Excadrill (OU Analysis) [WIP]

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phosphor

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[OVERVIEW]
Once upon a time, during the grim days of the post Chlorophyll+ Drought ban, evil legions of Spikes-stackers reigned supreme over the kingdom of OU. Then a legend was whispered among the shadows-- that a hero, a knight in shining armor will descend from Mt. Ubers and spin away the forces of darkness. Stripped of his Sand Rush by the Council of Gods, Excadrill has returned to his people(?) as one of the tier's best attackers and supporters and as a shining beacon of BW OU. With two awesome (legal) abilities, almost negligible Stealth Rock vulnerability, a concise but valuable movepool, and the ability to take an Outrage or Draco Meteor in a pinch, Excadrill can show up in teams with vastly different roles and fulfill all of them with aplomb.

Sadly, the second coming of the Subterrene Pokemon has not been too kind to it. As an attacker, 88 base speed falls short of many other attackers (notably Keldeo and Landorus-T) that would stop its rampage cold, and some walls like Gliscor switch in a bit too freely. While the Choice Scarf set has high utility, usefulness, and sweeping potential, it is underwhelming in speed and can be easily walled depending on which ability you use. As a dedicated entry hazard-remover, having no reliable recovery means that Excadrill can weather the strain of powerful resisted hits only long enough to spin once or twice in a match. It can also be quite awkward to fit into a team due its odd typing and stat-distribution. But rest assured, Excadrill is still Excadrill, and whether that means "scary-as-hell attacker" or "invaluable team asset" one should always be prepared for the threat of a sweep or to have their hard-earned hazards blown away.

[SET]
name: Offensive
move 1: Earthquake
move 2: Rapid Spin
move 3: Protect
move 4: Iron Head/ Stealth Rock
item: Leftovers
ability: Mold Breaker/ Sand Force
nature: Jolly/ Adamant
EVs: 252 Atk / 4 Def / 252 Spe

[SET COMMENTS]
Moves
===============
Earthquake is the bread-and-butter of all Excadrill sets, however the properties of Earthquake change drastically depending on the ability and nature used. Mold Breaker Earthquake prevents mons like Rotom-W, Latios, and Bronzong from freely coming in, while Adamant Sand Force Earthquake with just Stealth Rock and sandstorm has a high chance to 2HKO standard Ferrothorn and max defense Slowbro. Protect is the second most important move in the set. A move that turns encounters with Choice-locked Keldeo, Landorus-T, Terrakion, Latios, and Tornadus into at least 50/50s if they clicked a resisted move is very powerful. Rapid Spin is largely the reason to run Excadrill, and it is a terrific user of it being able to force out most Jirachi and Tyranitar and spin for free on non-Helmet Skarmory.

Set Details
===============
252 Speed EVs with a Jolly nature outspeeds a lot of things- most Tentacruel, neutral-natured Kyurem-B, Jolly Mamoswine, lead Jirachi, Timid Heatran, bulkier and slower Excadrill, and a whole host of miscellaneous breakers. For Mold Breaker sets, Jolly is almost always recommended. However, for Sand Force sets with the right support (see: paralysis), Adamant is simply too good to pass up.

Usage Tips
===============
-watch out for Magnet Rise zone
-if you scouted BoltBeam Reun this guy can really pressure it

Team Options
===============
-Jirachi on DragMag
-Ttar especially if Sand Force
-Rotom-W for burns so you can spin on Ferro
-Rocky Helmet user
-Loom and Terrakion check

[SET]
name: Choice Scarf
move 1: Earthquake
move 2: Iron Head
move 3: Rock Slide/ Toxic/ Stealth Rock
move 4: Rapid Spin
item: Choice Scarf
ability: Mold Breaker/ Sand Force
nature: Adamant/ Jolly
EVs: 252 Atk / 4 Def / 252 Spe

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

Scarf Excadrill with Mold Breaker can sweep past Rotom-W, Latios, Bronzong, and Gengar (all of whom take Spikes damage when Excadrill is active). Since it's not expected to be a wallbreaker, it's more amenable to having a Jolly nature. This variant of Scarf Excadrill requires less support and is easy to slap onto a team (being great on weatherless teams and can be used in Sand as well), though it should be noted that its use is fundamentally different from Sand Force and leans more towards support, revenge killing, and being a utility mon that can sweep late-game.

Excadrill's 412 (or more) speed with a Choice Scarf means that once the opponent's hazard setter is down one can sneak in a Rapid Spin against the most relentless of offensive teams. Against a very bulky team that Excadrill will never be putting work against, Toxic is also a viable option as it baits out and wears down Landorus-T, Rotom-W, and Slowbro. Stealth Rock is surprisingly not as situational as it may seem- it at least gives it something useful to do while the mole's teammates are wallbreaking. Mold Breaker Stealth Rock will get past Magic Bounce users like Xatu, which is invaluable against some stall match-ups. Keep in mind that while Toxic and Stealth Rock are worth considering, they are still just more-than-niche options.

