• Check out the relaunch of our general collection, with classic designs and new ones by our very own Pissog!

Quality Control Bulk Up Great Tusk [QC 1/2] [GP 0/1]

1LDK

Gone Guru
is a Top Team Rateris a Community Contributor
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Headlong Rush
move 3: Ice Spinner
move 4: Rapid Spin / Close Combat / Knock Off
item: Booster Energy
tera type: Ice / Steel / Ghost
ability: Protosynthesis
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
ivs:

[SET COMMENTS]

Bulk Up Great Tusk is deadly win condition, capable of taking the game away by storm thanks to its great natural physical bulk, speed and power. Headlong Rush provides greater destructive power, and it's not affected by Grassy Terrain, but Earthquake doesn't drop Great Tusk's defenses, which can mean better hit taking abilities from physical attackers. Ice Spinner ensures you can hit Flying-types like Gliscor, Landorus-T and Tornadus-T. The last moveslot has a lot of options, Rapid Spin still allows you to spin hazards away for the rest of the team while also racking up speed boosts. At +1 you outspeed almost every unboosted threat like Dragapult and Zamazenta. Close Combat can overwhelm Corviknight and Skarmory better than Ice Spinner, and it absolutely smashes Grass-types like Rillaboom and Ogerpon-Wellspring, and Dark-types like Ting-Lu and Hisuian Samurott. Knock Off provides utility thanks to its ability to remove items, which can force progress, not to mention that it smacks Ghost-types like Dragapult and Gholdengo, the latter commonly using Air Balloon to avoid being killed by ground moves. Last but not least, Taunt allows Great Tusk to block status moves, which is very important versus a lot of ways commonly used to check it, ranging from Will-O-Wisp from Dragapult, Cinderace and Darkrai, Iron Defense from Corviknight, Skarmory and Zamazenta, recovery moves like roost on the former too and rest on the latter; and phazing moves like Ting-Lu's Whirlwind and Zamazenta's Roar. Quick mention goes to Stone Edge which forms neutral coverage versus everything, but can also help a lot against Flying-types like Zapdos, Tornadus-Therian and especially Moltres, Head Smash can straighten up OHKO Moltres without need of a boost, but it's a contact move so beware of a burn. The item is Booster Energy, combining the max hp and max speed will allow Protosynthesis to activate speed, letting it hit 450, which outspeeds almost all the unboosted metagame. But consider Leftovers and Rocky Helmet as alternatives only if Great Tusk has sun support, because it will naturally activate Protosynthesis. Terastalization also has a good variety. Ice boosts the power of Ice Spinner which lets you OHKO Landorus-T after a Bulk Up and lets Great Tusk get a defense boost under snow. Steel allows it to flip a lot of its bad matchups against Flying-types like Tornadus-Therian and Zapdos running Hurricane, Grass-types like Rillaboom with Grassy Glide, Fairy-types like Iron Valiant and Clefable. Psychic-types like Deoxys-Speed and Galarian Slowking, and Ice-types like Kyurem and Weavile. Ghost combines particularly well with Taunt, together, they stone wall Iron Defense Body Press like the aforementioned Zamazenta, Corviknight and Skarmory, allowing the elephant to fully brute force trough them, and its new-found weakness to dark-types like Kingambit and Hisuian Samurott can be mitigated thanks to the defense boosts Bulk Up provides. Fire grants Great Tusk an immunity to Will-o-Wisp from common users like Cinderace and Dragapult and Grass-, Ice-, and Fairy-resists, letting Great Tusk safely setup against Cinderace or improving the matchup against the likes of Iron Valiant and Rillaboom.

