OU Clodsire

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[SET]
name: Defensive
move 1: Toxic
move 2: Stealth Rock / Spikes
move 3: Recover
move 4: Earthquake
item: Leftovers / Heavy-Duty Boots
tera type: Water / Flying
ability: Unaware / Water Absorb
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Clodsire is a defensive Pokemon with great abilities, using Unaware to sit in front of setup sweepers and Water Absorb to stop a sweeping Walking Wake. It's fantastic defensive typing allows it to absorb Toxic Spikes and nets it nice resistances to Fighting and Fairy, letting it check a unique combination of threatening offensive Pokemon like Volcarona, Iron Valiant, Skeledirge, and Rotom-W. To aid in checking them, it runs Toxic to put these Pokemon on a timer, stalling with Recover as poison damage increases. When they're inevitably forced to switch, their replacement takes damage too since Clodsire sets Stealth Rock or Spikes, racking up even more damage. Leftovers can be used to help preserve Recover’s PP and stay in longer, while Heavy-Duty Boots helps Clodsire switch in and out to wall threats. Earthquake, besides providing direct damage, super effectively damages Pokemon that can't be poisoned like Gholdengo and other Clodsire. Terastallization gives Clodsire much more defensive flexibility as well; Tera Water can help it resist powerful STAB moves from Dondozo, Azumarill, and Baxcalibur, which would otherwise scare it out. Tera Flying is another useful option, turning its Ground weakness into an immunity while preserving its Fighting resistance, allowing it to stay in against Great Tusk and Focus Sash Breloom.

Clodsire fits neatly into plenty of balance or stall teams looking for a way to handle special hits, offering support with both setting up hazards and removing Toxic Spikes, and walling sweepers with Unaware. Other hazard setters in particular love stacking hazards alongside it; since it learns both Stealth Rock and Spikes, it can fit with many options, like Spikes Meowscarada or Stealth Rock Garganacl. However, its mediocre Defense and weaknesses to Ground and Ice leave it particularly vulnerable to the the tier's physical wallbreakers, most notably Great Tusk, Dragonite, Garchomp, and Baxcalibur. As such, Clodsire greatly appreciates having teammates who can check these Pokemon and easily switch into Earthquake or Icicle Crash like Rotom-W, Corviknight, and Tera Water Garganacl. In particular, Clodsire is completely stonewalled by Hatterene and Air Balloon or Tera Flying Gholdengo. The former reflects both Toxic and entry hazards while overpowering its healing with Psyshock, and the latter is immune to Toxic via Good as Gold, even if it loses its Steel typing. Great teammates to help check these two are Gholdengo itself for Hatterene, which threatens Hatterene with Make It Rain and its unpredictable set versatility, and Kingambit for opposing Gholdengo, which resists both of Gholdengo's STAB moves and can immediately threaten to OHKO it back. In turn, these two appreciate Clodsire checking the Fire-types that scare them out, especially Volcarona, Iron Moth, and Skeledirge. Bulky Water-types like Toxapex and Dondozo can check the Water-type threats Clodsire fears, like Floatzel and Azumarill. Baxcalibur is a great offensive teammate as well, as Clodsire can stonewall Iron Valiant for it, while Baxcalibur can threaten the Ground-types that Clodsire fears.

[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[BT89, 487308], [SetsuSetsuna, 548068]]
- Grammar checked by: [[Adeleine, 517429]]

I now have Maximum Quality and Maximum Grammar.
 
