Carbink (QC REJECTED 3/3)

Overview
########
  • Carbink has ridiculously high defensive stats. (150/150)
  • It also possesses an excellent support movepool.
  • Its offensive stats are very lacking, but it does get Calm Mind.
  • Clear Body means that it is a nearly impenetrable defensive wall, because there's no way to lower its defenses.
  • Carbink is sort of a one-trick pony because it can really only be used in one role.
  • It does have two very problematic flaws, its low HP and its terrible Speed (both 50).
  • It faces stiff competition as a suicide lead from Deoxys-D, Azelf and Skarmory, but it does have some niches over these.

RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Toxic
move 4: Rock Tomb/Moonblast
ability: Sturdy
item:Leftovers
nature: Impish/Careful
evs: 240 HP/204 Def/64 SpD

Moves
========
  • This is Carbink's only set capable of dealing any lasting, non-Stealth Rock damage to the opponent.
  • The combination of Rest and Sleep Talk allows Carbink to stall the opponent with Toxic and Carbink's huge defenses, while hitting with a damaging, stat-lowering move.
  • Moonblast should only be used over Rock Tomb in very rare cases for the power boost. Rock Tomb is generally better. A Bold nature should be used with Moonblast.
  • The stat-lowering potential of both moves is also nice.
Set Details
========
  • Leftovers works best for this set, giving Carbink supplemental recovery to Rest.
  • The HP EVs help Carbink keep itself alive just long enough to land one more hit before death.
  • The defensive EVs are spread across the board.
  • Carbink's nature depends upon its attacking move; use Impish for Rock Tomb and Careful for Moonblast.
Usage Tips
========
  • This Carbink's use is to stall the opponent while dealing lasting damage and lowering stats.
  • Rest heals Carbink fully, meaning that it will be a real headache to fight this thing.
  • This variant should not be used as a lead.
Team Options
========
  • Fast pokemon that cover Carbink's weaknesses (Ground, Steel, Water, Grass) while dealing more significant damage than Carbink.
  • Using bulky Steel-types, more common than ever, will support Carbink.

rock with eyes
########
name: rock with eyes
move 1: Stealth Rock
move 2: Reflect
move 3: Light Screen
move 4: Explosion/Moonblast/Power Gem
ability: Clear Body
item: Light Clay/Leftovers
nature: Impish/Careful
evs: 248 HP/200 Def/60 SpD

Moves
========
  • This is Carbink's most reliable set, and it can be very potent if used correctly.
  • Stealth Rock is an extremely useful move, and allows Carbink to continue to support its team after it faints
  • Reflect and Light Screen halve the damage Carbink's team takes from all direct attacks, as well as making Carbink almost untouchable.
  • The final slot is for Carbink's damaging move.
  • Explosion will deal the most damage, but this means suicide for Carbink.
Set Details
========
  • Carbink's item should be Light Clay or Leftovers. Nothing else.
  • The Light Clay allows Carbink's screens to stay up long after Carbink is gone, and can make the crucial difference in a sweeper's setup.
  • Leftovers helps Carbink stay alive much longer than it would, because honestly, not a lot of attacks from non-offensive pokemon are going to deal more than 30% to it.
  • The HP EVs help Carbink keep itself alive just long enough to land one more hit before death.
  • The defensive EVs are spread across the board.
  • Carbink's nature again depends upon its attacking move.
  • Impish or Careful should be used for Explosion, because they drop the Sp. Atk stat, and Explosion is physical.
  • The choice should be made depending on what offensive move Carbink knows and whether physical or special attackers seem to be doing better against Carbink.
Usage Tips
========
  • This Carbink is best used as a support lead.
  • It should really only be used in this role.
  • For teams with a lot of frail sweepers, Carbink is an excellent choice because of its durability, which allows it to set up screens.
Team Options
========
  • Carbink asks what it can do for its team, not what its team can do for it.
  • Breloom, Lucario, Chandelure, and others all benefit from Carbink's screens and whatever damage it can deal before it is knocked out
  • This gives them all chances to set up and sweep.
  • The one archetype of pokemon that improves Carbink on a team rather than vice-versa is the spinblocker, because it allows the Stealth Rock that Carbink has inevitably set to stay effective.
  • Power Gem and Moonblast are suggested instead of Explosion to increase Carbink's staying power, but this totally removes any offensive capabilities.
Other Options
########
  • Toxic can be used instead of Stealth Rock, but it weakens Carbink's role as a dedicated supporter and sends it off on a stalling path, which is not as effective on Carbink.
  • Calm Mind could see use on a set with screens and Power Gem/Moonblast, but this sacrifices Carbink's Stealth Rock and makes it a much worse lead.
  • All forms of weather save rain are available to Carbink, and these are viable options.
  • Sturdy makes sure that Carbink lands Stealth Rock, but very few moves will OHKO Carbink, so Clear Body is usually better.
  • Stall/Toxic sometimes works for Carbink, as well. A set like Stealth Rock, Toxic, Protect, and Rock Tomb can support Carbink's team in various ways.
Checks & Counters
########
  • Even though Carbink's defensive stats are huge, it is still threatened by many pokemon.
  • Notably, Aegislash just barely outspeeds Carbink and hits it for 4x damage with Iron Head.
  • Taunt makes it absolutely useless, and with Carbink's low speed it is very vulnerable.
  • Earthquake.
  • Scizor.
  • Carbink's low HP makes it a perfect target for Wobbuffet, as well.
  • Carbink can't stop Spinners or Defoggers.
 