This set finds itself in both hyper offense and sun teams as a win condition that can snowball out of control pretty fast. The biggest weakness this set faces are strong special attackers that can simply blow it away before it can do something. Iron Valiant, Tornadus-T, Enamorus, Deoxys-Speed and many others can abuse its low special defense. And depending on the set, physical walls like Zamazenta, Corviknight, Alomomola, Moltres and Dondozo have no problem taking it on. Special mention goes to both Rillaboom and Ogerpon-Wellspring which are physical attackers that eviscerate Great Tusk even at +1 defense. Dragonite is a great partner who can make quick work of all the aforementioned special attackers thanks to its strong priority. And can potentially force out physical walls and lure them with tools like Encore for non-offensive attacks like Thunder Wave on Clefable and Stealth Rocks on Ting Lu for example, or and Fire Punch for Steel-types like Corviknight and Skarmory, this means that both can help lure common checks for the other. In return, Great Tusk can do the same with Stone Edge for Moltres and Taunt for Dondozo. Deoxys-Speed can help with many different options, ranging from setting screens, fast taunt to block status moves and giving Great Tusk a point of entry, softening the field with the use of Knock Off and hazards, or just plain damage with Psycho Boosts vaporizing Zamazenta and Ogerpon-W, as well as coverage moves for Corviknight and Moltres, Rillaboom and Tornadus-Therian. In return, Great Tusk can wall physical threats like Kingambit, and destroy special walls like Galarian Slowking and Blissey. Iron Moth can melt down Fairy-types like Clefable and Iron Valiant and Steel-types like Corviknight and Skarmory. Just like Deoxys-Speed, Iron Moth appreciates having Great Tusk rolling over special walls like Heatran and Clodsire. Gholdengo is another good partner because it can deal with some physical walls like Zamazenta and Clefable. Great Tusk returns the favor by dealing with Kingambit and Iron Treads. If running sun, consider Venusaur who benefits from Great Tusk inviting Grass and Fairy-types, thus, giving Venusaur free entry and set up, vaporizing Fairy and Grass-types with Sludge Bomb while incinerating Steel-types with Weather Ball in return. And Walking Wake can also help with Hydro Steam exploding every non resists, and Flamethrower to deal with water resists like Rillaboom and Ogerpon-W, Great Tusk repays the favor by taking the special walls like Galarian Slowking and Blissey out. When running hyper offense, Alolan Ninetales is an amazing partner thanks to its Aurora Veil giving Great Tusk more chances to set up. Another good partner are offensive Stealth Rock users like Glimmora and Ting Lu, who can maintain them with offensive pressure. If running sun. Torkoal is also a must because of its access to Stealth Rock and Rapid Spin, which can help alleviate the need for Rapid Spin on the elephant.


[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/setsu.548068/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
Last edited:
add remove highlight comment

Looks like a lot and it is a lot but mostly soft comments, the only part that might need some more rewording is the Dragonite section, otherwise happy to let you decide how to apply the check. QC 1/2 after implemented, thank you and let me know if you have any questions

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Headlong Rush / Earthquake
move 3: Ice Spinner
move 4: Rapid Spin / Close Combat / Knock Off / Taunt Fine mentions but think its good to keep them as such and not slashes
item: Booster Energy
tera type: Ice / Steel / Ghost
ability: Protosynthesis
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
ivs:

[SET COMMENTS]

