[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.
[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/patar136.571123/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
**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.
[credits]
Written by:
https://www.smogon.com/forums/members/theuncultured.629845/
Quality checked by:
https://www.smogon.com/forums/members/patar136.571123/
https://www.smogon.com/forums/members/scionicle.599989/
Grammar checked by:
https://www.smogon.com/forums/members/user4.400000
Last edited: