Quality Control Coalossal [QC 1/2]

[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2 points

**Overview**: Despite being at the lower end of the draft selection, Coalossal is sought after relatively often due to its solid role compression with access to good utility moves such as Spikes and Rapid Spin, and valuable abilities to disrupt foes or aid its teammates. It also has great physical bulk to check some physical attackers, although it has no reliable recovery and it's forced to rely on burns or its weak offensive stats to pressure foes. Even with its bulk to fulfil a role as a defensive utility Pokemon, Coalossal is severely hampered by devastating 4x weaknesses to the Water- and Ground-type attacks, as well as pitiful speed that prevent it from bringing out its full potential.

[strategy comments]
Common Roles
========
**Defensive Utility**: Coalossal performs best when it provides support for its team by dipping into its pool of utility moves that's best suited for the matchup while leveraging its physical bulk. By doing so, Coalossal can set entry hazards and spread burns via Flame Body, Will-O-Wisp, or its coverage moves. It can deal decent damage if its STAB attacks or Body Press are super effective, but it will often need to rely on passive damage.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Flamethrower, Overheat, Flare Blitz, Heat Crash, Stone Edge, Rock Slide, Power Gem, Rock Blast

**Setup Moves**: Curse, Iron Defense

**Utility Moves**: Stealth Rock, Spikes, Will-O-Wisp, Rapid Spin, Endure, Fire Spin, Rock Tomb

**Coverage**: Body Press, Earthquake, Earth Power, Scorching Sands, Heavy Slam, Scald, Gyro Ball,

Niche Moves
========
**Tar Shot**: Coalossal can use Tar Shot in an attempt to control the field temporally by lowering the foe's Speed. This would have the benefit to force a switch should Coalossal go down and have a teammate take advantage of the lowered Speed and added weakness to Fire.

**Explosion**: If Coalossal is no longer needed for the duration for the match, Explosion is a good way to gain some momentum and potentially take down a foe with it.

Common Items
========
**Heavy-Duty Boots**: Coalossal prefers to be as healthy as possible to fulfil its role setting up hazards or disrupting foes. Heavy-Duty Boots is its best item to bypass its weakness to Stealth Rock and make it more efficient at clearing entry hazards with Rapid Spin.

Niche Items
========
**Resistance Berries**: Passho, Chople and Shuca Berry help Coalossal to take major hits against common coverage, and retaliate with an attack or setup opportunity of its own.

**Air Balloon**: Coalossal can utilise Air Balloon to temporarily get around its 4x weakness to Ground-type attacks. This forces the foe to potentially use a weaker move that allows Coalossal to tank and guarantee using an attack or support its team.

**Custap Berry**: On lead sets and combined with Endure, Coalossal can use Custap Berry to bring out one more action to set up hazards or deal some chip damage to the foe before it goes down.

**Weakness Policy**: Though it's hard to pull off, Coalossal can take advantage of its weaknesses and Steam Engine to gain a boost to its offenses, as well as outspeed almost the entire unboosted metagame and sweep a match.

**Mental Herb**: Coalossal can utilise Mental Herb to guarantee getting up entry hazards, should a foe try to take advantage of its low speed using Taunt or Encore.

**Leftovers / Sitrus Berry**: In games where entry hazards is not a concern, Coalossal can use either Leftovers or Sitrus Berry for passive healing, especially as it has no access to reliable recovery and maintain its presence on the field.

Tera
========
Coalossal makes for a decent tertiary Tera Captain should no others be a suitable option. It would often opt for defensive Tera types to shed its common weaknesses and make it a better defensive piece, such as Tera Water or Grass. It can also utilize Tera Ghost to block foes from getting rid of their hazards through Rapid Spin.

Draft Strategy
========
Coalossal fits best on teams that are seeking for a secondary utility option to bring to some matches. It performs at its best when setting up or clearing away hazards that its team can take full advantage of, although Coalossal should not be your primary entry hazard setter. Teammates would also appreciate Coalossal checking physical threats with limited coverage against its common weaknesses, especially as it brings useful resistances to Fairy- and Flying-type attacks, and potentially punish momentum gaining attacks such as U-turn.