Excadrill with Sand Force works fundamentally differently: Sand Force-boosted Adamant Earthquake can achieve 2HKOs on many of the tier's bulkiest Pokemon with hazard support. With just Stealth Rock and sandstorm, Excadrill has a high chance to 2HKO standard Ferrothorn and max defense Slowbro, and with Spikes over Stealth Rock it has a very high chance to 2HKO bulky Breloom with Poison Heal.

Iron Head mops up the rest, dealing lethal amounts of damage to fast-and-frail Psychic and Flying types. It's also useful for chipping Scarfed Landorus-T, and can potentially flinch down your opponent's slower win-conditions. To illustrate just how powerful Sand Force Iron Head is, with just Stealth Rock and sandstorm Excadrill has a 25% chance to OHKO Latios with it, as well as getting an OHKO on Tornadus and a 2HKO on offensive Landorus-T even factoring in Intimidate.

Rock Slide gains a semi-STAB boost from Sand Force and allows Excadrill to weather Rotom-W on the switch as well as achieve revenge kills on Adamant (and some Jolly) Gyarados and Dragonite with as little as 22% HP worth of chip damage.

Set Details
===============

252 Speed EVs with a neutral nature outruns other Scarf Excadrill, +1 positive-natured Politoed, Dragonite, Breloom, and (God forbid somebody brings one in OU) +2 neutral-natured base 50 speed set-up sweepers. Jolly is an option to outrun other Scarf Excadrill and Adamant Scarf Landorus-T, however the only other noteworthy threats it beats are Scarf Heatran (which is rare) and neutral-natured +1 base 100s (Volcarona and Salamence usually run Speed-boosting natures). If you are confident your opponent will bring these, feel free to use Jolly. However, you will miss all the aforementioned kills. 252 Attack with a positive nature allows Excadrill to hit as hard as possible without a damage-boosting item; if you worry about your potential damage output without a Life Orb or such, it is wise to remember that Choice Band Garchomp's Earthquake is only 1.69% stronger than Sand Force Excadrill's. In the unlikely scenario that Excadrill is the only Steel-type on your team, 236 Atk / 20 Def / 252 Spe allows Excadrill to take two unboosted Choice Scarf Salamence Outrages even after Stealth Rock damage. While the above KOs might now be harder to get, in the matchup against a multiple Dragon-type user this could be the difference between a win and a loss.

Usage Tips
===============

Scarf Excadrill is not strictly a late-game sweeper or a revenge killer. The combination of sandstorm damage and Excadrill's damage output that equals even Choice Band users (assuming Sand Force) means it can wear down potential checks to make cleaning much easier in the late-game. As such, do not be afraid to bring it out early-to-mid game to help break a wall like Ferrothorn. A conservative approach is preferred when your opponent has a Rotom-W or a Skarmory, however. Your opponent always has an incentive to attack, set up, or switch to a Ghost-type whenever Excadrill is on the field, as every potential attack you make is also a potential Rapid Spin. This is something to take advantage of. Scarf Excadrill is not the kind of Rapid Spinner who should be wantonly switched in and out to clear hazards due to its reduced bulk and inability to switch attacks; rather, a method of using it is to let your opponent pile up their hazards while you deal heavy damage to or KO their hazard-setters. Afterwards is when you clear them all in one go. Conversely, you should always have contingencies for the scenario where Excadrill is locked into Rapid Spin in front of a set-up sweeper or wallbreaker. Using Rapid Spin with this set will leave you locked to it and open to be taken advantage of by set-up sweepers and Iron Barbs/ Rough Skin Pokemon.

Team Options
===============

Given this variant of Excadrill is only a part-time spinner and is actually not very good at it (being Choiced and all), it is advisable for one to pair it with a team that isn't totally destroyed by entry hazards. Magnezone has excellent synergy with Excadrill and can cage and fry Skarmory as well as hurt bulky Water-types which opens up Excadrill for more aggressive play. Beyond that, obviously a Pokemon that aims to abuse Sand Force must have a Pokemon with Sand Stream supporting it. This means Tyranitar or Hippowdon- of the two, Tyranitar is preferred because it is capable of pressuring and/ or trapping (with a Choice Band) Slowbro, Jellicent, and Reuniclus (all three of which can hamper an Excadrill sweep). Either can also lay Stealth Rock for Excadrill in order to achieve certain KOs. Excadrill is itself not a fast Scarfer- one will either want a second (faster) Scarfer, priority move users, sturdy walls, or situational checks to Dragon Dance/ Quiver Dance users to help control opposing set-up. In particular, Keldeo is a good choice for this. Because it aims to attack as it is without boosting, Spikes are an invaluable asset to Excadrill. Either Skarmory or Ferrothorn are strong options, as they take the pressure off Excadrill in taking the hits that Steel-types should be taking.

