Monotype Crobat (Poison)

[OVERVIEW]

Poison
========

* Crobat is immune to Ground-type moves, making it invaluable in terms of team synergy for its teammates. This, in conjunction with U-turn, allows Crobat to both pivot into dangerous Ground-type attackers and pivot out to the appropriate teammate to gain momentum for the team.
* Crobat's access to a wide array of support moves makes it vital for its overall utility; most notably, Crobat's access to Defog makes it the primary entry hazard remover for Poison teams.
* Its Speed tier is among the highest in the metagame, which helps Crobat ensure that it gets a chance to use its moves against other fast foes such as Weavile and Latios.
* As a Flying-type, Crobat adds an Ice-, Electric-, and Rock-type weakness to its team and will need to be careful around Stealth Rock, as it affect Crobat's ability to switch in often. This damage can, however, be healed back with Roost.
* Crobat is not particularly bulky and is usually forced to pivot to a bulkier teammate in the face of powerful wallbreakers.
* Crobat also lacks offensive presence and struggles to damage most foes that it cannot hit super effectively.

[SET]
name: Utility Bat (Poison)
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

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

* U-turn, coupled with Crobat's amazing Speed, can help scout the opponent's actions and ease prediction. U-turn is helpful both for switching safely to wallbreakers like Nidoking and getting past Focus Sashes and abilities such as Sturdy, Multiscale, and Disguise.
* Roost helps Crobat stay healthy and able to continue supporting the team by constantly switching into Ground-type moves.
* Defog allows Crobat to keep entry hazards and screens off the field, which allows its teammates to switch more often without the threat of chip damage.
* Brave Bird is Crobat's main attack, and though it causes recoil, it provides consistent damage against opponents that do not resist it.
* Taunt is another option that is helpful to prevent setup and entry hazards from the foe, as well as preventing attempts at healing. However, its mediocre bulk makes it difficult to use Taunt on offensive foes such as Heatran.

Set Details
========

* Maximum Speed EVs with a Jolly nature help Crobat outspeed as many foes as possible, including Weavile, Greninja and Dugtrio. These EVs also allow Crobat to Speed tie with Tapu Koko, which can possibly allow it to use Defog in an emergency situation.
* 248 HP EVs provide the best overall bulk while ensuring that Crobat has an odd HP number to help switch into Stealth Rock; the other 8 EVs are put into Special Defense to ensure that foes with Download receive an unwanted Attack boost.
* Black Sludge improves Crobat's longevity with gradual healing and has the added benefit of damaging any non-Poison-type that acquires Crobat's item.
* Infiltrator helps Crobat inflict damage through Substitute and Reflect, which can be useful to finish off a weakened foe that would otherwise be protected.

Usage Tips
========

* Crobat should be utilized during the early and middle stages of the match, as it can scout and gain momentum early on, as well as removing entry hazards and using Taunt on foes if needed later on. Additionally, Crobat should attempt to come in on the same turn that Stealth Rock is being set, as it can avoid entry hazard damage and remove Stealth Rock promptly.
* Taunt helps Crobat deter setup sweepers such as Gyarados from boosting, as well as defensive foes such as Chansey from setting Stealth Rock and recovering health.
* Though Crobat can remove hazards, it loses a quarter of its health when switched into Stealth Rock. As such, Crobat should only switch in to remove it if the opportunity comes up.
* However, if the opponent's side of the field has more hazards, it is generally better for Crobat not to Defog as this will undo the hazards that its team has set. Crobat should instead pivot to a teammate to maintain offensive pressure in this scenario.
* Crobat is unique for a Poison team in that it can U-turn out of unfavorable matchups, but it should manually switch out when facing a suspected Choice Scarf user such as Victini or Heracross.
* Although Crobat is often the sole Ground immunity on the team, it should be careful when switching into predicted Ground moves, as many users have Rock- or Ice-type coverage specifically to dispatch Flying-types.
* Crobat should use Roost to keep its health replenished when it has the chance. Since Crobat will often find itself switching in and pivoting immediately out, it will accrue entry hazard and chip damage that needs to be healed. However, due to Crobat's high Speed, it must be careful, as it will gain a Ground weakness against slower foes after using Roost.
* Due to the lack of Attack EVs and Crobat's mediocre Attack stat, it doesn't hit particularly hard with Brave Bird. Utilizing U-turn to pivot to a teammate is better in almost every case, and Brave Bird should only be used against foes that are weak to Flying-type attacks that it would be unwise to pivot against, such as Buzzwole and Serperior.

Team Options
========

* Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove entry hazards, and pivot to each teammate as needed.
* Mega Venusaur covers Crobat's weakness to Electric moves and is a safe switch-in for the majority of powerful attacks that Crobat would face.
* Alolan Muk is often an excellent choice for Crobat to pivot to, as it is immune to Psychic attacks and can trap Psychic-types such as Latios and Mega Alakazam with Pursuit. Alolan Muk can sponge most special attacks, including powerful Ice- and Electric-type moves, due to its amazing special bulk.
* Toxapex is an excellent defensive pivot that can wall many physical attackers, cover Crobat's weakness to Ice moves, use Haze to check setup sweepers, and set Toxic spikes to further support the team.
* Choice Scarf Nihilego and Gengar are able to directly threaten Choice Scarf users that would outspeed and otherwise threaten Crobat.
* Nidoking appreciates Crobat's ability to pivot with U-turn, and if Crobat can catch a foe that is switching out, Nidoking can often capitalize on the momentum due to its powerful and varied coverage.
* Frailer teammates such as Salazzle and Scolipede can take advantage of Crobat's ability to pivot to them for an advantageous matchup, which affords them a greater opportunity to set up.

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

Poison
--------

* Super Fang has the niche of cutting any non-Ghost-type's health in half, which is useful for weakening bulkier foes. This is best used in conjunction with Taunt so the foe cannot heal this damage. However, the other moves noted on the main set provide more support overall for Crobat's team, and Crobat will have trouble fitting Super Fang onto its moveset over its other moves, which are vital to its success.
* Rocky Helmet can be run over Black Sludge for additional chip damage, but doing so will cut into Crobat's longevity in the long run.

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

Poison
--------

**Rock-types**: Rock-types resist Crobat's Brave Bird, generally have high Defense to avoid taking too much damage from Crobat's other options, and can OHKO it with their STAB moves. Aerodactyl and Choice Scarf Terrakion are especially deadly, as they Speed tie with and outspeed Crobat, respectively, and OHKO it with ease.

**Electric-types**: Electric-types also resist Brave Bird, and while typically not as bulky, are generally all able to OHKO Crobat with their STAB Electric-type moves. Tapu Koko also Speed ties and OHKOes Crobat, while Alolan Raichu will outspeed and OHKO it under Electric Terrain.