Checks and Counters
========
**Water- and Ground-type coverage**: Coalossal's major weaknesses to Water and Ground prevent it from doing too much when its on the field, especially as many Pokemon can carry this coverage. This makes Coalossal an easy target to take down, potentially fainting from one of these attacks even at maximum physical investment.

**Disruption**: Due to its low Speed, Coalossal becomes more susceptible to disruption such as Taunt and Encore, limiting its options although the foe still has to respect its offensive options.

**Opposing Setup**: Coalossal brings little to no offensive pressure as its primary goal is to support its team. This allows foes that do not care about getting burned or resist its STAB attacks to exploit its presence either through setting up with a Substitute or attack-boosting moves such as Calm Mind or Nasty Plot and easily break through Coalossal.

**Chip Damage**: Due to having no reliable recovery, Coalossal can easily rack up damage overtime through entry hazards if it's not wearing Heavy-Duty Boots, limiting how often it can check foes during a match. Even with Heavy-Duty Boots, Coalossal still has to fear Knock Off which will further hamper its capabilities.

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Written by:
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Quality checked by:
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https://www.smogon.com/forums/members/scionicle.599989/
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Last edited:
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2-3 points

**Overview**: Despite being at the lower end of the draft selection, Coalossal is sought after fairly often due to its solid role compression with access to good utility moves such as Spikes and Rapid Spin. It also has great physical bulk to check some physical attackers, although this comes with not so stellar mixed offenses. Even with its bulk to fulfil a role as a defensive utility Pokemon, Coalossal is severely hampered by common weaknesses to Water- and Ground-type attacks, as well as pitiful speed that prevent it from bringing out its full potential. Add that while these can be fixed with Tera, since it actually takes advantage of Tera quite well, it often only works a handful of times and is specific.

[strategy comments]
Common Roles
========
** Physical Tank**: Coalossal performs best when it provides support for its team by dipping into its pool of utility moves that's best suited for the matchup while leveraging its physical bulk. By doing so, Coalossal can setup hazards and attempt to fish for burns via Flame Body and weaken foes. This is way too broad and honestly sells Coalossal short. It can do several things for its price. I would mention them in this order as defensive tank is just one of its roles.

**Entry Hazard Support** Discuss here the primary purpose for Coalossal, stacking entry hazards and using Rapid Spin to deny opposing hazards. While not enough to differentiate, mention that you can lead with Coalossal for a strong start.

**Defensive Tank**: Discuss how Coalossal can take advantage of its bulk and Flame Body to be a wall, especially with Iron Defense.

**Set Up Sweeper**: Discuss here the potential for Coalossal to be a potential win condition with either Steam Engine or even just Iron Defense + Body Press. Theoretically, you can combine this with Defensive Tank.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Flamethrower, Overheat, Flare Blitz, Heat Crash, Stone Edge, Rock Slide, Power Gem, Rock Blast

**Setup Moves**: Flame Charge, Curse, Iron Defense, Rock Polish

**Utility Moves**: Stealth Rock, Spikes, Will-O-Wisp, Rapid Spin, Endure, Rock Tomb

**Coverage**: Body Press, Earthquake, Earth Power, Scorching Sands, Heavy Slam, Scald, Gyro Ball,

Niche Moves
========
**Tar Shot**: Coalossal can use Tar Shot in an attempt to control the field temporally by lowering the foe's Speed. This would have the benefit to force a switch should Coalossal go down and have a teammate take advantage of the lowered Speed and added weakness to Fire. I know this is Coalossal so it's blasphemous to consider dropping, but honestly Rock Tomb is probably better for chip. Could move that niche and have it replace Tar Shot.

**Explosion**: If Coalossal is no longer needed for the duration for the match, Explosion is a good way to gain some momentum and potentially take down a foe with it.

