Gen 1 Blastoise (NU Mini) [GP 1/1]

pac

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[OVERVIEW]

Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU. Its role in checking several of the tier's primary offensive threats, such as Seadra, Golem, Moltres, Arcanine, Charizard, and opposing Blastoise, is essential for the majority of teams to function. In addition, it is especially notable for absorbing Fire Spin from Rapidash, Ninetales, and the aforementioned Charizard, punishing misses extremely effectively. Blastoise is also a legitimate offensive threat, with its combination of STAB Water-type attacks and Ice-type coverage being hard for much of the tier to take reliably, being resisted only by Water-types.

However, Blastoise's mediocre Speed leaves it outrun by numerous offensive threats like Mr. Mime, Electrode, Nidoking, Kabutops, and all viable Fire Spin users. Electrode and Mr. Mime are especially problematic,with their powerful Thunderbolts often forcing Blastoise to switch out and lose momentum. In addition, it struggles to break through opposing Blastoise, meaning that the opponent will usually have a very safe switch-in to Blastoise.Blastoise's reliance on Rest can let strong attackers such as Charizard, Nidoking, Pinsir, and Fearow exploit it, especially since its Speed makes it hard to threaten foes after waking up. This lets dangerous Swords Dance users like Charizard, Kabutops, Kingler, and Pinsir set up for free. Finally, Porygon hard counters Blastoise due to its immunity to Body Slam paralysis, Recover, Thunder Wave, and ability to either 3HKO Blastoise with Thunderbolt or whittle it down with Psychic.

[SET]
name: Bulky Attacker
move 1: Surf / Hydro Pump
move 2: Ice Beam / Blizzard
move 3: Body Slam / Toxic
move 4: Rest

[SET COMMENTS]

Surf 2HKOes notable Ground- and Fire-types like Nidoking, Charizard, Arcanine, Ninetales, and Rapidash, while Golem is OHKOed. Alternatively, Hydro Pump sacrifices accuracy for power, securing a 2HKO on Moltres, a possible 2HKO versus Kabutops, and a guaranteed 3HKO against Clefable. Ice Beam grants Blastoise unresisted coverage, except versus opposing Water-types. Most notably, it always 2HKOes Exeggcute and helps break through opposing Blastoise more easily due to freeze. As another option, Blizzard sacrifices PP and a bit of accuracy for more damage, notably confirming the 2HKOs on Dragonair and the niche Weepinbell. Body Slam spreads paralysis, punishing switch-ins while mitigating Blastoise's mediocre Speed, while also dealing solid damage to opposing Water-types like Seadra and Poliwhirl. Alternatively, Toxic is the best response to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if the opponent has already slept a teammate, Toxic acts as an effective stop to Amnesia Poliwhirl, forcing it out due to chip damage before it can set up and break through Blastoise. A poisoned Poliwhirl—or other target—is also less effective at absorbing partial-trapping moves, letting teammates like Rapidash, Ninetales, Pinsir, and Dragonair chip it much more. Finally, Rest complements Blastoise's bulk with the longevity and status healing to consistently switch into Fire-types, opposing Blastoise, and Seadra. Rest is best used versus the aforementioned Fire- and Water-types, as they are largely unable to immediately threaten Blastoise—outside of Charizard, which typically switches out due to the threat of STAB Surf, paralysis, or Toxic.

Blastoise has a few other possible options, though they are rare due to the valued consistency of the main set. Seismic Toss is the most enticing, being Blastoise's strongest attack versus opposing Blastoise, consistently 4HKOing it. If it's used on the turn the opposing Blastoise uses Rest, then your Blastoise is poised to KO if it wins a Speed tie on the foe's wakeup turn. Reflect or Withdraw boosts Blastoise's already fantastic Defense, with a +2 Blastoise taking less than 43% from even a +2 Kingler's Hyper Beam. Reflect gives a large boost immediately, but Withdraw has higher potential long-term, including in regards to PP stall. However, both fail to solve Blastoise's susceptibility to Thunderbolt, thus letting potent special attackers like Electrode and Mr. Mime switch in freely. Slash users such as Charizard, Kabutops, and Pinsir also ignore both moves. Earthquake is Blastoise's strongest attack versus Electrode and the rare Gastly, 2HKOing the former and having a 59% chance to OHKO the latter. Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and Charizard and deal vast sums of damage. It is also relevant versus Fire-type mixed attackers like Charizard and Arcanine, letting Blastoise switch into their Normal-type attacks to force them out and nail any switch-ins. However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt. In addition, using it removes the surprise factor, which often leaves it useless after the first attempt.

Blastoise should be preserved throughout the early- and mid-game, as it can consistently halt momentum from the foe's primary offensive threats like Moltres and Seadra. In addition to this, losing Blastoise can make it much trickier to contest opposing Blastoise, as it will check many of your own threats. Due to this, the Blastoise mirror match will happen quite frequently and will often influence the course of an entire game. Blastoise can either fish for freeze with Ice Beam or eventually force a Rest with Body Slam or Toxic.

Blastoise pairs well with Pokemon that can prevent matchups with opposing Blastoise, such as Electrode and Mr. Mime, which both 2HKO with Thunderbolt with minor chip damage. While niche, Gastly is surprisingly notable for this role as well, freely pivoting in on Body Slam while threatening a 2HKO with Thunderbolt after minor chip damage. Blastoise also pairs well with Fire- and Ground-types like Arcanine, Golem, and Moltres due to it effectively handling opposing Blastoise, Kabutops, Seadra, and Poliwhirl, which they can struggle with. Fire-types also decrease the pressure on Blastoise to constantly switch into the likes of Moltres. If paired with multiple Fire Spin users, Toxic Blastoise is preferred, as Toxic helps them more consistently check Water- and Fire-types. Blastoise also finds its way onto teams with multiple other Water-types like Kabutops and Poliwhirl, which makes teams incredibly strong defensively versus offensive teams that wield multiple Fire-types, as well as keeping good matchups versus other teams with multiple Water-types. This dichotomy of Fire-types and Water-types drives offense in RBY NU, although Electrode and Mr. Mime can exploit it offensively. Golem is especially notable as a Blastoise partner due to this, since it completely stonewallsElectrode, which Blastoise despises, while checking Mr. Mime. Alternatively, Exeggcute also checks Electrode and Mr. Mime, though it doesn't completely negate Electrode in the same way that Golem does. Other options for the role of checking Mr. Mime include Drowzee, Clefable, Arcanine, and Ninetales. In addition, Blastoise synergises with offensive Pokemon susceptible to Golem like Fearow, Electrode, and Scyther, checking Golem for them to wreak havoc more consistently. Finally, Blastoise pairs well with Porygon, as it hard counters opposing Blastoise and therefore decreases the defensive pressure on Blastoise, letting it focus on performing other duties like checking Fire-types. In addition to this, Conversion Porygon checks Mr. Mime, which threatens Blastoise with hefty damage.

