NFE Carkol [DONE]

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CARKOL

[SET]
name: Specially Defensive Spinner
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-O-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame for its ability to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing. A large utility movepool also allows Carkol to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility moves, allowing it to remove entry hazards on the field such as Stealth Rock or Spikes, with Carkol also threatening common setters like Ferroseed and Roselia with Heat Crash. Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types. Spikes support Carkol's teammates by reliably weakening opposing threats as they switch in. Will-O-Wisp is Carkol's main defense against physical threats that can easily switch in such as Piloswine, Fraxure, and Trapinch. Flame Body is chosen over Flash Fire for its additional burn chance when facing pivots such as Vullaby, Drakloak, and Thwackey. Flash Fire and Steam Engine are also possibilities, as Carkol can easily switch into Fire-types like Torracat and Raboot, although the latter often runs High Jump Kick, which it must be wary of. However, it doesn't really benefit from the immunity or the Speed boost, as opposing Fire-types can't stay in when locked into a STAB move and switch out of fear of Carkol setting up Spikes.


Carkol is a Pokemon that should be used throughout the game, where it can help its teammates by taking off entry hazards and walling special attackers until these are low on health. One of Carkol's biggest weaknesses is its poor physical bulk, so physical walls like Galarian Corsola and Gloom can wall threats such as Piloswine and Machoke, respectively. Additionally, Carkol does not have any reliable recovery, and therefore is limited as to how many times it can come into the field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using Wish passers or Healing Wish users like Clefairy and Hattrem can really help Carkol's longevity. Furthermore, Carkol also benefits from additional hazard pressure removal through the pairing of Magic Bounce Hattrem or Defog users like Dartrix and Vullaby. Carkol is also very weak to Ground- and Water-types in general, so having a Grass-type like Gloom, Roselia, or Thwackey is recommended.


[CREDITS]
- Written by: [[Marjane, 355753]]
- Quality checked by: [[Crystalites, 226429]], [[Ho3nConfirm3d, 231074]]
- Grammar checked by: [[the-dutch-plumberjack, 232216]]
 
Last edited:
[SET]
name: SpDef Spinner
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-o-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame by being able to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing (Carkol's typing prevents it from being weak to haunter or hat's coverage, whereas even special def pilo has to be careful of energy ball or giga drain, so its worth mentioning at the end here). Carkol also holds a large utility movepool allowing it to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility move by allowing it to remove hazards on the field such as Stealth Rock or Spikes while threatening common setters like Ferroseed and Roselia (worth mentioning that Carkol does have worthwhile matchups by forcing out these setters, and can be alluded to in the Heat Crash point right after). Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types who may take advantage of Carkol such as Roselia and Ferroseed. Spikes are to support Carkol's teammates by reliably weakening opposing threats upon switch ins. Will-o-Wisp is Carkol's main defense against physical threats who can easily switch in such as Piloswine, Fraxure and Trapinch. Flame Body is chosen over Flash Fire as allows for additional burn when facing pivots such as Vullaby, Drakloak or Thawckey. (Worth explaining the opportunity cost between abilities; Flame Body is better but someone new may question why)


Carkol is a Pokemon that should be used throughout the game where it can help its teammates by tacking off hazards and walling Special Attackers until these are low in health. However for Carkol to be functioning at its best it needs support from its team. One of its biggest weakness is its physical defence, having physical walls like Corsola-Galar or Gloom benefits Carkol by being able to wall threats such as Piloswine and Machoke respectively. Additionally Carkol does not have any reliable recovery and therefore is limited as to how many times it can come in field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using wish or Healing Wish passers like Clefairy or Hattrem can really help Carkol's longevity (Made a point to show just how limited carkol is in its role if it gets residual damage stacked up on it, and that its not the best hazard control). (Consequently, add a point that it would be wise to have more forms of entry hazard control like Magic Bounce Hattrem or Defog Daitrix to alleviate the pressure of dealing with them alone). Carkol is also very weak to Ground- and Water-types in general so having a Grass-type like Gloom, Roselia or Thawckey is recommended.


[CREDITS]
- Written by: [[Marjane, 355753] , userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Looks good, QC 1/2!