It is worth mentioning that Landorus-T can use Gravity to open up for an Excadrill sweep. However, a lot of weaknesses are compunded between the Sand Stream user and those two aforementioned, and one aught to carry a bulky Grass-type of their own so that this strategy doesn't backfire. Sandstorm and Gravity support is usually not necessary for Mold Breaker Excadrill- all the other kinds still apply, however. Latios and Hydreigon greatly appreciate Excadrill. Latios can switch in on the Fire, Water, Ground, and Fighting-type attacks directed at Excadrill, while Excadrill can force out and remove the entry hazards of Tyranitar. Hydreigon can use Fire Blast or Draco Meteor to remove Steel and Ground-types for Excadrill, respectively; Excadrill reciprocates by removing Stealth Rock which U-turn/ Life Orb users like Hydreigon despise.

[SET]
name: Bulky Rapid Spin
move 1: Earthquake
move 2: Rapid Spin
move 3: Protect
move 4: Toxic/ Iron Head/ Stealth Rock
item: Leftovers
ability: Mold Breaker
nature: Careful
EVs: 252 HP / 4 Def / 252 SpD

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

This variant of Excadrill aims to survive as long as possible, to maximize the number of opportunities to use Rapid Spin, and to be capable of using Rapid Spin as often as possible. The moves that are listed here are the limited options with which this can be done: Mold Breaker Earthquake prevents Excadrill from being Taunt and set-up bait and allows Excadrill to attack the Lati siblings (whom you are supposed to use Rapid Spin on), Rotom-W, and Gengar (who could otherwise block your Rapid Spin). Rapid Spin is the support Excadrill provides for its team and allows it to remove entry hazards. Protect serves a triple purpose- it allows Excadrill to compound Leftovers recovery, scout which move a Choice-locked opponent will make (such as Surf from Latios, Stone Edge from Terrakion, Focus Blast from Tornadus, U-turn from Landorus-T, and either of Keldeo's STABs), and to stall out Toxic's gradual increasing effect. Toxic, as mentioned, works in conjunction with Protect and catches spinblockers like Jellicent on the switch and gives Excadrill an option against the likes of Tornadus (which it should be checking)- although one can substitute Iron Head on faster sets. Alternatively, Stealth Rock can be used for role compression but only as a last resort. You don't want to be useless against Flying-types, and Protect is much too useful on this set. Iron Head should only be used on faster EV spreads that utilize a Jolly nature.

Set Details
===============

Most of the EVs are dropped into bulk for taking special attacks. If one seeks to deviate from this spread, it makes sense that one of the defenses is maximized first over HP as Excadrill has a huge base 110 HP stat (meaning investment in HP at some point meets diminishing returns), Excadrill really wants to take one Superpower from Tyranitar or two Power Whips from Ferrothorn. If desired, 28 Speed EVs allow Excadrill to outrun neutral-natured Magnezone with Hidden Power Fire. However, Magnezones which seek to trap Excadrill will likely be Timid-natured, and as such it may be more advisable to use a spread of 144 HP / 252 SpD / 112 Spe if one wishes to avoid this. Multiple alternative EV spreads are usable- most notably, 252 HP / 4 Def / 252 Spe chases down and kills faster Rotom-W, allows the use of Iron Head, and answers Toxicroak, Mamoswine, Heatran, and Kyurem-B in a pinch. An Adamant nature could be used to 3HKO Jellicent, deter Thunder+ Hidden Power Ice Reuniclus from setting up, and remove Rotom-W from full health- the last part is usually not necessary, however, as most non-attacker Rotoms don't invest too much in Speed nor do they ever show up in front of Excadrill without some form of chip damage (being pivots and all).

Usage Tips
===============

This Excadrill is a support unit first and a defensive unit second. Do not just carelessly let it take attacks that more dedicated teammates cannot take in its place. Excadrill should be taking powerful resisted hits, yes, but only when you are sure that you have a reasonable chance of pulling off a Rapid Spin or when failure to do so will cost you the game. Even then, Excadrill will not want for opportunities to pull off a Rapid Spin with all the Tyranitars (even with Choice Band), Jirachis, Amoongusses and Skarmory that roam the tier. It must be emphasized that your interest in preserving Excadrill's HP only extends as far as it is important for you to Rapid Spin. The above EVs can usually take one Lava Plume from specially defensive Heatran or a rain-boosted Scald from defensive Politoed or Tentacruel and pull off a Rapid Spin from full health, and if you absolutely need entry hazards gone do not hesitate to do so and avoid losing the game.