[CREDITS]
- Written by: [[pac, 520967]]
- Quality checked by: [[May, 236353], [Volk, 530877]]
- Grammar checked by: [[Finland, 517429]
 
Last edited:

pac

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Finally opening this up to QC! Sorry it took me a minute, its ready for feedback! The Overview is likely the primary need of attention.
 

May

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In addition, it struggles to break through the mirror, meaning that the opponent will usually have a very safe switch-in to Blastoise.
It tends to struggle breaking through any opposing Rest Water-type bar some Kabutops variants really.

Finally, Blastoise's reliance on Rest for recovery leaves room for exploitation by strong attackers such as Charizard, Nidoking, Pinsir, and Fearow.
I think we're missing a "forced to Rest" quote here. It's not inherently wrong as-is, just wording semantics really. Take it as you will.

Consider mentioning how Toxic affects Blastoise. The counter doesn't disappear after Rest, Fire Spin users compound the damage, etc.

Alternatively, Toxic can be used as the most definitive check to partial trapping from the likes of Pinsir and Dragonair.
Mention the spinny bois though I may have missed it, not sure.

That's all I have at this moment in time, I'll do a more detailed check another time.
 

May

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(AH) = Hyphenate

I'd also like to say your grammar has improved significantly in recent times! It's really cool and I'm happy to see it.

[OVERVIEW]

Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU, acting as the tier's primary defensive backbone that finds its way onto most teams due to its role as the singular best way to mitigate lost momentum in the tier. Its role in checking several of the tier's primary offensive threats, such as Seadra, Golem, Moltres, Arcanine, Charizard, and opposing Blastoise, is essential for the majority of teams to function. In addition to this, it is especially notable for being able to absorb Fire Spins from Rapidash, Ninetales, and the aforementioned Charizard, punishing misses due to inconsistency extremely effectively. Blastoise is also an offensive threat in its own right, with its meaty STAB Water-type attacks being hard for much of the tier to take reliably.(maybe mention defensive partners it bolsters? it tends to make up for their weaknesses extremely well)

However, Blastoise's Speed is mediocre for the tier, causing it to get outrun by numerous offensive threats like Mr. Mime, Electrode, Nidoking, and the multiple viable Fire Spin users like Ninetales and Charizard. Electrode and Mr. Mime are especially problematic, due to their meaty Thunderbolts often forcing Blastoise to switch out and lose momentum. In addition, it struggles to break through the mirror, meaning that the opponent will usually have a very safe switch-in to Blastoise. Finally, Blastoise's reliance on Rest for recovery leaves room for exploitation by strong attackers such as Charizard, Nidoking, Pinsir, and Fearow. (you should go into more detail about this, at a point where it's forced to rest blastoise is in an extremely awkward position)

[SET]
name: Bulky Attacker
move 1: Surf / Hydro Pump
move 2: Ice Beam / Blizzard (Maybe I'm bad, but I use Blizzard over Ice Beam every time except if I plan on freezing opposing Blastoise in the mirror. Is Ice Beam just better because Blizzard doesn't net significant XHKOs?)
move 3: Body Slam / Toxic
move 4: Rest

[SET COMMENTS]

Surf is Blastoise's most consistent STAB move, threatening the vast majority of notable Ground- and Fire-types like Nidoking, Charizard, Arcanine, Ninetales, Rapidash with 2HKOes, while Golem is OHKOed. Alternatively, Hydro Pump sacrifices accuracy for more offensive potency, securing a 2HKO on Moltres, a possible 2HKO versus Kabutops, and a guaranteed 3HKO against Clefable. Ice Beam grants Blastoise unresisted coverage except versus opposing Water-types, while also allowing Blastoise to break through opposing Blastoise much easier more easily ("much easier" flows very weirdly but I'm prolly just being pedantic) due to the threat of a freeze. Due to RBY mechanics, the only way to thaw is to be hit with a Fire-type move that can burn, meaning that most of the time a freeze is equivalent to a KO. However, with the prominence of Fire-types in the tier, one has to be much more weary ("weary" = tired, "wary" = acting with caution, prejudice, etc) of using Fire Blast offensively (just in general, even a panic fire blast is easy to bait out and screw over) due to the threat of a potential thaw. As another option, Blizzard sacrifices PP and a tad bit of accuracy for larger damage output, notably confirming the 2HKO on Dragonair and the niche Weepinbell. Body Slam spreads paralysis, punishing switch-ins while helping to mitigate Blastoise's mediocre Speed. Alternatively, Toxic can be used as the most definitive check to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if Sleep Clause Mod is already in effect, it acts as an effective stop to Amnesia Poliwhirl as Poliwhirl will be forced out due to chip damage before it can both set (spacing, you may want to view this)up and break through Blastoise. A poisoned Poliwhirl is also less effective in at absorbing Fire Spin. Finally, Rest complements (compliments = "ay wifey ur lookin spiffin today", complements = "ay bruv this works well with this dis is peak" yes i hate this language too) Blastoise's bulk to grant it incredible longevity, able to effectively heal off chip damage and poison (technically it has issues here, as rest doesn't reset the toxic counter, it just stops it from incrementing) that it may have taken over time while switching in against Fire-types and opposing Blastoise.

Blastoise has a few other possible options, though they are generally not used due to the valued consistency of the main set. Seismic Toss is Blastoise's strongest attack versus opposing Blastoise, consistently 4HKOing it. If used on the turn the opposing Blastoise uses Rest, then your Blastoise is poised to win if it wins a Speed tie on the foe's wakeup turn. Reflect or Withdraw can increase expands Blastoise's fantastic bulk to extreme heights, with a +2 Blastoise taking less than 43% from even a +2 Kingler's Hyper Beam. Reflect gives Blastoise effectively +2 Defense immediately, but Withdraw has higher potential long-term, including in regards to PP stall. However, it both fails to solve Blastoise's susceptibility to Thunderbolt, and can therefore let potent special attackers like Electrode and Mr. Mime switch in freely if not removed prior. (note Slash users as they're a pain in the ass here; added Reflect as it's just as good, especially short-term) Earthquake is Blastoise's strongest attack versus Electrode and the rare Gastly, 2HKOing the former and having a 59% chance to OHKO the latter. Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and deal vast sums of damage, notably OHKOing Raticate—or any switch-in—with a countered Super Fang. However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt, causing Blastoise to waste a turn and take unnecessary damage in the process. In addition, an opponent is unlikely to be tricked by Counter once they are aware of its existence, meaning that after a singular use it is an unused moveslot useless a lot of the time.

