LC Pumpkaboo-S

free_bouncy_pumpkaboo_icon_by_kattling-d6s8puz.gif
pumpkaboo-small.gif
free_bouncy_pumpkaboo_icon_by_kattling-d6s8puz.gif

QC: Coconut / Fiend / Rowan
GP: CryoGyro / GatoDelFuego
[OVERVIEW]

Pumpkaboo-S is one of the few Pokemon in LC with access to Z-Trick-or-Treat, the other ones being its other formes. It is the best user of the move, having the highest Speed stat. It gets many setup opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. Its typing also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe

[SET COMMENTS]

Moves
========

Z-Trick-or-Treat is a stellar setup move that boosts all of Pumpkaboo-S's stats by one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S's Ghost-type STAB move, hitting hard after a Z-Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick KO. Fire Blast gets rid of the Grass- and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, and OHKOes such as Snover and Alolan Sandshrew. Giga Drain gets a STAB boost and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed boosted Pumpkaboo-S and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.

Set Details
========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat. 164 Special Attack EVs with a Modest nature maximize Pumpkaboo-S's damage as much as possible. The remaining EVs are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability because it can be crucial in figuring out what set the opponent is running. Ghostium Z is required to use Z-Trick-or-Treat or, if the situation calls for it, Never-Ending Nightmare.

Usage Tips
========

Pumpkaboo-S should generally avoid status, especially paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-game wallbreaker if the opponent doesn't have any of Pumpkaboo-S's counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls, such as Drilbur and Mudbray, due to its typing. Pumpkaboo-S should be careful of Sucker Punch because it deals a lot of damage, not to mention that it bypasses Pumpkaboo-S's boosted Speed. Pursuit is also dangerous, as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super effective on almost anything. Even after it sets up, it can still use Trick-or-Treat if something new comes in.

Team Options
========

In general, Pumpkaboo-S's teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important KOs on Pokemon such as Pawniard, which is a threat to it. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S, as they can take the Fire- and Ice-type attacks Pumpkaboo-S is weak to while Pumpkaboo-S takes Grass- and Electric-type attacks in return. Chinchou in particular can also take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
=============

Flamethrower can be used over Fire Blast due to its better accuracy, but its power is typically too low to justify using. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though Pumpkaboo-S has trouble finding room for it. Shadow Sneak can be used as a priority move, but it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat. Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S's STAB moves and set up Nasty Plot and KO with Brave Bird, respectively. However, Doduo has to be a Choice Scarf variant to avoid getting outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S's attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch in, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch in, however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S by halving its Speed, making it harder for it to sweep.
 
Last edited:
not qc
comments in bold


free_bouncy_pumpkaboo_icon_by_kattling-d6s8puz.gif
pumpkaboo-small.gif
free_bouncy_pumpkaboo_icon_by_kattling-d6s8puz.gif

QC: a / b / c
GP: a / b
[OVERVIEW]

+ Got a new toy to play with in Z-Trick-or-Treat, being the best user of the move due to it having a higher Speed stat than its other formes
Mention the addition of Z Trick or Treat in Set Details, just rephrase it to it being the fastest, offensive forme


+ Typing gives it an immunity against Rapid Spin You can keep this, but I'm sure most players know this, also mention how Pumpkaboo-XL does a better job of this

+ Checks a wide variety of Pokemon thanks to it's great defensive typing, leaving many set-up opportunities

+ Resists most priority moves

- Forced to lose an item slot due to Ghostium Z Instead, write that Pumpkaboo-S is affected by the four moveslot syndrome because of the Ghostium Z has to take an important moveslot

- Weak to Sucker Punch

- Can't set up again after it switches out
Mention how frail it is as is the most fragile Pumpkaboo forme

[SET]

name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Giga Drain / Bullet Seed
move 3: Fire Blast
move 4: Shadow Ball
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe
Delete the spaces

[SET COMMENTS]

Moves

========

  • Trick-or-Treat, when turned into Z-Trick-or-Treat with Ghostium Z, is a stellar setup move, boosting all of Pumpkaboo-S's stats by +1.
  • Energy Ball breaks Substitute and Sturdy, and because of how LC damage rolls work, is an extremely powerful move after the Trick-or-Treat boost. Energy Ball isn't even on the set, you mean Bullet Seed right? If so, then mention how Mudbray is dangerous if it gets hit by Bullet Seed
  • Write About Giga Drain (STAB + Recovery, checks Mudbray)
  • Fire Blast gets rid of the Grass and Steel-types that resist Bullet Seed, OHKOing Ferroseed and 2HKOing Pawniard and Foongus. Ice-types can be mentioned here
  • Finally, Shadow Ball is Pumpkaboo-S' Ghost-type STAB, hitting hard after the Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, thanks to Trick-or-Treat's secondary effect, mention how you can also use Never Ending Nightmare as a last resort to get rid of Pokemon quickly (Z-Shadow Ball)