Team Options
===============

Being a support Pokemon, one should not really be giving it support of its own. However, one can create ideal environments for Excadrill to maximize its capacity to support the team. Excadrill's main draw is the ability to switch in on Skarmory and Ferrothorn and execute a Rapid Spin, but for the latter case surviving afterwards isn't guaranteed. Furthermore, there are some Pokemon that Excadrill struggles to spin against (see: Rocky Helmet spikers and Garchomp) and having a team that can neuter them is essential for good results. For these reasons, Rotom-W is an excellent partner, as it can burn Ferrothorn with Will-O-Wisp and ensure Excadrill can switch in on it safely. Mew and Jellicent can also Taunt these nuisances and burn them. As a Steel-type, it's rather bad at fulfilling the duties of a Steel-type- it appreciates teammates that can take physical hits for it and the presence of another Latios buffer (such as Landorus-T and Jirachi, respectively). This Excadrill is at home in slower balance or defensive builds, where it can clear Spikes for deadly breakers like Substitute+ 3 attacks Jirachi or Substitute+ Protect Heatran. On a stall team, Excadrill does not have the capacity to heal itself which means it must rely on Wish from the likes of Alomomola or Chansey to stay healthy in longer games. Stall also appreciates Excadrill's unique defensive niche, compressing checks to non-Focus Blast Thundurus-T, Kyurem-B, and Choice Band Tyranitar in one team-slot. Rain extends Excadrill's longevity against the random Fire-type attacks that people love to slap on their Pokemon, and also allows it to shut down defensive Zapdos builds.

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

Excadrill doesn't have many other viable options. A Sand Force attacker set with Earthquake/ Iron Head/ Protect/ Rapid Spin and holding Leftovers makes a terrific attacker, but it greatly desires paralysis support. Excadrill can also try to forego Rapid Spin to wallbreak with Swords Dance and Protect, using either ability. Magnet Rise is a cool novelty, but Excadrill is already pretty strapped for move slots. In hyper offense teams, Excadrill can serve as a workable lead- Focus Sash or Air Balloon Mold Breaker with Stealth Rock and Rapid Spin can prevent other dedicated leads from getting up their Stealth Rock while Excadrill lays its own.

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

Sand Force and Mold Breaker Excadrill have pretty different checks to each other. Still, there are Pokemon that are just capable of stopping Excadrill hard no matter what it decides to bring. Skarmory and Tangrowth laugh at the likes of Swords Dance and Toxic (in the short-term). Offensive Breloom can often take one Earthquake, and just OHKO any Excadrill with Mach Punch. Fortunately, unlike other Pokemon with different sets that have different counters, Mold Breaker comes with an announcement that immediately narrows down what set Excadrill is running. Sand Force Excadrill is handily checked by Landorus-T and Slowbro and often times is outright countered by Rotom-W, Hippowdon, Gliscor, and Bronzong. The former four aught to watch out for Toxic, though, and Gliscor should activate Poison Heal early and watch out for Swords Dance Iron Head. Zapdos is also a good check, but is worn down by Stealth Rock, sandstorm, and Rock Slide too easily in addition to being vulnerable to Toxic. Choice Scarf Keldeo and Air Balloon Heatran are decent offensive checks; Latios and such can take advantage of an Excadrill Choice-locked into Earthquake. The best way to neuter Sand Force Excadrill, however, is simply to change the weather. Without a Sand Force boost, all of the aforementioned checks become counters.

Mold Breaker Excadrill, while having markedly less offensive potential, just straight up knocks out Rotom-W and Bronzong while Toxic-stalling the likes of Latios and Zapdos (the former of which takes a large amount from Earthquake anyway). Gliscor and Poison Heal Breloom make decent counters, although it is not very productive to look for a direct answer as more often than not that set aims to support its team by removing hazards. This is a difficult task for most spinblockers- Gengar, for example, is cleanly OHKOed by Earthquake. Jellicent is probably the best spinblocker to confront it with, although it should be careful of Toxic. While it can't switch in on that or a boosted Earthquake and risk losing, Jellicent resists Iron Head and can utilize Will-O-Wisp to neuter Excadrill for good. Sableye does the same to an extent. It can't switch in on Earthquake at all, but because of Prankster, Sableye doesn't have to take two attacks to burn Excadrill and has a Taunt fast enough to prevent Toxic and Stealth Rock. Often times it is sufficient to wear down Excadrill as it has no reliable recovery, and forcing it to switch in on powerful Draco Meteors and Hurricanes will greatly lower its survival time and limit the number of times it can Rapid Spin in a game.
 
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Finchinator

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OU Leader
Overview:

While both of its Choice Scarf sets have high utility, usefulness, and sweeping potential, they are underwhelming in speed and can be easily walled depending on which ability you use.
I think you mean both of its sets rather than both of its Choice Scarf sets seeing as how you describe it later in the sentence and there is only one Choice Scarf set.