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CaptainDaimyo

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[SET]
name: Defensive
move 1: Stealth Rock / Spikes
move 2: Toxic
move 3: Earthquake
move 4: Recover
item: Leftovers / Heavy Duty Boots
tera type: Water / Flying
ability: Unaware
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
The Almighty Clod is one of three users of Unaware in OU, and by far the most specially inclined of them. With base 130 HP, 100 Special Defense, and the ability to ignore stat stage increases, it’s clear what this thing is supposed to do: sit in front of a sweeping Volcarona, special/mixed attacker Iron Valiant, or anything similar, and wait them out. First of all, no need to mention its stats. Second, you can just rephrase these two sentences to only mention that it's a good wall because of its great special bulk and ability to ignore boosts with Unaware. To aid in this, it runs Toxic to put these Pokemon on a timer, leaving them in the uncomfortable position of having to switch out and lose their buffs to reset the Toxic timer (Something anyone running Booster Energy will dread), Refrain from using parentheses in analyses or committing to ineffectually damaging you with the turns they have left I'd say you can rephrase this sentence to just mention how Toxic can wear down offensive Pokemon that lack longevity. Stealth Rock or Spikes, your choice of which your team would prefer or doesn’t have already, aid in this process Move this sentence before your Toxic sentence since Stealth Rock/Spikes is the set's first move. Also refrain from using second-person pronouns in analyses. Clodsire is able to scare out opponents that can’t out-damage its healing from Recover before they succumb to Toxic, helping rack up hazard damage in the process. Leftovers can be used to help preserve Recover’s PP while Heavy Duty Boots allow Clodsire to come in on hazard-strewn fields to repeatedly check Pokemon who use them to sweep Mention examples of those Pokemon. Earthquake rounds out the set well, as it super effectively damages the potential prey of Clodsire’s that can’t be poisoned, like Gholdengo and other Clodsire. Move this sentence before you talk about Recover since EQ is the set's 3rd move While Clodsire’s typing is fantastic, allowing it to absorb Toxic Spikes for its teammates and grabbing nice resistances to Fighting and Fairy, it also uses Tera very well, becoming even more defensively flexible with a Tera Water typing Add what Pokemon that would normally check non-Tera Clodsire that have a harder time against it when it becomes Tera Water. High Special Defense compliments the weaknesses of Water well, as both Grass and Electric tend to favor special moves. Tera Flying is another useful option, turning its Ground weakness into an immunity and again giving itself a very manageable weakness in Electric.

With its great defensive profile and broad list of use cases, Already implied in the first paragraph Clodsire is an easy great I wouldn't say it's an easy pick since there are other great walls that can be run over Clodsire depending on the team pick for any balance or stall team looking for a way to curb special attacks. The Big Poop is not without flaw however, and these flaws are twofold. First, being a defensive Pokemon that’s very susceptible to Earthquake hurts. Clodsire’s base 60 Defense and need to invest in Special Defense instead means that it can’t take physical hits well unless they’re resisted or it has a lot of HP to burn through, so a STAB super effective Ground move from the omnipresent Great Tusk or slightly less present Ting-Lu is too threatening to leave it in against. Not helping is that Clodsire is the slowest Pokemon in OU right now, and even Ting-Lu will outspeed it and threaten to take it out. Too wordy and some parts are not needed. Just mention about its poor physical bulk and that it can have a hard time walling physically inclined offensive Pokemon As such, Clodsire greatly appreciates having teammates who can check these Pokemon and don't mind taking an Earthquake like Rotom-W, Corviknight, or a defensive Slither Wing Tera Water Garganacl. Terastallizing can ease this constraint, but since all the incredibly passive Clodsire can do to these Ground types in return is apply Toxic, it’s generally not worth staying in against those matchups. That passivity is its second flaw, meaning if something switches in that isn't vulnerable to Toxic or Ground weak, Clodsire tends to sit there without accomplishing much, with the best case scenario being that the opponent can't do anything to it either. Clodsire’s real worst enemy, combining both its low Defense and its lack of offensive momentum, is Hatterene, who reflects both Toxic and hazards while overpowering its healing with Psyshock even without boosts. Again too wordy. Just mention how it's passivity and main gameplan being to spread status and hazards can leave it checked by Hatterene Kingambit and Gholdengo help alleviate this issue by providing a safe option to switch out to that immediately threatens Hatterene with powerful Steel STAB while resisting or being immune to its STAB. In turn, these two appreciate Clodsire checking the Fire types that scare them out, especially Volcarona, Iron Moth, and Skeledirge.

