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Are you ready to (Stealth) Rock!

alphatron

Volt turn in every tier! I'm in despair!
Yes, we're totally doing another stealth rock topic, but probably not the kind of topic you think. Since I want to avoid any potential misunderstandings, I'll say this right off the bat. This is not a topic for any talk about stealth rock being overpowered or breaking the metagame.

The purpose of this topic is to answer a question that's been on my mind for quite some time. We all know how good of a move stealth rock is, but is it possible to win games today without using it? Okay, so sure, you can still win games without laying down stealth rock. In the same way, a really good player could utilize a relatively lousy pokemon and still win some games, but at the end of the day they would probably be much better off using something better. Is it the same for stealth rock though? Are all teams out there worse off by not having an SR user? Is your team handicapped by not having any way to put stealth rocks down?

So far, I'm thinking that the answer is yes. The more and more I play, the more is seems like stealth rock is what won me the game, more so than how I played and what pokemon I used. No matter what kind of team you're playing, better off having one of your pokemon use stealth rock. If you lost the match, it was most likely because you didn't put stealth rocks down ASAP.

First off, let's look at the sweeping capabilities of individual pokemon. I'll go as far as to say that stealth rock assists these pokemon the most. Let's look at a random pokemon like...let's say, nasty plot infernape under sunlight.

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So let's just say that this thing is at +2 with a LO and a timid nature, and that it outspeeds the rest of your team and sunlight is up. Not to worry, you've got access some pretty decent walls who can stand up to infernape. His attacks are first blast, focus blast, and vacuum wave. Your walls don't need to worry about vacuum wave, so let's see how they stand up to the first two moves.

Fire blast vs. 252/0 gyarados: 83% - 97.5%
Fire blast vs. 252/0 standard tentacruel: 76.6% - 90.4%
Fire blast vs. 248/0 standard jellicient: 77.4% - 91.3%
Fire blast vs. 0/0 multiscale dragonite: 50.5% - 59.4%
Focus blast vs. 252/252 Calm Gastrodon: 83.8% - 98.6%
Blaze boosted fire blast vs. 248/0 Giratina: 83.1% - 97.8%

What do all of these calcs have in common? While none of these pokemon are ever ohko'd under normal circumstances, stealth rock removes that factor entirely. Wait, did I say normal circumstances? My apologies. Normal circumstances these days include stealth rock already being down. That's why skarmory was never mentioned as a check to blaziken. In the same way, these pokemon are not guaranteed to check Infernape either. The same applies to many other sweepers too.

Another example is choice band terrakion:
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Close combat vs. 252/252 bold tangrowth: 44.8% - 53%
Stone Edge vs. 252/252 slowbro: 42.1% - 49.7%
Close combat vs. 252/252 skarmory: 41.3% - 49.1%
Stone Edge vs. 252/252 Celebi: 43.8% - 51.5%
Close combat vs. 252/252 forretress: 47.5% - 55.9%

Without any hazards down, those three pokemon are some of the most reliable counters to a jolly CB terrakion. Even the ones that take over 50% can heal off damage from leftovers and threaten terrakion back with the right move. Except for forretress, they can all heal off the damage he dealt to them as well should terrakion turn tail and switch out. But with SR down, the terrakion user doesn't have to worry about any of these pokemon. They just have to get lucky and hope that they get a high enough damage role in order to 2hko.

So that should show how important they are for sweepers and heavy hitters. They aren't merely residual damage-they are the difference between netting kos and failing to do so, the difference between sweeping and being walled/checked, the difference between losing and winning. I'm sure many of us already know this. Suicide leads like aerodactyl in fourth gen and deoxys-S in fifth gen existed solely to lay down stealth rocks. People were fine with using teams that only consisted of five pokemon so long as they put down stealth rock and kept their opponents from doing so.

But stealth rocks merely used to aid sweepers. They're used to stop them too!