Blastoise should be preserved throughout the early- and mid-game (AH) due to its ability to consistently halt momentum from the foe's primary offensive threats like Moltres and Seadra. In addition to this, the lack of a Blastoise can make it much trickier to contest opposing Blastoise for similar reasons. Due to this Ergo, (sort of repetition but not really, feel free to leave this out) the Blastoise mirror will happen quite frequently and will often influence the course of an entire game. Blastoise can either fish for freeze with Ice Beam, or use Toxic to abuse the foe with a partial trapper like Charizard or Pinsir. The latter strategy has to be used carefully, as the foe will often either heal off the status with Rest (it's more like delaying it considering the prior point about the toxic counter) or use a move that cripples the incoming partial trapper like Body Slam.

Blastoise pairs well with Pokemon that can help it avoid the mirror, such as Electrode and Mr. Mime who both 2HKO with Thunderbolt with minor chip damage. While niche, (it's better than people give it credit for, but we shouldn't be too based just yet) Gastly is surprisingly notable for this role as well, due to its ability to freely pivot in on attempted Body Slams while threatening a 2HKO with Thunderbolt after minor chip damage. Blastoise also pairs well with Fire- and Ground- types like Arcanine, Golem, and Moltres due to its ability to effectively handle opposing Blastoise, Kabutops, Seadra, and Poliwhirl that they can struggle with. Golem is especially notable, due to its ability (on my screen this is directly below the same transitional phrase can u change it to something else) to completely stonewall opposing Electrode that Blastoise despises, while also acting as a check towards Mr. Mime.

(Blastoise fits on sooooo many teams, especially water spam, consider expanding on this a lot. This can basically be an NU teambuilding tutorial.)

[CREDITS]
- Written by: [[pac, 520967]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]
 
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pac

Pay 5000, gg?
is a Community Contributoris a Contributor to Smogon
Gonna leave some feedback here.
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(AH) = Hyphenate

I'd also like to say your grammar has improved significantly in recent times! It's really cool and I'm happy to see it.

[OVERVIEW]

Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU, acting as the tier's primary defensive backbone that finds its way onto most teams due to its role as the singular best way to mitigate lost momentum in the tier. Its role in checking several of the tier's primary offensive threats, such as Seadra, Golem, Moltres, Arcanine, Charizard, and opposing Blastoise, is essential for the majority of teams to function. In addition to this, it is especially notable for being able to absorb Fire Spins from Rapidash, Ninetales, and the aforementioned Charizard, punishing misses due to inconsistency extremely effectively. Blastoise is also an offensive threat in its own right, with its meaty STAB Water-type attacks being hard for much of the tier to take reliably.(maybe mention defensive partners it bolsters? it tends to make up for their weaknesses extremely well)

However, Blastoise's Speed is mediocre for the tier, causing it to get outrun by numerous offensive threats like Mr. Mime, Electrode, Nidoking, and the multiple viable Fire Spin users like Ninetales and Charizard. Electrode and Mr. Mime are especially problematic, due to their meaty Thunderbolts often forcing Blastoise to switch out and lose momentum. In addition, it struggles to break through the mirror, meaning that the opponent will usually have a very safe switch-in to Blastoise. Finally, Blastoise's reliance on Rest for recovery leaves room for exploitation by strong attackers such as Charizard, Nidoking, Pinsir, and Fearow. (you should go into more detail about this, at a point where it's forced to rest blastoise is in an extremely awkward position)

[SET]
name: Bulky Attacker
move 1: Surf / Hydro Pump
move 2: Ice Beam / Blizzard (Maybe I'm bad, but I use Blizzard over Ice Beam every time except if I plan on freezing opposing Blastoise in the mirror. Is Ice Beam just better because Blizzard doesn't net significant XHKOs?)
move 3: Body Slam / Toxic
move 4: Rest

[SET COMMENTS]

Surf is Blastoise's most consistent STAB move, threatening the vast majority of notable Ground- and Fire-types like Nidoking, Charizard, Arcanine, Ninetales, Rapidash with 2HKOes, while Golem is OHKOed. Alternatively, Hydro Pump sacrifices accuracy for more offensive potency, securing a 2HKO on Moltres, a possible 2HKO versus Kabutops, and a guaranteed 3HKO against Clefable. Ice Beam grants Blastoise unresisted coverage except versus opposing Water-types, while also allowing Blastoise to break through opposing Blastoise much easier more easily ("much easier" flows very weirdly but I'm prolly just being pedantic) due to the threat of a freeze. Due to RBY mechanics, the only way to thaw is to be hit with a Fire-type move that can burn, meaning that most of the time a freeze is equivalent to a KO. However, with the prominence of Fire-types in the tier, one has to be much more weary ("weary" = tired, "wary" = acting with caution, prejudice, etc) of using Fire Blast offensively (just in general, even a panic fire blast is easy to bait out and screw over) due to the threat of a potential thaw. As another option, Blizzard sacrifices PP and a tad bit of accuracy for larger damage output, notably confirming the 2HKO on Dragonair and the niche Weepinbell. Body Slam spreads paralysis, punishing switch-ins while helping to mitigate Blastoise's mediocre Speed. Alternatively, Toxic can be used as the most definitive check to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if Sleep Clause Mod is already in effect, it acts as an effective stop to Amnesia Poliwhirl as Poliwhirl will be forced out due to chip damage before it can both set (spacing, you may want to view this)up and break through Blastoise. A poisoned Poliwhirl is also less effective in at absorbing Fire Spin. Finally, Rest complements (compliments = "ay wifey ur lookin spiffin today", complements = "ay bruv this works well with this dis is peak" yes i hate this language too) Blastoise's bulk to grant it incredible longevity, able to effectively heal off chip damage and poison (technically it has issues here, as rest doesn't reset the toxic counter, it just stops it from incrementing) that it may have taken over time while switching in against Fire-types and opposing Blastoise.