Set Details

========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat. 164 SpA with a Modest nature was to maximize Pumpkaboo-S' damage as much as possible. The remaining EVs were chosen to give Pumpkaboo-S more bulk. Frisk is the preferred ability as it can be crucial in figuring out what set the opponent is running, such as Choice Scarf Chinchou and Choice Scarf Pawniard.
Mention Ghostium Z and what it does, this is important to include since this is the main factor of the set
Mention the nature and how it helps, you need to include this as well.


Usage Tips
========

Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early game sweeper if the opponent doesn't have any of Pumpkaboo-S' counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls such as Drilbur and Mudbray thanks to its amazing defensive typing. Mention how Pumpkaboo-S should generally avoid Sucker Punch as it eats too much of its HP, Knock Off can still also be a problem as it does significant damage even if the Ghostium Z is used, Pursuit is also dangerous. Pumpkaboo-S should generally avoid statuses, especially paralysis and sleep.

Team Options

========

Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S as they can take the Fire and Ice attacks Pumpkaboo-S is weak to while in return Pumpkaboo-S takes Grass and Electric attacks. Chinchou in particular can take care of Flying-types. Finally, Diglett can trap and get rid of Fire-types such as Ponyta. Mention how Diglett can help deal with Pursuit trappers that are a threat against Pumpkaboo-S, also mention Clerics such as Spritzee which can heal and get rid of statuses for Pumpkaboo-S.

[STRATEGY COMMENTS]

Other Options

=============

Psychic can be used as coverage for Poison-types such as Croagunk, although it needs to watch out for Fire Blast. Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is too low to justify using it over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S, though it has trouble finding room for it on the main set. Sludge Bomb is an interesting option that hits Fairy and Grass-types, but Pumpkaboo-S can hit those just as hard with its other moves. Mention Shadow Sneak and how its priority can clean off weakened Pokemon, although also mention how this is better for Pumpkaboo-XL

Checks and Counters

===================

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S' STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's. Doduo has to be a Choice Scarf variant however, otherwise, it would get outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Alolan Grimer and Houndour can switch in on most of Pumpkaboo-S' attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Alolan Grimer must be wary of Fire Blast on the switch, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Mention how Pumpkaboo-S cannot retaliate at all since the Fire-types wall it completely.

**Paralysis**: Paralysis hinders Pumpkaboo-S as its Speed gets halved, making it harder for it to sweep. Include Thunder Wave users as examples

Remember to put everything in Bullet Points except for Checks & Counters before a 2/3 QC Check.

nice job so far :toast:
 
not qc
comments in bold




nice job so far :toast:

Thank you so much for the amcheck! Most have been implemented. Though, there are a few things i'd like to know your reasoning for.

Mention the nature and how it helps, you need to include this as well.

I did mention the nature, though since I didn't put it in bullet points I can understand that it might be confusing. To quote:

"164 SpA with a Modest nature was to maximize Pumpkaboo-S' damage as much as possible."

Pumpkaboo-S should generally avoid statuses, especially paralysis and sleep.

While I can see how paralysis can be a problem, the only relevant sleep moves are Spore and Sleep Powder, both of which Pumpkaboo-S is immune to.

Other than that, thank you so, so much for the amchecks!
 
Last edited:
Overview:
Z-Trick Or Treat is the only reason to use this pokemon, and the reason it's currently viable, as a result it should be stressed in the first point.

Reorder the points accodingly:
Why this pokemon is viable
many chances to set up
resists priority
immunity to rapid spin
Can only setup once
weakness to pursuit and sucker punch

you say that it has 4MSS, but it has quite literally no slashes, either change that or remove it altogether

Set:
Looks fine, but I still see no reason to run anything but these 4 moves, if someone else wants to add something feel free.
Just a nitpick but Shadow Ball does the most damage, so it should probably be in the second slot after Trick Or Treat, adjust the bullets in set comments accordingly.

Set Details:
Mention how you can give a ghost typing to anything, this is important because this makes your ghost stab even more useful. Even after you set up, you can still use Trick Or Treat if something new comes in

Usage Tips:
Change early game sweeper to early game wallbreaker, if you're setting up with it early, that's what it's doing.
Knock's power does not change whether ghostium-z has been used or not, as it still holds the item, this line seems really redundant.

