OU Choice Specs Walking Wake (QC 2/2) (GP 1/1)

[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks its power is increased with sun active, making safely switching into Walking Wake a difficult task. Flamethrower hits Grass-types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, opposing Walking Wake, and Roaring Moon while dealing high damage to Water-types like Toxapex and muscling past Unaware walls like Skeledirge and Dondozo. Dragon Pulse is a weaker but safer move that still hits opposing Dragon-types hard and lacks drawbacks, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water-resistant Pokemon like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing it to 2HKO Clodsire and Slowking, allowing Walking Wake to blow past its checks and more reliably sweep late-game. 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon; however, 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of now losing the one-on-one matchup against the aforementioned faster threats. Even Assault Vest Azumarill, which otherwise checks Walking Wake, has a chance of being 2HKOed by a sun-boosted Tera Water Hydro Steam with a Special Attack boost.

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set sun with Drought maximizes its damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin, and it appreciates Walking Wake’s ability to break past opposing weather setters like Tyranitar and Pelipper with ease. Specially defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble, since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats; in return, Walking Wake breaks past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO it with Play Rough, though it can be worn down over time due to its lack of recovery. Offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. Eject Button Amoonguss is another excellent teammate, as it checks Azumarill both offensively and defensively and can safely pivot Walking Wake in. In return, Walking Wake can handle bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom and Amoonguss.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[SetsuSetsuna, 548068], [dex, 277988]
- Grammar checked by: [[Sulo, 528036]]
 
Last edited:
Writing down some of my own thought processes from when I was writing this; Specs Wake is preeeeeeetty linear but there's still enough variation in it and its teammates that I figure I may as well include some things here:
  • Went with the Smogon set's 12/244/252+ (Speed Proto) as the default set but mentioned 4/252/252+ (SpA Proto) quite a bit here as a very viable alternative. Did I talk too much about 4/252/252+ for this analysis?
  • Wanted to mention Grass-types that are occasionally run on Sun teams like Brute Bonnet and Scovillain. Scovillain might've been too niche to bring up since it isn't at all a Sun staple at the level of Torkoal/Wake/Tusk, and Brute Bonnet is currently unranked on the OU VR although the OU VR was last updated a bit before Wake was released and Brute Bonnet has been viewed much more favorably lately.
  • Eject Button Hatterene is almost as much a staple on Sun teams as Tusk is, and it has obvious synergy with Walking Wake (Nuzzle to paralyze threats that outspeed SpA Wake, a Dragon immunity, hazard denial, and enough bulk to eat a hit from something Wake forces out, Eject Button out, and get Wake in for a free kill on something). Didn't want to bloat the Checks/Counters and Teammates paragraph too much; should I include it anyway, especially if I can cut out some stuff in that paragraph?
  • Walking Wake is a Sun staple, and there's no real getting around it, but I'm not entirely sure how I can incorporate explicitly non-Sun teammates into this (i.e. Tusk and Roaring Moon are good teammates regardless of Sun but especially with Sun support; I mean stuff that you'd never see on Sun). Should I worry as much about that?
 
add remove highlight comment

Good start. You do not have to sell how good Walking Wake is at every turn. Tag me when implemented so I can give it another read.

[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is one of the most powerful wallbreakers in the metagame a potent wallbreaker (no need to oversell it) thanks to its incredibly well-distributed stats great Special Attack and Speed alongside an excellent typing complemented by fantastic STAB moves and good coverage. Uniquely, it is also a Water-type that functions extremely well with Sun support while remaining very threatening under Rain, giving it versatility both on and against weather-based teams. (You are already explaining why its good in Sun on the Hydro Steam part) Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, Hydro Steam's power is increased even with Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits all of Water Absorb Clodsire, (it damages Clodsire, it doesnt hit it particularly strong. If anything its Dragon-type moves hit it stronger) Grass-types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight very hard (can remove or say "for super effective damage"). Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. Dragon Pulse is a weaker but safer move that still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness and turns its Ice neutrality into a resistance (Why is this important?) and increases , while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water resists like Baxcalibur and Rotom-W. Tera Dragon allows Walking Wake to more reliably 2HKO Clodsire and Slowking (The reliably part implies that it can 2HKO them without Tera Dragon, which it cant do) and turns its Grass neutrality into a resistance, allowing Walking Wake to blow past its checks and more reliably sweep lategame. (Here is worded as if the Grass neutrality played a roll in letting it get pass its checks) 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Choice Scarf Gholdengo, and Great Tusk after a Rapid Spin (Focus on more important stuff such as Iron Valiant and Roaring Moon); however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved one-on-one matchup against the aforementioned faster threats. For instance, even Specially Defensive Dondozo and Assault Vest Azumarill have a chance of being 2HKOed by Tera Water Hydro Steam with a Special Attack boost from Protosynthesis while Dragapult is almost always outright OHKOed.