Blastoise has a few other possible options, though they are generally not used due to the valued consistency of the main set. Seismic Toss is Blastoise's strongest attack versus opposing Blastoise, consistently 4HKOing it. If used on the turn the opposing Blastoise uses Rest, then your Blastoise is poised to win if it wins a Speed tie on the foe's wakeup turn. Reflect or Withdraw can increase expands Blastoise's fantastic bulk to extreme heights, with a +2 Blastoise taking less than 43% from even a +2 Kingler's Hyper Beam. Reflect gives Blastoise effectively +2 Defense immediately, but Withdraw has higher potential long-term, including in regards to PP stall. However, it both fails to solve Blastoise's susceptibility to Thunderbolt, and can therefore let potent special attackers like Electrode and Mr. Mime switch in freely if not removed prior. (note Slash users as they're a pain in the ass here; added Reflect as it's just as good, especially short-term) Earthquake is Blastoise's strongest attack versus Electrode and the rare Gastly, 2HKOing the former and having a 59% chance to OHKO the latter. Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and deal vast sums of damage, notably OHKOing Raticate—or any switch-in—with a countered Super Fang. However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt, causing Blastoise to waste a turn and take unnecessary damage in the process. In addition, an opponent is unlikely to be tricked by Counter once they are aware of its existence, meaning that after a singular use it is an unused moveslot useless a lot of the time.

Blastoise should be preserved throughout the early- and mid-game (AH) due to its ability to consistently halt momentum from the foe's primary offensive threats like Moltres and Seadra. In addition to this, the lack of a Blastoise can make it much trickier to contest opposing Blastoise for similar reasons. Due to this Ergo, (sort of repetition but not really, feel free to leave this out) the Blastoise mirror will happen quite frequently and will often influence the course of an entire game. Blastoise can either fish for freeze with Ice Beam, or use Toxic to abuse the foe with a partial trapper like Charizard or Pinsir. The latter strategy has to be used carefully, as the foe will often either heal off the status with Rest (it's more like delaying it considering the prior point about the toxic counter) or use a move that cripples the incoming partial trapper like Body Slam.

Blastoise pairs well with Pokemon that can help it avoid the mirror, such as Electrode and Mr. Mime who both 2HKO with Thunderbolt with minor chip damage. While niche, (it's better than people give it credit for, but we shouldn't be too based just yet) Gastly is surprisingly notable for this role as well, due to its ability to freely pivot in on attempted Body Slams while threatening a 2HKO with Thunderbolt after minor chip damage. Blastoise also pairs well with Fire- and Ground- types like Arcanine, Golem, and Moltres due to its ability to effectively handle opposing Blastoise, Kabutops, Seadra, and Poliwhirl that they can struggle with. Golem is especially notable, due to its ability (on my screen this is directly below the same transitional phrase can u change it to something else) to completely stonewall opposing Electrode that Blastoise despises, while also acting as a check towards Mr. Mime.

(Blastoise fits on sooooo many teams, especially water spam, consider expanding on this a lot. This can basically be an NU teambuilding tutorial.)

[CREDITS]
- Written by: [[pac, 520967]]
- Quality checked by: [[name, id], [name, id]]
- Grammar checked by: [[name, id]]
Implemented
 
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May

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Good work. QC 1/2 once you fix these two things;
Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU, acting as the tier's primary defensive backbone that finds its way onto most teams due to its role as the singular best way to mitigate lost momentum in the tier.
This sentence is quite long and I think you should split it. Perhaps "Blastoise is one of the most centralising and defensively potent Pokemon in RBY NU. It's a big part of the defensive backbone for many teams, being the single-best way to mitigate lost momentum in the tier." could be better? Fiddle with this a bit.


However, with the prominence of Fire-types in the tier, one has to be much more weary of using Fire Blast due to the threat of a potential thaw.
"weary" = tired, maybe a bit sick.
"wary" = cautious
Very different words, even with different pronunciations.
https://www.merriam-webster.com/words-at-play/weary-vs-wary-difference-usage
 
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Volk

Demonstrably alive.
is a Contributor to Smogon
Yeah I play this tier sometimes.

Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU, acting as the tier's primary defensive backbone that finds its way onto most teams due to its role as the singular best way to mitigate lost momentum in the tier.
Got a few issues with this. It gets a bit redundant as you say essentially the same statement in three different ways. You could probably cut this down quite a bit, but at the very least, you can remove "defensive" before "backbone" and close the sentence with something like "onto most teams due to its stellar ability to mitigate lost momentum." I also think specifying what this means would help. Momentum is really abstract (and honestly, not even really real), so you may want to elaborate on this. Moreover, I tend to think of Blastoise as a Pokemon that halts your opponent's momentum rather than replenish your own, but that might just be a perspective thing. Basically, explain what you mean by "mitigate lost momentum," because I honestly don't know.

In addition to this, it is especially notable for being able to absorb Fire Spins from Rapidash, Ninetales, and the aforementioned Charizard, punishing misses due to inconsistency extremely effectively.
Delete "due to inconsistency."

Blastoise is also an offensive threat in its own right, with its meaty STAB Water-type attacks being hard for much of the tier to take reliably.
The Water + Ice combo remains exclusively resisted by Water-type Pokemon, which are increasingly scarce down here in NU.

However, Blastoise's Speed is mediocre for the tier, causing it to get outrun by numerous offensive threats like Mr. Mime, Electrode, Nidoking, and the multiple viable Fire Spin users like Ninetales and Charizard.
I feel like Kabutops should be mentioned here. Sure, Blastoise is kind of a soft check, but Kabutop's Slash does a lot and its higher Speed makes this matchup a lot worse than it "should" be.

Electrode and Mr. Mime are especially problematic, due to their meaty Thunderbolts often forcing Blastoise to switch out and lose momentum.
In three consecutive sentences, the word "meaty" has appeared in two of them. Let's reflect on this.

Finally, Blastoise's reliance on Rest for recovery leaves room for exploitation by strong attackers such as Charizard, Nidoking, Pinsir, and Fearow. Blastoise's Speed contributes to this problem, as even after waking up it is hard for it to be able to threaten foes without being susceptible to a KO, leading to setup sweepers like Kingler, Pinsir, and Substitute users taking prime advantage of the situation.
I'd mention Swords Dance by name. I've actually seen several high-profile games be lost or almost lost because somebody let a Charizard set up a Swords Dance on a sleeping Blastoise. Swords Dance is really scary. You could also probably merge or reconfigure these sentences differently so it is easier to talk about all of the necessary Pokemon without repetition. Blastoise is also quite vulnerable to being exploited by Sleep moves due to its low Speed.

