Draft Carbink

**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: Carbink is a cheap bulky Pokemon with access to useful utility moves like Spikes, Stealth Rock, and dual screens. Sturdy allows it to be a lead that's difficult to deal with while also allowing it to be an emergency check to certain offensive threats. Unfortunately, with low Speed and a lack of reliable recovery, Carbink is susceptible to being worn down quickly, and its low attacking stats mean it's also often quite passive against foes that take little from Body Press, which is its only reliable method of dealing damage.

[strategy comments]
Common Roles
========
**Defensive Utility**: With solid defensive stats and a decent typing, Carbink can support its partners fairly well with entry hazards or dual screens, although it is a bit passive when it cannot use Body Press. Sturdy allows it to deal with certain offensive threats if it can stay healthy such as with Heavy-Duty Boots.

**Entry Hazard Lead**: Despite Carbink’s low Speed, it can be a solid lead with Sturdy and its utility moves. Sturdy gives it the opportunity to utilize other items like Custap Berry and Mental Herb without fearing being immediately KOed, making it even more difficult to deal with.

Common Moves
========
**Primary STAB Moves**: Moonblast, Power Gem, Rock Blast

**Setup Moves**: Iron Defense

**Utility Moves**: Spikes, Stealth Rock, Trick Room, Light Screen, Reflect, Endeavor,

**Coverage**: Body Press, Earth Power, Gyro Ball, Psychic

Niche Moves
========
**Endure**: Endure allows Carbink to survive hits it would be unexpected to, letting it activate items like Custap Berry, Red Card, and Rocky Helmet.

**Misty Explosion**: KOing itself with Misty Explosion allows one of Carbink’s partners to safely switch in.

**Rock Tomb / Charm**: Carbink is able to lower foes' Speed or Attack with Rock Tomb or Charm to inhibit foes attempting to set up, although both can be easily blocked by Substitute.

Common Items
========
**Heavy-Duty Boots**: Ignoring entry hazard damage with Heavy-Duty Boots is useful for staying healthy when switching as well as keeping Sturdy intact.

**Custap Berry**: Custap Berry allows Carbink to send off an extra move like Endeavor or Spikes if it activates Sturdy, although a predictable Endeavor can be easily scouted by opponents. Even if Sturdy isn't activated, Carbink often falls low enough on health for Custap Berry to activate due to its bulk.

Niche Items
========
**Mental Herb**: Mental Herb can be used to avoid being shut down by foes with Encore or Taunt.

**Light Clay**: Light Clay granting an extended duration on Light Screen and Reflect is useful on sets with dual screens.

**Rocky Helmet**: The chip damage from Rocky Helmet is helpful against foes with contact moves like U-turn.

**Red Card**: Carbink doesn’t pressure most setup sweepers, so Red Card can be used to phaze certain threats, pairing well with Sturdy or Endure.

**Sitrus Berry**: The burst of healing from Sitrus Berry can sometimes allow Carbink to live two strong attacks.

Tera
========
Carbink is not a fantastic Tera Captain. Regardless of this, it is frequently paired with high-tier Tera Captains as a cheap secondary Capitan that is able to Terastallize into a better defensive typing such as Water, Steel, or Fairy, allowing it to check certain foes. With such a typing or a boost to Body Press with Tera Fighting, Carbink can also somewhat effectively utilize Iron Defense sets.

Draft Strategy
========
Carbink is a common final choice for drafts that are not lacking major parts. It is an emergency check to certain offensive threats along with having access to Spikes, Stealth Rock, and dual screens, making it appreciated by nearly all partners and able to fit on most fully rounded drafts.

Checks and Counters
========
**Chip Damage**: Without reliable recovery, Carbink is susceptible to being worn down over time from entry hazards along with its low Speed leading to it being hit repeatedly. Not being at full health also prevents Sturdy from activating, making it more susceptible to strong wallbreakers that it is often meant to check.

**Encore / Taunt**: Carbink’s low Speed and reliance on status moves mean it is very susceptible to foes using Encore or Taunt.

**Setup Sweepers**: Carbink is generally very passive, allowing Pokemon like Ogerpon-W and Iron Crown to set up against it. Foes with that are Fighting-resistant or -immune like Gholdengo and Necrozma can set up extremely easily against it due to taking little or no damage from Body Press.