Other Options:
does sludge bomb hit literally anything that fire blast does not kill after a +1? cottonee? If not, remove that
synthesis should also probably go here.

This is a lot, so let me know when you implement these changes.
 
Overview:
Z-Trick Or Treat is the only reason to use this pokemon, and the reason it's currently viable, as a result it should be stressed in the first point.

Reorder the points accodingly:
Why this pokemon is viable
many chances to set up
resists priority
immunity to rapid spin
Can only setup once
weakness to pursuit and sucker punch

you say that it has 4MSS, but it has quite literally no slashes, either change that or remove it altogether

Set:
Looks fine, but I still see no reason to run anything but these 4 moves, if someone else wants to add something feel free.
Just a nitpick but Shadow Ball does the most damage, so it should probably be in the second slot after Trick Or Treat, adjust the bullets in set comments accordingly.

Set Details:
Mention how you can give a ghost typing to anything, this is important because this makes your ghost stab even more useful. Even after you set up, you can still use Trick Or Treat if something new comes in

Usage Tips:
Change early game sweeper to early game wallbreaker, if you're setting up with it early, that's what it's doing.
Knock's power does not change whether ghostium-z has been used or not, as it still holds the item, this line seems really redundant.

Other Options:
does sludge bomb hit literally anything that fire blast does not kill after a +1? cottonee? If not, remove that
synthesis should also probably go here.

This is a lot, so let me know when you implement these changes.
Moves: mention what giga drain hits.

Usage tips: pumpkin's teammates should generally be used to avoid sucker punch, make that a bit more clear.

Other Options: not a fan of the psychic line, maybe move that down the OO. Does it land any other important KOs that a combination of the other moves does not get.

Checks and Counters: Houndour completely walls it, should throw that in there. Why does Grimer need to be wary of Fire Blast? Did you mean Pawniard?
+1 164+ SpA Pumpkaboo-Small Fire Blast vs. 0 HP / 0 SpD Eviolite Grimer-Alola: 11-13 (45.8 - 54.1%) -- 31.3% chance to 2HKO

QC 1/3

Implemented. I think my point on why you shouldn't use Synthesis is a tad redundant since I mentioned the exact same thing albeit worded differently for Destiny Bond. Other than that, thanks for the QC!
 
Last edited:
Moves: mention what giga drain hits.

Usage tips: pumpkin's teammates should generally be used to avoid sucker punch, make that a bit more clear.

Other Options: not a fan of the psychic line, maybe move that down the OO. Does it land any other important KOs that a combination of the other moves does not get.

Checks and Counters: Houndour completely walls it, should throw that in there. Why does Grimer need to be wary of Fire Blast? Did you mean Pawniard?
+1 164+ SpA Pumpkaboo-Small Fire Blast vs. 0 HP / 0 SpD Eviolite Grimer-Alola: 11-13 (45.8 - 54.1%) -- 31.3% chance to 2HKO

QC 1/3
 
"Pumpkaboo-S can reliably set up on things that it walls such as Drilbur and Mudbray thanks to its amazing defensive typing." - I wouldn't use the word amazing, I'd just due to its typing. to say amazing is kind of giving the impression that its typing walls a lot of things, when it's basically just ground and water types. on that note, also add that it can set up on water-types.

qc 3/3

FT8iexg.gif
 
"Pumpkaboo-S can reliably set up on things that it walls such as Drilbur and Mudbray thanks to its amazing defensive typing." - I wouldn't use the word amazing, I'd just due to its typing. to say amazing is kind of giving the impression that its typing walls a lot of things, when it's basically just ground and water types. on that note, also add that it can set up on water-types.

qc 3/3

FT8iexg.gif

Sorry for the wait. Implemented. I found it a bit troubling to implement the Water-types since if they run Ice Beam you lose p much but other than that I implemented everything.
 
@/._.\ Its Ditto after you get 3 QC checks and it's ready for GP you post in this thread and let them know it's ready for GP. Please do this soon!
 
Amcheck, keep in mind that this does not count as an official check unless stamped by a GP member.