Set 1:

I'd personally slash Stealth Rocks before Toxic just given how nice they can be to have. Things have been trending in the direction of carrying a second Scarf Ground rocker (mainly Drill/Chomp) lately, so might as well recognize that.

Anyway, as far as I know hard-calcs have not been included in analysis forever, so just write out the Pokemon that you do noteworthy amounts of damage to instead of showing the calcs. A simple sentence for each move with the examples you list being the Pokemon you calced will do. Same goes for any other instances of this throughout, probably.

I would also add on that outrunning opposing Scarf Excadrill (or at least speed tying them) is relevant when it comes to running Jolly when you discuss neutral 100s and Scarf Heatran. I know you address this later on in that same paragraph, but I feel like this scenario is much more likely to occur than Scarf Heatran or Modest Volcarona, so it only feels right that way personally.

I would move Magnezone a bit further up -- hell, even perhaps to near the beginning -- of the team options if only because it goes hand-in-hand with your note about the overall team structure hazard match-up at the start and it's an absolutely phenomenal partner to Scarf Sand Force Excadrill. Teams like this one are great examples of how effective this synergetic core can be.

Set 2:

I lack much experience with bulkier Excadrill. Actually, I have never used it on a tournament/serious team and simply do not feel too qualified to comment on it. From a glimpse, it looks like what you have aligns with what I suppose to be right here, but yea I don't want to be an important influence on that section given my relative inexperience to other BW mainstays.

Set 3:

This set looks pretty weird; I would probably have it look as follows:
Earthquake
Rapid Spin
Iron Head
Swords Dance > Rock Slide
Sand Force > Mold Breaker

New metagame "offensive" non-scarf Excadrill is still hardly seen and it needs more time to fit-in with the recent Sand Rush ban, but I think that not having SD as a main slash takes away a vast majority of the appeal.

From there, adjust your descriptions accordingly and I think the rest of that is fine.

OO and CC are both good to go, it appears.

implement these changes, perhaps get some specific extra oversight on the second and third sets/future QCing, and then you should be good2go
 

phosphor

ghosts appear and fade away
is a Top Tutoris a Community Leader
B101 Leader
Overview:


I think you mean both of its sets rather than both of its Choice Scarf sets seeing as how you describe it later in the sentence and there is only one Choice Scarf set.

Set 1:

I'd personally slash Stealth Rocks before Toxic just given how nice they can be to have. Things have been trending in the direction of carrying a second Scarf Ground rocker (mainly Drill/Chomp) lately, so might as well recognize that.

Anyway, as far as I know hard-calcs have not been included in analysis forever, so just write out the Pokemon that you do noteworthy amounts of damage to instead of showing the calcs. A simple sentence for each move with the examples you list being the Pokemon you calced will do. Same goes for any other instances of this throughout, probably.

I would also add on that outrunning opposing Scarf Excadrill (or at least speed tying them) is relevant when it comes to running Jolly when you discuss neutral 100s and Scarf Heatran. I know you address this later on in that same paragraph, but I feel like this scenario is much more likely to occur than Scarf Heatran or Modest Volcarona, so it only feels right that way personally.

I would move Magnezone a bit further up -- hell, even perhaps to near the beginning -- of the team options if only because it goes hand-in-hand with your note about the overall team structure hazard match-up at the start and it's an absolutely phenomenal partner to Scarf Sand Force Excadrill. Teams like this one are great examples of how effective this synergetic core can be.

Set 2:

I lack much experience with bulkier Excadrill. Actually, I have never used it on a tournament/serious team and simply do not feel too qualified to comment on it. From a glimpse, it looks like what you have aligns with what I suppose to be right here, but yea I don't want to be an important influence on that section given my relative inexperience to other BW mainstays.

Set 3:

This set looks pretty weird; I would probably have it look as follows:
Earthquake
Rapid Spin
Iron Head
Swords Dance > Rock Slide
Sand Force > Mold Breaker

New metagame "offensive" non-scarf Excadrill is still hardly seen and it needs more time to fit-in with the recent Sand Rush ban, but I think that not having SD as a main slash takes away a vast majority of the appeal.

From there, adjust your descriptions accordingly and I think the rest of that is fine.

OO and CC are both good to go, it appears.

implement these changes, perhaps get some specific extra oversight on the second and third sets/future QCing, and then you should be good2go
I have implemented all of your changes except the one regarding Swords Dance. I know I should be thinking for myself but it's hard to argue when my source for shelfing it is BKC and as such I would like to get a second opinion on that to see whether his opinion is an outlier. Thank you.
 