**Faster Pokemon**: Though Crobat sits at a great Speed tier, it also serves as the benchmark that almost all Choice Scarf users aim to surpass. As a result, even foes as slow as Heracross, Victini, and Gardevoir can utilize a Choice Scarf to outspeed and OHKO Crobat with the appropriate move. Additionally, foes such as Mega Alakazam and Mega Aerodactyl are naturally faster and can OHKO Crobat with ease.

**Setup Sweepers**: Foes such as Mega Charizard X and Gyarados can set up in front of Crobat, and though Crobat can pivot out immediately, the teammate that Crobat pivots to will be forced to deal with a boosted threat. Crobat can use Taunt to try and prevent setup moves, but it does not have the bulk to take an attack from these threats in the event of a misprediction.

**Steel-types**: Steel-types take nominal damage from anything Crobat can do, and since Crobat is typically forced to pivot out, foes such as Heatran and Celesteela are free to predict which teammate is being pivoted to and either attack or set up on that teammate accordingly.

**Stallbreakers**: Foes such as Mega Sableye and Gliscor are generally unfazed by anything Crobat uses and can proceed to set up in front of it or otherwise attack it directly without fear of retaliation.

**Paralysis**: Crobat should avoid paralysis at all costs, since this will halve its excellent Speed stat and make it significantly harder for Crobat to support the team.
 
Last edited:
AM Check, implement when stamped by QC.

[OVERVIEW]

- Crobat's Ground immunity's the most important thing about it, so talk about it in the first line.
- Then talk about its good support movepool with Defog, Taunt, U-turn, and a reliable recovery in Roost.
- Add that Crobat's weak to common offensive types in Ice, Electric, and Rock, while stacking another weakness to Psychic.

[SET]
- Taunt for sure shouldn't be slashed with Roost. Roost is pretty much essential on Crobat to keep it healthy and continue to get rid of entry hazards. I'd slash it with U-turn instead

name: Utility Bat (Poison)
move 1: Brave Bird
move 2: Roost
move 3: Defog
move 4: U-turn / Taunt
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

Moves:
* U-Turn, coupled with Crobat's amazing speed, can scout the opponent's actions and ease prediction. Though this should not be relied upon for substantial damage, U-Turn's chip damage is helpful both for invalidating Focus Sashes and also for getting past abilities such as Sturdy, Multiscale and Disguise.
- It's also useful for bringing in wallbreakers like Nidoking safely.
* Roost helps Crobat stay healthy and able to continue supporting the team. However, due to Crobat's high speed, it must be careful as it will gain a Ground weakness against slower opponents after using Roost.
- The last part is more suited for something like Usage Tips. Just say it keeps it healthy and allows it to continue to switch into Ground-types.

Set Details:
* Maximum speed EVs with a Jolly nature help Crobat outspeed or tie with as many opponents as possible.
- It's really only speed tying with Tapu Koko and Aerodactyl, and shouldn't be staying in on either of them anyway. Since Crobat has a fantastic Speed tier, mention a few threats that it can outspeed.

Usage Tips:
- Talk about using Taunt to deter setup sweepers like Volcarona, and defensive pokemon like Chansey and Jirachi from setting up Stealth Rock and recovering health.
- Crobat should use Roost to keep its health topped off as often as possible since it'll be taking a ton of chip damage everytime it switches into Stealth Rock.
- You can add the part about being careful of using Roost on Ground-types here.
* Due to the lack of attack EVs, Crobat doesn't hit particularly hard unless the opponent is weak to Brave Bird. It is therefore imperative that Crobat is not left as the last surviving teammate towards the end of a match, as it will have trouble securing a win on its own.
- This actually isn't true because Crobat's high speed and spammable STAB move means it can clean up late-game when the opposing team has been really weakened. It obviously shouldn't be used specifically for this, but i'd just remove that line.

Team Options:
- Alolan Muk can Pursuit trap these Psychic-types, notably Latios and Mega Alakazam.
- You can also add Salazzle and Scolipede as pokemon that appreciate the U-turn from Crobat as it allows them to set up more easily.

Other Options:
- Remove Hypnosis.
- Remove the other attack options bullet.
- I'd remove Whirlwind here. Crobat doesn't have the bulk to take a hit and phaze out the opponent. Note that Haze is outclassed by the utility provided by Taunt.

Checks and Counters:
- Add a section for Psychic-types for sure. All of them can take an attack from Crobat and KO it back. Mega Alakazam can additionally outspeed it. However, they need to careful of letting Alolan Muk trap them.
- Crobat actually isn't that susceptible to priority. It needs a lot of prior damage before anything can KO it. Just rename this section "Faster Pokemon" and talk about Choice Scarf Pokemon and naturally faster Pokemon like Mega Aerodactyl.
 
Last edited:
AM Check, implement when stamped by QC.

[OVERVIEW]

- Crobat's Ground immunity's the most important thing about it, so talk about it in the first line.
- Then talk about its good support movepool with Defog, Taunt, U-turn, and a reliable recovery in Roost.
- Add that Crobat's weak to common offensive types in Ice, Electric, and Rock, while stacking another weakness to Psychic.

[SET]
- Taunt for sure shouldn't be slashed with Roost. Roost is pretty much essential on Crobat to keep it healthy and continue to get rid of entry hazards. I'd slash it with U-turn instead

name: Utility Bat (Poison)
move 1: Brave Bird
move 2: Roost
move 3: Defog
move 4: U-turn / Taunt
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

Moves:
* U-Turn, coupled with Crobat's amazing speed, can scout the opponent's actions and ease prediction. Though this should not be relied upon for substantial damage, U-Turn's chip damage is helpful both for invalidating Focus Sashes and also for getting past abilities such as Sturdy, Multiscale and Disguise.
- It's also useful for bringing in wallbreakers like Nidoking safely.
* Roost helps Crobat stay healthy and able to continue supporting the team. However, due to Crobat's high speed, it must be careful as it will gain a Ground weakness against slower opponents after using Roost.
- The last part is more suited for something like Usage Tips. Just say it keeps it healthy and allows it to continue to switch into Ground-types.

Set Details:
* Maximum speed EVs with a Jolly nature help Crobat outspeed or tie with as many opponents as possible.
- It's really only speed tying with Tapu Koko and Aerodactyl, and shouldn't be staying in on either of them anyway. Since Crobat has a fantastic Speed tier, mention a few threats that it can outspeed.

Usage Tips:
- Talk about using Taunt to deter setup sweepers like Volcarona, and defensive pokemon like Chansey and Jirachi from setting up Stealth Rock and recovering health.
- Crobat should use Roost to keep its health topped off as often as possible since it'll be taking a ton of chip damage everytime it switches into Stealth Rock.
- You can add the part about being careful of using Roost on Ground-types here.
* Due to the lack of attack EVs, Crobat doesn't hit particularly hard unless the opponent is weak to Brave Bird. It is therefore imperative that Crobat is not left as the last surviving teammate towards the end of a match, as it will have trouble securing a win on its own.
- This actually isn't true because Crobat's high speed and spammable STAB move means it can clean up late-game when the opposing team has been really weakened. It obviously shouldn't be used specifically for this, but i'd just remove that line.