Add Remove Comment
[OVERVIEW]

With the transition to Gen VII, Pumpkaboo-S got a new toy to play with in Z-Trick-or-Treat, being the best user of the move due to it having a higher natural Speed stat than its other formes. Reword this sentence, try not to mention generation shift. It gets many set-(hyphen)up opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. It also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit. Maybe add something positive here, not sure if it's a good thing to end the overview on a negative note.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe fix spaces between slashes and EVs

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

With the addition of Z-Trick-or-Treat, Pumpkaboo-S gained a stellar set-(hyphen)up move that boosts all of Pumpkaboo-S's its just makes it simpler to read stats by +1 one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S' Ghost-type STAB, hitting hard after the a Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick kill. Fire Blast gets rid of the Grass-(hyphen) and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, as well as OHKOing Ice-types such as Snover and Alolan Sandshrew. Giga Drain is STAB and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed Pumpkaboo-S after a boost and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.

Set Details
======== spacing

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat boost. 164 SpA with a Modest nature was to maximize maximizes Pumpkaboo-S' damage as much as possible. The remaining EVs were chosen are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability as it can be crucial in figuring out what set the opponent is running. Ghostium Z is required as it powers up Trick-or-Treat into Z-Trick-or-Treat, boosting all of Pumpkaboo-S' stats by +1. You mention Never Ending Nightmare in Moves, so maybe mention that here as well.

Usage Tips
======== spacing

Pumpkaboo-S should generally avoid statuses status, especially paralysis Paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-(hyphen)game wallbreaker if the opponent doesn't have any of Pumpkaboo-S' counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls,(comma) such as Drilbur and Mudbray,(comma) due to its typing. Pumpkaboo-S should be careful of Sucker Punch as it deals a lot of damage against to it, not to mention that it'll always go first thanks to its priority. Pursuit is also dangerous as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-Small Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super-effective on almost anything. Even after you it set sets up, you it can still use Trick-(hyphen)Or or-(hyphen)Treat if something new comes in. avoid using 'you'

Team Options
======== spacing

In general, Pumpkaboo-S' teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S as they can take the Fire-(hyphen) and Ice-(hyphen)type attacks Pumpkaboo-S is weak to,(comma) while in return Pumpkaboo-S takes Grass-(hyphen) and Electric-(hyphen)type attacks. Chinchou in particular can take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, Clerics, such as clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
============= spacing

Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is too low to justify using it over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though it has trouble finding room for it on the main set. Shadow Sneak can be used as a priority move, though it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat.Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to put it on a set run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S' STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's. Doduo has to be a Choice Scarf variant however, otherwise, it would get outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S' attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S as its Speed gets halved, making it harder for it to sweep.
 
Last edited:
Amcheck, keep in mind that this does not count as an official check unless stamped by a GP member.

Add Remove Comment
[OVERVIEW]

With the transition to Gen VII, Pumpkaboo-S got a new toy to play with in Z-Trick-or-Treat, being the best user of the move due to it having a higher natural Speed stat than its other formes. Reword this sentence, try not to mention generation shift. It gets many set-(hyphen)up opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. It also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit. Maybe add something positive here, not sure if it's a good thing to end the overview on a negative note.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe fix spaces between slashes and EVs

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

With the addition of Z-Trick-or-Treat, Pumpkaboo-S gained a stellar set-(hyphen)up move that boosts all of Pumpkaboo-S's its just makes it simpler to read stats by +1 one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S' Ghost-type STAB, hitting hard after the a Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick kill. Fire Blast gets rid of the Grass-(hyphen) and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, as well as OHKOing Ice-types such as Snover and Alolan Sandshrew. Giga Drain is STAB and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed Pumpkaboo-S after a boost and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.

Set Details
======== spacing

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat boost. 164 SpA with a Modest nature was to maximize maximizes Pumpkaboo-S' damage as much as possible. The remaining EVs were chosen are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability as it can be crucial in figuring out what set the opponent is running. Ghostium Z is required as it powers up Trick-or-Treat into Z-Trick-or-Treat, boosting all of Pumpkaboo-S' stats by +1. You mention Never Ending Nightmare in Moves, so maybe mention that here as well.

Usage Tips
======== spacing

Pumpkaboo-S should generally avoid statuses status, especially paralysis Paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-(hyphen)game wallbreaker if the opponent doesn't have any of Pumpkaboo-S' counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls,(comma) such as Drilbur and Mudbray,(comma) due to its typing. Pumpkaboo-S should be careful of Sucker Punch as it deals a lot of damage against to it, not to mention that it'll always go first thanks to its priority. Pursuit is also dangerous as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-Small Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super-effective on almost anything. Even after you it set sets up, you it can still use Trick-(hyphen)Or or-(hyphen)Treat if something new comes in. avoid using 'you'

Team Options
======== spacing

In general, Pumpkaboo-S' teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S as they can take the Fire-(hyphen) and Ice-(hyphen)type attacks Pumpkaboo-S is weak to,(comma) while in return Pumpkaboo-S takes Grass-(hyphen) and Electric-(hyphen)type attacks. Chinchou in particular can take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, Clerics, such as clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
============= spacing

Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is too low to justify using it over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though it has trouble finding room for it on the main set. Shadow Sneak can be used as a priority move, though it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat.Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to put it on a set run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S' STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's. Doduo has to be a Choice Scarf variant however, otherwise, it would get outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S' attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S as its Speed gets halved, making it harder for it to sweep.

