Caribolt (QC 0/2)

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earthflax

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[SET]
Swords Dance (Caribolt) @ Leftovers / Magnet
Ability: Galvanize
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Electric / Grass
Nature: Jolly / Adamant
- Swords Dance
- Double-Edge / Hyper Drill
- Horn Leech / Power Whip
- Rapid Spin

[SET COMMENTS]
Set Details
===================
Caribolt possesses a sizable niche, particularly on offensive teams, due to its STAB combination and its unique ability to remove hazards against Gholdengo via Galvanize Rapid Spin. Its ability to boost its Attack with Swords Dance, coupled with strong Electric- and Grass-type STAB moves, allows Caribolt to break past defensive stalwarts such as Venomicon and Equilibra. The combination of Galvanize Double Edge and Horn Leech is particularly synergistic, as the recovery gained from Horn Leech helps to mitigate damage taken from Double Edge recoil and incoming attacks; alternatively the slightly weaker Galvanize Hyper Drill can be used in tandem with Power Whip to give Caribolt two immediately threatening and drawback-free STAB moves. The aforementioned Galvanize Rapid Spin allows Caribolt to remove hazards against Ghost-types that would otherwise block Rapid Spin; additionally, the Speed boost helps Caribolt outspeed would-be revenge killers. An Adamant nature can be utilized over the preferred Jolly nature to boost Caribolt's attacking power to staggering levels at the cost of a significant Speed drop; notably, Adamant-natured Caribolt fails to outspeed offensive threats such as Kyurem and Krilowatt. Leftovers is the preferred item to mitigate Double-Edge recoil, while Magnet can be used to boost Caribolt's Electric STAB move to an even greater level. Similarly, Tera Electric is preferred to allow Caribolt to wallbreak even more effectively, though Tera Grass can be used to boost Horn Leech's power and to allow setup against Ground-type moves such as Equilibra's Earth Power and Great Tusk's Headlong Rush.

Caribolt's wallbreaking prowess helps to create openings for teammates to break past would-be checks and claim KOs. Choice Scarf Enamorus, for instance, appreciates Caribolt's ability to break past Steel-types such as Equilibra and Skarmory, which allows it to effectively clean up with Moonblast later in the game. However, it struggles against Dragon- and Grass-types that are able to switch in on Caribolt such as Gouging Fire and Rillaboom. It is also susceptible to being revenge killed by faster Pokemon like Dragapult and Iron Valiant, as well as priority such as Extreme Speed from Dragonite and Hemogoblin. Pokemon that can act as switch-ins to these threats while also complementing Caribolt's offensive capabilities are ideal teammates. Examples include Booster Energy Speed Iron Moth, Chuggalong, Roaring Moon and Zamazenta, all of which are able to switch in to some of Caribolt's counterplay while also capitalizing off of the mileage that Caribolt accrues throughout a game without losing momentum.

[STRATEGY COMMENTS]
Checks and Counters
===================
In this section, briefly cover some common checks and counters to the Pokemon in question.

**Grass- and Dragon-types**: Pokemon that resist Caribolt's STAB combintion, namely Grass-types such as Jumbao and Rillaboom and Dragon-types such as Gouging Fire, Chuggalong, and Raging Bolt, place varying degrees of pressure on Caribolt, typically forcing it out.

**Fast Attackers**: Weavile and Meowscarada outspeed and OHKO with Triple Axel, while fast Pokemon like Dragapult and Darkrai can force Caribolt to switch or to die of Double Edge recoil.

**Strong Priority**: Strong priority attacks from the likes of Kingambit, Revenankh, Hemogoblin, and Dragonite KO Caribolt after it has taken some chip damage.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/earthflax.515115/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
Last edited:
AMQC. Great job! Implement whatever.
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[SET]
Swords Dance (Caribolt) @ Leftovers / Magnet
Ability: Galvanize
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Electric / Grass
Nature: Jolly / Adamant
- Swords Dance
- Double-Edge / Hyper Drill
- Horn Leech / Power Whip
- Rapid Spin