Team Options:
- Alolan Muk can Pursuit trap these Psychic-types, notably Latios and Mega Alakazam.
- You can also add Salazzle and Scolipede as pokemon that appreciate the U-turn from Crobat as it allows them to set up more easily.

Other Options:
- Remove Hypnosis.
- Remove the other attack options bullet.
- I'd remove Whirlwind here. Crobat doesn't have the bulk to take a hit and phaze out the opponent. Note that Haze is outclassed by the utility provided by Taunt.

Checks and Counters:
- Add a section for Psychic-types for sure. All of them can take an attack from Crobat and KO it back. Mega Alakazam can additionally outspeed it. However, they need to careful of letting Alolan Muk trap them.
- Crobat actually isn't that susceptible to priority. It needs a lot of prior damage before anything can KO it. Just rename this section "Faster Pokemon" and talk about Choice Scarf Pokemon and naturally faster Pokemon like Mega Aerodactyl.
Implemented for the most part, with the following exceptions:

- Psychics seem threatening, but if Crobat has U-Turn it can smack them for SE damage and pivot straight to Alolan Muk, who lol's at them. Mega Alakazam and Scarf Victini, which are faster, are lumped into the Faster Pokemon section.
- Hypnosis and Whirlwind are kept in OO as Poison doesn't have much else in the way of phazing and sleep moves (apart from Mega Venu) and these points will help dissuade readers from thinking that these are good ideas on Crobat
- Other attacks is kept there also, though this I'm on the fence about and will wait for QC
- Crobat definitely should not be the last pokemon on your team (though it actually excels when its among the last 2-3 left); this point will stay for now until QC reviews it
- Stacking a weakness to Psychic is something unavoidable for Poison unless you add a Poison/Dark type, so I didn't bother mentioning it
- Lastly, after testing Crobat more with different move combinations, I've decided ultimately Defog is the least needed of the 5 main moves, since Poison doesn't really mind SR that much and spike-stacking is relatively rare. I reordered them as Roost is way more important, but Defog is slashed as the '5th move' in the main set for now.

Thanks! Ready for QC
 

iLlama

Nothing personal, I protect my people
Implemented for the most part, with the following exceptions:

- Psychics seem threatening, but if Crobat has U-Turn it can smack them for SE damage and pivot straight to Alolan Muk, who lol's at them. Mega Alakazam and Scarf Victini, which are faster, are lumped into the Faster Pokemon section.
U-turn isn't going to be doing much so that's not too relevant. You just explained why Crobat loses to Psychic-types and why it depends on Alolan Muk for support against them so add Psychic-types to checks and counters.
- Hypnosis and Whirlwind are kept in OO as Poison doesn't have much else in the way of phazing and sleep moves (apart from Mega Venu) and these points will help dissuade readers from thinking that these are good ideas on Crobat
If people shouldn't use these moves, remove them form the analysis otherwise you're telling the readers that the have some viability just by including them.
- Other attacks is kept there also, though this I'm on the fence about and will wait for QC
Those options aren't viable at all. Remove.
 
U-turn isn't going to be doing much so that's not too relevant. You just explained why Crobat loses to Psychic-types and why it depends on Alolan Muk for support against them so add Psychic-types to checks and counters.

If people shouldn't use these moves, remove them form the analysis otherwise you're telling the readers that the have some viability just by including them.

Those options aren't viable at all. Remove.
Removed other attacks and Whirlwind; Hypnosis does have at least a little merit on such a speedy Pokemon and imo should be included, especially as Grass types aren't immune.

Regarding U-Turn, the point isn't to inflict massive damage but rather to pivot to Alolan Muk. You can do something similar to Rock and Electric types, but the difference is that if you can pivot to A-Muk against a Psychic type, it is essentially a checkmate situation as that Psychic type is most likely getting eliminated. It is difficult to talk about checks and counters against a Pokemon that can U-Turn away w/ 130 base speed, but it feels weird including Psychic types as a check or counter when Crobat loves hitting these with U-turn and watching Muk pursuit-trap and KO them for the match. It's not so much Psychic types forcing Crobat out, but rather Crobat executing its plan to trap and KO Psychic types.

Again though, if QC would like to weigh in I will keep an open mind:)
 
Regarding Izaya.'s amcheck and your comments about them:
- Psychic-types in Checks and Counters. If you think about it, slow Psychic-types aren't forcing Crobat out. Crobat's role is literally to pivot. The whole point of its existence is to use U-turn to gain switch momentum and relieve prediction. Crobat's favorite enemies are those that it can safely bring a teammate into with U-turn. So do slow Psychic-types check Crobat? No. Of course not. When Crobat's entire job is to pivot for Alolan Muk in matchups against Psychic-types, it actually wants Psychic-types to switch into it. Arash is right here. "Forcing" Crobat to U-turn into a counter is not checking in this specific scenario. This is made worse by the fact that U-turn gains switch momentum, so you can literally never win with double switching. If you really want to argue the point, then I'll just say Psychic-types do not do a good enough job against Crobat to justify a section.
- Agree with Izaya on removing Hypnosis (and Whirlwind, which you already did). I don't know what it's even supposed to target.
- Not sure what "other attacks" used to be, but I definitely agree with him on removing whatever it was because Brave Bird and U-turn are the only attacks Crobat should use.
- I agree with Izaya on removing the "last Pokemon" line but not for the same reason. Crobat isn't going to clean anything with its pathetic uninvested base 90 Attack. However, I don't think it's really a tip that is necessary. The set is utility and support, so it is understood that it cannot do much on its own.
- Agree with not mentioning the stacking weakness to Psychic. We prefer to talk about stacking when it comes to the secondary type because by nature of Monotype, you will necessarily stack weaknesses to the team's typing.
- I'll discuss the set in my QC.

One thing I do have to say is that Spikes stacking is very relevant in the metagame right now. Spikes Klefki and Spikes Ferrothorn are both huge pains to deal with. As an example, if you leave Spikes up, Nidoking will put itself into Mega Scizor's Bullet Punch range sooner rather than later. That's how you lose to Steel.

Overview:
- Mentioning U-turn pivoting is essential. I'd go as far as to say it should be the first bullet because that's what Crobat is all about. Using its Ground immunity to pivot in and U-turn to pivot out. So, must mention U-turn.
- Specifically mention Defog for "support moves", as Crobat is the primary entry hazard remover for Poison.
- I'd like to see Roost mentioned for offsetting the Stealth Rock damage you talked about.