Ho3nConfirm3d-QC-small.gif
 
[SET]
name: SpDef Spinner
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-o-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame by being able to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing (Carkol's typing prevents it from being weak to haunter or hat's coverage, whereas even special def pilo has to be careful of energy ball or giga drain, so its worth mentioning at the end here). Carkol also holds a large utility movepool allowing it to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility move by allowing it to remove hazards on the field such as Stealth Rock or Spikes while threatening common setters like Ferroseed and Roselia (worth mentioning that Carkol does have worthwhile matchups by forcing out these setters, and can be alluded to in the Heat Crash point right after). Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types who may take advantage of Carkol such as Roselia and Ferroseed. Spikes are to support Carkol's teammates by reliably weakening opposing threats upon switch ins. Will-o-Wisp is Carkol's main defense against physical threats who can easily switch in such as Piloswine, Fraxure and Trapinch. Flame Body is chosen over Flash Fire as allows for additional burn when facing pivots such as Vullaby, Drakloak or Thawckey. (Worth explaining the opportunity cost between abilities; Flame Body is better but someone new may question why)


Carkol is a Pokemon that should be used throughout the game where it can help its teammates by tacking off hazards and walling Special Attackers until these are low in health. However for Carkol to be functioning at its best it needs support from its team. One of its biggest weakness is its physical defence, having physical walls like Corsola-Galar or Gloom benefits Carkol by being able to wall threats such as Piloswine and Machoke respectively. Additionally Carkol does not have any reliable recovery and therefore is limited as to how many times it can come in field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using wish or Healing Wish passers like Clefairy or Hattrem can really help Carkol's longevity (Made a point to show just how limited carkol is in its role if it gets residual damage stacked up on it, and that its not the best hazard control). (Consequently, add a point that it would be wise to have more forms of entry hazard control like Magic Bounce Hattrem or Defog Daitrix to alleviate the pressure of dealing with them alone). Carkol is also very weak to Ground- and Water-types in general so having a Grass-type like Gloom, Roselia or Thawckey is recommended.


[CREDITS]
- Written by: [[Marjane, 355753] , userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Looks good, QC 1/2!


View attachment 229316
implemented! ready for second qc
 
very solid, only a few things need to be changed and be careful with Pokemon and move names, qc 2/2 once implemented.
add remove comments
[SET]
name: SpDef Spinner (Don't use SpDef, not entirely sure what you should call it either something like "Specially Defensive Spinner" or "Rapid Spin" should be used).
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-o-Wisp Will-O-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame by being able to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing. Carkol also holds a large utility movepool allowing it to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility move by allowing it to remove hazards on the field such as Stealth Rock or Spikes while threatening common setters like Ferroseed and Roselia as both are threatened by Heat Crash. Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types. Spikes are to support Carkol's teammates by reliably weakening opposing threats upon switch ins. Will-o-Wisp Will-O-Wisp is Carkol's main defense against physical threats who can easily switch in such as Piloswine, Fraxure and Trapinch. Flame Body is chosen over Flash Fire as allows for additional burn when facing pivots such as Vullaby, Drakloak or Thawckey Thwackey. Fire Flash and Steam Engine could also be a possibility as Carkol can easily switch onto Fire-types like Torracat and Raboot, although the latter sometimes runs High Jump Kick which it must be wary of. hHowever it doesn't really benefit from the immunity or the speed boost as these opposing Pokemons can't stay in when locked on a Fire-type move and are switched out of fear of Spikes setting.


Carkol is a Pokemon that should be used throughout the game where it can help its teammates by taking off hazards and walling Special Attackers until these are low in health. However for Carkol to be functioning at its best it needs support from its team. (This sentence seems like fluff and something very generic that can be said about any Pokemon so I wouldn't keep it) One of its biggest weakness is its physical defence, having physical walls like Corsola-Galar Galarian Corsola or Gloom benefits Carkol by being able to wall threats such as Piloswine and Machoke respectively. Additionally Carkol does not have any reliable recovery and therefore is limited as to how many times it can come in field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using Wish or Healing Wish passers like Clefairy or Hattrem can really help Carkol's longevity. Furthermore Carkol also benefits from second hand hazard pressure through the pairing of Magic Bounce Hattrem or Defog users like Dartrix and Vullaby. Carkol is also very weak to Ground- and Water-types in general so having a Grass-type like Gloom, Roselia or Thawckey is recommended. (Mention Pawniard somewhere in this paragraph since its arguably its best partner, with its access to Stealth Rock, Defiant deterring Defog, and offensive typing threatening both Magic Bounce users which allow Spikes to be kept up more easily)


[CREDITS]
- Written by: [[Marjane, 355753] , userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 
very solid, only a few things need to be changed and be careful with Pokemon and move names, qc 2/2 once implemented.
add remove comments
[SET]
name: SpDef Spinner (Don't use SpDef, not entirely sure what you should call it either something like "Specially Defensive Spinner" or "Rapid Spin" should be used).
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-o-Wisp Will-O-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 252 HP / 4 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame by being able to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing. Carkol also holds a large utility movepool allowing it to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility move by allowing it to remove hazards on the field such as Stealth Rock or Spikes while threatening common setters like Ferroseed and Roselia as both are threatened by Heat Crash. Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types. Spikes are to support Carkol's teammates by reliably weakening opposing threats upon switch ins. Will-o-Wisp Will-O-Wisp is Carkol's main defense against physical threats who can easily switch in such as Piloswine, Fraxure and Trapinch. Flame Body is chosen over Flash Fire as allows for additional burn when facing pivots such as Vullaby, Drakloak or Thawckey Thwackey. Fire Flash and Steam Engine could also be a possibility as Carkol can easily switch onto Fire-types like Torracat and Raboot, although the latter sometimes runs High Jump Kick which it must be wary of. hHowever it doesn't really benefit from the immunity or the speed boost as these opposing Pokemons can't stay in when locked on a Fire-type move and are switched out of fear of Spikes setting.