As another option, Blizzard sacrifices PP and a tad bit of accuracy for larger damage output, notably confirming the 2HKO on Dragonair and the niche Weepinbell.
I feel like the 2HKO on Exeggcute is more important than both of these, especially Weepinbell.

Body Slam spreads paralysis, punishing switch-ins while helping to mitigate Blastoise's mediocre Speed.
It's generally the go-to move against other Water-type Pokemon, unless you feel like fishing for a freeze.

Alternatively, Toxic can be used as the most definitive check to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if Sleep Clause Mod is already in effect, it acts as an effective stop to Amnesia Poliwhirl as Poliwhirl will be forced out due to chip damage before it can both set up and break through Blastoise. A poisoned Poliwhirl is also less effective at absorbing Fire Spin.
Toxic also synergizes well with partial-trapping in general, so teams with several partial-trappers will regularly make use of Toxic. For example, Toxic gives Ninetales a much better shot of knocking out an opposing Blastoise via Fire Spin.

Finally, Rest complements Blastoise's bulk to grant it incredible longevity, able to effectively heal off damage and poison that it may have taken over time while switching in against Fire-types and opposing Blastoise.
Heal off poison or paralysis.

Reflect gives Blastoise effectively +2 Defense immediately, but Withdraw has higher potential long-term, including in regards to PP stall.
I guess you can keep this point, but I really don't see PP stall as a common tactic in NU, if it is even possible at all.

In addition to this, Slash users such as Charizard and Pinisir are able to ignore the Defense boosts entirely.
Kabutops too.

Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and deal vast sums of damage, notably OHKOing Raticate—or any switch-in—with a countered Super Fang. However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt, causing Blastoise to waste a turn and take unnecessary damage in the process.
Counter has a bit more utility than this. It's pretty good in the ditto. It also is really good when scaring out a Fire-type Pokemon that just nailed Blastoise with a Normal-type move and swapped out. If Blastoise uses Counter after Charizard's Slash, you are looking at upwards of 50% of damage on the opposing Blastoise or whatever else switched. I also think that Raticate fun fact might depend on the evenness or oddness of the Pokemon's HP, but I could be wrong.

Blastoise can either fish for freeze with Ice Beam, or use Toxic to abuse the foe with a partial trapper like Charizard or Pinsir.
Forcing a Rest with repeated Body Slams works fine too.

Blastoise pairs well with Pokemon that can help it avoid the mirror, such as Electrode and Mr. Mime who both 2HKO with Thunderbolt with minor chip damage. While niche, Gastly is surprisingly notable for this role as well, due to its ability to freely pivot in on attempted Body Slams while threatening a 2HKO with Thunderbolt after minor chip damage. Blastoise also pairs well with Fire- and Ground- types like Arcanine, Golem, and Moltres due to its ability to effectively handle opposing Blastoise, Kabutops, Seadra, and Poliwhirl that they can struggle with. Blastoise also finds its way onto teams with multiple Water-type Pokemon like Kabutops and Poliwhirl, leading to a team that is incredibly strong defensively versus offensive teams that wield multiple Fire-types while functioning versus teams with multiple Water-types as well. This dichotomy of Fire-types and Water-types drives offense in RBY NU, and is one reason why Electrode and Mr. Mime are so offensively potent. Golem is especially notable as a Blastoise partner due to this, since it completely stonewalls opposing Electrode that Blastoise despises, while also acting as a check towards Mr. Mime.
Couple of things here:

I find Mr. Mime checks to be pretty indispensable for teams around Blastoise, so they should be mentioned. Both offensive ones (Arcanine, Moltres, Clefable, etc.) and defensive ones (Exeggutor, Drowzee, your own Mr. Mime, etc.) qualify.

Fire-type Pokemon pair well with Blastose for both offensive and defensive reasons. The bulk and Speed of a lot of the top Fire-type Pokemon give Blastoise a lot of help with tricky Pokemon like Mr. Mime, Clefable, and even kind of Nidoking. They also help ease some pressure against Moltres. While Blastoise does beat Moltres, Blastoise could still easily collapse to some untimely critical hits, which cut away about half of Blastoise health from full.

Blastoise is pretty essential for supporting stuff like Fearow and Electrode as you need some way to pressure Golem when it switches in (or take it out via a Surf on a bad read by the Golem player or a forced Explosion).

Ctrl+F Porygon 0/0
I think this might just be an oversight, but how could you not mention Porygon anywhere in this analysis? Porygon is a hard counter to Blastoise, so this weakness should really brought up somewhere. Porygon is also a really solid partner for Blastoise because it allows Blastoise to accomplish things without being bogged down by the ditto.

We'll leave it at that for now. I'll read this over again when its all implemented and probably QC shortly after. Cheers!
 
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pac

Pay 5000, gg?
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Yeah I play this tier sometimes.


Got a few issues with this. It gets a bit redundant as you say essentially the same statement in three different ways. You could probably cut this down quite a bit, but at the very least, you can remove "defensive" before "backbone" and close the sentence with something like "onto most teams due to its stellar ability to mitigate lost momentum." I also think specifying what this means would help. Momentum is really abstract (and honestly, not even really real), so you may want to elaborate on this. Moreover, I tend to think of Blastoise as a Pokemon that halts your opponent's momentum rather than replenish your own, but that might just be a perspective thing. Basically, explain what you mean by "mitigate lost momentum," because I honestly don't know.


Delete "due to inconsistency."


The Water + Ice combo remains exclusively resisted by Water-type Pokemon, which are increasingly scarce down here in NU.


I feel like Kabutops should be mentioned here. Sure, Blastoise is kind of a soft check, but Kabutop's Slash does a lot and its higher Speed makes this matchup a lot worse than it "should" be.


In three consecutive sentences, the word "meaty" has appeared in two of them. Let's reflect on this.


I'd mention Swords Dance by name. I've actually seen several high-profile games be lost or almost lost because somebody let a Charizard set up a Swords Dance on a sleeping Blastoise. Swords Dance is really scary. You could also probably merge or reconfigure these sentences differently so it is easier to talk about all of the necessary Pokemon without repetition. Blastoise is also quite vulnerable to being exploited by Sleep moves due to its low Speed.


I feel like the 2HKO on Exeggcute is more important than both of these, especially Weepinbell.


It's generally the go-to move against other Water-type Pokemon, unless you feel like fishing for a freeze.