Set:
- This move order makes the most sense to me. U-turn lets Crobat do its job: pivot. Roost is needed for healing. Defog is needed because Crobat's the main entry hazard remover. Brave Bird is just a more consistent damaging move.
If you want to discuss the move ordering, I'm fine with talking about it more.

[SET]
name: Utility Bat (Poison)
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

Moves:
- Reorder this based on new set ordering.
- Do note that while Taunt can do those things, Crobat's poor bulk makes it really hard to stay in and Taunt a Heatran, for example.
- You should specifically mention that Brave Bird lets Crobat revenge kill Mega Pinsir after minor chip damage.

Set Details:
- Note that max Speed is useful for at worst Speed tying with Tapu Koko to possibly get an emergency Defog off.

Usage Tips:
- Talk about switching Crobat in as Stealth Rock is being set to avoid taking the damage.
- I'd like to see something about rarely using Brave Bird, as in almost every case U-turning to a teammate is just better.
- The thing about Roost as often as possible needs to be expanded upon. Crobat really doesn't need to be that healthy. It's really not meant to take hits in the first place. Roost is primarily used to offset chip damage from Stealth Rock, as if Crobat takes a hit or two it's probably not surviving. So I think that should be qualified a bit because you'd really want to be pivoting out with Crobat on a forced switch instead of healing up as a check comes in.

Team Options:
- I'd honestly consider not having Nidoqueen here. Crobat doesn't really pair well with Nidoqueen like it does with Nidoking. It prefers to have offensive teammates that can take advantage of free switches and momentum. Nidoqueen's more of a momentum sink.
- Just so happens with your two examples of frail Pokemon but they both desperately need Crobat's Defog support too.

Other Options:
- Again, remove Hypnosis. It really doesn't do anything.
- I'd also remove Haze. Realistically, Crobat using Haze doesn't do much when it kinda just loses to most setup sweepers anyway.

Checks and Counters:
- Heatran's not a stallbreaker.
- I'd add setup sweepers here. Also Steel-types.
- Change status to Paralysis because that's the specific status effect that really hurts Crobat. Crobat getting burned rarely matters when its damage is pretty pathetic anyway. U-turn wasn't doing much anyway. Halving Crobat's Speed on the other hand is a huge loss. Paralysis will neuter Crobat and leave it pretty useless.

Good job QC 1/3
 
Regarding Izaya.'s amcheck and your comments about them:
- Psychic-types in Checks and Counters. If you think about it, slow Psychic-types aren't forcing Crobat out. Crobat's role is literally to pivot. The whole point of its existence is to use U-turn to gain switch momentum and relieve prediction. Crobat's favorite enemies are those that it can safely bring a teammate into with U-turn. So do slow Psychic-types check Crobat? No. Of course not. When Crobat's entire job is to pivot for Alolan Muk in matchups against Psychic-types, it actually wants Psychic-types to switch into it. Arash is right here. "Forcing" Crobat to U-turn into a counter is not checking in this specific scenario. This is made worse by the fact that U-turn gains switch momentum, so you can literally never win with double switching. If you really want to argue the point, then I'll just say Psychic-types do not do a good enough job against Crobat to justify a section.
- Agree with Izaya on removing Hypnosis (and Whirlwind, which you already did). I don't know what it's even supposed to target.
- Not sure what "other attacks" used to be, but I definitely agree with him on removing whatever it was because Brave Bird and U-turn are the only attacks Crobat should use.
- I agree with Izaya on removing the "last Pokemon" line but not for the same reason. Crobat isn't going to clean anything with its pathetic uninvested base 90 Attack. However, I don't think it's really a tip that is necessary. The set is utility and support, so it is understood that it cannot do much on its own.
- Agree with not mentioning the stacking weakness to Psychic. We prefer to talk about stacking when it comes to the secondary type because by nature of Monotype, you will necessarily stack weaknesses to the team's typing.
- I'll discuss the set in my QC.

One thing I do have to say is that Spikes stacking is very relevant in the metagame right now. Spikes Klefki and Spikes Ferrothorn are both huge pains to deal with. As an example, if you leave Spikes up, Nidoking will put itself into Mega Scizor's Bullet Punch range sooner rather than later. That's how you lose to Steel.

Overview:
- Mentioning U-turn pivoting is essential. I'd go as far as to say it should be the first bullet because that's what Crobat is all about. Using its Ground immunity to pivot in and U-turn to pivot out. So, must mention U-turn.
- Specifically mention Defog for "support moves", as Crobat is the primary entry hazard remover for Poison.
- I'd like to see Roost mentioned for offsetting the Stealth Rock damage you talked about.

Set:
- This move order makes the most sense to me. U-turn lets Crobat do its job: pivot. Roost is needed for healing. Defog is needed because Crobat's the main entry hazard remover. Brave Bird is just a more consistent damaging move.
If you want to discuss the move ordering, I'm fine with talking about it more.

[SET]
name: Utility Bat (Poison)
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

Moves:
- Reorder this based on new set ordering.
- Do note that while Taunt can do those things, Crobat's poor bulk makes it really hard to stay in and Taunt a Heatran, for example.
- You should specifically mention that Brave Bird lets Crobat revenge kill Mega Pinsir after minor chip damage.

Set Details:
- Note that max Speed is useful for at worst Speed tying with Tapu Koko to possibly get an emergency Defog off.

Usage Tips:
- Talk about switching Crobat in as Stealth Rock is being set to avoid taking the damage.
- I'd like to see something about rarely using Brave Bird, as in almost every case U-turning to a teammate is just better.
- The thing about Roost as often as possible needs to be expanded upon. Crobat really doesn't need to be that healthy. It's really not meant to take hits in the first place. Roost is primarily used to offset chip damage from Stealth Rock, as if Crobat takes a hit or two it's probably not surviving. So I think that should be qualified a bit because you'd really want to be pivoting out with Crobat on a forced switch instead of healing up as a check comes in.

Team Options:
- I'd honestly consider not having Nidoqueen here. Crobat doesn't really pair well with Nidoqueen like it does with Nidoking. It prefers to have offensive teammates that can take advantage of free switches and momentum. Nidoqueen's more of a momentum sink.
- Just so happens with your two examples of frail Pokemon but they both desperately need Crobat's Defog support too.

Other Options:
- Again, remove Hypnosis. It really doesn't do anything.
- I'd also remove Haze. Realistically, Crobat using Haze doesn't do much when it kinda just loses to most setup sweepers anyway.

Checks and Counters:
- Heatran's not a stallbreaker.
- I'd add setup sweepers here. Also Steel-types.
- Change status to Paralysis because that's the specific status effect that really hurts Crobat. Crobat getting burned rarely matters when its damage is pretty pathetic anyway. U-turn wasn't doing much anyway. Halving Crobat's Speed on the other hand is a huge loss. Paralysis will neuter Crobat and leave it pretty useless.