I'm so sorry! For some reason Smogon hadn't pinged me that you had posted and I had completely missed your post while I was replying to OP. I'll do this now.
 
Amcheck, keep in mind that this does not count as an official check unless stamped by a GP member.

Add Remove Comment
[OVERVIEW]

With the transition to Gen VII, Pumpkaboo-S got a new toy to play with in Z-Trick-or-Treat, being the best user of the move due to it having a higher natural Speed stat than its other formes. Reword this sentence, try not to mention generation shift. It gets many set-(hyphen)up opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. It also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit. Maybe add something positive here, not sure if it's a good thing to end the overview on a negative note.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe fix spaces between slashes and EVs

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

With the addition of Z-Trick-or-Treat, Pumpkaboo-S gained a stellar set-(hyphen)up move that boosts all of Pumpkaboo-S's its just makes it simpler to read stats by +1 one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S' Ghost-type STAB, hitting hard after the a Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick kill. Fire Blast gets rid of the Grass-(hyphen) and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, as well as OHKOing Ice-types such as Snover and Alolan Sandshrew. Giga Drain is STAB and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed Pumpkaboo-S after a boost and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.

Set Details
======== spacing

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat boost. 164 SpA with a Modest nature was to maximize maximizes Pumpkaboo-S' damage as much as possible. The remaining EVs were chosen are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability as it can be crucial in figuring out what set the opponent is running. Ghostium Z is required as it powers up Trick-or-Treat into Z-Trick-or-Treat, boosting all of Pumpkaboo-S' stats by +1. You mention Never Ending Nightmare in Moves, so maybe mention that here as well.

Usage Tips
======== spacing

Pumpkaboo-S should generally avoid statuses status, especially paralysis Paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-(hyphen)game wallbreaker if the opponent doesn't have any of Pumpkaboo-S' counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls,(comma) such as Drilbur and Mudbray,(comma) due to its typing. Pumpkaboo-S should be careful of Sucker Punch as it deals a lot of damage against to it, not to mention that it'll always go first thanks to its priority. Pursuit is also dangerous as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-Small Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super-effective on almost anything. Even after you it set sets up, you it can still use Trick-(hyphen)Or or-(hyphen)Treat if something new comes in. avoid using 'you'

Team Options
======== spacing

In general, Pumpkaboo-S' teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S as they can take the Fire-(hyphen) and Ice-(hyphen)type attacks Pumpkaboo-S is weak to,(comma) while in return Pumpkaboo-S takes Grass-(hyphen) and Electric-(hyphen)type attacks. Chinchou in particular can take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, Clerics, such as clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
============= spacing

Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is too low to justify using it over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though it has trouble finding room for it on the main set. Shadow Sneak can be used as a priority move, though it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat.Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to put it on a set run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S' STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's. Doduo has to be a Choice Scarf variant however, otherwise, it would get outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S' attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S as its Speed gets halved, making it harder for it to sweep.

Sorry for the long wait. I have added mostly everything, but I asked around on the LC discord and they said that analyses often start positive and end negative, so i'm not sure if I should change the Overview. Other than that, thank you so much for the amcheck!
 
1YBbHEn.gif

GP 1/2
remove add comments

[OVERVIEW]

Pumpkaboo-S is one of the few Pokemon in LC with access to Z-Trick-or-Treat, the other ones being its other formes. It is the best user of the move due to its higher having the highest Speed stat than its other formes. It gets many set-up setup opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. It Its typing also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe

[SET COMMENTS]

Moves
========

With the addition of Z-Trick-or-Treat, Pumpkaboo-S gained Z-Trick-or-Treat is a stellar set-up setup move that boosts all of its Pumpkaboo-S's stats by one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S's Ghost-type STAB move, hitting hard after a Z-Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, (comma) thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick kill KO. Fire Blast gets rid of the Grass- and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, (comma) as well as OHKOing Ice-types such as Snover and Alolan Sandshrew. Giga Drain is gets a STAB boost and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed boosted Pumpkaboo-S after a boost and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.