Bulk Up Great Tusk is an underrated yet Flavor text deadly win condition, capable of taking the game away by storm thanks to its great natural bulk. Perhaps add something about its good speed and power in the first sentence as well? Headlong Rush provides greater destructive power, and it's not affected by Grassy Terrain, but Earthquake doesn't drop Great Tusk's defenses, which can mean better hit taking abilities from physical attackers. Ice Spinner ensures you can hit Flying-types like Gliscor, Landorus-T and Tornadus-T. The last moveslot has a lot of options, Rapid Spin still allows you to spin hazards away for the rest of the team while also racking up speed boosts. You could mention Pokemon that you outspeed after a Rapid Spin, or even that it lets you regain Speed later in the game, were you to consume Booster Energy early on Close Combat is a STAB move that flavor text can overwhelm Corviknight and Skarmory better than Ice Spinner, and it absolutely smashes Grass-types like Rillaboom and Ogerpon-Wellspring, and Dark-types like Ting-Lu and Hisuian Samurott. Knock Off provides utility thanks to its ability to remove items, which can force progress, not to mention that it smacks Ghost-types like Dragapult and Gholdengo, the latter commonly using Air Balloon to avoid being killed by ground moves. Last but not least, Taunt allows Great Tusk to block status moves, which is very important versus a lot of ways commonly used to check it, ranging from Will-O-Wisp from Dragapult, Cinderace and Darkrai, Iron Defense from Corviknight, Skarmory and Zamazenta, and phazing moves like Ting-Lu's Whirlwind and Zamazenta's Roar. I would also mention Recovery moves like Corviknight's Roost but this list is fine The item is Booster Energy, combining the max hp and max speed will allow Protosynthesis to activate speed, letting it hit 450, which outspeeds all the unboosted metagame. Not Deoxys-S, so "almost" or "most" would be better But consider Leftovers as an alternative only if Great Tusk has sun support. This is a good shout; I would go a step further and say Leftovers, Rocky Helmet, or Heavy-Duty Boots. Perhaps make it more clear that the sun boost is to activate its Protosynthesis. Whatever you consider adding will be fine. Terastalization also has a good variety. Ice boosts the power of Ice Spinner A small example would be good, something like you OHKO Tornadus-T after a Bulk Up and lets Great Tusk get a defense boost under snow. Steel allows it to flip a lot of its bad matchups against Flying-types like Tornadus-Therian and Zapdos running Hurricane, Grass-types like Rillaboom with Grassy Glide and Fairy-types like Iron Valiant and Clefable. I would go all the way and mention Ice-types and Psychic-types, but up to you Ghost combines particularly well with Taunt, together, they stone wall Iron Defense Body Press like the aforementioned Zamazenta, Corviknight and Skarmory, allowing the elephant to fully brute force trough them, and its new-found weakness to dark-types like Kingambit and Hisuian Samurott can be mitigated thanks to the defense boosts Bulk Up provides. Another two Tera mentions could be Fire and Electric. The former grants you an immunity to Wisp and Grass-, Ice-, and Fairy-resists, letting you safely setup against Cinderace or improving your matchup against the likes of Iron Valiant and Rillaboom. Tera Electric meanwhile grants you a resistance to both of Zapdos's STAB moves, greatly improving your matchup against it. Up to you Quick mention goes to Stone Edge which forms neutral coverage versus everything, but can also help a lot against Flying-types like Zapdos, Tornadus-Therian and especially Moltres. Please move this before the items, when you are still talking about the moves. I would also add Head Smash as it OHKOs Moltres without the need for a boost.

