Choice Band Darmanitan [QC 0/3]

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[OVERVIEW]

*Darmanitan is a powerful wallbreaker, bearing a stellar 140 attack stat backed by a decent 95 speed, an amazing ability in Sheer Force, allowing it's moves with secondary effects to become boosted in base power, which turns Darmanitan into a very difficult pokemon to switch into depending on what move it decides to go for. It's ability to chunk common pokemon in the tier like Amoongus, Scizor, and Celebi is highly appreciated by offensive teams.

*However, despite these stellar traits, Darmanitan has terrible bulk, a crippling weakness to Stealth Rocks, which limits the amounts of Darmanitan can switch in. Flare Blitz being its main attack having 1/3 recoil, in addition to Stealth Rocks, lead Darmanitan to getting worn down quite fast.

*Due to it's terrible mono-fire typing, Darmanitan struggles to break Fat waters, dragons, and rock types, such as , Slowbro, Terrakion, Mega Aerodactyl, etc. This is why Darmanitan is usually outclassed by Infernape.

*Despite it's sheer power, Darmanitan faces stiff competition from the likes of Infernape, who boasts a better speed tier, has more versatility overall, a secondary tying that makes Stealth Rocks neutral, a secondary STAB that Darmanitan would really appreciate, and a better movepool. Depending on the set, Infernape can also chunk it's usual checks, unlike Darmanitan. Darmanitan also faces competition from Crawdaunt as a more consistent Choice Band wallbreaker, as it has better STABS, access to priority, and no weakness to stealth rocks, although, Crawdaunt is slower and cannot pivot.

[SET]
name: Choice band
move 1: Flare Blitz
move 2: U-Turn
move 3: Earthquake
move 4: Rock Slide / Fire Punch
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

*U-Turn allows Darmanitan to provide momentum and let another teammate in, although it should be noted that U-turn also does a good chunk to Slowbro and Hydreigon.

*Earthquake allows Darmanitan to hit pokemon that resists Flare Blitz for decent damage, mainly Tentacruel and Terrakion, Where as Rock Slide allows Darmanitan to hit Moltres.

*Superpower allows Darmanitan to hit Hydreigon and bulky waters such as Suicune and Swampert for good damage, opening up the opponents team for a Flare Blitz sweep.

*Fire Punch is another option that is still STAB and is Sheer Force boosted, as well as not causing recoil. However, it should be noted that it's weaker base power misses out on important damage output, such as the possible one hit kill on Mega Aggron after stealth rock damage.

Set Details
========

*Maximum speed and a Jolly Nature allows Darmanitan to outspeed threats such as Mega Altaria, Krookidile, Lucario, and Mamoswine.

*Sheer Force is what gives Darmanitan it's power, therefore being the ability of choice over Zen Mode.

Usage Tips
========

*Do not switch Darmanitan directly into any hit.

*Volt Switching and/or U-turning into Darmanitan is usually the best option. However, doubling into it or switching it in after a pokemon has fainted works as well.

*Use Darmanitan to punch holes early game or clean up teams late game, as Nothing par bulky waters like switching into a Sheer force boosted flare blitz.

*Be sure to when to click Flare Blitz and when to click U-turn, as if Darmanitan clicks Flare Blitz too much, it will get worn down very quickly, which will eventually take it out of the game unintentionally. Clicking U-turn can also provide momentum for the team as well as getting Darmanitan out of unfavorable matchups, such as Swampert and Kommo-o.

*Be aware of pokemon that can take advantage of Darmanitan being locked into an unfavorable coverage move, such as superpower or earthquake, like Latias and Hydreigon.

*Darmanitan should be played very aggressively against bulkier teams, as it's fairly obvious when something Darmanitan can beat is coming in. Be careful of clicking flare blitz against things like Blissey, as it will cause you to sustain huge amounts of recoil. Be sure to also click U-turn against thing Darmanitan cannot power through, such as Quagsire and Alomomola.

Team Options
========

*Darmanitan works best on offensive teams, where it can maximize it's breaking potential against bulkier teams.

*Good team options for Darmanitan include teammates that can provide u-turn or volt switch support, such as Gilgar, Scizor, and Mega Manecetric.

*Stealth rock support from the likes of Mamoswine, Cobalion, and Krookidile is greatly appreciated, allowing Darmanitan to claim several OHKOs and 2HKOs on pokemon such as Latias and Suicune that it would usually not be able to achieve.