[SET COMMENTS]
Set Details
===================
Caribolt possesses a sizable niche, particularly on offensive teams, due to its STAB combination and its unique ability to remove hazards against Gholdengo via Galvanize Rapid Spin. Its ability to boost its Attack with Swords Dance, coupled with strong Electric- and Grass-type STAB moves, allows Caribolt to break past defensive stalwarts such as Venomicon and Equilibra. The combination of Galvanize Double Edge and Horn Leech is particularly synergistic, as the recovery gained from Horn Leech helps to mitigate damage taken from Double Edge recoil and incoming attacks; alternatively the slightly weaker Galvanize Hyper Drill can be used in tandem with Power Whip to give Caribolt two immediately threatening and drawback-free STAB moves. (Would re-word this in some way as Power Whip has a large accuracy drawback) The aforementioned Galvanize Rapid Spin allows Caribolt to remove hazards against Ghost-types that would otherwise block Rapid Spin; additionally, the Speed boost helps Caribolt outspeed would-be revenge killers (Who?). An Adamant nature can be utilized over the preferred Jolly nature to boost Caribolt's attacking power to staggering levels at the cost of a significant Speed drop; notably, Adamant-natured Caribolt fails to outspeed offensive threats such as Kyurem and Krilowatt. Leftovers is the preferred item to mitigate Double-Edge recoil, while Magnet can be used to boost Caribolt's Electric STAB move to an even greater level. Similarly, Tera Electric is preferred to allow Caribolt to wallbreak even more effectively (allows it to OHKO Venomicon with Double Edge) , though Tera Grass can be used to boost Horn Leech's power and to allow setup against Ground-type moves such as Equilibra's Earth Power and Great Tusk's Headlong Rush.

Caribolt's wallbreaking prowess helps to create openings for teammates to break past would-be checks and claim KOs. Choice Scarf Enamorus, for instance, appreciates Caribolt's ability to break past Steel-types such as Equilibra and Skarmory, which allows it to effectively clean up with Moonblast later in the game. However, it struggles against Dragon- and Grass-types that are able to switch in on Caribolt such as Gouging Fire and Rillaboom. It is also susceptible to being revenge killed by faster Pokemon like Dragapult and Iron Valiant, as well as priority such as Extreme Speed from Dragonite and Hemogoblin. Pokemon that can act as switch-ins to these threats while also complementing Caribolt's offensive capabilities are ideal teammates. Examples include Booster Energy Speed Iron Moth, Chuggalong, Roaring Moon and Zamazenta, all of which are able to switch in to some of Caribolt's counterplay while also capitalizing off of the mileage that Caribolt accrues throughout a game without losing momentum. (Would mention Pokemon such as Skarmory, Arghonaut, and Ting-Lu, as they provide hazard support which is useful for Caribolt towhile checking the 6 million Dragon-types Caribolt is easily set up on by such as Miasmaw, Dragonite, Gouging Fire, Chuggalong, and Raging Bolt.

[STRATEGY COMMENTS]
Checks and Counters
===================
In this section, briefly cover some common checks and counters to the Pokemon in question.

(Up to you, but I think Quick Attack can be an OO over Rapid Spin as it gives Caribolt a use as a revenge-killer at the cost of losing entry-hazard removal utility.[Caribolt struggles as a spinner anyway since Grounds are as common if not more common that Ghosts])


**Grass- and Dragon-types**: Pokemon that resist Caribolt's STAB combintion, namely Grass-types such as Jumbao and Rillaboom and Dragon-types such as Gouging Fire, Chuggalong, and Raging Bolt, place varying degrees of pressure on Caribolt, typically forcing it out.

**Fast Attackers**: Weavile and Meowscarada outspeed and OHKO with Triple Axel, while fast Pokemon like Dragapult and Darkrai can force Caribolt to switch or to die of faint from Double Edge recoil. (Would mention other threats like Cinderace and Iron Moth.)

**Strong Priority**: Strong priority attacks from the likes of Kingambit, Revenankh, Hemogoblin, and Dragonite KO Caribolt after it has taken some chip damage.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/earthflax.515115/
Quality checked by:
https://www.smogon.com/forums/members/user3.102/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/
 
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[SET]
Swords Dance (Caribolt) @ Leftovers / Magnet Heavy-Duty Boots (I have not seen people running Magnet in ages, also I think boots really should have a slash here).
Ability: Galvanize
EVs: 252 Atk / 4 SpD / 252 Spe
Tera Type: Electric / Grass
Nature: Jolly / Adamant
- Swords Dance
- Double-Edge / Hyper Drill
- Horn Leech / Power Whip
- Rapid Spin