This set finds itself in both hyper offense and sun teams as a win condition that can snowball out of control pretty fast. When running hyper offense, Alolan Ninetales is an amazing partner thanks to its Aurora Veil giving Great Tusk more chances to set up. Another good partner are offensive Stealth Rock users like Glimmora and Ting Lu, who can maintain them with offensive pressure. If running sun. Torkoal is also a must because of its access to Stealth Rock and Rapid Spin, which can help alleviate the need for Rapid Spin on the elephant. This is all okay but I would put it way below in the paragraph, as its rather general info like "offensive mon is good in veil and likes hazards", and you even go more in depth about sun partners at the end of the paragraph The biggest weakness this set faces are strong special attackers that can simply blow it away before it can do something. Iron Valiant, Tornadus-T, Enamorus, Deoxys-Speed and many others can abuse its low special defense. And depending on the set, physical walls like Zamazenta, Corviknight, Skarmory, Alomomola, More relevant as well as Moltres and Dondozo Is there a reason for these 2 to be singled out? I think you can include them with the others fairly fine have no problem taking it on. Special mention goes to both Rillaboom and Ogerpon-Wellspring which are physical attackers that eviscerate Great Tusk even at +1 defense. For this reason, fight overwhelming offense with more overwhelming offense. Think this is flavor text, I would personally remove but will let you and second checker decide Dragonite is a great partner who can make quick work of all the aforementioned special attackers thanks to its strong priority. And can potentially force out physical walls and lure them with tools like Encore and Fire Punch, this means that both can help lure common checks for the other. Think this part is rather hard to understand, the Encore mention reads fine but its not clear what Fire Punch nor priority moves are doing. Perhaps reword it a bit, or just focus on the bulky Pokemon rather than the special attackers. You can name particular examples of lures as Great Tusk can run Head Smash / Stone Edge to beat Moltres, or Taunt to keep Corviknight and Dondozo low, while Dragonite may weaken the aforementioned physical attackers with Choice Band Deoxys-Speed can help with many different options, ranging from setting screens, fast taunt to block status moves and giving Great Tusk a point of entry, softening the field with the use of Knock Off and hazards, or just plain damage with Psycho Boosts vaporizing Zamazenta and Ogerpon-W, Thunderbolt for Corviknight and Moltres and Ice Beam for Ting-Lu, Rillaboom and Tornadus-Therian. No need to be this specific, probably just mention that it threatens Zamazenta, Dondozo, Ogerpon-W, to name a few In return, Great Tusk can wall physical threats like Kingambit, and destroy special walls like Galarian Slowking and Blissey. Iron Moth can melt down Fairy-types like Clefable and Iron Valiant and Steel-types like Corviknight and Skarmory. Just like Deoxys-Speed, Iron Moth appreciates having Great Tusk rolling over special walls. You could go a bit more specific on the Iron Moth checks route and mention the likes of Heatran, Clodsire, and Glimmora If running sun, consider Hatterene who can alleviate its need of being a hazard remover with Magic Bounce combined with Torkoal's Rapid Spin, but also has Healing Wish which can bring Great Tusk back for another run. Venusaur benefits from Great Tusk inviting Grass and Fairy-types, thus, giving Venusaur free entry and set up, vaporizing Fairy and Grass-types with Sludge Bomb while incinerating Steel-types with Weather Ball in return. And Walking Wake can also help with Hydro Steam exploding every non resists, and Flamethrower to deal with water resists like Rillaboom and Ogerpon-W, Great Tusk repays the favor by taking the special walls like Galarian Slowking and Blissey out This might be a tad much for sun, I would remove Hatterene but dont pressed if you want to keep it.

- Gholdengo could be a fine mention as it deals with most physical walls as well as the Fairy-types, while Great Tusk takes on Cinderace, Kingambit, and Iron Treads.



[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
 
Last edited:
add remove highlight comment

Looks like a lot and it is a lot but mostly soft comments, the only part that might need some more rewording is the Dragonite section, otherwise happy to let you decide how to apply the check. QC 1/2 after implemented, thank you and let me know if you have any questions

[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Headlong Rush / Earthquake
move 3: Ice Spinner
move 4: Rapid Spin / Close Combat / Knock Off / Taunt Fine mentions but think its good to keep them as such and not slashes
item: Booster Energy
tera type: Ice / Steel / Ghost
ability: Protosynthesis
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
ivs:

[SET COMMENTS]