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Yeah, these pokemon are going to get their own section. Sure, stealth rock is great for cutting the lives of any LO sweeper short, but some teams downright depend on SR for stopping these two. For crying out loud, both of these pokemon were nominated for ubers. Both of these pokemon are such good boosting sweepers without stealth rock that some teams carry both an espeon and a spinner.

Let's look at multiscale dragonite first. The value of this pokemon comes from being able to tank a hit and set up in everyone's face. And I mean everyone. This thing sets up on LO Starmie at maximum hp. Without having SR down, this formerly borderline pokemon becomes good enough to be used on over 1/4th of all OU teams. It's no wonder Cloyster's usage has risen recently. If you made the mistake of not having SR down, then prepare for this pokemon to deal a ton of damage to your team.

Volcorona is another one. It currently has two counters and one check. Heatran (which is a special case thanks to hp ground and not having the ability to do anything back outside of laying down SR and using roar) and scarfed terrakion are the counters, while landorus is the check. Volcorona sets up on a ton of stuff and, thanks to latios and the now banned thundurus, isn't exactly stopped by the special walls of choice for OU. If used on drought teams, it sets up in the face of bulky waters. When running a bulky set, it could care less about most of the attacks coming its way. LO Alakazam? Nothing a quiver dance can't fix as it uses rest/morning sun to heal off the damage. But with SR down? This pokemon is reduced from a giant threat to thorn in the side. Now it can't even set up on max attack Ninetales, which it normally gets away with when it has max hp.

I could go on, but I'd like to stop now before it seems like I'm rambling. If need be, I'll bring up more examples.
 
Great to see you posting, alphatron! While I would agree with you for the most part, I would argue that Stealth Rock is not always necessary for every single team. Granted, the majority of teams out there should be using Stealth Rock to guarantee OHKO's; the Pokemon that you have listed are excellent examples of this. However allow me to bring up another case for your consideration:


454.gif

Toxicroak @ Life Orb
Ability: Dry Skin
Nature: Adamant (+Atk, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Cross Chop
- Sucker Punch
- Ice Punch


Here's a typical Swords Dance Toxicroak. Let's assume it's under the rain to recover HP lost from Life Orb. Now, here's a list of the "fringe" checks it has with a Swords Dance under its belt (+2) that could be aided with Stealth Rock:

Sucker Punch vs. 56/0 Gyarados: 75.94 - 89.56%
Sucker Punch vs. 252/220 Celebi: 78.71 - 93.06%
Sucker Punch vs. 252/252 Slowbro: 74.11 - 87.3%

Cross Chop vs. 56/0 Gyarados: 71.3 - 84.05%
Cross Chop vs. 252/176 Forretress: 68.36 - 80.79%
Cross Chop vs. 252/232 Skarmory: 69.46 - 82.03%

Ice Punch vs. 252/220 Celebi: 73.76 - 87.12%
Credit goes to Honko's calculator for these calculations.

If you use Honko's calculator, you'll notice that this "Stealth Rock Fringe" is pretty much it. Sure, there's stuff like Calm Mind Cofagrigus and Defensive Swampert in there, but they're not very popular at the moment. Now, of the calcs that I've listed above, Toxicroak shouldn't be staying in on any of them and risk failing at a OHKO. Slowbro and Celebi have Psychic-type STAB, Skarmory and Gyarados have Flying-type STAB, and Forretress isn't even going to be put over the edge by Stealth Rock. In fact, many Pokemon fall into Forretress' camp: Defensive Hippowdown, Defensive Quagsire, Defensive Tangrowth, and so on. These Pokemon are going to require a 2HKO whichever way you slice it, with or without Stealth Rock. On the opposite end of the spectrum, Stealth Rock could secure OHKOs on threats like Defensive Politoed and Latias, but it is certainly not required; there is a chance of a OHKO in both of their cases. Even Reuniclus, which could have a secured OHKO thanks to Stealth Rock, will require other means, thanks to Magic Guard stopping passive damage.