[SET COMMENTS]
Set Details
===================
Caribolt possesses a sizable niche as a wallbreaker and hazard control, particularly on offensive teams, due to its powerful STAB combination and its unique ability to remove hazards against Ghost-types such as Dragapult and Gholdengo via Galvanize Rapid Spin. Its ability to boost its Attack with Swords Dance, coupled with strong Electric- and Grass-type STAB moves, allows Caribolt to break past defensive stalwarts such as Venomicon and Equilibra. The combination of Galvanize Double Edge and Horn Leech is particularly synergistic, as the recovery gained from Horn Leech helps to mitigate damage taken from Double Edge recoil and incoming attacks; alternatively the slightly weaker Galvanize Hyper Drill can be used in tandem with Power Whip to give Caribolt two immediately threatening and drawback-free STAB moves. The aforementioned Galvanize Rapid Spin allows Caribolt to remove hazards against Ghost-types that would otherwise block Rapid Spin; additionally, the Speed boost helps Caribolt outspeed would-be revenge killers (Like Anchor9 said in his AMQC, you should give examples of this). An Adamant nature can be utilized over the preferred Jolly nature to boost Caribolt's attacking power to staggering levels at the cost of a significant Speed drop; notably, Adamant-natured Caribolt fails to outspeed offensive threats such as Kyurem and Krilowatt. Leftovers is the preferred item to mitigate Double-Edge recoil, but if this is not an issue, Heavy-Duty Boots can be run instead to make Caribolt a more effective hazard remover. while Magnet can be used to boost Caribolt's Electric STAB move to an even greater level. Similarly, Tera Electric is preferred to allow Caribolt to wallbreak even more effectively (Give some sort of example of this), though Tera Grass can be used to boost Horn Leech's power and to allow Caribolt to setup against Ground-types moves such as Equilibra's Earth Power and Great Tusk's Headlong Rush.

Caribolt's wallbreaking prowess helps to create openings for teammates to break past would-be checks and claim KOs. Choice Scarf Enamorus, for instance, appreciates Caribolt's ability to break past Steel-types such as Equilibra and Skarmory, which allows it to effectively clean up with Moonblast later in the game. (Enamorus sees barely any play in CAP. I would like to some more relevant examples of mons that benefit from Caribolt’s wallbreaking prowess) However, it Caribolt struggles against Dragon- and Grass-types that are able to switch in on Caribolt such as Gouging Fire Kyurem (Not a bad example, I just don’t want to risk this being immediately dated) and Rillaboom. It is also susceptible to being revenge killed by faster Pokemon like Dragapult and Iron Valiant, as well as priority such as Extreme Speed from Dragonite and Hemogoblin. Pokemon that can act as switch-ins to these threats while also complementing Caribolt's offensive capabilities are ideal teammates. Examples include Booster Energy Speed Iron Moth, Chuggalong, Roaring Moon and Zamazenta, all of which are able to switch in to some of Caribolt's counterplay while also capitalizing off of the mileage that Caribolt accrues throughout a game without losing momentum. (This section I would like to see rewritten. Ideally, you should talk about the mon’s tendency to struggle with Grass-type and Dragon-types and susceptibility to being revenge killed, and provide examples of mons that help deal with these, separately instead of together. Also, talk about how Stealth Rock-weak mons appreciate Caribolt’s ability to remove hazards and potentially allow them to forgo boots).



[STRATEGY COMMENTS]

Checks and Counters
===================
In this section, briefly cover some common checks and counters to the Pokemon in question.

**Grass- and Dragon-types**: Pokemon that resist Caribolt's STAB combintion (Spelt wrong, also redundant), namely Grass-types such as Jumbao Ogerpon and Rillaboom and Dragon-types such as Gouging Fire Kyurem, Chuggalong, and Raging Bolt, place varying degrees of pressure on Caribolt, typically forcing it out.

**Fast Attackers**: Weavile and Meowscarada outspeed and OHKO with Triple Axel, while fast Pokemon like Dragapult and Darkrai can force Caribolt to switch or to die of Double Edge recoil. However, many of these Pokemon are unable to switch-in on Caribolt directly, and lose the ability to check Caribolt after it boosts its Speed. (Provide a few more examples here. Zamazenta and Booster Iron Moth both come to mind).

**Strong Priority**: Strong priority attacks from the likes of Kingambit, Revenankh, Hemogoblin, and Dragonite KO Caribolt after it has taken some chip damage.

[CREDITS]
Written by:
https://www.smogon.com/forums/members/earthflax.515115/
Quality checked by:
https://www.smogon.com/forums/members/da-pizza-man.221710/
https://www.smogon.com/forums/members/user4.103/
Grammar checked by:
https://www.smogon.com/forums/members/user5.104/

da-pizza-man-gif.517499


QC 1/2
 
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