Good job QC 1/3
Implemented in full, thanks! Though I'm not a fan of how sparse OO is now, it is what it is:)

Ready for QC#2
 
Last edited:

Zar

Back to old ways
is a Contributor Alumnus
comments in blue.

[OVERVIEW]

Poison
========
* Crobat is immune to Ground moves, making it invaluable in terms of team synergy for its Poison-typed teammates. This, in conjunction with U-Turn, allows Crobat to pivot into dangerous Ground-type attackers, and pivot out to the appropriate teammate to gain momentum for its team.
* Crobat's access to a wide array of support moves makes it vital for its overall utility; most notably, Crobat's access to Defog makes it the primary entry hazard remover for Poison teams.
* Its Speed tier is among the highest in the game, which helps Crobat ensure it gets a chance to use its moves against other speedy opponents such as Weavile or Latios.
* As a Flying-type, Crobat adds an Ice-, Electric- and Rock-type weakness to its team, and will need to be careful around Stealth Rock as it will cut into Crobat's ability to switch in often. This damage can, however, be healed back with Roost.
* Even with EVs invested in HP, Crobat is not particularly bulky and is usually forced to pivot to a bulkier teammate in the face of powerful wallbreakers. Don't talk about invested EVs in the Overview. Just mentioning that it's frail and forced to pivot is fine.
* Crobat also lacks offensive presence, and struggles to damage most opponents that it cannot hit super effectively.

[SET]
name: Utility Bat (Poison)
move 1: U-Turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

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

* U-Turn, coupled with Crobat's amazing speed, can scout the opponent's actions and ease prediction. U-Turn is helpful both for switching safely to wallbreakers like Nidoking, and also getting past Focus Sashes and abilities such as Sturdy, Multiscale and Disguise.
* Roost helps Crobat stay healthy and able to continue supporting the team by constantly switching into Ground-type moves.
* Defog allows Crobat to keep entry hazards and screens off the field, which allows its teammates to be able to switch into each other more often without the threat of chip damage.
* Brave Bird is Crobat's main attack, and though it causes recoil, it provides consistent damage against opponents that do not resist it.
* Taunt is another option that is helpful to prevent setup and hazards from the opponent, and also preventing attempts at healing. However, its mediocre bulk makes it difficult to use Taunt on offensive foes such as Heatran.

Set Details
========

* Maximum Speed EVs with a Jolly nature help Crobat outspeed as many opponents as possible, including Weavile, Greninja and Dugtrio. These EVs also allow Crobat to speed-tie with Tapu Koko, which can possibly allow it to use Defog in an emergency situation.
* 248 HP EVs provide the best overall bulk while ensuring Crobat has an odd HP number to help switch into Stealth Rock; the other 8 EVs are put into Special Defense to ensure that foes with the Download ability receive an unwanted Attack boost.
* Black Sludge improves Crobat's longevity with gradual healing, and has the added benefit of damaging any non Poison-type that acquires Crobat's item.
* The Infiltrator ability helps Crobat inflict damage through Substitute and Reflect, which can be useful to finish off a weakened foe that would otherwise be protected.

Usage Tips
========

* Crobat should be utilized during the early and middle stages of the match, as it can scout and gain momentum early on, and also remove hazards and use Taunt on opponents if needed later on. Additionally, Crobat should attempt to come in on the same turn that Stealth Rock is being set, as it can avoid entry hazard damage and remove Stealth Rock promptly.
* Taunt helps Crobat deter setup sweepers such as Gyarados from boosting, as well as defensive foes such as Chansey from setting Stealth Rock and recovering health.
* Though Crobat can remove hazards, it loses a quarter of its health when switched into Stealth Rock. As such, Crobat should only switch in to remove it if the opportunity comes up.
* Crobat is unique for a Poison team in that it can U-Turn out of unfavorable matchups, but it should manually switch out when facing a suspected Choice Scarf user such as Victini or Heracross.
* Although Crobat is often the sole Ground immunity on the team, it should be careful when switching into predicted Ground moves as many users have Rock- or Ice-type coverage specifically to dispatch Flying-types.
* Crobat should use Roost to keep its health replenished when it has the chance. Since Crobat will often find itself switching in and pivoting immediately out, it will accrue entry hazard and chip damage that needs to be healed. However, due to Crobat's high Speed, it must be careful as it will gain a Ground weakness against slower opponents after using Roost.
* Due to the lack of Attack EVs and Crobat's mediocre Attack stat, it doesn't hit particularly hard with Brave Bird. Utilizing U-Turn to pivot to a teammate is better in almost every case, and Brave Bird should only be used against foes weak to Flying-type attacks that it would be unwise to pivot against, such as Buzzwole and Serperior.
* Talk about scenarios where Defog might not be the best move to use. For example, if your opponent's side has more hazards than your side, then it is generally better not to Defog and to U-turn out to an offensive teammate to keep up the pressure.

Team Options
========

* Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove hazards, and pivot to each teammate as needed.
* Mega Venusaur covers Crobat's weakness to Electric moves, and is a safe switch-in for the majority of powerful attacks that Crobat would face.
* Alolan Muk is often an excellent choice for Crobat to pivot to, as it is immune to Psychic attacks and can trap Psychic-types such as Latios and Mega Alakazam with Pursuit. Alolan Muk can sponge most special attacks, including powerful Ice- and Electric-type moves, due to amazing special bulk.
* Toxapex is an excellent defensive pivot that can wall many physical attackers, cover Crobat's weakness to Ice moves, use Haze to check setup sweepers, and set toxic spikes to further support the team.
* Choice Scarf Nihilego and Gengar are able to directly threaten Choice Scarf users that would outspeed and otherwise threaten Crobat.
* Nidoking appreciates Crobat's ability to pivot with U-Turn, and if Crobat can catch an opponent switching out, Nidoking can often capitalize on the momentum due to its powerful and varied coverage.
* Frailer teammates such as Salazzle and Scolipede make great partners for Crobat because they appreciate its ability to remove Stealth Rock, and can be brought in safely with U-Turn, which allows them to set up more easily.

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

Poison
--------
* Super Fang has the niche of cutting any non Ghost-type's health in half, which is useful for weakening bulkier opponents. This is best used in conjunction with Taunt, so that the opponent cannot heal this damage. Talk about why this isn't as important as the moves in the given set. In this case, finding space for Super Fang is tough as Crobat needs its other moves to effectively do its job.
* Rocky Helmet can be run over Black Sludge for additional chip damage, but doing so will cut into Crobat's longevity in the long run.