*Hazard control such as Rapid Spin or Defog from the likes of Scizor, Crobat, Starmie, Hydreigon, etc. is greatly appreciated because Darmanitan is worn down very quickly due to Flare Blitz Recoil, Stealth Rock Damage, and the occasional Rocky Helmet damage.

*Pokemon that can damage fat waters such as Slowbro and Suicune are also great teammates, as they allow for Darmanitan to break better throughout the match.

*Healing Wish support is also appreciated because it gives Darmanitan a chance to potentially break down the opponent's team more, making way for powerful sweepers to finish the game.

*Late game sweepers and cleaners such as Mega Sharpedo, Latias, and Scizor enjoy having the opponent's team weakened as a whole, as it puts them in range of their attacks.

*Since Darmanitan's speed is only decent at best, faster pokemon and scarfers, such as Latias and Krookidile, help Darmanitan against faster threats such as Hydreigon.

[STRATEGY COMMENTS]
Other Options
=============

*Darmanitan can run a choice scarf set to act as a better revenge killer in trade for less sheer power.

*However, this set outclassed by Infernape, as Infernape has a better movepool, higher speed tier, and STAB Close Combat.

Checks and Counters
===================

**Bulky Waters**: Slowbro is arguably Darmanitans best check, having access to regenerator and slack off to heal off any damage Darmanitan can dish out at it. Bulky waters in general can usually eat any attack Darmanitan wants to throw at it, but Slowbro gets special mention for regenerator and reliable recovery in slack off. Other bulky waters include Suicune, Alomomola, Primarina and Swampert who can eat hits but can't quite reliably recover back health. Everything listed can hit back and severely damage Darm, except Knock off from Alomomola.

**Faster Hard Hitting Pokemon**: Threats that can outspeed and kill Darmanitan back such as Hydreigon, Infernape, Latias, Mega Aerodactyl, and Terrakion. These pokemon force Darmanitan out with their supper effective moves and high powered stabs, which gives them an opportunity to pivot or double.

**Residual damage**: Entry hazards are arguably better at checking Darmanitan then any pokemon in the tier. Stealth rocks take a quarter of Darmanitan's HP every time it comes in. Hazards in addition to Flare Blitz recoil is the best way to check Darmanitan, as it will most likely only be around for the early game if hazards are not removed.



[CREDITS]
- Written by: [[Sickist, 463422]]
- Quality checked by: [[,], [<username2>, <userid2>], [<username3>, <userid3>]]
- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
 
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asa

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PU Leader
[OVERVIEW]

*Darmanitan is a powerful wallbreaker, bearing a stellar 140 attack stat backed by a decent 95 speed.

*It has an amazing ability in Sheer Force, allowing it's moves with secondary effects to become boosted in base power.

*This turns Darmanitan into an absolute monster to switch into depending on what move it decides to go for.

*However, despite these stellar traits, Darmanitan has atrocious bulk and a crippling weakness to Stealth Rocks. (limits how often it can switch in, which means its wallbreaking capabilities are hindered.)

*Darmanitan also suffers from being worn down from recoil and a mediocre movepool, which despite its good attack, it lacks in hitting a decent chunk of the tier.

You could probably go into the tight competition it faces from Infernape, as it's much more consistently threatening to teams due to its higher Speed, secondary typing, versatility, and potential to push past Fire checks like Slowbro depending on the set, which Darmanitan sometimes struggles to do. Crawdaunt's also a much more consistent Choice Band wallbreaker due to having more reliable STAB moves, access to priority, and not being weak to Stealth Rock, although it is slower and can't pivot, so comparing them is probably fair too.

[SET]
name: Choice band
move 1: Flare Blitz
move 2: U-Turn
move 3: Rock Slide/Earthquake
move 4: Earthquake/Superpower/Zen Headbutt (aside from kommo-o, zen doesn't really hit anything super notable that already isn't hit by flare blitz + coverage. furthermore, kommo-o doesn't really set up on you without taking at least 40% unless you lock into rock slide. imo, deslash.)
item: Choice Band
ability: Sheer Force
nature: Adamant/Jolly (jolly should be the primary slash imo, being outpaced by stuff like krookodile and lucario for a bit of extra power isn't that worth it.)
evs: 252 Atk / 4 SpD / 252 Spe

[SET COMMENTS]
Moves
========

*Flare Blitz is Darmanitan's STAB of choice, being very powerful when boosted by Sheer Force.