While Walking Wake's offensive presence is quite useful in general, its attributes are highly unique and coveted by Sun teams and as such Walking Wake is at its absolute best on Sun teams (Try to reword to not repeat "Sun teams" right after you said it). Torkoal is an excellent partner for Walking Wake, as its ability to set Sun with Drought maximizes Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex, remove opposing Stealth Rock with Rapid Spin, and generally annoy physical attackers with its high Defense and the threat of a Lava Plume burn (The sentence before this is arguably okay to include, but here you are just mentioning what Torkoal does in general and not what it does for Walking Wake). Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble since it has to run Tera Dragon and is forced to use the highly-committal Draco Meteor to attempt to muscle past them. (You are being too specific here. Just mention that they are good SpDef walls that can sponge its attacks) Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats, and in return appreciate Walking Wake's ability to break past their own defensive checks. Great Tusk appreciates having Corviknight and Tera Flying Kingambit eliminated, and Roaring Moon enjoys Walking Wake's ability to brute-force past Ting-Lu and Unaware walls like Dondozo and Skeledirge. such as Ting-Lu, Dondozo, and Corviknight. (Do not include Skele as its weak to both Ground- and Dark-type attacks) Roaring Moon in particular is an excellent teammate, as both it and Walking Wake can choose between a damage boost and a Speed boost from Protosynthesis by diverting minimal EVs from their Attack and Special Attack, respectively; for instance, a Speed-boosting Roaring Moon can allow Walking Wake to invest into a Special Attack-boosting Protosynthesis, while a Speed-boosting Walking Wake can allow Roaring Moon to run an Attack-boosting Protosynthesis. (This part is rather odd. Great Tusk can do this too, so why mention Roaring Moon in particular? You can briefly mention how they form a potent breaking core thanks to its Protosynthesis ability) While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO Walking Wake in return with Play Rough. Sandy Shocks and offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. In return, Walking Wake can handle Ground-types like Garchomp for Sandy Shocks and bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom, respectively.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[username1, userid1], [username2, userid2]
- Grammar checked by: [[username1, userid1]]
 
add remove highlight comment

Good start. You do not have to sell how good Walking Wake is at every turn. Tag me when implemented so I can give it another read.
Implemented all of the above. Added a brief mention of its decent bulk in the introductory sentence and more dramatically changed the first sentence of the second paragraph to reflect it strength on Sun teams and against opposing Sun teams.
 
add remove highlight comment

Nice job, you can update to QC 1/2 after implemented

[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, Hydro Steam's power is increased even with Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits Grass-types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. Dragon Pulse is a weaker but safer move that still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water resists like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing Walking Wake to 2HKO Clodsire and Slowking, allowing Walking Wake to blow past its checks and more reliably sweep lategame. 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon, and Great Tusk after a Rapid Spin (too specific and not particularly important); however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved one-on-one matchup against the aforementioned faster threats. For instance, even Specially Defensive Dondozo and Assault Vest Azumarill have a chance of being 2HKOed by Tera Water Hydro Steam with a Special Attack boost from Protosynthesis while Dragapult is almost always outright OHKOed. (also too specific, try to find a way to reword this together with the wallbreaking prowess. Adding the Azumarill part is very fair since it checks Walking Wake, but Dondozo and Dragpault dont switch into it so they rather odd to include)

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against Sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set Sun with Drought maximizes Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin. Specially-defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats, and in return appreciate Walking Wake's ability to break past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO Walking Wake in return with Play Rough. Sandy Shocks and (I get that the Pokemon is good but probably not the best mention since its still an UU Pokemon. Maybe Rotom-W? or just focus on the grasses instead) offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. In return, Walking Wake can handle Ground-types like Garchomp for Sandy Shocks and bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[username1, userid1], [username2, userid2]
- Grammar checked by: [[username1, userid1]]
 
Implemented! I removed mention of Sandy Shocks at your request, but I do want to keep the door open for adding it back since it’s still decent and it’s still another Protosynthesis user.