Bulk Up Great Tusk is an underrated yet Flavor text deadly win condition, capable of taking the game away by storm thanks to its great natural bulk. Perhaps add something about its good speed and power in the first sentence as well? Headlong Rush provides greater destructive power, and it's not affected by Grassy Terrain, but Earthquake doesn't drop Great Tusk's defenses, which can mean better hit taking abilities from physical attackers. Ice Spinner ensures you can hit Flying-types like Gliscor, Landorus-T and Tornadus-T. The last moveslot has a lot of options, Rapid Spin still allows you to spin hazards away for the rest of the team while also racking up speed boosts. You could mention Pokemon that you outspeed after a Rapid Spin, or even that it lets you regain Speed later in the game, were you to consume Booster Energy early on Close Combat is a STAB move that flavor text can overwhelm Corviknight and Skarmory better than Ice Spinner, and it absolutely smashes Grass-types like Rillaboom and Ogerpon-Wellspring, and Dark-types like Ting-Lu and Hisuian Samurott. Knock Off provides utility thanks to its ability to remove items, which can force progress, not to mention that it smacks Ghost-types like Dragapult and Gholdengo, the latter commonly using Air Balloon to avoid being killed by ground moves. Last but not least, Taunt allows Great Tusk to block status moves, which is very important versus a lot of ways commonly used to check it, ranging from Will-O-Wisp from Dragapult, Cinderace and Darkrai, Iron Defense from Corviknight, Skarmory and Zamazenta, and phazing moves like Ting-Lu's Whirlwind and Zamazenta's Roar. I would also mention Recovery moves like Corviknight's Roost but this list is fine The item is Booster Energy, combining the max hp and max speed will allow Protosynthesis to activate speed, letting it hit 450, which outspeeds all the unboosted metagame. Not Deoxys-S, so "almost" or "most" would be better But consider Leftovers as an alternative only if Great Tusk has sun support. This is a good shout; I would go a step further and say Leftovers, Rocky Helmet, or Heavy-Duty Boots. Perhaps make it more clear that the sun boost is to activate its Protosynthesis. Whatever you consider adding will be fine. Terastalization also has a good variety. Ice boosts the power of Ice Spinner A small example would be good, something like you OHKO Tornadus-T after a Bulk Up and lets Great Tusk get a defense boost under snow. Steel allows it to flip a lot of its bad matchups against Flying-types like Tornadus-Therian and Zapdos running Hurricane, Grass-types like Rillaboom with Grassy Glide and Fairy-types like Iron Valiant and Clefable. I would go all the way and mention Ice-types and Psychic-types, but up to you Ghost combines particularly well with Taunt, together, they stone wall Iron Defense Body Press like the aforementioned Zamazenta, Corviknight and Skarmory, allowing the elephant to fully brute force trough them, and its new-found weakness to dark-types like Kingambit and Hisuian Samurott can be mitigated thanks to the defense boosts Bulk Up provides. Another two Tera mentions could be Fire and Electric. The former grants you an immunity to Wisp and Grass-, Ice-, and Fairy-resists, letting you safely setup against Cinderace or improving your matchup against the likes of Iron Valiant and Rillaboom. Tera Electric meanwhile grants you a resistance to both of Zapdos's STAB moves, greatly improving your matchup against it. Up to you Quick mention goes to Stone Edge which forms neutral coverage versus everything, but can also help a lot against Flying-types like Zapdos, Tornadus-Therian and especially Moltres. Please move this before the items, when you are still talking about the moves. I would also add Head Smash as it OHKOs Moltres without the need for a boost.