Last edited:
I'd mention how Carbink faces trouble as a Suicide lead from other Pokemon (Deoxys-D / S, Azelf, Skarmory, etc) in the Overview. I'd also mention that due to it's low Speed, it's often Taunt bait.

In the checks and counters section I'd remove the mention of Breloom and Venusaur. I'd instead say it's very weak to Taunt, and it can't do anything against Defog or Rapid Spin users to keep Stealth Rocks on the field. Instead of saying Garchomp can KO with Earthquake, I'd just say Ground types in general (Hippowdon, Landorus-T, Landorus-I, etc).
 
I'd mention how Carbink faces trouble as a Suicide lead from other Pokemon (Deoxys-D / S, Azelf, Skarmory, etc) in the Overview. I'd also mention that due to it's low Speed, it's often Taunt bait.

In the checks and counters section I'd remove the mention of Breloom and Venusaur. I'd instead say it's very weak to Taunt, and it can't do anything against Defog or Rapid Spin users to keep Stealth Rocks on the field. Instead of saying Garchomp can KO with Earthquake, I'd just say Ground types in general (Hippowdon, Landorus-T, Landorus-I, etc).
All done.
 
I noticed Clear Body is listed as the only ability. While this makes sense to protect from Intimidate if you're using Explosion, but are there any other reasons not to use Sturdy instead if you're using Moonblast or Power Gem? Granted, not much is going to OHKO Carbink anyway, but Sturdy makes putting Stealth Rock down a little easier.
 
Yeah, at least mention Sturdy in OO, and how it can sometimes be useful.
 
Ok, a few things.

First, the EV spread is really wonky. You're missing a lot of EVs (56, to be exact), and the 126 EVs in Def and SpD is not divisible by 4, so you're essentially wasting 4 EVs there as well. I've never been a big fan of mixed EV spread for the sake of "taking hits all around" without any real defensive benchmark. In my opinion, the spread should be 248 HP / 252 Def / 8 SpD with an Impish nature. This emphasis on physical bulk lets Carbink make the most of its decent little collection of resistances to actually get in and do something. As a bonus, this set also sets up on Mega Kangaskhan lacking Earthquake or Seismic Toss. If you switch in after something has died, you can actually take a +2 Jolly Return, set up Reflect, and then have something like a 95% chance to get up Stealth Rock and Light Screen as well before you die (the other 5% of the time, you'll die to the third Return and be limited to just Reflect and either Stealth Rock or Light Screen). Even outside of that specific scenario, maximum physical bulk lets Carbink switch in more easily on resisted attacks from Pokemon such as Talonflame, Tyranitar, Mega Kangaskhan, Dragonite, etc. A specially defensive spread could work as well if there's some good reasoning for that, but if you're going for a mixed defensive set, there needs to be some sort of defensive benchmark behind it instead of just balancing bulk for the sake of balancing it (even if it's just hitting a jump point on one defensive stat and investing the remaining EVs in the other).