Toxic also synergizes well with partial-trapping in general, so teams with several partial-trappers will regularly make use of Toxic. For example, Toxic gives Ninetales a much better shot of knocking out an opposing Blastoise via Fire Spin.


Heal off poison or paralysis.


I guess you can keep this point, but I really don't see PP stall as a common tactic in NU, if it is even possible at all.


Kabutops too.


Counter has a bit more utility than this. It's pretty good in the ditto. It also is really good when scaring out a Fire-type Pokemon that just nailed Blastoise with a Normal-type move and swapped out. If Blastoise uses Counter after Charizard's Slash, you are looking at upwards of 50% of damage on the opposing Blastoise or whatever else switched. I also think that Raticate fun fact might depend on the evenness or oddness of the Pokemon's HP, but I could be wrong.


Forcing a Rest with repeated Body Slams works fine too.


Couple of things here:

I find Mr. Mime checks to be pretty indispensable for teams around Blastoise, so they should be mentioned. Both offensive ones (Arcanine, Moltres, Clefable, etc.) and defensive ones (Exeggutor, Drowzee, your own Mr. Mime, etc.) qualify.

Fire-type Pokemon pair well with Blastose for both offensive and defensive reasons. The bulk and Speed of a lot of the top Fire-type Pokemon give Blastoise a lot of help with tricky Pokemon like Mr. Mime, Clefable, and even kind of Nidoking. They also help ease some pressure against Moltres. While Blastoise does beat Moltres, Blastoise could still easily collapse to some untimely critical hits, which cut away about half of Blastoise health from full.

Blastoise is pretty essential for supporting stuff like Fearow and Electrode as you need some way to pressure Golem when it switches in (or take it out via a Surf on a bad read by the Golem player or a forced Explosion).

Ctrl+F Porygon 0/0
I think this might just be an oversight, but how could you not mention Porygon anywhere in this analysis? Porygon is a hard counter to Blastoise, so this weakness should really brought up somewhere. Porygon is also a really solid partner for Blastoise because it allows Blastoise to accomplish things without being bogged down by the ditto.

We'll leave it at that for now. I'll read this over again when its all implemented and probably QC shortly after. Cheers!
I believe I implemented everything, hmu if I missed something
 

Volk

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Well clean this up now I suppose.

Blastoise is also an offensive threat in its own right, with its meaty STAB Water-type attacks being hard for much of the tier to take reliably, being resisted only by Water-types.
First, "meaty" though. I just can't. No explanation, I just can't.
Second, I think you botched the wording here. Blastoise's STAB is obviously not resisted only by Water-type Pokemon, both literally and practically, as Exeggcute and Dragonair exist in NU. I assume you meant the combination of Water- and Ice-type moves is resisted by only Water-type Pokemon, but you don't actually say that.

Ice Beam grants Blastoise unresisted coverage except versus opposing Water-types, notably wielding a guaranteed 2HKO versus Exeggcute, while also allowing Blastoise to break through opposing Blastoise more easily due to the threat of a freeze.
This is very choppy. I'd drop a period after "Water-types" and start a new sentence with the rest of the information.

Due to RBY mechanics, the only way to thaw is to be hit with a Fire-type move that can burn, meaning that most of the time a freeze is equivalent to a KO. However, with the prominence of Fire-types in the tier, one has to be much more wary of using Fire Blast due to the threat of a potential thaw.
I'm not really sure if all this information is really necessary.

Alternatively, Toxic can be used as the most definitive check to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if Sleep Clause Mod is already in effect, it acts as an effective stop to Amnesia Poliwhirl as Poliwhirl will be forced out due to chip damage before it can both set up and break through Blastoise. A poisoned Poliwhirl is also less effective at absorbing Fire Spin.
Toxic also works well on partial-trapping heavy teams as a form of support.

Finally, Rest complements Blastoise's bulk to grant it incredible longevity, able to effectively heal off poison and paralysis that it may have taken over time while switching in against Fire-types and opposing Blastoise.
What does Blastoise Rest on? How does it wake up?

Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and Charizard and deal vast sums of damage, notably OHKOing Raticate—or any switch-in—with a countered Super Fang.
To my knowledge, this is not true. If the switch-in has a higher base HP than Blastoise, a countered Super Fang will not OHKO. Moreover, this assumes that Blastoise took the Super Fang at full health.

However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt, causing Blastoise to waste a turn and take unnecessary damage in the process.
Unless I'm forgetting someone, I don't think there is any Pokemon that is realistically susceptible to Counter and also able to use Thunderbolt.

In addition to this, the lack of a Blastoise can make it much trickier to contest opposing Blastoise for similar reasons.
What does this mean? Reasons similar to what?

Ergo, the Blastoise mirror will happen quite frequently and will often influence the course of an entire game.
This is pretty confusing as well and I think you may be misusing "ergo."

The latter strategy has to be used carefully, as the foe will often either heal off the status with Rest or use a move that cripples the incoming partial trapper like Body Slam.
Toxic is more to force a quick Rest rather than a means to get a Fire Spin user in. I don't think anyone is hard switching a Fire-type Pokemon into an awake Blastoise unless they are very confident that it is using Rest.

Finally, Blastoise pairs well with Porygon, as it hard counters opposing Blastoise and therefore decreases the defensive pressure on Blastoise and lets it focus on performing other duties like checking Fire-types.
There is a bit more to this, as Porygon makes a very robust defensive core with Blastoise. They cover a lot of different Pokemon and the addition of Thunder Wave makes this even more thorough. I also think Poygon should be given more attention overall when discussing Blastoise's shortcomings.

We'll do one more round of this and we'll call it.
 

pac

Pay 5000, gg?
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Well clean this up now I suppose.


First, "meaty" though. I just can't. No explanation, I just can't.
Second, I think you botched the wording here. Blastoise's STAB is obviously not resisted only by Water-type Pokemon, both literally and practically, as Exeggcute and Dragonair exist in NU. I assume you meant the combination of Water- and Ice-type moves is resisted by only Water-type Pokemon, but you don't actually say that.


This is very choppy. I'd drop a period after "Water-types" and start a new sentence with the rest of the information.


I'm not really sure if all this information is really necessary.


Toxic also works well on partial-trapping heavy teams as a form of support.


What does Blastoise Rest on? How does it wake up?


To my knowledge, this is not true. If the switch-in has a higher base HP than Blastoise, a countered Super Fang will not OHKO. Moreover, this assumes that Blastoise took the Super Fang at full health.


