RU Barraskewda

DC

Kpop Main, No Brain
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[SET]
name: All-out Attacker
move 1: Liquidation
move 2: Flip Turn
move 3: Crunch
move 4: Psychic Fangs / Double-Edge / Close Combat
item: Choice Band / Heavy-Duty Boots
ability: Swift Swim
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Barraskewda serves as one of RU's most fearsome offensive threats, capable of outspeeding the entire unboosted metagame to fire off its strong Liquidation. However, Barraskewda is too frail to ever switch into an attack and has difficulty making progress against defensive teams due to the common presence of bulky Water-types. Flip Turn allows Barraskewda to weaken and pivot away from checks such as Dragalge, Golisopod, and Milotic. Crunch targets Ghost-types like Dhelmise and Jellicent. Psychic Fangs helps Barraskewda break through foes such as Vileplume, Dragalge, and Toxicroak. Alternatively, Double-Edge can be used to provide a strong neutral attack against the likes of Golisopod and Mantine, while Close Combat nails bulky switch-ins and Water-immune foes such as Bewear, Heliolisk, and Seismitoad. Heavy-Duty Boots prevents Barraskewda from being worn down while pivoting with Flip Turn, but lacks the immediate power of Choice Band to break through foes like Milotic and Vaporeon. An Adamant nature is preferred for damage output, letting Barraskewda 2HKO Mantine with Double-Edge, although a Jolly nature can be utilized to outspeed Inteleon.

Barraskewda is primarily seen on offensive teams that appreciate its ability to threaten common foes like Salazzle and Rhyperior and clean late-game. Grass-types like Virizion and Dhelmise threaten bulky Water-types like Milotic and Seismitoad; in return, Barraskewda can pressure Fire-types like Centiskorch and Salazzle. Spikes support from Klefki and Golisopod can be helpful, wearing down foes like Milotic and Dhelmise. VoltTurn partners such as Heliolisk and Passimian help Barraskewda switch safely into battle while threatening Mantine and Bewear, respectively. Flip Turn Dragalge is a notable teammate, slowly pivoting Barraskewda into battle while doubling as a check to Grass- and Fire-types like Virizion, Dhelmise, and Ninetales. Fellow offensive threats such as Salazzle and Golurk can weaken shared checks like Milotic and Vaporeon to help Barraskewda clean late-game.

[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[Expulso, 202058], [Averardo, 409096]]
- Grammar checked by: [[CryoGyro, 331519]]
 
Last edited:

Expulso

Morse code, if I'm talking I'm clicking
is a Forum Moderatoris a Community Contributoris a Contributor to Smogonis a Social Media Contributor Alumnus
[SET]
name: All-out Attacker
move 1: Liquidation
move 2: Flip Turn
move 3: Close Combat
move 4: Psychic Fangs / Crunch / Double Edge
item: Choice Band / Heavy-Duty Boots
ability: Swift Swim
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Barraskewda serves as one of RU's most fearsome offensive threats, capable of outspeeding the entire unboosted metagame to fire off strong Liquidations; however, it is too frail to ever switch into an attack, and [add something about the common-ness of bulky waters making it hard for Barra to make progress vs defensive teams]. Flip Turn allows Barraskewda to weaken and pivot away from checks such as Dragalge, Golisopod, and Milotic and retain offensive momentum. Close Combat nails bulky walls and Water-resistant foes such as Bewear, Heliolisk, and Seismitoad. Psychic Fangs helps Barraskewda break through foes such as Vileplume (CC destroys viriz) Virizion, Dragalge, and Toxicroak. Alternatively, Crunch targets Ghost-types like Dhelmise and Jellicent, while Double Edge can be used to provide a stronger neutral attack against the likes of Golisopod and Mantine. An Adamant nature is preferred for damage output, although a Jolly nature can be utilized to outspeed Inteleon.
[mention why HDB could be worth using, but reiterate how the power of CB is really important for threatening walls like milo/vapo]