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

Poison
--------
**Rock-types**: Rock-types resist Crobat's Brave Bird attack, generally have high Defense to avoid much damage from Crobat's other options, and can all OHKO it with their STAB moves. Aerodactyl and Scarf Terrakion are especially deadly as they speed tie and outspeed Crobat, respectively, and OHKO it with ease.

**Electric-types**: Electric-types also resist Brave Bird, and while typically not as bulky, they are generally all able to OHKO Crobat with STAB Electric moves. Tapu Koko also speed ties and OHKOs Crobat, while Alolan Raichu will outspeed and OHKO during Electric Terrain.

**Faster Pokemon**: Though Crobat sits at a great Speed tier, it also serves as the benchmark that almost all Choice Scarf users aim to surpass. As a result, even opponents as slow as Heracross, Victini, and Gardevoir can utilize a Choice Scarf to outspeed and OHKO Crobat with the appropriate move. Additionally, foes such as Mega Alakazam and Mega Aerodactyl are naturally faster and can OHKO Crobat with ease.

**Setup Sweepers**: Foes such as Mega Charizard X and Gyarados can setup in front of Crobat, and though Crobat can pivot out immediately, the teammate that Crobat pivots to will be forced to deal with a boosted threat. Crobat can use Taunt to try and prevent setup moves, but it does not have the bulk to take an attack from these threats in the event of a mis-prediction.

**Steel-types**: Steel-types take nominal damage from anything Crobat can do, and since Crobat is typically forced to pivot out, foes such as Heatran and Celesteela are free to predict which teammate is being pivoted to, and attack or setup on that teammate accordingly.

**Stallbreakers**: Opponents such as Mega Sableye and Gliscor are generally unfazed by anything Crobat uses, and can proceed to setup in front of it or otherwise attack it directly without much fear of retaliation.

**Paralysis**: Crobat should avoid paralysis at all costs, since this will halve its excellent Speed stat and make it significantly harder for Crobat to support the team.
qc 2/3 n_n good job
 
[Team Options]:
* Frailer teammates such as Salazzle and Scolipede make great partners for Crobat because they appreciate its ability to remove Stealth Rock, and can be brought in safely with U-Turn, which allows them to set up more easily.
- But what does Salazzle and Scolipede do for Crobat exactly? It's just kind of a reiterated in this sentence compared to this, "Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove hazards, and pivot to each teammate as needed."

QC 3/3
 
[Team Options]:
* Frailer teammates such as Salazzle and Scolipede make great partners for Crobat because they appreciate its ability to remove Stealth Rock, and can be brought in safely with U-Turn, which allows them to set up more easily.
- But what does Salazzle and Scolipede do for Crobat exactly? It's just kind of a reiterated in this sentence compared to this, "Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove hazards, and pivot to each teammate as needed."

QC 3/3
I reworked this point so that it doesn't parrot what was said earlier in this section, and made it more specific to those two. Thank you!

Ready for GP
 

Kris

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[OVERVIEW]

Poison
========
(add blank line)
* Crobat is immune to Ground-type moves, making it invaluable in terms of team synergy for its Poison-typed teammates. This, in conjunction with U-turn, allows Crobat to both pivot into dangerous Ground-type attackers, (RC) and pivot out to the appropriate teammate to gain momentum for its the team.
* Crobat's access to a wide array of support moves makes it vital for its overall utility; most notably, Crobat's access to Defog makes it the primary entry hazard remover for Poison teams.
* Its Speed tier is among the highest in the game metagame, which helps Crobat ensure that it gets a chance to use its moves against other speedy opponents fast foes such as Weavile or and Latios.
* As a Flying-type, Crobat adds an Ice-, Electric-, (AC) and Rock-type weakness to its team, (RC) and will need to be careful around Stealth Rock, (AC) as it will cut into affect Crobat's ability to switch in often. This damage can, however, be healed back with Roost.
* Crobat is not particularly bulky and is usually forced to pivot to a bulkier teammate in the face of powerful wallbreakers.
* Crobat also lacks offensive presence, (RC) and struggles to damage most opponents foes that it cannot hit super effectively.

[SET]
name: Utility Bat (Poison)
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

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

* U-turn, coupled with Crobat's amazing Speed, can help scout the opponent's actions and ease prediction. U-turn is helpful both for switching safely to wallbreakers like Nidoking, (RC) and also getting past Focus Sashes and abilities such as Sturdy, Multiscale, (AC) and Disguise.
* Roost helps Crobat stay healthy and able to continue supporting the team by constantly switching into Ground-type moves.
* Defog allows Crobat to keep entry hazards and screens off the field, which allows its teammates to be able to switch into each other more often without the threat of chip damage.
* Brave Bird is Crobat's main attack, and though it causes recoil, it provides consistent damage against opponents foes that do not resist it.
* Taunt is another option that is helpful to prevent setup and entry hazards from the opponent foe, and also as well as preventing attempts at healing. However, its mediocre bulk makes it difficult to use Taunt on offensive foes such as Heatran.

Set Details
========

* Maximum Speed EVs with a Jolly nature help Crobat outspeed as many opponents foes as possible, including Weavile, Greninja and Dugtrio. These EVs also allow Crobat to speed-tie Speed tie with Tapu Koko, which can possibly allow it to use Defog in an emergency situation.
* 248 HP EVs provide the best overall bulk while ensuring that Crobat has an odd HP number to help switch into Stealth Rock; the other 8 EVs are put into Special Defense to ensure that foes with the Download ability receive an unwanted Attack boost.
* Black Sludge improves Crobat's longevity with gradual healing, (RC) and has the added benefit of damaging any non-Poison-type (AH) that acquires Crobat's item.
* The Infiltrator ability helps Crobat inflict damage through Substitute and Reflect, which can be useful to finish off a weakened foe that would otherwise be protected.

Usage Tips
========

* Crobat should be utilized during the early and middle stages of the match, as it can scout and gain momentum early on, and also remove as well as removing entry hazards and use using Taunt on opponents foes if needed later on. Additionally, Crobat should attempt to come in on the same turn that Stealth Rock is being set, as it can avoid entry hazard damage and remove Stealth Rock promptly.
* Taunt helps Crobat deter setup sweepers such as Gyarados from boosting, as well as defensive foes such as Chansey from setting Stealth Rock and recovering health.
* Though Crobat can remove hazards, it loses a quarter of its health when switched into Stealth Rock. As such, Crobat should only switch in to remove it if the opportunity comes up.
* However, if the opponent's side of the field has more hazards, it is generally better for Crobat not to Defog, (AC) as this will undo the hazards that its team has set. Crobat should instead pivot to a teammate to maintain offensive pressure in this scenario.
* Crobat is unique for a Poison team in that it can U-turn out of unfavorable matchups, but it should manually switch out when facing a suspected Choice Scarf user such as Victini or Heracross.
* Although Crobat is often the sole Ground immunity on the team, it should be careful when switching into predicted Ground moves, (AC) as many users have Rock- or Ice-type coverage specifically to dispatch Flying-types.
* Crobat should use Roost to keep its health replenished when it has the chance. Since Crobat will often find itself switching in and pivoting immediately out, it will accrue entry hazard and chip damage that needs to be healed. However, due to Crobat's high Speed, it must be careful, (AC) as it will gain a Ground weakness against slower opponents foes after using Roost.
* Due to the lack of Attack EVs and Crobat's mediocre Attack stat, it doesn't hit particularly hard with Brave Bird. Utilizing U-turn to pivot to a teammate is better in almost every case, and Brave Bird should only be used against foes that are weak to Flying-type attacks that it would be unwise to pivot against, such as Buzzwole and Serperior.