[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 

BT89

go on, take everything
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[SET]
name: Defensive
move 1: Toxic
move 2: Stealth Rock / Spikes
move 3: Recover
move 4: Earthquake
item: Leftovers / Heavy Duty Boots
tera type: Water / Flying
ability: Unaware
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
The Almighty Clod see bottom* is one of three users of Unaware in OU, and makes itself distinct among them with high special bulk to wall some of the best offensive threats check threatening Pokemon any particular threats? valiant and volc were the ones you initially mentioned so you can put those here. also mention the typing in this sentence. To aid in this, it runs Toxic to put these Pokemon on a timer, wearing down opponents who lack a way to recover from the compounding damage faster than they can damage it. As it has access to Stealth Rock and Spikes, it's also great at racking up hazard damage on opponents, since it's able to scare out anyone that can’t out-damage its healing from Recover before they succumb to Toxic. Leftovers can be used to help preserve Recover’s PP and stay in longer, while Heavy Duty Boots allow Clodsire to safely exit and re-enter the field to keep checking the setup sweepers who rely on hazards like Iron Valiant or Volcarona. Earthquake rounds out the set well, as it super effectively damages the potential prey of Clodsire’s that can’t be poisoned, fluff Pokemon that can't be poisoned like Gholdengo and other Clodsire. While Clodsire’s typing is fantastic, allowing it to absorb Toxic Spikes for its teammates and grabbing nice resistances to Fighting and Fairy, it also uses Tera very well to resist the physical attackers that normally give it a hard time. this kind of feels unnecessary, u can just talk abt the typing in the beginning and then just go from EQ -> tera water. It becomes even more defensively flexible with a Tera Water typing that can help it resist powerful STAB from Dondozo, Azumarill, and Baxcalibur. Tera Flying is another useful option, turning its Ground weakness into an immunity while preserving its Fighting resistance, allowing it to stay in against Great Tusk and Quaquaval quaq still does a lot with aqua step and ice spinner 2hkos, so maybe say something like focus sash breloom.

Clodsire fits neatly into plenty of balance or stall teams looking for a way to curb special hits, offering support with both setting and removing hazards and walling sweepers with Unaware. The Big Poop is not without flaw however, and that comes from the other side of the defensive spectrum. fluff Its mediocre Defense and weakness to Ground leave it particularly vulnerable to the the tier's physical wallbreakers such as? stuff like tusk, dnite, and baxcalibur come to mind. As such, Clodsire greatly appreciates having teammates who can check these Pokemon and don't mind taking an Earthquake like Rotom-W, Corviknight, or Tera Water Garganacl. In particular, Clodsire is completely stonewalled by Hatterene, who reflects both Toxic and entry hazards while overpowering its healing with Psyshock even without boosts. Kingambit and Gholdengo help alleviate this issue by providing a safe option to switch out to that immediately threatens Hatterene with powerful Steel STAB while resisting or being immune to its STAB. In turn, these two appreciate Clodsire checking the Fire types that scare them out, especially Volcarona, Iron Moth, and Skeledirge.

you can probs expand this team mates section a little bit. stuff like bulky waters like pex and dozo to check waters, and in dozo's case, baxcalibur that appreciate clod's effectiveness vs stuff like valiant.

*also
try to avoid using nicknames in analyses unless they are widely regarded names


[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Our contestant clears the first hurdle. Ho-tcha. The way the first paragraph flows, I figured it was better to just change the order of moves on set rather than the order of moves in the text. I quite like the rhythm it has.
very good start! just wanna see this implemented before approval
 