Also added mention of Walking Wake’s ability to break TTar and Pelipper as a means of supporting Torkoal. Might scrap mention of TTar just because it’s mediocre right now, but it can still overwrite Sun.
 

dex

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blue = add, red = delete, green = comments
[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, Hydro Steam's power is increased even with Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits Grass-types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. Dragon Pulse is a weaker but safer move that still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water resists like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing Walking Wake to 2HKO Clodsire and Slowking, allowing Walking Wake to blow past its checks and more reliably sweep lategame. 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon; however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved one-on-one matchup against the aforementioned faster threats. Even Assault Vest Azumarill, which otherwise checks Walking Wake, has a chance of being 2HKOed by a Sun-boosted Tera Water Hydro Steam with a Special Attack boost.

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against Sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set Sun with Drought maximizes Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin, and appreciates Walking Wake’s ability to break past opposing weather setters like Tyranitar and Pelipper with ease. Specially defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats, and in return appreciate Walking Wake's ability to break past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO Walking Wake with Play Rough. Offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. (I think here would be a good mention of Eject Button Amoonguss, which checks Azu and can pivot wake in safely). In return, Walking Wake can handle bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[SetsuSetsuna, 548068], [username2, userid2]
- Grammar checked by: [[username1, userid1]]

2/2
 
blue = add, red = delete, green = comments
[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, Hydro Steam's power is increased even with Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits Grass-types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. Dragon Pulse is a weaker but safer move that still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water resists like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing Walking Wake to 2HKO Clodsire and Slowking, allowing Walking Wake to blow past its checks and more reliably sweep lategame. 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon; however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved one-on-one matchup against the aforementioned faster threats. Even Assault Vest Azumarill, which otherwise checks Walking Wake, has a chance of being 2HKOed by a Sun-boosted Tera Water Hydro Steam with a Special Attack boost.

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against Sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set Sun with Drought maximizes Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin, and appreciates Walking Wake’s ability to break past opposing weather setters like Tyranitar and Pelipper with ease. Specially defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats, and in return appreciate Walking Wake's ability to break past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO Walking Wake with Play Rough. Offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. (I think here would be a good mention of Eject Button Amoonguss, which checks Azu and can pivot wake in safely). In return, Walking Wake can handle bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[SetsuSetsuna, 548068], [username2, userid2]
- Grammar checked by: [[username1, userid1]]

2/2
Swiftly implemented! This is now ready for GP!

GP Team
 

Sulo

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National Dex Leader
GP 1/1
[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, its Hydro Steam's power is increased with sun Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits Grass- and Steel-types types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, opposing Walking Wake, is there any reaosn why it can't be grouped here and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. feel like that's heavily implied since draco is a stupidly strong move regardless Dragon Pulse is a weaker but safer move that lacks drawbacks and still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water-resistant Pokemon Water resists like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing it Walking Wake to 2HKO Clodsire and Slowking, letting it allowing Walking Wake to blow past its checks and more reliably sweep late-game. hyphen 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve its Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon; however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved do you mean "worsened" or something similar, because you're slower and have a worse matchup against them one-on-one matchup against the aforementioned faster threats. Even Assault Vest Azumarill, which otherwise checks Walking Wake, has a chance of being 2HKOed by a sun-boosted Sun-boosted Tera Water Hydro Steam with a Special Attack boost.

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against sun Sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set sun Sun with Drought maximizes its Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin, and it appreciates Walking Wake’s ability to break past opposing weather setters like Tyranitar and Pelipper with ease. Specially defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble, (ac) since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats; (semicolon) and in return, (ac) Walking Wake breaks past appreciate Walking Wake's ability to break past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO it Walking Wake with Play Rough, (ac) though it can be worn down over time. Offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. Eject Button Amoonguss is another excellent teammate, as it checks opposing Azumarill both offensively and defensively and can safely pivot Walking Wake in. In return, Walking Wake can handle bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom and Amoonguss.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[SetsuSetsuna, 548068], [dex, 277988]
- Grammar checked by: [[Sulo, 528036]]
Sulo2.gif


GP Team done
 
GP 1/1
[SET]
name: Choice Specs
move 1: Hydro Steam
move 2: Flamethrower
move 3: Draco Meteor
move 4: Dragon Pulse
item: Choice Specs
tera type: Water / Dragon
ability: Protosynthesis
nature: Timid
evs: 12 HP / 244 SpA / 252 Spe
ivs: 0 Atk