[credits]
Written by:
https://www.smogon.com/forums/members/e-man.617175/
Quality checked by:
https://www.smogon.com/forums/members/theuncultured.629845/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
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Last edited:
qc 1/1, pretty rock solid already
add comment remove

[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: Carbink is a cheap bulky Pokemon with access to useful utility moves like Spikes, Stealth Rock and dual screens. Sturdy allows it to be a lead that's difficult to deal with, while also allowing it to be an emergency check to certain offensive threats. Unfortunately, without reliable recovery and low Speed Carbink is susceptible to being worn down quickly and its low attacking stats mean it's also often quite passive against foes that take little from Body Press. add a little mention that body press is really carbink's only reliable method of dealing reasonable damage.

[strategy comments]
Common Roles
========
**Defensive Utility**: With solid defensive stats and a decent typing Carbink can support its partners fairly well with entry hazards or dual screens, although it is a bit passive when it cannot use Body Press. Sturdy allows it to live any single hit, allowing it to deal with certain offensive threats if it can stay healthy such as with Heavy-duty Boots.

**Entry Hazard Lead**: Despite Carbink’s low Speed it can be a solid lead with Sturdy and its utility moves. Sturdy allows it to live a hit, giving it the opportunity to utilize other items like Custap Berry or Mental Herb without fearing being immediately KOed making it even more difficult to deal with.

Common Moves
========
**Primary STAB Moves**: Moonblast, Power Gem, Rock Blast

**Setup Moves**: Iron Defense

**Utility Moves**: Spikes, Stealth Rock, Trick Room, Light Screen, Reflect, Endeavor

**Coverage**: Body Press, Earth Power, Gyro Ball, Psychic

Niche Moves
========
**Endure**: Endure allows Carbink to survive hits it would be unexpected to, letting it activate items like Custap Berry, Red Card, and Rocky Helmet.

**Misty Explosion**: KOing itself with Misty Explosion allows a safe pivot into one of Carbink’s partners. I'd probably put this in common under utility

**Rock Tomb / Charm**: Carbink is able to lower opponents Speed or Attack with Rock Tomb or Charm respectively to inhibit foes attempting to set up, although both can be easily blocked by Substitute.

Common Items
========
**Heavy-Duty Boots**: Ignoring entry hazard damage with Heavy-Duty Boots is useful for staying healthy when switching as well as keeping Sturdy intact.

**Custap Berry**: Custap Berry allows Carbink to send off an extra move like Endeavor or Spikes if it activates Sturdy. Even if Sturdy isn't activated, Carbink often falls low enough for Custap Berry to activate due to its bulk. i'd mention endeavour carbink can be easy to scout

Niche Items
========
**Mental Herb**: Mental Herb can be used to avoid being shut down by foes with Encore or Taunt.

**Light Clay**: Light Clay granting an extended duration on Light Screen and Reflect is useful on sets with dual screens.

**Rocky Helmet**: The chip damage from Rocky Helmet is helpful against foes with contact moves like U-Turn.

**Red Card**: Carbink doesn’t pressure most set up sweepers so Red Card can be used to phase out certain threats, pairing well with Sturdy or Endure.

**Sitrus Berry**: The burst of healing from Sitrus Berry can sometimes allow Carbink to live two strong attacks.

Tera
========
Carbink is far too weak, offensively and defensively, to be a good secondary Tera Capitan (despite what random battles may lead you to believe).

Draft Strategy
========
Carbink is a common final choice for drafts that are not lacking major parts. Being an emergency button for certain offensive threats, along with having access to Spikes, Stealth Rock and dual screens is appreciated by nearly all partners, meaning it can fit on most fully rounded drafts.

Checks and Counters
========
**Chip Damage**: Without reliable recovery Carbink is susceptible to being worn down over time from entry hazards along with its low Speed leading to it being hit repeatedly. Not being at full health also prevents Sturdy from activating, making it more susceptible to strong wallbreakers that it is often meant to check.

**Encore / Taunt**: Carbink’s low Speed and reliance on status moves means it is very susceptible to foes using Encore or Taunt.

**Setup Sweepers**: Carbink is generally very passive, allowing Pokemon like Ogerpon-W or Iron Crown to set up against it. Foes with that are Fighting-resistant or immune like Gholdengo or Necrozma can set up against extremely easily it due to taking little damage from Body Press.

[credits]
Written by:
https://www.smogon.com/forums/members/e-man.617175/
Quality checked by:
https://www.smogon.com/forums/members/theuncultured.629845/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
2/2
[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: Carbink is a cheap bulky Pokemon with access to useful utility moves like Spikes, Stealth Rock and dual screens. Sturdy allows it to be a lead that's difficult to deal with, while also allowing it to be an emergency check to certain offensive threats. Unfortunately, without reliable recovery and low Speed Carbink is susceptible to being worn down quickly and its low attacking stats mean it's also often quite passive against foes that take little from Body Press which is its only reliable method of dealing damage.

