This is from a draft that was kept prior to the launch of the RBY UU Analysis Project.
[OVERVIEW]
Haunter is the sole viable Ghost-type in RBY UU and has some fairly unique traits that make it a solid threat in the tier. For starters, Haunter is the fastest sleep inducer in the tier, which lets it work as a lead or early-game threat and gives it ample opportunity to disable a threat for what could be the rest of the game. This Speed also allows it to outrun threats like Moltres, Articuno, and Gyarados while leaving sizable dents in their bulk. Its immunity to Normal-type attacks makes it a solid Persian check and decent counterplay to Wrap in the form of PP stall. PP stalling Wrap works especially well if Haunter is paired with Pokemon like Omastar and Golem, as they resist it. Haunter's Poison typing also comes into play here, as being immune to Toxic means it can't take poison damage during Wrap chains from threats like Dragonite. Haunter has a workable special movepool as well, with options such as Thunderbolt and Psychic making it fairly flexible. The prized Thunderbolt is of particular note, allowing Haunter to act as a pseudo-Electric-type for a team, breaking through the powerful bulky Water-types of the tier. Overall, Haunter works well as a defensive pivot but can go on the offense just fine as well.
However, Haunter is extremely frail on the physical side, which can be heavily exploited through its weakness to Earthquake. Prominent physical attackers such as Dugtrio and Kangaskhan carry Earthquake frequently, which can make switching in significantly less safe. In addition, Haunter's Speed is a bit below what's desirable, leaving it slower than the ever-present Tentacruel. Haunter's Speed is further compromised by paralysis, which causes it to be outsped by threats like Kangaskhan and reduces its consistency with Hypnosis.
[SET]
name: Sleeper
move 1: Hypnosis
move 2: Night Shade
move 3: Thunderbolt
move 4: Explosion
[SET COMMENTS]
Set Description
=========
Hypnosis lets Haunter put foes to sleep right out of the gate, which can essentially be a KO should the right threat be hit. Night Shade 3HKOes Dugtrio, Kadabra, and opposing Haunter, which makes it a bit more difficult for them to switch in and check Haunter repeatedly. Thunderbolt 3HKOes common Water-types like Tentacruel, Vaporeon, and Omastar. Once Haunter has taken too much damage or has been paralyzed, it can use Explosion to try and take a Pokemon down with it, which notably OHKOes Kadabra and potentially Dugtrio.
Haunter can work early-game, sleeping a threat and likely taking out another Pokemon with Thunderbolt or Explosion. Once Haunter has entered the game, it should put a foe to sleep as soon as possible, disabling a part of the opposing team for what could be the rest of the game. However, Haunter isn't strictly relegated to early-game duties, especially because it stops Persian and checks Tentacruel and Agility + Wrap Dragonite. Even though Haunter takes no damage from Wrap against Pokemon like Tentacruel and Dragonite, it is still immobilized. This gives the opponent an opportunity to switch into a strong physical attacker like Dugtrio, which forces Haunter to switch out or get KOed, putting a large amount of strain on the team's defensive integrity. Being immobilized by Wrap isn't inherently bad, though, as the foe loses PP, can't make concrete progress, and gives you an opportunity to predict their switch-in with one of your own. Pairing Haunter with Flying-types like Articuno can create a solid immunity core; Haunter can pivot into Normal-type attacks, and it can switch back to the Flying-type partner if it is threatened by Earthquake, keeping momentum. Once a threat is at around half HP, Explosion can usually take it out, which should be considered when Haunter is on its last sliver of health. Even if Explosion fails to KO, a heavy dent can let threats like Persian and Articuno push the advantage.
[STRATEGY COMMENTS]
Other Options
=============
Psychic is sometimes used for easing prediction and hitting other Poison-types like opposing Haunter. Outside of that, though, Night Shade and Thunderbolt cover the other threats it would hit. However, the Special drop can be useful for prolonged Tentacruel interactions. Should Thunderbolt's damage not be sufficient, Thunder will usually 2HKO Tentacruel and OHKO Gyarados. Mega Drain can be used to 2HKO Golem attempting to switch in on Explosion, and its recovery gives Haunter a significantly better Omastar matchup. Rest is another interesting option worth using, as it allows Haunter to work as a Dragonite check, burning sleep turns under Wrap and stalling even more Wrap PP.
Checks and Counters
===================
**Dugtrio**: Dugtrio is faster than Haunter, immune to Thunderbolt, and OHKOes with Earthquake, making it a premier counter to Haunter. However, it can't switch into Night Shade repeatedly and greatly fears Explosion.
**Psychic-types**: Kadabra is a serious threat to Haunter, especially in lead situations. While it's 3HKOed by Night Shade and even OHKOed by Explosion, Haunter is outsped by it and 2HKOed by its Psychic. Generally, the only way Haunter can win is by landing Hypnosis or Explosion. Hypno can 2HKO Haunter using Psychic while taking very little from any move Haunter can throw at it. The only way Haunter can KO Hypno is by using two Night Shades on the switch and then Explosion. It should be noted that Kadabra and Hypno always run Thunder Wave as well, which will cripple Haunter for the rest of the game.
**Golem**: Golem is immune to Thunderbolt, Haunter's main attacking move, and can very easily absorb its Explosion. To make matters worse, Golem's Earthquake is a clean OHKO. However, should Haunter choose to carry Mega Drain, it 2HKOes Golem on the switch while recovering over 70% of its HP.
**Kangaskhan**: While utilizing Haunter's Normal immunity to check Kangaskhan sounds enticing, Kangaskhan’s Earthquake is a 2HKO. Haunter can't win one-on-one, but Kangaskhan dislikes Hypnosis, critical hits, and repeated hits as it switches in, the latter two exploiting its mediocre special bulk.
**Electabuzz**: Electabuzz often carries Psychic, and, since it takes minimal damage from Thunderbolt, it can safely win the interaction. Should battling Haunter head-on be unfavorable, Electabuzz can paralyze it with Thunder Wave at minimum. However, Haunter can trade with Explosion.
[CREDITS]
- Written by: [[Plague von Karma, 236353], [phoopes, 96315], [Volk,530877], [Shellnuts, 491544]]
- Quality checked by: [[EB0LA, 423005], [Sevi 7, 505149]]
- Grammar checked by: [[Finland, 517429], [Estronic, 240732]]
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