[SET COMMENTS]
Choice Specs Walking Wake is a powerful wallbreaker thanks to its great Special Attack and Speed alongside an excellent typing complemented by decent bulk, fantastic STAB moves, and good coverage. Hydro Steam is Walking Wake's excellent signature move; in addition to having zero drawbacks on its own, its Hydro Steam's power is increased with sun Sun active, making safely switching into Walking Wake a difficult task. Flamethrower is a consistent coverage move that hits Grass- and Steel-types types like Amoonguss, and Steel-types like Gholdengo, Kingambit, and Corviknight for super effective damage. Draco Meteor is Walking Wake's strongest attack and eliminates Dragapult, Dragonite, opposing Walking Wake, is there any reaosn why it can't be grouped here and Roaring Moon while dealing high damage to Water-types like Toxapex and opposing Walking Wake and muscling past Unaware walls like Skeledirge and Dondozo since Unaware ignores Draco Meteor's stat drops. feel like that's heavily implied since draco is a stupidly strong move regardless Dragon Pulse is a weaker but safer move that lacks drawbacks and still hits opposing Dragon-types hard without dropping Walking Wake's Special Attack, which makes it more useful late-game when Draco Meteor's higher damage output is no longer needed to secure KOs. Tera Water removes Walking Wake's Fairy weakness while increasing Hydro Steam's damage output to nuclear levels, allowing it to outright 2HKO moderately bulky Water-resistant Pokemon Water resists like Baxcalibur and Rotom-W. Tera Dragon turns Walking Wake's Grass neutrality into a resistance while allowing it Walking Wake to 2HKO Clodsire and Slowking, letting it allowing Walking Wake to blow past its checks and more reliably sweep late-game. hyphen 244 Special Attack EVs put Walking Wake's Special Attack exactly one point lower than its Speed, causing Protosynthesis to increase Speed and drastically improve its Walking Wake's matchup against otherwise-faster threats like Meowscarada, Dragapult, Iron Valiant, and Roaring Moon; however, investing 252 Special Attack EVs to allow a Special Attack boost from Protosynthesis is still perfectly viable to further capitalize on Walking Wake's wallbreaking prowess, albeit at the cost of an improved do you mean "worsened" or something similar, because you're slower and have a worse matchup against them one-on-one matchup against the aforementioned faster threats. Even Assault Vest Azumarill, which otherwise checks Walking Wake, has a chance of being 2HKOed by a sun-boosted Sun-boosted Tera Water Hydro Steam with a Special Attack boost.

Though its offensive presence is useful in general, Walking Wake's unique attributes make it most powerful on and against sun Sun teams. Torkoal is an excellent partner for Walking Wake, as its ability to set sun Sun with Drought maximizes its Walking Wake's damage output with Hydro Steam and Flamethrower and enables its Protosynthesis to boost its Speed or Special Attack. Torkoal can also set Stealth Rock to allow Walking Wake to more reliably 2HKO threats like Clodsire and Toxapex and remove opposing Stealth Rock with Rapid Spin, and it appreciates Walking Wake’s ability to break past opposing weather setters like Tyranitar and Pelipper with ease. Specially defensive walls like Slowking and Water Absorb Clodsire give Walking Wake a lot of trouble, (ac) since they can sponge its attacks. Powerful physical attackers like offensive Great Tusk and Choice Band Roaring Moon are excellent teammates due to their ability to muscle past these threats; (semicolon) and in return, (ac) Walking Wake breaks past appreciate Walking Wake's ability to break past their own defensive checks such as Ting-Lu, Dondozo, and Corviknight. Moreover, both of these teammates can also utilize Protosynthesis effectively. While its lack of reliable recovery allows Walking Wake to wear it down over time, Assault Vest Azumarill resists both Hydro Steam and Flamethrower, is immune to Walking Wake's Dragon-type attacks, and threatens to OHKO it Walking Wake with Play Rough, (ac) though it can be worn down over time. Offensive Grass-types like Meowscarada and Breloom cannot switch into Azumarill, but they can greatly threaten it with their super effective STAB moves. Eject Button Amoonguss is another excellent teammate, as it checks opposing Azumarill both offensively and defensively and can safely pivot Walking Wake in. In return, Walking Wake can handle bulky Steel-types like Kingambit and Corviknight for Meowscarada and Gholdengo for Breloom and Amoonguss.

[CREDITS]
- Written by: [[Dreadfury, 408271]]
- Quality checked by: [[SetsuSetsuna, 548068], [dex, 277988]
- Grammar checked by: [[Sulo, 528036]]
View attachment 503836

GP Team done
Implemented everything here. Thank you!

And with that, Walking Wake is now completed!
 

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