This set finds itself in both hyper offense and sun teams as a win condition that can snowball out of control pretty fast. When running hyper offense, Alolan Ninetales is an amazing partner thanks to its Aurora Veil giving Great Tusk more chances to set up. Another good partner are offensive Stealth Rock users like Glimmora and Ting Lu, who can maintain them with offensive pressure. If running sun. Torkoal is also a must because of its access to Stealth Rock and Rapid Spin, which can help alleviate the need for Rapid Spin on the elephant. This is all okay but I would put it way below in the paragraph, as its rather general info like "offensive mon is good in veil and likes hazards", and you even go more in depth about sun partners at the end of the paragraph The biggest weakness this set faces are strong special attackers that can simply blow it away before it can do something. Iron Valiant, Tornadus-T, Enamorus, Deoxys-Speed and many others can abuse its low special defense. And depending on the set, physical walls like Zamazenta, Corviknight, Skarmory, Alomomola, More relevant as well as Moltres and Dondozo Is there a reason for these 2 to be singled out? I think you can include them with the others fairly fine have no problem taking it on. Special mention goes to both Rillaboom and Ogerpon-Wellspring which are physical attackers that eviscerate Great Tusk even at +1 defense. For this reason, fight overwhelming offense with more overwhelming offense. Think this is flavor text, I would personally remove but will let you and second checker decide Dragonite is a great partner who can make quick work of all the aforementioned special attackers thanks to its strong priority. And can potentially force out physical walls and lure them with tools like Encore and Fire Punch, this means that both can help lure common checks for the other. Think this part is rather hard to understand, the Encore mention reads fine but its not clear what Fire Punch nor priority moves are doing. Perhaps reword it a bit, or just focus on the bulky Pokemon rather than the special attackers. You can name particular examples of lures as Great Tusk can run Head Smash / Stone Edge to beat Moltres, or Taunt to keep Corviknight and Dondozo low, while Dragonite may weaken the aforementioned physical attackers with Choice Band Deoxys-Speed can help with many different options, ranging from setting screens, fast taunt to block status moves and giving Great Tusk a point of entry, softening the field with the use of Knock Off and hazards, or just plain damage with Psycho Boosts vaporizing Zamazenta and Ogerpon-W, Thunderbolt for Corviknight and Moltres and Ice Beam for Ting-Lu, Rillaboom and Tornadus-Therian. No need to be this specific, probably just mention that it threatens Zamazenta, Dondozo, Ogerpon-W, to name a few In return, Great Tusk can wall physical threats like Kingambit, and destroy special walls like Galarian Slowking and Blissey. Iron Moth can melt down Fairy-types like Clefable and Iron Valiant and Steel-types like Corviknight and Skarmory. Just like Deoxys-Speed, Iron Moth appreciates having Great Tusk rolling over special walls. You could go a bit more specific on the Iron Moth checks route and mention the likes of Heatran, Clodsire, and Glimmora If running sun, consider Hatterene who can alleviate its need of being a hazard remover with Magic Bounce combined with Torkoal's Rapid Spin, but also has Healing Wish which can bring Great Tusk back for another run. Venusaur benefits from Great Tusk inviting Grass and Fairy-types, thus, giving Venusaur free entry and set up, vaporizing Fairy and Grass-types with Sludge Bomb while incinerating Steel-types with Weather Ball in return. And Walking Wake can also help with Hydro Steam exploding every non resists, and Flamethrower to deal with water resists like Rillaboom and Ogerpon-W, Great Tusk repays the favor by taking the special walls like Galarian Slowking and Blissey out This might be a tad much for sun, I would remove Hatterene but dont pressed if you want to keep it.

- Gholdengo could be a fine mention as it deals with most physical walls as well as the Fairy-types, while Great Tusk takes on Cinderace, Kingambit, and Iron Treads.



[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/
implemented
 
[SET]
name: Bulk Up
move 1: Bulk Up
move 2: Headlong Rush
move 3: Ice Spinner
move 4: Rapid Spin / Close Combat / Knock Off
item: Booster Energy
tera type: Ice / Steel / Ghost
ability: Protosynthesis
nature: Jolly
evs: 252 HP / 4 Atk / 252 Spe
ivs:

[SET COMMENTS]