In fact, the only case that I could see Stealth Rock coming in handy for Toxicroak is to beat Bulkyrona with Cross Chop. And if you're using Toxicroak, it had better be in the rain with Pokemon that can decently stop Volcarona naturally. Furthermore, Stealth Rock isn't necessary to beat Multiscale Dragonite; Ice Punch is a clean OHKO.

So my question for you is, is Stealth Rock really necessary in this case? Sure, it can help break sashes and possibly help Toxicroak beat Pokemon that its teammates should be covering, but I wouldn't say it is required. Of course, there are probably some flaws to Toxicroak as an example. I just hope that this case can stimulate further discussion! Excellent topic, alphatron.
 
I think it is pretty much a necessity to have Stealth Rock on your team, but not one to actually use it in a match. Team preview will help you see if you need Stealth Rock for extra KOes, or if you need it to wear down opposing Volcarona/Dragonite. Generally, I use Stealth Rock for checking Dragonite more than anything. Endless examples and calculations showing extra KOes with Stealth Rock do not mean that it should be used in every match, often an extra turn using something other than Stealth Rock will help turn the tide at a vital moment. For that reason, I think the best users are ones that function for other reasons apart from just being a Stealth Rock user.
 
I don't think there is a doubt in anyone's mind that Stealth Rock makes pretty much essential on a team. It brings a lot to the table: checking sweepers/walls, allowing you to sweep, breaks sashs, and prevents any pokemon from staying alive when under 3% health (essentially prevents clutches).
 
I fully agree with Twash here.

This case particularly applies to teams who don't have a separate SR user and spinner, either because the rest of their team doesn't learn Stealth Rock / Rapid Spin or because they don't have room for it. Spinning is often the #1 priority of the Pokemon, with hazards as a side thought. Is it useful to set up Stealth Rock? Yes. Can these teams function without hazards on the other side? Yes.
 
I've used teams without Stealth Rock, and I've won plenty of battles with them, but I really do think you need on your team. Volcarona and Dragonite are particularly hard to take out without it and things like Latios are difficult to wear down.

If there is a good team that doesn't need Stealth Rock, it would probably either have to utilize Magic Bounce or Magic Coat. My Trick Room team didn't have any entry hazards because there wasn't time to set them up without bouncing them back and that team does work well but I have still found that Stealth Rock would be useful to get some KO's.
 
I'd just like to add that I often don't pack a Stealth Rock user, but do pack a Xatu or Espeon. Mainly Xatu for Dual Screening and a bit of parahax. Its not exactly the most reliable (recently I've decided to carry Stealth Rock and a Magic Bounce user on some of my teams) but it does make winning without stealth rock on your team even easier. I suppose this falls into a bit of a gray area, though, as to whether or not one considers this as winning without Stealth Rock.

I do agree that Volcarona and Dragonite are immensely difficult to kill without SR. I may be able to pull of the odd Trick to lock a Volcarona into Quiver Dance, but that's unreliable and frankly doesn't work too well as speedy Bug Buzzes aren't fun to deal with.

I suppose the sum it up, I'd have to say that Stealth Rock isn't necessary, but you'd be a fool not to carry a way to set it up, even if it is in the form of Magic Bounce. I can see people winning without it, but why go to all the trouble, when it's not that hard to find just one turn to use SR.
 
I run TR and as DDRMaster said: TR and SR don't give much time nor space....

TR needs to be set ASAP. SR could be set early, but that is an extra turn given to the foe.

As such: no SR on this team, nor my sun team for that matter.....
 