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I'm not qc
Standard Scarf Excadrill should run 252/252/4 (both adamant and jolly), period. When in my analysis I wrote about giving it 20 EVs in Defense to take on Salamence's Outrage I was explicitly talking about the circumstance in which Excadrill would be the only Steel-type on the team, and even then those 20 EVs should be detracted from Attack, not Speed. You will find way more opposing Excadrill than Salamence in the current metagame so you really don't want to renounce to the speed tie. this was also the reason I chose to invest in defense rather than hp -- 40 evs would detract too much from attack
With all due respect for BKC set 3 seems theorymon to me, otherwise it wouldn't have all these slashes. I like to use sand force sd/spin/eq/head with leftovers or shuca berry (what finchinator posted) but imo we still don't know what's the best set for non-scarf offensive excadrill in sandstorm and therefore we should wait a little more before adding it to an analysis.
I don't see the appeal of Substitute in other options. I used it once on Sand Rush while giving spin to mie but that's it, I don't think it's viable anymore.



Edit Of course Rock slide can be helpful, nobody is denying that, what I am saying is that set is still uncharted territory and therefore it's too early to make an analysis out of it.
 
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phosphor

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B101 Leader
I'm not qc
Standard Scarf Excadrill should run 252/252/4 (both adamant and jolly), period. When in my analysis I wrote about giving it 20 EVs in Defense to take on Salamence's Outrage I was explicitly talking about the circumstance in which Excadrill would be the only Steel-type on the team, and even then those 20 EVs should be detracted from Attack, not Speed. You will find way more opposing Excadrill than Salamence in the current metagame so you really don't want to renounce to the speed tie. this was also the reason I chose to invest in defense rather than hp -- 40 evs would detract too much from attack
With all due respect for BKC set 3 seems theorymon to me, otherwise it wouldn't have all these slashes. I like to use sand force sd/spin/eq/head with leftovers or shuca berry (what finchinator posted) but imo we still don't know what's the best set for non-scarf offensive excadrill in sandstorm and therefore we should wait a little more before adding it to an analysis.
I don't see the appeal of Substitute in other options. I used it once on Sand Rush while giving spin to mie but that's it, I don't think it's viable anymore.
I will implement your comments, thank you. If it matters, I find Rock Slide to be very useful in chipping Rotom-W whenever it switches in. Meanwhile, Sand Force+ SD Excadrill is just Rotom-W bait. I might put it back in. 38% is pretty significant damage.

I'm basing the effectiveness of sub based on what I saw SoulWind use in a tour once.
 
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phosphor

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Finchinator

Removed the utility attacker set for now, as these two sets seem to be the only ones that are really known. Awaiting QC, please advise.
 

Finchinator

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OU Leader
Considering that the changes above are implemented, consider this my approval/check. I am not really sure who else has any say/if there is an official QC team for this quite frankly, but someone else should probably look it over just to be sure and then it'd be good to go!
 

phosphor

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Considering that the changes above are implemented, consider this my approval/check. I am not really sure who else has any say/if there is an official QC team for this quite frankly, but someone else should probably look it over just to be sure and then it'd be good to go!
Note: I just saw that Finchinator is the BW QC leader so I am moving this up to QC 1/3
 
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Luigi

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Sand Force-boosted positive-natured Earthquake can achieve 2HKOs on many of the tier's bulkiest Pokemon (and frail resists) with hazard support. With just Stealth Rock and sandstorm, Excadrill has a 77.3% chance to 2HKO 252 HP / 48+ Def Ferrothorn, 74.2% chance to 2HKO 252 HP/ 252+ Def Slowbro, and with Spikes over Stealth Rock it has an 89.1% chance to 2HKO 236 HP/ 0 Def Breloom with Poison Heal.
this reads really awkwardly cause of all the calcs and percentages

Mold Breaker achieves none of the aforementioned kills- this version of Scarf Excadrill is used in weatherless teams and can sweep past Rotom-W, Latios, Bronzong, and Gengar (all of which take Spikes damage when Excadrill is active). As such, it is easier to use. Mold Breaker Toxic and Stealth Rock will get past Magic Bounce users like Espeon and Xatu.
feel like this set warrants more than being a footnote on the sand force set.

The combination of sandstorm damage and Excadrill's banded-base-129-attack-equivalent damage output (with Sand Force)
i know what you mean but this makes it sound like it's banded

Before this Excadrill is a defensive Pokemon, it is a support Pokemon.
rewrite this

Focus Sash Mold Breaker Excadrill with Stealth Rock and Rapid Spin can prevent other dedicated leads from getting up their Stealth Rock while Excadrill lays its own.
mention that this is only an option in hyper offense

Conkeldurr
that's a meme mon, say keldeo or something instead

Sableye is probably the best spinblocker to confront it with. While it can't switch in on Earthquake and Toxic, Sableye can utilize Will-O-Wisp to neuter Excadrill for good and Taunt it to prevent Toxic or Stealth Rock.
i'd still rather have a jellicent than a sableye spinblocking vs bulky drill lol
 

phosphor

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this reads really awkwardly cause of all the calcs and percentages
Revised, I replaced some jargon, contracted it, and dropped the mention of frail resists.

feel like this set warrants more than being a footnote on the sand force set.
Yes, it does, however we run into a problem. We will have to separate this set into "Sand Force" and "Mold Breaker". Once this is done, either both of these sets will have to use Scarf and it's kind of silly to have two Choice Scarf sets in an analysis. Or, we make a generalized Offensive Mold Breaker set with Choice Scarf as a slash that nobody has any idea what it looks like or is trying to be too many things.