Bulk Up Great Tusk is deadly win condition, capable of taking the game away by storm thanks to its great natural physical bulk, speed and power. Headlong Rush provides greater destructive power, and it's not affected by Grassy Terrain, but Earthquake doesn't drop Great Tusk's defenses, which can mean better hit taking abilities from physical attackers. (would reword this to hr is the preffered stab not affected by terrain, but eq doesnt drop defenses to better check physical attackers, something like that) Ice Spinner ensures you can hit Flying-types like Gliscor, Landorus-T and Tornadus-T. The last moveslot has a lot of options, Rapid Spin still allows you to spin hazards away for the rest of the team while also racking up speed boosts. At +1 you outspeed almost every unboosted threat like Dragapult and Zamazenta(you can merge this with the previous sentence). Close Combat can overwhelm Corviknight and Skarmory better than Ice Spinner, and it absolutely smashes Grass-types like Rillaboom and Ogerpon-Wellspring, and Dark-types like Ting-Lu and Hisuian Samurott (obvious thing is obvious) Knock Off provides utility thanks to its ability to remove items, which can force progress, not to mention that it smacks Ghost-types like Dragapult and Gholdengo, the latter commonly using Air Balloon to avoid being killed by ground moves (you can reword this to especially the latter who normally runs air balloon the rest is honestly fluff). Last but not least, Taunt allows Great Tusk to block status moves, which is very important versus a lot of ways commonly used to check it, ranging from Will-O-Wisp from Dragapult, Cinderace and Darkrai, Iron Defense from Corviknight, Skarmory and Zamazenta, recovery moves like roost on the former too and rest on the latter; and phazing moves like Ting-Lu's Whirlwind and Zamazenta's Roar. (if you just mention wisp, id, recovery, and phazing, and one mention of each user would suffice rather then a huge amount, you will still get the point across) Quick mention goes to Stone Edge which forms neutral coverage versus everything, but can also help a lot against Flying-types like Zapdos, Tornadus-Therian and especially Moltres (i would just focus on molt here since zappy and torn-t still get hit by ice spinner even more so after a boost without), Head Smash can straighten up OHKO Moltres without need of a boost, but it's a contact move so beware of a burn. The item is Booster Energy, combining the max hp and max speed will allow Protosynthesis to activate speed, letting it hit 450, which outspeeds almost all the unboosted metagame. But consider Leftovers and Rocky Helmet as alternatives only if Great Tusk has sun support, because it will naturally activate Protosynthesis. Terastalization also has a good variety. Ice boosts the power of Ice Spinner which lets you OHKO Landorus-T after a Bulk Up (i feel inbetween with this mention cause no boost is an ohko even -1 odds are in ur favor especially with rocks, but u know what is true +1 does ohko multiscale dnite) and lets Great Tusk get a defense boost under snow. Steel allows it to flip a lot of its bad matchups against Flying-types like Tornadus-Therian and Zapdos running Hurricane, Grass-types like Rillaboom with Grassy Glide, Fairy-types like Iron Valiant and Clefable. Psychic-types like Deoxys-Speed and Galarian Slowking, and Ice-types like Kyurem and Weavile. (you can rework this to "steel allows it to flip a lot of its bad matchup against, a few examples instead of going of a tangent about every type disadvantag) Ghost combines particularly well with Taunt, together, they stone wall Iron Defense Body Press like the aforementioned Zamazenta, Corviknight and Skarmory, allowing the elephant to fully brute force trough them, (would say take advantage then brute force make sense) and its new-found weakness to dark-types like Kingambit and Hisuian Samurott can be mitigated thanks to the defense boosts Bulk Up provides. Fire grants Great Tusk an immunity to Will-o-Wisp from common users like Cinderace and Dragapult and Grass-, Ice-, and Fairy-resists,(like this for the steel section) letting Great Tusk safely setup against Cinderace or improving the matchup against the likes of Iron Valiant and Rillaboom.