[strategy comments]
Common Roles
========
**Defensive Utility**: With solid defensive stats and a decent typing Carbink can support its partners fairly well with entry hazards or dual screens, although it is a bit passive when it cannot use Body Press. Sturdy allows it to live any single hit, allowing it to deal with certain offensive threats if it can stay healthy such as with Heavy-duty Boots.

**Entry Hazard Lead**: Despite Carbink’s low Speed it can be a solid lead with Sturdy and its utility moves. Sturdy allows it to live a hit, giving it the opportunity to utilize other items like Custap Berry or Mental Herb without fearing being immediately KOed making it even more difficult to deal with.

Common Moves
========
**Primary STAB Moves**: Moonblast, Power Gem, Rock Blast

**Setup Moves**: Iron Defense

**Utility Moves**: Spikes, Stealth Rock, Trick Room, Light Screen, Reflect, Endeavor, Misty Explosion ik this was just moved, but this should never be common, move it back to niche

**Coverage**: Body Press, Earth Power, Gyro Ball, Psychic

Niche Moves
========
**Endure**: Endure allows Carbink to survive hits it would be unexpected to, letting it activate items like Custap Berry, Red Card, and Rocky Helmet.

**Rock Tomb / Charm**: Carbink is able to lower opponents Speed or Attack with Rock Tomb or Charm respectively to inhibit foes attempting to set up, although both can be easily blocked by Substitute.

Common Items
========
**Heavy-Duty Boots**: Ignoring entry hazard damage with Heavy-Duty Boots is useful for staying healthy when switching as well as keeping Sturdy intact.

**Custap Berry**: Custap Berry allows Carbink to send off an extra move like Endeavor or Spikes if it activates Sturdy, although a predictable Endeavor can be easily scouted by opponents. Even if Sturdy isn't activated, Carbink often falls low enough for Custap Berry to activate due to its bulk.

Niche Items
========
**Mental Herb**: Mental Herb can be used to avoid being shut down by foes with Encore or Taunt.

**Light Clay**: Light Clay granting an extended duration on Light Screen and Reflect is useful on sets with dual screens.

**Rocky Helmet**: The chip damage from Rocky Helmet is helpful against foes with contact moves like U-Turn.

**Red Card**: Carbink doesn’t pressure most set up sweepers so Red Card can be used to phase out certain threats, pairing well with Sturdy or Endure.

**Sitrus Berry**: The burst of healing from Sitrus Berry can sometimes allow Carbink to live two strong attacks.

Tera
========
Carbink is far too weak, offensively and defensively, to be a good secondary Tera Capitan (despite what random battles may lead you to believe). it's still made a secondary captain really frequently, so expand on this anyway. mention how it can use defensive types to better check some mons and/or use ironpress somewhat effectively

Draft Strategy
========
Carbink is a common final choice for drafts that are not lacking major parts. Being an emergency button for certain offensive threats, along with having access to Spikes, Stealth Rock and dual screens is appreciated by nearly all partners, meaning it can fit on most fully rounded drafts.

Checks and Counters
========
**Chip Damage**: Without reliable recovery Carbink is susceptible to being worn down over time from entry hazards along with its low Speed leading to it being hit repeatedly. Not being at full health also prevents Sturdy from activating, making it more susceptible to strong wallbreakers that it is often meant to check.

**Encore / Taunt**: Carbink’s low Speed and reliance on status moves means it is very susceptible to foes using Encore or Taunt.

**Setup Sweepers**: Carbink is generally very passive, allowing Pokemon like Ogerpon-W or Iron Crown to set up against it. Foes with that are Fighting-resistant or immune like Gholdengo or Necrozma can set up against extremely easily it due to taking little damage from Body Press.

[credits]
Written by:
https://www.smogon.com/forums/members/e-man.617175/
Quality checked by:
https://www.smogon.com/forums/members/theuncultured.629845/
https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
 
GP Team done

add remove comment

[overview]
**Draft Order**: Round 8

**Price Range**: 1-2 points

**Overview**: Carbink is a cheap bulky Pokemon with access to useful utility moves like Spikes, Stealth Rock, (AC) and dual screens. Sturdy allows it to be a lead that's difficult to deal with (RC) while also allowing it to be an emergency check to certain offensive threats. Unfortunately, without reliable recovery with low Speed and low Speed a lack of reliable recovery, (AC) Carbink is susceptible to being worn down quickly, (AC) and its low attacking stats mean it's also often quite passive against foes that take little from Body Press, (AC) which is its only reliable method of dealing damage.