BT89

go on, take everything
is a Pre-Contributor
[SET]
name: Defensive
move 1: Toxic
move 2: Stealth Rock / Spikes
move 3: Recover
move 4: Earthquake
item: Leftovers / Heavy Duty Boots
tera type: Water / Flying
ability: Unaware
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Clodsire is one of three users of Unaware in OU, and makes itself distinct among them with high special bulk and fantastic Poison/Ground typing. This allows it to absorb Toxic Spikes for its teammates and pick up nice resistances to Fighting and Fairy, letting it check a unique combination of threatening offensive Pokemon like Volcarona and Iron Valiant. To aid in this, it runs Toxic to put these Pokemon on a timer, wearing down opponents who lack a way to recover from the compounding damage faster than they can damage it. As it has access to Stealth Rock and Spikes, it's also great at racking up hazard damage on opponents, since it's able to scare out anyone that can’t out-damage its healing from Recover before they succumb to Toxic. Leftovers can be used to help preserve Recover’s PP and stay in longer, while Heavy Duty Boots allow Clodsire to safely exit and re-enter the field to perform its role multiple times in a match. Earthquake rounds out the set well, as it super effectively damages Pokemon that can't be poisoned like Gholdengo and other Clodsire. Tera gives it much more defensive flexibility as well; a Tera Water typing can help it resist powerful STAB from Dondozo, Azumarill, and Baxcalibur that would otherwise scare it out. Tera Flying is another useful option, turning its Ground weakness into an immunity while preserving its Fighting resistance, allowing it to stay in against Great Tusk and Focus Sash Breloom.

Clodsire fits neatly into plenty of balance or stall teams looking for a way to curb special hits, offering support with both setting and removing hazards and walling sweepers with Unaware. However, its mediocre Defense and weakness to Ground and Ice leave it particularly vulnerable to the the tier's physical wallbreakers, particularly Great Tusk, Dragonite, and Baxcalibur. As such, Clodsire greatly appreciates having teammates who can check these Pokemon and don't mind taking an Earthquake like Rotom-W, Corviknight, or Tera Water Garganacl. In particular, Clodsire is completely stonewalled by Hatterene, who reflects both Toxic and entry hazards while overpowering its healing with Psyshock even without boosts. Kingambit and Gholdengo help alleviate this issue by providing a safe option to switch out to that immediately threatens Hatterene with powerful Steel STAB while resisting or being immune to its STAB. In turn, these two appreciate Clodsire checking the Fire types that scare them out, especially Volcarona, Iron Moth, and Skeledirge. For the Water types that can put the hurt on Clodsire, it already makes for a naturally good teammate for Dondozo and Toxapex, so the option to switch out to them helps preserve Clodsire for other threats this is worded a bit awkwardly, just say something like "bulky water types like toxapex and dondozo help in checking water types like x and y" or something among those lines. Baxcalibur is a great offensively-oriented teammate as well, as Clodsire can stonewall Iron Valiant for it while Baxcalibur can threaten the Ground types that Clodsire fears.

[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

Heracles succeeds in his second labor. I have slain the Hydreigon. Although I will miss calling it Big Poop...
QC 1/2 once implemented, great job!
approved.gif
 
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Neat, can update to QC 2/2 and tag the GP team when implemented. Thanks!

[SET]
name: Defensive
move 1: Toxic
move 2: Stealth Rock / Spikes
move 3: Recover
move 4: Earthquake
item: Leftovers / Heavy Duty Boots
tera type: Water / Flying
ability: Unaware / Water Absorb
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Clodsire is a defensive Pokemon with two abilities that aid in this role, with Unaware to sit in front of setup sweepers and Water Absorb to stop a sweeping Walking Wake, and the fantastic defensive typing of Poison/Ground. This allows it to absorb Toxic Spikes for its teammates and pick up nice resistances to Fighting and Fairy, letting it check a unique combination of threatening offensive Pokemon like Volcarona and Iron Valiant. To aid in this, it runs Toxic to put these Pokemon on a timer, wearing down opponents who lack a way to recover from the compounding damage faster than they can damage it. As it has access to Stealth Rock and Spikes, it's also great at racking up hazard damage on opponents, since it's able to scare out anyone that can’t out-damage its healing from Recover before they succumb to Toxic. Leftovers can be used to help preserve Recover’s PP and stay in longer, while Heavy Duty Boots allow Clodsire to safely exit and re-enter the field to perform its role multiple times in a match. Earthquake rounds out the set well, as it super effectively damages Pokemon that can't be poisoned like Gholdengo and other Clodsire. Tera gives it much more defensive flexibility as well; a Tera Water typing can help it resist powerful STAB from Dondozo, Azumarill, and Baxcalibur that would otherwise scare it out. Tera Flying is another useful option, turning its Ground weakness into an immunity while preserving its Fighting resistance, allowing it to stay in against Great Tusk and Focus Sash Breloom.