Set Details
========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat boost. 164 SpA Special Attack EVs with a Modest nature maximizes Pumpkaboo-S's damage as much as possible. The remaining EVs are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability as because it can be crucial in figuring out what set the opponent is running. Ghostium Z is required as it powers up Trick-or-Treat into Z-Trick-or-Treat, boosting all of Pumpkaboo-S' stats by +1, and can also be used to power up into Never-Ending Nightmare, if need be to use Z-Trick-or-Treat or, if the situation calls for it, Never-Ending Nightmare.

Usage Tips
========

Pumpkaboo-S should generally avoid status, especially Paralysis paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-game wallbreaker if the opponent doesn't have any of Pumpkaboo-S's counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls, such as Drilbur and Mudbray, due to its typing. Pumpkaboo-S should be careful of Sucker Punch as because it deals a lot of damage to it, not to mention that it'll always go first thanks to its priority. Pursuit is also dangerous, (comma) as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super-effective super effective on almost anything. Even after it sets up, it can still use Trick-or-Treat if something new comes in.

Team Options
========

In general, Pumpkaboo-S's teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, (comma) KOs on Pokemon such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S, (comma) as they can take the Fire- and Ice-type attacks Pumpkaboo-S is weak to, (comma) while in return Pumpkaboo-S takes Grass- and Electric-type attacks in return. Chinchou in particular can also take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
=============

Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is typically too low to justify using over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though it Pumpkaboo-S has trouble finding room for it on the main set. Shadow Sneak can be used as a priority move, though but it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat. Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S's STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's set up Nasty Plot and KO with Brave Bird, respectively. However, Doduo has to be a Choice Scarf variant however, otherwise, it would get to avoid getting outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S's attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch in, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch in, however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S as by halving its Speed gets halved, making it harder for it to sweep.
 
Last edited:
1YBbHEn.gif

GP 1/2
remove add comments

[OVERVIEW]

Pumpkaboo-S is one of the few Pokemon in LC with access to Z-Trick-or-Treat, the other ones being its other formes. It is the best user of the move due to its higher having the highest Speed stat than its other formes. It gets many set-up setup opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. It Its typing also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe

[SET COMMENTS]

Moves
========

With the addition of Z-Trick-or-Treat, Pumpkaboo-S gained Z-Trick-or-Treat is a stellar set-up setup move that boosts all of its Pumpkaboo-S's stats by one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S's Ghost-type STAB move, hitting hard after a Z-Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time, (comma) thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick kill KO. Fire Blast gets rid of the Grass- and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, (comma) as well as OHKOing Ice-types such as Snover and Alolan Sandshrew. Giga Drain is gets a STAB boost and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed boosted Pumpkaboo-S after a boost and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.


Set Details
========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat boost. 164 SpA Special Attack EVs with a Modest nature maximizes Pumpkaboo-S's damage as much as possible. The remaining EVs are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability as because it can be crucial in figuring out what set the opponent is running. Ghostium Z is required as it powers up Trick-or-Treat into Z-Trick-or-Treat, boosting all of Pumpkaboo-S' stats by +1, and can also be used to power up into Never-Ending Nightmare, if need be to use Z-Trick-or-Treat or, if the situation calls for it, Never-Ending Nightmare.

Usage Tips
========

Pumpkaboo-S should generally avoid status, especially Paralysis paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-game wallbreaker if the opponent doesn't have any of Pumpkaboo-S's counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls, such as Drilbur and Mudbray, due to its typing. Pumpkaboo-S should be careful of Sucker Punch as because it deals a lot of damage to it, not to mention that it'll always go first thanks to its priority. Pursuit is also dangerous, (comma) as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super-effective super effective on almost anything. Even after it sets up, it can still use Trick-or-Treat if something new comes in.

Team Options
========

In general, Pumpkaboo-S's teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important kills, (comma) KOs on Pokemon such as Pawniard. Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S, (comma) as they can take the Fire- and Ice-type attacks Pumpkaboo-S is weak to, (comma) while in return Pumpkaboo-S takes Grass- and Electric-type attacks in return. Chinchou in particular can also take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
=============

Flamethrower can be used on the main set over Fire Blast due to its better accuracy, but its power is typically too low to justify using over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though it Pumpkaboo-S has trouble finding room for it on the main set. Shadow Sneak can be used as a priority move, though but it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat. Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S's STAB moves and KO with Brave Bird in Doduo's case, or can set up Nasty Plot in Vullaby's set up Nasty Plot and KO with Brave Bird, respectively. However, Doduo has to be a Choice Scarf variant however, otherwise, it would get to avoid getting outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S's attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch in, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch in, however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S as by halving its Speed gets halved, making it harder for it to sweep.