Great to see you posting, alphatron! While I would agree with you for the most part, I would argue that Stealth Rock is not always necessary for every single team. Granted, the majority of teams out there should be using Stealth Rock to guarantee OHKO's; the Pokemon that you have listed are excellent examples of this. However allow me to bring up another case for your consideration:


454.gif

Toxicroak @ Life Orb
Ability: Dry Skin
Nature: Adamant (+Atk, -SpA)
EVs: 4 HP / 252 Atk / 252 Spe
- Swords Dance
- Cross Chop
- Sucker Punch
- Ice Punch


Here's a typical Swords Dance Toxicroak. Let's assume it's under the rain to recover HP lost from Life Orb. Now, here's a list of the "fringe" checks it has with a Swords Dance under its belt (+2) that could be aided with Stealth Rock:

Sucker Punch vs. 56/0 Gyarados: 75.94 - 89.56%
Sucker Punch vs. 252/220 Celebi: 78.71 - 93.06%
Sucker Punch vs. 252/252 Slowbro: 74.11 - 87.3%

Cross Chop vs. 56/0 Gyarados: 71.3 - 84.05%
Cross Chop vs. 252/176 Forretress: 68.36 - 80.79%
Cross Chop vs. 252/232 Skarmory: 69.46 - 82.03%

Ice Punch vs. 252/220 Celebi: 73.76 - 87.12%
Credit goes to Honko's calculator for these calculations.

If you use Honko's calculator, you'll notice that this "Stealth Rock Fringe" is pretty much it. Sure, there's stuff like Calm Mind Cofagrigus and Defensive Swampert in there, but they're not very popular at the moment. Now, of the calcs that I've listed above, Toxicroak shouldn't be staying in on any of them and risk failing at a OHKO. Slowbro and Celebi have Psychic-type STAB, Skarmory and Gyarados have Flying-type STAB, and Forretress isn't even going to be put over the edge by Stealth Rock. In fact, many Pokemon fall into Forretress' camp: Defensive Hippowdown, Defensive Quagsire, Defensive Tangrowth, and so on. These Pokemon are going to require a 2HKO whichever way you slice it, with or without Stealth Rock. On the opposite end of the spectrum, Stealth Rock could secure OHKOs on threats like Defensive Politoed and Latias, but it is certainly not required; there is a chance of a OHKO in both of their cases. Even Reuniclus, which could have a secured OHKO thanks to Stealth Rock, will require other means, thanks to Magic Guard stopping passive damage.

In fact, the only case that I could see Stealth Rock coming in handy for Toxicroak is to beat Bulkyrona with Cross Chop. And if you're using Toxicroak, it had better be in the rain with Pokemon that can decently stop Volcarona naturally. Furthermore, Stealth Rock isn't necessary to beat Multiscale Dragonite; Ice Punch is a clean OHKO.

So my question for you is, is Stealth Rock really necessary in this case? Sure, it can help break sashes and possibly help Toxicroak beat Pokemon that its teammates should be covering, but I wouldn't say it is required. Of course, there are probably some flaws to Toxicroak as an example. I just hope that this case can stimulate further discussion! Excellent topic, alphatron.

SR might help in certain situations with toxicroak; such as double-switching to wear down checks.

On an unrelated note; a sun team user not trying to get SR banned? Blasphemy!!

But he is trying to get people to not use it. Sneaky...
 
I've done fine without it, and so have a lot of other users. You can definitely live life without ever laying down a set of rocks above your poor foe's head. A good team, even stall teams will never have their strategy revolve around laying down SR and keeping them on field (I've seen teams with 2 members having the move, really?) -_-


However...

Do I wish I could fit it in my team somehow? HELL YEAH.
Do I think it's the superior Hazard? HELL YEAH.
Do I think it's absolutely necessary for every team to have a rapid spinner? HELL YEAH.
Do I think it's worth removing a team member for a SR user? Nah.

tl;dr version: Rapid Spin is more important than SR.
 
I've done fine without it, and so have a lot of other users. You can definitely live life without ever laying down a set of rocks above your poor foe's head. A good team, even stall teams will never have their strategy revolve around laying down SR and keeping them on field (I've seen teams with 2 members having the move, really?) -_-


However...

Do I wish I could fit it in my team somehow? HELL YEAH.
Do I think it's the superior Hazard? HELL YEAH.
Do I think it's absolutely necessary for every team to have a rapid spinner? HELL YEAH.
Do I think it's worth removing a team member for a SR user? Nah.

tl;dr version: Rapid Spin is more important than SR.