Until we've addressed this, I'll keep my revision to rewording everything and clarifying Mold Breaker Scarf is fundamentally different.

i know what you mean but this makes it sound like it's banded
Revised.

rewrite this
Revised.

mention that this is only an option in hyper offense
Revised.

that's a meme mon, say keldeo or something instead
Revised, I mentioned Scarf Keldeo which is pretty splashable.

i'd still rather have a jellicent than a sableye spinblocking vs bulky drill lol
Revised, I discuss the merits of both.
 

DKM

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Hi, just gonna leave my suggestions. n_n


Once upon a time, during the grim days of the post Chlorophyll+ Drought ban, evil legions of Spikes-stackers reigned supreme over the kingdom of OU. Then a legend was whispered among the shadows-- that a hero, a knight in shining armor will descend from Mt. Ubers and spin away the forces of darkness. Stripped of his Sand Rush by the Council of Gods, Excadrill has returned to his people(?) as one of the tier's best attackers and supporters and as a shining beacon of BW OU. With two awesome (legal) abilities, almost negligible Stealth Rock vulnerability, a concise but valuable movepool, and the ability to take an Outrage or Draco Meteor in a pinch, Excadrill can show up in teams with vastly different roles and fulfill all of them with aplomb.
It might not be my place to say this but the overview is a bit...out there. I'm not sure if past gens have the same standards but some of the text just doesn't seem useful. There are plenty of analyses to look through to get an idea of what most overviews look like.


With just Stealth Rock and sandstorm, Excadrill has 77.3% chance to 2HKO standard Ferrothorn, 74.2% chance to 2HKO max defense Slowbro, and with Spikes over Stealth Rock it has 89.1% chance to 2HKO bulky Breloom with Poison Heal.
Specific calcs are never used in analyses as far as I know, it's not really necessary. I'd just say it has "a high chance to 2HKO" these Pokemon or something similar.


To illustrate just how powerful Sand Force Iron Head is, with just Stealth Rock and sandstorm Excadrill has a 25% chance to OHKO Latios with it, as well as getting a certain KO on Tornadus and a 2HKO on 4 HP / 0 Def Landorus-T (without Leftovers) even factoring in Intimidate.
Similar here. I'd just say "has a chance to OHKO", "on offensive Landorus-T" etc.


One should be careful, however, as using Rapid Spin with this set will leave you locked to it and open to be taken advantage of by set-up sweepers and Iron Barbs/ Rough Skin Pokemon.
This probably fits better in usage tips.


Mold Breaker Toxic and Stealth Rock will get past Magic Bounce users like Espeon and Xatu
No one uses Espeon, I'd remove it.


252 Speed EVs with a neutral nature outruns positive-natured base 130s (Jolteon and Aerodactyl)
I dont think these guys are relevant enough for a mention, the other examples seem better to me.


if you worry about your potential damage output without a Life Orb or such, it is wise to remember that Choice Band Garchomp's Earthquake is only 1.69% stronger than Sand Force Excadrill's.
I don't think this is needed either lol, especially with the earlier examples.


Scarf Excadrill is not the kind of Rapid Spinner who should be wantonly switched in and out to clear hazards due to its reduced bulk and inability to switch attacks; rather, a method of using it is to let your opponent pile up their hazards while you deal heavy damage to or KO their hazard-setters. Afterwards is when you clear them all in one go.
I'd mention the part about being careful of locking into Rapid Spin in/right after this sentence.


Tyranitar is preferred because it is capable of hurting and/ or trapping Slowbro, Jellicent, and Reuniclus
It can't really trap Jellicent or Slowbro unless it's the CB set (Jelli will burn it, bro will tank and get regen). I'd either just say it can pressure them, or specify CB tyranitar.


Latios and (surprisingly enough) Salamence greatly appreciate Excadrill. Latios can switch in on the Fire, Water, Ground, and Fighting-type attacks directed at Excadrill, while Excadrill removes Tyranitar from the equation. Salamence can utilize Fire Blast or Hydro Pump to remove Steel-types and Ground-types for Excadrill, respectively; Excadrill reciprocates by removing Stealth Rock which Salamence is weak to.
Excadrill doesn't really remove Ttar for Latios, it just forces it out. It even struggles to switch into Fire Blast/Superpower. Instead I'd say how Latios can weaken bulky steels/bulky pokemon in general for a drill sweep.