All implemented.
 
They call me the fighting freak Gato! And we're at pumpkin hill! You ready?

MeepBard

REMOVE CHANGE COMMENTS

[OVERVIEW]

Pumpkaboo-S is one of the few Pokemon in LC with access to Z-Trick-or-Treat, the other ones being its other formes. It is the best user of the move, having the highest Speed stat. It gets many setup opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. Its typing also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe

[SET COMMENTS]

Moves
========

Z-Trick-or-Treat is a stellar setup move that boosts all of Pumpkaboo-S's stats by one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S's Ghost-type STAB move, hitting hard after a Z-Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick KO. Fire Blast gets rid of the Grass- and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, (AC) as well as OHKOing and OHKOes Ice-types such as Snover and Alolan Sandshrew. Giga Drain gets a STAB boost and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed boosted Pumpkaboo-S and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.


Set Details
========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat. 164 Special Attack EVs with a Modest nature maximize Pumpkaboo-S's damage as much as possible. The remaining EVs are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability because it can be crucial in figuring out what set the opponent is running. Ghostium Z is required to use Z-Trick-or-Treat or, if the situation calls for it, Never-Ending Nightmare.

Usage Tips
========

Pumpkaboo-S should generally avoid status, especially paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-game wallbreaker if the opponent doesn't have any of Pumpkaboo-S's counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls, such as Drilbur and Mudbray, due to its typing. Pumpkaboo-S should be careful of Sucker Punch because it deals a lot of damage to it, not to mention that it bypasses Pumpkaboo-S's boosted Speed it'll always go first thanks to its priority. Pursuit is also dangerous, as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super effective on almost anything. Even after it sets up, it can still use Trick-or-Treat if something new comes in.

Team Options
========

In general, Pumpkaboo-S's teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important KOs on Pokemon such as Pawniard. what's specifically needed for this? Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S, as they can take the Fire- and Ice-type attacks Pumpkaboo-S is weak to while Pumpkaboo-S takes Grass- and Electric-type attacks in return. Chinchou in particular can also take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
=============

Flamethrower can be used over Fire Blast due to its better accuracy, but its power is typically too low to justify using over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though Pumpkaboo-S has trouble finding room for it. Shadow Sneak can be used as a priority move, but it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat. Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S's STAB moves and set up Nasty Plot and KO with Brave Bird, respectively. However, Doduo has to be a Choice Scarf variant to avoid getting outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S's attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch in, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch in, however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S by halving its Speed, making it harder for it to sweep.
gato

2/2
 
Last edited:
They call me the fighting freak Gato! And we're at pumpkin hill! You ready?

MeepBard

REMOVE CHANGE COMMENTS

[OVERVIEW]

Pumpkaboo-S is one of the few Pokemon in LC with access to Z-Trick-or-Treat, the other ones being its other formes. It is the best user of the move, having the highest Speed stat. It gets many setup opportunities thanks to its great defensive typing, which allows it to check a wide variety of Pokemon. Its typing also gives it a resistance to most priority moves and an immunity to Rapid Spin. However, since Z-Moves can only be used once, it cannot use Z-Trick-or-Treat again after it switches out. Its typing also leaves it weak to Sucker Punch and Pursuit.

[SET]
name: Z-Trick-or-Treat
move 1: Trick-or-Treat
move 2: Shadow Ball
move 3: Fire Blast
move 4: Giga Drain
item: Ghostium Z
ability: Frisk
nature: Modest
evs: 4 HP / 36 Def / 164 SpA / 156 SpD / 148 Spe

[SET COMMENTS]

Moves
========

Z-Trick-or-Treat is a stellar setup move that boosts all of Pumpkaboo-S's stats by one stage, giving it a chance to sweep. Shadow Ball is Pumpkaboo-S's Ghost-type STAB move, hitting hard after a Z-Trick-or-Treat boost. It also lets Pumpkaboo-S get a super effective hit most of the time thanks to Trick-or-Treat's secondary effect. If need be, it can also be powered up into Never-Ending Nightmare as a last resort to nab a quick KO. Fire Blast gets rid of the Grass- and Steel-types that resist Giga Drain, OHKOing Ferroseed and 2HKOing Pawniard and Foongus, (AC) as well as OHKOing and OHKOes Ice-types such as Snover and Alolan Sandshrew. Giga Drain gets a STAB boost and hits Ground-types like Mudbray and Drilbur as well as Water-types like Chinchou and Corphish, though Choice Scarf variants of Chinchou still outspeed boosted Pumpkaboo-S and Knock Off from Corphish still does heavy damage to Pumpkaboo-S. It also provides Pumpkaboo-S with a bit of recovery.


