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Cryogonal (QC 2/3)

I think Ice Beam should still be first. Unboosted HP Ground is really really weak (like doesn't even 2HKO Typhlosion lol) and the extra power of Ice Beam is pretty helpful against neutral targets since Freeze-Dry is kinda weak.

In the Overview, mention its offensive typing is really good and is one of its niches over Kabutops

Adjust Set Details to the new item slashes (Leftovers, NMI, then mention LO as another option)

The defensive set can probably keep its spread even in post-Tomb meta, but with 56 SpD > 60 to hit a jump point. Also 0 Atk IVs don't need to be mentioned since it's taken as "given" knowledge
I'll edit this stuff in (I'll edit this post and tag you as well), but one thing: since analyses are consistently used by newer players, aka players who wouldn't think about foul play/IVs, I believe I should keep the mention of 0 IVs.
 
Since analyses are consistently used by newer players, aka players who wouldn't think about foul play/IVs, I believe I should keep the mention of 0 IVs.
Only if there are relevant Foul Play users in the tier, and the most relevant user, Spiritomb, is gone, so I see much less need to mention this point at all. 0 Atk IVs are usually only mentioned to minimize Foul Play damage when it matters (2HKO to 3HKO, for example), or to suggest an optimal Hidden Power IV spread (but ONLY if Hidden Power is a mandatory move on said Pokemon, unlike Cryo here).
 
I think Ice Beam should still be first. Unboosted HP Ground is really really weak (like doesn't even 2HKO Typhlosion lol) and the extra power of Ice Beam is pretty helpful against neutral targets since Freeze-Dry is kinda weak.

In the Overview, mention its offensive typing is really good and is one of its niches over Kabutops

Adjust Set Details to the new item slashes (Leftovers, NMI, then mention LO as another option)

The defensive set can probably keep its spread even in post-Tomb meta, but with 56 SpD > 60 to hit a jump point. Also 0 Atk IVs don't need to be mentioned since it's taken as "given" knowledge

My little cent. Could be useful to modify Offensive Rapid Spin's set with a Ice Beam/Freeze Dry options and suggest HP Ground like a fixed move?
 
My little cent. Could be useful to modify Offensive Rapid Spin's set with a Ice Beam/Freeze Dry options and suggest HP Ground like a fixed move?
Freeze Dry is far too useful on Cryogonal to give up, it is one of its best moves after all. Ice Beam and especially HP Ground are nowhere near as mandatory; HP Ground is used to keep Steels and Fires from switching in easily, but if they aren't big problems for Cryo's team then Ice Beam can definitely be used over it for the extra oomph against neutral targets.
 
Offensive Cryogonal
Moves:

Both Freeze-Dry and Ice Beam have the exact same freeze chance, so remove that line.
Mention that HP Ground also hits any fire types that may want to switch in Super Effectively, its not exclusively for Steel Types.

Also Frost Breath needs to be listed on this set, I honestly don't know how its gone without mention yet. At best it takes over Ice Beams slash, and at worst a mention in moves imo. Frost breath allows you to become an offensive check to CM Xatu regardless of how many boosts it has accumulated, granted you have to be weary switching in as +1 Psyshock OHKOs Cryogonal. This is something really niche Cryogonal has as a special attacker and it comes in handy given Cryo's great speed tier. Frost Breath can also be used to get the last bit of damage off on other CM Sweepers in the tier such as Musharna, Mesprit, Slurpuff, and Uxie.

252 SpA Never-Melt Ice Cryogonal Freeze-Dry vs. +1 252 HP / 0 SpD Xatu: 200-236 (59.8 - 70.6%) -- guaranteed 2HKO
252 SpA Cryogonal Frost Breath vs. 252 HP / 0 SpD Xatu on a critical hit: 320-378 (95.8 - 113.1%) -- 75% chance to OHKO
252 SpA Never-Melt Ice Cryogonal Frost Breath vs. 252 HP / 0 SpD Xatu on a critical hit: 384-452 (114.9 - 135.3%) -- guaranteed OHKO
+1 0 SpA Xatu Psyshock vs. 4 HP / 0 Def Cryogonal: 304-358 (107.8 - 126.9%) -- guaranteed OHKO

Usage Tips:

Mention that Cryogonal has a big niche over Kabutops in speed tier. If need be Cryogonal can spin on things such as Typhlosion, Zangoose, Sawk, and Electivire when Kabutops cannot. For teams that are especially weak to hazards I think Cryogonal is the better choice, party because of its ability to spin on a larger variety of threats. I also think you should state that while Kabutops can have an easier time dispatching spin blockers like Rotom and Mismagius, Cryogonal can also get past both of these if you choose to run knock off.

Defensive Cryogonal

Set Details: This seems kind of straight forward right now, I'd like to see some more detail.

Make sure you say Max Speed Adamant Feraligatr as opposed to just unboosted Feraligatr when describing the speed EVs.

Make mention of an alternative spread of 224 HP / 112 SpA / 100 Def / 72 Spe with a timid nature, this spread allows you to outspeed Max Speed Modest Xatu and haze it before it can sweep bulkier teams, 112 SpA gives you can incredibly good shot to OHKO Physically Defensive variants of Seismitoad, with the remainder of Evs invested in HP and Defense to give Cryogonal as much overall bulk as possible.

Usage Tips:

I would stress that Cryogonal works best as a defensive pivot when hazards have already removed from the field, as whatever momentum you were planning on gaining by pivoting you lose by having the need to spin. You mention gaining momentum by forcing switches, I don't really see this happening with a defensive Cryo just by reading it so be sure to mention examples of how this works. Mention that switching into special attackers that often carry U-turn and Volt Switch can be risky as Cryogonal can potentially take Stealth Rock damage and be forced out by the appropriate switch-in.

Team Options: Still mention Hazard weak pokemon here, and give examples for everything you have listed all ready. This is a pretty weak section as is.

Other Options: I'm fond of Explosion on Offensive LO Cryogonal to dispatch other Cryogonals as well as the ever present Thick Fat Hariyama, mention it but stress that it's extremely niche and risky often making it not worth it.

Checks and Counters: Still needs some work. Mention faster pokemon that can OHKO Cryogonal such as Archeops and SD Sceptile, Fire types deserve their own specific category, although be sure to mention HP Ground can do some damage on switch in. You also need to describe the scenarios in which Cryogonal will encounter these C&C and how they beat Cryogonal with more specificity (is that a word? lol).

Implement changes and let me know so I can check.
 
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