Clodsire fits neatly into plenty of balance or stall teams looking for a way to curb special hits, offering support with both setting and removing hazards (it felt weird to me reading this since I didnt immediatly think of Toxic Spikes. Make it clearer that that is what you mean) and walling sweepers with Unaware. However, its mediocre Defense and weakness to Ground and Ice leave it particularly vulnerable to the the tier's physical wallbreakers, most notably Great Tusk, Dragonite, Garchomp, and Baxcalibur. As such, Clodsire greatly appreciates having teammates who can check these Pokemon and don't mind taking an Earthquake like Rotom-W, Corviknight, or Tera Water Garganacl. In particular, Clodsire is completely stonewalled by Hatterene, who reflects both Toxic and entry hazards while overpowering its healing with Psyshock even without boosts. Kingambit and Gholdengo help alleviate this issue by providing a safe option to switch out to that immediately threatens Hatterene with powerful Steel STAB while resisting or being immune to its STAB. In turn, these two appreciate Clodsire checking the Fire types that scare them out, especially Volcarona, Iron Moth, and Skeledirge. Bulky Water types like Toxapex and Dondozo can help in checking the Water threats it fears, like Floatzel and Azumarill. Baxcalibur is a great offensively-oriented teammate as well, as Clodsire can stonewall Iron Valiant for it while Baxcalibur can threaten the Ground types that Clodsire fears.

Mention Air Balloon / Tera Flying Gholdengo as that is also one of the biggest roadblocks to Closdsire alongside Hatterene.
Mention more examples of teammates that directly benefit from Clodsire's traits, such as its ability to check the Special Attackers you mentioned in the first paragraph. Might be worth mentioning other hazard setters that complement Clodsire, for example Stealth Rock Garganacl + Spikes Clodsire, or Stealth Rock Clodsire + Spikes Meowscarada


[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[BT89, 487308], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]

I got my checkmark and I didn't even need to pay Elon Musk for it.
 

Adeleine

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[SET]
name: Defensive
move 1: Toxic
move 2: Stealth Rock / Spikes
move 3: Recover
move 4: Earthquake
item: Leftovers / Heavy-Duty (added hyphen) Boots
tera type: Water / Flying
ability: Unaware / Water Absorb
nature: Careful
evs: 248 HP / 8 Def / 252 SpD

[SET COMMENTS]
Clodsire is a defensive Pokemon with two abilities that aid in this role, with great abilities: Unaware to sit in front of setup sweepers and Water Absorb to stop a sweeping Walking Wake, and the fantastic defensive typing of Poison/Ground. This Wake. Its decent defensive typing (im doubtful a defensive type weak to ice beam eq and scald is outright "fantastic", but idk current gen well so use whatever word you want) allows it to absorb Toxic Spikes for its teammates and pick and picks up nice resistances to Fighting and Fairy, letting it check a unique combination of threatening offensive Pokemon like threats that includes Volcarona and Iron Valiant. (if you have any more prominent threats to include here that'd be rad, if checking a unique combination of threats is a big part of its appeal) To aid in this, checking them, it runs Toxic to put these Pokemon on a timer, wearing down opponents who lack a way to recover from the compounding damage faster than they can damage it. As it has access to Stealth Rock and Spikes, it's also great at racking up hazard damage on opponents, since it's able to scare out anyone that can’t out-damage its healing from Recover before they succumb to Toxic. stalling with Recover as poison damage increases. When they're inevitably forced to switch, their replacement takes damage too since Clodsire sets Stealth Rock or Spikes, racking up even more damage. Leftovers can be used to help preserve Recover’s PP and stay in longer, while Heavy Duty Boots allow Clodsire to safely exit and re-enter the field to perform its role Heavy-Duty Boots helps Clodsire switch in and out to wall threats multiple times in a match. Earthquake rounds out the set well, as it Earthquake, besides providing direct damage, super effectively damages Pokemon that can't be poisoned like Gholdengo and other Clodsire. Terastallization gives it Clodsire much more defensive flexibility as well; a Tera Water typing can help Tera Water lets it resist powerful STAB moves from Dondozo, Azumarill, and Baxcalibur that Baxcalibur, which would otherwise scare it out. Tera Flying is another useful option, turning its Ground weakness into an immunity while preserving its Fighting resistance, allowing it to stay in against Great Tusk and Focus Sash Breloom.