*U-Turn allows Darmanitan to provide momentum and let another teammate in. (might be minor, but chunking slowbro as it switches in is probably something to note.) Earthquake allows Darmanitan to hit pokemon that resists Flare Blitz for decent damage, mainly Tentacruel and Terrakion, Where as Rock Slide allows Darmanitan to hit Moltres.

*Superpower allows Darmanitan to hit Hydreigon, opening up the opponents team for a Flare Blitz sweep. (this example feels a bit odd bc hydreigon usually won't try to switch into you unless it has to, and it outspeeds and can KO you with little issue. saying that it's darm's strongest attack for bulky waters like suicune and swampert feels more appropriate.)

*Alternatively, Darmanitan can run Zen Headbutt to hit Tentacruel and Kommo-o harder.

Set Details
========

*Choice Band boosts Darmanitan's attack to insane levels, allowing it to 2HKO or even OHKO the majority of the tier after rocks.

*252 attack allows for maximum physical damage and 252 speed allows for maximum speed, outspeeding threats such as Mega Altaria and Mamoswine.

*The choice between Adamant and Jolly is very crucial, as Adamant allows crucial ohkos and 2HKOs such as having a 50% chance to OHKO Mega Aggron through Filter and 2HKOing Suicune indefinitely after Stealth Rocks.

*Jolly provides more speed which can be useful in more situations, but overall Adamant is preferred for the sheer power.

Usage Tips
========

*Do not switch Darmanitan directly into any hit.

*A slow Volt Switch and/or U-turn into Darmanitan is the best option.

*Attack only what you can outspeed, or if you're completely sure that the opponent is setting up.

*Use Darmanitan to punch holes early game or clean up teams late game. (it doesn't really have the speed needed to clean in a lot of cases.)

I know Darm's not the best of mons, but this section could still use a bit more information. Stuff like how often to use U-turn, the potential to be a massive nuisance for bulkier teams, preserving HP, and being wary of certain setup sweepers like Latias that can potentially exploit you should be touched on as well.

Team Options
========

*Good team options for Darmanitan include teammates that can provide a slow u-turn or volt switch, such as Cobalion, Scizor, and Magneton. (replace this example with mega manectric, magneton really only works alongside mons that appreciate having steels trapped and removed.) (the pivoting support doesn't have to be slow, faster pivots are fine partners too. if you want to stick with 'slow' pivots though, consider adding gligar over cobalion.)

*Stealth rock support from the likes of Hippowdon, Celebi, and Krookidile is greatly appreciated, allowing Darmanitan to claim several OHKOs and 2HKOs on pokemon such as Latias and Suicune that it would usually not be able to achieve.

*Hazard control such as Rapid Spin or Defog from the likes of Moltres, Starmie, Empoleon, Hydreigon, etc. is greatly appreciated because Darmanitan is worn down very quickly due to Flare Blitz Recoil, Stealth Rock Damage, and the occasional Rocky Helmet damage.

*Pokemon that can damage Darmanitans checks are also great teammates, paving the way for Darmanitan to clean up later in the match. (this point on its own just feels really vague, elaborate a bit more.)

Late-game sweepers / cleaners that take advantage of Darm's wallbreaking prowess.

[STRATEGY COMMENTS]
Other Options
=============

*Darmanitan can run a choice scarf set to act as a better revenge killer in trade for less sheer power.

*However, this set outclassed by Infernape, as Infernape has a better movepool, higher speed tier, and STAB Close Combat.

Checks and Counters
===================

*Slowbro: Slowbro is arguably Darmanitans best check, having access to regenerator and slack off to heal off any damage Darmanitan can dish out at it. Slowbro also packs a hard hitting scald to threaten Darmanitan out or just straight kill it. (this section could honestly just be about bulky water-types in general while still putting great emphasis on slowbro, as alo, suicune, to a lesser degree defensive prima are similar in keeping it in check.)

*Faster Hard Hitting Pokemon: Threats that can outspeed and kill Darmanitan back such as Hydreigon, Infernape, Latias, Mega Aerodactyl, and Terrakion.

Residual damage 100% needs to be down here.

hi, don't feel pressured to implement this before qc says anything further! also, and forgive me for overstepping my bounds, be sure to remove the super obvious information like what the EVs do, new standards and whatnot.
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
[OVERVIEW]

*Darmanitan is a powerful wallbreaker, bearing a stellar 140 attack stat backed by a decent 95 speed.