[strategy comments]
Common Roles
========
**Defensive Utility**: With solid defensive stats and a decent typing, (AC) Carbink can support its partners fairly well with entry hazards or dual screens, although it is a bit passive when it cannot use Body Press. Sturdy allows it to live any single hit, (dex info) allowing it to deal with certain offensive threats if it can stay healthy such as with Heavy-Duty Boots.

**Entry Hazard Lead**: Despite Carbink’s low Speed, (AC) it can be a solid lead with Sturdy and its utility moves. Sturdy allows it to live a hit, (dex info) giving gives it the opportunity to utilize other items like Custap Berry or and Mental Herb without fearing being immediately KOed, (AC) making it even more difficult to deal with.

Common Moves
========
**Primary STAB Moves**: Moonblast, Power Gem, Rock Blast

**Setup Moves**: Iron Defense

**Utility Moves**: Spikes, Stealth Rock, Trick Room, Light Screen, Reflect, Endeavor,

**Coverage**: Body Press, Earth Power, Gyro Ball, Psychic

Niche Moves
========
**Endure**: Endure allows Carbink to survive hits it would be unexpected to, letting it activate items like Custap Berry, Red Card, and Rocky Helmet.

**Misty Explosion**: KOing itself with Misty Explosion allows a safe pivot into one of Carbink’s partners to safely switch in.

**Rock Tomb / Charm**: Carbink is able to lower opponents foes' Speed or Attack with Rock Tomb or Charm respectively to inhibit foes attempting to set up, although both can be easily blocked by Substitute.

Common Items
========
**Heavy-Duty Boots**: Ignoring entry hazard damage with Heavy-Duty Boots is useful for staying healthy when switching as well as keeping Sturdy intact.

**Custap Berry**: Custap Berry allows Carbink to send off an extra move like Endeavor or Spikes if it activates Sturdy, although a predictable Endeavor can be easily scouted by opponents. Even if Sturdy isn't activated, Carbink often falls low enough on health for Custap Berry to activate due to its bulk.

Niche Items
========
**Mental Herb**: Mental Herb can be used to avoid being shut down by foes with Encore or Taunt.

**Light Clay**: Light Clay granting an extended duration on Light Screen and Reflect is useful on sets with dual screens.

**Rocky Helmet**: The chip damage from Rocky Helmet is helpful against foes with contact moves like U-turn.

**Red Card**: Carbink doesn’t pressure most set up setup sweepers, (AC) so Red Card can be used to phase out phaze certain threats, pairing well with Sturdy or Endure.

**Sitrus Berry**: The burst of healing from Sitrus Berry can sometimes allow Carbink to live two strong attacks.

Tera
========
Carbink is not a fantastic Tera Captain (despite what random battles may lead you to believe). (fluff) Regardless of this, (AC) it is frequently paired with high tier high-tier Tera Captains as a cheap secondary captian which Captain that is able to use Tera to gain Terastallize into a better defensive typing such as Water, Steel, (AC) or Fairy, allowing it to check certain foes. With such a better defensive (avoids repeating "better defensive") typing or a boost to Body Press with Tera Fighting, Carbink can also somewhat effectively utilize Iron Defense sets.

Draft Strategy
========
Carbink is a common final choice for drafts that are not lacking major parts. Being It is an emergency button for check to certain offensive threats (RC) along with having access to Spikes, Stealth Rock, (AC) and dual screens, (AC) making it is appreciated by nearly all partners (RC) meaning it can and able to fit on most fully rounded drafts.

Checks and Counters
========
**Chip Damage**: Without reliable recovery, (AC) Carbink is susceptible to being worn down over time from entry hazards along with its low Speed leading to it being hit repeatedly. Not being at full health also prevents Sturdy from activating, making it more susceptible to strong wallbreakers that it is often meant to check.

**Encore / Taunt**: Carbink’s low Speed and reliance on status moves means mean it is very susceptible to foes using Encore or Taunt.

**Setup Sweepers**: Carbink is generally very passive, allowing Pokemon like Ogerpon-W or and Iron Crown to set up against it. Foes with that are Fighting-resistant or -immune (hyphen) like Gholdengo or and Necrozma can set up against extremely easily against it due to taking little or no damage from Body Press.

[credits]
Written by:
https://www.smogon.com/forums/members/e-man.617175/
Quality checked by:
https://www.smogon.com/forums/members/theuncultured.629845/
https://www.smogon.com/forums/members/techno.527276/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000

GP Check 1/1

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