Also I've seen almost no Salamence recently, not even on dragmag. I'd probably change this for Hydreigon who's more relevant. You can mention it weakening Steels like Skarmory and Ferro with Fire Blast and Focus Blast.


which it can especially do as it only loses 3.125% HP to Stealth Rock
I don't think it's worth mentioning this.


or a rain-boosted Scald
From who?


Also, there are some Pokemon that Excadrill will never spin against (see: Rocky Helmet spikers and Garchomp) and having a team that can remove them is essential for good results. Mew and Jellicent can Taunt these nuisances and burn them with Will-O-Wisp.
Never? I think it's better to say it struggles to spin. Technically it can still remove their hazards, or better yet chip ferro/chomp with eq. Theyre obviously a big pain but using words like "never" isn't the best idea.

"and having a team that can remove them" I assume you ment teammate. Also Mew and Jelli don't remove them, they just stop them from setting hazards (which is still great).


Gengar is cleanly OHKOed by Earthquake and Jellicent has to be careful not to switch in on Toxic to win. Jellicent is probably the best spinblocker to confront it with
This sounds contradicting. After Gengar I'd just say "Jellicent is probably the best spinblocker to confront it with, although it should be careful of Toxic" or something similar.


There's quite alot, so only implement what/if you agree with or ask the QC team.
 

phosphor

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Hi, just gonna leave my suggestions. n_n



It might not be my place to say this but the overview is a bit...out there. I'm not sure if past gens have the same standards but some of the text just doesn't seem useful. There are plenty of analyses to look through to get an idea of what most overviews look like.



Specific calcs are never used in analyses as far as I know, it's not really necessary. I'd just say it has "a high chance to 2HKO" these Pokemon or something similar.



Similar here. I'd just say "has a chance to OHKO", "on offensive Landorus-T" etc.



This probably fits better in usage tips.



No one uses Espeon, I'd remove it.



I dont think these guys are relevant enough for a mention, the other examples seem better to me.



I don't think this is needed either lol, especially with the earlier examples.



I'd mention the part about being careful of locking into Rapid Spin in/right after this sentence.



It can't really trap Jellicent or Slowbro unless it's the CB set (Jelli will burn it, bro will tank and get regen). I'd either just say it can pressure them, or specify CB tyranitar.



Excadrill doesn't really remove Ttar for Latios, it just forces it out. It even struggles to switch into Fire Blast/Superpower. Instead I'd say how Latios can weaken bulky steels/bulky pokemon in general for a drill sweep.

Also I've seen almost no Salamence recently, not even on dragmag. I'd probably change this for Hydreigon who's more relevant. You can mention it weakening Steels like Skarmory and Ferro with Fire Blast and Focus Blast.



I don't think it's worth mentioning this.



From who?



Never? I think it's better to say it struggles to spin. Technically it can still remove their hazards, or better yet chip ferro/chomp with eq. Theyre obviously a big pain but using words like "never" isn't the best idea.

"and having a team that can remove them" I assume you ment teammate. Also Mew and Jelli don't remove them, they just stop them from setting hazards (which is still great).



This sounds contradicting. After Gengar I'd just say "Jellicent is probably the best spinblocker to confront it with, although it should be careful of Toxic" or something similar.


There's quite alot, so only implement what/if you agree with or ask the QC team.
All implemented, except for the less fluffy intro and the "1.29% weaker than CBchomp" reference. While it may not be the policy now, fluff text in the intro has always been prevalent in old-gen analyses and especially the current BW OU ones (offenders include Zam, Loom, Tkion, Mence), and being a bit hammy is fitting for a Pokemon who dropped from Ubers and made a drastic change to the metagame.

As for the CBchomp reference, I will insist on that one because even though it's stated to get a boost, it is very unintuitive how people will figure out to use a Choice Scarf Pokemon as a breaker.

Thank you for taking your time to check this out.
 

phosphor

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Reopened and bumped when I saw Gen 5 analyses are finally being revamped, but there are things I need to clear up:


I've talked to a major tournament player who wished to remain anonymous and he suggested adjustments that would remove the bloat on this but also realign the priorities of this analysis. Our consensus was that ideally Bulky Excadrill should be two sets separated by their abilities, with Bulky MB having options to be super slow or super fast and Bulky SF being it's own thing that does something else. I have not have the time to make a Bulky SF analysis nor do I deem it prudent to sneak it in after 3 QC checks, and I will probably make it separately. With that being said, I would like people to look over this again and ideally get GP checks. Thank you.
 
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