I don''t think every team needs a rapid spinner at all. Do I think it worth removing a team member for a rapid spinner? No, since you really limited to 5 pokes, meanwhile SR is a huge list. There are teams that are really not weak to hazards. There is a scale of how weak your team is to hazards, if you build a team around pokes towards the top of the scale i.e. Flygon and Brongzong (Levitate+ resistance to SR) you don't need hazards, its a teamslot that could be used for something better. Teams need a spinner usually for one key poke. Usually, teams that need a spinner for a team to function (i.e. multiple hazards weak pokes) and are over reliant on Rapid Spin are usually bad teams.

Here's a good team entirely built around the idea of having minimal hazard damage: http://www.smogon.com/forums/showthread.php?t=3454459

*note the pictures are got screwed up at one point and he isn't using cofagorious and mandibuzz, rather Reuniclus and Landorus)
 
If you use starmie (Can act as a tricker/a powerful check to many annoying pokemon) or forretress (Sort-of physical wall with slow volt switch to help frail sweepers/hazards), you're not exactly down a pokemon. Rain can opt for something like a specstoed and use specially defensive tenta as a great wall as well.
 
If you use starmie (Can act as a tricker/a powerful check to many annoying pokemon) or forretress (Sort-of physical wall with slow volt switch to help frail sweepers/hazards), you're not exactly down a pokemon. Rain can opt for something like a specstoed and use specially defensive tenta as a great wall as well.

I never said the spinners are completely unviable, but for the most part the teamslot they occupy can probably be used for something more relevant for a team. Just slapping a Rapid Spinner on a team is much "more painful" as opposed to slapping an SR user on your team. I'm just going to use an SR user as an example for competition for a teamslot. You have 3 good options for a rapid spinner and 2 decent ones. Meanwhile, SR setters probably have 30 good ones, 40 decent ones. Since there are so many more options, it likely that the SR setter will synergize better and have a role to fill that the Rapid Spinners can't.
 
I find that stealth rock is unnecessary, though I suspect that this is necessarily an individual choice. Certainly it's useful, but the tradeoffs (for me) are disappointing. I need a stealth rocker, and if I want to keep them around, I need a ghost. If I can fit it on a team I will, but I won't screw with my team to get it on.

Just as a note, Donphan checks Volcarona (although I suppose not with SR up, lol).
 
While I generally agree that getting and maintaining Stealth Rocks are necessary to have a top-tier team, there is one exception: Gravity teams.

While far from common, they can forgo using SR, and instead use Spikes and Toxic Spikes to wear down the enemy. The biggest advantage SR has over the other, less-used hazards is that it can hit non-grounded pokemon. With Gravity, this is no longer an issue, as you can still hit important pokemon like Multi-Scale Dragonite, and some airborne pokemon such as Gliscor harder than you otherwise could. In addition, Gravity makes otherwise risky moves such as Thunder and Blizzard perfectly viable, meaning you can attain more OHKOs with your more powerful STABs even while using less hazards.

I know it's kind of a nitpick, but I thought Gravity deserved mention.
 
Is SR necessary? No. Far from it actually, as the only big threats in the meta that are worth packing it for are relatively easy to get around other ways. Dragonite is probably the only pokemon I would pack SR for (Don't even say Volcarona, as anyone who runs it without a spinner will lose more often then not anyways), and I run a Sun team myself. Infact the only time I run SR is when I am running it alongside Spikes to rack up lots of damage on switches, otherwise I can better spend that teamslot supporting my team.

Now if you asked me if SR was helpful I would yes. Allowing you to effectively cripple big threats in the meta is always helpful, and can definitely tip matches in your favor. That being said it isn't necessary to have on every team and you can get relatively high on the leader board without it (I peaked at over 1300 points without it).
 
Sr is great for sun teams; and volcarona is the kind of pokemon that is impossible to hard-counter. If my heatran goes down to an HP ground, having volc's hp down to 50% could help me revenge-kill it. It's also useful for hail teams. Not to mention kyuremu, darminitan, victini, chandelure, salamence, arcanine, volt-turn...