Unless I'm forgetting someone, I don't think there is any Pokemon that is realistically susceptible to Counter and also able to use Thunderbolt.


What does this mean? Reasons similar to what?


This is pretty confusing as well and I think you may be misusing "ergo."


Toxic is more to force a quick Rest rather than a means to get a Fire Spin user in. I don't think anyone is hard switching a Fire-type Pokemon into an awake Blastoise unless they are very confident that it is using Rest.


There is a bit more to this, as Porygon makes a very robust defensive core with Blastoise. They cover a lot of different Pokemon and the addition of Thunder Wave makes this even more thorough. I also think Poygon should be given more attention overall when discussing Blastoise's shortcomings.

We'll do one more round of this and we'll call it.

Implemented!
 

Volk

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is a Contributor to Smogon
Okay.

Blastoise's Speed contributes to this problem, as even after waking up it is hard for it to be able to threaten foes without being susceptible to a KO, letting dangerous Swords Dance users like Charizard, Kabutops, Kingler, and Pinsir set up for free.
Just reword this a bit. It is a little wordy and confusing.

Finally, Blastoise is hard countered by Porygon, due to its immunity to Body Slam paralysis as well as access to Recover, Thunder Wave, and the ability to 3HKO Blastoise with Thunderbolt.
I'd add "or whittle it down with Psychic." Apparently, people aren't really running Thunderbolt on Porygon too much anymore so it might be worth mentioning the other move it uses to KO Blastoise (or at least bully it).

Surf is Blastoise's most consistent STAB move, threatening the vast majority of notable Ground- and Fire-types like Nidoking, Charizard, Arcanine, Ninetales, Rapidash with 2HKOes, while Golem is OHKOed.
Remove "vast majority of." Pretty sure Surf covers every Pokemon in that category to at least some extent.

Most notably, it wields a guaranteed 2HKO versus Exeggcute, while also allowing Blastoise to break through opposing Blastoise more easily due to the threat of a freeze.
Nitpick, but the "threat of freeze" doesn't technically allow Blastoise to "break through opposing Blastoise." Blastoise can break through opposing Blastoise if it freezes it.

Also, Toxic synergises well with Fire Spin users like Rapidash and Ninetales, supporting their gameplan by vastly increasing the chip damage gained from Fire Spin.
Works with Pinsir, Dragoniar, etc. as well I suppose.

In addition to this, Slash users such as Charizard, Kabutops, and Pinisir are able to ignore the Defense boosts entirely.
"Pinsir."

Blastoise also finds its way onto teams with multiple Water-type Pokemon like Kabutops and Poliwhirl, leading to a team that is incredibly strong defensively versus offensive teams that wield multiple Fire-types while functioning versus teams with multiple Water-types as well.
I feel like this could be worded better.

Golem is especially notable as a Blastoise partner due to this, since it completely stonewalls opposing Electrode that Blastoise despises, while also acting as a check towards Mr. Mime.
Mr. Mime checks in general tend to be good with Blastoise. This is the usual suspects, Exeggcute, Drowzee, Clefable, Arcanine, etc. Considerind Blastoise is such a fixture of the metagame, its Team Options ends up just being a basic introduction to teambuilding in RBY NU. Kind of funny.

I think we'll call it a day now. QC 2/2 from me.
 
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View attachment 374781
[OVERVIEW]

Blastoise is one of the most centralizing and defensively potent Pokemon in RBY NU. Its role in checking several of the tier's primary offensive threats, such as Seadra, Golem, Moltres, Arcanine, Charizard, and opposing Blastoise, is essential for the majority of teams to function. In addition to this, it is especially notable for being able to absorb Fire Spins addition, it is especially notable for absorbing Fire Spin from Rapidash, Ninetales, and the aforementioned Charizard, punishing misses extremely effectively. Blastoise is also an offensive threat in its own right, a legitimate offensive threat, with its combination of STAB Water-type attacks and Ice-type coverage moves being hard for much of the tier to take reliably, being resisted only by Water-types.

However, Blastoise's Speed is mediocre for the tier, causing it to get mediocre Speed leaves it outrun by numerous offensive threats like Mr. Mime, Electrode, Nidoking, Kabutops, and the multiple viable Fire Spin users like Ninetales and Charizard. all viable Fire Spin users. (I assume?) Electrode and Mr. Mime are especially problematic, due to with their powerful Thunderbolts often forcing Blastoise to switch out and lose momentum. In addition, it struggles to break through the mirror, opposing Blastoise, meaning that the opponent will usually have a very safe switch-in to Blastoise. Finally, Blastoise's reliance on Rest for recovery leaves room for exploitation by Blastoise's reliance on Rest can let strong attackers such as Charizard, Nidoking, Pinsir, and Fearow. Blastoise's Speed makes this especially problematic, as after waking up it's hard for it to to threaten the foe without being susceptible to a KO. Fearow exploit it, especially since its Speed makes it hard to threaten foes after waking up. This lets dangerous Swords Dance users like Charizard, Kabutops, Kingler, and Pinsir set up for free. Finally, Blastoise is hard countered by Porygon, Porygon hard counters Blastoise due to its immunity to Body Slam paralysis, (AC) as well as access to Recover, Thunder Wave, and the ability to either 3HKO Blastoise with Thunderbolt or whittle it down with Psychic.

[SET]
name: Bulky Attacker
move 1: Surf / Hydro Pump
move 2: Ice Beam / Blizzard
move 3: Body Slam / Toxic
move 4: Rest

[SET COMMENTS]