Team Options
========

* Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove entry hazards, and pivot to each teammate as needed.
* Mega Venusaur covers Crobat's weakness to Electric moves, (RC) and is a safe switch-in for the majority of powerful attacks that Crobat would face.
* Alolan Muk is often an excellent choice for Crobat to pivot to, as it is immune to Psychic attacks and can trap Psychic-types such as Latios and Mega Alakazam with Pursuit. Alolan Muk can sponge most special attacks, including powerful Ice- and Electric-type moves, due to its amazing special bulk.
* Toxapex is an excellent defensive pivot that can wall many physical attackers, cover Crobat's weakness to Ice moves, use Haze to check setup sweepers, and set Toxic spikes to further support the team.
* Choice Scarf Nihilego and Gengar are able to directly threaten Choice Scarf users that would outspeed and otherwise threaten Crobat.
* Nidoking appreciates Crobat's ability to pivot with U-turn, and if Crobat can catch an opponent a foe that is switching out, Nidoking can often capitalize on the momentum due to its powerful and varied coverage.
* Frailer teammates such as Salazzle and Scolipede can take advantage of Crobat's ability to pivot to them for an advantageous matchup, which affords them a greater opportunity to set up.

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

Poison
--------
(add blank line)
* Super Fang has the niche of cutting any non-Ghost-type's (AH) health in half, which is useful for weakening bulkier opponents foes. This is best used in conjunction with Taunt, (RC) so that the opponent foe cannot heal this damage. However, the other moves noted on the main set provide more support overall for Crobat's team, and Crobat will have trouble fitting Super Fang onto its moveset over its other moves, (AC) which are vital to its success.
* Rocky Helmet can be run over Black Sludge for additional chip damage, but doing so will cut into Crobat's longevity in the long run.

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

Poison
--------
(add blank lines)
**Rock-types**: Rock-types resist Crobat's Brave Bird attack, generally have high Defense to avoid taking too much damage from Crobat's other options, and can all OHKO it with their STAB moves. Aerodactyl and Choice Scarf Terrakion are especially deadly, (AC) as they Speed tie with and outspeed Crobat, respectively, and OHKO it with ease.

**Electric-types**: Electric-types also resist Brave Bird, and while typically not as bulky, they are generally all able to OHKO Crobat with their STAB Electric-type moves. Tapu Koko also Speed ties and OHKOs OHKOes Crobat, while Alolan Raichu will outspeed and OHKO it under during Electric Terrain.

**Faster Pokemon**: Though Crobat sits at a great Speed tier, it also serves as the benchmark that almost all Choice Scarf users aim to surpass. As a result, even opponents foes as slow as Heracross, Victini, and Gardevoir can utilize a Choice Scarf to outspeed and OHKO Crobat with the appropriate move. Additionally, foes such as Mega Alakazam and Mega Aerodactyl are naturally faster and can OHKO Crobat with ease.

**Setup Sweepers**: Foes such as Mega Charizard X and Gyarados can setup set up in front of Crobat, and though Crobat can pivot out immediately, the teammate that Crobat pivots to will be forced to deal with a boosted threat. Crobat can use Taunt to try and prevent setup moves, but it does not have the bulk to take an attack from these threats in the event of a mis-prediction misprediction.

**Steel-types**: Steel-types take nominal damage from anything Crobat can do, and since Crobat is typically forced to pivot out, foes such as Heatran and Celesteela are free to predict which teammate is being pivoted to, (RC) and either attack or setup set up on that teammate accordingly.

**Stallbreakers**: Opponents Foes such as Mega Sableye and Gliscor are generally unfazed by anything Crobat uses, (RC) and can proceed to set up (add space) in front of it or otherwise attack it directly without much fear of retaliation.

**Paralysis**: Crobat should avoid paralysis at all costs, since this will halve its excellent Speed stat and make it significantly harder for Crobat to support the team.
GP 1/1
 
[OVERVIEW]

Poison
========
(add blank line)
* Crobat is immune to Ground-type moves, making it invaluable in terms of team synergy for its Poison-typed teammates. This, in conjunction with U-turn, allows Crobat to both pivot into dangerous Ground-type attackers, (RC) and pivot out to the appropriate teammate to gain momentum for its the team.
* Crobat's access to a wide array of support moves makes it vital for its overall utility; most notably, Crobat's access to Defog makes it the primary entry hazard remover for Poison teams.
* Its Speed tier is among the highest in the game metagame, which helps Crobat ensure that it gets a chance to use its moves against other speedy opponents fast foes such as Weavile or and Latios.
* As a Flying-type, Crobat adds an Ice-, Electric-, (AC) and Rock-type weakness to its team, (RC) and will need to be careful around Stealth Rock, (AC) as it will cut into affect Crobat's ability to switch in often. This damage can, however, be healed back with Roost.
* Crobat is not particularly bulky and is usually forced to pivot to a bulkier teammate in the face of powerful wallbreakers.
* Crobat also lacks offensive presence, (RC) and struggles to damage most opponents foes that it cannot hit super effectively.

[SET]
name: Utility Bat (Poison)
move 1: U-turn
move 2: Roost
move 3: Defog
move 4: Brave Bird
item: Black Sludge
ability: Infiltrator
nature: Jolly
evs: 248 HP / 8 SpD / 252 Spe

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

* U-turn, coupled with Crobat's amazing Speed, can help scout the opponent's actions and ease prediction. U-turn is helpful both for switching safely to wallbreakers like Nidoking, (RC) and also getting past Focus Sashes and abilities such as Sturdy, Multiscale, (AC) and Disguise.
* Roost helps Crobat stay healthy and able to continue supporting the team by constantly switching into Ground-type moves.
* Defog allows Crobat to keep entry hazards and screens off the field, which allows its teammates to be able to switch into each other more often without the threat of chip damage.
* Brave Bird is Crobat's main attack, and though it causes recoil, it provides consistent damage against opponents foes that do not resist it.
* Taunt is another option that is helpful to prevent setup and entry hazards from the opponent foe, and also as well as preventing attempts at healing. However, its mediocre bulk makes it difficult to use Taunt on offensive foes such as Heatran.