Carkol is a Pokemon that should be used throughout the game where it can help its teammates by taking off hazards and walling Special Attackers until these are low in health. However for Carkol to be functioning at its best it needs support from its team. (This sentence seems like fluff and something very generic that can be said about any Pokemon so I wouldn't keep it) One of its biggest weakness is its physical defence, having physical walls like Corsola-Galar Galarian Corsola or Gloom benefits Carkol by being able to wall threats such as Piloswine and Machoke respectively. Additionally Carkol does not have any reliable recovery and therefore is limited as to how many times it can come in field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using Wish or Healing Wish passers like Clefairy or Hattrem can really help Carkol's longevity. Furthermore Carkol also benefits from second hand hazard pressure through the pairing of Magic Bounce Hattrem or Defog users like Dartrix and Vullaby. Carkol is also very weak to Ground- and Water-types in general so having a Grass-type like Gloom, Roselia or Thawckey is recommended. (Mention Pawniard somewhere in this paragraph since its arguably its best partner, with its access to Stealth Rock, Defiant deterring Defog, and offensive typing threatening both Magic Bounce users which allow Spikes to be kept up more easily)


[CREDITS]
- Written by: [[Marjane, 355753] , userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
implemented, GP ready
 
remove add / fix (comments); (AC=add comma; RC=remove comma; SC=semicolon)
GP 1/1
[SET]
name: Specially Defensive Spinner
move 1: Rapid Spin
move 2: Heat Crash
move 3: Spikes
move 4: Will-O-Wisp
item: Eviolite
ability: Flame Body
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS
Carkol is a notable wall in the metagame by being able for its ability to reliably check special attackers such as Haunter and Hattrem thanks to its great defensive stats and rare Rock/Fire typing. Carkol also holds A large utility movepool also allows Carkol allowing it to be a great teammate and support Pokemon. Rapid Spin is one of Carkol's best utility moves, (AC) by allowing it to remove entry hazards on the field such as Stealth Rock or Spikes, (AC) while with Carkol also threatening common setters like Ferroseed and Roselia as both are threatened by with Heat Crash. Heat Crash is Carkol's main attacking move, helping it against special attackers like Haunter as well as the aforementioned Grass- and Steel-types. Spikes are to support Carkol's teammates by reliably weakening opposing threats upon switch ins as they switch in. Will-O-Wisp is Carkol's main defense against physical threats who that can easily switch in such as Piloswine, Fraxure, (AC) and Trapinch. Flame Body is chosen over Flash Fire as it allows for its additional burn chance when facing pivots such as Vullaby, Drakloak, (AC) or and Thwackey. Flash Fire Flash and Steam Engine could also be a possibility are also possibilities, (AC) as Carkol can easily switch onto into Fire-types like Torracat and Raboot, although the latter sometimes runs High Jump Kick, (AC) which it must be wary of. However, (AC) it doesn't really benefit from the immunity or the Speed boost, (AC) as these opposing Pokemons opposing Fire-types can't stay in when locked on a Fire-type into a STAB move and are switched switch out of fear of Carkol setting up Spikes setting.


Carkol is a Pokemon that should be used throughout the game, (AC) where it can help its teammates by taking off entry hazards and walling special attackers until these are low in on health. One of Carkol's biggest weaknesses is its poor physical defence bulk, having so physical walls like Galarian Corsola or and Gloom benefits Carkol by being able to can wall threats such as Piloswine and Machoke, (AC) respectively. Additionally, (AC) Carkol does not have any reliable recovery, (AC) and therefore is limited as to how many times it can come into the field and spin away hazards. Given that Carkol is weak to Stealth Rock and has no defense against residual damage, using Wish passers or Healing Wish passers users like Clefairy or and Hattrem can really help Carkol's longevity. Furthermore, (AC) Carkol also benefits from second hand additional hazard pressure (removal?) through the pairing of Magic Bounce Hattrem or Defog users like Dartrix and Vullaby. Carkol is also very weak to Ground- and Water-types in general, (AC) so having a Grass-type like Gloom, Roselia, (AC) or Thawckey Thwackey is recommended.


[CREDITS]
- Written by: [[Marjane, 355753] , userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 
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