*It has an amazing ability in Sheer Force, allowing it's moves with secondary effects to become boosted in base power.

*This turns Darmanitan into an absolute monster to switch into depending on what move it decides to go for. (these three points can be combined into one explaining how darm's high attack + sheer force makes it difficult to switch into. you can also mention some top-tier pokemon that darm can beat as well as what it can outspeed and thus beat when you're mentioning that. without examples, points are super vague and don't really intuitively link to the meta for the analysis audience of newer players)

mention its ability to wallbreak really well in addition to this and give some examples of walls it can break

*However, despite these stellar traits, Darmanitan has atrocious bulk and a crippling weakness to Stealth Rocks, which limits the amounts of Darmanitan can switch in, which in turn hinders it's wallbreaking abilities.

*Darmanitan also suffers from being worn down from recoil and a mediocre movepool, which despite its good attack, it lacks in hitting a decent chunk of the tier. (I wouldn't say it doesn't hit a huge chunk of the tier at all because that is what makes it so difficult to switch into. you've already said it's difficult to switch into so this directly contradicts it. stuff like alo/bro can switch in, which should 100% be mentioned with typing, but it doesn't really have a mediocre movepool. you can cut this point and move recoil up to rocks weakness)

as I said above, add a point about its bad defensive typing in monofire too and what that means darm loses to.

*Despite it's sheer power, Darmanitan faces stiff competition from the likes of Infernape, who boasts a better speed tier, has more versatility overall, a secondary tying that makes Stealth Rocks neutral (and gives it secondary stab which darm would really appreciate), and a better movepool. Depending on the set, Infernape can also chunk it's usual checks, unlike Darmanitan. Darmanitan also faces competition from Crawdaunt as a more consistent Choice Band wallbreaker, as it has better STABS, access to priority, and no weakness to stealth rocks, although, Crawdaunt is slower and cannot pivot.

[SET]
name: Choice band
move 1: Flare Blitz
move 2: U-Turn
move 3: Rock Slide/Earthquake
move 4: Earthquake/Superpower
item: Choice Band
ability: Sheer Force
nature: Jolly/Adamant
evs: 252 Atk / 4 SpD / 252 Spe

change the set to this

[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Earthquake
move 4: Rock Slide / Fire Punch
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe


adamant loses out on too much so that's removed. superpower can stay in moves for hitting hydreigon (which is the main target for it because a lot of them are running roost right now, so you can add it back as the main superpower target).

[SET COMMENTS]
Moves
========

*Flare Blitz is Darmanitan's STAB of choice, being very powerful when boosted by Sheer Force. (new analysis writing standards aim to remove fluff in analyses and so cut down on "x is the strongest stab move" I would remove this point because of this, but you can add info about it to explain stuff it can hit and beat especially with sheer force and keep it)

*U-Turn allows Darmanitan to provide momentum and let another teammate in, although it should be noted that U-turn also does a good chunk to Slowbro. (and hydreigon now superpower has been dropped)

*Earthquake allows Darmanitan to hit pokemon that resists Flare Blitz for decent damage, mainly Tentacruel and Terrakion, Where as Rock Slide allows Darmanitan to hit Moltres.

add fire punch here. it's strong stab thats sheer force-boosted and strong but doesn't take a lot of recoil so can be more reliable in hitting stuff weak to fire. explain why it's an option here

*Superpower allows Darmanitan to hit bulky waters such as Suicune and Swampert for good damage, opening up the opponents team for a Flare Blitz sweep.

Set Details
========

*Choice Band boosts Darmanitan's attack to insane levels, allowing it to 2HKO or even OHKO the majority of the tier after rocks.

*Maximum attack allows for maximum physical damage and maximum speed allows for maximum speed, outspeeding threats such as Mega Altaria and Mamoswine.

*The choice between Adamant and Jolly is very crucial, as Adamant allows crucial ohkos and 2HKOs such as having a 50% chance to OHKO Mega Aggron through Filter and 2HKOing Suicune indefinitely after Stealth Rocks.

*Jolly provides more speed which can be useful in more situations, as it allows Darmanitan to outpace threats such as (adamant isn't good and has been removed so remove it from here)

for this section, standards would have it cut down a lot too. you can remove max attack and band. you can even remove max speed too but you can also keep it and explain what it outspeeds. sheer force can be worth a mention because it's what makes this set so strong

Usage Tips
========

*Do not switch Darmanitan directly into any hit.