Set Details
========

* Maximum Speed EVs with a Jolly nature help Crobat outspeed as many opponents foes as possible, including Weavile, Greninja and Dugtrio. These EVs also allow Crobat to speed-tie Speed tie with Tapu Koko, which can possibly allow it to use Defog in an emergency situation.
* 248 HP EVs provide the best overall bulk while ensuring that Crobat has an odd HP number to help switch into Stealth Rock; the other 8 EVs are put into Special Defense to ensure that foes with the Download ability receive an unwanted Attack boost.
* Black Sludge improves Crobat's longevity with gradual healing, (RC) and has the added benefit of damaging any non-Poison-type (AH) that acquires Crobat's item.
* The Infiltrator ability helps Crobat inflict damage through Substitute and Reflect, which can be useful to finish off a weakened foe that would otherwise be protected.

Usage Tips
========

* Crobat should be utilized during the early and middle stages of the match, as it can scout and gain momentum early on, and also remove as well as removing entry hazards and use using Taunt on opponents foes if needed later on. Additionally, Crobat should attempt to come in on the same turn that Stealth Rock is being set, as it can avoid entry hazard damage and remove Stealth Rock promptly.
* Taunt helps Crobat deter setup sweepers such as Gyarados from boosting, as well as defensive foes such as Chansey from setting Stealth Rock and recovering health.
* Though Crobat can remove hazards, it loses a quarter of its health when switched into Stealth Rock. As such, Crobat should only switch in to remove it if the opportunity comes up.
* However, if the opponent's side of the field has more hazards, it is generally better for Crobat not to Defog, (AC) as this will undo the hazards that its team has set. Crobat should instead pivot to a teammate to maintain offensive pressure in this scenario.
* Crobat is unique for a Poison team in that it can U-turn out of unfavorable matchups, but it should manually switch out when facing a suspected Choice Scarf user such as Victini or Heracross.
* Although Crobat is often the sole Ground immunity on the team, it should be careful when switching into predicted Ground moves, (AC) as many users have Rock- or Ice-type coverage specifically to dispatch Flying-types.
* Crobat should use Roost to keep its health replenished when it has the chance. Since Crobat will often find itself switching in and pivoting immediately out, it will accrue entry hazard and chip damage that needs to be healed. However, due to Crobat's high Speed, it must be careful, (AC) as it will gain a Ground weakness against slower opponents foes after using Roost.
* Due to the lack of Attack EVs and Crobat's mediocre Attack stat, it doesn't hit particularly hard with Brave Bird. Utilizing U-turn to pivot to a teammate is better in almost every case, and Brave Bird should only be used against foes that are weak to Flying-type attacks that it would be unwise to pivot against, such as Buzzwole and Serperior.

Team Options
========

* Crobat is appreciated by all of its teammates due to its Ground immunity, ability to remove entry hazards, and pivot to each teammate as needed.
* Mega Venusaur covers Crobat's weakness to Electric moves, (RC) and is a safe switch-in for the majority of powerful attacks that Crobat would face.
* Alolan Muk is often an excellent choice for Crobat to pivot to, as it is immune to Psychic attacks and can trap Psychic-types such as Latios and Mega Alakazam with Pursuit. Alolan Muk can sponge most special attacks, including powerful Ice- and Electric-type moves, due to its amazing special bulk.
* Toxapex is an excellent defensive pivot that can wall many physical attackers, cover Crobat's weakness to Ice moves, use Haze to check setup sweepers, and set Toxic spikes to further support the team.
* Choice Scarf Nihilego and Gengar are able to directly threaten Choice Scarf users that would outspeed and otherwise threaten Crobat.
* Nidoking appreciates Crobat's ability to pivot with U-turn, and if Crobat can catch an opponent a foe that is switching out, Nidoking can often capitalize on the momentum due to its powerful and varied coverage.
* Frailer teammates such as Salazzle and Scolipede can take advantage of Crobat's ability to pivot to them for an advantageous matchup, which affords them a greater opportunity to set up.

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

Poison
--------
(add blank line)
* Super Fang has the niche of cutting any non-Ghost-type's (AH) health in half, which is useful for weakening bulkier opponents foes. This is best used in conjunction with Taunt, (RC) so that the opponent foe cannot heal this damage. However, the other moves noted on the main set provide more support overall for Crobat's team, and Crobat will have trouble fitting Super Fang onto its moveset over its other moves, (AC) which are vital to its success.
* Rocky Helmet can be run over Black Sludge for additional chip damage, but doing so will cut into Crobat's longevity in the long run.

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

Poison
--------
(add blank lines)
**Rock-types**: Rock-types resist Crobat's Brave Bird attack, generally have high Defense to avoid taking too much damage from Crobat's other options, and can all OHKO it with their STAB moves. Aerodactyl and Choice Scarf Terrakion are especially deadly, (AC) as they Speed tie with and outspeed Crobat, respectively, and OHKO it with ease.

**Electric-types**: Electric-types also resist Brave Bird, and while typically not as bulky, they are generally all able to OHKO Crobat with their STAB Electric-type moves. Tapu Koko also Speed ties and OHKOs OHKOes Crobat, while Alolan Raichu will outspeed and OHKO it under during Electric Terrain.

**Faster Pokemon**: Though Crobat sits at a great Speed tier, it also serves as the benchmark that almost all Choice Scarf users aim to surpass. As a result, even opponents foes as slow as Heracross, Victini, and Gardevoir can utilize a Choice Scarf to outspeed and OHKO Crobat with the appropriate move. Additionally, foes such as Mega Alakazam and Mega Aerodactyl are naturally faster and can OHKO Crobat with ease.

**Setup Sweepers**: Foes such as Mega Charizard X and Gyarados can setup set up in front of Crobat, and though Crobat can pivot out immediately, the teammate that Crobat pivots to will be forced to deal with a boosted threat. Crobat can use Taunt to try and prevent setup moves, but it does not have the bulk to take an attack from these threats in the event of a mis-prediction misprediction.

**Steel-types**: Steel-types take nominal damage from anything Crobat can do, and since Crobat is typically forced to pivot out, foes such as Heatran and Celesteela are free to predict which teammate is being pivoted to, (RC) and either attack or setup set up on that teammate accordingly.

**Stallbreakers**: Opponents Foes such as Mega Sableye and Gliscor are generally unfazed by anything Crobat uses, (RC) and can proceed to set up (add space) in front of it or otherwise attack it directly without much fear of retaliation.

**Paralysis**: Crobat should avoid paralysis at all costs, since this will halve its excellent Speed stat and make it significantly harder for Crobat to support the team.
GP 1/1

Done. Thanks!
 

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