Defensive Skeledirge [QC: 0/2]

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Concept Everything

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[SET]
name: Defensive
move 1: Torch Somg
move 2: Will-O-Wisp
move 3: Slack Off
move 4: Hex / Shadow Ball
item: Heavy-Duty Boots
ability: Unaware
nature: Bold
evs: 248 HP / 252 Def / 8 SpD
tera type: Fairy / Normal

[SET COMMENTS
  • Skeledirge is one of the premier Physical walls in the tier, being able to effectively check nearly all of the physical threats in the tier on a consistent basis. With reliable recovery, having the ability to burn, a consistent setup, and Unaware to negate the opposing boosts. Skeledirge is one of the best defensive Pokémon in the tier.
  • Torch Song is hands down one of the best offensive moves ever released, due to having access to this move, Skeledirge not only becomes a phenomenal physical wall, but also gains the potential to put offensive pressure on the opposing team and reverse sweep.
  • Will-O-Wisp can effectively stop a physical setup sweeper in its place. Skeledirge is ran most commonly as a counter to Koraidon, just by having it on a team it can heavily limit any potential physical sweeps from the opponent. A thing to note, Koraidon frequently runs Tera Fire to avoid Will-O-Wisp from Skeledirge.
  • Having double power Hex is always a nice thing to have access to while running Will-O-Wisp. Run Shadow Ball if you want a more immediate offensive presence.
  • Slack Off is what holds this set together, without the immediate recovery from Slack Off, Skeledirge would have no viable healing option and would thusly lose most of its relevance in the tier. Slack Off will always be a mandatory move on Skeledirge in the tier.
  • Heavy-Duty Boots are ran to avoid the hazard stricken metagame and to ensure you live attacks from certain Pokémon, most moves from Koraidon are 3HKO’s, but with stealth rocks up you are 2HKO’d with rolls in the opponent’s favor.
  • The IV’s are standard, 248 HP to keep and odd HP stat in case you get knocked off for hazard purposes. Max Def, you want to tank as many physical hits as possible effectively turning off the sweeping potential of physical sweepers with Will-O-Wisp. The remaining 8 EVs can be placed anywhere, they most commonly put in the SpD slot to make Skeledirge as tanky as possible.
  • Tera Fairy is ran to prevent Koraidon spamming Outrage and to absorb Draco Meteor’s from Specs Miraidon. Tera Normal is a more niche option, it is to remove the threat of Ghost attacks from Specs Fluttermane, Last Respects Houndstone, and Specs Dragapult.
[CREDITS]
- Written by: [[Concept Everything, userid1]]
- Quality checked by: [[username1, userid1], [username2, userid2]]
- Grammar checked by: [[username1, userid1]]
 
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Lasen

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  • This analysis is WAY too wordy; we're aiming to keep these short if possible, and you're going into excessive detail about stuff that is either dex info like or just fluff (eg. "Torch Song is hands down one of the best offensive moves ever released", Will-O-Wisp can effectively stop a physical setup sweeper in its place" etc). You also switch perspective quite a bit, alternating between "you can do/run [xy]" and "Skeledirge is one of the best...". Stick to describing Skeledirge as it otherwise gets confusing.
  • Double check your spellings and standards; I can spot multiple errors that are very easy to catch such as Torch Somg, Fluttermane, and instances of Choice Items not being written out (it's always Choice Specs/Band/Scarf/Item, not just Specs/Band/etc), and stuff like "[X]HKO'd" which should be [X]HKOed. Refer to the GP standards if you are still confused (easier to ctrl+f terms!).
  • As far as QC goes, remove Tera Normal. You lose Dirge's biggest niche in being a Koraidon switch-in. Talk about being able to blank Koraidon in most cases instead of beating "most physical attackers" which isn't even true between the multitude of strong physical Ground-types, Annihilape, and the Dark-types like Chien-Pao/Roaring Moon/Kingambit that you HAVE to have Terastallized already to check and you're still at the mercy of what the user is predicting and possible Steel-type Tera.
  • Most importantly: we expect an analysis reader to be at the very least competent enough to know that EVs max out at 252, what moves do, and STAB moves are run because they're... STAB! Cut all the overexplanation about 252/252 and why WillOWisp on a phys def wall is good.
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Manaphy

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Hi, some quick things:

-Slash Earth Power as a 3rd option on Hex's slot, it hits Garganacl which is huge to prevent it from setting up on you for free, and it has good neutral coverage with Fire
-Tera Normal sux as Lasen said
-Tera Water is great as it turns Skeledirge into a mini-Dodonzo with reliable recovery
-Tera Flying is good so you can check Great Tusk
 
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