*A slow Volt Switch and/or U-turn into Darmanitan is the best option. (can also bring it in after a teammate has fainted or on a predicted switch)

*Attack only what you can outspeed, or if you're completely sure that the opponent is setting up. (this point is extremely vague and doesn't actually explain how to use darm at all. maybe give examples of foes it can attack that would set up on it or just cut this)

*Use Darmanitan to punch holes early game or clean up teams late game, as Nothing par bulky waters like switching into a Sheer force boosted flare blitz.

*Be sure to when to click Flare Blitz and when to click U-turn, as if Darmanitan clicks Flare Blitz too much, it will get worn down very quickly, which will eventually take it out of the game unintentionally. (u-turn allows it to pivot out of unfavourable matchups (and give examples of some) too and gain momentum when something like bro switches in)

*Be aware of pokemon that can take advantage of Darmanitan being locked into an unfavorable move, such as superpower or earthquake, like Latias and Hydreigon.

*Darmanitan is quite the annoyance to bulkier teams, as nothing usually likes switching into Darmanitan's high powered attacks. (explain the best way to play it vs fat instead of just saying that it's annoying against them. it should be careful of stuff like bro/alo/quag and use its strong attacks and uturn to breal through more specially defensive stuff like blissey)

mention coverage moves (eq/rock slide) and fire punch here. it's not really explained when it's best to lock darm into them. the section can elaborate a lot more on locking into moves (can build on the 5th point with that) because for something that gets worn down this easily it's important

Team Options
========

start by saying the archetypes of teams that darm fits on (offense)

*Good team options for Darmanitan include teammates that can provide a slow u-turn or volt switch, such as Gilgar, Scizor, and Magneton. (as mentioned in the amcheck magneton isn't really the best partner because its only use is to trap steels. give some offensive pviots like scarf hydrei and mega manectric too)

*Stealth rock support from the likes of Hippowdon, Celebi, and Krookidile is greatly appreciated, allowing Darmanitan to claim several OHKOs and 2HKOs on pokemon such as Latias and Suicune that it would usually not be able to achieve. (hippo doesn't fit on offense with darm at all; its main role is on bulky or balance teams as a defensive rocker, which is an issue with darm becaause it lets walls in for free to recover. sr celebi is also extremely passive too, so choose more offensive rockers)

*Hazard control such as Rapid Spin or Defog from the likes of Moltres, Starmie, Empoleon, Hydreigon, etc. is greatly appreciated because Darmanitan is worn down very quickly due to Flare Blitz Recoil, Stealth Rock Damage, and the occasional Rocky Helmet damage. (moltres is even weaker to rocks than darm and doesn't function as a sole defogger on any kind of team (it always needs to be paired with other removal) and stacking fire-types like that in general isn't really effective with so many fat waters. empo also has the same issues as hippo with passitivty and letting walls in to recover for free)

*Pokemon that can damage Darmanitans checks are also great teammates, paving the way for Darmanitan to have less switch ins to its powerful stabs, allowing other teammates to sweep/clean up. (you need to clarify this point and give examples. it doesn't make any sense without more explanation and what checks teammates can break and what teammates are actually recommended for this)

*Wish and Healing Wish support are also appreciated because they give Darmanitan a chance to potentially break down the opponent's team more, making way for powerful sweepers to finish the game. (wish is kinda iffy because only defensive pokemon have it and they again let walls in to recover for free. you can mention healing wish scarf latias though)

building on scarf latias you also need to give examples of faster pokemon to help against faster threats to darm's team

*Late game sweepers and cleaners such as Mega Sharpedo, Latias, and Scizor enjoy having the opponent's team weakened as a whole, as it puts them in range of their attacks.

[STRATEGY COMMENTS]
Other Options
=============

*Darmanitan can run a choice scarf set to act as a better revenge killer in trade for less sheer power.

*However, this set outclassed by Infernape, as Infernape has a better movepool, higher speed tier, and STAB Close Combat.