Also, I'd honestly just drop Moonblast and Power Gem to Other Options. They're not very appealing when you're working with a pitiful base 50 SpA stat, and Explosion is just really important. It's not so much the raw power of the move as it is the ability to get a teammate in safely so that they can set up the next turn under Dual Screens. It also helps block a Rapid Spin in case a slower spinner such as Forretress tries to spin your Stealth Rock away. That said, Impish (or Careful, if another EV spread is chosen) should be the only choice since Bold and Calm will do Carbink no good if its only damaging move is Explosion.
 
I have to say I disagree with the statement made by the op where it says that's his only set viable in OU

Carbink is a great support all around especially considering it can come in on talon flame or Zard and then force it out.


I run this set and it works perfectly fine in OU and pokebank OU

Carbink @ Leftovers
Ability: Sturdy
EVs: 252 HP / 131 Def / 124SDefI
Impish/Relaxed Nature
- Rock Tomb
- Stealth Rock
- Toxic
- Protect/ Gyro ball

With this ev spread Carbink hits 405 defense and 367 spdef which allows Carbink to wall or tank damn near anything!.
Carbink supports his team in more ways than one with this set. Rock tomb while weak is still stab and it allows Carbink to slow down the opponents fast sweepers which helps prevent sweeps. Stealth rocks because every team needs some stealth rocks. Toxic is a great way for this guy to put opposing pokemon on a timer and drastically cut their effectiveness. Protect is there to let the toxic rack up damage as well as to help this little bugger get his lefties recovery back.

If you choose to run gyro ball go with 0 iv in speed and relaxed
 
Last edited:
I have to say I disagree with the statement made by the op where it says that's his only set viable in OU

Carbink is a great support all around especially considering it can come in on talon flame or Zard and then force it out.


I run this set and it works perfectly fine in OU and pokebank OU

Carbink @ Leftovers
Ability: Sturdy
EVs: 252 HP / 131 Def / 124SDef
Relaxed/careful/Impish/Sassy Nature
- Rock Tomb
- Stealth Rock
- Toxic
- Protect/ Gyro ball

With this ev spread Carbink hits 405 defense and 367 spdef which allows Carbink to wall or tank damn near anything!.
Carbink supports his team in more ways than one with this set. Rock tomb while weak is still stab and it allows Carbink to slow down the opponents fast sweepers which helps prevent sweeps. Stealth rocks because every team needs some stealth rocks. Toxic is a great way for this guy to put opposing pokemon on a timer and drastically cut their effectiveness. Protect is there to let the toxic rack up damage as well as to help this little bugger get his lefties recovery back.

If you choose to run gyro ball go with 0 iv in speed
This removes any possible support capability from Carbink beyond Toxic, and in a "Stall/Toxic" role it is usually outclassed by Shuckle. I may add it in OO, though.
 
This removes any possible support capability from Carbink beyond Toxic, and in a "Stall/Toxic" role it is usually outclassed by Shuckle. I may add it in OO, though.

No a toxic stall is not done better by suckle for several reasons. 1. shackle is weak to rocks not allowing as many switch ins as Carbink. 2. Shuckle has absolutely 0 immunities and has a rather lack luster typing while Carbink is sporting one of the better typings in the game. Holding resistance to normal, fire, dark, bug, and flying and a dragon immunity to boot.
3. Carbink is supporting the team by lowering the opposing pokemon's speed stats, setting up rocks reliably, and spreading status
One of the better hazards (sticky webs) has a speed lowering effect so if a pokemon that can manually lower another pokemon's speed which making scarfer's items useless, sweepers slower, both while tanking hits from that pokemon isn't supporting the team I don't know what is!
 
No a toxic stall is not done better by suckle for several reasons. 1. shackle is weak to rocks not allowing as many switch ins as Carbink. 2. Shuckle has absolutely 0 immunities and has a rather lack luster typing while Carbink is sporting one of the better typings in the game. Holding resistance to normal, fire, dark, bug, and flying and a dragon immunity to boot.
3. Carbink is supporting the team by lowering the opposing pokemon's speed stats, setting up rocks reliably, and spreading status
One of the better hazards (sticky webs) has a speed lowering effect so if a pokemon that can manually lower another pokemon's speed which making scarfer's items useless, sweepers slower, both while tanking hits from that pokemon isn't supporting the team I don't know what is!
Fine, fine. I will write out the set in OO.
 