This set finds itself in both hyper offense and sun teams as a win condition that can snowball out of control pretty fast. The biggest weakness this set faces are strong special attackers that can simply blow it away before it can do something. Iron Valiant, Tornadus-T, Enamorus, Deoxys-Speed and many others can abuse its low special defense. (i would merge and rework this section into "Great tusk poor spdef, lets special attackers like ...., beat it) And depending on the set, physical walls like Zamazenta, Corviknight, Alomomola, Moltres and Dondozo have no problem taking it on. Special mention goes to both Rillaboom and Ogerpon-Wellspring which are physical attackers that eviscerate Great Tusk even at +1 defense. Dragonite is a great partner who can make quick work of all the aforementioned special attackers thanks to its strong priority. And can potentially force out physical walls and lure them with tools like Encore for non-offensive attacks like Thunder Wave on Clefable and Stealth Rocks on Ting Lu for example, or and Fire Punch for Steel-types like Corviknight and Skarmory, this means that both can help lure common checks for the other. (this drags on and also defeats the purpose of teammates section, with how you drag on on dnite running certain moves help beat it, which can be said about almost any mon with coverage + tools) In return, Great Tusk can do the same with Stone Edge for Moltres and Taunt for Dondozo. Deoxys-Speed can help with many different options, ranging from setting screens, fast taunt to block status moves and giving Great Tusk a point of entry, softening the field with the use of Knock Off and hazards, or just plain damage with Psycho Boosts vaporizing Zamazenta and Ogerpon-W, as well as coverage moves for Corviknight and Moltres, Rillaboom and Tornadus-Therian. (I would rework this to deoxys-speed can provide scree, make progress with hazards, knock off, and myriad move optiosn to overwhelm "great tusk answers, name a few') In return, Great Tusk can wall physical threats like Kingambit, and destroy special walls like Galarian Slowking and Blissey. Iron Moth can melt down Fairy-types like Clefable and Iron Valiant and Steel-types like Corviknight and Skarmory. (just say mel down fairy- and steel-types like clef, val, corv, and skarm) Just like Deoxys-Speed, Iron Moth appreciates having Great Tusk rolling over special walls like Heatran and Clodsire. Gholdengo is another good partner because it can deal with some physical walls like Zamazenta and Clefable. Great Tusk returns the favor by dealing with Kingambit and Iron Treads. (part of me feels like you can dedicate a section like specail attacker partners like deos, iron moth and dengo can help beat clef, corv, zama, etc, with the former doing ... and the latter can check ...., then mention what great tusk provides in return) If running sun, consider Venusaur who benefits from Great Tusk inviting Grass and Fairy-types, thus, giving Venusaur free entry and set up, vaporizing Fairy and Grass-types with Sludge Bomb while incinerating Steel-types with Weather Ball in return(the steel type mention seems random when tusk beats all but two steel type easily). And Walking Wake can also help with Hydro Steam exploding every non resists, and Flamethrower to deal with water resists like Rillaboom and Ogerpon-W, (feel would make more sense walking wake can break through teams so tusk can sweep, and can honestly how venu and wake force out rilla and woger )Great Tusk repays the favor by taking the special walls like Galarian Slowking and Blissey out.(kinda irrelevant since its straightforward with spattackers list) When running hyper offense, Alolan Ninetales is an amazing partner thanks to its Aurora Veil giving Great Tusk more chances to set up. Another good partner are offensive Stealth Rock users like Glimmora and Ting Lu, who can maintain them with offensive pressure. If running sun. Torkoal is also a must for sun because of its access to Stealth Rock and Rapid Spin, which can help alleviate the need for Rapid Spin on the elephant. (this should've been mentioned earlier when u started talking about sun)

(one big thing with this analysis i notice is how much you use occasional random words to beef it up instead of getting to the point, and doesn't help how beefy and long this analysis already is, especially when some things drag on for no reason. Especially for a very important mon should be a lot easier for readers to read rather then force to read a wall of text, even more so how straightforward the set can be)
[SET CREDITS]
Written by:
https://www.smogon.com/forums/members/1ldk.517709/
Quality checked by:
https://www.smogon.com/forums/members/setsu.548068/
https://www.smogon.com/forums/members/username.XXXXXX/
Grammar checked by:
https://www.smogon.com/forums/members/username.XXXXXX/

Lmk once implemented and feel free to reach out with any questions or concern.
 
Back
Top