**Meteor Beam** Tricky, but is Coalossal's strongest Rock move and can allow it to boost its special attack as it cannot do so otherwise very easily.

Common Items
========
**Heavy-Duty Boots**: Coalossal prefers to be as healthy as possible to fulfil its role setting up hazards or disrupting foes. Heavy-Duty Boots is its best item to bypass its weakness to Stealth Rock.

Niche Items
========
**Resistance Berries**: Passho or Shuca Berry help Coalossal to take major hits against common coverage, and retaliate with an attack or setup opportunity of its own.

**Custap Berry**: Combined with Endure, Coalossal can use Custap Berry to bring out one more action to set up hazards or deal some chip damage to the foe before it goes down. Also works well on lead sets.

**Weakness Policy**: Though it's hard to pull off, Coalossal can take advantage of its weaknesses and Steam Engine to gain a boost to its offenses, as well as outspeed almost the entire unboosted metagame and sweep a match. Move to top of niche.

I would add the following items. Leftovers/Sitrus Berry, Air Balloon, and Mental Herb. The first provides increased longevity, the second gives a ground immunity for a turn or so and Mental Herb is good for lead sets or to prevent Encore.

Tera
========
Coalossal makes for a decent tertiary Tera Captain should no others be a suitable option. It would often opt for defensive Tera types to shed its common weaknesses, such as Tera Water or Grass. It can also utilize Tera Ghost to block foes from getting rid of their hazards through Rapid Spin. It is a bit of a double edged sword as it is a bit of a Tera sink. However, it can still put in a lot of work with Tera and should be given a bit more positivity. Maybe mention how it can use offensive Tera types on weakness policy sets but up to you.

Draft Strategy
========
Coalossal fits best on teams that are seeking for a secondary utility option to bring to some matches. It performs at its best when setting up or clearing away hazards that its team can take full advantage of. Teammates would also appreciate Coalossal checking physical threats with limited coverage against its common weaknesses, and potentially punish momentum gaining attacks such as U-turn. I would break this down into three roles. Pokemon weak to hazards, special walls and Pokemon that capitalize on hazards being stacked.

Checks and Counters
========
**Water- and Ground-type coverage**: Coalossal's major weaknesses to Water and Ground prevent it from doing too much when its on the field, potentially fainting from one of these attacks even at maximum physical investment. I would say strong special attackers honestly as Coalossal doesn't really like any of them. Good examples of dangerous special attackers are Terapagos-Terastal, Walking Wake, Sandy Shocks. And then mention special coverage with Pokemon like Landorus-T and Palafin bypassing Flame Body entirely.

**Disruption**: Due to its low Speed, Coalossal becomes more susceptible to disruption such as Taunt and Encore, limiting its options although the foe still has to respect its offensive options.

**Opposing Hazard Removal**: Pokemon like Great Tusk and Quaquaval are particularly bad news as they can spin away any of the hazards that Coalossal needs stacked.

**Stealth Rock/Knock Off**: This cripples Coalossal sadly and forces it to Tera, especially since it has no reliable recovery outside Rest.


[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/user2.200000
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Grammar checked by:
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This is an AMQC but please look carefully. I have seen tons of games with Coalossal so I have seen it do a lot as well as how it is beaten.
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1/2
[overview]
**Draft Order**: Round 7 onwards

**Price Range**: 2 points

**Overview**: Despite being at the lower end of the draft selection, Coalossal is sought after fairly relatively often due to its role compression with access to good utility moves such as Spikes and Rapid Spin. It also has great physical bulk to check some physical attackers, although it has no reliable recovery and it's forced to rely on burns or its weak offensive stats to pressure foes this comes with not so stellar mixed offenses. Even with its bulk to fulfil a role as a defensive utility Pokemon, Coalossal is severely hampered by common devastating 4x weaknesses to the common Water- and Ground-type attacks, as well as pitiful speed that prevent it from bringing out its full potential. (not sure where but I'd mention that it has valuable abilities. also mention its lack of recovery)

[strategy comments]
Common Roles
========
**Physical Tank Defensive Utility**: Coalossal performs best when it provides support for its team by dipping into its pool of utility moves that's best suited for the matchup while leveraging its physical bulk. By doing so, Coalossal can setup entry hazards and attempt to fish for burns via Flame Body and weaken foes spread burns via Flame Body, Will-O-Wisp, or its coverage moves. It can deal decent damage if its STAB attacks or Body Press are super effective, but it will often need to rely on passive damage.

