful when attempting to Roost against slower foes that can take advantage and hit Skarmory with a super effective attack, such as Earthquake from Hippowdon orand Rhyperior.
* Skarmory can easily switch into most physical setup sweepers such as Mega Scizor and Doublade andto Whirlwind them out. Additionally, Whirlwind will rack up hazard damage and can prevent the opponent from successfully switching to a Skarmory check.
* Trappers like Gothitelle and Magnezone force Skarmory to be more careful wbecause they can attacking or else be trapped and KOdeasily trap and remove it, although Whirlwind can potentially save Skarmory if it catches them on the switch (QC: This is the counterplay, so it's important to let the reader know).
* Burns should be avoided because they remove the effect of Sturdy and negate any passive recovery from Leftovers. A burn will also lessen Skarmory's already mediocre aAttack and makes it harder to KO Fighting-types with Brave Bird.
* Brave Bird will also remove the effect of Sturdy, and combined with Skarmory's less than impressive HP stat, recoil will quickly wear Skarmory down.

Team Options
========

* Pokemon that cover Skarmory's weakness'es make great teammates, and in return, (AC) Skarmory will switches into Ground- and Fighting-type moves for them.
* Heatran is a good example of this, being able to take weaker Electric-type attacks and being immune to Fire-type moves with it's ability, Flash Fire, (Remove both commas) while being able to set its own Stealth Rocks, freeing up Skarmory to use Spikes.
* Excadrill is a great Fire- and Electric- type check, (RC) that can makinge full use of Skarmory's entry hazards to damage opposing foes. Excadrill can also makes a good switch-in to Electric-type attacks, h. However, (AC) because it cannot take neutral or super effective attacks that well, (AC) it is a risky switch if the opponent predicts it.
* Ferrothorn is another good teammate for Skarmory, with because it's (Remove apostrophe) Grass Ttyping givinges it a resistance to Electric and Water, letting it switch into Thunderbolts and Hydro Pumps whichthat generally threaten Skarmory. Ferrothorn also appreciates Skamory using hazards, freeing it up to use its own moveslots for more utility.
* Celesteela can lighten Skarmory's load in taking on Fighting- and Ground-types, specifically beating wallbreakers that can defeat Skarmory such as Fire Blast Garchomp and Focus Blast Landorus.
* Setup sweepers that rely on weaker priority moves enjoy the hazards Skarmory can bring. AHaving a full set of Spikes or having Stealth Rocks on the field will makes it easier for Bisharp orand Mega Scizor to clean with Sucker Punch orand Bullet Punch, (AC) respectively.
* Bisharp and Doublade also make excellent choices infor keeping hazards on the field. WithBisharp's Defiant and Doublade's Ghost typing allows they canm to discourage the use of Defog and Rapid Spin.
* Magearna also appreciates hazards laid down by Skarmory, (RC) that makinge it easier to accumulate Soul Heart boosts and clean later in the-game.

[SET]
name: Suicide Lead
move 1: Stealth Rock
move 2: Spikes
move 3: Taunt
move 4: Brave Bird
item: Salac Berry
ability: Sturdy
nature: Hasty
evs: 252 Atk / 252 Spe
ivs: 0 HP / 0 Def / 0 SpD

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

* Stealth Rocks allows Skarmory to set up an entry hazard that affects almost all Pokemon and deals more damage than Spikes to Fire- and Flying-types such as Darmanitan and Landorus.
* Spikes is used to be able to stack up entry hazard damage, (AC) making it easier to KO bulky Pokemon such as Toxapex and Porygon 2 while dealing more damage to Steel-, Fighting-, and Ground-types.
* Combining Spikes and Stealth Rock also puts a limit on how many times Pokemon such as Breloom and Klefki can switch in.
* Taunt is used to prevent opposing Pokemon from using Skarmory as set up bait and also prevents foes from setting or removing hazards.
* Brave Bird is the sole attacking move on this set, letting Skarmory KO itself with recoil to prevent Defog and having a bit of damage output wRapid Spin while also dealing quith the base 120 power mova bit of damage.