Set Details
========

148 Speed EVs allow Pumpkaboo-S to outspeed the entire unboosted metagame after a Z-Trick-or-Treat. 164 Special Attack EVs with a Modest nature maximize Pumpkaboo-S's damage as much as possible. The remaining EVs are used to give Pumpkaboo-S more bulk. Frisk is the preferred ability because it can be crucial in figuring out what set the opponent is running. Ghostium Z is required to use Z-Trick-or-Treat or, if the situation calls for it, Never-Ending Nightmare.

Usage Tips
========

Pumpkaboo-S should generally avoid status, especially paralysis. Pumpkaboo-S should usually be saved for late-game when most of its counters are removed, such as Vullaby and Pawniard. It can also function as an early-game wallbreaker if the opponent doesn't have any of Pumpkaboo-S's counters, making it easy for it to punch holes in the enemy team for its allies to clean up. Pumpkaboo-S can reliably set up on things that it walls, such as Drilbur and Mudbray, due to its typing. Pumpkaboo-S should be careful of Sucker Punch because it deals a lot of damage to it, not to mention that it bypasses Pumpkaboo-S's boosted Speed it'll always go first thanks to its priority. Pursuit is also dangerous, as it forces Pumpkaboo-S to take some damage regardless of whether it switches out or not. Thanks to Trick-or-Treat, Pumpkaboo-S can turn anything into a Ghost-type, making Shadow Ball super effective on almost anything. Even after it sets up, it can still use Trick-or-Treat if something new comes in.

Team Options
========

In general, Pumpkaboo-S's teammates should be used to avoid Sucker Punch. Pokemon that can set up entry hazards, such as Dwebble and Archen, help Pumpkaboo-S get some important KOs on Pokemon such as Pawniard. what's specifically needed for this? Fighting-types such as Timburr and Mienfoo can take care of the Dark-types that Pumpkaboo-S fears. Water-types, such as Mareanie and Chinchou, form a good core with Pumpkaboo-S, as they can take the Fire- and Ice-type attacks Pumpkaboo-S is weak to while Pumpkaboo-S takes Grass- and Electric-type attacks in return. Chinchou in particular can also take care of Flying-types thanks to its typing. Diglett can trap and get rid of Fire-types such as Ponyta as well as Poison-types. Finally, clerics like Spritzee can heal Pumpkaboo-S from crippling status conditions as well as restore its HP.

[STRATEGY COMMENTS]

Other Options
=============

Flamethrower can be used over Fire Blast due to its better accuracy, but its power is typically too low to justify using over Fire Blast. Destiny Bond is an option to take an opponent down with Pumpkaboo-S as well as to play around Sucker Punch, though Pumpkaboo-S has trouble finding room for it. Shadow Sneak can be used as a priority move, but it generally isn't worth using since Pumpkaboo-S already gets a Speed boost after Z-Trick-or-Treat. Synthesis can be used for recovery, though Pumpkaboo-S has to miss out on coverage to run it.

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

**Flying-types**: Flying-types such as Vullaby and Doduo resist Pumpkaboo-S's STAB moves and set up Nasty Plot and KO with Brave Bird, respectively. However, Doduo has to be a Choice Scarf variant to avoid getting outsped after a Z-Trick-or-Treat boost and potentially KOed by Fire Blast.

**Dark-types**: Dark-types such as Pawniard and Houndour can switch in on most of Pumpkaboo-S's attacks and either get rid of it with Sucker Punch or trap it with Pursuit. Houndour in particular completely walls Pumpkaboo-S. Pawniard must be wary of Fire Blast on the switch in, though.

**Fire-types**: Fire-types such as Ponyta and Larvesta can threaten Pumpkaboo-S with their STAB moves. Ponyta has to be wary on the switch in, however, as it gets 2HKOed by Shadow Ball.

**Paralysis**: Paralysis hinders Pumpkaboo-S by halving its Speed, making it harder for it to sweep.
gato

2/2

Implemented. This is done.

Down in Pumpkin Hill I gots to find my lost piece. Think this was the one I needed :)
 
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