With a 32 base stat... How about high?I've been thinking about how best to take advantage of Shell Break, and I think the key is to have Abagoora's speed in the "sweet spot" where it'll be slower than most of its opponents to start, but then out-speed them after the Shell Break. That way, it gets in at least one good attack before it has to take a hit at half-defenses.
The question is which speed tiers it should be shooting for...
People seem to forget that this guy has priority in aqua jet. After a shell break, aqua jet's gonna be hitting pretty hard with this guy's attack. And with sturdy, I wouldn't be surprised if you got two shell breaks in.
With a 32 base stat... How about high?
With Neutral nature and max speed EVs (163), it's not even gonna outspeed +natured base 100s after a Shell Break (326 vs 328). After 2, it's still not outspeeding scarfed versions (489 vs 492).
Meanwhile running a +Spd nature and about 240 speed EVs will net you 176 speed, which ties with completely unev'd base 70s, so you can get lucky and lose those speed ties (or move after people who like to add 4 spd EVs). So I suppose 176 is the most strategic speed to run, but you'll hardly ever see the benefit of being in this sweet spot.
At 176, 1 Shell Break lets you outpace +spdGar and other base 110s (352 vs 350), 2 Shell Breaks lets you outpace scarf+spdGar and other base 110s (528 vs 525).
<Too bad this turtle's so slow, it could have reached STDory with a slightly higher speed stat. Well, there's always 'gray' version and the possibility of Toise or the new water starter getting Shell Break>
Infernape is far from the only threat that is in that speed range, and not all of them can be so easily dispatched. I'm not saying there isn't cause for hitting a sweet spot in speed, but I would advocate some serious scouting before attempting an Abagora sweep. I've seen him used very well on youtube matches, so I know he can work well. But the quality of those matches is... sub-par, to say the least, so Abagora is not in the clear just yet. Take out or highly weaken bulky revengers who aren't weak to water, and he could put your opponent in a very ugly position.This is all true. Still, thanks to Aqua Jet, I think this whole "sweet spot" idea has some merit.
For example, the results of some calcs (really hope I did these right): Max +Atk, no Def investment Abagoora can survive a Close Combat from Infernape, and then, after the Def. drop, OHKO with Aqua Jet (or it OHKOes before the Close Combat after a Shell Break)
So there's no need to outspeed Infernape, and we can drop the speed below 158 so that it's slower than no Spe investment T-tar before a Shell Break.
Isn't Carracosta's typing poor? Water/Rock gives it weaknesses to Grass (4x), Electric, Fighting and Ground (2 very common types). There are Pokemon that share its typing, namely Omastar, Kabutops, Relicanth and Corsola. Offensively, Water and Rock have good coverage, being walled by Empoleon, Poliwrath, Keldeo and Ferrothorn.I was wondering why people weren't talking about him. I agree. He is an excellent weather counter, and a great shell smasher. I love his typing.
this is a set that i kinda came up with on the spot, so it'll be pretty much pure theorymonning, but hopefully it'll turn out good for anyone who uses it (curse my Wi-fi being down...)
Carracosta @ Life Orb/Lefties
Brave (+Atk, -Spe) or Naughty (+Atk, -SpD) 252 HP/128 Atk/128 Def
Aqua Tail/Waterfall
Rock Slide/Stone Edge
Curse
Filler move
Brave if you don't mind lowering your speed (he's not really gonna be outspeeding anything), Naughty if you don't mind lowering your Special Def (he's not gonna be able to take many SpD hits with that SpDef anyway)
EVs are to keep him in as long as you can against physical attacks, along with doing as much damage as you can. Item choice depends on whether you prefer doing damage or staying in longer (I'd recommend Life Orb if Special moves are a problem, Lefties if the opponent has Physical attackers).
Aqua Tail/Waterfall for Water STAB. Choosing which depends on Power vs. Accuracy and Power vs. Flinch chance.
Rock Slide/Stone Edge for Rock STAB. Again, Accuracy vs. Power, Flinch vs. Higher Crit Ratio.
Curse for increasing its bread and butter (Atk and Def) and no need to worry about lowering Speed (again, not gonna be outspeeding anything either way).
Filler move for coverage against whatever you may be worried about.
Again, just theorymonning, hope it works out well for whoever tries it. any suggestions and criticism are welcome