This needs quite a lot of major changes. Carbink is not a suicide lead. Furthermore, a single Defog would render your entire strategy worthless. To be frank, the set listed is not analysis-worthy. The set given by Azure Demon is more the kind of thing I'd like to see, although I personally would only use a RestTalk set for Carbink. Get rid of what you have right now, and put in:

name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Rock Tomb
move 4: Toxic
ability: Sturdy
item: Leftovers
nature: Impish
evs: 248 HP / 252 Def / 8 SpD (EVs can be subject to optimisation)

If you so desire you can also put in Azure Demon's set (I'll clean it up a little bit)

name: Support
move 1: Stealth Rock
move 2: Toxic
move 3: Rock Tomb
move 4: Moonblast / Protect
ability: Sturdy
item: Leftovers
nature: Relaxed / Impish
evs: 248 HP / 136 Def / 124 SpD
 
This needs quite a lot of major changes. Carbink is not a suicide lead. Furthermore, a single Defog would render your entire strategy worthless. To be frank, the set listed is not analysis-worthy. The set given by Azure Demon is more the kind of thing I'd like to see, although I personally would only use a RestTalk set for Carbink. Get rid of what you have right now, and put in:

name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Rock Tomb
move 4: Toxic
ability: Sturdy
item: Leftovers
nature: Impish
evs: 248 HP / 252 Def / 8 SpD (EVs can be subject to optimisation)

If you so desire you can also put in Azure Demon's set (I'll clean it up a little bit)

name: Support
move 1: Stealth Rock
move 2: Toxic
move 3: Rock Tomb
move 4: Moonblast / Protect
ability: Sturdy
item: Leftovers
nature: Relaxed / Impish
evs: 248 HP / 136 Def / 124 SpD
The preview had a set similar to the one I posted, so I will keep it. I will drop it to the second set and include RestTalk as the first.
 
I'm not a QC, but I'd like to make some quick changes for grammar
Moves
========
  • This is Carbink's most reliable set, and the only one viable in OU.
  • Stealth Rock is an extremely useful move, and allows Carbink to continue to support its team after it faints
  • Reflect and Light Screen halve the damage Carbink's team takes from all direct attacks, as well as making Carbink almost untouchable.
  • The final slot is for Carbink's damaging move.
  • Explosion will deal the most damage, but this means suicide for Carbink.
you mention it's its only viable set in OU, yet there's another set. Change it somehow to make sense with there being another set.

Just 2 quick changes
RestTalk
########
name: RestTalk
move 1: Rest
move 2: Sleep Talk
move 3: Toxic
move 4: Rock Tomb/Moonblast
ability: Sturdy
item:Leftovers
nature: Impish/Careful
evs: 240 HP/204 Def/64 SpD
and
Usage Tips
========
  • This Carbink's use is to stall the opponent while dealing lasting damage and lowering stats.
  • Rest heals Carbink fully, meaning that it will be a real headache to fight this thing.
  • This variant should not be used as a lead.
Other than that, it's fine.
 
S
I'm not a QC, but I'd like to make some quick changes for grammar

you mention it's its only viable set in OU, yet there's another set. Change it somehow to make sense with there being another set.

Just 2 quick changes

and

Other than that, it's fine.
Sorry, my keyboard is crap.
 
I feel like a Trick Room set should get a mention here. With Sturdy (and possibly Mental Herb), Carbink becomes a pretty reliable Trick Room user for at least the beginning of a battle. Longevity becomes an issue as far as Carbink is concerned since RestoChesto and Wish passing is the only way for it to recover any HP but Trick Room first turn + Explosion to safely switch in to a Trick Room abuser could be something worth looking into.
 
If this doesn't get rejected, sets that run Moonblast should run either a Bold or Calm nature, since Moonblast is special attack.
 
Yeah Carbink is not even close to a stellar Pokemon. Seems like its best sets involve suicidal (Trick Room or Stealth Rock or Screens with Explosion) or something like MonoCM (and the meta is not good for this set). I think Carbink isn't really for OU standards whatsoever and should just be tossed out.
 
Are we going to ignore the fact that Scizor, the second most used pokemon in OU, completely and utterly obliterates Carbink? Megazor can pull off a free Swords Dance on the switch and CBZor can predict and do some good damage with a U-Turn. I personally find Carbink to potentially fall in RU or NU and it lacks a niche in OU.
 
Back
Top