Set Details
========

* Sturdy is by far Skarmory's best ability, letting it survive one hit when leading againto guarantee at least opposing teamsne entry hazard.
* Maximum sSpeed is chosennvestment is used to be as fast as possible when usingto anti-lead with Taunt and allowing as many hazards as possible to go up.
* Minimum0 IVs in Health, Defense, and Special Defense make it easier to activate Sturdy and Salac Berry, allowing Skarmory to get a boost in Speed that lets it set another layer of entry hazards or suicide with Brave Bird reliably.
* Skarmory's aAttack is maxed out to take full advantage of Brave Bird and because Sturdy lets it survive any one hit regardless of bulk.

Usage Tips
========

* Skarmory should prioritize the most effective entry hazard in each matchup. Fire-types will take more damage from Stealth Rocks while Spikes will deal more damage to Ground and Steel teams.
* Suicide Llead Skarmory's main purpose is to set hazards then faint itselfvia Brave Bird so a teammate can come in safely. It should be led in almost every game unless there is a Magic Bounce or Taunt user such as Mega Sableye or Aerodactyl (QC: example of Taunt) that can prevent hazards.
* Skarmory can faintcause itself to faint with Brave Bird once it has been brought down to Sturdy. Doing this will prevent foes from successfully using Defog or Rapid Spin on that turn.
* Because of the Speed -boosting effect of Salac Berry, Skarmory should prioritize hazards first, since it will most likely move first the following turn.
* Be careful around Pokemon such as Garchomp and Infernape, who that can Stone Edge or Close Combat Skarmory to break Sturdy without activating Salac Berry, preventing Skarmory from getting an additional layer of entry hazards or faintaking itself out with Brave Bird.
* Skarmory should Taunt foes such as Mew and Mantine to prevent them from dDefogging. Additionally, Taunt can also be used to prevent foes such as Clefable and Torkoal (QC: Examples) from setting up on Skarmory or laying down their own hazards.
* Skarmory should also be preserved against types such as Flying whichthat can carry multiple entry hazard removers such as Defog Mantine and Defog Skarmory on the same team. This makes it hard to prevent foes from Defogging, making it more important that Skarmory can lay down hazards later on in the match.

Team Options
========

* This Skarmory likes having hyper offensive teams built around it whichthat can prevent opposing teams from removing hazards and puts a lot of pressure on foes.
* Bisharp has Defiant, allowing it to deter specially defensive Defog users such as Zapdos orand Mantine.
* Doublade is a Ghost-type, and combined with its natural bulk and Eviolite, (AC) it can wall Rapid Sspinners such as Armaldo and Forretress.
* Doublade and Bisharp also have an easier time KOing foes after entry hazard damage, makgiving it easier for themthem more opportunities to sweep after asetting up with Swords Dance. Magearna is also a good setup sweeper, taking advantage of weakened foes by KOing them for a boost of its Special Attack boost with Soul Heart.
* Offensive Mega Scizor also has an easier time sweeping with Bullet Punch after chip damage from Skarmory's hazards.
* Offensive Heatran with Taunt can prevent common Defoggers such as Zapdos and Mandibuzz while OHKOing Forretress and Torkoal after Stealth Rocks, two common spinners on Bug and Fire teams.
* Choice Scarf Magnezone can trap dDefoggers such as Skarmory and Empoleon.


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

* Defog can be used on Skarmory to remove entry hazards, h. However, (AC) Steel teams generally don't need hazard removal and Skarmory tends to not find enough moveslots to run Defog on Steel. On top of this, Excadrill is also better at removing hazards with Rapid Spin.
* Shed Shell can be used to escape certain trappers such as Magnezone on opposing Steel teams and Alolan Golem on Rock. H; (Replace period with semicolon) however, (AC) Skarmory's other items are generally more useful in more matchups.
* Defensive Skarmory sets can use Toxic to hit common Defoggers on the switch such as Zapdos, Mandibuzz, Latios, and Mew. However, (AC) replacing Whirlwind lets even Substitute Mega Gyarados use Skarmory as setup fodder.
* Counter can be used as an alternative to Brave Bird in order to damage foes without receiving recoil. However, (AC) this leaves Skarmory unable to damage Sspecial Aattackers such as Keldeo.
* Tailwind can be used on lead Skarmory sets to boost the Speed of its teammates,; (Replace comma with semicolon) however the, (AC) Skarmory often prefers Taunt to be able to prevent Defog.