Checks and Counters
===================

*Slowbro and other bulky waters: (just rename this Bulky Water-types and fox the formatting for teh whole section: it should be **Title**: throughout) Slowbro is arguably Darmanitans best check, having access to regenerator and slack off to heal off any damage Darmanitan can dish out at it. Bulky waters in general can usually eat any attack Darmanitan wants to throw at it, but Slowbro gets special mention for regenerator and reliable recovery in slack off. Other bulky waters include Suicune, Alomomola, Primarina and Swampert who can eat hits but can't quite reliably recover back health. (mention that all of these force it out and can ko back too except knock off alo)

*Faster Hard Hitting Pokemon: Threats that can outspeed and kill Darmanitan back such as Hydreigon, Infernape, Latias, Mega Aerodactyl, and Terrakion. (expand on this and say how they force darm out too)

*Residual damage: Entry hazards are arguably better at checking Darmanitan then any pokemon in the tier. Stealth rocks take a quarter of Darmanitan's HP every time it comes in. Hazards in addition to Flare Blitz recoil is the best way to check Darmanitan, as it will most likely only be around for the early game if hazards are not removed.

add credits here. format is this

[CREDITS]
- Written by: [[<username1>, <userid1>]]
- Quality checked by: [[<username1>, <userid1>], [<username2>, <userid2>], [<username3>, <userid3>]]

- Grammar checked by: [[<username1>, <userid1>], [<username2>, <userid2>]]
implement all of this then tag me for a stamp. one thing I would mention is examples and explanations: making vague points can seem extremely straightforward to you, but the analyses we write here at to appeal to newer players and to introduce them to UU, so being clear with explanations and relating them back to the meta wth examples is important.
 
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I've implemented what I've been able to, however, my wifi went down last Tuesday and my router won't arrive till this Monday. The only thing I have left is my phone which only has data, and Smogon is super glitchy on my phone (its a Nokia Lumia 365). I will get what I can down asap. Btw how to I add a QC stamp?
 
I'm gonna QC reject 1/3 because it took you almost a month to implement the check. Then, when you did, you didn't even implement most of this (and the stuff you did implement was wrong in some places). In order for us to not reject this I'm gonna have to see you fully implement martha's check (correctly) within 24 hours. If you don't do this within 24 hours this will get reassigned Sickist.
 

autumn

only i will remain
is a Site Content Manageris a Member of Senior Staffis a Community Contributoris a Tiering Contributoris a Top Contributoris a Social Media Contributor Alumnusis a Top Smogon Media Contributor Alumnusis an Administrator Alumnusis a Battle Simulator Moderator Alumnus
C&C Leader
I’m going to QC Reject 2/3

Even after another attempt to implement the check, there is still a lot of it missing, and what is presented in the analysis doesn’t reflect Darmanitan’s roles or niche in the metagame. It is heavily lacking in examples and accurate metagame references, and the content that is provided does not adequately explain Darmanitan’s roles, uses, and team options in a way that is detailed and clear enough for a newer player reading the analysis to be able to accurately understand. Points such as the one below were missed, and from points that were implemented, there wasn’t really an improvement in the quality of the analysis with several ideas being misunderstood or conveyed a way that’s accurate and backed up with metagame-relevant examples.

usage tips said:
mention coverage moves (eq/rock slide) and fire punch here. it's not really explained when it's best to lock darm into them. the section can elaborate a lot more on locking into moves (can build on the 5th point with that) because for something that gets worn down this easily it's important
Additionally, even the set for the analysis failed to be implemented correctly despite a format that can be copied and pasted into your analysis being given.

my set said:
[SET]
name: Choice Band
move 1: Flare Blitz
move 2: U-turn
move 3: Earthquake
move 4: Rock Slide / Fire Punch
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
your set said:
[SET]
name: Choice band
move 1: Flare Blitz
move 2: U-Turn
move 3: Earthquake
move 4: Fire Punch/Rock Slide
item: Choice Band
ability: Sheer Force
nature: Jolly
evs: 252 Atk / 4 SpD / 252 Spe
 
I understand the first part, but the set is an issue? No disrespect by no means intended, but the set is the same..how is that an issue?
 
I'll implement what I can before Nuked reassigns it. Thanks for giving me the month to do what I can. Next time, Im not going to take this long, even if it means i don't sleep
 

Kreme

You might be right but you're not correct.
is a Site Content Manager Alumnusis a Team Rater Alumnusis a Forum Moderator Alumnusis a Contributor Alumnus
QC Rejecting 3/3 here, I'm in agreement with the two above that this is lacking quite a bit and you might want to lurk a bit more to get a better feel of how analyses are getting approved and to see QC checks of other analyses to see what we'd be looking for. Being busy is understandable but if so please refrain from taking up analyses as not implementing checks quickly slows down the rest of the cogs, thanks.
 
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