Surf is Blastoise's most consistent STAB move, threatening 2HKOes notable Ground- and Fire-types like Nidoking, Charizard, Arcanine, Ninetales, and Rapidash with 2HKOes, while Golem is OHKOed. Alternatively, Hydro Pump sacrifices accuracy for more offensive potency, power, securing a 2HKO on Moltres, a possible 2HKO versus Kabutops, and a guaranteed 3HKO against Clefable. Ice Beam grants Blastoise unresisted coverage, except versus opposing Water-types. Most notably, it wields a guaranteed 2HKO versus Exeggcute, while also allowing Blastoise to always 2HKOes Exeggcute and helps break through opposing Blastoise more easily due to freeze. As another option, Blizzard sacrifices PP and a tad bit of accuracy for larger damage output, more damage, notably confirming the 2HKOs on Dragonair and the niche Weepinbell. Body Slam spreads paralysis, punishing switch-ins while helping to mitigate mitigating Blastoise's mediocre Speed, while also dealing solid damage to opposing Water-types like Seadra and Poliwhirl. Alternatively, Toxic can be used as the most definitive check is the best response to partial trapping from the likes of Pinsir and Dragonair. In addition to this, if Sleep Clause Mod is already in effect, it the opponent has already slept a teammate, Toxic acts as an effective stop to Amnesia Poliwhirl, (AC) as Poliwhirl will be forced forcing it out due to chip damage before it can both (unless it can theoretically break through blastoise without setting up?) set up and break through Blastoise. A poisoned Poliwhirl—or other target—is also less effective at absorbing Fire Spin. Also, Toxic synergises well with partial trappers like Rapidash, Ninetales, Pinsir, and Dragonair, supporting their gameplan by vastly increasing the chip damage gained from Fire Spin. partial-trapping moves, letting teammates like Rapidash, Ninetales, Pinsir, and Dragonair chip it much more. Finally, Rest complements Blastoise's bulk to grant it incredible longevity, able to effectively heal off poison and paralysis that it may have taken over time while switching in against Fire-types and with the longevity and status healing to consistently switch into Fire-types, opposing Blastoise, (AC) and Seadra. Rest is best used versus the aforementioned Fire- and Water-types, as they are largely unable to immediately threaten it Blastoise—outside of Charizard, (AC) who which typically switches out due to the threat of STAB Surf, paralysis, or Toxic.

Blastoise has a few other possible options, though they are generally not used rare due to the valued consistency of the main set. Seismic Toss is the most enticing, being Blastoise's strongest attack versus opposing Blastoise, consistently 4HKOing it. If it's used on the turn the opposing Blastoise uses Rest, then your Blastoise is poised to win KO if it wins a Speed tie on the foe's wakeup turn. Reflect or Withdraw expands Blastoise's fantastic bulk to extreme heights, boosts Blastoise's already fantastic Defense, with a +2 Blastoise taking less than 43% from even a +2 Kingler's Hyper Beam. Reflect gives Blastoise effectively +2 Defense a large boost immediately, but Withdraw has higher potential long-term, including in regards to PP stall. However, both fail to solve Blastoise's susceptibility to Thunderbolt, and can therefore let thus letting potent special attackers like Electrode and Mr. Mime switch in freely if not removed prior. In addition to this, freely. Slash users such as Charizard, Kabutops, and Pinsir are able to ignore the Defense boosts entirely. also ignore both moves. Earthquake is Blastoise's strongest attack versus Electrode and the rare Gastly, 2HKOing the former and having a 59% chance to OHKO the latter. Lastly, Counter allows Blastoise to switch in on potent physical attackers like Raticate and Charizard and deal vast sums of damage. It is also relevant versus Fire-type mixed attackers like Charizard and Arcanine, switching in on their Slash and Body Slam respectively, forcing them out and nailing letting Blastoise switch into their Normal-type attacks to force them out and nail any switch-ins. However, most of the best targets for Counter have options to avoid it like Drill Peck or Thunderbolt, causing Blastoise to waste a turn and take unnecessary damage in the process. In addition, an opponent is unlikely to be tricked by Counter once they are aware of its existence, meaning that after a singular use it is useless a lot of the time. using it removes the surprise factor, which often leaves it useless after the first attempt.

Blastoise should be preserved throughout the early- and mid-game, (AC) due to its ability to as it can consistently halt momentum from the foe's primary offensive threats like Moltres and Seadra. In addition to this, the lack of a losing Blastoise can make it much trickier to contest opposing Blastoise, as many of your own threats are checked by it. it will check many of your own threats. Due to this, the Blastoise mirror match will happen quite frequently and will often influence the course of an entire game. Blastoise can either fish for freeze with Ice Beam (RC) or eventually force a Rest with repeated Body Slams or Toxic.

Blastoise pairs well with Pokemon that can help it avoid the mirror, prevent matchups with opposing Blastoise, such as Electrode and Mr. Mime, (AC) who which both 2HKO with Thunderbolt with minor chip damage. While niche, Gastly is surprisingly notable for this role as well, due to its ability to freely pivot in on attempted Body Slams freely pivoting in on Body Slam while threatening a 2HKO with Thunderbolt after minor chip damage. Blastoise also pairs well with Fire- and Ground-types (removed space after hyphen) like Arcanine, Golem, and Moltres due to its ability to effectively handle it effectively handling opposing Blastoise, Kabutops, Seadra, and Poliwhirl, (AC) that which they can struggle with. The presence of Fire-types also decreases the pressure on Blastoise to constantly switch-in to switch into the likes of Moltres. If paired with multiple Fire Spin users, Toxic Blastoise is preferred, as Toxic allows it to support its teammates' ability to helps them more consistently check opposing Water- and Fire-types. Blastoise also finds its way onto teams with multiple Water-type Pokemon other Water-types like Kabutops and Poliwhirl, leading to a team that is which makes teams incredibly strong defensively versus offensive teams that wield multiple Fire-types, while still having a good matchup unctioning as well as keeping good matchups versus other teams with multiple Water-types. (removed extra period) This dichotomy of Fire-types and Water-types drives offense in RBY NU, and is one reason why Electrode and Mr. Mime are so offensively potent. although Electrode and Mr. Mime can exploit it offensively. (I imagine?) Golem is especially notable as a Blastoise partner due to this, since it completely stonewalls opposing Electrode that Blastoise despises, while also acting as a check towards Electrode, which Blastoise despises, while checking Mr. Mime. (if you want alterations to the effect of "golem is a serviceable okay mime check but egg does it better", go ahead) Alternatively, Exeggcute also checks both Electrode and Mr. Mime, though it doesn't completely negate Electrode in the same way that Golem does. Other options for the role of checking Mr. Mime include Drowzee, Clefable, Arcanine, and Ninetales. In addition, Blastoise synergises with offensive Pokemon susceptible to Golem like Fearow, Electrode, and Scyther, as Blastoise's ability to check Golem allows these Pokemon checking Golem for them to wreak havoc more consistently. Finally, Blastoise pairs well with Porygon, as it hard counters opposing Blastoise and therefore decreases the defensive pressure on Blastoise, letting it focus on performing other duties like checking Fire-types. In addition to this, Conversion Porygon checks Mr. Mime, which threatens Blastoise with hefty damage normally.

[CREDITS]
- Written by: [[pac, 520967]]
- Quality checked by: [[May, 236353], [Volk, 530877]]
- Grammar checked by: [[Finland, 517429]
 
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