Barraskewda is primarily seen on offensive teams that appreciate its ability to threaten common foes like Salazzle and Rhyperior and clean late-game. Virizion (mention other mons that threaten bulky waters too) is a notable partner for Barraskewda, threatening Water-resistant and -immune foes like Milotic, Seismitoad, and Toxicroak (only special / zhb viriz does, and croak could be scarfed and ko you. mention helio or just change it to 'bulky waters' since u have coverage for helio/croak.); in return, Barraskewda can pressure Fire-types like Centiskorch and Salazzle. Barraskewda is susceptible to priority from the likes of Lycanroc and Golisopod, so checks to them such as Rhyperior and Dragalge, respectively, are appreciated. [ehh, accelerock isnt doing much and lycan doesn't switch in. I'd think about eliminating lycan and lumping golisopod into a section abt teammates that help with bulky waters]. Entry hazard support from the aforementioned Rhyperior and Dragalge as well as Copperajah can be helpful, wearing down foes like Milotic and Dhelmise. [ehh 'entry hazard support' is vague, and SR is so common it doesn't need a mention. mention Klefki spike-stacking if anything.] VoltTurn partners such as Heliolisk and Passimian are valuable, helping Barraskewda switch safely into battle while threatening Mantine and Bewear, respectively. [give a special mention to Flip Turn Dragalge as a slow pivot that can bring it in safely while taking on grass-types].

mention another Fire-type check - Barraskewda's resistance doesn't count because it is so frail, so having another Lazzle/Centi/Tales check like Goodra, Dragalge, or Rhyp(only for lazzle) is necessary for barra teams.

also mention other things that wear down bulky waters and appreciate them being worn down. one example that comes to mind is Salazzle, which can tox them for barra and also appreciates barra taking out milo / chipping vapo with cb close combat.]


[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Dreamcatcher Lmk when you implement this and I'll look again, prob will give qc 1/2 bc this is well done, just want to make sure the 'bulky water checks' section looks good and has the emphasis it deserves.
 

Denial

formerly Lunala
is a Past WCoP Champion
I dont think Close Combat should be a main move here, move crunch in the third slot and slash Close Combat with psychic fangs and double edge. Hitting Dhelmise is more important than the more situational Close Combat, especially since 2 of the mons you mention in the CC section gets hit by Double Edge or gets Flip Turned on (Bewear). 4th slot should be in this order: Psychic Fangs > Double Edge > Close Combat. Everything else is good, 2/2
 
Last edited:
GP 1/1
[SET]
name: All-out Attacker
move 1: Liquidation
move 2: Flip Turn
move 3: Crunch
move 4: Psychic Fangs / Double-Edge / Close Combat
item: Choice Band / Heavy-Duty Boots
ability: Swift Swim
nature: Adamant / Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Barraskewda serves as one of RU's most fearsome offensive threats, capable of outspeeding the entire unboosted metagame to fire off its strong Liquidations. However, Barraskewda is too frail to ever switch into an attack and has difficulty making progress against defensive teams due to the common presence of bulky Water-types. Flip Turn allows Barraskewda to weaken and pivot away from checks such as Dragalge, Golisopod, and Milotic and retain offensive momentum. Crunch targets Ghost-types like Dhelmise and Jellicent. Psychic Fangs helps Barraskewda break through foes such as Vileplume, Dragalge, and Toxicroak. Alternatively, Double-Edge (it has a hyphen) can be used to provide a strong neutral attack against the likes of Golisopod and Mantine, while Close Combat nails bulky walls switch-ins and Water-immune foes such as Bewear, Heliolisk, and Seismitoad. Heavy-Duty Boots prevents Barraskewda from being worn down while pivoting with Flip Turn, but lacks the immediate power of Choice Band to break through foes like Milotic and Vaporeon. An Adamant nature is preferred for damage output, letting Barraskewda 2HKO Mantine with Double-Edge, although a Jolly nature can be utilized to outspeed Inteleon.

Barraskewda is primarily seen on offensive teams that appreciate its ability to threaten common foes like Salazzle and Rhyperior and clean late-game. Grass-types like Virizion and Dhelmise threaten bulky Water-types like Milotic and Seismitoad; in return, Barraskewda can pressure Fire-types like Centiskorch and Salazzle. Spikes support from Klefki and Golisopod can be helpful, wearing down foes like Milotic and Dhelmise. VoltTurn partners such as Heliolisk and Passimian are valuable, helping help Barraskewda switch safely into battle while threatening Mantine and Bewear, respectively. Flip Turn Dragalge is a notable teammate, slowly pivoting Barraskewda into battle while doubling as a check to Grass- and Fire-types like Virizion, Dhelmise, and Ninetales. Fellow offensive threats such as Salazzle and Golurk that can weaken shared checks like Milotic and Vaporeon benefit Barraskewda and to help it Barraskewda clean late-game.

[CREDITS]
- Written by: [[Dreamcatcher, 449990]]
- Quality checked by: [[Expulso, 202058], [Averardo, 409096]]
- Grammar checked by: [[username1, userid1]]
 

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