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

**Fire-types**: Strong Fire-types will easily break through Skarmory. Most STAB moves like Flare Blitz from Darmanitan will 2HKO Skarmory without needing a sun boost. Even weaker Pokemon such as Torkoal have no trouble OHKOing Skarmory with Lava Plume.

**Electric-types**: Electric-types can also 2HKO Skarmory with almost any STAB move. Tapu Koko's Wild Charge, Zapdos's Discharge, and Xurkitree's Thunderbolt will all easily OHKO Skarmory. Electric-types will also resist Brave Bird, and their Defogger Zapdos can easily remove hazards while forcing Skarmory out. Zapdos also tends to carry Heat Wave, making Excadrill and Ferrothorn unableit difficult to switchin out of safely.

**Trappers**: Alolan Golem, Gothitelle, and Magnezone can all trap Skarmory and 2HKO or OHKO it with powerful Electric-type moves such as Wild Charge and Thunderbolt, leaving Steel teams weak to pPokemon such as Terrakion and Excadrill.

**Water-types**: Many Water-types can easily 2HKO Skarmory with common moves such as Scald and Hydro Pump. Skarmory also dislikes being burnt, so even weaker Scalds should be avoided when possible.

**Burns**: Will O Wisp users such as Mew and Rotom-W can burn Skarmory, removing the safety net of Sturdy, nullifying Leftovers, and making Brave Bird weaker.

**Stallbreakers Taunt**: Common Taunt users such as Mandibuzz, Mega Gyarados, and Gliscor can shut down Skarmory while taking very little from Brave Bird. Mega Sableye is a common Magic Bounce user that can shut down Skarmory while setting up with Calm Mind or spread burns with Will-O-Wisp.

**Hazard Removers**: Defog users such as Zapdos and Mantine and Rapid Spin users like Torkoal can remove hazards once lead Skarmory has fainted, putting Steel teams at a disadvantage without hazards. However, Defog users should be wary of Skarmory's Taunt preventing them from removing hazards.
**Mega-Sableye**: Mega Sableye is a common Magic Bounce user that can shut down Skarmory while setting up with Calm Mind or spreading burns that annoy switchins.
**Landorus**: Landorus can break through Skarmory with either Focus Blast or Gravity and Earth Power which also heavily dents any switch-ins.
**Special STAB Moves**: Most special attackers will have no trouble breaking past Skarmory. Choice Specs or Life Orb Kingdra will 2HKO with Scald or Surf and Latios can break past Skarmory with a Thunderbolt or Ice Beam.
**Special Fire coverage**: Pokemon such as Garchomp or Tyranitar often use Fire Blast to break past Skarmory.
**Strong Setup Sweepers**:Strong setup sweepers like Swords Dance Landorus-T and Terrakion can 2HKO Skarmory after a boost or straight up OHKO Skarmory with Continental Crush after chip damage.

**Strong Wallbreakers**: Pokemon like Landorus, Kingdra, and Choice Band Terrakion can 2HKO Skarmory with its their powerful STAB moves.

**Strong Setup Sweepers**: Strong setup sweepers like Swords Dance Continental Crush Landorus-T and Terrakion can OHKO Skarmory with Continental Crush after chip damage.

**Water-types**: Many Water-types can easily 2HKO Skarmory with common moves such as Scald and Hydro Pump. Skarmory also dislikes being burnt, so even weaker Scald users should be avoided whenever possible.

**Entry Hazard Removers**: Defog users such as Zapdos and Mantine and Rapid Spin users like Torkoal can remove entry hazards once lead Skarmory has fainted, putting Steel teams at a disadvantage without hazards. However, Defog users should be wary of Skarmory's Taunt preventing them from removing hazards.

**Burns**: Will-O-Wisp users such as Mew and Rotom-W can burn Skarmory, removing the safety net of Sturdy, nullifying Leftovers, and making Brave Bird weaker.

GP 1/1
G8UQTpu.png
 
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