Common Moves
========
**Primary STAB Moves**: Fire Blast, Flamethrower, Overheat, Flare Blitz, Heat Crash, Stone Edge, Rock Slide, Power Gem, Rock Blast

**Setup Moves**: Flame Charge, Curse, Iron Defense, Rock Polish (these can be niche if you think they have value)

**Utility Moves**: Stealth Rock, Spikes, Will-O-Wisp, Rapid Spin, Endure, Fire Spin

**Coverage**: Body Press, Earthquake, Earth Power, Scorching Sands, Heavy Slam, Scald, Gyro Ball,

Niche Moves
========
**Tar Shot**: Coalossal can use Tar Shot in an attempt to control the field temporally by lowering the foe's Speed. This would have the benefit to force a switch should Coalossal go down and have a teammate take advantage of the lowered Speed and added weakness to Fire.

**Explosion**: If Coalossal is no longer needed for the duration for the match, Explosion is a good way to gain some momentum and potentially take down a foe with it.

Common Items
========
**Heavy-Duty Boots**: Coalossal prefers to be as healthy as possible to fulfil its role setting up hazards or disrupting foes. Heavy-Duty Boots is its best item to bypass its weakness to Stealth Rock. (say this makes it better at spinning)

Niche Items
========
**Resistance Berries**: Passho or Shuca Berry help Coalossal to take major hits against common coverage, and retaliate with an attack or setup opportunity of its own. (not sure how to best reword this but I'd add chople as well; I used it for chien pao but it's probably still relevant for stuff like weavile)

**Custap Berry**: Combined with Endure, Coalossal can use Custap Berry to bring out one more action to set up hazards or deal some chip damage to the foe before it goes down.

**Weakness Policy**: Though it's hard to pull off, Coalossal can take advantage of its weaknesses and Steam Engine to gain a boost to its offenses, as well as outspeed almost the entire unboosted metagame and sweep a match.

(+leftovers/sitrus, air balloon, mental herb, maybe helmet)

Tera
========
Coalossal makes for a decent tertiary Tera Captain should no others be a suitable option. It would often opt for defensive Tera types to shed its common weaknesses and make it a better defensive piece, such as Tera Water or Grass. It can also utilize Tera Ghost to block foes from getting rid of their hazards through Rapid Spin.

Draft Strategy
========
Coalossal fits best on teams that are seeking for a secondary utility option to bring to some matches. It performs at its best when setting up or clearing away hazards that its team can take full advantage of. Teammates would also appreciate Coalossal checking physical threats with limited coverage against its common weaknesses, and potentially punish momentum gaining attacks such as U-turn. (mention that this shouldn't be the primary hazard setter and the draft shouldn't need removal too badly. it also brings valuable flying and fairy resistances to help out your steel)

Checks and Counters
========
**Water- and Ground-type coverage**: Coalossal's major weaknesses to Water and Ground prevent it from doing too much when its on the field, potentially fainting from one of these attacks even at maximum physical investment. (add something like "this makes it a potential liability against anything that can use water or ground moves")

**Disruption**: Due to its low Speed, Coalossal becomes more susceptible to disruption such as Taunt and Encore, limiting its options although the foe still has to respect its offensive options.

(substitute/setup- bro has no phazing or offensive pressure. prime setup fodder if the mon in front of it isn't weak to rock/fire/fighting and doesn't care about burn)

(chip damage- weak to all hazards, no healing.. makes it hard to check things more than once)


[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
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https://www.smogon.com/forums/members/user3.300000
Grammar checked by:
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