Probably the most telling is the above poster, who peaked "relatively high" without it. If you don't have SR, you're probably not getting into the top 25.
 
I agree that rocks are useful for bringing down volturn and volca. once i had to resort to using hp rock heatran on volca and it only did 44 percent and they just keep healing and setting up on me.
 
I think that SR (and entry hazards in general) are very rooted into the current metagame, but I'm not so sure that it can really win games. Most defensive walls and bulky sweepers are chosen purely because they are neutral/resist SR. I find I don't need SR because other teams are centered around them (bar Dragonite, but those teams usually have spinners.) I don't feel that I need to change a team member to another purely so I can set up entry hazards. I mean, pokes only have 4 move slots, and most stealth rockers are either terrible or have no other use. Note that the few good pokes w/SR feel too stale and uninteresting for me. I'd rather surprise my opponent with an offensive Metagross than set up hazards. SR might be useful for lower tiers, with Jynx, Yamna, etc, but I don't think it's worth the effort for OU.
 
Gathered crowd "Look! It's a bird! It's a plane! No, it's a SKARMORY!
Skarmory: "Yes, it's me. And i brought all the SR superfriends with me!
"Jirachi, hippowdon, tyranitar, heatran, celebi, forretress, donphan, and ferrothorn all suddenly arrive on the scene".

Oh gosh. My point is that I don't think it's worth to change a pokemon purely to have SR, though I agree I went a bit too far with the no use thing. However, I think, for most movesets not purely for walling, these pokemon really wish for 4 moveslots to use.
 
I used to think putting up SR was overrated, would rather use the turn for a stat up move but have come to realize the effectiveness of the move on not only stall/balanced teams but also hyper offense. SR unexpectedly helps Choiced Pokes. For example, say they have a Dragon-type out, so you bring in your Specs Latios. Usually at this point you have to decide between going for the Draco Meteor or predict their Steel-type switch in and HP Fire. But with SR up, you can just go for the Draco without much prediction as their switch in will be taking extra rocks damage.

(Side not: I prefer not carrying HP Fire on Latios due to the 30 Speed IVs)
 
Oh gosh. My point is that I don't think it's worth to change a pokemon purely to have SR, though I agree I went a bit too far with the no use thing. However, I think, for most movesets not purely for walling, these pokemon really wish for 4 moveslots to use.

Not really. Donphan, for example, might basically run... what? Knock off or toxic probably; both alright but not all that impressive. Same goes for forretress and skarmory. Anyone in this game has alternatives; but many not great ones.

Many of those other pokes do in fact have better things to do with their moveslots arguably, but consider this. If you consider an average team-Sr resists balanced by weaks- and no switches, using SR on the first turn results in a total of 62.5% damage-more for every switch-in. Unless your tyranitar;jirachi, or heatran totally sweeps the enemy's team, SR is doing a lot more damage than anything else is, especially early in the game.
 
I don't really buy the argument that Stealth Rock is that important for set-up sweepers. In fact, HO teams chock full of set-up sweepers are pretty much the only teams that don't really need SR at all. Only a select few sweepers gain a ton of important KOs from it, and other than that you're not allowing your opponent to switch all that much with all the set-up and thus don't gain that much passive damage out of it. Of course if you're just standard offense with Banders and shit as well, Stealth Rock can be nice to have.

Besides just Volcarona and Dragonite, I find Stealth Rock to be absolutely VITAL for dealing with VoltTurn for any team not completely loaded with offensive mons. VoltTurn is pretty much everywhere, and I find that any sort of balanced or stall is completely wrecked by it without Stealth Rock up. Stall especially though, because it basically can't do anything at all to Rotom with his Levitate protecting him from Spikes.
 
Dragonite would be a monster without SR in play. He's already a monster to begin with.. Him and his multiple scales, but without SR taking a fourth on the switch, he can take so many hits, it's ridiculous.
 
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