Clodsire fits neatly into plenty of balance or stall teams looking for a way to curb handle special hits, offering support with both setting up hazards and additionally setting up entry hazards, removing Toxic Spikes, and walling setup sweepers with Unaware. Other hazard setters in particular appreciate its help, since it has access to love stacking hazards alongside it; since it learns both Stealth Rock and Spikes, so it can fit with many options, (AC) like Spikes Meowscarada or Stealth Rock Garganacl. However, its mediocre Defense and weaknesses to Ground and Ice leave it particularly vulnerable to the the tier's physical wallbreakers, most notably Great Tusk, Dragonite, Garchomp, and Baxcalibur. As such, Therefore, Clodsire greatly appreciates having teammates who teammates that can check these Pokemon and don't mind taking an Earthquake take stray Earthquakes (wasn't quite sure what you meant here. you could also just remove this part instead or otherwise change it if you'd like) like Rotom-W, Corviknight, or and Tera Water Garganacl. In particular, Clodsire is completely stonewalled by Hatterene and Air Balloon/Tera Flying, the former of who Air Balloon or Tera Flying Gholdengo. The former reflects both Toxic and entry hazards while overpowering its healing with Psyshock, (AC) and the latter being is immune to Toxic even after losing via Good as Gold, even if it loses its Steel typing. Great teammates to help check these two are Gholdengo itself for Hatterene, who threatens it which threatens Hatterene with powerful Steel STAB and large variety of sets to guess, Make It Rain and its unpredictable set versatility, and Kingambit for opposing Gholdengo, who resists both its which resists both of Gholdengo's STAB moves and can immediately threaten to OHKO it back. In turn, these two appreciate Clodsire checking the Fire-types (added hyphen) that scare them out, especially Volcarona, Iron Moth, and Skeledirge. Bulky Water-types (added hyphen) like Toxapex and Dondozo can help in checking the Water threats it check the Water-type threats Clodsire fears, like Floatzel and Azumarill. Baxcalibur is a great offensively-oriented teammate as well, as Clodsire can stonewall Iron Valiant for it, (AC) while Baxcalibur can threaten the Ground-types (added hyphen) that Clodsire fears.

[CREDITS]
- Written by: [[Return to Zero, 619344]]
- Quality checked by: [[BT89, 487308], [SetsuSetsuna, 548068]]
- Grammar checked by: [[Adeleine, 517429]]
Adeleine-1.gif
GP Team done, lmk if any qs
 
hey Return to Zero can you implement the above GP check? Click reply to Adeleine's post, remove the pink, address the comments and then deformat all using the eraser button. Then, you can paste it back into the OP and mark the analysis as done.
Yes, I'm aware of how the process works. I just haven't been at my computer for a few days. I'm about to now.
 
Speaking of, analysis is done now. I'm gonna stand by with the "fantastic" wording for Clodsire's defensive typing, since the rarity of Ice on offense and Water Absorb make its weaknesses pretty manageable and its resistances are pretty great for the metagame. All hail the Clod.
 
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